Jump to content


Photo

Targeting masks.


  • Please log in to reply
5 replies to this topic

#1 Codiah

Codiah
  • Members
  • 24 posts

Posted 25 September 2011 - 04:17 AM

So I wanted to tweak my sniper units so that they ignore vehicles as I have always thought it kind of pointless for them to even engage vehicles. However when I go into the weapons.xml file I see this function relies on the "ANTIMASK" variable and so far from what I can tell all ground units and infantry are all on one mask called "ANTI_GROUND".

I did notice that for airborne units there are separate masks, such as "ANTI_AIRBORNE_VEHICLE" and "ANTI_AIRBORNE_INFANTRY" however after trying this format on the ground units it is invalid, so far I have tried...

INFANTRY
ANTI_INFANTRY
ANTI_GROUND_INFANTRY

All appear to be invalid, and I don't know if its possible, and if it is where these ANTIMASK variables are defined.

If there is another way to do this I'm completely up for suggestions.

#2 Madin

Madin

    title available

  • Hosted
  • 686 posts

Posted 26 September 2011 - 12:36 AM

You need to look in the schemas to find out what is valid.

Look in 'C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\Schemas\xsd' and find the 'AssetTypeWeaponTemplate.xsd' schema.
It is quite long, but at least you will have an idea what is possible.

Depending on what program you use, it might be possible for the program to find and load the Schema files for you. This would mean that the program will let you know if something is not valid according to the schema files. Some will even provide you with a list of allowed entries when you make certain new data.

--------------------------------------------------------------------------------------------------------------

Generally speaking, the weapon masking in C&C3 is simply not that good.
:sleep:

Edited by Madin, 26 September 2011 - 12:37 AM.


#3 Codiah

Codiah
  • Members
  • 24 posts

Posted 26 September 2011 - 08:07 AM

Wow.. so I found that section...

<xs:simpleType name="WpnAntiT">
		<xs:restriction base="xs:string">
			<xs:enumeration value="ANTI_AIRBORNE_VEHICLE" />
			<xs:enumeration value="ANTI_GROUND" />
			<xs:enumeration value="ANTI_PROJECTILE" />
			<xs:enumeration value="ANTI_SMALL_MISSILE" />
			<xs:enumeration value="ANTI_MINE" />
			<xs:enumeration value="ANTI_AIRBORNE_INFANTRY" />
			<xs:enumeration value="ANTI_BALLISTIC_MISSILE" />
			<xs:enumeration value="ANTI_PARACHUTE" />
			<xs:enumeration value="ANTI_STRUCTURE" />
			<xs:enumeration value="ANTI_AIRBORNE_MONSTER" />
		</xs:restriction>
	</xs:simpleType>

this is really limited, is it possible to edit these? or is the defines for this kind of set in stone?

#4 Madin

Madin

    title available

  • Hosted
  • 686 posts

Posted 26 September 2011 - 02:53 PM

In this case, this is really all you can use.

#5 ravage

ravage
  • Hosted
  • 70 posts

Posted 29 September 2011 - 02:48 AM

the only way to do it is give the sniper a weapon with projectile, but only damage infantry. the normal sniper weapon will ignore its damage setting and attack vehicles.

#6 Codiah

Codiah
  • Members
  • 24 posts

Posted 29 September 2011 - 04:48 AM

Actually, I found another way of doing this after quite a bit of tinkering. You have to add the special object filters in to keep them from attacking vehicles, this is already set for the sniper on one part, but you have to set it for the spotter as well or your sniper team will still open fire at vehicles. Here is the sniper and spotter weapons.xml section from my current project which seems to work rather well. You can still make them force attack a vehicle, but they will ignore them on their own... Hope this is helpful to anyone else who has been having this issue...

<WeaponTemplate
		id="GDISniperRifle"
		Name="GDISniperRifle" 
		AttackRange="450.0" 
		WeaponSpeed="999999.0" 
		PreAttackType="PER_SHOT"
		RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
		ClipSize="2"  
		FireSoundPerClip="GDI_Sniper_RifleFire"
		FireFX="FX_GDISniperFire"
		FireVeteranFX="FX_GDISniperFireHeroic">
		<PreAttackDelay
		  MinSeconds=".2s"
		  MaxSeconds=".2s" />
		<FiringDuration
				MinSeconds="2.00s"
				MaxSeconds="2.02s" />
		<ClipReloadTime
				MinSeconds="0.1s"
				MaxSeconds="0.1s" />
		<Nuggets>
			<DamageNugget 
				Damage="500.0" 
				Radius="0.0" 
				DelayTimeSeconds="0s" 
				DamageType="SNIPER" 
				DamageFXType="GDI_RIFLE"		
				DeathType="NORMAL">
				<SpecialObjectFilter Rule="ALL" Exclude="STRUCTURE VEHICLE" />
			</DamageNugget>
			<SuppressionNugget
				Radius="15.0"
												 Suppression="250"
												 DurationSeconds="10s">
				<SpecialObjectFilter Rule="ALL" Exclude="STRUCTURE VEHICLE" />
			</SuppressionNugget>
		</Nuggets>
	</WeaponTemplate>

	<WeaponTemplate
		id="GDISpotterRifle"
		Name="GDISpotterRifle" 
		AttackRange="100.0" 
		WeaponSpeed="999999.0" 
		FireSoundPerClip="GDI_Spotter_MachineGunFire"
		RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
		ClipSize="3">
		<FiringDuration
				MinSeconds="0.2s"
				MaxSeconds="0.2s" />
		<ClipReloadTime
			MinSeconds="0.7s"
			MaxSeconds="0.7s" />
		<Nuggets>
			<DamageNugget 
				Damage="25.0" 
				DelayTimeSeconds="0.0s" 
				DamageType="GUN" 
				DamageFXType="GDI_MACHINEGUN"		
				DeathType="NORMAL" >
				<SpecialObjectFilter Rule="ALL" Exclude="STRUCTURE VEHICLE" />
			</DamageNugget>
			<SuppressionNugget
				Radius="10.0"
				Suppression="25"
				DurationSeconds="5s" />
		</Nuggets>
	</WeaponTemplate>





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users