Hello to everyone,
Does anybody have any idea how to make the mirage tank shoot when idle, you know, just like a normal unit when you put it on guard and an enemy enters it's range, it engages it, not stais hidden and does nothing unless ordered to. This is very enoyng, same thing was in cnc3 with the stealth units...
Thanks in advanced
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Venin
Member Since 16 Jan 2008Offline Last Active Aug 23 2010 12:39 PM
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Topics I've Started
Mirage Tank
14 August 2010 - 12:18 PM
Garrison vehicles
10 November 2009 - 02:14 PM
I'm having a headache of a problem with garrisoning infantry in vehicles to be more specific puting infantry in Juggernaugt just like in KW with the Behemoth the problem is, as soon as the infantry enters the unit, Juggernaugt's attack range becomes equal with the attack range of the infantry garrisoned inside him. I can't find anything about this, don't have a clue of what the hell causes this bug/error/problem, but I'm goind nuts here...if anyone knows the answer or at least tell me that I'm lossing my time with this one please help...
Thanks in advance!
Thanks in advance!
AI and upgrades plus new units
31 October 2009 - 08:10 AM
Hi all,
How do I get AI to purchase unit upgrades and also build new units?
How do I get AI to purchase unit upgrades and also build new units?
WeaponFireSpecialAbilityUpdate problem
22 October 2009 - 12:52 PM
Hi to all,
I'm tryng to make a unit fire a weapon when you press the special power button the only problem is...the script works only once, after the special power is reloaded and the button is available again, the specialpower cand go in to action but the weapon dosen't fire anymore, here's how it looks :
I simply can't figure it out why does it do this...
I'm tryng to make a unit fire a weapon when you press the special power button the only problem is...the script works only once, after the special power is reloaded and the button is available again, the specialpower cand go in to action but the weapon dosen't fire anymore, here's how it looks :
<SpecialPower id="ModuleTag_BeamLaserSpecialPower" SpecialPowerTemplate="SpecFireCannon" UpdateModuleStartsAttack="true" /> <WeaponFireSpecialAbilityUpdate id="ModuleTag_BeamLaserSpecialPowerUpdate" SpecialPowerTemplate="SpecFireCannon" SpecialWeapon="NODSpectrumCannonWeapon" UnpackSound="SpecCannonCharge" UnpackTime="3.5s" PreparationTime="1.1s" PackTime="0.1s" StartAbilityRange="450.0" AbilityAbortRange="450.0" SetObjectStatusOnTrigger="IS_ENGAGED" ClearObjectStatusOnExit="IS_ENGAGED" TriggerSound="NOD_Obelisk_LaserFireMS" WhichSpecialWeapon="1" WeaponSlotID="2" WeaponSlotType="SECONDARY_WEAPON" />The special power asset :
<SpecialPowerTemplate id="SpecFireCannon" DisallowedTargetObjectStatus="IN_STASIS" DisallowedTargetModelStates="TRANSPORT_MOVING MOVING" ReloadTime="6s" TargetType="OBJECT_OR_LOCATION"> </SpecialPowerTemplate>The weapon template asset :
<WeaponTemplate id="NODSpectrumCannonWeapon" Name="NODSpectrumCannonWeapon" AttackRange="530.0" WeaponSpeed="999999.0" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" AcceptableAimDelta="15d" CanFireWhileMoving="false" ReAcquireDetailType="PRE_FIRE" ClipSize="1" FireFX="FX_NODAvatarBeamFire" FireVeteranFX="FX_NODAvatarBeamFireHeroic"> <PreAttackDelay MinSeconds="0.5s" MaxSeconds="0.5s" /> <FiringDuration MinSeconds="0.75s" MaxSeconds="0.75s" /> <ClipReloadTime MinSeconds="0.2s" MaxSeconds="0.2s" /> <Nuggets> <ActivateLaserNugget Lifetime="0.75s" LaserId="2"/> <DamageNugget Damage="3000.0" Radius="0.0" DelayTimeSeconds="0.0s" DamageType="CANNON" DamageFXType="NOD_LASER" DeathType="NORMAL" /> </Nuggets> </WeaponTemplate>
I simply can't figure it out why does it do this...
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