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Venin

Member Since 16 Jan 2008
Offline Last Active Aug 23 2010 12:39 PM

Topics I've Started

Mirage Tank

14 August 2010 - 12:18 PM

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

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!

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?

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 :
<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...