<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>
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Codiah
Member Since 01 Sep 2010Offline Last Active Mar 08 2012 03:41 AM
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In Topic: Targeting masks.
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...
In Topic: Scaling Models with XML
26 September 2011 - 08:16 AM
I thought as much, a little lame, but manageable.
In Topic: Targeting masks.
26 September 2011 - 08:07 AM
Wow.. so I found that section...
this is really limited, is it possible to edit these? or is the defines for this kind of set in stone?
<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?
In Topic: Buildable V35 Ox
25 September 2011 - 04:11 AM
So made a step int the right direction, not quite there though. I found that removing transport from the excluded types on the airfields landing pad now allows me to build the transport. I'm even able to load a unit into it, but I can not get it to move anywhere, it just sits on the pad, My cursor doesn't even change to the move cursor.
Any Ideas?
Any Ideas?
In Topic: Buildable V35 Ox
23 September 2011 - 08:16 PM
Hmm... well that's just a bit odd, anyway, currently still at work for another hour, but will give this another go when I get home and let ya know if I Figure anything out.
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