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Codiah

Member Since 01 Sep 2010
Offline Last Active Mar 08 2012 03:41 AM

Posts I've Made

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...

<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>

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...

<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?

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.