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  • Can't get C&C4 Flame Tower to fire its weapon

    #1
    Instead of shooting it with a flamethrower (like the one from the Black Hand squad), it shoots with an orange line. Why?

    http://i452.photobucket.com/albums/q...shot0001-2.jpg
    and
    http://i452.photobucket.com/albums/q.../sshot0005.jpg


    Here's the coding:

    Gameobject xml
    Code:
                            <ScriptedModelDraw
    				id="ModuleTag_Draw_Gun"
    				OkToChangeModelColor="true"
    				ExtraPublicBone="MuzzleFx01 MuzzleFx02 MuzzleFlash_01 MuzzleFlash_02">
    				<ModelConditionState
    					ParseCondStateType="PARSE_DEFAULT">
    					<Model
    						Name="NSL_STRUCTUREF_SKN" />
    					<WeaponLaunchBone
    						WeaponSlotID="1"
    						WeaponSlotType="PRIMARY_WEAPON"
    						BoneName="05d72604" />
    					<WeaponLaunchBone
    						WeaponSlotID="2"
    						WeaponSlotType="PRIMARY_WEAPON"
    						BoneName="8620ffc5" />
    					<ParticleSysBone
    						BoneName="8620ffc5"
    						FXParticleSystemTemplate="NUBlkHndPilotDistortion"
    						FollowBone="true" />
    				</ModelConditionState>
    Weapon
    Code:
    			<WeaponSetUpdate>
    				<WeaponSlotHardpoint
    					ID="1"
    					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
    					<Weapon
    						Ordering="PRIMARY_WEAPON"
    						Template="NODBlackHandFlamethrowerFT" />
    				</WeaponSlotHardpoint>
    				<WeaponSlotHardpoint
    					ID="2"
    					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
    					<Weapon
    						Ordering="PRIMARY_WEAPON"
    						Template="NODBlackHandFlamethrowerFT" />
    				</WeaponSlotHardpoint>
    			</WeaponSetUpdate>
    Weapon template
    Code:
    	<WeaponTemplate
    		id="NODBlackHandFlamethrowerFT"
    		Name="NODBlackHandFlamethrowerFT" 
    		AttackRange="300.0" 
    		WeaponSpeed="180.0" 
    		RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
    		ClipSize="20"
    		FireSound="NOD_BlackHand_FlameWeaponStart"
    		AcceptableAimDelta="10d"
    		ReAcquireDetailType="PER_CLIP"
    		CanFireWhileMoving="true">
    		<PreAttackDelay
    			MinSeconds="0s"
    			MaxSeconds="1s" />
    		<FiringDuration
    			MinSeconds="0.1s"
    			MaxSeconds="0.1s" />
    		<ClipReloadTime
    			MinSeconds="1.0s"
    			MaxSeconds="1.0s" />
    		<Nuggets>
    			<ActivateStreamNugget
    				Lifetime="0.75s"
    				StreamId="0"/>
    			<DamageNugget
    				Damage="100"
    				Radius="25.0"
    				DelayTimeSeconds="0.5s" 
    				DamageType="GRENADE"
    				DamageFXType="NOD_FLAMETHROWER"
    				DeathType="BURNED" />
    			<ProjectileNugget 
    				WarheadTemplate="NODBlackHandFlamethrowerWarheadFT" 
    				ProjectileTemplate="NODBlackHandFlamerProjectile"/>
    			<SuppressionNugget
    				Radius="25.0"
    				Suppression="200"
    				DurationSeconds="5s" />
    		</Nuggets>
    	</WeaponTemplate>
    
    	<WeaponTemplate
    		id="NODBlackHandFlamethrowerWarheadFT"
    		Name="NODBlackHandFlamethrowerWarheadFT"
    		HitStoredTarget="true" 
    		RadiusDamageAffects="ALLIES ENEMIES NEUTRALS">
    		<Nuggets>
    			<DamageContainedNugget
    				MaxUnitsToDamage="100"
    				WindowBlastFX="FX_ClearGarrison"
    				Damage="=$CLEAR_GARRISON_WEAPON_DAMAGE" 
    				DamageType="GRENADE"
    				DeathType="BURNED">
    				<DamageObjectFilter
    					Rule="NONE"
    					Include="INFANTRY" />
    			</DamageContainedNugget>
    		</Nuggets>
    	</WeaponTemplate>
    The other part I am not sure of is the animation to fire from the structure which isn't coded with this structure. Most defensive structures do not mention animation attack codings.
    Last edited by Zocom27; 04-29-2012, 11:55 PM.

  • #2
    The orange line seems to be the StreamDraw. Did you check the projectile and its FX?

    Comment


    • #3
      Indeed its the StreamDraw variable, all flame based units and buildings have it where it actually is shown.

      Acually, all units that use a constant stream as a weapon like the Tib troopers, Corrupters, ETC...

      Take a look at either the flame tank or Black Hand to get some pointers.

      Though IMO I prefer that tower to shoot fireballs of death instead. :P

      Comment


      • #4
        I really don't know why it's even still used for flame weapons. It was introduced in Generals to have something drawn if the user reduced particles to the bare minimum, but even in TW some particles of the flame weapons are always drawn.

        Comment


        • #5
          Its there, as always.

          The Black hand has it, the tib trooper and corrupter as well.


          BH example
          <StreamDraw
          id="ModuleTag_StreamDraw"
          UseDistortionShader="false"
          Velocity="200.0"
          ArcHeightFactor="0.0625"
          UVWorldSize="100.0"
          NumTubeSides="8"
          TubeRadius="0.5"
          HitFx="FX_NOD_BlackHandFlameWeaponHit">
          <!-- HitFx="FX_BulletHitGDI" -->
          <!-- FX_NOD_BlackHandFlameWeaponHit = FX_BulletHitGDI - the bullet ricochet sounds! -->
          <FXShader
          ShaderName="Stream.fx"
          TechniqueIndex="1">
          <Constants>
          <Texture
          Name="Texture1">
          <Value>FXFireStream</Value>
          </Texture>
          <Texture
          Name="Texture2">
          <Value>FXFireStream</Value>
          </Texture>
          </Constants>
          </FXShader>
          <ParticleSystems>
          <ParticleSys>NUBlkHndStreamFlame</ParticleSys>
          <ParticleSys>NUBlkHndStreamGlow</ParticleSys>
          <ParticleSys>NUBlkHndStreamDistort</ParticleSys>
          </ParticleSystems>
          </StreamDraw>


          Flame tank uses a different method though, relying on its weapon FX and particles to make it glow a fire glow.
          Last edited by Commander32; 05-01-2012, 04:41 AM.

          Comment


          • #6
            Originally posted by Commander32 View Post
            Though IMO I prefer that tower to shoot fireballs of death instead. :P
            It has never happened in C&C3 though, but some RA3 mods do have fireballs of death from a Flame Tower such as The Red Alert mod.

            I am assuming the streaming draw of the flame might be blocked for its way out of the Flame Tower and instead turns into orange lines. I'll see what I can do to fix that.

            Comment


            • #7
              After further testing, I found out that the StreamDraw refuses to bring out the weapon out of the structure, but if I add in the tracer draw of a fireball I get this:

              http://i452.photobucket.com/albums/q.../sshot0002.jpg

              I still haven't got that to work correctly.

              Comment


              • #8
                it might be the fact that the CnC4 flamer tower was ment to hurl firebomb projectiles rather than a typical flame thrower, thats just me though.

                try doing a projectile type attack and see how that goes.

                I also noticed the turret doesn't have a pitch logic with it...

                hmmmm....
                Last edited by Commander32; 05-03-2012, 02:10 AM.

                Comment


                • #9
                  Originally posted by Commander32 View Post
                  I also noticed the turret doesn't have a pitch logic with it...
                  That's because some of the animation files for this structure are missing. There's no correct weapon bone that can clearly fire it from there.

                  Comment


                  • #10
                    Originally posted by Zocom7 View Post
                    That's because some of the animation files for this structure are missing. There's no correct weapon bone that can clearly fire it from there.
                    then your best bet is to make it use a projectile weapon with the projectile using a mortar type locomotion, as with the pitbull mortar, only way to make it look good...

                    Comment


                    • #11
                      The weapon doesnt care if its fired from a infantry or a building - as long as its set up correctly, it will work.

                      I gues ZOCOM is just using different StreamStateIDs or missing the StreamState

                      Comment


                      • #12
                        The only issue that would remain is the fact that a stream based weapon might not work for the Tower as it wasn't originally made to use such a weapon.

                        Comment


                        • #13
                          Well the thing is, I used the GDI Watchtower game object coding and re-modified it for the Flame Tower buildable for the Black Hand faction.

                          Comment

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