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  1. #1
    Major Zocom7's Avatar
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    Can't get C&C4 Flame Tower to fire its weapon

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


    and



    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 Zocom7; 04-29-2012 at 11:55 PM.

  2. #2
    Lieutenant Bibber's Avatar
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    The orange line seems to be the StreamDraw. Did you check the projectile and its FX?

  3. #3
    Brigadier General Commander32's Avatar
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    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

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  4. #4
    Lieutenant Colonel Lauren's Avatar
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    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.

  5. #5
    Brigadier General Commander32's Avatar
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    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 at 04:41 AM.

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  6. #6
    Major Zocom7's Avatar
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    Quote 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.

  7. #7
    Major Zocom7's Avatar
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    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:



    I still haven't got that to work correctly.

  8. #8
    Brigadier General Commander32's Avatar
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    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 at 02:10 AM.

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  9. #9
    Major Zocom7's Avatar
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    Quote 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.

  10. #10
    Brigadier General Commander32's Avatar
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    Quote 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...

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

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