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Why the Wasserfall Launcher can't fire WasserfallRocket???

Posted: Wed Aug 25, 2010 2:03 pm
by Dennis|8749236
when bot using it, the Wasserfall Launcher's Rocket just disappered with no reason...
and here is the code:

Code: Select all

rem *** WasserfallFireArms ***
ObjectTemplate.create FireArms WasserfallFireArmsBundle
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.setAsynchronyFire 0
ObjectTemplate.aiTemplate WasserFallLauncherWeapon
ObjectTemplate.projectileTemplate WasserfallRocket
ObjectTemplate.projectilePosition 0/1/1
ObjectTemplate.visibleDummyProjectileTemplate WasserfallRocketDummy
ObjectTemplate.setHasMag 1
ObjectTemplate.magSize 1
ObjectTemplate.numOfMag -1
ObjectTemplate.magType 0
ObjectTemplate.velocity 150
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 20
ObjectTemplate.roundOfFire 100
ObjectTemplate.fireingForce 30
ObjectTemplate.disableWhenFired 1
rem ObjectTemplate.addFireArmsPosition 0/-0.188/2.9 0/0/0
ObjectTemplate.addFireArmsPosition 0/-0.188/0 0/0/0

ObjectTemplate.create SimpleObject WasserfallRocketDummy
ObjectTemplate.geometry Wasserfall_r_rocket_m1
ObjectTemplate.hasCollisionPhysics 1
but sometimes the launching is ok... but most of time it just disappeared...

Re: Why the Wasserfall Launcher can't fire WasserfallRocket?

Posted: Wed Aug 25, 2010 6:53 pm
by Apache Thunder
Does the launched rocket use the same fire key to detonate as the key used to fire it? Perhaps the bots are just hitting the fire key more then once causing the launched rocket to detonate as soon as it's launched. Try changing the detonation key to right click (also make sure to update the AI template for the weapon). Perhaps this would fix that issue.

Re: Why the Wasserfall Launcher can't fire WasserfallRocket?

Posted: Wed Aug 25, 2010 7:18 pm
by Dennis|8749236
WasserfallRocket is using PIAltFire(right mouse button)
wasserfall launcher is using PIFire(left mout button)
it just disappeared didn't left anything(nothing left include fume, wreck, sound... nothing..)

Re: Why the Wasserfall Launcher can't fire WasserfallRocket?

Posted: Wed May 30, 2012 2:31 am
by GoodDayToDie!!
I am trying to implement this object into 2 Interstate 1982 maps(interstate_eagles_nest and hillclimb_iii) to no avail :cry:

That code mentioned above, where does that go(I'm a total noob)

I have all the standardmesh, textures, and object files in their respective places(I hope). But when I add the wasserfall bunker and the wasserfall rocket in my map(via bc42) they do not appear in game......

Any tips or pointers to get me going in the right direction(s)?

*I am not worried about bots. This is for conquest only.

Re: Why the Wasserfall Launcher can't fire WasserfallRocket?

Posted: Wed May 30, 2012 7:32 pm
by Swaffy
Did you copy the projectile code?

Re: Why the Wasserfall Launcher can't fire WasserfallRocket?

Posted: Wed May 30, 2012 11:37 pm
by GoodDayToDie!!
Hey Swaff..

Yes, I did that just today. I put in at the end of the objects spawn template.con and that made the map crash. Turned the thumbnail gray. So I aborted and pulled out :lol:

Re: Why the Wasserfall Launcher can't fire WasserfallRocket?

Posted: Thu Nov 01, 2012 7:51 pm
by GoodDayToDie!!
I'm picking these 2 projects up again. I can't wait to get this to work in my maps....will edit soon with any questions....

I suppose if anybody has any useful info about this feel free to shout:)

Re: Why the Wasserfall Launcher can't fire WasserfallRocket?

Posted: Thu Nov 01, 2012 8:04 pm
by Swaffy
Make sure the icon images are in the correct folders. Check the file paths in the 3D model's ".rs" file to see if they point to the correct path.

I've run into quite a few crashed in my past simply because a file path was incorrect.

Re: Why the Wasserfall Launcher can't fire WasserfallRocket?

Posted: Thu Nov 01, 2012 8:50 pm
by GoodDayToDie!!
Can you give me an example Swaffy, I'm not sure what path you're referring to:/

Re: Why the Wasserfall Launcher can't fire WasserfallRocket?

Posted: Fri Nov 02, 2012 1:46 am
by Swaffy
For example,

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subshader "870mcs_Material0" "StandardMesh/Default"
{
	lighting true;
	lightingSpecular true;
	materialDiffuse 0.588235 0.588235 0.588235;
	materialSpecular 0.9 0.9 0.9;
	materialSpecularPower 20.0;
	texture "texture/870_main_d";
}
In this case, texture "texture/870_main_d"; is the path. It's always a good idea to check file paths when issues come up.