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AA gun fail... AARockets ok!?

Posted: Wed Aug 25, 2010 4:34 pm
by Dennis|8749236
this code work...

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ObjectTemplate.create Projectile AARocketProjectile
ObjectTemplate.createNotInGrid 1
ObjectTemplate.geometry r_rocket_m1
ObjectTemplate.timeToLive CRD_UNIFORM/4/5/0
ObjectTemplate.timeOnEndEffect 0.5
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.dieAfterColl 0
ObjectTemplate.setHasPointPhysics 0
ObjectTemplate.gravityModifier 0.2
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.damageType 1
ObjectTemplate.material 242
ObjectTemplate.material2 204
ObjectTemplate.radius 35
ObjectTemplate.ForceOnExplosion 2500
ObjectTemplate.ProximityFusePrimer 0.175
ObjectTemplate.explodeNearEnemyDistance 30
ObjectTemplate.endEffectTemplate BombSmallNS_Expl
ObjectTemplate.loadSoundScript Sounds\bazookaprojectile.ssc

ObjectTemplate.addTemplate Missiles_Engine
ObjectTemplate.setPosition 0/0/-0.5

this code doesn't...

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rem *** Flak38_Projectile ***
ObjectTemplate.create Projectile Flak-38_Projectile
ObjectTemplate.createNotInGrid 1
ObjectTemplate.geometry tracklight_M1
ObjectTemplate.tracerScaler 30.0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.timeToLive CRD_UNIFORM/0.8/1.2/0
ObjectTemplate.endEffectTemplate e_FlakBig
ObjectTemplate.gravityModifier 0
ObjectTemplate.damageType 4
ObjectTemplate.material 228
ObjectTemplate.material2 199
ObjectTemplate.radius 20
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.ForceOnExplosion 100
ObjectTemplate.explodeNearEnemyDistance 10

Re: y the AA gun's shell wont explode when it get close to t

Posted: Wed Aug 25, 2010 5:49 pm
by fo0k
What do you mean it works for 1 second but not anymore? Code does not re-write itself.

Can you please give clearer explainations of your issues, 8749236. Your posts are verging on just being crap some of the time.

Look at this thread title..? Make some effort and spend some time to be clear about your problem and its easier for people to help you. this is the third time this has been mentioned to you.. its getting boring, 8749236.

Change your name. I hate it.

Re: y the AA gun's shell wont explode when it get close to t

Posted: Wed Aug 25, 2010 6:00 pm
by Dennis|8749236
like when i fired... the Shell comes out, at that time it will blow up when close to a moving vehicle... but after 1 second it can't blow up anymore when close to a vehicle...

Reply

Posted: Wed Aug 25, 2010 6:03 pm
by Dennis|8749236
ok... is this code : ObjectTemplate.explodeNearEnemyDistance 15
"not working" when i add them...
the projectile just pass through and nothing happens...
(my english is bad...i feel sorry about that...)

Posted: Wed Aug 25, 2010 10:24 pm
by freddy
well first off the planes and/or vehicles must be moving over a certain speed or there will be no indirect splash damage.

these values is dependable on each other

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 ObjectTemplate.radius 11
ObjectTemplate.explodeNearEnemyDistance 10 
the radius must be twice as large as the explodeNearEnemyDistance or it will have no splash effect

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 ObjectTemplate.radius 20
ObjectTemplate.explodeNearEnemyDistance 10 

Re: y the AA gun's shell wont explode when it get close to t

Posted: Thu Aug 26, 2010 1:17 am
by Dennis|8749236
i tried...
still not working :cry:

Re: y the AA gun's shell wont explode when it get close to t

Posted: Thu Aug 26, 2010 2:17 pm
by Dennis|8749236
i found those projectile r working..
but y :(

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ObjectTemplate.create Projectile WasserFallInvisbleProjectile
ObjectTemplate.createNotInGrid 1
rem ObjectTemplate.geometry Wasserfall_Wreck_Front_M1
ObjectTemplate.TimeToLive CRD_UNIFORM/9/0/0
ObjectTemplate.timeOnEndEffect 1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.dieAfterColl 0
ObjectTemplate.setHasPointPhysics 0
ObjectTemplate.gravityModifier 0
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.damageType 1
ObjectTemplate.material 242
ObjectTemplate.material2 204
ObjectTemplate.radius 30
ObjectTemplate.ForceOnExplosion 7500
ObjectTemplate.explodeNearEnemyDistance 20
ObjectTemplate.ProximityFusePrimer 0.15
ObjectTemplate.endEffectTemplate BombBigNS_Expl
ObjectTemplate.startEffectTemplate e_rocketFumeBack

Re: AA gun fail... AARockets ok!?

Posted: Fri Aug 27, 2010 2:21 am
by Apache Thunder
Try changing the damage type setting to match that of the weapon you discovered that works. You can also add this command to your projectile:

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ObjectTemplate.ProximityFusePrimer 0
Since I noticed your projectile doesn't have it. I think the engine defaults to zero when it's left unspecified, but it's worth a try. That command defines a "delay" before the projecitle "arms" it self and detonates when a moving PCO is nearby (proximity fuse weapons don't work if the PCO is completely stationary. ;) )

So for example, setting it to 1 would make the projecitle wait 1 second in it's flight time before it can be triggered by a nearby PCO. Setting it to zero may make it arm instantly. Though I think when left unspecified, the default setting is 0 anyway.

Also what's the fire velocity of the AA gun? If it's over 500, I think the proximity fuse stops working properly. Try reducing the firing velocity on the weapon firing the projectile.

Re: AA gun fail... AARockets ok!?

Posted: Fri Aug 27, 2010 5:24 pm
by Dennis|8749236
ok..
i'll try..

Re: AA gun fail... AARockets ok!?

Posted: Fri Aug 27, 2010 9:47 pm
by Dennis|8749236
now i know... is the Tracer Problem...
i wrote 2 projectile: Bofors_Projectile and Bofors_Projectile_Tracer
and i guess system is confused with those 2 projectile(i just guessing i know that is impossible...)