AA gun fail... AARockets ok!?

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Dennis|8749236
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AA gun fail... AARockets ok!?

Post by Dennis|8749236 »

this code work...

Code: Select all

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...

Code: Select all

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
Last edited by Dennis|8749236 on Thu Aug 26, 2010 11:22 pm, edited 2 times in total.
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fo0k
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Re: y the AA gun's shell wont explode when it get close to t

Post 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.
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Dennis|8749236
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Re: y the AA gun's shell wont explode when it get close to t

Post 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...
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Dennis|8749236
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Post 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...)
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Post 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

Code: Select all

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

Code: Select all

 ObjectTemplate.radius 20
ObjectTemplate.explodeNearEnemyDistance 10 
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Dennis|8749236
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Re: y the AA gun's shell wont explode when it get close to t

Post by Dennis|8749236 »

i tried...
still not working :cry:
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Dennis|8749236
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Re: y the AA gun's shell wont explode when it get close to t

Post by Dennis|8749236 »

i found those projectile r working..
but y :(

Code: Select all

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

Post 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.
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Dennis|8749236
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Re: AA gun fail... AARockets ok!?

Post by Dennis|8749236 »

ok..
i'll try..
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Dennis|8749236
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Re: AA gun fail... AARockets ok!?

Post 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...)
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