Lauren 78 Posted June 29, 2015 from experimenting you can only set 1 kindof in here, adding another wont workThat is because you're using NONE. You can read the rules as: NONE but x - Filter out everything but this KindOf. Though usually it should just be used to include specific things with IncludeThing. ANY of x - Object has to have at least one of these KindOfs. ALL of x - Object has to have all of these KindOfs. At least that is the general direction, sometimes it reacts weird and a IncludeThing or ExcludeThing helps, though it sucks that there sometimes isn't a general rule. Share this post Link to post
Ravendark 46 Posted June 29, 2015 (edited) think i used both the NONE and ALL and skipped the ANY settings, should use the ANY settings idd..an oversight of mine there.. That could've been the problem a question about your NuclearMissileStageFour the shockwave effect....that weapon is used in the actuall projectile or in a sperate ocl? iirc you brought this up on the old forums once and for the shockwave to work it had to be on the object spawned? or how did that work again? Edited June 29, 2015 by Ravendark Share this post Link to post
Lauren 78 Posted June 29, 2015 (edited) Yes it has to come from the projectile/spawned dummy (like the original Nuke Seed)... read: the object using the weapon with the meta impact is the center of the effect. NODAttackBikeRocketProjectile.xml <?xml version="1.0" encoding="UTF-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xai="uri:ea.com:eala:asset:instance"> <Includes> <Include type="instance" source="DATA:NOD/Props/NODAttackBikeRocketProjectile.xml" /> </Includes> <GameObject id="NODAttackBikeRocketProjectile_Veteran" inheritFrom="NODAttackBikeRocketProjectile_Veteran"> <Behaviors> <FXListBehavior id="ModuleTag_FXLists"> <DieMuxData DeathTypes="ALL" /> <Event Index="onDeath" FX="FX_NOD_CatalystMissile_TiberiumExplosion" /> </FXListBehavior> <FireWeaponWhenDead InitiallyActive="true" DeathWeapon="NuclearMissileStageFour"> <DieMuxData DeathTypes="ALL" /> </FireWeaponWhenDead> </Behaviors> </GameObject> </AssetDeclaration> Edited June 29, 2015 by Lauren Share this post Link to post
Madin 11 Posted June 30, 2015 Thanks for the help. I ended up going with a combination of both methods, using the Kane's Wrath 'OverlordsWrath' has a base. A carrier aircraft drops the missile, which has the 'heightdie', and 'fireweaponwhendead'. Share this post Link to post
Ravendark 46 Posted June 30, 2015 (edited) incase you are still interested: created this one based of a kinetic strike SP i had (KW mjolnhir based), its a adaptation of my fireonobject code with a nukemissile kindof spawn: Thanks for the help. I ended up going with a combination of both methods, using the Kane's Wrath 'OverlordsWrath' has a base. A carrier aircraft drops the missile, which has the 'heightdie', and 'fireweaponwhendead'. will it apear on moddb soon? kindof curious how it look with a decent missile model and effects tbh Edited June 30, 2015 by Ravendark 1 Share this post Link to post
Madin 11 Posted June 30, 2015 will it appear on moddb soon? kindof curious how it look with a decent missile model and effects tbh Eventually I will do a video, I am doing other stuff at the moment. Share this post Link to post