Stygs 25 Posted December 15, 2015 I tried to add the CnC4 Nod Cobra as a ground attack plane, but for some reasons it doenst seem to work - the plane flies towards the target, but it hardly uses its gun (even when the turret seems to aim at the target). Even if I aim at the ground, it seems like the plane just flies back and forth without attacking. Any idea where I screwed up? <WeaponTemplate id="CABALCobraCannon" AttackRange="200.0" WeaponSpeed="1250" AcceptableAimDelta="=$ACCEPTABLE_AIM_DELTA" FireSound="NOD_ScorpionTank_CannonFire" FireFX="FX_NOD_ScorpionTankGun" FireVeteranFX="FX_NOD_ScorpionTankGunHeroic" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" ClipSize="1" CanFireWhileMoving="true"> <FiringDuration MinSeconds="0.3s" MaxSeconds="0.3s" /> <ClipReloadTime MinSeconds="1.9s" MaxSeconds="2.1s" /> <Nuggets> <ProjectileNugget WarheadTemplate="CABALCobraCannonWarhead" ProjectileTemplate="NODScorpionTankShell"> <VeterancyProjectiles VeterancyLevel="HEROIC" ProjectileTemplate="NODScorpionTankShell_Veteran"/> </ProjectileNugget> </Nuggets> <ScatterRadiusVsType Radius="25.0"> <Filter Rule="NONE" Include="INFANTRY" /> </ScatterRadiusVsType> </WeaponTemplate> <WeaponTemplate id="CABALCobraCannonWarhead" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"> <Nuggets> <DamageNugget Damage="500.0" Radius="5.0" DamageType="PIERCE" DamageFXType="GDI_CANNON" DeathType="EXPLODED" /> <SuppressionNugget Radius="10.0" Suppression="20" DurationSeconds="= $SUPPRESSION_LOW" /> </Nuggets> </WeaponTemplate> <GameObject id="CABALCobra" inheritFrom="BaseAircraft" SelectPortrait="Portrait_GDIFirehawk" ButtonImage="Portrait_GDIFirehawk" Side="NOD" EditorSorting="UNIT" TransportSlotCount="0" BuildCost="=$GDI_FIREHAWK_BUILDCOST" BuildTime="= $GDI_FIREHAWK_BUILDCOST * $BUILDTIME_MULTIPLIER_UNIT" BountyValue="= $GDI_FIREHAWK_BUILDCOST" CommandSet="NODAircraftCommandSet" CommandPoints="100" KindOf="PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE SCORE AIRCRAFT VEHICLE ASSAULT_AIRCRAFT ATTACK_NEEDS_LINE_OF_SIGHT LINE_OF_SIGHT_IGNORES_BUILDINGS NO_COLLIDE CAN_BE_FAVORITE_UNIT" RadarPriority="UNIT" ProductionQueueType="AIRCRAFT" UnitCategory="AIRCRAFT" WeaponCategory="CANNON" ThreatLevel="= $GDI_FIREHAWK_BUILDCOST / 10" VoicePriority="144" Description="Desc:CABALCobra" TypeDescription="Type:CABALCobra"> <DisplayName xai:joinAction="Replace">Name:CABALCobra</DisplayName> <!-- <GameDependency> <RequiredObject>GDIArmory</RequiredObject> </GameDependency> --> <ArmorSet Armor="HeavyAircraftArmor" DamageFX="VehicleDamageFX" /> <LocomotorSet id="Locomotor_Taxi" Locomotor="BasicHelicopterTaxiLocomotor" Condition="TAXIING" Speed="30" /> <LocomotorSet id="Locomotor_Normal" Locomotor="FirehawkLocomotor" Condition="NORMAL" Speed="150.0" /> <SkirmishAIInformation UnitBuilderStandardCombatUnit="true" ConquerMetricsOverrideDPS="100" ConquerMetricsOverrideDamageType="GRENADE" /> <Draws> <ScriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="NUM_AircraftD_SKN" /> <WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="fxweapon01" /> <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="fxweapon01" /> <Turret TurretNameKey="nad_gun_a" TurretPitch="nad_gun_b" TurretID="1" /> </ModelConditionState> </ScriptedModelDraw> </Draws> <Behaviors> <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotTurret ID="1" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" WeaponChoiceCriteria="PREFER_MOST_DAMAGE"> <Weapon Ordering="PRIMARY_WEAPON" Template="CABALCobraCannon" /> <TurretSettings TurretTurnRate="500" TurretPitchRate="400" AllowsPitch="true" MinIdleScanTime="1.0s" MaxIdleScanTime="5.0s" MinIdleScanAngle="0.0" MaxIdleScanAngle="90.0"> <TurretAITargetChooserData CanAcquireDynamicIfAssignedOutOfRange="true" /> </TurretSettings> </WeaponSlotTurret> </WeaponSetUpdate> <Physics id="ModuleTag_Physics" /> <ProductionUpdate id="ModuleTag_Production" /> <SlowDeath id="ModuleTag_Death" SinkDelay="0s" SinkRate="0.5" DestructionDelay="0s"> <OCL Type="INITIAL"> <OCL>OCL_GDIFireHawkDebris</OCL> </OCL> <DieMuxData DeathTypes="ALL" DeathTypesForbidden="SUPERNATURAL" /> <FX Type="INITIAL"> <FX>FX_GDI_FireHawk_VoiceDie</FX> </FX> </SlowDeath> <SlowDeath id="ModuleTag_SuckedIntoTheVoid"> <DieMuxData DeathTypes="SUPERNATURAL" /> <Sound Type="INITIAL" List="GDI_FireHawk_VoiceDie" /> </SlowDeath> <FXListBehavior id="ModuleTag_FXList"> <DieMuxData DeathTypes="ALL" DeathTypesForbidden="SUPERNATURAL" /> <Event Index="onDeath" FX="FX_GDIAirVehicleExplode" /> </FXListBehavior> <xi:include href="DATA:Includes/ReturnToProducer.xml" /> </Behaviors> <AI> <!-- ReturnToBaseIdleTime="= $GENERIC_AIRCRAFT_IDLE_TIME" --> <JetAIUpdate id="ModuleTag_JetAIUpdate" AutoAcquireEnemiesWhenIdle="YES" NeedsRunway="false" KeepsParkingSpaceWhenAirborne="true" OutOfAmmoDamagePerSecond="1.5" MinHeight="5" CirclesForAttack="true" ReturnToBaseWhenVictimDead="true" AILuaEventsList="GDIFirehawkFunctions"> <UnitAITargetChooserData SympathyRange="100.0" /> <LockonInfo /> <!-- KLappt nicht <LockonInfo LockonTime="10" LockonCursor="SCCChargeDefenses" LockonInitialDist="100" LockonFreq="0.5" LockonAngleSpin="720d" LockonBlinky="false"/> --> </JetAIUpdate> </AI> <Body> <ActiveBody id="ModuleTag_Body" MaxHealth="3500" /> </Body> <ClientBehaviors> <ModelConditionAudioLoopClientBehavior id="ModuleTag_LandLift"> <ModelConditionSound Sound="FireHawkMoveStart" RequiredFlags="LANDING" /> <ModelConditionSound Sound="FireHawkMoveStart" RequiredFlags="TAKING_OFF" /> <ModelConditionSound Sound="FireHawkMoveLoop" ExcludedFlags="LOCOMOTOR_TAXIING" /> </ModelConditionAudioLoopClientBehavior> </ClientBehaviors> <Geometry IsSmall="false"> <Shape Type="BOX" MajorRadius="24.0" MinorRadius="22.0" Height="8.0" ContactPointGeneration="VEHICLE" /> </Geometry> <AudioArrayVoice> <AudioEntry Sound="GDI_Firehawk_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="GDI_Firehawk_VoiceAttackBuildingClear" AudioType="voiceAttackGarrisonedStructure" /> <AudioEntry Sound="GDI_Firehawk_VoiceCreate" AudioType="voiceCreated" /> <AudioEntry Sound="GDI_Firehawk_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="GDI_Firehawk_VoiceMove" AudioType="voiceGuard" /> <AudioEntry Sound="GDI_Firehawk_VoiceMoveAirfield" AudioType="voiceDock" /> <AudioEntry Sound="GDI_Firehawk_VoiceMoveAirfield" AudioType="voiceEnter" /> <AudioEntry Sound="GDI_Firehawk_VoiceMoveAirfield" AudioType="voiceSendToSlaughterhouse" /> <AudioEntry Sound="GDI_Firehawk_VoiceRetreat" AudioType="voiceRetreatToCastle" /> <AudioEntry Sound="GDI_Firehawk_VoiceSelectMS" AudioType="voiceSelect" /> <NamedEntry Sound="GDI_Firehawk_VoiceElevate" Name="InitiateFirehawkStratoFighter" /> <NamedEntry Sound="GDI_Firehawk_VoiceMoveAirfield" Name="ReturnToProducer" /> <NamedEntry Sound="GDI_Firehawk_VoiceRetreat" Name="ReturnToProducerWhileUnderAttack" /> </AudioArrayVoice> <ShadowInfo Type="VOLUME" /> <VisionInfo VisionRange="450" ShroudClearingRange="450" /> </GameObject> Share this post Link to post
ztz2019 1 Posted December 16, 2015 (edited) NODScorpionTankShell I think you'd better check the weaponobject's Behaviors. ClipSize="1" Why not more to see clearly? Edited December 16, 2015 by ztz2019 Share this post Link to post
Lauren 78 Posted December 16, 2015 2 things that could be the thing: 1. What is ACCEPTABLE_AIM_DELTA defined as? 2. In the turret settings MinimumPitch is default at 0d, which probably means ground aligned. Might have to set it to -120d or something to be able to point down. Share this post Link to post
Madin 11 Posted December 16, 2015 (edited) 'CirclesForAttack' needs to be = "false" for this kind of attack gunship (with turrets) to work in C&C3. I know this because of experience with the Harbinger I have in my mod. Set to true, I had the same issues that you are experiencing. Of course setting it to false creates a whole new set of issues (including a bug were the aircraft will stop dead in mid air if it has finished attacking a target, and there is no other target in range, or if a formation move is given into an area with no target in range). I was planning on trying to find a solution for the stalling issue later, but I could try and find some solutions now. Edited December 16, 2015 by Madin Share this post Link to post
Stygs 25 Posted December 16, 2015 (edited) NODScorpionTankShell I think you'd better check the weaponobject's Behaviors. ClipSize="1" Why not more to see clearly? The projectil has nothing to do with it, allready checked it. Clipsize is also unimportant as its just a simple tank gun and 5 Cobras didnt even manage to fire once 2 things that could be the thing: 1. What is ACCEPTABLE_AIM_DELTA defined as? 2. In the turret settings MinimumPitch is default at 0d, which probably means ground aligned. Might have to set it to -120d or something to be able to point down. 1. 10d 2. Good point, I give it a try. Guess I should check the MinimumPitch in the weapon, too. 'CirclesForAttack' needs to be = "false" for this kind of attack gunship (with turrets) to work in C&C3. I know this because of experience with the Harbinger I have in my mod. Set to true, I had the same issues that you are experiencing. Of course setting it to false creates a whole new set of issues (including a bug were the aircraft will stop dead in mid air if it has finished attacking a target, and there is no other target in range, or if a formation move is given into an area with no target in range). I was planning on trying to find a solution for the stalling issue later, but I could try and find some solutions now. Wow, sometimes I really hate this engine >_> No need to spend your time looking for a workaround - if I cant get the turret working, I turn it into a A-10 style ground attack craft. Edited December 16, 2015 by Stygs Share this post Link to post
Ravendark 46 Posted December 16, 2015 (edited) From my experience: pretty much as Madin said: Using turrets doesnt work with circle for attack (firehawk like aircraft), it only works well with ASSAULT aircraft (orca like)...that is why most circling aircraft use WeaponSlotHardpoint and not turret coding. The exception is that the vertigo uses a turret for its SECONDARY weapon, but if you check that ingame you will notice it hardly uses it, sometimes when it is just circling idle, but it does use it for a forced order on a enemy aircraft, but it will use its primary bomb weapon to guage distances...if that makes sense. You could slave the turret to a secondary weapon and see how it behaves. you might need to make a fake primary/main bomb/missile weapon to make it attack. Something invisible. Do have a look at the vertigo how it sets up its weapon distribution Edited December 16, 2015 by Ravendark Share this post Link to post
Lauren 78 Posted December 16, 2015 (edited) Vertigo rarely uses it because the weapon was designed to only shoot behind it (aircraft which is following the vertigo within 30 degrees). Edited December 16, 2015 by Lauren Share this post Link to post
PurpleGaga27 40 Posted December 16, 2015 The C&C4 Nod Cobra weapon I used is a laser attack (which works), the similar weapon used in Tiberium Alliances. Why a cannon attack for a Cobra, Stygs? Share this post Link to post
Stygs 25 Posted December 16, 2015 (edited) Because CABAL allready has way to much laser, Because its way cooler with an explosion. Because the model looks a lot more like a cannon than a Cnc4 style laser cannon. EDIT: Well, guess I need to find a new use for the unit as Madin is right. Edited December 16, 2015 by Stygs Share this post Link to post
Egozi44 28 Posted December 16, 2015 (edited) I had the same issue with TT's Venom, it was the turret settings and the weapon aim that fixed it for me iirc Without the changes it either won't shoot targets at all or won't move through them when it's shooting Personally I'm not fan of the Cobra though, it not really look like NOD's style unless you changed it with Max Anyone have his own taste though Edited December 16, 2015 by Egozi44 Share this post Link to post
Stygs 25 Posted December 16, 2015 (edited) There is nothing I can do right now I am afraid, Madin is totally right. As long as CirclesForAttack is true, the attack is bugged. If I change that, the unit attacks fine, but forcefiring on the ground causes the unit to fly backwards/sideways until its directly above the target position. Guess I have to get rid of the turret. EDIT: If I use the gun als Secondary, it seems to work better. Edited December 16, 2015 by Stygs Share this post Link to post