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Stygs

TT Nod Cobra is making problems

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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>

 

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NODScorpionTankShell

 

I think you'd better check the weaponobject's Behaviors.

 

 

ClipSize="1"

 

Why not more to see clearly?

Edited by ztz2019

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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.

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'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 by Madin

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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 by Stygs

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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 by Ravendark

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Vertigo rarely uses it because the weapon was designed to only shoot behind it (aircraft which is following the vertigo within 30 degrees).

Edited by Lauren

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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?

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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 by Stygs

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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 by Egozi44

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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 by Stygs

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