Stygs 25 Posted July 30, 2017 (edited) Hey guys, I got another problem here: I removed the recoil effect them the Titans firing animation and wanted to use WeaponRecoilBone instead (so the recoil will also show up during walking and other anims). However, it simply wont work. Am I missing something? The recoilbone is the one used in the animaition and the recoil setting are taken from the mammoth (primary weapon only, the secondary doenst need recoil): <WeaponTemplate id="GDITitanCannon" Name="GDITitanCannon" AttackRange="325.0" MinTargetPitch="-15d" MaxTargetPitch="15d" WeaponSpeed="=$GENERIC_SHELL_SPEED" AcceptableAimDelta="=$ACCEPTABLE_AIM_DELTA" WeaponRecoil="1d" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" ClipSize="1" ReAcquireDetailType="POST_FIRE" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" FireSound="GDI_Titan_CannonFire" FireFX="FX_GDI_TitanCannonFire" FireVeteranFX="FX_GDI_TitanCannonFireHeroic" CanFireWhileMoving="true" ForbiddenFiringObjectStatus="WEAPON_UPGRADED_01"> <FiringDuration MinSeconds="2.0s" MaxSeconds="2.0s" /> <ClipReloadTime MinSeconds="0.1s" MaxSeconds="0.1s" /> <Nuggets> <ProjectileNugget WarheadTemplate="TitanCannonWarhead" ProjectileTemplate="FXTankShell02"> <VeterancyProjectiles VeterancyLevel="HEROIC" ProjectileTemplate="FXTankShell02_Veteran"/> </ProjectileNugget> </Nuggets> <ScatterRadiusVsType Radius="25.0"> <Filter Rule="NONE" Include="INFANTRY" /> </ScatterRadiusVsType> </WeaponTemplate> <ScriptedModelDraw id="ModuleTag_Draw" ExtraPublicBone="FXMuzzle01 VF_Tracer VF_Cann3" OkToChangeModelColor="true" InitialRecoilSpeed="16.0" MaxRecoilDistance="10.0" RecoilDamping="2.0" RecoilSettleSpeed="3.0"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="GUVehicleF_SKN" /> <WeaponFireFXBone WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMuzzle" /> <WeaponRecoilBone WeaponSlotType="PRIMARY_WEAPON" BoneName="VF_Cann3" /> <WeaponMuzzleFlash WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMuzzle" /> <WeaponLaunchBone WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMuzzle" /> <WeaponFireFXBone WeaponSlotType="SECONDARY_WEAPON" BoneName="VF_Tracer" /> <WeaponLaunchBone WeaponSlotType="SECONDARY_WEAPON" BoneName="VF_Tracer" /> <Turret TurretNameKey="Turret" TurretPitch="B_Tilt" TurretID="1" /> </ModelConditionState> Edited July 30, 2017 by Stygs Share this post Link to post
Lauren 77 Posted July 30, 2017 I can't see why it wouldn't work, you only need the values in the draw. Maybe the thingy in the weapon is broken if it's not 0d, or you're using the wrong draw. Share this post Link to post