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Stygs

Recoil not working?

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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 by Stygs

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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.

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