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ztz2019

Firing too fast before turret turning.

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Once I faced this rather baffling problem several times, and it's rather baffling fixed without any portent. And this time I can't fix it.

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The code I suppose to be useful about the problem.

				<WeaponSlotTurret
					ID="3"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_RANDOM"
					WeaponChoiceCriteria="SELECT_AT_RANDOM">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIMammothTankGun" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIMammothRangeFinder"
						ObjectStatus="RIDER2"/>		

					<Weapon
						Ordering="SECONDARY_WEAPON"
						Template="MammothTankRailGun"
						Upgrade="Upgrade_GDIArmoryRailgunTech" />		
					<Weapon
						Ordering="TERTIARY_WEAPON"
						Template="GDIMammothTankRocketPods"
						ObjectStatus="RIDER4"/>							
						
					<TurretSettings
						TurretTurnRate="60"
						TurretPitchRate="20"
						AllowsPitch="true"
						MinimumPitch="-30d">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>


			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="WWMammothFunctions">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false"
					SympathyRange="100.0" />
			</AIUpdate>



	<WeaponTemplate
		  id="MammothTankRailGun"
		  Name="MammothTankRailGun"
		  AttackRange="305"
		  AcceptableAimDelta="10d"
		  MinTargetPitch="-15d"
		  MaxTargetPitch="15d"
		  WeaponSpeed="1200"
		  WeaponRecoil="15d"
		  FireSound="Multisound:GDI_MammothTank_UpgradedCannonFireMS"
		  FireFX="FX_RailGunFire"
		  FireVeteranFX="FX_RailGunFireHeroic"
		  RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
		  ClipSize="1"
		  ReAcquireDetailType="POST_FIRE"
		  ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS"
		  AntiMask="ANTI_GROUND"
		  CanFireWhileMoving="true" >
		<ClipReloadTime
			MinSeconds="3s"
			MaxSeconds="3.4s" />
		<Nuggets>
			<ActivateLaserNugget
				Lifetime="0.5s"
				LaserId="0"
				HitGroundFX="FX_RailGunHit"/>
			<ProjectileNugget
				ProjectileTemplate="MARVSonicShell"
				WarheadTemplate="MammothTankRailWarhead">
				<VeterancyProjectiles
					VeterancyLevel="HEROIC"
					ProjectileTemplate="MARVSonicShell_Veteran"/>
			</ProjectileNugget>
			<SuppressionNugget
				Radius="10.0"
				Suppression="100"
				DurationSeconds="2s" />
		</Nuggets>
	</WeaponTemplate>

	<WeaponTemplate
		id="GDIMammothRangeFinder"
		Name="GDIMammothRangeFinder"
		AcceptableAimDelta="10d"
		AttackRange="300"
		LeechRangeWeapon="true"
		MinTargetPitch="-15d"
		MaxTargetPitch="15d"
		WeaponSpeed="1000"
		WeaponRecoil="0d"
		RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
		CanFireWhileMoving="true"
		ClipSize="1"
		ReAcquireDetailType="PER_CLIP"
		ShotsPerBarrel="1"
		DisableScatterForTargetsOnWall="true"
		ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS"
		AntiMask="ANTI_GROUND">
		<PreAttackDelay
		  MinSeconds="9999s"
		  MaxSeconds="9999s" />
		<ClipReloadTime
				MinSeconds="9999s"
				MaxSeconds="9999s" />
		<Nuggets>
			<DamageNugget
				Damage="1"
				Radius="0.0"
				DamageType="GUN"
				DeathType="NORMAL">
				<DamageScalarDetails Scalar= "1%">
					<Filter
						Rule="ALL"/>
				</DamageScalarDetails>
			</DamageNugget>
		</Nuggets>
	</WeaponTemplate>	

 

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I've seen that bug before, this usually happens when you force fire iirc?

Anyway try adding RotatingTurret="true" to the weapon code and maybe

ControlledWeaponSlots="PRIMARY_WEAPON" or such

to the turretai module in the gameobject.

But iirc, this is considered a game bug so not sure how much this is solvable.

 

 

 

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17 hours ago, Ravendark said:

I've seen that bug before, this usually happens when you force fire iirc?

Anyway try adding RotatingTurret="true" to the weapon code and maybe

ControlledWeaponSlots="PRIMARY_WEAPON" or such

to the turretai module in the gameobject.

But iirc, this is considered a game bug so not sure how much this is solvable.

 

 

 

Well, I've added RotatingTurret="true" to wpn code yet, but no use, then I deleted it to try.

 

It seems that it's really game's self bug and no true perfect way to solve.

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