ztz2019 1 Posted April 13, 2018 It seems all live shell projectile are guided-missile indeed, no matter firehawk's or vertigo's bomb. It means the projectile will fly to target for a while, must from starting point to destination, not freefall. I used to check RA3's Kirov bomb, the module ProjectileUpdate isn't in tw's xsd, so how to realize freefall bomb projectile? Again, firing too early before turret turning is still unsolved, anyone can help me? Share this post Link to post
Ravendark 46 Posted April 14, 2018 Just give it a scatterradius=1 or such attribute in the weapon, that should make it not homing. Share this post Link to post
ztz2019 1 Posted April 15, 2018 (edited) 21 hours ago, Ravendark said: Just give it a scatterradius=1 or such attribute in the weapon, that should make it not homing. No, I mean it can't really freefall like Kirovbomb, if the unit leave from destinated target, the bomb will still point to original target location, not ariship's below, no matter scatterradius or other. Only BezierProjectile for projectile obj, and it always moves along path from starting point to last destination. <WeaponTemplate id="MutantAirShipBomb" Name="MutantAirShipBomb" AttackRange="1" WeaponSpeed="80" AcceptableAimDelta="180d" LeechRangeWeapon="true" ScatterRadius = "1.0"// just like Firehawk HitPercentage="0%" MeleeWeapon="true" ChaseWeapon="true" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" DisableScatterForTargetsOnWall="true" CanFireWhileMoving="true" ClipSize="1" FireSound="NOD_VertigoDropBomb" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" AntiMask="ANTI_GROUND ANTI_STRUCTURE"> <BezierProjectile id="ModuleTag_BezierProjectileBehavior" FirstHeightMin="0" FirstHeightMax="0" SecondHeightMin="0" SecondHeightMax="0" FirstPercentIndent="33" SecondPercentIndent="66" OrientToFlightPath="false"// original Firehawkbombprojectile is true, but neither is effective DetonateCallsKill="true" GroundHitFX=""/> The projectile just use Firehawkbombprojectile, and you can see it's still guided missile indeed. Edited April 15, 2018 by ztz2019 Share this post Link to post
commanderKW 3 Posted April 22, 2018 Try adding the gravity lines of code; see Orbital strike/Mjolnir projectile and Catalyst missile projectile (those both drop straight down) Share this post Link to post
ztz2019 1 Posted April 27, 2018 On 23/04/2018 at 6:49 AM, commanderKW said: Try adding the gravity lines of code; see Orbital strike/Mjolnir projectile and Catalyst missile projectile (those both drop straight down) Just like I said, it's ocl wpn, not normal projectile, so no gain exp for airship. Share this post Link to post
Ravendark 46 Posted May 3, 2018 (edited) try this: add this to your weapon.xml <ProjectileNugget WarheadTemplate="MybombWarhead" ProjectileTemplate="MybombProjectile"> <AttackOffset x="0" y="0" z="-100"/> *the -z value should prob be something along the hover/flight height of your airship </ProjectileNugget> make sure your projectil bezier attributes make it fly in a strait line, so no curves or arcs....more or less set everything to 0 or 1 related to height curving etc. Edited May 3, 2018 by Ravendark 1 Share this post Link to post
ztz2019 1 Posted May 3, 2018 (edited) 5 hours ago, Ravendark said: MybombProjectile 5 hours ago, Ravendark said: try this: make sure your projectil bezier attributes make it fly in a strait line, so no curves or arcs....more or less set everything to 0 or 1 related to height curving etc. Thanks, it seems work. And there's another question. I want to change GDICommando or ZT's flying speed, the flying function seems be controled by BezierProjectile module, and I can't find how to let speed fast or slow down. I want Cmdo flys slower than it used to be. Not only slower, but also let the path like this, it is also controled by BezierProjectile. Edited May 3, 2018 by ztz2019 Share this post Link to post
Ravendark 46 Posted May 4, 2018 IIRC, you need to change: <WeaponTemplate id="ZoneTrooperFireJumpJets" Name="ZoneTrooperFireJumpJets" IdleAfterFiringDelaySeconds="0s" AttackRange="999999.0" MinimumAttackRange="20" WeaponSpeed="160" /* this controls the flightspeed */ ProjectileSelf="true" ClipSize="=$UNLIMITED_CLIP_SIZE" AutoReloadsClip="AUTO" PreAttackType="PER_SHOT" HitPercentage="0%" > <PreAttackDelay MinSeconds="0.1s" MaxSeconds="0.1s" /> <FiringDuration MinSeconds="0.1s" MaxSeconds="0.1s" /> <ClipReloadTime MinSeconds="0.1s" MaxSeconds="0.1s" /> <Nuggets> <ProjectileNugget WarheadTemplate="ZoneTrooperJumpJetWarhead" /> </Nuggets> </WeaponTemplate> As for the flight characteristics it will always be some sort of bezier curve if done with a self projectile style like it uses, but try something like: <BezierProjectile id="ModuleTag_Projectile" FirstHeightMin="50" FirstHeightMax="50" SecondHeightMin="50" SecondHeightMax="50" FirstPercentIndent="30" /* change these values */ SecondPercentIndent="70" /* change these values */ TumbleRandomly="true" CrushStyle="true" BounceCount="0" FinalStuckTime="1.766s" GroundHitFX="FX_ZoneTrooperJumpJetHitsGround" PreLandingStateTime="0.3s" /> i would try setting these values to something low, i had a vertical launched (silo based ) missile ones that flew more or less like your drawing. I had those set to 1. you will need to experiment with those bezier settings. Share this post Link to post
ztz2019 1 Posted May 6, 2018 (edited) On 4/05/2018 at 11:06 PM, Ravendark said: IIRC, you need to change: <WeaponTemplate id="ZoneTrooperFireJumpJets" Name="ZoneTrooperFireJumpJets" IdleAfterFiringDelaySeconds="0s" AttackRange="999999.0" MinimumAttackRange="20" WeaponSpeed="160" /* this controls the flightspeed */ ProjectileSelf="true" ClipSize="=$UNLIMITED_CLIP_SIZE" AutoReloadsClip="AUTO" PreAttackType="PER_SHOT" HitPercentage="0%" > <PreAttackDelay MinSeconds="0.1s" MaxSeconds="0.1s" /> <FiringDuration MinSeconds="0.1s" MaxSeconds="0.1s" /> <ClipReloadTime MinSeconds="0.1s" MaxSeconds="0.1s" /> <Nuggets> <ProjectileNugget WarheadTemplate="ZoneTrooperJumpJetWarhead" /> </Nuggets> </WeaponTemplate> As for the flight characteristics it will always be some sort of bezier curve if done with a self projectile style like it uses, but try something like: <BezierProjectile id="ModuleTag_Projectile" FirstHeightMin="50" FirstHeightMax="50" SecondHeightMin="50" SecondHeightMax="50" FirstPercentIndent="30" /* change these values */ SecondPercentIndent="70" /* change these values */ TumbleRandomly="true" CrushStyle="true" BounceCount="0" FinalStuckTime="1.766s" GroundHitFX="FX_ZoneTrooperJumpJetHitsGround" PreLandingStateTime="0.3s" /> i would try setting these values to something low, i had a vertical launched (silo based ) missile ones that flew more or less like your drawing. I had those set to 1. you will need to experiment with those bezier settings. Many thx to u. Do you have some ideas to realize NOD diggin APC(well I can't rememory it clearly ,just Tib Sun's nod APC or Devil tongue), TE mod seems use shock trooper's teletransport SP, but I think it may have better way. Edited May 6, 2018 by ztz2019 Share this post Link to post
ztz2019 1 Posted May 6, 2018 On 4/05/2018 at 11:06 PM, Ravendark said: IIRC, you need to change: <WeaponTemplate id="ZoneTrooperFireJumpJets" Name="ZoneTrooperFireJumpJets" IdleAfterFiringDelaySeconds="0s" AttackRange="999999.0" MinimumAttackRange="20" WeaponSpeed="160" /* this controls the flightspeed */ ProjectileSelf="true" ClipSize="=$UNLIMITED_CLIP_SIZE" AutoReloadsClip="AUTO" PreAttackType="PER_SHOT" HitPercentage="0%" > <PreAttackDelay MinSeconds="0.1s" MaxSeconds="0.1s" /> <FiringDuration MinSeconds="0.1s" MaxSeconds="0.1s" /> <ClipReloadTime MinSeconds="0.1s" MaxSeconds="0.1s" /> <Nuggets> <ProjectileNugget WarheadTemplate="ZoneTrooperJumpJetWarhead" /> </Nuggets> </WeaponTemplate> As for the flight characteristics it will always be some sort of bezier curve if done with a self projectile style like it uses, but try something like: <BezierProjectile id="ModuleTag_Projectile" FirstHeightMin="50" FirstHeightMax="50" SecondHeightMin="50" SecondHeightMax="50" FirstPercentIndent="30" /* change these values */ SecondPercentIndent="70" /* change these values */ TumbleRandomly="true" CrushStyle="true" BounceCount="0" FinalStuckTime="1.766s" GroundHitFX="FX_ZoneTrooperJumpJetHitsGround" PreLandingStateTime="0.3s" /> i would try setting these values to something low, i had a vertical launched (silo based ) missile ones that flew more or less like your drawing. I had those set to 1. you will need to experiment with those bezier settings. Well, I changed weaponspeed, but still fast as original, no changing, I don't know why, and I didn't change any other code. On 22/02/2018 at 3:04 PM, Egozi44 said: Didn't saw your reply till now mate, The sources I sent you also show how to change the main menu music, if it not works it may be due to the files, KW gave me few issues as well when I tried to add new music files if they weren't encoded correctly. for music you need Mp3 format. if you got trouble I peek on my sources and tell you what should work. As for the max plugin, here it is https://ppmforums.com/viewtopic.php?p=565214#565214 However it was tool earlier to open the champagnes as it seem it don't have exporter yet ;( Sorry if I gave you false hopes On 4/05/2018 at 11:06 PM, Ravendark said: IIRC, you need to change: <WeaponTemplate id="ZoneTrooperFireJumpJets" Name="ZoneTrooperFireJumpJets" IdleAfterFiringDelaySeconds="0s" AttackRange="999999.0" MinimumAttackRange="20" WeaponSpeed="160" /* this controls the flightspeed */ ProjectileSelf="true" ClipSize="=$UNLIMITED_CLIP_SIZE" AutoReloadsClip="AUTO" PreAttackType="PER_SHOT" HitPercentage="0%" > <PreAttackDelay MinSeconds="0.1s" MaxSeconds="0.1s" /> <FiringDuration MinSeconds="0.1s" MaxSeconds="0.1s" /> <ClipReloadTime MinSeconds="0.1s" MaxSeconds="0.1s" /> <Nuggets> <ProjectileNugget WarheadTemplate="ZoneTrooperJumpJetWarhead" /> </Nuggets> </WeaponTemplate> As for the flight characteristics it will always be some sort of bezier curve if done with a self projectile style like it uses, but try something like: <BezierProjectile id="ModuleTag_Projectile" FirstHeightMin="50" FirstHeightMax="50" SecondHeightMin="50" SecondHeightMax="50" FirstPercentIndent="30" /* change these values */ SecondPercentIndent="70" /* change these values */ TumbleRandomly="true" CrushStyle="true" BounceCount="0" FinalStuckTime="1.766s" GroundHitFX="FX_ZoneTrooperJumpJetHitsGround" PreLandingStateTime="0.3s" /> i would try setting these values to something low, i had a vertical launched (silo based ) missile ones that flew more or less like your drawing. I had those set to 1. you will need to experiment with those bezier settings. I changed weaponspeed to 20, but still as fast as before, what's wrong or maybe I misunderstood? Share this post Link to post