Napoleon the Clown 0 Posted November 21, 2003 I created a defensive building that won't fire at everything it's supposed to. The weapon has InvisibleAll as its projectile, so it should hit air and ground units, but it won't fire on ground units. What's up with it? I can't see what's wrong with it. Here's the stuff from rulesmd.ini: [LaserCannonWeap] Damage=175 ROF=10 Range=20 Projectile=InvisibleAll Speed=40 Report=LaserCosmoAttack Warhead=LaserWH Bright=yes IsHouseColor=true LaserOuterSpread=0,0,0 LaserDuration=15 IsLaser=true [LaserWH] Wall=no Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 InfDeath=7 PenetratesBunker=yes And of course, the building itself. [Laser Cannon] UIName=Name:LC Name=Laser Cannon BuildCat=Combat Strength=900 Armor=concrete TechLevel=1 Prerequisite=GACNST,GAPILE Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 BaseNormal=no Points=30 Power=-50 Crewed=no Primary=LaserCannonWeap LandTargeting=1 NavalTargeting=6 Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=3 MinDebris=2 ThreatPosed=0 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values IsBaseDefense=yes Powered=yes ROT=8 Turret=yes TurretAnim=FLAKTUR TurretAnimIsVoxel=true TurretAnimX=0 TurretAnimY=2 TurretAnimZAdjust=-40 HasStupidGuardMode=false NotWorkingSound=PowerOff ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes AntiInfantryValue=25 AntiArmorValue=25 AntiAirValue=25 Image=NAFLAK BuildTimeMultiplier=.5 GapGenerator=yes FreeUnit=Laser Track OmniFire=yes If anyone can see a problem say so. If all else fails, I'll remake it and hope for the best. Share this post Link to post
Wildshield 0 Posted November 22, 2003 If I remember right the attack range cant be no higher than the grand cannon's. Share this post Link to post
Napoleon the Clown 0 Posted November 22, 2003 It didn't work. Rats. I even tried remaking it... Now we hope that making seperate AA and AG weapons will work. Share this post Link to post
alleylee 0 Posted November 23, 2003 correstion... your range can be as far as you like it... i made one with 200 range... and with nukes... hehe... it works... but it is too aggressive... killed my enemy when i just place it... 4 brutals... in 5 mins... meh... Share this post Link to post
Wildshield 0 Posted November 23, 2003 Alleylee the building auto fired at that range? Napoleon the Clown delete the naval and land targeting tags. Your telling the building it cannot attack land units nor water units... ;NavalTargeting ;UNDERWATER_NEVER = 0,Can't shoot at all at underwater ;UNDERWATER_SECONDARY = 1,Use Second weapon against underwater ;UNDERWATER_ONLY = 2,Can only shoot underwater ;ORGANIC_SECONDARY = 3,Use second Weapon on organic ;SEAL_SPECIAL = 4, Primary on Amphibious and organic, Second on Naval and underwater-not-organic ;NAVAL_ALL = 5,Go ahead and shoot everything with Primary ; NAVAL_NONE = 6, Don't even shoot into the water ; NAVAL_PRIMARY = 7Able to shoot ground target with secondary weapon, but Naval is the primary target ;LandTargeting ;LAND_OKAY = 0,Land is okay ;LAND_NOT_OKAY = 1,Land is not OK ;LAND_SECONDARY = 2,Can shoot land, but only with secondary weapon Share this post Link to post
alleylee 0 Posted November 23, 2003 umm... i am a bit confused with the codes, do you type, for example, "NAVAL_ALL=5" or do you type something else... and yes i it fired at that range... i set it to non aggressive or it won't passive aim at a target. Share this post Link to post
Wildshield 0 Posted November 24, 2003 NavalTargeting=* LandTargeting=* * Then any number that has the effect your looking for. Hmm... have to try out that non aggressive tag. Share this post Link to post