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Napoleon the Clown

Defensive building not working right

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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.

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If I remember right the attack range cant be no higher than the grand cannon's.

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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...

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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

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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.

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NavalTargeting=*

LandTargeting=*

 

* Then any number that has the effect your looking for.

 

Hmm... have to try out that non aggressive tag.

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