Hmm... My tanks ain't working.

Hmm... My tanks ain't working.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Hmm... My tanks ain't working.

Post by Drone_Fragger »

In my new mod. That some fo you may have seen the title of, My tanks aren't working. My commander works, it can shoot and build stuff, But the tanks can't fire. They can be built, They just can't shoot. I can upload the Fbi and Weapondata files if someone ants to look at them.[/i]
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Do they aim at their target?

Put up the script too
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Its the standard instigaot, witha differant weapon and the name changed :/

And no, no aiming.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Okay, I don't trust that site...

Can't you just pull all three into a zip and send it to FileUniverse?

Besides, beside the actual model it's all text based, so you could just copy and paste it into a post here
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

FBI. A ctrl-A Ctrl-v post.

[UNITINFO]
{
Name=Deac;
UnitName=VIRDEAC;
BUILDPIC=VIRDEAC.DDS;

// Required Tags
BuildCostEnergy=1097;
BuildCostMetal=125;
BuildTime=1854;
Category=VIRII TANK MOBILE WEAPON NOTAIR NOTSUB CTRL_G CTRL_V CTRL_W NOTSHIP LEVEL1 ALL ;
Description=Light Virii Tank;
FootprintX=2;
FootprintZ=2;
MaxDamage=770;
ObjectName=VIRDEAC;
Side=CORE;
SoundCategory=CORE_TANK;
TEDClass=TANK;

// Movement
BrakeRate=0.025;
MovementClass=TANKSH2;
Acceleration=0.030;
CanMove=1;
MaxVelocity=2.99;
MaxSlope=10;
TurnRate=440;

// Airplane Moventment

// Buildings

// Construction
Builder=0;
WorkerTime=0;

// Resources
EnergyMake=0.5;
EnergyStorage=0;
EnergyUse=0.5;
MetalStorage=0;

// Abilities
CanAttack=1;
CanStop=1;

// Sight/Radar
RadarDistance=0;
SightDistance=273;

// Weapons
Weapon1=GATOR_LASERx;
wpri_badTargetCategory=ANTIGATOR;
BadTargetCategory=ANTIGATOR;
ExplodeAs=BIG_UNITEX;
SelfDestructAs=BIG_UNIT;
NoChaseCategory=VTOL;

// Tracks/Flares
LeaveTracks=1;
TrackOffset=5;
TrackStrength=5;
TrackStretch=1;
TrackType=StdTank;
TrackWidth=21;

// Watersettings
MaxWaterDepth=12;

// Misc
Corpse=virdeac_dead;
SmoothAnim=1;

// Not Used By TASpring
bmcode=1;
noautofire=0;
unitnumber=108;
firestandorders=1;
standingfireorder=2;
mobilestandorders=1;
standingmoveorder=1;
canpatrol=1;
canguard=1;
steeringmode=1;
shootme=1;
defaultmissiontype=Standby;
maneuverleashlength=640;
}


All Weapon data.


[VIRIILASER]
{
ID=1;
name=J7Laser;
rendertype=0;
lineofsight=1;
turret=1;
range=300;
reloadtime=0.8;
weaponvelocity=900;
areaofeffect=16;
soundtrigger=1;
tolerance=5000;
soundstart=MechPlasma;
soundhit=MechPlasma;
firestarter=70;
beamlaser=1;
targetMoveError=0.1;
beamtime=0.1;
color=232;
color2=234;
explosiongaf=fx;
explosionart=explode5;
waterexplosiongaf=fx;
waterexplosionart=h2oboom1;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashsm;
[DAMAGE]
{
default=250;
}
}
[VIR_DISINTEGRATOR]
{
ID=2;
name=Disintegrator;
rendertype=3;
lineofsight=1;
turret=1;
range=250;
reloadtime=1.5;
weapontimer=4.2;
energypershot=500;
weaponvelocity=225;
areaofeffect=52;
impulsefactor=0.0000000000001;
soundtrigger=1;
soundstart=MechPlasma;
soundhit=MechPlasma;
beamweapon=1;
noexplode=1;
commandfire=1;
tolerance=10000;
explosiongaf=fx;
explosionart=explode5;
waterexplosiongaf=fx;
waterexplosionart=h2o;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplash;
startsmoke=1;
[DAMAGE]
{
default=50000;
}
[DEACGUN]
{
ID=3;
name=Laser;
rendertype=0;
lineofsight=1;
turret=1;
range=400;
reloadtime=0.2;
weaponvelocity=900;
areaofeffect=16;
soundtrigger=1;
tolerance=5000;
soundstart=MechPlasma;
soundhit=MechPlasma;
firestarter=70;
beamlaser=1;
targetMoveError=0.1;
beamtime=0.1;
color=96;
color2=98;
explosiongaf=fx;
explosionart=explode5;
waterexplosiongaf=fx;
waterexplosionart=h2oboom1;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashsm;
[DAMAGE]
{
default=10;
}
[GATOR_LASERx]
{
ID=85;
name=Laser;
rendertype=0;
lineofsight=1;
turret=1;
range=220;
reloadtime=0.7;
weaponvelocity=1000;
areaofeffect=8;
soundtrigger=1;
energypershot=0;
tolerance=4500;
soundstart=MechPlasma;
soundhit=MechPlasma;
firestarter=50;
beamlaser=1;
targetMoveError=0.3;
beamtime=0.1;
color=232;
color2=234;
explosiongaf=fx;
explosionart=explode5;
waterexplosiongaf=fx;
waterexplosionart=h2oboom1;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashsm;
[DAMAGE]
{
default=75;
}
[LAME]
{
ID=4;
name=LightCannon;
rendertype=4;
ballistic=1;
turret=1;
range=500;
reloadtime=0.95;
weaponvelocity=170;
areaofeffect=48;
soundstart=canlite3;
soundhit=xplosml3;
tolerance=1500;
explosiongaf=sexy;
explosionart=explode4x;
waterexplosiongaf=fx;
waterexplosionart=h2o;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplash;
startsmoke=1;
[DAMAGE]
{
default=75;
}
}

The .cob file:

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User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

FBI. A ctrl-A Ctrl-v post.

[UNITINFO]
{
Name=Deac;
UnitName=VIRDEAC;
BUILDPIC=VIRDEAC.DDS;

// Required Tags
BuildCostEnergy=1097;
BuildCostMetal=125;
BuildTime=1854;
Category=VIRII TANK MOBILE WEAPON NOTAIR NOTSUB CTRL_G CTRL_V CTRL_W NOTSHIP LEVEL1 ALL ;
Description=Light Virii Tank;
FootprintX=2;
FootprintZ=2;
MaxDamage=770;
ObjectName=VIRDEAC;
Side=CORE;
SoundCategory=CORE_TANK;
TEDClass=TANK;

// Movement
BrakeRate=0.025;
MovementClass=TANKSH2;
Acceleration=0.030;
CanMove=1;
MaxVelocity=2.99;
MaxSlope=10;
TurnRate=440;

// Airplane Moventment

// Buildings

// Construction
Builder=0;
WorkerTime=0;

// Resources
EnergyMake=0.5;
EnergyStorage=0;
EnergyUse=0.5;
MetalStorage=0;

// Abilities
CanAttack=1;
CanStop=1;

// Sight/Radar
RadarDistance=0;
SightDistance=273;

// Weapons
Weapon1=GATOR_LASERx;
wpri_badTargetCategory=ANTIGATOR;
BadTargetCategory=ANTIGATOR;
ExplodeAs=BIG_UNITEX;
SelfDestructAs=BIG_UNIT;
NoChaseCategory=VTOL;

// Tracks/Flares
LeaveTracks=1;
TrackOffset=5;
TrackStrength=5;
TrackStretch=1;
TrackType=StdTank;
TrackWidth=21;

// Watersettings
MaxWaterDepth=12;

// Misc
Corpse=virdeac_dead;
SmoothAnim=1;

// Not Used By TASpring
bmcode=1;
noautofire=0;
unitnumber=108;
firestandorders=1;
standingfireorder=2;
mobilestandorders=1;
standingmoveorder=1;
canpatrol=1;
canguard=1;
steeringmode=1;
shootme=1;
defaultmissiontype=Standby;
maneuverleashlength=640;
}


All Weapon data.


[VIRIILASER]
{
ID=1;
name=J7Laser;
rendertype=0;
lineofsight=1;
turret=1;
range=300;
reloadtime=0.8;
weaponvelocity=900;
areaofeffect=16;
soundtrigger=1;
tolerance=5000;
soundstart=MechPlasma;
soundhit=MechPlasma;
firestarter=70;
beamlaser=1;
targetMoveError=0.1;
beamtime=0.1;
color=232;
color2=234;
explosiongaf=fx;
explosionart=explode5;
waterexplosiongaf=fx;
waterexplosionart=h2oboom1;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashsm;
[DAMAGE]
{
default=250;
}
}
[VIR_DISINTEGRATOR]
{
ID=2;
name=Disintegrator;
rendertype=3;
lineofsight=1;
turret=1;
range=250;
reloadtime=1.5;
weapontimer=4.2;
energypershot=500;
weaponvelocity=225;
areaofeffect=52;
impulsefactor=0.0000000000001;
soundtrigger=1;
soundstart=MechPlasma;
soundhit=MechPlasma;
beamweapon=1;
noexplode=1;
commandfire=1;
tolerance=10000;
explosiongaf=fx;
explosionart=explode5;
waterexplosiongaf=fx;
waterexplosionart=h2o;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplash;
startsmoke=1;
[DAMAGE]
{
default=50000;
}
[DEACGUN]
{
ID=3;
name=Laser;
rendertype=0;
lineofsight=1;
turret=1;
range=400;
reloadtime=0.2;
weaponvelocity=900;
areaofeffect=16;
soundtrigger=1;
tolerance=5000;
soundstart=MechPlasma;
soundhit=MechPlasma;
firestarter=70;
beamlaser=1;
targetMoveError=0.1;
beamtime=0.1;
color=96;
color2=98;
explosiongaf=fx;
explosionart=explode5;
waterexplosiongaf=fx;
waterexplosionart=h2oboom1;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashsm;
[DAMAGE]
{
default=10;
}
[GATOR_LASERx]
{
ID=85;
name=Laser;
rendertype=0;
lineofsight=1;
turret=1;
range=220;
reloadtime=0.7;
weaponvelocity=1000;
areaofeffect=8;
soundtrigger=1;
energypershot=0;
tolerance=4500;
soundstart=MechPlasma;
soundhit=MechPlasma;
firestarter=50;
beamlaser=1;
targetMoveError=0.3;
beamtime=0.1;
color=232;
color2=234;
explosiongaf=fx;
explosionart=explode5;
waterexplosiongaf=fx;
waterexplosionart=h2oboom1;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplashsm;
[DAMAGE]
{
default=75;
}
[LAME]
{
ID=4;
name=LightCannon;
rendertype=4;
ballistic=1;
turret=1;
range=500;
reloadtime=0.95;
weaponvelocity=170;
areaofeffect=48;
soundstart=canlite3;
soundhit=xplosml3;
tolerance=1500;
explosiongaf=sexy;
explosionart=explode4x;
waterexplosiongaf=fx;
waterexplosionart=h2o;
lavaexplosiongaf=fx;
lavaexplosionart=lavasplash;
startsmoke=1;
[DAMAGE]
{
default=75;
}
}

The .cob file:

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User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

i think its something in the script. If you have copied it and in the 3do file the piece names are different, you have to change that in the script too. Therefore you need the scriptor and than you can decompile the script and change it.

Edit: i have SOME errors in the weapon file! Check the "{ }" - you miss a lot of "}" at the right positions after the damage (there must be 2 x } ).
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

k, will do.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I don't think you'll need the smoothanim tag, unless your tanks walk
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

it was there already. I'll remove it.
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Ya. It was becuase the last } after damage were missing. Added them and it worked fine.
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