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Old November 15th, 2012   #1
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Default Missile Launch Ability

Hi, I'm working on a personal mod and one of the things I wanted to do was make an ability that allowed me to launch a nuke at the target destination (space, not ground). My train of thought was to use the barrage ability and modify it to only fire a single missile. I actually got that working, but ran into a huge snag that I just can't figure out.

Whenever I try to apply the ability to another unit, it simply doesn't work. I tell my guy to use the ability, and he activates it but the missile wont fire, so he just sits there useless. What has me absolutely baffled is that it seems to be model related. If I use the vanilla Marauder model, it works perfectly. But if I use one of the custom models I'm using, it wont work as described above.

I've scoured everywhere I could think of looking for something hardpoint related, since that's the only thing I can think of. But unfortunately I haven't had any success. I'd greatly appreciate if someone could point me in the right direction, because I simply can't figure out why it wont work.
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Old November 16th, 2012   #2
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Default Re: Missile Launch Ability

Try posting your code please. Maybe we might be able to help you.

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Old November 17th, 2012   #3
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Default Re: Missile Launch Ability

Alright, let's see if I do this right.

Quote:
Originally Posted by Code
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>BARRAGE</Type>

<!-- This parameter is no longer used. Barrage radius is determined by
Projectile_Max_Flight_Distance of the specific projectile for this aility -->
<!-- <Effective_Radius>1000.0</Effective_Radius> -->

<!-- Modify this projectile for blast damage and range, range of barrage mode etc -->


<Expiration_Seconds>10</Expiration_Seconds>
<Recharge_Seconds>45</Recharge_Seconds>
<Mod_Multiplier>FIRE_RATE_MULTIPLIER, 2.5f</Mod_Multiplier>

<SFXEvent_Target_Ability> Unit_Barrage_Interdictor </SFXEvent_Target_Ability>
<Projectile_Types_Override>AT_ST_Barrage</Projectile_Types_Override>

<!-- radius depends on the explosion size and inaccuracy of 'Proj_Ship_Diamond_Boron_Missile_Barrage' -->
<Area_Effect_Decal_Distance> 75.0 </Area_Effect_Decal_Distance>

<!-- keep this the same as Area_Effect_Decal_Distance -->
<Targeting_Fire_Inaccuracy_Fixed_Radius_Override>7 5</Targeting_Fire_Inaccuracy_Fixed_Radius_Override>

<Target_Position_Z_Offset>0</Target_Position_Z_Offset>

</Unit_Ability>

</Unit_Abilities_Data>
Quote:
Originally Posted by Code
<Projectile Name="Proj_Shiva_Missile">
<Text_ID>TEXT_NONE</Text_ID>
<Space_Model_Name>W_concussion_missile.alo</Space_Model_Name>
<Scale_Factor>2.0</Scale_Factor>
<Damage_Type> Damage_Diamond_Missile </Damage_Type>
<Max_Speed>7.5</Max_Speed>
<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
<Projectile_Category>ROCKET</Projectile_Category>

<Projectile_Rocket_Curve_Distance>500</Projectile_Rocket_Curve_Distance>
<Projectile_Rocket_Curve_Offset>0</Projectile_Rocket_Curve_Offset>
<Projectile_Rocket_Straight_Distance>500</Projectile_Rocket_Straight_Distance>

<Projectile_Max_Flight_Distance>5000.0</Projectile_Max_Flight_Distance>
<Projectile_Max_Scan_Range>2000.0</Projectile_Max_Scan_Range>
<Explode_When_Reached_Target_Radius> Yes </Explode_When_Reached_Target_Radius>

<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
<Projectile_Blast_Area_Dropoff_Tiers>5</Projectile_Blast_Area_Dropoff_Tiers>

<Projectile_Damage>150</Projectile_Damage>
<Projectile_Blast_Area_Damage> 150 </Projectile_Blast_Area_Damage>
<Projectile_Blast_Area_Range> 200 </Projectile_Blast_Area_Range>
<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

<Projectile_SFXEvent_Detonate>SFX_Concussion_Missi le_Detonation</Projectile_SFXEvent_Detonate>
<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
<Projectile_Object_Detonation_Particle>Mega_Huge_E xplosion_Space</Projectile_Object_Detonation_Particle>
<Projectile_Ground_Detonation_Particle>Mega_Huge_E xplosion_Space</Projectile_Ground_Detonation_Particle>
<Projectile_Lifetime_Detonation_Particle>Mega_Huge _Explosion_Space</Projectile_Lifetime_Detonation_Particle>
<Projectile_Absorbed_By_Shields_Particle>Mega_Huge _Explosion_Space</Projectile_Absorbed_By_Shields_Particle>
<AI_Combat_Power>600</AI_Combat_Power>
</Projectile>
I just copied the Marauder's barrage ability. It works perfectly fine when I actually use the Marauder's model. But if I change the model of the unity, it doesn't work.
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Old November 18th, 2012   #4
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Default Re: Missile Launch Ability

did you also put BARRAGE in the <SpaceBehavior> tag of the other ship? It won't work without it
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Old November 18th, 2012   #5
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Default Re: Missile Launch Ability

Quote:
Originally Posted by Warb_Null View Post
did you also put BARRAGE in the <SpaceBehavior> tag of the other ship? It won't work without it
Aye, I did that. As far as I can tell everything works properly. When I change the model from FFG.Alo (the model I want) to the marauder.alo, it works perfectly. It fires the missile, nuke explodes, it's everything I want. But when I change the model back to the frigate, it doesn't work. That's the ONLY difference. Everything else can be the exact same, if it's the marauder model it works, if it's the frigate model it doesn't.
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Old November 18th, 2012   #6
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Default Re: Missile Launch Ability

Does the new model have "MUZZLEA_00" bones on it? That is the only reason I can see for it not to work. Does it fire missles when not in barrage mode?
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Old November 19th, 2012   #7
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Default Re: Missile Launch Ability

Quote:
Originally Posted by Sidious Invader View Post
Does the new model have "MUZZLEA_00" bones on it? That is the only reason I can see for it not to work. Does it fire missles when not in barrage mode?
The model does not have that bone, but it does fire missiles normally. Is there any way to change what bone the ability is attached to? Because none of the models I am using have that particular bone.
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Old November 19th, 2012   #8
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Default Re: Missile Launch Ability

Send me the model, and all your unit code. I will import in to max, and add the bones. Shouldnt fire normally without the bones though.
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Old November 19th, 2012   #9
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Default Re: Missile Launch Ability

Hmm, well the thing is it's not -MY- model, I didn't make it. It's the UNSC models from the Halo: First Offensive. So I'm not sure what kind of code of conduct exists about modifying other people models.

Beyond that, it's not just ONE model. This was suppose to be a multi-ship ability, kind of a race trait. So if I can't make the change in the code itself, the change would have to be applied to about... 6 different models.
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Old November 20th, 2012   #10
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Default Re: Missile Launch Ability

It is against filefront policy to upload a mod with ported content. But if you are using it for a personal mod ot isnt an issue.
If the models were made by another modder, you only need permission. Who converted them to .alo?
It's been a while since I modded anything, but I recall a <Fire_Bone> tag. Though it migjt have been for hardpoints only. Do a search on the xml's for that tag.
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