Sky Sweaper problem
Sky Sweaper problem
Hi I have a problem with Skysweeper
I want to shoot in helicopters how can I do?.
Does anyone know what I might have done wrong?
Here is my configuration code
____________________Code___________________
// Copyright 1997-2000 Pandemic Studios
//
// sky sweeper
//
// UNIT DEFINITION
//
CreateObjectType("Sky Sweeper", "Wall")
{
GameObj()
{
ThinkInterval(1);
IdleTask("Tasks::WallIdle");
Properties()
{
Add("Filter::Mechanical");
Add("Filter::Sprawler");
Add("Filter::Post");
Add("Ability::Recycle");
}
}
MapObj()
{
GodFile("spr_aatower.god");
PhysicsModel("building");
ArmourClass("structure");
HitPoints(700);
TractionType("ground");
TypeDisplay()
{
Image("sprawl_bldgs_4.tga", 0, 64, 64, 64);
}
GenericFX()
{
Add("Construct::Start", "Construct.pillbox");
Add("Recycle::Start", "Recycle.pillbox");
Add("MapObj::Health::Low", "common.class.building-health-low");
Add("MapObj::Death", "death.army.pillbox");
Add("Restore::Target::Process", "common.class.RestoreTargetProcesslarge");
Add("Weapon::Fire", "sprawler.fx.aatower.fire");
Add("Wall::Link", "sprawler.wall.link");
Add("UnitObj::Blind", "common.class.BerzerkProcesslarge");
}
}
UnitObj()
{
SeeingRange(89);
NightModifier(81%);
Constructor("//");
ConstructionTime(35);
CreateSource("resource.blob.vehicle1");
CommandCost(1);
ResourceCost()
{
Add("Plastic", 450);
Add("Electricity", 0);
}
Prereqs()
{
Add("army.building.hq2");
}
Weapon("sprawler.weapon.aatower");
FireIndirect(1);
Power()
{
Required(100);
}
Efficiency()
{
Green(100%);
Yellow(25%);
Red(0%);
}
Weapon("sprawler.weapon.aatower");
}
WallObj()
{
Range(6);
BeamOffset(3.0);
DeviationMin(1.0);
DeviationMax(10.0);
Properties();
}
}
//
// WEAPON DEFINITION
//
CreateWeaponType("sprawler.weapon.aatower")
{
Style("Projectile");
NodeStyle("Y_X");
Nodes("CP-WEAPON", "cp-weapon2");
MaxRange(96);
HorizAngle(90);
HorizSeparation(180);
VertAngle(45);
VertSeparation(90);
TurnRate(180);
Delay(1);
Projectile("sprawler.proj.aatower");
Speed(100);
Damage()
{
Amount(50);
Effective("infantry", 0%);
Effective("vehicle", 0%);
Effective("structure", 0%);
Effective("flyer", 100%);
Effective("mine", 0%);
}
FirePoints()
{
Add("HP-FIRE1");
Add("HP-FIRE2");
}
}
//
// PROJECTILE DEFINITION
//
CreateObjectType("sprawler.proj.aatower", "Projectile")
{
MapObj()
{
Mesh();
GenericFX()
{
Add("ProjectileObj::Trail", "sprawler.fx.aatower.proj");
Add("ProjectileObj::Hit", "sprawler.fx.aatower.exp");
}
}
ProjectileObj()
{
ProjectileModel("GuidedTrajectory");
TopSpeed(300);
HomingRate(120);
WaverTurn(90);
WaverRate(360);
AccelerationTime(1);
}
}
//
// WEAPON EFFECT
//
CreateEffectType("sprawler.fx.aatower.fire")
{
Sound();
Particles()
{
Add(1)
{
Particle("sprawler.fx.aatower.fire-flare");
Point("HP-FIRE1");
}
Add(2)
{
Particle("sprawler.fx.aatower.fire-smoke");
VelocityPosition(1, 1, 1);
Random(1.0, 1.0, 1.0);
Point("HP-FIRE1");
}
Add(1)
{
Particle("sprawler.fx.aatower.fire-flare");
Point("HP-FIRE2");
}
Add(2)
{
Particle("sprawler.fx.aatower.fire-smoke");
VelocityPosition(1, 1, 1);
Random(1.0, 1.0, 1.0);
Point("HP-FIRE2");
}
}
}
//
// PROJECTILE EFFECT
//
CreateEffectType("sprawler.fx.aatower.proj")
{
Sound()
{
File("rocketlaunch.wav");
Priority(2);
MinDistance(5);
MaxDistance(150);
}
Particles()
{
Add(1)
{
Particle("sprawler.fx.aatower.proj-flare");
SingleParticle(1);
Destroy(1);
}
Add(1)
{
Particle("sprawler.fx.aatower.proj-trail");
SingleParticle(1);
Destroy(1);
}
Add(1)
{
Particle("sprawler.fx.aatower.proj-smoke");
SingleParticle(1);
Destroy(1);
}
}
}
//
// EXPLOSION EFFECT
//
CreateEffectType("sprawler.fx.aatower.exp")
{
Sound()
{
File("SM_ExploB.WAV");
Priority(2);
MinDistance(5);
MaxDistance(150);
}
Particles()
{
Add(1)
{
Particle("sprawler.fx.aatower.exp-core");
}
Add(1)
{
Particle("sprawler.fx.aatower.exp-flash");
}
// Add(3)
// {
// Particle("sprawler.fx.aatower.exp-spark");
// VelocityPosition(20.0, 20.0, 20.0);
// Random(1.0, 1.0, 1.0);
// }
Add(3)
{
Particle("sprawler.fx.aatower.exp-smoke");
VelocityPosition(1.0, 1.0, 1.0);
Random(1.0, 1.0, 1.0);
}
}
}
//
// WEAPON FLARE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.fire-flare", "Particle")
{
lifeTime(0.5);
RenderBase("sprawler.fx.aatower.fire-flare");
}
CreateParticleRenderType("sprawler.fx.aatower.fire-flare", "Sprite")
{
TextureName("MUZZLE.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 127, 0, 127);
FinishColor(255, 0, 0, 0);
StartRadius(3.0);
FinishRadius(1.5);
Sorting( "Light");
}
//
// WEAPON SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.fire-smoke", "Particle")
{
lifeTime(2.0);
Priority(1.4); // disappear before low detail
RenderBase("sprawler.fx.aatower.fire-smoke");
}
CreateParticleRenderType("sprawler.fx.aatower.fire-smoke", "Sprite")
{
TextureName("puff.tga");
TextureBlend("srcalpha invsrcalpha modulatealpha");
StartColor(191, 191, 191, 127);
FinishColor(127, 127, 127, 0);
StartRadius(1.0);
FinishRadius(3.0);
Sorting( "Smoke");
}
//
// PROJECTILE FLARE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.proj-flare", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
Priority(.74); // lowest priority that doesn't go away
RenderBase("sprawler.fx.aatower.proj-flare");
}
CreateParticleRenderType("sprawler.fx.aatower.proj-flare", "Sprite")
{
TextureName("lightflare.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 255, 127);
FinishColor(255, 255, 255, 127);
StartRadius(2.0);
FinishRadius(2.0);
Sorting( "Light");
}
//
// PROJECTILE TRAIL PARTICLE
//
CreateParticleType("sprawler.fx.aatower.proj-trail", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
RenderBase("sprawler.fx.aatower.proj-trail");
}
CreateParticleRenderType("sprawler.fx.aatower.proj-trail", "Trail")
{
TextureName("bolt.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 127, 0, 222);
FinishColor(255, 0, 0, 0);
StartRadius(0.5);
FinishRadius(0.0);
AnimRate(3);
Decay(.2);
Sorting( "Flame", 0);
}
//
// PROJECTILE SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.proj-smoke", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
Priority(1.5); // disappear at medium detail
RenderBase("sprawler.fx.aatower.proj-smoke");
}
CreateParticleRenderType("sprawler.fx.aatower.proj-smoke", "Trail")
{
TextureName("trail2.tga");
TextureBlend("srcalpha invsrcalpha modulatealpha");
StartColor(191, 191, 191, 255);
FinishColor(191, 191, 191, 0);
StartRadius(0.5);
FinishRadius(3.0);
Decay(.1);
Sorting( "Smoke");
}
//
// EXPLOSION CORE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.exp-core", "Particle")
{
lifeTime(1.0);
Priority(.74); // lowest priority that doesn't go away
RenderBase("sprawler.fx.aatower.exp-core");
}
CreateParticleRenderType("sprawler.fx.aatower.exp-core", "Sprite")
{
TextureName("exploder.tga");
TextureBlend("modulate");
StartColor(255, 255, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(1.0);
FinishRadius(5.0);
Sorting( "Flame", 1);
}
//
// EXPLOSION FLASH PARTICLE
//
CreateParticleType("sprawler.fx.aatower.exp-flash", "Particle")
{
lifeTime(0.5);
Priority(.74); // lowest priority that doesn't go away
RenderBase("sprawler.fx.aatower.exp-flash");
}
CreateParticleRenderType("sprawler.fx.aatower.exp-flash", "Sprite")
{
TextureName("bulhit.tga");
TextureBlend("add");
StartColor(255, 255, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(0.4);
FinishRadius(2.0);
Sorting( "Light", 1);
}
//
// EXPLOSION SPARK PARTICLE
//
CreateParticleType("sprawler.fx.aatower.exp-spark", "Smoke")
{
lifeTime(0);
Priority(1.5); // disappear at medium detail
RenderBase("sprawler.fx.aatower.exp-spark");
}
CreateParticleRenderType("sprawler.fx.aatower.exp-spark", "Trail")
{
TextureName("bolt.tga");
TextureBlend("add");
StartColor(255, 255, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(0.2);
FinishRadius(0.0);
Decay(0.5);
Sorting( "Flame", 2);
}
//
// EXPLOSION SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.exp-smoke", "Particle")
{
lifeTime(2.0);
RenderBase("sprawler.fx.aatower.exp-smoke");
}
CreateParticleRenderType("sprawler.fx.aatower.exp-smoke", "Sprite")
{
TextureName("puff.tga");
TextureBlend("modulate");
StartColor(15, 15, 15, 127);
FinishColor(0, 0, 0, 0);
StartRadius(1.0);
FinishRadius(3.0);
Sorting( "Smoke");
}
I want to shoot in helicopters how can I do?.
Does anyone know what I might have done wrong?
Here is my configuration code
____________________Code___________________
// Copyright 1997-2000 Pandemic Studios
//
// sky sweeper
//
// UNIT DEFINITION
//
CreateObjectType("Sky Sweeper", "Wall")
{
GameObj()
{
ThinkInterval(1);
IdleTask("Tasks::WallIdle");
Properties()
{
Add("Filter::Mechanical");
Add("Filter::Sprawler");
Add("Filter::Post");
Add("Ability::Recycle");
}
}
MapObj()
{
GodFile("spr_aatower.god");
PhysicsModel("building");
ArmourClass("structure");
HitPoints(700);
TractionType("ground");
TypeDisplay()
{
Image("sprawl_bldgs_4.tga", 0, 64, 64, 64);
}
GenericFX()
{
Add("Construct::Start", "Construct.pillbox");
Add("Recycle::Start", "Recycle.pillbox");
Add("MapObj::Health::Low", "common.class.building-health-low");
Add("MapObj::Death", "death.army.pillbox");
Add("Restore::Target::Process", "common.class.RestoreTargetProcesslarge");
Add("Weapon::Fire", "sprawler.fx.aatower.fire");
Add("Wall::Link", "sprawler.wall.link");
Add("UnitObj::Blind", "common.class.BerzerkProcesslarge");
}
}
UnitObj()
{
SeeingRange(89);
NightModifier(81%);
Constructor("//");
ConstructionTime(35);
CreateSource("resource.blob.vehicle1");
CommandCost(1);
ResourceCost()
{
Add("Plastic", 450);
Add("Electricity", 0);
}
Prereqs()
{
Add("army.building.hq2");
}
Weapon("sprawler.weapon.aatower");
FireIndirect(1);
Power()
{
Required(100);
}
Efficiency()
{
Green(100%);
Yellow(25%);
Red(0%);
}
Weapon("sprawler.weapon.aatower");
}
WallObj()
{
Range(6);
BeamOffset(3.0);
DeviationMin(1.0);
DeviationMax(10.0);
Properties();
}
}
//
// WEAPON DEFINITION
//
CreateWeaponType("sprawler.weapon.aatower")
{
Style("Projectile");
NodeStyle("Y_X");
Nodes("CP-WEAPON", "cp-weapon2");
MaxRange(96);
HorizAngle(90);
HorizSeparation(180);
VertAngle(45);
VertSeparation(90);
TurnRate(180);
Delay(1);
Projectile("sprawler.proj.aatower");
Speed(100);
Damage()
{
Amount(50);
Effective("infantry", 0%);
Effective("vehicle", 0%);
Effective("structure", 0%);
Effective("flyer", 100%);
Effective("mine", 0%);
}
FirePoints()
{
Add("HP-FIRE1");
Add("HP-FIRE2");
}
}
//
// PROJECTILE DEFINITION
//
CreateObjectType("sprawler.proj.aatower", "Projectile")
{
MapObj()
{
Mesh();
GenericFX()
{
Add("ProjectileObj::Trail", "sprawler.fx.aatower.proj");
Add("ProjectileObj::Hit", "sprawler.fx.aatower.exp");
}
}
ProjectileObj()
{
ProjectileModel("GuidedTrajectory");
TopSpeed(300);
HomingRate(120);
WaverTurn(90);
WaverRate(360);
AccelerationTime(1);
}
}
//
// WEAPON EFFECT
//
CreateEffectType("sprawler.fx.aatower.fire")
{
Sound();
Particles()
{
Add(1)
{
Particle("sprawler.fx.aatower.fire-flare");
Point("HP-FIRE1");
}
Add(2)
{
Particle("sprawler.fx.aatower.fire-smoke");
VelocityPosition(1, 1, 1);
Random(1.0, 1.0, 1.0);
Point("HP-FIRE1");
}
Add(1)
{
Particle("sprawler.fx.aatower.fire-flare");
Point("HP-FIRE2");
}
Add(2)
{
Particle("sprawler.fx.aatower.fire-smoke");
VelocityPosition(1, 1, 1);
Random(1.0, 1.0, 1.0);
Point("HP-FIRE2");
}
}
}
//
// PROJECTILE EFFECT
//
CreateEffectType("sprawler.fx.aatower.proj")
{
Sound()
{
File("rocketlaunch.wav");
Priority(2);
MinDistance(5);
MaxDistance(150);
}
Particles()
{
Add(1)
{
Particle("sprawler.fx.aatower.proj-flare");
SingleParticle(1);
Destroy(1);
}
Add(1)
{
Particle("sprawler.fx.aatower.proj-trail");
SingleParticle(1);
Destroy(1);
}
Add(1)
{
Particle("sprawler.fx.aatower.proj-smoke");
SingleParticle(1);
Destroy(1);
}
}
}
//
// EXPLOSION EFFECT
//
CreateEffectType("sprawler.fx.aatower.exp")
{
Sound()
{
File("SM_ExploB.WAV");
Priority(2);
MinDistance(5);
MaxDistance(150);
}
Particles()
{
Add(1)
{
Particle("sprawler.fx.aatower.exp-core");
}
Add(1)
{
Particle("sprawler.fx.aatower.exp-flash");
}
// Add(3)
// {
// Particle("sprawler.fx.aatower.exp-spark");
// VelocityPosition(20.0, 20.0, 20.0);
// Random(1.0, 1.0, 1.0);
// }
Add(3)
{
Particle("sprawler.fx.aatower.exp-smoke");
VelocityPosition(1.0, 1.0, 1.0);
Random(1.0, 1.0, 1.0);
}
}
}
//
// WEAPON FLARE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.fire-flare", "Particle")
{
lifeTime(0.5);
RenderBase("sprawler.fx.aatower.fire-flare");
}
CreateParticleRenderType("sprawler.fx.aatower.fire-flare", "Sprite")
{
TextureName("MUZZLE.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 127, 0, 127);
FinishColor(255, 0, 0, 0);
StartRadius(3.0);
FinishRadius(1.5);
Sorting( "Light");
}
//
// WEAPON SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.fire-smoke", "Particle")
{
lifeTime(2.0);
Priority(1.4); // disappear before low detail
RenderBase("sprawler.fx.aatower.fire-smoke");
}
CreateParticleRenderType("sprawler.fx.aatower.fire-smoke", "Sprite")
{
TextureName("puff.tga");
TextureBlend("srcalpha invsrcalpha modulatealpha");
StartColor(191, 191, 191, 127);
FinishColor(127, 127, 127, 0);
StartRadius(1.0);
FinishRadius(3.0);
Sorting( "Smoke");
}
//
// PROJECTILE FLARE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.proj-flare", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
Priority(.74); // lowest priority that doesn't go away
RenderBase("sprawler.fx.aatower.proj-flare");
}
CreateParticleRenderType("sprawler.fx.aatower.proj-flare", "Sprite")
{
TextureName("lightflare.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 255, 127);
FinishColor(255, 255, 255, 127);
StartRadius(2.0);
FinishRadius(2.0);
Sorting( "Light");
}
//
// PROJECTILE TRAIL PARTICLE
//
CreateParticleType("sprawler.fx.aatower.proj-trail", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
RenderBase("sprawler.fx.aatower.proj-trail");
}
CreateParticleRenderType("sprawler.fx.aatower.proj-trail", "Trail")
{
TextureName("bolt.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 127, 0, 222);
FinishColor(255, 0, 0, 0);
StartRadius(0.5);
FinishRadius(0.0);
AnimRate(3);
Decay(.2);
Sorting( "Flame", 0);
}
//
// PROJECTILE SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.proj-smoke", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
Priority(1.5); // disappear at medium detail
RenderBase("sprawler.fx.aatower.proj-smoke");
}
CreateParticleRenderType("sprawler.fx.aatower.proj-smoke", "Trail")
{
TextureName("trail2.tga");
TextureBlend("srcalpha invsrcalpha modulatealpha");
StartColor(191, 191, 191, 255);
FinishColor(191, 191, 191, 0);
StartRadius(0.5);
FinishRadius(3.0);
Decay(.1);
Sorting( "Smoke");
}
//
// EXPLOSION CORE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.exp-core", "Particle")
{
lifeTime(1.0);
Priority(.74); // lowest priority that doesn't go away
RenderBase("sprawler.fx.aatower.exp-core");
}
CreateParticleRenderType("sprawler.fx.aatower.exp-core", "Sprite")
{
TextureName("exploder.tga");
TextureBlend("modulate");
StartColor(255, 255, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(1.0);
FinishRadius(5.0);
Sorting( "Flame", 1);
}
//
// EXPLOSION FLASH PARTICLE
//
CreateParticleType("sprawler.fx.aatower.exp-flash", "Particle")
{
lifeTime(0.5);
Priority(.74); // lowest priority that doesn't go away
RenderBase("sprawler.fx.aatower.exp-flash");
}
CreateParticleRenderType("sprawler.fx.aatower.exp-flash", "Sprite")
{
TextureName("bulhit.tga");
TextureBlend("add");
StartColor(255, 255, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(0.4);
FinishRadius(2.0);
Sorting( "Light", 1);
}
//
// EXPLOSION SPARK PARTICLE
//
CreateParticleType("sprawler.fx.aatower.exp-spark", "Smoke")
{
lifeTime(0);
Priority(1.5); // disappear at medium detail
RenderBase("sprawler.fx.aatower.exp-spark");
}
CreateParticleRenderType("sprawler.fx.aatower.exp-spark", "Trail")
{
TextureName("bolt.tga");
TextureBlend("add");
StartColor(255, 255, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(0.2);
FinishRadius(0.0);
Decay(0.5);
Sorting( "Flame", 2);
}
//
// EXPLOSION SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.aatower.exp-smoke", "Particle")
{
lifeTime(2.0);
RenderBase("sprawler.fx.aatower.exp-smoke");
}
CreateParticleRenderType("sprawler.fx.aatower.exp-smoke", "Sprite")
{
TextureName("puff.tga");
TextureBlend("modulate");
StartColor(15, 15, 15, 127);
FinishColor(0, 0, 0, 0);
StartRadius(1.0);
FinishRadius(3.0);
Sorting( "Smoke");
}
Last edited by Petas on Sat Apr 11, 2015 1:13 pm, edited 1 time in total.
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
- Kennedy
- Loyal Member
- Posts: 621
- Joined: Sun Dec 30, 2012 12:51 pm
- Location: behind u.. now u see me?
- Contact:
Re: Sky Sweaper problem
Code: Select all
Effective("infantry", 0%);
Effective("vehicle", 0%);
Effective("structure", 0%);
Effective("flyer", 100%);
Effective("mine", 0%)
Code: Select all
Effective("infantry", 0%);
Effective("vehicle", 0%);
Effective("structure", 0%);
Effective("mine", 0%)
Keep Calm... Im Here!
http://tru3---clan.webs.com/
http://tru3---clan.webs.com/
Re: Sky Sweaper problem
and what if it does not work?[HdKo]Alfonso wrote:Remove Flyer.Code: Select all
Effective("infantry", 0%); Effective("vehicle", 0%); Effective("structure", 0%); Effective("flyer", 100%); Effective("mine", 0%)
Code: Select all
Effective("infantry", 0%); Effective("vehicle", 0%); Effective("structure", 0%); Effective("mine", 0%)
To me what's written here is stupid
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
- DreadedGhoul575
- Sniper L2
- Posts: 180
- Joined: Wed Jul 16, 2014 3:20 am
- Location: United Kingdom
- Contact:
Re: Sky Sweaper problem
Tommy will shortly be at the rescue any moment
Re: Sky Sweaper problem
Ok thanks for execution need to do a new mapDreadedGhoul575 wrote:Tommy will shortly be at the rescue any moment
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
Re: Sky Sweaper problem
lol Sorry for my lateness but I've been off my sleep schedule for a while now...DreadedGhoul575 wrote:Tommy will shortly be at the rescue any moment
Anyway Peta, I had this very same problem. To get the sky sweeper to shoot choppers you need to remove this line:
UnitObj()
{
SeeingRange(89);
NightModifier(81%);
Constructor("//");
ConstructionTime(35);
CreateSource("resource.blob.vehicle1");
CommandCost(1);
ResourceCost()
{
Add("Plastic", 450);
Add("Electricity", 0);
}
Prereqs()
{
Add("army.building.hq2");
}
Weapon("sprawler.weapon.aatower");
FireIndirect(1);
Power()
{
Required(100);
}
Efficiency()
{
Green(100%);
Yellow(25%);
Red(0%);
}
Weapon("sprawler.weapon.aatower");
}
FireIndirect tells the unit that it is only able to shoot objects that are complete stationary. e.g. buildings.
Last edited by TommyCD1 on Sat Apr 11, 2015 8:34 pm, edited 1 time in total.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
Re: Sky Sweaper problem
I have to delete it Indirect Fire (1)?TommyCD1 wrote:lol Sorry for my lateness but I've been off my sleep schedule for a while now...DreadedGhoul575 wrote:Tommy will shortly be at the rescue any moment
Anyway Peta, I had this very same problem. To get the sky sweeper to shoot choppers you need to remove this line:
UnitObj()
{
SeeingRange(89);
NightModifier(81%);
Constructor("//");
ConstructionTime(35);
CreateSource("resource.blob.vehicle1");
CommandCost(1);
ResourceCost()
{
Add("Plastic", 450);
Add("Electricity", 0);
}
Prereqs()
{
Add("army.building.hq2");
}
Weapon("sprawler.weapon.aatower");
FireIndirect(1);
Power()
{
Required(100);
}
Efficiency()
{
Green(100%);
Yellow(25%);
Red(0%);
}
Weapon("sprawler.weapon.aatower");
}
FireIndirect tells the unit that it is only able to shoot objects that are complete stationary. I.e buildings.
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
Re: Sky Sweaper problem
Yes.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
Re: Sky Sweaper problem
thank you Tommy CD1TommyCD1 wrote:Yes.
You know what I'm doing this map may already be the last.
it's not world attic
but it is the whole world Dome I did it I.
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
Re: Sky Sweaper problem
Oh, well you didn't have to make a new dome world all on your own, you could of messaged me and I would have helped you make your map for my DR2dome world.
But I hope to see it finished anyway. What do you mean by last? Something happen?
But I hope to see it finished anyway. What do you mean by last? Something happen?
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
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