ACU needs fixing. Help. -1 reply

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I didn't make it!

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#1 10 years ago

Ive been working on a new faction mod. Ive got several working units. I need some help with the ACU it will not build any thing or fire more than 5 or 6 times on its own with normal weapons.

note: it is not meant to move and is based of the Aeon commander.

here is the code.

UnitBlueprint { AI = { GuardRadius = 10, TargetBones = { 'Head', 'Right_Arm_B01', 'Left_Arm_B01', 'Torso', 'Left_Leg_B01', 'Right_Leg_B01', }, }, Audio = { CaptureLoop = Sound { Bank = 'UAL', Cue = 'UAL0001_Capture_Loop', LodCutoff = 'UnitMove_LodCutoff', }, CommanderArrival = Sound { Bank = 'UAL', Cue = 'UAL0001_Gate_In', LodCutoff = 'UnitMove_LodCutoff', }, Construct = Sound { Bank = 'UAL', Cue = 'UAL0001_Construct_Start', LodCutoff = 'UnitMove_LodCutoff', }, ConstructLoop = Sound { Bank = 'UAL', Cue = 'UAL0001_Construct_Loop', LodCutoff = 'UnitMove_LodCutoff', }, EnhanceEnd = Sound { Bank = 'UnitsGlobal', Cue = 'GLB_Enhance_Stop', LodCutoff = 'UnitMove_LodCutoff', }, EnhanceFail = Sound { Bank = 'UnitsGlobal', Cue = 'GLB_Enhance_Fail', LodCutoff = 'UnitMove_LodCutoff', }, EnhanceLoop = Sound { Bank = 'UnitsGlobal', Cue = 'GLB_Enhance_Loop', LodCutoff = 'UnitMove_LodCutoff', }, EnhanceStart = Sound { Bank = 'UnitsGlobal', Cue = 'GLB_Enhance_Start', LodCutoff = 'UnitMove_LodCutoff', }, FootFallGeneric = Sound { Bank = 'UAL', Cue = 'UAL0001_Move_Step', LodCutoff = 'UnitMove_LodCutoff', }, FootFallGenericSeabed = Sound { Bank = 'UAL', Cue = 'UAL0001_Move_UW_Step', LodCutoff = 'UnitMove_LodCutoff', }, Killed = Sound { Bank = 'Explosions', Cue = 'Aeon_Nuke_Impact', LodCutoff = 'UnitMove_LodCutoff', }, ReclaimLoop = Sound { Bank = 'UAL', Cue = 'UAL0001_Reclaim_Loop', LodCutoff = 'UnitMove_LodCutoff', }, StartCapture = Sound { Bank = 'UAL', Cue = 'UAL0001_Capture_Start', LodCutoff = 'UnitMove_LodCutoff', }, StartMove = Sound { Bank = 'UAL', Cue = 'UAL0001_Move_Start', LodCutoff = 'UnitMove_LodCutoff', }, StartReclaim = Sound { Bank = 'UAL', Cue = 'UAL0001_Reclaim_Start', LodCutoff = 'UnitMove_LodCutoff', }, StopMove = Sound { Bank = 'UAL', Cue = 'UAL0001_Move_Stop', LodCutoff = 'UnitMove_LodCutoff', }, UISelection = Sound { Bank = 'Interface', Cue = 'Aeon_Select_Commander', LodCutoff = 'UnitMove_LodCutoff', }, }, Buffs = { Regen = { Level1 = 3, Level2 = 6, Level3 = 9, Level4 = 12, Level5 = 15, }, }, Categories = { 'PRODUCTSC1', 'SELECTABLE', 'VENON', 'ECONOMIC', 'COMMAND', 'MASSPRODUCTION', 'MASSFABRICATION', 'ENERGYPRODUCTION', 'REPAIR', 'ENGINEER', 'CONSTRUCTION', 'RECLAIM', 'CAPTURE', 'DIRECTFIRE', 'LAND', 'VISIBLETORECON', 'PATROLHELPER', 'SHOWQUEUE', 'OVERLAYDIRECTFIRE', 'OVERLAYOMNI', }, Defense = { AirThreatLevel = 0, ArmorType = 'Commander', EconomyThreatLevel = 5, Health = 20000, MaxHealth = 20000, RegenRate = 20, SubThreatLevel = 0, SurfaceThreatLevel = 75, }, Description = 'Armored Command Unit', Display = { Abilities = { 'Amphibious', 'Customizable', 'Engineering Suite', 'Not Capturable', 'Omni Sensor', 'Volatile', }, AnimationWalk = '/units/VSC/VSC_awalk.sca', AnimationWalkRate = 2.5, IdleEffects = { Seabed = { Effects = { { Bones = { 'Left_Arm_B02', 'Right_Arm_B02', 'Right_Turret_Barrel', 'Left_Turret_Muzzle', }, Type = 'UnderWater01', }, }, }, }, Mesh = { IconFadeInZoom = 130, LODs = { { LODCutoff = 175, Scrolling = true, ShaderName = 'Aeon', }, }, }, MovementEffects = { Land = { Effects = { { Bones = { 'Left_Foot_B01', 'Right_Foot_B01', }, Scale = 0.5, Type = 'GroundKickup01', }, }, Footfall = { Bones = { { FootBone = 'Left_Exhaust', HipBone = 'Left_Leg_B01', KneeBone = 'Left_Leg_B02', Tread = { TreadMarks = 'CommanderPrint_albedo', TreadMarksSizeX = 0.5, TreadMarksSizeZ = 0.5, TreadOffset = { 0.15, 0, 0.5, }, }, Type = 'FootFall02', }, { FootBone = 'Right_Exhaust', HipBone = 'Right_Leg_B01', KneeBone = 'Right_Leg_B02', Tread = { TreadMarks = 'CommanderPrint_albedo', TreadMarksSizeX = 0.5, TreadMarksSizeZ = 0.5, TreadOffset = { -0.15, 0, 0.5, }, }, Type = 'FootFall02', }, }, }, }, Seabed = { Effects = { { Bones = { 'Torso', 'Left_Arm_B02', 'Right_Arm_B02', 'Right_Turret_Barrel', 'Left_Turret_Muzzle', 'Left_Foot_B01', 'Right_Foot_B01', }, Type = 'UnderWater01', }, }, }, }, PlaceholderMeshName = 'UXB0000', SpawnRandomRotation = true, TransportAnimation = { { Animation = '/units/VSC/VSC_afold.sca', Weight = 100, }, }, TransportDropAnimation = { { Animation = '/units/VSC/VSC_aunfold.sca', Weight = 100, }, }, UniformScale = 0.028, }, Economy = { BuildCostEnergy = 5000000, BuildCostMass = 18000, BuildRate = 10, BuildTime = 60000, BuildableCategory = { 'BUILTBYCOMMANDER VENON', 'BUILTBYTIER2COMMANDER VENON', 'BUILTBYTIER3COMMANDER VENON', }, MaxBuildDistance = 100, NaturalProducer = true, NeedToFaceTargetToBuild = false, ProductionPerSecondEnergy = 100, ProductionPerSecondMass = 10, StorageEnergy = 50000, StorageMass = 6500, TeleportEnergyMod = 0.03, TeleportMassMod = 0, TeleportTimeMod = 0.0001, }, Enhancements = { AdvancedEngineering = { BuildCostEnergy = 18000, BuildCostMass = 720, BuildTime = 900, BuildableCategoryAdds = 'BUILTBYTIER2COMMANDER VENON', Icon = 'aes', Name = 'Tech 2 Engineering Suite', NewBuildRate = 30, NewHealth = 3000, NewRegenRate = 20, ShowBones = { 'Left_Upgrade', }, Slot = 'LCH', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Left_Turret', 'Left_Upgrade', }, }, AdvancedEngineeringRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Left_Upgrade', }, Icon = 'aes', Name = 'Remove Advanced Engineering Suite', Prerequisite = 'AdvancedEngineering', RemoveEnhancements = { 'AdvancedEngineering', 'AdvancedEngineeringRemove', }, Slot = 'LCH', }, ChronoDampener = { BuildCostEnergy = 125000, BuildCostMass = 2500, BuildTime = 1250, Icon = 'cd', Name = 'Chrono Dampener', ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, ChronoDampenerRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'cd', Name = 'Remove Chrono Dampener', Prerequisite = 'ChronoDampener', RemoveEnhancements = { 'ChronoDampener', 'ChronoDampenerRemove', }, Slot = 'Back', }, CrysalisBeam = { BuildCostEnergy = 15000, BuildCostMass = 500, BuildTime = 500, Icon = 'cba', Name = 'Enhanced Quantum Disruptor', NewMaxRadius = 35, Slot = 'LCH', ShowBones = { 'Left_Upgrade', }, UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Left_Turret', 'Left_Upgrade', }, }, CrysalisBeamRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, Icon = 'cba', HideBones = { 'Left_Upgrade', }, Name = 'Remove Enhanced Quantum Disruptor', Prerequisite = 'CrysalisBeam', RemoveEnhancements = { 'CrysalisBeam', 'CrysalisBeamRemove', }, Slot = 'LCH', }, EnhancedSensors = { BuildCostEnergy = 12500, BuildCostMass = 750, BuildTime = 625, Icon = 'ess', Name = 'Enhanced Sensor System', NewOmniRadius = 100, NewVisionRadius = 50, ShowBones = { 'Right_Upgrade', }, Slot = 'RCH', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Right_Turret', 'Right_Upgrade', }, }, EnhancedSensorsRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, Icon = 'ess', HideBones = { 'Right_Upgrade', }, Name = 'Remove Enhanced Sensor System', Prerequisite = 'EnhancedSensors', RemoveEnhancements = { 'EnhancedSensors', 'EnhancedSensorsRemove', }, Slot = 'RCH', }, HeatSink = { BuildCostEnergy = 15000, BuildCostMass = 500, BuildTime = 500, Icon = 'hsa', Name = 'Quantum Accelerator', NewRateOfFire = 2, ShowBones = { 'Right_Upgrade', }, Slot = 'RCH', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Right_Turret', 'Right_Upgrade', }, }, HeatSinkRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Right_Upgrade', }, Icon = 'hsa', Name = 'Remove Quantum Accelerator', Prerequisite = 'HeatSink', RemoveEnhancements = { 'HeatSink', 'HeatSinkRemove', }, Slot = 'RCH', }, ResourceAllocation = { BuildCostEnergy = 150000, BuildCostMass = 5000, BuildTime = 1000, Icon = 'ras', Name = 'Resource Allocation System', ProductionPerSecondEnergy = 2700, ProductionPerSecondMass = 18, ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, ResourceAllocationAdvanced = { BuildCostEnergy = 150000, BuildCostMass = 5000, BuildTime = 1000, Icon = 'eras', Name = 'Advanced Resource Allocation System', Prerequisite = 'ResourceAllocation', ProductionPerSecondEnergy = 5400, ProductionPerSecondMass = 36, ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, ResourceAllocationAdvancedRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'eras', Name = 'Remove Advanced Allocation System', Prerequisite = 'ResourceAllocationAdvanced', RemoveEnhancements = { 'ResourceAllocation', 'ResourceAllocationAdvanced', 'ResourceAllocationAdvancedRemove', }, Slot = 'Back', }, ResourceAllocationRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'ras', Name = 'Remove Resource Allocation System', Prerequisite = 'ResourceAllocation', RemoveEnhancements = { 'ResourceAllocation', 'ResourceAllocationRemove', }, Slot = 'Back', }, Shield = { BuildCostEnergy = 93750, BuildCostMass = 1500, BuildTime = 1250, Icon = 'ptsg', ImpactEffects = 'AeonShieldHit01', MaintenanceConsumptionPerSecondEnergy = 250, Name = 'Personal Shield Generator', OwnerShieldMesh = '/units/VSC/VSC_phaseshield_mesh', RegenAssistMult = 10, ShieldEnergyDrainRechargeTime = 5, ShieldMaxHealth = 29000, ShieldRechargeTime = 160, ShieldRegenRate = 37, ShieldRegenStartTime = 1, ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, ShieldHeavy = { BuildCostEnergy = 1000000, BuildCostMass = 4500, BuildTime = 2500, Icon = 'phtsg', ImpactEffects = 'AeonShieldHit01', MaintenanceConsumptionPerSecondEnergy = 500, Name = 'Heavy Personal Shield Generator', OwnerShieldMesh = '/units/VSC/VSC_phaseshield_mesh', Prerequisite = 'Shield', ShieldEnergyDrainRechargeTime = 5, ShieldMaxHealth = 44000, ShieldRechargeTime = 200, ShieldRegenRate = 44, ShieldRegenStartTime = 1, ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, ShieldHeavyRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'phtsg', Name = 'Remove Shields', Prerequisite = 'ShieldHeavy', RemoveEnhancements = { 'Shield', 'ShieldHeavy', 'ShieldHeavyRemove', }, Slot = 'Back', }, ShieldRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'ptsg', Name = 'Remove Personal Shield', Prerequisite = 'Shield', RemoveEnhancements = { 'Shield', 'ShieldRemove', }, Slot = 'Back', }, Slots = { Back = { name = '', x = -2, y = -5, }, LCH = { name = '', x = 50, y = -10, }, RCH = { name = '', x = -12, y = -10, }, }, T3Engineering = { BuildCostEnergy = 50000, BuildCostMass = 2400, BuildTime = 6000, BuildableCategoryAdds = 'BUILTBYTIER3COMMANDER VENON', Icon = 'ees', Name = 'Tech 3 Engineering Suite', NewBuildRate = 90, NewHealth = 6000, NewRegenRate = 15, Prerequisite = 'AdvancedEngineering', Slot = 'LCH', ShowBones = { 'Left_Upgrade', }, UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Left_Turret', 'Left_Upgrade', }, }, T3EngineeringRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, Icon = 'ees', Name = 'Remove Engineering Suites', Prerequisite = 'T3Engineering', HideBones = { 'Left_Upgrade', }, RemoveEnhancements = { 'AdvancedEngineering', 'T3Engineering', 'T3EngineeringRemove', }, Slot = 'LCH', }, Teleporter = { BuildCostEnergy = 1500000, BuildCostMass = 15000, BuildTime = 3000, Icon = 'pqt', MaintenanceConsumptionPerSecondEnergy = 10000, Name = 'Personal Teleporter', ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, TeleporterRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'pqt', Name = 'Remove Personal Teleporter', Prerequisite = 'Teleporter', RemoveEnhancements = { 'Teleporter', 'TeleporterRemove', }, Slot = 'Back', }, }, General = { BuildBones = { AimBone = 'Left_Turret_Muzzle', BuildEffectBones = { 'Left_Turret_Muzzle', }, PitchBone = 'Left_Turret', YawBone = 'Torso', }, Category = 'Command', Classification = 'RULEUC_Commander', CommandCaps = { RULEUCC_Attack = true, RULEUCC_CallTransport = true, RULEUCC_Capture = true, RULEUCC_Guard = true, RULEUCC_Move = false, RULEUCC_Nuke = false, RULEUCC_Overcharge = true, RULEUCC_Patrol = false, RULEUCC_Pause = true, RULEUCC_Reclaim = true, RULEUCC_Repair = true, RULEUCC_RetaliateToggle = true, RULEUCC_Stop = true, RULEUCC_Teleport = false, RULEUCC_Transport = false, }, FactionName = 'Venon', Icon = 'amph', OrderOverrides = { RULEUTC_ShieldToggle = { bitmapId = 'shield-personal', helpText = 'toggle_shield_personal', }, }, QuickSelectPriority = 1, SelectionPriority = 3, TechLevel = 'RULEUTL_Experimental', UnitWeight = 1, }, Intel = { FreeIntel = true, OmniRadius = 100, VisionRadius = 100, WaterVisionRadius = 100, }, Interface = { HelpText = 'Armored Command Unit', }, LifeBarHeight = 0.15, LifeBarOffset = 0.5, LifeBarSize = 1.25, Physics = { BankingSlope = 0, BuildOnLayerCaps = { LAYER_Air = false, LAYER_Land = true, LAYER_Orbit = false, LAYER_Seabed = false, LAYER_Sub = false, LAYER_Water = false, }, DragCoefficient = 0.2, LayerChangeOffsetHeight = -0.9, MaxAcceleration = 0, MaxSpeed = 0, MaxSpeedReverse = 0, MaxSteerForce = 12, MinSpeedPercent = 0, MotionType = 'RULEUMT_Amphibious', StandUpright = true, TurnRadius = 10, TurnRate = 90, }, SelectionCenterOffsetX = 0, SelectionCenterOffsetZ = -0.125, SelectionSizeX = 0.7, SelectionSizeZ = 0.6, SelectionThickness = 0.9, SelectionYOffset = 0, SizeX = 1, SizeY = 2, SizeZ = 0.7, StrategicIconName = 'icon_commander_generic', StrategicIconSortPriority = 0, Transport = { CanFireFromTransport = false, ClassSAttachSize = 0, TransportClass = 3, }, Veteran = { Level1 = 20, Level2 = 40, Level3 = 60, Level4 = 80, Level5 = 100, }, Weapon = { { AboveWaterFireOnly = true, AboveWaterTargetsOnly = true, Audio = { Fire = Sound { Bank = 'UALWeapon', Cue = 'VSC_Quantum_Beam', LodCutoff = 'Weapon_LodCutoff', }, }, BallisticArc = 'RULEUBA_LowArc', CollideFriendly = false, Damage = 50, DamageType = 'Normal', DisplayName = 'Hyper Quantum Dis-tri-putor', FireTargetLayerCapsTable = { Land = 'Land|Water|Seabed', Seabed = 'Land|Water|Seabed', Water = 'Land|Water|Seabed', }, FiringTolerance = 2, Label = 'RightDis-tri-putor', MaxRadius = 100, MinRadius = 1, MuzzleChargeDelay = 0, MuzzleSalvoDelay = 0, MuzzleSalvoSize = 1, MuzzleVelocity = 90, ProjectileId = '/projectiles/ADFQuantumDisruptor01/ADFQuantumDisruptor01_proj.bp', ProjectileLifetimeUsesMultiplier = 2, RackBones = { { MuzzleBones = { 'Right_Turret_Muzzle', }, RackBone = 'Right_Turret', }, }, RackFireTogether = false, RackRecoilDistance = 0, RackReloadTimeout = 10, RackSalvoChargeTime = 0, RackSalvoReloadTime = 25, RackSalvoSize = 1000, RackSlavedToTurret = false, RangeCategory = 'UWRC_DirectFire', RateOfFire = 1, TargetCheckInterval = 0.5, TargetPriorities = { 'SPECIALHIGHPRI', 'MOBILE', 'STRUCTURE DEFENSE', 'SPECIALLOWPRI', 'ALLUNITS', }, TargetRestrictDisallow = 'UNTARGETABLE', TurretBoneMuzzle = 'Right_Turret_Muzzle', TurretBonePitch = 'Right_Turret', TurretBoneYaw = 'Torso', TurretDualManipulators = false, TurretPitch = 0, TurretPitchRange = 90, TurretPitchSpeed = 90, TurretYaw = 0, TurretYawRange = 180, TurretYawSpeed = 90, Turreted = true, UseFiringSolutionInsteadOfAimBone = true, WeaponCategory = 'Direct Fire', }, { AboveWaterFireOnly = true, AboveWaterTargetsOnly = true, Audio = { Fire = Sound { Bank = 'UALWeapon', Cue = 'VSC_Quantum_Beam', LodCutoff = 'Weapon_LodCutoff', }, }, BallisticArc = 'RULEUBA_None', CollideFriendly = false, Damage = 12000, DamageFriendly = false, DamageRadius = 2, DamageType = 'Overcharge', DisplayName = 'Overcharge Cannon', EnergyChargeForFirstShot = false, EnergyDrainPerSecond = 3000, EnergyRequired = 3000, FireTargetLayerCapsTable = { Land = 'Land|Water|Seabed', Seabed = 'Land|Water|Seabed', Water = 'Land|Water|Seabed', }, FiringTolerance = 2, Label = 'OverCharge', ManualFire = false, MaxRadius = 30, MuzzleSalvoDelay = 1, MuzzleSalvoSize = 3, MuzzleVelocity = 25, OverChargeWeapon = true, ProjectileId = '/projectiles/ADFOverCharge01/ADFOverCharge01_proj.bp', ProjectileLifetimeUsesMultiplier = 2, RackBones = { { MuzzleBones = { 'Right_Turret_Muzzle', }, RackBone = 'Right_Turret_Barrel', }, }, RackFireTogether = false, RackRecoilDistance = -0.5, RackReloadTimeout = 10, RackSalvoChargeTime = 0, RackSalvoReloadTime = 0, RackSalvoSize = 1, RackSlavedToTurret = false, RangeCategory = 'UWRC_DirectFire', RateOfFire = 0.2, SlavedToBody = false, TargetCheckInterval = 0.16, TargetRestrictDisallow = 'UNTARGETABLE', TurretBoneMuzzle = 'Right_Turret_Muzzle', TurretBonePitch = 'Right_Turret', TurretBoneYaw = 'Torso', TurretDualManipulators = false, TurretPitch = 0, TurretPitchRange = 60, TurretPitchSpeed = 30, TurretYaw = 0, TurretYawRange = 180, TurretYawSpeed = 90, Turreted = true, UseFiringSolutionInsteadOfAimBone = true, WeaponCategory = 'Direct Fire', WeaponRepackTimeout = 0, WeaponUnpacks = false, }, { AboveWaterFireOnly = true, AboveWaterTargetsOnly = true, BallisticArc = 'RULEUBA_None', Buffs = { { Add = { OnFire = true, }, BuffType = 'STUN', Duration = 3.5, Radius = 22, TargetAllow = 'MOBILE', TargetDisallow = 'EXPERIMENTAL,COMMAND', }, }, CanFireFromTransport = true, CollideFriendly = false, Damage = 1, DamageRadius = 0, DamageType = 'Normal', DisplayName = 'Chrono Dampener', EnabledByEnhancement = 'ChronoDampener', EnergyChargeForFirstShot = false, EnergyDrainPerSecond = 200, EnergyRequired = 200, FireTargetLayerCapsTable = { Land = 'Land|Water|Seabed', Seabed = 'Land|Water|Seabed', Water = 'Land|Water|Seabed', }, FiringTolerance = 360, Label = 'ChronoDampener', MaxRadius = 22, MuzzleSalvoDelay = 0, MuzzleSalvoSize = 1, MuzzleVelocity = 30, ProjectileLifetimeUsesMultiplier = 1.15, RackBones = { { MuzzleBones = { 'Head', }, RackBone = 'Head', }, }, RackFireTogether = false, RackRecoilDistance = 0, RackReloadTimeout = 10, RackSalvoChargeTime = 0, RackSalvoReloadTime = 0, RackSalvoSize = 1, RackSlavedToTurret = false, RangeCategory = 'UWRC_DirectFire', RateOfFire = 0.2, TargetCheckInterval = 5, TargetPriorities = { 'ALLUNITS', }, TargetRestrictDisallow = 'UNTARGETABLE', TurretDualManipulators = false, TurretPitch = 0, TurretPitchRange = 0, TurretPitchSpeed = 0, TurretYaw = 0, TurretYawRange = 0, TurretYawSpeed = 0, Turreted = false, WeaponCategory = 'Direct Fire', WeaponRepackTimeout = 0, WeaponUnpacks = false, }, { AboveWaterTargetsOnly = true, CollideFriendly = false, Damage = 0, DamageFriendly = true, DamageRadius = 0, DamageType = 'Normal', DisplayName = 'Death Nuke', FireOnDeath = true, FiringTolerance = 2, Label = 'DeathWeapon', MaxRadius = 1, MuzzleSalvoDelay = 0, MuzzleSalvoSize = 1, MuzzleVelocity = 0, NukeInnerRingDamage = 3500, NukeInnerRingRadius = 30, NukeInnerRingTicks = 24, NukeInnerRingTotalTime = 0, NukeOuterRingDamage = 500, NukeOuterRingRadius = 40, NukeOuterRingTicks = 20, NukeOuterRingTotalTime = 0, ProjectileId = '/projectiles/AIFQuantumWarhead02/AIFQuantumWarhead02_proj.bp', RackBones = { { MuzzleBones = { 0, }, RackBone = 0, }, }, RackRecoilDistance = 0, RateOfFire = 1, TargetCheckInterval = 9999999, TargetRestrictDisallow = 'UNTARGETABLE', Turreted = false, WeaponCategory = 'Death', }, }, }

if you can find my problem just post it here i will check back. thanks.




eluvatar

RIP Eluvatar The Second

50 XP

18th December 2006

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#2 10 years ago

ugh what have you done :D jk I dont know whats wrong try redoing it and make it so it can move this time then try it out cause that could have to do with building and firing but dont know how ;)




Lt_hawkeye

Power! Unlimited Power!

50 XP

7th July 2006

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#3 10 years ago

first of, for the love of all that is good, use freakin code tags.

secondly i wont help until you post your code using code tags, so please do if you really want any help.




Guest

I didn't make it!

0 XP

 
#4 10 years ago

UnitBlueprint { AI = { GuardRadius = 10, TargetBones = { 'Head', 'Right_Arm_B01', 'Left_Arm_B01', 'Torso', 'Left_Leg_B01', 'Right_Leg_B01', }, }, Audio = { CaptureLoop = Sound { Bank = 'UAL', Cue = 'UAL0001_Capture_Loop', LodCutoff = 'UnitMove_LodCutoff', }, CommanderArrival = Sound { Bank = 'UAL', Cue = 'UAL0001_Gate_In', LodCutoff = 'UnitMove_LodCutoff', }, Construct = Sound { Bank = 'UAL', Cue = 'UAL0001_Construct_Start', LodCutoff = 'UnitMove_LodCutoff', }, ConstructLoop = Sound { Bank = 'UAL', Cue = 'UAL0001_Construct_Loop', LodCutoff = 'UnitMove_LodCutoff', }, EnhanceEnd = Sound { Bank = 'UnitsGlobal', Cue = 'GLB_Enhance_Stop', LodCutoff = 'UnitMove_LodCutoff', }, EnhanceFail = Sound { Bank = 'UnitsGlobal', Cue = 'GLB_Enhance_Fail', LodCutoff = 'UnitMove_LodCutoff', }, EnhanceLoop = Sound { Bank = 'UnitsGlobal', Cue = 'GLB_Enhance_Loop', LodCutoff = 'UnitMove_LodCutoff', }, EnhanceStart = Sound { Bank = 'UnitsGlobal', Cue = 'GLB_Enhance_Start', LodCutoff = 'UnitMove_LodCutoff', }, FootFallGeneric = Sound { Bank = 'UAL', Cue = 'UAL0001_Move_Step', LodCutoff = 'UnitMove_LodCutoff', }, FootFallGenericSeabed = Sound { Bank = 'UAL', Cue = 'UAL0001_Move_UW_Step', LodCutoff = 'UnitMove_LodCutoff', }, Killed = Sound { Bank = 'Explosions', Cue = 'Aeon_Nuke_Impact', LodCutoff = 'UnitMove_LodCutoff', }, ReclaimLoop = Sound { Bank = 'UAL', Cue = 'UAL0001_Reclaim_Loop', LodCutoff = 'UnitMove_LodCutoff', }, StartCapture = Sound { Bank = 'UAL', Cue = 'UAL0001_Capture_Start', LodCutoff = 'UnitMove_LodCutoff', }, StartMove = Sound { Bank = 'UAL', Cue = 'UAL0001_Move_Start', LodCutoff = 'UnitMove_LodCutoff', }, StartReclaim = Sound { Bank = 'UAL', Cue = 'UAL0001_Reclaim_Start', LodCutoff = 'UnitMove_LodCutoff', }, StopMove = Sound { Bank = 'UAL', Cue = 'UAL0001_Move_Stop', LodCutoff = 'UnitMove_LodCutoff', }, UISelection = Sound { Bank = 'Interface', Cue = 'Aeon_Select_Commander', LodCutoff = 'UnitMove_LodCutoff', }, }, Buffs = { Regen = { Level1 = 3, Level2 = 6, Level3 = 9, Level4 = 12, Level5 = 15, }, }, Categories = { 'PRODUCTSC1', 'SELECTABLE', 'VENON', 'ECONOMIC', 'COMMAND', 'MASSPRODUCTION', 'MASSFABRICATION', 'ENERGYPRODUCTION', 'REPAIR', 'ENGINEER', 'CONSTRUCTION', 'RECLAIM', 'CAPTURE', 'DIRECTFIRE', 'LAND', 'VISIBLETORECON', 'PATROLHELPER', 'SHOWQUEUE', 'OVERLAYDIRECTFIRE', 'OVERLAYOMNI', }, Defense = { AirThreatLevel = 0, ArmorType = 'Commander', EconomyThreatLevel = 5, Health = 20000, MaxHealth = 20000, RegenRate = 20, SubThreatLevel = 0, SurfaceThreatLevel = 75, }, Description = 'Armored Command Unit', Display = { Abilities = { 'Amphibious', 'Customizable', 'Engineering Suite', 'Not Capturable', 'Omni Sensor', 'Volatile', }, AnimationWalk = '/units/VSC/VSC_awalk.sca', AnimationWalkRate = 2.5, IdleEffects = { Seabed = { Effects = { { Bones = { 'Left_Arm_B02', 'Right_Arm_B02', 'Right_Turret_Barrel', 'Left_Turret_Muzzle', }, Type = 'UnderWater01', }, }, }, }, Mesh = { IconFadeInZoom = 130, LODs = { { LODCutoff = 175, Scrolling = true, ShaderName = 'Aeon', }, }, }, MovementEffects = { Land = { Effects = { { Bones = { 'Left_Foot_B01', 'Right_Foot_B01', }, Scale = 0.5, Type = 'GroundKickup01', }, }, Footfall = { Bones = { { FootBone = 'Left_Exhaust', HipBone = 'Left_Leg_B01', KneeBone = 'Left_Leg_B02', Tread = { TreadMarks = 'CommanderPrint_albedo', TreadMarksSizeX = 0.5, TreadMarksSizeZ = 0.5, TreadOffset = { 0.15, 0, 0.5, }, }, Type = 'FootFall02', }, { FootBone = 'Right_Exhaust', HipBone = 'Right_Leg_B01', KneeBone = 'Right_Leg_B02', Tread = { TreadMarks = 'CommanderPrint_albedo', TreadMarksSizeX = 0.5, TreadMarksSizeZ = 0.5, TreadOffset = { -0.15, 0, 0.5, }, }, Type = 'FootFall02', }, }, }, }, Seabed = { Effects = { { Bones = { 'Torso', 'Left_Arm_B02', 'Right_Arm_B02', 'Right_Turret_Barrel', 'Left_Turret_Muzzle', 'Left_Foot_B01', 'Right_Foot_B01', }, Type = 'UnderWater01', }, }, }, }, PlaceholderMeshName = 'UXB0000', SpawnRandomRotation = true, TransportAnimation = { { Animation = '/units/VSC/VSC_afold.sca', Weight = 100, }, }, TransportDropAnimation = { { Animation = '/units/VSC/VSC_aunfold.sca', Weight = 100, }, }, UniformScale = 0.028, }, Economy = { BuildCostEnergy = 5000000, BuildCostMass = 18000, BuildRate = 10, BuildTime = 60000, BuildableCategory = { 'BUILTBYCOMMANDER VENON', 'BUILTBYTIER2COMMANDER VENON', 'BUILTBYTIER3COMMANDER VENON', }, MaxBuildDistance = 100, NaturalProducer = true, NeedToFaceTargetToBuild = false, ProductionPerSecondEnergy = 100, ProductionPerSecondMass = 10, StorageEnergy = 50000, StorageMass = 6500, TeleportEnergyMod = 0.03, TeleportMassMod = 0, TeleportTimeMod = 0.0001, }, Enhancements = { AdvancedEngineering = { BuildCostEnergy = 18000, BuildCostMass = 720, BuildTime = 900, BuildableCategoryAdds = 'BUILTBYTIER2COMMANDER VENON', Icon = 'aes', Name = 'Tech 2 Engineering Suite', NewBuildRate = 30, NewHealth = 3000, NewRegenRate = 20, ShowBones = { 'Left_Upgrade', }, Slot = 'LCH', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Left_Turret', 'Left_Upgrade', }, }, AdvancedEngineeringRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Left_Upgrade', }, Icon = 'aes', Name = 'Remove Advanced Engineering Suite', Prerequisite = 'AdvancedEngineering', RemoveEnhancements = { 'AdvancedEngineering', 'AdvancedEngineeringRemove', }, Slot = 'LCH', }, ChronoDampener = { BuildCostEnergy = 125000, BuildCostMass = 2500, BuildTime = 1250, Icon = 'cd', Name = 'Chrono Dampener', ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, ChronoDampenerRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'cd', Name = 'Remove Chrono Dampener', Prerequisite = 'ChronoDampener', RemoveEnhancements = { 'ChronoDampener', 'ChronoDampenerRemove', }, Slot = 'Back', }, CrysalisBeam = { BuildCostEnergy = 15000, BuildCostMass = 500, BuildTime = 500, Icon = 'cba', Name = 'Enhanced Quantum Disruptor', NewMaxRadius = 35, Slot = 'LCH', ShowBones = { 'Left_Upgrade', }, UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Left_Turret', 'Left_Upgrade', }, }, CrysalisBeamRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, Icon = 'cba', HideBones = { 'Left_Upgrade', }, Name = 'Remove Enhanced Quantum Disruptor', Prerequisite = 'CrysalisBeam', RemoveEnhancements = { 'CrysalisBeam', 'CrysalisBeamRemove', }, Slot = 'LCH', }, EnhancedSensors = { BuildCostEnergy = 12500, BuildCostMass = 750, BuildTime = 625, Icon = 'ess', Name = 'Enhanced Sensor System', NewOmniRadius = 100, NewVisionRadius = 50, ShowBones = { 'Right_Upgrade', }, Slot = 'RCH', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Right_Turret', 'Right_Upgrade', }, }, EnhancedSensorsRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, Icon = 'ess', HideBones = { 'Right_Upgrade', }, Name = 'Remove Enhanced Sensor System', Prerequisite = 'EnhancedSensors', RemoveEnhancements = { 'EnhancedSensors', 'EnhancedSensorsRemove', }, Slot = 'RCH', }, HeatSink = { BuildCostEnergy = 15000, BuildCostMass = 500, BuildTime = 500, Icon = 'hsa', Name = 'Quantum Accelerator', NewRateOfFire = 2, ShowBones = { 'Right_Upgrade', }, Slot = 'RCH', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Right_Turret', 'Right_Upgrade', }, }, HeatSinkRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Right_Upgrade', }, Icon = 'hsa', Name = 'Remove Quantum Accelerator', Prerequisite = 'HeatSink', RemoveEnhancements = { 'HeatSink', 'HeatSinkRemove', }, Slot = 'RCH', }, ResourceAllocation = { BuildCostEnergy = 150000, BuildCostMass = 5000, BuildTime = 1000, Icon = 'ras', Name = 'Resource Allocation System', ProductionPerSecondEnergy = 2700, ProductionPerSecondMass = 18, ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, ResourceAllocationAdvanced = { BuildCostEnergy = 150000, BuildCostMass = 5000, BuildTime = 1000, Icon = 'eras', Name = 'Advanced Resource Allocation System', Prerequisite = 'ResourceAllocation', ProductionPerSecondEnergy = 5400, ProductionPerSecondMass = 36, ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, ResourceAllocationAdvancedRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'eras', Name = 'Remove Advanced Allocation System', Prerequisite = 'ResourceAllocationAdvanced', RemoveEnhancements = { 'ResourceAllocation', 'ResourceAllocationAdvanced', 'ResourceAllocationAdvancedRemove', }, Slot = 'Back', }, ResourceAllocationRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'ras', Name = 'Remove Resource Allocation System', Prerequisite = 'ResourceAllocation', RemoveEnhancements = { 'ResourceAllocation', 'ResourceAllocationRemove', }, Slot = 'Back', }, Shield = { BuildCostEnergy = 93750, BuildCostMass = 1500, BuildTime = 1250, Icon = 'ptsg', ImpactEffects = 'AeonShieldHit01', MaintenanceConsumptionPerSecondEnergy = 250, Name = 'Personal Shield Generator', OwnerShieldMesh = '/units/VSC/VSC_phaseshield_mesh', RegenAssistMult = 10, ShieldEnergyDrainRechargeTime = 5, ShieldMaxHealth = 29000, ShieldRechargeTime = 160, ShieldRegenRate = 37, ShieldRegenStartTime = 1, ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, ShieldHeavy = { BuildCostEnergy = 1000000, BuildCostMass = 4500, BuildTime = 2500, Icon = 'phtsg', ImpactEffects = 'AeonShieldHit01', MaintenanceConsumptionPerSecondEnergy = 500, Name = 'Heavy Personal Shield Generator', OwnerShieldMesh = '/units/VSC/VSC_phaseshield_mesh', Prerequisite = 'Shield', ShieldEnergyDrainRechargeTime = 5, ShieldMaxHealth = 44000, ShieldRechargeTime = 200, ShieldRegenRate = 44, ShieldRegenStartTime = 1, ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, ShieldHeavyRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'phtsg', Name = 'Remove Shields', Prerequisite = 'ShieldHeavy', RemoveEnhancements = { 'Shield', 'ShieldHeavy', 'ShieldHeavyRemove', }, Slot = 'Back', }, ShieldRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'ptsg', Name = 'Remove Personal Shield', Prerequisite = 'Shield', RemoveEnhancements = { 'Shield', 'ShieldRemove', }, Slot = 'Back', }, Slots = { Back = { name = '', x = -2, y = -5, }, LCH = { name = '', x = 50, y = -10, }, RCH = { name = '', x = -12, y = -10, }, }, T3Engineering = { BuildCostEnergy = 50000, BuildCostMass = 2400, BuildTime = 6000, BuildableCategoryAdds = 'BUILTBYTIER3COMMANDER VENON', Icon = 'ees', Name = 'Tech 3 Engineering Suite', NewBuildRate = 90, NewHealth = 6000, NewRegenRate = 15, Prerequisite = 'AdvancedEngineering', Slot = 'LCH', ShowBones = { 'Left_Upgrade', }, UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Left_Turret', 'Left_Upgrade', }, }, T3EngineeringRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, Icon = 'ees', Name = 'Remove Engineering Suites', Prerequisite = 'T3Engineering', HideBones = { 'Left_Upgrade', }, RemoveEnhancements = { 'AdvancedEngineering', 'T3Engineering', 'T3EngineeringRemove', }, Slot = 'LCH', }, Teleporter = { BuildCostEnergy = 1500000, BuildCostMass = 15000, BuildTime = 3000, Icon = 'pqt', MaintenanceConsumptionPerSecondEnergy = 10000, Name = 'Personal Teleporter', ShowBones = { 'Back_Upgrade', }, Slot = 'Back', UpgradeUnitAmbientBones = { 'VSC', }, UpgradeEffectBones = { 'Back_Upgrade', 'Left_Arm_B01', 'Right_Arm_B01', }, }, TeleporterRemove = { BuildCostEnergy = 1, BuildCostMass = 1, BuildTime = 0.1, HideBones = { 'Back_Upgrade', }, Icon = 'pqt', Name = 'Remove Personal Teleporter', Prerequisite = 'Teleporter', RemoveEnhancements = { 'Teleporter', 'TeleporterRemove', }, Slot = 'Back', }, }, General = { BuildBones = { AimBone = 'Left_Turret_Muzzle', BuildEffectBones = { 'Left_Turret_Muzzle', }, PitchBone = 'Left_Turret', YawBone = 'Torso', }, Category = 'Command', Classification = 'RULEUC_Commander', CommandCaps = { RULEUCC_Attack = true, RULEUCC_CallTransport = true, RULEUCC_Capture = true, RULEUCC_Guard = true, RULEUCC_Move = false, RULEUCC_Nuke = false, RULEUCC_Overcharge = true, RULEUCC_Patrol = false, RULEUCC_Pause = true, RULEUCC_Reclaim = true, RULEUCC_Repair = true, RULEUCC_RetaliateToggle = true, RULEUCC_Stop = true, RULEUCC_Teleport = false, RULEUCC_Transport = false, }, FactionName = 'Venon', Icon = 'amph', OrderOverrides = { RULEUTC_ShieldToggle = { bitmapId = 'shield-personal', helpText = 'toggle_shield_personal', }, }, QuickSelectPriority = 1, SelectionPriority = 3, TechLevel = 'RULEUTL_Experimental', UnitWeight = 1, }, Intel = { FreeIntel = true, OmniRadius = 100, VisionRadius = 100, WaterVisionRadius = 100, }, Interface = { HelpText = 'Armored Command Unit', }, LifeBarHeight = 0.15, LifeBarOffset = 0.5, LifeBarSize = 1.25, Physics = { BankingSlope = 0, BuildOnLayerCaps = { LAYER_Air = false, LAYER_Land = true, LAYER_Orbit = false, LAYER_Seabed = false, LAYER_Sub = false, LAYER_Water = false, }, DragCoefficient = 0.2, LayerChangeOffsetHeight = -0.9, MaxAcceleration = 0, MaxSpeed = 0, MaxSpeedReverse = 0, MaxSteerForce = 12, MinSpeedPercent = 0, MotionType = 'RULEUMT_Amphibious', StandUpright = true, TurnRadius = 10, TurnRate = 90, }, SelectionCenterOffsetX = 0, SelectionCenterOffsetZ = -0.125, SelectionSizeX = 0.7, SelectionSizeZ = 0.6, SelectionThickness = 0.9, SelectionYOffset = 0, SizeX = 1, SizeY = 2, SizeZ = 0.7, StrategicIconName = 'icon_commander_generic', StrategicIconSortPriority = 0, Transport = { CanFireFromTransport = false, ClassSAttachSize = 0, TransportClass = 3, }, Veteran = { Level1 = 20, Level2 = 40, Level3 = 60, Level4 = 80, Level5 = 100, }, Weapon = { { AboveWaterFireOnly = true, AboveWaterTargetsOnly = true, Audio = { Fire = Sound { Bank = 'UALWeapon', Cue = 'VSC_Quantum_Beam', LodCutoff = 'Weapon_LodCutoff', }, }, BallisticArc = 'RULEUBA_LowArc', CollideFriendly = false, Damage = 50, DamageType = 'Normal', DisplayName = 'Hyper Quantum Dis-tri-putor', FireTargetLayerCapsTable = { Land = 'Land|Water|Seabed', Seabed = 'Land|Water|Seabed', Water = 'Land|Water|Seabed', }, FiringTolerance = 2, Label = 'RightDis-tri-putor', MaxRadius = 100, MinRadius = 1, MuzzleChargeDelay = 0, MuzzleSalvoDelay = 0, MuzzleSalvoSize = 1, MuzzleVelocity = 90, ProjectileId = '/projectiles/ADFQuantumDisruptor01/ADFQuantumDisruptor01_proj.bp', ProjectileLifetimeUsesMultiplier = 2, RackBones = { { MuzzleBones = { 'Right_Turret_Muzzle', }, RackBone = 'Right_Turret', }, }, RackFireTogether = false, RackRecoilDistance = 0, RackReloadTimeout = 10, RackSalvoChargeTime = 0, RackSalvoReloadTime = 25, RackSalvoSize = 1000, RackSlavedToTurret = false, RangeCategory = 'UWRC_DirectFire', RateOfFire = 1, TargetCheckInterval = 0.5, TargetPriorities = { 'SPECIALHIGHPRI', 'MOBILE', 'STRUCTURE DEFENSE', 'SPECIALLOWPRI', 'ALLUNITS', }, TargetRestrictDisallow = 'UNTARGETABLE', TurretBoneMuzzle = 'Right_Turret_Muzzle', TurretBonePitch = 'Right_Turret', TurretBoneYaw = 'Torso', TurretDualManipulators = false, TurretPitch = 0, TurretPitchRange = 90, TurretPitchSpeed = 90, TurretYaw = 0, TurretYawRange = 180, TurretYawSpeed = 90, Turreted = true, UseFiringSolutionInsteadOfAimBone = true, WeaponCategory = 'Direct Fire', }, { AboveWaterFireOnly = true, AboveWaterTargetsOnly = true, Audio = { Fire = Sound { Bank = 'UALWeapon', Cue = 'VSC_Quantum_Beam', LodCutoff = 'Weapon_LodCutoff', }, }, BallisticArc = 'RULEUBA_None', CollideFriendly = false, Damage = 12000, DamageFriendly = false, DamageRadius = 2, DamageType = 'Overcharge', DisplayName = 'Overcharge Cannon', EnergyChargeForFirstShot = false, EnergyDrainPerSecond = 3000, EnergyRequired = 3000, FireTargetLayerCapsTable = { Land = 'Land|Water|Seabed', Seabed = 'Land|Water|Seabed', Water = 'Land|Water|Seabed', }, FiringTolerance = 2, Label = 'OverCharge', ManualFire = false, MaxRadius = 30, MuzzleSalvoDelay = 1, MuzzleSalvoSize = 3, MuzzleVelocity = 25, OverChargeWeapon = true, ProjectileId = '/projectiles/ADFOverCharge01/ADFOverCharge01_proj.bp', ProjectileLifetimeUsesMultiplier = 2, RackBones = { { MuzzleBones = { 'Right_Turret_Muzzle', }, RackBone = 'Right_Turret_Barrel', }, }, RackFireTogether = false, RackRecoilDistance = -0.5, RackReloadTimeout = 10, RackSalvoChargeTime = 0, RackSalvoReloadTime = 0, RackSalvoSize = 1, RackSlavedToTurret = false, RangeCategory = 'UWRC_DirectFire', RateOfFire = 0.2, SlavedToBody = false, TargetCheckInterval = 0.16, TargetRestrictDisallow = 'UNTARGETABLE', TurretBoneMuzzle = 'Right_Turret_Muzzle', TurretBonePitch = 'Right_Turret', TurretBoneYaw = 'Torso', TurretDualManipulators = false, TurretPitch = 0, TurretPitchRange = 60, TurretPitchSpeed = 30, TurretYaw = 0, TurretYawRange = 180, TurretYawSpeed = 90, Turreted = true, UseFiringSolutionInsteadOfAimBone = true, WeaponCategory = 'Direct Fire', WeaponRepackTimeout = 0, WeaponUnpacks = false, }, { AboveWaterFireOnly = true, AboveWaterTargetsOnly = true, BallisticArc = 'RULEUBA_None', Buffs = { { Add = { OnFire = true, }, BuffType = 'STUN', Duration = 3.5, Radius = 22, TargetAllow = 'MOBILE', TargetDisallow = 'EXPERIMENTAL,COMMAND', }, }, CanFireFromTransport = true, CollideFriendly = false, Damage = 1, DamageRadius = 0, DamageType = 'Normal', DisplayName = 'Chrono Dampener', EnabledByEnhancement = 'ChronoDampener', EnergyChargeForFirstShot = false, EnergyDrainPerSecond = 200, EnergyRequired = 200, FireTargetLayerCapsTable = { Land = 'Land|Water|Seabed', Seabed = 'Land|Water|Seabed', Water = 'Land|Water|Seabed', }, FiringTolerance = 360, Label = 'ChronoDampener', MaxRadius = 22, MuzzleSalvoDelay = 0, MuzzleSalvoSize = 1, MuzzleVelocity = 30, ProjectileLifetimeUsesMultiplier = 1.15, RackBones = { { MuzzleBones = { 'Head', }, RackBone = 'Head', }, }, RackFireTogether = false, RackRecoilDistance = 0, RackReloadTimeout = 10, RackSalvoChargeTime = 0, RackSalvoReloadTime = 0, RackSalvoSize = 1, RackSlavedToTurret = false, RangeCategory = 'UWRC_DirectFire', RateOfFire = 0.2, TargetCheckInterval = 5, TargetPriorities = { 'ALLUNITS', }, TargetRestrictDisallow = 'UNTARGETABLE', TurretDualManipulators = false, TurretPitch = 0, TurretPitchRange = 0, TurretPitchSpeed = 0, TurretYaw = 0, TurretYawRange = 0, TurretYawSpeed = 0, Turreted = false, WeaponCategory = 'Direct Fire', WeaponRepackTimeout = 0, WeaponUnpacks = false, }, { AboveWaterTargetsOnly = true, CollideFriendly = false, Damage = 0, DamageFriendly = true, DamageRadius = 0, DamageType = 'Normal', DisplayName = 'Death Nuke', FireOnDeath = true, FiringTolerance = 2, Label = 'DeathWeapon', MaxRadius = 1, MuzzleSalvoDelay = 0, MuzzleSalvoSize = 1, MuzzleVelocity = 0, NukeInnerRingDamage = 3500, NukeInnerRingRadius = 30, NukeInnerRingTicks = 24, NukeInnerRingTotalTime = 0, NukeOuterRingDamage = 500, NukeOuterRingRadius = 40, NukeOuterRingTicks = 20, NukeOuterRingTotalTime = 0, ProjectileId = '/projectiles/AIFQuantumWarhead02/AIFQuantumWarhead02_proj.bp', RackBones = { { MuzzleBones = { 0, }, RackBone = 0, }, }, RackRecoilDistance = 0, RateOfFire = 1, TargetCheckInterval = 9999999, TargetRestrictDisallow = 'UNTARGETABLE', Turreted = false, WeaponCategory = 'Death', }, }, }

if you can find my problem just post it here i will check back. thanks.




Lt_hawkeye

Power! Unlimited Power!

50 XP

7th July 2006

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1,432 Posts

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#5 10 years ago

im gonna need to see the Script and any errors in the log, to bring up the log run the game in windowed mode and press F9 any errors will show up in yellow.

now as for some general stuff, you say its not meant to move yet you have everything needed for movement in the BP

im going to assume you have a custom model, if not then why are you changing bone names?