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Fix: Dummy Weapons Cause Notifications And Hit Effects #279

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Sep 10, 2021
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2 changes: 1 addition & 1 deletion Patch104pZH/Design/Tasks/commy2_tasks.txt
Original file line number Diff line number Diff line change
Expand Up @@ -79,7 +79,7 @@ https://github.com/commy2/zerohour/issues/143 [IMPROVEMENT] GPS Scramb
https://github.com/commy2/zerohour/issues/142 [IMPROVEMENT][NPROJECT] Fire Base Shoots At Awkward Angle
https://github.com/commy2/zerohour/issues/141 [IMPROVEMENT][NPROJECT] Toxin General RPG-Trooper Shoots Stinger Missiles
https://github.com/commy2/zerohour/issues/140 [IMPROVEMENT][NPROJECT] Gattling Helix Sometimes Fires At Airborne Units
https://github.com/commy2/zerohour/issues/139 [IMPROVEMENT][NPROJECT] Dummy Weapons Cause Notifications And Hit Effects
https://github.com/commy2/zerohour/issues/139 [DONE][NPROJECT] Dummy Weapons Cause Notifications And Hit Effects
https://github.com/commy2/zerohour/issues/138 [IMPROVEMENT][NPROJECT] Nuke Battlemaster Uses Normal Battlemaster Button
https://github.com/commy2/zerohour/issues/137 [IMPROVEMENT][NPROJECT] Tracer Emerges Below Jarmen Kell When Using Sniper Attack
https://github.com/commy2/zerohour/issues/136 [DONE][NPROJECT] Demo Charge Buttons Are Placed Differently On Jarmen Kell Than On Colonel Burton
Expand Down
43 changes: 43 additions & 0 deletions Patch104pZH/GameFilesEdited/Data/INI/Object/System.ini
Original file line number Diff line number Diff line change
Expand Up @@ -2860,3 +2860,46 @@ End



;------------------------------------------------------------------------------
Object DummyWeaponProjectile

; ***DESIGN parameters ***
DisplayName = OBJECT:RangerTeamMissile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End

Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes;;;;;;;;;No
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FuelLifetime = 1
InitialVelocity = 0 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 0
End
Locomotor = SET_NORMAL MissileDefenderMissileLocomotor
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0

End
30 changes: 15 additions & 15 deletions Patch104pZH/GameFilesEdited/Data/INI/Weapon.ini
Original file line number Diff line number Diff line change
Expand Up @@ -572,7 +572,7 @@ Weapon TunnelNetworkGunDUMMY
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 99999 ; dist/sec
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
Expand Down Expand Up @@ -681,7 +681,7 @@ Weapon HumveeMissileWeaponAirDummy
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 999999.0
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500
ClipSize = 0
Expand Down Expand Up @@ -1310,7 +1310,7 @@ Weapon GattlingBuildingGunAirDummy
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
Expand Down Expand Up @@ -3697,7 +3697,7 @@ Weapon TroopCrawlerAssault
DamageType = DEPLOY
DeathType = NORMAL
WeaponSpeed = 0 ; dist/sec
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
FireFX = None
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 1000 ; time between shots, msec
Expand All @@ -3714,7 +3714,7 @@ Weapon AircraftCarrierOrderLaunch
DamageType = DEPLOY
DeathType = NORMAL
WeaponSpeed = 0 ; dist/sec
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
FireFX = None
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
Expand Down Expand Up @@ -4350,7 +4350,7 @@ Weapon BattleshipBogusGun
DamageType = UNRESISTABLE
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
FireFX = WeaponFX_BattleshipBogusGun
FireSound = BattleshipWeapon
RadiusDamageAffects = ENEMIES NEUTRALS
Expand Down Expand Up @@ -4529,7 +4529,7 @@ Weapon GLAAngryMobNexusHarmlessWeapon
DamageType = UNRESISTABLE
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
FireFX = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 99999 ; time between shots, msec
Expand Down Expand Up @@ -4609,7 +4609,7 @@ Weapon GLAAngryMobAK47Weapon
DamageType = MOLOTOV_COCKTAIL ;SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
FireFX = WeaponFX_RangerAdvancedCombatRifleFire
VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire
FireSound = AngryMobWeaponAK47
Expand Down Expand Up @@ -5611,7 +5611,7 @@ End
; DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms
; DeathType = NORMAL
; WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
; ProjectileObject = NONE
; ProjectileObject = DummyWeaponProjectile
; RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
; DelayBetweenShots = 100 ; time between shots, msec
; ClipSize = 0 ; how many shots in a Clip (0 == infinite)
Expand Down Expand Up @@ -5749,7 +5749,7 @@ Weapon RadarVanBogusWeapon
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 0 ; dist/sec
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
FireFX = None
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 1000 ; time between shots, msec
Expand Down Expand Up @@ -6598,7 +6598,7 @@ Weapon ListeningOutpostUpgradedDummyWeapon
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
Expand All @@ -6617,7 +6617,7 @@ Weapon BattleBusPassengerDummyWeapon
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 10000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
Expand All @@ -6633,7 +6633,7 @@ Weapon Infa_ChinaVehicleTroopCrawlerDummyWeapon
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 10000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
Expand Down Expand Up @@ -8457,7 +8457,7 @@ Weapon AvengerAirLaserDummy
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 200
ClipSize = 0
Expand All @@ -8476,7 +8476,7 @@ Weapon BattleBusDummyWeapon
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 999999.0
ProjectileObject = NONE
ProjectileObject = DummyWeaponProjectile
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500
ClipSize = 0
Expand Down