Can't get tertiary armaments to work.

Tried added tertiary armaments to the hind on my mod map but it just doesn't work. I did test the weapon and it does work.

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LeonardMT
Posts: 11
Joined: Tue Jan 12, 2021 2:38 am

Can't get tertiary armaments to work.

Post by LeonardMT »

Hind code:

Code: Select all

HIND:
	Inherits: ^Helicopter
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Aircraft
		BuildAtProductionType: Helicopter
		BuildPaletteOrder: 20
		Prerequisites: ~hpad, ~dome, ~techlevel.medium
		Description: Heavy Attack Helicopter Gunship armed\nwith dual chainguns and Air-to-Surface Missiles.\n A little fragile.\n  Strong vs Infantry, Medium armor\n  Weak vs Aircraft
	Valued:
		Cost: 1500
	Tooltip:
		Name: Hind
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 9500
	RevealsShroud:
		MinRange: 8c0
		Range: 10c0
		Type: GroundPosition
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 8c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: ChainGun
		LocalOffset: 85,-213,-85, 85,213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: HellfireAG
		LocalOffset: 85,213,-85, 85,-213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	Armament@TERTIARY:
		Name: tertiary
		Weapon: HellfireAAhind
		LocalOffset: 85,213,-85, 85,-213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	AttackAircraft:
		FacingTolerance: 20
		PersistentTargeting: false
		AttackType: Hover
		OpportunityFire: true
	Aircraft:
		TurnSpeed: 4
		Speed: 112
	AutoTarget:
		InitialStance: AttackAnything
		InitialStanceAI: AttackAnything
		ScanOnIdle: true
	WithIdleOverlay@ROTORAIR:
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Sequence: slow-rotor
		RequiresCondition: !airborne
	AmmoPool:
		Ammo: 24
		PipCount: 6
		ReloadDelay: 8
		AmmoCondition: ammo
	Cargo:
		Types: Infantry
		MaxWeight: 3
		PipCount: 3
		AfterUnloadDelay: 20
	SelectionDecorations:
	WithMuzzleOverlay:
	SpawnActorOnDeath:
		Actor: HIND.Husk
	SmokeTrailWhenDamaged:
		Offset: -427,0,0
	ProducibleWithLevel:
		Prerequisites: aircraft.upgraded
	Selectable:
		DecorationBounds: 38,32
	Rearmable:
		RearmActors: hpad, carr.deployed
Weapon:

Code: Select all

HellfireAAhind:
	Inherits: ^AntiAirMissile
	ReloadDelay: 60
	MinRange: 1c256
	Burst: 4
	ValidTargets: Air
	BurstDelays: 10
	Projectile: Missile
		Speed: 192
		Inaccuracy: 128
		HorizontalRateOfTurn: 10
		RangeLimit: 5c0
	Warhead@1Dam: SpreadDamage
		Damage: 4000
		ValidTargets: Air
		Versus:
			Wood: 125
			Light: 75
			Heavy: 225
			Concrete: 100
	Warhead@3Eff: CreateEffect
		Explosions: med_explosion_air

User avatar
Sleipnir
Posts: 876
Joined: Wed Apr 10, 2002 11:52 pm
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Re: Can't get tertiary armaments to work.

Post by Sleipnir »

Add "Armaments: primary, secondary, tertiary" under AttackAircraft.

LeonardMT
Posts: 11
Joined: Tue Jan 12, 2021 2:38 am

Re: Can't get tertiary armaments to work.

Post by LeonardMT »

Thank you!

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