Posted by: vectorguy 9 Jun 2018, 23:25
I was looking for the Air Force General's Combat Chinook in the .BIG files but couldn't find it. Is it under a different name?
I'm planning to pre-populate it with some troops.
Posted by: vectorguy 11 Jun 2018, 0:02
Found it in AirforceGeneral.ini but it somehow becomes damaged in the air soon after takeoff, sometimes crashing and sometimes retaining 50% health. Also, can it contain more than four infantry?
CODE
Object AirF_AmericaVehicleChinook
SelectPortrait = SAComChinok_L
ButtonImage = SAComChinok
UpgradeCameo1 = Upgrade_EnhancedAeronautics
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = CHASSIS
ExtraPublicBone = BOUNDINGBOX01
OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes
DefaultConditionState
Model = AVWdy_L
Animation = AVWdy_L.AVWdy_L
AnimationMode = LOOP
TransitionKey = TRANS_Vertical
WaitForStateToFinishIfPossible = TRANS_Vertical
Turret = TURRETA01
TurretPitch = TURRETELA01
AltTurret = NULL
AltTurretPitch = TURRETELB01
WeaponFireFXBone = PRIMARY WEAPONA
WeaponLaunchBone = PRIMARY WEAPONA
WeaponMuzzleFlash = PRIMARY MUZZLEFXA
WeaponFireFXBone = SECONDARY WEAPONB
WeaponLaunchBone = SECONDARY WEAPONB
WeaponMuzzleFlash = SECONDARY MUZZLEFXB
WeaponFireFXBone = TERTIARY WEAPONC
WeaponLaunchBone = TERTIARY WEAPONC
End
ConditionState = REALLYDAMAGED
Model = AVWdy_LD
Animation = AVWdy_LD.AVWdy_LD
AnimationMode = LOOP
TransitionKey = TRANS_VerticalDamaged
WaitForStateToFinishIfPossible = TRANS_VerticalDamaged
End
ConditionState = RUBBLE
Model = AVWdy_LD
Animation = AVWdy_LD.AVWdy_LD
AnimationMode = LOOP
TransitionKey = TRANS_VerticalDamaged
WaitForStateToFinishIfPossible = TRANS_VerticalDamaged
ParticleSysBone = BLADE01 SpectreGunshipFireLarge
ParticleSysBone = BLADE01 SpectreSmokeLarge
ParticleSysBone = BLADE03 SpectreGunshipFireLarge
ParticleSysBone = BLADE03 SpectreSmokeLarge
End
ConditionState = MOVING
Model = AVWdyGnsh
Animation = AVWdyGnsh.AVWdyGnsh
AnimationMode = LOOP
TransitionKey = TRANS_Horizontal
WaitForStateToFinishIfPossible = TRANS_Horizontal
End
ConditionState = MOVING REALLYDAMAGED
Model = AVWdyGnsh_D
Animation = AVWdyGnsh_D.AVWdyGnsh_D
AnimationMode = LOOP
TransitionKey = TRANS_HorizontalDamaged
WaitForStateToFinishIfPossible = TRANS_HorizontalDamaged
End
ConditionState = MOVING RUBBLE
Model = AVWdyGnsh_D
Animation = AVWdyGnsh_D.AVWdyGnsh_D
AnimationMode = LOOP
TransitionKey = TRANS_HorizontalDamaged
WaitForStateToFinishIfPossible = TRANS_HorizontalDamaged
ParticleSysBone = BLADE01 SpectreGunshipFireLarge
ParticleSysBone = BLADE01 SpectreSmokeLarge
ParticleSysBone = BLADE03 SpectreGunshipFireLarge
ParticleSysBone = BLADE03 SpectreSmokeLarge
End
TransitionState = TRANS_Vertical TRANS_Horizontal
Model = AVWdy_LF
Animation = AVWdy_LF.AVWdy_LF
AnimationMode = ONCE
End
TransitionState = TRANS_VerticalDamaged TRANS_HorizontalDamaged
Model = AVWdy_LFD
Animation = AVWdy_LFD.AVWdy_LFD
AnimationMode = ONCE
End
TransitionState = TRANS_Horizontal TRANS_Vertical
Model = AVWdy_FL
Animation = AVWdy_FL.AVWdy_FL
AnimationMode = ONCE
End
TransitionState = TRANS_HorizontalDamaged TRANS_VerticalDamaged
Model = AVWdy_FLD
Animation = AVWdy_FLD.AVWdy_FLD
AnimationMode = ONCE
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVFalconD_L
End
End
Draw = W3DModelDraw WaterCraps
AttachToBoneInAnotherModule = CHASSIS
ConditionState = NONE
Model = DummyWaterT2
ParticleSysBone = WATER RotorDirtKickup
ParticleSysBone = WATER RotorDustKickup
End
AliasConditionState = REALLYDAMAGED RUBBLE
ConditionState = OVER_WATER
Model = DummyWaterT2
ParticleSysBone = WATER RotorWaterShockwave
End
AliasConditionState OVER_WATER REALLYDAMAGED RUBBLE
ConditionState = SNOW
Model = DummyWaterT2
ParticleSysBone = WATER RotorDirtKickupSnow
ParticleSysBone = WATER RotorDustKickupSnow
End
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
ConditionState = SNOW OVER_WATER
Model = DummyWaterT2
ParticleSysBone = WATER RotorWaterShockwave
End
AliasConditionState SNOW OVER_WATER REALLYDAMAGED RUBBLE
End
DisplayName = OBJECT:AirF_Chinook
EditorSorting = VEHICLE
Side = AmericaAirForceGeneral
TransportSlotCount = 7
VisionRange = 232
ShroudClearingRange = 535
BuildCost = 1000
BuildTime = 10
Prerequisites
Object = AirF_AmericaHelipad
Object = Airf_AmericaTechCenter
Object = AirF_AmericaStrategyCenter
End
Behavior = HelixContain ModuleTag_05
PassengersAllowedToFire = Yes;no more humvee laming for you!
Slots = 7
PayloadTemplateName = AmericaInfantryMissileDefender
PayloadTemplateName = AmericaInfantryMissileDefender
PayloadTemplateName = AmericaInfantryJavelinSoldier
PayloadTemplateName = AmericaInfantryColonelBurton
PayloadTemplateName = AmericaInfantryPathfinder
PayloadTemplateName = AmericaInfantryJavelinSoldier
PayloadTemplateName = AmericaInfantryRanger
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 50
NumberOfExitPaths = 3; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes; AI Will tell people to set their mood to Aggressive on exiting
DoorOpenTime = 1000
End
CommandSet = AmericaVehicleCombatChinookCommandSet
WeaponSet
Conditions = None
Weapon = PRIMARY CombatBuzzardMinigun
Weapon = SECONDARY CombatBuzzardAutoCannon
Weapon = TERTIARY CombatBuzzardRocketPods
End
ArmorSet
Conditions = None
Armor = CombatChinookArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresCombatChinookArmor
DamageFX = TankDamageFX
End
ExperienceValue = 120 140 280 340
ExperienceRequired = 0 220 440 740
IsTrainable = Yes
VoiceSelect = CombatChinookVoiceSelect
VoiceMove = CombatChinookVoiceMove
VoiceAttack = CombatChinookVoiceAttack
VoiceAttackAir = CombatChinookVoiceAttack
VoiceGuard = CombatChinookVoiceMove
SoundAmbient = V25ChinookAmbientLoop
SoundAmbientRubble = NoSound
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = CombatChinookVoiceCreate
VoiceEnter = CombatChinookVoiceMove
VoiceEnterHostile = CombatChinookVoiceMove
VoiceSupply = CombatChinookVoiceSupply
VoiceUnload = CombatChinookVoiceUnload
VoiceCombatDrop = CombatChinookVoiceCombatDrop
VoiceClearBuilding = RangerVoiceClearBuilding
VoiceGarrison = CombatChinookVoiceMove
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK
Body = ActiveBody ModuleTag_04
MaxHealth = 450
InitialHealth = 450
End
Behavior = ChinookAIUpdate ModuleTag_05
RotorWashParticleSystem = HelixRotorWashRing
Turret
TurretTurnRate = 120
TurretPitchRate = 90
AllowsPitch = Yes
MinPhysicalPitch = -90
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 0
TurretPitchRate = 90
NaturalTurretPitch = -8
MinPhysicalPitch = -90
AllowsPitch = Yes
ControlledWeaponSlots = SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 120
End
Behavior = TransportContain ModuleTag_06
AllowInsideKindOf = INFANTRY
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE VEHICLE
Slots = 4
PassengersAllowedToFire = Yes
DamagePercentToUnits = 100%
NumberOfExitPaths = 3
GoAggressiveOnExit = Yes
ScatterNearbyOnExit = Yes
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 100
AllowCollideForce = Yes
AllowBouncing = No
ShockResistance = 0.50
End
Behavior = ExperienceScalarUpgrade ModuleTag_FalconUpgrade01
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1
End
Behavior = ArmorUpgrade ModuleTag_08888
TriggeredBy = Upgrade_EnhancedAeronautics
End
Behavior = CountermeasuresBehavior ModuleTag_FalconUpgrade03
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare
VolleySize = 4
VolleyArcAngle = 90
VolleyVelocityFactor = 2
DelayBetweenVolleys = 220
NumberOfVolleys = 4
ReloadTime = 2000
EvasionRate = 35%
ReactionLaunchLatency = 0
MissileDecoyDelay = 200
End
Behavior = VeterancyGainCreate ModuleTag_PilotTraining
StartingLevel = VETERAN
ScienceRequired = AirF_SCIENCE_PilotTraining
End
Locomotor = SET_NORMAL CombatChinookLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_ChinookStartDeath
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_10
DestructionDelay = 11000
SpiralOrbitTurnRate = -115 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 360 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999; smaller #'s = slow down faster
MaxBraking = 155 ; max braking we can use during death spiral (lower num = wilder spiral)
MinSelfSpin = -75 ; in degrees per second
MaxSelfSpin = -100 ; in degrees per second
SelfSpinUpdateDelay = 101 ; in milliseconds
SelfSpinUpdateAmount = 12 ; in degrees
FallHowFast = 12% ; fraction of gravity, lower = take longer to fall
SoundDeathLoop = ComancheDamagedLoop
MinBladeFlyOffDelay = 1000
MaxBladeFlyOffDelay = 1100
AttachParticle = SpectreSmokeLarge
AttachParticleBone = CHASSIS
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
OCLEjectPilot = OCL_DummyObjectCreationEntry
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_ChinookGunshipCrash
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 10
FinalRubbleObject = ChinookRubbleHull
End
Behavior = EjectPilotDie ModuleTag_Death03
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_HelicopterPod
VeterancyLevels = ALL -REGULAR
End
Geometry = BOX
GeometryIsSmall = No
GeometryMajorRadius = 30
GeometryMinorRadius = 10
GeometryHeight = 10
Shadow = SHADOW_VOLUME
End
Posted by: Zeke 11 Jun 2018, 1:46
1. You added another contain module instead of editing the existing one.
2. You have to edit the commandset as well if you're planning to add more transport slots.