Combat Chinook, Modding |
Combat Chinook, Modding |
9 Jun 2018, 23:25
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#1
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Group: Members Posts: 186 Joined: 24 November 2014 Member No.: 10741 |
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. |
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11 Jun 2018, 0:02
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#2
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Group: Members Posts: 186 Joined: 24 November 2014 Member No.: 10741 |
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 |
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11 Jun 2018, 1:46
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#3
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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. -------------------- |
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12 Jun 2018, 0:06
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#4
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Group: Members Posts: 186 Joined: 24 November 2014 Member No.: 10741 |
Thanks Zeke.
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