Napalm for other planes?, I would like to add Napalm canisters to another plane |
Napalm for other planes?, I would like to add Napalm canisters to another plane |
20 Apr 2017, 6:44
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#1
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Is it possible to give the napalm weapon from the Chinese Hellfire mig to another plane? I'm thinking of adding the F4 Phantom from the Cold War Crisis mod and having it drop the napalm canisters for my own personal mod. What steps would I have to do to give the weapon to the plane and would it involve W3D editing or could I just have it drop from the undersides? Any help would be appreciated! Thank you very much!
-------------------- Nowhere to run to, baby, nowhere to hide
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20 Apr 2017, 13:04
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#2
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Particle effects since 2004' Group: Members Posts: 118 Joined: 7 March 2012 Member No.: 9029 |
Not a mod specific answer but in order to create a plane that drops a bomb you should look into the aurora weapon and it's weaponobjects entry. Though to be honest the way bombs work with the aurora plane are kinda hacky as they have a locomotor from what I remember so they technically do not fall to the ground like you would expect it to do. In order to make it a bit more real just give your plane a weapon that spawns the bomb object via an OCL whenever the weapon is fired.
The napalm/fire part is just creating a fire field whenever the bomb dies (explodes) or attaching a new weapon to deal an initial fire damage upon explosion. -------------------- Woo Particle effects!
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22 Apr 2017, 23:32
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#3
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Not a mod specific answer but in order to create a plane that drops a bomb you should look into the aurora weapon and it's weaponobjects entry. Though to be honest the way bombs work with the aurora plane are kinda hacky as they have a locomotor from what I remember so they technically do not fall to the ground like you would expect it to do. In order to make it a bit more real just give your plane a weapon that spawns the bomb object via an OCL whenever the weapon is fired. The napalm/fire part is just creating a fire field whenever the bomb dies (explodes) or attaching a new weapon to deal an initial fire damage upon explosion. Thanks Chappi! sorry for the late reply, i was swamped with calc homework. Is there a way to drop the bomb that already exists in ROTR and give it to the plane instead of giving it a new weapon? Or would i have to make the ocl so that it drops the napalm canisters. Also do you happen to know how to make new aircraft buildable, ive added the f4 phantom to the Airfield and it builds but i cant select it and it stays inside the hangar. If i build 4 aircraft, all 4 will get built into the 1st hangar and if i build another 4, all 4 get built into the second hangar. Is the coding wrong or do i have to tweak something else? Thank you again for all the help, i really appreciate it! CODE Object IsraelF4Phantom
; *** ART Parameters *** SelectPortrait = liaf4cicon ButtonImage = liaf4cicon UpgradeCameo1 = Upgrade_FireStormShells UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_AmericaCountermeasures UpgradeCameo4 = Upgrade_ChinaBlackNapalm ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY DefaultConditionState Model = IUCF4 HideSubObject = BurnerFX01 BurnerFX02 WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin End ConditionState = JETEXHAUST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED Model = IUCF4d ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = IUCF4d ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = IUCF4d ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE Model = IUCF4d1 HideSubObject = None ShowSubObject = None End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = IUCF4d1 HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = yes End ; ***DESIGN parameters *** DisplayName = OBJECT:IsraelF4 EditorSorting = VEHICLE Side = America TransportSlotCount = 0 VisionRange = 325.0 ShroudClearingRange = 50 Prerequisites Object = AmericaAirfield End WeaponSet Conditions = None Weapon = PRIMARY MiGBomberNapalmBombletWeapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY MiGBomberNapalmBombletUpgradedWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End BuildCost = 1400 BuildTime = 20 ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 CrushableLevel = 2 CommandSet = ChinaJetHellFireMIGCommandSet ; *** AUDIO Parameters *** VoiceSelect = RaptorVoiceSelect VoiceMove = RaptorVoiceMove VoiceAttack = RaptorVoiceAttack VoiceAttackAir = RaptorVoiceAttackAir VoiceGuard = RaptorVoiceAirPatrol SoundAmbient = MigAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds VoiceCreate = RaptorVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = RaptorVoiceLowFuel VoiceGarrison = RaptorVoiceMove ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS EMP_HARDENED CAN_ATTACK VEHICLE SCORE AIRCRAFT TRANSPORT IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_02 MaxHealth = 150.0 InitialHealth = 150.0 End Behavior = ExperienceScalarUpgrade ModuleTag_04 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = JetSlowDeathBehavior ModuleTag_13 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% FXInitialDeath = FX_RaptorDeathInitial OCLInitialDeath = OCL_RaptorDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_RaptorDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_RaptorDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_F4DeathFinalBlowUp End Behavior = EjectPilotDie ModuleTag_06 ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = WeaponSetUpgrade ModuleTag_1132 TriggeredBy = Upgrade_FireStormShells End Behavior = WeaponBonusUpgrade ModuleTag_14 TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = PhysicsBehavior ModuleTag_08 Mass = 500.0 End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = DeliverPayloadAIUpdate ModuleTag_10 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL InfernoMiGLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = JetAIUpdate ModuleTag_12 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 4 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Behavior = FlammableUpdate ModuleTag_11 AflameDuration = 5000 AflameDamageAmount = 3 AflameDamageDelay = 500 End Behavior = FireWeaponCollide ModuleTag_AircraftCrateCollide01 CollideWeapon = AircraftCratePickupDummySpawner RequiredStatus = IS_CARBOMB End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_Armor02 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 1 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 0.45 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 12 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 20.0 GeometryMinorRadius = 10.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 End ;------------------------------------------------------------------------------ Object F4CameraDummy ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE ; HideSubObject = PMMOAB End End ; ***DESIGN parameters *** EditorSorting = DEBRIS ; *** ENGINEERING Parameters *** KindOf = NO_COLLIDE HULK VisionRange = 300.0 ;00.0 ShroudClearingRange = 300.0 ;200 Behavior = PhysicsBehavior ModuleTag_03 Mass = 100.0 AllowBouncing = Yes KillWhenRestingOnGround = Yes End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 30000 ;18000 ; min lifetime in msec MaxLifetime = 30000 ;18000 ; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 18000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 18000 End End ;--------------------------------------------------------------- Object IsraelF4Hulk ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = IUCF4d1 End End ; ***DESIGN parameters *** EditorSorting = DEBRIS ; *** ENGINEERING Parameters *** KindOf = NO_COLLIDE HULK Behavior = PhysicsBehavior ModuleTag_03 Mass = 2.0 AllowBouncing = No KillWhenRestingOnGround = Yes End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 1500 ; min lifetime in msec MaxLifetime = 1600 ; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1500 SinkRate = 2 ; in Dist/Sec DestructionDelay = 8000 End End
Attached File(s)
-------------------- Nowhere to run to, baby, nowhere to hide
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23 Apr 2017, 0:59
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#4
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
The fastest way would be to copy the China Mig Object codes, Rename it to the Phantom, then edit the art codes based on the Phantom.
CWC uses special codes to make its SO REAL system work, so it's not a good idea to copy in their codes directly. -------------------- |
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23 Apr 2017, 4:56
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#5
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
The fastest way would be to copy the China Mig Object codes, Rename it to the Phantom, then edit the art codes based on the Phantom. CWC uses special codes to make its SO REAL system work, so it's not a good idea to copy in their codes directly. Thanks Zeke! I guess it was a problem with the MidEastCrisis code. The weapon and the plane work perfectly now! Thank you so much! Sorry to bother you with more questions but do you know how to find textures related to weapons? I brought the A10 Warthog from Operation Firestorm but whenever it fires missiles, the exhaust trails are pink. I checked the w3d model of the plane but it doesn't show the texture or particle effect specific to the a10 missiles, where would one find these textures/particle effects? Also do you have any recommendations for texture editing software or texturing tutorials? I'd like to change the Chinese minigun team texture and give them imperium's American javelin textures so I can build them from the barracks. Thank you again for all the help and sorry for all the questions, I really appreciate your guys' help! This post has been edited by spookspook: 23 Apr 2017, 5:00 -------------------- Nowhere to run to, baby, nowhere to hide
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23 Apr 2017, 5:20
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#6
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Thanks Zeke! I guess it was a problem with the MidEastCrisis code. The weapon and the plane work perfectly now! Thank you so much! Sorry to bother you with more questions but do you know how to find textures related to weapons? I brought the A10 Warthog from Operation Firestorm but whenever it fires missiles, the exhaust trails are pink. I checked the w3d model of the plane but it doesn't show the texture or particle effect specific to the a10 missiles, where would one find these textures/particle effects? Also do you have any recommendations for texture editing software or texturing tutorials? I'd like to change the Chinese minigun team texture and give them imperium's American javelin textures so I can build them from the barracks. Thank you again for all the help and sorry for all the questions, I really appreciate your guys' help! Do you want the specific missile exhaust used in Firestorm? Or are you fine with any trail as long as it's not pink? If it's the latter, you just have to change the missile exhaust of the A10 missile weapon to another exhaust already used in the mod. I assume you want to clone the minigun team to use for the US faction? Unfortunately there is no simple way to do that in ZH. You'll have to re-import the original model, give it the edited texture, re-rig it to its skeleton (because the W3D importer for ZH breaks it), and re-export the model under a new name. So basically you'll have to go through the whole infantry making process. But if you're willing, there is this infantry rigging tutorial for ZH: http://www.cnclabs.com/modding/generals/in...eling-tutorial/ and a bunch of other tutorials that might help here: http://forum.falloutstudios.org/topic/3558...torial-archive/ Though, I suggest you simply live with having a Chinese looking unit in your US faction. -------------------- |
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23 Apr 2017, 5:42
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#7
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Do you want the specific missile exhaust used in Firestorm? Or are you fine with any trail as long as it's not pink? If it's the latter, you just have to change the missile exhaust of the A10 missile weapon to another exhaust already used in the mod. I assume you want to clone the minigun team to use for the US faction? Unfortunately there is no simple way to do that in ZH. You'll have to re-import the original model, give it the edited texture, re-rig it to its skeleton (because the W3D importer for ZH breaks it), and re-export the model under a new name. So basically you'll have to go through the whole infantry making process. But if you're willing, there is this infantry rigging tutorial for ZH: http://www.cnclabs.com/modding/generals/in...eling-tutorial/ and a bunch of other tutorials that might help here: http://forum.falloutstudios.org/topic/3558...torial-archive/ Though, I suggest you simply live with having a Chinese looking unit in your US faction. I see, the exhaust (The trails that follow the missiles) code would be in WeaponObjects or Weapons right? And I would just find the name of the exhaust texture and either replace it or find. I think I can just replace the texture for the mini gun team as my AI never seems to build it for some reason. Do you recommend any programs like GIMP or photoshop? I just want to edit out the uniform parts with imperium's textures. Thank you again for the help! -------------------- Nowhere to run to, baby, nowhere to hide
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23 Apr 2017, 5:59
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#8
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
I see, the exhaust (The trails that follow the missiles) code would be in WeaponObjects or Weapons right? And I would just find the name of the exhaust texture and either replace it or find. I think I can just replace the texture for the mini gun team as my AI never seems to build it for some reason. Do you recommend any programs like GIMP or photoshop? I just want to edit out the uniform parts with imperium's textures. Thank you again for the help! You don't have to change the texture, just replace the missile exhaust defined in the weapon codes. Never used GIMP, I've only ever used Photoshop, so I won't be able to help you if you use Gimp. I don't think there is much difference, with the capabilities of either program though. -------------------- |
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23 Apr 2017, 6:05
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#9
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
You don't have to change the texture, just replace the missile exhaust defined in the weapon codes. Never used GIMP, I've only ever used Photoshop, so I won't be able to help you if you use Gimp. I don't think there is much difference, with the capabilities of either program though. Awesome, thank you Zeke! I'll give it a whirl and see how it goes! Thank you so much! -------------------- Nowhere to run to, baby, nowhere to hide
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23 Apr 2017, 7:53
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#10
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Awesome, thank you Zeke! I'll give it a whirl and see how it goes! Thank you so much! Thanks Zeke! The trail works like a charm now! Now I just need to work on editing the textures! Thank you for all the help again! And thank you Chappi for the help as well! You guys are awesome! -------------------- Nowhere to run to, baby, nowhere to hide
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