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Add ECA Units to USA
Zeke
post 10 Mar 2017, 8:42
Post #26


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QUOTE (spookspook @ 10 Mar 2017, 13:13) *
Thank you zeke! You were right it was the line issue. Where would one find generals.str?


!Rotr_English.gib


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spookspook
post 10 Mar 2017, 23:01
Post #27



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QUOTE (Zeke @ 9 Mar 2017, 23:42) *
!Rotr_English.gib

Fantastic, it looks pretty cool! Thank you Zeke, thank you Chappi and thank you Soraz for all the help you guys have given me! I've learned a lot! biggrin.gif


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spookspook
post 20 Mar 2017, 1:11
Post #28



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I noticed that X1Destroy's frogfoot addon combined the voice parameters into his object at the bottom, is that possible to do for all units or is that a special case for the frogfoot? can you put more than just sound parameters into the object file?
CODE
;------------------------------------------------------------------------------
Locomotor FrogfootJetLocomotor
Surfaces = AIR
Speed = 160 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
; MinSpeed = 80 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 120 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 120 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 150 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS

PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End

;-----------------------------------------------------------------------------------
Object RussiaJetFrogFoot

; *** ART Parameters ***
SelectPortrait = SRFrogfoot_L
ButtonImage = SRFrogfoot

UpgradeCameo1 = Upgrade_RussiaAdvancedMissileEngines
;UpgradeCameo2 = NONE


Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = SECONDARY

DefaultConditionState
Model = RVFrogfoot
HideSubObject = BurnerFX
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = SECONDARY WeaponB
End

ConditionState = JETEXHAUST
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ShowSubObject = BurnerFX
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = REALLYDAMAGED
Model = RVFrogfoot_D
HideSubObject = BurnerFX
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = RVFrogfoot_D
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = RVFrogfoot_D
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ShowSubObject = BurnerFX
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = RUBBLE
Model = RVFrogfoot_D
HideSubObject = BurnerFX
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Frogfoot
EditorSorting = VEHICLE
Side = Russia
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 300.0

Prerequisites
Object = RussiaAirfield
Object = RussiaIndustrialSite
End

WeaponSet
Conditions = None
Weapon = PRIMARY FrogFootMissileWeapon
Weapon = SECONDARY FrogFootBombWeapon
End

WeaponSet
Conditions = HERO
Weapon = PRIMARY HeroicFrogFootMissileWeapon
Weapon = SECONDARY FrogFootBombWeapon
End

ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End


BuildCost = 2700
BuildTime = 30
ExperienceValue = 150 200 300 400 ; Experience point value at each level
ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = RussianJetFrogfootCommandSet

; *** AUDIO Parameters ***
VoiceSelect = FrogfootVoiceSelect
VoiceMove = FrogfootVoiceMove
VoiceAttack = FrogfootVoiceAttack
VoiceGuard = FrogfootVoiceMove
SoundAmbient = FrogfootJetAmbientLoop
SoundAmbientRubble = NoSound

UnitSpecificSounds
VoiceCreate = FrogfootVoiceCreate
Afterburner = RaptorAfterburner
VoiceGarrison = FrogfootVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0

SubdualDamageCap = 900
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
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_FrogfootHeathFinalBlowUp
End

Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09

Turret
TurretTurnRate = 0
ControlledWeaponSlots = PRIMARY SECONDARY
End
AltTurret
TurretTurnRate = 0
ControlledWeaponSlots = TERTIARY
End
TurretsLinked = Yes

OutOfAmmoDamagePerSecond = 10%
TakeoffDistForMaxLift = 0%
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3
ReturnToBaseIdleTime = 10000
End

Locomotor = SET_NORMAL FrogfootJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = WeaponBonusUpgrade ModuleTag_MissileRangeUpgrade01
TriggeredBy = Upgrade_RussiaAdvancedMissileEngines
End

Behavior = AutoHealBehavior ModuleTag_SelfRepair01
HealingAmount = 5.0
HealingDelay = 500
StartHealingDelay = 5000
StartsActive = Yes
End

Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End

;------------------------------------------------------------------------------

AudioEvent FrogfootVoiceCreate
Sounds = FrogfootCreate01
Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f
Decay = gradio3a gradio3b gradio3c gradio3d gradio3e
Control = random
Volume = 110
MinVolume = 100
Priority = high
Type = world global player
End


AudioEvent FrogfootVoiceSelect
Sounds = FrogfootSelect01 FrogfootSelect02 FrogfootSelect03 FrogfootSelect05 FrogfootSelect06 FrogfootSelect07
Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f
Decay = gradio3a gradio3b gradio3c gradio3d gradio3e
Control = random
Volume = 90
Type = ui voice player
End

AudioEvent FrogfootVoiceAttack
Sounds = FrogfootAttack01 FrogfootAttack02 FrogfootAttack03 FrogfootAttack04 FrogfootAttack05 FrogfootAttack06 FrogfootAttack07 FrogfootAttack08 FrogfootAttack09 FrogfootAttack10
Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f
Decay = gradio3a gradio3b gradio3c gradio3d gradio3e
Control = random
Volume = 90
Type = ui voice player
End

AudioEvent FrogfootVoiceMove
Sounds = FrogfootMove01 FrogfootMove02 FrogfootMove03 FrogfootMove04
Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f
Decay = gradio3a gradio3b gradio3c gradio3d gradio3e
Control = random
Volume = 90
Type = ui voice player
End


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