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Napalm for other planes?, I would like to add Napalm canisters to another plane
spookspook
post 20 Apr 2017, 6:44
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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!


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Chappi55
post 20 Apr 2017, 13:04
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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.


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spookspook
post 22 Apr 2017, 23:32
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QUOTE (Chappi55 @ 20 Apr 2017, 5:04) *
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)
Attached File  phantom.png ( 1.32MB ) Number of downloads: 3
 


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Zeke
post Yesterday, 0:59
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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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spookspook
post Yesterday, 4:56
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QUOTE (Zeke @ 22 Apr 2017, 16:59) *
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: Yesterday, 5:00


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Zeke
post Yesterday, 5:20
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QUOTE (spookspook @ 23 Apr 2017, 11:56) *
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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spookspook
post Yesterday, 5:42
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QUOTE (Zeke @ 22 Apr 2017, 21:20) *
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!


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Zeke
post Yesterday, 5:59
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QUOTE (spookspook @ 23 Apr 2017, 12:42) *
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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spookspook
post Yesterday, 6:05
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QUOTE (Zeke @ 22 Apr 2017, 21:59) *
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!


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spookspook
post Yesterday, 7:53
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QUOTE (spookspook @ 22 Apr 2017, 22:05) *
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!


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