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location of upgrade/supportpower code
GodofDeath
post 17 Jul 2009, 3:19
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Ive been looking for 12 hours trying to find the location of the code for and upgrade.
for example I have an upgrade called toxinrockets that gives all rpg troopers toxic rockets that release toxin when they explode. I also want this upgrade to change the model to the chemical general toxin rpgtrooper.

I also would like to know where I can edit the veterancey of the rangers that get para dropped from planes in the supportpower.
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GDIZOCOM
post 17 Jul 2009, 4:27
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Hey.I'm glad to help
First of all...get this file

http://commandandconquer.filefront.com/file/;38034#Download

There should be A lot of BIG files..(This has the ZH letters to know its the ZH Version

MapsZH
W3D
Music
Shaders
INIZH
GensecZH
EnglishZH

and more.....
Open each File to know.....hope this helps


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GodofDeath
post 17 Jul 2009, 5:01
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I already have it. I just want to know what file its in
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GDIZOCOM
post 17 Jul 2009, 6:48
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Maybe in the art files.(not sure on what file)


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Zeke
post 17 Jul 2009, 9:25
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QUOTE (GodofDeath @ 17 Jul 2009, 7:19) *
Ive been looking for 12 hours trying to find the location of the code for and upgrade.
for example I have an upgrade called toxinrockets that gives all rpg troopers toxic rockets that release toxin when they explode. I also want this upgrade to change the model to the chemical general toxin rpgtrooper.

I also would like to know where I can edit the veterancey of the rangers that get para dropped from planes in the supportpower.


I assume you have basic coding knowledge if not just ask me to clarify things for you smile.gif

all the upgrades are kept in upgrade.ini

as for the paradrop, each general has his own paradrop power, which paradrops his/her own version of the ranger (except for Airf Gen he has a special ranger for paradrops IIRC). If you want to add veterancy to the rangers para dropped, you need to make new rangers for the plane to drop that start as veterans (check the codes of kwai's tanks in tankgeneral.INI to fins out how).


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Stalker
post 17 Jul 2009, 9:58
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Upgrades are in Upgrade.ini

For the model-change you have to change the Art Code of your RPG trooper.
Look at the Rocket Buggy's code.

For the Paradrop:

Create a Ranger with veterancy in Object\<Your General>.ini
Create a Specialpower-OCL in ObjectCreationList.ini
Change the used OCL in the Command Center Specialpower-Module in Object\<Your General>.ini


If you are modding Shockwave, it's all in 0Shockwave095.gib (or whatever it's called).
If not, ... then you are in the wrong Forum ;-)
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GodofDeath
post 17 Jul 2009, 17:56
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got it, I cloned the ranger, and added this:
Behavior = VeterancyGainCreate ModuleTag_89
StartingLevel = ELITE
End

wink.gif

all I see in upgrade.ini is this:
Upgrade Upgrade_GLABuggyAmmo
DisplayName = UPGRADE:BuggyAmmo
BuildTime = 30.0
BuildCost = 1200
ButtonImage = SSBuggyRockets
ResearchSound = RocketBuggyVoiceUpgradeAmmo
End
It doesn't tell me anything.

but I see how you do this,
that animations have conditionstates.

like DefaultConditionState Is when the unit isn't moving.
if you want to change it based on an upgrade, you copy the line over but add:
ConditionState = WEAPONSET_PLAYER_UPGRADE
but how does it know which upgrade to change by if the unit has multiple upgrades?
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Zeke
post 17 Jul 2009, 18:25
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QUOTE (GodofDeath @ 17 Jul 2009, 21:56) *
all I see in upgrade.ini is this:
Upgrade Upgrade_GLABuggyAmmo
DisplayName = UPGRADE:BuggyAmmo
BuildTime = 30.0
BuildCost = 1200
ButtonImage = SSBuggyRockets
ResearchSound = RocketBuggyVoiceUpgradeAmmo
End
It doesn't tell me anything.


Upgrade = upgrade name
DisplayName = (entry from .csf file or .str file) this is basically the name of the upgrade ingame, it's mainly used for "YourTextHere" upgrade complete notices.
BuidTime = self explanatory
BuildCost = self explanatory
ButtonImage = (entry from one of the INIs in the Data/INI/MappedImages folder) self explanatory
ResearchSound = "WE HAVE MOAR BUGGY AMMO NOW!" instead of plain "upgrade complete"

QUOTE (GodofDeath @ 17 Jul 2009, 21:56) *
but how does it know which upgrade to change by if the unit has multiple upgrades?


CODE
Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End





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GodofDeath
post 18 Jul 2009, 2:09
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got it,
I fixed it thanks for the help.
heres all my code for those who are interested.
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = UITunFTox_SKN
IdleAnimation = UITunF_SKL.UITunF_STA 0 20
IdleAnimation = UITunF_SKL.UITunF_IDA
IdleAnimation = UITunF_SKL.UITunF_IDB
IdleAnimation = UITunF_SKL.UITunF_IDC
AnimationMode = ONCE
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
End

ConditionState = WEAPONSET_PLAYER_UPGRADE MOVING
Model = UITunFTox_SKN
Animation = UITunF_SKL.UITunF_WKA 16
Animation = UITunF_SKL.UITunF_WKB 30
Animation = UITunF_SKL.UITunF_WKC 30
Animation = UITunF_SKL.UITunF_RNA 15
Animation = UITunF_SKL.UITunF_RNB 25
AnimationMode = LOOP
ParticleSysBone = None InfantryDustTrails
End

ConditionState = WEAPONSET_PLAYER_UPGRADE DYING
Model = UITunFTox_SKN
Animation = UITunF_SKL.UITunF_DTA
Animation = UITunF_SKL.UITunF_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End

TransitionState = WEAPONSET_PLAYER_UPGRADE TRANS_Dying TRANS_Flailing
Model = UITunFTox_SKN
Animation = UITunF_SKL.UITunF_ADTA1
Animation = UITunF_SKL.UITunF_ADTE1
Animation = UITunF_SKL.UITunF_ADTF1
AnimationMode = ONCE
End

ConditionState = WEAPONSET_PLAYER_UPGRADE DYING EXPLODED_FLAILING
Model = UITunFTox_SKN
Animation = UITunF_SKL.UITunF_ADTA2
Animation = UITunF_SKL.UITunF_ADTE2
Animation = UITunF_SKL.UITunF_ADTF2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = WEAPONSET_PLAYER_UPGRADE DYING EXPLODED_BOUNCING
Model = UITunFTox_SKN
Animation = UITunF_SKL.UITunF_ADTA3
Animation = UITunF_SKL.UITunF_ADTE3
Animation = UITunF_SKL.UITunF_ADTF3
AnimationMode = ONCE
TransitionKey = None
End

ConditionState = WEAPONSET_PLAYER_UPGRADE FIRING_A
Model = UITunFTox_SKN
Animation = UITunF_SKL.UITunF_ATA
AnimationMode = ONCE
TransitionKey = TRANS_START_FIRING
End

ConditionState = WEAPONSET_PLAYER_UPGRADE BETWEEN_FIRING_SHOTS_A
Model = UITunFTox_SKN
Animation = UITunF_SKL.UITunF_STA
AnimationMode = ONCE
; this is basically a trick: this guy has a nontrivial animation for firing,
; and a long recycle time between shots. we want him to finish his fire animation
; (unless he's ordered to do something else), so this is just a handy trick that
; says, "if the previous state had this transition key, allow it to finish before
; switching to us, if possible".
WaitForStateToFinishIfPossible = TRANS_START_FIRING
End
AliasConditionState = WEAPONSET_PLAYER_UPGRADE RELOADING_A

ConditionState = WEAPONSET_PLAYER_UPGRADE SPECIAL_CHEERING
Model = UITunFTox_SKN
Animation = UITUNF_SKL.UITUNF_CHA
AnimationMode = LOOP
End
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