location of upgrade/supportpower code |
location of upgrade/supportpower code |
17 Jul 2009, 3:19
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#1
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
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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17 Jul 2009, 4:27
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#2
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Level 17.4 Group: Members Posts: 763 Joined: 12 June 2009 Member No.: 131 Immaturity Incarnate |
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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17 Jul 2009, 5:01
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#3
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
I already have it. I just want to know what file its in
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17 Jul 2009, 6:48
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#4
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Level 17.4 Group: Members Posts: 763 Joined: 12 June 2009 Member No.: 131 Immaturity Incarnate |
Maybe in the art files.(not sure on what file)
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17 Jul 2009, 9:25
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#5
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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 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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17 Jul 2009, 9:58
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#6
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Group: Dev. Team Posts: 276 Joined: 10 June 2009 From: Austria Member No.: 123 |
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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17 Jul 2009, 17:56
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#7
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
got it, I cloned the ranger, and added this:
Behavior = VeterancyGainCreate ModuleTag_89 StartingLevel = ELITE End 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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17 Jul 2009, 18:25
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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 |
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" 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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18 Jul 2009, 2:09
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#9
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
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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