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Tomahank Storm and ICBM for SupWepon General
Oliver
post 15 Aug 2013, 14:49
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I am new here so, sorry for any kind of noobish...

I want to add things on my zero hour, the tomahank storm and the icbm for only superweapon general...

I used the code from Vanguard and Deezire from Armageddon Forum Code for Tomahank ... But it appears only for USA and the tomahank icon from the dozer is in grey

How can i add these icbm and tomahank to supw general occupying the 10 and 12 slot of the dozer? is it even possible?
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Oliver
post 15 Aug 2013, 16:42
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Ok already managed to put the tomahawk in SuperWeapon Dozer... but it can't be build, it remains in grey

[attachment=861:asddc.png]

here is the code from SuperWeaponGeneral.ini:

CODE
;------------------------------------------------------------------------------
Object SupW_AmericaTomahawkStorm

; *** ART Parameters ***
SelectPortrait = SAToHkStm_L
ButtonImage = SAToHkStm

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY
ConditionState = NONE
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY Trans_ATTACKING
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING
Model = ABTmhkStmSW_A2
Animation = ABTmhkStmSW_A2.ABTmhkStmSW_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A
TransitionState = Trans_ATTACKING Trans_READY
Model = ABTmhkStmSW_A3
Animation = ABTmhkStmSW_A3.ABTmhkStmSW_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABTmhkStmSW
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABTmhkStmSW_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABTmhkStmSW_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = DAMAGED
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_DAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING DAMAGED
Model = ABTmhkStmSW_DA2
Animation = ABTmhkStmSW_DA2.ABTmhkStmSW_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_DAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A DAMAGED
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED
TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED
Model = ABTmhkStmSW_DA3
Animation = ABTmhkStmSW_DA3.ABTmhkStmSW_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_REALLYDAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING REALLYDAMAGED RUBBLE
Model = ABTmhkStmSW_EA2
Animation = ABTmhkStmSW_EA2.ABTmhkStmSW_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_REALLYDAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE
TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED
Model = ABTmhkStmSW_EA3
Animation = ABTmhkStmSW_EA3.ABTmhkStmSW_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = NIGHT
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING NIGHT
Model = ABTmhkStmSW_A2
Animation = ABTmhkStmSW_A2.ABTmhkStmSW_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A NIGHT
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT
TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT
Model = ABTmhkStmSW_A3
Animation = ABTmhkStmSW_A3.ABTmhkStmSW_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABTmhkStmSW
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
Model = ABTmhkStmSW_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
Model = ABTmhkStmSW_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = DAMAGED NIGHT
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_DAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING DAMAGED NIGHT
Model = ABTmhkStmSW_DA2
Animation = ABTmhkStmSW_DA2.ABTmhkStmSW_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED
TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT
Model = ABTmhkStmSW_DA3
Animation = ABTmhkStmSW_DA3.ABTmhkStmSW_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT
Model = ABTmhkStmSW_EA2
Animation = ABTmhkStmSW_EA2.ABTmhkStmSW_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE
TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT
Model = ABTmhkStmSW_EA3
Animation = ABTmhkStmSW_EA3.ABTmhkStmSW_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
End

PlacementViewAngle = -45; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkStorm
Side = AmericaSuperWeaponGeneral
EditorSorting = STRUCTURE

Prerequisites
Object = SupW_AmericaStrategyCenter
End

BuildCost = 2500
BuildTime = 60.0; in seconds
EnergyProduction = -10
CommandSet = SupW_AmericaTomahawkStormCommandSet
VisionRange = 200.0; Shroud clearing distance
ShroudClearingRange = 200
ShroudRevealToAllRange = 60; Reveals shroud to all players at a specific amount which can be different.
; Using same value? Then use KINDOF_REVEAL_TO_ALL instead!
WeaponSet
Conditions = None
Weapon = PRIMARY TomahawkStormWeapon
AutoChooseSources = PRIMARY NONE
End
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 400 400 400 400; Experience point value at each level
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction; Normally unlimited, but can be selected by players in multiplayer games
MaxSimultaneousLinkKey = Superweapon; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType

; *** AUDIO Parameters ***
VoiceSelect = ScudStormSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON
Body = StructureBody ModuleTag_07
MaxHealth = 4000.0
InitialHealth = 4000.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 4200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End

Behavior = AIUpdateInterface ModuleTag_09
End

Behavior = OCLSpecialPower ModuleTag_10
SpecialPowerTemplate = SuperweaponTomahawkStorm
OCL = SUPERWEAPON_TomahawkStorm
End
Behavior = ProductionUpdate ModuleTag_20
End

Behavior = GenerateMinefieldBehavior ModuleTag_21
TriggeredBy = Upgrade_AmericaMines
MineName = AmericaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes

Upgradable = Yes
UpgradedTriggeredBy = Upgrade_AmericaEMPMines
UpgradedMineName = AmericaEMPMine
End

Behavior = CommandSetUpgrade ModuleTag_25
CommandSet = SupW_AmericaTomahawkStormCommandSetUpgrade
TriggeredBy = Upgrade_AmericaMines
End
Behavior = ArmorUpgrade ModuleTag_26
TriggeredBy = Upgrade_AmericaEMPMines
End

Behavior = SpecialPowerCreate ModuleTag_11
;nothing
End

Behavior = DestroyDie ModuleTag_12
;nothing
End
Behavior = FXListDie ModuleTag_14
DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
ExemptStatus = UNDER_CONSTRUCTION
End

Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 5000; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5; taking this much damage...
AflameDamageDelay = 500; this often.
End

Behavior = RadiusDecalUpdate ModuleTag_17
; nothing
End

Behavior = TransitionDamageFX ModuleTag_18
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End

Behavior = FXListDie ModuleTag_19
DeathFX = FX_BuildingDie
End

Geometry = BOX
GeometryMajorRadius = 71.0
GeometryMinorRadius = 67.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End


I used other ini files for the tomahawk, if u need it i can copy the codes (comandobutton, commandset, objectcreationlist, specialpower,weapon, weaponobjects)

Help Pls

This post has been edited by Oliver: 15 Aug 2013, 20:04
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Admiral*Alex
post 16 Aug 2013, 2:39
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the buttom is greyed out because there is a command button still in the game i think try deleting your command button you added then try in out post on the topic what happen and i can help with the ICBM silo/CRUISE MISSILE silo too one the get teh tomahawk storm working


This post has been edited by general alex: 16 Aug 2013, 2:43


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Oliver
post 16 Aug 2013, 10:07
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Didn't work, game crashes when i start it... It creates a problem in the comando set line "CommandSet SupW_AmericaDozerCommandSet"

This is my commands codes:

CommandButton:

CODE
CommandButton SupW_Command_ConstructAmericaTomahawkStorm
  Command           = DOZER_CONSTRUCT
  Object            = SupW_AmericaTomahawkStorm
  TextLabel         = CONTROLBAR:ConstructAmericaTomahawkStorm
  ButtonImage       = SAToHkStm
  ButtonBorderType  = BUILD; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:ToolTipAmericaBuildTomahawkStorm
End

CommandButton SupW_Command_TomahawkStorm
  Command           = SPECIAL_POWER
  SpecialPower      = SuperweaponTomahawkStorm
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel         = CONTROLBAR:TomahawkStorm
  ButtonImage       = SAToHkStm
  ButtonBorderType  = ACTION; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TooltipFireTomahawkStorm
  RadiusCursorType  = SCUDSTORM
  InvalidCursorName = GenericInvalid
End

CommandButton SupW_Command_TomahawkStormFromShortcut
  Command           = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower      = SuperweaponTomahawkStorm
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel         = CONTROLBAR:TomahawkStorm
  ButtonImage       = SAToHkStm
  ButtonBorderType  = ACTION; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TooltipFireTomahawkStorm
  RadiusCursorType  = SCUDSTORM
  InvalidCursorName = GenericInvalid
End


CommandSet:

CODE
CommandSet SupW_AmericaDozerCommandSet
  1  = SupW_Command_ConstructAmericaPowerPlant
  2  = SupW_Command_ConstructAmericaStrategyCenter
  3  = SupW_Command_ConstructAmericaBarracks
  4  = SupW_Command_ConstructAmericaSupplyDropZone
  5  = SupW_Command_ConstructAmericaSupplyCenter
  6  = SupW_Command_ConstructAmericaParticleCannonUplink
  7  = SupW_Command_ConstructAmericaPatriotBattery
  8  = SupW_Command_ConstructAmericaNuclearMissileLauncher
  9  = SupW_Command_ConstructAmericaFireBase
  10 = SupW_Command_ConstructAmericaTomahawkStorm
  11 = SupW_Command_ConstructAmericaWarFactory
  12  = SupW_Command_ConstructAmericaCommandCenter
  13  = SupW_Command_ConstructAmericaAirfield
  14  = Command_DisarmMinesAtPosition
End

CommandSet SupW_AmericaTomahawkStormCommandSet
  1  = SupW_Command_TomahawkStorm
  14 = Command_Sell
End


I did add the "SupW_" for all codes to put it in the Superweapon General
But even with the original codes to vanilla USA it still stays grey... i'm getting crazy out here

Btw, how did u put the ICBM (americanuclearmissile) to appear on the shortcut on sidebar?

This post has been edited by Oliver: 16 Aug 2013, 11:36
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Zeke
post 16 Aug 2013, 12:57
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Check all your buttons, make sure there are no duplicates.


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Oliver
post 16 Aug 2013, 14:09
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Yh i double check that... i dont know what is happening... this changes on codes u do by extrating the ini files from inizh.big or something like that, put the codes and put the files extracted with the codes added to Data/INI right?

This post has been edited by Oliver: 16 Aug 2013, 14:09
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Zeke
post 16 Aug 2013, 15:05
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Yeah, however the tommy storm and the icbm already have pieces of their code, most notably the buttons, written in the default files, so you have to search for those and delete them.


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Oliver
post 16 Aug 2013, 16:04
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There is only one code in the commandset which is identical to the one i put, but that one i deleted since the beggining ... do i i have to edit the inizh.big and delete it?

this is weird because i ony saw a tomahawk storm code in those ini files, just one
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Admiral*Alex
post 16 Aug 2013, 23:11
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Zeke i think said try to delete the command button you may have created from the tutorials,EA i think created build buttons for both superweapons


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Oliver
post 16 Aug 2013, 23:57
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If I delete the commandconstruct from tomahawk the game crashes when i start.. i just can't get the tomahawk storm buildable, and don't know why
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Zeke
post 17 Aug 2013, 3:17
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What about the tomahawk storm's commandset? Check for duplicates of that

This post has been edited by Zeke: 17 Aug 2013, 3:21


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Oliver
post 17 Aug 2013, 18:47
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I did, there is only the commandset for the dozer and the commandset of tomahawkstorm
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Admiral*Alex
post 18 Aug 2013, 2:34
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as a suggestion, the way i fixed the tomahawk storm was to find a tutorial then use the file names as a guide to where i can find the pieces of the tomahawk storm on a another mod then copied then into my mod

i know this is not a good idea but i wasn't planning on releasing my mod in the first place


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Spec
post 18 Aug 2013, 6:25
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QUOTE (Oliver @ 16 Aug 2013, 17:07) *
Didn't work, game crashes when i start it... It creates a problem in the comando set line "CommandSet SupW_AmericaDozerCommandSet"

This is my commands codes:

CommandButton:

CODE
CommandButton SupW_Command_ConstructAmericaTomahawkStorm
  Command           = DOZER_CONSTRUCT
  Object            = SupW_AmericaTomahawkStorm
  TextLabel         = CONTROLBAR:ConstructAmericaTomahawkStorm
  ButtonImage       = SAToHkStm
  ButtonBorderType  = BUILD; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:ToolTipAmericaBuildTomahawkStorm
End

CommandButton SupW_Command_TomahawkStorm
  Command           = SPECIAL_POWER
  SpecialPower      = SuperweaponTomahawkStorm
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel         = CONTROLBAR:TomahawkStorm
  ButtonImage       = SAToHkStm
  ButtonBorderType  = ACTION; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TooltipFireTomahawkStorm
  RadiusCursorType  = SCUDSTORM
  InvalidCursorName = GenericInvalid
End

CommandButton SupW_Command_TomahawkStormFromShortcut
  Command           = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower      = SuperweaponTomahawkStorm
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel         = CONTROLBAR:TomahawkStorm
  ButtonImage       = SAToHkStm
  ButtonBorderType  = ACTION; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TooltipFireTomahawkStorm
  RadiusCursorType  = SCUDSTORM
  InvalidCursorName = GenericInvalid
End


CommandSet:

CODE
CommandSet SupW_AmericaDozerCommandSet
  1  = SupW_Command_ConstructAmericaPowerPlant
  2  = SupW_Command_ConstructAmericaStrategyCenter
  3  = SupW_Command_ConstructAmericaBarracks
  4  = SupW_Command_ConstructAmericaSupplyDropZone
  5  = SupW_Command_ConstructAmericaSupplyCenter
  6  = SupW_Command_ConstructAmericaParticleCannonUplink
  7  = SupW_Command_ConstructAmericaPatriotBattery
  8  = SupW_Command_ConstructAmericaNuclearMissileLauncher
  9  = SupW_Command_ConstructAmericaFireBase
  10 = SupW_Command_ConstructAmericaTomahawkStorm
  11 = SupW_Command_ConstructAmericaWarFactory
  12  = SupW_Command_ConstructAmericaCommandCenter
  13  = SupW_Command_ConstructAmericaAirfield
  14  = Command_DisarmMinesAtPosition
End

CommandSet SupW_AmericaTomahawkStormCommandSet
  1  = SupW_Command_TomahawkStorm
  14 = Command_Sell
End


I did add the "SupW_" for all codes to put it in the Superweapon General
But even with the original codes to vanilla USA it still stays grey... i'm getting crazy out here

Btw, how did u put the ICBM (americanuclearmissile) to appear on the shortcut on sidebar?

Generally, It already exists from VZH ProTip: Check for the ReleaseCrashInfo txt, or Use World Builder
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Oliver
post 18 Aug 2013, 12:44
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QUOTE (Pulse Laser Cannon @ 18 Aug 2013, 6:25) *
Generally, It already exists from VZH ProTip: Check for the ReleaseCrashInfo txt, or Use World Builder


Yh I did that too. It says that "Tomahawk Storm Missile doesn't exist"

[attachment=863:Sem_f.png]
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Zeke
post 18 Aug 2013, 15:27
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Well is the "TomahawkStormMissile" there?


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Oliver
post 18 Aug 2013, 15:48
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QUOTE (Zeke @ 18 Aug 2013, 15:27) *
Well is the "TomahawkStormMissile" there?


Yep, its in WeaponObjects.INI

CODE
Object TomahawkStormMissile

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = TomahawkStorm_M
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkStormMissile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting
;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have
;*AntiBallisticMissile = Yes set in the Weapon.ini.
Armor = ProjectileArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 10000.0
InitialHealth = 10000.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 400
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End

Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = No
FuelLifetime = 0
IgnitionDelay = 0
IgnitionFX = FX_TomahawkIgnition
InitialVelocity = 0; in dist/sec
DistanceToTravelBeforeTurning = 80
DistanceToTargetBeforeDiving = 100; When I hit this close to target, I ignore PreferredHeight.
; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D
; heart, being over the target counts as "there", so we'll give up and just go straight.

DistanceToTargetForLock = 10; Short lock on, as it looks better flying. jba.
End
Behavior = SpecialPowerCompletionDie ModuleTag_09
SpecialPowerTemplate = SuperweaponTomahawkStorm
End

Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 15.0
TargetHeightIncludesStructures = Yes
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000; Can't explode in the first second so we don't explode on the pad
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
DeathWeapon = TomahawkStormDamageWeapon
StartsActive = Yes
End

Locomotor = SET_NORMAL TomahawkMissileLocomotor

Geometry = Cylinder; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 8.0
GeometryHeight = 4.0
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
End
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Zeke
post 18 Aug 2013, 17:00
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And where is that WeaponObjects.ini located?


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Oliver
post 18 Aug 2013, 18:25
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QUOTE (Zeke @ 18 Aug 2013, 17:00) *
And where is that WeaponObjects.ini located?


Lol i had it on Data/INI/Objects

It is only "Object" without an "s"



But now when i build it,when it reaches 100%, game crashes

This post has been edited by Oliver: 18 Aug 2013, 18:47
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Spec
post 19 Aug 2013, 2:08
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QUOTE (Oliver @ 19 Aug 2013, 1:25) *
Lol i had it on Data/INI/Objects

It is only "Object" without an "s"



But now when i build it,when it reaches 100%, game crashes

ProTip: Try Using World Builder for errors.
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Zeke
post 19 Aug 2013, 4:12
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QUOTE (Oliver @ 19 Aug 2013, 1:25) *
But now when i build it,when it reaches 100%, game crashes


What does world builder say now?


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Oliver
post 19 Aug 2013, 13:42
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QUOTE (Zeke @ 19 Aug 2013, 4:12) *
What does world builder say now?


that is the thing, worldbuilder says nothing, it starts normally with no error.. but game still crashes when tomahawk is at 100%
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Zeke
post 19 Aug 2013, 14:13
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If world builder doesn't say anything, it's probably a command button/command set issue.


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Oliver
post 19 Aug 2013, 14:56
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QUOTE (Zeke @ 19 Aug 2013, 14:13) *
If world builder doesn't say anything, it's probably a command button/command set issue.


I can't figure this out.. you mind that i post the codes so you can see what is wrong?
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Zeke
post 19 Aug 2013, 15:12
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Nah go ahead, you should always post them anyway, also post upload command button and command set ini files.

This post has been edited by Zeke: 19 Aug 2013, 15:16


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