New Modder, Playing 20 questions |
New Modder, Playing 20 questions |
4 Oct 2014, 17:54
Post
#1
|
|
Group: Members Posts: 80 Joined: 4 October 2014 Member No.: 10670 |
Hello,
Started modding Zero Hour for fun. Have figured out how to do most of the basic changes, but still have some questions. If anyone could help me out I would appreciate it. Simple Stuff: 1) Where do I adjust the reload time for aircraft? I know I saw it yesterday, but I can't for the life of me find it today. 2) How do I copy the ability on one unit to another? The button was easy to create, but I can't find how to link it to the ability. Specifically, I'm trying to give the dozer mineclearing ability to the sentry drone. 3) Is it possible to view all the available cameos? More Advanced: 1) How do I add or remove a faction? 2) Is it possible to set it so that players cannot gain exp toward general points unless requirements have been met? In this case, unless they control a Command Center. 3) Is it possible to disable purchased generals points unless a player meets a requirement? Again, unless they control a Command Center. This includes passive abilities like veterancy. Thanks! |
|
|
4 Oct 2014, 18:05
Post
#2
|
|
Level 17.4 Group: Members Posts: 763 Joined: 12 June 2009 Member No.: 131 Immaturity Incarnate |
For the reload time, you can find that in weapon.ini under the "clipreloadtime" of the weapon you want to change
-------------------- |
|
|
5 Oct 2014, 1:17
Post
#3
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Simple Stuff: 1) Where do I adjust the reload time for aircraft? I know I saw it yesterday, but I can't for the life of me find it today. 2) How do I copy the ability on one unit to another? The button was easy to create, but I can't find how to link it to the ability. Specifically, I'm trying to give the dozer mineclearing ability to the sentry drone. 3) Is it possible to view all the available cameos? 1) As mentioned above, look for the aircraft's weapon in weapon.ini, then simply change the clip reload time. 2) From the USA Dozer's weaponset: CODE WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End 3) Use Finalbig to open EnglishZH.big, you'll find the texture files there. More Advanced: 1) How do I add or remove a faction? 2) Is it possible to set it so that players cannot gain exp toward general points unless requirements have been met? In this case, unless they control a Command Center. 3) Is it possible to disable purchased generals points unless a player meets a requirement? Again, unless they control a Command Center. This includes passive abilities like veterancy. 1) To add a faction, add a new entry in PlayerTemplate.ini then create all the objects for it. To remove a faction, remove it's entry from PlayerTemplate.ini 2) No. 3) All general powers that launch something are already controlled by, and therefore cannot by used without, the command center. If by veterancy you mean something like red guard training, then no. -------------------- |
|
|
5 Oct 2014, 2:48
Post
#4
|
|
Group: Members Posts: 80 Joined: 4 October 2014 Member No.: 10670 |
Darn. Is there no workaround for the GenExp thing? Command Centers are so bloody worthless in Gen/ZH.
I did add the dozer weaponset, but I think its conflicting with the Sentry Gun Upgrade. After upgrading, it just fires the gun at the target location whenever you tell it to clear mines. I believe I am missing a piece of behavior? When it doesn't have the gun upgrade, it clears 1 mine and then stops. Again, I think I'm assuming I'm missing another piece of behavior. Thanks for the help! |
|
|
5 Oct 2014, 6:40
Post
#5
|
|
Why are old planes so freakin' cool? Group: Members Posts: 107 Joined: 5 August 2014 From: Fort Belvoir, Virginia Member No.: 10578 |
QUOTE Darn. Is there no workaround for the GenExp thing? Command Centers are so bloody worthless in Gen/ZH. Hey now...command centers are not at all worthless!!!, they provide radar ( unless your GLA ), build dozers/ workers, and give you generals powers when you purchase them...you can lose all this by selling them you know and you probably are missing a behavior piece with the drone, did you make sure that you copy / pasted everything for that from the dozer that clears the mines to the drone and then double check that it works? i'll go back to ZH and figure out if it is supposed to remove 1 mine, or if its supposed to remove 1 mine and deactivate the rest of the field of mines that went along with it -------------------- "Air superiority is the key to any modern war, but its the grunts on the ground that unlock the door to peace" - Oldschool22
|
|
|
5 Oct 2014, 13:39
Post
#6
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Darn. Is there no workaround for the GenExp thing? Command Centers are so bloody worthless in Gen/ZH. I did add the dozer weaponset, but I think its conflicting with the Sentry Gun Upgrade. After upgrading, it just fires the gun at the target location whenever you tell it to clear mines. I believe I am missing a piece of behavior? When it doesn't have the gun upgrade, it clears 1 mine and then stops. Again, I think I'm assuming I'm missing another piece of behavior. Thanks for the help! -------------------- |
|
|
6 Oct 2014, 23:41
Post
#7
|
|
Group: Members Posts: 80 Joined: 4 October 2014 Member No.: 10670 |
Hey now...command centers are not at all worthless!!!, they provide radar ( unless your GLA ), build dozers/ workers, and give you generals powers when you purchase them...you can lose all this by selling them you know You ever play online? Its basically suicide not to sell your command center after buying your 2nd dozer. The extra $1000 cash is too much to overcome early. There is no reason to build it before you hit Gen3 and can start unloading 1 clicks. GLA's is even more of a joke. Literally the only Gen Powers that require it are the Gen5 powers. er..sorry. Here. CODE ;Sentry Drone Object AmericaVehicleSentryDrone ; *** ART Parameters *** SelectPortrait = SAsentry_L ButtonImage = SAsentry UpgradeCameo1 = Upgrade_AmericaSentryDroneGun ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 InitialRecoilSpeed = 10 MaxRecoilDistance = 1.5 RecoilSettleSpeed = 3 OkToChangeModelColor = Yes DefaultConditionState Model = AVSENTRY Animation = AVSENTRY.AVSENTRY AnimationMode = LOOP Turret = TURRET01 HideSubObject = TURRETUP09 ;Hide controlled turret WeaponFireFXBone = PRIMARY TurretFX WeaponMuzzleFlash = PRIMARY TurretFX WeaponRecoilBone = PRIMARY TurretUp End ConditionState = REALLYDAMAGED Turret = TURRET01 Model = AVSENTRY_D Animation = AVSENTRY_D.AVSENTRY_D AnimationMode = LOOP HideSubObject = TURRETUP09 ;Hide controlled turret End ConditionState = RUBBLE Model = AVSENTRY_D1 HideSubObject = TURRETUP09 ;Hide controlled turret End AliasConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVSENTRY Animation = AVSENTRY.AVSENTRY AnimationMode = LOOP ShowSubObject = TURRETUP09 End ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED Model = AVSENTRY_D Animation = AVSENTRY_D.AVSENTRY_D AnimationMode = LOOP ShowSubObject = TURRETUP09 End TrackMarks = EXTnkTrack.tga TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft TreadDebrisRight = SentryDroneTrackDebrisDirtRight TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:SentryDrone Side = America EditorSorting = VEHICLE TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY SentryDroneGun End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End ArmorSet Conditions = None Armor = SentryDroneArmor DamageFX = TruckDamageFX End BuildCost = 450 BuildTime = 6.0 ;in seconds VisionRange = 200 ShroudClearingRange = 350 Prerequisites ; Object = AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = No ;Can gain experience CrusherLevel = 0 ;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 = AmericaVehicleSentryDroneCommandSet ; *** AUDIO Parameters *** VoiceSelect = SentryDroneVoiceSelect VoiceMove = SentryDroneVoiceMove VoiceGuard = SentryDroneVoiceMove VoiceAttack = SentryDroneVoiceMove SoundMoveStart = SentryDroneMoveStart SoundMoveStartDamaged = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = NoSound TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceEnter = NoSound Deploy = NoSound Undeploy = NoSound End Behavior = WeaponSetUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaSentryDroneGun End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; 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 = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DeployStyleAIUpdate ModuleTag_04 Turret TurretTurnRate = 180 TurretPitchRate = 180 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = No RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY NaturalTurretAngle = 0 InitiallyDisabled = No MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = No ;Stealthed ; Means "Yes when idle, even if I am stealthed" PackTime = 1000 UnpackTime = 1000 TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes End Locomotor = SET_NORMAL SentryLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = StealthUpdate ModuleTag_06 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY MOVING HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_AmericaVehicleSentryDroneDie FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion End Behavior = DestroyDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_11 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 225 ;Dustin, enable this for independant balancing! End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End This post has been edited by IntoTheRain: 7 Oct 2014, 1:33 |
|
|
6 Oct 2014, 23:59
Post
#8
|
|
Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
You ever play online? Its basically suicide not to sell your command center after buying your 2nd dozer. The extra $1000 cash is too much to overcome early. There is no reason to build it before you hit Gen3 and can start unloading 1 clicks. GLA's is even more of a joke. Literally the only Gen Powers that require it are the Gen5 powers. Not this shit again. The people who obsessively sell their CC even in a 2v2 (no arguments on the GLA front though, I do it myself) are the same ones who send single units suicidally even when they are doomed to achieve nothing. The same people that just waypoint to your base and hope you don't notice. There's absolutely nobody that actively plays Shockwave that it is a suicide not to sell the CC against; pros sell it because they are used to not having the advantage given by radar and their games are indeed fluid enough for that 1k headstart to matter. Such pros do not exist in our community. Of course, if you're amazing and all and you prefer 1k over the situational awareness radar provides and manage fine, more power to you, but what you said isn't realistic at all. Most of the time, players just squander it. |
|
|
7 Oct 2014, 1:51
Post
#9
|
|
Group: Members Posts: 80 Joined: 4 October 2014 Member No.: 10670 |
Not this shit again. The people who obsessively sell their CC even in a 2v2 (no arguments on the GLA front though, I do it myself) are the same ones who send single units suicidally even when they are doomed to achieve nothing. The same people that just waypoint to your base and hope you don't notice. There's absolutely nobody that actively plays Shockwave that it is a suicide not to sell the CC against; pros sell it because they are used to not having the advantage given by radar and their games are indeed fluid enough for that 1k headstart to matter. Such pros do not exist in our community. Of course, if you're amazing and all and you prefer 1k over the situational awareness radar provides and manage fine, more power to you, but what you said isn't realistic at all. Most of the time, players just squander it. First, my comments were also mostly directed toward ZH 1.04 or 1.06, not Shockwave. (although it does nothing to fix the problem) I'm also asking for my own mod, not to 'fix' shockwave. Second, I think your argument is badly flawed, but I'm here for modding advice and not a balance discussion. If you want to continue it, then send me a PM or make a thread in the Shockwave forum and I will give you my rebuttal there. Don't want to derail my own thread. |
|
|
7 Oct 2014, 2:47
Post
#10
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
The weapon set should be done like this:
CODE WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY SentryDroneGun End WeaponSet Conditions = PLAYER_UPGRADE MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End As for the stopping after clearing one mine, that has to do with the stealth detection delays. You can try editing the Sentry Drone's stealth detection module to match the Dozer's. You can also try removing the sentry drone's deploy AI update, and replace it with a normal AI update (compare the AI update module of the Sentry Drone and a normal tracked vehicle, like the Crusader, and you'll see what I mean). This post has been edited by Zeke: 7 Oct 2014, 2:48 -------------------- |
|
|
7 Oct 2014, 17:55
Post
#11
|
|
Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
First, my comments were also mostly directed toward ZH 1.04 or 1.06, not Shockwave. (although it does nothing to fix the problem) I'm also asking for my own mod, not to 'fix' shockwave. Second, I think your argument is badly flawed, but I'm here for modding advice and not a balance discussion. If you want to continue it, then send me a PM or make a thread in the Shockwave forum and I will give you my rebuttal there. Don't want to derail my own thread. Yeah, you've already derailed the thread by saying that my argument is badly flawed, inaction after that is simply not having the decency to support your claims. You could have PMed me, I don't want to particularly discuss this with you, I just called you out on your bullshit and actually made an argument. Anyway, you're right that this entire ordeal is derailing the thread, so if you're going to respond to that, PM me, as I won't be contributing in delaying the thread further. |
|
|
17 Oct 2014, 5:33
Post
#12
|
|
Group: Members Posts: 122 Joined: 30 June 2013 Member No.: 10007 |
In your second question, it can be done using World Builder Scripts but when talking about INI Files only Zeke gives the answer to your question
|
|
|
17 Oct 2014, 17:57
Post
#13
|
|
Group: Members Posts: 80 Joined: 4 October 2014 Member No.: 10670 |
Sorry I haven't had a lot of time to work on this, so its taken me a while to try what you said Zeke.
I am still having trouble with the Sentry Drone code. After upgrading the MG and then clearing mines, the drone will no longer use the machine gun. What am I missing? Code is what you provided. Thanks! |
|
|
20 Oct 2014, 23:55
Post
#14
|
|
Group: Members Posts: 122 Joined: 30 June 2013 Member No.: 10007 |
Codes for your upgrades and weapons ?
|
|
|
21 Oct 2014, 1:58
Post
#15
|
|
Nao is not the tiem Group: Members Posts: 20 Joined: 21 September 2014 From: Brunei Darussalam Member No.: 10655 I J K |
So you want to implement where CommandCenter is 'useless' but you still can use Special power even without the CommandCenter?
That part you can easily make it, just Create a new object for instant here's the 'Real' dummy commandcenter "where you put your special ability" and stuff in it without the 'Command Center Building' CODE Object AmericaCommandCenterRealDummy VisionRange = 0 ShroudClearingRange = 0 DisplayName = OBJECT:CommandCenter Side = Merica EditorSorting = SYSTEM ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = PRELOAD IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY CLICK_THROUGH NO_COLLIDE NO_SELECT AIRCRAFT DRONE VEHICLE ; Do note, never add the MP_COUNT_FOR_VICTORY on THIS 'Real' Command Center, or else, your battle won't be ending for eternity ArmorSet Conditions = None Armor = InvulnerableAllArmor DamageFX = EmptyDamageFX End MaxSimultaneousOfType = 1 Body = ImmortalBody ModuleTag_BODY MaxHealth = 1 InitialHealth = 1 End Behavior = PhysicsBehavior ModuleTag_MASS Mass = 500.0 End Behavior = DestroyDie ModuleTag_DEATH DeathTypes = ALL End Behavior = AIUpdateInterface ModuleTag_AI End Locomotor = SET_NORMAL YourLocomotor ;;;; In here you put all the OCL Special power from your ORIGINAL Commandcenter ;;;; Do note afterward, put those Semicolon on every of the OCL Special power Module tag ;;;; after you done copying/transfering everything Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End Then don't forget to put this Object on your PlayerTemplate.ini list, Do put them on specific faction if you intended to make them work properly, like China for China ofcourse For instant add this under the DisplayName = INI:FactionXXX CODE StartingUnitX = AmericaCommandCenterRealDummy;making those sheeit, where selling the commandcenter, but still gain the Gen Power AND don't forget the last part, On the original CommandCenter, remove the COMMANDCENTER from the KINDOF, there done. I'm not sure if this was part of the thing being ask, or I'm literally misunderstanding the question tho, anyway that's that -------------------- aware of this
|
|
|
26 Oct 2014, 3:13
Post
#16
|
|
Group: Members Posts: 80 Joined: 4 October 2014 Member No.: 10670 |
Sorry it takes so long for me to get back to you. Work keeps me pretty busy during the week.
Here is the code for the Sentry Drone: CODE ; ***DESIGN parameters *** DisplayName = OBJECT:SentryDrone Side = America EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DroneMineDisarmingWeapon End ; WeaponSet ; Conditions = PLAYER_UPGRADE ; Weapon = PRIMARY SentryDroneGun ; End ; WeaponSet ; Conditions = PLAYER_UPGRADE MINE_CLEARING_DETAIL ; Weapon = PRIMARY DroneMineDisarmingWeapon ; End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY SentryDroneGun Weapon = SECONDARY DroneMineDisarmingWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY NONE End ArmorSet Conditions = None Armor = SentryDroneArmor DamageFX = TruckDamageFX End BuildCost = 450 BuildTime = 6.0 ;in seconds VisionRange = 200 ShroudClearingRange = 350 Prerequisites ; Object = AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300;Experience points needed to gain each level IsTrainable = No ;Can gain experience CrusherLevel = 0;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 = AmericaVehicleSentryDroneCommandSet ; *** AUDIO Parameters *** VoiceSelect = SentryDroneVoiceSelect VoiceMove = SentryDroneVoiceMove VoiceGuard = SentryDroneVoiceMove VoiceAttack = SentryDroneVoiceMove SoundMoveStart = SentryDroneMoveStart SoundMoveStartDamaged = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = NoSound TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceEnter = NoSound Deploy = NoSound Undeploy = NoSound End Behavior = WeaponSetUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaSentryDroneGun End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; 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 = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DeployStyleAIUpdate ModuleTag_04 Turret TurretTurnRate = 180 TurretPitchRate = 180 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = No RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY NaturalTurretAngle = 0 InitiallyDisabled = No MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = No;Stealthed; Means "Yes when idle, even if I am stealthed" PackTime = 1000 UnpackTime = 1000 TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes End Locomotor = SET_NORMAL SentryLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = StealthUpdate ModuleTag_06 StealthDelay = 2000; msec StealthForbiddenConditions = FIRING_PRIMARY MOVING HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_AmericaVehicleSentryDroneDie FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion End Behavior = DestroyDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_11 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 270;Dustin, enable this for independant balancing! End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45; minimum elevation angle above horizon. Used to limit shadow length End Sato-kun, I think you misunderstood what I was asking for. I'm trying to make the CC more useful than it currently is. Sorry that you did all that work for nothing. Few more questions have popped up as I have modded: 1) How do I remove a superweapon power? Whenever I edit the special power option out, the game crashes. 2) I am trying to emulate the Shockwave Supply Drop Zone changes. Specifically the invulnerable plane and the crates never missing the target. I have created the invulnerable plane, but I can't find what special power I need to change to make the new plane appear. I also have no idea how to make sure the money crates land dead center on the pad. 3) Is there an easy way to break up the nuclear missile damage into 2 parts? 4) 1.06 modifies the game so that the helix napalm bomb is ready immediately after it is upgraded. I did a quick scan through the code and cannot find anything different. What am I missing? 5) How do you adjust the Raptor reload rate after it upgrades laser missiles? I can modify the baseline reload time, but can't find an option to edit the laser missile reload time. Thanks for all the help everyone! This post has been edited by IntoTheRain: 26 Oct 2014, 3:14 |
|
|
26 Oct 2014, 3:55
Post
#17
|
|
Nao is not the tiem Group: Members Posts: 20 Joined: 21 September 2014 From: Brunei Darussalam Member No.: 10655 I J K |
CODE WeaponSet Conditions = PLAYER_UPGRADE MINE_CLEARING_DETAIL Weapon = PRIMARY SentryDroneGun Weapon = SECONDARY DroneMineDisarmingWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY NONE End Did you try to re-added that part^? annnd yea, no worries tho. Regarding on the next question - 1 - As in the Special Power from CC? Or Superweapon specifically? The one from CC, you can probably remove the OCL Special Power moduletag, and both the Commandbutton on the commandset, if that's what you're looking for.. Or you mean by completely remove superweapon? Not sure that can be done, accept, make those Superweapon building unbuildable I guess. 2 - That one just go to the ObjectCreationList file.. OCL_AmericaSupplyDropZoneCrateDrop < Go to that line, and change that CODE DeliverPayload Transport = YourPlaneName 3 - The best reference, try look into the ROTR Nuclear Missiles tho. 4 - Never have that Patch before, CODE Behavior = SpecialAbility ModuleTag_32 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb UpdateModuleStartsAttack = Yes StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on InitiateSound = HelixVoiceAttack End Behavior = SpecialAbilityUpdate ModuleTag_33 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb StartAbilityRange = 3.0 PreparationTime = 0 SpecialObject = NapalmBomb MaxSpecialObjects = 1 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object. UnpackTime = 500;slight delay to drop bomb FlipOwnerAfterUnpacking = No FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability UnpackSound = NoSound LoseStealthOnTrigger = No ApproachRequiresLOS = No; we are a helicopter, we can see everything NeedToFaceTarget = No; can drop the bomb at any angle to target PersistentPrepTime = 100 PersistenceRequiresRecharge = Yes End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb TriggeredBy = Upgrade_HelixNapalmBomb End Prolly that? Or is there anything that slightly change there? 5 - Either you need to create new weapon for the Upgraded Laser Missiles on the Raptor, and create the same reloadtime as the normal weapon In my case, I never apply my Raptor with the upgraded laser missiles accept give them damage boost This post has been edited by Sato-kun: 26 Oct 2014, 3:55 -------------------- aware of this
|
|
|
29 Oct 2014, 20:39
Post
#18
|
|
Group: Members Posts: 80 Joined: 4 October 2014 Member No.: 10670 |
Caught a cold and I'm home from work sick, so I have some time to work on this between coughing and sneezing.
1) does anyone know the shortcut command to disable the EA splash logo? Its a pain when constantly opening and closing the game. 2) where on earth do you edit the tooltips? 3) Mineclearing is the devil. I can't make headway on it to save my life. a) Sato, I am using the code you had me double check on. Currently when I click on the mineclearing button, it switches to a force-attack cursor and prevents me from using targetting anything normally. What is the code that dozers use to prevent them from dying when getting close to/disarming demo traps? The drones are dying every time they get near it. I tried setting mine damage to 0%, but Demotraps use explosive. 4) How do I edit compositions of Generals Power abilities such as Paratroopers and Rebel Ambush? 5) How can I edit the scatter radius of Supply Drop Zone crates so that they never miss? Thanks for all the help guys! |
|
|
30 Oct 2014, 0:46
Post
#19
|
|
Nao is not the tiem Group: Members Posts: 20 Joined: 21 September 2014 From: Brunei Darussalam Member No.: 10655 I J K |
1 - I forgot about that part.
2 - Editing the tooltips. Generals.str or can be found in the ENGLISHZH.big files > generals.csf. I'm not sure if both can be edited with the Notepad++ tho 3 - CODE CommandButton Command_DisarmMinesAtPosition Command = FIRE_WEAPON WeaponSlot = PRIMARY; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS USES_MINE_CLEARING_WEAPONSET TextLabel = CONTROLBAR:DisarmMinesAtPosition ButtonImage = SSClearMines;Don't know why this became a portrait (It's from Generals, not MD). ;phix'd! ButtonBorderType = ACTION; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipDisarmMinesAtPosition RadiusCursorType = CLEARMINES InvalidCursorName = GenericInvalid End As in your Drone, you realize you make the 'Mineclearing' weapon as Secondary right? Just create new Commandbutton from this one, and change the Weaponslot to SECONDARY, and apply it towards your Drone Commandset, - And also, regarding the drone destroy when approaching the Demotraps, I'm not sure if adding the Stealthdetector just like the Dozer will help prevent those such thing happen, or probably this > KINDOF add DOZER to your Drone kindof, but first, if you done the stealthdetector thingy, and does nothing, then try this one. I think it helps or probably hardcoded, not sure 4 - I'm super lulz in understand stuff, but you mean as in how to create/spawn such number of units and gain more units after certain science rank up? Just lookup at those two stuff then, and + on Objectcreationlist too. Where SUPERWEAPON_RebelAmbush1 is, or Paradrop too 5 - I'm not sure how your Crate drop keep missing or sumthing when drop out, CODE ObjectCreationList OCL_AmericaSupplyDropZoneCrateDrop on this line DropOffset = X:0 Y:0 Z:-5 DropDelay = 200;350 PutInContainer = AmericaCrateParachute Payload = SupplyDropZoneCrate 6 ParachuteDirectly = Yes DeliveryDistance = 410 not sure there;s difference in yours but that's code that I have, annnd its not missed when parachute on -------------------- aware of this
|
|
|
30 Oct 2014, 8:37
Post
#20
|
|
Why are old planes so freakin' cool? Group: Members Posts: 107 Joined: 5 August 2014 From: Fort Belvoir, Virginia Member No.: 10578 |
QUOTE does anyone know the shortcut command to disable the EA splash logo? the part were it says " EA games, challenge everything", i dont think you can skip that, but you can skip the intro movie by hitting the esc button -------------------- "Air superiority is the key to any modern war, but its the grunts on the ground that unlock the door to peace" - Oldschool22
|
|
|
1 Nov 2014, 4:47
Post
#21
|
|
Group: Members Posts: 80 Joined: 4 October 2014 Member No.: 10670 |
Its definitely possible to disable the EA splash logo. Basically every mod already has. I just don't remember the shortcut to add to the launcher.
Anyway I am trying to set up the China internet center to start with some hackers already inside when built. However, the hackers are appearing and collecting cash as the Internet Center is being constructed. I tried to disable this by removing the behavior during construction, but it does not appear to have done anything. Anyone know a way to fix this? Code I am using: CODE Behavior = InternetHackContain ModuleTag_10; Contain module that gives aiHackInternet command to passengers PassengersAllowedToFire = No Slots = 8 InitialPayload = ChinaInfantryHacker 4 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 NumberOfExitPaths = 1; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = No; AI Will tell people to set their mood to Aggressive on exiting ExemptStatus = UNDER_CONSTRUCTION End |
|
|
2 Nov 2014, 0:52
Post
#22
|
|
Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
Use the quickstart one... http://www.cnclabs.com/generals/zerohour/c...-arguments.aspx
|
|
|
Lo-Fi Version | Time is now: 24 April 2024 - 4:05 |