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New Modder, Playing 20 questions
IntoTheRain
post 4 Oct 2014, 17:54
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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!
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GDIZOCOM
post 4 Oct 2014, 18:05
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For the reload time, you can find that in weapon.ini under the "clipreloadtime" of the weapon you want to change




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Zeke
post 5 Oct 2014, 1:17
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QUOTE (IntoTheRain @ 5 Oct 2014, 0:54) *
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.

QUOTE (IntoTheRain @ 5 Oct 2014, 0:54) *
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.


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IntoTheRain
post 5 Oct 2014, 2:48
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Darn. Is there no workaround for the GenExp thing? Command Centers are so bloody worthless in Gen/ZH. dry.gif

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!
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Oldschool22
post 5 Oct 2014, 6:40
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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
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Zeke
post 5 Oct 2014, 13:39
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QUOTE (IntoTheRain @ 5 Oct 2014, 9:48) *
Darn. Is there no workaround for the GenExp thing? Command Centers are so bloody worthless in Gen/ZH. dry.gif

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!




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IntoTheRain
post 6 Oct 2014, 23:41
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QUOTE (Oldschool22 @ 5 Oct 2014, 6:40) *
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.

QUOTE (Zeke @ 5 Oct 2014, 13:39) *


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
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Darky
post 6 Oct 2014, 23:59
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QUOTE (IntoTheRain @ 6 Oct 2014, 23:41) *
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.
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IntoTheRain
post 7 Oct 2014, 1:51
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QUOTE (Darky @ 6 Oct 2014, 23:59) *
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. biggrin.gif

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Zeke
post 7 Oct 2014, 2:47
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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


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Darky
post 7 Oct 2014, 17:55
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QUOTE (IntoTheRain @ 7 Oct 2014, 2:51) *
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. biggrin.gif


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.

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Spec
post 17 Oct 2014, 5:33
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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
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IntoTheRain
post 17 Oct 2014, 17:57
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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!
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Spec
post 20 Oct 2014, 23:55
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Codes for your upgrades and weapons ?
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Sato-kun
post 21 Oct 2014, 1:58
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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


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IntoTheRain
post 26 Oct 2014, 3:13
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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. sad.gif

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
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Sato-kun
post 26 Oct 2014, 3:55
Post #17


Nao is not the tiem
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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


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IntoTheRain
post 29 Oct 2014, 20:39
Post #18



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Caught a cold and I'm home from work sick, so I have some time to work on this between coughing and sneezing. sad.gif

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.
cool.gif 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!
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Sato-kun
post 30 Oct 2014, 0:46
Post #19


Nao is not the tiem
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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




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Oldschool22
post 30 Oct 2014, 8:37
Post #20


Why are old planes so freakin' cool?
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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


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IntoTheRain
post 1 Nov 2014, 4:47
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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

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Oliver
post 2 Nov 2014, 0:52
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Use the quickstart one... http://www.cnclabs.com/generals/zerohour/c...-arguments.aspx
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