Shockwave to ROTR |
Shockwave to ROTR |
12 Mar 2017, 2:07
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#1
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Sorry to be a bother again but i was just wondering how to bring the Tornado bomber from shockwave to Rise of the reds. I'm a bit confused on finding the models and animations along with the textures as highlighted in a previous post and bringing them into rotr. i also cant seem to find the specific files related to the tornado bomber as it seems to be called the "b1 lancer" Any help would be appreciated. Thank you! http://forums.swr-productions.com/index.ph...9&hl=adding
This post has been edited by spookspook: 12 Mar 2017, 2:09 -------------------- Nowhere to run to, baby, nowhere to hide
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12 Mar 2017, 2:26
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#2
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Group: Dev. Team Posts: 1242 Joined: 26 July 2014 Member No.: 10559 |
Use Renegade "W3D Viewer" tool to see the material AKA texture files and the pieces of the model (Meshes), You're not gonna need all of em as some of em are inside ZH/Gen files. Alternatively, You can use 3dsmax + W3D importer then check the materials there but it's easier to just use the W3D Viewer.
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12 Mar 2017, 3:11
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#3
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Use Renegade "W3D Viewer" tool to see the material AKA texture files and the pieces of the model (Meshes), You're not gonna need all of em as some of em are inside ZH/Gen files. Alternatively, You can use 3dsmax + W3D importer then check the materials there but it's easier to just use the W3D Viewer. thank you! i found them, i wasnt able to find some texture files though. I assume that would mean the textures are already in zero hour as zeke suggested? also i couldnt find the specific meshes that are in the w3d model, would that mean they are already part of the model or are they in a file separate from w3d? -------------------- Nowhere to run to, baby, nowhere to hide
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12 Mar 2017, 4:26
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#4
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
thank you! i found them, i wasnt able to find some texture files though. I assume that would mean the textures are already in zero hour as zeke suggested? also i couldnt find the specific meshes that are in the w3d model, would that mean they are already part of the model or are they in a file separate from w3d? Meshes are just the objects within the model, so if you're not doing something like adding a particle fx to a part of the plane, you don't really need to touch them. What's important is simply getting the correct w3d models and textures. -------------------- |
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12 Mar 2017, 6:38
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#5
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Meshes are just the objects within the model, so if you're not doing something like adding a particle fx to a part of the plane, you don't really need to touch them. What's important is simply getting the correct w3d models and textures. I assume I would have to bring things like sound files and if applicable weapon files too correct? -------------------- Nowhere to run to, baby, nowhere to hide
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12 Mar 2017, 8:56
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#6
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
I assume I would have to bring things like sound files and if applicable weapon files too correct? Yes -------------------- |
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12 Mar 2017, 21:58
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#7
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Yes I seem to have bitten off more than i can chew and have caused a serious error. am i missing any steps? First i moved the textures and models to the correct folder, then the sounds. then i added the voice text from shockwave to rotr although i had to change the format CODE AudioEvent B1LancerVoiceSelect Sounds = B1LancerSel1 B1LancerSel2 B1LancerSel3 Control= random Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Volume = 90 Type = ui voice player End AudioEvent B1LancerVoiceCreate Sounds = B1LancerRdy Control= random Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Volume = 110 MinVolume = 100 Priority = high Type = world global player End AudioEvent B1LancerVoiceMove Sounds = B1LancerMove1 B1LancerMove2 B1LancerMove3 B1LancerMove4 Control= random Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Volume= 90 Type = ui voice player End AudioEvent B1LancerVoiceAttack Sounds = B1LancerAtc1 B1LancerAtc2 B1LancerAtc3 B1LancerAtc4 B1LancerAtc5 Control = random Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Volume= 90 Type = ui voice player End AudioEvent B1LancerVoiceFalling Sounds = B1LancerDie1 B1LancerDie2 Control = random Volume = 100 MinVolume = 80 Type = world shrouded everyone End then i moved the lancer ini file to america aircraft (with some name changes as rotr does not have an american airforce general) CODE Object AmericaJetB1Lancer ; *** ART Parameters *** SelectPortrait = SAB1Lancer_L ButtonImage = SAB1Lancer UpgradeCameo1 = Upgrade_AmericaCountermeasures UpgradeCameo2 = Upgrade_AmericaAdvancedTraining Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = AVTornado TransitionKey = TRANS_IdleNormal End ConditionState = JETEXHAUST JETAFTERBURNER ;wings unfolding Model = AVTornado Animation = AVTornado.AVTornado AnimationMode = ONCE ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = JETEXHAUST Model = AVTornado Animation = AVTornado.AVTornado AnimationMode = ONCE Flags = START_FRAME_LAST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail TransitionKey = TRANS_FlyingNormal End TransitionState = TRANS_FlyingNormal TRANS_IdleNormal ;wings folding back Model = AVTornado Animation = AVTornado.AVTornado AnimationMode = ONCE_BACKWARDS End ;;;Damaged conditions ConditionState = REALLYDAMAGED Model = AVTornado_D TransitionKey = TRANS_Idledamaged End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER ;wings unfolding Model = AVTornado_D Animation = AVTornado_D.AVTornado_D AnimationMode = ONCE ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED JETEXHAUST Model = AVTornado_D Animation = AVTornado_D.AVTornado_D AnimationMode = ONCE Flags = START_FRAME_LAST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail TransitionKey = TRANS_Flyingdamaged End TransitionState = TRANS_Flyingdamaged TRANS_Idledamaged ;wings folding back Model = AVTornado_D Animation = AVTornado_D.AVTornado_D AnimationMode = ONCE_BACKWARDS End ;;;Rubble Conditions ConditionState = RUBBLE Model = AVTornado_D1 HideSubObject = None ShowSubObject = None End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = AVTornado_D1 ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:B1Lancer EditorSorting = VEHICLE Side = America TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 400 Prerequisites Object = AmericaAirfield Object = AmericaStrategyCenter End then i added the necessary command buttons CODE Command_ConstructAmericaJetB1Lancer Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = AmericaJetB1Lancer TextLabel = CONTROLBAR:ConstructAmericaJetB1Lancer ButtonImage = SAB1Lancer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildB1Lancer End CommandButton Command_B1LancerBombArea Command = FIRE_WEAPON WeaponSlot = PRIMARY MaxShotsToFire = 1 Options = NEED_TARGET_POS OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:MigBomberCarpetBomb ButtonImage = SSGenericBombard ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipMigBomberCarpetBomb CursorName = LaserGuidedMissiles SpecialPower = B1LancerGroundAttack RadiusCursorType = DAISYCUTTER End CommandButton Then i added the command set along with make the jet buildable at the airfield CODE CommandSet AmericaAirfieldCommandSet 1 = Command_ConstructAmericaJetRaptor 2 = Command_ConstructAmericaJetStealthFighter 3 = Command_ConstructAmericaJetHunterKiller 4 = Command_ConstructAmericaVehicleCobra 5 = Command_ConstructAmericaVehicleLittleBird 6 = Command_ConstructAmericaVehicleBlackHawk 7 = Command_ConstructAmericaVehicleComanche 8 = Command_ConstructAmericaVehicleStarlifter 9 = Command_ConstructAmericaSpyDrone 10 = Command_ConstructAmericaJetB1Lancer 14 = Command_Sell End CommandSet AmericaJetB1LancerCommandSet 1 = Command_B1LancerBombArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End Then i added the soundeffects CODE B1LancerAmbientLoop Sounds = B1LancerEngine1 B1LancerEngine2 Control = loop all random MinRange = 75 MaxRange = 700 Volume = 60 Limit = 2 PitchShift = -3 3 Priority = low Type = world shrouded everyone End AudioEvent Then i added the weapon code CODE B1LancerBombWeapon PrimaryDamage = 150.0 PrimaryDamageRadius = 20.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 50.0 AttackRange = 300.0 ; this needs to be pretty high, since the Aurora moves so fast AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target. DamageType = EXPLOSION DeathType = EXTRA_5 ;EXPLODED WeaponSpeed = 99999 ProjectileObject = B1LancerBomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_StrategyCenterBarrage RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ProjectileCollidesWith = STRUCTURES End Weapon B1LancerClusterWeapon PrimaryDamage = 150.0 PrimaryDamageRadius = 20.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 50.0 AttackRange = 230.0 ScatterRadius = 80.0 DamageType = JET_MISSILES DeathType = EXTRA_5 ;EXPLODED WeaponSpeed = 80 ProjectileObject = HimarsMissileCluster RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR AutoReloadsClip = Yes ProjectileDetonationFX = FX_StrategyCenterBarrage ;ProjectileCollidesWith = STRUCTURES WALLS End Weapon -------------------- Nowhere to run to, baby, nowhere to hide
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12 Mar 2017, 23:15
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#8
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Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
CODE Prerequisites Object = AmericaAirfield Object = AmericaStrategyCenter End Does it really end there? If so, there's your first issue. Also, you should put it in its own file in the USA subfolder Aircraft. It's also possible that you forgot specific upgrades listed in the unit. Next is the weapon code and all FX, you require all objects and ObjectCreationList entries listed everywhere (i.e. the aircraft itself, weapons etc). If the game then still crashes, I'll check closer. Also, in My Documents -> Command and Conquer Generals Zero Hour Data, there is a file called ReleaseCrashInfo.txt, check it for at least a clue where the error may be. |
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13 Mar 2017, 2:32
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#9
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
CODE Object AmericaJetB1Lancer ; *** ART Parameters *** SelectPortrait = SAB1Lancer_L ButtonImage = SAB1Lancer UpgradeCameo1 = Upgrade_AmericaCountermeasures UpgradeCameo2 = Upgrade_AmericaAdvancedTraining Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = AVTornado TransitionKey = TRANS_IdleNormal End ConditionState = JETEXHAUST JETAFTERBURNER ;wings unfolding Model = AVTornado Animation = AVTornado.AVTornado AnimationMode = ONCE ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = JETEXHAUST Model = AVTornado Animation = AVTornado.AVTornado AnimationMode = ONCE Flags = START_FRAME_LAST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail TransitionKey = TRANS_FlyingNormal End TransitionState = TRANS_FlyingNormal TRANS_IdleNormal ;wings folding back Model = AVTornado Animation = AVTornado.AVTornado AnimationMode = ONCE_BACKWARDS End ;;;Damaged conditions ConditionState = REALLYDAMAGED Model = AVTornado_D TransitionKey = TRANS_Idledamaged End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER ;wings unfolding Model = AVTornado_D Animation = AVTornado_D.AVTornado_D AnimationMode = ONCE ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED JETEXHAUST Model = AVTornado_D Animation = AVTornado_D.AVTornado_D AnimationMode = ONCE Flags = START_FRAME_LAST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail TransitionKey = TRANS_Flyingdamaged End TransitionState = TRANS_Flyingdamaged TRANS_Idledamaged ;wings folding back Model = AVTornado_D Animation = AVTornado_D.AVTornado_D AnimationMode = ONCE_BACKWARDS End ;;;Rubble Conditions ConditionState = RUBBLE Model = AVTornado_D1 HideSubObject = None ShowSubObject = None End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = AVTornado_D1 ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:B1Lancer EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 400 Prerequisites Object = AirF_AmericaAirfield Object = AirF_AmericaStrategyCenter Science = SCIENCE_B1Lancer End WeaponSet Conditions = None Weapon = PRIMARY B1LancerBombWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End BuildCost = 1500 BuildTime = 20 ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;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 = AmericaJetB1LancerCommandSet ; *** AUDIO Parameters *** VoiceSelect = B1LancerVoiceSelect VoiceMove = B1LancerVoiceMove VoiceAttack = B1LancerVoiceAttack VoiceGuard = B1LancerVoiceMove SoundAmbient = B1LancerAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds VoiceCreate = B1LancerVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 210.0 InitialHealth = 210.0 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_1220 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 3 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = ExperienceScalarUpgrade ModuleTag_04 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = JetSlowDeathBehavior ModuleTag_05 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_B1LancerDeathFinalBlowUp DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_B1LancerDeathInitial OCLInitialDeath = OCL_RaptorDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_RaptorDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_RaptorDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_B1LancerDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = EjectPilotDie ModuleTag_06 ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = JetAIUpdate ModuleTag_09 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = VeterancyGainCreate ModuleVet_13 StartingLevel = VETERAN ScienceRequired = SCIENCE_PilotEliteTraining End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = EjectPilotDie ModuleTag_HijackerEmerge01 DeathTypes = ALL -CRUSHED -SPLATTED RequiredStatus = HIJACKED VeterancyLevels = ALL GroundCreationList = OCL_HijackerEmerge AirCreationList = OCL_HijackerEmergeViaParachute End Behavior = FXListDie ModuleTag_HijackerEmerge02 RequiredStatus = HIJACKED DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_HijackerEmerge End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. End my apologies this is the full text. after that i added the weapon objects CODE B1LancerBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVCluster Animation = AVCluster.AVCluster AnimationMode = LOOP End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No FuelLifetime = 99999999999 IgnitionDelay = 0 InitialVelocity = 0 DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0 DetonateCallsKill = Yes KillSelfDelay = 50 End Locomotor = SET_NORMAL AuroraBombLocomotor Behavior = HeightDieUpdate ModuleTag_042 TargetHeight = 15.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = Yes InitialDelay = 1000 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster01 DeathWeapon = B1LancerClusterWeapon StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster02 DeathWeapon = B1LancerClusterWeapon StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster03 DeathWeapon = B1LancerClusterWeapon StartsActive = Yes End Behavior = FireWeaponWhenDeadBehavior ModuleTag_Cluster04 DeathWeapon = B1LancerClusterWeapon StartsActive = Yes End Behavior = DeletionUpdate ModuleTag_03 MinLifetime = 5000 ; min lifetime in msec MaxLifetime = 5000 ; max lifetime in msec End Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 4.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Scale = 1.5 End Object then i added the object creation list CODE OCL_B1LancerDeathFinalBlowUp CreateObject ObjectNames = AmericaJetB1LancerHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ObjectCreationList My game still seems to be crashing though CODE Release Crash at Sun Mar 12 18:28:31 2017 ; Reason Uncaught Exception during initialization. Last error: Current stack: I think im punching above my weight on this, do you happen to know where i can find any tutorials or videos on stuff like this? its very confusing for me and im sure im probably missing more stuff to add. -------------------- Nowhere to run to, baby, nowhere to hide
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13 Mar 2017, 4:49
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#10
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Take note that ROTR has it's own B1 Lancer that is used for the carpet bomb GP. Make sure the ShockWave Lancer objects, weapons, and such are not sharing the same names as the ROTR one.
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14 Mar 2017, 7:19
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#11
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Take note that ROTR has it's own B1 Lancer that is used for the carpet bomb GP. Make sure the ShockWave Lancer objects, weapons, and such are not sharing the same names as the ROTR one. Understood thank you! I'll check on that and just keep tweaking around to see if I can get it to work. Is there a way to see what each Unit specifically requires? Or would you just keep looking in the code to see what each unit uses and then keep finding related files? -------------------- Nowhere to run to, baby, nowhere to hide
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14 Mar 2017, 7:25
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#12
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Understood thank you! I'll check on that and just keep tweaking around to see if I can get it to work. Is there a way to see what each Unit specifically requires? Or would you just keep looking in the code to see what each unit uses and then keep finding related files? ^Basically that, keep searching the main object codes for all the models, textures, weapons, armors, OCLs, and sounds. -------------------- |
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15 Mar 2017, 6:59
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#13
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
^Basically that, keep searching the main object codes for all the models, textures, weapons, armors, OCLs, and sounds. Affirmative, down the rabbit hole I go! Thank you for all the help Zeke and Soraz. I'll report back if I have any problems still or if it works. I'm just gonna plug and chug and pray it works haha. It's definitely more complicated than I thought it would be. -------------------- Nowhere to run to, baby, nowhere to hide
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20 Mar 2017, 1:28
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#14
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
i accidentally posted this reply in the wrong topic.
I noticed that X1Destroy's frogfoot addon combined the voice parameters into his object at the bottom, is that possible to do for all units or is that a special case for the frogfoot? can you put more than just sound parameters into the object file? CODE ;------------------------------------------------------------------------------
Locomotor FrogfootJetLocomotor Surfaces = AIR Speed = 160 ; in dist/sec SpeedDamaged = 120 ; in dist/sec ; MinSpeed = 80 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) MinSpeed = 60 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 120 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 150 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;----------------------------------------------------------------------------------- Object RussiaJetFrogFoot ; *** ART Parameters *** SelectPortrait = SRFrogfoot_L ButtonImage = SRFrogfoot UpgradeCameo1 = Upgrade_RussiaAdvancedMissileEngines ;UpgradeCameo2 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = SECONDARY DefaultConditionState Model = RVFrogfoot HideSubObject = BurnerFX WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = SECONDARY WeaponB End ConditionState = JETEXHAUST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ShowSubObject = BurnerFX ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED Model = RVFrogfoot_D HideSubObject = BurnerFX ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = RVFrogfoot_D ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = RVFrogfoot_D ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ShowSubObject = BurnerFX ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = RUBBLE Model = RVFrogfoot_D HideSubObject = BurnerFX ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End End ; ***DESIGN parameters *** DisplayName = OBJECT:Frogfoot EditorSorting = VEHICLE Side = Russia TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300.0 Prerequisites Object = RussiaAirfield Object = RussiaIndustrialSite End WeaponSet Conditions = None Weapon = PRIMARY FrogFootMissileWeapon Weapon = SECONDARY FrogFootBombWeapon End WeaponSet Conditions = HERO Weapon = PRIMARY HeroicFrogFootMissileWeapon Weapon = SECONDARY FrogFootBombWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End BuildCost = 2700 BuildTime = 30 ExperienceValue = 150 200 300 400 ; Experience point value at each level ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;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 = RussianJetFrogfootCommandSet ; *** AUDIO Parameters *** VoiceSelect = FrogfootVoiceSelect VoiceMove = FrogfootVoiceMove VoiceAttack = FrogfootVoiceAttack VoiceGuard = FrogfootVoiceMove SoundAmbient = FrogfootJetAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds VoiceCreate = FrogfootVoiceCreate Afterburner = RaptorAfterburner VoiceGarrison = FrogfootVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 250.0 InitialHealth = 250.0 SubdualDamageCap = 900 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = ExperienceScalarUpgrade ModuleTag_04 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = JetSlowDeathBehavior ModuleTag_05 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_RaptorDeathInitial OCLInitialDeath = OCL_RaptorDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_RaptorDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_RaptorDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_FrogfootHeathFinalBlowUp End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = JetAIUpdate ModuleTag_09 Turret TurretTurnRate = 0 ControlledWeaponSlots = PRIMARY SECONDARY End AltTurret TurretTurnRate = 0 ControlledWeaponSlots = TERTIARY End TurretsLinked = Yes OutOfAmmoDamagePerSecond = 10% TakeoffDistForMaxLift = 0% TakeoffPause = 500 MinHeight = 5 ParkingOffset = 3 ReturnToBaseIdleTime = 10000 End Locomotor = SET_NORMAL FrogfootJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = WeaponBonusUpgrade ModuleTag_MissileRangeUpgrade01 TriggeredBy = Upgrade_RussiaAdvancedMissileEngines End Behavior = AutoHealBehavior ModuleTag_SelfRepair01 HealingAmount = 5.0 HealingDelay = 500 StartHealingDelay = 5000 StartsActive = Yes End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. End ;------------------------------------------------------------------------------ AudioEvent FrogfootVoiceCreate Sounds = FrogfootCreate01 Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = random Volume = 110 MinVolume = 100 Priority = high Type = world global player End AudioEvent FrogfootVoiceSelect Sounds = FrogfootSelect01 FrogfootSelect02 FrogfootSelect03 FrogfootSelect05 FrogfootSelect06 FrogfootSelect07 Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = random Volume = 90 Type = ui voice player End AudioEvent FrogfootVoiceAttack Sounds = FrogfootAttack01 FrogfootAttack02 FrogfootAttack03 FrogfootAttack04 FrogfootAttack05 FrogfootAttack06 FrogfootAttack07 FrogfootAttack08 FrogfootAttack09 FrogfootAttack10 Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = random Volume = 90 Type = ui voice player End AudioEvent FrogfootVoiceMove Sounds = FrogfootMove01 FrogfootMove02 FrogfootMove03 FrogfootMove04 Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = random Volume = 90 Type = ui voice player End -------------------- Nowhere to run to, baby, nowhere to hide
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20 Mar 2017, 4:29
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#15
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Haven't tested personally, but if it works for his mod then it must be possible.
Though I hear there are times which this does not work, and it's safer to still separate the codes, but again, I have yet to test this myself. This post has been edited by Zeke: 20 Mar 2017, 4:29 -------------------- |
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20 Mar 2017, 4:50
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#16
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Haven't tested personally, but if it works for his mod then it must be possible. Though I hear there are times which this does not work, and it's safer to still separate the codes, but again, I have yet to test this myself. I see, thank you Zeke! I'll see what happens, i think my code is just all jumbled. -------------------- Nowhere to run to, baby, nowhere to hide
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26 Mar 2017, 20:19
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#17
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Hiya, sorry to be bother but I've fixed a few lines of code and added some more code to the required files but now I'm getting an parsing error in the ini file for the B1lancer. I assume I must still be missing something or maybe I have to change more stuff in the ini file for the lancer itself? Also I was reading a topic in CnClabs, http://www.cnclabs.com/forums/cnc_postst15...ckwave-mod.aspx and one of the posts said you can check worldbuilder to see what a unit is missing. How would I go about doing that? Thank you again for all the help you guys have given me! It's very much appreciated!
This post has been edited by spookspook: 26 Mar 2017, 20:20 -------------------- Nowhere to run to, baby, nowhere to hide
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26 Mar 2017, 23:30
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#18
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Particle effects since 2004' Group: Members Posts: 118 Joined: 7 March 2012 Member No.: 9029 |
Hiya, sorry to be bother but I've fixed a few lines of code and added some more code to the required files but now I'm getting an parsing error in the ini file for the B1lancer. I assume I must still be missing something or maybe I have to change more stuff in the ini file for the lancer itself? Also I was reading a topic in CnClabs, http://www.cnclabs.com/forums/cnc_postst15...ckwave-mod.aspx and one of the posts said you can check worldbuilder to see what a unit is missing. How would I go about doing that? Thank you again for all the help you guys have given me! It's very much appreciated! Simply run worldbuilder. It catches most of the errors and gives you more useful info than the crash dumps. -------------------- Woo Particle effects!
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28 Mar 2017, 4:45
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#19
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Simply run worldbuilder. It catches most of the errors and gives you more useful info than the crash dumps. Great, thank you Chappi! I'll test it out tommorow and see what's wrong! Thank you so much! -------------------- Nowhere to run to, baby, nowhere to hide
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30 Mar 2017, 0:44
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#20
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
I seem to be getting a ton of assertion failures from all the ini lines ive been adding. It seems every change to the ini that i have done gives me a message like this in worldbuilder for example the bomb weapon will give me this ASSERTION FAILURE: [line: 27727 - File: 'DATA/INI/Weapon.ini'] Unknown block 'B1LancerBombWeapon' What should i do?
-------------------- Nowhere to run to, baby, nowhere to hide
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30 Mar 2017, 2:43
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#21
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
I seem to be getting a ton of assertion failures from all the ini lines ive been adding. It seems every change to the ini that i have done gives me a message like this in worldbuilder for example the bomb weapon will give me this ASSERTION FAILURE: [line: 27727 - File: 'DATA/INI/Weapon.ini'] Unknown block 'B1LancerBombWeapon' What should i do? It means there something wrong with that code block, usually a missing "END". Go to the line number, and check the block it's talking about. -------------------- |
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2 Apr 2017, 8:33
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#22
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
It means there something wrong with that code block, usually a missing "END". Go to the line number, and check the block it's talking about. Thank you zeke! I fixed it today but i ran into another problem. i am getting an "Assertion failure failure to find thing template HimarsMissileCluster" and assertion failure projectile himars cluster not found. Where would one find these things? Thank you for all the help by the way i really appreciate it! -------------------- Nowhere to run to, baby, nowhere to hide
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2 Apr 2017, 17:02
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#23
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Thank you zeke! I fixed it today but i ran into another problem. i am getting an "Assertion failure failure to find thing template HimarsMissileCluster" and assertion failure projectile himars cluster not found. Where would one find these things? Thank you for all the help by the way i really appreciate it! Normally in WeaponObjects.ini or SystemObjects.ini If you have notepad++, you can use its "find in files" feature to quickly search the entire ShockWave/ROTR ini folder for it. -------------------- |
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3 Apr 2017, 1:58
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#24
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
Normally in WeaponObjects.ini or SystemObjects.ini If you have notepad++, you can use its "find in files" feature to quickly search the entire ShockWave/ROTR ini folder for it. Thank you so much! It works beautifully now! Thank you Zeke! And thank you Chappi, SoraZ, and M.P.! I couldn't do it without your guys' help! Thank you again! -------------------- Nowhere to run to, baby, nowhere to hide
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