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Combat Chinook, Modding
vectorguy
post 9 Jun 2018, 23:25
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I was looking for the Air Force General's Combat Chinook in the .BIG files but couldn't find it. Is it under a different name?

I'm planning to pre-populate it with some troops.
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vectorguy
post 11 Jun 2018, 0:02
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Found it in AirforceGeneral.ini but it somehow becomes damaged in the air soon after takeoff, sometimes crashing and sometimes retaining 50% health. Also, can it contain more than four infantry?


CODE
Object AirF_AmericaVehicleChinook
  SelectPortrait = SAComChinok_L
  ButtonImage = SAComChinok
  UpgradeCameo1 = Upgrade_EnhancedAeronautics
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo3 = Upgrade_AmericaCountermeasures
  Draw = W3DModelDraw ModuleTag_01
    ExtraPublicBone = CHASSIS
    ExtraPublicBone = BOUNDINGBOX01
    OkToChangeModelColor = Yes
    ParticlesAttachedToAnimatedBones = Yes
    DefaultConditionState
      Model = AVWdy_L
      Animation = AVWdy_L.AVWdy_L
      AnimationMode = LOOP
      TransitionKey = TRANS_Vertical
      WaitForStateToFinishIfPossible = TRANS_Vertical
      Turret = TURRETA01
      TurretPitch = TURRETELA01
      AltTurret = NULL
      AltTurretPitch = TURRETELB01
      WeaponFireFXBone = PRIMARY WEAPONA
      WeaponLaunchBone = PRIMARY WEAPONA
      WeaponMuzzleFlash = PRIMARY MUZZLEFXA
      WeaponFireFXBone = SECONDARY WEAPONB
      WeaponLaunchBone = SECONDARY WEAPONB
      WeaponMuzzleFlash = SECONDARY MUZZLEFXB
      WeaponFireFXBone = TERTIARY WEAPONC
      WeaponLaunchBone = TERTIARY WEAPONC
    End
    ConditionState = REALLYDAMAGED
      Model = AVWdy_LD
      Animation = AVWdy_LD.AVWdy_LD
      AnimationMode = LOOP
      TransitionKey = TRANS_VerticalDamaged
      WaitForStateToFinishIfPossible = TRANS_VerticalDamaged
    End
    ConditionState = RUBBLE
      Model = AVWdy_LD
      Animation = AVWdy_LD.AVWdy_LD
      AnimationMode = LOOP
      TransitionKey = TRANS_VerticalDamaged
      WaitForStateToFinishIfPossible = TRANS_VerticalDamaged
      ParticleSysBone = BLADE01 SpectreGunshipFireLarge
      ParticleSysBone = BLADE01 SpectreSmokeLarge
      ParticleSysBone = BLADE03 SpectreGunshipFireLarge
      ParticleSysBone = BLADE03 SpectreSmokeLarge
    End
    ConditionState = MOVING
      Model = AVWdyGnsh
      Animation = AVWdyGnsh.AVWdyGnsh
      AnimationMode = LOOP
      TransitionKey = TRANS_Horizontal
      WaitForStateToFinishIfPossible = TRANS_Horizontal
    End
    ConditionState = MOVING REALLYDAMAGED
      Model = AVWdyGnsh_D
      Animation = AVWdyGnsh_D.AVWdyGnsh_D
      AnimationMode = LOOP
      TransitionKey = TRANS_HorizontalDamaged
      WaitForStateToFinishIfPossible = TRANS_HorizontalDamaged
    End
    ConditionState = MOVING RUBBLE
      Model = AVWdyGnsh_D
      Animation = AVWdyGnsh_D.AVWdyGnsh_D
      AnimationMode = LOOP
      TransitionKey = TRANS_HorizontalDamaged
      WaitForStateToFinishIfPossible = TRANS_HorizontalDamaged
      ParticleSysBone = BLADE01 SpectreGunshipFireLarge
      ParticleSysBone = BLADE01 SpectreSmokeLarge
      ParticleSysBone = BLADE03 SpectreGunshipFireLarge
      ParticleSysBone = BLADE03 SpectreSmokeLarge
    End
    TransitionState = TRANS_Vertical TRANS_Horizontal
      Model = AVWdy_LF
      Animation = AVWdy_LF.AVWdy_LF
      AnimationMode = ONCE
    End
    TransitionState = TRANS_VerticalDamaged TRANS_HorizontalDamaged
      Model = AVWdy_LFD
      Animation = AVWdy_LFD.AVWdy_LFD
      AnimationMode = ONCE
    End
    TransitionState = TRANS_Horizontal TRANS_Vertical
      Model = AVWdy_FL
      Animation = AVWdy_FL.AVWdy_FL
      AnimationMode = ONCE
    End
    TransitionState = TRANS_HorizontalDamaged TRANS_VerticalDamaged
      Model = AVWdy_FLD
      Animation = AVWdy_FLD.AVWdy_FLD
      AnimationMode = ONCE
    End
    ConditionState = RUBBLE SPECIAL_DAMAGED
      Model = AVFalconD_L
    End
   End
   Draw = W3DModelDraw WaterCraps
    AttachToBoneInAnotherModule = CHASSIS
    ConditionState = NONE
      Model = DummyWaterT2
      ParticleSysBone = WATER RotorDirtKickup
      ParticleSysBone = WATER RotorDustKickup
    End
    AliasConditionState = REALLYDAMAGED RUBBLE
    ConditionState = OVER_WATER
      Model = DummyWaterT2
      ParticleSysBone = WATER RotorWaterShockwave
    End
    AliasConditionState OVER_WATER REALLYDAMAGED RUBBLE
    ConditionState = SNOW
      Model = DummyWaterT2
      ParticleSysBone = WATER RotorDirtKickupSnow
      ParticleSysBone = WATER RotorDustKickupSnow
    End
    AliasConditionState = SNOW REALLYDAMAGED RUBBLE
    ConditionState = SNOW OVER_WATER
      Model = DummyWaterT2
      ParticleSysBone = WATER RotorWaterShockwave
    End
    AliasConditionState SNOW OVER_WATER REALLYDAMAGED RUBBLE
  End
  DisplayName = OBJECT:AirF_Chinook
  EditorSorting = VEHICLE
  Side = AmericaAirForceGeneral
  TransportSlotCount  = 7
  VisionRange = 232
  ShroudClearingRange = 535
  BuildCost = 1000
  BuildTime = 10
  Prerequisites
    Object = AirF_AmericaHelipad
    Object = Airf_AmericaTechCenter
    Object = AirF_AmericaStrategyCenter
  End

  Behavior = HelixContain  ModuleTag_05
    PassengersAllowedToFire = Yes;no more humvee laming for you!
    Slots             = 7
    PayloadTemplateName   = AmericaInfantryMissileDefender
    PayloadTemplateName   = AmericaInfantryMissileDefender
    PayloadTemplateName   = AmericaInfantryJavelinSoldier
    PayloadTemplateName   = AmericaInfantryColonelBurton
    PayloadTemplateName   = AmericaInfantryPathfinder
    PayloadTemplateName   = AmericaInfantryJavelinSoldier
    PayloadTemplateName   = AmericaInfantryRanger
    DamagePercentToUnits = 10%
    AllowInsideKindOf  = INFANTRY
    ExitDelay = 50
    NumberOfExitPaths = 3; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
    GoAggressiveOnExit = Yes; AI Will tell people to set their mood to Aggressive on exiting
    DoorOpenTime        = 1000
  End

  CommandSet = AmericaVehicleCombatChinookCommandSet
  WeaponSet
    Conditions = None
    Weapon = PRIMARY   CombatBuzzardMinigun
    Weapon = SECONDARY CombatBuzzardAutoCannon
    Weapon = TERTIARY  CombatBuzzardRocketPods
  End
  ArmorSet
    Conditions = None
    Armor = CombatChinookArmor
    DamageFX = TankDamageFX
  End
  ArmorSet
    Conditions = PLAYER_UPGRADE
    Armor = CountermeasuresCombatChinookArmor
    DamageFX = TankDamageFX
  End
  ExperienceValue = 120 140 280 340
  ExperienceRequired = 0 220 440 740
  IsTrainable = Yes
  VoiceSelect = CombatChinookVoiceSelect
  VoiceMove = CombatChinookVoiceMove
  VoiceAttack = CombatChinookVoiceAttack
  VoiceAttackAir = CombatChinookVoiceAttack
  VoiceGuard = CombatChinookVoiceMove
  SoundAmbient = V25ChinookAmbientLoop
  SoundAmbientRubble  = NoSound
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit
  UnitSpecificSounds
    VoiceCreate = CombatChinookVoiceCreate
    VoiceEnter = CombatChinookVoiceMove
    VoiceEnterHostile = CombatChinookVoiceMove
    VoiceSupply = CombatChinookVoiceSupply
    VoiceUnload = CombatChinookVoiceUnload
    VoiceCombatDrop = CombatChinookVoiceCombatDrop
    VoiceClearBuilding = RangerVoiceClearBuilding
    VoiceGarrison = CombatChinookVoiceMove
  End
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK
  Body = ActiveBody ModuleTag_04
    MaxHealth = 450
    InitialHealth = 450
  End
  Behavior = ChinookAIUpdate ModuleTag_05
    RotorWashParticleSystem = HelixRotorWashRing
    Turret
      TurretTurnRate = 120
      TurretPitchRate = 90
      AllowsPitch = Yes
      MinPhysicalPitch = -90
      ControlledWeaponSlots = PRIMARY
    End
    AltTurret
      TurretTurnRate = 0
      TurretPitchRate = 90
      NaturalTurretPitch = -8
      MinPhysicalPitch = -90
      AllowsPitch = Yes
      ControlledWeaponSlots = SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate = 120
  End
  Behavior = TransportContain ModuleTag_06
    AllowInsideKindOf = INFANTRY
    ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE VEHICLE
    Slots = 4
    PassengersAllowedToFire = Yes
    DamagePercentToUnits  = 100%
    NumberOfExitPaths = 3
    GoAggressiveOnExit = Yes
    ScatterNearbyOnExit = Yes
  End
  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 100
    AllowCollideForce = Yes
    AllowBouncing = No
    ShockResistance = 0.50
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_FalconUpgrade01
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1
  End
  Behavior = ArmorUpgrade ModuleTag_08888
    TriggeredBy = Upgrade_EnhancedAeronautics
  End
  Behavior = CountermeasuresBehavior ModuleTag_FalconUpgrade03
    TriggeredBy = Upgrade_AmericaCountermeasures
    FlareTemplateName = CountermeasureFlare
    FlareBoneBaseName = Flare
    VolleySize = 4
    VolleyArcAngle = 90
    VolleyVelocityFactor = 2
    DelayBetweenVolleys = 220
    NumberOfVolleys = 4
    ReloadTime = 2000
    EvasionRate = 35%
    ReactionLaunchLatency = 0
    MissileDecoyDelay = 200
  End
  Behavior = VeterancyGainCreate ModuleTag_PilotTraining
    StartingLevel = VETERAN
    ScienceRequired = AirF_SCIENCE_PilotTraining
  End
  Locomotor = SET_NORMAL CombatChinookLocomotor
  Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
  Behavior = TransitionDamageFX ModuleTag_08
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
  End  
  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000
    AflameDamageAmount = 3
    AflameDamageDelay = 500
  End
  Behavior = FXListDie ModuleTag_09
    DeathFX = FX_ChinookStartDeath
  End
  Behavior = HelicopterSlowDeathBehavior ModuleTag_10
    DestructionDelay = 11000
    SpiralOrbitTurnRate = -115 ; in degrees per second, bigger # = tighter spiral
    SpiralOrbitForwardSpeed = 360  ; bigger # = larger spiral
    SpiralOrbitForwardSpeedDamping = .9999; smaller #'s = slow down faster
    MaxBraking = 155  ; max braking we can use during death spiral (lower num = wilder spiral)    
    MinSelfSpin = -75  ; in degrees per second
    MaxSelfSpin = -100 ; in degrees per second
    SelfSpinUpdateDelay = 101  ; in milliseconds
    SelfSpinUpdateAmount = 12   ; in degrees  
    FallHowFast = 12%  ; fraction of gravity, lower = take longer to fall
    SoundDeathLoop = ComancheDamagedLoop
    MinBladeFlyOffDelay = 1000
    MaxBladeFlyOffDelay = 1100
    AttachParticle = SpectreSmokeLarge
    AttachParticleBone = CHASSIS
    FXBlade = FX_HelicopterBladeExplosion
    OCLBlade = OCL_HelicopterBladeExplosion
    OCLEjectPilot = OCL_DummyObjectCreationEntry
    FXHitGround = FX_HelicopterHitGround
    OCLHitGround = OCL_HelicopterHitGround
    FXFinalBlowUp = FX_ChinookGunshipCrash
    OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
    DelayFromGroundToFinalDeath = 10
    FinalRubbleObject = ChinookRubbleHull
  End
  Behavior = EjectPilotDie ModuleTag_Death03
    ExemptStatus = HIJACKED
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_HelicopterPod
    VeterancyLevels =  ALL -REGULAR
  End
  Geometry = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 30
  GeometryMinorRadius = 10
  GeometryHeight = 10
  Shadow = SHADOW_VOLUME
End
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Zeke
post 11 Jun 2018, 1:46
Post #3


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1. You added another contain module instead of editing the existing one.

2. You have to edit the commandset as well if you're planning to add more transport slots.


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vectorguy
post 12 Jun 2018, 0:06
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Thanks Zeke.
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