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Harrier Countermeasures
Darky
post 3 Apr 2014, 15:57
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So, I am trying to give the Black Widow (in Shockwave) the Harrier's (in RotR) Countermeasures, the ones that are manually activated. I copied the FXList for the Countermeasures to my map.ini, along with the CommandButton so the code currently looks like this:

CODE
CommandButton Command_HarrierFireChaffCountermeasures
Command = OBJECT_UPGRADE
Upgrade = Upgrade_GLAWorkerFakeCommandSet
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:EuropeHarrierFireChaff
ButtonImage = SSHarrierChaff
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipEuropeHarrierFireChaff
PurchasedLabel = CONTROLBAR:ToolTipEuropeHarrierFireChaff
End

FXList FX_ChaffCounterMeasureDetonation

LightPulse
Color = R:255 G:255 B:128
Radius = 15
IncreaseTime = 0
DecreaseTime = 500
End

ParticleSystem
Name = TankStruckSparks
End

ParticleSystem
Name = AirBurstGrenadeExplosionFlash
End

ParticleSystem
Name = TankMuzzleWave
End

ParticleSystem
Name = TankStruckSmallArmsSmoke
End

ParticleSystem
Name = ChaffParticles
OrientToObject = Yes
End

Sound
Name = ChaffCounterMeasureDetonation
End

End


Though I doubt some of the effects here exist in Shockwave such as the AirBurstGrenades one, so where do I find the remaining effects, what do I do with them and what else do I need to bring over/change to make it work fully for the map it is used on only?

And something worth pointing out, since they both seem to be the FakeGLACommandSet switch upgrade, I'm guessing they work similarly, they being Raptor's Barrel Roll taunt (Shockwave) and Harrier's countermeasures. I tried giving the Command Button for the Raptor Taunt to the Mig Bomber and it launched without crashing, the only problem was that the button was greyed out and it said "Conflicting upgrade cannot be purchased." So some help on that front would be nice too.

Thanks in advance.
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Oliver
post 3 Apr 2014, 16:26
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First of all, where is the code of the harrier? The behaviour that creates the OCL of the countermeasures? And the commandset... You are missing so much thing.

You will find the missing particles in the particlesystem.

And don't even bother to make the mig bomber do the same thing as the Raptor and King Raptor, cause they use a unique model for it, so it won't work.

This post has been edited by Oliver: 3 Apr 2014, 16:27
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Darky
post 3 Apr 2014, 17:00
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So barrel roll is an animation for the model? I see.

I have the commandset, but it was a MiG Bomber so I didn't mention it to avoid confusion.

I copied the entire Harrier code, and there was a mention of an OCL.

Where do I find that?

And how do I edit/make the tooltips?

This post has been edited by DarkyPwnz: 3 Apr 2014, 18:41
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Oliver
post 3 Apr 2014, 18:37
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QUOTE (DarkyPwnz @ 3 Apr 2014, 17:00) *
So barrel roll is an animation for the model? I see.

I have the commandset, but it was a MiG Bomber so I didn't mention it to avoid confusion.


As for the countermeasures of harrier, you should start from the harrier's code, there is a behaviour that is triggered by a upgrade to create the countermeasures objects... Then get all the pieces from there... But i dont know if this is possible by map.ini

This post has been edited by Oliver: 3 Apr 2014, 19:56
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Darky
post 3 Apr 2014, 19:02
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QUOTE (Oliver @ 3 Apr 2014, 19:37) *
As for the countermeasures of harrier, you should start from the harrier's code, there is a behaviour there that is triggered by a upgrade so it creates the countermeasures objects... Then get all the pieces from there... But i dont know if this is possible by map.ini


Please refer to the edit.
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Darky
post 4 Apr 2014, 18:21
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Welp!

So I played around with it a bit and it currently looks like this:

CODE
CommandSet Armor_AmericaJetRaptorCommandSet
   1 = Command_GenericAirGroundattack
   2 = Command_RaptorTaunt
   3 = Command_HarrierFireChaffCountermeasures
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End

CommandButton Command_HarrierFireChaffCountermeasures
  Command                 = OBJECT_UPGRADE
  Upgrade                 = Upgrade_GLAWorkerFakeCommandSet
  Options                 = OK_FOR_MULTI_SELECT
  TextLabel               = CONTROLBAR:EuropeHarrierFireChaff
  ButtonImage             = SSHarrierChaff
  ButtonBorderType        = ACTION
  DescriptLabel           = CONTROLBAR:ToolTipEuropeHarrierFireChaff
  PurchasedLabel          = CONTROLBAR:ToolTipEuropeHarrierFireChaff
End

Object EuropeJetHarrier

; *** ART Parameters ***
  SelectPortrait         = SEHarrier_L
  ButtonImage            = SEHarrier
  
;UpgradeCameo1 =
  
  Draw = W3DModelDraw ModuleTag_01
  
    OkToChangeModelColor = Yes
    ProjectileBoneFeedbackEnabledSlots = SECONDARY

    ConditionState = NONE
      Model                           = EVHarrier
      Animation                       = EVHarrier.EVHarrier
      AnimationMode                   = ONCE
      WeaponFireFXBone                = PRIMARY   Muzzle
      WeaponLaunchBone                = PRIMARY   Muzzle
      WeaponMuzzleFlash               = PRIMARY   MuzzleFX
      WeaponFireFXBone                = SECONDARY WeaponA
      WeaponLaunchBone                = SECONDARY WeaponA
      ParticleSysBone                 = EXHAUST01 HarrierDownDraft
      ParticleSysBone                 = EXHAUST02 HarrierDownDraft
      ParticleSysBone                 = EXHAUST01 HarrierDownDraftHeat
      ParticleSysBone                 = EXHAUST02 HarrierDownDraftHeat
    End
    
    ConditionState = MOVING
      Model                           = EVHarrier
      Animation                       = EVHarrier.EVHarrier
      AnimationMode                   = ONCE_BACKWARDS
      WeaponFireFXBone                = PRIMARY   Muzzle
      WeaponLaunchBone                = PRIMARY   Muzzle
      WeaponMuzzleFlash               = PRIMARY   MuzzleFX
      WeaponFireFXBone                = SECONDARY WeaponA
      WeaponLaunchBone                = SECONDARY WeaponA
      ParticleSysBone                 = EXHAUST01 HelixExhaust
      ParticleSysBone                 = EXHAUST02 HelixExhaust
      ParticleSysBone                 = Wingtip01 JetContrail
      ParticleSysBone                 = Wingtip02 JetContrail
    End
    AliasConditionState = ATTACKING
    AliasConditionState = ATTACKING MOVING

    ConditionState = REALLYDAMAGED
      Model                           = EVHarrier_D
      Animation                       = EVHarrier_D.EVHarrier_D
      AnimationMode                   = ONCE
      WeaponFireFXBone                = PRIMARY   Muzzle
      WeaponLaunchBone                = PRIMARY   Muzzle
      WeaponMuzzleFlash               = PRIMARY   MuzzleFX
      WeaponFireFXBone                = SECONDARY WeaponA
      WeaponLaunchBone                = SECONDARY WeaponA
      ParticleSysBone                 = EXHAUST01 HarrierDownDraft
      ParticleSysBone                 = EXHAUST02 HarrierDownDraft
    End
    
    ConditionState = REALLYDAMAGED MOVING
      Model                           = EVHarrier_D
      Animation                       = EVHarrier_D.EVHarrier_D
      AnimationMode                   = ONCE_BACKWARDS
      WeaponFireFXBone                = PRIMARY   Muzzle
      WeaponLaunchBone                = PRIMARY   Muzzle
      WeaponMuzzleFlash               = PRIMARY   MuzzleFX
      WeaponFireFXBone                = SECONDARY WeaponA
      WeaponLaunchBone                = SECONDARY WeaponA
      ParticleSysBone                 = EXHAUST01 HelixExhaust
      ParticleSysBone                 = EXHAUST02 HelixExhaust
      ParticleSysBone                 = Wingtip01 JetContrail
      ParticleSysBone                 = Wingtip02 JetContrail
    End
    AliasConditionState = REALLYDAMAGED ATTACKING
    AliasConditionState = REALLYDAMAGED ATTACKING MOVING    
    AliasConditionState = RUBBLE SPECIAL_DAMAGED
    AliasConditionState = RUBBLE SPECIAL_DAMAGED ATTACKING
    AliasConditionState = RUBBLE SPECIAL_DAMAGED ATTACKING MOVING
    
  End
  
; ***DESIGN parameters ***
  DisplayName         = OBJECT:Harrier
  EditorSorting       = VEHICLE
  Side                = Europe
  TransportSlotCount  = 0                ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange         = 300.0
  ShroudClearingRange = 300.0

  WeaponSet
    Conditions          = None
    Weapon              = PRIMARY     Harrier20mmCannonWeapon
    Weapon              = SECONDARY   HarrierAntiTankMissileWeapon
  End
  
  WeaponSet
    Conditions          = HERO
    Weapon              = PRIMARY     Harrier20mmCannonHeroicWeapon
    Weapon              = SECONDARY   HarrierAntiTankMissileWeapon
  End

  ArmorSet
    Conditions      = None
    Armor           = ComancheArmor
    DamageFX        = None
  End
  
  BuildCost           = 1500
  BuildTime           = 30             ; in seconds  
  ExperienceValue     = 50 50 100 200  ; Experience point value at each level
  ExperienceRequired  = 0 200 400 600  ; Experience points needed to gain each level
  IsTrainable         = Yes            ; Can gain experience
  
  CommandSet          = EuropeJetHarrierCommandSet

; *** AUDIO Parameters ***
  VoiceSelect           = HarrierVoiceSelect
  VoiceMove             = HarrierVoiceMove
  VoiceGuard            = HarrierVoiceMove
  VoiceAttack           = HarrierVoiceAttack
  VoiceAttackAir        = HarrierVoiceAttackAir
  SoundAmbient          = HarrierAmbientLoop
  SoundMoveStart        = HarrierMoveStart
  
  UnitSpecificSounds
    VoiceCreate         = HarrierVoiceCreate
  End


; *** ENGINEERING Parameters ***
  RadarPriority   = UNIT
  KindOf          = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD

  Body = ActiveBody ModuleTag_04
    MaxHealth       = 300.0
    InitialHealth   = 300.0
    
    SubdualDamageCap       = 900
    SubdualDamageHealRate  = 500
    SubdualDamageHealAmount = 50
  End

  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_HarrierStartDeath
  End
  
  Behavior = AIUpdateInterface ModuleTag_06
    Turret
      TurretTurnRate        = 0
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes NotWhileAttacking
  End
  Locomotor = SET_NORMAL  HarrierJetLocomotor
  Locomotor = SET_TAXIING BasicJetTaxiLocomotor
  
  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 50.0
  End

  Behavior = ObjectCreationUpgrade ModuleTag_Ability01
    UpgradeObject = OCL_HarrierChaffFlares
    TriggeredBy   = Upgrade_GLAWorkerFakeCommandSet
  End

  Behavior = ProductionUpdate ModuleTag_Ability02
  End
  
  Behavior = HelicopterSlowDeathBehavior ModuleTag_08
    DestructionDelay                = 10000   ; the destruction delay
    SpiralOrbitTurnRate             = 1.0    ; in degrees per second, bigger # = tighter spiral
    SpiralOrbitForwardSpeed         = 200.0   ; bigger # = larger spiral
    SpiralOrbitForwardSpeedDamping  = .9999   ; smaller #'s = slow down faster
    MaxBraking                      = 190     ; max braking we can use during death spiral (lower num = wilder spiral)    
    MinSelfSpin                     = 1       ; in degrees per second
    MaxSelfSpin                     = 1       ; in degrees per second
    SelfSpinUpdateDelay             = 3000     ; in milliseconds
    SelfSpinUpdateAmount            = 0       ; in degrees  
    FallHowFast                     = 100.0%  ; fraction of gravity, lower = take longer to fall
    AttachParticle                  = SootySmokeTrail
    AttachParticleBone              = None
    FXHitGround                     = FX_JetDeathHitGround
    FXFinalBlowUp                   = FX_JetDeathFinalBlowUp
    OCLFinalBlowUp                  = OCL_GroundedHelicopterBlowUp
    DelayFromGroundToFinalDeath     = 100
    FinalRubbleObject               = HarrierRubbleHull
  End
  
  Behavior = TransitionDamageFX ModuleTag_09
    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        ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3      ; taking this much damage...
    AflameDamageDelay = 500      ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 25.0    
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME    
  ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End

FXList FX_ChaffCounterMeasureDetonation
  
  LightPulse
    Color = R:255 G:255 B:128
    Radius = 15
    IncreaseTime = 0
    DecreaseTime = 500
  End
  
  ParticleSystem
    Name = TankStruckSparks
  End
  
  ParticleSystem
    Name = AirBurstGrenadeExplosionFlash
  End
  
  ParticleSystem
    Name = TankMuzzleWave
  End
  
  ParticleSystem
    Name = TankStruckSmallArmsSmoke
  End
  
  ParticleSystem
    Name = ChaffParticles
    OrientToObject = Yes
  End
  
  Sound
    Name = ChaffCounterMeasureDetonation
  End
  
End

Object Armor_AmericaJetRaptor

    BuildCost = 1500

AddModule
    Behavior = ObjectCreationUpgrade ModuleTag_Ability01
    UpgradeObject = OCL_HarrierChaffFlares
    TriggeredBy   = Upgrade_GLAWorkerFakeCommandSet
  End

AddModule OCL_HarrierChaffFlares

equalsign="0"
    id="1"
tagtype="CreateObject"><entry
        id="1"
        key="ObjectNames"
        value="HarrierAbilityTimerObject" /><entry
        id="2"
        key="Disposition"
        value="LIKE_EXISTING" /></node>
        
<node
    equalsign="0"
    id="2"
    tagtype="CreateObject"><entry
        id="1"
        key="ObjectNames"
        value="HarrierChaffLauncherObject" /><entry
        id="2"
        key="Disposition"
        value="LIKE_EXISTING" /></node>
        
End


The last part is probably gibberish, I couldn't find the Object Creation Lists so I used TibEd 2 to find these sections and copy the two groups of code.

I also have no idea how to put my own tooltips in.

The crash report tells me that something is wrong with the CommandSet, and I need help figuring out what more needs to be added. Thanks in advance.
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Oliver
post 4 Apr 2014, 19:09
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Why is there the EuropeJetHarrier code?

And wth is this thing? You dont need AddModule to add a OCL entry, just do it normally

CODE
AddModule OCL_HarrierChaffFlares

equalsign="0"
    id="1"
tagtype="CreateObject"><entry
        id="1"
        key="ObjectNames"
        value="HarrierAbilityTimerObject" /><entry
        id="2"
        key="Disposition"
        value="LIKE_EXISTING" /></node>
        
<node
    equalsign="0"
    id="2"
    tagtype="CreateObject"><entry
        id="1"
        key="ObjectNames"
        value="HarrierChaffLauncherObject" /><entry
        id="2"
        key="Disposition"
        value="LIKE_EXISTING" /></node>
        
End


And plus u need the objects that the ocl creates, which is the visual of the countermeasures

And to add your own tooltips and that stuff in through mapping just add a .str file in your map directory

CODE
CONTROLBAR:ToolTipBshipFireArea
"Fires weapons at the targeted location"
End


just like modding zero hour, simple

This post has been edited by Oliver: 4 Apr 2014, 19:17
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Darky
post 4 Apr 2014, 19:32
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Where do I find those objects?

"First of all, where is the code of the harrier?"

I added that because you said that, I now removed it and only kept the object creation module.

This post has been edited by DarkyPwnz: 4 Apr 2014, 19:47
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Darky
post 4 Apr 2014, 20:21
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Uh so, I moved
CODE
CommandButton Command_HarrierFireChaffCountermeasures
  Command                 = OBJECT_UPGRADE
  Upgrade                 = Upgrade_GLAWorkerFakeCommandSet
  Options                 = OK_FOR_MULTI_SELECT
  TextLabel               = CONTROLBAR:EuropeHarrierFireChaff
  ButtonImage             = SSHarrierChaff
  ButtonBorderType        = ACTION
  DescriptLabel           = CONTROLBAR:ToolTipEuropeHarrierFireChaff
  PurchasedLabel          = CONTROLBAR:ToolTipEuropeHarrierFireChaff
End


over

CODE
CommandSet Armor_AmericaJetRaptorCommandSetII
   1 = Command_GenericAirGroundattack
   2 = Command_RaptorTaunt
   3 = Command_HarrierFireChaffCountermeasures
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
  
End


And the error file now says:

CODE
(Line: 'Object Armor_AmericaJetRaptor ')


with that section being

CODE
Object     Armor_AmericaJetRaptor

CommandSet          = Armor_AmericaJetRaptorCommandSetII

End


I also don't know where to find the object files you mentioned, so could you please give me more clear cut answers?
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Oliver
post 4 Apr 2014, 20:23
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QUOTE (DarkyPwnz @ 4 Apr 2014, 19:32) *
Where do I find those objects?

"First of all, where is the code of the harrier?"

I added that because you said that, I now removed it and only kept the object creation module.


The ocl is this one... They are in EuropeSystemObjects

CODE
ObjectCreationList OCL_HarrierChaffFlares
  CreateObject
    ObjectNames = HarrierAbilityTimerObject
    Disposition = LIKE_EXISTING
  End
  CreateObject
    ObjectNames = HarrierChaffLauncherObject
    Disposition = LIKE_EXISTING
  End
End


And these are the objects...
CODE
Object HarrierAbilityTimerObject

; ***DESIGN parameters ***
  Side                = Europe
  EditorSorting       = SYSTEM

  ArmorSet
    Conditions        = None
    Armor             = InvulnerableAllArmor
    DamageFX          = EmptyDamageFX
  End
  
; *** ENGINEERING Parameters ***
  KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE NO_SELECT NO_COLLIDE CAN_ATTACK
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 10.0
    InitialHealth   = 10.0
  End

  Behavior = AIUpdateInterface ModuleTag_04
  End
  Locomotor = SET_NORMAL BerkutMissileDodgeJetLocomotor
  
  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 50.0
    KillWhenRestingOnGround = Yes
  End

  Behavior = SlavedUpdate ModuleTag_07
    GuardMaxRange = 1;How far away from master I'm allowed when master is idle (doesn't wander)
    GuardWanderRange = 1;How far away I'm allowed to wander from master while guarding.
    AttackRange = 1;How far away from master I'm allowed when master is attacking a target.
    AttackWanderRange = 1;How far I'm allowed to wander from target.
    ScoutRange = 1;How far away from master I'm allowed when master is moving.
    ScoutWanderRange = 1;How far I'm allowed to wander from scout point.
    StayOnSameLayerAsMaster = Yes
  End

  Behavior = DestroyDie ModuleTag_08
    DeathTypes = ALL
  End

  Behavior = UpgradeDie  ModuleTag_12
    DeathTypes = ALL
    UpgradeToRemove     = Upgrade_GLAWorkerFakeCommandSet ModuleTag_Ability01
  End
  
  Behavior = FireWeaponUpdate ModuleTag_032233
    Weapon = HarrierChaffFlareMissileLockBreakWeapon
    InitialDelay = 1800
  End
  
  Behavior = LifetimeUpdate ModuleTag_032
    MinLifetime = 35000
    MaxLifetime = 35000
  End

  Geometry = CYLINDER
  GeometryMajorRadius = 1.0
  GeometryMinorRadius = 1.0
  GeometryHeight = 1.0
  GeometryIsSmall = Yes

End

;------------------------------------------------------------------------------
Object HarrierChaffLauncherObject
; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = EXChaff;this isn't in zero hour
      WeaponFireFXBone  = PRIMARY WeaponB
      WeaponLaunchBone  = PRIMARY WeaponB
    End
  End

  ArmorSet
    Conditions      = None
    Armor           = InvulnerableAllArmor
    DamageFX        = None
  End
  
  WeaponSet
    Conditions          = None
    Weapon              = PRIMARY HarrierChaffFlareWeapon
  End
  
; *** ENGINEERING Parameters ***
  KindOf = CAN_CAST_REFLECTIONS PROJECTILE CAN_ATTACK NO_COLLIDE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_023113
  End  
  
  Behavior       = OCLUpdate ModuleTag_0523121
    MinDelay     = 30
    MaxDelay     = 30
    OCL          = OCL_SkyShieldShellExplosionDetonationEffect
  End
  
  Behavior = DeletionUpdate ModuleTag_04
    MinLifetime = 1000
    MaxLifetime = 1000
  End
  
  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 2.0
End


Now you should get the rest of the things, weapons, locomotors, another ocl and the objects it creates, ect... And pay attention to the model, because you can't add models through mapping unless the zero hour or a modified version has it

This post has been edited by Oliver: 4 Apr 2014, 20:38
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Darky
post 4 Apr 2014, 20:26
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Oh wow, it gets more confusing. What else do I need to move over?

OCL_SkyShieldShellExplosionDetonationEffect and BerkutMissileDodgeJetLocomotor ?

This post has been edited by DarkyPwnz: 4 Apr 2014, 20:26
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Oliver
post 4 Apr 2014, 20:33
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QUOTE (DarkyPwnz @ 4 Apr 2014, 20:26) *
Oh wow, it gets more confusing. What else do I need to move over?

OCL_SkyShieldShellExplosionDetonationEffect and BerkutMissileDodgeJetLocomotor ?


And
- InvulnerableAllArmor
- HarrierChaffFlareMissileLockBreakWeapon
- HarrierChaffFlareWeapon
- And find another model in zero hour

This will be so messy to modding in a map
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Darky
post 4 Apr 2014, 20:40
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QUOTE (Oliver @ 4 Apr 2014, 21:33) *
And
- InvulnerableAllArmor
- HarrierChaffFlareMissileLockBreakWeapon
- HarrierChaffFlareWeapon
- And find another model in zero hour

This will be so messy to modding in a map


Does the Side = Europe part matter?

Oh dear... I suppose those will be easy to fin though.

And another model? What do you mean, and which section in particular is it that requires a model?
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Oliver
post 4 Apr 2014, 21:10
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QUOTE
Does the Side = Europe part matter?

Nope

QUOTE
And another model? What do you mean, and which section in particular is it that requires a model?

I'm not really the best person to answer this, but i think a empty model could work... But i am no sure
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Darky
post 4 Apr 2014, 21:19
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Where do you find models though? Where are they kept? I would need a name.

As for the .ini not parsing, could you find the issue? I'm lost.
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Oliver
post 4 Apr 2014, 21:39
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QUOTE (DarkyPwnz @ 4 Apr 2014, 21:19) *
Where do you find models though? Where are they kept? I would need a name.

As for the .ini not parsing, could you find the issue? I'm lost.


Zero hour models are in W3DZH.big

Didnt get the parsing part
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Darky
post 4 Apr 2014, 21:47
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I mentioned it earlier in the thread, maybe you missed it?

Or do you mean that you couldn't figure it out?
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Oliver
post 4 Apr 2014, 23:08
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CODE
Object     Armor_AmericaJetRaptor

CommandSet          = Armor_AmericaJetRaptorCommandSetII

End


Is this part of the raptor code or the full thing? If so maybe you can't change the commandset of a unit would be my guess.. Instead try to change the comandset itself, the original one.
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Darky
post 4 Apr 2014, 23:26
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The full thing. With map.ini you don't need the full code. I know this should work for a matter of fact because I did a similar thing with dozers on another map and it worked, naming them blahblahCommandSetII and then assigning the command set to them I mean.
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Oliver
post 5 Apr 2014, 13:35
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QUOTE (DarkyPwnz @ 4 Apr 2014, 23:26) *
The full thing. With map.ini you don't need the full code. I know this should work for a matter of fact because I did a similar thing with dozers on another map and it worked, naming them blahblahCommandSetII and then assigning the command set to them I mean.


This in map.ini... bah... Technically in modding there won't be any errors in that part, the only error that could generate was the raptor taunt that you have cause it doesnt work on black widow, that will be the reason to crash... I never seen a map.ini changing the commandset, so i don't know what is happening
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Darky
post 5 Apr 2014, 15:49
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But the Raptor taunt was in the original CommandSet...

And if it were the problem it would just show up gray like on MiG Bomber, no reason it should crash is there?
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