QUOTE (Zeke @ 11 Mar 2017, 23:56)
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