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Full Version: Problem with generals power
SWR Productions Forum > Game Modding and Development > Generals/Zerohour Modding
Mobza
I added the AC130 from CWC mod into ShW and it worked when I replaced the current spectre gunship model, however when I wanted it to be exclusivly for gen.Granger the generals power wont fire, instead it shows the blue attack area circle with a red cross in it. Anyway here is the code I used in various ini files and hopefully one of you will tell me where Im going wrong:

The code in Grangers ini file
CODE
;--------------------------------
Object AirF_AmericaJetAC130Gunship1

; *** ART Parameters ***
SelectPortrait = SpecterGunShip_L
ButtonImage = SpecterGunShip
Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures

IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING

DefaultConditionState
Model = CWCusAC130
Animation = CWCusAC130.CWCusAC130
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End

ConditionState = DAMAGED
Model = CWCusAC130_k
Animation = CWCusAC130_k.CWCusAC130_k
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End

ConditionState = REALLYDAMAGED
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End

ConditionState = RUBBLE
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE

OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes

End

Draw = W3DModelDraw ModuleTag_02

IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING

DefaultConditionState
Model = CWCusAC130_H
Animation = CWCusAC130_H.CWCusAC130_H
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_Hd
Animation = CWCusAC130_Hd.CWCusAC130_Hd
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = RUBBLE
Model = CWCusAC130_Hk
Animation = CWCusAC130_Hk.CWCusAC130_Hk
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End


; ***DESIGN parameters ***
DisplayName = OBJECT:AC130
EditorSorting = VEHICLE
Side = AmericaAirForceGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 300
Prerequisites
Object = AirF_AmericaAirfield
End

ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End


WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_Howitzer_105mm_Cannon
End

ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
IsTrainable = No ;Not Player built, so no veterancy..............................

; *** AUDIO Parameters ***
VoiceSelect = Nosound:SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = Nosound;SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End


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

Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
InitialHealth = 1000.0
End

ExperienceValue = 40 40 40 40 ; Experience point value at each level

Behavior = JetSlowDeathBehavior ModuleTag_04
DestructionDelay = 99999999 ; destruction will happen when we
RollRate = 0.0
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_SpectreGunshipExplosionLight
OCLInitialDeath = None
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_spectreDeathExplosion
OCLSecondary = None
FXHitGround = FX_spectreGunshipDeathExplosion
OCLHitGround = OCL_A10DeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
; FXFinalBlowUp = FX_spectreGunshipDeathExplosion
OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp
End

Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End

;SCRIPTED SUPPORT: These special power is triggered directly
;from the transport without creating a transport. This is done
;via new code support and CreateLocation USE_OWNER_OBJECT --
;which also prevents creating the payload transport.

Behavior = AIUpdateInterface ModuleTag_07
ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player
End
Locomotor = SET_PANIC AC130GunshipTransitLocomotor
Locomotor = SET_NORMAL AC130GunshipOrbitLocomotor

Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship;SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End


Behavior = SpectreGunshipUpdate ModuleTag_10
GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke
SpecialPowerTemplate = SuperweaponSpectreGunship
HowitzerWeaponTemplate = CWCusAC130_Howitzer_105mm_Cannon
GattlingTemplateName = CWCusAC130_Minigun_BOFOR
RandomOffsetForHowitzer = 20
TargetingReticleRadius = 25
OrbitInsertionSlope = 1.0 ; steepness of orbit entry
GunshipOrbitRadius = 250
HowitzerFiringRate = 5000 ; how long between each attempted shot of howitzer
HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same
StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes
AttackAreaRadius = 200
OrbitTime = 11000 ;20000 ;32000 ; thirty-two seconds

AttackAreaDecal
Texture = SCCSpecTarg
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 1500
Color = R:127 G:177 B:222 A:255
OnlyVisibleToOwningPlayer = Yes
End
TargetingReticleDecal
Texture = SCCSpecRet
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
OpacityThrobTime = 300
Color = R:127 G:177 B:222 A:255
OnlyVisibleToOwningPlayer = Yes
End
End





Behavior = HelixContain ModuleTag_09
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
ShouldDrawPips = No
End


Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_11
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 4 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; 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 = 50 ; 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 = 100%;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

;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings


Geometry = Box
GeometryIsSmall = No
GeometryMajorRadius = 40.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End

;--------------------------------
Object AirF_AmericaJetAC130Gunship2

; *** ART Parameters ***
SelectPortrait = SpecterGunShip_L
ButtonImage = SpecterGunShip
Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures

IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING

DefaultConditionState
Model = CWCusAC130
Animation = CWCusAC130.CWCusAC130
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End

ConditionState = DAMAGED
Model = CWCusAC130_k
Animation = CWCusAC130_k.CWCusAC130_k
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End

ConditionState = REALLYDAMAGED
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End

ConditionState = RUBBLE
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE

OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes

End

Draw = W3DModelDraw ModuleTag_02

IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING

DefaultConditionState
Model = CWCusAC130_H
Animation = CWCusAC130_H.CWCusAC130_H
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_Hd
Animation = CWCusAC130_Hd.CWCusAC130_Hd
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = RUBBLE
Model = CWCusAC130_Hk
Animation = CWCusAC130_Hk.CWCusAC130_Hk
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End


; ***DESIGN parameters ***
DisplayName = OBJECT:AC130
EditorSorting = VEHICLE
Side = AmericaAirForceGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 300
Prerequisites
Object = AirF_AmericaAirfield
End

ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End


WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_Howitzer_105mm_Cannon
End

ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
IsTrainable = No ;Not Player built, so no veterancy..............................

; *** AUDIO Parameters ***
VoiceSelect = Nosound:SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = Nosound;SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End


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

Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
InitialHealth = 1000.0
End

ExperienceValue = 40 40 40 40 ; Experience point value at each level

Behavior = JetSlowDeathBehavior ModuleTag_04
DestructionDelay = 99999999 ; destruction will happen when we
RollRate = 0.0
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_SpectreGunshipExplosionLight
OCLInitialDeath = None
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_spectreDeathExplosion
OCLSecondary = None
FXHitGround = FX_spectreGunshipDeathExplosion
OCLHitGround = OCL_A10DeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
; FXFinalBlowUp = FX_spectreGunshipDeathExplosion
OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp
End

Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End

;SCRIPTED SUPPORT: These special power is triggered directly
;from the transport without creating a transport. This is done
;via new code support and CreateLocation USE_OWNER_OBJECT --
;which also prevents creating the payload transport.

Behavior = AIUpdateInterface ModuleTag_07
ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player
End
Locomotor = SET_PANIC AC130GunshipTransitLocomotor
Locomotor = SET_NORMAL AC130GunshipOrbitLocomotor

Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship;SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End


Behavior = SpectreGunshipUpdate ModuleTag_10
GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke
SpecialPowerTemplate = SuperweaponSpectreGunship
HowitzerWeaponTemplate = CWCusAC130_Howitzer_105mm_Cannon
GattlingTemplateName = CWCusAC130_Minigun_BOFOR
RandomOffsetForHowitzer = 20
TargetingReticleRadius = 25
OrbitInsertionSlope = 1.0 ; steepness of orbit entry
GunshipOrbitRadius = 250
HowitzerFiringRate = 5000 ; how long between each attempted shot of howitzer
HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same
StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes
AttackAreaRadius = 200
OrbitTime = 25000 ;20000 ;32000 ; thirty-two seconds

AttackAreaDecal
Texture = SCCSpecTarg
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 1500
Color = R:127 G:177 B:222 A:255
OnlyVisibleToOwningPlayer = Yes
End
TargetingReticleDecal
Texture = SCCSpecRet
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
OpacityThrobTime = 300
Color = R:127 G:177 B:222 A:255
OnlyVisibleToOwningPlayer = Yes
End
End





Behavior = HelixContain ModuleTag_09
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
ShouldDrawPips = No
End


Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_11
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 4 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; 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 = 50 ; 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 = 100%;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

;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings


Geometry = Box
GeometryIsSmall = No
GeometryMajorRadius = 40.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End

;--------------------------------
Object AirF_AmericaJetAC130Gunship3

; *** ART Parameters ***
SelectPortrait = SpecterGunShip_L
ButtonImage = SpecterGunShip
Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures

IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING

DefaultConditionState
Model = CWCusAC130
Animation = CWCusAC130.CWCusAC130
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End

ConditionState = DAMAGED
Model = CWCusAC130_k
Animation = CWCusAC130_k.CWCusAC130_k
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End

ConditionState = REALLYDAMAGED
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End

ConditionState = RUBBLE
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE

OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes

End

Draw = W3DModelDraw ModuleTag_02

IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING

DefaultConditionState
Model = CWCusAC130_H
Animation = CWCusAC130_H.CWCusAC130_H
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_Hd
Animation = CWCusAC130_Hd.CWCusAC130_Hd
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = RUBBLE
Model = CWCusAC130_Hk
Animation = CWCusAC130_Hk.CWCusAC130_Hk
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End


; ***DESIGN parameters ***
DisplayName = OBJECT:AC130
EditorSorting = VEHICLE
Side = AmericaAirForceGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 300
Prerequisites
Object = AirF_AmericaAirfield
End

ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End


WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_Howitzer_105mm_Cannon
End

ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
IsTrainable = No ;Not Player built, so no veterancy..............................

; *** AUDIO Parameters ***
VoiceSelect = Nosound:SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = Nosound;SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End


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

Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
InitialHealth = 1000.0
End

ExperienceValue = 40 40 40 40 ; Experience point value at each level

Behavior = JetSlowDeathBehavior ModuleTag_04
DestructionDelay = 99999999 ; destruction will happen when we
RollRate = 0.0
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_SpectreGunshipExplosionLight
OCLInitialDeath = None
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_spectreDeathExplosion
OCLSecondary = None
FXHitGround = FX_spectreGunshipDeathExplosion
OCLHitGround = OCL_A10DeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
; FXFinalBlowUp = FX_spectreGunshipDeathExplosion
OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp
End

Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End

;SCRIPTED SUPPORT: These special power is triggered directly
;from the transport without creating a transport. This is done
;via new code support and CreateLocation USE_OWNER_OBJECT --
;which also prevents creating the payload transport.

Behavior = AIUpdateInterface ModuleTag_07
ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player
End
Locomotor = SET_PANIC AC130GunshipTransitLocomotor
Locomotor = SET_NORMAL AC130GunshipOrbitLocomotor

Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship;SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End


Behavior = SpectreGunshipUpdate ModuleTag_10
GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke
SpecialPowerTemplate = SuperweaponSpectreGunship
HowitzerWeaponTemplate = CWCusAC130_Howitzer_105mm_Cannon
GattlingTemplateName = CWCusAC130_Minigun_BOFOR
RandomOffsetForHowitzer = 20
TargetingReticleRadius = 25
OrbitInsertionSlope = 1.0 ; steepness of orbit entry
GunshipOrbitRadius = 250
HowitzerFiringRate = 5000 ; how long between each attempted shot of howitzer
HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same
StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes
AttackAreaRadius = 200
OrbitTime = 40000 ;20000 ;32000 ; thirty-two seconds

AttackAreaDecal
Texture = SCCSpecTarg
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 1500
Color = R:127 G:177 B:222 A:255
OnlyVisibleToOwningPlayer = Yes
End
TargetingReticleDecal
Texture = SCCSpecRet
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
OpacityThrobTime = 300
Color = R:127 G:177 B:222 A:255
OnlyVisibleToOwningPlayer = Yes
End
End





Behavior = HelixContain ModuleTag_09
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
ShouldDrawPips = No
End


Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_11
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 4 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; 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 = 50 ; 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 = 100%;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

;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings


Geometry = Box
GeometryIsSmall = No
GeometryMajorRadius = 40.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object CWCusAC130_Minigun_BOFOR

; *** ART Parameters ***
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes
AttachToBoneInContainer = CORE
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING

DefaultConditionState
Model = CWCusAC130_G
Animation = CWCusAC130_G.CWCusAC130_G
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
WeaponFireFXBone = PRIMARY MINIGUNFX
WeaponLaunchBone = PRIMARY MINIGUNFX
WeaponFireFXBone = SECONDARY BOFORFX
WeaponLaunchBone = SECONDARY BOFORFX
End
End

; ***DESIGN parameters ***
Side = AmericaAirForceGeneral
EditorSorting = SYSTEM
TransportSlotCount = 1
Side = AmericaAirForceGeneral
WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_M61A1_20mm_Cannon
Weapon = SECONDARY CWCusAC130_BOFOR_40mm_Cannon
End

ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End
VisionRange = 200

; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceRapidFire = NoSound
End

; *** ENGINEERING Parameters ***
KindOf = CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI PORTABLE_STRUCTURE PRELOAD
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 160 // turn rate, in degrees per sec
TurretPitchRate = 160
AllowsPitch = Yes
End
AltTurret
ControlledWeaponSlots = SECONDARY
TurretTurnRate = 160 // turn rate, in degrees per sec
TurretPitchRate = 160
AllowsPitch = Yes
End
TurretsLinked = Yes
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = DestroyDie ModuleTag_04
;nothing
End

ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
End

Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 3.0
GeometryHeight = 3.0
GeometryIsSmall = No
Shadow = NONE

End


The code in science.ini
CODE
Science SCIENCE_AC130Gunship1
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USASpectreGunship1
Description = CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship
End

Science SCIENCE_AC130Gunship2
PrerequisiteSciences = SCIENCE_AC130Gunship1 SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USASpectreGunship1
Description = CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship
End

Science SCIENCE_AC130Gunship3
PrerequisiteSciences = SCIENCE_AC130Gunship2 SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USASpectreGunship1
Description = CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship
End


The code in specialpower.ini
CODE
SpecialPower AirF_SuperweaponAC130Gunship
Enum = AIRF_SPECIAL_SPECTRE_GUNSHIP
ReloadTime = 240000 ; in milliseconds
;InitiateSound = SpectreGunshipVoiceArrive
RequiredScience = SCIENCE_AC130Gunship1
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 200
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End


The code in commandbutton.ini
CODE

CommandButton Command_AC130Gunship
Command = SPECIAL_POWER
SpecialPower = AirF_SuperweaponAC130Gunship
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_AC130Gunship1 SCIENCE_AC130Gunship2 SCIENCE_AC130Gunship3 ;These will cause the buttons to change icons, nothing more
TextLabel = CONTROLBAR:SpectreGunship
ButtonImage = SASpGunship; until Samm makes a new cameo for this...
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipSpectreGunship
RadiusCursorType = SPECTREGUNSHIP
InvalidCursorName = GenericInvalid
End

CommandButton Command_AC130GunshipFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = AirF_SuperweaponAC130Gunship
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_AC130Gunship1 SCIENCE_AC130Gunship2 SCIENCE_AC130Gunship3 ;These will cause the buttons to change icons, nothing more
TextLabel = CONTROLBAR:SpectreGunshipFromShortcut
ButtonImage = SASpGunship; until Samm makes a new cameo for this...
; ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipSpectreGunship
RadiusCursorType = SPECTREGUNSHIP
InvalidCursorName = GenericInvalid
End


CommandButton Command_PurchaseScienceAC130Gunship1
Command = PURCHASE_SCIENCE
Science = SCIENCE_AC130Gunship1
ButtonImage = SASpGunship
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
UnitSpecificSound = ChooseGeneralAbility
End

CommandButton Command_PurchaseScienceAC130Gunship2
Command = PURCHASE_SCIENCE
Science = SCIENCE_AC130Gunship2
ButtonImage = SASpGunship2
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
UnitSpecificSound = ChooseGeneralAbility
End

CommandButton Command_PurchaseScienceAC130Gunship3
Command = PURCHASE_SCIENCE
Science = SCIENCE_AC130Gunship3
ButtonImage = SASpGunship3
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
UnitSpecificSound = ChooseGeneralAbility
End


And finally the code in commandset.ini
CODE

CommandSet AirF_SCIENCE_AMERICA_CommandSetRank3
1 = Command_PurchaseSciencePathfinder
3 = Airf_Command_PurchaseScienceCarpetBomb
4 = Command_PurchaseScienceHALOdrop1
5 = Command_PurchaseScienceHALOdrop2
6 = Command_PurchaseScienceHALOdrop3
7 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1
8 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2
9 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3
10 = Early_Command_PurchaseScienceEmergencyRepair1
11 = Early_Command_PurchaseScienceEmergencyRepair2
12 = Early_Command_PurchaseScienceEmergencyRepair3
13 = Command_PurchaseScienceAC130Gunship1;Command_PurchaseScienceSpectreGunship1
14 = Command_PurchaseScienceAC130Gunship2;Command_PurchaseScienceSpectreGunship2
15 = Command_PurchaseScienceAC130Gunship3;Command_PurchaseScienceSpectreGunship3

CommandSet AirF_SpecialPowerShortcutUSA
1 = Command_SpyDroneFromShortcut
2 = Command_HALOdropFromShortcut
3 = AirF_Command_A10ThunderboltMissileStrikeFromShortcut
4 = Early_Command_EmergencyRepairFromShortcut
5 = Command_DaisyCutterFromShortcut
6 = Command_FireParticleUplinkCannonFromShortcut
7 = Command_SpySatelliteScanFromShortcut
8 = Command_CIAIntelligenceFromShortcut
9 = AirF_Command_SpectreGunshipFromShortcut ; Command_AC130GunshipFromShortcut
10 = Command_LeafletDropFromShortcut
11 = AirF_Command_CarpetBombFromShortcut
END

CommandSet AirF_AmericaCommandCenterCommandSet
1 = AirF_Command_ConstructAmericaDozer
2 = Command_AC130Gunship;AirF_Command_SpectreGunship
4 = Command_LeafletDrop
5 = AirF_Command_A10ThunderboltMissileStrike
6 = Command_HALOdrop
7 = Command_SpyDrone
8 = Early_Command_EmergencyRepair
9 = Command_DaisyCutter
10 = Command_SpySatelliteScan
11 = AirF_Command_CarpetBomb
14 = Command_Sell
End


I must be going wrong somewhere here so could someone please help me find where
wangho1990
Did you remember to change the Special Power module under his Command Center code as well? Because I remember when I had the similar problem that I forgot to change the Gunship template line, so when I activate the power nothing happens but that big blue circle. Because naturally when you've changed the unit summoned by this Spectre Gunship-ish power but the code in the Command Center says summon that old Gunship, so it wouldn't work.
Mobza
Actually I didn't do that (thanks for that btw) but once I amended it, the power still wont fire. This time the blue circle appears with the standard blues cursor but when I click it to activate, the blue circle disappears as if I canceled the command
wangho1990
QUOTE (Mobza @ 25 May 2010, 18:21) *
Actually I didn't do that (thanks for that btw) but once I amended it, the power still wont fire. This time the blue circle appears with the standard blues cursor but when I click it to activate, the blue circle disappears as if I canceled the command



I noticed that the code you pasted have the shortcut power Commandset wrong, the shortcut power button is still the default "AirF_Command_SpectreGunshipFromShortcut", which is the old Spectre Gunship button, while the "Command_AC130GunshipFromShortcut" which you've created for the new power is filtered by a semicolon, so that might have caused the problem.

Alternatively, check the Command Center module tag again, it should read this:

Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship
UpdateModuleStartsAttack = Yes
End

;Kris: Order matters -- process in order of highest level to lowest level technology.
Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_3
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship
RequiredScience = SCIENCE_AC130Gunship3
GunshipTemplateName = AirF_AmericaJetAC130Gunship3
AttackAreaRadius = 200
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET
End
Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_2
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship
RequiredScience = SCIENCE_AC130Gunship2
GunshipTemplateName = AirF_AmericaJetAC130Gunship2
AttackAreaRadius = 200
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET
End
Behavior = SpectreGunshipDeploymentUpdate ModuleSpectre_1
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship
RequiredScience = SCIENCE_AC130Gunship1
GunshipTemplateName = AirF_AmericaJetAC130Gunship1
AttackAreaRadius = 200
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET
End
Mobza
When I corrected it again (thanks again), Im getting serious errors every time I try to send it in, I haven't a clue as to why as worldbuilder loads fine and the releasecrashinfo just says uncaught exception in game engine so Im just gonna stop trying to add it, thanks for all you're help
Dutchygamer
Most likely a CommandSet or CommandButton error when WB doesn't catch it wink.gif
wangho1990
I dunno if it would help, but since you are summoning in a new unit, did you remember to also copy the model of that unit (i.e. CWCusAC130 as you have quoted in your code), because that's mostly likely to be causing the problem since if you don't have that model, and attempts to call in an unit quoting that model name. Otherwisely, I can't really see what else would have caused this.
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