View Full Version : Naval Units Thread
Would it be possible to add them? Although many naval units in RA2 were kind of pointless (those that could attack land targets couldn't reach that far), but adding something like the cruisers from RA (if possible) might be a great addition to the game.
I haven't really looked into it much yet, but can you disable superweapons (particle cannons, nukes, SCUD storms, but not A-10s, fuel bombs, etc) in multiplayer (LAN, specifically)? They're not that much in the hands of AI, but I'd hate to get my base devestated 15 minutes into the game by four particle cannons or a couple of nuclear warheads.
DeeZire
02-14-2003, 02:20 PM
If you open up the INI files and take a look, the numerous comments in there should point you in the right direction ;)
Feel free to post your findings here :)
If you bring a problem, then please be prepared to share a solution ;)
Thanks for the reply, I'll look into it.
But superweapons, I meant disabling them through menus or console (if Generals has one), that sort of thing. But modifying the INIs wouldn't really be a problem, since it would be just for LAN parties with a few people.
RVMECH
02-14-2003, 09:23 PM
You can disable the supers with a few scripts. Just disable the command button for them via the script editor. Or you can set the rank to a max value.
Erebus
02-14-2003, 09:29 PM
I couldn't help but wonder - are you the Emon from LucasForums?
Oldfaq
02-14-2003, 10:15 PM
if you wanted to add submarines you might have to make the opacity of the water lighter... but here is something you cna try...
Oldfaq
; WaterTransparency can be overridden per each map to change these values.
WaterTransparency
TransparentWaterMinOpacity = 1.0 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
TransparentWaterDepth = 3.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
Oldfaq
02-14-2003, 10:18 PM
and you don't really need to do that much work! afterall you only need a few things
ok first all you need to do is give it a basicboat locomoter and make it so it can only be able to roam in water and give it and attack weapon and voila you have a naval unit! and you will have to mess around with this to get the naval units the way you want it
;------------------------------------------------------------------------------
Locomotor BasicBoatLocomotor
Surfaces = WATER
Speed = 40 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 30 ; in degrees/sec
TurnRateDamaged = 30 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 20 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored.
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.95 ; 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 = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = No
End
Oldfaq
Yes, I'm from Massassi, LucasForums and many other places.
Thanks for all the information guys.
Naval units look pretty easy, but what about a naval yard?
DeeZire
02-15-2003, 04:34 AM
Naval Yards are tricky. First off, you face the problem that no map in the game has enough water to justify naval units. Second, you face the problem of getting something to travel over water to build one.
I did one a while back, by making a series of maps with lots of water on and pre-placing a 'naval yard' (edited war factory) on the water. Together those maps made a 'naval war' game mode if you like.
Then you face the problem of producing naval units - how are you going to specify that they should come from a Naval Yard and not a War Factory?
Oldfaq
02-15-2003, 07:34 AM
prerequisite should work or is it different than RA2? becuase with that it would be so much easier...
Oldfaq
Oldfaq
02-15-2003, 05:26 PM
and there are already boats in the game but you only get to see them shooting and they look like the ones from RA
Oldfaq
LtZack
02-15-2003, 08:21 PM
water based units would be easy first who said anything about WW's maps just make your own (once the world editor comes out which is soon) and all you have to do is manipulate the ini so that you can build a different war factory type building on water only. I havent tried this yet as I dont even have the ability to play Generals yet but from looking at the inis that I have it should be possible.
Oldfaq
02-15-2003, 09:44 PM
it comes with the game..
Oldfaq
LtZack
02-15-2003, 11:15 PM
it does huh didnt know that sorry
Oldfaq
02-16-2003, 12:11 AM
np, lol I just wanted you ot know so you weren't waiting for westwood to realease it
Oldfaq
Quicksilva
02-16-2003, 08:33 AM
hmmm yeah but in one of the cutscenes you can see a cruiser bombarding a shoreline cant we use those graphics?
Henford
02-16-2003, 09:03 AM
I don't know I am going to try to implement Naval Units into my mod, although I havent attempted it yet. (naval units)
Henford
02-16-2003, 09:14 AM
Well im planning to have naval units in my mod and plenty of them, however, two things are pondering me. What I am trying to do is have a Naval Yard half on land and half in the water so that construction vehicles can build it.
Also, the USA side will have Aircraft Carriers, howver, I am trying to implement code so Aircraft can be built on the carrier and launched/returned to refuel on the carrisr. VERY HARD! however I am determined to do it, just don't expect anything soon!
Quicksilva
02-16-2003, 09:37 AM
sounds nice :D im looking forward to your mod :P but still that cruiser was lookin' awesome
LtZack
02-16-2003, 09:38 AM
you could make a upgrade that allows the construction of aircraft on the ship? like how the China Overlord tank is able to have building built on it
Quicksilva
02-16-2003, 09:41 AM
hmmm yeah but what about the naval yard
Oldfaq
02-16-2003, 10:06 AM
I am also going to work on the naval yard becayse that would be pretty sweet to have half on land and the other half on water so that it can build both! so, I an going to get the aircraft carrier working if I can and I will post here how to do it once I am done!
Oldfaq
*stares at the screen stupified* this is going to take long!
Henford
02-16-2003, 07:22 PM
i am lookng at it at a point of view of the Overlord Battle Bunker that can hold 5 infantry while moving.
I am going to try to have tihs with the carrier, except with aircraft
Oldfaq
02-16-2003, 08:20 PM
that is easy to make aircraft able to be in it but that means any type of aircraft can be in it! try taking some coding from the aircraft building because planes go back to reload there that would make it much easire!
Oldfaq
Henford
02-17-2003, 12:07 AM
Doing it now. I am actually creating a model for my carrier now.
It will be massive though, and will contain a gattling cannon and tomahawk launcher, as per real life!
Think a good price would be $3000
I am making the gattling primary weapon and tomahawk secondary
Oldfaq
02-17-2003, 02:38 PM
You should make Gattling as the AA and The Tomahawk as Land or nearby units that would make it sweet!
Oldfaq
I am still trying I am adding the shooting for the boat... if the submarine is underwater it can't attack land and stuff like that
DarthXan
02-17-2003, 06:47 PM
Make it a Ballistic Missile sub, Red Alert Aftermath style. Then it can shoot on land. And u can have another one for sea only.
China should get the subs and some AA boat
US should get a Carrier, a Battleship and a AA boat
And GLA should a small Missile boat, and a boat which has dephcharges (For Subs), Quadcannon (Anti-Air), and a missile pod (Anti-Air, Anti-Land, Anti-Ship)
That would be even, if America has 3, China 3, and GLA 2 boats.
The GLA superboat will be more powerful than the chinese / American ones, and can be about 2500, and the normal boat can be 1000.
Aircraft Carrier is ok at 3000, the battleship can be 2500, and the AA boat should be 1500 (Make it like Aegis Cruiser in RA2).
Chinese subs can be 1500 for the normal one, and 2500 for the missile sub, and the AA boat can be 1000.
Henford
02-17-2003, 07:01 PM
Ok, for your benefit i am going to post the proposed naval units as found on the mod site cncfallout.cjb.net.
United States:
Aircraft Carrier
Cost: 3500
The US aircraft carrier is a massive naval unit capable of carring, reloading and deploying up to 4 aircraft. Essentially, the ship acts as an airfield on water, and any friendly aircraft can land on it, providing there are free parking spaces. The carrier also has a gattling cannon to protect it from aerial threats and a tomahawk missile launcher to bombard shore targets.
Aegis Cruiser
Cost: 1000
The Aegis Cruiser is effective against other ships and aircraft, firing powerful rockets. It is however, vulnerable to enemy submarines.
Nuclear Submarine
Cost: 1200
The US Nuclear Sub is superior to the Australian Collins Class Submarine in every way. The fast vessel is large, and can deliver twin high powered torpedoes, destroying enemy ships efficiently.
Naval Transport
Cost: 1500
The Naval Transport, while unarmed, is capable of carrying up to 10 infantry or 4 tanks over water, allowing for surprise attacks.
Australia:
Cruiser
Cost: 3000
The cruiser is a large vessel, armed with triple 60mm cannons, capable of decimating enemy fleets and shoreline defences. However, the cruiser is slow and may find itself ambushed by faster units or enemy subs. It is also defenceless, should it come under aerial attack. It is thereby essential to defend cruisers with other vessels.
Guided Missile Frigate
Cost: 1000
The guided missile caries twin SAM rocket batteries, which will annihilate any aerial threat to it. Use them to defend cruisers from aerial attack. They are, however, defenceless against other naval units.
Collins Class Submarine
Cost: 1000
The Collins Sub is a standard submarine, moderately armoured with medium firepower. Their torpedoes are effective against all naval units. Use them to defend fleets.
Iraq:
Demo Boat
Cost: 1000
Take a steel dinghy, pack it with a tonne of High-Explosive and you have the Demo Boat, capable of sinking almost any boat it can get to.
Patrol Boat
Cost: 800
Iraq's only ship is lightly armoured, but in numbers, can take control of waterways. It's 15mm cannon can do damage to ships and shore defences, while its back mounted Quad Cannon can sufficiently deal with aerial threats
And also DeeZire, as to your question of how a naval yard and subsequently naval units can be built.
I have come to the conclusion that the half on land half in water navalyard would be almost impossible to make, therefore, I am going to give each side, in addition to construction units, land and water hovercraft like construction units. These will be built in the command bunker/center.
By giving the units a land and water locomotor, the units would be able to construct on all terrain. Now i will just have to play with the inis to make the naval yard constructable on water, instead of land.
Curator
02-18-2003, 01:40 AM
And also DeeZire, as to your question of how a naval yard and subsequently naval units can be built.
I have come to the conclusion that the half on land half in water navalyard would be almost impossible to make, therefore, I am going to give each side, in addition to construction units, land and water hovercraft like construction units. These will be built in the command bunker/center.
By giving the units a land and water locomotor, the units would be able to construct on all terrain. Now i will just have to play with the inis to make the naval yard constructable on water, instead of land.
I like to see people thinking for once. :)
Henford
02-18-2003, 03:37 AM
can't believe I was the first to think of it, it seems so simple now!
Oldfaq
02-18-2003, 06:54 AM
Hey,
Henford we should go together and just make a quick addon for it... and call it Naval Expansion because a lot of people would like that, and it would make it easier
Oldfaq
I AM WRITING EXAMS!!!! nooooooooo
Henford
02-18-2003, 07:10 AM
yeah but u c i am kind of busy with fallout and i am trying 2 keep it as a fallout feature. Mind u by spilling my idea here every mans mod and its dog will prob. have it now
DarthXan
02-18-2003, 05:49 PM
Hey that's perfect, just what i had in mind ;)
But maybe a Ballistic Missile sub would be cool too, for australia, at about 2000.
Oldfaq
02-18-2003, 07:15 PM
I was very disapointed that the Naval area wasn't supported in this game so I have been thinking of doing this too but I am not going to copy your ides... trust me
Oldfaq
Henford
02-18-2003, 07:24 PM
read my units list. Im trying to concentrate on balance, im giving each US and AUS a long range bombardment ship, one AA and one sub.
The way i chose to give units is also on military advancement. For example, the US has a much better navy than Australia in real life, therefore it gets a more advanced navy. Australia has a older fleet, and while its units arent as strong, they are cheaper.
Iraq has a small navy and therefore only has patrol boats which are much weaker than the US and Australian Navies, however the bomb boat makes up for this as it can tear through even cruisers and carriers.
Henford
02-18-2003, 08:09 PM
Oldfaq. If u want to do a mod so much u should come join mine, I am desperately low on people (2!) but not many feel tey have the moddeling skills or knowlege of the INIs to join a mod team. Positions are open!
Since the GLA is low tech, it should have low tech boats like WWII PT boats or civilian boats rigged with guns.
China should have helicarriers, sea-to-sea submarines, and perhaps an anti-aircraft/anti-infantry ship fitted with a version of China's gattling cannon, and cheap, stereotypical Chinese junk that can carry 5-10 of any infantry and shoots at other targets with them. :)
The US should have aircraft carriers that can carry five planes and one helicopter (if possible). It should be fitted only with sea-to-sea/land cruise missles. It's planes can provide air support. The US should also have battleships and nuclear, sea-to-land submarines, perhaps fitted with a low-yield nuclear missle, much like China's warhead thrower vehicle. And lastly, the battleships should be able to send Navy Seals (they should also be an individual unit like in RA2 DZ) to other ships and capture them. Of course, they would have to be right next to the enemy ship.
This is all assuming it's even possible...
Henford
02-18-2003, 10:09 PM
yeah those r good ideas
DarthXan
02-19-2003, 06:47 PM
I hope they add naval units to the Generals Expansion, when its released.
Maybe they can call it, "Command & Conquer Generals: Crimson Seas Expansion Pack" ;)
dragannia
02-20-2003, 04:51 AM
wasnt the whole point of generals to make most things down to scale? a cruiser would be mighty big...
Henford
02-20-2003, 07:03 AM
Yes my ships are in scale. For proof, check out the 3d low poly model of the Aircraft carrier on the main page of my mod site cncfallout.cjb.net.
That red line on the side of the control tower is a gattling cannon, the same size as that of the gattling tank.
2 US planes can fit either side of the tower.
The pre existing generals crusier is also large and looks sooo sweet. Thats why I cant wait to get the INI editing finished.
Oh and check my site in the next few hours for pics of the US Naval Yard and Aquatic Construction Vehicle!
smurfbizkit
02-20-2003, 07:05 PM
Then you face the problem of producing naval units - how are you going to specify that they should come from a Naval Yard and not a War Factory?
Is it just me? Or is this a very simple answer? You just make a new building as the naval yard, then edit the command set/button(forget which one it is) so that ONLY that one can build naval units..and ONLY naval units.
socialburn
02-21-2003, 01:09 AM
ok i made a map and put the battleship in the water but there is no way that its on my side how do i change this?
dragannia
02-21-2003, 06:04 AM
have u seen the size of an american aircraft carrier? they would take up half the freakin' map
Avelcaine
02-21-2003, 07:57 AM
have u seen the size of an american aircraft carrier? they would take up half the freakin' map
then you need a big map :D
Henford
02-21-2003, 08:32 AM
It is the size of 1/2 airfields in my mod. It can hold 4 planes. It dwarves EVERYTHING. Also has a gattling cannon and tomahowk missile, as per real life! VERY COOL!
Oldfaq
02-21-2003, 11:52 PM
have you actually finished it yet? and I could make a aircraft carrier/ or finish yours for you..
Oldfaq
Henford
02-22-2003, 07:08 AM
No busy with work and gamespy hosting ftp stuff, plus i got over 50 Fallout emails 2day I had to reply to. On the upside, I finally have my Aquatic Construction Vehicle working, although it is not skinned. I will post a pic.
Corbin
02-22-2003, 12:55 PM
Hey henford, id be interested in joining your mods development team, the naval units sound cool as well :)
For the naval yard you would would copy the war factory, but make it only build naval units, and the units would just only be able to go on water, which has to be in generals somewhere.
The hover construction sounds sweet, i think its a great idea, but maybe you should make it only build naval structures.
Henford
02-23-2003, 09:38 AM
Ok man, visit www.planetcnc.com/cncfallout and hit my email on the side bar. If possible include any samples of past work, however a sound knowledge of 3ds max/gmax is required.
Henford
02-23-2003, 07:01 PM
OK for your benefit heres a pic of that hover construction vehicle! Havent bothered skinning it yet but.
http://www.planetcnc.com/cncfallout/concrane.jpg
Flyby
02-24-2003, 04:52 AM
Henford,
Although it is nice to see you're doing some new graphics, i have a few remarks :
- Your tank does not have a matching color scheme with the surroundings.
If you plan a desert environment, it shouldn't have a green camouflage pattern....
- The hover construct vehicle could use a better concept drawing. I personally find it a bit too simple and overused (RA2) concept...
Henford
02-24-2003, 08:12 AM
All models are not final, as are the structures. the mod is only 4 weeks old
Avelcaine
02-24-2003, 09:10 AM
hmm, ok, so it's not final.
but i have some remarks:
1- aussie army looks too "world war 2".
it should be more high tech, those tanks remind me of those german assault guns; remember; generals is set in 2020 ;)
consider this:
put the gun "turret" to the rear, and make it smaller, next, make the gun barrel longer and move it more to the left/right of the vehicle.
then, on the other side of the vehicle; you can add extension of turret = "cockpit".
it would look more modern.
and by making the barrel quite long; you have the perfect template for a "tank hunter".
Henford
02-24-2003, 09:32 AM
Yeah but if u lived in Australia, you would see that the aussie army IS outdated!
Don't worry, every thing will look cool by the time beta tests start
Avelcaine
02-25-2003, 12:26 PM
Yeah but if u lived in Australia, you would see that the aussie army IS outdated!
Don't worry, every thing will look cool by the time beta tests start
so?
yhey have 20 years to "catch up with generals"
and oh yes.
the aussie units MUST have that accent :p
(try to get steve irwin for the voice-overs!)
Henford
02-25-2003, 06:24 PM
HA LOL!!!
But seriously, the mod is set in 2008.
And u guys are the ones with the accent, and NO we dont all talk like Steve Irwin (lol) and we dont chase crocs and snakes and other stuff like that....
LtZack
02-25-2003, 07:32 PM
ok is there any way of telling Gen that a building can or cant be built somewhere as I cant find that tag, all I have found is CANNOT_BUILD_NEAR_SUPPLIES
smurfbizkit
02-26-2003, 11:32 AM
is it just me, or is this the "naval units" thread?
LtZack
02-26-2003, 02:41 PM
that is what I am talking about as we want to restrict the building to water or if we can half on and half off.
HighGround
03-05-2003, 03:45 PM
just out of interest is the hovercraft locomotor actually hover or sit on the water using the skirt in the case of hovercraft? also arn't u gonna run into the problem of aircraft going to the carrier if there is room instead of their dock, also i belive i think flyby said it was impossible to have it halve and half as wouldn't u use 2 different sets of thingys and it would defintaly crash it
Henford
03-07-2003, 08:57 AM
Yes the hovercraft is going to sit on the waters surface, much like a ship, and sit falt on the land. Check out the ingame screens of it at www.planetcnc.com/cncfallout
Flyby
03-07-2003, 09:03 AM
also i belive i think flyby said it was impossible to have it halve and half as wouldn't u use 2 different sets of thingys and it would defintaly crash it
Me? :eek: :eek:
HighGround
03-07-2003, 10:42 AM
i dunno who it was but it sounded smart so it ad to come from someone like you
For anyone who can care, I have succesfully added in Naval Units independent on a Naval Yard. Unlike DZ's Map Method, of replacing the command center starting building (which is a good idea, if you hadn't started it, I don't hink I would be where I am, so thanks DZ).
So far I am using the American Battlship Model and the American PT Boat Model, although that is for the GLA. When my CPU is working again, I'll get the code and some screenies for you to all have a look at.
When I have it fully finished I will release it as an open source code free for all ;)
Henford
03-11-2003, 06:35 AM
Yep I have the code working as well, although I am trying to make the ships build in a certain way.
For instance, take Iraq's Naval Yard. It consists of 2 piers with a crane hanging over water in between. Making the ship pop up out of nowhere would look stoopid as there is no enclosed room in the yard where the ship is made. Therefore I am trying to create an effect of the ship gradually rising up out of the water as it is being built (much like how buildings are built in generals.)
HighGround
03-11-2003, 08:13 AM
why not go with the war factory scheme the doors open when its done
Henford
03-14-2003, 02:50 AM
Because the aircraft carrier takes up over half the screen
Quicksilva
03-14-2003, 05:38 AM
could some one post the Naval logic pleaze??
Corbin
03-15-2003, 08:00 AM
Hey -
If you wanted to do the half on land, half on water with the naval yard, you could just make the model lift up some and the yard only built on water, then rotate it so it looks like it, because there really is no way to do bother with tags.
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