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Old 06-20-2005, 04:19 PM   #7 (permalink)
SmokeyDaBear
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Code:
Object AmericaJetCargoPlane

 ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model            = AVCargoPln
      Animation       = AVCargoPln.AVCargoPln
      AnimationMode   = LOOP
      ParticleSysBone = Propeller01 JetBlackTrailThin
      ParticleSysBone = Propeller02 JetBlackTrailThin
      ParticleSysBone = Propeller03 JetBlackTrailThin
      ParticleSysBone = Propeller04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
    End

    ConditionState = DAMAGED
      Model           = AVCargoPln_D
      Animation       = AVCargoPln_D.AVCargoPln_D
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Propeller03 JetBlackTrailThin
      ParticleSysBone = Propeller04 JetBlackTrailThin
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End

    ConditionState = REALLYDAMAGED
      Model           = AVCargoPln_D
      Animation       = AVCargoPln_D.AVCargoPln_D
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Smoke03 JetFireLarge
      ParticleSysBone = Smoke05 JetFireLarge
      ParticleSysBone = Propeller03 JetBlackTrailThin
      ParticleSysBone = Propeller04 JetBlackTrailThin
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
      ParticleSysBone = Smoke03 JetSmokeLarge
      ParticleSysBone = Smoke05 JetSmokeLarge
    End

    ConditionState = RUBBLE
      Model           = AVCargoPln_D1
      Animation       = AVCargoPln_D.AVCargoPln_D
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke06 JetFireLarge
      ParticleSysBone = Smoke03 JetFireLarge
      ParticleSysBone = Smoke05 JetFireLarge
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke06 JetSmokeLarge
      ParticleSysBone = Smoke03 JetSmokeLarge
      ParticleSysBone = Smoke05 JetSmokeLarge
    End
    
    OkToChangeModelColor = Yes
  End

  Draw = W3DModelDraw ModuleTag_02
    DefaultConditionState
      Model           = AVCargoPln_A2
      Animation       = AVCargoPln_A2.AVCargoPln_A2
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_OPENING
      Model           = AVCargoPln_A2
      Animation       = AVCargoPln_A2.AVCargoPln_A2
      AnimationMode   = ONCE
      Flags           = START_FRAME_FIRST
    End
    ConditionState = DOOR_1_CLOSING
      Model           = AVCargoPln_A2
      Animation       = AVCargoPln_A2.AVCargoPln_A2
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_LAST
    End
  End
    
  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:CargoPlane
  EditorSorting       = VEHICLE
  Side                = America
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange         = 100.0 
  ShroudClearingRange = 200
  BuildCost           = 2200
  BuildTime           = 20.0          ;in seconds  
  Prerequisites
    Object = AmericaAirfield
    Object = AmericaStrategyCenter
  End
  ExperienceValue     = 50 50 50 50 ;Experience point value at each level
  IsTrainable         = No  
  CommandSet          = Americac130CommandSet

  ; *** AUDIO Parameters ***
  SoundAmbient = C130AmbientLoop
  SoundAmbientRubble    = NoSound
   UnitSpecificSounds
    VoiceCreate          = StingerSoldierVoiceMove
    Afterburner          = RaptorAfterburner
  End
  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE TRANSPORT AIRCRAFT 
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1000.0
    InitialHealth   = 1000.0
  End

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

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 500.0
  End

   Behavior = DeliverPayloadAIUpdate ModuleTag_09
    DoorDelay         = 100
    MaxAttempts       = 4
    DropOffset        = X:0 Y:0 Z:-10
    DropDelay         = 300 ; time in between each item dropped (if more than one)
    PutInContainer    = AmericaParachute
    DeliveryDistance  = 150
  End
   
Behavior = JetAIUpdate ModuleTag_09
    OutOfAmmoDamagePerSecond  = 10%  ; amount of damage to take per SEC (not per frame) when out of ammo
                                    ; note that it's expressed as a percent of max health, not an absolute
    TakeoffSpeedForMaxLift    = 100%   ; smaller numbers give more lift sooner when taking off
    TakeoffPause              = 500
    MinHeight                 = 2
    ParkingOffset             = 8             ; scooch it a little forward so the tail doesn't hit the doors
    ReturnToBaseIdleTime      = 10000         ; if idle for this long, return to base, even if not out of ammo
  End

  Locomotor = SET_NORMAL CINE_DragonLocomotor
  Locomotor = SET_TAXIING BasicJetTaxiLocomotor

  Behavior = TransportContain ModuleTag_10
    Slots = 64                     ; hey, it's a BIG transport
    OrientLikeContainerOnExit = Yes
    KeepContainerVelocityOnExit = Yes
    ExitPitchRate = 30
    ExitBone = WeaponA01
    AllowInsideKindOf  = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 
    DoorOpenTime = 0
    NumberOfExitPaths = 2
    DestroyRidersWhoAreNotFreeToExit = Yes  ; 'destroy' as opposed to 'kill'
  End
    
  Behavior                          = JetSlowDeathBehavior ModuleTag_11
    DestructionDelay                = 2000 
    RollRate                        = 0.0
    RollRateDelta                   = 100%      ;each frame, rollrate = rollrate * rollrateDelta
    PitchRate                       = 0
    FallHowFast                     = 25.0%    ;Bigger is faster (can be over 100%,it's a fraction of gravity)
    FXInitialDeath                  = FX_JetBigDeathInitial
    OCLInitialDeath                 = OCL_AmericaJetCargoDeathStart
    DelaySecondaryFromInitialDeath  = 2000       ; in milliseconds     This guy won't hit the ground, so this time equals the above time
    OCLSecondary                    = OCL_AmericaJetCargoHulkDeath
    FXSecondary                     = FX_BigPlaneDeath
;   FXFinalBlowUp                   = FX_JetDeathFinalBlowUp
;   OCLFinalBlowUp                  = OCL_AuroraDeathFinalBlowUp
;   DeathLoopSound                  = MICAL NEEDS TO MAKE ME
  End

  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_12
  End

  Behavior = TransitionDamageFX ModuleTag_17
    DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
  End


  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




Ok now heres the commandset:

Code:
CommandSet Americac130CommandSet
  1 = Command_TransportExit
  2 = Command_TransportExit
  3 = Command_TransportExit
  4 = Command_TransportExit
  5 = Command_TransportExit
  6 = Command_TransportExit
  7 = Command_TransportExit
  8 = Command_TransportExit
  9 = Command_Evacuate 
 12 = Command_Stop
End

Ok now here is the locomotor:


Code:
Locomotor CINE_DragonLocomotor
  Surfaces = AIR
  Speed = 155  ;100         ; in dist/sec
  SpeedDamaged = 75         ; in dist/sec
  MinSpeed = 60             ; in dist/sec
  TurnRate = 85             ; in degrees/sec
  TurnRateDamaged = 40      ; in degrees/sec
  Acceleration = 60         ; in dist/(sec^2)
  AccelerationDamaged = 30  ; in dist/(sec^2)
  Lift = 120                ; in dist/(sec^2)
  LiftDamaged = 80          ; in dist/(sec^2)
  Braking = 90              ; in dist/(sec^2)
  MinTurnSpeed = 5         ; in dist/sec
  PreferredHeight = 190
  AllowAirborneMotiveForce = Yes
  ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
  Appearance = WINGS 

  PitchStiffness = 0.5                  ;  stiffness of the "springs" in the suspension forward & back.
  RollStiffness = 0.1                   ;  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 = 1.4                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  ForwardVelocityPitchFactor = 0.0        ;  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 = Yes          ; for JetSlowDeathBehavior
End

and here goes the command button:


Code:
CommandButton Command_ConstructAmericaJetCargoPlane
  Command       = UNIT_BUILD
  Object        = AmericaJetCargoPlane
  TextLabel     = CONTROLBAR:ConstructAmericaC130
  ButtonImage   = SACParatroopers
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildC130
End


Note: for the CONTROLBAR:ConstructAmerica130 and the CONTROLBAR:ToolTipUSABuildC130, I made them myself by using a CSF Editor, so if you were to directly copy down the commandbutton, you might have problems



and also, to get it to your new airfield... i will list this example:


CommandSet SidewinderAirfieldCommandSet
1 = Command_ConstructAmericaJetCargoPlane
2 = Command_ConstructAmericaJetA10Thunderbolt
3 = Command_Sell



or whatever...but...there it is... now you just gotta find a way to get the men you put inside to paradrop out instead of jumpin without a chute. But thats about it...





OH, also... if you are gonna replace the regular c130s, you might wanna make a replacement like REALAmericaJetCargoPlane and have that one have all the old code on it so that you can still do paradrops and stuff, cause if you have the buildable one try to do that stuff, it wont work; they will just hover over your base, so if you replace the old one instead of creating a new code for the buildable one, be sure to do this, and fix everything it drops in the Object Creation List.
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