View Single Post
Old 08-06-2005, 02:13 PM   #1 (permalink)
SmokeyDaBear
Senior Member
 
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
Send a message via AIM to SmokeyDaBear Send a message via MSN to SmokeyDaBear Send a message via Yahoo to SmokeyDaBear
Default Pathfinder Napalm Strike [need help]

ok...i want the pathfinder to call in a napalm strike...and...im really close...cause...the planes do spawn offscreen, come on screen...fly towards the target area...fly over the target area...but do not release any weapons tho...im pretty sure its something simple that i just havent found yet...so i will post my code to see if you can help me guys...


thanx:

SpecialPower.ini
Code:
SpecialPower SuperweaponNapalmStrike
  Enum                = SPECIAL_NAPALM_STRIKE
  ReloadTime          = 200000   ; in milliseconds
  PublicTimer         = Yes
  SharedSyncedTimer   = Yes
  ViewObjectDuration  = 30000
  ViewObjectRange     = 250
  RadiusCursorRadius  = 100
End
ObjectCreationList.ini
Code:
ObjectCreationList SUPERWEAPON_NapalmStrike
  DeliverPayload
    Transport                       = ChinaJetMIGNapalmStriker
    FormationSize                   = 10
    FormationSpacing                = 30.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1
    DropOffset                      = X:0 Y:0 Z:-10
    DropDelay                       = 0
    Payload                         = NapalmMissile 2
    FireWeapon                      = Yes
    DeliveryDistance                = 400
    WeaponConvergenceFactor         = 1.0
    DeliveryDecalRadius = 100
    DeliveryDecal
      Texture           = SCCNapalmStrike_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End
CommandSet.ini
Code:
CommandSet AmericaInfantryPathfinderCommandSet
  9  = Command_AttackMove
  10 = Command_NapalmStrike
  11 = Command_Guard
  12 = Command_Stop
End
CommandButton.ini
Code:
CommandButton Command_NapalmStrike
  Command           = SPECIAL_POWER
  SpecialPower      = SuperweaponNapalmStrike
  Options           = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel         = CONTROLBAR:NapalmStrike
  ButtonImage       = SNFirestorm
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TooltipUSANapalmStrike
  RadiusCursorType  = NAPALMSTRIKE
  InvalidCursorName = GenericInvalid
End
FactionUnit.ini
Code:
Object AmericaInfantryPathfinder

    ; *** ART Parameters ***
  SelectPortrait         = SAPathfinder1_L
  ButtonImage            = SAPathfinder1
  
  UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = AIPFDR_SKN
      IdleAnimation = AIPFDR_SKL.AIPFDR_STA 
      IdleAnimation = AIPFDR_SKL.AIPFDR_IDA
      AnimationMode = ONCE
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      TransitionKey = TRANS_Standing
    End
    AliasConditionState = REALLYDAMAGED

    ConditionState = MOVING
      Animation = AIPFDR_SKL.AIPFDR_RNA 25
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Standing
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING REALLYDAMAGED

    ConditionState  = FIRING_A 
      Animation     = AIPFDR_SKL.AIPFDR_ATB                 ; recoil in standing position
      AnimationMode = ONCE
      TransitionKey = TRANS_FiringA
    End
    AliasConditionState = FIRING_A MOVING
    AliasConditionState = FIRING_A MOVING REALLYDAMAGED
    AliasConditionState = FIRING_A REALLYDAMAGED

    ConditionState  = BETWEEN_FIRING_SHOTS_A
      Animation     = AIPFDR_SKL.AIPFDR_ATBST               ; motionless in standing position
      AnimationMode = ONCE
      WaitForStateToFinishIfPossible = TRANS_FiringA
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
    AliasConditionState = RELOADING_A
    AliasConditionState = RELOADING_A REALLYDAMAGED

    ConditionState = DYING
      Animation = AIPFDR_SKL.AIPFDR_DTA
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End
    
    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = AIPFDR_SKL.AIPFDR_ADTA1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = AIPFDR_SKL.AIPFDR_ADTA2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = AIPFDR_SKL.AIPFDR_ADTA3
      AnimationMode = ONCE
      TransitionKey = None
    End

    ConditionState = FREEFALL
      Animation = AIPFDR_SKL.AIPFDR_PFL
      AnimationMode = LOOP
      TransitionKey = TRANS_Falling
    End
    AliasConditionState = FREEFALL DYING

    ConditionState = PARACHUTING
      Animation = AIPFDR_SKL.AIPFDR_PHG
      AnimationMode = LOOP
      Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  
      ;our bone positions should come from the last frame, rather than the first
      TransitionKey = TRANS_Chute
    End
    AliasConditionState = PARACHUTING DYING


    TransitionState = TRANS_Falling TRANS_Chute
      Animation = AIPFDR_SKL.AIPFDR_POP
      AnimationMode = ONCE
      Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  
      ;our bone positions should come from the last frame, rather than the first
    End

    TransitionState = TRANS_Chute TRANS_Standing
      Animation = AIPFDR_SKL.AIPFDR_PTD
      AnimationMode = ONCE
    End
  End

  
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Pathfinder
  Side = America
  EditorSorting = INFANTRY
  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY USAPathfinderSniperRifle
    Weapon = SECONDARY USAPathfinderLaserDesignator
  End
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End

  VisionRange = 200
  ShroudClearingRange = 400
  Prerequisites
    Object = AmericaBarracks
    Science = SCIENCE_Pathfinder
  End
  BuildCost = 900
  BuildTime = 50.0          ;in seconds  
  
  ExperienceValue = 40 40 60 80    ;Experience point value at each level
  ExperienceRequired = 0 50 100 200  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrushableLevel      = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet      = AmericaInfantryPathfinderCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = PathfinderVoiceSelect
  VoiceMove = PathfinderVoiceMove
  VoiceGuard = PathfinderVoiceMove
  VoiceAttack = PathfinderVoiceAttack
  SoundDie = PathfinderVoiceDie
  SoundDieFire = DieByFireUSA
  SoundDieToxin = DieByToxinUSA
  VoiceFear = PathfinderVoiceFear
  SoundStealthOn = StealthOn
  SoundStealthOff = StealthOff
  VoiceFear = PathfinderVoiceFear
  
  UnitSpecificSounds
    VoiceCreate          = PathfinderVoiceCreate
    VoiceGarrison = PathfinderVoiceGarrison
    VoiceEnter = PathfinderVoiceMove
    VoiceEnterHostile =  PathfinderVoiceMove
    VoiceGetHealed      = PathfinderVoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY STEALTH_GARRISON SCORE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 120.0
    InitialHealth   = 120.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = Yes Stealthed
    MoodAttackCheckRate        = 250
  End

  Behavior = AutoFindHealingUpdate   ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba 
    ScanRate = 1000 ; once a second.
    ScanRange = 300 ;
    NeverHeal = 0.85 ;  don't heal if we are > 85% healthy.
    AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
  End

  Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor

  Behavior = ExperienceScalarUpgrade ModuleTag_05
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = PhysicsBehavior ModuleTag_06
    Mass = 5.0
  End
  Behavior = StealthDetectorUpdate ModuleTag_08
    DetectionRate   = 500   ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange = ??? ;Dustin, enable this for independant balancing!
    CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
    CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  End
  Behavior = StealthUpdate ModuleTag_09
    StealthDelay                = 0           ; msec
    StealthForbiddenConditions  = MOVING ; stays stealthy while attacking
    FriendlyOpacityMin          = 30.0%
    FriendlyOpacityMax          = 80.0%
    PulseFrequency              = 500   ; msec
    MoveThresholdSpeed          = 3
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
  End
  Behavior = OCLSpecialPower ModuleTag_10
    SpecialPowerTemplate = SuperweaponNapalmStrike
    OCL                = SUPERWEAPON_NapalmStrike
    CreateLocation     = CREATE_AT_EDGE_NEAR_SOURCE
  End
 
  Behavior = SquishCollide ModuleTag_11
    ;nothing
  End


; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDie
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_GIDie
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_GIDie
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_GIDie
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  End
; --- end Death modules ---

  Behavior = PoisonedBehavior ModuleTag_13
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 10.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT

End
SmokeyDaBear is offline   Reply With Quote