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Old 10-09-2005, 10:18 PM   #1 (permalink)
SmokeyDaBear
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Default B2 MULTI COMMANDS [HELP NEEDED IMMEDIATLY PLEASE]

Hi, i have a b2 bomber, that is buildable to a new airfield i made called the NAMERICAAIRFIELD and here are my ideas:

The b2 when built, has no weapons set, however there are 3 payload options to choose from, Nuclear [15 bombs], Heavy Nuclear [4 bombs], or Conventional [130 bombs]. After buying one of these 3 upgrades, the b2 will be equipted with the weapons you chose, and the commandset would switch to a generic command set.




But when i try to buy one of the upgrades, it switches to the conventional one only...i dunno y...HERE IS MY CODE, FOR EVERYTHING ON THE B2...however, i bet the mistake[s] are in the factionunit part:


Factionunit.ini

Code:
Object AmericaJetB3 

  ; *** ART Parameters ***
  SelectPortrait         = SSCarpetBomb
  ButtonImage            = SSCarpetBomb

  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = AVB3bmbr
      ParticleSysBone = Engine01 JetBlackTrailThin
      ParticleSysBone = Engine02 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
      ParticleSysBone = WingTip03 JetContrailThin
      ParticleSysBone = WingTip04 JetContrailThin
    End
    ConditionState = DAMAGED
      Model = AVB3bmbr_D
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Engine01 JetBlackTrailThin
      ParticleSysBone = Engine02 JetBlackTrailThin
      ParticleSysBone = Engine03 JetBlackTrailThin
      ParticleSysBone = Engine04 JetBlackTrailThin
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End
    ConditionState = REALLYDAMAGED
      Model = AVB3bmbr_D
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Engine01 JetBlackTrailThin
      ParticleSysBone = Engine02 JetBlackTrailThin
      ParticleSysBone = Engine03 JetBlackTrailThin
      ParticleSysBone = Engine04 JetBlackTrailThin
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End
    ConditionState = RUBBLE
      Model = AVB3bmbr_D1
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End
    OkToChangeModelColor = Yes
  End

; ***DESIGN parameters ***
  DisplayName         = OBJECT:B2
  EditorSorting       = VEHICLE
  Side                = America
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not 

transportable)
  VisionRange         = 100.0
  ShroudClearingRange = 200 
  Prerequisites
    Object = NAmericaAirfield
    Object = AmericaStrategyCenter
  End
  BuildCost           = 6700
  BuildTime           = 58.0          ;in seconds  
  WeaponSet
    Conditions            = None
    Weapon                = PRIMARY None
  End   
  WeaponSet
    Conditions            = PLAYER_UPGRADE 
    Weapon                = PRIMARY B2Conventional
  End
  WeaponSet
    Conditions            = PLAYER_UPGRADE 
    Weapon                = PRIMARY B2HeavyNukes
  End
  WeaponSet
    Conditions            = PLAYER_UPGRADE 
    Weapon                = PRIMARY B2Nukes
  End
  ArmorSet
    Conditions      = None
    Armor           = AirplaneArmor
    DamageFX        = TankDamageFX
  End
  CommandSet        = AmericaB2CommandSet

  MaxSimultaneousOfType = 2

  ; *** AUDIO Parameters ***
  SoundAmbient = B52AmbientLoop
  SoundAmbientRubble    = NoSound
UnitSpecificSounds
    VoiceCreate          = B2Create
    Afterburner          = RaptorAfterburner
    VoiceLowFuel         = RaptorVoiceLowFuel
  End
  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE TRANSPORT AIRCRAFT 
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

   ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  
  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 500.0
  End

  Behavior = DeliverPayloadAIUpdate ModuleTag_08
    DoorDelay         = 500
    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                 = 5
    AttackLocomotorType         = SET_SLUGGISH
    AttackLocomotorPersistTime  = 100    ; we start slowing down almost immediately
    ParkingOffset             = 6             ; 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 B52Locomotor
  Locomotor = SET_TAXIING BasicJetTaxiLocomotor
  Locomotor = SET_SLUGGISH B52AttackLocomotor 

  Behavior = TransportContain ModuleTag_09
    Slots                       = 6                    ; hey, it's a BIG transport
    OrientLikeContainerOnExit   = Yes
    KeepContainerVelocityOnExit = Yes
    ExitPitchRate               = 30
    ExitBone                    = WeaponA01
    AllowInsideKindOf           = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE
    DoorOpenTime                = 0                ; this prevents the Contain module from 

messing with the doors, since we want DeliverPayload to handle 'em
    NumberOfExitPaths           = 2
    DestroyRidersWhoAreNotFreeToExit = Yes  ; 'destroy' as opposed to 'kill'
  End
  
  Behavior = WeaponSetUpgrade ModuleTag_10
    TriggeredBy = Upgrade_B2C
  End
  
  Behavior = WeaponSetUpgrade ModuleTag_11
    TriggeredBy = Upgrade_B2HN
  End

  Behavior = WeaponSetUpgrade ModuleTag_12
    TriggeredBy = Upgrade_B2N
  End

  Behavior = ProductionUpdate ModuleTag_13
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
  Behavior = CommandSetUpgrade ModuleTag_14
    CommandSet = AmericaB2CommandSet2
    TriggeredBy   = Upgrade_B2C
    ConflictsWith = Upgrade_B2HN Upgrade_B2N
  End
  Behavior = CommandSetUpgrade ModuleTag_15
    CommandSet = AmericaB2CommandSet2
    TriggeredBy   = Upgrade_B2HN
    ConflictsWith = Upgrade_B2C Upgrade_B2N
  End
  Behavior = CommandSetUpgrade ModuleTag_16
    CommandSet = AmericaB2CommandSet2
    TriggeredBy   = Upgrade_B2N
    ConflictsWith = Upgrade_B2C Upgrade_B2HN
  End
   
  Behavior                          = JetSlowDeathBehavior ModuleTag_20
    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

  Behavior = TransitionDamageFX ModuleTag_21
    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 = 60.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 10.0
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End
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