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Old 08-20-2007, 11:50 AM   #1 (permalink)
Lurking Mastermind
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Join Date: Jul 2007
Location: England
Posts: 4
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Default Help with new tank paradrop

What am I missing??

I'm simply adding an Emperor Tank Paradrop to the Infantry General side for Zero Hour. No mod, just my own amusement, but I have hit a snag. I'm hoping someone here can help.

This is what I have so far:

Added to Infa_ChinaCommandCenter in INFANTRYGENERAL.INI

Code:
  Behavior           = OCLSpecialPower ModuleTag_20
    SpecialPowerTemplate = Infa_SuperweaponTankParadrop
    OCL                  = Infa__SUPERWEAPON_TankParadrop
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
    OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
  End
COMMANDBUTTON.INI

Code:
CommandButton Infa_Command_PurchaseScienceTankParadrop
  Command           = PURCHASE_SCIENCE
  Science           = SCIENCE_Infa_TankParadrop
  ButtonImage       = SSTankDrop
  ButtonBorderType  = UPGRADE ; Identifier for the User as to what kind of button this is
End

CommandButton Infa_Command_TankParadrop
  Command             = SPECIAL_POWER
  SpecialPower        = Infa_SuperweaponTankParadrop
  Options             = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  Science             = SCIENCE_Infa_TankParadrop
  TextLabel           = CONTROLBAR:TankParadrop
  ButtonImage         = SSTankDrop
  ButtonBorderType    = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel       = CONTROLBAR:TooltipTankParaDrop
  RadiusCursorType    = PARADROP
  InvalidCursorName     = GenericInvalid
End

CommandButton Infa_Command_TankParadropFromShortcut
  Command             = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower        = Infa_SuperweaponTankParadrop
  Options             = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
  Science             = SCIENCE_Infa_TankParadrop
  TextLabel           = GUI:SuperweaponTankParadrop
  ButtonImage         = SSTankDrop
  ;ButtonBorderType    = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel       = CONTROLBAR:TooltipTankParaDrop
  RadiusCursorType    = PARADROP
  InvalidCursorName     = GenericInvalid
End
COMMANDSET.INI

Code:
CommandSet Infa_SCIENCE_CHINA_CommandSetRank3
  1 = Command_PurchaseScienceClusterMines
  2 = Infa_Command_PurchaseScienceTankParadrop
  3 = Infa_Command_PurchaseScienceCarpetBomb
  4 = Command_PurchaseScienceNapalmBarrage1
  5 = Command_PurchaseScienceNapalmBarrage2
  6 = Command_PurchaseScienceNapalmBarrage3
  7 = Command_PurchaseScienceEmergencyRepair1
  8 = Command_PurchaseScienceEmergencyRepair2
  9 = Command_PurchaseScienceEmergencyRepair3
  10 = Early_Command_PurchaseScienceFrenzy2
  11 = Early_Command_PurchaseScienceFrenzy3
END

CommandSet Infa_SpecialPowerShortcutChina
  1 = Command_ClusterMinesFromShortcut
  2 = Command_NapalmBarrageFromShortcut
  3 = Infa_Command_ParadropFromShortcut
  4 = Command_EmergencyRepairFromShortcut
  5 = Infa_Command_EMPPulseFromShortcut
  6 = Command_Infa_NeutronMissileFromShortcut
  7 = Infa_Command_ChinaCarpetBombFromShortcut
  8 = Early_Command_FrenzyFromShortcut
  9 = Infa_Command_NapalmStrikeFromShortcut
 10 = Infa_Command_TankParadropFromShortcut
END

CommandSet Infa_ChinaCommandCenterCommandSet
  1  = Infa_Command_ConstructChinaDozer
  2  = Infa_Command_ChinaCarpetBomb
  3  = Infa_Command_Paradrop
  4  = Command_ClusterMines
  5  = Infa_Command_TankParadrop
  7  = Command_EmergencyRepair
  8  = Infa_Command_EMPPulse
  9  = Command_UpgradeChinaRadar
  10 = Early_Command_Frenzy
  12 = Command_UpgradeChinaMines
  13 = Command_SetRallyPoint
  14 = Command_Sell
End

CommandSet Infa_ChinaCommandCenterCommandSetUpgrade
  1  = Infa_Command_ConstructChinaDozer
  2  = Infa_Command_ChinaCarpetBomb
  3  = Infa_Command_Paradrop
  4  = Command_ClusterMines
  5  = Infa_Command_TankParadrop
  7  = Command_EmergencyRepair
  8  = Infa_Command_EMPPulse
  9  = Command_UpgradeChinaRadar
  12 = Command_UpgradeEMPMines
  13 = Command_SetRallyPoint
  14 = Command_Sell
End
OBJECTCREATIONLIST.INI

Code:
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Infa_SUPERWEAPON_TankParadrop
  DeliverPayload
    Transport = Infa_ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = LargeParachute
    Payload = Infa_ChinaTankEmperor 1
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
  DeliverPayload
    Transport = Infa_ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = No
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = LargeParachute
    Payload = Infa_ChinaTankEmperor 1
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End
(note that 'Infa_ChinaTankEmperor' is the right name for the payload and 'Infa_ChinaJetCargoPlane' is the right name for the transport as taken from INFANTRYGENERAL.INI)

SCIENCE.INI

Code:
Science SCIENCE_Infa_TankParadrop
  PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank3
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = SCIENCE:ChinaTankParadrop1
  Description = CONTROLBAR:ToolTipChinaScienceTankParadrop
End
SPECIALPOWER.INI

Code:
SpecialPower Infa_SuperweaponTankParadrop
  Enum                = SPECIAL_TANK_PARADROP
  ReloadTime          = 5000   ; in milliseconds
  RequiredScience     = SCIENCE_Infa_TankParadrop
  PublicTimer         = No
  SharedSyncedTimer   = Yes
  RadiusCursorRadius  = 50
  ShortcutPower       = Yes     ;Capable of being fired by the side-bar shortcut.
  AcademyClassify     = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
The result is that the game loads fine and I can start a skirmish or challenge game. I can purchase the science and the shortcut icon appears on the side of the screen. I can select that icon and it gives me the target enum then when I left click to fire it disappears and reloads. I can do it time and time again, but no enum is left on the map and nothing is delivered. What am I doing wrong?

Thank you.
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