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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » The Defector....help needed now some code inside!

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-13-2003, 05:58 AM   #1 (permalink)
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Default The Defector....help needed now some code inside!

Hi ppl,
i tried to reactivate the defector....so far so good, my game crashes...
and i know why.
I mean, each and every SW or SP has its OCL tag in the ObjectCreationList.ini e.g. OCL = SuperweaponCarpetBomb

The ObjectCreationList defines what the special ability does...but the one for the defector is missing !
So, what I want the defector to do is kind of a "mind control" thingy. When using the defector, a certain area of the map (maybe the size of the carpet bombing decal) can be selected. All enemy units in this area are "persuaded" to change sides and join your army.

My idea was to use the capture vehicle ability. when Jarmen Kell kills the vehicle crew the vehicles lifebar turns to a blue-greenish color which means that it does not belong to any side. the first to sent a person into the vehicle owns it after that. basically, i want this to happen with the defector. the defector should "kill" the pilots and immediately after that put your forces into the vehicles. i think i can make it with the piece of damagetype = kill_pilot and spawn some pilots like terror cell, but isn't there another way ?

thanks

General Pain
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Old 04-13-2003, 06:34 AM   #2 (permalink)
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Stick to your original 'jarmen kell idea' - the defector never worked on more than one unit at a time anyway.
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Old 04-13-2003, 08:45 AM   #3 (permalink)
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Hey PPL,
lets work together on this one.
I have a new idea...so, we take the animation of the emp pulse for our defector. I think this should be no problem at all, just transfer the emp pulse to usa, change the color of the sphere it creates and say that it should not shut down power but kill the vehicle crew and take over the vehicles *g*

so, here are the pieces of code i collected so far :
Quote:
================================================== ================================================== =====================
FactionUnit.ini

Object DefectorBomb

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = EXAMine_A
End
End

; ***DESIGN parameters ***
DisplayName = OBJECTefectorBomb
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** AUDIO Parameters ***

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

; alas, this DOES need ai...
Behavior = AIUpdateInterface ModuleTag_03
End

Locomotor = SET_NORMAL None

Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End


Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = DefectorBombWeapon
StartsActive = Yes
End

Behavior = SpecialPowerCompletionDie ModuleTag_06
SpecialPowerTemplate = SuperweaponAmericaDefector
End

Behavior = HeightDieUpdate ModuleTag_07
TargetHeight = 15.0
TargetHeightIncludesStructures = No
End

Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_DefectorPulseSpheroid
End

Behavior = FXListDie ModuleTag_09
DeathFX = WeaponFX_EMPPulseImpact
OrientToObject = No
End

Behavior = DestroyDie ModuleTag_10
;nothing
End

Geometry = SPHERE ;Collision geometry
GeometryMajorRadius = 1.0 ;Collision major radius
GeometryMinorRadius = 1.0 ;Collision minor radius
GeometryHeight = 1.0 ;Height for geometry
GeometryIsSmall = Yes ;Is small geometry

End
================================================== ================================================== =====================

================================================== ================================================== =====================
ObjectCreationlist.ini

ObjectCreationList SUPERWEAPON_Defector
DeliverPayload
Transport = AmericaJetB52
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:20 Y:20 Z:0
Payload = DefectorBomb 1
DeliveryDistance = 150
DeliveryDecalRadius = 200
DeliveryDecal
Texture = SCCEMPPulse_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:40 G:110 B:210 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
================================================== ================================================== ======================

================================================== ================================================== ======================
System.Ini

Object DefectorPulseSpheroid

KindOf = NO_COLLIDE
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End

Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 30000
Lifetime = 3000
StartFadeTime = 300
StartScale = 0.01
TargetScaleMin = 6.00
TargetScaleMax = 7.00
; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11
StartColor = R:255 G:0 B:0
EndColor = R:0 G:0 B:0

DisableFXParticleSystem = EMPSparks

End

Geometry = SPHERE
GeometryMajorRadius = 30.0
GeometryIsSmall = No

End
================================================== ================================================== =======================

================================================== ================================================== =======================
SpecialPower.INI

SpecialPower SpecialPowerDefector
Enum = SPECIAL_DEFECTOR
ReloadTime = 100000 ; in milliseconds
RequiredScience = SCIENCE_Defector
PublicTimer = No
InitiateAtLocationSound = RadarVanScan
SharedSyncTimer = Yes
RadiusCursorRadius = 100
End
================================================== ================================================== =======================
C'mon, lets do some cool stuff

GP
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Old 04-13-2003, 10:01 AM   #4 (permalink)
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The defector isn't an OCL superweapon, if you had seen my earlier post concerning it you would know it utilises a special module, do a search of the unedited factionbuilding.ini and you will find what you need.

If you are going to make use of the way you outlined above, you may want to know that the EMP pulse effect is done through a module, but it should be easy enough to change, and it will look better as well.
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Old 04-13-2003, 04:45 PM   #5 (permalink)
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Give your defector bomb weapon a damagetype of kill_pilot and an fireocl which spawns pilots. And get rid of the emp effect in the defector spheroid

Also put in SnapToGroundOnDeath = Yes in your heightdie module on the defector bomb or the weapon may not affect ground vehicles properly.
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