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

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Old 04-15-2003, 03:49 PM   #1 (permalink)
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Default New Buildings

Okay guys.... I dont know this so maybe you can help out. Im workign onthe Propoganda Mod and I am trying to add a new structure to the GLA, the GLA Propoganda Tower (Identical in almost all ways to the China one).

Now if I put inthe command set the China tower it will put it in game starts fine. If I put in the command to build a structure I coded (GLA Tower) the game faults.

When making new structures do you need new models and all or can you swipe from older stuff? Im trying to narrow whats causing my errors.
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Old 04-15-2003, 04:08 PM   #2 (permalink)
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are you useing the China tower model
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Old 04-15-2003, 04:43 PM   #3 (permalink)
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Yeah, I decided to start it off easy and figured I would use the China Tower model and rename it. And adjust power req's to 0 so that it fit with the GLA, Changed the building req's from the China Propoganda Center to the GLA Palace. But it wont biuld it or load the game with the GLA tower. BUT if I put the China one in it loads great but wants the Propoganda Center.
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Old 04-15-2003, 04:48 PM   #4 (permalink)
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are u sure u spelt the palace right?
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Old 04-15-2003, 04:49 PM   #5 (permalink)
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Here is the code. Sorry for the length.
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Old 04-15-2003, 04:52 PM   #6 (permalink)
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Prerequisites
Object = GLAPalace

it should be like tht
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Old 04-15-2003, 04:54 PM   #7 (permalink)
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i c no code lol
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Old 04-15-2003, 04:55 PM   #8 (permalink)
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did you copy the CommandButton code and the CommandSet code
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Old 04-15-2003, 04:56 PM   #9 (permalink)
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Factionbuilding.ini

;------------------------------------------------------------------------------

Object GLASpeakerTower

; *** ART Parameters ***
SelectPortrait = SNPropSpeaker_L
ButtonImage = SNPropSpeaker
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

; day
ConditionState = NONE
Model = NBPTower
Animation = NBPTower.NBPTower
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = NBPTower_D
Animation = NBPTower_D.NBPTower_D
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBPTower_E
Animation = NBPTower_E.NBPTower_E
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End

; day Snow
ConditionState = SNOW
Model = NBPTower_S
Animation = NBPTower_S.NBPTower_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = NBPTower_DS
Animation = NBPTower_DS.NBPTower_DS
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBPTower_ES
Animation = NBPTower_ES.NBPTower_ES
AnimationMode = LOOP
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End

; night
ConditionState = NIGHT
Model = NBPTower_N
Animation = NBPTower_N.NBPTower_N
AnimationMode = LOOP
End
ConditionState = NIGHT DAMAGED
Model = NBPTower_DN
Animation = NBPTower_DN.NBPTower_DN
AnimationMode = LOOP
End
ConditionState = NIGHT REALLYDAMAGED RUBBLE
Model = NBPTower_EN
Animation = NBPTower_EN.NBPTower_EN
AnimationMode = LOOP
End


;Snow Night

ConditionState = NIGHT SNOW
Model = NBPTower_NS
Animation = NBPTower_NS.NBPTower_NS
AnimationMode = LOOP
End

ConditionState = NIGHT SNOW DAMAGED
Model = NBPTower_DNS
Animation = NBPTower_DNS.NBPTower_DNS
AnimationMode = LOOP
End

ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
Model = NBPTower_ENS
Animation = NBPTower_ENS.NBPTower_ENS
AnimationMode = LOOP
End

;************************************************* ************************************************** ***********************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower
Animation = NBPTower.NBPTower
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBPTower_D
Animation = NBPTower_D.NBPTower_D
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBPTower_E
Animation = NBPTower_E.NBPTower_E
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBPTower_N
Animation = NBPTower_N.NBPTower_N
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBPTower_DN
Animation = NBPTower_DN.NBPTower_DN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBPTower_EN
Animation = NBPTower_EN.NBPTower_EN
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBPTower_S
Animation = NBPTower_S.NBPTower_S
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBPTower_DS
Animation = NBPTower_DS.NBPTower_DS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBPTower_ES
Animation = NBPTower_ES.NBPTower_ES
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBPTower_NS
Animation = NBPTower_NS.NBPTower_NS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBPTower_DNS
Animation = NBPTower_DNS.NBPTower_DNS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBPTower_ENS
Animation = NBPTower_ENS.NBPTower_ENS
Animation = NBPTower_ENS.NBPTower_ENS
AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;************************************************* ************************************************** ***********************


End

; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4
Animation = NBPTower_A4.NBPTower_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4N
Animation = NBPTower_A4N.NBPTower_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4S
Animation = NBPTower_A4S.NBPTower_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A4SN
Animation = NBPTower_A4SN.NBPTower_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPTower_A4
Animation = NBPTower_A4.NBPTower_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPTower_A4N
Animation = NBPTower_A4N.NBPTower_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPTower_A4S
Animation = NBPTower_A4S.NBPTower_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPTower_A4SN
Animation = NBPTower_A4SN.NBPTower_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPTower_A4
Animation = NBPTower_A4.NBPTower_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPTower_A4N
Animation = NBPTower_A4N.NBPTower_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPTower_A4S
Animation = NBPTower_A4S.NBPTower_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPTower_A4SN
Animation = NBPTower_A4SN.NBPTower_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End

; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBPTower_A6
Animation = NBPTower_A6.NBPTower_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBPTower_A6N
Animation = NBPTower_A6N.NBPTower_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBPTower_A6S
Animation = NBPTower_A6S.NBPTower_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBPTower_A6SN
Animation = NBPTower_A6SN.NBPTower_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPTower_A6
Animation = NBPTower_A6.NBPTower_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPTower_A6N
Animation = NBPTower_A6N.NBPTower_A6N
AnimationMode = ONCE

AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPTower_A6S
Animation = NBPTower_A6S.NBPTower_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPTower_A6SN
Animation = NBPTower_A6SN.NBPTower_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPTower_A6
Animation = NBPTower_A6.NBPTower_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPTower_A6N
Animation = NBPTower_A6N.NBPTower_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPTower_A6S
Animation = NBPTower_A6S.NBPTower_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPTower_A6SN
Animation = NBPTower_A6SN.NBPTower_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End


; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End

ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5
Animation = NBPTower_A5.NBPTower_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End

ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5N
Animation = NBPTower_A5N.NBPTower_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5S
Animation = NBPTower_A5S.NBPTower_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBPTower_A5SN
Animation = NBPTower_A5SN.NBPTower_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBPTower_AB
Animation = NBPTower_AB.NBPTower_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End

TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBPTower_ABN
Animation = NBPTower_ABN.NBPTower_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBPTower_ABS
Animation = NBPTower_ABS.NBPTower_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBPTower_ABSN
Animation = NBPTower_ABSN.NBPTower_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBPTower_AB
Animation = NBPTower_AB.NBPTower_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBPTower_ABN
Animation = NBPTower_ABN.NBPTower_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBPTower_ABS
Animation = NBPTower_ABS.NBPTower_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBPTower_ABSN
Animation = NBPTower_ABSN.NBPTower_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End

PlacementViewAngle = -45

; ***DESIGN parameters ***
DisplayName = OBJECT:SpeakerTower
Side = GLA
EditorSorting = STRUCTURE
BuildCost = 500
BuildTime = 10.0 ; in seconds
EnergyProduction = 0
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
Prerequisites
Object = GLAPalace
End
CommandSet = GLASpeakerTowerCommandSet
ExperienceValue = 50 50 50 50 ; Experience point value at each level

; *** AUDIO Parameters ***
VoiceSelect = SpeakerTowerSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY

Body = StructureBody ModuleTag_05
MaxHealth = 300.0
InitialHealth = 300.0
End

Behavior = PropagandaTowerBehavior ModuleTag_06
Radius = 150.0
DelayBetweenUpdates = 2000 ; in milliseconds
HealPercentEachSecond = 2% ; get this % of max health every second
PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
UpgradeRequired = Upgrade_GLASubliminalMessaging
UpgradedHealPercentEachSecond = 4% ; get this % of max health every second
UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
End

Behavior = DestroyDie ModuleTag_07
;<NO DATA>
End
Behavior = CreateObjectDie ModuleTag_08
CreationList = OCL_ABPowerPlantExplode
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureTinyDeath
End
Behavior = ProductionUpdate ModuleTag_10
;<NO DATA> But is required if we have any Object-level Upgrades!
End

Behavior = FlammableUpdate ModuleTag_13
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = TransitionDamageFX ModuleTag_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End

Geometry = BOX
GeometryMajorRadius = 6.0
GeometryMinorRadius = 6.0
GeometryHeight = 51.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End


Commandset.ini

CommandSet GLAWorkerCommandSet
1 = Command_ConstructGLASupplyStash
2 = Command_ConstructGLAPalace
3 = Command_ConstructGLABarracks
4 = Command_ConstructGLABlackMarket
5 = Command_ConstructGLAStingerSite
6 = Command_ConstructGLAScudStorm
7 = Command_ConstructGLATunnelNetwork
8 = Command_ConstructGLASpeakerTower
9 = Command_ConstructGLAArmsDealer
10 = Command_ConstructGLACommandCenter
11 = Command_ConstructGLADemoTrap
12 = Command_DisarmMinesAtPosition
End



Upgrade.ini

;-------------------
;GLA Palace Upgrades
;-------------------

Upgrade Upgrade_GLAAnthraxBeta
DisplayName = UPGRADE:AnthraxBeta
BuildTime = 30.0
BuildCost = 2500
ButtonImage = SSAnthraxBeta
ResearchSound = ToxinTractorVoiceUpgradeAnthrax
End

Upgrade Upgrade_GLAToxinShells
DisplayName = UPGRADE:ToxinShells
BuildTime = 30.0
BuildCost = 1000
ButtonImage = SSToxinShells
ResearchSound = ScorpionTankVoiceUpgradeToxin
End

Upgrade Upgrade_GLACamouflage
DisplayName = UPGRADE:Camouflage
BuildTime = 60.0
BuildCost = 2000
ButtonImage = SSCamoflage
ResearchSound = RebelVoiceUpgradeCamoflage
End

Upgrade Upgrade_GLASubliminalMessaging
DisplayName = UPGRADE:SubliminalMessaging
BuildTime = 40.0
BuildCost = 500
ButtonImage = SSSobMsge
ResearchSound = POWTruckChinaVoiceUpgradeSubliminal
End


Is there any other bits of code you would liek to look at?
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Old 04-15-2003, 04:59 PM   #10 (permalink)
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Damos.. copy the what in the commandbutton and command set?

Just to make sure I understand what you are asking.
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