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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 05-02-2003, 10:17 AM   #1 (permalink)
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Default naval yard possible

this gonna make you laugh your guts out
remember the mcv from ra2 why not make one and dump it the water.
sounds weird?
give it two locomoters so it doesnt move when dumped in the water and itll morph into the building.

heres the code but i dont know how to add 2 locomotors if someone wants to continue the idea go ahead

Object Russiannavalyard
; this a mobile vehicle that transforms in water so put in factionunit.ini

; *** ART Parameters ***
Draw = W3DTankDraw ModuleTag_01
DefaultConditionState
Model = UVScorpion
Turret = Turret01
WeaponFireFXBone = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY MuzzleFX
End
ConditionState = REALLYDAMAGED
Model = UVScorpion
End
ConditionState = RUBBLE
Model = UVScorpion
End
ConditionState = Over_water
Model = sovwar
TransitionKey = TRANS_WATER
End
AliasConditionState = REALLYDAMAGED OVER_WATER
AliasConditionState = RUBBLE OVER_WATER
TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Navalyard
Side = Russian
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = None
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = UpgradedTankArmor
DamageFX = TankDamageFX
End
BuildCost = 500
BuildTime = 12.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = RussiaWarFactory
End
ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = RussianavalyardCommandSet

; *** AUDIO Parameters ***
VoiceSelect = NoSound ;
VoiceMove = NoSound ;
VoiceAttack = NoSound ;
SoundMoveStart = NoSound ;
SoundMoveStartDamaged = NoSound
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY

Body = ActiveBody ModuleTag_02
MaxHealth = 480
InitialHealth = 480
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 140 // turn rate, in degrees per sec
ControlledWeaponSlots= PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL navalyardLocomotor
Behavior = ProductionUpdate ModuleTag_05
NumDoorAnimations = 1
DoorOpeningTime = 4000 ;in mSeconds
DoorWaitOpenTime = 2000 ;in mSeconds
DoorCloseTime = 5000 ;in mSeconds
ConstructionCompleteDuration = 1500 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_13
UnitCreatePoint = X: 0.0 Y:-15.0 Z:0.0
NaturalRallyPoint = X: 57.0 Y:-15.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End


; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_MilitiaTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition
End

Behavior = DestroyDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
End

; A crushing defeat
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateObjectDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = RepairDockUpdate ModuleTag_14
TimeForFullHeal = 5000 ;(in milliseconds)
NumberApproachPositions = 5
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

Locomotor navalyardLocomotor
Surfaces = WATER
Speed = 0.0000001 ; in dist/sec
SpeedDamaged = 0.0000001 ; in dist/sec
TurnRate = 0.0000001 ; in degrees/sec
TurnRateDamaged = 0.0000001 ; in degrees/sec
Acceleration = 0.0000001 ; in dist/(sec^2)
AccelerationDamaged = 0.0000001 ; in dist/(sec^2)
Lift = 0.0000001 ; in dist/(sec^2)
LiftDamaged = 0.0000001 ; in dist/(sec^2)
Braking = 0.0000001 ; in dist/(sec^2)
MinTurnSpeed = 0.0000001 ; in dist/sec
;PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the ;SurfaceRelativeHeight flag is ignored.
;AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
End
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Old 05-02-2003, 10:29 AM   #2 (permalink)
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no thats not the proper way to do it,
but a good idea still
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Old 11-04-2003, 08:18 AM   #3 (permalink)
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OK, henford, then HOW do you do it properly?????????????????????????????????????????? ????????????????
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Old 11-04-2003, 08:43 AM   #4 (permalink)
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if you got zerohour take a look at the aircraftcarrier its a navalyard ini-speaking
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Old 11-04-2003, 10:15 AM   #5 (permalink)
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the aircraftcarrier is a building. You cant build it or move it.
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Old 11-04-2003, 10:29 AM   #6 (permalink)
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Quote:
Originally Posted by UnrealGeneral
the aircraftcarrier is a building. You cant build it or move it.
Think harder, think Object Oriented Programming !
There are no such things as "buildings, vehicles, infantry, etc", only objects with property tags...

If you want, you can have flying infantry, floating buildings, etc.. it's just another object...The only limitation you got is that the module has to exist in the game. You can't make "new" modules...
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Old 11-04-2003, 11:30 AM   #7 (permalink)
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You have one limit in Generals and ZH to get around:

You can't build on water or sand banks !!!

For the "perfect" implementation you have to wait until EA releases a new "KIND OF"-Tag ! :S
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Old 11-06-2003, 06:33 PM   #8 (permalink)
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Quote:
Originally Posted by Panzerfather
For the "perfect" implementation you have to wait until EA releases a new "KIND OF"-Tag ! :S
And that's why we find ways around things.
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Old 11-06-2003, 06:39 PM   #9 (permalink)
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I have a better idea sage. Why not look at the aurora for the multi-locomotors, it has three , then look at the conditions that cause it to use the locomotors, I think that might work, because if you have that then you can have one that is for on land, water, then a deployed sate, then make it so it can't undeploy.
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Old 11-07-2003, 02:47 AM   #10 (permalink)
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Quote:
Originally Posted by SilverMobius
Quote:
Originally Posted by Panzerfather
For the "perfect" implementation you have to wait until EA releases a new "KIND OF"-Tag ! :S
And that's why we find ways around things.
I know and found ways around, but nothing "perfect" which is needed to be for a navalyard ! Or do you want to place it even on land, building a ship (with long range weapons), "cheating" with this (because you can't move and have a long range with might weapons) and firing down the enemies base with this ship ???

e.g. Place a battle ship somewhere in the map and try to get it down with tanks !!! Good luck ! :/
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