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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 05-04-2003, 08:40 PM   #11 (permalink)
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so does it work now??
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Old 05-05-2003, 06:42 AM   #12 (permalink)
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hehe your laser shoots not out of the muzzle

and i used the AVGuarddr unit to create my own drone looks cool :P
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Old 05-05-2003, 09:22 AM   #13 (permalink)
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That was an error I had corrected a long time ago.

Old Screenshot
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Old 05-05-2003, 12:49 PM   #14 (permalink)
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Still doesn't work. I even tried copy + pasting the code directly into faction unit over my code. Is there any reason that TheGreatVirus's code should not work? I'll try and fix it tonight and post if iget the damn stuff workng.
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Old 05-05-2003, 04:16 PM   #15 (permalink)
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I am still having no luck. I'll post the code. If anyone can see any obvious mistakes tell me.

Code:

Object AmericaVehicleSDDrone

; *** ART Parameters ***
SelectPortrait = SABattleDrone_L
ButtonImage = SABattleDrone

UpgradeCameo1 = Upgrade_AmericaDroneArmor
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

;MAIN CHASSIS
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

ExtraPublicBone = Laser

DefaultConditionState
Model = AVBATTLEDR
Animation = AVBATTLEDR.AVBATTLEDR
AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
WeaponMuzzleFlash = PRIMARY TurretFX01
WeaponFireFXBone = PRIMARY Muzzle01
End

ConditionState = REALLYDAMAGED
Model = AVBATTLEDR_D
Animation = AVBATTLEDR_D.AVBATTLEDR_D
AnimationMode = LOOP
End

;EXTENDING ARM (FOR REPAIRING)
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes

DefaultConditionState
Model = AVBATTLEDR_A
End

;Unloading the arm (before starting to repair)
ConditionState = UNPACKING
Animation = AVBATTLEDR_A1.AVBATTLEDR_A1
AnimationMode = ONCE
End

;Loading the arm (after reparing complete)
ConditionState = PACKING
Animation = AVBATTLEDR_A1.AVBATTLEDR_A1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End

;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set)
ConditionState = FIRING_B
Animation = AVBATTLEDR_A2.AVBATTLEDR_A2
AnimationMode = ONCE
End


;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set)
ConditionState = FIRING_C
Animation = AVBATTLEDR_A2.AVBATTLEDR_A2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End

End


; ***DESIGN parameters ***
DisplayName = OBJECT:BattleDrone
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY BattleDroneMachineGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = SmallTankDamageFX
End

BuildCost = 200
BuildTime = 5.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 150
Prerequisites
Object = AmericaWarFactory
End
ExperienceValue = 10 10 10 10 ;Experience point value at each level
IsTrainable = No

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

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE
Body = ActiveBody ModuleTag_03
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = AIUpdateInterface ModuleTag_04
Turret
TurretTurnRate = 360 // turn rate, in degrees per sec
TurretPitchRate = 360
MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal)
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BattleDroneLocomotor
Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy)
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
KillWhenRestingOnGround = Yes
AllowBouncing = No
End

Behavior = MaxHealthUpgrade ModuleTag_06
TriggeredBy = Upgrade_AmericaDroneArmor
AddMaxHealth = 50.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

Behavior = SlavedUpdate ModuleTag_07
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 5.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End

Behavior = DestroyDie ModuleTag_08
DeathTypes = ALL
End
Behavior = CreateObjectDie ModuleTag_09
DeathTypes = ALL
CreationList = OCL_AmericaBattleDroneExplode
End

Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall
End

Behavior = FXListDie ModuleTag_11
DeathTypes = ALL
DeathFX = FX_AmericaBattleDroneExplode
End

Behavior = UpgradeDie ModuleTag_12
;This frees the object based upgrade for the producer object.
DeathTypes = ALL
UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_13
End
Behavior = PointDefenseLaserUpdate ModuleTag_14
WeaponTemplate = PaladinPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
SecondaryTargetTypes = NONE
ScanRate = 500
ScanRange = 120.0
PredictTargetVelocityFactor = 3.0
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = CYLINDER
GeometryMajorRadius = 5
GeometryMinorRadius = 5
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End
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Old 05-06-2003, 12:16 AM   #16 (permalink)
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Quote:
I have tried adding a SDI drone that uses a point defense laser to shoot down rockets
What does SDI Stand for?
And where did u get it from?
Its the name of one of the teams in my mod :cry:
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Old 05-07-2003, 12:46 PM   #17 (permalink)
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Strategic defense Initiative aka Star Wars Project, and from the US government. It was (is) the project to be able to shoot down incoming ICBM (InterContinental Ballistic Missile) with lasers.

It was in the news a while ago because they are planning on continuing it. or sumth similar.

I could always change it to PDL or PointDefenseLaser, which is the Paladin gun thing, which is what it does in this unit. (well actually at the mo all it does is make me mad and break the game)
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Old 05-07-2003, 05:59 PM   #18 (permalink)
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Try checking the CommandSet.ini and make shure its properly linked to the CommandButoon.Ini. Sometimes this is the problem.
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Old 05-07-2003, 08:29 PM   #19 (permalink)
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Hey I got a question while we are on the subject of drones. I am working on a new drone. Butttttt Im having trouble in one department.

I DONT WANT THE DRONE TO WANDER. I have been modding the combat drone to get my code. I have already droped it to the ground and have limited its range to keep it close to its master unit. But I actually want it to stay still. For example when you purchase the drone... it will spawn and then sit steady at the 6 oclock position and will only move to follow its master unit.

Does anyone know how to do this?
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Old 05-07-2003, 08:40 PM   #20 (permalink)
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;MAIN CHASSIS
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

ExtraPublicBone = Laser

DefaultConditionState
Model = AVBATTLEDR
Animation = AVBATTLEDR.AVBATTLEDR
AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
WeaponMuzzleFlash = PRIMARY TurretFX01
WeaponFireFXBone = PRIMARY Muzzle01
End

ConditionState = REALLYDAMAGED
Model = AVBATTLEDR_D
Animation = AVBATTLEDR_D.AVBATTLEDR_D
AnimationMode = LOOP
End

;EXTENDING ARM (FOR REPAIRING)
etc.



You didn't END the first Draw module before you started the second. I'm not 100% that it NEEDS to be closed, but the second module gets closed properly while the first doesn't and that seems odd to me...

Don't mind me I like to make pictures... :lol:
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