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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, 03:29 PM   #1 (permalink)
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Default Drone Help

I have tried adding a SDI drone that uses a point defense laser to shoot down rockets (think paladin) I coded this fairly quickly and it would appear as though i made a mistake as the game now comes up with a serious error. I'll attach the files (note factionunit only has the new drone.) Could some one see whats wrong cos I checked it quickly but am a n00b and may have missed something (well obviously i did.)
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Old 05-04-2003, 03:30 PM   #2 (permalink)
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And...
(commandset also changed but it is too big
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Old 05-04-2003, 04:18 PM   #3 (permalink)
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Hey man I looked at your code and you went the wrong way making the drone:

First off for the laser to work you DO NO set it as the weapon:

"Weapon = PRIMARY PaladinPointDefenseLaser"



To add the Point Defense Laser just put this into your Modules Area:

Code:
  Behavior = PointDefenseLaserUpdate ModuleTag_07
    WeaponTemplate        = PaladinPointDefenseLaser
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    SecondaryTargetTypes  = INFANTRY
    ScanRate              = 500
    ScanRange             = 120.0
    PredictTargetVelocityFactor = 3.0
  End

One more thing under your:

Code:
    Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
Add

Code:
    ExtraPublicBone = Laser
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Old 05-04-2003, 04:37 PM   #4 (permalink)
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Thnx. I do need to change upgrades don't i. This is only the second new vehicle i have added and <sarcasm> it looks like i really chose sumthing very easy </sarcasm>. I have only reall coded from tuts before so this is actually the first bit of coding i have done on my own.
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Old 05-04-2003, 04:51 PM   #5 (permalink)
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I don't understand what your talking about?? Upgrades??
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Old 05-04-2003, 05:14 PM   #6 (permalink)
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Check the second post. But i guess ur response kinda answered that one didn't it?
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Old 05-04-2003, 05:24 PM   #7 (permalink)
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Yes
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Old 05-04-2003, 05:37 PM   #8 (permalink)
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I still get a serious error. I put the entry in each file as a comment (; ) and tried to start generals. It did not work until i took out the factionunit entry so it's in that code. And i did remove that extra code, and added some as you suggested.

Anyone Help?
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Old 05-04-2003, 05:44 PM   #9 (permalink)
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Code:
Object AmericaVehicleBattleDrone

  ; *** 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 05-04-2003, 05:45 PM   #10 (permalink)
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That is some cut down code for my Advanced Drone

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