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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 06-12-2003, 07:16 AM   #11 (permalink)
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niiiice
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Old 06-12-2003, 07:18 AM   #12 (permalink)
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a bit too powerful for a flamethrower unit don't you think :-o

Perhaps make the range less, and you have a beauty of a unit there.
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Old 06-12-2003, 07:19 AM   #13 (permalink)
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true
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Old 06-12-2003, 02:29 PM   #14 (permalink)
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yeah, i think i've decided to restart from the beginning. if i just move the anti-chem trooper from the USA barracks to the china barracks, i could get it working alot easier than if i made the flametank into a person. instead of changing skins and all i could just change the weapon and the side. i dont know why i didnt do that b4.

besides, i get issues when i turn the tank into a person. the game locks up when i mouse near the icon to build it, so i dont know if i should be trying to make it work. i will just start from scratch with the bio technician.

as far as balance goes, i will have to tweak it. i do pretty much all my balancing with the armor.ini, and it is alot easier than changing damage values. all the armor files are right there in like, 4 pages. just change a few numbers and it's all better. i managed to balance flashbangs on all infantry, so i think i can handle balancing the flamethrowers. it's main strength is not the pure power, but the splash damage and the firestorm ability (making it a great anti building unit).
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Old 06-15-2003, 12:07 AM   #15 (permalink)
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Hehe, yea it is a bit overpowered. I have modified all the damage values for every unit in the game for my game, so its balanced pretty well for me, but not for regular Generals. It would be easy enough to balance it though, just tune down the damage values and decrease the range a bit. Also, the armor could use some tweaking. Anyways, I just posted all that for you guys to use if you want. Do with it what you will, I just had some fun putting it together.

One side note, the attack animation for the unit does not last long enough if you are attacking something for a long time. This means that the flame for the weapon will continue attacking the target, but the units model will do that standard idle animation after a while. So it looks kinda funky, just wanted to let you guys know.
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Old 08-18-2008, 01:03 PM   #16 (permalink)
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Arrow Another topic, but still related to flamethrower

flamethrower infantry is easy to build, but how to make his weapon swings when attacks? We can use the AIUpdate's turret behavior, but that's not recommended.
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Old 08-18-2008, 02:37 PM   #17 (permalink)
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Use an infantrry model that swings when it fires, see the Rebel or the girl partisan. Hopefully the muzzle bone also swings with the firing animation so the projectiles will spray out in a swinging motion.
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Old 08-18-2008, 02:53 PM   #18 (permalink)
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Just tried it with the rebel model, doesn't work. The flame projectiles don't swing with the gun. Only way is to use the turret i the AI. Set the turret bone to be the one that the whole skeleton branches off from so the whole model turns as a turret.

And make it DeployStyleAI like sentry drone or nuke cannon so that he cannot turn the turret and shoot while moving and so that he will face back to the front before starting to move and won't be running backwards after shooting a target behind him.
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Old 08-18-2008, 03:06 PM   #19 (permalink)
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Here is working code that i just tested for a map.ini that makes the Demo rebel become a flame thrower infantry:

Code:
;------------------------------------------------

Object Demo_GLAInfantryRebel

 ReplaceModule ModuleTag_01
  Draw = W3DModelDraw ModuleTag_01_Override

    OkToChangeModelColor = Yes
    IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A PREATTACK_B FIRING_B BETWEEN_FIRING_SHOTS_B RELOADING_B

    ; ---- standing
    DefaultConditionState
      Model               = UIRGrd_SKN
      Turret              = REPGRD_MAINRT ;main root bone of the skeleton

      IdleAnimation       = UIRGrd_SKL.UIRGrd_STN 0 35
      IdleAnimation       = UIRGrd_SKL.UIRGrd_IDA
      IdleAnimation       = UIRGrd_SKL.UIRGrd_IDB
      AnimationMode       = ONCE

      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle   ;flamethrower projectiles

      WeaponLaunchBone    = SECONDARY Muzzle
      WeaponFireFXBone    = SECONDARY Muzzle
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
      WeaponFireFXBone    = TERTIARY Muzzle
      WeaponMuzzleFlash   = TERTIARY MuzzleFX
      TransitionKey       = TRANS_Standing
    End

    ConditionState        = REALLYDAMAGED
      IdleAnimation       = UIRGrd_SKL.UIRGrd_STB 0 35
      IdleAnimation       = UIRGrd_SKL.UIRGrd_IDC
      IdleAnimation       = UIRGrd_SKL.UIRGrd_IDD
      AnimationMode       = ONCE
      TransitionKey       = TRANS_StandingHurt
    End

    ; ---- moving
    ConditionState        = MOVING
      Animation           = UIRGrd_SKL.UIRGrd_RNA 15
      AnimationMode       = LOOP
      TransitionKey       = TRANS_Walking
      ParticleSysBone     = None InfantryDustTrails
    End
    AliasConditionState   = MOVING ATTACKING

    ConditionState        = MOVING REALLYDAMAGED
      Animation           = UIRGrd_SKL.UIRGrd_RNB 25
      AnimationMode       = LOOP
      TransitionKey       = TRANS_WalkingHurt
      ParticleSysBone     = None InfantryDustTrails
    End
    AliasConditionState   = MOVING ATTACKING REALLYDAMAGED

    ; ---- dying
    ConditionState        = DYING
      Animation           = UIRGrd_SKL.UIRGrd_DTA
      Animation           = UIRGrd_SKL.UIRGrd_DTB
      AnimationMode       = ONCE
      TransitionKey       = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = UIRGrd_SKL.UIRGrd_ADTE1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = UIRGrd_SKL.UIRGrd_ADTE2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = UIRGrd_SKL.UIRGrd_ADTE3
      AnimationMode = ONCE
      TransitionKey = None
    End

    ConditionState = SPECIAL_CHEERING
      Animation = UIRGrd_SKL.UIRGrd_IDB
    End

    ; ---- firing
    ConditionState = USING_WEAPON_A
      Animation = UIRGrd_SKL.UIRGrd_ATA
      AnimationMode = LOOP
      TransitionKey = TRANS_Firing
    End
    AliasConditionState = USING_WEAPON_B
    AliasConditionState = USING_WEAPON_C

    ConditionState = USING_WEAPON_A REALLYDAMAGED
      Animation = UIRGrd_SKL.UIRGrd_ATA2
      AnimationMode = LOOP
      TransitionKey = TRANS_FiringHurt
    End
    AliasConditionState = USING_WEAPON_B REALLYDAMAGED
    AliasConditionState = USING_WEAPON_C REALLYDAMAGED

    TransitionState = TRANS_Standing TRANS_Firing
      Animation = UIRGrd_SKL.UIRGrd_ATAST
      AnimationMode = ONCE
    End

    TransitionState = TRANS_Firing TRANS_Standing
      Animation = UIRGrd_SKL.UIRGrd_ATAED
      AnimationMode = ONCE
    End

    TransitionState = TRANS_StandingHurt TRANS_FiringHurt
      Animation = UIRGrd_SKL.UIRGrd_ATA2ED
      AnimationMode = ONCE_BACKWARDS
    End

    TransitionState = TRANS_FiringHurt TRANS_StandingHurt
      Animation = UIRGrd_SKL.UIRGrd_ATA2ED
      AnimationMode = ONCE
    End

    TransitionState = TRANS_Standing TRANS_StandingHurt
      Animation = UIRGrd_SKL.UIRGrd_ATA2ED
      AnimationMode = ONCE
    End



    ; ------- Bldg-capture

    ConditionState = UNPACKING
      Model             = UIRGrd_F_SKN
      Animation         = UIRGrd_F_SKL.UIRGrd_F_FDP1
      AnimationMode     = ONCE
    End
    AliasConditionState = UNPACKING REALLYDAMAGED

    ConditionState = RAISING_FLAG
      Model             = UIRGrd_F_SKN
      Animation         = UIRGrd_F_SKL.UIRGrd_F_FDP2
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Raising
    End
    AliasConditionState = RAISING_FLAG REALLYDAMAGED

    ConditionState = PACKING
      Model             = UIRGrd_F_SKN
      Animation         = UIRGrd_F_SKL.UIRGrd_F_FDP1
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_Packing
    End
    AliasConditionState = PACKING REALLYDAMAGED

    TransitionState = TRANS_Raising TRANS_Packing
      Model             = UIRGrd_F_SKN
      Animation         = UIRGrd_F_SKL.UIRGrd_F_FDP2
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
    End

  End
 End

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY DragonTankFlameWeapon
    Weapon = SECONDARY DragonTankFireWallWeapon
    AutoChooseSources = SECONDARY NONE
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY DragonTankFlameWeaponUpgraded
    Weapon = SECONDARY DragonTankFireWallWeaponUpgraded
    AutoChooseSources = SECONDARY NONE
    WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
  End

  ArmorSet
    Conditions      = None
    Armor           = DragonTankArmor
    DamageFX        = InfantryDamageFX
  End

  CommandSet = ChinaTankDragonCommandSet

 RemoveModule ModuleTag_03 ;AIUpdateInterface

 AddModule
  Behavior = DeployStyleAIUpdate ModuleTag_03NEW
    Turret
      TurretTurnRate        = 180
      TurretPitchRate       = 180
      FirePitch             = 5
      AllowsPitch           = Yes
      MinPhysicalPitch      = -15
      RecenterTime          = 1000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY
      NaturalTurretAngle    = 0
      InitiallyDisabled     = No

      TurretFireAngleSweep = PRIMARY 10
      TurretFireAngleSweep = SECONDARY 60
      TurretSweepSpeedModifier = PRIMARY 0.5    ; Sweep slower than you turn (aim for 30 for art)
      TurretSweepSpeedModifier = SECONDARY 2.0  ; Sweep faster than you turn
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes Stealthed ATTACK_BUILDINGS
    PackTime = 1
    UnpackTime = 1
    TurretsFunctionOnlyWhenDeployed = Yes
    TurretsMustCenterBeforePacking = Yes
  End
 End

  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_NORMAL_UPGRADED JarmenKellLocomotor ColonelBurtonCliffLocomotor

End

;------------------------------------------------------------------------------
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Old 08-19-2008, 12:30 PM   #20 (permalink)
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I use biohazard infantry as flamethrower. I follow your tutes to make it sweeps, when I use the main bone as the turret only biohazard's body sweeps, the biogun's standing still. And the opposite happens when I use biogun's bone as turret. I tried put those bones as turret and altturret that controls same weaponslots, but the result is the body and the biogun sweep randomly. Any idea how to fix this?
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