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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-12-2003, 07:16 AM
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#11 (permalink)
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Member
Join Date: May 2003
Location: Australia
Posts: 62
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niiiice 
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06-12-2003, 07:18 AM
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#12 (permalink)
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Senior Member
Join Date: Jun 2003
Location: UK, Worcester
Posts: 114
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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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06-12-2003, 07:19 AM
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#13 (permalink)
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Member
Join Date: May 2003
Location: Australia
Posts: 62
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true 
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06-12-2003, 02:29 PM
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#14 (permalink)
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Senior Member
Join Date: May 2003
Posts: 113
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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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06-15-2003, 12:07 AM
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#15 (permalink)
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Member
Join Date: Apr 2003
Location: USA
Posts: 43
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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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08-18-2008, 01:03 PM
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#16 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 297
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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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08-18-2008, 02:37 PM
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#17 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 772
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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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08-18-2008, 02:53 PM
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#18 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 772
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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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08-18-2008, 03:06 PM
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#19 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 772
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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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08-19-2008, 12:30 PM
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#20 (permalink)
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Senior Member
Join Date: Jul 2008
Location: Jakarta, Indonesia
Posts: 297
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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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