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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 06-09-2003, 04:52 PM   #1 (permalink)
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Default adding in flamethrower infantry

another enhancement for my all infantry mod map. basically i just want china to have flamethrower guys to give them a 3rd attacking infantryman. otherwise they have 2 while the other sides have more.

since my map is all infantry anyways, i figured i could easily make flamethrower infantry by just giving the dragon tank infantry qualities. just change its model, locomotor, armor, and animations to that of on infantry via copy and pasting from any random CINE unit. all that would stay the same would be its weapon.

now, what i need to know is whether or not this is possible. if there is an easier way, or if i cant do this, please tell me. i am currently trying to make the flamethrower guy but i would like if some1 could go ahead and tell me how horribly bad this idea is or if it will work. 1 guy said it wouldnt work, but didnt really give reasons why. remember, its just a mod map and i dont wanna add any models or icons of any sort, i just want to make one of the existing models (some CINE or special "1 mission only" unit) use a flamethrower. so far i think i can get the barracks to produce it and have all the prerequisites and everything, i just need help actually creating the infantry (not that i am making anything, i just wanna change the dragon tank to be a man).

thanks in advance for all your help!!!
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Old 06-10-2003, 09:08 AM   #2 (permalink)
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It is possible, some people around here must've done it, I can't tell you cause I haven't tried it. I am absolutely sure that it is possible.

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Old 06-10-2003, 09:46 AM   #3 (permalink)
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alright, thanks. i have tried putting in all the code but it crashes. i commented it all out and i am going to turn each piece on and see what is making it crash. once i find what in my code is wrong, i will try and fix it. if i cant then i will post the faulty code, otherwise i will post the whole thing and tell u that it works.
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Old 06-10-2003, 11:17 AM   #4 (permalink)
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If the game crashes, it should be listed why in ReleaseCrashInfo.txt in your Command & Conquer Generals Data folder, should be in My Documents. Please do post your code if you encounter any problems, I'll try to fix it.
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Old 06-10-2003, 11:59 AM   #5 (permalink)
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I have done it and the unit works great
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Old 06-11-2003, 08:59 AM   #6 (permalink)
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i got it to work sorta. it looks like an infantryman but thinks it is a tank. i think i can fix it, but if i have any problems i will tell u guys.

as dar as the release craash info goes, it only tell the unit it crashed on, not the specific line of code. i know the problem is with the flame thrower unit, so the release crash info is of no help.

thankfully i got it working, i just need to pick a good model to use so it actually looks like a guy with a flamethrower.

excuse any typing errors, i am typing without my glasses and cant see the keys or what comes up when i hit them. i think i am hitting the correct keys but i might miss.
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Old 06-11-2003, 02:43 PM   #7 (permalink)
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I've already made a working in game flamethrower unit. I made seperate weapons, armor and a new unit all. Here's the code for ya...

*Put in weapons.ini*

Weapon FlameThrower
PrimaryDamage = 15.0
PrimaryDamageRadius = 15.0
SecondaryDamage = 1.0
SecondaryDamageRadius = 10.0
AttackRange = 120.0
MinimumAttackRange = 5.0
DamageType = FLAME
DeathType = BURNED
WeaponSpeed = 600 ; dist/sec
WeaponRecoil = 0 ; angle to deflect the model when firing
ProjectileObject = DragonTankFlameProjectile
FireFX = WeaponFX_DragonTankFlameWeapon
ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
FireSound = DragonTankWeaponLoop
FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 40 ; time between shots, msec
ClipSize = 30 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 40 ; how long to reload a Clip, msec
ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air
ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
AllowAttackGarrisonedBldgs = Yes
End

Weapon FlameThrowerUpgraded
PrimaryDamage = 20.0
PrimaryDamageRadius = 15.0
SecondaryDamage = 1.25
SecondaryDamageRadius = 10.0
AttackRange = 140.0
MinimumAttackRange = 5.0
DamageType = FLAME
DeathType = BURNED
WeaponSpeed = 600 ; dist/sec
WeaponRecoil = 0 ; angle to deflect the model when firing
ProjectileObject = DragonTankFlameProjectile
FireFX = WeaponFX_DragonTankFlameWeapon
ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
FireSound = DragonTankWeaponLoop
FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 40 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air
ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
AllowAttackGarrisonedBldgs = Yes
End



*Put in Armor.ini*
Armor FlameThrowerArmor
Armor = CRUSH 70% ;humans are easily crushed ["I'm crushing your head"]
Armor = ARMOR_PIERCING 40% ;humans don't get hit by tank rounds.
Armor = SNIPER 200%
Armor = FLESHY_SNIPER 200%
Armor = FLAME 5% ;Hazmat's have a good resistance to fire.
Armor = LASER 25% ;Hazmat's can resist laser fire a bit better than infantry.
Armor = POISON 0% ;Unharmed by poison
Armor = RADIATION 0% ;Unharmed by radiation too
Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams... even with hazmat protection!
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry.
Armor = SMALL_ARMS 50%
End


*Put in Factionunit.ini*

Object ChinaInfantryFlameThrower
SelectPortrait = flamethrowerL
ButtonImage = flamethrower

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

Buildable = YES

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes

;NORMAL STANDING
DefaultConditionState
Model = AITECH_SKN
IdleAnimation = AITECH_SKL.AITECH_STA 0 21
;Regular spice animations
IdleAnimation = AITECH_SKL.AITECH_IDA
IdleAnimation = AITECH_SKL.AITECH_IDB
AnimationMode = ONCE
WeaponLaunchBone = PRIMARY BIOGUNFX
TransitionKey = TRANS_Stand
End

; NORMAL ATTACK
ConditionState = FIRING_A
Animation = AITECH_SKL.AITECH_STA
AnimationMode = LOOP
TransitionKey = TRANS_FiringA
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
AliasConditionState = FIRING_A REALLYDAMAGED
AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = RELOADING_A REALLYDAMAGED


ConditionState = MOVING FIRING_A
Animation = AITECH_SKL.AITECH_WKB 15
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A

ConditionState = MOVING
Animation = AITECH_SKL.AITECH_WKA 15
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End

ConditionState = DYING
Animation = AITECH_SKL.AITECH_DTA
Animation = AITECH_SKL.AITECH_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = AITECH_SKL.AITECH_ADTD1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = AITECH_SKL.AITECH_ADTD2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = AITECH_SKL.AITECH_ADTD3
AnimationMode = ONCE
TransitionKey = None
End

ConditionState = SPECIAL_CHEERING
Animation = AITECH_SKL.AITECH_CHA
AnimationMode = LOOP
End

;PARACHUTING ANIMATIONS
ConditionState = FREEFALL
Animation = AITECH_SKL.AITECH_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = AITECH_SKL.AITECH_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = AITECH_SKL.AITECH_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = AITECH_SKL.AITECH_PDN
AnimationMode = ONCE
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:FlameThrower
Side = China
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
;*** Fully automated and driven by the CleanupHazardUpdate ***
Conditions = None
Weapon = PRIMARY FlameThrower
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY FlameThrowerUpgraded
End
ArmorSet
Conditions = None
Armor = FlameThrowerArmor
DamageFX = InfantryDamageFX
End

VisionRange = 200
ShroudClearingRange = 400
Prerequisites
Object = ChinaBarracks
End
BuildCost = 400
BuildTime = 5.0 ;in seconds

ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaFlameThrowerCommandSet

; *** AUDIO Parameters ***
VoiceSelect = DragonTankVoiceSelect
VoiceMove = DragonTankVoiceMove
VoiceGuard = DragonTankVoiceMove
VoiceAttack = DragonTankVoiceAttack
SoundMoveStart = DragonTankMoveStart
SoundMoveStartDamaged = DragonTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = DragonTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceEnter = DragonTankVoiceMove
VoiceFlameLocation = DragonTankVoiceFireStorm
End

; *** ENGINEERING Parameters ***
RadarPriority = LOCAL_UNIT_ONLY
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE

Body = ActiveBody ModuleTag_02

MaxHealth = 140.0
InitialHealth = 140.0
End

Behavior = CleanupHazardUpdate ModuleTag_03
WeaponSlot = PRIMARY
ScanRate = 1000
ScanRange = 100.0
End

;Can be ordered to clean up a larger area with the ability to move around at an extended range.
Behavior = CleanupAreaPower ModuleTag_04
SpecialPowerTemplate = SpecialAbilityAmbulanceCleanupArea
MaxMoveDistanceFromLocation = 300.0 ;allows the unit to move around while cleaning up
End

Behavior = AIUpdateInterface ModuleTag_05
AutoAcquireEnemiesWhenIdle = No
End
Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End

Locomotor = SET_NORMAL HazMatHumanLocomotor

Behavior = ExperienceScalarUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = PhysicsBehavior ModuleTag_08
Mass = 5.0
End
Behavior = ProductionUpdate ModuleTag_09
; nothing
End

Behavior = SquishCollide ModuleTag_10
;nothing
End

; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED
SinkDelay = 5000
SinkRate = 0.01 ; in Dist/Sec
DestructionDelay = 0
FX = INITIAL FX_GIDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 5000
SinkRate = 0.01 ; in Dist/Sec
DestructionDelay = 0
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 5000
SinkRate = 0.01 ; in Dist/Sec
DestructionDelay = 0
FX = INITIAL FX_GIDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantry
End
; --- end Death modules ---

Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 13.0

GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End


*Put in commandset.ini*

CommandSet ChinaFlameThrowerCommandSet
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End


*Put in CommandButton.ini*

CommandButton Command_ConstructChinaInfantryFlameThrower
Command = UNIT_BUILD
Object = ChinaInfantryFlameThrower
TextLabel = CONTROLBAR:ConstructChinaInfantryFlameThrower
ButtonImage = flamethrower
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipChinaBuildFlameThrower
End


And lastly, a small note. I have custom portraits for my flamethrower units, so they wont show up for you. You can just put in the flametank portrait if you dislike the blank image. Also, you will need to edit the Generals.csf file to get the descriptions to come up when you select and build the unit. Hope this works for yea.
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Old 06-11-2003, 04:46 PM   #8 (permalink)
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Some nice coding there Etherealsilk .

Wickster
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Old 06-11-2003, 11:16 PM   #9 (permalink)
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would that work in a map.ini? i know i'd have to change the barracks to build it, but would that work? i think just making the dragon tank an infantry guy is easier, but oh well. hmmm, it seems u took my idea to use the bio tech guys as the model. does it look right? i know they are USA units, so i thought their coloration might clash with the other china guys. it was the only unit i could think of that looked flamethroweresque, so i guess i will use those models too.


um, just wondering, but to turn off a module tag, do u just put in a line like:

RemoveModule ModuleTag_##

or do you need an end cap or something more? i need to get rid of some modules or else the guy still thinks he has a turret and sometimes doesnt face the target. after that's fixed he ought to work out just fine. thanks for all ur help!
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Old 06-12-2003, 02:40 AM   #10 (permalink)
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Hmmmm, if your trying to put it into world builder then it wont work. I got the idea to use the toxinunit from EvilJedi, who uses them as toxin troopers for the GLA. I think they look alright as flamethrowers, looks best if you choose your color to be red tho. I'll try attaching a pic for you to see it in action.
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