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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 07-27-2003, 01:16 PM   #1 (permalink)
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Default Secret Service

I want to use the Secret Service guys but they don't have walking animations, does any of you have the beta files ( I think ) that'll make these guys with walking animations or any help will be appreciated, thanks for your time!
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Old 07-27-2003, 03:22 PM   #2 (permalink)
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i suggest u use animations from other infantry like the ranger,
the red part was copied from the ranger lines and added in as u see...
u must inculde the spaces too!!!!



to add other animations just do wut i did but try to keep them in order
*hint* look at other object lines and see how they got ordered and spaced
Quote:
;------------------------------------------------------------------------------
Object AmericaInfantrySecretService

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

DefaultConditionState
Model = AISSRV_SKN
IdleAnimation = AISSRV_SKL.AISSRV_STA
AnimationMode = ONCE
TransitionKey = TRANS_Stand
End
End


; --- moving
ConditionState = MOVING
Animation = AIRngr_SKL.AIRngr_RNA 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Move
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING

ConditionState = MOVING REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_RNB 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Move
End
AliasConditionState = MOVING REALLYDAMAGED ATTACKING

; ***DESIGN parameters ***
DisplayName = OBJECT:BioHazardTech
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 150
Prerequisites
Object = AmericaBarracks
End
BuildCost = 100
BuildTime = 1.0 ;in seconds

; *** AUDIO Parameters ***
VoiceSelect = RangerVoiceSelect
VoiceMove = RangerVoiceMove
VoiceAttack = RangerVoiceAttack
SoundDie = RangerVoiceDie
SoundDieFire = DieByFireUSA
SoundDieToxin = DieByToxinUSA

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

Body = ActiveBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = AutoFindHealingUpdate ModuleTag_04 ; 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 BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
End

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

Behavior = SquishCollide ModuleTag_08
;nothing
End


Behavior = FXListDie ModuleTag_09
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_GIDie
End
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_GIDieCrushed
End

Behavior = PoisonedBehavior ModuleTag_11
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End

Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT

End

;------------------------------------------------------------------------------


i hope this helps u!!!
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Old 07-28-2003, 08:11 AM   #3 (permalink)
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Default

Quote:
Originally Posted by nuke-killer
i suggest u use animations from other infantry like the ranger,
the red part was copied from the ranger lines and added in as u see...
u must inculde the spaces too!!!!

i hope this helps u!!!
Thanks Nuke!
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Old 07-28-2003, 09:59 AM   #4 (permalink)
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Ok, I'm afraid the code didn't work Nuke, I even copied the whole code My PC crashed, anyone can help make the Secret Service guys with walking animations?
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Old 07-28-2003, 10:01 AM   #5 (permalink)
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the only thing i can think is beta files then

jmb8785
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Old 07-28-2003, 10:08 AM   #6 (permalink)
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Quote:
Originally Posted by jmb8785
the only thing i can think is beta files then

jmb8785
Do have them Jeff? I downloaded one of the beta files for the US back then but they were corrupted, can't be opened :cry:
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Old 07-28-2003, 10:09 AM   #7 (permalink)
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no beta files here

jmb8785
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Old 07-28-2003, 10:54 AM   #8 (permalink)
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hmmmm hmmmm try use other diff walkin animations and dont forget the firing animation
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Old 07-28-2003, 01:09 PM   #9 (permalink)
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hmm, well i know about this tech mod by chris T hill and he has a working china spy (its the abassador model) that works, just dload his mod and look ino the ini of the object and try to replace the model with it
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Old 07-28-2003, 03:49 PM   #10 (permalink)
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there are no bones for this infantry in the beta files.
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