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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 07-31-2003, 07:27 PM   #1 (permalink)
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Default Transport Helicoptor

I am making a Hind Transport but it won't land to pick up the infantry? the try to get in and it just sits there is there some way to get it to work?
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Old 07-31-2003, 10:02 PM   #2 (permalink)
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can you show us the code?
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Old 08-01-2003, 01:00 PM   #3 (permalink)
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Ya I copied the commanche and the reason why the 20mm gun is commented out is because I only want it to have rockets.

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object GLAVehicleHind

; *** ART Parameters ***
SelectPortrait = Hind
ButtonImage = Hind

UpgradeCameo1 = Upgrade_GLAAPRockets
UpgradeCameo2 = Upgrade_GLAJunkRepair
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = V_NOD_Heli
HideSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = V_NOD_Heli
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = V_NOD_Heli
ShowSubObject = MissileUpgrade
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = RUBBLE
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVComanche_d
HideSubObject = AVComanche_Prop
End

OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Hind
EditorSorting = VEHICLE
Side = GLA
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
ShroudClearingRange = 600

Prerequisites
Object = GLAArmsDealer
;Object = GLAPalace
End

WeaponSet
Conditions = None
; -----
;Weapon = PRIMARY Comanche20mmCannonWeapon
;PreferredAgainst = PRIMARY
;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE INFANTRY
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = ComancheArmor
DamageFX = None
End
BuildCost = 1200
BuildTime = 15 ; in seconds
ExperienceValue = 50 50 100 200 ; Experience point value at each level
ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
CommandSet = GLAVehicleHindCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RocketBuggyVoiceSelect
VoiceMove = RocketBuggyVoiceMove
VoiceAttack = RocketBuggyVoiceAttack
SoundMoveStart = RocketBuggyMoveStart
SoundMoveStartDamaged = RocketBuggyMoveStart
VoiceGuard = RocketBuggyVoiceMove
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = RocketBuggyVoiceCreate
;TurretMoveStart = NoSound
;TurretMoveLoop = TurretMoveLoop
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD

Behavior = WeaponSetUpgrade ModuleTag_02
TriggeredBy = Upgrade_ComancheRocketPods
End
Behavior = ExperienceScalarUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Body = ActiveBody ModuleTag_04
MaxHealth = 220.0
InitialHealth = 220.0
End

Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End

Behavior = JetAIUpdate ModuleTag_06
MinHeight = 5
NeedsRunway = No
KeepsParkingSpaceWhenAirborne = No
AutoAcquireEnemiesWhenIdle = Yes
; note that comanches do not return to base when idle

; this is a bit of a trick... normally, units cannot move-and-fire at
; the same time. we need the comanche to be able to. so we give it
; a "turret" (invisible) and put the two main weapons on it, but with
; no turn rate. voila!
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End

End
Locomotor = SET_NORMAL ComancheLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

Behavior = PhysicsBehavior ModuleTag_07
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_08
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
; Most things that eject pilots do so immediately upon death,
; via use of EjectPilotDie, but Helicopters are a special case...
; they need to do so after their blades are ejected.
OCLEjectPilot = OCL_EjectPilotViaParachute
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 1500
FinalRubbleObject = ComancheRubbleHull
End

Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End

Behavior = AutoHealBehavior ModuleTag_10
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End

Behavior = TransportContain ModuleTag_11
Slots = 5
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY VEHICLE
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
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 = BOX
Scale = 1.8
GeometryMajorRadius = 20.0
GeometryMinorRadius = 3.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
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Old 08-01-2003, 01:14 PM   #4 (permalink)
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im not sure, but i think its the locomaotor, as i dont think the comanche was designed to land, unlike the chinook, so if you change it to the chinook locomotor, it may work, but im not sure.
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Old 08-01-2003, 01:18 PM   #5 (permalink)
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It changed it to the chinooks and it didn't work
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Old 08-01-2003, 01:25 PM   #6 (permalink)
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Ok, i think i got it now, in the kindofs, you are missing TRANSPORT , compy and paste that to the end of the kindofs section
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Old 08-01-2003, 01:39 PM   #7 (permalink)
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Hmm no that didn't work heres what it looks like now


;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object GLAVehicleHind

; *** ART Parameters ***
SelectPortrait = Hind
ButtonImage = Hind

UpgradeCameo1 = Upgrade_GLAAPRockets
UpgradeCameo2 = Upgrade_GLAJunkRepair
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = V_NOD_Heli
HideSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = V_NOD_Heli
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = V_NOD_Heli
ShowSubObject = MissileUpgrade
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = RUBBLE
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVComanche_d
HideSubObject = AVComanche_Prop
End

OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Hind
EditorSorting = VEHICLE
Side = GLA
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
ShroudClearingRange = 600

Prerequisites
Object = GLAArmsDealer
;Object = GLAPalace
End

WeaponSet
Conditions = None
Weapon = PRIMARY ComancheAntiTankMissileWeapon
PreferredAgainst = PRIMARY VEHICLE STRUCTURE INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = ComancheArmor
DamageFX = None
End
BuildCost = 1200
BuildTime = 15 ; in seconds
ExperienceValue = 50 50 100 200 ; Experience point value at each level
ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
CommandSet = GLAVehicleHindCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RocketBuggyVoiceSelect
VoiceMove = RocketBuggyVoiceMove
VoiceAttack = RocketBuggyVoiceAttack
SoundMoveStart = RocketBuggyMoveStart
SoundMoveStartDamaged = RocketBuggyMoveStart
VoiceGuard = RocketBuggyVoiceMove
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = RocketBuggyVoiceCreate
;TurretMoveStart = NoSound
;TurretMoveLoop = TurretMoveLoop
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD TRANSPORT

Behavior = WeaponSetUpgrade ModuleTag_02
TriggeredBy = Upgrade_ComancheRocketPods
End
Behavior = ExperienceScalarUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Body = ActiveBody ModuleTag_04
MaxHealth = 220.0
InitialHealth = 220.0
End

Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End

Behavior = JetAIUpdate ModuleTag_06
MinHeight = 5
NeedsRunway = No
KeepsParkingSpaceWhenAirborne = No
AutoAcquireEnemiesWhenIdle = Yes
; note that comanches do not return to base when idle

; this is a bit of a trick... normally, units cannot move-and-fire at
; the same time. we need the comanche to be able to. so we give it
; a "turret" (invisible) and put the two main weapons on it, but with
; no turn rate. voila!
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End

End
Locomotor = SET_NORMAL ComancheLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

Behavior = PhysicsBehavior ModuleTag_07
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_08
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
; Most things that eject pilots do so immediately upon death,
; via use of EjectPilotDie, but Helicopters are a special case...
; they need to do so after their blades are ejected.
OCLEjectPilot = OCL_EjectPilotViaParachute
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 1500
FinalRubbleObject = ComancheRubbleHull
End

Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End

Behavior = AutoHealBehavior ModuleTag_10
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End

Behavior = TransportContain ModuleTag_11
Slots = 5
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY VEHICLE
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
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 = BOX
Scale = 1.8
GeometryMajorRadius = 20.0
GeometryMinorRadius = 3.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
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Old 08-01-2003, 01:45 PM   #8 (permalink)
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try getting rid of the jet_AI section
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Old 08-01-2003, 01:49 PM   #9 (permalink)
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No I commented it and it crashed
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Old 08-01-2003, 01:52 PM   #10 (permalink)
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Hmm thats wierd tho because the chinook doesn't have one.
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