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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
08-09-2003, 04:05 AM
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#11 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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I know I said next week but I'm bored....
1. Add the following code to the bottom of your system.ini file.
;------------------------------------------------------------------------------
Object ShieldEffectSpheroid
KindOf = NO_COLLIDE
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_01
ConditionState = None
Model = EXEMPSphere
Animation = EXEMPSphere.EXEMPSphere
End
End
Behavior = EMPUpdate ModuleTag_02
DisabledDuration = 5
Lifetime = 200
StartFadeTime = 10
StartScale = 5.00 ;
TargetScaleMin = 5.00 ; might need changing to match lasers range...
TargetScaleMax = 5.00 ;
; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11
StartColor = R:32 G:64 B:255
EndColor = R:0 G:0 B:0
End
Geometry = SPHERE
GeometryMajorRadius = 30.0
GeometryIsSmall = No
End
2. Add the following code to the bottom of your OCL.ini file.
; ---------------------------------------------------------------------------------------
; Shield Effect for ...shields
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ShieldEffectSpheroids
CreateObject
ObjectNames = ShieldEffectSpheroid
Count = 1
End
End
3. Add the following line of code to the paladin PD laser in the weapon.ini file:
FireOCL = ObjectCreationList OCL_ShieldEffectSpheroids
4. Give it to a unit and test in game - might need slight tweaking for cosmetic reasons though.
I haven't tested this yet but it should work... also, this method isn't perfect because it will still take things offline - but only for 0.2 of a second. This is enough to knock aircraft (including yours) out of the sky though so be careful....
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08-09-2003, 04:12 AM
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#12 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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Why is the disable durayion 5? It should be zero. That would be a cool shield, but I think want the wanted was one that always shows? You could give the structure enhanced life or different armor when they turn on the shield to protect against machinegun fire. I don't think you tested this because doesn't the model need a bone called LASER for the laser to shoot correctly? And because you still are using the paladin laser graphics you will see the red beam of light.
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08-09-2003, 04:27 AM
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#13 (permalink)
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Senior Member
Join Date: Apr 2003
Posts: 138
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If the model doesn';t have the LASER bone, it doesn't show the laser when firing - tried it on my jets as anti-misslle defenses, doesn't show the laser at all, but still shoots down the missiles
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08-09-2003, 05:03 AM
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#14 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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I had an idea, not sure if it would work though.
If you want the shield to last for 10 seconds, have the upgrade fire a weapon which creates the shield graphic with a lifetime of 10000. It would also activate the laser weapon on the structure which would disapear after 10 secs (possible or not?)
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08-09-2003, 05:56 AM
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#15 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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Minor point: If you have already used the code above for the shield effect, go back to it and delete the line:
DisableFXParticleSystem = EMPSparks
because it really screws everything up (lots and lots and lots of sparks continuing for about 10 minutes......)
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08-10-2003, 12:28 AM
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#16 (permalink)
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Junior Member
Join Date: Jul 2003
Posts: 8
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We'll defiantely give that a shot and see what happens!
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08-10-2003, 01:25 AM
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#17 (permalink)
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Junior Member
Join Date: Jul 2003
Posts: 8
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OK, we added the everythign in and it all goes well up until we give the building in question a weapon.
WeaponSet
Conditions = None
Weapon = PRIMARY ShieldingLaser
AutoChooseSource = PRIMARY FROM_AI
End
The Weapon is named ShieldingLaser and that code is:
Weapon ShieldingLaser
PrimaryDamage = 100.0
PrimaryDamageRadius = 0.0
AttackRange = 65.0
DamageType = LASER
DeathType = LASERED
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AcceptableAimDelta = 180 ; Don't need to turn at all.
AntiSmallMissile = Yes
AntiProjectile = Yes
LaserName = PointDefenseLaserBeam
FireFX = WeaponFX_PaladinPointDefenseLaser
FireOCL = ObjectCreationList OCL_ShieldEffectSpheroids
End
Now am i missing something here or is Gerenals just on a vendetta against me tonight? :/
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08-10-2003, 03:09 AM
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#18 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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does the building have any fire points for it actually fire the weapon from?
Also, try checking your releasecrash file to see what went wrong
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08-22-2003, 01:51 PM
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#19 (permalink)
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Junior Member
Join Date: Jul 2003
Posts: 8
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The building's weapon works, and it does have a spot to fire from, but i think i'm messing up the code, cause it just wont load for me
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08-22-2003, 01:55 PM
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#20 (permalink)
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Junior Member
Join Date: Jul 2003
Posts: 8
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Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBPwrPlant
ParticleSysBone = Smoke01 SteamVent
ParticleSysBone = Smoke02 SteamVent
WeaponLaunchBone = PRIMARY Laser
WeaponFireFXBone = PRIMARY Laser
End
This correct?
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