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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » [n00b question] adding new units ? (not models)

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-12-2003, 06:38 PM   #1 (permalink)
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Default [n00b question] adding new units ? (not models)

Hey, I was using the search for about an hour now and couldt find anything, so I'll just post it now.
I'm busy editing the codes from the .ini files to create new untis.
My aim is to make a few select units that are much like Burton and Jarmen, only these are also tanks and planes.
What I did was take the basic name (GLAInfantryJarmenKell, or something, for instance) and put in in the search of my Generals folder.
Then I copied all the parts with that phraze in it to my custom Map.ini and started editing. No problems anywhere UNTIL I try to edit the unit name
This is prettymuch a bottleneck for me cause now I wont be able to make a Hero paladin, without making all the paladins overpowered
anybody know what to do here ?
thnx in advance !
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Old 08-12-2003, 06:58 PM   #2 (permalink)
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Click Tutorials on the left under Navigation. You can also try this thread at the cncmatrix forums. Its a thread I made containing some of the best threads where modding discusion were had, quesitons were answere or tutorials were posted.
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Old 08-12-2003, 07:01 PM   #3 (permalink)
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I did check out all the tutorials here, none of them covers this I'm afraid.
But I'll have a look at CnC matrix thnx
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Old 08-12-2003, 07:05 PM   #4 (permalink)
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Np, check that thread out. It may have what your looking for.
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Old 08-12-2003, 08:37 PM   #5 (permalink)
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There are some here too.
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Old 08-13-2003, 05:45 AM   #6 (permalink)
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thnx for the help but I still wont work
I tried modyfying a building this time, And I thought I had it all covered but it still crashes when I try to play it in Multiplayer

Here is the code for my "SpecialBarracks" that (currently) builds only JarmenKells But if this works I will be able to make special units which will be buildable from this building.
Also Now the ChinaDozer has the ability to make this, that is intentional for testing it.
anyway, this is the code I put in the map.ini
Code:
;------------------------------------------------------------------------------
Object SpecialBarracks

  ; *** ART Parameters ***
  SelectPortrait         = SUBarracks_L
  ButtonImage            = SUBarracks
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ; day
    ConditionState = NONE
      Model = UBBARRACKS
      ParticleSysBone = Smoke01 ChimneySmokeSmall
      ParticleSysBone = Smoke02 SteamVent
      Animation     = UBBarracks.UBBarracks
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED
      Model = UBBarracks_D
      ParticleSysBone = Smoke01 ChimneySmokeSmall
      ParticleSysBone = Smoke02 SteamVent
;     ParticleSysBone = Smoke03 SmokeFactionMedium
;     ParticleSysBone = Flame01 FireFactionMedium
      Animation     = UBBarracks_D.UBBarracks_D
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE
      Model = UBBarracks_E
      ParticleSysBone = Smoke01 ChimneySmokeSmall
;     ParticleSysBone = Smoke02 SteamVent
;     ParticleSysBone = Smoke03 SmokeFactionMedium
;     ParticleSysBone = Smoke04 SmokeFactionLarge
;     ParticleSysBone = Smoke05 SmokeFactionLarge
;     ParticleSysBone = Flame01 FireFactionMedium
;     ParticleSysBone = Flame02 FireFactionLarge
      Animation     = UBBarracks_E.UBBarracks_E
      AnimationMode = LOOP
    End

    
    
        ; day
    ConditionState = SNOW
      Model = UBBARRACKS_S
      ParticleSysBone = Smoke01 ChimneySmokeSmall
      ParticleSysBone = Smoke02 SteamVent
      Animation     = UBBarracks_S.UBBarracks_S
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW
      Model = UBBarracks_DS
      ParticleSysBone = Smoke01 ChimneySmokeSmall
      ParticleSysBone = Smoke02 SteamVent
;     ParticleSysBone = Smoke03 SmokeFactionMedium
;     ParticleSysBone = Flame01 FireFactionMedium
      Animation     = UBBarracks_DS.UBBarracks_DS
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model = UBBarracks_ES
      ParticleSysBone = Smoke01 ChimneySmokeSmall
;     ParticleSysBone = Smoke02 SteamVent
;     ParticleSysBone = Smoke03 SmokeFactionMedium
;     ParticleSysBone = Smoke04 SmokeFactionLarge
;     ParticleSysBone = Smoke05 SmokeFactionLarge
;     ParticleSysBone = Flame01 FireFactionMedium
;     ParticleSysBone = Flame02 FireFactionLarge
      Animation     = UBBarracks_ES.UBBarracks_ES
      AnimationMode = LOOP
    End

    

    ; night
    ConditionState = NIGHT
      Model = UBBARRACKS_N
      ParticleSysBone = Smoke01 ChimneySmokeSmall
      ParticleSysBone = Smoke02 SteamVent
      Animation     = UBBarracks_N.UBBarracks_N
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT
      Model = UBBarracks_DN
      ParticleSysBone = Smoke01 ChimneySmokeSmall
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Smoke03 GLAPowerPlantSmoke
      ParticleSysBone = Flame01 GLAPowerPlantFlame
      Animation     = UBBarracks_DN.UBBarracks_DN
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE NIGHT
      Model = UBBarracks_EN
      ParticleSysBone = Smoke01 ChimneySmokeSmall
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Smoke03 GLAPowerPlantSmoke
      ParticleSysBone = Smoke04 GLAPowerPlantSmoke
      ParticleSysBone = Smoke05 GLAPowerPlantSmoke
      ParticleSysBone = Flame01 FireSmallContinuous
      ParticleSysBone = Flame02 GLAPowerPlantFlame
      Animation     = UBBarracks_EN.UBBarracks_EN
      AnimationMode = LOOP
    End

    
    
    ; night
    ConditionState = NIGHT SNOW
      Model = UBBARRACKS_NS
      ParticleSysBone = Smoke01 ChimneySmokeSmall
      ParticleSysBone = Smoke02 SteamVent
      Animation     = UBBarracks_NS.UBBarracks_NS
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED NIGHT SNOW
      Model = UBBarracks_DNS
      ParticleSysBone = Smoke01 ChimneySmokeSmall
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Smoke03 GLAPowerPlantSmoke
      ParticleSysBone = Flame01 GLAPowerPlantFlame
      Animation     = UBBarracks_DNS.UBBarracks_DNS
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
      Model = UBBarracks_ENS
      ParticleSysBone = Smoke01 ChimneySmokeSmall
      ParticleSysBone = Smoke02 SteamVent
      ParticleSysBone = Smoke03 GLAPowerPlantSmoke
      ParticleSysBone = Smoke04 GLAPowerPlantSmoke
      ParticleSysBone = Smoke05 GLAPowerPlantSmoke
      ParticleSysBone = Flame01 FireSmallContinuous
      ParticleSysBone = Flame02 GLAPowerPlantFlame
      Animation     = UBBarracks_ENS.UBBarracks_ENS
      AnimationMode = LOOP
    End


    ;**************************************************************************************************************************
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = UBBarracks
      Animation          = UBBarracks.UBBarracks
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = UBBarracks_D
      Animation          = UBBarracks_D.UBBarracks_D
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = UBBarracks_E
      Animation          = UBBarracks_E.UBBarracks_E
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model              = UBBarracks_N
      Animation          = UBBarracks_N.UBBarracks_N
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
      Model              = UBBarracks_DN
      Animation          = UBBarracks_DN.UBBarracks_DN
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
      Model              = UBBarracks_EN
      Animation          = UBBarracks_EN.UBBarracks_EN
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = UBBarracks_S
      Animation          = UBBarracks_S.UBBarracks_S
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
      Model              = UBBarracks_DS
      Animation          = UBBarracks_DS.UBBarracks_DS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
      Model              = UBBarracks_ES
      Animation          = UBBarracks_ES.UBBarracks_ES
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model              = UBBarracks_NS
      Animation          = UBBarracks_NS.UBBarracks_NS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
      Model              = UBBarracks_DNS
      Animation          = UBBarracks_DNS.UBBarracks_DNS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
      Model              = UBBarracks_ENS
      Animation          = UBBarracks_ENS.UBBarracks_ENS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = AWAITING_CONSTRUCTION 
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
    AliasConditionState  = SOLD 
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD NIGHT
    AliasConditionState  = SOLD NIGHT DAMAGED
    AliasConditionState  = SOLD NIGHT REALLYDAMAGED
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD SNOW DAMAGED
    AliasConditionState  = SOLD SNOW REALLYDAMAGED
    AliasConditionState  = SOLD NIGHT SNOW
    AliasConditionState  = SOLD NIGHT SNOW DAMAGED
    AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
    ;**************************************************************************************************************************
  End
  ; ------------ construction-zone fence -----------------
  Draw = W3DModelDraw ModuleTag_02
  AnimationsRequirePower = No
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBBarracks_A4
      Animation       = UBBarracks_A4.UBBarracks_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBBarracks_A4N
      Animation       = UBBarracks_A4N.UBBarracks_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBBarracks_A4S
      Animation       = UBBarracks_A4S.UBBarracks_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBBarracks_A4SN
      Animation       = UBBarracks_A4SN.UBBarracks_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = UBBarracks_A4
      Animation       = UBBarracks_A4.UBBarracks_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = UBBarracks_A4N
      Animation       = UBBarracks_A4N.UBBarracks_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = UBBarracks_A4S
      Animation       = UBBarracks_A4S.UBBarracks_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = UBBarracks_A4SN
      Animation       = UBBarracks_A4SN.UBBarracks_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = UBBarracks_A4
      Animation       = UBBarracks_A4.UBBarracks_A4
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = UBBarracks_A4N
      Animation       = UBBarracks_A4N.UBBarracks_A4N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = UBBarracks_A4S
      Animation       = UBBarracks_A4S.UBBarracks_A4S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = UBBarracks_A4SN
      Animation       = UBBarracks_A4SN.UBBarracks_A4SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  ; ------------ under-construction scaffolding -----------------
  Draw = W3DModelDraw ModuleTag_03
  AnimationsRequirePower = No
    MinLODRequired = MEDIUM
    DefaultConditionState
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = SNOW NIGHT
      Model           = None
      TransitionKey   = DOWN_DEFAULT
    End
    ConditionState    = PARTIALLY_CONSTRUCTED
      Model           = UBBarracks_A6
      Animation       = UBBarracks_A6.UBBarracks_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Dust01 BuildingDust
      ParticleSysBone = Smoke01 BuildUpSmoke
      ParticleSysBone = Smoke02 BuildUpSmoke
      ParticleSysBone = Smoke03 BuildUpSmoke
      ParticleSysBone = Smoke04 BuildUpSmoke
      ParticleSysBone = Smoke05 BuildUpSmoke
      ParticleSysBone = Smoke06 BuildUpSmoke
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = UBBarracks_A6N
      Animation       = UBBarracks_A6N.UBBarracks_A6N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Dust01 BuildingDust
      ParticleSysBone = Smoke01 BuildUpSmoke
      ParticleSysBone = Smoke02 BuildUpSmoke
      ParticleSysBone = Smoke03 BuildUpSmoke
      ParticleSysBone = Smoke04 BuildUpSmoke
      ParticleSysBone = Smoke05 BuildUpSmoke
      ParticleSysBone = Smoke06 BuildUpSmoke
    End
    ConditionState    = SNOW PARTIALLY_CONSTRUCTED
      Model           = UBBarracks_A6S
      Animation       = UBBarracks_A6S.UBBarracks_A6S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
      ParticleSysBone = Dust01 BuildingSnowDust
      ParticleSysBone = Smoke01 BuildUpSnowSmoke
      ParticleSysBone = Smoke02 BuildUpSnowSmoke
      ParticleSysBone = Smoke03 BuildUpSnowSmoke
      ParticleSysBone = Smoke04 BuildUpSnowSmoke
      ParticleSysBone = Smoke05 BuildUpSnowSmoke
      ParticleSysBone = Smoke06 BuildUpSnowSmoke
    End
    ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
      Model           = UBBarracks_A6SN
      Animation       = UBBarracks_A6SN.UBBarracks_A6SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = Dust01 BuildingNightSnowDust
      ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke06 BuildUpNightSnowSmoke
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = UBBarracks_A6
      Animation       = UBBarracks_A6.UBBarracks_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = UBBarracks_A6N
      Animation       = UBBarracks_A6N.UBBarracks_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = UBBarracks_A6S
      Animation       = UBBarracks_A6S.UBBarracks_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = UBBarracks_A6SN
      Animation       = UBBarracks_A6SN.UBBarracks_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = UBBarracks_A6
      Animation       = UBBarracks_A6.UBBarracks_A6
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_NIGHT DOWN_DEFAULT
      Model           = UBBarracks_A6N
      Animation       = UBBarracks_A6N.UBBarracks_A6N
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOW DOWN_DEFAULT
      Model           = UBBarracks_A6S
      Animation       = UBBarracks_A6S.UBBarracks_A6S
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
      Model           = UBBarracks_A6SN
      Animation       = UBBarracks_A6SN.UBBarracks_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End

  PlacementViewAngle = -135

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Barracks
  Side             = GLA
  EditorSorting    = STRUCTURE
  BuildCost        = 500
  BuildTime        = 10.0           ; in seconds
  EnergyProduction = 0
  CommandSet       = SpecialBarracksCommandSet
  VisionRange      = 200.0           ; Shroud clearing distance
  ShroudClearingRange = 200
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  ExperienceValue     = 100 100 100 100  ; Experience point value at each level
  End


  ; *** AUDIO Parameters ***
  VoiceSelect = BarracksGLASelect
  SoundDie              = BuildingDie
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority   = STRUCTURE
  KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE 
  Body            = StructureBody ModuleTag_04
    MaxHealth     = 500.0
    InitialHealth = 500.0
  End
  Behavior = HealContain ModuleTag_05
    ContainMax          = 10 ;way bigger than the # of objects we can have  
    TimeForFullHeal     = 2000   ;(in milliseconds)
    AllowInsideKindOf   = INFANTRY
    AllowAlliesInside   = Yes
    AllowNeutralInside  = No
    AllowEnemiesInside  = No
  End

  Behavior        = RebuildHoleExposeDie ModuleTag_06
    HoleName      = GLAHoleBarracks
    HoleMaxHealth = 500.0
  End
  Behavior = DestroyDie ModuleTag_07
    ;nothing
  End
  Behavior        = CreateObjectDie ModuleTag_08
    CreationList  = OCL_LargeStructureDebris
  End
  Behavior        = FXListDie ModuleTag_09
    DeathFX       = FX_StructureSmallDeath
  End
  Behavior = ProductionUpdate ModuleTag_10
    ; nothing
  End
  Behavior = DefaultProductionExitUpdate ModuleTag_11
    UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
    NaturalRallyPoint = X: 42.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  End

  Behavior = FlammableUpdate ModuleTag_13
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = TransitionDamageFX ModuleTag_16
    ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  End


  Geometry            = BOX
  GeometryMajorRadius = 42.0
  GeometryMinorRadius = 52.0
  GeometryHeight      = 20.0
  GeometryIsSmall     = No
  FactoryExitWidth    = 25 
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End

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


CommandSet SpecialBarracksCommandSet
  1  = Command_ConstructGLAInfantryJarmenKell
  2  = Command_ConstructGLAInfantryJarmenKell
  3  = Command_ConstructGLAInfantryJarmenKell
  4  = Command_ConstructGLAInfantryJarmenKell
  5  = Command_ConstructGLAInfantryJarmenKell
  6  = Command_ConstructGLAInfantryJarmenKell
  7  = Command_UpgradeGLARebelCaptureBuilding
  11 = Command_SetRallyPoint
  12 = Command_Sell 
End

CommandButton Command_ConstructSpecialBarracks
  Command       = DOZER_CONSTRUCT
  Object        = SpecialBarracks
  TextLabel     = CONTROLBAR:ConstructGLABarracks
  ButtonImage   = SUBarracks
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipGLABuildBarracks
End

CommandSet ChinaDozerCommandSet
  1  = Command_ConstructChinaPowerPlant
  2  = Command_ConstructChinaAirfield
  3  = Command_ConstructSpecialBarracks
  4  = Command_ConstructChinaPropagandaCenter
  5  = Command_ConstructChinaSupplyCenter
  6  = Command_ConstructChinaSpeakerTower
  7  = Command_ConstructChinaBunker
  8  = Command_ConstructChinaNuclearMissileLauncher
  9  = Command_ConstructChinaGattlingCannon
 10  = Command_ConstructChinaCommandCenter
 11  = Command_ConstructChinaWarFactory
 12  = Command_DisarmMinesAtPosition
End
btw I did everything according to Shiv's tutorial except changing the stuff in the Generals.CSF because I dont need the buttons to look good just yet, I just want the game to work with my modyfied units.
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Old 08-13-2003, 05:55 AM   #7 (permalink)
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Join Date: Apr 2003
Location: Canada
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I havnet looked through the whole code, but I can already know theres going to be one problem. Under Design Parameters change
Side = GLA
to
Side = China
There might be more though. Arg, I hate how building art drawing code is so long.
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