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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 03-04-2003, 04:12 AM   #21 (permalink)
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I was going to say "have a second weapon upgrade" but since there isn't any, I doubt if it would work.

Hmm, tricky...
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Old 04-03-2003, 02:42 AM   #22 (permalink)
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What I need is help on getting a helicopter to be a transport helicopter.
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Old 04-03-2003, 02:59 AM   #23 (permalink)
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Look at the Chinook
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Old 04-03-2003, 02:59 PM   #24 (permalink)
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i have and copied alot from the chinook but it still wont land and yes i have all the correct bones in the w3d file since i copied them from chinooks w3d.
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Old 04-08-2003, 11:09 PM   #25 (permalink)
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Quote:
Originally Posted by warlord
What I need is help on getting a helicopter to be a transport helicopter.

dude, me and blaine (the god ) already got that to work. ill send the file. Its pretty simple. its a comanche transport (different model) that can hold six guys and the guys can fire out from the heli. its kind ofexpensive. damage is upgraded on turret

;------------------------------------------------------------------------------
Object AmericaVehicleComanche

; *** ART Parameters ***
SelectPortrait = SAComanche_L
ButtonImage = SAComanche

;UpgradeCameo1 = Upgrade_ComancheRocketPods
;UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01 ; Helicopter

ExtraPublicBone = RopeStart
ExtraPublicBone = RopeEnd

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

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

Draw = W3DModelDraw ModuleTag_02 ; Cargo net
ConditionState = NONE
Model = None ; Nothing here
TransitionKey = TRANS_Empty
WaitForStateToFinishIfPossible = TRANS_Unloading
End

ConditionState = DYING
Model = None ; Nothing here
End
AliasConditionState = RUBBLE
AliasConditionState = CARRYING RUBBLE
AliasConditionState = DOCKING RUBBLE
AliasConditionState = DOCKING CARRYING RUBBLE

ConditionState = CARRYING
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
TransitionKey = TRANS_Full
WaitForStateToFinishIfPossible = TRANS_PickingUp
End

ConditionState = DOCKING
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
TransitionKey = TRANS_PickingUp
WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both.
End

ConditionState = DOCKING CARRYING
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
TransitionKey = TRANS_Unloading
WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both.
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Comanche
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 600
BuildCost = 3500
BuildTime = 15.0 ;in seconds
Prerequisites
Object = AmericaAirfield
End
ExperienceValue = 50 50 50 50 ;Experience point value at each level
IsTrainable = No
CommandSet = AmericaVehicleComancheCommandSet
WeaponSet
Conditions = None
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY NONE
End
WeaponSet
Conditions = PLAYER_UPGRADE
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY ComancheRocketPodWeapon
AutoChooseSources = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = ComancheArmor
DamageFX = None
End

; *** AUDIO Parameters ***
VoiceSelect = ChinookVoiceSelect
VoiceMove = ChinookVoiceMove
VoiceAttack = ChinookVoiceAttack
SoundAmbient = ChinookAmbientLoop
SoundAmbientRubble = NoSound
SoundDie = ChinookVoiceFalling
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = ChinookVoiceCreate
VoiceSupply = ChinookVoiceSupply
VoiceUnload = ChinookVoiceUnload
VoiceCombatDrop = ChinookVoiceCombatDrop
VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings!
VoiceGarrison = ChinookVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at
; (well, "near" actually) an Airfield to get healed...
; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there.
KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD

Behavior = WeaponSetUpgrade ModuleTag_02
TriggeredBy = Upgrade_ComancheRocketPods
End

Body = ActiveBody ModuleTag_03
MaxHealth = 525.0
InitialHealth = 525.0
End

Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End

Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End

Behavior = ChinookAIUpdate ModuleTag_07
;MaxBoxes = 8
;SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction)
;SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions)
;SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan)
;SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted
NumRopes = 4
; these define how long we can wait, once a guy is on-rope, before throwing another
; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely
; and we'll wait for each guy to clear before spawning another.
PerRopeDelayMin = 900
PerRopeDelayMax = 1500
RopeWidth = 0.5
RopeColor = R:0 G:0 B:0
RopeWobbleLen = 10
RopeWobbleAmplitude = 0.25
RopeWobbleRate = 180
RopeFinalHeight = 10 ; stop this far above ground
RappelSpeed = 30
MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it

End
Locomotor = SET_NORMAL ChinookLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

Behavior = TransportContain ModuleTag_08
PassengersAllowedToFire = Yes
Slots = 6
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY
ForbidInsideKindOf = AIRCRAFT VEHICLE HUGE_VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
GoAggressiveOnExit = Yes
End
Behavior = PhysicsBehavior ModuleTag_09
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_10
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
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 30
FinalRubbleObject = ChinookRubbleHull
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
GeometryMajorRadius = 20.0
GeometryMinorRadius = 6.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End




it works perfectly. pix up guys just like a chinook, but can attack like comanche
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Old 04-17-2003, 07:58 AM   #26 (permalink)
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i have seen a jump and a climb code both unused what are they there for
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Old 04-17-2003, 07:59 AM   #27 (permalink)
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i am confused what are they in there for
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Old 04-20-2003, 01:25 PM   #28 (permalink)
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Jump is probobaly for when the chinook gets shot down will rangers are combat dropping. The Climb code is how Col. Burton can CLIMB
cliffs.
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Old 04-27-2003, 01:11 PM   #29 (permalink)
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I sopose no body has the full v1.5 .ini files do they?
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Old 04-28-2003, 05:52 AM   #30 (permalink)
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You can just extract them yourself.

Using finalBig, open ini.big and export all in the main generals directory. The sub-directories will be created (Data\ini\)
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