logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,642
Total Threads: 8,744
Posts: 95,513

Administrators:
DeeZire, Redemption

There are currently 31 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


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

Reply
 
LinkBack Thread Tools
Old 08-24-2003, 08:26 AM   #1 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 337
Default China Scorpian Tank

Hi.

okey i have been busy with this model.
I am trying to make it work but anything i do fails i have been able to succesfully enter any other model but this one just shoots me out of this chair trying to kill Generals hehe :dead: .
Anyway can anyone make me a working factionunit.ini from the china scorpian tank (model by chrissv80)
(yes i am not a compleet noob because i added 6 units before this and edited almost compleet generals) (thank you if you put any interst in this)
The_Blind_One is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-24-2003, 09:39 AM   #2 (permalink)
Senior Member
 
Join Date: Jun 2003
Location: Texas
Posts: 709
Send a message via ICQ to Vanguard Send a message via AIM to Vanguard Send a message via MSN to Vanguard Send a message via Yahoo to Vanguard
Default

Do you know how to code?
Vanguard is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-24-2003, 10:11 AM   #3 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 337
Default

yes i do.

But i just cant figure out how to code this one i cant figure out with this one how all the turrets and barrels work.

I coded the Crusader with rocketlauncher on the side (from chrissv80) all by myself , and made it a special feature wich can be launched in emergency's like comanche rocket pod.
Its really cool and i had to reskin the thing so i do know how to code.
If you want to have the code for the crusader just ask me.
Ohh the crusader tank with rocketlauncher is upgradeble.
its like this
Crusader > purchase upgrade > Advanced Crusader
And it looks like a normal crusader and just like humvee it gets a rocket launcher.
Really Cool (but you might want to jack the price up for it )
The_Blind_One is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-24-2003, 11:05 AM   #4 (permalink)
Senior Member
 
Join Date: Jun 2003
Location: Texas
Posts: 709
Send a message via ICQ to Vanguard Send a message via AIM to Vanguard Send a message via MSN to Vanguard Send a message via Yahoo to Vanguard
Default

Oh for the tank barrel put ammo in clip as 2 then ShotsPerBarrel = 1 in the weapon.ini, then for the missile turret I have no clue.
Vanguard is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-24-2003, 11:18 AM   #5 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 337
Default

i know about the double barrel but i just cant get it all to work good, maybe chrisv80 can help me?
Maybe he got it to work since its his own design
The_Blind_One is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-24-2003, 11:45 AM   #6 (permalink)
Senior Member
 
Join Date: Jun 2003
Location: Texas
Posts: 709
Send a message via ICQ to Vanguard Send a message via AIM to Vanguard Send a message via MSN to Vanguard Send a message via Yahoo to Vanguard
Default

Yeah he can.
Vanguard is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-24-2003, 11:55 AM   #7 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 337
Default

lol i know that mate but i need the code to
The_Blind_One is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-24-2003, 02:12 PM   #8 (permalink)
Senior Member
 
Join Date: Jul 2003
Posts: 342
Default

;------------------------------------------------------------------------------
Object ChinaTankScorpian

; *** ART Parameters ***
SelectPortrait = Scorpian
ButtonImage = Scorpian

UpgradeCameo2 = Upgrade_ChinaInsineraryBullets
UpgradeCameo1 = Upgrade_ChinaChainGuns
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = NVScorpian
Animation = NVScorpian.NVScorpian
AnimationMode = MANUAL
Turret = TURRET01
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle01
WeaponFireFXBone = SECONDARY Muzzle02
WeaponLaunchBone = SECONDARY Muzzle02
AltTurret = Turret02
End

ConditionState = REALLYDAMAGED
Model = NVScorpian_D
End
ConditionState = RUBBLE
Model = NVScorpian_D1
End

;-----pristine attacking----------------------
ConditionState = ATTACKING
Model = NVScorpian
Animation = NVScorpian.NVScorpian
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End

ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING
Model = NVScorpian
Animation = NVScorpian.NVScorpian
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End

ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING
Model = NVScorpian
Animation = NVScorpian.NVScorpian
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End

ConditionState = CONTINUOUS_FIRE_FAST ATTACKING
Model = NVScorpian
Animation = NVScorpian.NVScorpian
AnimationMode = LOOP
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
End

;-----damaged attacking----------------------
ConditionState REALLYDAMAGED ATTACKING
Model = NVScorpian_D
Animation = NVScorpian_D.NVScorpian_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING
Model = NVScorpian_D
Animation = NVScorpian_D.NVScorpian_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End

ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING
Model = NVScorpian_D
Animation = NVScorpian_D.NVScorpian_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End

ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING
Model = NVScorpian_D
Animation = NVScorpian_D.NVScorpian_D
AnimationMode = LOOP
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
End




TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Scorpian
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY GattlingTankGun
Weapon = SECONDARY Napalmtankweaponx
End

WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY InsineraryGattlingTankGun
Weapon = SECONDARY Napalmtankweapon1x
End

ArmorSet
Conditions = None
Armor = AntiAirVehicle
DamageFX = TankDamageFX
End
BuildCost = 1600
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 360
Prerequisites
Object = ChinaWarFactory
End

ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaVehicleGattlingTankCommandSet

Behavior = AIUpdateInterface ModuleTag_20
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End

; *** AUDIO Parameters ***
VoiceSelect = GattlingTankVoiceSelect
VoiceMove = GattlingTankVoiceMove
VoiceGuard = GattlingTankVoiceMove
VoiceAttack = GattlingTankVoiceAttack
SoundMoveStart = GattlingTankMoveStart
SoundMoveStartDamaged = GattlingTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = GattlingTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
VoiceCrush = GattlingTankVoiceCrush
VoiceEnter = GattlingTankVoiceMove
VoiceRapidFire = GattlingTankVoiceRapid
End

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

Body = ActiveBody ModuleTag_02
MaxHealth = 450.0
InitialHealth = 450.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 180 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = No
FiresWhileTurning = Yes
End
AltTurret
TurretTurnRate = 180
TurretPitchRate = 120
AllowsPitch = Yes
MinPhysicalPitch = -15
TurretTurnRate = 180
TurretFireAngleSweep = SECONDARY 30
TurretSweepSpeedModifier = SECONDARY 1.0 ; Sweep slower than you turn (aim for 30 for art)
ControlledWeaponSlots = SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL GattlingTankLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 40.0
End

; Behavior = DestroyDie
; ;nothing
; End

; Just explode death
Behavior = SlowDeathBehavior ModuleTag_05
ProbabilityModifier = 19
DestructionDelay = 200
DestructionDelayVariance = 100

SinkRate = 0.5 ; in Dist/Sec

OCL = FINAL OCL_ChinaTankGattlingDebris
FX = FINAL FX_GattlingExplosionOneFinal
End

Behavior = CreateCrateDie ModuleTag_06
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_07
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = WeaponSetUpgrade ModuleTag_08
TriggeredBy = Upgrade_ChinaInsineraryBullets
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

Behavior = WeaponBonusUpgrade ModuleTag_22
TriggeredBy = Upgrade_ChinaChainGuns
End

Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
Scale = 1.15
GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Weapon ScorpianGattlingWeapon
PrimaryDamage = 30.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 175.0
DamageType = Gattling
DeathType = NORMAL
WeaponSpeed = 1000.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_QuadCannonGunFire
VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire
FireSound = GattlingTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 75 ; time between shots, msec
ClipSize = 40 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 500 ; how long to reload a Clip, msec
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes
End
Weapon InsScorpGattlingWeapon
PrimaryDamage = 40.0 ;5.0
PrimaryDamageRadius = 1.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 225.0
DamageType = Gattling
DeathType = NORMAL
WeaponSpeed = 1000.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = laserpulseShell ; CHANGE THIS
FireFX = WeaponFX_QuadCannonGunFire
VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire
ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
FireSound = GattlingCannonWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 50 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade

; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES WALLS

End

;------------------------------------------------------------------------------
Weapon Napalmtankweapon1x
PrimaryDamage = 75.5
PrimaryDamageRadius = 10.0
SecondaryDamage = 8.25
SecondaryDamageRadius = 15.0
ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 200.0
MinimumAttackRange = 10.0
DamageType = FLAME
DeathType = BURNED
WeaponSpeed = 1000 ; dist/sec
WeaponRecoil = 0 ; angle to deflect the model when firing
ProjectileObject = DragonTankFlameProjectileUpgraded
FireFX = WeaponFX_DragonTankFlameWeaponUpgraded
ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonationUpgraded
FireSound = DragonTankWeaponLoop
FireSoundLoopTime = 50 ; loop the firing sound until there's this much delay between shots
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 40 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 100 ; how long to reload a Clip, msec
ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air
ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
AllowAttackGarrisonedBldgs = Yes
End

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Weapon Napalmtankweaponx
PrimaryDamage = 50.5
PrimaryDamageRadius = 10.0
SecondaryDamage = 8.25
SecondaryDamageRadius = 15.0
ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 200.0
MinimumAttackRange = 10.0
DamageType = FLAME
DeathType = BURNED
WeaponSpeed = 1000 ; dist/sec
WeaponRecoil = 0 ; angle to deflect the model when firing
ProjectileObject = DragonTankFlameProjectile
FireFX = WeaponFX_DragonTankFlameWeapon
ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation
FireSound = DragonTankWeaponLoop
FireSoundLoopTime = 50 ; loop the firing sound until there's this much delay between shots
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 40 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 100 ; how long to reload a Clip, msec
ProjectileStreamName = FlamethrowerProjectileStreamUpgraded ; Drawing helper for this weapon. Tracks all projectiles in air
ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
AllowAttackGarrisonedBldgs = Yes
End

;------------------------------------------------------------------------------
pieten is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-24-2003, 02:14 PM   #9 (permalink)
Senior Member
 
Join Date: Jul 2003
Posts: 342
Default

it does have one weird problem, the sound of the flamer keeps on playing even if it isnt firing
pieten is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-24-2003, 02:18 PM   #10 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 337
Default

wooh thx i hope this one works
The_Blind_One is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Adding a tank to China BruceJKDLee Generals & Zero Hour Editing 13 02-19-2006 01:11 PM
China firedrake wield arms tank w888 Generals & Zero Hour Editing 16 08-18-2004 08:16 AM
me w888 do-it-yourself China three tube laser tank stop tabl w888 Generals & Zero Hour Editing 22 08-15-2004 11:56 PM
China Gattling Tank problem ???? w888 Generals & Zero Hour Editing 7 07-10-2004 02:10 PM
just for fun:China super tank ravage Generals & Zero Hour Editing 25 08-06-2003 03:14 PM


All times are GMT -4. The time now is 05:40 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.