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

Forum Info
Forum Members: 18,617
Total Threads: 8,723
Posts: 95,213

Administrators:
DeeZire, Redemption

There are currently 35 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements

DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » My ChinaTankScorpian Factionunit.ini (model Chrisv80)

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

Reply
 
LinkBack Thread Tools
Old 08-25-2003, 03:35 PM   #1 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 337
Default My ChinaTankScorpian Factionunit.ini (model Chrisv80)

Can anyone check whats wrong with my code?

It keeps crashing at the start.

The model is from Chrisv80's new scorpian tank

Object ChinaTankScorpian

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

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

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = NVScorpian
Turret = Turret01
WeaponFireFXBone = PRIMARY MUZZLE01 MUZZLE02
WeaponMuzzleFlash = PRIMARY MUZZLEFX01 MUZZLEFX02
WeaponLaunchBone = PRIMARY MUZZLE01 MUZZLE02
End
AltTurret = Turret02
WeaponFireFXBone = SECONDARY FIREA
WeaponMuzzleFlash = SECONDARY MUZZLEFX03
WeaponLaunchBone = SECONDARY FIREA
End

ConditionState = REALLYDAMAGED
Model = NVScorpian_D
End

ConditionState = RUBBLE
Model = NVScorpian_D1
End

TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
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 ScorpianTankGun
Weapon = SECONDARY ScorpianTankRocketWeapon
End

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End

BuildCost = 1000
BuildTime = 10.0 ;in seconds
VisionRange = 125
ShroudClearingRange = 300
Prerequisites
Object = ChinaCommandCenter
Object = ChinaWarfactory
End

ExperienceValue = 60 60 120 200 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;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 = ChinaScorpianCommandSet

VoiceSelect = ScorpionTankVoiceSelect
VoiceMove = ScorpionTankVoiceMove
VoiceAttack = ScorpionTankVoiceAttack
SoundMoveStart = ScorpionTankMoveStart
SoundMoveStartDamaged = ScorpionTankMoveStart
VoiceGuard = ScorpionTankVoiceMove

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ScorpionTankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceEnter = ScorpionTankVoiceMove
End

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

Body = ActiveBody ModuleTag_02
MaxHealth = 370.0
InitialHealth = 370.0
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY
End

AltTurret
TurretTurnRate = 120
RecenterTime = 5000
ControlledWeaponSlots = SECONDARY
End

AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL ScorpionLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_GenericTankDeathEffect
FX = FINAL FX_BattleMasterExplosionOneFinal
End

Behavior = DestroyDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
End

; A crushing defeat
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateObjectDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End

Behavior = CreateCrateDie ModuleTag_12
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_13
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
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 = 14.0
GeometryMinorRadius = 9.0
GeometryHeight = 10.5
GeometryIsSmall = Yes Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
The_Blind_One is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-25-2003, 04:01 PM   #2 (permalink)
Senior Member
 
Join Date: Jul 2003
Posts: 342
Default

try to use this
;------------------------------------------------------------------------------
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
;------------------------------------------------------------------------------
pieten is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-25-2003, 05:53 PM   #3 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 337
Default

Dude yes i know your thing works but the gunfire flashes are all way off and the flamethrower (wich is a good idea) looks like its being shot from the machine guns and not the turret behind it.
The_Blind_One is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-26-2003, 11:39 AM   #4 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 337
Default

BUMP man cant i get an answer?
The_Blind_One is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-26-2003, 11:46 AM   #5 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
Default

nog steeds nie goed?
Chrizz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-26-2003, 12:41 PM   #6 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 337
Default

nee :cry:
The_Blind_One is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-26-2003, 01:16 PM   #7 (permalink)
Senior Member
 
Join Date: Jul 2003
Posts: 342
Default

yes cant help that with coding u should modify the model remove the muzzelfx and add a flamerbone
pieten is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-26-2003, 01:29 PM   #8 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
Default k

kom dan op msn dan kan ik je helpen
Chrizz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-26-2003, 01:31 PM   #9 (permalink)
Senior Member
 
Join Date: Jul 2003
Posts: 342
Default

niet nodig ik kan dat al , thx
pieten is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 08-26-2003, 01:37 PM   #10 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
Default

ik bedoel the blind one
Chrizz 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
Have you seen this Model anywhere? tor3203's model tor3203 Generals & Zero Hour Editing 11 01-03-2006 05:37 AM
Zero:Hour Troop Crawler By ChrisV80 Chrizz Generals & Zero Hour Editing 20 09-12-2003 10:34 AM
FactionUnit.ini Phoib Generals & Zero Hour Editing 35 09-12-2003 07:59 AM
A question about the factionunit.ini Etherealsilk Generals & Zero Hour Editing 11 08-17-2003 05:30 PM
need help in factionunit.ini kornlord283 Generals & Zero Hour Editing 8 02-20-2003 05:32 AM


All times are GMT -4. The time now is 08:50 AM.


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