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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 10-11-2003, 12:05 AM   #1 (permalink)
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Join Date: Oct 2003
Location: Nevada, USA
Posts: 933
Default Some Help with Marauder Upgrade

Hi, it's me again, Mishkin, the new dude that wants to mod some cool stuff.

Anyways, since I am new to modding, I will have many questions, and I really hope that you people don't mind.

Anyways on to the question. I tried giving the Marauder Tank a sentry-drone gun upgrade. The problem is that while it works, and the Marauder gets upgraded, nothing changes, he doesn't even fire the sentry-drones machinegun. I know I am missing something in the GLAVehicle.INI, but I don't know what. Can somebody please help me out here? Also, How do I make the sentry-drone gun prphically appear in the game? Do I just add some lines to the INI's, or do I have to remodel the whole unit in gmax or some other 3d editing program?

Here's what I got so far, I know this is along post, but please bear with me...

GLAVehicle.INI

;The Marauder Tank, for the Warlord General.
Object GLATankMarauder

; *** ART Parameters ***
SelectPortrait = SUMarauder_L
ButtonImage = SUMarauder

UpgradeCameo1 = Upgrade_GLAToxinShells
UpgradeCameo2 = Upgrade_GLAJunkRepair
UpgradeCameo3 = Upgrade_AmericaSentryDroneGun
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

; no crate upgrade
ConditionState = NONE
Model = UVMarauder
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = REALLYDAMAGED
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = RUBBLE
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

; crate upgrade 1
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

; crate upgrade 2
ConditionState = WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
End

ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
End

ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
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:Marauder
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY MarauderTankGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY MarauderTankGun
Weapon = SECONDARY SentryDroneGun
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY MarauderTankGunUpgradeOne
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY MarauderTankGunUpgradeTwo
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 800
BuildTime = 10.0 ;in seconds
VisionRange = 125
ShroudClearingRange = 300
Prerequisites
Object = GLAArmsDealer
Science = SCIENCE_MarauderTank
End

ExperienceValue = 100 100 200 300 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;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 = GLATankMarauderCommandSet

; *** AUDIO Parameters ***
VoiceSelect = MarauderTankVoiceSelect
VoiceMove = MarauderTankVoiceMove
VoiceGuard = MarauderTankVoiceMove
VoiceAttack = MarauderTankVoiceAttack
SoundMoveStart = MarauderTankMoveStart
SoundMoveStartDamaged = MarauderTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = MarauderTankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceSalvage = MarauderTankVoiceSalvage
VoiceCrush = MarauderTankVoiceCrush
VoiceEnter = MarauderTankVoiceMove
End

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

Body = ActiveBody ModuleTag_02
MaxHealth = 430.0
InitialHealth = 430.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 860
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL MarauderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = AutoHealBehavior ModuleTag_05
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 1000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_MarauderTankDeathEffect
FX = FINAL FX_BattleMasterExplosionOneFinal
End


Behavior = CreateCrateDie ModuleTag_07
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

; A crushing defeat
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
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 = 17.0
GeometryMinorRadius = 10.0
GeometryHeight = 9.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

CommandButton.INI

Didn't change anything there, since the sentry-drone upgrade already there.

CommandSet.INI

CommandSet GLAPalaceCommandSet
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_Evacuate
7 = Command_UpgradeGLAFortifiedStructure
8 = Command_UpgradeGLAArmTheMob
9 = Command_UpgradeGLACamouflage
10 = Command_UpgradeGLAToxinShells
11 = Command_UpgradeGLAAnthraxBeta
12 = Command_UpgradeAmericaSentryDroneGun
14 = Command_Sell
End

Since I made the upgrade purchusable in the Palace.

Thx again all, and I would REALLY appreciate it, if somebody gave me some help. I hate GLAVehicle because it's so confusing (to me anyways) :/
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Old 10-11-2003, 03:22 AM   #2 (permalink)
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well, just to let you know the way you currently have it, it will loose the gun when it upgrades itself with rubble....

tip: you can actually create new ini files if you want. Any ini files in the correct directories will be read. I put all of my modified/new units in files i created so that its easier to keep track of them.....files like GLAVehicle get very long and annoying....

as for the actual problem at hand....do you see the upgrade actually building? does it tell you something has been upgraded when it finishes? i know i had a problem with my hover tank upgrade where i would click on the upgrade button and nothing would happen...it was because the upgrade wasnt being built, not because the upgrade wasnt working....i cant remember exactly what caused this, but i'll post it when i think of it
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Old 10-11-2003, 12:16 PM   #3 (permalink)
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The upgrade works fine. I click on it from the Palace, the upgrade gets "built", and at the end, at the left top of the screen it says, the sentry-drone upgrade has been enabled. But the marauder doesnt do anything differently, he just fires the same old weapon he had before the upgrade, I want the marauder to fire the old weapon AND the sentry-drone gun at the same time.

Also you know, when you click on a unit, and it shows its upgrades by its picture? Well, it shows the sentry-drone gun upgrade there too.

Finally all I know is that something is wrong in the GLAVehicle.INI.
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Old 10-11-2003, 01:20 PM   #4 (permalink)
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Crap, editing is so annoying. But once you get something working, its so cool.

Anyways, I tried giving the sentry-drone gun to the battlemaster tank, but sadly, and to my enragement, the game didnt start, and gave me the infamous error at the CD-Serial number check screen.

Something is totally going on here.
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Old 10-11-2003, 02:40 PM   #5 (permalink)
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Whell if i hear you correctly you want to give the marauder a machine gun next to its main gun right?

If so did you check the humvee TOW missile upgrade code to see how it works, now USE the the humvee code and rename the things and (you know what i mean) and then make a button for it and it should work fine.

This is because there are different upgrades.

I mean you have upgrades that effect only one unit and needs to be bought sereratly and you got upgrades that effect ALL units.

Use the tow missile upgrade logic and check your weaponset code again.

AND 2 do you want the turret to control weapon SECONDARY?

If so make it in the TURRETAIUPDATE to also have controlledweaponslots = SECONDARY

And last but not least have the machine gun have some preference like with comanche vulcans and hellfire missiles.

Okey that should do it i did it myself and its really easy once you get the hang of it.
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Old 10-11-2003, 10:44 PM   #6 (permalink)
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Hmmmmmmmm...

Here is what I got in the GLAVehicle.INI

Object GLATankMarauder

; *** ART Parameters ***
SelectPortrait = SUMarauder_L
ButtonImage = SUMarauder

UpgradeCameo1 = Upgrade_GLAToxinShells
UpgradeCameo2 = Upgrade_GLAJunkRepair
UpgradeCameo3 = Upgrade_AmericaSentryDroneGun
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

; no crate upgrade
ConditionState = NONE
Model = UVMarauder
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = REALLYDAMAGED
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = RUBBLE
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

; crate upgrade 1
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

; crate upgrade 2
ConditionState = WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
End

ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
End

ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
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:Marauder
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY MarauderTankGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY MarauderTankGun
Weapon = SECONDARY SentryDroneGun
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY MarauderTankGunUpgradeOne
Weapon = SECONDARY SentryDroneGun
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY MarauderTankGunUpgradeTwo
Weapon = SECONDARY SentryDroneGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 800
BuildTime = 10.0 ;in seconds
VisionRange = 125
ShroudClearingRange = 300
Prerequisites
Object = GLAArmsDealer
Science = SCIENCE_MarauderTank
End

ExperienceValue = 100 100 200 300 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;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 = GLATankMarauderCommandSet

; *** AUDIO Parameters ***
VoiceSelect = MarauderTankVoiceSelect
VoiceMove = MarauderTankVoiceMove
VoiceGuard = MarauderTankVoiceMove
VoiceAttack = MarauderTankVoiceAttack
SoundMoveStart = MarauderTankMoveStart
SoundMoveStartDamaged = MarauderTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = MarauderTankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceSalvage = MarauderTankVoiceSalvage
VoiceCrush = MarauderTankVoiceCrush
VoiceEnter = MarauderTankVoiceMove
End

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

Body = ActiveBody ModuleTag_02
MaxHealth = 430.0
InitialHealth = 430.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 860
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL MarauderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = AutoHealBehavior ModuleTag_05
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 1000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_MarauderTankDeathEffect
FX = FINAL FX_BattleMasterExplosionOneFinal
End


Behavior = CreateCrateDie ModuleTag_07
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

; A crushing defeat
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
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 = 17.0
GeometryMinorRadius = 10.0
GeometryHeight = 9.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

As you can see, I think the weaponset are right.

Can you or somebody else please better explain the TURRETAIUPDATE to me. Where is it, and wha lines do I add?

If you don't want to help me out, then The_Blind_One can you atleast paste the INI like you did here, cause u said it worked.
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Old 10-11-2003, 10:54 PM   #7 (permalink)
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Okey dude i will try it out myself.

I will be back in about 30 minutes and its god damn late here so you better be thankfull as its 5 o clock in the morning and i havnt had school and i am only 14 years old.

Okey trying out right now.
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Old 10-11-2003, 11:07 PM   #8 (permalink)
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Okey dude.

I tryed it.

and it works perfectly with me. :lol:
Ohhh and i noticed that you DONT have to do anything to the turretai because the marauder doesnt make use of a turret lol oops i kinda forgot that.

Did it ever occur to you that. :/

A. if you use a general and not standard GLA that it wont work because they use a different marauder tank. :tard:

B. Did you place it even in the right folder? :scared: (if your a compleet noob)

C. If all of that doesnt work, use this code i will past it below.

AND USE NORMAL GLA NOT A GENERAL WHEN TESTING IT.

NOTE: I DELETED THE NEED FOR THE SCIENCE MARAUDER FOR TEST PURPOSE

Object GLATankMarauder

; *** ART Parameters ***
SelectPortrait = SUMarauder_L
ButtonImage = SUMarauder

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

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

; no crate upgrade
ConditionState = NONE
Model = UVMarauder
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = REALLYDAMAGED
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = RUBBLE
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

; crate upgrade 1
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

; crate upgrade 2
ConditionState = WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
End

ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
End

ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
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:Marauder
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY MarauderTankGun
Weapon = SECONDARY SentryDroneGun
PreferredAgainst = SECONDARY INFANTRY
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY MarauderTankGunUpgradeOne
Weapon = SECONDARY SentryDroneGun
PreferredAgainst = SECONDARY INFANTRY
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY MarauderTankGunUpgradeTwo
Weapon = SECONDARY SentryDroneGun
PreferredAgainst = SECONDARY INFANTRY
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 800
BuildTime = 10.0 ;in seconds
VisionRange = 125
ShroudClearingRange = 300
Prerequisites
Object = GLAArmsDealer
End

ExperienceValue = 100 100 200 300 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;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 = GLATankMarauderCommandSet

; *** AUDIO Parameters ***
VoiceSelect = MarauderTankVoiceSelect
VoiceMove = MarauderTankVoiceMove
VoiceGuard = MarauderTankVoiceMove
VoiceAttack = MarauderTankVoiceAttack
SoundMoveStart = MarauderTankMoveStart
SoundMoveStartDamaged = MarauderTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = MarauderTankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceSalvage = MarauderTankVoiceSalvage
VoiceCrush = MarauderTankVoiceCrush
VoiceEnter = MarauderTankVoiceMove
End

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

Body = ActiveBody ModuleTag_02
MaxHealth = 430.0
InitialHealth = 430.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 860
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL MarauderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = AutoHealBehavior ModuleTag_05
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 1000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_MarauderTankDeathEffect
FX = FINAL FX_BattleMasterExplosionOneFinal
End


Behavior = CreateCrateDie ModuleTag_07
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

; A crushing defeat
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
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 = 17.0
GeometryMinorRadius = 10.0
GeometryHeight = 9.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End
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Old 10-12-2003, 12:38 AM   #9 (permalink)
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Join Date: Oct 2003
Location: Nevada, USA
Posts: 933
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Hey,

Well, you did it kind of right. You see I want it to fire its maraudertankgun, and then when I upgrade it with the sentry-drone gun from the palace, it will fire them both at the same time. You did it without the upgrade.

Now I realize you cant devote all of your time to helping me. But if you have free time (which you probably dont) please try it like I told yu with the upgrade. It doesnt work with the damn upgrade, although Im close to making i work.

And yes, I know that the different generals units and buildings are TOTALLY different units and buildings from the "Vanilla" Sides.

You're 14, Im 15, all i can say is sorry about delaying you from sleep, and thx for all the help you gave me so far.
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Old 10-12-2003, 08:52 AM   #10 (permalink)
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Join Date: Aug 2003
Posts: 337
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It aint that hard, you got msn or sumthing?

Mine is deeno89@hotmail.com

Contact me for any ini questions.

I'll be online.

And if you really cant figure it out yourself ill send you the file with everything on it

But your really need to try it out for yourself.

Why?

Not that i am lazy or anything, but you really learn something from doing it yourself.
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