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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 10-15-2003, 01:07 PM   #1 (permalink)
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Default Navalyard help!

Can anybody help! I'm trying to find a Navalyard that works so it can only be built in water ! Or tell me how you can do this !
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Old 10-15-2003, 03:14 PM   #2 (permalink)
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one or two peaple know how to do it but will not tell anyone
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Old 10-15-2003, 03:38 PM   #3 (permalink)
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Default Naval scritp

Here my friends if u need some stuff that u cannot find or can get it just go to my website














;-------------- Add this to the commandset.ini on a command Center

11 = Command_ConstructHoverDozer



;-------------- Add this to the commandset.ini--------------------
;------------You have to add your own units to be constructed-----
CommandSet ShipYard3CommandSet
1 = Command_Construct
2 = Command_UpgradeSeaRepair
3 = Command_Construct
4 = Command_UpgradeSeaArmour
5 = Command_Construct
11 = Command_SetRallyPoint
12 = Command_Sell
End


CommandSet HoverCommandSet
1 = Command_TransportExit
2 = Command_TransportExit
3 = Command_TransportExit
4 = Command_TransportExit
5 = Command_TransportExit
6 = Command_TransportExit
7 = Command_TransportExit
8 = Command_TransportExit
9 = Command_TransportExit
10 = Command_Evacuate
11 = Command_Guard
12 = Command_Stop
End



:----------------Add This to the commandbutton.ini----------------

CommandButton Command_ConstructHoverDozer
Command = UNIT_BUILD
Object = HoverDozer
TextLabel = SeaBase
ButtonImage = SADrone
ButtonBorderType = BUILD
DescriptLabel = Land_and_sea_transport
End


CommandButton Command_ConstructCarrier
Command = UNIT_BUILD
Object = SeaBase
TextLabel = Carrier
ButtonImage = SADrone
ButtonBorderType = BUILD
DescriptLabel = Land_and_sea_transport
End




;---------------Add This to Factionunit.ini-----------------------

Object HoverDozer


SelectPortrait = SADrone
ButtonImage = SADrone

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

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NVTransport3

Animation = AVAMPHIB.AVAMPHIB ; fans off
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End

ConditionState = OVER_WATER
Model = NVTransport3
ParticleSysBone = TreadFX01 AmphibWaveRest
Animation = AVAMPHIB.AVAMPHIB ; fans off
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End

ConditionState = MOVING
Model = NVTransport3
; ParticleSysBone = Exhaust01 SteamVent ;Want turned off

until better solution or final cut solution is reached
; ParticleSysBone = Exhaust02 SteamVent
ParticleSysBone = Mist01 AmphibDirt
; ParticleSysBone = Mist01 AmphibDirtClods

; ParticleSysBone = TreadFX01 RocketBuggyDust

Animation = AVAMPHIB.AVAMPHIB ; fans on
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
ConditionState = MOVING OVER_WATER
Model = NVTransport3
; ParticleSysBone = Exhaust01 SteamVent
; ParticleSysBone = Exhaust02 SteamVent

ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = Mist02 AmphibMist
ParticleSysBone = Mist03 AmphibMistSide
ParticleSysBone = Mist04 AmphibMistSide
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = TreadFX02 AmphibWave
Animation = AVAMPHIB.AVAMPHIB ; fans on
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End
End

; The exit door
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = NVTransport3
Animation = AVAMPHIB_A.AVAMPHIB_A
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING
Model = NVTransport3
Animation = AVAMPHIB_A.AVAMPHIB_A
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = NVTransport3
Animation = AVAMPHIB_A1.AVAMPHIB_A1
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
End

VoiceSelect = SupplyTruckVoiceSelect
; ***DESIGN parameters ***
DisplayName = OBJECT:SeaBaseTransport
Side = China
EditorSorting = VEHICLE
CommandSet = HoverCommandSet


ArmorSet
Armor = TruckArmor
DamageFX = DefaultDamageFX
End

WeaponSet
Conditions = None
Weapon = PRIMARY None
End
BuildCost = 3000
BuildTime = 30.0
VisionRange = 150
Prerequisites
;Object = GLAPalace
;Object = GLASupplyStash
End
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2

= trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for

infantry, 1 = for trees, 2 = general vehicles

; *** AUDIO Parameters ***
SoundMoveLoop = AmphibiousTransportMoveLoop

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = SELECTABLE VEHICLE TRANSPORT

Body = ActiveBody ModuleTag_03
MaxHealth = 500.0
InitialHealth = 500.0
End

Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_SeaArmour
AddMaxHealth = 250.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are

PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

Behavior = AutoHealBehavior ModuleTag_05
HealingAmount = 3
HealingDelay = 500 ; msec
TriggeredBy = Upgrade_SeaRepair
End

Behavior = TransportContain ModuleTag_06
Slots = 8
InitialPayload = SeaBase 1
ScatterNearbyOnExit = No
HealthRegen%PerSec = 10
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY VEHICLE STRUCTURE
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use

ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/

ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their

mood to Aggressive on exiting
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 30.0
End
Behavior = TransportAIUpdate ModuleTag_06
;<NO DATA>
End
Locomotor = SET_NORMAL BasicAmphibiousLocomotor
Behavior = DestroyDie ModuleTag_07
;<NO DATA>
End
Behavior = CreateObjectDie ModuleTag_08
DeathTypes = ALL
CreationList = OCL_GenericCarExplode
End
Behavior = FXListDie ModuleTag_09
DeathTypes = ALL -FLOODED
DeathFX = FX_GenericCarExplode
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for

this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = SlowDeathBehavior ModuleTag_16
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_FirestormSmall
FX = FINAL WeaponFX_NapalmMissileDetonation
End

Geometry = BOX
Scale = 1.0 ;Scaling
GeometryIsSmall = No
GeometryMajorRadius = 23.0
GeometryMinorRadius = 17.0
GeometryHeight = 20.0
Shadow = SHADOW_VOLUME

End


;-------------------Add This to Factionbuilding.ini---------------
Object SeaBase

SelectPortrait = SAADVLab_L
ButtonImage = SAADVLab

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

; *** ART Parameters ***
Draw = W3DTankDraw ModuleTag_01
ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayEnd1


OkToChangeModelColor = Yes
InitialRecoilSpeed = 120
MaxRecoilDistance = 8
RecoilSettleSpeed = 6

ConditionState = NONE
Model = ShipYard
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = OVER_WATER
Model = ShipYard
End

ConditionState = MOVING OVER_WATER
Model = ShipYard
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:NavalFactory
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 8 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY LaserWeapon
End

ArmorSet
Conditions = None
;Armor = InvulnerableArmor
Armor = ChinaAirplaneArmor
DamageFX = TankDamageFX
End
BuildCost = 10000
BuildTime = 60.0
VisionRange = 1400
ShroudClearingRange = 1450
Prerequisites
;Object = ChinaWarFactory
;Object = ChinaPropagandaCenter
End
CommandSet = ShipYard3CommandSet

; *** AUDIO Parameters ***
SoundAmbient = BattleshipAmbientLoop
VoiceSelect = OverlordTankVoiceSelect
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveLoop = TurretMoveLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT CAN_ATTACK
Body = StructureBody ModuleTag_10
MaxHealth = 4500.0
InitialHealth = 4500.0
End

Behavior = OCLSpecialPower ModuleTag_23
SpecialPowerTemplate = SuperweaponCarpetBomb
OCL = SUPERWEAPON_CarpetBomb
End

Behavior = ParkingPlaceBehavior ModuleTag_11
HealAmountPerSecond = 10
NumRows = 1
NumCols = 1
HasRunways = Yes
ApproachHeight = 50
End

Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 1
DoorOpeningTime = 2000 ;in mSeconds
DoorWaitOpenTime = 3000 ;in mSeconds
DoorCloseTime = 2000 ;in mSeconds
ConstructionCompleteDuration = 1000 ;in mSeconds
End
Behavior = DefaultProductionExitUpdate ModuleTag_53
UnitCreatePoint = X: 0.0 Y:-7.0 Z:0.0
NaturalRallyPoint = X: 200.0 Y:-7.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End

Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End

Behavior = AIUpdateInterface ModuleTag_55
AutoAcquireEnemiesWhenIdle = yes
End

Behavior = DestroyDie ModuleTag_14
;nothing
End
Behavior = CreateObjectDie ModuleTag_ 15
CreationList = OCL_ABPowerPlantExplode
End
Behavior = CreateObjectDie ModuleTag_ 16
CreationList = OCL_AmericanRangerDebris02
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_17
DeathFX = FX_StructureMediumDeath
End

Behavior = FlammableUpdate ModuleTag_19
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = StealthDetectorUpdate ModuleTag_43
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End

Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_SeaArmour
AddMaxHealth = 1000.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

Behavior = AutoHealBehavior ModuleTag_05
HealingAmount = 7
HealingDelay = 500 ; msec
TriggeredBy = Upgrade_SeaRepair
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 160
TurretPitchRate = 80
FirePitch = 12 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY
NaturalTurretAngle = 180 ; this turret points backwards normally
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End
Locomotor = SET_NORMAL BasicBoatLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 5000.0
End

Behavior = SlowDeathBehavior ModuleTag_16
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_FirestormSmall
FX = FINAL WeaponFX_NapalmMissileDetonation
End


Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------- -----------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys: StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys: StructureTransitionMediumShockwave
End

Geometry = BOX
GeometryMajorRadius = 200.0
GeometryMinorRadius = 20.0
GeometryHeight = 40
GeometryIsSmall = No
Shadow = SHADOW_VOLUME

End
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Old 10-15-2003, 03:50 PM   #4 (permalink)
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ChrisV80 will that work in zero hour ?
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Old 10-15-2003, 03:51 PM   #5 (permalink)
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It should
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Old 10-16-2003, 09:23 AM   #6 (permalink)
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zero hour has a navalyard take a look at the aircraft carrier
its a building atleast in the inis.
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Old 10-16-2003, 12:42 PM   #7 (permalink)
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ChrisV80 did you get my email, if not can you answer this question:
Do you need hover units in order to be able to make the shipyard work so it only builds on water from your ini's.
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Old 10-16-2003, 01:19 PM   #8 (permalink)
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Quote:
Originally Posted by THEEVERGOD
ChrisV80 did you get my email, if not can you answer this question:
Do you need hover units in order to be able to make the shipyard work so it only builds on water from your ini's.


if you want a hover dozer i have one somewhere for the americans
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Old 10-16-2003, 02:00 PM   #9 (permalink)
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is there anything in chris' code that will make the naval yard only buildable in the water?
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Old 10-16-2003, 02:40 PM   #10 (permalink)
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Quote:
Originally Posted by Kaldak
is there anything in chris' code that will make the naval yard only buildable in the water?

the building is a hover unit from what i can see
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