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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
11-08-2003, 09:44 PM
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#1 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Have a cloaking Field in ZH
I'm trying to get a cloacking field (Like the Cloak Generator from TS) in ZH. The GPS Scrambler object from System.ini contains the following usefull lines:
Code:
Behavior = GrantStealthBehavior ModuleTag_02
StartRadius = 20.0
FinalRadius = 100.0 ;this needs to sync with the radiuscursorradius in SpecialPower SuperweaponGPSScrambler
RadiusGrowRate = 10.0
RadiusParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire
KindOf = VEHICLE INFANTRY STRUCTURE
End
BUT the vehicles that enter it stay cloaked, and never uncloak.
Anyone have any ideas against this, or other ideas how to achieve the same effect, other then an upgrade?
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11-08-2003, 10:01 PM
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#2 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 337
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Don't units that are inside the GPS scrambler radius that are cloaked and then attack uncloack?
I don't see the problem if they uncloack like they should ( i think they just uncloack when attacking)
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11-08-2003, 10:21 PM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Yeah, but how long does the effect stay active?
Never noticed it though, thanks anyway.
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11-08-2003, 11:37 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: New Zealand
Posts: 148
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Code:
Behavior = ActiveShroudUpgrade ModuleTag_nn
TriggeredBy =
NewShroudRange =
FXListUpgrade =
End
Try this.... just have the cloak generator grant the upgrade that triggers it when built.
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11-09-2003, 02:38 AM
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#5 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 313
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that would make Shroud, not invisibility like the GPS Scrambler
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11-09-2003, 03:40 AM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: New Zealand
Posts: 148
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Yeah, but it's probably not possible to get a nicely working cloaking field - shroud is almost as good, and can be easily done.
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11-09-2003, 06:51 AM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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I tried it before in Generals, didn't work. Lets try it in ZH...
[edit]Doesn't do anything. Chinese vehicle, upgraded by radarupgrade, and nothing happens. :/ The attached particle won't show and I can just see the enemy one.
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11-09-2003, 09:55 AM
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#8 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 337
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Phoib regarding your question how long it lasts.
It last as long as the object that is created when activating GPS scramble.
Its like a mobile spydrone above it but it lives only a few moments but this spydrone (GPS) cloakes the units and dies after a couple of moments.
Your best bet phoib is to make it a weapon that spawns this object that creates the cloak field.
Look at the microwave tank for a CLOAK tank hehe
I think that should work
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11-10-2003, 01:53 AM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Nod base
Posts: 172
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some research on the making of stealth generator.
first,add these codes:
Object stealthgenobject
VisionRange = 0.0
EditorSorting = SYSTEM
Draw = W3DModelDraw ModuleTag_NOTREALLYADRAW
DefaultConditionState
Model = None
End
End
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE
Body = ImmortalBody ModuleTag_01
MaxHealth = 1
InitialHealth = 1
End
Behavior = GrantStealthBehavior ModuleTag_02
StartRadius = 200.0
FinalRadius = 200.0
RadiusGrowRate = 100.0
KindOf = VEHICLE INFANTRY
End
End
then copy any building's codes,and add:
Object stealthgenerator
......
Behavior = FireWeaponUpdate ModuleTag_xx
Weapon = stealthgenWeapon
End
......
End
and in Weapon.ini:
Weapon stealthgenWeapon
PrimaryDamage = 0
PrimaryDamageRadius = 0.0
AttackRange = 1.0
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 99999
ProjectileObject = stealthgenobject
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250
ClipSize = 0
ClipReloadTime = 0
End
then,add these codes to all units that not stealth but can be stealthed by stealth generator:
Behavior = StealthUpdate ModuleTag_xx
StealthDelay = 999999999;make it stealth again very slowly
StealthForbiddenConditions = FIRING_PRIMARY TAKING_DAMAGE MOVING
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 100.0%
InnateStealth = No
OrderIdleEnemiesToAttackMeUponReveal = Yes
MoveThresholdSpeed = 3
End
so,when these units enter into the effect area of the stealth generator,they will be stealthed.and when they move---like move out of the effect area---they will reveal themselves.but there is a problem:when the stealth generator be sold or destoryed,these stealthed units won't reveal themselves.so we fix it like this:
first,back to the codes of stealth generator,add:
Behavior = FireWeaponWhenDeadBehavior ModuleTag_xx
DeathWeapon = stealthdisableWeapon
StartsActive = Yes
End
Behavior = ObjectCreationUpgrade ModuleTag_xx
UpgradeObject = OCL_stealthdieDrone
TriggeredBy = Upgrade_AmericaBattleDrone
End
Behavior = GrantUpgradeCreate ModuleTag_xx
UpgradeToGrant = Upgrade_AmericaBattleDrone
End
Behavior = AIUpdateInterface ModuleTag_xx
End
add these codes into ObjectCreationList.ini
ObjectCreationList OCL_stealthdieDrone
CreateObject
Offset = X:0 Y:0 Z:1
ObjectNames = stealthdieDrone
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = Yes
End
End
then add:
Object stealthdieDrone
Draw = W3DModelDraw ModuleTag_NOTREALLYADRAW
DefaultConditionState
Model = None
End
End
EditorSorting = SYSTEM
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End
VisionRange = 0
ShroudClearingRange = 0
; RadarPriority = UNIT
KindOf = NO_COLLIDE UNATTACKABLE NO_SELECT
Body = ActiveBody ModuleTag_02
MaxHealth = 10000.0
InitialHealth = 10000.0
End
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL DroneLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5000.0
KillWhenRestingOnGround = Yes
AllowBouncing = No
End
Behavior = SlavedUpdate ModuleTag_06
GuardMaxRange = 1
GuardWanderRange = 1
AttackRange = 1
AttackWanderRange = 1
ScoutRange = 1
ScoutWanderRange = 1
StayOnSameLayerAsMaster = Yes
End
Behavior = DestroyDie ModuleTag_08
DeathTypes = ALL
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_98
DeathWeapon = stealthdisableWeapon
StartsActive = Yes
End
Behavior = StealthUpdate ModuleTag_99
StealthDelay = 0 ; msec
StealthForbiddenConditions = NONE
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = No
End
Geometry = CYLINDER
GeometryMajorRadius = 5.0
GeometryMinorRadius = 6.0
GeometryHeight = 3.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
Weapon.ini again:
Weapon stealthdisableWeapon
PrimaryDamage = 0.001
PrimaryDamageRadius = 250.0
AttackRange = 1.0
DamageType = FLAME
DeathType = NORMAL
WeaponSpeed = 99999
RadiusDamageAffects = ALLIES
DelayBetweenShots = 50
ClipSize = 0
ClipReloadTime = 0
End
thus,when the stealth generator be sold or destoryed,these stealthed units will reveal themselves.
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11-10-2003, 03:27 AM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Hey, never thought of that drone idea..
This must be the first time I'm gratefull someone posts the entire code :P
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