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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » shoot flame further and turning turrent for marauder

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

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Old 11-25-2003, 07:28 AM   #1 (permalink)
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Default shoot flame further and turning turrent for marauder

hi all,

I would like to know is it possible to make the dragon tank to shoot its flame in a great distance?
if so how, is it possible? change the weapon distance don't seem to work.

and also is it possible to make the turrat of the maruder and paladin, rotate just like the crusaders?

finaaly i was trying to make a flame / toxin dragon tank, It can either shoot flame or toxin like the tracter. i can choose between flame or toxin like the demo truck.
I try giving it both weapon and buttons, but once the tank start shooting toxin , It never stop, it just keep on spraying continously. anyway i can fix it?

Thank for the help
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Old 11-25-2003, 11:58 AM   #2 (permalink)
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The flame is done with a fuel system and is in the object for the stream of the flamethrower. Don't remimber the exact name of the object but the bigger you put the fuel lifetime it will go further.
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Old 11-27-2003, 06:00 PM   #3 (permalink)
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The palidins turret already turns and yes it ise possible to make the marauder to have a turret that turns.
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Old 11-27-2003, 09:06 PM   #4 (permalink)
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Quote:
Originally Posted by Vanguard
The palidins turret already turns and yes it ise possible to make the marauder to have a turret that turns.
Thanks for the advice guys, could u show me the code on how to make the turret spin?

and for the flame , there are so many flame particle stuff in the ini, i just don't know how to edit it. could u show me how?

thanks guys
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Old 11-28-2003, 01:58 AM   #5 (permalink)
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just look at the AIupdate module and look at some of the other tanks. then copy the lines with "turnrate" and copy the turret module.

Particle editing wil take about 24 hours to figure out what everything does, and even then its HARD.
I can explain the particle system because I dont have an hour or 2 to explain it al, but you could just take some you know and play aroun with them, just try some stuf and see what it did in the game.
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Old 11-30-2003, 02:14 PM   #6 (permalink)
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try this

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 = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
End

ConditionState = REALLYDAMAGED
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
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

; crate upgrade 1
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
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_ONE
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_ONE
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

; 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 = 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
Turret
TurretTurnRate = 60 // turn rate, in degrees per sec
ControlledWeaponSlots= PRIMARY
End
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 11-30-2003, 05:55 PM   #7 (permalink)
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You need to look at:

Object DragonTankFlameProjectile
Object FlamethrowerProjectileStream

in FactionUnit

For starters, if you want the flame projectile to go further you will need to increase its fuel lifetime from 350 milliseconds.The projectile stream and associated art is a bit tricky, Ive only had a bit of a go with it way back when I started.The problem with making the projectile shoot further, is that the flame art stops where it normally does, even though the projectile lands and explodes further away.You will have to edit the particle system stuff, which I havent really looked at much yet.
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