 |
Forum Info
|
 |
Forum Members: 18,617
Total Threads: 8,723
Posts: 95,213
Administrators:
DeeZire, Redemption
There are currently 39 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
01-15-2004, 10:43 PM
|
#1 (permalink)
|
|
Senior Member
Join Date: May 2003
Posts: 120
|
ID4 style SuperWeapon
While practicing on my INI fiddling, I thought of a cool idea. To replace the carpet bomb Super for the AirForce General. I had an idea inspired by ID4. I am trying to get the super to have the B3(stealthed eventually ^_^) fly in, and about a range of 1000 launch a Tomahawk(It looks cool enough for the purposes)
The Tomahawk streaks in(I purposely increased the speed a good deal) and upon aprroaching the target area airburst(I fiddled with the explode height and dive logic)
Unfortunatly, like I said I'm not good at all with INI coding yet and it's isnt working properly. More then likely I am missing something's in the INI's.
Before I post the code. Let me give you all a quick run down of what I was trying to do. All of the cameo's and animations etc are running off existing things already in ZH. The B3 comes in, launches the tomahawk from a range of 1000.(Fire range= 1000) Tomahawk reaches target, detonates the MOAB detonation and MOAB Gas/flame weapon.
okay..here comes the code.
Quote:
;-----------------------------------------
; Weapon.Ini
;-----------------------------------------
Weapon TomahawkMOABWeapon
PrimaryDamage = 0.0 ;special
PrimaryDamageRadius = 0.0 ;special
AttackRange = 1500.0
PreAttackDelay = 250
PreAttackType = PER_SHOT ; Do the delay every single shot
MinimumAttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_TomahawkIgnition
ProjectileObject = TomahawkMissile
ProjectileExhaust = TomahawkMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust
; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation
ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
FireSound = TomahawkWeapon
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 7000 ; how long to reload a Clip, msec
; Uses a clip of one to get the Reloading modelcondition
CapableOfFollowingWaypoints = Yes
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End
;-------------------------------------------------------------------
Weapon TomaHawkMOABDetonationWeapon
PrimaryDamage = 2500.0 ;150.0
PrimaryDamageRadius = 280.0 ;100.0
AttackRange = 1000.0
ShockWaveAmount = 280.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect
ShockWaveRadius = 25.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
FireFX = WeaponFX_MOAB_Blast
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
End
;------------------------------------------------------------------------------
Weapon TomahawkMOABFlameWeapon
PrimaryDamage = 5.0 ; Just a spot of flame to light trees on fire
PrimaryDamageRadius = 190.0
AttackRange = 1000.0
DamageType = FLAME
DeathType = BURNED
WeaponSpeed = 99999.0
ProjectileObject = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
End
;-------------------
;CommandBar.ini
;-------------------
CommandButton AirF_TomahawkMOAB
Command = SPECIAL_POWER
SpecialPower = AirF_TomahawkMOAB
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:CarpetBomb
ButtonImage = SAB3Carpet
RadiusCursorType = CARPETBOMB
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipCarpetBomb
End
CommandButton AirF_Command_TomahawkMOABFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = AirF_SuperweaponCarpetBomb
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:CarpetBomb
ButtonImage = SAB3Carpet
RadiusCursorType = CARPETBOMB
InvalidCursorName = GenericInvalid
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipCarpetBomb
End
;----------------------
;CommandSet.ini
;----------------------
CommandSet SupW_AmericaTomahawkStormCommandSet
1 = AirF_TomahawkMOAB
End
;----------------------
;ObjectCreationList.ini
;----------------------
; ---------------------------------------------------------------------
; -----------------------------------------------------------------
ObjectCreationList SUPERWEAPON_TomahawkMOAB
DeliverPayload
Transport = AirF_AmericaJetB3
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
Payload = TomaHawkMOAB 1
DeliveryDistance = 1000
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCA10Strike_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
;------------------
;WeaponObjects.ini
;------------------
Object TomahawkMOAB
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVTomahawk_M
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkMissile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting
;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have
;*AntiBallisticMissile = Yes set in the Weapon.ini.
Armor = BallisticMissileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE BALLISTIC_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 100.0
; 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.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 400
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = WeaponFX_TomahawkMissileDetonation
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = DestroyDie ModuleTag_05
;nothing
End
Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 5000
IgnitionDelay = 0
IgnitionFX = FX_TomahawkIgnition
InitialVelocity = 80 ; in dist/sec
DistanceToTravelBeforeTurning = 80
DistanceToTargetBeforeDiving = 80 ; When I hit this close to target, I ignore PreferredHeight.
; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D
; heart, being over the target counts as "there", so we'll give up and just go straight.
DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba.
End
Locomotor = SET_NORMAL TomahawkMissileLocomotor
Shadow = SHADOW_DECAL
End
Behavior = HeightDieUpdate ModuleTag_08
TargetHeight = 50.0 ;;; changed from previous, 50
TargetHeightIncludesStructures = Yes
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_10
DeathWeapon = TomaHawkMOABDetonationWeapon
StartsActive = Yes
End
Behavior = SmartBombTargetHomingUpdate ModuleTag_11
CourseCorrectionScalar = 0.99 ; 1=no homing, 0=snapto; 0.99=smooth, 0.95=too-fast
End
Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 8.0
GeometryHeight = 4.0
GeometryIsSmall = Yes
End
;--------------------------
Object TomaHawk MOABGas
; *** ART Parameters ***
; Draw = W3DModelDraw
;; ConditionState = NONE
; Model = PMDumpst04
; End
; End
; *** DESIGN Parameters ***
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE
Body = ActiveBody ModuleTag_01
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = PhysicsBehavior ModuleTag_02
Mass = 150.0
AerodynamicFriction = 7 ; this is now friction-per-sec
ForwardFriction = 200 ; this is now friction-per-sec
End
Behavior = HeightDieUpdate ModuleTag_03
TargetHeight = 40.0
TargetHeightIncludesStructures = Yes
DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this
End
Behavior = SlowDeathBehavior ModuleTag_04
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_MOABIgnite
FX = FINAL FX_MOABFinalExplosion
Weapon = MIDPOINT MOABFlameWeapon ; Just a spot of flame to light trees on fire
Weapon = FINAL TomaHawkMOABDetonationWeapon
End
End
;----------------------
;SuperWeapon.Ini
;----------------------
;------------------------------------------------------------------
SpecialPower SuperweaponTomahawkMOAB
Enum = SPECIAL_SCUD_STORM
ReloadTime = 300000 ; in milliseconds. min is 2x door/open close time!
InitiateSound = ScudStormInitiated
PublicTimer = No
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 200 ; align with ObjectCreationList.ini's DeliveryDecalRadius
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
|
|
|
|
01-16-2004, 09:14 AM
|
#2 (permalink)
|
|
Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
|
What's ID4? :rockbrow:
|
|
|
01-16-2004, 09:17 AM
|
#3 (permalink)
|
|
Senior Member
Join Date: Nov 2003
Location: Hell
Posts: 272
|
if you want to know how to give it stealth so just give the B3 the stealth module tag (found in the stealth fighter code and immoman guide)
|
|
|
01-16-2004, 10:55 AM
|
#4 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Posts: 342
|
here this is my weapon object i use to fire an scorpion missile from an cropduster and it detonates above its target releasing a anthrax cloud
Object ScorpionMissileX
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UVScorpion_m
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Missile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE SMALL_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_10
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 400000
InitialVelocity = 150 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 30
IgnitionFX = FX_JetMissileIgnition
End
Locomotor = SET_NORMAL ScorpionMissileLocomotorX
Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = AnthraxBombWeapon
StartsActive = Yes
End
Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 40.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 100 ; Can't explode in the first second so we don't explode on the pad
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_AnthraxBomb
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End
this code works fine i tested it
if it aint working check the rest of ure code this was the hard part to get it working so shouldnt be 2 hard
|
|
|
01-16-2004, 11:14 AM
|
#5 (permalink)
|
|
Senior Member
Join Date: May 2003
Posts: 120
|
Quote:
|
Originally Posted by ImmoMan
What's ID4? :rockbrow:
|
 The movie Independence Day or ID4 (Independence Day + July 4th= ID4)
In the movie the US decided to use nucler weapons against the alien ships . They are deployed from Stealth B2 bombers. The Plane lines up dumps the missle and skeedadles while the Nuke cruises into and then BOOOM!!
Thanks for the code help pieten  Right now though, I am still having trouble actually coding the super weapon, I am still very much baffled by the various INI's. I wish there was a SunEdit2k for Generals/ZH ^_^
Oh well 1 thing finished at a time
Now lets see if I can get the superweapon coding down so i can get the Bomber to appear and deploy the tomahwak.
|
|
|
01-18-2004, 06:42 PM
|
#6 (permalink)
|
|
Senior Member
Join Date: Nov 2003
Location: Norway
Posts: 527
|
You know,you have a point about that with SunEdit2K! :/ Why did it stop!? Why didn't they make a similar editor fore Red Alert 2 and Generals!? :/ Red Edit 98 and Sun Edit2K was really great! 
|
|
|
01-18-2004, 07:09 PM
|
#7 (permalink)
|
|
Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
|
TibEdit is going to be for Generals, but I'm not sure how far along Koen is on that project.

|
|
|
01-18-2004, 07:20 PM
|
#8 (permalink)
|
|
Senior Member
Join Date: Nov 2003
Location: Hell, USA
Posts: 179
|
Not very. As of a month ago, you couldn't add units. (Although it was compatible with zero hour.) Plus, it might have been updated between now and christmas.
|
|
|
01-18-2004, 09:02 PM
|
#9 (permalink)
|
|
Senior Member
Join Date: May 2003
Posts: 120
|
Do you have a link to their site?
|
|
|
01-18-2004, 09:12 PM
|
#10 (permalink)
|
|
Senior Member
Join Date: Nov 2003
Location: Hell, USA
Posts: 179
|
www.tibed.net
Simple, huh?
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 04:53 AM.
|