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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 08-10-2004, 12:48 PM   #1 (permalink)
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Join Date: Mar 2004
Location: England
Posts: 158
Default making hnit fire cluster missiles

basicly i have made a unit that fires out missiles but like the commancie u know that liitle box where u can select rocket pods well i want one that makes my rocket unit fire out cluster misiles like the china generals premoion

here is the code
Code:
Object AmericaOmar

  ; *** ART Parameters ***
  SelectPortrait         = OMAR_L
  ButtonImage            = OMAR_s

UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo4 = Upgrade_AmericaCompositeArmor
  ;UpgradeCameo5 = NONE

 Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

     DefaultConditionState
      Model = Omar_1
      Turret = Turret01
    
      WeaponFireFXBone = PRIMARY MUZZLE
      WeaponMuzzleFlash = PRIMARY MFX
      WeaponFireFXBone = SECONDARY MUZZL
      WeaponLaunchBone = SECONDARY MFX
      WeaponFireFXBone = TERTIARY WB
      WeaponLaunchBone = TERTIARY WB
 
    End
  
    ConditionState = REALLYDAMAGED
      Model = Omar_damaged
    End

    ConditionState       = RUBBLE
      Model              = Omar_destroyed
    End

    TrackMarks = EXTireTrack.tga

    Dust = ScudLauncherDust
    DirtSpray = RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire05
    LeftRearTireBone = Tire04
    RightRearTireBone = Tire08
    MidLeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire06
    MidLeftRearTireBone = Tire03
    MidRightRearTireBone = Tire07

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    ;PowerslideRotationAddition = 0.0   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***

  DisplayName      = OBJECT: OMAR
  Side = America
  EditorSorting   = VEHICLE
  TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    
    Conditions = None
    Weapon               = PRIMARY OmarMissileWep
    Weapon               = SECONDARY OmarMissileWep
    Weapon               = TERTIARY ChinaClusterMine
    End
  WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon               = PRIMARY OmarMissileWep
    Weapon               = SECONDARY OmarMissileWep
    Weapon               = TERTIARY ChinaClusterMine
    
  End
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = TankDamageFX
  End
  BuildCost       = 1000
  BuildTime       = 03.0          ;in seconds    
  VisionRange     = 380
  ShroudClearingRange = 380
  Prerequisites
    Object = AmericaWarFactory
        
  End

  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 200 400  ;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           = GLAVehicleScudLauncherCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = ScudLauncherVoiceSelect
  VoiceMove = ScudLauncherVoiceMove
  VoiceGuard = ScudLauncherVoiceMove
  VoiceAttack = ScudLauncherVoiceAttack
  SoundMoveStart = ScudLauncherMoveStart
  SoundMoveStartDamaged = ScudLauncherMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate       = ScudLauncherVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    TruckLandingSound = NoSound
    TruckPowerslideSound = NoSound
    VoiceCrush = ScudLauncherVoiceCrush
    VoiceEnter = ScudLauncherVoiceMove
    VoicePrimaryWeaponMode = ScudLauncherVoiceModeHiEx
    VoiceSecondaryWeaponMode = ScudLauncherVoiceModeAnthrax
  End

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

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 80.0
    InitialHealth   = 80.0
  End

  Behavior = StealthDetectorUpdate ModuleTag_02.5
    DetectionRate             = 900   ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange           = ??? ;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.
    PingSound                 = IRPing
    LoudPingSound             = IRPingLoud
    IRParticleSysName         = IRDetectSonar
    IRBrightParticleSysName   = IRDetectSonarBright
    IRGridParticleSysName     = IRDetectGrid
    IRBeaconParticleSysName   = IRLenzflare
    IRParticleSysBone         = IRFX
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 90   ; turn rate, in degrees per sec
      TurretPitchRate = 90
      FirePitch = 90  ; Instead of aiming pitchwise at the target, it will aim here
      AllowsPitch = Yes
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 
    End
    AutoAcquireEnemiesWhenIdle = Yes NotWhileAttacking
  End  

  Behavior = CommandButtonHuntUpdate  ModuleTag_04 ; allows use of command button hunt script with this unit. 
  End

  Locomotor = SET_NORMAL NuclearBattleMasterLocomotor
  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 40.0
  End

  Behavior = AutoHealBehavior ModuleTag_06
    HealingAmount = 2
    HealingDelay = 100 ; msec
    TriggeredBy = Upgrade_AmericaScoutDrone
  End

  Behavior = TransitionDamageFX ModuleTag_08
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ScudLauncherDamageTransition
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_09
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 50
    DestructionDelay = 2000
    DestructionDelayVariance = 300
    FX  = FINAL    FX_SupplyTruckExplosionOneFinal
    OCL = FINAL    OCL_FinalTroopCrawlerDebris
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_10
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateObjectDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  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

  Behavior = DestroyDie ModuleTag_22
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

 
  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME   
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length 

End
also i have the sucdluncher thing where i can selcet anrathx or explosive missiles i dont want that in there insdiet i want the china cluster missile drop picture and for ti to fire cluster missiles eery 3 minties help please(also my weels dont turn or move, any ideas why??)
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Old 08-11-2004, 04:28 AM   #2 (permalink)
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Default

You were very hard to understand, but I'll have a go anyway .

Copy the commandset for the Comanche and rename it. Then under "Commandset =" replace GLAVehicleScudLauncherCommandSet with the name of the new copied commandset. In the weaponset area insert "AutoChooseSources = TERTIARY NONE" and replace "ChinaClusterMine" with "MineRocketPodWeapon". In weapon.ini copy "ComancheRocketPodWeapon" and rename it to "MineRocketPodWeapon". Add "ProjectileDetonationOCL = OCL_RocketMineRelease". In OCL.ini add the following code:

Code:
ObjectCreationList OCL_RocketMineRelease
  CreateObject
    ObjectNames = ChinaClusterMine
    Disposition = LIKE_EXISTING
  End
End
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Old 08-11-2004, 06:25 AM   #3 (permalink)
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where is OCL.ini s far i done everything (this is generals right?)
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Old 08-11-2004, 06:30 AM   #4 (permalink)
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Whoops, I meant ObjectCreationList.ini
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Old 08-11-2004, 06:54 AM   #5 (permalink)
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this is all thats in the ObjectCreationList.INI

;//////////////////////////////////////////////////////////////////////////////
;FILE: ObjectCreationList.ini (DEFAULT) ///////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////

but i'll do it anyway
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Old 08-11-2004, 08:05 AM   #6 (permalink)
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ok it fires them when i purchase rockey pods, BUT beucase my missiles pivoet so defult they go up, but they just fly into the air adn thats it they font drop the china cluster mines
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Old 08-11-2004, 09:29 AM   #7 (permalink)
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You would be modifying the wrong OCL.ini. You want ObjectCreationIni that extracts to the /data/ocl.ini path not data/default/ocl.ini path.

Now, re: what you just said are you saying that the rockets are just flying out in front of the unit and not dropping or flying out and eventually dropping or?
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Old 08-11-2004, 10:21 AM   #8 (permalink)
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i edited it so basicly u dont see the rockets fly out, u hear it and then the mines land on the target, thats all good. BUT beucase its off the comanchie rocket pocket, i need to updrage that first, so what i want is an upgrade thing on it like the humvvee or cursader tank that builds a battel drone, but this upgrades cluster mine missile

i done this
CommandButton Command_ConstructMineRocketPodWeapon
Command = OBJECT_UPGRADE
Upgrade = Upgrade_ComancheRocketPods
Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone
ButtonImage = SSMineBunker
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone
End
but the game wont start up now
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Old 08-11-2004, 04:07 PM   #9 (permalink)
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dont worry its all good now
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Old 08-11-2004, 08:02 PM   #10 (permalink)
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Good.Good.
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