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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
09-29-2004, 09:38 AM
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#11 (permalink)
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Senior Member
Join Date: May 2004
Posts: 134
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very helpful, i'm coding my general to distinguish every general clearly, i made all laser general's unit use laser weapon, superweapon general's missiles and projectiles with EMP effect, and airforce general's aircrafts without laserdefendsystem but higher evasionrate.
only thing i needed is a rocketavenger, thanks to you, i can make my purpose now.
thank you so much, it's great!
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09-29-2004, 10:13 AM
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#12 (permalink)
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Senior Member
Join Date: Nov 2003
Location: The Netherlands
Posts: 794
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Quote:
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Originally Posted by homura
very helpful, i'm coding my general to distinguish every general clearly, i made all laser general's unit use laser weapon, superweapon general's missiles and projectiles with EMP effect, and airforce general's aircrafts without laserdefendsystem but higher evasionrate.
only thing i needed is a rocketavenger, thanks to you, i can make my purpose now.
thank you so much, it's great!
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your welcome
and @ CJ i will see what i can do too make the skin look not that stretched as they are now
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09-29-2004, 02:41 PM
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#13 (permalink)
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Senior Member
Join Date: Nov 2003
Location: The Netherlands
Posts: 794
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ok i redone the skin for the normal version i will update the download when i got the damaged version done
[imgl:92d3cc3952]http://www.sleipnirstuff.com/forum/files/redone.jpg[/imgl:92d3cc3952]
what do you think  ?
Edit: i uploaded the avenger with the new rocket pod skins just download it again and you'll have the updated version 
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09-29-2004, 03:20 PM
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#14 (permalink)
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Senior Member
Join Date: May 2003
Posts: 141
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Hunter,
I just can't figure out how to replace the laserturret. The is a code for the laserturret in the ini-code, but whenever I try to replace the original modelname with the new one it just doesn't show the rocketpod ingame. CAn you please paste the code for the turret?
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09-29-2004, 05:19 PM
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#15 (permalink)
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Senior Member
Join Date: Nov 2003
Location: The Netherlands
Posts: 794
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Quote:
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Originally Posted by Mohawk
Hunter,
I just can't figure out how to replace the laserturret. The is a code for the laserturret in the ini-code, but whenever I try to replace the original modelname with the new one it just doesn't show the rocketpod ingame. CAn you please paste the code for the turret?
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here is the code for the turret
Code:
Object AmericaTankAvengerLaserTurret ; Seperate turret object so it can attack independantly
; *** ART Parameters ***
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = TurretFX01
ExtraPublicBone = TurretFX02
ExtraPublicBone = TURRET01
ExtraPublicBone = TURRETEL
ExtraPublicBone = TURRETEL01
AttachToBoneInContainer = FIREPOINT01
DefaultConditionState
Model = AVAVNGER_R
Turret = TURRET01
TurretPitch = TURRETEL01
WeaponLaunchBone = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY TurretFX
End
ConditionState = REALLYDAMAGED
Model = AVAVNGER_RD
Turret = TURRET01
TurretPitch = TURRETEL01
WeaponLaunchBone = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY TurretFX
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY AvengerMissileWeapon
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY SECONDARY
TurretTurnRate = 180 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 500 ; default is 2000
End
Behavior = DestroyDie ModuleTag_05
;<No Data>
End
Geometry = BOX
GeometryMajorRadius = 6.0
GeometryMinorRadius = 6.0
GeometryHeight = 10.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
and i assume you have you game updated to version 1.02 then you need to make sure your art code of the avenger looks like this
Code:
Draw = W3DOverlordTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = TurretFX03
ExtraPublicBone = LazerSpot01
ExtraPublicBone = LazerSpot02
DefaultConditionState
Model = AVAVNGER
HideSubObject = TURRET01 ;Hide controlled turret
End
ConditionState = REALLYDAMAGED
Model = AVAVNGER_D
HideSubObject = TURRET01 ;Hide controlled turret
End
ConditionState = RUBBLE
Model = AVAVNGER_D1
End
;When a bombtruck disguises as an avenger, show the turret!
ConditionState = DISGUISED
Model = AVAVNGER
ShowSubObject = TURRET01
End
ConditionState = REALLYDAMAGED DISGUISED
Model = AVAVNGER_D
ShowSubObject = TURRET01 ;Hide controlled turret
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding.
End
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09-29-2004, 05:49 PM
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#16 (permalink)
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Senior Member
Join Date: May 2003
Posts: 141
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thanks I'll try.
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09-29-2004, 10:31 PM
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#17 (permalink)
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Senior Member
Join Date: Feb 2004
Location: Glued to the chair in front of my laptop
Posts: 1,158
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Hunter, don't forget about the Edit Post button buddy.  And the new skin looks great, can't wait to see the finished product, and this time, if it's not too much to ask, can we see a Damaged model picture too? 
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09-30-2004, 01:58 AM
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#18 (permalink)
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Senior Member
Join Date: Nov 2003
Location: The Netherlands
Posts: 794
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Quote:
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Originally Posted by GametagAeonFlux
Hunter, don't forget about the Edit Post button buddy.  And the new skin looks great, can't wait to see the finished product, and this time, if it's not too much to ask, can we see a Damaged model picture too? 
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i did use the edit button
Quote:
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Originally Posted by The_Hunter
ok i redone the skin for the normal version i will update the download when i got the damaged version done
[imgl:8b0ee06167]http://www.sleipnirstuff.com/forum/files/redone.jpg[/imgl:8b0ee06167]
what do you think  ?
Edit: i uploaded the avenger with the new rocket pod skins just download it again and you'll have the updated version 
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and here is the damage version
[imgl:8b0ee06167]http://www.sleipnirstuff.com/forum/files/redone_d.jpg[/imgl:8b0ee06167]
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09-30-2004, 09:01 AM
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#19 (permalink)
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Senior Member
Join Date: May 2004
Posts: 134
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Great job, Hunter! Thanks very much!
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09-30-2004, 11:05 AM
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#20 (permalink)
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Senior Member
Join Date: Nov 2003
Location: The Netherlands
Posts: 794
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Quote:
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Originally Posted by homura
Great job, Hunter! Thanks very much!
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No problem
and if some of you wonder this will also be in shockwave all normal avengers will be replaced with it only the laser general will have the laser avenger 
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