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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 09-29-2004, 09:38 AM   #11 (permalink)
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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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Old 09-29-2004, 10:13 AM   #12 (permalink)
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Quote:
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!
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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Old 09-29-2004, 02:41 PM   #13 (permalink)
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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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Old 09-29-2004, 03:20 PM   #14 (permalink)
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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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Old 09-29-2004, 05:19 PM   #15 (permalink)
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Quote:
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?

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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Old 09-29-2004, 05:49 PM   #16 (permalink)
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thanks I'll try.
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Old 09-29-2004, 10:31 PM   #17 (permalink)
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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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Old 09-30-2004, 01:58 AM   #18 (permalink)
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Quote:
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?
i did use the edit button
Quote:
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
and here is the damage version

[imgl:8b0ee06167]http://www.sleipnirstuff.com/forum/files/redone_d.jpg[/imgl:8b0ee06167]
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Old 09-30-2004, 09:01 AM   #19 (permalink)
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Great job, Hunter! Thanks very much!
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Old 09-30-2004, 11:05 AM   #20 (permalink)
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Quote:
Originally Posted by homura
Great job, Hunter! Thanks very much!

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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