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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 01-19-2005, 12:28 AM   #1 (permalink)
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Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
Default Won't Land

Hey my Blackhawk wont land, can someone tell me what i am missing, it can hold 6 people, and the people go under the Blackhawk, but the hawk wont land so they can get in, anyone know why?
Code:
;------------------------------------------------------------------------------ 
;REMINDER TO SELF 
;The Blackhawk is able to get hit by infantry, and drop off its cargo, while shooting a minigun at enemy troops, for support.  The blackhawk will take damage, but better secures the infantry's lives unless theres a tank around.  I need to 

code a turret into it, and make its locomotor to tell it to be targeted as a ground unit, but change armor so it cant be hit by tank shells/MLRS or anything else, just machine guns & Infantry Rockets! 
;------------------------------------------------------------------------------ 

Object ShoudoAircraftBlackHawk 

  ; *** ART Parameters *** 
  SelectPortrait         = AWMImg 
  ButtonImage            = AWMImg 
  
  ;UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 
  ;UpgradeCameo2 = NONE 
  ;UpgradeCameo3 = NONE 
  ;UpgradeCameo4 = NONE 
  ;UpgradeCameo5 = NONE 

  Draw = W3DModelDraw                         ModuleTag_01 ; Helicopter 

    ExtraPublicBone = RopeStart 
    ExtraPublicBone = RopeEnd 

    DefaultConditionState 
      Model = AVBlackhawk 
      Animation = AVBlackhawk.AVBlackhawk 
      Turret             = RopeStart01 
      AltTurret             = RopeStart02 
      AnimationMode = LOOP 
    End 

    ConditionState = REALLYDAMAGED 
      Model = AVBlackhawk_d 
      Animation = AVBlackhawk_d.AVBlackhawk_d 
      Turret             = RopeStart01 
      AltTurret             = RopeStart02 
      AnimationMode = LOOP 
    End 

    ConditionState = RUBBLE 
      Model = AVBlackhawk_d 
      Animation = AVBlackhawk_d.AVBlackhawk_d 
      AnimationMode = LOOP 
    End 

    ConditionState = RUBBLE SPECIAL_DAMAGED 
      Model = AVBlackhawk_d 
    End 

    OkToChangeModelColor = Yes 
  End 

  ; ***DESIGN parameters *** 
  DisplayName      = OBJECT:Blackhawk 
  EditorSorting       = VEHICLE 
  Side                = Shoudo 
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable) 
  VisionRange         = 300.0 
  ShroudClearingRange = 600 
  BuildCost           = 1500 
  BuildTime           = 10.0          ;in seconds  
;  Prerequisites 
;    Object = AmericaSupplyCenter 
;  End 
  WeaponSet 
    Conditions = None 
    Weapon = PRIMARY BlackhawkHMG 
  End 
  ExperienceValue     = 250 250 250 250 ;Experience point value at each level 
  IsTrainable         = No  
  CommandSet          = AmericaVehicleChinookCommandSet 
  ArmorSet 
    Conditions      = None 
    Armor           = ChinookArmor 
    DamageFX        = None 
  End 

  ; *** AUDIO Parameters *** 
  VoiceSelect = AmericanSelect 
  VoiceMove = AmericanMove 
;  VoiceGuard = AmericanMove 
  VoiceAttack = AmericanAttack 
  SoundAmbient    = ChinookAmbientLoop 
  SoundAmbientRubble    = NoSound 
  SoundEnter      = HumveeEnter 
  SoundExit       = HumveeExit 
  UnitSpecificSounds 
    VoiceCreate = AmericanCreated 
    VoiceUnload         = AmericanAttack 
    VoiceCombatDrop     = AmericanAttack 
    VoiceClearBuilding  = AmericanAttack 
    VoiceGarrison       = AmericanMove 
  End 

  ; *** ENGINEERING Parameters *** 
  RadarPriority   = UNIT 
  ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at 
  ; (well, "near" actually) an Airfield to get healed... 
  ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. BUT Black Hawks can! 
  KindOf          = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 

  Body = ActiveBody ModuleTag_03 
    MaxHealth       = 250.0 
    InitialHealth   = 250.0 
  End 

  Behavior = FXListDie ModuleTag_05 
    DeathFX = FX_HelicopterStartDeath 
  End 

  Behavior                       = TransitionDamageFX ModuleTag_06 
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 
    ReallyDamagedFXList1         = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 
  End 

  Behavior = TransportAIUpdate ModuleTag_07 
    Turret 
      TurretTurnRate = 90 
      RecenterTime = 5000   ; how long to wait during idle before recentering 
      ControlledWeaponSlots = PRIMARY 
      NaturalTurretAngle = 270  ; this turret points backwards normally 
    End 
    AutoAcquireEnemiesWhenIdle = Yes 
    MoodAttackCheckRate        = 250 
  End 
  Locomotor = SET_NORMAL    AWMHelicopterLocomotor 
  Locomotor = SET_TAXIING   AWMHelicopterTaxiLocomotor 

  Behavior = TransportContain ModuleTag_08 
    Slots                 = 6 
    DamagePercentToUnits  = 100% 
    AllowInsideKindOf     = INFANTRY 
    ForbidInsideKindOf    = AIRCRAFT HUGE_VEHICLE VEHICLE 
    ExitDelay             = 100 
    NumberOfExitPaths     = 1 
  End 
  Behavior = PhysicsBehavior ModuleTag_09 
    Mass = 50.0 
  End 
  Behavior = HelicopterSlowDeathBehavior ModuleTag_10 
    DestructionDelay                = 99999999        ; the destruction delay 
    SpiralOrbitTurnRate             = 140.0           ; in degrees per second, bigger # = tighter spiral 
    SpiralOrbitForwardSpeed         = 350.0           ; bigger # = larger spiral 
    SpiralOrbitForwardSpeedDamping  = .9999           ; smaller #'s = slow down faster 
    MaxBraking                      = 190   ; max braking we can use during death spiral (lower num = wilder spiral)    
    SoundDeathLoop                  = ComancheDamagedLoop 
    MinSelfSpin                     = 100                     ; in degrees per second 
    MaxSelfSpin                     = 300                     ; in degrees per second 
    SelfSpinUpdateDelay             = 100                     ; in milliseconds 
    SelfSpinUpdateAmount            = 10                      ; in degrees    
    FallHowFast                     = 12.0%                   ; fraction of gravity, lower = take longer to fall 
    MinBladeFlyOffDelay             = 1500                    ; in milliseconds 
    MaxBladeFlyOffDelay             = 1500                    ; in milliseconds 
    AttachParticle                  = SootySmokeTrail 
    AttachParticleBone              = Propeller02 
    BladeObjectName                 = ComancheBlades 
    BladeBoneName                   = Propeller01    
    FXBlade                         = FX_HelicopterBladeExplosion 
    OCLBlade                        = OCL_HelicopterBladeExplosionShoudo 
    FXHitGround                     = FX_HelicopterHitGround 
    OCLHitGround                    = OCL_HelicopterHitGround 
    FXFinalBlowUp                   = FX_GroundedHelicopterBlowUp 
    OCLFinalBlowUp                  = OCL_GroundedHelicopterBlowUp 
    DelayFromGroundToFinalDeath     = 30 
    FinalRubbleObject               = ChinookRubbleHull 
  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   = 20.0 
  GeometryMinorRadius   = 6.0 
  GeometryHeight        = 12.0      
  GeometryIsSmall       = No 
  Shadow                = SHADOW_VOLUME    
  ShadowSizeX           = 89  ; minimum elevation angle above horizon. Used to limit shadow length 

End
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Old 01-21-2005, 12:20 AM   #2 (permalink)
Member
 
Join Date: Dec 2004
Location: SWEDEN
Posts: 48
Default

What's with the TransportAIUpdate-block?

Code:
  Behavior = TransportAIUpdate ModuleTag_07 
    Turret 
      TurretTurnRate = 90 
      RecenterTime = 5000   ; how long to wait during idle before recentering 
      ControlledWeaponSlots = PRIMARY 
      NaturalTurretAngle = 270  ; this turret points backwards normally 
    End 
    AutoAcquireEnemiesWhenIdle = Yes 
    MoodAttackCheckRate        = 250 
  End
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Old 01-21-2005, 01:07 AM   #3 (permalink)
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Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
Default

I copied this off of chinook code, and took out supply collecting, and added a turret to make it a supporting weapon when it was SUPPOSED to land....
Quote:
;------------------------------------------------------------------------------
;REMINDER TO SELF
;The Blackhawk is able to get hit by infantry, and drop off its cargo, while shooting a minigun at enemy troops, for support. The blackhawk will take damage, but better secures the infantry's lives unless theres a tank around. I need to...
Would that cause the problem & how do I fix it?

EDIT:I mean the Transport AI thing...
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Old 01-28-2005, 12:15 AM   #4 (permalink)
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Join Date: Dec 2004
Location: SWEDEN
Posts: 48
Default

Yeah, that could very well make the diffrence since attacking the enemy and dropping off troops would be two diffrent tasks. You would need to socket the minigun into it's own tower so that it can attack independently while the helicopter does the drop-off task.

i.e. like the miniguntower on the helix.
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Old 01-28-2005, 03:48 AM   #5 (permalink)
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Location: Philippines
Posts: 454
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Default

hmmm.... try this


;------------------------------------------------------------------------------
Object AmericaVehicleBlackHawk

; *** ART Parameters ***
SelectPortrait = SAChinook_L
ButtonImage = SAChinook

;UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01 ; Helicopter

ExtraPublicBone = RopeStart
ExtraPublicBone = RopeEnd

DefaultConditionState
Model = AVBLACKHAWK
Turret = TURRET01
WeaponFireFXBone = PRIMARY MUZZLEFX
WeaponLaunchBone = PRIMARY MUZZLE
Animation = AVBLACKHAWK.AVBLACKHAWK
AnimationMode = LOOP
AnimationSpeedFactorRange = .98 .98
End

ConditionState = REALLYDAMAGED
Model = AVBLACKHAWK
Turret = TURRET01
WeaponFireFXBone = PRIMARY MUZZLEFX
WeaponLaunchBone = PRIMARY MUZZLE
Animation = AVBLACKHAWK.AVBLACKHAWK
AnimationMode = LOOP
AnimationSpeedFactorRange = .98 .98
End

ConditionState = RUBBLE
Model = AVBLACKHAWK
Turret = TURRET01
WeaponFireFXBone = PRIMARY MUZZLEFX
WeaponLaunchBone = PRIMARY MUZZLE
Animation = AVBlackHawk.AVBlackHawk
AnimationMode = LOOP
AnimationSpeedFactorRange = .98 .98
End

;ConditionState = RUBBLE SPECIAL_DAMAGED
; Model = AVBlackHawk
; HideSubObject = Props01
; HideSubObject = Props02
;End

OkToChangeModelColor = Yes
End
; Draw = W3DModelDraw ModuleTag_02 ; Cargo net
; ConditionState = NONE
; Model = None ; Nothing here
; TransitionKey = TRANS_Empty
; WaitForStateToFinishIfPossible = TRANS_Unloading
; End

; ConditionState = DYING
; Model = None ; Nothing here
; End
; AliasConditionState = RUBBLE
; AliasConditionState = CARRYING RUBBLE
; AliasConditionState = DOCKING RUBBLE
; AliasConditionState = DOCKING CARRYING RUBBLE

; ConditionState = CARRYING
; Model = AVChinook_A
; Animation = AVChinook_A.AVChinook_A
; AnimationMode = LOOP
; TransitionKey = TRANS_Full
; WaitForStateToFinishIfPossible = TRANS_PickingUp
; End

; ConditionState = DOCKING
; Model = AVChinook_A1MSH
; Animation = AVChinook_A1SK.AVChinook_A1
; AnimationMode = ONCE_BACKWARDS
; Flags = START_FRAME_LAST
; AnimationSpeedFactorRange = .75 .75
; TransitionKey = TRANS_PickingUp
; WaitForStateToFinishIfPossible = TRANS_Unloading
; End

; ConditionState = DOCKING CARRYING
; Model = AVChinook_A1MSH
; Animation = AVChinook_A1SK.AVChinook_A1
; AnimationMode = ONCE
; AnimationSpeedFactorRange = 2.75 2.75
; TransitionKey = TRANS_Unloading
; WaitForStateToFinishIfPossible = TRANS_PickingUp
; End
; End

; ***DESIGN parameters ***
DisplayName = OBJECT:Chinook
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 600
BuildCost = 1200
BuildTime = 10.0 ;in seconds
Prerequisites
Object = AmericaSupplyCenter
End
ExperienceValue = 50 50 50 50 ;Experience point value at each level
IsTrainable = No

CommandSet = AmericaVehicleChinookCommandSet

WeaponSet
Conditions = None
Weapon = PRIMARY BlackHawkMachineGunWeapon
End

ArmorSet
Conditions = None
Armor = ChinookArmor
DamageFX = None
End

; *** AUDIO Parameters ***
VoiceSelect = ComancheVoiceSelect
VoiceMove = ComancheVoiceMove
VoiceGuard = ComancheVoiceMove
VoiceAttack = ComancheVoiceAttack
SoundAmbient = ComancheAmbientLoop
SoundAmbientRubble = NoSound
;; SoundDie = ComancheVoiceFalling
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ComancheVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceGarrison = ComancheVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at
; (well, "near" actually) an Airfield to get healed...
; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there.
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT TRANSPORT PRODUCED_AT_HELIPAD

Body = ActiveBody ModuleTag_03
MaxHealth = 300.0
InitialHealth = 300.0
End

Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End

Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End

Behavior = ChinookAIUpdate ModuleTag_07
; MaxBoxes = 8
; SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction)
; SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions)
; SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home
; SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted
NumRopes = 4
; these define how long we can wait, once a guy is on-rope, before throwing another
; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely
; and we'll wait for each guy to clear before spawning another.
PerRopeDelayMin = 900
PerRopeDelayMax = 1500
RopeWidth = 0.4
RopeColor = R:0 G:0 B:0
RopeWobbleLen = 10
RopeWobbleAmplitude = 0.25
RopeWobbleRate = 180
RopeFinalHeight = 1 ; stop this far above ground
RappelSpeed = 30
MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it

End
Locomotor = SET_NORMAL ChinookLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

Behavior = TransportContain ModuleTag_08
Slots = 8
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
End

Behavior = PhysicsBehavior ModuleTag_09
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_10
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 145.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 304.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 200 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 14.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 30
FinalRubbleObject = BlackHawkHulk
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 = 20.0
GeometryMinorRadius = 6.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End
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