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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 03-17-2005, 10:51 AM   #1 (permalink)
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Default ChinaJetMIGNapalmStriker

About this unit , i have transfered it over to a new faction , and i can now make it , it is selectable , at the german airfield , howevere , it stays in air upon creeation , and does not ever return to base , i understand this , is cause i am trying to use a cine only unit , but 'how' would i go about giving it the ability to go back to the base , any ideas?
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Old 03-17-2005, 03:00 PM   #2 (permalink)
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Wouldn't using the ReturnToBase command be the easiest option?
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Old 03-17-2005, 10:15 PM   #3 (permalink)
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It would be but i dont know about these things yet , hehe , whats the syntax used for that behaviour , i will search for it myself too though.

Shouldnt be to hard to find.

However , if someone can show give a clue pls.
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Old 03-18-2005, 12:25 PM   #4 (permalink)
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Ok , well , the closest thing i could find is under the americans jet Raptor there is a section like this :

JetAIUpdate moduletag blah blah

and than under that is has the return to base string , however, i added it to the MigJet , and as soon as i tried to build it in airfield the game crashes. Any clues , here is the way the code looks for the mig.

Object GermanJetMIGNapalmStriker

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = NVMig
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = Exhaust01 JetExhaust
;ParticleSysBone = Exhaust02 JetExhaust
HideSubObject = BurnerFX01 BurnerFX02
End
ConditionState = REALLYDAMAGED
Model = NVMig_d
End
AliasConditionState = RUBBLE

OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:MIG
EditorSorting = VEHICLE
Side = German
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 300
Prerequisites
Object = GermanAirfield
End
WeaponSet
Conditions = None
Weapon = PRIMARY NapalmMissileWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY BlackNapalmMissileWeapon
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
CommandSet = ChinaJetMIGCommandSet

; *** AUDIO Parameters ***
SoundAmbient = F15MoveLoop
SoundAmbientRubble = NoSound

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


Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End

Behavior = SpecialPowerCompletionDie ModuleTag_03
SpecialPowerTemplate = SuperweaponGermanNapalmStrike
End

Behavior = JetSlowDeathBehavior ModuleTag_04
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_JetDeathInitial
OCLInitialDeath = OCL_MIGDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_MIGDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_MIGDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp
End

Behavior = DeliverPayloadAIUpdate ModuleTag_06
DoorDelay = 0
End
Locomotor = SET_NORMAL MIGLocomotor

Behavior = WeaponSetUpgrade ModuleTag_07
TriggeredBy = Upgrade_ChinaBlackNapalm
End

Behavior = TransportContain ModuleTag_08
Slots = 5 ; hey, it's a BIG transport
ScatterNearbyOnExit = No
OrientLikeContainerOnExit = Yes
KeepContainerVelocityOnExit = Yes
ExitPitchRate = 30
ExitBone = WeaponA
AllowInsideKindOf = PROJECTILE
DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
NumberOfExitPaths = 0
DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill'
End

Behavior = PhysicsBehavior ModuleTag_09
Mass = 500.0
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 = Cylinder
GeometryIsSmall = Yes
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 7.0

Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End


As you can see , i have remove the part that caused the crash , thing is i just dont know how to add the line that will make it happen. This is what i added that made it crash.


Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End


Any ideas please
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Old 03-18-2005, 01:03 PM   #5 (permalink)
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Well, I did notice that you end up with two ModuleTag_09's if you put your new one in the way it is now.
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Old 03-18-2005, 01:23 PM   #6 (permalink)
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yea , i noticed that too , but thats not it , cause i changed the tag09 to MYTAG in script when i tested it. thanks anyways though m8
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Old 03-18-2005, 07:40 PM   #7 (permalink)
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Using the ChinaJetMIGNapalmStriker entry as a template for a buildable and selectable aircraft was a poor choice. You would probably be better off redoing it with a more appropriate template.
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Old 03-18-2005, 10:40 PM   #8 (permalink)
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Thats what i am beginning to think , but i was really hoping for the napalm attack that it already comes with , is there another unit with this ability already on it?

Can regular Mig be used without upgrade i guess is the question , hmm , i guess the answer is right there , thanks man , im gonna re template this entire unit.
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Old 03-20-2005, 09:15 AM   #9 (permalink)
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Actually it doesn't "come with" the napalm strike it's simply the unit called for the napalm attack.

Basically the Napalm Strike Superweapon targets a location, then it calls an OCL and the OCL units are the NapalmStriker Units. They are simply what delivers the weapon, nothing more.

All MiGs can make a firestorm like the Napalm Strike.. Just have 4 of them hit close together (3 second gap at maximum) and it should work fine

~Skywaters
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Old 03-21-2005, 11:36 AM   #10 (permalink)
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Yea , this is all good , i retemplated it and made some NapalmStrikers out of the MIG's , it worked perfect. As for the napalm , i just gave the inherent ability to have black napalm , and then fiddled around assigning them the commanche locomotor and ended up with a template for a harrier , lol. Anyways , all is good ty

~The Gorblinator
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