logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,679
Total Threads: 8,804
Posts: 95,887

Administrators:
DeeZire, Redemption

There are currently 38 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 04-04-2005, 07:39 PM   #1 (permalink)
Member
 
Join Date: Mar 2005
Location: Scotland
Posts: 69
Send a message via AIM to IronFist
Default Adding Guns.

Can the crusader and battlemaster be upgraded with a machine gun like the overlords gattling cannon, and if so how can i do it?
IronFist is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-04-2005, 08:12 PM   #2 (permalink)
Senior Member
 
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
Send a message via ICQ to Alphathon Send a message via AIM to Alphathon Send a message via MSN to Alphathon Send a message via Yahoo to Alphathon
Default

The battlemaster is simple coz it already has a gun on its model (although its not very convicing) You do need to modify the model though. Import the model into RenX, and detach the gun from the turret model, calling it something like MACHINEGUN01. Then, link the gun to the turret. Make a bone at the muzzle of the machinegun (call it something like MGUNMUZZLE01 [the name can NOT excede 15 characters]). Then, copy the muzzleflash from the barrel (making sure you re-apply the texture correctly) and call it MGUNMUZZLEFX01. moze this to the muzzle of the machinegun, and link both it and the bone to the machinegun. Ensure all of the textures have been re-applied correctly (you will need to convert them to tga format), and that you know the names of all the new parts, and export as NVBtMstr.w3d. Now simply replace these lines in the battlemaster code:
Code:
Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = NVBtMstr
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = REALLYDAMAGED
      Model               = NVBtMstr_D
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = RUBBLE
      Model               = NVBtMstr_D
      Turret              = Turret01
    End
with these

Code:
Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = NVBtMstr
      Turret              = Turret01
      ;HideSubObject       = MUZZLEFX01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
      HideSubObject       = MACHINEGUN
      ;WeaponFireFXBone    = SECONDARY MUZZLE02
      HideSubObject       = MachinegunFX
      ;WeaponLaunchBone    = SECONDARY MUZZLE02
    End
    ConditionState = REALLYDAMAGED
      Model               = NVBtMstr_D
      Turret              = Turret01
      ;HideSubObject       = MUZZLEFX01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
      HideSubObject       = MACHINEGUN
      ;WeaponFireFXBone    = SECONDARY MUZZLE02
      HideSubObject       = MachinegunFX
      ;WeaponLaunchBone    = SECONDARY MUZZLE02
    End
    
    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model               = NVBtMstr
      Turret              = Turret01
      ;HideSubObject       = MUZZLEFX01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
      ShowSubObject       = MACHINEGUN
      WeaponFireFXBone    = SECONDARY MachMuzzle
      WeaponMuzzleFlash   = SECONDARY MachinegunFX
      WeaponLaunchBone    = SECONDARY MachMuzzle
    End
    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model               = NVBtMstr_D
      Turret              = Turret01
      ;HideSubObject       = MUZZLEFX01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
      ShowSubObject       = MACHINEGUN
      WeaponFireFXBone    = SECONDARY MachMuzzle
      WeaponMuzzleFlash   = SECONDARY MachinegunFX
      WeaponLaunchBone    = SECONDARY MachMuzzle
    End
    
    ConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE
      Model               = NVBtMstr_D
      Turret              = Turret01
    End
    
    ConditionState = RUBBLE
      Model               = NVBtMstr_D
      Turret              = Turret01
    End
Now add these lines:
Code:
WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon = PRIMARY BattleMasterTankGun
    Weapon = SECONDARY TechnicalMachineGunWeapon
  End
Code:
Behavior = WeaponSetUpgrade ModuleTag_06
    TriggeredBy = Upgrade_ChinaBattlemasterMachinegun
  End

Now add the upgrade:
Code:
Upgrade Upgrade_ChinaBattlemasterMachinegun
  DisplayName        = WHATEVER
  BuildTime          = WHATEVER
  BuildCost          = WHATEVER
  ButtonImage        =  WHATEVER
End
and a button
Code:
CommandButton Command_Upgrade_ChinaBattlemasterMachinegun
  Command       = PLAYER_UPGRADE
  Upgrade       = Upgrade_ChinaBattlemasterMachinegun
  TextLabel     = WHATEVER
  ButtonImage   = WHATEVER
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = WHATEVER
End
Then just add this button to the warfactory(or whatever) commandset

If you want this upgrade on the unit itself, replace the upgrade with this:
Code:
CommandButton Command_Upgrade_ChinaBattlemasterMachinegun
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_ChinaBattlemasterMachinegun
  Options       = OK_FOR_MULTI_SELECT
  TextLabel     = WHATEVER
  ButtonImage   = WHATEVER
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = WHATEVER
End
And add this to the battlemaster code:
Code:
Behavior = ProductionUpdate ModuleTag_XX
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End


You can do the same for the Crusader, but you need to design and model your own gun.
Alphathon is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-05-2005, 08:46 AM   #3 (permalink)
Member
 
Join Date: Mar 2005
Location: Scotland
Posts: 69
Send a message via AIM to IronFist
Default

Cant the gattling gun just be added instead of modeling your own gun?
IronFist is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-05-2005, 08:52 AM   #4 (permalink)
Senior Member
 
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
Send a message via ICQ to Alphathon Send a message via AIM to Alphathon Send a message via MSN to Alphathon Send a message via Yahoo to Alphathon
Default

It can, but are youe sure you want that-it was made for the overlord, which is the chinese style green, but the crusader is a kinda sandy colour, and gattling tech is a chinese thing.
If you do wanna do it you could just import the gattling cannon into the model, or use overlord code, which is more complex.
Alphathon is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-05-2005, 09:47 AM   #5 (permalink)
Member
 
Join Date: Mar 2005
Location: Scotland
Posts: 69
Send a message via AIM to IronFist
Default

Hmm. This sounds too hard! Can the crusader or battemaster be like a humvee - hold a few troops and fire out or something?
IronFist is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-05-2005, 09:56 AM   #6 (permalink)
Senior Member
 
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
Send a message via ICQ to Alphathon Send a message via AIM to Alphathon Send a message via MSN to Alphathon Send a message via Yahoo to Alphathon
Default

Yes, just look through the humvee code till you find the module called TransportContain, and copy tht into the tank. Then, replace the line "AIUpdateInterace" (or something) in the tank with "TransportAIUpdate". Finally, find the tanks commandset, and add five (or however many troops it can hold) of these (X=a commandset slot) X = Command_TransportExit and one of these:X = Command_Evacuate. Thats all there is too it.
BTW, where abouts in Scotland r u? Im in Elgin, Moray, In the NE
Alphathon is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-05-2005, 09:59 AM   #7 (permalink)
Member
 
Join Date: Mar 2005
Location: Scotland
Posts: 69
Send a message via AIM to IronFist
Default

Im in Perthshire, near Edinburgh. Thanks for the help!
IronFist is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-05-2005, 10:01 AM   #8 (permalink)
Senior Member
 
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
Send a message via ICQ to Alphathon Send a message via AIM to Alphathon Send a message via MSN to Alphathon Send a message via Yahoo to Alphathon
Default

Don't mention it
Alphathon is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-05-2005, 11:07 AM   #9 (permalink)
Senior Member
 
Join Date: Jul 2004
Location: London, UK
Posts: 376
Send a message via MSN to AntiSocialKindaGuy
Default

I'm going to Inverness this summer on a boat Unless I get that DSTL internship ...
Yes, I know thats irrelevant to anything.
AntiSocialKindaGuy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-05-2005, 11:33 AM   #10 (permalink)
Member
 
Join Date: Mar 2005
Location: Scotland
Posts: 69
Send a message via AIM to IronFist
Default

I can now put men in Crusaders, Battlemasters, tomahawks, scudlaunchers, infernos and supply trucks for protection. Thanks Again Alphathon
IronFist is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Adding to AI in ZH mrchris Generals & Zero Hour Editing 1 04-21-2006 02:33 PM
AI building both Sentry Guns and Pillboxes Piscinex Red Alert 2 & Yuri's Revenge Editing 55 09-13-2005 12:27 AM
Help: Adding more fooFighter Generals & Zero Hour Editing 4 03-07-2005 03:30 PM
Want to give all units more realistic looking guns... killab2112004 Generals & Zero Hour Editing 0 06-18-2004 04:45 PM
"Go for the legs!" - Using harpoon guns on walkers DJRowley Generals & Zero Hour Editing 12 10-17-2003 06:16 PM


All times are GMT -4. The time now is 09:30 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.