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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 04-15-2005, 05:01 PM   #1 (permalink)
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Join Date: Jun 2004
Location: United States of America
Posts: 122
Default superweapon shortcut has two shortcuts

Although my superweapon has two shortcuts, only one of them will work and the other has a cameo of a different superweapon. Any ideas?
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Old 04-15-2005, 06:55 PM   #2 (permalink)
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Join Date: Oct 2003
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Default

Code
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Old 04-15-2005, 07:37 PM   #3 (permalink)
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Join Date: Jun 2004
Location: United States of America
Posts: 122
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Of Course

Command Button
;-----------------------------------------------------------------------------

CommandButton SupW_Command_CruiseMissile
Command = SPECIAL_POWER
SpecialPower = SupW_CruiseMissile
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:ICBM
ButtonImage = ICBMLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireNukeMissile
RadiusCursorType = DAISYCUTTER
InvalidCursorName = GenericInvalid
End

CommandButton SupW_Command_CruiseMissileFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SupW_CruiseMissile
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:ICBMShortcut
ButtonImage = ICBMLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireNukeMissile
RadiusCursorType = DAISYCUTTER
InvalidCursorName = GenericInvalid
End

Object

;------------------------------------------------------------------------------
Object SupW_AmericaCruiseMissileLauncher

SelectPortrait = SAICBM_L
ButtonImage = SAICBM
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ABNukeSilo
HideSubObject = FAN01 FAN04
End
ConditionState = SOLD
Model = NONE
End
ConditionState = DAMAGED
Model = ABNukeSilo_D
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
HideSubObject = FAN01 FAN04
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABNukeSilo_E
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
HideSubObject = FAN01 FAN04
End
ConditionState = AWAITING_CONSTRUCTION
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABNukeSilo
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABNukeSilo_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = ABNukeSilo_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = DOOR_1_OPENING
Model = ABNukeSilo_A2
Animation = ABNukeSilo_A2.ABNukeSilo_A2
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = DOOR_1_WAITING_OPEN
Model = ABNukeSilo_A2
Animation = ABNukeSilo_A2.ABNukeSilo_A2
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE
Model = ABNukeSilo_A3
Animation = ABNukeSilo_A3.ABNukeSilo_A3
WeaponLaunchBone = PRIMARY RockPost
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = ABNukeSilo_A3
Animation = ABNukeSilo_A3.ABNukeSilo_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
ConditionState = DOOR_1_OPENING DAMAGED
Model = ABNukeSilo_A2D
Animation = ABNukeSilo_A2D.ABNukeSilo_A2D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN DAMAGED
Model = ABNukeSilo_A2D
Animation = ABNukeSilo_A2D.ABNukeSilo_A2D
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED
Model = ABNukeSilo_A3D
Animation = ABNukeSilo_A3D.ABNukeSilo_A3D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING DAMAGED
Model = ABNukeSilo_A3D
Animation = ABNukeSilo_A3D.ABNukeSilo_A3D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A2E
Animation = ABNukeSilo_A2E.ABNukeSilo_A2E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A2E
Animation = ABNukeSilo_A2E.ABNukeSilo_A2E
AnimationMode = MANUAL
Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
ParticleSysBone = Steam01 BigMissileSteam
ParticleSysBone = Steam02 BigMissileSteam
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY RockPost
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
ParticleSysBone = Smoke06 SmolderingSmoke
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingFire
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingFire
ParticleSysBone = Smoke05 SmolderingFire
ParticleSysBone = Smoke06 SmolderingFire
End
End
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A4
Animation = ABSupplyCT_A4.ABSupplyCT_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A4N
Animation = ABSupplyCT_A4N.ABSupplyCT_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A4S
Animation = ABSupplyCT_A4S.ABSupplyCT_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A4SN
Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = SmokeS01 SmokeBuildingSmall
ParticleSysBone = SparksS01 LiveWireSparks02
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupplyCT_A4
Animation = ABSupplyCT_A4.ABSupplyCT_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupplyCT_A4N
Animation = ABSupplyCT_A4N.ABSupplyCT_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupplyCT_A4S
Animation = ABSupplyCT_A4S.ABSupplyCT_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupplyCT_A4SN
Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupplyCT_A4
Animation = ABSupplyCT_A4.ABSupplyCT_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupplyCT_A4N
Animation = ABSupplyCT_A4N.ABSupplyCT_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupplyCT_A4S
Animation = ABSupplyCT_A4S.ABSupplyCT_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupplyCT_A4SN
Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
End
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6
Animation = ABSupplyCT_A6.ABSupplyCT_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
HideSubObject = BOX04 BOX27
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6N
Animation = ABSupplyCT_A6N.ABSupplyCT_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
HideSubObject = BOX04 BOX27
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6S
Animation = ABSupplyCT_A6S.ABSupplyCT_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
HideSubObject = BOX04 BOX27
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupplyCT_A6SN
Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
HideSubObject = BOX04 BOX27
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupplyCT_A6
Animation = ABSupplyCT_A6.ABSupplyCT_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
HideSubObject = BOX04 BOX27
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupplyCT_A6N
Animation = ABSupplyCT_A6N.ABSupplyCT_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
HideSubObject = BOX04 BOX27
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupplyCT_A6S
Animation = ABSupplyCT_A6S.ABSupplyCT_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
HideSubObject = BOX04 BOX27
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupplyCT_A6SN
Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
HideSubObject = BOX04 BOX27
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupplyCT_A6
Animation = ABSupplyCT_A6.ABSupplyCT_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
HideSubObject = BOX04 BOX27
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupplyCT_A6N
Animation = ABSupplyCT_A6N.ABSupplyCT_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
HideSubObject = BOX04 BOX27
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupplyCT_A6S
Animation = ABSupplyCT_A6S.ABSupplyCT_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
HideSubObject = BOX04 BOX27
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupplyCT_A6SN
Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
HideSubObject = BOX04 BOX27
End
End
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5
Animation = ABSupplyCT_A5.ABSupplyCT_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5N
Animation = ABSupplyCT_A5N.ABSupplyCT_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5S
Animation = ABSupplyCT_A5S.ABSupplyCT_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = ABSupplyCT_A5SN
Animation = ABSupplyCT_A5SN.ABSupplyCT_A5SN
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupplyCT_AB
Animation = ABSupplyCT_AB.ABSupplyCT_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupplyCT_ABN
Animation = ABSupplyCT_ABN.ABSupplyCT_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupplyCT_ABS
Animation = ABSupplyCT_ABS.ABSupplyCT_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupplyCT_ABSN
Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupplyCT_AB
Animation = ABSupplyCT_AB.ABSupplyCT_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupplyCT_ABN
Animation = ABSupplyCT_ABN.ABSupplyCT_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupplyCT_ABS
Animation = ABSupplyCT_ABS.ABSupplyCT_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupplyCT_ABSN
Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
End
Draw = W3DModelDraw ModuleTag_05
OkToChangeModelColor = yes
ConditionState = NONE
Model = ABNukeSilo_A3
Animation = ABNukeSilo_A3.ABNukeSilo_A3
AnimationMode = LOOP
HideSubObject = DOOR03 DOOR02 DOOR01 HOUSECOLOR
End
ConditionState = SOLD
Model = NONE
End
ConditionState = DAMAGED
Model = ABNukeSilo_A3D
Animation = ABNukeSilo_A3D.ABNukeSilo_A3D
AnimationMode = LOOP
HideSubObject = DOOR03- DOOR02- DOOR01- HOUSECOLOR
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABNukeSilo_A3E
Animation = ABNukeSilo_A3E.ABNukeSilo_A3E
AnimationMode = LOOP
HideSubObject = DOOR03- DOOR02- DOOR01- HOUSECOLOR
End
ConditionState = AWAITING_CONSTRUCTION
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = None
End
End
Draw = W3DModelDraw ModuleTag_16
OkToChangeModelColor = yes
DefaultConditionState
Model = ABNukeSilo_bone
ParticleSysBone = FXBone01 SteamMedium
End
ConditionState = SOLD
Model = NONE
ParticleSysBone = FXBone01 None
End
ConditionState = AWAITING_CONSTRUCTION
Model = None
ParticleSysBone = FXBone01 None
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = None
ParticleSysBone = FXBone01 None
End
End
PlacementViewAngle = 135
DisplayName = OBJECT:ICBM
Side = AmericaSuperWeaponGeneral
EditorSorting = STRUCTURE
Prerequisites
Object = SupW_AmericaStrategyCenter
End
BuildCost = 4500
BuildTime = 60.0
EnergyProduction = -10
VisionRange = 200.0
ShroudClearingRange = 200
CommandSet = SupW_AmericaCruiseMissileCommandSet
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 400 400 400 400
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction
MaxSimultaneousLinkKey = Superweapon_Nuke
VoiceSelect = NuclearMissileSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_06
MaxHealth = 4000.0
InitialHealth = 4000.0
End
Behavior = OCLSpecialPower ModuleTag_07
SpecialPowerTemplate = SupW_CruiseMissile
OCL = SUPERWEAPON_CruiseMissile
End
Behavior = SpecialPowerCreate ModuleTag_08
End
Behavior = MissileLauncherBuildingUpdate ModuleTag_09
SpecialPowerTemplate = SupW_CruiseMissile
DoorOpenTime = 8000
DoorWaitOpenTime = 2000
DoorCloseTime = 8000
DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen
DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch
DoorOpenIdleAudio = BuildingNeutronMissileHiss
End
Behavior = ProductionUpdate ModuleTag_10
DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED
End
Behavior = DestroyDie ModuleTag_11
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
DeathWeapon = ChinaPowerPlantDeathWeapon
StartsActive = Yes
End
Behavior = BaseRegenerateUpdate ModuleTag_13
End
Behavior = FlammableUpdate ModuleTag_14
AflameDuration = 5000
AflameDamageAmount = 5
AflameDamageDelay = 500
End
Behavior = TransitionDamageFX ModuleTag_15
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Behavior = CreateObjectDie ModuleTag_20
CreationList = OCL_LargeStructureDebris
End
Behavior = CreateObjectDie ModuleTag_22
CreationList = SupW_OCL_AmericanRangerDebris04
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_21
ExemptStatus = UNDER_CONSTRUCTION
DeathFX = FX_NukeGLA
End
Geometry = BOX
GeometryMajorRadius = 45.0
GeometryMinorRadius = 55.0
GeometryHeight = 64.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End

Special Power

;-----------------------------------------------------------------------------
SpecialPower SupW_CruiseMissile
Enum = SUPR_SPECIAL_CRUISE_MISSILE;
ReloadTime = 360000 ; in milliseconds. min is 2x door/open close time!
InitiateSound = AirRaidSiren ; plays at source
InitiateAtLocationSound = AirRaidSiren ; plays at target
PublicTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 210
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End

Command Set (Shortcuts)

CommandSet SupW_SpecialPowerShortcutUSA
1 = Command_SpyDroneFromShortcut
2 = Command_ParadropFromShortcut
3 = Command_A10ThunderboltMissileStrikeFromShortcut
4 = Command_EmergencyRepairFromShortcut
5 = Command_DaisyCutterFromShortcut
6 = SupW_Command_FireParticleUplinkCannonFromShortcut
7 = AirF_Command_SpectreGunshipFromShortcut
8 = Early_Command_LeafletDropFromShortcut
9 = SupW_Command_CruiseMissileFromShortcut
10 = SupW_Command_TomahawkStormFromShortcut
END
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Old 04-16-2005, 09:34 AM   #4 (permalink)
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Remeber to use the code tags!
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Old 04-17-2005, 12:10 PM   #5 (permalink)
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Im sorry but I don't quite understand your terminology. Could you please clearify? Thank you.
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Old 04-17-2005, 12:19 PM   #6 (permalink)
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Use these tags, put the code in there, it'll be a lot easier: [code*][/code*]

Just remove the * to make it work.
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Old 04-19-2005, 02:16 PM   #7 (permalink)
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Specify which button doesn't work
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Old 04-20-2005, 04:54 PM   #8 (permalink)
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If I build a tomahawk storm, a shortcut to that and a shortcut to the icbm launcher appears. The icbm shortcut doesnt work. Now if i build an icbm silo, a shortcut to it and a tomahawk storm shortcut appears. That time, the tomahawk storm shortcut does not work. If both are existing at the same time and both timers have counted down to zero, the tomahawks icon has an number 2 in it (even though there is only one) and it is the same way with the icbm silo.
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Old 04-21-2005, 06:52 AM   #9 (permalink)
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I think with the super weapons they have a unique bit of code with them that you can't use twice...

It might be the ENUM tag, I'm not too sure.
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Old 04-25-2005, 03:19 PM   #10 (permalink)
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the special power to the button is the same as the tomahawk storm!!
Just fix it! :lol:
Simple mistake... you copied the button of the tomahawk didn't you?
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