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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 06-06-2005, 01:19 PM   #1 (permalink)
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Join Date: Jan 2005
Posts: 33
Default Dozer CMDset 2

hey guys,

Modding troubles yet again.

Right, here goes:

I have tried to make a second commandset for the american dozer, I stole the code from the GLA worker commandset to switch to Fake buildings and changed it all so it goes to a second commandset for the dozer, the code is as follows... but first the problem. All the problem is that for some reason the button is un clickable like i havent got an upgrade to allow me to use it yet. soso, the code:

Code:
Upgrade.INI

Upgrade Upgrade_AmericaDozerNextCommandSet
  Type               = OBJECT
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SANext
End

;----------------------------
Upgrade Upgrade_AmericaDozerBackCommandSet
  Type               = OBJECT
  BuildTime          = 0.0
  BuildCost          = 0
  ButtonImage        = SABack  
End


CommandButton.INI

CommandButton Command_UpgradeAmericaDozerNextCommandSet
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_AmericaDozerNextCommandSet
  TextLabel     = CONTROLBAR:UpgradeAmericaDozerNextCommandSet
  ButtonImage   = SANext
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUpgradeAmericaDozerNextCommandSet
End

CommandButton Command_UpgradeAmericaDozerBackCommandSet
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_AmericaDozerBackCommandSet
  TextLabel     = CONTROLBAR:UpgradeAmericaDozerBackCommandSet
  ButtonImage   = SABack
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUpgradeAmericaDozerBackCommandSet
End


CommandSet.INI

CommandSet AmericaDozerNextCommandSet
  1  = Command_ConstructAmericaPowerPlant
  2  = Command_ConstructAmericaStrategyCenter
  3  = Command_ConstructAmericaBarracks
  4  = Command_ConstructAmericaSupplyDropZone
  5  = Command_ConstructAmericaSupplyCenter
  6  = Command_ConstructAmericaParticleCannonUplink
  7  = Command_ConstructAmericaPatriotBattery
  8  = Command_ConstructAmericaSAMSite
  9  = Command_ConstructAmericaFireBase
  10 = Command_ConstructAmericaCommandCenter
  11 = Command_ConstructAmericaWarFactory
  12 = Command_ConstructAmericaAirfield
  13 = Command_UpgradeAmericaDozerNextCommandSet
  14 = Command_DisarmMinesAtPosition
End

CommandSet AmericaDozerBackCommandSet
  13 = Command_UpgradeAmericaDozerBackCommandSet
End
That is for the commands, and here is the dozer code

Code:
AmericaVehicle.INI

;------------------------------------------------------------------------------
;USA Construction Dozer or USDozer
Object AmericaVehicleDozer

  ; *** ART Parameters ***
  SelectPortrait         = SACDozer_L
  ButtonImage            = SACDozer
  
  UpgradeCameo1 = Upgrade_AmericaDozerNextCommandSet
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw = W3DTruckDraw ModuleTag_01

    OkToChangeModelColor = Yes

    DefaultConditionState
      Model             = AVCONSTDOZ_A
      ParticleSysBone   = EXHAUSTFX01 DozerSmokeLight
      WaitForStateToFinishIfPossible = TRANS_DIGGING
    End

    ConditionState = PREATTACK_A 
      Animation         = AVCONSTDOZ_A.AVCONSTDOZ_A
      AnimationMode     = ONCE
      ParticleSysBone   = EXHAUSTFX01 DozerSmokeHeavy
      ParticleSysBone   = DIRTFX01 DozerDirtFall ;gush of dirt
      TransitionKey     = TRANS_DIGGING
    End

    ConditionState = MOVING
      ParticleSysBone   = EXHAUSTFX01 DozerSmokeHeavy
      WaitForStateToFinishIfPossible = TRANS_DIGGING
    End

    ConditionState      = REALLYDAMAGED RUBBLE
      Model             = AVCONSTDOZ_AD
      ParticleSysBone   = EXHAUSTFX01 DozerSmokeHeavy
      WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
    End

    ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE
      Model             = AVCONSTDOZ_AD
      Animation         = AVCONSTDOZ_AD.AVCONSTDOZ_AD
      AnimationMode     = ONCE
      ParticleSysBone   = EXHAUSTFX01 DozerSmokeHeavy
      TransitionKey     = TRANS_DIGGING_DAMAGED
    End

    ConditionState      = MOVING REALLYDAMAGED RUBBLE
      Model             = AVCONSTDOZ_AD
      ParticleSysBone   = EXHAUSTFX01 DozerSmokeHeavy
      WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED
    End


    TrackMarks            = EXTireTrack2.tga
    Dust                  = RocketBuggyDust
    DirtSpray             = RocketBuggyDirtSpray

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.

    LeftFrontTireBone     = TIRE01
    RightFrontTireBone    = TIRE02
    LeftRearTireBone      = TIRE03
    RightRearTireBone     = TIRE04

    TireRotationMultiplier      = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition  = 0   ; This vehicle doesn't powerslide.

  ParticlesAttachedToAnimatedBones = Yes 


  End



  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Dozer
  Side                = America
  EditorSorting       = VEHICLE
  TransportSlotCount  = 5 ;how many "slots" we take in a transport (0 == not transportable)
  BuildCost           = 800
  BuildTime           = 5.0 ; in seconds
  VisionRange         = 300
  ShroudClearingRange = 400

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = MINE_CLEARING_DETAIL 
    Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
    Conditions        = None
    Armor             = DozerArmor ;Special Explosion-Proof Armor
    DamageFX          = TankDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = AmericaDozerNextCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect         = DozerUSAVoiceSelect
  VoiceMove           = DozerUSAVoiceMove
  VoiceGuard          = DozerUSAVoiceMove
  VoiceTaskComplete   = DozerUSAVoiceBuildComplete
  SoundMoveStart      = DozerUSAMoveStart
  SoundMoveStartDamaged = DozerUSAMoveStart
  UnitSpecificSounds
    VoiceCreate           = DozerUSAVoiceCreate
    VoiceNoBuild          = DozerUSAVoiceBuildNot
    VoiceCrush            = DozerUSAVoiceCrush
    VoiceRepair           = DozerUSAVoiceRepair
    VoiceDisarm           = DozerUSAVoiceClearMine
    TruckLandingSound     = NoSound
    TruckPowerslideSound  = NoSound
    VoiceEnter            = DozerUSAVoiceMove
    VoiceBuildResponse    = DozerUSAVoiceBuild
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority       = UNIT
  KindOf              = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER
 
  Body                = ActiveBody ModuleTag_02
    MaxHealth         = 250.0
    InitialHealth     = 250.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 500
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End
  Behavior = DozerAIUpdate ModuleTag_03
    RepairHealthPercentPerSecond = 2%    ; % of max health to repair each second
    BoredTime                    = 5000  ; in milliseconds
    BoredRange                   = 150   ; when bored, we look this far away to do something
    ; the only "enemies" that workers can acquire are mines, to be disarmed...
    AutoAcquireEnemiesWhenIdle   = Yes
  End

  Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor

  Behavior            = PhysicsBehavior ModuleTag_04
    Mass              = 75.0
  End

  Behavior = StealthDetectorUpdate ModuleTag_05
    DetectionRate         = 500   ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange       = ??? ;Dustin, enable this for independant balancing!
    CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
    CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
    ExtraRequiredKindOf   = MINE  ; we can only detect MINES, not other stealthed things
  End

  Behavior                 = TransitionDamageFX ModuleTag_06
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 100
    DestructionDelay = 1500
    DestructionDelayVariance = 600
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_AmericaDozerExplode  
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
  End   

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
  End

;------------------------------------------------------------------------------
  Behavior = CommandSetUpgrade ModuleTag_29
    TriggeredBy = Upgrade_AmericaDozerNextCommandSet
    RemovesUpgrades = Upgrade_AmericaDozerNextCommandSet
    CommandSet = AmericaDozerNextCommandSet
  End
 
  Behavior = CommandSetUpgrade ModuleTag_30
    TriggeredBy = Upgrade_AmericaDozerBackCommandSet
    RemovesUpgrades = Upgrade_AmericaDozerBackCommandSet Upgrade_AmericaDozerNextCommandSet
    CommandSet = AmericaDozerBackCommandSet
  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

;;;;;;;;  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_22
;;;;;;;;  End

  Behavior               = FXListDie ModuleTag_23
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX         = FX_CarCrush
  End

  Behavior = DestroyDie ModuleTag_24
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Geometry            = BOX
  GeometryMajorRadius = 15.0
  GeometryMinorRadius = 10.0
  GeometryHeight      = 15.0     
  GeometryIsSmall     = Yes
  Shadow              = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    

End
and here is for the upgrade allowance on the commandcenter

Code:
  Behavior = GrantUpgradeCreate ModuleTag_35
    UpgradeToGrant           = Upgrade_AmericaDozerNextCommandSet
    ExemptStatus      = UNDER_CONSTRUCTION
  End

  Behavior = GrantUpgradeCreate ModuleTag_36
    UpgradeToGrant           = Upgrade_AmericaDozerBackCommandSet
    ExemptStatus      = UNDER_CONSTRUCTION
  End
Thanks in advance, kev
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Old 06-06-2005, 02:10 PM   #2 (permalink)
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Well, I don't understand why you both grant your upgrade via CommandCenter and purchase it via CommandButton. I'd remove the "GrantUpgradeCreate" modules and maybe add a "ProductionUpdate" module to the dozer.
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Old 06-06-2005, 02:27 PM   #3 (permalink)
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well either i dont know how to use those or it didnt work :/
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Old 06-06-2005, 02:37 PM   #4 (permalink)
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Default

Module Tags #s are out of place, put that may not effect anything at all. And when something is un-clickable, it usually may have something to do with that "

Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
", so stick that in the Dozer's Code and check it out.
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Old 06-06-2005, 04:52 PM   #5 (permalink)
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ok thats ok... but now i can go next... go back, then go next again but i cant go back because of "conflicting upgrades" apparently?
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Old 06-06-2005, 06:45 PM   #6 (permalink)
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Default

When I tried this for the first time, I also had this problem. Just start over and copy the exact code from the GLA worker that has to do with switching commandsets. Make sure you use all the needed INI's. It should work if you do this.

If you're still having problems after that, pm me and I'll send you a workable code.
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Old 06-06-2005, 07:09 PM   #7 (permalink)
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The best and most straightforward solution would be to remove both upgrades with the CommandSet switch. So change this:

Code:
;------------------------------------------------------------------------------
  Behavior = CommandSetUpgrade ModuleTag_29
    TriggeredBy = Upgrade_AmericaDozerNextCommandSet
    RemovesUpgrades = Upgrade_AmericaDozerNextCommandSet
    CommandSet = AmericaDozerNextCommandSet
  End
 
  Behavior = CommandSetUpgrade ModuleTag_30
    TriggeredBy = Upgrade_AmericaDozerBackCommandSet
    RemovesUpgrades = Upgrade_AmericaDozerBackCommandSet Upgrade_AmericaDozerNextCommandSet
    CommandSet = AmericaDozerBackCommandSet
  End
;------------------------------------------------------------------------------
into this:
Code:
;------------------------------------------------------------------------------
  Behavior = CommandSetUpgrade ModuleTag_29
    TriggeredBy = Upgrade_AmericaDozerNextCommandSet
    RemovesUpgrades = Upgrade_AmericaDozerBackCommandSet Upgrade_AmericaDozerNextCommandSet
    CommandSet = AmericaDozerNextCommandSet
  End
 
  Behavior = CommandSetUpgrade ModuleTag_30
    TriggeredBy = Upgrade_AmericaDozerBackCommandSet
    RemovesUpgrades = Upgrade_AmericaDozerBackCommandSet Upgrade_AmericaDozerNextCommandSet
    CommandSet = AmericaDozerBackCommandSet
  End
;------------------------------------------------------------------------------
This works for me, no weird 'conficts' after doing it a few times.
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Old 06-06-2005, 09:57 PM   #8 (permalink)
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Yeah, I forgot about that.
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Old 06-07-2005, 10:39 AM   #9 (permalink)
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Hey, thanks guys it works like a dream now can start modding buildings like nobodies business :P thanks again
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