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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-11-2005, 05:01 AM
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#1 (permalink)
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Member
Join Date: Jan 2005
Posts: 33
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My new Airstrip won't build
Hey guys,
I have made a new, bigger, airstrip for the larger planes among the U.S Arsenal and i cant get the planes to actually build. That buttons are clickable and you can click them as if to build but nothing happens, it doesnt even put them in the queue.
The airstrip has the following bones
Code:
ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayEnd1
Can anyone help me as to why the planes wont build?
thanks, kev.
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06-11-2005, 05:53 AM
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#2 (permalink)
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Senior Member
Join Date: Jan 2004
Posts: 231
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Do you have the production update module tag in the code?
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06-11-2005, 06:06 AM
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#3 (permalink)
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Member
Join Date: Jan 2005
Posts: 33
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uhhh... im guessing not, ill check
EDIT: yeh thats sorted it thanks
Next question :P
How do i make it so that the C130 ui have made buildable stays on the airfield rather than just spawning and then instantly taking off in some random direction then circling over the base?
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06-12-2005, 11:53 AM
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#4 (permalink)
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Member
Join Date: Dec 2004
Location: USA
Posts: 38
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Read the topic about "New Ideas, No idea how to do them" and I explained it there. 1st page.
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06-12-2005, 12:36 PM
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#5 (permalink)
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Member
Join Date: Jan 2005
Posts: 33
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ok cool, i have a mate having a go at all the dropping of the units code now. Cheers for the help, thought id put another question in here instead of making another topic so here goes.
Was just wondering if you could change how aircraft come in to land? because I don't want my c130 doing that nimble little downward helix when it lands like the raptors do. Because I'm thinking its not as agile as its smaller factions. So can i modify the animation so he comes in to land straight at the airfield?
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06-20-2005, 04:04 PM
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#6 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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hey
i made a buildable c130...
wanna see the codes?
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06-20-2005, 04:19 PM
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#7 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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Code:
Object AmericaJetCargoPlane
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVCargoPln
Animation = AVCargoPln.AVCargoPln
AnimationMode = LOOP
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = Propeller02 JetBlackTrailThin
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = DAMAGED
Model = AVCargoPln_D
Animation = AVCargoPln_D.AVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = REALLYDAMAGED
Model = AVCargoPln_D
Animation = AVCargoPln_D.AVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke05 JetFireLarge
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke05 JetSmokeLarge
End
ConditionState = RUBBLE
Model = AVCargoPln_D1
Animation = AVCargoPln_D.AVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke06 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke05 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke06 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke05 JetSmokeLarge
End
OkToChangeModelColor = Yes
End
Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = AVCargoPln_A2
Animation = AVCargoPln_A2.AVCargoPln_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING
Model = AVCargoPln_A2
Animation = AVCargoPln_A2.AVCargoPln_A2
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = AVCargoPln_A2
Animation = AVCargoPln_A2.AVCargoPln_A2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:CargoPlane
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 100.0
ShroudClearingRange = 200
BuildCost = 2200
BuildTime = 20.0 ;in seconds
Prerequisites
Object = AmericaAirfield
Object = AmericaStrategyCenter
End
ExperienceValue = 50 50 50 50 ;Experience point value at each level
IsTrainable = No
CommandSet = Americac130CommandSet
; *** AUDIO Parameters ***
SoundAmbient = C130AmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
VoiceCreate = StingerSoldierVoiceMove
Afterburner = RaptorAfterburner
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE TRANSPORT AIRCRAFT
Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
InitialHealth = 1000.0
End
ExperienceValue = 40 40 40 40 ; Experience point value at each level
Behavior = PhysicsBehavior ModuleTag_04
Mass = 500.0
End
Behavior = DeliverPayloadAIUpdate ModuleTag_09
DoorDelay = 100
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 300 ; time in between each item dropped (if more than one)
PutInContainer = AmericaParachute
DeliveryDistance = 150
End
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 = 2
ParkingOffset = 8 ; 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
Locomotor = SET_NORMAL CINE_DragonLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Behavior = TransportContain ModuleTag_10
Slots = 64 ; hey, it's a BIG transport
OrientLikeContainerOnExit = Yes
KeepContainerVelocityOnExit = Yes
ExitPitchRate = 30
ExitBone = WeaponA01
AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE
DoorOpenTime = 0
NumberOfExitPaths = 2
DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill'
End
Behavior = JetSlowDeathBehavior ModuleTag_11
DestructionDelay = 2000
RollRate = 0.0
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0
FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_JetBigDeathInitial
OCLInitialDeath = OCL_AmericaJetCargoDeathStart
DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time
OCLSecondary = OCL_AmericaJetCargoHulkDeath
FXSecondary = FX_BigPlaneDeath
; FXFinalBlowUp = FX_JetDeathFinalBlowUp
; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12
End
Behavior = TransitionDamageFX ModuleTag_17
DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
End
Geometry = Box
GeometryIsSmall = No
GeometryMajorRadius = 40.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
Ok now heres the commandset:
Code:
CommandSet Americac130CommandSet
1 = Command_TransportExit
2 = Command_TransportExit
3 = Command_TransportExit
4 = Command_TransportExit
5 = Command_TransportExit
6 = Command_TransportExit
7 = Command_TransportExit
8 = Command_TransportExit
9 = Command_Evacuate
12 = Command_Stop
End
Ok now here is the locomotor:
Code:
Locomotor CINE_DragonLocomotor
Surfaces = AIR
Speed = 155 ;100 ; in dist/sec
SpeedDamaged = 75 ; in dist/sec
MinSpeed = 60 ; in dist/sec
TurnRate = 85 ; in degrees/sec
TurnRateDamaged = 40 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 90 ; in dist/(sec^2)
MinTurnSpeed = 5 ; in dist/sec
PreferredHeight = 190
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = WINGS
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 1.4 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0.0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior
End
and here goes the command button:
Code:
CommandButton Command_ConstructAmericaJetCargoPlane
Command = UNIT_BUILD
Object = AmericaJetCargoPlane
TextLabel = CONTROLBAR:ConstructAmericaC130
ButtonImage = SACParatroopers
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildC130
End
Note: for the CONTROLBAR:ConstructAmerica130 and the CONTROLBAR:ToolTipUSABuildC130, I made them myself by using a CSF Editor, so if you were to directly copy down the commandbutton, you might have problems
and also, to get it to your new airfield... i will list this example:
CommandSet SidewinderAirfieldCommandSet
1 = Command_ConstructAmericaJetCargoPlane
2 = Command_ConstructAmericaJetA10Thunderbolt
3 = Command_Sell
or whatever...but...there it is... now you just gotta find a way to get the men you put inside to paradrop out instead of jumpin without a chute. But thats about it...
OH, also... if you are gonna replace the regular c130s, you might wanna make a replacement like REALAmericaJetCargoPlane and have that one have all the old code on it so that you can still do paradrops and stuff, cause if you have the buildable one try to do that stuff, it wont work; they will just hover over your base, so if you replace the old one instead of creating a new code for the buildable one, be sure to do this, and fix everything it drops in the Object Creation List.
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06-20-2005, 04:30 PM
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#8 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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and to make it so that the c130 lands how you want it, just modify the locomotor a bit so that his pitch is just right, his approach is also a factor. You might want to make a "SET_SLUGGISH" locomotor just for landing, so that he wont be all up in the air and spiral down like the raptor. You also have to set the min landing height for the airfield (faction building). I will show you some of the code for my harrier to give you an example.
[Faction Unit.ini]
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
ReturnForAmmoLocomotorType = SET_SLUGGISH
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 3 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL HarrierLocomotor
Locomotor = SET_TAXIING HarrierJetTaxiLocomotor
Locomotor = SET_SLUGGISH HarrierCruiseLocomotor
[locomotor.ini]
Locomotor HarrierLocomotor
Surfaces = AIR
Speed = 209 ; in dist/sec
SpeedDamaged = 152 ; in dist/sec
; MinSpeed = 0 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 40 ; in dist/sec
TurnRate = 20 ; in degrees/sec
TurnRateDamaged = 10 ; in degrees/sec
Acceleration = 5 ; in dist/(sec^2)
AccelerationDamaged = 3 ; in dist/(sec^2)
Lift = 70 ; in dist/(sec^2)
LiftDamaged = 70 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 30 ; in dist/sec
PreferredHeight = 130
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 60 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS
; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
; us to "slide into place" (rather than turning) when we get close to our destination.
; the magnitude is basically the number of msec it would take us to reach the dest
; at our max speed; if we're under this threshold, we just slide into place...
SlideIntoPlaceTime = 70
PitchInDirectionOfZVelFactor = 0.0 ; how much to pitch according to our z-vel. 0=none,
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly
End
;================================================= ===
Locomotor HarrierJetTaxiLocomotor
Surfaces = GROUND AIR
Speed = 10 ; in dist/sec
SpeedDamaged = 7 ; in dist/sec
TurnRate = 30 ; in degrees/sec
TurnRateDamaged = 30 ; in degrees/sec
Acceleration = 10 ; in dist/(sec^2)
AccelerationDamaged = 8 ; in dist/(sec^2)
Braking = 999999 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS ; so we can turn in place...
End
;================================================= ===
Locomotor HarrierCruiseLocomotor
Surfaces = AIR
Speed = 185 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
; MinSpeed = 80 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 20 ; in dist/sec
TurnRate = 100 ; in degrees/sec
TurnRateDamaged = 100 ; in degrees/sec
Acceleration = 20 ; in dist/(sec^2)
AccelerationDamaged = 10 ; in dist/(sec^2)
Lift = 60 ; in dist/(sec^2)
LiftDamaged = 50 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 50 ; in dist/sec
PreferredHeight = 130
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 240 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS
PitchInDirectionOfZVelFactor = 3.2 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.3 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.2 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.7 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.6 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.8 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 60
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
****
The landing items are here:
In the JetAIUpdate Module, you can see it says:
ReturnForAmmoLocomotorType = SET_SLUGGISH and then it says
Locomotor = SET_SLUGGISH HarrierCruiseLocomotor
this means that when it goes to return, it uses this locomotor. If you use this method, you can change the way the plane flies when it is just cruising normaly, when it is taxiing, when it is attack, and when it is returning to base to land. And that is why i have 3 different locomotors listed up there, because i want my harrier to fly 3 different ways when it is flying. I want it to taxi upwards for liftoff, i want it to cruise and fly a certain way, and i want it to come in for landing a certain way.
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06-24-2005, 04:21 AM
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#9 (permalink)
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Member
Join Date: Jan 2005
Posts: 33
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i dont mean straight down, i mean straight at the run way, like a normal plane would land
EDIT: also the c130 code that is up there ^^^ for some reason when I click "evacuate" they are not in parachutes (i tested it with pathfinder, ranger and missile defender. none had chutes)
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06-26-2005, 12:37 AM
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#10 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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i know...i know...thats what i said...if you find a way to make em come out in chutes PLEASE TELL ME!
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