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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 07-05-2005, 06:48 PM   #1 (permalink)
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Default ***A CHALLENGE*** A C/Burton mod

is it possible to give him a clamore mines that he can planted anywhere on the map and when the enemy pass them they explode giving off an emp pulse as well??? just a thought might make it interesting. if it is can anyone be clever enough to write the script and post it on the forum as i wouldnt know where to start lol
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Old 07-05-2005, 07:03 PM   #2 (permalink)
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Presumably, make the weapon spawn an OCL of a claymore on his position. Make this have a weapon that attacks units on very close range and destroys itself when it fires. ALso give it an EMP pulse if you want.

That should do it.
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Old 07-05-2005, 07:49 PM   #3 (permalink)
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Great idea however i have no idea how to make this happen in the coding so really i need to be wet nursed and be shown how to do it with alisting that i can add in an ini file again would not have aclue where to put it theres my dilema..
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Old 07-06-2005, 07:12 AM   #4 (permalink)
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Have a shot; read the inis and have a play. You will need to do the following as a rough guide. There may be a better method using Special Powers, but I can't think of one off hand.

- Commandbutton.ini --> Add a commandbutton that attacks using a tertiary weapon ( because IIRC the secondary is used for the knife attack ).

- Commandbar.ini --> Find the Colonel Burton commandbar and add a new entry for your new button.

- Weapon.ini --> Add a new weapon with no range with an OCL. Add another weapon that fires an EMP pulse with a low range, and another one which triggers an explosion at low range. Make the explosion damage its spawner ( I think you can do this, I don't recall ).

- ObjectCreationList.ini --> Add a new OCL that creates a your single object; the Mine.

- MyEMPMine.ini --> A new object that looks like a mine, with primary weapon as your EMP and secondary as the explosion.

- AmericanInfantry.ini --> Add a tertiary weapon in the weaponset for the OCL-creating weapon.
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Old 07-06-2005, 04:09 PM   #5 (permalink)
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sorry no understand i know what they are but as i said before i think if i tryed this i would not end up killing the enemy with clamores i would kill of my installed game lol
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Old 07-06-2005, 04:45 PM   #6 (permalink)
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Quote:
Have a shot; read the inis and have a play.
As I said: just try it, have a fiddle. I don't have the time nor the inclination to completely do it for you, and if I did you wouldn't learn anything anyway.
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Old 07-08-2005, 07:53 PM   #7 (permalink)
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try this:
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Old 07-08-2005, 08:27 PM   #8 (permalink)
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go to upgrade ini and try this:

Upgrade Upgrade_Claymores
DisplayName = UPGRADE:Claymores
BuildTime = 20.0
BuildCost = 1000
ButtonImage = AngryMobFireBomb_L
End

then go to weapon ini and try something like this:

Weapon Claymores
PrimaryDamage = 100.0
PrimaryDamageRadius = 3.0
SecondaryDamage = 100.0
SecondaryDamageRadius = 5.0
AttackRange = 0.0
DamageType = LAND_MINE
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
FireFX = WeaponFX_ClaymoresDetonation
RadiusDamageAffects = ENEMIES NEUTRALS
DelayBetweenShots = 0
ClipSize = 1
ClipReloadTime = 0
AutoReloadsClip = No
End

Weapon BurtonClaymores
LeechRangeWeapon = Yes
PrimaryDamage = 2000.0
PrimaryDamageRadius = 25.0
SecondaryDamage = 150.0
SecondaryDamageRadius = 75.0
AttackRange = 5.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = Claymores
ProjectileDetonationFX = WeaponFX_ClaymoresDetonation
FireSound = WorkerVoiceSurrender
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
End

then go to fx list.ini and add something like this:

FXList WeaponFX_Claymores
ParticleSystem
Name = ClusterMineDropRing
End
Sound
Name = ExplosionClusterMine
End
ViewShake
Type = STRONG
End
End

Then add this also in fxlist.ini

FXList WeaponFX_ClaymoresDetonation
ParticleSystem
Name = EMPFlare
End
Sound
Name = EMPPulseWhoosh
End
ViewShake
Type = STRONG
End
End

Then go to FactionUnit.ini and add somethin like this:

;------------------------------------------------------------------------------
; this is the "standard" mine used for building upgrades
Object Claymores

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState!
; fix someday! (srj)
ConditionState = NONE
Model = EXAMineGroup
ParticleSysBone = Mine01 MineFX
ParticleSysBone = Mine02 MineFX
ParticleSysBone = Mine03 MineFX
ParticleSysBone = Mine04 MineFX
ParticleSysBone = Mine05 MineFX
ParticleSysBone = Mine06 MineFX
ParticleSysBone = Mine07 MineFX
ParticleSysBone = Mine08 MineFX
End
ConditionState = RUBBLE
Model = None
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:StructureMine
EditorSorting = MISC_MAN_MADE
KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON
ArmorSet
Conditions = None
Armor = MineArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = StealthUpdate ModuleTag_03
StealthDelay = 0 ; msec
StealthForbiddenConditions = NONE
FriendlyOpacityMin = 0.0%
FriendlyOpacityMax = 0.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = No
End

; this is a misleading name, since it's really single-Mine Behavior...
Behavior = MinefieldBehavior ModuleTag_04
DetonationWeapon = Claymores ; what happens when we detonate
DetonatedBy = ENEMIES NEUTRAL
; we no longer want the "scoot" behavior. it looks funky with current art. (srj)
;ScootFromStartingPointTime = 5
RepeatDetonateMoveThresh = 5.0
NumVirtualMines = 2
Regenerates = Yes ; Standard mines DO regenerate.
StopsRegenAfterCreatorDies = Yes
DegenPercentPerSecondAfterCreatorDies = 3.33% ; take about 30 seconds to die.
End

; Standard mines DO heal.
Behavior = AutoHealBehavior ModuleTag_05
StartsActive = Yes
HealingAmount = 2
HealingDelay = 5000 ; msec
StartHealingDelay = 15000 ; wait this long after we are damaged to start healing
End

Geometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryHeight = 1.0
GeometryIsSmall = No

End

Now go to command button .ini and add somethin lil like this:

CommandButton Command_UpgradeClaymores
Command = PLAYER_UPGRADE
Upgrade = Upgrade_Claymores
TextLabel = CONTROLBAR:UpgradeChinaMines
ButtonImage = AngryMobFireBomb_L
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
CONTROLBAR:TooltipChinaUpgradeMines
End

CommandButton Command_Claymores
Command = SWITCH_WEAPON
WeaponSlot = TERTIARY
Options = CHECK_LIKE OK_FOR_MULTI_SELECT NEED_UPGRADE
TextLabel = CONTROLBAR:RangerMachineGun
ButtonImage = SSMachineGun
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipChinaUpgradeMines
End

Then go to commandset.ini and look for "AmericaBarracksCommandSet" using ctrl + f and add under "8 = Command_UpgradeAmericaRangerCaptureBuilding":

9 = Command_UpgradeClaymores


Then go using ctrl + f, find "AmericaInfantryColonelBurtonCommandSet" and under "2 = Command_ColonelBurtonTimedDemoCharge" input:

3 = Command_Claymores

Then go to factionunit.ini inside the Object folder and find with ctrl + f AmericaInfantryColonelBurton. Scroll down and look to find something in his section that says:

Behavior = SpecialAbility ModuleTag10


and under Behavior = PoisonedBehavior ModuleTag_18

put:
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Old 07-08-2005, 08:31 PM   #9 (permalink)
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Behavior = SpecialAbility ModuleTag_10
SpecialPowerTemplate = SpecialAbilityColonelBurtonClaymores
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantTimedCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityColonelBurtonClaymores
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = Claymores
MaxSpecialObjects = 10
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = Yes
PreTriggerUnstealthTime = 5000 ; in milliseconds

End
then go to the weaponset [should be above the specialability behaviors] and under

Weapon = SECONDARY ColonelBurtonKnifeWeapon

put in

Weapon = TERTIARY BurtonClaymores


then go to specialpower.ini and put in:

SpecialPower SpecialAbilityColonelBurtonClaymores
Enum = SPECIAL_TIMED_CHARGES
ReloadTime = 0 ; in milliseconds
PublicTimer = No
ViewObjectRange = 100
End
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Old 07-08-2005, 08:33 PM   #10 (permalink)
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and there ya go...everything should be cool...but...i might have made a few mistakes trying to tell ya without testing myself so...if anyone finds any mistakes in the code please tell him...also....i made it so that in order to get the claymores, you must go to the barracks and get it first.
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