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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-10-2005, 12:56 PM
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#11 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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The immunity to damage types is set in armor.ini. You make an ArmorSet, like this:
Code:
Armor GateArmor
Armor = CRUSH 0%
Armor = ARMOR_PIERCING 0%
Armor = INFANTRY_MISSILE 0%
Armor = FLAME 0%
Armor = PARTICLE_BEAM 0%
Armor = SNIPER 0%
Armor = LASER 0%
Armor = HAZARD_CLEANUP 0%
Armor = KILL_PILOT 0%
Armor = SURRENDER 0%
Armor = SUBDUAL_MISSILE 0%
Armor = SUBDUAL_VEHICLE 0%
Armor = SUBDUAL_BUILDING 0%
Armor = ...
...etc.
End
Then choose a damage type which you aren't going to use in you're mod, lets say Flame damage, and make it 100% or higher:
Code:
Armor = INFANTRY_MISSILE 0%
Armor = FLAME 99999%
Armor = PARTICLE_BEAM 0%
In this case the armour makes the gate take a hell of a lot of damage from flame weapons (999.99 times the normal damage to be precise), but none form any other type.
Now to apply it simply look through the Gate code till you find something like this:
Code:
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
And make it read
Code:
ArmorSet
Conditions = None
Armor = GateArmor
DamageFX = None
End
Thats all there is to it.
Now, I have a question, is it possible to force a unit to gain an upgrade by shooting it or something, coz if there is I have a simpler way of doing this, as well as needing it for something I have planned in my own mod.
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07-10-2005, 01:06 PM
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#12 (permalink)
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Junior Member
Join Date: Feb 2004
Posts: 15
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Thx for the damage type help.
Would it be possible to have a button on the commandset that destroys the gate, which would result in the OCL being fired to create the new gate?
I think I remember reading somewhere about shooting something and gaining an upgrade, but that was a while ago. I am new at this, but it might have something to do with the veteran upgrade code for killing units.
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07-10-2005, 01:18 PM
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#13 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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yeh, you probs read tht you can fire a dummy weapon and it grants an upgrade, but what I ment was fire a weapon AT the gate and grant the upgrade. Also, you could have a button to give an upgrade or kill the gate, but in order to use it you would have to own the gate (ie have captured it) I think, unless there is a work-around
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07-10-2005, 01:23 PM
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#14 (permalink)
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Junior Member
Join Date: Feb 2004
Posts: 15
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Yeah, I just realized that.
Also, does anyone have any Stargate (Either SG1 or Atlantis) models for the game that they aren't using? I am terrible at moddling and can barely make a cylinder.
Thanks though
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07-10-2005, 07:02 PM
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#15 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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This was origonally posted by WarAddict in the wrong topic:
Quote:
Right, next step, first code your OCL for the activated gate, like so...
Code:
ObjectCreationList OCL_CreateActivatedGate
CreateObject
ObjectNames = ActivatedGate
Disposition = LIKE_EXISTING
End
End
Add the above code to the ObjectCreationList.ini, make sure your activated gate object is named 'ActivatedGate' like above.
Next you'd want to put this on your default, non-activated portal.
Code:
Behavior = CreateObjectDie ModuleTag_11
CreationList = OCL_CreateActivatedGate
TransferPreviousHealth = Yes
End
What that will do is on destruction the unactivated gate will OCL the activated gate right in the same position, at the same angle.
Make sure your default unactivated gate has no death effects modules, e.g. 'slowdeathbehavior' or 'instantdeathbehavior', this is so that the activation will not seem like you're destroying the gate.
To just clarify, your default gate will have the specialised armour, no destruction effects and the above CreateObjectDie module. Your activated gate will have the CaveContain module (as above in my first post), completely invincible armour (that is 0% for even the specialised activation damagetype, for now we won't bother with reactivatilon), and it will also have an extremely long range weapon that uses the special reserved damagetype (HACK is one).
Both gates with be revealed, using this code...
Code:
ShroudRevealToAllRange = 5
Put that anywhere you like in the object code.
Make sure all units have a shorter ranged weapon that uses the specialised damagetype.
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07-10-2005, 07:07 PM
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#16 (permalink)
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Junior Member
Join Date: Feb 2004
Posts: 15
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Thanks for that. I have been having a few problems with this, which is just my luck. I am also understanding this, suprisingly enough, lol. What I really need, is to find out how to make W3D files and the like. I have the software, but I just suck with it. Also, how do you get the gates to die and return to normal after the units go through?
(If anyone has any models they made for CnC based off of stargate, I would be more than grateful for them  )
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07-10-2005, 09:10 PM
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#17 (permalink)
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Junior Member
Join Date: Feb 2004
Posts: 15
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Hey,
On a side note, I was hoping that someone could give me a tutorial on creating bones and animating models for CnC. I have Gmax and RenX and have my model made (it sucks).
Thanks,
Xycosis
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07-11-2005, 04:51 AM
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#18 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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Right, bones are just objects with their geometry deactivated, and Bone activated (by default both are active) (this done by going to the far right tab, then clicking W3D Tools, then unchecking Export Geometry and ensuring Export Transform (Bone) is checked). Although most peeps use small spheres and such, you can use anything as a bone, even a dummy object. NOTE: the position or tthe actual bone will be the pivot of the object.
Animation is also verry simple. All you do is put ur objects in the "starting position" of the animation, then click "auto key" (in the bottom centre/left) then slide along to the end or next frame you want to use, then move and/or rotate ur objects to the postion you want, then hit "auto key" again.
If you want I could knock up a stargate 4 ya, if you think urs is so crap. I assure you your models WILL get better with practace, and it won't take that long either.
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07-11-2005, 12:30 PM
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#19 (permalink)
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Junior Member
Join Date: Feb 2004
Posts: 15
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If you could make a stargate for me, I would love you in the most heterosexual way possible... lol. The model I made was a replicator. I tried to keep it simple, so if its really small, it will look good, but up close, its terrible. I made it in my HL mapping program, which can export to DXF and then imported it into RenX. I made a skeleton, but I have no idea if I did it right. But thanks man.
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07-11-2005, 01:00 PM
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#20 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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Ur quite welcome. Do you want it 2 be animated like it is @ the SGC, or shall I jus leave it. I'll make a DHD 4 it as well if u want
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