ok...i want the pathfinder to call in a napalm strike...and...im really close...cause...the planes do spawn offscreen, come on screen...fly towards the target area...fly over the target area...but do not release any weapons tho...im pretty sure its something simple that i just havent found yet...so i will post my code to see if you can help me guys...
thanx:
SpecialPower.ini
Code:
SpecialPower SuperweaponNapalmStrike
Enum = SPECIAL_NAPALM_STRIKE
ReloadTime = 200000 ; in milliseconds
PublicTimer = Yes
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 100
End
ObjectCreationList.ini
Code:
ObjectCreationList SUPERWEAPON_NapalmStrike
DeliverPayload
Transport = ChinaJetMIGNapalmStriker
FormationSize = 10
FormationSpacing = 30.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
Payload = NapalmMissile 2
FireWeapon = Yes
DeliveryDistance = 400
WeaponConvergenceFactor = 1.0
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCNapalmStrike_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
CommandSet.ini
Code:
CommandSet AmericaInfantryPathfinderCommandSet
9 = Command_AttackMove
10 = Command_NapalmStrike
11 = Command_Guard
12 = Command_Stop
End
CommandButton.ini
Code:
CommandButton Command_NapalmStrike
Command = SPECIAL_POWER
SpecialPower = SuperweaponNapalmStrike
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:NapalmStrike
ButtonImage = SNFirestorm
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipUSANapalmStrike
RadiusCursorType = NAPALMSTRIKE
InvalidCursorName = GenericInvalid
End
FactionUnit.ini
Code:
Object AmericaInfantryPathfinder
; *** ART Parameters ***
SelectPortrait = SAPathfinder1_L
ButtonImage = SAPathfinder1
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AIPFDR_SKN
IdleAnimation = AIPFDR_SKL.AIPFDR_STA
IdleAnimation = AIPFDR_SKL.AIPFDR_IDA
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
TransitionKey = TRANS_Standing
End
AliasConditionState = REALLYDAMAGED
ConditionState = MOVING
Animation = AIPFDR_SKL.AIPFDR_RNA 25
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Standing
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING REALLYDAMAGED
ConditionState = FIRING_A
Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position
AnimationMode = ONCE
TransitionKey = TRANS_FiringA
End
AliasConditionState = FIRING_A MOVING
AliasConditionState = FIRING_A MOVING REALLYDAMAGED
AliasConditionState = FIRING_A REALLYDAMAGED
ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position
AnimationMode = ONCE
WaitForStateToFinishIfPossible = TRANS_FiringA
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = RELOADING_A
AliasConditionState = RELOADING_A REALLYDAMAGED
ConditionState = DYING
Animation = AIPFDR_SKL.AIPFDR_DTA
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIPFDR_SKL.AIPFDR_ADTA1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = AIPFDR_SKL.AIPFDR_ADTA2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = AIPFDR_SKL.AIPFDR_ADTA3
AnimationMode = ONCE
TransitionKey = None
End
ConditionState = FREEFALL
Animation = AIPFDR_SKL.AIPFDR_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = AIPFDR_SKL.AIPFDR_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME
;our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = AIPFDR_SKL.AIPFDR_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME
;our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Standing
Animation = AIPFDR_SKL.AIPFDR_PTD
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Pathfinder
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY USAPathfinderSniperRifle
Weapon = SECONDARY USAPathfinderLaserDesignator
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 200
ShroudClearingRange = 400
Prerequisites
Object = AmericaBarracks
Science = SCIENCE_Pathfinder
End
BuildCost = 900
BuildTime = 50.0 ;in seconds
ExperienceValue = 40 40 60 80 ;Experience point value at each level
ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaInfantryPathfinderCommandSet
; *** AUDIO Parameters ***
VoiceSelect = PathfinderVoiceSelect
VoiceMove = PathfinderVoiceMove
VoiceGuard = PathfinderVoiceMove
VoiceAttack = PathfinderVoiceAttack
SoundDie = PathfinderVoiceDie
SoundDieFire = DieByFireUSA
SoundDieToxin = DieByToxinUSA
VoiceFear = PathfinderVoiceFear
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = PathfinderVoiceFear
UnitSpecificSounds
VoiceCreate = PathfinderVoiceCreate
VoiceGarrison = PathfinderVoiceGarrison
VoiceEnter = PathfinderVoiceMove
VoiceEnterHostile = PathfinderVoiceMove
VoiceGetHealed = PathfinderVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY STEALTH_GARRISON SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes Stealthed
MoodAttackCheckRate = 250
End
Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End
Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor
Behavior = ExperienceScalarUpgrade ModuleTag_05
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = PhysicsBehavior ModuleTag_06
Mass = 5.0
End
Behavior = StealthDetectorUpdate ModuleTag_08
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.
End
Behavior = StealthUpdate ModuleTag_09
StealthDelay = 0 ; msec
StealthForbiddenConditions = MOVING ; stays stealthy while attacking
FriendlyOpacityMin = 30.0%
FriendlyOpacityMax = 80.0%
PulseFrequency = 500 ; msec
MoveThresholdSpeed = 3
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = OCLSpecialPower ModuleTag_10
SpecialPowerTemplate = SuperweaponNapalmStrike
OCL = SUPERWEAPON_NapalmStrike
CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE
End
Behavior = SquishCollide ModuleTag_11
;nothing
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_13
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End