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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » HELP!!!!!!!!!!!!!!!!!!!!!!! Creating new unit and weapon

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 03-27-2003, 10:06 PM   #1 (permalink)
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Default HELP!!!!!!!!!!!!!!!!!!!!!!! Creating new unit and weapon

I created a new unit. its just a battleship that launches cruise missles but when i start it up it says tecnical difficulties. heres what i did.......

in the commandbutton.ini

CommandButton Command_ConstructAmericaVehicleBattleShipCruise
Command = UNIT_BUILD
Object = AmericaVehicleBattleShipCruise
TextLabel = CONTROLBAR:ConstructBattleShipCruise
ButtonImage = SNOverlord
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR: ToolTipPowerfull_long_range_cruise_missile
End


in the commandset.ini

CommandSet BattleShipCruiseCommandSet
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
END


in the locomotor.ini

Locomotor BattleShipGroundMotor
Surfaces = GROUND
Speed = 40 ; in dist/sec
;SpeedDamaged = 20 ; in dist/sec
TurnRate = 10 ;25 ; in degrees/sec
;TurnRateDamaged = 60 ;20 ; in degrees/sec
Acceleration = 1 ; in dist/(sec^2)
;AccelerationDamaged = 15 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS

AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration.
PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.0 ; 0.5 How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll.
END

-------------------------------------------------------------------------------
Locomotor CruiseMissileMotor
Surfaces = AIR
Speed = 400 ; in dist/sec
MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 540 ; in degrees/sec
MaxThrustAngle = 45 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
PreferredHeight = 100
AirborneTargetingHeight = 30
;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
PreferredHeightDamping = 0.7 ; so that we gradually adjust our height
END


in the weapon.ini

Weapon CruiseMissile
PrimaryDamage = 150.0
PrimaryDamageRadius = 10.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 999999.0
MinTargetPitch = 0 ; we may not target anything outside of this pitch range
MaxTargetPitch = 0
WeaponSpeed = 300.0 ; dist/sec (huge value == effectively instant)
PreAttackDelay = 250
PreAttackType = PER_SHOT ; Do the delay every single shot
MinimumAttackRange = 60.0
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_TomahawkIgnition
ProjectileObject = TomahawkMissile
ProjectileExhaust = TomahawkMissileExhaust
; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation
ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
FireSound = TomahawkWeapon
DelayBetweenShots = 5
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 700 ; how long to reload a Clip, msec
; Uses a clip of one to get the Reloading modelcondition
CapableOfFollowingWaypoints = Yes

; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End


and in the factionunit.ini

Object AmericaVehicleBattleShipCruise

SelectPortrait = SNOverlord_L
ButtonImage = SNOverlord
; *** ART Parameters ***
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
InitialRecoilSpeed = 120
MaxRecoilDistance = 8
RecoilSettleSpeed = 6

ConditionState = NONE
Model = AVBattleSh
Animation = AVBattleSh.AVBattleSh
AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
AltTurret = Turret02
AltTurretPitch = TurretEL02
WeaponFireFXBone = PRIMARY Tur1Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel
WeaponFireFXBone = SECONDARY Tur2Muzzle
WeaponRecoilBone = SECONDARY Tur2Barrel
End

ConditionState = MOVING
Model = AVBattleSh
Animation = AVBattleSh.AVBattleSh
AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
AltTurret = Turret02
AltTurretPitch = TurretEL02
WeaponFireFXBone = PRIMARY Tur1Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel
WeaponFireFXBone = SECONDARY Tur2Muzzle
WeaponRecoilBone = SECONDARY Tur2Barrel
End

ConditionState = OVER_WATER
Model = AVBattleSh
Animation = AVBattleSh.AVBattleSh
AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
AltTurret = Turret02
AltTurretPitch = TurretEL02
WeaponFireFXBone = PRIMARY Tur1Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel
WeaponFireFXBone = SECONDARY Tur2Muzzle
WeaponRecoilBone = SECONDARY Tur2Barrel
End

ConditionState = MOVING OVER_WATER
Model = AVBattleSh
Animation = AVBattleSh.AVBattleSh
AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
AltTurret = Turret02
AltTurretPitch = TurretEL02
WeaponFireFXBone = PRIMARY Tur1Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel
WeaponFireFXBone = SECONDARY Tur2Muzzle
WeaponRecoilBone = SECONDARY Tur2Barrel
ParticleSysBone = Mist01 AmphibMistSide
ParticleSysBone = Mist02 AmphibMistSide
ParticleSysBone = Mist03 AmphibMist
ParticleSysBone = Mist04 AmphibMistSide
ParticleSysBone = Mist05 AmphibMistSide
ParticleSysBone = Mist06 AmphibMist
ParticleSysBone = Mist07 AmphibMistSide
ParticleSysBone = Mist08 AmphibMistSide
ParticleSysBone = Mist09 AmphibMistSide
ParticleSysBone = Mist10 AmphibMist
ParticleSysBone = Mist11 AmphibMistSide
ParticleSysBone = Mist12 AmphibMistSide
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = TreadFX02 AmphibWave
ParticleSysBone = TreadFX03 AmphibWave
ParticleSysBone = TreadFX04 AmphibWave
ParticleSysBone = TreadFX05 AmphibWave
End
End

VoiceSelect = PaladinTankVoiceSelect

; ***DESIGN parameters ***
DisplayName = OBJECT: AmericaVehicleBattleShipCruise
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY CruiseMissile
Weapon = SECONDARY CruiseMissile
End
ArmorSet
Conditions = None
;Armor = InvulnerableArmor
Armor = TankDamage
DamageFX = TankDamageFX
End
BuildCost = 1500
BuildTime = 6.0
VisionRange = 400
ShroudClearingRange = 450
Prerequisites
Object = AmericaWarFactory
End
CommandSet = BattleShipCruiseCommandSet

; *** AUDIO Parameters ***
SoundAmbient = BattleshipAmbientLoop
VoiceSelect = PaladinTankVoiceSelect
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveLoop = TurretMoveLoop
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE SELECTABLE

Body = ActiveBody ModuleTag_02
MaxHealth = 4000.0
InitialHealth = 4000.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 160
TurretPitchRate = 80
FirePitch = 12 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY
NaturalTurretAngle = 180 ; this turret points backwards normally
End
AltTurret
TurretTurnRate = 160
TurretPitchRate = 80
FirePitch = 15 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = SECONDARY
End
End
Locomotor = SET_NORMAL BasicBoatLocomotor BattleShipGroundMotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 5000.0
End

Behavior = SlowDeathBehavior ModuleTag_16
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_FirestormSmall
FX = FINAL WeaponFX_NapalmMissileDetonation
End

Geometry = BOX
GeometryMajorRadius = 200.0
GeometryMinorRadius = 20.0
GeometryHeight = 40
GeometryIsSmall = No
Shadow = SHADOW_VOLUME

End


i hope you can help. i put them in the right folders
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Old 03-27-2003, 10:10 PM   #2 (permalink)
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Default

and this in factionunit.ini

Object CruiseMissile

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVTomahawk_M

End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:CruiseMissile
Side = America
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting
;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have
;*AntiBallisticMissile = Yes set in the Weapon.ini.
Armor = BallisticMissileArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE BALLISTIC_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 100.0
End

; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = WeaponFX_TomahawkMissileDetonation
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors

Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 400000
IgnitionDelay = 0
IgnitionFX = FX_TomahawkIgnition
InitialVelocity = 50 ; in dist/sec
DistanceToTravelBeforeTurning = 120
DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight.
; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D
; heart, being over the target counts as "there", so we'll give up and just go straight.

DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba.
End
Locomotor = SET_NORMAL CruiseMissileMotor

Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 8.0
GeometryHeight = 4.0
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
End
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