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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
10-30-2005, 01:30 PM
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#1 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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Question on weapons attached to model...
Hi, i have a question, How would i make my SU-37 fire missile after i attached them to the model? What should I name them? How would I code it to launch those? How could i make them regenerate after it returns to base?
Also, i want to make a dual tomahawk missile launcher, but i do not know how to make the second missile work...
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10-30-2005, 04:15 PM
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#2 (permalink)
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Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
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for the su-37, look at the gla scorpian tank, the missiles vanish after firing and only reappear after the weapon reloads
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10-30-2005, 04:49 PM
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#3 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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ok thanx, i never thought of that nuke...can you or someone else also help me with tomahawk, or does same rules apply?
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11-17-2005, 07:52 PM
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#4 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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Well, the problem is there is 6 missile...can someone tell me if i did this right?
Object EMCJetFlanker
; *** ART Parameters ***
SelectPortrait = F16Cameo
ButtonImage = F16Cameo
UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = su37
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
End
ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
End
ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End
ConditionState = REALLYDAMAGED
Model = su37
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End
ConditionState = REALLYDAMAGED JETEXHAUST
Model = su37
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
End
ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = su37
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrailBlack
ParticleSysBone = Wingtip02 JetContrailBlack
End
ConditionState = FIRING_A
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
WeaponHideShowBone = SECONDARY Missile
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:F16
EditorSorting = VEHICLE
Side = EMC
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
ShroudClearingRange = 380
Prerequisites
Object = EMCAirfield
End
WeaponSet
Conditions = None
Weapon = PRIMARY LRAAM
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
BuildCost = 900
BuildTime = 11
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaJetRaptorCommandSet
; *** AUDIO Parameters ***
VoiceSelect = ColonelBurtonVoiceDemoChargeTaunt
SoundDie = RaptorVoiceFalling
SoundAmbient = FalconAmbientLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 360.0
InitialHealth = 360.0
End
Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_JetDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 702.0
End
Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
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 = 900
MinHeight = 35
ParkingOffset = 3 ; 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 Su37JetLocomotor
Locomotor = SET_TAXIING SU37JetTaxiLocomotor
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.
End
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11-18-2005, 01:52 AM
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#5 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 339
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look at the A-10's model and the code. 
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11-18-2005, 03:02 AM
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#6 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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well, if you have 'missle01' 'missile02' 'missile03' etc on your model, then in the ini you use 'missile', and it will automatically do the iterations.
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11-18-2005, 08:39 AM
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#7 (permalink)
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Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
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I did this with one of my Migs before ZH was released.
I'm sure that KeyOp is right, but I also think that only works with ZH. When I did it I copied a lot of the A10's code, the HideSubObject tag hid the missiles on the wings when the actual weapon missiles were created a fired from the firepoint bone. I forget the conditions, but could post it when I get home tonite.
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11-18-2005, 09:26 AM
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#8 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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It works with generals too - any unit testing that doesnt rely on ZH code I did in Generals as its much faster to load and exit than ZH 
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11-18-2005, 12:17 PM
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#9 (permalink)
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Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
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okie dokie
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11-18-2005, 04:47 PM
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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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ok...thanks for the news guys...my missiles are named MISSILE01,MISSILE02 and such...so it should work right? I will try again later, after i make a few alterations to the code...
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