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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 01-06-2006, 02:35 AM   #1 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
Default Special Power - small mistake?

Hi all. I've been playing with a simple special power that fires from the USA airfield - an airstrike of sorts as you'll see from what's posted below. However it won't fire - the Invalid cursor displays permanently, so there's a small error here somewhere. If anyone can spot it, I'd appreciate it, I've been playing for a little while now. (I'm so blind to these things, lol).

thanks,

AmberZ

Command Button
Code:
CommandButton Command_RaptorStrike
  Command           = SPECIAL_POWER
  SpecialPower      = SuperweaponRaptorStrike
  Options           = NEED_TARGET_POS CONTEXTMODE_COMMAND
  TextLabel         = CONTROLBAR:RaptorStrike
  ButtonImage       = SNFirestorm
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:TempDescription
  RadiusCursorType  = NAPALMSTRIKE
  InvalidCursorName     = GenericInvalid
End
Command Set
Code:
CommandSet AmericaAirfieldCommandSet
  1 = Command_ConstructAmericaJetRaptor
  2 = Command_ConstructAmericaVehicleComanche
  3 = Command_ConstructAmericaJetAurora
  4 = Command_ConstructAmericaJetStealthFighter
  5 = Command_RaptorStrike
;  6 = Command_RaptorStrike
  7 = Command_UpgradeComancheRocketPods
  8 = Command_UpgradeAmericaLaserMissiles
 11 = Command_SetRallyPoint
 12 = Command_Sell 
End
OCL
Code:
ObjectCreationList SUPERWEAPONRaptorStrike
  DeliverPayload
    Transport                       = AmericaJetRaptorStriker
    FormationSize                   = 5
    FormationSpacing                = 30
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1
    DropOffset                      = X:0 Y:0 Z:-10
    DropDelay                       = 500
    Payload                         = RaptorJetMissileWeapon 6
    FireWeapon                      = Yes
    DeliveryDistance                = 450
    WeaponConvergenceFactor         = 0.5
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCNapalmStrike_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:156 G:0 B:255 A:255 
      OnlyVisibleToOwningPlayer = No
    End
  End
End

Special Power
Code:
SpecialPower SuperweaponRaptorStrike
  Enum                = SPECIAL_NAPALM_STRIKE
  ReloadTime          = 300000   ; in milliseconds
  PublicTimer         = No
  SharedSyncedTimer   = Yes
  ViewObjectDuration  = 30000
  ViewObjectRange     = 250
  RadiusCursorRadius  = 50
End
Air Field Entry
Code:
  Behavior           = OCLSpecialPower ModuleTag_16
    SpecialPowerTemplate = SuperweaponRaptorStrike
    OCL                  = SUPERWEAPONRaptorStrike
  End

Faction Unit
Code:
Object AmericaJetRaptorStriker

  ; *** ART Parameters ***
  SelectPortrait         = SACRaptor_L
  ButtonImage            = SACRaptor
  
  UpgradeCameo1 = Upgrade_AmericaLaserMissiles
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw                   = W3DModelDraw ModuleTag_01
 
    DefaultConditionState
      Model               = AVRaptor
      HideSubObject       = BurnerFX01 BurnerFX02
      WeaponLaunchBone = PRIMARY WeaponA
    End

    ConditionState        = JETEXHAUST
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    ConditionState        = JETEXHAUST JETAFTERBURNER
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ; afterburner
      ShowSubObject       = BurnerFX01 BurnerFX02
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
    End

    ConditionState        = REALLYDAMAGED
      Model               = AVRaptor_D
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
    End
    
    ConditionState        = REALLYDAMAGED JETEXHAUST
      Model               = AVRaptor_D
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    ConditionState        = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
      Model               = AVRaptor_D
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ; afterburner
      ShowSubObject       = BurnerFX01 BurnerFX02
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    ConditionState        = RUBBLE
      Model               = AVRaptor_D1B
      HideSubObject       = None 
      ShowSubObject       = None
    End

    ConditionState        = RUBBLE JETEXHAUST JETAFTERBURNER
      Model               = AVRaptor_D1B
      ;HideSubObject is needed cause there're inherited from default condition state      
      HideSubObject       = None 
      ShowSubObject       = None
      ParticleSysBone     = Engine01 JetExhaust
      ParticleSysBone     = Engine02 JetExhaust
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    OkToChangeModelColor = Yes

  End

  ; ***DESIGN parameters ***
  DisplayName             = OBJECT:Raptor
  EditorSorting           = VEHICLE
  Side                    = America
  TransportSlotCount      = 0 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange             = 180.0 
  ShroudClearingRange     = 400
  Prerequisites
    Object                = AmericaAirfield
  End

  WeaponSet
    Conditions            = None 
    Weapon                = PRIMARY RaptorJetMissileWeapon
  End
  WeaponSet
    Conditions            = PLAYER_UPGRADE 
    Weapon                = PRIMARY RaptorJetLaserGuidedMissileWeapon
  End
  ArmorSet
    Conditions            = None
    Armor                 = AirplaneArmor
    DamageFX              = None
  End

  BuildCost               = 200
  BuildTime               = 10   
  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            = RaptorVoiceSelect
  VoiceMove              = RaptorVoiceMove
  VoiceAttack            = RaptorVoiceAttack
  VoiceAttackAir         = RaptorVoiceAttackAir
  VoiceGuard             = RaptorVoiceAirPatrol
  SoundDie               = RaptorVoiceFalling
  SoundAmbient           = RaptorAmbientLoop
  SoundAmbientRubble     = NoSound
  ; For now, it is better to have some sound than no sound cause there is a bug in
  ; what triggers the sound move loop sound, and the multiplayer test is only days away
  ; SoundMoveLoop          = RaptorAmbientLoop  ; don't want sound while sitting at airfield
  ; SoundAmbient           = NoSound
  UnitSpecificSounds
    VoiceCreate          = RaptorVoiceCreate
    SoundEject           = PilotSoundEject
    VoiceEject           = PilotVoiceEject
    Afterburner          = RaptorAfterburner
    VoiceLowFuel         = RaptorVoiceLowFuel
    VoiceGarrison        = RaptorVoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority          = UNIT
  KindOf                 = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
  Body                   = ActiveBody ModuleTag_02
    MaxHealth            = 160.0
    InitialHealth        = 160.0
  End

  Behavior                = WeaponSetUpgrade ModuleTag_03
    TriggeredBy          = Upgrade_AmericaLaserMissiles
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_04
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  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               = PhysicsBehavior ModuleTag_07
    Mass                 = 500.0
  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              = 500
    MinHeight                 = 5
    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 RaptorJetLocomotor
  Locomotor = SET_TAXIING BasicJetTaxiLocomotor

  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

  Behavior = SpecialPowerCompletionDie ModuleTag_03
    SpecialPowerTemplate = SuperweaponRaptorStrike
  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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