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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Followup Help Needed On Generals Rank Point Ideas

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

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Old 01-31-2006, 12:30 AM   #1 (permalink)
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Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
Default Followup Help Needed On Generals Rank Point Ideas

I have decided to do what you all have voted for, you buy all your powers through the Control Tower. Now, I am planning to do this through a drone object, but that isn't working. When the upgrade is done, it exits to desktop.

Here is the code:

Katana_NekoControlTower.ini
Code:
;------------------------------------------------------------------------------
Object Katana_NekoControlTower
  SelectPortrait = NekoTower
  ButtonImage            = NekoTower
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model              = AWMNCTOWER
    End
    AliasConditionState  = DAMAGED
    AliasConditionState  = REALLYDAMAGED
    AliasConditionState  = NIGHT
    AliasConditionState  = NIGHT DAMAGED
    AliasConditionState  = NIGHT REALLYDAMAGED
    ConditionState       = SNOW
      Model              = SnowAWMNCTOWER
    End
    AliasConditionState  = DAMAGED SNOW
    AliasConditionState  = REALLYDAMAGED SNOW
    AliasConditionState  = NIGHT SNOW
    AliasConditionState  = NIGHT DAMAGED SNOW
    AliasConditionState  = NIGHT REALLYDAMAGED SNOW
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = AWMNCTOWER
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = SnowAWMNCTOWER
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       = AWAITING_CONSTRUCTION 
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
    AliasConditionState  = SOLD 
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD NIGHT
    AliasConditionState  = SOLD NIGHT DAMAGED
    AliasConditionState  = SOLD NIGHT REALLYDAMAGED
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD SNOW DAMAGED
    AliasConditionState  = SOLD SNOW REALLYDAMAGED
    AliasConditionState  = SOLD NIGHT SNOW
    AliasConditionState  = SOLD NIGHT SNOW DAMAGED
    AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  End
  PlacementViewAngle = -135
  DisplayName      = OBJECT:ControlTower
  Side             = Neko
  EditorSorting    = STRUCTURE
  Prerequisites
;    Object = Katana_NekoBattleLab
    Science = SCIENCE_Rank5
  End
  EnergyProduction = -2
  BuildCost        = 1500
  BuildTime        = 15.0  ;20.0
  CommandSet       = ControlTowerCommandSet
  VisionRange     = 200.0
  ShroudClearingRange = 200
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  ExperienceValue = 25 25 25 25    ;Experience point value at each level
  VoiceSelect = WarFactoryUSASelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End
  RadarPriority   = STRUCTURE
  KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH FS_TECHNOLOGY POWERED IMMUNE_TO_CAPTURE
  Body            = StructureBody ModuleTag_05
    MaxHealth       = 3000.0
    InitialHealth   = 3000.0
    SubdualDamageCap = 2200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End
  Behavior             = DestroyDie ModuleTag_06
    ;nothing
  End
  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_LargeStructureDebris
  End
  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_StructureMediumDeath
  End
  Behavior = ProductionUpdate ModuleTag_09
  End
  Behavior = GrantUpgradeCreate ModuleTag_10
    UpgradeToGrant           = Upgrade_AmericaRadar
    ExemptStatus      = UNDER_CONSTRUCTION
  End
  Behavior         = RadarUpgrade ModuleTag_11
    TriggeredBy   = Upgrade_AmericaRadar
  End
  Behavior = FlammableUpdate ModuleTag_12
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  Behavior = TransitionDamageFX ModuleTag_13
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End
  Behavior           = OCLSpecialPower ModuleTag_14
    SpecialPowerTemplate = SuperweaponAWMArtilleryTowerStrike
    OCL                  = OCL_AWMControlTowerArtilleryAttack
    CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
    OCLAdjustPositionToPassable = No ;Like RA2.... FUCK IT! just drop the mother fuckers!  JESUS CHRIST THATS THE POINT!!!  GOD FUCKING DAMN IT!!!
  End 
  Behavior = ObjectCreationUpgrade ModuleTag_15
    UpgradeObject = OCL_NekoArtilleryBarrage
    TriggeredBy   = Upgrade_NekoArtilleryBarrage
  End
  Geometry            = BOX
  GeometryMajorRadius = 10.0
  GeometryMinorRadius = 31.0
  GeometryHeight      = 25.0
  GeometryIsSmall     = No
  FactoryExitWidth    = 25
  Shadow              = SHADOW_VOLUME
  BuildCompletion     = PLACED_BY_PLAYER
End
SpecialPowerDumbasses.ini
Code:
Object NekoArtilleryDumbass
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = No
    DefaultConditionState
      Model = None
    End
  End
  DisplayName         = OBJECT:BattleDrone
  Side                = Neko
  EditorSorting       = VEHICLE
  TransportSlotCount  = 0
  ArmorSet
    Conditions        = None
    Armor             = TankArmor
    DamageFX          = SmallTankDamageFX
  End
  BuildCost           = 0
  BuildTime           = 5.0
  VisionRange         = 0
  ShroudClearingRange = 0
  ExperienceValue     = 0 0 0 0
  IsTrainable         = No
  VoiceSelect         = NoSound
  VoiceMove           = NoSound
  VoiceAttack         = NoSound
  SoundMoveStart      = NoSound
  RadarPriority       = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE DRONE NO_SELECT  
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 98989898.0
    InitialHealth   = 98989898.0
  End
  Behavior = AIUpdateInterface ModuleTag_04
    Turret
      TurretTurnRate        = 360   // turn rate, in degrees per sec
      TurretPitchRate       = 360
      MinPhysicalPitch      = -75 ; If allows pitch, the lowest I can dip down to shoot.  defaults to 0 (horizontal)
      AllowsPitch           = Yes
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL FakeDroneSpecialPowerLocomotor
  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 50.0
    KillWhenRestingOnGround = Yes
    AllowBouncing = No
  End
  Behavior = SlavedUpdate ModuleTag_07
    GuardMaxRange = 99999      ;How far away from master I'm allowed when master is idle (doesn't wander)
    GuardWanderRange = 99999   ;How far away I'm allowed to wander from master while guarding.
    AttackRange = 99999        ;How far away from master I'm allowed when master is attacking a target.
    AttackWanderRange = 99999  ;How far I'm allowed to wander from target.
    ScoutRange = 99999         ;How far away from master I'm allowed when master is moving.
    ScoutWanderRange = 99999   ;How far I'm allowed to wander from scout point.
    StayOnSameLayerAsMaster = Yes
  End
  Behavior = DestroyDie ModuleTag_08
    DeathTypes = ALL
  End
  Behavior                 = TransitionDamageFX ModuleTag_10
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall
  End
  Behavior = GrantScienceUpgrade ModuleTag_15
    GrantScience = SCIENCE_Artillery
    TriggeredBy = Upgrade_NekoArtilleryBarrage
  End
  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 = CYLINDER
  GeometryMajorRadius = 5
  GeometryMinorRadius = 5
  GeometryHeight = 10.0     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length
End
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Old 02-01-2006, 12:52 AM   #2 (permalink)
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Default

So you want to name your special invisible drone a 'Dumbass' and you expect it to launch artillery strikes for you? I'll have to try that with my professors to see if I can get better grades that way... :lol:

But on a more serious note, here are some problems I found:
  • The Control Tower has both KindOf=CAPTURABLE and KindOf=IMMUNE_TO_CAPTURE set. I'm not sure if that would hurt anything, though.
  • The Control Tower's StructureBody module has a lower SubdualDamageCap value than its MaxHealth value, meaning that the Control Tower will never be disabled by SUBDUAL_BUILDING damage.
  • Your less-than-brillant drone has RadarPriority=UNIT set, meaning that the invisible drone will show up on the radar screen. RadarPriority=NOT_ON_RADAR will fix that.
  • Your drone's AIUpdateInterface module has turret data referring to the PRIMARY Weapon when you do not have a WeaponSet defined for the drone. This is probably what is causing the crash.
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Old 02-02-2006, 11:52 PM   #3 (permalink)
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It crashes even if I use the American Spy Drone!
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