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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 02-05-2006, 06:32 PM   #1 (permalink)
Junior Member
 
Join Date: Feb 2005
Posts: 16
Default Bunker Trouble

My building is a bunker and a factory.

It can hold up to 4 units and create create 1 type of unit.

This is the problem. When I place one unit inside the bunker that can attack from it for some reason there is always and extra unit shooting from the exact center of the base. There is no bone there so I do not see why there should be shooting coming from there.

When the base explodes no one tries to get out of the base the base explodes and everything is destoryed

Code:
;=====================================================================================================================================================
; <SOUL COLLECTOR HEADER>
;-----------------------------------------------------------------------------------------------------------------------------------------------------
Object SoulCollector
;#### ART PARAMETERS #################################################################################################################################

  SelectPortrait           = LButtonSoulCollector
  ButtonImage              = SUHole_L

;|=======================================================================|
;|------------------------------- DRAW ----------------------------------|
Draw                     = W3DModelDraw  ModuleTag_01
  OkToChangeModelColor   = Yes

  ConditionState         = NONE
    Model                = MB_SC
    ShowSubObject= HOUSECOLOR01
    HideSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
  End

  ConditionState         = DAMAGED
    Model                = MB_SC
    ParticleSysBone    = Fire01 SmolderingSmoke
    ShowSubObject= HOUSECOLOR01
    HideSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
  End

  ConditionState         = REALLYDAMAGED
    Model                = MB_SC
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire01 SmolderingSmoke
      ShowSubObject= HOUSECOLOR01
      HideSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
;|------------------------------- GARRISONED --------------------------|
  End
    ConditionState       = GARRISONED
      Model                = MB_SC
      ShowSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
      HideSubObject = HOUSECOLOR01
    End
    ConditionState       = GARRISONED DAMAGED
      Model                = MB_SC
      ParticleSysBone    = Fire01 SmolderingSmoke
      ShowSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
      HideSubObject = HOUSECOLOR01
    End
    ConditionState       = GARRISONED REALLYDAMAGED
      Model                = MB_SC
      ParticleSysBone    = Fire01 SmolderingFire
      ParticleSysBone    = Fire01 SmolderingSmoke
      ShowSubObject = BUNKER01 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05
      HideSubObject = HOUSECOLOR01
    End
          ;|-------------------------------Constructing---------------------------|
            ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
              Model              = MB_SC
              Animation          = MB_SC.MB_SC
              AnimationMode      = LOOP
              Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
            End
            ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
              Model              = MB_SC
              Animation          = MB_SC.MB_SC
              AnimationMode      = LOOP
              Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
            End
            ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
              Model              = MB_SC
              Animation          = MB_SC.MB_SC
              AnimationMode      = LOOP
              Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
            End
            ConditionState       = AWAITING_CONSTRUCTION
                  Model              = NONE
            End
            AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
            AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
            AliasConditionState  = SOLD
            AliasConditionState  = SOLD DAMAGED
            AliasConditionState  = SOLD REALLYDAMAGED
          ;|----------------------------------------------------------------------|
End
;|----------------------------------------------------------------------|
;|----------------------------Fence ------------------------------------|

;|-----------------------------------------------------------------------|
;|----------------------------Cogs-- ------------------------------------|

;|-----------------------------------------------------------------------|
;|=======================================================================|
    PlacementViewAngle  = -135
;#### DESIGN PARAMETERS ##############################################################################################################################

  DisplayName           = OBJECT:DarkFortress
  Side                  = Minion
  EditorSorting         = STRUCTURE
  BuildCost             = 2000
  BuildTime             = 5.0           ; in seconds
  EnergyProduction      = 0   ;Command Center should be free
  CommandSet            = SoulCollectorCommandSet
  VisionRange           = 300.0           ; Shroud clearing distance
  ShroudClearingRange = 300
  ArmorSet
    Conditions          = None
    Armor               = StructureArmorTough
    DamageFX            = StructureDamageFXNoShake
  End
  ExperienceValue     = 200 200 200 200  ; Experience point value at each level

;#### AUDIO PARAMETERS ###############################################################################################################################

  VoiceSelect           = CommandCenterUSASelect
  SoundDie              = BuildingDie
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

;#### ENGINEERING PARAMETERS #########################################################################################################################

  RadarPriority        = STRUCTURE
  KindOf               = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_FACTORY FS_BASE_DEFENSE AUTO_RALLYPOINT AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE
  Body                 = StructureBody ModuleTag_05
    MaxHealth          = 1000.0
    InitialHealth      = 1000.0
  End

  Behavior = DestroyDie ModuleTag_07
    ;nothing
  End
  Behavior                  = CreateObjectDie ModuleTag_08
    CreationList       = OCL_LargeStructureDebris
  End
  Behavior                  = FXListDie ModuleTag_10
    DeathFX            = FX_StructureMediumDeath
  End
  Behavior = ProductionUpdate ModuleTag_11
    ; nothing
  End
  Behavior = DefaultProductionExitUpdate ModuleTag_12
    UnitCreatePoint    = X:  0.0  Y:  0.0   Z:0.0
    NaturalRallyPoint  = X: 22.0  Y:  0.0   Z:0.0
  End

  Behavior = GarrisonContain ModuleTag_10
    ContainMax                    = 4
    EnterSound                    = GarrisonEnter
    ExitSound                     = GarrisonExit
    ImmuneToClearBuildingAttacks  = Yes
  End

  Behavior = BaseRegenerateUpdate ModuleTag_13
    ;No data
  End

  Behavior = FlammableUpdate ModuleTag_15
    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_16
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    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

  Geometry             = BOX
  GeometryMajorRadius  = 17.0
  GeometryMinorRadius  = 17.0
  GeometryHeight       = 35.0
  GeometryIsSmall      = No
  FactoryExitWidth    = 2     ; How much space to leave for units exiting.
  Shadow               = SHADOW_VOLUME
  BuildCompletion      = PLACED_BY_PLAYER

End
;-----------------------------------------------------------------------------------------------------------------------------------------------------
; <SOUL COLLECTOR FOOTER>
;=====================================================================================================================================================
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Old 02-06-2006, 09:09 PM   #2 (permalink)
Junior Member
 
Join Date: Feb 2005
Posts: 16
Default

I have half solved the problem.

I removed the KindOf auto rally point and base_defense but I can no longer set rallypoints
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Old 02-07-2006, 06:57 AM   #3 (permalink)
Senior Member
 
Join Date: Jun 2003
Location: Germany
Posts: 363
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Default

did I understand it correctly? the infantry inside your factory-bunker shoot from the origin and that's the problem you have?

try to keep the KindOf's... not sure, if the BASE_DEFENSE will work in the end but let both for now. Maybe you can fix it in another way.
So what normal civilian buildings using when they have the condition state GARRISONED are bones from where the weapons are launched. You must give these bones a specific name which will called by GameData.ini : "FirePointXX" (XX = numbers, like FirePoint01, FirePoint02 ...). One civilian garrisonable building can have lots of these bones. The "GuardTower" e.g. has 40 bones of it although only 8 or 10 infantry men can garrison it. Make at best so many bones as the commandset allows (like 14) so that you don't have to change your model when you add/remove garrison slots.
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