 |
Forum Info
|
 |
Forum Members: 18,581
Total Threads: 8,669
Posts: 94,548
Administrators:
DeeZire, Redemption
There are currently 51 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
05-10-2006, 06:48 PM
|
#11 (permalink)
|
|
Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
|
I dont think you can make regular units parachute out of destroyed aircraft?
You can add a secondary weapon to Aircraft to give them a sort of machinegun, and code in ammo for it. (though I dont think you want a long reload time on it..)
Making F-14s is as easy as modelling them, skinning them, and adding them. (But it isnt as easy as it sounds.)
Heh, it is advisable to practice modelling first though..personal experience..
|
|
|
05-10-2006, 07:29 PM
|
#12 (permalink)
|
|
Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
|
Yes, you can make any unit drop out of any vehicle, look at the death states, you will notice one refers to an OCL for pilot, that creates the pilot with a parachute.
I presume the second weapon on the jets is possible.
Hmm, for the F14, do what the guy above said.
|
|
|
05-10-2006, 09:59 PM
|
#13 (permalink)
|
|
Junior Member
Join Date: May 2006
Posts: 22
|
Danke
How do I make normal town citizens have weapons, on teams, and scripted to defend an area?
Also, how do I make it so that the infantry manning the gun on a technical can be killed by small arms, explosives, etc. . . ?
|
|
|
05-11-2006, 05:34 PM
|
#14 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
OMFG...TOO MANY QUESTIONS!
ok from up there:
1 : To inject custom sounds, make a folder called Audio then another called Sounds... in the sounds folder, place your .wav sound in there...then go to the soundeffects.ini and make an entry...
2:ANYTHING CAN BE PARACHUTED OUT OF PLANE...it is in the death module in the ObjectCreationList.ini...look under OCL_EjectPilotViaParachute
3: Go to the weapon.ini and copy an enter this:
;==================AIRGUN=====================
Weapon AircraftGun
PrimaryDamage = 30.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 225.0
DamageType = Gattling
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_GattlingTankMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFireWithRedTracers
FireSound = GattlingTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250 ; time between shots, msec
ClipSize = 150 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 20000 ; how long to reload a Clip, msec
AutoReloadClip = RETURN_TO_BASE
ContinuousFireOne = 3 ; How many shots at the same target constitute "Continuous Fire"
ContinuousFireTwo = 6 ; How many shots at the same target constitute "Continuous Fire Two"
ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire
WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire
WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10)
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiGround = Yes
End
;=
;=
;=
;=
4: Use those modelling programs i told you earlier in this post to make a f14 or try to find a downloadable model...
5: Model the citizens to have guns with the modelling programs, and give them a weapon entry in the weapon.ini
6: You need to make the guy able to be killed in the factionunit and not invincible [long story]...
|
|
|
05-11-2006, 06:36 PM
|
#15 (permalink)
|
|
Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
|
About the civy weapons, if you give a civy a gun im pretty sure he wont just start killing anyone who comes past, the civilians are all neutral and as such they wont attack...
|
|
|
05-11-2006, 07:34 PM
|
#16 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
i wasnt talking about killing stuff...i was talking about how to give em weapons...killing is gonna be another task for another occaision...
|
|
|
05-11-2006, 08:20 PM
|
#17 (permalink)
|
|
Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
|
You would probably have to go into the Worldbuilder and change the position they have for them to attack..
As for scripting defense, that is a story I probably cant explain, involves actual usage of Worldbuilder waypoint coding, something I never was good at... 
|
|
|
05-11-2006, 08:58 PM
|
#18 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
and something i am good at... i have made several personal aod's my self [never public]...
and you are right f15, it requires some worldbuilder action with the scripts and all...but you also gotta add the weapon and stuff as well...
|
|
|
05-12-2006, 03:55 AM
|
#19 (permalink)
|
|
Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
|
Shouldn't you only need to make the civies aggressive, and make all civilians part of a new team that is enemy to all, that will work.
DO NOT MAKE THE NORMAL CIVILIAN TEAM YOU ENEMY...
|
|
|
05-12-2006, 05:40 PM
|
#20 (permalink)
|
|
Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
|
making them agressive shouldnt do anything if they have NO ENEMY TO ATTACK! If they neutral they will never attack you...
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 06:43 PM.
|