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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 06-30-2006, 04:00 PM   #1 (permalink)
Senior Member
 
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
Default Grenade Error

The White Lightning infantry are elite forces used during extreme conditions. Now, they can be upgraded individually to carry a smoke grenade. When the Commando Soldier throws his smoke grenade by button command, when the Sniper throws his grenade, it calls in a plane. Now, to throw these, you have to use a button. But for some reason the Sniper soldier throws his grenade anyway, without using the button. How do I fix this?


Code:
Object NekoInfantryWhiteLightningCommando
  SelectPortrait         = WhiteGuard
  ButtonImage            = WhiteGuard
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = AWMNLIGHTSMG
      IdleAnimation       = NIFOOTMAN_S.NIFOOTMAN_ST 0 35
      IdleAnimation       = NIFOOTMAN_S.NIFOOTMAN_I1
      IdleAnimation       = NIFOOTMAN_S.NIFOOTMAN_I2
      AnimationMode       = ONCE
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone  = PRIMARY Muzzle
      TransitionKey       = TRANS_Stand
      HideSubObject = BLOOD
    End
    ConditionState      = USING_WEAPON_A
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Firing
    End
    TransitionState   = TRANS_Stand TRANS_Firing
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode   = ONCE
    End
    TransitionState   = TRANS_Firing TRANS_Stand
      Animation         = NIFOOTMAN_S.NIFOOTMAN_A1
      AnimationMode   = ONCE
    End
    ConditionState    = FREEFALL
      Animation       = PARAJUMPSK.PARAJUMP
      AnimationMode   = MANUAL
      Flags           = START_FRAME_FIRST
      TransitionKey   = TRANS_Falling
    End
    AliasConditionState = FREEFALL DYING
    ConditionState    = PARACHUTING
      Animation       = PARAFALLSK.PARAFALL
      AnimationMode   = LOOP
      Flags           = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
      TransitionKey   = TRANS_Chute
    End
    AliasConditionState = PARACHUTING DYING
    TransitionState   = TRANS_Falling TRANS_Chute
      Animation       = PARAJUMPSK.PARAJUMP
      AnimationMode   = ONCE
      Flags           = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
    End
    TransitionState   = TRANS_Chute TRANS_Stand
      Animation       = PARALANDSK.PARALAND
      AnimationMode   = ONCE
    End
    ConditionState      = MOVING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_R1 26
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = None
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING ATTACKING
    ConditionState      = DYING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB1
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB3
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DF1
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Dying
      ShowSubObject     = BLOOD
    End
    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB2
      AnimationMode     = ONCE
    End
    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End
    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = NIFOOTMAN_S.NIFOOTMAN_DB2
      AnimationMode     = ONCE
      TransitionKey     = None
    End
  End
  DisplayName         = OBJECT:WhiteLightning
  Side                = Neko
  EditorSorting       = INFANTRY
  TransportSlotCount  = 1
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY NekoWLightningSMG
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY NekoWLightningSMG
    Weapon = SECONDARY AWMSmokeGrenade
    PreferredAgainst = SECONDARY NONE
  End
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  VisionRange         = 200
  ShroudClearingRange = 200
  BuildCost = 750
  BuildTime     = 15.0
  ExperienceValue = 25 25 25 25    ;Experience point value at each level
  ExperienceRequired = 0 25 50 75 ;Experience points needed to gain each level
  IsTrainable         = Yes             ;Can gain experience
  CrushableLevel      = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = NekoketsukeiInfantryWLCommandoCommandSet
  VoiceSelect = JapaneseSelect
  VoiceMove = JapaneseMove
  VoiceGuard = JapaneseMove
  VoiceAttack = JapaneseAttack
  SoundStealthOn = StealthOn
  SoundStealthOff = StealthOff
  VoiceFear = JapaneseHurt
  VoiceTaskComplete = JapaneseCreated
  UnitSpecificSounds
    VoiceCreate = JapaneseCreated
    VoiceSubdue = JapaneseAttack
    VoiceGarrison = JapaneseMove
    VoiceEnter = JapaneseMove
    VoiceEnterHostile = JapaneseAttack
    VoiceGetHealed      = JapaneseHurt
  End
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 90.0
    InitialHealth   = 90.0
  End
  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = No
  End
  Behavior = CommandButtonHuntUpdate  ModuleTag_04 ; allows use of command button hunt script with this unit. 
  End
  Behavior = StealthUpdate ModuleTag_05
    StealthDelay                = 1500
    StealthForbiddenConditions  = USING_ABILITY ATTACKING
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
  End
  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
  Behavior        = MaxHealthUpgrade ModuleTag_11
    TriggeredBy   = Upgrade_TabukArmor
    AddMaxHealth  = 45.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_NORMAL_UPGRADED BasicSteroidsHumanLocomotor
  Behavior = LocomotorSetUpgrade ModuleTag_12
    TriggeredBy = Upgrade_InfantrySteroids
  End
  Behavior = PhysicsBehavior ModuleTag_14
    Mass = 5.0
  End
;  Behavior = SquishCollide ModuleTag_15
;    ;nothing
;  End
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 30000
    SinkRate            = 1.0     ; in Dist/Sec
    DestructionDelay    = 45000
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_BloodFXAWM
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 1
    OCL                 = INITIAL OCL_AWMGibbed
    FX                  = INITIAL FX_GibbedFire
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03A
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 30000
    SinkRate            = 1.0     ; in Dist/Sec
    DestructionDelay    = 45000
    ProbabilityModifier = 50
    FX                  = INITIAL FX_DieJapanese
    FlingForce          = 9
    FlingForceVariance  = 5
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03B
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 1
    ProbabilityModifier = 50
    OCL                 = INITIAL OCL_AWMGibbed
    FX                  = INITIAL FX_GibbedFire
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  End
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
  Behavior = PoisonedBehavior ModuleTag_16
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
  Behavior = AutoHealBehavior ModuleTag_17
    HealingAmount = 5
    HealingDelay = 2000 ; msec
    TriggeredBy = Upgrade_MedPacks
  End
  Behavior = WeaponBonusUpgrade ModuleTag_18
    TriggeredBy = Upgrade_Hollowpoint
  End 
  Behavior = SpecialAbility ModuleTag_19
    SpecialPowerTemplate = SpecialAbilityWhiteLightningCommandoPlantC4
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantTimedCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_20
    SpecialPowerTemplate = SpecialAbilityWhiteLightningCommandoPlantC4
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = NekoTimeFusionC4
    MaxSpecialObjects = 10
    SpecialObjectsPersistWhenOwnerDies = Yes 
    SpecialObjectsPersistent = Yes
    UniqueSpecialObjectTargets = Yes
    UnpackTime              = 100
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 150.0
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = No
    PreTriggerUnstealthTime   = 5000
  End
  Behavior = CommandSetUpgrade ModuleTag_USESMKGRD
    TriggeredBy = Upgrade_SmokeGrenades
    CommandSet = NekoketsukeiInfantryWLCommandoCommandSetUP
  End
  Behavior = WeaponSetUpgrade ModuleTag_GETSMKGRD
    TriggeredBy = Upgrade_SmokeGrenades
  End
  Geometry = CYLINDER
  GeometryMajorRadius = 10.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT
  Scale = 1.06
End
Code:
Object NekoInfantryWhiteLightningSniper
  SelectPortrait         = WhiteGuard
  ButtonImage            = WhiteGuard
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model = AWMNLIGHTSNP
      IdleAnimation = AIPFDR_SKL.AIPFDR_STA 
      IdleAnimation = AIPFDR_SKL.AIPFDR_IDA
      AnimationMode = ONCE
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      TransitionKey = TRANS_Standing
      HideSubObject = BLOOD
    End
    AliasConditionState = REALLYDAMAGED
    ConditionState = MOVING
      Animation = AIPFDR_SKL.AIPFDR_RNA 25
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Standing
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING REALLYDAMAGED
    ConditionState  = FIRING_A 
      Animation     = AIPFDR_SKL.AIPFDR_ATB                 ; recoil in standing position
      AnimationMode = ONCE
      TransitionKey = TRANS_FiringA
    End
    AliasConditionState = FIRING_A MOVING
    AliasConditionState = FIRING_A MOVING REALLYDAMAGED
    AliasConditionState = FIRING_A REALLYDAMAGED
    ConditionState  = BETWEEN_FIRING_SHOTS_A
      Animation     = AIPFDR_SKL.AIPFDR_ATBST               ; motionless in standing position
      AnimationMode = ONCE
      WaitForStateToFinishIfPossible = TRANS_FiringA
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
    AliasConditionState = RELOADING_A
    AliasConditionState = RELOADING_A REALLYDAMAGED
    ConditionState = DYING
      Animation = AIPFDR_SKL.AIPFDR_DTA
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
      ShowSubObject     = BLOOD
    End
    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = AIPFDR_SKL.AIPFDR_ADTA1
      AnimationMode = ONCE
    End
    ConditionState = DYING EXPLODED_FLAILING
      Animation = AIPFDR_SKL.AIPFDR_ADTA2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End
    ConditionState = DYING EXPLODED_BOUNCING
      Animation = AIPFDR_SKL.AIPFDR_ADTA3
      AnimationMode = ONCE
      TransitionKey = None
    End
    ConditionState = FREEFALL
      Animation = AIPFDR_SKL.AIPFDR_PFL
      AnimationMode = LOOP
      TransitionKey = TRANS_Falling
    End
    AliasConditionState = FREEFALL DYING
    ConditionState = PARACHUTING
      Animation = AIPFDR_SKL.AIPFDR_PHG
      AnimationMode = LOOP
      Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  
      ;our bone positions should come from the last frame, rather than the first
      TransitionKey = TRANS_Chute
    End
    AliasConditionState = PARACHUTING DYING
    TransitionState = TRANS_Falling TRANS_Chute
      Animation = AIPFDR_SKL.AIPFDR_POP
      AnimationMode = ONCE
      Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME  
      ;our bone positions should come from the last frame, rather than the first
    End
    TransitionState = TRANS_Chute TRANS_Standing
      Animation = AIPFDR_SKL.AIPFDR_PTD
      AnimationMode = ONCE
    End
  End
  DisplayName         = OBJECT:WhiteLightning
  Side                = Neko
  EditorSorting       = INFANTRY
  TransportSlotCount  = 1
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY WhiteLightningSniperRifle
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY WhiteLightningSniperRifle
    Weapon = SECONDARY AWMSmokeGrenadeX
    PreferredAgainst = SECONDARY NONE
  End
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  VisionRange         = 200
  ShroudClearingRange = 200
  BuildCost = 740
  BuildTime     = 15.0
  ExperienceValue = 25 25 25 25    ;Experience point value at each level
  ExperienceRequired = 0 25 50 75 ;Experience points needed to gain each level
  IsTrainable         = Yes             ;Can gain experience
  CrushableLevel      = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = NekoketsukeiInfantryWLSniperCommandSet
  VoiceSelect = JapaneseSelect
  VoiceMove = JapaneseMove
  VoiceGuard = JapaneseMove
  VoiceAttack = JapaneseAttack
  SoundStealthOn = StealthOn
  SoundStealthOff = StealthOff
  VoiceFear = JapaneseHurt
  VoiceTaskComplete = JapaneseCreated
  UnitSpecificSounds
    VoiceCreate = JapaneseCreated
    VoiceSubdue = JapaneseAttack
    VoiceGarrison = JapaneseMove
    VoiceEnter = JapaneseMove
    VoiceEnterHostile = JapaneseAttack
    VoiceGetHealed      = JapaneseHurt
  End
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 90.0
    InitialHealth   = 90.0
  End
  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = No
  End
  Behavior = CommandButtonHuntUpdate  ModuleTag_04 ; allows use of command button hunt script with this unit. 
  End
  Behavior = StealthUpdate ModuleTag_05
    StealthDelay                = 1500
    StealthForbiddenConditions  = USING_ABILITY ATTACKING
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
  End
  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
  Behavior        = MaxHealthUpgrade ModuleTag_11
    TriggeredBy   = Upgrade_TabukArmor
    AddMaxHealth  = 45.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_NORMAL_UPGRADED BasicSteroidsHumanLocomotor
  Behavior = LocomotorSetUpgrade ModuleTag_12
    TriggeredBy = Upgrade_InfantrySteroids
  End
  Behavior = PhysicsBehavior ModuleTag_14
    Mass = 5.0
  End
;  Behavior = SquishCollide ModuleTag_15
;    ;nothing
;  End
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 30000
    SinkRate            = 1.0     ; in Dist/Sec
    DestructionDelay    = 45000
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_BloodFXAWM
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 1
    OCL                 = INITIAL OCL_AWMGibbed
    FX                  = INITIAL FX_GibbedFire
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03A
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 30000
    SinkRate            = 1.0     ; in Dist/Sec
    DestructionDelay    = 45000
    ProbabilityModifier = 50
    FX                  = INITIAL FX_DieJapanese
    FlingForce          = 9
    FlingForceVariance  = 5
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03B
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 1
    ProbabilityModifier = 50
    OCL                 = INITIAL OCL_AWMGibbed
    FX                  = INITIAL FX_GibbedFire
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  End
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieJapanese
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
  Behavior = PoisonedBehavior ModuleTag_16
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
  Behavior = CommandSetUpgrade ModuleTag_USESMKGRD
    TriggeredBy = Upgrade_SmokeGrenades
    CommandSet = NekoketsukeiInfantryWLSniperCommandSetUP
  End
  Behavior = WeaponSetUpgrade ModuleTag_GETSMKGRD
    TriggeredBy = Upgrade_SmokeGrenades
  End
  Behavior = AutoHealBehavior ModuleTag_17
    HealingAmount = 5
    HealingDelay = 2000 ; msec
    TriggeredBy = Upgrade_MedPacks
  End
  Behavior = WeaponBonusUpgrade ModuleTag_18
    TriggeredBy = Upgrade_Hollowpoint
  End 
  Behavior = ObjectCreationUpgrade ModuleTag_XX
    UpgradeObject = OCL_ClaymoreSpawn
    TriggeredBy   = Upgrade_Claymore
  End
  Behavior = ObjectCreationUpgrade ModuleTag_YY
    UpgradeObject = OCL_ClaymoreRemove
    TriggeredBy   = Upgrade_Claymore
  End
  Geometry = CYLINDER
  GeometryMajorRadius = 10.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT
  Scale = 0.86
End
Yuki Kiba Dakatsu is offline  
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Old 06-30-2006, 04:07 PM   #2 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 134
Default

Could you show the code for the weapons AWMSmokeGrenade and AWMSmokeGrenadeX?
GuyInTheWindow is offline  
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Old 06-30-2006, 04:57 PM   #3 (permalink)
Senior Member
 
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
Default

Here are all the weapons for both units. The Commando stuff is more of a refrence, as I did make the Sniper by using the Commando's code.

Code:
Weapon AWMSmokeGrenade ;Calls in a big ass load of artillery shells, BOOM! (SmokeGrenadeRed)
  PrimaryDamage           = 1.0
  AttackRange           = 500.0
  MinimumAttackRange          = 1.0
  DamageType              = ARMOR_PIERCING
  DeathType               = EXPLODED
  WeaponSpeed             = 60 
  ProjectileObject        = AWMGrenadeSmoke
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  ScatterRadius           = 25
  DelayBetweenShots       = 1
  ClipSize                = 1              ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 90000     ; how long to reload a Clip, msec
  AutoReloadsClip         = Yes 
;  ProjectileDetonationFX  = FX_ArtilleryCloudAWM
  ProjectileCollidesWith  = STRUCTURES WALLS
End
Weapon AWMSmokeGrenadeX  ;Calls in airplane and drops 3 WhiteGuard (SmokeGrenadeYellow)
  PrimaryDamage           = 1.0
  AttackRange           = 500.0
  MinimumAttackRange          = 1.0
  DamageType              = ARMOR_PIERCING
  DeathType               = EXPLODED
  WeaponSpeed             = 60 
  ProjectileObject        = AWMGrenadeSmokeX
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  ScatterRadius           = 25
  DelayBetweenShots       = 1
  ClipSize                = 1              ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 90000     ; how long to reload a Clip, msec
  AutoReloadsClip         = Yes 
;  ProjectileDetonationFX  = FX_ArtilleryCloudAWM
  ProjectileCollidesWith  = STRUCTURES WALLS
End
Code:
Weapon WhiteLightningSniperRifle
  PrimaryDamage         = 250.0
  PrimaryDamageRadius   = 1
  ScatterRadius           = 1
  AttackRange           = 450.0
  MinimumAttackRange          = 1.0
  DamageType            = SNIPER
  DeathType             = NORMAL
  ProjectileObject        = SniperRifleBullet
  FireFX                = WeaponFX_GattlingTankMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GattlingTankMachineGunFire
  ProjectileDetonationFX      = WeaponFX_Bullet
  FireSound             = WhiteGuardWeapon
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 500
  ClipSize              = 10
  ClipReloadTime        = 2500
  WeaponBonus = PLAYER_UPGRADE DAMAGE 150% ; Hollowpoint Rifles
  MinTargetPitch          = -15
  MaxTargetPitch          = 15                          ; ditto
  WeaponSpeed             = 500
  WeaponRecoil            = 5
  ProjectileCollidesWith  = STRUCTURES WALLS 
  WeaponSpeed                 = 2000
  PreAttackDelay = 1000
  PreAttackType = PER_SHOT
End
Code:
Weapon NekoWLightningSMG
  PrimaryDamage         = 45
  PrimaryDamageRadius   = 1
  ScatterRadius           = 25
  AttackRange           = 200.0
  MinimumAttackRange          = 1.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  ProjectileObject        = Bullet
  FireFX                = WeaponFX_GattlingTankMachineGunFire
  VeterancyFireFX       = HEROIC WeaponFX_GattlingTankMachineGunFire
  ProjectileDetonationFX      = WeaponFX_Bullet
  FireSound             = AKS74U
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 60
  ClipSize              = 55
  ClipReloadTime        = 2500
  WeaponBonus = PLAYER_UPGRADE DAMAGE 150% ; Hollowpoint Rifles
  MinTargetPitch          = -15
  MaxTargetPitch          = 15                          ; ditto
  WeaponSpeed             = 500
  WeaponRecoil            = 5
  ProjectileCollidesWith  = STRUCTURES WALLS 
  WeaponSpeed                 = 1000
End
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Old 07-07-2006, 03:29 PM   #4 (permalink)
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I dont think it has anything to do with the weapons or the units...i think its the command button....because.... if you have it so that they can fire with or without switching that might be causeing it [for example: sometimes the ranger fires both his rifle and his flashbangs when you have the setting on rifle only... but when its on grenade only he sticks to strickly grenades]
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Old 07-07-2006, 07:42 PM   #5 (permalink)
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A completely random note from quick browsing (I don't have time to look at the error tonight, sorry).

You do know 'White Lightning' as an 'economy' brand of strong cider, right :lol:?
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Old 07-08-2006, 01:27 AM   #6 (permalink)
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LOL...REALLY... lmao... well then call it Wyte lightning or Wite lightning or even better...lol tan lightning
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Old 07-08-2006, 03:26 AM   #7 (permalink)
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White Lightning stuck to it. The mod's infantry went White Guard, White Lightning, White Ashigaru, White Shield, White Marine, etc.

It was from a long time ago, they used to wear white uniforms. I mean completley white, because I didnt know how to use photoshop AT ALL.

Then the uniforms changed to jungle camo, but the star symbol remained white.

Now they are gold star, with either green or black uniforms. I plan on sometime changing it to Golden Guard, Golden Lightning, Golden Ashigaru, but only when I work on the NNA (white star symbol for them.)

I know it is lame, but hey, I started this mods story when I was 5. I will look into the code, but I am fine for now, not a big issue.
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Old 07-08-2006, 03:28 AM   #8 (permalink)
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u got link for this mod???
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Old 07-08-2006, 02:57 PM   #9 (permalink)
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ok you started at 5 how old r ya now?


PS... i have a really good idea for a mod since i was 10...but never acted it out...when im finished with my current mod [CLASSIFIED] i will work on that other mod i was dreaming of...
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