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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 07-18-2006, 07:42 PM   #1 (permalink)
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Default Boris - Code

Is anyone interested in having a fully funtional YR Boris, including the airstrike attack.
I don't mean ability.
I mean attack.
As in you tell him to attack buildings and he calls in an airstike.

You do not have to press a button.
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Old 07-19-2006, 02:50 PM   #2 (permalink)
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I am very interested - I was thinking of giving a similar ability to one of the heros in my mod.
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Old 07-19-2006, 06:54 PM   #3 (permalink)
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Okay, but i want credit, or somthing else (Not kel)


Unit to use this attack.

Code:
  ; *** ART Parameters ***
      WeaponFireFXBone  = PRIMARY   <Bone Name>
      WeaponMuzzleFlash = PRIMARY   <Bone Name>
      WeaponFireFXBone  = SECONDARY <Bone Name>
      WeaponMuzzleFlash = SECONDARY <Bone Name>
      WeaponFireFXBone  = TERTIARY  <Bone Name>
      WeaponMuzzleFlash = TERTIARY <Bone Name>
Code:
  ; ***DESIGN parameters ***
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY   <Normal Weapon Name>
    Weapon = SECONDARY <Fake Designator Name>
    Weapon = TERTIARY  <Real Designator Name>
  End


Now for the weapon.

Code:
Weapon <Fake Designator Name>
  PrimaryDamage             = 0.00001
  PrimaryDamageRadius       = 0.0
  AttackRange               = 360.0
  DamageType                = <DamageType>        ; We put an Object Status on the target
  DeathType                 = NORMAL        ; And here is what
  WeaponSpeed               = 999999.0      ; dist/sec
  DelayBetweenShots         = 120           ; time between shots, msec
  ClipSize                  = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime            = 0             ; how long to reload a Clip, msec
  LaserName                 = AvengerLaserBeam
  LaserBoneName             = Muzzle01
  FireFX                    = WeaponFX_AvengerTargetDesignator
  ProjectileCollidesWith    = STRUCTURES
End


Weapon <Real Designator Name>
  PrimaryDamage             = 0.00001
  PrimaryDamageRadius       = 0.0
  AttackRange               = 360.0
  DamageType                = <DamageType>        ; We put an Object Status on the target
  DeathType                 = NORMAL        ; And here is what
  WeaponSpeed               = 1000.0        ; dist/sec
  ProjectileObject          = <Projectile Name>
  DelayBetweenShots         = 60000         ; time between shots, msec
  ClipSize                  = 0             ; how many shots in a Clip (0 == infinite)
  ClipReloadTime            = 0             ; how long to reload a Clip, msec
  ProjectileCollidesWith    = STRUCTURES
End


Weapon <AirSrike Call Weapon Name>
  PrimaryDamage             = 0.0
  PrimaryDamageRadius       = 0.0
  AttackRange               = 360.0
  DamageType                = <DamageType>     ; We put an Object Status on the target
  DeathType                 = NORMAL      ; And here is what
  WeaponSpeed               = 999999.0    ; dist/sec
  FireOCL                   = <OCL Airstrike Beacon Name>
  DelayBetweenShots         = 0           ; time between shots, msec;
  ClipSize                  = 1           ; how many shots in a Clip (0 == infinite)
  ClipReloadTime            = 1000        ; how long to reload a Clip, msec
  AutoReloadsClip           = No
  AntiGround                = Yes
  DamageDealtAtSelfPosition = Yes
End


Now For the OCL stuff.

Code:
ObjectCreationList <OCL Airstrike Beacon Name>
  CreateObject
    ObjectNames = <Airstrike Beacon Name>
    Count = 1
  End
End


ObjectCreationList <OCL Airstrike Name>
  DeliverPayload
    Transport                       = <Airstrike Aircraft Name>
    FormationSize                   = 2
    FormationSpacing                = 35.0
    WeaponConvergenceFactor         = 0.5
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DropDelay                       = 500                 ;time in between each set of items dropped (if more than one)
    DeliveryDistance                = 450                 ;distance from target allowed to start/stop dropping.
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = WeaponA             ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Missile             ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = A10ThunderboltMissile  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = <Airstrike Weapon Name>
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    DiveStartDistance               = 500
    DiveEndDistance                 = 300
  End
End

And the final two things that will make it work.

First, the projectile

Code:
Object <Projectile Name>

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = none
    End
  End

  ; ***DESIGN parameters ***
  DisplayName = OBJECT:TankShell
  EditorSorting = SYSTEM
  ArmorSet
    Armor = ProjectileArmor
  End
  VisionRange = 0.0

  ; *** ENGINEERING Parameters ***
  KindOf = PROJECTILE
  Body = ActiveBody ModuleTag_02
    MaxHealth = 1.0
    InitialHealth = 1.0
  End

  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End

  Behavior = DumbProjectileBehavior ModuleTag_09
    DetonateCallsKill             = Yes
    FirstHeight                   = 10  ; Height of Bezier control points above highest intervening terrain
    SecondHeight                  = 10
    FirstPercentIndent            = 50% ; Percentage of shot distance control points are placed
    SecondPercentIndent           = 90%
    FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
  End

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 10
  End

  Behavior        = FireWeaponWhenDeadBehavior ModuleTag_12
    DeathWeapon   = <AirSrike Call Weapon Name>
    StartsActive  = Yes
  End

  Geometry            = Sphere
  GeometryIsSmall     = Yes
  GeometryMajorRadius = 1.0

End

And now the beacon

Code:
Object <Airstrike Beacon Name>

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = None
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting = STRUCTURE
  Side = Soviet
  ArmorSet
    Conditions = None
    Armor = InvulnerableArmor
    DamageFX = None
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = IMMOBILE

  Body = ActiveBody ModuleTag_02
    MaxHealth = 1.0
    InitialHealth = 1.0
  End

  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 200 ; min lifetime in msec
    MaxLifetime = 200 ; max lifetime in msec
  End

  Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet
    OCL = <OCL Airstrike Name>
    MinDelay = 150
    MaxDelay = 150
    CreateAtEdge = Yes ; as opposed to just creating on self
  End

  Behavior = DestroyDie ModuleTag_06
  End

  Geometry = SPHERE
  GeometryMajorRadius = 1.0
  GeometryIsSmall = Yes

End

NOTE
Please note you can not just copy and paste this code.

You need to go though it and edit the bits in between the <>

There is also a tricky bit you need to do to get it to only work on stuctures,
You have to go into Armour.ini and create a new Damage type,
HACK is an unused damage type (in the standard game), so you'll have to go through thr armour entries and make it 0% for infantry and vehicles, and make it 100% on structures.

Once you've done that, you're done.

There is also somthing else i should note.
This code can be abit tempromental.

So contact me if it's not working.
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Old 07-20-2006, 06:47 AM   #4 (permalink)
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Cool, all looks like it should work. I have one question though - is there a way to make it so tht the 'real designator' is delayed form firing for 5 seconds or so, coz otherwise the hero could jus fire @ a building for like half a second thn walk away and re-stealth while the airstrike comes in, or worse, fire at like ten different buildings in a second or two
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Old 07-20-2006, 07:19 AM   #5 (permalink)
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Have a look at the designator code...

Weapon <Real Designator Name>
PrimaryDamage = 0.00001
PrimaryDamageRadius = 0.0
AttackRange = 360.0
DamageType = <DamageType> ; We put an Object Status on the target
DeathType = NORMAL ; And here is what
WeaponSpeed = 1000.0 ; dist/sec
ProjectileObject = <Projectile Name>

This means he cant shoot for another minute!!
DelayBetweenShots = 60000


ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ProjectileCollidesWith = STRUCTURES
End
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Old 07-20-2006, 01:53 PM   #6 (permalink)
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Yeh, but thts not quite what I meen - he doesn't have to actually designate it for any reasonable length of time. He can jus fire the designator weapon thn re-stealth, making it overpowered. Like when burton is planting a bomb, every1 can c him, but this can b done pretty quickly (so tht he might suffer 1 shot @ most)
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Old 07-20-2006, 02:28 PM   #7 (permalink)
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Add a pre-attack delay
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Old 07-20-2006, 02:54 PM   #8 (permalink)
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sounds cool.
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Old 07-20-2006, 02:55 PM   #9 (permalink)
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Quote:
Originally Posted by EchoMods.com";p=&quot View Post
sounds cool.
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Old 07-21-2006, 09:19 AM   #10 (permalink)
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@IHM - *slaps forehead* why didn't I think of tht. S'pose thts wot u get wen u dont mod 4 6 months
@EchoMods.com - wots with quoting urself?
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