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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 09-17-2006, 04:22 PM   #1 (permalink)
Junior Member
 
Join Date: Apr 2006
Posts: 8
Default Problems with upgrade

I want to make my humvee start out as like a transport jeep and then have it to be able to upgrade to a 50 caliber or a tow launcher.
Although it doesn't work
Heres my code

AmericaVehicleINI
Code:
;------------------------------------------------------------------------------
Object AmericaVehicleHumvee

  ; *** ART Parameters ***
  SelectPortrait         = Humvee50cal_l
  ButtonImage            = Humvee50cal_S
  
  ;UpgradeCameo1 = Upgrade_AmericaBattleDrone
  ;UpgradeCameo2 = Upgrade_AmericaScoutDrone
  ;UpgradeCameo3 = Upgrade_AmericaHellfireDrone
  UpgradeCameo3 = Upgrade_50Cal
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo5 = Upgrade_TOWMissile
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = HUMVEE50
      HideSubObject = Turret02 Turret01 MAN
    End

    ConditionState = REALLYDAMAGED
      Model = HUMVEE50
      HideSubObject = Turret01 Turret02 MAN
    End

    TrackMarks = EXTireTrack.tga

    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 1.25   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Humvee
  Side                  = America
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  ArmorSet
    Conditions      = None
    Armor           = HumveeArmor
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 700
  BuildTime       = 1.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet      = AmericaVehicleHumveeCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 240.0
    InitialHealth   = 240.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 480
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End
  Locomotor = SET_NORMAL HumveeLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = No
    Slots             = 6
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100% ;10%
    AllowInsideKindOf  = INFANTRY
    ExitDelay = 250
    NumberOfExitPaths = 3 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
  End

  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_TOWMissile
    TriggeredBy   = Upgrade_TOWMissile
    ConflictsWith = Upgrade_50Cal
  End

  Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01
    TriggeredBy = Upgrade_TOWMissile
    ConflictsWith = Upgrade_50Cal
  End

  Behavior = ObjectCreationUpgrade ModuleTag_08
    UpgradeObject = OCL_50Cal
    TriggeredBy   = Upgrade_50Cal
    ConflictsWith = Upgrade_TOWMissile
  End

  Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade09
    TriggeredBy = Upgrade_50Cal
    ConflictsWith = Upgrade_TOWMissile
  End

  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CommandSetUpgrade ModuleTag_14
    CommandSet = AmericaVehicleHumveeTOWCommandSet
    TriggeredBy   = Upgrade_TOWMissile
    ConflictsWith = Upgrade_50Cal
  End

  Behavior = CommandSetUpgrade ModuleTag_15
    CommandSet = AmericaVehicleHumvee50CalCommandSet
    TriggeredBy   = Upgrade_50Cal
    ConflictsWith = Upgrade_TOWMissile
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  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 = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End


;------------------------------------------------------------------------------
Object HumveeTOWMissile

  ; *** ART Parameters ***
  SelectPortrait         = TOW_l
  ButtonImage            = TOW_S
  
  ;UpgradeCameo1 = Upgrade_AmericaBattleDrone
  ;UpgradeCameo2 = Upgrade_AmericaScoutDrone
  ;UpgradeCameo3 = Upgrade_AmericaHellfireDrone
  ;UpgradeCameo3 = Upgrade_50Cal
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo5 = Upgrade_TOWMissile
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = HUMVEE50
      Turret = Turret02
      HideSubObject = Turret01
      WeaponFireFXBone = PRIMARY TOW01
      WeaponMuzzleFlash = PRIMARY TOW01
    End


    ConditionState = REALLYDAMAGED
      Model = HUMVEE50
      Turret = Turret02
      HideSubObject = Turret01
      WeaponFireFXBone = PRIMARY TOW01
      WeaponMuzzleFlash = PRIMARY TOW01
    End


  ; ***DESIGN parameters ***
  Side                  = America
  EditorSorting         = SYSTEM
  TransportSlotCount    = 1                ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY   HumveeMissileWeapon
  End
  ArmorSet
    Conditions      = None
    Armor           = HumveeArmor
    DamageFX        = TruckDamageFX
  End

  VisionRange      = 300
End

  ; *** AUDIO Parameters ***
  UnitSpecificSounds
    TurretMoveStart = NoSound
    TurretMoveLoop  = NoSound ;TurretMoveLoop
    VoiceRapidFire  = NoSound
  End


  ; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
    Body            = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      ControlledWeaponSlots = PRIMARY 
      TurretTurnRate      = 60   // turn rate, in degrees per sec
      TurretPitchRate     = 60
      AllowsPitch         = Yes
    End
    AutoAcquireEnemiesWhenIdle = Yes 
  End

  Behavior             = DestroyDie ModuleTag_04
    ;nothing
  End

  Behavior = StealthDetectorUpdate ModuleTag_06
    DetectionRate   = 500   ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange = ??? ;   Defaults to VisionRange
    CanDetectWhileContained   = Yes
  End

  Geometry = BOX
  GeometryMajorRadius = 8.0
  GeometryMinorRadius = 8.0
  GeometryHeight = 9.0     
  GeometryIsSmall = No 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
End

;------------------------------------------------------------------------------
Object Humvee50Cal

  ; *** ART Parameters ***
  SelectPortrait         = 50Cal_l
  ButtonImage            = 50Cal_S
  
  ;UpgradeCameo1 = Upgrade_AmericaBattleDrone
  ;UpgradeCameo2 = Upgrade_AmericaScoutDrone
  ;UpgradeCameo3 = Upgrade_AmericaHellfireDrone
  UpgradeCameo3 = Upgrade_50Cal
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  ;UpgradeCameo5 = Upgrade_TOWMissile
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = HUMVEE50
      Turret = Turret01
      HideSubObject = Turret02
      WeaponFireFXBone = PRIMARY MUZZLE01
      WeaponMuzzleFlash = PRIMARY MUZZLE01
    End


    ConditionState = REALLYDAMAGED
      Model = HUMVEE50
      Turret = Turret01
      HideSubObject = Turret02
      WeaponFireFXBone = PRIMARY MUZZLE01
      WeaponMuzzleFlash = PRIMARY MUZZLE01
    End

  ; ***DESIGN parameters ***
  Side                  = America
  EditorSorting         = SYSTEM
  TransportSlotCount    = 1               ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY   HumveeGun
  End
  ArmorSet
    Conditions      = None
    Armor           = HumveeArmor
    DamageFX        = TruckDamageFX
  End
  VisionRange      = 250


  ; *** AUDIO Parameters ***
  UnitSpecificSounds
    TurretMoveStart = NoSound
    TurretMoveLoop  = NoSound ;TurretMoveLoop
    VoiceRapidFire  = NoSound
  End


  ; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
    Body            = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      ControlledWeaponSlots = PRIMARY 
      TurretTurnRate      = 60   // turn rate, in degrees per sec
      TurretPitchRate     = 60
      AllowsPitch         = Yes
    End
    AutoAcquireEnemiesWhenIdle = Yes 
  End

  Behavior             = DestroyDie ModuleTag_04
    ;nothing
  End

  Geometry = BOX
  GeometryMajorRadius = 8.0
  GeometryMinorRadius = 8.0
  GeometryHeight = 9.0     
  GeometryIsSmall = No 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
End
UpgradeINI
Code:
;-----------------------------
;Humvee Upgrades
;-----------------------------

Upgrade Upgrade_50Cal 
  DisplayName        = UPGRADE:50CAL
  Type               = OBJECT
  BuildTime          = 1.0
  BuildCost          = 400  ; 1200
  ButtonImage        = 50Cal_S
End

Upgrade Upgrade_TOWMissile 
  DisplayName        = UPGRADE:TOWMissile
  Type               = OBJECT
  BuildTime          = 1.0
  BuildCost          = 800  ; 1200
  ButtonImage        = TOW_S
  ResearchSound      = HumveeVoiceUpgradeTowMissiles
End
ObjectCreationListINI
Code:
; ------------------------------------------------
ObjectCreationList OCL_TOWMissile
  CreateObject
    ObjectNames       = HumveeTOWMissile
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End

; ------------------------------------------------
ObjectCreationList OCL_50Cal
  CreateObject
    ObjectNames       = Humvee50Cal
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End
CommandButtonINI
Code:
CommandButton Command_UpgradeTOWMissile
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_TOWMissile
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  TextLabel     = CONTROLBAR:UpgradeAmericaTOWMissile
  ButtonImage   = TOW_S
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:TooltipUSAUpgradeTOW
End

CommandButton Command_Upgrade50Cal
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_50Cal
  Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
  TextLabel     = CONTROLBAR:UpgradeAmericaTOWMissile
  ButtonImage   = 50Cal_S
  ButtonBorderType        = UPGRADE ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:TooltipUSAUpgradeTOW
End
CommandSetINI
Code:
CommandSet AmericaVehicleHumveeCommandSet
  1 = Command_UpgradeTOWMissile
  2 = Command_Upgrade50Cal
  3 = Command_TransportExit
  4 = Command_TransportExit
  5 = Command_TransportExit
  6 = Command_TransportExit
  7 = Command_TransportExit
  8 = Command_TransportExit
  9 = Command_Evacuate 
  14 = Command_Stop
End

CommandSet AmericaVehicleHumveeTOWCommandSet
  1 = Command_TransportExit
  2 = Command_TransportExit
  3 = Command_TransportExit
  4 = Command_TransportExit
  9 = Command_Evacuate
  11 = Command_AttackMove
  13 = Command_Guard 
  14 = Command_Stop
End

CommandSet AmericaVehicleHumvee50CalCommandSet
  1 = Command_TransportExit
  2 = Command_TransportExit
  3 = Command_TransportExit
  4 = Command_TransportExit
  9 = Command_Evacuate
  11 = Command_AttackMove
  13 = Command_Guard 
  14 = Command_Stop
End


If anyone has any solutions please reply or pm
Thanks
Matt23 is offline  
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Old 09-17-2006, 06:46 PM   #2 (permalink)
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Join Date: Feb 2006
Location: Kidderminster
Posts: 67
Default

At first glance, without looking into it with much attention...you might need an AltTurret on the Art and AI modules for the Hummer itself, but I can't be sure. I also have a feeling you'll need to use the OverlordContain so that the subobjects will actually be placed into their container (you might then need to create a "bunker" to allow Infantry to use it as transport). The OCL is currently being told to put them into a container that doesn't exist (well, TransportContain exists, but this will just literally take permitted objects into transport and will be hidden from view). Furthermore, you will probably also need to add a line to each turret's Art like AttachToBoneInContainer = BONE_NAME, else they will just be spawned in a stupid place, so I believe.
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Old 09-17-2006, 11:45 PM   #3 (permalink)
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Join Date: Aug 2005
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Thats a cool idea though I hope you figure it out =)
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