Quote:
Originally Posted by adamstrange";p="
Do you mean on the map or in a mod where you can build and Oil Derrick ?
Thats not a bad idea.
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In a mod. I already know how to add oil derricks using WorldBuilder. I want to know how to code the derrick into the CommandSet.INI file, a generic faction file (in the Objects folder)and the CommandButton.INI file because when I try to add it on my own, I get an error message when the game starts. Here is the code for the Tech Oil Derrick in the TechBuildings.INI file:
Object TechOilDerrick
SelectPortrait = SSTechOilDerrick_L
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ZBODerrick
End
ConditionState = CAPTURED
Model = ZBODerrick
Animation = ZBODerrick.ZBODerrick
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ZBODerrick_D
End
ConditionState = DAMAGED CAPTURED
Model = ZBODerrick_D
Animation = ZBODerrick_D.ZBODerrick_D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = ZBODerrick_E
End
ConditionState = REALLYDAMAGED CAPTURED
Model = ZBODerrick_E
Animation = ZBODerrick_E.ZBODerrick_E
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = ZBODerrick_R
End
ConditionState = NIGHT
Model = ZBODerrick_N
End
ConditionState = NIGHT CAPTURED
Model = ZBODerrick_N
Animation = ZBODerrick_N.ZBODerrick_N
AnimationMode = LOOP
End
ConditionState = DAMAGED NIGHT
Model = ZBODerrick_DN
End
ConditionState = DAMAGED NIGHT CAPTURED
Model = ZBODerrick_DN
Animation = ZBODerrick_DN.ZBODerrick_DN
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED NIGHT
Model = ZBODerrick_EN
End
ConditionState = REALLYDAMAGED NIGHT CAPTURED
Model = ZBODerrick_EN
Animation = ZBODerrick_EN.ZBODerrick_EN
AnimationMode = LOOP
End
ConditionState = NIGHT RUBBLE
Model = ZBODerrick_R
End
ConditionState = SNOW
Model = ZBODerrick_S
End
ConditionState = SNOW CAPTURED
Model = ZBODerrick_S
Animation = ZBODerrick_S.ZBODerrick_S
AnimationMode = LOOP
End
ConditionState = DAMAGED SNOW
Model = ZBODerrick_DS
End
ConditionState = DAMAGED SNOW CAPTURED
Model = ZBODerrick_DS
Animation = ZBODerrick_DS.ZBODerrick_DS
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED SNOW
Model = ZBODerrick_ES
End
ConditionState = REALLYDAMAGED SNOW CAPTURED
Model = ZBODerrick_ES
Animation = ZBODerrick_ES.ZBODerrick_ES
AnimationMode = LOOP
End
ConditionState = SNOW RUBBLE
Model = ZBODerrick_RS
End
ConditionState = SNOW NIGHT
Model = ZBODerrick_NS
End
ConditionState = SNOW NIGHT CAPTURED
Model = ZBODerrick_NS
Animation = ZBODerrick_NS.ZBODerrick_NS
AnimationMode = LOOP
End
ConditionState = SNOW NIGHT DAMAGED
Model = ZBODerrick_DNS
End
ConditionState = SNOW NIGHT DAMAGED CAPTURED
Model = ZBODerrick_DNS
Animation = ZBODerrick_DNS.ZBODerrick_DNS
AnimationMode = LOOP
End
ConditionState = SNOW NIGHT REALLYDAMAGED
Model = ZBODerrick_ENS
End
ConditionState = SNOW NIGHT REALLYDAMAGED CAPTURED
Model = ZBODerrick_ENS
Animation = ZBODerrick_EN.ZBODerrick_ENS
AnimationMode = LOOP
End
ConditionState = SNOW NIGHT RUBBLE
Model = ZBODerrick_RS
End
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ZBODerrick_F
Animation = ZBODerrick_F.ZBODerrick_F
AnimationMode = LOOP
End
AliasConditionState = DAMAGED
ConditionState = REALLYDAMAGED
Model = ZBODerrick_FE
Animation = ZBODerrick_FE.ZBODerrick_FE
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = None
End
End
Draw = W3DModelDraw ModuleTag_LightingAnimations
AnimationsRequirePower = No
DefaultConditionState
Model = ZBODerrick_A1
Animation = ZBODerrick_A1.ZBODerrick_A1
AnimationMode = LOOP
End
ConditionState = DAMAGED
Model = ZBODerrick_A1D
Animation = ZBODerrick_A1D.ZBODerrick_A1D
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = ZBODerrick_A1E
Animation = ZBODerrick_A1E.ZBODerrick_A1E
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = NONE
End
End
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
DisplayName = OBJECT:TechOilDerrick
EditorSorting = STRUCTURE
ShroudClearingRange = 100
KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CONSERVATIVE_BUILDING
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
InitialHealth = 2000.0
End
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
Behavior = AutoDepositUpdate ModuleTag_04
DepositTiming = 1200
DepositAmount = 200
InitialCaptureBonus = 1000
UpgradedBoost = UpgradeType:Upgrade_AmericaSupplyLines Boost:20
End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 20
FlameDamageExpiration = 2000
AflameDuration = 5000
AflameDamageAmount = 25
AflameDamageDelay = 500
End
Behavior = FXListDie ModuleTag_07
DeathFX = WeaponFX_BombTruckDefaultBombDetonation
End
Behavior = TransitionDamageFX ModuleTag_08
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Behavior = TechBuildingBehavior ModuleTag_09
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_BuildingDie
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 23.0
GeometryMinorRadius = 21.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End