logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,617
Total Threads: 8,723
Posts: 95,213

Administrators:
DeeZire, Redemption

There are currently 46 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 04-06-2003, 09:04 AM   #21 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Manchester England
Posts: 276
Send a message via MSN to Commander-Havoc
Default

On how to make different combinations of infantry in troop crawlers or other units.

Some people would like to be able to play with it a little...

Or maybe add new units based on what we have done here to there mod...


CH... :tard:
Commander-Havoc is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-06-2003, 09:11 AM   #22 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: The netherlands
Posts: 100
Send a message via AIM to Quicksilva Send a message via MSN to Quicksilva Send a message via Yahoo to Quicksilva
Default

Cool does this also apply to paradropped unit?
For example to make a plan drop 1 sniper, 2 missiledefenders and 3 Rangers?

grtz quicksilva
Quicksilva is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-06-2003, 09:20 AM   #23 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Manchester England
Posts: 276
Send a message via MSN to Commander-Havoc
Default

It should as long as you use the behavior tag and the same basis as number of troops.

Try it and find out...

If you get stuck ask your questions here no need to start a new thread...


CH...
Commander-Havoc is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-06-2003, 10:01 AM   #24 (permalink)
qis
Member
 
Join Date: Mar 2003
Location: The Netherlands
Posts: 38
Default

Quote:
Originally Posted by Quicksilva
Cool does this also apply to paradropped unit?
For example to make a plan drop 1 sniper, 2 missiledefenders and 3 Rangers?

grtz quicksilva
Have a look at MacVerik's code:
http://online.deezire.net/modules.ph...=asc&start=120

Esspecially the Reinforcements part
qis is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-06-2003, 04:33 PM   #25 (permalink)
Member
 
Join Date: Dec 2002
Posts: 93
Default

Adding multiple transportcontains does indeed give you the option of starting with multiple types of objects, it also causes the code to conflict. Try ejecting your units then putting them back in. The objects do indeed enter the transport but you cannot get them out short of destroying the transport.
Curator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-07-2003, 10:15 AM   #26 (permalink)
Member
 
Join Date: Mar 2003
Location: Germany (Lübeck)
Posts: 86
Send a message via ICQ to MacVerik Send a message via AIM to MacVerik Send a message via MSN to MacVerik Send a message via Yahoo to MacVerik
Default

@qis .... nice work....

so you got it may be, you can post your Code of OCL where the Reinforcements consits of a Humvee, 3 MissleDefs and 2 Rangers, which were in the Humvee before landing...

MAC
MacVerik is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-07-2003, 10:38 AM   #27 (permalink)
qis
Member
 
Join Date: Mar 2003
Location: The Netherlands
Posts: 38
Default

I changed this code:
Quote:
ObjectCreationList SUPERWEAPON_USAReinforcements
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
ParachuteDirectly = Yes
PutInContainer = AmericaParachute
Payload = AmericaInfantryRanger 5
DeliveryDistance = 0
PreOpenDistance = 300
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
End

DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = No
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
ParachuteDirectly = No
PutInContainer = AmericaParachute
Payload = AmericaVehicleHumvee
DeliveryDistance = 0
PreOpenDistance = 300
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
to this:
Quote:
ObjectCreationList SUPERWEAPON_USAReinforcements
DeliverPayload
Transport = AmericaJetCargoPlane
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 0
ParachuteDirectly = Yes
PutInContainer = AmericaParachute
Payload = AmericaVehicleHumveeRocketeer
DeliveryDistance = 0
PreOpenDistance = 300
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:227 G:229 B:22 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
And added this in FactionUnit.ini:
Quote:
Object AmericaVehicleHumveeRocketeer

; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer

UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaTOWMissile
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo5 = XXX

Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

ConditionState = NONE
Model = AVHUMMER
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End

ConditionState = REALLYDAMAGED
Model = AVHUMMER_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = AVHUMMER
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = AVHUMMER_d
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
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)
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY HumveeGun
Weapon = SECONDARY HumveeMissileWeapon
Weapon = TERTIARY HumveeMissileWeaponAir
PreferredAgainst = TERTIARY AIRCRAFT
End
ArmorSet
Conditions = None
Armor = HumveeArmor
DamageFX = TruckDamageFX
End
BuildCost = 700
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 320
Prerequisites
Object = AmericaWarFactory
Object = AmericaStrategyCenter
Object = AmericaBarracks
; Object = AmericaAmericaDetentionCamp
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

Behavior = AIUpdateInterface ModuleTag_20
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
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
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
End
Locomotor = SET_NORMAL HumveeLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
InitialPayload = AmericaInfantryMissileDefender 3
DamagePercentToUnits = 10% ;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 = TransportContain ModuleTag_14
PassengersAllowedToFire = Yes
Slots = 5
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
InitialPayload = AmericaInfantryRanger 2
DamagePercentToUnits = 10% ;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_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaTOWMissile
End
Behavior = ExperienceScalarUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
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 = 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
As I remember, that's all
Mzzl, Chris
qis is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-07-2003, 11:30 AM   #28 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Manchester England
Posts: 276
Send a message via MSN to Commander-Havoc
Default

Excellent work qis!

You an MacVerik have the rights to tutorials on preloaded reinforcments and units...

That is some good work.

Is it possible to have a current unit say a Dozer dropped by the B52???

If so we have Unit reinforcments availible aswell as Infantry!

As i said good work...


CH...
Commander-Havoc is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-07-2003, 11:55 AM   #29 (permalink)
Member
 
Join Date: Mar 2003
Location: Germany (Lübeck)
Posts: 86
Send a message via ICQ to MacVerik Send a message via AIM to MacVerik Send a message via MSN to MacVerik Send a message via Yahoo to MacVerik
Default

Thx Commander,

but i thought it could be realized in the OCL only.... now i saw that there must be a "new" unit created.

Thats not what i want. K it is an opportunity, but perhaps i should be work otherwise.

I like my version of dropping a Humvee and 5 Rangers...
after dropping, they go into the Humvee... thats all.

Or is the "InitialPayload =" Code for putting the payload directly into the humvee before dropping it?

Then my Rangers haven't to go

finally i got a good CaptureBuildingVehicle!

MAC
MacVerik is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-07-2003, 01:04 PM   #30 (permalink)
qis
Member
 
Join Date: Mar 2003
Location: The Netherlands
Posts: 38
Default

If it's up to me, MacVerik has the right to tutorials on this since he came up with the idea. I just alterd his Reinforcements code so that the Rangers are already inside the Humvee (wich is what I prefer)

Qis
qis is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Upgrade InitialPayload pillbrain Generals & Zero Hour Editing 13 11-16-2005 09:58 AM
HordeTransportContain/TransportContain with InitialPayload?? ravage LOTR: Battle For Middle Earth I & II Editing 2 02-22-2005 02:03 PM
Combining Garrisoning with InitialPayload Phoib Generals & Zero Hour Editing 0 02-19-2004 06:10 PM


All times are GMT -4. The time now is 03:58 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.