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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
05-04-2008, 12:48 PM
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#1 (permalink)
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Junior Member
Join Date: May 2008
Posts: 2
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New To Modding
hi everyone, im thinking of trying to make my first mod (for zero hour) ever and im new to it and i dont really know anything. Any help would be much appreciated. 
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05-04-2008, 02:12 PM
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#2 (permalink)
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Super Moderator
Join Date: Feb 2007
Posts: 167
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What do you want to modify in the Zero Hour game? We could help you on these issues if you tell us what you want to do.
__________________
Was a Command and Conquer loyalist, now a loyal Supreme Commander fan and gamer. I am never going back to C&C.
UEF - Unite
Aeon Illuminate - Cleanse
Cybran Nation - Liberate
GPG > EA
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05-20-2008, 03:17 AM
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#3 (permalink)
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Junior Member
Join Date: May 2008
Location: Carlsbad, CA and Bishop, CA
Posts: 3
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You know what? I'm 100% new to modding as well. BlueLightning2k6, you want to know what id like to modify? I'm thinking the whole shebang. I would like to add a few completely new factions to Zero Hour: units, buildings, sounds, graphics, generals powers, the whole 9. The thing is, I have no idea on where to begin.
I have been writing down the factions I would like to create. The names of the units and their abilities and things of that sort. So that I will have something to go off of when starting the MOD. Also a story to go along with everything. Although I have no plans on making a single player campaign. But just to give you reason or the want to play as a new faction.
For an Example. India is a faction I would like to add. Their regularly used Tank Im thinking will be the T-72 Ajeya. http://upload.wikimedia.org/wikipedi...-72_image1.jpg And the Explosive Reactive Armor on it could be an upgrade later along in the tech tree to give it more armor.
So as you can see I'm really looking to make a pretty in depth MOD and will take any and all help that I can get to start from the very begining. Thank you all.
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05-20-2008, 04:37 AM
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#4 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 511
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It is quite a headache to make new factions used by the skirmish AI. If you intend your factions to be used only by human players it is ok to make new factions, else it is better to change the existing factions rather than make new ones.
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05-20-2008, 10:16 AM
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#5 (permalink)
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Super Moderator
Join Date: Feb 2007
Posts: 167
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Re: creating a new faction
Quote:
Originally Posted by ottomattic
You know what? I'm 100% new to modding as well. BlueLightning2k6, you want to know what id like to modify? I'm thinking the whole shebang. I would like to add a few completely new factions to Zero Hour: units, buildings, sounds, graphics, generals powers, the whole 9. The thing is, I have no idea on where to begin.
I have been writing down the factions I would like to create. The names of the units and their abilities and things of that sort. So that I will have something to go off of when starting the MOD. Also a story to go along with everything. Although I have no plans on making a single player campaign. But just to give you reason or the want to play as a new faction.
For an Example. India is a faction I would like to add. Their regularly used Tank Im thinking will be the T-72 Ajeya. http://upload.wikimedia.org/wikipedi...-72_image1.jpg And the Explosive Reactive Armor on it could be an upgrade later along in the tech tree to give it more armor.
So as you can see I'm really looking to make a pretty in depth MOD and will take any and all help that I can get to start from the very begining. Thank you all.
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It is a pain for me to create new factions. There is a lot of work to be done. First, You would need to define the faction in PlayerTemplate.INI (make sure to define the StartingBuilding and StartingUnit0 to whatever the base starts out with: a command center and dozer/worker, for example) and create a new control bar scheme in (obviously) ControlBarScheme.INI. If you want to make a new command bar and faction logo, you would need to use PhotoShop, PhotoFiltre or some other image application. After that, creating new units and buildings requires making models and skins using GMax or RenX. To put new objects into the game, you would need to code the information in a faction file under the Objects folder, define the button in CommandButton.INI, and assign it to the Command Bar or Generals Window (the menu that lists the powers, units, and ranks you achieve during gameplay) under CommandSet.INI. My strategy for putting units into the game is to add one new object at a time using the above procedure, run the game and see if an error message comes up. If it doesn't, run a field test of the new object by making it move, attack or guard an area, etc. If the attack looks abnormal, you would need to redefine the Turret = value.
Like beng said, it is a headache to create a new faction. It requires patience. What I do personally with new objects is assign them to existing factions like a Tomahawk Fire Base to the USA, and work on getting them to function properly. I am studying the codes for new objects in BIG files that other mod creators make (I am making custom mods for my own use; if you are using one of their objects and plan to upload it to the internet, make sure to ask the mod team first before you do it  ).
P.S. I am glad to see another Californian like myself in the forums. 
__________________
Was a Command and Conquer loyalist, now a loyal Supreme Commander fan and gamer. I am never going back to C&C.
UEF - Unite
Aeon Illuminate - Cleanse
Cybran Nation - Liberate
GPG > EA
Last edited by BlueGalactic; 05-20-2008 at 10:32 AM.
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05-21-2008, 03:14 PM
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#6 (permalink)
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Junior Member
Join Date: May 2008
Location: Carlsbad, CA and Bishop, CA
Posts: 3
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So is all the coding straight forward? I know some HTML but never went anywhere with it. I found a good tutorial at cncgeneralsworld.com I do have photoshop, but how hard are the other programs to use; Gmax, RenX and such?
I understand this is will be a challenge and time consuming but I just want to find out how long it might take me to learn these programs before I can actually start creating a MOD.
I would like to create AI for the new factions also and have seen a topic about it on this forum so ill have to check that out when the times comes for that.
Thanks everyone.
You know BlueGalactic, California is the place to be.
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05-21-2008, 05:34 PM
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#7 (permalink)
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Super Moderator
Join Date: Feb 2007
Posts: 167
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California does rock (at least that is what I think)
Quote:
Originally Posted by ottomattic
So is all the coding straight forward? I know some HTML but never went anywhere with it. I found a good tutorial at cncgeneralsworld.com I do have photoshop, but how hard are the other programs to use; Gmax, RenX and such?
I understand this is will be a challenge and time consuming but I just want to find out how long it might take me to learn these programs before I can actually start creating a MOD.
I would like to create AI for the new factions also and have seen a topic about it on this forum so ill have to check that out when the times comes for that.
Thanks everyone.
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Yes, it seems pretty straightforward. I may have left information out, but I am learning.
Quote:
Originally Posted by ottomattic
You know BlueGalactic, California is the place to be.
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That's cool. I was born in Sacramento, California, and I currently live in Stockton, where I have lived most of my life.
I like to learn on my own how everything in the Command and Conquer games works. So far, I can only add colors, change default Starting Cash values and build times, and add the AutoDeposit module to faction buildings, like Command Centers. I know diddly-squat about modeling, so I am learning from the tutorials in the Gmax application.
I am probably an intermediate when it comes to modding Generals, but I am a novice for Red Alert 2 and Tiberium Wars modding. I need to take more programming classes in Computer Science. 
__________________
Was a Command and Conquer loyalist, now a loyal Supreme Commander fan and gamer. I am never going back to C&C.
UEF - Unite
Aeon Illuminate - Cleanse
Cybran Nation - Liberate
GPG > EA
Last edited by BlueGalactic; 05-24-2008 at 10:49 AM.
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05-22-2008, 06:03 PM
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#8 (permalink)
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Member
Join Date: Aug 2005
Location: Stillman Valley,Illinois
Posts: 80
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I can give you some pointers because This is sort of the way my mod (Expanded Wars) works too. Beng and BlueLightning are right. Start on the faction code first. work on the BASE faction first. DO NOT START ON GENERAL FACTIONS. This is a pain and I pretty much learned that the hard way. Coding the skirmish AI is a task I have yet to accomplish because the post I made on that has seem to have been ignored (glares). I recommend you grab a copy of paint shop pro or photoshop to make nice cameos for your mod as well as model skins. for modeling, unless you have Ren-X or know where to get it, you are stuck with game models for the time being. Finally, learn all about how to code certain aspects of the game for future use, ie: Making Units/Buildings, CommandButtons, Faction Coding, Weapon Coding, ect. Thats pretty much how I've been doing it so far And for some help, look at my help needed reply below for some pointers on these things.
Also, do any of you know how to get a tactical nuke silo on my N.E.O. (Nuclear Emperor Overlord) tank. Here is my code:
Object Code:
Code:
Object ChinaTankNuclearEmperorOverlord
; *** ART Parameters ***
SelectPortrait = SA_NEOVR_L
ButtonImage = SA_NEOVR
;UpgradeCameo1 = Upgrade_ChinaWGUraniumShells
;UpgradeCameo2 = Upgrade_ChinaFusionReactors
UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker
UpgradeCameo4 = Upgrade_ChinaOverlordGattlingCannon
UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower
Draw = W3DOverlordTankDraw ModuleTag_01
ConditionState = NONE
Model = NVOvrlrd
Animation = NVOvrlrd.NVOvrlrd
AnimationMode = LOOP
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = NVOvrlrd_d
Animation = NVOvrlrd_d.NVOvrlrd_d
AnimationMode = LOOP
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = RUBBLE
Model = NVOvrlrd_d
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
TreadAnimationRate = 2.0; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NuclearEmperorOverlord
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY NukeEmperorOverlordTankGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY NukeEmperorOverlordTankGun
Weapon = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range
;gattling cannon upgrade has been made.
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 7000
BuildTime = 30.0 ;in seconds
MaxSimultaneousOfType = 1
VisionRange = 150
ShroudClearingRange = 200
Prerequisites
Object = ChinaNuclearEnvyFacility
End
ExperienceValue = 500 750 1000 1100 ;Experience point value at each level
ExperienceRequired = 0 650 1200 1500 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaTankNEOverlordDefaultCommandSet
; *** AUDIO Parameters ***
VoiceSelect = OverlordTankVoiceSelect
SoundMoveStart = OverlordTankMoveStart
SoundMoveStartDamaged = OverlordTankMoveStart
VoiceMove = OverlordTankVoiceMove
VoiceGuard = OverlordTankVoiceMove
VoiceAttack = OverlordTankVoiceAttack
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = OverlordTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceCrush = OverlordTankVoiceCrush
VoiceEnter = OverlordTankVoiceMove
VoiceUnload = OverlordTankVoiceUnload
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HERO HUGE_VEHICLE
Body = ActiveBody ModuleTag_02
MaxHealth = 7500.0
InitialHealth = 7500.0
; 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 = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL Nuke_FusionOverlordLocomotor
Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
DeathWeapon = NuclearEmperorOverlordDeathWeapon
StartsActive = Yes ; Removes itself when player upgrades to Fusion Reactors
End
Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_NuclearEmperorOverlordGattlingCannon
TriggeredBy = Upgrade_ChinaNuclearEmpOverlordGattlingCannon
ConflictsWith = Upgrade_ChinaNuclearEmpOverlordSilo Upgrade_ChinaNuclearEmpOverlordBattleBunker
End
Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01
TriggeredBy = Upgrade_ChinaNuclearEmpOverlordGattlingCannon
ConflictsWith = Upgrade_ChinaNuclearEmpOverlordSilo Upgrade_ChinaNuclearEmpOverlordBattleBunker
End
Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = OCL_NuclearEmperorOverlordSilo
TriggeredBy = Upgrade_ChinaNuclearEmpOverlordSilo
ConflictsWith = Upgrade_ChinaNuclearEmpOverlordGattlingCannon Upgrade_ChinaNuclearEmpOverlordBattleBunker
End
Behavior = ObjectCreationUpgrade ModuleTag_09
UpgradeObject = OCL_NuclearEmperorOverlordBattleBunker
TriggeredBy = Upgrade_ChinaNuclearEmpOverlordBattleBunker
ConflictsWith = Upgrade_ChinaNuclearEmpOverlordGattlingCannon Upgrade_ChinaNuclearEmpOverlordSilo
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = CommandSetUpgrade ModuleTag_11
CommandSet = ChinaTankNEOverlordGattlingCannonCommandSet
TriggeredBy = Upgrade_ChinaNuclearEmpOverlordGattlingCannon
ConflictsWith = Upgrade_ChinaNuclearEmpOverlordSilo Upgrade_ChinaNuclearEmpOverlordBattleBunker
End
Behavior = CommandSetUpgrade ModuleTag_12
CommandSet = ChinaTankNEOverlordSiloCommandSet
TriggeredBy = Upgrade_ChinaNuclearEmpOverlordSilo
ConflictsWith = Upgrade_ChinaNuclearEmpOverlordGattlingCannon Upgrade_ChinaNuclearEmpOverlordBattleBunker
End
Behavior = CommandSetUpgrade ModuleTag_13
CommandSet = ChinaTankNEOverlordBattleBunkerCommandSet
TriggeredBy = Upgrade_ChinaNuclearEmpOverlordBattleBunker
ConflictsWith = Upgrade_ChinaNuclearEmpOverlordGattlingCannon Upgrade_ChinaNuclearEmpOverlordSilo
End
Behavior = PhysicsBehavior ModuleTag_14
Mass = 50.0
End
; Just explode death
Behavior = SlowDeathBehavior ModuleTag_16
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_ChinaTankOverlordDebris
FX = FINAL FX_OverlordExplosionOneFinal
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = TransitionDamageFX ModuleTag_18
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
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 = 26.0
GeometryMinorRadius = 13.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Object ChinaTacticalNeutronMissile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = ABNukeMissle
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = NONE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NeutronMissile
KindOf = UNATTACKABLE
EditorSorting = SYSTEM
VisionRange = 300.0
ShroudClearingRange = 0
TransportSlotCount = 10
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; SoundFallingFromPlane = DaisyCutterWeapon
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 99999999.0
InitialHealth = 99999999.0
End
Behavior = NeutronMissileUpdate ModuleTag_03
DistanceToTravelBeforeTurning = 500 ; goes straight up a long ways first
MaxTurnRate = 9000 ; huge, since it turns off-camera
ForwardDamping = 0.1
RelativeSpeed = 2.0
LaunchFX = FX_NeutronMissileLaunch
IgnitionFX = FX_NeutronMissileIgnition
TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it
SpecialAccelFactor = 1
SpecialSpeedTime = 1500
SpecialSpeedHeight = 160
SpecialJitterDistance = 0.4
DeliveryDecalRadius = 210
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
Behavior = HeightDieUpdate ModuleTag_04
TargetHeight = 100.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End
Behavior = SpecialPowerCompletionDie ModuleTag_05
SpecialPowerTemplate = SuperweaponTacticalNuclearMissile
End
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_BaikonurNuke
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 60.0 ;objects inside this get the full damage
Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 0.0 ;damage within inner radius of blast
Blast1MinDamage = 0.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 90.0 ;objects inside this get the full damage
Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 0.0 ;damage within inner radius of blast
Blast2MinDamage = 0.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 120.0 ;objects inside this get the full damage
Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 0.0 ;damage within inner radius of blast
Blast3MinDamage = 0.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 150.0 ;objects inside this get the full damage
Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 0.0 ;damage within inner radius of blast
Blast4MinDamage = 0.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 180.0 ;objects inside this get the full damage
Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 0.0 ;damage within inner radius of blast
Blast5MinDamage = 0.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more
Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 60.0 ;objects inside this get the full damage
Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 300.0 ;damage within inner radius of blast
Blast6MinDamage = 300.0 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage
;OCL = MIDPOINT OCL_NukeRadiationField
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 7.0
GeometryHeight = 60.0
End
Object ChinaTankNuclearEmpOverlordTactNukes
; *** ART Parameters ***
SelectPortrait = SA_NEOML
ButtonImage = SA_NEOML
;UpgradeCameo1 = Upgrade_Nationalism
;UpgradeCameo1 = Upgrade_ChinaUraniumShells
;UpgradeCameo2 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = FIREPOINT01
ConditionState = NONE
Model = NVOvrlrd_B
End
ConditionState = REALLYDAMAGED
Model = NVOvrlrd_BD
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
; night
ConditionState = NIGHT
Model = NVOvrlrd_B
End
ConditionState = NIGHT REALLYDAMAGED
Model = NVOvrlrd_BD
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
Side = China
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY NukeEOTacticalNukeMissile
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceUnload = OverlordTankVoiceUnload
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = OCLSpecialPower ModuleTag_20
SpecialPowerTemplate = SuperweaponTacticalNuclearMissile
OCL = OCL_SUPERWEAPON_TacticalNukeWeapon
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Geometry = BOX
GeometryMajorRadius = 6.0
GeometryMinorRadius = 6.0
GeometryHeight = 10.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Command Buttons, Sets
Code:
CommandButton Command_UpgradeChinaNuclearEmperorTacticalSilo
Command = OBJECT_UPGRADE
Upgrade = Upgrade_ChinaNuclearEmpOverlordSilo
Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
TextLabel = CONTROLBAR:UpgradeChinaNEOverlordSilo
ButtonImage = SA_NEOML
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipUpgradeChinaNEOverlordSilo
UnitSpecificSound = OverlordTankBunkerVoiceCreate
End
CommandButton Command_NEOFireTacticalNuke
Command = SPECIAL_POWER
SpecialPower = SuperweaponTacticalNuclearMissile
Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:TacticalNukeFromNEO
ButtonImage = SNNukeLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireTacticalNukeFromNEO
RadiusCursorType = NUCLEARMISSILE
InvalidCursorName = GenericInvalid
End
CommandSet ChinaTankNEOverlordSiloCommandSet
1 = Command_NEOFireTacticalNuke
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
Weapon
Code:
Weapon NukeEOTacticalNukeMissile
PrimaryDamage = 0 ; not used for this weapon (it's "special")
PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
AttackRange = 99999 ; not used for this weapon (it's "special")
DamageType = RADIATION ; not used for this weapon (it's "special")
DeathType = NORMAL
WeaponSpeed = 99999 ; not used for this weapon (it's "special")
ProjectileObject = ChinaTacticalNeutronMissile
ProjectileExhaust = NeutronMissileExhaust
FireFX = WeaponFX_NeutronMissile
ProjectileDetonationFX = None ; not used for this weapon (it's "special")
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; not used for this weapon (it's "special")
ClipSize = 1 ; not used for this weapon (it's "special")
ClipReloadTime = 0 ; not used for this weapon (it's "special")
AutoReloadsClip = No ; not used for this weapon (it's "special")
End
OCL
Code:
ObjectCreationList OCL_NuclearEmperorOverlordSilo
CreateObject
ObjectNames = ChinaTankNuclearEmpOverlordTactNukes
Count = 1
ContainInsideSourceObject = Yes
End
End
ObjectCreationList OCL_SUPERWEAPON_TacticalNukeWeapon
FireWeapon
Weapon = NukeEOTacticalNukeMissile
End
End
SuperWeapon
NOTE: Here are two examples, which one would I need?
Code:
;THIS TYPE?
SpecialPower SuperweaponGPSScanner
Enum = SPECIAL_NAPALM_STRIKE
ReloadTime = 30000 ; in milliseconds
PublicTimer = No
RadiusCursorRadius = 300
InitiateAtLocationSound = SpySatellite
SharedSyncedTimer = Yes
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
;OR THIS ONE?
SpecialPower SuperweaponTacticalNuclearMissile
Enum = SPECIAL_NAPALM_STRIKE
InitiateAtLocationSound = AirRaidSiren ; plays at target
ReloadTime = 120000 ; in milliseconds
PublicTimer = No
End
If I am missing anything or you find what is causing the problem, please let me know.
Thanks.
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05-23-2008, 03:57 AM
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#9 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 511
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What is the problem? Please describe it so we have some idea where to look for it.
Also, take a look at the scud storm object code. The nuke silo code uses missile launching building behavior but the scud storm code uses weaponset.
You don't need a superweapon unless you want to use shortcut buttons, you can make it a normal weapon fired by a button, like jarmen's vehicle sniper or the comanche rocket pods.
See also the map.ini that fixes superweapon general's silos:
Superweapon General Alexander's Missile Silos - CnCMaps Map Editing Forums
Last edited by beng; 05-23-2008 at 04:03 AM.
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05-23-2008, 05:46 PM
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#10 (permalink)
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Member
Join Date: Aug 2005
Location: Stillman Valley,Illinois
Posts: 80
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Ok, the problem is when you select the button, you get the error cursor, or the invalid one. you can click but it won't fire anything.
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