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

Forum Info
Forum Members: 18,610
Total Threads: 8,703
Posts: 94,955

Administrators:
DeeZire, Redemption

There are currently 48 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 05-04-2008, 12:48 PM   #1 (permalink)
Junior Member
 
Join Date: May 2008
Posts: 2
Default 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.
scoty2kk is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-04-2008, 02:12 PM   #2 (permalink)
Super Moderator
 
BlueGalactic's Avatar
 
Join Date: Feb 2007
Posts: 167
Default

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
BlueGalactic is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-20-2008, 03:17 AM   #3 (permalink)
Junior Member
 
Join Date: May 2008
Location: Carlsbad, CA and Bishop, CA
Posts: 3
Cool

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.
ottomattic is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-20-2008, 04:37 AM   #4 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 511
Default

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.
beng is online now  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-20-2008, 10:16 AM   #5 (permalink)
Super Moderator
 
BlueGalactic's Avatar
 
Join Date: Feb 2007
Posts: 167
Default Re: creating a new faction

Quote:
Originally Posted by ottomattic View Post
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.
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.
BlueGalactic is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-21-2008, 03:14 PM   #6 (permalink)
Junior Member
 
Join Date: May 2008
Location: Carlsbad, CA and Bishop, CA
Posts: 3
Thumbs up

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.
ottomattic is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-21-2008, 05:34 PM   #7 (permalink)
Super Moderator
 
BlueGalactic's Avatar
 
Join Date: Feb 2007
Posts: 167
Wink California does rock (at least that is what I think)

Quote:
Originally Posted by ottomattic View Post
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.
Yes, it seems pretty straightforward. I may have left information out, but I am learning.

Quote:
Originally Posted by ottomattic View Post
You know BlueGalactic, California is the place to be.
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.
BlueGalactic is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-22-2008, 06:03 PM   #8 (permalink)
Member
 
Phantom139's Avatar
 
Join Date: Aug 2005
Location: Stillman Valley,Illinois
Posts: 80
Send a message via AIM to Phantom139
Default

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.
Phantom139 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-23-2008, 03:57 AM   #9 (permalink)
Senior Member
 
Join Date: Jan 2008
Posts: 511
Default

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.
beng is online now  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-23-2008, 05:46 PM   #10 (permalink)
Member
 
Phantom139's Avatar
 
Join Date: Aug 2005
Location: Stillman Valley,Illinois
Posts: 80
Send a message via AIM to Phantom139
Default

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.
Phantom139 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



All times are GMT -4. The time now is 04:40 PM.


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