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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 04-07-2003, 08:04 PM   #1 (permalink)
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Default Adding new units

I cant seem to get it to add new units i have scripted it over and over again and keep technical difficulties. Can someone give me an example of a unit they made from scratch please?
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Old 04-07-2003, 08:18 PM   #2 (permalink)
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First of all, how do you place new units that hav no new abilities, only abilities used by other units combined into another unit? I doubt it would need a new locomotor..... but does it? And after that, how do you add entirely new concept units with new kinds of attacks, new models, textures, locomotors, everything? I just cant figure it out...
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Old 04-07-2003, 08:31 PM   #3 (permalink)
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When you get technical difficulties, are you looking at the ReleaseCrashInfo in the Generals Data folder each time?

It will tell to you what caused the error.

Go slow, take your time and double check everthing twice. It can be done.

Here is the code for my Goliath Warbot:

;----- Units.ini

;------------------------------------------------------------------------------
Object FederationGoliath

; *** ART Parameters ***
SelectPortrait = GOLIATH_L
ButtonImage = GOLIATH

;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTruckDraw ModuleTag_01

OkToChangeModelColor = Yes

DefaultConditionState
Model = GOLIATH
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
Animation = GOLIATH.GOLIATH
AnimationMode = ONCE
End

ConditionState = MOVING
Model = GOLIATH
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
Animation = GOLIATH.GOLIATH_WK
AnimationMode = LOOP
End

ConditionState = REALLYDAMAGED RUBBLE
Model = GOLIATH
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
Animation = GOLIATH.GOLIATH
AnimationMode = ONCE
End

ConditionState = MOVING REALLYDAMAGED RUBBLE
Model = GOLIATH
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
Animation = GOLIATH.GOLIATH_WK
AnimationMode = LOOP
End

;Dust = RocketBuggyDust
;DirtSpray = RocketBuggyDirtSpray
End




; ***DESIGN parameters ***
DisplayName = OBJECT:Goliath
Side = Federation
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1000
BuildTime = 5.0 ; in seconds
VisionRange = 200
ShroudClearingRange = 200

WeaponSet
Conditions = None
Weapon = PRIMARY GoliathTankGun
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
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 = FederationGoliathCommandSet

; *** AUDIO Parameters ***
VoiceSelect = DozerUSAVoiceSelect
VoiceMove = DozerUSAVoiceMove
VoiceGuard = DozerUSAVoiceMove
VoiceTaskComplete = DozerUSAVoiceBuildComplete
SoundMoveStart = DozerUSAMoveStart
SoundMoveStartDamaged = DozerUSAMoveStart
UnitSpecificSounds
VoiceCreate = DozerUSAVoiceCreate
VoiceNoBuild = DozerUSAVoiceBuildNot
VoiceCrush = DozerUSAVoiceCrush
VoiceRepair = DozerUSAVoiceRepair
VoiceDisarm = DozerUSAVoiceClearMine
TruckLandingSound = NoSound
TruckPowerslideSound = NoSound
VoiceEnter = DozerUSAVoiceMove
VoiceBuildResponse = DozerUSAVoiceBuild
End

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

Body = ActiveBody ModuleTag_02
MaxHealth = 500.0
InitialHealth = 500.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 120 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL BasicWarbotLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End

Behavior = StealthDetectorUpdate ModuleTag_05
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things
End

Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 100
DestructionDelay = 1500
DestructionDelayVariance = 600
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_AmericaDozerExplode
FX = FINAL FX_BattleMasterExplosionOneFinal
End

Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
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

ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
End

Behavior = FXListDie ModuleTag_23
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = DestroyDie ModuleTag_24
DeathTypes = NONE +CRUSHED +SPLATTED
End

Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

;---- Locomotor
;--------------------------------------------------------------------------
Locomotor BasicWarbotLocomotor
Surfaces = GROUND RUBBLE
Speed = 30 ; in dist/sec
SpeedDamaged = 25 ; in dist/sec
TurnRate = 90 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 30 ; in dist/(sec^2)
AccelerationDamaged = 8 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes
GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery
End


;--- Weapon

;------------------------------------------------------------------------------
Weapon GoliathTankGun
PrimaryDamage = 100.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
SecondaryDamage = 50.0
SecondaryDamageRadius = 20.0
AttackRange = 250.0
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 300 ; dist/sec
WeaponRecoil = 5 ; angle to deflect the model when firing
ProjectileObject = GenericTankShell
FireFX = WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
;ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
FireSound = OverlordTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 300 ; time between shots, msec
ShotsPerBarrel = 1 ; By default, shoot one shot per barrel
ClipSize = 4 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 1000 ; how long to reload a Clip, msec
ProjectileCollidesWith = STRUCTURES WALLS
End


;--- Commandset
CommandSet FederationGoliathCommandSet
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End
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Old 04-07-2003, 08:53 PM   #4 (permalink)
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damnit Tebrey, you're just too damn helpful. thanx again..... for the..... uhh..... millionth? time?
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Old 04-07-2003, 08:55 PM   #5 (permalink)
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Thanks tebrey you are truly appreciated by me
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Old 04-07-2003, 08:55 PM   #6 (permalink)
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but what about units with no new abilities. We hav a vehic that's basically a stealthed, hacking, 4 man transport (very expensive). We cant get it to work.....
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Old 04-08-2003, 03:24 AM   #7 (permalink)
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Tebrey when r u release your mod? BIG FAN of the BattleTech universe(TM)

Grtz quicksilva
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Old 04-08-2003, 04:00 AM   #8 (permalink)
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Actually it is from the Redshift SF RPG. But the warbots do look similiar to Battletech, which is cool since I've alway been a big fan too. Grin.

As for the mod, well, I'm adding three sides to the existing three. I have all three loading correctly, but only have some of the units for one side.

So far I have hovertanks, jetbikes, four warbots, a workbot, drone resource collectors, seven new buildings, vehicle and troop dropships (calling in stuff via the superweapon script)

I have my animated models for the Neopanther and Powered armor troops, but I am having a problem getting the single mesh skins to move in the game. I'll post about that soon with pictures.
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Old 04-08-2003, 04:41 AM   #9 (permalink)
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Redshift? never heard of it though sounds/looks cool to me
can i help you with it? i would like to help! I can code quite wel (very busy with SW's but still learning though:P). and i have some sparetime.

pm or Msn me back please

email:alpha_omega106@hotmail.com
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Old 04-08-2003, 04:00 PM   #10 (permalink)
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dose eneyone know what this means
; Reason Error parsing INI file 'Data\INI\Object\FactionUnit.ini' (Line: 'Object AmericaVehiclepatriottruck ')
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