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DeeZire Online > Editing Community > Member Written Tutorials » [GEN/ZH] Enable Leopard "Hover" Tank

Member Written Tutorials A compilation and archive of tutorials written by members. You cant post here, but you can read the threads.

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Old 11-02-2004, 12:02 PM   #1 (permalink)
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Default [GEN/ZH] Enable Leopard "Hover" Tank

This tutorial will show you how to enable the Leopard Hover Tank in Generals. In addition to the code in this tutorial you will need to add several entries to the Generals.csf file (which are listed at the end of this tutorial), as well as the model and textures for the unit. If you don't have these files email me at acid369@gmail.com and I'll send them to you.

Now onto the unit code, first of all open the file FactionUnit.ini located in Data\INI\Object. Add this

Code:
Object AmericaTankLeopard 

  ; ; *** ART Parameters ***
  SelectPortrait = SACLeopard_L
  ButtonImage = SACLeopard 

  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo4 = Upgrade_AmericaCompositeArmor
  UpgradeCameo5 = Upgrade_AmericaLeopardHover 

  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
    ConditionState = NONE
      Model = AVCrusader
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      TransitionKey = TRANS_Drive
    End
    ConditionState = MOVING
      Model = AVCrusader
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      TransitionKey = TRANS_Drive
      ParticleSysBone = TreadFX01 QuadCannonDust
      ParticleSysBone = TreadFX02 QuadCannonDust
    End
    ConditionState = REALLYDAMAGED
      Model = AVCrusader_D
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      TransitionKey = TRANS_DriveDamaged
    End
    AliasConditionState = DAMAGED
    AliasConditionState = MOVING DAMAGED
    AliasConditionState = MOVING REALLYDAMAGED
    ConditionState = RUBBLE
      Model = AVCrusader_D
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End
    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      TransitionKey = TRANS_Hover
    End
    ConditionState = WEAPONSET_PLAYER_UPGRADE MOVING
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      ParticleSysBone = TreadFX01 QuadCannonDust
      ParticleSysBone = TreadFX02 QuadCannonDust
      TransitionKey = TRANS_Hover
    End
      TransitionState = TRANS_Drive TRANS_Hover
      Model = AVCrusader_A
      HideSubObject = TurretFX01
      Animation = AVCRUSADER_A.AVCRUSADER_A
      AnimationMode = ONCE
    End
    ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      TransitionKey = TRANS_HoverDamaged
    End
    AliasConditionState = WEAPONSET_PLAYER_UPGRADE DAMAGED
    AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING DAMAGED
    AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING REALLYDAMAGED
    ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End
    TransitionState = TRANS_DriveDamaged TRANS_HoverDamaged
      Model = AVCrusader_A
      HideSubObject = TurretFX01
      Animation = AVCRUSADER_A.AVCRUSADER_A
      AnimationMode = ONCE
    End
    ConditionState = WEAPONSET_PLAYER_UPGRADE OVER_WATER
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
    End
    ConditionState = WEAPONSET_PLAYER_UPGRADE MOVING OVER_WATER
      Model = AVCrusader_H
      Turret = Turret
      WeaponFireFXBone = PRIMARY TurretMS
      WeaponRecoilBone = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY TurretFX
      WeaponLaunchBone = PRIMARY TurretMS
      ParticleSysBone = TreadFX01 AmphibWave
    End
    AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING OVER_WATER REALLYDAMAGED
    TrackMarks = EXTnkTrack.tga
  End 

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Leopard
  Side                = America
  EditorSorting       = VEHICLE
  TransportSlotCount  = 3
  WeaponSet
    Conditions        = None
    Weapon            = PRIMARY PaladinTankGun
  End
  WeaponSet
    Conditions        = PLAYER_UPGRADE
    Weapon            = PRIMARY PaladinTankGun
  End
  ArmorSet
    Conditions        = None
    Armor             = TankArmor
    DamageFX          = TankDamageFX
  End
  BuildCost           = 1000
  BuildTime           = 10.0
  VisionRange         = 150
  ShroudClearingRange = 300
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue     = 100 100 200 400
  ExperienceRequired  = 0 200 300 600
  IsTrainable         = Yes
  CrusherLevel        = 2
  CrushableLevel      = 2
  CommandSet          = AmericaTankLeopardCommandSet 

  ; *** AUDIO Parameters ***
  VoiceSelect           = CrusaderTankVoiceSelect
  VoiceMove             = CrusaderTankVoiceMove
  VoiceGuard            = CrusaderTankVoiceMove
  VoiceAttack           = CrusaderTankVoiceAttack
  SoundMoveStart        = CrusaderTankMoveStart
  SoundMoveStartDamaged = CrusaderTankMoveStart
  UnitSpecificSounds
    VoiceCreate         = CrusaderTankVoiceCreate
    VoiceEnter          = CrusaderTankVoiceMove
    TurretMoveStart     = NoSound
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = CrusaderTankVoiceCrush
  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     = 480
    InitialHealth = 480
  End 

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate        = 180
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End 

  Locomotor = SET_NORMAL CrusaderLocomotor
  Locomotor = SET_NORMAL_UPGRADED BasicAmphibiousLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End 

  Behavior = ObjectCreationUpgrade ModuleTag_05
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone
  End
  Behavior = ProductionUpdate ModuleTag_07
    MaxQueueEntries = 1
  End 

  Behavior = ExperienceScalarUpgrade ModuleTag_08
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0
  End
  Behavior = MaxHealthUpgrade ModuleTag_09
    TriggeredBy  = Upgrade_AmericaCompositeArmor
    AddMaxHealth = 100.0
    ChangeType   = ADD_CURRENT_HEALTH_TOO
  End 

  Behavior = WeaponSetUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaLeopardHover
  End 

  Behavior = LocomotorSetUpgrade ModuleTag_11
    TriggeredBy = Upgrade_AmericaLeopardHover
  End 

  Behavior = SlowDeathBehavior ModuleTag_10
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier  = 50
    DestructionDelay  = 500
    DestructionDelayVariance  = 100
    FX  = INITIAL  FX_GenericTankDeathEffect
    OCL = MIDPOINT OCL_GenericTankDeathEffect
    FX  = FINAL    FX_DragonTankDeathExplosionFinal
    OCL = FINAL    OCL_CrusaderTurret
  End 

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier  = 50
    DestructionDelay  = 2000
    DestructionDelayVariance  = 300
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_GenericTankDeathEffect
    FX  = FINAL    FX_DragonTankDeathExplosionFinal
  End 

  Behavior = TransitionDamageFX ModuleTag_12
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End 

  Behavior = DestroyDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
  End 

  Behavior = FXListDie ModuleTag_14
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End 

  Behavior = CreateObjectDie ModuleTag_15
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End 

  Behavior = CreateCrateDie ModuleTag_CratesChange
   CrateData = SalvageCrateData
  End 

  Behavior = EjectPilotDie ModuleTag_17
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
    ExemptStatus = HIJACKED
    VeterancyLevels =  ALL -REGULAR
  End 

  Behavior = MaxHealthUpgrade ModuleTag_18
    TriggeredBy  = Upgrade_AmericaCompositeArmor
    AddMaxHealth = 100.0
    ChangeType   = ADD_CURRENT_HEALTH_TOO
  End 

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000
    AflameDamageAmount = 3
    AflameDamageDelay = 500
  End 

  Geometry               = BOX
  GeometryMajorRadius    = 15.0
  GeometryMinorRadius    = 10.0
  GeometryHeight         = 10.0
  GeometryIsSmall        = Yes
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45 

End
Save the file and close it. Now open CommandSet.ini located in Data\INI. Find this:

Code:
CommandSet AmericaWarFactoryCommandSet
  1  = Command_ConstructAmericaTankCrusader
  2  = Command_ConstructAmericaVehicleTomahawk
  3  = Command_ConstructAmericaVehicleHumvee
  4  = Command_ConstructAmericaVehicleMedic
  5  = Command_ConstructAmericaVehiclePaladin
;  9  = Command_UpgradeAmericaTomahawkRemoteControl  ***CUT***
  10 = Command_UpgradeAmericaTOWMissile
  11 = Command_SetRallyPoint
  12 = Command_Sell
End
Change it to:

Code:
CommandSet AmericaWarFactoryCommandSet
  1  = Command_ConstructAmericaTankCrusader
  2  = Command_ConstructAmericaVehicleTomahawk
  3  = Command_ConstructAmericaVehicleHumvee
  4  = Command_ConstructAmericaVehicleMedic
  5  = Command_ConstructAmericaTankLeopard
  6  = Command_ConstructAmericaVehiclePaladin
  10 = Command_UpgradeAmericaTOWMissile
  11 = Command_SetRallyPoint
  12 = Command_Sell
End
Now add this

Code:
CommandSet AmericaTankLeopardCommandSet
  1  = Command_ConstructAmericaVehicleBattleDrone
  2  = Command_ConstructAmericaVehicleScoutDrone
  3  = Command_UpgradeAmericaLeopardHover
  9  = Command_AttackMove
  11 = Command_Guard
  12 = Command_Stop
End
Save the file and close it. Now open CommandButton.ini located in Data\INI. Add this

Code:
CommandButton Command_UpgradeAmericaLeopardHover
  Command          = OBJECT_UPGRADE
  Upgrade          = Upgrade_AmericaLeopardHover
  TextLabel        = CONTROLBAR:UpgradeLeopardHover
  ButtonImage      = SACCrusader
  ButtonBorderType = BUILD
  DescriptLabel    = CONTROLBAR:USAUpgradeHover
End 

CommandButton Command_ConstructAmericaTankLeopard
  Command          = UNIT_BUILD
  Object           = AmericaTankLeopard
  TextLabel        = CONTROLBAR:ConstructAmericaTankLeopard
  ButtonImage      = SACLeopard
  ButtonBorderType = BUILD
  DescriptLabel    = CONTROLBAR:ToolTipUSABuildLeopard
End
Save the file and close it. Now open Upgrade.ini located in Data\INI. Add this

Code:
Upgrade Upgrade_AmericaLeopardHover
  DisplayName      = UPGRADE:AmericaLeopardHover
  Type             = OBJECT
  BuildTime        = 10.0
  BuildCost        = 500
  ButtonImage      = SACCrusader
End
Save the file, close it and you're done. You have now successfully enabled the Leopard Hover Tank. The only thing you will need to do now is create some CSF entries in the Generals.csf file. The entries you'll need to create are:

OBJECT:Leopard
CONTROLBAR:UpgradeLeopardHover
CONTROLBAR:USAUpgradeHover
CONTROLBAR:ConstructAmericaTankLeopard
CONTROLBAR:ToolTipUSABuildLeopard
UPGRADE:AmericaLeopardHover
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Old 11-14-2004, 03:20 AM   #2 (permalink)
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You can see more on this with an older tutorial by following this link;-

http://www.deezire.net/modules.php?n...ticle&artid=28
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Old 03-07-2008, 08:57 PM   #3 (permalink)
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The only problem I see with your code, Acid, is adding a new upgrade for the hover tank. The game may have already reached the maximum number of upgrades. Until I find a way to increase the upgrade limit, I cannot make the hover tank upgrade for the Crusader.
The link DeeZire posted no longer works.
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