I've been told the "InitialPayload=" modules payload can be made up of differenet unit types and not just one. Only i can't figure out how. Anybody know?
HA..thats the funny part,u know,the turret`s turn rate can`t follow such fast object,so the Quadcannon& gattlings just keep trying to aim it,sometimes fire 1 or 2 shots.....they can never get the aurora without a large numberOriginally Posted by ImmoMan";p="107147
I've been told the "InitialPayload=" modules payload can be made up of differenet unit types and not just one. Only i can't figure out how. Anybody know?
This will be featured in Aki Warfare Modification's Kilos Mass Driver Artillery to make it stop moving if it has 25% damage as its only real weakness.
How To Make a Failing Engine Effect
This effect basicly should be used for those units that are WAY too powerful & are vehicles, it makes them so they can't move if they have only 25% health left, making it a sitting duck. This should be used for a vehicle that has a turret so it can defend itself. In AWM it is used for the Kilos Mass Driver Artillery, which is too powerful, armored, and fast moving. Its weakness is it has to overcharge its engine to move, so getting damage hampers the engines ability to move the wheels, but not the turret.
Original Kilos
Now the thing is this is easy, change SpeedDamaged, TurnRateDamaged, and AccelerationDamaged, to 0Locomotor KilosMDLocomotor
Surfaces = GROUND
Speed = 30
SpeedDamaged = 18
TurnRate = 90
TurnRateDamaged = 60
Acceleration = 30
AccelerationDamaged = 8
Braking = 50
MinTurnSpeed = 0
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5
DecelerationPitchLimit = 5
PitchStiffness = 0.05
RollStiffness = 0.025
PitchDamping = 0.8
RollDamping = 0.3
ForwardAccelerationPitchFactor = 0.5
LateralAccelerationRollFactor = 0.33
End
It should look like this
Kilos with Failing Engine
This is how you can have your own failing engine units!Locomotor KilosMDLocomotor
Surfaces = GROUND
Speed = 30
SpeedDamaged = 0
TurnRate = 90
TurnRateDamaged = 0
Acceleration = 30
AccelerationDamaged = 0
Braking = 50
MinTurnSpeed = 0
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TREADS
AccelerationPitchLimit = 5
DecelerationPitchLimit = 5
PitchStiffness = 0.05
RollStiffness = 0.025
PitchDamping = 0.8
RollDamping = 0.3
ForwardAccelerationPitchFactor = 0.5
LateralAccelerationRollFactor = 0.33
End
InitialPayload won`t work for muti unit types..but there is a way:
Code:Behavior = ObjectCreationUpgrade ModuleTag_Payload (in that object) UpgradeObject = OCL_ContainPayload TriggeredBy = Upgrade_XXXXX End ObjectCreationList OCL_ContainPayload (in OCL.ini) CreateObject ObjectNames = XXXXX (unit 1) Count = X (number) ContainInsideSourceObject = Yes End CreateObject ObjectNames = XXXXX (unit 2) Count = X (number) ContainInsideSourceObject = Yes End CreateObject ObjectNames = XXXXX (unit 3) Count = X (number) ContainInsideSourceObject = Yes End ................................. End
Just found this one out:
When you have a specialpower that should not start off charged-up, make sure you add
to the object that has the power. Without this module, powers always seem to start off charged and ready to fire.Code:Behavior = SpecialPowerCreate Whatever End
I'll also test what influence "SharedSyncedTimer = Yes" has on this.
When including music in your mod, always use variable bitrates on your mp3s. They will give you high quality, and lower size. You can utilise variable bitrates using LAME, or RazorLAME. Set the VBR Quality to 9 and you'll recieve high quality (not the highest, but barely noticable) music while saving download size.
Hord Bonus & Garrision
The bonuses when infantry are inside a building or vehicle operate in an odd manner: if the unit is being affected by the Horde Bonus when it enters the structure, it keeps that bonus until it exits the building regardless of the number of other units in or around the structure. A unit entering a structure without the bonus simiarly does not get the bonus regardless of whether units around or in the building with it should normally grant it. It is therefore essential to ensure all occupants enter a bunker with the Horde Bonus. In some cases this can be achieved simply by ejecting the occupants, waiting for the Horde Bonus to take effect, and then putting the units back into the structure or vehicle.
(From Planet C&C)
I hate roaches, ants, spiders, dragonflies, insects and BUGS!
There is a behavior module EnemyNearUpdate that needs no subparameters, but allows objects to use VoiceMeetEnemy in the voice parameters and EnemyNear Condition State.
This tag can be used on some critiaical base structres, so that enemy Rebel Ambush/Sneak attack and back-door attacks are discovered earlier.
To make a nice water in Generals or ZeroHour u need this code:
For ZeroHour:
WaterTransparency
TransparentWaterMinOpacity = 0.75 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
TransparentWaterDepth = 4.2 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
StandingWaterColor = R:140 G:140 B:255 ; the color use to to tint the surface.
StandingWaterTexture = TWWater01.dds ;your custom water texture goes here.
AdditiveBlending = No ;Use Additive Blending instead of alpha blending?
RadarWaterColor = R:140 G:140 B:255 ; The water color in the radar map.
End
For Generals:
WaterTransparency
TransparentWaterMinOpacity = 0.65 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
TransparentWaterDepth = 4.4 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
End
PS: i preffer ZH because it has more features.![]()
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