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  1. #1

    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

  2. #2

    Default

    You can see more on this with an older tutorial by following this link;-

    http://www.deezire.net/modules.php?n...ticle&artid=28

  3. #3

    Default

    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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