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Offline qqqqqqqqqp  
#21 Posted : Saturday, April 20, 2013 7:06:18 PM(UTC)
qqqqqqqqqp
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I DID IT :O I MADE A PARADROPING PLANE :) Dont know how but when the plane starts to circle and u press the evecuate button it drops the units ( haven't use the big transport planes module but the humvee so ill use the Planes and see if it adds the parachute).
Ok so i cant get them to use a parchute so :( But heres da Code for it
Since i havem't seen anyone whos been able to find it out Ill just get some started if they want the parachutes then they can do it theirselfs . And remember the plane starts to circle then it drops so remember tht.And merry Early X-mas :p
Quote:
;---------------------------------------------------


Object TroopPlane

; *** ART Parameters ***
SelectPortrait = SNMig_L
ButtonImage = SNMig

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

Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

DefaultConditionState
Model = NVCargoPln
Animation = NVCargoPln.NVCargoPln
AnimationMode = LOOP
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = Propeller02 JetBlackTrailThin
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = DAMAGED
Model = NVCargoPln_D
Animation = NVCargoPln_D.NVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Propeller01 JetBlackTrailThin
ParticleSysBone = Propeller02 JetBlackTrailThin
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = REALLYDAMAGED
Model = NVCargoPln_D
Animation = NVCargoPln_D.NVCargoPln_D
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke04 JetFireLarge
ParticleSysBone = Propeller03 JetBlackTrailThin
ParticleSysBone = Propeller04 JetBlackTrailThin
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 JetSmokeLarge
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End
ConditionState = RUBBLE
Model = NVCargoPln_D1
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke06 JetFireLarge
ParticleSysBone = Smoke03 JetFireLarge
ParticleSysBone = Smoke04 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke06 JetSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 JetSmokeLarge
End

OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes

End

Draw = W3DModelDraw ModuleTag_02
DefaultConditionState
Model = NVCargoPln_A2
Animation = NVCargoPln_A2.NVCargoPln_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING
Model = NVCargoPln_A2
Animation = NVCargoPln_A2.NVCargoPln_A2
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = NVCargoPln_A2
Animation = NVCargoPln_A2.NVCargoPln_A2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End


; ***DESIGN parameters ***
DisplayName = TroopPlane
EditorSorting = VEHICLE
Side = China
TransportSlotCount = 0 ;how many

"slots" we take in a transport (0 == not

transportable)
VisionRange = 300.0
ShroudClearingRange = 350.0

Prerequisites
Object = ChinaAirfield
End


WeaponSet
Conditions = None
Weapon = PRIMARY None
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End

BuildCost = 1200
BuildTime = 10
ExperienceValue = 50 50 100 150

;Experience point value at each level
ExperienceRequired = 0 100 200 400

;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = TroopPlaneCommandSet

; *** AUDIO Parameters ***
VoiceSelect = MigVoiceSelect
VoiceMove = MigVoiceMove
VoiceAttack = MigVoiceAttack
VoiceAttackAir = MigVoiceAttackAir
VoiceGuard = MigVoiceAirPatrol
SoundAmbient = MigAmbientLoop
UnitSpecificSounds
VoiceCreate = MigVoiceCreate
Afterburner = RaptorAfterburner
VoiceGarrison = MigVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK

SELECTABLE VEHICLE SCORE AIRCRAFT TRANSPORT

Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
InitialHealth = 1000.0
End



Behavior = DeliverPayloadAIUpdate ModuleTag_09
DoorDelay = 500
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 300 ;500 ; time in between each item

dropped (if more than one)
PutInContainer = AmericaParachute
DeliveryDistance = 150
End


Behavior = TransportContain ModuleTag_07
Slots = 100 ; hey, it's a BIG

transport
ScatterNearbyOnExit = No
OrientLikeContainerOnExit = Yes
KeepContainerVelocityOnExit = Yes
ExitPitchRate = 30
ExitBone = WeaponA01
AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE

DOZER PARACHUTABLE
DoorOpenTime = 0 ; this prevents

the Contain module from messing with the doors, since

we want DeliverPayload to handle 'em
NumberOfExitPaths = 0
DestroyRidersWhoAreNotFreeToExit = Yes ;

'destroy' as opposed to 'kill'
End

Behavior =

JetSlowDeathBehavior ModuleTag_03
FXOnGroundDeath =

FX_JetOnGroundDeath
OCLOnGroundDeath =

OCL_MIGDeathFinalBlowUp
DestructionDelay = 99999999 ;

destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each

frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0%

;Bigger is faster (can be over 100%,it's a fraction

of gravity)
FXInitialDeath =

FX_MigDeathInitial
OCLInitialDeath =

OCL_MIGDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in

milliseconds
FXSecondary =

FX_JetDeathSecondary
OCLSecondary =

OCL_MIGDeathSecondary
FXHitGround =

FX_JetDeathHitGround
OCLHitGround =

OCL_MIGDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in

milliseconds
FXFinalBlowUp =

FX_JetDeathFinalBlowUp
OCLFinalBlowUp =

OCL_MIGDeathFinalBlowUp
End

Behavior = WeaponSetUpgrade ModuleTag_04
TriggeredBy = Upgrade_ChinaBlackNapalm
End

Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End




Behavior = JetAIUpdate ModuleTag_06
OutOfAmmoDamagePerSecond = 10% ; amount of

damage to take per SEC (not per frame) when out of

ammo
; note that

it's expressed as a percent of max health, not an

absolute
TakeoffDistForMaxLift = 0% ; larger numbers

give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ReturnToBaseIdleTime = 10000 ; if

idle for this long, return to base, even if not out

of ammo
End

Locomotor = SET_NORMAL MIGLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor


Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire,

I'll burn for this long...
AflameDamageAmount = 3 ; taking this much

damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = TransitionDamageFX

ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke

RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0

FXList:FX_MIGDamageTransition
End

Behavior = MaxHealthUpgrade ModuleTag_10
TriggeredBy = Upgrade_ChinaAircraftArmor
AddMaxHealth = 400.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices

are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and

SAME_CURRENTHEALTH
End




Geometry = Box
GeometryIsSmall = No
GeometryMajorRadius = 40.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above

horizon. Used to limit shadow length

End

Edited by user Saturday, April 20, 2013 7:18:09 PM(UTC)  | Reason: Gotta add da code

9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

Want a peek? Visit this page
Advanced warfare
Offline Rrtaya_tsamsiyu  
#22 Posted : Saturday, April 20, 2013 8:08:19 PM(UTC)
Rrtaya_tsamsiyu
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Joined: 5/8/2012(UTC)
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Quote:
Is it possbile to make All the Superweapons into base defence

It is, some of the stuff is harder to do than others. There's already a topic on it somewhere, you can use the search thingy to find it.
one soul at a time
Offline qqqqqqqqqp  
#23 Posted : Saturday, April 20, 2013 8:32:20 PM(UTC)
qqqqqqqqqp
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Joined: 11/19/2012(UTC)
Posts: 371
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Originally Posted by: rrtaya_tsamsiyu Go to Quoted Post
Quote:
Is it possbile to make All the Superweapons into base defence

It is, some of the stuff is harder to do than others. There's already a topic on it somewhere, you can use the search thingy to find it.


Yes ive seen it. i will think on it but i got to make it where it can't be used as a superweapon and it doen't do 9 shot instakill
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

Want a peek? Visit this page
Advanced warfare
Offline qqqqqqqqqp  
#24 Posted : Saturday, April 20, 2013 11:20:13 PM(UTC)
qqqqqqqqqp
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Joined: 11/19/2012(UTC)
Posts: 371
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OK well things i have done area the
USA
Hovercraft
Battleship
Pre.drone
Gunboats
Seals
Juggs
CHINA
BigNukereactor
Missleturrent
Heavy bomber
Phoenix
Howizer
GLA
.50cal Sniper
.50cal mingun base
Ak-47Gunner
Mustang Fighter
;---------------------------------------------------------
NOW Ive done what was said in the super weapon def Scudstorm but it wont allow me to make it attack anything nor my base,units..etc WHAY?
Gunboats
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

Want a peek? Visit this page
Advanced warfare
Offline TheInfantry  
#25 Posted : Sunday, April 21, 2013 9:52:34 AM(UTC)
TheInfantry
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Nice work there!
Would you share the AK47-Gunner-Inicode with us? I was trying to get that little guy working for weeks until i gave up. Would like to see where i did my mistakes.
Thanx
Offline qqqqqqqqqp  
#26 Posted : Sunday, April 21, 2013 8:38:50 PM(UTC)
qqqqqqqqqp
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Joined: 11/19/2012(UTC)
Posts: 371
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Was thanked: 47 time(s) in 45 post(s)
Originally Posted by: TheInfantry Go to Quoted Post
Nice work there!
Would you share the AK47-Gunner-Inicode with us? I was trying to get that little guy working for weeks until i gave up. Would like to see where i did my mistakes.
Thanx


AS long as if you realese a mod then i get credit XD here it it brohand Had probs with the
Fireing he ould be shooting when then gun is on his shoulder and all i did was switch the animations models thingys so your looking at a pistol script in the ak area BUT with the Ak animations and Fx thingy so like my last Code post.Merry Early X-mas


Quote:
;---------------------------------------------------


Object GLAInfantryAK-47Gunner


; *** ART Parameters ***
SelectPortrait = SURebel_L
ButtonImage = SURebel

UpgradeCameo1 = Upgrade_GLAAPBullets
UpgradeCameo2 = Upgrade_GLACamouflage
UpgradeCameo3 = Upgrade_InfantryCaptureBuilding
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw DrawTag_01
OkToChangeModelColor = Yes



;-----------------------------------------------


DefaultConditionState ;Idle with AK Slung
Model = UIMOB03_SKN
IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6
IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6
IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6
IdleAnimation = UIMOB03_SKL.UIMOB03_STD
AnimationMode = ONCE
AnimationSpeedFactorRange 0.9 1.1
TransitionKey = TRANS_STAND_AK


WeaponFireFXBone = PRIMARY MuzzleAK
WeaponMuzzleFlash = PRIMARY MuzzleAKFX
End

ConditionState = MOVING
Animation = UIMOB03_SKL.UIMOB03_RND
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = MOVING_AK
End

ConditionState = DYING
Animation = UIMOB03_SKL.UIMOB03_DD1
Animation = UIMOB03_SKL.UIMOB03_DD2
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End

ConditionState = SPECIAL_CHEERING
Animation = UIMOB03_SKL.UIMOB03_CHD
AnimationMode = ONCE
End
; Drawing pistol
ConditionState = PREATTACK_A
Animation = UIMOB01_SKL.UIMOB01_ATA1_ST ;

start firing
AnimationMode = ONCE
End
AliasConditionState = PREATTACK_A FIRING_A
AliasConditionState = PREATTACK_A

BETWEEN_FIRING_SHOTS_A

; Firing pistol
ConditionState = FIRING_A
Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ;

looping firing
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A

ConditionState = RELOADING_A
Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ;

end firing
AnimationMode = ONCE
End


; This transition allows him to put his gun away

when he's finished attacking.
TransitionState = TRANS_FIRING_AK TRANS_STAND_AK
Animation = UIMOB03_SKL.UIMOB03_ATD_ED ;

end firing
AnimationMode = ONCE
End


; ;Throwing bottle-------------------------------


; ConditionState = PREATTACK_C
; Animation = UIMOB03_SKL.UIMOB03_ATCA_BF ;

the wind up
; End
; AliasConditionState = PREATTACK_C FIRING_A
; AliasConditionState = PREATTACK_C RELOADING_A
; AliasConditionState = PREATTACK_C

BETWEEN_FIRING_SHOTS_A
;
; ConditionState = FIRING_C
; Animation = UIMOB03_SKL.UIMOB03_ATCA_AF ;

the release and follow-thru
; TransitionKey = TRANS_THROW
; End
; AliasConditionState = FIRING_C

BETWEEN_FIRING_SHOTS_A
;
; ConditionState RELOADING_C
; Animation =UIMOB03_SKL.UIMOB03_IDA1
; WaitForStateToFinishIfPossible = TRANS_THROW ;

universal hub for follow-thru
;
; End
; AliasConditionState = RELOADING_C RELOADING_A
; AliasConditionState = RELOADING_C FIRING_A
; AliasConditionState = RELOADING_C

BETWEEN_FIRING_SHOTS_A


; TransitionState = TRANSXXX TRANS_THROW
; Animation =

UIMOB03_SKL.UIMOB03_XXXXXXXXputaway gun and take out

bottle
; End

; TransitionState = TRANS_THROW TRANS_FIRING_A
; Animation =

UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get

PISTOL
; End

; TransitionState = TRANSXXXAK TRANS_THROW
; Animation =

UIMOB03_SKL.UIMOB03_XXXXXXXXputaway AK and take out

bottle
; End

; TransitionState = TRANS_THROW TRANS_FIRING_AK
; Animation =

UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get AK
; End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIMOB03_SKL.UIMOB03_A_ADTD1
Animation = UIMOB03_SKL.UIMOB03_D_ADTD1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = UIMOB03_SKL.UIMOB03_A_ADTD2
Animation = UIMOB03_SKL.UIMOB03_D_ADTD2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = UIMOB03_SKL.UIMOB03_A_ADTD3
Animation = UIMOB03_SKL.UIMOB03_D_ADTD3
AnimationMode = ONCE
TransitionKey = None
End


End

; ***DESIGN parameters ***
DisplayName = OBJECT:Rebel
Side = GLA
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many

"slots" we take in a transport (0 == not

transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY GLAAngryMobAK47Weapon
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = GLABarracks
End
BuildCost = 150
BuildTime = 5.0 ;in seconds

ExperienceValue = 15 15 30 40 ;Experience

point value at each level
ExperienceRequired = 0 40 60 120 ;Experience

points needed to gain each level
IsTrainable = Yes ;Can gain

experience
CrushableLevel = 0 ;What am I?: 0 =

for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GLAInfantryRebelCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RebelVoiceSelect
VoiceMove = RebelVoiceMove
VoiceGuard = RebelVoiceMove
VoiceAttack = RebelVoiceAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = RebelVoiceFear
VoiceTaskComplete = RebelVoiceCaptureComplete
UnitSpecificSounds
VoiceCreate = RebelVoiceCreate
VoiceSubdue = RebelVoiceSubdue
VoiceGarrison = RebelVoiceGarrison
VoiceEnter = RebelVoiceMove
VoiceEnterHostile = RebelVoiceMove
VoiceGetHealed = RebelVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK

ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS

INFANTRY SALVAGER SCORE

Behavior = WeaponSetUpgrade UpgradeTag_01
TriggeredBy = Upgrade_GLAArmTheMob
End

Body = ActiveBody ModuleTag_02
MaxHealth = 50.0
InitialHealth = 50.0
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = CommandButtonHuntUpdate ModuleTag_04 ;

allows use of command button hunt script with this

unit.
End

Locomotor = SET_NORMAL BasicHumanLocomotor

Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = StealthUpdate ModuleTag_07
StealthDelay = 2500 ; msec
StealthForbiddenConditions = ATTACKING

USING_ABILITY
MoveThresholdSpeed = 3
InnateStealth = No ;Requires

upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

Behavior = WeaponBonusUpgrade ModuleTag_09
TriggeredBy = Upgrade_GLAAPBullets
End
Behavior = StealthUpgrade ModuleTag_10
TriggeredBy = Upgrade_GLACamouflage
End


Behavior = SquishCollide ModuleTag_11
;nothing
End


; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -

EXPLODED -BURNED -POISONED -POISONED_BETA -

POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RebelDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RebelDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireGLA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ;

don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL

OCL_ToxicInfantryBeta ;you'll have to create this OCL

and make it use the blue guys instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL

OCL_ToxicInfantryGamma
End

; --- end Death modules ---

Behavior = PoisonedBehavior ModuleTag_16
PoisonDamageInterval = 100 ; Every this many

msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long

after last hit by poison damage
End

Behavior = SpecialAbility ModuleTag_17
SpecialPowerTemplate =

SpecialAbilityRebelCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = RebelVoiceCapture
End
Behavior = SpecialAbilityUpdate ModuleTag_18
SpecialPowerTemplate =

SpecialAbilityRebelCaptureBuilding
StartAbilityRange = 5.0
UnpackTime = 3000 ; (changing this

will scale anim speed)
PreparationTime = 20000 ; time to complete

hack once prepared (changing this will scale anim

speed)
PackTime = 2000 ; (changing this

will scale anim speed)
DoCaptureFX = Yes
AwardXPForTriggering = 12
;SkillPointsForTriggering = ??? -- Dustin, fill

me out if you want different balance values.
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19
SpecialPowerTemplate =

SpecialAbilityRebelCaptureBuilding
TriggeredBy = Upgrade_InfantryCaptureBuilding
End

Behavior = SpecialAbility ModuleTag_20
SpecialPowerTemplate = SpecialAbilityBoobyTrap
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = RebelVoiceBoobyTrapInstall
End
Behavior = SpecialAbilityUpdate ModuleTag_21
SpecialPowerTemplate = SpecialAbilityBoobyTrap
StartAbilityRange = 5.0
PreparationTime = 0
SpecialObject = BoobyTrap
MaxSpecialObjects = 100
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges

are persistent till lifetime expires or owner

detonates them.
; Not implemented UniqueSpecialObjectTargets = Yes

;This prevents multiple charges placed on the

same object.
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_22
SpecialPowerTemplate = SpecialAbilityBoobyTrap
TriggeredBy =

Upgrade_GLAInfantryRebelBoobyTrapAttack
End

Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT

End
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

Want a peek? Visit this page
Advanced warfare
Offline TheInfantry  
#27 Posted : Friday, April 26, 2013 12:48:20 PM(UTC)
TheInfantry
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Thank you sir!
Is there another part of your ini that is needed to implent the AK47 guy?
When i use the code you postet, my game keeps crashing.
Offline Rrtaya_tsamsiyu  
#28 Posted : Friday, April 26, 2013 8:01:36 PM(UTC)
Rrtaya_tsamsiyu
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open world builder, it should show you where stuff is wrong when it starts up.
one soul at a time
Offline qqqqqqqqqp  
#29 Posted : Friday, April 26, 2013 9:18:30 PM(UTC)
qqqqqqqqqp
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I Don't see why ur game crashes ... But thts the exact code but i noticed tht the Lines should be ;----------- not the continues line but idk if tht would cause ur copying to mess :/ srry
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Offline qqqqqqqqqp  
#30 Posted : Sunday, April 28, 2013 6:33:00 PM(UTC)
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OK i have put the code into my new tact. missile but the scud storm just primes the missile (the missiles on it stand up)Thats it
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Offline qqqqqqqqqp  
#31 Posted : Saturday, May 4, 2013 8:48:03 PM(UTC)
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ok i it possible to make units evacuate a building farther away like about 10 ft or any distance away? i see it dont with the Naval buildings on some modsso the boat spawn out in the water.But suppose i have a boat as a transport could i someohow add a code where it places them a certain ways away?
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Offline Rrtaya_tsamsiyu  
#32 Posted : Saturday, May 4, 2013 9:54:16 PM(UTC)
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i was thinking about trying to do something like that myself eventually. i think you can do that, but you might have to have a bone on the model for them to pop up at though.
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Offline qqqqqqqqqp  
#33 Posted : Sunday, May 5, 2013 2:27:07 PM(UTC)
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:/ more modeling RAWR
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Offline Rrtaya_tsamsiyu  
#34 Posted : Sunday, May 5, 2013 10:29:43 PM(UTC)
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lol, i think i've said it before, but your going to be limited without doing some modeling. It isen't hard once you know how to do it. Sorta like INIs, it gets easier as you go.
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Offline qqqqqqqqqp  
#35 Posted : Monday, May 6, 2013 11:10:03 AM(UTC)
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I gess i could get Gmax and everything ... But I'm gonna hat haveing to wait 1 hour and 50 min for it :/
OR i can get it tomorrow in about 5 mins
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Offline Rrtaya_tsamsiyu  
#36 Posted : Monday, May 6, 2013 12:30:06 PM(UTC)
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Well, if you decide to get Gmax, this tutorial is pretty good- http://www.derelictstudios.net/site/killasmods/
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Offline qqqqqqqqqp  
#37 Posted : Tuesday, May 7, 2013 11:01:02 AM(UTC)
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mmk'

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Offline qqqqqqqqqp  
#38 Posted : Wednesday, May 8, 2013 5:36:54 PM(UTC)
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AH! its only half of it :O
How do i gt the renx thingy part to work EH?

Edited by user Wednesday, May 8, 2013 5:50:35 PM(UTC)  | Reason: Not specified

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Offline Rrtaya_tsamsiyu  
#39 Posted : Wednesday, May 8, 2013 5:40:23 PM(UTC)
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oh, you'll need the renx plugin too, and coolfile's w3d importer. both can be found in the modding resources area of cnclabs.
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Offline qqqqqqqqqp  
#40 Posted : Wednesday, May 8, 2013 7:06:31 PM(UTC)
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Yes i have the plug ins where they are supposed to be. But how do i bring up the renx menu? so i can save my tank as the genrals thingy stuff
Also do you know and tutorial for skinning A model?

Edited by user Wednesday, May 8, 2013 7:28:03 PM(UTC)  | Reason: Not specified

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