Captain Joined: 11/19/2013(UTC) Posts: 67 Location: On another plant Thanks: 12 times Was thanked: 4 time(s) in 3 post(s)
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Hi, I am trying to make the GLA hijacker available to America; I have copied all the codes I.e. INI, commandset and commandbutton, for the unit, what I need to confirm is the final part making it available to America; as this unit is a science unit and not a standered unit.
Am I right in thinking that I have to make the science available if I do not want to use a script, I.e. use the commandbutton and commandset from the GLA command centre and swooping it for one of the Americas command centre sciences like the stealth bomber and if so how to I go about it?
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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. Edited by user Sunday, April 20, 2014 1:06:38 PM(UTC)
| Reason: Useless me! |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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You could remove the science prerequisite.
Also, "swooping"? |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
1 user thanked Annihilationzh for this useful post.
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Captain Joined: 11/19/2013(UTC) Posts: 67 Location: On another plant Thanks: 12 times Was thanked: 4 time(s) in 3 post(s)
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If it is a strait swoop then they would, but if I can find away to make the unit available like the ranger then no they would not need to use points.
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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I'm sorry, but I can't make sense of what you just said. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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[ spam ] i hearby make a motion that the word "swap" will never again be used on this forum. Instead, we will use "Swoop". Will anyone second this? [ /spam ] Edited by user Sunday, April 20, 2014 1:07:13 PM(UTC)
| Reason: Not specified |
one soul at a time |
1 user thanked Rrtaya_tsamsiyu for this useful post.
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Originally Posted by: Rrtaya_tsamsiyu [ spam ] i hearby make a motion that the word "swap" will never again be used on this forum. Instead, we will use "Swoop". Will anyone second this? [ /spam ] Originally Posted by: Gameanater I second that! -Tsam As a grammar Nazi, I'm about to call the Gestapo. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: Annihilationzh Originally Posted by: Rrtaya_tsamsiyu [ spam ] i hearby make a motion that the word "swap" will never again be used on this forum. Instead, we will use "Swoop". Will anyone second this? [ /spam ] Originally Posted by: Gameanater I second that! -Tsam As a grammar Nazi, I'm about to call the Gestapo. Durr, what's the Gestapo? |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Captain Joined: 11/19/2013(UTC) Posts: 67 Location: On another plant Thanks: 12 times Was thanked: 4 time(s) in 3 post(s)
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OK enough with the wise cracks, as I have had about 3 hours sleep and my head is spinning like a spinning top.
So lets get back on track, (If it is a strait swap I.e. like for like, pathfinder to hijacker then yes they would need to use points, but if I can find away to make the unit available like the ranger and missile defender, then no they would not need to use points).
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Your question was already answered: Originally Posted by: Annihilationzh You could remove the science prerequisite. |
CommieDog: Because someone has to do your dirty work for you |
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Captain Joined: 11/19/2013(UTC) Posts: 67 Location: On another plant Thanks: 12 times Was thanked: 4 time(s) in 3 post(s)
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Right I have just put all three files into both INI files, put nothing happened the new unit did not appear and when I opened up the INI all the information was missing, it has just disappeared!
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Private Joined: 4/13/2014(UTC) Posts: 34 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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Let's go back from the start. You may have skipped a step or have done something wrong.. 1. Copy the whole unit code from its original .ini. 2. Paste it in the desired faction .ini. 3. Change its object name. Ex. Object ChinaInfantryHacker to Object GC_ChinaInfantryHacker. Make it distinguishable from the original unit. 4. Erase and/or modify the prequisites and anything you don't like. 5. Save the .ini file, then go to Commandbuttons.ini, copy the Commandbutton of the original Hijacker (or any commandbutton of units, but in that case you'll have to change more..) 6. Change the values of commandbutton (so it can be distinguished as another command button) and object (the name of your unit that you changed earlier, in my example, GC_ChinaInfantryHacker) 7. Now open commandset.ini.. Find the commandset of the barracks of the faction you wanted to change, (You said America, so you may need to search for the main and its three subfactions, so you'll need to edit four barracks commandsets) 8. Now after you've find them all, add a number unused, and put in there the name of the commandbutton you made for your unit.. 9. Save it and run the game and pray you didn't make any errors.. XD
Example of the unit code, made for USA
Object USA_GLAInfantryHijacker
; *** ART Parameters *** SelectPortrait = SUHijacker_L ButtonImage = SUHijacker UpgradeCameo1 = Demo_Upgrade_SuicideBomb ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes
DefaultConditionState Model = UIHJCK_SKN IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25 IdleAnimation = UIHJCK_SKL.UIHJCK_IDA IdleAnimation = UIHJCK_SKL.UIHJCK_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End AliasConditionState = REALLYDAMAGED
ConditionState = MOVING Animation = UIHJCK_SKL.UIHJCK_RUN AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = REALLYDAMAGED MOVING
ConditionState = DYING Animation = UIHJCK_SKL.UIHJCK_DTA Animation = UIHJCK_SKL.UIHJCK_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End
TransitionState = TRANS_Dying TRANS_Flailing Animation = UIHJCK_SKL.UIHJCK_ADTE1 AnimationMode = ONCE End
ConditionState = DYING EXPLODED_FLAILING Animation = UIHJCK_SKL.UIHJCK_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End
ConditionState = DYING EXPLODED_BOUNCING Animation = UIHJCK_SKL.UIHJCK_ADTE3 AnimationMode = ONCE TransitionKey = None End
ConditionState = SPECIAL_CHEERING Animation = UIHJCK_SKL.UIHJCK_CHA AnimationMode = LOOP End
ConditionState = PARACHUTING Animation = UIHJCK_SKL.UIHJCK_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = UIHJCK_SKL.UIHJCK_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = UIHJCK_SKL.UIHJCK_PTD AnimationMode = ONCE End
End
; ***DESIGN parameters *** DisplayName = OBJECT:Hijacker Side = GLADemolitionGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Weapon = PRIMARY None Weapon = SECONDARY None Weapon = TERTIARY TerroristSuicideNotARealWeapon AutoChooseSources = TERTIARY NONE End
ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End
VisionRange = 100 ShroudClearingRange = 200
End
BuildCost = 400 BuildTime = 10.0 ;in seconds
ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = No ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Demo_GLAInfantryHijackerCommandSet
; *** AUDIO Parameters *** VoiceSelect = HijackerVoiceSelect VoiceMove = HijackerVoiceMove VoiceGuard = HijackerVoiceMove VoiceAttack = HijackerVoiceAttack VoiceFear = HijackerVoiceFear UnitSpecificSounds VoiceGarrison = HijackerVoiceGarrison VoiceCreate = HijackerVoiceCreate VoiceEnter = HijackerVoiceEnter VoiceEnterHostile = HijackerVoiceEnterHostile VoiceGetHealed = HijackerVoiceMove End
; *** ENGINEERING Parameters *** RadarPriority = UNIT EnterGuard = Yes HijackGuard = Yes KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE STEALTH_GARRISON ;STEALTH_GARRISON Added per Dustin, 12/14--ML
Behavior = StealthUpdate ModuleTag_02 StealthDelay = 500 ; half second delay before stealthy StealthForbiddenConditions = MOVING ; only stealthy while stationary MoveThresholdSpeed = 3 InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End
Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End
Behavior = HijackerUpdate ModuleTag_04 ParachuteName = AmericaParachute End
Behavior = AIUpdateInterface ModuleTag_05 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL JarmenKellLocomotor
Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End
Behavior = ConvertToHijackedVehicleCrateCollide ModuleTag_08 RequiredKindOf = VEHICLE ; This is my car now, infidel! End
Behavior = SquishCollide ModuleTag_09 ;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_HijackerDie 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_HijackerDie 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_14 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 = SlowDeathBehavior ModuleTag_Death_17 DeathTypes = NONE +SUICIDED +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End
Behavior = FireWeaponWhenDeadBehavior ModuleTag998 DeathWeapon = Demo_SuicideDynamitePackPlusFire StartsActive = No TriggeredBy = Demo_Upgrade_SuicideBomb DeathTypes = NONE +SUICIDED End;
Behavior = FireWeaponWhenDeadBehavior ModuleTag999 DeathWeapon = Demo_DestroyedWeapon StartsActive = No TriggeredBy = Demo_Upgrade_SuicideBomb DeathTypes = ALL -SUICIDED End
Behavior = CommandSetUpgrade ModuleTag_19 CommandSet = Demo_GLAInfantryHijackerCommandSetUpgrade TriggeredBy = Demo_Upgrade_SuicideBomb 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
In this case I changed the object name and removed the prerequisites so it can be built by any faction and by changing its name it can be distinguished as a separate unit from the original.. Take note I used USA_ to distinguish it..
Commandbutton
CommandButton USA_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = USA_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End
I changed the commandbutton and object; again, I used USA_ to distinguish it..
Commandset..
CommandSet AmericaBarracksCommandSet 1 = Command_ConstructAmericaInfantryRanger 2 = Command_ConstructAmericaInfantryMissileDefender 3 = Command_ConstructAmericaInfantryColonelBurton 4 = Command_ConstructAmericaInfantryPathfinder 5 = USA_Command_ConstructGLAInfantryHijacker 6 = Command_ConstructAmericaInfantryBiohazardTech 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End
In this case I added the name of the commandbutton in number 5..
That's all. Hope this helps and clears it up.. XD |
(>T^T)><{Help me make my mod become a reality..}
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Please use code tags Reignscythe. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Private Joined: 4/13/2014(UTC) Posts: 34 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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Sorry. Don't know how.. And I'm quite in a hurry that time.. XD |
(>T^T)><{Help me make my mod become a reality..}
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Captain Joined: 11/19/2013(UTC) Posts: 67 Location: On another plant Thanks: 12 times Was thanked: 4 time(s) in 3 post(s)
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OK people I have finished all the work on the command set and it looks like this!
CommandSet America_GLAInfantryHijackerCommandSet 1 = Command_America_GLAInfantryHijack ; Guard was removed permanently for this unit, since it can't 13 = Command_Guard 14 = Command_Stop End
CommandSet AmericaBarracksCommandSet 1 = Command_ConstructAmericaInfantryRanger 2 = Command_ConstructAmericaInfantryMissileDefender 3 = Command_ConstructAmericaInfantryColonelBurton 4 = Command_ConstructAmericaInfantryPathfinder 5 = America_Command_ConstructGLAInfantryHijacker 6 = Command_ConstructAmericaInfantryBiohazardTech 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End
CommandSet AirF_AmericaBarracksCommandSet 1 = AirF_Command_ConstructAmericaInfantryRanger 2 = AirF_Command_ConstructAmericaInfantryMissileDefender 3 = AirF_Command_ConstructAmericaInfantryColonelBurton 4 = AirF_Command_ConstructAmericaInfantryPathfinder 5 = AirF_America_Command_ConstructGLAInfantryHijacker 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End
CommandSet SupW_AmericaBarracksCommandSet 1 = SupW_Command_ConstructAmericaInfantryRanger 2 = SupW_Command_ConstructAmericaInfantryMissileDefender 3 = SupW_Command_ConstructAmericaInfantryColonelBurton 4 = SupW_Command_ConstructAmericaInfantryPathfinder 5 = Supw_America_Command_ConstructGLAInfantryHijacker 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End
CommandSet Lazr_AmericaBarracksCommandSet 1 = Lazr_Command_ConstructAmericaInfantryRanger 2 = Lazr_Command_ConstructAmericaInfantryMissileDefender 3 = Lazr_Command_ConstructAmericaInfantryColonelBurton 4 = Lazr_Command_ConstructAmericaInfantryPathfinder 5 = Lazr_America_Command_ConstructGLAInfantryHijacker 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End Now if there is a problem with this, please let me know so I can change it as I have not put it into the game yet. And what is or are "code tags Reignscythe".
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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Quote:And what is or are "code tags Reignscythe". he was asking Reignscythe to use code tags, which look like this: Click the icon that looks like a piece of paper, then click plain text. Paste your code in between the two bits of text that just popped up. You can also paste your code and select it, then click that and it will do the same thing. |
one soul at a time |
2 users thanked Rrtaya_tsamsiyu for this useful post.
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Captain Joined: 11/19/2013(UTC) Posts: 67 Location: On another plant Thanks: 12 times Was thanked: 4 time(s) in 3 post(s)
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Well I just tried putting the new unit details into afresh copy of ZeroHour, first all the information was missing from the INI file, so I copied and pasted the edit INI into the data folder and the game crashed. So what is going wrong? Listed below are the three codes that I used. Code:Object America_GLAInfantryHijacker
; *** ART Parameters ***
SelectPortrait = SUHijacker_L
ButtonImage = SUHijacker
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = UIHJCK_SKN
IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25
IdleAnimation = UIHJCK_SKL.UIHJCK_IDA
IdleAnimation = UIHJCK_SKL.UIHJCK_IDB
AnimationMode = ONCE
TransitionKey = TRANS_Stand
End
AliasConditionState = REALLYDAMAGED
ConditionState = MOVING
Animation = UIHJCK_SKL.UIHJCK_RUN
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = REALLYDAMAGED MOVING
ConditionState = DYING
Animation = UIHJCK_SKL.UIHJCK_DTA
Animation = UIHJCK_SKL.UIHJCK_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIHJCK_SKL.UIHJCK_ADTE1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = UIHJCK_SKL.UIHJCK_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = UIHJCK_SKL.UIHJCK_ADTE3
AnimationMode = ONCE
TransitionKey = None
End
ConditionState = SPECIAL_CHEERING
Animation = UIHJCK_SKL.UIHJCK_CHA
AnimationMode = LOOP
End
ConditionState = PARACHUTING
Animation = UIHJCK_SKL.UIHJCK_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = UIHJCK_SKL.UIHJCK_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = UIHJCK_SKL.UIHJCK_PTD
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Hijacker
Side = GLA
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 100
ShroudClearingRange = 200
End
BuildCost = 400
BuildTime = 10.0 ;in seconds
ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
IsTrainable = No ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GLAInfantryHijackerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = HijackerVoiceSelect
VoiceMove = HijackerVoiceMove
VoiceGuard = HijackerVoiceMove
VoiceAttack = HijackerVoiceAttack
VoiceFear = HijackerVoiceFear
UnitSpecificSounds
VoiceGarrison = HijackerVoiceGarrison
VoiceCreate = HijackerVoiceCreate
VoiceEnter = HijackerVoiceEnter
VoiceEnterHostile = HijackerVoiceEnterHostile
VoiceGetHealed = HijackerVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
EnterGuard = Yes
HijackGuard = Yes
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE STEALTH_GARRISON
;STEALTH_GARRISON Added per Dustin, 12/14--ML
Behavior = StealthUpdate ModuleTag_02
StealthDelay = 500 ; half second delay before stealthy
StealthForbiddenConditions = MOVING ; only stealthy while stationary
MoveThresholdSpeed = 3
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Body = ActiveBody ModuleTag_03
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = HijackerUpdate ModuleTag_04
ParachuteName = AmericaParachute
End
Behavior = AIUpdateInterface ModuleTag_05
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit.
End
Locomotor = SET_NORMAL JarmenKellLocomotor
Behavior = PhysicsBehavior ModuleTag_06
Mass = 5.0
End
Behavior = ConvertToHijackedVehicleCrateCollide ModuleTag_08
RequiredKindOf = VEHICLE ; This is my car now, infidel!
End
Behavior = SquishCollide ModuleTag_09
;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_HijackerDie
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_HijackerDie
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_14
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
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
Code:CommandButton America_Command_ConstructGLAInfantryHijacker
Command = UNIT_BUILD
Object = America_GLAInfantryHijacker
TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker
ButtonImage = SUHijacker
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker
End
Code:CommandSet America_GLAInfantryHijackerCommandSet
1 = Command_America_GLAInfantryHijack
; Guard was removed permanently for this unit, since it can't
13 = Command_Guard
14 = Command_Stop
End
Code:CommandSet AmericaBarracksCommandSet
1 = Command_ConstructAmericaInfantryRanger
2 = Command_ConstructAmericaInfantryMissileDefender
3 = Command_ConstructAmericaInfantryColonelBurton
4 = Command_ConstructAmericaInfantryPathfinder
5 = America_Command_ConstructGLAInfantryHijacker
6 = Command_ConstructAmericaInfantryBiohazardTech
7 = Command_UpgradeAmericaRangerFlashBangGrenade
8 = Command_UpgradeAmericaRangerCaptureBuilding
13 = Command_SetRallyPoint
14 = Command_Sell
End
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Under ShroudClearingRange you removed the prerequisites block, but you didn't remove the End. This causes crashes. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Captain Joined: 11/19/2013(UTC) Posts: 67 Location: On another plant Thanks: 12 times Was thanked: 4 time(s) in 3 post(s)
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Well I removed the (End) and the game still crashes, any idea's!
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