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Creating a Pulse-Rifle weapon, could use some help
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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I'm making an imitation of the Combine Soldiers of Half-Life 2 for Zero Hour. So far the unit is going along fine, but I'm having issues trying to create an imitation of the Pulse-Rifle weapon, aka AR2. Mainly with the weapon's effects and tracer. HL2 Combine Soldier: http://half-life.wikia.com/wiki/Combine_soldierHL2 Pulse-Rifle: http://half-life.wikia.com/wiki/AR2I'm mainly having trouble creating an imitation of the tracer Half-Life 2 uses for the AR2. The closest-looking thing to my knowledge in Zero Hour is the missile tracer for Anthrax Beta-based missiles. So I took that, made a new dummy object so the could actually be used in my new weapon, which uses the Ranger's weapon as a base. The dummy tracer object comes out of the Combine Soldier's feet, however. Not only this, but after adding the projectile and tracer to the weapon, it no longer does any damage. I will post the code for the weapon and object below, The picture attached should show my problems with the weapon. |
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: 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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Pulse-Rifle weapon code: Code:
;------------------------------------------------------------------------------
;This is a slightly more powerful variation of the standard Ranger weapon.
;It's meant to imitate the AR2/Pulse-Rifle of Half-Life 2
Weapon PulseRifleStandard
PrimaryDamage = 8.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 110.0
DamageType = ARMOR_PIERCING
DeathType = BURNED
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = PulseRifileDummyLaunchObject
ProjectileExhaust = Chem_InfantryStingerMissileExhaust
FireFX = WeaponFX_GenericMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
FireSound = RangerWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 7 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 600 ; how long to reload a Clip, msec
WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200%
WeaponBonus = DRONE_SPOTTING RANGE 200%
WeaponBonus = DRONE_SPOTTING DAMAGE 200%
End
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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: 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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Tracer dummy object code: Code:
;This is the "Object" used in the Pulse Rifle in Weapon.ini to achieve the nice little blue trail FX
;The blue trail is part of ProjectileExhaust in weapon.ini and not in the object itself
Object PulseRifileDummyLaunchObject
; *** ART Parameters ***
;Draw = W3DModelDraw ModuleTag_01
; OkToChangeModelColor = Yes
; DefaultConditionState
; Model = AVRaptor_M
; End
; ConditionState = JAMMED
; ParticleSysBone = None SparksMedium
; End
;End
; ***DESIGN parameters ***
DisplayName = OBJECT:PatriotMissile
EditorSorting = VEHICLE
VisionRange = 300.0
ShroudClearingRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = CAN_CAST_REFLECTIONS PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
;FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_04
Mass = 0.1
End
Behavior = MissileAIUpdate ModuleTag_05
TryToFollowTarget = Yes
FuelLifetime = 10000
InitialVelocity = 500 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 5
DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target.
End
Locomotor = SET_NORMAL SpectreGunshipTransitLocomotor
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
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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: 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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And I don't know if this makes a difference in how the weapon preforms, but here's the code for the Combine Soldier: Code:
Object InfantryCombineSoldier
;Not meant to actually be a Half-Life 2 Combine Soldier, but meant to just imitate one
; *** ART Parameters ***
SelectPortrait = SAPilot_L
ButtonImage = SAPilot
UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_InfantryCaptureBuilding
UpgradeCameo4 = Upgrade_AmericaChemicalSuits
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; this says "we don't use these condition states at all, so completely
; ignore them for purposes of matchmaking"... this is useful to help
; reduce the number of AliasConditionState clauses you must add in
; order to avoid ambiguity in some cases.
IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A
; --- Idle
DefaultConditionState
Model = AIRngr_SKN
IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35
IdleAnimation = AIRngr_SKL.AIRngr_IDA
IdleAnimation = AIRngr_SKL.AIRngr_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
TransitionKey = TRANS_Stand
End
ConditionState = REALLYDAMAGED
IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35
IdleAnimation = AIRngr_SKL.AIRngr_IDC
IdleAnimation = AIRngr_SKL.AIRngr_IDD
AnimationMode = ONCE
TransitionKey = TRANS_StandInjured
End
TransitionState = TRANS_Stand TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_SA2SB
AnimationMode = ONCE
End
; --- attacking (Machine Gun)
ConditionState = USING_WEAPON_A
Animation = AIRngr_SKL.AIRngr_ATA
AnimationMode = LOOP
TransitionKey = TRANS_FiringA
End
ConditionState = USING_WEAPON_A REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATA2
AnimationMode = LOOP
TransitionKey = TRANS_FiringAInjured
End
TransitionState = TRANS_FiringA TRANS_FiringAInjured
Animation = AIRngr_SKL.AIRngr_A2WAA
AnimationMode = ONCE
End
TransitionState = TRANS_Stand TRANS_FiringA
Animation = AIRngr_SKL.AIRngr_ATAST
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
TransitionState = TRANS_FiringA TRANS_Stand
Animation = AIRngr_SKL.AIRngr_ATAED
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
TransitionState = TRANS_StandInjured TRANS_FiringAInjured
Animation = AIRngr_SKL.AIRngr_S2WAA
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
TransitionState = TRANS_FiringAInjured TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_WAA2S
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
TransitionState = TRANS_Stand TRANS_Move
Animation = AIRngr_SKL.AIRngr_STA2RNA
AnimationMode = ONCE
End
; --- attacking (Grenade Launcher)
ConditionState = PREATTACK_B
Animation = AIRngr_SKL.AIRngr_ATBA
AnimationMode = ONCE
TransitionKey = TRANS_FiringB
End
AliasConditionState = PREATTACK_B MOVING
AliasConditionState = PREATTACK_B FIRING_B
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B
ConditionState = FIRING_B
Animation = AIRngr_SKL.AIRngr_ATBB
AnimationMode = ONCE
TransitionKey = TRANS_FiringB
End
ConditionState = BETWEEN_FIRING_SHOTS_B
Animation = AIRngr_SKL.AIRngr_ATBB
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_FiringB
WaitForStateToFinishIfPossible = TRANS_FiringB
End
AliasConditionState = RELOADING_B
TransitionState = TRANS_Stand TRANS_FiringB
Animation = AIRngr_SKL.AIRngr_ATBST1
AnimationMode = ONCE
End
TransitionState = TRANS_FiringB TRANS_Stand
Animation = AIRngr_SKL.AIRngr_ATBST2
AnimationMode = ONCE
End
ConditionState = PREATTACK_B REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATB2A
AnimationMode = ONCE
TransitionKey = TRANS_FiringBInjured
End
AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED
AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
ConditionState = FIRING_B REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATB2B
AnimationMode = ONCE
TransitionKey = TRANS_FiringBInjured
End
ConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATB2B
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_FiringBInjured
WaitForStateToFinishIfPossible = TRANS_FiringBInjured
End
AliasConditionState = RELOADING_B REALLYDAMAGED
TransitionState = TRANS_StandInjured TRANS_FiringBInjured
Animation = AIRngr_SKL.AIRngr_ATB2ST1
AnimationMode = ONCE
End
TransitionState = TRANS_FiringBInjured TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_ATB2ST2
AnimationMode = ONCE
End
; -- cross-attack transitions
TransitionState = TRANS_FiringA TRANS_FiringB
Animation = AIRngr_SKL.AIRngr_ATA2AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
TransitionState = TRANS_FiringB TRANS_FiringA
Animation = AIRngr_SKL.AIRngr_ATA2AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 4 4
End
; --- moving
ConditionState = MOVING
Animation = AIRngr_SKL.AIRngr_RNA 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Move
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING
ConditionState = MOVING REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_RNB 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Move
End
AliasConditionState = MOVING REALLYDAMAGED ATTACKING
; --- dying anims
ConditionState = DYING
Animation = AIRngr_SKL.AIRngr_DTA
Animation = AIRngr_SKL.AIRngr_DTB
AnimationMode = ONCE
TransitionKey = None
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIRngr_SKL.AIRngr_ADTF1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = AIRngr_SKL.AIRngr_ADTF2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = AIRngr_SKL.AIRngr_ADTF3
AnimationMode = ONCE
TransitionKey = None
End
AliasConditionState = DYING SPLATTED
; --- cheering
ConditionState = SPECIAL_CHEERING
Animation = AIRngr_SKL.AIRngr_CHA
AnimationMode = LOOP
End
ConditionState = SPECIAL_CHEERING REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_CHB
AnimationMode = LOOP
End
; ----- PARACHUTING ANIMATIONS
ConditionState = FREEFALL
Animation = AIRngr_SKL.AIRngr_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = AIRngr_SKL.AIRngr_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 = AIRngr_SKL.AIRngr_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 = AIRngr_SKL.AIRngr_PTD
AnimationMode = ONCE
End
TransitionState = TRANS_Chute TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_PTD
AnimationMode = ONCE
End
; ------- Bldg-capture
ConditionState = UNPACKING
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP1
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED
ConditionState = RAISING_FLAG
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP2
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED
ConditionState = PACKING
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
TransitionKey = TRANS_Packing
End
AliasConditionState = PACKING REALLYDAMAGED
TransitionState = TRANS_Raising TRANS_Packing
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
; --- RAPPELLING ANIMATIONS
ConditionState = RAPPELLING
Animation = AIRngr_SKL.AIRngr_RPL1 ;30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Rappelling
End
AliasConditionState = MOVING RAPPELLING
TransitionState = TRANS_Rappelling TRANS_Stand
Animation = AIRngr_SKL.AIRngr_RPL2
AnimationMode = ONCE
End
TransitionState = TRANS_Rappelling TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_RPL2
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Combine
Side = Civilian
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY PulseRifleStandard
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY PulseRifleStandard
Weapon = SECONDARY RangerFlashBangGrenadeWeapon
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ChemSuitHumanArmor
DamageFX = None
End
VisionRange = 100
ShroudClearingRange = 400
Prerequisites
Object = AmericaBarracks
End
BuildCost = 225
BuildTime = 5.0 ;in seconds
ExperienceValue = 20 20 40 60 ;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 = AmericaInfantryRangerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = SpectreGunshipVoiceSelect ;RangerVoiceSelect
VoiceMove = SpectreGunshipVoiceMove ;RangerVoiceMove
VoiceGuard = SpectreGunshipVoiceMove ;RangerVoiceMove
VoiceAttack = SpectreGunshipVoiceAttack ;RangerVoiceAttack
VoiceFear = RangerVoiceFear
VoiceTaskComplete = RangerVoiceCaptureComplete
UnitSpecificSounds
VoiceEnter = SpectreGunshipVoiceMove ;RangerVoiceMove
VoiceEnterHostile = SpectreGunshipVoiceMove ;RangerVoiceMove
VoiceGarrison = SpectreGunshipVoiceMove ;RangerVoiceGarrison
VoiceCreate = SpectreGunshipVoiceSelect ;RangerVoiceCreate
VoiceSubdue = SpectreGunshipVoiceAttack ;RangerVoiceSubdue
VoiceClearBuilding = SpectreGunshipVoiceAttack ;RangerVoiceClearBuilding
VoiceGetHealed = SpectreGunshipVoiceAttack ;RangerVoiceMove
VoicePrimaryWeaponMode = RangerVoiceModeGun
VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang
End
UnitSpecificFX
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
CombatDropKillFX = FX_RangerCombatDropKill
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE
Behavior = CommandButtonHuntUpdate ModuleTag_02
End
Body = ActiveBody ModuleTag_03
MaxHealth = 200.0
InitialHealth = 200.0
End
Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured.
jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End
Behavior = AIUpdateInterface ModuleTag_06
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_07
Mass = 5.0
End
Behavior = ProductionUpdate ModuleTag_08
; nothing
End
Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit.
End
Behavior = WeaponSetUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade
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_RangerDie
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_RangerDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireUSA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
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_DieByToxinUSA
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_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---
Behavior = SquishCollide ModuleTag_12
;nothing
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaChemicalSuits
End
Behavior = PoisonedBehavior ModuleTag_17
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_18
SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = Yes ; Unpaused by upgrade module
InitiateSound = RangerVoiceCapture
End
Behavior = SpecialAbilityUpdate ModuleTag_19
SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
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 = 15
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20
SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
TriggeredBy = Upgrade_InfantryCaptureBuilding
End
Behavior = LockWeaponCreate ModuleTag_21
SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
End
Geometry = CYLINDER
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 13.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
P.S. Anyone know of some sound effects in that are closer to the Pulse-Rifle's firing sound used by NPC's in the game (for some reason they use different sounds when the player uses the weapon in HL2)? P.S.S. Anyone know of more fitting sounds for the soldier then the Specter Gunship's quotes? |
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: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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You have two command button hunt modules but that doesn't affect the actual model and weapon (I think) |
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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: KlingonDragon You have two command button hunt modules but that doesn't affect the actual model and weapon (I think) Huh? Where? I don't think I did that on purpose... |
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: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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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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Thanks.
I looked at the Ranger's code, it has the same thing going on. Two CommandButton Hunt Modules in Tag02 and Tag09. I don't know why that is, but it doesn't seem to affect anything in-game with the Ranger. |
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: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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We all know that this game was rushed and that's why there is loads of stuff missing ingame and also loads of code gaps and ;comments |
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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: KlingonDragon We all know that this game was rushed and that's why there is loads of stuff missing ingame and also loads of code gaps and ;comments I would imagine the two CommandButton Hunt Tags for the Ranger were probably in Vanilla Generals as well as Zero Hour. There's always a few things left in a video game that are just there and left from developement. I'm not going to remove either of those Tags I think. Edited by user Sunday, August 24, 2014 4:44:38 PM(UTC)
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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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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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You might think this question is pointless while it's very helpful. Do you have the mod ShockWave? If no I will give you the link, if yes play with the laser general and see the ranger's weapon. Edited by user Sunday, August 24, 2014 5:32:10 PM(UTC)
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force 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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Originally Posted by: UTD^Force You might this question is pointless while it's very helpful. Do you the mod ShockWave? If no I will give you the link, if yes play with the laser general and see the ranger's weapin. Nope. Never played ShockWave. If that's true, though, I'd like to just look at its code from here without having to actually download anything. Though I'll still download it if you don't have the code with you. :P |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Originally Posted by: Gameanater Originally Posted by: UTD^Force You might this question is pointless while it's very helpful. Do you the mod ShockWave? If no I will give you the link, if yes play with the laser general and see the ranger's weapin. Nope. Never played ShockWave. If that's true, though, I'd like to just look at its code from here without having to actually download anything. Though I'll still download it if you don't have the code with you. :P Okay I will post all the INIs tomorrow, after coming back from school, almost 13 hours. Not by the way, I like the signature xD |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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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: UTD^Force Originally Posted by: Gameanater Originally Posted by: UTD^Force You might this question is pointless while it's very helpful. Do you the mod ShockWave? If no I will give you the link, if yes play with the laser general and see the ranger's weapin. Nope. Never played ShockWave. If that's true, though, I'd like to just look at its code from here without having to actually download anything. Though I'll still download it if you don't have the code with you. :P Okay I will post all the INIs tomorrow, after coming back from school, almost 13 hours. Not by the way, I like the signature xD Thank you! :D You like my signature, you say? |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
Thanks: 7 times Was thanked: 75 time(s) in 58 post(s)
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INCOMING LONG POST If you're not meaning to make it attack air units, then you should just make it into a projectile. Put this under in DefaultConditionState Code:
WeaponLaunchBone = PRIMARY Muzzle
The code above solves your problem. The code below is just an extra bit. Projectile Code:
;------------------------------------------------------------------------------
Object CombineSoldierGunProjectile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
ConditionState = NONE
Model = AVTankShel
ParticleSysBone = NONE CombineSoldierGunTracers
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TankShell
EditorSorting = SYSTEM
ArmorSet
Armor = ProjectileArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = DumbProjectileBehavior ModuleTag_04
; To tweak a Bezier path, please see GS
FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 10
FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny...
End
Scale = 0.05 ;Neglible Size.
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End
Weapon Code:
;------------------------------------------------------------------------------
Weapon CombineMarineWeapon
PrimaryDamage = 12.0
PrimaryDamageRadius = 5.0
;ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 150.0
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = PARTICLE_BEAM
DeathType = BURNED
WeaponSpeed = 300 ; dist/sec
WeaponRecoil = 10
ProjectileObject = CombineSoldierGunProjectile
FireSound = PaladinPointDefenseLaserPulse
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 300 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES WALLS
End
ParticleSystem(Unless, you wanna make your own) Code:
ParticleSystem CombineSoldierGunTracers
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXLnzFlar2.tga
AngleZ = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 0.00 0.00
VelocityDamping = 0.80 0.90
Gravity = 0.00
Lifetime = 30.00 30.00
SystemLifetime = 20
Size = 1.00 2.00
StartSizeRate = 0.00 0.00
SizeRate = -1.00 1.00
SizeRateDamping = 0.90 0.95
Alpha1 = 0.00 0.00 0
Alpha2 = 1.00 1.00 5
Alpha3 = 0.00 0.00 20
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:0 G:192 B:192 0
Color2 = R:0 G:127 B:127 15
Color3 = R:0 G:95 B:95 25
Color4 = R:0 G:0 B:0 30
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 1.00 0.00
BurstDelay = 0.00 1.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = ORTHO
VelOrthoX = 0.00 8.00
VelOrthoY = 0.00 0.00
VelOrthoZ = 1.00 0.00
VolumeType = POINT
IsHollow = No
IsGroundAligned = No
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
Edited by user Monday, August 25, 2014 1:05:59 AM(UTC)
| Reason: Not specified |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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2 users thanked precision_bomber for this useful post.
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Originally Posted by: Gameanater Originally Posted by: UTD^Force Originally Posted by: Gameanater Originally Posted by: UTD^Force You might this question is pointless while it's very helpful. Do you the mod ShockWave? If no I will give you the link, if yes play with the laser general and see the ranger's weapin. Nope. Never played ShockWave. If that's true, though, I'd like to just look at its code from here without having to actually download anything. Though I'll still download it if you don't have the code with you. :P Okay I will post all the INIs tomorrow, after coming back from school, almost 13 hours. Not by the way, I like the signature xD Thank you! :D You like my signature, you say? I like this: "It helps if you read that in a british accent". Did precision bomber solve your problem? |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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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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Precision Bomber-- Wow... You went all-out! All this looks good so far and I'm going to try your version of the Pulse-Rifle ASAP... UTD^Force-- Thanks. :D I'll look at them soon. Oh, and it helps if you read EVERYTHING in a British accent. Edited by user Monday, August 25, 2014 5:29:37 PM(UTC)
| Reason: Found out what to copy the Particle stuff to |
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: 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: precision_bomber INCOMING LONG POST If you're not meaning to make it attack air units, then you should just make it into a projectile. Put this under in DefaultConditionState Code:
WeaponLaunchBone = PRIMARY Muzzle
The code above solves your problem. I don't want it to attack air units for now... Though one of the main reasons I want it a rifle weapon is to get both the standard bullet tracers and Pulse tracers. --- Actually... That only solved part of the problem... The blue "tracer" FX works okay now except for the fact that it starts way to far away from the gun's muzzle, but it's at least not coming out of the ground anymore. Secondly, still not doing any actual damage. :( Thirdly... Now they're shooting infantry in the groin... Weird. I'll try your version of the weapon. Edited by user Monday, August 25, 2014 5:29:53 PM(UTC)
| Reason: Not specified |
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: 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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Shockwave .ini's are broken... |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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They look normal on my computer. :P |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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