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Offline sh_mud_marshall  
#21 Posted : Wednesday, May 6, 2015 1:12:40 AM(UTC)
sh_mud_marshall
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Joined: 4/24/2015(UTC)
Posts: 14
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Ok, I was able to make a Comanche Drone and attach it to a Comanche so that they always travel in pairs.Cool Cool Thumb Up They're also linked to the Patriot Battery and can guard a base parameter as well as attack infantry to protect the battery emplacements. I'll try and post the coding and the files they need to be in.

EA Games\Command and Conquer Generals Zero Hour\Data\INI\Object\SuperWeaponsGeneral
Quote:

;------------------------------------------------------------------------------
Object SupW_AmericaVehicleComancheDrone

; *** ART Parameters ***
SelectPortrait = SACCommanche_L
ButtonImage = SACCommanche

UpgradeCameo1 = Upgrade_AmericaDroneArmor
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = AVComanche
HideSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End

ConditionState = REALLYDAMAGED
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVComanche_d
ShowSubObject = MissileUpgrade
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = RUBBLE
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End

ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVComanche_d
HideSubObject = AVComanche_Prop
End

OkToChangeModelColor = Yes

End
; ***DESIGN parameters ***
DisplayName = OBJECT:ComancheDrone
EditorSorting = VEHICLE
Side = AmericaSuperWeaponGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = SmallTankDamageFX
End
BuildCost = 1
BuildTime = 5 ;in seconds
VisionRange = 700
ShroudClearingRange = 750
IsTrainable = No ;Can gain experience

; *** AUDIO Parameters ***
UnitSpecificSounds
VoiceCreate = ComancheVoiceCreate
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT

Body = ActiveBody ModuleTag_02
MaxHealth = 220.0
InitialHealth = 220.0
End
WeaponSet
Conditions = PLAYER_UPGRADE
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI

End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL ComancheLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 100.0
End
Behavior = SlavedUpdate ModuleTag_06
GuardMaxRange = -50 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 0 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 10 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 30 ;How far I'm allowed to wander from target.
ScoutRange = 10 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 0 ;How far I'm allowed to wander from scout point.
StayOnSameLayerAsMaster = No
End
Behavior = MaxHealthUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaDroneArmor
AddMaxHealth = 50.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_08
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
; Most things that eject pilots do so immediately upon death,
; via use of EjectPilotDie, but Helicopters are a special case...
; they need to do so after their blades are ejected.
OCLEjectPilot = OCL_EjectPilotViaParachute
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 1500
FinalRubbleObject = ComancheRubbleHull
End

Geometry = CYLINDER
GeometryMajorRadius = 5.0
GeometryMinorRadius = 6.0
GeometryHeight = 3.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End




EA Games\Command and Conquer Generals Zero Hour\Data\INI\CommandSet

Quote:

"#" = Command_ConstructSupW_AmericaVehicleComancheDrone


EA Games\Command and Conquer Generals Zero Hour\Data\INI\ObjectCreationList

Quote:

; -----------------------------------------------------------------------------
ObjectCreationList OCL_SupW_AmericaVehicleComancheDrone
CreateObject
Offset = X:-50 Y:-50 Z:0
ObjectNames = SupW_AmericaVehicleComancheDrone
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = Yes
End
End


EA Games\Command and Conquer Generals Zero Hour\Data\INI\CommandButton

Quote:

CommandButton Command_ConstructSupW_AmericaVehicleComancheDrone
Command = OBJECT_UPGRADE
Upgrade = Upgrade_SupW_AmericaVehicleComancheDrone
; Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche
ButtonImage = SACCommanche
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche
End


Place this in the engineering parameters of any vehicle or structure that you want to use the drone with. If you want to use it with the Comanche to create a attack helicopter team, take the "AIRCRAFT" out of the "KindOf" line.

Quote:

Behavior = ObjectCreationUpgrade ModuleTag_"#"
UpgradeObject = OCL_SupW_AmericaVehicleComancheDrone
TriggeredBy = Upgrade_SupW_AmericaVehicleComancheDrone
End
Behavior = ProductionUpdate ModuleTag_19
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End


I think that's it, if you have any problems let me know.

Edited by user Wednesday, May 6, 2015 1:24:04 AM(UTC)  | Reason: Not specified

thanks 1 user thanked sh_mud_marshall for this useful post.
CommieDog on 5/6/2015(UTC)
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