Welcome Guest! To enable all features please Login or Register.

Notification

Icon
Error

Options
Go to last post Go to first unread
Offline AdrianeMapMaker  
#1 Posted : Wednesday, February 1, 2017 8:21:58 AM(UTC)
AdrianeMapMaker
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 3/8/2016(UTC)
Posts: 1,156
Philippines

Thanks: 312 times
Was thanked: 185 time(s) in 149 post(s)
Hey Guys Quick Question Can you Give The Models Used In Zh or Any model That you Have

I Kinda Want To Mod My Vgen To Be Better

And i need These ,Only: Can You Share them Pls
Battleship
The Helix
The Cine Agent Too

The W3dModelType Only


Thanks a lot!!!! For Advance Guys

Edited by user Thursday, February 2, 2017 5:40:34 AM(UTC)  | Reason: Not specified

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb

UserPostedImage





Sponsor
Offline SkyMix_RMT  
#2 Posted : Wednesday, February 1, 2017 9:14:11 AM(UTC)
SkyMix_RMT
Major
Joined: 2/21/2015(UTC)
Posts: 386
Portugal

Thanks: 80 times
Was thanked: 132 time(s) in 96 post(s)
Why dont you just download zero hour?
Check out:

My Music (Techno/House/Experimental)

My Website (GeneralsCentral)

My Youtube Channel (Inactive)

World Builder Community Discord
thanks 1 user thanked SkyMix_RMT for this useful post.
AdrianeMapMaker on 2/2/2017(UTC)
Offline AdrianeMapMaker  
#3 Posted : Thursday, February 2, 2017 4:35:11 AM(UTC)
AdrianeMapMaker
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 3/8/2016(UTC)
Posts: 1,156
Philippines

Thanks: 312 times
Was thanked: 185 time(s) in 149 post(s)
i Cant Find some Resource
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb

UserPostedImage





Offline acidbrain  
#4 Posted : Thursday, February 2, 2017 5:18:16 AM(UTC)
acidbrain
General
Joined: 12/30/2011(UTC)
Posts: 982

Thanks: 95 times
Was thanked: 574 time(s) in 364 post(s)
Here are a sjitload of models, not zh but plenty of other stuff...
Panem et kirkinses
thanks 2 users thanked acidbrain for this useful post.
AdrianeMapMaker on 2/2/2017(UTC), NewtronGamer3 on 2/16/2017(UTC)
Offline zero hour mad map maker  
#5 Posted : Monday, February 13, 2017 12:46:40 PM(UTC)
zero hour mad map maker
Colonel
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 12/27/2013(UTC)
Posts: 681
Canada
Location: MLP

Thanks: 181 times
Was thanked: 143 time(s) in 119 post(s)
Here ya go! All the W3d model files of the Helix. ;)

I'm pretty sure you asked for the code to soooo:


Code:

Object ChinaVehicleHelix

  ; *** ART Parameters ***
  SelectPortrait         = SNHelix_L
  ButtonImage            = SNHelix
  
  UpgradeCameo2 = Upgrade_ChinaBlackNapalm
  UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon
  UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower
  UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker

    Draw = W3DOverlordAircraftDraw  ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures 

      ParticlesAttachedToAnimatedBones = Yes

    DefaultConditionState
      Model = NVHELIX
      Animation = NVHELIX.NVHELIX
      AnimationMode = LOOP
      WeaponFireFXBone    = PRIMARY Muzzle03
      WeaponMuzzleFlash   = PRIMARY TurretFX03
      HideSubObject       = BombWing
    End

    ConditionState = MOVING
      ParticleSysBone = SMOKE01 HelixExhaust
      ParticleSysBone = SMOKE02 HelixExhaust
    End

    ConditionState = REALLYDAMAGED
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED MOVING
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
      ParticleSysBone = SMOKE01 HelixExhaust
      ParticleSysBone = SMOKE02 HelixExhaust
    End

    ConditionState = RUBBLE
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
    End
    ConditionState = RUBBLE MOVING
      Model = NVHELIX_d
      Animation = NVHELIX_d.NVHELIX_d
      AnimationMode = LOOP
      ParticleSysBone = SMOKE01 HelixExhaust
      ParticleSysBone = SMOKE02 HelixExhaust
    End

    ConditionState = RUBBLE SPECIAL_DAMAGED
      Model = NVHELIX_d 
    End

    OkToChangeModelColor = Yes
  End


  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Helix
  EditorSorting       = VEHICLE
  Side                = China
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange         = 200.0 
  ShroudClearingRange = 600
  BuildCost           = 1500
  BuildTime           = 20.0          ;in seconds  
  Prerequisites
    Object = ChinaAirfield
  End
  ExperienceValue     = 50 100 150 200 ;Experience point value at each level
  ExperienceRequired  = 0 100 200 400  ;Experience points needed to gain each level
  IsTrainable         = Yes  
  CommandSet          = ChinaVehicleHelixCommandSet


  ArmorSet
    Conditions      = None
    Armor           = ChinookArmor
    DamageFX        = None
  End


  WeaponSet
    Conditions          = None 
    ;----------------------------
    Weapon              = PRIMARY     HelixMinigunWeapon
    PreferredAgainst    = PRIMARY     INFANTRY
    AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_SCRIPT FROM_AI
    ;----------------------------
  End

  WeaponSet
    Conditions          = PLAYER_UPGRADE 
    ;----------------------------
    Weapon              = PRIMARY     HelixMinigunWeapon
    PreferredAgainst    = PRIMARY     INFANTRY
    AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_SCRIPT FROM_AI
    ;----------------------------
  End



  ; *** AUDIO Parameters ***
  VoiceSelect     = HelixVoiceSelect
  VoiceMove       = HelixVoiceMove
  VoiceAttack     = HelixVoiceAttack
  SoundAmbient    = HelixAmbientLoop
  SoundEnter      = HumveeEnter
  SoundExit       = HumveeExit
  UnitSpecificSounds
    VoiceCreate         = HelixVoiceCreate
    VoiceUnload         = HelixVoiceUnload
    VoiceGarrison       = HelixVoiceMove
  End



  ; *** ENGINEERING Parameters ***
  RadarPriority   = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 

  Body = ActiveBody ModuleTag_03
    MaxHealth       = 300.0
    InitialHealth   = 300.0
  End

  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_HelicopterStartDeath
  End

  Behavior                       = TransitionDamageFX ModuleTag_06
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
    ReallyDamagedFXList1         = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
  End

  Behavior = ChinookAIUpdate ModuleTag_07
     AutoAcquireEnemiesWhenIdle = Yes 
     RotorWashParticleSystem = HelixRotorWashRing
  End
  Locomotor = SET_NORMAL    HelixLocomotor
  Locomotor = SET_TAXIING   BasicHelicopterTaxiLocomotor


  Behavior = PhysicsBehavior ModuleTag_09
    Mass = 50.0
  End

  Behavior = HelicopterSlowDeathBehavior ModuleTag_10
    DestructionDelay                = 99999999        ; the destruction delay
    SpiralOrbitTurnRate             = 80.0           ; in degrees per second, bigger # = tighter spiral
    SpiralOrbitForwardSpeed         = 110.0           ; bigger # = larger spiral
    SpiralOrbitForwardSpeedDamping  = .9999           ; smaller #'s = slow down faster
    MaxBraking                      = 210   ; max braking we can use during death spiral (lower num = wilder spiral)    
    SoundDeathLoop                  = HelixDamagedLoop
    MinSelfSpin                     = 40                     ; in degrees per second
    MaxSelfSpin                     = 120                     ; in degrees per second
    SelfSpinUpdateDelay             = 300                     ; in milliseconds
    SelfSpinUpdateAmount            = 5                      ; in degrees   
    FallHowFast                     = 8.0%                   ; fraction of gravity, lower = take longer to fall
    MinBladeFlyOffDelay             = 1000                    ; in milliseconds
    MaxBladeFlyOffDelay             = 1000                    ; in milliseconds
    AttachParticle                  = SootySmokeTrail
    AttachParticleBone              = Propeller02
    BladeObjectName                 = HelixBlades
    BladeBoneName                   = Propeller01    
    FXBlade                         = FX_HelicopterBladeExplosion
    OCLBlade                        = OCL_HelicopterBladeExplosion
    FXHitGround                     = FX_HelicopterHitGround
    OCLHitGround                    = OCL_HelicopterHitGround
    FXFinalBlowUp                   = FX_HelixHelicopterBlowUpBig
    OCLFinalBlowUp                  = OCL_HelixBlades
    DelayFromGroundToFinalDeath     = 30
    FinalRubbleObject               = HelixRubbleHull
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3        ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End



  Behavior = ProductionUpdate ModuleTag_25
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End





  ;--------------------------
  Behavior = ObjectCreationUpgrade ModuleTag_22
    UpgradeObject = OCL_HelixGattlingCannon
    TriggeredBy   = Upgrade_ChinaHelixGattlingCannon
    ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
  End
  Behavior = CommandSetUpgrade ModuleTag_26
    CommandSet = ChinaHelixGattlingCannonCommandSet
    TriggeredBy   = Upgrade_ChinaHelixGattlingCannon
    ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
  End
  Behavior = WeaponSetUpgrade ModuleTag_35
    TriggeredBy = Upgrade_ChinaHelixGattlingCannon
  End
; lorenzen commented out 8/4... the helix now keeps its minigun, even when upgraded to gattling
;  Behavior = SubObjectsUpgrade ModuleTag_36
;    TriggeredBy    = Upgrade_ChinaHelixGattlingCannon 
;    ConflictsWith  = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
;    HideSubObjects = MINIGUN 
;  End
  ;--------------------------
  Behavior = ObjectCreationUpgrade ModuleTag_23
    UpgradeObject = OCL_HelixPropagandaTower
    TriggeredBy   = Upgrade_ChinaHelixPropagandaTower
    ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker
  End
  Behavior = CommandSetUpgrade ModuleTag_27
    CommandSet = ChinaHelixPropagandaTowerCommandSet
    TriggeredBy   = Upgrade_ChinaHelixPropagandaTower
    ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker
  End
  ;--------------------------
  Behavior = ObjectCreationUpgrade ModuleTag_24
    UpgradeObject = OCL_HelixBattleBunker
    TriggeredBy   = Upgrade_ChinaHelixBattleBunker
    ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower
  End
  Behavior = CommandSetUpgrade ModuleTag_28
    CommandSet = ChinaHelixBattleBunkerCommandSet
    TriggeredBy   = Upgrade_ChinaHelixBattleBunker
    ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower
  End
  Behavior = PassengersFireUpgrade ModuleTag_34
    TriggeredBy   = Upgrade_ChinaHelixBattleBunker
  End
  ;--------------------------

  Behavior = HelixContain ModuleTag_29
    Slots                   = 5
    DamagePercentToUnits    = 100%
    AllowInsideKindOf       = INFANTRY VEHICLE PORTABLE_STRUCTURE
    ForbidInsideKindOf      = AIRCRAFT 
    ExitDelay               = 100
    NumberOfExitPaths       = 1
    PassengersAllowedToFire = No 
  End


  Behavior = WeaponSetUpgrade ModuleTag_30
    TriggeredBy = Upgrade_ChinaBlackNapalm
  End


  Behavior = SpecialAbility ModuleTag_32
    SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
    UpdateModuleStartsAttack = Yes
    StartsPaused              = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on
    InitiateSound             = HelixVoiceAttack
  End
  Behavior = SpecialAbilityUpdate ModuleTag_33
    SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
    StartAbilityRange = 3.0
    PreparationTime = 0
    SpecialObject = NapalmBomb
    MaxSpecialObjects = 1
    SpecialObjectsPersistWhenOwnerDies = Yes 
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = No        ;This would prevent multiple charges placed on the same object.
    UnpackTime              = 500     ;slight delay to drop bomb
    FlipOwnerAfterUnpacking = No
    FleeRangeAfterCompletion = 0.0         ;DOes not run away after finishing ability
    UnpackSound               = NoSound
    LoseStealthOnTrigger      = No
    ApproachRequiresLOS       = No ; we are a helicopter, we can see everything
    NeedToFaceTarget          = No ; can drop the bomb at any angle to target

    PersistentPrepTime        = 100
    PersistenceRequiresRecharge = Yes

  End
  Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38
    SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
    TriggeredBy = Upgrade_HelixNapalmBomb
  End
  Behavior = SubObjectsUpgrade ModuleTag_39
    TriggeredBy    = Upgrade_HelixNapalmBomb 
    ShowSubObjects = BombWing 
  End





  Geometry              = CYLINDER
  GeometryMajorRadius   = 35.0
  GeometryHeight        = 30.0     
  GeometryIsSmall       = No
  Shadow                = SHADOW_VOLUME    
  ShadowSizeX           = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End

Edited by user Monday, February 13, 2017 12:49:12 PM(UTC)  | Reason: Not specified

File Attachment(s):
Helix ZH W3D Files.zip (152kb) downloaded 9 time(s).
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
thanks 2 users thanked zero hour mad map maker for this useful post.
AdrianeMapMaker on 2/14/2017(UTC), NewtronGamer3 on 2/16/2017(UTC)
Users browsing this topic
Guest
Forum Jump  
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.