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A Modified Unit that Requires a Bit HELP !!!
Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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I Really Didn't know what to call and How to Change the Name of this Guy : |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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PLZ Tell Me If You know What it is Called in English . I've just Cut the man From the Technical and Set it as an Defensive Structure . Here is Also The Code : Code:Weapon BunkerCannonWeapon
PrimaryDamage = 40.0
PrimaryDamageRadius = 0.0
AttackRange = 240.0
MinimumAttackRange = 5.0
DamageType = Small_Arms
DeathType = NORMAL
WeaponSpeed = 999999.0
ProjectileObject = NONE
FireSound = ComancheWeaponMachineGun
FireFX = WeaponFX_HeroicComanche20mmCannonFire
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 75
ClipSize = 15
ClipReloadTime = 5000
AutoReloadsClip = Yes
AntiAirborneVehicle = No
AntiAirborneInfantry = Yes
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End
Object CINE_GLAInfantryTunnelDefender
SelectPortrait = Rank_Corporal_GLA
ButtonImage = Rank_Corporal_GLA
UpgradeCameo1 = Upgrade_GLAAPBullets
;UpgradeCameo2 = NONE
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
OkToChangeModelColor = Yes
DefaultConditionState
Model = UITech_SKN
Turret = Dum-TurManMVR
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = TURRET_ROTATE MOVING
AliasConditionState = TURRET_ROTATE FIRING_A
AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE RELOADING_A
ConditionState = FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
End
End
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 400.0
InitialHealth = 400.0
End
End
ReplaceModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_TurretAI
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 180
FiresWhileTurning = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
AddModule
Behavior = FlammableUpdate ModuleTag_Flame
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Behavior = WeaponBonusUpgrade ModuleTag_WU
TriggeredBy = Upgrade_GLAAPBullets
End
Behavior = DestroyDie ModuleTag_DeathDie
; No Data
End
Behavior = FXListDie ModuleTag_DeathFX
DeathFX = FX_StructureTinyDeath
End
Behavior = CreateObjectDie ModuleTag_DeathCO
CreationList = OCL_FlamingInfantry
;ExemptStatus = UNDER_CONSTRUCTION
End
End
WeaponSet
Conditions = None
Weapon = PRIMARY BunkerCannonWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY INFANTRY
End
ArmorSet
Conditions = None
Armor = QuadCannonArmor
DamageFX = TankDamageFX
End
RadarPriority = STRUCTURE
KindOf = -INFANTRY +STRUCTURE +IMMOBILE +FS_BASE_DEFENSE +IMMUNE_TO_CAPTURE
DisplayName = OBJECT:Technical
TransportSlotCount = 0
VisionRange = 250
ShroudClearingRange = 400
ExperienceValue = 500 500 500 500
;ExperienceRequired = 0 250 500 1000
IsTrainable = No
CrushableLevel = 0
CommandSet = GLAInfantryTunnelDefenderCommandSet
RemoveModule ModuleTag_04
RemoveModule ModuleTag_06
RemoveModule ModuleTag_12
RemoveModule ModuleTag_Death01
RemoveModule ModuleTag_Death02
RemoveModule ModuleTag_Death03
RemoveModule ModuleTag_Death04
RemoveModule ModuleTag_Death05
RemoveModule ModuleTag_Death06
RemoveModule ModuleTag_Death07
End
I used CINE_GLAInfantryTunnelDefender Because I had no other Idea About . Now I Just Don't know what to call it ! |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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ah a Turret Gunner Woow Great Idea Go Download Generals Csf Editor Here then Insert A Name in the Original Csf File in EnglishZH.big Ex:OBJECT:TurretGunner Turret Gunner ...Can You Pls Share That Unit ,its a Great Idea To Add That TurretGunner For My Mod LOL Edited by user Tuesday, July 18, 2017 6:30:40 AM(UTC)
| Reason: Not specified |
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Originally Posted by: adrianemapmaker ...Can You Pls Share That Unit ,its a Great Idea To Add That TurretGunner For My Mod LOL
I actually am using it for my REALLY OWNED MAP But as I Shared the Codes (Unfortunately as a CINE_GLAInfantryTunnelDeffender ; Because Rebels were Modified in my map.ini ALREADY) If Anyone wants it can use it . Originally Posted by: adrianemapmaker Ex:OBJECT:TurretGunner Turret Gunner
I think Once in "Call of Duty Modern War far 3" I saw Sth like this and I heard 'Stop that MG' or sth like this . Does "MG" Mean 'MACHINE GUNNER' ? I think That's It . Originally Posted by: adrianemapmaker Go Download Generals Csf Editor Here then Insert A Name in the Original Csf File in EnglishZH.big
Can't it be Done in map.str ? Originally Posted by: adrianemapmaker its a Great Idea To Add That TurretGunner For My Mod
Code:Weapon MachineGunnerWeapon
PrimaryDamage = 40.0
PrimaryDamageRadius = 0.0
AttackRange = 240.0
MinimumAttackRange = 5.0
DamageType = Small_Arms
DeathType = NORMAL
WeaponSpeed = 999999.0
ProjectileObject = NONE
FireSound = ComancheWeaponMachineGun
FireFX = WeaponFX_HeroicComanche20mmCannonFire
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 75
ClipSize = 15
ClipReloadTime = 5000
AutoReloadsClip = Yes
AntiAirborneVehicle = No
AntiAirborneInfantry = Yes
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End
Object MachineGunner
; *** ART Parameters ***
SelectPortrait = Rank_Corporal_GLA
ButtonImage = Rank_Corporal_GLA
UpgradeCameo1 = Upgrade_GLAAPBullets
;UpgradeCameo2 = NONE ; Want to Add Sth But No Idea What .
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = UITech_SKN
Turret = Dum-TurManMVR
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = TURRET_ROTATE MOVING
AliasConditionState = TURRET_ROTATE FIRING_A
AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE RELOADING_A
ConditionState = FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Technical
Side = GLA
EditorSorting = STRUCTURE
TransportSlotCount = 0
WeaponSet
Conditions = None
Weapon = PRIMARY MachineGunnerWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY INFANTRY VEHICLE
End
ArmorSet
Conditions = None
Armor = QuadCannonArmor
DamageFX = TankDamageFX
End
VisionRange = 250
ShroudClearingRange = 400
Prerequisites
Object = GLABarracks
End
BuildCost = 700
BuildTime = 20.0
ExperienceValue = 500 500 500 500
; ExperienceRequired = 0 250 500 1000
; IsTrainable = No
CommandSet = StopOnlyGenericCommandSet ;AmericaPatriotBatteryCommandSet : If Needed Command Sell
; *** AUDIO Parameters ***
VoiceSelect = GattlingCannonSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
VoiceAttack = GattlingCannonSelect
; VoiceAttackAir = GattlingCannonSelect
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER SCORE STRUCTURE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE
Body = ActiveBody ModuleTag_02
MaxHealth = 400.0
InitialHealth = 400.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 180
FiresWhileTurning = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = WeaponBonusUpgrade ModuleTag_06
TriggeredBy = Upgrade_GLAAPBullets
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
; --- begin Death modules ---
Behavior = DestroyDie ModuleTag_DeathDie
; No Data
End
Behavior = FXListDie ModuleTag_DeathFX
DeathFX = FX_StructureTinyDeath
End
Behavior = CreateObjectDie ModuleTag_DeathOCL
CreationList = OCL_FlamingInfantry
ExemptStatus = UNDER_CONSTRUCTION
End
; --- end Death modules ---
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = No
ShadowTexture = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
This is The Code . But When I Use it in MachineGunner.ini in a Big File or in : Data\INI\Object\ World Builder gives me this error : Unknown Block 'Displayname' Then Stops Working . I can't see What's Wrong with Display Name Edited by user Tuesday, July 18, 2017 10:45:21 AM(UTC)
| Reason: Not specified |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Try To Edit The Original File Then Copy Paste it There ... if That Doesnt Works
Try to Change The Object Name |
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Well , even when I changed it to Machine_Gunner ; Still The Same ERROR . sth is wrong here ; Just can't figure out What . Edited by user Wednesday, July 19, 2017 6:26:25 AM(UTC)
| Reason: Not specified |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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Well thats a diffrent mg then what i was thinking of...
Mounted Gun Machine gun
I prefer mounted gun sounds better but meh. |
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 |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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A Modified Unit that Requires a Bit HELP !!!
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