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Switching AA models from Different Mod to my Mod
Private Joined: 6/29/2016(UTC) Posts: 35
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Hi. I want to take this Shilka from coldwar crisis mod and put into my modded Destructive forces Mod and mod it over a current gatling tank. I dont understand Bones and Turrets but this is what i have to work with and mod-
PS: I do have the textures and W3D models.
Object CWCruShilka
; *** ART Parameters *** SelectPortrait = CWCruShilka_Portrait ButtonImage = CWCruShilka_Command
UpgradeCameo1 = Upgrade_CWCruAntiAir_Stealth ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = No
ExtraPublicBone = CORE
InitialRecoilSpeed = 120 MaxRecoilDistance = 1 RecoilSettleSpeed = 20
; anti air mode, dish up DefaultConditionState Model = CWCruShilka Animation = CWCruShilka.CWCruShilka AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES Turret = TURRET01 TurretPitch = TURRETEL01 WeaponFireFXBone = PRIMARY MUZZLE WeaponRecoilBone = PRIMARY BARREL WeaponLaunchBone = PRIMARY MUZZLE WeaponFireFXBone = SECONDARY MUZZLE WeaponRecoilBone = SECONDARY BARREL WeaponLaunchBone = SECONDARY MUZZLEAIR End
ConditionState = REALLYDAMAGED Model = CWCruShilka_d Animation = CWCruShilka_d.CWCruShilka_d AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES End
ConditionState = RUBBLE Model = CWCruShilka_k Animation = CWCruShilka_k.CWCruShilka_k AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES End
; ground attack mode, dish down ConditionState = USING_WEAPON_A Model = CWCruShilka Animation = CWCruShilka.CWCruShilka AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End
ConditionState = USING_WEAPON_A REALLYDAMAGED Model = CWCruShilka_d Animation = CWCruShilka_d.CWCruShilka_d AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End
ConditionState = USING_WEAPON_A RUBBLE Model = CWCruShilka_k Animation = CWCruShilka_k.CWCruShilka_k AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End
TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End
;--------------------------------------- ; The camonet appears ;--------------------------------------- Draw = W3DModelDraw ModuleTag_CamonetDraw
AttachToBoneInAnotherModule = CORE ParticlesAttachedToAnimatedBones = Yes OkToChangeModelColor = No
DefaultConditionState Model = CWCruShilka_c Animation = CWCruShilka_c.CWCruShilka_c AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES End AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING
ConditionState = WEAPONSET_PLAYER_UPGRADE Model = CWCruShilka_c Animation = CWCruShilka_c.CWCruShilka_c AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End
End
;--------------------------------------- ; The brakes kick in ;--------------------------------------- Draw = W3DModelDraw ModuleTag_BrakeDraw
IgnoreConditionStates = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED RUBBLE
AttachToBoneInAnotherModule = CORE ParticlesAttachedToAnimatedBones = Yes OkToChangeModelColor = No
;day, no lights, only if I brake
ConditionState = NONE Model = CWCruShilka_l HideSubObject = HLIGHT01 HLIGHT02 ParticleSysBone = BRAKE01 CWCgenRearLightBraking ParticleSysBone = BRAKE02 CWCgenRearLightBraking End
ConditionState = MOVING Model = CWCruShilka_l HideSubObject = HLIGHT01 HLIGHT02 End
;night, I always have my lights on when I move, and they flash whenever I brake
ConditionState = NIGHT Model = CWCruShilka_l ParticleSysBone = BRAKE01 CWCgenRearLight ParticleSysBone = BRAKE02 CWCgenRearLight ShowSubObject = HLIGHT01 HLIGHT02 ParticleSysBone = BRAKE01 CWCgenRearLightBraking ParticleSysBone = BRAKE02 CWCgenRearLightBraking End
ConditionState = NIGHT MOVING Model = CWCruShilka_l ParticleSysBone = BRAKE01 CWCgenRearLight ParticleSysBone = BRAKE02 CWCgenRearLight ShowSubObject = HLIGHT01 HLIGHT02 End
;enemynear, hide those red lights!
ConditionState = ENEMYNEAR Model = CWCruShilka_l HideSubObject = HLIGHT01 HLIGHT02 End AliasConditionState = MOVING ENEMYNEAR AliasConditionState = NIGHT ENEMYNEAR AliasConditionState = NIGHT MOVING ENEMYNEAR
End
;--------------------------------------- Draw = W3DTruckDraw ModuleTag_TracksDraw
OkToChangeModelColor = No ParticlesAttachedToAnimatedBones = Yes AttachToBoneInAnotherModule = CORE
DefaultConditionState Model = CWCruShilka_t End
; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes.
RightFrontTireBone = TIRE01 LeftFrontTireBone = TIRE02 MidRightFrontTireBone = TIRE03 MidLeftFrontTireBone = TIRE04 ;------------------------------ MidRightMidTireBone = TIRE05 MidLeftMidTireBone = TIRE06 ;------------------------------ MidLeftRearTireBone = TIRE07 MidRightRearTireBone = TIRE08
TireRotationMultiplier = 0.4 ; this * speed = rotation.
End
;--------------------------------------- ; The rotating housecolors ;--------------------------------------- Draw = W3DModelDraw ModuleTag_HousecolorDraw OkToChangeModelColor = Yes
ConditionState = NONE Model = CWCruHC_B Animation = CWCruHC_B.CWCruHC_B AnimationMode = LOOP HideSubObject = HOUSECOLOR02 End AliasConditionState = WEAPONSET_PLAYER_UPGRADE AliasConditionState = REALLYDAMAGED AliasConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE AliasConditionState = ENEMYNEAR RUBBLE AliasConditionState = ENEMYNEAR WEAPONSET_PLAYER_UPGRADE RUBBLE
ConditionState = ENEMYNEAR Model = CWCruHC_B Animation = CWCruHC_B.CWCruHC_B AnimationMode = LOOP ShowSubObject = HOUSECOLOR02 End AliasConditionState = ENEMYNEAR WEAPONSET_PLAYER_UPGRADE AliasConditionState = ENEMYNEAR REALLYDAMAGED AliasConditionState = ENEMYNEAR WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED End
; ***DESIGN parameters *** DisplayName = OBJECT:CWCruShilka Side = Russia EditorSorting = VEHICLE TransportSlotCount = 6 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet Conditions = None Weapon = PRIMARY CWCru2A7_23mm_Cannon_Ground PreferredAgainst = PRIMARY INFANTRY Weapon = SECONDARY CWCru2A7_23mm_Cannon ShareWeaponReloadTime = Yes End
WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY CWCru2A7_23mm_Cannon_Ground PreferredAgainst = PRIMARY INFANTRY Weapon = SECONDARY CWCru2A7_23mm_Cannon ShareWeaponReloadTime = Yes End
ArmorSet Conditions = None Armor = CWCruShilkaArmor DamageFX = TankDamageFX End
EnergyProduction = -10
BuildCost = 700 BuildTime = 20.0 ;in seconds VisionRange = 300 ;300 ShroudClearingRange = 150 Prerequisites Object = CWCruWarFactory Science = SCIENCE_CWCruRank1 End
;CWCExpMarker: Shilka ExperienceValue = 700 1050 1400 2100 ;Experience point value at each level ExperienceRequired = 0 1691 3382 5918 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CWCruShilkaCommandSet
; *** AUDIO Parameters *** VoiceSelect = CWCruShilkaVoiceSelect VoiceMove = CWCruShilkaVoiceMove VoiceGuard = CWCruShilkaVoiceGuard VoiceAttack = CWCruShilkaVoiceAttack VoiceAttackAir = CWCruShilkaVoiceAttackAir SoundMoveLoop = CWCgenOldTreadsMoving UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = CWCruShilkaVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = CWCgenIFV_APCTurretServo VoiceCrush = CWCruShilkaVoiceCrush VoiceEnter = CWCruShilkaVoiceMove End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK CAN_CAST_REFLECTIONS DONT_AUTO_CRUSH_INFANTRY POWERED PRELOAD SCORE SELECTABLE VEHICLE
Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 400 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 160 // turn rate, in degrees per sec TurretPitchRate = 160 AllowsPitch = Yes FiresWhileTurning = Yes NaturalTurretPitch = 20 ; this keeps it aimed half way between land and sky ; since you never know from whence cometh danger RecenterTime = 2000 MinIdleScanInterval = 1000 ; in milliseconds MaxIdleScanInterval = 5000 ; in milliseconds MinIdleScanAngle = 25 ; in degrees off the natural turret angle MaxIdleScanAngle = 45 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes Stealthed MoodAttackCheckRate = 150 End
Locomotor = SET_NORMAL CWCruShilkaLocomotor
Behavior = PhysicsBehavior ModuleTag_04 Mass = 40.0 End
Behavior = EnemyNearUpdate ModuleTag_Housecolor ;nothing End
Behavior = StealthDetectorUpdate ModuleTag_DetectStealth_Vehicle01 CanDetectWhileContained = No ; this is a vehicle ; Can the object detect stealth objects when it is inside an object? CanDetectWhileGarrisoned = No ; this is a vehicle ; Can the object detect stealth objects when it is inside an object with a GarrisonContain module? DetectionRange = 63 ; 1/2 its visionrange ; The maximum distance that the object can detect enemy stealthed obejcts. Defaults to the object's VisionRange. DetectionRate = 1000 ; The time between scanning for stealthed objects. ExtraRequiredKindOf = INFANTRY ExtraForbiddenKindOf = BOAT InitiallyDisabled = No ; Does the detector start off in a disabled state? End
Behavior = ProductionUpdate ModuleTag_Stealth_Vehicle01 ;nothing End
Behavior = StealthUpgrade ModuleTag_Stealth_Vehicle02 TriggeredBy = Upgrade_CWCruAntiAir_Stealth End
Behavior = StealthUpdate ModuleTag_Stealth_Vehicle03 StealthDelay = 2000 StealthForbiddenConditions = MOVING FIRING_PRIMARY FIRING_SECONDARY FriendlyOpacityMin = 100.0% FriendlyOpacityMax = 100.0% InnateStealth = No OrderIdleEnemiesToAttackMeUponReveal = Yes End
Behavior = WeaponSetUpgrade ModuleTag_Stealth_Vehicle04 TriggeredBy = Upgrade_CWCruAntiAir_Stealth End
; --- begin Death modules --- Behavior = TransitionDamageFX ModuleTag_Death01 DamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:CWCgenTankDeathSmokeDamaged DamagedFXList1 = Loc: x:0 y:0 z:0 FXList:FX_CWCgenTankDamageTransition ; ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:CWCgenTankDeathSmokeReallyDamaged ReallyDamagedFXList1 = Loc: x:0 y:0 z:0 FXList:FX_CWCgenTankDamageTransition ; RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:CWCgenTankDeathSmokeRubble RubbleFXList1 = Loc: x:0 y:0 z:0 FXList:FX_CWCgenTankDamageTransition RubbleFXList2 = Loc: x:0 y:0 z:0 FXList:FX_CWCgenTankDeathRubble1 End Behavior = SlowDeathBehavior ModuleTag_Death02 DestructionDelay = 18000 FX = MIDPOINT FX_CWCgenTankDeathRubble2 OCL = MIDPOINT OCL_CWCgenTankDeathTrails SinkDelay = 15000 SinkRate = 4.0 ; Weapon = MIDPOINT CWCgenVehicleExplodeWeapon End ; --- end Death modules ---
Behavior = FireWeaponUpdate ModuleTag_Radar Weapon = CWCruShilkaRadarWeapon ExclusiveWeaponDelay = 500 End
Behavior = ObjectCreationUpgrade ModuleTag_AntiRadarDrone UpgradeObject = OCL_CWCgenAntiRadarDrone TriggeredBy = Upgrade_CWCgenAntiRadarDrone End
Behavior = GrantUpgradeCreate ModuleTag_AntiRadarDroneCreate UpgradeToGrant = Upgrade_CWCgenAntiRadarDrone End
Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
AND
Object CR_ChinaTankGattling
; *** ART Parameters *** SelectPortrait = DualGat ButtonImage = DualGat UpgradeCameo1 = Upgrade_ChinaChainGuns ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVDGatTank Animation = NVGattTank.NVGattTank AnimationMode = MANUAL Turret = TURRET01 TurretPitch = TURRETEL01 WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle End
ConditionState = REALLYDAMAGED RUBBLE Model = NVDGatTank_D End
;-----pristine attacking---------------------- ConditionState = ATTACKING Model = NVDGatTank Animation = NVDGatTank.NVDGatTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End
ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING Model = NVDGatTank Animation = NVDGatTank.NVDGatTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End
ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING Model = NVDGatTank Animation = NVDGatTank.NVDGatTank AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End
ConditionState = CONTINUOUS_FIRE_FAST ATTACKING Model = NVDGatTank Animation = NVDGatTank.NVDGatTank AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End
;-----damaged attacking---------------------- ConditionState REALLYDAMAGED ATTACKING Model = NVDGatTank_D Animation = NVDGatTank_D.NVDGatTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING Model = NVDGatTank_D Animation = NVDGatTank_D.NVDGatTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End
ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING Model = NVDGatTank_D Animation = NVDGatTank_D.NVDGatTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End
ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING Model = NVDGatTank_D Animation = NVDGatTank_D.NVDGatTank_D AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End
TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End
; ***DESIGN parameters *** DisplayName = OBJECT:DualGattlingTank Side = ChinaRogueGeneral EditorSorting = VEHICLE TransportSlotCount = 4 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet Conditions = None Weapon = PRIMARY DualGattlingTankGun PreferredAgainst = PRIMARY AIRCRAFT Weapon = SECONDARY DualGattlingTankGunAir End
ArmorSet Conditions = None Armor = AntiAirVehicle DamageFX = TankDamageFX End BuildCost = 1100 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 360 ExperienceValue = 75 75 125 176 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaVehicleGattlingTankCommandSet
; *** AUDIO Parameters *** VoiceSelect = GattlingTankVoiceSelect VoiceMove = GattlingTankVoiceMove VoiceGuard = GattlingTankVoiceMove VoiceAttack = GattlingTankVoiceAttack SoundMoveStart = GattlingTankMoveStart SoundMoveStartDamaged = GattlingTankMoveStart
UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = GattlingTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoopLoud VoiceCrush = GattlingTankVoiceCrush VoiceEnter = GattlingTankVoiceMove VoiceRapidFire = GattlingTankVoiceRapid End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 400.0 InitialHealth = 400.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes FiresWhileTurning = Yes NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky ; since you never know from whence cometh danger End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL GattlingTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 40.0 End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_05 ProbabilityModifier = 19 DestructionDelay = 200 DestructionDelayVariance = 100
SinkRate = 0.5 ; in Dist/Sec
OCL = FINAL OCL_ChinaTankGattlingDebris FX = FINAL FX_GattlingExplosionOneFinal End
Behavior = CreateCrateDie ModuleTag_06 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End
Behavior = TransitionDamageFX ModuleTag_07 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 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 = WeaponBonusUpgrade ModuleTag_22 TriggeredBy = Upgrade_ChinaChainGuns End
Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0
GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
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Switching AA models from Different Mod to my Mod
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