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Offline Apocalypse232  
#1 Posted : Friday, October 5, 2018 3:36:12 PM(UTC)
Apocalypse232
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Hello!

Firstly, how can I change control rods color for a general?
I want to make it purple for Laser General.

Secondly, I made my own Laser Comanche (model from Shockwave Mod) and when it fires laser, it only fires from one turret. How can I make it fire from both turrets? I saw the mod codes but still couldn't figure it out.(I dont want rocket pods in this type of Comanche).

Lastly, I have a problem with my Laser Humvee. when it comes out from the war factory it fires its primary weapon from an unknown place (no gun appears), but after i buy the laser upgrade, the gun appears and it fires normally.

Here is my code for Comanche:

Object Lazr_AmericaVehicleLaserComanche

; *** ART Parameters ***
SelectPortrait = SULaserCommanche_L
ButtonImage = SULaserCommanche

UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaCountermeasures
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

DefaultConditionState
Model = AVLsrComch
Animation = AVLsrComch.AVLsrComch
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
WeaponRecoilBone = SECONDARY Barrel1
WeaponRecoilBone = TERTIARY Barrel2
End

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

; ConditionState = WEAPONSET_PLAYER_UPGRADE
; ShowSubObject = MissileUpgrade
; Animation = AVComanche.AVComanche
; AnimationMode = LOOP
; WeaponFireFXBone = TERTIARY WeaponB
; WeaponLaunchBone = TERTIARY WeaponB
; 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 = AVLsrComch_D1
Animation = AVLsrComch_D.AVLsrComch_D
AnimationMode = LOOP
End

ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVLsrComch_D1
HideSubObject = AVComanche_Prop
End

OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Lazr_Comanche


EditorSorting = VEHICLE
Side = AmericaLaserGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 600
Prerequisites
Object = Lazr_AmericaAirfield
End

WeaponSet
Conditions = None
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY Lazr_ComancheAntiTankLaserWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY NONE
End



Here is my code for Humvee:

Object Lazr_AmericaVehicleHumvee

; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer

UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade Lazr_Upgrade_AmericaTOWMissile

Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

ConditionState = NONE
Model = AVHummer_LG
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End

ConditionState = REALLYDAMAGED
Model = AVHummer_LG_D
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = AVHummer_LG
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = AVHummer_LG_D
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End

TrackMarks = EXTireTrack.tga

Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide

; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding.

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Humvee
Side = AmericaLaserGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGun
Weapon = SECONDARY HumveeMissileWeaponAirDummy
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY HumveeGun
Weapon = SECONDARY Lazr_HumveeMissileWeapon
Weapon = TERTIARY Lazr_HumveeMissileWeaponAir
PreferredAgainst = TERTIARY AIRCRAFT
End

Weapon Codes:

Weapon Lazr_ComancheAntiTankLaserWeapon
PrimaryDamage = 25 ;50
PrimaryDamageRadius = 5.0
SecondaryDamage = 10 ;20.0
SecondaryDamageRadius = 20.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 215.0
MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting
DamageType = JET_MISSILES ;not so good against base defenses and some other units.
DeathType = BURNED
WeaponSpeed = 99999
LaserName = Lazr_CrusaderLaserBeam
LaserBoneName = TurretMS01
FireFX = Lazr_WeaponFX_Laser ;Lazr_WeaponFX_LaserCrusader
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500 ; time between shots, msec
ClipSize = 4 ; how many shots in a Clip (0 == infinite)
AutoReloadsClip = Yes
ClipReloadTime = 7500;15000 ; how long to reload a Clip, msec
AutoReloadWhenIdle = 7550;15100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
FireSound = LaserCrusaderWeapon
AntiAirborneVehicle = No
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
End

;-----------------------------------------------------
Weapon Lazr_HumveeMissileWeapon
PrimaryDamage = 30.0
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
DamageType = EXPLOSION ; ignored for projectile weapons
DeathType = BURNED
WeaponSpeed = 99999
LaserName = Lazr_CrusaderLaserBeam
LaserBoneName = TurretMS01
FireFX = Lazr_WeaponFX_Laser
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
ClipReloadTime = 2000 how long to reload a Clip, msec
AutoReloadsClip = Yes
; FireSound = LaserCrusaderWeapon
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes
End

;------------------------------------------------------------------------------
Weapon Lazr_HumveeMissileWeaponAir
PrimaryDamage = 50.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 300.0
DamageType = EXPLOSION ; ignored for projectile weapons
DeathType = BURNED
WeaponSpeed = 9999 ; ignored for projectile weapons
LaserName = Lazr_CrusaderLaserBeam
LaserBoneName = TurretMS01
FireFX = Lazr_WeaponFX_Laser
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
ClipReloadTime = 2000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
AntiGround = No
End

Edited by moderator Thursday, October 11, 2018 11:15:01 AM(UTC)  | Reason: Forget to add Weapon codes

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Offline Zatsupachi  
#2 Posted : Tuesday, October 9, 2018 1:52:51 PM(UTC)
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1)I think the control rods color is determined by model. So you'll have to make a custom model.

2)Why don't you just copy-pasta the code? As I see it, there I know a couple of hacky solutions to have both laser cannon shoot lasers.
A) You do it like Avenger, where you have two lasers that attach to each laser bone. Problem: you can't guarantee both lasers will shoot, even the Avenger will showcase that from time to time.
B) You have a laser bone moves frame-precisely to both supposed locations the lasers shoot out of. This means animating the laser bone through custom modelling. This is how I made Double-barrelled Laser Paladins work on my mod.

3) I don't see what's wrong with that Laser Humvee code other than asking you if the correct bones are present during conditionstates.

Edited by user Tuesday, October 9, 2018 2:01:10 PM(UTC)  | Reason: Not specified

"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
thanks 2 users thanked Zatsupachi for this useful post.
UTD^Force on 10/10/2018(UTC), Apocalypse232 on 10/10/2018(UTC)
Offline Apocalypse232  
#3 Posted : Thursday, October 11, 2018 10:34:25 AM(UTC)
Apocalypse232
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Hi
Thanks for your reply,

Well, i have the model for the control rods, but i don't know how to implement it in the game, can you tell me what exactly has to be edited in the reactor coding?

BTW, I figured out the Humvee gun issue and now it's functioning as i wanted it to, but I'm still having a hard time with my Laser Comanche. The model of the Comanche is designed by Shockwave mod modders, I simply just coppied it from Shockwave files and pasted it in my game files, so it shouldn't require any model editing, because in the Shockwave mod itself the model is working absolutely fine (it fires from two turrets). The model has only one problem as I mentioned in my previous post, it only fires lasers from one turret instead of two. Can anyone help me out?

I'm curious, how do you add "show spoiler" & "Hide spoiler" button in your posts for INI codes?
Offline UTD^Force  
#4 Posted : Thursday, October 11, 2018 11:08:10 AM(UTC)
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This is how to add show spoiler thing:


What do you mean by model? Do you mean the W3D file or the code of the Object, just to be sure.
If you have copied the W3D model itself, there might not be so many differences in it, then you can just do what precision_bomber said or copy-paste the code of the object and its weapons etc.
If you have copied the object's code, make sure it is the same model used in ZH and that you have copied every code needed for the object, weapon.ini, commandset.ini or other stuff that might have been changed.
Also ask for permission from the authors of the mode to use their stuff.

To edit the W3D model, follow the first page of this guide that shows how to download Gmax and get Renx with W3D importer, and you can read the rest of the guide to get more info on how to use the program.
If you have problems getting the registration code, you can get one from signing up here.

EDIT: You can also use this to make codes look like this.
Code:
Object something
 Behavior = CoolStuff ModelTag_XX
  StuffIDo
 End
End

Edited by user Thursday, October 11, 2018 11:12:25 AM(UTC)  | Reason: Not specified

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Offline Apocalypse232  
#5 Posted : Thursday, October 11, 2018 11:31:36 AM(UTC)
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Yes I mean the W3D model.
I have already coppied the codes and tried, but the game crashes!
I don't want to edit any models or textures(Very Complicated stuff!)
I'm not planing to publish my mod.
What should I edit?


This is the code for the Laser Comanche from Shockwave:


Offline UTD^Force  
#6 Posted : Thursday, October 11, 2018 12:02:46 PM(UTC)
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Did you copy the model
Code:
 AVLsrComch_D

?
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Offline Apocalypse232  
#7 Posted : Thursday, October 11, 2018 12:05:35 PM(UTC)
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yes
Offline UTD^Force  
#8 Posted : Thursday, October 11, 2018 12:09:25 PM(UTC)
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Did you replace the original object? Lazr_AmericaVehiceComanche
Edit: Also try to use worldbuilder, as it will probably show which line in which ini file is causing the game to crash.

Edited by user Thursday, October 11, 2018 12:10:25 PM(UTC)  | Reason: Not specified

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Offline Apocalypse232  
#9 Posted : Thursday, October 11, 2018 12:45:10 PM(UTC)
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Yeah i replaced the original object and also coppied the code and this this time it didn't crash, but still no change.Disapprove
File Attachment(s):
Laser Comanche.png (620kb) downloaded 27 time(s).
Offline UTD^Force  
#10 Posted : Friday, October 12, 2018 2:16:22 AM(UTC)
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Did you copy the weapon's code? I thought the launch bone was mentioned in the weapon's code so I checked shockwave and the code for the weapons mentions the launch bone to be TurretMS01 for laser 1 and TurretMS02 for laser 2. The weapon code for shockwave is kind of messed up if you open it with notepad, so it might take a minute to copy the weapon's code. I fixed the first weapon's code for you.
Code:
 Lazr_CommancheLaser1
  
PrimaryDamage               = 37.5            
  
PrimaryDamageRadius         = 1.0      
  
SecondaryDamage             = 30.0          
  
SecondaryDamageRadius       = 5.0    
  
ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  
AttackRange                 = 190.0
  
MinimumAttackRange          = 0.0 ;100.0       ; this is to allow for a little "lead" for the helicopter targeting
  
DamageType                  = JET_MISSILES  ;not so good against base defenses and some other units.  
  
DeathType                   = BURNED
  
WeaponSpeed                 = 99999
  
LaserName                   = Lazr_Comanche_Humvee_Sentry_MissileDefender_LaserBeam
 
 FireFX                      = WeaponFX_GenericLaserRedLightPulse
  
LaserBoneName               = TurretMS01
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  
DelayBetweenShots           = 500            ; time between shots, msec
  
ClipSize                    = 4              ; how many shots in a Clip (0 == infinite)
  
AutoReloadsClip             = Yes
  
ClipReloadTime              = 7700                      ; how long to reload a Clip, msec
  
AutoReloadWhenIdle          = 7701    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  
FireSound                   = Lasr_CommancheLaserFire
  
ProjectileCollidesWith      = STRUCTURES
  
AntiAirborneVehicle         = No
  
AntiAirborneInfantry        = No
  
ShowsAmmoPips               = Yes
  
;WeaponBonus                 = BATTLEPLAN_SEARCHANDDESTROY RANGE 90%

End


Weapon Lazr_CommancheLaser2
  PrimaryDamage               = 37.5            
  PrimaryDamageRadius         = 1.0      
  SecondaryDamage             = 30.0          
  SecondaryDamageRadius       = 5.0    
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 190.0
  MinimumAttackRange          = 0.0 ;100.0       ; this is to allow for a little "lead" for the helicopter targeting
  DamageType                  = JET_MISSILES  ;not so good against base defenses and some other units.  
  DeathType                   = BURNED
  WeaponSpeed                 = 99999
  LaserName                   = Lazr_Comanche_Humvee_Sentry_MissileDefender_LaserBeam
  FireFX                      = WeaponFX_GenericLaserBlueLightPulse
  LaserBoneName               = TurretMS02
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 500            ; time between shots, msec
  ClipSize                    = 4              ; how many shots in a Clip (0 == infinite)
  AutoReloadsClip             = Yes
  ClipReloadTime              = 7700                      ; how long to reload a Clip, msec
  AutoReloadWhenIdle          = 7701    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  FireSound                   = Lasr_CommancheLaserFire
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = Yes
  ;WeaponBonus                 = BATTLEPLAN_SEARCHANDDESTROY RANGE 90%
End


EDIT after preview, apparently pasting the code here fixed it, lol.

Edited by user Friday, October 12, 2018 3:15:45 AM(UTC)  | Reason: Not specified

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Offline Apocalypse232  
#11 Posted : Friday, October 12, 2018 11:38:09 AM(UTC)
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Oh, I didn't notice that I had to make 2 separate weapons, Now it's working fine!
Thanks mate!Smile Thumb Up

What about the control rods color?
I tried to edit the codes and I also added the textures and models to the right directory but in the game-play it shows pink colored texture in the control rods.
I copied control rods codes but no difference.Disapprove

Edited by user Friday, October 12, 2018 11:39:45 AM(UTC)  | Reason: Not specified

File Attachment(s):
Laser Comanche 2.png (640kb) downloaded 22 time(s).
Offline UTD^Force  
#12 Posted : Friday, October 12, 2018 3:40:38 PM(UTC)
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Originally Posted by: Zatsupachi Go to Quoted Post
1)I think the control rods color is determined by model. So you'll have to make a custom model.

Precision_bomber has already told you what to do.
If you haven't found out yet, check the power plant's code and you will find this:

Code:

Vanilla USA Powerplant's code:
.
.
.
.
.
; ---- the control rods -----
  Draw = W3DModelDraw ModuleTag_05
    OkToChangeModelColor = Yes

    ; no upgrade
    ConditionState = NONE
      Model ABPWRPLANT_A1
    End
    AliasConditionState = SNOW
    AliasConditionState = NIGHT
    AliasConditionState = SNOW NIGHT

    ConditionState = DAMAGED
      Model ABPWRPLANT_A1D
    End
    AliasConditionState = DAMAGED SNOW
    AliasConditionState = DAMAGED NIGHT
    AliasConditionState = DAMAGED SNOW NIGHT

    ConditionState = REALLYDAMAGED RUBBLE
      Model ABPWRPLANT_A1E
    End
    AliasConditionState = REALLYDAMAGED RUBBLE SNOW
    AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
    AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT


    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = ABPWRPLANT_A1
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = ABPWRPLANT_A1D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
    AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
      Model              = ABPWRPLANT_A1E
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
    AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT

    ; first to upgrade
    ConditionState = POWER_PLANT_UPGRADING
      Model ABPWRPLANT_A1
      Animation     = ABPWRPLANT_A1.ABPWRPLANT_A1
      AnimationMode = ONCE
      Flags         = START_FRAME_FIRST
    End
    AliasConditionState = POWER_PLANT_UPGRADING SNOW
    AliasConditionState = POWER_PLANT_UPGRADING NIGHT
    AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT

    ConditionState = DAMAGED POWER_PLANT_UPGRADING
      Model ABPWRPLANT_A1D
      Animation     = ABPWRPLANT_A1D.ABPWRPLANT_A1D
      AnimationMode = ONCE
      Flags         = START_FRAME_FIRST
    End
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT

    ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING
      Model ABPWRPLANT_A1E
      Animation     = ABPWRPLANT_A1E.ABPWRPLANT_A1E
      AnimationMode = ONCE
      Flags         = START_FRAME_FIRST
    End
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT

    ; already upgraded
    ConditionState = POWER_PLANT_UPGRADED
      Model ABPWRPLANT_A1
      Animation     = ABPWRPLANT_A1.ABPWRPLANT_A1
      AnimationMode = MANUAL
      Flags         = START_FRAME_LAST
    End
    AliasConditionState = POWER_PLANT_UPGRADED SNOW
    AliasConditionState = POWER_PLANT_UPGRADED NIGHT
    AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT

    ConditionState = DAMAGED POWER_PLANT_UPGRADED
      Model ABPWRPLANT_A1D
      Animation     = ABPWRPLANT_A1D.ABPWRPLANT_A1D
      AnimationMode = MANUAL
      Flags         = START_FRAME_LAST
    End
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT

    ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
      Model ABPWRPLANT_A1E
      Animation     = ABPWRPLANT_A1E.ABPWRPLANT_A1E
      AnimationMode = MANUAL
      Flags         = START_FRAME_LAST
    End
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT
.
.
.
.
.

SupW Powerplant's code:
.
.
.
.
.
; ---- the control rods -----
  Draw = W3DModelDraw ModuleTag_05
    OkToChangeModelColor = Yes

    ; no upgrade
    ConditionState = NONE
      Model ABPWRPLANTSW_A1
    End
    AliasConditionState = SNOW
    AliasConditionState = NIGHT
    AliasConditionState = SNOW NIGHT

    ConditionState = DAMAGED
      Model ABPWRPLANTS_A1D
    End
    AliasConditionState = DAMAGED SNOW
    AliasConditionState = DAMAGED NIGHT
    AliasConditionState = DAMAGED SNOW NIGHT

    ConditionState = REALLYDAMAGED RUBBLE
      Model ABPWRPLANTS_A1E
    End
    AliasConditionState = REALLYDAMAGED RUBBLE SNOW
    AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
    AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT


    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = ABPWRPLANTSW_A1
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = ABPWRPLANTS_A1D
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
    AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT

    ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
      Model              = ABPWRPLANTS_A1E
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
    AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
    AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT

    ; first to upgrade
    ConditionState = POWER_PLANT_UPGRADING
      Model ABPWRPLANTSW_A1
      Animation     = ABPWRPLANTSW_A1.ABPWRPLANTSW_A1
      AnimationMode = ONCE
      Flags         = START_FRAME_FIRST
    End
    AliasConditionState = POWER_PLANT_UPGRADING SNOW
    AliasConditionState = POWER_PLANT_UPGRADING NIGHT
    AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT

    ConditionState = DAMAGED POWER_PLANT_UPGRADING
      Model ABPWRPLANTS_A1D
      Animation     = ABPWRPLANTS_A1D.ABPWRPLANTS_A1D
      AnimationMode = ONCE
      Flags         = START_FRAME_FIRST
    End
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT

    ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING
      Model ABPWRPLANTS_A1E
      Animation     = ABPWRPLANTS_A1E.ABPWRPLANTS_A1E
      AnimationMode = ONCE
      Flags         = START_FRAME_FIRST
    End
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT

    ; already upgraded
    ConditionState = POWER_PLANT_UPGRADED
      Model ABPWRPLANTSW_A1
      Animation     = ABPWRPLANTSW_A1.ABPWRPLANTSW_A1
      AnimationMode = MANUAL
      Flags         = START_FRAME_LAST
    End
    AliasConditionState = POWER_PLANT_UPGRADED SNOW
    AliasConditionState = POWER_PLANT_UPGRADED NIGHT
    AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT

    ConditionState = DAMAGED POWER_PLANT_UPGRADED
      Model ABPWRPLANTS_A1D
      Animation     = ABPWRPLANTS_A1D.ABPWRPLANTS_A1D
      AnimationMode = MANUAL
      Flags         = START_FRAME_LAST
    End
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT
    AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT

    ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
      Model ABPWRPLANTS_A1E
      Animation     = ABPWRPLANTS_A1E.ABPWRPLANTS_A1E
      AnimationMode = MANUAL
      Flags         = START_FRAME_LAST
    End
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT
    AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT
.
.
.
.
.
.
 

You will notice that the green one is, ABPWRPLANT_A1. And the pink one for SupW general is, ABPWRPLANTSW_A1.
Hint: You won't find ABPWRPLANT_A1 W3D model in Zero Hour's .big files, as it uses the one from Generals W3D.big file.

Edited by user Saturday, October 13, 2018 6:22:01 AM(UTC)  | Reason: nice edit

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Offline Zatsupachi  
#13 Posted : Saturday, October 13, 2018 2:27:51 PM(UTC)
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Pink Texture?
That means the texture is missing. Provide the appropriate texture files(must be .tga or .dds) along with your models, and do the power plant code to actually apply it.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
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thanks 1 user thanked Zatsupachi for this useful post.
Apocalypse232 on 10/30/2018(UTC)
Offline Apocalypse232  
#14 Posted : Saturday, October 20, 2018 12:39:59 PM(UTC)
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Ok, so I copied the codes from a mod's (Nproject) INI codes but still there is pink texture around the rods before and after the upgrade. The rod is actually purple as you can see in the picture. Even the Vanilla USA Rods are showing pink texture Even though i did't edit the Vanilla Codes.
How can I get rid of this pink texture?
It's really annoyingAngry .

Here is my Purple Control rods code:

Edited by user Saturday, October 20, 2018 1:05:19 PM(UTC)  | Reason: Not specified

File Attachment(s):
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The Textures.png
Offline UTD^Force  
#15 Posted : Saturday, October 20, 2018 1:26:15 PM(UTC)
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Originally Posted by: Zatsupachi Go to Quoted Post
Pink Texture?
That means the texture is missing. Provide the appropriate texture files(must be .tga or .dds) along with your models, and do the power plant code to actually apply it.


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