Captain Joined: 9/18/2018(UTC) Posts: 55 Thanks: 20 times Was thanked: 4 time(s) in 3 post(s)
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Hi. So I made a new Special power(it's called DemoDrop) for general Juhziz and I also made a new GLA parachute for it. Anyways, when I click on the icon of the special power, a texture appears to select target. The problem is that I want to change it. I managed to change the after the click texture(confirmed target texture, that stays on the ground after you click for the first time). To make it clear, I will attach 2 pictures. I want to make both textures to be of the same type(carpet bomb texture) and color(green). My second problem is that when the plane drops the demo traps, they are not exactly dropped inside the texture radius. How can I fix this issue?
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Problem #1:Change this line for the commandbutton: RadiusCursorType = CARPETBOMB ;PARADROP Example: Code:CommandButton Command_MoneyDropA
Command = SPECIAL_POWER
SpecialPower = SuperweaponMoneyDrop
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_SPECIAL_POWER_SCIENCE
TextLabel = OBJECT:DaisyCutterBomb
ButtonImage = SSSell2
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipDaisyCutter
RadiusCursorType = CARPETBOMB ;PARADROP
InvalidCursorName = GenericInvalid
End
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force for this useful post.
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Problem #2:Make adjustments to the objectcreationlist to get something similar to this: Code: DropDelay = 250 ;;HAVING LESS THAN THIS WILL LOOK REALLY BAD WHILE DROPPING ; time in between each item dropped (if more than one)
ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
PutInContainer = AmericaParachute ;;;YOUR NEW PARACHUTE HERE
Payload = SupplyDropZoneCrate 8 ;;;START WITH 8 AND KEEP INCREASING IF YOU WANT. UNTIL YOU REACH THE NUMBER WHERE SOMETHING IS DROPPED OUTSIDE THE TEXTURE'S RADIUS
DeliveryDecalRadius = 200 ;YOU PROBABLY HAVE THIS AT 180, YOU CAN INCREASE IT IF YOU WANT TO ALLOW MORE DEMOTRAPS TO BE DROPPED
DeliveryDistance = 500 ;when outbound vehicle must be this close to target to continue delivery
Unnecessary note: I double posted because of the [code] bug. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force for this useful post.
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Captain Joined: 9/18/2018(UTC) Posts: 55 Thanks: 20 times Was thanked: 4 time(s) in 3 post(s)
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Well thanks for your reply. There is still another minor issue though I changed the texture as you said in your post and the texture turns out to be really small compared to the one after the click. See by yourself. Also How can I make the plane start dropping demo traps sooner? Here is my ObjectCreationList.ini code:
ObjectCreationList Demo_SUPERWEAPON_DemoDrop DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 255 ; time in between each item dropped (if more than one) ParachuteDirectly = No ;Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = GLAParachute Payload = GLADemoTrap_DemoDropBomb 12 DeliveryDistance = 350 ;when outbound vehicle must be this close to target to continue delivery DeliveryDecalRadius = 250 DeliveryDecal Texture = SCCCarpBomb Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End
Here is my CommandButton.ini
CommandButton Demo_Command_DemoDrop Command = SPECIAL_POWER SpecialPower = Demo_SuperweaponGLADemoDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Demo_SCIENCE_GLADemoDrop TextLabel = CONTROLBAR:GLADemoDrop ButtonImage = SUDemoBombDrop ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipGLADemoDrop RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid End
CommandButton Demo_Command_DemoDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Demo_SuperweaponGLADemoDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Demo_SCIENCE_GLADemoDrop TextLabel = CONTROLBAR:GLADemoDropShortcut ButtonImage = SUDemoBombDrop ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipGLADemoDrop RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid End
Edited by user Tuesday, November 13, 2018 1:02:04 PM(UTC)
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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In ObjectCreationList: To make the plane start dropping sooner, add the PreOpenDistance line. Having it at more than 150 will look weird or start dropping too soon. DeliveryDistance = 500 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 100 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery I'm not sure how you managed to get it to look small before clicking. I have the texture's radius at 200 and it is the same radius as the texture after clicking. Try setting the radius to 200 or recreating commandbuttons. DeliveryDecalRadius = 200 This is the commandbutton I am using (in a map.ini): Code:CommandButton Command_MoneyDropA
Command = SPECIAL_POWER
SpecialPower = SuperweaponMoneyDrop
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_SPECIAL_POWER_SCIENCE
TextLabel = OBJECT:DaisyCutterBomb
ButtonImage = SSSell2
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipDaisyCutter
RadiusCursorType = CARPETBOMB ;PARADROP
InvalidCursorName = GenericInvalid
End
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Captain Joined: 9/18/2018(UTC) Posts: 55 Thanks: 20 times Was thanked: 4 time(s) in 3 post(s)
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Well, thanks. I figured it out. I had to change it from SpecialPower.ini. Anyways, I have one more simple issue. After the demo traps are dropped, they are supposed to explode right away as soon as they get in touch with any object, and yet they go around a building or an object and explode only after they touchdown. How can I fix this problem? Edited by user Thursday, November 15, 2018 1:33:16 PM(UTC)
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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I don't really know if this helps. But try modifying the height update behavior for the demo traps. Code: Behavior = HeightDieUpdate ModuleTag_XX
TargetHeight = 1.0
TargetHeightIncludesStructures = Yes ;this
End
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Captain Joined: 9/18/2018(UTC) Posts: 55 Thanks: 20 times Was thanked: 4 time(s) in 3 post(s)
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No, it doesn't change anything.
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