Private Joined: 4/8/2020(UTC) Posts: 20
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Hey i want to add a decal/fx of an existing unit to another unit. For example, i want to add China's troop crawler/tower's red wave propaganda fx/decal to crusader tank. So the crusader tank has the fx/decal of troop crawler/tower all the time as long as he is alive. Do you know how to do that?
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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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the code usually is under geometry parrameters.
Shadow texture = |
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Private Joined: 4/8/2020(UTC) Posts: 20
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Originally Posted by: adrianemapmaker the code usually is under geometry parrameters.
Shadow texture = For example, i want that yellow circle and red star decal from battlemaster tank to crusader tank. I just want the decal not the whole effect and status. Can it be done through "shadowtexture=". And where can i get all the list of shadowtexture? Because i don't know the name of them. EDIT; I've tried "shadowtexture" with no luck. Nothing's appear in the game. Edited by user Monday, April 13, 2020 6:05:10 AM(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 was willing to finish the code for you, but I don't have much time now. Anyway, here is the code, use it as a base and tweak with it until it suits your idea. Code:ParticleSystem SonicRangeCrusaderNew
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXSonic2.tga
AngleZ = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 0.80 0.85
VelocityDamping = 0.50 0.50
Gravity = 0.00
Lifetime = 30.00 30.00
SystemLifetime = 0
Size = 50.00 60.00
StartSizeRate = 0.00 0.00
SizeRate = 0.20 0.30
SizeRateDamping = 1.00 1.00
; Size = 0.00 0.00
; StartSizeRate = 0.00 0.00
; SizeRate = 10.00 10.00
; SizeRateDamping = 0.92 0.92
Alpha1 = 1.00 1.00 2000
Alpha2 = 0.00 0.00 30000
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:0 G:255 B:255 2000
Color2 = R:0 G:0 B:0 30000
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 5.00 5.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = ORTHO
VelOrthoX = 0.00 0.00
VelOrthoY = 0.00 0.00
VelOrthoZ = 0.00 0.00
VolumeType = POINT
IsHollow = No
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
Object AmericaTankCrusader
RemoveModule ModuleTag_01
AddModule
Draw = W3DTankDraw ModuleTag_01Override
DefaultConditionState
Model = AVLeopard
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
ParticleSysBone = NONE SonicRangeCrusaderNew
End
ConditionState = REALLYDAMAGED
Model = AVLeopard_D
ParticleSysBone = NONE SonicRangeCrusaderNew
End
ConditionState = RUBBLE
Model = AVLeopard_D
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.
OkToChangeModelColor = Yes
End
End
End
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UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 4/8/2020(UTC) Posts: 20
Thanks: 4 times
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Originally Posted by: UTD^Force I was willing to finish the code for you, but I don't have much time now. Anyway, here is the code, use it as a base and tweak with it until it suits your idea. Code:ParticleSystem SonicRangeCrusaderNew
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXSonic2.tga
AngleZ = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 0.80 0.85
VelocityDamping = 0.50 0.50
Gravity = 0.00
Lifetime = 30.00 30.00
SystemLifetime = 0
Size = 50.00 60.00
StartSizeRate = 0.00 0.00
SizeRate = 0.20 0.30
SizeRateDamping = 1.00 1.00
; Size = 0.00 0.00
; StartSizeRate = 0.00 0.00
; SizeRate = 10.00 10.00
; SizeRateDamping = 0.92 0.92
Alpha1 = 1.00 1.00 2000
Alpha2 = 0.00 0.00 30000
Alpha3 = 0.00 0.00 0
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:0 G:255 B:255 2000
Color2 = R:0 G:0 B:0 30000
Color3 = R:0 G:0 B:0 0
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 5.00 5.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.00
VelocityType = ORTHO
VelOrthoX = 0.00 0.00
VelOrthoY = 0.00 0.00
VelOrthoZ = 0.00 0.00
VolumeType = POINT
IsHollow = No
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
Object AmericaTankCrusader
RemoveModule ModuleTag_01
AddModule
Draw = W3DTankDraw ModuleTag_01Override
DefaultConditionState
Model = AVLeopard
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
ParticleSysBone = NONE SonicRangeCrusaderNew
End
ConditionState = REALLYDAMAGED
Model = AVLeopard_D
ParticleSysBone = NONE SonicRangeCrusaderNew
End
ConditionState = RUBBLE
Model = AVLeopard_D
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.
OkToChangeModelColor = Yes
End
End
End
1. Can i put multiple particlesysbone in 1 unit? 2. So i have to put that particlesytem name in "ParticleSysBone = NONE", right? By the way, thank you very much... that's helping me a lot Edited by user Tuesday, April 14, 2020 12:58:03 AM(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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You're welcome, it always feels good to help. So this explains the code, again taken from the module list which rrtaya uploaded. Code:
ParticleSysBone = [Bone name Entry from ParticleSystem.INI, multiple statements can be used]
So basically the code is to add a particlesystem (or multiple) to a named bone. NONE, means that the particle system doesn't have to be shown from a specific bone, and as far as I remember it means the particle system will fire from the middle of the unit.
Side note, bones are used in W3D models of the game's units, they are used for different kinds of stuff like where the weapon fires from or the muzzle when a tank fires etc.. Example: Quote: WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB |
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UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 4/8/2020(UTC) Posts: 20
Thanks: 4 times
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Originally Posted by: UTD^Force You're welcome, it always feels good to help. So this explains the code, again taken from the module list which rrtaya uploaded. Code:
ParticleSysBone = [Bone name Entry from ParticleSystem.INI, multiple statements can be used]
So basically the code is to add a particlesystem (or multiple) to a named bone. NONE, means that the particle system doesn't have to be shown from a specific bone, and as far as I remember it means the particle system will fire from the middle of the unit.
Side note, bones are used in W3D models of the game's units, they are used for different kinds of stuff like where the weapon fires from or the muzzle when a tank fires etc.. Example: Quote: WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB Thank you very much my friend. Can i ask one more question? How to make a unit fire/toxic/radiation resistance?
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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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You're welcome. You can change that by editing the armor of that unit. Example, the chemsuits upgrade for USA: Code:
Armor ChemSuitHumanArmor
Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"]
Armor = ARMOR_PIERCING 10% ;humans don't get hit by tank rounds.
Armor = INFANTRY_MISSILE 10%
Armor = FLAME 150% ;humans don't like fire
Armor = POISON 20% ;Unharmed by poison
Armor = RADIATION 20% ;Unharmed by radiation too
Armor = MICROWAVE 20%
Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams...
Armor = SNIPER 200%
Armor = LASER 50% ;LASERs are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry.
Armor = SUBDUAL_MISSILE 0%
Armor = SUBDUAL_VEHICLE 0%
Armor = SUBDUAL_BUILDING 0%
End
As far as I can remember, the percentage is how much damage the unit takes. So if you decrease the POISON and RADIATION to 0% the unit should become immune to them. I'm not sure, but you can try it in your mod/map and will find out. Good luck.
The sentences after the semicolons do not affect the code and are just explanatory sentences added by the game's developers (I'm sure you already know that, but that's just a note). Some of the sentences were from copying and pasting from other codes, so they are not always talking about what's before them, as an example, in the code above they said that the armor makes the units be unharmed by poison and radiation, which isn't correct as they are set to deal damage, but that is from copying the HazMatHumanArmor. Just a side note ;) Edited by user Tuesday, April 14, 2020 5:22:10 PM(UTC)
| Reason: Not specified |
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UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force for this useful post.
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Private Joined: 4/8/2020(UTC) Posts: 20
Thanks: 4 times
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Originally Posted by: UTD^Force You're welcome. You can change that by editing the armor of that unit. Example, the chemsuits upgrade for USA: Code:
Armor ChemSuitHumanArmor
Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"]
Armor = ARMOR_PIERCING 10% ;humans don't get hit by tank rounds.
Armor = INFANTRY_MISSILE 10%
Armor = FLAME 150% ;humans don't like fire
Armor = POISON 20% ;Unharmed by poison
Armor = RADIATION 20% ;Unharmed by radiation too
Armor = MICROWAVE 20%
Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams...
Armor = SNIPER 200%
Armor = LASER 50% ;LASERs are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry.
Armor = SUBDUAL_MISSILE 0%
Armor = SUBDUAL_VEHICLE 0%
Armor = SUBDUAL_BUILDING 0%
End
As far as I can remember, the percentage is how much damage the unit takes. So if you decrease the POISON and RADIATION to 0% the unit should become immune to them. I'm not sure, but you can try it in your mod/map and will find out. Good luck.
The sentences after the semicolons do not affect the code and are just explanatory sentences added by the game's developers (I'm sure you already know that, but that's just a note). Some of the sentences were from copying and pasting from other codes, so they are not always talking about what's before them, as an example, in the code above they said that the armor makes the units be unharmed by poison and radiation, which isn't correct as they are set to deal damage, but that is from copying the HazMatHumanArmor. Just a side note ;) Thank you so muchh. You're really really helpful. May I ask you when I have more questions later?
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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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You're very welcome. Yeah sure, just make sure to make a public topic here (or wherever your question should be) so that someone else might benefit as well.
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UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force for this useful post.
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Private Joined: 4/8/2020(UTC) Posts: 20
Thanks: 4 times
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