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Offline NOP  
#1 Posted : Tuesday, June 21, 2011 12:46:30 PM(UTC)
NOP
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Joined: 6/5/2011(UTC)
Posts: 106
Location: Denmark

I recently finished some pretty cool tech buildings.

1: A radar tower that provides radar, has great vision, and has a radar sweep ability (with cooldown).

and

2: An ecm tower that deflects enemy missiles, or can lockdown a vehicle, and use an EMP self defense mechanism...(with cooldown)

Im planning to do a mercenery hang-out where you can buy different mercenary heroes...
Does any anyone have any ideas for mercenary-type characters?

Im concidering adding upgrades to the chinese supply truck since its so useless late-game.
(maybe Gatling cannon, missile deflection, nuke suicide bomb, propaganda tower)
Any other ideas out there?

I also made a pilot ace hero for the airforcegeneral... An F22 with unique cameo and voice and carries more missiles and has a health bonus... Also gets the laser defense and laser guided missiles upgrade... (The voices suck :-)

Any fun modding ideas out there?
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Offline joey55  
#2 Posted : Wednesday, June 22, 2011 8:10:28 AM(UTC)
joey55
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if you want a cool idea(wich i think it is)
you can remember the chrono tank?
try to make that, i maybe can help you on he way because i have an old working chrono tank somewhere on my pc but i never finished it completely, but it works:)
you can try to make it and if you want my codes just tell and i will try to post them if i still have them.
you have to be a happy man, to be a happy man :)
Offline NOP  
#3 Posted : Wednesday, June 22, 2011 6:50:30 PM(UTC)
NOP
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Posts: 106
Location: Denmark

So what does a chrono tank do? Teleport?
Offline joey55  
#4 Posted : Thursday, June 23, 2011 12:10:02 AM(UTC)
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yes, it comes from ra1 if i remember right
UserPostedImage
you can use the POW truck for it.
you have to be a happy man, to be a happy man :)
Offline NOP  
#5 Posted : Thursday, June 23, 2011 4:11:55 AM(UTC)
NOP
Major
Joined: 6/5/2011(UTC)
Posts: 106
Location: Denmark

If you can find the code for it, I'd love to check it out... I wonder how teleportation would look like in code...

Does it have a unique locomotor or what does it do?
Offline joey55  
#6 Posted : Thursday, June 23, 2011 5:26:38 AM(UTC)
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well in fact the code is not that unique :P
it fires a weapon that creates itself and destroys his old version
but i will look for them ;)
you have to be a happy man, to be a happy man :)
Offline Annihilationzh  
#7 Posted : Thursday, June 23, 2011 5:35:23 AM(UTC)
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Merge a terrorist with a nuke cannon, then tidy it up. That is how I'd make a teleporter.

Sounds strange, but you'd be amazed the methods you have to use.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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Offline NOP  
#8 Posted : Monday, June 27, 2011 8:20:25 AM(UTC)
NOP
Major
Joined: 6/5/2011(UTC)
Posts: 106
Location: Denmark

So Im ready to make the teleport unit... Its going to be yet another infantry hero that you can buy from the mercenary hangout tech building I made.

EDIT: This one is tricky! I'd like to see your old code!

Edited by user Monday, June 27, 2011 9:31:35 AM(UTC)  | Reason: Not specified

Offline joey55  
#9 Posted : Monday, June 27, 2011 11:30:24 AM(UTC)
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i found the unit code, i only need to find the weapons code....i dont really safe my stuff organized...
you have to be a happy man, to be a happy man :)
Offline joey55  
#10 Posted : Monday, June 27, 2011 11:42:00 AM(UTC)
joey55
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here is what i could find in my mess, its from a mod i work on but i dont know if ill put it in it.
hope you can get something out of this because its far from perfet(other modules that are still there etc...)
Code:
Object ChronoTank

  ; *** ART Parameters ***
  SelectPortrait         = SAPowTruck
  ButtonImage            = SAPowTruck

  ;UpgradeCameo1 = Upgrade_AmericaBattleDrone
  ;UpgradeCameo2 = Upgrade_AmericaScoutDrone
  ;UpgradeCameo3 = Upgrade_AmericaHellfireDrone
  ;UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  ;UpgradeCameo5 = Upgrade_AmericaTOWMissile
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

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

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

    ;ConditionState = WEAPONSET_PLAYER_UPGRADE
     ; Model = AVHUMMER
      ;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_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:ChronoTank
  Side                  = ThunderReaper
  EditorSorting         = VEHICLE
  TransportSlotCount    = 0                ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY BasicRifle
    Weapon = SECONDARY Jumper
    PreferredAgainst = SECONDARY     None
  End
  ArmorSet
    Conditions      = None
    Armor           = HumveeArmor
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 700
  BuildTime       = 10.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = ThunderReaperWarFactory
  End
  ExperienceValue = 50 50 100 150   ;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      = ChronoTankCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT

  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 = 480
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End
  Locomotor = SET_NORMAL HumveeLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = No
    Slots             = 8
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100% ;10%
    AllowInsideKindOf  = INFANTRY
    ExitDelay = 250
    NumberOfExitPaths = 3 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
  End

  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
   DeathTypes = ALL -CRUSHED -SPLATTED
   ProbabilityModifier = 25
   DestructionDelay = 1
   OCL = INITIAL  OCL_InitialHumveeDebris
   FX  = FINAL    FX_BattleMasterExplosionOneFinal
   OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  ;Behavior = EjectPilotDie ModuleTag_16
    ;DeathTypes = ALL -CRUSHED -SPLATTED
    ;ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    ;VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    ;GroundCreationList = OCL_EjectPilotOnGround
    ;AirCreationList = OCL_EjectPilotViaParachute
  ;End

  Behavior = TransitionDamageFX ModuleTag_17
    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

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End



Code:
Weapon BasicRifle
  PrimaryDamage           = 15.0
  PrimaryDamageRadius     = 5.0       ; 0 primary radius means "hits only intended victim"
  ScatterRadius         = 5.0
  AttackRange             = 100.0
  DamageType              = SMALL_ARMS
  DeathType               = NORMAL
  WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject        = NONE
  FireFX                  = WeaponFX_QuadCannonGunFire
  VeterancyFireFX         = HEROIC WeaponFX_HeroicQuadCannonGunFire WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound               = QuadCannonWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 50              ; time between shots, msec
  ClipSize                = 50                   ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 5000              ; how long to reload a Clip, msec
  WeaponBonus             = DRONE_SPOTTING RATE_OF_FIRE 200%
  WeaponBonus             = DRONE_SPOTTING RANGE        200%
  WeaponBonus             = DRONE_SPOTTING DAMAGE       200%
End


Code:
Weapon Jumper
  PrimaryDamage = 1.0            
  PrimaryDamageRadius = 0.0 
  AttackRange = 9999.0 
  DamageType = EXPLOSION          ; ignored for projectile weapons 
  DeathType = EXPLODED 
  WeaponSpeed = 999 ;750              ; ignored for projectile weapons 
  FireOCL = OCL_Kill 
  ProjectileObject = StingerMissile
  DelayBetweenShots = 2 
  ClipSize = 1 
  ClipReloadTime = 60000 
  AutoReloadsClip = Yes 
  FireSound = StingerMissileWeapon 
  ProjectileDetonationOCL = OCL_Spawn
  AntiAirborneVehicle = No 
  AntiAirborneInfantry = No 
  AntiGround = Yes 
  ProjectileCollidesWith = NONE 
End


Code:
ObjectCreationList OCL_Spawn
 CreateObject
   ObjectNames = ChronoTank
   Disposition = ON_GROUND_ALIGNED
 End
End


Code:
ObjectCreationList OCL_Kill
 CreateObject
   ObjectNames = MOABGas
   Disposition = ON_GROUND_ALIGNED
 End
End
you have to be a happy man, to be a happy man :)
Offline NOP  
#11 Posted : Monday, June 27, 2011 1:11:11 PM(UTC)
NOP
Major
Joined: 6/5/2011(UTC)
Posts: 106
Location: Denmark

I Installed your code and wrote up a command set for it. It almost works.

For eksampel the tank doesnt actually die in the explosion, and when it does it leaves a hulk.
So its really just a "clone shooter"...
Very inspirational though!

Are you able to fix it so that it works perfectly? Thats what Im trying to do....
Offline joey55  
#12 Posted : Monday, June 27, 2011 10:42:30 PM(UTC)
joey55
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Joined: 10/14/2009(UTC)
Posts: 173
Location: netherlands

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thats what i mean with its far from perfect :p

codes like these coauses a hulk to appear
Code:
Behavior = SlowDeathBehavior ModuleTag_11
   DeathTypes = ALL -CRUSHED -SPLATTED
   ProbabilityModifier = 25
   DestructionDelay = 1
   OCL = INITIAL  OCL_InitialHumveeDebris
   FX  = FINAL    FX_BattleMasterExplosionOneFinal
   OCL = FINAL    OCL_FinalHumveeDebris
  End



edit: to make the unit die, try to make the fireOLC spawn a barrel with lifetime 0,1 , than when the barrel dies have the deathbehavior module from the barrel spawn the explosion, i think that is waht worked for me then.

Edited by user Monday, June 27, 2011 10:45:17 PM(UTC)  | Reason: Not specified

you have to be a happy man, to be a happy man :)
Offline NOP  
#13 Posted : Tuesday, June 28, 2011 3:35:56 AM(UTC)
NOP
Major
Joined: 6/5/2011(UTC)
Posts: 106
Location: Denmark

a barrel? Whats a barrel gonna do?
Offline joey55  
#14 Posted : Tuesday, June 28, 2011 6:28:10 AM(UTC)
joey55
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Joined: 10/14/2009(UTC)
Posts: 173
Location: netherlands

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the barrel is gonna have a lifetime of 0,1 secconds and when it dies after the 0,1 seccond it will spawn something (with the deadOLC thingy) to kill the original unit
you have to be a happy man, to be a happy man :)
Offline Annihilationzh  
#15 Posted : Tuesday, June 28, 2011 8:51:13 AM(UTC)
Annihilationzh
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Just FYI, if you want a tutorial on how to do everything imaginable, download Contra.

The guy who made that makes the creators of shockwave look like amateurs. Every ounce of code is highly professional. The guy made a teleporter out of bike logic; I didn't even think of doing it that way.

Edited by user Tuesday, June 28, 2011 9:07:03 AM(UTC)  | Reason: Not specified

If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Offline joey55  
#16 Posted : Tuesday, June 28, 2011 10:12:46 PM(UTC)
joey55
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Joined: 10/14/2009(UTC)
Posts: 173
Location: netherlands

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Annihilationzh wrote:
Just FYI, if you want a tutorial on how to do everything imaginable, download Contra.

The guy who made that makes the creators of shockwave look like amateurs. Every ounce of code is highly professional. The guy made a teleporter out of bike logic; I didn't even think of doing it that way.

oehhhhh sounds interesting, would love to go check that out Big Smile
you have to be a happy man, to be a happy man :)
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