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More ideas for new tech buildings and other stuff
Major Joined: 6/5/2011(UTC) Posts: 106 Location: Denmark
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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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Major Joined: 10/14/2009(UTC) Posts: 173 Location: netherlands
Thanks: 1 times
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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 :)
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Major Joined: 6/5/2011(UTC) Posts: 106 Location: Denmark
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So what does a chrono tank do? Teleport?
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Major Joined: 10/14/2009(UTC) Posts: 173 Location: netherlands
Thanks: 1 times
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yes, it comes from ra1 if i remember right you can use the POW truck for it. |
you have to be a happy man, to be a happy man :)
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Major Joined: 6/5/2011(UTC) Posts: 106 Location: Denmark
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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?
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Major Joined: 10/14/2009(UTC) Posts: 173 Location: netherlands
Thanks: 1 times
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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 :)
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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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.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Major Joined: 6/5/2011(UTC) Posts: 106 Location: Denmark
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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)
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Major Joined: 10/14/2009(UTC) Posts: 173 Location: netherlands
Thanks: 1 times
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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 :)
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Major Joined: 10/14/2009(UTC) Posts: 173 Location: netherlands
Thanks: 1 times
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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
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you have to be a happy man, to be a happy man :)
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Major Joined: 6/5/2011(UTC) Posts: 106 Location: Denmark
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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....
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Major Joined: 10/14/2009(UTC) Posts: 173 Location: netherlands
Thanks: 1 times
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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 :)
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Major Joined: 6/5/2011(UTC) Posts: 106 Location: Denmark
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a barrel? Whats a barrel gonna do?
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Major Joined: 10/14/2009(UTC) Posts: 173 Location: netherlands
Thanks: 1 times
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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 :)
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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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. |
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Major Joined: 10/14/2009(UTC) Posts: 173 Location: netherlands
Thanks: 1 times
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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 |
you have to be a happy man, to be a happy man :)
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