1)See post above
2)It's possible to mount a patriot on a CivilianVehiclePTBoat but firing tomahawks from a patriotbattery is going to look odd unless you dramaticly resize the misiles, you can have both, Beng did that in one of his maps.
Code:
;-------------------- PT boat becomes Missile Gunboat------------------
Object CivilianVehiclePTBoat
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override ; Boat
OkToChangeModelColor = Yes
;ExtraPublicBone = Dum_Turret ;Missing from EA's PT Boat object, but adding it makes the Tomahawk veh too high
ExtraPublicBone = TREADFX02
ConditionState = NONE
Model = AVPTBoat
End
ConditionState = OVER_WATER
Model = AVPTBoat
ParticleSysBone = TreadFX02 AmphibWaveRest
End
ConditionState = MOVING OVER_WATER
Model = AVPTBoat
ParticleSysBone = TreadFX01 AmphibWave
End
ConditionState = DAMAGED
Model = AVPTBoat
ParticleSysBone = TreadFX02 AmphibWaveRest ;BattleShipWaterRipples
ParticleSysBone = Dum_Turret FireSmallContinuous
ParticleSysBone = Dum_Turret BeaconSmoke000000 ; SootySmokeTrail
End
ConditionState = DAMAGED MOVING OVER_WATER
Model = AVPTBoat
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = Dum_Turret FireSmallContinuous
ParticleSysBone = Dum_Turret BeaconSmoke000000
End
ConditionState = REALLYDAMAGED
Model = AVPTBoat
ParticleSysBone = TreadFX02 AmphibWaveRest ;BattleShipWaterRipples
ParticleSysBone = Dum_Turret JetFireLarge
ParticleSysBone = Dum_Turret BeaconSmoke000000 ;SootySmokeColumn ;SootySmokeTrail
End
ConditionState = REALLYDAMAGED MOVING OVER_WATER
Model = AVPTBoat
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = Dum_Turret JetFireLarge
ParticleSysBone = Dum_Turret BeaconSmoke000000 ;SootySmokeColumn
End
ConditionState = RUBBLE
Model = AVPTBoat
ParticleSysBone = TreadFX01 airCarrierShockWave
ParticleSysBone = TreadFX01 airCarrierOilSlick ;airCarrierDeathRipple
ParticleSysBone = Dum_Turret JetFireLarge
ParticleSysBone = Dum_Turret BeaconSmokeFFFFFF ;SootySmokeColumn02
ParticleSysBone = Dum_Turret airCarrierFinalDeathSplash
ParticleSysBone = Tower AmphibWaveRest
ParticleSysBone = Tower RiverRippleHiLiteDelay398
End
AliasConditionState = RUBBLE OVER_WATER
AliasConditionState = RUBBLE MOVING OVER_WATER
AliasConditionState = REALLYDAMAGED RUBBLE
AliasConditionState = REALLYDAMAGED RUBBLE MOVING OVER_WATER
End
End
ReplaceModule ModuleTag_02
Draw = W3DModelDraw ModuleTag_02_Override
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY
AttachToBoneInAnotherModule = Dum_Turret
DefaultConditionState
Model = AVTomahawk
Turret = TURRET
TurretPitch = TURRETEL
HideSubObject = CHASSIS
ShowSubObject = TURRET
WeaponLaunchBone = PRIMARY WeaponA
WeaponHideShowBone = PRIMARY MISSILE
WeaponFireFXBone = PRIMARY WeaponA
End
ConditionState = REALLYDAMAGED
Model = AVTomahawk_D
End
AliasConditionState = RUBBLE
End
End
AddModule
Draw = W3DModelDraw ModuleTag_Patr
OkToChangeModelColor = Yes
AttachToBoneInAnotherModule = TREADFX02
DefaultConditionState
Model = ABPatriot
HideSubObject = BOX01 CHASSIS
ShowSubObject = TURRET01
AltTurret = TURRET01
AltTurretPitch = TURRETEL
WeaponLaunchBone = SECONDARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponFireFXBone = TERTIARY WeaponA
End
ConditionState = DAMAGED
Model = ABPatriot_D
End
ConditionState = REALLYDAMAGED
Model = ABPatriot_E
End
AliasConditionState = RUBBLE
ConditionState = SNOW
Model = ABPatriot_S
End
ConditionState = DAMAGED SNOW
Model = ABPatriot_DS
End
ConditionState = REALLYDAMAGED SNOW
Model = ABPatriot_ES
End
AliasConditionState = SNOW RUBBLE
End
End
ArmorSet
Armor = DragonTankArmor
DamageFX = TankDamageFX
End
WeaponSet
Conditions = None
Weapon = PRIMARY TomahawkMissileWeapon
Weapon = SECONDARY BuggyRocketWeaponUpgraded
Weapon = TERTIARY PatriotMissileWeaponAir
PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT
ShareWeaponReloadTime = No
End
Side = GLA
CommandSet = AmericaVehicleTomahawkCommandSet
VisionRange = 360
ShroudClearingRange = 400
CrusherLevel = 2
CrushableLevel = 3
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE BOAT SCORE SALVAGER
IsTrainable = Yes
ExperienceRequired = 0 100 200 400
ExperienceValue = 60 80 100 110
ReplaceModule ModuleTag_03
Body = ActiveBody ModuleTag_03_Override
MaxHealth = 1200.0
InitialHealth = 1200.0
End
End
ReplaceModule ModuleTag_05
Behavior = CreateObjectDie ModuleTag_05_Override
DeathTypes = ALL
CreationList = OCL_GenericCarFloatDebris
End
End
ReplaceModule ModuleTag_06
Behavior = FXListDie ModuleTag_06_Override
DeathTypes = ALL
DeathFX = FX_TrainWreckSplash
End
End
ReplaceModule ModuleTag_07
Behavior = AIUpdateInterface ModuleTag_07_Override
Turret
TurretTurnRate = 180 ; turn rate, in degrees per sec
MinIdleScanAngle = 30 ; in degrees off the natural turret angle
MaxIdleScanAngle = 90 ; in degrees off the natural turret angle
TurretPitchRate = 60
FirePitch = 80
AllowsPitch = Yes
MinIdleScanInterval = 4000 ; in milliseconds
MaxIdleScanInterval = 8000 ; in milliseconds
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 270
TurretPitchRate = 180
AllowsPitch = Yes
NaturalTurretPitch = 20
GroundUnitPitch = 45
MinPhysicalPitch = -15
MinIdleScanAngle = 30 ; in degrees off the natural turret angle
MaxIdleScanAngle = 90 ; in degrees off the natural turret angle
MinIdleScanInterval = 4000 ; in milliseconds
MaxIdleScanInterval = 8000 ; in milliseconds
ControlledWeaponSlots = SECONDARY TERTIARY
End
TurretsLinked = No
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
Locomotor = SET_NORMAL BasicBoatLocomotor
AddModule ModuleTag_Heal
Behavior = AutoHealBehavior ModuleTag_T10
HealingAmount = 10
HealingDelay = 1000
StartsActive = Yes
End
End
AddModule
Behavior = ObjectCreationUpgrade ModuleTag_Dron1
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
End
AddModule
Behavior = ObjectCreationUpgrade ModuleTag_Dron2
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
End
AddModule
Behavior = ObjectCreationUpgrade ModuleTag_Dron3
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
End
AddModule
Behavior = ProductionUpdate ModuleTag_Prod
MaxQueueEntries = 1
End
End
AddModule ModuleTag_DamageSmoke_Override
Behavior = TransitionDamageFX ModuleTag_DamageSmoke
DamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SootySmokeTrail
DamagedFXList1 = Loc: X:0 Y:0 Z:1 FXList:FX_BattleMasterDamageTransition
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SpectreGunshipFireLarge
ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:SootySmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
RubbleParticleSystem1 = Bone:TreadFX01 RandomBone:No PSys:airCarrierOilSlick
RubbleParticleSystem2 = Bone:None RandomBone:No PSys:RiverRippleHiLite
End
End
RemoveModule ModuleTag_04 ; removed DestroyDie - we want it to sink
AddModule ModuleTag_Sink_Override
Behavior = SlowDeathBehavior ModuleTag_Sink
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 2
DestructionDelay = 15000
OCL = MIDPOINT OCL_GenericCarFloatDebris
FX = MIDPOINT WeaponFX_DEMO_SCUDMissileDetonationExplosive
FX = FINAL FX_LastBubble
FlingForce = 38
FlingForceVariance = 3
FlingPitch = 40
FlingPitchVariance = 20
End
End
End
;-------------End PT Boat mods------------
3)Hero's have different animations for their special abilities so you would have to make animations for hero's to have all the hero's abilities.
I think it's better to leave the hero's like they are.
4)Possible, Beng also did that in one of his maps.
Code:
CommandSet ArtyPlatCommandSet
1 = Nuke_Command_UpgradeChinaHelixNukeBomb
14 = Command_Stop
End
CommandSet ArtyPlatCommandSetUpgraded
1 = Command_ChinaNukeWarhead
3 = Command_ChinaNeutronWarhead
4 = Command_UpgradeChinaNeutronShells
14 = Command_Stop
End
;------------------------------------------------------------------------------
Object TechArtilleryPlatform
UpgradeCameo1 = Nuke_Upgrade_HelixNukeBomb
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
OkToChangeModelColor = Yes
DefaultConditionState
Model = ZBARTPLAT
Turret = Turret01
TurretPitch = TurretEL
WeaponLaunchBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
WeaponLaunchBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
WeaponRecoilBone = SECONDARY Barrel
WeaponLaunchBone = TERTIARY Muzzle
WeaponMuzzleFlash = TERTIARY MuzzleFX
WeaponRecoilBone = TERTIARY Barrel
End
ConditionState = DAMAGED
Model = ZBARTPLAT_D
End
ConditionState = REALLYDAMAGED
Model = ZBARTPLAT_E
End
ConditionState = RUBBLE
Model = ZBARTPLAT_R
End
ConditionState = NIGHT
Model = ZBARTPLAT_N
End
ConditionState = DAMAGED NIGHT
Model = ZBARTPLAT_D
End
ConditionState = REALLYDAMAGED NIGHT
Model = ZBARTPLAT_E
End
ConditionState = NIGHT RUBBLE
Model = ZBARTPLAT_R
End
ConditionState = SNOW
Model = ZBARTPLAT_S
End
ConditionState = DAMAGED SNOW
Model = ZBARTPLAT_DS
End
ConditionState = REALLYDAMAGED SNOW
Model = ZBARTPLAT_ES
End
ConditionState = SNOW RUBBLE
Model = ZBARTPLAT_RS
End
ConditionState = SNOW NIGHT
Model = ZBARTPLAT_NS
End
ConditionState = SNOW NIGHT DAMAGED
Model = ZBARTPLAT_DNS
End
ConditionState = SNOW NIGHT REALLYDAMAGED
Model = ZBARTPLAT_ENS
End
ConditionState = SNOW NIGHT RUBBLE
Model = ZBARTPLAT_RS
End
End
End
ArmorSet
Conditions = None
Armor = BattleBusStructureArmorToughPlusTwo
DamageFX = StructureDamageFXNoShake
End
WeaponSet
Conditions = None
Weapon = PRIMARY ArtilleryPlatformGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY NukeCannonGun
Weapon = SECONDARY NukeCannonNeutronWeapon
ShareWeaponReloadTime = Yes
End
VisionRange = 360.0
ShroudClearingRange = 400
CommandSet = ArtyPlatCommandSet
ReplaceModule ModuleTag_03
Body = ActiveBody ModuleTag_03_Override
MaxHealth = 4000.0
InitialHealth = 4000.0
End
End
ReplaceModule ModuleTag_06
Behavior = AIUpdateInterface ModuleTag_06_Override
Turret
TurretTurnRate = 180 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = Yes
NaturalTurretPitch = 45
GroundUnitPitch = 20
MinPhysicalPitch = -30
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
MinIdleScanInterval = 250
MaxIdleScanInterval = 250
MinIdleScanAngle = 30
MaxIdleScanAngle = 180
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End
End
AddModule
Behavior = WeaponSetUpgrade ModuleTag_WSU
TriggeredBy = Nuke_Upgrade_HelixNukeBomb
End
End
AddModule
Behavior = CommandSetUpgrade ModuleTag_ComSetU
CommandSet = ArtyPlatCommandSetUpgraded
TriggeredBy = Nuke_Upgrade_HelixNukeBomb
End
End
End
5)Possible
Set the slots in the containmodule to 2.
Code:
Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 2
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Uncomment the bunker ObjectCreation upgrade in the .ini
Code:
;Does get this upgrade!
Behavior = ObjectCreationUpgrade ModuleTag_09
UpgradeObject = OCL_OverlordBattleBunker
TriggeredBy = Upgrade_ChinaOverlordBattleBunker
End
You would have to mod some more on this unit for this but thats for you to figure out, just showing you the way a bit.
6)Gonna be hard without changing the models in Renx.
7)Change the ProjectileObject in Weapon.ini to MissileDefenderMissile and the ProjectileExhaust to MissileDefenderMissileExhaust, the ProjectileDetonationFX will be the same though.
Code:
Weapon BuggyRocketWeapon
PrimaryDamage = 20.0
PrimaryDamageRadius = 0.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
SecondaryDamage = 5.0
SecondaryDamageRadius = 10.0
AttackRange = 300.0
MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
DamageType = EXPLOSION ; ignored for projectile weapons
DeathType = EXPLODED
WeaponSpeed = 600 ; ignored for projectile weapons
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
ProjectileObject = MissileDefenderMissile ;RocketBuggyMissile
ProjectileExhaust = MissileDefenderMissileExhaust ;MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
DelayBetweenShots = 200 ; time between shots, msec
ClipSize = 6 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 6000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
FireFX = FX_BuggyMissileIgnition
FireSound = RocketBuggyWeapon
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
ProjectileCollidesWith = STRUCTURES
MissileCallsOnDie = Yes
End
8)You would have to make animations for that in Renx.
Hope i answered it a bit, if i made any mistakes feel free to say so.
greetz
Edited by user Friday, November 22, 2013 10:49:07 PM(UTC)
| Reason: Not specified