Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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wow it make the rocket launch realistic because of that sound.Well now i made to add command button to that unit superspecial using script so i can manually push the button when it ready to launch but it seems not been working the game engine got some unknown error how can i fix this?And i add new unit name advancedozer with capability to build BaikunurRocketpad using map.ini but the game engine gives an error again.
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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'm on phone, so you might need to wait 'til tomorrow. Ask your questions in the modding section, start a new topic there. About making the baikonur rocket to be built by a dozer, I don't think that the structure has an animation when being built or a construction zone fence. EDIT: By questions, I mean map.ini questions, the command button and for the dozer to build a Baikonur Rocket. Edited by user Wednesday, September 10, 2014 3:48:54 PM(UTC)
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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okay i just leave and cancel that problem.Now im going to build a police and the problem is how can i use the script [Mutimedia] Play a sound as though coming from a specific unit. What should i put in the String:??? plays as though coming from Unit 'PoliceCar1' ?
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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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Originally Posted by: menard okay i just leave and cancel that problem.Now im going to build a police and the problem is how can i use the script [Mutimedia] Play a sound as though coming from a specific unit. What should i put in the String:??? plays as though coming from Unit 'PoliceCar1' ? I'm not sure, I think you should copy the name of the police car's ambient loop, and paste it in the place of "???". I'll look it up today if I can. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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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've just tested it, you have to copy the sound effect's name(that you want to come from a unit) and paste it in the place of "???". Example: Code:*** IF ***
True.
*** THEN ***
String: 'A10ThunderboltAmbientLoop' plays as though coming from Unit 'A10'.
If you haven't got it yet, explanation: Quote:*** IF *** True. *** THEN *** String: 'Name of sound' plays as though coming from Unit 'Name of unit'. Edited by user Wednesday, December 17, 2014 3:30:10 PM(UTC)
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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fantastic now the policecar have a sound.Here sir take a look i had made some few bugs in map.ini the weapon RaptorJetLaserGuidedMissileWeapon wont change their attributes like clipsize and primarydamage when game start.
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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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Originally Posted by: menard fantastic now the policecar have a sound.Here sir take a look i had made some few bugs in map.ini the weapon RaptorJetLaserGuidedMissileWeapon wont change their attributes like clipsize and primarydamage when game start. That usually happens with me, I'll try to figure it out in a few days. I'm currently really really busy, but if I discover it earlier I'm going to post it here. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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i solve the map.ini i just rename the raptormissile into different name then i put two command button in jetraptor but the problem is the button image is randomly change into different image. But its okay its only image the important is the button is working fine.Now is why ai or skirmish player build only one superweapon.I experiment and i added new script to make another scudstorm after he created one scudstorm in skirmishgla folder but the problem is skirmishgla player cant launch scrudstorm even its ready to fire.
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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 haven't used vanilla general's world builder since..... since I knew how to make a timer!! (3 years ago). But, I think you need to make two scripts to make the AI launch the superweapon (I don't really remember if the AI could use it as I didn't play skirmish in the vanilla generals more than 5-10 times). Quote:Launch SuperWeapon Script 01
*** IF *** Player '<This Player>' is ready to fire Special power 'SuperweaponScudStorm'. *** THEN *** Player '<This Player>' fire Special power 'SuperweaponScudStorm' Enable Script 'Launch SuperWeapon Script 02'.
Quote:Launch SuperWeapon Script 02
*** IF *** Player '<This Player>' is ready to fire Special power 'SuperweaponScudStorm'. *** THEN *** Player '<This Player>' fire Special power 'SuperweaponScudStorm' Enable Script 'Launch SuperWeapon Script 01'. The special power scripts are in the [Skirmish] folder, If that doesn't fix it. You can always upload the map so we can try to fix it... Edited by user Thursday, September 25, 2014 2:56:37 PM(UTC)
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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it doesn't fix the problem sir even i add a new script in skimishGLA folder superweapon and buildbase building folder.Here i upload i hope you can fix it.
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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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Originally Posted by: menard it doesn't fix the problem sir even i add a new script in skimishGLA folder superweapon and buildbase building folder.Here i upload i hope you can fix it. I tested it yesterday, tried once. But the AI builds the two scud storms, when one is ready its timer stays on 0:00 and keeps flashing while the sound ScudStormInitiated is running on a loop! I will give it another go today. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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have you tried it again sir how about the map.ini is there any solution for the raptor button image?
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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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Originally Posted by: menard have you tried it again sir how about the map.ini is there any solution for the raptor button image? Can you upload the map.ini file? |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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Okay sir i created a newmap i just extend it now i have a problem for the script exit structure the ranger wont exit after he enter the Captains Building.Just check out my script in FindtheCaptain in Civilian folder.Thanks in advance.And i forgot it the map.ini that you asking for lately is added in this zip file.
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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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Fixed. Script: FindCaptain Quote: *** IF *** 'AmericaInfantryRanger' has been built by Player '<Local Player>' *AND* Player '<Local Player>' has entered building named Unit 'CaptainsOffice' *** THEN *** Set timer 'EmptyTheBuilding' to expire in 0.10 seconds.
Script: FindCaptainC Quote: *** IF *** Timer 'EmptyTheBuilding' has expired. *** THEN *** Spawn Unit 'CaptainBarbel' of type 'AmericaInfantryOfficer' on team Team 'teamplayer0' at position ((1400.00,4400.00,0.00)), rotated 0.00 degrees . Play Sound 'ColonelBurtonVoiceGarrison'. Unit 'CaptainBarbel' EXACTLY follows waypoints, beginning at Waypoint Path 'CaptainsPath' Unit 'CaptainsOffice' empties. Enable Script 'StartFlashing'.
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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Thanks sir it works great now my next move is to learn modding and texturing units
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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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Originally Posted by: menard Thanks sir it works great now my next move is to learn modding and texturing units Texturing? Do you mean modelling tanks and skining them? And if you need help with INIs, I can help. I was taught by the best guys here on cnclabs :) Edited by user Thursday, October 9, 2014 5:14:41 AM(UTC)
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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yeah i hope you could help me i had a tools for creating 3d
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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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Originally Posted by: menard yeah i hope you could help me i had a tools for creating 3d You have all the tools? RenX Gmax W3D Importer And this is needed too: csfeditor.exe |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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i have it all but i dont know how to use it haha
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