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Offline Gameanater  
#1 Posted : Sunday, August 24, 2014 4:14:34 PM(UTC)
Gameanater
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I'm making an imitation of the Combine Soldiers of Half-Life 2 for Zero Hour. So far the unit is going along fine, but I'm having issues trying to create an imitation of the Pulse-Rifle weapon, aka AR2. Mainly with the weapon's effects and tracer.

HL2 Combine Soldier: http://half-life.wikia.com/wiki/Combine_soldier
HL2 Pulse-Rifle: http://half-life.wikia.com/wiki/AR2

I'm mainly having trouble creating an imitation of the tracer Half-Life 2 uses for the AR2. The closest-looking thing to my knowledge in Zero Hour is the missile tracer for Anthrax Beta-based missiles. So I took that, made a new dummy object so the could actually be used in my new weapon, which uses the Ranger's weapon as a base.

The dummy tracer object comes out of the Combine Soldier's feet, however. Not only this, but after adding the projectile and tracer to the weapon, it no longer does any damage.

I will post the code for the weapon and object below,

The picture attached should show my problems with the weapon.


File Attachment(s):
sshot194.bmp (3,601kb) downloaded 30 time(s).
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Offline Gameanater  
#2 Posted : Sunday, August 24, 2014 4:16:53 PM(UTC)
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Pulse-Rifle weapon code:

Code:

;------------------------------------------------------------------------------


;This is a slightly more powerful variation of the standard Ranger weapon.
;It's meant to imitate the AR2/Pulse-Rifle of Half-Life 2

Weapon PulseRifleStandard
  PrimaryDamage           = 8.0
  PrimaryDamageRadius     = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange             = 110.0
  DamageType              = ARMOR_PIERCING
  DeathType               = BURNED
  WeaponSpeed             = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject        = PulseRifileDummyLaunchObject
  ProjectileExhaust       = Chem_InfantryStingerMissileExhaust
  FireFX                  = WeaponFX_GenericMachineGunFire
  VeterancyFireFX         = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
  FireSound               = RangerWeapon
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 100              ; time between shots, msec
  ClipSize                = 7                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 600              ; 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

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Offline Gameanater  
#3 Posted : Sunday, August 24, 2014 4:18:03 PM(UTC)
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Tracer dummy object code:

Code:

;This is the "Object" used in the Pulse Rifle in Weapon.ini to achieve the nice little blue trail FX
;The blue trail is part of ProjectileExhaust in weapon.ini and not in the object itself
Object PulseRifileDummyLaunchObject

  ; *** ART Parameters ***
  ;Draw = W3DModelDraw ModuleTag_01
  ;  OkToChangeModelColor = Yes
  ;  DefaultConditionState
  ;    Model = AVRaptor_M
  ;  End
  ;  ConditionState = JAMMED
  ;    ParticleSysBone = None SparksMedium
  ;  End
  ;End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:PatriotMissile
  EditorSorting   = VEHICLE
  VisionRange = 300.0
  ShroudClearingRange = 0

  ArmorSet
    Conditions      = None
    Armor           = ProjectileArmor
    DamageFX        = None
  End
  ; *** ENGINEERING Parameters ***
  KindOf = CAN_CAST_REFLECTIONS PROJECTILE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0

    SubdualDamageCap = 200
    SubdualDamageHealRate = 100000
    SubdualDamageHealAmount = 50
  End

; ---- begin Projectile death behaviors
  Behavior = InstantDeathBehavior DeathModuleTag_01
    DeathTypes = NONE +DETONATED
    ; we detonated normally.
    ; no FX, just quiet destroy ourselves
  End
  Behavior = InstantDeathBehavior DeathModuleTag_02
    DeathTypes = NONE +LASERED
    ; shot down by laser.
    FX         = FX_GenericMissileDisintegrate
    OCL        = OCL_GenericMissileDisintegrate
  End
  Behavior = InstantDeathBehavior DeathModuleTag_03
    DeathTypes = ALL -LASERED -DETONATED
    ; shot down by nonlaser.
    ;FX         = FX_GenericMissileDeath
  End
; ---- end Projectile death behaviors
    
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 0.1
  End
  Behavior = MissileAIUpdate ModuleTag_05
    TryToFollowTarget       = Yes 
    FuelLifetime            = 10000
    InitialVelocity         = 500                ; in dist/sec
    IgnitionDelay           = 0
    DistanceToTravelBeforeTurning = 5
    DistanceToTargetForLock = 100  ; If it gets within 100 of the target, it kills the target.
  End
  Locomotor = SET_NORMAL SpectreGunshipTransitLocomotor
  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 2.0

End
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Offline Gameanater  
#4 Posted : Sunday, August 24, 2014 4:21:06 PM(UTC)
Gameanater
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And I don't know if this makes a difference in how the weapon preforms, but here's the code for the Combine Soldier:
Code:

Object InfantryCombineSoldier
;Not meant to actually be a Half-Life 2 Combine Soldier, but meant to just imitate one

  ; *** ART Parameters ***
  SelectPortrait          = SAPilot_L
  ButtonImage            = SAPilot
  
  UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo3 = Upgrade_InfantryCaptureBuilding
  UpgradeCameo4 = Upgrade_AmericaChemicalSuits
  ;UpgradeCameo5 = NONE
  
  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes

    ; this says "we don't use these condition states at all, so completely
    ; ignore them for purposes of matchmaking"... this is useful to help
    ; reduce the number of AliasConditionState clauses you must add in
    ; order to avoid ambiguity in some cases.
    IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A

    ; --- Idle
    DefaultConditionState
      Model             = AIRngr_SKN
      IdleAnimation     = AIRngr_SKL.AIRngr_STA 0 35
      IdleAnimation     = AIRngr_SKL.AIRngr_IDA
      IdleAnimation     = AIRngr_SKL.AIRngr_IDB
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponFireFXBone  = SECONDARY Muzzle
      WeaponLaunchBone  = SECONDARY Muzzle
      TransitionKey     = TRANS_Stand

    End

    ConditionState      = REALLYDAMAGED
      IdleAnimation     = AIRngr_SKL.AIRngr_STB 0 35
      IdleAnimation     = AIRngr_SKL.AIRngr_IDC
      IdleAnimation     = AIRngr_SKL.AIRngr_IDD
      AnimationMode     = ONCE
      TransitionKey     = TRANS_StandInjured
    End

    TransitionState     = TRANS_Stand TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_SA2SB
      AnimationMode     = ONCE
    End

    ; --- attacking (Machine Gun)
    ConditionState      = USING_WEAPON_A
      Animation         = AIRngr_SKL.AIRngr_ATA
      AnimationMode     = LOOP
      TransitionKey     = TRANS_FiringA
    End

    ConditionState      = USING_WEAPON_A REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_ATA2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_FiringAInjured
    End

    TransitionState     = TRANS_FiringA TRANS_FiringAInjured
      Animation         = AIRngr_SKL.AIRngr_A2WAA
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Stand TRANS_FiringA
      Animation         = AIRngr_SKL.AIRngr_ATAST
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End

    TransitionState     = TRANS_FiringA TRANS_Stand
      Animation         = AIRngr_SKL.AIRngr_ATAED
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End

    TransitionState     = TRANS_StandInjured TRANS_FiringAInjured
      Animation         = AIRngr_SKL.AIRngr_S2WAA
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End

    TransitionState     = TRANS_FiringAInjured TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_WAA2S
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End
    
    TransitionState     = TRANS_Stand TRANS_Move
      Animation         = AIRngr_SKL.AIRngr_STA2RNA
      AnimationMode     = ONCE
    End

    ; --- attacking (Grenade Launcher)
    ConditionState      = PREATTACK_B 
      Animation         = AIRngr_SKL.AIRngr_ATBA
      AnimationMode     = ONCE
      TransitionKey     = TRANS_FiringB
    End
    AliasConditionState = PREATTACK_B MOVING
    AliasConditionState = PREATTACK_B FIRING_B
    AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B

    ConditionState      = FIRING_B
      Animation         = AIRngr_SKL.AIRngr_ATBB
      AnimationMode     = ONCE
      TransitionKey     = TRANS_FiringB
    End

    ConditionState      = BETWEEN_FIRING_SHOTS_B
      Animation         = AIRngr_SKL.AIRngr_ATBB
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_FiringB
      WaitForStateToFinishIfPossible = TRANS_FiringB
    End
    AliasConditionState = RELOADING_B

    TransitionState     = TRANS_Stand TRANS_FiringB
      Animation         = AIRngr_SKL.AIRngr_ATBST1
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_FiringB TRANS_Stand
      Animation         = AIRngr_SKL.AIRngr_ATBST2
      AnimationMode     = ONCE
    End

    ConditionState      = PREATTACK_B REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_ATB2A
      AnimationMode     = ONCE
      TransitionKey     = TRANS_FiringBInjured
    End
    AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED
    AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED
    AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED

    ConditionState      = FIRING_B REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_ATB2B
      AnimationMode     = ONCE
      TransitionKey     = TRANS_FiringBInjured
    End

    ConditionState      = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_ATB2B
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_FiringBInjured
      WaitForStateToFinishIfPossible = TRANS_FiringBInjured
    End
    AliasConditionState = RELOADING_B REALLYDAMAGED

    TransitionState     = TRANS_StandInjured TRANS_FiringBInjured
      Animation         = AIRngr_SKL.AIRngr_ATB2ST1
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_FiringBInjured TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_ATB2ST2
      AnimationMode     = ONCE
    End

    ; -- cross-attack transitions

    TransitionState     = TRANS_FiringA TRANS_FiringB
      Animation         = AIRngr_SKL.AIRngr_ATA2AB
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End

    TransitionState     = TRANS_FiringB TRANS_FiringA
      Animation         = AIRngr_SKL.AIRngr_ATA2AB
      AnimationMode     = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 4 4
    End


    ; --- moving
    ConditionState      = MOVING
      Animation         = AIRngr_SKL.AIRngr_RNA 30
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Move
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING ATTACKING

    ConditionState      = MOVING REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_RNB 30
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Move
    End
    AliasConditionState = MOVING REALLYDAMAGED ATTACKING
    
    ; --- dying anims
    ConditionState      = DYING
      Animation         = AIRngr_SKL.AIRngr_DTA
      Animation         = AIRngr_SKL.AIRngr_DTB
      AnimationMode     = ONCE
      TransitionKey     = None
    End

    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = AIRngr_SKL.AIRngr_ADTF1
      AnimationMode     = ONCE
    End

    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = AIRngr_SKL.AIRngr_ADTF2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End

    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = AIRngr_SKL.AIRngr_ADTF3
      AnimationMode     = ONCE
      TransitionKey     = None
    End
    AliasConditionState = DYING SPLATTED

    ; --- cheering
    ConditionState      = SPECIAL_CHEERING
      Animation         = AIRngr_SKL.AIRngr_CHA
      AnimationMode     = LOOP
    End

    ConditionState      = SPECIAL_CHEERING REALLYDAMAGED
      Animation         = AIRngr_SKL.AIRngr_CHB
      AnimationMode     = LOOP
    End

    ; ----- PARACHUTING ANIMATIONS
    ConditionState      = FREEFALL
      Animation         = AIRngr_SKL.AIRngr_PFL
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Falling
    End
    AliasConditionState = FREEFALL REALLYDAMAGED
    AliasConditionState = FREEFALL DYING
    ConditionState      = PARACHUTING
      Animation         = AIRngr_SKL.AIRngr_PHG
      AnimationMode     = LOOP
      Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather 

than the first
      TransitionKey     = TRANS_Chute
    End
    AliasConditionState = PARACHUTING REALLYDAMAGED
    AliasConditionState = PARACHUTING DYING
    TransitionState     = TRANS_Falling TRANS_Chute
      Animation         = AIRngr_SKL.AIRngr_POP
      AnimationMode     = ONCE
      Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather 

than the first
    End
    TransitionState     = TRANS_Chute TRANS_Stand
      Animation         = AIRngr_SKL.AIRngr_PTD
      AnimationMode     = ONCE
    End
    TransitionState     = TRANS_Chute TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_PTD
      AnimationMode     = ONCE
    End

    ; ------- Bldg-capture

    ConditionState      = UNPACKING
      Model             = AIRngr_F_SKN
      Animation         = AIRngr_F_SKL.AIRngr_F_FDP1
      AnimationMode     = ONCE
    End
    AliasConditionState = UNPACKING REALLYDAMAGED


    ConditionState      = RAISING_FLAG
      Model             = AIRngr_F_SKN
      Animation         = AIRngr_F_SKL.AIRngr_F_FDP2
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Raising
    End
    AliasConditionState = RAISING_FLAG REALLYDAMAGED

    ConditionState      = PACKING
      Model             = AIRngr_F_SKN
      Animation         = AIRngr_F_SKL.AIRngr_F_FDP1
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_Packing
    End
    AliasConditionState = PACKING REALLYDAMAGED

    TransitionState     = TRANS_Raising TRANS_Packing
      Model             = AIRngr_F_SKN
      Animation         = AIRngr_F_SKL.AIRngr_F_FDP2
      AnimationMode     = ONCE_BACKWARDS
      Flags             = START_FRAME_LAST
    End

    ; --- RAPPELLING ANIMATIONS
    ConditionState      = RAPPELLING
      Animation         = AIRngr_SKL.AIRngr_RPL1 ;30
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = TRANS_Rappelling
    End
    AliasConditionState = MOVING RAPPELLING

    TransitionState     = TRANS_Rappelling TRANS_Stand
      Animation         = AIRngr_SKL.AIRngr_RPL2
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Rappelling TRANS_StandInjured
      Animation         = AIRngr_SKL.AIRngr_RPL2
      AnimationMode     = ONCE
    End

  End


  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Combine
  Side                = Civilian
  EditorSorting       = INFANTRY
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY PulseRifleStandard
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY PulseRifleStandard
    Weapon = SECONDARY RangerFlashBangGrenadeWeapon
    AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
    AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
    WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock
  End
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  ArmorSet
    Conditions            = PLAYER_UPGRADE
    Armor                 = ChemSuitHumanArmor
    DamageFX              = None
  End
  VisionRange = 100
  ShroudClearingRange = 400
  Prerequisites
    Object = AmericaBarracks
  End
  BuildCost = 225
  BuildTime = 5.0          ;in seconds  
  
  ExperienceValue = 20 20 40 60    ;Experience point value at each level
  ExperienceRequired = 0 40 60 120  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrushableLevel      = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = AmericaInfantryRangerCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = SpectreGunshipVoiceSelect ;RangerVoiceSelect
  VoiceMove = SpectreGunshipVoiceMove ;RangerVoiceMove
  VoiceGuard = SpectreGunshipVoiceMove ;RangerVoiceMove
  VoiceAttack = SpectreGunshipVoiceAttack ;RangerVoiceAttack
  VoiceFear = RangerVoiceFear
  VoiceTaskComplete = RangerVoiceCaptureComplete

  UnitSpecificSounds
    VoiceEnter = SpectreGunshipVoiceMove ;RangerVoiceMove
    VoiceEnterHostile = SpectreGunshipVoiceMove ;RangerVoiceMove
    VoiceGarrison = SpectreGunshipVoiceMove ;RangerVoiceGarrison
    VoiceCreate         = SpectreGunshipVoiceSelect ;RangerVoiceCreate
    VoiceSubdue         = SpectreGunshipVoiceAttack ;RangerVoiceSubdue
    VoiceClearBuilding  = SpectreGunshipVoiceAttack ;RangerVoiceClearBuilding
    VoiceGetHealed      = SpectreGunshipVoiceAttack ;RangerVoiceMove
    VoicePrimaryWeaponMode = RangerVoiceModeGun
    VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang
  End

  UnitSpecificFX
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    CombatDropKillFX = FX_RangerCombatDropKill
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE

  Behavior = CommandButtonHuntUpdate ModuleTag_02
  End

  Body = ActiveBody ModuleTag_03
    MaxHealth       = 200.0
    InitialHealth   = 200.0
  End

  Behavior = ExperienceScalarUpgrade ModuleTag_04
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = AutoFindHealingUpdate   ModuleTag_05 ; This update will have the unit go to a healing station if injured. 

jba 
    ScanRate = 1000 ; once a second.
    ScanRange = 300 ;
    NeverHeal = 0.85 ;  don't heal if we are > 85% healthy.
    AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
  End

  Behavior = AIUpdateInterface ModuleTag_06
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor

  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 5.0
  End

  Behavior = ProductionUpdate ModuleTag_08
    ; nothing
  End

  Behavior = CommandButtonHuntUpdate  ModuleTag_09 ; allows use of command button hunt script with this unit. 
  End

  Behavior = WeaponSetUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade
  End
  

; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_RangerDie
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_RangerDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireUSA
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys 

instead of green ones
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
; --- end Death modules ---

  Behavior = SquishCollide ModuleTag_12
    ;nothing
  End
  Behavior                = ArmorUpgrade ModuleTag_Armor01
    TriggeredBy           = Upgrade_AmericaChemicalSuits
  End

  Behavior = PoisonedBehavior ModuleTag_17
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Behavior = SpecialAbility ModuleTag_18
    SpecialPowerTemplate      = SpecialAbilityRangerCaptureBuilding
    UpdateModuleStartsAttack  = Yes
    StartsPaused              = Yes ; Unpaused by upgrade module
    InitiateSound         = RangerVoiceCapture
  End
  Behavior = SpecialAbilityUpdate ModuleTag_19
    SpecialPowerTemplate  = SpecialAbilityRangerCaptureBuilding
    StartAbilityRange  = 5.0
    UnpackTime            = 3000  ; (changing this will scale anim speed)
    PreparationTime       = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
    PackTime              = 2000  ; (changing this will scale anim speed)
    DoCaptureFX           = Yes
    AwardXPForTriggering  = 15
    ;SkillPointsForTriggering = ???  -- Dustin, fill me out if you want different balance values.
  End

  Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20
    SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
    TriggeredBy = Upgrade_InfantryCaptureBuilding
  End

  Behavior = LockWeaponCreate ModuleTag_21
    SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
  End

  Geometry = CYLINDER
  GeometryMajorRadius = 7.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 13.0

  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT

End




P.S. Anyone know of some sound effects in that are closer to the Pulse-Rifle's firing sound used by NPC's in the game (for some reason they use different sounds when the player uses the weapon in HL2)?

P.S.S. Anyone know of more fitting sounds for the soldier then the Specter Gunship's quotes?
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Offline klingondragon  
#5 Posted : Sunday, August 24, 2014 4:28:34 PM(UTC)
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You have two command button hunt modules but that doesn't affect the actual model and weapon (I think)
Offline Gameanater  
#6 Posted : Sunday, August 24, 2014 4:32:19 PM(UTC)
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Originally Posted by: KlingonDragon Go to Quoted Post
You have two command button hunt modules but that doesn't affect the actual model and weapon (I think)


Huh? Where?

I don't think I did that on purpose...
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Offline klingondragon  
#7 Posted : Sunday, August 24, 2014 4:33:45 PM(UTC)
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Tag 02 and tag 09
Offline Gameanater  
#8 Posted : Sunday, August 24, 2014 4:37:08 PM(UTC)
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Thanks.

I looked at the Ranger's code, it has the same thing going on. Two CommandButton Hunt Modules in Tag02 and Tag09. I don't know why that is, but it doesn't seem to affect anything in-game with the Ranger.
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Offline klingondragon  
#9 Posted : Sunday, August 24, 2014 4:40:31 PM(UTC)
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We all know that this game was rushed and that's why there is loads of stuff missing ingame and also loads of code gaps and ;comments
Offline Gameanater  
#10 Posted : Sunday, August 24, 2014 4:43:52 PM(UTC)
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Originally Posted by: KlingonDragon Go to Quoted Post
We all know that this game was rushed and that's why there is loads of stuff missing ingame and also loads of code gaps and ;comments


I would imagine the two CommandButton Hunt Tags for the Ranger were probably in Vanilla Generals as well as Zero Hour.

There's always a few things left in a video game that are just there and left from developement.

I'm not going to remove either of those Tags I think.

Edited by user Sunday, August 24, 2014 4:44:38 PM(UTC)  | Reason: Not specified

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Offline UTD^Force  
#11 Posted : Sunday, August 24, 2014 5:28:25 PM(UTC)
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You might think this question is pointless while it's very helpful.
Do you have the mod ShockWave? If no I will give you the link, if yes play with the laser general and see the ranger's weapon.

Edited by user Sunday, August 24, 2014 5:32:10 PM(UTC)  | Reason: Not specified

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Offline Gameanater  
#12 Posted : Sunday, August 24, 2014 5:32:57 PM(UTC)
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Originally Posted by: UTD^Force Go to Quoted Post
You might this question is pointless while it's very helpful.
Do you the mod ShockWave? If no I will give you the link, if yes play with the laser general and see the ranger's weapin.


Nope. Never played ShockWave.

If that's true, though, I'd like to just look at its code from here without having to actually download anything. Though I'll still download it if you don't have the code with you. :P
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Offline UTD^Force  
#13 Posted : Sunday, August 24, 2014 5:36:48 PM(UTC)
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Originally Posted by: Gameanater Go to Quoted Post
Originally Posted by: UTD^Force Go to Quoted Post
You might this question is pointless while it's very helpful.
Do you the mod ShockWave? If no I will give you the link, if yes play with the laser general and see the ranger's weapin.


Nope. Never played ShockWave.

If that's true, though, I'd like to just look at its code from here without having to actually download anything. Though I'll still download it if you don't have the code with you. :P


Okay I will post all the INIs tomorrow, after coming back from school, almost 13 hours.
Not by the way, I like the signature xD
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Offline Gameanater  
#14 Posted : Sunday, August 24, 2014 5:43:19 PM(UTC)
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Originally Posted by: UTD^Force Go to Quoted Post
Originally Posted by: Gameanater Go to Quoted Post
Originally Posted by: UTD^Force Go to Quoted Post
You might this question is pointless while it's very helpful.
Do you the mod ShockWave? If no I will give you the link, if yes play with the laser general and see the ranger's weapin.


Nope. Never played ShockWave.

If that's true, though, I'd like to just look at its code from here without having to actually download anything. Though I'll still download it if you don't have the code with you. :P


Okay I will post all the INIs tomorrow, after coming back from school, almost 13 hours.
Not by the way, I like the signature xD


Thank you! :D

You like my signature, you say?


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Offline precision_bomber  
#15 Posted : Monday, August 25, 2014 12:03:56 AM(UTC)
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INCOMING LONG POST

If you're not meaning to make it attack air units, then you should just make it into a projectile.

UserPostedImage

Put this under in DefaultConditionState
Code:

WeaponLaunchBone = PRIMARY Muzzle


The code above solves your problem.
The code below is just an extra bit.

Projectile
Code:

;------------------------------------------------------------------------------
Object CombineSoldierGunProjectile

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = AVTankShel
      ParticleSysBone = NONE CombineSoldierGunTracers
    End
  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:TankShell
  EditorSorting     = SYSTEM
  ArmorSet
    Armor = ProjectileArmor
  End
  VisionRange = 0.0  

  ; *** ENGINEERING Parameters ***
  KindOf = PROJECTILE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
    
  Behavior = DumbProjectileBehavior ModuleTag_04 
    ; To tweak a Bezier path, please see GS
    FirstHeight = 10  ; Height of Bezier control points above highest intervening terrain
    SecondHeight = 10
    FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
    SecondPercentIndent = 90%
    FlightPathAdjustDistPerSecond   = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
  End

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 0.01   ; we can't have a zero mass, but we want it pretty tiny...
  End

  Scale = 0.05 ;Neglible Size.
  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 1.0

End

Weapon
Code:

;------------------------------------------------------------------------------
Weapon CombineMarineWeapon
  PrimaryDamage = 12.0
  PrimaryDamageRadius = 5.0
  ;ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 150.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = PARTICLE_BEAM
  DeathType = BURNED
  WeaponSpeed = 300                           ; dist/sec 
  WeaponRecoil = 10                            
  ProjectileObject = CombineSoldierGunProjectile
  FireSound = PaladinPointDefenseLaserPulse
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 300        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 

End

ParticleSystem(Unless, you wanna make your own)
Code:

ParticleSystem CombineSoldierGunTracers
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXLnzFlar2.tga
  AngleZ = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 0.00 0.00
  VelocityDamping = 0.80 0.90
  Gravity = 0.00
  Lifetime = 30.00 30.00
  SystemLifetime = 20
  Size = 1.00 2.00
  StartSizeRate = 0.00 0.00
  SizeRate = -1.00 1.00
  SizeRateDamping = 0.90 0.95
  Alpha1 = 0.00 0.00 0
  Alpha2 = 1.00 1.00 5
  Alpha3 = 0.00 0.00 20
  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:192 B:192 0
  Color2 = R:0 G:127 B:127 15
  Color3 = R:0 G:95 B:95 25
  Color4 = R:0 G:0 B:0 30
  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 = 1.00 0.00
  BurstDelay = 0.00 1.00
  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 8.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 1.00 0.00
  VolumeType = POINT
  IsHollow = No
  IsGroundAligned = No
  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

Edited by user Monday, August 25, 2014 1:05:59 AM(UTC)  | Reason: Not specified

Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
thanks 2 users thanked precision_bomber for this useful post.
CommieDog on 8/25/2014(UTC), Gameanater on 8/25/2014(UTC)
Offline UTD^Force  
#16 Posted : Monday, August 25, 2014 4:37:35 AM(UTC)
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Originally Posted by: Gameanater Go to Quoted Post
Originally Posted by: UTD^Force Go to Quoted Post
Originally Posted by: Gameanater Go to Quoted Post
Originally Posted by: UTD^Force Go to Quoted Post
You might this question is pointless while it's very helpful.
Do you the mod ShockWave? If no I will give you the link, if yes play with the laser general and see the ranger's weapin.


Nope. Never played ShockWave.

If that's true, though, I'd like to just look at its code from here without having to actually download anything. Though I'll still download it if you don't have the code with you. :P


Okay I will post all the INIs tomorrow, after coming back from school, almost 13 hours.
Not by the way, I like the signature xD


Thank you! :D

You like my signature, you say?




I like this: "It helps if you read that in a british accent".
Did precision bomber solve your problem?
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Offline Gameanater  
#17 Posted : Monday, August 25, 2014 5:11:00 PM(UTC)
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Precision Bomber--

Wow... You went all-out!

All this looks good so far and I'm going to try your version of the Pulse-Rifle ASAP...

UTD^Force--

Thanks. :D I'll look at them soon.

Oh, and it helps if you read EVERYTHING in a British accent.

Edited by user Monday, August 25, 2014 5:29:37 PM(UTC)  | Reason: Found out what to copy the Particle stuff to

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Offline Gameanater  
#18 Posted : Monday, August 25, 2014 5:19:49 PM(UTC)
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Originally Posted by: precision_bomber Go to Quoted Post
INCOMING LONG POST

If you're not meaning to make it attack air units, then you should just make it into a projectile.


Put this under in DefaultConditionState
Code:

WeaponLaunchBone = PRIMARY Muzzle


The code above solves your problem.


I don't want it to attack air units for now... Though one of the main reasons I want it a rifle weapon is to get both the standard bullet tracers and Pulse tracers.

---

Actually... That only solved part of the problem...

The blue "tracer" FX works okay now except for the fact that it starts way to far away from the gun's muzzle, but it's at least not coming out of the ground anymore.

Secondly, still not doing any actual damage. :(

Thirdly... Now they're shooting infantry in the groin... Shock

Weird.

I'll try your version of the weapon.

Edited by user Monday, August 25, 2014 5:29:53 PM(UTC)  | Reason: Not specified

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Offline Gameanater  
#19 Posted : Monday, August 25, 2014 5:24:50 PM(UTC)
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Shockwave .ini's are broken...

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Offline UTD^Force  
#20 Posted : Monday, August 25, 2014 5:51:48 PM(UTC)
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They look normal on my computer. :P
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