Private Joined: 4/24/2015(UTC) Posts: 14 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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I am trying to make it to where when I buy a Comanche, it spawns 2 as a pair. I have tried putting: FormationSize = 2 FormationSpacing = 35.0 WeaponConvergenceFactor = 0.5 ..straight out of the Thunderbolt's Strike3 OCL and pasting it under design parameters, it threw a code. So I deleted it and moved it to the engineering parameters, it threw this code: I've tried to trace down every possible path that this code takes from commandset to commandbutton to its creation and I can't find where to put these lines. I'm guessing it is asking for an object, but I even tried putting it under the main name and it didn't work. Any ideas?
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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If you want to spawn two at a time, I would recommend looking at the Chinese Barracks's code and looking for a "QuantityModifier" line. You also don't need more than one QuantityModifier block if you do use it. EDIT: Although I have been unable to get two Battlemasters to be built at once for some reason, so not sure if this will work for aircraft Edited by user Monday, April 27, 2015 9:02:18 PM(UTC)
| Reason: Not specified |
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Private Joined: 4/24/2015(UTC) Posts: 14 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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Originally Posted by: Gameanater If you want to spawn two at a time, I would recommend looking at the Chinese Barracks's code and looking for a "QuantityModifier" line.
You also don't need more than one QuantityModifier block if you do use it.
EDIT: Although I have been unable to get two Battlemasters to be built at once for some reason, so not sure if this will work for aircraft good call for multiple spawns, but as far as a formation, they'd need to move together. or possibly have one that is a slave to the other. like an hellfire upgrade but as another comanche.
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Major Joined: 3/27/2015(UTC) Posts: 490
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1. Make a flying version of the angry mob 2. Make mob member versions of the Comanche 3. Put those two together. 4. Profit
The thing is, they wont be flying in formation like what you wanted rather, they'd just fly together. |
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Private Joined: 4/24/2015(UTC) Posts: 14 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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Originally Posted by: Zatsupachi 1. Make a flying version of the angry mob 2. Make mob member versions of the Comanche 3. Put those two together. 4. Profit
The thing is, they wont be flying in formation like what you wanted rather, they'd just fly together. So there is no way to have them fly in formation like the A10s?
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Major Joined: 3/27/2015(UTC) Posts: 490
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Nope. Unless you make Formation-flying Comanches on the model itself. |
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Private Joined: 4/24/2015(UTC) Posts: 14 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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Originally Posted by: Zatsupachi Nope. Unless you make Formation-flying Comanches on the model itself. I also tried to make Comanche Drones to protect the patriot batteries but when I got into the commandbar for the patriots, the game crashes.
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Major Joined: 3/27/2015(UTC) Posts: 490
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If you give me some time, I'll muster up a solution. |
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Private Joined: 4/24/2015(UTC) Posts: 14 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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Originally Posted by: Zatsupachi If you give me some time, I'll muster up a solution. If you need anything on my end, just let me know.
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Major Joined: 3/27/2015(UTC) Posts: 490
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Code:
Behavior = SpawnBehavior ModuleTag_15
SpawnNumber = 1
SpawnReplaceDelay = 1000
SpawnTemplateName = AmericaVehicleComancheDrone ;Make one of these
OneShot = No
CanReclaimOrphans = Yes
SlavesHaveFreeWill = No
InitialBurst = 1
End
Behavior = QueueProductionExitUpdate ModuleTag_16 ;this is important
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0
ExitDelay = 5000 ; 5 sec
InitialBurst = 1
End
Also... have this one along the patriot battery's KindOfs I still don't have a way to make them travel in formation besides doing the model manually. Edited by user Tuesday, April 28, 2015 8:57:33 AM(UTC)
| Reason: Not specified |
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Private Joined: 4/24/2015(UTC) Posts: 14 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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Originally Posted by: Zatsupachi Code:
Behavior = SpawnBehavior ModuleTag_15
SpawnNumber = 1
SpawnReplaceDelay = 1000
SpawnTemplateName = AmericaVehicleComancheDrone ;Make one of these
OneShot = No
CanReclaimOrphans = Yes
SlavesHaveFreeWill = No
InitialBurst = 1
End
Behavior = QueueProductionExitUpdate ModuleTag_16 ;this is important
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0
ExitDelay = 5000 ; 5 sec
InitialBurst = 1
End
Also... have this one along the patriot battery's KindOfs I still don't have a way to make them travel in formation besides doing the model manually. I have the modules list, but I can't find a kindof list. Where did you find all of the coding? Is this just generic code that is not specific to this game or is it all just for CNC? And where can I get the information? You're a big help and I appreciate you givinge a hand with this Zatsupachi. Edited by user Tuesday, April 28, 2015 10:41:40 AM(UTC)
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Major Joined: 3/27/2015(UTC) Posts: 490
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Well, you can apply the code I posted there to the game. Where I get these codes is from the game itself-- there's lots of possibilities if you think like how the game wants you to convert an idea. I got this idea(the code) from the Stinger Site. And the unit spawned doesn't necessarily be a Stinger Soldier or similar-- so you can put a drone in place of a Stinger Soldier. |
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Private Joined: 4/24/2015(UTC) Posts: 14 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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Originally Posted by: Zatsupachi Well, you can apply the code I posted there to the game. Where I get these codes is from the game itself-- there's lots of possibilities if you think like how the game wants you to convert an idea. I got this idea(the code) from the Stinger Site. And the unit spawned doesn't necessarily be a Stinger Soldier or similar-- so you can put a drone in place of a Stinger Soldier. Where can I find the actual KindOf = xxxx. There is a lot of fun stuff it looks like you can do with the KindOf file but without know all of the options it's a bit limited to guessing from what I can see around me. Is there any where I can find the xxxx of KindOf = xxxx? I wan to play with the Xs lol
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: sh_mud_marshall Where can I find the actual KindOf = xxxx. There is a lot of fun stuff it looks like you can do with the KindOf file but without know all of the options it's a bit limited to guessing from what I can see around me. Is there any where I can find the xxxx of KindOf = xxxx? I wan to play with the Xs lol There is no such "file." Just look at a bunch of different objects for their KindOfs, which as Zatsupoppihoweverispellhisname said is usually under Engineering Parameters. There is some cool stuff you can do with them, though. Want to make a vehicle garrison an office building? Change it's KindOf to INFANTRY and boom. You can also have it ride in a Humvee this way! (There's also another way that doesn't involve giving the vehicle the negative side-effects of the INFANTRY KindOf, which I'll tell you if you want.) Or add EMP_HARDENED to any vehicle or building to make EMP not have any effect! Like how the Spectre Gunship has. Or add HERO, which will make the Radar mark it as a hero unit no matter what unit it is. Edited by user Wednesday, April 29, 2015 1:03:10 PM(UTC)
| Reason: EMP |
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Private Joined: 4/24/2015(UTC) Posts: 14 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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Originally Posted by: Gameanater Originally Posted by: sh_mud_marshall Where can I find the actual KindOf = xxxx. There is a lot of fun stuff it looks like you can do with the KindOf file but without know all of the options it's a bit limited to guessing from what I can see around me. Is there any where I can find the xxxx of KindOf = xxxx? I wan to play with the Xs lol There is no such "file." Just look at a bunch of different objects for their KindOfs, which as Zatsupoppihoweverispellhisname said is usually under Engineering Parameters. There is some cool stuff you can do with them, though. Want to make a vehicle garrison an office building? Change it's KindOf to INFANTRY and boom. You can also have it ride in a Humvee this way! (There's also another way that doesn't involve giving the vehicle the negative side-effects of the INFANTRY KindOf, which I'll tell you if you want.) Or add EMP_NEUTERED to any vehicle or building to make EMP not have any effect! Like how the Spectre Gunship has. Or add HERO, which will make the Radar mark it as a hero unit no matter what unit it is. I figured there wasn't a "file" because of how deep the "KindOf" coding is placed in the encoded game.dat. I was just wondering if there was a file or list that someone had found somewhere online, a cheat sheet of sorts. There is another site I found that has a list of similar of "KindOf"s for a different EA Games title. Just thought with how popular the CNC modding community was, there might be a list somewhere. I appreciate it though. Here is the link to the other list site: http://forums.revora.net/topic/19570-kindof/Edited by user Tuesday, April 28, 2015 11:58:33 PM(UTC)
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Major Joined: 3/27/2015(UTC) Posts: 490
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Originally Posted by: Gameanater EMP_NEUTERED That's EMP_HARDENED. Basically, KindOfs defines what kind of behaviors an object has. Edited by user Tuesday, April 28, 2015 10:22:25 PM(UTC)
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There is a list of kindofs I'll see I i I can find it |
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Here's a module list: http://www.sleipnirstuff...um/viewtopic.php?t=13171It contains a complete list of kindofs near the bottom of the file. Originally Posted by: sh_mud_marshall I am trying to make it to where when I buy a Comanche, it spawns 2 as a pair. I have tried putting: FormationSize = 2 FormationSpacing = 35.0 WeaponConvergenceFactor = 0.5 ..straight out of the Thunderbolt's Strike3 OCL and pasting it under design parameters I... I... huh? Comanches aren't a superpower, they're a unit. Ouch that sounds painful. |
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Private Joined: 4/24/2015(UTC) Posts: 14 Thanks: 10 times Was thanked: 1 time(s) in 1 post(s)
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"Comanches are not a superpower" ~ see this is the fun stuff I wish I knew. I mean how are you supposed things like this? It is kind of hard to mod when you don't completely know what all the parameters and necessities are for each individual task. Where did you find all this info Annihilationzh? It is greatly appreciated.
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Major Joined: 3/27/2015(UTC) Posts: 490
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for one. You can take note where the inis are located.
What you can use in one ini doesn't necessarily translate to the other.
FormationSize and FormationSpacing are from ObjectCreationList.ini which is not the same thing as anything from the Data/INI/Object/ files. nor it is to any other inis besides from ObjectCreationList.ini |
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