General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Hey Guys Quick Question Can you Give The Models Used In Zh or Any model That you Have
I Kinda Want To Mod My Vgen To Be Better
And i need These ,Only: Can You Share them Pls Battleship The Helix The Cine Agent Too
The W3dModelType OnlyThanks a lot!!!! For Advance Guys Edited by user Thursday, February 2, 2017 5:40:34 AM(UTC)
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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Why dont you just download zero hour? |
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1 user thanked SkyMix_RMT for this useful post.
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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i Cant Find some Resource |
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General Joined: 12/30/2011(UTC) Posts: 982
Thanks: 95 times Was thanked: 574 time(s) in 364 post(s)
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Here are a sjitload of models, not zh but plenty of other stuff... |
Panem et kirkinses |
2 users thanked acidbrain for this useful post.
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Colonel Joined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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Here ya go! All the W3d model files of the Helix. ;) I'm pretty sure you asked for the code to soooo: Code:
Object ChinaVehicleHelix
; *** ART Parameters ***
SelectPortrait = SNHelix_L
ButtonImage = SNHelix
UpgradeCameo2 = Upgrade_ChinaBlackNapalm
UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon
UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower
UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker
Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures
ParticlesAttachedToAnimatedBones = Yes
DefaultConditionState
Model = NVHELIX
Animation = NVHELIX.NVHELIX
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY Muzzle03
WeaponMuzzleFlash = PRIMARY TurretFX03
HideSubObject = BombWing
End
ConditionState = MOVING
ParticleSysBone = SMOKE01 HelixExhaust
ParticleSysBone = SMOKE02 HelixExhaust
End
ConditionState = REALLYDAMAGED
Model = NVHELIX_d
Animation = NVHELIX_d.NVHELIX_d
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED MOVING
Model = NVHELIX_d
Animation = NVHELIX_d.NVHELIX_d
AnimationMode = LOOP
ParticleSysBone = SMOKE01 HelixExhaust
ParticleSysBone = SMOKE02 HelixExhaust
End
ConditionState = RUBBLE
Model = NVHELIX_d
Animation = NVHELIX_d.NVHELIX_d
AnimationMode = LOOP
End
ConditionState = RUBBLE MOVING
Model = NVHELIX_d
Animation = NVHELIX_d.NVHELIX_d
AnimationMode = LOOP
ParticleSysBone = SMOKE01 HelixExhaust
ParticleSysBone = SMOKE02 HelixExhaust
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = NVHELIX_d
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Helix
EditorSorting = VEHICLE
Side = China
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 600
BuildCost = 1500
BuildTime = 20.0 ;in seconds
Prerequisites
Object = ChinaAirfield
End
ExperienceValue = 50 100 150 200 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes
CommandSet = ChinaVehicleHelixCommandSet
ArmorSet
Conditions = None
Armor = ChinookArmor
DamageFX = None
End
WeaponSet
Conditions = None
;----------------------------
Weapon = PRIMARY HelixMinigunWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
;----------------------------
End
WeaponSet
Conditions = PLAYER_UPGRADE
;----------------------------
Weapon = PRIMARY HelixMinigunWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
;----------------------------
End
; *** AUDIO Parameters ***
VoiceSelect = HelixVoiceSelect
VoiceMove = HelixVoiceMove
VoiceAttack = HelixVoiceAttack
SoundAmbient = HelixAmbientLoop
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = HelixVoiceCreate
VoiceUnload = HelixVoiceUnload
VoiceGarrison = HelixVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK
Body = ActiveBody ModuleTag_03
MaxHealth = 300.0
InitialHealth = 300.0
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End
Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End
Behavior = ChinookAIUpdate ModuleTag_07
AutoAcquireEnemiesWhenIdle = Yes
RotorWashParticleSystem = HelixRotorWashRing
End
Locomotor = SET_NORMAL HelixLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
Behavior = PhysicsBehavior ModuleTag_09
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_10
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = HelixDamagedLoop
MinSelfSpin = 40 ; in degrees per second
MaxSelfSpin = 120 ; in degrees per second
SelfSpinUpdateDelay = 300 ; in milliseconds
SelfSpinUpdateAmount = 5 ; in degrees
FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1000 ; in milliseconds
MaxBladeFlyOffDelay = 1000 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = HelixBlades
BladeBoneName = Propeller01
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_HelixHelicopterBlowUpBig
OCLFinalBlowUp = OCL_HelixBlades
DelayFromGroundToFinalDeath = 30
FinalRubbleObject = HelixRubbleHull
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
Behavior = ProductionUpdate ModuleTag_25
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
;--------------------------
Behavior = ObjectCreationUpgrade ModuleTag_22
UpgradeObject = OCL_HelixGattlingCannon
TriggeredBy = Upgrade_ChinaHelixGattlingCannon
ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
End
Behavior = CommandSetUpgrade ModuleTag_26
CommandSet = ChinaHelixGattlingCannonCommandSet
TriggeredBy = Upgrade_ChinaHelixGattlingCannon
ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
End
Behavior = WeaponSetUpgrade ModuleTag_35
TriggeredBy = Upgrade_ChinaHelixGattlingCannon
End
; lorenzen commented out 8/4... the helix now keeps its minigun, even when upgraded to gattling
; Behavior = SubObjectsUpgrade ModuleTag_36
; TriggeredBy = Upgrade_ChinaHelixGattlingCannon
; ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
; HideSubObjects = MINIGUN
; End
;--------------------------
Behavior = ObjectCreationUpgrade ModuleTag_23
UpgradeObject = OCL_HelixPropagandaTower
TriggeredBy = Upgrade_ChinaHelixPropagandaTower
ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker
End
Behavior = CommandSetUpgrade ModuleTag_27
CommandSet = ChinaHelixPropagandaTowerCommandSet
TriggeredBy = Upgrade_ChinaHelixPropagandaTower
ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker
End
;--------------------------
Behavior = ObjectCreationUpgrade ModuleTag_24
UpgradeObject = OCL_HelixBattleBunker
TriggeredBy = Upgrade_ChinaHelixBattleBunker
ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower
End
Behavior = CommandSetUpgrade ModuleTag_28
CommandSet = ChinaHelixBattleBunkerCommandSet
TriggeredBy = Upgrade_ChinaHelixBattleBunker
ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower
End
Behavior = PassengersFireUpgrade ModuleTag_34
TriggeredBy = Upgrade_ChinaHelixBattleBunker
End
;--------------------------
Behavior = HelixContain ModuleTag_29
Slots = 5
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE
ForbidInsideKindOf = AIRCRAFT
ExitDelay = 100
NumberOfExitPaths = 1
PassengersAllowedToFire = No
End
Behavior = WeaponSetUpgrade ModuleTag_30
TriggeredBy = Upgrade_ChinaBlackNapalm
End
Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
UpdateModuleStartsAttack = Yes
StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on
InitiateSound = HelixVoiceAttack
End
Behavior = SpecialAbilityUpdate ModuleTag_33
SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
StartAbilityRange = 3.0
PreparationTime = 0
SpecialObject = NapalmBomb
MaxSpecialObjects = 1
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object.
UnpackTime = 500 ;slight delay to drop bomb
FlipOwnerAfterUnpacking = No
FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability
UnpackSound = NoSound
LoseStealthOnTrigger = No
ApproachRequiresLOS = No ; we are a helicopter, we can see everything
NeedToFaceTarget = No ; can drop the bomb at any angle to target
PersistentPrepTime = 100
PersistenceRequiresRecharge = Yes
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38
SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
TriggeredBy = Upgrade_HelixNapalmBomb
End
Behavior = SubObjectsUpgrade ModuleTag_39
TriggeredBy = Upgrade_HelixNapalmBomb
ShowSubObjects = BombWing
End
Geometry = CYLINDER
GeometryMajorRadius = 35.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
Edited by user Monday, February 13, 2017 12:49:12 PM(UTC)
| Reason: Not specified |
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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2 users thanked zero hour mad map maker for this useful post.
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