Welcome Guest! To enable all features please Login or Register.

Notification

Icon
Error

Options
Go to last post Go to first unread
Offline Unknown Editor  
#1 Posted : Tuesday, July 18, 2017 2:46:46 AM(UTC)
Unknown Editor
Major
Joined: 3/22/2017(UTC)
Posts: 278
Location: Some where on Earth

Thanks: 123 times
Was thanked: 69 time(s) in 59 post(s)
I Really Didn't know what to call and How to Change the Name of this Guy :
File Attachment(s):
UnknownGuy.bmp (1,407kb) downloaded 30 time(s).
Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Sponsor
Offline Unknown Editor  
#2 Posted : Tuesday, July 18, 2017 2:52:22 AM(UTC)
Unknown Editor
Major
Joined: 3/22/2017(UTC)
Posts: 278
Location: Some where on Earth

Thanks: 123 times
Was thanked: 69 time(s) in 59 post(s)
PLZ Tell Me If You know What it is Called in English .
I've just Cut the man From the Technical and Set it as an Defensive Structure .
Here is Also The Code :

Code:
Weapon BunkerCannonWeapon
  PrimaryDamage         = 40.0
  PrimaryDamageRadius   = 0.0
  AttackRange           = 240.0
  MinimumAttackRange    = 5.0
  DamageType            = Small_Arms
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0
  ProjectileObject      = NONE
  FireSound             = ComancheWeaponMachineGun
  FireFX                = WeaponFX_HeroicComanche20mmCannonFire
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 75
  ClipSize              = 15
  ClipReloadTime        = 5000
  AutoReloadsClip       = Yes
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = Yes
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

Object CINE_GLAInfantryTunnelDefender

  SelectPortrait        = Rank_Corporal_GLA
  ButtonImage           = Rank_Corporal_GLA
  UpgradeCameo1         = Upgrade_GLAAPBullets
  ;UpgradeCameo2        = NONE

  ReplaceModule           ModuleTag_01
  Draw                  = W3DModelDraw ModuleTag_01_Override

   OkToChangeModelColor = Yes

   DefaultConditionState
      Model             = UITech_SKN
      Turret            = Dum-TurManMVR
      TurretArtAngle    = 180  ; this turret has art pointed 180 degrees backward
      HideSubObject     = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
      IdleAnimation     = UITech_SKL.UITech_STA 0 6
      IdleAnimation     = UITech_SKL.UITech_IDA
      IdleAnimation     = UITech_SKL.UITech_IDB
      AnimationMode     = ONCE
      ShowSubObject     = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone  = PRIMARY Muzzle01
    End

    ConditionState      = TURRET_ROTATE
      Animation         = UITech_SKL.UITech_TNA
      AnimationMode     = LOOP
      ShowSubObject     = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone  = PRIMARY Muzzle01
    End
    AliasConditionState = TURRET_ROTATE MOVING
    AliasConditionState = TURRET_ROTATE FIRING_A
    AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE RELOADING_A

    ConditionState      = FIRING_A 
      Animation         = UITech_SKL.UITech_ATA
      AnimationMode     = LOOP
      ShowSubObject     = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone  = PRIMARY Muzzle01
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A
   End
  End
  ReplaceModule ModuleTag_02
  Body                  = ActiveBody ModuleTag_02_Override
    MaxHealth           = 400.0
    InitialHealth       = 400.0
   End
  End
  ReplaceModule ModuleTag_03
  Behavior = AIUpdateInterface ModuleTag_03_TurretAI
    Turret
      ControlledWeaponSlots    = PRIMARY
      TurretTurnRate           = 180
      FiresWhileTurning        = Yes
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
   End
  End
  AddModule
  Behavior              = FlammableUpdate ModuleTag_Flame
    AflameDuration      = 5000
    AflameDamageAmount  = 3
    AflameDamageDelay   = 500
   End
   Behavior = WeaponBonusUpgrade ModuleTag_WU
    TriggeredBy = Upgrade_GLAAPBullets
   End
   Behavior             = DestroyDie ModuleTag_DeathDie
   ; No Data
   End
   Behavior             = FXListDie ModuleTag_DeathFX
    DeathFX             = FX_StructureTinyDeath
   End
   Behavior             = CreateObjectDie ModuleTag_DeathCO
    CreationList        = OCL_FlamingInfantry
   ;ExemptStatus        = UNDER_CONSTRUCTION
   End
  End
  WeaponSet
    Conditions          = None
    Weapon              = PRIMARY BunkerCannonWeapon
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    PreferredAgainst    = PRIMARY INFANTRY
   End
  ArmorSet
    Conditions          = None
    Armor               = QuadCannonArmor
    DamageFX            = TankDamageFX
  End

 RadarPriority          = STRUCTURE
 KindOf                 = -INFANTRY +STRUCTURE +IMMOBILE +FS_BASE_DEFENSE +IMMUNE_TO_CAPTURE
 DisplayName            = OBJECT:Technical
 TransportSlotCount     = 0
 VisionRange            = 250
 ShroudClearingRange    = 400
 ExperienceValue        = 500 500 500 500
;ExperienceRequired     = 0 250 500 1000
 IsTrainable            = No
 CrushableLevel         = 0
 CommandSet             = GLAInfantryTunnelDefenderCommandSet

RemoveModule ModuleTag_04
RemoveModule ModuleTag_06
RemoveModule ModuleTag_12
RemoveModule ModuleTag_Death01
RemoveModule ModuleTag_Death02
RemoveModule ModuleTag_Death03
RemoveModule ModuleTag_Death04
RemoveModule ModuleTag_Death05
RemoveModule ModuleTag_Death06
RemoveModule ModuleTag_Death07
End


I used CINE_GLAInfantryTunnelDefender Because I had no other Idea About .
Now I Just Don't know what to call it !
Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Offline AdrianeMapMaker  
#3 Posted : Tuesday, July 18, 2017 6:14:06 AM(UTC)
AdrianeMapMaker
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 3/8/2016(UTC)
Posts: 1,156
Philippines

Thanks: 312 times
Was thanked: 185 time(s) in 149 post(s)
ah a Turret Gunner Woow Great Idea

Go Download Generals Csf Editor Here then Insert A Name in the Original Csf File in EnglishZH.big


Ex:OBJECT:TurretGunner
Turret Gunner


...Can You Pls Share That Unit ,its a Great Idea To Add That TurretGunner For My Mod LOL

Edited by user Tuesday, July 18, 2017 6:30:40 AM(UTC)  | Reason: Not specified

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb

UserPostedImage





Offline Unknown Editor  
#4 Posted : Tuesday, July 18, 2017 9:28:34 AM(UTC)
Unknown Editor
Major
Joined: 3/22/2017(UTC)
Posts: 278
Location: Some where on Earth

Thanks: 123 times
Was thanked: 69 time(s) in 59 post(s)
Originally Posted by: adrianemapmaker Go to Quoted Post

...Can You Pls Share That Unit ,its a Great Idea To Add That TurretGunner For My Mod LOL


I actually am using it for my REALLY OWNED MAP Big Smile Cool
But as I Shared the Codes (Unfortunately as a CINE_GLAInfantryTunnelDeffender ; Because Rebels were Modified in my map.ini ALREADY) If Anyone wants it can use it .

Originally Posted by: adrianemapmaker Go to Quoted Post

Ex:OBJECT:TurretGunner
Turret Gunner


I think Once in "Call of Duty Modern War far 3" I saw Sth like this and I heard 'Stop that MG' or sth like this .
Does "MG" Mean 'MACHINE GUNNER' ?
I think That's It .

Originally Posted by: adrianemapmaker Go to Quoted Post

Go Download Generals Csf Editor Here then Insert A Name in the Original Csf File in EnglishZH.big


Can't it be Done in map.str ?

Originally Posted by: adrianemapmaker Go to Quoted Post

its a Great Idea To Add That TurretGunner For My Mod


Code:
Weapon MachineGunnerWeapon
  PrimaryDamage         = 40.0
  PrimaryDamageRadius   = 0.0
  AttackRange           = 240.0
  MinimumAttackRange    = 5.0
  DamageType            = Small_Arms
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0
  ProjectileObject      = NONE
  FireSound             = ComancheWeaponMachineGun
  FireFX                = WeaponFX_HeroicComanche20mmCannonFire
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 75
  ClipSize              = 15
  ClipReloadTime        = 5000
  AutoReloadsClip       = Yes
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = Yes
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; AP weapon upgrade
End

Object MachineGunner

  ; *** ART Parameters ***

  SelectPortrait        = Rank_Corporal_GLA
  ButtonImage           = Rank_Corporal_GLA

  UpgradeCameo1         = Upgrade_GLAAPBullets
  ;UpgradeCameo2        = NONE ; Want to Add Sth But No Idea What .

  Draw                  = W3DModelDraw ModuleTag_01

   OkToChangeModelColor = Yes

   DefaultConditionState
      Model             = UITech_SKN
      Turret            = Dum-TurManMVR
      TurretArtAngle    = 180  ; this turret has art pointed 180 degrees backward
      HideSubObject     = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
      IdleAnimation     = UITech_SKL.UITech_STA 0 6
      IdleAnimation     = UITech_SKL.UITech_IDA
      IdleAnimation     = UITech_SKL.UITech_IDB
      AnimationMode     = ONCE
      ShowSubObject     = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone  = PRIMARY Muzzle01
    End

    ConditionState      = TURRET_ROTATE
      Animation         = UITech_SKL.UITech_TNA
      AnimationMode     = LOOP
      ShowSubObject     = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone  = PRIMARY Muzzle01
    End
    AliasConditionState = TURRET_ROTATE MOVING
    AliasConditionState = TURRET_ROTATE FIRING_A
    AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE RELOADING_A

    ConditionState      = FIRING_A 
      Animation         = UITech_SKL.UITech_ATA
      AnimationMode     = LOOP
      ShowSubObject     = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone  = PRIMARY Muzzle01
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A
   End
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Technical
  Side                = GLA
  EditorSorting       = STRUCTURE
  TransportSlotCount  = 0
  WeaponSet
    Conditions        = None
    Weapon            = PRIMARY MachineGunnerWeapon
    AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    PreferredAgainst  = PRIMARY INFANTRY VEHICLE
   End
  ArmorSet
    Conditions        = None
    Armor             = QuadCannonArmor
    DamageFX          = TankDamageFX
  End
 VisionRange          = 250
 ShroudClearingRange  = 400
  Prerequisites
    Object = GLABarracks
  End

  BuildCost = 700
  BuildTime = 20.0

  ExperienceValue     = 500 500 500 500
; ExperienceRequired  = 0 250 500 1000
; IsTrainable         = No
  CommandSet          = StopOnlyGenericCommandSet ;AmericaPatriotBatteryCommandSet : If Needed Command Sell

  ; *** AUDIO Parameters ***
  VoiceSelect           = GattlingCannonSelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy
  VoiceAttack           = GattlingCannonSelect
; VoiceAttackAir        = GattlingCannonSelect
  UnitSpecificSounds
    UnderConstruction   = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority         = STRUCTURE
  KindOf                = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER SCORE STRUCTURE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE

  Body                  = ActiveBody ModuleTag_02
    MaxHealth           = 400.0
    InitialHealth       = 400.0
   End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      ControlledWeaponSlots    = PRIMARY
      TurretTurnRate           = 180
      FiresWhileTurning        = Yes
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
   End

   Behavior = WeaponBonusUpgrade ModuleTag_06
    TriggeredBy = Upgrade_GLAAPBullets
   End

  Behavior              = FlammableUpdate ModuleTag_21
    AflameDuration      = 5000
    AflameDamageAmount  = 3
    AflameDamageDelay   = 500
   End

; --- begin Death modules ---
   Behavior             = DestroyDie ModuleTag_DeathDie
   ; No Data
   End
   Behavior             = FXListDie ModuleTag_DeathFX
    DeathFX             = FX_StructureTinyDeath
   End
   Behavior             = CreateObjectDie ModuleTag_DeathOCL
    CreationList        = OCL_FlamingInfantry
    ExemptStatus        = UNDER_CONSTRUCTION
   End
; --- end Death modules ---

  Geometry              = CYLINDER
  GeometryMajorRadius   = 10.0
  GeometryMinorRadius   = 10.0
  GeometryHeight        = 12.0
  GeometryIsSmall       = No
  ShadowTexture         = SHADOW_VOLUME
  BuildCompletion       = PLACED_BY_PLAYER

End


This is The Code .
But When I Use it in MachineGunner.ini in a Big File or in : Data\INI\Object\
World Builder gives me this error : Unknown Block 'Displayname'
Then Stops Working .
I can't see What's Wrong with Display Name Disapprove

Edited by user Tuesday, July 18, 2017 10:45:21 AM(UTC)  | Reason: Not specified

Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Offline AdrianeMapMaker  
#5 Posted : Wednesday, July 19, 2017 6:00:36 AM(UTC)
AdrianeMapMaker
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 3/8/2016(UTC)
Posts: 1,156
Philippines

Thanks: 312 times
Was thanked: 185 time(s) in 149 post(s)
Try To Edit The Original File Then Copy Paste it There ... if That Doesnt Works

Try to Change The Object Name
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb

UserPostedImage





Offline Unknown Editor  
#6 Posted : Wednesday, July 19, 2017 6:22:30 AM(UTC)
Unknown Editor
Major
Joined: 3/22/2017(UTC)
Posts: 278
Location: Some where on Earth

Thanks: 123 times
Was thanked: 69 time(s) in 59 post(s)
Well , even when I changed it to Machine_Gunner ; Still The Same ERROR .
sth is wrong here ; Just can't figure out What .

Edited by user Wednesday, July 19, 2017 6:26:25 AM(UTC)  | Reason: Not specified

Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Offline qqqqqqqqqp  
#7 Posted : Friday, July 21, 2017 12:52:11 PM(UTC)
qqqqqqqqqp
Major
Joined: 11/19/2012(UTC)
Posts: 371
United States
Location: everywhere but nowhere

Thanks: 19 times
Was thanked: 47 time(s) in 45 post(s)
Well thats a diffrent mg then what i was thinking of...

Mounted Gun
Machine gun

I prefer mounted gun sounds better but meh.
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

Want a peek? Visit this page
Advanced warfare
Offline AdrianeMapMaker  
#8 Posted : Saturday, July 22, 2017 4:28:52 AM(UTC)
AdrianeMapMaker
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 3/8/2016(UTC)
Posts: 1,156
Philippines

Thanks: 312 times
Was thanked: 185 time(s) in 149 post(s)
is this working now?
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb

UserPostedImage





Users browsing this topic
Guest
Forum Jump  
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.