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Offline Deinon  
#1 Posted : Thursday, July 20, 2017 11:40:55 PM(UTC)
Deinon
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For a campaign mod I'm working on, for realism's sake, I need to create a unit which is a copy of the GLA Angry Mob, only with no guns in the crowd.

I'm hoping to have one with only rocks and molotov cocktails, and another with only rocks.

From looking at the INI code, it seems that there are animations present for units which are currently equipped with guns to use molotovs instead, but when I try to copy and rename all of them to form the basis of a new unit (InfantryAngryMobNoGunsNexus, then InfantryAngryMobRock01, InfantryAngryMobRock02 and so on), even without touching the animation code, Generals crashes as soon as I try loading a map with this unit's nexus placed in it. Any suggestions?

Quote:
Object GLAInfantryAngryMobNexus

;**** ART Parameters **************************
SelectPortrait = SUAngryMob_L
ButtonImage = SUAngryMob

UpgradeCameo1 = Upgrade_GLAArmTheMob
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = None
; Model = AVBomber_B
End
End


;****DESIGN parameters **************************

DisplayName = OBJECT:AngryMobNexus
Side = GLA

RadarPriority = NOT_ON_RADAR

EditorSorting = INFANTRY
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY GLAAngryMobNexusHarmlessWeapon
Weapon = SECONDARY GLAAngryMobNexusHarmlessWeapon
Weapon = TERTIARY GLAAngryMobNexusHarmlessWeapon
End


ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
DamageFX = None
End

BuildCost = 800
BuildTime = 15.0 ;in seconds
VisionRange = 150 ; it can scout for the spawn
ShroudClearingRange = 0

Prerequisites
Object = GLABarracks
Object = GLAPalace
End

ExperienceValue = 5 5 5 5 ;Experience point value at each level

IsTrainable = No



CommandSet = GLAInfantryAngryMobCommandSet;

;**** AUDIO Parameters *****************************
VoiceSelect = AngryMobVoiceSelect
VoiceMove = AngryMobVoiceMove
VoiceGuard = AngryMobVoiceMove
VoiceAttack = AngryMobVoiceAttack
SoundMoveStart = NoSound
SoundAmbient = AngryMobAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
VoiceCreate = AngryMobVoiceCreate
End


;**** ENGINEERING Parameters ******************************

RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK INFANTRY MOB_NEXUS ATTACK_NEEDS_LINE_OF_SIGHT NO_COLLIDE SELECTABLE SCORE
Body = ImmortalBody ModuleTag_02
MaxHealth = 99999.0
InitialHealth = 99999.0
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!
Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!
Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!

; Locomotor = SET_NORMAL WanderHumanLocomotor ;Important! don't make the Nexus any faster!
; Locomotor = SET_WANDER WanderHumanLocomotor ;Important! don't make the Nexus any faster!
; Locomotor = SET_PANIC WanderHumanLocomotor ;Important! don't make the Nexus any faster!

Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

Behavior = SpawnBehavior ModuleTag_05
SpawnNumber = 10
SpawnReplaceDelay = 30000 ; 30 seconds

SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin
SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume
SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret
SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top
SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil




ExitByBudding = Yes;!

InitialBurst = 5 ; the first set of 5 will not delay
OneShot = No
AggregateHealth = Yes
SlavesHaveFreeWill = No
End

Behavior = QueueProductionExitUpdate ModuleTag_06
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 = 5 ; the first set of 5 will not delay
End

Behavior = DestroyDie ModuleTag_07
DeathTypes = ALL
End

Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME

End
For brevity's sake, I didn't copy over the code for the individual members of the Angry Mob. All I tried doing with that code was renaming the mob units, but the ones in bold above equipped with pistols have commented-out animation code for throwing molotovs. I assume all I'd need to do once I get past this first step is un-comment that code and, potentially, change their WeaponsSets from molotovs to rocks.

Edited by user Thursday, July 20, 2017 11:43:22 PM(UTC)  | Reason: Not specified

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Offline Annihilationzh  
#2 Posted : Friday, July 21, 2017 8:59:43 AM(UTC)
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InfantryAngryMobNoGunsNexus is the one that has no guns, right? But the code you posted is for a different Nexus. Explain? Because this is very confusing.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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Offline qqqqqqqqqp  
#3 Posted : Friday, July 21, 2017 1:19:26 PM(UTC)
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So you want a mob that dosnt use guns? If so remove the people that have gun.
So any that have pistol in the name replace with with rocks / or Molotovs and that should do it rename your new mob with a 2 if your lazy and boom should be done. Since this is for campaign mission then that's all you should have to do unless they are build able then follow standard rules.

I've used mob logic to make "squads" of redguards so I didn't have to make 10 groups an control then all separate was going to be part of an idea of a civil war mod but never got to far in it as modeling infantry was needed and that is not my strong suit.
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

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