Hello!
Firstly, how can I change control rods color for a general?
I want to make it purple for Laser General.
Secondly, I made my own Laser Comanche (model from Shockwave Mod) and when it fires laser, it only fires from one turret. How can I make it fire from both turrets? I saw the mod codes but still couldn't figure it out.(I dont want rocket pods in this type of Comanche).
Lastly, I have a problem with my Laser Humvee. when it comes out from the war factory it fires its primary weapon from an unknown place (no gun appears), but after i buy the laser upgrade, the gun appears and it fires normally.
Here is my code for Comanche:
Object Lazr_AmericaVehicleLaserComanche
; *** ART Parameters ***
SelectPortrait = SULaserCommanche_L
ButtonImage = SULaserCommanche
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaCountermeasures
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVLsrComch
Animation = AVLsrComch.AVLsrComch
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
WeaponRecoilBone = SECONDARY Barrel1
WeaponRecoilBone = TERTIARY Barrel2
End
ConditionState = REALLYDAMAGED
Model = AVLsrComch_D
Animation = AVLsrComch_D.AVLsrComch_D
AnimationMode = LOOP
End
; ConditionState = WEAPONSET_PLAYER_UPGRADE
; ShowSubObject = MissileUpgrade
; Animation = AVComanche.AVComanche
; AnimationMode = LOOP
; WeaponFireFXBone = TERTIARY WeaponB
; WeaponLaunchBone = TERTIARY WeaponB
; End
; ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
; Model = AVComanche_d
; ShowSubObject = MissileUpgrade
; Animation = AVComanche_d.AVComanche_d
; AnimationMode = LOOP
; WeaponFireFXBone = TERTIARY WeaponB
; WeaponLaunchBone = TERTIARY WeaponB
; End
ConditionState = RUBBLE
Model = AVLsrComch_D1
Animation = AVLsrComch_D.AVLsrComch_D
AnimationMode = LOOP
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVLsrComch_D1
HideSubObject = AVComanche_Prop
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Lazr_Comanche
EditorSorting = VEHICLE
Side = AmericaLaserGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 600
Prerequisites
Object = Lazr_AmericaAirfield
End
WeaponSet
Conditions = None
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY Lazr_ComancheAntiTankLaserWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = TERTIARY NONE
End
Here is my code for Humvee:
Object Lazr_AmericaVehicleHumvee
; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade Lazr_Upgrade_AmericaTOWMissile
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVHummer_LG
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = REALLYDAMAGED
Model = AVHummer_LG_D
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = AVHummer_LG
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = AVHummer_LG_D
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Humvee
Side = AmericaLaserGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGun
Weapon = SECONDARY HumveeMissileWeaponAirDummy
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY HumveeGun
Weapon = SECONDARY Lazr_HumveeMissileWeapon
Weapon = TERTIARY Lazr_HumveeMissileWeaponAir
PreferredAgainst = TERTIARY AIRCRAFT
End
Weapon Codes:
Weapon Lazr_ComancheAntiTankLaserWeapon
PrimaryDamage = 25 ;50
PrimaryDamageRadius = 5.0
SecondaryDamage = 10 ;20.0
SecondaryDamageRadius = 20.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 215.0
MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting
DamageType = JET_MISSILES ;not so good against base defenses and some other units.
DeathType = BURNED
WeaponSpeed = 99999
LaserName = Lazr_CrusaderLaserBeam
LaserBoneName = TurretMS01
FireFX = Lazr_WeaponFX_Laser ;Lazr_WeaponFX_LaserCrusader
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500 ; time between shots, msec
ClipSize = 4 ; how many shots in a Clip (0 == infinite)
AutoReloadsClip = Yes
ClipReloadTime = 7500;15000 ; how long to reload a Clip, msec
AutoReloadWhenIdle = 7550;15100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
FireSound = LaserCrusaderWeapon
AntiAirborneVehicle = No
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
End
;-----------------------------------------------------
Weapon Lazr_HumveeMissileWeapon
PrimaryDamage = 30.0
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
DamageType = EXPLOSION ; ignored for projectile weapons
DeathType = BURNED
WeaponSpeed = 99999
LaserName = Lazr_CrusaderLaserBeam
LaserBoneName = TurretMS01
FireFX = Lazr_WeaponFX_Laser
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
ClipReloadTime = 2000 how long to reload a Clip, msec
AutoReloadsClip = Yes
; FireSound = LaserCrusaderWeapon
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes
End
;------------------------------------------------------------------------------
Weapon Lazr_HumveeMissileWeaponAir
PrimaryDamage = 50.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 300.0
DamageType = EXPLOSION ; ignored for projectile weapons
DeathType = BURNED
WeaponSpeed = 9999 ; ignored for projectile weapons
LaserName = Lazr_CrusaderLaserBeam
LaserBoneName = TurretMS01
FireFX = Lazr_WeaponFX_Laser
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon
ClipReloadTime = 2000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
AntiGround = No
End
Edited by moderator Thursday, October 11, 2018 11:15:01 AM(UTC)
| Reason: Forget to add Weapon codes