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MoqqyT Offline
#1 Posted : Monday, April 15, 2019 12:24:51 PM(UTC)
MoqqyT
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Joined: 4/15/2019(UTC)
Posts: 8
Bouvet Island

Thanks: 3 times
How can i remove Point Defense Laser from Airforce general Raptors?

Using .ini scripting

I tried to set their damage value to 0, it didnt work..

this is the script in .ini:

Weapon AirF_RaptorJetMissileWeapon
PrimaryDamage = 125.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 350.0
MinimumAttackRange = 100.0
AcceptableAimDelta = 30
DamageType = JET_MISSILES
DeathType = EXPLODED
WeaponSpeed = 1000
ProjectileObject = RaptorJetMissile
ProjectileExhaust = AirF_RaptorMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
FireFX = None
FireSound = RaptorJetMissileWeapon
ProjectileDetonationFX = WeaponFX_JetMissileDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 75 ;150
ClipSize = 6
ClipReloadTime = 2000
AutoReloadsClip = RETURN_TO_BASE
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
WeaponBonus = PLAYER_UPGRADE DAMAGE 112%
End

Weapon AirF_RaptorPointDefenseLaser
PrimaryDamage = 100.0
PrimaryDamageRadius = 0.0
AttackRange = 65.0
DamageType = LASER
DeathType = LASERED
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 250 ; time between shots, msec
;DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AcceptableAimDelta = 180 ; Don't need to turn at all.
AntiSmallMissile = Yes
AntiProjectile = No
LaserName = AvengerPointDefenseLaserBeam
LaserBoneName = WeaponA01
FireFX = WeaponFX_PaladinPointDefenseLaser
End
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SkyMix_RMT Offline
#2 Posted : Monday, April 15, 2019 2:43:23 PM(UTC)
SkyMix_RMT
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Find the raptor's object code, when there, look for its weaponset, then remove the pointlaserdefense
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MoqqyT Offline
#3 Posted : Monday, April 15, 2019 3:51:21 PM(UTC)
MoqqyT
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Joined: 4/15/2019(UTC)
Posts: 8
Bouvet Island

Thanks: 3 times
Originally Posted by: SkyMix_RMT Go to Quoted Post
Find the raptor's object code, when there, look for its weaponset, then remove the pointlaserdefense



hey, i found this. Should i put ''none'' in the highlighted yellow text?

;------------------------------------------------------------------------------
Object AirF_AmericaJetRaptor

; *** ART Parameters ***
SelectPortrait = SAKingRap_L
ButtonImage = SAKingRap

UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = WeaponA01
DefaultConditionState
Model = AVRaptorAG
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
End

ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = REALLYDAMAGED
Model = AVRaptorAG_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVRaptorAG_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = AVRaptorAG_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = RUBBLE
Model = AVRaptor_D1B
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVRaptor_D1B
;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

OkToChangeModelColor = Yes

End

; ***DESIGN parameters ***
DisplayName = OBJECT:KingRaptor
EditorSorting = VEHICLE
Side = AmericaAirForceGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
Object = AirF_AmericaAirfield
End

WeaponSet
Conditions = None
Weapon = PRIMARY AirF_RaptorJetMissileWeapon
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End

BuildCost = 1100
BuildTime = 20
ExperienceValue = 75 75 125 175 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaJetRaptorCommandSet

; *** AUDIO Parameters ***
VoiceSelect = KingRaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = KingRaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 240.0
InitialHealth = 240.0
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL RaptorJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

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 = PointDefenseLaserUpdate ModuleTag_22
WeaponTemplate = AirF_RaptorPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 10
ScanRange = 200.0
PredictTargetVelocityFactor = 2.0
End
Behavior = StealthDetectorUpdate ModuleTag_24
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = 250 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End

Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
WeaponTemplate = AirF_PointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 0
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End

Behavior = ArmorUpgrade ModuleTag_Armor25
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_26
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 4 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End



Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End
Annihilationzh Offline
#4 Posted : Monday, April 15, 2019 4:36:02 PM(UTC)
Annihilationzh
General
Joined: 8/2/2008(UTC)
Posts: 1,721
United Kingdom

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Was thanked: 447 time(s) in 304 post(s)
You have to remove the whole module. I.E. delete all these lines:
Code:
Behavior = PointDefenseLaserUpdate ModuleTag_22
WeaponTemplate = AirF_RaptorPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 10
ScanRange = 200.0
PredictTargetVelocityFactor = 2.0
End

Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
WeaponTemplate = AirF_PointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 0
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
MoqqyT Offline
#5 Posted : Monday, April 15, 2019 4:51:19 PM(UTC)
MoqqyT
Private
Joined: 4/15/2019(UTC)
Posts: 8
Bouvet Island

Thanks: 3 times
Originally Posted by: Annihilationzh Go to Quoted Post
You have to remove the whole module. I.E. delete all these lines:
Code:
Behavior = PointDefenseLaserUpdate ModuleTag_22
WeaponTemplate = AirF_RaptorPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 10
ScanRange = 200.0
PredictTargetVelocityFactor = 2.0
End

Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
WeaponTemplate = AirF_PointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 0
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End


i am sorry i dont get it. By remove you mean put 0s or none?

Or should i add the whole AirF_AmericaRaptor code, except these lines?

I am trying to make a multiplayer map with these codes, so i cant just remove them from the original files, i will be copying the codes into a separate map.ini

sorry if i seem stupid, i am somewhat new to this :D
MoqqyT Offline
#6 Posted : Monday, April 15, 2019 4:53:48 PM(UTC)
MoqqyT
Private
Joined: 4/15/2019(UTC)
Posts: 8
Bouvet Island

Thanks: 3 times
Here is the script i made so far.
;-------------------------------------------------------------------
InGameUI
MilitaryCaptionColor = R:157 G:104 B:54 A:250
MilitaryCaptionPosition = X:10 Y:150
MilitaryCaptionTitlePointSize = 11
MilitaryCaptionPointSize = 10
MilitaryCaptionBold = Yes
NamedTimerCountdownNormalColor = R:67 G:104 B:254 A:150
NamedTimerCountdownPosition = X:0.36 Y:0.69 ;X:0.02 Y:0.32
NamedTimerCountdownNormalPointSize = 10
NamedTimerCountdownNormalBold = No;Yes
End
;------------------------------------------------------------------- USA
Object AmericaVehicleDozer
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
Object AmericaSupplyCenter
RemoveModule ModuleTag_12
End
;-------------------------------------------------------------------
Object AmericaVehicleHumvee
ShroudClearingRange = 320
VisionRange = 150
ReplaceModule ModuleTag_05
Behavior = TransportContain ModuleTag_05_Override
PassengersAllowedToFire = Yes
Slots = 3
DamagePercentToUnits = 25%
AllowInsideKindOf = INFANTRY
ExitDelay = 200
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End
End
;-------------------------------------------------------------------
CommandButton Command_ConstructAmericaVehicleHumvee
Command = UNIT_BUILD
Object = AmericaVehicleHumvee
TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee
ButtonImage = SAHummer
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee
End
;------------------------------------------------------------------- SupW
Object SupW_AmericaVehicleDozer
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
Object SupW_AmericaVehicleHumvee
ShroudClearingRange = 320
VisionRange = 150
ReplaceModule ModuleTag_05
Behavior = TransportContain ModuleTag_05_Override
PassengersAllowedToFire = Yes
Slots = 3
DamagePercentToUnits = 25%
AllowInsideKindOf = INFANTRY
ExitDelay = 200
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End
End
;-------------------------------------------------------------------
CommandButton Command_ConstructSupW_AmericaVehicleHumvee
Command = UNIT_BUILD
Object = SupW_AmericaVehicleHumvee
TextLabel = CONTROLBAR:ConstructSupW_AmericaVehicleHumvee
ButtonImage = SAHummer
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee
End
;-------------------------------------------------------------------
Object SupW_AmericaSupplyCenter
RemoveModule ModuleTag_12
End
;------------------------------------------------------------------- AirF
Object AirF_AmericaVehicleDozer
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
Object AirF_AmericaVehicleHumvee
ShroudClearingRange = 320
VisionRange = 130
ReplaceModule ModuleTag_05
Behavior = TransportContain ModuleTag_05_Override
PassengersAllowedToFire = Yes
Slots = 1
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End
End
;-------------------------------------------------------------------Raptor
CommandButton AirF_Command_ConstructAmericaJetRaptor
Command = UNIT_BUILD
Object = AirF_AmericaJetRaptor
TextLabel = CONTROLBAR:ConstructAmericaJetKingRaptor
ButtonImage = SAKingRap
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildKingRaptor
End
;-------------------------------------------------------------------
Weapon AirF_RaptorJetMissileWeapon
PrimaryDamage = 100.0
PrimaryDamageRadius = 0.0
ScatterRadiusVsInfantry = 65.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 350.0
MinimumAttackRange = 100.0
AcceptableAimDelta = 30
DamageType = JET_MISSILES
DeathType = EXPLODED
WeaponSpeed = 1000
ProjectileObject = RaptorJetMissile
ProjectileExhaust = AirF_RaptorMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
FireFX = None
FireSound = RaptorJetMissileWeapon
ProjectileDetonationFX = WeaponFX_JetMissileDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 75 ;150
ClipSize = 6
ClipReloadTime = 2000
AutoReloadsClip = RETURN_TO_BASE
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
WeaponBonus = PLAYER_UPGRADE DAMAGE 112%
End
;-------------------------------------------------------------------
Weapon AirF_RaptorPointDefenseLaser
PrimaryDamage = 1.0
PrimaryDamageRadius = 0.0
AttackRange = 65.0
DamageType = LASER
DeathType = LASERED
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 250 ; time between shots, msec
;DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AcceptableAimDelta = 180 ; Don't need to turn at all.
AntiSmallMissile = Yes
AntiProjectile = No
LaserName = AvengerPointDefenseLaserBeam
LaserBoneName = WeaponA01
FireFX = WeaponFX_PaladinPointDefenseLaser
End
;-------------------------------------------------------------------
Weapon AirF_PointDefenseLaser
PrimaryDamage = 1.0
PrimaryDamageRadius = 0.0
AttackRange = 65.0
DamageType = LASER
DeathType = LASERED
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 250 ; time between shots, msec
;DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AcceptableAimDelta = 180 ; Don't need to turn at all.
AntiSmallMissile = Yes
AntiProjectile = No
LaserName = AirF_PointDefenseLaserBeam
LaserBoneName = WeaponA01
FireFX = WeaponFX_PaladinPointDefenseLaser
End

;-------------------------------------------------------------------
CommandButton Command_ConstructAirF_AmericaVehicleHumvee
Command = UNIT_BUILD
Object = AirF_AmericaVehicleHumvee
TextLabel = CONTROLBAR:ConstructAirF_AmericaVehicleHumvee
ButtonImage = SAHummer
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee
End
;-------------------------------------------------------------------
Object AirF_AmericaSupplyCenter
RemoveModule ModuleTag_12
End
;------------------------------------------------------------------- Lazr
Object Lazr_AmericaVehicleDozer
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
Object Lazr_AmericaVehicleHumvee
ShroudClearingRange = 320
VisionRange = 150
ReplaceModule ModuleTag_05
Behavior = TransportContain ModuleTag_05_Override
PassengersAllowedToFire = Yes
Slots = 3
DamagePercentToUnits = 25%
AllowInsideKindOf = INFANTRY
ExitDelay = 200
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
End
End
;-------------------------------------------------------------------
CommandButton Command_ConstructLazr_AmericaVehicleHumvee
Command = UNIT_BUILD
Object = AmericaVehicleHumvee
TextLabel = CONTROLBAR:ConstructLazr_AmericaVehicleHumvee
ButtonImage = SAHummer
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee
End
;-------------------------------------------------------------------
Object Lazr_AmericaSupplyCenter
RemoveModule ModuleTag_12
End
;------------------------------------------------------------------- CHINA
Object ChinaVehicleDozer
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
CommandSet ChinaPropagandaCenterCommandSet
1 = Command_UpgradeChinaNationalism
2 = Command_UpgradeChinaSubliminalMessaging
3 = Command_UpgradeChinaNuclearTanks
4 = Command_UpgradeChinaUraniumShells
5 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
;------------------------------------------------------------------- TANK
Object Tank_ChinaVehicleDozer
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
CommandSet Tank_ChinaPropagandaCenterCommandSet
1 = Command_UpgradeChinaNationalism
2 = Tank_Command_UpgradeChinaAutoLoader
3 = Command_UpgradeChinaSubliminalMessaging
4 = Tank_Command_UpgradeChinaUraniumShells
5 = Tank_Command_UpgradeChinaNuclearTanks
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
;------------------------------------------------------------------- NUKE
Object Nuke_ChinaVehicleDozer
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
CommandSet Nuke_ChinaPropagandaCenterCommandSet
1 = Command_UpgradeChinaNationalism
2 = Nuke_Command_UpgradeChinaIsotopeStability
3 = Command_UpgradeChinaSubliminalMessaging
4 = Command_UpgradeChinaNeutronShells
5 = Command_UpgradeChinaTacticalNukeMig
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
;------------------------------------------------------------------- INFA
Object Infa_ChinaVehicleDozer
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
CommandSet Infa_ChinaPropagandaCenterCommandSet
1 = Command_UpgradeChinaFanaticism
;2 = Command_UpgradeAmericaChemicalSuits
3 = Command_UpgradeChinaSubliminalMessaging
4 = Command_UpgradeChinaNeutronShells
12 = Command_UpgradeChinaMines
14 = Command_Sell
End
;------------------------------------------------------------------- GLA
Object GLAInfantryWorker
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
CommandSet GLAPalaceCommandSet
1 = Command_UpgradeGLAAPBullets
2 = Command_UpgradeGLAAPRockets
3 = Command_UpgradeGLAJunkRepair
4 = Command_UpgradeGLABuggyAmmo
5 = Command_UpgradeGLARadarVanScan
6 = Command_StructureExit
7 = Command_UpgradeGLAFortifiedStructure
8 = Command_UpgradeGLAArmTheMob
9 = Command_UpgradeGLACamouflage
10 = Command_UpgradeGLAToxinShells
11 = Command_UpgradeGLAAnthraxBeta
12 = Command_Evacuate
13 = Command_StructureExit
14 = Command_Sell
End
;-------------------------------------------------------------------
CommandSet GLACommandCenterCommandSet
1 = Command_ConstructGLAWorker
2 = Command_UpgradeGLAWorkerShoes
4 = Command_GPSScrambler
5 = Command_Ambush
6 = Command_EmergencyRepair
7 = Command_AnthraxBomb
8 = Command_SneakAttack
13 = Command_SetRallyPoint
14 = Command_Sell
End
;------------------------------------------------------------------- SLTH
Object Slth_GLAInfantryWorker
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
CommandSet Slth_GLACommandCenterCommandSet
1 = Slth_Command_ConstructGLAWorker
3 = Command_UpgradeGLAWorkerShoes
4 = Slth_Command_GPSScrambler
5 = Command_Ambush
6 = Early_Command_EmergencyRepair
7 = Command_AnthraxBomb
8 = Command_SneakAttack
12 = Command_UpgradeGLACamoNetting
13 = Command_SetRallyPoint
14 = Command_Sell
End
;-------------------------------------------------------------------
CommandSet Slth_GLAPalaceCommandSet
1 = Command_UpgradeGLAAPBullets
2 = Command_UpgradeGLAAPRockets
3 = Command_UpgradeGLAJunkRepair
4 = Command_UpgradeGLABuggyAmmo
5 = Command_UpgradeGLACamoNetting
6 = Command_UpgradeGLARadarVanScan
7 = Command_UpgradeGLAFortifiedStructure
8 = Command_UpgradeGLAArmTheMob
; 9 = Command_UpgradeGLACamouflage ;comes free for stealth general
11 = Command_UpgradeGLAAnthraxBeta
12 = Command_Evacuate
13 = Command_StructureExit
14 = Command_Sell
End
;------------------------------------------------------------------- CHEM
Object Chem_GLAInfantryWorker
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
CommandSet Chem_GLACommandCenterCommandSet
1 = Chem_Command_ConstructGLAWorker
3 = Command_UpgradeGLAWorkerShoes
5 = Chem_Command_Ambush
6 = Command_EmergencyRepair
7 = Command_AnthraxBomb
8 = Command_SneakAttack
13 = Command_SetRallyPoint
14 = Command_Sell
End
;-------------------------------------------------------------------
CommandSet Chem_GLAPalaceCommandSet
1 = Chem_Command_UpgradeGLAAPBullets
2 = Command_UpgradeGLAAPRockets
3 = Command_UpgradeGLAJunkRepair
4 = Command_UpgradeGLABuggyAmmo
5 = Command_UpgradeGLARadarVanScan
6 = Command_StructureExit
7 = Command_UpgradeGLAFortifiedStructure
8 = Command_UpgradeGLAArmTheMob
11 = Chem_Command_UpgradeGLAAnthraxGamma
13 = Command_Evacuate
14 = Command_Sell
End
;------------------------------------------------------------------- Demo
Object Demo_GLAInfantryWorker
AddModule
Behavior = CashBountyPower ModuleTag_15_Override
SpecialPowerTemplate = SpecialAbilityCashBounty1
Bounty = 100%
End
End
End
;-------------------------------------------------------------------
CommandSet Demo_GLACommandCenterCommandSet
1 = Demo_Command_ConstructGLAWorker
3 = Command_UpgradeGLAWorkerShoes
4 = Command_GPSScrambler
5 = Command_Ambush
6 = Command_EmergencyRepair
7 = Command_AnthraxBomb
8 = Command_SneakAttack
13 = Command_SetRallyPoint
14 = Command_Sell
End
;-------------------------------------------------------------------
CommandSet Demo_GLAPalaceCommandSet
1 = Command_UpgradeGLAAPBullets
2 = Command_UpgradeGLAAPRockets
3 = Command_UpgradeGLAJunkRepair
4 = Command_UpgradeGLABuggyAmmo
5 = Command_StructureExit
6 = Command_Evacuate
7 = Command_UpgradeGLAFortifiedStructure
8 = Command_UpgradeGLAArmTheMob
9 = Command_UpgradeGLARadarVanScan
; 12 = Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb
13 = Demo_UpgradeSuicideBomb
14 = Command_Sell
End
;-------------------------------------------------------------------
Annihilationzh Offline
#7 Posted : Monday, April 15, 2019 5:05:48 PM(UTC)
Annihilationzh
General
Joined: 8/2/2008(UTC)
Posts: 1,721
United Kingdom

Thanks: 26 times
Was thanked: 447 time(s) in 304 post(s)
Originally Posted by: MoqqyT Go to Quoted Post
i am sorry i dont get it. By remove you mean put 0s or none?

I thought you were making a mod, so I meant delete those lines entirely.

For a map.ini this will do it:

Code:
AirF_AmericaJetRaptor
 RemoveModule ModuleTag_22
 RemoveModule ModuleTag_Laser_One
End
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
 1 user thanked Annihilationzh for this useful post.
MoqqyT on 4/16/2019(UTC)
MoqqyT Offline
#8 Posted : Tuesday, April 16, 2019 5:32:50 AM(UTC)
MoqqyT
Private
Joined: 4/15/2019(UTC)
Posts: 8
Bouvet Island

Thanks: 3 times
Originally Posted by: Annihilationzh Go to Quoted Post
Originally Posted by: MoqqyT Go to Quoted Post
i am sorry i dont get it. By remove you mean put 0s or none?

I thought you were making a mod, so I meant delete those lines entirely.

For a map.ini this will do it:

Code:
AirF_AmericaJetRaptor
 RemoveModule ModuleTag_22
 RemoveModule ModuleTag_Laser_One
End


Wow it worked thanks alot!

Code:
Object AirF_AmericaJetRaptor
 RemoveModule ModuleTag_22
 RemoveModule ModuleTag_Laser_One
End
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