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Multiple OverlordContain upgrades in overlord tank
General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Well, you can only try InitialPayload on the overlord and the bunker. If it doesn't do anything on either then that's all she wrote.
OCLs should work regardless. |
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Private Joined: 12/9/2020(UTC) Posts: 37
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Originally Posted by: Annihilationzh The Tank general's overlord uses the regular overlord gattling cannon. I actually have an extra question regarding this, just so I understand better how it all works: Tank general's Overlord Gattling is positioned further forward than the normal Overlord's, correct? If it just uses the regular one, and the draw modules are in the Gattling objects, how can this be? Also does Draw affect anything else than weapon bone locations, game mechanics wise?
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Quote:Tank general's Overlord Gattling is positioned further forward than the normal Overlord's, correct? If it just uses the regular one, and the draw modules are in the Gattling objects, how can this be? The addons attach to the bone FIREPOINT01 on the overlord model. The two models have this bone in different places. Quote:Also does Draw affect anything else than weapon bone locations, game mechanics wise? The models themselves determine a lot. As you discovered earlier, the bones on an overlord are not setup for a flamethrower, so you ended up with a strange trajectory. Likewise if you want a visible rotating turret it needs to be supported by the model. Models also have parts that change colour (blue/red/green/etc) depending on who owns them. The draw modules determine which models are being used and in what situation. They hide/show parts of a model. They tell models to animate (treads, scaffolding, turrets, recoil). They tell buildings which direction they should face by default. They add particles (sparks, smoke and similar) to bones. Basically they handle everything around how the game interacts with models. |
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Private Joined: 12/9/2020(UTC) Posts: 37
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Originally Posted by: Annihilationzh The addons attach to the bone FIREPOINT01 on the overlord model. The two models have this bone in different places. Aha, so I got it backwards... I thought the addons added firepoints, instead they attach to existing firepoints. Quote:Likewise if you want a visible rotating turret it needs to be supported by the model. Hmm by supported you mean having a proper firepoint/bone for it? E.g. a supply truck would not support a (visible rotating) turret since it has no firepoints in its model? Does this also mean I can't just add Overlord Contain to anything I want? Since it's something that attaches to an existing firepoint? Edited by user Sunday, December 20, 2020 6:02:10 PM(UTC)
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Quote:Does this also mean I can't just add Overlord Contain to anything I want? Since it's something that attaches to an existing firepoint? It won't crash but most models don't have a FIREPOINT01. You'd need another bone to attach it to, or the addon would just be put at the center of the model, on the floor. For example, the Paladin has a bone for its laser, and you could mount an overlord gattling cannon on it no problem. Quote:Hmm by supported you mean having a proper firepoint/bone for it? E.g. a supply truck would not support a (visible rotating) turret since it has no firepoints in its model? No sorry, I meant turret like a battlemaster's turret. It's a named part of the model. These turrets have to be designed to function as a turret. I.E. imagine a tank's turret moving but the cannon stays still - and shoots shells out sideways. Overlord addons are technically just buildings in the code. The speaker tower and bunker don't even have turrets. |
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I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Private Joined: 12/9/2020(UTC) Posts: 37
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Originally Posted by: Annihilationzh You can then use ObjectCreationUpgrade to spawn the OCL. And if you don't want it to require an upgrade then you can give them the upgrade for free (see Dr Thrax's Command Center - he gets anthrax beta for free).
I tried this to no avail today. In Overlord's bunker (well the Gattling cannon since it has the bunker) I had: Quote: Behavior = GrantUpgradeCreate ModuleTag_BunkerTroops UpgradeToGrant = Upgrade_Tank_ChinaBunkerTroops End Behavior = ObjectCreationUpgrade ModuleTag_BunkerOCL UpgradeObject = OCL_Tank_ChinaBunkerTroops TriggeredBy = Upgrade_Tank_ChinaBunkerTroops End In ObjectCreationList.ini I had: Quote:ObjectCreationList OCL_Tank_ChinaBunkerTroops CreateObject ObjectNames = Tank_ChinaInfantryTankHunter Count = 3 ContainInsideSourceObject = Yes End CreateObject ObjectNames = Tank_ChinaInfantryRedguard Count = 2 ContainInsideSourceObject = Yes End End In Upgrades.ini I had: Quote:Upgrade Upgrade_Tank_ChinaBunkerTroops DisplayName = UPGRADE:TankChinaBunkerTroops Type = OBJECT BuildTime = 15.0 BuildCost = 400 ButtonImage = SNHelixUp03 ResearchSound = HelixVoiceUpgradeBunker UnitSpecificSound = OverlordExpansion End What am I missing? Also I added ECM behavior to the Overlord instead of one of its contained modules this time just to see if it's the correct code, works fine; only I got a "serious error" crash, the first I've had so far that was not caused by me alt-tabbing. Do you think it could be related to the ECM behavior? EDIT actually my ECM behavior had a duplicate module tag, I'll fix it and post again if it comes up again. EDIT2 those lines of pseudocode work when I put them in a bunker (the building). So I guess OverlordContain is the issue...? Edited by user Tuesday, January 12, 2021 2:08:05 AM(UTC)
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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GrantUpgradeCreate on most units will crash saved games. If you remove Type = OBJECT from upgrade.ini you can move GrantUpgradeCreate to the war factory. Quote:Also I added ECM behavior to the Overlord instead of one of its contained modules this time just to see if it's the correct code, works fine; only I got a "serious error" crash, the first I've had so far that was not caused by me alt-tabbing. Do you think it could be related to the ECM behavior? My memory is getting foggy here, but I'm pretty sure ECM and PDL count towards the weapon limit (3 per unit). That could be the cause of the crash. Quote:EDIT2 those lines of pseudocode work when I put them in a bunker (the building). So I guess OverlordContain is the issue...? I'm honestly surprised that didn't work. I could have sworn I've seen it done before. You may have to give the overlord slots by default (like the helix) and have the OCL spawn in the overlord. |
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Private Joined: 12/9/2020(UTC) Posts: 37
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Originally Posted by: Annihilationzh GrantUpgradeCreate on most units will crash saved games. Oh... good to know. Originally Posted by: Annihilationzh If you remove Type = OBJECT from upgrade.ini you can move GrantUpgradeCreate to the war factory. Wouldn't that make the Overlord spawn with inf inside it? Rather than having the inf be generated upon getting the bunker? Quote:My memory is getting foggy here, but I'm pretty sure ECM and PDL count towards the weapon limit (3 per unit). That could be the cause of the crash. I tried removing the TERTIARY weapon from the Overlord, in 1 of the test runs it crashed again but not the others. There was a lot of crap going on the screen however. Quote:I'm honestly surprised that didn't work. I could have sworn I've seen it done before. You may have to give the overlord slots by default (like the helix) and have the OCL spawn in the overlord. I got it to work by putting the OCL in the Overlord and having the condition be the GattlingCannon upgrade (well the GattlingBunker in my case). The Gattling main gun has some weird targeting behavior when I tested (such as not shooting when I tell the tank to shoot at a building), not sure if it's related at all to the inf inside. Also, somehow the Gattling gun will refuse to shoot (or even turn) if I add a TERTIARY weapon to the Gattling upgrade. Any idea why that is?
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Quote:Wouldn't that make the Overlord spawn with inf inside it? Rather than having the inf be generated upon getting the bunker? GrantUpgradeCreate will make the OCL activate immediately regardless of where it is. Quote:I tried removing the TERTIARY weapon from the Overlord, in 1 of the test runs it crashed again but not the others. There was a lot of crap going on the screen however. You mean like glitchy graphics? Quote:Also, somehow the Gattling gun will refuse to shoot (or even turn) if I add a TERTIARY weapon to the Gattling upgrade. Any idea why that is? Not off the top of my head but I could take a look at the code if you want. |
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. |
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Private Joined: 12/9/2020(UTC) Posts: 37
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Originally Posted by: Annihilationzh You mean like glitchy graphics? As in a lot of units were doing things (like half a screen of inf fighting each other). There was also some bugged units: rocket attacks coming from a spot without units, may be where my Overlord died, maybe not... but I think I've also seen this bug in the base game so it might not be due to my messing. Quote:Not off the top of my head but I could take a look at the code if you want. Here's my current full GattlingBunker code, I basically only added the bunker contain/draw, and the tertiary weapon (I tried both with and without the tertiary being bound to turret): (the initial payload for the contain doesn't work, maybe I should comment it out so that it doesn't add to glitching?) Quote:Object Tank_ChinaTankOverlordGattlingCannon
; *** ART Parameters *** SelectPortrait = SNGatTower_L ButtonImage = SNGatTower ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01
DefaultConditionState Model = NVOvrlrd_G Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = CONTINUOUS_FIRE_SLOW Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End
ConditionState = REALLYDAMAGED Model = NVOvrlrd_GD Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End
End
Draw = W3DDependencyModelDraw ModuleTag_01x OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01
ConditionState = NONE Model = NVOvrlrd_B End ConditionState = REALLYDAMAGED Model = NVOvrlrd_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVOvrlrd_B End ConditionState = NIGHT REALLYDAMAGED Model = NVOvrlrd_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End End
; ***DESIGN parameters *** Side = ChinaTankGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun Weapon = SECONDARY GattlingBuildingGunAir PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT Weapon = TERTIARY DragonTankFlameWeaponUpgraded End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200
; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceRapidFire = NoSound End
; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End
Behavior = VeterancyGainCreate ModuleTag_07 StartingLevel = VETERAN End
Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = Yes End
Behavior = TransportContain ModuleTag_08 Slots = 5 PassengersAllowedToFire = Yes AllowInsideKindOf = INFANTRY InitialPayload = Tank_ChinaInfantryTankHunter 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 50% End
Behavior = DestroyDie ModuleTag_04 ;nothing End
Behavior = WeaponBonusUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaChainGuns End
Behavior = StealthDetectorUpdate ModuleTag_06 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ; Defaults to VisionRange CanDetectWhileContained = Yes End
Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End Edited by user Wednesday, January 13, 2021 12:37:48 PM(UTC)
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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My guess would be that it's struggling to pitch the turret for the flamethrower and it's just getting stuck. Flamethrowers (and toxin streams) are very finnicky. |
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. |
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Captain Joined: 4/8/2009(UTC) Posts: 57 Location: In a house
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Yes you can use OCL to populate the bunker with a mix of different infantry types. However note that the infantry will not have horde bonus since they are not in a group on the ground. You have to exit them, let the horde bonus appear, then garrison them again in the bunker. Also only the first draw module in the bunker gattling will attach to the correct bone in the tank model. Best for this to be the gattling model. The bunker will just appear at the same place rather than at the back of the turret. I will try to attach an example map.ini mod with a test mission map here.
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Multiple OverlordContain upgrades in overlord tank
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