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Offline Derina  
#1 Posted : Saturday, March 9, 2024 7:51:13 AM(UTC)
Derina
Private
Joined: 3/9/2024(UTC)
Posts: 1

Hi, I want to add two new aircrafts to the game to GLA demolition faction.
The problem is that the shadows are not right in the game and changing values of it did not help in the INI file. There seems to be some kind of problem with the INI or the models. Can anyone help me to fix the problem.
This is the INI for both of them.

;------------------------------------------------------------------------------
Object 313

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

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

Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = WeaponA01
DefaultConditionState
Model = qaher313-afm-ra
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 = qaher313-afm-ra
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = qaher313-afm-ra
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = qaher313-afm-ra
; 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 = qaher313-afm-ra
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = qaher313-afm-ra
;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 = GLADemolitionGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
End

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

BuildCost = 0
BuildTime = 0.1
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 = WeaponSetUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaLaserMissiles
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

;------------------------------------------------------------------------------

Object 29

; *** ART Parameters ***
SelectPortrait = SNMig_L
ButtonImage = SNMig

UpgradeCameo1 = Upgrade_ChinaAircraftArmor
;UpgradeCameo2 = Upgrade_ChinaBlackNapalm
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

DefaultConditionState
Model = MiG-29
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
End

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

ConditionState = JETEXHAUST JETAFTERBURNER
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Exhaust01 JetExhaust
ParticleSysBone = Exhaust02 JetExhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED
Model = MiG-29
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = RUBBLE
Model = MiG-29
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = MiG-29
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = MiG-29
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
; @todo srj -- model missing
;Model = NVMIG_D1B
Model = MiG-29
;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:MIG
EditorSorting = VEHICLE
Side = GLADemolitionGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 300.0

Prerequisites
End

WeaponSet
Conditions = None
Weapon = PRIMARY demo-29
; AutoChooseSources = PRIMARY NONE
End

ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End

BuildCost = 0
BuildTime = 0.1
ExperienceValue = 50 50 100 150 ;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 = ChinaJetMIGCommandSet

; *** AUDIO Parameters ***
VoiceSelect = MigVoiceSelect
VoiceMove = MigVoiceMove
VoiceAttack = MigVoiceAttack
VoiceAttackAir = MigVoiceAttackAir
VoiceGuard = MigVoiceAirPatrol
SoundAmbient = MigAmbientLoop
UnitSpecificSounds
VoiceCreate = MigVoiceCreate
Afterburner = RaptorAfterburner
VoiceGarrison = MigVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 160.0
InitialHealth = 160.0
End

Behavior = JetSlowDeathBehavior ModuleTag_03
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp
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_MigDeathInitial
OCLInitialDeath = OCL_MIGDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_MIGDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_MIGDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp
End


Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End

Behavior = JetAIUpdate ModuleTag_06
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
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End

Locomotor = SET_NORMAL MIGLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor


Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = MaxHealthUpgrade ModuleTag_10
TriggeredBy = Upgrade_ChinaAircraftArmor
AddMaxHealth = 40.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End



Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME

Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End

The w3d and texture files are also uploaded
Thanks so much
Textures.rar (420kb) downloaded 4 time(s).
W3D.rar (244kb) downloaded 4 time(s).

Edited by user Saturday, March 9, 2024 7:58:22 AM(UTC)  | Reason: Not specified

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