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Pred Drones Gun boats and More!!(need help on some tho)
 
        
            
            
    
        
 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                OK i was just thinking to myself (while playing mw2) And i thought Pred drone so then i started on what eles i could add to this mod and now ive went a bit over board and i wanna add lots of units.But i nee to know how to Make a boat,and how to make an unit stealthed.Plz help. I can do everything eles but the Boats and the Pred. Drone stealthed...Hovercraft 2 AND if you want me to add more to this mod (I ill do my best to release the v.1 of this mod When i get a chance)Just ask and I will do my best    BUT if you want modeling... I dont do it srry. WHAT I WANT TO ADD!!! American. Pred. drone Pow Truck. Seals. HoverCraft. Gunboat GunTurrent. Juggernot. China. MissleTurrent Hovercraft Gunboat GLA. Gunturrent .50cal Gunboat Barge. Edited by user Thursday, February 28, 2013 9:07:21 PM(UTC)
 | Reason: Me THATS WHY!! :3    | 
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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 ColonelJoined: 5/8/2012(UTC) Posts: 615  Location: USA, Tennessee, Home, Livingroom, couch.  Thanks: 102 times Was thanked: 195 time(s) in 140 post(s)
  
 
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                to make a boat i would use a land unit's inis, like that of the battlemaster or something, and just change the locomoter to that of a boat (like the PT boat's locomoter).
  To make things stealthed, try coping the stealth module from the sniper, a drone, or anything else that uses stealth already.
  Also, you can't take things from tibierian sun and add them to generals. completely different stuff. you will have to do the models/animations yourself, find someone to do it, or find someone that will give you some models that have already been made.    | 
one soul at a time  | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                :( Ok beggers can't be choosers i gess Anywho ty But with the boat Wouldn't it just spawn and not move???
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9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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 ColonelJoined: 5/8/2012(UTC) Posts: 615  Location: USA, Tennessee, Home, Livingroom, couch.  Thanks: 102 times Was thanked: 195 time(s) in 140 post(s)
  
 
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                Welcome.
  i think they tend to move on land until they get into water, then they can't get back out. Haven't actually made a boat myself yet, but thats what ive seen in most mods with navys. Usually they come from some sort of dock, and are spawned in the water by putting the spawn point a little ways in front of the building they're spawned from.
  Even if they can't move when on land, that would only make the player build the ship-constructing building where the ships would be spawned in the water instead of using the ships as super-crazy-invincible tanks(because ships usually have alot better armor/weapons than anything on land).    | 
one soul at a time  | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                ok so ive got all the units but when i have the gunner(ak47)he has a pistol and so idk why
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9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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 ColonelJoined: 5/8/2012(UTC) Posts: 615  Location: USA, Tennessee, Home, Livingroom, couch.  Thanks: 102 times Was thanked: 195 time(s) in 140 post(s)
  
 
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                Is he firing a pistol or is he holding one?    | 
one soul at a time  | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                Both Also i was Wondering how to make the docks???tht work I have the boats they are built at the airfield(becuase idk how to do a correct docks) But its stuck in one place and will not move but other thean tht i Have everything ive siad but the boats,Docks for the Boats,and the Buildings(and the Cargo plane ,But i would like to know how to make it paradrop men like put them in it and paradrop them over an area) Edited by user Thursday, February 28, 2013 10:32:10 PM(UTC)
 | Reason: Not specified    | 
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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 ColonelJoined: 5/8/2012(UTC) Posts: 615  Location: USA, Tennessee, Home, Livingroom, couch.  Thanks: 102 times Was thanked: 195 time(s) in 140 post(s)
  
 
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                if the guy looks like he is holding a gun then you need to use a different model, there isn't a way around that. To make a dock, copy inis so that you have a building that will build the boats, but use one of the civilian dock models. In your inis, if you used one of the factories as a template, you should find something like this;    Behavior = DefaultProductionExitUpdate ModuleTag_09     UnitCreatePoint   = X:-18.0  Y: 40.0   Z:0.0     NaturalRallyPoint = X: 60.0  Y: 40.0   Z:0.0   End change the UnitCreatePoint until it spawns the boat way infront of the building. make the NaturallRallyPoint the same as the UnitCreatePoint. Now, when you go to build the dock ingame, place it next to water so that the boat will spawn in the water. i'm not sure how to do the paradrops from the plane like your talking about. Edited by user Thursday, February 28, 2013 11:51:54 PM(UTC)
 | Reason: Not specified    | 
one soul at a time  | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                Well I got the docks ,BUT now it wont build anything so imma go back to the warfact modle and see if then it will do tht ... Found out what it was ... the door tht opens i del. the script for it to open so now Boats work :) ty  (Bumbed about the CargoPlane paradrop... Next time to work on the turrents,Grandcannon Forgot one thing and tht is how to get the GLA barge to be able to drop ppl off on the shore like it does on certain missions? Edited by user Friday, March 1, 2013 8:38:20 PM(UTC)
 | Reason: Just Reasons thats Why qqqqqqqqqp attached the following image(s):    | 
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
    
        
              1 user thanked qqqqqqqqqp for this useful post.  
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 ColonelJoined: 5/8/2012(UTC) Posts: 615  Location: USA, Tennessee, Home, Livingroom, couch.  Thanks: 102 times Was thanked: 195 time(s) in 140 post(s)
  
 
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                The model isn't whats causing it. Models don't actually change anything but how the object looks. Make sure your building has has a production update like this one;   Behavior = ProductionUpdate ModuleTag_12   End It doesn't need anything inside of it, it just tells the game that this building can produce stuff. Also, when adding modules like the one above, make sure the number on the end of the module name isn't already used. Edited by user Friday, March 1, 2013 8:40:09 PM(UTC)
 | Reason: Not specified    | 
one soul at a time  | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                How would you do the ferry thingy where it drops off ppl on the shore
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9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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 ColonelJoined: 5/8/2012(UTC) Posts: 615  Location: USA, Tennessee, Home, Livingroom, couch.  Thanks: 102 times Was thanked: 195 time(s) in 140 post(s)
  
 
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                im pretty sure that has to be done by making a map have that, the boat can't do it by itself. 
  Unless your wanting some sort of hovercraft unit that can go on land and water, which just needs a locomoter that allows both.    | 
one soul at a time  | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                ok i need elp with akgunner its not building and idk whay i just used the first mob guy on the list here it the Code
  ;------------------------------------------------------------------------------ Object GLAInfantryAK-47Gunner 
 
  ;**** ART Parameters ***   Draw = W3DModelDraw DrawTag_01     OkToChangeModelColor = Yes
      ; WHILE CARRYING PISTOL     ;---------------------------------------------------------     DefaultConditionState ;Idle with Pistol Holstered       Model = UIMOB01_SKN       IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12       IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5       IdleAnimation = UIMOB01_SKL.UIMOB01_CHA  0 5       IdleAnimation = UIMOB01_SKL.UIMOB01_STA  0 5       AnimationMode = ONCE       AnimationSpeedFactorRange 0.9 1.1       TransitionKey = TRANS_STAND_A
        WeaponFireFXBone = PRIMARY Muzzle       WeaponMuzzleFlash = PRIMARY MuzzleFX       WeaponFireFXBone = SECONDARY MuzzleAK       WeaponMuzzleFlash = SECONDARY MuzzleAKFX     End
      ; Drawing pistol     ConditionState  = PREATTACK_A       Animation     = UIMOB01_SKL.UIMOB01_ATA1_ST ; start firing       AnimationMode = ONCE     End     AliasConditionState = PREATTACK_A FIRING_A     AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A
      ; Firing pistol     ConditionState = FIRING_A       Animation = UIMOB01_SKL.UIMOB01_ATA1_LP ; looping firing       AnimationMode = LOOP       TransitionKey = TRANS_FIRING_A     End     AliasConditionState  = BETWEEN_FIRING_SHOTS_A          ConditionState  = RELOADING_A       Animation     = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing       AnimationMode = ONCE     End
      ; This transition allows him to put his gun away when he's finished attacking.     TransitionState = TRANS_FIRING_A TRANS_STAND_A       Animation     = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing       AnimationMode = ONCE     End
      ConditionState = MOVING       Animation = UIMOB01_SKL.UIMOB01_RNA        AnimationMode = LOOP       Flags = RANDOMSTART       TransitionKey   = MOVING       ParticleSysBone   = None InfantryDustTrails     End     AliasConditionState = MOVING RELOADING_A     AliasConditionState = MOVING PREATTACK_A     AliasConditionState = MOVING FIRING_A     AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A     AliasConditionState = MOVING RELOADING_C RELOADING_A      AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A 
      ConditionState = DYING       Animation = UIMOB01_SKL.UIMOB01_DA1           Animation = UIMOB01_SKL.UIMOB01_DA2       AnimationMode = ONCE       TransitionKey = TRANS_Dying     End
 
      ConditionState = SPECIAL_CHEERING       Animation = UIMOB01_SKL.UIMOB01_CHA       AnimationMode = ONCE     End
      ;--------------------------------------------------------     ; TRANSITION FROM PISTOL TO AK47     TransitionState = TRANS_STAND_A TRANS_STAND_AK       Animation = UIMOB01_SKL.UIMOB01_TA-D       AnimationMode = ONCE     End
      ; WHILE CARRYING AK47      ;---------------------------------------------------------     ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung       Model = UIMOB01_SKN       IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6       IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6       IdleAnimation = UIMOB01_SKL.UIMOB01_CHD  0 6       IdleAnimation = UIMOB01_SKL.UIMOB01_STD       AnimationMode = ONCE       AnimationSpeedFactorRange 0.9 1.1       TransitionKey = TRANS_STAND_AK     End
      ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE       Animation = UIMOB01_SKL.UIMOB01_RND        AnimationMode = LOOP       Flags = RANDOMSTART       TransitionKey   = MOVING_AK     End
      ConditionState = DYING WEAPONSET_PLAYER_UPGRADE       Animation = UIMOB01_SKL.UIMOB01_DD1           Animation = UIMOB01_SKL.UIMOB01_DD2       AnimationMode = ONCE       TransitionKey = TRANS_Dying     End
      ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE       Animation = UIMOB01_SKL.UIMOB01_CHD       AnimationMode = ONCE     End
      ; Drawing AK47     ConditionState  = PREATTACK_B WEAPONSET_PLAYER_UPGRADE       Animation     = UIMOB01_SKL.UIMOB01_ATD1_ST ; start firing       AnimationMode = ONCE     End     AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE     AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE
      ; Firing Gun     ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE       Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ; looping firing       AnimationMode = LOOP       WeaponFireFXBone = SECONDARY MuzzleAK       WeaponMuzzleFlash = SECONDARY MuzzleAKFX       TransitionKey = TRANS_FIRING_AK     End     AliasConditionState  = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE
 
      ConditionState  = RELOADING_B WEAPONSET_PLAYER_UPGRADE       Animation     = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing       AnimationMode = ONCE     End
 
      ; This transition allows him to put his gun away when he's finished attacking.     TransitionState = TRANS_FIRING_AK TRANS_STAND_AK       Animation     = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing       AnimationMode = ONCE     End
  ;    ;Throwing bottle---------------------------------------------------------------- ;    ConditionState = PREATTACK_C  ;      Animation     = UIMOB01_SKL.UIMOB01_ATCA_BF ; the wind up ;    End ;    AliasConditionState = PREATTACK_C FIRING_A ;    AliasConditionState = PREATTACK_C RELOADING_A ;    AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A  ; ;    ConditionState = FIRING_C  ;      Animation     = UIMOB01_SKL.UIMOB01_ATCA_AF ; the release and follow-thru ;      TransitionKey = TRANS_THROW ;    End ;    AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A ; ;    ConditionState RELOADING_C ;      Animation =UIMOB01_SKL.UIMOB01_IDA1 ;      WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru ;    End ;    AliasConditionState = RELOADING_C RELOADING_A ;    AliasConditionState = RELOADING_C FIRING_A ;    AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A
 
  ;    TransitionState = TRANSXXX TRANS_THROW ;      Animation     = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway gun and take out bottle ;    End
  ;    TransitionState = TRANS_THROW TRANS_FIRING_A ;      Animation     = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get PISTOL ;    End
  ;    TransitionState = TRANSXXXAK TRANS_THROW ;      Animation     = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway AK and take out bottle ;    End
  ;    TransitionState = TRANS_THROW TRANS_FIRING_AK ;      Animation     = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get AK ;    End
      ;--------------------------------------------------------
      TransitionState = TRANS_Dying TRANS_Flailing       Animation = UIMOB01_SKL.UIMOB01_A_ADTE1       Animation = UIMOB01_SKL.UIMOB01_D_ADTE1       AnimationMode = ONCE     End
      ConditionState = DYING EXPLODED_FLAILING       Animation = UIMOB01_SKL.UIMOB01_A_ADTE2       Animation = UIMOB01_SKL.UIMOB01_D_ADTE2       AnimationMode = LOOP       TransitionKey = TRANS_Flailing     End
      ConditionState = DYING EXPLODED_BOUNCING       Animation = UIMOB01_SKL.UIMOB01_A_ADTE3       Animation = UIMOB01_SKL.UIMOB01_D_ADTE3       AnimationMode = ONCE       TransitionKey = None     End   End
  ;**** DESIGN parameters ***
    DisplayName      = OBJECT:AngryMob   Side = GLA   EditorSorting = INFANTRY   TransportSlotCount = 0                 ;how many "slots" we take in a transport (0 == not transportable)
    WeaponSet     Conditions = None      Weapon = PRIMARY GLAAngryMobPistolWeapon   End
    WeaponSet     Conditions = PLAYER_UPGRADE      Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions     Weapon = SECONDARY GLAAngryMobAK47Weapon   End
    ArmorSet     Conditions      = None     Armor           = HumanArmor     DamageFX        = InfantryDamageFX   End
    VisionRange = 150   ShroudClearingRange = 150   Prerequisites     Object = GLABarracks   End   BuildCost = 100   BuildTime = 0.0           
    ExperienceValue = 5 5 5 5    ;Experience point value at each level   ExperienceRequired = 0 150 450 900  ;Experience points needed to gain each level   IsTrainable = Yes             ;Can gain experience   CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
    ; *** AUDIO Parameters ***   VoiceSelect = NoSound    VoiceMove = NoSound      VoiceAttack = NoSound 
  ;**** ENGINEERING Parameters *** ;MOB01   RadarPriority = UNIT   KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER 
  IGNORED_IN_GUI  ;NO_COLLIDE ;Lorenzen disables 
    Body = ActiveBody BodyTag_01     MaxHealth       = 50.0     InitialHealth   = 50.0   End
    Behavior = AIUpdateInterface ModuleTag_03     AutoAcquireEnemiesWhenIdle = Yes   End
    Behavior = MobMemberSlavedUpdate ModuleTag_04     MustCatchUpRadius   = 40     NoNeedToCatchUpRadius = 15     Squirrelliness = 0.05     CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames   End
    Locomotor = SET_NORMAL AngryMobNormalLocomotor   Locomotor = SET_WANDER AngryMobWanderLocomotor   Locomotor = SET_PANIC AngryMobPanicLocomotor
    Behavior = PhysicsBehavior BehaviorTag_01     Mass = 5.0   End
    Behavior = SquishCollide ModuleTag_08     ;nothing   End
    Behavior = WeaponSetUpgrade UpgradeTag_01     TriggeredBy = Upgrade_GLAArmTheMob   End
 
  ; --- begin Death modules ---   Behavior = SlowDeathBehavior DeathTag_01     DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA     SinkDelay           = 3000     SinkRate            = 0.5     ; in Dist/Sec     DestructionDelay    = 8000     FX                  = INITIAL FX_CivilianArabMaleDie   End   Behavior = SlowDeathBehavior DeathTag_02     DeathTypes          = NONE +CRUSHED +SPLATTED     SinkDelay           = 3000     SinkRate            = 0.5     ; in Dist/Sec     DestructionDelay    = 8000     FX                  = INITIAL FX_GIDieCrushed   End   Behavior = SlowDeathBehavior DeathTag_03     DeathTypes          = NONE +EXPLODED     SinkDelay           = 3000     SinkRate            = 0.5     ; in Dist/Sec     DestructionDelay    = 8000     FX                  = INITIAL FX_CivilianArabMaleDie     FlingForce          = 8     FlingForceVariance  = 3     FlingPitch          = 60     FlingPitchVariance  = 10   End   Behavior = SlowDeathBehavior DeathTag_04     DeathTypes          = NONE +BURNED     DestructionDelay    = 0     FX                  = INITIAL FX_GIDie     OCL                 = INITIAL OCL_FlamingInfantry   End   Behavior = SlowDeathBehavior ModuleTag_Death05     DeathTypes          = NONE +POISONED     DestructionDelay    = 0     FX                  = INITIAL FX_DieByToxinGLA     OCL                 = INITIAL OCL_ToxicInfantry   End   Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag     DeathTypes          = NONE +POISONED_BETA     DestructionDelay    = 0     FX                  = INITIAL FX_DieByToxinGLA     OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys 
  instead of green ones   End   Behavior = SlowDeathBehavior ModuleTag_Death07     DeathTypes          = NONE +POISONED_GAMMA     DestructionDelay    = 0     FX                  = INITIAL FX_DieByToxinGLA     OCL                 = INITIAL OCL_ToxicInfantryGamma   End ; --- end Death modules ---
    Behavior = PoisonedBehavior BehaviorTag_02     PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...     PoisonDuration = 3000       ; ... for this long after last hit by poison damage   End     Geometry = CYLINDER   GeometryMajorRadius = 4.0 ; very thin   GeometryHeight = 12.0   GeometryIsSmall = Yes   Shadow = SHADOW_DECAL   ShadowSizeX = 14;   ShadowSizeY = 14;   ShadowTexture = ShadowI;   BuildCompletion = APPEARS_AT_RALLY_POINT End    | 
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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 ColonelJoined: 5/8/2012(UTC) Posts: 615  Location: USA, Tennessee, Home, Livingroom, couch.  Thanks: 102 times Was thanked: 195 time(s) in 140 post(s)
  
 
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                try this code for your unit 
 ;------------------------------------------------------------------------------ Object GLAInfantryAK-47Gunner
 
  ;**** ART Parameters *** Draw = W3DModelDraw DrawTag_01 OkToChangeModelColor = Yes
  ; WHILE CARRYING PISTOL ;--------------------------------------------------------- DefaultConditionState ;Idle with Pistol Holstered Model = UIMOB01_SKN IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 AnimationMode = ONCE AnimationSpeedFactorRange 0.9 1.1 TransitionKey = TRANS_STAND_A
  WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY MuzzleAK WeaponMuzzleFlash = SECONDARY MuzzleAKFX End End ; Drawing pistol ConditionState = PREATTACK_A Animation = UIMOB01_SKL.UIMOB01_ATA1_ST ; start firing AnimationMode = ONCE End AliasConditionState = PREATTACK_A FIRING_A AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A
  ; Firing pistol ConditionState = FIRING_A Animation = UIMOB01_SKL.UIMOB01_ATA1_LP ; looping firing AnimationMode = LOOP TransitionKey = TRANS_FIRING_A End AliasConditionState = BETWEEN_FIRING_SHOTS_A
  ConditionState = RELOADING_A Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing AnimationMode = ONCE End
  ; This transition allows him to put his gun away when he's finished attacking. TransitionState = TRANS_FIRING_A TRANS_STAND_A Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing AnimationMode = ONCE End
  ConditionState = MOVING Animation = UIMOB01_SKL.UIMOB01_RNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = MOVING ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING RELOADING_A AliasConditionState = MOVING PREATTACK_A AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_C RELOADING_A AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A
  ConditionState = DYING Animation = UIMOB01_SKL.UIMOB01_DA1 Animation = UIMOB01_SKL.UIMOB01_DA2 AnimationMode = ONCE TransitionKey = TRANS_Dying End
 
  ConditionState = SPECIAL_CHEERING Animation = UIMOB01_SKL.UIMOB01_CHA AnimationMode = ONCE End
  ;-------------------------------------------------------- ; TRANSITION FROM PISTOL TO AK47 TransitionState = TRANS_STAND_A TRANS_STAND_AK Animation = UIMOB01_SKL.UIMOB01_TA-D AnimationMode = ONCE End
  ; WHILE CARRYING AK47 ;--------------------------------------------------------- ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung Model = UIMOB01_SKN IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_STD AnimationMode = ONCE AnimationSpeedFactorRange 0.9 1.1 TransitionKey = TRANS_STAND_AK End
  ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_RND AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = MOVING_AK End
  ConditionState = DYING WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_DD1 Animation = UIMOB01_SKL.UIMOB01_DD2 AnimationMode = ONCE TransitionKey = TRANS_Dying End
  ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_CHD AnimationMode = ONCE End
  ; Drawing AK47 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_ATD1_ST ; start firing AnimationMode = ONCE End AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE
  ; Firing Gun ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ; looping firing AnimationMode = LOOP WeaponFireFXBone = SECONDARY MuzzleAK WeaponMuzzleFlash = SECONDARY MuzzleAKFX TransitionKey = TRANS_FIRING_AK End AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE
 
  ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing AnimationMode = ONCE End
 
  ; This transition allows him to put his gun away when he's finished attacking. TransitionState = TRANS_FIRING_AK TRANS_STAND_AK Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing AnimationMode = ONCE End
  ; ;Throwing bottle---------------------------------------------------------------- ; ConditionState = PREATTACK_C ; Animation = UIMOB01_SKL.UIMOB01_ATCA_BF ; the wind up ; End ; AliasConditionState = PREATTACK_C FIRING_A ; AliasConditionState = PREATTACK_C RELOADING_A ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A ; ; ConditionState = FIRING_C ; Animation = UIMOB01_SKL.UIMOB01_ATCA_AF ; the release and follow-thru ; TransitionKey = TRANS_THROW ; End ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A ; ; ConditionState RELOADING_C ; Animation =UIMOB01_SKL.UIMOB01_IDA1 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru ; End ; AliasConditionState = RELOADING_C RELOADING_A ; AliasConditionState = RELOADING_C FIRING_A ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A
 
  ; TransitionState = TRANSXXX TRANS_THROW ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway gun and take out bottle ; End
  ; TransitionState = TRANS_THROW TRANS_FIRING_A ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get PISTOL ; End
  ; TransitionState = TRANSXXXAK TRANS_THROW ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway AK and take out bottle ; End
  ; TransitionState = TRANS_THROW TRANS_FIRING_AK ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get AK ; End
  ;--------------------------------------------------------
  TransitionState = TRANS_Dying TRANS_Flailing Animation = UIMOB01_SKL.UIMOB01_A_ADTE1 Animation = UIMOB01_SKL.UIMOB01_D_ADTE1 AnimationMode = ONCE End
  ConditionState = DYING EXPLODED_FLAILING Animation = UIMOB01_SKL.UIMOB01_A_ADTE2 Animation = UIMOB01_SKL.UIMOB01_D_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End
  ConditionState = DYING EXPLODED_BOUNCING Animation = UIMOB01_SKL.UIMOB01_A_ADTE3 Animation = UIMOB01_SKL.UIMOB01_D_ADTE3 AnimationMode = ONCE TransitionKey = None End End End   ; ***DESIGN parameters ***   DisplayName         = OBJECT:Rebel   Side                = GLA   EditorSorting       = INFANTRY   TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY GLAAngryMobPistolWeapon End
  WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions Weapon = SECONDARY GLAAngryMobAK47Weapon End
  ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End
  VisionRange = 150 ShroudClearingRange = 150 Prerequisites Object = GLABarracks End BuildCost = 100 BuildTime = 1.0 
    ExperienceValue     = 15 15 30 40     ;Experience point value at each level   ExperienceRequired  = 0 40 60 120     ;Experience points needed to gain each level   IsTrainable         = Yes             ;Can gain experience   CrushableLevel      = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles   CommandSet          = GLAInfantryRebelCommandSet
    ; *** AUDIO Parameters ***   VoiceSelect = RebelVoiceSelect   VoiceMove = RebelVoiceMove   VoiceGuard = RebelVoiceMove   VoiceAttack = RebelVoiceAttack   SoundStealthOn = StealthOn   SoundStealthOff = StealthOff   VoiceFear = RebelVoiceFear   VoiceTaskComplete = RebelVoiceCaptureComplete   UnitSpecificSounds     VoiceCreate = RebelVoiceCreate     VoiceSubdue = RebelVoiceSubdue     VoiceGarrison = RebelVoiceGarrison     VoiceEnter = RebelVoiceMove     VoiceEnterHostile = RebelVoiceMove     VoiceGetHealed      = RebelVoiceMove   End
    ; *** ENGINEERING Parameters ***   RadarPriority = UNIT   KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 
    Body = ActiveBody ModuleTag_02     MaxHealth       = 120.0     InitialHealth   = 120.0   End
    Behavior = AIUpdateInterface ModuleTag_03     AutoAcquireEnemiesWhenIdle = Yes   End
    Behavior = CommandButtonHuntUpdate  ModuleTag_04 ; allows use of command button hunt script with this unit.    End
    Locomotor = SET_NORMAL BasicHumanLocomotor
    Behavior = PhysicsBehavior ModuleTag_05     Mass = 5.0   End   Behavior = StealthUpdate ModuleTag_07     StealthDelay                = 2500 ; msec     StealthForbiddenConditions  = ATTACKING USING_ABILITY     MoveThresholdSpeed          = 3     InnateStealth               = No ;Requires upgrade first     OrderIdleEnemiesToAttackMeUponReveal  = Yes   End
    Behavior = WeaponBonusUpgrade ModuleTag_09     TriggeredBy = Upgrade_GLAAPBullets   End   Behavior = StealthUpgrade ModuleTag_10     TriggeredBy = Upgrade_GLACamouflage   End
      Behavior = SquishCollide ModuleTag_11     ;nothing   End
 
  ; --- begin Death modules ---   Behavior = SlowDeathBehavior ModuleTag_Death01     DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA     SinkDelay           = 3000     SinkRate            = 0.5     ; in Dist/Sec     DestructionDelay    = 8000     FX                  = INITIAL FX_RebelDie   End   Behavior = SlowDeathBehavior ModuleTag_Death02     DeathTypes          = NONE +CRUSHED +SPLATTED     SinkDelay           = 3000     SinkRate            = 0.5     ; in Dist/Sec     DestructionDelay    = 8000     FX                  = INITIAL FX_GIDieCrushed   End   Behavior = SlowDeathBehavior ModuleTag_Death03     DeathTypes          = NONE +EXPLODED     SinkDelay           = 3000     SinkRate            = 0.5     ; in Dist/Sec     DestructionDelay    = 8000     FX                  = INITIAL FX_RebelDie     FlingForce          = 8     FlingForceVariance  = 3     FlingPitch          = 60     FlingPitchVariance  = 10   End   Behavior = SlowDeathBehavior ModuleTag_Death04     DeathTypes          = NONE +BURNED     DestructionDelay    = 0     FX                  = INITIAL FX_DieByFireGLA     OCL                 = INITIAL OCL_FlamingInfantry   End   Behavior = SlowDeathBehavior ModuleTag_Death05     DeathTypes          = NONE +POISONED     DestructionDelay    = 0     FX                  = INITIAL FX_DieByToxinGLA     OCL                 = INITIAL OCL_ToxicInfantry   End   Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag     DeathTypes          = NONE +POISONED_BETA     DestructionDelay    = 0     FX                  = INITIAL FX_DieByToxinGLA     OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones   End   Behavior = SlowDeathBehavior ModuleTag_Death07     DeathTypes          = NONE +POISONED_GAMMA     DestructionDelay    = 0     FX                  = INITIAL FX_DieByToxinGLA     OCL                 = INITIAL OCL_ToxicInfantryGamma   End
  ; --- end Death modules ---
    Behavior = PoisonedBehavior ModuleTag_16     PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...     PoisonDuration = 3000       ; ... for this long after last hit by poison damage   End
    Behavior = SpecialAbility ModuleTag_17     SpecialPowerTemplate      = SpecialAbilityRebelCaptureBuilding     UpdateModuleStartsAttack  = Yes     StartsPaused              = Yes     InitiateSound         = RebelVoiceCapture   End   Behavior = SpecialAbilityUpdate ModuleTag_18     SpecialPowerTemplate  = SpecialAbilityRebelCaptureBuilding     StartAbilityRange  = 5.0     UnpackTime            = 3000  ; (changing this will scale anim speed)     PreparationTime       = 20000 ; time to complete hack once prepared (changing this will scale anim speed)     PackTime              = 2000  ; (changing this will scale anim speed)     DoCaptureFX           = Yes     AwardXPForTriggering  = 12     ;SkillPointsForTriggering = ???  -- Dustin, fill me out if you want different balance values.   End
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19     SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding     TriggeredBy = Upgrade_InfantryCaptureBuilding   End
    Behavior = SpecialAbility ModuleTag_20     SpecialPowerTemplate = SpecialAbilityBoobyTrap     UpdateModuleStartsAttack = Yes     StartsPaused              = Yes     InitiateSound = RebelVoiceBoobyTrapInstall   End   Behavior = SpecialAbilityUpdate ModuleTag_21     SpecialPowerTemplate = SpecialAbilityBoobyTrap     StartAbilityRange = 5.0     PreparationTime = 0     SpecialObject = BoobyTrap     MaxSpecialObjects = 100     SpecialObjectsPersistWhenOwnerDies = Yes     SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them. ; Not implemented    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.   End
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_22     SpecialPowerTemplate = SpecialAbilityBoobyTrap     TriggeredBy = Upgrade_GLAInfantryRebelBoobyTrapAttack   End
    Geometry = CYLINDER   GeometryMajorRadius = 10.0   GeometryMinorRadius = 10.0   GeometryHeight = 12.0   GeometryIsSmall = Yes   Shadow = SHADOW_DECAL   ShadowSizeX = 14;   ShadowSizeY = 14;   ShadowTexture = ShadowI;   BuildCompletion = APPEARS_AT_RALLY_POINT End 
 
This code allows the unit to capture stuff, you can take that ability away if you want.    | 
one soul at a time  | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                Where is the paradrop special power located (I think i know how to do the plane tht drops ppl) Also tht code didn't work T_T it says it has a error in the object Edited by user Friday, March 29, 2013 4:58:25 PM(UTC)
 | Reason: Not specified    | 
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                Originally Posted by: rrtaya_tsamsiyu  try this code for your unit 
 ;------------------------------------------------------------------------------ Object GLAInfantryAK-47Gunner
 
  ;**** ART Parameters *** Draw = W3DModelDraw DrawTag_01 OkToChangeModelColor = Yes
  ; WHILE CARRYING PISTOL ;--------------------------------------------------------- DefaultConditionState ;Idle with Pistol Holstered Model = UIMOB01_SKN IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 AnimationMode = ONCE AnimationSpeedFactorRange 0.9 1.1 TransitionKey = TRANS_STAND_A
  WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY MuzzleAK WeaponMuzzleFlash = SECONDARY MuzzleAKFX End End ; Drawing pistol ConditionState = PREATTACK_A Animation = UIMOB01_SKL.UIMOB01_ATA1_ST ; start firing AnimationMode = ONCE End AliasConditionState = PREATTACK_A FIRING_A AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A
  ; Firing pistol ConditionState = FIRING_A Animation = UIMOB01_SKL.UIMOB01_ATA1_LP ; looping firing AnimationMode = LOOP TransitionKey = TRANS_FIRING_A End AliasConditionState = BETWEEN_FIRING_SHOTS_A
  ConditionState = RELOADING_A Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing AnimationMode = ONCE End
  ; This transition allows him to put his gun away when he's finished attacking. TransitionState = TRANS_FIRING_A TRANS_STAND_A Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing AnimationMode = ONCE End
  ConditionState = MOVING Animation = UIMOB01_SKL.UIMOB01_RNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = MOVING ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING RELOADING_A AliasConditionState = MOVING PREATTACK_A AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_C RELOADING_A AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A
  ConditionState = DYING Animation = UIMOB01_SKL.UIMOB01_DA1 Animation = UIMOB01_SKL.UIMOB01_DA2 AnimationMode = ONCE TransitionKey = TRANS_Dying End
 
  ConditionState = SPECIAL_CHEERING Animation = UIMOB01_SKL.UIMOB01_CHA AnimationMode = ONCE End
  ;-------------------------------------------------------- ; TRANSITION FROM PISTOL TO AK47 TransitionState = TRANS_STAND_A TRANS_STAND_AK Animation = UIMOB01_SKL.UIMOB01_TA-D AnimationMode = ONCE End
  ; WHILE CARRYING AK47 ;--------------------------------------------------------- ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung Model = UIMOB01_SKN IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 IdleAnimation = UIMOB01_SKL.UIMOB01_STD AnimationMode = ONCE AnimationSpeedFactorRange 0.9 1.1 TransitionKey = TRANS_STAND_AK End
  ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_RND AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = MOVING_AK End
  ConditionState = DYING WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_DD1 Animation = UIMOB01_SKL.UIMOB01_DD2 AnimationMode = ONCE TransitionKey = TRANS_Dying End
  ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_CHD AnimationMode = ONCE End
  ; Drawing AK47 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_ATD1_ST ; start firing AnimationMode = ONCE End AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE
  ; Firing Gun ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ; looping firing AnimationMode = LOOP WeaponFireFXBone = SECONDARY MuzzleAK WeaponMuzzleFlash = SECONDARY MuzzleAKFX TransitionKey = TRANS_FIRING_AK End AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE
 
  ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing AnimationMode = ONCE End
 
  ; This transition allows him to put his gun away when he's finished attacking. TransitionState = TRANS_FIRING_AK TRANS_STAND_AK Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing AnimationMode = ONCE End
  ; ;Throwing bottle---------------------------------------------------------------- ; ConditionState = PREATTACK_C ; Animation = UIMOB01_SKL.UIMOB01_ATCA_BF ; the wind up ; End ; AliasConditionState = PREATTACK_C FIRING_A ; AliasConditionState = PREATTACK_C RELOADING_A ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A ; ; ConditionState = FIRING_C ; Animation = UIMOB01_SKL.UIMOB01_ATCA_AF ; the release and follow-thru ; TransitionKey = TRANS_THROW ; End ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A ; ; ConditionState RELOADING_C ; Animation =UIMOB01_SKL.UIMOB01_IDA1 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru ; End ; AliasConditionState = RELOADING_C RELOADING_A ; AliasConditionState = RELOADING_C FIRING_A ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A
 
  ; TransitionState = TRANSXXX TRANS_THROW ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway gun and take out bottle ; End
  ; TransitionState = TRANS_THROW TRANS_FIRING_A ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get PISTOL ; End
  ; TransitionState = TRANSXXXAK TRANS_THROW ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway AK and take out bottle ; End
  ; TransitionState = TRANS_THROW TRANS_FIRING_AK ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get AK ; End
  ;--------------------------------------------------------
  TransitionState = TRANS_Dying TRANS_Flailing Animation = UIMOB01_SKL.UIMOB01_A_ADTE1 Animation = UIMOB01_SKL.UIMOB01_D_ADTE1 AnimationMode = ONCE End
  ConditionState = DYING EXPLODED_FLAILING Animation = UIMOB01_SKL.UIMOB01_A_ADTE2 Animation = UIMOB01_SKL.UIMOB01_D_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End
  ConditionState = DYING EXPLODED_BOUNCING Animation = UIMOB01_SKL.UIMOB01_A_ADTE3 Animation = UIMOB01_SKL.UIMOB01_D_ADTE3 AnimationMode = ONCE TransitionKey = None End End End   ; ***DESIGN parameters ***   DisplayName         = OBJECT:Rebel   Side                = GLA   EditorSorting       = INFANTRY   TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY GLAAngryMobPistolWeapon End
  WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions Weapon = SECONDARY GLAAngryMobAK47Weapon End
  ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End
  VisionRange = 150 ShroudClearingRange = 150 Prerequisites Object = GLABarracks End BuildCost = 100 BuildTime = 1.0 
    ExperienceValue     = 15 15 30 40     ;Experience point value at each level   ExperienceRequired  = 0 40 60 120     ;Experience points needed to gain each level   IsTrainable         = Yes             ;Can gain experience   CrushableLevel      = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles   CommandSet          = GLAInfantryRebelCommandSet
    ; *** AUDIO Parameters ***   VoiceSelect = RebelVoiceSelect   VoiceMove = RebelVoiceMove   VoiceGuard = RebelVoiceMove   VoiceAttack = RebelVoiceAttack   SoundStealthOn = StealthOn   SoundStealthOff = StealthOff   VoiceFear = RebelVoiceFear   VoiceTaskComplete = RebelVoiceCaptureComplete   UnitSpecificSounds     VoiceCreate = RebelVoiceCreate     VoiceSubdue = RebelVoiceSubdue     VoiceGarrison = RebelVoiceGarrison     VoiceEnter = RebelVoiceMove     VoiceEnterHostile = RebelVoiceMove     VoiceGetHealed      = RebelVoiceMove   End
    ; *** ENGINEERING Parameters ***   RadarPriority = UNIT   KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 
    Body = ActiveBody ModuleTag_02     MaxHealth       = 120.0     InitialHealth   = 120.0   End
    Behavior = AIUpdateInterface ModuleTag_03     AutoAcquireEnemiesWhenIdle = Yes   End
    Behavior = CommandButtonHuntUpdate  ModuleTag_04 ; allows use of command button hunt script with this unit.    End
    Locomotor = SET_NORMAL BasicHumanLocomotor
    Behavior = PhysicsBehavior ModuleTag_05     Mass = 5.0   End   Behavior = StealthUpdate ModuleTag_07     StealthDelay                = 2500 ; msec     StealthForbiddenConditions  = ATTACKING USING_ABILITY     MoveThresholdSpeed          = 3     InnateStealth               = No ;Requires upgrade first     OrderIdleEnemiesToAttackMeUponReveal  = Yes   End
    Behavior = WeaponBonusUpgrade ModuleTag_09     TriggeredBy = Upgrade_GLAAPBullets   End   Behavior = StealthUpgrade ModuleTag_10     TriggeredBy = Upgrade_GLACamouflage   End
      Behavior = SquishCollide ModuleTag_11     ;nothing   End
 
  ; --- begin Death modules ---   Behavior = SlowDeathBehavior ModuleTag_Death01     DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA     SinkDelay           = 3000     SinkRate            = 0.5     ; in Dist/Sec     DestructionDelay    = 8000     FX                  = INITIAL FX_RebelDie   End   Behavior = SlowDeathBehavior ModuleTag_Death02     DeathTypes          = NONE +CRUSHED +SPLATTED     SinkDelay           = 3000     SinkRate            = 0.5     ; in Dist/Sec     DestructionDelay    = 8000     FX                  = INITIAL FX_GIDieCrushed   End   Behavior = SlowDeathBehavior ModuleTag_Death03     DeathTypes          = NONE +EXPLODED     SinkDelay           = 3000     SinkRate            = 0.5     ; in Dist/Sec     DestructionDelay    = 8000     FX                  = INITIAL FX_RebelDie     FlingForce          = 8     FlingForceVariance  = 3     FlingPitch          = 60     FlingPitchVariance  = 10   End   Behavior = SlowDeathBehavior ModuleTag_Death04     DeathTypes          = NONE +BURNED     DestructionDelay    = 0     FX                  = INITIAL FX_DieByFireGLA     OCL                 = INITIAL OCL_FlamingInfantry   End   Behavior = SlowDeathBehavior ModuleTag_Death05     DeathTypes          = NONE +POISONED     DestructionDelay    = 0     FX                  = INITIAL FX_DieByToxinGLA     OCL                 = INITIAL OCL_ToxicInfantry   End   Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag     DeathTypes          = NONE +POISONED_BETA     DestructionDelay    = 0     FX                  = INITIAL FX_DieByToxinGLA     OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones   End   Behavior = SlowDeathBehavior ModuleTag_Death07     DeathTypes          = NONE +POISONED_GAMMA     DestructionDelay    = 0     FX                  = INITIAL FX_DieByToxinGLA     OCL                 = INITIAL OCL_ToxicInfantryGamma   End
  ; --- end Death modules ---
    Behavior = PoisonedBehavior ModuleTag_16     PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...     PoisonDuration = 3000       ; ... for this long after last hit by poison damage   End
    Behavior = SpecialAbility ModuleTag_17     SpecialPowerTemplate      = SpecialAbilityRebelCaptureBuilding     UpdateModuleStartsAttack  = Yes     StartsPaused              = Yes     InitiateSound         = RebelVoiceCapture   End   Behavior = SpecialAbilityUpdate ModuleTag_18     SpecialPowerTemplate  = SpecialAbilityRebelCaptureBuilding     StartAbilityRange  = 5.0     UnpackTime            = 3000  ; (changing this will scale anim speed)     PreparationTime       = 20000 ; time to complete hack once prepared (changing this will scale anim speed)     PackTime              = 2000  ; (changing this will scale anim speed)     DoCaptureFX           = Yes     AwardXPForTriggering  = 12     ;SkillPointsForTriggering = ???  -- Dustin, fill me out if you want different balance values.   End
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19     SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding     TriggeredBy = Upgrade_InfantryCaptureBuilding   End
    Behavior = SpecialAbility ModuleTag_20     SpecialPowerTemplate = SpecialAbilityBoobyTrap     UpdateModuleStartsAttack = Yes     StartsPaused              = Yes     InitiateSound = RebelVoiceBoobyTrapInstall   End   Behavior = SpecialAbilityUpdate ModuleTag_21     SpecialPowerTemplate = SpecialAbilityBoobyTrap     StartAbilityRange = 5.0     PreparationTime = 0     SpecialObject = BoobyTrap     MaxSpecialObjects = 100     SpecialObjectsPersistWhenOwnerDies = Yes     SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them. ; Not implemented    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.   End
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_22     SpecialPowerTemplate = SpecialAbilityBoobyTrap     TriggeredBy = Upgrade_GLAInfantryRebelBoobyTrapAttack   End
    Geometry = CYLINDER   GeometryMajorRadius = 10.0   GeometryMinorRadius = 10.0   GeometryHeight = 12.0   GeometryIsSmall = Yes   Shadow = SHADOW_DECAL   ShadowSizeX = 14;   ShadowSizeY = 14;   ShadowTexture = ShadowI;   BuildCompletion = APPEARS_AT_RALLY_POINT End 
 
This code allows the unit to capture stuff, you can take that ability away if you want.  1.) thiss didn't work 2.) im just going to code another angrymob and only use tht one person in stead of all those other ppl Got it to work execpt he now shoots with pistol Edited by user Friday, March 29, 2013 7:44:34 PM(UTC)
 | Reason: Not specified    | 
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                The newist things i have added qqqqqqqqqp attached the following image(s):    | 
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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 ColonelJoined: 5/8/2012(UTC) Posts: 615  Location: USA, Tennessee, Home, Livingroom, couch.  Thanks: 102 times Was thanked: 195 time(s) in 140 post(s)
  
 
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                Looks interesting. Does the barge work, as in it can load/offload units without going on land?
  Also, you might want to look into getting started in modeling. You'll be kinda limited unless you do :/  After you get the hang of it, its not really that hard, same as getting started with INIs.    | 
one soul at a time  | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                No u got to keep getting the barge to hit the surface and click the eject and if u lucky it works. Also i can't start modeling till i get the things,But I have dail-up and goes at 2/kbs so i have to get Gmax and all tht nice stuff with my laptop (when i fix it) and go somewhere with wi-fi    | 
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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 MajorJoined: 11/19/2012(UTC) Posts: 371  Location: everywhere but nowhere  Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
  
 
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                Is it possbile to make All the Superweapons into base defence(Not to OP reduce thw damage)Like make the Scud Missle  Turn it into a tactical missle luncher tht launches at units with less damage missle Particle cannon make it into a weaker weapon Turn it into Something Like the Hammer off of gears. Nuke missle same as the Scud but stronger becuase it lunches one missle instead of one? (if not possible the ok)    | 
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes  Want a peek? Visit this page  Advanced warfare | 
            
 
        
    
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Pred Drones Gun boats and More!!(need help on some tho)
 
    
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