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Pred Drones Gun boats and More!!(need help on some tho)
Major Joined: 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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I DID IT :O I MADE A PARADROPING PLANE :) Dont know how but when the plane starts to circle and u press the evecuate button it drops the units ( haven't use the big transport planes module but the humvee so ill use the Planes and see if it adds the parachute). Ok so i cant get them to use a parchute so :( But heres da Code for it Since i havem't seen anyone whos been able to find it out Ill just get some started if they want the parachutes then they can do it theirselfs . And remember the plane starts to circle then it drops so remember tht.And merry Early X-mas :p Quote:;---------------------------------------------------
Object TroopPlane
; *** 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 = NVCargoPln Animation = NVCargoPln.NVCargoPln AnimationMode = LOOP ParticleSysBone = Propeller01 JetBlackTrailThin ParticleSysBone = Propeller02 JetBlackTrailThin ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = DAMAGED Model = NVCargoPln_D Animation = NVCargoPln_D.NVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Propeller01 JetBlackTrailThin ParticleSysBone = Propeller02 JetBlackTrailThin ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = REALLYDAMAGED Model = NVCargoPln_D Animation = NVCargoPln_D.NVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke04 JetFireLarge ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 JetSmokeLarge ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = RUBBLE Model = NVCargoPln_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke06 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke04 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke06 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 JetSmokeLarge End OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = NVCargoPln_A2 Animation = NVCargoPln_A2.NVCargoPln_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End
; ***DESIGN parameters *** DisplayName = TroopPlane EditorSorting = VEHICLE Side = China TransportSlotCount = 0 ;how many
"slots" we take in a transport (0 == not
transportable) VisionRange = 300.0 ShroudClearingRange = 350.0
Prerequisites Object = ChinaAirfield End
WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End
BuildCost = 1200 BuildTime = 10 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 = TroopPlaneCommandSet
; *** 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 TRANSPORT Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End
Behavior = DeliverPayloadAIUpdate ModuleTag_09 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ;500 ; time in between each item
dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End
Behavior = TransportContain ModuleTag_07 Slots = 100 ; hey, it's a BIG
transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE
DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents
the Contain module from messing with the doors, since
we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ;
'destroy' as opposed to 'kill' 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 = WeaponSetUpgrade ModuleTag_04 TriggeredBy = Upgrade_ChinaBlackNapalm 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 = 400.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices
are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and
SAME_CURRENTHEALTH End
Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above
horizon. Used to limit shadow length
End
Edited by user Saturday, April 20, 2013 7:18:09 PM(UTC)
| Reason: Gotta add da code |
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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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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Quote:Is it possbile to make All the Superweapons into base defence It is, some of the stuff is harder to do than others. There's already a topic on it somewhere, you can use the search thingy to find it. |
one soul at a time |
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Major Joined: 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 Quote:Is it possbile to make All the Superweapons into base defence It is, some of the stuff is harder to do than others. There's already a topic on it somewhere, you can use the search thingy to find it. Yes ive seen it. i will think on it but i got to make it where it can't be used as a superweapon and it doen't do 9 shot instakill |
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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Major Joined: 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 well things i have done area the USA Hovercraft Battleship Pre.drone Gunboats Seals Juggs CHINA BigNukereactor Missleturrent Heavy bomber Phoenix Howizer GLA .50cal Sniper .50cal mingun base Ak-47Gunner Mustang Fighter ;--------------------------------------------------------- NOW Ive done what was said in the super weapon def Scudstorm but it wont allow me to make it attack anything nor my base,units..etc WHAY? Gunboats |
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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Private Joined: 1/25/2013(UTC) Posts: 11
Thanks: 1 times Was thanked: 2 time(s) in 1 post(s)
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Nice work there! Would you share the AK47-Gunner-Inicode with us? I was trying to get that little guy working for weeks until i gave up. Would like to see where i did my mistakes. Thanx
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Major Joined: 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: TheInfantry Nice work there! Would you share the AK47-Gunner-Inicode with us? I was trying to get that little guy working for weeks until i gave up. Would like to see where i did my mistakes. Thanx AS long as if you realese a mod then i get credit XD here it it brohand Had probs with the Fireing he ould be shooting when then gun is on his shoulder and all i did was switch the animations models thingys so your looking at a pistol script in the ak area BUT with the Ak animations and Fx thingy so like my last Code post.Merry Early X-mas Quote:;---------------------------------------------------
Object GLAInfantryAK-47Gunner
; *** ART Parameters *** SelectPortrait = SURebel_L ButtonImage = SURebel
UpgradeCameo1 = Upgrade_GLAAPBullets UpgradeCameo2 = Upgrade_GLACamouflage UpgradeCameo3 = Upgrade_InfantryCaptureBuilding ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE
Draw = W3DModelDraw DrawTag_01 OkToChangeModelColor = Yes
;-----------------------------------------------
DefaultConditionState ;Idle with AK Slung Model = UIMOB03_SKN IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 IdleAnimation = UIMOB03_SKL.UIMOB03_STD AnimationMode = ONCE AnimationSpeedFactorRange 0.9 1.1 TransitionKey = TRANS_STAND_AK
WeaponFireFXBone = PRIMARY MuzzleAK WeaponMuzzleFlash = PRIMARY MuzzleAKFX End
ConditionState = MOVING Animation = UIMOB03_SKL.UIMOB03_RND AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = MOVING_AK End
ConditionState = DYING Animation = UIMOB03_SKL.UIMOB03_DD1 Animation = UIMOB03_SKL.UIMOB03_DD2 AnimationMode = ONCE TransitionKey = TRANS_Dying End
ConditionState = SPECIAL_CHEERING Animation = UIMOB03_SKL.UIMOB03_CHD AnimationMode = ONCE 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_ATD1_LP ;
looping firing AnimationMode = LOOP TransitionKey = TRANS_FIRING_A End AliasConditionState = BETWEEN_FIRING_SHOTS_A ConditionState = RELOADING_A 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 = UIMOB03_SKL.UIMOB03_ATD_ED ;
end firing AnimationMode = ONCE End
; ;Throwing bottle-------------------------------
; ConditionState = PREATTACK_C ; Animation = UIMOB03_SKL.UIMOB03_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 = UIMOB03_SKL.UIMOB03_ATCA_AF ;
the release and follow-thru ; TransitionKey = TRANS_THROW ; End ; AliasConditionState = FIRING_C
BETWEEN_FIRING_SHOTS_A ; ; ConditionState RELOADING_C ; Animation =UIMOB03_SKL.UIMOB03_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 =
UIMOB03_SKL.UIMOB03_XXXXXXXXputaway gun and take out
bottle ; End
; TransitionState = TRANS_THROW TRANS_FIRING_A ; Animation =
UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get
PISTOL ; End
; TransitionState = TRANSXXXAK TRANS_THROW ; Animation =
UIMOB03_SKL.UIMOB03_XXXXXXXXputaway AK and take out
bottle ; End
; TransitionState = TRANS_THROW TRANS_FIRING_AK ; Animation =
UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get AK ; End TransitionState = TRANS_Dying TRANS_Flailing Animation = UIMOB03_SKL.UIMOB03_A_ADTD1 Animation = UIMOB03_SKL.UIMOB03_D_ADTD1 AnimationMode = ONCE End
ConditionState = DYING EXPLODED_FLAILING Animation = UIMOB03_SKL.UIMOB03_A_ADTD2 Animation = UIMOB03_SKL.UIMOB03_D_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End
ConditionState = DYING EXPLODED_BOUNCING Animation = UIMOB03_SKL.UIMOB03_A_ADTD3 Animation = UIMOB03_SKL.UIMOB03_D_ADTD3 AnimationMode = ONCE TransitionKey = None 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 GLAAngryMobAK47Weapon End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = GLABarracks End BuildCost = 150 BuildTime = 5.0 ;in seconds
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
Behavior = WeaponSetUpgrade UpgradeTag_01 TriggeredBy = Upgrade_GLAArmTheMob End
Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 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 |
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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Private Joined: 1/25/2013(UTC) Posts: 11
Thanks: 1 times Was thanked: 2 time(s) in 1 post(s)
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Thank you sir! Is there another part of your ini that is needed to implent the AK47 guy? When i use the code you postet, my game keeps crashing.
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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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open world builder, it should show you where stuff is wrong when it starts up. |
one soul at a time |
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Major Joined: 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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I Don't see why ur game crashes ... But thts the exact code but i noticed tht the Lines should be ;----------- not the continues line but idk if tht would cause ur copying to mess :/ srry
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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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Major Joined: 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 have put the code into my new tact. missile but the scud storm just primes the missile (the missiles on it stand up)Thats it |
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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Major Joined: 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 it possible to make units evacuate a building farther away like about 10 ft or any distance away? i see it dont with the Naval buildings on some modsso the boat spawn out in the water.But suppose i have a boat as a transport could i someohow add a code where it places them a certain ways away? |
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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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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i was thinking about trying to do something like that myself eventually. i think you can do that, but you might have to have a bone on the model for them to pop up at though. |
one soul at a time |
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Major Joined: 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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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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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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lol, i think i've said it before, but your going to be limited without doing some modeling. It isen't hard once you know how to do it. Sorta like INIs, it gets easier as you go. |
one soul at a time |
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Major Joined: 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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I gess i could get Gmax and everything ... But I'm gonna hat haveing to wait 1 hour and 50 min for it :/ OR i can get it tomorrow in about 5 mins |
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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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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Well, if you decide to get Gmax, this tutorial is pretty good- http://www.derelictstudios.net/site/killasmods/ |
one soul at a time |
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Major Joined: 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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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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Major Joined: 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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AH! its only half of it :O How do i gt the renx thingy part to work EH? Edited by user Wednesday, May 8, 2013 5:50:35 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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Colonel Joined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 194 time(s) in 139 post(s)
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oh, you'll need the renx plugin too, and coolfile's w3d importer. both can be found in the modding resources area of cnclabs. |
one soul at a time |
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Major Joined: 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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Yes i have the plug ins where they are supposed to be. But how do i bring up the renx menu? so i can save my tank as the genrals thingy stuff Also do you know and tutorial for skinning A model? Edited by user Wednesday, May 8, 2013 7:28:03 PM(UTC)
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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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