General Joined: 12/30/2011(UTC) Posts: 982
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Hey all, Started this thread with the purpose to make somekind of library for code snippets used in map.ini's. I got a lot of inspiration in the past from looking at the map.ini's of others so if you have got some ideas and want to share it just post it in here. The code looks the best if you use the code=plain tag. If the code posted by someone for some reason doesnt work please notify the poster with respect and constructive criticism. Ok than here's the first one. If you want a smoldering flame on top of the TechOilderrick and a available mine upgrade after it's captured use this code: Code:
Object TechOilDerrick
;Add smoldering fire on top of the oilderrick
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
OkToChangeModelColor = Yes
;Day
ConditionState = NONE
Model = ZBODerrick
ParticleSysBone = FX01 SmolderingFire
End
ConditionState = CAPTURED
Model = ZBODerrick
Animation = ZBODerrick.ZBODerrick
AnimationMode = LOOP
ParticleSysBone = FX01 SmolderingFire
End
;Damaged
ConditionState = DAMAGED
Model = ZBODerrick_D
ParticleSysBone = FX01 SmolderingFire
End
ConditionState = DAMAGED CAPTURED
Model = ZBODerrick_D
Animation = ZBODerrick_D.ZBODerrick_D
AnimationMode = LOOP
ParticleSysBone = FX01 SmolderingFire
End
;Reallydamaged
ConditionState = REALLYDAMAGED
Model = ZBODerrick_E
End
ConditionState = REALLYDAMAGED CAPTURED
Model = ZBODerrick_E
Animation = ZBODerrick_E.ZBODerrick_E
AnimationMode = LOOP
End
;Rubble
ConditionState = RUBBLE
Model = ZBODerrick_R
End
End
End
CommandSet = OilderrickCommandSet
AddModule
;Add ProductionUpgrade, required for object upgrades.
Behavior = ProductionUpdate ModuleTag_PU
;<No data>
End
;Add minefield upgrade.
Behavior = GenerateMinefieldBehavior ModuleTag_GMB
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
Upgradable = No
End
End
End
CommandSet OilderrickCommandSet
1 = Command_UpgradeChinaMines
End
I took the default day and garrisoned models as an example if you want to use it for the night and snow conditions just add 'ParticleSysBone = FX01 SmolderingFire' to the models, only use the undamaged and damaged models, the reallydamaged and rubble models are not fit for the smolderingflame use. Edited by moderator Friday, December 27, 2013 8:56:49 PM(UTC)
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Panem et kirkinses |
7 users thanked acidbrain for this useful post.
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General Joined: 12/30/2011(UTC) Posts: 982
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Here is a variation for the CivilianBunker01. It has the following features:
- Comanche weapon when garrisoned
- Minefield upgrade available when garrisoned with upgrade to EMP mines
- Battledrone or hellfiredrone upgrade
- Can be garrisoned by 5 infantry units
- Base regeneration
- Improved armor when upgraded to EMP mines
Here is the code for the bunker, used the default day and garrisoned models, add snow and night models if needed: Code:
Object CivilianBunker01
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaHellfireDrone
;Add WeaponFireFXBone for the Comanche20mmCannon.
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
OkToChangeModelColor = Yes
;Day
ConditionState = NONE
Model = CBBunker01
WeaponFireFXBone = PRIMARY FIREPOINT
End
ConditionState = DAMAGED
Model = CBBunker01_D
End
ConditionState = REALLYDAMAGED
Model = CBBunker01_E
End
ConditionState = RUBBLE
Model = CBBunker01_R
End
;Day garrisoned
ConditionState = GARRISONED
Model = CBBunker01_G
Animation = CBBunker01_G.CBBunker01_G
AnimationMode = LOOP
End
ConditionState = DAMAGED GARRISONED
Model = CBBunker01_DG
Animation = CBBunker01_DG.CBBunker01_DG
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED GARRISONED
Model = CBBunker01_EG
Animation = CBBunker01_EG.CBBunker01_EG
AnimationMode = LOOP
End
End
End
;Upgraded armor, triggered by emp upgrade.
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = GLAUpgradedStructureArmor
DamageFX = StructureDamageFXNoShake
End
;Give the bunker a Comanche20mmCannonWeapon.
WeaponSet
Conditions = None
Weapon = PRIMARY Comanche20mmCannonWeapon
End
;Commandsets are below the object code.
CommandSet = CivilianBunkerCommandSet
VisionRange = 200.0
ShroudClearingRange = 350
;Add CAN_ATTACK and ATTACK_NEEDS_LINE_OF_SIGHT for use of the weapon.
KindOf = STRUCTURE SELECTABLE IMMOBILE GARRISONABLE_UNTIL_DESTROYED CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT
;Increase health with 2000.0
ReplaceModule ModuleTag_02
Body = StructureBody ModuleTag_02_Override
MaxHealth = 4000.0
InitialHealth = 4000.0
End
End
;Reduce ContainMax with 5.
ReplaceModule ModuleTag_03
Behavior = GarrisonContain ModuleTag_03_Override
ContainMax = 5
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
End
End
AddModule
;Add AI for use of the weapon.
Behavior = AIUpdateInterface ModuleTag_AI
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 360
FiresWhileTurning = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
;Add regeneration.
Behavior = BaseRegenerateUpdate ModuleTag_BRG
;<No data>
End
;Add ProductionUpgrade, required for object upgrades.
Behavior = ProductionUpdate ModuleTag_PU
MaxQueueEntries = 1
End
;Add minefield upgrade, mines are upgradeable to emp mines.
Behavior = GenerateMinefieldBehavior ModuleTag_GMB
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
Upgradable = Yes
UpgradedTriggeredBy = Upgrade_ChinaEMPMines
UpgradedMineName = ChinaEMPMine
End
;Add commandset upgrade, triggered by minefield upgrade.
Behavior = CommandSetUpgrade ModuleTag_CU
CommandSet = CivilianBunkerCommandSetUpgrade
TriggeredBy = Upgrade_ChinaMines
End
;Add armor upgrade, triggered by EMP upgrade.
Behavior = ArmorUpgrade ModuleTag_AU
TriggeredBy = Upgrade_ChinaEMPMines
End
;Add battledrone upgrade.
Behavior = ObjectCreationUpgrade ModuleTag_OCUBD
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaHellfireDrone
End
;Add hellfiredrone upgrade.
Behavior = ObjectCreationUpgrade ModuleTag_OCUHD
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone
End
End
End
;Default commandset
CommandSet CivilianBunkerCommandSet
1 = Command_BunkerExit
2 = Command_BunkerExit
3 = Command_BunkerExit
4 = Command_BunkerExit
5 = Command_BunkerExit
6 = Command_Evacuate
9 = Command_ConstructAmericaVehicleBattleDrone
11 = Command_ConstructAmericaVehicleHellfireDrone
14 = Command_UpgradeChinaMines
End
;Upgraded commandset
CommandSet CivilianBunkerCommandSetUpgrade
1 = Command_BunkerExit
2 = Command_BunkerExit
3 = Command_BunkerExit
4 = Command_BunkerExit
5 = Command_BunkerExit
6 = Command_Evacuate
9 = Command_ConstructAmericaVehicleBattleDrone
11 = Command_ConstructAmericaVehicleHellfireDrone
14 = Command_UpgradeEMPMines
End
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Panem et kirkinses |
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Private Joined: 1/25/2013(UTC) Posts: 11
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Very good idea sir :) Just a little contribution, if some one would like to use the watercolor from the Toxinsgeneral´s Challenge on his map. Please keep posting! Code:
WaterTransparency
TransparentWaterMinOpacity = 0.8 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
TransparentWaterDepth = 2.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
StandingWaterTexture = TSWater03.tga
;StandingWaterColor = R:0 G:50 B:0
;StandingWaterColor = R:100 G:150 B:100
StandingWaterColor = R:50 G:75 B:50
;AdditiveBlending = Yes
RadarWaterColor = R:100 G:196 B:100
End
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Here's some code I found in my files. I don't remember if it's tested code or not. It replaces the MiG's napalm missiles with full size nuclear missiles. These nukes have increased range and damage, and have a good chance of destroying GLA holes as well. Code:Object NapalmMissile
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBNRocket
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = NONE
End
End
End
RemoveModule DeathModuleTag_01
RemoveModule DeathModuleTag_02
RemoveModule DeathModuleTag_03
RemoveModule ModuleTag_07
AddModule ModuleTag_NMU_Override
Behavior = NeutronMissileUpdate ModuleTag_NMU
DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first
MaxTurnRate = 7200 ; huge, since it turns off-camera
ForwardDamping = 0.1
RelativeSpeed = 2.0
LaunchFX = FX_NeutronMissileLaunch
IgnitionFX = FX_NeutronMissileIgnition
TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it
SpecialAccelFactor = 1
SpecialSpeedTime = 1500
SpecialSpeedHeight = 160
SpecialJitterDistance = 0.4
DeliveryDecalRadius = 210
DeliveryDecal
Texture = SCCNuclearMissile_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
AddModule ModuleTag_HDU_Override
Behavior = HeightDieUpdate ModuleTag_HDU
TargetHeight = 100.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End
End
AddModule ModuleTag_NMSDB_Override
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_NMSDB
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_Nuke
Blast1Enabled = Yes
Blast1Delay = 580 ;in milliseconds
Blast1ScorchDelay = 100 ;in milliseconds
Blast1InnerRadius = 60.0 ;objects inside this get the full damage
Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
Blast1MaxDamage = 1000.0 ;damage within inner radius of blast
Blast1MinDamage = 1000.0 ;always do at least this much damage to objects
Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
Blast1PushForce = 10.0 ;higher #'s push more
Blast2Enabled = Yes
Blast2Delay = 660 ;in milliseconds
Blast2ScorchDelay = 180 ;in milliseconds
Blast2InnerRadius = 90.0 ;objects inside this get the full damage
Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
Blast2MaxDamage = 1000.0 ;damage within inner radius of blast
Blast2MinDamage = 1000.0 ;always do at least this much damage to objects
Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
Blast2PushForce = 8.0 ;higher #'s push more
Blast3Enabled = Yes
Blast3Delay = 720 ;in milliseconds
Blast3ScorchDelay = 260 ;in milliseconds
Blast3InnerRadius = 120.0 ;objects inside this get the full damage
Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
Blast3MaxDamage = 1000.0 ;damage within inner radius of blast
Blast3MinDamage = 1000.0 ;always do at least this much damage to objects
Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
Blast3PushForce = 6.0 ;higher #'s push more
Blast4Enabled = Yes
Blast4Delay = 850 ;in milliseconds
Blast4ScorchDelay = 340 ;in milliseconds
Blast4InnerRadius = 150.0 ;objects inside this get the full damage
Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
Blast4MaxDamage = 1000.0 ;damage within inner radius of blast
Blast4MinDamage = 1000.0 ;always do at least this much damage to objects
Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
Blast4PushForce = 6.0 ;higher #'s push more
Blast5Enabled = Yes
Blast5Delay = 1000 ;in milliseconds
Blast5ScorchDelay = 420 ;in milliseconds
Blast5InnerRadius = 180.0 ;objects inside this get the full damage
Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
Blast5MaxDamage = 1000.0 ;damage within inner radius of blast
Blast5MinDamage = 1000.0 ;always do at least this much damage to objects
Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
Blast5PushForce = 6.0 ;higher #'s push more
Blast6Enabled = Yes
Blast6Delay = 1180 ;in milliseconds
Blast6ScorchDelay = 500 ;in milliseconds
Blast6InnerRadius = 210.0 ;objects inside this get the full damage
Blast6OuterRadius = 270.0 ;objects inside this get some of the full damage
Blast6MaxDamage = 1000.0 ;damage within inner radius of blast
Blast6MinDamage = 300.0 ;always do at least this much damage to objects
Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
Blast6PushForce = 4.0 ;higher #'s push more
Blast7Enabled = Yes
Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
Blast7ScorchDelay = 620 ;in milliseconds
Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast8Enabled = Yes
Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
Blast8ScorchDelay = 700 ;in milliseconds
Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage
Blast9Enabled = Yes
Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
Blast9ScorchDelay = 800 ;in milliseconds
Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage
OCL = MIDPOINT OCL_NukeRadiationField
End
End
End
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If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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General Joined: 12/30/2011(UTC) Posts: 982
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If you want to play as Boss general in all skirmish maps put the following code in a map.ini of 1 skirmish map and play the map as China General. If you exit the map you can play all the other skirmish maps as Boss without adding a map.ini, until you exit the game and restart of course. Code:
PlayerTemplate FactionChina
Side = Boss
BaseSide = China
PlayableSide = Yes
StartMoney = 0 ;10000
PreferredColor = R:0 G:255 B:0
IntrinsicSciences = SCIENCE_GLA SCIENCE_AMERICA SCIENCE_CHINA
PurchaseScienceCommandSetRank1 = Boss_SCIENCE_CHINA_CommandSetRank1
PurchaseScienceCommandSetRank3 = Boss_SCIENCE_CHINA_CommandSetRank3
PurchaseScienceCommandSetRank8 = Boss_SCIENCE_CHINA_CommandSetRank8
SpecialPowerShortcutCommandSet = SpecialPowerShortcutBoss
SpecialPowerShortcutWinName = GenPowersShortcutBarChina.wnd
SpecialPowerShortcutButtonCount = 9
DisplayName = INI:FactionBossGeneral
StartingBuilding = Boss_CommandCenter
StartingUnit0 = Boss_VehicleDozer
ScoreScreenImage = China_ScoreScreen
LoadScreenImage = SNFactionLogoPage_China
LoadScreenMusic = Load_China
ScoreScreenMusic = Score_China
FlagWaterMark = WatermarkChina
EnabledImage = SSObserverChina
BeaconName = MultiplayerBeacon
SideIconImage = GameinfoBOSS
OldFaction = No
ArmyTooltip = TOOLTIP:BioStrategyLong_Pos9
Features = GUI:BioFeatures_Pos9
End
Don't use the China General for other slots. Edited by user Friday, December 27, 2013 8:51:19 PM(UTC)
| Reason: Not specified |
Panem et kirkinses |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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This one seems fun. It's too old for me to remember. Looks like it turns the vChina carpet bomber into a napalm bomber. Plus fast reload and rank 1 for quick access. I have no idea if this one was ever tested. Code:Science SCIENCE_ChinaCarpetBomb
PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:ChinaCarpetBomb
Description = CONTROLBAR:ToolTipChinaScienceCarpetBomb
End
Science Early_SCIENCE_ChinaCarpetBomb
PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:ChinaCarpetBomb
Description = CONTROLBAR:ToolTipChinaScienceCarpetBomb
End
Science Nuke_SCIENCE_ChinaCarpetBomb
PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:Nuke_ChinaCarpetBomb
Description = CONTROLBAR:Nuke_ToolTipChinaScienceCarpetBomb
End
SpecialPower SuperweaponChinaCarpetBomb
Enum = SPECIAL_CHINA_CARPET_BOMB
ReloadTime = 15000
RequiredScience = SCIENCE_ChinaCarpetBomb
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 180
ShortcutPower = Yes
AcademyClassify = ACT_SUPERPOWER
End
SpecialPower Early_SuperweaponChinaCarpetBomb
Enum = EARLY_SPECIAL_CHINA_CARPET_BOMB
ReloadTime = 15000
RequiredScience = Early_SCIENCE_ChinaCarpetBomb
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 180
ShortcutPower = Yes
AcademyClassify = ACT_SUPERPOWER
End
Object ChinaCarpetBomb
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
DefaultConditionState
Model = NVMIG
End
End
End
AddModule ModuleTag_Nap1_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTag_Nap1
DeathWeapon = SmallFireFieldCreationWeapon
StartsActive = Yes
ConflictsWith = Upgrade_ChinaBlackNapalm
End
End
AddModule ModuleTag_Nap2_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTag_Nap2
DeathWeapon = SmallFireFieldUpgradedCreationWeapon
StartsActive = No
TriggeredBy = Upgrade_ChinaBlackNapalm
End
End
End
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If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
3 users thanked Annihilationzh for this useful post.
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Colonel Joined: 8/13/2013(UTC) Posts: 824 Location: Right around the corner Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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If you are making a mission and you don't want Colonel Burton to be able to climb you can change his locomotor to the ground locomotor like this: Code:Object AmericaInfantryColonelBurton
Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor
End
This code makes Colonel Burton in USA vanilla be unable to climb. |
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer Big fan of C&C Labs |
2 users thanked UTD^Force for this useful post.
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Colonel Joined: 8/13/2013(UTC) Posts: 824 Location: Right around the corner Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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If you are making a mission and you want a unit to be veteran, elite or heroic when it's created use this code: Code: AddModule
Behavior = VeterancyGainCreate ModuleTag_beHeroic
StartingLevel = HEROIC
End
This code makes the unit be heroic when created. Add this code after the object name which you want it to have a higher veterancy level, Don't forget to add the End after this code! |
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer Big fan of C&C Labs |
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Colonel Joined: 8/13/2013(UTC) Posts: 824 Location: Right around the corner Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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If you want the snipers to be able to affect on tanks change this in the tank's armor: Example, this makes the dragon tank be affected and take some damage from the sniper: Code:Armor DragonTankArmor
Armor = CRUSH 50% ;tanks are extra-hard to crush
Armor = SMALL_ARMS 25%
Armor = GATTLING 25% ;resistant to gattling tank
Armor = COMANCHE_VULCAN 25%
Armor = FLAME 0%
Armor = RADIATION 50% ;Radiation does less damage to tanks.
Armor = MICROWAVE 20%
Armor = POISON 25% ;Poison does a little damage, just for balance reasons.
Armor = MICROWAVE 0%
Armor = SNIPER 25%
Armor = MELEE 0% ;tanks don't generally take much damage other than paint damage from MELEE weapons
Armor = LASER 50% ;lasers are anti-personel and anti-projectile only (for point defense laser)
Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons
Armor = PARTICLE_BEAM 100% ;
Armor = KILL_PILOT 100% ;Jarmen Kell uses against vehicles only.
Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry.
Armor = MOLOTOV_COCKTAIL 20% ;used by Angry mob.
Armor = INFANTRY_MISSILE 20% ;used by rocket guys
Armor = SUBDUAL_MISSILE 0%
Armor = SUBDUAL_VEHICLE 100%
Armor = SUBDUAL_BUILDING 0%
End
Edited by user Sunday, August 24, 2014 6:12:56 AM(UTC)
| Reason: Not specified |
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer Big fan of C&C Labs |
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Colonel Joined: 8/13/2013(UTC) Posts: 824 Location: Right around the corner Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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If you want Colonel Burton's RemoteC4 Explode like the bunker buster of the F-117 and then black napalm use this code: Code:Object RemoteC4Charge
AddModule ModuleTag_10_Override
Behavior = FireWeaponWhenDeadBehavior ModuleTag_10
DeathWeapon = BlackNapalmBombWeapon
StartsActive = Yes
End
End
AddModule ModuleTag_BunkerBust_Override
Behavior = BunkerBusterBehavior ModuleTag_BunkerBust
DetonationFX = FX_BunkerBusterExplosion
CrashThroughBunkerFX = WeaponFX_BunkerBusterIntialImpact
CrashThroughBunkerFXFrequency = 571
SeismicEffectRadius = 200
SeismicEffectMagnitude = 5
ShockwaveWeaponTemplate = BunkerBusterShockwaveWeaponSmall
OccupantDamageWeaponTemplate = BunkerBusterAntiTunnelGarrisonWeaponWithABigName
End
End
End
I think that code is in one of Beng's maps. Sorry for posting these in four posts, but for some reason when these are in one post... I don't know what happens, I see them merging into each other and the code colour changed to be black. |
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer Big fan of C&C Labs |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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I must say, I really love that Bunker...
Can I add it to my mod as a separate new building? I'll credit you! |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Colonel Joined: 8/13/2013(UTC) Posts: 824 Location: Right around the corner Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Don't credit me, credit Beng, that code is from one of his maps. I think... Though it's easy to make one like it after understanding it. Edited by user Saturday, August 23, 2014 7:57:28 PM(UTC)
| Reason: Not specified |
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer Big fan of C&C Labs |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Its not your code he's talking about its acid brain's
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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here is some code to make the USA supplyu center build china supply trucks (you may think its pointless but i use the supply wherehouse in my maps which doesnt reallywwork well with chinooks) Code:
Object AmericaSupplyCenter
CommandSet = AmericaSupplyCenterCommandSet01
ReplaceModule ModuleTag_12
Behavior = SpawnBehavior ModuleTag_12A
SpawnNumber = 3
SpawnReplaceDelay = 9999
SpawnTemplateName = ChinaVehicleSupplyTruck
OneShot = Yes
CanReclaimOrphans = No
SlavesHaveFreeWill = Yes
End
End
End
Object ChinaVehicleSupplyTruck
Prerequisites
Object = AmericaSupplyCenter
End
End
CommandSet AmericaSupplyCenterCommandSet01
1 = Command_ConstructChinaVehicleSupplyTruck
13 = Command_SetRallyPoint
14 = Command_Sell
End
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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here is some code to give vanilla usa the best planes Code:
Object AmericaAirfield
CommandSet = AmericaAirfieldCommandSet01
End
Object SupW_AmericaJetAurora
Prerequisites
Object = AmericaAirfield
End
End
Object AirF_AmericaJetRaptor
Prerequisites
Object = AmericaAirfield
End
End
CommandSet AmericaAirfieldCommandSet01
1 = AirF_Command_ConstructAmericaJetRaptor
2 = Command_ConstructAmericaVehicleComanche
3 = SupW_Command_ConstructAmericaJetAurora
4 = Command_ConstructAmericaJetStealthFighter
7 = Command_UpgradeComancheRocketPods
8 = Command_UpgradeAmericaLaserMissiles
9 = Command_UpgradeAmericaCountermeasures
10 = Command_UpgradeAmericaBunkerBusters
13 = Command_SetRallyPoint
14 = Command_Sell
End
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Colonel Joined: 8/13/2013(UTC) Posts: 824 Location: Right around the corner Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Originally Posted by: klingondragon Its not your code he's talking about its acid brain's
oh, I thought he was talking about the Bunker buster bomb. :D yeah, That bunker is great!!! Edited by user Sunday, August 24, 2014 6:02:28 AM(UTC)
| Reason: Not specified |
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer Big fan of C&C Labs |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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This file was called Super Emperor. I think I made it to test a Map.ini glitch, but now it's all yours to mess around with, if it works, because I don't remember. Code:Object Tank_ChinaTankEmperor
UpgradeCameo1 = Upgrade_ChinaUraniumShells
UpgradeCameo2 = Upgrade_ChinaNuclearTanks
UpgradeCameo3 = Upgrade_ChinaOverlordGattlingCannon
UpgradeCameo4 = Tank_Upgrade_ChinaTankAutoLoader
Scale = 1.25
Prerequisites
End
WeaponSet
Conditions = None
Weapon = PRIMARY Nuke_OverlordTankGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY Nuke_OverlordTankGun
Weapon = SECONDARY GattlingBuildingGunAirDummy
End
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 11000.0
InitialHealth = 11000.0
SubdualDamageCap = 22000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 500
End
End
ReplaceModule ModulePropaganda_04
Behavior = PropagandaTowerBehavior ModulePropaganda_04_Override
Radius = 150.0
DelayBetweenUpdates = 2000
HealPercentEachSecond = 1%
PulseFX = FX_OverlordPropagandaTowerPropagandaPulse
UpgradeRequired = Tank_Upgrade_ChinaTankAutoLoader
UpgradedHealPercentEachSecond = 2%
UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse
AffectsSelf = Yes
End
End
End
Object Nuke_OverlordTankShell
ReplaceModule ModuleTag_07
Behavior = FireWeaponWhenDeadBehavior ModuleTag_07_Override
DeathWeapon = Nuke_NuclearTankDeathWeapon
StartsActive = Yes
End
End
End
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If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Colonel Joined: 8/13/2013(UTC) Posts: 824 Location: Right around the corner Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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If you want a tank to have units garrisoned inside it use this code: Code: AddModule ModuleTag_T11_Override
Behavior = TransportContain ModuleTag_T11
PassengersAllowedToFire = Yes
WeaponBonusPassedToPassengers = Yes
Slots = 3 ; how many units can be garrisoned inside the tank
InitialPayload = Chem_GLAInfantryStingerSoldier 3 ; units already in the tank, and how many.
ScatterNearbyOnExit = Yes
HealthRegen%PerSec = 10
DamagePercentToUnits = 50%
AllowAlliesInside = Yes
AllowInsideKindOf = INFANTRY VEHICLE HUGE_VEHICLE
ForbidInsideKindOf = AIRCRAFT
ExitDelay = 0 ;250
NumberOfExitPaths = 0 ;3
GoAggressiveOnExit = Yes
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
End
End
I've found this code for a PTBoat in a mission made by Beng, I think that the code explains itself... This code makes the tank you want to have infantry in, be garrisoned with 3 Stinger Soldiers when created, spawned or already in the map. Add this to the object, and Don't forget to add End! |
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer Big fan of C&C Labs |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Originally Posted by: UTD^Force I've found this code for a PTBoat in a mission made by Beng Have you asked Beng for permission to distribute this? |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Colonel Joined: 8/13/2013(UTC) Posts: 824 Location: Right around the corner Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Edited after cringing at my past posts: I was defenitely in the wrong here, even though Beng specified in the readme that it was okay to use their codes, it was still something they made and they had the right to keep it as theirs. I'll be removing my other replies regarding this with this same message. I'm sorry, everyone. Edited by user Wednesday, August 26, 2020 1:35:54 PM(UTC)
| Reason: Not specified |
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer Big fan of C&C Labs |
1 user thanked UTD^Force for this useful post.
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