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                Here are the readme file in the map I took this code from: | 
| 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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 GeneralJoined: 8/2/2008(UTC)Posts:  1,779  Thanks: 26 timesWas thanked: 476 time(s) in 331 post(s)
 
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                Thanks UTD^Force. Here we have it: Quote:Copyright: Feel free to distribute this map, modify it, borrow code frommap.ini for your own maps, do whatever you like with it. But if you make
 changes, please note them down in this or another readme file.
 Originally Posted by: KlingonDragon  Its not against copyright © unless he specifically copyrighted it That's not how copyright works. Everything you write is automatically copyrighted if it fits the legal definition of something that can be copyrighted. | 
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 ColonelJoined: 8/13/2013(UTC)Posts:  824  Location:  Right around the corner Thanks: 430 timesWas thanked: 184 time(s) in 168 post(s)
 
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                Originally Posted by: Gameanater  This post is copyrighted xD @AZH No problem, so I keep the code here, right? | 
| 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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                Originally Posted by: UTD^Force  xD Glad that amused someone.   | 
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                Originally Posted by: UTD^Force  @AZH No problem, so I keep the code here, right? Yeah. I was just bringing it to attention to avoid any problems. Originally Posted by: Gameanater  This post is copyrighted © 2014 Command & Conquer Labs. All Rights Reserved. | 
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 ColonelJoined: 8/13/2013(UTC)Posts:  824  Location:  Right around the corner Thanks: 430 timesWas thanked: 184 time(s) in 168 post(s)
 
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                Originally Posted by: Annihilationzh  Thanks UTD^Force Thanks for being the first person to write my name correctly.   Originally Posted by: Annihilationzh  That's not how copyright works. Everything you write is automatically copyrighted if it fits the legal definition of something that can be copyrighted.
 It looks like you are studying law. :D Edited by user Monday, August 25, 2014 7:35:40 AM(UTC)
 | Reason: Not specified | 
| A Muslim, ask me anything about Islam if you want 
 UTD^Force
 
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                Originally Posted by: UTD^Force  Thanks for being the first person to write my name correctly.   Years of modding many different games have left me incapable of misspelling anything. (Don't tell anyone I used Copy + Paste). Quote:It looks like you are studying law. :D Strangely, I never studied this formally (I did briefly study contract law though). I'm one of those weirdos who reads about law because I enjoy it. | 
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                Your nodding may make you unable to spell wrong but with every code I've ever used I've had to spell things wrongCenter not centre
 Color not colour
 Learn to spell America
 Its called English not American
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                Originally Posted by: KlingonDragon  Your nodding may make you unable to spell wrong but with every code I've ever used I've had to spell things wrongCenter not centre
 Color not colour
 Learn to spell America
 Its called English not American
 *Modding It's called American English.     I'm guessing you're from Britain or something?  | 
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                I think nodding sounds about right. Originally Posted by: Gameanater  It's called American English.     I'm guessing you're from Britain or something?  Do you have flags under people's post counts telling you where they're from? Because I do. I've tried reading your signature in a British accent but it sounded exactly the same as everything else! | 
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                Originally Posted by: Annihilationzh  I think nodding sounds about right. Originally Posted by: Gameanater  It's called American English.     I'm guessing you're from Britain or something?  Do you have flags under people's post counts telling you where they're from? Because I do. I've tried reading your signature in a British accent but it sounded exactly the same as everything else! I'm nodding Zero Hour! Yay! lol.    ... I do... Somehow I managed to miss his flag. My bad... Probably because you're British yourself. Trying to read it in a British accent should only be done by American readers.    | 
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                I don't know why but my phone autocorrects modding to noddingI've just added modding to the dictionary so it should be fine from now on
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                Here's a giant Colonel Burton I used as a "boss" unit once. No extra damage or anything. He can't crush stuff. He can't attack aircraft. He just has a craptona health and is huge. Bug: You have to click his feet to select him. I have no idea how to fix this. Code:
Object SupW_AmericaInfantryColonelBurton
 RemoveModule ModuleTag_02
 AddModule ModuleTag_02
  Body = ActiveBody ModuleTag_02_Override
   MaxHealth = 9000
   InitialHealth = 9000
  End
 End
 Scale = 2
; RemoveModule ModuleTag_03
; AddModule ModuleTag_03
;  Behavior = AIUpdateInterface ModuleTag_03_Override
;   AutoAcquireEnemiesWhenIdle = Yes
;  End
; End
; Locomotor = SET_NORMAL BasicAmphibiousLocomotor
End
 Edited by user Tuesday, August 26, 2014 7:36:28 PM(UTC)
 | Reason: Not specified | 
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                Originally Posted by: Gameanater  I must say, I really love that Bunker...
 Can I add it to my mod as a separate new building? I'll credit you!
 If anybody wants to use stuff i posted than use it, credit or dont credit, i really dont care, there are only a handfull of people modding this game nowadays and most of the people who posted stuff are not around anymore. Sry for the late response, busy with modding minecraft, bit more difficult than generals, have to learn to code in JAVA, nice challenge...:P Greetz | 
| Panem et kirkinses | 
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                Changing the laser's colours. If you want to change a laser's colour you can use this code(for the Lazr_Crusader): Code:Object GreenCrusaderLaserBeam
   ; *** ART Parameters ***
  Draw = W3DLaserDraw ModuleTag_01
    Texture = EXLaser4.tga
    NumBeams = 5                              ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
    InnerBeamWidth = 0.005                    ;The total width of beam
    InnerColor = R:0 G:100 B:0 A:100          ;The inside color of the laser (hot)
    OuterBeamWidth = 15                       ;The total width of beam
    OuterColor = R:0 G:100 B:0 A:0            ;The outside color of the laser (cool)
    Tile = Yes                                ;The height of the texture will determine how many times to tile the texture to fit without scaling.
    ScrollRate = -2500                        ;Scrolls the texture offset this fast -- towards(-) away(+)
    Segments = 1                              ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
    SegmentOverlapRatio = 0                   ;This value overlaps(+) or separates(-) the segments by ratio
    TilingScalar = -3                         ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)     
    ;MaxIntensityLifetime = 99999              ;Laser stays at max intensity for specified time in ms.
    ;FadeLifetime = 0                         ;Laser will fade and delete.
    ;@todo -- add shot ability functionality (instead of instant point A to B)
  End
  KindOf = IMMOBILE
  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 2.0
  ClientUpdate = LaserUpdate ModuleTag_07
    MuzzleParticleSystem = GreenLaser_Flare    ;The flare which appears when the tank fires the laser.
    TargetParticleSystem = GenericGreen_LaserFlare  ;The flare which appears on the target.
    PunchThroughScalar = 1.3 ; If our target dies, we get this much bigger so it looks like we punched through
  End
  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 205   ; min lifetime in msec
    MaxLifetime = 205   ; max lifetime in msec
  End
End
 As you can see I made a new laser. (I like Backup!). Now to the particle system flares:
 
 Quote:ParticleSystem GreenLaser_FlarePriority = CONSTANT
 IsOneShot = No
 Shader = ADDITIVE
 Type = PARTICLE
 ParticleName = EXLnzFlar4.tga
 AngleZ = 0.00 0.00
 AngularRateZ = 0.00 0.00
 AngularDamping = 1.00 1.00
 VelocityDamping = 1.00 1.00
 Gravity = 0.00
 Lifetime = 2.00 2.00
 SystemLifetime = 0
 Size = 10.00 15.00
 StartSizeRate = 0.00 0.00
 SizeRate = 2.00 2.40
 SizeRateDamping = 0.90 0.92
 Alpha1 = 0.00 0.00 0
 Alpha2 = 0.25 0.25 5
 Alpha3 = 0.00 0.00 30
 Alpha4 = 0.00 0.00 0
 Alpha5 = 0.00 0.00 0
 Alpha6 = 0.00 0.00 0
 Alpha7 = 0.00 0.00 0
 Alpha8 = 0.00 0.00 0
 Color1 = R:0 G:200 B:166 0
 Color2 = R:0 G:0 B:0 0
 Color3 = R:0 G:0 B:0 0
 Color4 = R:0 G:0 B:0 0
 Color5 = R:0 G:0 B:0 0
 Color6 = R:0 G:0 B:0 0
 Color7 = R:0 G:0 B:0 0
 Color8 = R:0 G:0 B:0 0
 ColorScale = 0.00 0.00
 BurstDelay = 0.00 0.00
 BurstCount = 1.00 1.00
 InitialDelay = 0.00 0.00
 DriftVelocity = X:0.00 Y:0.00 Z:0.00
 VelocityType = ORTHO
 VelOrthoX = 0.00 0.00
 VelOrthoY = 0.00 0.00
 VelOrthoZ = 0.00 0.00
 VolumeType = POINT
 IsHollow = Yes
 IsGroundAligned = No
 IsEmitAboveGroundOnly = No
 IsParticleUpTowardsEmitter = No
 WindMotion = Unused
 WindAngleChangeMin = 0.149924
 WindAngleChangeMax = 0.449946
 WindPingPongStartAngleMin = 0.000000
 WindPingPongStartAngleMax = 0.785398
 WindPingPongEndAngleMin = 5.497787
 WindPingPongEndAngleMax = 6.283185
 End
 
 ParticleSystem GenericGreen_LaserFlare
 Priority = CRITICAL
 IsOneShot = No
 Shader = ADDITIVE
 Type = PARTICLE
 ParticleName = EXLnzFlar3.tga
 AngleZ = 0.00 7.00
 AngularRateZ = -0.01 0.01
 AngularDamping = 1.00 1.00
 VelocityDamping = 1.00 1.00
 Gravity = 0.00
 Lifetime = 5.00 5.00
 SystemLifetime = 0
 Size = 100.00 100.00
 StartSizeRate = 0.00 0.00
 SizeRate = 0.00 0.00
 SizeRateDamping = 1.00 1.00
 Alpha1 = 1.00 1.00 0
 Alpha2 = 0.00 0.00 0
 Alpha3 = 0.00 0.00 0
 Alpha4 = 0.00 0.00 0
 Alpha5 = 0.00 0.00 0
 Alpha6 = 0.00 0.00 0
 Alpha7 = 0.00 0.00 0
 Alpha8 = 0.00 0.00 0
 Color1 = R:0 G:250 B:5 0
 Color2 = R:0 G:0 B:0 5
 Color3 = R:0 G:0 B:0 0
 Color4 = R:0 G:0 B:0 0
 Color5 = R:0 G:0 B:0 0
 Color6 = R:0 G:0 B:0 0
 Color7 = R:0 G:0 B:0 0
 Color8 = R:0 G:0 B:0 0
 ColorScale = 0.00 0.00
 BurstDelay = 1.00 1.00
 BurstCount = 1.00 2.00
 InitialDelay = 0.00 0.00
 DriftVelocity = X:0.00 Y:0.00 Z:0.00
 VelocityType = ORTHO
 VelOrthoX = 0.00 0.00
 VelOrthoY = 0.00 0.00
 VelOrthoZ = 0.00 0.00
 VolumeType = POINT
 IsHollow = Yes
 IsGroundAligned = No
 IsEmitAboveGroundOnly = No
 IsParticleUpTowardsEmitter = No
 WindMotion = Unused
 WindAngleChangeMin = 0.149924
 WindAngleChangeMax = 0.449946
 WindPingPongStartAngleMin = 0.000000
 WindPingPongStartAngleMax = 0.785398
 WindPingPongEndAngleMin = 5.497787
 WindPingPongEndAngleMax = 6.283185
 End
 
But, if you want to change the particle cannon's laser's colour use this:
 
 Quote:Object Green_ParticleUplinkCannon_MediumConnectorLaser; *** ART Parameters ***
 Draw = W3DLaserDraw ModuleTag_01
 Texture = EXLaser.tga
 NumBeams = 4                    ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
 
 InnerBeamWidth = 0.4            ;The total width of beam
 InnerColor = R:0 G:255 B:255 A:250  ;The inside color of the laser (hot)
 
 OuterBeamWidth = 1.2            ;The total width of beam
 OuterColor = R:0 G:255 B:0  A:150 ;The outside color of the laser (cool)
 
 ;MaxIntensityLifetime = 2000     ;Laser stays at max intensity for specified time in ms.
 ;FadeLifetime = 0                ;Laser will fade and delete.
 
 ;@todo -- add shot ability functionality (instead of instant point A to B)
 End
 
 KindOf = IMMOBILE
 
 ClientUpdate = LaserUpdate ModuleTag_02
 ;MuzzleParticleSystem = None
 ;TargetParticleSystem = None
 End
 End
 
 ;------------------------------------------------------------------------------
 Object Green_ParticleUplinkCannon_IntenseConnectorLaser
 ; *** ART Parameters ***
 Draw = W3DLaserDraw ModuleTag_01
 Texture = EXLaser.tga
 NumBeams = 5                    ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
 
 InnerBeamWidth = 0.6            ;The total width of beam
 InnerColor = R:0 G:255 B:255 A:250  ;The inside color of the laser (hot)
 
 OuterBeamWidth = 2.0            ;The total width of beam
 OuterColor = R:0 G:255 B:0  A:150 ;The outside color of the laser (cool)
 
 ;MaxIntensityLifetime = 2000     ;Laser stays at max intensity for specified time in ms.
 ;FadeLifetime = 0                ;Laser will fade and delete.
 
 ;@todo -- add shot ability functionality (instead of instant point A to B)
 End
 
 KindOf = IMMOBILE
 
 ClientUpdate = LaserUpdate ModuleTag_02
 ;MuzzleParticleSystem = None
 ;TargetParticleSystem = None
 End
 End
 
 ;------------------------------------------------------------------------------
 Object Green_ParticleUplinkCannon_OrbitalLaser ;The big laser which hits the ground
 ; *** ART Parameters ***
 Draw = W3DLaserDraw ModuleTag_01
 Texture = EXNoise02.tga
 NumBeams = 12                    ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
 
 Tile = Yes                        ;The height of the texture will determine how many times to tile the texture to fit without scaling.
 ScrollRate = -1.75                ;Scrolls the texture offset this fast -- towards(-) away(+)
 TilingScalar = 0.15               ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)
 
 InnerBeamWidth = 0.6            ;The total width of beam
 InnerColor = R:255 G:255 B:255 A:250  ;The inside color of the laser (hot)
 
 OuterBeamWidth = 26.0            ;The total width of beam
 OuterColor = R:0 G:255 B:0  A:150 ;The outside color of the laser (cool)
 
 ;MaxIntensityLifetime = 2000     ;Laser stays at max intensity for specified time in ms.
 ;FadeLifetime = 0                ;Laser will fade and delete.
 
 ;@todo -- add shot ability functionality (instead of instant point A to B)
 End
 
 ; *** DESIGN Parameters ***
 VisionRange = 100
 ShroudClearingRange = 120
 
 ; *** ENGINEERING Parameters ***
 KindOf = IMMOBILE
 
 ClientUpdate = LaserUpdate ModuleTag_02
 ;MuzzleParticleSystem = None
 ;TargetParticleSystem = None
 End
 End
And you can always download my Lasers.ini  file which changes all these lasers and use it in your mod. | 
| 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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                Want an Aircraft Carrier that can destroyed? And has turrets on it? Use this code by Beng: 
 Code:
;-------------------------------------------------------------------------------------------
Object CINE_AircraftCarrier
  ; *** ART Parameters ***
  SelectPortrait         = SACarrier_L
  ButtonImage            = SACarrier_L
  UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo2 = Upgrade_AmericaTOWMissile ;gattlings more damaging
 RemoveModule ModuleTag_01
 AddModule ModuleTag_01A_Override
  Draw                   = W3DOverlordTankDraw ModuleTag_01A ;W3DOverlordAircraftDraw
 ;ReplaceModule ModuleTag_01
  ;Draw = W3DModelDraw ModuleTag_01_Override
    OkToChangeModelColor = Yes
    ParticlesAttachedToAnimatedBones = Yes
    ExtraPublicBone = SmokeBone01 ;left side turret, anti-ground, tertiary
    ExtraPublicBone = SmokeBone03 ;right side altturret, anti ground and air, 1ry and 2ry
    ExtraPublicBone = Explosion1Bone ;1 is Deck left, Explosion2Bone is more middle.
                                     ;Avenger turret (made from Tank_ChinaTankOverlordBattleBunker)
    ConditionState    = NONE
      Model           = PSAirCarrier_Dt
      Animation       = PSAirCarrier_Dt.PSAirCarrier_Dt
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End
    ConditionState    = DAMAGED
      Model           = PSAirCarrier_Dt
      Animation       = None
      ParticleSysBone     = SmokeBone02 airCarrierSmoke
      ParticleSysBone     = SmokeBone04 airCarrierSmoke
    End
    ConditionState    = REALLYDAMAGED
      Model           = PSAirCarrier_Dt
      Animation       = None
      ParticleSysBone     = EXPLOSION2BONE airCarrierDeckFireBig
      ParticleSysBone     = EXPLOSION2BONE airCarrierDeckSmoke
      ParticleSysBone     = SPARK2BONE airCarrierSmoke
      ParticleSysBone     = SPARK2BONE airCarrierDeckFire
      ParticleSysBone     = SmokeBone04 airCarrierDeckFire
      ParticleSysBone     = SmokeBone04 airCarrierSmoke
    End
    ; DEATH ****************************************
    ConditionState        =RUBBLE
      Model               = PSAirCarrier_Dt
      Animation           = PSAirCarrier_Dt.PSAirCarrier_Dt
      AnimationMode       = ONCE
      ParticleSysBone     = SPLASH0BONE airCarrierDeathSplash0
      ParticleSysBone     = SPLASH0BONE airCarrierShockWave0
      ParticleSysBone     = SPLASH1BONE airCarrierDeathSplash
      ParticleSysBone     = SPLASH1BONE airCarrierShockWave
      ParticleSysBone     = SPLASH3BONE airCarrierTowerSplash
      ParticleSysBone     = SPLASH3BONE airCarrierDeckSmoke
      ParticleSysBone     = OILSLICKBONE airCarrierDeckSmoke
      ParticleSysBone     = EXPLOSION1BONE airCarrierExplosion0
      ParticleSysBone     = EXPLOSION1BONE airCarrierLightFlash1
      ParticleSysBone     = EXPLOSION1BONE airCarrierShockWave1
      ParticleSysBone     = EXPLOSION1BONE airCarrierExplosionSparks
      ParticleSysBone     = EXPLOSION2BONE airCarrierExplosion1
      ParticleSysBone     = EXPLOSION2BONE airCarrierLightFlash2
      ParticleSysBone     = EXPLOSION2BONE airCarrierShockWave2
      ParticleSysBone     = EXPLOSION2BONE airCarrierDeckFireBig
      ParticleSysBone     = EXPLOSION4BONE airCarrierExplosion2
      ParticleSysBone     = EXPLOSION4BONE airCarrierLightFlash3
      ParticleSysBone     = EXPLOSION4BONE airCarrierShockWave3
      ParticleSysBone     = EXPLOSION4BONE airCarrierDeckFire
      ParticleSysBone     = EXPLOSION5BONE airCarrierFinalExplosion
      ParticleSysBone     = EXPLOSION5BONE airCarrierDeckFire
      ParticleSysBone     = EXPLOSION5BONE airCarrierSmoke
      ParticleSysBone     = SPLASH4BONE airCarrierDeathSplash1
      ParticleSysBone     = SPLASH5BONE airCarrierDeathSplash1
      ParticleSysBone     = SPLASH6BONE airCarrierDeathSplash2
      ParticleSysBone     = SPLASH7BONE airCarrierDeathSplash3
      ParticleSysBone     = MAST1BONE airCarrierDeckFireBig
      ParticleSysBone     = MAST2BONE airCarrierDeckFire
      ParticleSysBone     = SPLASH4BONE airCarrierDeathRipple
      ParticleSysBone     = SPLASH5BONE airCarrierDeathRipple
      ParticleSysBone     = SPLASH6BONE airCarrierDeathRipple
      ParticleSysBone     = SPLASH7BONE airCarrierDeathRipple
      ParticleSysBone     = SPLASH5BONE airCarrierFinalDeathSplash
      ParticleSysBone     = JET01BONE airCarrierDeckFireJet5
      ParticleSysBone     = JET01BONE airCarrierJetEngine01Smoke
      ParticleSysBone     = JET01BONE airCarrierJet01Explosion
      ParticleSysBone     = JET03BONE airCarrierDeckFireBig
      ParticleSysBone     = JET04BONE airCarrierDeckFireBig
      ParticleSysBone     = JET05BONE airCarrierJetExplosion1
      ParticleSysBone     = JET05BONE airCarrierDeckFireJet5
      ParticleSysBone     = JET06BONE airCarrierDeckFireJet6
      ParticleSysBone     = JET06BONE airCarrierJetExplosion2
      ParticleSysBone     = JET07BONE airCarrierJetExplosion3
      ParticleSysBone     = JET07BONE airCarrierDeckFireJet7
      ParticleSysBone     = JET08BONE airCarrierDeckFire
      ParticleSysBone     = JET08BONE airCarrierJet8Splash
      ParticleSysBone     = OILSLICKBONE airCarrierOilSlick
      ParticleSysBone     = OILSLICKBONE airCarrierMidShipSplash
      ParticleSysBone     = SPARK1BONE airCarrierSmoke
      ParticleSysBone     = SPARK1BONE airCarrierDeckFire
      ParticleSysBone     = SPARK2BONE airCarrierSmoke
      ParticleSysBone     = SPARK2BONE airCarrierDeckFire
      ParticleSysBone     = BOWSPLASH0BONE1 airCarrierBowDeathSplash
      ParticleSysBone     = SMOKEBONE01 airCarrierSmoke
      ParticleSysBone     = SMOKEBONE02 airCarrierSmoke
      ParticleSysBone     = SMOKEBONE03 airCarrierSmoke
    End
  End
 End
 AddModule ModuleTag_Tur1_Override
  Draw = W3DModelDraw             ModuleTag_Tur1 ;Gun turret
    OkToChangeModelColor = Yes
    AttachToBoneInAnotherModule = SmokeBone01 ;left side turret, anti-ground, tertiary
    DefaultConditionState        
      Model               = NVGattTank
      HideSubObject       = chassis treadsl01 treadsr01 ;headlight01 headlight02 housecolor01
      ShowSubObject       = Turret01 HouseColor02 HouseColor03 Barrel01 TurretEl01 headlight01 headlight02 housecolor01
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = MANUAL
      Turret              = TURRET01
      TurretPitch         = TURRETEL01
      WeaponMuzzleFlash   = TERTIARY MuzzleFX
      WeaponFireFXBone    = TERTIARY Muzzle
      ;WeaponMuzzleFlash   = PRIMARY   MuzzleFX
      ;WeaponFireFXBone    = PRIMARY   Muzzle
      ;WeaponMuzzleFlash   = SECONDARY MuzzleFX
      ;WeaponFireFXBone    = SECONDARY Muzzle
    End
    ConditionState        = REALLYDAMAGED ;RUBBLE
      Model               = NVGattTank_D
    End
    ConditionState         = RUBBLE
      Model                = None
    End
    ;-----pristine attacking----------------------
    ConditionState        = ATTACKING USING_WEAPON_C
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
    End
    ConditionState        = CONTINUOUS_FIRE_SLOW ATTACKING USING_WEAPON_C
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
    End
    ConditionState        = CONTINUOUS_FIRE_MEAN ATTACKING USING_WEAPON_C
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
    End
    ConditionState        = CONTINUOUS_FIRE_FAST ATTACKING USING_WEAPON_C
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      ParticleSysBone     = Muzzle01 GattlingMuzzleSmoke
      AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
    End
    ;-----damaged attacking----------------------
    ConditionState  REALLYDAMAGED ATTACKING  USING_WEAPON_C
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  extemely sloowly
    End
    ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING USING_WEAPON_C
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
    End
    ConditionState        = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING USING_WEAPON_C
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
    End
    ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING USING_WEAPON_C
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      ParticleSysBone     = Muzzle01 GattlingMuzzleSmoke
      AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
    End
  End  
 End
 AddModule ModuleTag_Tur2_Override
  Draw = W3DModelDraw             ModuleTag_Tur2 ;Gun turret2 right side, anti air and ground, prim and 2ndary
    OkToChangeModelColor = Yes
    AttachToBoneInAnotherModule = SmokeBone03
    DefaultConditionState        
      Model               = NVGattTank
      HideSubObject       = chassis treadsl01 treadsr01 ;headlight01 headlight02 housecolor01
      ShowSubObject       = Turret01 HouseColor02 HouseColor03 Barrel01 TurretEl01 headlight01 headlight02 housecolor01
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = MANUAL
      AltTurret           = TURRET01
      AltTurretPitch      = TURRETEL01
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
      WeaponFireFXBone    = SECONDARY Muzzle
    End
    ConditionState        = REALLYDAMAGED ;RUBBLE
      Model               = NVGattTank_D
    End
    ConditionState         = RUBBLE
      Model                = None
    End
    ;-----pristine attacking----------------------
    ConditionState        = ATTACKING USING_WEAPON_A
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
    End
    AliasConditionState = ATTACKING USING_WEAPON_B
    ConditionState        = CONTINUOUS_FIRE_SLOW ATTACKING USING_WEAPON_A
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
    End
    AliasConditionState = CONTINUOUS_FIRE_SLOW ATTACKING USING_WEAPON_B
    ConditionState        = CONTINUOUS_FIRE_MEAN ATTACKING USING_WEAPON_A
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
    End
    AliasConditionState = CONTINUOUS_FIRE_MEAN ATTACKING USING_WEAPON_B
    ConditionState        = CONTINUOUS_FIRE_FAST ATTACKING USING_WEAPON_A
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      ParticleSysBone     = Muzzle01 GattlingMuzzleSmoke
      AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
    End
    AliasConditionState = CONTINUOUS_FIRE_FAST ATTACKING USING_WEAPON_B
    ;-----damaged attacking----------------------
    ConditionState  REALLYDAMAGED ATTACKING USING_WEAPON_A
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  extemely sloowly
    End
    AliasConditionState = REALLYDAMAGED ATTACKING USING_WEAPON_B
    ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING USING_WEAPON_A
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
    End
    AliasConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING USING_WEAPON_B
    ConditionState        = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING USING_WEAPON_A
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
    End
    AliasConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING USING_WEAPON_B
    ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING USING_WEAPON_A
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      ParticleSysBone     = Muzzle01 GattlingMuzzleSmoke
      AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
    End
    AliasConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING USING_WEAPON_B
  End  
 End
  ; *** ENGINEERING Parameters ***  
  KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE AIRCRAFT_PATH_AROUND IMMUNE_TO_CAPTURE ;CAPTURABLE
  RadarPriority = UNIT
  ArmorSet
    Conditions    = None
    Armor         = GLAUpgradedStructureArmorTough ;StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY GattlingBuildingGun
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon              = TERTIARY GattlingBuildingGun
    AutoChooseSources   = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon              = SECONDARY GattlingBuildingGunAir
    AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
    PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
  End
  EnergyProduction    = 0
  ExperienceValue     = 400 400 400 400
  ExperienceRequired  = 0 20 40 60  ;Experience points needed to gain each level
  IsTrainable         = Yes         ;Can gain experience
  BuildCost        = 9000
  VisionRange      = 450.0   ; Shroud clearing distance AND targeting range
  ShroudClearingRange = 500.0
  ; *** AUDIO Parameters ***
  VoiceSelect = BattleshipVoiceSelect
  VoiceMove = BattleshipVoiceMove
  VoiceGuard = BattleshipVoiceMove
  VoiceAttack = BattleshipVoiceAttack
  SoundAmbient = BattleshipAmbientLoop
 ReplaceModule ModuleTag_02
  Body                  = ActiveBody ModuleTag_02_Override
    MaxHealth       = 5000.0
    InitialHealth   = 5000.0
  End
 End
 ReplaceModule ModuleTag_09
  Behavior = TransitionDamageFX ModuleTag_09_Override
    DamagedParticleSystem1       = Bone:Smoke RandomBone:Yes PSys:airCarrierSmoke
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:airCarrierDeckFire
    ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:airCarrierSmoke
    ReallyDamagedParticleSystem3 = Bone:Smoke RandomBone:Yes PSys:airCarrierExplosion0
    RubbleOCL1 = Loc: X:40.0 Y:-30.0 Z:16.0 OCL:OCL_DirtyNuke ;210 blast radius
    RubbleOCL2 = Loc: X:-180.0 Y:-10.0 Z:10.0 OCL:AirF_OCL_AmericanRangerDebris10 ;chuck out 4 survivors
    RubbleOCL3 = Loc: X:258.0 Y:-20.0 Z:10.0 OCL:AirF_OCL_AmericanRangerDebris10 ;chuck out 4 more survivors
  End
 End
 AddModule ModuleTag_aiup_Override
  Behavior = TransportAIUpdate ModuleTag_aiup ;AIUpdateInterface
    Turret ;left side
      ControlledWeaponSlots = TERTIARY
      TurretTurnRate      = 200 ;180   // turn rate, in degrees per sec
      TurretPitchRate     = 200 ;180
      AllowsPitch         = Yes
      FiresWhileTurning   = Yes
      NaturalTurretAngle  = -90
      NaturalTurretPitch  = 0
      MinPhysicalPitch    = -60
      MinIdleScanInterval   = 250    ; in milliseconds
      MaxIdleScanInterval   = 800   ; in milliseconds
      MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
      MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
    End
    AltTurret
      ControlledWeaponSlots = PRIMARY SECONDARY
      TurretTurnRate      = 200 ;180   // turn rate, in degrees per sec
      TurretPitchRate     = 200 ;180
      AllowsPitch         = Yes
      FiresWhileTurning   = Yes
      NaturalTurretPitch  = 25
      MinPhysicalPitch    = -60
      MinIdleScanInterval   = 250    ; in milliseconds
      MaxIdleScanInterval   = 800   ; in milliseconds
      MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
      MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
    End
    TurretsLinked = No ;Yes
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End
 End
 AddModule ModuleTag_OvLCn_Override
  Behavior = OverlordContain ModuleTag_OvLCn ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
    Slots                 = 1
    DamagePercentToUnits  = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PayloadTemplateName    = Tank_ChinaTankOverlordBattleBunker ;made similar to AmericaTankAvengerLaserTurret
    ExperienceSinkForRider = Yes ;I get the Exp for things my turret friend kills
  End
 End
 AddModule ModuleTag_MkGat_Override
  Behavior = ObjectCreationUpgrade ModuleTag_MkGat
    UpgradeObject = OCL_OverlordGattlingCannon
    TriggeredBy   = Upgrade_ChinaOverlordGattlingCannon
  End
 End
 AddModule ModuleTag_SlDt_Override
  Behavior = StealthDetectorUpdate ModuleTag_SlDt
    DetectionRate    = 1000
    DetectionRange   = 250
    CanDetectWhileGarrisoned  = No
    CanDetectWhileContained   = No
    IRParticleSysName         = IRDetectSonar
    IRBrightParticleSysName   = IRDetectSonarBright
    IRGridParticleSysName     = IRDetectGrid
    IRBeaconParticleSysName   = IRLenzflare
    IRParticleSysBone         = IRFX
  End
 End
 AddModule ModuleTag_PDL_Override
  Behavior = PointDefenseLaserUpdate ModuleTag_PDL
    WeaponTemplate        = SupW_PointDefenseDroneLaserWeapon ;range 65, delay 200
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ;SecondaryTargetTypes  = INFANTRY
    ScanRate              = 70
    ScanRange             = 130.0
    PredictTargetVelocityFactor = 3.0
  End
 End
 AddModule ModuleTag_PDL2_Override
  Behavior = PointDefenseLaserUpdate ModuleTag_PDL2
    WeaponTemplate        = AvengerPointDefenseLaserOne ;range 100, delay 500
    PrimaryTargetTypes    = PROJECTILE BALLISTIC_MISSILE SMALL_MISSILE
    ;SecondaryTargetTypes  = INFANTRY
    ScanRate              = 90
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 4.0
  End
 End
 AddModule ModuleTag_PDL3_Override
  Behavior = PointDefenseLaserUpdate ModuleTag_PDL3
    WeaponTemplate        = AvengerPointDefenseLaserTwo ;range 100, delay 500
    PrimaryTargetTypes    = PROJECTILE BALLISTIC_MISSILE SMALL_MISSILE
    ;SecondaryTargetTypes  = INFANTRY
    ScanRate              = 200
    ScanRange             = 300.0
    PredictTargetVelocityFactor = 4.0
  End
 End
 AddModule ModuleTag_Vet_Override
  Behavior = ExperienceScalarUpgrade ModuleTag_Vet
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End
 End
 AddModule ModuleTag_WpnUp_Override
  Behavior = WeaponBonusUpgrade ModuleTag_WpnUp
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
 End
  Geometry = BOX
  GeometryMajorRadius = 196.0 ;75% longer than standard air carrier hit box
  GeometryMinorRadius = 74.0
  GeometryHeight      = 25.0
  GeometryIsSmall     = No
End
Edited by moderator Tuesday, December 16, 2014 8:38:03 AM(UTC)
 | Reason: The code was too long... | 
| Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. | 
    | 
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 GeneralJoined: 5/13/2013(UTC)Posts:  1,537  Location:  Right Behind You Thanks: 574 timesWas thanked: 166 time(s) in 144 post(s)
 
 | 
            
	      
                Want to fight in the middle of a blizzard? Here's some snow code. Code:
Weather
 SnowEnabled = yes ; enable/disable snow on the map.
 SnowTexture = ExSnowFlake1.tga ;texture used for each snow particle.
 SnowBoxDimensions = 300 ; width/height of box around camera containing snow.
 SnowBoxDensity = 2 ; amount of snow particles per world-unit. Raise to increase particle count.
 SnowFrequencyScaleX = 0.0533 ;speed of side-to-side wave movement.
 SnowFrequencyScaleY = 0.0275 ;speed of side-to-side wave movement. 
 SnowAmplitude = 6.0 ;amount of side-to-side movement. 
 SnowVelocity = 10.0 ;speed at which snow falls
 SnowPointSize = .26 ;scale the size of snow particles.
 SnowMaxPointSize = 11.0 ; maximum pixel size of point sprite particles (min-spec requires <= 64).
 SnowMinPointSize = 0.1 ; minimum pixel size of point sprite particles.
 ;Some video cards can't do hardware accelerated particles.  Set this
 ;setting to "no" in order see what emulation will look like.  Use the
 ;SnowQuadSize setting to make it look similar to PointSprite version.
 SnowPointSprites = yes ;set to "no" for point-sprite emulation.
 SnowQuadSize = 0.5 ;scale the size of snow particles when using point-sprite emulation.
End
;==
 Edited by user Monday, March 14, 2016 7:57:15 PM(UTC)
 | Reason: Not specified | 
| Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. | 
    | 
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         | 
    |  | 
        
        
        
    
        
            
            
    | 
 GeneralJoined: 5/13/2013(UTC)Posts:  1,537  Location:  Right Behind You Thanks: 574 timesWas thanked: 166 time(s) in 144 post(s)
 
 |  | 
| Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. | 
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 GeneralJoined: 5/13/2013(UTC)Posts:  1,537  Location:  Right Behind You Thanks: 574 timesWas thanked: 166 time(s) in 144 post(s)
 
 | 
            
	      
                Here is some nice blood effects, with the Zero Hour Blood Mod as a base.  -Infantry now bleed when shot in addition to sparks and smoke clouds. -ALL death types now spawn the blood puddles. -Infantry now also will occasionally grunt in pain when shot. -Technical gunner leaves a splat of blood when he first hits the ground.
 
 Code:;==================================================================================================
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; VISUAL EFFECTS MODS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;==================================================================================================
;Base code from: 
; http://www.lonebullet.com/mods/download-zero-hour-blood-mod-11-command-and-conquer-generals-zero-hour-mod-free-35839.htm
;A huge thanks to the author, LoneBullet, for allowing reuse of his code. :D
;----------------------------------
;Infantry grunt and bleed when struck, and leave brief pools of blood when they die
;This is our blood
ParticleSystem BloodTarget
  Priority = UNIT_DAMAGE_FX
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXWater05.tga
  AngleZ = -7.00 7.00
  AngularRateZ = 0.00 1.00
  AngularDamping = 0.00 0.00
  VelocityDamping = 0.80 0.90
  Gravity = -0.10
  Lifetime = 25.00 25.00
  SystemLifetime = 1
  Size = 1.00 2.00
  StartSizeRate = 0.00 0.00
  SizeRate = 0.70 2.00
  SizeRateDamping = 0.90 0.95
  Alpha1 = 0.00 0.00 1
  Alpha2 = 1.00 1.00 5
  Alpha3 = 0.00 0.00 25
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:205 G:5 B:5 0
  Color2 = R:0 G:0 B:0 0
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 0.00 1.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = ORTHO
  VelOrthoX = -1.50 3.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 1.00 1.00
  VolumeType = POINT
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem TankStruckDebrisRed
  Priority = WEAPON_EXPLOSION
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXWater05.tga
  AngleZ = 0.00 0.00
  AngularRateZ = -0.10 0.10
  AngularDamping = 1.00 1.00
  VelocityDamping = 1.00 1.00
  Gravity = -0.15
  Lifetime = 15.00 15.00
  SystemLifetime = 1
  Size = 8.00 8.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.50
  SizeRateDamping = 0.95 0.95
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 15
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:205 G:5 B:5 0
  Color2 = R:0 G:0 B:0 0
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.01 0.10
  BurstDelay = 0.00 0.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = ORTHO
  VelOrthoX = 1.00 2.00
  VelOrthoY = -1.00 1.00
  VelOrthoZ = 0.00 0.00
  VolumeType = POINT
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem InfantryMortarDebrisRed
  Priority = WEAPON_EXPLOSION
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXWater05.tga
  AngleZ = -15.00 15.00
  AngularRateZ = 0.00 0.05
  AngularDamping = 0.99 0.99
  VelocityDamping = 1.00 1.00
  Gravity = -0.10
  Lifetime = 50.00 50.00
  SystemLifetime = 1
  Size = 0.25 0.25
  StartSizeRate = 0.00 0.00
  SizeRate = 0.70 1.00
  SizeRateDamping = 0.98 0.95
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 50
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:209 G:5 B:5 0
  Color2 = R:0 G:0 B:0 0
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = -1.00 -1.00
  BurstDelay = 0.00 0.00
  BurstCount = 2.00 2.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = CYLINDRICAL
  VelCylindricalRadial = 0.10 0.20
  VelCylindricalNormal = 1.50 2.50
  VolumeType = CYLINDER
  VolCylinderRadius = 0.50
  VolCylinderLength = 2.50
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem BloodPuddle
  Priority = UNIT_DAMAGE_FX
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXPuddle.tga
  AngleZ = -5.00 5.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.20 0.20
  Gravity = 0.00
  Lifetime = 100.00 100.00
  SystemLifetime = 1
  Size = 3.00 3.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.00
  SizeRateDamping = 0.90 0.85
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 100
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:0 G:0 B:0 0
  Color2 = R:209 G:5 B:5 50
  Color3 = R:0 G:0 B:0 100
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 5.00 5.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.01
  VelocityType = ORTHO
  VelOrthoX = 0.00 0.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 0.00 0.00
  VolumeType = CYLINDER
  VolCylinderRadius = 5.00
  VolCylinderLength = 0.00
  IsHollow = No
  IsGroundAligned = Yes
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
;FX for infantry
; ----------------------------------------------
FXList FX_RedGuardDie
  Sound
    Name = RedGuardVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_HackerDie
  Sound
    Name = RedGuardVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_TankHunterDie
  Sound
    Name = TankHunterVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_BlackLotusDie
  Sound
    Name = BlackLotusVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_WorkerDie
  Sound
    Name = WorkerVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_RebelDie
  Sound
    Name = RebelVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_HijackerDie
  Sound
    Name = HijackerVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_CivilianArabMaleDie
  Sound
    Name = CivilianArabMaleDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_CivilianArabFemaleDie
  Sound
    Name = CivilianArabFemaleDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_CivilianChinaMaleDie
  Sound
    Name = CivilianChinaMaleDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_CivilianChinaFemaleDie
  Sound
    Name = CivilianChinaFemaleDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_TerroristDie
  Sound
    Name = TerroristVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_StingerSoldierDie
  Sound
    Name = StingerSoldierVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_RPGTrooperDie
  Sound
    Name = RPGTrooperVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_JarmenKellDie
  Sound
    Name = JarmenKellVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_ColonelBurtonDie
  Sound
    Name = ColonelBurtonVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_PathfinderDie
  Sound
    Name = PathfinderVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_PilotDie
  Sound
    Name = PilotVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_RangerDie
  Sound
    Name = RangerVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_MissileDefenderDie
  Sound
    Name = MissileDefenderVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_SaboteurDie
  Sound
    Name = SaboteurVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_CIAAgentDie
  Sound
    Name = CIAAgentVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
; ----------------------------------------------
FXList FX_GIDieCrushed
  Sound
    Name = InfantryCrush
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
 
 
 
 
 
 
 ;Hit effects 
 
 ; ----------------------------------------------
FXList FX_DamageInfantryStruck
  ParticleSystem
    Name = InfantryMortarDebrisRed
  OrientToObject = Yes
  End
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  Sound
    Name = InfantryCrush
  End
End
; ----------------------------------------------
FXList FX_DamageInfantryBlood
  ParticleSystem
    Name = InfantryMortarDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
  Sound
    Name = InfantryCrush
  End
End
; ----------------------------------------------
FXList FX_DamageInfantryStruckSmallArms
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = InfantryStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem
    Name = InfantryStruckSmallArmsSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = BloodTarget
    OrientToObject = Yes
  End
  Sound
    Name = InfantryCrush
  End
End
; ----------------------------------------------
FXList FX_HeroicDamageInfantryStruckSmallArms
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = HeroicInfantryStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem
    Name = InfantryStruckSmallArmsSmoke
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = HeroicInfantryStruckFlare
  End
  ParticleSystem
    Name = BloodTarget
    OrientToObject = Yes
  End
  Sound
    Name = InfantryCrush
  End
End
; ----------------------------------------------
FXList FX_TechnicalGunnerHitsGround
  ParticleSystem 
    Name = TreeBounceDust
  End
  Sound
    Name = TechnicalBodyfall
  End
  ParticleSystem
    Name = BloodTarget
    OrientToObject = Yes
  End
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
  Sound
    Name = InfantryCrush
  End
End
Get the original mini-mod here: http://www.lonebullet.co...-hour-mod-free-35839.htm Edited by user Tuesday, March 29, 2016 8:32:34 PM(UTC)
 | Reason: Not specified | 
| Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. | 
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