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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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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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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Thanks UTD^Force. Here we have it: Quote:Copyright: Feel free to distribute this map, modify it, borrow code from map.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. |
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: 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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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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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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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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Originally Posted by: UTD^Force xD Glad that amused someone. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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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 @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. |
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. |
2 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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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
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 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. |
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: 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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Your nodding may make you unable to spell wrong but with every code I've ever used I've had to spell things wrong Center not centre Color not colour Learn to spell America Its called English not American |
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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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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 wrong Center 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? |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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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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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! |
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: 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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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. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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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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I don't know why but my phone autocorrects modding to nodding I've just added modding to the dictionary so it should be fine from now on |
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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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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 |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 12/30/2011(UTC) Posts: 982
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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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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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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_Flare Priority = 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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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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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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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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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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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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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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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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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.htmEdited 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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