CaptainJoined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Code:Weapon AirF_RaptorJetMissileWeapon
PrimaryDamage = 200.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 350.0
MinimumAttackRange = 100.0
AcceptableAimDelta = 30
DamageType = JET_MISSILES
DeathType = EXPLODED
WeaponSpeed = 1000
ProjectileObject = RaptorJetMissile
ProjectileExhaust = AirF_RaptorMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
FireFX = None
FireSound = RaptorJetMissileWeapon
ProjectileDetonationFX = WeaponFX_JetMissileDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 75 ;150
ClipSize = 10
ClipReloadTime = 5000
AutoReloadsClip = RETURN_TO_BASE
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
End
Weapon AirF_RaptorJetLaserGuidedMissileWeapon
PrimaryDamage = 350.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 500.0
MinimumAttackRange = 100.0
AcceptableAimDelta = 30
DamageType = JET_MISSILES
DeathType = EXPLODED
WeaponSpeed = 1000
ProjectileObject = RaptorJetMissile
ProjectileExhaust = AirF_RaptorMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
FireFX = None
FireSound = RaptorJetMissileWeapon
ProjectileDetonationFX = WeaponFX_JetMissileDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 75 ;150
ClipSize = 12
ClipReloadTime = 5000
AutoReloadsClip = RETURN_TO_BASE
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
End
It doesnt work :( whenever i try my map the King Raptor unit just has the normal 6 missiles,but i wanted it to have 10 or 12 missiles,why doesn't it work? |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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There really isn't a reason for this to not work.
Unless... you didn't save it in Weapon.ini(?) |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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CaptainJoined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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 I don't if thats right,i put that map.ini in My Documents -> Command and Conquer Generals Zero Hour Data -> Maps -> [My Map] |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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Weapons are glitchy in Map.inis. Most weapons will simply not work. |
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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GeneralJoined: 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 made it work twice on two maps just by copying the original code and pasting it into a map ini and changing the clip size |
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CaptainJoined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Wait..... i just found out another way and it worked i edited the INIZH file and i edited the King raptors weapons there and it worked  ,though if i want to make a building(like war factory) be able to produce ships(Aircraft Carriers) how to do that? and how do i make aircraft like A10 Thunderbolts be produced in Airfields? |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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GeneralJoined: 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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Firstly you shouldn't edit the inizh file directly, you should extract the ini file you want to edit and save it in data/ini and edit it there Secondly the aircraft carrier is difficult to make work because its a structure not a unit (many people are making naval mods and although we can make usable aircraft carriers we cant construct them quite how we'd like to) The a10 is a much more achievable goal. The most simple way of doing it is to create a command button to build it and then add it to the airfield you want to build it at |
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CaptainJoined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Originally Posted by: klingondragon  Firstly you shouldn't edit the inizh file directly, you should extract the ini file you want to edit and save it in data/ini and edit it there Secondly the aircraft carrier is difficult to make work because its a structure not a unit (many people are making naval mods and although we can make usable aircraft carriers we cant construct them quite how we'd like to) The a10 is a much more achievable goal. The most simple way of doing it is to create a command button to build it and then add it to the airfield you want to build it at Thx dude it worked i edited it to have 8 missiles tho and when there is laser guided missiles upgrade then it becomes 10  ,though i have another question how to add load to the King Raptor unit so it can carry a few infantry,because the map im making is gonna be all about air battles and i want it to be that whenever u have Raptors flying in enemy territory then u can drop in infantry there(like parachute) how do i do that? |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
Thanks: 7 times Was thanked: 75 time(s) in 58 post(s)
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I tried the Aircraft Carrier. It doesn't move even if I made them like my mobile structures-- it does show effect though. If I can produce a mobile Aircraft Carrier I will probably post it somewhere.
A10 is simple. Get A Raptor Object... Change the ModelDraws of that of an A10...
Just put the appropriate weapons and yer done.
Don't forget to make buttons to construct it though. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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CaptainJoined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Originally Posted by: precision_bomber  I tried the Aircraft Carrier. It doesn't move even if I made them like my mobile structures-- it does show effect though. If I can produce a mobile Aircraft Carrier I will probably post it somewhere.
A10 is simple. Get A Raptor Object... Change the ModelDraws of that of an A10...
Just put the appropriate weapons and yer done.
Don't forget to make buttons to construct it though. Can you please give me an example,im quite a noob at this stuff Lol i tried to edit the Raptor's model file but nothing changes its still a Raptor Jet model Code:Object AmericaJetRaptor
; *** ART Parameters ***
SelectPortrait = SAWarthog_L
ButtonImage = SAWarthog
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = WeaponA01
ExtraPublicBone = WeaponA02
ExtraPublicBone = WeaponA03
ExtraPublicBone = WeaponA04
ExtraPublicBone = WeaponA05
ExtraPublicBone = WeaponA06
DefaultConditionState
Model = AVWarthog
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = Wingtip01 JetContrailThin
ParticleSysBone = Wingtip02 JetContrailThin
End
ConditionState = REALLYDAMAGED
Model = AVWarthog_D
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = RUBBLE
ParticlesAttachedToAnimatedBones = Yes
End
Is there anything wrong of what i did? because it still shows up as a raptor jet in-game Edited by user Sunday, January 18, 2015 7:47:55 AM(UTC)
| Reason: Not specified |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
Thanks: 7 times Was thanked: 75 time(s) in 58 post(s)
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Again. I really don't see why this wouldn't be working.
Did you just edit AmericaJetRaptor? Or made a copy and forgot to name it? |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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CaptainJoined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Originally Posted by: precision_bomber  Again. I really don't see why this wouldn't be working.
Did you just edit AmericaJetRaptor? Or made a copy and forgot to name it? Just edited. EDIT: so i was looking through some other questions before and i stumbled into this one http://www.cnclabs.com/f...ew-Unit-in-Generals.aspxI saw your other post there, Originally Posted by: precision_bomber  To make them available for building. Make these units(AmericaJetA10Thunderbolt, AmericaJetCargoPlane, AmericaJetB52) their buttons. Example: Code:CommandButton Command_ConstructAmericaJetA10Thunderbolt
Command = UNIT_BUILD
Object = AmericaJetA10Thunderbolt_Controlable
TextLabel = CONTROLBAR:ConstructAmericaJetRaptor
ButtonImage = SSA10Attack
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor
End
Put these commands on the Airfield. Then you have to go to the objects themselves. You might want to make copies of these units. On your copy, rename these new objects to any object name you wish. ... Now, for all copies, remove the ModuleTag 'DeliverPayloadAI Update' Replace it with one like of the Raptor's, Stealth Fighter or Aurora, a JetAIUpdate. Normal Jets Code:
Behavior = JetAIUpdate ModuleTag_06
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL RaptorJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Aurora Code:
Behavior = JetAIUpdate ModuleTag_07
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode
AttackLocomotorType = SET_SUPERSONIC
AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately
AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer
ReturnForAmmoLocomotorType = SET_SLUGGISH
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL AuroraJetLocomotor
Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor
Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Replace the Locomotor with either of the Locomotors mentioned above. I'll leave you the rest with the weapons. So yeah, i tried this one,problem though the Build button just appears gray colored in the airfield and no matter how many times i click it,it doesn't build an A10 Thunderbolt  Edited by user Sunday, January 18, 2015 10:27:00 AM(UTC)
| Reason: Not specified |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
Thanks: 7 times Was thanked: 75 time(s) in 58 post(s)
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Try setting the Prerequisite for the unit. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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MajorJoined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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Originally Posted by: KlingonDragon  Firstly you shouldn't edit the inizh file directly, you should extract the ini file you want to edit and save it in data/ini and edit it there Secondly the aircraft carrier is difficult to make work because its a structure not a unit (many people are making naval mods and although we can make usable aircraft carriers we cant construct them quite how we'd like to) The a10 is a much more achievable goal. The most simple way of doing it is to create a command button to build it and then add it to the airfield you want to build it at aircraft carrier = 99.99% difficulty a10 10-25% i could get aircraft carriers to work if planes didn't need to be on the ground to take off.... a10warthog was the first thing i did so hard at first but with time u can make some neat things like glabootleg tech , a ton of minimods some i can't remember and my mod that will take me forever to finish. good luck! |
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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CaptainJoined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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Originally Posted by: precision_bomber  Try setting the Prerequisite for the unit. Aw,nothing its still gray colored and i still cant build it in the airfield i tried setting the prerequisite into AirF_AmericaAirfield and i also tried setting it into AmericaAirfield but i still cant build it in the airfield  Edited by user Monday, January 19, 2015 6:09:53 AM(UTC)
| Reason: Not specified |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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CaptainJoined: 3/8/2013(UTC) Posts: 81 Location: Antipolo,Rizal Thanks: 13 times
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So i kinda understand now how to make a custom unit so heres what i tried to do For the unit - Copied from an Raptor jet,changed name to AmericaJetA10ThunderboltA,copied the art and design parameters from the A10 for the Command set Code:CommandSet AmericaJetA10ThunderboltA
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
and for the Command button(I got that from another topic while i was searching) Code:CommandButton Command_ConstructAmericaA10Thunderbolt
Command = UNIT_BUILD
UnitSpecificSound = MoneyWithdraw
Object = AmericaJetA10ThunderboltA
ButtonImage = SAWarthog
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
End
Though its still the same -_- still gray colored in the airfield and still can't build it in airfield  Is there something i missed to do? or something i did wrong? |
Currently learning how to create 3D models with GMAX so that I can make my C&C Generals Zero Hour mod even more better. :) |
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