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Offline AdrianeMapMaker  
#1 Posted : Sunday, April 29, 2018 7:28:10 AM(UTC)
AdrianeMapMaker
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Joined: 3/8/2016(UTC)
Posts: 1,165
Philippines

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well i want to use mob nexus as placeholder for my zombie unit that spit

ToxinTruckStreamProjectile


heres the code any idea why my unit does spit it??? Btw he still release the damage but not the projectile stream

note that this is a map.ini

Code:
;------------------------------------------------------------------------------
Weapon ToxinInfectedGun
  PrimaryDamage               = 10.0            
  PrimaryDamageRadius         = 10.0      
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 100.0
  MinimumAttackRange          = 0 ;20.0
  DamageType                  = POISON
  DeathType                   = POISONED
  WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = ToxinTruckStreamProjectile
  FireFX                      = WeaponFX_ToxinTruckFlameWeapon
  ProjectileDetonationFX      = WeaponFX_ToxinTruckMissileDetonation
  FireSound                   = ToxinTractorWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 30                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  ProjectileStreamName        = ToxinTruckProjectileStream ; Drawing helper for this weapon.  Tracks all projectiles in air
  ProjectileCollidesWith      = ENEMIES STRUCTURES WALLS SHRUBBERY
  AllowAttackGarrisonedBldgs  = Yes
End

;New Variation for Zombie 
Object GLAInfantryAngryMobNexus 

  UpgradeCameo1          = None
  SelectPortrait         = None
  ButtonImage            = None
  
  RemoveModule ModuleTag_01
  AddModule ModuleTag_01
  Draw = W3DModelDraw ModuleTag_01_Override
    DefaultConditionState
      Model = CIBURN_SKN
      Animation = CIBURN_SKL.CIBURN_RNA 
      AnimationMode = LOOP
      Flags = RANDOMSTART
	  WeaponFireFXBone    = PRIMARY Bone_FX1    
;      ParticleSysBone = Bone_FX1 FireInfantrySmall
    End
;   End
   
   ConditionState = DYING
      Animation = CIBURN_SKL.CIBURN_FLA
      AnimationMode = ONCE
      Flags = START_FRAME_FIRST ; anything not listed will get the default above.  Random would be bad.
;      ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration)
;      ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122
;      ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134
;      ParticleSysBone = Bone_FX3 FireInfantrySmallSub4 ; 135 - 179
;      ParticleSysBone = Bone_FX5 FireInfantrySmallSub5 ; 180 - 185
;      ParticleSysBone = Bone_FX6 FireInfantrySmallSub6 ; 186 - 235
;      ParticleSysBone = Bone_FX5 FireInfantrySmallSub7 ; 236 - 243
;      ParticleSysBone = Bone_FX8 FireInfantrySmallSub8 ; 244 - 246
;      ParticleSysBone = Bone_FX7 FireInfantrySmallSub9 ; 247 - 292
 ;     ParticleSysBone = Bone_FX8 FireInfantrySmallSub10; 293 - 388
      AnimationSpeedFactorRange = 0.85 1.15
    End  
	
;	ConditionState = ATTACKING MOVING
;      Animation = CIBURN_SKL.CIBURN_RNA 10
;      AnimationMode = LOOP
 ;     Flags = RANDOMSTART
 ;     TransitionKey = None
;    End
;    AliasConditionState = ATTACKING MOVING REALLYDAMAGED
;
;    ConditionState = PREATTACK_A
;      Animation = CIBURN_SKL.CIBURN_RNA 
;      AnimationMode = ONCE
;    End
;    AliasConditionState = PREATTACK_A MOVING
  End
 End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Terrorist
;  Side = GLA
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  RadarPriority = UNIT
  EditorSorting   = INFANTRY
  
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY ToxinInfectedGun
  End 
  ArmorSet
    Conditions      = None
    Armor           = HazMatHumanArmor
    DamageFX        = InfantryDamageFX
  End
  VisionRange = 150
  ShroudClearingRange = 200
  ExperienceValue    = 30 30 30 30 ;Experience point value at each level
  IsTrainable     = Yes

;  CommandSet    = GLAInfantryAngryMobCommandSet

;**** AUDIO Parameters *****************************
;  VoiceSelect = AngryMobVoiceSelect
;  VoiceMove = AngryMobVoiceMove
;  VoiceGuard = AngryMobVoiceMove
;  VoiceAttack = AngryMobVoiceAttack
;  SoundMoveStart = NoSound
;  SoundAmbient = AngryMobAmbientLoop
;;  SoundAmbientRubble = NoSound
;  UnitSpecificSounds
;    VoiceCreate          = AngryMobVoiceCreate
;  End


;**** ENGINEERING Parameters ******************************

  RadarPriority = UNIT
  KindOf = -MOB_NEXUS +CAN_CAST_REFLECTIONS +SALVAGER
  
 RemoveModule ModuleTag_02
 AddModule ModuleTag_02
   Body = ActiveBody ModuleTag_02_Override
   MaxHealth = 400 ;285
   InitialHealth = 400 ;285
  End
 End

;  Behavior = AIUpdateInterface ModuleTag_03
;    AutoAcquireEnemiesWhenIdle = Yes
;  End

 AddModule ModuleTag_CBH01
  Behavior = CommandButtonHuntUpdate  ModuleTag_CBH01 ; allows use of command button hunt script with this unit. 
  End
 End

  Locomotor = SET_NORMAL AngryMobNexusLocomotor  ;Important! don't make the Nexus any faster!
  Locomotor = SET_WANDER AngryMobNexusLocomotor  ;Important! don't make the Nexus any faster!
  Locomotor = SET_PANIC AngryMobNexusLocomotor  ;Important! don't make the Nexus any faster!

;  Behavior = PhysicsBehavior ModuleTag_04
;    Mass = 50.0
;  End

 RemoveModule ModuleTag_05
 
;  Behavior            = SpawnBehavior ModuleTag_05
;    SpawnNumber       = 10
;    SpawnReplaceDelay = 30000 ; 30 seconds

;        SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin
;        SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume
;        SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
;        SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret
;        SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top
;        SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
;        SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil
;


;    ExitByBudding = Yes;!

;    InitialBurst = 5 ; the first set of 5 will not delay
 ;   OneShot     = No
;    AggregateHealth = Yes
;    SlavesHaveFreeWill = No
;  End

 RemoveModule ModuleTag_06
 
;  Behavior = QueueProductionExitUpdate ModuleTag_06
;    UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
;    NaturalRallyPoint = X: 0.0  Y:  0.0   Z:0.0
;    ExitDelay     = 5000 ; 5 sec
;    InitialBurst = 5 ; the first set of 5 will not delay
;  End

 RemoveModule ModuleTag_07
;  Behavior = DestroyDie ModuleTag_07
;    DeathTypes = ALL
;  End

; RemoveModule ModuleTag_Death01
  AddModule ModuleTag_Death01
   Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL  -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 1.0  ;0.5     ; in Dist/Sec
    DestructionDelay    = 1500 ;8000
    FX                  = INITIAL FX_TerroristDie
  End
 End
;  RemoveModule ModuleTag_Death02
  AddModule ModuleTag_Death02
   Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +SUICIDED
    SinkDelay           = 3000
    SinkRate            = 1.0  ;0.5     ; in Dist/Sec
    DestructionDelay    = 1500 ;8000
    FX                  = INITIAL FX_TerroristExplode
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
 End
 ;RemoveModule ModuleTag_Death03
  AddModule ModuleTag_Death03
   Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death03
    DeathWeapon   = SuicideShockwaveDynamitePack
    StartsActive  = Yes                      ; turned on by upgrade
    DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
  End
 End
 AddModule ModuleTag_Death04
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
 End
 AddModule ModuleTag_Death05
   Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  End
 End
 AddModule ModuleTag_Death07
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
 End

  Geometry = CYLINDER
  GeometryMajorRadius = 1.0
  GeometryMinorRadius = 1.0
  GeometryHeight = 1.0     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME

End

Edited by user Sunday, April 29, 2018 7:29:52 AM(UTC)  | Reason: Not specified

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Offline thepredatorbg  
#2 Posted : Sunday, April 29, 2018 12:33:59 PM(UTC)
thepredatorbg
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Joined: 6/20/2017(UTC)
Posts: 17
Bulgaria

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Try to change "ToxinInfectedGun" with a weapon already available in the game (like "ToxinTruckGun"). My guess is that the "ToxinInfectedGun" cannot be loaded for some reason.
thanks 1 user thanked thepredatorbg for this useful post.
AdrianeMapMaker on 4/30/2018(UTC)
Offline Annihilationzh  
#3 Posted : Sunday, April 29, 2018 1:42:07 PM(UTC)
Annihilationzh
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Joined: 8/2/2008(UTC)
Posts: 1,779
United Kingdom

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This is a common glitch with map.inis. ThePredatorBG gave the only solution I know of.
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.
thanks 1 user thanked Annihilationzh for this useful post.
AdrianeMapMaker on 4/30/2018(UTC)
Offline AdrianeMapMaker  
#4 Posted : Monday, April 30, 2018 7:22:10 AM(UTC)
AdrianeMapMaker
General
C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 3/8/2016(UTC)
Posts: 1,165
Philippines

Thanks: 312 times
Was thanked: 185 time(s) in 149 post(s)
Thanks it worked like a charm
A part of ZH worldbuilders map making community
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