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Offline acidbrain  
#1 Posted : Saturday, November 23, 2013 10:48:43 AM(UTC)
acidbrain
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Joined: 12/30/2011(UTC)
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Hey all,

Started this thread with the purpose to make somekind of library for code snippets used in map.ini's.
I got a lot of inspiration in the past from looking at the map.ini's of others so if you have got some ideas and want to share it just post it in here.
The code looks the best if you use the code=plain tag.
If the code posted by someone for some reason doesnt work please notify the poster with respect and constructive criticism.

Ok than here's the first one.

If you want a smoldering flame on top of the TechOilderrick and a available mine upgrade after it's captured use this code:
Code:

Object TechOilDerrick
  ;Add smoldering fire on top of the oilderrick
  ReplaceModule ModuleTag_01
    Draw = W3DModelDraw ModuleTag_01_Override
      OkToChangeModelColor = Yes 
      ;Day
      ConditionState  = NONE
        Model         = ZBODerrick
        ParticleSysBone = FX01 SmolderingFire
      End
      ConditionState  = CAPTURED
        Model         = ZBODerrick
        Animation     = ZBODerrick.ZBODerrick
        AnimationMode = LOOP
        ParticleSysBone = FX01 SmolderingFire
      End    
      ;Damaged
      ConditionState  = DAMAGED
        Model         = ZBODerrick_D
        ParticleSysBone = FX01 SmolderingFire
      End
      ConditionState  = DAMAGED CAPTURED
        Model         = ZBODerrick_D
        Animation     = ZBODerrick_D.ZBODerrick_D
        AnimationMode = LOOP
        ParticleSysBone = FX01 SmolderingFire
      End    
      ;Reallydamaged
      ConditionState  = REALLYDAMAGED
        Model         = ZBODerrick_E
      End
      ConditionState  = REALLYDAMAGED CAPTURED
        Model         = ZBODerrick_E
        Animation     = ZBODerrick_E.ZBODerrick_E
        AnimationMode = LOOP
      End
      ;Rubble
      ConditionState  = RUBBLE
        Model         = ZBODerrick_R
      End
    End
  End

  CommandSet = OilderrickCommandSet

  AddModule
    ;Add ProductionUpgrade, required for object upgrades.
    Behavior = ProductionUpdate ModuleTag_PU
      ;<No data>
    End 
    ;Add minefield upgrade.
    Behavior = GenerateMinefieldBehavior ModuleTag_GMB
      TriggeredBy    = Upgrade_ChinaMines
      MineName       = ChinaStandardMine
      SmartBorder    = Yes
      AlwaysCircular = Yes
      Upgradable     = No
    End
  End
End

CommandSet OilderrickCommandSet
  1 = Command_UpgradeChinaMines
End



I took the default day and garrisoned models as an example if you want to use it for the night and snow conditions just add 'ParticleSysBone = FX01 SmolderingFire' to the models, only use the undamaged and damaged models, the reallydamaged and rubble models are not fit for the smolderingflame use.

Edited by moderator Friday, December 27, 2013 8:56:49 PM(UTC)  | Reason: Not specified

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Offline acidbrain  
#2 Posted : Saturday, November 23, 2013 11:56:12 AM(UTC)
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Here is a variation for the CivilianBunker01.
It has the following features:

  • Comanche weapon when garrisoned
  • Minefield upgrade available when garrisoned with upgrade to EMP mines
  • Battledrone or hellfiredrone upgrade
  • Can be garrisoned by 5 infantry units
  • Base regeneration
  • Improved armor when upgraded to EMP mines


Here is the code for the bunker, used the default day and garrisoned models, add snow and night models if needed:
Code:

Object CivilianBunker01

  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaHellfireDrone 

  ;Add WeaponFireFXBone for the Comanche20mmCannon.
  ReplaceModule ModuleTag_01
    Draw = W3DModelDraw ModuleTag_01_Override
      OkToChangeModelColor = Yes    
      ;Day
      ConditionState = NONE
        Model         = CBBunker01
        WeaponFireFXBone = PRIMARY FIREPOINT
      End
      ConditionState = DAMAGED
        Model         = CBBunker01_D
      End
      ConditionState = REALLYDAMAGED
        Model         = CBBunker01_E
      End
      ConditionState = RUBBLE
        Model         = CBBunker01_R
      End
      ;Day garrisoned
      ConditionState = GARRISONED
        Model         = CBBunker01_G
        Animation     = CBBunker01_G.CBBunker01_G
        AnimationMode = LOOP
      End
      ConditionState = DAMAGED GARRISONED
        Model         = CBBunker01_DG
        Animation     = CBBunker01_DG.CBBunker01_DG
        AnimationMode = LOOP
      End
      ConditionState = REALLYDAMAGED GARRISONED
        Model         = CBBunker01_EG
        Animation     = CBBunker01_EG.CBBunker01_EG
        AnimationMode = LOOP
      End
    End
  End
  
  ;Upgraded armor, triggered by emp upgrade.
  ArmorSet
    Conditions = PLAYER_UPGRADE
    Armor    = GLAUpgradedStructureArmor
    DamageFX = StructureDamageFXNoShake
  End
  ;Give the bunker a Comanche20mmCannonWeapon.
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY Comanche20mmCannonWeapon
  End
  
  ;Commandsets are below the object code.
  CommandSet = CivilianBunkerCommandSet

  VisionRange         = 200.0
  ShroudClearingRange = 350

  ;Add CAN_ATTACK and ATTACK_NEEDS_LINE_OF_SIGHT for use of the weapon.
  KindOf = STRUCTURE SELECTABLE IMMOBILE GARRISONABLE_UNTIL_DESTROYED CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT

  ;Increase health with 2000.0
  ReplaceModule ModuleTag_02
    Body = StructureBody ModuleTag_02_Override
      MaxHealth     = 4000.0
      InitialHealth = 4000.0
    End
  End
  ;Reduce ContainMax with 5.
  ReplaceModule ModuleTag_03
    Behavior = GarrisonContain ModuleTag_03_Override
      ContainMax = 5
      EnterSound = GarrisonEnter
      ExitSound  = GarrisonExit
    End
  End
  
  AddModule
    ;Add AI for use of the weapon.
    Behavior = AIUpdateInterface ModuleTag_AI
      Turret
        ControlledWeaponSlots = PRIMARY
        TurretTurnRate        = 360
        FiresWhileTurning     = Yes
      End
      AutoAcquireEnemiesWhenIdle = Yes 
      MoodAttackCheckRate        = 250
    End
    ;Add regeneration.
    Behavior = BaseRegenerateUpdate ModuleTag_BRG
      ;<No data>
    End
    ;Add ProductionUpgrade, required for object upgrades.
    Behavior = ProductionUpdate ModuleTag_PU
      MaxQueueEntries = 1
    End 
    ;Add minefield upgrade, mines are upgradeable to emp mines.
    Behavior = GenerateMinefieldBehavior ModuleTag_GMB
      TriggeredBy         = Upgrade_ChinaMines
      MineName            = ChinaStandardMine
      SmartBorder         = Yes
      AlwaysCircular      = Yes
      Upgradable          = Yes
      UpgradedTriggeredBy = Upgrade_ChinaEMPMines
      UpgradedMineName    = ChinaEMPMine
    End
    ;Add commandset upgrade, triggered by minefield upgrade.
    Behavior = CommandSetUpgrade ModuleTag_CU
      CommandSet = CivilianBunkerCommandSetUpgrade
      TriggeredBy = Upgrade_ChinaMines
    End
    ;Add armor upgrade, triggered by EMP upgrade.
    Behavior = ArmorUpgrade ModuleTag_AU
      TriggeredBy = Upgrade_ChinaEMPMines
    End
    ;Add battledrone upgrade.
    Behavior = ObjectCreationUpgrade ModuleTag_OCUBD
      UpgradeObject = OCL_AmericanBattleDrone
      TriggeredBy   = Upgrade_AmericaBattleDrone
      ConflictsWith = Upgrade_AmericaHellfireDrone
    End
    ;Add hellfiredrone upgrade.
    Behavior = ObjectCreationUpgrade ModuleTag_OCUHD
      UpgradeObject = OCL_AmericanHellfireDrone
      TriggeredBy   = Upgrade_AmericaHellfireDrone
      ConflictsWith = Upgrade_AmericaBattleDrone
    End
  End
End

;Default commandset
CommandSet CivilianBunkerCommandSet
  1 = Command_BunkerExit
  2 = Command_BunkerExit
  3 = Command_BunkerExit
  4 = Command_BunkerExit
  5 = Command_BunkerExit
  6 = Command_Evacuate
  9 = Command_ConstructAmericaVehicleBattleDrone
 11 = Command_ConstructAmericaVehicleHellfireDrone
 14 = Command_UpgradeChinaMines
End

;Upgraded commandset
CommandSet CivilianBunkerCommandSetUpgrade
  1 = Command_BunkerExit
  2 = Command_BunkerExit
  3 = Command_BunkerExit
  4 = Command_BunkerExit
  5 = Command_BunkerExit
  6 = Command_Evacuate
  9 = Command_ConstructAmericaVehicleBattleDrone
 11 = Command_ConstructAmericaVehicleHellfireDrone 
 14 = Command_UpgradeEMPMines 
End
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Offline TheInfantry  
#3 Posted : Sunday, November 24, 2013 6:19:32 AM(UTC)
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Very good idea sir :)
Just a little contribution, if some one would like to use the watercolor from the Toxinsgeneral´s Challenge on his map.
Please keep posting!

Code:

WaterTransparency
  TransparentWaterMinOpacity = 0.8   ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
  TransparentWaterDepth = 2.0       ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
  StandingWaterTexture = TSWater03.tga
  ;StandingWaterColor = R:0 G:50 B:0
  ;StandingWaterColor = R:100 G:150 B:100
  StandingWaterColor = R:50 G:75 B:50
  ;AdditiveBlending = Yes
  RadarWaterColor = R:100 G:196 B:100
End
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Offline Annihilationzh  
#4 Posted : Sunday, November 24, 2013 2:05:01 PM(UTC)
Annihilationzh
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Here's some code I found in my files. I don't remember if it's tested code or not. It replaces the MiG's napalm missiles with full size nuclear missiles. These nukes have increased range and damage, and have a good chance of destroying GLA holes as well.

Code:
Object NapalmMissile

 ReplaceModule ModuleTag_01
  Draw               = W3DModelDraw ModuleTag_01_Override
    OkToChangeModelColor = Yes
    ConditionState   = NONE
      Model          = NBNRocket
    End
    ConditionState   = DAMAGED REALLYDAMAGED RUBBLE
      Model          = NONE
    End
  End
 End

 RemoveModule DeathModuleTag_01
 RemoveModule DeathModuleTag_02
 RemoveModule DeathModuleTag_03
 RemoveModule ModuleTag_07

 AddModule ModuleTag_NMU_Override
  Behavior = NeutronMissileUpdate ModuleTag_NMU
    DistanceToTravelBeforeTurning = 300       ; goes straight up a long ways first
    MaxTurnRate = 7200                        ; huge, since it turns off-camera
    ForwardDamping = 0.1
    RelativeSpeed = 2.0
    LaunchFX = FX_NeutronMissileLaunch
    IgnitionFX = FX_NeutronMissileIgnition
    TargetFromDirectlyAbove = 500      ; aim for an intermed spot directly above the target, so we come straight down onto it
    SpecialAccelFactor = 1
    SpecialSpeedTime = 1500
    SpecialSpeedHeight = 160
    SpecialJitterDistance = 0.4
    DeliveryDecalRadius = 210
    DeliveryDecal
      Texture           = SCCNuclearMissile_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
 End
 AddModule ModuleTag_HDU_Override
  Behavior = HeightDieUpdate ModuleTag_HDU
    TargetHeight        = 100.0
    TargetHeightIncludesStructures = No
    OnlyWhenMovingDown  = Yes
    SnapToGroundOnDeath = Yes
    InitialDelay                    = 1000 ; Can't explode in the first second so we don't explode on the pad
  End
 End
 AddModule ModuleTag_NMSDB_Override
  Behavior = NeutronMissileSlowDeathBehavior ModuleTag_NMSDB
    DestructionDelay    = 3501
    ScorchMarkSize      = 320
    FXList              = FX_Nuke
    
    Blast1Enabled       = Yes
    Blast1Delay         = 580     ;in milliseconds
    Blast1ScorchDelay   = 100     ;in milliseconds
    Blast1InnerRadius   = 60.0    ;objects inside this get the full damage
    Blast1OuterRadius   = 60.0    ;objects inside this get some of the full damage
    Blast1MaxDamage     = 1000.0     ;damage within inner radius of blast
    Blast1MinDamage     = 1000.0     ;always do at least this much damage to objects
    Blast1ToppleSpeed   = 0.5     ;higher #'s topple faster
    Blast1PushForce     = 10.0    ;higher #'s push more
    
    Blast2Enabled       = Yes
    Blast2Delay         = 660    ;in milliseconds
    Blast2ScorchDelay   = 180     ;in milliseconds
    Blast2InnerRadius   = 90.0    ;objects inside this get the full damage
    Blast2OuterRadius   = 90.0    ;objects inside this get some of the full damage
    Blast2MaxDamage     = 1000.0     ;damage within inner radius of blast
    Blast2MinDamage     = 1000.0     ;always do at least this much damage to objects
    Blast2ToppleSpeed   = 0.45    ;higher #'s topple faster
    Blast2PushForce     = 8.0     ;higher #'s push more
    
    Blast3Enabled       = Yes
    Blast3Delay         = 720    ;in milliseconds
    Blast3ScorchDelay   = 260     ;in milliseconds
    Blast3InnerRadius   = 120.0   ;objects inside this get the full damage
    Blast3OuterRadius   = 120.0   ;objects inside this get some of the full damage
    Blast3MaxDamage     = 1000.0     ;damage within inner radius of blast
    Blast3MinDamage     = 1000.0     ;always do at least this much damage to objects
    Blast3ToppleSpeed   = 0.42    ;higher #'s topple faster
    Blast3PushForce     = 6.0     ;higher #'s push more

    Blast4Enabled       = Yes
    Blast4Delay         = 850    ;in milliseconds
    Blast4ScorchDelay   = 340     ;in milliseconds
    Blast4InnerRadius   = 150.0   ;objects inside this get the full damage
    Blast4OuterRadius   = 150.0   ;objects inside this get some of the full damage
    Blast4MaxDamage     = 1000.0     ;damage within inner radius of blast
    Blast4MinDamage     = 1000.0     ;always do at least this much damage to objects
    Blast4ToppleSpeed   = 0.40    ;higher #'s topple faster
    Blast4PushForce     = 6.0     ;higher #'s push more

    Blast5Enabled       = Yes
    Blast5Delay         = 1000    ;in milliseconds
    Blast5ScorchDelay   = 420     ;in milliseconds
    Blast5InnerRadius   = 180.0   ;objects inside this get the full damage
    Blast5OuterRadius   = 180.0   ;objects inside this get some of the full damage
    Blast5MaxDamage     = 1000.0     ;damage within inner radius of blast
    Blast5MinDamage     = 1000.0     ;always do at least this much damage to objects
    Blast5ToppleSpeed   = 0.38    ;higher #'s topple faster
    Blast5PushForce     = 6.0     ;higher #'s push more
    
    Blast6Enabled       = Yes
    Blast6Delay         = 1180    ;in milliseconds
    Blast6ScorchDelay   = 500     ;in milliseconds
    Blast6InnerRadius   = 210.0    ;objects inside this get the full damage
    Blast6OuterRadius   = 270.0   ;objects inside this get some of the full damage
    Blast6MaxDamage     = 1000.0  ;damage within inner radius of blast
    Blast6MinDamage     = 300.0   ;always do at least this much damage to objects
    Blast6ToppleSpeed   = 0.35    ;higher #'s topple faster
    Blast6PushForce     = 4.0     ;higher #'s push more

    Blast7Enabled       = Yes
    Blast7Delay         = 999999  ;in milliseconds, don't do the damage wave
    Blast7ScorchDelay   = 620     ;in milliseconds
    Blast7OuterRadius   = 210.0   ;objects inside this get some of the full damage

    Blast8Enabled       = Yes
    Blast8Delay         = 999999  ;in milliseconds, don't do the damage wave    
    Blast8ScorchDelay   = 700     ;in milliseconds
    Blast8OuterRadius   = 210.0   ;objects inside this get some of the full damage

    Blast9Enabled       = Yes
    Blast9Delay         = 999999  ;in milliseconds, don't do the damage wave    
    Blast9ScorchDelay   = 800     ;in milliseconds
    Blast9OuterRadius   = 210.0   ;objects inside this get some of the full damage
    
    OCL            = MIDPOINT   OCL_NukeRadiationField
  End
 End
End
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 3 users thanked Annihilationzh for this useful post.
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Offline acidbrain  
#5 Posted : Friday, December 27, 2013 8:46:19 PM(UTC)
acidbrain
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If you want to play as Boss general in all skirmish maps put the following code in a map.ini of 1 skirmish map and play the map as China General.
If you exit the map you can play all the other skirmish maps as Boss without adding a map.ini, until you exit the game and restart of course.
Code:

PlayerTemplate FactionChina
  Side              = Boss
  BaseSide          = China
  PlayableSide      = Yes
  StartMoney        = 0   ;10000
  PreferredColor    = R:0 G:255 B:0
  IntrinsicSciences = SCIENCE_GLA SCIENCE_AMERICA SCIENCE_CHINA
  PurchaseScienceCommandSetRank1 = Boss_SCIENCE_CHINA_CommandSetRank1
  PurchaseScienceCommandSetRank3 = Boss_SCIENCE_CHINA_CommandSetRank3
  PurchaseScienceCommandSetRank8 = Boss_SCIENCE_CHINA_CommandSetRank8
  SpecialPowerShortcutCommandSet = SpecialPowerShortcutBoss
  SpecialPowerShortcutWinName     = GenPowersShortcutBarChina.wnd
  SpecialPowerShortcutButtonCount = 9
  DisplayName       = INI:FactionBossGeneral
  StartingBuilding  = Boss_CommandCenter
  StartingUnit0     = Boss_VehicleDozer
  ScoreScreenImage  = China_ScoreScreen
  LoadScreenImage   = SNFactionLogoPage_China
  LoadScreenMusic   = Load_China
  ScoreScreenMusic  = Score_China
  FlagWaterMark     = WatermarkChina
  EnabledImage      = SSObserverChina
  BeaconName        = MultiplayerBeacon
  SideIconImage     = GameinfoBOSS
  OldFaction        = No 
  ArmyTooltip       = TOOLTIP:BioStrategyLong_Pos9
  Features          = GUI:BioFeatures_Pos9
End


Don't use the China General for other slots.

Edited by user Friday, December 27, 2013 8:51:19 PM(UTC)  | Reason: Not specified

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Offline Annihilationzh  
#6 Posted : Saturday, December 28, 2013 12:00:36 PM(UTC)
Annihilationzh
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This one seems fun. It's too old for me to remember. Looks like it turns the vChina carpet bomber into a napalm bomber. Plus fast reload and rank 1 for quick access. I have no idea if this one was ever tested.

Code:
Science SCIENCE_ChinaCarpetBomb
  PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = SCIENCE:ChinaCarpetBomb
  Description = CONTROLBAR:ToolTipChinaScienceCarpetBomb
End
Science Early_SCIENCE_ChinaCarpetBomb
  PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = SCIENCE:ChinaCarpetBomb
  Description = CONTROLBAR:ToolTipChinaScienceCarpetBomb
End
Science Nuke_SCIENCE_ChinaCarpetBomb
  PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1
  SciencePurchasePointCost = 1
  IsGrantable = Yes
  DisplayName = SCIENCE:Nuke_ChinaCarpetBomb
  Description = CONTROLBAR:Nuke_ToolTipChinaScienceCarpetBomb
End
SpecialPower SuperweaponChinaCarpetBomb
  Enum                = SPECIAL_CHINA_CARPET_BOMB
  ReloadTime          = 15000
  RequiredScience     = SCIENCE_ChinaCarpetBomb
  PublicTimer         = No
  SharedSyncedTimer   = Yes
  ViewObjectDuration  = 40000
  ViewObjectRange     = 250
  RadiusCursorRadius  = 180
  ShortcutPower       = Yes
  AcademyClassify     = ACT_SUPERPOWER
End
SpecialPower Early_SuperweaponChinaCarpetBomb
  Enum                = EARLY_SPECIAL_CHINA_CARPET_BOMB
  ReloadTime          = 15000
  RequiredScience     = Early_SCIENCE_ChinaCarpetBomb
  PublicTimer         = No
  SharedSyncedTimer   = Yes
  ViewObjectDuration  = 40000
  ViewObjectRange     = 250
  RadiusCursorRadius  = 180
  ShortcutPower       = Yes
  AcademyClassify     = ACT_SUPERPOWER
End
Object ChinaCarpetBomb
 ReplaceModule ModuleTag_01
   Draw = W3DModelDraw ModuleTag_01_Override
    DefaultConditionState
      Model = NVMIG
    End
  End
 End
 AddModule ModuleTag_Nap1_Override
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_Nap1
    DeathWeapon   = SmallFireFieldCreationWeapon
    StartsActive  = Yes
    ConflictsWith = Upgrade_ChinaBlackNapalm
  End
 End
 AddModule ModuleTag_Nap2_Override
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_Nap2
    DeathWeapon   = SmallFireFieldUpgradedCreationWeapon
    StartsActive  = No
    TriggeredBy   = Upgrade_ChinaBlackNapalm
  End
 End
End
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 3 users thanked Annihilationzh for this useful post.
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Offline UTD^Force  
#7 Posted : Saturday, August 23, 2014 2:28:28 PM(UTC)
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If you are making a mission and you don't want Colonel Burton to be able to climb you can change his locomotor to the ground locomotor like this:
Code:
Object AmericaInfantryColonelBurton
  Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor
End

This code makes Colonel Burton in USA vanilla be unable to climb.
A Muslim, ask me anything about Islam if you want

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Moderator and former map reviewer
Big fan of C&C Labs
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Offline UTD^Force  
#8 Posted : Saturday, August 23, 2014 2:29:36 PM(UTC)
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If you are making a mission and you want a unit to be veteran, elite or heroic when it's created use this code:
Code:
 AddModule
  Behavior = VeterancyGainCreate ModuleTag_beHeroic
   StartingLevel = HEROIC
 End

This code makes the unit be heroic when created.
Add this code after the object name which you want it to have a higher veterancy level, Don't forget to add the End after this code!
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Offline UTD^Force  
#9 Posted : Saturday, August 23, 2014 2:31:13 PM(UTC)
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If you want the snipers to be able to affect on tanks change this in the tank's armor:
Code:
Armor = SNIPER             0%

Example, this makes the dragon tank be affected and take some damage from the sniper:
Code:
Armor DragonTankArmor
  Armor = CRUSH             50%    ;tanks are extra-hard to crush
  Armor = SMALL_ARMS        25%
  Armor = GATTLING          25%    ;resistant to gattling tank
  Armor = COMANCHE_VULCAN   25%
  Armor = FLAME              0%
  Armor = RADIATION         50%      ;Radiation does less damage to tanks. 
  Armor = MICROWAVE         20%
  Armor = POISON            25%    ;Poison does a little damage, just for balance reasons.  
  Armor = MICROWAVE          0%
  Armor = SNIPER            25%
  Armor = MELEE              0%    ;tanks don't generally take much damage other than paint damage from MELEE weapons
  Armor = LASER             50%    ;lasers are anti-personel and anti-projectile only (for point defense laser)
  Armor = HAZARD_CLEANUP     0%      ;Not harmed by cleaning weapons
  Armor = PARTICLE_BEAM     100%  ;
  Armor = KILL_PILOT        100%     ;Jarmen Kell uses against vehicles only.
  Armor = SURRENDER          0%    ;Capture type weapons are effective only against infantry.
  Armor = MOLOTOV_COCKTAIL  20%   ;used by Angry mob.   
  Armor = INFANTRY_MISSILE  20%   ;used by rocket guys
  Armor = SUBDUAL_MISSILE    0%
  Armor = SUBDUAL_VEHICLE   100%
  Armor = SUBDUAL_BUILDING   0%
End

Edited by user Sunday, August 24, 2014 6:12:56 AM(UTC)  | Reason: Not specified

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Offline UTD^Force  
#10 Posted : Saturday, August 23, 2014 2:34:17 PM(UTC)
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If you want Colonel Burton's RemoteC4 Explode like the bunker buster of the F-117 and then black napalm use this code:
Code:
Object RemoteC4Charge
 AddModule   ModuleTag_10_Override
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_10
    DeathWeapon        = BlackNapalmBombWeapon
    StartsActive       = Yes
  End
 End
 AddModule ModuleTag_BunkerBust_Override
  Behavior = BunkerBusterBehavior ModuleTag_BunkerBust
    DetonationFX       = FX_BunkerBusterExplosion
    CrashThroughBunkerFX = WeaponFX_BunkerBusterIntialImpact
    CrashThroughBunkerFXFrequency = 571
    SeismicEffectRadius = 200
    SeismicEffectMagnitude = 5
    ShockwaveWeaponTemplate = BunkerBusterShockwaveWeaponSmall
    OccupantDamageWeaponTemplate = BunkerBusterAntiTunnelGarrisonWeaponWithABigName
  End
 End
End 

I think that code is in one of Beng's maps.
Sorry for posting these in four posts, but for some reason when these are in one post... I don't know what happens, I see them merging into each other and the code colour changed to be black.Smile
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Offline Gameanater  
#11 Posted : Saturday, August 23, 2014 6:54:04 PM(UTC)
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I must say, I really love that Bunker...

Can I add it to my mod as a separate new building? I'll credit you!
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Offline UTD^Force  
#12 Posted : Saturday, August 23, 2014 7:54:26 PM(UTC)
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Don't credit me, credit Beng, that code is from one of his maps. I think...
Though it's easy to make one like it after understanding it.

Edited by user Saturday, August 23, 2014 7:57:28 PM(UTC)  | Reason: Not specified

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Offline klingondragon  
#13 Posted : Sunday, August 24, 2014 1:28:15 AM(UTC)
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Its not your code he's talking about its acid brain's
Offline klingondragon  
#14 Posted : Sunday, August 24, 2014 1:54:07 AM(UTC)
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here is some code to make the USA supplyu center build china supply trucks (you may think its pointless but i use the supply wherehouse in my maps which doesnt reallywwork well with chinooks)
Code:

Object AmericaSupplyCenter
  CommandSet       = AmericaSupplyCenterCommandSet01
 ReplaceModule ModuleTag_12
  Behavior            = SpawnBehavior ModuleTag_12A
    SpawnNumber       = 3
    SpawnReplaceDelay = 9999
    SpawnTemplateName = ChinaVehicleSupplyTruck
    OneShot           = Yes
    CanReclaimOrphans = No
    SlavesHaveFreeWill = Yes
  End
 End
End

Object ChinaVehicleSupplyTruck
  Prerequisites
    Object = AmericaSupplyCenter
  End
End

CommandSet AmericaSupplyCenterCommandSet01
  1 = Command_ConstructChinaVehicleSupplyTruck
 13 = Command_SetRallyPoint
 14 = Command_Sell   
End
Offline klingondragon  
#15 Posted : Sunday, August 24, 2014 1:55:42 AM(UTC)
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here is some code to give vanilla usa the best planes
Code:

Object AmericaAirfield
  CommandSet       = AmericaAirfieldCommandSet01
End

Object SupW_AmericaJetAurora
  Prerequisites
    Object = AmericaAirfield
  End
End

Object AirF_AmericaJetRaptor
  Prerequisites
    Object = AmericaAirfield
  End
End

CommandSet AmericaAirfieldCommandSet01
  1 = AirF_Command_ConstructAmericaJetRaptor
  2 = Command_ConstructAmericaVehicleComanche
  3 = SupW_Command_ConstructAmericaJetAurora
  4 = Command_ConstructAmericaJetStealthFighter
  7 = Command_UpgradeComancheRocketPods
  8 = Command_UpgradeAmericaLaserMissiles
  9 = Command_UpgradeAmericaCountermeasures
 10 = Command_UpgradeAmericaBunkerBusters
 13 = Command_SetRallyPoint
 14 = Command_Sell 
End
Offline UTD^Force  
#16 Posted : Sunday, August 24, 2014 5:57:47 AM(UTC)
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Originally Posted by: klingondragon Go to Quoted Post
Its not your code he's talking about its acid brain's


oh, I thought he was talking about the Bunker buster bomb. :DBig Smile Smile
yeah, That bunker is great!!!

Edited by user Sunday, August 24, 2014 6:02:28 AM(UTC)  | Reason: Not specified

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Offline Annihilationzh  
#17 Posted : Sunday, August 24, 2014 7:36:13 AM(UTC)
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This file was called Super Emperor. I think I made it to test a Map.ini glitch, but now it's all yours to mess around with, if it works, because I don't remember.

Code:
Object Tank_ChinaTankEmperor
  UpgradeCameo1 = Upgrade_ChinaUraniumShells
  UpgradeCameo2 = Upgrade_ChinaNuclearTanks
  UpgradeCameo3 = Upgrade_ChinaOverlordGattlingCannon
  UpgradeCameo4 = Tank_Upgrade_ChinaTankAutoLoader
 Scale = 1.25
 Prerequisites
 End
  WeaponSet
    Conditions        = None 
    Weapon            = PRIMARY Nuke_OverlordTankGun
  End
  WeaponSet
    Conditions        = PLAYER_UPGRADE
    Weapon            = PRIMARY Nuke_OverlordTankGun
    Weapon            = SECONDARY GattlingBuildingGunAirDummy
  End
 ReplaceModule ModuleTag_02
  Body = ActiveBody ModuleTag_02_Override
    MaxHealth       = 11000.0
    InitialHealth   = 11000.0
    SubdualDamageCap = 22000
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 500
  End
 End
 ReplaceModule ModulePropaganda_04
  Behavior        = PropagandaTowerBehavior ModulePropaganda_04_Override
    Radius                = 150.0
    DelayBetweenUpdates   = 2000
    HealPercentEachSecond = 1%
    PulseFX               = FX_OverlordPropagandaTowerPropagandaPulse
    UpgradeRequired       = Tank_Upgrade_ChinaTankAutoLoader
    UpgradedHealPercentEachSecond = 2%
    UpgradedPulseFX       = FX_OverlordPropagandaTowerSubliminalPulse
    AffectsSelf           = Yes
  End
 End
End
Object Nuke_OverlordTankShell
 ReplaceModule ModuleTag_07
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_07_Override
    DeathWeapon   = Nuke_NuclearTankDeathWeapon
    StartsActive  = Yes
  End
 End
End
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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Offline UTD^Force  
#18 Posted : Sunday, August 24, 2014 7:48:17 AM(UTC)
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If you want a tank to have units garrisoned inside it use this code:
Code:
  AddModule   ModuleTag_T11_Override
   Behavior = TransportContain ModuleTag_T11
    PassengersAllowedToFire = Yes
    WeaponBonusPassedToPassengers = Yes
    Slots              = 3 ; how many units can be garrisoned inside the tank
    InitialPayload     = Chem_GLAInfantryStingerSoldier 3 ; units already in the tank, and how many.
    ScatterNearbyOnExit = Yes
    HealthRegen%PerSec = 10
    DamagePercentToUnits = 50%
    AllowAlliesInside  = Yes
    AllowInsideKindOf  = INFANTRY VEHICLE HUGE_VEHICLE
    ForbidInsideKindOf = AIRCRAFT
    ExitDelay          = 0 ;250
    NumberOfExitPaths  = 0 ;3
    GoAggressiveOnExit = Yes
    EnterSound      = GarrisonEnter
    ExitSound       = GarrisonExit
  End
 End

I've found this code for a PTBoat in a mission made by Beng, I think that the code explains itself...
This code makes the tank you want to have infantry in, be garrisoned with 3 Stinger Soldiers when created, spawned or already in the map.
Add this to the object, and Don't forget to add End!
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Offline Annihilationzh  
#19 Posted : Sunday, August 24, 2014 10:05:39 AM(UTC)
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Originally Posted by: UTD^Force Go to Quoted Post
I've found this code for a PTBoat in a mission made by Beng

Have you asked Beng for permission to distribute this?
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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Offline UTD^Force  
#20 Posted : Sunday, August 24, 2014 11:04:06 AM(UTC)
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Edited after cringing at my past posts: I was defenitely in the wrong here, even though Beng specified in the readme that it was okay to use their codes, it was still something they made and they had the right to keep it as theirs. I'll be removing my other replies regarding this with this same message.
I'm sorry, everyone.

Edited by user Wednesday, August 26, 2020 1:35:54 PM(UTC)  | Reason: Not specified

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thanks 1 user thanked UTD^Force for this useful post.
Gameanater on 8/24/2014(UTC)
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