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Offline SkyMix_RMT  
#61 Posted : Monday, April 25, 2016 1:26:59 PM(UTC)
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The first time I saw a BioHazardTech I thought he was using an epic minigun that would spit bullets at enemies, I was very disapointed when I saw that the unit was almost useless and the "minigun" was actually a toxin clearing gun that spits awful looking liquid? I don't know. Thumb Down

But now!!!
This piece of code makes the BioHazardTech have an awsome minigun that behaves like a gattling gun but with some twists, it has SpectreGunshipGattlingWeapon sound (wich sounds awsome and has light effects) and the guy wears heavy armour and is super slow. Gun Smilie




The code was made using parts of different units, I know it can be perfected but I didn't want to mess with it because I could risk making the game crash without knowing why.
Feel free to change or use the code as you like.

Rifle See him in action here:


HAVE FUN!!

Edited by user Saturday, April 30, 2016 7:00:04 AM(UTC)  | Reason: Not specified

Check out:

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My Youtube Channel (Inactive)

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thanks 3 users thanked SkyMix_RMT for this useful post.
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Offline SkyMix_RMT  
#62 Posted : Saturday, April 30, 2016 7:04:50 AM(UTC)
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The wiki and pretty much everyone says that the rebel is armed with an AK47, but it really doesn't sound like one.

This code makes the rebel use the AK47 angrymobs use, but less overpowered.

Code:

Weapon AK47Weapon 
  PrimaryDamage         = 5.0
  PrimaryDamageRadius   = 0.0       ; 0 primary radius means "hits only intended victim"
  AttackRange           = 120.0
  DamageType            = SMALL_ARMS
  DeathType             = NORMAL
  WeaponSpeed           = 999999.0          ; dist/sec (huge value == effectively instant)
  ProjectileObject      = NONE
  FireFX                = WeaponFX_RangerAdvancedCombatRifleFire
  VeterancyFireFX       = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire
  FireSound             = AngryMobWeaponAK47
  RadiusDamageAffects   = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots     = 125    ; time between shots, msec
  ClipSize              = 12                 ; how many shots in a Clip (0 == infinite)
  ClipReloadTime        = 500         ; how long to reload a Clip, msec
  WeaponBonus           = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets
End

Object GLAInfantryRebel
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY AK47Weapon
  End
End


With this weapon, a rebel can beat a ranger, if you do not want that, change "PrimaryDamage" to "4.0" and "AttackRange" to "100.0".
Check out:

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thanks 3 users thanked SkyMix_RMT for this useful post.
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Offline SkyMix_RMT  
#63 Posted : Saturday, April 30, 2016 8:31:40 PM(UTC)
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With this code you can spawn units from the angrymob individually, they will not die immediately, they will be selectable, they will be able to garrison buildings and vehicles, and behave like pretty much any other unit.

Code:


Object GLAInfantryAngryMobPistol01

  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)

  VoiceSelect = AngryMobVoiceSelect
  VoiceMove = AngryMobVoiceMove
  VoiceGuard = AngryMobVoiceMove
  VoiceAttack = AngryMobVoiceAttack

  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER
  
  RemoveModule ModuleTag_04
End

;------------------------------------------------

Object GLAInfantryAngryMobRock02

  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)

  VoiceSelect = AngryMobVoiceSelect
  VoiceMove = AngryMobVoiceMove
  VoiceGuard = AngryMobVoiceMove
  VoiceAttack = AngryMobVoiceAttack

  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER
  
  RemoveModule ModuleTag_04
End

;------------------------------------------------

Object GLAInfantryAngryMobMolotov02

  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)

  VoiceSelect = AngryMobVoiceSelect
  VoiceMove = AngryMobVoiceMove
  VoiceGuard = AngryMobVoiceMove
  VoiceAttack = AngryMobVoiceAttack

  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER
  
  RemoveModule ModuleTag_04
End

;------------------------------------------------

Object GLAInfantryAngryMobPistol03

  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)

  VoiceSelect = AngryMobVoiceSelect
  VoiceMove = AngryMobVoiceMove
  VoiceGuard = AngryMobVoiceMove
  VoiceAttack = AngryMobVoiceAttack

  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER
  
  RemoveModule ModuleTag_04
End

;------------------------------------------------

Object GLAInfantryAngryMobRock04

  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)

  VoiceSelect = AngryMobVoiceSelect
  VoiceMove = AngryMobVoiceMove
  VoiceGuard = AngryMobVoiceMove
  VoiceAttack = AngryMobVoiceAttack

  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER
  
  RemoveModule ModuleTag_04
End

;------------------------------------------------

Object GLAInfantryAngryMobPistol05

  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)

  VoiceSelect = AngryMobVoiceSelect
  VoiceMove = AngryMobVoiceMove
  VoiceGuard = AngryMobVoiceMove
  VoiceAttack = AngryMobVoiceAttack

  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER
  
  RemoveModule ModuleTag_04
End

Edited by user Saturday, April 30, 2016 8:38:12 PM(UTC)  | Reason: Not specified

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thanks 2 users thanked SkyMix_RMT for this useful post.
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Offline jman  
#64 Posted : Wednesday, May 18, 2016 7:02:20 PM(UTC)
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Some map.ini file I have collected.A lot of good resources got lost because modding sites went down.We gotta keep and preserve the good code.

GLA vanilla Marauder with 3 guns



Gla Marauder tank with turning turrret



Ambulance no longer heals vehicles and can hold 4 infantry units



Realistic Microwave Tank - burns, damages your own infantry as well



Change the amount of cash you get from oil derrecs
(For no money maps it is annoying to wait 12 sec to get 200 from oil)


This one change the command button.This can be done with scripts in the map using worldbuider.Which i think it is a better way to do it.Map.ini files requires all players to have the map with corresponding map.ini file before they launch the game.If you trnasfer the map with map.ini multiplayer game will be mismatched.But if you restart the whole game then it will work.Sometimes map.ini files dont get transfered using ingame file transfer mode for sending maps.Dont know why.



FarmHouse that works as a oil rig - enough to go inside of (garrison) it and you will start getting cash.
Initial idea from braxt and fixed by acidbrain

Edited by user Sunday, September 4, 2016 9:25:59 AM(UTC)  | Reason: Not specified

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Offline acidbrain  
#65 Posted : Monday, January 2, 2017 7:26:51 AM(UTC)
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Use the following code if you want Infantry and Vehicles to drop a $100 crate when destroyed, it's an alternative for oilderricks.
I added all the factions, you can copy/paste what you need for a mission, if you want to add it to a skirmish map you can copy/paste all the generals to a map.ini, dont forget to also add the crate, it is in the last spoiler.
$100 Crate

America


AmericaAirforceGeneral


AmericaLaserGeneral


AmericaSuperWeaponGeneral


China


ChinaInfantryGeneral


ChinaNukeGeneral


ChinaTankGeneral


GLA


GLADemolitionGeneral


GLAStealthGeneral


GLAToxinGeneral


Dont forget to add this!
Crate


Greetz and have fun

Edited by user Thursday, May 24, 2018 12:56:51 PM(UTC)  | Reason: Secret

Panem et kirkinses
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Offline AdrianeMapMaker  
#66 Posted : Monday, January 2, 2017 9:01:37 PM(UTC)
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Very Useful , Your Ordinary Map Will Be a Money Money And Your troops Be More Like The Gla (Salvage-Crate Logic,Mission Gla 2 and 3 Logic)
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb

UserPostedImage





Offline zero hour mad map maker  
#67 Posted : Saturday, January 7, 2017 11:45:00 AM(UTC)
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Don't know how useful this bit of coding will be to people, but you can use this to remove the mine upgrades from all of China's buildings.

Code:

Object ChinaBarracks
  RemoveModule ModuleTag_25
End

Object ChinaWarFactory
  RemoveModule ModuleTag_25
End

Object ChinaBunker
  RemoveModule ModuleTag_25
End

Object ChinaPropagandaCenter
  RemoveModule ModuleTag_25
End

Object ChinaGattlingCannon
  RemoveModule ModuleTag_25
End

Object ChinaSupplyCenter
  RemoveModule ModuleTag_25
End

Object ChinaPowerPlant
  RemoveModule ModuleTag_25
End

Object ChinaSpeakerTower
  RemoveModule ModuleTag_25
End

Object ChinaCommandCenter
  RemoveModule ModuleTag_25
End
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
Offline zero hour mad map maker  
#68 Posted : Tuesday, January 10, 2017 8:41:06 AM(UTC)
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Using this code will allow you to change the health and values of the oil derricks!

Code:

Object TechOilDerrick
 ReplaceModule ModuleTag_03
     
   Body              = ActiveBody ModuleTag_03_Override
     MaxHealth       = 1000.0
     InitialHealth   = 1000.0
   End
 End

 ReplaceModule ModuleTag_04
   Behavior              = AutoDepositUpdate ModuleTag_04_Override
     DepositTiming       = 24000  ; in milliseconds
     DepositAmount       = 100    ; cash amount to deposit every Deposit Timings
     InitialCaptureBonus = 1000   ;capture bonus only happens once
   End
 End
End

Edited by user Tuesday, January 10, 2017 8:42:32 AM(UTC)  | Reason: Not specified

Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
Offline AdrianeMapMaker  
#69 Posted : Friday, January 13, 2017 5:52:27 AM(UTC)
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C&C Labs Staff: Labs Staff MemberMaps Staff: Maps Staff Member
Joined: 3/8/2016(UTC)
Posts: 1,165
Philippines

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Insane NuclearBoss Infantry Terrorist
This Boss Infantry Terrorist Can Pop Like a Nuclear ,This Is Perfect for an Aod map.A Powerful Destroyer.

The Weapon -TerrorNuke- SelfMadeByMe .




(Credits:Gameanter,Acidbrain,SkyMix,AnnihilationZh,And Klingon).

Want The Preview:
UserPostedImage

Edited by user Saturday, January 14, 2017 8:15:32 PM(UTC)  | Reason: Not specified

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb

UserPostedImage





Offline Unknown Editor  
#70 Posted : Wednesday, June 7, 2017 12:31:51 AM(UTC)
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Hey All , If You Want Civilians to Use Crates GLA Usually Use , You can Easily Use this Code in Your Map.ini File , For Your Specific Maps :

Code:
PlayerTemplate FactionCivilian
  Side              = Civilian
  PlayableSide      = No
  StartMoney        = 0
  PreferredColor    = R:255 G:255 B:255
  IntrinsicSciences = SCIENCE_GLA
  DisplayName       = INI:FactionCivilian
  ScoreScreenImage  = MutiPlayer_ScoreScreen
  ScoreScreenMusic  = Score_USA
End


But Just This Part Is Enough :

Code:
PlayerTemplate FactionCivilian
  IntrinsicSciences = SCIENCE_GLA
End


Explain : As You know GLA Is The Only Faction Can Use Crates .
That's Why Crates Require SCIENCE_GLA To be Shown And Used By a Player .
And You Can Easily Change IntrinsicSciences From Your Map.ini , so It can be Done .
Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
thanks 2 users thanked Unknown Editor for this useful post.
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Offline Romka beton  
#71 Posted : Sunday, June 11, 2017 2:10:21 PM(UTC)
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How to make sure that the corpses do not disappear

Code:

;-----------------------------------------------
;-----example: Leave corpses of rangers-------
;-----------------------------------------------
Object AmericaInfantryRanger
 ReplaceModule ModuleTag_Death01
  Behavior = SlowDeathBehavior ModuleTag_Death01_Override
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 0
    DestructionDelay    = 1000000
    FX                  = INITIAL FX_RangerDie
  End
 End
 ReplaceModule ModuleTag_Death02
  Behavior = SlowDeathBehavior ModuleTag_Death02_Override
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0
    DestructionDelay    = 1000000
    FX                  = INITIAL FX_GIDieCrushed
  End
 End 
 ReplaceModule ModuleTag_Death03
  Behavior = SlowDeathBehavior ModuleTag_Death03_Override
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0
    DestructionDelay    = 1000000
    FX                  = INITIAL FX_RangerDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
 End
 ReplaceModule ModuleTag_Death04
  Behavior = SlowDeathBehavior ModuleTag_Death04_Override
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 1000000
    FX                  = INITIAL FX_DieByFireUSA
    OCL                 = INITIAL OCL_FlamingInfantry
  End
 End
 ReplaceModule ModuleTag_Death05
  Behavior = SlowDeathBehavior ModuleTag_Death05_Override
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
 End
 ReplaceModule ModuleTag_Death06
  Behavior = SlowDeathBehavior ModuleTag_Death06_Override 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryBeta
  End
 End
 ReplaceModule ModuleTag_Death07
  Behavior = SlowDeathBehavior ModuleTag_Death07_Override
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
 End
End
thanks 1 user thanked Romka beton for this useful post.
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Offline Snodderz  
#72 Posted : Tuesday, September 19, 2017 11:42:05 AM(UTC)
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Anybody have any .ini code to make the System AmericaTankAvengerLaserTurret actually rotate, have Point Missile Defence and targetable/destroyable?

I've been placing Avenger Tanks at Z = -15, setting held status and placing them on a team the player considers neutral, in order to create a sort of fixed trophy system. Some ini would make life much easier...
Offline Unknown Editor  
#73 Posted : Tuesday, September 19, 2017 9:49:50 PM(UTC)
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Originally Posted by: Snodderz Go to Quoted Post
Anybody have any .ini code to make the System AmericaTankAvengerLaserTurret actually rotate, have Point Missile Defence and targetable/destroyable?


This is going to Work :
WARN : If you Apply this it may Cause Bugs on Avengers ... For one , Avenger Turret can DIE Before itself

Code:
Object AmericaTankAvengerLaserTurret
  ArmorSet
    Conditions     = None
    Armor          = AntiAirVehicle ;InvulnerableAllArmor
  End
  VisionRange         = 200
  ShroudClearingRange = 300
  KindOf              = +SELECTABLE ;+CAPTURABLE ;Not sure if you want it to be CAPTURABLE
 ReplaceModule ModuleTag_02
    Body            = StructureBody ModuleTag_StrHP
    MaxHealth       = 400 ;100.0
    InitialHealth   = 400 ;100.0
  End
 End
End

Object AmericaTankAvengerLaserTurret
ArmorSet
Conditions = None
Armor = AntiAirVehicle ;InvulnerableAllArmor
End
VisionRange = 200
ShroudClearingRange = 300
KindOf = +SELECTABLE ;+CAPTURABLE ;Not sure if you want it to be CAPTURABLE
ReplaceModule ModuleTag_02
Body = StructureBody ModuleTag_StrHP
MaxHealth = 400 ;100.0
InitialHealth = 400 ;100.0
End
End
End[/code]

To have a Laser Defense :
1. Add this Weapons somewhere in your map.ini first :
Code:
Weapon AvengerTurretPointDefenseLaserOne
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 100.0
  DamageType          = LASER
  DeathType           = LASERED
  WeaponSpeed         = 999999.0
  DelayBetweenShots   = 500
  ClipSize            = 0
  ClipReloadTime      = 0
  AcceptableAimDelta  = 180
  AntiSmallMissile    = Yes
  AntiProjectile      = Yes
  LaserName           = AvengerPointDefenseLaserBeam
  LaserBoneName       = TurretFX01
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End

Weapon AvengerTurretPointDefenseLaserTwo
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 100.0
  DamageType          = LASER
  DeathType           = LASERED
  WeaponSpeed         = 999999.0
  DelayBetweenShots   = 500
  ClipSize            = 0
  ClipReloadTime      = 0
  AcceptableAimDelta  = 180
  AntiSmallMissile    = Yes
  AntiProjectile      = Yes
  LaserName           = AvengerPointDefenseLaserBeam
  LaserBoneName       = TurretFX02
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End


2. Add this Modules to your Avenger Turret then :

Code:
 AddModule
  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
    WeaponTemplate        = AvengerTurretPointDefenseLaserOne
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 0
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End
  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two
    WeaponTemplate        = AvengerTurretPointDefenseLaserTwo
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 100
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End
 End


FULL CODE (In case you have Problems with Placing) :
Code:
Weapon AvengerTurretPointDefenseLaserOne
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 100.0
  DamageType          = LASER
  DeathType           = LASERED
  WeaponSpeed         = 999999.0
  DelayBetweenShots   = 500
  ClipSize            = 0
  ClipReloadTime      = 0
  AcceptableAimDelta  = 180
  AntiSmallMissile    = Yes
  AntiProjectile      = Yes
  LaserName           = AvengerPointDefenseLaserBeam
  LaserBoneName       = TurretFX01
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End

Weapon AvengerTurretPointDefenseLaserTwo
  PrimaryDamage       = 100.0
  PrimaryDamageRadius = 0.0
  AttackRange         = 100.0
  DamageType          = LASER
  DeathType           = LASERED
  WeaponSpeed         = 999999.0
  DelayBetweenShots   = 500
  ClipSize            = 0
  ClipReloadTime      = 0
  AcceptableAimDelta  = 180
  AntiSmallMissile    = Yes
  AntiProjectile      = Yes
  LaserName           = AvengerPointDefenseLaserBeam
  LaserBoneName       = TurretFX02
  FireFX              = WeaponFX_PaladinPointDefenseLaser
End

Object AmericaTankAvengerLaserTurret
  ArmorSet
    Conditions     = None
    Armor          = AntiAirVehicle ;InvulnerableAllArmor
  End
  VisionRange         = 200
  ShroudClearingRange = 300
  KindOf              = +SELECTABLE ;+CAPTURABLE ;Not sure if you want it to be CAPTURABLE
 ReplaceModule ModuleTag_02
    Body            = StructureBody ModuleTag_StrHP
    MaxHealth       = 400 ;100.0
    InitialHealth   = 400 ;100.0
  End
 End
 AddModule
  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
    WeaponTemplate        = AvengerTurretPointDefenseLaserOne
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 0
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End
  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two
    WeaponTemplate        = AvengerTurretPointDefenseLaserTwo
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 100
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End
 End
End

Edited by user Thursday, September 21, 2017 5:52:23 AM(UTC)  | Reason: Not specified

Asking is Not a Problem , Problem is Not to Know Something .

Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Offline SkyMix_RMT  
#74 Posted : Wednesday, September 20, 2017 10:27:40 AM(UTC)
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Posts: 386
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Please, if you have questions create a new thread, this is for sharing map.ini code snippets with others, thank you.
Check out:

My Music (Techno/House/Experimental)

My Website (GeneralsCentral)

My Youtube Channel (Inactive)

World Builder Community Discord
Offline SkyMix_RMT  
#75 Posted : Wednesday, July 4, 2018 8:23:49 PM(UTC)
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Laser Ranger used in Operation Kihill Beach. Cool

Edited by user Wednesday, July 4, 2018 8:25:18 PM(UTC)  | Reason: Not specified

Check out:

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thanks 4 users thanked SkyMix_RMT for this useful post.
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Offline SkyMix_RMT  
#76 Posted : Tuesday, July 10, 2018 2:43:08 PM(UTC)
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Posts: 386
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Anti-Air Flak Battery from Operation Kihill Beach

Preview:
UserPostedImage



NOTE: You need to add "DamageFX = AirVehicleDamageFX" to the ArmorSet of the air units used in your map, otherwise when the aircraft gets shot there won't be any effects, this code only has DamageFX added to the air units that appear in Operation Kihill Beach.

Edited by user Tuesday, July 10, 2018 2:46:16 PM(UTC)  | Reason: Not specified

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thanks 2 users thanked SkyMix_RMT for this useful post.
Unknown Editor on 7/10/2018(UTC), UTD^Force on 8/26/2020(UTC)
Offline UTD^Force  
#77 Posted : Monday, October 1, 2018 10:02:38 PM(UTC)
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I was watching anime and there was a meteor in it, so I thought why not add that to Generals, lol.

So here is the code that changes the nuclear missile (the neutron missile because it is faster and easier to make effects of what the meteor would do) to a meteor, but from certain camera angles.
Code:
;optional particle system to look more realistic
ParticleSystem NeutronMissleLenzflare
  Priority = WEAPON_EXPLOSION
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXLnzFlar2.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 = 2.00 4.00
  StartSizeRate = 0.00 0.00
  SizeRate = 0.20 0.40
  SizeRateDamping = 1.00 1.00
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 75
  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:255 G:255 B:255 0
  Color2 = R:0 G:0 B:0 2
  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:0.25
  VelocityType = OUTWARD
  VelOutward = 0.00 0.00
  VelOutwardOther = 0.00 0.00
  VolumeType = CYLINDER
  VolCylinderRadius = 10.00
  VolCylinderLength = 0.00
  IsHollow = Yes
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.150000
  WindAngleChangeMax = 0.450000
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End


ParticleSystem NeutronMissileExhaust
  Priority = WEAPON_TRAIL
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXSmokNew2.tga
  AngleZ = 0.00 1.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.20 0.20
  Gravity = 0.00
  SlaveSystem = NeutronMissleLenzflare
  SlavePosOffset = X:0.00 Y:0.00 Z:0.00
  Lifetime = 12000.00 12000.00
  SystemLifetime = 0
  Size = 80.00 105.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 2.00
  SizeRateDamping = 0.95 0.96
  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:255 G:177 B:100 0
  Color2 = R:255 G:255 B:255 20
  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 = 2.00 2.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.08 Y:0.16 Z:0.01
  VelocityType = SPHERICAL
  VelSpherical = 5.00 5.00
  VolumeType = POINT
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.150000
  WindAngleChangeMax = 0.450000
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
;end particle system

Object NeutronMissile
 RemoveModule ModuleTag_03
 AddModule
   Behavior = NeutronMissileUpdate ModuleTag_03
    DistanceToTravelBeforeTurning = 11       ;not really how high it goes, but it goes to the lowest possible height
    MaxTurnRate = 7200                        ; huge, since it turns off-camera
    ForwardDamping = 0.1
    RelativeSpeed = 1.0
    LaunchFX = FX_NeutronMissileLaunch
    IgnitionFX = FX_NeutronMissileIgnition
    TargetFromDirectlyAbove = 12      ; 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

 RemoveModule ModuleTag_04
 AddModule
  Behavior = HeightDieUpdate ModuleTag_04
    TargetHeight        = 10.0
    TargetHeightIncludesStructures = No
    OnlyWhenMovingDown  = Yes
    SnapToGroundOnDeath = Yes
    InitialDelay                    = 1000
  End
 End

 RemoveModule ModuleTag_01
 AddModule
  Draw               = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ConditionState   = NONE
      Model          = PRG13
    End
    ConditionState   = DAMAGED REALLYDAMAGED RUBBLE
      Model          = NONE
    End
  End
 End
End


Edit: screen shots.

Edited by user Monday, October 1, 2018 10:12:24 PM(UTC)  | Reason: Not specified

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Offline UTD^Force  
#78 Posted : Monday, October 8, 2018 9:31:42 PM(UTC)
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Update to the meteor particle system.

New particle system code:
Code:
ParticleSystem SpectreEngineFlareNeutron
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXLnzFlar2.tga
  AngleZ = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.97 0.98
  Gravity = 0.00
  Lifetime = 500.00 500.00
  SystemLifetime = 0
  Size = 0.10 5.50
  StartSizeRate = 0.00 0.00
  SizeRate = -20.00 -20.00
  SizeRateDamping = 0.90 0.90
  Alpha1 = 0.20 0.20 1
  Alpha2 = 0.20 0.20 2
  Alpha3 = 0.20 0.20 10
  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:255 G:255 B:255 1
  Color2 = R:0 G:0 B:0 20
  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 = 2.00 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 = 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 NeutronMissileExhaust
  Priority = WEAPON_TRAIL
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXSmokNew2.tga
  AngleZ = 0.00 1.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.20 0.20
  Gravity = 0.00
  SlaveSystem = SpectreEngineFlareNeutron
  SlavePosOffset = X:0.00 Y:0.00 Z:0.00
  Lifetime = 26000.00 26000.00
  SystemLifetime = 0
  Size = 80.00 105.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 2.00
  SizeRateDamping = 0.95 0.96
  Alpha1 = 0.00 0.00 0
  Alpha2 = 0.45 0.85 4
  Alpha3 = 0.20 0.40 18
  Alpha4 = 0.00 0.00 120
  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:255 G:105 B:0 0
  Color2 = R:200 G:70 B:0 4
  Color3 = R:64 G:64 B:64 8
  Color4 = R:32 G:32 B:32 36
  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 = 2.00 2.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.08 Y:0.16 Z:0.01
  VelocityType = SPHERICAL
  VelSpherical = 5.00 5.00
  VolumeType = POINT
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.150000
  WindAngleChangeMax = 0.450000
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End


Images:
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Offline UTD^Force  
#79 Posted : Wednesday, August 26, 2020 1:58:50 PM(UTC)
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Originally Posted by: SkyMix_RMT Go to Quoted Post
Anti-Air Flak Battery from Operation Kihill Beach


1- I have to say that I loved this so much when I played your map!

2- I apologize to everyone, especially Beng, about the ini code dispute, I've edited my replies as I was definitely in the wrong there.

3- I'll quote precision_bomber (aka Zatsupashi) as this piece has helped me tremendously in using particle system and understanding it.

Originally Posted by: precision_bomber Go to Quoted Post
I'll let you in on things I know.
(*) Citation Needed
Code:

  ParticleName = EXexplo03.tga        ;The texture it uses
  Lifetime = 5.00 5.00                ;Existing Time in Seconds(*)
  Size = 2.00 5.00                    ;Min size, Max Size
  StartSizeRate = 0.00 0.00           ;Starting Size
  SizeRate = 1.00 2.00                ;Rate of growth
  Alpha1 = 0.00 0.00 0                ;Minimum Transparency(*),Maximum Transparency(*), In what time does it happen? 
  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:128 B:0 0           ;Red, Green, Blue, In what time does it happen?
  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


Transparency: 0 - opaque, 1 - fully transparent

Edited by user Wednesday, August 26, 2020 2:08:59 PM(UTC)  | Reason: Grammar :(

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