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Offline Tank Destroyer  
#1 Posted : Sunday, January 18, 2015 1:23:42 AM(UTC)
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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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Offline precision_bomber  
#2 Posted : Sunday, January 18, 2015 4:14:15 AM(UTC)
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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
Offline Tank Destroyer  
#3 Posted : Sunday, January 18, 2015 4:43:54 AM(UTC)
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UserPostedImage
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. :)
Offline Annihilationzh  
#4 Posted : Sunday, January 18, 2015 5:41:09 AM(UTC)
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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.
thanks 1 user thanked Annihilationzh for this useful post.
UTD^Force on 1/18/2015(UTC)
Offline klingondragon  
#5 Posted : Sunday, January 18, 2015 5:54:41 AM(UTC)
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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
thanks 1 user thanked klingondragon for this useful post.
UTD^Force on 1/18/2015(UTC)
Offline Tank Destroyer  
#6 Posted : Sunday, January 18, 2015 5:57:14 AM(UTC)
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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 Big Smile ,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. :)
Offline klingondragon  
#7 Posted : Sunday, January 18, 2015 6:03:34 AM(UTC)
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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
thanks 1 user thanked klingondragon for this useful post.
Tank Destroyer on 1/18/2015(UTC)
Offline Tank Destroyer  
#8 Posted : Sunday, January 18, 2015 6:26:56 AM(UTC)
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Originally Posted by: klingondragon Go to Quoted Post
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 Smile ,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. :)
Offline precision_bomber  
#9 Posted : Sunday, January 18, 2015 6:28:50 AM(UTC)
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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
thanks 2 users thanked precision_bomber for this useful post.
CommieDog on 1/18/2015(UTC), UTD^Force on 1/18/2015(UTC)
Offline Tank Destroyer  
#10 Posted : Sunday, January 18, 2015 6:59:11 AM(UTC)
Tank Destroyer
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Originally Posted by: precision_bomber Go to Quoted Post
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 Dead

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. :)
Offline precision_bomber  
#11 Posted : Sunday, January 18, 2015 9:17:30 AM(UTC)
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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
Offline Tank Destroyer  
#12 Posted : Sunday, January 18, 2015 10:06:04 AM(UTC)
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Originally Posted by: precision_bomber Go to Quoted Post
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.aspx
I saw your other post there,

Originally Posted by: precision_bomber Go to Quoted Post
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 Sad

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. :)
Offline precision_bomber  
#13 Posted : Sunday, January 18, 2015 1:54:34 PM(UTC)
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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
Offline qqqqqqqqqp  
#14 Posted : Sunday, January 18, 2015 6:23:09 PM(UTC)
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Originally Posted by: KlingonDragon Go to Quoted Post
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
Offline Tank Destroyer  
#15 Posted : Monday, January 19, 2015 1:27:52 AM(UTC)
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Originally Posted by: precision_bomber Go to Quoted Post
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 Sad

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. :)
Offline Tank Destroyer  
#16 Posted : Monday, January 19, 2015 6:22:43 AM(UTC)
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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 Dead 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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