UTD^Force
11 years ago
Here are the readme file in the map I took this code from:   readme_mapini.txt (6kb) downloaded 224 time(s).   Readme1st.txt (11kb) downloaded 220 time(s).
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
Annihilationzh
11 years ago
Thanks UTD^Force. Here we have it:

Copyright: Feel free to distribute this map, modify it, borrow code from
map.ini for your own maps, do whatever you like with it. But if you make
changes, please note them down in this or another readme file.



Its not against copyright © unless he specifically copyrighted it

Originally Posted by: KlingonDragon 


That's not how copyright works. Everything you write is automatically copyrighted if it fits the legal definition of something that can be copyrighted.
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.
Gameanater
11 years ago
This post is copyrighted
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
UTD^Force
11 years ago

This post is copyrighted

Originally Posted by: Gameanater 



xD
@AZH No problem, so I keep the code here, right?
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
Gameanater
11 years ago

xD

Originally Posted by: UTD^Force 



Glad that amused someone. 😄
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Annihilationzh
11 years ago

@AZH No problem, so I keep the code here, right?

Originally Posted by: UTD^Force 


Yeah. I was just bringing it to attention to avoid any problems.

This post is copyrighted

Originally Posted by: Gameanater 


© 2014 Command & Conquer Labs. All Rights Reserved.
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.
UTD^Force
11 years ago

Thanks UTD^Force

Originally Posted by: Annihilationzh 



Thanks for being the first person to write my name correctly. 😁


That's not how copyright works. Everything you write is automatically copyrighted if it fits the legal definition of something that can be copyrighted.

Originally Posted by: Annihilationzh 



It looks like you are studying law. 😃
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
Annihilationzh
11 years ago

Thanks for being the first person to write my name correctly. 😁

Originally Posted by: UTD^Force 


Years of modding many different games have left me incapable of misspelling anything. (Don't tell anyone I used Copy + Paste).

It looks like you are studying law. :D


Strangely, I never studied this formally (I did briefly study contract law though). I'm one of those weirdos who reads about law because I enjoy it.
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.
klingondragon
11 years ago
Your nodding may make you unable to spell wrong but with every code I've ever used I've had to spell things wrong
Center not centre
Color not colour
Learn to spell America
Its called English not American
Gameanater
11 years ago

Your nodding may make you unable to spell wrong but with every code I've ever used I've had to spell things wrong
Center not centre
Color not colour
Learn to spell America
Its called English not American

Originally Posted by: KlingonDragon 



*Modding

It's called American English. 😉 I'm guessing you're from Britain or something?

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Annihilationzh
11 years ago
I think nodding sounds about right.

It's called American English. 😉 I'm guessing you're from Britain or something?

Originally Posted by: Gameanater 


Do you have flags under people's post counts telling you where they're from? Because I do.

I've tried reading your signature in a British accent but it sounded exactly the same as everything else!
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.
Gameanater
11 years ago

I think nodding sounds about right.

It's called American English. 😉 I'm guessing you're from Britain or something?

Originally Posted by: Annihilationzh 


Do you have flags under people's post counts telling you where they're from? Because I do.

I've tried reading your signature in a British accent but it sounded exactly the same as everything else!

Originally Posted by: Gameanater 



I'm nodding Zero Hour! Yay!

lol. 😛


... I do...
Somehow I managed to miss his flag. My bad...

Probably because you're British yourself. Trying to read it in a British accent should only be done by American readers. 😎

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
klingondragon
11 years ago
I don't know why but my phone autocorrects modding to nodding
I've just added modding to the dictionary so it should be fine from now on
Gameanater
11 years ago
Here's a giant Colonel Burton I used as a "boss" unit once.

No extra damage or anything. He can't crush stuff. He can't attack aircraft. He just has a craptona health and is huge.

Bug: You have to click his feet to select him. I have no idea how to fix this.



Object SupW_AmericaInfantryColonelBurton
 RemoveModule ModuleTag_02
 AddModule ModuleTag_02
  Body = ActiveBody ModuleTag_02_Override
   MaxHealth = 9000
   InitialHealth = 9000
  End
 End
 Scale = 2
; RemoveModule ModuleTag_03
; AddModule ModuleTag_03
;  Behavior = AIUpdateInterface ModuleTag_03_Override
;   AutoAcquireEnemiesWhenIdle = Yes
;  End
; End
; Locomotor = SET_NORMAL BasicAmphibiousLocomotor
End

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
acidbrain
  • acidbrain
  • 94.25% (Exalted)
  • General Topic Starter
11 years ago

I must say, I really love that Bunker...

Can I add it to my mod as a separate new building? I'll credit you!

Originally Posted by: Gameanater 



If anybody wants to use stuff i posted than use it, credit or dont credit, i really dont care, there are only a handfull of people modding this game nowadays and most of the people who posted stuff are not around anymore.
Sry for the late response, busy with modding minecraft, bit more difficult than generals, have to learn to code in JAVA, nice challenge...:P

Greetz


Panem et kirkinses
UTD^Force
11 years ago
Changing the laser's colours.

If you want to change a laser's colour you can use this code(for the Lazr_Crusader):

Object GreenCrusaderLaserBeam
   ; *** ART Parameters ***
  Draw = W3DLaserDraw ModuleTag_01
    Texture = EXLaser4.tga
    NumBeams = 5                              ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
    InnerBeamWidth = 0.005                    ;The total width of beam
    InnerColor = R:0 G:100 B:0 A:100          ;The inside color of the laser (hot)
    OuterBeamWidth = 15                       ;The total width of beam
    OuterColor = R:0 G:100 B:0 A:0            ;The outside color of the laser (cool)
    Tile = Yes                                ;The height of the texture will determine how many times to tile the texture to fit without scaling.
    ScrollRate = -2500                        ;Scrolls the texture offset this fast -- towards(-) away(+)
    Segments = 1                              ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
    SegmentOverlapRatio = 0                   ;This value overlaps(+) or separates(-) the segments by ratio
    TilingScalar = -3                         ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)     

    ;MaxIntensityLifetime = 99999              ;Laser stays at max intensity for specified time in ms.
    ;FadeLifetime = 0                         ;Laser will fade and delete.
    ;@todo -- add shot ability functionality (instead of instant point A to 😎
  End


  KindOf = IMMOBILE
  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 2.0
  ClientUpdate = LaserUpdate ModuleTag_07
    MuzzleParticleSystem = GreenLaser_Flare    ;The flare which appears when the tank fires the laser.
    TargetParticleSystem = GenericGreen_LaserFlare  ;The flare which appears on the target.
    PunchThroughScalar = 1.3 ; If our target dies, we get this much bigger so it looks like we punched through
  End
  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 205   ; min lifetime in msec
    MaxLifetime = 205   ; max lifetime in msec
  End
End
As you can see I made a new laser. (I like Backup!).

Now to the particle system flares:

ParticleSystem GreenLaser_Flare
Priority = CONSTANT
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXLnzFlar4.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 = 10.00 15.00
StartSizeRate = 0.00 0.00
SizeRate = 2.00 2.40
SizeRateDamping = 0.90 0.92
Alpha1 = 0.00 0.00 0
Alpha2 = 0.25 0.25 5
Alpha3 = 0.00 0.00 30
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:200 B:166 0
Color2 = R:0 G:0 B:0 0
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:0.00
VelocityType = ORTHO
VelOrthoX = 0.00 0.00
VelOrthoY = 0.00 0.00
VelOrthoZ = 0.00 0.00
VolumeType = POINT
IsHollow = Yes
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 GenericGreen_LaserFlare
Priority = CRITICAL
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXLnzFlar3.tga
AngleZ = 0.00 7.00
AngularRateZ = -0.01 0.01
AngularDamping = 1.00 1.00
VelocityDamping = 1.00 1.00
Gravity = 0.00
Lifetime = 5.00 5.00
SystemLifetime = 0
Size = 100.00 100.00
StartSizeRate = 0.00 0.00
SizeRate = 0.00 0.00
SizeRateDamping = 1.00 1.00
Alpha1 = 1.00 1.00 0
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:250 B:5 0
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
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.00
BurstCount = 1.00 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 = Yes
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



But, if you want to change the particle cannon's laser's colour use this:

Object Green_ParticleUplinkCannon_MediumConnectorLaser
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXLaser.tga
NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.

InnerBeamWidth = 0.4 ;The total width of beam
InnerColor = R:0 G:255 B:255 A:250 ;The inside color of the laser (hot)

OuterBeamWidth = 1.2 ;The total width of beam
OuterColor = R:0 G:255 B:0 A:150 ;The outside color of the laser (cool)

;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 0 ;Laser will fade and delete.

;@todo -- add shot ability functionality (instead of instant point A to B)
End

KindOf = IMMOBILE

ClientUpdate = LaserUpdate ModuleTag_02
;MuzzleParticleSystem = None
;TargetParticleSystem = None
End
End

;------------------------------------------------------------------------------
Object Green_ParticleUplinkCannon_IntenseConnectorLaser
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXLaser.tga
NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.

InnerBeamWidth = 0.6 ;The total width of beam
InnerColor = R:0 G:255 B:255 A:250 ;The inside color of the laser (hot)

OuterBeamWidth = 2.0 ;The total width of beam
OuterColor = R:0 G:255 B:0 A:150 ;The outside color of the laser (cool)

;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 0 ;Laser will fade and delete.

;@todo -- add shot ability functionality (instead of instant point A to B)
End

KindOf = IMMOBILE

ClientUpdate = LaserUpdate ModuleTag_02
;MuzzleParticleSystem = None
;TargetParticleSystem = None
End
End

;------------------------------------------------------------------------------
Object Green_ParticleUplinkCannon_OrbitalLaser ;The big laser which hits the ground
; *** ART Parameters ***
Draw = W3DLaserDraw ModuleTag_01
Texture = EXNoise02.tga
NumBeams = 12 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.

Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling.
ScrollRate = -1.75 ;Scrolls the texture offset this fast -- towards(-) away(+)
TilingScalar = 0.15 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)

InnerBeamWidth = 0.6 ;The total width of beam
InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot)

OuterBeamWidth = 26.0 ;The total width of beam
OuterColor = R:0 G:255 B:0 A:150 ;The outside color of the laser (cool)

;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
;FadeLifetime = 0 ;Laser will fade and delete.

;@todo -- add shot ability functionality (instead of instant point A to B)
End

; *** DESIGN Parameters ***
VisionRange = 100
ShroudClearingRange = 120

; *** ENGINEERING Parameters ***
KindOf = IMMOBILE

ClientUpdate = LaserUpdate ModuleTag_02
;MuzzleParticleSystem = None
;TargetParticleSystem = None
End
End



And you can always download my Lasers.ini  file which changes all these lasers and use it in your mod.

A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
Gameanater
11 years ago
Want an Aircraft Carrier that can destroyed? And has turrets on it? Use this code by Beng:


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

Object CINE_AircraftCarrier

  ; *** ART Parameters ***
  SelectPortrait         = SACarrier_L
  ButtonImage            = SACarrier_L

  UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo2 = Upgrade_AmericaTOWMissile ;gattlings more damaging

 RemoveModule ModuleTag_01
 AddModule ModuleTag_01A_Override
  Draw                   = W3DOverlordTankDraw ModuleTag_01A ;W3DOverlordAircraftDraw
 ;ReplaceModule ModuleTag_01
  ;Draw = W3DModelDraw ModuleTag_01_Override

    OkToChangeModelColor = Yes
    ParticlesAttachedToAnimatedBones = Yes
    ExtraPublicBone = SmokeBone01 ;left side turret, anti-ground, tertiary
    ExtraPublicBone = SmokeBone03 ;right side altturret, anti ground and air, 1ry and 2ry
    ExtraPublicBone = Explosion1Bone ;1 is Deck left, Explosion2Bone is more middle.
                                     ;Avenger turret (made from Tank_ChinaTankOverlordBattleBunker)

    ConditionState    = NONE
      Model           = PSAirCarrier_Dt
      Animation       = PSAirCarrier_Dt.PSAirCarrier_Dt
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
    End

    ConditionState    = DAMAGED
      Model           = PSAirCarrier_Dt
      Animation       = None
      ParticleSysBone     = SmokeBone02 airCarrierSmoke
      ParticleSysBone     = SmokeBone04 airCarrierSmoke
    End

    ConditionState    = REALLYDAMAGED
      Model           = PSAirCarrier_Dt
      Animation       = None
      ParticleSysBone     = EXPLOSION2BONE airCarrierDeckFireBig
      ParticleSysBone     = EXPLOSION2BONE airCarrierDeckSmoke
      ParticleSysBone     = SPARK2BONE airCarrierSmoke
      ParticleSysBone     = SPARK2BONE airCarrierDeckFire
      ParticleSysBone     = SmokeBone04 airCarrierDeckFire
      ParticleSysBone     = SmokeBone04 airCarrierSmoke
    End

    ; DEATH ****************************************
    ConditionState        =RUBBLE
      Model               = PSAirCarrier_Dt
      Animation           = PSAirCarrier_Dt.PSAirCarrier_Dt
      AnimationMode       = ONCE
      ParticleSysBone     = SPLASH0BONE airCarrierDeathSplash0
      ParticleSysBone     = SPLASH0BONE airCarrierShockWave0
      ParticleSysBone     = SPLASH1BONE airCarrierDeathSplash
      ParticleSysBone     = SPLASH1BONE airCarrierShockWave
      ParticleSysBone     = SPLASH3BONE airCarrierTowerSplash
      ParticleSysBone     = SPLASH3BONE airCarrierDeckSmoke
      ParticleSysBone     = OILSLICKBONE airCarrierDeckSmoke

      ParticleSysBone     = EXPLOSION1BONE airCarrierExplosion0
      ParticleSysBone     = EXPLOSION1BONE airCarrierLightFlash1
      ParticleSysBone     = EXPLOSION1BONE airCarrierShockWave1
      ParticleSysBone     = EXPLOSION1BONE airCarrierExplosionSparks

      ParticleSysBone     = EXPLOSION2BONE airCarrierExplosion1
      ParticleSysBone     = EXPLOSION2BONE airCarrierLightFlash2
      ParticleSysBone     = EXPLOSION2BONE airCarrierShockWave2
      ParticleSysBone     = EXPLOSION2BONE airCarrierDeckFireBig

      ParticleSysBone     = EXPLOSION4BONE airCarrierExplosion2
      ParticleSysBone     = EXPLOSION4BONE airCarrierLightFlash3
      ParticleSysBone     = EXPLOSION4BONE airCarrierShockWave3
      ParticleSysBone     = EXPLOSION4BONE airCarrierDeckFire

      ParticleSysBone     = EXPLOSION5BONE airCarrierFinalExplosion
      ParticleSysBone     = EXPLOSION5BONE airCarrierDeckFire
      ParticleSysBone     = EXPLOSION5BONE airCarrierSmoke

      ParticleSysBone     = SPLASH4BONE airCarrierDeathSplash1
      ParticleSysBone     = SPLASH5BONE airCarrierDeathSplash1
      ParticleSysBone     = SPLASH6BONE airCarrierDeathSplash2
      ParticleSysBone     = SPLASH7BONE airCarrierDeathSplash3

      ParticleSysBone     = MAST1BONE airCarrierDeckFireBig
      ParticleSysBone     = MAST2BONE airCarrierDeckFire

      ParticleSysBone     = SPLASH4BONE airCarrierDeathRipple
      ParticleSysBone     = SPLASH5BONE airCarrierDeathRipple
      ParticleSysBone     = SPLASH6BONE airCarrierDeathRipple
      ParticleSysBone     = SPLASH7BONE airCarrierDeathRipple

      ParticleSysBone     = SPLASH5BONE airCarrierFinalDeathSplash

      ParticleSysBone     = JET01BONE airCarrierDeckFireJet5
      ParticleSysBone     = JET01BONE airCarrierJetEngine01Smoke
      ParticleSysBone     = JET01BONE airCarrierJet01Explosion

      ParticleSysBone     = JET03BONE airCarrierDeckFireBig
      ParticleSysBone     = JET04BONE airCarrierDeckFireBig

      ParticleSysBone     = JET05BONE airCarrierJetExplosion1
      ParticleSysBone     = JET05BONE airCarrierDeckFireJet5

      ParticleSysBone     = JET06BONE airCarrierDeckFireJet6
      ParticleSysBone     = JET06BONE airCarrierJetExplosion2

      ParticleSysBone     = JET07BONE airCarrierJetExplosion3
      ParticleSysBone     = JET07BONE airCarrierDeckFireJet7

      ParticleSysBone     = JET08BONE airCarrierDeckFire
      ParticleSysBone     = JET08BONE airCarrierJet8Splash

      ParticleSysBone     = OILSLICKBONE airCarrierOilSlick
      ParticleSysBone     = OILSLICKBONE airCarrierMidShipSplash
      ParticleSysBone     = SPARK1BONE airCarrierSmoke
      ParticleSysBone     = SPARK1BONE airCarrierDeckFire
      ParticleSysBone     = SPARK2BONE airCarrierSmoke
      ParticleSysBone     = SPARK2BONE airCarrierDeckFire

      ParticleSysBone     = BOWSPLASH0BONE1 airCarrierBowDeathSplash

      ParticleSysBone     = SMOKEBONE01 airCarrierSmoke
      ParticleSysBone     = SMOKEBONE02 airCarrierSmoke
      ParticleSysBone     = SMOKEBONE03 airCarrierSmoke
    End
  End
 End

 AddModule ModuleTag_Tur1_Override
  Draw = W3DModelDraw             ModuleTag_Tur1 ;Gun turret
    OkToChangeModelColor = Yes
    AttachToBoneInAnotherModule = SmokeBone01 ;left side turret, anti-ground, tertiary

    DefaultConditionState        
      Model               = NVGattTank
      HideSubObject       = chassis treadsl01 treadsr01 ;headlight01 headlight02 housecolor01
      ShowSubObject       = Turret01 HouseColor02 HouseColor03 Barrel01 TurretEl01 headlight01 headlight02 housecolor01

      Animation           = NVGattTank.NVGattTank
      AnimationMode       = MANUAL
      Turret              = TURRET01
      TurretPitch         = TURRETEL01
      WeaponMuzzleFlash   = TERTIARY MuzzleFX
      WeaponFireFXBone    = TERTIARY Muzzle

      ;WeaponMuzzleFlash   = PRIMARY   MuzzleFX
      ;WeaponFireFXBone    = PRIMARY   Muzzle
      ;WeaponMuzzleFlash   = SECONDARY MuzzleFX
      ;WeaponFireFXBone    = SECONDARY Muzzle
    End

    ConditionState        = REALLYDAMAGED ;RUBBLE
      Model               = NVGattTank_D
    End

    ConditionState         = RUBBLE
      Model                = None
    End

    ;-----pristine attacking----------------------
    ConditionState        = ATTACKING USING_WEAPON_C
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
    End

    ConditionState        = CONTINUOUS_FIRE_SLOW ATTACKING USING_WEAPON_C
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
    End

    ConditionState        = CONTINUOUS_FIRE_MEAN ATTACKING USING_WEAPON_C
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
    End

    ConditionState        = CONTINUOUS_FIRE_FAST ATTACKING USING_WEAPON_C
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      ParticleSysBone     = Muzzle01 GattlingMuzzleSmoke
      AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
    End

    ;-----damaged attacking----------------------
    ConditionState  REALLYDAMAGED ATTACKING  USING_WEAPON_C
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  extemely sloowly
    End
    ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING USING_WEAPON_C
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
    End

    ConditionState        = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING USING_WEAPON_C
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
    End

    ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING USING_WEAPON_C
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      ParticleSysBone     = Muzzle01 GattlingMuzzleSmoke
      AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
    End

  End  
 End

 AddModule ModuleTag_Tur2_Override
  Draw = W3DModelDraw             ModuleTag_Tur2 ;Gun turret2 right side, anti air and ground, prim and 2ndary
    OkToChangeModelColor = Yes
    AttachToBoneInAnotherModule = SmokeBone03

    DefaultConditionState        
      Model               = NVGattTank
      HideSubObject       = chassis treadsl01 treadsr01 ;headlight01 headlight02 housecolor01
      ShowSubObject       = Turret01 HouseColor02 HouseColor03 Barrel01 TurretEl01 headlight01 headlight02 housecolor01

      Animation           = NVGattTank.NVGattTank
      AnimationMode       = MANUAL
      AltTurret           = TURRET01
      AltTurretPitch      = TURRETEL01
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
      WeaponFireFXBone    = SECONDARY Muzzle
    End

    ConditionState        = REALLYDAMAGED ;RUBBLE
      Model               = NVGattTank_D
    End

    ConditionState         = RUBBLE
      Model                = None
    End

    ;-----pristine attacking----------------------
    ConditionState        = ATTACKING USING_WEAPON_A
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
    End
    AliasConditionState = ATTACKING USING_WEAPON_B

    ConditionState        = CONTINUOUS_FIRE_SLOW ATTACKING USING_WEAPON_A
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
    End
    AliasConditionState = CONTINUOUS_FIRE_SLOW ATTACKING USING_WEAPON_B

    ConditionState        = CONTINUOUS_FIRE_MEAN ATTACKING USING_WEAPON_A
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
    End
    AliasConditionState = CONTINUOUS_FIRE_MEAN ATTACKING USING_WEAPON_B

    ConditionState        = CONTINUOUS_FIRE_FAST ATTACKING USING_WEAPON_A
      Model               = NVGattTank
      Animation           = NVGattTank.NVGattTank
      AnimationMode       = LOOP
      ParticleSysBone     = Muzzle01 GattlingMuzzleSmoke
      AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
    End
    AliasConditionState = CONTINUOUS_FIRE_FAST ATTACKING USING_WEAPON_B

    ;-----damaged attacking----------------------
    ConditionState  REALLYDAMAGED ATTACKING USING_WEAPON_A
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  extemely sloowly
    End
    AliasConditionState = REALLYDAMAGED ATTACKING USING_WEAPON_B

    ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING USING_WEAPON_A
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
    End
    AliasConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING USING_WEAPON_B

    ConditionState        = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING USING_WEAPON_A
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
    End
    AliasConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING USING_WEAPON_B

    ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING USING_WEAPON_A
      Model               = NVGattTank_D
      Animation           = NVGattTank_D.NVGattTank_D
      AnimationMode       = LOOP
      ParticleSysBone     = Muzzle01 GattlingMuzzleSmoke
      AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
    End
    AliasConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING USING_WEAPON_B

  End  
 End

  ; *** ENGINEERING Parameters ***  
  KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE AIRCRAFT_PATH_AROUND IMMUNE_TO_CAPTURE ;CAPTURABLE
  RadarPriority = UNIT

  ArmorSet
    Conditions    = None
    Armor         = GLAUpgradedStructureArmorTough ;StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End

  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY GattlingBuildingGun
    AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon              = TERTIARY GattlingBuildingGun
    AutoChooseSources   = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT
    Weapon              = SECONDARY GattlingBuildingGunAir
    AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
    PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
  End

  EnergyProduction    = 0

  ExperienceValue     = 400 400 400 400
  ExperienceRequired  = 0 20 40 60  ;Experience points needed to gain each level
  IsTrainable         = Yes         ;Can gain experience
  BuildCost        = 9000

  VisionRange      = 450.0   ; Shroud clearing distance AND targeting range
  ShroudClearingRange = 500.0

  ; *** AUDIO Parameters ***
  VoiceSelect = BattleshipVoiceSelect
  VoiceMove = BattleshipVoiceMove
  VoiceGuard = BattleshipVoiceMove
  VoiceAttack = BattleshipVoiceAttack
  SoundAmbient = BattleshipAmbientLoop

 ReplaceModule ModuleTag_02
  Body                  = ActiveBody ModuleTag_02_Override
    MaxHealth       = 5000.0
    InitialHealth   = 5000.0
  End
 End

 ReplaceModule ModuleTag_09
  Behavior = TransitionDamageFX ModuleTag_09_Override
    DamagedParticleSystem1       = Bone:Smoke RandomBone:Yes PSys:airCarrierSmoke
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:airCarrierDeckFire
    ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:airCarrierSmoke
    ReallyDamagedParticleSystem3 = Bone:Smoke RandomBone:Yes PSys:airCarrierExplosion0
    RubbleOCL1 = Loc: X:40.0 Y:-30.0 Z:16.0 OCL:OCL_DirtyNuke ;210 blast radius
    RubbleOCL2 = Loc: X:-180.0 Y:-10.0 Z:10.0 OCL:AirF_OCL_AmericanRangerDebris10 ;chuck out 4 survivors
    RubbleOCL3 = Loc: X:258.0 Y:-20.0 Z:10.0 OCL:AirF_OCL_AmericanRangerDebris10 ;chuck out 4 more survivors
  End
 End

 AddModule ModuleTag_aiup_Override
  Behavior = TransportAIUpdate ModuleTag_aiup ;AIUpdateInterface
    Turret ;left side
      ControlledWeaponSlots = TERTIARY
      TurretTurnRate      = 200 ;180   // turn rate, in degrees per sec
      TurretPitchRate     = 200 ;180
      AllowsPitch         = Yes
      FiresWhileTurning   = Yes
      NaturalTurretAngle  = -90
      NaturalTurretPitch  = 0
      MinPhysicalPitch    = -60
      MinIdleScanInterval   = 250    ; in milliseconds
      MaxIdleScanInterval   = 800   ; in milliseconds
      MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
      MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
    End
    AltTurret
      ControlledWeaponSlots = PRIMARY SECONDARY
      TurretTurnRate      = 200 ;180   // turn rate, in degrees per sec
      TurretPitchRate     = 200 ;180
      AllowsPitch         = Yes
      FiresWhileTurning   = Yes
      NaturalTurretPitch  = 25
      MinPhysicalPitch    = -60
      MinIdleScanInterval   = 250    ; in milliseconds
      MaxIdleScanInterval   = 800   ; in milliseconds
      MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
      MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
    End
    TurretsLinked = No ;Yes
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End
 End

 AddModule ModuleTag_OvLCn_Override
  Behavior = OverlordContain ModuleTag_OvLCn ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
    Slots                 = 1
    DamagePercentToUnits  = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PayloadTemplateName    = Tank_ChinaTankOverlordBattleBunker ;made similar to AmericaTankAvengerLaserTurret
    ExperienceSinkForRider = Yes ;I get the Exp for things my turret friend kills
  End
 End

 AddModule ModuleTag_MkGat_Override
  Behavior = ObjectCreationUpgrade ModuleTag_MkGat
    UpgradeObject = OCL_OverlordGattlingCannon
    TriggeredBy   = Upgrade_ChinaOverlordGattlingCannon
  End
 End

 AddModule ModuleTag_SlDt_Override
  Behavior = StealthDetectorUpdate ModuleTag_SlDt
    DetectionRate    = 1000
    DetectionRange   = 250
    CanDetectWhileGarrisoned  = No
    CanDetectWhileContained   = No
    IRParticleSysName         = IRDetectSonar
    IRBrightParticleSysName   = IRDetectSonarBright
    IRGridParticleSysName     = IRDetectGrid
    IRBeaconParticleSysName   = IRLenzflare
    IRParticleSysBone         = IRFX
  End
 End

 AddModule ModuleTag_PDL_Override
  Behavior = PointDefenseLaserUpdate ModuleTag_PDL
    WeaponTemplate        = SupW_PointDefenseDroneLaserWeapon ;range 65, delay 200
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ;SecondaryTargetTypes  = INFANTRY
    ScanRate              = 70
    ScanRange             = 130.0
    PredictTargetVelocityFactor = 3.0
  End
 End

 AddModule ModuleTag_PDL2_Override
  Behavior = PointDefenseLaserUpdate ModuleTag_PDL2
    WeaponTemplate        = AvengerPointDefenseLaserOne ;range 100, delay 500
    PrimaryTargetTypes    = PROJECTILE BALLISTIC_MISSILE SMALL_MISSILE
    ;SecondaryTargetTypes  = INFANTRY
    ScanRate              = 90
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 4.0
  End
 End

 AddModule ModuleTag_PDL3_Override
  Behavior = PointDefenseLaserUpdate ModuleTag_PDL3
    WeaponTemplate        = AvengerPointDefenseLaserTwo ;range 100, delay 500
    PrimaryTargetTypes    = PROJECTILE BALLISTIC_MISSILE SMALL_MISSILE
    ;SecondaryTargetTypes  = INFANTRY
    ScanRate              = 200
    ScanRange             = 300.0
    PredictTargetVelocityFactor = 4.0
  End
 End

 AddModule ModuleTag_Vet_Override
  Behavior = ExperienceScalarUpgrade ModuleTag_Vet
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End
 End

 AddModule ModuleTag_WpnUp_Override
  Behavior = WeaponBonusUpgrade ModuleTag_WpnUp
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
 End

  Geometry = BOX
  GeometryMajorRadius = 196.0 ;75% longer than standard air carrier hit box
  GeometryMinorRadius = 74.0
  GeometryHeight      = 25.0
  GeometryIsSmall     = No
End

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Gameanater
11 years ago
Want to fight in the middle of a blizzard? Here's some snow code.


Weather
 SnowEnabled = yes ; enable/disable snow on the map.
 SnowTexture = ExSnowFlake1.tga ;texture used for each snow particle.
 SnowBoxDimensions = 300 ; width/height of box around camera containing snow.
 SnowBoxDensity = 2 ; amount of snow particles per world-unit. Raise to increase particle count.
 SnowFrequencyScaleX = 0.0533 ;speed of side-to-side wave movement.
 SnowFrequencyScaleY = 0.0275 ;speed of side-to-side wave movement. 
 SnowAmplitude = 6.0 ;amount of side-to-side movement. 
 SnowVelocity = 10.0 ;speed at which snow falls
 SnowPointSize = .26 ;scale the size of snow particles.
 SnowMaxPointSize = 11.0 ; maximum pixel size of point sprite particles (min-spec requires <= 64).
 SnowMinPointSize = 0.1 ; minimum pixel size of point sprite particles.

 ;Some video cards can't do hardware accelerated particles.  Set this
 ;setting to "no" in order see what emulation will look like.  Use the
 ;SnowQuadSize setting to make it look similar to PointSprite version.

 SnowPointSprites = yes ;set to "no" for point-sprite emulation.
 SnowQuadSize = 0.5 ;scale the size of snow particles when using point-sprite emulation.
End

;==

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Gameanater
10 years ago
Some beautiful light-blue water, and a modified USA CIA Agent unit. The "Officer" moves faster, has the Tunnel Network gun for ground targets, the Quad Cannon gun for air targets, can detect stealth, has more health, and can gain veterency. Much better than the vanilla version!


;--------------------------------------------------------------------------
;------------------------  Water Type:  Blue   ---------------------------
;--------------------------------------------------------------------------

WaterTransparency
  TransparentWaterMinOpacity = 1.0 	;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
  TransparentWaterDepth = 1.0       	;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
StandingWaterColor = R:050 G:100 B:150 	;material color used to tint the water surface.
  StandingWaterTexture = TWWater01.tga 	;main texture used for water (usually something blue that looks like water).
  AdditiveBlending = YES		;use additive blending instead of alpha blending?
  RadarWaterColor = R:050 G:100 B:150 	;color of water on radar display.
End




;=====================================================
;USA CIA Officer
;Agent O-Range
;=====================================================

Object AmericaInfantryCIAOfficer
 RemoveModule ModuleTag_03
 AddModule ModuleTag_03
  Behavior = AIUpdateInterface ModuleTag_03_Override
   AutoAcquireEnemiesWhenIdle = Yes
  End
 End
 Locomotor = SET_NORMAL JarmenKellLocomotor
  ; DisplayName      = OBJECT:PootNameHere
  WeaponSet
    Conditions = None
    Weapon = PRIMARY TunnelNetworkGun
    Weapon = SECONDARY QuadCannonGunAir
    PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
  End
  
  VisionRange         = 300
  ShroudClearingRange = 400
  IsTrainable        = Yes ;Can gain experience/veterency points
  ExperienceRequired = 0 100 200 400
  ExperienceValue    = 40 60 80 110


;More health. Code by UTD^Force.
RemoveModule ModuleTag_02
 AddModule ModuleTag_003215
  Body = ActiveBody ModuleTag_003215_Override
    MaxHealth       = 350.0
    InitialHealth   = 350.0
  End
 End


 ;Lets us detect Stealthed units
 AddModule ModuleTag_StealthModule
  Behavior = StealthDetectorUpdate ModuleTag_StealthModule
    DetectionRate   = 500   ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange = ??? ;Dustin, enable this for independant balancing!
    CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
    CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
  End
 End
 
 
End

;=====================================================
;End Agent O-Range
;=====================================================

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Gameanater
10 years ago
Here is some nice blood effects, with the Zero Hour Blood Mod as a base.


-Infantry now bleed when shot in addition to sparks and smoke clouds.
-ALL death types now spawn the blood puddles.
-Infantry now also will occasionally grunt in pain when shot.
-Technical gunner leaves a splat of blood when he first hits the ground.


;==================================================================================================
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; VISUAL EFFECTS MODS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;==================================================================================================


;Base code from: 
; http://www.lonebullet.com/mods/download-zero-hour-blood-mod-11-command-and-conquer-generals-zero-hour-mod-free-35839.htm
;A huge thanks to the author, LoneBullet, for allowing reuse of his code. 😃

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

;Infantry grunt and bleed when struck, and leave brief pools of blood when they die






;This is our blood
ParticleSystem BloodTarget
  Priority = UNIT_DAMAGE_FX
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXWater05.tga
  AngleZ = -7.00 7.00
  AngularRateZ = 0.00 1.00
  AngularDamping = 0.00 0.00
  VelocityDamping = 0.80 0.90
  Gravity = -0.10
  Lifetime = 25.00 25.00
  SystemLifetime = 1
  Size = 1.00 2.00
  StartSizeRate = 0.00 0.00
  SizeRate = 0.70 2.00
  SizeRateDamping = 0.90 0.95
  Alpha1 = 0.00 0.00 1
  Alpha2 = 1.00 1.00 5
  Alpha3 = 0.00 0.00 25
  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:205 G:5 B:5 0
  Color2 = R:0 G:0 B:0 0
  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 1.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = ORTHO
  VelOrthoX = -1.50 3.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 1.00 1.00
  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 TankStruckDebrisRed
  Priority = WEAPON_EXPLOSION
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXWater05.tga
  AngleZ = 0.00 0.00
  AngularRateZ = -0.10 0.10
  AngularDamping = 1.00 1.00
  VelocityDamping = 1.00 1.00
  Gravity = -0.15
  Lifetime = 15.00 15.00
  SystemLifetime = 1
  Size = 8.00 8.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.50
  SizeRateDamping = 0.95 0.95
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 15
  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:205 G:5 B:5 0
  Color2 = R:0 G:0 B:0 0
  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 = 0.01 0.10
  BurstDelay = 0.00 0.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = ORTHO
  VelOrthoX = 1.00 2.00
  VelOrthoY = -1.00 1.00
  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 InfantryMortarDebrisRed
  Priority = WEAPON_EXPLOSION
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXWater05.tga
  AngleZ = -15.00 15.00
  AngularRateZ = 0.00 0.05
  AngularDamping = 0.99 0.99
  VelocityDamping = 1.00 1.00
  Gravity = -0.10
  Lifetime = 50.00 50.00
  SystemLifetime = 1
  Size = 0.25 0.25
  StartSizeRate = 0.00 0.00
  SizeRate = 0.70 1.00
  SizeRateDamping = 0.98 0.95
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.00 0.00 50
  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:209 G:5 B:5 0
  Color2 = R:0 G:0 B:0 0
  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 = -1.00 -1.00
  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 = CYLINDRICAL
  VelCylindricalRadial = 0.10 0.20
  VelCylindricalNormal = 1.50 2.50
  VolumeType = CYLINDER
  VolCylinderRadius = 0.50
  VolCylinderLength = 2.50
  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 BloodPuddle
  Priority = UNIT_DAMAGE_FX
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXPuddle.tga
  AngleZ = -5.00 5.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.20 0.20
  Gravity = 0.00
  Lifetime = 100.00 100.00
  SystemLifetime = 1
  Size = 3.00 3.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.00
  SizeRateDamping = 0.90 0.85
  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:0 G:0 B:0 0
  Color2 = R:209 G:5 B:5 50
  Color3 = R:0 G:0 B:0 100
  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 = 5.00 5.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.01
  VelocityType = ORTHO
  VelOrthoX = 0.00 0.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 0.00 0.00
  VolumeType = CYLINDER
  VolCylinderRadius = 5.00
  VolCylinderLength = 0.00
  IsHollow = No
  IsGroundAligned = Yes
  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















;FX for infantry
; ----------------------------------------------
FXList FX_RedGuardDie
  Sound
    Name = RedGuardVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_HackerDie
  Sound
    Name = RedGuardVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_TankHunterDie
  Sound
    Name = TankHunterVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_BlackLotusDie
  Sound
    Name = BlackLotusVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_WorkerDie
  Sound
    Name = WorkerVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_RebelDie
  Sound
    Name = RebelVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_HijackerDie
  Sound
    Name = HijackerVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_CivilianArabMaleDie
  Sound
    Name = CivilianArabMaleDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_CivilianArabFemaleDie
  Sound
    Name = CivilianArabFemaleDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_CivilianChinaMaleDie
  Sound
    Name = CivilianChinaMaleDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_CivilianChinaFemaleDie
  Sound
    Name = CivilianChinaFemaleDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_TerroristDie
  Sound
    Name = TerroristVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_StingerSoldierDie
  Sound
    Name = StingerSoldierVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_RPGTrooperDie
  Sound
    Name = RPGTrooperVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_JarmenKellDie
  Sound
    Name = JarmenKellVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_ColonelBurtonDie
  Sound
    Name = ColonelBurtonVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_PathfinderDie
  Sound
    Name = PathfinderVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_PilotDie
  Sound
    Name = PilotVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_RangerDie
  Sound
    Name = RangerVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_MissileDefenderDie
  Sound
    Name = MissileDefenderVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End


; ----------------------------------------------
FXList FX_SaboteurDie
  Sound
    Name = SaboteurVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End

; ----------------------------------------------
FXList FX_CIAAgentDie
  Sound
    Name = CIAAgentVoiceDie
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End



; ----------------------------------------------
FXList FX_GIDieCrushed
  Sound
    Name = InfantryCrush
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
End
 
 
 
 
 
 
 ;Hit effects 
 
 ; ----------------------------------------------
FXList FX_DamageInfantryStruck
  ParticleSystem
    Name = InfantryMortarDebrisRed
  OrientToObject = Yes
  End
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  Sound
    Name = InfantryCrush
  End
End

; ----------------------------------------------
FXList FX_DamageInfantryBlood
  ParticleSystem
    Name = InfantryMortarDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
  Sound
    Name = InfantryCrush
  End
End

; ----------------------------------------------
FXList FX_DamageInfantryStruckSmallArms
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = InfantryStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem
    Name = InfantryStruckSmallArmsSmoke
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = BloodTarget
    OrientToObject = Yes
  End
  Sound
    Name = InfantryCrush
  End
End

; ----------------------------------------------
FXList FX_HeroicDamageInfantryStruckSmallArms
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = HeroicInfantryStruckSparks
    Height = 10 10 CONSTANT
  End
  ParticleSystem
    Name = InfantryStruckSmallArmsSmoke
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = HeroicInfantryStruckFlare
  End
  ParticleSystem
    Name = BloodTarget
    OrientToObject = Yes
  End
  Sound
    Name = InfantryCrush
  End
End




; ----------------------------------------------
FXList FX_TechnicalGunnerHitsGround
  ParticleSystem 
    Name = TreeBounceDust
  End
  Sound
    Name = TechnicalBodyfall
  End
  ParticleSystem
    Name = BloodTarget
    OrientToObject = Yes
  End
  ParticleSystem
    Name = TankStruckDebrisRed
    Height = 10 10 CONSTANT
    OrientToObject = Yes
    Ricochet = Yes
  End
  ParticleSystem
    Name = BloodPuddle
    CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy
  End
  Sound
    Name = InfantryCrush
  End
End




http://www.lonebullet.com/mods/download-zero-hour-blood-mod-11-command-and-conquer-generals-zero-hour-mod-free-35839.htm 
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.