elliesy
  • elliesy
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mr_hymn_
8 years ago

Please Help Generals..:D tnx
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Happy Happy modding ..:D

Originally Posted by: elliesy 



just simply copy a spydrone OCL and command from any american crusader, pladin or humvee.
AdrianeMapMaker
8 years ago
yah ... ellie try something on your own ; you already know this things now (probably after those teachings to you)

when youve got a problem then ask us
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

UserPostedImage




elliesy
  • elliesy
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8 years ago

yah ... ellie try something on your own ; you already know this things now (probably after those teachings to you)

when youve got a problem then ask us

Originally Posted by: adrianemapmaker 


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Ads Ayoko gusto ko may katulong ..:D isa pa dagdag kailaman din to para sa mga newbie na modders
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I need help Generals hehehhehe
mr_hymn_
8 years ago
As we told you. CTRL+F to find what you're looking for. Copy paste and edit the value. if it's doesn't work or crash the game or doesn't work the same way as you intended then you can paste your code here and we'll teach you. by this you will understand much more.
elliesy
  • elliesy
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mr_hymn_
8 years ago
No this is easy.

Hint. Go to America vehicle search the drone in AmericaVehicleCrusader and copy the create drone behaviour then copy it's commandset. If you don't know how just copy all 3 drones code and all 3 it commandset then try.

It's not that hard to understand since these code are readable english. Not like some file like ParticleSystem.ini
Newbmod
8 years ago
I am attempting to do basically the same thing as the OP, except I am trying to add drones to Firebase. I have already copied drone behaviour from Humvee over, as well as the commandset lines to build the drones, and lastly the cameo lines that show up to the side of the unit portrait. I still don't have the buttons to build the drones. Also, is there a way I can allow a unit to build multiple drones? Would be nice to have a combat and a scout drone.
I am also trying to add the anti-missile laser from the avenger, but I can't seem to figure out which weapon that is, and lastly I am trying to figure out how to add more unit levels to the game(ie. allow units to level higher than rank 3). I realize these other things are outside of the scope of this thread and will make a separate thread about them if necessary, but I figure my attempt at those can be seen here with the code I am already posting.
; ***DESIGN parameters ***
DisplayName = OBJECT:FireBase
Side = AmericaAirForceGeneral
EditorSorting = STRUCTURE
Prerequisites
Object = AirF_AmericaPowerPlant
End
ExperienceValue = 50 50 100 200 400 800 1600 3200 ; Experience point value at each level
ExperienceRequired = 0 100 200 400 800 1600 3200 6400 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
BuildCost = 2000
BuildTime = 50.0 ; in seconds
EnergyProduction = -1
WeaponSet
Conditions = None
Weapon = PRIMARY FireBaseHowitzerGun
Weapon = SECONDARY AvengerAirLaserDummy
Weapon = TERTIARY HumveeGun

End
VisionRange = 360.0 ; Shroud clearing distance AND targeting range
ShroudClearingRange = 360
ArmorSet
Conditions = None
Armor = BaseDefenseArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AirF_AmericaFireBaseCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_14
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End

; *** AUDIO Parameters ***
VoiceSelect = PatriotBatterySelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED


Body = HiveStructureBody ModuleTag_04;
MaxHealth = 1500.0
InitialHealth = 1500.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 1200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
;**Careful with these damage types -- because area damage types will already
;**damage slaves.
PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS +POISON +RADIATION +SURRENDER
;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to
End


Behavior = BaseRegenerateUpdate ModuleTag_05
;No data
End
Behavior = AIUpdateInterface ModuleTag_06
Turret
TurretTurnRate = 60 // turn rate, in degrees per sec
TurretPitchRate = 60
AllowsPitch = Yes
NaturalTurretPitch = 1
GroundUnitPitch = 40
MinPhysicalPitch = -20
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
MinIdleScanInterval = 550 ; in milliseconds
MaxIdleScanInterval = 950 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End

AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End

Behavior = GarrisonContain ModuleTag_07
ContainMax = 4
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
DamagePercentToUnits = 100%

IsEnclosingContainer = No

End

Behavior = DestroyDie ModuleTag_08
;nothing
End

Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureMediumDeath
End

Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = CreateObjectDie ModuleTag_13
CreationList = OCL_LargeStructureDebris
End

Behavior = TransitionDamageFX ModuleTag_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End

Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 26.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End

elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago

No this is easy.

Hint. Go to America vehicle search the drone in AmericaVehicleCrusader and copy the create drone behaviour then copy it's commandset. If you don't know how just copy all 3 drones code and all 3 it commandset then try.

It's not that hard to understand since these code are readable english. Not like some file like ParticleSystem.ini

Originally Posted by: Mr_Hymn_ 



i cannot buy, here is my code ..... but why ... what happen


  for "factiounit.ini"
  
  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone
  End
  
  
  for "commandset.ini"
  
  Command_ConstructAmericaVehicleScoutDrone


Happy Modding Generals ..:D
acidbrain
8 years ago
Here  is an example of how to do it in map.ini, it not much different then adding it to a mod...

Greetz
Panem et kirkinses
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago
UserPostedImage
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Im done but my problem now is
i need alot of drone for my Jarmenkell
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Please Help Gnerals How do i do it ..?:D
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Happy modding ..:D
Annihilationzh
8 years ago

Im done but my problem now is
i need alot of drone for my Jarmenkell
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Please Help Gnerals How do i do it ..?:D

Originally Posted by: elliesy 


Change the OCL to have a bunch of drones in 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.
mr_hymn_
8 years ago
that super easy why don't you increase the number of this?


; -----------------------------------------------------------------------------
; American Rangers can spawn slaved scout drones
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericanScoutDrone
  CreateObject
    Offset = X:-8 Y:0 Z:10 ;Spawn at backpack offset
    ObjectNames = AmericaVehicleScoutDrone
    IgnorePrimaryObstacle = Yes
    Disposition = LIKE_EXISTING
    Count = 1
    RequiresLivePlayer = Yes
  End
End
mr_hymn_
8 years ago

I am attempting to do basically the same thing as the OP, except I am trying to add drones to Firebase. I have already copied drone behaviour from Humvee over, as well as the commandset lines to build the drones, and lastly the cameo lines that show up to the side of the unit portrait. I still don't have the buttons to build the drones. Also, is there a way I can allow a unit to build multiple drones? Would be nice to have a combat and a scout drone.
I am also trying to add the anti-missile laser from the avenger, but I can't seem to figure out which weapon that is, and lastly I am trying to figure out how to add more unit levels to the game(ie. allow units to level higher than rank 3). I realize these other things are outside of the scope of this thread and will make a separate thread about them if necessary, but I figure my attempt at those can be seen here with the code I am already posting.
; ***DESIGN parameters ***
DisplayName = OBJECT:FireBase
Side = AmericaAirForceGeneral
EditorSorting = STRUCTURE
Prerequisites
Object = AirF_AmericaPowerPlant
End
ExperienceValue = 50 50 100 200 400 800 1600 3200 ; Experience point value at each level
ExperienceRequired = 0 100 200 400 800 1600 3200 6400 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
BuildCost = 2000
BuildTime = 50.0 ; in seconds
EnergyProduction = -1
WeaponSet
Conditions = None
Weapon = PRIMARY FireBaseHowitzerGun
Weapon = SECONDARY AvengerAirLaserDummy
Weapon = TERTIARY HumveeGun

End
VisionRange = 360.0 ; Shroud clearing distance AND targeting range
ShroudClearingRange = 360
ArmorSet
Conditions = None
Armor = BaseDefenseArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AirF_AmericaFireBaseCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_14
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End

; *** AUDIO Parameters ***
VoiceSelect = PatriotBatterySelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED


Body = HiveStructureBody ModuleTag_04;
MaxHealth = 1500.0
InitialHealth = 1500.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 1200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
;**Careful with these damage types -- because area damage types will already
;**damage slaves.
PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS +POISON +RADIATION +SURRENDER
;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to
End


Behavior = BaseRegenerateUpdate ModuleTag_05
;No data
End
Behavior = AIUpdateInterface ModuleTag_06
Turret
TurretTurnRate = 60 // turn rate, in degrees per sec
TurretPitchRate = 60
AllowsPitch = Yes
NaturalTurretPitch = 1
GroundUnitPitch = 40
MinPhysicalPitch = -20
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
MinIdleScanInterval = 550 ; in milliseconds
MaxIdleScanInterval = 950 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End

AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End

Behavior = GarrisonContain ModuleTag_07
ContainMax = 4
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
DamagePercentToUnits = 100%

IsEnclosingContainer = No

End

Behavior = DestroyDie ModuleTag_08
;nothing
End

Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureMediumDeath
End

Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = CreateObjectDie ModuleTag_13
CreationList = OCL_LargeStructureDebris
End

Behavior = TransitionDamageFX ModuleTag_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End

Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 26.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End

Originally Posted by: Newbmod 



When adding the upgrade button or any OCL to make it work you have to add this code too


Behavior = ProductionUpdate ModuleTag_07
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

Just change the quantity to 999 if you don't like to have the drone limit.
mr_hymn_
8 years ago

UserPostedImage
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.
.
.
Im done but my problem now is
i need alot of drone for my Jarmenkell
.
.
Please Help Gnerals How do i do it ..?:D
.
.
Happy modding ..:D

Originally Posted by: elliesy 




If you boring to keep click upgrading to build each done in jarmenkell you should try auto upgrade like below sample. Learn from it.


  Behavior = GrantUpgradeCreate ModuleTag_Upgrade
    UpgradeToGrant = Upgrade_AmericaBattleDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_05
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
  End

The GrantUpgradeCreate will auto upgrade any upgrades you put in.

So my command center will auto upgrade everything.

  Behavior         = GrantUpgradeCreate ModuleTag_010
    UpgradeToGrant = Upgrade_CostReduction
  End
  Behavior = GrantUpgradeCreate ModuleTag_011
    UpgradeToGrant = Upgrade_ChobhamArmor
  End
  Behavior = GrantUpgradeCreate ModuleTag_012
    UpgradeToGrant = Upgrade_HardenedSteelArmor
  End
  Behavior = GrantUpgradeCreate ModuleTag_013
    UpgradeToGrant = Upgrade_AmericaDroneArmor
  End
  Behavior = GrantUpgradeCreate ModuleTag_014
    UpgradeToGrant = Upgrade_AmericaCompositeArmor
  End
  Behavior = GrantUpgradeCreate ModuleTag_015
    UpgradeToGrant = Upgrade_AmericaAdvancedTraining
  End
  Behavior = GrantUpgradeCreate ModuleTag_016
    UpgradeToGrant = Upgrade_AmericaSentryDroneGun
  End
  Behavior = GrantUpgradeCreate ModuleTag_017
    UpgradeToGrant = Upgrade_SelfRepair
  End
  Behavior = GrantUpgradeCreate ModuleTag_018
    UpgradeToGrant = Upgrade_AmericaChemicalSuits
  End
  Behavior = GrantUpgradeCreate ModuleTag_019
    UpgradeToGrant = Upgrade_InfantryCaptureBuilding
  End
  Behavior = GrantUpgradeCreate ModuleTag_020
    UpgradeToGrant = Upgrade_AmericaBunkerBusters
  End
  Behavior = GrantUpgradeCreate ModuleTag_021
    UpgradeToGrant = Upgrade_AmericaCountermeasures
  End
  Behavior = GrantUpgradeCreate ModuleTag_022
    UpgradeToGrant = Upgrade_AmericaLaserMissiles
  End
  Behavior = GrantUpgradeCreate ModuleTag_023
    UpgradeToGrant = Upgrade_ComancheRocketPods
  End
  Behavior = GrantUpgradeCreate ModuleTag_024
    UpgradeToGrant = Upgrade_AmericaTOWMissile
  End
  Behavior = GrantUpgradeCreate ModuleTag_025
    UpgradeToGrant = Upgrade_AmericaRangerFlashBangGrenade
  End
  Behavior = GrantUpgradeCreate ModuleTag_026
    UpgradeToGrant = Upgrade_AmericaSupplyLines
  End
  Behavior = GrantUpgradeCreate ModuleTag_027
    UpgradeToGrant = Upgrade_GLABuggyAmmo
  End
  Behavior = GrantUpgradeCreate ModuleTag_028
    UpgradeToGrant = Upgrade_GLAAPBullets
  End
  Behavior = GrantUpgradeCreate ModuleTag_029
    UpgradeToGrant = Upgrade_GLAJunkRepair
  End
  Behavior = GrantUpgradeCreate ModuleTag_030
    UpgradeToGrant = Upgrade_GLAAPRockets
  End
  Behavior = GrantUpgradeCreate ModuleTag_031
    UpgradeToGrant = Upgrade_GLACamouflage
  End
  Behavior = GrantUpgradeCreate ModuleTag_032
    UpgradeToGrant = Upgrade_NanoShells
  End
  Behavior = GrantUpgradeCreate ModuleTag_033
    UpgradeToGrant = Upgrade_GLAToxinShells
  End
  Behavior = GrantUpgradeCreate ModuleTag_034
    UpgradeToGrant = Upgrade_GLAAnthraxBeta
  End
  Behavior = GrantUpgradeCreate ModuleTag_035
    UpgradeToGrant = Upgrade_GLAScorpionRocket
  End
  Behavior = GrantUpgradeCreate ModuleTag_036
    UpgradeToGrant = Upgrade_ChinaChainGuns
  End

So when my command center is built everything is ready without waiting. In my list I forgot to add auto upgrade some GLA upgrades.

Don't copy my code entirely you will end up with a game crash because some of my upgrades are not exist in vanilla. They're made by me.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago
UserPostedImage

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Im done but i like to may drone control it
and make a special ability like sniping, granade launcher ,
denonator ,cash hack , capturing building
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it is possible or not...:D

What do you think Generals ..:D
AdrianeMapMaker
8 years ago
well i think

change the "kind of" of the "jarmens"battledrone and add the word "SELECTABLE"
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

UserPostedImage




mr_hymn_
8 years ago
I made 1 step further. I am scaling the comanche to the 30% of the actual size and make it become a drone. I think it's better because of the vulcan gun and missile.

And I made it able to fight air unit too. I love it more than just battle or scout drone. Also I gave the comanche drone have a quick speed, scout and able to repair.

As below photo my dozer I am modified from Sentry drone it's quicker and smaller and it's 100% stealth without condition even attacking so the only way to kill it must use stealth detector. And my comanche drone have point defense laser to destroy the incoming missile.
UserPostedImage

I did not make my dozer drone spawn more than 2 comanche drone because the OPness.
mr_hymn_
8 years ago
I can even make a ground unit drone but it's annoying and not as useful as air unit.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago
I have a problem for this
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i have alot of drone for my Jarmenn now
in the battle im shock when i see the tank of USA
have alot of DRONE too

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what the Hel...:D
Happy modding generals ..:D

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i don't know how to make an exception..:D