Gameanater
  • Gameanater
  • 55.5% (Neutral)
  • General Topic Starter
7 years ago
So... I wanted to make Aircraft Carrier produce air upgrades and comanches for USA02. So I went and added some stuff to the code, and uhh... The Comanche is produced but only if the aircraft carrier's runway isn't full and when it is made it just sits there on the hanger lift thing.

Any idea why?

Here is my code:





CommandSet.ini - 


CommandSet AmericaAircraftCarrierCommandSet
  1 = Command_HiddenConstructAmericaJetAircraftCarrierRaptor
  2 = Command_ConstructAmericaVehicleComanche
  3 = Command_AircraftCarrierFire
  7 = Command_UpgradeComancheRocketPods
  8 = Command_UpgradeAmericaLaserMissiles
  9 = Command_UpgradeAmericaCountermeasures
  11 = Command_AttackMove
  12 = Command_GuardFlyingUnitsOnly
  13 = Command_Guard
  14 = Command_Stop
End


FactionBuilding.ini - 

- Art code is unchanged - 


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:AircraftCarrier
  Side             = America
  EditorSorting    = STRUCTURE
  Prerequisites
    ;None
  End
  BuildCost           = 0
  BuildTime           = 30.0           ; in seconds
  EnergyProduction    = 0
  CommandSet          = AmericaAircraftCarrierCommandSet
  VisionRange         = 200.0           ; Shroud clearing distance
  ShroudClearingRange = 200
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY AircraftCarrierOrderLaunch
  End
  ArmorSet
    Conditions        = None
    Armor             = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End
  ExperienceValue     = 150 150 150 150  ; Experience point value at each level

  ; *** AUDIO Parameters ***
  VoiceSelect         = AircraftCarrierVoiceSelect
  VoiceAttack         = AircraftCarrierVoiceAttack
  VoiceMove           = AircraftCarrierVoiceMove
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority       = STRUCTURE
  KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD AIRCRAFT_CARRIER SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY CAN_ATTACK AUTO_RALLYPOINT

  Body                = ImmortalBody ModuleTag_10
    MaxHealth        = 1000.0
    InitialHealth    = 1000.0
  End
  
  Behavior = FlightDeckBehavior ModuleTag_11
    NumRunways              = 2
    NumSpacesPerRunway      = 10

    Runway1Spaces           = RunwayStart1 Runway1Prep1 Runway1Prep2 Runway1Prep3 Runway1Prep4 Runway1Prep5 Runway1Prep6 Runway1Prep7 Runway1Prep8 Runway1Prep9
    Runway1Takeoff          = RunwayStart1 RunwayEnd1
    Runway1Landing          = RunwayLDStart1 RunwayLDEnd1
    Runway1Taxi             = Taxi2 Taxi3 Taxi4 Taxi6
    Runway1Creation         = Hanger1 Taxi4 Taxi6
    Runway1CatapultSystem   = AircraftCarrierCatapultSteamParent

    Runway2Spaces           = RunwayStart2 Runway2Prep1 Runway2Prep2 Runway2Prep3 Runway2Prep4 Runway2Prep5 Runway2Prep6 Runway2Prep7 Runway2Prep8 Runway2Prep9
    Runway2Takeoff          = RunwayStart2 RunwayEnd2
    Runway2Landing          = RunwayLDStart2 RunwayLDEnd2
    Runway2Taxi             = Taxi1 Taxi3 Taxi5
    Runway2Creation         = Hanger1 Taxi4
    Runway2CatapultSystem   = AircraftCarrierCatapultSteamParent

    HealAmountPerSecond     = 20
    ApproachHeight          = 50
    LandingDeckHeightOffset = 45.0
    ParkingCleanupPeriod    = 533  ;How often the carrier checks to move planes forward in the queue to fill empty spaces
    HumanFollowPeriod       = 333  ;Human factor for delay like a traffic jam.. takes time to react when the guy in front moves.

    ;Template of payload, and how quickly destroyed ones get replaced.
    PayloadTemplate         = AmericaJetAircraftCarrierRaptor
    ReplacementDelay        = 4000
    DockAnimationDelay      = 3000

    ;How quickly a wave of fighters can be launched.
    LaunchWaveDelay         = 3000
    LaunchRampDelay         = 667
    LowerRampDelay          = 600
    CatapultFireDelay       = 750

  End

  Behavior = ProductionUpdate ModuleTag_12
    NumDoorAnimations            = 1
    DoorOpeningTime              = 3000 ;matches the dock animation timing.
    DoorWaitOpenTime             = 33  ;add a single frame to hold the plane because there is a one frame delay before we see the new plane
    DoorCloseTime                = 0  ;in mSeconds
    ConstructionCompleteDuration = 0  ;in mSeconds
  End
  Behavior = BaseRegenerateUpdate ModuleTag_13
    ;No data
  End 

  Behavior = DestroyDie ModuleTag_14
    ;nothing
  End
  Behavior             = CreateObjectDie ModuleTag_15
    CreationList  = OCL_ABPowerPlantExplode
  End
  Behavior             = FXListDie ModuleTag_17
    DeathFX       = FX_StructureMediumDeath
  End

  Behavior = FlammableUpdate ModuleTag_19
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End
  
  ;So Comanches can be produced correctly
  Behavior = DefaultProductionExitUpdate ModuleTag_20
    UnitCreatePoint   = X:-18.0  Y:  35.0   Z:0.0
    NaturalRallyPoint = X:112.0  Y:  74.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
  End

  Behavior = TransitionDamageFX ModuleTag_31
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:Yes PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:Yes PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:Yes PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:Yes PSys:StructureTransitionMediumShockwave
  End

  Geometry            = BOX
  GeometryMajorRadius = 112.0
  GeometryMinorRadius = 74.0
  GeometryHeight      = 25.0
  GeometryIsSmall     = No
  FactoryExitWidth    = 25
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End



  sshot526.bmp (6,076kb) downloaded 20 time(s).
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
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UTD^Force
7 years ago
I couldn't find the solution to this, the differences between the aircraft carrier and the airfield were that the aircraft carrier has this behaviour:
FlightDeckBehavior ModuleTag_11
And the airfield has this:
ParkingPlaceBehavior ModuleTag_11

The aircraft carrier had some extrapublicbones that are obviously there for the raptors to park in.
But the airfield had this extra:
ExtraPublicBone = HeliPark01
So I went ahead and edited the aircraft carrier's model to add this bone to it and the Comanche still stood there like in your screenshot.

I also checked if there are differences between the normal raptor and the aircraft carrier's raptor but the only difference I found was the model they use. I will still check it again later, maybe I'll get lucky.
Ehh, this is annoying :|

How are you doing btw? :3

Unnecessary EDIT: You wrote weapon.ini instead of CommandSet.ini 😛
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
Gameanater
  • Gameanater
  • 55.5% (Neutral)
  • General Topic Starter
7 years ago

I couldn't find the solution to this, the differences between the aircraft carrier and the airfield were that the aircraft carrier has this behaviour:
FlightDeckBehavior ModuleTag_11
And the airfield has this:
ParkingPlaceBehavior ModuleTag_11

The aircraft carrier had some extrapublicbones that are obviously there for the raptors to park in.
But the airfield had this extra:
ExtraPublicBone = HeliPark01
So I went ahead and edited the aircraft carrier's model to add this bone to it and the Comanche still stood there like in your screenshot.

I also checked if there are differences between the normal raptor and the aircraft carrier's raptor but the only difference I found was the model they use. I will still check it again later, maybe I'll get lucky.
Ehh, this is annoying :|

Originally Posted by: UTD^Force 




Dang... I might end up forgoing the Comanches then.


-----------------
How are you doing btw? :3



Meh. I've been better but I've decided to get back into C&C. Been enjoying Red Alert 2 and Zero Hour recently and decided to work on my mod again. How about you?



Unnecessary EDIT: You wrote weapon.ini instead of CommandSet.ini :P



Oops. 😊


Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
UTD^Force
7 years ago

How about you?

Originally Posted by: Gameanater 



Got back into Zero Hour just recently, and still alive. Maybe we can chat on hangouts some time?
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
klingondragon
7 years ago
I may have a way of producing helicopters, but I will need to test it (and my other plans for carriers) before giving details. Next night I'm off work I'm going to sit down and see if I can sort it all out.
Gameanater
  • Gameanater
  • 55.5% (Neutral)
  • General Topic Starter
7 years ago

How about you?

Originally Posted by: UTD^Force 



Got back into Zero Hour just recently, and still alive. Maybe we can chat on hangouts some time?

Originally Posted by: Gameanater 



https://www.cnc-online.net/en/ 

Though I am having issues myself despite having GenTool installed for awhile AND already having used cnc-online before. I'm not sure what happened since I am using the same operating system and computer since last time. 😞 It's frustrating! Why must this game be so frustrating to get running?!

I may have a way of producing helicopters, but I will need to test it (and my other plans for carriers) before giving details. Next night I'm off work I'm going to sit down and see if I can sort it all out.

Originally Posted by: KlingonDragon 



Okeh. Lemme know if you find anything.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
UTD^Force
7 years ago
Yes sure we can, I replied in a PM. :3
A Muslim, ask me anything about Islam if you want
UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs