The Tank general's overlord uses the regular overlord gattling cannon.
Originally Posted by: Annihilationzh
Tank general's Overlord Gattling is positioned further forward than the normal Overlord's, correct? If it just uses the regular one, and the draw modules are in the Gattling objects, how can this be?
Also does Draw affect anything else than weapon bone locations, game mechanics wise?
The addons attach to the bone FIREPOINT01 on the overlord model. The two models have this bone in different places.
Likewise if you want a visible rotating turret it needs to be supported by the model.
Does this also mean I can't just add Overlord Contain to anything I want? Since it's something that attaches to an existing firepoint?
Hmm by supported you mean having a proper firepoint/bone for it? E.g. a supply truck would not support a (visible rotating) turret since it has no firepoints in its model?
You can then use ObjectCreationUpgrade to spawn the OCL. And if you don't want it to require an upgrade then you can give them the upgrade for free (see Dr Thrax's Command Center - he gets anthrax beta for free).
Behavior = GrantUpgradeCreate ModuleTag_BunkerTroops UpgradeToGrant = Upgrade_Tank_ChinaBunkerTroops End Behavior = ObjectCreationUpgrade ModuleTag_BunkerOCL UpgradeObject = OCL_Tank_ChinaBunkerTroops TriggeredBy = Upgrade_Tank_ChinaBunkerTroops End
ObjectCreationList OCL_Tank_ChinaBunkerTroops CreateObject ObjectNames = Tank_ChinaInfantryTankHunter Count = 3 ContainInsideSourceObject = Yes End CreateObject ObjectNames = Tank_ChinaInfantryRedguard Count = 2 ContainInsideSourceObject = Yes EndEnd
Upgrade Upgrade_Tank_ChinaBunkerTroops DisplayName = UPGRADE:TankChinaBunkerTroops Type = OBJECT BuildTime = 15.0 BuildCost = 400 ButtonImage = SNHelixUp03 ResearchSound = HelixVoiceUpgradeBunker UnitSpecificSound = OverlordExpansionEnd
Also I added ECM behavior to the Overlord instead of one of its contained modules this time just to see if it's the correct code, works fine; only I got a "serious error" crash, the first I've had so far that was not caused by me alt-tabbing. Do you think it could be related to the ECM behavior?
EDIT2 those lines of pseudocode work when I put them in a bunker (the building). So I guess OverlordContain is the issue...?
GrantUpgradeCreate on most units will crash saved games.
If you remove Type = OBJECT from upgrade.ini you can move GrantUpgradeCreate to the war factory.
My memory is getting foggy here, but I'm pretty sure ECM and PDL count towards the weapon limit (3 per unit). That could be the cause of the crash.
I'm honestly surprised that didn't work. I could have sworn I've seen it done before. You may have to give the overlord slots by default (like the helix) and have the OCL spawn in the overlord.
Wouldn't that make the Overlord spawn with inf inside it? Rather than having the inf be generated upon getting the bunker?
I tried removing the TERTIARY weapon from the Overlord, in 1 of the test runs it crashed again but not the others. There was a lot of crap going on the screen however.
Also, somehow the Gattling gun will refuse to shoot (or even turn) if I add a TERTIARY weapon to the Gattling upgrade. Any idea why that is?
You mean like glitchy graphics?
Not off the top of my head but I could take a look at the code if you want.
Object Tank_ChinaTankOverlordGattlingCannon ; *** ART Parameters *** SelectPortrait = SNGatTower_L ButtonImage = SNGatTower ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01 DefaultConditionState Model = NVOvrlrd_G Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = CONTINUOUS_FIRE_SLOW Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST Model = NVOvrlrd_G Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = REALLYDAMAGED Model = NVOvrlrd_GD Turret = TURRET01 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED Model = NVOvrlrd_GD Animation = NVOvrlrd_G.NVOvrlrd_G AnimationMode = LOOP AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End EndDraw = W3DDependencyModelDraw ModuleTag_01xOkToChangeModelColor = YesAttachToBoneInContainer = FIREPOINT01ConditionState = NONEModel = NVOvrlrd_BEndConditionState = REALLYDAMAGEDModel = NVOvrlrd_BDParticleSysBone = Smoke01 SmolderingSmokeParticleSysBone = Smoke02 SmolderingSmokeParticleSysBone = Flame01 SmolderingFireParticleSysBone = Flame01 SmolderingFlameCoreParticleSysBone = Spark01 LiveWireSparksEnd; nightConditionState = NIGHTModel = NVOvrlrd_BEndConditionState = NIGHT REALLYDAMAGEDModel = NVOvrlrd_BDParticleSysBone = Smoke01 SmolderingSmokeParticleSysBone = Smoke02 SmolderingSmokeParticleSysBone = Flame01 SmolderingFireParticleSysBone = Flame01 SmolderingFlameCoreParticleSysBone = Spark01 LiveWireSparksEndEnd ; ***DESIGN parameters *** Side = ChinaTankGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun Weapon = SECONDARY GattlingBuildingGunAir PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT Weapon = TERTIARY DragonTankFlameWeaponUpgraded End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceRapidFire = NoSound End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = VeterancyGainCreate ModuleTag_07 StartingLevel = VETERAN End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = Yes End Behavior = TransportContain ModuleTag_08 Slots = 5 PassengersAllowedToFire = Yes AllowInsideKindOf = INFANTRY InitialPayload = Tank_ChinaInfantryTankHunter 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 50% End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = WeaponBonusUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaChainGuns End Behavior = StealthDetectorUpdate ModuleTag_06 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ; Defaults to VisionRange CanDetectWhileContained = Yes End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow lengthEnd
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