Hello.
I am new here and I would love if you could help me adding new units step by step as I don'T know much of modding.
I have final big editor and all that and I understand the program very well.
so - as I sayd I would love toadd 3 new units to all of the USA factions (laser, AirForce, SuprWeapo, Basic USA Team)
so I wan't to add the Bio-Hazzard tecnican, Cia officer and officer
so can you tell me what the scripts are for the bio hazzard tecnican
and the scripts for the CIA officer please and tell me step by step where to place them and add them to the barracks stuff.
and the "Officer" that I wan't is this one
http://img828.imageshack.us/content_round.php?page=done&l=img828/9539/hgjghj.png&via=mupload just click on the image to see full size
so here are the scripts for that dude but where to place the scripts so he will work?
here are the scripts (I don't know how to add the green box around them like you guys know how to so I will post them directly)
;------------------ AmericaInfantryOfficer floats in water and has TNT ----------------
CommandSet AmericaInfantryOfficerCommandSet
1 = Command_ChinaInfantryTankHunterTNTAttack
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
Object AmericaInfantryOfficer
SelectPortrait = SARanger_L
ButtonImage = SARanger
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
OkToChangeModelColor = Yes
;NORMAL STANDING
DefaultConditionState
Model = AIOFCR_SKN
IdleAnimation = AIOFCR_SKL.AIOFCR_STA 0 21
;Regular spice animations
IdleAnimation = AIOFCR_SKL.AIOFCR_IDA
IdleAnimation = AIOFCR_SKL.AIOFCR_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
TransitionKey = TRANS_STAND
End
ConditionState = OVER_WATER
IdleAnimation = AIOFCR_SKL.AIOFCR_CHA
IdleAnimation = AIOFCR_SKL.AIOFCR_PHG
IdleAnimation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = ONCE
;Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
ParticleSysBone = None InfantryDustTrailsWater
End
ConditionState = MOVING
Animation = AIOFCR_SKL.AIOFCR_RNA
AnimationMode = LOOP
ParticleSysBone = None InfantryDustTrails
End
ConditionState = MOVING OVER_WATER
;Model = AIOFCR_SKN
Animation = NITHNT_SKL.NITHNT_ADTA2
AnimationMode = LOOP
ParticleSysBone = None InfantryDustTrailsWater
End
; NORMAL ATTACK
;--------------------------------------------------------
; Drawing gun
ConditionState = PREATTACK_A
Animation = AIOFCR_SKL.AIOFCR_ATAST
AnimationMode = ONCE
End
AliasConditionState = PREATTACK_A MOVING
AliasConditionState = PREATTACK_A FIRING_A
AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A
; Firing gun
ConditionState = FIRING_A
Animation = AIOFCR_SKL.AIOFCR_ATALP
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
End
ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = AIOFCR_SKL.AIOFCR_ATALP
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
End
AliasConditionState = RELOADING_A
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
AliasConditionState = FIRING_B
AliasConditionState = RELOADING_B
AliasConditionState = MOVING FIRING_B
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B
AliasConditionState = MOVING RELOADING_B
; This transition allows him to put his gun away when he's finished attacking.
TransitionState = TRANS_FIRING_A TRANS_STAND
Animation = AIOFCR_SKL.AIOFCR_ATAED
AnimationMode = ONCE
End
TransitionState = TRANS_FIRING_B TRANS_STAND
Animation = AIOFCR_SKL.AIOFCR_ATAED
AnimationMode = ONCE
End
TransitionState = TRANS_STAND TRANS_FIRING_B
Animation = AIOFCR_SKL.AIOFCR_ATAST
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
;--------------------------------------------------------
ConditionState = DYING
Animation = AIOFCR_SKL.AIOFCR_DTA
Animation = AIOFCR_SKL.AIOFCR_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
AliasConditionState = DYING OVER_WATER
AliasConditionState = DYING MOVING OVER_WATER
TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIOFCR_SKL.AIOFCR_ADTE1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = AIOFCR_SKL.AIOFCR_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = AIOFCR_SKL.AIOFCR_ADTE3
AnimationMode = ONCE
TransitionKey = None
End
ConditionState = SPECIAL_CHEERING
Animation = AIOFCR_SKL.AIOFCR_CHA
AnimationMode = LOOP
End
;PARACHUTING ANIMATIONS------------------------------
ConditionState = PARACHUTING
Animation = AIOFCR_SKL.AIOFCR_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = AIOFCR_SKL.AIOFCR_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = AIOFCR_SKL.AIOFCR_PTD
AnimationMode = ONCE
End
; climbing----------------------------------------
ConditionState = CLIMBING
Animation = AIHERO_SKL.AIHERO_CLMID
AnimationMode = LOOP
TransitionKey = TRANS_Climbing
End
AliasConditionState = RAPPELLING
AliasConditionState = CLIMBING REALLYDAMAGED
AliasConditionState = RAPPELLING REALLYDAMAGED
ConditionState = CLIMBING MOVING
Animation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = LOOP
TransitionKey = TRANS_Climbing
End
AliasConditionState = CLIMBING MOVING REALLYDAMAGED
ConditionState = RAPPELLING MOVING
Animation = AIHERO_SKL.AIHERO_CLMUP
AnimationMode = LOOP_BACKWARDS
TransitionKey = TRANS_Climbing
End
AliasConditionState = RAPPELLING MOVING REALLYDAMAGED
;------------------------Placing charge animation----------
ConditionState = UNPACKING
Animation = AIHERO_SKL.AIHERO_ATB1
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING
; Injured Placing charge animation
ConditionState = UNPACKING REALLYDAMAGED
Animation = AIHERO_SKL.AIHERO_IATB1
AnimationMode = ONCE
End
AliasConditionState = MOVING UNPACKING REALLYDAMAGED
End
End
WeaponSet
Conditions = None
Weapon = PRIMARY AmericaOfficerMachineGun
Weapon = SECONDARY Infa_MiniGunnerGunAir
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
End
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE
BuildCost = 400
BuildTime = 5.0
VisionRange = 200
ShroudClearingRange = 300
CrushableLevel = 0
ExperienceValue = 50 100 100 150
ExperienceRequired = 0 100 200 400
IsTrainable = Yes
CommandSet = AmericaInfantryOfficerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = ColonelBurtonVoiceSelect
VoiceMove = ColonelBurtonVoiceMove
VoiceAttack = ColonelBurtonVoiceAttack
VoiceFear = ColonelBurtonVoiceFear
VoiceGuard = ColonelBurtonVoiceMove
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
UnitSpecificSounds
VoiceMelee = ColonelBurtonVoiceAttackKnife
VoiceCreate = ColonelBurtonVoiceCreate
VoiceGarrison = ColonelBurtonVoiceGarrison
VoiceEnter = ColonelBurtonVoiceMove
VoiceEnterHostile = ColonelBurtonVoiceMove
VoiceGetHealed = ColonelBurtonVoiceMove
End
AddModule ModuleTag_08_Override
Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantTimedCharge
End
End
AddModule ModuleTag_09_Override
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack
StartAbilityRange = 3.0
PreparationTime = 0
SpecialObject = TimedC4Charge ;TNTStickyBomb
MaxSpecialObjects = 8
SpecialObjectsPersistWhenOwnerDies = Yes ;Charges are removed instantly when owner dies (nobody can detonate).
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
FlipOwnerAfterUnpacking = Yes
UnpackSound = ColonelBurtonPlantCharge
End
End
AddModule UpdateTag_FLOAT_Override
Behavior = FloatUpdate UpdateTag_FLOAT
Enabled = No ;Yes
End
End
AddModule ModuleTag_Hnt_Override
Behavior = CommandButtonHuntUpdate ModuleTag_Hnt ; allows use of command button hunt script with this unit.
End
End
ReplaceModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
Locomotor = SET_NORMAL AvalancheLocomotor BasicHumanLocomotor
End
so - can you help me please? 🙂
Edited by user
15 years ago |
Reason: Not specified
hmm...
if I don't reply to a topic I don't know the answer - sorry