NosTraDomus
14 years ago
i just removed the conflict with the 3 Drones available visa upgrades, per vehicle.

by default, you can only have ONE..well i didnt like that, should have all 3..one for repair,one for missle (LR attacks) and scout...for stealth units..

so..i removed the conflict line...done.
now i have all 3 drones at once.

But...

Who knows how to add DRONES (battle,scout,hellfire) to the DOZER unit(s)

thanks


edit: sorry, forgot to mention the game...lol- too much whiskey..
this is for ZERO HOUR v1.4


CODE from "americaVehicle.INI"

; ***DESIGN parameters ***
  DisplayName         = OBJECT:Dozer
  Side                = America
  EditorSorting       = VEHICLE
  TransportSlotCount  = 5 ;how many "slots" we take in a transport (0 == not transportable)
  BuildCost           = 1
  BuildTime           = 0 ; in seconds
  VisionRange         = 1000
  ShroudClearingRange = 1000

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = MINE_CLEARING_DETAIL 
    Weapon = PRIMARY DozerMineDisarmingWeapon
  End

  ArmorSet
    Conditions        = None
    Armor             = DozerArmor ;Special Explosion-Proof Armor
    DamageFX          = TankDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = AmericaDozerCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect         = DozerUSAVoiceSelect
  VoiceMove           = DozerUSAVoiceMove
  VoiceGuard          = DozerUSAVoiceMove
  VoiceTaskComplete   = DozerUSAVoiceBuildComplete
  SoundMoveStart      = DozerUSAMoveStart
  SoundMoveStartDamaged = DozerUSAMoveStart
  UnitSpecificSounds
    VoiceCreate           = DozerUSAVoiceCreate
    VoiceNoBuild          = DozerUSAVoiceBuildNot
    VoiceCrush            = DozerUSAVoiceCrush
    VoiceRepair           = DozerUSAVoiceRepair
    VoiceDisarm           = DozerUSAVoiceClearMine
    TruckLandingSound     = NoSound
    TruckPowerslideSound  = NoSound
    VoiceEnter            = DozerUSAVoiceMove
    VoiceBuildResponse    = DozerUSAVoiceBuild
  End

  ; *** ENGINEERING Parameters ***[u][i]🅱 BELOW HERE IS WHERE TO ADD DRONES RIGHT??[/b][/i][/u]
  RadarPriority       = UNIT
  KindOf              = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER
 
  Body                = ActiveBody ModuleTag_02
    MaxHealth         = 9999.0
    InitialHealth     = 9999.0

    ; 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 = 500
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End
  Behavior = DozerAIUpdate ModuleTag_03
    RepairHealthPercentPerSecond = 100%    ; % of max health to repair each second
    BoredTime                    = 1  ; in milliseconds
    BoredRange                   = 500   ; when bored, we look this far away to do something
    ; the only "enemies" that workers can acquire are mines, to be disarmed...
    AutoAcquireEnemiesWhenIdle   = Yes
  End

  Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor

  Behavior            = PhysicsBehavior ModuleTag_04
    Mass              = 75.0
  End

    Behavior = StealthDetectorUpdate ModuleTag_05
    DetectionRate         = 1   ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange       = 9999 ;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.
    ExtraRequiredKindOf   = MINE  ; we can only detect MINES, not other stealthed things
  End

  Behavior                 = TransitionDamageFX ModuleTag_06
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 100
    DestructionDelay = 1500
    DestructionDelayVariance = 600
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_AmericaDozerExplode  
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
  End   

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
  End
  
  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 0       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

;;;;;;;;  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_22
;;;;;;;;  End

  Behavior               = FXListDie ModuleTag_23
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX         = FX_CarCrush
  End

  Behavior = DestroyDie ModuleTag_24
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Geometry            = BOX
  GeometryMajorRadius = 15.0
  GeometryMinorRadius = 10.0
  GeometryHeight      = 15.0     
  GeometryIsSmall     = Yes
  Shadow              = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    

End
Sponsor
NewNightmare
14 years ago
look up how worker's commandsets and buttons work to switch sets of buttons on the control bar between normal and fake structures (unless you have 3 spaces in the original commandset). if you get the hang of it, make your own version of it (or settle with the free slots).
to add the drones, copy the code from a unit that has your modified drone code into dozer's code (the 3 modules and the productionupdate or something like that - the one that has 'bla = 1' in the middle of the code), do the same with commandsets:
open commandset.ini
find e.g paladin's code
extract the 3 lines of code for the buttons
paste them to the commandset of the US dozer
move them around to maintain the commandbutton order (1 = x, 2 = y, 3 = z etc.)
check for compatibility by running WB (worldbuilder), if it gives an error, read the error (it gives you the description and source) keep pressing IGNORE and read EVERY ERROR as this might even give you the exact line of where the error (if any) will be. use CTRL+G with word wrap off in notepad to get to that line, fix the error, run the game, check if it works.
This is from top of my head from a school pc though, I'm pretty sure it's right though.
NosTraDomus
14 years ago

look up how worker's commandsets and buttons work to switch sets of buttons on the control bar between normal and fake structures (unless you have 3 spaces in the original commandset). if you get the hang of it, make your own version of it (or settle with the free slots).
to add the drones, copy the code from a unit that has your modified drone code into dozer's code (the 3 modules and the productionupdate or something like that - the one that has 'bla = 1' in the middle of the code), do the same with commandsets:
open commandset.ini
find e.g paladin's code
extract the 3 lines of code for the buttons
paste them to the commandset of the US dozer
move them around to maintain the commandbutton order (1 = x, 2 = y, 3 = z etc.)
check for compatibility by running WB (worldbuilder), if it gives an error, read the error (it gives you the description and source) keep pressing IGNORE and read EVERY ERROR as this might even give you the exact line of where the error (if any) will be. use CTRL+G with word wrap off in notepad to get to that line, fix the error, run the game, check if it works.
This is from top of my head from a school pc though, I'm pretty sure it's right though.

newnightmare wrote:




makes sense, thanks.

i found out that WB was the way to find errors in the line, couple years ago...
i use "NOTEPAD++" which displays the number of each line.

trying that now..thanks.