You should be able to use FinalBIG to open the mod's files. They might have a different extension other than .big, but FinalBIG should be able to open them anyways.
i dont have the mod, so i'm not sure what all the carrier can do/what files you need.
Originally Posted by: ijq123
hi please see ini files
Originally Posted by: Rrtaya_tsamsiyu
i cant upload files
Object AmericaNavyAirCarrier
SelectPortrait = SAAirCarrier_L
ButtonImage = SAAirCarrier
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaCountermeasures
UpgradeCameo3 = Upgrade_AmericaAfterburners
UpgradeCameo4 = AirF_Upgrade_StealthComanche
UpgradeCameo5 = Upgrade_AmericaLaserMissiles
; *** ART Parameters ***
Draw = W3DOverlordAircraftDraw ModuleTag_01 ;no dust!
OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes
ConditionState = NONE
Model = AVAirCarrier
Animation = AVAirCarrier.AVAirCarrier
AnimationMode = MANUAL
ParticleSysBone = TreadFX01 BattleShipWaterRipples
ParticleSysBone = TreadFX02 BattleShipWaterRipples
End
AliasConditionState OVER_WATER
ConditionState = MOVING
Model = AVAirCarrier
Animation = AVAirCarrier.AVAirCarrier
AnimationMode = LOOP
ParticleSysBone = TreadFX01 BattleShipWaterRipples
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = TreadFX03 BattleShipWaterRipples
ParticleSysBone = TreadFX04 AmphibWave
ParticleSysBone = WaterFlash01 NavyBoatMovingSplash
ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = Mist02 AmphibMist
End
AliasConditionState MOVING OVER_WATER
ConditionState = REALLYDAMAGED
Model = AVAirCarrier_D
Animation = AVAirCarrier_D.AVAirCarrier_D
AnimationMode = MANUAL
ParticleSysBone = TreadFX01 BattleShipWaterRipples
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
AliasConditionState REALLYDAMAGED OVER_WATER
ConditionState = REALLYDAMAGED MOVING
Model = AVAirCarrier_D
Animation = AVAirCarrier_D.AVAirCarrier_D
AnimationMode = LOOP
ParticleSysBone = TreadFX01 BattleShipWaterRipples
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = TreadFX03 BattleShipWaterRipples
ParticleSysBone = TreadFX04 AmphibWave
ParticleSysBone = WaterFlash01 NavyBoatMovingSplash
ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = Mist02 AmphibMist
ParticleSysBone = Smoke01 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingFire
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
AliasConditionState REALLYDAMAGED MOVING OVER_WATER
ConditionState = RUBBLE
Model = AVAirCarrier_D1
Animation = AVAirCarrier_D1.AVAirCarrier_D1
AnimationMode = ONCE
ParticleSysBone = SPLASH0BONE airCarrierDeathSplash0
ParticleSysBone = SPLASH0BONE airCarrierShockWave0
ParticleSysBone = SPLASH3BONE airCarrierTowerSplash
ParticleSysBone = SPLASH3BONE airCarrierDeckSmoke
ParticleSysBone = EXPLOSION1BONE airCarrierExplosion0
ParticleSysBone = EXPLOSION1BONE airCarrierLightFlash1
ParticleSysBone = EXPLOSION1BONE airCarrierExplosionSparks
ParticleSysBone = EXPLOSION4BONE airCarrierExplosion2
ParticleSysBone = EXPLOSION4BONE airCarrierLightFlash3
ParticleSysBone = EXPLOSION4BONE airCarrierShockWave3
ParticleSysBone = EXPLOSION4BONE airCarrierDeckFire
ParticleSysBone = EXPLOSION5BONE airCarrierFinalExplosion
ParticleSysBone = EXPLOSION5BONE airCarrierSmoke
ParticleSysBone = SPLASH4BONE airCarrierDeathSplash1
ParticleSysBone = SPLASH5BONE airCarrierDeathSplash1
ParticleSysBone = MAST2BONE airCarrierDeckFire
ParticleSysBone = SPLASH5BONE airCarrierFinalDeathSplash
ParticleSysBone = JET08BONE airCarrierDeckFire
ParticleSysBone = OILSLICKBONE airCarrierOilSlick
ParticleSysBone = OILSLICKBONE airCarrierMidShipSplash
ParticleSysBone = SPARK1BONE airCarrierSmoke
ParticleSysBone = SPARK2BONE airCarrierSmoke
ParticleSysBone = BOWSPLASH0BONE1 airCarrierBowDeathSplash
ParticleSysBone = SMOKEBONE01 airCarrierSmoke
ParticleSysBone = SMOKEBONE02 airCarrierSmoke
End
End
;Ìîé îòâåò àâèàíîñöó â ãåíåðàëàõ, ïðèìèòèâ - ðàêåòû.
;Âñå ÷òî îò âàñ íóæíî ýòî óìåíèå è òåðïåíèå äåëàòü àíèìàöèþ.
Draw = W3DModelDraw ModuleTag_Garage
OkToChangeModelColor = Yes
AttachToBoneInAnotherModule = Chassis
ParticlesAttachedToAnimatedBones = Yes
; ------------------ Jets Assault ---------------------
ProjectileBoneFeedbackEnabledSlots = PRIMARY
ConditionState = NONE
Model = AVAirCarrier_A1
Animation = AVAirCarrier_A1.AVAirCarrier_A1
AnimationMode = ONCE_BACKWARDS
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY FireFX
WeaponLaunchBone = SECONDARY WEAPONA
WeaponFireFXBone = SECONDARY FireFX
WeaponLaunchBone = TERTIARY WEAPONA
WeaponFireFXBone = TERTIARY FireFX
Flags = MAINTAIN_FRAME_ACROSS_STATES
TransitionKey = TRANS_IdleNormal
End
ConditionState = PREATTACK_A
Model = AVAirCarrier_A1
Animation = AVAirCarrier_A1.AVAirCarrier_A1
AnimationMode = ONCE
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY FireFX
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = RELOADING_A
Model = AVAirCarrier_A1
Animation = AVAirCarrier_A1.AVAirCarrier_A1
AnimationMode = ONCE_BACKWARDS
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY FireFX
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
; ------------------ Jets Spy ------------------------
ConditionState = PREATTACK_B
Model = AVAirCarrier_A8
Animation = AVAirCarrier_A8.AVAirCarrier_A8
AnimationMode = ONCE
WeaponLaunchBone = SECONDARY WEAPONA
WeaponFireFXBone = SECONDARY FireFX
Flags = MAINTAIN_FRAME_ACROSS_STATES
ShowSubObject = Jet01_H Jet02_H Jet03_H
TransitionKey = TRANS_PREATTACK_B
End
ConditionState = RELOADING_B
Model = AVAirCarrier_A8
Animation = AVAirCarrier_A8.AVAirCarrier_A8
AnimationMode = ONCE_BACKWARDS
WeaponLaunchBone = SECONDARY WEAPONA
WeaponFireFXBone = SECONDARY FireFX
Flags = MAINTAIN_FRAME_ACROSS_STATES
HideSubObject = Jet01_H Jet02_H Jet03_H
End
TransitionState = TRANS_PREATTACK_B TRANS_IdleNormal
Model = AVAirCarrier_A8
Animation = AVAirCarrier_A8.AVAirCarrier_A8
AnimationMode = ONCE_BACKWARDS
WeaponLaunchBone = SECONDARY WEAPONA
WeaponFireFXBone = SECONDARY FireFX
Flags = MAINTAIN_FRAME_ACROSS_STATES
ShowSubObject = Jet01_H Jet02_H Jet03_H
End
; ------------------ Jets Suppression ------------------------
ConditionState = PREATTACK_C
Model = AVAirCarrierA10
Animation = AVAirCarrierA10.AVAirCarrierA10
AnimationMode = ONCE
WeaponLaunchBone = TERTIARY WEAPONA
WeaponFireFXBone = TERTIARY FireFX
Flags = MAINTAIN_FRAME_ACROSS_STATES
ShowSubObject = Jet01_F Jet02_F Jet03_F
TransitionKey = TRANS_PREATTACK_C
End
ConditionState = RELOADING_C
Model = AVAirCarrierA10
Animation = AVAirCarrierA10.AVAirCarrierA10
AnimationMode = ONCE_BACKWARDS
WeaponLaunchBone = TERTIARY WEAPONA
WeaponFireFXBone = TERTIARY FireFX
Flags = MAINTAIN_FRAME_ACROSS_STATES
HideSubObject = Jet01_F Jet02_F Jet03_F
End
TransitionState = TRANS_PREATTACK_C TRANS_IdleNormal
Model = AVAirCarrierA10
Animation = AVAirCarrierA10.AVAirCarrierA10
AnimationMode = ONCE_BACKWARDS
WeaponLaunchBone = TERTIARY WEAPONA
WeaponFireFXBone = TERTIARY FireFX
Flags = MAINTAIN_FRAME_ACROSS_STATES
ShowSubObject = Jet01_F Jet02_F Jet03_F
End
ConditionState = RUBBLE
Model = None
End
End
;Äåôîëòíûé ñàìîëåò âîçâðàòà.
Draw = W3DModelDraw ModuleTag_InGarage
OkToChangeModelColor = Yes
AttachToBoneInAnotherModule = Chassis
ParticlesAttachedToAnimatedBones = Yes
ConditionState = NONE
Model = AVAirCarrier_A5
Animation = AVAirCarrier_A5.AVAirCarrier_A5
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ShowSubObject = ELEVATOR01 Jet01
HideSubObject = ELEVATOR02
End
; ------------------ Jets Assault ------------------------
ConditionState = PREATTACK_A
Model = AVAirCarrier_A5
Animation = AVAirCarrier_A5.AVAirCarrier_A5
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
HideSubObject = ELEVATOR01 Jet01
ShowSubObject = ELEVATOR02
End
ConditionState = RELOADING_A
Model = AVAirCarrier_A5
Animation = AVAirCarrier_A5.AVAirCarrier_A5
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ShowSubObject = ELEVATOR01 Jet01
HideSubObject = ELEVATOR02
AnimationSpeedFactorRange = 0.8 0.9
End
; ------------------ Jets Spy ------------------------
ConditionState = PREATTACK_B
Model = AVAirCarrier_A9
Animation = AVAirCarrier_A9.AVAirCarrier_A9
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
HideSubObject = ELEVATOR01 Jet01
ShowSubObject = ELEVATOR02
End
ConditionState = RELOADING_B
Model = AVAirCarrier_A9
Animation = AVAirCarrier_A9.AVAirCarrier_A9
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ShowSubObject = ELEVATOR01 Jet01
HideSubObject = ELEVATOR02
AnimationSpeedFactorRange = 0.8 0.9
End
; ------------------ Jets Suppression ------------------------
ConditionState = PREATTACK_C
Model = AVAirCarrierA11
Animation = AVAirCarrierA11.AVAirCarrierA11
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
HideSubObject = ELEVATOR01 Jet01
ShowSubObject = ELEVATOR02
End
ConditionState = RELOADING_C
Model = AVAirCarrierA11
Animation = AVAirCarrierA11.AVAirCarrierA11
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
ShowSubObject = ELEVATOR01 Jet01
HideSubObject = ELEVATOR02
AnimationSpeedFactorRange = 0.8 0.9
End
ConditionState = RUBBLE
Model = None
End
End
Draw = W3DModelDraw ModuleTag_anchors
OkToChangeModelColor = Yes
AttachToBoneInAnotherModule = Chassis
; ------------------ ßêîðÿ ------------------------
ConditionState = NONE
Model = AVAirCarrier_A3
Animation = AVAirCarrier_A3.AVAirCarrier_A3
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.8 0.8
End
AliasConditionState REALLYDAMAGED
AliasConditionState OVER_WATER
AliasConditionState REALLYDAMAGED OVER_WATER
ConditionState = MOVING
Model = AVAirCarrier_A3
Animation = AVAirCarrier_A3.AVAirCarrier_A3
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 0.7
End
AliasConditionState MOVING OVER_WATER
AliasConditionState MOVING REALLYDAMAGED
AliasConditionState MOVING REALLYDAMAGED OVER_WATER
ConditionState = RUBBLE
Model = None
End
End
Draw = W3DModelDraw ModuleTag_Flag
OkToChangeModelColor = Yes
AttachToBoneInAnotherModule = Chassis
; ------------------ Áàçîâàÿ àíèìàöèÿ ------------------------
ConditionState = NONE
Model = AVAirCarrier_A2
Animation = AVAirCarrier_A2.AVAirCarrier_A2
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.0 1.0
End
ConditionState = RUBBLE
Model = None
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NavyAircarrier
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
ExperienceValue = 1000 1000 2000 3500 ;Experience point value at each level
ExperienceRequired = 0 1000 2000 3000 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
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 = AmericaNavyAircraftCarrierCommandSet
;Aircraft AI Weapon
WeaponSet
Conditions = None
Weapon = PRIMARY AircarrierJetMissileAI_Talon
Weapon = SECONDARY AircarrierJetMissileAI_Hawkey
Weapon = TERTIARY AircarrierJetMissileAI_Hornet
ShareWeaponReloadTime = Yes
End
ArmorSet
Conditions = None
Armor = BoatArmor
DamageFX = NavyBoatDamageFX
End
BuildCost = 3800
BuildTime = 50.0
VisionRange = 900
ShroudClearingRange = 600
Prerequisites
Object = AmericaStrategyCenter
End
; *** AUDIO Parameters ***
VoiceSelect = AircraftCarrierVoiceSelect
VoiceAttack = AircraftCarrierVoiceAttack
VoiceMove = AircraftCarrierVoiceMove
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
SoundMoveLoop = NavyShipMovieAmbientLoop
SoundAmbient = NavyShipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = AircraftCarrierVoiceSelect
VoiceEnter = AircraftCarrierVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD BOAT CAN_CAST_REFLECTIONS SCORE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT
Body = ActiveBody ModuleTag_02
MaxHealth = 5000.0
InitialHealth = 5000.0
End
Behavior = AIUpdateInterface ModuleTag_AI
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL AirCarrierNavyLocomotor
Behavior = PhysicsBehavior ModuleTag_04211
Mass = 5000.0
ShockMaxRoll = 0.0001
ShockMaxPitch = 0.0001
ShockMaxYaw = 0.0001
ShockResistance = 0.0001
End
Behavior = SlowDeathBehavior ModuleTag_58
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
SinkDelay = 19000
SinkRate = 1.0 ; in Dist/Sec
DestructionDelay = 65000
DestructionDelayVariance = 000
End
Behavior = FXListDie ModuleTag_ShipDie
DeathFX = FX_NavyShipStartDeath
End
Behavior = ProductionUpdate ModuleTag_ProductionUpdate
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_ExperienceScalar
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04
End
Behavior = FlammableUpdate ModuleTag_FlammableUpdate
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_DeadShip
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
; DamagedParticleSystem1 = Bone:None RandomBone:No PSys:airCarrierDeathSplash0
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Behavior = ObjectCreationUpgrade ModuleTag_LU
UpgradeObject = OCL_AirCarrierNavyCountmerUpgrade
TriggeredBy = Upgrade_AmericaCountermeasures
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Behavior = OverlordContain ModuleTag_AircraftCarrierAddModules
Slots = 2
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PayloadTemplateName = AmericaShipFalanceTurret
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Behavior = LockWeaponCreate ModuleTag_21
SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone
UpgradeObject = OCL_AmericanNavyDrone
TriggeredBy = Upgrade_AmericaNavyDrone
End
;;Lost Voice EVA
Behavior = FXListDie ModuleTag_VoiceLost
DeathTypes = ALL
DeathFX = FX_LostUSAAircraftCarrier
End
Geometry = BOX
GeometryMajorRadius = 120.0
GeometryMinorRadius = 45.0
GeometryHeight = 50
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End