menard
  • menard
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11 years ago
wow it make the rocket launch realistic because of that sound.Well now i made to add command button to that unit superspecial using script so i can manually push the button when it ready to launch but it seems not been working the game engine got some unknown error how can i fix this?And i add new unit name advancedozer with capability to build BaikunurRocketpad using map.ini but the game engine gives an error again.
UTD^Force
  • UTD^Force
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11 years ago
I'm on phone, so you might need to wait 'til tomorrow.
Ask your questions in the modding section, start a new topic there.
About making the baikonur rocket to be built by a dozer, I don't think that the structure has an animation when being built or a construction zone fence.

EDIT: By questions, I mean map.ini questions, the command button and for the dozer to build a Baikonur Rocket.
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UTD^Force
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menard
  • menard
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  • Major
11 years ago
okay i just leave and cancel that problem.Now im going to build a police and the problem is how can i use the script [Mutimedia] Play a sound as though coming from a specific unit. What should i put in the String:??? plays as though coming from Unit 'PoliceCar1' ?
UTD^Force
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11 years ago

okay i just leave and cancel that problem.Now im going to build a police and the problem is how can i use the script [Mutimedia] Play a sound as though coming from a specific unit. What should i put in the String:??? plays as though coming from Unit 'PoliceCar1' ?

Originally Posted by: menard 



I'm not sure, I think you should copy the name of the police car's ambient loop, and paste it in the place of "???".
I'll look it up today if I can.
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UTD^Force
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UTD^Force
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11 years ago
I've just tested it, you have to copy the sound effect's name(that you want to come from a unit) and paste it in the place of "???".
Example:
*** IF ***
    True.
*** THEN ***
   String: 'A10ThunderboltAmbientLoop' plays as though coming from Unit 'A10'.
If you haven't got it yet, explanation:

*** IF ***
True.
*** THEN ***
String: 'Name of sound' plays as though coming from Unit 'Name of unit'.


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UTD^Force
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menard
  • menard
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11 years ago
fantastic now the policecar have a sound.Here sir take a look i had made some few bugs in map.ini the weapon RaptorJetLaserGuidedMissileWeapon wont change their attributes like clipsize and primarydamage when game start.   TRAIN2.ZIP (150kb) downloaded 9 time(s).
UTD^Force
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11 years ago

fantastic now the policecar have a sound.Here sir take a look i had made some few bugs in map.ini the weapon RaptorJetLaserGuidedMissileWeapon wont change their attributes like clipsize and primarydamage when game start.

Originally Posted by: menard 



That usually happens with me, I'll try to figure it out in a few days. I'm currently really really busy, but if I discover it earlier I'm going to post it here.
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UTD^Force
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menard
  • menard
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  • Major
11 years ago
i solve the map.ini i just rename the raptormissile into different name then i put two command button in jetraptor but the problem is the button image is randomly change into different image. But its okay its only image the important is the button is working fine.Now is why ai or skirmish player build only one superweapon.I experiment and i added new script to make another scudstorm after he created one scudstorm in skirmishgla folder but the problem is skirmishgla player cant launch scrudstorm even its ready to fire.
UTD^Force
  • UTD^Force
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11 years ago
I haven't used vanilla general's world builder since..... since I knew how to make a timer!! (3 years ago).
But, I think you need to make two scripts to make the AI launch the superweapon (I don't really remember if the AI could use it as I didn't play skirmish in the vanilla generals more than 5-10 times).

Launch SuperWeapon Script 01

*** IF ***
Player '' is ready to fire Special power 'SuperweaponScudStorm'.
*** THEN ***
Player '' fire Special power 'SuperweaponScudStorm'
Enable Script 'Launch SuperWeapon Script 02'.



Launch SuperWeapon Script 02

*** IF ***
Player '' is ready to fire Special power 'SuperweaponScudStorm'.
*** THEN ***
Player '' fire Special power 'SuperweaponScudStorm'
Enable Script 'Launch SuperWeapon Script 01'.




The special power scripts are in the [Skirmish] folder, If that doesn't fix it. You can always upload the map so we can try to fix it...
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UTD^Force
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menard
  • menard
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11 years ago
it doesn't fix the problem sir even i add a new script in skimishGLA folder superweapon and buildbase building folder.Here i upload i hope you can fix it.   Train3.zip (240kb) downloaded 9 time(s).
UTD^Force
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11 years ago

it doesn't fix the problem sir even i add a new script in skimishGLA folder superweapon and buildbase building folder.Here i upload i hope you can fix it.

Originally Posted by: menard 




I tested it yesterday, tried once. But the AI builds the two scud storms, when one is ready its timer stays on 0:00 and keeps flashing while the sound ScudStormInitiated is running on a loop!
I will give it another go today.
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UTD^Force
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menard
  • menard
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11 years ago
have you tried it again sir how about the map.ini is there any solution for the raptor button image?
UTD^Force
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11 years ago

have you tried it again sir how about the map.ini is there any solution for the raptor button image?

Originally Posted by: menard 



Can you upload the map.ini file?
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UTD^Force
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menard
  • menard
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  • Major
11 years ago
Okay sir i created a newmap i just extend it now i have a problem for the script exit structure the ranger wont exit after he enter the Captains Building.Just check out my script in FindtheCaptain in Civilian folder.Thanks in advance.And i forgot it the map.ini that you asking for lately is added in this zip file.   Train4.zip (292kb) downloaded 8 time(s).
UTD^Force
  • UTD^Force
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11 years ago
Fixed.

Script:
FindCaptain


*** IF ***
'AmericaInfantryRanger' has been built by Player ''
*AND* Player '' has entered building named Unit 'CaptainsOffice'
*** THEN ***
Set timer 'EmptyTheBuilding' to expire in 0.10 seconds.



Script:
FindCaptainC


*** IF ***
Timer 'EmptyTheBuilding' has expired.
*** THEN ***
Spawn Unit 'CaptainBarbel' of type 'AmericaInfantryOfficer' on team Team 'teamplayer0' at position ((1400.00,4400.00,0.00)), rotated 0.00 degrees .
Play Sound 'ColonelBurtonVoiceGarrison'.
Unit 'CaptainBarbel' EXACTLY follows waypoints, beginning at Waypoint Path 'CaptainsPath'
Unit 'CaptainsOffice' empties.
Enable Script 'StartFlashing'.


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UTD^Force
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menard
  • menard
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11 years ago
Thanks sir it works great now my next move is to learn modding and texturing units
UTD^Force
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11 years ago

Thanks sir it works great now my next move is to learn modding and texturing units

Originally Posted by: menard 



Texturing? Do you mean modelling tanks and skining them?
And if you need help with INIs, I can help. I was taught by the best guys here on cnclabs 🙂
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UTD^Force
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menard
  • menard
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  • Major
11 years ago
yeah i hope you could help me i had a tools for creating 3d
UTD^Force
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11 years ago

yeah i hope you could help me i had a tools for creating 3d

Originally Posted by: menard 



You have all the tools?
RenX
Gmax
W3D Importer

And this is needed too:
csfeditor.exe
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UTD^Force
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menard
  • menard
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  • Major
11 years ago
i have it all but i dont know how to use it haha