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I can do that as a map.ini or an actual mod.It would take me about 10 minutes.
Originally Posted by: klingondragon
Object ConvoyTruckArmedWithNuke BuildCost = 2000 BuildTime = 15.0 ; in seconds KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE End CommandButton Command_ConstructChinaVehicleNukeTruck Command = UNIT_BUILD Object = ConvoyTruckArmedWithNuke TextLabel = CONTROLBAR:ConstructChinaVehicleNukeLauncher ButtonImage = SSConvoy_L ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNukeLauncher End CommandSet ChinaWarFactoryCommandSet 1 = Command_ConstructChinaTankBattleMaster 2 = Command_ConstructChinaTankOverlord 3 = Command_ConstructChinaVehicleTroopCrawler 4 = Command_ConstructChinaVehicleListeningOutpost 5 = Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Command_ConstructChinaVehicleInfernoCannon 10 = Command_ConstructChinaVehicleNukeTruck 11 = Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaWarFactoryCommandSetUpgrade 1 = Command_ConstructChinaTankBattleMaster 2 = Command_ConstructChinaTankOverlord 3 = Command_ConstructChinaVehicleTroopCrawler 4 = Command_ConstructChinaVehicleListeningOutpost 5 = Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Command_ConstructChinaVehicleInfernoCannon 10 = Command_ConstructChinaVehicleNukeTruck 11 = Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End
This should work, unfortunately I can't make it cost anything and build time is instant. (some sort of limit with map.inis)
CommandButton Boss_Command_ConstructChinaTankOverlord Command = UNIT_BUILD Object = Boss_TankOverlord TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SSConvoy_L ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandSet ChinaWarFactoryCommandSet 13 = Boss_Command_ConstructChinaTankOverlord End CommandSet ChinaWarFactoryCommandSetUpgrade 13 = Boss_Command_ConstructChinaTankOverlord End Object Boss_TankOverlord DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End WeaponSet Conditions = None Weapon = PRIMARY ConvoyTruckSuicideWeapon End VisionRange = 150 ShroudClearingRange = 350 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 = CivilianTransportWithNukeCommandSet VoiceSelect = ConvoyTruckVoiceSelect VoiceMove = ConvoyTruckVoiceMove SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = NoSound TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceCrush = NoSound VoiceEnter = NoSound VoiceUnload = NoSound End Prerequisites End RemoveModule ModuleTag_01 RemoveModule ModuleTag_03 RemoveModule ModuleTag_04 RemoveModule ModuleTag_05 RemoveModule ModuleTag_06 RemoveModule ModuleTag_07 RemoveModule ModuleTag_08 RemoveModule ModuleTag_09 RemoveModule ModuleTag_10 RemoveModule ModuleTag_11 RemoveModule ModuleTag_12 RemoveModule ModuleTag_13 RemoveModule ModuleTag_16 RemoveModule ModuleTag_17 AddModule Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVConvoy End ConditionState = LOADED Model = NVConvoy End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 ;CabBone = CAB ;TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 ;MidRightFrontTireBone = Tire03 ;MidLeftFrontTireBone = Tire04 ;MidRightMidTireBone = Tire05 ;MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray End Behavior = AIUpdateInterface ModuleTag_06 End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +SUICIDED DestructionDelay = 1500 OCL = FINAL OCL_GenericCarExplode Weapon = FINAL DirtyNukeCreationWeapon End Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -SUICIDED DestructionDelay = 0 OCL = FINAL OCL_GenericCarExplode Weapon = FINAL DirtyNukeCreationWeapon End End; of AddModule Locomotor = SET_NORMAL SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor End
Command_ConstructChinaVehicleListeningOutpost
Command_ConstructChinaTankECM
I thought about it (especially since the war factory hasn't got enough space for another unit) but I decided against it.If it'd be better like that I can probably work on it some more to work out the kinks.
I'm pretty sure I noticed something but I can't remember what and I'm not going to bother. This thread has gone off the track I originally intended.
Add a stealth module.Copy the code from a stealthed unit and then use the addmodule code to add it to the unit in the map.ini
Object SupW_AmericaPatriotBattery ; *** ART Parameters *** SelectPortrait = SAMicroPat_L ButtonImage = SAMicroPat Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = ABPatriotSW Turret = TURRET01 TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA WeaponLaunchBone = SECONDARY WeaponA WeaponLaunchBone = TERTIARY WeaponA WeaponFireFXBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponFireFXBone = TERTIARY WeaponA End AliasConditionState = NIGHT ConditionState = DAMAGED Model = ABPatriotSW_D End AliasConditionState = DAMAGED NIGHT ConditionState = REALLYDAMAGED RUBBLE Model = ABPatriotSW_E End AliasConditionState = REALLYDAMAGED RUBBLE NIGHT ConditionState = SNOW Model = ABPatriotSW_S End AliasConditionState = SNOW NIGHT ConditionState = DAMAGED SNOW Model = ABPatriotSW_DS End AliasConditionState = SNOW NIGHT DAMAGED ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABPatriotSW_ES End AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPatriot Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABPatriot_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABPatriot_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW Model = ABPatriot_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABPatriot_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW Model = ABPatriot_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED End Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End ;************************************************************************************************************************** End
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