Hi Everyone I am a zero hour veteran who recently returned to the game truth be told I had no idea the servers had moved.
I would like to make a small naval mod to introduce buildable ships creating an exciting new online experience, in the past I have made many maps and created some simple mods however this time I will need some assistance and would appreciate the assistance and guidance of the Gurus here.
The Mod I would like to create allows the player to capture the Boss War Factory placed in the water near their base and then build a number of naval units, additional modifications will be made to infantry so they can swim and other units.
I would like to design the features to my mini mod and would listen to any tips on the feasibility of the content with just an map.ini
1. As I want build cost and construction time to function I would like to repurpose the following units so they can be constructed at the player boss War Factory.
A. American Vanilla Aurora to become battleship armed with Spectre Gunship Howitzer.
B. American Vanilla Chinook to become amphibious transport with same behaviour so it can collect supplies and transport
C. American Vanilla Advenger to become Advenger gun boat.
2. Review Infantry Locomotors and add Over Water Condition with swimming animation.
3. Review some vehicle Locomotors such as troop transport and make them amphibious.
I have reviewed many threads in this forum and have learnt allot in the past weeks, I have started this thread as I could have a variation of issues to resolve and I will be so thankful for any assistance.
To start with I have figured out the command sets and buttons for my Boss War Factory and am in the process of making the American Vanilla Aurora into a Battleship, Find my Code below. I have an error and I don't see what's wrong , So far I have replaced every module in the Aurora Code with what I had functioning for a previous battleship object I had Modded successfully.
Would greatly appreciate some review.
CommandButton Boss_Command_ConstructAmericaJetAurora
Command = UNIT_BUILD
Object = Object AmericaJetAurora
TextLabel = CONTROLBAR:ConstructAmericaJetAurora
ButtonImage = SABattleship
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = Battleship
End
Object Boss_WarFactory
CommandSet = Boss_ChinaWarFactoryCommandSet2
RemoveModule ModuleTag_25
AddModule ModuleTag_25_Override
Behavior = CommandSetUpgrade ModuleTag_25_2
CommandSet = Boss_ChinaWarFactoryCommandSetUpgrades2
TriggeredBy = Upgrade_ChinaMines
End
End
End
CommandSet Boss_ChinaWarFactoryCommandSetUpgrades2
1 = Boss_Command_ConstructAmericaJetAurora
End
CommandSet Boss_ChinaWarFactoryCommandSet2
1 = Boss_Command_ConstructAmericaJetAurora
End
CommandSet boatCommandSet
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
Object AmericaJetAurora
; *** ART Parameters ***
SelectPortrait = SABattleship_L
ButtonImage = SABattleship
UpgradeCameo1 = None
UpgradeCameo2 = None
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override ; Boat
ExtraPublicBone = LIGHT02BASE
ExtraPublicBone = TURRET02
DefaultConditionState
;ConditionState = NONE
Model = avbattlesh
Animation = avbattlesh.avbattlesh
AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
AltTurret = Turret02
AltTurretPitch = TurretEL02
WeaponFireFXBone = PRIMARY Tur1Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel
WeaponFireFXBone = SECONDARY Tur2Muzzle
WeaponRecoilBone = SECONDARY Tur2Barrel
WeaponLaunchBone = TERTIARY Tur2Muzzle
WeaponFireFXBone = TERTIARY Tur2Muzzle
WeaponRecoilBone = TERTIARY Tur2Barrel
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = TreadFX03 BattleShipWaterRipples
ParticleSysBone = TreadFX04 BattleShipWaterRipples
End
ConditionState = OVER_WATER
Model = AVBattleSh
ParticleSysBone = TreadFX02 AmphibWaveRest
End
ConditionState = MOVING OVER_WATER
Model = avbattlesh
Animation = avbattlesh.avbattlesh
AnimationMode = LOOP
ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = TreadFX02 AmphibWave
ParticleSysBone = TreadFX03 AmphibWave
ParticleSysBone = TreadFX04 AmphibWave
ParticleSysBone = TreadFX05 AmphibWave
End
ConditionState = DAMAGED
Model = avbattlesh_D
Animation = avbattlesh_D.avbattlesh_D
AnimationMode = LOOP
ParticleSysBone = SmokeS01 SpectreGunshipFireLarge
ParticleSysBone = SmokeS01 SootySmokeColumn
ParticleSysBone = SmokeS02 FireFactionSmall
ParticleSysBone = SmokeS02 SmokeFactionSmall
ParticleSysBone = SmokeS03 SpectreGunshipFireLarge
ParticleSysBone = SmokeS03 SootySmokeColumn
ParticleSysBone = SmokeS04 FireFactionLarge
ParticleSysBone = SmokeS04 FireFactionLarge
ParticleSysBone = SmokeS05 FireFactionMedium
ParticleSysBone = SmokeS05 SmokeFactionMedium
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = TreadFX03 BattleShipWaterRipples
ParticleSysBone = TreadFX04 BattleShipWaterRipples
End
ConditionState = DAMAGED MOVING OVER_WATER
Model = avbattlesh_D
Animation = avbattlesh_D.avbattlesh_D
AnimationMode = LOOP
ParticleSysBone = SmokeS01 SpectreGunshipFireLarge
ParticleSysBone = SmokeS01 SootySmokeColumn
ParticleSysBone = SmokeS02 FireFactionSmall
ParticleSysBone = SmokeS02 SmokeFactionSmall
ParticleSysBone = SmokeS03 SpectreGunshipFireLarge
ParticleSysBone = SmokeS03 SootySmokeColumn
ParticleSysBone = SmokeS04 FireFactionLarge
ParticleSysBone = SmokeS04 FireFactionLarge
ParticleSysBone = SmokeS05 FireFactionMedium
ParticleSysBone = SmokeS05 SmokeFactionMedium
ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = TreadFX02 AmphibWave
ParticleSysBone = TreadFX03 AmphibWave
ParticleSysBone = TreadFX04 AmphibWave
ParticleSysBone = TreadFX05 AmphibWave
End
ConditionState = REALLYDAMAGED
Model = avbattlesh_D1
Animation = avbattlesh_D1.avbattlesh_D1
AnimationMode = LOOP
ParticleSysBone = HOUSECOLOR01 FireStormBranch1
ParticleSysBone = HOUSECOLOR01 airCarrierSmoke
ParticleSysBone = FireM01 SpectreGunshipFireLarge
ParticleSysBone = FireM01 SootySmokeColumn
ParticleSysBone = FireS01 FireFactionSmall
ParticleSysBone = FireS01 SmokeFactionSmall
ParticleSysBone = FireS02 FireFactionLarge
ParticleSysBone = FireS02 SmokeFactionLarge
ParticleSysBone = SmokeM01 FireFactionMedium
ParticleSysBone = SmokeM01 SmokeFactionMedium
ParticleSysBone = SmokeM02 airCarrierJet01Explosion
ParticleSysBone = SmokeM02 SmokeFactionMedium
ParticleSysBone = SmokeM03 FireFactionMedium;front deck
ParticleSysBone = SmokeM03 SmokeFactionMedium
ParticleSysBone = SmokeM04 FireFactionLarge
ParticleSysBone = SmokeM04 SmokeFactionLarge
ParticleSysBone = SmokeS01 FireFactionMedium
ParticleSysBone = SmokeS01 SmokeFactionMedium
ParticleSysBone = SmokeS02 FireFactionMedium
ParticleSysBone = SmokeS02 SmokeFactionMedium
ParticleSysBone = SmokeS03 FireStormBranch2
ParticleSysBone = SmokeS03 SootySmokeColumn
ParticleSysBone = SmokeS04 FireStormBranch3
ParticleSysBone = SmokeS01 OilSlime
ParticleSysBone = SmokeS01 OilPuddle
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = TreadFX03 BattleShipWaterRipples
ParticleSysBone = TreadFX04 BattleShipWaterRipples
End
ConditionState = REALLYDAMAGED MOVING OVER_WATER
Model = avbattlesh_D1
Animation = avbattlesh_D1.avbattlesh_D1
AnimationMode = LOOP
ParticleSysBone = HOUSECOLOR01 FireStormBranch1
ParticleSysBone = HOUSECOLOR01 airCarrierSmoke
ParticleSysBone = FireM01 SpectreGunshipFireLarge
ParticleSysBone = FireM01 SootySmokeColumn
ParticleSysBone = FireS01 FireFactionSmall
ParticleSysBone = FireS01 SmokeFactionSmall
ParticleSysBone = FireS02 FireFactionLarge
ParticleSysBone = FireS02 SmokeFactionLarge
ParticleSysBone = SmokeM01 FireFactionMedium
ParticleSysBone = SmokeM01 SmokeFactionMedium
ParticleSysBone = SmokeM02 airCarrierJet01Explosion
ParticleSysBone = SmokeM02 SmokeFactionMedium
ParticleSysBone = SmokeM03 FireFactionMedium
ParticleSysBone = SmokeM03 SmokeFactionMedium
ParticleSysBone = SmokeM04 FireFactionLarge
ParticleSysBone = SmokeM04 SmokeFactionLarge
ParticleSysBone = SmokeS01 FireFactionMedium
ParticleSysBone = SmokeS01 SmokeFactionMedium
ParticleSysBone = SmokeS02 FireFactionMedium
ParticleSysBone = SmokeS02 SmokeFactionMedium
ParticleSysBone = SmokeS03 FireStormBranch2
ParticleSysBone = SmokeS03 SootySmokeColumn
ParticleSysBone = SmokeS04 FireStormBranch3
ParticleSysBone = SmokeS01 OilSlime
ParticleSysBone = SmokeS01 OilPuddle
ParticleSysBone = Mist01 AmphibMist
ParticleSysBone = TreadFX01 AmphibWave
ParticleSysBone = TreadFX02 AmphibWave
ParticleSysBone = TreadFX03 AmphibWave
ParticleSysBone = TreadFX04 AmphibWave
ParticleSysBone = TreadFX05 AmphibWave
End
ConditionState = RUBBLE
Model = avbattlesh_D1
ParticleSysBone = TreadFX01 airCarrierShockWave
ParticleSysBone = TreadFX01 airCarrierOilSlick
ParticleSysBone = Dum_Turret JetFireLarge
ParticleSysBone = Dum_Turret BeaconSmokeFFFFFF
ParticleSysBone = Dum_Turret airCarrierFinalDeathSplash
ParticleSysBone = Tower AmphibWaveRest
End
AliasConditionState = RUBBLE OVER_WATER
AliasConditionState = RUBBLE MOVING OVER_WATER
AliasConditionState = REALLYDAMAGED RUBBLE
AliasConditionState = REALLYDAMAGED RUBBLE MOVING OVER_WATER
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Battleship
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
ShroudClearingRange = 600
Prerequisites
None
;Object = AmericaAirfield
;Object = AmericaStrategyCenter
End
BuildCost = 2500
BuildTime = 30.0 ;in seconds
WeaponSet
Conditions = None
Weapon = PRIMARY SpectreHowitzerGun
Weapon = SECONDARY SpectreHowitzerGun
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_PLAYER FROM_AI
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_PLAYER FROM_AI
End
ArmorSet
Conditions = None
Armor = StructureArmorInternetCenter
DamageFX = TankDamageFX
End
ExperienceValue = 200 200 400 400 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = boatCommandSet
; *** AUDIO Parameters ***
VoiceSelect = BattleshipVoiceSelect
VoiceMove = BattleshipVoiceMove
VoiceGuard = BattleshipVoiceMove
VoiceAttack = BattleshipVoiceAttack
SoundAmbient = BattleshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
VoiceCreate = BattleshipVoiceSelect
SoundEject = NoSound
VoiceEject = NoSound
Afterburner = NoSound
VoiceLowFuel = NoSound
VoiceGarrison = NoSound
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE BOAT SCORE TRANSPORT
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 4000.0
InitialHealth = 4000.0
End
End
RemoveModule ModuleTag_03 ; removed we want sink behaviour
AddModule ModuleTag_03_Overide
Behavior = SlowDeathBehavior ModuleTag_03_Sink ;sink behaviour
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 2 ; in Dist/Sec
DestructionDelay = 15000
FX = INITIAL FX_CarpetBomb
OCL = MIDPOINT OCL_GenericCarFloatDebris
FX = MIDPOINT WeaponFX_DEMO_SCUDMissileDetonationExplosive ;FX_TrainWreckSplash
FX = FINAL FX_LastBubble
End
End
RemoveModule ModuleTag_04 ; eject pilot removed
;Behavior = PhysicsBehavior ModuleTag_05 (Mass Module Commented to avoid duplicate)
; Mass = 500.0
; End
RemoveModule ModuleTag_06 ;Advanced training module removed
RemoveModule ModuleTag_07
AddModule ModuleTag_07_Override
Behavior = AIUpdateInterface ModuleTag_07_Override ;replace jet behavior this is a ship now
Turret
TurretTurnRate = 80
TurretPitchRate = 80
FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY
NaturalTurretAngle = 180 ; this turret points backwards normally
End
AltTurret
TurretTurnRate = 80
TurretPitchRate = 80
FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = SECONDARY
End
TurretsLinked = Yes
End
Locomotor = SET_NORMAL BasicBoatLocomotor
RemoveModule ModuleTag_Armor01 ;countermeasures armor upgrade removed
RemoveModule ModuleTag_10 ;countermeasures upgrade removed
;Behavior = FlammableUpdate ModuleTag_21 (Commented out as we dont want duplicate catch fire module)
; AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
; AflameDamageAmount = 3 ; taking this much damage...
; AflameDamageDelay = 500 ; this often.
; End
RemoveModule ModuleTag_22; replace with this smoke
AddModule ModuleTag_22_Override
Behavior = TransitionDamageFX ModuleTag_DamageSmoke
DamagedParticleSystem1 = Bone:Dum_Turret RandomBone:Yes PSys:SootySmokeTrail
DamagedFXList1 = Loc: X:0 Y:0 Z:1 FXList:FX_BattleMasterDamageTransition
ReallyDamagedParticleSystem1 = Bone:Dum_Turret RandomBone:Yes PSys:SpectreGunshipFireLarge
ReallyDamagedParticleSystem2 = Bone:Dum_Turret RandomBone:Yes PSys:SootySmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
RubbleParticleSystem1 = Bone:TreadFX01 RandomBone:No PSys:airCarrierOilSlick
End
End
Geometry = BOX
GeometryMajorRadius = 200.0
GeometryMinorRadius = 20.0
GeometryHeight = 40
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
Smeagols Naval Mod Wake Island V1.zip
(97kb) downloaded 7 time(s).