Posted by: NOP - Tuesday, June 21, 2011 1:46:30 PM
I recently finished some pretty cool tech buildings. 1: A radar tower that provides radar, has great vision, and has a radar sweep ability (with cooldown). and 2: An ecm tower that deflects enemy missiles, or can lockdown a vehicle, and use an EMP self defense mechanism...(with cooldown) Im planning to do a mercenery hang-out where you can buy different mercenary heroes... Does any anyone have any ideas for mercenary-type characters? Im concidering adding upgrades to the chinese supply truck since its so useless late-game. (maybe Gatling cannon, missile deflection, nuke suicide bomb, propaganda tower) Any other ideas out there? I also made a pilot ace hero for the airforcegeneral... An F22 with unique cameo and voice and carries more missiles and has a health bonus... Also gets the laser defense and laser guided missiles upgrade... (The voices suck :-) Any fun modding ideas out there?

Posted by: joey55 - Wednesday, June 22, 2011 9:10:28 AM
if you want a cool idea(wich i think it is) you can remember the chrono tank? try to make that, i maybe can help you on he way because i have an old working chrono tank somewhere on my pc but i never finished it completely, but it works:) you can try to make it and if you want my codes just tell and i will try to post them if i still have them.

Posted by: NOP - Wednesday, June 22, 2011 7:50:30 PM
So what does a chrono tank do? Teleport?

Posted by: joey55 - Thursday, June 23, 2011 1:10:02 AM
yes, it comes from ra1 if i remember right [img]http://www.geocities.ws/j_silver_1984/cnc/07/ra_chrono_tank.gif[/img] you can use the POW truck for it.

Posted by: NOP - Thursday, June 23, 2011 5:11:55 AM
If you can find the code for it, I'd love to check it out... I wonder how teleportation would look like in code... Does it have a unique locomotor or what does it do?

Posted by: joey55 - Thursday, June 23, 2011 6:26:38 AM
well in fact the code is not that unique :P it fires a weapon that creates itself and destroys his old version but i will look for them ;)

Posted by: Annihilationzh - Thursday, June 23, 2011 6:35:23 AM
Merge a terrorist with a nuke cannon, then tidy it up. That is how I'd make a teleporter. Sounds strange, but you'd be amazed the methods you have to use.

Posted by: NOP - Monday, June 27, 2011 9:20:25 AM
So Im ready to make the teleport unit... Its going to be yet another infantry hero that you can buy from the mercenary hangout tech building I made. EDIT: This one is tricky! I'd like to see your old code!

Posted by: joey55 - Monday, June 27, 2011 12:30:24 PM
i found the unit code, i only need to find the weapons code....i dont really safe my stuff organized...

Posted by: joey55 - Monday, June 27, 2011 12:42:00 PM
here is what i could find in my mess, its from a mod i work on but i dont know if ill put it in it. hope you can get something out of this because its far from perfet(other modules that are still there etc...) [code]Object ChronoTank ; *** ART Parameters *** SelectPortrait = SAPowTruck ButtonImage = SAPowTruck ;UpgradeCameo1 = Upgrade_AmericaBattleDrone ;UpgradeCameo2 = Upgrade_AmericaScoutDrone ;UpgradeCameo3 = Upgrade_AmericaHellfireDrone ;UpgradeCameo4 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo5 = Upgrade_AmericaTOWMissile Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVPOWTRUCK Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = AVPOWTRUCK_D Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ;ConditionState = WEAPONSET_PLAYER_UPGRADE ; Model = AVHUMMER ;Turret = TurretUp01 ;HideSubObject = Turret MuzzleFX01 ;ShowSubObject = TurretUp01 Housecolor03 ;WeaponFireFXBone = PRIMARY MuzzleUp ;WeaponMuzzleFlash = PRIMARY MuzzleFXUp ;WeaponFireFXBone = SECONDARY WeaponB ;WeaponLaunchBone = SECONDARY WeaponB ;WeaponFireFXBone = TERTIARY WeaponB ;WeaponLaunchBone = TERTIARY WeaponB ;End ;ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE ; Model = AVHUMMER_d ;Turret = TurretUp01 ;HideSubObject = Turret MuzzleFX01 ;ShowSubObject = TurretUp01 Housecolor03 ;WeaponFireFXBone = PRIMARY MuzzleUp ;WeaponMuzzleFlash = PRIMARY MuzzleFXUp ;WeaponFireFXBone = SECONDARY WeaponB ;WeaponLaunchBone = SECONDARY WeaponB ;WeaponFireFXBone = TERTIARY WeaponB ;WeaponLaunchBone = TERTIARY WeaponB ;End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:ChronoTank Side = ThunderReaper EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY BasicRifle Weapon = SECONDARY Jumper PreferredAgainst = SECONDARY None End ArmorSet Conditions = None Armor = HumveeArmor DamageFX = TruckDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 320 Prerequisites Object = ThunderReaperWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;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 = ChronoTankCommandSet ; *** AUDIO Parameters *** VoiceSelect = HumveeVoiceSelect VoiceMove = HumveeVoiceMove VoiceGuard = HumveeVoiceMove VoiceAttack = HumveeVoiceAttack VoiceAttackAir = HumveeVoiceAttackTOW SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound VoiceCreate = HumveeVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = HumveeVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceUnload = HumveeVoiceUnload VoiceEnter = HumveeVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; 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 = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL HumveeLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = No Slots = 8 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit DamagePercentToUnits = 100% ;10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaTOWMissile End Behavior = ExperienceScalarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; This is commented out per hotlist request 10/9 ML ; Behavior = CreateObjectDie ModuleTag_15 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ; End ;Behavior = EjectPilotDie ModuleTag_16 ;DeathTypes = ALL -CRUSHED -SPLATTED ;ExemptStatus = HIJACKED ; The following added out per hotlist request 10/9 as above ML ;VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot ;GroundCreationList = OCL_EjectPilotOnGround ;AirCreationList = OCL_EjectPilotViaParachute ;End Behavior = TransitionDamageFX ModuleTag_17 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End [/code] [code]Weapon BasicRifle PrimaryDamage = 15.0 PrimaryDamageRadius = 5.0 ; 0 primary radius means "hits only intended victim" ScatterRadius = 5.0 AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire WeaponFX_GenericMachineGunFireWithRedTracers FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 ; time between shots, msec ClipSize = 50 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% WeaponBonus = DRONE_SPOTTING RANGE 200% WeaponBonus = DRONE_SPOTTING DAMAGE 200% End [/code] [code]Weapon Jumper PrimaryDamage = 1.0 PrimaryDamageRadius = 0.0 AttackRange = 9999.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 999 ;750 ; ignored for projectile weapons FireOCL = OCL_Kill ProjectileObject = StingerMissile DelayBetweenShots = 2 ClipSize = 1 ClipReloadTime = 60000 AutoReloadsClip = Yes FireSound = StingerMissileWeapon ProjectileDetonationOCL = OCL_Spawn AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes ProjectileCollidesWith = NONE End[/code] [code]ObjectCreationList OCL_Spawn CreateObject ObjectNames = ChronoTank Disposition = ON_GROUND_ALIGNED End End[/code] [code]ObjectCreationList OCL_Kill CreateObject ObjectNames = MOABGas Disposition = ON_GROUND_ALIGNED End End[/code]

Posted by: NOP - Monday, June 27, 2011 2:11:11 PM
I Installed your code and wrote up a command set for it. It almost works. For eksampel the tank doesnt actually die in the explosion, and when it does it leaves a hulk. So its really just a "clone shooter"... Very inspirational though! Are you able to fix it so that it works perfectly? Thats what Im trying to do....

Posted by: joey55 - Monday, June 27, 2011 11:42:30 PM
thats what i mean with its far from perfect :p codes like these coauses a hulk to appear [code]Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End [/code] edit: to make the unit die, try to make the fireOLC spawn a barrel with lifetime 0,1 , than when the barrel dies have the deathbehavior module from the barrel spawn the explosion, i think that is waht worked for me then.

Posted by: NOP - Tuesday, June 28, 2011 4:35:56 AM
a barrel? Whats a barrel gonna do?

Posted by: joey55 - Tuesday, June 28, 2011 7:28:10 AM
the barrel is gonna have a lifetime of 0,1 secconds and when it dies after the 0,1 seccond it will spawn something (with the deadOLC thingy) to kill the original unit

Posted by: Annihilationzh - Tuesday, June 28, 2011 9:51:13 AM
Just FYI, if you want a tutorial on how to do everything imaginable, download Contra. The guy who made that makes the creators of shockwave look like amateurs. Every ounce of code is highly professional. The guy made a teleporter out of bike logic; I didn't even think of doing it that way.

Posted by: joey55 - Tuesday, June 28, 2011 11:12:46 PM
[quote=Annihilationzh]Just FYI, if you want a tutorial on how to do everything imaginable, download Contra. The guy who made that makes the creators of shockwave look like amateurs. Every ounce of code is highly professional. The guy made a teleporter out of bike logic; I didn't even think of doing it that way.[/quote] oehhhhh sounds interesting, would love to go check that out [grin]