Posted by: airmanslacker - Saturday, July 30, 2011 5:16:57 AM
Hello all. Just got into modding and have been at it for a couple weeks. Have done some fun stuff with adding weapons and defenses to various buildings and units and have created some new ones that are based off others. (No custom homemade units, just altered pre-built units) Having a blast figuring all this stuff out. I have a few questions but I will keep one topic to each post to preserve the topic of each. I have figured out how to get an A10 built, but I haven't been able to figure out how to make it land and repair. As soon as I build it, it flies up and makes it's circles (custom made since I figured out the locomotors). But I can't get it to land heal or land which I really want it to. Additionally, I have been trying to get it to have the vulcan cannon (custom copy made) to use on infantry and vehicles, but then have the missiles to use on structures. As of now, the vulcan cannon works fine on everything, but I start to get an error when I try to add missiles and designate the cannon for infantry and vehicles and the missiles for structures.

Posted by: airmanslacker - Saturday, July 30, 2011 5:24:36 AM
I have tried taking the approach where I basically copy the Raptor, and try to give it the A10 skin and assign the weapon and locomotor for the A10, but it didn't seem to work. I have been able to actually build it when I copy the A10 and mod it from there though. I have been using TibEd for my modding with some dabbling in FinalBIG on occasion.

Posted by: Annihilationzh - Saturday, July 30, 2011 5:39:53 AM
[quote]but it didn't seem to work[/quote] If you want help, you need to be specific. Copying the raptor is the simplest method.

Posted by: airmanslacker - Saturday, July 30, 2011 5:47:08 AM
Sorry. Well the game won't even start after I do it. Here's what I have done to mod the raptor: Object AmericaA10Beta ; *** ART Parameters *** SelectPortrait = SAWarthog_L ButtonImage = SAWarthog UpgradeCameo1 = Upgrade_AmericaLaserMissiles UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_AmericaCountermeasures ; UpgradeCameo4 = NONE ; UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVWarthog WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin End ConditionState = JETEXHAUST ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED Model = AVWarthog_D WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End AliasConditionState = RUBBLE ParticlesAttachedToAnimatedBones = Yes End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:A10Beta EditorSorting = VEHICLE Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 400 Prerequisites Object = AirF_AmericaAirfield End WeaponSet Conditions = None Weapon = PRIMARY RaptorJetMissileWeapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End UnitSpecificSounds SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject StartDive = A10ThunderboltDive End WeaponSet Conditions = None Weapon = PRIMARY A10ThunderboltVulcan2 PreferredAgainst = PRIMARY INFANTRY VEHICLE End BuildCost = 1400 BuildTime = 20 ExperienceValue = 50 50 100 150 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience CrusherLevel = 1 ; 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 = AmericaJetRaptorCommandSet ; *** AUDIO Parameters *** VoiceSelect = RaptorVoiceSelect VoiceMove = RaptorVoiceMove VoiceAttack = RaptorVoiceAttack VoiceAttackAir = RaptorVoiceAttackAir VoiceGuard = RaptorVoiceAirPatrol SoundAmbient = RaptorAmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 600 InitialHealth = 600 End Behavior = WeaponSetUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaLaserMissiles End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 3 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = ExperienceScalarUpgrade ModuleTag_04 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ; Increases experience gained by an additional 100% End Behavior = JetSlowDeathBehavior ModuleTag_05 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ; Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial OCLInitialDeath = OCL_RaptorDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_RaptorDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_A10DeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_A10DeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = EjectPilotDie ModuleTag_06 ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ; only vet+ gives pilot End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = JetAIUpdate ModuleTag_09 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor 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 GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. End

Posted by: Annihilationzh - Saturday, July 30, 2011 6:31:24 AM
Remove these two lines: [code]OkToChangeModelColor = Yes End[/code] And you haven't removed the raptor weaponset: [code]WeaponSet Conditions = None Weapon = PRIMARY RaptorJetMissileWeapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon End[/code]

Posted by: airmanslacker - Saturday, July 30, 2011 7:29:42 AM
I think I figured it out. I got it so I can control them like a Raptor (landing and all) but it seems the model is the one with muzzle flash. I am learning where all the models come into play and the damage levels. I actually intend to have it upgrade-able to have missiles as a secondary on structures. What exactly doe the "OktoChangeModelColor" do?

Posted by: Annihilationzh - Saturday, July 30, 2011 8:40:56 AM
It was part of the art code from the raptor that you didn't delete/replace. The crash was being caused because the game had no idea what to do with the command; the art code had already 'End'ed. For the actual raptor, the model's colour is changed to display which player it belongs to.

Posted by: airmanslacker - Friday, August 5, 2011 4:42:16 PM
Gotcha. Lesson learned. I figured it out. Works pretty good defending the base against infantry and taking out dozers. It actually does a strafe of gunfire before it has to loop back around to do another. Now if I could just get it to dive...