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...