Posted by: bob6000 - Sunday, October 23, 2011 5:26:12 PM
How do I elevate where a weapon shoots from? like right now I have a couple infantry that look like they are shooting lazer beams and fire from their boots The other thing is how would I get a specific jet to respond to what a target designator is targeting? I have everything made and working I'm just missing what ever commands I need to make that happen. I tried to give an airfeild a flight deck behavior but for whatever reason it caused the game to crash when I sent the dozer to build it, I don't have very much to compair things to for it to work. Im not sure if that would do anything or if I would have to try to figure out what to put together between the taget designator and what I find with the patriot battary assist weapon. none weopon related: I've gotten as far as the texture part of the modeling tutorial, would anyone here happen to know how I can convert .dds to .tga files?

Posted by: brncao - Sunday, October 23, 2011 7:42:52 PM
[quote=bob6000] How do I elevate where a weapon shoots from? like right now I have a couple infantry that look like they are shooting lazer beams and fire from their boots[/quote] It's either the code or the model. If the firing bone(s) in the model is set up incorrectly, that has to be corrected first. Is it a preexisting model or a new model you created? If the bones are set up correctly, then it's a coding problem. Under DefaultStateCondition, use this line of code* [code]WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX ;this line of code is optional[/code] *Tweaking the code may be necessary. It depends what weapon (PRIMARY, SECONDARY, TERTIARY) you're using and what the bone ID (Muzzle and MuzzleFX is just the name of the bone) is. [quote=bob6000]The other thing is how would I get a specific jet to respond to what a target designator is targeting? I have everything made and working I'm just missing what ever commands I need to make that happen. I tried to give an airfeild a flight deck behavior but for whatever reason it caused the game to crash when I sent the dozer to build it, I don't have very much to compair things to for it to work. Im not sure if that would do anything or if I would have to try to figure out what to put together between the taget designator and what I find with the patriot battary assist weapon.[/quote] If I'm understanding it correctly, a soldier designates a target for your air assets (the ones you've built in your base) to bomb a target right? Before you jump into the airfield modding, I suggest trying it out with the Aircraft Carrier first. The Aircraft Carrier behavior and the Airfield are two totally different behaviors. When you designate a target, the Aircraft Carrier should follow. It's theoretical but worth a try. Generally I'd go with the OCL approach. [quote=bob6000]none weopon related: I've gotten as far as the texture part of the modeling tutorial, would anyone here happen to know how I can convert .dds to .tga files? [/quote] PM me the file and I'll convert it for you.

Posted by: bob6000 - Sunday, October 23, 2011 9:32:58 PM
the lazer infantry is based on the Toxen Rebel and the flame thrower infantry is based on the Redguard and what you say about the fireing bones is one of the things i haven't figured out yet because with the flame thower I tried to copy what the dragon tank had and some how it messed up my GameData.ini according to world builder even after I deleted it. I ended up having to reinstall the game to make it right again because I didn't do anything with that file, but here is what I have. the weapon ini on the flame trooper is a copy of dragon tanks except with longer range and the lazer weapon ini is a copy of the lazer crusader weapon but with more punch [code] ;------------------------------------------------------------------------------ Object Infa_ChinaInfantryFlameTrooper ; *** ART Parameters *** SelectPortrait = SNRedGuard_L ButtonImage = SNRedGuard_L UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_InfantryCaptureBuilding UpgradeCameo3 = Upgrade_ChinaBlackNapalm ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; ------- Standing-Around Animations DefaultConditionState Model = NICNSC_SKN IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35 IdleAnimation = NICNSC_SKL.NICNSC_IDA IdleAnimation = NICNSC_SKL.NICNSC_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Stand End ConditionState = REALLYDAMAGED IdleAnimation = NICNSC_SKL.NICNSC_STB AnimationMode = ONCE TransitionKey = TRANS_StandDamaged End ; ------- Machine Gun Animations ConditionState = USING_WEAPON_A Animation = NICNSC_SKL.NICNSC_ATA AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = NICNSC_SKL.NICNSC_ATC AnimationMode = LOOP TransitionKey = TRANS_FiringDamaged End ; ------- Firing-related Transitions TransitionState = TRANS_Firing TRANS_FiringDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE End TransitionState = TRANS_Stand TRANS_Firing Animation = NICNSC_SKL.NICNSC_SA2AA AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Stand Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE End TransitionState = TRANS_StandDamaged TRANS_FiringDamaged Animation = NICNSC_SKL.NICNSC_ATCST AnimationMode = ONCE End TransitionState = TRANS_FiringDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_ATCED AnimationMode = ONCE End ; ------------- Damage Transitions -------------------- TransitionState = TRANS_StandDamaged TRANS_RunDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE AnimationSpeedFactorRange = 2 2 End TransitionState = TRANS_RunDamaged TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2AC AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2 2 Flags = START_FRAME_LAST End TransitionState = TRANS_Stand TRANS_StandDamaged Animation = NICNSC_SKL.NICNSC_AA2SA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 4 5 Flags = START_FRAME_LAST End ; ------- Movement Animations ConditionState = MOVING Animation = NICNSC_SKL.NICNSC_RNA 26 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = NICNSC_SKL.NICNSC_RNB 28 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_RunDamaged TransitionKey = None End AliasConditionState = MOVING ATTACKING REALLYDAMAGED ; ------- Bldg-capture ConditionState = UNPACKING Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = NICNSC_F_SKN Animation = NICNSC_F_SKL.NICNSC_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ; ------- Dying Animations ConditionState = DYING Animation = NICNSC_SKL.NICNSC_DTA Animation = NICNSC_SKL.NICNSC_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = NICNSC_SKL.NICNSC_ATDE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = NICNSC_SKL.NICNSC_ATDE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = NICNSC_SKL.NICNSC_ATDE3 AnimationMode = ONCE TransitionKey = None End ; ------- Misc Animations ConditionState = SPECIAL_CHEERING Animation = NICNSC_SKL.NICNSC_CHA AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:FlameTrooper Side = ChinaInfantryGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY Infa_FlameTrooperWeapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Infa_FlameTrooperWeaponUpgraded End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 100 ShroudClearingRange = 200 Prerequisites Object = Infa_ChinaBarracks End BuildCost = 300 BuildTime = 10.0 ;in seconds ExperienceValue = 5 5 10 20 ;Experience point value at each level ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaInfantryRedguardCommandSet ; *** AUDIO Parameters *** VoiceSelect = RedGuardVoiceSelect VoiceMove = RedGuardVoiceMove VoiceGuard = RedGuardVoiceMove VoiceAttack = RedGuardVoiceAttack VoiceGroupSelect = BattleCrySound VoiceFear = RedGuardVoiceFear VoiceTaskComplete = RedGuardVoiceCaptureComplete UnitSpecificSounds VoiceMelee = RedGuardVoiceAttackBayonet VoiceGarrison = RedGuardVoiceGarrison VoiceCreate = RedGuardVoiceCreate VoiceSubdue = RedGuardVoiceSubdue VoiceEnter = RedGuardVoiceMove VoiceEnterHostile = RedGuardVoiceMove VoiceGetHealed = RedGuardVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = VeterancyGainCreate ModuleTag_03 StartingLevel = VETERAN ScienceRequired = SCIENCE_RedGuardTraining End Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_05 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL RedguardLocomotor Behavior = HordeUpdate ModuleTag_06 RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_07 Mass = 5.0 End Behavior = SquishCollide ModuleTag_10 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RedGuardDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireChina OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinChina OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_15 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_16 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = RedGuardVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_17 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 4 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Behavior = WeaponSetUpgrade ModuleTag_19 TriggeredBy = Upgrade_ChinaBlackNapalm End Geometry = CYLINDER GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------ Object Infa_ChinaInfantryLazerTrooper ; *** ART Parameters *** SelectPortrait = SUToxinRebel_L ButtonImage = SUToxinRebel UpgradeCameo1 = UpgradeCameo2 = Upgrade_InfantryCaptureBuilding UpgradeCameo3 = Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; ---- standing DefaultConditionState Model = UIRGrdTOX_SKN IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY TurretFX WeaponLaunchBone = PRIMARY Muzzle01 HideSubObject = MuzzleFX01 TransitionKey = TRANS_Standing End ConditionState = REALLYDAMAGED IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE TransitionKey = TRANS_StandingHurt End ; ---- moving ConditionState = MOVING Animation = UIRGrd_SKL.UIRGrd_RNA 15 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_RNB 25 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING REALLYDAMAGED ; ---- dying ConditionState = DYING Animation = UIRGrd_SKL.UIRGrd_DTA Animation = UIRGrd_SKL.UIRGrd_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UIRGrd_SKL.UIRGrd_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UIRGrd_SKL.UIRGrd_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UIRGrd_SKL.UIRGrd_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = UIRGrd_SKL.UIRGrd_IDB End ; ---- firing ConditionState = USING_WEAPON_A Animation = UIRGrd_SKL.UIRGrd_ATA3 AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringHurt End TransitionState = TRANS_Standing TRANS_Firing Animation = UIRGrd_SKL.UIRGrd_ATAST AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Standing Animation = UIRGrd_SKL.UIRGrd_ATAED AnimationMode = ONCE End TransitionState = TRANS_StandingHurt TRANS_FiringHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE_BACKWARDS End TransitionState = TRANS_FiringHurt TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End TransitionState = TRANS_Standing TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End ; ------- Bldg-capture ConditionState = UNPACKING Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:Lazer_Trooper Side = ChinaInfantryGeneral EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY Infa_LazerTrooperWeapon End ArmorSet Conditions = None Armor = ChemReb_HumanArmor DamageFX = InfantryDamageFX End VisionRange = 170 ShroudClearingRange = 300 EnergyProduction = -10 Prerequisites Object = Infa_ChinaBarracks Object = Infa_ChinaPropagandaCenter Object = Infa_ChinaInternetCenter End BuildCost = 3500 BuildTime = 30.0 ;in seconds ExperienceValue = 25 30 35 45 ;Experience point value at each level ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Chem_GLAInfantryRebelCommandSet MaxSimultaneousOfType = 1 ; *** AUDIO Parameters *** VoiceSelect = ToxinRebelVoiceSelect VoiceMove = RebelVoiceMove VoiceGuard = RebelVoiceMove VoiceAttack = ToxinRebelVoiceAttack SoundStealthOn = StealthOn SoundStealthOff = StealthOff VoiceFear = RebelVoiceFear VoiceTaskComplete = RebelVoiceCaptureComplete UnitSpecificSounds VoiceCreate = ToxinRebelVoiceCreate VoiceSubdue = RebelVoiceSubdue VoiceGarrison = RebelVoiceGarrison VoiceEnter = RebelVoiceMove VoiceEnterHostile = RebelVoiceMove VoiceGetHealed = RebelVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = SquishCollide ModuleTag_11 ;nothing End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12 End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_16 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_17 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = RebelVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 12 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End [/code] [quote]If I'm understanding it correctly, a soldier designates a target for your air assets (the ones you've built in your base) to bomb a target right? Before you jump into the airfield modding, I suggest trying it out with the Aircraft Carrier first. The Aircraft Carrier behavior and the Airfield are two totally different behaviors. When you designate a target, the Aircraft Carrier should follow. It's theoretical but worth a try. Generally I'd go with the OCL approach. [/quote] yes, and I might try that. I don't fully understand the OCL yet, the most I've done with that is replicate and change names for a projectile, and just yeasterday I was trying make a scud missile into nuclear warhead and failed. but with the targeting lazer, I don't know if I'm thinking too much into it what, I'm just not understanding how to connect the lazer to jets attacking. I was kind of looking at this behavior command that I think I would add to the jet: AssistedTargetingUpdate AssistingClipSize = [integer] AssistingWeaponSlot = [Weapon slot list] LaserFromAssisted = [object name] LaserToTarget = [object name] End and I'm also looking at changing the damage type of the lazer from STATUS to DEPLOY but I don't know how to tell the game what to deploy if I do. I'll mess around with the aircraft carrier like you said and see what I get with that. the DDS files is about 90% of my game textures, would you still do that?

Posted by: Annihilationzh - Sunday, October 23, 2011 11:34:05 PM
LaserBoneName in weapon.ini for the laser. You need to change it from TurretMS01 to Muzzle IIRC. You need to add a WeaponLaunchBone to the redguard's art code. So you should need one of these: [code]WeaponLaunchBone = PRIMARY Muzzle[/code] Next to each one of these: [code]WeaponFireFXBone = PRIMARY Muzzle[/code]

Posted by: bob6000 - Monday, October 24, 2011 3:02:19 PM
I got the flame thrower working right and for the lazer I managed to get to work right. I ended up going back to the lazer trooper and changed the WeaponFireFXBone and the WeoponLaunchBone back to the original Muzzle01 and I changed the LaserBoneName to Muzzle01. I think I get it now. The last time I changed weapon bones like that it messed up everything, I don't know why its different this time but whatever, at least I have a better idea of what I'm doing now

Posted by: bob6000 - Monday, October 24, 2011 6:04:35 PM
I think I'm good to go, thanks guys! Its hard to get used to how simple it is to change something on this game