Posted by: NosTraDomus - Tuesday, February 21, 2012 6:17:17 PM
i just removed the conflict with the 3 Drones available visa upgrades, per vehicle.
by default, you can only have ONE..well i didnt like that, should have all 3..one for repair,one for missle (LR attacks) and scout...for stealth units..
so..i removed the conflict line...done.
now i have all 3 drones at once.
But...
Who knows how to add DRONES (battle,scout,hellfire) to the DOZER unit(s)
thanks
edit: sorry, forgot to mention the game...lol- too much whiskey..
this is for ZERO HOUR v1.4
CODE from "americaVehicle.INI"
[code]; ***DESIGN parameters ***
DisplayName = OBJECT:Dozer
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1
BuildTime = 0 ; in seconds
VisionRange = 1000
ShroudClearingRange = 1000
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
WeaponSet
Conditions = MINE_CLEARING_DETAIL
Weapon = PRIMARY DozerMineDisarmingWeapon
End
ArmorSet
Conditions = None
Armor = DozerArmor ;Special Explosion-Proof Armor
DamageFX = TankDamageFX
End
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 = AmericaDozerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = DozerUSAVoiceSelect
VoiceMove = DozerUSAVoiceMove
VoiceGuard = DozerUSAVoiceMove
VoiceTaskComplete = DozerUSAVoiceBuildComplete
SoundMoveStart = DozerUSAMoveStart
SoundMoveStartDamaged = DozerUSAMoveStart
UnitSpecificSounds
VoiceCreate = DozerUSAVoiceCreate
VoiceNoBuild = DozerUSAVoiceBuildNot
VoiceCrush = DozerUSAVoiceCrush
VoiceRepair = DozerUSAVoiceRepair
VoiceDisarm = DozerUSAVoiceClearMine
TruckLandingSound = NoSound
TruckPowerslideSound = NoSound
VoiceEnter = DozerUSAVoiceMove
VoiceBuildResponse = DozerUSAVoiceBuild
End
; *** ENGINEERING Parameters ***[u][i][b] BELOW HERE IS WHERE TO ADD DRONES RIGHT??[/b][/i][/u]
RadarPriority = UNIT
KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER
Body = ActiveBody ModuleTag_02
MaxHealth = 9999.0
InitialHealth = 9999.0
; 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 = 500
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = DozerAIUpdate ModuleTag_03
RepairHealthPercentPerSecond = 100% ; % of max health to repair each second
BoredTime = 1 ; in milliseconds
BoredRange = 500 ; when bored, we look this far away to do something
; the only "enemies" that workers can acquire are mines, to be disarmed...
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End
Behavior = StealthDetectorUpdate ModuleTag_05
DetectionRate = 1 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = 9999 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things
End
Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 100
DestructionDelay = 1500
DestructionDelayVariance = 600
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_AmericaDozerExplode
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 0 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
;;;;;;;; End
Behavior = FXListDie ModuleTag_23
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = DestroyDie ModuleTag_24
DeathTypes = NONE +CRUSHED +SPLATTED
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End[/code]
Posted by: NewNightmare - Tuesday, February 21, 2012 10:29:15 PM
look up how worker's commandsets and buttons work to switch sets of buttons on the control bar between normal and fake structures (unless you have 3 spaces in the original commandset). if you get the hang of it, make your own version of it (or settle with the free slots).
to add the drones, copy the code from a unit that has your modified drone code into dozer's code (the 3 modules and the productionupdate or something like that - the one that has 'bla = 1' in the middle of the code), do the same with commandsets:
open commandset.ini
find e.g paladin's code
extract the 3 lines of code for the buttons
paste them to the commandset of the US dozer
move them around to maintain the commandbutton order (1 = x, 2 = y, 3 = z etc.)
check for compatibility by running WB (worldbuilder), if it gives an error, read the error (it gives you the description and source) keep pressing IGNORE and read EVERY ERROR as this might even give you the exact line of where the error (if any) will be. use CTRL+G with word wrap off in notepad to get to that line, fix the error, run the game, check if it works.
This is from top of my head from a school pc though, I'm pretty sure it's right though.
Posted by: NosTraDomus - Wednesday, February 22, 2012 1:39:54 PM
[quote=newnightmare]look up how worker's commandsets and buttons work to switch sets of buttons on the control bar between normal and fake structures (unless you have 3 spaces in the original commandset). if you get the hang of it, make your own version of it (or settle with the free slots).
to add the drones, copy the code from a unit that has your modified drone code into dozer's code (the 3 modules and the productionupdate or something like that - the one that has 'bla = 1' in the middle of the code), do the same with commandsets:
open commandset.ini
find e.g paladin's code
extract the 3 lines of code for the buttons
paste them to the commandset of the US dozer
move them around to maintain the commandbutton order (1 = x, 2 = y, 3 = z etc.)
check for compatibility by running WB (worldbuilder), if it gives an error, read the error (it gives you the description and source) keep pressing IGNORE and read EVERY ERROR as this might even give you the exact line of where the error (if any) will be. use CTRL+G with word wrap off in notepad to get to that line, fix the error, run the game, check if it works.
This is from top of my head from a school pc though, I'm pretty sure it's right though.[/quote]
makes sense, thanks.
i found out that WB was the way to find errors in the line, couple years ago...
i use "NOTEPAD++" which displays the number of each line.
trying that now..thanks.