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.