Posted by: GreyW00lf - Friday, December 21, 2012 4:47:37 PM
Would it be possible to make a copy of the Spectre (Gunship) and make it guard an area until it either dies or you move it?
Also it would be build-able by the America's Airfield but does not take up a airfield slot and you can only build one.
While it is circling outside the area it's guarding it's weapons kill anything inside it's Guard area?
Please note that I was thinking that the weapons would be weaker copies of the originals with increased Scatter Radius so in effect it's not as strong as it could be. Also The weapons are uncontrolable as they automaticly fire at emimes in the guard area.
Posted by: precision_bomber - Saturday, December 22, 2012 12:12:49 PM
Methinks you can do that.
First, [b]make the Spectre Gunship buildable[/b].
And(I don't know if you've done this already) add this to the bottom of the Design Parameters.
[code=cpp]
MaxSimultaneousOfType = 1
[/code]
This code makes sure that there is only one of this unit produced at the same time.
Replace its AIUpdate witha Jet's AIUpdate...
Like say from a Raptor.
Then Change/Add Locomotor to that of a Common Jet.
Then once it is built, You must make sure you can control it, set its commandset to that of a common jet unit or just plain ol' GenericCommandSet.
Posted by: GreyW00lf - Sunday, December 23, 2012 9:54:42 AM
[quote=precision_bomber;126626]Methinks you can do that.
First, [b]make the Spectre Gunship buildable[/b].
And(I don't know if you've done this already) add this to the bottom of the Design Parameters.
[code=cpp]
MaxSimultaneousOfType = 1
[/code]
This code makes sure that there is only one of this unit produced at the same time.
Replace its AIUpdate witha Jet's AIUpdate...
Like say from a Raptor.
Then Change/Add Locomotor to that of a Common Jet.
Then once it is built, You must make sure you can control it, set its commandset to that of a common jet unit or just plain ol' GenericCommandSet.
[/quote]
I take it that I would have to take the superpower stuff out as well?
Posted by: GreyW00lf - Sunday, December 23, 2012 1:26:25 PM
(Copy of) the Spectregunship Coding
[SPOILER]
Object AmericaJetGunship
; *** ART Parameters ***
Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures
;----NORMAL-------------
DefaultConditionState
Model = AVSGunship
WeaponFireFXBone = PRIMARY MUZZLE
WeaponFireFXBone = SECONDARY MUZZLE
WeaponMuzzleFlash = PRIMARY MUZZLEFX
WeaponMuzzleFlash = SECONDARY MUZZLEFX
End
ConditionState = DOOR_1_OPENING
Model = AVSGunship
Animation = AVSGunship.AVSGunship
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End
ConditionState = DOOR_1_CLOSING
Model = AVSGunship
Animation = AVSGunship.AVSGunship
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = Engine01 SpectreAfterburnerTrail
ParticleSysBone = Engine02 SpectreAfterburnerTrail
ParticleSysBone = Engine01 SpectreEngineFlare
ParticleSysBone = Engine02 SpectreEngineFlare
End
;----DAMAGED-------------
ConditionState = DOOR_1_OPENING DAMAGED
Model = AVSGunship_D
Animation = AVSGunship_D.AVSGunship_D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = DOOR_1_CLOSING DAMAGED
Model = AVSGunship_D
Animation = AVSGunship_D.AVSGunship_D
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = Engine01 SpectreAfterburnerTrail
ParticleSysBone = Engine02 SpectreAfterburnerTrail
ParticleSysBone = Engine01 SpectreEngineFlare
ParticleSysBone = Engine02 SpectreEngineFlare
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
;----REALLY DAMAGED-------------
ConditionState = DOOR_1_OPENING REALLYDAMAGED
Model = AVSGunship_D
Animation = AVSGunship_D.AVSGunship_D
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED
Model = AVSGunship_D
Animation = AVSGunship_D.AVSGunship_D
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
ParticleSysBone = Engine01 SpectreAfterburnerTrail
ParticleSysBone = Engine02 SpectreAfterburnerTrail
ParticleSysBone = Engine01 SpectreEngineFlare
ParticleSysBone = Engine02 SpectreEngineFlare
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End
ConditionState = RUBBLE
Model = AVSGunship_D1
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE
AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING
AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING
OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Gunship
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 300
Prerequisites
Object = AmericaAirfield
Object = AmericaStrategyCenter
End
ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End
WeaponSet
Conditions = None
; -----
Weapon = PRIMARY GunshipGattlingGun
PreferredAgainst = PRIMARY INFANTRY VEHICLE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY GunshipHowitzerGun
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
BuildCost = 2500
BuildTime = 45
MaxSimultaneousOfType = 1
CommandSet = Generic2CommandSet
ExperienceValue = 40 40 40 40 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
IsTrainable = No ;Not Player built, so no veterancy..............................
; *** AUDIO Parameters ***
VoiceSelect = SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED
Body = ActiveBody ModuleTag_03
MaxHealth = 600.0
InitialHealth = 600.0
End
Behavior = JetSlowDeathBehavior ModuleTag_04
DestructionDelay = 99999999 ; destruction will happen when we
RollRate = 0.0
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_SpectreGunshipExplosionLight
OCLInitialDeath = None
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_spectreDeathExplosion
OCLSecondary = None
FXHitGround = FX_spectreGunshipDeathExplosion
OCLHitGround = OCL_A10DeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
; FXFinalBlowUp = FX_spectreGunshipDeathExplosion
OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End
Behavior = JetAIUpdate ModuleTag_09
MinHeight = 5
NeedsRunway = No
KeepsParkingSpaceWhenAirborne = No
AutoAcquireEnemiesWhenIdle = Yes
; note that comanches do not return to base when idle
; this is a bit of a trick... normally, units cannot move-and-fire at
; the same time. we need the comanche to be able to. so we give it
; a "turret" (invisible) and put the two main weapons on it, but with
; no turn rate. voila!
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End
End
Locomotor = SET_NORMAL GunshipLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End
Behavior = CountermeasuresBehavior ModuleTag_11
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 4 ; 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 = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 5 ; 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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings
Geometry = Box
GeometryIsSmall = No
GeometryMajorRadius = 40.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
Posted by: Annihilationzh - Sunday, December 23, 2012 6:56:29 PM
[quote]Ok could someone Check my coding over and make sure it works?[/quote]
1) You can test it yourself.
2) Needle in a haystack.
We don't know what you've done, and it can take quite a while to look over code, and even then we have to actually spot the mistake, and they're usually subtle. I rarely read the code people post for these reasons, unless they've got a specific error, in which case I know exactly where to look.
Posted by: GreyW00lf - Sunday, December 23, 2012 9:31:53 PM
[quote=Annihilationzh;126643]
I rarely read the code people post for these reasons, unless they've got a specific error, in which case I know exactly where to look.[/quote]
I have tested it and It works somewhat, only thing is when I try to repair the Spectre Gunship at the Airfield it won't quite land and just keeps Circling around kind of like of like the way the Spy Drones Circles in one spot.
Also I can't Spawn it after the first airplane has been made or it will just do the spy drone's style of Circling after trying to move from the Hanger spot and does not reponding to any commands after that.
Posted by: Disco Ninjas Gaming - Monday, December 24, 2012 11:26:31 AM
Neat maybe you should make a version for the Chinese. EA totally ignored the fact that china has one of the worlds biggest airforces, the game is based in the 2022 era, by then china will have 3 new stealth model planes in the production line. [img=http://www.google.com/imgres?hl=en&safe=active&tbo=d&biw=2133&bih=1033&tbm=isch&tbnid=Wuhcfl-60DWIGM:&imgrefurl=http://www.news.com.au/technology/china-tests-new-stealth-fighter/story-e6frfro0-1225987133629&docid=7lwTvYlaliXjnM&imgurl=http://resources0.news.com.au/images/2011/01/07/1225983/418020-china-stealth-fighter.jpg&w=650&h=366&ei=wYLYUP7-EYai9QT8uYHQAw&zoom=1&iact=rc&dur=195&sig=113453417565697984235&page=1&tbnh=140&tbnw=262&start=0&ndsp=53&ved=1t:429,r:9,s:0,i:114&tx=74.66667175292969&ty=70.33334350585937]Chinese stealth Fighter[/img]
Posted by: GreyW00lf - Monday, December 24, 2012 2:56:14 PM
[quote=Disco Ninjas Gaming;126649]Neat maybe you should make a version for the Chinese. EA totally ignored the fact that china has one of the worlds biggest airforces, the game is based in the 2022 era, by then china will have 3 new stealth model planes in the production line. [/quote]
err I'm just using the stock models as I do not have gmax or renx installed plus i do not take models from other mods even if they are dead ones.
I could make a stealthed MIG with bombs from the Stock MIG
Posted by: Annihilationzh - Monday, December 24, 2012 3:54:14 PM
[quote]I have tested it and It works somewhat, only thing is when I try to repair the Spectre Gunship at the Airfield it won't quite land and just keeps Circling around kind of like of like the way the Spy Drones Circles in one spot.[/quote]
The cause: you have a plane taxi locomotor, but a helicopter AIUpdate.
[quote]Also I can't Spawn it after the first airplane has been made or it will just do the spy drone's style of Circling after trying to move from the Hanger spot and does not reponding to any commands after that.[/quote]
I think that's caused again by the above. Hard to say, as I've never encountered that problem before.
Posted by: GreyW00lf - Wednesday, December 26, 2012 2:40:56 PM
well Thanks to everyone who tried to help out.
But i have decided to take out the gunship as when i finally got it to work correctly. it was too Overpowered.
Posted by: Disco Ninjas Gaming - Wednesday, December 26, 2012 3:29:16 PM
[quote=GreyW00lf;126654][quote=Disco Ninjas Gaming;126649]Neat maybe you should make a version for the Chinese. EA totally ignored the fact that china has one of the worlds biggest airforces, the game is based in the 2022 era, by then china will have 3 new stealth model planes in the production line. [/quote]
err I'm just using the stock models as I do not have gmax or renx installed plus i do not take models from other mods even if they are dead ones.
I could make a stealthed MIG with bombs from the Stock MIG[/quote]
Yea my team and I are trying to make a couple mods, one of them will have a Chinese Air-Combat General. It'll be awesome (: [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_nuke.gif[/img] [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_nuke.gif[/img] [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_nuke.gif[/img]
we're just having some trouble with finding files on Windows 8 :banghead:
Posted by: GreyW00lf - Tuesday, January 1, 2013 6:59:59 PM
[quote=Disco Ninjas Gaming;126667]
Yea my team and I are trying to make a couple mods, one of them will have a Chinese Air-Combat General. It'll be awesome (: [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_nuke.gif[/img] [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_nuke.gif[/img] [img]https://www.cnclabs.com/forums/images/emoticons/gwicon_nuke.gif[/img]
we're just having some trouble with finding files on Windows 8 :banghead:
[/quote]
Sorry i don't know anything about finding things on windows 8 as i still have windows 7
Posted by: moridar - Tuesday, January 1, 2013 8:20:09 PM
I have Windows 8, the file structure is no different than Windows 7 or Vista.