Posted by: SUPER-G - Saturday, February 16, 2013 11:07:05 AM
... In Generals, can the inflict damage?
Posted by: acidbrain - Sunday, February 17, 2013 4:04:10 PM
only when scripted to do so i think
Posted by: Annihilationzh - Sunday, February 17, 2013 6:44:08 PM
Make sure you've got the right battleship. There are several with no way of dealing damage.
Posted by: SUPER-G - Sunday, February 17, 2013 7:20:14 PM
[quote=Annihilationzh;127119]Make sure you've got the right battleship. There are several with no way of dealing damage.[/quote]
Im using the one in the [b]America[/b]folder
Posted by: precision_bomber - Monday, February 18, 2013 5:23:02 AM
That one isn't the damage=dealing one.
You can also look at the code. err...
AmericaVehicleBattleShipUSSBender <-use this one.
But yeah... It cannot move.
Posted by: Disco Ninjas Gaming - Monday, February 18, 2013 11:09:19 AM
[quote=precision_bomber;127124]That one isn't the damage=dealing one.
You can also look at the code. err...
AmericaVehicleBattleShipUSSBender <-use this one.
But yeah... It cannot move.[/quote]
Is it possible to mod it to make it move?
Posted by: acidbrain - Monday, February 18, 2013 12:37:04 PM
Make a locomotor for it and let it follow a waypointpath but be sure you dont get too close to the shore because it looks kinda lame when the ship goes up the beach.
btw, if you want to check out some battleship stuff and how its scripted load the shellmap into wb.
Posted by: SUPER-G - Monday, February 18, 2013 3:49:37 PM
[quote=precision_bomber;127124]AmericaVehicleBattleShipUSSBender <-use this one.[/quote]
I looked everywhere and i couldn't find it.
This is for [color=orange]GENERALS[/color] if you think im talking about Zero Hour.
Posted by: Rrtaya_tsamsiyu - Monday, February 18, 2013 8:03:05 PM
i think it would be easiest to make your own inis for it. mabey take a battleship's inis, add/make a locomoter, and make a weapon for it.
would probley need to make armor for it too, because the original armor is almost invincible as i remember. this may be due to crazy high hitpoints tho
Posted by: SUPER-G - Monday, February 18, 2013 9:24:03 PM
Well thanks for all of your help guys.
I am very bad at modding, so i have an alternative idea.
Make a script to make the battleship "attack" a unit, and about 1 1/2 seconds later, the same unit gets "dealt a leathel amount of damage", once that unit gets destroyed, the battleship "attacks" another unit, and the cycle happens until all units in a certain radius are destroyed.
Sorry to destroy all of your suggestions [sad] but i hate and cannot mod, without someone just giving me the code...
Posted by: Lithium - Tuesday, February 19, 2013 7:13:05 PM
Hi guys, I'm still alive, but I haven't a lot of free time now to make maps.
I think I have the code you need [b]SUPER-G[/b], it is a modification for [h]CINE_ChinaTankOverlord[/h]
It is a Battleship with locomotor, can attack and a very nice death effect. You can use command button hunt script with this unit.
Here is the code (it's a map.ini file). Hope you enjoy mate [wink] [ATTACH]1260[/Attach]
Posted by: SUPER-G - Wednesday, February 20, 2013 2:11:04 PM
The game crashes when it loads the map with the ini...
Posted by: Lithium - Wednesday, February 20, 2013 4:24:21 PM
[quote=SUPER-G;127142]The game crashes when it loads the map with the ini...[/quote]
Sorry, I made a mistake and I upload a wrong file. This is the right file, just check it: [ATTACH]1261[/Attach]
Posted by: SUPER-G - Wednesday, February 20, 2013 5:03:12 PM
ok, this time, the map loads, but the battleship still cannot deal damage, and there isn't the hunt commandbutton either...
When i extracted the file, it said something about the encryption, not sure but it was an error for sure.
Plus, i looked at the ini and it says it is an [color=white]avalanche[/color] locomotor.
Posted by: Lithium - Wednesday, February 20, 2013 6:13:24 PM
Use [b]CINE_ChinaTankOverlord[/b] unit, [h]don't use USA battleship unit[/h]. This modification is under CINE_ChinaTankOverlord unit, it will become a battleship.
This unit haven't got command buttons, but you can use the script in world builder "Unit/Hunt/Set a specific unit to hunt" and works fine.
If you want to see the weapon without scripts, you can force fire (select unit, then press ctrl+left click)
Avalanche locomotor is necessary to make it go right.
Make a little test with only one CINE_ChinaTankOverlord transferred to you, and put some enemies near you location, so you can test the battleship by yourself
Posted by: SUPER-G - Wednesday, February 20, 2013 7:04:42 PM
Awesome, the ovelo- i mean battleship does deal damage, we are halfway there[smile]
However, it doesn't deal enough damage to seem like a battleship, it does the amount of damage as an ovelord tank, and the rate of fire is awkward, it only fires once every 5 seconds, and out of only 1 of the 6 guns. Also, it can attack units, but only at a [b]far[/b] distance, most of the units that the battleship needs to attack are close-range, and after i attacked 3 uits from a distance, the battleship didn't want to attack at all!
Is there a way to get the ship/overlord to deal MORE damage, at a faster rate of fire, using all guns, with better firing?
But, thanks for all the help so far [sunglasses] [+1]
Posted by: SUPER-G - Wednesday, February 20, 2013 7:21:40 PM
[quote=SUPER-G;127146]Also, it can attack units, but only at a [b]far[/b] distance, most of the units that the battleship needs to attack are close-range, and after i attacked 3 uits from a distance, the battleship didn't want to attack at all! [/quote]
EDIT: there is hardly a pattern as to when it wants to attack or not. It seems to attack when at a specific distance + position, then as soon as it moves it doesn't want to attack!
Posted by: Lithium - Saturday, February 23, 2013 8:02:35 AM
Just edit Battleship [b]WeaponSet[/b] (use search option in notepad to find it)
Change this values:
[code]WeaponSet
Conditions = None
Weapon = PRIMARY BattleshipBogusGun ;BattleshipTracerGun ;InfernoCannonGunUpgraded
Weapon = SECONDARY BattleshipBogusGun ;BattleshipTracerGun ;InfernoCannonGunUpgraded
Weapon = TERTIARY StrategyCenterGun ;PatriotMissileWeapon ;InfernoCannonGun
PreferredAgainst = PRIMARY INFANTRY VEHICLE STRUCTURE
PreferredAgainst = SECONDARY INFANTRY VEHICLE STRUCTURE
PreferredAgainst = TERTIARY VEHICLE STRUCTURE
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_PLAYER FROM_AI
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_PLAYER FROM_AI
AutoChooseSources = TERTIARY FROM_AI FROM_SCRIPT FROM_PLAYER
End[/code]
As you can see the weapon that has the default code is [b]StrategyCenterGun[/b], It's not a very effective weapon against nearby objects. Just change the weapon for each turret (PRIMARY/SECONDARY - Front/Rear turret)