Posted by: ijq123 - Friday, September 27, 2013 12:29:02 PM
Hi, can any provide movable aircraft carrier for zero hour i have download revolution mof for zero hour it has aircraft carrier unit can you tell which ini files i need to export to have it in my customized mod please support list of ini files will highly appreciated or is theere any tool available which can export unit from mod waiting for your valuable replies thx ijq123

Posted by: Rrtaya_tsamsiyu - Saturday, September 28, 2013 12:53:15 AM
You should be able to use FinalBIG to open the mod's files. They might have a different extension other than .big, but FinalBIG should be able to open them anyways. i dont have the mod, so i'm not sure what all the carrier can do/what files you need.

Posted by: ijq123 - Saturday, September 28, 2013 3:13:01 AM
[quote=Rrtaya_tsamsiyu;129031]You should be able to use FinalBIG to open the mod's files. They might have a different extension other than .big, but FinalBIG should be able to open them anyways. i dont have the mod, so i'm not sure what all the carrier can do/what files you need.[/quote] hi please see ini files

Posted by: ijq123 - Saturday, September 28, 2013 3:27:33 AM
[quote=ijq123;129033][quote=Rrtaya_tsamsiyu;129031]You should be able to use FinalBIG to open the mod's files. They might have a different extension other than .big, but FinalBIG should be able to open them anyways. i dont have the mod, so i'm not sure what all the carrier can do/what files you need.[/quote] hi please see ini files [/quote] i cant upload files Object AmericaNavyAirCarrier SelectPortrait = SAAirCarrier_L ButtonImage = SAAirCarrier UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaCountermeasures UpgradeCameo3 = Upgrade_AmericaAfterburners UpgradeCameo4 = AirF_Upgrade_StealthComanche UpgradeCameo5 = Upgrade_AmericaLaserMissiles ; *** ART Parameters *** Draw = W3DOverlordAircraftDraw ModuleTag_01 ;no dust! OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = AVAirCarrier Animation = AVAirCarrier.AVAirCarrier AnimationMode = MANUAL ParticleSysBone = TreadFX01 BattleShipWaterRipples ParticleSysBone = TreadFX02 BattleShipWaterRipples End AliasConditionState OVER_WATER ConditionState = MOVING Model = AVAirCarrier Animation = AVAirCarrier.AVAirCarrier AnimationMode = LOOP ParticleSysBone = TreadFX01 BattleShipWaterRipples ParticleSysBone = TreadFX02 BattleShipWaterRipples ParticleSysBone = TreadFX03 BattleShipWaterRipples ParticleSysBone = TreadFX04 AmphibWave ParticleSysBone = WaterFlash01 NavyBoatMovingSplash ParticleSysBone = Mist01 AmphibMist ParticleSysBone = Mist02 AmphibMist End AliasConditionState MOVING OVER_WATER ConditionState = REALLYDAMAGED Model = AVAirCarrier_D Animation = AVAirCarrier_D.AVAirCarrier_D AnimationMode = MANUAL ParticleSysBone = TreadFX01 BattleShipWaterRipples ParticleSysBone = TreadFX02 BattleShipWaterRipples ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End AliasConditionState REALLYDAMAGED OVER_WATER ConditionState = REALLYDAMAGED MOVING Model = AVAirCarrier_D Animation = AVAirCarrier_D.AVAirCarrier_D AnimationMode = LOOP ParticleSysBone = TreadFX01 BattleShipWaterRipples ParticleSysBone = TreadFX02 BattleShipWaterRipples ParticleSysBone = TreadFX03 BattleShipWaterRipples ParticleSysBone = TreadFX04 AmphibWave ParticleSysBone = WaterFlash01 NavyBoatMovingSplash ParticleSysBone = Mist01 AmphibMist ParticleSysBone = Mist02 AmphibMist ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End AliasConditionState REALLYDAMAGED MOVING OVER_WATER ConditionState = RUBBLE Model = AVAirCarrier_D1 Animation = AVAirCarrier_D1.AVAirCarrier_D1 AnimationMode = ONCE ParticleSysBone = SPLASH0BONE airCarrierDeathSplash0 ParticleSysBone = SPLASH0BONE airCarrierShockWave0 ParticleSysBone = SPLASH3BONE airCarrierTowerSplash ParticleSysBone = SPLASH3BONE airCarrierDeckSmoke ParticleSysBone = EXPLOSION1BONE airCarrierExplosion0 ParticleSysBone = EXPLOSION1BONE airCarrierLightFlash1 ParticleSysBone = EXPLOSION1BONE airCarrierExplosionSparks ParticleSysBone = EXPLOSION4BONE airCarrierExplosion2 ParticleSysBone = EXPLOSION4BONE airCarrierLightFlash3 ParticleSysBone = EXPLOSION4BONE airCarrierShockWave3 ParticleSysBone = EXPLOSION4BONE airCarrierDeckFire ParticleSysBone = EXPLOSION5BONE airCarrierFinalExplosion ParticleSysBone = EXPLOSION5BONE airCarrierSmoke ParticleSysBone = SPLASH4BONE airCarrierDeathSplash1 ParticleSysBone = SPLASH5BONE airCarrierDeathSplash1 ParticleSysBone = MAST2BONE airCarrierDeckFire ParticleSysBone = SPLASH5BONE airCarrierFinalDeathSplash ParticleSysBone = JET08BONE airCarrierDeckFire ParticleSysBone = OILSLICKBONE airCarrierOilSlick ParticleSysBone = OILSLICKBONE airCarrierMidShipSplash ParticleSysBone = SPARK1BONE airCarrierSmoke ParticleSysBone = SPARK2BONE airCarrierSmoke ParticleSysBone = BOWSPLASH0BONE1 airCarrierBowDeathSplash ParticleSysBone = SMOKEBONE01 airCarrierSmoke ParticleSysBone = SMOKEBONE02 airCarrierSmoke End End ;Ìîé îòâåò àâèàíîñöó â ãåíåðàëàõ, ïðèìèòèâ - ðàêåòû. ;Âñå ÷òî îò âàñ íóæíî ýòî óìåíèå è òåðïåíèå äåëàòü àíèìàöèþ. Draw = W3DModelDraw ModuleTag_Garage OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Chassis ParticlesAttachedToAnimatedBones = Yes ; ------------------ Jets Assault --------------------- ProjectileBoneFeedbackEnabledSlots = PRIMARY ConditionState = NONE Model = AVAirCarrier_A1 Animation = AVAirCarrier_A1.AVAirCarrier_A1 AnimationMode = ONCE_BACKWARDS WeaponLaunchBone = PRIMARY WEAPONA WeaponFireFXBone = PRIMARY FireFX WeaponLaunchBone = SECONDARY WEAPONA WeaponFireFXBone = SECONDARY FireFX WeaponLaunchBone = TERTIARY WEAPONA WeaponFireFXBone = TERTIARY FireFX Flags = MAINTAIN_FRAME_ACROSS_STATES TransitionKey = TRANS_IdleNormal End ConditionState = PREATTACK_A Model = AVAirCarrier_A1 Animation = AVAirCarrier_A1.AVAirCarrier_A1 AnimationMode = ONCE WeaponLaunchBone = PRIMARY WEAPONA WeaponFireFXBone = PRIMARY FireFX Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = RELOADING_A Model = AVAirCarrier_A1 Animation = AVAirCarrier_A1.AVAirCarrier_A1 AnimationMode = ONCE_BACKWARDS WeaponLaunchBone = PRIMARY WEAPONA WeaponFireFXBone = PRIMARY FireFX Flags = MAINTAIN_FRAME_ACROSS_STATES End ; ------------------ Jets Spy ------------------------ ConditionState = PREATTACK_B Model = AVAirCarrier_A8 Animation = AVAirCarrier_A8.AVAirCarrier_A8 AnimationMode = ONCE WeaponLaunchBone = SECONDARY WEAPONA WeaponFireFXBone = SECONDARY FireFX Flags = MAINTAIN_FRAME_ACROSS_STATES ShowSubObject = Jet01_H Jet02_H Jet03_H TransitionKey = TRANS_PREATTACK_B End ConditionState = RELOADING_B Model = AVAirCarrier_A8 Animation = AVAirCarrier_A8.AVAirCarrier_A8 AnimationMode = ONCE_BACKWARDS WeaponLaunchBone = SECONDARY WEAPONA WeaponFireFXBone = SECONDARY FireFX Flags = MAINTAIN_FRAME_ACROSS_STATES HideSubObject = Jet01_H Jet02_H Jet03_H End TransitionState = TRANS_PREATTACK_B TRANS_IdleNormal Model = AVAirCarrier_A8 Animation = AVAirCarrier_A8.AVAirCarrier_A8 AnimationMode = ONCE_BACKWARDS WeaponLaunchBone = SECONDARY WEAPONA WeaponFireFXBone = SECONDARY FireFX Flags = MAINTAIN_FRAME_ACROSS_STATES ShowSubObject = Jet01_H Jet02_H Jet03_H End ; ------------------ Jets Suppression ------------------------ ConditionState = PREATTACK_C Model = AVAirCarrierA10 Animation = AVAirCarrierA10.AVAirCarrierA10 AnimationMode = ONCE WeaponLaunchBone = TERTIARY WEAPONA WeaponFireFXBone = TERTIARY FireFX Flags = MAINTAIN_FRAME_ACROSS_STATES ShowSubObject = Jet01_F Jet02_F Jet03_F TransitionKey = TRANS_PREATTACK_C End ConditionState = RELOADING_C Model = AVAirCarrierA10 Animation = AVAirCarrierA10.AVAirCarrierA10 AnimationMode = ONCE_BACKWARDS WeaponLaunchBone = TERTIARY WEAPONA WeaponFireFXBone = TERTIARY FireFX Flags = MAINTAIN_FRAME_ACROSS_STATES HideSubObject = Jet01_F Jet02_F Jet03_F End TransitionState = TRANS_PREATTACK_C TRANS_IdleNormal Model = AVAirCarrierA10 Animation = AVAirCarrierA10.AVAirCarrierA10 AnimationMode = ONCE_BACKWARDS WeaponLaunchBone = TERTIARY WEAPONA WeaponFireFXBone = TERTIARY FireFX Flags = MAINTAIN_FRAME_ACROSS_STATES ShowSubObject = Jet01_F Jet02_F Jet03_F End ConditionState = RUBBLE Model = None End End ;Äåôîëòíûé ñàìîëåò âîçâðàòà. Draw = W3DModelDraw ModuleTag_InGarage OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Chassis ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = AVAirCarrier_A5 Animation = AVAirCarrier_A5.AVAirCarrier_A5 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ShowSubObject = ELEVATOR01 Jet01 HideSubObject = ELEVATOR02 End ; ------------------ Jets Assault ------------------------ ConditionState = PREATTACK_A Model = AVAirCarrier_A5 Animation = AVAirCarrier_A5.AVAirCarrier_A5 AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES HideSubObject = ELEVATOR01 Jet01 ShowSubObject = ELEVATOR02 End ConditionState = RELOADING_A Model = AVAirCarrier_A5 Animation = AVAirCarrier_A5.AVAirCarrier_A5 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ShowSubObject = ELEVATOR01 Jet01 HideSubObject = ELEVATOR02 AnimationSpeedFactorRange = 0.8 0.9 End ; ------------------ Jets Spy ------------------------ ConditionState = PREATTACK_B Model = AVAirCarrier_A9 Animation = AVAirCarrier_A9.AVAirCarrier_A9 AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES HideSubObject = ELEVATOR01 Jet01 ShowSubObject = ELEVATOR02 End ConditionState = RELOADING_B Model = AVAirCarrier_A9 Animation = AVAirCarrier_A9.AVAirCarrier_A9 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ShowSubObject = ELEVATOR01 Jet01 HideSubObject = ELEVATOR02 AnimationSpeedFactorRange = 0.8 0.9 End ; ------------------ Jets Suppression ------------------------ ConditionState = PREATTACK_C Model = AVAirCarrierA11 Animation = AVAirCarrierA11.AVAirCarrierA11 AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES HideSubObject = ELEVATOR01 Jet01 ShowSubObject = ELEVATOR02 End ConditionState = RELOADING_C Model = AVAirCarrierA11 Animation = AVAirCarrierA11.AVAirCarrierA11 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ShowSubObject = ELEVATOR01 Jet01 HideSubObject = ELEVATOR02 AnimationSpeedFactorRange = 0.8 0.9 End ConditionState = RUBBLE Model = None End End Draw = W3DModelDraw ModuleTag_anchors OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Chassis ; ------------------ ßêîðÿ ------------------------ ConditionState = NONE Model = AVAirCarrier_A3 Animation = AVAirCarrier_A3.AVAirCarrier_A3 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.8 0.8 End AliasConditionState REALLYDAMAGED AliasConditionState OVER_WATER AliasConditionState REALLYDAMAGED OVER_WATER ConditionState = MOVING Model = AVAirCarrier_A3 Animation = AVAirCarrier_A3.AVAirCarrier_A3 AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 0.7 End AliasConditionState MOVING OVER_WATER AliasConditionState MOVING REALLYDAMAGED AliasConditionState MOVING REALLYDAMAGED OVER_WATER ConditionState = RUBBLE Model = None End End Draw = W3DModelDraw ModuleTag_Flag OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Chassis ; ------------------ Áàçîâàÿ àíèìàöèÿ ------------------------ ConditionState = NONE Model = AVAirCarrier_A2 Animation = AVAirCarrier_A2.AVAirCarrier_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.0 1.0 End ConditionState = RUBBLE Model = None End End ; ***DESIGN parameters *** DisplayName = OBJECT:NavyAircarrier Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ExperienceValue = 1000 1000 2000 3500 ;Experience point value at each level ExperienceRequired = 0 1000 2000 3000 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience 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 = AmericaNavyAircraftCarrierCommandSet ;Aircraft AI Weapon WeaponSet Conditions = None Weapon = PRIMARY AircarrierJetMissileAI_Talon Weapon = SECONDARY AircarrierJetMissileAI_Hawkey Weapon = TERTIARY AircarrierJetMissileAI_Hornet ShareWeaponReloadTime = Yes End ArmorSet Conditions = None Armor = BoatArmor DamageFX = NavyBoatDamageFX End BuildCost = 3800 BuildTime = 50.0 VisionRange = 900 ShroudClearingRange = 600 Prerequisites Object = AmericaStrategyCenter End ; *** AUDIO Parameters *** VoiceSelect = AircraftCarrierVoiceSelect VoiceAttack = AircraftCarrierVoiceAttack VoiceMove = AircraftCarrierVoiceMove SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy SoundMoveLoop = NavyShipMovieAmbientLoop SoundAmbient = NavyShipAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AircraftCarrierVoiceSelect VoiceEnter = AircraftCarrierVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD BOAT CAN_CAST_REFLECTIONS SCORE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT Body = ActiveBody ModuleTag_02 MaxHealth = 5000.0 InitialHealth = 5000.0 End Behavior = AIUpdateInterface ModuleTag_AI AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AirCarrierNavyLocomotor Behavior = PhysicsBehavior ModuleTag_04211 Mass = 5000.0 ShockMaxRoll = 0.0001 ShockMaxPitch = 0.0001 ShockMaxYaw = 0.0001 ShockResistance = 0.0001 End Behavior = SlowDeathBehavior ModuleTag_58 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 SinkDelay = 19000 SinkRate = 1.0 ; in Dist/Sec DestructionDelay = 65000 DestructionDelayVariance = 000 End Behavior = FXListDie ModuleTag_ShipDie DeathFX = FX_NavyShipStartDeath End Behavior = ProductionUpdate ModuleTag_ProductionUpdate MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_ExperienceScalar TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_FlammableUpdate AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_DeadShip ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition ; DamagedParticleSystem1 = Bone:None RandomBone:No PSys:airCarrierDeathSplash0 End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Behavior = ObjectCreationUpgrade ModuleTag_LU UpgradeObject = OCL_AirCarrierNavyCountmerUpgrade TriggeredBy = Upgrade_AmericaCountermeasures End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Behavior = OverlordContain ModuleTag_AircraftCarrierAddModules Slots = 2 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = AmericaShipFalanceTurret ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End Behavior = LockWeaponCreate ModuleTag_21 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. End Behavior = ObjectCreationUpgrade ModuleTag_Drone UpgradeObject = OCL_AmericanNavyDrone TriggeredBy = Upgrade_AmericaNavyDrone End ;;Lost Voice EVA Behavior = FXListDie ModuleTag_VoiceLost DeathTypes = ALL DeathFX = FX_LostUSAAircraftCarrier End Geometry = BOX GeometryMajorRadius = 120.0 GeometryMinorRadius = 45.0 GeometryHeight = 50 Shadow = SHADOW_VOLUME ShadowSizeX = 45 End

Posted by: Rrtaya_tsamsiyu - Saturday, September 28, 2013 12:14:13 PM
i don't see why this wouldn't be able to move already. if you're wanting to copy it, you'll need to copy the inis you posted, the commandset for this unit, locomoter, armor, and build button. then you need to add the build button to a commandset that you're using, so you can build the unit. You'll also need to get the W3D model, and the skin it uses.