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.