Posted by: acidbrain - Saturday, November 23, 2013 10:48:43 AM
Hey all, Started this thread with the purpose to make somekind of library for code snippets used in map.ini's. I got a lot of inspiration in the past from looking at the map.ini's of others so if you have got some ideas and want to share it just post it in here. The code looks the best if you use the code=plain tag. If the code posted by someone for some reason doesnt work please notify the poster with respect and constructive criticism. Ok than here's the first one. If you want a smoldering flame on top of the TechOilderrick and a available mine upgrade after it's captured use this code: [code=plain] Object TechOilDerrick ;Add smoldering fire on top of the oilderrick ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes ;Day ConditionState = NONE Model = ZBODerrick ParticleSysBone = FX01 SmolderingFire End ConditionState = CAPTURED Model = ZBODerrick Animation = ZBODerrick.ZBODerrick AnimationMode = LOOP ParticleSysBone = FX01 SmolderingFire End ;Damaged ConditionState = DAMAGED Model = ZBODerrick_D ParticleSysBone = FX01 SmolderingFire End ConditionState = DAMAGED CAPTURED Model = ZBODerrick_D Animation = ZBODerrick_D.ZBODerrick_D AnimationMode = LOOP ParticleSysBone = FX01 SmolderingFire End ;Reallydamaged ConditionState = REALLYDAMAGED Model = ZBODerrick_E End ConditionState = REALLYDAMAGED CAPTURED Model = ZBODerrick_E Animation = ZBODerrick_E.ZBODerrick_E AnimationMode = LOOP End ;Rubble ConditionState = RUBBLE Model = ZBODerrick_R End End End CommandSet = OilderrickCommandSet AddModule ;Add ProductionUpgrade, required for object upgrades. Behavior = ProductionUpdate ModuleTag_PU ; End ;Add minefield upgrade. Behavior = GenerateMinefieldBehavior ModuleTag_GMB TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = No End End End CommandSet OilderrickCommandSet 1 = Command_UpgradeChinaMines End [/code] I took the default day and garrisoned models as an example if you want to use it for the night and snow conditions just add 'ParticleSysBone = FX01 SmolderingFire' to the models, only use the undamaged and damaged models, the reallydamaged and rubble models are not fit for the smolderingflame use.

Posted by: acidbrain - Saturday, November 23, 2013 11:56:12 AM
Here is a variation for the CivilianBunker01. It has the following features: [list] [*]Comanche weapon when garrisoned [*]Minefield upgrade available when garrisoned with upgrade to EMP mines [*]Battledrone or hellfiredrone upgrade [*]Can be garrisoned by 5 infantry units [*]Base regeneration [*]Improved armor when upgraded to EMP mines [/list] Here is the code for the bunker, used the default day and garrisoned models, add snow and night models if needed: [code=plain] Object CivilianBunker01 UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaHellfireDrone ;Add WeaponFireFXBone for the Comanche20mmCannon. ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes ;Day ConditionState = NONE Model = CBBunker01 WeaponFireFXBone = PRIMARY FIREPOINT End ConditionState = DAMAGED Model = CBBunker01_D End ConditionState = REALLYDAMAGED Model = CBBunker01_E End ConditionState = RUBBLE Model = CBBunker01_R End ;Day garrisoned ConditionState = GARRISONED Model = CBBunker01_G Animation = CBBunker01_G.CBBunker01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBBunker01_DG Animation = CBBunker01_DG.CBBunker01_DG AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = CBBunker01_EG Animation = CBBunker01_EG.CBBunker01_EG AnimationMode = LOOP End End End ;Upgraded armor, triggered by emp upgrade. ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmor DamageFX = StructureDamageFXNoShake End ;Give the bunker a Comanche20mmCannonWeapon. WeaponSet Conditions = None Weapon = PRIMARY Comanche20mmCannonWeapon End ;Commandsets are below the object code. CommandSet = CivilianBunkerCommandSet VisionRange = 200.0 ShroudClearingRange = 350 ;Add CAN_ATTACK and ATTACK_NEEDS_LINE_OF_SIGHT for use of the weapon. KindOf = STRUCTURE SELECTABLE IMMOBILE GARRISONABLE_UNTIL_DESTROYED CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ;Increase health with 2000.0 ReplaceModule ModuleTag_02 Body = StructureBody ModuleTag_02_Override MaxHealth = 4000.0 InitialHealth = 4000.0 End End ;Reduce ContainMax with 5. ReplaceModule ModuleTag_03 Behavior = GarrisonContain ModuleTag_03_Override ContainMax = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit End End AddModule ;Add AI for use of the weapon. Behavior = AIUpdateInterface ModuleTag_AI Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 360 FiresWhileTurning = Yes End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End ;Add regeneration. Behavior = BaseRegenerateUpdate ModuleTag_BRG ; End ;Add ProductionUpgrade, required for object upgrades. Behavior = ProductionUpdate ModuleTag_PU MaxQueueEntries = 1 End ;Add minefield upgrade, mines are upgradeable to emp mines. Behavior = GenerateMinefieldBehavior ModuleTag_GMB TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End ;Add commandset upgrade, triggered by minefield upgrade. Behavior = CommandSetUpgrade ModuleTag_CU CommandSet = CivilianBunkerCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End ;Add armor upgrade, triggered by EMP upgrade. Behavior = ArmorUpgrade ModuleTag_AU TriggeredBy = Upgrade_ChinaEMPMines End ;Add battledrone upgrade. Behavior = ObjectCreationUpgrade ModuleTag_OCUBD UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaHellfireDrone End ;Add hellfiredrone upgrade. Behavior = ObjectCreationUpgrade ModuleTag_OCUHD UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone End End End ;Default commandset CommandSet CivilianBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 9 = Command_ConstructAmericaVehicleBattleDrone 11 = Command_ConstructAmericaVehicleHellfireDrone 14 = Command_UpgradeChinaMines End ;Upgraded commandset CommandSet CivilianBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 9 = Command_ConstructAmericaVehicleBattleDrone 11 = Command_ConstructAmericaVehicleHellfireDrone 14 = Command_UpgradeEMPMines End [/code]

Posted by: TheInfantry - Sunday, November 24, 2013 6:19:32 AM
Very good idea sir :) Just a little contribution, if some one would like to use the watercolor from the Toxinsgeneral´s Challenge on his map. Please keep posting! [code=plain] WaterTransparency TransparentWaterMinOpacity = 0.8 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent. TransparentWaterDepth = 2.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity) StandingWaterTexture = TSWater03.tga ;StandingWaterColor = R:0 G:50 B:0 ;StandingWaterColor = R:100 G:150 B:100 StandingWaterColor = R:50 G:75 B:50 ;AdditiveBlending = Yes RadarWaterColor = R:100 G:196 B:100 End [/code]

Posted by: Annihilationzh - Sunday, November 24, 2013 2:05:01 PM
Here's some code I found in my files. I don't remember if it's tested code or not. It replaces the MiG's napalm missiles with full size nuclear missiles. These nukes have increased range and damage, and have a good chance of destroying GLA holes as well. [code=plain]Object NapalmMissile ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes ConditionState = NONE Model = NBNRocket End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End End RemoveModule DeathModuleTag_01 RemoveModule DeathModuleTag_02 RemoveModule DeathModuleTag_03 RemoveModule ModuleTag_07 AddModule ModuleTag_NMU_Override Behavior = NeutronMissileUpdate ModuleTag_NMU DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first MaxTurnRate = 7200 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it SpecialAccelFactor = 1 SpecialSpeedTime = 1500 SpecialSpeedHeight = 160 SpecialJitterDistance = 0.4 DeliveryDecalRadius = 210 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End AddModule ModuleTag_HDU_Override Behavior = HeightDieUpdate ModuleTag_HDU TargetHeight = 100.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End End AddModule ModuleTag_NMSDB_Override Behavior = NeutronMissileSlowDeathBehavior ModuleTag_NMSDB DestructionDelay = 3501 ScorchMarkSize = 320 FXList = FX_Nuke Blast1Enabled = Yes Blast1Delay = 580 ;in milliseconds Blast1ScorchDelay = 100 ;in milliseconds Blast1InnerRadius = 60.0 ;objects inside this get the full damage Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage Blast1MaxDamage = 1000.0 ;damage within inner radius of blast Blast1MinDamage = 1000.0 ;always do at least this much damage to objects Blast1ToppleSpeed = 0.5 ;higher #'s topple faster Blast1PushForce = 10.0 ;higher #'s push more Blast2Enabled = Yes Blast2Delay = 660 ;in milliseconds Blast2ScorchDelay = 180 ;in milliseconds Blast2InnerRadius = 90.0 ;objects inside this get the full damage Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage Blast2MaxDamage = 1000.0 ;damage within inner radius of blast Blast2MinDamage = 1000.0 ;always do at least this much damage to objects Blast2ToppleSpeed = 0.45 ;higher #'s topple faster Blast2PushForce = 8.0 ;higher #'s push more Blast3Enabled = Yes Blast3Delay = 720 ;in milliseconds Blast3ScorchDelay = 260 ;in milliseconds Blast3InnerRadius = 120.0 ;objects inside this get the full damage Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage Blast3MaxDamage = 1000.0 ;damage within inner radius of blast Blast3MinDamage = 1000.0 ;always do at least this much damage to objects Blast3ToppleSpeed = 0.42 ;higher #'s topple faster Blast3PushForce = 6.0 ;higher #'s push more Blast4Enabled = Yes Blast4Delay = 850 ;in milliseconds Blast4ScorchDelay = 340 ;in milliseconds Blast4InnerRadius = 150.0 ;objects inside this get the full damage Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage Blast4MaxDamage = 1000.0 ;damage within inner radius of blast Blast4MinDamage = 1000.0 ;always do at least this much damage to objects Blast4ToppleSpeed = 0.40 ;higher #'s topple faster Blast4PushForce = 6.0 ;higher #'s push more Blast5Enabled = Yes Blast5Delay = 1000 ;in milliseconds Blast5ScorchDelay = 420 ;in milliseconds Blast5InnerRadius = 180.0 ;objects inside this get the full damage Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage Blast5MaxDamage = 1000.0 ;damage within inner radius of blast Blast5MinDamage = 1000.0 ;always do at least this much damage to objects Blast5ToppleSpeed = 0.38 ;higher #'s topple faster Blast5PushForce = 6.0 ;higher #'s push more Blast6Enabled = Yes Blast6Delay = 1180 ;in milliseconds Blast6ScorchDelay = 500 ;in milliseconds Blast6InnerRadius = 210.0 ;objects inside this get the full damage Blast6OuterRadius = 270.0 ;objects inside this get some of the full damage Blast6MaxDamage = 1000.0 ;damage within inner radius of blast Blast6MinDamage = 300.0 ;always do at least this much damage to objects Blast6ToppleSpeed = 0.35 ;higher #'s topple faster Blast6PushForce = 4.0 ;higher #'s push more Blast7Enabled = Yes Blast7Delay = 999999 ;in milliseconds, don't do the damage wave Blast7ScorchDelay = 620 ;in milliseconds Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage Blast8Enabled = Yes Blast8Delay = 999999 ;in milliseconds, don't do the damage wave Blast8ScorchDelay = 700 ;in milliseconds Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage Blast9Enabled = Yes Blast9Delay = 999999 ;in milliseconds, don't do the damage wave Blast9ScorchDelay = 800 ;in milliseconds Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage OCL = MIDPOINT OCL_NukeRadiationField End End End[/code]

Posted by: acidbrain - Friday, December 27, 2013 8:46:19 PM
If you want to play as Boss general in all skirmish maps put the following code in a map.ini of 1 skirmish map and play the map as China General. If you exit the map you can play all the other skirmish maps as Boss without adding a map.ini, until you exit the game and restart of course. [code=plain] PlayerTemplate FactionChina Side = Boss BaseSide = China PlayableSide = Yes StartMoney = 0 ;10000 PreferredColor = R:0 G:255 B:0 IntrinsicSciences = SCIENCE_GLA SCIENCE_AMERICA SCIENCE_CHINA PurchaseScienceCommandSetRank1 = Boss_SCIENCE_CHINA_CommandSetRank1 PurchaseScienceCommandSetRank3 = Boss_SCIENCE_CHINA_CommandSetRank3 PurchaseScienceCommandSetRank8 = Boss_SCIENCE_CHINA_CommandSetRank8 SpecialPowerShortcutCommandSet = SpecialPowerShortcutBoss SpecialPowerShortcutWinName = GenPowersShortcutBarChina.wnd SpecialPowerShortcutButtonCount = 9 DisplayName = INI:FactionBossGeneral StartingBuilding = Boss_CommandCenter StartingUnit0 = Boss_VehicleDozer ScoreScreenImage = China_ScoreScreen LoadScreenImage = SNFactionLogoPage_China LoadScreenMusic = Load_China ScoreScreenMusic = Score_China FlagWaterMark = WatermarkChina EnabledImage = SSObserverChina BeaconName = MultiplayerBeacon SideIconImage = GameinfoBOSS OldFaction = No ArmyTooltip = TOOLTIP:BioStrategyLong_Pos9 Features = GUI:BioFeatures_Pos9 End [/code] Don't use the China General for other slots.

Posted by: Annihilationzh - Saturday, December 28, 2013 12:00:36 PM
This one seems fun. It's too old for me to remember. Looks like it turns the vChina carpet bomber into a napalm bomber. Plus fast reload and rank 1 for quick access. I have no idea if this one was ever tested. [code=plain]Science SCIENCE_ChinaCarpetBomb PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:ChinaCarpetBomb Description = CONTROLBAR:ToolTipChinaScienceCarpetBomb End Science Early_SCIENCE_ChinaCarpetBomb PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:ChinaCarpetBomb Description = CONTROLBAR:ToolTipChinaScienceCarpetBomb End Science Nuke_SCIENCE_ChinaCarpetBomb PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:Nuke_ChinaCarpetBomb Description = CONTROLBAR:Nuke_ToolTipChinaScienceCarpetBomb End SpecialPower SuperweaponChinaCarpetBomb Enum = SPECIAL_CHINA_CARPET_BOMB ReloadTime = 15000 RequiredScience = SCIENCE_ChinaCarpetBomb PublicTimer = No SharedSyncedTimer = Yes ViewObjectDuration = 40000 ViewObjectRange = 250 RadiusCursorRadius = 180 ShortcutPower = Yes AcademyClassify = ACT_SUPERPOWER End SpecialPower Early_SuperweaponChinaCarpetBomb Enum = EARLY_SPECIAL_CHINA_CARPET_BOMB ReloadTime = 15000 RequiredScience = Early_SCIENCE_ChinaCarpetBomb PublicTimer = No SharedSyncedTimer = Yes ViewObjectDuration = 40000 ViewObjectRange = 250 RadiusCursorRadius = 180 ShortcutPower = Yes AcademyClassify = ACT_SUPERPOWER End Object ChinaCarpetBomb ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override DefaultConditionState Model = NVMIG End End End AddModule ModuleTag_Nap1_Override Behavior = FireWeaponWhenDeadBehavior ModuleTag_Nap1 DeathWeapon = SmallFireFieldCreationWeapon StartsActive = Yes ConflictsWith = Upgrade_ChinaBlackNapalm End End AddModule ModuleTag_Nap2_Override Behavior = FireWeaponWhenDeadBehavior ModuleTag_Nap2 DeathWeapon = SmallFireFieldUpgradedCreationWeapon StartsActive = No TriggeredBy = Upgrade_ChinaBlackNapalm End End End[/code]

Posted by: UTD^Force - Saturday, August 23, 2014 3:28:28 PM
If you are making a mission and you don't want Colonel Burton to be able to climb you can change his locomotor to the ground locomotor like this: [code=plain]Object AmericaInfantryColonelBurton Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor End [/code] This code makes Colonel Burton in USA vanilla be unable to climb.

Posted by: UTD^Force - Saturday, August 23, 2014 3:29:36 PM
If you are making a mission and you want a unit to be veteran, elite or heroic when it's created use this code: [code=plain] AddModule Behavior = VeterancyGainCreate ModuleTag_beHeroic StartingLevel = HEROIC End[/code] This code makes the unit be heroic when created. Add this code after the object name which you want it to have a higher veterancy level, Don't forget to add the End after this code!

Posted by: UTD^Force - Saturday, August 23, 2014 3:31:13 PM
If you want the snipers to be able to affect on tanks change this in the tank's armor: [code=plain]Armor = SNIPER 0%[/code] Example, this makes the dragon tank be affected and take some damage from the sniper: [code=plain]Armor DragonTankArmor Armor = CRUSH 50% ;tanks are extra-hard to crush Armor = SMALL_ARMS 25% Armor = GATTLING 25% ;resistant to gattling tank Armor = COMANCHE_VULCAN 25% Armor = FLAME 0% Armor = RADIATION 50% ;Radiation does less damage to tanks. Armor = MICROWAVE 20% Armor = POISON 25% ;Poison does a little damage, just for balance reasons. Armor = MICROWAVE 0% Armor = SNIPER 25% Armor = MELEE 0% ;tanks don't generally take much damage other than paint damage from MELEE weapons Armor = LASER 50% ;lasers are anti-personel and anti-projectile only (for point defense laser) Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons Armor = PARTICLE_BEAM 100% ; Armor = KILL_PILOT 100% ;Jarmen Kell uses against vehicles only. Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry. Armor = MOLOTOV_COCKTAIL 20% ;used by Angry mob. Armor = INFANTRY_MISSILE 20% ;used by rocket guys Armor = SUBDUAL_MISSILE 0% Armor = SUBDUAL_VEHICLE 100% Armor = SUBDUAL_BUILDING 0% End[/code]

Posted by: UTD^Force - Saturday, August 23, 2014 3:34:17 PM
If you want Colonel Burton's RemoteC4 Explode like the bunker buster of the F-117 and then black napalm use this code: [code=plain]Object RemoteC4Charge AddModule ModuleTag_10_Override Behavior = FireWeaponWhenDeadBehavior ModuleTag_10 DeathWeapon = BlackNapalmBombWeapon StartsActive = Yes End End AddModule ModuleTag_BunkerBust_Override Behavior = BunkerBusterBehavior ModuleTag_BunkerBust DetonationFX = FX_BunkerBusterExplosion CrashThroughBunkerFX = WeaponFX_BunkerBusterIntialImpact CrashThroughBunkerFXFrequency = 571 SeismicEffectRadius = 200 SeismicEffectMagnitude = 5 ShockwaveWeaponTemplate = BunkerBusterShockwaveWeaponSmall OccupantDamageWeaponTemplate = BunkerBusterAntiTunnelGarrisonWeaponWithABigName End End End [/code] I think that code is in one of Beng's maps. Sorry for posting these in four posts, but for some reason when these are in one post... I don't know what happens, I see them merging into each other and the code colour changed to be black.[smile]

Posted by: Gameanater - Saturday, August 23, 2014 7:54:04 PM
I must say, I really love that Bunker... Can I add it to my mod as a separate new building? I'll credit you!

Posted by: UTD^Force - Saturday, August 23, 2014 8:54:26 PM
Don't credit me, credit Beng, that code is from one of his maps. I think... Though it's easy to make one like it after understanding it.

Posted by: klingondragon - Sunday, August 24, 2014 2:28:15 AM
Its not your code he's talking about its acid brain's

Posted by: klingondragon - Sunday, August 24, 2014 2:54:07 AM
here is some code to make the USA supplyu center build china supply trucks (you may think its pointless but i use the supply wherehouse in my maps which doesnt reallywwork well with chinooks) [code=plain] Object AmericaSupplyCenter CommandSet = AmericaSupplyCenterCommandSet01 ReplaceModule ModuleTag_12 Behavior = SpawnBehavior ModuleTag_12A SpawnNumber = 3 SpawnReplaceDelay = 9999 SpawnTemplateName = ChinaVehicleSupplyTruck OneShot = Yes CanReclaimOrphans = No SlavesHaveFreeWill = Yes End End End Object ChinaVehicleSupplyTruck Prerequisites Object = AmericaSupplyCenter End End CommandSet AmericaSupplyCenterCommandSet01 1 = Command_ConstructChinaVehicleSupplyTruck 13 = Command_SetRallyPoint 14 = Command_Sell End [/code]

Posted by: klingondragon - Sunday, August 24, 2014 2:55:42 AM
here is some code to give vanilla usa the best planes [code=plain] Object AmericaAirfield CommandSet = AmericaAirfieldCommandSet01 End Object SupW_AmericaJetAurora Prerequisites Object = AmericaAirfield End End Object AirF_AmericaJetRaptor Prerequisites Object = AmericaAirfield End End CommandSet AmericaAirfieldCommandSet01 1 = AirF_Command_ConstructAmericaJetRaptor 2 = Command_ConstructAmericaVehicleComanche 3 = SupW_Command_ConstructAmericaJetAurora 4 = Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End [/code]

Posted by: UTD^Force - Sunday, August 24, 2014 6:57:47 AM
[quote=klingondragon;133266]Its not your code he's talking about its acid brain's [/quote] oh, I thought he was talking about the Bunker buster bomb. :D[grin] [smile] yeah, That bunker is great!!!

Posted by: Annihilationzh - Sunday, August 24, 2014 8:36:13 AM
This file was called Super Emperor. I think I made it to test a Map.ini glitch, but now it's all yours to mess around with, if it works, because I don't remember. [code=plain]Object Tank_ChinaTankEmperor UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks UpgradeCameo3 = Upgrade_ChinaOverlordGattlingCannon UpgradeCameo4 = Tank_Upgrade_ChinaTankAutoLoader Scale = 1.25 Prerequisites End WeaponSet Conditions = None Weapon = PRIMARY Nuke_OverlordTankGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Nuke_OverlordTankGun Weapon = SECONDARY GattlingBuildingGunAirDummy End ReplaceModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 11000.0 InitialHealth = 11000.0 SubdualDamageCap = 22000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 500 End End ReplaceModule ModulePropaganda_04 Behavior = PropagandaTowerBehavior ModulePropaganda_04_Override Radius = 150.0 DelayBetweenUpdates = 2000 HealPercentEachSecond = 1% PulseFX = FX_OverlordPropagandaTowerPropagandaPulse UpgradeRequired = Tank_Upgrade_ChinaTankAutoLoader UpgradedHealPercentEachSecond = 2% UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse AffectsSelf = Yes End End End Object Nuke_OverlordTankShell ReplaceModule ModuleTag_07 Behavior = FireWeaponWhenDeadBehavior ModuleTag_07_Override DeathWeapon = Nuke_NuclearTankDeathWeapon StartsActive = Yes End End End[/code]

Posted by: UTD^Force - Sunday, August 24, 2014 8:48:17 AM
If you want a tank to have units garrisoned inside it use this code: [code=plain] AddModule ModuleTag_T11_Override Behavior = TransportContain ModuleTag_T11 PassengersAllowedToFire = Yes WeaponBonusPassedToPassengers = Yes Slots = 3 ; how many units can be garrisoned inside the tank InitialPayload = Chem_GLAInfantryStingerSoldier 3 ; units already in the tank, and how many. ScatterNearbyOnExit = Yes HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowAlliesInside = Yes AllowInsideKindOf = INFANTRY VEHICLE HUGE_VEHICLE ForbidInsideKindOf = AIRCRAFT ExitDelay = 0 ;250 NumberOfExitPaths = 0 ;3 GoAggressiveOnExit = Yes EnterSound = GarrisonEnter ExitSound = GarrisonExit End End [/code] I've found this code for a PTBoat in a mission made by Beng, I think that the code explains itself... This code makes the tank you want to have infantry in, be garrisoned with 3 Stinger Soldiers when created, spawned or already in the map. Add this to the object, and Don't forget to add End!

Posted by: Annihilationzh - Sunday, August 24, 2014 11:05:39 AM
[quote=UTD^Force;133277]I've found this code for a PTBoat in a mission made by Beng[/quote] Have you asked Beng for permission to distribute this?

Posted by: UTD^Force - Sunday, August 24, 2014 12:04:06 PM
Edited after cringing at my past posts: I was defenitely in the wrong here, even though Beng specified in the readme that it was okay to use their codes, it was still something they made and they had the right to keep it as theirs. I'll be removing my other replies regarding this with this same message. I'm sorry, everyone.

Posted by: klingondragon - Sunday, August 24, 2014 12:21:45 PM
Although I don't think its wrong to post someone else's code I don't think its right to do it either I would say its fine as long as you credit them but if they say in their readme not to reproduce and distribute their code you shouldn't I think its really only wrong if they ask for it not to be redistributed Nonetheless I only post my own codes and I they are similar (or the same) as someone else's it is either a coincidence or they copied me

Posted by: UTD^Force - Sunday, August 24, 2014 12:27:25 PM
Edited after cringing at my past posts: I was defenitely in the wrong here, even though Beng specified in the readme that it was okay to use their codes, it was still something they made and they had the right to keep it as theirs. I'll be removing my other replies regarding this subject with this same message. I'm sorry, everyone.

Posted by: UTD^Force - Sunday, August 24, 2014 1:07:58 PM
[quote=KlingonDragon;133284]👽🐲[/quote] ?????

Posted by: Gameanater - Sunday, August 24, 2014 3:22:28 PM
I think it's okay to use distribute someone else's code as long as you give proper credit to them. If they have specifically asked for it NOT to be distributed, then don't do it. Otherwise, I guess it's free reign?

Posted by: Gameanater - Sunday, August 24, 2014 3:23:37 PM
[quote=KlingonDragon;133267]here is some code to make the USA supplyu center build china supply trucks (you may think its pointless but i use the supply wherehouse in my maps which doesnt reallywwork well with chinooks) [/quote] Huh... Last I checked Chinooks worked okay with the Warehouses...

Posted by: klingondragon - Sunday, August 24, 2014 3:26:02 PM
They actually collect supplys but the animation is not great I prefer the supply trucks and workers as they go through it The Chinook just drops a net through the roof

Posted by: Gameanater - Sunday, August 24, 2014 3:27:23 PM
[quote=Annihilationzh;133276]This file was called Super Emperor. I think I made it to test a Map.ini glitch, but now it's all yours to mess around with, if it works, because I don't remember. [code=plain]Object Tank_ChinaTankEmperor UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks UpgradeCameo3 = Upgrade_ChinaOverlordGattlingCannon UpgradeCameo4 = Tank_Upgrade_ChinaTankAutoLoader Scale = 1.25 Prerequisites End WeaponSet Conditions = None Weapon = PRIMARY Nuke_OverlordTankGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Nuke_OverlordTankGun Weapon = SECONDARY GattlingBuildingGunAirDummy End ReplaceModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 11000.0 InitialHealth = 11000.0 SubdualDamageCap = 22000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 500 End End ReplaceModule ModulePropaganda_04 Behavior = PropagandaTowerBehavior ModulePropaganda_04_Override Radius = 150.0 DelayBetweenUpdates = 2000 HealPercentEachSecond = 1% PulseFX = FX_OverlordPropagandaTowerPropagandaPulse UpgradeRequired = Tank_Upgrade_ChinaTankAutoLoader UpgradedHealPercentEachSecond = 2% UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse AffectsSelf = Yes End End End Object Nuke_OverlordTankShell ReplaceModule ModuleTag_07 Behavior = FireWeaponWhenDeadBehavior ModuleTag_07_Override DeathWeapon = Nuke_NuclearTankDeathWeapon StartsActive = Yes End End End[/code][/quote] What was the glitch?

Posted by: Gameanater - Sunday, August 24, 2014 3:28:48 PM
[quote=KlingonDragon;133293]They actually collect supplys but the animation is not great I prefer the supply trucks and workers as they go through it The Chinook just drops a net through the roof[/quote] The chinooks dropping a net through the roof seems pretty intentional to me. If I'm remembering it dropping the net through the BUILT hole and not clipping through the roof, that is... I should check... I dunno. The Workers slide standing still while entering the Warehouse. :P

Posted by: klingondragon - Sunday, August 24, 2014 3:31:11 PM
Originally the game had only supply trucks and that's why they work best

Posted by: Gameanater - Sunday, August 24, 2014 3:32:07 PM
[quote=KlingonDragon;133298]Originally the game had only supply trucks and that's why they work best[/quote] Yep.

Posted by: klingondragon - Sunday, August 24, 2014 3:50:16 PM
And originally there were only wherehouses

Posted by: Gameanater - Sunday, August 24, 2014 4:04:57 PM
[quote=KlingonDragon;133301]And originally there were only wherehouses[/quote] Quite correct

Posted by: klingondragon - Sunday, August 24, 2014 4:20:18 PM
I may make a mod (or change my supplies mod) which changes all the normal docks to warehouses and workers and chinooks to supply trucks (maybe different ones for each faction (there are a couple of extra trucks in w3dzh.big))

Posted by: Annihilationzh - Sunday, August 24, 2014 4:39:26 PM
[quote=UTD^Force;133279]His last visit was 5 years ago. I can't find him, but I say the code was found in his map, and I didn't make the code, why are you asking this question while this is an easy code? I'm not saying his codes aren't hard he has many great maps, and could be the best ini coder of CnC generals ever.[/quote] It's copyright infringement, and it's looked down upon by modding communities as very disrespectful. C&C labs also has a policy against doing this with maps and mods, so I would expect it to apply to code snippets too.

Posted by: klingondragon - Sunday, August 24, 2014 4:43:09 PM
Its not against copyright © unless he specifically copyrighted it

Posted by: klingondragon - Sunday, August 24, 2014 4:43:58 PM
However it may be morally questionable

Posted by: UTD^Force - Sunday, August 24, 2014 4:59:42 PM
Edited after cringing at my past posts: I was defenitely in the wrong here, even though Beng specified in the readme that it was okay to use their codes, it was still something they made and they had the right to keep it as theirs. I'll be removing my other replies regarding this subject with this same message. I'm sorry, everyone.

Posted by: Gameanater - Sunday, August 24, 2014 5:05:51 PM
[quote=Annihilationzh;133306][quote=UTD^Force;133279]His last visit was 5 years ago. I can't find him, but I say the code was found in his map, and I didn't make the code, why are you asking this question while this is an easy code? I'm not saying his codes aren't hard he has many great maps, and could be the best ini coder of CnC generals ever.[/quote] It's copyright infringement, and it's looked down upon by modding communities as very disrespectful. C&C labs also has a policy against doing this with maps and mods, so I would expect it to apply to code snippets too.[/quote] He pointed to some very useful code. And if I remember correctly, Beng said somewhere in one of his readme's that we were free to use the objects he modded in our .ini's. I believe that information was in his Secret Weapons Test map

Posted by: klingondragon - Sunday, August 24, 2014 5:08:54 PM
I believe that's how most of us feel about our code I don't care who uses my code as long as if they use some of it in a map or mod they credit me

Posted by: Gameanater - Sunday, August 24, 2014 5:40:58 PM
[quote=KlingonDragon;133311]I believe that's how most of us feel about our code I don't care who uses my code as long as if they use some of it in a map or mod they credit me[/quote] Yay!

Posted by: UTD^Force - Sunday, August 24, 2014 5:56:06 PM
Here are the readme file in the map I took this code from: [ATTACH]1525[/Attach] [ATTACH]1526[/Attach]

Posted by: Annihilationzh - Sunday, August 24, 2014 6:19:13 PM
Thanks UTD^Force. Here we have it: [quote]Copyright: Feel free to distribute this map, modify it, borrow code from map.ini for your own maps, do whatever you like with it. But if you make changes, please note them down in this or another readme file.[/quote] [quote=KlingonDragon;133307]Its not against copyright © unless he specifically copyrighted it[/quote] That's not how copyright works. Everything you write is automatically copyrighted if it fits the legal definition of something that can be copyrighted.

Posted by: Gameanater - Sunday, August 24, 2014 6:24:52 PM
This post is copyrighted

Posted by: UTD^Force - Sunday, August 24, 2014 6:30:25 PM
[quote=Gameanater;133325]This post is copyrighted[/quote] xD @AZH No problem, so I keep the code here, right?

Posted by: Gameanater - Sunday, August 24, 2014 6:34:21 PM
[quote=UTD^Force;133327]xD[/quote] Glad that amused someone. [smile]

Posted by: Annihilationzh - Sunday, August 24, 2014 6:54:51 PM
[quote=UTD^Force;133327]@AZH No problem, so I keep the code here, right?[/quote] Yeah. I was just bringing it to attention to avoid any problems. [quote=Gameanater;133325]This post is copyrighted[/quote] © 2014 Command & Conquer Labs. All Rights Reserved.

Posted by: UTD^Force - Monday, August 25, 2014 8:29:06 AM
[quote=Annihilationzh;133324]Thanks UTD^Force[/quote] Thanks for being the first person to write my name correctly. [grin] [quote=Annihilationzh;133324] That's not how copyright works. Everything you write is automatically copyrighted if it fits the legal definition of something that can be copyrighted.[/quote] It looks like you are studying law. :D

Posted by: Annihilationzh - Monday, August 25, 2014 3:40:30 PM
[quote=UTD^Force;133343]Thanks for being the first person to write my name correctly. [grin][/quote] Years of modding many different games have left me incapable of misspelling anything. (Don't tell anyone I used Copy + Paste). [quote]It looks like you are studying law. :D[/quote] Strangely, I never studied this formally (I did briefly study contract law though). I'm one of those weirdos who reads about law because I enjoy it.

Posted by: klingondragon - Monday, August 25, 2014 5:33:25 PM
Your nodding may make you unable to spell wrong but with every code I've ever used I've had to spell things wrong Center not centre Color not colour Learn to spell America Its called English not American

Posted by: Gameanater - Monday, August 25, 2014 6:08:45 PM
[quote=KlingonDragon;133347]Your nodding may make you unable to spell wrong but with every code I've ever used I've had to spell things wrong Center not centre Color not colour Learn to spell America Its called English not American [/quote] *Modding It's called American English. [wink] I'm guessing you're from Britain or something?

Posted by: Annihilationzh - Monday, August 25, 2014 6:27:02 PM
I think nodding sounds about right. [quote=Gameanater;133349]It's called American English. [wink] I'm guessing you're from Britain or something? [/quote] Do you have flags under people's post counts telling you where they're from? Because I do. I've tried reading your signature in a British accent but it sounded exactly the same as everything else!

Posted by: Gameanater - Monday, August 25, 2014 6:36:08 PM
[quote=Annihilationzh;133353]I think nodding sounds about right. [quote=Gameanater;133349]It's called American English. [wink] I'm guessing you're from Britain or something? [/quote] Do you have flags under people's post counts telling you where they're from? Because I do. I've tried reading your signature in a British accent but it sounded exactly the same as everything else![/quote] I'm nodding Zero Hour! Yay! lol. [stuck_out_tongue] ... I do... Somehow I managed to miss his flag. My bad... Probably because you're British yourself. Trying to read it in a British accent should only be done by American readers. [sunglasses]

Posted by: klingondragon - Tuesday, August 26, 2014 4:07:39 AM
I don't know why but my phone autocorrects modding to nodding I've just added modding to the dictionary so it should be fine from now on

Posted by: Gameanater - Tuesday, August 26, 2014 8:35:50 PM
Here's a giant Colonel Burton I used as a "boss" unit once. No extra damage or anything. He can't crush stuff. He can't attack aircraft. He just has a craptona health and is huge. Bug: You have to click his feet to select him. I have no idea how to fix this. [code=plain] Object SupW_AmericaInfantryColonelBurton RemoveModule ModuleTag_02 AddModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 9000 InitialHealth = 9000 End End Scale = 2 ; RemoveModule ModuleTag_03 ; AddModule ModuleTag_03 ; Behavior = AIUpdateInterface ModuleTag_03_Override ; AutoAcquireEnemiesWhenIdle = Yes ; End ; End ; Locomotor = SET_NORMAL BasicAmphibiousLocomotor End [/code]

Posted by: acidbrain - Thursday, August 28, 2014 6:34:14 AM
[quote=Gameanater;133264]I must say, I really love that Bunker... Can I add it to my mod as a separate new building? I'll credit you![/quote] If anybody wants to use stuff i posted than use it, credit or dont credit, i really dont care, there are only a handfull of people modding this game nowadays and most of the people who posted stuff are not around anymore. Sry for the late response, busy with modding minecraft, bit more difficult than generals, have to learn to code in JAVA, nice challenge...:P Greetz

Posted by: UTD^Force - Saturday, September 27, 2014 1:16:14 PM
[quote]ParticleSystem GreenLaser_Flare Priority = CONSTANT IsOneShot = No Shader = ADDITIVE Type = PARTICLE ParticleName = EXLnzFlar4.tga AngleZ = 0.00 0.00 AngularRateZ = 0.00 0.00 AngularDamping = 1.00 1.00 VelocityDamping = 1.00 1.00 Gravity = 0.00 Lifetime = 2.00 2.00 SystemLifetime = 0 Size = 10.00 15.00 StartSizeRate = 0.00 0.00 SizeRate = 2.00 2.40 SizeRateDamping = 0.90 0.92 Alpha1 = 0.00 0.00 0 Alpha2 = 0.25 0.25 5 Alpha3 = 0.00 0.00 30 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:0 G:200 B:166 0 Color2 = R:0 G:0 B:0 0 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 ColorScale = 0.00 0.00 BurstDelay = 0.00 0.00 BurstCount = 1.00 1.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.00 Y:0.00 Z:0.00 VelocityType = ORTHO VelOrthoX = 0.00 0.00 VelOrthoY = 0.00 0.00 VelOrthoZ = 0.00 0.00 VolumeType = POINT IsHollow = Yes IsGroundAligned = No IsEmitAboveGroundOnly = No IsParticleUpTowardsEmitter = No WindMotion = Unused WindAngleChangeMin = 0.149924 WindAngleChangeMax = 0.449946 WindPingPongStartAngleMin = 0.000000 WindPingPongStartAngleMax = 0.785398 WindPingPongEndAngleMin = 5.497787 WindPingPongEndAngleMax = 6.283185 End ParticleSystem GenericGreen_LaserFlare Priority = CRITICAL IsOneShot = No Shader = ADDITIVE Type = PARTICLE ParticleName = EXLnzFlar3.tga AngleZ = 0.00 7.00 AngularRateZ = -0.01 0.01 AngularDamping = 1.00 1.00 VelocityDamping = 1.00 1.00 Gravity = 0.00 Lifetime = 5.00 5.00 SystemLifetime = 0 Size = 100.00 100.00 StartSizeRate = 0.00 0.00 SizeRate = 0.00 0.00 SizeRateDamping = 1.00 1.00 Alpha1 = 1.00 1.00 0 Alpha2 = 0.00 0.00 0 Alpha3 = 0.00 0.00 0 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:0 G:250 B:5 0 Color2 = R:0 G:0 B:0 5 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 ColorScale = 0.00 0.00 BurstDelay = 1.00 1.00 BurstCount = 1.00 2.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.00 Y:0.00 Z:0.00 VelocityType = ORTHO VelOrthoX = 0.00 0.00 VelOrthoY = 0.00 0.00 VelOrthoZ = 0.00 0.00 VolumeType = POINT IsHollow = Yes IsGroundAligned = No IsEmitAboveGroundOnly = No IsParticleUpTowardsEmitter = No WindMotion = Unused WindAngleChangeMin = 0.149924 WindAngleChangeMax = 0.449946 WindPingPongStartAngleMin = 0.000000 WindPingPongStartAngleMax = 0.785398 WindPingPongEndAngleMin = 5.497787 WindPingPongEndAngleMax = 6.283185 End [/quote]

Posted by: Gameanater - Monday, December 15, 2014 6:54:53 PM
[code=plain] ;------------------------------------------------------------------------------------------- Object CINE_AircraftCarrier ; *** ART Parameters *** SelectPortrait = SACarrier_L ButtonImage = SACarrier_L UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaTOWMissile ;gattlings more damaging RemoveModule ModuleTag_01 AddModule ModuleTag_01A_Override Draw = W3DOverlordTankDraw ModuleTag_01A ;W3DOverlordAircraftDraw ;ReplaceModule ModuleTag_01 ;Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ExtraPublicBone = SmokeBone01 ;left side turret, anti-ground, tertiary ExtraPublicBone = SmokeBone03 ;right side altturret, anti ground and air, 1ry and 2ry ExtraPublicBone = Explosion1Bone ;1 is Deck left, Explosion2Bone is more middle. ;Avenger turret (made from Tank_ChinaTankOverlordBattleBunker) ConditionState = NONE Model = PSAirCarrier_Dt Animation = PSAirCarrier_Dt.PSAirCarrier_Dt AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DAMAGED Model = PSAirCarrier_Dt Animation = None ParticleSysBone = SmokeBone02 airCarrierSmoke ParticleSysBone = SmokeBone04 airCarrierSmoke End ConditionState = REALLYDAMAGED Model = PSAirCarrier_Dt Animation = None ParticleSysBone = EXPLOSION2BONE airCarrierDeckFireBig ParticleSysBone = EXPLOSION2BONE airCarrierDeckSmoke ParticleSysBone = SPARK2BONE airCarrierSmoke ParticleSysBone = SPARK2BONE airCarrierDeckFire ParticleSysBone = SmokeBone04 airCarrierDeckFire ParticleSysBone = SmokeBone04 airCarrierSmoke End ; DEATH **************************************** ConditionState =RUBBLE Model = PSAirCarrier_Dt Animation = PSAirCarrier_Dt.PSAirCarrier_Dt AnimationMode = ONCE ParticleSysBone = SPLASH0BONE airCarrierDeathSplash0 ParticleSysBone = SPLASH0BONE airCarrierShockWave0 ParticleSysBone = SPLASH1BONE airCarrierDeathSplash ParticleSysBone = SPLASH1BONE airCarrierShockWave ParticleSysBone = SPLASH3BONE airCarrierTowerSplash ParticleSysBone = SPLASH3BONE airCarrierDeckSmoke ParticleSysBone = OILSLICKBONE airCarrierDeckSmoke ParticleSysBone = EXPLOSION1BONE airCarrierExplosion0 ParticleSysBone = EXPLOSION1BONE airCarrierLightFlash1 ParticleSysBone = EXPLOSION1BONE airCarrierShockWave1 ParticleSysBone = EXPLOSION1BONE airCarrierExplosionSparks ParticleSysBone = EXPLOSION2BONE airCarrierExplosion1 ParticleSysBone = EXPLOSION2BONE airCarrierLightFlash2 ParticleSysBone = EXPLOSION2BONE airCarrierShockWave2 ParticleSysBone = EXPLOSION2BONE airCarrierDeckFireBig ParticleSysBone = EXPLOSION4BONE airCarrierExplosion2 ParticleSysBone = EXPLOSION4BONE airCarrierLightFlash3 ParticleSysBone = EXPLOSION4BONE airCarrierShockWave3 ParticleSysBone = EXPLOSION4BONE airCarrierDeckFire ParticleSysBone = EXPLOSION5BONE airCarrierFinalExplosion ParticleSysBone = EXPLOSION5BONE airCarrierDeckFire ParticleSysBone = EXPLOSION5BONE airCarrierSmoke ParticleSysBone = SPLASH4BONE airCarrierDeathSplash1 ParticleSysBone = SPLASH5BONE airCarrierDeathSplash1 ParticleSysBone = SPLASH6BONE airCarrierDeathSplash2 ParticleSysBone = SPLASH7BONE airCarrierDeathSplash3 ParticleSysBone = MAST1BONE airCarrierDeckFireBig ParticleSysBone = MAST2BONE airCarrierDeckFire ParticleSysBone = SPLASH4BONE airCarrierDeathRipple ParticleSysBone = SPLASH5BONE airCarrierDeathRipple ParticleSysBone = SPLASH6BONE airCarrierDeathRipple ParticleSysBone = SPLASH7BONE airCarrierDeathRipple ParticleSysBone = SPLASH5BONE airCarrierFinalDeathSplash ParticleSysBone = JET01BONE airCarrierDeckFireJet5 ParticleSysBone = JET01BONE airCarrierJetEngine01Smoke ParticleSysBone = JET01BONE airCarrierJet01Explosion ParticleSysBone = JET03BONE airCarrierDeckFireBig ParticleSysBone = JET04BONE airCarrierDeckFireBig ParticleSysBone = JET05BONE airCarrierJetExplosion1 ParticleSysBone = JET05BONE airCarrierDeckFireJet5 ParticleSysBone = JET06BONE airCarrierDeckFireJet6 ParticleSysBone = JET06BONE airCarrierJetExplosion2 ParticleSysBone = JET07BONE airCarrierJetExplosion3 ParticleSysBone = JET07BONE airCarrierDeckFireJet7 ParticleSysBone = JET08BONE airCarrierDeckFire ParticleSysBone = JET08BONE airCarrierJet8Splash ParticleSysBone = OILSLICKBONE airCarrierOilSlick ParticleSysBone = OILSLICKBONE airCarrierMidShipSplash ParticleSysBone = SPARK1BONE airCarrierSmoke ParticleSysBone = SPARK1BONE airCarrierDeckFire ParticleSysBone = SPARK2BONE airCarrierSmoke ParticleSysBone = SPARK2BONE airCarrierDeckFire ParticleSysBone = BOWSPLASH0BONE1 airCarrierBowDeathSplash ParticleSysBone = SMOKEBONE01 airCarrierSmoke ParticleSysBone = SMOKEBONE02 airCarrierSmoke ParticleSysBone = SMOKEBONE03 airCarrierSmoke End End End AddModule ModuleTag_Tur1_Override Draw = W3DModelDraw ModuleTag_Tur1 ;Gun turret OkToChangeModelColor = Yes AttachToBoneInAnotherModule = SmokeBone01 ;left side turret, anti-ground, tertiary DefaultConditionState Model = NVGattTank HideSubObject = chassis treadsl01 treadsr01 ;headlight01 headlight02 housecolor01 ShowSubObject = Turret01 HouseColor02 HouseColor03 Barrel01 TurretEl01 headlight01 headlight02 housecolor01 Animation = NVGattTank.NVGattTank AnimationMode = MANUAL Turret = TURRET01 TurretPitch = TURRETEL01 WeaponMuzzleFlash = TERTIARY MuzzleFX WeaponFireFXBone = TERTIARY Muzzle ;WeaponMuzzleFlash = PRIMARY MuzzleFX ;WeaponFireFXBone = PRIMARY Muzzle ;WeaponMuzzleFlash = SECONDARY MuzzleFX ;WeaponFireFXBone = SECONDARY Muzzle End ConditionState = REALLYDAMAGED ;RUBBLE Model = NVGattTank_D End ConditionState = RUBBLE Model = None End ;-----pristine attacking---------------------- ConditionState = ATTACKING USING_WEAPON_C Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING USING_WEAPON_C Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING USING_WEAPON_C Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST ATTACKING USING_WEAPON_C Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End ;-----damaged attacking---------------------- ConditionState REALLYDAMAGED ATTACKING USING_WEAPON_C Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING USING_WEAPON_C Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING USING_WEAPON_C Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING USING_WEAPON_C Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End End End AddModule ModuleTag_Tur2_Override Draw = W3DModelDraw ModuleTag_Tur2 ;Gun turret2 right side, anti air and ground, prim and 2ndary OkToChangeModelColor = Yes AttachToBoneInAnotherModule = SmokeBone03 DefaultConditionState Model = NVGattTank HideSubObject = chassis treadsl01 treadsr01 ;headlight01 headlight02 housecolor01 ShowSubObject = Turret01 HouseColor02 HouseColor03 Barrel01 TurretEl01 headlight01 headlight02 housecolor01 Animation = NVGattTank.NVGattTank AnimationMode = MANUAL AltTurret = TURRET01 AltTurretPitch = TURRETEL01 WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle End ConditionState = REALLYDAMAGED ;RUBBLE Model = NVGattTank_D End ConditionState = RUBBLE Model = None End ;-----pristine attacking---------------------- ConditionState = ATTACKING USING_WEAPON_A Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End AliasConditionState = ATTACKING USING_WEAPON_B ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING USING_WEAPON_A Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End AliasConditionState = CONTINUOUS_FIRE_SLOW ATTACKING USING_WEAPON_B ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING USING_WEAPON_A Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End AliasConditionState = CONTINUOUS_FIRE_MEAN ATTACKING USING_WEAPON_B ConditionState = CONTINUOUS_FIRE_FAST ATTACKING USING_WEAPON_A Model = NVGattTank Animation = NVGattTank.NVGattTank AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End AliasConditionState = CONTINUOUS_FIRE_FAST ATTACKING USING_WEAPON_B ;-----damaged attacking---------------------- ConditionState REALLYDAMAGED ATTACKING USING_WEAPON_A Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly End AliasConditionState = REALLYDAMAGED ATTACKING USING_WEAPON_B ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING USING_WEAPON_A Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End AliasConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING USING_WEAPON_B ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING USING_WEAPON_A Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End AliasConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING USING_WEAPON_B ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING USING_WEAPON_A Model = NVGattTank_D Animation = NVGattTank_D.NVGattTank_D AnimationMode = LOOP ParticleSysBone = Muzzle01 GattlingMuzzleSmoke AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End AliasConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING USING_WEAPON_B End End ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE AIRCRAFT_PATH_AROUND IMMUNE_TO_CAPTURE ;CAPTURABLE RadarPriority = UNIT ArmorSet Conditions = None Armor = GLAUpgradedStructureArmorTough ;StructureArmor DamageFX = StructureDamageFXNoShake End WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT Weapon = TERTIARY GattlingBuildingGun AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT Weapon = SECONDARY GattlingBuildingGunAir AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End EnergyProduction = 0 ExperienceValue = 400 400 400 400 ExperienceRequired = 0 20 40 60 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience BuildCost = 9000 VisionRange = 450.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 500.0 ; *** AUDIO Parameters *** VoiceSelect = BattleshipVoiceSelect VoiceMove = BattleshipVoiceMove VoiceGuard = BattleshipVoiceMove VoiceAttack = BattleshipVoiceAttack SoundAmbient = BattleshipAmbientLoop ReplaceModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 5000.0 InitialHealth = 5000.0 End End ReplaceModule ModuleTag_09 Behavior = TransitionDamageFX ModuleTag_09_Override DamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:airCarrierSmoke ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:airCarrierDeckFire ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:airCarrierSmoke ReallyDamagedParticleSystem3 = Bone:Smoke RandomBone:Yes PSys:airCarrierExplosion0 RubbleOCL1 = Loc: X:40.0 Y:-30.0 Z:16.0 OCL:OCL_DirtyNuke ;210 blast radius RubbleOCL2 = Loc: X:-180.0 Y:-10.0 Z:10.0 OCL:AirF_OCL_AmericanRangerDebris10 ;chuck out 4 survivors RubbleOCL3 = Loc: X:258.0 Y:-20.0 Z:10.0 OCL:AirF_OCL_AmericanRangerDebris10 ;chuck out 4 more survivors End End AddModule ModuleTag_aiup_Override Behavior = TransportAIUpdate ModuleTag_aiup ;AIUpdateInterface Turret ;left side ControlledWeaponSlots = TERTIARY TurretTurnRate = 200 ;180 // turn rate, in degrees per sec TurretPitchRate = 200 ;180 AllowsPitch = Yes FiresWhileTurning = Yes NaturalTurretAngle = -90 NaturalTurretPitch = 0 MinPhysicalPitch = -60 MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 800 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AltTurret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 200 ;180 // turn rate, in degrees per sec TurretPitchRate = 200 ;180 AllowsPitch = Yes FiresWhileTurning = Yes NaturalTurretPitch = 25 MinPhysicalPitch = -60 MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 800 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End TurretsLinked = No ;Yes AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End End AddModule ModuleTag_OvLCn_Override Behavior = OverlordContain ModuleTag_OvLCn ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = Tank_ChinaTankOverlordBattleBunker ;made similar to AmericaTankAvengerLaserTurret ExperienceSinkForRider = Yes ;I get the Exp for things my turret friend kills End End AddModule ModuleTag_MkGat_Override Behavior = ObjectCreationUpgrade ModuleTag_MkGat UpgradeObject = OCL_OverlordGattlingCannon TriggeredBy = Upgrade_ChinaOverlordGattlingCannon End End AddModule ModuleTag_SlDt_Override Behavior = StealthDetectorUpdate ModuleTag_SlDt DetectionRate = 1000 DetectionRange = 250 CanDetectWhileGarrisoned = No CanDetectWhileContained = No IRParticleSysName = IRDetectSonar IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End End AddModule ModuleTag_PDL_Override Behavior = PointDefenseLaserUpdate ModuleTag_PDL WeaponTemplate = SupW_PointDefenseDroneLaserWeapon ;range 65, delay 200 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ;SecondaryTargetTypes = INFANTRY ScanRate = 70 ScanRange = 130.0 PredictTargetVelocityFactor = 3.0 End End AddModule ModuleTag_PDL2_Override Behavior = PointDefenseLaserUpdate ModuleTag_PDL2 WeaponTemplate = AvengerPointDefenseLaserOne ;range 100, delay 500 PrimaryTargetTypes = PROJECTILE BALLISTIC_MISSILE SMALL_MISSILE ;SecondaryTargetTypes = INFANTRY ScanRate = 90 ScanRange = 200.0 PredictTargetVelocityFactor = 4.0 End End AddModule ModuleTag_PDL3_Override Behavior = PointDefenseLaserUpdate ModuleTag_PDL3 WeaponTemplate = AvengerPointDefenseLaserTwo ;range 100, delay 500 PrimaryTargetTypes = PROJECTILE BALLISTIC_MISSILE SMALL_MISSILE ;SecondaryTargetTypes = INFANTRY ScanRate = 200 ScanRange = 300.0 PredictTargetVelocityFactor = 4.0 End End AddModule ModuleTag_Vet_Override Behavior = ExperienceScalarUpgrade ModuleTag_Vet TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End End AddModule ModuleTag_WpnUp_Override Behavior = WeaponBonusUpgrade ModuleTag_WpnUp TriggeredBy = Upgrade_AmericaTOWMissile End End Geometry = BOX GeometryMajorRadius = 196.0 ;75% longer than standard air carrier hit box GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = No End [/code]

Posted by: Gameanater - Monday, December 15, 2014 6:56:13 PM
Want to fight in the middle of a blizzard? Here's some snow code. [code=plain] Weather SnowEnabled = yes ; enable/disable snow on the map. SnowTexture = ExSnowFlake1.tga ;texture used for each snow particle. SnowBoxDimensions = 300 ; width/height of box around camera containing snow. SnowBoxDensity = 2 ; amount of snow particles per world-unit. Raise to increase particle count. SnowFrequencyScaleX = 0.0533 ;speed of side-to-side wave movement. SnowFrequencyScaleY = 0.0275 ;speed of side-to-side wave movement. SnowAmplitude = 6.0 ;amount of side-to-side movement. SnowVelocity = 10.0 ;speed at which snow falls SnowPointSize = .26 ;scale the size of snow particles. SnowMaxPointSize = 11.0 ; maximum pixel size of point sprite particles (min-spec requires <= 64). SnowMinPointSize = 0.1 ; minimum pixel size of point sprite particles. ;Some video cards can't do hardware accelerated particles. Set this ;setting to "no" in order see what emulation will look like. Use the ;SnowQuadSize setting to make it look similar to PointSprite version. SnowPointSprites = yes ;set to "no" for point-sprite emulation. SnowQuadSize = 0.5 ;scale the size of snow particles when using point-sprite emulation. End ;== [/code]

Posted by: Gameanater - Monday, March 14, 2016 8:54:00 PM
[code=plain];-------------------------------------------------------------------------- ;------------------------ Water Type: Blue --------------------------- ;-------------------------------------------------------------------------- WaterTransparency TransparentWaterMinOpacity = 1.0 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent. TransparentWaterDepth = 1.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity) StandingWaterColor = R:050 G:100 B:150 ;material color used to tint the water surface. StandingWaterTexture = TWWater01.tga ;main texture used for water (usually something blue that looks like water). AdditiveBlending = YES ;use additive blending instead of alpha blending? RadarWaterColor = R:050 G:100 B:150 ;color of water on radar display. End ;===================================================== ;USA CIA Officer ;Agent O-Range ;===================================================== Object AmericaInfantryCIAOfficer RemoveModule ModuleTag_03 AddModule ModuleTag_03 Behavior = AIUpdateInterface ModuleTag_03_Override AutoAcquireEnemiesWhenIdle = Yes End End Locomotor = SET_NORMAL JarmenKellLocomotor ; DisplayName = OBJECT:PootNameHere WeaponSet Conditions = None Weapon = PRIMARY TunnelNetworkGun Weapon = SECONDARY QuadCannonGunAir PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End VisionRange = 300 ShroudClearingRange = 400 IsTrainable = Yes ;Can gain experience/veterency points ExperienceRequired = 0 100 200 400 ExperienceValue = 40 60 80 110 ;More health. Code by UTD^Force. RemoveModule ModuleTag_02 AddModule ModuleTag_003215 Body = ActiveBody ModuleTag_003215_Override MaxHealth = 350.0 InitialHealth = 350.0 End End ;Lets us detect Stealthed units AddModule ModuleTag_StealthModule Behavior = StealthDetectorUpdate ModuleTag_StealthModule DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;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. End End End ;===================================================== ;End Agent O-Range ;=====================================================[/code]

Posted by: Gameanater - Tuesday, March 29, 2016 9:24:08 PM
[code=plain];================================================================================================== ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; VISUAL EFFECTS MODS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;================================================================================================== ;Base code from: ; http://www.lonebullet.com/mods/download-zero-hour-blood-mod-11-command-and-conquer-generals-zero-hour-mod-free-35839.htm ;A huge thanks to the author, LoneBullet, for allowing reuse of his code. :D ;---------------------------------- ;Infantry grunt and bleed when struck, and leave brief pools of blood when they die ;This is our blood ParticleSystem BloodTarget Priority = UNIT_DAMAGE_FX IsOneShot = No Shader = ALPHA Type = PARTICLE ParticleName = EXWater05.tga AngleZ = -7.00 7.00 AngularRateZ = 0.00 1.00 AngularDamping = 0.00 0.00 VelocityDamping = 0.80 0.90 Gravity = -0.10 Lifetime = 25.00 25.00 SystemLifetime = 1 Size = 1.00 2.00 StartSizeRate = 0.00 0.00 SizeRate = 0.70 2.00 SizeRateDamping = 0.90 0.95 Alpha1 = 0.00 0.00 1 Alpha2 = 1.00 1.00 5 Alpha3 = 0.00 0.00 25 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:205 G:5 B:5 0 Color2 = R:0 G:0 B:0 0 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 ColorScale = 0.00 0.00 BurstDelay = 0.00 1.00 BurstCount = 1.00 1.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.00 Y:0.00 Z:0.00 VelocityType = ORTHO VelOrthoX = -1.50 3.00 VelOrthoY = 0.00 0.00 VelOrthoZ = 1.00 1.00 VolumeType = POINT IsHollow = No IsGroundAligned = No IsEmitAboveGroundOnly = No IsParticleUpTowardsEmitter = No WindMotion = Unused WindAngleChangeMin = 0.149924 WindAngleChangeMax = 0.449946 WindPingPongStartAngleMin = 0.000000 WindPingPongStartAngleMax = 0.785398 WindPingPongEndAngleMin = 5.497787 WindPingPongEndAngleMax = 6.283185 End ParticleSystem TankStruckDebrisRed Priority = WEAPON_EXPLOSION IsOneShot = No Shader = ALPHA Type = PARTICLE ParticleName = EXWater05.tga AngleZ = 0.00 0.00 AngularRateZ = -0.10 0.10 AngularDamping = 1.00 1.00 VelocityDamping = 1.00 1.00 Gravity = -0.15 Lifetime = 15.00 15.00 SystemLifetime = 1 Size = 8.00 8.00 StartSizeRate = 0.00 0.00 SizeRate = 1.00 1.50 SizeRateDamping = 0.95 0.95 Alpha1 = 1.00 1.00 0 Alpha2 = 0.00 0.00 15 Alpha3 = 0.00 0.00 0 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:205 G:5 B:5 0 Color2 = R:0 G:0 B:0 0 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 ColorScale = 0.01 0.10 BurstDelay = 0.00 0.00 BurstCount = 1.00 1.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.00 Y:0.00 Z:0.00 VelocityType = ORTHO VelOrthoX = 1.00 2.00 VelOrthoY = -1.00 1.00 VelOrthoZ = 0.00 0.00 VolumeType = POINT IsHollow = No IsGroundAligned = No IsEmitAboveGroundOnly = No IsParticleUpTowardsEmitter = No WindMotion = Unused WindAngleChangeMin = 0.149924 WindAngleChangeMax = 0.449946 WindPingPongStartAngleMin = 0.000000 WindPingPongStartAngleMax = 0.785398 WindPingPongEndAngleMin = 5.497787 WindPingPongEndAngleMax = 6.283185 End ParticleSystem InfantryMortarDebrisRed Priority = WEAPON_EXPLOSION IsOneShot = No Shader = ALPHA Type = PARTICLE ParticleName = EXWater05.tga AngleZ = -15.00 15.00 AngularRateZ = 0.00 0.05 AngularDamping = 0.99 0.99 VelocityDamping = 1.00 1.00 Gravity = -0.10 Lifetime = 50.00 50.00 SystemLifetime = 1 Size = 0.25 0.25 StartSizeRate = 0.00 0.00 SizeRate = 0.70 1.00 SizeRateDamping = 0.98 0.95 Alpha1 = 1.00 1.00 0 Alpha2 = 0.00 0.00 50 Alpha3 = 0.00 0.00 0 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:209 G:5 B:5 0 Color2 = R:0 G:0 B:0 0 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 ColorScale = -1.00 -1.00 BurstDelay = 0.00 0.00 BurstCount = 2.00 2.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.00 Y:0.00 Z:0.00 VelocityType = CYLINDRICAL VelCylindricalRadial = 0.10 0.20 VelCylindricalNormal = 1.50 2.50 VolumeType = CYLINDER VolCylinderRadius = 0.50 VolCylinderLength = 2.50 IsHollow = No IsGroundAligned = No IsEmitAboveGroundOnly = No IsParticleUpTowardsEmitter = No WindMotion = Unused WindAngleChangeMin = 0.149924 WindAngleChangeMax = 0.449946 WindPingPongStartAngleMin = 0.000000 WindPingPongStartAngleMax = 0.785398 WindPingPongEndAngleMin = 5.497787 WindPingPongEndAngleMax = 6.283185 End ParticleSystem BloodPuddle Priority = UNIT_DAMAGE_FX IsOneShot = No Shader = ADDITIVE Type = PARTICLE ParticleName = EXPuddle.tga AngleZ = -5.00 5.00 AngularRateZ = 0.00 0.00 AngularDamping = 1.00 1.00 VelocityDamping = 0.20 0.20 Gravity = 0.00 Lifetime = 100.00 100.00 SystemLifetime = 1 Size = 3.00 3.00 StartSizeRate = 0.00 0.00 SizeRate = 1.00 1.00 SizeRateDamping = 0.90 0.85 Alpha1 = 1.00 1.00 0 Alpha2 = 0.00 0.00 100 Alpha3 = 0.00 0.00 0 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:0 G:0 B:0 0 Color2 = R:209 G:5 B:5 50 Color3 = R:0 G:0 B:0 100 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 ColorScale = 0.00 0.00 BurstDelay = 5.00 5.00 BurstCount = 1.00 1.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.00 Y:0.00 Z:0.01 VelocityType = ORTHO VelOrthoX = 0.00 0.00 VelOrthoY = 0.00 0.00 VelOrthoZ = 0.00 0.00 VolumeType = CYLINDER VolCylinderRadius = 5.00 VolCylinderLength = 0.00 IsHollow = No IsGroundAligned = Yes IsEmitAboveGroundOnly = No IsParticleUpTowardsEmitter = No WindMotion = Unused WindAngleChangeMin = 0.149924 WindAngleChangeMax = 0.449946 WindPingPongStartAngleMin = 0.000000 WindPingPongStartAngleMax = 0.785398 WindPingPongEndAngleMin = 5.497787 WindPingPongEndAngleMax = 6.283185 End ;FX for infantry ; ---------------------------------------------- FXList FX_RedGuardDie Sound Name = RedGuardVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_HackerDie Sound Name = RedGuardVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_TankHunterDie Sound Name = TankHunterVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_BlackLotusDie Sound Name = BlackLotusVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_WorkerDie Sound Name = WorkerVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_RebelDie Sound Name = RebelVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_HijackerDie Sound Name = HijackerVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_CivilianArabMaleDie Sound Name = CivilianArabMaleDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_CivilianArabFemaleDie Sound Name = CivilianArabFemaleDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_CivilianChinaMaleDie Sound Name = CivilianChinaMaleDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_CivilianChinaFemaleDie Sound Name = CivilianChinaFemaleDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_TerroristDie Sound Name = TerroristVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_StingerSoldierDie Sound Name = StingerSoldierVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_RPGTrooperDie Sound Name = RPGTrooperVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_JarmenKellDie Sound Name = JarmenKellVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_ColonelBurtonDie Sound Name = ColonelBurtonVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_PathfinderDie Sound Name = PathfinderVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_PilotDie Sound Name = PilotVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_RangerDie Sound Name = RangerVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_MissileDefenderDie Sound Name = MissileDefenderVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_SaboteurDie Sound Name = SaboteurVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_CIAAgentDie Sound Name = CIAAgentVoiceDie End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ; ---------------------------------------------- FXList FX_GIDieCrushed Sound Name = InfantryCrush End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End End ;Hit effects ; ---------------------------------------------- FXList FX_DamageInfantryStruck ParticleSystem Name = InfantryMortarDebrisRed OrientToObject = Yes End ParticleSystem Name = TankStruckDebrisRed Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End Sound Name = InfantryCrush End End ; ---------------------------------------------- FXList FX_DamageInfantryBlood ParticleSystem Name = InfantryMortarDebrisRed Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End Sound Name = InfantryCrush End End ; ---------------------------------------------- FXList FX_DamageInfantryStruckSmallArms ParticleSystem Name = TankStruckDebrisRed Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = InfantryStruckSparks Height = 10 10 CONSTANT End ParticleSystem Name = InfantryStruckSmallArmsSmoke Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = BloodTarget OrientToObject = Yes End Sound Name = InfantryCrush End End ; ---------------------------------------------- FXList FX_HeroicDamageInfantryStruckSmallArms ParticleSystem Name = TankStruckDebrisRed Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = HeroicInfantryStruckSparks Height = 10 10 CONSTANT End ParticleSystem Name = InfantryStruckSmallArmsSmoke OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = HeroicInfantryStruckFlare End ParticleSystem Name = BloodTarget OrientToObject = Yes End Sound Name = InfantryCrush End End ; ---------------------------------------------- FXList FX_TechnicalGunnerHitsGround ParticleSystem Name = TreeBounceDust End Sound Name = TechnicalBodyfall End ParticleSystem Name = BloodTarget OrientToObject = Yes End ParticleSystem Name = TankStruckDebrisRed Height = 10 10 CONSTANT OrientToObject = Yes Ricochet = Yes End ParticleSystem Name = BloodPuddle CreateAtGroundHeight = Yes ;@todo make this parameter bridge-savvy End Sound Name = InfantryCrush End End[/code]

Posted by: SkyMix_RMT - Monday, April 25, 2016 2:26:59 PM
[code=plain]Locomotor HeavyWeaponsInfantryLocomotor Surfaces = GROUND RUBBLE Speed = 17 ; in dist/sec SpeedDamaged = 15 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 150 ; in degrees/sec Acceleration = 80 ; in dist/(sec^2) AccelerationDamaged = 40 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. End ;------------------------------------------------------------------------------ Weapon HeavyWeaponsMiniGun PrimaryDamage = 12.0 PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" AttackRange = 300.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_Comanche20mmCannonFire VeterancyFireFX = HEROIC WeaponFX_Comanche20mmCannonFire FireSound = SpectreGunshipGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 6 ; How many shots at the same target constitute "Continuous Fire" ContinuousFireTwo = 18 ; How many shots at the same target constitute "Continuous Fire Two" ContinuousFireCoast = 1000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and values of 2 and 4 for these bonuses, you shoot at (40, 20, 10) AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes End Object AmericaInfantryBiohazardTech ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; ---- standing DefaultConditionState Model = AITECH_SKN IdleAnimation = AITECH_SKL.AITECH_STA 0 21 IdleAnimation = AITECH_SKL.AITECH_IDA IdleAnimation = AITECH_SKL.AITECH_IDB AnimationMode = ONCE WeaponMuzzleFlash = PRIMARY BIOGUNFX WeaponFireFXBone = PRIMARY BIOGUNFX WeaponLaunchBone = PRIMARY BIOGUNFX WeaponRecoilBone = PRIMARY BIOGUNFX TransitionKey = TRANS_Standing End ConditionState = REALLYDAMAGED IdleAnimation = AITECH_SKL.AITECH_STA 0 21 IdleAnimation = AITECH_SKL.AITECH_IDA IdleAnimation = AITECH_SKL.AITECH_IDB AnimationMode = ONCE TransitionKey = TRANS_StandingHurt End ; ---- moving ConditionState = MOVING Animation = AITECH_SKL.AITECH_WKA 15 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Walking ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = AITECH_SKL.AITECH_WKA 15 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING REALLYDAMAGED ; ---- dying ConditionState = DYING Animation = AITECH_SKL.AITECH_DTA Animation = AITECH_SKL.AITECH_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = AITECH_SKL.AITECH_STA AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = AITECH_SKL.AITECH_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = AITECH_SKL.AITECH_ADTD3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = AITECH_SKL.AITECH_CHA End ; ---- firing ConditionState = USING_WEAPON_A Animation = AITECH_SKL.AITECH_STA AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = AITECH_SKL.AITECH_STA AnimationMode = LOOP TransitionKey = TRANS_FiringHurt End TransitionState = TRANS_Standing TRANS_Firing Animation = AITECH_SKL.AITECH_STA AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Standing Animation = AITECH_SKL.AITECH_STA AnimationMode = ONCE End TransitionState = TRANS_StandingHurt TRANS_FiringHurt Animation = AITECH_SKL.AITECH_STA AnimationMode = ONCE_BACKWARDS End TransitionState = TRANS_FiringHurt TRANS_StandingHurt Animation = AITECH_SKL.AITECH_STA AnimationMode = ONCE End TransitionState = TRANS_Standing TRANS_StandingHurt Animation = AITECH_SKL.AITECH_STA AnimationMode = ONCE End ; ------- Bldg-capture ConditionState = UNPACKING Model = UIRGrd_F_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = UIRGrd_F_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = UIRGrd_F_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = UIRGrd_F_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End WeaponSet Conditions = None Weapon = PRIMARY HeavyWeaponsMiniGun ;A10ThunderboltVulcan Weapon = SECONDARY None Weapon = TERTIARY TerroristSuicideNotARealWeapon AutoChooseSources = TERTIARY NONE End ArmorSet Conditions = None Armor = ChemSuitHumanArmor DamageFX = InfantryDamageFX End KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE VisionRange = 200 ShroudClearingRange = 420 End ReplaceModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 600.0 InitialHealth = 600.0 End End ReplaceModule ModuleTag_05 Behavior = AIUpdateInterface ModuleTag_05_Override AutoAcquireEnemiesWhenIdle = Yes End End AddModule ModuleTag_Hnt_Override Behavior = CommandButtonHuntUpdate ModuleTag_Hnt End Locomotor = SET_NORMAL HeavyWeaponsInfantryLocomotor End End [/code]

Posted by: SkyMix_RMT - Saturday, April 30, 2016 8:04:50 AM
The wiki and pretty much everyone says that the rebel is armed with an AK47, but it really doesn't sound like one. This code makes the rebel use the AK47 angrymobs use, but less overpowered. [code=plain] Weapon AK47Weapon PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 120.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_RangerAdvancedCombatRifleFire VeterancyFireFX = HEROIC WeaponFX_HeroicRangerAdvancedCombatRifleFire FireSound = AngryMobWeaponAK47 RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 125 ; time between shots, msec ClipSize = 12 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 500 ; how long to reload a Clip, msec WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; Armor Piercing Bullets End Object GLAInfantryRebel WeaponSet Conditions = None Weapon = PRIMARY AK47Weapon End End [/code] With this weapon, a rebel can beat a ranger, if you do not want that, change "PrimaryDamage" to "4.0" and "AttackRange" to "100.0".

Posted by: SkyMix_RMT - Saturday, April 30, 2016 9:31:40 PM
With this code you can spawn units from the angrymob individually, they will not die immediately, they will be selectable, they will be able to garrison buildings and vehicles, and behave like pretty much any other unit. [code=plain] Object GLAInfantryAngryMobPistol01 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VoiceSelect = AngryMobVoiceSelect VoiceMove = AngryMobVoiceMove VoiceGuard = AngryMobVoiceMove VoiceAttack = AngryMobVoiceAttack KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER RemoveModule ModuleTag_04 End ;------------------------------------------------ Object GLAInfantryAngryMobRock02 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VoiceSelect = AngryMobVoiceSelect VoiceMove = AngryMobVoiceMove VoiceGuard = AngryMobVoiceMove VoiceAttack = AngryMobVoiceAttack KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER RemoveModule ModuleTag_04 End ;------------------------------------------------ Object GLAInfantryAngryMobMolotov02 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VoiceSelect = AngryMobVoiceSelect VoiceMove = AngryMobVoiceMove VoiceGuard = AngryMobVoiceMove VoiceAttack = AngryMobVoiceAttack KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER RemoveModule ModuleTag_04 End ;------------------------------------------------ Object GLAInfantryAngryMobPistol03 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VoiceSelect = AngryMobVoiceSelect VoiceMove = AngryMobVoiceMove VoiceGuard = AngryMobVoiceMove VoiceAttack = AngryMobVoiceAttack KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER RemoveModule ModuleTag_04 End ;------------------------------------------------ Object GLAInfantryAngryMobRock04 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VoiceSelect = AngryMobVoiceSelect VoiceMove = AngryMobVoiceMove VoiceGuard = AngryMobVoiceMove VoiceAttack = AngryMobVoiceAttack KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER RemoveModule ModuleTag_04 End ;------------------------------------------------ Object GLAInfantryAngryMobPistol05 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VoiceSelect = AngryMobVoiceSelect VoiceMove = AngryMobVoiceMove VoiceGuard = AngryMobVoiceMove VoiceAttack = AngryMobVoiceAttack KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER RemoveModule ModuleTag_04 End [/code]

Posted by: jman - Wednesday, May 18, 2016 8:02:20 PM
;----------------------------------------------------------------------------- ;---------------------------Marauder with 3 guns------------------------------ ;----------------------------------------------------------------------------- Object GLATankMarauder ReplaceModule ModuleTag_01 Draw = W3DTankDraw ModuleTag_01_Override OkToChangeModelColor = Yes ConditionState = NONE Model = UVMarauder Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 TurretUp02 BarrelFX01 WeaponFireFXBone = PRIMARY BarrelMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY BarrelFX WeaponLaunchBone = PRIMARY BarrelMS End ConditionState = REALLYDAMAGED Model = UVMarauder_d Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 TurretUp02 BarrelFX01 WeaponFireFXBone = PRIMARY BarrelMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY BarrelFX WeaponLaunchBone = PRIMARY BarrelMS End ConditionState = RUBBLE Model = UVMarauder_d Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 TurretUp02 BarrelFX01 WeaponFireFXBone = PRIMARY BarrelMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY BarrelFX WeaponLaunchBone = PRIMARY BarrelMS End ConditionState = WEAPONSET_CRATEUPGRADE_ONE Model = UVMarauder Turret = TurretUp01 ShowSubObject = TurretUp01 HideSubObject = Turret TurretUp02 BarrelUp01FX01 WeaponFireFXBone = PRIMARY BarrelUp01MS WeaponRecoilBone = PRIMARY BarrelUp01 WeaponMuzzleFlash = PRIMARY BarrelUp01FX WeaponLaunchBone = PRIMARY BarrelUp01MS End ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE Model = UVMarauder_d Turret = TurretUp01 ShowSubObject = TurretUp01 HideSubObject = Turret TurretUp02 BarrelUp01FX01 WeaponFireFXBone = PRIMARY BarrelUp01MS WeaponRecoilBone = PRIMARY BarrelUp01 WeaponMuzzleFlash = PRIMARY BarrelUp01FX WeaponLaunchBone = PRIMARY BarrelUp01MS End ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE Model = UVMarauder_d Turret = TurretUp01 ShowSubObject = TurretUp01 HideSubObject = Turret TurretUp02 BarrelUp01FX01 WeaponFireFXBone = PRIMARY BarrelUp01MS WeaponRecoilBone = PRIMARY BarrelUp01 WeaponMuzzleFlash = PRIMARY BarrelUp01FX WeaponLaunchBone = PRIMARY BarrelUp01MS End ConditionState = WEAPONSET_CRATEUPGRADE_TWO Model = UVMarauder Turret = TurretUp01 TurretUp02 ShowSubObject = TurretUp01 TurretUp02 HideSubObject = Turret BarrelUp01FX01 BarrelUp02FX02 WeaponFireFXBone = PRIMARY BarrelUp01MS WeaponRecoilBone = PRIMARY BarrelUp01 WeaponMuzzleFlash = PRIMARY BarrelUp01FX WeaponLaunchBone = PRIMARY BarrelUp01MS WeaponFireFXBone = SECONDARY BarrelUp02MS WeaponRecoilBone = SECONDARY BarrelUp02 WeaponMuzzleFlash = SECONDARY BarrelUp02FX WeaponLaunchBone = SECONDARY BarrelUp02MS End ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO Model = UVMarauder_d Turret = TurretUp01 TurretUp02 ShowSubObject = TurretUp01 TurretUp02 HideSubObject = Turret BarrelUp01FX01 BarrelUp02FX02 WeaponFireFXBone = PRIMARY BarrelUp01MS WeaponRecoilBone = PRIMARY BarrelUp01 WeaponMuzzleFlash = PRIMARY BarrelUp01FX WeaponLaunchBone = PRIMARY BarrelUp01MS WeaponFireFXBone = SECONDARY BarrelUp02MS WeaponRecoilBone = SECONDARY BarrelUp02 WeaponMuzzleFlash = SECONDARY BarrelUp02FX WeaponLaunchBone = SECONDARY BarrelUp02MS End ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO Model = UVMarauder_d Turret = TurretUp01 TurretUp02 ShowSubObject = TurretUp01 TurretUp02 HideSubObject = Turret BarrelUp01FX01 BarrelUp02FX02 WeaponFireFXBone = PRIMARY BarrelUp01MS WeaponRecoilBone = PRIMARY BarrelUp01 WeaponMuzzleFlash = PRIMARY BarrelUp01FX WeaponLaunchBone = PRIMARY BarrelUp01MS WeaponFireFXBone = SECONDARY BarrelUp02MS WeaponRecoilBone = SECONDARY BarrelUp02 WeaponMuzzleFlash = SECONDARY BarrelUp02FX WeaponLaunchBone = SECONDARY BarrelUp02MS End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 TreadDriveSpeedFraction = 0.3 TreadPivotSpeedFraction = 0.6 End End WeaponSet Conditions = None Weapon = PRIMARY MarauderTankGun End WeaponSet Conditions = CRATEUPGRADE_ONE Weapon = PRIMARY MarauderTankGunUpgradeOne End WeaponSet Conditions = CRATEUPGRADE_TWO Weapon = PRIMARY MarauderTankGunUpgradeTwo Weapon = SECONDARY MarauderTankGunUpgradeTwo End ReplaceModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 480.0 InitialHealth = 480.0 SubdualDamageCap = 860 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End End End ;----------------------------------------------------------------------------- ;--------------------------- End of Marauder with 3 guns---------------------- ;-----------------------------------------------------------------------------

Posted by: acidbrain - Monday, January 2, 2017 7:26:51 AM
[code] ;-------------------------------------------- ;America Object AmericaInfantryColonelBurton AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaInfantryMissileDefender AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaInfantryPathfinder AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaInfantryPilot AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaInfantryRanger AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaTankAvenger AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaTankCrusader AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaTankMicrowave AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaTankPaladin AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaVehicleDozer AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaVehicleHumvee AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaVehicleMedic AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaVehicleSentryDrone AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End Object AmericaVehicleTomahawk AddModule Behavior = CreateCrateDie Module_Crate CrateData = GLA02_Always100DollarCrate End End End [/code]

Posted by: AdrianeMapMaker - Monday, January 2, 2017 9:01:37 PM
Very Useful , Your Ordinary Map Will Be a Money Money And Your troops Be More Like The Gla (Salvage-Crate Logic,Mission Gla 2 and 3 Logic)

Posted by: zero hour mad map maker - Saturday, January 7, 2017 11:45:00 AM
Don't know how useful this bit of coding will be to people, but you can use this to remove the mine upgrades from all of China's buildings. [code=plain] Object ChinaBarracks RemoveModule ModuleTag_25 End Object ChinaWarFactory RemoveModule ModuleTag_25 End Object ChinaBunker RemoveModule ModuleTag_25 End Object ChinaPropagandaCenter RemoveModule ModuleTag_25 End Object ChinaGattlingCannon RemoveModule ModuleTag_25 End Object ChinaSupplyCenter RemoveModule ModuleTag_25 End Object ChinaPowerPlant RemoveModule ModuleTag_25 End Object ChinaSpeakerTower RemoveModule ModuleTag_25 End Object ChinaCommandCenter RemoveModule ModuleTag_25 End [/code]

Posted by: zero hour mad map maker - Tuesday, January 10, 2017 8:41:06 AM
Using this code will allow you to change the health and values of the oil derricks! [code= plain] Object TechOilDerrick ReplaceModule ModuleTag_03 Body = ActiveBody ModuleTag_03_Override MaxHealth = 1000.0 InitialHealth = 1000.0 End End ReplaceModule ModuleTag_04 Behavior = AutoDepositUpdate ModuleTag_04_Override DepositTiming = 24000 ; in milliseconds DepositAmount = 100 ; cash amount to deposit every Deposit Timings InitialCaptureBonus = 1000 ;capture bonus only happens once End End End [/code]

Posted by: AdrianeMapMaker - Friday, January 13, 2017 5:52:27 AM
[code=cpp];--------------------------------------------------------------------------------- ;NukeTerrorist With A Unique CommandButtons------------- ;--------------------------------------------------------------------------------- CommandSet GLAInfantryTerroristCommandSet 1 = Command_DetonateConvoyTruckNuke 12 = Command_Stop End CommandButton Command_DetonateConvoyTruckNuke Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateNuke ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDetonateNuke End Weapon TerrorNuke PrimaryDamage = 800.0 PrimaryDamageRadius = 300.0 AttackRange = 5.0 DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 ProjectileObject = NONE DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No FireFX = WeaponFX_CINEConvoyNuke FireSound = CarBomberDie End Object GLAInfantryTerrorist WeaponSet Conditions = None Weapon = PRIMARY TerrorNuke End ReplaceModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 3000 InitialHealth = 3000 End End Scale = 2 ReplaceModule ModuleTag_03 Behavior = AIUpdateInterface ModuleTag_03_Override AutoAcquireEnemiesWhenIdle = Yes End End Locomotor = SET_NORMAL BasicAmphibiousLocomotor End[/code]

Posted by: Unknown Editor - Wednesday, June 7, 2017 1:31:51 AM
Hey All , If You Want Civilians to Use Crates GLA Usually Use , You can Easily Use this Code in Your Map.ini File , For Your Specific Maps : [code=cpp]PlayerTemplate FactionCivilian Side = Civilian PlayableSide = No StartMoney = 0 PreferredColor = R:255 G:255 B:255 IntrinsicSciences = SCIENCE_GLA DisplayName = INI:FactionCivilian ScoreScreenImage = MutiPlayer_ScoreScreen ScoreScreenMusic = Score_USA End[/code] But Just This Part Is Enough : [code=cpp]PlayerTemplate FactionCivilian IntrinsicSciences = SCIENCE_GLA End[/code] Explain : As You know GLA Is The Only Faction Can Use Crates . That's Why Crates Require SCIENCE_GLA To be Shown And Used By a Player . And You Can Easily Change IntrinsicSciences From Your Map.ini , so It can be Done .

Posted by: Romka beton - Sunday, June 11, 2017 3:10:21 PM
How to make sure that the corpses do not disappear [code=plain] ;----------------------------------------------- ;-----example: Leave corpses of rangers------- ;----------------------------------------------- Object AmericaInfantryRanger ReplaceModule ModuleTag_Death01 Behavior = SlowDeathBehavior ModuleTag_Death01_Override DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA SinkDelay = 3000 SinkRate = 0 DestructionDelay = 1000000 FX = INITIAL FX_RangerDie End End ReplaceModule ModuleTag_Death02 Behavior = SlowDeathBehavior ModuleTag_Death02_Override DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0 DestructionDelay = 1000000 FX = INITIAL FX_GIDieCrushed End End ReplaceModule ModuleTag_Death03 Behavior = SlowDeathBehavior ModuleTag_Death03_Override DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0 DestructionDelay = 1000000 FX = INITIAL FX_RangerDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End End ReplaceModule ModuleTag_Death04 Behavior = SlowDeathBehavior ModuleTag_Death04_Override DeathTypes = NONE +BURNED DestructionDelay = 1000000 FX = INITIAL FX_DieByFireUSA OCL = INITIAL OCL_FlamingInfantry End End ReplaceModule ModuleTag_Death05 Behavior = SlowDeathBehavior ModuleTag_Death05_Override DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantry End End ReplaceModule ModuleTag_Death06 Behavior = SlowDeathBehavior ModuleTag_Death06_Override DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryBeta End End ReplaceModule ModuleTag_Death07 Behavior = SlowDeathBehavior ModuleTag_Death07_Override DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinUSA OCL = INITIAL OCL_ToxicInfantryGamma End End End [/code]

Posted by: Snodderz - Tuesday, September 19, 2017 12:42:05 PM
Anybody have any .ini code to make the System AmericaTankAvengerLaserTurret actually rotate, have Point Missile Defence and targetable/destroyable? I've been placing Avenger Tanks at Z = -15, setting held status and placing them on a team the player considers neutral, in order to create a sort of fixed trophy system. Some ini would make life much easier...

Posted by: Unknown Editor - Tuesday, September 19, 2017 10:49:50 PM
[quote=Snodderz;146280]Anybody have any .ini code to make the System AmericaTankAvengerLaserTurret actually rotate, have Point Missile Defence and targetable/destroyable? [/quote] This is going to Work : WARN : If you Apply this it may Cause Bugs on Avengers ... For one , Avenger Turret can DIE Before itself [code=csharp]Object AmericaTankAvengerLaserTurret ArmorSet Conditions = None Armor = AntiAirVehicle ;InvulnerableAllArmor End VisionRange = 200 ShroudClearingRange = 300 KindOf = +SELECTABLE ;+CAPTURABLE ;Not sure if you want it to be CAPTURABLE ReplaceModule ModuleTag_02 Body = StructureBody ModuleTag_StrHP MaxHealth = 400 ;100.0 InitialHealth = 400 ;100.0 End End End[/code] Object AmericaTankAvengerLaserTurret ArmorSet Conditions = None Armor = AntiAirVehicle ;InvulnerableAllArmor End VisionRange = 200 ShroudClearingRange = 300 KindOf = +SELECTABLE ;+CAPTURABLE ;Not sure if you want it to be CAPTURABLE ReplaceModule ModuleTag_02 Body = StructureBody ModuleTag_StrHP MaxHealth = 400 ;100.0 InitialHealth = 400 ;100.0 End End End[/code] To have a Laser Defense : 1. Add this Weapons somewhere in your map.ini first : [code=csharp]Weapon AvengerTurretPointDefenseLaserOne PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 100.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 DelayBetweenShots = 500 ClipSize = 0 ClipReloadTime = 0 AcceptableAimDelta = 180 AntiSmallMissile = Yes AntiProjectile = Yes LaserName = AvengerPointDefenseLaserBeam LaserBoneName = TurretFX01 FireFX = WeaponFX_PaladinPointDefenseLaser End Weapon AvengerTurretPointDefenseLaserTwo PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 100.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 DelayBetweenShots = 500 ClipSize = 0 ClipReloadTime = 0 AcceptableAimDelta = 180 AntiSmallMissile = Yes AntiProjectile = Yes LaserName = AvengerPointDefenseLaserBeam LaserBoneName = TurretFX02 FireFX = WeaponFX_PaladinPointDefenseLaser End[/code] 2. Add this Modules to your Avenger Turret then : [code=csharp] AddModule Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AvengerTurretPointDefenseLaserOne PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two WeaponTemplate = AvengerTurretPointDefenseLaserTwo PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 100 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End End[/code] FULL CODE (In case you have Problems with Placing) : [code=csharp]Weapon AvengerTurretPointDefenseLaserOne PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 100.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 DelayBetweenShots = 500 ClipSize = 0 ClipReloadTime = 0 AcceptableAimDelta = 180 AntiSmallMissile = Yes AntiProjectile = Yes LaserName = AvengerPointDefenseLaserBeam LaserBoneName = TurretFX01 FireFX = WeaponFX_PaladinPointDefenseLaser End Weapon AvengerTurretPointDefenseLaserTwo PrimaryDamage = 100.0 PrimaryDamageRadius = 0.0 AttackRange = 100.0 DamageType = LASER DeathType = LASERED WeaponSpeed = 999999.0 DelayBetweenShots = 500 ClipSize = 0 ClipReloadTime = 0 AcceptableAimDelta = 180 AntiSmallMissile = Yes AntiProjectile = Yes LaserName = AvengerPointDefenseLaserBeam LaserBoneName = TurretFX02 FireFX = WeaponFX_PaladinPointDefenseLaser End Object AmericaTankAvengerLaserTurret ArmorSet Conditions = None Armor = AntiAirVehicle ;InvulnerableAllArmor End VisionRange = 200 ShroudClearingRange = 300 KindOf = +SELECTABLE ;+CAPTURABLE ;Not sure if you want it to be CAPTURABLE ReplaceModule ModuleTag_02 Body = StructureBody ModuleTag_StrHP MaxHealth = 400 ;100.0 InitialHealth = 400 ;100.0 End End AddModule Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AvengerTurretPointDefenseLaserOne PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two WeaponTemplate = AvengerTurretPointDefenseLaserTwo PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 100 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End End End[/code]

Posted by: SkyMix_RMT - Wednesday, September 20, 2017 11:27:40 AM
Please, if you have questions create a new thread, this is for sharing map.ini code snippets with others, thank you.

Posted by: SkyMix_RMT - Wednesday, July 4, 2018 9:23:49 PM
[code=plain] ;====================================================================================== ;=O= Laser Ranger by SkyMix_RMT ======================================================= ;====================================================================================== ;=== This is our "projectile" for "LaserName =" === Object AvengerTargetingLaserBeam RemoveModule ModuleTag_01 AddModule ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01_Override Texture = EXLaser4.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 5 ;The total width of beam InnerColor = R:255 G:50 B:50 A:50 ;The inside color of the laser (hot) OuterBeamWidth = 1 ;The total width of beam OuterColor = R:255 G:50 B:50 A:150 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. End End KindOf = IMMOBILE INERT RemoveModule ModuleTag_02 AddModule ClientUpdate = LaserUpdate ModuleTag_02_Override MuzzleParticleSystem = PaladinPointDefenseLaserFlare TargetParticleSystem = PaladinPointDefenseLaserFlare End End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. RemoveModule ModuleTag_03 AddModule Behavior = LifetimeUpdate ModuleTag_03_Override MinLifetime = 100 ; min lifetime in msec MaxLifetime = 120 ; max lifetime in msec End End End Object AvengerLaserBeam RemoveModule ModuleTag_01 AddModule ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01_Override Texture = EXLaser4.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 5 ;The total width of beam InnerColor = R:50 G:255 B:255 A:50 ;The inside color of the laser (hot) OuterBeamWidth = 1 ;The total width of beam OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. End End KindOf = IMMOBILE INERT RemoveModule ModuleTag_07 AddModule ClientUpdate = LaserUpdate ModuleTag_07_Override MuzzleParticleSystem = GenericBlueLaserFlare TargetParticleSystem = GenericBlueLaserFlare End End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. RemoveModule ModuleTag_04 AddModule Behavior = LifetimeUpdate ModuleTag_04_Override MinLifetime = 100 ; min lifetime in msec MaxLifetime = 120 ; max lifetime in msec End End End ;=== Laser Ranger Weapon Sound === AudioEvent LaserRangerWeaponPulse Sounds = vpalwe2a vpalwe2b vpalwe2c vpalwe2d Control = random interrupt PitchShift = -10 10 VolumeShift = -10 Volume = 50 ;The only value that changed Limit = 3 Priority = normal Type = world shrouded everyone End FXList WeaponFX_LaserRangerWeapon LightPulse Color = R:255 G:64 B:64 Radius = 23 IncreaseTime = 0 DecreaseTime = 330 End ParticleSystem Name = FallingShellsCQCShotgun OrientToObject = Yes Offset = X:-2.0 Y:0.0 Z:4.0 End Sound Name = LaserRangerWeaponPulse End End FXList WeaponFX_LaserRangerWeaponFusionBlasters LightPulse Color = R:64 G:255 B:255 Radius = 23 IncreaseTime = 0 DecreaseTime = 330 End ParticleSystem Name = FallingShellsCQCShotgun OrientToObject = Yes Offset = X:-2.0 Y:0.0 Z:4.0 End Sound Name = LaserRangerWeaponPulse End End ;=== Laser Ranger Speech === AudioEvent LaserRangerVoiceCreate Sounds = iralseb Control = random Volume = 110 MinVolume = 100 Priority = high Type = world global player End AudioEvent LaserRangerVoiceSelect Sounds = iralsea iralseb iralsec iransee iransef Control = random Volume = 90 Type = ui voice player End AudioEvent LaserRangerVoiceMove Sounds = iralmoa iranmob iranmoc iranmod iranmoe Control = random Volume = 90 Type = ui voice player End AudioEvent LaserRangerVoiceAttack Sounds = iralata iralatb iranatc iranatd iranate iranatf Control = random Volume = 90 Type = ui voice player End ;=== Player Laser Ranger === Weapon LaserRangerWeapon PrimaryDamage = 14.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 115.0 DamageType = EXPLOSION DeathType = LASERED WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle01 FireFX = WeaponFX_LaserRangerWeapon FireSound = AvengerAirLaserWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ;time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileCollidesWith = STRUCTURES End Object Lazr_AmericaInfantryRanger SelectPortrait = SARanger_L ButtonImage = SARanger UpgradeCameo1 = Upgrade_InfantryCaptureBuilding UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_AmericaChemicalSuits UpgradeCameo4 = SupW_Upgrade_AmericaAdvancedControlRods RemoveModule ModuleTag_01 AddModule Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes ExtraPublicBone = Muzzle DefaultConditionState Model = CIUNSL_SKN IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21 IdleAnimation = CIUNSL_SKL.CIUNSL_ID1 IdleAnimation = CIUNSL_SKL.CIUNSL_ID2 AnimationMode = ONCE WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle TransitionKey = TRANS_Stand End ConditionState = FIRING_A Animation = CIUNSL_SKL.CIUNSL_ATA1_LP AnimationMode = LOOP TransitionKey = TRANS_FiringA End AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A TransitionState = TRANS_Stand TRANS_FiringA Animation = CIUNSL_SKL.CIUNSL_ATA1_ST AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_FiringA TRANS_Stand Animation = CIUNSL_SKL.CIUNSL_ATA1_ED AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End ; these aliases handle the attack-move case. AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ConditionState = FREEFALL Animation = CIUNSL_SKL.CIUNSL_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End ConditionState = PARACHUTING Animation = CIUNSL_SKL.CIUNSL_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING DYING ConditionState = MOVING Animation = CIUNSL_SKL.CIUNSL_RNA AnimationMode = LOOP Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails TransitionKey = None End ConditionState = DYING Animation = CIUNSL_SKL.CIUNSL_DTA Animation = CIUNSL_SKL.CIUNSL_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUNSL_SKL.CIUNSL_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUNSL_SKL.CIUNSL_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUNSL_SKL.CIUNSL_ADTA3 AnimationMode = ONCE TransitionKey = None End AliasConditionState = DYING SPLATTED TransitionState = TRANS_Falling TRANS_Chute Animation = CIUNSL_SKL.CIUNSL_POP AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_Stand Animation = CIUNSL_SKL.CIUNSL_PTD AnimationMode = ONCE End End End DisplayName = LaserRanger Side = America EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY LaserRangerWeapon End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ChemSuitHumanArmor DamageFX = None End UnitSpecificSounds VoiceCreate = LaserRangerVoiceCreate End VisionRange = 120 ShroudClearingRange = 400 VoiceSelect = LaserRangerVoiceSelect VoiceMove = LaserRangerVoiceMove VoiceAttack = LaserRangerVoiceAttack KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE RemoveModule ModuleTag_03 AddModule Body = ActiveBody ModuleTag_03_Override MaxHealth = 180.0 InitialHealth = 180.0 End End RemoveModule ModuleTag_18 AddModule Behavior = SpecialAbility ModuleTag_18_Override SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = No ; Unpaused by upgrade module InitiateSound = RangerVoiceCapture End End Locomotor = SET_NORMAL BasicHumanLocomotorPlus25 End ;====================================================================================== ;=C= END Laser Ranger END ============================================================= ;====================================================================================== [/code]

Posted by: SkyMix_RMT - Tuesday, July 10, 2018 3:43:08 PM
[code=plain] ;====================================================================================== ;=O= FlakGun originnaly by Beng customized and improved by SkyMix_RMT ================= ;====================================================================================== ;=== Audio === AudioEvent FlakSound Sounds = csquflaa csquflab csquflac csquflad csquflae csquflaf csquflag Control = interrupt random Volume = 70 VolumeShift = -10 PitchShift = -15 15 Limit = 2 Priority = normal ;LowPassCutoff = 20 Type = ui ;everyone world shrouded everyone End AudioEvent FlakGunSound Sounds = vmarweaa vmarweab vmarweac vmarwead Control = interrupt random Priority = normal Limit= 3 VolumeShift = -20 PitchShift = -60 0 Volume = 90 Type = world shrouded everyone End ;=== Particles === ParticleSystem FlakExplosionSpark3 ;big red spark Priority = CRITICAL ;WEAPON_EXPLOSION IsOneShot = No Shader = ADDITIVE Type = PARTICLE ParticleName = exexplo02.dds AngleZ = 0.00 0.00 AngularRateZ = 0.00 0.00 AngularDamping = 0.00 0.00 VelocityDamping = 0.85 0.85 Gravity = 0.00 Lifetime = 7.00 7.00 SystemLifetime = 2 Size = 1.00 1.00 StartSizeRate = 0.00 0.00 SizeRate = 5.00 6.00 SizeRateDamping = 0.65 0.65 Alpha1 = -1.00 -1.00 5 Alpha2 = -1.00 -1.00 100 Alpha3 = 0.00 0.00 0 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:255 G:255 B:128 0 Color2 = R:0 G:0 B:0 15 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 ColorScale = 0.00 0.00 BurstDelay = 5.00 5.00 BurstCount = 1.00 1.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.00 Y:0.00 Z:0.00 VolumeType = POINT IsHollow = No IsGroundAligned = No IsEmitAboveGroundOnly = No IsParticleUpTowardsEmitter = No WindMotion = Unused WindAngleChangeMin = 0.149924 WindAngleChangeMax = 0.449946 WindPingPongStartAngleMin = 0.000000 WindPingPongStartAngleMax = 0.785398 WindPingPongEndAngleMin = 5.497787 WindPingPongEndAngleMax = 6.283185 End ParticleSystem FlakCloud Priority = CRITICAL IsOneShot = Yes Shader = ALPHA Type = PARTICLE ParticleName = exexplo01.dds AngleZ = 2.00 7.00 AngularRateZ = -0.05 -0.15 AngularDamping = 0.60 0.80 VelocityDamping = 0.20 0.30 Gravity = 0.00 PerParticleAttachedSystem = FlakExplosionSpark3 Lifetime = 150.00 200.00 SystemLifetime = 10 ;0 makes it last forever Size = 1.00 1.00 StartSizeRate = 0.00 0.00 SizeRate = 9.00 11.00 ;8 10 SizeRateDamping = 0.65 0.65 ;0.6 0.6 Alpha1 = 0.30 0.40 0 Alpha2 = 0.50 0.60 10 Alpha3 = 0.80 0.90 20 Alpha4 = -0.50 0.00 200 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:255 G:255 B:0 0 ;yellow Color2 = R:255 G:128 B:0 5 ;orange Color3 = R:0 G:0 B:0 20 ;black Color4 = R:96 G:96 B:96 200 ;dark grey Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 ColorScale = 0.00 0.00 BurstDelay = 150.00 150.00 BurstCount = 1.00 1.00 InitialDelay = 3.00 3.00 DriftVelocity = X:0.05 Y:0.05 Z:0.05 VelocityType = HEMISPHERICAL VelHemispherical = 0.00 0.50 VolumeType = CYLINDER VolCylinderRadius = 40.00 VolCylinderLength = 15.00 IsHollow = No IsGroundAligned = No IsEmitAboveGroundOnly = No IsParticleUpTowardsEmitter = No WindMotion = Unused WindAngleChangeMin = 0.149924 WindAngleChangeMax = 0.449946 WindPingPongStartAngleMin = 0.000000 WindPingPongStartAngleMax = 0.785398 WindPingPongEndAngleMin = 5.497787 WindPingPongEndAngleMax = 6.283185 End ;=== Flak gun air explosion === FXList FX_FlakExplosion LightPulse Color = R:0 G:0 B:0 Radius = 30 IncreaseTime = 0 DecreaseTime = 500 End ViewShake Type = SUBTLE End Sound Name = FlakSound End ParticleSystem Name = FlakCloud RotateY = 90 Height = 0 30 UNIFORM Radius = 30 50 UNIFORM End ParticleSystem Name = TankStruckSparks Height = 5 10 CONSTANT OrientToObject = Yes Ricochet = Yes End Sound Name = VehicleImpactHeavy End End ;=== FX === DamageFX AirVehicleDamageFX ; this means, "when doing damagefx of the same type, wait at least this many milliseconds ; between repeated fx." this is used to prevent overwhelming the system with fx when ; groups of things are attacking a single object. example: 8 rangers attacking a tank ; would produce a ton of particle effects if we did one for every ranger, every time they ; attack, but with this in place, we only do (at most) one every 100 msec. ThrottleTime = DEFAULT 100 AmountForMajorFX = DEFAULT 2.0 MajorFX = DEFAULT FX_DamageSmallTankStruck MinorFX = DEFAULT None ;no projectile Flak cannon fx: MajorFX = LAND_MINE FX_FlakExplosion VeterancyMajorFX = HEROIC LAND_MINE FX_FlakExplosion MinorFX = LAND_MINE FX_FlakExplosion VeterancyMinorFX = HEROIC LAND_MINE FX_FlakExplosion ; DEMO HACK -- The minor effect should actually be a smaller version of the major effect. MajorFX = SMALL_ARMS FX_DamageSmallTankStruckSmallArms VeterancyMajorFX = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms MinorFX = SMALL_ARMS FX_DamageSmallTankStruckSmallArms VeterancyMinorFX = HEROIC SMALL_ARMS FX_HeroicDamageTankStruckSmallArms MajorFX = COMANCHE_VULCAN FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC COMANCHE_VULCAN FX_HeroicDamageTankStruckSmallArms MinorFX = COMANCHE_VULCAN FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC COMANCHE_VULCAN FX_HeroicDamageTankStruckSmallArms MajorFX = KILL_PILOT FX_DamageDisableVehicle VeterancyMajorFX = HEROIC KILL_PILOT FX_HeroicDamageDisableVehicle MinorFX = KILL_PILOT FX_DamageDisableVehicle VeterancyMinorFX = HEROIC KILL_PILOT FX_HeroicDamageDisableVehicle MajorFX = SNIPER FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC SNIPER FX_HeroicDamageTankStruckSmallArms MinorFX = SNIPER FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC SNIPER FX_HeroicDamageTankStruckSmallArms MajorFX = GATTLING FX_DamageTankStruckSmallArms VeterancyMajorFX = HEROIC GATTLING FX_HeroicDamageTankStruckSmallArms MinorFX = GATTLING FX_DamageTankStruckSmallArms VeterancyMinorFX = HEROIC GATTLING FX_HeroicDamageTankStruckSmallArms MajorFX = FLAME None MinorFX = FLAME None MajorFX = PARTICLE_BEAM None MinorFX = PARTICLE_BEAM None MajorFX = HEALING None MinorFX = HEALING None MajorFX = RADIATION None MinorFX = RADIATION None MajorFX = POISON None MinorFX = POISON None MajorFX = STATUS None MinorFX = STATUS None MajorFX = SUBDUAL_VEHICLE None MinorFX = SUBDUAL_VEHICLE None End ;=== This will add the effects when the Jets get damaged === Object AmericaJetRaptor MaxSimultaneousOfType = 1 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = AirVehicleDamageFX End ArmorSet Conditions = PLAYER_UPGRADE ;missing in EA games Armor = CountermeasuresAirplaneArmor DamageFX = AirVehicleDamageFX End End ;------------------------------------------------------------------------------ Object AmericaVehicleComanche ArmorSet Conditions = None Armor = AFG_ComancheArmor DamageFX = AirVehicleDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = AFG_CountermeasuresComancheArmor DamageFX = AirVehicleDamageFX End End ;------------------------------------------------------------------------------ Object AmericaVehicleChinook ArmorSet Conditions = None Armor = ChinookArmor DamageFX = AirVehicleDamageFX End End ;------------------------------------------------------------------------------ Object AmericaJetCargoPlane ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = AirVehicleDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = AirVehicleDamageFX End ShroudClearingRange = 300 RemoveModule ModuleTag_10 AddModule Behavior = TransportContain ModuleTag_10_Override Slots = 100 ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes DamagePercentToUnits = 100% BurnedDeathToUnits = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = No ;Yes End End End ;------------------------------------------------------------------------------ Object AmericaVehicleScoutDrone ArmorSet Conditions = None Armor = TankArmor DamageFX = AirVehicleDamageFX End End Object AmericaVehicleBattleDrone ArmorSet Conditions = None Armor = TankArmor DamageFX = AirVehicleDamageFX End End Object AmericaVehicleHellfireDrone ArmorSet Conditions = None Armor = TankArmor DamageFX = AirVehicleDamageFX End End Object AmericaVehicleSpyDrone ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = AirVehicleDamageFX End End ;=== FX === FXList WeaponFX_FlakTracerGun ViewShake Type = SUBTLE End LightPulse Color = R:255 G:255 B:128 Radius = 40 IncreaseTime = 1 DecreaseTime = 500 End ParticleSystem Name = TankMuzzleFlashSmoke OrientToObject = Yes End ParticleSystem Name = TankMuzzleFlashFlame OrientToObject = Yes End ParticleSystem Name = TankMuzzleFlare OrientToObject = Yes End Tracer DecayAt = 0.9 ;bullets go through infantry at values higher than 1 Length = 10 Width = 0.8 ;0.3 Color = R:255 G:240 B:64 Speed = 800 Probability = 1.0 ;1.0 = every time End End ;------------------------------------------------- ;=== Weapon Stats === Weapon FlakTracerGun3 PrimaryDamage = 40 PrimaryDamageRadius = 5.0 ;15.0 SecondaryDamage = 20 SecondaryDamageRadius = 10.0 ;40 AttackRange = 500.0 MinimumAttackRange = 0.0 MinTargetPitch = -80 MaxTargetPitch = 90 DamageType = LAND_MINE DeathType = LASERED WeaponSpeed = 1200 ;2800 WeaponRecoil = 5 ProjectileObject = NONE ; map ini weapons cannot use objects FireFX = WeaponFX_FlakTracerGun VeterancyFireFX = HEROIC WeaponFX_FlakTracerGun FireSound = FlakGunSound RadiusDamageAffects = ENEMIES NEUTRALS ;ALLIES DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes AutoReloadWhenIdle = 1500 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired) AntiGround = No AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiBallisticMissile = Yes ProjectileCollidesWith = ENEMIES WeaponBonus = PLAYER_UPGRADE DAMAGE 125% End ;=== Used for die FX === Object GLACombatBikeFullDebris RemoveModule ModuleTag_01 AddModule Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes DefaultConditionState Model = ABPwrPlant_d01 End End End End Object GLACombatBikeToppledHulk RemoveModule ModuleTag_01 AddModule Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes DefaultConditionState Model = ABPwrPlant_d01 End End End End ;=== Adds Quad Cannon turret with flak weapon === Object ConcreteBarricade RemoveModule ModuleTag_01 AddModule Draw = W3DModelDraw ModuleTag_01_Override DefaultConditionState Model = PMDRUM End ConditionState = DAMAGED Model = PMDRUM_D End ConditionState = REALLYDAMAGED Model = PMDRUM_D End End End AddModule Draw = W3DModelDraw ModuleTag_Tur OkToChangeModelColor = Yes DefaultConditionState Model = UVQuadCann Turret = TURRET TurretPitch = TURRETEL HideSubObject = CHASSIS TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 ShowSubObject = TURRET WeaponFireFXBone = PRIMARY BarrelMS WeaponMuzzleFlash = PRIMARY BarrelFX WeaponRecoilBone = PRIMARY Barrel End ConditionState = REALLYDAMAGED Model = UVQuadCann_D End AliasConditionState = RUBBLE End End ArmorSet Armor = UpgradedTankArmor DamageFX = TankDamageFX End WeaponSet Conditions = None Weapon = PRIMARY FlakTracerGun3 PreferredAgainst = PRIMARY AIRCRAFT End WeaponSet Conditions = ELITE Weapon = PRIMARY FlakTracerGun3 PreferredAgainst = PRIMARY AIRCRAFT End WeaponSet Conditions = HERO Weapon = PRIMARY FlakTracerGun3 PreferredAgainst = PRIMARY AIRCRAFT End UnitSpecificSounds TurretMoveLoop = OverlordTankTurretMoveLoop End VisionRange = 500 ShroudClearingRange = 600 Scale = 1.3 IsTrainable = Yes ExperienceValue = 50 70 100 150 ;Experience point value at each level ExperienceRequired = 0 300 800 900 ;Experience points needed to gain each level KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT VEHICLE TRANSPORT GARRISONABLE_UNTIL_DESTROYED SALVAGER RemoveModule ModuleTag_02 AddModule Body = ActiveBody ModuleTag_02_Override MaxHealth = 1500.0 InitialHealth = 1500.0 End End AddModule Behavior = TransportAIUpdate ModuleTag_AI Turret TurretTurnRate = 120 TurretPitchRate = 120 MinPhysicalPitch = -30 AllowsPitch = Yes ControlledWeaponSlots = PRIMARY FiresWhileTurning = Yes NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky MinIdleScanInterval = 1000 ; in milliseconds MaxIdleScanInterval = 1000 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End End ;AddModule ; Behavior = WeaponSetUpgrade ModuleTag_WpnUp ; TriggeredBy = Upgrade_Veterancy_HEROIC ; End ;End AddModule Behavior = PropagandaTowerBehavior ModulePropaganda Radius = 60.0 DelayBetweenUpdates = 2000 HealPercentEachSecond = 1% ;PulseFX = FX_OverlordPropagandaTowerPropagandaPulse UpgradeRequired = Upgrade_Veterancy_ELITE ;Upgrade_GLAJunkRepair Upgrade_AmericaCompositeArmor Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 2% ;UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse AffectsSelf = Yes End End AddModule Behavior = SlowDeathBehavior DeathTag_99 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED DestructionDelay = 0 FX = INITIAL FX_BuggyNewDeathExplosion OCL = INITIAL OCL_LargeStructureDebris OCL = FINAL OCL_CombatBikeAirDeathStart End End AddModule Behavior = DestroyDie ModuleTag_95 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED End End Shadow = SHADOW_VOLUME ShadowSizeX = 45 End ;====================================================================================== ;=C= END FlakGun END ================================================================== ;====================================================================================== [/code]

Posted by: UTD^Force - Monday, October 1, 2018 11:02:38 PM
[img]https://scontent.famm2-1.fna.fbcdn.net/v/t1.0-9/42906868_1777729109006506_5752464190199562240_n.jpg?_nc_cat=106&_nc_eui2=AeGr4eyW3wEQl8d6FlZXauUGSt98qJsERd5-eXvqY9C5Fzv6ZpHiAA7zeaJqfhla5P6s1xgE2B5Rt2BnegN1ab37g3y5cEjC6acr8x6hGvD0EQ&oh=8ee305a9ab96b318e7df0c96a4d82226&oe=5C18E392[/img] [img]https://scontent.famm2-1.fna.fbcdn.net/v/t1.0-9/43108937_1777729182339832_8954739330186739712_n.jpg?_nc_cat=103&_nc_eui2=AeHTfvs6iWK2P1k-zcn7p4MUI8Noj75V63uC2x1OI8Jf4m476OruxuQwqQoG8k6iNNGX5j3d-j_hCBsA-49y6sXETHzJkfx0hvS6XBpxMuUCQQ&oh=9d155e93e4f39878e85a420900dc4309&oe=5C57FA38[/img]

Posted by: UTD^Force - Monday, October 8, 2018 10:31:42 PM
[img]https://scontent.famm2-1.fna.fbcdn.net/v/t1.0-9/43448585_1786483928131024_8208649755060862976_n.jpg?_nc_cat=103&_nc_eui2=AeFB70x7SQebBRAp3MQ9w0Suk-hMkrZPQhhzgxAN20CHTxCtxEKPLQIs1tZA3fw99Kc9MzCQLoashuSZ5Krco3FVhnnlzIGQJQ2SiL3vIkmBmQ&oh=eb89c0c04dea1e04dcd3cdd9b566a4a6&oe=5C61656F[/img][img]https://scontent.famm2-1.fna.fbcdn.net/v/t1.0-9/43439951_1786483934797690_8937445399556259840_n.jpg?_nc_cat=103&_nc_eui2=AeGlqQ6gJViZH1MR3lDJhPLVnyt3nXZn3aZIr9rpXgk1Z3sG94vu04E3QY-AekMCEA-XjHdFWrhjoQEjZH1JcJh4YPGOwfm7r1N4mYo9vo-mkw&oh=6505e9b135b8dcbce1a28f29a91f2b51&oe=5C464662[/img][img]https://scontent.famm2-1.fna.fbcdn.net/v/t1.0-9/43567985_1786483931464357_100168459932925952_n.jpg?_nc_cat=110&_nc_eui2=AeFhTJBaj2B9KnQWzEtk_Cfjeurj4nscDeTeqdo-dCY7XRqqN3FXneA30YDii5H3VFl9-OpONcqTJfB0nHW8mCiRQ2PfS5Tc_D8NZAJO_-lM_w&oh=3a1b2a96357bb0121ad119287321e386&oe=5C497B4E[/img]

Posted by: UTD^Force - Wednesday, August 26, 2020 2:58:50 PM
[quote=SkyMix_RMT;147781][b]Anti-Air Flak Battery from Operation Kihill Beach[/b][/quote] 1- I have to say that I loved this so much when I played your map! ------------------- 2- I apologize to everyone, especially Beng, about the ini code dispute, I've edited my replies as I was definitely in the wrong there. ------------------ 3- I'll quote precision_bomber (aka Zatsupashi) as this piece has helped me tremendously in using particle system and understanding it. [quote=precision_bomber;133079]I'll let you in on things I know. (*) Citation Needed [code] ParticleName = EXexplo03.tga ;The texture it uses Lifetime = 5.00 5.00 ;Existing Time in Seconds(*) Size = 2.00 5.00 ;Min size, Max Size StartSizeRate = 0.00 0.00 ;Starting Size SizeRate = 1.00 2.00 ;Rate of growth Alpha1 = 0.00 0.00 0 ;Minimum Transparency(*),Maximum Transparency(*), In what time does it happen? Alpha2 = 0.00 0.00 0 Alpha3 = 0.00 0.00 0 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:0 G:128 B:0 0 ;Red, Green, Blue, In what time does it happen? Color2 = R:0 G:0 B:0 5 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 [/code] Transparency: 0 - opaque, 1 - fully transparent[/quote]