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
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
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
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
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 .
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...
[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
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]