Posted by: JoshZemlinsky - Monday, May 12, 2014 3:13:40 PM
[code]
;------------------------------------------------------------------------------
Object Boss_GLAMachineGunSite
; *** ART Parameters ***
SelectPortrait = SUMachineGunnerSite_L
ButtonImage = SUMachineGunnerSite
UpgradeCameo1 = Upgrade_GLAFortifiedStructure
UpgradeCameo3 = Upgrade_GLAAPBullets
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
IgnoreConditionStates = NIGHT
ConditionState = NONE
Model = UBMGNst
End
ConditionState = DAMAGED
Model = UBMGNst_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBMGNst_E
End
ConditionState = SNOW
Model = UBMGNst_S
End
ConditionState = DAMAGED SNOW
Model = UBMGNst_SD
End
ConditionState = REALLYDAMAGED SNOW RUBBLE
Model = UBMGNst_SE
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBMGNst
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBMGNst_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBMGNst_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBMGNst_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBMGNst_SD
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBMGNst_SE
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
Draw = W3DModelDraw ModuleTag_99
OkToChangeModelColor = Yes
DefaultConditionState
Model = NONE
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED RUBBLE
AliasConditionState = SNOW
AliasConditionState = SNOW DAMAGED
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
ConditionState = GARRISONED
Model = UBMGNst_F
End
ConditionState = GARRISONED DAMAGED
Model = UBMGNst_F
End
ConditionState = GARRISONED REALLYDAMAGED RUBBLE
Model = UBMGNst_F
End
ConditionState = GARRISONED SNOW
Model = UBMGNst_F
End
ConditionState = GARRISONED DAMAGED SNOW
Model = UBMGNst_F
End
ConditionState = GARRISONED REALLYDAMAGED RUBBLE SNOW
Model = UBMGNst_F
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = GARRISONED AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = GARRISONED AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = GARRISONED AWAITING_CONSTRUCTION SNOW
AliasConditionState = GARRISONED AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = GARRISONED AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = GARRISONED SOLD
AliasConditionState = GARRISONED SOLD DAMAGED
AliasConditionState = GARRISONED SOLD REALLYDAMAGED
AliasConditionState = GARRISONED SOLD SNOW
AliasConditionState = GARRISONED SOLD SNOW DAMAGED
AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:MachineGunSite
Side = GLABoss
EditorSorting = STRUCTURE
Prerequisites
Object = Boss_GLAFactory
End
BuildCost = 800
BuildTime = 16.0 ; in seconds
EnergyProduction = 0
VisionRange = 600.0 ; Shroud clearing distance
ShroudClearingRange = 400
ArmorSet
Conditions = None
Armor = StingerSiteArmor
DamageFX = StructureDamageFXNoShake
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = StingerSiteFortifiedArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = GLAStingerSiteCommandSet
ExperienceValue = 32 43 57 76 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = StingerSiteSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS SCORE_CREATE
Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior!
MaxHealth = 1000.0
InitialHealth = 1000.0
;**Careful with these damage types -- because area damage types will already
;**damage slaves.
PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER
SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 2300
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = SpawnPointProductionExitUpdate ModuleTag_05
SpawnPointBoneName = SpawnPoint
End
Behavior = SpawnBehavior ModuleTag_06
SpawnNumber = 1
SpawnReplaceDelay = 18000 ;msec
SpawnTemplateName = Boss_GLAInfantryMachineGunSoldier
CanReclaimOrphans = No
SpawnedRequireSpawner = Yes
SlavesHaveFreeWill = No
End
Behavior = RebuildHoleExposeDie ModuleTag_08
HoleName = GLAHoleStingerSite
HoleMaxHealth = 500.0
End
Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual
ConditionFlag = GARRISONED
TriggeredBy = Upgrade_GLAFortifiedStructure
End
Behavior = WeaponBonusUpgrade ModuleTag_08237658
TriggeredBy = Upgrade_GLAAPBullets
End
Behavior = MaxHealthUpgrade ModuleTag_Armor01Data
TriggeredBy = Upgrade_GLAFortifiedStructure
AddMaxHealth = 500.0
ChangeType = ADD_CURRENT_HEALTH_TOO
End
Behavior = DestroyDie ModuleTag_09
;
End
Behavior = CreateObjectDie ModuleTag_10
CreationList = OCL_ABStingerSiteDebris
End
Behavior = FXListDie ModuleTag_11
DeathFX = FX_StructureSmallDeath
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
DeathWeapon = StingerSiteDeathConcussion
StartsActive = Yes
End
Behavior = ProductionUpdate ModuleTag_19
End
Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_17
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_GLAFortifiedStructure
End
Geometry = CYLINDER
GeometryMajorRadius = 28.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
[/code]
Posted by: JoshZemlinsky - Monday, May 12, 2014 4:19:32 PM
Ok, so i found out what was wrong.
Turns out the upgrade the Machine Gun site had for "AP Bullets" did not exist in my upgrades list.
It works like it should now.
EDIT:
Given i had another question regarding upgrades, well here goes.
I've added one or two new upgrades to the game, however when i launch world builder i get an error like this:
ASSERTION FAILURE: Can't have more then 128 types of upgrades and have a Bitfield function.
It hasn't caused anything beyond that error message, so i am curious, what is it, and will it cause problems later on?
Posted by: Gameanater - Monday, May 12, 2014 7:31:39 PM
I dunno... I don't mod... lol
Can you upload a couple pictures of what I'm gunna call the Bullet Site up here? I really wanna see it.
Posted by: Rrtaya_tsamsiyu - Tuesday, May 13, 2014 1:27:48 AM
i'm supposing this error means you have more than 128 upgrades in your upgrade ini, which the game doesn't allow.
Posted by: JoshZemlinsky - Tuesday, May 13, 2014 4:23:18 AM
[quote=Rrtaya_tsamsiyu;131608]i'm supposing this error means you have more than 128 upgrades in your upgrade ini, which the game doesn't allow.[/quote]
Ah, well that is kinda odd that you'd have a limit to the amount of upgrades allowed.
Posted by: JoshZemlinsky - Tuesday, May 13, 2014 4:27:44 AM
[quote=Gameanater;131600]I dunno... I don't mod... lol
Can you upload a couple pictures of what I'm gunna call the Bullet Site up here? I really wanna see it.[/quote]
Sure, it's from a mod called Shockwave:
[url=http://media.moddb.com/cache/images/mods/1/7/6301/thumb_620x2000/60930.gif]Picture[/url]
Now before anyone goes "Nooo u cant stael ur modals" the intention of what i am doing currently is for private use only.
Mainly to get more familiar with modding, and hopefully be able to make something of my own someday [stuck_out_tongue]
Also the building could be replicated with a stinger site and a technical gunner.
Posted by: Gameanater - Tuesday, May 13, 2014 8:05:18 PM
That's purty cool, Josh!
Hey, could you maybe modify it a little and put up the Bullet Site's code here, but with the Stinger Site's model and with 3 Technical Gunners? I might want to use it in a map.ini. Don't worry, I'll credit you if I do!
Posted by: JoshZemlinsky - Wednesday, May 14, 2014 3:17:47 AM
[quote=Gameanater;131619]That's purty cool, Josh!
Hey, could you maybe modify it a little and put up the Bullet Site's code here, but with the Stinger Site's model and with 3 Technical Gunners? I might want to use it in a map.ini. Don't worry, I'll credit you if I do![/quote]
Given that i just setup a Stinger Site with standard Tunnel Defenders lastnight, sure. It would take me like 5 minutes xD
Altho you will have to wait as i am at 'college' right now. (not the party kind)
Posted by: Gameanater - Wednesday, May 14, 2014 5:49:58 PM
Awesome! Can't wait! But I will.
Here's a lil' tip that'll help in English. :P "Altho" is typed/written as "although".
Sorry, I'm kind of a grammer freak and all. [wink]
Posted by: acidbrain - Wednesday, May 14, 2014 10:00:09 PM
[quote=Gameanater;131640]
Here's a lil' tip that'll help in English. :P "Altho" is typed/written as "although".
Sorry, I'm kind of a grammer freak and all. [wink] [/quote]
Than here is something to trip on
[i]I cant w8 2 b there altho idk if it's gonna b 2 l8 4 me, ffs I'm not lmao and really not rotffl.[/i]
His grammar is less annoying than your signature, I've seen Morpheus rape that car for a 1000 times now and still it's not damaged, I think he has to call Neo to pull of the job.
Posted by: Gameanater - Wednesday, May 14, 2014 10:03:48 PM
[quote=acidbrain;131647][quote=Gameanater;131640]
Here's a lil' tip that'll help in English. :P "Altho" is typed/written as "although".
Sorry, I'm kind of a grammer freak and all. [wink] [/quote]
Than here is something to trip on
[i]I cant w8 2 b there altho idk if it's gonna b 2 l8 4 me, ffs I'm not lmao and really not rotffl.[/i]
His grammar is less annoying than your signature, I've seen Morpheus ---- that car for a 1000 times now and still it's not damaged, I think he has to call Neo to pull OFF the job.
[/quote]
The Twins have a nearly indestructible car. [smile]
Posted by: JoshZemlinsky - Thursday, May 15, 2014 3:15:48 AM
Well sorry, english never was my first language.
And i use "altho" because i am too lazy to write although lol(and it makes me gangsta)
Anyways, for the Stinger Site, it appears the Technical gunner is not a separate 'object' as i thought. This will make it all a bit more complicated, but when i do have the time i will work on it.
Posted by: Gameanater - Thursday, May 15, 2014 10:10:12 PM
Hmm... You could trying using one of the Angry Mob guys or a Mini Gunner... Granted, the Mini Gunner isn't a GLA Unit but I'd settle for that. XD
You could also use a Rebel too if you can get it to have better range and attack aircraft.
Posted by: JoshZemlinsky - Friday, May 16, 2014 5:47:40 AM
Once i get around to it, i will see what i can do.
I'm kinda busy these days, yesterday i realized how horrible it can be to 'move' a super weapon.
The jumping back and forth between files is making me dizzy [skull]
Posted by: Gameanater - Friday, May 16, 2014 5:37:00 PM
Sounds bad... Eeee.... o-0
I'm sure someone else here could help with your problem.
Posted by: JoshZemlinsky - Saturday, May 17, 2014 5:33:00 AM
Nah, i got it working, it just took forever.
Posted by: Gameanater - Saturday, May 17, 2014 9:56:31 AM
XD
When's the Bullet Site gunna come up? lol
Posted by: JoshZemlinsky - Sunday, May 18, 2014 6:33:39 AM
[quote=Gameanater;131694]XD
When's the Bullet Site gunna come up? lol[/quote]
Well i've been abit busy lately. But, as you requested. I've just finish your Techincal-Bullet-Gunner-site thingy.
I've attached it to this post.
3 INI files are included, CommandSet.Ini CommandButton.ini and GunnerSite.ini
You only need the GunnerSite.ini in order to make it work. The two other files enables the defense to be build by standard GLA.
In case you've got a CommandSet or CommandButton ini of your own, here are the entries i used:
Command Button:
[code]
CommandButton Command_ConstructGLAGunnerSite
Command = DOZER_CONSTRUCT
Object = GLAGunnerSite
TextLabel = CONTROLBAR:ConstructGLAStingerSite
ButtonImage = SUStinger
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite
End
[/code]
Command Set for worker (note the Gunnersite entry):
[code]
CommandSet GLAWorkerCommandSet
1 = Command_ConstructGLASupplyStash
2 = Command_ConstructGLADemoTrap
3 = Command_ConstructGLABarracks
4 = Command_ConstructGLAPalace
5 = Command_ConstructGLAStingerSite
6 = Command_ConstructGLABlackMarket
7 = Command_ConstructGLATunnelNetwork
8 = Command_ConstructGLAScudStorm
9 = Command_ConstructGLAArmsDealer
10 = Command_ConstructGLACommandCenter
11 = [color=green]Command_ConstructGLAGunnerSite[/color]
13 = Command_UpgradeGLAWorkerFakeCommandSet
14 = Command_DisarmMinesAtPosition
End
[/code]
Incase you don't have these, you may extract those .ini's
To install it all, you just gotta drop the "Ini" folder into your Zero Hour's Data folder (it is found in the root directory.)
If you just wanna have the GunnerSite, well don't extract CommandSet and Commandbutton. That easy!
Enjoy [grin] [ATTACH]1428[/Attach]
Posted by: Gameanater - Sunday, May 18, 2014 9:52:48 AM
I will try it soon.... [grin]
I might attempt to make a few edits to get it to work in a map.ini if I know how (I think I do)... Like, make it so it changes a standard GLA Stinger Site or something.... But who knows? Thank you! [grin] [grin]