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]