Posted by: sh_mud_marshall - Monday, April 27, 2015 8:01:17 PM
I am trying to make it to where when I buy a Comanche, it spawns 2 as a pair. I have tried putting:
FormationSize = 2
FormationSpacing = 35.0
WeaponConvergenceFactor = 0.5
..straight out of the Thunderbolt's Strike3 OCL and pasting it under design parameters, it threw a code. So I deleted it and moved it to the engineering parameters, it threw this code:
[img]https://scontent-sjc.xx.fbcdn.net/hphotos-xta1/v/t1.0-9/11140111_10153282692368980_7236080977701126622_n.jpg?oh=b8c99e29391c499eb1289ec9138c4ab1&oe=55DE4ECF[/img]
I've tried to trace down every possible path that this code takes from commandset to commandbutton to its creation and I can't find where to put these lines. I'm guessing it is asking for an object, but I even tried putting it under the main name and it didn't work.
Any ideas?
Posted by: Gameanater - Monday, April 27, 2015 10:00:50 PM
If you want to spawn two at a time, I would recommend looking at the Chinese Barracks's code and looking for a "QuantityModifier" line.
You also don't need more than one QuantityModifier block if you do use it.
EDIT: Although I have been unable to get two Battlemasters to be built at once for some reason, so not sure if this will work for aircraft
Posted by: sh_mud_marshall - Monday, April 27, 2015 10:12:08 PM
[quote=Gameanater;137141]If you want to spawn two at a time, I would recommend looking at the Chinese Barracks's code and looking for a "QuantityModifier" line.
You also don't need more than one QuantityModifier block if you do use it.
EDIT: Although I have been unable to get two Battlemasters to be built at once for some reason, so not sure if this will work for aircraft[/quote]
good call for multiple spawns, but as far as a formation, they'd need to move together. or possibly have one that is a slave to the other. like an hellfire upgrade but as another comanche.
Posted by: Zatsupachi - Tuesday, April 28, 2015 12:12:35 AM
1. Make a flying version of the angry mob
2. Make mob member versions of the Comanche
3. Put those two together.
4. Profit
The thing is, they wont be flying in formation like what you wanted rather, they'd just fly together.
Posted by: sh_mud_marshall - Tuesday, April 28, 2015 1:50:54 AM
[quote=Zatsupachi;137143]1. Make a flying version of the angry mob
2. Make mob member versions of the Comanche
3. Put those two together.
4. Profit
The thing is, they wont be flying in formation like what you wanted rather, they'd just fly together.[/quote]
So there is no way to have them fly in formation like the A10s?
Posted by: Zatsupachi - Tuesday, April 28, 2015 1:59:41 AM
Nope.
Unless you make Formation-flying Comanches on the model itself.
Posted by: sh_mud_marshall - Tuesday, April 28, 2015 2:11:03 AM
[quote=Zatsupachi;137146]Nope.
Unless you make Formation-flying Comanches on the model itself.[/quote]
I also tried to make Comanche Drones to protect the patriot batteries but when I got into the commandbar for the patriots, the game crashes.
Posted by: Zatsupachi - Tuesday, April 28, 2015 2:18:50 AM
If you give me some time, I'll muster up a solution.
Posted by: sh_mud_marshall - Tuesday, April 28, 2015 2:59:23 AM
[quote=Zatsupachi;137148]If you give me some time, I'll muster up a solution.[/quote]
If you need anything on my end, just let me know.
Posted by: Zatsupachi - Tuesday, April 28, 2015 9:55:53 AM
[code]
Behavior = SpawnBehavior ModuleTag_15
SpawnNumber = 1
SpawnReplaceDelay = 1000
SpawnTemplateName = AmericaVehicleComancheDrone ;Make one of these
OneShot = No
CanReclaimOrphans = Yes
SlavesHaveFreeWill = No
InitialBurst = 1
End
Behavior = QueueProductionExitUpdate ModuleTag_16 ;this is important
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0
ExitDelay = 5000 ; 5 sec
InitialBurst = 1
End
[/code]
Also...
have this one along the patriot battery's KindOfs
[code]
MOB_NEXUS
[/code]
I still don't have a way to make them travel in formation besides doing the model manually.
Posted by: sh_mud_marshall - Tuesday, April 28, 2015 11:40:22 AM
[quote=Zatsupachi;137152][code]
Behavior = SpawnBehavior ModuleTag_15
SpawnNumber = 1
SpawnReplaceDelay = 1000
SpawnTemplateName = AmericaVehicleComancheDrone ;Make one of these
OneShot = No
CanReclaimOrphans = Yes
SlavesHaveFreeWill = No
InitialBurst = 1
End
Behavior = QueueProductionExitUpdate ModuleTag_16 ;this is important
UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0
ExitDelay = 5000 ; 5 sec
InitialBurst = 1
End
[/code]
Also...
have this one along the patriot battery's KindOfs
[code]
MOB_NEXUS
[/code]
I still don't have a way to make them travel in formation besides doing the model manually.[/quote]
I have the modules list, but I can't find a kindof list. Where did you find all of the coding? Is this just generic code that is not specific to this game or is it all just for CNC? And where can I get the information? You're a big help and I appreciate you givinge a hand with this Zatsupachi.
Posted by: Zatsupachi - Tuesday, April 28, 2015 1:09:32 PM
[img]http://i.imgur.com/KxK2CXu.png[/img]
Well, you can apply the code I posted there to the game.
Where I get these codes is from the game itself-- there's lots of possibilities if you think like how the game wants you to convert an idea.
I got this idea(the code) from the Stinger Site.
And the unit spawned doesn't necessarily be a Stinger Soldier or similar-- so you can put a drone in place of a Stinger Soldier.
Posted by: sh_mud_marshall - Tuesday, April 28, 2015 2:49:10 PM
[quote=Zatsupachi;137154][img]http://i.imgur.com/KxK2CXu.png[/img]
Well, you can apply the code I posted there to the game.
Where I get these codes is from the game itself-- there's lots of possibilities if you think like how the game wants you to convert an idea.
I got this idea(the code) from the Stinger Site.
And the unit spawned doesn't necessarily be a Stinger Soldier or similar-- so you can put a drone in place of a Stinger Soldier.[/quote]
Where can I find the actual KindOf = xxxx. There is a lot of fun stuff it looks like you can do with the KindOf file but without know all of the options it's a bit limited to guessing from what I can see around me. Is there any where I can find the xxxx of KindOf = xxxx? I wan to play with the Xs lol
Posted by: Gameanater - Tuesday, April 28, 2015 10:05:30 PM
[quote=sh_mud_marshall;137155]Where can I find the actual KindOf = xxxx. There is a lot of fun stuff it looks like you can do with the KindOf file but without know all of the options it's a bit limited to guessing from what I can see around me. Is there any where I can find the xxxx of KindOf = xxxx? I wan to play with the Xs lol[/quote]
There is no such "file."
Just look at a bunch of different objects for their KindOfs, which as Zatsupoppihoweverispellhisname said is usually under Engineering Parameters.
There is some cool stuff you can do with them, though. Want to make a vehicle garrison an office building? Change it's KindOf to INFANTRY and boom. You can also have it ride in a Humvee this way! (There's also another way that doesn't involve giving the vehicle the negative side-effects of the INFANTRY KindOf, which I'll tell you if you want.)
Or add EMP_HARDENED to any vehicle or building to make EMP not have any effect! Like how the Spectre Gunship has.
Or add HERO, which will make the Radar mark it as a hero unit no matter what unit it is.
Posted by: sh_mud_marshall - Tuesday, April 28, 2015 10:50:56 PM
[quote=Gameanater;137156][quote=sh_mud_marshall;137155]Where can I find the actual KindOf = xxxx. There is a lot of fun stuff it looks like you can do with the KindOf file but without know all of the options it's a bit limited to guessing from what I can see around me. Is there any where I can find the xxxx of KindOf = xxxx? I wan to play with the Xs lol[/quote]
There is no such "file."
Just look at a bunch of different objects for their KindOfs, which as Zatsupoppihoweverispellhisname said is usually under Engineering Parameters.
There is some cool stuff you can do with them, though. Want to make a vehicle garrison an office building? Change it's KindOf to INFANTRY and boom. You can also have it ride in a Humvee this way! (There's also another way that doesn't involve giving the vehicle the negative side-effects of the INFANTRY KindOf, which I'll tell you if you want.)
Or add EMP_NEUTERED to any vehicle or building to make EMP not have any effect! Like how the Spectre Gunship has.
Or add HERO, which will make the Radar mark it as a hero unit no matter what unit it is.[/quote]
I figured there wasn't a "file" because of how deep the "KindOf" coding is placed in the encoded game.dat. I was just wondering if there was a file or list that someone had found somewhere online, a cheat sheet of sorts. There is another site I found that has a list of similar of "KindOf"s for a different EA Games title. Just thought with how popular the CNC modding community was, there might be a list somewhere. I appreciate it though.
Here is the link to the other list site:
[url]http://forums.revora.net/topic/19570-kindof/[/url]
Posted by: Zatsupachi - Tuesday, April 28, 2015 11:20:17 PM
[quote=Gameanater;137156]EMP_NEUTERED[/quote]
That's EMP_HARDENED.
Basically, KindOfs defines what kind of behaviors an object has.
Posted by: klingondragon - Wednesday, April 29, 2015 2:51:50 AM
There is a list of kindofs I'll see I i I can find it
Posted by: Annihilationzh - Wednesday, April 29, 2015 11:52:50 AM
Here's a module list:
http://www.sleipnirstuff.com/forum/viewtopic.php?t=13171
It contains a complete list of kindofs near the bottom of the file.
[quote=sh_mud_marshall;137140]I am trying to make it to where when I buy a Comanche, it spawns 2 as a pair. I have tried putting:
FormationSize = 2
FormationSpacing = 35.0
WeaponConvergenceFactor = 0.5
..straight out of the Thunderbolt's Strike3 OCL and pasting it under design parameters[/quote]
I... I... huh? Comanches aren't a superpower, they're a unit.
[quote]EMP_NEUTERED[/quote]
Ouch that sounds painful.
Posted by: sh_mud_marshall - Wednesday, April 29, 2015 2:56:28 PM
"Comanches are not a superpower" ~ see this is the fun stuff I wish I knew. I mean how are you supposed things like this? It is kind of hard to mod when you don't completely know what all the parameters and necessities are for each individual task. Where did you find all this info Annihilationzh? It is greatly appreciated.
Posted by: Zatsupachi - Wednesday, April 29, 2015 6:19:04 PM
for one.
You can take note where the inis are located.
What you can use in one ini doesn't necessarily translate to the other.
FormationSize and FormationSpacing are from ObjectCreationList.ini
which is not the same thing as anything from the Data/INI/Object/ files.
nor it is to any other inis besides from ObjectCreationList.ini
Posted by: sh_mud_marshall - Wednesday, May 6, 2015 2:12:40 AM
Ok, I was able to make a Comanche Drone and attach it to a Comanche so that they always travel in pairs.[sunglasses] [sunglasses] [+1] They're also linked to the Patriot Battery and can guard a base parameter as well as attack infantry to protect the battery emplacements. I'll try and post the coding and the files they need to be in.
EA Games\Command and Conquer Generals Zero Hour\Data\INI\Object\SuperWeaponsGeneral
[quote]
;------------------------------------------------------------------------------
Object SupW_AmericaVehicleComancheDrone
; *** ART Parameters ***
SelectPortrait = SACCommanche_L
ButtonImage = SACCommanche
UpgradeCameo1 = Upgrade_AmericaDroneArmor
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVComanche
HideSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVComanche_d
ShowSubObject = MissileUpgrade
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
ConditionState = RUBBLE
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVComanche_d
HideSubObject = AVComanche_Prop
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ComancheDrone
EditorSorting = VEHICLE
Side = AmericaSuperWeaponGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = SmallTankDamageFX
End
BuildCost = 1
BuildTime = 5 ;in seconds
VisionRange = 700
ShroudClearingRange = 750
IsTrainable = No ;Can gain experience
; *** AUDIO Parameters ***
UnitSpecificSounds
VoiceCreate = ComancheVoiceCreate
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT
Body = ActiveBody ModuleTag_02
MaxHealth = 220.0
InitialHealth = 220.0
End
WeaponSet
Conditions = PLAYER_UPGRADE
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL ComancheLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 100.0
End
Behavior = SlavedUpdate ModuleTag_06
GuardMaxRange = -50 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 0 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 10 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 30 ;How far I'm allowed to wander from target.
ScoutRange = 10 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 0 ;How far I'm allowed to wander from scout point.
StayOnSameLayerAsMaster = No
End
Behavior = MaxHealthUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaDroneArmor
AddMaxHealth = 50.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_08
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
; Most things that eject pilots do so immediately upon death,
; via use of EjectPilotDie, but Helicopters are a special case...
; they need to do so after their blades are ejected.
OCLEjectPilot = OCL_EjectPilotViaParachute
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 1500
FinalRubbleObject = ComancheRubbleHull
End
Geometry = CYLINDER
GeometryMajorRadius = 5.0
GeometryMinorRadius = 6.0
GeometryHeight = 3.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
[/quote]
EA Games\Command and Conquer Generals Zero Hour\Data\INI\CommandSet
[quote]
"#" = Command_ConstructSupW_AmericaVehicleComancheDrone
[/quote]
EA Games\Command and Conquer Generals Zero Hour\Data\INI\ObjectCreationList
[quote]
; -----------------------------------------------------------------------------
ObjectCreationList OCL_SupW_AmericaVehicleComancheDrone
CreateObject
Offset = X:-50 Y:-50 Z:0
ObjectNames = SupW_AmericaVehicleComancheDrone
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = Yes
End
End
[/quote]
EA Games\Command and Conquer Generals Zero Hour\Data\INI\CommandButton
[quote]
CommandButton Command_ConstructSupW_AmericaVehicleComancheDrone
Command = OBJECT_UPGRADE
Upgrade = Upgrade_SupW_AmericaVehicleComancheDrone
; Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche
ButtonImage = SACCommanche
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche
End
[/quote]
Place this in the engineering parameters of any vehicle or structure that you want to use the drone with. If you want to use it with the Comanche to create a attack helicopter team, take the "AIRCRAFT" out of the "KindOf" line.
[quote]
Behavior = ObjectCreationUpgrade ModuleTag_"#"
UpgradeObject = OCL_SupW_AmericaVehicleComancheDrone
TriggeredBy = Upgrade_SupW_AmericaVehicleComancheDrone
End
Behavior = ProductionUpdate ModuleTag_19
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
[/quote]
I think that's it, if you have any problems let me know.