Posted by: dcanderson16 - Thursday, August 20, 2015 8:21:49 PM
How can I transfer a unit from Rise of the Reds to Shockwave? I really like the ROTR's Bradley and I wish I want to place it for the Airforce General in Shockwave. I have FinalBig Editor, I don't know how to do... here's the code..
Object AmericaVehicleBradley
; *** ART Parameters ***
SelectPortrait = SABradley_L
ButtonImage = SABradley
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
UpgradeCameo4 = Upgrade_AmericaCompositeArmor
;UpgradeCameo5 =
Draw = W3DOverlordTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = FIREPOINT01
RecoilSettleSpeed = 20
MaxRecoilDistance = 2.2
DefaultConditionState
Model = AVBrad
Animation = AVBrad.AVBrad
AnimationMode = ONCE_BACKWARDS
Flags = MAINTAIN_FRAME_ACROSS_STATES
Turret = Turret
HideSubObject = DOOR FIREPOINT01 ARMOR
WeaponRecoilBone = PRIMARY Barrel
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
AnimationSpeedFactorRange = 1.2 1.2
End
ConditionState = REALLYDAMAGED
Model = AVBrad_D
Animation = AVBrad_D.AVBrad_D
End
AliasConditionState = RUBBLE
ConditionState = PREATTACK_B
AnimationMode = ONCE
End
ConditionState = PREATTACK_B REALLYDAMAGED
Model = AVBrad_D
Animation = AVBrad_D.AVBrad_D
AnimationMode = ONCE
End
;;;;;;;Composite Armor upgrade
ConditionState = WEAPONSET_PLAYER_UPGRADE
HideSubObject = DOOR FIREPOINT01 ARMOR HOUSECOLOR02
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVBrad_D
Animation = AVBrad_D.AVBrad_D
HideSubObject = DOOR FIREPOINT01 ARMOR HOUSECOLOR02
End
AliasConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
ConditionState = WEAPONSET_PLAYER_UPGRADE PREATTACK_B
AnimationMode = ONCE
HideSubObject = DOOR FIREPOINT01 ARMOR HOUSECOLOR02
End
ConditionState = WEAPONSET_PLAYER_UPGRADE PREATTACK_B REALLYDAMAGED
Model = AVBrad_D
Animation = AVBrad_D.AVBrad_D
AnimationMode = ONCE
HideSubObject = DOOR FIREPOINT01 ARMOR HOUSECOLOR02
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End
Draw = W3DModelDraw ModuleTag_Doors01
ConditionState = NONE
Model = AVBrad
HideSubObject = CHASSIS TURRET ARMOR
End
ConditionState = REALLYDAMAGED
Model = AVBrad_D
HideSubObject = CHASSIS TURRET ARMOR
End
AliasConditionState = RUBBLE
ConditionState = DOOR_1_WAITING_OPEN ;AV03B
Model = AVBrad
Animation = AVBrad.AVBrad
AnimationMode = ONCE
HideSubObject = CHASSIS TURRET ARMOR
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_WAITING_TO_CLOSE
Model = AVBrad
Animation = AVBrad.AVBrad
AnimationMode = ONCE_BACKWARDS
HideSubObject = CHASSIS TURRET ARMOR
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED
Model = AVBrad_D
Animation = AVBrad_D.AVBrad_D
AnimationMode = ONCE
HideSubObject = CHASSIS TURRET ARMOR
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED
Model = AVBrad_D
Animation = AVBrad_D.AVBrad_D
AnimationMode = ONCE_BACKWARDS
HideSubObject = CHASSIS TURRET ARMOR
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_OPENING
Model = AVBrad
Animation = AVBrad.AVBrad
AnimationMode = ONCE
HideSubObject = CHASSIS TURRET ARMOR
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING
Model = AVBrad
Animation = AVBrad.AVBrad
AnimationMode = ONCE_BACKWARDS
HideSubObject = CHASSIS TURRET ARMOR
Flags = START_FRAME_LAST
End
ConditionState = DOOR_1_OPENING REALLYDAMAGED
Model = AVBrad_D
Animation = AVBrad_D.AVBrad_D
AnimationMode = ONCE
HideSubObject = CHASSIS TURRET ARMOR
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_CLOSING REALLYDAMAGED
Model = AVBrad_D
Animation = AVBrad_D.AVBrad_D
AnimationMode = ONCE_BACKWARDS
HideSubObject = CHASSIS TURRET ARMOR
Flags = START_FRAME_LAST
End
End
Draw = W3DModelDraw ModuleTag_Armor01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVBrad
ShowSubObject = NONE
HideSubObject = ARMOR DOOR FIREPOINT01 CHASSIS TURRET
End
ConditionState = REALLYDAMAGED
Model = AVBrad_D
ShowSubObject = NONE
HideSubObject = ARMOR DOOR FIREPOINT01 CHASSIS TURRET
End
AliasConditionState = RUBBLE
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = AVBrad
ShowSubObject = ARMOR
HideSubObject = DOOR FIREPOINT01 CHASSIS TURRET
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVBrad_D
ShowSubObject = ARMOR
HideSubObject = DOOR FIREPOINT01 CHASSIS TURRET
End
AliasConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
End
Draw = W3DModelDraw ModuleTag_01232515
DefaultConditionState
Model = AVBrad_N
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Bradley
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY BradleyCannonWeapon
Weapon = SECONDARY BradleyMissileWeapon
AutoChooseSources = SECONDARY NONE
End
WeaponSet
Conditions = HERO
Weapon = PRIMARY BradleyCannonHeroicWeapon
Weapon = SECONDARY BradleyMissileWeapon
AutoChooseSources = SECONDARY NONE
End
ArmorSet
Conditions = None
Armor = BradleyArmor
DamageFX = TruckDamageFX
End
BuildCost = 1000
BuildTime = 12.0 ;in seconds
VisionRange = 200
ShroudClearingRange = 200
Prerequisites
Object = AmericaWarFactory
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 300 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaVehicleBradleyCommandSet
; *** AUDIO Parameters ***
VoiceSelect = BradleyVoiceSelect
VoiceMove = BradleyVoiceMove
VoiceGuard = BradleyVoiceMove
VoiceAttack = BradleyVoiceAttack
SoundMoveStart = BradleyMoveStart
SoundMoveStartDamaged = BradleyMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = BradleyVoiceCreate
VoiceCrush = BradleyVoiceMove
VoiceEnter = BradleyVoiceMove
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT
Body = ActiveBody ModuleTag_02
MaxHealth = 350.0
InitialHealth = 350.0
; 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 = 500
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
MinIdleScanAngle = 10
MaxIdleScanAngle = 40
MinIdleScanInterval = 5000
MaxIdleScanInterval = 10000
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 33
End
Locomotor = SET_NORMAL BradleyLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = HelixContain ModuleTag_05
Slots = 4
ScatterNearbyOnExit = No
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY PORTABLE_STRUCTURE
ExitDelay = 250
NumberOfExitPaths = 1
GoAggressiveOnExit = Yes
PassengersInTurret = Yes
PayloadTemplateName = AmericaVehicleBradleyLaserTurret
DoorOpenTime = 2000
End
Behavior = MaxHealthUpgrade ModuleTag_1812
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 87.5
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = WeaponSetUpgrade ModuleTag_0232
TriggeredBy = Upgrade_AmericaCompositeArmor
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone
End
Behavior = WeaponBonusUpgrade ModuleTag_TargeteerDroneBonus01
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = SlowDeathBehavior ModuleTag_102321
DeathTypes = ALL -CRUSHED -SPLATTED +TOPPLED
ProbabilityModifier = 50
DestructionDelay = 1
DestructionDelayVariance = 1
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_BradleyDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_BradleyTurret
End
Behavior = SlowDeathBehavior ModuleTag_1121
RequiredStatus = STATUS_RIDER1
DeathTypes = ALL -CRUSHED -SPLATTED +TOPPLED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_BradleyDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End
Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
End
Behavior = EjectPilotDie ModuleTag_16
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectVehiclePilotOnGround
AirCreationList = OCL_EjectVehiclePilotViaParachute
End
Behavior = TransitionDamageFX ModuleTag_17
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Object AmericaVehicleBradleyLaserTurret ; Seperate turret object so it can attack independantly
; *** ART Parameters ***
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = FIREPOINT01
ExtraPublicBone = LASER
DefaultConditionState
Model = AVBrad_L
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = SECONDARY TurretFX
WeaponFireFXBone = TERTIARY TurretFX
End
ConditionState = REALLYDAMAGED
Model = AVBrad_LD
Turret = TURRET
TurretPitch = TURRETEL
WeaponFireFXBone = SECONDARY TurretFX
WeaponFireFXBone = TERTIARY TurretFX
End
End
; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = SECONDARY PaladinPointDefenseLaserTurretWeapon_Projectile
Weapon = TERTIARY PaladinPointDefenseLaserTurretWeapon_Infantry
ShareWeaponReloadTime = Yes
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module
End
VisionRange = 350
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = SECONDARY TERTIARY
TurretTurnRate = 1080 // turn rate, in degrees per sec
TurretPitchRate = 1080
AllowsPitch = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 33
End
Behavior = DestroyDie ModuleTag_05
End
Behavior = WeaponBonusUpgrade ModuleTag_TargeteerDroneBonus01
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone
End
Behavior = CommandButtonHuntUpdate ModuleTag_Huntin01 ; allows use of command button hunt script with this unit.
End
Behavior = StealthUpdate ModuleTag_GPSStealth01
StealthDelay = 2000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY FIRING_TERTIARY RIDERS_ATTACKING
InnateStealth = Yes
RequiredStatus = REASSIGN_PARKING ;Used exclusively by the GPS Scrambler
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = EjectPilotDie ModuleTag_HijackerEmerge01
DeathTypes = ALL -CRUSHED -SPLATTED
RequiredStatus = HIJACKED
VeterancyLevels = ALL
GroundCreationList = OCL_HijackerEmerge
AirCreationList = OCL_HijackerEmergeViaParachute
End
Behavior = FXListDie ModuleTag_HijackerEmerge02
RequiredStatus = HIJACKED
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_HijackerEmerge
End
Geometry = BOX
GeometryMajorRadius = 6.0
GeometryMinorRadius = 6.0
GeometryHeight = 10.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Posted by: Zatsupachi - Thursday, August 20, 2015 10:52:34 PM
A lot of work. One does not simply put code from other mod to get to work.
excuse me if I miss something.
Well, you got the code already so, slap it onto Shockwave's AirforceGeneral.ini
then you go get the models (all the AVBrad ones in this case) the copy it to Shockwave's Art/W3D
go to ROTR's CommandSet.ini and find AmericaVehicleBradleyCommandSet
copy it and put onto Shockwave's CommandSet.ini
if AmericaVehicleBradley has custom CommandButtons, find those buttons(from ROTR) and copy it to Shockwave.
get SABradley images. They're probably located in HandCreatedMappedImages.ini, though I'm not sure.
copy the SABradley image code, and as well the Texture file used.
now you want to build it in-game.
get the CommandButton from ROTR that builds the Bradley and copy it to Shockwave's CommandButton.ini
next go to CommandSet.ini and find AirF_AmericaWarFactoryCommandSet
place your new CommandButton(the one the builds the bradley) on the CommandSet.
lastly, before you forget, change the Bradley's Prerequisite to AirF_AmericaWarFactory
Posted by: marcusaurelius - Friday, August 21, 2015 12:38:29 AM
Transferring is simple, you just have to go down the code and check if everything is there. If you mess up run Worldbuilder and it will give you a hint as to where to find it.
Zatsupachi you missed the OCL's, FX's, the Armor, and the unit specific sounds.
OCL = ObjectCreationList.ini, this makes things spawn under certain conditions. You need to find the ROTR OCL's and copy them into Shockwave's
FX = FXList.ini, These are particle effects, specifically when they are called into the game, for example when a tank shoots it calls in FX_GenericTanksomethingblahblah.
Armor = Armor.ini Like you did with the OCL's and FX's copy ROTR's Bradley Armor to Shockwave's Armor.ini file.
Music = Find the specific sound files and bring them over like the rest of the files. [Data>Audio>Sounds]
Making a combination mod is what we all dream of, rarely is it ever done. I've made a mishmash mod before, it creates many balancing issues, and crazy amounts of bugs, particularly because humans aren't that good at being perfect...
Posted by: dcanderson16 - Friday, August 21, 2015 10:05:31 AM
Actually I play both ROTR and Shockwave from a direct-play Zero Hour, meaning no installation. And I made two folders for them.
Now I want to replace the Targeteer Drone with the standard drones for USA vehicles like Hellfire and Scout Drones (Battle Drone is already given) for the Bradley. Also, I wish I want to make the infantries to shoot from the Bradley unlike from the ROTR version.
Posted by: dcanderson16 - Saturday, August 29, 2015 2:09:28 AM
What are the files I need? Do you want to get my files in ZIP folder?
Posted by: rashitha1d - Sunday, February 18, 2018 11:09:52 AM
pls someone make a video on how do u do this
Posted by: rey - Sunday, February 25, 2018 10:06:28 AM
btw there is already an addon in development trying to merge ROTR and Shockwave, if i'm not mistaken the name is Prepare for Battle, use search.