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.