Posted by: AdrianeMapMaker - Sunday, September 11, 2016 1:51:14 AM
note: i have the original or the first version [b]gen:wb[/b] Is there's a way how to make fly a [b]cropduster[/b] or [b]aircraftcessna[/b] coz i see them flying in the [b]generals:zh:wb[/b]

Posted by: klingondragon - Sunday, September 11, 2016 6:16:51 AM
Have a look at their object code, see if they have a locomotor. If they do have a look at their locomotor code and play with that, if they don't add a flying locomotor.

Posted by: AdrianeMapMaker - Thursday, December 8, 2016 3:19:51 AM
Can You Send Any Examples ... By The Way ,where do I Locate Locomotor in ini data

Posted by: acidbrain - Thursday, December 8, 2016 5:22:39 AM
If im not mistaking you also have to give the plane a JetAIUpdate module...

Posted by: klingondragon - Thursday, December 8, 2016 9:19:07 AM
[code=plain]JetAIUpdate [this module allows the use of VoiceLowFuel and Afterburner within UnitSpecificSounds section of the object -Requires Kindof = AIRCRAFT] [And Allows the use of JETEXHAUST JETAFTERBURNER Model conditionstates, this is triggered when its taking off from the runway] OutOfAmmoDamagePerSecond = [percent] ; Amount of damage to take per SEC (not per frame) when out of ammo NeedsRunway = [Yes/No] ; Does the aircraft need a runway when it takes off? KeepsParkingSpaceWhenAirborne = [Yes/No] ; Does the aircraft that took off from that "hanger" keeps it or not? TakeoffDistForMaxLift = [percent] ; Larger numbers give more lift sooner when taking off TakeoffPause = [millisecond] ; How long does the aircraft pause for a moment before taking off? MinHeight = [integer] ; How low can the aircraft go? offsets using the Z axis ParkingOffset = [angry].0 offsets the plane to the rear, X.0 offsets it foward, X can be any number] ; scooch it a little forward so the tail doesn't hit the doors SneakyOffsetWhenAttacking = [integer] ; This is how far behind us people aim when we are in attack mode AttackLocomotorType = [LocomotorSetType] ; what locomotor set are we going to use if we're in attack mode? AttackLocomotorPersistTime = [real number] ;how long the "attack" locomotor persist after we finished attacking? AttackersMissPersistTime = [real number] ;how long do we remain unattackable when the attackmode is done? ReturnToBaseIdleTime = [integer, milliseconds] ; if idle for this long, return to base, even if not out of ammo ReturnForAmmoLocomotorType = [LocomotorSetType] ; what locomotor set are we going to use if we're going back to re-arm? LockonTime = [integer, milliseconds] ; how long does the lockon tick sound last? LockonCursor = [object name] ;what should the "lockon" cursor look like? (use LockonCursor defined in system.ini) LockonInitialDist = [integer] ; how far does the enemy anti-air required to trigger this LockonFreq = [real number] ; smaller==longer pulse delay, larger==shorter pulse delay LockonAngleSpin = [real number] ;how fast to spin the lockon blinker LockonBlinky = [Yes/No] ; does it blinker? AutoAcquireEnemiesWhenIdle = [Yes/No NOTWHILEATTACKING/ATTACK_BUILDINGS/STEALTHED] MoodAttackCheckRate = [integer, milliseconds, default is 2000] Turret TurretTurnRate = [integer] TurretPitchRate = [integer] NaturalTurretAngle = [integer] NaturalTurretPitch = [integer] FirePitch = [integer] MinPhysicalPitch = [integer, defalt 0 = horizontal] GroundUnitPitch = [integer, default 0 = horizontal] TurretFireAngleSweep = [weaponslot][integer] TurretSweepSpeedModifier = [weaponslot real number] ControlledWeaponSlots = [weaponslots] AllowsPitch = [Yes/No] MinIdleScanAngle = [real number] MaxIdleScanAngle = [real number] MinIdleScanInterval = [integer, milliseconds] MaxIdleScanInterval = [integer, milliseconds] RecenterTime = [integer,milliseconds] FiresWhileTurning = [Yes/No] InitiallyDisabled = [Yes/No] End AltTurret [as above] End End[/code]

Posted by: acidbrain - Thursday, December 8, 2016 11:21:23 AM
[code=plain] First example, this is for scripted use by ai, cropduster drops a worker... Used it for the Demolition General... Object Demo_GLACommandCenter AddModule Behavior = OCLSpecialPower Module_Para SpecialPowerTemplate = Infa_SuperweaponInfantryParadrop OCL = Infa_SUPERWEAPON_Paradrop1 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE OCLAdjustPositionToPassable = Yes End End End ;--------- Object AircraftCropDuster Side = GLADemolitionGeneral RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE TRANSPORT AIRCRAFT SCORE FORCEATTACKABLE IGNORED_IN_GUI CAN_ATTACK EMP_HARDENED RemoveModule ModuleTag_09 AddModule Behavior = DeliverPayloadAIUpdate Module_Deliver DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor Behavior = TransportContain Module_Contain Slots = 1 ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY DoorOpenTime = 0 NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes End End End ;--------- SpecialPower Infa_SuperweaponInfantryParadrop Enum = INFA_SPECIAL_PARADROP_AMERICA ReloadTime = 1000 ;every second, it's script only RequiredScience = Infa_SCIENCE_InfantryParadrop1 PublicTimer = No SharedSyncedTimer = Yes RadiusCursorRadius = 50 ShortcutPower = No AcademyClassify = ACT_SUPERPOWER End ;--------- ObjectCreationList Infa_SUPERWEAPON_Paradrop1 DeliverPayload Transport = AircraftCropDuster StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 ParachuteDirectly = Yes PutInContainer = AmericaParachute Payload = Demo_GLAInfantryWorker 1 DeliveryDistance = 0 PreOpenDistance = 300 DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End End End ;--------- CommandSet Demo_GLACommandCenterCommandSet 1 = Demo_Command_ConstructGLAWorker 2 = Infa_Command_Paradrop 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End Script in wb, set your own conditions, used if true because it is an example, demo gen is team green in scripting *** IF *** True. *** THEN *** Team 'teamGreen' use Ability 'Infa_Command_Paradrop' at Waypoint 'Drop_Worker_Here'. ;------------------------------------------------------------------------------- Second example, cropduster drops a hacker, can be used by player. An InternetCenter from the Nuke General is placed on the map which is capturable by the player. The player is the airforce general so SCIENCE_CHINA and Infa_SCIENCE_InfantryParadrop1 are granted when the player owns the building with a script, the player is named player blue in scripting. Object AircraftCropDuster Side = ChinaInfantryGeneral RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE TRANSPORT AIRCRAFT SCORE FORCEATTACKABLE IGNORED_IN_GUI CAN_ATTACK EMP_HARDENED RemoveModule ModuleTag_09 AddModule Behavior = DeliverPayloadAIUpdate Module_Deliver DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor Behavior = TransportContain Module_Contain Slots = 1 ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY DoorOpenTime = 0 NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes End End End ;--------- ;Increase the reloadtime with 2 minutes. SpecialPower Infa_SuperweaponInfantryParadrop Enum = INFA_SPECIAL_PARADROP_AMERICA ReloadTime = 360000 ;every 6 minutes RequiredScience = Infa_SCIENCE_InfantryParadrop1 PublicTimer = No SharedSyncedTimer = Yes RadiusCursorRadius = 50 ShortcutPower = No AcademyClassify = ACT_SUPERPOWER End ;--------- ;Same as original, only used for adjustments of the strings. CommandButton Infa_Command_Paradrop Command = SPECIAL_POWER SpecialPower = Infa_SuperweaponInfantryParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Infa_SCIENCE_InfantryParadrop1 TextLabel = CONTROLBAR:HackerParadrop ;In the map.str file ButtonImage = SACParatroopers ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipHackerParaDrop ;In the map.str file RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End ;--------- ;Drop 1 Hacker with a CropDuster ObjectCreationList Infa_SUPERWEAPON_Paradrop1 DeliverPayload Transport = AircraftCropDuster StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 ParachuteDirectly = Yes PutInContainer = AmericaParachute Payload = Infa_ChinaInfantryHacker 1 DeliveryDistance = 0 PreOpenDistance = 300 DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End End End ;--------- CommandSet InternetCenterCommandSetOne 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 11 = Command_UpgradeChinaSatelliteHackOne 13 = Infa_Command_Paradrop 14 = Command_UpgradeChinaMines End ;--------- CommandSet InternetCenterCommandSetTwo 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 11 = Command_UpgradeChinaSatelliteHackTwo 13 = Infa_Command_Paradrop 14 = Command_UpgradeChinaMines End ;--------- Object Nuke_ChinaInternetCenter CommandSet = InternetCenterCommandSetOne KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAN_ATTACK FS_INTERNET_CENTER ;IMMUNE_TO_CAPTURE SCORE MP_COUNT_FOR_VICTORY RemoveModule ModuleTag_31 ReplaceModule ModuleTag_32 Behavior = CommandSetUpgrade ModuleTag_32_Override CommandSet = InternetCenterCommandSetTwo TriggeredBy = Upgrade_ChinaSatelliteHackOne End End AddModule Behavior = OCLSpecialPower Module_Para SpecialPowerTemplate = Infa_SuperweaponInfantryParadrop OCL = Infa_SUPERWEAPON_Paradrop1 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE OCLAdjustPositionToPassable = Yes End End End ;--------- Script in wb *** IF *** Unit 'InternetCenter' is owned by Player 'Blue' *** THEN *** Player 'Blue' is granted Science 'SCIENCE_CHINA'. Player 'Blue' is granted Science 'Infa_SCIENCE_InfantryParadrop1'. [/code]

Posted by: klingondragon - Thursday, December 8, 2016 11:39:25 AM
I once used the cropduster to make anthrax suicide planes for the GLA.

Posted by: AdrianeMapMaker - Saturday, December 10, 2016 12:51:05 AM
can you modified the original cropduster or an cesna to make it fly pls .... iam such noob with this ... By the way where do found this locomotor codes the Set_normal blah blah codes [code=cpp] AddModule Behavior = DeliverPayloadAIUpdate Module_Deliver DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor[/code]

Posted by: klingondragon - Saturday, December 10, 2016 8:53:04 AM
is this for a map.ini or a mod?

Posted by: AdrianeMapMaker - Friday, December 16, 2016 4:40:09 AM
ini only

Posted by: klingondragon - Saturday, December 17, 2016 5:36:14 AM
In a map.ini it should be as simple as (this code is from memory, I'll fix it after my great grandad's birthday party): [Code=plain] Object Cropduster Locomoter = SET_NORMAL JetPlaneLocomotor End [/code]

Posted by: AdrianeMapMaker - Monday, December 19, 2016 5:02:25 AM
is it working?

Posted by: acidbrain - Monday, December 19, 2016 5:56:11 AM
[quote=adrianemapmaker;142356]is it working? [/quote] If you keep copy/pasting solutions which were made by others you will never learn how to code Adriane, jus try and see what works, start with one line of code in a map.ini and see what happens ingame... If you want the cropduster or cesna to fly you need a jetaiupdate with a locomotor or a deliverpayloadaiupdate with a locomotor... Just experiment with the code and Learn, be your own teacher, try it yourself first before you ask a question, at this moment in time you expect working code from others and that is in my honest opinion not good for your learning curve, you just copy/paste now and if it works you go to the next problem while you didn't learn what was done to solve your previous problem... This is not an attack but I am trying to make you aware, it just feels great if you solve your own problem and if you want to be a good modder who brings something new to the table which is quite hard nowadays since the game is pretty old it is the only way to go... Im not saying that you cant ask questions, let that be crystal clear... Cheers

Posted by: klingondragon - Monday, December 19, 2016 9:30:22 AM
I agree that you should learn to mod yourself but sometimes having something to copy (especially when starting out) can be of a massive help. Also some of the advice, on this topic in particular, people give is often not needed. I have provided a map with a flying cropduster. note that it doesn't [quote] need a jetaiupdate with a locomotor or a deliverpayloadaiupdate with a locomotor[/quote] and all it needs is a locomotor with the surface set to AIR (the object already has a locomotor but it's the ground one used by most civilian cars). [ATTACH]1984[/Attach]

Posted by: acidbrain - Monday, December 19, 2016 11:11:02 AM
Klingon you are the best...[grin]

Posted by: klingondragon - Monday, December 19, 2016 11:12:36 AM
Why do I get the feeling you're not serious.

Posted by: zero hour mad map maker - Monday, December 19, 2016 12:10:26 PM
Geez! All this stuff to make a crop duster fly!? *mind BLOWN*

Posted by: AdrianeMapMaker - Tuesday, December 20, 2016 12:40:11 AM
[quote=acidbrain;142357] Just experiment with the code and Learn [/quote] By The Way Let Say's .. Im A Little Bit Had Phobia about my Game.. i Have Already experienced the Game Doesnt Save any Game's when i try to save it .. and in that time ,it make me depressed ... By the Way Did you know the Cause Of it ? is it the worldbuilder? with the game .... ? when you save the game in your specific map and then i will change that map , it will cause a error ???

Posted by: acidbrain - Tuesday, December 20, 2016 2:02:46 AM
[quote=Zero Hour Mad Map Maker;142367]Geez! All this stuff to make a crop duster fly!? *mind BLOWN* [/quote] You didn't help in any way on this thread and yet you feel the need to post this comment, what does that say about you ZHMMM? Please do enlighten us with your knowledge so we can all learn...[sunglasses]

Posted by: zero hour mad map maker - Tuesday, December 20, 2016 7:29:00 AM
[quote=acidbrain;142365]Klingon you are the best...[grin] [/quote] This doesn't help in any way either [stuck_out_tongue]........ [quote=acidbrain;142373] You didn't help in any way on this thread and yet you feel the need to post this comment, what does that say about you ZHMMM? Please do enlighten us with your knowledge so we can all learn...[sunglasses] [/quote] Nor does this. Does that answer Adrian's recent question? You just felt the need to post to get me in "trouble" What does that say about you[grin] ***** Regarding Adrian's question: [quote=adrianemapmaker;142370] By The Way Let Say's .. Im A Little Bit Had Phobia about my Game.. i Have Already experienced the Game Doesnt Save any Game's when i try to save it .. and in that time ,it make me depressed ... By the Way Did you know the Cause Of it ? is it the worldbuilder? with the game .... ? when you save the game in your specific map and then i will change that map , it will cause a error ??? [/quote] So what do you mean the game does NOT save when you try to save it? Is this an in game problem? Or a worldbuilder? From what I am getting from this (sorry your English is a bit hard to understand, but that's ok [wink] ) When you test your map in game, exit to the main menu, then hit that start button. Yes, you can edit your map whilst the game is still running in the background as long as it's on the MAIN Menu screen. Make your changes to the map, save it in World Builder; then simply go back to Generals -> Skirmish -> your map. Now if it's a saving error in World Builder, make sure in the Custom maps folder you have a file called Worldbuilder.ini.

Posted by: Zatsupachi - Tuesday, December 20, 2016 7:37:07 AM
Crashes, Game-breaking bugs, Glitches, Memory Leaks, not remembering or recalling erroneous code. That's just stuff you'll possibly encounter with modding the game. It's natural. It's a learning curve. This is why you have tonnes of backups, like a good programmer would.

Posted by: klingondragon - Tuesday, December 20, 2016 8:43:35 AM
[quote]as long as it's on the MAIN Menu screen[/quote] I've found that I can edit my maps while the map is playing in skirmish then all I need to do is switch back to my game, go into the menu, and click restart game; all my changes to my map are there (I think this even works when I change map.ini files, but don't hold me to that).

Posted by: zero hour mad map maker - Tuesday, December 20, 2016 12:02:48 PM
True! Either method works like a charm!

Posted by: AdrianeMapMaker - Wednesday, December 21, 2016 12:23:33 AM
.... by the way zatsupachi is have the best answer ..... Zatsupachi can you send the link of the soundtrack or theme of your mod DeathLabel (the Theme in your modified Shellmap.

Posted by: Zatsupachi - Wednesday, December 21, 2016 1:29:37 AM
Not supposed to link that because copyrights. It's from Neon Genesis Evangelion. The name of the track is 'A Cruel Angel's Thesis AD 2001'-- this one is sang by Megumi Hayashibara and not by Yoko Takahashi. I chose this version over the original and the 2009 version because it was unique.

Posted by: AdrianeMapMaker - Wednesday, December 21, 2016 1:43:22 AM
thanks ...