Posted by: AdrianeMapMaker - Wednesday, January 11, 2017 1:49:53 AM
hey guys i found out that my Civilian Police car doesnt have any radar object thingy (that object is really important , if you don't have it ,you can't see it in Unshrouded part of the map)
Need help pls what do i need to change in a Civilian police car so i can see it in unshrouded part of the map?
Posted by: acidbrain - Wednesday, January 11, 2017 2:06:56 AM
If im not mistaking you can change
[code]
RadarPriority = LOCAL_UNIT_ONLY
[/code]
Into
[code]
RadarPriority = UNIT
[/code]
Greetz
Posted by: AdrianeMapMaker - Wednesday, January 11, 2017 2:17:31 AM
Thanks!!1 For Fast Reply . Only One Thing What will exactly do in my Map.Ini
Your Comment's Here Will Be Helpful and soon It Will Be Reminded ,Thanks
[code=cpp]Object PoliceCar
; *** ART Parameters ***
SelectPortrait = SUTerrorist_L
ButtonImage = SUTerrorist
Draw = W3DPoliceCarDraw ModuleTag_01
DefaultConditionState
Model = CVPoliceCar
Animation = CVPoliceCar.CVPoliceCar
AnimationMode = LOOP
End
ConditionState = FRONTCRUSHED BACKCRUSHED
Model = CVPoliceCar_d
End
ConditionState = BACKCRUSHED
Model = CVPoliceCar_d2
End
ConditionState = FRONTCRUSHED
Model = CVPoliceCar_d1
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:PoliceCar
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
WeaponSet
Conditions = CARBOMB
Weapon = PRIMARY SuicideCarBomb
End
ArmorSet
Armor = TruckArmor
DamageFX = CrushableCarDamageFX
End
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = CivilianCarBombCommandSet
; *** AUDIO Parameters ***
SoundMoveStart = CarMoveStart
SoundAmbient = PoliceCarSirenLoop
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
RadarPriority = LOCAL_UNIT_ONLY
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
DeathTypes = ALL -CRUSHED -SPLATTED
End
Behavior = CrushDie ModuleTag_04
DeathTypes = NONE +CRUSHED +SPLATTED
TotalCrushSound = CarAlarm
BackEndCrushSound = CarAlarm
FrontEndCrushSound = CarAlarm
TotalCrushSoundPercent = 50
BackEndCrushSoundPercent = 50
FrontEndCrushSoundPercent = 50
End
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 14000
SinkRate = 2 ; in Dist/Sec
DestructionDelay = 20000
End
Behavior = FXListDie ModuleTag_05
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
CreationList = OCL_PoliceCarExplode
End
Behavior = FXListDie ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
DeathFX = FX_PoliceCarExplode
End
Behavior = AIUpdateInterface ModuleTag_08
End
Locomotor = SET_NORMAL BasicCarLocomotor
Locomotor = SET_WANDER WanderCarLocomotor
Locomotor = SET_PANIC PanicCarLocomotor
Behavior = PhysicsBehavior ModuleTag_09
Mass = 30.0
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = BOX
GeometryIsSmall = Yes
GeometryMajorRadius = 11.0
GeometryMinorRadius = 4.0
GeometryHeight = 9.0
Shadow = SHADOW_VOLUME
End[/code]
Posted by: zero hour mad map maker - Wednesday, January 11, 2017 7:41:54 AM
To add you unit to the radar you must change the radarpriority in your .ini coding: (You can find the line in the Engineering Parameters.
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
RadarPriority = LOCAL_UNIT_ONLY
[b]
To this:[/b]
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
RadarPriority = UNIT
As [b]Acid Brain[/b] said. [+1]