Posted by: Smeagolsneaky - Saturday, April 1, 2017 1:13:28 PM
Hi Everyone I am a zero hour veteran who recently returned to the game truth be told I had no idea the servers had moved. I would like to make a small naval mod to introduce buildable ships creating an exciting new online experience, in the past I have made many maps and created some simple mods however this time I will need some assistance and would appreciate the assistance and guidance of the Gurus here. The Mod I would like to create allows the player to capture the Boss War Factory placed in the water near their base and then build a number of naval units, additional modifications will be made to infantry so they can swim and other units. I would like to design the features to my mini mod and would listen to any tips on the feasibility of the content with just an map.ini 1. As I want build cost and construction time to function I would like to repurpose the following units so they can be constructed at the player boss War Factory. A. American Vanilla Aurora to become battleship armed with Spectre Gunship Howitzer. B. American Vanilla Chinook to become amphibious transport with same behaviour so it can collect supplies and transport C. American Vanilla Advenger to become Advenger gun boat. 2. Review Infantry Locomotors and add Over Water Condition with swimming animation. 3. Review some vehicle Locomotors such as troop transport and make them amphibious. I have reviewed many threads in this forum and have learnt allot in the past weeks, I have started this thread as I could have a variation of issues to resolve and I will be so thankful for any assistance. To start with I have figured out the command sets and buttons for my Boss War Factory and am in the process of making the American Vanilla Aurora into a Battleship, Find my Code below. I have an error and I don't see what's wrong , So far I have replaced every module in the Aurora Code with what I had functioning for a previous battleship object I had Modded successfully. Would greatly appreciate some review. [code] CommandButton Boss_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = Object AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SABattleship ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = Battleship End Object Boss_WarFactory CommandSet = Boss_ChinaWarFactoryCommandSet2 RemoveModule ModuleTag_25 AddModule ModuleTag_25_Override Behavior = CommandSetUpgrade ModuleTag_25_2 CommandSet = Boss_ChinaWarFactoryCommandSetUpgrades2 TriggeredBy = Upgrade_ChinaMines End End End CommandSet Boss_ChinaWarFactoryCommandSetUpgrades2 1 = Boss_Command_ConstructAmericaJetAurora End CommandSet Boss_ChinaWarFactoryCommandSet2 1 = Boss_Command_ConstructAmericaJetAurora End CommandSet boatCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End Object AmericaJetAurora ; *** ART Parameters *** SelectPortrait = SABattleship_L ButtonImage = SABattleship UpgradeCameo1 = None UpgradeCameo2 = None ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override ; Boat ExtraPublicBone = LIGHT02BASE ExtraPublicBone = TURRET02 DefaultConditionState ;ConditionState = NONE Model = avbattlesh Animation = avbattlesh.avbattlesh AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward AltTurret = Turret02 AltTurretPitch = TurretEL02 WeaponFireFXBone = PRIMARY Tur1Muzzle WeaponRecoilBone = PRIMARY Tur1Barrel WeaponFireFXBone = SECONDARY Tur2Muzzle WeaponRecoilBone = SECONDARY Tur2Barrel WeaponLaunchBone = TERTIARY Tur2Muzzle WeaponFireFXBone = TERTIARY Tur2Muzzle WeaponRecoilBone = TERTIARY Tur2Barrel ParticleSysBone = TreadFX02 BattleShipWaterRipples ParticleSysBone = TreadFX03 BattleShipWaterRipples ParticleSysBone = TreadFX04 BattleShipWaterRipples End ConditionState = OVER_WATER Model = AVBattleSh ParticleSysBone = TreadFX02 AmphibWaveRest End ConditionState = MOVING OVER_WATER Model = avbattlesh Animation = avbattlesh.avbattlesh AnimationMode = LOOP ParticleSysBone = Mist01 AmphibMist ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave ParticleSysBone = TreadFX03 AmphibWave ParticleSysBone = TreadFX04 AmphibWave ParticleSysBone = TreadFX05 AmphibWave End ConditionState = DAMAGED Model = avbattlesh_D Animation = avbattlesh_D.avbattlesh_D AnimationMode = LOOP ParticleSysBone = SmokeS01 SpectreGunshipFireLarge ParticleSysBone = SmokeS01 SootySmokeColumn ParticleSysBone = SmokeS02 FireFactionSmall ParticleSysBone = SmokeS02 SmokeFactionSmall ParticleSysBone = SmokeS03 SpectreGunshipFireLarge ParticleSysBone = SmokeS03 SootySmokeColumn ParticleSysBone = SmokeS04 FireFactionLarge ParticleSysBone = SmokeS04 FireFactionLarge ParticleSysBone = SmokeS05 FireFactionMedium ParticleSysBone = SmokeS05 SmokeFactionMedium ParticleSysBone = TreadFX02 BattleShipWaterRipples ParticleSysBone = TreadFX03 BattleShipWaterRipples ParticleSysBone = TreadFX04 BattleShipWaterRipples End ConditionState = DAMAGED MOVING OVER_WATER Model = avbattlesh_D Animation = avbattlesh_D.avbattlesh_D AnimationMode = LOOP ParticleSysBone = SmokeS01 SpectreGunshipFireLarge ParticleSysBone = SmokeS01 SootySmokeColumn ParticleSysBone = SmokeS02 FireFactionSmall ParticleSysBone = SmokeS02 SmokeFactionSmall ParticleSysBone = SmokeS03 SpectreGunshipFireLarge ParticleSysBone = SmokeS03 SootySmokeColumn ParticleSysBone = SmokeS04 FireFactionLarge ParticleSysBone = SmokeS04 FireFactionLarge ParticleSysBone = SmokeS05 FireFactionMedium ParticleSysBone = SmokeS05 SmokeFactionMedium ParticleSysBone = Mist01 AmphibMist ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave ParticleSysBone = TreadFX03 AmphibWave ParticleSysBone = TreadFX04 AmphibWave ParticleSysBone = TreadFX05 AmphibWave End ConditionState = REALLYDAMAGED Model = avbattlesh_D1 Animation = avbattlesh_D1.avbattlesh_D1 AnimationMode = LOOP ParticleSysBone = HOUSECOLOR01 FireStormBranch1 ParticleSysBone = HOUSECOLOR01 airCarrierSmoke ParticleSysBone = FireM01 SpectreGunshipFireLarge ParticleSysBone = FireM01 SootySmokeColumn ParticleSysBone = FireS01 FireFactionSmall ParticleSysBone = FireS01 SmokeFactionSmall ParticleSysBone = FireS02 FireFactionLarge ParticleSysBone = FireS02 SmokeFactionLarge ParticleSysBone = SmokeM01 FireFactionMedium ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = SmokeM02 airCarrierJet01Explosion ParticleSysBone = SmokeM02 SmokeFactionMedium ParticleSysBone = SmokeM03 FireFactionMedium;front deck ParticleSysBone = SmokeM03 SmokeFactionMedium ParticleSysBone = SmokeM04 FireFactionLarge ParticleSysBone = SmokeM04 SmokeFactionLarge ParticleSysBone = SmokeS01 FireFactionMedium ParticleSysBone = SmokeS01 SmokeFactionMedium ParticleSysBone = SmokeS02 FireFactionMedium ParticleSysBone = SmokeS02 SmokeFactionMedium ParticleSysBone = SmokeS03 FireStormBranch2 ParticleSysBone = SmokeS03 SootySmokeColumn ParticleSysBone = SmokeS04 FireStormBranch3 ParticleSysBone = SmokeS01 OilSlime ParticleSysBone = SmokeS01 OilPuddle ParticleSysBone = TreadFX02 BattleShipWaterRipples ParticleSysBone = TreadFX03 BattleShipWaterRipples ParticleSysBone = TreadFX04 BattleShipWaterRipples End ConditionState = REALLYDAMAGED MOVING OVER_WATER Model = avbattlesh_D1 Animation = avbattlesh_D1.avbattlesh_D1 AnimationMode = LOOP ParticleSysBone = HOUSECOLOR01 FireStormBranch1 ParticleSysBone = HOUSECOLOR01 airCarrierSmoke ParticleSysBone = FireM01 SpectreGunshipFireLarge ParticleSysBone = FireM01 SootySmokeColumn ParticleSysBone = FireS01 FireFactionSmall ParticleSysBone = FireS01 SmokeFactionSmall ParticleSysBone = FireS02 FireFactionLarge ParticleSysBone = FireS02 SmokeFactionLarge ParticleSysBone = SmokeM01 FireFactionMedium ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = SmokeM02 airCarrierJet01Explosion ParticleSysBone = SmokeM02 SmokeFactionMedium ParticleSysBone = SmokeM03 FireFactionMedium ParticleSysBone = SmokeM03 SmokeFactionMedium ParticleSysBone = SmokeM04 FireFactionLarge ParticleSysBone = SmokeM04 SmokeFactionLarge ParticleSysBone = SmokeS01 FireFactionMedium ParticleSysBone = SmokeS01 SmokeFactionMedium ParticleSysBone = SmokeS02 FireFactionMedium ParticleSysBone = SmokeS02 SmokeFactionMedium ParticleSysBone = SmokeS03 FireStormBranch2 ParticleSysBone = SmokeS03 SootySmokeColumn ParticleSysBone = SmokeS04 FireStormBranch3 ParticleSysBone = SmokeS01 OilSlime ParticleSysBone = SmokeS01 OilPuddle ParticleSysBone = Mist01 AmphibMist ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave ParticleSysBone = TreadFX03 AmphibWave ParticleSysBone = TreadFX04 AmphibWave ParticleSysBone = TreadFX05 AmphibWave End ConditionState = RUBBLE Model = avbattlesh_D1 ParticleSysBone = TreadFX01 airCarrierShockWave ParticleSysBone = TreadFX01 airCarrierOilSlick ParticleSysBone = Dum_Turret JetFireLarge ParticleSysBone = Dum_Turret BeaconSmokeFFFFFF ParticleSysBone = Dum_Turret airCarrierFinalDeathSplash ParticleSysBone = Tower AmphibWaveRest End AliasConditionState = RUBBLE OVER_WATER AliasConditionState = RUBBLE MOVING OVER_WATER AliasConditionState = REALLYDAMAGED RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE MOVING OVER_WATER End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Battleship EditorSorting = VEHICLE Side = America TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 ShroudClearingRange = 600 Prerequisites None ;Object = AmericaAirfield ;Object = AmericaStrategyCenter End BuildCost = 2500 BuildTime = 30.0 ;in seconds WeaponSet Conditions = None Weapon = PRIMARY SpectreHowitzerGun Weapon = SECONDARY SpectreHowitzerGun AutoChooseSources = PRIMARY FROM_SCRIPT FROM_PLAYER FROM_AI AutoChooseSources = SECONDARY FROM_SCRIPT FROM_PLAYER FROM_AI End ArmorSet Conditions = None Armor = StructureArmorInternetCenter DamageFX = TankDamageFX End ExperienceValue = 200 200 400 400 ;Experience point value at each level ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = boatCommandSet ; *** AUDIO Parameters *** VoiceSelect = BattleshipVoiceSelect VoiceMove = BattleshipVoiceMove VoiceGuard = BattleshipVoiceMove VoiceAttack = BattleshipVoiceAttack SoundAmbient = BattleshipAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds VoiceCreate = BattleshipVoiceSelect SoundEject = NoSound VoiceEject = NoSound Afterburner = NoSound VoiceLowFuel = NoSound VoiceGarrison = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE BOAT SCORE TRANSPORT ReplaceModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 4000.0 InitialHealth = 4000.0 End End RemoveModule ModuleTag_03 ; removed we want sink behaviour AddModule ModuleTag_03_Overide Behavior = SlowDeathBehavior ModuleTag_03_Sink ;sink behaviour DeathTypes = ALL SinkDelay = 3000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 15000 FX = INITIAL FX_CarpetBomb OCL = MIDPOINT OCL_GenericCarFloatDebris FX = MIDPOINT WeaponFX_DEMO_SCUDMissileDetonationExplosive ;FX_TrainWreckSplash FX = FINAL FX_LastBubble End End RemoveModule ModuleTag_04 ; eject pilot removed ;Behavior = PhysicsBehavior ModuleTag_05 (Mass Module Commented to avoid duplicate) ; Mass = 500.0 ; End RemoveModule ModuleTag_06 ;Advanced training module removed RemoveModule ModuleTag_07 AddModule ModuleTag_07_Override Behavior = AIUpdateInterface ModuleTag_07_Override ;replace jet behavior this is a ship now Turret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY NaturalTurretAngle = 180 ; this turret points backwards normally End AltTurret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY End TurretsLinked = Yes End Locomotor = SET_NORMAL BasicBoatLocomotor RemoveModule ModuleTag_Armor01 ;countermeasures armor upgrade removed RemoveModule ModuleTag_10 ;countermeasures upgrade removed ;Behavior = FlammableUpdate ModuleTag_21 (Commented out as we dont want duplicate catch fire module) ; AflameDuration = 5000 ; If I catch fire, I'll burn for this long... ; AflameDamageAmount = 3 ; taking this much damage... ; AflameDamageDelay = 500 ; this often. ; End RemoveModule ModuleTag_22; replace with this smoke AddModule ModuleTag_22_Override Behavior = TransitionDamageFX ModuleTag_DamageSmoke DamagedParticleSystem1 = Bone:Dum_Turret RandomBone:Yes PSys:SootySmokeTrail DamagedFXList1 = Loc: X:0 Y:0 Z:1 FXList:FX_BattleMasterDamageTransition ReallyDamagedParticleSystem1 = Bone:Dum_Turret RandomBone:Yes PSys:SpectreGunshipFireLarge ReallyDamagedParticleSystem2 = Bone:Dum_Turret RandomBone:Yes PSys:SootySmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition RubbleParticleSystem1 = Bone:TreadFX01 RandomBone:No PSys:airCarrierOilSlick End End Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 20.0 GeometryHeight = 40 GeometryIsSmall = No Shadow = SHADOW_VOLUME End [/code] [ATTACH]2035[/Attach]

Posted by: Gameanater - Sunday, April 2, 2017 1:19:39 AM
Welcome to the forums! Hope you'll find yourself at home here with a small but great community. [smile] Off-topic, but if you want to continue to play Zero Hour online you can do so through here: https://cnc-online.net/en/ I'm out of practice with Zero Hour and modding it, so I'm not really sure what's up with your Aurora-Battleship code. In fact this is even harder for me to figure out since it looks like you're doing map.ini modding. However, this map by Beng (long-dead member) has a map.ini choke-full of great stuff, including tons of Naval Units. Very impressive and a great reference for anybody, and especially impressive given that Zero Hour is very much not designed for naval gameplay. http://www.cnclabs.com/downloads/details.aspx?id=274 Maybe you could find some useful stuff in there. You said you're getting an error with your Aurora-Battleship unit. What's the specific error message in crashlog.txt? (I think that's the right .txt file)