Posted by: elliesy - Saturday, April 15, 2017 2:47:43 AM
anyone .. here help me please
i like a new tank , infantry , super human like jermel
:D
.
.
Tnx generals
Posted by: mr_hymn_ - Saturday, April 15, 2017 6:54:09 AM
[quote=elliesy;144222]anyone .. here help me please
i like a new tank , infantry , super human like jermel
:D
.
.
Tnx generals[/quote]
There is plenty of youtube videos that teach you how to add a new unit which is simple and easy to follow.
Also there is a thread in here teach you how. Even it is ZH version because ZH and regular general code is identical.
Very few are not in the old General most likely just a new units. Other generals, super powers and 14 commandsets. Old general support only 12 commandsets.
Posted by: acidbrain - Sunday, April 16, 2017 12:34:03 AM
[url=http://www.sleipnirstuff.com/forum/viewtopic.php?f=14&t=7482][color=blue]Here[/color][/url] are 127 pages with stuff you can add to the game...
Posted by: elliesy - Sunday, April 16, 2017 1:31:59 AM
tnx mates...:D i really appreciated
Posted by: mr_hymn_ - Sunday, April 16, 2017 2:18:45 AM
Let us know if you have any question of failed adding, or not working properly.
Posted by: elliesy - Sunday, April 16, 2017 11:21:52 AM
what it is applicable for GENRALS 1 ..or Vanilla Generals..?
Posted by: acidbrain - Sunday, April 16, 2017 11:37:22 AM
A lot..:P
Just pick something you like and we will help you to get it to work...
Greetz
Posted by: mr_hymn_ - Sunday, April 16, 2017 12:04:01 PM
Tell us what do you want and paste the code here so we can check for you.
Posted by: elliesy - Sunday, April 16, 2017 12:12:00 PM
Sir .. I want my Jarmell Kell to have a ability
to climb the hills and down ... like Gen Bolton in the U.S.A cause i like GLA.
.
.
i play the enhanced mod there is it but i cannot a buildable faction
i don't know why ..:D
Posted by: mr_hymn_ - Sunday, April 16, 2017 9:43:56 PM
That very simple.
All you have to do is look up in JarmenKell locomotor in GLA unit then.
Open locomotor.ini find his locomotor then you will see surface = .......
If you want him to be able to get everywhere just put in Surface = GROUND RUBBLE CLIFF WATER.
GROUND is ground any place is a ground not hills and water
RUBBLE is destroyed buildings. most infantry can go through the rubble while tanks will avoid it (Personally tanks should be able to run through like a crushing rubble rubbish things)
CLIFF is hills, high hills. like GLA bike that able to run over the cliff. Fast unit with bad landing may risk to be killed.
WATER, as a name stated if you like to add ship or boat you may like this but since this game doesn't have naval base you may need to use GROUND and WATER for naval unit to get out from war factory and get into the water.
If you want him to FLY place AIR in to the Surface list instead. (Not recommended)
Posted by: mr_hymn_ - Sunday, April 16, 2017 10:03:38 PM
STEP one press CTRL + F and search for [code] Object GLAInfantryJarmenKell [/code]
Then scroll down and find his locomotor [code] Locomotor = SET_NORMAL JarmenKellLocomotor [/code]
Then again open the locomotor.ini if you can't see it. find in INI.big
Then again search " JarmenKellLocomotor " in the locomotor.ini
You should see this.
[code]
;------------------------------------------------------------------------------
Locomotor JarmenKellLocomotor
Surfaces = GROUND RUBBLE
Speed = 30 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger.
End
[/code]
You see JarmenKell can walk over GROUND and RUBBLE...
Now add to below
[code]
;------------------------------------------------------------------------------
Locomotor JarmenKellLocomotor
Surfaces = GROUND RUBBLE CLIFF
Speed = 30 ; in dist/sec
SpeedDamaged = 20 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger.
End
[/code]
This is easy and simple step for you to play with.
Now save and try in the game. you don't have to restart or quit the game every time you changed the ini just press restart the mission or restart the skirmish thats all you need.
Posted by: mr_hymn_ - Sunday, April 16, 2017 10:16:08 PM
For a fun part if you know how to deal with a commandset. I can show you how to make jarmenkell able to use explosive charges like Colonel Burton and capture building like blacklotus.
Posted by: mr_hymn_ - Sunday, April 16, 2017 10:24:10 PM
PS.... These new stuffs that you added sometimes is being used by AI. rarely seen but yes they do.
Posted by: elliesy - Monday, April 17, 2017 2:01:06 AM
Posted by: mr_hymn_ - Monday, April 17, 2017 2:07:54 AM
Yes, sir. you forgot to add CLIFF?
You can use many locomotor in a same unit
like below
[code]
Locomotor = SET_NORMAL JarmenKellGroundLocomotor JarmenKellCliffLocomotor JarmenKellWaterLocomotor
[/code]
Posted by: mr_hymn_ - Monday, April 17, 2017 2:13:51 AM
Personally I would give JarmenKell 1 more weapon slot.
Sniper rifle, vehicle kill and last one is high explosive rifle shell.
High explosive shell works same way as vehicle kill BUT slow reload and explosive can be used on Vehicle and Structure only.
Just giving a JarmenKell more ability to do some thing rather than kill the pilot and assassinate infantry.
Or you might giving him a last slot of assassination that he could kill infantry without being spotted trade with slow reload and need pre attack etc...
OR giving him a laser guidance that similar to borsig in RA2. and GLA plane will come and destroy the target.
Posted by: elliesy - Monday, April 17, 2017 2:43:43 AM
Yes sir Hymn your advice is working mine is not i don't know why
.
.
jarmel kell is good ca climb in my Generals 1 cool
.. PLease teach me another skill of my Jarmell Tnx Sir..:D
Posted by: mr_hymn_ - Monday, April 17, 2017 2:57:14 AM
[quote=elliesy;144274]Yes sir Hymn your advice is working mine is not i don't know why
.
.
jarmel kell is good ca climb in my Generals 1 cool
.. PLease teach me another skill of my Jarmell Tnx Sir..:D[/quote]
What else do you want? C4 charges for jarmenkell?
Posted by: elliesy - Monday, April 17, 2017 3:07:46 AM
C4 charges for jarmenkell ..Yes Sir i need that ..:D
.
.
Tnx Mr hymn but why .. you're so kind to the modder
.
.
Are you the one of the creator of Generals ...:D i'am curious about that..:D
Posted by: mr_hymn_ - Monday, April 17, 2017 3:09:30 AM
I'm just nobody. But willing to help people you know.
The c4 can be tricky but easy
Posted by: elliesy - Monday, April 17, 2017 3:16:07 AM
I am ready .. Mr Hymn ..:D my facebook have a problem..:D
Posted by: mr_hymn_ - Monday, April 17, 2017 3:19:52 AM
What you need this time is.
Commandset.ini
Now go to Colonel burton and scroll down for his special abilities.
You should see this.
[code]
Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantRemoteCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = RemoteC4Charge
MaxSpecialObjects = 1000
SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization.
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
PackTime = 0
SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges.
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No ; Yes
PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds
End
Behavior = SpecialAbility ModuleTag_10
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantTimedCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = TimedC4Charge
MaxSpecialObjects = 1000
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No ; Yes
PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds
End
[/code]
This below code is timed charges
[code]
Behavior = SpecialAbility ModuleTag_10
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantTimedCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = TimedC4Charge
MaxSpecialObjects = 1000
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No ; Yes
PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds
[/code]
And this is c4 charges
[code]
Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantRemoteCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = RemoteC4Charge
MaxSpecialObjects = 1000
SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization.
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
PackTime = 0
SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges.
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No ; Yes
PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds
End
[/code]
Choose one and copy and past in the jarmenkell body.
If you like to have both ability then copy both of them.
[code]
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
Behavior = StealthUpdate ModuleTag_06
StealthDelay = 2000 ; msec
StealthForbiddenConditions = ATTACKING
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
EnemyDetectionEvaEvent = EnemyJarmenKellDetected
OwnDetectionEvaEvent = OwnJarmenKellDetected
End
Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantRemoteCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = RemoteC4Charge
MaxSpecialObjects = 1000
SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization.
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
PackTime = 0
SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges.
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No ; Yes
PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds
End
Behavior = SpecialAbility ModuleTag_10
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantTimedCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = TimedC4Charge
MaxSpecialObjects = 1000
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No ; Yes
PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds
End
[/code]
Once done you need to open commandset.ini
find the colonelburtoncommandset you should see below.
[code]
CommandSet AmericaInfantryColonelBurtonCommandSet
1 = Command_ColonelBurtonKnifeAttack
2 = Command_ColonelBurtonTimedDemoCharge
4 = Command_ColonelBurtonRemoteDemoCharge
6 = Command_ColonelBurtonDetonateCharges
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
[/code]
Now you need to copy 2,4 and 6 if you choose all colonel burton ability.
If you choose only timed charge. copy only 2 and 6
if you choose only c4 charge, copy only 4 and 6
Now search for GLAInfantryJarmenKellCommandSet
You should see below
[code]
CommandSet GLAInfantryJarmenKellCommandSet
1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
[/code]
Just add them in your Jarmenkill command set like below. I am decided that having all colonel burton ability is better for more variety.
[code]
CommandSet GLAInfantryJarmenKellCommandSet
1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
2 = Command_ColonelBurtonTimedDemoCharge
4 = Command_ColonelBurtonRemoteDemoCharge
6 = Command_ColonelBurtonDetonateCharges
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
[/code]
Then save and try in the game. If you did right you will see it's actually working.
PS only animation of Jarmenkell will not show but works properly.
Posted by: mr_hymn_ - Monday, April 17, 2017 3:22:44 AM
Please understand that my code is buffed so colonel burton and jarmenkell will nearly instantly place a bomb without preparation time.
Posted by: elliesy - Monday, April 17, 2017 3:32:40 AM
where can i paste ..
.
.
Choose one and copy and paste in the " jarmenkell body " where is Jarmell kell body
.
.
Sir Hymn
Posted by: elliesy - Monday, April 17, 2017 3:43:19 AM
Ah i see in the factionunit.ini file ..:D
.
.
.
:D
Posted by: mr_hymn_ - Monday, April 17, 2017 3:47:59 AM
It's not actually a programming since we mostly copy paste and edit the value. That's all... that's why we're modder not developer.
Posted by: elliesy - Monday, April 17, 2017 3:58:51 AM
Sir this is what i see in my original commandset.ini
.
.
CommandSet GLAInfantryJarmenKellCommandSet
1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End
not like yours
Posted by: mr_hymn_ - Monday, April 17, 2017 4:04:19 AM
[quote=elliesy;144284]Sir this is what i see in my original commandset.ini
.
.
CommandSet GLAInfantryJarmenKellCommandSet
1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End
not like yours [/quote]
That's correct. Now read my instruction you will see 3 commands from colonel burton you need to copy them and past in jarmenkell commandset.
Posted by: mr_hymn_ - Monday, April 17, 2017 4:06:06 AM
You are using old general so you will have 12 commandsets max while zh have 14 commandsets
Posted by: mr_hymn_ - Monday, April 17, 2017 4:10:49 AM
You can edit the number, any number you like but must not exceed 12. Over 12 will not show in the game.
Posted by: elliesy - Monday, April 17, 2017 4:11:06 AM
a c4 charges and time charges code... i did not know
where i can paste it.... Sir... that's my problem..:D
Posted by: mr_hymn_ - Monday, April 17, 2017 4:13:30 AM
[quote=elliesy;144288]a c4 charges and time charges code... i did not know
where i can paste it.... Sir... that's my problem..:D[/quote]
Do you mean the commandset or the special ability?
Posted by: elliesy - Monday, April 17, 2017 4:19:56 AM
i mean the special ability INI code ..
Posted by: mr_hymn_ - Monday, April 17, 2017 4:44:21 AM
Don't need it since you copy special ability from colonel burton.
Since special ability of colonel burton have no cooldown already.
Posted by: elliesy - Monday, April 17, 2017 4:51:27 AM
Sir i'm done .... i see the special ability in the actual game i see the cameo but
no function...
.
.
i think i missed the script ability or the module
Posted by: elliesy - Monday, April 17, 2017 4:57:49 AM
[img]http://i.imgur.com/LaF4rB6.png[/img]Jarmen cameo with no function[/img]
.
.
.
this, but why ..:D
Posted by: mr_hymn_ - Monday, April 17, 2017 5:13:59 AM
[quote=elliesy;144292]Sir i'm done .... i see the special ability in the actual game i see the cameo but
no function...
.
.
i think i missed the script ability or the module [/quote]
You did not paste the special ability to jarmen kell properly.
Well just copy and paste the whole jarmen kell code here I will see if there is something missing. I can tell you from here.
Since all button is not greyish mean those button is ready to use but no special ability in Jarmen kell to be used.
BTW next time using copy image address in order to make photo show up in this forum
[img]http://i.imgur.com/sI8cn4e.png[/img]
Posted by: mr_hymn_ - Monday, April 17, 2017 5:28:35 AM
Something like shown.
[code]
;----------------------------------------------------------------------------
Object GLAInfantryJarmenKell
; *** ART Parameters ***
SelectPortrait = SUJermanKell1_L ;NOTE: Asset spelling mistake
ButtonImage = SUJermanKell1
UpgradeCameo1 = Upgrade_GLAAPBullets
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; --- idle
DefaultConditionState
Model = UIHERO_SKN
IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21
IdleAnimation = UIHERO_SKL.UIHERO_IDA
IdleAnimation = UIHERO_SKL.UIHERO_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
TransitionKey = TRANS_Stand
End
ConditionState = REALLYDAMAGED
IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30
IdleAnimation = UIHERO_SKL.UIHERO_IIDA
IdleAnimation = UIHERO_SKL.UIHERO_IIDB
AnimationMode = ONCE
TransitionKey = TRANS_StandInjured
End
TransitionState = TRANS_Stand TRANS_StandInjured
Animation = UIHERO_SKL.UIHERO_ISTAHIT
AnimationMode = ONCE
End
; --- attack
ConditionState = FIRING_A
Animation = UIHERO_SKL.UIHERO_ATA
AnimationMode = ONCE
TransitionKey = TRANS_FiringA
AnimationSpeedFactorRange = 1.5 1.5
End
ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = UIHERO_SKL.UIHERO_STA
AnimationMode = ONCE
WaitForStateToFinishIfPossible = TRANS_FiringA
End
AliasConditionState = RELOADING_A
ConditionState = FIRING_A REALLYDAMAGED
Animation = UIHERO_SKL.UIHERO_IATA2
AnimationMode = ONCE
TransitionKey = TRANS_FiringAInjured
AnimationSpeedFactorRange = 1.5 1.5
End
ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
Animation = UIHERO_SKL.UIHERO_IATA2
AnimationMode = MANUAL
Flags = START_FRAME_LAST
WaitForStateToFinishIfPossible = TRANS_FiringAInjured
End
AliasConditionState = RELOADING_A REALLYDAMAGED
TransitionState = TRANS_FiringA TRANS_FiringAInjured
Animation = UIHERO_SKL.UIHERO_IATAHIT
AnimationMode = ONCE
End
; --- moving
ConditionState = MOVING
Animation = UIHERO_SKL.UIHERO_RNA2 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
AliasConditionState = MOVING DOCKING
AliasConditionState = MOVING DOCKING_BEGINNING
AliasConditionState = MOVING DOCKING_ACTIVE
ConditionState = MOVING REALLYDAMAGED
Animation = UIHERO_SKL.UIHERO_IRNA 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING FIRING_A REALLYDAMAGED
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = MOVING RELOADING_A REALLYDAMAGED
; --- cheering
ConditionState = SPECIAL_CHEERING
Animation = UIHERO_SKL.UIHERO_CHA
AnimationMode = LOOP
End
ConditionState = SPECIAL_CHEERING REALLYDAMAGED
Animation = UIHERO_SKL.UIHERO_ICHA
AnimationMode = LOOP
End
; --- dying
ConditionState = DYING
Animation = UIHERO_SKL.UIHERO_DTA
Animation = UIHERO_SKL.UIHERO_DTB
Animation = UIHERO_SKL.UIHERO_IDTA
Animation = UIHERO_SKL.UIHERO_IDTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIHERO_SKL.UIHERO_ADTG21
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = UIHERO_SKL.UIHERO_ADTG22
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = UIHERO_SKL.UIHERO_ADTG23
AnimationMode = ONCE
TransitionKey = None
End
; --- falling
ConditionState = FREEFALL
Animation = UIHERO_SKL.UIHERO_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = UIHERO_SKL.UIHERO_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = UIHERO_SKL.UIHERO_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = UIHERO_SKL.UIHERO_PTD
AnimationMode = ONCE
End
TransitionState = TRANS_Chute TRANS_StandInjured
Animation = UIHERO_SKL.UIHERO_PTD
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:JarmenKell
Side = GLA
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
MaxSimultaneousOfType = 1
WeaponSet
Conditions = None
Weapon = PRIMARY GLAJarmenKellRifle
Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle
AutoChooseSources = SECONDARY NONE
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 200
ShroudClearingRange = 400
Prerequisites
Object = GLABarracks
Object = GLAPalace
End
BuildCost = 1500
BuildTime = 20.0 ;in seconds
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GLAInfantryJarmenKellCommandSet
; *** AUDIO Parameters ***
VoiceSelect = JarmenKellVoiceSelect
VoiceMove = JarmenKellVoiceMove
VoiceGuard = JarmenKellVoiceMove
VoiceAttack = JarmenKellVoiceAttack
VoiceFear = JarmenKellVoiceFear
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
UnitSpecificSounds
VoiceCreate = JarmenKellVoiceCreate
VoiceSnipePilot = JarmenKellVoiceSnipe
VoiceGarrison = JarmenKellVoiceGarrison
VoiceEnter = JarmenKellVoiceMove
VoiceEnterHostile = JarmenKellVoiceMove
VoiceGetHealed = JarmenKellVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO CANNOT_RETALIATE
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL JarmenKellLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
Behavior = StealthUpdate ModuleTag_06
StealthDelay = 2000 ; msec
StealthForbiddenConditions = ATTACKING
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
EnemyDetectionEvaEvent = EnemyJarmenKellDetected
OwnDetectionEvaEvent = OwnJarmenKellDetected
End
Behavior = StealthUpdate ModuleTag_07
StealthDelay = 2000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY
HintDetectableConditions = IS_FIRING_WEAPON
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 100.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
EnemyDetectionEvaEvent = EnemyColonelBurtonDetected
OwnDetectionEvaEvent = OwnColonelBurtonDetected
End
Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantRemoteCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = RemoteC4Charge
MaxSpecialObjects = 1000
SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization.
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
PackTime = 0
SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges.
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No ; Yes
PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds
End
Behavior = SpecialAbility ModuleTag_10
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantTimedCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = TimedC4Charge
MaxSpecialObjects = 1000
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 1000 ; 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No ; Yes
PreTriggerUnstealthTime = 500 ; 5000 ; in milliseconds
End
Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit.
End
Behavior = WeaponBonusUpgrade ModuleTag_08
TriggeredBy = Upgrade_GLAAPBullets
End
;Hero units can't be squished!
;Behavior = SquishCollide ModuleTag_09
; ;nothing
;End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_JarmenKellDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_JarmenKellDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireGLA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_14
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
[/code]
Posted by: elliesy - Monday, April 17, 2017 6:05:04 AM
tnx Sir Hymn its really works ..... i need a lutos abilities hehhehehh ..:D
.
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Happy modding :D
whahhaahha
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[img=http://i.imgur.com/cKUotmn.png]Success modding special thn to Mr Hymn[/img]
Posted by: mr_hymn_ - Monday, April 17, 2017 8:56:00 AM
What ability then let me know. As far as I know cash hack and capture building?
Posted by: mr_hymn_ - Monday, April 17, 2017 8:59:43 AM
Vehicle disable would be OP along with kill crew?
Posted by: elliesy - Monday, April 17, 2017 9:24:58 AM
Both cash and capturing the building it is possible ..:D hehehhe
Posted by: mr_hymn_ - Monday, April 17, 2017 9:35:23 AM
[quote=elliesy;144301]Both cash and capturing the building it is possible ..:D hehehhe[/quote]
Add this code into the Jarmenkell body
[code]
Behavior = StealthDetectorUpdate ModuleTag_44
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding
UpdateModuleStartsAttack = Yes
InitiateSound = BlackLotusVoiceHackBuilding
End
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding
StartAbilityRange = 150.0
UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed)
PackTime = 2800 ;animation time is 5800 (changing this will scale anim speed)
PreparationTime = 6000 ;time to complete hack once prepared (unpacked)
SpecialObject = BinaryDataStream
DoCaptureFX = Yes
PackSound = BlackLotusPack
UnpackSound = BlackLotusUnpack
TriggerSound = BlackLotusTrigger
PrepSoundLoop = BlackLotusPrepLoop
AwardXPForTriggering = 20
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
Behavior = SpecialAbility ModuleTag_12
SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack
UpdateModuleStartsAttack = Yes
InitiateSound = BlackLotusVoiceHackCash
End
Behavior = SpecialAbilityUpdate ModuleTag_13
SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack
StartAbilityRange = 150.0
UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed)
PackTime = 5800 ;animation time is 5800 (changing this will scale anim speed)
PreparationTime = 6000 ;time to complete hack once prepared (unpacked)
EffectValue = 1000 ;amount of cash stolen
SpecialObject = BinaryDataStream
PackSound = BlackLotusPack
UnpackSound = BlackLotusUnpack
TriggerSound = BlackLotusTrigger
PrepSoundLoop = BlackLotusPrepLoop
AwardXPForTriggering = 20
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
[/code]
Then copy
[code]
1 = Command_ChinaInfantryBlackLotusCaptureHack
5 = Command_ChinaInfantryBlackLotusCashHack
[/code]
and add to your JarmelKell commandset.
All done.
Posted by: elliesy - Monday, April 17, 2017 10:31:06 AM
All you teach to me is working
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i missed a knifing ability of burton
...
thx for this ..
.[img=http://i.imgur.com/51FsnbA.png]tnx again Mr Hymn[/img]
I have an infantry superweapon hehheheh:D
Posted by: elliesy - Monday, April 17, 2017 11:00:20 AM
How about this
Sir... Hymn ..:D
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[img=http://i.imgur.com/sPx6a9M.png]how about this sir hmyn[/img]
i see this in Generals enhanced by requimlux
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challenging .. modding ..:D
Posted by: mr_hymn_ - Monday, April 17, 2017 12:14:32 PM
That just changing a cameo of the button. As I see this unit has 3 weapons, the knife, high explosive and piercing gun. I'm not sure about the right one.
It is just cameo for mostly. adding cameo you need to use a program in a main forum we have cameo studio.
It's so many step to make a photo. Most of the time I am not really edit much cameo.
Posted by: mr_hymn_ - Monday, April 17, 2017 12:17:32 PM
Just like mine but mine having an option which will bring more command sets.
[img]http://i.imgur.com/3h7ipK4.jpg[/img]
But sorry this function only works with ZH version.
Posted by: elliesy - Monday, April 17, 2017 9:40:08 PM
[quote=Mr_Hymn_;144309]Just like mine but mine having an option which will bring more command sets.
[img]http://i.imgur.com/3h7ipK4.jpg[/img]
But sorry this function only works with ZH version.[/quote]
Beautiful Weapons ..:D
Posted by: mr_hymn_ - Monday, April 17, 2017 9:48:24 PM
Currently I am looking for editing the UI interface. I might remove the thumbnail on the right and expand more commandsets to play with. However I can't find any source of getting one unless using firestorm and HD mod which sigh.... it does come with something I do not want though.
Posted by: elliesy - Monday, April 17, 2017 10:10:42 PM
hmm what do you think UI like a have a dropdown menu.. when you add a tank , infantry , etc...
Posted by: mr_hymn_ - Monday, April 17, 2017 11:06:28 PM
More than that. As long as I know where the UI located. I can learn how to edit them.
Posted by: AdrianeMapMaker - Wednesday, April 19, 2017 7:14:21 AM
lol elliesy this is so OP and Awesome ...
Nice working it on RequiemLux Mod.
By the Way ... Mr Hymn nice modding techniques [grin] [+1] .
Posted by: mr_hymn_ - Wednesday, April 19, 2017 12:01:18 PM
Want to see something OP.
Try this. https://youtu.be/-kKY3nj95o0
Posted by: qqqqqqqqqp - Wednesday, April 19, 2017 5:45:10 PM
[quote=Mr_Hymn_;144277]I'm just nobody. But willing to help people you know. ...[/quote]
This makes you somebody don't sell yourself short.