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
Tnx Sir Hymn ..:D . . Locomotor JarmenKellLocomotor Surfaces GROUND RUBBLE Speed 31 SpeedDamaged 22 TurnRate 500 TurnRateDamaged 500 Acceleration 130 AccelerationDamaged 75 Braking 100 MinTurnSpeed 0 ZAxisBehavior NO_Z_MOTIVE_FORCE Appearance TWO_LEGS AllowAirborneMotiveForce No Apply2DFrictionWhenAirborne Yes StickToGround No GroupMovementPriority MOVES_BACK End Locomotor CINE_JarmenKellLocomotor Surfaces GROUND RUBBLE Speed 30 SpeedDamaged 20 TurnRate 500 TurnRateDamaged 500 Acceleration 100 AccelerationDamaged 50 Braking 100 MinTurnSpeed 0 ZAxisBehavior NO_Z_MOTIVE_FORCE Appearance TWO_LEGS StickToGround Yes GroupMovementPriority MOVES_BACK End Locomotor JarmenKellWaterLocomotor Surfaces WATER Speed 17 SpeedDamaged 12 TurnRate 350 TurnRateDamaged 320 Acceleration 27 AccelerationDamaged 17 Lift 4 LiftDamaged 2 Braking 50 MinTurnSpeed 0 PreferredHeight 0 ZAxisBehavior SURFACE_RELATIVE_HEIGHT Appearance HOVER Apply2DFrictionWhenAirborne Yes AllowAirborneMotiveForce Yes AirborneTargetingHeight 30 LocomotorWorksWhenDead No End

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 . . Happy modding :D whahhaahha . . [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 . . 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 . . [img=http://i.imgur.com/sPx6a9M.png]how about this sir hmyn[/img] i see this in Generals enhanced by requimlux . . . 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.