Posted by: Gameanater - Sunday, October 7, 2018 3:09:09 PM
[code=plain]
CommandSet.ini -
CommandSet AmericaAircraftCarrierCommandSet
1 = Command_HiddenConstructAmericaJetAircraftCarrierRaptor
2 = Command_ConstructAmericaVehicleComanche
3 = Command_AircraftCarrierFire
7 = Command_UpgradeComancheRocketPods
8 = Command_UpgradeAmericaLaserMissiles
9 = Command_UpgradeAmericaCountermeasures
11 = Command_AttackMove
12 = Command_GuardFlyingUnitsOnly
13 = Command_Guard
14 = Command_Stop
End
FactionBuilding.ini -
- Art code is unchanged -
; ***DESIGN parameters ***
DisplayName = OBJECT:AircraftCarrier
Side = America
EditorSorting = STRUCTURE
Prerequisites
;None
End
BuildCost = 0
BuildTime = 30.0 ; in seconds
EnergyProduction = 0
CommandSet = AmericaAircraftCarrierCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
WeaponSet
Conditions = None
Weapon = PRIMARY AircraftCarrierOrderLaunch
End
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 150 150 150 150 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = AircraftCarrierVoiceSelect
VoiceAttack = AircraftCarrierVoiceAttack
VoiceMove = AircraftCarrierVoiceMove
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD AIRCRAFT_CARRIER SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY CAN_ATTACK AUTO_RALLYPOINT
Body = ImmortalBody ModuleTag_10
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = FlightDeckBehavior ModuleTag_11
NumRunways = 2
NumSpacesPerRunway = 10
Runway1Spaces = RunwayStart1 Runway1Prep1 Runway1Prep2 Runway1Prep3 Runway1Prep4 Runway1Prep5 Runway1Prep6 Runway1Prep7 Runway1Prep8 Runway1Prep9
Runway1Takeoff = RunwayStart1 RunwayEnd1
Runway1Landing = RunwayLDStart1 RunwayLDEnd1
Runway1Taxi = Taxi2 Taxi3 Taxi4 Taxi6
Runway1Creation = Hanger1 Taxi4 Taxi6
Runway1CatapultSystem = AircraftCarrierCatapultSteamParent
Runway2Spaces = RunwayStart2 Runway2Prep1 Runway2Prep2 Runway2Prep3 Runway2Prep4 Runway2Prep5 Runway2Prep6 Runway2Prep7 Runway2Prep8 Runway2Prep9
Runway2Takeoff = RunwayStart2 RunwayEnd2
Runway2Landing = RunwayLDStart2 RunwayLDEnd2
Runway2Taxi = Taxi1 Taxi3 Taxi5
Runway2Creation = Hanger1 Taxi4
Runway2CatapultSystem = AircraftCarrierCatapultSteamParent
HealAmountPerSecond = 20
ApproachHeight = 50
LandingDeckHeightOffset = 45.0
ParkingCleanupPeriod = 533 ;How often the carrier checks to move planes forward in the queue to fill empty spaces
HumanFollowPeriod = 333 ;Human factor for delay like a traffic jam.. takes time to react when the guy in front moves.
;Template of payload, and how quickly destroyed ones get replaced.
PayloadTemplate = AmericaJetAircraftCarrierRaptor
ReplacementDelay = 4000
DockAnimationDelay = 3000
;How quickly a wave of fighters can be launched.
LaunchWaveDelay = 3000
LaunchRampDelay = 667
LowerRampDelay = 600
CatapultFireDelay = 750
End
Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 1
DoorOpeningTime = 3000 ;matches the dock animation timing.
DoorWaitOpenTime = 33 ;add a single frame to hold the plane because there is a one frame delay before we see the new plane
DoorCloseTime = 0 ;in mSeconds
ConstructionCompleteDuration = 0 ;in mSeconds
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End
Behavior = DestroyDie ModuleTag_14
;nothing
End
Behavior = CreateObjectDie ModuleTag_15
CreationList = OCL_ABPowerPlantExplode
End
Behavior = FXListDie ModuleTag_17
DeathFX = FX_StructureMediumDeath
End
Behavior = FlammableUpdate ModuleTag_19
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
;So Comanches can be produced correctly
Behavior = DefaultProductionExitUpdate ModuleTag_20
UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0
NaturalRallyPoint = X:112.0 Y: 74.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:Yes PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:Yes PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:Yes PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:Yes PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 112.0
GeometryMinorRadius = 74.0
GeometryHeight = 25.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
[/code]
Posted by: UTD^Force - Monday, October 8, 2018 10:45:42 PM
I couldn't find the solution to this, the differences between the aircraft carrier and the airfield were that the aircraft carrier has this behaviour:
FlightDeckBehavior ModuleTag_11
And the airfield has this:
ParkingPlaceBehavior ModuleTag_11
The aircraft carrier had some extrapublicbones that are obviously there for the raptors to park in.
But the airfield had this extra:
ExtraPublicBone = HeliPark01
So I went ahead and edited the aircraft carrier's model to add this bone to it and the Comanche still stood there like in your screenshot.
I also checked if there are differences between the normal raptor and the aircraft carrier's raptor but the only difference I found was the model they use. I will still check it again later, maybe I'll get lucky.
Ehh, this is annoying :|
-----------------
How are you doing btw? :3
Unnecessary EDIT: You wrote weapon.ini instead of CommandSet.ini :P
Posted by: Gameanater - Monday, October 8, 2018 11:09:08 PM
[quote=UTD^Force;148123]I couldn't find the solution to this, the differences between the aircraft carrier and the airfield were that the aircraft carrier has this behaviour:
FlightDeckBehavior ModuleTag_11
And the airfield has this:
ParkingPlaceBehavior ModuleTag_11
The aircraft carrier had some extrapublicbones that are obviously there for the raptors to park in.
But the airfield had this extra:
ExtraPublicBone = HeliPark01
So I went ahead and edited the aircraft carrier's model to add this bone to it and the Comanche still stood there like in your screenshot.
I also checked if there are differences between the normal raptor and the aircraft carrier's raptor but the only difference I found was the model they use. I will still check it again later, maybe I'll get lucky.
Ehh, this is annoying :|
[/quote]
Dang... I might end up forgoing the Comanches then.
[quote]-----------------
How are you doing btw? :3[/quote]
Meh. I've been better but I've decided to get back into C&C. Been enjoying Red Alert 2 and Zero Hour recently and decided to work on my mod again. How about you?
[quote]Unnecessary EDIT: You wrote weapon.ini instead of CommandSet.ini :P[/quote]
Oops. [blush]
Posted by: UTD^Force - Monday, October 8, 2018 11:14:44 PM
[quote=Gameanater;148127]How about you?
[/quote]
Got back into Zero Hour just recently, and still alive. Maybe we can chat on hangouts some time?
Posted by: klingondragon - Monday, October 8, 2018 11:23:23 PM
I may have a way of producing helicopters, but I will need to test it (and my other plans for carriers) before giving details. Next night I'm off work I'm going to sit down and see if I can sort it all out.
Posted by: Gameanater - Monday, October 8, 2018 11:26:22 PM
[quote=UTD^Force;148129][quote=Gameanater;148127]How about you?
[/quote]
Got back into Zero Hour just recently, and still alive. Maybe we can chat on hangouts some time?[/quote]
Heck yeah man. Maybe we could even play an online match using cnc-online? https://www.cnc-online.net/en/
Though I am having issues myself despite having GenTool installed for awhile AND already having used cnc-online before. I'm not sure what happened since I am using the same operating system and computer since last time. :( It's frustrating! Why must this game be so frustrating to get running?!
[quote=KlingonDragon;148130]I may have a way of producing helicopters, but I will need to test it (and my other plans for carriers) before giving details. Next night I'm off work I'm going to sit down and see if I can sort it all out.[/quote]
Okeh. Lemme know if you find anything.
Posted by: UTD^Force - Monday, October 8, 2018 11:53:32 PM