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
Yes sure we can, I replied in a PM. :3