Posted by: sub4gman - Sunday, April 12, 2020 11:46:17 AM
Hey i want to add a decal/fx of an existing unit to another unit. For example, i want to add China's troop crawler/tower's red wave propaganda fx/decal to crusader tank. So the crusader tank has the fx/decal of troop crawler/tower all the time as long as he is alive. Do you know how to do that?

Posted by: AdrianeMapMaker - Monday, April 13, 2020 5:27:55 AM
the code usually is under geometry parrameters. Shadow texture =

Posted by: sub4gman - Monday, April 13, 2020 6:35:30 AM
[quote=adrianemapmaker;149574]the code usually is under geometry parrameters. Shadow texture =[/quote] [img]https://i.ibb.co/nDK68Gc/20200413-172940.jpg[/img] For example, i want that yellow circle and red star decal from battlemaster tank to crusader tank. I just want the decal not the whole effect and status. Can it be done through "shadowtexture=". And where can i get all the list of shadowtexture? Because i don't know the name of them. EDIT; I've tried "shadowtexture" with no luck. Nothing's appear in the game.

Posted by: UTD^Force - Monday, April 13, 2020 10:30:09 PM
I was willing to finish the code for you, but I don't have much time now. Anyway, here is the code, use it as a base and tweak with it until it suits your idea. [code=plain]ParticleSystem SonicRangeCrusaderNew Priority = CRITICAL IsOneShot = No Shader = ADDITIVE Type = PARTICLE ParticleName = EXSonic2.tga AngleZ = 0.00 0.00 AngularRateZ = 0.00 0.00 AngularDamping = 0.80 0.85 VelocityDamping = 0.50 0.50 Gravity = 0.00 Lifetime = 30.00 30.00 SystemLifetime = 0 Size = 50.00 60.00 StartSizeRate = 0.00 0.00 SizeRate = 0.20 0.30 SizeRateDamping = 1.00 1.00 ; Size = 0.00 0.00 ; StartSizeRate = 0.00 0.00 ; SizeRate = 10.00 10.00 ; SizeRateDamping = 0.92 0.92 Alpha1 = 1.00 1.00 2000 Alpha2 = 0.00 0.00 30000 Alpha3 = 0.00 0.00 0 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:0 G:255 B:255 2000 Color2 = R:0 G:0 B:0 30000 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 ColorScale = 0.00 0.00 BurstDelay = 5.00 5.00 BurstCount = 1.00 1.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.00 Y:0.00 Z:0.00 VelocityType = ORTHO VelOrthoX = 0.00 0.00 VelOrthoY = 0.00 0.00 VelOrthoZ = 0.00 0.00 VolumeType = POINT IsHollow = No IsGroundAligned = Yes IsEmitAboveGroundOnly = No IsParticleUpTowardsEmitter = No WindMotion = Unused WindAngleChangeMin = 0.149924 WindAngleChangeMax = 0.449946 WindPingPongStartAngleMin = 0.000000 WindPingPongStartAngleMax = 0.785398 WindPingPongEndAngleMin = 5.497787 WindPingPongEndAngleMax = 6.283185 End Object AmericaTankCrusader RemoveModule ModuleTag_01 AddModule Draw = W3DTankDraw ModuleTag_01Override DefaultConditionState Model = AVLeopard Turret = Turret WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS ParticleSysBone = NONE SonicRangeCrusaderNew End ConditionState = REALLYDAMAGED Model = AVLeopard_D ParticleSysBone = NONE SonicRangeCrusaderNew End ConditionState = RUBBLE Model = AVLeopard_D End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. OkToChangeModelColor = Yes End End End [/code]

Posted by: sub4gman - Tuesday, April 14, 2020 1:30:13 AM
[quote=UTD^Force;149582]I was willing to finish the code for you, but I don't have much time now. Anyway, here is the code, use it as a base and tweak with it until it suits your idea. [code=plain]ParticleSystem SonicRangeCrusaderNew Priority = CRITICAL IsOneShot = No Shader = ADDITIVE Type = PARTICLE ParticleName = EXSonic2.tga AngleZ = 0.00 0.00 AngularRateZ = 0.00 0.00 AngularDamping = 0.80 0.85 VelocityDamping = 0.50 0.50 Gravity = 0.00 Lifetime = 30.00 30.00 SystemLifetime = 0 Size = 50.00 60.00 StartSizeRate = 0.00 0.00 SizeRate = 0.20 0.30 SizeRateDamping = 1.00 1.00 ; Size = 0.00 0.00 ; StartSizeRate = 0.00 0.00 ; SizeRate = 10.00 10.00 ; SizeRateDamping = 0.92 0.92 Alpha1 = 1.00 1.00 2000 Alpha2 = 0.00 0.00 30000 Alpha3 = 0.00 0.00 0 Alpha4 = 0.00 0.00 0 Alpha5 = 0.00 0.00 0 Alpha6 = 0.00 0.00 0 Alpha7 = 0.00 0.00 0 Alpha8 = 0.00 0.00 0 Color1 = R:0 G:255 B:255 2000 Color2 = R:0 G:0 B:0 30000 Color3 = R:0 G:0 B:0 0 Color4 = R:0 G:0 B:0 0 Color5 = R:0 G:0 B:0 0 Color6 = R:0 G:0 B:0 0 Color7 = R:0 G:0 B:0 0 Color8 = R:0 G:0 B:0 0 ColorScale = 0.00 0.00 BurstDelay = 5.00 5.00 BurstCount = 1.00 1.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.00 Y:0.00 Z:0.00 VelocityType = ORTHO VelOrthoX = 0.00 0.00 VelOrthoY = 0.00 0.00 VelOrthoZ = 0.00 0.00 VolumeType = POINT IsHollow = No IsGroundAligned = Yes IsEmitAboveGroundOnly = No IsParticleUpTowardsEmitter = No WindMotion = Unused WindAngleChangeMin = 0.149924 WindAngleChangeMax = 0.449946 WindPingPongStartAngleMin = 0.000000 WindPingPongStartAngleMax = 0.785398 WindPingPongEndAngleMin = 5.497787 WindPingPongEndAngleMax = 6.283185 End Object AmericaTankCrusader RemoveModule ModuleTag_01 AddModule Draw = W3DTankDraw ModuleTag_01Override DefaultConditionState Model = AVLeopard Turret = Turret WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS ParticleSysBone = NONE SonicRangeCrusaderNew End ConditionState = REALLYDAMAGED Model = AVLeopard_D ParticleSysBone = NONE SonicRangeCrusaderNew End ConditionState = RUBBLE Model = AVLeopard_D End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. OkToChangeModelColor = Yes End End End [/code][/quote] 1. Can i put multiple particlesysbone in 1 unit? 2. So i have to put that particlesytem name in "ParticleSysBone = NONE", right? By the way, thank you very much... that's helping me a lot[grin]

Posted by: UTD^Force - Tuesday, April 14, 2020 4:04:59 AM
You're welcome, it always feels good to help. So this explains the code, again taken from the module list which rrtaya uploaded. [code=plain] ParticleSysBone = [Bone name Entry from ParticleSystem.INI, multiple statements can be used][/code] So basically the code is to add a particlesystem (or multiple) to a named bone. NONE, means that the particle system doesn't have to be shown from a specific bone, and as far as I remember it means the particle system will fire from the middle of the unit. ----------------------------------- Side note, bones are used in W3D models of the game's units, they are used for different kinds of stuff like where the weapon fires from or the muzzle when a tank fires etc.. Example: [quote] WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB[/quote]

Posted by: sub4gman - Tuesday, April 14, 2020 12:59:31 PM
[quote=UTD^Force;149584]You're welcome, it always feels good to help. So this explains the code, again taken from the module list which rrtaya uploaded. [code=plain] ParticleSysBone = [Bone name Entry from ParticleSystem.INI, multiple statements can be used][/code] So basically the code is to add a particlesystem (or multiple) to a named bone. NONE, means that the particle system doesn't have to be shown from a specific bone, and as far as I remember it means the particle system will fire from the middle of the unit. ----------------------------------- Side note, bones are used in W3D models of the game's units, they are used for different kinds of stuff like where the weapon fires from or the muzzle when a tank fires etc.. Example: [quote] WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB[/quote][/quote] Thank you very much my friend. Can i ask one more question? How to make a unit fire/toxic/radiation resistance?

Posted by: UTD^Force - Tuesday, April 14, 2020 6:18:45 PM
You're welcome. You can change that by editing the armor of that unit. Example, the chemsuits upgrade for USA: [code=csharp] Armor ChemSuitHumanArmor Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"] Armor = ARMOR_PIERCING 10% ;humans don't get hit by tank rounds. Armor = INFANTRY_MISSILE 10% Armor = FLAME 150% ;humans don't like fire Armor = POISON 20% ;Unharmed by poison Armor = RADIATION 20% ;Unharmed by radiation too Armor = MICROWAVE 20% Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams... Armor = SNIPER 200% Armor = LASER 50% ;LASERs are anti-personel and anti-projectile only (for point defense laser) Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only. Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry. Armor = SUBDUAL_MISSILE 0% Armor = SUBDUAL_VEHICLE 0% Armor = SUBDUAL_BUILDING 0% End[/code] As far as I can remember, the percentage is how much damage the unit takes. So if you decrease the POISON and RADIATION to 0% the unit should become immune to them. I'm not sure, but you can try it in your mod/map and will find out. Good luck. --------------------- The sentences after the semicolons do not affect the code and are just explanatory sentences added by the game's developers (I'm sure you already know that, but that's just a note). Some of the sentences were from copying and pasting from other codes, so they are not always talking about what's before them, as an example, in the code above they said that the armor makes the units be unharmed by poison and radiation, which isn't correct as they are set to deal damage, but that is from copying the HazMatHumanArmor. Just a side note ;)

Posted by: sub4gman - Wednesday, April 15, 2020 1:05:17 AM
[quote=UTD^Force;149586]You're welcome. You can change that by editing the armor of that unit. Example, the chemsuits upgrade for USA: [code=csharp] Armor ChemSuitHumanArmor Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"] Armor = ARMOR_PIERCING 10% ;humans don't get hit by tank rounds. Armor = INFANTRY_MISSILE 10% Armor = FLAME 150% ;humans don't like fire Armor = POISON 20% ;Unharmed by poison Armor = RADIATION 20% ;Unharmed by radiation too Armor = MICROWAVE 20% Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams... Armor = SNIPER 200% Armor = LASER 50% ;LASERs are anti-personel and anti-projectile only (for point defense laser) Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only. Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry. Armor = SUBDUAL_MISSILE 0% Armor = SUBDUAL_VEHICLE 0% Armor = SUBDUAL_BUILDING 0% End[/code] As far as I can remember, the percentage is how much damage the unit takes. So if you decrease the POISON and RADIATION to 0% the unit should become immune to them. I'm not sure, but you can try it in your mod/map and will find out. Good luck. --------------------- The sentences after the semicolons do not affect the code and are just explanatory sentences added by the game's developers (I'm sure you already know that, but that's just a note). Some of the sentences were from copying and pasting from other codes, so they are not always talking about what's before them, as an example, in the code above they said that the armor makes the units be unharmed by poison and radiation, which isn't correct as they are set to deal damage, but that is from copying the HazMatHumanArmor. Just a side note ;)[/quote] Thank you so muchh. You're really really helpful. May I ask you when I have more questions later?[grin]

Posted by: UTD^Force - Wednesday, April 15, 2020 2:23:04 AM
You're very welcome. Yeah sure, just make sure to make a public topic here (or wherever your question should be) so that someone else might benefit as well.

Posted by: sub4gman - Wednesday, April 15, 2020 4:31:05 AM
[quote=UTD^Force;149589]You're very welcome. Yeah sure, just make sure to make a public topic here (or wherever your question should be) so that someone else might benefit as well. [/quote] [grin] [+1]