Posted by: stumblebum - Wednesday, September 27, 2023 10:22:32 AM
Science.ini [indent] Science SCIENCE_USAArtilleryBarrage1 PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:ChinaArtilleryBarrage Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage End Science SCIENCE_USAArtilleryBarrage2 PrerequisiteSciences = SCIENCE_USAArtilleryBarrage1 SCIENCE_Rank1 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:ChinaArtilleryBarrage2 Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage End Science SCIENCE_USAArtilleryBarrage3 PrerequisiteSciences = SCIENCE_USAArtilleryBarrage2 SCIENCE_Rank1 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:ChinaArtilleryBarrage3 Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage End [/indent] SpecialPower.ini [indent] ;----------------------------------------------------------------------------- SpecialPower SuperweaponUSAArtilleryBarrage Enum = SPECIAL_NAPALM_STRIKE ReloadTime = 300000 ; in milliseconds. min is 2x door/open close time! RequiredScience = SCIENCE_USAArtilleryBarrage1 InitiateSound = FireArtilleryCannonSound PublicTimer = No SharedSyncedTimer = Yes ViewObjectDuration = 30000 ViewObjectRange = 250 RadiusCursorRadius = 125 ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers. End [/indent] ObjectCreationList.ini [indent] ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_USAArtilleryBarrage1 DeliverPayload Transport = ChinaArtilleryCannon FormationSize = 12 FormationSpacing = 1.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. WeaponErrorRadius = 100 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. VisibleNumBones = 1 ;Number of bones. VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' DeliveryDecalRadius = 125 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_USAArtilleryBarrage2 DeliverPayload Transport = ChinaArtilleryCannon FormationSize = 24 FormationSpacing = 1.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. WeaponErrorRadius = 100 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. VisibleNumBones = 1 ;Number of bones. VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' DeliveryDecalRadius = 125 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_USAArtilleryBarrage3 DeliverPayload Transport = ChinaArtilleryCannon FormationSize = 36 FormationSpacing = 1.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. WeaponErrorRadius = 100 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. VisibleNumBones = 1 ;Number of bones. VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' DeliveryDecalRadius = 125 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End [/indent] CommandButton.ini: [indent] CommandButton Command_USAArtilleryBarrage Command = SPECIAL_POWER SpecialPower = SuperweaponUSAArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_USAArtilleryBarrage1 SCIENCE_USAArtilleryBarrage2 SCIENCE_USAArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:ArtilleryBarrage ButtonImage = SSBarrage ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid End CommandButton Command_USAArtilleryBarrageFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponUSAArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_USAArtilleryBarrage1 SCIENCE_USAArtilleryBarrage2 SCIENCE_USAArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:NoHotKeyArtilleryBarrage ButtonImage = SSBarrage ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid End CommandButton Command_PurchaseScienceUSAArtilleryBarrage1 Command = PURCHASE_SCIENCE Science = SCIENCE_USAArtilleryBarrage1 ButtonImage = SSBarrage ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceUSAArtilleryBarrage2 Command = PURCHASE_SCIENCE Science = SCIENCE_USAArtilleryBarrage2 ButtonImage = SSBarrage2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceUSAArtilleryBarrage3 Command = PURCHASE_SCIENCE Science = SCIENCE_USAArtilleryBarrage3 ButtonImage = SSBarrage3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End [/indent] CommandSet.ini: [indent] CommandSet SupW_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 3 = Early_Command_PurchaseScienceLeafletDrop 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceUSAArtilleryBarrage1 11 = Command_PurchaseScienceUSAArtilleryBarrage2 12 = Command_PurchaseScienceUSAArtilleryBarrage3 14 = Command_PurchaseScienceSpectreGunship1 15 = Command_PurchaseScienceSpectreGunship2 END CommandSet SupW_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_USAArtilleryBarrageFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_NeutronMissileFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_SpySatelliteScanFromShortcut 7 = SupW_Command_FireParticleUplinkCannonFromShortcut 8 = AirF_Command_SpectreGunshipFromShortcut 9 = Command_ScudStormFromShortcut 10 = Command_CIAIntelligenceFromShortcut 11 = AirF_Command_CarpetBombFromShortcut 12 = Early_Command_LeafletDropFromShortcut 13 = Command_EmergencyRepairFromShortcut 14 = Command_ParadropFromShortcut CommandSet SupW_AmericaCommandCenterCommandSet 1 = SupW_Command_ConstructAmericaDozer 2 = AirF_Command_SpectreGunship 3 = Command_USAArtilleryBarrage 4 = Early_Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 11 = Demo_Command_ConstructGLAWorker 12 = Nuke_Command_ConstructChinaDozer 13 = Command_SetRallyPoint 14 = Command_Sell End [/indent] Object\SuperweaponGeneral.ini: [indent] Behavior = OCLSpecialPower ModuleTag_USAArtilleryBarrage SpecialPowerTemplate = SuperweaponUSAArtilleryBarrage UpgradeOCL = SCIENCE_USAArtilleryBarrage3 SUPERWEAPON_USAArtilleryBarrage3 UpgradeOCL = SCIENCE_USAArtilleryBarrage2 SUPERWEAPON_USAArtilleryBarrage2 OCL = SUPERWEAPON_USAArtilleryBarrage1 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET End [/indent]

Posted by: stumblebum - Thursday, September 28, 2023 11:32:18 AM
I figuered it out. The problem was in Object\SuperweaponGeneral.ini - I put the behavior info under the special weapons block instead under the commandcenter block. Now it's working just fine!

Posted by: rey - Thursday, September 28, 2023 2:02:33 PM
Tiny advice: don't try to Create things as you only started modding, instead modify things already existent, later make modified copies as separate powers/units, only then you'll understand how to create something of your own.

Posted by: stumblebum - Saturday, September 30, 2023 10:59:17 AM
Thanks for the advice! I modified playertemplate.ini to add other intrinisc science and use the existing science/buttons/units. It is indeed much easier! [sunglasses]