Posted by: Sky Demon - Thursday, July 9, 2009 3:05:54 AM
I knew there would be problems adding the avenger into C&C Generals, but this is stupid. There are large sections of code in the FactionUnit that prevent the game from using the turret. It's hard to explain verbally throught text, but the image gives away the physical ingame problem I am having[disappointed].
You will notice that even though the avenger has no anti-air turret, they have veterancies. This is because the weapondamagetype (STATUS) in the weapon.ini for the "lasing" weapon (the blue one that is supposed to tag enemies to allow for patriots to shoot at them from great distance and rocket men to fire faster etc etc) isn't allowed.
Basically as I said, it has been accidentally turned into an anti-everything weapon as I tried to get around the problem in the weapon.ini by changing the damagetype to "UNRESISTABLE".
I know this forum is a desert in which replies are rare, but if I were to post the mod as it is... could someone possibly take a look and tell me what they think can be done (short of leaving the Avenger out alltogether!).
Thanks! [ATTACH]388[/Attach]
Posted by: krit - Thursday, July 9, 2009 5:53:46 AM
One thing for certain is that can you at least upload images in JPG format next time? They're much more smaller, does the job and doesn't require us to do any clicking to see them...
Posted by: CommieDog - Thursday, July 9, 2009 8:29:50 AM
There's really no way to get the Avenger's target designator weapon working in vanilla Generals.
Posted by: Sky Demon - Friday, July 10, 2009 11:00:17 AM
Okay. I have no problem with scrubbing the designator weapon, I never much cared for it anyway.
How's about sacrificing the designator weapon to get the anti-air turret working? Is there any way you can see to make it work that way?
Additional:
Sorry about the .bmp format uploads. I forgot the format generals takes with F12 screenshots. I will remember to print screen and paste into .jpg format in the future. My bad [sad]
Posted by: krit - Friday, July 10, 2009 11:05:44 AM
Would've been easier to just continue using F12 but convert them to JPG later...
But anyway:
Isn't that just simple turret coding? If all else fails, give it something along the lines of an Overlord tank with the Gattling Cannon upgrade. I don't know the specifics so better wait for an actual coder to confirm things.
Posted by: Sky Demon - Friday, July 10, 2009 11:12:00 AM
Sorry, I forgot to post the mod and then the website wouldn't let me edti->upload it to the post, so I will add it in this one.
Here is the mod if you are interested in trying to get the anti-air part of the avenger working. Thank you.
[b]**EDIT**[/b]
Unable to upload the mod file. It is 11MB, I split the file into two. A 4MB and a 6MB and the forum still gave me some form of server error after hanging for ages when uploading.
What is the upload limit on this website?
How else can I get my mod to you? Mail... ?
I took your advice
[quote]give it something along the lines of an Overlord tank with the Gattling Cannon upgrade[/quote] and added this to the avengers factionunit.ini code
[code]
Behavior = ObjectCreationUpgrade ModuleTag_24
UpgradeObject = OCL_AirF_AmericaTankAvengerLaserTurret
TriggeredBy = Upgrade_InfantryCaptureBuilding
; ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker
End
[/code]
The result is shown in the below screenshots. After building the infantry capture upgrade the turret appeared on the avengers and worked, well it shot at airbourne targets.
Although the turret didn't turn and I couldn't order the avenger to "attack" any airbourne targets.
[ATTACH]417[/Attach] [ATTACH]418[/Attach]
Posted by: krit - Monday, July 13, 2009 6:46:14 PM
If I remember correctly, I think the Avenger also had an air targeting dummy weapon much like that of the Combat Chinook and Battle Bus.
Posted by: Sky Demon - Tuesday, July 14, 2009 4:17:58 AM
No such luck i'm afraid. I took this from the "Object AirF_AmericaTankAvengerLaserTurret" in FactionUnit.ini
[code]
WeaponSet
Conditions = None
Weapon = PRIMARY AvengerAirLaserOne
Weapon = SECONDARY AvengerAirLaserTwo
End
[/code]
I double checked with the weapon.ini and found both of the two weapons accounted for with all of there requirements (such as FX's etc) in the other respective locations.
Posted by: CommieDog - Tuesday, July 14, 2009 5:20:11 AM
Of course the turret doesn't have the dummy weapon. It's the Avenger that the turret is attached to that is supposed to have the dummy weapon.
Posted by: Sky Demon - Tuesday, July 14, 2009 6:57:35 AM
Sorry to say your wrong CommieDog. I took this from the "Object AirF_AmericaTankAvenger" in FactionUnit.ini
[code] WeaponSet
Conditions = None
Weapon = PRIMARY AvengerTargetDesignator
End
[/code]
I see no dummy weapon [sad]
Posted by: krit - Tuesday, July 14, 2009 7:12:31 AM
[code]
WeaponSet
Conditions = None
Weapon = PRIMARY AvengerTargetDesignator
Weapon = SECONDARY AvengerAirLaserDummy
End
[/code]
That was under Object AmericaTankAvenger
Posted by: Sky Demon - Tuesday, July 14, 2009 7:13:56 AM
Damn, that's wierd. Why would EA leave it out of the airforcegenerals avenger?
Anyways I will add it in and add the airlaser dummy weapon and see what happens.
Thanks. I will reply back with an Edit soon.
**EDIT**
Ahh damn it. You must have a patched version of ZH or something. Because I have been taking these files straight of the ZH disks.
I can't find anything along the lines of "AvengerAirLaserDummy" in the ZH weapon.ini
Krit could you please provide the weaponcode? Thanks again.
Posted by: krit - Tuesday, July 14, 2009 7:24:12 AM
Posted by: Sky Demon - Tuesday, July 14, 2009 8:17:06 AM
the code you provided works perfect as expected. But you mentioned a combat chinook air dummy. Please could you provide that as well.
Thanks
Posted by: krit - Tuesday, July 14, 2009 8:24:59 AM
It uses the Chinese Listening Outpost dummy weapon
Posted by: Sky Demon - Tuesday, July 14, 2009 8:48:56 AM
Well it doesn't allow for the chinook to "attack" air targets. [sad] Wierd huh?
[b]**EDIT**[/b]
Also do you know of an "upgrade" the players always starts with by default. I need one so that the avenger gets the turret everytime it is built. It's unnacceptable to have to actually build an upgrade for the avenger to get the turret.
The closest I found was some unused radar upgrades:
[code]Upgrade_AmericaRadar
Upgrade_GLARadar
Upgrade_CostReduction[/code]
None of these worked.
Posted by: krit - Tuesday, July 14, 2009 8:55:04 AM
Odd, I remember being able to target air units with the Chinooks... Must be something that was fixed in a patch. As for the auto upgrade... No, not really.
Posted by: Sky Demon - Tuesday, July 14, 2009 9:11:30 AM
Ahh damn it. Things look worse and worse.
You know I wanted this entire mod done by Sunday, then Monday, then today. It seems like these problems are gonna keep dragging the deadline on and on. I have many other things I want to do, in fact I got a list. At the top is "Finish AirForceGeneral mod". I don't want any loose ends when I move onto the lower items, one after the other I tell myself.
At this rate, it will be christmas before things are working. Personnally at this point, I don't think this avengers gonna work. THe overlord upgrade things it's best hope of working ingame, but without a starting upgrade, it's stupid.
Perhaps if I made a "dummy" upgrade with a buildtime of 0.1 and a cost of 0 and then added to skirmish and multiplayer scripts to start building the upgrade regardless of map setup. It might work?
Posted by: krit - Tuesday, July 14, 2009 9:15:42 AM
At least you didn't have a mod that's been stuck in development for... 4 or 5 years now? Damn, I'm losing count.
One final question regarding the avenger.
How do I get the avengers turret animations to work. I mean how do I get it to turn and point at the target before it fires. In Zero-Hour it worked, but in Generals there just broken. The turrets don't turn, the laser just fires at the target in range.