Yayo01, on 13 May 2006, 22:21, said:
What the heck....heres a crappy tut xD
First off , Define a Stungun in Weapon.ini. After that, Give that weapon to the infantry, truck, blegh you want to have the POW Ability
(look code below on how a stun gun code looks like)
The "EXTRA_2" DeathType must be defined on the infantry's Death Code, On the first slowdeath module. You must add *-EXTRA_2 so it will not trigger the *argghh* voice when killed, Instead it will trigger its own voice you defined on its own SDB module.
You must add a new death module that uses the *EXTRA_2* death type in the deathtype field of the module
*this is the actual module that triggers the POW thing*
Now you must create the OCL defined on the death module
In OCL.ini (AKA, ObjectCreationList.ini) =
Now after that, The thing will create a "surrendered" infantry when shotted by a weapon using the *EXTRA_2* deathtype. But, The object must now be defined in crate.ini
In Crate.INI, You must crate data of the surrendered infantry crate
EG:
In the CrateObject, You must make the crate of the surrendered guy using his/her surrendered anims which you can find in W3DZH.big.
If you want it to be targetable so the enemy can't pick it up, Then you must define the *FORCEATTACKABLE * kindof in the kindof field of the object
and if you want it to be runned over by a tank or light vehicle....you must add this module =
This Module will allow the thing to be crushed, If the object has a BOAT kindof, The object will just pick it up. He can't crush it because its defined on the * RequiredKindOf* field in the SalvageCrateCollide module...
Thats all....I think :dizz:
If this thing fucked your ZH, Then Sorry for my crappy tutorial.
sorry if this tut is a mess xD if someone wants to fix something here....go ahead
First off , Define a Stungun in Weapon.ini. After that, Give that weapon to the infantry, truck, blegh you want to have the POW Ability
(look code below on how a stun gun code looks like)
Weapon StunGun PrimaryDamage = 100.0;define a lower number here.. EG: 30 if you want the object last 3 or so shots befor surrenderin' PrimaryDamageRadius = 0.0;must be zero AttackRange = 70.0;how far can the gun be fired? DamageType = SURRENDER;allows you to use the VoiceSubue Field of the Objects UnitSpecificSounds DeathType = EXTRA_2 WeaponSpeed = 999999.0 ProjectileObject = NONE FireSound = *entry from SoundEffects.ini RadiusDamageAffects = ENEMIES;should be enemies only... DelayBetweenShots = 5000 ClipSize = 0 ClipReloadTime = 0;;if you want to make the weapon have a slow reload rate then...define how many Millisecs here...1000 is 1 sec btw;) End
The "EXTRA_2" DeathType must be defined on the infantry's Death Code, On the first slowdeath module. You must add *-EXTRA_2 so it will not trigger the *argghh* voice when killed, Instead it will trigger its own voice you defined on its own SDB module.
Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -EXTRA_2 SinkDelay = 3000 SinkRate = 0.5 DestructionDelay = 8000 FX = INITIAL FX_Argghhh!! End
You must add a new death module that uses the *EXTRA_2* death type in the deathtype field of the module
*this is the actual module that triggers the POW thing*
Behavior = SlowDeathBehavior ModuleTag_XX;[XX] can be anything.. DeathTypes = NONE +EXTRA_2 DestructionDelay = 0;this should be zero if you want the object appear immediatly FX = INITIAL FX_SomeoneSurrendering;voice of the infantry surrender..if u want,Must be defined in FXLIST.ini OCL = INITIAL OCL_InfantrySurrender; this will create a *surrendered* Crate, defined in OCL.ini End
Now you must create the OCL defined on the death module
In OCL.ini (AKA, ObjectCreationList.ini) =
ObjectCreationList OCL_InfantrySurrender;can be changed to what ever u want CreateObject ObjectNames = SurrenderedGuy Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End
Now after that, The thing will create a "surrendered" infantry when shotted by a weapon using the *EXTRA_2* deathtype. But, The object must now be defined in crate.ini
In Crate.INI, You must crate data of the surrendered infantry crate
EG:
CrateData *can be any name, without spaces, EG: PimpMyAssCrateData* CreationChance = 1.0; this should be one CrateObject = SurrenderedGuyCrate 1.0 OwnedByMaker = Yes End
In the CrateObject, You must make the crate of the surrendered guy using his/her surrendered anims which you can find in W3DZH.big.
Object SurrenderedGuyCrate;the name must match the Cratedata field... Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = model name;AIRNGR_SKN Animation = model name ;The surrendering anims can be found in Generals or ZH. AnimationMode = MANUAL ;can be ONCE, MANUAL Will do for now. Flags = START_FRAME_LAST;can me removed, your choice. WeaponFireFXBone = PRIMARY Muzzle ;must be defined like in the orig infantry. WeaponMuzzleFlash = PRIMARY MuzzleFX;what comment above me said. End End EditorSorting = MISC_MAN_MADE KindOf = PARACHUTABLE SELECTABLE Behavior = SalvageCrateCollide ModuleTag_02 ForbidOwnerPlayer = Yes;should be yes RequiredKindOf = BOAT ; the BOAT kindof must be putted on the POW Truck..so the truck is the only object that can pick it up... ExecuteFX = "entry from FXList.ini"; If u want to spice it, You could make a fxlist that triggers a soundfx.. So when a pow truck picks up the "dude". He will laugh to death or something. LevelChance = 0% ;must be 0 so you can always get the "surrendered dude" and nothing else. WeaponChance = 0% ;must be 0 *what comment above said* MoneyChance = 100% MinMoney = 500 ;change the value of the crate if u want MaxMoney = 1000 ;change the value of the crate if u want End ;If you want to make the object stays longer, you must change the fields below. Behavior = DeletionUpdate ModuleTag_03 MinLifetime = 30000;just bored so me add numb to it xD MaxLifetime = 35000;ditto End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14 ShadowSizeY = 14 ShadowTexture = ShadowI End
If you want it to be targetable so the enemy can't pick it up, Then you must define the *FORCEATTACKABLE * kindof in the kindof field of the object
and if you want it to be runned over by a tank or light vehicle....you must add this module =
Behavior = SquishCollide ModuleTag_XD End
This Module will allow the thing to be crushed, If the object has a BOAT kindof, The object will just pick it up. He can't crush it because its defined on the * RequiredKindOf* field in the SalvageCrateCollide module...
Thats all....I think :dizz:
If this thing fucked your ZH, Then Sorry for my crappy tutorial.
sorry if this tut is a mess xD if someone wants to fix something here....go ahead