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How to create an Aircraft Strike


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#1 Jordan

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Posted 20 January 2007 - 03:59

So, you want to make an Aircraft Strike. You want to see some planes fly to a target and bombard it with missiles and other weapons? If so, you've come to the right thread.


;--------------------------------------------------------------------------------------------------;
;--------------------------------------------------------------------------------------------------;
Step one: Extract the following files from INIZH.big.

You will need the FinalBig extractor program.
Download FinalBig here: http://wagnerma.de/downloads.php
;----------------------
The INI files you will need:

CommandButton.ini

CommandSet.ini

Locomotor.ini

ObjectCreationList.ini

Science.ini

SpecialPower.ini

Weapon.ini

FactionBuilding.ini
;----------------------
Also, you will need the file called Generals.str
Download that here: http://forum.cncrene...?showtopic=9494

;--------------------------------------------------------------------------------------------------;
;--------------------------------------------------------------------------------------------------;
Step two: Setting up the files and folders you need.
;------
1. Create a folder called Data.

2. Place the Generals.str file inside that folder.

3. Create a folder called INI, inside the data folder.

4. Place all the ini files except FactionBuilding.ini inside there.

5. Create a folder inside the INI folder called Object.

6. Place the factionbuilding.ini file in there.

7. Inside the object folder, create a new text document. [Right-Click, then select New File]

8. Name the file whatever you want, but give it a .ini extension. [It could be New1337Stuff.ini or whatever you want]


;--------------------------------------------------------------------------------------------------;
;--------------------------------------------------------------------------------------------------;
Step three: Creating your airplane's coding.

Alright, boring stuff out of the way, here's where we get into creating your plane.

You can open .ini files with notepad or any other text editing program

1. Copy this into your custom file:

;----------------------------------------------------------------------------------------------------------
Object AmericaJetRaptorACStrike

; *** ART Parameters ***
  SelectPortrait		 = SACRaptor_L
  ButtonImage			= SACRaptor
  
  UpgradeCameo1 = Upgrade_AmericaLaserMissiles
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo3 = Upgrade_AmericaCountermeasures
  UpgradeCameo4 = Upgrade_AmericaBunkerBusters
;UpgradeCameo5 = NONE
  
  Draw = W3DModelDraw ModuleTag_01

	DefaultConditionState
	  Model			   = AVRaptor
	  HideSubObject	   = BurnerFX01 BurnerFX02
	  WeaponLaunchBone	= PRIMARY WeaponA

	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail

	  ParticleSysBone	 = Engine01 JetLenzflare
	  ParticleSysBone	 = Engine02 JetLenzflare
	End

	ConditionState		= REALLYDAMAGED
	  Model			   = AVRaptor_D
	  HideSubObject	   = BurnerFX01 BurnerFX02
	  WeaponLaunchBone	= PRIMARY WeaponA

	  ParticleSysBone	 = Wingtip01 JetContrail
	  ParticleSysBone	 = Wingtip02 JetContrail

	  ParticleSysBone	 = Engine01 JetLenzflare
	  ParticleSysBone	 = Engine02 JetLenzflare

	  ParticleSysBone	 = Smoke01 JetSmoke
	  ParticleSysBone	 = Engine01 JetEngineDamagedSmoke
	End

	OkToChangeModelColor = Yes
  End

; ***DESIGN parameters ***
  DisplayName		   = OBJECT:Raptor
  EditorSorting		 = VEHICLE
  Side				  = America
  TransportSlotCount	= 0		&#59;how many "slots" we take in a transport (0 == not transportable)
  VisionRange		   = 300.0 
  ShroudClearingRange   = 300.0
  Prerequisites
	Object = AmericaAirfield
  End
  WeaponSet
	Conditions = None 
	Weapon = PRIMARY ACStrikeRaptorMissileWeapon
  End
  ArmorSet
	Conditions	  = None
	Armor		   = AirplaneArmor
	DamageFX		= None
  End
  ArmorSet
	Conditions			= PLAYER_UPGRADE
	Armor				 = CountermeasuresAirplaneArmor
	DamageFX			  = None
  End

  ExperienceValue = 50 100 150 400 &#59;Experience point value at each level
  ExperienceRequired = 0 150 450 900;Experience points needed to gain each level
  IsTrainable = Yes	&#59;Can gain experience

;CommandSet = AmericaJetRaptorCommandSet

; *** AUDIO Parameters ***
  SoundAmbient	= RaptorAmbientLoop
  SoundAmbientRubble	= NoSound

; *** ENGINEERING Parameters ***
  RadarPriority = UNIT 
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE IGNORED_IN_GUI EMP_HARDENED

  Body = ActiveBody ModuleTag_02
	MaxHealth	   = 350.0
	InitialHealth   = 350.0
  End

  Behavior = SpecialPowerCompletionDie ModuleTag_03
	SpecialPowerTemplate = SuperweaponAircraftCarrierStrike
  End

  Behavior						  = JetSlowDeathBehavior ModuleTag_05
	FXOnGroundDeath				 = FX_JetOnGroundDeath
	OCLOnGroundDeath				= OCL_RaptorDeathFinalBlowUp
	DestructionDelay				= 99999999; destruction will happen when we
	RollRate						= 0.2
	RollRateDelta				   = 100%;each frame, rollrate = rollrate * rollrateDelta
	PitchRate					   = 0.0
	FallHowFast					 = 110.0%;Bigger is faster (can be over 100%,it's a fraction of gravity)
	FXInitialDeath				  = FX_RaptorDeathInitial
	OCLInitialDeath				 = OCL_RaptorDeathInitial
	DelaySecondaryFromInitialDeath  = 500; in milliseconds
	FXSecondary					 = FX_JetDeathSecondary
	OCLSecondary					= OCL_RaptorDeathSecondary
	FXHitGround					 = FX_JetDeathHitGround
	OCLHitGround					= OCL_RaptorDeathHitGround
	DelayFinalBlowUpFromHitGround   = 200; in milliseconds
	FXFinalBlowUp				   = FX_JetDeathFinalBlowUp
	OCLFinalBlowUp				  = OCL_RaptorDeathFinalBlowUp
;   DeathLoopSound				  = MICAL NEEDS TO MAKE ME
  End
 
  Behavior = PhysicsBehavior ModuleTag_05
	Mass = 500.0
  End

  Behavior = TransportContain ModuleTag_092
	Slots = 100
	ScatterNearbyOnExit = No
	OrientLikeContainerOnExit = Yes
	KeepContainerVelocityOnExit = Yes
	ExitPitchRate = 30
	ExitBone = WeaponA
	AllowInsideKindOf = PROJECTILE
	DoorOpenTime = 0
	NumberOfExitPaths = 0
	DestroyRidersWhoAreNotFreeToExit = Yes
  End

  Behavior				= ArmorUpgrade ModuleTag_Armor08
	TriggeredBy		   = Upgrade_AmericaCountermeasures
  End

  Behavior				= CountermeasuresBehavior ModuleTag_09
	TriggeredBy		   = Upgrade_AmericaCountermeasures
	FlareTemplateName	 = CountermeasureFlare
	FlareBoneBaseName	 = Flare; Name of the base flare bone (Flare01, Flare02, Flare03)
	VolleySize			= 2; Number of flares launched per volley (requires bones)
	VolleyArcAngle		= 60.0; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
	VolleyVelocityFactor  = 2.0&#59; Shoots out flares at a stronger velocity with a higher value.
	DelayBetweenVolleys   = 1000; Time between flare volleys
	NumberOfVolleys	   = 3; Number of times the volleys will fire before reloading
	ReloadTime			= 0; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
	EvasionRate		   = 30%&#59; With active flares, the specified percentage will be diverted.
	ReactionLaunchLatency = 0; Reaction between getting shot at and the firing of the first volley of countermeasures.
	MissileDecoyDelay	 = 200&#59; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
  End

  Behavior = DeliverPayloadAIUpdate ModuleTag_DeliverPayload
  End
  Locomotor = SET_NORMAL RaptorACStrikeLocomotor

  Behavior	= OCLSpecialPower ModuleTag_ModuleTag_ModuleTag_99
	SpecialPowerTemplate = SuperweaponAircraftCarrierStrike
	OCL				  = SUPERWEAPON_AircraftCarrierStrike
	CreateLocation	   = USE_OWNER_OBJECT
	ScriptedSpecialPowerOnly = Yes
  End

  Behavior = FlammableUpdate ModuleTag_11
	AflameDuration = 5000&#59; If I catch fire, I'll burn for this long...
	AflameDamageAmount = 3	&#59; taking this much damage...
	AflameDamageDelay = 500	&#59; this often.
  End


  Geometry = Cylinder
  GeometryIsSmall = Yes
  GeometryMajorRadius = 7.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 7.0
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89; minimum elevation angle above horizon. Used to limit shadow length

End


Alright, now here's where we disect this coding a bit.

These parts are absolutely nessecary to make your special power work:
  Behavior = SpecialPowerCompletionDie ModuleTag_03
	SpecialPowerTemplate = SuperweaponAircraftCarrierStrike
  End


This tells the game that when this unit dies, it completes the special power. You don't have to worry too much about this, just make sure you spell the name of it right.


  Behavior = TransportContain ModuleTag_092
	Slots = 100
	ScatterNearbyOnExit = No
	OrientLikeContainerOnExit = Yes
	KeepContainerVelocityOnExit = Yes
	ExitPitchRate = 30
	ExitBone = WeaponA
	AllowInsideKindOf = PROJECTILE
	DoorOpenTime = 0
	NumberOfExitPaths = 0
	DestroyRidersWhoAreNotFreeToExit = Yes
  End


This plane is a lot like a troop crawler or helix. It "carries" the ammunition and drops it on its target.

  Behavior = DeliverPayloadAIUpdate ModuleTag_DeliverPayload
  End


Another quickie. This just tells you that this plane drops something.

  Behavior	= OCLSpecialPower ModuleTag_ModuleTag_ModuleTag_99
	SpecialPowerTemplate = SuperweaponAircraftCarrierStrike
	OCL				  = SUPERWEAPON_AircraftCarrierStrike
	CreateLocation	   = USE_OWNER_OBJECT
	ScriptedSpecialPowerOnly = Yes
  End


This defines some values which relate to the aircraft object. Make sure the names are correct, and you won't have to mess around with this too much.

Also, copy this into the file as well:

;----------------------------------------------------------------------------------------------------------
Object FakePayloadObject
; ***DESIGN parameters ***
  DisplayName	  = OBJECT:Cookie
  Side = America
  EditorSorting   = SYSTEM
  TransportSlotCount = 1;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 0.0
  
  ArmorSet
	Conditions	  = None
	Armor		   = BallisticMissileArmor
	DamageFX		= None
  End

; *** ENGINEERING Parameters ***
  KindOf = PROJECTILE BALLISTIC_MISSILE
  Body = ActiveBody ModuleTag_02
	MaxHealth	   = 1000.0
	InitialHealth   = 1000.0
	SubdualDamageCap = 200
	SubdualDamageHealRate = 100000
	SubdualDamageHealAmount = 50
  End
  
  Behavior = InstantDeathBehavior DeathModuleTag_01
	DeathTypes = NONE +DETONATED
  End
  Behavior = InstantDeathBehavior DeathModuleTag_02
	DeathTypes = NONE +LASERED
	FX		 = FX_GenericMissileDisintegrate
	OCL		= OCL_GenericMissileDisintegrate
  End
  Behavior = InstantDeathBehavior DeathModuleTag_03
	DeathTypes = ALL -LASERED -DETONATED
	FX		 = FX_GenericMissileDeath
  End


  Behavior = PhysicsBehavior ModuleTag_08
	Mass = 1
  End
  
  Behavior = MissileAIUpdate ModuleTag_09
	TryToFollowTarget = Yes 
	FuelLifetime = 0
	InitialVelocity = 10
	IgnitionDelay = 1000
  End
  
  Locomotor = SET_NORMAL SCUDMissileLocomotor

  Geometry = Cylinder
  GeometryMajorRadius = 8.0
  GeometryHeight = 4.0
  GeometryIsSmall = Yes	
  Shadow = SHADOW_DECAL
  
End


I'll tell you about this thing later.


;--------------------------------------------------------------------------------------------------;
;--------------------------------------------------------------------------------------------------;
Step Four: Creating the nuts and bolts which make this special power work.

In specialpower.ini, copy this into it. Read the comments there, they tell you some important info.

;-----------------------------------------------------------------------------
SpecialPower SuperweaponAircraftCarrierStrike 
  Enum				= SPECIAL_NAPALM_STRIKE;This tells the AI how to use this special power.  However, that requires some AI coding.
  ReloadTime		  = 150000	 &#59;Two minutes, 30 seconds.
  InitiateSound	   = AircraftCarrierVoiceAttack;The sound you here when you pick a target.
  RequiredScience	 = SCIENCE_AircraftCarrierStrike;The thing you spend a generals point on to make this work
  PublicTimer		 = No;You don't want everyone to know when this is ready to fire, like a nuclear missile.
  SharedSyncedTimer   = Yes;No idea, just leave this as yes.
  ViewObjectDuration  = 20000;How long the shroud around the target is revealed
  ViewObjectRange	 = 180;How much shroud is revealed around the target.
  RadiusCursorRadius  = 120;Radius of the target cursor.
  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


In weapon.ini, copy/paste this inside:

Weapon ACStrikeRaptorMissileWeapon
  PrimaryDamage			   = 50.0			
  PrimaryDamageRadius		 = 15.0
  SecondaryDamage			 = 35.0			
  SecondaryDamageRadius	   = 30.0
  ScatterRadius			   = 120.0
  AttackRange				 = 600.0
  AcceptableAimDelta		  = 30
  DamageType				  = JET_MISSILES
  DeathType				   = EXPLODED
  WeaponSpeed				 = 1000
  ProjectileObject			= RaptorJetMissile
  ProjectileExhaust		   = MissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileExhaust
  FireFX					  = None
  FireSound				   = RaptorJetMissileWeapon
  ProjectileDetonationFX	  = WeaponFX_JetMissileDetonation
  RadiusDamageAffects		 = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  DelayBetweenShots		   = 200
  ClipSize					= 5
  ClipReloadTime			  = 8000 
  AutoReloadsClip			 = RETURN_TO_BASE 
  ProjectileCollidesWith	  = STRUCTURES
  AntiAirborneVehicle		 = Yes
  AntiAirborneInfantry		= No
  ShowsAmmoPips			   = Yes
End


This tells the game how the weapon works. Don't worry too much about this for now.


In science.ini, paste this inside:
Science SCIENCE_AircraftCarrierStrike
  PrerequisiteSciences = SCIENCE_Rank1;Availiable to purchase at rank 1.
  SciencePurchasePointCost = 1;Only costs 1 general's point.
  IsGrantable = Yes
  DisplayName = CONTROLBAR:AircraftCarrierStrike;Generals.str editing.  I'll get more in-depth with this later.
  Description = CONTROLBAR:AircraftCarrierStrikeScienceDescription;Generals.str editing again
End


This is the thing you purchase that allows you to fire the special power.

As always, read my comments.

In objectcreationlist.ini, paste this inside:
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------

ObjectCreationList SUPERWEAPON_AircraftCarrierStrike
  DeliverPayload
	Transport					   = AmericaJetRaptorACStrike
	FormationSize				   = 5&#59;How many planes fly to the target.
	FormationSpacing				= 50.0;How far apart the planes are from each other.
	StartAtPreferredHeight		  = Yes
	StartAtMaxSpeed				 = Yes
	MaxAttempts					 = 3
	DropDelay					   = 200
	Payload						 = FakePayloadObject 5;Details below
	FireWeapon					  = Yes;It fires a weapon while going past the target.
	DeliveryDistance				= 600;How far away it begins attacking
	WeaponConvergenceFactor		 = 1.0;Not sure what this is
	DeliveryDecalRadius = 120;The target
	DeliveryDecal
	  Texture		   = SCCNapalmStrike_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


Remember the FakePayload object mentioned earlier? Well, this is what it's about:

This certain power does not drop any bombs in the regular method. Instead, it fires a weapon like any other aircraft.

If you changed the FakePayloadObject to MOAB, it would drop several MOAB's while flying over the target. Talk about overpowered.

Also, using the payload tag will cause the aircraft to drop the bombs like a carpet bomber would.

In locomotor.ini, paste this in:
;------------------------------------------------------------------------------
Locomotor RaptorACStrikeLocomotor
  Surfaces			= AIR
  Speed			   = 180&#59; in dist/sec
  SpeedDamaged		= 180&#59; in dist/sec
  MinSpeed			= 45	&#59; in dist/sec
  TurnRate			= 200&#59; in degrees/sec
  TurnRateDamaged	 = 90	&#59; in degrees/sec
  MaxThrustAngle	  = 60	&#59; in degrees (NOT degrees/sec)
  Acceleration		= 80	&#59; in dist/(sec^2)
  AccelerationDamaged = 50	&#59; in dist/(sec^2)
  Lift				= 120&#59; in dist/(sec^2)
  LiftDamaged		 = 80	&#59; in dist/(sec^2)
  Braking			 = 10	&#59; in dist/(sec^2)
  MinTurnSpeed		= 70	&#59; in dist/sec
  PreferredHeight	 = 150
  AllowAirborneMotiveForce = Yes
  ZAxisBehavior	   = SURFACE_RELATIVE_HEIGHT
  CirclingRadius	  = 100
  Appearance		  = WINGS

  PitchInDirectionOfZVelFactor = 1.0 &#59;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
  PitchStiffness = 0.5			&#59;  stiffness of the "springs" in the suspension forward & back.
  RollStiffness = 0.4				&#59;  stiffness of the "springs" in the suspension side to side.
  PitchDamping = 0.9				 &#59;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  RollDamping = 0.8			&#59;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  ForwardVelocityPitchFactor = 0	 &#59;  How much velocity will cause the front to lift/dip
  LateralVelocityRollFactor = 0.2	&#59;  How much cornering will cause the chassis to roll.
  Apply2DFrictionWhenAirborne = Yes
  AirborneTargetingHeight = 30
  LocomotorWorksWhenDead = Yes	&#59; JetSlowDeathBehavior needs this to function correctly
End


This controls how the aircraft moves. Don't make it any faster or slower for this aircraft, or else it will move really slow, or so fast it can't fire its missiles in time.


;--------------------------------------------------------------------------------------------------;
;--------------------------------------------------------------------------------------------------;
Number next: Creating the buttons for the special power.

Open commandbutton.ini and paste this in:
;-----------------------------------------------------------------------------------
CommandButton Command_AircraftCarrierStrike
  Command		   = SPECIAL_POWER
  SpecialPower	  = SuperweaponAircraftCarrierStrike
  Options		   = CONTEXTMODE_COMMAND NEED_TARGET_POS NEED_SPECIAL_POWER_SCIENCE
  TextLabel		 = CONTROLBAR:AircraftCarrierStrike
  ButtonImage	   = SAcarrier
  ButtonBorderType  = ACTION; Identifier for the User as to what kind of button this is
  DescriptLabel	 = CONTROLBAR:AircraftCarrierStrikeDescription
  RadiusCursorType  = NAPALMSTRIKE
  InvalidCursorName = GenericInvalid
End

CommandButton Command_AircraftCarrierStrikeFromShortcut
  Command		   = SPECIAL_POWER_FROM_SHORTCUT
  SpecialPower	  = SuperweaponAircraftCarrierStrike
  Options		   = CONTEXTMODE_COMMAND NEED_TARGET_POS NEED_SPECIAL_POWER_SCIENCE
  TextLabel		 = CONTROLBAR:AircraftCarrierStrike
  ButtonImage	   = SAcarrier
  DescriptLabel	 = CONTROLBAR:AircraftCarrierStrikeDescription
  RadiusCursorType  = NAPALMSTRIKE
  InvalidCursorName = GenericInvalid
End

CommandButton Command_PurchaseScienceAircraftCarrierStrike
  Command		   = PURCHASE_SCIENCE
  Science		   = SCIENCE_AircraftCarrierStrike
  ButtonImage	   = SAcarrier
  ButtonBorderType  = UPGRADE; Identifier for the User as to what kind of button this is
End


These three buttons are what you use to make this special power work:

Button one: The command center's button. This is the button you select to fire it.

Button two: The shortcut button. This is the button you use on the sidebar.

Button three: The science purchase button. This is the button you click to buy the special power.

Now, into commandset.ini.

Search [ctrl+F] for americacommandcentercommandset.

Under number 10, create a number 11 slot, following the above examples.

Like this:

 11  = Command_AircraftCarrierStrike


Now you've enabled the button on the command center. Each command set can only have 14 buttons.

Now, search for SpecialPowerShortcutUSA

These are the sidebar commands you find on the side of the screen.

There are only 10 slots, and all 10 are filled already.

You don't have to have a button here, you can always fire it from the command center.

If you want, you can replace the tenth line with this:

  10 = Command_AircraftCarrierStrikeFromShortcut


Finally, search for CommandSet SCIENCE_AMERICA_CommandSetRank1

These are the buttons on the level one list in the general's powers menu.

Look at the developers comments if you wish, but replace the entire thing with this:

CommandSet SCIENCE_AMERICA_CommandSetRank1
  1 = Command_PurchaseSciencePaladinTank
  2 = Command_PurchaseScienceStealthFighter
  3 = Command_PurchaseScienceSpyDrone
  4 = Command_PurchaseScienceAircraftCarrierStrike;The new code line
END


The second-to-last step: Generals.str editing:

Open generals.str with notepad.

Paste this inside:

CONTROLBAR:AircraftCarrierStrike
"Aircraft Carrier Strike"
END

CONTROLBAR:AircraftCarrierStrikeDescription
"Call in a strike of Raptors from an off-map Aircraft Carrier \n \n Countdown Timer: 2:30"
END

CONTROLBAR:AircraftCarrierStrikeScienceDescription
"Call in a strike of Raptors from an off-map Aircraft Carrier \n \n Deploy from: Command Center"
END


This is the text that you see when you hover the pointer over the button. A "\n" is a symbol used to indicate moving one line down.

Save and move on.

Final step: Enabling the power for the command center

One simple step. Open factionbuilding.ini [in the object folder]

Search for americacommandcenter

Then, search for Upgrade_AmericaMOAB

Above where it saya Geometry = BOX, paste this:
  Behavior		   = OCLSpecialPower ModuleTag_AircraftCarrierStrike
	SpecialPowerTemplate = SuperweaponAircraftCarrierStrike
	OCL				  = SUPERWEAPON_AircraftCarrierStrike
	CreateLocation	   = CREATE_AT_EDGE_NEAR_SOURCE
  End


And that's it.

Instalation:
;------------
Copy/paste the data folder over the one in the command and conquer generals zero hour main directory.

Then play the game

Uninstallation
;--------------------;
When you want to uninstall, go into the data folder and ONLY DELETE THE FOLLOWING FILES:

Generals.str

All the contents of the INI folder.


;--------------------------------------------------------------------------------------------------;
;--------------------------------------------------------------------------------------------------;
THE END

Have fun with your new General's Power! Also, feel free to tinker around with some of the settings. You can try things like adding more airplanes, making the weapon more powerful, or making the weapon entirely different.

Jordan

Your finished product should look something like this:

Posted Image

EDIT: Just played around with the text to make it a little more defined between steps.

EDIT 2: Added picture.

Edited by Jordan, 21 January 2007 - 21:35.

C&C Crazy Mod Version 0.55
^^^^The True Crazy Mod Starts Here^^^^
Posted Image

#2 Alias

    Member Title Goes Here

  • Member
  • 11705 posts

Posted 20 January 2007 - 04:30

Wow... very detailed. Extremely nice and easy to understand. I may try this when I've got the chance.

Posted Image

#3 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 21 January 2007 - 16:53

Very detailed Jordan! Nice work on the tut!, put this in the Coding FAQ at SSF!

"how the hell do i make an Airstrike?!?!?!"

heres a tut
"OMG URL!!"

:P







#4 Slightly Wonky Robob

    Not a Wonky Gent.

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Posted 21 January 2007 - 17:29

wow, very nice tut :P
Posted Image
F O R T H E N S
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#5 Moosy Crisp

    GHERUG!

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Posted 22 January 2007 - 19:44

I was a little confused at first, but now I get it. I like how you put comments by everything in those ini's, that way you know what you are messing around with.

#6 Qcumberhd

    Casual

  • Member
  • 61 posts

Posted 06 February 2008 - 02:03

i followed this tutorial and i went to go check to see if it works and the game loaded and everything but when i went to fire the weapon the game crashed and i dont no what i did wrong. i copied the ini files above. so i dont know what happend

#7 retry_1

    sniper extrordanare

  • Member
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Posted 06 February 2008 - 02:20

meganecro.

unfortunately, i don't know that anyone will be able to help you, this tut is fairly old, and i haven't seen jordan in a while

protip: look at the date on topics before posting, it makes the staff and admins like you better :/
Sig and avy by yours truly
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