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POW logic


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#1 Indigo

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Posted 13 May 2006 - 10:52

Hey guys, can any of you direct me to the right directions? Which INI do I have to look into with regards to POW capturing? I asked at ProGen but I don't know if people still hang out there or the people there just wouldn't dare to help me because it's DeeZire's work, whereas I clearly stated it's only for private use, but the chances of getting help them I believe will be dissapointing.

So can anyone here tell me which INI? Oh, btw, the POWs in ProGen become crates...I want them to be targettable and be able to be forced-fired upon, how can I also that on 'crates'?
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#2 Kris

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Posted 13 May 2006 - 14:21

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)

Weapon StunGun
   PrimaryDamage = 100.0;define a lower number here.. EG&#58; 30 if you want the object last 3 or so shots befor surrenderin&#39;
   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;&#41;
 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;&#91;XX&#93; 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&#58;0 Y&#58;0 Z&#58;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&#58; 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	   &#59;The surrendering anims can be found in Generals or ZH.
	   AnimationMode = MANUAL	 &#59;can be ONCE, MANUAL Will do for now.
	   Flags = START_FRAME_LAST &#59;can me removed, your choice.
	   WeaponFireFXBone = PRIMARY Muzzle	 &#59;must be defined like in the orig infantry.
	   WeaponMuzzleFlash = PRIMARY MuzzleFX &#59;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				&#59; the BOAT kindof must be putted on the POW Truck..so the truck is the only object that can pick it up...
	 ExecuteFX = &#34;entry from FXList.ini&#34;&#59; If u want to spice it, You could make a fxlist that triggers a soundfx.. So when a pow truck picks up the &#34;dude&#34;. He will laugh to death or something.
	 LevelChance = 0%	   &#59;must be 0 so you can always get the &#34;surrendered dude&#34; and nothing else.
	 WeaponChance = 0%   &#59;must be 0 *what comment above said*
	 MoneyChance = 100%
	 MinMoney = 500		  &#59;change the value of the crate if u want
	 MaxMoney = 1000	   &#59;change the value of the crate if u want
   End
 
&#59;If you want to make the object stays longer, you must change the fields below.
   Behavior = DeletionUpdate ModuleTag_03
	 MinLifetime = 30000&#59;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. :D

sorry if this tut is a mess xD if someone wants to fix something here....go ahead :D

Edited by Chris, 18 December 2007 - 06:53.








#3 Indigo

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Posted 14 May 2006 - 00:14

Astig ka talaga Chris, thanks bro! :)
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#4 Kris

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Posted 14 May 2006 - 20:58

Indigo...p're napagana mo ba? :/

english :)
Hey Indigo...did u got it to work? ;)







#5 Indigo

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Posted 15 May 2006 - 09:51

Sa totoo lang bro, I'm still kinda checkin' on it. Sinusubukan ko kasi sa ibang mods eh, hehehe :/

Almost there Chris, almost... :)

Edited by Indigo, 15 May 2006 - 09:53.

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#6 Kris

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Posted 15 May 2006 - 10:00

hehe :/....lika MSN tayo...o kaya...YM xD

Edited by Yayo01, 15 May 2006 - 10:01.








#7 The_Hunter

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Posted 15 May 2006 - 11:10

i presume your both from the same country :/ ?
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#8 Indigo

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Posted 15 May 2006 - 15:47

Quote

i presume your both from the same country  ?

Hehehe! Posted Image Hey Hunter, while you're here, can you spot for any flaws in Yayo's code, pls?

Quote

hehe ....lika MSN tayo...o kaya...YM xD

Well Chris, I'll try to catch you next time on YM :P You know me, the 56k dude. :dope:
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#9 Kris

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Posted 15 May 2006 - 16:12

Indigo, on 15 May 2006, 23:47, said:

Quote

i presume your both from the same country  ?

Hehehe! Posted Image Hey Hunter, while you're here, can you spot for any flaws in Yayo's code, pls?

Quote

hehe ....lika MSN tayo...o kaya...YM xD

Well Chris, I'll try to catch you next time on YM :P You know me, the 56k dude. ;)
<{POST_SNAPBACK}>



yep...hunter! we're kababayan's :dope: btw...can you spot some flaws on the *crappy* tutorial I made The_Hunter? since this might be good for those who want the POW logic back ;) ;)

Edited by Yayo01, 15 May 2006 - 16:14.








#10 The_Hunter

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Posted 17 May 2006 - 10:50

i did have a quick look through the code earlier but don't see any dirrect flaws :P
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