POW logic
#1
Posted 13 May 2006 - 10:52
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'?
...and I don't know what to do...'cause I'll never be with you...
#2
Posted 13 May 2006 - 14:21
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
Edited by Chris, 18 December 2007 - 06:53.
#3
Posted 14 May 2006 - 00:14
...and I don't know what to do...'cause I'll never be with you...
#4
Posted 14 May 2006 - 20:58
english
Hey Indigo...did u got it to work?
#5
Posted 15 May 2006 - 09:51
Almost there Chris, almost...
Edited by Indigo, 15 May 2006 - 09:53.
...and I don't know what to do...'cause I'll never be with you...
#6
Posted 15 May 2006 - 10:00
Edited by Yayo01, 15 May 2006 - 10:01.
#8
Posted 15 May 2006 - 15:47
Quote
Hehehe! Hey Hunter, while you're here, can you spot for any flaws in Yayo's code, pls?
Quote
Well Chris, I'll try to catch you next time on YM You know me, the 56k dude.
...and I don't know what to do...'cause I'll never be with you...
#9
Posted 15 May 2006 - 16:12
Indigo, on 15 May 2006, 23:47, said:
Quote
Hehehe! Hey Hunter, while you're here, can you spot for any flaws in Yayo's code, pls?
Quote
Well Chris, I'll try to catch you next time on YM You know me, the 56k dude.
<{POST_SNAPBACK}>
yep...hunter! we're kababayan's 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.
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