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How to create an Aircraft Strike


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#1 Jordan

    Crazy Modder

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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

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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.

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#3 Kris

    <Custom title available>

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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

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Posted 21 January 2007 - 17:29

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

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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

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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

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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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