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Request a Tutorial
#26
Posted 08 May 2009 - 13:36
I mean, the few ones available on this site have either dead links or are inaccurate, and this makes it impossible to new users to learn how to model (and maybe to help on some projects then... )
#27
Posted 08 May 2009 - 14:59
Wizard, on 8 May 2009, 14:10, said:
Ive been meaning to make one for a while, so here it is. It may be a bit all over the place since there is alot to cram in
![8|](http://forum.falloutstudios.org/public/style_emoticons/default/tounge.gif)
#28
Posted 09 May 2009 - 02:42
Pav3d, on 8 May 2009, 20:39, said:
Yes Pav3d, forgot to mention that. It is indeed very useful, I use it for every single face on the model.
#29
Posted 14 September 2009 - 23:12
Heres the coding i've used:
;------------------------------------------------------------------------------
Object AmericaTechJeep
; *** ART Parameters ***
SelectPortrait = SUTechnical_L
ButtonImage = SUTechnical
;UpgradeCameo1 = Upgrade_GLAAPBullets
;UpgradeCameo2 = Upgrade_GLAJunkRepair
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTruckDraw ModuleTag_01
ExtraPublicBone = Dum_Turret
DefaultConditionState
Model = UVTechJeep
End
ConditionState = REALLYDAMAGED
Model = UVTechJeep_d
End
ConditionState = RUBBLE
Model = UVTechJeep_d
End
OkToChangeModelColor = Yes
TrackMarks = EXTireTrack.tga
Dust = TechnicalDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
AttachToBoneInAnotherModule = Dum_Turret
; ------------------ basic technical ------------------------
DefaultConditionState
Model = UITech_SKN
Turret = Dum-TurManMVR
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = MOVING
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = TURRET_ROTATE MOVING
AliasConditionState = TURRET_ROTATE FIRING_A
AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE RELOADING_A
AliasConditionState = TURRET_ROTATE MOVING FIRING_A
AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE MOVING RELOADING_A
ConditionState = FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
; AliasConditionState is a new keyword that says,
; "give me another ConditionState exactly like the previous
; one, except with different conditions". Useful when you
; have several states that are the same with only different condition bits.
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
; AliasConditionState is a new keyword that says,
; "give me another ConditionState exactly like the previous
; one, except with different conditions". Useful when you
; have several states that are the same with only different condition bits.
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A
; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TechJeep
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY MilitiaTankGunWeapon
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TruckDamageFX
End
;update cost and time fields in Object GLAVehicleTechnical, or else they won't work
;BuildCost = 300
;BuildTime = 5.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = AmericaSupplyCenter
End
ExperienceValue = 25 25 50 100 ;Experience point value at each level
ExperienceRequired = 0 50 75 150 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GLAVehicleTechnicalCommandSet
; *** AUDIO Parameters ***
VoiceSelect = TechnicalVoiceSelect
VoiceMove = TechnicalVoiceMove
VoiceGuard = TechnicalVoiceMove
VoiceAttack = TechnicalVoiceAttack
SoundMoveStart = TechnicalMoveStart
SoundMoveStartDamaged = TechnicalMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = TechnicalVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceSalvage = TechnicalVoiceSalvage
VoiceCrush = TechnicalVoiceCrush
VoiceUnload = TechnicalVoiceUnload
VoiceEnter = TechnicalVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT
Body = ActiveBody ModuleTag_04
MaxHealth = 280
InitialHealth = 280
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 360
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_05
Turret
TurretTurnRate = 240 ; turn rate, in degrees per sec
NaturalTurretAngle = 0
MinIdleScanAngle = 30 ; in degrees off the natural turret angle
MaxIdleScanAngle = 60 ; in degrees off the natural turret angle
MinIdleScanInterval = 5000; in milliseconds
MaxIdleScanInterval = 10000; in milliseconds
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TechnicalLocomotor
Behavior = PhysicsBehavior ModuleTag_06
Mass = 40.0
End
Behavior = AutoHealBehavior ModuleTag_07
HealingAmount = 2
HealingDelay = 1000; msec
TriggeredBy = Upgrade_GLAJunkRepair
End
Behavior = FlammableUpdate ModuleTag_09
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = DestroyDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
End
; A crushing defeat
Behavior = FXListDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_TechnicalJeep_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_14
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = SlowDeathBehavior ModuleTag_15
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 1500
OCL = INITIAL OCL_TechnicalAirDeathStart
FX = INITIAL FX_TechnicalAirDeathGroundPart
OCL = FINAL OCL_RocketBuggyAirDeath
FX = FINAL FX_RocketBuggyAirDeathAirPart ; This happens in the air
End
Behavior = TransportContain ModuleTag_16
Slots = 5
AllowInsideKindOf = INFANTRY
DamagePercentToUnits = 10%
GoAggressiveOnExit = Yes; AI Will tell people to set their mood to Aggressive on exiting
End
Behavior = WeaponBonusUpgrade ModuleTag_17; Not a full weapon set switch, just a number tweak reflected in a weapon.
TriggeredBy = Upgrade_GLAAPBullets
End
Geometry = BOX
GeometryMajorRadius = 18.0
GeometryMinorRadius = 9.0
GeometryHeight = 7.5
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
CommandSet AmericaSupplyCenterCommandSet
1 = Command_ConstructAmericaVehicleChinook
2 = Command_ConstructAmericaVehicleSupplyTruck
3 = Command_ConstructAmericaVehicleTechJeep
13 = Command_SetRallyPoint
14 = Command_Sell
End
CommandButton Command_ConstructAmericaVehicleTechJeep
Command = UNIT_BUILD
Object = AmericaVehicleTechJeep
TextLabel = CONTROLBAR:ConstructAmericaVehicleTechJeep
ButtonImage = SUTechnical
ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical
End
#31
Posted 15 September 2009 - 03:42
Edited by CCCD, 05 October 2009 - 20:22.
#32
Posted 03 July 2010 - 05:20
I want to know how to copy-paste an entire faction's worth of units to your own.
Once I did that, I'm going to replace and/or modify the units I just copied.
Going to have a try on Laser Gen's units in normal ZH.
And by that I also mean making INI files for them.
Edited by GuardianTempest, 03 July 2010 - 05:36.
DeviantArt
*RWUAAARAAUGHRWAGH!!*
--------------------------
![Posted Image](https://lh6.googleusercontent.com/--m4YGakoHBs/TwjhI8fWaXI/AAAAAAAAAY4/mjud9MCwjC4/s450/gt1.png)
"I am an artist of daydreams. With just a little material, be it a picture, audio or a simple thought, it could fuel a derivative masterpiece."
And I also do Walfas Comics...when I feel like it.
#33
Posted 04 July 2010 - 04:39
Not really that much to it.
-Jordan
Edited by Jordan, 04 July 2010 - 04:39.
#34
Posted 04 July 2010 - 05:18
DeviantArt
*RWUAAARAAUGHRWAGH!!*
--------------------------
![Posted Image](https://lh6.googleusercontent.com/--m4YGakoHBs/TwjhI8fWaXI/AAAAAAAAAY4/mjud9MCwjC4/s450/gt1.png)
"I am an artist of daydreams. With just a little material, be it a picture, audio or a simple thought, it could fuel a derivative masterpiece."
And I also do Walfas Comics...when I feel like it.
#35
Posted 06 July 2010 - 13:58
![:P](http://forum.falloutstudios.org/public/style_emoticons/default/tounge.gif)
coz simply removing buttons simply crashes the game. Ones that know what is more to it, please tell me
![:read:](http://forum.falloutstudios.org/public/style_emoticons/default/tounge.gif)
(my goal was to remove the campaign and gen challenge buttons from the main menu)
#36
Posted 06 July 2010 - 15:57
pirate, on 6 Jul 2010, 20:58, said:
there's a free downloadable WND that put Skirmish button on the main menu, replacing the Solo Play button.
CommieDog's "Skirmish on Main Menu" Utility
![Posted Image](http://i808.photobucket.com/albums/zz5/n5p29/art/kokorosig.png)
NProject Mod -- Recolonize -- Tidal Wars
#37
Posted 23 August 2010 - 10:36
![:P](http://forum.falloutstudios.org/public/style_emoticons/default/rolleyes.gif)
#38
Posted 08 November 2010 - 20:06
![Posted Image](http://i387.photobucket.com/albums/oo320/Nmenth/BlackHole.gif)
If you want to join my mod team, click here C&C ZH: Forces Unkown
Marine: Oh say can you seeeeeeeeeeeee! By the dawn's early Life!
Commander: No its Light! Not life, how many times do i have to say it Private?
Marine: Uh, sorry sir, i won't fail you this time!
Commander: *whispers to him self* sure you will. Lets take it from the top! One, Two, Three!
Marine: Oh say can you seeeeeeeeeeeee! By the dawn's early Light! O'er the ramparts we watched, were so gallantly creaming.
Commander: No! *Sigh* what am i going to do with you soldier?
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