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#1 GeoJ

    Newbie

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Posted 18 September 2005 - 16:51

Howdy!

Need a little help with the USA_CH53 code.
Im not a total noob when it comes to modding, i have made
3 small mods for personal use and have added existing
moddels to other factions.

The problem Im having is....
I added the USA_CH53 moddel to usa superweapon general but it doesnt show up
as build option.

I think its because, 1 of 2 reasons, one the cameo is either not properly
setup or maybe I didnt add it correctly to the proper ini's.

heres the code in txt format.

;----------------------------------the goofed guy who runs this forum Mod DeadLine---------------------------------------------

Locomotor SeaDevilLocomotor
Surfaces = AIR
Speed = 80 ; in dist/sec
SpeedDamaged = 70 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 60 ; in dist/(sec^2)
AccelerationDamaged = 30 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 60 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER

; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
; us to "slide into place" (rather than turning) when we get close to our destination.
; the magnitude is basically the number of msec it would take us to reach the dest
; at our max speed; if we're under this threshold, we just slide into place...
SlideIntoPlaceTime = 100

PitchStiffness = 0.4 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = -0.2 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly

RudderCorrectionDegree = 0.169
RudderCorrectionRate = 0.027
ElevatorCorrectionDegree = 0.103
ElevatorCorrectionRate = 0.016

End


;----------------------------------the goofed guy who runs this forum Mod DeadLine---------------------------------------------

AudioEvent SeaDevil
Control = loop all random
Sounds = SeaDevilEng1
Attack = SeaDevilEng1
Decay = vcomlo3a
PitchShift = -5 5
VolumeShift = -10
MinRange = 100
MaxRange = 600
Volume = 60
Limit = 10
Priority= low
Type = world shrouded everyone
End


AudioEvent VulcanGun
Control = random interrupt
Sounds = VulcanCannon
VolumeShift = -10
Volume = 80
MinRange = 175
Limit = 2
Priority = normal
Type = world shrouded everyone
End

;----------------------------------the goofed guy who runs this forum Mod DeadLine---------------------------------------------

Weapon VulcanCannon ; AKA HEAVYMINIGUN
PrimaryDamage = 15.0
PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 400.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireFX = WeaponFX_Comanche20mmCannonFire
FireSound = VulcanGun
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 50 ; time between shots, msec
ClipSize = 10 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 12 ; how long to reload a Clip, msec
End

;----------------------------------the goofed guy who runs this forum Mod DeadLine---------------------------------------------

CommandButton Command_ConstructAmericaVehicleSeaDevil
Command = UNIT_BUILD
Object = AmericaVehicleSeaDevil
TextLabel = CONTROLBAR:ConstructAmericaVehicleSeaDevil
ButtonImage = SeaDevil_S
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck
End


;----------------------------------the goofed guy who runs this forum Mod DeadLine---------------------------------------------

CommandSet AmericaWarFactoryCommandSet
1 = Command_ConstructAmericaVehicleSeaDevil
End

;----------------------------------------
CommandSet AmericaCH53CommandSet
1 = Command_TransportExit
2 = Command_TransportExit
3 = Command_TransportExit
4 = Command_TransportExit
5 = Command_TransportExit
6 = Command_TransportExit
7 = Command_TransportExit
8 = Command_TransportExit
9 = Command_TransportExit
10 = Command_TransportExit
12 = Command_UpgradeChinaHelixGattlingCannon
13 = Command_Evacuate
14 = Command_Stop
End

CommandSet AmericaCH53VulcanCannonCommandSet
1 = Command_TransportExit
2 = Command_TransportExit
3 = Command_TransportExit
4 = Command_TransportExit
5 = Command_TransportExit
6 = Command_TransportExit
7 = Command_TransportExit
8 = Command_TransportExit
9 = Command_TransportExit
10 = Command_TransportExit
13 = Command_Evacuate
14 = Command_Stop
End

;----------------------------------the goofed guy who runs this forum Mod DeadLine---------------------------------------------

Object SeaDevilRubbleHull

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVCH53_D1
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:ComancheHull
Side = America

; *** ENGINEERING Parameters ***
KindOf = IMMOBILE NO_COLLIDE HULK

Behavior = PhysicsBehavior ModuleTag_02
Mass = 45.0
AllowBouncing = No
KillWhenRestingOnGround = Yes
End
Behavior = LifetimeUpdate ModuleTag_03
MinLifetime = 20000 ; min lifetime in msec
MaxLifetime = 20000 ; max lifetime in msec
End
Behavior = SlowDeathBehavior ModuleTag_05
SinkDelay = 1500
SinkRate = 1 ; in Dist/Sec
DestructionDelay = 16000
End

End


;----------------------------------the goofed guy who runs this forum Mod DeadLine---------------------------------------------

Upgrade Upgrade_AmericaCH53VulcanCannon
DisplayName = UPGRADE:CH53VulcanCannon
Type = OBJECT
BuildTime = 20.0
BuildCost = 1200
ButtonImage = SeaDevil_M
ResearchSound = HelixVoiceUpgradeGattlingCannon
UnitSpecificSound = OverlordExpansion
End

;----------------------------------the goofed guy who runs this forum Mod DeadLine---------------------------------------------

ObjectCreationList OCL_CH53VulcanCannon
CreateObject
ObjectNames = AmericaCH53VulcanCannon
Count = 1
ContainInsideSourceObject = Yes
End
End

;----------------------------------the goofed guy who runs this forum Mod DeadLine---------------------------------------------

Object AmericaVehicleSeaDevil

; *** ART Parameters ***
SelectPortrait = SeaDevil_L
ButtonImage = SeaDevil

UpgradeCameo1 = Upgrade_AmericaCH53VulcanCannon

Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures

ParticlesAttachedToAnimatedBones = Yes

DefaultConditionState
Model = AVCH53
Animation = AVCH53.AVCH53
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY Muzzle03
WeaponMuzzleFlash = PRIMARY TurretFX03
HideSubObject = BombWing
End

ConditionState = MOVING
ParticleSysBone = SMOKE01 HelixExhaust
ParticleSysBone = SMOKE02 HelixExhaust
End

ConditionState = REALLYDAMAGED
Model = AVCH53_d
Animation = AVCH53_d.AVCH53_d
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED MOVING
Model = NVHELIX_d
Animation = AVCH53_d.AVCH53_d
AnimationMode = LOOP
ParticleSysBone = SMOKE01 HelixExhaust
ParticleSysBone = SMOKE02 HelixExhaust
End

ConditionState = RUBBLE
Model = AVCH53_d
Animation = AVCH53_d.AVCH53_d
AnimationMode = LOOP
End
ConditionState = RUBBLE MOVING
Model = AVCH53_d
Animation = AVCH53_d.AVCH53_d
AnimationMode = LOOP
ParticleSysBone = SMOKE01 HelixExhaust
ParticleSysBone = SMOKE02 HelixExhaust
End

ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVCH53_d
End

OkToChangeModelColor = Yes
End


; ***DESIGN parameters ***
DisplayName = OBJECT:CH53
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 600
BuildCost = 1500
BuildTime = 20.0 ;in seconds
Prerequisites
Object = AmericaCommandCenter
End
ExperienceValue = 50 100 150 200 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes
CommandSet = AmericaCH53CommandSet


ArmorSet
Conditions = None
Armor = ChinookArmor
DamageFX = None
End


WeaponSet
Conditions = None
;----------------------------
Weapon = PRIMARY HelixMinigunWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
;----------------------------
End

WeaponSet
Conditions = PLAYER_UPGRADE
;----------------------------
Weapon = PRIMARY HelixMinigunWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
;----------------------------
End



; *** AUDIO Parameters ***
VoiceSelect = HelixVoiceSelect
VoiceMove = HelixVoiceMove
VoiceAttack = HelixVoiceAttack
SoundAmbient = HelixAmbientLoop
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = HelixVoiceCreate
VoiceUnload = HelixVoiceUnload
VoiceGarrison = HelixVoiceMove
End



; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK

Body = ActiveBody ModuleTag_03
MaxHealth = 300.0
InitialHealth = 300.0
End

Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End

Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End

Behavior = ChinookAIUpdate ModuleTag_07
AutoAcquireEnemiesWhenIdle = Yes
RotorWashParticleSystem = HelixRotorWashRing
End
Locomotor = SET_NORMAL SeaDevilLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor


Behavior = PhysicsBehavior ModuleTag_09
Mass = 50.0
End

Behavior = HelicopterSlowDeathBehavior ModuleTag_10
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = HelixDamagedLoop
MinSelfSpin = 40 ; in degrees per second
MaxSelfSpin = 120 ; in degrees per second
SelfSpinUpdateDelay = 300 ; in milliseconds
SelfSpinUpdateAmount = 5 ; in degrees
FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1000 ; in milliseconds
MaxBladeFlyOffDelay = 1000 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = ADDEDBONE1
BladeObjectName = HelixBlades
BladeBoneName = ROTO01
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_HelixHelicopterBlowUpBig
OCLFinalBlowUp = OCL_HelixBlades
DelayFromGroundToFinalDeath = 30
FinalRubbleObject = SeaDevilRubbleHull
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End



Behavior = ProductionUpdate ModuleTag_25
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End




;--------------------------------------------------
;----------------------Vulcan Cannon---------------
;--------------------------------------------------


Behavior = ObjectCreationUpgrade ModuleTag_22
UpgradeObject = OCL_CH53VulcanCannon
TriggeredBy = Upgrade_AmericaCH53VulcanCannon
ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
End
Behavior = CommandSetUpgrade ModuleTag_26
CommandSet = AmericaCH53VulcanCannonCommandSet
TriggeredBy = Upgrade_AmericaCH53VulcanCannon
ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker
End
Behavior = WeaponSetUpgrade ModuleTag_35
TriggeredBy = Upgrade_AmericaCH53VulcanCannon
End

;--------------------------------------------------
;----------------------Vulcan Cannon---------------
;--------------------------------------------------



Behavior = HelixContain ModuleTag_29
Slots = 5
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE
ForbidInsideKindOf = AIRCRAFT
ExitDelay = 100
NumberOfExitPaths = 1
PassengersAllowedToFire = No
End


Behavior = WeaponSetUpgrade ModuleTag_30
TriggeredBy = Upgrade_ChinaBlackNapalm
End


Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
UpdateModuleStartsAttack = Yes
StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on
InitiateSound = HelixVoiceAttack
End
Behavior = SpecialAbilityUpdate ModuleTag_33
SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
StartAbilityRange = 3.0
PreparationTime = 0
SpecialObject = NapalmBomb
MaxSpecialObjects = 1
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object.
UnpackTime = 500 ;slight delay to drop bomb
FlipOwnerAfterUnpacking = No
FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability
UnpackSound = NoSound
LoseStealthOnTrigger = No
ApproachRequiresLOS = No ; we are a helicopter, we can see everything
NeedToFaceTarget = No ; can drop the bomb at any angle to target

PersistentPrepTime = 100
PersistenceRequiresRecharge = Yes

End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38
SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb
TriggeredBy = Upgrade_HelixNapalmBomb
End
Behavior = SubObjectsUpgrade ModuleTag_39
TriggeredBy = Upgrade_HelixNapalmBomb
ShowSubObjects = BombWing
End





Geometry = CYLINDER
GeometryMajorRadius = 35.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End







;------------------------------------------------------------------------------
Object AmericaCH53VulcanCannon

; *** ART Parameters ***
SelectPortrait = SeaDevil_M
ButtonImage = SeaDevil_M



Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = CHASSISBONE

DefaultConditionState
Model = AVCH53_M
Turret = TURRET01
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = CONTINUOUS_FIRE_SLOW
Model = AVCH53_M
Animation = AVCH53_M.AVCH53_M
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_MEAN
Model = AVCH53_M
Animation = AVCH53_M.AVCH53_M
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_FAST
Model = AVCH53_M
Animation = AVCH53_M.AVCH53_M
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End

ConditionState = REALLYDAMAGED
Model = AVCH53_M
Turret = TURRET01
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
ParticleSysBone = Smoke01 SmokeFactionMedium
ParticleSysBone = Smoke02 SmokeFactionMedium
ParticleSysBone = Smoke03 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
ParticleSysBone = SparkM02 SparksMedium
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED
Model = AVCH53_M
Animation = AVCH53_M.AVCH53_M
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED
Model = AVCH53_M
Animation = AVCH53_M.AVCH53_M
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED
Model = AVCH53_M
Animation = AVCH53_M.AVCH53_M
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End

End

; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY GattlingBuildingGun
PreferredAgainst = PRIMARY INFANTRY
Weapon = SECONDARY GattlingBuildingGunAir
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
End

ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module
End
VisionRange = 200

; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceRapidFire = NoSound
End

; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI

Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = StealthDetectorUpdate ModuleTag_SDU
DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = Yes ;Contained means being in a transport or tunnel network.
End


Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 60 // turn rate, in degrees per sec
TurretPitchRate = 60
AllowsPitch = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = DestroyDie ModuleTag_04
;nothing
End

Behavior = WeaponBonusUpgrade ModuleTag_05
TriggeredBy = Upgrade_ChinaChainGuns
End


Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End

What I need is for someone to break it down for me and show which part goes
to which ini file.

Now like I said I added it to the usa superweapon general(on my personal mod that general is scaled down in power likfor instance no particle canon), it doesnt crash when I start the game but it doesnt show the usa_ch53 as a option either.

heres the ini's used to add it,
CommandButton.ini
CommandSet.ini
Hulk.ini
Locomotor.ini
ObjectCreationList.ini
SoundEffects.ini
SuperWeaponGeneral.ini
Upgrade.ini
Weapon.ini

dont know if i used to many ini's or not enough.
also is ther cameos for this or do i need to make some(can do and know how to add them).
GeoJ

edit: can you also check to see if i placed the files in the correct folders
here what i did
AVCH53.W3D
AVCH53_D1.W3D
AVCH53_D2.W3D
AVCH53_D3.W3D
AVCH53_D.W3D
AVCH53_M.W3D
I placed the above files in the art\w3d folder

AVCH53_C.dds
AVCH53_E.dds
AVCH53_F.dds
AVCH53_P.dds
muzzflsh_side.dds
The above files I placed in the art\textures folder

GeoJ

Edited by GeoJ, 18 September 2005 - 17:45.


#2 Iamnotamoose

    Model making, Guitar playing punk

  • Member
  • 490 posts

Posted 18 September 2005 - 19:20

Edit the commandsets
Official Forum Lurker

#3 GeoJ

    Newbie

  • Member
  • 2 posts

Posted 18 September 2005 - 22:37

10-4 will try again.

Thanks for the reply. I was hoping you could break down the above code to there respective ini's so that I could compare if I had the proper code in the proper ini.
The above code comes in the usa_ch53.zip file in txt format, I had to guess as to which part of the code went where so im not entirely sure if I have them in the proper inis. Also I found that the sound part of the code refers to sound files that dont exist in the zip or by default in zero hour so im gonna have to use diffrent sound files(chinook most likely).

Once again thanks for the reply. I will try again. If you get a chance could you breakdown the code for me and explain which part goes in which ini so that I could compare to what ive already done?

GeoJ



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