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.