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#83749 i need a hand with

Posted by masterquinn on 30 October 2004 - 06:56 PM in GenDev

woops.. i should of logged in first...



#83255 i need a hand with

Posted by masterquinn on 29 October 2004 - 04:41 PM in GenDev

ok.. works for me.....

NOW..... how do i do it?



#83194 i need a hand with

Posted by masterquinn on 29 October 2004 - 04:49 AM in GenDev

ok ok... so... here;s the deal.. if possible...

you build a special building that looks like a small radio tower with the hit points of a command center and a global 10 minute countdown timer reading something along the lines of 'Super Hack' or whayever (i dont have any ideas right this second, im dead tired), you HAVE to put super lotus (or another character name) into it, and once you do, you have a 10 minute timer to capture the superweapon sinc eyou can see it on the map ANYWAYS and give the radio tower the mega long range.. lik ethe tower itself does the hacking, b ut you need lotus in it to do it (am i making any sense or have i lost it?) and have the bbuiilding the 'superweapon' tag to it so it shows up on radar aswell...

OKAY... is this hard to code now?



#83108 i need a hand with

Posted by masterquinn on 28 October 2004 - 05:42 PM in GenDev

... i dont want to be able to take over the entire base of my opponent, cuz that;s how its looking.

How about a transportation like 'chrono tank' in red alert? transport the building over to your side capture it with a regular unit... or maybe give super lotus transport ability every 10 minutes? no... that means you can take over the entire base again, build 10 of those and your good to go.

how about a timer reset? you enable it from.. say internet center, and it resets all the timers back to full?

the down side being it resets yours aswell



#83050 i need a hand with

Posted by masterquinn on 28 October 2004 - 12:05 PM in GenDev

yea.... 10 minutes might be good for that, ive been thnking and it would be smart to have it capture thebuilding like black lotus (super lotus) so the guy gets warned before its gone... but would if be able to 'go back' to his side afterwards?

ok.. yea.. what you said :blink:



#82984 i need a hand with

Posted by masterquinn on 27 October 2004 - 10:52 PM in GenDev

here's the idea...

if your opponent has a nuke ready, and hasnt used it for a few seconds or whatever, you can "hack it" and steal it from him and nuke him with his own nuke (aswell as particle & scud). it should be a superpower along the lines of... defector with a 6 minute timer?

your opponent has a scud, you 'defect' the scud to your side, you only have 5 seconds to pick it, and launch it, you do... after 5 seconds its back to his again, but he has to wait another 5 or so minutes to use it, and he is realizing that he;s getting scudded by his own scuds.

is this possible?

if so... how the hell do i do it?



#81922 Supply centers

Posted by masterquinn on 04 October 2004 - 01:27 AM in GenDev

doesnt seem like lots of ppl msg here often... should i stop?


i asked in another forum, and got a mixed message.. i dont quite understand wher eto put things, and i got no response back.. sooooooo

i want to make exploding supply stashes (the supply areas where you get money FROM), to do that i would assume i would have to give them hit points... i think 5000 seems reasonable to test out... but as it explodes or loses all 5000 hit points, i want it to explode supply crates in a small radius.. like about i dunno... $10,000 worth or if there is less on the stash itself, then that amount in crates... what i got was this as an answer..




You have to create a new OCL and add it into the Supply Center Behaivor if you want to have Supply Boxes to appear after Destruction, just create a OCL that spawns those Crates

Short Example:

ObjectCreationList OCL_SupplyCenterCashes
CreateObject
ObjectNames = 1500DollarCrate
Disposition = ON_GROUND_ALIGNED
End
End

And then add this Tag to the Supply Center:

Behavior = CreateObjectDie ModuleTag_66
CreationList = OCL_SupplyCenterCashes
End



i can;t find any supply center line other than what i created in object creation list.. i dont get it... and shouldn't i have to put hit points somewhere? i know how to code c++ and all that but these ini files are damn annoying.. writing everything 6 damn times...

Thanks for the help.. much appreciated, im working on a mod with all existing units and such, but better balancing :p

this is for zero hour, sorry.. andthanks for help with the others, much appreciated! this should be my last annoyance. hehe



#81834 editing progs?

Posted by masterquinn on 02 October 2004 - 08:58 PM in GenDev

is there an editing program for zero hour? lik ethe one that was our for red alert... that was a good one.. that would make life so much easier instead of screwing around with ini files all day.. and adding lines in like 5 different ini files to get one damn thing to work....

:p



#80683 Sat Hack3

Posted by masterquinn on 04 September 2004 - 03:20 PM in GenDev

error:
Assertion Failure: token DISGUISED is not a valid member of the index list

im not using that word in any of the code i added.... here... this is the code i added... straight from the page... hope someone can help... THANKS






Open InfantryGeneral.ini and scroll down to Infa_ChinaInternetCenter
Find:

Behavior = ArmorUpgrade ModuleTag_30
TriggeredBy = Upgrade_ChinaEMPMines
End
Behavior = CommandSetUpgrade ModuleTag_31
CommandSet = Infa_ChinaInternetCenterCommandSetOneUpgrade
TriggeredBy = Upgrade_ChinaMines

CommandSetAlt = Infa_ChinaInternetCenterCommandSetTwoUpgrade
TriggerAlt = Upgrade_ChinaSatelliteHackOne
End
Behavior = CommandSetUpgrade ModuleTag_32
CommandSet = Infa_ChinaInternetCenterCommandSetTwo
TriggeredBy = Upgrade_ChinaSatelliteHackOne

CommandSetAlt = Infa_ChinaInternetCenterCommandSetTwoUpgrade
TriggerAlt = Upgrade_ChinaMines
End

and replace it with:

Behavior = CommandSetUpgrade ModuleTag_30
CommandSet = Infa_ChinaInternetCenterCommandSetTwo
TriggeredBy = Upgrade_ChinaSatelliteHackOne
End

Behavior = CommandSetUpgrade ModuleTag_31
CommandSet = Infa_ChinaInternetCenterCommandSetThree
TriggeredBy = Upgrade_ChinaSatelliteHackTwo
End

Behavior = CommandSetUpgrade ModuleTag_32
CommandSet = Infa_ChinaInternetCenterCommandSetFour
TriggeredBy = Upgrade_ChinaSatelliteHackThree
End


This adds the extra Commandset upgrades we need (one lets you purchase the upgrade, the other lets you use it) and gets rid of most of the EMP mines upgrade code.

Find:

Behavior = GenerateMinefieldBehavior ModuleTag_23
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes

Upgradable = Yes
UpgradedTriggeredBy = Upgrade_ChinaEMPMines
UpgradedMineName = ChinaEMPMine
End


Replace with:

Upgrade Upgrade_ChinaSatelliteHackThree
DisplayName = UPGRADE:SatelliteHackThree
BuildTime = 20.0 ;Edit to however long you want the research to take
BuildCost = 4000 ;Edit to whatever you want the upgrade to cost
ButtonImage = SSSpySat
UnitSpecificSound = CIAIntelligenceActivate
End


It's just a regular upgrade, nothing fancy. You'll need to add UPGRADE:SatelliteHackThree to your CSF or STR file, but this comes later. At the moment, it uses the same button as the US spy satellite.

Open Commandbutton.ini
Find:

CommandButton Command_UpgradeChinaSatelliteHackTwo
Command = PLAYER_UPGRADE
Upgrade = Upgrade_ChinaSatelliteHackTwo
TextLabel = CONTROLBAR:UpgradeChinaSatelliteHackTwo
ButtonImage = SNIntCntup02
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipChinaUpgradeSatelliteHackTwo
End


After, add:

CommandButton Command_UpgradeChinaSatelliteHackThree
Command = PLAYER_UPGRADE
Upgrade = Upgrade_ChinaSatelliteHackThree
TextLabel = CONTROLBAR:UpgradeChinaSatelliteHackThree
ButtonImage = SSSpySat
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipChinaUpgradeSatelliteHackThree
End


Once again, just a regular button. There's a list of all the strings you need to add at the end, you don't need to worry about them here.

Finally, open Commandset.ini
Find:

CommandSet Infa_ChinaInternetCenterCommandSetOne
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_Evacuate
10 = Command_UpgradeChinaSatelliteHackOne
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Infa_ChinaInternetCenterCommandSetOneUpgrade
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_Evacuate
10 = Command_UpgradeChinaSatelliteHackOne
12 = Command_UpgradeEMPMines
14 = Command_Sell
End

CommandSet Infa_ChinaInternetCenterCommandSetTwo
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_Evacuate
10 = Command_UpgradeChinaSatelliteHackTwo
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Infa_ChinaInternetCenterCommandSetTwoUpgrade
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_Evacuate
10 = Command_UpgradeChinaSatelliteHackTwo
12 = Command_UpgradeEMPMines
14 = Command_Sell
End


and replace it with:

CommandSet Infa_ChinaInternetCenterCommandSetOne
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_Evacuate
10 = Command_UpgradeChinaSatelliteHackOne
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Infa_ChinaInternetCenterCommandSetTwo
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_Evacuate
10 = Command_UpgradeChinaSatelliteHackTwo
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Infa_ChinaInternetCenterCommandSetThree
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_Evacuate
10 = Command_UpgradeChinaSatelliteHackThree
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

CommandSet Infa_ChinaInternetCenterCommandSetFour
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_Evacuate
12 = Command_UpgradeChinaMines
14 = Command_Sell
End

Open Commandbutton.ini and find:

CommandButton Command_ChinaHelixDropNapalmBomb
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityHelixNapalmBomb
Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:DropNapalmBomb
ButtonImage = SNHelixUp04
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipDropNapalmBomb
RadiusCursorType = HELIX_NAPALM_BOMB
InvalidCursorName = GenericInvalid
UnitSpecificSound = NoSound
End


Replace with:

CommandButton Command_ChinaHelixDropNapalmBomb
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityHelixNapalmBomb
Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:DropNapalmBomb
ButtonImage = SNHelixUp04
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipDropNapalmBomb
RadiusCursorType = NAPALMSTRIKE
InvalidCursorName = GenericInvalid
UnitSpecificSound = NoSound
End

This makes the Helix's napalm bomb use the NapalmStrikeRadiusCursor (from the unused Napalm Strike superweapon) instead of the HelixNapalmBombRadiusCursor. It looks a lot better and lets us use NapalmStrikeRadiusCursor for the satellite hack (you can modify existing radial cursors, but can't add new ones).

At the bottom of the file add:

CommandButton Command_SatHack3
Command = SPECIAL_POWER
SpecialPower = SuperweaponSatHack3Targeter
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_UPGRADE
Upgrade = Upgrade_ChinaSatelliteHackThree
TextLabel = CONTROLBAR:SatHack3
ButtonImage = SSSpySat
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipSatHack3
RadiusCursorType = HELIX_NAPALM_BOMB
InvalidCursorName = GenericInvalid
End

CommandButton Command_SatHack3FromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponSatHack3Targeter
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_UPGRADE
Upgrade = Upgrade_ChinaSatelliteHackThree
TextLabel = CONTROLBAR:SatHack3
ButtonImage = SSSpySat
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipSatHack3
RadiusCursorType = HELIX_NAPALM_BOMB
InvalidCursorName = GenericInvalid
End


These are buttons to launch the superweapons from. It uses the now freed up HELIX_NAPALM_BOMB Radius Cursor - which we are about to customise.

Open up InGameUI.ini and find:

HelixNapalmBombRadiusCursor
Texture = SCCNapalm
Style = SHADOW_ALPHA_DECAL
OpacityMin = 55%
OpacityMax = 75%
OpacityThrobTime = 500
Color = R:255 G:100 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End


Replace it with

HelixNapalmBombRadiusCursor
Texture = SCCSysHack
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
OpacityThrobTime = 1000
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End


SCCSysHack was originally meant for the original system hack superweapon, it fits our new one very well.

Now, go back to Commandset.ini, to the code you added at the end of Part 1. Find:


CommandSet Infa_ChinaInternetCenterCommandSetFour
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_Evacuate
12 = Command_UpgradeChinaMines
14 = Command_Sell
End


and replace it with:

CommandSet Infa_ChinaInternetCenterCommandSetFour
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_StructureExit
7 = Command_StructureExit
8 = Command_StructureExit
9 = Command_Evacuate
10 = Command_SatHack3
12 = Command_UpgradeChinaMines
14 = Command_Sell
End


Then find:

CommandSet Infa_SpecialPowerShortcutChina
1 = Command_ClusterMinesFromShortcut
2 = Command_ArtilleryBarrageFromShortcut
3 = Infa_Command_ParadropFromShortcut
4 = Command_EmergencyRepairFromShortcut
5 = Command_EMPPulseFromShortcut
6 = Command_NeutronMissileFromShortcut
7 = Early_Command_ChinaCarpetBombFromShortcut
8 = Early_Command_FrenzyFromShortcut
END


and replace with:

CommandSet Infa_SpecialPowerShortcutChina
1 = Command_ClusterMinesFromShortcut
2 = Command_ArtilleryBarrageFromShortcut
3 = Infa_Command_ParadropFromShortcut
4 = Command_EmergencyRepairFromShortcut
5 = Command_EMPPulseFromShortcut
6 = Command_NeutronMissileFromShortcut
7 = Early_Command_ChinaCarpetBombFromShortcut
8 = Early_Command_FrenzyFromShortcut
9 = Command_SatHack3FromShortcut
END


This adds the ability to the commandsets, you can fire it from either the internet center or from the special power shortcut bar.

Open SpecialPower.ini and add the following to the bottom of the file:

;-----------------------------------------------------------------------------
SpecialPower SuperweaponSatHack3Targeter
Enum = SPECIAL_AMBUSH
ReloadTime = 350000 ; milliseconds, customise to whatever you want
PublicTimer = No
InitiateSound = SatHack3Initiated
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 100
ShortcutPower = Yes
AcademyClassify = ACT_SUPERPOWER
End


This will make sense in a second.

Now, jump back to InfantryGeneral.ini and add the following module to the internet center, just below the commandset modules we earlier edited:

Behavior = OCLSpecialPower ModuleTag_33
SpecialPowerTemplate = SuperweaponSatHack3Targeter
OCL = SUPERWEAPON_ChinaSatHack3_Targeter
CreateLocation = CREATE_AT_LOCATION
End


and at the bottom of ObjectCreationList.ini add:

;------------------------------------------------------------------------------
; OCL's for the Infantry General's "Satellite Hack III"
;------------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ChinaSatHack3_Targeter
CreateObject
ObjectNames = ChinaSatHack3_Targeter
Count = 1
End
End


Now, you might be thinking to yourself "hey, this is just a clone of the rebel ambush, whats this got to do with superweapon hacking?". Add the following code to WeaponObjects.ini and you'll find out:

;------------------------------------------------------------------------------
; Dummy objects for the Infantry General's "Satellite Hack III"
;------------------------------------------------------------------------------
Object ChinaSatHack3_Targeter
Side = China
EditorSorting = SYSTEM
BuildVariations = ChinaSatHack3_ScudStrike ChinaSatHack3_A10 ChinaSatHack3_CarpetBomb
KindOf = PRELOAD CLICK_THROUGH IGNORED_IN_GUI
End
Object ChinaSatHack3_ScudStrike
Side = China
EditorSorting = SYSTEM
KindOf = PRELOAD CLICK_THROUGH IGNORED_IN_GUI
Behavior = LifetimeUpdate ModuleTag_01
MinLifetime = 3
MaxLifetime = 3
End
Behavior = OCLUpdate ModuleTag_02
OCL = SUPERWEAPON_ChinaSatHack3_ScudStrike
MinDelay = 2
MaxDelay = 2
CreateAtEdge = Yes ; as opposed to just creating on self
End
End

Object ChinaSatHack3_A10
Side = China
EditorSorting = SYSTEM
KindOf = PRELOAD CLICK_THROUGH IGNORED_IN_GUI
Behavior = LifetimeUpdate ModuleTag_01
MinLifetime = 3
MaxLifetime = 3
End
Behavior = OCLUpdate ModuleTag_02
OCL = SUPERWEAPON_ChinaSatHack3_ThunderboltStrike
MinDelay = 2
MaxDelay = 2
CreateAtEdge = Yes ; as opposed to just creating on self
End
End

Object ChinaSatHack3_CarpetBomb
Side = China
EditorSorting = SYSTEM
KindOf = PRELOAD CLICK_THROUGH IGNORED_IN_GUI
Behavior = LifetimeUpdate ModuleTag_01
MinLifetime = 3
MaxLifetime = 3
End
Behavior = OCLUpdate ModuleTag_02
OCL = SUPERWEAPON_ChinaSatHack3_CarpetBomb
MinDelay = 2
MaxDelay = 2
CreateAtEdge = Yes
End
End


Understand now?
If not, this is how it works:
The superweapon spawns a dummy 'targeter' unit which has the buildvariations tag. It works like the Technical, but instead of spawning a unit with a random chassis, it spawns a random unit which has an OCL that calls in the real attack, and then dies.
Adding another superweapon to the mix is as simple as adding another buildvariant and OCL.

Now, lets finish this up and try it out ingame.
Open SoundEffects.ini and at the bottom add:

AudioEvent SatHack3Initiated
Sounds = iblasetb ;use your own sound here
Volume = 90
PitchShift = -10 10
Limit = 2
Priority = normal
Type = world shrouded everyone
End


This makes it play black lotus' hacking initiation sound when you use the superweapon.

Back in ObjectCreationList.ini, add this at the end:

;------------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ChinaSatHack3_ScudStrike
DeliverPayload
Transport = ChinaArtilleryCannon
FormationSize = 5
FormationSpacing = 1.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DeliveryDistance = 400 ;distance from target allowed to start/stop dropping.
WeaponErrorRadius = 100 ; how bad the artillerist is
DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!"
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time
VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped.
VisibleNumBones = 1 ;Number of bones.
VisiblePayloadTemplateName = ScudStormMissile ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = ScudStormDamageWeapon
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!'

DeliveryDecalRadius = 100
DeliveryDecal
Texture = sccsyshack
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End

End
End




;------------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ChinaSatHack3_CarpetBomb
DeliverPayload
Transport = ChinaJetCarpetBomber
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-2
DropVariance = X:30 Y:40 Z:0
DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
Payload = ChinaCarpetBomb 10
DeliveryDistance = 350

DeliveryDecalRadius = 100
DeliveryDecal
Texture = sccsyshack
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End




;------------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ChinaSatHack3_ThunderboltStrike
DeliverPayload
Transport = AmericaJetA10Thunderbolt
FormationSize = 2
FormationSpacing = 35.0
WeaponConvergenceFactor = 0.5
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DropDelay = 500 ;time in between each set of items dropped (if more than one)
DeliveryDistance = 450 ;distance from target allowed to start/stop dropping.
VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time
VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped.
VisibleNumBones = 6 ;Number of bones.
VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
DiveStartDistance = 500
DiveEndDistance = 300
StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range)
StrafeLength = 450
StrafeWeaponFX = FX_DamageTankStruckSmallArms
DeliveryDecalRadius = 100
DeliveryDecal
Texture = sccsyshack
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End


These are the OCL's that the objects in weaponobjects.ini are looking for. I could have just used the original superweapons' OCL's, but this way allows you to balance the attacks without affecting the original weapon, and allows you to give each attack the same DeliveryDecal, adding to the mystery of what is going to hit the area.

And now, to get everything displaying right, add these strings to your CSF or STR file:
UPGRADE:SatelliteHackThree
CONTROLBAR:UpgradeChinaSatelliteHackThree
CONTROLBAR:TooltipSatHack3
CONTROLBAR:SatHack3



#80602 Sat Hack3

Posted by masterquinn on 04 September 2004 - 04:50 AM in GenDev

i hope im submitting this question properly... sorry if i didnt...

i tried to implement the sattelite hack 3 shows on this page:

http://gendev.origin...p?file=sathack3

ive done it 3 times now, and i keep getting this error:

; Reason Error parsing INI file 'Data\INI\Object\InfantryGeneral.ini' (Line: 'Object Infa_ChinaInternetCenter ')


there;s nothing wrong with that line at all, i checked it with a backup i had before modding.... so i figured its a call upon that line... i checked all the code i added and nothing... um... can anybody get this working?