Modding Q&A
#102
Posted 28 June 2005 - 08:13 PM
does that make it disappear from the commandset
if you only want it to disapear from the commandset then just put a ; infront of that line of the commandset. it will turn that line into a comment. this the way I would recomend if all you want to do is remove it from the build list. if you rename the object you also have to rename the commandbutton and still remove it from the commandset. Also, compleatly removing an object can create problems if anyhting else in the game tries to use or create this object... such as a reinforment pad that has been captured.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#103
Posted 29 June 2005 - 04:57 AM
i want to have airforce general's comanches to start off with rocket pods:
with some help, i have went to AirforceGeneral.ini down to comanche """design parameters""" made weapon set conditions = None have
Weapon = TERTIARY ComancheRocketPodWeapon
AutoChooseSources = TERTIARY None
then under ENGINEERING Parameters
made:
Behavior = WeaponSetUpgrade ModuleTag_2
TriggeredBy= None ; Upgrade_ComancheRocketPods
-------------------------------------------------------
Also for AirForce general's comanche, to make the 20mm cannon turn like a turret
is this right(i don't know the defintion of "pitch")
ENGINEERING Parameters
Turret
TurretTurnRate = 180
TurretPitchRate = 180(what is pitch)
ControlledWeaponSlots = PRIMARY
End
Turret
TurretTurnRate = 0
TurretPitchRate = 0
ControlledWeaponSlots = SECONDARY
End
is this right thanks a lot
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#104
Posted 29 June 2005 - 06:38 AM
1st way) Find "Command_AmericaVehicleComancheFireRocketPods", remove "NEED_UPGRADE" from options and remove "Upgrade = Upgrade_ComancheRocketPods". Then go to Comanche code and add "ComancheRocketPodWeapon" to the first weapon set that have "Conditions = None" string. Then remove rocket pods cameo from Comanche.
2nd way) Add this module to Command Center code:
Behavior = GrantUpgradeCreate ModuleTag_Upgrade1 UpgradeToGrant = Upgrade_ComancheRocketPods ExemptStatus = UNDER_CONSTRUCTION End
Edited by Creator, 29 June 2005 - 06:39 AM.
#105
Posted 29 June 2005 - 09:34 AM
Also for AirForce general's comanche, to make the 20mm cannon turn like a turret
is this right(i don't know the defintion of "pitch")
ENGINEERING Parameters
Turret
TurretTurnRate = 180
TurretPitchRate = 180(what is pitch)
ControlledWeaponSlots = PRIMARY
End
unfortunately this wont be that easy, first, you will have to edit model and detach cannon from chassis
Edited by viator, 29 June 2005 - 09:44 AM.
#106
Posted 29 June 2005 - 11:16 AM
[quote name='stack111' date='Jun 29 2005, 06:57 AM']Also for AirForce general's comanche, to make the 20mm cannon turn like a turret
is this right(i don't know the defintion of "pitch")
ENGINEERING Parameters
Turret
TurretTurnRate = 180
TurretPitchRate = 180(what is pitch)
ControlledWeaponSlots = PRIMARY
End
[/quote]
With these you made it fire from the sides but the cannon will not turn !
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#107
Posted 29 June 2005 - 01:13 PM
yesh, some explanation is needed... and this is very invovled.Also for AirForce general's comanche, to make the 20mm cannon turn like a turret
is this right(i don't know the defintion of "pitch")
you need to edit the model to make the turret a child of the chassis. you need to change the turret = in the art paramaters to equal the new name. if you want a vertical elecment to the cannon you will need to make the elevation part of the turret another child to the turret and also add it to the art paramaters.
PITCH is up and down. you will need to turn on allowspitch = Yes and might want to add a turret recenter time.
the 180 degrees you had will only control how FAST the turret turns... that I know of there is no limit to agle on turrets, tey can all 360 it.
Keep inmind the turret setup on the Commanche right now has the whole Chassis as a turret. this allows it to fly bacwards and sideways while firring on a target
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#108
Posted 29 June 2005 - 01:47 PM
where do you find Command_AmericaVehicleComancheFireRocketPods? I looked in Weapons.ini, Upgrade.ini, and am looking in AmericaAir.ini, i can't find:1st way) Find "Command_AmericaVehicleComancheFireRocketPods", remove "NEED_UPGRADE" from options and remove "Upgrade = Upgrade_ComancheRocketPods". Then go to Comanche code and add "ComancheRocketPodWeapon" to the first weapon set that have "Conditions = None" string. Then remove rocket pods cameo from Comanche.
2nd way) Add this module to Command Center code:
CODE
Behavior = GrantUpgradeCreate ModuleTag_Upgrade1
UpgradeToGrant = Upgrade_ComancheRocketPods
ExemptStatus = UNDER_CONSTRUCTION
End
"Command_AmericaVehicleComancheFireRocketPods", remove "NEED_UPGRADE" from options and remove "Upgrade = Upgrade_ComancheRocketPods"
----------------
you mean the commanche in contra is one giant turret? cuz i know it's not in vanilla zh, that is what i thought i don't know where to make a giant turret, what .big file or whatever
but if i requires me to edit a model my current comp cant do that
Edited by stack111, 29 June 2005 - 01:59 PM.
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#109
Posted 29 June 2005 - 03:15 PM
where do you find Command_AmericaVehicleComancheFireRocketPods? I looked in Weapons.ini, Upgrade.ini, and am looking in AmericaAir.ini, i can't find:1st way) Find "Command_AmericaVehicleComancheFireRocketPods", remove "NEED_UPGRADE" from options and remove "Upgrade = Upgrade_ComancheRocketPods". Then go to Comanche code and add "ComancheRocketPodWeapon" to the first weapon set that have "Conditions = None" string. Then remove rocket pods cameo from Comanche.
2nd way) Add this module to Command Center code:
CODE
Behavior = GrantUpgradeCreate ModuleTag_Upgrade1
UpgradeToGrant = Upgrade_ComancheRocketPods
ExemptStatus = UNDER_CONSTRUCTION
End
"Command_AmericaVehicleComancheFireRocketPods", remove "NEED_UPGRADE" from options and remove "Upgrade = Upgrade_ComancheRocketPods"
----------------
you mean the commanche in contra is one giant turret? cuz i know it's not in vanilla zh, that is what i thought i don't know where to make a giant turret, what .big file or whatever
but if i requires me to edit a model my current comp cant do that
commandbutton.ini
its a turret for atleast a couple of the generals... I'd have to check to see which ones, but yes... the whole model is used as a turret.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#110
Posted 29 June 2005 - 03:39 PM
what code makes contra's comanche able to fire while moving or is something with the art or bones
ty for the commache info, i'm gonna try it now, i will edit the post if i get it or not
EDIT: the red is what i added to make it delete
CommandButton Command_UpgradeComancheRocketPods
Command = PLAYER_UPGRADE
;Upgrade = Upgrade_ComancheRocketPods
TextLabel = CONTROLBAR:UpgradeComancheRocketPods
ButtonImage = SSCommancheMissiles
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:USAUpgradeRocketPods
End
this is all there is for options in commandbutton.ini for the commanche rockets, so i cant find any NEED_UPGRADE to delete
Edited by stack111, 29 June 2005 - 03:54 PM.
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#111
Posted 29 June 2005 - 04:05 PM
wrong commandbuttonCommandButton Command_UpgradeComancheRocketPods
...
this is all there is for options in commandbutton.ini for the commanche rockets, so i cant find any NEED_UPGRADE to delete
CommandButton Command_AmericaVehicleComancheFireRocketPods
Command = FIRE_WEAPON
WeaponSlot = TERTIARY
Options = OK_FOR_MULTI_SELECT NEED_UPGRADE NEED_TARGET_POS ; fires at pos, not obj
; Upgrade = Upgrade_ComancheRocketPods
TextLabel = CONTROLBAR:FireRocketPods
ButtonImage = SSRocketAttack
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSAFireRocketPods
RadiusCursorType = ATTACK_SCATTER_AREA
InvalidCursorName = GenericInvalid
UnitSpecificSound = ComancheVoiceModeRocketPods
End
#112
Posted 29 June 2005 - 04:55 PM
do i have to remove the rocketpodupgrade from the airfield commandset also?
so if i want to have an object start with an upgrade i need to go to commandbutton.ini look for the upgrade remove NEED_UPGRADE and
Upgrade = ....
then go to the unit have the upgrade on the first weapon set that has conditions none and finally remove the cameo
Edited by stack111, 29 June 2005 - 06:24 PM.
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#113
Posted 29 June 2005 - 07:35 PM
so because it is a turret it cannot fire while moving?
otherway around. because it is a turret it can rotate and fire WHILE moving. making it a turret is exactly why it CAN move sideways when it needs to.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#115
Posted 30 June 2005 - 02:54 PM
not sure if you have to but you cando i have to remove the rocketpodupgrade from the airfield commandset also?
this is a little bit more complicatedso if i want to have an object start with an upgrade i need to go to commandbutton.ini look for the upgrade remove NEED_UPGRADE and
Upgrade = ....
then go to the unit have the upgrade on the first weapon set that has conditions none and finally remove the cameo
as you can see you have edited commandbutton from comanche commandset,
but what if upgrade hasn't 'use' button?
#116
Posted 30 June 2005 - 03:14 PM
all the button does is order the unit to fire the weapon at the spot you target. If you remove the autotaget none jargon and just make the rocket pods a weapon they don't even need the button at all, but they will fire every oportunity they get (kinda nice actualy, depends on balancing issues) you could even make it the primary weapon and thats all it would fire... lots of ways to do buisness.
If you want to use the command button then I think all you have to do is remove the need_upgrade from the button and make sure the weapon is available on the unit to use, also make sure the button is on the same commandset the unit starts with. some upgrades trigger a commandset upgrade also.
I'm glad this was going on though... made me realize instead of a commandset upgrade I can just link fire TBM mines to a need upgrade.
Viator, I'm so glad your helping in this thread... for a while It seamed like I was the only posting questions and sometimes the only one posting answers too... sometimes posting answers to my own questions!
Does anyone have thaught or advice on my situation with the self selling tunel?
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#117
Posted 30 June 2005 - 03:44 PM
#118
Posted 30 June 2005 - 04:25 PM
whats with the suicide transport of the dem gen. try to use some of the code (the landing sequnce) to self destroy after deploying the units (and not harming it).
didn't know it sucides... that's handy. I'll check that out.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#119
Posted 30 June 2005 - 04:56 PM
#120
Posted 30 June 2005 - 05:11 PM
maybe instead the tunnel there shuld apper like 5 (or more) of these trasnports and chrash in the base delivering the terrorists.
I've always found the Demo air units horribly silly... They're funny once, but I really don't care for them.
But really the first aplication I'm looking at for the tunnel is as a base defense. If it all works out right it should have a cool effect. popup, deploy units, disspear...
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
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