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Crafty Coding of Mods


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#21 BlckWyerve

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Posted 24 February 2004 - 10:48 PM

Well for the second one, did you just change hte scale without changing the animations? Because it looks like it still thinks the center of the cannon is way over there.

#22 BlckWyerve

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Posted 25 February 2004 - 01:28 AM

They have this in ZH. I need to find t3h code though.

#23 Detail

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Posted 25 February 2004 - 10:48 AM

It half worked. Instead of the whoe building appearing as soon as you place the location, not you only get the power rods. It still starts producing power as soon as it's placed though.


Another question: How do i change the aircraft crash damage? Having a B52 land on a tank without damaging it is silly.

#24 Mastermind

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Posted 25 February 2004 - 03:08 PM

It half worked. Instead of the whoe building appearing as soon as you place the location, not you only get the power rods. It still starts producing power as soon as it's placed though.

You also need to put the same thing on the control rods, as they are a separate model, so you need to put the same thing in them, with no model. As for the damage thing, I need to actually look at the files for that.
:blink:
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#25 Detail

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Posted 15 March 2004 - 02:39 PM

Isis War: Combat

How would code this sheild?
Using the same idea as the Paladins anti-rocket lazer, the sheild would destroy all projectiles. Instead of a lazer animation, there would be the emp field image to represent the energy sheild.

#26 Mithril

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Posted 15 March 2004 - 03:01 PM

I have got a particle system that looks like a blue shield.

You presented the solution to your problem - use paladin laser logic. However, problems might occur when the unit is attacked by flame or toxin weapons that use hundreds of projectiles in a second, so you might have to do more than one laser to enable the laser to shoot down all projectiles.
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#27 Detail

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Posted 15 March 2004 - 07:09 PM

A white or orange sheild is needed. I've no idea how to change the particle to make it white.

I don't want a solid sheild, else it would look like the RA2 Iron Curtain. It should be like the Paladin lazer and let things through if it can't recharge in time.

I know the idea of how to makes this, but i've no clue how to code it.

#28 Mithril

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Posted 15 March 2004 - 09:31 PM

Is this for the original ISIS war, or for the combat mini mod?

If it is for the big mod, then I will look into it after friday, I am currently working on the logical team rules, and friday is a possible date if I work a bit harder now.
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#29 Detail

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Posted 15 March 2004 - 11:18 PM

I made the huge text header to symbolise it being for Combat.
If the code works well; it will also be in Homeland Storm.

#30 Guest_ImmoMan_*

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Posted 21 March 2004 - 01:23 AM

Eh? What about the different commandbars? :)

#31 Detail

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Posted 20 March 2004 - 03:25 PM

Arrrrr! :)

harryluck made me a nice Sentry Turret. I went to coded it into the game. I go to test it and it's gray.
I've tryed everything i can think of to make the Mobile Reserch Center build this Turret, but it wont.
The button is there saying "ha! i'm not working for you. lol". Like some sort of n00b, laughing at me.

What tags are needed to make a unit build a building?

#32 Mithril

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Posted 20 March 2004 - 03:34 PM

Post your command button entry here, then we shall look at it


Does the mobile research center have a dozer AI update and a DOZER kindof? Also, it should NOT have two AIUpdate modules present, only the dozerAI.
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#33 Detail

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Posted 20 March 2004 - 05:11 PM

should NOT have two AIUpdate modules present

Heh. If you do have 2 of them the Dozer wont move.

Could someone tell me what the correct art codes for this model should be.

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#34 Mithril

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Posted 20 March 2004 - 05:29 PM

the w3d and dds files have nothing to do with the structure's construction...

post the inis please..
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#35 Detail

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Posted 20 March 2004 - 05:45 PM

This is a mix of the GLA Demo Trap (as it might have a toggle to make it self-destrct on proximity) and the Gattling cannon (as it's like a machine gun).
I don't delete code, i just coment it all out.

;------------------------------------------------------------------------------
;GLA Demo Trap

Object GLADemoTrap

; *** ART Parameters ***
 SelectPortrait         = SSHideBomb
 ButtonImage            = SSHideBomb
 Draw = W3DModelDraw ModuleTag_01
   OkToChangeModelColor = Yes
   DefaultConditionState
;      Model         = EXHideBomb
      Model               = sentry_turret
;       Turret              = TURRET01
;       TurretPitch         = TURRETEL
;       WeaponFireFXBone    = PRIMARY Muzzle
;       WeaponMuzzleFlash   = PRIMARY MuzzleFX
;       WeaponFireFXBone    = SECONDARY Muzzle
;       WeaponMuzzleFlash   = SECONDARY MuzzleFX
   End

   AliasConditionState = DAMAGED
   AliasConditionState = REALLYDAMAGED
   AliasConditionState = RUBBLE
   AliasConditionState = NIGHT
   AliasConditionState = SNOW
   AliasConditionState = NIGHT SNOW
   AliasConditionState = NIGHT DAMAGED
   AliasConditionState = SNOW DAMAGED
   AliasConditionState = NIGHT SNOW DAMAGED
   AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
   AliasConditionState = SNOW REALLYDAMAGED RUBBLE
   AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE

   
  ;*******************************************************************************
*******************************************
  ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
  ;for this draw module
   ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
     Model              = sentry_turret
     Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
   End
   AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
   AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
   AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
   
   ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
     Model              = sentry_turret
     Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
   End
   AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
   AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
   AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
   
   ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
     Model              = sentry_turret
     Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
   End
   AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
   AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
   AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
   
   ConditionState       = AWAITING_CONSTRUCTION
     Model              = NONE
   End
   AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
   AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
   AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
   AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
   AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
   AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
   AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
   AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
   AliasConditionState  = SOLD DAMAGED
   AliasConditionState  = SOLD REALLYDAMAGED
   AliasConditionState  = SOLD NIGHT
   AliasConditionState  = SOLD NIGHT DAMAGED
   AliasConditionState  = SOLD NIGHT REALLYDAMAGED
   AliasConditionState  = SOLD NIGHT SNOW
   AliasConditionState  = SOLD NIGHT SNOW DAMAGED
   AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
  ;*******************************************************************************
*******************************************
   
   
 End
 PlacementViewAngle = -45

; ***DESIGN parameters ***
 DisplayName      = OBJECT:DemoTrap; Stars Sentry Turret
 Side             = China; Stars
 EditorSorting    = STRUCTURE
 Prerequisites
;    Object = GLAArmsDealer
 End
 BuildCost        = 1
 BuildTime        = 3.0          ; in seconds
 EnergyProduction = 0


 ExperienceValue     = 50 50 50 50 ; Experience point value at each level

 WeaponSet
   Conditions          = None
   Weapon              = PRIMARY GattlingBuildingGun
   AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
   Weapon              = SECONDARY GattlingBuildingGunAir
   AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
   PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
 End

 VisionRange      = 360.0          ; Shroud clearing distance AND targeting range
 ShroudClearingRange = 360

;  WeaponSet
;   ;The weapon set is used to determine detonation mode
;    Conditions = None
;    Weapon = PRIMARY    DummyWeapon;Used for mode matching only (when to detonate)
;    Weapon = SECONDARY  DummyWeapon;Used for mode matching only (when to detonate)
;    Weapon = TERTIARY   DummyWeapon;Used for mode matching only (when to detonate)
;    AutoChooseSources = PRIMARY   NONE
;    AutoChooseSources = SECONDARY NONE
;    AutoChooseSources = TERTIARY  NONE
;  End
;  ArmorSet
;    Conditions      = None
;    Armor           = StructureArmor
;    DamageFX        = DefaultDamageFX; Too small for normal building FX, but if we do make dedicated one it should be silent
;  End  

 ArmorSet
   Conditions     = None
   Armor          = BaseDefenseArmor
   DamageFX       = StructureDamageFXNoShake
 End

 CommandSet       = ChinaGattlingCannonCommandSet
;  CommandSet = = GLADemoTrapCommandSet

; ; *** AUDIO Parameters ***
;  VoiceSelect = UndergroundGeneratorSelect
;  SoundDie              = BuildingDie             ; Turned off because death is start of detonation
;  SoundOnDamaged        = BuildingDamagedStateLight
;  SoundOnReallyDamaged  = BuildingDestroy

;  UnitSpecificSounds
;    UnderConstruction     = UnderConstructionLoop
;  End

; *** AUDIO Parameters ***
 VoiceSelect      = GattlingCannonSelect
 SoundDie              = BuildingDie
 SoundOnDamaged        = BuildingDamagedStateLight
 SoundOnReallyDamaged  = BuildingDestroy

 UnitSpecificSounds
   UnderConstruction     = UnderConstructionLoop
   VoiceRapidFire        = NoSound
 End

 UnitSpecificSounds
   TurretMoveStart = NoSound
   TurretMoveLoop  = NoSound;These aren't playing properly (mdp) TurretMoveLoopLoud
 End

; ; *** ENGINEERING Parameters ***
;  RadarPriority   = STRUCTURE
;  KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE
;  Body            = StructureBody ModuleTag_02
;    MaxHealth       = 100.0  
;    InitialHealth   = 100.0
;  End

; *** ENGINEERING Parameters ***
 RadarPriority     = STRUCTURE
 KindOf            = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY;POWERED
 Body              = StructureBody ModuleTag_05
   MaxHealth       = 200.0
   InitialHealth   = 200.0
 End

;  Behavior = StealthUpdate ModuleTag_03
;    StealthDelay = 0; msec
;    StealthForbiddenConditions = NONE
;    FriendlyOpacityMin = 100.0%
;    OrderIdleEnemiesToAttackMeUponReveal  = Yes
;  End

;  Behavior = DemoTrapUpdate ModuleTag_04
;    DefaultProximityMode      = Yes      ;If yes, defaults to proximity mode, otherwise defaults to manual.
;    DetonationWeaponSlot      = PRIMARY  ;The slot the weapon is in when it detonates.
;    ProximityModeWeaponSlot   = SECONDARY;The slot proximity mode is determined by (bogus weapon)
;    ManualModeWeaponSlot      = TERTIARY ;The slot manual mode is determined by (bogus weapon)
;    TriggerDetonationRange    = 40.0     ;Detonation range when in proximity mode (and must be on ground)
;    IgnoreTargetTypes         = PROJECTILE UNATTACKABLE
;    AutoDetonationWithFriendsInvolved = Yes;GLA are low tech
;;    DetonationWeapon          = DemoTrapDetonationWeapon
;    DetonateWhenKilled        = Yes
;  End

 Behavior = AIUpdateInterface ModuleTag_06
   Turret
     ControlledWeaponSlots = PRIMARY SECONDARY
     TurretTurnRate      = 180   // turn rate, in degrees per sec
     TurretPitchRate     = 180
     AllowsPitch         = Yes
     FiresWhileTurning   = Yes
     NaturalTurretPitch  = 90;45; this keeps it aimed half way between land and sky
     MinIdleScanInterval   = 250   ; in milliseconds
     MaxIdleScanInterval   = 250  ; in milliseconds
     MinIdleScanAngle      = 0      ; in degrees off the natural turret angle
     MaxIdleScanAngle      = 360    ; in degrees off the natural turret angle
   End
   AutoAcquireEnemiesWhenIdle = Yes;ATTACK_BUILDINGS; defensive weapon
   MoodAttackCheckRate        = 250
 End

;  Behavior = SlowDeathBehavior ModuleTag_07
;    ExemptStatus = UNDER_CONSTRUCTION
;    DestructionDelay = 1000
;    FX = INITIAL FX_GLADemoTrapWarning
;    Weapon = FINAL DemoTrapDetonationWeapon
;  End

 Behavior = FlammableUpdate ModuleTag_08
   AflameDuration = 5000        ; If I catch fire, I'll burn for this long...
   AflameDamageAmount = 5      ; taking this much damage...
   AflameDamageDelay = 500      ; this often.
 End

;  Behavior = InstantDeathBehavior ModuleTag_09
;   ; if we are under construction, use this death instead
;    RequiredStatus = UNDER_CONSTRUCTION
;   ; no effect
;  End

;  BuildCompletion = PLACED_BY_PLAYER
 
 Shadow          = SHADOW_VOLUME
 Geometry = CYLINDER
 GeometryMajorRadius = 4.0
 GeometryHeight = 9    
 GeometryIsSmall = Yes

 BuildCompletion = PLACED_BY_PLAYER

End



#36 Mithril

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Posted 20 March 2004 - 06:28 PM

Nothing wrong with that code as far as I can see, but you need to post the research center's code, and the commandbutton.ini entry for that, I guess the error is there.
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#37 Detail

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Posted 20 March 2004 - 07:15 PM

:so:
Your asking for a world of pain:

;------------------------------------------------------------------------------
Object GLAVehicleBombTruck

  ; *** ART Parameters ***
  SelectPortrait      = SAPowTruck
  ButtonImage            = SAPowTruck
  ;UpgradeCameo1 = NONE
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  Draw                = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model          = AVPOWTRUCK
    End
    ConditionState    = REALLYDAMAGED
      Model              = AVPOWTRUCK_D
    End
    ConditionState    = RUBBLE
      Model              = AVPOWTruck_D
    End
    TrackMarks        = EXTireTrack.tga
    Dust              = RocketBuggyDust
    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
    MidLeftRearTireBone        = Tire03
    MidRightRearTireBone    = Tire05
    LeftRearTireBone        = Tire04
    RightRearTireBone          = Tire06
    TireRotationMultiplier  = 0.2 ; this * speed = rotation.
    PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BombTruck ; Stars MRC Mobile Reserch Center MTU
  Side = China ; Stars
  EditorSorting = VEHICLE
  TransportSlotCount = 3              ;how many "slots" we take in a transport (0 == not transportable)

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

;  WeaponSet
;    Conditions = None
;    Weapon = PRIMARY SuicideWeapon ;NO! but nothing to switch with yet...
;  End

  ArmorSet
    Conditions      = None
    Armor        = TruckArmor
    DamageFX        = TruckDamageFX
  End
  BuildCost    = 50 ; huge, so you dont want to losse it!
  BuildTime    = 50.0          ;in seconds ; huge, so you dont want to wait once you losse it.
  VisionRange  = 250 ; 150 ; Used in attack move targeting
  ShroudClearingRange  = 300

  MaxSimultaneousOfType = 1

  Prerequisites
;    !NOTHING!
;    Object = GLAArmsDealer
;    Object = GLAPalace
  End
  CrusherLevel        = 3  ;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 = GLAVehicleBombTruckCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = BombTruckVoiceSelect
  VoiceMove = BombTruckVoiceMove
  VoiceGuard = BombTruckVoiceMove
  VoiceAttack = BombTruckVoiceAttack
  SoundMoveStart = BombTruckMoveStart
  SoundMoveStartDamaged = BombTruckMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate                = BombTruckVoiceCreate
    TurretMoveStart            = NoSound
    TurretMoveLoop                = NoSound
    TruckLandingSound          = RocketBuggyLand
    TruckPowerslideSound          = RocketBuggyPowerslide
    DisguiseStarted            = BombTruckDisguiseStarted
    DisguiseRevealedSuccess    = BombTruckDisguiseRevealedSuccess
    DisguiseRevealedFailure    = BombTruckDisguiseRevealedFailure
    VoiceEnter = BombTruckVoiceMove
    VoiceNoBuild          = DozerUSAVoiceBuildNot
    VoiceBuildResponse    = DozerUSAVoiceBuild
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE DOZER ; CAN_ATTACK DISGUISER SALVAGER

  Body = ActiveBody ModuleTag_02
    MaxHealth    = 450.0
    InitialHealth = 450.0
  End

  ExperienceValue  = 50 50 50 50  ; Experience point value at each level

  Behavior = VeterancyGainCreate ModuleTag_03
    StartingLevel = VETERAN
  End

;  Behavior = AIUpdateInterface ModuleTag_04
;    AutoAcquireEnemiesWhenIdle = No ; ATTACK_BUILDINGS
;  End

  Behavior = DozerAIUpdate ModuleTag_04
    RepairHealthPercentPerSecond = 2%    ; % of max health to repair each second
    BoredTime                    = 5000  ; in milliseconds
    BoredRange                = 150 ; when bored, we look this far away to do something
    ; the only "enemies" that workers can acquire are mines, to be disarmed...
    AutoAcquireEnemiesWhenIdle = No ;Yes
  End

  Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor

  Behavior            = PhysicsBehavior ModuleTag_05
    Mass              = 75.0
  End

;  Locomotor = SET_NORMAL BombTruckLocomotor

;  Behavior = PhysicsBehavior ModuleTag_05
;    Mass = 40.0
;  End

  Behavior = AutoHealBehavior ModuleTag_06
    HealingAmount = 1
    HealingDelay = 1000 ; msec
;    TriggeredBy = Upgrade_GLAJunkRepair ; just do it
  End

;  Behavior = ProductionUpdate ModuleTag_07
;    ; nothing
;  End

  Behavior = SlowDeathBehavior  ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 5
    ModifierBonusPerOverkillPercent = 20%  ; negative means less likely to pick this in the face of much damage, positive means more likely
    DestructionDelay = 0
    DestructionDelayVariance = 200
    FX = FINAL FX_BuggyNewDeathExplosion
    OCL = FINAL OCL_BombTruckDeathEffect
  End

  Behavior = StealthDetectorUpdate ModuleTag_08
    DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
    ;DetectionRange = ??? ;Dustin, enable this for independant balancing!
    CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
    CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
  End

  ;Behavior = DestroyDie
    ;nothing
  ;End


  ;*******************************************************************************
*****************
  ;* WHICH BOMB DO WE USE???
  ;* We have 2 damage possibilities -- (normal OR high explosive)
  ;* So part 1 is inflicting the damage itself without creating effects
  ;* The complicated part is the part where we have 6 possible effect explosions based on
  ;* all the possible upgrade combinations. Note that bio weapons don't inflict damage through
  ;* the explosion.
  ;*
  ;* DAMAGE COMBINATIONS (NO EFFECTS):
  ;* 1) Normal (doesn't have high explosive upgrade)
  ;* 2) High explosive (has high-explosive upgrade)
  ;*
  ;* EFFECT COMBINATIONS (NO DAMAGE):
  ;* 1) Normal (no upgrades)
  ;* 2) Bio (bio-bomb upgrade)
  ;* 3) Anthrax (bio-bomb and anthrax upgrade)
  ;* 4) High explosive (high explosive upgrade)
  ;* 5) High explosive bio (high explosive and bio-bomb upgrade)
  ;* 6) High explosive anthrax (high explosive, bio-bomb, and anthrax upgrades)
  ;*******************************************************************************
*****************

  ;*******************************************************************************
*****************
  ;* EXCLUSIVE DAMAGE POSSIBILITY 1 -- Normal explosion (can't have high-explosive upgrade)
  ;*******************************************************************************
*****************
;  Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
;    DeathWeapon = BombTruckDefaultBombDamage
;    StartsActive  = Yes                      ; turned on by upgrade
;    ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb
;  End

  ;*******************************************************************************
*****************
  ;* EXCLUSIVE DAMAGE POSSIBILITY 2 -- High explosion (always plays if it has high-explosive upgrade)
  ;*******************************************************************************
*****************
;  Behavior = FireWeaponWhenDeadBehavior ModuleTag_10
;    DeathWeapon = BombTruckHighExplosionBombDamage
;    StartsActive  = No                      ; turned on by upgrade
;    TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb
;  End

  ;*******************************************************************************
*****************
  ;* EXCLUSIVE EFFECT COMBINATION 1 - Regular explosion (no upgrades)
  ;*******************************************************************************
*****************
;  Behavior = FireWeaponWhenDeadBehavior ModuleTag_11
;    DeathWeapon = BombTruckDefaultBombEffect
;    StartsActive  = Yes                      ; turned on by upgrade
;    ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLABombTruckBioBomb
;  End

  ;*******************************************************************************
*****************
  ;* EXCLUSIVE EFFECT COMBINATION 2 - Bio explosion
  ;* Requires:    Bio upgrade
  ;* Can't have:  Anthrax upgrade, high explosive upgrade
  ;*******************************************************************************
*****************
;  Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
;    DeathWeapon = BombTruckBioBombEffect
;    StartsActive  = No                      ; turned on by upgrade
;    TriggeredBy = Upgrade_GLABombTruckBioBomb
;    ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLAAnthraxBeta
;    RequiresAllTriggers = Yes
;  End

  ;*******************************************************************************
*****************
  ;* EXCLUSIVE EFFECT COMBINATION 3 - Anthrax explosion
  ;* Requires:    Bio upgrade and anthrax upgrade
  ;* Can't have:  High explosive upgrade
  ;*******************************************************************************
*****************
;  Behavior = FireWeaponWhenDeadBehavior ModuleTag_13
;    DeathWeapon = BombTruckAnthraxBombEffect
;    StartsActive  = No                      ; turned on by upgrade
;    TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLAAnthraxBeta
;    ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb
;    RequiresAllTriggers = Yes
;  End

  ;*******************************************************************************
*****************
  ;* EXCLUSIVE EFFECT COMBINATION 4 - High explosion
  ;* Requires:    High explosive upgrade
  ;* Can't have:  Bio upgrade and anthrax upgrade
  ;*******************************************************************************
*****************
;  Behavior = FireWeaponWhenDeadBehavior ModuleTag_14
;    DeathWeapon = BombTruckHighExplosiveBombEffect
;    StartsActive  = No                      ; turned on by upgrade
;    TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb
;    ConflictsWith = Upgrade_GLABombTruckBioBomb
;    RequiresAllTriggers = Yes
;  End

  ;*******************************************************************************
*****************
  ;* EXCLUSIVE EFFECT COMBINATION 5 - High explosive bio explosion
  ;* Requires:    High explosive upgrade and bio upgrade
  ;* Can't have:  Anthrax upgrade
  ;*******************************************************************************
*****************
;  Behavior = FireWeaponWhenDeadBehavior ModuleTag_15
;    DeathWeapon = BombTruckHighExplosiveBioBombEffect
;    StartsActive  = No                      ; turned on by upgrade
;    TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLABombTruckBioBomb
;    ConflictsWith = Upgrade_GLAAnthraxBeta
;    RequiresAllTriggers = Yes
;  End

  ;*******************************************************************************
*****************
  ;* EXCLUSIVE EFFECT COMBINATION 6 - High explosive Anthrax explosion
  ;* Requires:    High explosive, Bio, and anthrax upgrade
  ;*******************************************************************************
*****************
;  Behavior = FireWeaponWhenDeadBehavior ModuleTag_16
;    DeathWeapon = BombTruckHighExplosiveAnthraxBombEffect
;    StartsActive  = No                      ; turned on by upgrade
;    TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLAAnthraxBeta
;    RequiresAllTriggers = Yes
;  End

  ;-------------------------------------------------------------------
  ; Wheeeee! Now we get to display the payload based on upgrades!!!
  ;-------------------------------------------------------------------
;  Behavior = SubObjectsUpgrade ModuleTag_17
;    ;*** Bio bomb load ***
;    TriggeredBy    = Upgrade_GLABombTruckBioBomb
;    ConflictsWith  = Upgrade_GLABombTruckHighExplosiveBomb
;    ShowSubObjects = Bombload02
;    HideSubObjects = Bombload01 Bombload03 Bombload04
;  End
;  Behavior = SubObjectsUpgrade ModuleTag_18
;    ;*** High-explosive bomb load ***
;    TriggeredBy    = Upgrade_GLABombTruckHighExplosiveBomb
;    ConflictsWith  = Upgrade_GLABombTruckBioBomb
;    ShowSubObjects = Bombload03
;    HideSubObjects = Bombload01 Bombload02 Bombload04
;  End
;  Behavior = SubObjectsUpgrade ModuleTag_19
;    ;*** High-explosive bio bomb load ***
;    TriggeredBy    = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb
;    ShowSubObjects = Bombload04
;    HideSubObjects = Bombload01 Bombload02 Bombload03
;    RequiresAllTriggers = Yes
;  End
  ;-------------------------------------------------------------------


;  Behavior = SpecialAbility ModuleTag_20
;    SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
;    UpdateModuleStartsAttack = Yes
;    InitiateSound = BombTruckVoiceDisguise
;  End

;  Behavior = SpecialAbilityUpdate ModuleTag_21
;    SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
;    StartAbilityRange = 1000000.0
;    ApproachRequiresLOS = No
;  End

;  Behavior = StealthUpdate ModuleTag_22
;    StealthDelay                          = 1
;    DisguisesAsTeam                    = Yes
;    RevealDistanceFromTarget              = 100.0f
;    OrderIdleEnemiesToAttackMeUponReveal  = Yes
;    DisguiseFX                            = FX_BombTruckDisguise
;    DisguiseRevealFX                      = FX_BombTruckDisguiseReveal
;    InnateStealth                      = Yes
;    DisguiseTransitionTime                = 2000
;    DisguiseRevealTransitionTime          = 1000
;  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_23
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_24
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_25
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End
 
  Behavior = TransitionDamageFX ModuleTag_26
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_28
    AflameDuration = 5000      ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3    ; taking this much damage...
    AflameDamageDelay = 500    ; this often.
  End

  Behavior = DestroyDie ModuleTag_29
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Geometry = BOX
  GeometryMajorRadius = 19.0
  GeometryMinorRadius = 8.0
  GeometryHeight = 11.5 
  GeometryIsSmall = No   
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End



command (un changed)

CommandButton Command_ConstructGLADemoTrap
  Command    = DOZER_CONSTRUCT
  Object        = GLADemoTrap
  TextLabel  = CONTROLBAR:ConstructGLADemoTrap
  ButtonImage = SSHideBomb
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel        = CONTROLBAR:ToolTipGLABUildDemoTrap
End



#38 Mastermind

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Posted 20 March 2004 - 07:30 PM

I don't see anything wrong with either entry. Perhaps you can try adding some type of prerequisite to the first entry. Other than that, I don't see any problem with the code at all.
:)
Posted Image

Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.

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#39 Mithril

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Posted 20 March 2004 - 07:49 PM

Nothing wrong - EXCEPT maybe the commandset of the biolab has a spelling mistake - Command_ConstructGLADemoTrap must exactly match with the commandbutton entry .. but that is quite unlikely..
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#40 Detail

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Posted 20 March 2004 - 08:23 PM

I think your still trying to find out why it did not work. Which i fixed after i noticed the 2 AI updates. 2 AI update tages makes it so it can't move. If it can't move, it can't build.

My question was:
Could someone tell me what the correct art codes for this model should be?
As it does not show up ingame.




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