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Creating Airports


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#1 Guest_Razer_*

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Posted 01 November 2005 - 06:31 PM

What do you need to make an airport an airport? What:

~ ExtraPublicBone's
~ ModuleTag's
~ KindOf tags
~ etc.

....do you need? My airport refuses to make vehicles, despite the button being "un-grayed" :p

Also, my new Dozer doesn't work, I believe this is because of the lack of useful cinematics :sleep: but I'm just wondering what do you require for a dozer in cinematics?

The INI for the airport is below. (Note: This is with the StanHanger01 Skin)

--Razer

;------------------------------------------------------------------------------
Object EU_DB_Airport

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
 
    ExtraPublicBone = Runway1Parking1
    ExtraPublicBone = Runway1Park1Han
    ExtraPublicBone = Runway1Prep1
    ExtraPublicBone = RunwayStart1
    ExtraPublicBone = RunwayEnd1

    ; day
    ConditionState = NONE
      Model        = CBTHanger1
    End
    ConditionState = DAMAGED
      Model        = CBTHanger1_D
    End
    ConditionState = REALLYDAMAGED
      Model        = CBTHanger1_E
    End
    ConditionState = RUBBLE
      Model        = CBTHanger1_R
    End

    ; night
    ConditionState = NIGHT
      Model        = CBTHanger1_N
    End
    ConditionState = DAMAGED NIGHT
      Model        = CBTHanger1_DN
    End
    ConditionState = REALLYDAMAGED NIGHT
      Model        = CBTHanger1_EN
    End
    ConditionState = RUBBLE NIGHT
      Model        = CBTHanger1_RN
    End

    ; Snow
    ConditionState = SNOW
      Model        = CBTHanger1_S
    End
    ConditionState = DAMAGED SNOW
      Model        = CBTHanger1_DS
    End
    ConditionState = REALLYDAMAGED SNOW
      Model        = CBTHanger1_ES
    End
    ConditionState = RUBBLE SNOW
      Model        = CBTHanger1_RS
    End
 
    ; night snow
    ConditionState = SNOW NIGHT
      Model        = CBTHanger1_SN
    End
    ConditionState = DAMAGED SNOW NIGHT
      Model        = CBTHanger1_DSN
    End
    ConditionState = REALLYDAMAGED SNOW NIGHT
      Model        = CBTHanger1_ESN
    End
    ConditionState = RUBBLE SNOW NIGHT
      Model        = CBTHanger1_RSN
    End
  End
 
  PlacementViewAngle = -45

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Airfield
  Side            = EU_D
  EditorSorting    = STRUCTURE
  Prerequisites
;    Object = SupW_AmericaSupplyCenter
  End
  BuildCost          = 1000
  BuildTime          = 30.0          ; in seconds
  EnergyProduction    = -1
  CommandSet          = EU_DB_AirportCommandSet
  VisionRange        = 200.0          ; Shroud clearing distance
  ShroudClearingRange = 200
  ArmorSet
    Conditions        = None
    Armor            = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End
  ExperienceValue    = 150 150 150 150  ; Experience point value at each level

  ; *** AUDIO Parameters ***
  VoiceSelect        = AirfieldUSASelect
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction    = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority      = STRUCTURE
  KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT
  Body                = StructureBody ModuleTag_10
    MaxHealth        = 1500.0
    InitialHealth    = 1500.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 1700
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End
 
  Behavior = ParkingPlaceBehavior ModuleTag_11
    HealAmountPerSecond    = 10
    NumRows                = 0
    NumCols                = 1
    HasRunways              = No
    ApproachHeight          = 50
  End

  Behavior = BaseRegenerateUpdate ModuleTag_13
    ;No data
  End

  Behavior = DestroyDie ModuleTag_14
    ;nothing
  End
  Behavior            = CreateObjectDie ModuleTag_15
    CreationList  = OCL_ABPowerPlantExplode
  End

  Behavior = FlammableUpdate ModuleTag_19
    AflameDuration = 5000        ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5      ; taking this much damage...
    AflameDamageDelay = 500      ; this often.
  End


  Behavior = TransitionDamageFX ModuleTag_06
    ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1          = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    ;--------------------------------------------------------------------------------------
    RubbleParticleSystem1              = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    RubbleParticleSystem2              = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    RubbleParticleSystem3              = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
    RubbleParticleSystem4              = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare

  End

  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_BuildingDie
  End

  Geometry              = BOX
  GeometryMajorRadius  = 48.0
  GeometryMinorRadius  = 23.0
  GeometryHeight        = 20.0
  GeometryIsSmall      = No
  Shadow                = SHADOW_VOLUME

End



#2 Guest_Razer_*

Guest_Razer_*
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Posted 11 November 2005 - 03:50 PM

Is everyone trying to ignore me or are they dead?

--Razer

Note: Still can't get it to work.....

#3 GForce

GForce
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  • Location:Slovenia, Middle of fckin nowhere
  • Projects:CnC Slo

Posted 11 November 2005 - 06:07 PM

Is everyone trying to ignore me or are they dead?

--Razer

Note: Still can't get it to work.....

<{POST_SNAPBACK}>



were all dead






PS: i think teh problem is in teh commandbutton or commandset or teh vehicles u wanna make

#4 Guest_Razer_*

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Posted 12 November 2005 - 04:09 PM

I don't thinks it's the units... for the seperate helipad I made I just tryed to make a comanche-like helicopter, and that didn't work either. Is it important that the helipad didn't have a line to connect the rallypoints? I think it's because it doesn't know where to create the unit... Helipad's INI below anyway.

--Razer

Note: This is NOT the airport like at the beginning, it's a new building with a supply drop skin - so I've taken out the skin, fencing etc to make it easier to read as the skin works fine.

;------------------------------------------------------------------------------
Object EU_DB_Helipad

  ; *** ART Parameters ***
  SelectPortrait        = SADropZone_L
  ButtonImage            = SADropZone
  UpgradeCameo1          = Upgrade_AmericaSupplyLines

  Draw                = W3DModelDraw ModuleTag_01

    ExtraPublicBone = HeliPark01

    OkToChangeModelColor = Yes 

************ Model,Fencing,Etc would be here ************

; ***DESIGN parameters ***
  DisplayName        = OBJECT:AmericaSupplyDropZone
  Side                = EU_D
  EditorSorting      = STRUCTURE
  BuildCost          = 1500
  BuildTime          = 45.0          ; in seconds
  EnergyProduction = 0
  CommandSet          = EU_DB_HelipadCommandSet
  ShroudClearingRange = 100
  ArmorSet
    Conditions        = None
    Armor            = StructureArmor
    DamageFX          = StructureDamageFXNoShake
  End
  ExperienceValue    = 200 200 200 200  ; Experience point value at each level

  ; *** AUDIO Parameters ***
  VoiceSelect = SupplyDropZoneSelect

  UnitSpecificSounds
    UnderConstruction    = UnderConstructionLoop
  End


  ; *** ENGINEERING Parameters *** 
  KindOf              = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD FS_FACTORY
  RadarPriority      = STRUCTURE
 
  Body                = ActiveBody ModuleTag_04
    MaxHealth        = 1000.0
    InitialHealth    = 1000.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End

  Behavior  = DestroyDie ModuleTag_06
  End
 
  Behavior                  = CreateObjectDie ModuleTag_08
    CreationList      = OCL_LargeStructureDebris
  End

  Behavior            = FlammableUpdate ModuleTag_09
    AflameDuration    = 5000        ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5      ; taking this much damage...
    AflameDamageDelay  = 500      ; this often.
  End
 
  Behavior                  = FXListDie ModuleTag_10
    DeathFX            = FX_StructureMediumDeath
  End

  Behavior = BaseRegenerateUpdate ModuleTag_11
    ;No data
  End

  Behavior = TransitionDamageFX ModuleTag_31
    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1      = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  End

  Geometry            = BOX
  GeometryMajorRadius = 27.0
  GeometryMinorRadius = 27.0
  GeometryHeight      = 9.0
  GeometryIsSmall    = No
  Shadow              = SHADOW_VOLUME

End



#5 beng

beng
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Posted 24 June 2008 - 01:14 PM

Just look at any existing airfield and you will see what bones it needs.

Same with it's modules - just see any existing airfield object and you will see what you are missing.

Same for the dozer, see any existing dozer and you will see what is wrong with yours.




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