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Civilian units with weapons


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#1 Mobius 1

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Posted 27 January 2007 - 05:05 AM

i've been messing around with Project raptor and have decided some civilian vehicles and some possible new ones could be used with the militia and possibly other sides.
For example a cessna on a militia airfield that has a mg and missiles. I already have command sets and command buttons set up, just a little trouble with the various codes. i'd be happy to hear about more ideas
I CAN"T FIGURE OUT WHAT"S WRONG WITH THIS PART!!!!! ^_^ :lol: :p ;) :(
;------------------------------------------------------------------------------
Object MilitiaAircraftCessna

; *** ART Parameters ***
SelectPortrait = SACRaptor_L
ButtonImage = SACRaptor

UpgradeCameo1 = NONE
UpgradeCameo2 = NONE
UpgradeCameo3 = NONE
UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = WeaponA01 WeaponA02
ProjectileBoneFeedbackEnabledSlots = SECONDARY; WeaponLaunchBone will be shown/hidden, not just used for firing offset

DefaultConditionState
Model = CVCESSNA
WeaponRecoilBone = PRIMARY TurretEL
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = SECONDARY WeaponA
End

ConditionState = REALLYDAMAGED
Model = CVCESSNA_D
WeaponRecoilBone = PRIMARY TurretEL
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = SECONDARY WeaponA
End

ConditionState = RUBBLE
Model = CVCESSNA_D
WeaponRecoilBone = PRIMARY TurretEL
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = SECONDARY WeaponA
End
End

OkToChangeModelColor = Yes

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Cessna
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
Object = MilitiaAirfield
End
WeaponSet
Conditions = None
;-----
Weapon = PRIMARY FighterPlaneGun
;-----
Weapon = SECONDARY RaptorJetMissileWeapon
;-----
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None

BuildCost = 1400
BuildTime = 20
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = AmericaJetRaptorCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 16000.0; I wanted to make it tough because cessnas are my favorite
InitialHealth = 16000.0
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL RaptorJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

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


Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End

;------------------------------------------------------------------------------

#2 00 Nobody

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Posted 03 February 2007 - 04:32 AM

I'll admit i never grasped codes like that. I saw a ogject: MilitiaAirfield. Is that another thing you threw in? and welcome to the PR forums.
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#3 Mobius 1

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Posted 27 February 2007 - 08:17 PM

Yes it is its basicly a buildible tech airfield with a few extra options. I have all the commandsets and command buttons fixed but it's still not working

#4 southsidediablo

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Posted 28 February 2007 - 12:47 AM

I think I see a problem or two.

Side = America

If this is going to be Civilian, then that needs to be Side = Civilian.

Weapon = PRIMARY FighterPlaneGun

Did you already make the weapon in the Weapon.ini ?

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

This may also be a problem, since the upgrade does not exist to Civilians, unless you put it in the airfield.

Hope I was of help.

Edited by southsidediablo, 28 February 2007 - 12:50 AM.

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#5 Mobius 1

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Posted 08 March 2007 - 12:42 AM

yes its in ini, it is on the militia side(i figured even gla has airpower so why not militia) and the upgrade was one problem, thanks. :p




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