Shazer 0 Posted April 11, 2010 (edited) Ok so i would like to add the stock B-52 as a buildable unit at the airfield with the carpet bombing. I have cloned the orignal B-52 and named the cloned Buff. I was able to get it to where i can build it at the airfield and actually see it but i cant select it and when i sell the airfield the B-52 stays there and is undestrucle or targetable. So how do i get the B-52 to be selectable? and blow up/disappear when i sell the airfield? Edited April 11, 2010 by Shazer Share this post Link to post
Shazer 0 Posted April 13, 2010 Here is the current code, tell me what im missing plz i would liek to add the B-52: ; ------------------------------------------------------------------------------ Object AmericaJetBuff ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVBomber ParticleSysBone = Engine00 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = DAMAGED Model = AVBomber_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine00 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = REALLYDAMAGED Model = AVBomber_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine00 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = RUBBLE Model = AVBomber_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End OkToChangeModelColor = Yes End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = AVBomber_A2U Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_OPENING Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_CLOSING Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED Model = AVBomber_A2DU Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_OPENING REALLYDAMAGED Model = AVBomber_A2DU Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_CLOSING REALLYDAMAGED Model = AVBomber_A2DU Animation = AVBomber_A2K.AVBomber_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES End End ; ***DESIGN parameters *** DisplayName = OBJECT:B52 EditorSorting = VEHICLE Side = America TransportSlotCount = 0 ; how many "slots" we take in a transport (0 == not transportable) VisionRange = 160.0 WeaponSet Conditions = None Weapon = PRIMARY CarpetBombWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End ExperienceValue = 200 200 400 400 ; Experience point value at each level ExperienceRequired = 0 200 400 800 ; 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 = AmericaJetAuroraCommandSet ; *** AUDIO Parameters *** VoiceSelect = AuroraBomberVoiceSelect VoiceMove = AuroraBomberVoiceMove VoiceGuard = AuroraBomberVoiceMove VoiceAttack = AuroraBomberVoiceAttack UnitSpecificSounds VoiceCreate = AuroraBomberVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = AuroraBomberVoiceLowFuel VoiceGarrison = AuroraBomberVoiceMove SoundAmbient = B52AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 50 50 50 50 ; Experience point value at each level Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL StealthJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = TransportContain ModuleTag_09 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ; each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ; Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath ; FXFinalBlowUp = FX_JetDeathFinalBlowUp ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = JetAIUpdate ModuleTag_06 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 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Behavior = TransitionDamageFX ModuleTag_11 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_12 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 60.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length UpgradeCameo1 = Upgrade_AmericaCountermeasures ShroudClearingRange = 600 End Share this post Link to post
Guest Stevie_K Posted April 14, 2010 I'm not really into the coding of Generals, but can't you just copy the code from the stealth bomber and edit it from there, or something like that? Share this post Link to post
Shazer 0 Posted April 18, 2010 I have but the B-52 still isnt selectable Share this post Link to post
NatPro38 0 Posted November 1, 2010 Try Deleting the "IGNORED_IN_GUI" from the line 'KindOf' in the engineering parameters. that might solve the problem. Share this post Link to post