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Shazer

Adding B-52

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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 by Shazer

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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

 

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Guest Stevie_K

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?

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Try Deleting the "IGNORED_IN_GUI" from the line 'KindOf' in the engineering parameters. that might solve the problem.

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