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Soldier5689

Making unusable units playable in C&C ZH?

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Is there any way to make unusable units (e.g. point defense drones, POW trucks) playble in game?

Edited by Soldier5689

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Well, first tell us how much knowledge of using XCC Utilities do you have and whether you want these changes for a single map or a whole mod.

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To be honest, I don't have that much experience with XCC utilities. That's why I'm asking. As for the changes, I was hoping it would affect the whole mod.

Edited by Soldier5689

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Alright. First, to get the latest and most stabile version of the XCC Utilities, click here. You can install them wherever you want.

 

Open XCC Mixer. To the left you can see the list of files in the folder or .MIX/.BIG archive you have opened. To the right you have a description and often the preview of the file you selected.

Click on File, then Open...

Browse up to your Generals Zero Hour directory (NOT vanilla Generals) - usually C:\Program Files\EA Games\Command And Conquer Generals - Zero Hour

Open the file INIZH.big

Now you will see many files. Find the one called "Data\INI\Object\AmericaCINEUnit.ini" (file containing coding for American cinematic units). Right click on it, then click Extract...

Now you must extract the file to folders that normally don't exist, so you must make them yourself. First, it's the main game directory. Then, it's "Data". Then follow "INI" and "object". Extract it here.

Also, extract "Data\INI\CommandSet.ini" and "Data\INI\CommandButton.ini" (careful, these are Up One Level from the "object" folder)

 

You can close XCC Mixer for now. Let's do an example on the POW Trucks. (Although they can't do anything)

Open your "AmericaCINEUnit.ini" file in Notepad. Click Edit, and then "Find...". Type the following: "Object AmericaVehiclePOWTruck" (without quotation marks).

Now you must set its build cost and time, and also the prerequisite(s) for the unit, otherwise it will not be built. Find below where it says:

 

Buildable = No

;BuildCost = 500

;BuildTime = 10.0 ;in seconds

 

Replace this with:

 

Buildable = Yes

BuildCost = 500

BuildTime = 10.0 ;in seconds

Prerequisites

Object = AmericaWarFactory ; note that this must have one or two spacebar clicks to look more hierarchic

End

 

Then find:

 

;CommandSet = VehiclePOWTruckCommandSet

 

Replace it with this:

 

CommandSet = AmericaInfantryPilotCommandSet ; we need this to make the unit controllable

 

Note that the semicolon makes the game skip that string. It's often useful for making notes.

Save the file and close it.

 

We need a build command for the unit. To make one, open "CommandButton.ini".

 

Find this:

 

CommandButton Command_ConstructAmericaVehicleHumvee

Command = UNIT_BUILD

Object = AmericaVehicleHumvee

TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee

ButtonImage = SAHummer

ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is

DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee

End

 

Below this, put the following:

 

CommandButton Command_ConstructAmericaPOWTruck

Command = UNIT_BUILD

Object = AmericaVehiclePOWTruck

TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee

ButtonImage = SAPOWTruck

ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is

DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee

End

 

You can now save the file and close it.

Now we want the American Weapons Factory to build the POW Trucks. Open "CommandSet.ini" in Notepad.

 

Find this:

 

CommandSet AmericaWarFactoryCommandSet

 

Below you will see:

 

1 = Command_ConstructAmericaTankCrusader

2 = Command_ConstructAmericaVehicleTomahawk

3 = Command_ConstructAmericaVehicleHumvee

4 = Command_ConstructAmericaVehicleMedic

5 = Command_ConstructAmericaVehiclePaladin

6 = Command_ConstructAmericaVehicleSentryDrone

7 = Command_ConstructAmericaVehicleAvenger

8 = Command_ConstructAmericaVehicleMicrowave

9 = Command_UpgradeAmericaSentryDroneGun

11 = Command_UpgradeAmericaTOWMissile

13 = Command_SetRallyPoint

14 = Command_Sell

End

 

Replace this with:

 

1 = Command_ConstructAmericaTankCrusader

2 = Command_ConstructAmericaVehicleTomahawk

3 = Command_ConstructAmericaVehicleHumvee

4 = Command_ConstructAmericaVehicleMedic

5 = Command_ConstructAmericaVehiclePaladin

6 = Command_ConstructAmericaVehicleSentryDrone

7 = Command_ConstructAmericaVehicleAvenger

8 = Command_ConstructAmericaVehicleMicrowave

9 = Command_ConstructAmericaPOWTruck ; this is the POW Truck we want to use

10 = Command_UpgradeAmericaSentryDroneGun ; moved one slot further to make room for POW Truck

11 = Command_UpgradeAmericaTOWMissile

13 = Command_SetRallyPoint

14 = Command_Sell

End

 

Close this.

You are pretty much done then. All other units are editable on the same principle. Hope this helps :)

 

EDIT: Oh, I forgot to mention that this refers only to the regular USA, not its generals. They all have their own command sets for their own Weapons Factories, but the procedure remains the same, save that the commandsets and WF related thingies don't begin with "America", but with "Lazr_America", "SupW_America" and "AirF_America"

Edited by Plokite_Wolf

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Glad to be of use. If you need any help, just ask here. :)

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Can this be done with Tibedit 2? Also is it possible to add units using this method?

Edited by DarkMajor21

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Personally, I don't know, as I never used TibEd in modding (don't tell Koen :P ) I've tested this procedure and, as long as it may look like at first, you'll get used to it after some time. Modding is much more fun when you experiment with various possibilities of the INI coding than when you have all possible tutorials at the ready.

 

Also, for adding new units - this is only a part of a much more complex procedure. If you'd like, I can make a tutorial for that, too.

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ok i need help make a new facory like gla armsdealer1,2,3 or china war fact...ETC and make a biger bar to buildbar where the builds and last how to make meh own skins so i can make it look like cnc renagade plz help

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For adding new war factories, it's much like this tutorial -> http://forums.cncnz.com/topic/16198-adding-new-units-to-cc-zero-hour/, save that you need to look up on the respective War Factories' coding to copy it.

 

Bigger build menus - don't think that's possible unless you lower the icon resolution even further down.

 

New skins - sorry man, you'll need Paintshop/Photoshop for that. You're on your own.

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ok i am making the POW truck transport and i got it to work but i cant get the men to get out Help???

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Find where the POW Truck coding is. You'll find a heap of "Behavior=" strings, and among them place this:

 

 Behavior = TransportAIUpdate ModuleTag_03
       Turret
         TurretTurnRate = 180
         RecenterTime = 5000   ; how long to wait during idle before recentering
         ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
       End
       AutoAcquireEnemiesWhenIdle = Yes
       MoodAttackCheckRate             = 250
 End
 Locomotor = SET_NORMAL HumveeLocomotor

 Behavior = PhysicsBehavior ModuleTag_04
       Mass = 50.0
 End

 Behavior = TransportContain  ModuleTag_05    ;parameters of the transport feature
       PassengersAllowedToFire = Yes
       Slots                    = 5
;       EnterSound                = GarrisonEnter
;       ExitSound                  = GarrisonExit
       DamagePercentToUnits = 100% ;10%
       AllowInsideKindOf  = INFANTRY
       ExitDelay = 250
       NumberOfExitPaths = 3 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
       GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
 End

Might work.

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i am making the cargo plane drivable and this is it

 

would it work

 

 

 

;_______________________________________________

Object GLAJetPelican

 

; *** ART Parameters ***

Draw = W3DModelDraw ModuleTag_01

ParticlesAttachedToAnimatedBones = Yes

DefaultConditionState

Model = UVCargoPln

Animation = UVCargoPln.UVCargoPln

AnimationMode = LOOP

ParticleSysBone = Engine01 JetBlackTrail

ParticleSysBone = Engine02 JetBlackTrail

ParticleSysBone = Engine03 JetBlackTrail

ParticleSysBone = Engine04 JetBlackTrail

End

ConditionState = DAMAGED

Model = UVCargoPln_D

Animation = UVCargoPln_D.UVCargoPln_D

AnimationMode = MANUAL

Flags = START_FRAME_FIRST

ParticleSysBone = Smoke01 JetFireLarge

ParticleSysBone = Smoke02 JetFireLarge

ParticleSysBone = Propeller03 JetBlackTrailThin

ParticleSysBone = Propeller04 JetBlackTrailThin

ParticleSysBone = Smoke01 JetSmokeLarge

ParticleSysBone = Smoke02 JetSmokeLarge

ParticleSysBone = Smoke03 JetSmokeLarge

End

ConditionState = REALLYDAMAGED

Model = UVCargoPln_D

Animation = UVCargoPln_D.UVCargoPln_D

AnimationMode = MANUAL

Flags = START_FRAME_FIRST

ParticleSysBone = Smoke01 JetFireLarge

ParticleSysBone = Smoke02 JetFireLarge

ParticleSysBone = Propeller03 JetBlackTrailThin

ParticleSysBone = Propeller04 JetBlackTrailThin

ParticleSysBone = Smoke01 JetSmokeLarge

ParticleSysBone = Smoke02 JetSmokeLarge

ParticleSysBone = Smoke03 JetSmokeLarge

End

ConditionState = RUBBLE

Model = UVCargoPln_D1

ParticleSysBone = Smoke01 JetFireLarge

ParticleSysBone = Smoke02 JetFireLarge

ParticleSysBone = Smoke03 JetFireLarge

ParticleSysBone = Smoke04 JetFireLarge

ParticleSysBone = Smoke01 JetSmokeLarge

ParticleSysBone = Smoke02 JetSmokeLarge

ParticleSysBone = Smoke03 JetSmokeLarge

ParticleSysBone = Smoke04 JetSmokeLarge

End

 

OkToChangeModelColor = Yes

End

 

Draw = W3DModelDraw ModuleTag_02

DefaultConditionState

Model = UVCargoPln_A2

Animation = UVCargoPln_A2.UVCargoPln_A2

AnimationMode = MANUAL

Flags = START_FRAME_FIRST

End

ConditionState = DOOR_1_OPENING

Model = UVCargoPln_A2

Animation = UVCargoPln_A2.UVCargoPln_A2

AnimationMode = ONCE

Flags = START_FRAME_FIRST

End

ConditionState = DOOR_1_CLOSING

Model = UVCargoPln_A2

Animation = UVCargoPln_A2.UVCargoPln_A2

AnimationMode = ONCE_BACKWARDS

Flags = START_FRAME_LAST

End

End

 

; ***DESIGN parameters ***

DisplayName = OBJECT:Raptor

EditorSorting = VEHICLE

Side = America

TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)

VisionRange = 200.0

ShroudClearingRange = 400

Prerequisites

Object = AmericaAirfield

End

 

WeaponSet

Conditions = None

Weapon = PRIMARY RaptorJetMissileWeapon

End

WeaponSet

Conditions = PLAYER_UPGRADE

Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon

End

ArmorSet

Conditions = None

Armor = AirplaneArmor

DamageFX = None

End

ArmorSet

Conditions = PLAYER_UPGRADE

Armor = CountermeasuresAirplaneArmor

DamageFX = None

End

 

 

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 = 160.0

InitialHealth = 160.0

End

 

Behavior = WeaponSetUpgrade ModuleTag_03

TriggeredBy = Upgrade_AmericaLaserMissiles

End

Behavior = ArmorUpgrade ModuleTag_Armor01

TriggeredBy = Upgrade_AmericaCountermeasures

End

 

Behavior = CountermeasuresBehavior ModuleTag_10

TriggeredBy = Upgrade_AmericaCountermeasures

FlareTemplateName = CountermeasureFlare

FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)

VolleySize = 3 ; 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 = 1.0 ; Shoots out flares at a stronger velocity with a higher value.

DelayBetweenVolleys = 1000 ; Time between flare volleys

NumberOfVolleys = 3 ; 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

 

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

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i am making the cargo plane drivable and this is it

 

would it work

 

 

 

;_______________________________________________

Object GLAJetPelican

 

; *** ART Parameters ***

Draw = W3DModelDraw ModuleTag_01

ParticlesAttachedToAnimatedBones = Yes

DefaultConditionState

Model = UVCargoPln

Animation = UVCargoPln.UVCargoPln

AnimationMode = LOOP

ParticleSysBone = Engine01 JetBlackTrail

ParticleSysBone = Engine02 JetBlackTrail

ParticleSysBone = Engine03 JetBlackTrail

ParticleSysBone = Engine04 JetBlackTrail

End

ConditionState = DAMAGED

Model = UVCargoPln_D

Animation = UVCargoPln_D.UVCargoPln_D

AnimationMode = MANUAL

Flags = START_FRAME_FIRST

ParticleSysBone = Smoke01 JetFireLarge

ParticleSysBone = Smoke02 JetFireLarge

ParticleSysBone = Propeller03 JetBlackTrailThin

ParticleSysBone = Propeller04 JetBlackTrailThin

ParticleSysBone = Smoke01 JetSmokeLarge

ParticleSysBone = Smoke02 JetSmokeLarge

ParticleSysBone = Smoke03 JetSmokeLarge

End

ConditionState = REALLYDAMAGED

Model = UVCargoPln_D

Animation = UVCargoPln_D.UVCargoPln_D

AnimationMode = MANUAL

Flags = START_FRAME_FIRST

ParticleSysBone = Smoke01 JetFireLarge

ParticleSysBone = Smoke02 JetFireLarge

ParticleSysBone = Propeller03 JetBlackTrailThin

ParticleSysBone = Propeller04 JetBlackTrailThin

ParticleSysBone = Smoke01 JetSmokeLarge

ParticleSysBone = Smoke02 JetSmokeLarge

ParticleSysBone = Smoke03 JetSmokeLarge

End

ConditionState = RUBBLE

Model = UVCargoPln_D1

ParticleSysBone = Smoke01 JetFireLarge

ParticleSysBone = Smoke02 JetFireLarge

ParticleSysBone = Smoke03 JetFireLarge

ParticleSysBone = Smoke04 JetFireLarge

ParticleSysBone = Smoke01 JetSmokeLarge

ParticleSysBone = Smoke02 JetSmokeLarge

ParticleSysBone = Smoke03 JetSmokeLarge

ParticleSysBone = Smoke04 JetSmokeLarge

End

 

OkToChangeModelColor = Yes

End

 

Draw = W3DModelDraw ModuleTag_02

DefaultConditionState

Model = UVCargoPln_A2

Animation = UVCargoPln_A2.UVCargoPln_A2

AnimationMode = MANUAL

Flags = START_FRAME_FIRST

End

ConditionState = DOOR_1_OPENING

Model = UVCargoPln_A2

Animation = UVCargoPln_A2.UVCargoPln_A2

AnimationMode = ONCE

Flags = START_FRAME_FIRST

End

ConditionState = DOOR_1_CLOSING

Model = UVCargoPln_A2

Animation = UVCargoPln_A2.UVCargoPln_A2

AnimationMode = ONCE_BACKWARDS

Flags = START_FRAME_LAST

End

End

 

; ***DESIGN parameters ***

DisplayName = OBJECT:Raptor

EditorSorting = VEHICLE

Side = America

TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)

VisionRange = 200.0

ShroudClearingRange = 400

Prerequisites

Object = AmericaAirfield

End

 

WeaponSet

Conditions = None

Weapon = PRIMARY RaptorJetMissileWeapon

End

WeaponSet

Conditions = PLAYER_UPGRADE

Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon

End

ArmorSet

Conditions = None

Armor = AirplaneArmor

DamageFX = None

End

ArmorSet

Conditions = PLAYER_UPGRADE

Armor = CountermeasuresAirplaneArmor

DamageFX = None

End

 

 

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 = 160.0

InitialHealth = 160.0

End

 

Behavior = WeaponSetUpgrade ModuleTag_03

TriggeredBy = Upgrade_AmericaLaserMissiles

End

Behavior = ArmorUpgrade ModuleTag_Armor01

TriggeredBy = Upgrade_AmericaCountermeasures

End

 

Behavior = CountermeasuresBehavior ModuleTag_10

TriggeredBy = Upgrade_AmericaCountermeasures

FlareTemplateName = CountermeasureFlare

FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)

VolleySize = 3 ; 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 = 1.0 ; Shoots out flares at a stronger velocity with a higher value.

DelayBetweenVolleys = 1000 ; Time between flare volleys

NumberOfVolleys = 3 ; 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

 

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

NVM it did not work but i still need help

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Can you help me add laser point defense to the vanilla raptor? or switch them? For the whole game. Also, I'm using Shockwave mod.

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Don't hijack a nine year-old thread to ask an unrelated question, start your own topic.

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