Soldier5689 0 Posted February 18, 2011 (edited) Is there any way to make unusable units (e.g. point defense drones, POW trucks) playble in game? Edited February 18, 2011 by Soldier5689 Share this post Link to post
Plok 320 Posted February 20, 2011 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. Share this post Link to post
Soldier5689 0 Posted February 21, 2011 (edited) 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 February 21, 2011 by Soldier5689 Share this post Link to post
Plok 320 Posted February 21, 2011 (edited) 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 February 21, 2011 by Plokite_Wolf Share this post Link to post
Soldier5689 0 Posted February 22, 2011 Thanks a lot! It worked and I got to do that with some of the other units. Share this post Link to post
Plok 320 Posted February 22, 2011 Glad to be of use. If you need any help, just ask here. Share this post Link to post
DarkMajor21 0 Posted November 18, 2011 (edited) Can this be done with Tibedit 2? Also is it possible to add units using this method? Edited November 18, 2011 by DarkMajor21 Share this post Link to post
Plok 320 Posted November 19, 2011 Personally, I don't know, as I never used TibEd in modding (don't tell Koen ) 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. Share this post Link to post
DarkMajor21 0 Posted November 19, 2011 Yes I would like a tutorial for adding new units. Thank you very much Wolf! Share this post Link to post
ClusterCow 0 Posted December 13, 2011 (First post here) Thanks ALOT! . i find much here helpful! keep it going. Share this post Link to post
QQQQQQQQP 0 Posted February 21, 2012 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 Share this post Link to post
Plok 320 Posted February 21, 2012 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. Share this post Link to post
QQQQQQQQP 0 Posted March 4, 2012 ok i am making the POW truck transport and i got it to work but i cant get the men to get out Help??? Share this post Link to post
QQQQQQQQP 0 Posted March 4, 2012 and by u mean look up do u mean on internet or on a file Share this post Link to post
Plok 320 Posted March 5, 2012 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. Share this post Link to post
QQQQQQQQP 0 Posted April 19, 2012 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 Share this post Link to post
QQQQQQQQP 0 Posted April 19, 2012 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 Share this post Link to post
TaserTot 0 Posted June 22, 2021 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. Share this post Link to post
Nmenth 289 Posted June 22, 2021 Don't hijack a nine year-old thread to ask an unrelated question, start your own topic. Share this post Link to post