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Mere_Mortal

A few questions about modding

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A few obstacles with my modding of Generals...

 

I have already done some work on creating a British Faction. Only problem is...the AI won't build anything if they're Britain! Also, when there is only one Faction remaining in a Skirmish, the game does not end. Although, after exiting the win/loss has still been accounted for.

 

I have cloned Colonel Burton, who now has many talents. Except...I can't use his knife. The original Behaviours for his Special Abilities are still in place, however. Also...he appears to be somewhat schizophrenic, cos he's more interested in taking out anything Civilian, including supply piles/pads when there's an enemy Overlord taking aim at him. Just as I try to garrison him in a hut...he blows the friggin crap out of it!! I haven't yet tried the mod on any levels with Civilians roaming around...but I dare not witness such genocide!!

 

Is it possible for units to lay mines? After all, I'm sure I could find a way to get infantry to fart and turn the surrounding area green (that would be amusing).

 

I've also been trying to create a dual command set for one unit. It can be done in the way of updates, like with the Overlord, but can only be purchased once (unless there is a string of many updates triggering one another - hey...maybe that's the answer?). I have seen on TibEd there are blank entries on the Overlord's "CommandSetUpgrade" for "RemoveUpgrades", "CommandSetAlt" & "Trigger(edBy?)Alt"...but setting any or all of these causes a TechDiff (maybe they are ZH specific?).

 

Is it possible for a B52 Bomber to land? After all, the behaviour is already there for it to allow the carrying of vehicles. Moreover, after buying one (yes I have added a B52 to the construction list) is there any way to keep control of it after it has dropped a weapon?

 

Well, if anybody has any answers, that'd be bloody awesome :twisted:

 

M_M

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I have already done some work on creating a British Faction. Only problem is...the AI won't build anything if they're Britain! Also, when there is only one Faction remaining in a Skirmish, the game does not end. Although, after exiting the win/loss has still been accounted for.

It's about the scripts. I can tell you how to do this, but I really don't have much time right now, wait until monday, I will give you some infos. THis could be pretty tough.

 

I have cloned Colonel Burton, who now has many talents. Except...I can't use his knife. The original Behaviours for his Special Abilities are still in place, however. Also...he appears to be somewhat schizophrenic, cos he's more interested in taking out anything Civilian, including supply piles/pads when there's an enemy Overlord taking aim at him. Just as I try to garrison him in a hut...he blows the friggin crap out of it!! I haven't yet tried the mod on any levels with Civilians roaming around...but I dare not witness such genocide!!

Hmm....from my opinion, you've done many wrong codes. This will take long explanation. Give me the code of your new Burton and I will anlyze it.

 

Is it possible for units to lay mines?

It's very possible. Take a look at chinese mine upgrade. Anlayze the code, and use it at your unit's codes. But it will need some modification so the mine laying anility will match with the unit. Special power and OCL is the key for this one.

 

I've also been trying to create a dual command set for one unit. It can be done in the way of updates, like with the Overlord, but can only be purchased once (unless there is a string of many updates triggering one another - hey...maybe that's the answer?). I have seen on TibEd there are blank entries on the Overlord's "CommandSetUpgrade" for "RemoveUpgrades", "CommandSetAlt" & "Trigger(edBy?)Alt"...but setting any or all of these causes a TechDiff (maybe they are ZH specific?).

Hmm.....dual commadset. I think I know how to make this one. There is a way to make more than one command sets at once for an unit, however I haven't tried to make triple command set, it will requires more codes, but maybe I will make that later.

 

To make dual commandset, you can copy the codes of GLA worker. They have 2 different commandsets. First is the "real" building commandset, and the second is the "fake" building commandset. Learn how to make dual commandsets from there. It uses upgrades, so the unit can switch from one commandset to another.

 

Is it possible for a B52 Bomber to land? After all, the behaviour is already there for it to allow the carrying of vehicles. Moreover, after buying one (yes I have added a B52 to the construction list) is there any way to keep control of it after it has dropped a weapon?

There is a way to make the plane lands. But this require lot of modifications. First, you need to mod the locomotor, then.... I haven't tried to make the B52 to land, I know how to make it, but I will need some experiment first. But the key is the locomotor, the B52 use differemt locomotor than any other airships such as Helix and Raptor.

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Thanks for the replies, J-Fire_Man :P

 

In regards to the British Faction...after saving a game, it does not load. I haven't looked much into the mines, but I think I did overlook the Special factor. Dual CommandSets...I can apply an Upgrade to switch set, but of course, that only occurs once. I'll look at the Worker to see if he can help :) The aircraft can wait, I'm not up to looking into Locomotors at the moment.

 

How do I go about getting the Burton code over? There's no attatch option that I know of. I won't paste it here, cos it's 25kb long (there's a lot of [bad] behaviours).

 

Another question...you know of any ways to stop units from shooting at something only yards away? It wouldn't be so bad if it didn't have a cloned Daisy Cutter weapon ~LoL~

 

Cheers =)

M_M

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Looks like you have done so many wrong codes.

 

I can apply an Upgrade to switch set, but of course, that only occurs once

No, you can make it occurs more than once. Using "DisableUpgrade"

 

you know of any ways to stop units from shooting at something only yards away

Yes, as far as I know, there are two possible ways to do that.

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Probably much more bad coding that I'll find yet. The Burton clone was the first I edited, and for a while, it wouldn't move...just got stuck in the Barracks once constructed :roll:

 

I used disable upgrade once before after noticing it in Tibs, but I got load up crashes. If I remember rightly, the coding went something like...

  • CommandSet = BritishOverlordCommandSet1

TriggeredBy = Upgrade_ChangeCommandSet1

RemoveUpgrade = Upgrade_ChangeCommandSet2

  • So...should I use "disable" as oposed to "remove"?

 

As for the last comment, is one way to apply an argument to the Weapon in regards to minimum fire range? Or other?

 

Thanks again :)

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No, you should not changed it. It's "RemoveUpgrade", not "DisableUpgrade", sorry I forgot :oops: , "RemoveUpgrade" is for other game.

 

As for the last comment, is one way to apply an argument to the Weapon in regards to minimum fire range?

Yes, by doing so, the unit will stop firing when it reached the minimum firing range. And, you can also limit it's maximum firing range.

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Either way, "RemoveUpgrade" doesn't work. It might be ZH only.

 

Just thought of shrinking the size of the text, so here's Mr.Burton...(still a pretty big quote!)

 

Thanks for your help :P

 

Object BritainInfantryRanger

 

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

; *** ART Parameters ***

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

 

SelectPortrait = SABurton_L

ButtonImage = SABurton

UpgradeCameo1 = Upgrade_AmericaAdvancedTraining

;UpgradeCameo2 = NONE

;UpgradeCameo3 = NONE

;UpgradeCameo4 = NONE

;UpgradeCameo5 = NONE

 

Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

 

; idle

DefaultConditionState

Model = AIHERO_SKN

IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25

IdleAnimation = AIHERO_SKL.AIHERO_IDA

IdleAnimation = AIHERO_SKL.AIHERO_IDB

AnimationMode = ONCE

TransitionKey = TRANS_Stand

WeaponFireFXBone = PRIMARY Muzzle

WeaponMuzzleFlash = PRIMARY MuzzleFX

WeaponMuzzleFlash = SECONDARY NONE

HideSubObject = MUZZLEFX01

End

 

; injured idle

ConditionState = REALLYDAMAGED

IdleAnimation = AIHERO_SKL.AIHERO_ISTA 0 30

IdleAnimation = AIHERO_SKL.AIHERO_IIDA

IdleAnimation = AIHERO_SKL.AIHERO_IIDB

AnimationMode = ONCE

TransitionKey = TRANS_StandInjured

End

 

 

TransitionState = TRANS_Stand TRANS_StandInjured

Animation = AIHERO_SKL.AIHERO_ISTAHIT

AnimationMode = ONCE

End

 

; moving

ConditionState = MOVING

Animation = AIHERO_SKL.AIHERO_RNA 26

AnimationMode = LOOP

Flags = RANDOMSTART

TransitionKey = TRANS_Walking

ParticleSysBone = None InfantryDustTrails

HideSubObject = MUZZLEFX01

End

 

AliasConditionState = MOVING FIRING_A

AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A

AliasConditionState = MOVING RELOADING_A

AliasConditionState = MOVING FIRING_B

AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B

AliasConditionState = MOVING RELOADING_B

 

; injured moving

ConditionState = MOVING REALLYDAMAGED

Animation = AIHERO_SKL.AIHERO_IRNA 26

AnimationMode = LOOP

Flags = RANDOMSTART

TransitionKey = TRANS_WalkingInjured

ParticleSysBone = None InfantryDustTrails

HideSubObject = MUZZLEFX01

End

 

AliasConditionState = MOVING FIRING_A REALLYDAMAGED

AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED

AliasConditionState = MOVING RELOADING_A REALLYDAMAGED

AliasConditionState = MOVING FIRING_B REALLYDAMAGED

AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B REALLYDAMAGED

AliasConditionState = MOVING RELOADING_B REALLYDAMAGED

 

; Firing animation

ConditionState = FIRING_A

Animation = AIHERO_SKL.AIHERO_ATA

AnimationMode = ONCE

AnimationSpeedFactorRange = 1.5 1.5

TransitionKey = TRANS_FiringA

End

 

ConditionState = BETWEEN_FIRING_SHOTS_A

Animation = AIHERO_SKL.AIHERO_ATA

AnimationMode = MANUAL

Flags = START_FRAME_LAST

WaitForStateToFinishIfPossible = TRANS_FiringA

End

 

AliasConditionState = RELOADING_A

 

; Injured Firing animation

ConditionState = FIRING_A REALLYDAMAGED

Animation = AIHERO_SKL.AIHERO_IATA

AnimationMode = ONCE

AnimationSpeedFactorRange = 1.5 1.5

TransitionKey = TRANS_FiringAInjured

End

 

ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED

Animation = AIHERO_SKL.AIHERO_IATA

AnimationMode = MANUAL

Flags = START_FRAME_LAST

WaitForStateToFinishIfPossible = TRANS_FiringAInjured

End

 

AliasConditionState = RELOADING_A REALLYDAMAGED

 

TransitionState = TRANS_FiringA TRANS_FiringAInjured

Animation = AIHERO_SKL.AIHERO_IATAHIT

AnimationMode = ONCE

End

 

; Placing charge animation

ConditionState = UNPACKING

Animation = AIHERO_SKL.AIHERO_ATB1

AnimationMode = ONCE

End

 

AliasConditionState = MOVING UNPACKING

 

; Injured Placing charge animation

ConditionState = UNPACKING REALLYDAMAGED

Animation = AIHERO_SKL.AIHERO_IATB1

AnimationMode = ONCE

End

 

AliasConditionState = MOVING UNPACKING REALLYDAMAGED

 

; Stab animations

ConditionState = PREATTACK_B

Animation = AIHERO_SKL.AIHERO_ATC

AnimationMode = ONCE

TransitionKey = TRANS_Stabbing

HideSubObject = MUZZLEFX01

End

 

AliasConditionState = PREATTACK_B MOVING

AliasConditionState = PREATTACK_B FIRING_B

AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B

 

ConditionState = FIRING_B

Animation = AIHERO_SKL.AIHERO_ATC

AnimationMode = MANUAL

Flags = START_FRAME_LAST

TransitionKey = TRANS_Stabbing

HideSubObject = MUZZLEFX01

End

 

AliasConditionState = BETWEEN_FIRING_SHOTS_B

AliasConditionState = RELOADING_B

 

TransitionState = TRANS_Stabbing TRANS_Stand

Animation = AIHERO_SKL.AIHERO_ATC2

AnimationMode = ONCE

End

 

; Injured Stab animations

ConditionState = PREATTACK_B REALLYDAMAGED

Animation = AIHERO_SKL.AIHERO_IATC1

AnimationMode = ONCE

TransitionKey = TRANS_StabbingInjured

HideSubObject = MUZZLEFX01

End

 

AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED

AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED

AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED

 

ConditionState = FIRING_B REALLYDAMAGED

Animation = AIHERO_SKL.AIHERO_IATC2

AnimationMode = MANUAL

Flags = START_FRAME_LAST

TransitionKey = TRANS_StabbingInjured

HideSubObject = MUZZLEFX01

End

 

AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED

AliasConditionState = RELOADING_B REALLYDAMAGED

 

TransitionState = TRANS_StabbingInjured TRANS_StandInjured

Animation = AIHERO_SKL.AIHERO_IATC2

AnimationMode = ONCE

End

 

; cheering

ConditionState = SPECIAL_CHEERING

Animation = AIHERO_SKL.AIHERO_CHA

AnimationMode = ONCE

End

 

; injured cheering

ConditionState = SPECIAL_CHEERING REALLYDAMAGED

Animation = AIHERO_SKL.AIHERO_ICHA

AnimationMode = ONCE

End

 

; climbing

ConditionState = CLIMBING

Animation = AIHERO_SKL.AIHERO_CLMID

AnimationMode = LOOP

TransitionKey = TRANS_Climbing

End

 

AliasConditionState = RAPPELLING

AliasConditionState = CLIMBING REALLYDAMAGED

AliasConditionState = RAPPELLING REALLYDAMAGED

 

ConditionState = CLIMBING MOVING

Animation = AIHERO_SKL.AIHERO_CLMUP

AnimationMode = LOOP

TransitionKey = TRANS_Climbing

End

 

AliasConditionState = CLIMBING MOVING REALLYDAMAGED

 

ConditionState = RAPPELLING MOVING

Animation = AIHERO_SKL.AIHERO_CLMUP

AnimationMode = LOOP_BACKWARDS

TransitionKey = TRANS_Climbing

End

 

AliasConditionState = RAPPELLING MOVING REALLYDAMAGED

 

; these transitions don't really work well with our code. leave 'em out.

; TransitionState = TRANS_Climbing TRANS_Stand

; Animation = AIHERO_SKL.AIHERO_CLMST

; AnimationMode = ONCE

; End

;

; TransitionState = TRANS_Stand TRANS_Climbing

; Animation = AIHERO_SKL.AIHERO_CLMST

; AnimationMode = ONCE_BACKWARDS

; End

 

; dying anims

ConditionState = DYING

Animation = AIHERO_SKL.AIHERO_DTA

Animation = AIHERO_SKL.AIHERO_DTB

Animation = AIHero_SKL.AIHero_IDTA

Animation = AIHero_SKL.AIHero_IDTB

AnimationMode = ONCE

TransitionKey = TRANS_Dying

End

 

AliasConditionState = RAPPELLING DYING

AliasConditionState = CLIMBING DYING

 

TransitionState = TRANS_Dying TRANS_Flailing

Animation = AIHERO_SKL.AIHERO_ADTG21

AnimationMode = ONCE

End

 

ConditionState = DYING EXPLODED_FLAILING

Animation = AIHERO_SKL.AIHERO_ADTG22

AnimationMode = LOOP

TransitionKey = TRANS_Flailing

End

 

ConditionState = DYING EXPLODED_BOUNCING

Animation = AIHERO_SKL.AIHERO_ADTG23

AnimationMode = ONCE

TransitionKey = None

End

 

; misc anims

ConditionState = FREEFALL

Animation = AIHERO_SKL.AIHERO_PFL

AnimationMode = LOOP

TransitionKey = TRANS_Falling

End

 

AliasConditionState = FREEFALL REALLYDAMAGED

AliasConditionState = FREEFALL DYING

 

ConditionState = PARACHUTING

Animation = AIHERO_SKL.AIHERO_PHG

AnimationMode = LOOP

TransitionKey = TRANS_Chute

End

 

AliasConditionState = PARACHUTING REALLYDAMAGED

AliasConditionState = PARACHUTING DYING

 

TransitionState = TRANS_Falling TRANS_Chute

Animation = AIHERO_SKL.AIHERO_POP

AnimationMode = ONCE

Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME

End

 

TransitionState = TRANS_Chute TRANS_Stand

Animation = AIHERO_SKL.AIHERO_PTD

AnimationMode = ONCE

End

 

TransitionState = TRANS_Chute TRANS_StandInjured

Animation = AIHERO_SKL.AIHERO_PTD

AnimationMode = ONCE

End

 

; note: there are no surrender states because Col. Burton does not surrender.

; Death before dishonor!

 

End

 

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

; *** DESIGN parameters ***

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

 

DisplayName = OBJECT:Ranger

Side = Britain

EditorSorting = INFANTRY

TransportSlotCount = 1

 

WeaponSet

Conditions = None

Weapon = PRIMARY ColonelBurtonSniperRifleWeapon

Weapon = SECONDARY ColonelBurtonKnifeAttack

AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI

AutoChooseSources = SECONDARY NONE

End

 

ArmorSet

Conditions = None

Armor = HumanArmor

DamageFX = InfantryDamageFX

End

 

VisionRange = 500

ShroudClearingRange = 500

Prerequisites

Object = BritainBarracks

Object = BritainStrategyCenter

Science = SCIENCE_Rank5

End

 

BuildCost = 10000

BuildTime = 60

 

ExperienceValue = 50 100 100 5000

ExperienceRequired = 0 200 300 600

IsTrainable = Yes

CrushableLevel = 3

CommandSet = BritainInfantryRangerCommandSet

 

MaxSimultaneousOfType = 1

 

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

; *** AUDIO Parameters ***

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

 

VoiceSelect = ColonelBurtonVoiceSelect

VoiceMove = ColonelBurtonVoiceMove

VoiceAttack = ColonelBurtonVoiceAttack

VoiceFear = ColonelBurtonVoiceFear

VoiceGuard = ColonelBurtonVoiceMove

SoundDie = ColonelBurtonVoiceDie

SoundDieFire = DieByFireUSA

SoundDieToxin = DieByToxinUSA

SoundStealthOn = StealthOn

SoundStealthOff = StealthOff

VoiceTaskComplete = DozerUSAVoiceBuildComplete

 

UnitSpecificSounds

VoiceMelee = ColonelBurtonVoiceAttackKnife

VoiceCreate = ColonelBurtonVoiceCreate

VoiceGarrison = ColonelBurtonVoiceGarrison

VoiceEnter = ColonelBurtonVoiceMove

VoiceEnterHostile = ColonelBurtonVoiceMove

VoiceGetHealed = ColonelBurtonVoiceMove

VoiceSupply = ChinookVoiceSupply

VoiceRepair = DozerUSAVoiceRepair

VoiceDisarm = DozerUSAVoiceClearMine

VoiceBuildResponse = DozerUSAVoiceBuild

End

 

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

; *** ENGINEERING Parameters ***

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

 

RadarPriority = UNIT

KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE STEALTH_GARRISON HERO HARVESTER DOZER

 

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

; *** Standard ***

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

 

Body = ActiveBody ModuleTag_02

MaxHealth = 500.0

InitialHealth = 500.0

End

 

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

; Behavior = AIUpdateInterface ModuleTag_03

; AutoAcquireEnemiesWhenIdle = Yes Stealthed

; MoodAttackCheckRate = 250

; End

;

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

Behavior = CommandButtonHuntUpdate ModuleTag_04

End

 

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

Behavior = AutoFindHealingUpdate ModuleTag_05

ScanRate = 1000 ; once a second.

ScanRange = 300 ;

NeverHeal = 0.85 ; don't heal if we are > 85% healthy.

AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.

End

 

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

Behavior = StealthDetectorUpdate ModuleTag_06

DetectionRate = 500

CanDetectWhileGarrisoned = Yes

CanDetectWhileContained = Yes

End

 

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

Behavior = StealthUpdate ModuleTag_07

StealthDelay = 0

FriendlyOpacityMin = 30.0%

FriendlyOpacityMax = 80.0%

PulseFrequency = 500

MoveThresholdSpeed = 3

InnateStealth = Yes

OrderIdleEnemiesToAttackMeUponReveal = No

End

 

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

Behavior = ExperienceScalarUpgrade ModuleTag_08

TriggeredBy = Upgrade_AmericaAdvancedTraining

AddXPScalar = 1.0 ;Increases experience gained by an additional 100%

End

 

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

Behavior = VeterancyGainCreate ModuleTag_09

StartingLevel = VETERAN

End

 

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

; *** Unit Specific ***

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

 

Behavior = SpecialAbility ModuleTag_20

SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges

UpdateModuleStartsAttack = Yes

InitiateSound = ColonelBurtonVoicePlantRemoteCharge

End

 

Behavior = SpecialAbilityUpdate ModuleTag_21

SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges

StartAbilityRange = 0.0

PreparationTime = 0

SpecialObject = RemoteC4Charge

MaxSpecialObjects = 8

SpecialObjectsPersistWhenOwnerDies = No

AlwaysValidateSpecialObjects = Yes

SpecialObjectsPersistent = Yes

UniqueSpecialObjectTargets = Yes

UnpackTime = 5500

PackTime = 0

SkipPackingWithNoTarget = Yes

FlipOwnerAfterUnpacking = Yes

FleeRangeAfterCompletion = 100.0

UnpackSound = ColonelBurtonPlantCharge

LoseStealthOnTrigger = Yes

PreTriggerUnstealthTime = 5000

End

 

Behavior = SpecialAbility ModuleTag_22

SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges

UpdateModuleStartsAttack = Yes

InitiateSound = ColonelBurtonVoicePlantTimedCharge

End

 

Behavior = SpecialAbilityUpdate ModuleTag_23

SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges

StartAbilityRange = 0.0

PreparationTime = 0

SpecialObject = TimedC4Charge

MaxSpecialObjects = 10

SpecialObjectsPersistWhenOwnerDies = Yes

SpecialObjectsPersistent = Yes

UniqueSpecialObjectTargets = Yes

UnpackTime = 5500

FlipOwnerAfterUnpacking = Yes

FleeRangeAfterCompletion = 100.0

UnpackSound = ColonelBurtonPlantCharge

LoseStealthOnTrigger = Yes

PreTriggerUnstealthTime = 5000

End

 

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

; *** Special Abilities ***

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

 

Behavior = SpecialAbility ModuleTag_25

SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding

UpdateModuleStartsAttack = Yes

InitiateSound = BlackLotusVoiceHackBuilding

End

 

Behavior = SpecialAbilityUpdate ModuleTag_26

SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding

StartAbilityRange = 150.0

UnpackTime = 6730

PackTime = 2800

PreparationTime = 6000

SpecialObject = BinaryDataStream

DoCaptureFX = Yes

PackSound = BlackLotusPack

UnpackSound = BlackLotusUnpack

TriggerSound = BlackLotusTrigger

PrepSoundLoop = BlackLotusPrepLoop

AwardXPForTriggering = 20

End

 

Behavior = SpecialAbility ModuleTag_27

SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack

UpdateModuleStartsAttack = Yes

InitiateSound = BlackLotusVoiceHackVehicle

End

 

Behavior = SpecialAbilityUpdate ModuleTag_28

SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack

StartAbilityRange = 150.0

UnpackTime = 2000

PackTime = 1000

PreparationTime = 2000

EffectDuration = 99999

DisableFXParticleSystem = DisabledEffectBinaryShower0

SpecialObject = BinaryDataStream

PackSound = BlackLotusPack

UnpackSound = BlackLotusUnpack

TriggerSound = BlackLotusTrigger

PrepSoundLoop = BlackLotusPrepLoop

AwardXPForTriggering = 0

End

 

Behavior = SpecialAbility ModuleTag_29

SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack

UpdateModuleStartsAttack = Yes

InitiateSound = BlackLotusVoiceHackCash

End

 

Behavior = SpecialAbilityUpdate ModuleTag_30

SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack

StartAbilityRange = 150.0

UnpackTime = 6730

PackTime = 5800

PreparationTime = 6000

EffectValue = 10000

SpecialObject = BinaryDataStream

PackSound = BlackLotusPack

UnpackSound = BlackLotusUnpack

TriggerSound = BlackLotusTrigger

PrepSoundLoop = BlackLotusPrepLoop

AwardXPForTriggering = 20

End

 

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

Behavior = HackInternetAIUpdate ModuleTag_31

UnpackTime = 7300

PackTime = 5133

CashUpdateDelay = 2000

RegularCashAmount = 6

VeteranCashAmount = 8

EliteCashAmount = 12

HeroicCashAmount = 20

XpPerCashUpdate = 1

PackUnpackVariationFactor = 0.5

End

 

Behavior = SpecialAbility ModuleTag_32

SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding

UpdateModuleStartsAttack = Yes

InitiateSound = HackerVoiceHack

End

 

Behavior = SpecialAbilityUpdate ModuleTag_33

SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding

StartAbilityRange = 150.0

UnpackTime = 7300

PackTime = 5133

PreparationTime = 3000

PersistentPrepTime = 333

EffectDuration = 99999

SpecialObject = BinaryDataStream

DisableFXParticleSystem = DisabledEffectBinaryShower0

PackSound = HackerPack

UnpackSound = HackerUnpack

PrepSoundLoop = HackerPrepLoop

AwardXPForTriggering = 0

End

 

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

; *** Misc Behaviours ***

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

 

Behavior = PropagandaTowerBehavior ModuleTag_40

Radius = 150.0

DelayBetweenUpdates = 2000

HealPercentEachSecond = 2%

PulseFX = FX_PropagandaTowerPropagandaPulse

UpgradeRequired = Upgrade_ChinaSubliminalMessaging

UpgradedHealPercentEachSecond = 4%

UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse

End

 

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

Behavior = WorkerAIUpdate ModuleTag_41

RepairHealthPercentPerSecond = 5%

BoredTime = 5000

BoredRange = 150

MaxBoxes = 1

SupplyCenterActionDelay = 150

SupplyWarehouseActionDelay = 150

SupplyWarehouseScanDistance = 700

SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted

AutoAcquireEnemiesWhenIdle = No

End

 

Behavior = DozerAIUpdate ModuleTag_42

RepairHealthPercentPerSecond = 5%

BoredTime = 500

BoredRange = 500

AutoAcquireEnemiesWhenIdle = No

End

 

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

; Behavior = VeterancyCrateCollide ModuleTag_43

; RequiredKindOf = VEHICLE

; ForbiddenKindOf = TRANSPORT

; EffectRange = 1000

; AddsOwnerVeterancy = Yes

; End

;

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

; Behavior = ConvertToHijackedVehicleCrateCollide ModuleTag_44

; RequiredKindOf = VEHICLE ;STRUCTURE

; End

;

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

; Behavior = ConvertToCarBombCrateCollide ModuleTag_45

; RequiredKindOf = VEHICLE

; ;ForbiddenKindOf = TRANSPORT DOZER

; FXList = FX_MakeCarBombSuccess

; End

;

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

; *** Original Dying Details ***

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

 

Behavior = SlowDeathBehavior ModuleTag_Death01

DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA

SinkDelay = 3000

SinkRate = 0.5 ; in Dist/Sec

DestructionDelay = 8000

FX = INITIAL FX_GIDie

End

 

Behavior = SlowDeathBehavior ModuleTag_Death02

DeathTypes = NONE +CRUSHED +SPLATTED

SinkDelay = 3000

SinkRate = 0.5 ; in Dist/Sec

DestructionDelay = 8000

FX = INITIAL FX_GIDieCrushed

End

 

Behavior = SlowDeathBehavior ModuleTag_Death03

DeathTypes = NONE +EXPLODED

SinkDelay = 3000

SinkRate = 0.5 ; in Dist/Sec

DestructionDelay = 8000

FX = INITIAL FX_GIDie

FlingForce = 8

FlingForceVariance = 3

FlingPitch = 60

FlingPitchVariance = 10

End

 

Behavior = SlowDeathBehavior ModuleTag_Death04

DeathTypes = NONE +BURNED

DestructionDelay = 0

FX = INITIAL FX_GIDie

OCL = INITIAL OCL_FlamingInfantry

End

 

Behavior = SlowDeathBehavior ModuleTag_Death05

DeathTypes = NONE +POISONED

DestructionDelay = 0

FX = INITIAL FX_GIDie

OCL = INITIAL OCL_ToxicInfantry

End

 

Behavior = SlowDeathBehavior ModuleTag_Death06

DeathTypes = NONE +POISONED_BETA

DestructionDelay = 0

FX = INITIAL FX_GIDie

OCL = INITIAL OCL_ToxicInfantryBeta

End

 

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

;

; Behavior = PoisonedBehavior ModuleTag_98

; PoisonDamageInterval = 100

; PoisonDuration = 3000

; End

;

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

 

Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor ColonelBurtonCliffLocomotor

 

Behavior = PhysicsBehavior ModuleTag_99

Mass = 5.0

End

 

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

 

Geometry = CYLINDER

GeometryMajorRadius = 10.0

GeometryMinorRadius = 10.0

GeometryHeight = 12.0

GeometryIsSmall = Yes

Shadow = SHADOW_DECAL

ShadowSizeX = 14

ShadowSizeY = 14

ShadowTexture = ShadowI

BuildCompletion = APPEARS_AT_RALLY_POINT

 

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

 

End

 

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Either way, "RemoveUpgrade" doesn't work. It might be ZH only.

Yeah, maybe, I haven't try to use it at Generals.

 

Btw, your quote is shrinking, you should give your code to me through my yahoo mailbox. The adress is on my profile.

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If it weren't shrunk, the page'd take a year & a day to load via 56k. So you triple click the quote & copy/paste it to notepad :wink:

Anyhow, I mailed it to ya (via the button, dunno if it went to Yaboo or not).

 

Cheers :)

M_M

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Hello J-Fire_Man :)

 

In regards to the butchering of Col.Burton, I think the problem may be the fact that a) he has WeaponSets and B) is assigned as a Worker/Dozer. There appears to be a conflict. I also have a butchered RadarVan with many Behaviours, including the laying of an Anthrax OCL. It is also a dozer/worker. After assigning the weapons to its INI & upon producing the unit, it immediately proceeded to attack the nearest Supply Pad, in the process, destroying my other units that had nuclear death weapons. Thus resulting in a bloody big bang and a premature conclusion to the Skirmish!

 

Well, thanks for endeavouring to check it out. Do so if you wish, although I think the above is the problem.

 

Regards,

M_M

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Ohh, you have solved the problem by yourself, that's good. Sorry, but I still don't have the time to analyze all of the codes. Maybe next time :wink:

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I think I have, at least. Hey, worry not. I'm sure your time would be used more constructively if aimed towards your own Mod. Afterall, mine is currently severely unbalanced and only in the testing stages. Not that I'm suggesting there'll be much progress *L*

 

Cheers :)

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