Free models thread!

This is a discussion on Free models thread! within the CnC Modding, Mapping and Editing forums, part of the Command and Conquer Series category; hehey for anyone who care its Pestilence64's birthday today(at least according to his forums info) happy birthday Pestilence64 .... (to ...

CnC Modding, Mapping and Editing Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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  #51  
Old January 31st, 2005
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Default Re: Free models thread!

hehey for anyone who care its Pestilence64's birthday today(at least according to his forums info)

happy birthday Pestilence64 ....

(to the modderators, sorry for this little bit of canned meat(at least i think its meat)
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  #52  
Old February 1st, 2005
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Default Re: Free models thread!

How do i get multiple weapons on a vehicle to fire at the same time and whats the maximum number of weapon and barrels one unit can have?
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  #53  
Old February 8th, 2005
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icon_question Re: Free models thread!

Hello... I tried to code the china infantry ship that Jakedude maked...
Can you help me ? I can't find the error in the script... I tried to use the gattling tank script at the gattling cannon turret...
Quote:
;------------------------------------------------------------------------------
Object ChinaAABattleShip
SelectPortrait = NukeShip
ButtonImage = NukeShip
UpgradeCameo1 = Upgrade_ChinaBlackNapalm

; *** ART Parameters ***
Draw = W3DTankDraw ModuleTag_01
;ProjectileBoneFeedbackEnabledSlots = SECONDARY

;Gattlin gun stuff: BARREL01,TURRETALT, WEAPONAFX01
;
;50 cal gun Stuff: TURRET, 50CAL, MUZZLEFX01, (TERTIARY)

OkToChangeModelColor = Yes
InitialRecoilSpeed = 120
MaxRecoilDistance = 8
RecoilSettleSpeed = 6
ConditionState = NONE
Model = NVInfaShip
Animation = NVInfaShip.NVInfaShip
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL02
TurretArtAngle = 0 ; this turret has art pointed 180 degrees backward
AltTurret = TURRETALT
AltTurretPitch = TURRETEL01
WeaponFireFXBone = PRIMARY BARREL01
WeaponMuzzleFlash = PRIMARY WEAPONAFX01
WeaponFireFXBone = SECONDARY BARREL01
WeaponMuzzleFlash = SECONDARY WEAPONAFX01
WeaponFireFXBone = TERTIARY 50CAL
WeaponMuzzleFlash = TERTIARY MUZZLEFX01
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = TreadFX03 BattleShipWaterRipples
ParticleSysBone = TreadFX04 BattleShipWaterRipples
End
ConditionState = DAMAGED
Model = NVInfaShip_D
Animation = NVInfaShip_D.NVInfaShip_D
AnimationMode = MANUAL
;Turret = TURRET
;TurretPitch = TURRETEL01
;TurretArtAngle = 0 ; this turret has art pointed 180 degrees backward
;AltTurret = TURRETALT
;AltTurretPitch = TURRETEL01
;WeaponFireFXBone = PRIMARY BARREL01
;WeaponMuzzleFlash = PRIMARY WEAPONAFX01
;WeaponFireFXBone = SECONDARY BARREL01
;WeaponMuzzleFlash = SECONDARY WEAPONAFX01
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = TreadFX03 BattleShipWaterRipples
ParticleSysBone = TreadFX04 BattleShipWaterRipples
End

;-----pristine attacking----------------------
ConditionState = ATTACKING
Model = NVInfaShip
Animation = NVInfaShip.NVInfaShip
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End

ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING
Model = NVInfaShip
Animation = NVInfaShip.NVInfaShip
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End

ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING
Model = NVInfaShip
Animation = NVInfaShip.NVInfaShip
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End

ConditionState = CONTINUOUS_FIRE_FAST ATTACKING
Model = NVInfaShip
Animation = NVInfaShip.NVInfaShip
AnimationMode = LOOP
ParticleSysBone = BARREL01 GattlingMuzzleSmoke
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
End

;-----damaged attacking----------------------
ConditionState REALLYDAMAGED ATTACKING
Model = NVInfaShip_D
Animation = NVInfaShip_D.NVInfaShip_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING
Model = NVInfaShip_D
Animation = NVInfaShip_D.NVInfaShip_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End

ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING
Model = NVInfaShip_D
Animation = NVInfaShip_D.NVInfaShip_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End

ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING
Model = NVInfaShip_D
Animation = NVInfaShip_D.NVInfaShip_D
AnimationMode = LOOP
ParticleSysBone = BARREL01 GattlingMuzzleSmoke
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
End

ConditionState = REALLYDAMAGED RUBBLE
Model = NVInfaShip_D
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Battleship
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
CommandSet = GenericCommandSet
WeaponSet
Conditions = None
Weapon = PRIMARY GattlingTankGun
PreferredAgainst = SECONDARY AIRCRAFT
Weapon = SECONDARY GattlingTankGunAir TERTIARY
Weapon = TERTIARY TechnicalMachineGunWeapon
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = SmallTankDamageFX
End

BuildCost = 4000
BuildTime = 40.0 ;in seconds
Prerequisites
; none
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience


VisionRange = 500
ShroudClearingRange = 500

; *** AUDIO Parameters ***
VoiceSelect = NukeCannonVoiceSelect
VoiceMove = NukeCannonVoiceMove
VoiceGuard = NukeCannonVoiceMove
VoiceAttack = NukeCannonVoiceAttack
SoundMoveStart = NukeCannonMoveStart
SoundMoveStartDamaged = NukeCannonMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = NukeCannonVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = NukeCannonTurretMoveLoop
VoiceEnter = NukeCannonVoiceMove
Deploy = NukeCannonDeploy
Undeploy = NukeCannonUnDeploy
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE SELECTABLE

Body = ActiveBody ModuleTag_02
MaxHealth = 1500.0
InitialHealth = 1500.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 240 ; turn rate, in degrees per sec
NaturalTurretAngle = 0
;MinIdleScanAngle = 30 ; in degrees off the natural turret angle
;MaxIdleScanAngle = 60 ; in degrees off the natural turret angle
;MinIdleScanInterval = 5000 ; in milliseconds
;MaxIdleScanInterval = 10000 ; in milliseconds
ControlledWeaponSlots = TERTIARY
End
AltTurret
TurretTurnRate = 120 ; turn rate, in degrees per sec
TurretPitchRate = 120
ControlledWeaponSlots = PRIMARY SECONDARY
AllowsPitch = Yes
FiresWhileTurning = Yes
MinPhysicalPitch = -5
MaxPhysicalPitch = 75
NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky
; since you never know from whence cometh danger
End
TurretsLinked = Yes
;AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL LargeShipLocomotor

Behavior = PhysicsBehavior ModuleTag_04
Mass = 25000.0
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_57
DeathWeapon = ChinaSiloDeathWeapon
StartsActive = Yes
End

Behavior = SlowDeathBehavior ModuleTag_58
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
SinkDelay = 19000
SinkRate = 3.0 ; in Dist/Sec
DestructionDelay = 65000
DestructionDelayVariance = 000
End

Geometry = BOX
GeometryMajorRadius = 200.0
GeometryMinorRadius = 20.0
GeometryHeight = 40
GeometryIsSmall = No
Shadow = SHADOW_VOLUME

End
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  #54  
Old February 9th, 2005
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Default Re: Free models thread!

So when are we going to get sum new models in here?
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  #55  
Old February 9th, 2005
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Default Re: Free models thread!

Can anyone make an SR-71 Blackbird model and skin? That would be awesome.
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  #56  
Old February 9th, 2005
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Default Re: Free models thread!

When pigs fly, I've come to belive.
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  #57  
Old February 10th, 2005
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Default Re: Free models thread!

Yea i guess but n e way i have a question about codding for n e one who can answer it. Is there a special way i have to code a mech for it to play the walk animation when it goes forward but stop the animation when the model stops?
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  #58  
Old February 10th, 2005
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Default Re: Free models thread!

not really. Just put the animation on the model. Then for the walking conition state, just make it play the animation. For the default condition state, don't have an animation run. Thats it.
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  #59  
Old February 13th, 2005
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Default Re: Free models thread!

It was a while ago i was here , zero hour slowly got boring, but im back in business
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  #60  
Old February 15th, 2005
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Default Re: Free models thread!

Bullet Holes, are you still interested in those SWAT guys?
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