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-   -   Can't I change the CommandSet ini freely? (http://forums.filefront.com/cnc-modding-mapping-editing/270841-cant-i-change-commandset-ini-freely.html)

Mobius 1 August 23rd, 2006 07:32 AM

Re: Can't I change the CommandSet ini freely?
 
*whispers* in the behavior modules of the GLA worker *whispers*

taclled August 23rd, 2006 07:34 AM

Re: Can't I change the CommandSet ini freely?
 
lol oh and where do i place it

Mobius 1 August 23rd, 2006 08:00 AM

Re: Can't I change the CommandSet ini freely?
 
With the behavior modules of ur dozer. Look at the usa dozer, and get a look at how it's modules are placed, then, you will know young grasshopper.

taclled August 23rd, 2006 08:40 AM

Re: Can't I change the CommandSet ini freely?
 
yes master but do i replace the bean with the new bean or do i add onther bean to the pot

Mere_Mortal August 23rd, 2006 11:23 AM

Re: Can't I change the CommandSet ini freely?
 
lol

It really doesn't entirely matter where you put the modules, so long as each one has a unique name (like ModuleTag_01, ModuleTag_02 etc). Some do matter though, like an AI module MUST be placed BEFORE the Locomotor, else the unit will not move.

Usually, when I'm creating a new or cloned Object, I tend to group certain bits together, like upgrade, specials, damage details, etc. And I tend to put the Locomotor right at the very end just so it's out of my way.

As an example, here's my A10...

Code:

Object Thunderbolt

  SelectPortrait        = SAWarthog_L
  ButtonImage            = SAWarthog

  UpgradeCameo1          = Upgrade_AmericaAdvancedTraining
  UpgradeCameo2          = Upgrade_AmericaCountermeasures
  UpgradeCameo3          = Upgrade_ChinaAircraftArmor

; --------- [ ART Parameters ] --------- ;

  Draw = W3DModelDraw W3D
    OkToChangeModelColor = Yes
    ExtraPublicBone      = WeaponA01
    ExtraPublicBone      = WeaponA02
    ExtraPublicBone      = WeaponA03
    ExtraPublicBone      = WeaponA04
    ExtraPublicBone      = WeaponA05
    ExtraPublicBone      = WeaponA06
    DefaultConditionState
      Model              = AVWarthog
      WeaponMuzzleFlash  = PRIMARY MuzzleFX01
      WeaponFireFXBone  = PRIMARY Muzzle01
      ParticleSysBone    = Engine01 JetBlackTrailThin
      ParticleSysBone    = Engine02 JetBlackTrailThin
      ParticleSysBone    = Wingtip01 JetContrailThin
      ParticleSysBone    = Wingtip02 JetContrailThin
    End
    ConditionState = REALLYDAMAGED
      Model              = AVWarthog_D
      WeaponMuzzleFlash  = PRIMARY MuzzleFX01
      WeaponFireFXBone  = PRIMARY Muzzle01
    End
    AliasConditionState  = RUBBLE
  End

; -------- [ DESIGN Parameters ] ------- ;

  KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE

  DisplayName            = OBJECT:A10Thunderbolt

  EditorSorting          = VEHICLE
  RadarPriority          = UNIT

  TransportSlotCount    = 0
  VisionRange            = 300
  ShroudClearingRange    = 300
  IsTrainable            = Yes
  ExperienceValue        = 50 100 150 400
  ExperienceRequired    =  0 150 450 900

  BuildCost              = 2500
  BuildTime              = 30

  Prerequisites
    Object              = Airfield
    Object              = StrategyCenter
  End

  WeaponSet
    Conditions = None
    Weapon              = PRIMARY    ThunderboltVulcan
    Weapon              = SECONDARY  ThunderboltMissileWeapon
    AutoChooseSources    = PRIMARY    FROM_PLAYER FROM_SCRIPT FROM_AI
    AutoChooseSources    = SECONDARY  NONE
  End

  ArmorSet
    Conditions = None
    Armor                = AirplaneArmor
    DamageFX            = None
  End

  CommandSet            = CommandSet_Thunderbolt

  MaxSimultaneousOfType  = 4

; -------- [ AUDIO Parameters ] -------- ;

  VoiceSelect          = ComancheVoiceSelect
  VoiceMove            = ComancheVoiceMove
  VoiceGuard            = ComancheVoiceMove
  VoiceAttack          = ComancheVoiceAttack
  SoundAmbient          = A10ThunderboltAmbientLoop

  UnitSpecificSounds
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCreate        = ComancheVoiceCreate
    VoiceFireRocketPods = ComancheVoiceAttackRocket
    StartDive          = A10ThunderboltDive
    Afterburner        = RaptorAfterburner
  End

; ----- [ ENGINEERING Parameters ] ----- ;

  Body = ActiveBody Body
    MaxHealth            = 500
    InitialHealth        = 500
  End

  Behavior = JetAIUpdate AI
    MinHeight              = 5
    TakeoffPause            = 500
    TakeoffDistForMaxLift  = 0%
    ReturnToBaseIdleTime    = 10000
    Turret
      TurretTurnRate        = 0
      TurretPitchRate      = 0
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End

  Behavior = ExperienceScalarUpgrade Experience
    TriggeredBy          = Upgrade_AmericaAdvancedTraining
    AddXPScalar          = 1
  End

  Behavior = MaxHealthUpgrade Health
    ChangeType          = ADD_CURRENT_HEALTH_TOO
    TriggeredBy          = Upgrade_ChinaAircraftArmor
    AddMaxHealth        = 100
  End

  ClientUpdate  = AnimatedParticleSysBoneClientUpdate SysBone
  End

; -------- [ DAMAGE Parameters ] ------- ;

  Behavior = JetSlowDeathBehavior SlowDeath
    DestructionDelay                = 99999999
    RollRate                        = 0.0
    RollRateDelta                  = 100%
    PitchRate                      = 0.0
    FallHowFast                    = 110.0%
    FXInitialDeath                  = FX_JetDeathInitial
    OCLInitialDeath                = None
    DelaySecondaryFromInitialDeath  = 500
    FXSecondary                    = FX_JetDeathSecondary
    OCLSecondary                    = None
    FXHitGround                    = FX_JetDeathHitGround
    OCLHitGround                    = OCL_A10DeathHitGround
    DelayFinalBlowUpFromHitGround  = 200
    FXFinalBlowUp                  = FX_JetDeathFinalBlowUp
    OCLFinalBlowUp                  = OCL_A10DeathFinalBlowUp
  End

  Behavior = FlammableUpdate Flammable
    AflameDuration    = 5000
    AflameDamageAmount = 3
    AflameDamageDelay  = 500
  End

; ------- [ GEOMETRY Parameters ] ------ ;

  Locomotor = SET_NORMAL  A10ThunderboltLocomotor
  Locomotor = SET_TAXIING BasicJetTaxiLocomotor

  Behavior = PhysicsBehavior Physics
    Mass  = 500
  End

  Geometry = Cylinder
  GeometryIsSmall = Yes
  GeometryMajorRadius = 10
  GeometryMinorRadius = 10
  GeometryHeight = 10
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89

End


Mobius 1 August 23rd, 2006 11:27 AM

Re: Can't I change the CommandSet ini freely?
 
Nice A10.

Mere_Mortal August 23rd, 2006 11:32 AM

Re: Can't I change the CommandSet ini freely?
 
Ya, I just wish I could figure out how the SpecialPower manages to fire the Vulcan AND the Missiles. I can make it do one or the other, just not both at once. Oh well, it's a nice unit to have, a bit powerful though hence the max of 4.

taclled August 23rd, 2006 11:49 AM

Re: Can't I change the CommandSet ini freely?
 
oh so as long as it isnt between any other code and it is infront of the the locomoter i should be fine

Mere_Mortal August 23rd, 2006 11:53 AM

Re: Can't I change the CommandSet ini freely?
 
Each module must be itself, you can't have one module stuck inside another. As for the Locomotor, so far as I'm aware, it must only be after the AI module but doesn't matter about any others.

You might take a look at the ZH Module List so you can see how each one works...
http://www.sleipnirstuff.com/forum/v...p?f=14&t=13171

taclled August 23rd, 2006 01:18 PM

Re: Can't I change the CommandSet ini freely?
 
interesting i will download


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