Enterdestiny, does your M1A1 comes with a macinegun on the top? Cause I'm looking for a M1A1 with a machine gun on the top that can be coded so it shoots at infantryUnits.
I'm just wondering if this can be made.
Originally posted by SilentSnake Enterdestiny, does your M1A1 comes with a macinegun on the top? Cause I'm looking for a M1A1 with a machine gun on the top that can be coded so it shoots at infantryUnits. I'm just wondering if this can be made.
You can add a secondary weapon if you want, this is applicable to all the vehicles, but it'll look funny :) Now, I wonder if Enterdestiny's read this thread, or pretending like this thread doesn't exist. :lookaround: (Sigh) I just need the FactionUnit.INI for this M1A1
I think enterdestiny on vacation, he has not been on this board for about a month.
Why do you want that ini file? It's not that hard to make the M1A1 work. Copy the paladin code and modify it
Does anyone else know how to model da M1 tank so it carries a machinegun on top? :confused:
I don't think I would be the only one that would like to see that. :dance:
Originally posted by SilentSnake Why do you want that ini file?
Well, what is the purpose of an INI code for a model? Maybe, is it to make it work in the game? What other purpose does it have? Ok, for your sake, I want to make the M1A1 tank work in-game, that clear enough? I made one and it works but the turret doesn't turn when attacking, the chassis literally opens when firing, and yes, if you're next smart question is why not put the assigned bones, I've assigned the right bones to the turret, weaponfireFXbone, weaponrecoilbone, weaponmuzzleflash and weaponlaunchbone, but still it looks weird in-game.
Originally posted by SilentSnake It's not that hard to make the M1A1 work.
The last thing I'm ignorant at is INI coding, but this model is an exception, I just don't know how to make it work normally in the game. Yes, I know it's not freakin hard, it's so very easy to code, but very hard to make it work appropriate in the game itself. Why, did you got it to work, as in the turrets turn, the chassis doesn't open when it fires? If ever he posts the factionunit.INI of the M1A1, don't you copy it, ok? Since you sound like you know everything.
Originally posted by SilentSnake Copy the paladin code and modify it
You don't use a Paladin code for a typical tank model to make it work in-game, you use a generic tank code, like the Crusader, because it's generic, it has no specifications whatsoever, thus making it user friendly to any created tank model to ba used as coding to make it work in-game. I made it work in-game, I just want it to work perfectly and like a normal tank like any tanks in Generals.
I'm sorry for what I said... :(
I used that model of the M1 tank too and that S*** happend to me too... the turret didn't turn it just went into the ground, but then I found annother model by tor3203 and that one works perfectly.
I'm new to modding anyway, and you ARE better than me. I'm just sorry if got mad at me.
Here is the code I use...
; *** ART Parameters *** SelectPortrait = M1A1_L ButtonImage = M1A1_s
UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaAdvancedTraining UpgradeCameo4 = Upgrade_AmericaCompositeArmor ;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01
ConditionState = NONE Model = avleopard Turret = Turret WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End
ConditionState = REALLYDAMAGED Model = avleopard_d Turret = Turret WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End
ConditionState = RUBBLE Model = avleopard_d2 Turret = Turret WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End
TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. OkToChangeModelColor = Yes End
; ***DESIGN parameters *** DisplayName = OBJECT:M1A1 Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY PaladinTankGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ;ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = UpgradedTankArmor ; DamageFX = TankDamageFX ;End BuildCost = 1100 BuildTime = 24.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = AmericaWarFactory End
ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;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 = AmericaTankM1A1CommandSet
; *** AUDIO Parameters *** VoiceSelect = PaladinTankVoiceSelect VoiceMove = PaladinTankVoiceMove VoiceGuard = PaladinTankVoiceMove VoiceAttack = PaladinTankVoiceAttack SoundMoveStart = PaladinTankMoveStart SoundMoveStartDamaged = PaladinTankMoveStart
UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = PaladinTankVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = PaladinTankVoiceCrush VoiceEnter = PaladinTankVoiceMove End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE TRANSPORT SCORE
Body = ActiveBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End
Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 180 ;60 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End ;AltTurret ; TurretTurnRate = 9000; ; ControlledWeaponSlots = SECONDARY ;End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End
Behavior = TransportContain ModuleTag_08 Slots = 2 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 NumberOfExitPaths = 1 End
; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_PaladinTankDeathEffect End
; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_PaladinTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End
Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone End Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End
Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End
Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End
Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End
Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 200.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End
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 GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
lol im guessing u copy pasted that
Originally posted by chaplain_wu lol im guessing u copy pasted that
Read from the top, I was asking for Enterdestiny's code. If you're asking for a Pentium 4, would you like it if they give you a Pentium 3? Try thinking that logically and don't spam to count you post.