help with new unit and weapon -1 reply

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General Nuker

Hugging Dread makes me horny

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8th March 2003

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#1 16 years ago

I created a new unit. its just a battleship that launches cruise missles but when i start it up it says tecnical difficulties. heres what i did.......

in the commandbutton.ini

CommandButton Command_ConstructAmericaVehicleBattleShipCruise Command = UNIT_BUILD Object = AmericaVehicleBattleShipCruise TextLabel = CONTROLBAR:ConstructBattleShipCruise ButtonImage = SNOverlord ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR: ToolTipPowerfull_long_range_cruise_missile End

in the commandset.ini

CommandSet BattleShipCruiseCommandSet 9 = Command_AttackMove 11 = Command_Guard 12 = Command_Stop END

in the locomotor.ini

Locomotor BattleShipGroundMotor Surfaces = GROUND Speed = 40 ; in dist/sec ;SpeedDamaged = 20 ; in dist/sec TurnRate = 10 ;25 ; in degrees/sec ;TurnRateDamaged = 60 ;20 ; in degrees/sec Acceleration = 1 ; in dist/(sec^2) ;AccelerationDamaged = 15 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS

AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.0 ; 0.5 How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. END

------------------------------------------------------------------------------- Locomotor CruiseMissileMotor Surfaces = AIR Speed = 400 ; in dist/sec MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 540 ; in degrees/sec MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST PreferredHeight = 100 AirborneTargetingHeight = 30 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. PreferredHeightDamping = 0.7 ; so that we gradually adjust our height END

in the weapon.ini

Weapon CruiseMissile PrimaryDamage = 150.0 PrimaryDamageRadius = 10.0 SecondaryDamage = 50.0 SecondaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 999999.0 MinTargetPitch = 0 ; we may not target anything outside of this pitch range MaxTargetPitch = 0 WeaponSpeed = 300.0 ; dist/sec (huge value == effectively instant) PreAttackDelay = 250 PreAttackType = PER_SHOT ; Do the delay every single shot MinimumAttackRange = 60.0 DamageType = EXPLOSION DeathType = EXPLODED FireFX = FX_TomahawkIgnition ProjectileObject = TomahawkMissile ProjectileExhaust = TomahawkMissileExhaust ; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireSound = TomahawkWeapon DelayBetweenShots = 5 ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ; Uses a clip of one to get the Reloading modelcondition CapableOfFollowingWaypoints = Yes

; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End

and in the factionunit.ini

Object AmericaVehicleBattleShipCruise

SelectPortrait = SNOverlord_L ButtonImage = SNOverlord ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes InitialRecoilSpeed = 120 MaxRecoilDistance = 8 RecoilSettleSpeed = 6

ConditionState = NONE Model = AVBattleSh Animation = AVBattleSh.AVBattleSh AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward AltTurret = Turret02 AltTurretPitch = TurretEL02 WeaponFireFXBone = PRIMARY Tur1Muzzle WeaponRecoilBone = PRIMARY Tur1Barrel WeaponFireFXBone = SECONDARY Tur2Muzzle WeaponRecoilBone = SECONDARY Tur2Barrel End

ConditionState = MOVING Model = AVBattleSh Animation = AVBattleSh.AVBattleSh AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward AltTurret = Turret02 AltTurretPitch = TurretEL02 WeaponFireFXBone = PRIMARY Tur1Muzzle WeaponRecoilBone = PRIMARY Tur1Barrel WeaponFireFXBone = SECONDARY Tur2Muzzle WeaponRecoilBone = SECONDARY Tur2Barrel End

ConditionState = OVER_WATER Model = AVBattleSh Animation = AVBattleSh.AVBattleSh AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward AltTurret = Turret02 AltTurretPitch = TurretEL02 WeaponFireFXBone = PRIMARY Tur1Muzzle WeaponRecoilBone = PRIMARY Tur1Barrel WeaponFireFXBone = SECONDARY Tur2Muzzle WeaponRecoilBone = SECONDARY Tur2Barrel End

ConditionState = MOVING OVER_WATER Model = AVBattleSh Animation = AVBattleSh.AVBattleSh AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward AltTurret = Turret02 AltTurretPitch = TurretEL02 WeaponFireFXBone = PRIMARY Tur1Muzzle WeaponRecoilBone = PRIMARY Tur1Barrel WeaponFireFXBone = SECONDARY Tur2Muzzle WeaponRecoilBone = SECONDARY Tur2Barrel ParticleSysBone = Mist01 AmphibMistSide ParticleSysBone = Mist02 AmphibMistSide ParticleSysBone = Mist03 AmphibMist ParticleSysBone = Mist04 AmphibMistSide ParticleSysBone = Mist05 AmphibMistSide ParticleSysBone = Mist06 AmphibMist ParticleSysBone = Mist07 AmphibMistSide ParticleSysBone = Mist08 AmphibMistSide ParticleSysBone = Mist09 AmphibMistSide ParticleSysBone = Mist10 AmphibMist ParticleSysBone = Mist11 AmphibMistSide ParticleSysBone = Mist12 AmphibMistSide ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave ParticleSysBone = TreadFX03 AmphibWave ParticleSysBone = TreadFX04 AmphibWave ParticleSysBone = TreadFX05 AmphibWave End End

VoiceSelect = PaladinTankVoiceSelect

; ***DESIGN parameters *** DisplayName = OBJECT: AmericaVehicleBattleShipCruise Side = America EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY CruiseMissile Weapon = SECONDARY CruiseMissile End ArmorSet Conditions = None ;Armor = InvulnerableArmor Armor = TankDamage DamageFX = TankDamageFX End BuildCost = 1500 BuildTime = 6.0 VisionRange = 400 ShroudClearingRange = 450 Prerequisites Object = AmericaWarFactory End CommandSet = BattleShipCruiseCommandSet

; *** AUDIO Parameters *** SoundAmbient = BattleshipAmbientLoop VoiceSelect = PaladinTankVoiceSelect UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveLoop = TurretMoveLoop End

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

Body = ActiveBody ModuleTag_02 MaxHealth = 4000.0 InitialHealth = 4000.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 160 TurretPitchRate = 80 FirePitch = 12 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY NaturalTurretAngle = 180 ; this turret points backwards normally End AltTurret TurretTurnRate = 160 TurretPitchRate = 80 FirePitch = 15 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY End End Locomotor = SET_NORMAL BasicBoatLocomotor BattleShipGroundMotor

Behavior = PhysicsBehavior ModuleTag_04 Mass = 5000.0 End

Behavior = SlowDeathBehavior ModuleTag_16 ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_FirestormSmall FX = FINAL WeaponFX_NapalmMissileDetonation End

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

End

and this in factionunit.ini

Object CruiseMissile

; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVTomahawk_M

End End

; ***DESIGN parameters *** DisplayName = OBJECT:CruiseMissile Side = America EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have ;*AntiBallisticMissile = Yes set in the Weapon.ini. Armor = BallisticMissileArmor DamageFX = None End

; *** ENGINEERING Parameters *** KindOf = PROJECTILE BALLISTIC_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 100.0 End

; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. FX = WeaponFX_TomahawkMissileDetonation End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors

Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 400000 IgnitionDelay = 0 IgnitionFX = FX_TomahawkIgnition InitialVelocity = 50 ; in dist/sec DistanceToTravelBeforeTurning = 120 DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight.

DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba. End Locomotor = SET_NORMAL CruiseMissileMotor

Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 8.0 GeometryHeight = 4.0 GeometryIsSmall = Yes

Shadow = SHADOW_DECAL End

i hope you can help. i put them in the right folders

i also put a build thing in the commandset and command but and put it to build in the war factory




Thomaz

The Internet ends at GF

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5th March 2003

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#2 16 years ago

hi




kino

I don't spend enough time here

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13th March 2003

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#3 16 years ago

You have to make sure you have letter for letter in the battleship thingy, i have had the same problem with my new mod but i am progressing. Amd i know sometimes you fell SO Angry he he. If you want to see my upcoming mod see below as you can see i am quite far through. If you want i will work on it and i will e-mail it too you it would be no prob and if you are making it mod you dont have to include my name. THX Kino

USA B52 build at Airfield Cost $25000 Done A10 build at airfield Cost $2200 Done Destroyer Tank buid at War Factory Cost $2800 Amphibious Transporter (Hovercraft model) Build at War Factory Cost $1000 Done Super Ranger build at barracks cost $1000 Done Hornet build at Airfield Cost $2000 Done Stalth Intersceptor build at Airfiled Cost $2000 Done POW truck build at War Factorycost $1000 Done

China Super Red Gaurd Officer build at barracks Cost $1000 Nuke Transporter build at War Factory Cost $2500 Nuke Tank build at War Factory Cost $2500 Battle ship build at war factory Cost $6000 POW truck Bulid at war factory Cost $1000 Done Mig Bomber build ar airfield Cost $1000 Mig Intersceptor build at airfield Cost $1000 Amphibious transporter(Hovercraft Model) Cost $ 1000 Done

GLA Antrax Bomber build at command center Cost $5000 PT Boat Build at ArmsDealer Cost $15000 Done Amphiobious Transporter(Hovercraft Model) build at ArmsDealer Cost $1000 Done Super Rebel build at barracks Cost $1000 POW truck build at Command Center cost $1000 Done




kino

I don't spend enough time here

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13th March 2003

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#4 16 years ago

oh and my e-mail adress is [email]Divad428@hotmail.com[/email]




zortech

I don't spend enough time here

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26th March 2003

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#5 16 years ago

Hi,

If you fixed the problem, write what you have forgotten. I am not a Ini editor, but I had the same problems...technical error... :confused: Thx -zortech-




General Nuker

Hugging Dread makes me horny

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8th March 2003

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#6 16 years ago

i fooled around for 6 hours and found that i had on semi colon missing AAAAAAARGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHH 6 HOURS AAAAAAAAAHHHHHHHHHHHHHHHHHHHHhh ONE SEMI COLON AAAAAHHHHHHHHHHHHHHHHH o well back to work