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Colonel_Millard

Lieutenant Commander

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7th July 2003

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#1 15 years ago

I wish i could mod... cuz i have some really good ideas that im sure everyone would like mainly a Very realistic mod.

My Idea. I dont know why im spouting this but oh well..

USA

Units

Infantry

Ranger Missile Defender Mortar Soldier SEAL to replace Col. Burton Pathfinder Flame Thrower. I know it was decomissioned but the USA needs a better Building Clearance unit

Ground units

Humvee Humvee Ambulance Bradly Fighting Vehicle would replace Crusader M1-A1 Abrams Tank would replace the Paladin Patriot Missile Truk would replace the Tomahawk Missile USMC anphibious Troop Transport

Air Units

F-15 A-10 F-22 F-117 B-1B would replace the Aurora B-2 Stelth Comanche AH-64 BlackHawk Airborne Insertion Unit BlackHawk Medical Unit Chinook Combat Chinook Loadable C-130 Paradrop Unit

Sea Units

Aiges Crusier Nimitz Class Carrier Transport Hovercraft

Carrier Based Units

F-14 F/A-18 E-3 HawkEye

China

Infantry

Stays the same

Ground Units

T-85 Troop Crawler Flame Modified T-80 would replace the Dragon tank 50 Cal. Armed Fast Track To replace Gattling Tank Mobile Heavy Artillary to replace Nuke Cannon Inferno Cannon T-90 II Main Battle Tank would replace the overlord

Airborne Units

SU-27 mig29 mig31 Shenyang J-8II Z-8 (SA-321Ja) Super Frelon Z-9A/B (AS-365N) Daulphin Light Infantry Transport Z-9W Daulphin Light Gunship Mi-24 / 35 Heavy Gunship

Navy Units

Type 053H2G (Jiangwei) Class Guided Missile Frigate Type 052 (Luhu) Class Destroyer

GLA UNITS

Infantry

Stays the same

Grount Units

T-80 left over from russan Afgani war would replace Scorpion

rest would stay the same

Air Units

Patched Up Mig 21 Striped Hind

GLA SEA UNITS

Motor Boat basicaly a floating bombtruck PT Boat

heh thought this out pretty well for someone who could never do it LOL i dunno maybe it will give someone an idea or somethin.




SupergabbeR

......................... .....

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3rd May 2003

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#2 15 years ago

looks nice but i dont have the time to help and besides im helping the prince with his mod and also im busy with my own mod

P.S u cant have more then 12 spots in the american airfield...




Etherealsilk

Addicted to GF

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30th March 2003

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#3 15 years ago

I've always wondered if you could have more then twelve slots. I think it would be possible. Heres how it would have to work...

You have your buttons for the initial twelve slots correct? Well, would it be possible to have a selectable button that would access a new/different list? It would have to be something similar to selecting a building/unit and getting all of the options, only doing so for a button. Thus it would in theory create a second list of selectable icons. Only by doing that though would you be able to have more then 12 buttons.

Does anyone else understand what I'm saying? I have yet to test if this is workable, but if it does work then it would help greatly in trimming down excess buildings just to get extra units in.




Etherealsilk

Addicted to GF

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30th March 2003

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#4 15 years ago

And by the way, I have the coding for a flamethrower unit already finished and ready to plug and play. Here it all is and enjoy :naughty:

*Put in weapons.ini*

Weapon FlameThrower PrimaryDamage = 15.0 PrimaryDamageRadius = 15.0 SecondaryDamage = 1.0 SecondaryDamageRadius = 10.0 AttackRange = 120.0 MinimumAttackRange = 5.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 30 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 40 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End

Weapon FlameThrowerUpgraded PrimaryDamage = 20.0 PrimaryDamageRadius = 15.0 SecondaryDamage = 1.25 SecondaryDamageRadius = 10.0 AttackRange = 140.0 MinimumAttackRange = 5.0 DamageType = FLAME DeathType = BURNED WeaponSpeed = 600 ; dist/sec WeaponRecoil = 0 ; angle to deflect the model when firing ProjectileObject = DragonTankFlameProjectile FireFX = WeaponFX_DragonTankFlameWeapon ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation FireSound = DragonTankWeaponLoop FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 40 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY AllowAttackGarrisonedBldgs = Yes End

*Put in Armor.ini* Armor FlameThrowerArmor Armor = CRUSH 70% ;humans are easily crushed ["I'm crushing your head"] Armor = ARMOR_PIERCING 40% ;humans don't get hit by tank rounds. Armor = SNIPER 200% Armor = FLESHY_SNIPER 200% Armor = FLAME 5% ;Hazmat's have a good resistance to fire. Armor = LASER 25% ;Hazmat's can resist laser fire a bit better than infantry. Armor = POISON 0% ;Unharmed by poison Armor = RADIATION 0% ;Unharmed by radiation too Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams... even with hazmat protection! Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only. Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry. Armor = SMALL_ARMS 50% End

*Put in Factionunit.ini*

Object ChinaInfantryFlameThrower SelectPortrait = flamethrowerL ButtonImage = flamethrower

UpgradeCameo1 = Upgrade_ChinaBlackNapalm ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE

Buildable = YES

; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes

;NORMAL STANDING DefaultConditionState Model = AITECH_SKN IdleAnimation = AITECH_SKL.AITECH_STA 0 21 ;Regular spice animations IdleAnimation = AITECH_SKL.AITECH_IDA IdleAnimation = AITECH_SKL.AITECH_IDB AnimationMode = ONCE WeaponLaunchBone = PRIMARY BIOGUNFX TransitionKey = TRANS_Stand End

; NORMAL ATTACK ConditionState = FIRING_A Animation = AITECH_SKL.AITECH_STA AnimationMode = LOOP TransitionKey = TRANS_FiringA End AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A AliasConditionState = FIRING_A REALLYDAMAGED AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = RELOADING_A REALLYDAMAGED

ConditionState = MOVING FIRING_A Animation = AITECH_SKL.AITECH_WKB 15 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A

ConditionState = MOVING Animation = AITECH_SKL.AITECH_WKA 15 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None ParticleSysBone = None InfantryDustTrails End

ConditionState = DYING Animation = AITECH_SKL.AITECH_DTA Animation = AITECH_SKL.AITECH_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End

TransitionState = TRANS_Dying TRANS_Flailing Animation = AITECH_SKL.AITECH_ADTD1 AnimationMode = ONCE End

ConditionState = DYING EXPLODED_FLAILING Animation = AITECH_SKL.AITECH_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End

ConditionState = DYING EXPLODED_BOUNCING Animation = AITECH_SKL.AITECH_ADTD3 AnimationMode = ONCE TransitionKey = None End

ConditionState = SPECIAL_CHEERING Animation = AITECH_SKL.AITECH_CHA AnimationMode = LOOP End

;PARACHUTING ANIMATIONS ConditionState = FREEFALL Animation = AITECH_SKL.AITECH_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL DYING ConditionState = PARACHUTING Animation = AITECH_SKL.AITECH_PHG AnimationMode = LOOP Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING DYING TransitionState = TRANS_Falling TRANS_Chute Animation = AITECH_SKL.AITECH_POP AnimationMode = ONCE Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first End TransitionState = TRANS_Chute TRANS_Stand Animation = AITECH_SKL.AITECH_PDN AnimationMode = ONCE End

End

; ***DESIGN parameters *** DisplayName = OBJECT:FlameThrower Side = China EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet ;*** Fully automated and driven by the CleanupHazardUpdate *** Conditions = None Weapon = PRIMARY FlameThrower End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY FlameThrowerUpgraded End ArmorSet Conditions = None Armor = FlameThrowerArmor DamageFX = InfantryDamageFX End

VisionRange = 200 ShroudClearingRange = 400 Prerequisites Object = ChinaBarracks End BuildCost = 400 BuildTime = 5.0 ;in seconds

ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaFlameThrowerCommandSet

; *** AUDIO Parameters *** VoiceSelect = DragonTankVoiceSelect VoiceMove = DragonTankVoiceMove VoiceGuard = DragonTankVoiceMove VoiceAttack = DragonTankVoiceAttack SoundMoveStart = DragonTankMoveStart SoundMoveStartDamaged = DragonTankMoveStart

UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = DragonTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceEnter = DragonTankVoiceMove VoiceFlameLocation = DragonTankVoiceFireStorm End

; *** ENGINEERING Parameters *** RadarPriority = LOCAL_UNIT_ONLY KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE

Body = ActiveBody ModuleTag_02

MaxHealth = 140.0 InitialHealth = 140.0 End

Behavior = CleanupHazardUpdate ModuleTag_03 WeaponSlot = PRIMARY ScanRate = 1000 ScanRange = 100.0 End

;Can be ordered to clean up a larger area with the ability to move around at an extended range. Behavior = CleanupAreaPower ModuleTag_04 SpecialPowerTemplate = SpecialAbilityAmbulanceCleanupArea MaxMoveDistanceFromLocation = 300.0 ;allows the unit to move around while cleaning up End

Behavior = AIUpdateInterface ModuleTag_05 AutoAcquireEnemiesWhenIdle = No End Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba 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

Locomotor = SET_NORMAL HazMatHumanLocomotor

Behavior = ExperienceScalarUpgrade ModuleTag_07 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End

Behavior = PhysicsBehavior ModuleTag_08 Mass = 5.0 End Behavior = ProductionUpdate ModuleTag_09 ; nothing End

Behavior = SquishCollide ModuleTag_10 ;nothing End

; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED SinkDelay = 5000 SinkRate = 0.01 ; in Dist/Sec DestructionDelay = 0 FX = INITIAL FX_GIDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 5000 SinkRate = 0.01 ; in Dist/Sec DestructionDelay = 0 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 5000 SinkRate = 0.01 ; in Dist/Sec DestructionDelay = 0 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 ; --- end Death modules ---

Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 13.0

GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End

*Put in commandset.ini*

CommandSet ChinaFlameThrowerCommandSet 9 = Command_AttackMove 11 = Command_Guard 12 = Command_Stop End

*Put in CommandButton.ini*

CommandButton Command_ConstructChinaInfantryFlameThrower Command = UNIT_BUILD Object = ChinaInfantryFlameThrower TextLabel = CONTROLBAR:ConstructChinaInfantryFlameThrower ButtonImage = flamethrower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildFlameThrower End




Colonel_Millard

Lieutenant Commander

50 XP

7th July 2003

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#5 15 years ago

I already figuered out how to fix that problem. Both Chinooks come from the Suply depot and the other chopers are moved to a new Helos only structure