the kill driver thing -1 reply

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rogesnipe

Slightly cooler than a n00b

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1st April 2003

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#1 16 years ago

does ne one no how to get the kill driver to work for the pathfinder??




Cammy

Mother of Red Dawn Mod

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#2 16 years ago

very easy.... *g* Just edit the Commandset.ini and give the Command of the VehicleKillPilot Command to the Pathfinder and give the Pathfinder as Secondary Weapon the JarmenKell VehicleKillAttack in the Factionunit.ini Voila :)

In the Commandset.ini CommandSet USAInfantryPathfinderCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 9 = Command_AttackMove 11 = Command_Guard 12 = Command_Stop End

In the Factionunit.ini ***DESIGN parameters *** DisplayName = OBJECT:Pathfinder Side = America EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) MaxSimultaneousOfType = 1 WeaponSet Conditions = None Weapon = PRIMARY USAPathfinderRifle Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle AutoChooseSources = PRIMARY NONE AutoChooseSources = SECONDARY NONE End ---------------------- If you need any more help, just send me a PM, i will modify it for you :) I created a Sniper for China with the same Commands :D




rogesnipe

Slightly cooler than a n00b

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#3 16 years ago

it said technacail difficulties and i cant find the problem




Cammy

Mother of Red Dawn Mod

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#4 16 years ago

I modified the Pathfinder like i said and it worked without any Problems :lookaround:

I'll paste you the Things here

Commandset.ini CommandSet AmericaInfantryPathfinderCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 9 = Command_AttackMove 11 = Command_Guard 12 = Command_Stop End -----------------------------

Factionunit.ini ;------------------------------------------------------------------------------ Object AmericaInfantryPathfinder

; *** ART Parameters *** SelectPortrait = SAPathfinder1_L ButtonImage = SAPathfinder1 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

DefaultConditionState Model = AIPFDR_SKN IdleAnimation = AIPFDR_SKL.AIPFDR_STA IdleAnimation = AIPFDR_SKL.AIPFDR_IDA AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Standing End AliasConditionState = REALLYDAMAGED

ConditionState = MOVING Animation = AIPFDR_SKL.AIPFDR_RNA 25 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Standing ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING REALLYDAMAGED

ConditionState = FIRING_A Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position AnimationMode = ONCE TransitionKey = TRANS_FiringA End AliasConditionState = FIRING_A MOVING AliasConditionState = FIRING_A MOVING REALLYDAMAGED AliasConditionState = FIRING_A REALLYDAMAGED

ConditionState = BETWEEN_FIRING_SHOTS_A Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position AnimationMode = ONCE WaitForStateToFinishIfPossible = TRANS_FiringA End AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = RELOADING_A AliasConditionState = RELOADING_A REALLYDAMAGED

ConditionState = DYING Animation = AIPFDR_SKL.AIPFDR_DTA AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = AIPFDR_SKL.AIPFDR_ADTA1 AnimationMode = ONCE End

ConditionState = DYING EXPLODED_FLAILING Animation = AIPFDR_SKL.AIPFDR_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End

ConditionState = DYING EXPLODED_BOUNCING Animation = AIPFDR_SKL.AIPFDR_ADTA3 AnimationMode = ONCE TransitionKey = None End

ConditionState = FREEFALL Animation = AIPFDR_SKL.AIPFDR_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End AliasConditionState = FREEFALL DYING

ConditionState = PARACHUTING Animation = AIPFDR_SKL.AIPFDR_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 DYING

TransitionState = TRANS_Falling TRANS_Chute Animation = AIPFDR_SKL.AIPFDR_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_Standing Animation = AIPFDR_SKL.AIPFDR_PTD AnimationMode = ONCE End End

; ***DESIGN parameters *** DisplayName = OBJECT:Pathfinder Side = America EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY USAPathfinderSniperRifle Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle AutoChooseSources = PRIMARY NONE AutoChooseSources = SECONDARY NONE End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End

VisionRange = 200 ShroudClearingRange = 400 Prerequisites Object = AmericaBarracks Science = SCIENCE_Pathfinder End BuildCost = 600 BuildTime = 10.0 ;in seconds ExperienceValue = 40 40 60 80 ;Experience point value at each level ExperienceRequired = 0 50 100 200 ;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 = AmericaInfantryPathfinderCommandSet

; *** AUDIO Parameters *** VoiceSelect = PathfinderVoiceSelect VoiceMove = PathfinderVoiceMove VoiceGuard = PathfinderVoiceMove VoiceAttack = PathfinderVoiceAttack SoundDie = PathfinderVoiceDie SoundDieFire = DieByFireUSA SoundDieToxin = DieByToxinUSA VoiceFear = PathfinderVoiceFear SoundStealthOn = StealthOn SoundStealthOff = StealthOff VoiceFear = PathfinderVoiceFear UnitSpecificSounds VoiceCreate = PathfinderVoiceCreate VoiceGarrison = PathfinderVoiceGarrison VoiceEnter = PathfinderVoiceMove VoiceEnterHostile = PathfinderVoiceMove VoiceGetHealed = PathfinderVoiceMove End

; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY STEALTH_GARRISON SCORE

Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End

Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes Stealthed MoodAttackCheckRate = 250 End

Behavior = AutoFindHealingUpdate ModuleTag_04 ; 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 ColonelBurtonGroundLocomotor

Behavior = ExperienceScalarUpgrade ModuleTag_05 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End

Behavior = PhysicsBehavior ModuleTag_06 Mass = 5.0 End Behavior = StealthDetectorUpdate ModuleTag_08 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = StealthUpdate ModuleTag_09 StealthDelay = 0 ; msec StealthForbiddenConditions = MOVING ; stays stealthy while attacking FriendlyOpacityMin = 30.0% FriendlyOpacityMax = 80.0% PulseFrequency = 500 ; msec MoveThresholdSpeed = 3 InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = SquishCollide ModuleTag_10 ;nothing End --------------------------- Just overwrite your Settings with that, and it will work :)




rogesnipe

Slightly cooler than a n00b

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#5 16 years ago

nope did exactly as was you did and there are stil technacail problems




Cammy

Mother of Red Dawn Mod

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16th March 2003

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#6 16 years ago

hmm... very strange :( is not possible :/ it works really fine at my Game, i can give you a Screenshot.... but i don't know why it gives you that damn tech error :(




rogesnipe

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#7 16 years ago

y don't you send me a copy of yuor files and see if it the files or the games




Cammy

Mother of Red Dawn Mod

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#8 16 years ago

okay, that could solve the Prob. which version do you have? i have the german :) but i don't think the Problem is that.... hmm... but i have no clue what could be the reason for your Error :/




rogesnipe

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#9 16 years ago

i got the english version