Modderecke > Coding

panzer in sum1

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yogurt:
ich bekomms nicht hin:(


--- Zitat ---Wäre es nicht generell viel einfacher, anstatt einer neuen Panzer.ini, einfach eine aus C&C zu übernehmen und alle Weapon, CommandSet .... usw Einträge für ihn ebenfalls zu übernehmen?
--- Ende Zitat ---

also die ini aus C&C ;------------------------------------------------------------------------------
Object ChinaTankBattleMaster

  ; *** ART Parameters ***
  SelectPortrait         = SNBattlemaster_L
  ButtonImage            = SNBattlemaster
 
  UpgradeCameo1 = Upgrade_Nationalism
  UpgradeCameo2 = Upgrade_ChinaUraniumShel ls
  UpgradeCameo3 = Upgrade_ChinaNuclearTank s
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
 
  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model               = NVBtMstr
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = REALLYDAMAGED
      Model               = NVBtMstr_D
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone    = PRIMARY Muzzle
    End
    ConditionState = RUBBLE
      Model               = NVBtMstr_D
      Turret              = Turret01
    End

    TrackMarks              = EXTnkTrack.tga
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BattleMaster
  Side = China
  EditorSorting   = VEHICLE
  TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY BattleMasterTankGun
  End
  ArmorSet
    Conditions      = None
    Armor           = TankArmor
    DamageFX        = TankDamageFX
  End
  BuildCost       = 800
  BuildTime       = 10.0          ;in seconds   
  VisionRange     = 150
  ShroudClearingRange = 300
  Prerequisites
    Object = ChinaWarFactory
  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       = ChinaVehicleBattleMaster CommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = BattleMasterTankVoiceSel ect
  VoiceMove = BattleMasterTankVoiceMov e
  VoiceGuard = BattleMasterTankVoiceMov e
  VoiceAttack = BattleMasterTankVoiceAtt ack
  SoundMoveStart = BattleMasterTankMoveStar t
  SoundMoveStartDamaged = BattleMasterTankMoveStar t

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLooku pINIs
    VoiceCreate          = BattleMasterTankVoiceCre ate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    VoiceCrush = BattleMasterTankVoiceCru sh
    VoiceEnter = BattleMasterTankVoiceMov e
  End

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

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 400.0
    InitialHealth   = 400.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 800
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 120   ; turn rate, in degrees per sec
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenId le = Yes
  End

  Locomotor = SET_NORMAL BattleMasterLocomotor
  Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocom otor

  Behavior = HordeUpdate ModuleTag_04
    RubOffRadius = 150    ; if I am this close to a real hordesman, I will get to be an honorary hordesman
    UpdateRate = 1000     ; how often to recheck horde status (msec)
    Radius = 75           ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
    KindOf = VEHICLE      ; what KindOf's must match to count towards horde-ness
    AlliesOnly = Yes      ; do we only count allies towards horde status?
    ExactMatch = Yes      ; do we only count units of our exact same type towards horde status? (overrides kindof)
    Count = 5             ; how many units must be within Radius to grant us horde-ness
    Action = HORDE        ; when horde-ing, grant us the HORDE bonus
  End

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 40.0
  End

  Behavior = FireWeaponWhenDeadBehavi or ModuleTag_06
    DeathWeapon   = NuclearTankDeathWeapon
    StartsActive  = No                        ; turned on by upgrade
    TriggeredBy   = Upgrade_ChinaNuclearTank s
  End
  Behavior = LocomotorSetUpgrade ModuleTag_07
    TriggeredBy = Upgrade_ChinaNuclearTank s
  End

  Behavior = VeterancyGainCreate ModuleVet_01
    StartingLevel = ELITE
    ScienceRequired = SCIENCE_BattlemasterTrai ning
  End

  ; A crushing defeat
  Behavior = DestroyDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
  End
  Behavior = FXListDie ModuleTag_09
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_10
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEf fect
  End
  Behavior = CreateCrateDie ModuleTag_11
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End


  Behavior = SlowDeathBehavior ModuleTag_12
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 200
    DestructionDelayVariance = 100
    OCL = FINAL    OCL_ChinaTankBattleMaste rDebris
    FX  = FINAL    FX_BattleMasterExplosion OneFinal
  End

  Behavior = TransitionDamageFX ModuleTag_13
    ReallyDamagedParticleSys tem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTra nsition
  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 = 13.0
  GeometryMinorRadius = 9.0
  GeometryHeight = 10     
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME   
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End

wäre diese, aber was muss man da denn alles verändern/übernehmen ?

 wenn ich diese INIs aus C&C übernehme habe ich aber dann das problem, dass in den übernommenen INIs wiederum sachen stehen die zu anderen INIs verweisen und das eine ziemlich lange kette bildet und für mich zu unübersichtlich wird...

könnte man nicht vielleicht alles in eine ini schreiben, also auch Commandbutton, Weapon usw um es übersichtlicher zu machen?

und was braucht man denn alles für eine einheit/objekt?

Gnomi:
Du brauchst alles wohin da verlinkt wird... :P
Teilweise kannst du es etwas vereinfachen, aber wirklich alles in eine ini schreiben... nein.^^

yogurt:
schade:(

hab jetzt mal versucht "nur" den panzer, also das model, in das spiel zu machen, indem ich einfach das model von einem gondorsoldat mit dem panzermodel getauscht hab, um zu gucken ob wenigstens das funktioniert. jetzt sind die soldaten unsichtbar^^ liegts and der asset.dat? hab ein bisschen rumprobiert komme aber nicht zu keinem ergebnis

ich will den panzer:D bitte helft mir:)

EvilDet:
Jap, neue Skins/Skeletons/Modelle müssen sowohl in die Asset.dat als auch in die Mod-Big ;)

Arnor-Palantirwache:
Also es gibt schon Panzer in SUM1 aber ich finde das nicht so gut weil es sich von das eigendliche spiel DHDR abweicht und langsam nichts mehr damit zu tuhen hatt ;)

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