Modderecke > Coding
panzer in sum1
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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