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| Pages: (2) [1] 2 ( Go to first unread post ) | ![]() ![]() ![]() |
| Hostile |
Posted: May 02, 2004 05:17 am
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![]() Soldier Group: Members Posts: 10 Joined: April 30, 2004 |
I came here because of a link and thought maybe advanced C&C coders would be here but I find alot of useless stuff and yet great modders. I think that this would be a better place if we had a reason to come here. I keep coming back cause I know the people but I am coming to the conclusion that there isn't going to be anything here. Let's get some dialogue on modding and not word association. You have the right people but sorry, dumb stuff. I will still keep coming back in good faith.
-------------------- Don't hate the Player, hate the Game!
Death matters little, only victory. ~Hostile |
| ComradeJ |
Posted: May 02, 2004 11:54 am
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Global Village Idiot Group: Admin Posts: 201 Joined: February 04, 2004 |
What's there to discuss? If anyone asks a question, we try to answer, but if not, there's nothing to talk about...
-------------------- A new power is rising. The age of men has ended. Ph34r the army of evil paperclips!
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| Hostile |
Posted: May 02, 2004 01:47 pm
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![]() Soldier Group: Members Posts: 10 Joined: April 30, 2004 |
Ok, I have a question. I've tried to create a unit that has a w3d dependency unit buiuld on it. Seems I failed. I created the upgrade and the OCL, the commandset and command button. I hate posting code but if given the greenlight I will. I need some help creating a unit the upgrades another model on the FIREPOINt01 bone. Anyone game?
-------------------- Don't hate the Player, hate the Game!
Death matters little, only victory. ~Hostile |
| Mithril |
Posted: May 04, 2004 01:30 pm
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![]() Soldier Group: Members Posts: 38 Joined: March 20, 2004 |
That's easy, just make an overlord like object with overlord contain, overlord tank draw module, and make an addon object copied from one of the overlord's addons. Then use the "InitialPayload = " line to include to object immediately without having to purchase an upgrade with a grantupgradecreate module
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| Daedalus |
Posted: May 08, 2004 10:56 am
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![]() Evil Retro Ghost Group: Admin Posts: 473 Joined: February 03, 2004 |
Welcome. We will try to answer questions.. its just that i dont know a thing about gen modding. But Immo and Mithril do
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| ImmoMan |
Posted: May 08, 2004 12:06 pm
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Right Hand ![]() Group: Moderators Posts: 130 Joined: February 03, 2004 |
Just ask and we'll answer. Mithril and I are the Generals people here, and CJ is learning. Maybe we should make Mithril a mod...
Ok bad idea. -------------------- |
| DeeZeL |
Posted: May 08, 2004 05:00 pm
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![]() Right Hand ![]() Group: Moderators Posts: 146 Joined: February 03, 2004 |
phew! Immo, I was about to moderate your post for that
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| ImmoMan |
Posted: May 08, 2004 05:44 pm
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Right Hand ![]() Group: Moderators Posts: 130 Joined: February 03, 2004 |
Don't worry DeeZeL, I won't put your moderating skills to the test this time. Back on topic:
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| Mithril |
Posted: May 10, 2004 10:00 am
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![]() Soldier Group: Members Posts: 38 Joined: March 20, 2004 |
DON'T!
I dont want to be a moderator or something, since I will then have to set a "good example" and not spam! This is the only place where there are people and I can spam! BTW we can't do anything before hostile has replied -------------------- |
| Hostile |
Posted: May 13, 2004 03:07 am
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![]() Soldier Group: Members Posts: 10 Joined: April 30, 2004 |
ok I'm back. I looked over it and it seems I've done what was suggested. I took a tank added the bone and the behaviortags.
; Behavior = OverlordContain ModuleTag_24 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) ; Slots = 1 ; DamagePercentToUnits = 100% ; AllowInsideKindOf = PORTABLE_STRUCTURE ; PassengersAllowedToFire = Yes ; PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are ; ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills ; End ; Behavior = ObjectCreationUpgrade ModuleTag_05 ; UpgradeObject = OCL_T95MG ; TriggeredBy = Upgrade_RussiaT95MG ; ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone ; End Behavior = WeaponSetUpgrade ModuleTag_22 TriggeredBy = Upgrade_RussiaT95MG ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End ; Behavior = CommandSetUpgrade ModuleTag_23 ; CommandSet = RussiaT95MGCommandSet ; TriggeredBy = Upgrade_RussiaT95MG ; ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone ; End I've commented it all out so I can play. I've added the commandset, commandsetupgrade and the build button. Fed by an upgrade so I added that commandbutton. Mastermind looked over it and said he couldn't find anything wrong here. But the rest are just commandsets and buttons with one upgrade. I'm just not finding it...The OCL for the object is also present. -------------------- Don't hate the Player, hate the Game!
Death matters little, only victory. ~Hostile |
| Mithril |
Posted: May 13, 2004 06:45 pm
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![]() Soldier Group: Members Posts: 38 Joined: March 20, 2004 |
What exactly happens when you start the game or build the upgrade? Do you have ZH? If yer do then open world builder...if the game crashes on start what does the releasecrashinfo.txt say?
Or does it just not display your overlord addon? -------------------- |
| Hostile |
Posted: May 14, 2004 03:36 am
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![]() Soldier Group: Members Posts: 10 Joined: April 30, 2004 |
works in WB but fatal flaws game. I've taken a break to sign up for classes been avoiding it so I can look back on it with a fresh eye. I WILL find it and fix it. Mmmm... guees that's the fun of it conquering the ERROR when I find it.
(EDIT) I fixed it somehow but the TURRET does not target, even thought the new object have a "Pivot Point." Maybe the probl lies in the model cause the OVERLORD GATTLING object does the same. If the Orerlord object rotates correctly on the Overlord, yet does not on mine. Than is it likely the prob is in the HOST model or the bone link? -------------------- Don't hate the Player, hate the Game!
Death matters little, only victory. ~Hostile |
| Mithril |
Posted: May 24, 2004 11:56 am
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![]() Soldier Group: Members Posts: 38 Joined: March 20, 2004 |
Has your base object got a TransportAIUpdate instead of a normal AIUpdateInterface?
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| Hostile |
Posted: May 24, 2004 06:55 pm
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![]() Soldier Group: Members Posts: 10 Joined: April 30, 2004 |
Yes I do. I started by copying all the overlord code than refined it for this object.
Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End The actual bullets fire from the turning turret but the model itself does not turn. So maybe it is the child model not set correct but why does the overlord_gattling also not rotate. -------------------- Don't hate the Player, hate the Game!
Death matters little, only victory. ~Hostile |
| Mithril |
Posted: May 24, 2004 07:05 pm
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![]() Soldier Group: Members Posts: 38 Joined: March 20, 2004 |
Is your overlord addon on the "overlord's" turret ? If not you should put PassengersInTurret = No in the overlord contain
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