First part : Tiberian Incursion CABAL is not dead, Kane is still alive, NOD is strong, GDI is more powerfull than ever, the Forgottens appear, and something comes from far... It is the year 2047, and the world is going to fall in the third Tiberian War... It is the beginning of the END, Commander, a NEW END... Welcome Back, Commander...

Forum Thread
  Posts  
Kodiak loading/unloading problems (Games : C&C: Generals Zero Hour : Mods : C&C ZH : Tiberian Incursion and Tiberian Twilight : Forum : Give your idears : Kodiak loading/unloading problems) Locked
Thread Options
Dec 25 2010 Anchor

I've got a problems with the Kodiak :
- it had 8 garison slot, but it don't land when I want to garrison it => impossible to move into the Kodiak
-I've made it already garisonned when started, but, when I use the "ungarrison" action, units simply fall from the default Kodiak height

Does somebody have an idear about how to resolve this problem ?

Here is the Kodiak's code :

Object GDIKodiakClass
SelectPortrait = SAKodiakClass_L
ButtonImage = SAKodiakClass
; *** ART Parameters ***
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = GVKodiak
Animation = GVKodiak.GVKodiak
AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
AltTurret = Turret02
AltTurretPitch = TurretEL02
WeaponFireFXBone = PRIMARY Tur1Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel
WeaponFireFXBone = SECONDARY Tur2Muzzle
WeaponRecoilBone = SECONDARY Tur2Barrel
End ConditionState = REALLYDAMAGED
Model = GVKodiak
Animation = GVKodiak.GVKodiak
AnimationMode = LOOP
End ConditionState = RUBBLE
Model = GVKodiak
Animation = GVKodiak.GVKodiak
AnimationMode = LOOP
End ConditionState = RUBBLE SPECIAL_DAMAGED
Model = GVKodiak
HideSubObject = Props01
HideSubObject = Props02
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Kodiak_Class
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY KodiakAGShell
Weapon = SECONDARY KodiakAGShell
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_PLAYER FROM_AI
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_PLAYER FROM_AI
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 7500
BuildTime = 180.0 ;in seconds
VisionRange = 500
ShroudClearingRange = 500
Prerequisites
Object = AmericaWarFactory
Object = AmericaStrategyCenter
End

ExperienceValue = 500 500 1000 2000 ;Experience point value at each level
ExperienceRequired = 0 500 1000 2000 ;Experience points needed to gain each level IsTrainable = Yes
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GDI_Kodiak_Transportsection ; *** AUDIO Parameters ***
VoiceSelect = BattleshipVoiceSelect
VoiceMove = BattleshipVoiceMove
VoiceGuard = BattleshipVoiceMove
VoiceAttack = BattleshipVoiceAttack
SoundAmbient = BattleshipAmbientLoop
SoundEnter = HumveeEnter
SoundExit = HumveeExit UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceUnload = ChinookVoiceUnload
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK Body = ActiveBody ModuleTag_02
MaxHealth = 2500.0
InitialHealth = 2500.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 80
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 80
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = SECONDARY
End
TurretsLinked = Yes
End
Locomotor = SET_NORMAL KodiakLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

Behavior = TransportContain ModuleTag_08
Slots = 8
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY VEHICLE
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
End
Behavior = PhysicsBehavior ModuleTag_09
Mass = 50.0
End

Behavior = CommandSetUpgrade ModuleTag_6
TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
RemovesUpgrades = Upgrade_GLAWorkerRealCommandSet
CommandSet = GDI_Kodiak_Transportsection
End

Behavior = CommandSetUpgrade ModuleTag_7
TriggeredBy = Upgrade_GLAWorkerRealCommandSet
RemovesUpgrades = Upgrade_GLAWorkerFakeCommandSet Upgrade_GLAWorkerRealCommandSet
CommandSet = GDI_Kodiak_Combatsection
End

Behavior = ProductionUpdate ModuleTag_8
MaxQueueEntries = 1; For the command set switching upgrade
End

Geometry = BOX
GeometryMajorRadius = 200.0
GeometryMinorRadius = 20.0
GeometryHeight = 40
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End

(some line have been moved when I have uploading this message, sorry)

Dec 27 2010 Anchor

you've taken the code from the Chinook helicopter to the code base?

Dec 27 2010 Anchor

Yes, but only the part from the garrison, others part come from the USA battle ship and the avenger.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.