Hello, I need help I want to achieve that strengths can generate missile shields as the ROBOT noncombat, I tered to combine the codes but accomplished nothing.
If anyone knows if it's possible if you appreciate it.
Greetings!
//------------------------------------------------------------------------------------------------
// HERC NONCOMBAT -- (really a misnomer at this point, as the Hercs defined here both have weaponry)
//------------------------------------------------------------------------------------------------
UnitType HercNonCombat
{
properties {
rps = LandNonCombat
SizeX = 0.75
SizeY = 0.75
mass = 1
moveType = kUnitMoveType_Mechanized
popCount = 2
FootprintType = Ellipse
stance = Defensive
}
attributes = [
HealedByHERC,
]
abilities = [
Move {speed = 1.725; angSpeed = 180}
LOS { range = 5 }
Garrisonable { garrisonTypes = [ NavalTransport Fortress ] }
]
fullMapOverlay { sprite = spr_fullmap_smallunit ignoreOrientation = 1 }
icon = icon_unit_default_human
}
//------------------------------------------------------------------------------------------------
// UnitType INFO
//------------------------------------------------------------------------------------------------
//------------------------------------------------
// HERC - ELECTRONIC WARFARE
//------------------------------------------------
UnitType HercElecWarfare
{
parent = HercNonCombat
properties {
displayName = tx_utn_HercElec_name
hitpoints = 700
VerboseTooltip = vtt_unit_Hades
rps = AntiAircraft
}
sounds = {
sndCmdMove = ["v_HercElecWarfare_com01" "v_HercElecWarfare_com02"]
sndCmdAttack = ["v_HercElecWarfare_com01" "v_HercElecWarfare_com02" "v_HercElecWarfare_spe01"]
sndSelection = ["v_HercElecWarfare_sel01"]
}
abilities = [
Attack
{
range = 16;
reloadTime = 8;
applyDamageTime = 0.8;
damage = 8;
missileName = TankShell;
turretControllerName = HadesTurret;
}
LOS { range = 6 }
SpecialPower
{
range = 2
effects = [ HERC_AntiMissileSystem HERC_EMP_blast ]
}
]
icon = icon_unit_HercElecWarfare_14
}
// Veteran Upgrade
UpgradeUnitTypeImprove HercElecWarfareEpoch14Veteran
{
unitType = HercElecWarfare
name = tx_utn_veteran_modify_name
upgradeRefs = [
HercElecWarfare_Improve_Default
]
}
// Elite Upgrade
UpgradeUnitTypeImprove HercElecWarfareEpoch14Elite
{
unitType = HercElecWarfare
name = tx_utn_elite_modify_name
upgradeRefs = [
HercElecWarfare_Improve_Default
]
}
//------------------------------------------------
// HERC - REPAIR AND SUPPLY
//------------------------------------------------
UnitType HercRepair
{
parent = HercNonCombat
properties {
displayName = tx_utn_HercRepair_name
hitpoints = 735
VerboseTooltip = vtt_unit_Hera
rps = HERC
}
sounds = {
sndCmdMove = ["v_HercRepair_com01" "v_HercRepair_com02"]
sndCmdAttack = ["v_HercRepair_com01" "v_HercRepair_com02" "v_HercRepair_spe01"]
sndSelection = ["v_HercRepair_sel01"]
}
abilities = [
LOS { range = 6 }
TemporaryAnimation
{
transitions = [
{ from="walk" to="heal" trans="unpack" duration=4.0 }
{ from="idle" to="heal" trans="unpack" duration=4.0 }
{ from="heal" to="idle" trans="pack" duration=4.0 }
{ from="heal" to="walk" trans="pack" duration=4.0 }
{ from="heal" to="death" trans="pack" duration=4.0 }
]
}
SpecialPower
{
range = 2
effects = [ HERC_Shield ]
}
Heal {range = 5; healRate = 10; healType = HealedByHERC }
Attack
{
range = 16;
applyDamageTime = 0.8;
damage = 4;
reloadTime = 2;
missileName = TankShell;
turretControllerName = HeraTurret;
}
]
icon = icon_unit_HercRepair_15
}
// Veteran Upgrade
UpgradeUnitTypeImprove HercRepairEpoch15Veteran
{
unitType = HercRepair
name = tx_utn_veteran_modify_name
upgradeRefs = [
HercRepair_Improve_Default
]
}
// Elite Upgrade
UpgradeUnitTypeImprove HercRepairEpoch15Elite
{
unitType = HercRepair
name = tx_utn_elite_modify_name
upgradeRefs = [
HercRepair_Improve_Default
]
}
//------------------------------------------------------------------------------------------------
// VISUAL INFO
//------------------------------------------------------------------------------------------------
//------------------------------------------------
// HERC - ELECTRONIC WARFARE
//------------------------------------------------
UnitModel HercElecWarfare
{
DefaultModel = LSF14_HercElecWarfare.nif
ForceScale = 0.075
DefaultState = Idle
States = [
{ StateName = Idle AnimName = LSF14_HercElecWarfare_idle01.KF
AnimVariants = [ LSF14_HercElecWarfare_idle02.KF ]
AnimVariantsWeights = [ 0.5 ]
}
{ StateName = Walk AnimName = LSF14_HercElecWarfare_walk01.KF
TextKeys = [ { Name = START_SOUND_UNTIL_ANIM_CHANGE Data = fx_move_mech_02}]}
{ StateName = Attack1 AnimName = LSF14_HercElecWarfare_attack01.KF }
{ StateName = Pack AnimName = LSF14_HercElecWarfare_pack01.KF }
{ StateName = Unpack AnimName = LSF14_HercElecWarfare_unpack01.KF }
{ StateName = Death AnimName = LSF14_HercElecWarfare_death01.KF }
]
ChildNames = [ TheHealthBar SelectCircleMedium MediumGlow HercElecWarfareShadow SinkHerc ]
UIRenderingParams {
xOffset = 0.00
yOffset = 1.32
zOffset = 0.42
scale = 1.79
angle = 45.00
rotationSpeed = 0.00
pitch = 20.00
lightAngle = 30.00
lightPitch = 90.00
lightDiffuse = [50 50 45 255]
lightSpecular = [0 0 0 255]
lightAmbient = [40 40 40 255]
}
}
//------------------------------------------------
// HERC - REPAIR AND SUPPLY
//------------------------------------------------
UnitModel HercRepair
{
Parent = HercElecWarfare
DefaultModel = LSF15_HercRepair.nif
ForceScale = 0.08
States = [
{ StateName = Idle AnimName = LSF15_HercRepair_idle01.KF
AnimVariants = [ LSF15_HercRepair_idle02.KF ]
AnimVariantsWeights = [ 0.5 ]
}
{ StateName = Attack1 AnimName = LSF15_HercRepair_attack01.KF }
{ StateName = Heal AnimName = LSF15_HercRepair_heal01.KF }
{ StateName = Walk AnimName = LSF15_HercRepair_walk01.KF
TextKeys = [ { Name = START_SOUND_UNTIL_ANIM_CHANGE Data = fx_move_mech}]}
{ StateName = Pack AnimName = LSF15_HercRepair_pack01.KF }
{ StateName = Unpack AnimName = LSF15_HercRepair_unpack01.KF }
{ StateName = Death AnimName = LSF15_HercRepair_death01.KF }
]
ChildNames = [ Beam_HercRepair HercRepairShadow ]
UIRenderingParams {
xOffset = 0.00
yOffset = 0.75
zOffset = -0.47
scale = 1.40
angle = 45.00
}
}
ShadowData HercElecWarfareShadow
{
Flags = (UseStencil | IsMobile | HasTurret | ImmutableBounds)
FlatBillboard
{
TextureFilename = TreeShadow.tga // blobby thing?
WidthScale = 2.85
LengthScale = 1.1
HeightScale = 0.1
}
}
ShadowData HercRepairShadow
{
Flags = (UseStencil | IsMobile | HasTurret | ImmutableBounds)
FlatBillboard
{
TextureFilename = TreeShadow.tga // blobby thing?
WidthScale = 2.85
LengthScale = 1.1
HeightScale = 0.1
}
}
Help ROBOT
- Dr.MonaLisa
- High Representative
- Posts: 8707
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 108 times
Re: Help ROBOT
Hi.
I think you just need to add the sheild button to this unit.
It's in file: zips/db.zip/db/UI/dbuiunitactions.csv
You can try to add the new unit type to zips\*\dbunittypeattributes.ddf instead:
Maybe then all new UnitTypes will also have the anti-missile sheild button.
I think you just need to add the sheild button to this unit.
It's in file: zips/db.zip/db/UI/dbuiunitactions.csv
Code: Select all
unit_power_antimissile,SpecialPowerButton,icon_unitpwr_antimissile,TwoStateRollover,,0,1,2,0,3,tt_power_antimissile,vtt_power_antimissile,ElecWarfareHercs,0,1,"""UIUnitCommand_SpecialPower HERC_AntiMissileSystem""","""HERC_AntiMissileSystem""",""""""
Code: Select all
UnitTypeAttribute ElecWarfareHercs
{
UnitTypeInstances = [ "HercElecWarfare" ]
}
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains