Help ROBOT

Modding, Map Editor, IES Scripting and Other Questions
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juan11220
Posts: 14
Joined: 31 Oct 2014, 11:24

Help ROBOT

Post by juan11220 »

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
}
}

User avatar
Dr.MonaLisa
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Joined: 17 Jun 2010, 11:21
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Re: Help ROBOT

Post by Dr.MonaLisa »

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

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""",""""""
You can try to add the new unit type to zips\*\dbunittypeattributes.ddf instead:

Code: Select all


UnitTypeAttribute ElecWarfareHercs
{
   UnitTypeInstances = [ "HercElecWarfare" ]
}

Maybe then all new UnitTypes will also have the anti-missile sheild button.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
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