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    how do you make a chopper to transport unit ?

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    necron_lord11

    Posts : 7
    Join date : 2011-02-27

    how do you make a chopper to transport unit ?

    Post  necron_lord11 on Sun Aug 21, 2011 9:44 am

    Can someone help me out? i have tried many times but it still can't transport any unit.someone please help me.
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    Methuselah96
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    Re: how do you make a chopper to transport unit ?

    Post  Methuselah96 on Sun Aug 21, 2011 12:19 pm

    tell me step by step what you have done to try to get the chinook to work (starting with downloading the files)

    necron_lord11

    Posts : 7
    Join date : 2011-02-27

    how do you make a chopper to transport unit ?

    Post  necron_lord11 on Tue Aug 23, 2011 2:42 am

    Not the chinook,it's the helicopter.the chopper that fire with its MG.how do you edit its config file so it can transport unit.i really need help. Question
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    Methuselah96
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    Re: how do you make a chopper to transport unit ?

    Post  Methuselah96 on Tue Aug 23, 2011 1:44 pm

    your obj_army_chopper.cfg should look like this:
    Code:
    ///////////////////////////////////////////////////////////////////////////////
    //
    // Pandemic Studios
    //

    #include "fx_army_unit_chopper.cfg"
    #include "fx_chopperblades.cfg"

    // UNIT
    CreateObjectType("army.unit.chopper", "Transport")
    {
      GameObj()
      {
        ThinkInterval(1);
        IdleTask("Tasks::UnitIdle");
        Properties()
        {
          Add("Filter::Weapon");
          Add("Filter::Army");
          Add("Filter::MechanicalFlyer");
          Add("Filter::Unit");
        }
      }
      MapObj()
      {
        GodFile("army_chopper.god");
        PhysicsModel("Flyer");
        TractionType("ground", "flyer");

        ReticleType("Vehicle");

        ArmourClass("flyer");
        HitPoints(600);

        TypeDisplay()
        {
          Image()
          {
            Image("if_game_portraits.tga", 0, 210, 42, 42);
            Mode("Centre");
          }
        }
        GenericFX()
        {
          Add("Weapon::Fire", "weapon.chopper.fire");
          Add("MapObj::Health::Low", "damage.chopper");
          Add("MapObj::Death", "unit.chopper.death");
          Add("Restore::Target::Process", "restore-small");
          Add("MapObj::AddToMap2", "restore-small-puff");
          //Add("UnitObj::Engine", "water.chopper.ripple");
          Add("MapObj::Smoke", "chopperblades");
        }
      }

      UnitObj()
      {
        TopSpeed(60);
        TurnSpeed(540);
        Altitude(3, 18);

        SeeingRange(65);

        ResponseEvents()
        {
          Add("Attack")
          {
            Add("army.unit.chopper_attack-0.wav");
            Add("army.unit.chopper_attack-1.wav");
          }
          Add("Attacked")
          {
            Add("army.unit.chopper_attacked-0.wav");
            Add("army.unit.chopper_attacked-1.wav");
          }
          Add("Move")
          {
            Add("army.unit.chopper_move-0.wav");
            Add("army.unit.chopper_move-1.wav");
            Add("army.unit.chopper_move-2.wav");
          }
          Add("Select")
          {
            Add("army.unit.chopper_select-0.wav");
            Add("army.unit.chopper_select-1.wav");
            Add("army.unit.chopper_select-2.wav");
          }
          Add("Spotted")
          {
            Add("army.unit.chopper_spotted-0.wav");
          }
        }

        Constructor("army.building.garage1");
        ConstructionTime(40);
        CreateSource("resource.blob.vehicle1");
        CommandCost(1);
        ResourceCost()
        {
          Add("Plastic", 150);
          Add("Electricity", 250);
        }
        Prereqs()
        {
          Add("army.building.garage2");
        }

        Weapon("army.weapon.chopper");
      }
     TransportObj()
      {
        Spaces(10);
        Distance(20);
        Properties()
        {
          Add("Filter::Transportable");
        }
      }
    }

    // WEAPON
    CreateWeaponType("army.weapon.chopper")
    {
      Style("Instant");

      NodeStyle("X");
      Nodes("CP_Barrel");

      MaxRange(56);

      Delay(0.2);
      TurnRate(180);
      Potshot(1);
      LeadAngle(1);

      Damage()
      {
        Amount(5);

        Effective("infantry", 100%);
        Effective("vehicle", 80%);
        Effective("structure", 80%);
        Effective("flyer", 80%);
        Effective("mine", 80%);
      }

      FirePoints()
      {
        Add("hp-fire1");
        Add("hp-fire2");
      }
    }
    and you're if_game_keybind.cfg in client\p\ingame.x like this:
    Code:
    ///////////////////////////////////////////////////////////////////////////////
    //
    // Pandemic Studios
    //
    // Key Bindings
    //

    // Standard bindings
    Bind("escape", "iface.activatescroll Client::MainMenu Top 0.2");
    Bind("pause", "client.pause");

    // Camera heights
    Bind("F1", "camera.setheight 20");
    Bind("F2", "camera.setheight 40");
    Bind("F3", "camera.setheight 60");
    Bind("F4", "camera.setheight 80");

    // Camera movement
    BindHold("rightarrow", "camera.bind.right");
    BindHold("leftarrow", "camera.bind.left");
    BindHold("uparrow", "camera.bind.forward");
    BindHold("downarrow", "camera.bind.back");

    // Create a squad using the current selection
    Bind("ctrl 1", "iface.sendnotifyevent Client::SquadManager.Squad1 SquadControl::Create");
    Bind("ctrl 2", "iface.sendnotifyevent Client::SquadManager.Squad2 SquadControl::Create");
    Bind("ctrl 3", "iface.sendnotifyevent Client::SquadManager.Squad3 SquadControl::Create");
    Bind("ctrl 4", "iface.sendnotifyevent Client::SquadManager.Squad4 SquadControl::Create");

    // Add the current selection to a squad
    Bind("alt 1", "iface.sendnotifyevent Client::SquadManager.Squad1 SquadControl::Add");
    Bind("alt 2", "iface.sendnotifyevent Client::SquadManager.Squad2 SquadControl::Add");
    Bind("alt 3", "iface.sendnotifyevent Client::SquadManager.Squad3 SquadControl::Add");
    Bind("alt 4", "iface.sendnotifyevent Client::SquadManager.Squad4 SquadControl::Add");

    // Select a squad
    Bind("1", "iface.sendnotifyevent Client::SquadManager.Squad1 SquadControl::Select");
    Bind("2", "iface.sendnotifyevent Client::SquadManager.Squad2 SquadControl::Select");
    Bind("3", "iface.sendnotifyevent Client::SquadManager.Squad3 SquadControl::Select");
    Bind("4", "iface.sendnotifyevent Client::SquadManager.Squad4 SquadControl::Select");

    // Select a squad and scroll
    Bind("shift 1", "iface.sendnotifyevent Client::SquadManager.Squad1 SquadControl::JumpTo");
    Bind("shift 2", "iface.sendnotifyevent Client::SquadManager.Squad2 SquadControl::JumpTo");
    Bind("shift 3", "iface.sendnotifyevent Client::SquadManager.Squad3 SquadControl::JumpTo");
    Bind("shift 4", "iface.sendnotifyevent Client::SquadManager.Squad4 SquadControl::JumpTo");

    // Client discrete events
    Bind("s", "client.event de::stop");
    Bind(",", "client.event de::prevdir");
    Bind(".", "client.event de::nextdir");
    Bind("shift d", "client.event de::selfdestruct");
    Bind("u", "client.event de::upgrade");
    Bind("[", "client.event de::prevunit");
    Bind("]", "client.event de::nextunit");
    Bind("alt [", "client.event de::prevunittype");
    Bind("alt ]", "client.event de::nextunittype");
    Bind("h", "client.event de::nextunit filter::headquarters");
    Bind("e", "client.event de::selectall");
    Bind("p", "client.event de::generic::togglepause");
    Bind("space", "client.event de::messagejump::last");
    Bind("g", "client.event de::selectgroup");
    Bind("l", "client.event de::unloadcargo");


    // Whacky
    Bind("j", "message.game.trigger Client::Jkey");

    // Client modes
    Bind("t", "client.triggermode turn");

    // Bindings based on single/multi player
    If("multiplayer.flags.online")
    {
      Bind("enter", "iface.activate Client::Chat");
      Bind("c", "iface.toggleactive Client::Comms");
    }
    Else()
    {
      // Save and load game
      Bind("F8", "iface.activate Client::SaveLoad");
      Bind("F9", "iface.activate Client::SaveLoad; iface.sendnotifyevent 'Client::SaveLoad' 'QuickSave'");
      Bind("F10", "iface.sendnotifyevent 'Client::SaveLoad' 'QuickLoad'");

      // Secret codes
      Bind("Alt BackSpace", "iface.activate Client::Code");
    }
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    sharks | iniesta
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    Posts : 114
    Join date : 2011-01-16

    Re: how do you make a chopper to transport unit ?

    Post  sharks | iniesta on Tue Aug 23, 2011 3:47 pm

    hey meth I can't see ur code their,
    I think u had use it in white color......


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    necron_lord11

    Posts : 7
    Join date : 2011-02-27

    how do you make a chopper to transport unit ?

    Post  necron_lord11 on Wed Aug 24, 2011 2:40 am

    thanks methuselah96....thank you so much.i will test it later.once again thank you for your help

    necron_lord11

    Posts : 7
    Join date : 2011-02-27

    i need your help

    Post  necron_lord11 on Wed Aug 24, 2011 12:37 pm

    Dear methuselah 96,
    i had tried the codes you had given to me but when i play a mission to test it and it load and then an error happen.it said (CreateObject) Error! expected function 'TransportObj'.
    please help me methuselah96......................

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    Re: how do you make a chopper to transport unit ?

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