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    Arming the chinook

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    Smith
    Consctipt

    Posts : 45
    Join date : 2011-01-20

    Arming the chinook

    Post  Smith on Thu Jan 27, 2011 2:32 am

    I, I tried to put weapons to the chinook helicopter, this is how I edited chinook.cfg

    ///////////////////////////////////////////////////////////////////////////////
    //
    // Pandemic Studios
    //

    #include "fx_army_unit_chinook.cfg"

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

    ReticleType("Vehicle");

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

    GenericFX()
    {
    Add("Weapon::Fire", "weapon.chopper.fire");
    Add("MapObj::Health::Low", "damage.vehicle");
    Add("MapObj::Death", "unit.chinook.death");
    Add("Restore::Target::Process", "restore-small");
    Add("MapObj::AddToMap2", "restore-small-puff");
    }
    }

    UnitObj()
    {
    TopSpeed(45);
    TurnSpeed(270);
    Altitude(3, 20);

    SeeingRange(81);

    Constructor("army.building.garage1");
    ConstructionTime(40);
    CreateSource("resource.blob.vehicle1");
    CommandCost(1);
    ResourceCost()
    {
    Add("Plastic", 300);
    Add("Electricity", 0);
    }
    Prereqs()
    {
    Add("army.building.garage2");
    }

    Weapon("army.weapon.chinook");
    }
    }

    // WEAPON
    CreateWeaponType("army.weapon.chinook")
    {
    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 HERE IS THE ORIGINAL obj_army_chinook.cfg
    ///////////////////////////////////////////////////////////////////////////////
    //
    // Pandemic Studios
    //

    #include "fx_army_unit_chinook.cfg"

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

    ReticleType("Vehicle");

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

    GenericFX()
    {
    Add("MapObj::Health::Low", "damage.vehicle");
    Add("MapObj::Death", "unit.chinook.death");
    Add("Restore::Target::Process", "restore-small");
    Add("MapObj::AddToMap2", "restore-small-puff");
    }
    }

    UnitObj()
    {
    TopSpeed(45);
    TurnSpeed(270);
    Altitude(3, 20);

    SeeingRange(81);

    CreateSource("resource.blob.vehicle1");
    CommandCost(1);
    ResourceCost()
    {
    Add("Plastic", 300);
    Add("Electricity", 0);
    }
    }
    }


    But when I try to start the game an error appears and says "Couldn t find HP-FIRE in army.weapon.chinook

    What am I doing wrong?
    avatar
    sharks | monsOOn
    Admin
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    Posts : 90
    Join date : 2011-01-16
    Age : 32
    Location : Sri Lanka

    Re: Arming the chinook

    Post  sharks | monsOOn on Thu Jan 27, 2011 4:25 am

    FirePoints()
    {
    Add("hp-fire1");
    Add("hp-fire2");
    }
    }
    ----------------------------------------------

    This is the place. I didn't try this. But as I think the above part should be removed from the code. Because the designers haven't assign a fire point to the chinook. So we can't name a place as a fire point in chinook. My opinion is to delete the above code from chinook.cfg. I will also try to do it& let you know what was happened... scratch
    avatar
    Sharks | Alex
    Private First Class

    Posts : 117
    Join date : 2011-01-16

    Re: Arming the chinook

    Post  Sharks | Alex on Fri Jan 28, 2011 11:40 pm

    did u try this? (just an example)
    Add("Attack")
    {
    Add("army.unit.tank_attack-0.wav");
    Add("army.unit.tank_attack-1.wav");
    Add("army.unit.tank_attack-2.wav");
    Add("army.unit.tank_attack-3.wav");
    }
    Add("Attacked")
    {
    Add("army.unit.tank_attacked-0.wav");
    Add("army.unit.tank_attacked-1.wav");
    }
    Add("Move")
    {
    Add("army.unit.tank_move-0.wav");
    Add("army.unit.tank_move-1.wav");
    Add("army.unit.tank_move-2.wav");
    }
    Add("Select")
    {
    Add("army.unit.tank_select-0.wav");
    Add("army.unit.tank_select-1.wav");
    Add("army.unit.tank_select-2.wav");
    }
    Add("Spotted")
    {
    Add("army.unit.tank_spotted-0.wav");
    avatar
    sharks | monsOOn
    Admin
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    Posts : 90
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    Age : 32
    Location : Sri Lanka

    Re: Arming the chinook

    Post  sharks | monsOOn on Sat Jan 29, 2011 4:45 am

    Sharks | Alex wrote:did u try this? (just an example)
    Add("Attack")
    {
    Add("army.unit.tank_attack-0.wav");
    Add("army.unit.tank_attack-1.wav");
    Add("army.unit.tank_attack-2.wav");
    Add("army.unit.tank_attack-3.wav");
    }
    Add("Attacked")
    {
    Add("army.unit.tank_attacked-0.wav");
    Add("army.unit.tank_attacked-1.wav");
    }
    Add("Move")
    {
    Add("army.unit.tank_move-0.wav");
    Add("army.unit.tank_move-1.wav");
    Add("army.unit.tank_move-2.wav");
    }
    Add("Select")
    {
    Add("army.unit.tank_select-0.wav");
    Add("army.unit.tank_select-1.wav");
    Add("army.unit.tank_select-2.wav");
    }
    Add("Spotted")
    {
    Add("army.unit.tank_spotted-0.wav");

    Yes, In our alens vs armymen map, we used alot of coding..including that code.. Those code shows the responses of a unit...

    Smith
    Consctipt

    Posts : 45
    Join date : 2011-01-20

    Re: Arming the chinook

    Post  Smith on Sun Jan 30, 2011 2:37 am

    Thanks homies, you were right, the problems were in the HP-FIRE, I removed that lines and some other lines, and added the responses, and it worked. I put here the script if someone wants to put the chinook in some of your maps.

    ///////////////////////////////////////////////////////////////////////////////
    //
    // Pandemic Studios
    //

    #include "fx_army_unit_chinook.cfg"

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

    ReticleType("Vehicle");

    ArmourClass("flyer");
    HitPoints(800);

    GenericFX()
    {
    Add("Weapon::Fire", "weapon.tank.fire");
    Add("MapObj::Health::Low", "damage.chopper");
    Add("MapObj::Death", "unit.chinook.death");
    Add("Restore::Target::Process", "restore-small");
    Add("MapObj::AddToMap2", "restore-small-puff");
    Add("MapObj::Smoke", "chopperblades");
    }
    }

    UnitObj()
    {
    TopSpeed(55);
    TurnSpeed(270);
    Altitude(3, 20);

    SeeingRange(81);

    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(45);
    CreateSource("resource.blob.vehicle1");
    CommandCost(1);
    ResourceCost()
    {
    Add("Plastic", 250);
    Add("Electricity", 275);
    }
    Prereqs()
    {
    Add("army.building.garage2");
    Add("army.building.HQ3");
    }

    Weapon("army.weapon.chinook");
    }
    }

    // WEAPON
    CreateWeaponType("army.weapon.chinook")
    {
    Style("Projectile");

    MaxRange(64);

    HorizSeparation(180);

    Delay(2.5);
    TurnRate(90);
    Speed(400);
    Potshot(1);
    LeadAngle(1);
    AlignBase(0);

    Damage()
    {
    Amount(10);

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

    Projectile("army.proj.chinook");
    }

    // PROJECTILE DEFINITION
    CreateObjectType("army.proj.chinook", "Projectile")
    {
    MapObj()
    {
    GodFile("army_mortar_shell.god");
    GenericFX()
    {
    Add("ProjectileObj::Trail", "weapon.tank.proj");
    }
    }

    ProjectileObj()
    {
    ProjectileModel("StraightTrajectory");
    Explosion("army.exp.chinook");
    }
    }

    // EXPLOSION DEFINITION
    CreateObjectType("army.exp.chinook", "Explosion")
    {
    MapObj()
    {
    Mesh();
    GenericFX()
    {
    Add("ExplosionObj::Explode", "weapon.tank.exp");
    }
    }
    ExplosionObj()
    {
    Damage()
    {
    Amount(75);

    Effective("infantry", 50%);
    Effective("vehicle", 100%);
    Effective("structure", 100%);
    Effective("flyer", 100%);
    Effective("mine", 100%);
    }
    AreaInner(4);
    AreaOuter(Cool;
    Weapon("army.weapon.chinook");
    }
    }

    here is a screenshot, it uses a tank cannon and can fire to air units
    [You must be registered and logged in to see this image.]
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    sharks | iniesta
    Admin
    Admin

    Posts : 114
    Join date : 2011-01-16

    Re: Arming the chinook

    Post  sharks | iniesta on Sun Jan 30, 2011 5:16 am


    Great job from all.
    "Be together makes good outputs"

    drunken drunken


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    sharks | monsOOn
    Admin
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    Join date : 2011-01-16
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    Re: Arming the chinook

    Post  sharks | monsOOn on Sun Jan 30, 2011 6:12 am

    Great Job my friend.. cheers Smile
    avatar
    Sharks | Alex
    Private First Class

    Posts : 117
    Join date : 2011-01-16

    Re: Arming the chinook

    Post  Sharks | Alex on Sun Jan 30, 2011 4:22 pm

    Nice! But I think fire will be even better than chopper blades Smile But that's just my opinion. Cool

    asterisker

    Posts : 3
    Join date : 2011-04-14

    How to add this to base folder?

    Post  asterisker on Thu Apr 14, 2011 3:30 pm

    How do I add this to the base folder? Do I replace the contents of obj_army_chinook.cfg?

    BTW, can the enemy use a chinook? and can the chinook be used in campaign mode?
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    Methuselah96
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    Age : 21
    Location : Philadelphia, PA, United States

    Re: Arming the chinook

    Post  Methuselah96 on Fri Apr 15, 2011 12:10 am

    How do I add this to the base folder? Do I replace the contents of obj_army_chinook.cfg?
    yes
    BTW, can the enemy use a chinook?
    if you reprogram the ai to use it
    and can the chinook be used in campaign mode?
    by you?
    yea i think so (but im not 100% sure on that)

    Syiboi

    Posts : 3
    Join date : 2011-03-15

    Re: Arming the chinook

    Post  Syiboi on Wed Feb 22, 2012 7:11 am

    Methuselah96 wrote:
    How do I add this to the base folder? Do I replace the contents of obj_army_chinook.cfg?
    yes
    BTW, can the enemy use a chinook?
    if you reprogram the ai to use it
    and can the chinook be used in campaign mode?
    by you?
    yea i think so (but im not 100% sure on that)

    Ok so I replaced the contents of obj_army_chinook.cfg but I get an error that says: (obj_army_chinook.cfg(174): Error! (col 11) Expecting ")" but found ";"

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