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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how do you make a chopper to transport unit ?
Methuselah96- V. I. P.
- Posts : 220
Join date : 2011-01-30
Age : 28
Location : Philadelphia, PA, United States
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
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.
Methuselah96- V. I. P.
- Posts : 220
Join date : 2011-01-30
Age : 28
Location : Philadelphia, PA, United States
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");
}
}
- 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");
}
sharks | iniesta- Admin
- Posts : 130
Join date : 2011-01-16
hey meth I can't see ur code their,
I think u had use it in white color......
I think u had use it in white color......
necron_lord11- Posts : 7
Join date : 2011-02-27
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
- Post n°7
i need your help
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......................
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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