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Barrel Roll Taunt
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206UE
Stealth Laser Trooper


Joined: 07 Jan 2010

PostPosted: Thu Sep 04, 2014 3:56 am    Post subject:  Barrel Roll Taunt Reply with quote  Mark this post and the followings unread

I was trying to replicate the barrel roll taunt from Shockwave. I got a fatal error. It lost me at the part where they used "GLAWorkerFakeCommandSet" as a trigger.

Their method is very alien to me. They don't even use an animated W3D to make the plane barrel roll...Which is what I started to try to do once I failed at trying to duplicate their method.

Even this became frustrating, I couldn't apply the animation to the ATTACKING condition. I'm using the Raptor as a test subject. The closest I could get was to apply the animation to the JETEXHAUST condition. This makes them do a roll right after takeoff, which is good. But, I'd prefer if I could get them to do the barrel roll before or after an attack. Or at the command of a button like Shockwave did.

Last edited by 206UE on Thu Sep 04, 2014 4:00 am; edited 1 time in total

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206UE
Stealth Laser Trooper


Joined: 07 Jan 2010

PostPosted: Thu Sep 04, 2014 3:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Copy of Shockwave Codes :

; ***DESIGN parameters ***
 DisplayName             = OBJECT:KingRaptor
 EditorSorting           = VEHICLE
 Side                    = AmericaAirForceGeneral
 TransportSlotCount      = 0 ;how many "slots" we take in a transport (0 == not transportable)
 VisionRange             = 200.0
 ShroudClearingRange     = 400
 EnergyBonus             = 0  ;defining this just incase

 Prerequisites
   Object                = AirF_AmericaAirfield
 End

 WeaponSet
   Conditions            = None
   Weapon                = PRIMARY AirF_RaptorJetMissileWeapon
 End
 WeaponSet
   Conditions            = PLAYER_UPGRADE
   Weapon                = PRIMARY AirF_RaptorJetLaserGuidedMissileWeapon
 End
 ArmorSet
   Conditions            = None
   Armor                 = AirplaneArmor
   DamageFX              = None
 End
 ArmorSet
   Conditions            = PLAYER_UPGRADE
   Armor                 = AirF_AmericaJetRaptorCountermeasuresAirPlaneArmorCouldIHavePossiblyWrittenALongerName
   DamageFX              = None
 End

 BuildCost               = 1100
 BuildTime               = 20  
 ExperienceValue         = 75 75 125 175   ;Experience point value at each level
 ExperienceRequired      = 0 100 200 400   ;Experience points needed to gain each level
 IsTrainable             = Yes             ;Can gain experience
 CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
 CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 CommandSet              = AmericaJetRaptorCommandSet

 ; *** AUDIO Parameters ***
 VoiceSelect            = KingRaptorVoiceSelect
 VoiceMove              = RaptorVoiceMove
 VoiceAttack            = RaptorVoiceAttack
 VoiceAttackAir         = RaptorVoiceAttackAir
 VoiceGuard             = RaptorVoiceAirPatrol
 SoundAmbient           = RaptorAmbientLoop
 SoundAmbientRubble     = NoSound
 ; SoundMoveLoop          = RaptorAmbientLoop  ; don't want sound while sitting at airfield
 ; SoundAmbient           = NoSound
 UnitSpecificSounds
   VoiceCreate          = KingRaptorVoiceCreate
   SoundEject           = PilotSoundEject
   VoiceEject           = PilotVoiceEject
   Afterburner          = RaptorAfterburner
   VoiceLowFuel         = RaptorVoiceLowFuel
   VoiceGarrison        = RaptorVoiceMove
 End

 ; *** ENGINEERING Parameters ***
 RadarPriority          = UNIT
 KindOf                 = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
 Body                   = ActiveBody ModuleTag_02
   MaxHealth            = 240.0
   InitialHealth        = 240.0
 End

 Behavior = WeaponSetUpgrade ModuleTag_03
   TriggeredBy = Airf_Upgrade_RaptorExtraAmmo
 End

 Behavior = WeaponBonusUpgrade ModuleTag_14
   TriggeredBy = Upgrade_AmericaLaserMissiles
 End
 
 Behavior = PowerPlantUpgrade ModuleTag_LaserGuidance01
   TriggeredBy = Upgrade_AmericaLaserMissiles
 End

 Behavior = PowerPlantUpdate ModuleTag_LaserGuidance02
   RodsExtendTime = 33
 End

 Behavior = ExperienceScalarUpgrade ModuleTag_04
   TriggeredBy = Upgrade_AmericaAdvancedTraining
   AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
 End

 Behavior                          = JetSlowDeathBehavior ModuleTag_05
   FXOnGroundDeath                 = FX_JetOnGroundDeath
   OCLOnGroundDeath                = OCL_RaptorDeathFinalBlowUp
   DestructionDelay                = 99999999; destruction will happen when we
   RollRate                        = 0.2
   RollRateDelta                   = 100% ;each frame, rollrate = rollrate * rollrateDelta
   PitchRate                       = 0.0
   FallHowFast                     = 110.0%  ;Bigger is faster (can be over 100%,it's a fraction of gravity)
   FXInitialDeath                  = FX_RaptorDeathInitial
   OCLInitialDeath                 = OCL_RaptorDeathInitial
   DelaySecondaryFromInitialDeath  = 500  ; in milliseconds
   FXSecondary                     = FX_JetDeathSecondary
   OCLSecondary                    = OCL_RaptorDeathSecondary
   FXHitGround                     = FX_JetDeathHitGround
   OCLHitGround                    = OCL_RaptorDeathHitGround
   DelayFinalBlowUpFromHitGround   = 200 ; in milliseconds
   FXFinalBlowUp                   = FX_JetDeathFinalBlowUp
   OCLFinalBlowUp                  = OCL_RaptorDeathFinalBlowUp
;   DeathLoopSound                  = MICAL NEEDS TO MAKE ME
 End
 Behavior                    = EjectPilotDie ModuleTag_06
   ExemptStatus         = HIJACKED
   GroundCreationList = OCL_EjectPilotOnGround
   AirCreationList = OCL_EjectPilotViaParachute
   VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
 End
 
 Behavior               = PhysicsBehavior ModuleTag_07
   Mass                 = 500.0
 End

 Behavior                 = TransitionDamageFX ModuleTag_08
   ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
   ReallyDamagedFXList1         = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
 End

 Behavior = JetAIUpdate ModuleTag_09
 
   Turret
     TurretTurnRate        = 0
     ControlledWeaponSlots = PRIMARY
   End
   AltTurret
     TurretTurnRate        = 0
     TurretPitchRate       = 60
     AllowsPitch           = Yes
     MinPhysicalPitch      = -90
     ControlledWeaponSlots = SECONDARY
   End
   TurretsLinked              = Yes
   
   OutOfAmmoDamagePerSecond  = 10%  ; amount of damage to take per SEC (not per frame) when out of ammo
                                   ; note that it's expressed as a percent of max health, not an absolute
   TakeoffDistForMaxLift     = 0%   ; larger numbers give more lift sooner when taking off
   TakeoffPause              = 500
   MinHeight                 = 5
   ParkingOffset             = 3             ; scooch it a little forward so the tail doesn't hit the doors
   ReturnToBaseIdleTime      = 10000         ; if idle for this long, return to base, even if not out of ammo
 End
 Locomotor = SET_NORMAL RaptorJetLocomotor
 Locomotor = SET_TAXIING BasicJetTaxiLocomotor

 Behavior = VeterancyGainCreate ModuleVet_13
   StartingLevel = VETERAN
   ScienceRequired = SCIENCE_PilotEliteTraining
 End

 Behavior = FlammableUpdate ModuleTag_21
   AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
   AflameDamageAmount = 3       ; taking this much damage...
   AflameDamageDelay = 500       ; this often.
 End

 Behavior                = ArmorUpgrade ModuleTag_Armor25
   TriggeredBy           = Upgrade_AmericaCountermeasures
 End

 Behavior                = CountermeasuresBehavior ModuleTag_26
   TriggeredBy           = Upgrade_AmericaCountermeasures
   FlareTemplateName     = CountermeasureFlare
   FlareBoneBaseName     = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
   VolleySize            = 3     ; Number of flares launched per volley (requires bones)
   VolleyArcAngle        = 90.0  ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
   VolleyVelocityFactor  = 1.0   ; Shoots out flares at a stronger velocity with a higher value.
   DelayBetweenVolleys   = 1000  ; Time between flare volleys
   NumberOfVolleys       = 3     ; Number of times the volleys will fire before reloading
   ReloadTime            = 0     ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
   EvasionRate           = 40%   ; With active flares, the specified percentage will be diverted.
   ReactionLaunchLatency = 0     ; Reaction between getting shot at and the firing of the first volley of countermeasures.
   MissileDecoyDelay     = 200   ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
 End
 
 Behavior = ProductionUpdate ModuleTag_Taunt01
 End
 
 Behavior = ObjectCreationUpgrade ModuleTag_Taunt02
   UpgradeObject = OCL_RaptorTauntObject
   TriggeredBy   = Upgrade_GLAWorkerFakeCommandSet
 End

 Behavior = EjectPilotDie ModuleTag_HijackerEmerge01
   DeathTypes = ALL -CRUSHED -SPLATTED
   RequiredStatus = HIJACKED
   VeterancyLevels =  ALL
   GroundCreationList = OCL_HijackerEmerge
   AirCreationList = OCL_HijackerEmergeViaParachute
 End
 
 Behavior = FXListDie ModuleTag_HijackerEmerge02
   RequiredStatus = HIJACKED
   DeathTypes = ALL -CRUSHED -SPLATTED
   DeathFX = FX_HijackerEmerge
 End



 Geometry                 = Box
 GeometryIsSmall          = Yes
 GeometryMajorRadius      = 14.0
 GeometryMinorRadius      = 7.0
 GeometryHeight           = 5.0
 Shadow                   = SHADOW_VOLUME
 ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length.

End



------------------------------------------------------------------------------

system :




Object RaptorAirShowTauntObject

 ; ***DESIGN parameters ***
 Side                = America
 EditorSorting       = System
 
 ArmorSet
   Conditions        = None
   Armor             = InvulnerableAllArmor
   DamageFX          = DamageFX_Empty
 End

 IsTrainable         = No
 

 ; *** ENGINEERING Parameters ***
 RadarPriority       = UNIT
 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE NO_SELECT NO_COLLIDE
 Body = ActiveBody ModuleTag_03
   MaxHealth       = 100.0
   InitialHealth   = 100.0
 End

 Behavior = AIUpdateInterface ModuleTag_04
 End
 Locomotor = SET_NORMAL BattleDroneLocomotor
 
 Behavior = PhysicsBehavior ModuleTag_05
   Mass = 50.0
   KillWhenRestingOnGround = Yes
   AllowBouncing = No
 End

 Behavior = SlavedUpdate ModuleTag_07
   StayOnSameLayerAsMaster = Yes
 End

 Behavior = DestroyDie ModuleTag_08
   DeathTypes = ALL
 End

 Behavior = LifetimeUpdate ModuleTag_035656
   MinLifetime       = 10000
   MaxLifetime       = 10000
 End

 Behavior = UpgradeDie  ModuleTag_12
   DeathTypes = ALL
   UpgradeToRemove = Upgrade_GLAWorkerFakeCommandSet ModuleTag_Taunt02
 End
 
 Behavior = HeightDieUpdate ModuleTag_082 ;Can't barrel roll on the ground
   TargetHeight = 10.0
   TargetHeightIncludesStructures = Yes
 End
 
 Behavior = FireWeaponUpdate ModuleTag_Taunt01
   Weapon = RaptorAirshowTauntWeapon
   InitialDelay = 100
 End

 Geometry = CYLINDER
 GeometryMajorRadius = 5
 GeometryMinorRadius = 5
 GeometryHeight = 10.0    
 GeometryIsSmall = Yes
 Shadow = SHADOW_VOLUME
 ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End




-----------------------------------------------------------------------------
ObjectCreationList OCL_RaptorTauntObject

 CreateObject
   ObjectNames = RaptorAirShowTauntObject
   IgnorePrimaryObstacle = Yes
   Disposition = LIKE_EXISTING
   Count = 1
   RequiresLivePlayer = Yes
 End
 
End

; -----------------------------------------------------------------------------

Weapon :

Weapon RaptorAirshowTauntWeapon
 FireFX = FX_RaptorAirshowTaunt
 ClipSize = 1
 AutoReloadsClip = No
End

---------------------------------------------------------------------------


FX list :

FXList FX_RaptorAirshowTaunt
 Sound
   Name = VoiceRaptorAirshowTaunt
 End
End

---------------------------------------------------------------------------

command button :

CommandButton Command_RaptorTaunt
 Command       = OBJECT_UPGRADE
 Upgrade       = Upgrade_GLAWorkerFakeCommandSet
 Options       = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
 TextLabel     = CONTROLBAR:Taunt
 ButtonImage   = SATaunt
 ButtonBorderType        = ACTION ; Identifier for the User as to what kind of button this is
 DescriptLabel           = CONTROLBAR:ToolTipTauntRaptor
 PurchasedLabel          = CONTROLBAR:ToolTipTauntRaptor
End

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