Blintz, Acid Guns and Healers in game

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King Plurtz I
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Blintz, Acid Guns and Healers in game

Post by King Plurtz I »

Hello!
I'm new here and I like very more Blintz and his defence line (Acid Guns and Healers)
I want to know if is possible to build Blintz and his defence line or to start every mission and GB with them...
If yes, please somebody give me the fully correct dates in a very good tutorial (I'm not good at modding base.x file :( )
I will appreciate this efort. :D

Thanks for listening me!
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Re: Blintz, Acid Guns and Healers in game

Post by Bullseye »

Image
there you can see Blintz
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Re: Blintz, Acid Guns and Healers in game

Post by shadowbullseye »

While the blintz Cure
[code]Shadow Team[/code]
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King Plurtz I
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Re: Blintz, Acid Guns and Healers in game

Post by King Plurtz I »

shadowbullseye wrote:While the blintz Cure
One Healer can cure Blintz a little bit faster than a Medic...
Four Healers...can make Blintz invincible. With those Blintz lose his life only with Bombing Runs or with a big army.
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Re: Blintz, Acid Guns and Healers in game

Post by King Plurtz I »

I tried to add Acid Gun in game but didn't work...I can't see it
Could be something wrong in .cfg file made by me?

Code: Select all

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

//
//// acid gun
//

#includeonce "fx_weapon_acidgun.cfg"
#includeonce "fx_damage_building_particles.cfg"
#includeonce "fx_death_building-large_particles.cfg"

CreateObjectType("attic.prop.plurtzacid", "Unit")
{
  GameObj()
  {
    ThinkInterval(1);
    IdleTask("Tasks::UnitIdle");
    Properties()
    {
      Add("Filter::Mechanical");
      Add("Filter::Building");
    }
  }

  MapObj()
  {
    GodFile("prop_fort_acidgun.god");
    PhysicsModel("building");
    TractionType("ground");
    ArmourClass("structure");
    HitPoints(2000);
    GenericFX()
    {
      Add("Weapon::Fire", "effect.acidgun.fire");
      Add("Restore::Target::Process", "restore-large");
      Add("MapObj::Health::Low", "damage.blintz.healer");
      Add("MapObj::Death", "death.blintz.acidgun");
    }
  }
  UnitObj()
  {
    SeeingRange(89);
    Constructor("army.unit.bulldozerInsect");
    ConstructionTime(20);
    CreateSource("resource.blob.vehicle1");
    CommandCost(1);
    ResourceCost()
    {
      Add("Plastic", 200);
      Add("Electricity", 200);
    }
    Prereqs()
    {
      Add("army.building.hq1");
    }
	
	Weapon("army.weapon.acidgun");
  }
}

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

  NodeStyle("Y_X");
  Nodes("CP-TURRET", "CP-BARREL");

  MaxRange(89);

  HorizSeparation(180);

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

  Damage()
  {
    Amount(50);

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

  FirePoints()
  {
    Add("HP-FIRE");
  }
  Projectile("army.proj.acidgun");
}

// PROJECTILE DEFINITION
CreateObjectType("army.proj.acidgun", "Projectile")
{
  MapObj()
  {
    Mesh();
    GenericFX()
    {
      Add("ProjectileObj::Trail", "effect.acidgun.proj");
    }
  }

  ProjectileObj()
  {
    TopSpeed(200);
    ProjectileModel("ArcTrajectory");
    Explosion("army.exp.acidgun");
  }
}

// EXPLOSION DEFINITION
CreateObjectType("army.exp.acidgun", "Explosion")
{
  MapObj()
  {
    Mesh();
    GenericFX()
    {
      Add("ExplosionObj::Explode", "effect.acidgun.exp");
    }
  }
  ExplosionObj()
  {
    Damage()
    {
      Amount(50);

      Effective("infantry", 100%);
      Effective("vehicle", 100%);
      Effective("structure", 100%);
      Effective("flyer", 100%);
      Effective("mine", 100%);
    }
    AreaInner(16);
    AreaOuter(24);
    Weapon("army.weapon.acidgun");
  }
}

// HUGE BUILDING EXPLOSION EFFECT
CreateEffectType("death.blintz.healer")
{
  Sound()
  {
    File("largebuilding_death.wav");
    Priority(4);
  }

  Particles()
  {
    Add(1)
    {
      Particle("death.building.geometry");
      Offset(0, -10, 0);
    }

    Add(1)
    {
      Particle("death.building.geometrytrans");
      Offset(0, -10, 0);
    }

    Add()
    {
      Particle("death.acidgun.crater");
    }
    Add()
    {
      Particle("death.building-large.shock_large");
    }
    Add(1)
    {
      Particle("death.building.geometry_smaller");
      Offset(0, -2, 0);
    }
    Add()
    {
      Particle("death.barracks.particle1");
      Emitter(1);
    }
    Add()
    {
      Particle("death.barracks.particle2");
      Offset(0, -3, 0);
      Emitter(1);
    }
  }
}

// HQ HEALTH LOW EFFECT
CreateEffectType("damage.blintz.healer")
{
  Sound();

  Particles()
  {
    Add()
    {
      Particle("damage.building.smoke-large");
      Emitter(1);
      Offset(-2.5, 0, 2.0);
    }

    Add()
    {
      Particle("damage.building.ember");
      Emitter(1);
      Offset(-3.5, 0, 2.0);
    }
  }
}

// Acid Gun death
CreateEffectType("death.blintz.acidgun")
{
  Sound()
  {
    File("largebuilding_death.wav");
    Priority(4);
  }

  Particles()
  {
    Add()
    {
      Particle("death.building.geometry_notsolarge");
      Offset(0, -13, 0);
    }

    Add()
    {
      Particle("death.building.geometrytrans_notsolarge");
      Offset(0, -13, 0);
    }

    Add()
    {
      Particle("death.building.geometry_small");
      Offset(0, -13, 0);
    }

    Add()
    {
      Particle("death.acidgun.crater");
    }
    Add()
    {
      Particle("death.building-large.shock");
    }
    Add()
    {
      Particle("death.building.geometry_small");
      Offset(0, -3, 0);
    }
    Add()
    {
      Particle("death.building.geometry_smallflip");
      Offset(0, -3, 0);
    }
    Add()
    {
      Particle("death.building.geometry_smaller");
      Offset(0, 0, 0);
    }
    Add()
    {
      Particle("death.building.geometry_smallerflip");
      Offset(0, 0, 0);
    }
    Add()
    {
      Particle("death.barracks.particle1");
      Emitter(1);
    }
    Add()
    {
      Particle("death.barracks.particle2");
      Offset(0, -3, 0);
      Emitter(1);
    }

  }
}
Please if you find something wrong report it. Thanks
EDIT: I forgot to edit obj_army.cfg but now I receive a error: " Can't read the mesh file prop_fort_acidgun.god"
Now can be fixed this?
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Bullseye
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Re: Blintz, Acid Guns and Healers in game

Post by Bullseye »

Wait for me to upload a video of acidgun and blintz
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King Plurtz I
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Re: Blintz, Acid Guns and Healers in game

Post by King Plurtz I »

Ok, thank you Bullseye! =D>
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