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Blintz, Acid Guns and Healers in game

Posted: Fri May 04, 2012 12:05 pm
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!

Re: Blintz, Acid Guns and Healers in game

Posted: Fri May 04, 2012 2:17 pm
by Bullseye
Image
there you can see Blintz

Re: Blintz, Acid Guns and Healers in game

Posted: Fri May 04, 2012 4:22 pm
by shadowbullseye
While the blintz Cure

Re: Blintz, Acid Guns and Healers in game

Posted: Fri May 04, 2012 10:04 pm
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.

Re: Blintz, Acid Guns and Healers in game

Posted: Mon May 07, 2012 3:46 am
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?

Re: Blintz, Acid Guns and Healers in game

Posted: Fri May 11, 2012 1:45 pm
by Bullseye
Wait for me to upload a video of acidgun and blintz

Re: Blintz, Acid Guns and Healers in game

Posted: Sat May 12, 2012 2:15 pm
by King Plurtz I
Ok, thank you Bullseye! =D>