Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
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This must be a very noob question....
Object AmericaVehiclePOWTruck2 ; *** ART Parameters *** SelectPortrait = SAPowTruck ButtonImage = SAPowTruck UpgradeCameo1 = Upgrade_AmericaCompositeArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVPOWTRUCK End ConditionState = REALLYDAMAGED Model = AVPOWTRUCK_D End ConditionState = RUBBLE Model = AVPOWTruck_D End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 MidLeftRearTireBone = Tire03 MidRightRearTireBone = Tire05 LeftRearTireBone = Tire04 RightRearTireBone = Tire06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:POWTruck Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = UpgradedTankArmor DamageFX = TankDamageFX End
WeaponSet Conditions = None Weapon = PRIMARY NONE End
WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End ; nope, sorry, can't build it. (srj) BuildCost = 1000 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 300 ;ExperienceValue = 50 50 50 50 ;Experience point value at each level ;ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level ;IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles Prerequisites Object = AmericaWarFactory2 ChinaSupplyCenter2 End
; nope, sorry, can't control it. (srj) CommandSet = ChinaSupplyTruckCommandSet
; *** AUDIO Parameters *** VoiceSelect = POWTruckUSAVoiceSelect VoiceMove = POWTruckUSAVoiceMove VoiceGuard = POWTruckUSAVoiceMove SoundEnter = POWTruckEnter SoundExit = POWTruckExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = POWTruckUSAVoiceCreate TurretMoveLoop = TurretMoveLoop SoundMoveStart = POWTruckUSAMoveStart SoundMoveStartDamaged = POWTruckUSAMoveStart SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = POWTruckUSAVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = POWTruckUSAMoveStart VoiceEnter = POWTruckUSAVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE TRANSPORT SCORE HARVESTER DOZER Body = ActiveBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End ; but we must have an AIUpdate in order for our Locomotor to work. Behavior = AIUpdateInterface ModuleTag_04 ; no data End Locomotor = SET_NORMAL POWTruckLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 FX = FINAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_AmericanPOWTruckDeathEffect End Behavior = FXListDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = WorkerAIUpdate ModuleTag_11 RepairHealthPercentPerSecond = 4% ; % of max health to repair each second BoredTime = 1250 ; in milliseconds BoredRange = 300 ; when bored, we look this far away to do something MaxBoxes = 2 UpgradedSupplyBoost = 16 ; gives this much more cash for every box collected SupplyCenterActionDelay = 150 ;400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 150 ;400 ;ms per box (many small transactions) SupplyWarehouseScanDistance = 1400 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things End Behavior = PointDefenseLaserUpdate ModuleTag_13 WeaponTemplate = PaladinPointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE SecondaryTargetTypes = INFANTRY ScanRate = 500 ScanRange = 120.0 PredictTargetVelocityFactor = 3.0 End Behavior = MaxHealthUpgrade ModuleTag_14 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 1000.0 ChangeType = ADD_CURRENT_HEALTH_TOO 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 Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 7.0 GeometryHeight = 13.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End
It will not move, and will block the factory exit... I must be missing something but for heck cannot find out what. Anyone can see whats the cause?
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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I think it's caused by double AIUpdates in your code ; you know , you must have only 1 AIUpdate to make a unit work correctly but you used both "AIUpdateInterface" & "WorkerAIUpdate" in which I wonder if it doesn't give you any errors while starting the game . it must have ignored the AIUpdateInterface and only included the WorkerAIUpdate . so , you've set the locomotor after "AIUpdateInterface" and you know . Solution : Delete "AIUpdateInterface" and set the locomotor after "WorkerAIUpdate" . Good Luke sir Edited by user Tuesday, March 20, 2018 12:47:50 AM(UTC)
| Reason: Not specified |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
1 user thanked Unknown Editor for this useful post.
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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I think the locomotor needs to come after AiUpdate and not before. |
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