Hello everyone.
i'v been trying to make the overlord tank to be able to have 2 upgrades at once (turret and bunker)
but i cant make it work ,if the bunker applied first then the turret wont work and if the turret applies first then the bunker wont work.
i'v tried using (AddModule draw) and (Behavior = TransportContain) to try to merge the bunker with either the tank it self or the turret upgrade (Object ChinaTankOverlordGattlingCannon) and it still same issue the turret will apply first and bunker module wont show or work
here is my ini the highlighted text is the one i edited
Overlord Tank ini
Object ChinaTankOverlord
; *** ART Parameters ***
SelectPortrait = SNOverlord_L
ButtonImage = SNOverlord
UpgradeCameo1 = Upgrade_ChinaUraniumShells
UpgradeCameo2 = Upgrade_ChinaNuclearTanks
UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker
UpgradeCameo4 = Upgrade_ChinaOverlordGattlingCannon
UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower
Draw = W3DOverlordTankDraw ModuleTag_01
ConditionState = NONE
Model = NVOvrlrd
Animation = NVOvrlrd.NVOvrlrd
AnimationMode = LOOP
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = NVOvrlrd_d
Animation = NVOvrlrd_d.NVOvrlrd_d
AnimationMode = LOOP
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = RUBBLE
Model = NVOvrlrd_d
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
TreadAnimationRate = 2.0; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Overlord
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY OverlordTankGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY OverlordTankGun
Weapon = SECONDARY Lazr_PatriotMissileAssistWeapon ;Dummy weapon that allows manual targeting of air units outside range
;gattling cannon upgrade has been made.
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 2000
BuildTime = 20.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 200
Prerequisites
Object = ChinaWarFactory
Object = ChinaPropagandaCenter
End
ExperienceValue = 200 200 400 600 ;Experience point value at each level
ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaTankOverlordDefaultCommandSet
; *** AUDIO Parameters ***
VoiceSelect = OverlordTankVoiceSelect
SoundMoveStart = OverlordTankMoveStart
SoundMoveStartDamaged = OverlordTankMoveStart
VoiceMove = OverlordTankVoiceMove
VoiceGuard = OverlordTankVoiceMove
VoiceAttack = OverlordTankVoiceAttack
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = OverlordTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceCrush = OverlordTankVoiceCrush
VoiceEnter = OverlordTankVoiceMove
VoiceUnload = OverlordTankVoiceUnload
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE
Body = ActiveBody ModuleTag_02
MaxHealth = 1100.0
InitialHealth = 1100.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL OverlordLocomotor
Locomotor = SET_NORMAL_UPGRADED NuclearOverlordLocomotor
Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
DeathWeapon = NuclearTankDeathWeapon
StartsActive = No ; turned on by upgrade
TriggeredBy = Upgrade_ChinaNuclearTanks
End
Behavior = LocomotorSetUpgrade ModuleTag_05
TriggeredBy = Upgrade_ChinaNuclearTanks
End
Behavior = OverlordContain ModuleTag_Bunker ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PayloadTemplateName = ChinaTankOverlordBattleBunker
PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Behavior = OverlordContain ModuleTag_Turret ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PayloadTemplateName = ChinaTankOverlordGattlingCannon
PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_OverlordGattlingCannon
TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
ConflictsWith = Upgrade_ChinaOverlordPropagandaTower
End
Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01
TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
ConflictsWith = Upgrade_ChinaOverlordPropagandaTower
End
Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = OCL_OverlordPropagandaTower
TriggeredBy = Upgrade_ChinaOverlordPropagandaTower
ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker
End
Behavior = ObjectCreationUpgrade ModuleTag_09
UpgradeObject = OCL_OverlordBattleBunker
TriggeredBy = Upgrade_ChinaOverlordBattleBunker
ConflictsWith = Upgrade_ChinaOverlordPropagandaTower
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = CommandSetUpgrade ModuleTag_11
CommandSet = ChinaTankOverlordBattleBunkerCommandSet
TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
ConflictsWith = Upgrade_ChinaOverlordPropagandaTower
End
Behavior = CommandSetUpgrade ModuleTag_12
CommandSet = ChinaTankOverlordPropagandaTowerCommandSet
TriggeredBy = Upgrade_ChinaOverlordPropagandaTower
ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker
End
Behavior = CommandSetUpgrade ModuleTag_13
CommandSet = ChinaTankOverlordBattleBunkerCommandSet
TriggeredBy = Upgrade_ChinaOverlordBattleBunker
ConflictsWith = Upgrade_ChinaOverlordPropagandaTower
End
Behavior = PhysicsBehavior ModuleTag_14
Mass = 50.0
End
; Smoke for a bit then explode
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 1500
; DestructionDelayVariance = 500
; FX = INITIAL FX_OverlordSmoke
; OCL = FINAL OCL_ChinaTankOverlordDebris
; FX = FINAL FX_GenericTankDeathExplosion
; End
; Catch fire, and explode death
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 2000
; DestructionDelayVariance = 300
; FX = INITIAL FX_CrusaderCatchFire
; OCL = FINAL OCL_ChinaTankOverlordDebris
; FX = FINAL FX_GenericTankDeathExplosion
; End
; Just explode death
Behavior = SlowDeathBehavior ModuleTag_16
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_ChinaTankOverlordDebris
FX = FINAL FX_OverlordExplosionOneFinal
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = TransitionDamageFX ModuleTag_18
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
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 = 26.0
GeometryMinorRadius = 13.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Gatling gun upgrade
Object ChinaTankOverlordGattlingCannon
; *** ART Parameters ***
SelectPortrait = SNGatTower_L
ButtonImage = SNGatTower
;UpgradeCameo1 = Upgrade_Nationalism
UpgradeCameo1 = Upgrade_ChinaUraniumShells
UpgradeCameo2 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = FIREPOINT01
DefaultConditionState
Model = ABLaserTrt
Turret = TURRET01
TurretPitch = TURRETEL
;WeaponLaunchBone = PRIMARY WeaponA
;WeaponLaunchBone = SECONDARY WeaponA
;WeaponLaunchBone = TERTIARY WeaponA
;WeaponFireFXBone = PRIMARY WeaponA
;WeaponFireFXBone = SECONDARY WeaponA
;WeaponFireFXBone = TERTIARY WeaponA
End
ConditionState = REALLYDAMAGED
Model = ABLaserTrt
Turret = TURRET01
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponFireFXBone = TERTIARY WeaponA
End
End
; ***DESIGN parameters ***
Side = China
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY Lazr_PatriotMissileAssistWeapon
Weapon = SECONDARY Lazr_PatriotMissileAssistWeapon
Weapon = TERTIARY Lazr_PatriotMissileAssistWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
AutoChooseSources = SECONDARY NONE
AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY VEHICLE INFANTRY
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT
ShareWeaponReloadTime = Yes
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceRapidFire = NoSound
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY SECONDARY
TurretTurnRate = 180 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = Yes
NaturalTurretPitch = 0
End
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Behavior = StealthDetectorUpdate ModuleTag_06
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ; Defaults to VisionRange
CanDetectWhileContained = Yes
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
Scale = 0.5
End
Add module that i tried using
AddModule
Draw = W3DDependencyModelDraw ModuleTag_07
OkToChangeModelColor = Yes
AttachToBoneInContainer = FIREPOINT01
ConditionState = NONE
Model = NVOvrlrd_B
End
ConditionState = REALLYDAMAGED
Model = NVOvrlrd_BD
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
; night
ConditionState = NIGHT
Model = NVOvrlrd_B
End
ConditionState = NIGHT REALLYDAMAGED
Model = NVOvrlrd_BD
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
AliasConditionState = RUBBLE
End
PlacementViewAngle = -45
End
i think that the issue is with (FIREPOINT01) bone
i'v been trying to make it work for the past 4 hours with different combinations yet still nothing.
Edited by user Monday, September 21, 2020 2:04:09 PM(UTC)
| Reason: Not specified