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Offline joey55  
#1 Posted : Friday, July 9, 2010 7:31:43 AM(UTC)
joey55
Major
Joined: 10/14/2009(UTC)
Posts: 173
Location: netherlands

Thanks: 1 times
i got this code so far for my supplytruck
but i cant get i to get supplys
what more i need to do i already added:SupplyTruckAIUpdate ModuleTag_03

Code:
Object ThunderReaperSupplyCollector

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist
  Draw              = W3DTruckDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVConvoy4
    End
    ConditionState  = LOADED
      Model         = CVConvoy4
    End  

    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    CabBone = CAB
    TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire03
    MidLeftFrontTireBone = Tire04
    MidRightMidTireBone = Tire05
    MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:ThunderReaperSupplyCollector
  Side                = ThunderReaper
  Prerequisites
    Object = ThunderReaperSupplyCenter
  End
  EditorSorting       = VEHICLE
  TransportSlotCount  = 0 ;how many "slots" we take in a transport (0 == not transportable)
  BuildCost           = 1000
  BuildTime           = 10.0 ; in seconds
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions      = None
    Weapon          = PRIMARY None
  End
  WeaponSet
    Conditions      = CARBOMB
    Weapon          = PRIMARY None
  End

  VisionRange       = 150
  ShroudClearingRange = 350

  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
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect             = ConvoyTruckSelect
  SoundMoveStart          = ConvoyTruckMoveStart
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End

   ; *** ENGINEERING Parameters ***  
  KindOf            = SELECTABLE CAN_ATTACK VEHICLE HARVESTER  SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority     = LOCAL_UNIT_ONLY

;Lorenzen disabled transport on 12/16, please do not restore
;  Behavior            = TransportContain ModuleTag_TransportContain
;    Slots             = 8
;    AllowInsideKindOf = INFANTRY; VEHICLE
;  End

  Body              = ActiveBody ModuleTag_03
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior               = DestroyDie ModuleTag_04
                    ;nothing
  End
  Behavior               = CreateObjectDie ModuleTag_05
    DeathTypes = ALL 
    CreationList    = OCL_GenericCarExplode
  End
  Behavior               = CreateObjectDie ModuleTag_06
    DeathTypes = NONE +SUICIDED
    CreationList    = OCL_BurnedCarHull
  End

Behavior = SupplyTruckAIUpdate ModuleTag_03
    MaxBoxes = 4
    SupplyCenterActionDelay = 400     ; ms for whole thing (one transaction)
    SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions)
    SupplyWarehouseScanDistance = 700 ;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
  End
  Locomotor = SET_NORMAL SupplyTruckLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor       = SET_NORMAL SupplyTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor
  Behavior          = PhysicsBehavior ModuleTag_08
    Mass            = 30.0
  End

  Behavior = FXListDie ModuleTag_09
    DeathFX = FX_BattleMasterExplosionOneFinal
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  GeometryIsSmall     = NO
  GeometryMajorRadius = 30.0
  GeometryMinorRadius = 8.0
  GeometryHeight      = 16.0
  Shadow              = SHADOW_VOLUME

End

you have to be a happy man, to be a happy man :)
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Offline Annihilationzh  
#2 Posted : Friday, July 9, 2010 7:39:31 AM(UTC)
Annihilationzh
General
Joined: 8/2/2008(UTC)
Posts: 1,779
United Kingdom

Thanks: 26 times
Was thanked: 475 time(s) in 331 post(s)
Remove this section:
Code:
  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor       = SET_NORMAL SupplyTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor


And change ModuleTag_03 into something else, because you have two of them. It can be anything as long as it doesn't have a space.

I didn't check the rest, but having two AIUpdates is probably the cause.

Edited by user Friday, July 9, 2010 7:41:08 AM(UTC)  | Reason: Not specified

If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Offline joey55  
#3 Posted : Friday, July 9, 2010 10:12:44 AM(UTC)
joey55
Major
Joined: 10/14/2009(UTC)
Posts: 173
Location: netherlands

Thanks: 1 times
thanks againThumb Up Smile

are you sure u arent god?
you have to be a happy man, to be a happy man :)
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