WaterTransparency TransparentWaterMinOpacity = 0.6 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent. TransparentWaterDepth = 8.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity) End ;------------------------------------------------------------------------------ Weapon RangerAdvancedCombatRifle PrimaryDamage = 500.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 100.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% WeaponBonus = DRONE_SPOTTING RANGE 200% WeaponBonus = DRONE_SPOTTING DAMAGE 200% End
Mountain Fox "Mountain Fox" END
TournamentDesertPlus "Tournament Desert Plus" END
;----------------------------- Locomotor RocketBuggyLocomotor1 Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 80 ; in dist/sec TurnRate = 210 ; in degrees/sec TurnRateDamaged = 210 ; in degrees/sec Acceleration = 90 ; in dist/(sec^2) AccelerationDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------ ;GLA Rocket Buggy Object GLAVehicleRocketBuggy ; *** ENGINEERING Parameters *** Locomotor = SET_NORMAL RocketBuggyLocomotor1 End
Object AirF_AmericaJetCargoPlane ReplaceModule ModuleTag_09 Behavior = DeliverPayloadAIUpdate ModuleTag_09_Override DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 1000 ; time in between each item dropped (if more than one) PutInContainer = LargeParachute DeliveryDistance = 150 End End Locomotor = SET_NORMAL B52Locomotor End
i still get a missing name despite creating a map.str :(
cgf123` wrote:
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