MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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http://www.moddb.com/mod...ery-long-break4#imageboxThe Raptors there are 'drones.' The thing is the when the Raptors are spawned I spawn 5 once the upgrade is purchased. Here's the kicker, I can buy the upgrade again after 1 Raptor is dead.So I can have infinite raptors... Though Spawning them to patrol over your command center is a hefty cost, its still ridiculous to have someone stack the upgrade. Now for the question: Is there a way to make it so that you have to take out all 5 Raptors before being able to purchase them? Is so, how? Things I tried: 1. Making a single drone unit that acts like a Mob Nexus. Result: The game crashed as soon as I spawned the Mob Nexus Drone. 2. Trying number 1 again Result: The Upgrade Stays Purchased even if the Mob is destroyed. 3. Drone Controlling Drones... Result: Drone unable to spawn drones. 4. Buying Drone as a Unit with MaxSimultaneousOfType = 1 Result: It doesn't become a slave anymore. Edited by user Monday, July 28, 2014 8:03:52 AM(UTC)
| Reason: Not specified |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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ColonelJoined: 5/8/2012(UTC) Posts: 615 Location: USA, Tennessee, Home, Livingroom, couch. Thanks: 102 times Was thanked: 195 time(s) in 140 post(s)
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if there can only be one of your command centers, i would try making it to where you buy the raptors individually, and the max production limit is 5. |
one soul at a time |
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MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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It uses the drone logic from USA Vehicles.
I'm not sure if producing them as normal units would make them slaved to the command center. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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Originally Posted by: precision_bomber  Things I tried: 1. Making a single drone unit that acts like a Mob Nexus. Result: The game crashed as soon as I spawned the Mob Nexus Drone.
I don't think you should give up on this. I can't think of any reason why this wouldn't work if it's coded properly. |
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. |
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GeneralJoined: 12/30/2011(UTC) Posts: 982
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Did some testing yesterday and got the nexus to work properly but im having trouble to remove the upgrade, dont have much experience with nexus, is the nexus killed when you destroy all slaves or not?, added an upgradedie module to the nexus but the upgrade isnt removed when all slaves are killed. |
Panem et kirkinses |
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MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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Maybe because, Nexus never actually dies, it just gets removed out of existence. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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From my experience an upgrade stays forever no matter what The drones on us vehicles arnt proper upgrades maybe there is something there you could use |
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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Originally Posted by: acidbrain  Did some testing yesterday and got the nexus to work properly but im having trouble to remove the upgrade, dont have much experience with nexus, is the nexus killed when you destroy all slaves or not?, added an upgradedie module to the nexus but the upgrade isnt removed when all slaves are killed. I could solve this with my most convoluted workaround ever, but I think it's better to try the method Rrtaya_tsamsiyu mentioned first. Originally Posted by: KlingonDragon  From my experience an upgrade stays forever no matter what The drones on us vehicles arnt proper upgrades maybe there is something there you could use Upgrades for a single unit are called Object upgrades, and the others are called player upgrades. |
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. |
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Yes. But still the drones are slightly different to something like the overlord upgrades |
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MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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Originally Posted by: KlingonDragon  Yes. But still the drones are slightly different to something like the overlord upgrades Reminds me so much Rrtaya_tsamsiyu's topic of destructible portables. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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Originally Posted by: KlingonDragon  Yes. But still the drones are slightly different to something like the overlord upgrades I don't see much of a difference. The overlord upgrades aren't very different from drones. They're both slaves to their vehicle. The napalm bomb is substantially more different. |
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. |
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GeneralJoined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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It was just the first upgrade I could think of |
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MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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I have managed to do what AcidBrain did.
Spawning a Mob Nexus Drone. And had faced the same problem of the upgrade not disabling itself after 'dying'
I also tried making the Nexus an Actual unit; but still the upgrade still stays purchased. hmm. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
Thanks: 7 times Was thanked: 75 time(s) in 58 post(s)
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Next to try: Drone controlling Drones |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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GeneralJoined: 12/30/2011(UTC) Posts: 982
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Well i also got the remove upgrade stuff working now, i spawned a second object with the nexus wich removes the upgrade succesfully but the upgrade can be purchased when the raptors are still alive, added a commandsetupgrade to switch to a commandset without the upgrade button but the new problem is that it's a pain in the azz to switch back to the default commandset, tried to combine it with a few scripts but unsuccesfully...and the testing goes on *edit* What if you spawn an object in the commandcenter which has the raptor drones and you give the raptors a FireWeaponWhenDeadBehavior module with a weapon that takes out a 5th of the health from the object you spawned so when 5 raptors are killed the object which spawned the raptors also gets killed and frees the upgrade again, didnt test it yet, just a thought. Edited by user Sunday, July 27, 2014 2:37:22 PM(UTC)
| Reason: Not specified |
Panem et kirkinses |
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MajorJoined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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What complicates this is that the buttons to summon raptors is actually an alternate command set so that I can have more space for Generals Powers and separate the Command Center's Emergency Protocols. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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GeneralJoined: 12/30/2011(UTC) Posts: 982
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This seems to work, maybe it can be done better so feel free to correct stuff Code:
;--Add this to 'Object AmericaCommandCenter'--
Behavior = ObjectCreationUpgrade Module_Nex
UpgradeObject = OCL_AmericaRaptorNexus
TriggeredBy = Upgrade_AmericaRaptorNexus
; ConflictsWith = Up to You
End
;--------------------------------------------------------------
;--Add 3 new objects--
Object AmericaRaptorNexus
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = None
End
End
DisplayName = OBJECT:RaptorNexus
Side = America
RadarPriority = NOT_ON_RADAR
EditorSorting = VEHICLE
TransportSlotCount = 0
WeaponSet
Conditions = None
Weapon = PRIMARY GLAAngryMobNexusHarmlessWeapon
Weapon = SECONDARY GLAAngryMobNexusHarmlessWeapon
Weapon = TERTIARY GLAAngryMobNexusHarmlessWeapon
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
DamageFX = None
End
BuildCost = 800
BuildTime = 5.0
VisionRange = 150
ShroudClearingRange = 0
Prerequisites
; Object = AmericaAirfield
End
ExperienceValue = 5 5 5 5
IsTrainable = No
CommandSet = AmericaJetRaptorCommandSet
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK AIRCRAFT MOB_NEXUS ATTACK_NEEDS_LINE_OF_SIGHT NO_COLLIDE SELECTABLE SCORE DRONE
Body = ImmortalBody ModuleTag_02
MaxHealth = 99999.0
InitialHealth = 99999.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL RaptorJetLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = SpawnBehavior ModuleTag_05
SpawnNumber = 5
SpawnTemplateName = AmericaJetNexusRaptor
ExitByBudding = Yes
InitialBurst = 5
OneShot = Yes
AggregateHealth = Yes
SlavesHaveFreeWill = No
End
Behavior = QueueProductionExitUpdate ModuleTag_06
UnitCreatePoint = X: 0.0 Y:0.0 Z:20.0
NaturalRallyPoint = X: 0.0 Y:0.0 Z:20.0
End
Behavior = SlavedUpdate ModuleTag_Slave
GuardMaxRange = 50
End
Behavior = DestroyDie ModuleTag_08
DeathTypes = ALL
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
End
;------------------------------------------------
Object AmericaJetNexusRaptor
; *** ART Parameters ***
SelectPortrait = SACRaptor_L
ButtonImage = SACRaptor
UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVRaptor
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
End
ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End
ConditionState = REALLYDAMAGED
Model = AVRaptor_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End
ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVRaptor_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = AVRaptor_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
ConditionState = RUBBLE
Model = AVRaptor_D1B
HideSubObject = None
ShowSubObject = None
End
ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVRaptor_D1B
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Raptor
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
End
WeaponSet
Conditions = None
Weapon = PRIMARY RaptorJetMissileWeapon
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End
BuildCost = 1400
BuildTime = 20
ExperienceValue = 50 50 100 150
ExperienceRequired = 0 100 200 400
IsTrainable = Yes
CrusherLevel = 1
CrushableLevel = 2
CommandSet = AmericaJetRaptorCommandSet
; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT IGNORED_IN_GUI
Body = ActiveBody ModuleTag_02
MaxHealth = 160.0
InitialHealth = 160.0
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End
Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare
VolleySize = 3
VolleyArcAngle = 90.0
VolleyVelocityFactor = 1.0
DelayBetweenVolleys = 1000
NumberOfVolleys = 3
ReloadTime = 0
EvasionRate = 30%
ReactionLaunchLatency = 0
MissileDecoyDelay = 200
End
Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0
End
Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999
RollRate = 0.2
RollRateDelta = 100%
PitchRate = 0.0
FallHowFast = 110.0%
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End
Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End
Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10%
TakeoffDistForMaxLift = 0%
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3
ReturnToBaseIdleTime = 10000
End
Locomotor = SET_NORMAL RaptorJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
;-----------------------------------------------
;---Nexus Stuff
Behavior = MobMemberSlavedUpdate Module_Mob
MustCatchUpRadius = 40
NoNeedToCatchUpRadius = 15
Squirrelliness = 0.05
CatchUpCrisisBailTime = 30
End
Behavior = FireWeaponWhenDeadBehavior Module_Reset
DeathWeapon = ResetRaptorNexusWeapon
DeathTypes = ALL
StartsActive = Yes
End
;------------------------------------------------
Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89
End
;----------------------------------------------------------------------------
;This object frees the upgrade after 5 hits from the ResetRaptorNexusWeapon
Object RaptorNexusReset
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = None
End
End
; ***DESIGN parameters ***
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 0
ArmorSet
Conditions = None
Armor = ResetRaptorNexusArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
RadarPriority = LOCAL_UNIT_ONLY
KindOf = VEHICLE NO_SELECT UNATTACKABLE
Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0
End
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL None
Behavior = DestroyDie ModuleTag_08
DeathTypes = ALL
End
Behavior = UpgradeDie ModuleTag_98
DeathTypes = ALL
UpgradeToRemove = Upgrade_AmericaRaptorNexus ModuleTag_99
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = Yes
End
;--------------------------------------
;--Upgrade.ini--
Upgrade Upgrade_AmericaRaptorNexus
DisplayName = UPGRADE:RaptorNexus
Type = OBJECT
BuildTime = 15
BuildCost = 1500
ButtonImage = SACRaptor
End
;-------------------------------------
;--CommandButton.ini--
CommandButton Command_AmericaRaptorNexus
Command = OBJECT_UPGRADE
Upgrade = Upgrade_AmericaRaptorNexus
Options = NOT_QUEUEABLE
TextLabel = CONTROLBAR:RaptorNexus
ButtonImage = SACRaptor
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipRaptorNexus
End
;-------------------------------------
;--CommandSet.ini--
CommandSet AmericaCommandCenterCommandSet
1 = Command_ConstructAmericaDozer
2 = Command_SpectreGunship
3 = Command_AmericaRaptorNexus
4 = Command_LeafletDrop
5 = Command_A10ThunderboltMissileStrike
6 = Command_Paradrop
7 = Command_SpyDrone
8 = Command_EmergencyRepair
9 = Command_DaisyCutter
10 = Command_SpySatelliteScan
13 = Command_SetRallyPoint
14 = Command_Sell
End
;-------------------------------------
;--ObjectCreationList.ini--
ObjectCreationList OCL_AmericaRaptorNexus
CreateObject
Offset = X:0 Y:0 Z:10
ObjectNames = AmericaRaptorNexus
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = No
End
CreateObject
Offset = X:0 Y:0 Z:0
ObjectNames = RaptorNexusReset
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = No
End
End
;-------------------------------------
;--Weapon.ini--
Weapon ResetRaptorNexusWeapon
PrimaryDamage = 50.0
PrimaryDamageRadius = 500.0
DamageType = PENALTY
DeathType = EXTRA_2
WeaponSpeed = 99999.0
AttackRange = 9999.0
ProjectileObject = NONE
RadiusDamageAffects = ALLIES
DelayBetweenShots = 0
ClipSize = 1
ClipReloadTime = 0
AutoReloadsClip = Yes
End
;-------------------------------------
;--Armor.ini--
Armor ResetRaptorNexusArmor
Armor = DEFAULT 0%
Armor = PENALTY 100%
End
;--Add this line to all the armorsets from factionunits--
Armor = PENALTY 0%
Greetz Edited by user Monday, July 28, 2014 9:26:49 AM(UTC)
| Reason: Not specified |
Panem et kirkinses |
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