Private Joined: 12/9/2020(UTC) Posts: 24 Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
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Hi, I have finished my tank model and I want to make it have the teleport ability, is it possible to make this effect? If possible, can you tell me how?
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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This is a very interesting idea, I can't think of a way atm but what do you mean by teleport? Like teleport to a certain building/unit or randomly across the map? I kinda have an idea on how to do this but I'm not quite sure it will work, might try it later and reply here again. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 12/9/2020(UTC) Posts: 24 Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
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Originally Posted by: utd^force This is a very interesting idea, I can't think of a way atm but what do you mean by teleport? Like teleport to a certain building/unit or randomly across the map? I kinda have an idea on how to do this but I'm not quite sure it will work, might try it later and reply here again. Thanks for the reply, the teleport is randomly across the map. Is this possible?
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Captain Joined: 4/8/2009(UTC) Posts: 57 Location: In a house
Thanks: 5 times Was thanked: 5 time(s) in 3 post(s)
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Originally Posted by: Adjiesman Hi, I have finished my tank model and I want to make it have the teleport ability, is it possible to make this effect? If possible, can you tell me how? See the Lazer General's tardis in my mod (beng's lazer demo nuke mod) - it can teleport. Basically it uses an ocl special power to spawn a new instance of the same object type elsewhere on the map and the OCL at the same time fires a weapon that kills the original object. I use the EMP spehroid behaviours to make it looks interesting. As for making it teleport randomly there is no easy way to do this. You can use something like the rebel ambush OCL to make it random within a certain non-random area, like how the rebels appear at random positions in the circle when you spawn them using rebel ambush, but there are limits to this. Another way would be to use a random force OCL to throw a dummy invisible object across the map with a random force, and when it lands it dies and spawns the new teleported object, but it could land up in water or cliffs or outside the map border. -beng
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2 users thanked beng for this useful post.
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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It's great to see you again, beng.
What I had in mind was a weapon with very large speed that would also kill the unit as will as fire an invisible bullet at a targeted location which then "explodes" into the same unit that fired it. |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
1 user thanked UTD^Force for this useful post.
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Private Joined: 12/9/2020(UTC) Posts: 24 Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
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Ok, i will try it. Thanks for the help
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Captain Joined: 4/8/2009(UTC) Posts: 57 Location: In a house
Thanks: 5 times Was thanked: 5 time(s) in 3 post(s)
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Originally Posted by: utd^force It's great to see you again, beng.
What I had in mind was a weapon with very large speed that would also kill the unit as will as fire an invisible bullet at a targeted location which then "explodes" into the same unit that fired it. A weapon needs a target object or location so it would not be random. Also, during the projectile flight time the original object would be dead before the new object is created so if the teleporting thing was the last unit, the game would end. The suicide weapon should use an unused death type like EXTRA_5 and the object death modules should do a special death for that death type, so that it is different from other death types.
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Yeah, forgot the random part Edit: Adjiesman, can you share your results with us, if possible? Edited by user Sunday, November 7, 2021 8:33:22 PM(UTC)
| Reason: Not specified |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 12/9/2020(UTC) Posts: 24 Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
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I've done what you suggested, Beng. And it works, thanks. For the result here it is Code:
In special power i make 2 special power
;-----------------------------------------------------------------------------
SpecialPower SpecialAbilityTeleport
Enum = SPECIAL_SNEAK_ATTACK
ReloadTime = 0
PublicTimer = No
RadiusCursorRadius = 60
SharedSyncedTimer = Yes
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
;------------------------------------------------------------------------------
SpecialPower SpecialAbilityTeleportPortal
Enum = SPECIAL_SNEAK_ATTACK
ReloadTime = 200000 ; in milliseconds. min is 2x door/open close time!
RequiredScience = SCIENCE_Rank4
PublicTimer = No
RadiusCursorRadius = 60 ; align with ObjectCreationList.ini's DeliveryDecalRadius
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
In OCL
;-----------------------------------------------------------------------------
;This ability will make the FD Tank teleport it self to another land
;except water.
ObjectCreationList SUPERWEAPON_Teleport
CreateObject
ObjectNames = FadingInFDTank ;TeleportBallEnd
Disposition = ON_GROUND_ALIGNED
Count = 1
FadeIn = Yes
FadeTime = 12027 ;length of sound
DiesOnBadLand = No
FadeSound = Cin_Psychfx01
End
FireWeapon
Weapon = FDTankSuicideWeapon
End
End
; ---------------------------------------------------------------------------------------
;called by the teleport ball end
ObjectCreationList OCL_FillyDelphiaWarpDriveTank
CreateObject
ObjectNames = EW_FillyDelphiaWarpDriveTank
Disposition = LIKE_EXISTING ;ON_GROUND_ALIGNED
Count = 1
End
End
;-----------------------------------------------------------------------------
;The fading FD Tank makes this invisible one to hold FillyDelphiaWarpDriveTank till the new one is finished
ObjectCreationList OCL_InLimboFDTank
CreateObject
ObjectNames = InLimboFDTank
Disposition = LIKE_EXISTING ;ON_GROUND_ALIGNED
Count = 1
End
End
;-----------------------------------------------------------------------------
;when the FD Tank suicides from the weapon in the OCL below
ObjectCreationList OCL_FDTank1 ;OCL_TeleportBallStart
CreateObject
ObjectNames = EW_FDTank1 ;EW_TeleportBallStart
Disposition = LIKE_EXISTING ;ON_GROUND_ALIGNED
Count = 1
End
End
;------------------------------------------------------------------------------
; The second ability from FD Tank which can build a teleport portal
; to teleport other friendly units.
;------------------------------------------------------------------------------
ObjectCreationList OCL_SpecialAbilityTeleportPortal
Attack
WeaponSlot = SECONDARY
NumberOfShots = 1
DeliveryDecalRadius = 60 ; align with SpecialPower.ini's RadiusCursorRadius
DeliveryDecal
Texture = SCCSpecret
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:33 G:67 B:255 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
; -----------------------------------------------------------------------------
ObjectCreationList OCL_TeleportPortalStart
CreateObject
ObjectNames = TeleportPortalStart
Disposition = LIKE_EXISTING
End
End
;------------------------------------------------------------------------------
ObjectCreationList OCL_CreateTeleportPortal
CreateObject
ObjectNames = TeleportPortal
Disposition = LIKE_EXISTING
End
End
The weapon self
;-----------------------------------------------------------------------------;
;Fillydelphia Warp Drive Tank Weapons ;
;-----------------------------------------------------------------------------;
;Teleport weapon only used for create a portal object from the gun ;
;-----------------------------------------------------------------------------;
Weapon FDTankSuicideWeapon
LeechRangeWeapon = Yes
AttackRange = 0.0
PrimaryDamage = 0.0
PrimaryDamageRadius = 0.0
DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember?
RadiusDamageAffects = SELF SUICIDE
DamageType = EXPLOSION
DeathType = EXTRA_5
WeaponSpeed = 99999.0
DelayBetweenShots = 0
ClipSize = 1
ClipReloadTime = 0
AutoReloadsClip = No
End
Weapon TeleportWeapon
PrimaryDamage = 1.0 ;Not used for this weapon (it's "special")
PrimaryDamageRadius = 1.0 ;Not used for this weapon (it's "special")
DamageType = EXPLOSION
DeathType = EXPLODED
AttackRange = 100
WeaponSpeed = 600
WeaponRecoil = 1
ProjectileObject = WarpTankShell
FireFX = WeaponFX_GenericTankGunNoTracer
ProjectileDetonationFX = WeaponFX_AntimatterDetonation
ProjectileDetonationOCL = OCL_TeleportPortalStart
FireSound = WarpFireSound
ClipSize = 1
End
And in object
;------------------------------------------------------------------------------
Object EW_FDTank1
; *** ART Parameters ***
SelectPortrait = SEWarp
ButtonImage = SEWarp
Draw = W3DOverlordTankDraw ModuleTag_01
OkToChangeModelColor = Yes
AnimationsRequirePower = Yes
DefaultConditionState
Model = EVWarp
Animation = EVWarp.EVWarp
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = EVWarp
Animation = EVWarp.EVWarp
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = None
End
End
Draw = W3DModelDraw ModuleTag_RDmodel
DefaultConditionState
Model = NONE
End
ConditionState = REALLYDAMAGED
Model = EVWarp_D
End
ConditionState = RUBBLE
Model = NONE
End
End
Scale = 1.25
; ***DESIGN parameters ***
DisplayName = OBJECT:EW_FDTank
Side = EquestriaExperimentalWeaponGeneral
EditorSorting = VEHICLE
TransportSlotCount = 5
Buildable = No
ArmorSet
Conditions = None
Armor = FDTankArmor
DamageFX = TankDamageFX
End
MaxSimultaneousOfType = 3
MaxSimultaneousLinkKey = EW_FDTank ;Count the fading in/away versions too
VisionRange = 150
ShroudClearingRange = 300
EnergyProduction = -1
; *** AUDIO Parameters ***
VoiceSelect = NoSound
SoundOnDamaged = NoSound
SoundOnReallyDamaged = NoSound
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceEnter = NoSound
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = SELECTABLE CAN_SEE_THROUGH_STRUCTURE IMMOBILE UNATTACKABLE NO_COLLIDE
Behavior = EMPUpdate ModuleTag_ShrinkTank
DisabledDuration = 8000
Lifetime = 10100
StartFadeTime = 500
StartScale = 1.25
TargetScaleMin = 0.1
TargetScaleMax = 0.1
StartColor = R:0 G:128 B:255
EndColor = R:255 G:128 B:0
EffectRadius = 80
DisableFXParticleSystem = EMPSparks
VictimForbiddenKindOf = AIRCRAFT
DoesNotAffect = ALLIES
DoesNotAffectMyOwnBuildings = Yes
End
Body = ActiveBody ModuleTag_02
MaxHealth = 1000
InitialHealth = 1000
; 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 = 900
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 500.0
End
Behavior = InstantDeathBehavior DeathModuleTag_04
FX = FX_FadingFDTankVanishes
OCL = OCL_InLimboFDTank
End
Behavior = LifetimeUpdate ModuleTag_05
MinLifetime = 10000 ; min lifetime in msec
MaxLifetime = 10000 ; max lifetime in msec
End
Behavior = StealthUpdate ModuleTag_Slth
StealthDelay = 0 ; msec
StealthForbiddenConditions = NONE
FriendlyOpacityMin = 5.0%
FriendlyOpacityMax = 30.0%
PulseFrequency = 2000 ; msec
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = No
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
;invisible tanks to hold the tunnel contents between the FadingInTank death
;and the appearance of the new real tank
Object InLimboFDTank
; *** ART Parameters ***
SelectPortrait = SEWarp ;SSEvacButton ;SUTunnel_L
ButtonImage = SEWarp ;SSEvacButton ;SUTunnel
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = EVWarp
Animation = EVWarp.EVWarp
AnimationMode = LOOP
HideSubObject = KORPUS
End
End
Scale = 0.1
; ***DESIGN parameters ***
DisplayName = OBJECT:EW_FDTank ;TunnelNetwork
Side = EquestriaExperimentalWeaponGeneral
EditorSorting = VEHICLE
Buildable = No
MaxSimultaneousOfType = 3
MaxSimultaneousLinkKey = EW_FDTank ;Count the fading in/away versions too
EnergyProduction = -5
VisionRange = 200.0
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
DamageFX = None
End
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = CAN_SEE_THROUGH_STRUCTURE IMMOBILE INERT UNATTACKABLE NO_COLLIDE NO_SELECT CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
SubdualDamageCap = 1000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = InstantDeathBehavior DeathModuleTag_04
;FX = FX_FadingFDTankVanishes
End
;real one takes 12027 ms to appear after player triggers the teleport
;fading one makes this one at 10000ms
;so we make the limbo one last for 3 seconds to cover the transfer time
Behavior = LifetimeUpdate ModuleTag_05
MinLifetime = 3000 ; min lifetime in msec
MaxLifetime = 3000 ; max lifetime in msec
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object FadingInFDTank
; *** ART Parameters ***
SelectPortrait = SEWarp ;SSEvacButton ;SUTunnel_L
ButtonImage = SEWarp ;SSEvacButton ;SUTunnel
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_EquestriaTankArmor
UpgradeCameo3 = SpW_Upgrade_EquestriaLaserDrone
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = EVWarp
Animation = EVWarp.EVWarp
AnimationMode = LOOP
End
ConditionState = REALLYDAMAGED
Model = EVWarp
Animation = EVWarp.EVWarp
AnimationMode = LOOP
End
ConditionState = RUBBLE
Model = None
End
End
Draw = W3DModelDraw ModuleTag_RDmodel
DefaultConditionState
Model = NONE
End
ConditionState = REALLYDAMAGED
Model = EVWarp_D
End
ConditionState = RUBBLE
Model = NONE
End
End
Scale = 1.25
; ***DESIGN parameters ***
DisplayName = OBJECT:EW_FDTank ;TunnelNetwork
Side = EquestriaExperimentalWeaponGeneral
EditorSorting = VEHICLE
Buildable = No
MaxSimultaneousOfType = 3
MaxSimultaneousLinkKey = EW_FDTank ;Count the fading in/away versions too
EnergyProduction = -5
VisionRange = 200.0
ShroudClearingRange = 300
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = None
End
; *** AUDIO Parameters ***
VoiceSelect = NoSound
SoundOnDamaged = NoSound
SoundOnReallyDamaged = NoSound
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceEnter = NoSound
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = SELECTABLE CAN_SEE_THROUGH_STRUCTURE IMMOBILE NO_COLLIDE IMMUNE_TO_CAPTURE SCORE_DESTROY
Behavior = EMPUpdate ModuleTag_Grow
DisabledDuration = 4000
Lifetime = 12040
StartFadeTime = 2500
StartScale = 0.01
TargetScaleMin = 1.25
TargetScaleMax = 1.30 ;oversize it a bit
StartColor = R:255 G:128 B:0
EndColor = R:0 G:128 B:255
EffectRadius = 80
DisableFXParticleSystem = EMPSparks
VictimForbiddenKindOf = AIRCRAFT
DoesNotAffect = ALLIES
DoesNotAffectMyOwnBuildings = Yes
End
Body = StructureBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
SubdualDamageCap = 1000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = CreateObjectDie ModuleTag_04
CreationList = OCL_FillyDelphiaWarpDriveTank
TransferPreviousHealth = Yes
End
Behavior = InstantDeathBehavior DeathModuleTag_05
FX = FX_FadingInFDTankMaterialises
End
Behavior = LifetimeUpdate ModuleTag_06
MinLifetime = 12027 ; min lifetime in msec
MaxLifetime = 12027 ; max lifetime in msec
End
Behavior = StealthUpdate ModuleTag_Slth
StealthDelay = 0 ; msec
StealthForbiddenConditions = NONE
FriendlyOpacityMin = 5.0%
FriendlyOpacityMax = 30.0%
PulseFrequency = 2000 ; msec
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = No
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object EW_FillyDelphiaWarpDriveTank
; *** ART Parameters ***
SelectPortrait = SEWarp
ButtonImage = SEWarp
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_EquestriaTankArmor
UpgradeCameo3 = SpW_Upgrade_EquestriaLaserDrone
Draw = W3DOverlordTankDraw ModuleTag_01
AnimationsRequirePower = Yes
DefaultConditionState
Model = EVWarp
Animation = EVWarp.EVWarp
AnimationMode = LOOP
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponFireFXBone = SECONDARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponRecoilBone = SECONDARY Barrel
WeaponLaunchBone = PRIMARY TurretMS
WeaponLaunchBone = SECONDARY TurretMS
End
ConditionState = REALLYDAMAGED RUBBLE
Model = EVWarp_D
Animation = EVWarp_D.EVWarp_D
AnimationMode = LOOP
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponFireFXBone = SECONDARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponRecoilBone = SECONDARY Barrel
WeaponLaunchBone = PRIMARY TurretMS
WeaponLaunchBone = SECONDARY TurretMS
End
TrackMarks = EXTnkTrack.tga
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.
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:EW_FDTank
Side = EquestriaExperimentalWeaponGeneral
EditorSorting = VEHICLE
TransportSlotCount = 5
WeaponSet
Conditions = None
Weapon = PRIMARY WarpTankGun
Weapon = SECONDARY TeleportWeapon ;Just create a portal from the gun
AutoChooseSources = SECONDARY None
End
WeaponSet
Conditions = ELITE
Weapon = PRIMARY SuperWarpTankGun
Weapon = SECONDARY TeleportWeapon ;Just create a portal from the gun
AutoChooseSources = SECONDARY None
End
ArmorSet
Conditions = None
Armor = FDTankArmor
DamageFX = TankDamageFX
End
BuildCost = 8000
BuildTime = 60.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = EW_EquestriaWarFactory
Science = SCIENCE_Rank4
End
EnergyProduction = -5
ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 500 1000 1200 ;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
CommandSet = EW_EquestriaWarpTankCommandSet
; *** AUDIO Parameters ***
VoiceSelect = CrusaderTankVoiceSelect
VoiceMove = CrusaderTankVoiceMove
VoiceGuard = CrusaderTankVoiceMove
VoiceAttack = CrusaderTankVoiceAttack
SoundMoveStart = CrusaderTankMoveStart
SoundMoveStartDamaged = CrusaderTankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = CrusaderTankVoiceCreate
VoiceEnter = CrusaderTankVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = CrusaderTankVoiceCrush
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS HUGE_VEHICLE POWERED SCORE DRONE HERO EMP_HARDENED
Body = ActiveBody ModuleTag_02
MaxHealth = 13000
InitialHealth = 13000
; 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 = 900
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180 ;60 // turn rate, in degrees per sec
ControlledWeaponSlots= PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL FDTankLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 500.0
End
Behavior = OCLSpecialPower ModuleTag_05
SpecialPowerTemplate = SpecialAbilityTeleportPortal ;Create a portal to teleport friendly unit, another portal create in generals power to connect.
OCL = OCL_SpecialAbilityTeleportPortal
End
Behavior = OCLSpecialPower ModuleTag_Teleportself
SpecialPowerTemplate = SpecialAbilityTeleport
OCL = SUPERWEAPON_Teleport ;makes the new FD Tank and fires a suicide weapon to kill this one
CreateLocation = CREATE_AT_LOCATION
OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs.
StartsPaused = No
ReferenceObject = FadingInFDTank ;So we know what the final product is for script placement calculations
End
Behavior = GrantUpgradeCreate ModuleTag_06
UpgradeToGrant = SpW_Upgrade_EquestriaLaserDrone
End
Behavior = ExperienceScalarUpgrade ModuleTag_08
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = SlowDeathBehavior ModuleTag_09
DeathTypes = ALL -POISONED -POISONED_BETA -POISONED_GAMMA -EXTRA_5 -EXTRA_6
DestructionDelay = 1600
FX = INITIAL WeaponFX_LaserExplosionInitial
OCL = INITIAL OCL_ExplosionLasers
Weapon = INITIAL Lazr_AuroraBombPreDetonationWeapon
FX = FINAL WeaponFX_LaserBombExplode
OCL = FINAL OCL_FDWarpTankDebris
Weapon = FINAL Lazr_AuroraBombDetonationWeapon
End
Behavior = SlowDeathBehavior ModuleTag_10
DeathTypes = NONE +POISONED +POISONED_BETA +POISONED_GAMMA -EXTRA_5 +EXTRA_6
DestructionDelay = 100
OCL = FINAL OCL_FDWarpTankDeathEffectSimple
End
Behavior = InstantDeathBehavior ModuleTag_Death3
DeathTypes = NONE +EXTRA_5
ExemptStatus = UNDER_CONSTRUCTION
FX = FX_FadingFDTankStarts
OCL = OCL_FDTank1
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
End
Behavior = ObjectCreationUpgrade ModuleTag_13
UpgradeObject = EW_OCL_EquestriaLaserDrone
TriggeredBy = SpW_Upgrade_EquestriaLaserDrone
End
Behavior = ProductionUpdate ModuleTag_14
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = MaxHealthUpgrade ModuleTag_15
TriggeredBy = Upgrade_EquestriaTankArmor
AddMaxHealth = 2000
ChangeType = PRESERVE_RATIO
End
Behavior = EjectPilotDie ModuleTag_17
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
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 = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
And now, i got 2 special powers for my tank. Edited by user Thursday, November 11, 2021 3:01:45 AM(UTC)
| Reason: Not specified
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