Object Salv_GLATankT28 ; *** ART Parameters *** SelectPortrait = SUT28SUPERHEAVY_L ButtonImage = SUT28SUPERHEAVY UpgradeCameo1 = Upgrade_GLAJunkRepair UpgradeCameo2 = Upgrade_GLAJunkArmor Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes InitialRecoilSpeed = 120 MaxRecoilDistance = 8 ConditionState = NONE Model = UVT28 End ConditionState = REALLYDAMAGED Model = UVT28_D End ConditionState = RUBBLE Model = UVT28_D 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. End Draw = W3DModelDraw ModuleTag_BARREL01 OkToChangeModelColor = Yes ;;Normal ConditionState = NONE Model = UVT28B TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = REALLYDAMAGED Model = UVT28B_D TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ;;Salvage 1 ConditionState = WEAPONSET_CRATEUPGRADE_ONE Model = UVT28B1 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED Model = UVT28B1_D TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ;;Salvage 2 ConditionState = WEAPONSET_CRATEUPGRADE_TWO Model = UVT28B2 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED Model = UVT28B2_D TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End End Draw = W3DModelDraw ModuleTag_MG01 OkToChangeModelColor = Yes ConditionState = NONE Model = UVT28G Animation = UVT28G.UVT28G AnimationMode = MANUAL AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End ConditionState = FIRING_A Model = UVT28G Animation = UVT28G.UVT28G AnimationMode = MANUAL AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End ConditionState = FIRING_B Model = UVT28G Animation = UVT28G.UVT28G AnimationMode = LOOP AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End ConditionState = REALLYDAMAGED Model = UVT28G_D Animation = UVT28G_D.UVT28G_D AnimationMode = MANUAL AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End ConditionState = REALLYDAMAGED FIRING_A Model = UVT28G Animation = UVT28G.UVT28G AnimationMode = MANUAL AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End ConditionState = REALLYDAMAGED FIRING_B Model = UVT28G_D Animation = UVT28G_D.UVT28G_D AnimationMode = LOOP AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End End Draw = W3DModelDraw ModuleTag_JunkArmor01 DefaultConditionState Model = None HideSubObject = LEVEL01 LEVEL02 LEVEL03 End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE ConditionState = WEAPONSET_PLAYER_UPGRADE Model = UVT28_A ShowSubObject = LEVEL01 End ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED Model = UVT28_AD ShowSubObject = LEVEL01 End ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE Model = UVT28_AD ShowSubObject = LEVEL01 End ; crate upgrade 1 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE Model = UVT28_A ShowSubObject = LEVEL01 LEVEL02 End ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE Model = UVT28_AD ShowSubObject = LEVEL01 LEVEL02 End ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_ONE Model = UVT28_AD ShowSubObject = LEVEL01 LEVEL02 End ; crate upgrade 2 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO Model = UVT28_A ShowSubObject = LEVEL01 LEVEL02 LEVEL03 End ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO Model = UVT28_AD ShowSubObject = LEVEL01 LEVEL02 LEVEL03 End ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_TWO Model = UVT28_AD ShowSubObject = LEVEL01 LEVEL02 LEVEL03 End End ; ***DESIGN parameters *** DisplayName = OBJECT:T28 Side = GLASalvageGeneral EditorSorting = VEHICLE TransportSlotCount = 4 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY T28AssaultCannon PreferredAgainst = PRIMARY VEHICLE Weapon = SECONDARY TechnicalMachineGunWeapon PreferredAgainst = SECONDARY INFANTRY End WeaponSet Conditions = CRATEUPGRADE_ONE Weapon = PRIMARY T28AssaultCannonUpgradeOne PreferredAgainst = PRIMARY VEHICLE Weapon = SECONDARY TechnicalMachineGunWeapon PreferredAgainst = SECONDARY INFANTRY End WeaponSet Conditions = CRATEUPGRADE_TWO Weapon = PRIMARY T28AssaultCannonUpgradeTwo PreferredAgainst = PRIMARY VEHICLE Weapon = SECONDARY TechnicalMachineGunWeapon PreferredAgainst = SECONDARY INFANTRY End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ArmorSet Conditions = CRATE_UPGRADE_ONE Armor = TankArmor DamageFX = TankDamageFX End ArmorSet Conditions = CRATE_UPGRADE_TWO Armor = TankArmor DamageFX = TankDamageFX End ;;;Junk armor does not just add extra health it maks the armor better with every crate 🙂 (10% increasement every time) ArmorSet Conditions = PLAYER_UPGRADE Armor = TankArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE CRATE_UPGRADE_ONE Armor = TankArmor_SalvageOne DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE CRATE_UPGRADE_TWO Armor = TankArmor_SalvageTwo DamageFX = TankDamageFX End BuildCost = 2000 BuildTime = 20.0 ;in seconds VisionRange = 250 ShroudClearingRange = 250 Prerequisites Object = Salv_GLAArmsDealer Object = Salv_GLAPalace Science = SCIENCE_Basilisk 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 = GenericGroundAttackCommandSet ; *** AUDIO Parameters *** VoiceSelect = T28VoiceSelect VoiceMove = T28TankVoiceMove VoiceGuard = T28TankVoiceMove VoiceAttack = T28VoiceAttack SoundMoveStart = T28TankMoveStart SoundMoveStartDamaged = T28TankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = T28TankVoiceCreate VoiceCrush = T28TankVoiceMove VoiceEnter = T28TankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE SALVAGER WEAPON_SALVAGER 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 = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 0 TurretPitchRate = 10 AllowsPitch = Yes NaturalTurretPitch = 9 ControlledWeaponSlots = PRIMARY End AltTurret TurretTurnRate = 100 ControlledWeaponSlots = SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasiliskLocomotor Behavior = PhysicsBehavior ModuleTag_14 Mass = 50.0 End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_16 ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_GLABasiliskExplode FX = FINAL FX_GenericTankDeathExplosion End Behavior = CreateCrateDie ModuleTag_17 CrateData = SalvageCrateData 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 Behavior = AutoHealBehavior ModuleTag_062 HealingAmount = 10 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End Behavior = MaxHealthUpgrade ModuleTag_blabla TriggeredBy = Upgrade_GLAJunkArmor AddMaxHealth = 200.0 ChangeType = ADD_CURRENT_HEALTH_TOO End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAJunkArmor End Behavior = WeaponSetUpgrade ModuleTag_ZOMGLOL07 TriggeredBy = Upgrade_GLAJunkArmor End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 15.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End
;;;Junk armor does not just add extra health it maks the armor better with every crate 🙂 (10% increasement every time) ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End
Object Salv_GLATankT28 ; *** ART Parameters *** SelectPortrait = SUT28SUPERHEAVY_L ButtonImage = SUT28SUPERHEAVY Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes InitialRecoilSpeed = 120 MaxRecoilDistance = 8 ConditionState = NONE Model = UVT28 End ConditionState = REALLYDAMAGED Model = UVT28_D End ConditionState = RUBBLE Model = UVT28_D 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. End Draw = W3DModelDraw ModuleTag_BARREL01 OkToChangeModelColor = Yes ;;Normal ConditionState = NONE Model = UVT28B2 TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = REALLYDAMAGED Model = UVT28B2_D TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End End Draw = W3DModelDraw ModuleTag_MG01 OkToChangeModelColor = Yes ConditionState = NONE Model = UVT28G Animation = UVT28G.UVT28G AnimationMode = MANUAL AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End ConditionState = FIRING_A Model = UVT28G Animation = UVT28G.UVT28G AnimationMode = MANUAL AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End ConditionState = FIRING_B Model = UVT28G Animation = UVT28G.UVT28G AnimationMode = LOOP AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End ConditionState = REALLYDAMAGED Model = UVT28G_D Animation = UVT28G_D.UVT28G_D AnimationMode = MANUAL AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End ConditionState = REALLYDAMAGED FIRING_A Model = UVT28G Animation = UVT28G.UVT28G AnimationMode = MANUAL AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End ConditionState = REALLYDAMAGED FIRING_B Model = UVT28G_D Animation = UVT28G_D.UVT28G_D AnimationMode = LOOP AltTurret = TURRET WeaponFireFXBone = SECONDARY MGMUZZLE WeaponMuzzleFlash = SECONDARY MGMUZZLEFX End End Draw = W3DModelDraw ModuleTag_JunkArmor01 DefaultConditionState Model = UVT28_A End ConditionState = REALLYDAMAGED Model = UVT28_AD End ConditionState = RUBBLE Model = UVT28_AD End End ; ***DESIGN parameters *** DisplayName = OBJECT:T28 Side = GLASalvageGeneral EditorSorting = VEHICLE TransportSlotCount = 4 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY T28AssaultCannonUpgradeTwo PreferredAgainst = PRIMARY VEHICLE Weapon = SECONDARY TechnicalMachineGunWeapon PreferredAgainst = SECONDARY INFANTRY End ArmorSet Conditions = None Armor = TankArmor_SalvageTwo DamageFX = TankDamageFX End BuildCost = 2000 BuildTime = 20.0 ;in seconds VisionRange = 250 ShroudClearingRange = 250 Prerequisites 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 = GenericGroundAttackCommandSet ; *** AUDIO Parameters *** VoiceSelect = T28VoiceSelect VoiceMove = T28TankVoiceMove VoiceGuard = T28TankVoiceMove VoiceAttack = T28VoiceAttack SoundMoveStart = T28TankMoveStart SoundMoveStartDamaged = T28TankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = T28TankVoiceCreate VoiceCrush = T28TankVoiceMove VoiceEnter = T28TankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE SALVAGER HUGE_VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 1300.0 InitialHealth = 1300.0 ; 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 = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 0 TurretPitchRate = 10 AllowsPitch = Yes NaturalTurretPitch = 9 ControlledWeaponSlots = PRIMARY End AltTurret TurretTurnRate = 100 ControlledWeaponSlots = SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasiliskLocomotor Behavior = PhysicsBehavior ModuleTag_14 Mass = 50.0 End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_16 ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_GLABasiliskExplode FX = FINAL FX_GenericTankDeathExplosion End Behavior = CreateCrateDie ModuleTag_17 CrateData = SalvageCrateData 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 Behavior = AutoHealBehavior ModuleTag_062 HealingAmount = 10 HealingDelay = 1000 ; msec StartsActive = Yes End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 15.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End
;------------------------------------------------------------------------------ Object Aslt_GLATankDestroyer ; *** ART Parameters *** SelectPortrait = SUDst_L ButtonImage = SUDst UpgradeCameo1 = Upgrade_GLAToxinShells UpgradeCameo2 = Upgrade_GLAJunkRepair UpgradeCameo3 = Upgrade_APBullets UpgradeCameo4 = Upgrade_GLAAnthraxBeta Draw = W3DOverlordTankDraw ModuleTag_01 ParticlesAttachedToAnimatedBones = Yes ProjectileBoneFeedbackEnabledSlots = SECONDARY DefaultConditionState Model = UVDestroer Turret = MortTurret TurretPitch = MORTTURRETEL WeaponFireFXBone = PRIMARY MORTMUZZLE WeaponRecoilBone = PRIMARY MORTBARREL WeaponLaunchBone = PRIMARY MORTMUZZLE WeaponFireFXBone = SECONDARY WEAPONA WeaponLaunchBone = SECONDARY WEAPONA WeaponFireFXBone = TERTIARY FIRESTINGER WeaponLaunchBone = TERTIARY FIRESTINGER HideSubObject = ARMOR01 ARMOR02 ARMOR03 End ConditionState = REALLYDAMAGED Model = UVDestroer_D HideSubObject = ARMOR01 ARMOR02 ARMOR03 End AliasConditionState = RUBBLE ConditionState = ARMORSET_CRATEUPGRADE_ONE Model = UVDestroer ShowSubObject = ARMOR01 HideSubObject = ARMOR02 ARMOR03 End ConditionState = ARMORSET_CRATEUPGRADE_TWO Model = UVDestroer ShowSubObject = ARMOR02 ARMOR03 HideSubObject = ARMOR01 End ConditionState = ARMORSET_CRATEUPGRADE_ONE REALLYDAMAGED Model = UVDestroer_D ShowSubObject = ARMOR01 HideSubObject = ARMOR02 ARMOR03 End AliasConditionState = ARMORSET_CRATEUPGRADE_ONE RUBBLE ConditionState = ARMORSET_CRATEUPGRADE_TWO REALLYDAMAGED Model = UVDestroer_D ShowSubObject = ARMOR02 ARMOR03 HideSubObject = ARMOR01 End AliasConditionState = ARMORSET_CRATEUPGRADE_TWO RUBBLE ConditionState = AFLAME Model = UVDestroer HideSubObject = ARMOR01 ARMOR02 ARMOR03 ParticleSysBone = SMOKE03 TankFireContinious ParticleSysBone = SMOKE04 TankFireContinious End ConditionState = REALLYDAMAGED AFLAME Model = UVDestroer_D HideSubObject = ARMOR01 ARMOR02 ARMOR03 ParticleSysBone = SMOKE03 TankFireContinious ParticleSysBone = SMOKE04 TankFireContinious End AliasConditionState = RUBBLE AFLAME ConditionState = ARMORSET_CRATEUPGRADE_ONE AFLAME Model = UVDestroer ShowSubObject = ARMOR01 HideSubObject = ARMOR02 ARMOR03 ParticleSysBone = SMOKE03 TankFireContinious ParticleSysBone = SMOKE04 TankFireContinious End ConditionState = ARMORSET_CRATEUPGRADE_TWO AFLAME Model = UVDestroer ShowSubObject = ARMOR02 ARMOR03 HideSubObject = ARMOR01 ParticleSysBone = SMOKE03 TankFireContinious ParticleSysBone = SMOKE04 TankFireContinious End ConditionState = ARMORSET_CRATEUPGRADE_ONE REALLYDAMAGED AFLAME Model = UVDestroer_D ShowSubObject = ARMOR01 HideSubObject = ARMOR02 ARMOR03 ParticleSysBone = SMOKE03 TankFireContinious ParticleSysBone = SMOKE04 TankFireContinious End AliasConditionState = ARMORSET_CRATEUPGRADE_ONE RUBBLE AFLAME ConditionState = ARMORSET_CRATEUPGRADE_TWO REALLYDAMAGED AFLAME Model = UVDestroer_D ShowSubObject = ARMOR02 ARMOR03 HideSubObject = ARMOR01 ParticleSysBone = SMOKE03 TankFireContinious ParticleSysBone = SMOKE04 TankFireContinious End AliasConditionState = ARMORSET_CRATEUPGRADE_TWO RUBBLE AFLAME TrackMarks = EXTnkTrack.tga OkToChangeModelColor = Yes TreadAnimationRate = 2.75 TreadDriveSpeedFraction = 0.3 TreadPivotSpeedFraction = 0.6 End ; ***DESIGN parameters *** DisplayName = OBJECT:GLADestroyer Side = GLAAssaultGeneral EditorSorting = VEHICLE TransportSlotCount = 0 BuildCost = 6000 BuildTime = 60.0 VisionRange = 150 ShroudClearingRange = 300 WeaponSet Conditions = None Weapon = PRIMARY DestroyerMortarGun Weapon = SECONDARY GLADestroyerMissileWeapon Weapon = TERTIARY AvengerRocketWeapon End ArmorSet Conditions = None Armor = SuperTankArmor DamageFX = TankDamageFX End ArmorSet Conditions = CRATE_UPGRADE_ONE Armor = SuperTankArmorPlusOne DamageFX = TruckDamageFX End ArmorSet Conditions = CRATE_UPGRADE_TWO Armor = SuperTankArmorPlusTwo DamageFX = TruckDamageFX End Prerequisites Object = Aslt_GLAArmsDealer Object = Aslt_GLAPalace Science = SCIENCE_ASLT Science = SCIENCE_Rank5 End MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games ExperienceValue = 237 316 421 562 ExperienceRequired = 0 712 948 1262 IsTrainable = Yes 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 = GenericCommandSet ; *** AUDIO Parameters *** VoiceSelect = CruiserVoiceSelect SoundMoveStart = HeavyTankMoveStart SoundMoveStartDamaged = HeavyTankMoveStart VoiceMove = CruiserVoiceMove VoiceGuard = CruiserVoiceMove VoiceAttack = CruiserVoiceAttack UnitSpecificSounds VoiceCreate = CruiserVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = OverlordTankTurretMoveLoop VoiceEnter = CruiserVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE HUGE_VEHICLE SALVAGER ARMOR_SALVAGER DRONE Body = ActiveBody ModuleTag_02 MaxHealth = 2400.0 InitialHealth = 2400.0 SubdualDamageCap = 5000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 120 TurretPitchRate = 120 FirePitch = 40 AllowsPitch = Yes ControlledWeaponSlots = PRIMARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CruiserTankLocomotor Behavior = OverlordContain ModuleTag_07 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PassengersInTurret = No ExperienceSinkForRider = Yes PayloadTemplateName = Aslt_GLADestroyerTurret End Behavior = PhysicsBehavior ModuleTag_14 Mass = 100.0 End Behavior = SlowDeathBehavior ModuleTag_16 DeathTypes = ALL -POISONED -POISONED_BETA -POISONED_GAMMA -EXTRA_6 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_GLATankDestroyerDebris FX = FINAL FX_OverlordExplosionOneFinal End Behavior = SlowDeathBehavior ModuleTag_Poisoned DeathTypes = NONE +POISONED +POISONED_BETA +POISONED_GAMMA +EXTRA_6 DestructionDelay = 10 OCL = FINAL OCL_GLATankDestroyerDeathEffectSimple End Behavior = CreateCrateDie ModuleTag_17 CrateData = SalvageCrateData 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 Behavior = AutoHealBehavior ModuleTag_05 HealingAmount = 4 HealingDelay = 1000 TriggeredBy = Upgrade_GLAJunkRepair End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 13.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 End Object Aslt_GLADestroyerTurret ; *** ART Parameters *** Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01 ;;STATION01 DefaultConditionState Model = UVDestroer_A Turret = TURRET01 TurretPitch = TurretEL WeaponLaunchBone = PRIMARY MUZZLE WeaponFireFXBone = PRIMARY MUZZLE WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = SECONDARY WEAPONB01 WeaponFireFXBone = SECONDARY WEAPONB01 WeaponFireFXBone = TERTIARY WEAPONA01 WeaponLaunchBone = TERTIARY WEAPONA01 WeaponMuzzleFlash = TERTIARY MUZZLEGT01 End ConditionState = REALLYDAMAGED Model = UVDestroer_AD ParticleSysBone = Smoke01 SmokeFactionMedium End ConditionState = FIRING_C BETWEEN_FIRING_SHOTS_C Model = UVDestroer_A Animation = UVDestroer_A.UVDestroer_A AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 End ConditionState = FIRING_C BETWEEN_FIRING_SHOTS_C REALLYDAMAGED Model = UVDestroer_AD Animation = UVDestroer_AD.UVDestroer_AD AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 End End ; ***DESIGN parameters *** Side = GLAAssaultGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY DestroyerTankGun Weapon = SECONDARY GLADestroyerToxinGun Weapon = TERTIARY GLADestroyerGattlingGun PreferredAgainst = PRIMARY VEHICLE PreferredAgainst = SECONDARY INFANTRY PreferredAgainst = TERTIARY AIRCRAFT End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY DestroyerTankGun Weapon = SECONDARY GLADestroyerToxinGunUpgraded Weapon = TERTIARY GLADestroyerGattlingGun PreferredAgainst = PRIMARY VEHICLE PreferredAgainst = SECONDARY INFANTRY PreferredAgainst = TERTIARY AIRCRAFT End Behavior = WeaponSetUpgrade ModuleTag_Weapon01 TriggeredBy = Upgrade_GLAAnthraxBeta End Behavior = WeaponBonusUpgrade ModuleTag_Weapon02 TriggeredBy = Upgrade_APBullets 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 VoiceRapidFire = NoSound End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI SALVAGER Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 SubdualDamageCap = 200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY TurretTurnRate = 120 TurretPitchRate = 120 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = Yes End Behavior = DestroyDie ModuleTag_04 End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 End
Cool, worked, but I have another issue, a GLA megatank, same problem, but much more difficult to sort out, Please help me to get the tank built with max armor and weaponset from the beginning without the need for upgrades and Crates.
;------------------------------------------------------------------------------ Object Aslt_GLATankDestroyer ; *** ART Parameters *** SelectPortrait = SUDst_L ButtonImage = SUDst Draw = W3DOverlordTankDraw ModuleTag_01 ParticlesAttachedToAnimatedBones = Yes ProjectileBoneFeedbackEnabledSlots = SECONDARY DefaultConditionState Model = UVDestroer Turret = MortTurret TurretPitch = MORTTURRETEL WeaponFireFXBone = PRIMARY MORTMUZZLE WeaponRecoilBone = PRIMARY MORTBARREL WeaponLaunchBone = PRIMARY MORTMUZZLE WeaponFireFXBone = SECONDARY WEAPONA WeaponLaunchBone = SECONDARY WEAPONA WeaponFireFXBone = TERTIARY FIRESTINGER WeaponLaunchBone = TERTIARY FIRESTINGER End ConditionState = REALLYDAMAGED Model = UVDestroer_D End AliasConditionState = RUBBLE ConditionState = AFLAME Model = UVDestroer ParticleSysBone = SMOKE03 TankFireContinious ParticleSysBone = SMOKE04 TankFireContinious End ConditionState = REALLYDAMAGED AFLAME Model = UVDestroer_D ParticleSysBone = SMOKE03 TankFireContinious ParticleSysBone = SMOKE04 TankFireContinious End AliasConditionState = RUBBLE AFLAME TrackMarks = EXTnkTrack.tga OkToChangeModelColor = Yes TreadAnimationRate = 2.75 TreadDriveSpeedFraction = 0.3 TreadPivotSpeedFraction = 0.6 End ; ***DESIGN parameters *** DisplayName = OBJECT:GLADestroyer Side = GLAAssaultGeneral EditorSorting = VEHICLE TransportSlotCount = 0 BuildCost = 6000 BuildTime = 60.0 VisionRange = 150 ShroudClearingRange = 300 WeaponSet Conditions = None Weapon = PRIMARY DestroyerMortarGun Weapon = SECONDARY GLADestroyerMissileWeapon Weapon = TERTIARY AvengerRocketWeapon End ArmorSet Conditions = None Armor = SuperTankArmorPlusTwo DamageFX = TankDamageFX End Prerequisites End ExperienceValue = 237 316 421 562 ExperienceRequired = 0 712 948 1262 IsTrainable = Yes 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 = GenericCommandSet ; *** AUDIO Parameters *** VoiceSelect = CruiserVoiceSelect SoundMoveStart = HeavyTankMoveStart SoundMoveStartDamaged = HeavyTankMoveStart VoiceMove = CruiserVoiceMove VoiceGuard = CruiserVoiceMove VoiceAttack = CruiserVoiceAttack UnitSpecificSounds VoiceCreate = CruiserVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = OverlordTankTurretMoveLoop VoiceEnter = CruiserVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE HUGE_VEHICLE SALVAGER DRONE Body = ActiveBody ModuleTag_02 MaxHealth = 2400.0 InitialHealth = 2400.0 SubdualDamageCap = 5000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 120 TurretPitchRate = 120 FirePitch = 40 AllowsPitch = Yes ControlledWeaponSlots = PRIMARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CruiserTankLocomotor Behavior = OverlordContain ModuleTag_07 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PassengersInTurret = No ExperienceSinkForRider = Yes PayloadTemplateName = Aslt_GLADestroyerTurret End Behavior = PhysicsBehavior ModuleTag_14 Mass = 100.0 End Behavior = SlowDeathBehavior ModuleTag_16 DeathTypes = ALL -POISONED -POISONED_BETA -POISONED_GAMMA -EXTRA_6 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_GLATankDestroyerDebris FX = FINAL FX_OverlordExplosionOneFinal End Behavior = SlowDeathBehavior ModuleTag_Poisoned DeathTypes = NONE +POISONED +POISONED_BETA +POISONED_GAMMA +EXTRA_6 DestructionDelay = 10 OCL = FINAL OCL_GLATankDestroyerDeathEffectSimple End Behavior = CreateCrateDie ModuleTag_17 CrateData = SalvageCrateData 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 Behavior = AutoHealBehavior ModuleTag_05 HealingAmount = 4 HealingDelay = 1000 StartsActive = Yes End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 13.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 End Object Aslt_GLADestroyerTurret ; *** ART Parameters *** Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01 ;;STATION01 DefaultConditionState Model = UVDestroer_A Turret = TURRET01 TurretPitch = TurretEL WeaponLaunchBone = PRIMARY MUZZLE WeaponFireFXBone = PRIMARY MUZZLE WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = SECONDARY WEAPONB01 WeaponFireFXBone = SECONDARY WEAPONB01 WeaponFireFXBone = TERTIARY WEAPONA01 WeaponLaunchBone = TERTIARY WEAPONA01 WeaponMuzzleFlash = TERTIARY MUZZLEGT01 End ConditionState = REALLYDAMAGED Model = UVDestroer_AD ParticleSysBone = Smoke01 SmokeFactionMedium End ConditionState = FIRING_C BETWEEN_FIRING_SHOTS_C Model = UVDestroer_A Animation = UVDestroer_A.UVDestroer_A AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 End ConditionState = FIRING_C BETWEEN_FIRING_SHOTS_C REALLYDAMAGED Model = UVDestroer_AD Animation = UVDestroer_AD.UVDestroer_AD AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 End End ; ***DESIGN parameters *** Side = GLAAssaultGeneral EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY DestroyerTankGun Weapon = SECONDARY GLADestroyerToxinGunUpgraded Weapon = TERTIARY GLADestroyerGattlingGun PreferredAgainst = PRIMARY VEHICLE PreferredAgainst = SECONDARY INFANTRY PreferredAgainst = TERTIARY AIRCRAFT 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 VoiceRapidFire = NoSound End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI SALVAGER Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 SubdualDamageCap = 200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY TurretTurnRate = 120 TurretPitchRate = 120 AllowsPitch = Yes End AutoAcquireEnemiesWhenIdle = Yes End Behavior = DestroyDie ModuleTag_04 End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 End
;------------------------------------------------------------------------------ Weapon GLADestroyerGattlingGun PrimaryDamage = 11.25 PrimaryDamageRadius = 1.0 AttackRange = 300.0 DamageType= SMALL_ARMS DeathType = NORMAL WeaponSpeed = 800 ProjectileObject= GenericBulletGAMediumWhite ProjectileDetonationFX = FX_BulletHitWhite FireFX = WeaponFX_GattlingCannonMachineGunFire FireSound = GattlingCannonWeapon RadiusDamageAffects= ALLIES ENEMIES NEUTRALS DelayBetweenShots = 50 AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiSmallMissile = No AntiBallisticMissile = Yes AntiGround = No End
;------------------------------------------------------------------------------ Object GLATankShellBig ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = EXBurst ParticleSysBone = NONE BigBulletTrail End End Scale = 1.2 ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = ToxinShellWeaponBeta StartsActive = Yes ; turned on by upgrade ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag07 DeathWeapon = ToxinShellWeaponGamma StartsActive = No TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells RequiresAllTriggers = Yes End Behavior = DumbProjectileBehavior ModuleTag_10 DetonateCallsKill = Yes FirstHeight = 0 SecondHeight = 0 FirstPercentIndent = 33% SecondPercentIndent = 66% FlightPathAdjustDistPerSecond = 9999 End Behavior = PhysicsBehavior ModuleTag_11 Mass = 0.01 ; can't be zero, but we want it tiny so that it travels nearly straight End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End
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