Object AmericaTankAvengerRocketTurret ; Seperate turret object so it can attack independantly ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = Barrel01 ExtraPublicBone = Barrel02 ExtraPublicBone = Base ExtraPublicBone = TurretTel01 ExtraPublicBone = Turret01 ExtraPublicBone = FireFX01 ExtraPublicBone = FireFX02 ExtraPublicBone = Smoke01 ExtraPublicBone = Smoke02 AttachToBoneInContainer = FIREPOINT01 DefaultConditionState Model = avenger_rocket_turret ; name of my model Turret = Turret01 TurretPitch = TurreTel01 WeaponLaunchBone = PRIMARY FireFX1 WeaponLaunchBone = SECONDARY FireFX2 WeaponFireFXBone = PRIMARY FireFX1 WeaponFireFXBone = SECONDARY FireFX2 End ConditionState = REALLYDAMAGED Model = avenger_rocket_turret ; name of my model Turret = Turret01 TurretPitch = TurreTel01 End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = America EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY AvengerMissileWeapon1 Weapon = SECONDARY AvengerMissileWeapon2 End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes NaturalTurretPitch = 45 End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 500 ; default is 2000 End Behavior = DestroyDie ModuleTag_05 ;<No Data> End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ; And the code for the avenger: ;-------------------------------------------------------------------------------------- Object AmericaTankRocketAvenger ; *** ART Parameters *** SelectPortrait = SAAvnger_L ButtonImage = SAAvnger UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DOverlordTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TurretFX03 ExtraPublicBone = LazerSpot01 ExtraPublicBone = LazerSpot02 DefaultConditionState Model = AVAVNGER End ConditionState = REALLYDAMAGED Model = AVAVNGER_D End ConditionState = RUBBLE Model = AVAVNGER_D1 End Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Avenger Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY AvengerTargetDesignator End ArmorSet Conditions = None Armor = AntiAirVehicle DamageFX = TankDamageFX End BuildCost = 1000 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = AmericaWarFactory End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes 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 = AmericaTankAvengerCommandSet ; *** AUDIO Parameters *** VoiceSelect = AvengerVoiceSelect VoiceMove = AvengerVoiceMove VoiceGuard = AvengerVoiceMove VoiceAttack = AvengerVoicePaint VoiceAttackAir = AvengerVoiceAttack SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AvengerVoiceCreate TurretMoveLoop = NoSound SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = NoSound VoiceEnter = AvengerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; 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 = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AvengerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_AvengerTankDeathEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_AvengerTankDeathEffect End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AvengerPointDefenseLaserOne PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End ; Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two ; WeaponTemplate = AvengerPointDefenseLaserTwo ; PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ; ScanRate = 100 ; ScanRange = 200.0 ; PredictTargetVelocityFactor = 1.0 ; End Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = AmericaTankAvengerRocketTurret ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = FlammableUpdate ModuleTag_22 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
2. You did not skin it.3. You skinned it but not include the image files.
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