Object TechOilDerrick ;Add smoldering fire on top of the oilderrick ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes ;Day ConditionState = NONE Model = ZBODerrick ParticleSysBone = FX01 SmolderingFire End ConditionState = CAPTURED Model = ZBODerrick Animation = ZBODerrick.ZBODerrick AnimationMode = LOOP ParticleSysBone = FX01 SmolderingFire End ;Damaged ConditionState = DAMAGED Model = ZBODerrick_D ParticleSysBone = FX01 SmolderingFire End ConditionState = DAMAGED CAPTURED Model = ZBODerrick_D Animation = ZBODerrick_D.ZBODerrick_D AnimationMode = LOOP ParticleSysBone = FX01 SmolderingFire End ;Reallydamaged ConditionState = REALLYDAMAGED Model = ZBODerrick_E End ConditionState = REALLYDAMAGED CAPTURED Model = ZBODerrick_E Animation = ZBODerrick_E.ZBODerrick_E AnimationMode = LOOP End ;Rubble ConditionState = RUBBLE Model = ZBODerrick_R End End End CommandSet = OilderrickCommandSet AddModule ;Add ProductionUpgrade, required for object upgrades. Behavior = ProductionUpdate ModuleTag_PU ;<No data> End ;Add minefield upgrade. Behavior = GenerateMinefieldBehavior ModuleTag_GMB TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = No End End End CommandSet OilderrickCommandSet 1 = Command_UpgradeChinaMines End
Object CivilianBunker01 UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaHellfireDrone ;Add WeaponFireFXBone for the Comanche20mmCannon. ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes ;Day ConditionState = NONE Model = CBBunker01 WeaponFireFXBone = PRIMARY FIREPOINT End ConditionState = DAMAGED Model = CBBunker01_D End ConditionState = REALLYDAMAGED Model = CBBunker01_E End ConditionState = RUBBLE Model = CBBunker01_R End ;Day garrisoned ConditionState = GARRISONED Model = CBBunker01_G Animation = CBBunker01_G.CBBunker01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBBunker01_DG Animation = CBBunker01_DG.CBBunker01_DG AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = CBBunker01_EG Animation = CBBunker01_EG.CBBunker01_EG AnimationMode = LOOP End End End ;Upgraded armor, triggered by emp upgrade. ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmor DamageFX = StructureDamageFXNoShake End ;Give the bunker a Comanche20mmCannonWeapon. WeaponSet Conditions = None Weapon = PRIMARY Comanche20mmCannonWeapon End ;Commandsets are below the object code. CommandSet = CivilianBunkerCommandSet VisionRange = 200.0 ShroudClearingRange = 350 ;Add CAN_ATTACK and ATTACK_NEEDS_LINE_OF_SIGHT for use of the weapon. KindOf = STRUCTURE SELECTABLE IMMOBILE GARRISONABLE_UNTIL_DESTROYED CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ;Increase health with 2000.0 ReplaceModule ModuleTag_02 Body = StructureBody ModuleTag_02_Override MaxHealth = 4000.0 InitialHealth = 4000.0 End End ;Reduce ContainMax with 5. ReplaceModule ModuleTag_03 Behavior = GarrisonContain ModuleTag_03_Override ContainMax = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit End End AddModule ;Add AI for use of the weapon. Behavior = AIUpdateInterface ModuleTag_AI Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 360 FiresWhileTurning = Yes End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End ;Add regeneration. Behavior = BaseRegenerateUpdate ModuleTag_BRG ;<No data> End ;Add ProductionUpgrade, required for object upgrades. Behavior = ProductionUpdate ModuleTag_PU MaxQueueEntries = 1 End ;Add minefield upgrade, mines are upgradeable to emp mines. Behavior = GenerateMinefieldBehavior ModuleTag_GMB TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End ;Add commandset upgrade, triggered by minefield upgrade. Behavior = CommandSetUpgrade ModuleTag_CU CommandSet = CivilianBunkerCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End ;Add armor upgrade, triggered by EMP upgrade. Behavior = ArmorUpgrade ModuleTag_AU TriggeredBy = Upgrade_ChinaEMPMines End ;Add battledrone upgrade. Behavior = ObjectCreationUpgrade ModuleTag_OCUBD UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaHellfireDrone End ;Add hellfiredrone upgrade. Behavior = ObjectCreationUpgrade ModuleTag_OCUHD UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone End End End ;Default commandset CommandSet CivilianBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 9 = Command_ConstructAmericaVehicleBattleDrone 11 = Command_ConstructAmericaVehicleHellfireDrone 14 = Command_UpgradeChinaMines End ;Upgraded commandset CommandSet CivilianBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 9 = Command_ConstructAmericaVehicleBattleDrone 11 = Command_ConstructAmericaVehicleHellfireDrone 14 = Command_UpgradeEMPMines End
WaterTransparency TransparentWaterMinOpacity = 0.8 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent. TransparentWaterDepth = 2.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity) StandingWaterTexture = TSWater03.tga ;StandingWaterColor = R:0 G:50 B:0 ;StandingWaterColor = R:100 G:150 B:100 StandingWaterColor = R:50 G:75 B:50 ;AdditiveBlending = Yes RadarWaterColor = R:100 G:196 B:100 End
Object NapalmMissile ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override OkToChangeModelColor = Yes ConditionState = NONE Model = NBNRocket End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End End RemoveModule DeathModuleTag_01 RemoveModule DeathModuleTag_02 RemoveModule DeathModuleTag_03 RemoveModule ModuleTag_07 AddModule ModuleTag_NMU_Override Behavior = NeutronMissileUpdate ModuleTag_NMU DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first MaxTurnRate = 7200 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it SpecialAccelFactor = 1 SpecialSpeedTime = 1500 SpecialSpeedHeight = 160 SpecialJitterDistance = 0.4 DeliveryDecalRadius = 210 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End AddModule ModuleTag_HDU_Override Behavior = HeightDieUpdate ModuleTag_HDU TargetHeight = 100.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End End AddModule ModuleTag_NMSDB_Override Behavior = NeutronMissileSlowDeathBehavior ModuleTag_NMSDB DestructionDelay = 3501 ScorchMarkSize = 320 FXList = FX_Nuke Blast1Enabled = Yes Blast1Delay = 580 ;in milliseconds Blast1ScorchDelay = 100 ;in milliseconds Blast1InnerRadius = 60.0 ;objects inside this get the full damage Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage Blast1MaxDamage = 1000.0 ;damage within inner radius of blast Blast1MinDamage = 1000.0 ;always do at least this much damage to objects Blast1ToppleSpeed = 0.5 ;higher #'s topple faster Blast1PushForce = 10.0 ;higher #'s push more Blast2Enabled = Yes Blast2Delay = 660 ;in milliseconds Blast2ScorchDelay = 180 ;in milliseconds Blast2InnerRadius = 90.0 ;objects inside this get the full damage Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage Blast2MaxDamage = 1000.0 ;damage within inner radius of blast Blast2MinDamage = 1000.0 ;always do at least this much damage to objects Blast2ToppleSpeed = 0.45 ;higher #'s topple faster Blast2PushForce = 8.0 ;higher #'s push more Blast3Enabled = Yes Blast3Delay = 720 ;in milliseconds Blast3ScorchDelay = 260 ;in milliseconds Blast3InnerRadius = 120.0 ;objects inside this get the full damage Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage Blast3MaxDamage = 1000.0 ;damage within inner radius of blast Blast3MinDamage = 1000.0 ;always do at least this much damage to objects Blast3ToppleSpeed = 0.42 ;higher #'s topple faster Blast3PushForce = 6.0 ;higher #'s push more Blast4Enabled = Yes Blast4Delay = 850 ;in milliseconds Blast4ScorchDelay = 340 ;in milliseconds Blast4InnerRadius = 150.0 ;objects inside this get the full damage Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage Blast4MaxDamage = 1000.0 ;damage within inner radius of blast Blast4MinDamage = 1000.0 ;always do at least this much damage to objects Blast4ToppleSpeed = 0.40 ;higher #'s topple faster Blast4PushForce = 6.0 ;higher #'s push more Blast5Enabled = Yes Blast5Delay = 1000 ;in milliseconds Blast5ScorchDelay = 420 ;in milliseconds Blast5InnerRadius = 180.0 ;objects inside this get the full damage Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage Blast5MaxDamage = 1000.0 ;damage within inner radius of blast Blast5MinDamage = 1000.0 ;always do at least this much damage to objects Blast5ToppleSpeed = 0.38 ;higher #'s topple faster Blast5PushForce = 6.0 ;higher #'s push more Blast6Enabled = Yes Blast6Delay = 1180 ;in milliseconds Blast6ScorchDelay = 500 ;in milliseconds Blast6InnerRadius = 210.0 ;objects inside this get the full damage Blast6OuterRadius = 270.0 ;objects inside this get some of the full damage Blast6MaxDamage = 1000.0 ;damage within inner radius of blast Blast6MinDamage = 300.0 ;always do at least this much damage to objects Blast6ToppleSpeed = 0.35 ;higher #'s topple faster Blast6PushForce = 4.0 ;higher #'s push more Blast7Enabled = Yes Blast7Delay = 999999 ;in milliseconds, don't do the damage wave Blast7ScorchDelay = 620 ;in milliseconds Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage Blast8Enabled = Yes Blast8Delay = 999999 ;in milliseconds, don't do the damage wave Blast8ScorchDelay = 700 ;in milliseconds Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage Blast9Enabled = Yes Blast9Delay = 999999 ;in milliseconds, don't do the damage wave Blast9ScorchDelay = 800 ;in milliseconds Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage OCL = MIDPOINT OCL_NukeRadiationField End End End
PlayerTemplate FactionChina Side = Boss BaseSide = China PlayableSide = Yes StartMoney = 0 ;10000 PreferredColor = R:0 G:255 B:0 IntrinsicSciences = SCIENCE_GLA SCIENCE_AMERICA SCIENCE_CHINA PurchaseScienceCommandSetRank1 = Boss_SCIENCE_CHINA_CommandSetRank1 PurchaseScienceCommandSetRank3 = Boss_SCIENCE_CHINA_CommandSetRank3 PurchaseScienceCommandSetRank8 = Boss_SCIENCE_CHINA_CommandSetRank8 SpecialPowerShortcutCommandSet = SpecialPowerShortcutBoss SpecialPowerShortcutWinName = GenPowersShortcutBarChina.wnd SpecialPowerShortcutButtonCount = 9 DisplayName = INI:FactionBossGeneral StartingBuilding = Boss_CommandCenter StartingUnit0 = Boss_VehicleDozer ScoreScreenImage = China_ScoreScreen LoadScreenImage = SNFactionLogoPage_China LoadScreenMusic = Load_China ScoreScreenMusic = Score_China FlagWaterMark = WatermarkChina EnabledImage = SSObserverChina BeaconName = MultiplayerBeacon SideIconImage = GameinfoBOSS OldFaction = No ArmyTooltip = TOOLTIP:BioStrategyLong_Pos9 Features = GUI:BioFeatures_Pos9 End
Science SCIENCE_ChinaCarpetBomb PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:ChinaCarpetBomb Description = CONTROLBAR:ToolTipChinaScienceCarpetBomb End Science Early_SCIENCE_ChinaCarpetBomb PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:ChinaCarpetBomb Description = CONTROLBAR:ToolTipChinaScienceCarpetBomb End Science Nuke_SCIENCE_ChinaCarpetBomb PrerequisiteSciences = SCIENCE_CHINA SCIENCE_Rank1 SciencePurchasePointCost = 1 IsGrantable = Yes DisplayName = SCIENCE:Nuke_ChinaCarpetBomb Description = CONTROLBAR:Nuke_ToolTipChinaScienceCarpetBomb End SpecialPower SuperweaponChinaCarpetBomb Enum = SPECIAL_CHINA_CARPET_BOMB ReloadTime = 15000 RequiredScience = SCIENCE_ChinaCarpetBomb PublicTimer = No SharedSyncedTimer = Yes ViewObjectDuration = 40000 ViewObjectRange = 250 RadiusCursorRadius = 180 ShortcutPower = Yes AcademyClassify = ACT_SUPERPOWER End SpecialPower Early_SuperweaponChinaCarpetBomb Enum = EARLY_SPECIAL_CHINA_CARPET_BOMB ReloadTime = 15000 RequiredScience = Early_SCIENCE_ChinaCarpetBomb PublicTimer = No SharedSyncedTimer = Yes ViewObjectDuration = 40000 ViewObjectRange = 250 RadiusCursorRadius = 180 ShortcutPower = Yes AcademyClassify = ACT_SUPERPOWER End Object ChinaCarpetBomb ReplaceModule ModuleTag_01 Draw = W3DModelDraw ModuleTag_01_Override DefaultConditionState Model = NVMIG End End End AddModule ModuleTag_Nap1_Override Behavior = FireWeaponWhenDeadBehavior ModuleTag_Nap1 DeathWeapon = SmallFireFieldCreationWeapon StartsActive = Yes ConflictsWith = Upgrade_ChinaBlackNapalm End End AddModule ModuleTag_Nap2_Override Behavior = FireWeaponWhenDeadBehavior ModuleTag_Nap2 DeathWeapon = SmallFireFieldUpgradedCreationWeapon StartsActive = No TriggeredBy = Upgrade_ChinaBlackNapalm End End End
Object AmericaInfantryColonelBurton Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor End
AddModule Behavior = VeterancyGainCreate ModuleTag_beHeroic StartingLevel = HEROIC End
Armor = SNIPER 0%
Armor DragonTankArmor Armor = CRUSH 50% ;tanks are extra-hard to crush Armor = SMALL_ARMS 25% Armor = GATTLING 25% ;resistant to gattling tank Armor = COMANCHE_VULCAN 25% Armor = FLAME 0% Armor = RADIATION 50% ;Radiation does less damage to tanks. Armor = MICROWAVE 20% Armor = POISON 25% ;Poison does a little damage, just for balance reasons. Armor = MICROWAVE 0% Armor = SNIPER 25% Armor = MELEE 0% ;tanks don't generally take much damage other than paint damage from MELEE weapons Armor = LASER 50% ;lasers are anti-personel and anti-projectile only (for point defense laser) Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons Armor = PARTICLE_BEAM 100% ; Armor = KILL_PILOT 100% ;Jarmen Kell uses against vehicles only. Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry. Armor = MOLOTOV_COCKTAIL 20% ;used by Angry mob. Armor = INFANTRY_MISSILE 20% ;used by rocket guys Armor = SUBDUAL_MISSILE 0% Armor = SUBDUAL_VEHICLE 100% Armor = SUBDUAL_BUILDING 0% End
Object RemoteC4Charge AddModule ModuleTag_10_Override Behavior = FireWeaponWhenDeadBehavior ModuleTag_10 DeathWeapon = BlackNapalmBombWeapon StartsActive = Yes End End AddModule ModuleTag_BunkerBust_Override Behavior = BunkerBusterBehavior ModuleTag_BunkerBust DetonationFX = FX_BunkerBusterExplosion CrashThroughBunkerFX = WeaponFX_BunkerBusterIntialImpact CrashThroughBunkerFXFrequency = 571 SeismicEffectRadius = 200 SeismicEffectMagnitude = 5 ShockwaveWeaponTemplate = BunkerBusterShockwaveWeaponSmall OccupantDamageWeaponTemplate = BunkerBusterAntiTunnelGarrisonWeaponWithABigName End End End
Object AmericaSupplyCenter CommandSet = AmericaSupplyCenterCommandSet01 ReplaceModule ModuleTag_12 Behavior = SpawnBehavior ModuleTag_12A SpawnNumber = 3 SpawnReplaceDelay = 9999 SpawnTemplateName = ChinaVehicleSupplyTruck OneShot = Yes CanReclaimOrphans = No SlavesHaveFreeWill = Yes End End End Object ChinaVehicleSupplyTruck Prerequisites Object = AmericaSupplyCenter End End CommandSet AmericaSupplyCenterCommandSet01 1 = Command_ConstructChinaVehicleSupplyTruck 13 = Command_SetRallyPoint 14 = Command_Sell End
Object AmericaAirfield CommandSet = AmericaAirfieldCommandSet01 End Object SupW_AmericaJetAurora Prerequisites Object = AmericaAirfield End End Object AirF_AmericaJetRaptor Prerequisites Object = AmericaAirfield End End CommandSet AmericaAirfieldCommandSet01 1 = AirF_Command_ConstructAmericaJetRaptor 2 = Command_ConstructAmericaVehicleComanche 3 = SupW_Command_ConstructAmericaJetAurora 4 = Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End
Its not your code he's talking about its acid brain's
Originally Posted by: klingondragon
Object Tank_ChinaTankEmperor UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks UpgradeCameo3 = Upgrade_ChinaOverlordGattlingCannon UpgradeCameo4 = Tank_Upgrade_ChinaTankAutoLoader Scale = 1.25 Prerequisites End WeaponSet Conditions = None Weapon = PRIMARY Nuke_OverlordTankGun End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Nuke_OverlordTankGun Weapon = SECONDARY GattlingBuildingGunAirDummy End ReplaceModule ModuleTag_02 Body = ActiveBody ModuleTag_02_Override MaxHealth = 11000.0 InitialHealth = 11000.0 SubdualDamageCap = 22000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 500 End End ReplaceModule ModulePropaganda_04 Behavior = PropagandaTowerBehavior ModulePropaganda_04_Override Radius = 150.0 DelayBetweenUpdates = 2000 HealPercentEachSecond = 1% PulseFX = FX_OverlordPropagandaTowerPropagandaPulse UpgradeRequired = Tank_Upgrade_ChinaTankAutoLoader UpgradedHealPercentEachSecond = 2% UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse AffectsSelf = Yes End End End Object Nuke_OverlordTankShell ReplaceModule ModuleTag_07 Behavior = FireWeaponWhenDeadBehavior ModuleTag_07_Override DeathWeapon = Nuke_NuclearTankDeathWeapon StartsActive = Yes End End End
AddModule ModuleTag_T11_Override Behavior = TransportContain ModuleTag_T11 PassengersAllowedToFire = Yes WeaponBonusPassedToPassengers = Yes Slots = 3 ; how many units can be garrisoned inside the tank InitialPayload = Chem_GLAInfantryStingerSoldier 3 ; units already in the tank, and how many. ScatterNearbyOnExit = Yes HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowAlliesInside = Yes AllowInsideKindOf = INFANTRY VEHICLE HUGE_VEHICLE ForbidInsideKindOf = AIRCRAFT ExitDelay = 0 ;250 NumberOfExitPaths = 0 ;3 GoAggressiveOnExit = Yes EnterSound = GarrisonEnter ExitSound = GarrisonExit End End
I've found this code for a PTBoat in a mission made by Beng
Originally Posted by: UTD^Force
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