I have substituted all of the files in the AmericaTankMicrowave AmericaVehicle file with the design, art, engineering and all that parameters. The game still doesnt run. Deleted the semicolons that made it unbuildable and uncommandable. here are the files if you can find the problem.
Object AmericaTankMicrowave
; *** ART Parameters ***
SelectPortrait = SAPowTruck
ButtonImage = SAPowTruck
UpgradeCameo1 = NONE
UpgradeCameo2 = NONE
UpgradeCameo3 = NONE
UpgradeCameo4 = NONE
UpgradeCameo5 = NONE
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVPOWTRUCK
End
ConditionState = REALLYDAMAGED
Model = AVPOWTRUCK_D
End
ConditionState = RUBBLE
Model = AVPOWTruck_D
End
TrackMarks = EXTireTrack.tga
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
MidLeftRearTireBone = Tire03
MidRightRearTireBone = Tire05
LeftRearTireBone = Tire04
RightRearTireBone = Tire06
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:POWTruck
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
; nope, sorry, can't build it. (srj)
Buildable = Yes
BuildCost = 500
BuildTime = 10.0 ;in seconds
VisionRange = 200
ShroudClearingRange = 300
ExperienceValue = 50 50 50 50 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;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
; nope, sorry, can't control it. (srj)
CommandSet = ChinaTroopCrawlerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = POWTruckUSAVoiceSelect
VoiceMove = POWTruckUSAVoiceMove
VoiceGuard = POWTruckUSAVoiceMove
SoundEnter = POWTruckEnter
SoundExit = POWTruckExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = POWTruckUSAVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundMoveStart = POWTruckUSAMoveStart
SoundMoveStartDamaged = POWTruckUSAMoveStart
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = POWTruckUSAVoiceCrush
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = POWTruckUSAMoveStart
VoiceEnter = POWTruckUSAVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 500.0
InitialHealth = 500.0
End
; but we must have an AIUpdate in order for our Locomotor to work.
Behavior = AIUpdateInterface ModuleTag_04
; no data
End
Locomotor = SET_NORMAL HumveeLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
End
Behavior = TransportContain ModuleTag_06
Slots = 16
ScatterNearbyOnExit = Yes
HealthRegen%PerSec = 10
DamagePercentToUnits = 10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_AmericanPOWTruckDeathEffect
End
Behavior = FXListDie ModuleTag_07
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = ExperienceScalarUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
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 = 7.0
GeometryHeight = 13.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
End