;China Supply Truck Object Nuke_ChinaVehicleSupplyTruck ; *** ART Parameters *** SelectPortrait = SNSupplyTruck_L ButtonImage = SNSupplyTruck ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE UpgradeCameo1 = Upgrade_ArmTheTrucks UpgradeCameo5 = Upgrade_ChinaSupplyTkTower Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVSSUPPLYTK HideSubObject = Cargo01 End ConditionState = REALLYDAMAGED Model = NVSSUPPLYTK_D End ConditionState = RUBBLE Model = NVSSUPPLYTK_D End ConditionState = CARRYING ShowSubObject = Cargo01 End ConditionState = REALLYDAMAGED CARRYING Model = NVSSUPPLYTK_D ShowSubObject = Cargo01 End ConditionState = RUBBLE CARRYING Model = NVSSUPPLYTK_D ShowSubObject = Cargo01 End TrackMarks = EXTireTrack.tga LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 MidLeftRearTireBone = Tire03 MidRightRearTireBone = Tire04 LeftRearTireBone = Tire05 RightRearTireBone = Tire06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyTruck Side = ChinaNukeGeneral EditorSorting = VEHICLE TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = NONE Weapon = PRIMARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY ConvoyTruckSuicideWeapon End BuildCost = 600 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Nuke_ChinaSupplyCenter End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End 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 = NukeSupplyTruckCommandSetNEW ; *** AUDIO Parameters *** VoiceSelect = SupplyTruckVoiceSelect VoiceMove = SupplyTruckVoiceMove VoiceAttack = NoSound SoundMoveStart = SupplyTruckMoveStart SoundMoveStartDamaged = SupplyTruckMoveStart UnitSpecificSounds VoiceCreate = SupplyTruckVoiceCreate TruckLandingSound = NoSound TruckPowerslideSound = NoSound VoiceSupply = SupplyTruckVoiceSupply VoiceCrush = SupplyTruckVoiceCrush VoiceEnter = SupplyTruckVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok? KindOf = PRELOAD CAN_ATTACK SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE 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 = 600 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = SupplyTruckAIUpdate ModuleTag_03 MaxBoxes = 4 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted End Locomotor = SET_NORMAL SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End ExperienceValue = 50 50 50 50 ;Experience point value at each level Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -SUICIDED DestructionDelay = 200 DestructionDelayVariance = 100 FX = FINAL FX_SupplyTruckExplosionOneFinal OCL = FINAL OCL_ChinaSupplyTruckDeathEffect ; Weapon = FINAL DirtyNukeCreationWeapon End Behavior = SlowDeathBehavior ModuleTag_29 DeathTypes = NONE +SUICIDED DestructionDelay = 0 OCL = FINAL OCL_GenericCarExplode ; Weapon = FINAL DirtyNukeCreationWeapon End Behavior = FireWeaponWhenDeadBehavior ModuleTag_40 DeathWeapon = ChinaSupplyTKDeathWeapon ;DirtyNukeCreationWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_ArmTheTrucks End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_ChinaSupplyTruck_CrushEffect End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = FlammableUpdate ModuleTag_10 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; A crushing defeat Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData End Behavior = OverlordContain ModuleTag_16 ; 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 ; My passengers ride in my turret, that's where the Firepoint bones are End Behavior = WeaponSetUpgrade ModuleTag_18 TriggeredBy = Upgrade_ArmTheTrucks End Behavior = ProductionUpdate ModuleTag_19 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ObjectCreationUpgrade ModuleTag_17 UpgradeObject = OCL_SupplyTkPropagandaTower TriggeredBy = Upgrade_ChinaSupplyTkTower ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker End Behavior = ProductionUpdate ModuleTag_13 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = CommandSetUpgrade ModuleTag_14 CommandSet = NukesupllytkWithTowerCommandset TriggeredBy = Upgrade_ChinaSupplyTkTower ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker End Geometry = BOX GeometryMajorRadius = 17.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End
ObjectCreationList OCL_SupplyTkPropagandaTower CreateObject ObjectNames = SupplyTkPropTower Count = 1 ContainInsideSourceObject = Yes End End
Object SupplyTkPropTower ; *** 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 AttachToBoneInContainer = FIREPOINT01 ConditionState = NONE Model = Speakers ; Animation = NVOvrlrd_S.NVOvrlrd_S ; AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = Speakers ; ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Flame01 SmolderingFire ; ParticleSysBone = Flame01 SmolderingFlameCore ; ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = Speakers ; Animation = NVOvrlrd_S.NVOvrlrd_S ; AnimationMode = LOOP End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = China EditorSorting = SYSTEM TransportSlotCount = 1 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 ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 ;<No Data> End Behavior = PropagandaTowerBehavior ModuleTag_04 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds HealPercentEachSecond = 1% ; get this % of max health every second PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 2% ; get this % of max health every second UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 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
W3DTruckDraw
Model = Speakers
If I replace the truck draw with overlord draw, the game crashes...
The model speakers is a small speaker model which I made... It all works except that the tower sort of floats...
So try W3DOverlordTruckDraw
Make sure it has the same bones as the normal overlord turrets.
LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 MidLeftRearTireBone = Tire03 MidRightRearTireBone = Tire04 LeftRearTireBone = Tire05 RightRearTireBone = Tire06 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide
if towers can't be attached to the truck then try make a new unit: suplly truck with speaker tower.
DefaultConditionState Model = NVHELIX Animation = NVHELIX.NVHELIX AnimationMode = LOOP WeaponFireFXBone = PRIMARY Muzzle03 WeaponMuzzleFlash = PRIMARY TurretFX03 HideSubObject = BombWing End
Behavior = SubObjectsUpgrade ModuleTag_39 TriggeredBy = Upgrade_HelixNapalmBomb ShowSubObjects = BombWing End
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