Behavior = ObjectCreationUpgrade ModuleTag_41 UpgradeObject = OCL_Shields TriggeredBy = Upgrade_Shields ; ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End
Object TestBubble ; *** ART Parameters *** SelectPortrait = SAScout_L ButtonImage = SAScout UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = TestBubble ; Animation = AVScoutDr.AVScoutDr ; AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = TestBubble ; Animation = AVScoutDr_d.AVScoutDr_d ; AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScoutDrone Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = StructureArmor DamageFX = SmallTankDamageFX End BuildCost = 400 BuildTime = 10.0 ;in seconds VisionRange = 10000 ShroudClearingRange = 10000 IsTrainable = No ;Can gain experience ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS DRONE NO_SELECT ;SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 1000.0 InitialHealth = 1000.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 60 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL DroneLocomotor Behavior = StealthDetectorUpdate ModuleTag_04 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = yes ; No AllowBouncing = No End Behavior = SlavedUpdate ModuleTag_06 GuardMaxRange = 0 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 0 ;How far away I'm allowed to wander from master while guarding. AttackRange = 0 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 0 ;How far I'm allowed to wander from target. ScoutRange = 0 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 0 ;How far I'm allowed to wander from scout point. DistToTargetToGrantRangeBonus = 0 ;How close I have to be to the master's target in order to grant master a range bonus. StayOnSameLayerAsMaster = Yes End ; Behavior = MaxHealthUpgrade ModuleTag_07 ; TriggeredBy = Upgrade_AmericaDroneArmor ; AddMaxHealth = 50.0 ; ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH ; End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaScoutDroneExplode End Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_AmericaScoutDroneExplode End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_Shields 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 = SPHERE GeometryMajorRadius = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End
Object TestBubble ; *** ART Parameters *** SelectPortrait = SAScout_L ButtonImage = SAScout Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = TestBubble End ConditionState = REALLYDAMAGED Model = TestBubble End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScoutDrone Side = America EditorSorting = STRUCTURE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = SmallTankDamageFX End BuildCost = 400 BuildTime = 10.0 ;in seconds EnergyProduction = -1 VisionRange = 0 ShroudClearingRange = 0 IsTrainable = No ;Can gain experience ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS NO_SELECT DRONE;SELECTABLE Body = StructureBody ModuleTag_02 MaxHealth = 1000.0 InitialHealth = 1000.0 End Behavior = AIUpdateInterface ModuleTag_03 End Behavior = SlavedUpdate ModuleTag_06 GuardMaxRange = 0 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 0 ;How far away I'm allowed to wander from master while guarding. AttackRange = 0 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 0 ;How far I'm allowed to wander from target. ScoutRange = 0 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 0 ;How far I'm allowed to wander from scout point. DistToTargetToGrantRangeBonus = 0 ;How close I have to be to the master's target in order to grant master a range bonus. StayOnSameLayerAsMaster = Yes End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_Shields End Geometry = SPHERE GeometryMajorRadius = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End
The C&C Labs Forums uses cookies. By continuing to browse this site, you are agreeing to our use of cookies. More Details Close