reya
  • reya
  • 50.75% (Neutral)
  • Private Topic Starter
14 years ago
i want to give a china's plane to gla, but it always goes error.
i don't knew where's the problem
where is the object beta:

Object GLAJetSu30Ninja

; *** ART Parameters ***
SelectPortrait = Su30
ButtonImage = Su30

UpgradeCameo1 = Upgrade_GLAJunkRepair
UpgradeCameo2 = Upgrade_Sunnykit
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

DefaultConditionState
Model = NvSu30
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY WEAPONA
HideSubObject = BurnerFX01 BurnerFX02
End

ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
End

ConditionState = REALLYDAMAGED
Model = NvSu30_D
WeaponLaunchBone = PRIMARY WEAPONA
WeaponFireFXBone = PRIMARY WEAPONA
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
ParticleSysBone = Engine02 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = NvSu30_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = NvSu30_D
; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
ParticleSysBone = Engine02 JetEngineDamagedSmoke
; afterburner
ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = RUBBLE
Model = NvSu30_D1
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
; @todo srj -- model missing
;Model = NVMIG_D1B
Model = NvSu30_D1
;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Smoke02 JetSmoke
ParticleSysBone = Engine01 JetExhaust
ParticleSysBone = Engine02 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:GLAJetSu30Ninja
EditorSorting = VEHICLE
Side = GLA
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 350.0
ShroudClearingRange = 350.0

Prerequisites
Object = GLABlackMarket Chem_GLABlackMarket Demo_GLABlackMarket Slth_GLABlackMarket
Object = GLAConfidentialLaboratory
End

WeaponSet
Conditions = None
Weapon = PRIMARY AIRLaunchdeCruiseMissile
Weapon = SECONDARY FIAirGattlingGun
AutoChooseSources = PRIMARY FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_AI
End

ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End

BuildCost = 1500
BuildTime = 20
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 200 400 600 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = ChinaJetMIGCommandSet

; *** AUDIO Parameters ***
VoiceSelect = MigVoiceSelect
VoiceMove = MigVoiceMove
VoiceAttack = MigVoiceAttack
VoiceAttackAir = MigVoiceAttackAir
VoiceGuard = MigVoiceAirPatrol
SoundAmbient = MigAmbientLoop
UnitSpecificSounds
VoiceCreate = MigVoiceCreate
Afterburner = RaptorAfterburner
VoiceGarrison = MigVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 350.0
InitialHealth = 350.0
End

Behavior = JetSlowDeathBehavior ModuleTag_03
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp
DestructionDelay = 99999999 ; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_MigDeathInitial ;FX_JetDeathInitial
OCLInitialDeath = OCL_MIGDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_MIGDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_MIGDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp
End


Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End

Behavior = JetAIUpdate ModuleTag_06
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 100% ; larger numbers give more lift sooner when taking off
TakeoffPause = 600
MinHeight = 5
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End

Locomotor = SET_NORMAL Su37NinjaLocomoter
Locomotor = SET_TAXIING BasicJetTaxiLocomotor


Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = StealthDetectorUpdate ModuleTag_11
DetectionRate = 500
;DetectionRange = 200
CanDetectWhileGarrisoned = No
CanDetectWhileContained = No
End

Behavior = ArmorUpgrade ModuleTag_12
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_13
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 2 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 4000 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End
Behavior = StealthUpdate ModuleTag_14
StealthDelay = 1500 ; msec
StealthForbiddenConditions = FIRING_PRIMARY
;RevealDistanceFromTarget = 0.0f
FriendlyOpacityMin = 60.0%
FriendlyOpacityMax = 90.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME

Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length

End
Sponsor
NOP
  • NOP
  • 100% (Exalted)
  • Major
14 years ago
What exactly are you trying to do? Are you creating a unit that is trainable from an airfield or are you creating a new special power? And what is an object beta? I also want to know where the object beta is 😉