the lazer infantry is based on the Toxen Rebel and the flame thrower infantry is based on the Redguard and what you say about the fireing bones is one of the things i haven't figured out yet because with the flame thower I tried to copy what the dragon tank had and some how it messed up my GameData.ini according to world builder even after I deleted it. I ended up having to reinstall the game to make it right again because I didn't do anything with that file, but here is what I have. the weapon ini on the flame trooper is a copy of dragon tanks except with longer range and the lazer weapon ini is a copy of the lazer crusader weapon but with more punch
;------------------------------------------------------------------------------
Object Infa_ChinaInfantryFlameTrooper
; *** ART Parameters ***
SelectPortrait = SNRedGuard_L
ButtonImage = SNRedGuard_L
UpgradeCameo1 = Upgrade_Nationalism
UpgradeCameo2 = Upgrade_InfantryCaptureBuilding
UpgradeCameo3 = Upgrade_ChinaBlackNapalm
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; this says "we don't use these condition states at all, so completely
; ignore them for purposes of matchmaking"... this is useful to help
; reduce the number of AliasConditionState clauses you must add in
; order to avoid ambiguity in some cases.
IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A
; ------- Standing-Around Animations
DefaultConditionState
Model = NICNSC_SKN
IdleAnimation = NICNSC_SKL.NICNSC_STA 0 35
IdleAnimation = NICNSC_SKL.NICNSC_IDA
IdleAnimation = NICNSC_SKL.NICNSC_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
TransitionKey = TRANS_Stand
End
ConditionState = REALLYDAMAGED
IdleAnimation = NICNSC_SKL.NICNSC_STB
AnimationMode = ONCE
TransitionKey = TRANS_StandDamaged
End
; ------- Machine Gun Animations
ConditionState = USING_WEAPON_A
Animation = NICNSC_SKL.NICNSC_ATA
AnimationMode = LOOP
TransitionKey = TRANS_Firing
End
ConditionState = USING_WEAPON_A REALLYDAMAGED
Animation = NICNSC_SKL.NICNSC_ATC
AnimationMode = LOOP
TransitionKey = TRANS_FiringDamaged
End
; ------- Firing-related Transitions
TransitionState = TRANS_Firing TRANS_FiringDamaged
Animation = NICNSC_SKL.NICNSC_AA2AC
AnimationMode = ONCE
End
TransitionState = TRANS_Stand TRANS_Firing
Animation = NICNSC_SKL.NICNSC_SA2AA
AnimationMode = ONCE
End
TransitionState = TRANS_Firing TRANS_Stand
Animation = NICNSC_SKL.NICNSC_AA2SA
AnimationMode = ONCE
End
TransitionState = TRANS_StandDamaged TRANS_FiringDamaged
Animation = NICNSC_SKL.NICNSC_ATCST
AnimationMode = ONCE
End
TransitionState = TRANS_FiringDamaged TRANS_StandDamaged
Animation = NICNSC_SKL.NICNSC_ATCED
AnimationMode = ONCE
End
; ------------- Damage Transitions --------------------
TransitionState = TRANS_StandDamaged TRANS_RunDamaged
Animation = NICNSC_SKL.NICNSC_AA2AC
AnimationMode = ONCE
AnimationSpeedFactorRange = 2 2
End
TransitionState = TRANS_RunDamaged TRANS_StandDamaged
Animation = NICNSC_SKL.NICNSC_AA2AC
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2 2
Flags = START_FRAME_LAST
End
TransitionState = TRANS_Stand TRANS_StandDamaged
Animation = NICNSC_SKL.NICNSC_AA2SA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 4 5
Flags = START_FRAME_LAST
End
; ------- Movement Animations
ConditionState = MOVING
Animation = NICNSC_SKL.NICNSC_RNA 26
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING
ConditionState = MOVING REALLYDAMAGED
Animation = NICNSC_SKL.NICNSC_RNB 28
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_RunDamaged
TransitionKey = None
End
AliasConditionState = MOVING ATTACKING REALLYDAMAGED
; ------- Bldg-capture
ConditionState = UNPACKING
Model = NICNSC_F_SKN
Animation = NICNSC_F_SKL.NICNSC_F_FDP1
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED
ConditionState = RAISING_FLAG
Model = NICNSC_F_SKN
Animation = NICNSC_F_SKL.NICNSC_F_FDP2
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED
ConditionState = PACKING
Model = NICNSC_F_SKN
Animation = NICNSC_F_SKL.NICNSC_F_FDP1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
TransitionKey = TRANS_Packing
End
AliasConditionState = PACKING REALLYDAMAGED
TransitionState = TRANS_Raising TRANS_Packing
Model = NICNSC_F_SKN
Animation = NICNSC_F_SKL.NICNSC_F_FDP2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
; ------- Dying Animations
ConditionState = DYING
Animation = NICNSC_SKL.NICNSC_DTA
Animation = NICNSC_SKL.NICNSC_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = NICNSC_SKL.NICNSC_ATDE1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = NICNSC_SKL.NICNSC_ATDE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = NICNSC_SKL.NICNSC_ATDE3
AnimationMode = ONCE
TransitionKey = None
End
; ------- Misc Animations
ConditionState = SPECIAL_CHEERING
Animation = NICNSC_SKL.NICNSC_CHA
AnimationMode = LOOP
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FlameTrooper
Side = ChinaInfantryGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY Infa_FlameTrooperWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY Infa_FlameTrooperWeaponUpgraded
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 100
ShroudClearingRange = 200
Prerequisites
Object = Infa_ChinaBarracks
End
BuildCost = 300
BuildTime = 10.0 ;in seconds
ExperienceValue = 5 5 10 20 ;Experience point value at each level
ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaInfantryRedguardCommandSet
; *** AUDIO Parameters ***
VoiceSelect = RedGuardVoiceSelect
VoiceMove = RedGuardVoiceMove
VoiceGuard = RedGuardVoiceMove
VoiceAttack = RedGuardVoiceAttack
VoiceGroupSelect = BattleCrySound
VoiceFear = RedGuardVoiceFear
VoiceTaskComplete = RedGuardVoiceCaptureComplete
UnitSpecificSounds
VoiceMelee = RedGuardVoiceAttackBayonet
VoiceGarrison = RedGuardVoiceGarrison
VoiceCreate = RedGuardVoiceCreate
VoiceSubdue = RedGuardVoiceSubdue
VoiceEnter = RedGuardVoiceMove
VoiceEnterHostile = RedGuardVoiceMove
VoiceGetHealed = RedGuardVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = VeterancyGainCreate ModuleTag_03
StartingLevel = VETERAN
ScienceRequired = SCIENCE_RedGuardTraining
End
Behavior = AIUpdateInterface ModuleTag_04
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = CommandButtonHuntUpdate ModuleTag_05 ; allows use of command button hunt script with this unit.
End
Locomotor = SET_NORMAL RedguardLocomotor
Behavior = HordeUpdate ModuleTag_06
RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman
UpdateRate = 1000 ; how often to recheck horde status (msec)
Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness
AlliesOnly = Yes ; do we only count allies towards horde status?
ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof)
Count = 5 ; how many units must be within Radius to grant us horde-ness
Action = HORDE ; when horde-ing, grant us the HORDE bonus
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 5.0
End
Behavior = SquishCollide ModuleTag_10
;nothing
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RedGuardDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RedGuardDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireChina
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinChina
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinChina
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinChina
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_15
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Behavior = SpecialAbility ModuleTag_16
SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = RedGuardVoiceCapture
End
Behavior = SpecialAbilityUpdate ModuleTag_17
SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding
StartAbilityRange = 5.0
UnpackTime = 3000 ; (changing this will scale anim speed)
PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
PackTime = 2000 ; (changing this will scale anim speed)
DoCaptureFX = Yes
AwardXPForTriggering = 4
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18
SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding
TriggeredBy = Upgrade_InfantryCaptureBuilding
End
Behavior = WeaponSetUpgrade ModuleTag_19
TriggeredBy = Upgrade_ChinaBlackNapalm
End
Geometry = CYLINDER
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
;------------------------------------------------
Object Infa_ChinaInfantryLazerTrooper
; *** ART Parameters ***
SelectPortrait = SUToxinRebel_L
ButtonImage = SUToxinRebel
UpgradeCameo1 =
UpgradeCameo2 = Upgrade_InfantryCaptureBuilding
UpgradeCameo3 =
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes
; this says "we don't use these condition states at all, so completely
; ignore them for purposes of matchmaking"... this is useful to help
; reduce the number of AliasConditionState clauses you must add in
; order to avoid ambiguity in some cases.
IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A
; ---- standing
DefaultConditionState
Model = UIRGrdTOX_SKN
IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35
IdleAnimation = UIRGrd_SKL.UIRGrd_IDA
IdleAnimation = UIRGrd_SKL.UIRGrd_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY Muzzle01
HideSubObject = MuzzleFX01
TransitionKey = TRANS_Standing
End
ConditionState = REALLYDAMAGED
IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35
IdleAnimation = UIRGrd_SKL.UIRGrd_IDC
IdleAnimation = UIRGrd_SKL.UIRGrd_IDD
AnimationMode = ONCE
TransitionKey = TRANS_StandingHurt
End
; ---- moving
ConditionState = MOVING
Animation = UIRGrd_SKL.UIRGrd_RNA 15
AnimationMode = LOOP
TransitionKey = TRANS_Walking
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING
ConditionState = MOVING REALLYDAMAGED
Animation = UIRGrd_SKL.UIRGrd_RNB 25
AnimationMode = LOOP
TransitionKey = TRANS_WalkingHurt
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING REALLYDAMAGED
; ---- dying
ConditionState = DYING
Animation = UIRGrd_SKL.UIRGrd_DTA
Animation = UIRGrd_SKL.UIRGrd_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIRGrd_SKL.UIRGrd_ADTE1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = UIRGrd_SKL.UIRGrd_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = UIRGrd_SKL.UIRGrd_ADTE3
AnimationMode = ONCE
TransitionKey = None
End
ConditionState = SPECIAL_CHEERING
Animation = UIRGrd_SKL.UIRGrd_IDB
End
; ---- firing
ConditionState = USING_WEAPON_A
Animation = UIRGrd_SKL.UIRGrd_ATA3
AnimationMode = LOOP
TransitionKey = TRANS_Firing
End
ConditionState = USING_WEAPON_A REALLYDAMAGED
Animation = UIRGrd_SKL.UIRGrd_ATA2
AnimationMode = LOOP
TransitionKey = TRANS_FiringHurt
End
TransitionState = TRANS_Standing TRANS_Firing
Animation = UIRGrd_SKL.UIRGrd_ATAST
AnimationMode = ONCE
End
TransitionState = TRANS_Firing TRANS_Standing
Animation = UIRGrd_SKL.UIRGrd_ATAED
AnimationMode = ONCE
End
TransitionState = TRANS_StandingHurt TRANS_FiringHurt
Animation = UIRGrd_SKL.UIRGrd_ATA2ED
AnimationMode = ONCE_BACKWARDS
End
TransitionState = TRANS_FiringHurt TRANS_StandingHurt
Animation = UIRGrd_SKL.UIRGrd_ATA2ED
AnimationMode = ONCE
End
TransitionState = TRANS_Standing TRANS_StandingHurt
Animation = UIRGrd_SKL.UIRGrd_ATA2ED
AnimationMode = ONCE
End
; ------- Bldg-capture
ConditionState = UNPACKING
Model = UIRGrdTOXF_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED
ConditionState = RAISING_FLAG
Model = UIRGrdTOXF_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED
ConditionState = PACKING
Model = UIRGrdTOXF_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
TransitionKey = TRANS_Packing
End
AliasConditionState = PACKING REALLYDAMAGED
TransitionState = TRANS_Raising TRANS_Packing
Model = UIRGrdTOXF_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Lazer_Trooper
Side = ChinaInfantryGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY Infa_LazerTrooperWeapon
End
ArmorSet
Conditions = None
Armor = ChemReb_HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 170
ShroudClearingRange = 300
EnergyProduction = -10
Prerequisites
Object = Infa_ChinaBarracks
Object = Infa_ChinaPropagandaCenter
Object = Infa_ChinaInternetCenter
End
BuildCost = 3500
BuildTime = 30.0 ;in seconds
ExperienceValue = 25 30 35 45 ;Experience point value at each level
ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = Chem_GLAInfantryRebelCommandSet
MaxSimultaneousOfType = 1
; *** AUDIO Parameters ***
VoiceSelect = ToxinRebelVoiceSelect
VoiceMove = RebelVoiceMove
VoiceGuard = RebelVoiceMove
VoiceAttack = ToxinRebelVoiceAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = RebelVoiceFear
VoiceTaskComplete = RebelVoiceCaptureComplete
UnitSpecificSounds
VoiceCreate = ToxinRebelVoiceCreate
VoiceSubdue = RebelVoiceSubdue
VoiceGarrison = RebelVoiceGarrison
VoiceEnter = RebelVoiceMove
VoiceEnterHostile = RebelVoiceMove
VoiceGetHealed = RebelVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit.
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = SquishCollide ModuleTag_11
;nothing
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RebelDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RebelDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireGLA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_16
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Behavior = SpecialAbility ModuleTag_17
SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = RebelVoiceCapture
End
Behavior = SpecialAbilityUpdate ModuleTag_18
SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding
StartAbilityRange = 5.0
UnpackTime = 3000 ; (changing this will scale anim speed)
PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
PackTime = 2000 ; (changing this will scale anim speed)
DoCaptureFX = Yes
AwardXPForTriggering = 12
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19
SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding
TriggeredBy = Upgrade_InfantryCaptureBuilding
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
If I'm understanding it correctly, a soldier designates a target for your air assets (the ones you've built in your base) to bomb a target right? Before you jump into the airfield modding, I suggest trying it out with the Aircraft Carrier first. The Aircraft Carrier behavior and the Airfield are two totally different behaviors. When you designate a target, the Aircraft Carrier should follow. It's theoretical but worth a try. Generally I'd go with the OCL approach.
yes, and I might try that. I don't fully understand the OCL yet, the most I've done with that is replicate and change names for a projectile, and just yeasterday I was trying make a scud missile into nuclear warhead and failed. but with the targeting lazer, I don't know if I'm thinking too much into it what, I'm just not understanding how to connect the lazer to jets attacking. I was kind of looking at this behavior command that I think I would add to the jet:
AssistedTargetingUpdate
AssistingClipSize = [integer]
AssistingWeaponSlot = [Weapon slot list]
LaserFromAssisted = [object name]
LaserToTarget = [object name]
End
and I'm also looking at changing the damage type of the lazer from STATUS to DEPLOY but I don't know how to tell the game what to deploy if I do. I'll mess around with the aircraft carrier like you said and see what I get with that.
the DDS files is about 90% of my game textures, would you still do that?