; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE BOAT
Object AmphibiousTransport ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01(change this to the dozer) ConditionState = NONE Model = AVAMPHIB(change this to the dozer) Animation = AVAMPHIB.AVAMPHIB ; fans off(NOT SURE) AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = OVER_WATER Model = AVAMPHIB(change this to the dozer) ParticleSysBone = TreadFX01 AmphibWaveRest Animation = AVAMPHIB.AVAMPHIB ; fans off(NOT SURE) AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = MOVING Model = AVAMPHIB(change this to the dozer) ; ParticleSysBone = Exhaust01 SteamVent ;Want turned off until better solution or final cut solution is reached ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibDirt ; ParticleSysBone = Mist01 AmphibDirtClods ; ParticleSysBone = TreadFX01 RocketBuggyDust Animation = AVAMPHIB.AVAMPHIB ; fans on(NOT SURE) AnimationMode = LOOP Flags = START_FRAME_FIRST End ConditionState = MOVING OVER_WATER Model = AVAMPHIB(change this to the dozer) ; ParticleSysBone = Exhaust01 SteamVent ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibMist ParticleSysBone = Mist02 AmphibMist ParticleSysBone = Mist03 AmphibMistSide ParticleSysBone = Mist04 AmphibMistSide ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave Animation = AVAMPHIB.AVAMPHIB ; fans on(NOT SURE) AnimationMode = LOOP Flags = START_FRAME_FIRST End End ; The exit door Draw = W3DModelDraw ModuleTag_02(NOT SURE) DefaultConditionState Model = AVAMPHIB_A(change this to the dozer) Animation = AVAMPHIB_A.AVAMPHIB_A(NOT SURE) AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = AVAMPHIB_A(change this to the dozer) Animation = AVAMPHIB_A.AVAMPHIB_A(NOT SURE) AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = AVAMPHIB_A1(change this to the dozer) Animation = AVAMPHIB_A1.AVAMPHIB_A1(NOT SURE) AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** DisplayName = OBJECT:AmphibiousTransport(change this to the dozers name) EditorSorting = VEHICLE(LEAVE IT) CommandSet = CivilianTransportCommandSet(change this to the dozers command set) ArmorSet Armor = TruckArmor DamageFX = DefaultDamageFX End WeaponSet Conditions = None Weapon = PRIMARY None End VisionRange = 150(change this to the dozer) CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles(change this to the dozer) CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveLoop = AmphibiousTransportMoveLoop (you can leave this if you want it to sound like an amphibious) ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT(change this to the dozer) Body = ActiveBody ModuleTag_03(change this to the dozer) MaxHealth = 100.0(change this to the dozer) InitialHealth = 100.0(change this to the dozer) End Behavior = TransportContain ModuleTag_04(change this to the dozer) Slots = 8(change this to the dozer) AllowInsideKindOf = INFANTRY VEHICLE(change this to the dozer) DoorOpenTime = 2000(change this to the dozer) ScatterNearbyOnExit = No ; I have bones for exiting(change this to the dozer) End Behavior = PhysicsBehavior ModuleTag_05(change this to the dozer) Mass = 30.0(change this to the dozer) End Behavior = TransportAIUpdate ModuleTag_06(change this to the dozer) ;<NO DATA> End Locomotor = SET_NORMAL BasicAmphibiousLocomotor Behavior = DestroyDie ModuleTag_07(change this to the dozer) ;<NO DATA> End Behavior = CreateObjectDie ModuleTag_08(change this to the dozer) DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_09(change this to the dozer) DeathTypes = ALL -FLOODED(change this to the dozer) DeathFX = FX_GenericCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX Scale = 0.7 ;Scaling GeometryIsSmall = No GeometryMajorRadius = 23.0 GeometryMinorRadius = 17.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME End
PreferredHeight = 0.1 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER
Object AmericaVehicleDozer Locomotor = SET_NORMAL BasicAmphibiousLocomotor End
Object AmericaVehicleDozer Locomotor = SET_NORMAL BasicAmphibiousLocomotor ReplaceModule ModuleTag_01 Draw = W3DTruckDraw ModuleTag_01_Override ConditionState = NONE Model = AVAMPHIB Animation = AVAMPHIB.AVAMPHIB ; fans off AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = OVER_WATER Model = AVAMPHIB ParticleSysBone = TreadFX01 AmphibWaveRest Animation = AVAMPHIB.AVAMPHIB ; fans off AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = MOVING Model = AVAMPHIB ; ParticleSysBone = Exhaust01 SteamVent ;Want turned off until better solution or final cut solution is reached ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibDirt ; ParticleSysBone = Mist01 AmphibDirtClods ; ParticleSysBone = TreadFX01 RocketBuggyDust Animation = AVAMPHIB.AVAMPHIB ; fans on AnimationMode = LOOP Flags = START_FRAME_FIRST End ConditionState = MOVING OVER_WATER Model = AVAMPHIB ; ParticleSysBone = Exhaust01 SteamVent ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibMist ParticleSysBone = Mist02 AmphibMist ParticleSysBone = Mist03 AmphibMistSide ParticleSysBone = Mist04 AmphibMistSide ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave Animation = AVAMPHIB.AVAMPHIB ; fans on AnimationMode = LOOP Flags = START_FRAME_FIRST End OkToChangeModelColor = Yes End End AddModule Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Dum_Turret DefaultConditionState Model = AVCONSTDOZ ParticleSysBone = EXHAUSTFX01 DozerSmokeLight WaitForStateToFinishIfPossible = TRANS_DIGGING End ConditionState = PREATTACK_A Animation = AVCONSTDOZ_A.AVCONSTDOZ_A AnimationMode = ONCE ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt TransitionKey = TRANS_DIGGING End ConditionState = MOVING ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING End ConditionState = REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED End ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD AnimationMode = ONCE ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy TransitionKey = TRANS_DIGGING_DAMAGED End ConditionState = MOVING REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED End OkToChangeModelColor = Yes End End Scale = 0.7 End
Well everything is possible
U can't chane unit prices with Map.ini ! gotcha!
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