ok i need elp with akgunner its not building and idk whay i just used the first mob guy on the list here it the Code
;------------------------------------------------------------------------------
Object GLAInfantryAK-47Gunner
;**** ART Parameters ***
Draw = W3DModelDraw DrawTag_01
OkToChangeModelColor = Yes
; WHILE CARRYING PISTOL
;---------------------------------------------------------
DefaultConditionState ;Idle with Pistol Holstered
Model = UIMOB01_SKN
IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12
IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5
IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5
IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5
AnimationMode = ONCE
AnimationSpeedFactorRange 0.9 1.1
TransitionKey = TRANS_STAND_A
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY MuzzleAK
WeaponMuzzleFlash = SECONDARY MuzzleAKFX
End
; Drawing pistol
ConditionState = PREATTACK_A
Animation = UIMOB01_SKL.UIMOB01_ATA1_ST ; start firing
AnimationMode = ONCE
End
AliasConditionState = PREATTACK_A FIRING_A
AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A
; Firing pistol
ConditionState = FIRING_A
Animation = UIMOB01_SKL.UIMOB01_ATA1_LP ; looping firing
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
ConditionState = RELOADING_A
Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing
AnimationMode = ONCE
End
; This transition allows him to put his gun away when he's finished attacking.
TransitionState = TRANS_FIRING_A TRANS_STAND_A
Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing
AnimationMode = ONCE
End
ConditionState = MOVING
Animation = UIMOB01_SKL.UIMOB01_RNA
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = MOVING
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING RELOADING_A
AliasConditionState = MOVING PREATTACK_A
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_C RELOADING_A
AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A
ConditionState = DYING
Animation = UIMOB01_SKL.UIMOB01_DA1
Animation = UIMOB01_SKL.UIMOB01_DA2
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
ConditionState = SPECIAL_CHEERING
Animation = UIMOB01_SKL.UIMOB01_CHA
AnimationMode = ONCE
End
;--------------------------------------------------------
; TRANSITION FROM PISTOL TO AK47
TransitionState = TRANS_STAND_A TRANS_STAND_AK
Animation = UIMOB01_SKL.UIMOB01_TA-D
AnimationMode = ONCE
End
; WHILE CARRYING AK47
;---------------------------------------------------------
ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung
Model = UIMOB01_SKN
IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6
IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6
IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6
IdleAnimation = UIMOB01_SKL.UIMOB01_STD
AnimationMode = ONCE
AnimationSpeedFactorRange 0.9 1.1
TransitionKey = TRANS_STAND_AK
End
ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_RND
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = MOVING_AK
End
ConditionState = DYING WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_DD1
Animation = UIMOB01_SKL.UIMOB01_DD2
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_CHD
AnimationMode = ONCE
End
; Drawing AK47
ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_ATD1_ST ; start firing
AnimationMode = ONCE
End
AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE
; Firing Gun
ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ; looping firing
AnimationMode = LOOP
WeaponFireFXBone = SECONDARY MuzzleAK
WeaponMuzzleFlash = SECONDARY MuzzleAKFX
TransitionKey = TRANS_FIRING_AK
End
AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE
ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing
AnimationMode = ONCE
End
; This transition allows him to put his gun away when he's finished attacking.
TransitionState = TRANS_FIRING_AK TRANS_STAND_AK
Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing
AnimationMode = ONCE
End
; ;Throwing bottle----------------------------------------------------------------
; ConditionState = PREATTACK_C
; Animation = UIMOB01_SKL.UIMOB01_ATCA_BF ; the wind up
; End
; AliasConditionState = PREATTACK_C FIRING_A
; AliasConditionState = PREATTACK_C RELOADING_A
; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A
;
; ConditionState = FIRING_C
; Animation = UIMOB01_SKL.UIMOB01_ATCA_AF ; the release and follow-thru
; TransitionKey = TRANS_THROW
; End
; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A
;
; ConditionState RELOADING_C
; Animation =UIMOB01_SKL.UIMOB01_IDA1
; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru
; End
; AliasConditionState = RELOADING_C RELOADING_A
; AliasConditionState = RELOADING_C FIRING_A
; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A
; TransitionState = TRANSXXX TRANS_THROW
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway gun and take out bottle
; End
; TransitionState = TRANS_THROW TRANS_FIRING_A
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get PISTOL
; End
; TransitionState = TRANSXXXAK TRANS_THROW
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway AK and take out bottle
; End
; TransitionState = TRANS_THROW TRANS_FIRING_AK
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get AK
; End
;--------------------------------------------------------
TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIMOB01_SKL.UIMOB01_A_ADTE1
Animation = UIMOB01_SKL.UIMOB01_D_ADTE1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = UIMOB01_SKL.UIMOB01_A_ADTE2
Animation = UIMOB01_SKL.UIMOB01_D_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = UIMOB01_SKL.UIMOB01_A_ADTE3
Animation = UIMOB01_SKL.UIMOB01_D_ADTE3
AnimationMode = ONCE
TransitionKey = None
End
End
;**** DESIGN parameters ***
DisplayName = OBJECT:AngryMob
Side = GLA
EditorSorting = INFANTRY
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY GLAAngryMobPistolWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions
Weapon = SECONDARY GLAAngryMobAK47Weapon
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 150
Prerequisites
Object = GLABarracks
End
BuildCost = 100
BuildTime = 0.0
ExperienceValue = 5 5 5 5 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;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
; *** AUDIO Parameters ***
VoiceSelect = NoSound
VoiceMove = NoSound
VoiceAttack = NoSound
;**** ENGINEERING Parameters *** ;MOB01
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER
IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables
Body = ActiveBody BodyTag_01
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = MobMemberSlavedUpdate ModuleTag_04
MustCatchUpRadius = 40
NoNeedToCatchUpRadius = 15
Squirrelliness = 0.05
CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames
End
Locomotor = SET_NORMAL AngryMobNormalLocomotor
Locomotor = SET_WANDER AngryMobWanderLocomotor
Locomotor = SET_PANIC AngryMobPanicLocomotor
Behavior = PhysicsBehavior BehaviorTag_01
Mass = 5.0
End
Behavior = SquishCollide ModuleTag_08
;nothing
End
Behavior = WeaponSetUpgrade UpgradeTag_01
TriggeredBy = Upgrade_GLAArmTheMob
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior DeathTag_01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_CivilianArabMaleDie
End
Behavior = SlowDeathBehavior DeathTag_02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior DeathTag_03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_CivilianArabMaleDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior DeathTag_04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_GIDie
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 BehaviorTag_02
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
Geometry = CYLINDER
GeometryMajorRadius = 4.0 ; very thin
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes
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