elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
mr_hymn_
8 years ago
What you need this time is.

Commandset.ini

Now go to Colonel burton and scroll down for his special abilities.
You should see this.


Behavior = SpecialAbility ModuleTag_08
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantRemoteCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_09
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = RemoteC4Charge
    MaxSpecialObjects = 1000
    SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
    AlwaysValidateSpecialObjects = Yes      ;Coupled with the above setting, this one is necessary for code optimization.
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 1000 ; 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    PackTime                = 0
    SkipPackingWithNoTarget = Yes           ;When yes, the packing/unpacking will be ignored when detonating charges.
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = No ; Yes
    PreTriggerUnstealthTime   = 500 ; 5000 ; in milliseconds
  End

  Behavior = SpecialAbility ModuleTag_10
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantTimedCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_11
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = TimedC4Charge
    MaxSpecialObjects = 1000
    SpecialObjectsPersistWhenOwnerDies = Yes 
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 1000 ; 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = No ; Yes
    PreTriggerUnstealthTime   = 500 ; 5000 ; in milliseconds

  End

This below code is timed charges

Behavior = SpecialAbility ModuleTag_10
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantTimedCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_11
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = TimedC4Charge
    MaxSpecialObjects = 1000
    SpecialObjectsPersistWhenOwnerDies = Yes 
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 1000 ; 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = No ; Yes
    PreTriggerUnstealthTime   = 500 ; 5000 ; in milliseconds

And this is c4 charges

Behavior = SpecialAbility ModuleTag_08
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantRemoteCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_09
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = RemoteC4Charge
    MaxSpecialObjects = 1000
    SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
    AlwaysValidateSpecialObjects = Yes      ;Coupled with the above setting, this one is necessary for code optimization.
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 1000 ; 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    PackTime                = 0
    SkipPackingWithNoTarget = Yes           ;When yes, the packing/unpacking will be ignored when detonating charges.
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = No ; Yes
    PreTriggerUnstealthTime   = 500 ; 5000 ; in milliseconds
  End

Choose one and copy and past in the jarmenkell body.

If you like to have both ability then copy both of them.

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = StealthUpdate ModuleTag_06
    StealthDelay                = 2000 ; msec
    StealthForbiddenConditions  = ATTACKING
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
    EnemyDetectionEvaEvent      = EnemyJarmenKellDetected
    OwnDetectionEvaEvent        = OwnJarmenKellDetected
  End
  
  Behavior = SpecialAbility ModuleTag_08
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantRemoteCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_09
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = RemoteC4Charge
    MaxSpecialObjects = 1000
    SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
    AlwaysValidateSpecialObjects = Yes      ;Coupled with the above setting, this one is necessary for code optimization.
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 1000 ; 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    PackTime                = 0
    SkipPackingWithNoTarget = Yes           ;When yes, the packing/unpacking will be ignored when detonating charges.
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = No ; Yes
    PreTriggerUnstealthTime   = 500 ; 5000 ; in milliseconds
  End

  Behavior = SpecialAbility ModuleTag_10
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantTimedCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_11
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = TimedC4Charge
    MaxSpecialObjects = 1000
    SpecialObjectsPersistWhenOwnerDies = Yes 
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 1000 ; 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = No ; Yes
    PreTriggerUnstealthTime   = 500 ; 5000 ; in milliseconds

  End

Once done you need to open commandset.ini

find the colonelburtoncommandset you should see below.

CommandSet AmericaInfantryColonelBurtonCommandSet
  1  = Command_ColonelBurtonKnifeAttack
  2  = Command_ColonelBurtonTimedDemoCharge
  4  = Command_ColonelBurtonRemoteDemoCharge
  6  = Command_ColonelBurtonDetonateCharges
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End

Now you need to copy 2,4 and 6 if you choose all colonel burton ability.

If you choose only timed charge. copy only 2 and 6
if you choose only c4 charge, copy only 4 and 6

Now search for GLAInfantryJarmenKellCommandSet

You should see below

CommandSet GLAInfantryJarmenKellCommandSet    
  1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End

Just add them in your Jarmenkill command set like below. I am decided that having all colonel burton ability is better for more variety.

CommandSet GLAInfantryJarmenKellCommandSet    
  1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
  2  = Command_ColonelBurtonTimedDemoCharge
  4  = Command_ColonelBurtonRemoteDemoCharge
  6  = Command_ColonelBurtonDetonateCharges
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End

Then save and try in the game. If you did right you will see it's actually working.
PS only animation of Jarmenkell will not show but works properly.
mr_hymn_
8 years ago
Please understand that my code is buffed so colonel burton and jarmenkell will nearly instantly place a bomb without preparation time.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago
where can i paste ..
.
.
Choose one and copy and paste in the " jarmenkell body " where is Jarmell kell body
.
.
Sir Hymn
elliesy
  • elliesy
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  • Major Topic Starter
mr_hymn_
8 years ago
It's not actually a programming since we mostly copy paste and edit the value. That's all... that's why we're modder not developer.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago
Sir this is what i see in my original commandset.ini

.
.
CommandSet GLAInfantryJarmenKellCommandSet
1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End


not like yours
mr_hymn_
8 years ago

Sir this is what i see in my original commandset.ini

.
.
CommandSet GLAInfantryJarmenKellCommandSet
1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End


not like yours

Originally Posted by: elliesy 



That's correct. Now read my instruction you will see 3 commands from colonel burton you need to copy them and past in jarmenkell commandset.
mr_hymn_
8 years ago
You are using old general so you will have 12 commandsets max while zh have 14 commandsets
mr_hymn_
8 years ago
You can edit the number, any number you like but must not exceed 12. Over 12 will not show in the game.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago
a c4 charges and time charges code... i did not know
where i can paste it.... Sir... that's my problem..:D
mr_hymn_
8 years ago

a c4 charges and time charges code... i did not know
where i can paste it.... Sir... that's my problem..:D

Originally Posted by: elliesy 



Do you mean the commandset or the special ability?
mr_hymn_
8 years ago
Don't need it since you copy special ability from colonel burton.

Since special ability of colonel burton have no cooldown already.
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago
Sir i'm done .... i see the special ability in the actual game i see the cameo but
no function...
.
.
i think i missed the script ability or the module
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago
UserPostedImageJarmen cameo with no function[/img]
.
.
.
this, but why ..:D
mr_hymn_
8 years ago

Sir i'm done .... i see the special ability in the actual game i see the cameo but
no function...
.
.
i think i missed the script ability or the module

Originally Posted by: elliesy 



You did not paste the special ability to jarmen kell properly.

Well just copy and paste the whole jarmen kell code here I will see if there is something missing. I can tell you from here.

Since all button is not greyish mean those button is ready to use but no special ability in Jarmen kell to be used.

BTW next time using copy image address in order to make photo show up in this forum
UserPostedImage
mr_hymn_
8 years ago
Something like shown.


;----------------------------------------------------------------------------
Object GLAInfantryJarmenKell

  ; *** ART Parameters ***
  SelectPortrait         = SUJermanKell1_L  ;NOTE: Asset spelling mistake
  ButtonImage            = SUJermanKell1
  
  UpgradeCameo1 = Upgrade_GLAAPBullets
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ; --- idle
    DefaultConditionState
      Model             = UIHERO_SKN
      IdleAnimation     = UIHERO_SKL.UIHERO_STA 0 21
      IdleAnimation     = UIHERO_SKL.UIHERO_IDA
      IdleAnimation     = UIHERO_SKL.UIHERO_IDB
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      TransitionKey     = TRANS_Stand
    End

    ConditionState      = REALLYDAMAGED
      IdleAnimation     = UIHERO_SKL.UIHERO_ISTA 0 30
      IdleAnimation     = UIHERO_SKL.UIHERO_IIDA
      IdleAnimation     = UIHERO_SKL.UIHERO_IIDB
      AnimationMode     = ONCE
      TransitionKey     = TRANS_StandInjured
    End

    TransitionState     = TRANS_Stand TRANS_StandInjured
      Animation         = UIHERO_SKL.UIHERO_ISTAHIT
      AnimationMode     = ONCE
    End

    ; --- attack

    ConditionState      = FIRING_A 
      Animation         = UIHERO_SKL.UIHERO_ATA 
      AnimationMode     = ONCE
      TransitionKey     = TRANS_FiringA
      AnimationSpeedFactorRange = 1.5 1.5
    End

    ConditionState      = BETWEEN_FIRING_SHOTS_A
      Animation         = UIHERO_SKL.UIHERO_STA
      AnimationMode     = ONCE
      WaitForStateToFinishIfPossible = TRANS_FiringA
    End
    AliasConditionState = RELOADING_A
  
    ConditionState      = FIRING_A REALLYDAMAGED
      Animation         = UIHERO_SKL.UIHERO_IATA2
      AnimationMode     = ONCE
      TransitionKey     = TRANS_FiringAInjured
      AnimationSpeedFactorRange = 1.5 1.5
    End

    ConditionState      = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
      Animation         = UIHERO_SKL.UIHERO_IATA2
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST
      WaitForStateToFinishIfPossible = TRANS_FiringAInjured
    End
    AliasConditionState = RELOADING_A REALLYDAMAGED

    TransitionState     = TRANS_FiringA TRANS_FiringAInjured
      Animation         = UIHERO_SKL.UIHERO_IATAHIT
      AnimationMode     = ONCE
    End

    ; --- moving
    ConditionState      = MOVING
      Animation         = UIHERO_SKL.UIHERO_RNA2 30
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = None
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A
    AliasConditionState = MOVING DOCKING
    AliasConditionState = MOVING DOCKING_BEGINNING
    AliasConditionState = MOVING DOCKING_ACTIVE

    ConditionState      = MOVING REALLYDAMAGED
      Animation         = UIHERO_SKL.UIHERO_IRNA 30
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = None
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING FIRING_A REALLYDAMAGED
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
    AliasConditionState = MOVING RELOADING_A REALLYDAMAGED
    
    ; --- cheering
    ConditionState      = SPECIAL_CHEERING
      Animation         = UIHERO_SKL.UIHERO_CHA
      AnimationMode     = LOOP
    End

    ConditionState      = SPECIAL_CHEERING REALLYDAMAGED
      Animation         = UIHERO_SKL.UIHERO_ICHA
      AnimationMode     = LOOP
    End
    
    ; --- dying
    ConditionState      = DYING
      Animation         = UIHERO_SKL.UIHERO_DTA
      Animation         = UIHERO_SKL.UIHERO_DTB
      Animation         = UIHERO_SKL.UIHERO_IDTA
      Animation         = UIHERO_SKL.UIHERO_IDTB
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Dying
    End

    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = UIHERO_SKL.UIHERO_ADTG21
      AnimationMode     = ONCE
    End

    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = UIHERO_SKL.UIHERO_ADTG22
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End

    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = UIHERO_SKL.UIHERO_ADTG23
      AnimationMode     = ONCE
      TransitionKey     = None
    End
    
    ; --- falling
    ConditionState      = FREEFALL
      Animation         = UIHERO_SKL.UIHERO_PFL
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Falling
    End
    AliasConditionState = FREEFALL REALLYDAMAGED
    AliasConditionState = FREEFALL DYING

    ConditionState      = PARACHUTING
      Animation         = UIHERO_SKL.UIHERO_PHG
      AnimationMode     = LOOP
      Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
      TransitionKey     = TRANS_Chute
    End
    AliasConditionState = PARACHUTING REALLYDAMAGED
    AliasConditionState = PARACHUTING DYING

    TransitionState     = TRANS_Falling TRANS_Chute
      Animation         = UIHERO_SKL.UIHERO_POP
      AnimationMode     = ONCE
      Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
    End

    TransitionState     = TRANS_Chute TRANS_Stand
      Animation         = UIHERO_SKL.UIHERO_PTD
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Chute TRANS_StandInjured
      Animation         = UIHERO_SKL.UIHERO_PTD
      AnimationMode     = ONCE
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:JarmenKell
  Side                  = GLA
  EditorSorting         = INFANTRY
  TransportSlotCount    = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  MaxSimultaneousOfType = 1
 
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY GLAJarmenKellRifle
    Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle
    AutoChooseSources = SECONDARY NONE
  End

  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  VisionRange         = 200
  ShroudClearingRange = 400
  Prerequisites
    Object = GLABarracks
    Object = GLAPalace
  End
  BuildCost = 1500
  BuildTime = 20.0          ;in seconds  

  ExperienceValue     = 50 50 100 150    ;Experience point value at each level
  ExperienceRequired  = 0 100 200 400  ;Experience points needed to gain each level
  IsTrainable         = Yes             ;Can gain experience
  CrushableLevel      = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = GLAInfantryJarmenKellCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = JarmenKellVoiceSelect
  VoiceMove = JarmenKellVoiceMove
  VoiceGuard = JarmenKellVoiceMove
  VoiceAttack = JarmenKellVoiceAttack
  VoiceFear = JarmenKellVoiceFear
  SoundStealthOn = StealthOn
  SoundStealthOff = StealthOff
  
  UnitSpecificSounds
    VoiceCreate          = JarmenKellVoiceCreate
    VoiceSnipePilot      = JarmenKellVoiceSnipe
    VoiceGarrison = JarmenKellVoiceGarrison
    VoiceEnter = JarmenKellVoiceMove
    VoiceEnterHostile = JarmenKellVoiceMove
    VoiceGetHealed      = JarmenKellVoiceMove
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO CANNOT_RETALIATE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 200.0
    InitialHealth   = 200.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL JarmenKellLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = StealthUpdate ModuleTag_06
    StealthDelay                = 2000 ; msec
    StealthForbiddenConditions  = ATTACKING
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
    EnemyDetectionEvaEvent      = EnemyJarmenKellDetected
    OwnDetectionEvaEvent        = OwnJarmenKellDetected
  End

  Behavior = StealthUpdate ModuleTag_07
    StealthDelay                = 2000 ; msec
    StealthForbiddenConditions  = FIRING_PRIMARY
    HintDetectableConditions    = IS_FIRING_WEAPON 
    FriendlyOpacityMin          = 50.0%
    FriendlyOpacityMax          = 100.0%
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
    EnemyDetectionEvaEvent      = EnemyColonelBurtonDetected
    OwnDetectionEvaEvent        = OwnColonelBurtonDetected
  End

  Behavior = SpecialAbility ModuleTag_08
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantRemoteCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_09
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = RemoteC4Charge
    MaxSpecialObjects = 1000
    SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
    AlwaysValidateSpecialObjects = Yes      ;Coupled with the above setting, this one is necessary for code optimization.
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 1000 ; 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    PackTime                = 0
    SkipPackingWithNoTarget = Yes           ;When yes, the packing/unpacking will be ignored when detonating charges.
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = No ; Yes
    PreTriggerUnstealthTime   = 500 ; 5000 ; in milliseconds
  End

  Behavior = SpecialAbility ModuleTag_10
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantTimedCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_11
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = TimedC4Charge
    MaxSpecialObjects = 1000
    SpecialObjectsPersistWhenOwnerDies = Yes 
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 1000 ; 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = No ; Yes
    PreTriggerUnstealthTime   = 500 ; 5000 ; in milliseconds

  End

  Behavior = CommandButtonHuntUpdate  ModuleTag_07 ; allows use of command button hunt script with this unit. 
  End

  Behavior = WeaponBonusUpgrade ModuleTag_08
    TriggeredBy = Upgrade_GLAAPBullets
  End
 
  ;Hero units can't be squished!
  ;Behavior = SquishCollide ModuleTag_09
  ;  ;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_JarmenKellDie
  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_JarmenKellDie
    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_14
    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 = 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
elliesy
  • elliesy
  • 51% (Neutral)
  • Major Topic Starter
8 years ago
tnx Sir Hymn its really works ..... i need a lutos abilities hehhehehh ..:D

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Happy modding :D

whahhaahha
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UserPostedImage
mr_hymn_
8 years ago
What ability then let me know. As far as I know cash hack and capture building?