Draw = W3DModelDraw ModuleTag_01 ConditionState = None Model = EXEMPSphere Animation = EXEMPSphere.EXEMPSphere End End TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = InvulnerableAllArmor DamageFX = None End EditorSorting = VEHICLE KindOf = FORCEATTACKABLE NO_HEAL_ICON NO_SELECT IGNORED_IN_GUI CLICK_THROUGH PRELOAD IMMOBILE Body = ImmortalBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = DeletionUpdate ModuleTag_05 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 ; InitialDelay + TransitionTime for Vision Update MaxLifetime = 10000 End Behavior = AutoHealBehavior ModuleTag_06 HealingAmount = 100 HealingDelay = 500 ; msec ; essentially sleep forever, since lifetime is 0, below Radius = 100.0f StartsActive = Yes KindOf = VEHICLE INFANTRY STRUCTURE AIRCRAFT SingleBurst = No End Geometry = SPHERE GeometryMajorRadius = 0.5 GeometryIsSmall = No
;------------------------------------------------------------------------------ Object ForceField ; *** ART Parameters *** SelectPortrait = SAPowerPlant_L ButtonImage = SAPowerPlant ; ---- Shld ------ Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXEMPSphere Animation = EXEMPSphere.EXEMPSphere End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:ColdFusionReactor Side = America EditorSorting = STRUCTURE Prerequisites End BuildCost = 1 BuildTime = 1.0 ; in seconds EnergyProduction = 0 EnergyBonus = 0 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = InvulnerableAllArmor End CommandSet = StopOnlyGenericCommandSet ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = ColdFusionReactorSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD NO_SELECT STRUCTURE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY DEFENSIVE_WALL IGNORED_IN_GUI CLICK_THROUGH Body = StructureBody ModuleTag_06 MaxHealth = 99999.0 InitialHealth = 99999.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = BaseRegenerateUpdate ModuleTag_08 ;No data End Behavior = DestroyDie ModuleTag_10 ;nothing End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = DeletionUpdate ModuleTag_33 MinLifetime = 20000 MaxLifetime = 20000 End Behavior = FireWeaponCollide ModuleTag_34 CollideWeapon = ForceFieldProjectileDamage End Behavior = TransitionDamageFX ModuleTag_17 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Scale = 1.5 Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 30.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End
Weapon ForceFieldProjectileDamage PrimaryDamage = 80 PrimaryDamageRadius = 5 AttackRange = 1 DelayBetweenShots = 250 DamageDealtAtSelfPosition = Yes RadiusDamageAffects = ALLIES DamageType = HAZARD_CLEANUP ;uncommon damage type End
Armor ProjectileArmor ;Missles are armored from basic damage Armor = DEFAULT 25% ;this sets the level for all nonspecified damage types Armor = FALLING 0% ;projectiles are immune to falling damage Armor = LASER 100% ;lasers are anti-personel and anti-projectile only (for point defense laser) Armor = SMALL_ARMS 25% ;gives Quad and gattling a little more punch. Armor = MICROWAVE 0% Armor = GATTLING 25% ;resistant to gattling tank Armor = HAZARD_CLEANUP 400% ;Not harmed by cleaning weapons Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only. Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry. Armor = SUBDUAL_MISSILE 100% Armor = SUBDUAL_VEHICLE 0% Armor = SUBDUAL_BUILDING 0% Armor = HACK 0% End
Not new, check out Contra mod...
Originally Posted by: acidbrain
The C&C Labs Forums uses cookies. By continuing to browse this site, you are agreeing to our use of cookies. More Details Close