Unknown Editor
8 years ago
Hey Guys , Yeah Hear I am with another EXTREME Question

------------------- ALREADY SOLVED --------------------

Well , I want this Nuke Armed Trucks to get ready to be Constructed in 2:30 or 4:00 mins ...
Almost done but I just can't see how should I take them to get out of the Bunker after Constructed !
Sth wrong with the OCL , they Don't Follow the Rally , just Stay in the Bunker so you should take them out by Selecting them yourself .
Also PLZ Verify if the Str file Works for you , For me it just Shows the Original Tooltips 😞
Here is the INI :

Object ChemicalBunker

  SelectPortrait = SSChemBunk_L
  UpgradeCameo1  = Upgrade_GLACamoNetting
  KindOf         = SELECTABLE STRUCTURE IMMOBILE CAPTURABLE SCORE TECH_BUILDING AUTO_RALLYPOINT NO_COLLIDE CONSERVATIVE_BUILDING

  VoiceSelect          = WarFactoryGLASelect
  SoundOnDamaged       = BuildingDamagedStateLight
  SoundOnReallyDamaged = BuildingDestroy

 ReplaceModule ModuleTag_02
  Body           = ActiveBody ModuleTag_StrHP
   MaxHealth     = 4000.0
   InitialHealth = 4000.0
  End
 End
 AddModule
  Behavior = StealthUpdate ModuleTag_SlthAI
   StealthDelay               = 1500 ; 1.5 Sec
   StealthForbiddenConditions = TAKING_DAMAGE
   MoveThresholdSpeed         = 3
   InnateStealth              = No ; Nothing Personal but Upgrade comes First
   OrderIdleEnemiesToAttackMeUponReveal = No
  End
  Behavior     = StealthUpgrade ModuleTag_SlthActivator
   TriggeredBy = Upgrade_GLACamoNetting
  End
  Behavior = ProductionUpdate ModuleTag_ProductionAI
  End
  Behavior = DestroyDie ModuleTag_DIE
  End
  Behavior = TechBuildingBehavior ModuleTag_Tech
  End
  Behavior = FXListDie ModuleTag_DIEFX
   DeathFX = FX_StructureMediumDeath
  End
  Behavior            = DefaultProductionExitUpdate ModuleTag_DefaultRally
   UnitCreatePoint    = X: -5.0  Y:0.0  Z:0.0
   NaturalRallyPoint  = X: 37.5  Y:0.0  Z:0.0
   UseSpawnRallyPoint = Yes
  End
  Behavior               = OCLSpecialPower ModuleTag_ConstructNukeTruck
    SpecialPowerTemplate = SuperweaponCIAIntelligence
    OCL                  = OCL_ConstructNukeArmedTruck
    ReferenceObject      = ConvoyTruckArmedWithNuke
    CreateLocation       = USE_OWNER_OBJECT;CREATE_OBJECT
  End
 End
CommandSet          = NukeTruckBunkerCommandSet
GeometryMajorRadius = 37.5
FactoryExitWidth    = 25
End

CommandSet NukeTruckBunkerCommandSet
  1 = Command_CIAIntelligence
  5 = Command_UpgradeGLARadarVanScan
  7 = GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun
 13 = Command_SetRallyPoint
 14 = Command_UpgradeGLACamoNetting
End

CommandButton Command_CIAIntelligence
 Command          = SPECIAL_POWER_CONSTRUCT
 SpecialPower     = SuperweaponCIAIntelligence
 Options          = NEED_SPECIAL_POWER_SCIENCE
 Object           = ConvoyTruckArmedWithNuke
 TextLabel        = CONTROLBAR:ConstructNukeTruck
 ButtonImage      = SSCIA
 ButtonBorderType = ACTION
 DescriptLabel    = CONTROLBAR:ToolTipConstructNukeTruck
End

SpecialPower SuperweaponCIAIntelligence
  Enum            = SPECIAL_CIA_INTELLIGENCE
  ReloadTime      = 15000
  PublicTimer     = No
  ShortcutPower   = No
  InitiateSound   = ConvoyTruckVoiceSelect
  AcademyClassify = ACT_SUPERPOWER
End

ObjectCreationList OCL_ConstructNukeArmedTruck
 CreateObject
  ObjectNames = ConvoyTruckArmedWithNuke
  Disposition = LIKE_EXISTING INHERIT_VELOCITY
 End
End

; ------------------------------- Nuke Armed Trucks' Upgrades -------------------------------

CommandButton GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun
 TextLabel        = CONTROLBAR:UpgradeSlthNuckTruck
 DescriptLabel    = CONTROLBAR:TooltipUpgradeSlthNuckTruck
 ButtonBorderType = UPGRADE
End

CommandButton Command_UpgradeGLARadarVanScan
 TextLabel        = CONTROLBAR:UpgradeHiExNukeTruck
 DescriptLabel    = CONTROLBAR:ToolTipUpgradeHiExNukeTruck
 ButtonBorderType = BUILD
End

Upgrade GC_Slth_Upgrade_GLAQuadCannonSnipe
  DisplayName     = UPGRADE:SlthNuckTruck
  BuildTime       = 75.0
  BuildCost       = 5000
  ButtonImage     = SUSnipBull
  ResearchSound   = RebelVoiceUpgradeCamouflage
End

Upgrade Upgrade_GLARadarVanScan
  DisplayName     = UPGRADE:HiExNukeTruck
  BuildTime       = 10.0
  BuildCost       = 7500
  ButtonImage     = SSRadarVanScan
  ResearchSound   = BombTruckVoiceUpgradeHiEx
End

MappedImage SUSnipBull ; Setting SUSnipBull Texture Coordinates on SSCamoflage to Use Camoflage Upgrade Texture .
  Texture         = SUUserInterface512_004.tga
  TextureWidth    = 512
  TextureHeight   = 512
  Coords          = Left:373 Top:301 Right:433 Bottom:349
  Status          = NONE
End

MappedImage SSRadarVanScan
  Texture         = SAUserInterface512_004.tga
  TextureWidth    = 512
  TextureHeight   = 512
  Coords          = Left:311 Top:338 Right:371 Bottom:386
  Status          = NONE
End

MappedImage SSCIA
  Texture         = SSUserInterface512_001.tga
  TextureWidth    = 512
  TextureHeight   = 512
  Coords          = Left:367 Top:295 Right:487 Bottom:391
  Status          = NONE
End

; ---------------------------------- Nuck Armed Truck ------------------------------

AudioEvent ConvoyTruckVoiceAttack ; Adding an Attack Voice for Nuke Armed Truck .
 Sounds  = vconsea vconsee vconsef vconmoe vconmof vconmog
 Control = random
 Volume  = 90
 Type    = ui voice player
End

CommandSet CivilianTransportWithNukeCommandSet
  1 = Command_DetonateConvoyTruckNuke
 11 = Command_AttackMove
 13 = Command_Guard
 14 = Command_Stop
End

Object ConvoyTruckArmedWithNuke

 SelectPortrait        = SSConvoy_L
 ButtonImage           = SSConvoy_L
 UpgradeCameo1         = GC_Slth_Upgrade_GLAQuadCannonSnipe
 UpgradeCameo2         = Upgrade_GLARadarVanScan

 RadarPriority         = UNIT
 KindOf                = +SCORE -SHOW_PORTRAIT_WHEN_CONTROLLED

 VoiceSelect           = ConvoyTruckVoiceSelect
 VoiceMove             = ConvoyTruckVoiceMove
 VoiceAttack           = ConvoyTruckVoiceAttack
 VoiceGuard            = ConvoyTruckVoiceMove
 SoundMoveStart        = ConvoyTruckMoveStart
 SoundMoveStartDamaged = ConvoyTruckMoveStart

 UnitSpecificSounds
  TruckLandingSound    = RocketBuggyLand
  TruckPowerslideSound = RocketBuggyPowerslide
 End

 ReplaceModule ModuleTag_02
  Body              = ActiveBody ModuleTag_HP
    MaxHealth       = 400.0
    InitialHealth   = 400.0
  End
 End
 ReplaceModule ModuleTag_09
  Behavior           = SlowDeathBehavior ModuleTag_DIESuicide
    DeathTypes       = NONE +SUICIDED
    DestructionDelay = 1500
    FX               = FINAL FX_BattleMasterDamageTransition
    OCL              = FINAL OCL_HiExNuke
    Weapon           = FINAL DirtyNukeCreationWeapon
   End
  End
 ReplaceModule ModuleTag_10
  Behavior           = SlowDeathBehavior ModuleTag_DIENormal
    DeathTypes       = ALL -SUICIDED
    DestructionDelay = 0
    FX               = FINAL FX_BattleMasterDamageTransition
    OCL              = FINAL OCL_HiExNuke
    Weapon           = FINAL DirtyNukeCreationWeapon
   End
  End
  AddModule
   Behavior = CommandButtonHuntUpdate ModuleTag_Hunt ; allows use of command button hunt script with this unit.
  End
   Behavior = ProductionUpdate ModuleTag_ProductionAI
  End
   Behavior = StealthUpdate ModuleTag_Slth
    StealthDelay               = 1000 ; 1 Second
    StealthForbiddenConditions = ATTACKING USING_ABILITY
    MoveThresholdSpeed         = 3
    InnateStealth              = No   ; Requires the Upgrade
    OrderIdleEnemiesToAttackMeUponReveal = Yes
  End
   Behavior      = StealthUpgrade ModuleTag_SlthActivator
    TriggeredBy  = GC_Slth_Upgrade_GLAQuadCannonSnipe
  End
 End
End

Object CargoTruckNuke ; The Exploding Nuke Which Happens At Truck's Death !

 ReplaceModule ModuleTag_03
  Behavior           = NeutronMissileSlowDeathBehavior ModuleTag_NeutronMissile
   DestructionDelay  = 3501
   ScorchMarkSize    = 320
   FXList            = FX_Nuke

   Blast1Enabled     = Yes
   Blast1Delay       = 580
   Blast1ScorchDelay = 100
   Blast1InnerRadius = 60.0
   Blast1OuterRadius = 60.0
   Blast1MaxDamage   = 0.0
   Blast1MinDamage   = 0.0
   Blast1ToppleSpeed = 0.5
   Blast1PushForce   = 10.0

   Blast2Enabled     = Yes
   Blast2Delay       = 660
   Blast2ScorchDelay = 180
   Blast2InnerRadius = 90.0
   Blast2OuterRadius = 90.0
   Blast2MaxDamage   = 0.0
   Blast2MinDamage   = 0.0
   Blast2ToppleSpeed = 0.45
   Blast2PushForce   = 8.0

   Blast3Enabled     = Yes
   Blast3Delay       = 720
   Blast3ScorchDelay = 260
   Blast3InnerRadius = 120.0
   Blast3OuterRadius = 120.0
   Blast3MaxDamage   = 0.0
   Blast3MinDamage   = 0.0
   Blast3ToppleSpeed = 0.42
   Blast3PushForce   = 6.0

   Blast4Enabled     = Yes
   Blast4Delay       = 850
   Blast4ScorchDelay = 340
   Blast4InnerRadius = 150.0
   Blast4OuterRadius = 150.0
   Blast4MaxDamage   = 0.0
   Blast4MinDamage   = 0.0
   Blast4ToppleSpeed = 0.40
   Blast4PushForce   = 6.0

   Blast5Enabled     = Yes
   Blast5Delay       = 1000
   Blast5ScorchDelay = 420
   Blast5InnerRadius = 180.0
   Blast5OuterRadius = 180.0
   Blast5MaxDamage   = 0.0
   Blast5MinDamage   = 0.0
   Blast5ToppleSpeed = 0.38
   Blast5PushForce   = 6.0

   Blast6Enabled     = Yes
   Blast6Delay       = 1180
   Blast6ScorchDelay = 500
   Blast6InnerRadius = 60.0
   Blast6OuterRadius = 210.0
   Blast6MaxDamage   = 3500.0
   Blast6MinDamage   = 200.0
   Blast6ToppleSpeed = 0.35
   Blast6PushForce   = 4.0

   Blast7Enabled     = Yes
   Blast7Delay       = 999999
   Blast7ScorchDelay = 620
   Blast7OuterRadius = 210.0

   Blast8Enabled     = Yes
   Blast8Delay       = 999999
   Blast8ScorchDelay = 700
   Blast8OuterRadius = 210.0

   Blast9Enabled     = Yes
   Blast9Delay       = 999999
   Blast9ScorchDelay = 800
   Blast9OuterRadius = 210.0

   OCL               = MIDPOINT OCL_NukeRadiationField
  End
 End
End

ObjectCreationList OCL_HiExNuke
 CreateObject
  ObjectNames           = CINE_SCUDMissile
  IgnorePrimaryObstacle = Yes
  Disposition           = LIKE_EXISTING INHERIT_VELOCITY
  DispositionIntensity  = 1
  Count                 = 1
 End
End

Weapon HiExNukeWeapon
 PrimaryDamage         = 2000.0
 PrimaryDamageRadius   = 80.0
 SecondaryDamage       = 400.0
 SecondaryDamageRadius = 225.0
 DamageType            = EXPLOSION
 DeathType             = EXPLODED
 WeaponSpeed           = 99999.0
 RadiusDamageAffects   = SELF ALLIES ENEMIES NEUTRALS
 DelayBetweenShots     = 0
 ClipSize              = 1
 ClipReloadTime        = 0
 AutoReloadsClip       = No
End

Object CINE_SCUDMissile
DisplayName = OBJECT:NeutronMissile
RemoveModule  ModuleTag_01
RemoveModule  ModuleTag_06
RemoveModule  ModuleTag_07
RemoveModule  ModuleTag_08
RemoveModule  DeathModuleTag_01
RemoveModule  DeathModuleTag_02
RemoveModule  DeathModuleTag_03
ReplaceModule ModuleTag_02
  Body           = ActiveBody ModuleTag_HP
   MaxHealth     = 99999999.0
   InitialHealth = 99999999.0
  End
 End
 AddModule
  Behavior       = DestroyDie ModuleTag_DIE
  ;No Data
  End
  Behavior       = LifetimeUpdate ModuleTag_LifeTime
    MinLifetime  = 1180
    MaxLifetime  = 1180
  End
  Behavior       = FireWeaponWhenDeadBehavior ModuleTag_HiExWeapon
   DeathWeapon   = HiExNukeWeapon
   TriggeredBy   = Upgrade_GLARadarVanScan
   StartsActive  = No
  End
 End
  ArmorSet
   Conditions    = None
   Armor         = ProjectileArmor
   DamageFX      = None
 End
End

Object ChemicalBunker

SelectPortrait = SSChemBunk_L
UpgradeCameo1 = Upgrade_GLACamoNetting
KindOf = SELECTABLE STRUCTURE IMMOBILE CAPTURABLE SCORE TECH_BUILDING AUTO_RALLYPOINT NO_COLLIDE CONSERVATIVE_BUILDING

VoiceSelect = WarFactoryGLASelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_StrHP
MaxHealth = 4000.0
InitialHealth = 4000.0
End
End
AddModule
Behavior = StealthUpdate ModuleTag_SlthAI
StealthDelay = 1500 ; 1.5 Sec
StealthForbiddenConditions = TAKING_DAMAGE
MoveThresholdSpeed = 3
InnateStealth = No ; Nothing Personal but Upgrade comes First
OrderIdleEnemiesToAttackMeUponReveal = No
End
Behavior = StealthUpgrade ModuleTag_SlthActivator
TriggeredBy = Upgrade_GLACamoNetting
End
Behavior = ProductionUpdate ModuleTag_ProductionAI
End
Behavior = DestroyDie ModuleTag_DIE
End
Behavior = TechBuildingBehavior ModuleTag_Tech
End
Behavior = FXListDie ModuleTag_DIEFX
DeathFX = FX_StructureMediumDeath
End
Behavior = DefaultProductionExitUpdate ModuleTag_DefaultRally
UnitCreatePoint = X: -5.0 Y:0.0 Z:0.0
NaturalRallyPoint = X: 37.5 Y:0.0 Z:0.0
UseSpawnRallyPoint = Yes
End
Behavior = OCLSpecialPower ModuleTag_ConstructNukeTruck
SpecialPowerTemplate = SuperweaponCIAIntelligence
OCL = OCL_ConstructNukeArmedTruck
ReferenceObject = ConvoyTruckArmedWithNuke
CreateLocation = USE_OWNER_OBJECT;CREATE_OBJECT
End
End
CommandSet = NukeTruckBunkerCommandSet
GeometryMajorRadius = 37.5
FactoryExitWidth = 25
End

CommandSet NukeTruckBunkerCommandSet
1 = Command_CIAIntelligence
5 = Command_UpgradeGLARadarVanScan
7 = GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun
13 = Command_SetRallyPoint
14 = Command_UpgradeGLACamoNetting
End

CommandButton Command_CIAIntelligence
Command = SPECIAL_POWER_CONSTRUCT
SpecialPower = SuperweaponCIAIntelligence
Options = NEED_SPECIAL_POWER_SCIENCE
Object = ConvoyTruckArmedWithNuke
TextLabel = CONTROLBAR:ConstructNukeTruck
ButtonImage = SSCIA
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipConstructNukeTruck
End

SpecialPower SuperweaponCIAIntelligence
Enum = SPECIAL_CIA_INTELLIGENCE
ReloadTime = 15000
PublicTimer = No
ShortcutPower = No
InitiateSound = ConvoyTruckVoiceSelect
AcademyClassify = ACT_SUPERPOWER
End

ObjectCreationList OCL_ConstructNukeArmedTruck
CreateObject
ObjectNames = ConvoyTruckArmedWithNuke
Disposition = LIKE_EXISTING INHERIT_VELOCITY
End
End

; ------------------------------- Nuke Armed Trucks' Upgrades -------------------------------

CommandButton GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun
TextLabel = CONTROLBAR:UpgradeSlthNuckTruck
DescriptLabel = CONTROLBAR:TooltipUpgradeSlthNuckTruck
ButtonBorderType = UPGRADE
End

CommandButton Command_UpgradeGLARadarVanScan
TextLabel = CONTROLBAR:UpgradeHiExNukeTruck
DescriptLabel = CONTROLBAR:ToolTipUpgradeHiExNukeTruck
ButtonBorderType = BUILD
End

Upgrade GC_Slth_Upgrade_GLAQuadCannonSnipe
DisplayName = UPGRADE:SlthNuckTruck
BuildTime = 75.0
BuildCost = 5000
ButtonImage = SUSnipBull
ResearchSound = RebelVoiceUpgradeCamouflage
End

Upgrade Upgrade_GLARadarVanScan
DisplayName = UPGRADE:HiExNukeTruck
BuildTime = 10.0
BuildCost = 7500
ButtonImage = SSRadarVanScan
ResearchSound = BombTruckVoiceUpgradeHiEx
End

MappedImage SUSnipBull ; Setting SUSnipBull Texture Coordinates on SSCamoflage to Use Camoflage Upgrade Texture .
Texture = SUUserInterface512_004.tga
TextureWidth = 512
TextureHeight = 512
Coords = Left:373 Top:301 Right:433 Bottom:349
Status = NONE
End

MappedImage SSRadarVanScan
Texture = SAUserInterface512_004.tga
TextureWidth = 512
TextureHeight = 512
Coords = Left:311 Top:338 Right:371 Bottom:386
Status = NONE
End

MappedImage SSCIA
Texture = SSUserInterface512_001.tga
TextureWidth = 512
TextureHeight = 512
Coords = Left:367 Top:295 Right:487 Bottom:391
Status = NONE
End

; ---------------------------------- Nuck Armed Truck ------------------------------

AudioEvent ConvoyTruckVoiceAttack ; Adding an Attack Voice for Nuke Armed Truck .
Sounds = vconsea vconsee vconsef vconmoe vconmof vconmog
Control = random
Volume = 90
Type = ui voice player
End

CommandSet CivilianTransportWithNukeCommandSet
1 = Command_DetonateConvoyTruckNuke
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End

Object ConvoyTruckArmedWithNuke

SelectPortrait = SSConvoy_L
ButtonImage = SSConvoy_L
UpgradeCameo1 = GC_Slth_Upgrade_GLAQuadCannonSnipe
UpgradeCameo2 = Upgrade_GLARadarVanScan

RadarPriority = UNIT
KindOf = +SCORE -SHOW_PORTRAIT_WHEN_CONTROLLED

VoiceSelect = ConvoyTruckVoiceSelect
VoiceMove = ConvoyTruckVoiceMove
VoiceAttack = ConvoyTruckVoiceAttack
VoiceGuard = ConvoyTruckVoiceMove
SoundMoveStart = ConvoyTruckMoveStart
SoundMoveStartDamaged = ConvoyTruckMoveStart

UnitSpecificSounds
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
End

ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_HP
MaxHealth = 400.0
InitialHealth = 400.0
End
End
ReplaceModule ModuleTag_09
Behavior = SlowDeathBehavior ModuleTag_DIESuicide
DeathTypes = NONE +SUICIDED
DestructionDelay = 1500
FX = FINAL FX_BattleMasterDamageTransition
OCL = FINAL OCL_HiExNuke
Weapon = FINAL DirtyNukeCreationWeapon
End
End
ReplaceModule ModuleTag_10
Behavior = SlowDeathBehavior ModuleTag_DIENormal
DeathTypes = ALL -SUICIDED
DestructionDelay = 0
FX = FINAL FX_BattleMasterDamageTransition
OCL = FINAL OCL_HiExNuke
Weapon = FINAL DirtyNukeCreationWeapon
End
End
AddModule
Behavior = CommandButtonHuntUpdate ModuleTag_Hunt ; allows use of command button hunt script with this unit.
End
Behavior = ProductionUpdate ModuleTag_ProductionAI
End
Behavior = StealthUpdate ModuleTag_Slth
StealthDelay = 1000 ; 1 Second
StealthForbiddenConditions = ATTACKING USING_ABILITY
MoveThresholdSpeed = 3
InnateStealth = No ; Requires the Upgrade
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = StealthUpgrade ModuleTag_SlthActivator
TriggeredBy = GC_Slth_Upgrade_GLAQuadCannonSnipe
End
End
End

Object CargoTruckNuke ; The Exploding Nuke Which Happens At Truck's Death !

ReplaceModule ModuleTag_03
Behavior = NeutronMissileSlowDeathBehavior ModuleTag_NeutronMissile
DestructionDelay = 3501
ScorchMarkSize = 320
FXList = FX_Nuke

Blast1Enabled = Yes
Blast1Delay = 580
Blast1ScorchDelay = 100
Blast1InnerRadius = 60.0
Blast1OuterRadius = 60.0
Blast1MaxDamage = 0.0
Blast1MinDamage = 0.0
Blast1ToppleSpeed = 0.5
Blast1PushForce = 10.0

Blast2Enabled = Yes
Blast2Delay = 660
Blast2ScorchDelay = 180
Blast2InnerRadius = 90.0
Blast2OuterRadius = 90.0
Blast2MaxDamage = 0.0
Blast2MinDamage = 0.0
Blast2ToppleSpeed = 0.45
Blast2PushForce = 8.0

Blast3Enabled = Yes
Blast3Delay = 720
Blast3ScorchDelay = 260
Blast3InnerRadius = 120.0
Blast3OuterRadius = 120.0
Blast3MaxDamage = 0.0
Blast3MinDamage = 0.0
Blast3ToppleSpeed = 0.42
Blast3PushForce = 6.0

Blast4Enabled = Yes
Blast4Delay = 850
Blast4ScorchDelay = 340
Blast4InnerRadius = 150.0
Blast4OuterRadius = 150.0
Blast4MaxDamage = 0.0
Blast4MinDamage = 0.0
Blast4ToppleSpeed = 0.40
Blast4PushForce = 6.0

Blast5Enabled = Yes
Blast5Delay = 1000
Blast5ScorchDelay = 420
Blast5InnerRadius = 180.0
Blast5OuterRadius = 180.0
Blast5MaxDamage = 0.0
Blast5MinDamage = 0.0
Blast5ToppleSpeed = 0.38
Blast5PushForce = 6.0

Blast6Enabled = Yes
Blast6Delay = 1180
Blast6ScorchDelay = 500
Blast6InnerRadius = 60.0
Blast6OuterRadius = 210.0
Blast6MaxDamage = 3500.0
Blast6MinDamage = 200.0
Blast6ToppleSpeed = 0.35
Blast6PushForce = 4.0

Blast7Enabled = Yes
Blast7Delay = 999999
Blast7ScorchDelay = 620
Blast7OuterRadius = 210.0

Blast8Enabled = Yes
Blast8Delay = 999999
Blast8ScorchDelay = 700
Blast8OuterRadius = 210.0

Blast9Enabled = Yes
Blast9Delay = 999999
Blast9ScorchDelay = 800
Blast9OuterRadius = 210.0

OCL = MIDPOINT OCL_NukeRadiationField
End
End
End

ObjectCreationList OCL_HiExNuke
CreateObject
ObjectNames = CINE_SCUDMissile
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING INHERIT_VELOCITY
DispositionIntensity = 1
Count = 1
End
End

Weapon HiExNukeWeapon
PrimaryDamage = 2000.0
PrimaryDamageRadius = 80.0
SecondaryDamage = 400.0
SecondaryDamageRadius = 225.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0
ClipSize = 1
ClipReloadTime = 0
AutoReloadsClip = No
End

Object CINE_SCUDMissile
DisplayName = OBJECT:NeutronMissile
RemoveModule ModuleTag_01
RemoveModule ModuleTag_06
RemoveModule ModuleTag_07
RemoveModule ModuleTag_08
RemoveModule DeathModuleTag_01
RemoveModule DeathModuleTag_02
RemoveModule DeathModuleTag_03
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_HP
MaxHealth = 99999999.0
InitialHealth = 99999999.0
End
End
AddModule
Behavior = DestroyDie ModuleTag_DIE
;No Data
End
Behavior = LifetimeUpdate ModuleTag_LifeTime
MinLifetime = 1180
MaxLifetime = 1180
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_HiExWeapon
DeathWeapon = HiExNukeWeapon
TriggeredBy = Upgrade_GLARadarVanScan
StartsActive = No
End
End
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
End[/code]

Here is the STR :

UPGRADE:SlthNuckTruck
"Nuke Armed Truck Camouflage"
END

CONTROLBAR:UpgradeSlthNuckTruck
"Nuke Armed &Truck Camouflage"
END

CONTROLBAR:TooltipUpgradeSlthNuckTruck
"Nuke Armed Trucks Will be Hidden From\n
The Enemy Sight While Moving .\n
A Great Tactic for an Ambush !"
END

UPGRADE:HiExNukeTruck
"High Explosive Nuke"
END

CONTROLBAR:UpgradeHiExNukeTruck
"High Explosive &Nuke"
END

CONTROLBAR:ToolTipUpgradeHiExNukeTruck
"Improves the Detonation Power of\n
Nuke Armed Trucks ."
END

CONTROLBAR:ConstructNukeTruck
"Construct &Nuke Armed Truck"
END

CONTROLBAR:ToolTipConstructNukeTruck
"Constructs Nuke Armed Truck .\n\n
Countdown Timer : 2:30"
END



Sorry for the full code 😊
Here is the Necessary Code :

Object ChemicalBunker

  SelectPortrait = SSChemBunk_L
  UpgradeCameo1  = Upgrade_GLACamoNetting
  KindOf         = SELECTABLE STRUCTURE IMMOBILE CAPTURABLE SCORE TECH_BUILDING AUTO_RALLYPOINT NO_COLLIDE CONSERVATIVE_BUILDING

  VoiceSelect          = WarFactoryGLASelect
  SoundOnDamaged       = BuildingDamagedStateLight
  SoundOnReallyDamaged = BuildingDestroy

 ReplaceModule ModuleTag_02
  Body           = ActiveBody ModuleTag_StrHP
   MaxHealth     = 4000.0
   InitialHealth = 4000.0
  End
 End
 AddModule
  Behavior = StealthUpdate ModuleTag_SlthAI
   StealthDelay               = 1500 ; 1.5 Sec
   StealthForbiddenConditions = TAKING_DAMAGE
   MoveThresholdSpeed         = 3
   InnateStealth              = No ; Nothing Personal but Upgrade comes First
   OrderIdleEnemiesToAttackMeUponReveal = No
  End
  Behavior     = StealthUpgrade ModuleTag_SlthActivator
   TriggeredBy = Upgrade_GLACamoNetting
  End
  Behavior = ProductionUpdate ModuleTag_ProductionAI
  End
  Behavior = DestroyDie ModuleTag_DIE
  End
  Behavior = TechBuildingBehavior ModuleTag_Tech
  End
  Behavior = FXListDie ModuleTag_DIEFX
   DeathFX = FX_StructureMediumDeath
  End
  Behavior            = DefaultProductionExitUpdate ModuleTag_DefaultRally
   UnitCreatePoint    = X: -5.0  Y:0.0  Z:0.0
   NaturalRallyPoint  = X: 37.5  Y:0.0  Z:0.0
   UseSpawnRallyPoint = Yes
  End
  Behavior               = OCLSpecialPower ModuleTag_ConstructNukeTruck
    SpecialPowerTemplate = SuperweaponCIAIntelligence
    OCL                  = OCL_ConstructNukeArmedTruck
    ReferenceObject      = ConvoyTruckArmedWithNuke
    CreateLocation       = USE_OWNER_OBJECT
  End
 End
CommandSet          = NukeTruckBunkerCommandSet
GeometryMajorRadius = 37.5
FactoryExitWidth    = 25
End

CommandSet NukeTruckBunkerCommandSet
  1 = Command_CIAIntelligence
  5 = Command_UpgradeGLARadarVanScan
  7 = GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun
 13 = Command_SetRallyPoint
 14 = Command_UpgradeGLACamoNetting
End

CommandButton Command_CIAIntelligence
 Command          = SPECIAL_POWER_CONSTRUCT
 SpecialPower     = SuperweaponCIAIntelligence
 Options          = NEED_SPECIAL_POWER_SCIENCE
 Object           = ConvoyTruckArmedWithNuke
 TextLabel        = CONTROLBAR:ConstructNukeTruck
 ButtonImage      = SSCIA
 ButtonBorderType = ACTION
 DescriptLabel    = CONTROLBAR:ToolTipConstructNukeTruck
End

SpecialPower SuperweaponCIAIntelligence
  Enum            = SPECIAL_CIA_INTELLIGENCE
  ReloadTime      = 15000
  PublicTimer     = No
  ShortcutPower   = No
  InitiateSound   = ConvoyTruckVoiceSelect
  AcademyClassify = ACT_SUPERPOWER
End

ObjectCreationList OCL_ConstructNukeArmedTruck
 CreateObject
  ObjectNames = ConvoyTruckArmedWithNuke
  Disposition = LIKE_EXISTING INHERIT_VELOCITY
 End
End

MappedImage SSCIA
  Texture         = SSUserInterface512_001.tga
  TextureWidth    = 512
  TextureHeight   = 512
  Coords          = Left:367 Top:295 Right:487 Bottom:391
  Status          = NONE
End

and the needed STR :

CONTROLBAR:ConstructNukeTruck
"Construct &Nuke Armed Truck"
END

CONTROLBAR:ToolTipConstructNukeTruck
"Constructs Nuke Armed Truck .\n\n
Countdown Timer : 2:30"
END


Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Sponsor
Unknown Editor
8 years ago
Also , How can I find any list of OCL Dispositions [What are they , What does which do {This one I can check but But will be Glad to know}]?
I really am Stuck ...
PLZ HELP ! HELP !!! 💀
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
acidbrain
8 years ago

Also , How can I find any list of OCL Dispositions [What are they , What does which do {This one I can check but But will be Glad to know}]?
I really am Stuck ...
PLZ HELP ! HELP !!! 💀

Originally Posted by: Unknown Editor 



Disposition is the character of the spawned object.
Here are the possibilities:

RANDOM_FORCE
LIKE_EXISTING
INHERIT_VELOCITY
ON_GROUND_ALIGNED
SEND_IT_FLYING
SEND_IT_OUT

RANDOM_FORCE: The name itself says it, random force, when the object is spawned it will move somewhere with a random force, you can set the values with the following parameters.

MinForceMagnitude = Integer
MaxForceMagnitude = Integer
SpinRate = Integer
MinForcePitch = Integer
MaxForcePitch = Integer

LIKE_EXISTING: The name says it, like existing, this is used to spawn hulks for example, when a tank dies a hulk is spawned in on the position of the tank that was killed.


INHERIT_VELOCITY: The name says it, inherit the velocity of the object that spawned the ocl object, used for drones that die, also used in conjunction with RANDOM_FORCE for bits that fly away when a unit dies and such.
You can set the intensity.

DispositionIntensity = Decimal

ON_GROUND_ALIGNED: The name says it, on ground aligned, used for poison fields and radiation fields for example.

SEND_IT_FLYING: Name says it, send it flying, used for death of units, the bits that fly away, a bit like RANDOM_FORCE but this is not random, you can set the intensity.

DispositionIntensity = Decimal

SEND_IT_OUT: Name says it, send it out, used for the soldiers that spawn when a building is destroyed.

Hope this info is helpful for ya, have fun...
If anyone has more knowledge about this matter feel free to share...

Greetz
Panem et kirkinses
Unknown Editor
8 years ago
Thank you a lot Acid Brain , The Information is EXCELLENT .
Now it's much easier to find a way with OCL for it ...
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%
Unknown Editor
8 years ago

Now it's much easier to find a way with OCL for it ...

Originally Posted by: Unknown Editor 



Well , to be Honest I was a Noob in OCL ( and Still am )
But I have Finished it ...

; -------------------------- Chemical Bunker --------------------------

ObjectCreationList OCL_ConstructNukeArmedTruck
 CreateObject
  ObjectNames = CINE_ConvoyTruckArmedWithNuke
  Disposition = LIKE_EXISTING
  Offset      = X:-5 Y:0 Z:0
 End
End

Object ChemicalBunker

  SelectPortrait = SSChemBunk_L
  UpgradeCameo1  = Upgrade_GLACamoNetting
  KindOf         = SELECTABLE STRUCTURE IMMOBILE CAPTURABLE SCORE TECH_BUILDING AUTO_RALLYPOINT NO_COLLIDE CONSERVATIVE_BUILDING

  VoiceSelect          = WarFactoryGLASelect
  SoundOnDamaged       = BuildingDamagedStateLight
  SoundOnReallyDamaged = BuildingDestroy

  VisionRange          = 100.0
  ShroudClearingRange  = 150

 ReplaceModule ModuleTag_02
  Body           = ActiveBody ModuleTag_StrHP
   MaxHealth     = 4000.0
   InitialHealth = 4000.0
  End
 End
 AddModule
  Behavior = StealthUpdate ModuleTag_SlthAI
   StealthDelay               = 1500 ; 1.5 Sec
   StealthForbiddenConditions = TAKING_DAMAGE
   MoveThresholdSpeed         = 3
   InnateStealth              = No   ; Nothing Personal but Upgrade comes First
   OrderIdleEnemiesToAttackMeUponReveal = No
  End
  Behavior     = StealthUpgrade ModuleTag_SlthActivator
   TriggeredBy = Upgrade_GLACamoNetting
  End
  Behavior = ProductionUpdate ModuleTag_ProductionAI
  End
  Behavior = DestroyDie ModuleTag_DIE
  End
  Behavior = TechBuildingBehavior ModuleTag_Tech
  End
  Behavior = FXListDie ModuleTag_DIEFX
   DeathFX = FX_StructureMediumDeath
  End
  Behavior              = DefaultProductionExitUpdate ModuleTag_DefaultRally
   UnitCreatePoint      = X: -5.0  Y:0.0  Z:0.0
   NaturalRallyPoint    = X: 37.5  Y:0.0  Z:0.0
   UseSpawnRallyPoint   = Yes
  End
  Behavior              = OCLSpecialPower ModuleTag_ConstructNukeTruck
   SpecialPowerTemplate = SuperweaponCIAIntelligence
   OCL                  = OCL_ConstructNukeArmedTruck
   CreateLocation       = USE_OWNER_OBJECT
  End
 End
CommandSet          = NukeTruckBunkerCommandSet
GeometryMajorRadius = 37.5
FactoryExitWidth    = 25
End

; -------------------------- Nuck Armed Truck --------------------------

ObjectCreationList OCL_HiExNuke
 CreateObject
  ObjectNames = CINE_SCUDMissile
  Disposition = LIKE_EXISTING
 End
End

Object ConvoyTruckArmedWithNuke

 SelectPortrait = SSConvoy_L
 ButtonImage    = SSConvoy_L
 UpgradeCameo1  = GC_Slth_Upgrade_GLAQuadCannonSnipe
 UpgradeCameo2  = Upgrade_GLARadarVanScan

 BuildTime      = 0.0
 RadarPriority  = UNIT
 KindOf         = +SCORE -SHOW_PORTRAIT_WHEN_CONTROLLED

 VoiceSelect    = ConvoyTruckVoiceSelect
 VoiceMove      = ConvoyTruckVoiceMove
 VoiceAttack    = ConvoyTruckVoiceAttack
 VoiceGuard     = ConvoyTruckVoiceMove
 SoundMoveStart = ConvoyTruckMoveStart

 UnitSpecificSounds
  TruckLandingSound    = RocketBuggyLand
  TruckPowerslideSound = RocketBuggyPowerslide
 End

 ReplaceModule ModuleTag_02
  Body              = ActiveBody ModuleTag_HP
    MaxHealth       = 400.0
    InitialHealth   = 400.0
  End
 End
 ReplaceModule ModuleTag_09
  Behavior           = SlowDeathBehavior ModuleTag_SuicideDIE
    DeathTypes       = NONE +SUICIDED
    DestructionDelay = 1500
    FX               = FINAL FX_BattleMasterDamageTransition
    OCL              = FINAL OCL_HiExNuke
    Weapon           = FINAL DirtyNukeCreationWeapon
   End
  End
 ReplaceModule ModuleTag_10
  Behavior           = SlowDeathBehavior ModuleTag_NormalDIE
    DeathTypes       = ALL -SUICIDED
    DestructionDelay = 0
    FX               = FINAL FX_BattleMasterDamageTransition
    OCL              = FINAL OCL_HiExNuke
    Weapon           = FINAL DirtyNukeCreationWeapon
   End
  End
  AddModule
   Behavior = CommandButtonHuntUpdate ModuleTag_Hunt ; Allows You to Use Hunt Script for The Unit ...
  End
   Behavior = StealthUpdate ModuleTag_Slth
    StealthDelay               = 1500 ; 1.5 Second
    StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE
    MoveThresholdSpeed         = 3
    InnateStealth              = No   ; Requires the Upgrade First
    OrderIdleEnemiesToAttackMeUponReveal = Yes
  End
   Behavior      = StealthUpgrade ModuleTag_SlthActivator
    TriggeredBy  = GC_Slth_Upgrade_GLAQuadCannonSnipe
  End
 End
End

Object CINE_ConvoyTruckArmedWithNuke
VisionRange         = 10.0
ShroudClearingRange = 10
 KindOf             = -SELECTABLE
 AddModule
  Behavior     = DeletionUpdate moduleTag_LifeTime
   MinLifetime = 2
   MaxLifetime = 2
  End
 End
End

; ----------------------------- Death Weapons -----------------------------

Object CargoTruckNuke ; The Exploding Nuke Which Happens At Truck's Death !

 ReplaceModule ModuleTag_03
  Behavior           = NeutronMissileSlowDeathBehavior ModuleTag_NeutronMissile
   DestructionDelay  = 3501
   ScorchMarkSize    = 320
   FXList            = FX_Nuke

   Blast1Enabled     = Yes
   Blast1Delay       = 580
   Blast1ScorchDelay = 100
   Blast1InnerRadius = 60.0
   Blast1OuterRadius = 60.0
   Blast1MaxDamage   = 0.0
   Blast1MinDamage   = 0.0
   Blast1ToppleSpeed = 0.5
   Blast1PushForce   = 10.0

   Blast2Enabled     = Yes
   Blast2Delay       = 660
   Blast2ScorchDelay = 180
   Blast2InnerRadius = 90.0
   Blast2OuterRadius = 90.0
   Blast2MaxDamage   = 0.0
   Blast2MinDamage   = 0.0
   Blast2ToppleSpeed = 0.45
   Blast2PushForce   = 8.0

   Blast3Enabled     = Yes
   Blast3Delay       = 720
   Blast3ScorchDelay = 260
   Blast3InnerRadius = 120.0
   Blast3OuterRadius = 120.0
   Blast3MaxDamage   = 0.0
   Blast3MinDamage   = 0.0
   Blast3ToppleSpeed = 0.42
   Blast3PushForce   = 6.0

   Blast4Enabled     = Yes
   Blast4Delay       = 850
   Blast4ScorchDelay = 340
   Blast4InnerRadius = 150.0
   Blast4OuterRadius = 150.0
   Blast4MaxDamage   = 0.0
   Blast4MinDamage   = 0.0
   Blast4ToppleSpeed = 0.40
   Blast4PushForce   = 6.0

   Blast5Enabled     = Yes
   Blast5Delay       = 1000
   Blast5ScorchDelay = 420
   Blast5InnerRadius = 180.0
   Blast5OuterRadius = 180.0
   Blast5MaxDamage   = 0.0
   Blast5MinDamage   = 0.0
   Blast5ToppleSpeed = 0.38
   Blast5PushForce   = 6.0

   Blast6Enabled     = Yes
   Blast6Delay       = 1180
   Blast6ScorchDelay = 500
   Blast6InnerRadius = 60.0
   Blast6OuterRadius = 210.0
   Blast6MaxDamage   = 3500.0
   Blast6MinDamage   = 225.0
   Blast6ToppleSpeed = 0.35
   Blast6PushForce   = 4.0

   Blast7Enabled     = Yes
   Blast7Delay       = 999999
   Blast7ScorchDelay = 620
   Blast7OuterRadius = 210.0

   Blast8Enabled     = Yes
   Blast8Delay       = 999999
   Blast8ScorchDelay = 700
   Blast8OuterRadius = 210.0

   Blast9Enabled     = Yes
   Blast9Delay       = 999999
   Blast9ScorchDelay = 800
   Blast9OuterRadius = 210.0

   OCL               = MIDPOINT OCL_NukeRadiationField
  End
 End
End

; ===== High Explosive Weapon =====

Weapon HiExNukeWeapon_Inner
 PrimaryDamage         = 750.0
 PrimaryDamageRadius   = 75.0
 SecondaryDamage       = 575.0
 SecondaryDamageRadius = 125.0
 DamageType            = EXPLOSION
 DeathType             = EXPLODED
 WeaponSpeed           = 99999.0
 RadiusDamageAffects   = SELF ALLIES ENEMIES NEUTRALS
 DelayBetweenShots     = 0
 ClipSize              = 1
 ClipReloadTime        = 0
 AutoReloadsClip       = No
End

Weapon HiExNukeWeapon_Outer
 PrimaryDamage         = 450.0
 PrimaryDamageRadius   = 175.0
 SecondaryDamage       = 225.0
 SecondaryDamageRadius = 225.0
 DamageType            = EXPLOSION
 DeathType             = EXPLODED
 WeaponSpeed           = 99999.0
 RadiusDamageAffects   = SELF ALLIES ENEMIES NEUTRALS
 DelayBetweenShots     = 0
 ClipSize              = 1
 ClipReloadTime        = 0
 AutoReloadsClip       = No
End

Object CINE_SCUDMissile
DisplayName = OBJECT:NeutronMissile
RemoveModule  ModuleTag_01
RemoveModule  ModuleTag_06
RemoveModule  ModuleTag_07
RemoveModule  ModuleTag_08
RemoveModule  DeathModuleTag_01
RemoveModule  DeathModuleTag_02
RemoveModule  DeathModuleTag_03
ReplaceModule ModuleTag_02
  Body           = ActiveBody ModuleTag_HP
   MaxHealth     = 99999999.0
   InitialHealth = 99999999.0
  End
 End
 AddModule
  Behavior       = DestroyDie ModuleTag_DIE
  ;No Data
  End
  Behavior       = LifetimeUpdate ModuleTag_LifeTime
    MinLifetime  = 1179
    MaxLifetime  = 1179
  End
  Behavior       = FireWeaponWhenDeadBehavior ModuleTag_HiExWeapon_Inner
   DeathWeapon   = HiExNukeWeapon_Inner
   TriggeredBy   = Upgrade_GLARadarVanScan
   StartsActive  = No
  End
  Behavior       = FireWeaponWhenDeadBehavior ModuleTag_HiExWeapon_Outer
   DeathWeapon   = HiExNukeWeapon_Outer
   TriggeredBy   = Upgrade_GLARadarVanScan
   StartsActive  = No
  End
 End
End

; ------------------------------ Sounds , Commands , & Upgrades ------------------------------

; ===== Audio Events =====

AudioEvent ConvoyTruckVoiceAttack ; An Attack Voice for Nuke Armed Trucks .
 Sounds  = vconsea vconsee vconsef vconmoe vconmof vconmog
 Control = random
 Volume  = 90
 Type    = ui voice player
End

AudioEvent ConvoyTruckVoiceCreate
 Sounds  = vconsea vconsee vconsec
 Control = random
 Volume  = 90
 Type    = ui voice player
End

; ===== Command Button =====

CommandButton Command_ConstructNukeArmedTruck
 Command          = UNIT_BUILD
 Options          = SCRIPT_ONLY
 Object           = ConvoyTruckArmedWithNuke
 TextLabel        = CONTROLBAR:ConstructNukeTruck
 ButtonImage      = SSConvoy_L
 ButtonBorderType = BUILD
 DescriptLabel    = CONTROLBAR:ToolTipConstructNukeTruck
End

CommandButton Command_CIAIntelligence
 TextLabel        = CONTROLBAR:ConstructNukeTruck
 DescriptLabel    = CONTROLBAR:ToolTipConstructNukeTruck
End

CommandButton GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun
 TextLabel        = CONTROLBAR:UpgradeSlthNuckTruck
 DescriptLabel    = CONTROLBAR:TooltipUpgradeSlthNuckTruck
 ButtonBorderType = BUILD
End

CommandButton Command_UpgradeGLARadarVanScan
 TextLabel        = CONTROLBAR:UpgradeHiExNukeTruck
 DescriptLabel    = CONTROLBAR:ToolTipUpgradeHiExNukeTruck
 ButtonBorderType = SYSTEM
End

SpecialPower SuperweaponCIAIntelligence
 Enum             = SPECIAL_CIA_INTELLIGENCE
 ReloadTime       = 150000 ; 2:30 Mins
 PublicTimer      = No     ; Specific Time for Each User ...
 ShortcutPower    = No     ; Not Working Actually !
 InitiateSound    = ConvoyTruckVoiceCreate
 AcademyClassify  = ACT_SUPERPOWER
End

; ===== Upgrade =====

Upgrade GC_Slth_Upgrade_GLAQuadCannonSnipe
  DisplayName     = UPGRADE:SlthNuckTruck
  BuildTime       = 75.0
  BuildCost       = 5000
  ButtonImage     = SUSnipBull
  ResearchSound   = RebelVoiceUpgradeCamouflage
End

Upgrade Upgrade_GLARadarVanScan
  DisplayName     = UPGRADE:HiExNukeTruck
  BuildTime       = 90.0
  BuildCost       = 7500
  ButtonImage     = SSRadarVanScan
  ResearchSound   = BombTruckVoiceUpgradeHiEx
End

MappedImage SUSnipBull ; Setting SUSnipBull's Texture Coordinates on SSCamoflage to Use Camoflage Upgrade Texture .
  Texture         = SUUserInterface512_004.tga
  TextureWidth    = 512
  TextureHeight   = 512
  Coords          = Left:373 Top:301 Right:433 Bottom:349
  Status          = NONE
End

MappedImage SSRadarVanScan ; Detonation
  Texture         = SAUserInterface512_004.tga
  TextureWidth    = 512
  TextureHeight   = 512
  Coords          = Left:311 Top:338 Right:371 Bottom:386
  Status          = NONE
End

MappedImage SSCIA ; Construct Nuke Armed Truck
  Texture         = SSUserInterface512_001.tga
  TextureWidth    = 512
  TextureHeight   = 512
  Coords          = Left:367 Top:295 Right:487 Bottom:391
  Status          = NONE
End

; ===== Command Set ===== ; Remember to Keep Command Sets at the Bottom .

CommandSet NukeTruckBunkerCommandSet
  1 = Command_CIAIntelligence
  3 = Command_ConstructNukeArmedTruck
  5 = Command_UpgradeGLARadarVanScan
  7 = GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun
 13 = Command_SetRallyPoint
 14 = Command_UpgradeGLACamoNetting
End

CommandSet CivilianTransportWithNukeCommandSet
  1 = Command_DetonateConvoyTruckNuke
 11 = Command_AttackMove
 13 = Command_Guard
 14 = Command_Stop
End

; - - - - - - - - - - - - - THE NUKE ARMED TRUCK PROJECT - - - - - - - - - - - - -
; 😑 * Special Thanks to CNC Labs and any User who Gave me Answers or Ideas * 😑
; ----------------------------------- THE END ------------------------------------


It Now Works with out any Problems but STILL need a Script 😞
When You Press The Construction Button ( Which Spawns a CINE_ConvoyTruckArmedWithNuke )
A Script ( Not Dis-active by Success ) needs to Specify that and Presses the Command_ConstructNukeArmedTruck Hidden Button ...
And Then All Rights will be Reserved 😄
But One Problem is that If you are serving an Upgrade or Something ... It will only be ORDERED and waits for Upgrade to Finish .
Is There a way to Pause and Disable the Special Power when Upgrading (I think by a Script) ?

Here is also a Map (I made in 1 Hour) :   Nuke_Mission.zip (30kb) downloaded 13 time(s).
Construction Bug.jpg

Click to View Image20 View(s)


Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel
Static : Launch Delayed
Reason : Uncool Terrain - Old Logic in use - Lack of Performance
Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300%