;------------------------------------------------------------------------------ Object AirF_AmericaKodiak ; *** ART Parameters *** SelectPortrait = Kodiak ButtonImage = Kodiak UpgradeCameo1 = Upgrade_AmericaScoutDrone UpgradeCameo2 = Upgrade_AmericaNanoArmor UpgradeCameo3 = Upgrade_TankERA Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = RVT80UM Turret = Turret WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MuzzleMG WeaponLaunchBone = SECONDARY MuzzleMG WeaponFireFXBone = TERTIARY WeaponA WeaponLaunchBone = TERTIARY WeaponA End ConditionState = REALLYDAMAGED Model = RVT80UM_D Turret = Turret WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MuzzleMG WeaponLaunchBone = SECONDARY MuzzleMG WeaponFireFXBone = TERTIARY WeaponA WeaponLaunchBone = TERTIARY WeaponA End ConditionState = RUBBLE Model = RVT80UM_D Turret = Turret WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MuzzleMG WeaponLaunchBone = SECONDARY MuzzleMG WeaponFireFXBone = TERTIARY WeaponA WeaponLaunchBone = TERTIARY WeaponA End ConditionState = USER_1 Model = RVT80UM HideSubObject = Turret End ConditionState = USER_1 REALLYDAMAGED Model = RVT80UM_D HideSubObject = Turret End ConditionState = USER_1 RUBBLE Model = RVT80UM_D HideSubObject = Turret End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End Draw = W3DModelDraw ModuleTag_ERA01 OkToChangeModelColor = Yes DefaultConditionState Model = NVDeva_U2 Turret = Turret WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MuzzleMG WeaponLaunchBone = SECONDARY MuzzleMG WeaponFireFXBone = TERTIARY WeaponA WeaponLaunchBone = TERTIARY WeaponA End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE ConditionState = USER_1 Model = RVT80UM_E End ConditionState = USER_1 REALLYDAMAGED Model = RVT80UM_ED End ConditionState = USER_1 RUBBLE Model = RVT80UM_ED End End Draw = W3DModelDraw ModuleTag_ParachutePlate01 DefaultConditionState Model = NONE End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE ConditionState = FREEFALL Model = EXParaPlate End AliasConditionState = FREEFALL REALLYDAMAGED AliasConditionState = FREEFALL RUBBLE AliasConditionState = PARACHUTING AliasConditionState = PARACHUTING REALLYDAMAGED AliasConditionState = PARACHUTING RUBBLE End ; ***DESIGN parameters *** DisplayName = OBJECT:Kodiak Side = AmericaAirforceGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY KodiakTankGun AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = SECONDARY KodiakMachinegun AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = TERTIARY RussianSmokeGrenadeWeapon AutoChooseSources = TERTIARY NONE End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = ERATankArmor DamageFX = TankDamageFX End BuildCost = 1300 BuildTime = 13.0 ;in seconds VisionRange = 200 ShroudClearingRange = 200 Prerequisites Object = AirF_AmericaHeavyWarFactory ;AirF_AmericaUndergroundWarFactory End
Weapon KodiakTankGun PrimaryDamage = 70.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 AttackRange = 160.0 DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 400 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmallWithNoViewShake VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmallWithNoViewShake ProjectileDetonationFX = WeaponFX_MediumExplosion FireSound = KodiakTankCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ClipSize = 1 ClipReloadTime = 2000 PreAttackDelay = 1000 PreAttackType = PER_CLIP ShowsAmmoPips = Yes ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ Weapon KodiakMachinegun PrimaryDamage = 1.5 PrimaryDamageRadius = 0.0 AttackRange = 160.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TankMachineGunFire VeterancyFireFX = HEROIC WeaponFX_TankMachineGunFireWithRedTracers FireSound = HelixGunWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 150 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End
WeaponSet Conditions = None Weapon = PRIMARY KodiakTankGun AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = SECONDARY KodiakMachinegun AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = TERTIARY RussianSmokeGrenadeWeapon AutoChooseSources = TERTIARY NONE End
The C&C Labs Forums uses cookies. By continuing to browse this site, you are agreeing to our use of cookies. More Details Close