Posted by: LordShade - Sunday, May 8, 2011 3:53:49 PM
hi i wanted to transplant a unit, the "archangel" from the xenoforce mod to my own mod, but there are so many things that can go wrong. i almost had it but when i go to the game click on build and, place it on the ground, there, the game crashes. im asking for some ideas, why could this be happening? Here is the code...but i doubt someone will take a look at it soon. apreciate any help or ideas on what it could be. no need to read the whole thing, just give something to try =P [quote] Object ArchAngle ; *** ART Parameters *** SelectPortrait = Arcangle ButtonImage = Arcangle ;UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon ;UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower ;UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ;ExtraPublicBone = WeaponB01 ;ExtraPublicBone = WeaponB02 DefaultConditionState Model = Garch HideSubObject = WeaponA01 WeaponA02 WeaponB01 WeaponB02 WeaponB03 WeaponB04 WeaponB05 WeaponB06 WeaponB07 WeaponB08 WeaponB09 WeaponB10 WeaponB11 WeaponB12 WeaponB13 WeaponB14 WeaponB15 WeaponB16 WeaponB17 WeaponB18 WeaponB19 WeaponB20 WeaponB21 WeaponB22 WeaponB23 WeaponB24 Engine01 Engine02 Engine03 Engine04 Engine05 Engine06 Engine07 Engine08 Engine09 WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = PRIMARY WeaponA End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = MOVING Model = Garch ParticleSysBone = Engine01 SDF-1Trail ParticleSysBone = Engine02 SDF-1Trail ParticleSysBone = Engine03 SDF-1Trail ParticleSysBone = Engine04 SDF-1Trail ParticleSysBone = Engine05 SDF-1Trail ParticleSysBone = Engine06 SDF-1Trail ParticleSysBone = Engine07 SDF-1Trail ParticleSysBone = Engine08 SDF-1Trail ParticleSysBone = Engine09 SDF-1Trail ParticleSysBone = Engine01 EngineEmitter ParticleSysBone = Engine02 EngineEmitter ParticleSysBone = Engine03 EngineEmitter ParticleSysBone = Engine04 EngineEmitter ParticleSysBone = Engine05 EngineEmitter ParticleSysBone = Engine06 EngineEmitter ParticleSysBone = Engine07 EngineEmitter ParticleSysBone = Engine08 EngineEmitter ParticleSysBone = Engine09 EngineEmitter TransitionKey = TRANS_Stand End AliasConditionState = NIGHT MOVING AliasConditionState = SNOW MOVING AliasConditionState = NIGHT SNOW MOVING ConditionState = DAMAGED Model = GarchDam End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = DAMAGED MOVING Model = GarchDam ParticleSysBone = Engine01 SDF-1Trail ParticleSysBone = Engine02 SDF-1Trail ParticleSysBone = Engine03 SDF-1Trail ParticleSysBone = Engine04 SDF-1Trail ParticleSysBone = Engine05 SDF-1Trail ParticleSysBone = Engine06 SDF-1Trail ParticleSysBone = Engine07 SDF-1Trail ParticleSysBone = Engine08 SDF-1Trail ParticleSysBone = Engine09 SDF-1Trail ParticleSysBone = Engine01 EngineEmitter ParticleSysBone = Engine02 EngineEmitter ParticleSysBone = Engine03 EngineEmitter ParticleSysBone = Engine04 EngineEmitter ParticleSysBone = Engine05 EngineEmitter ParticleSysBone = Engine06 EngineEmitter ParticleSysBone = Engine07 EngineEmitter ParticleSysBone = Engine08 EngineEmitter ParticleSysBone = Engine09 EngineEmitter TransitionKey = TRANS_StandDamaged End AliasConditionState = NIGHT DAMAGED MOVING AliasConditionState = SNOW DAMAGED MOVING AliasConditionState = NIGHT SNOW DAMAGED MOVING ConditionState = REALLYDAMAGED Model = GarchDam End AliasConditionState = NIGHT REALLYDAMAGED AliasConditionState = SNOW REALLYDAMAGED AliasConditionState = NIGHT SNOW REALLYDAMAGED ConditionState = REALLYDAMAGED MOVING Model = GarchDam ParticleSysBone = Engine01 SDF-1Trail ParticleSysBone = Engine02 SDF-1Trail ParticleSysBone = Engine03 SDF-1Trail ParticleSysBone = Engine04 SDF-1Trail ParticleSysBone = Engine05 SDF-1Trail ParticleSysBone = Engine06 SDF-1Trail ParticleSysBone = Engine07 SDF-1Trail ParticleSysBone = Engine08 SDF-1Trail ParticleSysBone = Engine09 SDF-1Trail ParticleSysBone = Engine01 EngineEmitter ParticleSysBone = Engine02 EngineEmitter ParticleSysBone = Engine03 EngineEmitter ParticleSysBone = Engine04 EngineEmitter ParticleSysBone = Engine05 EngineEmitter ParticleSysBone = Engine06 EngineEmitter ParticleSysBone = Engine07 EngineEmitter ParticleSysBone = Engine08 EngineEmitter ParticleSysBone = Engine09 EngineEmitter TransitionKey = TRANS_StandDamaged End AliasConditionState = NIGHT REALLYDAMAGED MOVING AliasConditionState = SNOW REALLYDAMAGED MOVING AliasConditionState = NIGHT SNOW REALLYDAMAGED MOVING ;*** UNPACKING STATE -- preparing to fire *** ConditionState = UNPACKING Model = Garch-P Animation = Garch-P.Garch-P AnimationMode = ONCE End AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay AliasConditionState = NIGHT UNPACKING AliasConditionState = SNOW UNPACKING AliasConditionState = NIGHT SNOW UNPACKING AliasConditionState = NIGHT UNPACKING BETWEEN_FIRING_SHOTS_A AliasConditionState = SNOW UNPACKING BETWEEN_FIRING_SHOTS_A AliasConditionState = NIGHT SNOW UNPACKING BETWEEN_FIRING_SHOTS_A ;*** ConditionState = DAMAGED UNPACKING Model = Garch-PDam Animation = Garch-PDam.Garch-PDam AnimationMode = ONCE End AliasConditionState = DAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay AliasConditionState = NIGHT UNPACKING DAMAGED AliasConditionState = SNOW UNPACKING DAMAGED AliasConditionState = NIGHT SNOW UNPACKING DAMAGED AliasConditionState = NIGHT UNPACKING BETWEEN_FIRING_SHOTS_A DAMAGED AliasConditionState = SNOW UNPACKING BETWEEN_FIRING_SHOTS_A DAMAGED AliasConditionState = NIGHT SNOW UNPACKING BETWEEN_FIRING_SHOTS_A DAMAGED ConditionState = REALLYDAMAGED UNPACKING Model = Garch-PDam Animation = Garch-PDam.Garch-PDam AnimationMode = ONCE End AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay AliasConditionState = NIGHT UNPACKING REALLYDAMAGED AliasConditionState = SNOW UNPACKING REALLYDAMAGED AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED AliasConditionState = NIGHT UNPACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = SNOW UNPACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = NIGHT SNOW UNPACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ;*** PACKING STATE -- preparing to move *** ConditionState = PACKING Model = Garch-P Animation = Garch-P.Garch-P AnimationMode = ONCE_BACKWARDS TransitionKey = TRANS_Stabbing End AliasConditionState = NIGHT PACKING AliasConditionState = SNOW PACKING AliasConditionState = NIGHT SNOW PACKING AliasConditionState = NIGHT PACKING BETWEEN_FIRING_SHOTS_A AliasConditionState = SNOW PACKING BETWEEN_FIRING_SHOTS_A AliasConditionState = NIGHT SNOW PACKING BETWEEN_FIRING_SHOTS_A AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** ConditionState = DAMAGED PACKING Model = Garch-PDam Animation = Garch-PDam.Garch-PDam AnimationMode = ONCE_BACKWARDS TransitionKey = TRANS_StabbingDamaged End AliasConditionState = DAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay AliasConditionState = NIGHT PACKING DAMAGED AliasConditionState = SNOW PACKING DAMAGED AliasConditionState = NIGHT SNOW PACKING DAMAGED AliasConditionState = NIGHT PACKING BETWEEN_FIRING_SHOTS_A DAMAGED AliasConditionState = SNOW PACKING BETWEEN_FIRING_SHOTS_A DAMAGED AliasConditionState = NIGHT SNOW PACKING BETWEEN_FIRING_SHOTS_A DAMAGED ConditionState = REALLYDAMAGED PACKING Model = Garch-PDam Animation = Garch-PDam.Garch-PDam AnimationMode = ONCE_BACKWARDS TransitionKey = TRANS_StabbingDamaged End AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay AliasConditionState = NIGHT PACKING REALLYDAMAGED AliasConditionState = SNOW PACKING REALLYDAMAGED AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED AliasConditionState = NIGHT PACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = SNOW PACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = NIGHT SNOW PACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED ;*** DEPLOYED STATE -- ready to fire *** ConditionState = DEPLOYED Model = Garch-D TransitionKey = TRANS_Stabbing End AliasConditionState = DEPLOYED FIRING_A AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A AliasConditionState = DEPLOYED RELOADING_A AliasConditionState = DEPLOYED MOVING AliasConditionState = NIGHT DEPLOYED AliasConditionState = NIGHT DEPLOYED FIRING_A AliasConditionState = NIGHT DEPLOYED BETWEEN_FIRING_SHOTS_A AliasConditionState = NIGHT DEPLOYED RELOADING_A AliasConditionState = NIGHT DEPLOYED MOVING AliasConditionState = SNOW DEPLOYED AliasConditionState = SNOW DEPLOYED FIRING_A AliasConditionState = SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A AliasConditionState = SNOW DEPLOYED RELOADING_A AliasConditionState = SNOW DEPLOYED MOVING AliasConditionState = NIGHT SNOW DEPLOYED AliasConditionState = NIGHT SNOW DEPLOYED FIRING_A AliasConditionState = NIGHT SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A AliasConditionState = NIGHT SNOW DEPLOYED RELOADING_A AliasConditionState = NIGHT SNOW DEPLOYED MOVING ConditionState = DEPLOYED DAMAGED Model = Garch-DDam TransitionKey = TRANS_StabbingDamaged End AliasConditionState = DEPLOYED DAMAGED FIRING_A AliasConditionState = DEPLOYED DAMAGED BETWEEN_FIRING_SHOTS_A AliasConditionState = DEPLOYED DAMAGED RELOADING_A AliasConditionState = DEPLOYED DAMAGED MOVING AliasConditionState = NIGHT DEPLOYED DAMAGED AliasConditionState = NIGHT DEPLOYED FIRING_A DAMAGED AliasConditionState = NIGHT DEPLOYED BETWEEN_FIRING_SHOTS_A DAMAGED AliasConditionState = NIGHT DEPLOYED RELOADING_A DAMAGED AliasConditionState = NIGHT DEPLOYED MOVING DAMAGED AliasConditionState = SNOW DEPLOYED DAMAGED AliasConditionState = SNOW DEPLOYED FIRING_A DAMAGED AliasConditionState = SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A DAMAGED AliasConditionState = SNOW DEPLOYED RELOADING_A DAMAGED AliasConditionState = SNOW DEPLOYED MOVING DAMAGED AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED AliasConditionState = NIGHT SNOW DEPLOYED FIRING_A DAMAGED AliasConditionState = NIGHT SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A DAMAGED AliasConditionState = NIGHT SNOW DEPLOYED RELOADING_A DAMAGED AliasConditionState = NIGHT SNOW DEPLOYED MOVING DAMAGED ConditionState = DEPLOYED REALLYDAMAGED Model = Garch-DDam TransitionKey = TRANS_StabbingDamaged End AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A AliasConditionState = DEPLOYED REALLYDAMAGED MOVING AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED AliasConditionState = NIGHT DEPLOYED FIRING_A REALLYDAMAGED AliasConditionState = NIGHT DEPLOYED BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = NIGHT DEPLOYED RELOADING_A REALLYDAMAGED AliasConditionState = NIGHT DEPLOYED MOVING REALLYDAMAGED AliasConditionState = SNOW DEPLOYED REALLYDAMAGED AliasConditionState = SNOW DEPLOYED FIRING_A REALLYDAMAGED AliasConditionState = SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = SNOW DEPLOYED RELOADING_A REALLYDAMAGED AliasConditionState = SNOW DEPLOYED MOVING REALLYDAMAGED AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED AliasConditionState = NIGHT SNOW DEPLOYED FIRING_A REALLYDAMAGED AliasConditionState = NIGHT SNOW DEPLOYED BETWEEN_FIRING_SHOTS_A REALLYDAMAGED AliasConditionState = NIGHT SNOW DEPLOYED RELOADING_A REALLYDAMAGED AliasConditionState = NIGHT SNOW DEPLOYED MOVING REALLYDAMAGED TransitionState = TRANS_Stabbing TRANS_Stand Model = Garch-P Animation = Garch-P.Garch-P AnimationMode = ONCE_BACKWARDS End TransitionState = TRANS_StabbingDamaged TRANS_StandDamaged Model = Garch-PDam Animation = Garch-PDam.Garch-PDam AnimationMode = ONCE_BACKWARDS End ConditionState = RUBBLE Model = GarchDam End AliasConditionState = NIGHT RUBBLE AliasConditionState = SNOW RUBBLE AliasConditionState = NIGHT SNOW RUBBLE ConditionState = RUBBLE MOVING Model = GarchDam ParticleSysBone = Engine01 HelixExhaust ParticleSysBone = Engine02 HelixExhaust ParticleSysBone = Engine03 HelixExhaust ParticleSysBone = Engine04 HelixExhaust ParticleSysBone = Engine05 HelixExhaust ParticleSysBone = Engine06 HelixExhaust ParticleSysBone = Engine07 HelixExhaust ParticleSysBone = Engine08 HelixExhaust ParticleSysBone = Engine09 HelixExhaust End AliasConditionState = NIGHT RUBBLE MOVING AliasConditionState = SNOW RUBBLE MOVING AliasConditionState = NIGHT SNOW RUBBLE MOVING ConditionState = RUBBLE SPECIAL_DAMAGED Model = Garch End AliasConditionState = NIGHT RUBBLE SPECIAL_DAMAGED AliasConditionState = SNOW RUBBLE SPECIAL_DAMAGED AliasConditionState = NIGHT SNOW RUBBLE SPECIAL_DAMAGED ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = Garch Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = Garch Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = Garch Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW Model = Garch Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = Garch Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW Model = Garch Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpSmokeChina ParticleSysBone = Sparks02 BuildUpSmokeChina ParticleSysBone = Sparks03 BuildUpSmokeChina ParticleSysBone = Sparks04 BuildUpSmokeChina ParticleSysBone = Sparks05 BuildUpSmokeChina ParticleSysBone = Sparks06 BuildUpSmokeChina ParticleSysBone = Sparks07 BuildUpSmokeChina ParticleSysBone = Sparks08 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpSmokeChina ParticleSysBone = Sparks02 BuildUpSmokeChina ParticleSysBone = Sparks03 BuildUpSmokeChina ParticleSysBone = Sparks04 BuildUpSmokeChina ParticleSysBone = Sparks05 BuildUpSmokeChina ParticleSysBone = Sparks06 BuildUpSmokeChina ParticleSysBone = Sparks07 BuildUpSmokeChina ParticleSysBone = Sparks08 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpSmokeChina ParticleSysBone = Sparks02 BuildUpSmokeChina ParticleSysBone = Sparks03 BuildUpSmokeChina ParticleSysBone = Sparks04 BuildUpSmokeChina ParticleSysBone = Sparks05 BuildUpSmokeChina ParticleSysBone = Sparks06 BuildUpSmokeChina ParticleSysBone = Sparks07 BuildUpSmokeChina ParticleSysBone = Sparks08 BuildUpSmokeChina End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpSmokeChina ParticleSysBone = Sparks02 BuildUpSmokeChina ParticleSysBone = Sparks03 BuildUpSmokeChina ParticleSysBone = Sparks04 BuildUpSmokeChina ParticleSysBone = Sparks05 BuildUpSmokeChina ParticleSysBone = Sparks06 BuildUpSmokeChina ParticleSysBone = Sparks07 BuildUpSmokeChina ParticleSysBone = Sparks08 BuildUpSmokeChina End TransitionState = DOWN_DEFAULT UP_DAY Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5 Animation = NBConYard_A5.NBConYard_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5N Animation = NBConYard_A5N.NBConYard_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5S Animation = NBConYard_A5S.NBConYard_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5SN Animation = NBConYard_A5SN.NBConYard_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBConYard_AB Animation = NBConYard_AB.NBConYard_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBConYard_ABN Animation = NBConYard_ABN.NBConYard_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBConYard_ABS Animation = NBConYard_ABS.NBConYard_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBConYard_ABSN Animation = NBConYard_ABSN.NBConYard_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBConYard_AB Animation = NBConYard_AB.NBConYard_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBConYard_ABN Animation = NBConYard_ABN.NBConYard_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBConYard_ABS Animation = NBConYard_ABS.NBConYard_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBConYard_ABSN Animation = NBConYard_ABSN.NBConYard_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:ArchAngel EditorSorting = STRUCTURE ;VEHICLE Side = Gundam TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 600 BuildCost = 5000 BuildTime = 120.0 ;in seconds Prerequisites End ExperienceValue = 50 100 150 200 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes CommandSet = ArchAngleCommandSet ArmorSet Conditions = None Armor = PSArmor DamageFX = TankDamageFX End WeaponSet Conditions = None Weapon = PRIMARY ArchAngleGun AutoChooseSources = PRIMARY None End MaxSimultaneousOfType = 1 ; *** AUDIO Parameters *** VoiceSelect = HelixVoiceSelect VoiceMove = HelixVoiceMove VoiceAttack = HelixVoiceAttack SoundAmbient = HelixAmbientLoop SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = HelixVoiceCreate VoiceUnload = HelixVoiceUnload VoiceGarrison = HelixVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE AIRCRAFT SCORE CAN_ATTACK EMP_HARDENED HERO Body = ActiveBody ModuleTag_05 MaxHealth = 5000.0 InitialHealth = 5000.0 End Behavior = FXListDie ModuleTag_06 DeathFX = FX_HelicopterStartDeath End Behavior = TransitionDamageFX ModuleTag_07 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = DeployStyleAIUpdate ModuleTag_11 Turret TurretTurnRate = 0 TurretPitchRate = 0 ControlledWeaponSlots = PRIMARY InitiallyDisabled = Yes End AutoAcquireEnemiesWhenIdle = No PackTime = 2999 UnpackTime = 2999 TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes ManualDeployAnimations = No End Locomotor = SET_NORMAL ArchAngleLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 10000.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_10 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = HelixDamagedLoop MinSelfSpin = 40 ; in degrees per second MaxSelfSpin = 120 ; in degrees per second SelfSpinUpdateDelay = 300 ; in milliseconds SelfSpinUpdateAmount = 5 ; in degrees FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1000 ; in milliseconds MaxBladeFlyOffDelay = 1000 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = HelixBlades BladeBoneName = Propeller01 FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_HelixHelicopterBlowUpBig OCLFinalBlowUp = OCL_HelixBlades DelayFromGroundToFinalDeath = 30 FinalRubbleObject = ArchAngelRubbleHull End Behavior = OverlordContain ModuleTag_14 PassengersAllowedToFire = Yes Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are PayloadTemplateName = ArchAngleDefender End Behavior = BaseRegenerateUpdate ModuleTag_16 ;No data End Behavior = PointDefenseLaserUpdate ModuleTag_50 WeaponTemplate = BaseDefenceGattlingGun PrimaryTargetTypes = VEHICLE AIRCRAFT ScanRate = 60 ScanRange = 250.0 PredictTargetVelocityFactor = 3.0 End Behavior = PointDefenseLaserUpdate ModuleTag_51 WeaponTemplate = BaseDefenceGattlingGun PrimaryTargetTypes = INFANTRY VEHICLE AIRCRAFT ScanRate = 80 ScanRange = 240.0 PredictTargetVelocityFactor = 3.0 End Behavior = PointDefenseLaserUpdate ModuleTag_52 WeaponTemplate = BaseDefenceGattlingGun PrimaryTargetTypes = INFANTRY ScanRate = 50 ScanRange = 230.0 PredictTargetVelocityFactor = 3.0 End Behavior = PointDefenseLaserUpdate ModuleTag_53 WeaponTemplate = ArchdefendGun PrimaryTargetTypes = SMALL_MISSILE BALLISTIC_MISSILE ScanRate = 40 ScanRange = 320.0 PredictTargetVelocityFactor = 2.0 End Behavior = PointDefenseLaserUpdate ModuleTag_54 WeaponTemplate = ArchdefendGun PrimaryTargetTypes = SMALL_MISSILE BALLISTIC_MISSILE ScanRate = 30 ScanRange = 220.0 PredictTargetVelocityFactor = 1.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 120.0 GeometryMinorRadius = 60.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_DECAL ShadowSizeX = 240 ShadowSizeY = 120 ShadowTexture = ShadowI End [/quote]

Posted by: BR-Alexandre - Sunday, May 8, 2011 4:28:19 PM
really lots of reasons, try just 'copy and paste' the unit or post its codes here can't help more than this, as i have 0 experience in modding