Posted by: reya - Sunday, July 31, 2011 6:51:20 PM
i want to give a china's plane to gla, but it always goes error. i don't knew where's the problem where is the object beta: Object GLAJetSu30Ninja ; *** ART Parameters *** SelectPortrait = Su30 ButtonImage = Su30 UpgradeCameo1 = Upgrade_GLAJunkRepair UpgradeCameo2 = Upgrade_Sunnykit ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NvSu30 WeaponLaunchBone = PRIMARY WEAPONA WeaponFireFXBone = PRIMARY WEAPONA HideSubObject = BurnerFX01 BurnerFX02 End ConditionState = JETEXHAUST ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburner ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust End ConditionState = REALLYDAMAGED Model = NvSu30_D WeaponLaunchBone = PRIMARY WEAPONA WeaponFireFXBone = PRIMARY WEAPONA ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = NvSu30_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = NvSu30_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke ; afterburner ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = RUBBLE Model = NvSu30_D1 HideSubObject = None ShowSubObject = None End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER ; @todo srj -- model missing ;Model = NVMIG_D1B Model = NvSu30_D1 ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:GLAJetSu30Ninja EditorSorting = VEHICLE Side = GLA TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 350.0 ShroudClearingRange = 350.0 Prerequisites Object = GLABlackMarket Chem_GLABlackMarket Demo_GLABlackMarket Slth_GLABlackMarket Object = GLAConfidentialLaboratory End WeaponSet Conditions = None Weapon = PRIMARY AIRLaunchdeCruiseMissile Weapon = SECONDARY FIAirGattlingGun AutoChooseSources = PRIMARY FROM_AI DEFAULT_SWITCH_WEAPON AutoChooseSources = SECONDARY FROM_AI End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End BuildCost = 1500 BuildTime = 20 ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 200 400 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaJetMIGCommandSet ; *** AUDIO Parameters *** VoiceSelect = MigVoiceSelect VoiceMove = MigVoiceMove VoiceAttack = MigVoiceAttack VoiceAttackAir = MigVoiceAttackAir VoiceGuard = MigVoiceAirPatrol SoundAmbient = MigAmbientLoop UnitSpecificSounds VoiceCreate = MigVoiceCreate Afterburner = RaptorAfterburner VoiceGarrison = MigVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 350.0 InitialHealth = 350.0 End Behavior = JetSlowDeathBehavior ModuleTag_03 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial ;FX_JetDeathInitial OCLInitialDeath = OCL_MIGDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_MIGDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_MIGDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 100% ; larger numbers give more lift sooner when taking off TakeoffPause = 600 MinHeight = 5 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL Su37NinjaLocomoter Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = StealthDetectorUpdate ModuleTag_11 DetectionRate = 500 ;DetectionRange = 200 CanDetectWhileGarrisoned = No CanDetectWhileContained = No End Behavior = ArmorUpgrade ModuleTag_12 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_13 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 2 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 4000 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = StealthUpdate ModuleTag_14 StealthDelay = 1500 ; msec StealthForbiddenConditions = FIRING_PRIMARY ;RevealDistanceFromTarget = 0.0f FriendlyOpacityMin = 60.0% FriendlyOpacityMax = 90.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End

Posted by: NOP - Monday, August 1, 2011 2:23:40 AM
What exactly are you trying to do? Are you creating a unit that is trainable from an airfield or are you creating a new special power? And what is an object beta? I also want to know where the object beta is ;-)