Posted by: Rrtaya_tsamsiyu - Saturday, March 2, 2013 12:28:23 AM
[size=4]Object NorthKoreaGunPosition ; *** ART Parameters *** SelectPortrait = SAPatriot_L ButtonImage = SAPatriot Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NKB_GunPosition Turret = LTURRET AltTurret = RTURRET WeaponLaunchBone = PRIMARY 1 WeaponFireFXBone = PRIMARY 1 WeaponRecoilBone = PRIMARY BARREL1 WeaponLaunchBone = SECONDARY 2 WeaponFireFXBone = SECONDARY 2 WeaponRecoilBone = SECONDARY BARREL2 End AliasConditionState = NIGHT AliasConditionState = DAMAGED AliasConditionState = DAMAGED NIGHT AliasConditionState = REALLYDAMAGED RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = DAMAGED SNOW AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = REALLYDAMAGED RUBBLE SNOW AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NKB_GunPosition Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION 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 PlacementViewAngle = -45 Scale = 2 ; ***DESIGN parameters *** DisplayName = OBJECT:GunPosition Side = NorthKorea EditorSorting = STRUCTURE Prerequisites Object = NorthKoreaBarracks End BuildCost = 1000 BuildTime = 15.0 ; in seconds WeaponSet Conditions = None Weapon = PRIMARY 20MMWeapon Weapon = SECONDARY 20MMWeapon End VisionRange = 360.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 360 ArmorSet Conditions = None Armor = BaseDefenseArmor DamageFX = StructureDamageFXNoShake End CommandSet = StopOnlyGenericCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ;Behavior = AIUpdateInterface ModuleTag_20 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS ; MoodAttackCheckRate = 250 ;End ; *** AUDIO Parameters *** VoiceSelect = PatriotBatterySelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE Body = StructureBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 200 ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = BaseRegenerateUpdate ModuleTag_05 ;No data End Behavior = AIUpdateInterface ModuleTag_06 Turret TurretTurnRate = 50 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 30 ; in degrees off the natural turret angle End AltTurret TurretTurnRate = 50 // turn rate, in degrees per sec ControlledWeaponSlots = SECONDARY MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 30 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon MoodAttackCheckRate = 250 End Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = NorthKoreaBigGun ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureTinyDeath End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 26.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;---------------------------------------------------------------------------------------------------------- Object NorthKoreaBigGun ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker ;UpgradeCameo1 = Upgrade_Nationalism ;UpgradeCameo2 = Upgrade_ChinaUraniumShells ;UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE ;UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TURRET ExtraPublicBone = BARREL101 ExtraPublicBone = 101 AttachToBoneInContainer = ATTACH DefaultConditionState Model = NKB_BigGun Turret = TURRET WeaponFireFXBone = PRIMARY 1 WeaponLaunchBone = PRIMARY 1 WeaponRecoilBone = PRIMARY BARREL1 End AliasConditionState = REALLYDAMAGED End Scale = 2 PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = NorthKorea EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY BigGunWeapon End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 30 // turn rate, in degrees per sec End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 500 ; default is 2000 End Behavior = DestroyDie ModuleTag_05 ; End Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 4.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End[/size]

Posted by: Rrtaya_tsamsiyu - Tuesday, March 5, 2013 6:52:34 AM
Another thing, is there a way to group things with Gmax/Renx to where they will stay together? When i export to W3D, they are no longer grouped. I've tried editing the group in different ways so they will stay grouped, but nothing has worked. Main reason i need to group my models is because my current mod is rather laggy once you build more than a few things, and i think it is due to nothing being grouped. As far as i know, SAGE is not as sensitive to polygons as it is to sub-objects. Also, Bump.

Posted by: precision_bomber - Tuesday, March 5, 2013 10:49:55 AM
[code=cpp] ;------------------------------------------------------------------------------ Object EarthSavior_OverMarauderMRLS ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = WEAPONA01 ExtraPublicBone = WEAPONA02 ExtraPublicBone = WEAPONA03 ExtraPublicBone = WEAPONA04 ExtraPublicBone = WEAPONA05 ExtraPublicBone = WEAPONA06 ExtraPublicBone = WEAPONA07 ExtraPublicBone = WEAPONA08 ExtraPublicBone = TURRET01 ExtraPublicBone = TURRETEL AttachToBoneInContainer = FIREPOINT01 DefaultConditionState Model = es_t3_ovrmdrML2 Turret = TURRET01 TurretPitch = TURRETEL End ConditionState = REALLYDAMAGED Model = es_t3_ovrmdrML2 Turret = TURRET01 TurretPitch = TURRETEL End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = GLA EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY AngelWings_MRLSWeapon End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes NaturalTurretPitch = 45 End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 500 ; default is 2000 End Behavior = DestroyDie ModuleTag_05 ; End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End [/code]

Posted by: Rrtaya_tsamsiyu - Wednesday, March 20, 2013 1:59:55 AM
Found out why my turret wasn't turning; the draw module for your container's model and stuff has to be overlord, like this; Draw = W3DOverlordTankDraw ModuleTag_01 Note that that is for the Containing tank/structure, not the portable So, just need info on the gmax w3d problem now mainly.