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.