Posted by: boaz23 - Sunday, June 30, 2013 12:15:36 PM
I have been having difficulty to get the weapons in my rebel's weapon set to work correctly together with the demolition's general suicide bomb. The demolition's general suicide bomb works well if I don't change the rebel's weapon. Can you help me get it working? Also, when firing the secondary weapon, it fires it from the ground, but that's a little animation bug I can take, but if someone can solve this too, then I also thank you. [b]The Rebel's Code:[/b] [quote]Object GLASpecialForceInfantryRebel ; *** ART Parameters *** SelectPortrait = SUToxinRebel_L ButtonImage = SUToxinRebel UpgradeCameo1 = Upgrade_GLAAPBullets UpgradeCameo2 = Upgrade_InfantryCaptureBuilding UpgradeCameo3 = Demo_Upgrade_SuicideBomb UpgradeCameo4 = Chem_Upgrade_GLAAnthraxGamma ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; ---- standing DefaultConditionState Model = UIRGrdTOX_SKN IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle01 WeaponLaunchBone = PRIMARY Muzzle01 HideSubObject = MuzzleFX01 TransitionKey = TRANS_Standing ;;; ParticleSysBone = MUZZLE01 WaterSpray End ConditionState = REALLYDAMAGED IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE TransitionKey = TRANS_StandingHurt End ; ---- moving ConditionState = MOVING Animation = UIRGrd_SKL.UIRGrd_RNA 15 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_RNB 25 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING REALLYDAMAGED ; ---- dying ConditionState = DYING Animation = UIRGrd_SKL.UIRGrd_DTA Animation = UIRGrd_SKL.UIRGrd_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UIRGrd_SKL.UIRGrd_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UIRGrd_SKL.UIRGrd_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UIRGrd_SKL.UIRGrd_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = UIRGrd_SKL.UIRGrd_IDB End ; ---- firing ConditionState = USING_WEAPON_A Animation = UIRGrd_SKL.UIRGrd_ATA3 AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringHurt End TransitionState = TRANS_Standing TRANS_Firing Animation = UIRGrd_SKL.UIRGrd_ATAST AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Standing Animation = UIRGrd_SKL.UIRGrd_ATAED AnimationMode = ONCE End TransitionState = TRANS_StandingHurt TRANS_FiringHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE_BACKWARDS End TransitionState = TRANS_FiringHurt TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End TransitionState = TRANS_Standing TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End ; ---- firing ConditionState = USING_WEAPON_B Animation = UIRGrd_SKL.UIRGrd_ATA AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_B REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringHurt End TransitionState = TRANS_Standing TRANS_Firing Animation = UIRGrd_SKL.UIRGrd_ATAST AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Standing Animation = UIRGrd_SKL.UIRGrd_ATAED AnimationMode = ONCE End TransitionState = TRANS_StandingHurt TRANS_FiringHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE_BACKWARDS End TransitionState = TRANS_FiringHurt TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End TransitionState = TRANS_Standing TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End ; ------- Bldg-capture ConditionState = UNPACKING Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:Rebel Side = GLASpecialForce EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY GLARebelMachineGun Weapon = SECONDARY GC_Chem_GLARebelGunBeta Weapon = TERTIARY TerroristSuicideNotARealWeapon AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_SCRIPT DEFAULT_SWITCH_WEAPON AutoChooseSources = TERTIARY FROM_SCRIPT WeaponLockSharedAcrossSets = Yes End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY GLARebelMachineGun Weapon = SECONDARY GC_Chem_GLARebelGunGamma Weapon = TERTIARY TerroristSuicideNotARealWeapon AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_SCRIPT DEFAULT_SWITCH_WEAPON AutoChooseSources = TERTIARY FROM_SCRIPT WeaponLockSharedAcrossSets = Yes End ArmorSet Conditions = None Armor = ChemRebSuitHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = GLASpecialForceBarracks End BuildCost = 150 BuildTime = 5.0 ;in seconds ExperienceValue = 15 15 30 40 ;Experience point value at each level ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GLASpecialForceInfantryRebelCommandSetAnthrax ; *** AUDIO Parameters *** VoiceSelect = RebelVoiceSelect VoiceMove = RebelVoiceMove VoiceGuard = RebelVoiceMove VoiceAttack = RebelVoiceAttack SoundStealthOn = StealthOn SoundStealthOff = StealthOff VoiceFear = RebelVoiceFear VoiceTaskComplete = RebelVoiceCaptureComplete UnitSpecificSounds VoiceCreate = RebelVoiceCreate VoiceSubdue = RebelVoiceSubdue VoiceGarrison = RebelVoiceGarrison VoiceEnter = RebelVoiceMove VoiceEnterHostile = RebelVoiceMove VoiceGetHealed = RebelVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE MoveThresholdSpeed = 3 InnateStealth = Yes ;doesnt Require upgrade first OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = WeaponBonusUpgrade ModuleTag_09 TriggeredBy = Upgrade_GLAAPBullets End Behavior = GrantUpgradeCreate ModuleTag_10 UpgradeToGrant = Upgrade_GLACamouflage End Behavior = SquishCollide ModuleTag_11 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -SUICIDED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED -SUICIDED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_16 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_17 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = RebelVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 12 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Behavior = SpecialAbility ModuleTag_20 SpecialPowerTemplate = SpecialAbilityBoobyTrap UpdateModuleStartsAttack = Yes StartsPaused = Yes ; InitiateSound = TankHunterVoiceTNT End Behavior = SpecialAbilityUpdate ModuleTag_21 SpecialPowerTemplate = SpecialAbilityBoobyTrap StartAbilityRange = 5.0 PreparationTime = 0 SpecialObject = BoobyTrap MaxSpecialObjects = 100 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. ; Not implemented UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_22 SpecialPowerTemplate = SpecialAbilityBoobyTrap TriggeredBy = Upgrade_GLAInfantryRebelBoobyTrapAttack End ; Module 23 commented out because it crashes saved games if the Rebel is Elite. GrantUpgradeCreate is a twitchy module. ; Behavior = GrantUpgradeCreate ModuleTag_23 ; UpgradeToGrant = Upgrade_GLAInfantryRebelBoobyTrapAttack ; ExemptStatus = UNDER_CONSTRUCTION ; End ; I have just pulled my ripcord, and this ain't no parachute! Behavior = SlowDeathBehavior ModuleTag_Death17 DeathTypes = NONE +SUICIDED +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = WeaponSetUpgrade ModuleTag_08 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 DeathWeapon = Demo_SuicideDynamitePackPlusFire StartsActive = No TriggeredBy = Demo_Upgrade_SuicideBomb DeathTypes = NONE +SUICIDED End; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 DeathWeapon = Demo_DestroyedWeapon StartsActive = No TriggeredBy = Demo_Upgrade_SuicideBomb DeathTypes = ALL -SUICIDED End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = GLASpecialForceInfantryRebelCommandSetAnthraxUpgrade TriggeredBy = Demo_Upgrade_SuicideBomb End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End[/quote] [b]The Weapons Switch Command Buttons's Code:[/b] [quote]CommandButton Command_GLASpecialForceRebelSwitchToMachineGun Command = SWITCH_WEAPON WeaponSlot = PRIMARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:RangerMachineGun ButtonImage = SSAPShells ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipSwitchToRangerMachineGun End CommandButton Command_GLASpecialForceRebelSwitchToAnthrax Command = SWITCH_WEAPON WeaponSlot = SECONDARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:RebelToxinGun ButtonImage = SSAnthraxBomb ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipSwitchToRebelToxinGun End[/quote] [b]And the Rebel's Command Sets Code:[/b] [quote]CommandSet GLASpecialForceInfantryRebelCommandSetAnthrax 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 3 = Command_GLASpecialForceRebelSwitchToMachineGun 5 = Command_GLASpecialForceRebelSwitchToAnthrax 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLASpecialForceInfantryRebelCommandSetAnthraxUpgrade 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 3 = Command_GLASpecialForceRebelSwitchToMachineGun 4 = Demo_Command_TertiarySuicide 5 = Command_GLASpecialForceRebelSwitchToAnthrax 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End[/quote] You can also download the mode here to see what I am talking about:[url]http://www.mediafire.com/download/y9r8cr6v8vay88f/SpecialForces.big[/url] Thanks for all the helpers

Posted by: Annihilationzh - Sunday, June 30, 2013 1:30:51 PM
Remove the suicide weapon. Use ObjectCreationUpgrade to spawn an explosion. Then give it an object upgrade that is free and instant to trigger it.

Posted by: boaz23 - Sunday, June 30, 2013 2:04:34 PM
How do I create an object that kills the rebel once it spawns? Also, I did not get the last part of your answer: [quote]Then give it an object upgrade that is free and instant to trigger it.[/quote] Thank you for replaying

Posted by: Annihilationzh - Sunday, June 30, 2013 2:18:43 PM
[quote]How do I create an object that kills the rebel once it spawns?[/quote] Copy a radiation field, but turn it explosive. [quote]Also, I did not get the last part of your answer:[/quote] This is an object upgrade with no cost or build time: [code=java]Upgrade Upgrade_GLAWorkerFakeCommandSet Type = OBJECT BuildTime = 0.0 BuildCost = 0 ButtonImage = SUFakeToggle End[/code] Use an upgrade like this to trigger the explosion.

Posted by: Rrtaya_tsamsiyu - Sunday, June 30, 2013 9:49:57 PM
To fix the secondary weapon firing from the ground, go to where it says [code=plain]WeaponFireFXBone = PRIMARY Muzzle01 WeaponLaunchBone = PRIMARY Muzzle01[/code] and add secondary stuffs, so it looks like this [code=plain]WeaponFireFXBone = PRIMARY Muzzle01 WeaponLaunchBone = PRIMARY Muzzle01 WeaponFireFXBone = SECONDARY Muzzle01 WeaponLaunchBone = SECONDARY Muzzle01[/code]

Posted by: boaz23 - Monday, July 1, 2013 12:14:51 PM
Well, I have tried to do as you sad, Annihilationzh, and now pressing the explosion trigger upgrade button is impossible... I got no clue what it might be. [b]The Rebel's Code:[/b] [quote]Object GLASpecialForceInfantryRebel ; *** ART Parameters *** SelectPortrait = SUToxinRebel_L ButtonImage = SUToxinRebel UpgradeCameo1 = Upgrade_GLAAPBullets UpgradeCameo2 = Upgrade_InfantryCaptureBuilding UpgradeCameo3 = Demo_Upgrade_SuicideBomb UpgradeCameo4 = Chem_Upgrade_GLAAnthraxGamma ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; ---- standing DefaultConditionState Model = UIRGrdTOX_SKN IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle01 WeaponLaunchBone = PRIMARY Muzzle01 WeaponFireFXBone = SECONDARY Muzzle01 WeaponLaunchBone = SECONDARY Muzzle01 HideSubObject = MuzzleFX01 TransitionKey = TRANS_Standing ;;; ParticleSysBone = MUZZLE01 WaterSpray End ConditionState = REALLYDAMAGED IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE TransitionKey = TRANS_StandingHurt End ; ---- moving ConditionState = MOVING Animation = UIRGrd_SKL.UIRGrd_RNA 15 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_RNB 25 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING REALLYDAMAGED ; ---- dying ConditionState = DYING Animation = UIRGrd_SKL.UIRGrd_DTA Animation = UIRGrd_SKL.UIRGrd_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UIRGrd_SKL.UIRGrd_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UIRGrd_SKL.UIRGrd_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UIRGrd_SKL.UIRGrd_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = UIRGrd_SKL.UIRGrd_IDB End ; ---- firing ConditionState = USING_WEAPON_A Animation = UIRGrd_SKL.UIRGrd_ATA3 AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringHurt End TransitionState = TRANS_Standing TRANS_Firing Animation = UIRGrd_SKL.UIRGrd_ATAST AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Standing Animation = UIRGrd_SKL.UIRGrd_ATAED AnimationMode = ONCE End TransitionState = TRANS_StandingHurt TRANS_FiringHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE_BACKWARDS End TransitionState = TRANS_FiringHurt TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End TransitionState = TRANS_Standing TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End ; ---- firing ConditionState = USING_WEAPON_B Animation = UIRGrd_SKL.UIRGrd_ATA AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_B REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringHurt End TransitionState = TRANS_Standing TRANS_Firing Animation = UIRGrd_SKL.UIRGrd_ATAST AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Standing Animation = UIRGrd_SKL.UIRGrd_ATAED AnimationMode = ONCE End TransitionState = TRANS_StandingHurt TRANS_FiringHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE_BACKWARDS End TransitionState = TRANS_FiringHurt TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End TransitionState = TRANS_Standing TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End ; ------- Bldg-capture ConditionState = UNPACKING Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:Rebel Side = GLASpecialForce EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY GLARebelMachineGun Weapon = SECONDARY GC_Chem_GLARebelGunBeta ; Weapon = TERTIARY TerroristSuicideNotARealWeapon AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_SCRIPT DEFAULT_SWITCH_WEAPON ; AutoChooseSources = TERTIARY FROM_SCRIPT WeaponLockSharedAcrossSets = Yes End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY GLARebelMachineGun Weapon = SECONDARY GC_Chem_GLARebelGunGamma ; Weapon = TERTIARY TerroristSuicideNotARealWeapon AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_SCRIPT DEFAULT_SWITCH_WEAPON ; AutoChooseSources = TERTIARY FROM_SCRIPT WeaponLockSharedAcrossSets = Yes End ArmorSet Conditions = None Armor = ChemRebSuitHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = GLASpecialForceBarracks End BuildCost = 150 BuildTime = 5.0 ;in seconds ExperienceValue = 15 15 30 40 ;Experience point value at each level ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GLASpecialForceInfantryRebelCommandSetAnthrax ; *** AUDIO Parameters *** VoiceSelect = RebelVoiceSelect VoiceMove = RebelVoiceMove VoiceGuard = RebelVoiceMove VoiceAttack = RebelVoiceAttack SoundStealthOn = StealthOn SoundStealthOff = StealthOff VoiceFear = RebelVoiceFear VoiceTaskComplete = RebelVoiceCaptureComplete UnitSpecificSounds VoiceCreate = RebelVoiceCreate VoiceSubdue = RebelVoiceSubdue VoiceGarrison = RebelVoiceGarrison VoiceEnter = RebelVoiceMove VoiceEnterHostile = RebelVoiceMove VoiceGetHealed = RebelVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE MoveThresholdSpeed = 3 InnateStealth = Yes ;doesnt Require upgrade first OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = WeaponBonusUpgrade ModuleTag_09 TriggeredBy = Upgrade_GLAAPBullets End Behavior = GrantUpgradeCreate ModuleTag_10 UpgradeToGrant = Upgrade_GLACamouflage End Behavior = SquishCollide ModuleTag_11 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -SUICIDED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED -SUICIDED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_16 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_17 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = RebelVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 12 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Behavior = SpecialAbility ModuleTag_20 SpecialPowerTemplate = SpecialAbilityBoobyTrap UpdateModuleStartsAttack = Yes StartsPaused = Yes ; InitiateSound = TankHunterVoiceTNT End Behavior = SpecialAbilityUpdate ModuleTag_21 SpecialPowerTemplate = SpecialAbilityBoobyTrap StartAbilityRange = 5.0 PreparationTime = 0 SpecialObject = BoobyTrap MaxSpecialObjects = 100 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. ; Not implemented UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_22 SpecialPowerTemplate = SpecialAbilityBoobyTrap TriggeredBy = Upgrade_GLAInfantryRebelBoobyTrapAttack End ; Module 23 commented out because it crashes saved games if the Rebel is Elite. GrantUpgradeCreate is a twitchy module. ; Behavior = GrantUpgradeCreate ModuleTag_23 ; UpgradeToGrant = Upgrade_GLAInfantryRebelBoobyTrapAttack ; ExemptStatus = UNDER_CONSTRUCTION ; End ; I have just pulled my ripcord, and this ain't no parachute! Behavior = SlowDeathBehavior ModuleTag_Death17 DeathTypes = NONE +SUICIDED +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = WeaponSetUpgrade ModuleTag_08 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma End Behavior = ObjectCreationUpgrade ModuleTag_997 UpgradeObject = OCL_GLASpecialForceSuicideOCL TriggeredBy = Upgrade_GSFSuicideUpgrade End Behavior = FireWeaponWhenDeadBehavior ModuleTag998 DeathWeapon = Demo_SuicideDynamitePackPlusFire StartsActive = No TriggeredBy = Demo_Upgrade_SuicideBomb DeathTypes = NONE +SUICIDED End; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 DeathWeapon = Demo_DestroyedWeapon StartsActive = No TriggeredBy = Demo_Upgrade_SuicideBomb DeathTypes = ALL -SUICIDED End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = GLASpecialForceInfantryRebelCommandSetAnthraxUpgrade TriggeredBy = Demo_Upgrade_SuicideBomb End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End[/quote] [b]The Explosion Object's Code:[/b] [quote]Object GLASpecialForceSuicideObject ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE STICK_TO_TERRAIN_SLOPE KindOf = IMMOBILE INERT NO_COLLIDE STICK_TO_TERRAIN_SLOPE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** ; SoundAmbient = RadiationPoolAmbientLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = GLASpecialForceSuicideWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 500 MaxLifetime = 500 End ; Behavior = FireWeaponUpdate ModuleTag_05 ; Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup ; End Behavior = DestroyDie ModuleTag_06 End ; Behavior = FXListDie ModuleTag_07 ; DeathFX = FX_RadiationPoolDie ; End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryHeight = 1.0 GeometryIsSmall = No End[/quote] [b]The Explosion Object's Weapon's Code:[/b] [quote]Weapon GLASpecialForceSuicideWeapon LeechRangeWeapon = Yes AttackRange = 1.0 PrimaryDamage = 999999.0 PrimaryDamageRadius = 1.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE; ALLIES DamageType = EXPLOSION DeathType = SUICIDED WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No ;PreAttackDelay = 600 ;766 matches the animation timing his detonating End[/quote] [b]The OCL Code:[/b] [quote]ObjectCreationList OCL_GLASpecialForceSuicideOCL CreateObject Offset = X:0 Y:0 Z:0 ObjectNames = GLASpecialForceSuicideObject IgnorePrimaryObstacle = Yes Disposition = ON_GROUND_ALIGNED Count = 1 RequiresLivePlayer = Yes End End[/quote] [b]The Upgrade's Code:[/b] [quote]Upgrade Upgrade_GSFSuicideUpgrade Type = OBJECT BuildTime = 0.0 BuildCost = 0 ButtonImage = SUSuicideAttk End[/quote] [b]The Upgrade's Command Button's Code:[/b] [quote]CommandButton Command_UpgradeGSFSuicideUpgrade Command = OBJECT_UPGRADE;PLAYER_UPGRADE Upgrade = Upgrade_GSFSuicideUpgrade Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:SuicideAttack ButtonImage = SUSuicideAttk ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASuicideAttack End[/quote] [b]And at least, The Rebel's Command Sets's Code[/b] [quote]CommandSet GLASpecialForceInfantryRebelCommandSetAnthrax 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 3 = Command_GLASpecialForceRebelSwitchToMachineGun 5 = Command_GLASpecialForceRebelSwitchToAnthrax 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLASpecialForceInfantryRebelCommandSetAnthraxUpgrade 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 3 = Command_GLASpecialForceRebelSwitchToMachineGun 4 = Command_UpgradeGSFSuicideUpgrade 5 = Command_GLASpecialForceRebelSwitchToAnthrax 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End[/quote] If you need to see anything more, use this:[url]http://www.mediafire.com/download/buask12sb4gy4le/SpecialForces(2).big[/url]

Posted by: Annihilationzh - Monday, July 1, 2013 12:30:19 PM
EDIT: This was not intended as a response to the above post. The Forum has been a bit slow lately, so... [code]; ---------------------------------------------- ObjectCreationList OCL_SuicideBomb CreateObject ObjectNames = SuicideBomb Disposition = ON_GROUND_ALIGNED End End[/code] [code]CommandButton Command_UpgradeFakeSuicideButton Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerFakeCommandSet TextLabel = CONTROLBAR:SuicideAttack ButtonImage = SUSuicideAttk ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASuicideAttack End[/code] [code]CommandSet GLASpecialForceInfantryRebelCommandSetAnthrax 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 3 = Command_GLASpecialForceRebelSwitchToMachineGun 5 = Command_GLASpecialForceRebelSwitchToAnthrax 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLASpecialForceInfantryRebelCommandSetAnthraxUpgrade 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 3 = Command_GLASpecialForceRebelSwitchToMachineGun 4 = Command_UpgradeFakeSuicideButton 5 = Command_GLASpecialForceRebelSwitchToAnthrax 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End[/code] [code]Weapon SuicideBombWeapon PrimaryDamage = 500.0 PrimaryDamageRadius = 18.0 SecondaryDamage = 300.0 SecondaryDamageRadius = 50.0 AttackRange = 15.0 MinimumAttackRange = 10.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 600 ; dist/sec RadiusDamageAffects = SELF SUICIDE ALLIES ENEMIES NEUTRALS FireFX = WeaponFX_SuicideDynamitePackDetonation FireSound = CarBomberDie DelayBetweenShots = 750 End[/code] [code=java];------------------------------------------------------------------------------ Object GLASpecialForceInfantryRebel ; *** ART Parameters *** SelectPortrait = SUToxinRebel_L ButtonImage = SUToxinRebel UpgradeCameo1 = Upgrade_GLAAPBullets UpgradeCameo2 = Upgrade_InfantryCaptureBuilding UpgradeCameo3 = Demo_Upgrade_SuicideBomb UpgradeCameo4 = Chem_Upgrade_GLAAnthraxGamma ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ; this says "we don't use these condition states at all, so completely ; ignore them for purposes of matchmaking"... this is useful to help ; reduce the number of AliasConditionState clauses you must add in ; order to avoid ambiguity in some cases. IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A ; ---- standing DefaultConditionState Model = UIRGrdTOX_SKN IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA IdleAnimation = UIRGrd_SKL.UIRGrd_IDB AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle01 WeaponLaunchBone = PRIMARY Muzzle01 WeaponFireFXBone = SECONDARY Muzzle01 WeaponLaunchBone = SECONDARY Muzzle01 HideSubObject = MuzzleFX01 TransitionKey = TRANS_Standing ;;; ParticleSysBone = MUZZLE01 WaterSpray End ConditionState = REALLYDAMAGED IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC IdleAnimation = UIRGrd_SKL.UIRGrd_IDD AnimationMode = ONCE TransitionKey = TRANS_StandingHurt End ; ---- moving ConditionState = MOVING Animation = UIRGrd_SKL.UIRGrd_RNA 15 AnimationMode = LOOP TransitionKey = TRANS_Walking ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING ConditionState = MOVING REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_RNB 25 AnimationMode = LOOP TransitionKey = TRANS_WalkingHurt ParticleSysBone = None InfantryDustTrails End AliasConditionState = MOVING ATTACKING REALLYDAMAGED ; ---- dying ConditionState = DYING Animation = UIRGrd_SKL.UIRGrd_DTA Animation = UIRGrd_SKL.UIRGrd_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = UIRGrd_SKL.UIRGrd_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = UIRGrd_SKL.UIRGrd_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = UIRGrd_SKL.UIRGrd_ADTE3 AnimationMode = ONCE TransitionKey = None End ConditionState = SPECIAL_CHEERING Animation = UIRGrd_SKL.UIRGrd_IDB End ; ---- firing ConditionState = USING_WEAPON_A Animation = UIRGrd_SKL.UIRGrd_ATA3 AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_A REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringHurt End TransitionState = TRANS_Standing TRANS_Firing Animation = UIRGrd_SKL.UIRGrd_ATAST AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Standing Animation = UIRGrd_SKL.UIRGrd_ATAED AnimationMode = ONCE End TransitionState = TRANS_StandingHurt TRANS_FiringHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE_BACKWARDS End TransitionState = TRANS_FiringHurt TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End TransitionState = TRANS_Standing TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End ; ---- firing ConditionState = USING_WEAPON_B Animation = UIRGrd_SKL.UIRGrd_ATA AnimationMode = LOOP TransitionKey = TRANS_Firing End ConditionState = USING_WEAPON_B REALLYDAMAGED Animation = UIRGrd_SKL.UIRGrd_ATA2 AnimationMode = LOOP TransitionKey = TRANS_FiringHurt End TransitionState = TRANS_Standing TRANS_Firing Animation = UIRGrd_SKL.UIRGrd_ATAST AnimationMode = ONCE End TransitionState = TRANS_Firing TRANS_Standing Animation = UIRGrd_SKL.UIRGrd_ATAED AnimationMode = ONCE End TransitionState = TRANS_StandingHurt TRANS_FiringHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE_BACKWARDS End TransitionState = TRANS_FiringHurt TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End TransitionState = TRANS_Standing TRANS_StandingHurt Animation = UIRGrd_SKL.UIRGrd_ATA2ED AnimationMode = ONCE End ; ------- Bldg-capture ConditionState = UNPACKING Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE End AliasConditionState = UNPACKING REALLYDAMAGED ConditionState = RAISING_FLAG Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE TransitionKey = TRANS_Raising End AliasConditionState = RAISING_FLAG REALLYDAMAGED ConditionState = PACKING Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST TransitionKey = TRANS_Packing End AliasConditionState = PACKING REALLYDAMAGED TransitionState = TRANS_Raising TRANS_Packing Model = UIRGrdTOXF_SKN Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:Rebel Side = GLASpecialForce EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY GLARebelMachineGun Weapon = SECONDARY GC_Chem_GLARebelGunBeta AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_SCRIPT DEFAULT_SWITCH_WEAPON WeaponLockSharedAcrossSets = Yes End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY GLARebelMachineGun Weapon = SECONDARY GC_Chem_GLARebelGunGamma AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_SCRIPT DEFAULT_SWITCH_WEAPON WeaponLockSharedAcrossSets = Yes End ArmorSet Conditions = None Armor = ChemRebSuitHumanArmor DamageFX = InfantryDamageFX End VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = GLASpecialForceBarracks End BuildCost = 150 BuildTime = 5.0 ;in seconds ExperienceValue = 15 15 30 40 ;Experience point value at each level ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GLASpecialForceInfantryRebelCommandSetAnthrax ; *** AUDIO Parameters *** VoiceSelect = RebelVoiceSelect VoiceMove = RebelVoiceMove VoiceGuard = RebelVoiceMove VoiceAttack = RebelVoiceAttack SoundStealthOn = StealthOn SoundStealthOff = StealthOff VoiceFear = RebelVoiceFear VoiceTaskComplete = RebelVoiceCaptureComplete UnitSpecificSounds VoiceCreate = RebelVoiceCreate VoiceSubdue = RebelVoiceSubdue VoiceGarrison = RebelVoiceGarrison VoiceEnter = RebelVoiceMove VoiceEnterHostile = RebelVoiceMove VoiceGetHealed = RebelVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 5.0 End Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE MoveThresholdSpeed = 3 InnateStealth = Yes ;doesnt Require upgrade first OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = WeaponBonusUpgrade ModuleTag_09 TriggeredBy = Upgrade_GLAAPBullets End Behavior = GrantUpgradeCreate ModuleTag_10 UpgradeToGrant = Upgrade_GLACamouflage End Behavior = SquishCollide ModuleTag_11 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -SUICIDED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED -SUICIDED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_RebelDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_DieByFireGLA OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones End Behavior = SlowDeathBehavior ModuleTag_Death07 DeathTypes = NONE +POISONED_GAMMA DestructionDelay = 0 FX = INITIAL FX_DieByToxinGLA OCL = INITIAL OCL_ToxicInfantryGamma End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_16 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SpecialAbility ModuleTag_17 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = RebelVoiceCapture End Behavior = SpecialAbilityUpdate ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding StartAbilityRange = 5.0 UnpackTime = 3000 ; (changing this will scale anim speed) PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) PackTime = 2000 ; (changing this will scale anim speed) DoCaptureFX = Yes AwardXPForTriggering = 12 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Behavior = SpecialAbility ModuleTag_20 SpecialPowerTemplate = SpecialAbilityBoobyTrap UpdateModuleStartsAttack = Yes StartsPaused = Yes ; InitiateSound = TankHunterVoiceTNT End Behavior = SpecialAbilityUpdate ModuleTag_21 SpecialPowerTemplate = SpecialAbilityBoobyTrap StartAbilityRange = 5.0 PreparationTime = 0 SpecialObject = BoobyTrap MaxSpecialObjects = 100 SpecialObjectsPersistWhenOwnerDies = Yes SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. ; Not implemented UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_22 SpecialPowerTemplate = SpecialAbilityBoobyTrap TriggeredBy = Upgrade_GLAInfantryRebelBoobyTrapAttack End ; Module 23 commented out because it crashes saved games if the Rebel is Elite. GrantUpgradeCreate is a twitchy module. ; Behavior = GrantUpgradeCreate ModuleTag_23 ; UpgradeToGrant = Upgrade_GLAInfantryRebelBoobyTrapAttack ; ExemptStatus = UNDER_CONSTRUCTION ; End ; I have just pulled my ripcord, and this ain't no parachute! Behavior = SlowDeathBehavior ModuleTag_Death17 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_TerroristExplode FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = WeaponSetUpgrade ModuleTag_08 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag999 DeathWeapon = Demo_DestroyedWeapon StartsActive = No TriggeredBy = Demo_Upgrade_SuicideBomb DeathTypes = ALL End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = GLASpecialForceInfantryRebelCommandSetAnthraxUpgrade TriggeredBy = Demo_Upgrade_SuicideBomb End Behavior = ObjectCreationUpgrade ModuleTag_X0 UpgradeObject = OCL_SuicideBomb TriggeredBy = Upgrade_GLAWorkerFakeCommandSet End Behavior = ProductionUpdate ModuleTag_X1 MaxQueueEntries = 1 End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object SuicideBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE? KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE ArmorSet Conditions = None Armor = InvulnerableAllArmor End ; ***AUDIO parameters *** SoundAmbient = RadiationPoolAmbientLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 5000.0 InitialHealth = 5000.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = SuicideBombWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 300 MaxLifetime = 300 End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 100.0 GeometryHeight = 1.0 GeometryIsSmall = No End[/code] I don't think I've missed anything, but if I have, don't be afraid to poke me with a stick.

Posted by: boaz23 - Monday, July 1, 2013 1:10:07 PM
It finally works [grin]. Thank you so much guys, especially you Annihilationzh, Thank you very much. I am sorry for beeing abit noob and for the slow posts.