Posted by: Gameanater - Wednesday, May 28, 2014 8:00:44 PM
Per request of Mr. Zemlinsky, I am posting the beta of Project Fai. My modding project to improve China's Infantry General.
Features:
-- Elite Sniper: Attacks aircraft, extremely fast rate of fire, can attack vehicles with a shorter weapon. No Horde Bonus.
-- Rocket Fanatic: A great unit for anti-air and tanks. Fires a good 3 rockets at once. Horde Bonus!
-- Red Guard Squad: Creates a group of vanilla Red Guards. Patriotism!
-- Mini Gunners trained two at a time now
I'm probably going to get rid of the Dragon Trooper infantry. It'll be too much work and too little payoff to get him working exactly the way I want him too.
Leave comments/suggestions/hate in the replies! [smile] [ATTACH]1440[/Attach]
Posted by: JoshZemlinsky - Wednesday, May 28, 2014 8:34:59 PM
Interesting, will check it out at some point [smile]
Posted by: Rrtaya_tsamsiyu - Wednesday, May 28, 2014 11:03:35 PM
i could look at the dragon trooper if you want me to
comments/suggestions/hate
...you said to leave that in the reply, so i did. lol.
Posted by: Gameanater - Thursday, May 29, 2014 8:52:33 PM
[code]
Object Infa_ChinaInfantryFlamethrower
; *** ART Parameters ***
SelectPortrait = SUToxinRebel_L
ButtonImage = SUToxinRebel
UpgradeCameo1 = Upgrade_ChinaBlackNapalm
UpgradeCameo2 = Upgrade_InfantryCaptureBuilding
;UpgradeCameo3 = Upgrade_GLACamouflage
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_ATA
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
; ------- Bldg-capture
ConditionState = UNPACKING
Model = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED
ConditionState = RAISING_FLAG
Model = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED
ConditionState = PACKING
Model = UIRGrd_F_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 = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Dragon_Trooper
Side = ChinaInfantryGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY DragonTankFlameWeaponUpgraded
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY DragonTankFlameWeaponUpgraded
End
ArmorSet
Conditions = None
Armor = DragonTankArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Infa_ChinaBarracks
End
BuildCost = 200
BuildTime = 7.0 ;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 = Chem_GLAInfantryRebelCommandSet
; *** AUDIO Parameters ***
VoiceSelect = DragonTankVoiceSelect ;was DragonTankVoiceFirestorm
VoiceMove = DragonTankVoiceMove
VoiceGuard = DragonTankVoiceMove
VoiceAttack = DragonTankVoiceAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = RedGuardVoiceFear
VoiceTaskComplete = RedGuardVoiceCaptureComplete
UnitSpecificSounds
VoiceCreate = DragonTankVoiceCreate
VoiceSubdue = RebelVoiceSubdue
VoiceGarrison = DragonTankVoiceMove
VoiceEnter = DragonTankVoiceMove
VoiceEnterHostile = DragonTankVoiceMove
VoiceGetHealed = DragonTankVoiceMove
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
MoveThresholdSpeed = 3
InnateStealth = No ;Requires upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
;Behavior = WeaponSetUpgrade ModuleTag_08
; TriggeredBy = China_Upgrade_BlackNapalm
;End
;Behavior = WeaponBonusUpgrade ModuleTag_09
; TriggeredBy = Upgrade_GLAAPBullets
;End
;Behavior = StealthUpgrade ModuleTag_10
; TriggeredBy = Upgrade_GLACamouflage
;End
Behavior = SquishCollide ModuleTag_11
;nothing
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
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
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
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
[/code]
Posted by: Gameanater - Thursday, May 29, 2014 8:54:19 PM
Well that was weird. For some reason putting the SPOILER thing with the code, it removed the spaces before each line...
[code]
Object Infa_ChinaInfantryFlamethrower
; *** ART Parameters ***
SelectPortrait = SUToxinRebel_L
ButtonImage = SUToxinRebel
UpgradeCameo1 = Upgrade_ChinaBlackNapalm
UpgradeCameo2 = Upgrade_InfantryCaptureBuilding
;UpgradeCameo3 = Upgrade_GLACamouflage
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_ATA
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
; ------- Bldg-capture
ConditionState = UNPACKING
Model = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED
ConditionState = RAISING_FLAG
Model = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED
ConditionState = PACKING
Model = UIRGrd_F_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 = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Dragon_Trooper
Side = ChinaInfantryGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY DragonTankFlameWeaponUpgraded
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY DragonTankFlameWeaponUpgraded
End
ArmorSet
Conditions = None
Armor = DragonTankArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Infa_ChinaBarracks
End
BuildCost = 200
BuildTime = 7.0 ;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 = Chem_GLAInfantryRebelCommandSet
; *** AUDIO Parameters ***
VoiceSelect = DragonTankVoiceSelect ;was DragonTankVoiceFirestorm
VoiceMove = DragonTankVoiceMove
VoiceGuard = DragonTankVoiceMove
VoiceAttack = DragonTankVoiceAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = RedGuardVoiceFear
VoiceTaskComplete = RedGuardVoiceCaptureComplete
UnitSpecificSounds
VoiceCreate = DragonTankVoiceCreate
VoiceSubdue = RebelVoiceSubdue
VoiceGarrison = DragonTankVoiceMove
VoiceEnter = DragonTankVoiceMove
VoiceEnterHostile = DragonTankVoiceMove
VoiceGetHealed = DragonTankVoiceMove
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
MoveThresholdSpeed = 3
InnateStealth = No ;Requires upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
;Behavior = WeaponSetUpgrade ModuleTag_08
; TriggeredBy = China_Upgrade_BlackNapalm
;End
;Behavior = WeaponBonusUpgrade ModuleTag_09
; TriggeredBy = Upgrade_GLAAPBullets
;End
;Behavior = StealthUpgrade ModuleTag_10
; TriggeredBy = Upgrade_GLACamouflage
;End
Behavior = SquishCollide ModuleTag_11
;nothing
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
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
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
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
[/code]
OH COME ON, IT'S STILL DOING IT! Didn't the whole [code] thing work properly before??
Posted by: Annihilationzh - Thursday, May 29, 2014 9:51:59 PM
[quote=Gameanater;131871]Well that was weird. For some reason putting the SPOILER thing with the code, it removed the spaces before each line...
[code=plain]
Object Infa_ChinaInfantryFlamethrower
; *** ART Parameters ***
SelectPortrait = SUToxinRebel_L
ButtonImage = SUToxinRebel
UpgradeCameo1 = Upgrade_ChinaBlackNapalm
UpgradeCameo2 = Upgrade_InfantryCaptureBuilding
;UpgradeCameo3 = Upgrade_GLACamouflage
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_ATA
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
; ------- Bldg-capture
ConditionState = UNPACKING
Model = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED
ConditionState = RAISING_FLAG
Model = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED
ConditionState = PACKING
Model = UIRGrd_F_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 = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Dragon_Trooper
Side = ChinaInfantryGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY DragonTankFlameWeaponUpgraded
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY DragonTankFlameWeaponUpgraded
End
ArmorSet
Conditions = None
Armor = DragonTankArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Infa_ChinaBarracks
End
BuildCost = 200
BuildTime = 7.0 ;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 = Chem_GLAInfantryRebelCommandSet
; *** AUDIO Parameters ***
VoiceSelect = DragonTankVoiceSelect ;was DragonTankVoiceFirestorm
VoiceMove = DragonTankVoiceMove
VoiceGuard = DragonTankVoiceMove
VoiceAttack = DragonTankVoiceAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = RedGuardVoiceFear
VoiceTaskComplete = RedGuardVoiceCaptureComplete
UnitSpecificSounds
VoiceCreate = DragonTankVoiceCreate
VoiceSubdue = RebelVoiceSubdue
VoiceGarrison = DragonTankVoiceMove
VoiceEnter = DragonTankVoiceMove
VoiceEnterHostile = DragonTankVoiceMove
VoiceGetHealed = DragonTankVoiceMove
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
MoveThresholdSpeed = 3
InnateStealth = No ;Requires upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
;Behavior = WeaponSetUpgrade ModuleTag_08
; TriggeredBy = China_Upgrade_BlackNapalm
;End
;Behavior = WeaponBonusUpgrade ModuleTag_09
; TriggeredBy = Upgrade_GLAAPBullets
;End
;Behavior = StealthUpgrade ModuleTag_10
; TriggeredBy = Upgrade_GLACamouflage
;End
Behavior = SquishCollide ModuleTag_11
;nothing
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
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
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
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
[/code]
OH COME ON, IT'S STILL DOING IT! Didn't the whole [code] thing work properly before??[/quote]
Posted by: Gameanater - Friday, May 30, 2014 7:40:29 PM
Thank you! [grin]
What'd I do wrong?
Posted by: Rrtaya_tsamsiyu - Friday, May 30, 2014 9:30:47 PM
[code=plain]Object Infa_ChinaInfantryFlamethrower
; *** ART Parameters ***
SelectPortrait = SUToxinRebel_L
ButtonImage = SUToxinRebel
UpgradeCameo1 = Upgrade_ChinaBlackNapalm
UpgradeCameo2 = Upgrade_InfantryCaptureBuilding
;UpgradeCameo3 = Upgrade_GLACamouflage
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
Turret = PRIMARY Muzzle01
;;; 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_ATA
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
; ------- Bldg-capture
ConditionState = UNPACKING
Model = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED
ConditionState = RAISING_FLAG
Model = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED
ConditionState = PACKING
Model = UIRGrd_F_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 = UIRGrd_F_SKN
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Dragon_Trooper
Side = ChinaInfantryGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY DragonTankFlameWeaponUpgraded
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY DragonTankFlameWeaponUpgraded
End
ArmorSet
Conditions = None
Armor = DragonTankArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Infa_ChinaBarracks
End
BuildCost = 200
BuildTime = 7.0 ;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 = Chem_GLAInfantryRebelCommandSet
; *** AUDIO Parameters ***
VoiceSelect = DragonTankVoiceSelect ;was DragonTankVoiceFirestorm
VoiceMove = DragonTankVoiceMove
VoiceGuard = DragonTankVoiceMove
VoiceAttack = DragonTankVoiceAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = RedGuardVoiceFear
VoiceTaskComplete = RedGuardVoiceCaptureComplete
UnitSpecificSounds
VoiceCreate = DragonTankVoiceCreate
VoiceSubdue = RebelVoiceSubdue
VoiceGarrison = DragonTankVoiceMove
VoiceEnter = DragonTankVoiceMove
VoiceEnterHostile = DragonTankVoiceMove
VoiceGetHealed = DragonTankVoiceMove
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
Turret
TurretTurnRate = 0
TurretPitchRate = 120
AllowsPitch = Yes
MinPhysicalPitch = -15
TurretFireAngleSweep = PRIMARY 10
TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art)
ControlledWeaponSlots = PRIMARY
End
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
MoveThresholdSpeed = 3
InnateStealth = No ;Requires upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
;Behavior = WeaponSetUpgrade ModuleTag_08
; TriggeredBy = China_Upgrade_BlackNapalm
;End
;Behavior = WeaponBonusUpgrade ModuleTag_09
; TriggeredBy = Upgrade_GLAAPBullets
;End
;Behavior = StealthUpgrade ModuleTag_10
; TriggeredBy = Upgrade_GLACamouflage
;End
Behavior = SquishCollide ModuleTag_11
;nothing
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
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
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
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[/code]
Posted by: Gameanater - Saturday, May 31, 2014 11:34:06 AM
Thank you, RT! [grin] I'll try it soon as possible.
Posted by: Gameanater - Saturday, May 31, 2014 4:33:58 PM
Thank you for trying to help, RT, but unfortunately there's something in your code that's causing my game to not work... I get a "serious error" whenever I try to play with the new version of the Dragon Trooper. Once I switched back to my original code the game started up without any problems.... [sad]
I'm just gunna comment out the part in the CommandSets that allow Dragon Troopers to be built. Oh well.
Posted by: Rrtaya_tsamsiyu - Saturday, May 31, 2014 5:06:52 PM
huh. ran it and it worked ok for me.. looked weird though, he was firing his regular gun and both the ranger and toxin trooper models were there, as the same unit lol. You're welcome though, sorry it didn't work.
Posted by: Gameanater - Saturday, May 31, 2014 5:13:21 PM
Dang... I wish I could see that... XDD
Posted by: Gameanater - Saturday, May 31, 2014 6:43:38 PM
Look what I've done! [grin]
Those aren't Tank Hunters, btw. Those are Rocket Fanatics!
[ATTACH]1441[/Attach]
Posted by: JoshZemlinsky - Saturday, May 31, 2014 7:03:50 PM
For your first mod, you've done a pretty good job!
It was jaw dropping for me to launch regular ZH for once to try your mod... So empty.. It feels kinda weird.
Not your mod of course, just the factions over all.
Posted by: Gameanater - Saturday, May 31, 2014 7:07:44 PM
Thank you! :D And it's really not even finished yet! lol
I know what you mean... Regular Zero hour IS kinda bland...
But, chances are I'll go beyond the whole Project Fai thing and just mod each faction!!! lol... Modding's really fun...
I turned Fai into a ridiculously overpowered and fun faction to play as now, if I do say so myself. xD
What map you play on? And, if ya don't mind me asking, what'd you think of the new units I have?
Posted by: Gameanater - Saturday, May 31, 2014 8:15:00 PM
Beta 2
--Removed the ability to train the Dragon Trooper
-- Changed Elite Sniper's primary weapon
That's really it. lol
[ATTACH]1442[/Attach]