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]