Posted by: zzc - Sunday, July 24, 2016 12:16:30 AM
Trying to make the overlord have a ready made bunker instead of having to upgrade it. [code] ;------------------------------------------------------------------------------ Object ChinaTankOverlordBattleBunker2 ; *** ART Parameters *** SelectPortrait = SNBunker_L ButtonImage = SNBunker ;UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes AttachToBoneInContainer = FIREPOINT01 ConditionState = NONE Model = NVOvrlrd_B End ConditionState = REALLYDAMAGED Model = NVOvrlrd_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NVOvrlrd_B End ConditionState = NIGHT REALLYDAMAGED Model = NVOvrlrd_BD ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop VoiceUnload = OverlordTankVoiceUnload End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = TransportContain ModuleTag_03 Slots = 10 PassengersAllowedToFire = Yes AllowInsideKindOf = INFANTRY EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 50% End Behavior = DestroyDie ModuleTag_04 ;nothing End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object ChinaTankOverlord2 ; *** ART Parameters *** SelectPortrait = SNOverlord_L ButtonImage = SNOverlord UpgradeCameo1 = Upgrade_ChinaUraniumShells UpgradeCameo2 = Upgrade_ChinaNuclearTanks ;UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DOverlordTankDraw ModuleTag_01 ConditionState = NONE Model = NVOvrlrd Animation = NVOvrlrd.NVOvrlrd AnimationMode = LOOP Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = REALLYDAMAGED Model = NVOvrlrd_d Animation = NVOvrlrd_d.NVOvrlrd_d AnimationMode = LOOP Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End ConditionState = RUBBLE Model = NVOvrlrd_d Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle End TrackMarks = EXTnkTrack.tga OkToChangeModelColor = Yes TreadAnimationRate = 2.0; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ; ***DESIGN parameters *** DisplayName = OBJECT:Overlord Side = China EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY Nuke_OverlordTankGun2 End ArmorSet Conditions = None Armor = UpgradedTankArmor DamageFX = TankDamageFX End BuildCost = 4500 BuildTime = 10.0 ;in seconds VisionRange = 300 ShroudClearingRange = 350 Prerequisites Object = AmericaWarFactory2 Object = AmericaDetentionCamp2 End ExperienceValue = 200 200 400 600 ;Experience point value at each level ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaTankOverlordBattleBunkerCommandSet2 ; *** AUDIO Parameters *** VoiceSelect = OverlordTankVoiceSelect SoundMoveStart = OverlordTankMoveStart SoundMoveStartDamaged = OverlordTankMoveStart VoiceMove = OverlordTankVoiceMove VoiceGuard = OverlordTankVoiceMove VoiceAttack = OverlordTankVoiceAttack UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = OverlordTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = OverlordTankTurretMoveLoop VoiceCrush = OverlordTankVoiceCrush VoiceEnter = OverlordTankVoiceMove VoiceUnload = OverlordTankVoiceUnload End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 1100.0 InitialHealth = 1100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL NuclearBattleMasterLocomotor Locomotor = SET_NORMAL_UPGRADED FastNuke_FusionOverlordLocomotor Behavior = LocomotorSetUpgrade ModuleTag_05 TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = ChinaTankOverlordBattleBunker2 ;PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are End Behavior = WeaponBonusUpgrade ModuleTag_07 TriggeredBy = Upgrade_ChinaUraniumShells End Behavior = MaxHealthUpgrade ModuleTag_08 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 2200.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = ExperienceScalarUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 2.0 ;Increases experience gained by an additional 100% End Behavior = HordeUpdate ModuleTag_10 RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = VEHICLE ; what KindOf's must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_14 Mass = 50.0 End ; Smoke for a bit then explode ; Behavior = SlowDeathBehavior ;; ProbabilityModifier = 25 ; DestructionDelay = 1500 ; DestructionDelayVariance = 500 ; FX = INITIAL FX_OverlordSmoke ; OCL = FINAL OCL_ChinaTankOverlordDebris ; FX = FINAL FX_GenericTankDeathExplosion ; End ; Catch fire, and explode death ; Behavior = SlowDeathBehavior ;; ProbabilityModifier = 25 ; DestructionDelay = 2000 ; DestructionDelayVariance = 300 ; FX = INITIAL FX_CrusaderCatchFire ; OCL = FINAL OCL_ChinaTankOverlordDebris ; FX = FINAL FX_GenericTankDeathExplosion ; End ; Just explode death Behavior = SlowDeathBehavior ModuleTag_16 ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_ChinaTankOverlordDebris FX = FINAL FX_OverlordExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_17 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_18 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 13.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End [/code] wb no error but game crashes with empty log

Posted by: zzc - Sunday, July 24, 2016 2:46:11 AM
[code=plain];------------------------------------------------------------------------------ Object ChinaTankGattlingAvenger ; *** ART Parameters *** SelectPortrait = SAAvnger_L ButtonImage = SAAvnger UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_ChinaChainGuns Draw = W3DOverlordTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TurretFX03 ExtraPublicBone = LazerSpot01 ExtraPublicBone = LazerSpot02 DefaultConditionState Model = AVAVNGER HideSubObject = TURRET01 End ConditionState = REALLYDAMAGED Model = AVAVNGER_D HideSubObject = TURRET01 End ConditionState = RUBBLE Model = AVAVNGER_D1 End ;When a bombtruck disguises as an avenger, show the turret! ConditionState = DISGUISED Model = AVAVNGER ShowSubObject = TURRET01 End ConditionState = REALLYDAMAGED DISGUISED Model = AVAVNGER_D ShowSubObject = TURRET01 ;Hide controlled turret End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Avenger Side = China EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY AvengerTargetDesignator Weapon = SECONDARY AvengerAirLaserDummy End ArmorSet Conditions = None Armor = AvengerArmor DamageFX = TankDamageFX End BuildCost = 1500 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites ; Object = Lazr_AmericaWarFactory ; Object = Lazr_AmericaStrategyCenter End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Lazr_AmericaTankAvengerCommandSet ; *** AUDIO Parameters *** VoiceSelect = AvengerVoiceSelect VoiceMove = AvengerVoiceMove VoiceGuard = AvengerVoiceMove VoiceAttack = AvengerVoicePaint VoiceAttackAir = AvengerVoiceAttack SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AvengerVoiceCreate TurretMoveLoop = NoSound SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = NoSound VoiceEnter = AvengerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AvengerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_AvengerTankDeathEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_AvengerTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AvengerPointDefenseLaserOne PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two WeaponTemplate = AvengerPointDefenseLaserTwo PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 100 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = ChinaTankOverlordGattlingCannon ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = Lazr_OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = FlammableUpdate ModuleTag_22 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = MaxHealthUpgrade ModuleTag_23 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object ChinaTankPropagandaAvenger ; *** ART Parameters *** SelectPortrait = SAAvnger_L ButtonImage = SAAvnger UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_ChinaSubliminalMessaging Draw = W3DOverlordTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TurretFX03 ExtraPublicBone = LazerSpot01 ExtraPublicBone = LazerSpot02 DefaultConditionState Model = AVAVNGER HideSubObject = TURRET01 End ConditionState = REALLYDAMAGED Model = AVAVNGER_D HideSubObject = TURRET01 End ConditionState = RUBBLE Model = AVAVNGER_D1 End ;When a bombtruck disguises as an avenger, show the turret! ConditionState = DISGUISED Model = AVAVNGER ShowSubObject = TURRET01 End ConditionState = REALLYDAMAGED DISGUISED Model = AVAVNGER_D ShowSubObject = TURRET01 ;Hide controlled turret End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Avenger Side = China EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY AvengerTargetDesignator ;Weapon = SECONDARY AvengerAirLaserDummy ;Not used since we have no turret to attack aircraft End ArmorSet Conditions = None Armor = AvengerArmor DamageFX = TankDamageFX End BuildCost = 1500 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites ; Object = Lazr_AmericaWarFactory ; Object = Lazr_AmericaStrategyCenter End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = Lazr_AmericaTankAvengerCommandSet ; *** AUDIO Parameters *** VoiceSelect = AvengerVoiceSelect VoiceMove = AvengerVoiceMove VoiceGuard = AvengerVoiceMove VoiceAttack = AvengerVoicePaint VoiceAttackAir = AvengerVoiceAttack SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AvengerVoiceCreate TurretMoveLoop = NoSound SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = NoSound VoiceEnter = AvengerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AvengerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_AvengerTankDeathEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_AvengerTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AvengerPointDefenseLaserOne PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two WeaponTemplate = AvengerPointDefenseLaserTwo PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 100 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = ChinaTankOverlordPropagandaTower ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = Lazr_OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = FlammableUpdate ModuleTag_22 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = MaxHealthUpgrade ModuleTag_23 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object ChinaTankBunkerAvenger ; *** ART Parameters *** SelectPortrait = SAAvnger_L ButtonImage = SAAvnger UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone ;UpgradeCameo4 = Upgrade_ChinaSubliminalMessaging Draw = W3DOverlordTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TurretFX03 ExtraPublicBone = LazerSpot01 ExtraPublicBone = LazerSpot02 DefaultConditionState Model = AVAVNGER HideSubObject = TURRET01 End ConditionState = REALLYDAMAGED Model = AVAVNGER_D HideSubObject = TURRET01 End ConditionState = RUBBLE Model = AVAVNGER_D1 End ;When a bombtruck disguises as an avenger, show the turret! ConditionState = DISGUISED Model = AVAVNGER ShowSubObject = TURRET01 End ConditionState = REALLYDAMAGED DISGUISED Model = AVAVNGER_D ShowSubObject = TURRET01 ;Hide controlled turret End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Avenger Side = China EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY AvengerTargetDesignator Weapon = SECONDARY AvengerAirLaserDummy ;Still used so we can order our passengers to attack aircraft End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1500 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites ; Object = Lazr_AmericaWarFactory ; Object = Lazr_AmericaStrategyCenter End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaTankOverlordBattleBunkerCommandSet ; *** AUDIO Parameters *** VoiceSelect = AvengerVoiceSelect VoiceMove = AvengerVoiceMove VoiceGuard = AvengerVoiceMove VoiceAttack = AvengerVoicePaint VoiceAttackAir = AvengerVoiceAttack SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AvengerVoiceCreate TurretMoveLoop = NoSound SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = NoSound VoiceEnter = AvengerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 350.0 InitialHealth = 350.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AvengerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_AvengerTankDeathEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_AvengerTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AvengerPointDefenseLaserOne PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two WeaponTemplate = AvengerPointDefenseLaserTwo PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 100 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = ChinaTankOverlordBattleBunker ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = Lazr_OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = FlammableUpdate ModuleTag_22 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = MaxHealthUpgrade ModuleTag_23 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End [/code]