Posted by: lechibaw - Monday, September 18, 2017 5:36:45 AM
Hi, I would know how to have a double turret marauder from start please, I don't know what to change in the ini. Sorry for my bad english and thanks for your help

Posted by: Jundiyy - Monday, September 18, 2017 6:38:41 AM
I'm not at home st the moment but what I remember. Go to GLAVehicle (or Demo/Tox(Chem)) and find your Marauder Tank (ctrl + F is usually much cheaper faster) You should see in the Art Parameters something like scrap 2. Take the model from there and paste it into the normal state at the top. You can delete all scrap 1 and 2 states. Just copy the models from scrap 2 to the normal state. That should be it if I remember. Maybe check the engineering to see if there is something in there but I can't remember.

Posted by: lechibaw - Monday, September 18, 2017 7:42:06 AM
Thanks for your help mate, it was not exactly like that but with few tries I found what I want. Keep up the good work, I love your youtube channel :) Have fun :)

Posted by: Jundiyy - Monday, September 18, 2017 8:39:42 AM
;------------------------------------------------------------------------------ ;The Marauder Tank, for the Warlord General. Object GLATankMarauder ; *** ART Parameters *** SelectPortrait = SUMarauder_L ButtonImage = SUMarauder UpgradeCameo1 = Upgrade_GLAToxinShells UpgradeCameo2 = Upgrade_GLAJunkRepair ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ; no crate upgrade ConditionState = NONE Model = UVMarauder Turret = TurretUp02 ShowSubObject = TurretUp02 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 WeaponFireFXBone = PRIMARY BarrelUp02MS WeaponRecoilBone = PRIMARY BarrelUp02 WeaponMuzzleFlash = PRIMARY BarrelUp02FX WeaponLaunchBone = PRIMARY BarrelUp02MS End ConditionState = REALLYDAMAGED Model = UVMarauder_d Turret = TurretUp02 ShowSubObject = TurretUp02 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 WeaponFireFXBone = PRIMARY BarrelUp02MS WeaponRecoilBone = PRIMARY BarrelUp02 WeaponMuzzleFlash = PRIMARY BarrelUp02FX WeaponLaunchBone = PRIMARY BarrelUp02MS End ConditionState = RUBBLE Model = UVMarauder_d Turret = TurretUp02 ShowSubObject = TurretUp02 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 WeaponFireFXBone = PRIMARY BarrelUp02MS WeaponRecoilBone = PRIMARY BarrelUp02 WeaponMuzzleFlash = PRIMARY BarrelUp02FX WeaponLaunchBone = PRIMARY BarrelUp02MS End TrackMarks = EXTnkTrack.tga 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:Marauder Side = GLA EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Weapon = PRIMARY MarauderTankGunUpgradeTwo End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 125 ShroudClearingRange = 300 Prerequisites Object = GLAArmsDealer Science = SCIENCE_MarauderTank End ExperienceValue = 100 100 200 300 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience 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 = GLATankMarauderCommandSet ; *** AUDIO Parameters *** VoiceSelect = MarauderTankVoiceSelect VoiceMove = MarauderTankVoiceMove VoiceGuard = MarauderTankVoiceMove VoiceAttack = MarauderTankVoiceAttack SoundMoveStart = MarauderTankMoveStart SoundMoveStartDamaged = MarauderTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = MarauderTankVoiceCreate ;TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceSalvage = MarauderTankVoiceSalvage VoiceCrush = MarauderTankVoiceCrush VoiceEnter = MarauderTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 ; 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 = 860 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL MarauderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = AutoHealBehavior ModuleTag_05 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 1000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_MarauderTankDeathEffect FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_07 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End ; A crushing defeat Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush 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 = 17.0 GeometryMinorRadius = 10.0 GeometryHeight = 9.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End

Posted by: Unknown Editor - Monday, September 18, 2017 9:18:30 PM
Nicely Done ... But You didn't mention sth : [code=csharp]KindOf = -WEAPON_SALVAGER[/code] So , It won't Take 2 Crates only for the Weapon Upgrades again , Just Money & Level

Posted by: lechibaw - Monday, September 18, 2017 11:12:30 PM
Did I must add this code anywhere under the marauder code? thanks :)

Posted by: Jundiyy - Tuesday, September 19, 2017 1:57:53 AM
[quote=Unknown Editor;146272]Nicely Done ... But You didn't mention sth : [code=csharp]KindOf = -WEAPON_SALVAGER[/code][/code] So , It won't Take 2 Crates only for the Weapon Upgrades again , Just Money & Level[/quote] Ah yes lol, my mistake, did this in a hurry for him. Thanks for the reminder. [quote=lechibaw;146274]Did I must add this code anywhere under the marauder code? thanks :)[/quote] You just need to edit it over here, remove " WEAPON_SALVAGER " from the line below then your scraps won't be wasted. ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE

Posted by: lechibaw - Tuesday, September 19, 2017 5:55:09 AM
It works wonder, thanks a lot both :)

Posted by: Unknown Editor - Tuesday, September 19, 2017 9:09:40 PM
[quote=Jundiyy;146275] Ah yes lol, my mistake, did this in a hurry for him. Thanks for the reminder. [/quote] Well , to be Honest I have actually cheated in Question ; I've Already done it on some GLA CINE Units for specific Moments on my Map and Tested each at least 3 times , so I wouldn't know this too ...