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
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
[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 ...