Posted by: Adjiesman - Friday, October 1, 2021 1:34:43 PM
Hi, I have finished my tank model and I want to make it have the teleport ability, is it possible to make this effect? If possible, can you tell me how?

Posted by: UTD^Force - Monday, November 1, 2021 6:56:47 AM
This is a very interesting idea, I can't think of a way atm but what do you mean by teleport? Like teleport to a certain building/unit or randomly across the map? I kinda have an idea on how to do this but I'm not quite sure it will work, might try it later and reply here again.

Posted by: Adjiesman - Wednesday, November 3, 2021 3:57:40 PM
[quote=utd^force;151604]This is a very interesting idea, I can't think of a way atm but what do you mean by teleport? Like teleport to a certain building/unit or randomly across the map? I kinda have an idea on how to do this but I'm not quite sure it will work, might try it later and reply here again.[/quote] Thanks for the reply, the teleport is randomly across the map. Is this possible?

Posted by: beng - Saturday, November 6, 2021 5:18:42 AM
[quote=Adjiesman;151371]Hi, I have finished my tank model and I want to make it have the teleport ability, is it possible to make this effect? If possible, can you tell me how?[/quote] See the Lazer General's tardis in my mod (beng's lazer demo nuke mod) - it can teleport. Basically it uses an ocl special power to spawn a new instance of the same object type elsewhere on the map and the OCL at the same time fires a weapon that kills the original object. I use the EMP spehroid behaviours to make it looks interesting. As for making it teleport randomly there is no easy way to do this. You can use something like the rebel ambush OCL to make it random within a certain non-random area, like how the rebels appear at random positions in the circle when you spawn them using rebel ambush, but there are limits to this. Another way would be to use a random force OCL to throw a dummy invisible object across the map with a random force, and when it lands it dies and spawns the new teleported object, but it could land up in water or cliffs or outside the map border. -beng

Posted by: UTD^Force - Sunday, November 7, 2021 12:26:06 PM
It's great to see you again, beng. What I had in mind was a weapon with very large speed that would also kill the unit as will as fire an invisible bullet at a targeted location which then "explodes" into the same unit that fired it.

Posted by: Adjiesman - Sunday, November 7, 2021 2:31:53 PM
Ok, i will try it. Thanks for the help [smile]

Posted by: beng - Sunday, November 7, 2021 6:40:29 PM
[quote=utd^force;151652]It's great to see you again, beng. What I had in mind was a weapon with very large speed that would also kill the unit as will as fire an invisible bullet at a targeted location which then "explodes" into the same unit that fired it.[/quote] A weapon needs a target object or location so it would not be random. Also, during the projectile flight time the original object would be dead before the new object is created so if the teleporting thing was the last unit, the game would end. The suicide weapon should use an unused death type like EXTRA_5 and the object death modules should do a special death for that death type, so that it is different from other death types.

Posted by: UTD^Force - Sunday, November 7, 2021 8:32:37 PM
Yeah, forgot the random part [grin] [grin] Edit: Adjiesman, can you share your results with us, if possible?

Posted by: Adjiesman - Wednesday, November 10, 2021 12:30:36 PM
I've done what you suggested, Beng. And it works, thanks. For the result here it is [code=plain] In special power i make 2 special power ;----------------------------------------------------------------------------- SpecialPower SpecialAbilityTeleport Enum = SPECIAL_SNEAK_ATTACK ReloadTime = 0 PublicTimer = No RadiusCursorRadius = 60 SharedSyncedTimer = Yes AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers. End ;------------------------------------------------------------------------------ SpecialPower SpecialAbilityTeleportPortal Enum = SPECIAL_SNEAK_ATTACK ReloadTime = 200000 ; in milliseconds. min is 2x door/open close time! RequiredScience = SCIENCE_Rank4 PublicTimer = No RadiusCursorRadius = 60 ; align with ObjectCreationList.ini's DeliveryDecalRadius ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut. AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers. End In OCL ;----------------------------------------------------------------------------- ;This ability will make the FD Tank teleport it self to another land ;except water. ObjectCreationList SUPERWEAPON_Teleport CreateObject ObjectNames = FadingInFDTank ;TeleportBallEnd Disposition = ON_GROUND_ALIGNED Count = 1 FadeIn = Yes FadeTime = 12027 ;length of sound DiesOnBadLand = No FadeSound = Cin_Psychfx01 End FireWeapon Weapon = FDTankSuicideWeapon End End ; --------------------------------------------------------------------------------------- ;called by the teleport ball end ObjectCreationList OCL_FillyDelphiaWarpDriveTank CreateObject ObjectNames = EW_FillyDelphiaWarpDriveTank Disposition = LIKE_EXISTING ;ON_GROUND_ALIGNED Count = 1 End End ;----------------------------------------------------------------------------- ;The fading FD Tank makes this invisible one to hold FillyDelphiaWarpDriveTank till the new one is finished ObjectCreationList OCL_InLimboFDTank CreateObject ObjectNames = InLimboFDTank Disposition = LIKE_EXISTING ;ON_GROUND_ALIGNED Count = 1 End End ;----------------------------------------------------------------------------- ;when the FD Tank suicides from the weapon in the OCL below ObjectCreationList OCL_FDTank1 ;OCL_TeleportBallStart CreateObject ObjectNames = EW_FDTank1 ;EW_TeleportBallStart Disposition = LIKE_EXISTING ;ON_GROUND_ALIGNED Count = 1 End End ;------------------------------------------------------------------------------ ; The second ability from FD Tank which can build a teleport portal ; to teleport other friendly units. ;------------------------------------------------------------------------------ ObjectCreationList OCL_SpecialAbilityTeleportPortal Attack WeaponSlot = SECONDARY NumberOfShots = 1 DeliveryDecalRadius = 60 ; align with SpecialPower.ini's RadiusCursorRadius DeliveryDecal Texture = SCCSpecret Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:33 G:67 B:255 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_TeleportPortalStart CreateObject ObjectNames = TeleportPortalStart Disposition = LIKE_EXISTING End End ;------------------------------------------------------------------------------ ObjectCreationList OCL_CreateTeleportPortal CreateObject ObjectNames = TeleportPortal Disposition = LIKE_EXISTING End End The weapon self ;-----------------------------------------------------------------------------; ;Fillydelphia Warp Drive Tank Weapons ; ;-----------------------------------------------------------------------------; ;Teleport weapon only used for create a portal object from the gun ; ;-----------------------------------------------------------------------------; Weapon FDTankSuicideWeapon LeechRangeWeapon = Yes AttackRange = 0.0 PrimaryDamage = 0.0 PrimaryDamageRadius = 0.0 DamageDealtAtSelfPosition = Yes ; this is a suicide bomber... remember? RadiusDamageAffects = SELF SUICIDE DamageType = EXPLOSION DeathType = EXTRA_5 WeaponSpeed = 99999.0 DelayBetweenShots = 0 ClipSize = 1 ClipReloadTime = 0 AutoReloadsClip = No End Weapon TeleportWeapon PrimaryDamage = 1.0 ;Not used for this weapon (it's "special") PrimaryDamageRadius = 1.0 ;Not used for this weapon (it's "special") DamageType = EXPLOSION DeathType = EXPLODED AttackRange = 100 WeaponSpeed = 600 WeaponRecoil = 1 ProjectileObject = WarpTankShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_AntimatterDetonation ProjectileDetonationOCL = OCL_TeleportPortalStart FireSound = WarpFireSound ClipSize = 1 End And in object ;------------------------------------------------------------------------------ Object EW_FDTank1 ; *** ART Parameters *** SelectPortrait = SEWarp ButtonImage = SEWarp Draw = W3DOverlordTankDraw ModuleTag_01 OkToChangeModelColor = Yes AnimationsRequirePower = Yes DefaultConditionState Model = EVWarp Animation = EVWarp.EVWarp AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = EVWarp Animation = EVWarp.EVWarp AnimationMode = LOOP End ConditionState = RUBBLE Model = None End End Draw = W3DModelDraw ModuleTag_RDmodel DefaultConditionState Model = NONE End ConditionState = REALLYDAMAGED Model = EVWarp_D End ConditionState = RUBBLE Model = NONE End End Scale = 1.25 ; ***DESIGN parameters *** DisplayName = OBJECT:EW_FDTank Side = EquestriaExperimentalWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 5 Buildable = No ArmorSet Conditions = None Armor = FDTankArmor DamageFX = TankDamageFX End MaxSimultaneousOfType = 3 MaxSimultaneousLinkKey = EW_FDTank ;Count the fading in/away versions too VisionRange = 150 ShroudClearingRange = 300 EnergyProduction = -1 ; *** AUDIO Parameters *** VoiceSelect = NoSound SoundOnDamaged = NoSound SoundOnReallyDamaged = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceEnter = NoSound TurretMoveStart = NoSound TurretMoveLoop = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = SELECTABLE CAN_SEE_THROUGH_STRUCTURE IMMOBILE UNATTACKABLE NO_COLLIDE Behavior = EMPUpdate ModuleTag_ShrinkTank DisabledDuration = 8000 Lifetime = 10100 StartFadeTime = 500 StartScale = 1.25 TargetScaleMin = 0.1 TargetScaleMax = 0.1 StartColor = R:0 G:128 B:255 EndColor = R:255 G:128 B:0 EffectRadius = 80 DisableFXParticleSystem = EMPSparks VictimForbiddenKindOf = AIRCRAFT DoesNotAffect = ALLIES DoesNotAffectMyOwnBuildings = Yes End Body = ActiveBody ModuleTag_02 MaxHealth = 1000 InitialHealth = 1000 ; 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 = 900 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 End Behavior = PhysicsBehavior ModuleTag_04 Mass = 500.0 End Behavior = InstantDeathBehavior DeathModuleTag_04 FX = FX_FadingFDTankVanishes OCL = OCL_InLimboFDTank End Behavior = LifetimeUpdate ModuleTag_05 MinLifetime = 10000 ; min lifetime in msec MaxLifetime = 10000 ; max lifetime in msec End Behavior = StealthUpdate ModuleTag_Slth StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 5.0% FriendlyOpacityMax = 30.0% PulseFrequency = 2000 ; msec InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = No 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 ;------------------------------------------------------------------------------ ;invisible tanks to hold the tunnel contents between the FadingInTank death ;and the appearance of the new real tank Object InLimboFDTank ; *** ART Parameters *** SelectPortrait = SEWarp ;SSEvacButton ;SUTunnel_L ButtonImage = SEWarp ;SSEvacButton ;SUTunnel Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EVWarp Animation = EVWarp.EVWarp AnimationMode = LOOP HideSubObject = KORPUS End End Scale = 0.1 ; ***DESIGN parameters *** DisplayName = OBJECT:EW_FDTank ;TunnelNetwork Side = EquestriaExperimentalWeaponGeneral EditorSorting = VEHICLE Buildable = No MaxSimultaneousOfType = 3 MaxSimultaneousLinkKey = EW_FDTank ;Count the fading in/away versions too EnergyProduction = -5 VisionRange = 200.0 ShroudClearingRange = 300 ArmorSet Conditions = None Armor = InvulnerableAllArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = CAN_SEE_THROUGH_STRUCTURE IMMOBILE INERT UNATTACKABLE NO_COLLIDE NO_SELECT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 1000.0 InitialHealth = 1000.0 SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = InstantDeathBehavior DeathModuleTag_04 ;FX = FX_FadingFDTankVanishes End ;real one takes 12027 ms to appear after player triggers the teleport ;fading one makes this one at 10000ms ;so we make the limbo one last for 3 seconds to cover the transfer time Behavior = LifetimeUpdate ModuleTag_05 MinLifetime = 3000 ; min lifetime in msec MaxLifetime = 3000 ; max lifetime in msec 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 FadingInFDTank ; *** ART Parameters *** SelectPortrait = SEWarp ;SSEvacButton ;SUTunnel_L ButtonImage = SEWarp ;SSEvacButton ;SUTunnel UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_EquestriaTankArmor UpgradeCameo3 = SpW_Upgrade_EquestriaLaserDrone Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EVWarp Animation = EVWarp.EVWarp AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = EVWarp Animation = EVWarp.EVWarp AnimationMode = LOOP End ConditionState = RUBBLE Model = None End End Draw = W3DModelDraw ModuleTag_RDmodel DefaultConditionState Model = NONE End ConditionState = REALLYDAMAGED Model = EVWarp_D End ConditionState = RUBBLE Model = NONE End End Scale = 1.25 ; ***DESIGN parameters *** DisplayName = OBJECT:EW_FDTank ;TunnelNetwork Side = EquestriaExperimentalWeaponGeneral EditorSorting = VEHICLE Buildable = No MaxSimultaneousOfType = 3 MaxSimultaneousLinkKey = EW_FDTank ;Count the fading in/away versions too EnergyProduction = -5 VisionRange = 200.0 ShroudClearingRange = 300 ArmorSet Conditions = None Armor = StructureArmor DamageFX = None End ; *** AUDIO Parameters *** VoiceSelect = NoSound SoundOnDamaged = NoSound SoundOnReallyDamaged = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceEnter = NoSound TurretMoveStart = NoSound TurretMoveLoop = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = SELECTABLE CAN_SEE_THROUGH_STRUCTURE IMMOBILE NO_COLLIDE IMMUNE_TO_CAPTURE SCORE_DESTROY Behavior = EMPUpdate ModuleTag_Grow DisabledDuration = 4000 Lifetime = 12040 StartFadeTime = 2500 StartScale = 0.01 TargetScaleMin = 1.25 TargetScaleMax = 1.30 ;oversize it a bit StartColor = R:255 G:128 B:0 EndColor = R:0 G:128 B:255 EffectRadius = 80 DisableFXParticleSystem = EMPSparks VictimForbiddenKindOf = AIRCRAFT DoesNotAffect = ALLIES DoesNotAffectMyOwnBuildings = Yes End Body = StructureBody ModuleTag_02 MaxHealth = 1000.0 InitialHealth = 1000.0 SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_FillyDelphiaWarpDriveTank TransferPreviousHealth = Yes End Behavior = InstantDeathBehavior DeathModuleTag_05 FX = FX_FadingInFDTankMaterialises End Behavior = LifetimeUpdate ModuleTag_06 MinLifetime = 12027 ; min lifetime in msec MaxLifetime = 12027 ; max lifetime in msec End Behavior = StealthUpdate ModuleTag_Slth StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 5.0% FriendlyOpacityMax = 30.0% PulseFrequency = 2000 ; msec InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = No 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 EW_FillyDelphiaWarpDriveTank ; *** ART Parameters *** SelectPortrait = SEWarp ButtonImage = SEWarp UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_EquestriaTankArmor UpgradeCameo3 = SpW_Upgrade_EquestriaLaserDrone Draw = W3DOverlordTankDraw ModuleTag_01 AnimationsRequirePower = Yes DefaultConditionState Model = EVWarp Animation = EVWarp.EVWarp AnimationMode = LOOP Turret = Turret WeaponFireFXBone = PRIMARY TurretMS WeaponFireFXBone = SECONDARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponRecoilBone = SECONDARY Barrel WeaponLaunchBone = PRIMARY TurretMS WeaponLaunchBone = SECONDARY TurretMS End ConditionState = REALLYDAMAGED RUBBLE Model = EVWarp_D Animation = EVWarp_D.EVWarp_D AnimationMode = LOOP Turret = Turret WeaponFireFXBone = PRIMARY TurretMS WeaponFireFXBone = SECONDARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponRecoilBone = SECONDARY Barrel WeaponLaunchBone = PRIMARY TurretMS WeaponLaunchBone = SECONDARY TurretMS 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. OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:EW_FDTank Side = EquestriaExperimentalWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 5 WeaponSet Conditions = None Weapon = PRIMARY WarpTankGun Weapon = SECONDARY TeleportWeapon ;Just create a portal from the gun AutoChooseSources = SECONDARY None End WeaponSet Conditions = ELITE Weapon = PRIMARY SuperWarpTankGun Weapon = SECONDARY TeleportWeapon ;Just create a portal from the gun AutoChooseSources = SECONDARY None End ArmorSet Conditions = None Armor = FDTankArmor DamageFX = TankDamageFX End BuildCost = 8000 BuildTime = 60.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = EW_EquestriaWarFactory Science = SCIENCE_Rank4 End EnergyProduction = -5 ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 500 1000 1200 ;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 = EW_EquestriaWarpTankCommandSet ; *** AUDIO Parameters *** VoiceSelect = CrusaderTankVoiceSelect VoiceMove = CrusaderTankVoiceMove VoiceGuard = CrusaderTankVoiceMove VoiceAttack = CrusaderTankVoiceAttack SoundMoveStart = CrusaderTankMoveStart SoundMoveStartDamaged = CrusaderTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = CrusaderTankVoiceCreate VoiceEnter = CrusaderTankVoiceMove TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = CrusaderTankVoiceCrush End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS HUGE_VEHICLE POWERED SCORE DRONE HERO EMP_HARDENED Body = ActiveBody ModuleTag_02 MaxHealth = 13000 InitialHealth = 13000 ; 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 = 900 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 180 ;60 // turn rate, in degrees per sec ControlledWeaponSlots= PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL FDTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 500.0 End Behavior = OCLSpecialPower ModuleTag_05 SpecialPowerTemplate = SpecialAbilityTeleportPortal ;Create a portal to teleport friendly unit, another portal create in generals power to connect. OCL = OCL_SpecialAbilityTeleportPortal End Behavior = OCLSpecialPower ModuleTag_Teleportself SpecialPowerTemplate = SpecialAbilityTeleport OCL = SUPERWEAPON_Teleport ;makes the new FD Tank and fires a suicide weapon to kill this one CreateLocation = CREATE_AT_LOCATION OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. StartsPaused = No ReferenceObject = FadingInFDTank ;So we know what the final product is for script placement calculations End Behavior = GrantUpgradeCreate ModuleTag_06 UpgradeToGrant = SpW_Upgrade_EquestriaLaserDrone End Behavior = ExperienceScalarUpgrade ModuleTag_08 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = ALL -POISONED -POISONED_BETA -POISONED_GAMMA -EXTRA_5 -EXTRA_6 DestructionDelay = 1600 FX = INITIAL WeaponFX_LaserExplosionInitial OCL = INITIAL OCL_ExplosionLasers Weapon = INITIAL Lazr_AuroraBombPreDetonationWeapon FX = FINAL WeaponFX_LaserBombExplode OCL = FINAL OCL_FDWarpTankDebris Weapon = FINAL Lazr_AuroraBombDetonationWeapon End Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = NONE +POISONED +POISONED_BETA +POISONED_GAMMA -EXTRA_5 +EXTRA_6 DestructionDelay = 100 OCL = FINAL OCL_FDWarpTankDeathEffectSimple End Behavior = InstantDeathBehavior ModuleTag_Death3 DeathTypes = NONE +EXTRA_5 ExemptStatus = UNDER_CONSTRUCTION FX = FX_FadingFDTankStarts OCL = OCL_FDTank1 End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData End Behavior = ObjectCreationUpgrade ModuleTag_13 UpgradeObject = EW_OCL_EquestriaLaserDrone TriggeredBy = SpW_Upgrade_EquestriaLaserDrone End Behavior = ProductionUpdate ModuleTag_14 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = MaxHealthUpgrade ModuleTag_15 TriggeredBy = Upgrade_EquestriaTankArmor AddMaxHealth = 2000 ChangeType = PRESERVE_RATIO End Behavior = EjectPilotDie ModuleTag_17 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 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 = 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] And now, i got 2 special powers for my tank.