Posted by: king - Monday, November 24, 2008 6:04:40 AM
I have a tank called basilisk from the GLA, and I have in my version converted it to the airforce gen. I have some code and I hope someone can help me. I want the basilisk to be built right out of the factory with all the armor addon - Salvage crate and junkarmor upgrade. I want to know how to make the tank originally being built with the armor addon from the start without upgrading it and without using crates, not good for my airforce gen. Please help me.
Thanx
Heres the code:
[code]Object Salv_GLATankT28
; *** ART Parameters ***
SelectPortrait = SUT28SUPERHEAVY_L
ButtonImage = SUT28SUPERHEAVY
UpgradeCameo1 = Upgrade_GLAJunkRepair
UpgradeCameo2 = Upgrade_GLAJunkArmor
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
InitialRecoilSpeed = 120
MaxRecoilDistance = 8
ConditionState = NONE
Model = UVT28
End
ConditionState = REALLYDAMAGED
Model = UVT28_D
End
ConditionState = RUBBLE
Model = UVT28_D
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
Draw = W3DModelDraw ModuleTag_BARREL01
OkToChangeModelColor = Yes
;;Normal
ConditionState = NONE
Model = UVT28B
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = UVT28B_D
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
;;Salvage 1
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
Model = UVT28B1
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
Model = UVT28B1_D
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
;;Salvage 2
ConditionState = WEAPONSET_CRATEUPGRADE_TWO
Model = UVT28B2
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED
Model = UVT28B2_D
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
End
Draw = W3DModelDraw ModuleTag_MG01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UVT28G
Animation = UVT28G.UVT28G
AnimationMode = MANUAL
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
ConditionState = FIRING_A
Model = UVT28G
Animation = UVT28G.UVT28G
AnimationMode = MANUAL
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
ConditionState = FIRING_B
Model = UVT28G
Animation = UVT28G.UVT28G
AnimationMode = LOOP
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
ConditionState = REALLYDAMAGED
Model = UVT28G_D
Animation = UVT28G_D.UVT28G_D
AnimationMode = MANUAL
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
ConditionState = REALLYDAMAGED FIRING_A
Model = UVT28G
Animation = UVT28G.UVT28G
AnimationMode = MANUAL
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
ConditionState = REALLYDAMAGED FIRING_B
Model = UVT28G_D
Animation = UVT28G_D.UVT28G_D
AnimationMode = LOOP
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
End
Draw = W3DModelDraw ModuleTag_JunkArmor01
DefaultConditionState
Model = None
HideSubObject = LEVEL01 LEVEL02 LEVEL03
End
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = UVT28_A
ShowSubObject = LEVEL01
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVT28_AD
ShowSubObject = LEVEL01
End
ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
Model = UVT28_AD
ShowSubObject = LEVEL01
End
; crate upgrade 1
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE
Model = UVT28_A
ShowSubObject = LEVEL01 LEVEL02
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE
Model = UVT28_AD
ShowSubObject = LEVEL01 LEVEL02
End
ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_ONE
Model = UVT28_AD
ShowSubObject = LEVEL01 LEVEL02
End
; crate upgrade 2
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO
Model = UVT28_A
ShowSubObject = LEVEL01 LEVEL02 LEVEL03
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO
Model = UVT28_AD
ShowSubObject = LEVEL01 LEVEL02 LEVEL03
End
ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_TWO
Model = UVT28_AD
ShowSubObject = LEVEL01 LEVEL02 LEVEL03
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:T28
Side = GLASalvageGeneral
EditorSorting = VEHICLE
TransportSlotCount = 4 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY T28AssaultCannon
PreferredAgainst = PRIMARY VEHICLE
Weapon = SECONDARY TechnicalMachineGunWeapon
PreferredAgainst = SECONDARY INFANTRY
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY T28AssaultCannonUpgradeOne
PreferredAgainst = PRIMARY VEHICLE
Weapon = SECONDARY TechnicalMachineGunWeapon
PreferredAgainst = SECONDARY INFANTRY
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY T28AssaultCannonUpgradeTwo
PreferredAgainst = PRIMARY VEHICLE
Weapon = SECONDARY TechnicalMachineGunWeapon
PreferredAgainst = SECONDARY INFANTRY
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = CRATE_UPGRADE_ONE
Armor = TankArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = CRATE_UPGRADE_TWO
Armor = TankArmor
DamageFX = TankDamageFX
End
;;;Junk armor does not just add extra health it maks the armor better with every crate :) (10% increasement every time)
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = TankArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE CRATE_UPGRADE_ONE
Armor = TankArmor_SalvageOne
DamageFX = TankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE CRATE_UPGRADE_TWO
Armor = TankArmor_SalvageTwo
DamageFX = TankDamageFX
End
BuildCost = 2000
BuildTime = 20.0 ;in seconds
VisionRange = 250
ShroudClearingRange = 250
Prerequisites
Object = Salv_GLAArmsDealer
Object = Salv_GLAPalace
Science = SCIENCE_Basilisk
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 = GenericGroundAttackCommandSet
; *** AUDIO Parameters ***
VoiceSelect = T28VoiceSelect
VoiceMove = T28TankVoiceMove
VoiceGuard = T28TankVoiceMove
VoiceAttack = T28VoiceAttack
SoundMoveStart = T28TankMoveStart
SoundMoveStartDamaged = T28TankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = T28TankVoiceCreate
VoiceCrush = T28TankVoiceMove
VoiceEnter = T28TankVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE SALVAGER WEAPON_SALVAGER 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 = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0
TurretPitchRate = 10
AllowsPitch = Yes
NaturalTurretPitch = 9
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 100
ControlledWeaponSlots = SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BasiliskLocomotor
Behavior = PhysicsBehavior ModuleTag_14
Mass = 50.0
End
; Just explode death
Behavior = SlowDeathBehavior ModuleTag_16
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_GLABasiliskExplode
FX = FINAL FX_GenericTankDeathExplosion
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
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
Behavior = AutoHealBehavior ModuleTag_062
HealingAmount = 10
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End
Behavior = MaxHealthUpgrade ModuleTag_blabla
TriggeredBy = Upgrade_GLAJunkArmor
AddMaxHealth = 200.0
ChangeType = ADD_CURRENT_HEALTH_TOO
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_GLAJunkArmor
End
Behavior = WeaponSetUpgrade ModuleTag_ZOMGLOL07
TriggeredBy = Upgrade_GLAJunkArmor
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 15.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End[/code]
Thanx for your reply didnt work. Are there anyone that knows how to make it work. I want the tank to be built with all the armor added without the need of crates & upgrades. When I played it with the GLA, it got the armor when going into crates. and added some nice effects around the barrel and side of the tank, can it be done, to built it without the use of crates for armor addons.
Thanx
Posted by: Drummin - Monday, November 24, 2008 7:00:51 AM
I've never tried any moding so I may not be much help.. What if you set the conditions for ArmorSet to "None" instead of PLAYER_UPGRADE"?
[code];;;Junk armor does not just add extra health it maks the armor better with every crate :) (10% increasement every time)
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End[/code]
Posted by: Annihilationzh - Monday, November 24, 2008 1:07:00 PM
[code]Object Salv_GLATankT28
; *** ART Parameters ***
SelectPortrait = SUT28SUPERHEAVY_L
ButtonImage = SUT28SUPERHEAVY
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
InitialRecoilSpeed = 120
MaxRecoilDistance = 8
ConditionState = NONE
Model = UVT28
End
ConditionState = REALLYDAMAGED
Model = UVT28_D
End
ConditionState = RUBBLE
Model = UVT28_D
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
Draw = W3DModelDraw ModuleTag_BARREL01
OkToChangeModelColor = Yes
;;Normal
ConditionState = NONE
Model = UVT28B2
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = UVT28B2_D
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
End
Draw = W3DModelDraw ModuleTag_MG01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = UVT28G
Animation = UVT28G.UVT28G
AnimationMode = MANUAL
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
ConditionState = FIRING_A
Model = UVT28G
Animation = UVT28G.UVT28G
AnimationMode = MANUAL
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
ConditionState = FIRING_B
Model = UVT28G
Animation = UVT28G.UVT28G
AnimationMode = LOOP
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
ConditionState = REALLYDAMAGED
Model = UVT28G_D
Animation = UVT28G_D.UVT28G_D
AnimationMode = MANUAL
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
ConditionState = REALLYDAMAGED FIRING_A
Model = UVT28G
Animation = UVT28G.UVT28G
AnimationMode = MANUAL
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
ConditionState = REALLYDAMAGED FIRING_B
Model = UVT28G_D
Animation = UVT28G_D.UVT28G_D
AnimationMode = LOOP
AltTurret = TURRET
WeaponFireFXBone = SECONDARY MGMUZZLE
WeaponMuzzleFlash = SECONDARY MGMUZZLEFX
End
End
Draw = W3DModelDraw ModuleTag_JunkArmor01
DefaultConditionState
Model = UVT28_A
End
ConditionState = REALLYDAMAGED
Model = UVT28_AD
End
ConditionState = RUBBLE
Model = UVT28_AD
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:T28
Side = GLASalvageGeneral
EditorSorting = VEHICLE
TransportSlotCount = 4 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY T28AssaultCannonUpgradeTwo
PreferredAgainst = PRIMARY VEHICLE
Weapon = SECONDARY TechnicalMachineGunWeapon
PreferredAgainst = SECONDARY INFANTRY
End
ArmorSet
Conditions = None
Armor = TankArmor_SalvageTwo
DamageFX = TankDamageFX
End
BuildCost = 2000
BuildTime = 20.0 ;in seconds
VisionRange = 250
ShroudClearingRange = 250
Prerequisites
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 = GenericGroundAttackCommandSet
; *** AUDIO Parameters ***
VoiceSelect = T28VoiceSelect
VoiceMove = T28TankVoiceMove
VoiceGuard = T28TankVoiceMove
VoiceAttack = T28VoiceAttack
SoundMoveStart = T28TankMoveStart
SoundMoveStartDamaged = T28TankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = T28TankVoiceCreate
VoiceCrush = T28TankVoiceMove
VoiceEnter = T28TankVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE SALVAGER HUGE_VEHICLE
Body = ActiveBody ModuleTag_02
MaxHealth = 1300.0
InitialHealth = 1300.0
; 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 = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0
TurretPitchRate = 10
AllowsPitch = Yes
NaturalTurretPitch = 9
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 100
ControlledWeaponSlots = SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BasiliskLocomotor
Behavior = PhysicsBehavior ModuleTag_14
Mass = 50.0
End
; Just explode death
Behavior = SlowDeathBehavior ModuleTag_16
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_GLABasiliskExplode
FX = FINAL FX_GenericTankDeathExplosion
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
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
Behavior = AutoHealBehavior ModuleTag_062
HealingAmount = 10
HealingDelay = 1000 ; msec
StartsActive = Yes
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 15.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End[/code]
After a moderator fixed the first post, I decided to fix mine. I have no idea if this code will work (i make a lot of mistakes), but it should make the tank start fully upgraded with full scrap.
Posted by: king - Tuesday, November 25, 2008 7:52:35 AM
Cool, worked, but I have another issue, a GLA megatank, same problem, but much more difficult to sort out, Please help me to get the tank built with max armor and weaponset from the beginning without the need for upgrades and Crates.
Thanx
Heres the code:
[code];------------------------------------------------------------------------------
Object Aslt_GLATankDestroyer
; *** ART Parameters ***
SelectPortrait = SUDst_L
ButtonImage = SUDst
UpgradeCameo1 = Upgrade_GLAToxinShells
UpgradeCameo2 = Upgrade_GLAJunkRepair
UpgradeCameo3 = Upgrade_APBullets
UpgradeCameo4 = Upgrade_GLAAnthraxBeta
Draw = W3DOverlordTankDraw ModuleTag_01
ParticlesAttachedToAnimatedBones = Yes
ProjectileBoneFeedbackEnabledSlots = SECONDARY
DefaultConditionState
Model = UVDestroer
Turret = MortTurret
TurretPitch = MORTTURRETEL
WeaponFireFXBone = PRIMARY MORTMUZZLE
WeaponRecoilBone = PRIMARY MORTBARREL
WeaponLaunchBone = PRIMARY MORTMUZZLE
WeaponFireFXBone = SECONDARY WEAPONA
WeaponLaunchBone = SECONDARY WEAPONA
WeaponFireFXBone = TERTIARY FIRESTINGER
WeaponLaunchBone = TERTIARY FIRESTINGER
HideSubObject = ARMOR01 ARMOR02 ARMOR03
End
ConditionState = REALLYDAMAGED
Model = UVDestroer_D
HideSubObject = ARMOR01 ARMOR02 ARMOR03
End
AliasConditionState = RUBBLE
ConditionState = ARMORSET_CRATEUPGRADE_ONE
Model = UVDestroer
ShowSubObject = ARMOR01
HideSubObject = ARMOR02 ARMOR03
End
ConditionState = ARMORSET_CRATEUPGRADE_TWO
Model = UVDestroer
ShowSubObject = ARMOR02 ARMOR03
HideSubObject = ARMOR01
End
ConditionState = ARMORSET_CRATEUPGRADE_ONE REALLYDAMAGED
Model = UVDestroer_D
ShowSubObject = ARMOR01
HideSubObject = ARMOR02 ARMOR03
End
AliasConditionState = ARMORSET_CRATEUPGRADE_ONE RUBBLE
ConditionState = ARMORSET_CRATEUPGRADE_TWO REALLYDAMAGED
Model = UVDestroer_D
ShowSubObject = ARMOR02 ARMOR03
HideSubObject = ARMOR01
End
AliasConditionState = ARMORSET_CRATEUPGRADE_TWO RUBBLE
ConditionState = AFLAME
Model = UVDestroer
HideSubObject = ARMOR01 ARMOR02 ARMOR03
ParticleSysBone = SMOKE03 TankFireContinious
ParticleSysBone = SMOKE04 TankFireContinious
End
ConditionState = REALLYDAMAGED AFLAME
Model = UVDestroer_D
HideSubObject = ARMOR01 ARMOR02 ARMOR03
ParticleSysBone = SMOKE03 TankFireContinious
ParticleSysBone = SMOKE04 TankFireContinious
End
AliasConditionState = RUBBLE AFLAME
ConditionState = ARMORSET_CRATEUPGRADE_ONE AFLAME
Model = UVDestroer
ShowSubObject = ARMOR01
HideSubObject = ARMOR02 ARMOR03
ParticleSysBone = SMOKE03 TankFireContinious
ParticleSysBone = SMOKE04 TankFireContinious
End
ConditionState = ARMORSET_CRATEUPGRADE_TWO AFLAME
Model = UVDestroer
ShowSubObject = ARMOR02 ARMOR03
HideSubObject = ARMOR01
ParticleSysBone = SMOKE03 TankFireContinious
ParticleSysBone = SMOKE04 TankFireContinious
End
ConditionState = ARMORSET_CRATEUPGRADE_ONE REALLYDAMAGED AFLAME
Model = UVDestroer_D
ShowSubObject = ARMOR01
HideSubObject = ARMOR02 ARMOR03
ParticleSysBone = SMOKE03 TankFireContinious
ParticleSysBone = SMOKE04 TankFireContinious
End
AliasConditionState = ARMORSET_CRATEUPGRADE_ONE RUBBLE AFLAME
ConditionState = ARMORSET_CRATEUPGRADE_TWO REALLYDAMAGED AFLAME
Model = UVDestroer_D
ShowSubObject = ARMOR02 ARMOR03
HideSubObject = ARMOR01
ParticleSysBone = SMOKE03 TankFireContinious
ParticleSysBone = SMOKE04 TankFireContinious
End
AliasConditionState = ARMORSET_CRATEUPGRADE_TWO RUBBLE AFLAME
TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
TreadAnimationRate = 2.75
TreadDriveSpeedFraction = 0.3
TreadPivotSpeedFraction = 0.6
End
; ***DESIGN parameters ***
DisplayName = OBJECT:GLADestroyer
Side = GLAAssaultGeneral
EditorSorting = VEHICLE
TransportSlotCount = 0
BuildCost = 6000
BuildTime = 60.0
VisionRange = 150
ShroudClearingRange = 300
WeaponSet
Conditions = None
Weapon = PRIMARY DestroyerMortarGun
Weapon = SECONDARY GLADestroyerMissileWeapon
Weapon = TERTIARY AvengerRocketWeapon
End
ArmorSet
Conditions = None
Armor = SuperTankArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = CRATE_UPGRADE_ONE
Armor = SuperTankArmorPlusOne
DamageFX = TruckDamageFX
End
ArmorSet
Conditions = CRATE_UPGRADE_TWO
Armor = SuperTankArmorPlusTwo
DamageFX = TruckDamageFX
End
Prerequisites
Object = Aslt_GLAArmsDealer
Object = Aslt_GLAPalace
Science = SCIENCE_ASLT
Science = SCIENCE_Rank5
End
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
ExperienceValue = 237 316 421 562
ExperienceRequired = 0 712 948 1262
IsTrainable = Yes
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 = GenericCommandSet
; *** AUDIO Parameters ***
VoiceSelect = CruiserVoiceSelect
SoundMoveStart = HeavyTankMoveStart
SoundMoveStartDamaged = HeavyTankMoveStart
VoiceMove = CruiserVoiceMove
VoiceGuard = CruiserVoiceMove
VoiceAttack = CruiserVoiceAttack
UnitSpecificSounds
VoiceCreate = CruiserVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceEnter = CruiserVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE HUGE_VEHICLE SALVAGER ARMOR_SALVAGER DRONE
Body = ActiveBody ModuleTag_02
MaxHealth = 2400.0
InitialHealth = 2400.0
SubdualDamageCap = 5000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 120
TurretPitchRate = 120
FirePitch = 40
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CruiserTankLocomotor
Behavior = OverlordContain ModuleTag_07 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = No
ExperienceSinkForRider = Yes
PayloadTemplateName = Aslt_GLADestroyerTurret
End
Behavior = PhysicsBehavior ModuleTag_14
Mass = 100.0
End
Behavior = SlowDeathBehavior ModuleTag_16
DeathTypes = ALL -POISONED -POISONED_BETA -POISONED_GAMMA -EXTRA_6
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_GLATankDestroyerDebris
FX = FINAL FX_OverlordExplosionOneFinal
End
Behavior = SlowDeathBehavior ModuleTag_Poisoned
DeathTypes = NONE +POISONED +POISONED_BETA +POISONED_GAMMA +EXTRA_6
DestructionDelay = 10
OCL = FINAL OCL_GLATankDestroyerDeathEffectSimple
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
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
Behavior = AutoHealBehavior ModuleTag_05
HealingAmount = 4
HealingDelay = 1000
TriggeredBy = Upgrade_GLAJunkRepair
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 13.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End
Object Aslt_GLADestroyerTurret
; *** ART Parameters ***
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = FIREPOINT01 ;;STATION01
DefaultConditionState
Model = UVDestroer_A
Turret = TURRET01
TurretPitch = TurretEL
WeaponLaunchBone = PRIMARY MUZZLE
WeaponFireFXBone = PRIMARY MUZZLE
WeaponRecoilBone = PRIMARY BARREL
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = SECONDARY WEAPONB01
WeaponFireFXBone = SECONDARY WEAPONB01
WeaponFireFXBone = TERTIARY WEAPONA01
WeaponLaunchBone = TERTIARY WEAPONA01
WeaponMuzzleFlash = TERTIARY MUZZLEGT01
End
ConditionState = REALLYDAMAGED
Model = UVDestroer_AD
ParticleSysBone = Smoke01 SmokeFactionMedium
End
ConditionState = FIRING_C BETWEEN_FIRING_SHOTS_C
Model = UVDestroer_A
Animation = UVDestroer_A.UVDestroer_A
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2
End
ConditionState = FIRING_C BETWEEN_FIRING_SHOTS_C REALLYDAMAGED
Model = UVDestroer_AD
Animation = UVDestroer_AD.UVDestroer_AD
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2
End
End
; ***DESIGN parameters ***
Side = GLAAssaultGeneral
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY DestroyerTankGun
Weapon = SECONDARY GLADestroyerToxinGun
Weapon = TERTIARY GLADestroyerGattlingGun
PreferredAgainst = PRIMARY VEHICLE
PreferredAgainst = SECONDARY INFANTRY
PreferredAgainst = TERTIARY AIRCRAFT
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY DestroyerTankGun
Weapon = SECONDARY GLADestroyerToxinGunUpgraded
Weapon = TERTIARY GLADestroyerGattlingGun
PreferredAgainst = PRIMARY VEHICLE
PreferredAgainst = SECONDARY INFANTRY
PreferredAgainst = TERTIARY AIRCRAFT
End
Behavior = WeaponSetUpgrade ModuleTag_Weapon01
TriggeredBy = Upgrade_GLAAnthraxBeta
End
Behavior = WeaponBonusUpgrade ModuleTag_Weapon02
TriggeredBy = Upgrade_APBullets
End
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
VoiceRapidFire = NoSound
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI SALVAGER
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
SubdualDamageCap = 200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
TurretTurnRate = 120
TurretPitchRate = 120
AllowsPitch = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DestroyDie ModuleTag_04
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End[/code]
Posted by: Annihilationzh - Tuesday, November 25, 2008 10:20:17 AM
You're fortunate that I have contra. You didn't give me enough code, so I had to dig it out of my version (I hope you're using contra 006).
[quote]Cool, worked, but I have another issue, a GLA megatank, same problem, but much more difficult to sort out, Please help me to get the tank built with max armor and weaponset from the beginning without the need for upgrades and Crates.[/quote]
Contra's code is easy to work with. The guy who wrote it clearly knew what he was doing.
[code];------------------------------------------------------------------------------
Object Aslt_GLATankDestroyer
; *** ART Parameters ***
SelectPortrait = SUDst_L
ButtonImage = SUDst
Draw = W3DOverlordTankDraw ModuleTag_01
ParticlesAttachedToAnimatedBones = Yes
ProjectileBoneFeedbackEnabledSlots = SECONDARY
DefaultConditionState
Model = UVDestroer
Turret = MortTurret
TurretPitch = MORTTURRETEL
WeaponFireFXBone = PRIMARY MORTMUZZLE
WeaponRecoilBone = PRIMARY MORTBARREL
WeaponLaunchBone = PRIMARY MORTMUZZLE
WeaponFireFXBone = SECONDARY WEAPONA
WeaponLaunchBone = SECONDARY WEAPONA
WeaponFireFXBone = TERTIARY FIRESTINGER
WeaponLaunchBone = TERTIARY FIRESTINGER
End
ConditionState = REALLYDAMAGED
Model = UVDestroer_D
End
AliasConditionState = RUBBLE
ConditionState = AFLAME
Model = UVDestroer
ParticleSysBone = SMOKE03 TankFireContinious
ParticleSysBone = SMOKE04 TankFireContinious
End
ConditionState = REALLYDAMAGED AFLAME
Model = UVDestroer_D
ParticleSysBone = SMOKE03 TankFireContinious
ParticleSysBone = SMOKE04 TankFireContinious
End
AliasConditionState = RUBBLE AFLAME
TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
TreadAnimationRate = 2.75
TreadDriveSpeedFraction = 0.3
TreadPivotSpeedFraction = 0.6
End
; ***DESIGN parameters ***
DisplayName = OBJECT:GLADestroyer
Side = GLAAssaultGeneral
EditorSorting = VEHICLE
TransportSlotCount = 0
BuildCost = 6000
BuildTime = 60.0
VisionRange = 150
ShroudClearingRange = 300
WeaponSet
Conditions = None
Weapon = PRIMARY DestroyerMortarGun
Weapon = SECONDARY GLADestroyerMissileWeapon
Weapon = TERTIARY AvengerRocketWeapon
End
ArmorSet
Conditions = None
Armor = SuperTankArmorPlusTwo
DamageFX = TankDamageFX
End
Prerequisites
End
ExperienceValue = 237 316 421 562
ExperienceRequired = 0 712 948 1262
IsTrainable = Yes
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 = GenericCommandSet
; *** AUDIO Parameters ***
VoiceSelect = CruiserVoiceSelect
SoundMoveStart = HeavyTankMoveStart
SoundMoveStartDamaged = HeavyTankMoveStart
VoiceMove = CruiserVoiceMove
VoiceGuard = CruiserVoiceMove
VoiceAttack = CruiserVoiceAttack
UnitSpecificSounds
VoiceCreate = CruiserVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceEnter = CruiserVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE HUGE_VEHICLE SALVAGER DRONE
Body = ActiveBody ModuleTag_02
MaxHealth = 2400.0
InitialHealth = 2400.0
SubdualDamageCap = 5000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 120
TurretPitchRate = 120
FirePitch = 40
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CruiserTankLocomotor
Behavior = OverlordContain ModuleTag_07 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = No
ExperienceSinkForRider = Yes
PayloadTemplateName = Aslt_GLADestroyerTurret
End
Behavior = PhysicsBehavior ModuleTag_14
Mass = 100.0
End
Behavior = SlowDeathBehavior ModuleTag_16
DeathTypes = ALL -POISONED -POISONED_BETA -POISONED_GAMMA -EXTRA_6
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_GLATankDestroyerDebris
FX = FINAL FX_OverlordExplosionOneFinal
End
Behavior = SlowDeathBehavior ModuleTag_Poisoned
DeathTypes = NONE +POISONED +POISONED_BETA +POISONED_GAMMA +EXTRA_6
DestructionDelay = 10
OCL = FINAL OCL_GLATankDestroyerDeathEffectSimple
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
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
Behavior = AutoHealBehavior ModuleTag_05
HealingAmount = 4
HealingDelay = 1000
StartsActive = Yes
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 13.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End
Object Aslt_GLADestroyerTurret
; *** ART Parameters ***
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = FIREPOINT01 ;;STATION01
DefaultConditionState
Model = UVDestroer_A
Turret = TURRET01
TurretPitch = TurretEL
WeaponLaunchBone = PRIMARY MUZZLE
WeaponFireFXBone = PRIMARY MUZZLE
WeaponRecoilBone = PRIMARY BARREL
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = SECONDARY WEAPONB01
WeaponFireFXBone = SECONDARY WEAPONB01
WeaponFireFXBone = TERTIARY WEAPONA01
WeaponLaunchBone = TERTIARY WEAPONA01
WeaponMuzzleFlash = TERTIARY MUZZLEGT01
End
ConditionState = REALLYDAMAGED
Model = UVDestroer_AD
ParticleSysBone = Smoke01 SmokeFactionMedium
End
ConditionState = FIRING_C BETWEEN_FIRING_SHOTS_C
Model = UVDestroer_A
Animation = UVDestroer_A.UVDestroer_A
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2
End
ConditionState = FIRING_C BETWEEN_FIRING_SHOTS_C REALLYDAMAGED
Model = UVDestroer_AD
Animation = UVDestroer_AD.UVDestroer_AD
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2
End
End
; ***DESIGN parameters ***
Side = GLAAssaultGeneral
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY DestroyerTankGun
Weapon = SECONDARY GLADestroyerToxinGunUpgraded
Weapon = TERTIARY GLADestroyerGattlingGun
PreferredAgainst = PRIMARY VEHICLE
PreferredAgainst = SECONDARY INFANTRY
PreferredAgainst = TERTIARY AIRCRAFT
End
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
VoiceRapidFire = NoSound
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI SALVAGER
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
SubdualDamageCap = 200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
TurretTurnRate = 120
TurretPitchRate = 120
AllowsPitch = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DestroyDie ModuleTag_04
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End[/code]
You will also need this in weapon.ini (AP Bullets free):
[code];------------------------------------------------------------------------------
Weapon GLADestroyerGattlingGun
PrimaryDamage = 11.25
PrimaryDamageRadius = 1.0
AttackRange = 300.0
DamageType= SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 800
ProjectileObject= GenericBulletGAMediumWhite
ProjectileDetonationFX = FX_BulletHitWhite
FireFX = WeaponFX_GattlingCannonMachineGunFire
FireSound = GattlingCannonWeapon
RadiusDamageAffects= ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 50
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiSmallMissile = No
AntiBallisticMissile = Yes
AntiGround = No
End[/code]
And replace the projectile (toxin shells with anthrax beta free):
[code];------------------------------------------------------------------------------
Object GLATankShellBig
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
ConditionState = NONE
Model = EXBurst
ParticleSysBone = NONE BigBulletTrail
End
End
Scale = 1.2
; ***DESIGN parameters ***
DisplayName = OBJECT:TankShell
EditorSorting = SYSTEM
ArmorSet
Armor = ProjectileArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
DeathWeapon = ToxinShellWeaponBeta
StartsActive = Yes ; turned on by upgrade
ConflictsWith = Chem_Upgrade_GLAAnthraxGamma
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag07
DeathWeapon = ToxinShellWeaponGamma
StartsActive = No
TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells
RequiresAllTriggers = Yes
End
Behavior = DumbProjectileBehavior ModuleTag_10
DetonateCallsKill = Yes
FirstHeight = 0
SecondHeight = 0
FirstPercentIndent = 33%
SecondPercentIndent = 66%
FlightPathAdjustDistPerSecond = 9999
End
Behavior = PhysicsBehavior ModuleTag_11
Mass = 0.01 ; can't be zero, but we want it tiny so that it travels nearly straight
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End[/code]
Again note that I often make mistakes, so this code might not work.