Posted by: joey55 - Thursday, October 15, 2009 9:39:08 AM
hi,i am making a map with a lot of water. so i was wondering:is ther a code for in the ini file that enables you to let your units move trough water. if it is possible it would make my map a lot more fun. thanks for the help[smile]

Posted by: medvac020 - Thursday, November 12, 2009 2:50:47 PM
;------------------------------------------------------------------------------********************* Object Boss_TankPaladin ; *** ART Parameters *** SelectPortrait = SAPaladin_L ButtonImage = SAPaladin UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaAdvancedTraining UpgradeCameo4 = Upgrade_AmericaCompositeArmor UpgradeCameo5 = Upgrade_AmericaHallfireDrone Draw = W3DTankDraw ModuleTag_01 ExtraPublicBone = Laser ConditionState = NONE Model = AVPaladin Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End ConditionState = REALLYDAMAGED Model = AVPaladin_D Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End ConditionState = RUBBLE Model = AVPaladin_D Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY 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:Paladin Side = Boss EditorSorting = VEHICLE TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY PaladinTankGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ;ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = UpgradedTankArmor ; DamageFX = TankDamageFX ;End BuildCost = 800 BuildTime = 3.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = Boss_WarFactory End ExperienceValue = 100 100 150 175 ;Experience point value at each level ExperienceRequired = 0 100 150 200 ;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 = AmericaTankPaladinCommandSet ; *** AUDIO Parameters *** VoiceSelect = PaladinTankVoiceSelect VoiceMove = PaladinTankVoiceMove VoiceGuard = PaladinTankVoiceMove VoiceAttack = PaladinTankVoiceAttack SoundMoveStart = PaladinTankMoveStart SoundMoveStartDamaged = PaladinTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = PaladinTankVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = PaladinTankVoiceCrush VoiceEnter = PaladinTankVoiceMove 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 = 800.0 InitialHealth = 800.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 180 ;60 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End ;AltTurret ; TurretTurnRate = 9000; ; ControlledWeaponSlots = SECONDARY ;End AutoAcquireEnemiesWhenIdle = Yes End [size=7][color=red] Locomotor = SET_NORMAL BasicAmphibiousLocomotor[/color][/size] 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_PaladinTankDeathEffect 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_PaladinTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = PointDefenseLaserUpdate ModuleTag_07 WeaponTemplate = PaladinPointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE SecondaryTargetTypes = INFANTRY ScanRate = 500 ScanRange = 120.0 PredictTargetVelocityFactor = 3.0 End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = 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 Upgrade_AmericaHallfireDrone 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 = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 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