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2 Problems
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Jakkillr
Civilian


Joined: 25 Feb 2009

PostPosted: Wed Feb 25, 2009 10:18 pm    Post subject:  2 Problems Reply with quote  Mark this post and the followings unread

First off the SCUD doesn't animate for its Tertiary Weapon for whatever reason.

Code:
Object GLAVehicleScudLauncher

  ; *** ART Parameters ***
  SelectPortrait         = SUScudLauncher_L
  ButtonImage            = SUScudLauncher

  UpgradeCameo1 = Upgrade_GLAJunkRepair
  UpgradeCameo2 = Upgrade_GLAAnthraxBeta
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY TERTIARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
 
    DefaultConditionState
      Model = UVScudLchr
      Turret = TURRET
      TurretPitch = TURRETEL
      WeaponLaunchBone = PRIMARY WeaponA
      WeaponLaunchBone = SECONDARY WeaponA
      WeaponLaunchBone = TERTIARY WeaponA
      WeaponHideShowBone = PRIMARY MISSILE
      WeaponHideShowBone = SECONDARY MISSILE
      WeaponHideShowBone = TERTIARY MISSILE
    End

    ConditionState = REALLYDAMAGED
      Model = UVScudLchr_d
    End
    AliasConditionState = RUBBLE

    TrackMarks = EXTireTrack.tga

    Dust = ScudLauncherDust
    DirtSpray = RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension,
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire05
    LeftRearTireBone = Tire04
    RightRearTireBone = Tire08
    MidLeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire06
    MidLeftRearTireBone = Tire03
    MidRightRearTireBone = Tire07

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    ;PowerslideRotationAddition = 0.0   ; This speed is added to the rotation speed when powersliding.

  End


  ; ***DESIGN parameters ***

  DisplayName      = OBJECT:ScudLauncher
  Side = GLA
  EditorSorting   = VEHICLE
  TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY SCUDLauncherGunExplosive
    Weapon = SECONDARY SCUDLauncherGunToxin
    Weapon = TERTIARY SCUDLauncherGunNuke
    AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI
    AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
    AutoChooseSources = TERTIARY FROM_SCRIPT FROM_AI
    PreferredAgainst = SECONDARY INFANTRY
    ShareWeaponReloadTime = Yes
  End

  WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon = PRIMARY SCUDLauncherGunExplosive
    Weapon = SECONDARY SCUDLauncherGunAnthrax
    Weapon = TERTIARY SCUDLauncherGunNuke
    AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI
    AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
    AutoChooseSources = TERTIARY FROM_SCRIPT FROM_AI
    PreferredAgainst = SECONDARY INFANTRY
    ShareWeaponReloadTime = Yes
  End

  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = TankDamageFX
  End
  BuildCost       = 1200
  BuildTime       = 20.0          ;in seconds   
  VisionRange     = 180
  ShroudClearingRange = 300
  Prerequisites
    Object = GLAArmsDealer
    Object = GLAPalace
    Science = SCIENCE_ScudLauncher
  End

  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 200 400  ;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           = GLAVehicleScudLauncherCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = ScudLauncherVoiceSelect
  VoiceMove = ScudLauncherVoiceMove
  VoiceGuard = ScudLauncherVoiceMove
  VoiceAttack = ScudLauncherVoiceAttack
  SoundMoveStart = ScudLauncherMoveStart
  SoundMoveStartDamaged = ScudLauncherMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate       = ScudLauncherVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    TruckLandingSound = NoSound
    TruckPowerslideSound = NoSound
    VoiceCrush = ScudLauncherVoiceCrush
    VoiceEnter = ScudLauncherVoiceMove
    VoicePrimaryWeaponMode = ScudLauncherVoiceModeHiEx
    VoiceSecondaryWeaponMode = ScudLauncherVoiceModeAnthrax
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 180.0
    InitialHealth   = 180.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 60   ; turn rate, in degrees per sec
      TurretPitchRate = 60
      FirePitch = 90  ; Instead of aiming pitchwise at the target, it will aim here
      AllowsPitch = Yes
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
  End 

  Behavior = CommandButtonHuntUpdate  ModuleTag_04 ; allows use of command button hunt script with this unit.
  End

  Locomotor = SET_NORMAL ScudLauncherLocomotor
  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 40.0
  End

  Behavior = AutoHealBehavior ModuleTag_06
    HealingAmount = 2
    HealingDelay = 1000 ; msec
    TriggeredBy = Upgrade_GLAJunkRepair
  End

  Behavior = TransitionDamageFX ModuleTag_08
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ScudLauncherDamageTransition
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_09
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 50
    DestructionDelay = 2000
    DestructionDelayVariance = 300
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_SCUDLauncherDeathEffect 
    FX  = FINAL    FX_ScudLauncherExplosionOneFinal
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_10
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateObjectDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  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 = DestroyDie ModuleTag_22
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = WeaponSetUpgrade ModuleTag_23
    TriggeredBy = Upgrade_GLAAnthraxBeta
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME   
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End



Second off: I built a new vehicle that uses anew Drone and the drone isnt appearing.



Code:
Object AmericaDroneCarrier

  ; *** ART Parameters ***
  SelectPortrait         = SAPaladin_L
  ButtonImage            = SAPaladin
 
  UpgradeCameo1 = Upgrade_AmericaDroneArmor
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo3 = Upgrade_AmericaCompositeArmor

  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:DroneCarrier
  Side = America
  EditorSorting   = VEHICLE
  TransportSlotCount = 5                ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY DroneCarrierGun
  End
  ArmorSet
    Conditions      = None
    Armor           = CarrierArmor
    DamageFX        = TankDamageFX
  End
  ;ArmorSet
  ;  Conditions      = PLAYER_UPGRADE
  ;  Armor           = UpgradedTankArmor
  ;  DamageFX        = TankDamageFX
  ;End
  BuildCost       = 4000
  BuildTime       = 25.0          ;in seconds   
  VisionRange     = 200
  ShroudClearingRange = 300
  Prerequisites
    Object = AmericaWarFactory
    Object = AmericaStrategyCenter
  End

  ExperienceValue        = 200 200 400 800 ;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         = 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       = 1000.0
    InitialHealth   = 1000.0
  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
  Locomotor = SET_NORMAL CrusaderLocomotor
  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        = DronePointDefenseLaser
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    SecondaryTargetTypes  = INFANTRY
    ScanRate              = 500
    ScanRange             = 150.0
    PredictTargetVelocityFactor = 3.0
  End

  Behavior = ObjectCreationUpgrade ModuleTag_08
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ;ConflictsWith = Upgrade_AmericaScoutDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_20
    UpgradeObject = OCL_AmericanCombatDrone
    TriggeredBy   = Upgrade_AmericaCombatDrone
    ConflictsWith = Upgrade_AmericaBattleDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_09
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ;ConflictsWith = Upgrade_AmericaBattleDrone
  End
  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 5; So you can't build multiple upgrades in the same frame
  End

  Behavior = ExperienceScalarUpgrade ModuleTag_11
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 0.7 ;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  = 300.0
    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

Object AmericaVehicleCombatDrone

  ; *** ART Parameters ***
  SelectPortrait         = SABattleDrone_L
  ButtonImage            = SABattleDrone
 
  UpgradeCameo1 = Upgrade_AmericaDroneArmor
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

  ;MAIN CHASSIS
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = AVBATTLEDR
      Animation = AVBATTLEDR.AVBATTLEDR
      AnimationMode = LOOP
      Turret = Turret01
      TurretPitch = TurretEL01
      WeaponMuzzleFlash = PRIMARY TurretFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = REALLYDAMAGED
      Model = AVBATTLEDR_D
      Animation = AVBATTLEDR_D.AVBATTLEDR_D
      AnimationMode = LOOP
    End
  End

  ;EXTENDING ARM (FOR REPAIRING)
  Draw = W3DModelDraw ModuleTag_02
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = AVBATTLEDR_A
    End

    ;Unloading the arm (before starting to repair)
    ConditionState = UNPACKING
      Animation = AVBATTLEDR_A1.AVBATTLEDR_A1
      AnimationMode = ONCE
    End

    ;Loading the arm (after reparing complete)
    ConditionState = PACKING
      Animation = AVBATTLEDR_A1.AVBATTLEDR_A1
      AnimationMode = ONCE_BACKWARDS
      Flags = START_FRAME_LAST
    End

    ;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set)
    ConditionState = FIRING_B
      Animation = AVBATTLEDR_A2.AVBATTLEDR_A2
      AnimationMode = ONCE
    End


    ;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set)
    ConditionState = FIRING_C
      Animation = AVBATTLEDR_A2.AVBATTLEDR_A2
      AnimationMode = ONCE_BACKWARDS
      Flags = START_FRAME_LAST
    End

  End


  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:CombatDrone
  Side                = America
  EditorSorting       = VEHICLE
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions        = None
    Weapon            = PRIMARY CombatDroneMachineGun
    Weapon             = SECONDARY BattleDroneMachineGun
  End
  ArmorSet
    Conditions        = None
    Armor             = TankArmor
    DamageFX          = SmallTankDamageFX
  End

  BuildCost           = 200
  BuildTime           = 5.0          ;in seconds   
  VisionRange         = 200
  ShroudClearingRange = 250
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue     = 10 10 10 10 ;Experience point value at each level
  ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
  IsTrainable         = Yes
 
  ; *** AUDIO Parameters ***
  VoiceSelect         = NoSound
  VoiceMove           = NoSound
  VoiceAttack         = NoSound
  SoundMoveStart      = NoSound
  UnitSpecificSounds
  ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    TurretMoveStart   = NoSound
    TurretMoveLoop    = TurretMoveLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority       = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE   
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 200.0
    InitialHealth   = 200.0
  End

  Behavior = AIUpdateInterface ModuleTag_04
    Turret
      TurretTurnRate        = 360   // turn rate, in degrees per sec
      TurretPitchRate       = 360
      MinPhysicalPitch      = -75 ; If allows pitch, the lowest I can dip down to shoot.  defaults to 0 (horizontal)
      AllowsPitch           = Yes
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL BattleDroneLocomotor
  Locomotor = SET_PANIC BattleDronePanicLocomotor   ;used for repairing master (zippy)
  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 50.0
    KillWhenRestingOnGround = Yes
    AllowBouncing = No
  End

  Behavior = MaxHealthUpgrade ModuleTag_06
    TriggeredBy   = Upgrade_AmericaDroneArmor
    AddMaxHealth  = 100.0
    ChangeType    = ADD_CURRENT_HEALTH_TOO   ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
  End

  Behavior = SlavedUpdate ModuleTag_07
    GuardMaxRange = 35      ;How far away from master I'm allowed when master is idle (doesn't wander)
    GuardWanderRange = 35   ;How far away I'm allowed to wander from master while guarding.
    AttackRange = 75        ;How far away from master I'm allowed when master is attacking a target.
    AttackWanderRange = 10  ;How far I'm allowed to wander from target.
    ScoutRange = 75         ;How far away from master I'm allowed when master is moving.
    ScoutWanderRange = 10   ;How far I'm allowed to wander from scout point.
    RepairRange = 8         ;How far I can zip around while repair (only moves when he stops welding)
    RepairMinAltitude = 18.0   ;My minimum repair hover altitude.
    RepairMaxAltitude = 24.0   ;My maximum repair hover altitude.
    RepairRatePerSecond = 8.0 ;How many health points can I repair per second.
    RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing.
    RepairMinReadyTime = 300
    RepairMaxReadyTime = 750
    RepairMinWeldTime = 250
    RepairMaxWeldTime = 500
    RepairWeldingSys = BlueSparks
    RepairWeldingFXBone = Muzzle02
    StayOnSameLayerAsMaster = Yes
  End

  Behavior = DestroyDie ModuleTag_08
    DeathTypes = ALL
  End
  Behavior                 = CreateObjectDie  ModuleTag_09
    DeathTypes = ALL
    CreationList      = OCL_AmericaBattleDroneExplode
  End
 
  Behavior                 = TransitionDamageFX ModuleTag_10
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall
  End
 
  Behavior                 = FXListDie ModuleTag_11
    DeathTypes = ALL
    DeathFX           = FX_AmericaBattleDroneExplode
  End

  Behavior = UpgradeDie  ModuleTag_12
    ;This frees the object based upgrade for the producer object.
    DeathTypes = ALL
    UpgradeToRemove     = Upgrade_AmericaCombatDrone ModuleTag_13
  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 = CYLINDER
  GeometryMajorRadius = 5
  GeometryMinorRadius = 5
  GeometryHeight = 10.0     
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End



The OCL:
Code:

ObjectCreationList OCL_AmericanCombatDrone
  CreateObject
    Offset = X:0 Y:0 Z:10
    ObjectNames = AmericaVehicleCombatDrone
    IgnorePrimaryObstacle = Yes
    Disposition = LIKE_EXISTING
    Count = 3
    RequiresLivePlayer = Yes
  End
End


Commandbuttons:
Code:

CommandButton Command_ConstructAmericaVehicleCombatDrone
  Command       = OBJECT_UPGRADE
  Upgrade       = Upgrade_AmericaCombatDrone
  Options       = OK_FOR_MULTI_SELECT
  TextLabel     = CONTROLBAR:ConstructAmericaVehicleCombatDrone
  ButtonImage   = SABattleDrone
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildCombatDrone
End


Commandset:
Code:

CommandSet AmericaDroneCarrierCommandSet
  1  = Command_ConstructAmericaVehicleBattleDrone
  2  = Command_ConstructAmericaVehicleScoutDrone
  3  = Command_ConstructAmericaVehicleCombatDrone
  9  = Command_AttackMove
  11 = Command_Guard
  12 = Command_Stop
End


Upgrade:
Code:


Upgrade Upgrade_AmericaCombatDrone
  DisplayName        = UPGRADE:CombatDrone
  Type               = OBJECT
  BuildTime          = 14.0
  BuildCost          = 1500
  ButtonImage        = SABattleDrone
  ResearchSound      = BattleDroneVoiceCreate
End


The game gives no errors, so why doesn't it appear?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Feb 26, 2009 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Here's your problem:
Code:
  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 60   ; turn rate, in degrees per sec
      TurretPitchRate = 60
      FirePitch = 90  ; Instead of aiming pitchwise at the target, it will aim here
      AllowsPitch = Yes
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
  End

It only uses the turret for primary and secondary weapon. Add TERTIARY ControlledWeaponSlots and it should work Wink

2. What do you mean with "it isn't appearing"? Can you build it and the drone is invisible or can't you build it at all?

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Jakkillr
Civilian


Joined: 25 Feb 2009

PostPosted: Thu Feb 26, 2009 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

The carrier unit works fine, there are no errors when the game starts, but the drone's build icon just doesn't appear. However I just think I noticed why...

Code:

 CommandSet      = AmericaTankPaladinCommandSet


Crying or Very sad I'm such a newb.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Feb 26, 2009 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, that's the source. Don't worry, we all make such mistakes sometimes #Tongue

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Feb 27, 2009 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Jakkillr wrote:
The carrier unit works fine, there are no errors when the game starts, but the drone's build icon just doesn't appear. However I just think I noticed why...

Code:

 CommandSet      = AmericaTankPaladinCommandSet


Crying or Very sad I'm such a newb.


being a newb would be constantly asking for help. Having shown that you can check your own work you have shown that you may be new, but not entirely stupid. Smile

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defanatic
Medic


Joined: 31 Mar 2006

PostPosted: Sat Feb 28, 2009 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Jakkillr wrote:
The carrier unit works fine, there are no errors when the game starts, but the drone's build icon just doesn't appear. However I just think I noticed why...

Code:

 CommandSet      = AmericaTankPaladinCommandSet


Crying or Very sad I'm such a newb.


being a newb would be constantly asking for help. Having shown that you can check your own work you have shown that you may be new, but not entirely stupid. Smile


I'm the newb. Although I have made a few things for myself which I am proud of (first and foremost being managing to make it so civilian buildings give money when garrisoned, but only to a specific faction).

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