Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Fri Aug 26, 2005 1:33 am Post subject:
Put a K in the locomotor. just 'corrupt' it. Or clone/edit the Chrono Miner. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri Aug 26, 2005 3:23 pm Post subject:
it still doesn't work. here's the code, maybe u guys can spot the problem:
Code:
; Chrono Tank
[CHRONOTANK]
UIName=Name:CHRONOTANK
Name=Chrono Tank
Category=AFV
Primary=ChronoGun
Secondary=ChronoMissle
ElitePrimary=ChronogunE
EliteSecondary=ChronoMissleE
Prerequisite=GAWEAP,TECH
PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute
Crushable=no
Strength=750
Armor=heavy
TechLevel=10
Sight=8
ROT=5
Speed=5 ;okay, we don't really need this, but give it a dummy value just to make sure nothing complains
CrateGoodie=yes
Crusher=yes
MoveToShroud=no
Teleporter=yes
Owner=British,French,Germans,Americans,Alliance
Cost=1750
Soylent=750
Points=15
Locomotor=;
IsSelectableCombatant=yes
VoiceSelect=ChronoLegionSelect
VoiceMove=ChronoLegionMove
VoiceAttack=ChronoLegionAttackCommand
VoiceSpecialAttack=ChronoLegionMove
DieSound=GenVehicleDie
VoiceFeedback=
ChronoInSound=ChronoLegionTeleport
ChronoOutSound=ChronoLegionTeleport
MovementZone=Infantry
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
Trainable=yes
MaxDebris=6
True.
You shouldn't be copying stuff from one object type to another, some tags work differently in such cases.
Teleporter= defines whether this infantry can be safely moved by the Chronosphere (yes) or will it get killed by it(no).
On vehicles, however, it defines whether the object can chrono only when it's going back to the docking structure (yes) or all the time (no).
Unrelated note, any vehicle with a defined Dock= does not have to "fade in" after chronoshifting. Ever.
Hmm, I guess I should add this info to ModEnc's article as well... QUICK_EDIT
; AP chrono
[CHRONO2]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
;DB Changed AP shot on 6/6/01 to make plate armor almost immune to attacks by AP weapons.
;Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100%
Verses=0%,0%,0%,75%,100%,100%,65%,45%,60%,0%,0%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22
ProneDamage=50%
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