Elysha
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Dutchygamer
PresidentJoined : 18 Jun 2005Location : Dordrecht, the Netherlands
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Elysha
Guest
Posted: Sat Feb 02, 2008 11:38 am Post subject:
Sure, that's probably a good idea
My Demotruck style vehicle is as follows:
Code:
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
<Tags></Tags>
<Includes>
<!-- Base Object -->
<Include
type="instance"
source="DATA:BaseObjects/BaseVehicle.xml" />
</Includes>
<GameObject
id="SNDemoBot"
inheritFrom="BaseVehicle"
SelectPortrait="Portrait_ALIENExplorer"
ButtonImage="Portrait_ALIENExplorer"
Side="Shadownet"
EditorSorting="UNIT"
TransportSlotCount="1"
BuildCost="2500"
BuildTime="15"
CommandSet="NODFanaticCommandSet"
KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"
ProductionQueueType="VEHICLE"
UnitCategory="VEHICLE"
WeaponCategory="BLAST"
RadarPriority="UNIT"
VoicePriority="40"
EditorName="SNDemoBot"
Description="Desc:SNDemoBot"
TypeDescription="Type:SNDemoBot">
<DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:SNDemoBot</DisplayName>
<GameDependency>
<RequiredObject>SNDataCell</RequiredObject>
</GameDependency>
<ArmorSet
Armor="AlienExplorerArmor"
DamageFX="VehicleDamageFX" />
<LocomotorSet
Locomotor="AlienExplorerLocomotor"
Condition="NORMAL"
Speed="60.0" />
<SkirmishAIInformation
UnitBuilderStandardCombatUnit="true" />
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="AUSurvyrX_SKN" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FORMATION_PREVIEW">
<Model
Name="AUSurvyr_FP" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING">
<Model
Name="AUSurvyrR_SKN" />
<ParticleSysBone
BoneName="Head"
FXParticleSystemTemplate="AlienDamageFire01"
FollowBone="true" />
<ParticleSysBone
BoneName="Head"
FXParticleSystemTemplate="AlienDamageFireGlow01"
FollowBone="true" />
<ParticleSysBone
BoneName="Head"
FXParticleSystemTemplate="AlienDamageFireGlow02"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="REALLYDAMAGED">
<Model
Name="AUSurvyrX_SKN" />
<Texture
Original="AUSurvyr"
New="AUSurvyr_d" />
<ParticleSysBone
BoneName="Head"
FXParticleSystemTemplate="AlienDamageFire01"
FollowBone="true" />
<ParticleSysBone
BoneName="Head"
FXParticleSystemTemplate="AlienDamageFireGlow01"
FollowBone="true" />
<ParticleSysBone
BoneName="Head"
FXParticleSystemTemplate="AlienDamageFireGlow02"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DAMAGED">
<Model
Name="AUSurvyrX_SKN" />
<Texture
Original="AUSurvyr"
New="AUSurvyr_d" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT">
<Animation
AnimationName="AUSurvyr_MOVA" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING"
Flags="START_FRAME_FIRST">
<Animation
AnimationName="AUSurvyrR_DIEA"
AnimationMode="ONCE" />
</AnimationState>
</ScriptedModelDraw>
</Draws>
<Behaviors>
<WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate">
<WeaponSlotHardpoint
ID="1"
AllowInterleavedFiring="false"
InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
<!-- This weapon is here to allow the horde to attack victims. It's not used by the fanatic directly. -->
<Weapon
Ordering="PRIMARY_WEAPON"
Template="SNDemoBotRangeFinder" />
<Weapon
Ordering="SECONDARY_WEAPON"
Template="SNDemoBotBomb" />
</WeaponSlotHardpoint>
</WeaponSetUpdate>
<FireWeaponWhenDead
id="ModuleTag_FireWeaponWhenDead"
InitiallyActive="true"
DeathWeapon="SNDemoBotBombExplosion">
<DieMuxData
DeathTypes="DETONATED EXPLODED BURNED LASERED" />
<WeaponFireProbability
DeathType="BURNED"
ChancePercentage="80" />
<WeaponFireProbability
DeathType="EXPLODED"
ChancePercentage="100" />
<WeaponFireProbability
DeathType="LASERED"
ChancePercentage="20" />
<!-- always fire from a detonation -->
<WeaponFireProbability
DeathType="DETONATED"
ChancePercentage="100" />
</FireWeaponWhenDead>
<SlowDeath
id="ModuleTag_Vaporise"
SinkDelay="0s"
SinkRate="0.0"
DeathFlags="DEATH_2"
Fade="true"
FadeDelay="1.75s"
FadeTime="0.45s"
DestructionDelay="2.25s">
<DieMuxData
DeathTypes="DETONATED"/>
</SlowDeath>
<ProductionUpdate
id="ModuleTag_ProductionUpdate" />
<Physics
id="ModuleTag_Physics" />
<SlowDeath
id="ModuleTag_Death"
SinkDelay="8s"
SinkRate="1.0"
DestructionDelay="15s">
<OCL
Type="INITIAL">
<OCL>OCL_ALIENSurveyorDebris</OCL>
</OCL>
<DieMuxData
DeathTypes="ALL"
DeathTypesForbidden="TOPPLED" />
</SlowDeath>
<FXListBehavior
id="ModuleTag_FXList">
<DieMuxData
DeathTypes="ALL" />
<Event
Index="onDeath"
FX="FX_ALIENVehicleExplode" />
</FXListBehavior>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI" />
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="2000.0" />
</Body>
<Geometry
IsSmall="true">
<Shape
Type="CYLINDER"
MajorRadius="10.0"
Height="55.0"></Shape>
</Geometry>
<AudioArrayVoice>
<AudioEntry
Sound="ALI_Explorer_SoundCreate"
AudioType="voiceCreated" />
<AudioEntry
Sound="ALI_Explorer_SoundMove"
AudioType="voiceMove" />
<AudioEntry
Sound="ALI_Explorer_SoundSelectMS"
AudioType="voiceSelect" />
</AudioArrayVoice>
<!-- ALI_Explorer_SoundSpecial -->
<AudioArraySound>
<AudioEntry
Sound="ALI_Explorer_IdleLoop"
AudioType="soundAmbient" />
<AudioEntry
Sound="ALI_Explorer_MoveStart"
AudioType="soundMoveStart" />
</AudioArraySound>
<ShadowInfo
Type="VOLUME" />
<VisionInfo
VisionRange="150"
ShroudClearingRange="320" />
<CrusherInfo
CrusherLevel="0"
CrushEqualLevelProps="true"
CrushableLevel="2" />
</GameObject>
</AssetDeclaration>
The weapons are:
Code:
<WeaponTemplate
id="SNDemoBotRangeFinder"
Name="SNDemoBotRangeFinder"
AttackRange="1"
LeechRangeWeapon="true"
AcceptableAimDelta="45d"
CanFireWhileMoving="true"
MeleeWeapon="true"
ChaseWeapon="true"
FinishAttackOnceStarted="false" >
<FiringDuration
MinSeconds="0.1s"
MaxSeconds="0.1s" />
<SurpriseAttackObjectFilter
Rule="ANY"
Include="VEHICLE"
Relationship="ENEMIES"/>
</WeaponTemplate>
<WeaponTemplate
id="SNDemoBotBomb"
Name="SNDemoBotBomb"
AttackRange="20.0"
AcceptableAimDelta="180d"
RadiusDamageAffects="ALLIES ENEMIES NEUTRALS SELF"
ClipSize="1"
MeleeWeapon="true"
ChaseWeapon="true"
CanFireWhileMoving="true">
<!--Do enough damage to kill ourselves but ourselves ONLY. Then the fanatic will fire a weapon on die that
does the chain reaction damage -->
<Nuggets>
<DamageNugget
OnlyKillOwnerWhenTriggered="true"
Damage="100000.0"
Radius="0.0"
DelayTimeSeconds="0.0s"
DamageType="GRENADE"
DamageFXType="NOD_GRENADE"
DeathType="DETONATED" />
</Nuggets>
</WeaponTemplate>
<WeaponTemplate
id="SNDemoBotBombExplosion"
Name="SNDemoBotBombExplosion"
AttackRange="99999.0"
FireFX="FX_GDI_Comamndo_SatchelChargeExplosion"
RadiusDamageAffects="ALLIES ENEMIES NEUTRALS SELF"
ClipSize="1">
<FiringDuration
MinSeconds="0.1s"
MaxSeconds="0.1s" />
<Nuggets>
<DamageNugget
Damage="3500.0"
Radius="200"
DelayTimeSeconds="0.1s"
DamageType="CANNON"
DamageFXType="NOD_GRENADE"
DeathType="DETONATED">
<DamageScalarDetails
Scalar= "1%">
<Filter
Relationship="ALLIES">
<IncludeThing>SNDemoBot</IncludeThing>
</Filter>
</DamageScalarDetails>
</DamageNugget>
</Nuggets>
</WeaponTemplate>
I've actually figured out the weapon draw thing, so this is my only problem now. QUICK_EDIT
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Stygs
Cyborg CannonJoined : 27 Nov 2005Location : Germany
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Elysha
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