; 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
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
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
; 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 = 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
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
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 = 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
;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 = 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
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
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Feb 26, 2009 11:12 am Post subject:
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
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? QUICK_EDIT
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...
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
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. QUICK_EDIT
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
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.
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). QUICK_EDIT
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