UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End
; 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 = 100
End
Behavior = StealthDetectorUpdate ModuleTag_13
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = BaseRegenerateUpdate ModuleTag_05
;No data
End
Behavior = AIUpdateInterface ModuleTag_06
Turret
TurretTurnRate = 120 ; 80 // turn rate, in degrees per sec
TurretPitchRate = 160
AllowsPitch = Yes
NaturalTurretPitch = 0
;FirePitch = 25
FiresWhileTurning = Yes
RecenterTime = 2000
ControlledWeaponSlots = PRIMARY
MinIdleScanInterval = 1000 ; in milliseconds
MaxIdleScanInterval = 5000 ; in milliseconds
MinIdleScanAngle = 25 ; in degrees off the natural turret angle
MaxIdleScanAngle = 45 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 150
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Behavior = CreateObjectDie ModuleTag_09
CreationList = OCL_AmericanRangerDebris03
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureTinyDeath
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = StealthDetectorUpdate ModuleTag_15
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
WeaponHideShowBone = PRIMARY MISSILE
should be correct, at least as long as the objects you want to have hidden are called MISSILE01, MISSILE02 and MISSILE03
so, check your naming in the model and code.
Note: if looking at the code of the Scorpion tank you'll notice that EA was actually to lazy to fix the spelling and their model and had to fix it in code. QUICK_EDIT
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