How do you change the primary weapon of a vecihcle and remove the secondary
ex: make the humvee TOW primary and remove the machine gun
this is humvee code from AmericaVehicle.ini
;------------------------------------------------------------------------------
Object AmericaVehicleHumvee
; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
; UpgradeCameo5 = Upgrade_AmericaTOWMissile
; we want need this, cause TOW will be from beginning Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVHUMMER
Turret = Turret
HideSubObject = Turret
;hiding MG turret ShowSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
;we have to show TOW turret ; WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = PRIMARY WeaponB ; we have to tell which bone will be our TOW weapon's FirePoint; WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponMuzzleFlash = PRIMARY WeaponB ; we have to tell which bone will be our TOW weapon's MuzzleFlash WeaponFireFXBone = SECONDARY WeaponB ; TOW consist of two weapons (Anti-Ground and Anti-Air) that is why SECONDARY slot is needed
WeaponMuzzleFlash = SECONDARY WeaponB ; End
ConditionState = REALLYDAMAGED
;same for reallydamaged model Model = AVHUMMER_d
Turret = Turret
HideSubObject = Turret
ShowSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
; WeaponFireFXBone = PRIMARY Muzzle
; WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY WeaponB
WeaponMuzzleFlash = PRIMARY WeaponB
WeaponFireFXBone = SECONDARY WeaponB
WeaponMuzzleFlash = SECONDARY WeaponB End
;wont be upgradin so wont need this; ConditionState = WEAPONSET_PLAYER_UPGRADE
; Model = AVHUMMER
; Turret = TurretUp01
; HideSubObject = Turret MuzzleFX01
; ShowSubObject = TurretUp01 Housecolor03
; WeaponFireFXBone = PRIMARY MuzzleUp
; WeaponMuzzleFlash = PRIMARY MuzzleFXUp
; WeaponFireFXBone = SECONDARY WeaponB
; WeaponLaunchBone = SECONDARY WeaponB
; WeaponFireFXBone = TERTIARY WeaponB
; WeaponLaunchBone = TERTIARY WeaponB
; End
; ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
; Model = AVHUMMER_d
; Turret = TurretUp01
; HideSubObject = Turret MuzzleFX01
; ShowSubObject = TurretUp01 Housecolor03
; WeaponFireFXBone = PRIMARY MuzzleUp
; WeaponMuzzleFlash = PRIMARY MuzzleFXUp
; WeaponFireFXBone = SECONDARY WeaponB
; WeaponLaunchBone = SECONDARY WeaponB
; WeaponFireFXBone = TERTIARY WeaponB
; WeaponLaunchBone = TERTIARY WeaponB
; End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
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 = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Humvee
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
;Main weaponset; Weapon = PRIMARY HumveeGun
; Weapon = SECONDARY HumveeMissileWeaponAirDummy
Weapon = PRIMARY HumveeMissileWeapon
Weapon = SECONDARY HumveeMissileWeaponAir
PreferredAgainst = SECONDARY AIRCRAFT End
;WeaponSet after upgrade - we wont need it; WeaponSet
; Conditions = PLAYER_UPGRADE
; Weapon = PRIMARY HumveeGun
; Weapon = SECONDARY HumveeMissileWeapon
; Weapon = TERTIARY HumveeMissileWeaponAir
; PreferredAgainst = TERTIARY AIRCRAFT
; End
ArmorSet
Conditions = None
Armor = HumveeArmor
DamageFX = TruckDamageFX
End
BuildCost = 700
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 320
Prerequisites
Object = AmericaWarFactory
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;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 = AmericaVehicleHumveeCommandSet
; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
VoiceGuard = HumveeVoiceMove
VoiceAttack = HumveeVoiceAttack
VoiceAttackAir = HumveeVoiceAttackTOW
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
VoiceCreate = HumveeVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = HumveeVoiceCrush
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceUnload = HumveeVoiceUnload
VoiceEnter = HumveeVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT
Body = ActiveBody ModuleTag_02
MaxHealth = 240.0
InitialHealth = 240.0
; 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 = 480
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Locomotor = SET_NORMAL HumveeLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_14
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
;this wont be needed too; Behavior = WeaponSetUpgrade ModuleTag_09
; TriggeredBy = Upgrade_AmericaTOWMissile
; End
Behavior = ExperienceScalarUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End
Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
; This is commented out per hotlist request 10/9 ML
; Behavior = CreateObjectDie ModuleTag_15
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
; End
Behavior = EjectPilotDie ModuleTag_16
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
; The following added out per hotlist request 10/9 as above ML
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = TransitionDamageFX ModuleTag_17
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
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 = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
that's how it works, in short,
sorry for very long post