Crafty Coding of Mods
#21
Posted 24 February 2004 - 10:48 PM
#22
Posted 25 February 2004 - 01:28 AM
#23
Posted 25 February 2004 - 10:48 AM
Another question: How do i change the aircraft crash damage? Having a B52 land on a tank without damaging it is silly.
#24
Posted 25 February 2004 - 03:08 PM
You also need to put the same thing on the control rods, as they are a separate model, so you need to put the same thing in them, with no model. As for the damage thing, I need to actually look at the files for that.It half worked. Instead of the whoe building appearing as soon as you place the location, not you only get the power rods. It still starts producing power as soon as it's placed though.
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#26
Posted 15 March 2004 - 03:01 PM
You presented the solution to your problem - use paladin laser logic. However, problems might occur when the unit is attacked by flame or toxin weapons that use hundreds of projectiles in a second, so you might have to do more than one laser to enable the laser to shoot down all projectiles.
#27
Posted 15 March 2004 - 07:09 PM
I don't want a solid sheild, else it would look like the RA2 Iron Curtain. It should be like the Paladin lazer and let things through if it can't recharge in time.
I know the idea of how to makes this, but i've no clue how to code it.
#28
Posted 15 March 2004 - 09:31 PM
If it is for the big mod, then I will look into it after friday, I am currently working on the logical team rules, and friday is a possible date if I work a bit harder now.
#30 Guest_ImmoMan_*
Posted 21 March 2004 - 01:23 AM
#31
Posted 20 March 2004 - 03:25 PM
harryluck made me a nice Sentry Turret. I went to coded it into the game. I go to test it and it's gray.
I've tryed everything i can think of to make the Mobile Reserch Center build this Turret, but it wont.
The button is there saying "ha! i'm not working for you. lol". Like some sort of n00b, laughing at me.
What tags are needed to make a unit build a building?
#32
Posted 20 March 2004 - 03:34 PM
Does the mobile research center have a dozer AI update and a DOZER kindof? Also, it should NOT have two AIUpdate modules present, only the dozerAI.
#34
Posted 20 March 2004 - 05:29 PM
post the inis please..
#35
Posted 20 March 2004 - 05:45 PM
I don't delete code, i just coment it all out.
;------------------------------------------------------------------------------
;GLA Demo Trap
Object GLADemoTrap
; *** ART Parameters ***
SelectPortrait = SSHideBomb
ButtonImage = SSHideBomb
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
; Model = EXHideBomb
Model = sentry_turret
; Turret = TURRET01
; TurretPitch = TURRETEL
; WeaponFireFXBone = PRIMARY Muzzle
; WeaponMuzzleFlash = PRIMARY MuzzleFX
; WeaponFireFXBone = SECONDARY Muzzle
; WeaponMuzzleFlash = SECONDARY MuzzleFX
End
AliasConditionState = DAMAGED
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
AliasConditionState = NIGHT
AliasConditionState = SNOW
AliasConditionState = NIGHT SNOW
AliasConditionState = NIGHT DAMAGED
AliasConditionState = SNOW DAMAGED
AliasConditionState = NIGHT SNOW DAMAGED
AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = SNOW REALLYDAMAGED RUBBLE
AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
;*******************************************************************************
*******************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = sentry_turret
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = sentry_turret
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = sentry_turret
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;*******************************************************************************
*******************************************
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:DemoTrap; Stars Sentry Turret
Side = China; Stars
EditorSorting = STRUCTURE
Prerequisites
; Object = GLAArmsDealer
End
BuildCost = 1
BuildTime = 3.0 ; in seconds
EnergyProduction = 0
ExperienceValue = 50 50 50 50 ; Experience point value at each level
WeaponSet
Conditions = None
Weapon = PRIMARY GattlingBuildingGun
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
Weapon = SECONDARY GattlingBuildingGunAir
AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
End
VisionRange = 360.0 ; Shroud clearing distance AND targeting range
ShroudClearingRange = 360
; WeaponSet
; ;The weapon set is used to determine detonation mode
; Conditions = None
; Weapon = PRIMARY DummyWeapon;Used for mode matching only (when to detonate)
; Weapon = SECONDARY DummyWeapon;Used for mode matching only (when to detonate)
; Weapon = TERTIARY DummyWeapon;Used for mode matching only (when to detonate)
; AutoChooseSources = PRIMARY NONE
; AutoChooseSources = SECONDARY NONE
; AutoChooseSources = TERTIARY NONE
; End
; ArmorSet
; Conditions = None
; Armor = StructureArmor
; DamageFX = DefaultDamageFX; Too small for normal building FX, but if we do make dedicated one it should be silent
; End
ArmorSet
Conditions = None
Armor = BaseDefenseArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = ChinaGattlingCannonCommandSet
; CommandSet = = GLADemoTrapCommandSet
; ; *** AUDIO Parameters ***
; VoiceSelect = UndergroundGeneratorSelect
; SoundDie = BuildingDie ; Turned off because death is start of detonation
; SoundOnDamaged = BuildingDamagedStateLight
; SoundOnReallyDamaged = BuildingDestroy
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** AUDIO Parameters ***
VoiceSelect = GattlingCannonSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
VoiceRapidFire = NoSound
End
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound;These aren't playing properly (mdp) TurretMoveLoopLoud
End
; ; *** ENGINEERING Parameters ***
; RadarPriority = STRUCTURE
; KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE
; Body = StructureBody ModuleTag_02
; MaxHealth = 100.0
; InitialHealth = 100.0
; End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY;POWERED
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
InitialHealth = 200.0
End
; Behavior = StealthUpdate ModuleTag_03
; StealthDelay = 0; msec
; StealthForbiddenConditions = NONE
; FriendlyOpacityMin = 100.0%
; OrderIdleEnemiesToAttackMeUponReveal = Yes
; End
; Behavior = DemoTrapUpdate ModuleTag_04
; DefaultProximityMode = Yes ;If yes, defaults to proximity mode, otherwise defaults to manual.
; DetonationWeaponSlot = PRIMARY ;The slot the weapon is in when it detonates.
; ProximityModeWeaponSlot = SECONDARY;The slot proximity mode is determined by (bogus weapon)
; ManualModeWeaponSlot = TERTIARY ;The slot manual mode is determined by (bogus weapon)
; TriggerDetonationRange = 40.0 ;Detonation range when in proximity mode (and must be on ground)
; IgnoreTargetTypes = PROJECTILE UNATTACKABLE
; AutoDetonationWithFriendsInvolved = Yes;GLA are low tech
;; DetonationWeapon = DemoTrapDetonationWeapon
; DetonateWhenKilled = Yes
; End
Behavior = AIUpdateInterface ModuleTag_06
Turret
ControlledWeaponSlots = PRIMARY SECONDARY
TurretTurnRate = 180 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretPitch = 90;45; this keeps it aimed half way between land and sky
MinIdleScanInterval = 250 ; in milliseconds
MaxIdleScanInterval = 250 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End
; Behavior = SlowDeathBehavior ModuleTag_07
; ExemptStatus = UNDER_CONSTRUCTION
; DestructionDelay = 1000
; FX = INITIAL FX_GLADemoTrapWarning
; Weapon = FINAL DemoTrapDetonationWeapon
; End
Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
; Behavior = InstantDeathBehavior ModuleTag_09
; ; if we are under construction, use this death instead
; RequiredStatus = UNDER_CONSTRUCTION
; ; no effect
; End
; BuildCompletion = PLACED_BY_PLAYER
Shadow = SHADOW_VOLUME
Geometry = CYLINDER
GeometryMajorRadius = 4.0
GeometryHeight = 9
GeometryIsSmall = Yes
BuildCompletion = PLACED_BY_PLAYER
End
#36
Posted 20 March 2004 - 06:28 PM
#37
Posted 20 March 2004 - 07:15 PM
Your asking for a world of pain:
;------------------------------------------------------------------------------
Object GLAVehicleBombTruck
; *** ART Parameters ***
SelectPortrait = SAPowTruck
ButtonImage = SAPowTruck
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVPOWTRUCK
End
ConditionState = REALLYDAMAGED
Model = AVPOWTRUCK_D
End
ConditionState = RUBBLE
Model = AVPOWTruck_D
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
MidLeftRearTireBone = Tire03
MidRightRearTireBone = Tire05
LeftRearTireBone = Tire04
RightRearTireBone = Tire06
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:BombTruck ; Stars MRC Mobile Reserch Center MTU
Side = China ; Stars
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
; WeaponSet
; Conditions = None
; Weapon = PRIMARY SuicideWeapon ;NO! but nothing to switch with yet...
; End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TruckDamageFX
End
BuildCost = 50 ; huge, so you dont want to losse it!
BuildTime = 50.0 ;in seconds ; huge, so you dont want to wait once you losse it.
VisionRange = 250 ; 150 ; Used in attack move targeting
ShroudClearingRange = 300
MaxSimultaneousOfType = 1
Prerequisites
; !NOTHING!
; Object = GLAArmsDealer
; Object = GLAPalace
End
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 = GLAVehicleBombTruckCommandSet
; *** AUDIO Parameters ***
VoiceSelect = BombTruckVoiceSelect
VoiceMove = BombTruckVoiceMove
VoiceGuard = BombTruckVoiceMove
VoiceAttack = BombTruckVoiceAttack
SoundMoveStart = BombTruckMoveStart
SoundMoveStartDamaged = BombTruckMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = BombTruckVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
DisguiseStarted = BombTruckDisguiseStarted
DisguiseRevealedSuccess = BombTruckDisguiseRevealedSuccess
DisguiseRevealedFailure = BombTruckDisguiseRevealedFailure
VoiceEnter = BombTruckVoiceMove
VoiceNoBuild = DozerUSAVoiceBuildNot
VoiceBuildResponse = DozerUSAVoiceBuild
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE DOZER ; CAN_ATTACK DISGUISER SALVAGER
Body = ActiveBody ModuleTag_02
MaxHealth = 450.0
InitialHealth = 450.0
End
ExperienceValue = 50 50 50 50 ; Experience point value at each level
Behavior = VeterancyGainCreate ModuleTag_03
StartingLevel = VETERAN
End
; Behavior = AIUpdateInterface ModuleTag_04
; AutoAcquireEnemiesWhenIdle = No ; ATTACK_BUILDINGS
; End
Behavior = DozerAIUpdate ModuleTag_04
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
; the only "enemies" that workers can acquire are mines, to be disarmed...
AutoAcquireEnemiesWhenIdle = No ;Yes
End
Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 75.0
End
; Locomotor = SET_NORMAL BombTruckLocomotor
; Behavior = PhysicsBehavior ModuleTag_05
; Mass = 40.0
; End
Behavior = AutoHealBehavior ModuleTag_06
HealingAmount = 1
HealingDelay = 1000 ; msec
; TriggeredBy = Upgrade_GLAJunkRepair ; just do it
End
; Behavior = ProductionUpdate ModuleTag_07
; ; nothing
; End
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 5
ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely
DestructionDelay = 0
DestructionDelayVariance = 200
FX = FINAL FX_BuggyNewDeathExplosion
OCL = FINAL OCL_BombTruckDeathEffect
End
Behavior = StealthDetectorUpdate ModuleTag_08
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ;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 = DestroyDie
;nothing
;End
;*******************************************************************************
*****************
;* WHICH BOMB DO WE USE???
;* We have 2 damage possibilities -- (normal OR high explosive)
;* So part 1 is inflicting the damage itself without creating effects
;* The complicated part is the part where we have 6 possible effect explosions based on
;* all the possible upgrade combinations. Note that bio weapons don't inflict damage through
;* the explosion.
;*
;* DAMAGE COMBINATIONS (NO EFFECTS):
;* 1) Normal (doesn't have high explosive upgrade)
;* 2) High explosive (has high-explosive upgrade)
;*
;* EFFECT COMBINATIONS (NO DAMAGE):
;* 1) Normal (no upgrades)
;* 2) Bio (bio-bomb upgrade)
;* 3) Anthrax (bio-bomb and anthrax upgrade)
;* 4) High explosive (high explosive upgrade)
;* 5) High explosive bio (high explosive and bio-bomb upgrade)
;* 6) High explosive anthrax (high explosive, bio-bomb, and anthrax upgrades)
;*******************************************************************************
*****************
;*******************************************************************************
*****************
;* EXCLUSIVE DAMAGE POSSIBILITY 1 -- Normal explosion (can't have high-explosive upgrade)
;*******************************************************************************
*****************
; Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
; DeathWeapon = BombTruckDefaultBombDamage
; StartsActive = Yes ; turned on by upgrade
; ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb
; End
;*******************************************************************************
*****************
;* EXCLUSIVE DAMAGE POSSIBILITY 2 -- High explosion (always plays if it has high-explosive upgrade)
;*******************************************************************************
*****************
; Behavior = FireWeaponWhenDeadBehavior ModuleTag_10
; DeathWeapon = BombTruckHighExplosionBombDamage
; StartsActive = No ; turned on by upgrade
; TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb
; End
;*******************************************************************************
*****************
;* EXCLUSIVE EFFECT COMBINATION 1 - Regular explosion (no upgrades)
;*******************************************************************************
*****************
; Behavior = FireWeaponWhenDeadBehavior ModuleTag_11
; DeathWeapon = BombTruckDefaultBombEffect
; StartsActive = Yes ; turned on by upgrade
; ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLABombTruckBioBomb
; End
;*******************************************************************************
*****************
;* EXCLUSIVE EFFECT COMBINATION 2 - Bio explosion
;* Requires: Bio upgrade
;* Can't have: Anthrax upgrade, high explosive upgrade
;*******************************************************************************
*****************
; Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
; DeathWeapon = BombTruckBioBombEffect
; StartsActive = No ; turned on by upgrade
; TriggeredBy = Upgrade_GLABombTruckBioBomb
; ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLAAnthraxBeta
; RequiresAllTriggers = Yes
; End
;*******************************************************************************
*****************
;* EXCLUSIVE EFFECT COMBINATION 3 - Anthrax explosion
;* Requires: Bio upgrade and anthrax upgrade
;* Can't have: High explosive upgrade
;*******************************************************************************
*****************
; Behavior = FireWeaponWhenDeadBehavior ModuleTag_13
; DeathWeapon = BombTruckAnthraxBombEffect
; StartsActive = No ; turned on by upgrade
; TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLAAnthraxBeta
; ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb
; RequiresAllTriggers = Yes
; End
;*******************************************************************************
*****************
;* EXCLUSIVE EFFECT COMBINATION 4 - High explosion
;* Requires: High explosive upgrade
;* Can't have: Bio upgrade and anthrax upgrade
;*******************************************************************************
*****************
; Behavior = FireWeaponWhenDeadBehavior ModuleTag_14
; DeathWeapon = BombTruckHighExplosiveBombEffect
; StartsActive = No ; turned on by upgrade
; TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb
; ConflictsWith = Upgrade_GLABombTruckBioBomb
; RequiresAllTriggers = Yes
; End
;*******************************************************************************
*****************
;* EXCLUSIVE EFFECT COMBINATION 5 - High explosive bio explosion
;* Requires: High explosive upgrade and bio upgrade
;* Can't have: Anthrax upgrade
;*******************************************************************************
*****************
; Behavior = FireWeaponWhenDeadBehavior ModuleTag_15
; DeathWeapon = BombTruckHighExplosiveBioBombEffect
; StartsActive = No ; turned on by upgrade
; TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLABombTruckBioBomb
; ConflictsWith = Upgrade_GLAAnthraxBeta
; RequiresAllTriggers = Yes
; End
;*******************************************************************************
*****************
;* EXCLUSIVE EFFECT COMBINATION 6 - High explosive Anthrax explosion
;* Requires: High explosive, Bio, and anthrax upgrade
;*******************************************************************************
*****************
; Behavior = FireWeaponWhenDeadBehavior ModuleTag_16
; DeathWeapon = BombTruckHighExplosiveAnthraxBombEffect
; StartsActive = No ; turned on by upgrade
; TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLAAnthraxBeta
; RequiresAllTriggers = Yes
; End
;-------------------------------------------------------------------
; Wheeeee! Now we get to display the payload based on upgrades!!!
;-------------------------------------------------------------------
; Behavior = SubObjectsUpgrade ModuleTag_17
; ;*** Bio bomb load ***
; TriggeredBy = Upgrade_GLABombTruckBioBomb
; ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb
; ShowSubObjects = Bombload02
; HideSubObjects = Bombload01 Bombload03 Bombload04
; End
; Behavior = SubObjectsUpgrade ModuleTag_18
; ;*** High-explosive bomb load ***
; TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb
; ConflictsWith = Upgrade_GLABombTruckBioBomb
; ShowSubObjects = Bombload03
; HideSubObjects = Bombload01 Bombload02 Bombload04
; End
; Behavior = SubObjectsUpgrade ModuleTag_19
; ;*** High-explosive bio bomb load ***
; TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb
; ShowSubObjects = Bombload04
; HideSubObjects = Bombload01 Bombload02 Bombload03
; RequiresAllTriggers = Yes
; End
;-------------------------------------------------------------------
; Behavior = SpecialAbility ModuleTag_20
; SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
; UpdateModuleStartsAttack = Yes
; InitiateSound = BombTruckVoiceDisguise
; End
; Behavior = SpecialAbilityUpdate ModuleTag_21
; SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle
; StartAbilityRange = 1000000.0
; ApproachRequiresLOS = No
; End
; Behavior = StealthUpdate ModuleTag_22
; StealthDelay = 1
; DisguisesAsTeam = Yes
; RevealDistanceFromTarget = 100.0f
; OrderIdleEnemiesToAttackMeUponReveal = Yes
; DisguiseFX = FX_BombTruckDisguise
; DisguiseRevealFX = FX_BombTruckDisguiseReveal
; InnateStealth = Yes
; DisguiseTransitionTime = 2000
; DisguiseRevealTransitionTime = 1000
; End
; A crushing defeat
Behavior = FXListDie ModuleTag_23
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_24
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_25
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = TransitionDamageFX ModuleTag_26
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FlammableUpdate ModuleTag_28
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_29
DeathTypes = NONE +CRUSHED +SPLATTED
End
Geometry = BOX
GeometryMajorRadius = 19.0
GeometryMinorRadius = 8.0
GeometryHeight = 11.5
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
command (un changed)
CommandButton Command_ConstructGLADemoTrap
Command = DOZER_CONSTRUCT
Object = GLADemoTrap
TextLabel = CONTROLBAR:ConstructGLADemoTrap
ButtonImage = SSHideBomb
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap
End
#38
Posted 20 March 2004 - 07:30 PM
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#39
Posted 20 March 2004 - 07:49 PM
#40
Posted 20 March 2004 - 08:23 PM
My question was:
Could someone tell me what the correct art codes for this model should be?
As it does not show up ingame.
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