in MO3.0 Configuration Settings. add this ---- Suggestion. and Deployer to Big SAM Site
in [UnitTypeList] XX=APOC2 (in ruelsmo.ini)
; Deployer Warrior
[APOC2]
UIName=Name:APOC2
Name=Deploy Warrior
Image=ZEP2
Prerequisite=GAWEAP,GATECH
TechLevel=10
Primary=GrandCannonWeapon
Strength=2000
;Capturable=true
OpenTopped=yes;passengers can shoot out
OmniCrusher=yes
Category=AFV
Armor=heavy
Sight=9
Turret=yes
Speed=2
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
;RequiredHouses=Americans
AllowedToStartInMultiplayer=no
Cost=3000
Soylent=3000
Points=50
ROT=6
Crusher=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=WarriorSelect
VoiceMove=WarriorMove
VoiceAttack=WarriorAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
CreateSound=WarriorCreated
MoveSound=WarriorMoveStart
CrushSound=TankCrush
Maxdebris=8
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
;Bombable=no
Size=9
SizeLimit=9
Accelerates=false
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=GrandCannonWeapon
OmniCrusher=yes
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
SelfHealing=yes
OmniCrushResistant=yes
BuildLimit=1
in artmo.ini
[ZEP2] ; Deployer Warrior
Voxel=yes
Remapable=yes
Cameo=ZEP2ICON
AltCameo=ZEP2UICO
PrimaryFireFLH=191,26,124
and now. you can to deploy to building SAM Site. Set [DEPSAM] [BuildingTypeList] XX=DEPSAM if this building has active anim. imprulz can make a SHP files.
in ruelsmo.ini .
; Super SAM Site
[DEPSAM]
UIName=Name:DAPSAM
Name=Super SAM Site
BuildCat=Combat
Strength=950
Armor=steel
TechLevel=-1 ;gs because deployer warrior deploying to this building.
Adjacent=4
Sight=10
ROT=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=800
BaseNormal=no
Points=60
Crewed=no
Primary= ;you can make a weapon
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=0 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
DamageSound=BuildingMetalDamaged
Powered=no
Turret=yes
TurretAnim=DSAM
TurretAnimIsVoxel=true
;TurretAnim=DSAM_A
;TurretAnimIsVoxel=false
;TurretAnimX=-2
;TurretAnimY=10
TurretAnimZAdjust=-20
HasStupidGuardMode=false
VHPScan=Strong
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
in artmo.ini
[DEPSAM]
Image=DEPSAM
Remapable=yes
Foundation=3x3
Buildup=DEPSAMMK
Height=4
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=90,50,100
SecondaryFireFLH=90,-50,100
NewTheater=yes
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=1,20
i am tired to type this words... this is my Suggestion.