; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE POWERED EMP_HARDENED
Body = ActiveBody ModuleTag_02
MaxHealth = 16000
InitialHealth = 16000
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 60
TurretPitchRate = 60
MinPhysicalPitch = -40
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY TERTIARY SECONDARY
MinIdleScanInterval = 550 ; in milliseconds
MaxIdleScanInterval = 960 ; in milliseconds
MinIdleScanAngle = -30 ; in degrees off the natural turret angle
MaxIdleScanAngle = 30 ; in degrees off the natural turret angle
FiresWhileTurning = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL ChinaNukeCannonLocomotor_Deployed
Locomotor = SET_NORMAL_UPGRADED LeoLocomotor
Behavior = LocomotorSetUpgrade ModuleTag_LocoUp1
TriggeredBy = Upgrade_AmericaAdvancedControlRods
End
Behavior = GrantUpgradeCreate ModuleTag_LocoUp2
UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = LockWeaponCreate ModuleTag_21
SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
End
Behavior = DestroyDie ModuleTag_09
End
Behavior = CreateObjectDie ModuleTag_16
CreationList = OCL_LargeStructureDebris
End
Behavior = CreateObjectDie ModuleTag_17
CreationList = SupW_OCL_AmericanRangerDebris10
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_18
DeathFX = FX_StructureMediumDeath
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser1
WeaponTemplate = LaserPlanePointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 300
ScanRange = 200.0
PredictTargetVelocityFactor = 3.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser2
WeaponTemplate = LaserPlanePointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 300
ScanRange = 200.0
PredictTargetVelocityFactor = 3.0
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 = TransitionDamageFX ModuleTag_20
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End
Behavior = FireWeaponUpdate ModuleTag_MainOCLSpawner
Weapon = SkyNetSupportWeapon_OCLSpawner
End
Behavior = RebuildHoleExposeDie ModuleTag_Rebuild
HoleName = SupW_AmericaSDI_Hole
HoleMaxHealth = 5000.0
End
Behavior = StealthUpdate ModuleTag_Stealth
StealthDelay = 2500
StealthForbiddenConditions = ATTACKING
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = No
End
Behavior = GrantUpgradeCreate ModuleTag_FixSpyBehave
UpgradeToGrant = Upgrade_AmericaMOAB
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = GrantUpgradeCreate ModuleTag_RodsUp
UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FireWeaponWhenDamagedBehavior ModuleTag_Reactions1
StartsActive = No
TriggeredBy = Upgrade_AmericaAdvancedControlRods
;ContinuousWeaponPristine = SkyNetSupportWeapon_OCLSpawner
;ContinuousWeaponDamaged = SkyNetSupportWeapon_OCLSpawner
ContinuousWeaponReallyDamaged = ShieldGeneratorWeapon ;AllStop
;ContinuousWeaponRubble = [entry from Weapon.INI]
End
Behavior = FireWeaponWhenDamagedBehavior ModuleTag_Reactions2
StartsActive = No
TriggeredBy = Upgrade_AmericaAdvancedControlRods
;ContinuousWeaponPristine =
ContinuousWeaponDamaged = SkyNetSelfRepairWeapon
ContinuousWeaponReallyDamaged = SkyNetSelfRepairWeapon
;ContinuousWeaponRubble = [entry from Weapon.INI]
End
Behavior = PointDefenseLaserUpdate ModuleTag_InfantryKill
WeaponTemplate = Drone_LauncherWeapon_MachineGunDrone
PrimaryTargetTypes = INFANTRY
ScanRate = 500
ScanRange = 400.0
PredictTargetVelocityFactor = 1.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_TankKill
WeaponTemplate = Drone_LauncherWeapon_HellfireDrone
PrimaryTargetTypes = VEHICLE
ScanRate = 500
ScanRange = 400.0
PredictTargetVelocityFactor = 1.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_AircraftKill
WeaponTemplate = Drone_LauncherWeapon_StingerDrone
PrimaryTargetTypes = AIRCRAFT
ScanRate = 500
ScanRange = 400.0
PredictTargetVelocityFactor = 1.0
End
Behavior = MaxHealthUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 500.0
ChangeType = PRESERVE_RATIO
End
Behavior = ArmorUpgrade ModuleTag_Armor02
TriggeredBy = Upgrade_AmericaParticleArmor
End
Behavior = ProductionUpdate ModuleTag_Production
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone01
UpgradeObject = Cybr_OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaPointDefenseDrone Upgrade_AmericaStingerDrone Upgrade_AmericaSuicideDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone02
UpgradeObject = Cybr_OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaPointDefenseDrone Upgrade_AmericaStingerDrone Upgrade_AmericaSuicideDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone03
UpgradeObject = Cybr_OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone Upgrade_AmericaPointDefenseDrone Upgrade_AmericaStingerDrone Upgrade_AmericaSuicideDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone04
UpgradeObject = Cybr_OCL_AmericanPointDefenceDrone
TriggeredBy = Upgrade_AmericaPointDefenseDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaStingerDrone Upgrade_AmericaSuicideDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone05
UpgradeObject = Cybr_OCL_AmericanStingerDrone
TriggeredBy = Upgrade_AmericaStingerDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaPointDefenseDrone Upgrade_AmericaBattleDrone Upgrade_AmericaSuicideDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_Drone06
UpgradeObject = Cybr_OCL_AmericanSuicideDrone
TriggeredBy = Upgrade_AmericaSuicideDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaPointDefenseDrone Upgrade_AmericaBattleDrone Upgrade_AmericaStingerDrone
End
Geometry = BOX
GeometryMajorRadius = 60.0
GeometryMinorRadius = 60.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
This is my code in engineering permiters at the moment. It starts and when I build it, it just doesnt move from the spot! what am I doing wrong? I've tried doin it with just a basic locomotor without the upgrades, but it doesn't work.:(
Edited by Tomeister, 19 March 2012 - 08:18 PM.