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Old 04-08-2003, 09:38 PM   #191 (permalink)
Nekonami
Junior Member
 
Join Date: Apr 2003
Location: USA
Posts: 6
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Quote:
Direct from Colonel Burton's code


Behavior = SpecialAbility ModuleTag_08
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantRemoteCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = RemoteC4Charge
MaxSpecialObjects = 8
SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization.
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
PackTime = 0
SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges.
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = Yes
PreTriggerUnstealthTime = 5000 ; in milliseconds
End
See that "LoseStealthOnTrigger ? It "disables" the Stealth Ability when planting the C4

The rest of the steahlth abilities are handeled in the steahlth module in the fractionunit.ini
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