Thread: INI Prob
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Old 06-03-2003, 08:59 PM   #4 (permalink)
Oldfaq
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Join Date: Feb 2003
Location: Canada
Posts: 1,097
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Default Re: INI Prob

I think I found your problem! happened to me before
notice how the object is GLAVehiclelightbird
and then the command button is GLALightbirdCommandset try adding the Vehicle before LightBird and tell me if taht works.. ok

Oldfaq

Code:
Object GLAVehicleLightbird

  SelectPortrait = SULightbird_L
  ButtonImage	 = SULightbird

  Draw                   = W3DModelDraw ModuleTag_01
 
    OkToChangeModelColor = Yes

 
   ConditionState = NONE
      Model = LittleBird
	Animation = LittleBird.LittleBird
      AnimationMode = LOOP
    End
    
    ConditionState = REALLYDAMAGED
      Model = LittleBird
      Animation = LittleBird.LittleBird
      AnimationMode = LOOP
    End
    
    ConditionState = RUBBLE
      Model = LittleBird
    End

  End

  ; ***DESIGN parameters ***
  DisplayName             = OBJECT:GLAVehicleLightbird
  EditorSorting           = VEHICLE
  Side                    = GLA
  TransportSlotCount      = 4 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange             = 200.0 
  ShroudClearingRange     = 200
  Prerequisites
    Object                = GLAAirfield
  End

   WeaponSet 
    Conditions        = None 
    Weapon = PRIMARY ComancheAntiTankMissileWeapon
    PreferredAgainst = PRIMARY VEHICLE BUILDING
  End

  ArmorSet
    Conditions      = None
    Armor           = AirplaneArmor
    DamageFX        = None
  End

  BuildCost               = 700
  BuildTime               = 15   
  ExperienceValue = 50 50 100 200
  ExperienceRequired = 0 100 200 400
  IsTrainable = Yes
  CommandSet              = GLALightbirdCommandset
  SoundAmbient = ComancheAmbientLoop
  SoundAmbientRubble = NoSound
  SoundDie = ComancheVoiceFalling
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT

  Behavior = FXListDie ModuleTag_03
    DeathFX = FX_HelicopterStartDeath
  End

  Body = ActiveBody ModuleTag_04
    MaxHealth = 220.0
    InitialHealth = 220.0
  End

  Behavior = HelicopterSlowDeathBehavior ModuleTag_05
    DestructionDelay = 99999999
    SpiralOrbitTurnRate = 140.0
    SpiralOrbitForwardSpeed = 350.0
    SpiralOrbitForwardSpeedDamping = .9999
    MaxBraking = 190
    SoundDeathLoop = ComancheDamagedLoop
    MinSelfSpin = 100
    MaxSelfSpin = 300
    SelfSpinUpdateDelay = 100
    SelfSpinUpdateAmount = 10
    FallHowFast = 12.0%
    MinBladeFlyOffDelay = 200
    MaxBladeFlyOffDelay = 200
    AttachParticle = SootySmokeTrail
    FXBlade = FX_HelicopterBladeExplosion
    OCLBlade = OCL_ComancheBladeExplosion
    FXHitGround = FX_HelicopterHitGround
    OCLHitGround = OCL_ComancheHitGround
    FXFinalBlowUp = FX_GroundedHelicopterBlowUp
    OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
    DelayFromGroundToFinalDeath = 1500
  End

  Behavior               = PhysicsBehavior ModuleTag_07
    Mass                 = 50.0
  End

  Behavior = TransitionDamageFX ModuleTag_08
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
  End


  Behavior = JetAIUpdate ModuleTag_09
    MinHeight = 5
    NeedsRunway = No
    KeepsParkingSpaceWhenAirborne = No
    AutoAcquireEnemiesWhenIdle = Yes 
  End

  Locomotor = SET_NORMAL ComancheLocomotor
  Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000
    AflameDamageAmount = 3
    AflameDamageDelay = 500
  End

  Geometry = BOX
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 25.0     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME    
  ShadowSizeX = 89

End
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