Ok, I think ive narrowed it down to the problem being inside this code.
Code:
;-------------------------------------------------------------
; UK SAS Demolition Upgrade (Rocket launcher/Explosives)
;-------------------------------------------------------------
;------------------------------------------------------------------------------
Object UKSASDemo
; *** ART Parameters ***
SelectPortrait = UKSASDemo
ButtonImage = UKSASDemo
;UpgradeCameo1 = Upgrade_Nationalism
;UpgradeCameo1 = Upgrade_ChinaUraniumShells
;UpgradeCameo2 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
;UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NITHNT_SKN
IdleAnimation = NITHNT_SKL.NITHNT_STA 0 30
IdleAnimation = NITHNT_SKL.NITHNT_IDA
IdleAnimation = NITHNT_SKL.NITHNT_IDB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
TransitionKey = TRANS_Stand
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End
AliasConditionState = REALLYDAMAGED
ConditionState = FIRING_A
Animation = NITHNT_SKL.NITHNT_ATA
AnimationMode = ONCE
TransitionKey = TRANS_START_FIRING
End
AliasConditionState = FIRING_A REALLYDAMAGED
ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = NITHNT_SKL.NITHNT_STA
AnimationMode = ONCE
; this is basically a trick: this guy has a nontrivial animation for firing,
; and a long recycle time between shots. we want him to finish his fire animation
; (unless he's ordered to do something else), so this is just a handy trick that
; says, "if the previous state had this transition key, allow it to finish before
; switching to us, if possible".
WaitForStateToFinishIfPossible = TRANS_START_FIRING
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
ConditionState = MOVING
Animation = NITHNT_SKL.NITHNT_RNA 20
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING REALLYDAMAGED
ConditionState = RELOADING_A
Animation = NITHNT_SKL.NITHNT_ATA 10
AnimationMode = ONCE
;WeaponLaunchBone = PRIMARY WeaponA
End
AliasConditionState = MOVING RELOADING_A
AliasConditionState = MOVING RELOADING_A REALLYDAMAGED
ConditionState = DYING
Animation = NITHNT_SKL.NITHNT_DTA
Animation = NITHNT_SKL.NITHNT_DTB
AnimationSpeedFactorRange = 0.9 1.25
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = NITHNT_SKL.NITHNT_ADTA1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = NITHNT_SKL.NITHNT_ADTA2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = NITHNT_SKL.NITHNT_ADTA3
AnimationMode = ONCE
TransitionKey = None
End
;PARACHUTING ANIMATIONS
ConditionState = FREEFALL
Animation = NITHNT_SKL.NITHNT_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = NITHNT_SKL.NITHNT_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = NITHNT_SKL.NITHNT_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = NITHNT_SKL.NITHNT_PTD
AnimationMode = ONCE
End
;SURRENDER ANIMATIONS
; surrender is cut. sorry. (srj)
; ConditionState = SURRENDER
; Animation = NITHNT_SKL.NITHNT_SST
; AnimationMode = ONCE
; TransitionKey = TRANS_SurrenderKneeling
; End
; AliasConditionState = SURRENDER REALLYDAMAGED
; ;ConditionState = SURRENDER MOVING
; ; Animation = NITHNT_SKL.NITHNT_SWKB
; ; AnimationMode = ONCE
; ; TransitionKey = TRANS_SurrenderMoving
; ;End
; TransitionState = TRANS_Stand TRANS_SurrenderKneeling
; Animation = NITHNT_SKL.NITHNT_SUR
; AnimationMode = ONCE
; End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:SAS
Side = UK
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY SASRocket
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 200
ShroudClearingRange = 400
End
ExperienceValue = 40 40 60 80 ;Experience point value at each level
ExperienceRequired = 0 50 100 200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = UKInfantrySASDemoCommandSet
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End
Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor
Behavior = PhysicsBehavior ModuleTag_06
Mass = 5.0
End
Behavior = SquishCollide ModuleTag_10
;nothing
End
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
Behavior = SpecialAbility ModuleTag_10
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantTimedCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = TimedC4Charge
MaxSpecialObjects = 10
SpecialObjectsPersistWhenOwnerDies = Yes
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
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = Yes
PreTriggerUnstealthTime = 5000 ; in milliseconds
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_13
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
End