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Old 08-14-2003, 08:57 AM   #3 (permalink)
pieten
Senior Member
 
Join Date: Jul 2003
Posts: 342
Default

here u go

;------------------------------------------------------------------------------
Object AmericaTankPaladin

; *** ART Parameters ***
SelectPortrait = SAPaladin_L
ButtonImage = SAPaladin

UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
UpgradeCameo4 = Upgrade_AmericaCompositeArmor
UpgradeCameo5 = Upgrade_AmericaShells1

Draw = W3DTankDraw ModuleTag_01

ExtraPublicBone = Laser

ConditionState = NONE
Model = AVPaladin
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End

ConditionState = REALLYDAMAGED
Model = AVPaladin_D
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End

ConditionState = RUBBLE
Model = AVPaladin_D
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = AVAdvPaladin
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVAdvPaladin
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End

TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Paladin
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY PaladinTankGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY PaladinTankGunUpgraded
End

ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = UpgradedTankArmor
; DamageFX = TankDamageFX
;End
BuildCost = 1100
BuildTime = 12.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = AmericaWarFactory
Science = SCIENCE_PaladinTank
End

ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level

IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaTankPaladinCommandSet

; *** AUDIO Parameters ***
VoiceSelect = PaladinTankVoiceSelect
VoiceMove = PaladinTankVoiceMove
VoiceGuard = PaladinTankVoiceMove
VoiceAttack = PaladinTankVoiceAttack
SoundMoveStart = PaladinTankMoveStart
SoundMoveStartDamaged = PaladinTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = PaladinTankVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = PaladinTankVoiceCrush
VoiceEnter = PaladinTankVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 500.0
InitialHealth = 500.0
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180 ;60 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
;AltTurret
; TurretTurnRate = 9000;
; ControlledWeaponSlots = SECONDARY
;End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CrusaderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_PaladinTankDeathEffect
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_PaladinTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End

Behavior = PointDefenseLaserUpdate ModuleTag_07
WeaponTemplate = PaladinPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
SecondaryTargetTypes = INFANTRY
ScanRate = 500
ScanRange = 120.0
PredictTargetVelocityFactor = 3.0
End

Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_09
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

Behavior = ExperienceScalarUpgrade ModuleTag_11
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = DestroyDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = CreateCrateDie ModuleTag_16
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = MaxHealthUpgrade ModuleTag_18
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

Behavior = WeaponSetUpgrade ModuleTag_19
TriggeredBy = Upgrade_AmericaShells1
End

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
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