i made this code very simpel but it does not work.. ?????
Code:
;------------------------------------------------------------------------------
Object AmericaVehicleHumvee2
; *** ART Parameters ***
SelectPortrait = SAPowTruck
ButtonImage = SAPowTruck
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
;UpgradeCameo3 = XXX
;UpgradeCameo4 = XXX
;UpgradeCameo5 = XXX
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = avpowtruck
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = REALLYDAMAGED
Model = avpowtruck_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
MidLeftRearTireBone = Tire03
MidRightRearTireBone = Tire05
LeftRearTireBone = Tire04
RightRearTireBone = Tire06
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Humvee2
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
End
ArmorSet
Conditions = None
Armor = HumveeArmor
DamageFX = TruckDamageFX
End
BuildCost = 500
BuildTime = 7.0 ;in seconds
VisionRange = 190
ShroudClearingRange = 320
Prerequisites
Object = AmericaWarFactory
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;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 = AmericaVehicleHumvee2CommandSet
; *** AUDIO Parameters ***
VoiceSelect = POWTruckUSAVoiceSelect
VoiceMove = POWTruckUSAVoiceMove
VoiceGuard = POWTruckUSAVoiceMove
SoundMoveStart = POWTruckUSAMoveStart
SoundMoveStartDamaged = POWTruckUSAMoveStart
SoundEnter = POWTruckEnter
SoundExit = POWTruckExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
VoiceCreate = POWTruckUSAVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = HumveeVoiceCrush
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceUnload = HumveeVoiceUnload
VoiceEnter = HumveeVoiceMove
End
Behavior = AIUpdateInterface ModuleTag_20
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT
Body = ActiveBody ModuleTag_02
MaxHealth = 500.0
InitialHealth = 500.0
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL HumveeLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 10
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End
Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
; This is commented out per hotlist request 10/9 ML
; Behavior = CreateObjectDie ModuleTag_15
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
; End
Behavior = EjectPilotDie ModuleTag_16
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
; The following added out per hotlist request 10/9 as above ML
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = TransitionDamageFX ModuleTag_17
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
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 = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object AmericaVehicleHumvee2DeadHull
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = avpowtruck_d1
End
End
; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = CAN_CAST_REFLECTIONS IMMOBILE NO_COLLIDE HULK
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = PhysicsBehavior ModuleTag_03
Mass = 50
AllowBouncing = Yes
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 0 ; min lifetime in msec
MaxLifetime = 0 ; max lifetime in msec
End
Behavior = SlowDeathBehavior ModuleTag_05
SinkDelay = 14000
SinkRate = 2 ; in Dist/Sec
DestructionDelay = 20000
End
Behavior = TransitionDamageFX ModuleTag_06
RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
End
Geometry = BOX
GeometryMajorRadius = 9.0
GeometryMinorRadius = 6.0
GeometryHeight = 7.5
GeometryIsSmall = Yes
End
;----------------------------------------------------------
can you tell me whats wrong. i do things like this all the time and it works. you know clone a unit and give the models and sh!t.