Thread: WTF?!?!?!!?
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Old 09-15-2003, 07:03 PM   #3 (permalink)
Oldfaq
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Join Date: Feb 2003
Location: Canada
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http://worldcrisis.editingsource.com/wierd.avi

ok tell me if this is odd, everytime the mech comes close to a building it automatically like sticks to it? and its not the locomoter because when it finally gets away from the war Factory it walks and deos everything normal?!!? heres the code also
oldfaq


;------------------------------------------------------------------------------
Object HydroMech

; *** ART Parameters ***
SelectPortrait = SNNukeCannon_L
ButtonImage = SNNukeCannon

;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01

OkToChangeModelColor = Yes

DefaultConditionState
Model = hydro_SKN
Animation = hydro_SKL.hydro_STOPPED
WeaponLaunchBone = PRIMARY MuzzleFX
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY MuzzleFX
;WeaponRecoilBone = PRIMARY MuzzleFX
TransitionKey = TRANS_Stopped
; WaitForStateToFinishIfPossible = TRANS_Moving
End

ConditionState = RUBBLE
Model = hydro_SKN
WeaponLaunchBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
Turret = Turret01
TurretPitch = TurretEL
End

ConditionState = MOVING
Animation = hydro_SKL.hydro_WALK
AnimationMode = LOOP
;Flags = START_FRAME_FIRST
TransitionKey = TRANS_Moving
End
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving
AliasConditionState = BETWEEN_FIRING_SHOTS_A
;***
ConditionState = REALLYDAMAGED MOVING
Model = NVNukeCn_D
Animation = NVNukeCn_D.NVNukeCn_D
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving

TransitionState = TRANS_Stopped TRANS_Moving
Animation = hydro_SKL.hydro_STOP
AnimationMode = ONCE_BACKWARDS
End
TransitionState = TRANS_Moving TRANS_Stopped
Animation = hydro_SKL.hydro_STOP
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Hydro Mech
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY HydroMechMissileWeapon
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 750
BuildTime = 14.0.0 ;in seconds
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = AmericaWarFactory
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 = HydroMechCommandSet

; *** AUDIO Parameters ***
VoiceSelect = CrusaderTankVoiceSelect
VoiceMove = CrusaderTankVoiceMove
VoiceGuard = CrusaderTankVoiceMove
VoiceAttack = CrusaderTankVoiceAttack
SoundMoveStart = CrusaderTankMoveStart
SoundMoveStartDamaged = CrusaderTankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = CrusaderTankVoiceCreate
VoiceEnter = CrusaderTankVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = CrusaderTankVoiceCrush
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 = 200
InitialHealth = 200
End

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

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

Behavior = DestroyDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
End

; A crushing defeat
Behavior = FXListDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateObjectDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End

Behavior = EjectPilotDie ModuleTag_17
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
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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