Quote:
; ***DESIGN parameters ***
DisplayName = OBJECT:ColonelBurton
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY ColonelBurtonSniperRifleWeapon
Weapon = SECONDARY ColonelBurtonKnifeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY NONE
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 250
ShroudClearingRange = 500
Prerequisites
Object = AmericaBarracks
Object = AmericaStrategyCenter
End
BuildCost = 1500
BuildTime = 20.0 ;in seconds
ExperienceValue = 50 100 100 150 ; Experience point value at each level
ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level
IsTrainable = Yes ; Can gain experience
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaInfantryColonelBurtonCommandSet
MaxSimultaneousOfType = 1
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DisplayName What for name to display from the CSF string?
Side What for side is the object? Should be a valid side from
PlayerTemplate.ini
EditorSorting What is the object? Choices are: SYSTEM, INFANTRY, VEHICLE, DEBRIS, MISC_MAN_MADE and STRUCTURE
(DO NOT CHOOSE THIS ONE IF YOU ARE MAKING A PLAYABLE OBJECT! ONLY CHOOSE THIS WHEN YOU KNOW WHY YOU WANT IT!!!)
TransportSlotCount How many space does the object take in a transport? 0 means not transportable.
WeaponSet Opens a new object, based on weapons stats.
- Conditions When should this set be used? Specify none for directly, PLAYER_UPGRADE for upgrades, MINE_CLEARING_DETAIL for clearing mines, CRATEUPGRADE_ONE and CRATEUPGRADE_TWO for crate upgrades.
Weapon First specify weapon slot (either PRIMARY, SECONDARY or TERTIARY) and then the weapon from weapon.ini
AutoChooseSources Specify how and when this weapon is selected. First specify the weapon slot (either PRIMARY, SECONDARY or TERTIARY), then when it should be selected. Choose from: FROM_PLAYER, FROM_SCRIPT, FROM_AI, NONE
ShareWeaponReloadTime If a weapon is fired, do the other weapons have to wait before they can fire?
PreferredAgainst Specify against what this weapon is selected. First specify the weapon slot (either PRIMARY, SECONDARY or TERTIARY), then against what it should be selected. Choose from: INFANTRY, AIRCRAFT, VEHICLE, STRUCTURE, BALLISTIC_MISSILE
End Ends the WeaponSet
ArmorSet Opens a new object, based on armor stats.
- Conditions When should this set be used? Specify none for directly and PLAYER_UPGRADE for upgrades.
Armor What armor from armor.ini to choose?
DamageFX What FX to use from FXList.ini when the infantry is damaged?
End Ends the ArmorSet.
VisionRange How far can the object see?
ShroudClearingRange How far can object clear shroud?
Prerequisites Starts a new object, which states whichs objects are required.
- Object Which object is required? This has to be a building.
Science Which science is required? From Science.ini
End Ends the prerequisities object.
BuildCost How much money does it cost to build the object?
BuildTime How much time (In seconds) does it take to build the object?
ExperienceValue Experience point value at each level. Needs to be first values, the first should be 0, then the Veteran value, third the Elite value and at last the Hero Value. When object get's killed, killer gains this number of points.
ExperienceRequired How many experience points are reuired to get a level up? First must be 0, second the value to become Veteran, third the value to become Elite, and fourth the value to become a Hero.
IsTrainable Can object gain experience?
CrusherLevel What can object crush? 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel What for object is the object? 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet What CommandSet to take from
CommandSet.ini
MaxSimultaneousOfType How many of object are allowed at one time?
Next week:
SoundEffects.ini and
*** AUDIO Parameters *** !