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Old 10-13-2003, 07:48 AM   #3 (permalink)
The_Blind_One
Senior Member
 
Join Date: Aug 2003
Posts: 337
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ADD THIS TO THE GLAVEHICLE.INI


Object GLATankMarauder

; *** ART Parameters ***
SelectPortrait = SUMarauder_L
ButtonImage = SUMarauder

UpgradeCameo1 = Upgrade_GLAToxinShells
UpgradeCameo2 = Upgrade_GLAJunkRepair
UpgradeCameo3 = Upgrade_AmericaSentryDroneGun
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes

; no crate upgrade
ConditionState = NONE
Model = UVMarauder
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = REALLYDAMAGED
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

ConditionState = RUBBLE
Model = UVMarauder_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 TurretUp02 BarrelFX01
WeaponFireFXBone = PRIMARY BarrelMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY BarrelFX
WeaponLaunchBone = PRIMARY BarrelMS
End

; crate upgrade 1
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE
Model = UVMarauder_d
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret TurretUp02 BarrelUp01FX01
WeaponFireFXBone = PRIMARY BarrelUp01MS
WeaponRecoilBone = PRIMARY BarrelUp01
WeaponMuzzleFlash = PRIMARY BarrelUp01FX
WeaponLaunchBone = PRIMARY BarrelUp01MS
End

; crate upgrade 2
ConditionState = WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
End

ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
End

ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO
Model = UVMarauder_d
Turret = TurretUp02
ShowSubObject = TurretUp02
HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02
WeaponFireFXBone = PRIMARY BarrelUp02MS
WeaponRecoilBone = PRIMARY BarrelUp02
WeaponMuzzleFlash = PRIMARY BarrelUp02FX
WeaponLaunchBone = PRIMARY BarrelUp02MS
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.

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Marauder
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY MarauderTankGun
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY MarauderTankGun
Weapon = SECONDARY SentryDroneGun
PreferredAgainst = SECONDARY INFANTRY
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY MarauderTankGunUpgradeOne
Weapon = SECONDARY None
End
WeaponSet
Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE
Weapon = PRIMARY MarauderTankGunUpgradeOne
Weapon = SECONDARY SentryDroneGun
PreferredAgainst = SECONDARY INFANTRY
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY MarauderTankGunUpgradeTwo
Weapon = SECONDARY None
End
WeaponSet
Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE
Weapon = PRIMARY MarauderTankGunUpgradeTwo
Weapon = SECONDARY SentryDroneGun
PreferredAgainst = SECONDARY INFANTRY
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 800
BuildTime = 10.0 ;in seconds
VisionRange = 125
ShroudClearingRange = 300
Prerequisites
Object = GLAArmsDealer
Science = SCIENCE_MarauderTank
End

ExperienceValue = 100 100 200 300 ;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 = GLATankMarauderCommandSet

; *** AUDIO Parameters ***
VoiceSelect = MarauderTankVoiceSelect
VoiceMove = MarauderTankVoiceMove
VoiceGuard = MarauderTankVoiceMove
VoiceAttack = MarauderTankVoiceAttack
SoundMoveStart = MarauderTankMoveStart
SoundMoveStartDamaged = MarauderTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = MarauderTankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceSalvage = MarauderTankVoiceSalvage
VoiceCrush = MarauderTankVoiceCrush
VoiceEnter = MarauderTankVoiceMove
End

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

Body = ActiveBody ModuleTag_02
MaxHealth = 430.0
InitialHealth = 430.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 860
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL MarauderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = AutoHealBehavior ModuleTag_05
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End

Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_GlaMarauderSentryDroneGun
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 1000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_MarauderTankDeathEffect
FX = FINAL FX_BattleMasterExplosionOneFinal
End


Behavior = CreateCrateDie ModuleTag_07
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

; A crushing defeat
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
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 = 17.0
GeometryMinorRadius = 10.0
GeometryHeight = 9.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End



ADD THIS TO THE UPGRADE.INI

Upgrade Upgrade_GlaMarauderSentryDroneGun
DisplayName = UPGRADE:AmericaSentryDroneGun
BuildTime = 30.0
BuildCost = 1000
ButtonImage = SASentryUpgr
End

ADD THIS TO THE COMMANDBUTTON.INI

CommandButton Command_UpgradeGlaMarauderSentryDroneGun
Command = PLAYER_UPGRADE
Upgrade = Upgrade_GlaMarauderSentryDroneGun
TextLabel = CONTROLBAR:UpgradeAmericaSentryDroneGun
ButtonImage = SASentryUpgr
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:TooltipUSAUpgradeSentryDroneGun
End

REPLACE THE GLA PALACE WITH THIS IN THE COMMANDSET.INI

CommandSet GLAPalaceCommandSet
1 = Command_StructureExit
2 = Command_StructureExit
3 = Command_StructureExit
4 = Command_StructureExit
5 = Command_StructureExit
6 = Command_Evacuate
7 = Command_UpgradeGLAFortifiedStructure
8 = Command_UpgradeGLAArmTheMob
9 = Command_UpgradeGLACamouflage
10 = Command_UpgradeGLAToxinShells
11 = Command_UpgradeGLAAnthraxBeta
12 = Command_UpgradeGlaMarauderSentryDroneGun
14 = Command_Sell
End


Thats all forlks.

Now if you did everything like it stands here IT MUST WORK i tried it with the EXACT same code.

if you dont get it to work you either messed something up or did not follow the procedure steps correctly.

Furthermore ONLY TEST IT WITH GLA
The_Blind_One is offline   Reply With Quote