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Old 10-22-2003, 09:12 AM   #6 (permalink)
Mishkin
Senior Member
 
Join Date: Oct 2003
Location: Nevada, USA
Posts: 933
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I've changed the module tags, but I still get the same problem. Although I think it's a different reason now.

Here's the code

Object GLAVehicleRocketBuggy

; *** ART Parameters ***
SelectPortrait = SURocketBuggy_L
ButtonImage = SURocketBuggy

UpgradeCameo1 = Upgrade_GLABuggyAmmo
UpgradeCameo2 = Upgrade_GLAAPRockets
UpgradeCameo3 = Upgrade_GLAJunkRepair
UpgradeCameo4 = Upgrade_GLABuggyAirRockets
;UpgradeCameo5 = NONE

Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

DefaultConditionState
Model = UVRockBug
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End

ConditionState = REALLYDAMAGED
Model = UVRockBug_D
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End

ConditionState = RUBBLE
Model = UVRockBug_D
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End

ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = UVRockBug
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret
WeaponFireFXBone = PRIMARY WeaponB
WeaponLaunchBone = PRIMARY WeaponB
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
End

ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVRockBug_D
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret
WeaponFireFXBone = PRIMARY WeaponB
WeaponLaunchBone = PRIMARY WeaponB
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
End

ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
Model = UVRockBug_D
Turret = TurretUp01
ShowSubObject = TurretUp01
HideSubObject = Turret
WeaponFireFXBone = PRIMARY WeaponB
WeaponLaunchBone = PRIMARY WeaponB
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
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
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.

End

; ***DESIGN parameters ***
DisplayName = OBJECT:RocketBuggy
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY BuggyRocketWeapon
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY BuggyRocketWeaponUpgraded
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY BuggyRocketWeapon
Weapon = SECONDARY BuggyRocketWeaponAir
End
WeaponSet
Conditions = PLAYER_UPGRADE PLAYER_UPGRADE
Weapon = PRIMARY BuggyRocketWeaponUpgraded
Weapon = SECONDARY BuggyRocketWeaponUpgradedAir
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
BuildCost = 900
BuildTime = 10.0 ;in seconds
VisionRange = 180
ShroudClearingRange = 300
Prerequisites
Object = GLAArmsDealer
Object = GLAPalace
End

ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;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 = GLAVehicleRocketBuggyCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RocketBuggyVoiceSelect
VoiceMove = RocketBuggyVoiceMove
VoiceAttack = RocketBuggyVoiceAttack
SoundMoveStart = RocketBuggyMoveStart
SoundMoveStartDamaged = RocketBuggyMoveStart
VoiceGuard = RocketBuggyVoiceMove


UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = RocketBuggyVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceCrush = RocketBuggyVoiceCrush
VoiceEnter = RocketBuggyVoiceMove
End

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

Body = ActiveBody ModuleTag_02
MaxHealth = 120
InitialHealth = 120

; 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 = 240
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 90
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL RocketBuggyLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

; The pop up AirDeath
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 5
ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely
DestructionDelay = 0
FX = INITIAL FX_BuggyNewDeathExplosion
OCL = FINAL OCL_RocketBuggyAirDeathStart
End

Behavior = AutoHealBehavior ModuleTag_08
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End

Behavior = WeaponSetUpgrade ModuleTag_99
TriggeredBy = Upgrade_GLABuggyAirRockets
End

Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_GLABuggyAmmo
End

Behavior = DestroyDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
End

; A crushing defeat
Behavior = FXListDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_RocketBuggy_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_14
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_15
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
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 = 13.0
GeometryMinorRadius = 9.0
GeometryHeight = 7.5
GeometryIsSmall = Yes

Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

I think it's because I have two PLAYER_UPGRADE, but they mean different things. See, when I click on the airrcokets button to upgrade the buggy, when it's done, the buggy gets the moreammoupgrade instead.

I've tried putting a 1 at the end of my PLAYER_UPGRADE, and changing it in the UPGRADE.INI and COMMADNBUTTON.INI as well, but then the game wouldnt launch.

Anybody have any suggestions...?
Mishkin is offline   Reply With Quote