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Old 01-19-2004, 02:10 AM   #1 (permalink)
NewGhost
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Join Date: May 2003
Location: arizona
Posts: 87
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Default i request to help me find where i went wrong

ok i need help im pretty sure id gone over this a dozen times and the little bugger is still here this is my code (for those of you who scaned my info, yes i am using one of nukers mods)


;------------------------------------------------------------------------------
Object TL_GLAVehicleScudLauncher

; *** ART Parameters ***
SelectPortrait = SUScudLauncher_L
ButtonImage = SUScudLauncher

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

Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

DefaultConditionState
Model = UVScudLchr
Turret = TURRETUP02
TurretPitch = TURRETEL02
ShowSubObject = TURRETUP02
HideSubObject = TURRET TURRETUP01
WeaponLaunchBone = PRIMARY WeaponC
WeaponLaunchBone = SECONDARY WeaponC
End

ConditionState = REALLYDAMAGED
Model = UVScudLchr_d
Turret = TURRETUP02
TurretPitch = TURRETEL02
ShowSubObject = TURRETUP02
HideSubObject = TURRET TURRETUP01
WeaponLaunchBone = PRIMARY WeaponC
WeaponLaunchBone = SECONDARY WeaponC
End
AliasConditionState = RUBBLE

TrackMarks = EXTireTrack.tga

Dust = ScudLauncherDust
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 = Tire05
LeftRearTireBone = Tire04
RightRearTireBone = Tire08
MidLeftFrontTireBone = Tire02
MidRightFrontTireBone = Tire06
MidLeftRearTireBone = Tire03
MidRightRearTireBone = Tire07

TireRotationMultiplier = 0.2 ; this * speed = rotation.
;PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding.

End


; ***DESIGN parameters ***

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

WeaponSet
Conditions = None
Weapon = PRIMARY SCUDLauncherGunExplosivePlusTwo
Weapon = SECONDARY SCUDLauncherGunToxinPlusTwo
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
PreferredAgainst = SECONDARY INFANTRY
ShareWeaponReloadTime = Yes
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SCUDLauncherGunExplosivePlusTwo
Weapon = SECONDARY SCUDLauncherGunAnthraxPlusTwo
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
PreferredAgainst = SECONDARY INFANTRY
ShareWeaponReloadTime = Yes
WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock

ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
BuildCost = 1200
BuildTime = 15.0 ;in seconds
VisionRange = 180
ShroudClearingRange = 300
Prerequisites
Object = TL_GLAArmsDealer
Object = TL_GLAPalace
End

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

; *** AUDIO Parameters ***
VoiceSelect = ScudLauncherVoiceSelect
VoiceMove = ScudLauncherVoiceMove
VoiceGuard = ScudLauncherVoiceMove
VoiceAttack = ScudLauncherVoiceAttack
SoundMoveStart = ScudLauncherMoveStart
SoundMoveStartDamaged = ScudLauncherMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ScudLauncherVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
TruckLandingSound = NoSound
TruckPowerslideSound = NoSound
VoiceCrush = ScudLauncherVoiceCrush
VoiceEnter = ScudLauncherVoiceMove
VoicePrimaryWeaponMode = ScudLauncherVoiceModeHiEx
VoiceSecondaryWeaponMode = ScudLauncherVoiceModeAnthrax
End

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

Body = ActiveBody ModuleTag_02
MaxHealth = 180.0
InitialHealth = 180.0

; 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 = 360
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 60 ; turn rate, in degrees per sec
TurretPitchRate = 60
FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
End

Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit.
End

Locomotor = SET_NORMAL ScudLauncherLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 40.0
End

Behavior = AutoHealBehavior ModuleTag_06
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ScudLauncherDamageTransition
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_09
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_SCUDLauncherDeathEffect
FX = FINAL FX_ScudLauncherExplosionOneFinal
End

; A crushing defeat
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateObjectDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
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

Behavior = DestroyDie ModuleTag_22
DeathTypes = NONE +CRUSHED +SPLATTED
End

Behavior = WeaponSetUpgrade ModuleTag_23
TriggeredBy = Upgrade_GLAAnthraxBeta
End

Behavior = LockWeaponCreate ModuleTag_24
SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
End

Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

i know i made it with the crate upgrade buit-in it was meant that way. if you can find the bug ive got a cookie with your name on it
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