Code:
Object AmericaTankCrusader
SelectPortrait = SACrusader3_L
ButtonImage = SACrusader3
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
UpgradeCameo4 = Upgrade_Howitzer
UpgradeCameo5 = Upgrade_AmericaCrusaderHover
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVCrusader
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
TransitionKey = TRANS_Drive
End
ConditionState = MOVING
Model = AVCrusader
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
TransitionKey = TRANS_Drive
ParticleSysBone = TreadFX01 QuadCannonDust
ParticleSysBone = TreadFX02 QuadCannonDust
End
ConditionState = REALLYDAMAGED
Model = AVCrusader_D
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
TransitionKey = TRANS_DriveDamaged
End
AliasConditionState = DAMAGED
AliasConditionState = MOVING DAMAGED
AliasConditionState = MOVING REALLYDAMAGED
ConditionState = RUBBLE
Model = AVCrusader_D
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = AVCrusader_H
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
TransitionKey = TRANS_Hover
End
ConditionState = WEAPONSET_PLAYER_UPGRADE MOVING
Model = AVCrusader_H
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
ParticleSysBone = TreadFX01 QuadCannonDust
ParticleSysBone = TreadFX02 QuadCannonDust
TransitionKey = TRANS_Hover
End
TransitionState = TRANS_Drive TRANS_Hover
Model = AVCrusader_A
HideSubObject = TurretFX01
Animation = AVCRUSADER_A.AVCRUSADER_A
AnimationMode = ONCE
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVCrusader_H
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
TransitionKey = TRANS_HoverDamaged
End
AliasConditionState = WEAPONSET_PLAYER_UPGRADE DAMAGED
AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING DAMAGED
AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING REALLYDAMAGED
ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
Model = AVCrusader_H
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End
TransitionState = TRANS_DriveDamaged TRANS_HoverDamaged
Model = AVCrusader_A
HideSubObject = TurretFX01
Animation = AVCRUSADER_A.AVCRUSADER_A
AnimationMode = ONCE
End
ConditionState = WEAPONSET_PLAYER_UPGRADE OVER_WATER
Model = AVCrusader_H
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End
ConditionState = WEAPONSET_PLAYER_UPGRADE MOVING OVER_WATER
Model = AVCrusader_H
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
ParticleSysBone = TreadFX01 AmphibWave
End
AliasConditionState = WEAPONSET_PLAYER_UPGRADE MOVING OVER_WATER REALLYDAMAGED
TrackMarks = EXTnkTrack.tga
End
DisplayName = OBJECT:Defender
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY DefenderTankGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY DefenderTankGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = UpgradedTankArmor
; DamageFX = TankDamageFX
;End
BuildCost = 1200
BuildTime = 15.0 ;in seconds
VisionRange = 150
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 = AmericaTankCrusader2CommandSet
; *** 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 = 480
InitialHealth = 480
; 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 = 960
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180 ;60 // turn rate, in degrees per sec
ControlledWeaponSlots= PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CrusaderLocomotor
Locomotor = SET_NORMAL_UPGRADED AmphibiousDefenderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = WeaponSetUpgrade ModuleTag_16
TriggeredBy = Upgrade_AmericaHover
End
Behavior = LocomotorSetUpgrade ModuleTag_19
TriggeredBy = Upgrade_AmericaHover
End
Behavior = ObjectCreationUpgrade ModuleTag_05
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_20
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_07
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_08
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_10
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_CrusaderTurret
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
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 = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = MaxHealthUpgrade ModuleTag_18
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
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
There is my code compare.