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Old 03-07-2004, 01:00 PM   #2 (permalink)
Vanguard
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Join Date: Jun 2003
Location: Texas
Posts: 709
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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.
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