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Old 06-27-2004, 10:33 PM   #4 (permalink)
NEONecd888
Senior Member
 
Join Date: Sep 2003
Posts: 168
Default

Problem is, I've looked everywhere and i can't find it.

Code:
;------------------------------------------------------------------------------
Object RebelsR5

  ; *** ART Parameters ***
  SelectPortrait         = SACLeopard_L
  ButtonImage            = SACLeopard
  
  Draw = W3DTankDraw ModuleTag_01
    DefaultConditionState
      Model               = RVr5
    End
    ConditionState       = REALLYDAMAGED
      Model              = RVr5
    End
    ConditionState       = RUBBLE
      Model              = RVr5
    End

    OkToChangeModelColor = Yes

  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Crusader
  Side                   = America
  EditorSorting          = VEHICLE
  TransportSlotCount     = 3
  ArmorSet
    Conditions           = None
    Armor                = TankArmor
    DamageFX             = AstromechDamageFX
  End

  BuildCost              = 200
  BuildTime              = 4.0          ;in seconds    
  VisionRange            = 60
  ShroudClearingRange = 300
  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
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet             = RebelsR5CommandSet  

  ; *** AUDIO Parameters ***
  VoiceSelect           = R5VoiceSelect
  VoiceMove             = R5VoiceMove
  VoiceGuard            = R5VoiceMove
  VoiceTaskComplete   = R5VoiceBuildComplete
  SoundMoveStart = AstromechMoveStart
  SoundMoveStartDamaged = AstromechMoveStart
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceNoBuild          = R5VoiceBuildNot
    VoiceRepair           = R5VoiceRepair
    VoiceCreate         = R5VoiceCreate
    VoiceEnter             = R5VoiceMove
    VoiceBuildResponse    = R5VoiceBuild
    VoiceEnter            = R5VoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority          = UNIT
  KindOf                 = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER
  
  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 = DozerAIUpdate ModuleTag_03
    RepairHealthPercentPerSecond = 2%    ; % of max health to repair each second
    BoredTime                    = 5000  ; in milliseconds
    BoredRange                   = 150   ; when bored, we look this far away to do something
    ; the only "enemies" that workers can acquire are mines, to be disarmed...
    AutoAcquireEnemiesWhenIdle   = Yes
  End
  Locomotor            = SET_NORMAL AstromechLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass                 = 50.0
  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 = 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    = 10.0
  GeometryMinorRadius    = 5.0
  GeometryHeight         = 5.0      
  GeometryIsSmall        = Yes    
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
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