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