Right, the code:
Object GermanHeavyTank
Code:
Object GermanHeavyTank
; *** ART Parameters ***
SelectPortrait = SNBattlemaster_L
ButtonImage = SNBattlemaster
;UpgradeCameo1 = Upgrade_Nationalism
;UpgradeCameo2 = Upgrade_ChinaUraniumShells
;UpgradeCameo3 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DOverlordTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = fireport1
ExtraPublicBone = fireport2
ExtraPublicBone = fireport3
ExtraPublicBone = fireport4
ExtraPublicBone = fireport5
ExtraPublicBone = fireport6
DefaultConditionState
Model = A7V_nofireport_
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = NVBtMstr_D
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = RUBBLE
Model = NVBtMstr_D
Turret = Turret01
End
ConditionState = MOVING
Model = A7V_nofireport
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
TrackMarks = EXTnkTrack.tga
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Overlord
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY GermanTankGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 2000
BuildTime = 1.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 200
Prerequisites
End
ExperienceValue = 200 200 400 600 ;Experience point value at each level
ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ChinaTankOverlordDefaultCommandSet
; *** AUDIO Parameters ***
VoiceSelect = OverlordTankVoiceSelect
SoundMoveStart = OverlordTankMoveStart
SoundMoveStartDamaged = OverlordTankMoveStart
VoiceMove = OverlordTankVoiceMove
VoiceGuard = OverlordTankVoiceMove
VoiceAttack = OverlordTankVoiceAttack
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = OverlordTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceCrush = OverlordTankVoiceCrush
VoiceEnter = OverlordTankVoiceMove
VoiceUnload = OverlordTankVoiceUnload
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE
Body = ActiveBody ModuleTag_02
MaxHealth = 1100.0
InitialHealth = 1100.0
; 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 = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = OverlordContain ModuleTag_OvC
Slots = 6
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = No ; My passengers ride in my turret, that's where the Firepoint bones are
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Behavior = AIUpdateInterface ModuleTag_AIUp
Turret
TurretTurnRate = 0 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = No
End
Locomotor = SET_NORMAL OverlordLocomotor
Behavior = PhysicsBehavior ModuleTag_14
Mass = 50.0
End
Behavior = TransitionDamageFX ModuleTag_18
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
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 = GrantUpgradeCreate ModuleTag_Grant01
UpgradeToGrant = Upgrade_A7VGuns
End
Behavior = ObjectCreationUpgrade ObjUp01
TriggeredBy = Upgrade_A7VGuns
UpgradeObject = OCL_A7VGuns
End
Geometry = BOX
GeometryMajorRadius = 32.0
GeometryMinorRadius = 13.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
A7VMGun01 (All MGuns are the same with different fireports).
Code:
Object A7VMGun01
; *** ART Parameters ***
SelectPortrait = SNGatTower_L
ButtonImage = SNGatTower
;UpgradeCameo1 = Upgrade_Nationalism
;UpgradeCameo1 = Upgrade_ChinaUraniumShells
;UpgradeCameo2 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
;UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = fireport1
DefaultConditionState
Model = A7V_fireport1
Turret = MuzzleFX02
WeaponFireFXBone = PRIMARY MuzzleFX02
WeaponRecoilBone = PRIMARY MuzzleFX02
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponLaunchBone = PRIMARY MuzzleFX02
End
End
; ***DESIGN parameters ***
Side = Germany
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY A7VMGun
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceRapidFire = NoSound
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 20 // turn rate, in degrees per sec
TurretPitchRate = 0
AllowsPitch = No
End
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Behavior = StealthDetectorUpdate ModuleTag_06
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ; Defaults to VisionRange
CanDetectWhileContained = Yes
End
Geometry = BOX
GeometryMajorRadius = 0.0
GeometryMinorRadius = 0.0
GeometryHeight = 0.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
ObjectCreationList
Code:
ObjectCreationList OCL_A7VGuns
CreateObject
ObjectNames = A7VMGun02
Count = 1
ContainInsideSourceObject = Yes
End
CreateObject
ObjectNames = A7VMGun01
Count = 1
ContainInsideSourceObject = Yes
End
CreateObject
ObjectNames = A7VMGun03
Count = 1
ContainInsideSourceObject = Yes
End
CreateObject
ObjectNames = A7VMGun04
Count = 1
ContainInsideSourceObject = Yes
End
CreateObject
ObjectNames = A7VMGun05
Count = 1
ContainInsideSourceObject = Yes
End
CreateObject
ObjectNames = A7VMGun06
Count = 1
ContainInsideSourceObject = Yes
End
End