To help you i will post the code for one of my units(*NOTE* this is an old version of the file),
Hightlighted in red is the W3D file
;------------------------------------------------------------------------------
Object SovietVehicleV3Launcher
; *** ART Parameters ***
SelectPortrait = SACTomahawk_L
ButtonImage = SACTomahawk
;UpgradeCameo1 = None
;UpgradeCameo2 = None
;UpgradeCameo3 = None
;UpgradeCameo4 = None
;UpgradeCameo5 = None
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
DefaultConditionState
Model = V3
; Turret = TURRET
; TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
WeaponHideShowBone = PRIMARY MISSILE
End
ConditionState = REALLYDAMAGED
Model = V3
End
AliasConditionState = RUBBLE
; TrackMarks = EXTireTrack.tga
; Dust = RocketBuggyDust
; DirtSpray = RocketBuggyDirtSpray
; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
; LeftFrontTireBone = Wheel01
; RightFrontTireBone = Wheel08
; LeftRearTireBone = Wheel03
; RightRearTireBone = Wheel05
; MidLeftFrontTireBone = Wheel02
; MidRightFrontTireBone = Wheel07
; MidLeftRearTireBone = Wheel04
; MidRightRearTireBone = Wheel06
; TireRotationMultiplier = 0.2 ; this * speed = rotation.
; PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:SovietVehicleV3Launcher
Side = Soviet
EditorSorting = VEHICLE
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 800
BuildTime = 25.0 ;in seconds
VisionRange = 180
ShroudClearingRange = 200
Prerequisites
Object = SovietWarFactory
; Object = SovietRadarTower
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
WeaponSet
Conditions = None
Weapon = PRIMARY V3MissileWeapon
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
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 = SovietTankCommandSet
; *** AUDIO Parameters ***
VoiceSelect = TomahawkVoiceSelect
VoiceMove = TomahawkVoiceMove
VoiceGuard = TomahawkVoiceMove
VoiceAttack = TomahawkVoiceAttack
SoundMoveStart = TomahawkMoveStart
SoundMoveStartDamaged = TomahawkMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = TomahawkVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = TomahawkVoiceCrush
VoiceEnter = TomahawkVoiceMove
VoiceBombard = TomahawkVoiceAttack
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 180.0
InitialHealth = 180.0
; 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 = 360
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0 ; turn rate, in degrees per sec
TurretPitchRate = 60
FirePitch = 70 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
End
Locomotor = SET_NORMAL TomahawkLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie
FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = DestroyDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
; Behavior = FXListDie
; DeathTypes = ALL -CRUSHED -SPLATTED
; DeathFX = FX_GenericTankDeathEffect
; End
; Behavior = CreateObjectDie
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_GenericTankDeathEffect
; End
Behavior = EjectPilotDie ModuleTag_13
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = TransitionDamageFX ModuleTag_14
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
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
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