go to upgrade ini and try this:
Upgrade Upgrade_Claymores
DisplayName = UPGRADE:Claymores
BuildTime = 20.0
BuildCost = 1000
ButtonImage = AngryMobFireBomb_L
End
then go to weapon ini and try something like this:
Weapon Claymores
PrimaryDamage = 100.0
PrimaryDamageRadius = 3.0
SecondaryDamage = 100.0
SecondaryDamageRadius = 5.0
AttackRange = 0.0
DamageType = LAND_MINE
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
FireFX = WeaponFX_ClaymoresDetonation
RadiusDamageAffects = ENEMIES NEUTRALS
DelayBetweenShots = 0
ClipSize = 1
ClipReloadTime = 0
AutoReloadsClip = No
End
Weapon BurtonClaymores
LeechRangeWeapon = Yes
PrimaryDamage = 2000.0
PrimaryDamageRadius = 25.0
SecondaryDamage = 150.0
SecondaryDamageRadius = 75.0
AttackRange = 5.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = Claymores
ProjectileDetonationFX = WeaponFX_ClaymoresDetonation
FireSound = WorkerVoiceSurrender
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
End
then go to fx list.ini and add something like this:
FXList WeaponFX_Claymores
ParticleSystem
Name = ClusterMineDropRing
End
Sound
Name = ExplosionClusterMine
End
ViewShake
Type = STRONG
End
End
Then add this also in fxlist.ini
FXList WeaponFX_ClaymoresDetonation
ParticleSystem
Name = EMPFlare
End
Sound
Name = EMPPulseWhoosh
End
ViewShake
Type = STRONG
End
End
Then go to FactionUnit.ini and add somethin like this:
;------------------------------------------------------------------------------
; this is the "standard" mine used for building upgrades
Object Claymores
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState!
; fix someday! (srj)
ConditionState = NONE
Model = EXAMineGroup
ParticleSysBone = Mine01 MineFX
ParticleSysBone = Mine02 MineFX
ParticleSysBone = Mine03 MineFX
ParticleSysBone = Mine04 MineFX
ParticleSysBone = Mine05 MineFX
ParticleSysBone = Mine06 MineFX
ParticleSysBone = Mine07 MineFX
ParticleSysBone = Mine08 MineFX
End
ConditionState = RUBBLE
Model = None
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:StructureMine
EditorSorting = MISC_MAN_MADE
KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON
ArmorSet
Conditions = None
Armor = MineArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = StealthUpdate ModuleTag_03
StealthDelay = 0 ; msec
StealthForbiddenConditions = NONE
FriendlyOpacityMin = 0.0%
FriendlyOpacityMax = 0.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = No
End
; this is a misleading name, since it's really single-Mine Behavior...
Behavior = MinefieldBehavior ModuleTag_04
DetonationWeapon = Claymores ; what happens when we detonate
DetonatedBy = ENEMIES NEUTRAL
; we no longer want the "scoot" behavior. it looks funky with current art. (srj)
;ScootFromStartingPointTime = 5
RepeatDetonateMoveThresh = 5.0
NumVirtualMines = 2
Regenerates = Yes ; Standard mines DO regenerate.
StopsRegenAfterCreatorDies = Yes
DegenPercentPerSecondAfterCreatorDies = 3.33% ; take about 30 seconds to die.
End
; Standard mines DO heal.
Behavior = AutoHealBehavior ModuleTag_05
StartsActive = Yes
HealingAmount = 2
HealingDelay = 5000 ; msec
StartHealingDelay = 15000 ; wait this long after we are damaged to start healing
End
Geometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryHeight = 1.0
GeometryIsSmall = No
End
Now go to command button .ini and add somethin lil like this:
CommandButton Command_UpgradeClaymores
Command = PLAYER_UPGRADE
Upgrade = Upgrade_Claymores
TextLabel = CONTROLBAR:UpgradeChinaMines
ButtonImage = AngryMobFireBomb_L
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
CONTROLBAR:TooltipChinaUpgradeMines
End
CommandButton Command_Claymores
Command = SWITCH_WEAPON
WeaponSlot = TERTIARY
Options = CHECK_LIKE OK_FOR_MULTI_SELECT NEED_UPGRADE
TextLabel = CONTROLBAR:RangerMachineGun
ButtonImage = SSMachineGun
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipChinaUpgradeMines
End
Then go to commandset.ini and look for "AmericaBarracksCommandSet" using ctrl + f and add under "8 = Command_UpgradeAmericaRangerCaptureBuilding":
9 = Command_UpgradeClaymores
Then go using ctrl + f, find "AmericaInfantryColonelBurtonCommandSet" and under "2 = Command_ColonelBurtonTimedDemoCharge" input:
3 = Command_Claymores
Then go to factionunit.ini inside the Object folder and find with ctrl + f AmericaInfantryColonelBurton. Scroll down and look to find something in his section that says:
Behavior = SpecialAbility ModuleTag10
and under Behavior = PoisonedBehavior ModuleTag_18
put:
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