I am still having no luck. I'll post the code. If anyone can see any obvious mistakes tell me.
Code:
Object AmericaVehicleSDDrone
; *** ART Parameters ***
SelectPortrait = SABattleDrone_L
ButtonImage = SABattleDrone
UpgradeCameo1 = Upgrade_AmericaDroneArmor
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
;MAIN CHASSIS
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = Laser
DefaultConditionState
Model = AVBATTLEDR
Animation = AVBATTLEDR.AVBATTLEDR
AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
WeaponMuzzleFlash = PRIMARY TurretFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = REALLYDAMAGED
Model = AVBATTLEDR_D
Animation = AVBATTLEDR_D.AVBATTLEDR_D
AnimationMode = LOOP
End
;EXTENDING ARM (FOR REPAIRING)
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVBATTLEDR_A
End
;Unloading the arm (before starting to repair)
ConditionState = UNPACKING
Animation = AVBATTLEDR_A1.AVBATTLEDR_A1
AnimationMode = ONCE
End
;Loading the arm (after reparing complete)
ConditionState = PACKING
Animation = AVBATTLEDR_A1.AVBATTLEDR_A1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set)
ConditionState = FIRING_B
Animation = AVBATTLEDR_A2.AVBATTLEDR_A2
AnimationMode = ONCE
End
;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set)
ConditionState = FIRING_C
Animation = AVBATTLEDR_A2.AVBATTLEDR_A2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:BattleDrone
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY BattleDroneMachineGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = SmallTankDamageFX
End
BuildCost = 200
BuildTime = 5.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 150
Prerequisites
Object = AmericaWarFactory
End
ExperienceValue = 10 10 10 10 ;Experience point value at each level
IsTrainable = No
; *** AUDIO Parameters ***
VoiceSelect = NoSound
VoiceMove = NoSound
VoiceAttack = NoSound
SoundMoveStart = NoSound
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE
Body = ActiveBody ModuleTag_03
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_04
Turret
TurretTurnRate = 360 // turn rate, in degrees per sec
TurretPitchRate = 360
MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal)
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BattleDroneLocomotor
Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy)
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
KillWhenRestingOnGround = Yes
AllowBouncing = No
End
Behavior = MaxHealthUpgrade ModuleTag_06
TriggeredBy = Upgrade_AmericaDroneArmor
AddMaxHealth = 50.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = SlavedUpdate ModuleTag_07
GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 10 ;How far I'm allowed to wander from target.
ScoutRange = 75 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point.
RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding)
RepairMinAltitude = 18.0 ;My minimum repair hover altitude.
RepairMaxAltitude = 24.0 ;My maximum repair hover altitude.
RepairRatePerSecond = 5.0 ;How many health points can I repair per second.
RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing.
RepairMinReadyTime = 300
RepairMaxReadyTime = 750
RepairMinWeldTime = 250
RepairMaxWeldTime = 500
RepairWeldingSys = BlueSparks
RepairWeldingFXBone = Muzzle02
StayOnSameLayerAsMaster = Yes
End
Behavior = DestroyDie ModuleTag_08
DeathTypes = ALL
End
Behavior = CreateObjectDie ModuleTag_09
DeathTypes = ALL
CreationList = OCL_AmericaBattleDroneExplode
End
Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall
End
Behavior = FXListDie ModuleTag_11
DeathTypes = ALL
DeathFX = FX_AmericaBattleDroneExplode
End
Behavior = UpgradeDie ModuleTag_12
;This frees the object based upgrade for the producer object.
DeathTypes = ALL
UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_13
End
Behavior = PointDefenseLaserUpdate ModuleTag_14
WeaponTemplate = PaladinPointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
SecondaryTargetTypes = NONE
ScanRate = 500
ScanRange = 120.0
PredictTargetVelocityFactor = 3.0
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 = CYLINDER
GeometryMajorRadius = 5
GeometryMinorRadius = 5
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
|