My ChinaTankScorpian Factionunit.ini (model Chrisv80)
Can anyone check whats wrong with my code?
It keeps crashing at the start.
The model is from Chrisv80's new scorpian tank
Object ChinaTankScorpian
; *** ART Parameters ***
SelectPortrait = Scorpian
ButtonImage = Scorpian
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NVScorpian
Turret = Turret01
WeaponFireFXBone = PRIMARY MUZZLE01 MUZZLE02
WeaponMuzzleFlash = PRIMARY MUZZLEFX01 MUZZLEFX02
WeaponLaunchBone = PRIMARY MUZZLE01 MUZZLE02
End
AltTurret = Turret02
WeaponFireFXBone = SECONDARY FIREA
WeaponMuzzleFlash = SECONDARY MUZZLEFX03
WeaponLaunchBone = SECONDARY FIREA
End
ConditionState = REALLYDAMAGED
Model = NVScorpian_D
End
ConditionState = RUBBLE
Model = NVScorpian_D1
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scorpian
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY ScorpianTankGun
Weapon = SECONDARY ScorpianTankRocketWeapon
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 1000
BuildTime = 10.0 ;in seconds
VisionRange = 125
ShroudClearingRange = 300
Prerequisites
Object = ChinaCommandCenter
Object = ChinaWarfactory
End
ExperienceValue = 60 60 120 200 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
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 = ChinaScorpianCommandSet
VoiceSelect = ScorpionTankVoiceSelect
VoiceMove = ScorpionTankVoiceMove
VoiceAttack = ScorpionTankVoiceAttack
SoundMoveStart = ScorpionTankMoveStart
SoundMoveStartDamaged = ScorpionTankMoveStart
VoiceGuard = ScorpionTankVoiceMove
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ScorpionTankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceEnter = ScorpionTankVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 370.0
InitialHealth = 370.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 120
RecenterTime = 5000
ControlledWeaponSlots = SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL ScorpionLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_GenericTankDeathEffect
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = DestroyDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
End
; A crushing defeat
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_12
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = TransitionDamageFX ModuleTag_13
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
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 = 14.0
GeometryMinorRadius = 9.0
GeometryHeight = 10.5
GeometryIsSmall = Yes Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
|