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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 02-01-2004, 08:26 AM   #1 (permalink)
Senior Member
 
Join Date: Jul 2003
Location: Scotland, UK
Posts: 752
Send a message via MSN to old_man_funk
Default Laser Burton

I've re-enabled Laser Burton for the Laser General and decided to release the code. Have fun with him

Code:
Object Lazr_AmericaInfantryLaserBurton

  ; *** ART Parameters ***
  SelectPortrait         = SALBur_L
  ButtonImage            = SALBur
  UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo2 = Upgrade_AmericaChemicalSuits

  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes

    ; idle
    DefaultConditionState
      Model               = AIHERO_SKN
      IdleAnimation       = AIHERO_SKL.AIHERO_STA 0 25
      IdleAnimation       = AIHERO_SKL.AIHERO_IDA
      IdleAnimation       = AIHERO_SKL.AIHERO_IDB
      AnimationMode       = ONCE
      TransitionKey       = TRANS_Stand
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponMuzzleFlash   = SECONDARY NONE
      HideSubObject     = MUZZLEFX01
    End
 
    
    ; injured idle
    ConditionState        = REALLYDAMAGED
      IdleAnimation       = AIHERO_SKL.AIHERO_ISTA 0 30
      IdleAnimation       = AIHERO_SKL.AIHERO_IIDA
      IdleAnimation       = AIHERO_SKL.AIHERO_IIDB
      AnimationMode       = ONCE
      TransitionKey       = TRANS_StandInjured
    End


    TransitionState     = TRANS_Stand TRANS_StandInjured
      Animation         = AIHERO_SKL.AIHERO_ISTAHIT
      AnimationMode     = ONCE
    End
    
    ; moving
    ConditionState        = MOVING
      Animation           = AIHERO_SKL.AIHERO_RNA 26
      AnimationMode       = LOOP
      Flags               = RANDOMSTART
      TransitionKey       = TRANS_Walking
      ParticleSysBone     = None InfantryDustTrails
      HideSubObject     = MUZZLEFX01
    End
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A
    AliasConditionState = MOVING FIRING_B
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B
    AliasConditionState = MOVING RELOADING_B

    ; injured moving
    ConditionState     = MOVING REALLYDAMAGED
      Animation        = AIHERO_SKL.AIHERO_IRNA 26
      AnimationMode    = LOOP
      Flags            = RANDOMSTART
      TransitionKey    = TRANS_WalkingInjured
      ParticleSysBone  = None InfantryDustTrails
      HideSubObject     = MUZZLEFX01
    End
    AliasConditionState = MOVING FIRING_A REALLYDAMAGED
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
    AliasConditionState = MOVING RELOADING_A REALLYDAMAGED
    AliasConditionState = MOVING FIRING_B REALLYDAMAGED
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
    AliasConditionState = MOVING RELOADING_B REALLYDAMAGED

    ; Firing animation
    ConditionState      = FIRING_A
      Animation         = AIHERO_SKL.AIHERO_ATA
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 1.5 1.5
      TransitionKey     = TRANS_FiringA
    End

    ConditionState      = BETWEEN_FIRING_SHOTS_A
      Animation         = AIHERO_SKL.AIHERO_ATA
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST
      WaitForStateToFinishIfPossible = TRANS_FiringA
    End
    AliasConditionState = RELOADING_A

    ; Injured Firing animation
    ConditionState      = FIRING_A REALLYDAMAGED
      Animation         = AIHERO_SKL.AIHERO_IATA
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 1.5 1.5
      TransitionKey     = TRANS_FiringAInjured
    End

    ConditionState      = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
      Animation         = AIHERO_SKL.AIHERO_IATA
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST
      WaitForStateToFinishIfPossible = TRANS_FiringAInjured
    End
    AliasConditionState = RELOADING_A REALLYDAMAGED

    TransitionState     = TRANS_FiringA TRANS_FiringAInjured
      Animation         = AIHERO_SKL.AIHERO_IATAHIT
      AnimationMode     = ONCE
    End

    ; Placing charge animation
    ConditionState      = UNPACKING
      Animation         = AIHERO_SKL.AIHERO_ATB1
      AnimationMode     = ONCE
    End
    AliasConditionState = MOVING UNPACKING

    ; Injured Placing charge animation
    ConditionState      = UNPACKING REALLYDAMAGED
      Animation         = AIHERO_SKL.AIHERO_IATB1
      AnimationMode     = ONCE
    End
    AliasConditionState = MOVING UNPACKING REALLYDAMAGED

    ; Stab animations
    ConditionState      = PREATTACK_B 
      Animation         = AIHERO_SKL.AIHERO_ATC
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Stabbing
      HideSubObject     = MUZZLEFX01
    End
    AliasConditionState = PREATTACK_B MOVING
    AliasConditionState = PREATTACK_B FIRING_B
    AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B

    ConditionState      = FIRING_B
      Animation         = AIHERO_SKL.AIHERO_ATC
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_Stabbing
      HideSubObject     = MUZZLEFX01
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_B
    AliasConditionState = RELOADING_B

    TransitionState     = TRANS_Stabbing TRANS_Stand
      Animation         = AIHERO_SKL.AIHERO_ATC2
      AnimationMode     = ONCE
    End

    ; Injured Stab animations
    ConditionState      = PREATTACK_B REALLYDAMAGED 
      Animation         = AIHERO_SKL.AIHERO_IATC1
      AnimationMode     = ONCE
      TransitionKey     = TRANS_StabbingInjured
      HideSubObject     = MUZZLEFX01
    End
    AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED
    AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED
    AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED

    ConditionState      = FIRING_B REALLYDAMAGED
      Animation         = AIHERO_SKL.AIHERO_IATC2
      AnimationMode     = MANUAL
      Flags             = START_FRAME_LAST
      TransitionKey     = TRANS_StabbingInjured
      HideSubObject     = MUZZLEFX01
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
    AliasConditionState = RELOADING_B REALLYDAMAGED

    TransitionState     = TRANS_StabbingInjured TRANS_StandInjured
      Animation         = AIHERO_SKL.AIHERO_IATC2
      AnimationMode     = ONCE
    End

    ; cheering
    ConditionState      = SPECIAL_CHEERING
      Animation         = AIHERO_SKL.AIHERO_CHA
      AnimationMode     = ONCE
    End
    
    ; injured cheering
    ConditionState      = SPECIAL_CHEERING REALLYDAMAGED
      Animation         = AIHERO_SKL.AIHERO_ICHA
      AnimationMode     = ONCE
    End
    
    ; climbing
    ConditionState      = CLIMBING
      Animation         = AIHERO_SKL.AIHERO_CLMID
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Climbing
    End
    AliasConditionState = RAPPELLING
    AliasConditionState = CLIMBING REALLYDAMAGED
    AliasConditionState = RAPPELLING REALLYDAMAGED

    ConditionState      = CLIMBING MOVING
      Animation         = AIHERO_SKL.AIHERO_CLMUP
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Climbing
    End
    AliasConditionState = CLIMBING MOVING REALLYDAMAGED

    ConditionState      = RAPPELLING MOVING
      Animation         = AIHERO_SKL.AIHERO_CLMUP
      AnimationMode     = LOOP_BACKWARDS
      TransitionKey     = TRANS_Climbing
    End
    AliasConditionState = RAPPELLING MOVING REALLYDAMAGED

; these transitions don't really work well with our code. leave 'em out.
;    TransitionState     = TRANS_Climbing TRANS_Stand
;      Animation         = AIHERO_SKL.AIHERO_CLMST
;      AnimationMode     = ONCE
;    End
;
;    TransitionState     = TRANS_Stand TRANS_Climbing
;      Animation         = AIHERO_SKL.AIHERO_CLMST
;      AnimationMode     = ONCE_BACKWARDS
;    End

    ; dying anims
    ConditionState      = DYING
      Animation         = AIHERO_SKL.AIHERO_DTA
      Animation         = AIHERO_SKL.AIHERO_DTB
      Animation         = AIHero_SKL.AIHero_IDTA
      Animation         = AIHero_SKL.AIHero_IDTB
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Dying
    End
    AliasConditionState = RAPPELLING DYING
    AliasConditionState = CLIMBING DYING

    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = AIHERO_SKL.AIHERO_ADTG21
      AnimationMode     = ONCE
    End

    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = AIHERO_SKL.AIHERO_ADTG22
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End

    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = AIHERO_SKL.AIHERO_ADTG23
      AnimationMode     = ONCE
      TransitionKey     = None
    End

    ; misc anims
    ConditionState      = FREEFALL
      Animation         = AIHERO_SKL.AIHERO_PFL
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Falling
    End
    AliasConditionState = FREEFALL REALLYDAMAGED
    AliasConditionState = FREEFALL DYING

    ConditionState      = PARACHUTING
      Animation         = AIHERO_SKL.AIHERO_PHG
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Chute
    End
    AliasConditionState = PARACHUTING REALLYDAMAGED
    AliasConditionState = PARACHUTING DYING

    TransitionState     = TRANS_Falling TRANS_Chute
      Animation         = AIHERO_SKL.AIHERO_POP
      AnimationMode     = ONCE
      Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
    End

    TransitionState     = TRANS_Chute TRANS_Stand
      Animation         = AIHERO_SKL.AIHERO_PTD
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Chute TRANS_StandInjured
      Animation         = AIHERO_SKL.AIHERO_PTD
      AnimationMode     = ONCE
    End

  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:LaserBurton
  Side                = AmericaLaserGeneral
  EditorSorting       = INFANTRY
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange         = 150
  ShroudClearingRange = 500
  Prerequisites
    Object = Lazr_AmericaBarracks
    Object = Lazr_AmericaStrategyCenter
  End
  BuildCost = 1500
  BuildTime = 20.0          ;in seconds  

  ExperienceValue     = 50 100 100 150  ; Experience point value at each level
  ExperienceRequired  = 0 200 300 600   ; Experience points needed to gain each level
  IsTrainable         = Yes             ; Can gain experience
  CrushableLevel      = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet          = AmericaInfantryColonelBurtonCommandSet
  MaxSimultaneousOfType = 1

  WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY     ColonelBurtonLaserWeapon
    Weapon              = SECONDARY   ColonelBurtonKnifeWeapon
    AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_SCRIPT FROM_AI
    AutoChooseSources   = SECONDARY   NONE
  End
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  ArmorSet
    Conditions      = PLAYER_UPGRADE
    Armor           = ChemSuitHumanArmor
    DamageFX        = InfantryDamageFX
  End


  ; *** AUDIO Parameters ***
  VoiceSelect = LaserBurtonVoiceSelect
  VoiceMove = ColonelBurtonVoiceMove
  VoiceAttack = LaserBurtonVoiceAttack
  VoiceFear = ColonelBurtonVoiceFear
  VoiceGuard = ColonelBurtonVoiceMove
  SoundStealthOn = StealthOn
  SoundStealthOff = StealthOff
  
  UnitSpecificSounds
    VoiceMelee = ColonelBurtonVoiceAttackKnife
    VoiceCreate           = LaserBurtonVoiceCreate
    VoiceGarrison         = ColonelBurtonVoiceGarrison
    VoiceEnter            = ColonelBurtonVoiceMove
    VoiceEnterHostile     = ColonelBurtonVoiceMove
    VoiceGetHealed        = ColonelBurtonVoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE HERO CANNOT_RETALIATE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 200.0
    InitialHealth   = 200.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = Yes
  End

  Behavior = CommandButtonHuntUpdate  ModuleTag_04 ; allows use of command button hunt script with this unit. 
  End

  Behavior = AutoFindHealingUpdate   ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba 
    ScanRate = 1000 ; once a second.
    ScanRange = 300 ;
    NeverHeal = 0.85 ;  don't heal if we are > 85% healthy.
    AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
  End

  Locomotor = SET_NORMAL ColonelBurtonGroundLocomotor ColonelBurtonCliffLocomotor

  Behavior = PhysicsBehavior ModuleTag_06
    Mass = 5.0
  End
  Behavior                = ArmorUpgrade ModuleTag_Armor01
    TriggeredBy           = Upgrade_AmericaChemicalSuits
  End

  Behavior = StealthUpdate ModuleTag_07
    StealthDelay                = 2000 ; msec
    StealthForbiddenConditions  = FIRING_PRIMARY
    HintDetectableConditions    = IS_FIRING_WEAPON 
    FriendlyOpacityMin          = 50.0%
    FriendlyOpacityMax          = 100.0%
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
    EnemyDetectionEvaEvent      = EnemyColonelBurtonDetected
    OwnDetectionEvaEvent        = OwnColonelBurtonDetected
  End

  Behavior = SpecialAbility ModuleTag_08
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantRemoteCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_09
    SpecialPowerTemplate = SpecialAbilityColonelBurtonRemoteCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = RemoteC4Charge
    MaxSpecialObjects = 8
    SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate).
    AlwaysValidateSpecialObjects = Yes      ;Coupled with the above setting, this one is necessary for code optimization.
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    PackTime                = 0
    SkipPackingWithNoTarget = Yes           ;When yes, the packing/unpacking will be ignored when detonating charges.
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = Yes
    PreTriggerUnstealthTime   = 5000 ; in milliseconds
  End

  Behavior = SpecialAbility ModuleTag_10
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    UpdateModuleStartsAttack = Yes
    InitiateSound             = ColonelBurtonVoicePlantTimedCharge
  End
  Behavior = SpecialAbilityUpdate ModuleTag_11
    SpecialPowerTemplate = SpecialAbilityColonelBurtonTimedCharges
    StartAbilityRange = 0.0
    PreparationTime = 0
    SpecialObject = TimedC4Charge
    MaxSpecialObjects = 10
    SpecialObjectsPersistWhenOwnerDies = Yes 
    SpecialObjectsPersistent = Yes          ;Charges are persistent till lifetime expires or owner detonates them.
    UniqueSpecialObjectTargets = Yes        ;This prevents multiple charges placed on the same object.
    UnpackTime              = 5500          ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge
    FlipOwnerAfterUnpacking = Yes
    FleeRangeAfterCompletion = 100.0         ;Runs away after finishing ability
    UnpackSound               = ColonelBurtonPlantCharge
    LoseStealthOnTrigger      = Yes
    PreTriggerUnstealthTime   = 5000 ; in milliseconds

  End
 
  Behavior = ExperienceScalarUpgrade ModuleTag_12
    TriggeredBy   = Upgrade_AmericaAdvancedTraining
    AddXPScalar   = 1.0 ;Increases experience gained by an additional 100%
  End
 
  ;Hero units can't be squished!
  ;Behavior = SquishCollide ModuleTag_13
  ;  ;nothing
  ;End


; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_ColonelBurtonDie
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_ColonelBurtonDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireUSA
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
    Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End
; --- end Death modules ---

  Behavior = PoisonedBehavior ModuleTag_18
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 10.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14
  ShadowSizeY = 14
  ShadowTexture = ShadowI
  BuildCompletion = APPEARS_AT_RALLY_POINT

End
Code:
AudioEvent LaserBurtonVoiceSelect
  Sounds = ibulsea ibulseb ibulsec
  Control = random
  Volume = 90
  Type = ui voice player
End

AudioEvent LaserBurtonVoiceCreate
  Sounds = ibulsea
  Control = random
  Volume  = 110
  MinVolume = 100
  Priority = high
  Type = world global player
End

AudioEvent LaserBurtonVoiceAttack
  Sounds = ibulsea ibulseb ibulsec
  Control = random
  Volume = 90
  Type = ui voice player
End
Code:
Weapon ColonelBurtonLaserWeapon
  PrimaryDamage           = 80.0
  PrimaryDamageRadius     = 5.0
  ScatterRadiusVsInfantry = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange             = 130.0
  MinTargetPitch          = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch          = 15                          ; ditto
  DamageType              = ARMOR_PIERCING
  DeathType               = NORMAL
  WeaponSpeed             = 99999                           ; dist/sec 
  WeaponRecoil            = 0                            ; angle to deflect the model when firing
  LaserName               = Lazr_CrusaderLaserBeam
  LaserBoneName           = Muzzle01
  FireFX                  = Lazr_WeaponFX_LaserCrusader
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 1000               ; time between shots, msec
  ClipSize                = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 0              ; how long to reload a Clip, msec
  ProjectileCollidesWith  = STRUCTURES WALLS 
End
Code:
CommandButton Lazr_Command_ConstructAmericaInfantryColonelBurton
  Command       = UNIT_BUILD
  Object        = Lazr_AmericaInfantryLaserBurton
  TextLabel     = CONTROLBAR:Lazr_Command_ConstructAmericaInfantryColonelBurton
  ButtonImage   = SALBur
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildLaserBurton
End
Code:
CommandSet Lazr_AmericaBarracksCommandSet
  1 = Lazr_Command_ConstructAmericaInfantryRanger
  2 = Lazr_Command_ConstructAmericaInfantryMissileDefender
  3 = Lazr_Command_ConstructAmericaInfantryColonelBurton
  4 = Lazr_Command_ConstructAmericaInfantryPathfinder
  7 = Command_UpgradeAmericaRangerFlashBangGrenade 
  8 = Command_UpgradeAmericaRangerCaptureBuilding
 13 = Command_SetRallyPoint
 14 = Command_Sell
End
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