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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 06-21-2004, 10:55 AM   #1 (permalink)
Senior Member
 
Join Date: May 2004
Location: The Netherlands, Zeist (Near Utrecht)
Posts: 154
Default I can't figgerout watch wrong in this part

This is the last thing i changed (when i removed these parts the game runs perfect) Can somebody help me to find the problem?

Lets start with the object:

;------------------------------------------------------------------------------
Object AmericaJetSuperHornetOnlyAA

; *** ART Parameters ***
SelectPortrait = SACRaptor_L
ButtonImage = SACRaptor

UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

DefaultConditionState
Model = AVSHornetAA
HideSubObject = PICKBOX BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare

End

ConditionState = REALLYDAMAGED
Model = AVSHornetAA
HideSubObject = PICKBOX BurnerFX01 BurnerFX02

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVSHornetAA
HideSubObject = PICKBOX BurnerFX01 BurnerFX01

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = AVSHornetAA
HideSubObject = PICKBOX BurnerFX01

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ParticleSysBone = Engine01 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = RUBBLE
Model = AVSHornetAA
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVSHornetAA

;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

OkToChangeModelColor = Yes

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Raptor
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 700.0
ShroudClearingRange = 400
Prerequisites
Object = AmericaAirfield
End

WeaponSet
Conditions = None
Weapon = PRIMARY SuperHornetJetMissileWeaponAir

End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SuperHornetJetMissileWeaponAir2

End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End


BuildCost = 3500
BuildTime = 1
ExperienceValue = 150 150 200 250 ;Experience point value at each level
ExperienceRequired = 0 200 300 500 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = AmericaJetSuperHornetOnlyAACommandSet

; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 700.0
InitialHealth = 700.0
End

Behavior = WeaponSetUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaLaserMissiles
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 3 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 0.2 ;Increases experience gained by an additional 100%
End

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 10% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL SuperHornetJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

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
Behavior = ReplaceObjectUpdate ModuleTag_22
ReplaceObject = AmericaJetSuperHornetAAMaverick
TriggeredBy = Upgrade_AmericaMaverick
End
Behavior = ReplaceObjectUpdate ModuleTag_23
ReplaceObject = AmericaJetSuperHornetAASnakeyeBombs
TriggeredBy = Upgrade_AmericaSnakeyeBombs
End
Behavior = CommandSetUpgrade ModuleTag_25
CommandSet = AmericaJetSuperHornetAAMaverickCommandSet
TriggeredBy = Upgrade_AmericaMaverick
End
Behavior = CommandSetUpgrade ModuleTag_26
CommandSet = AmericaJetSuperHornetAASnakeyeBombsCommandSet
TriggeredBy = Upgrade_AmericaSnakeyeBombs
End

Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Scale = 1.2
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End
;------------------------------------------------------------------------------
Object AmericaJetSuperHornetAAMaverick

; *** ART Parameters ***
SelectPortrait = SACRaptor_L
ButtonImage = SACRaptor

UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

DefaultConditionState
Model = AVSHornetAAM
HideSubObject = PICKBOX BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare

End

ConditionState = REALLYDAMAGED
Model = AVSHornetAAM
HideSubObject = PICKBOX BurnerFX01 BurnerFX02

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVSHornetAAM
HideSubObject = PICKBOX BurnerFX01 BurnerFX01

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = AVSHornetAAM
HideSubObject = PICKBOX BurnerFX01

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ParticleSysBone = Engine01 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = RUBBLE
Model = AVSHornetAAM
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVSHornetAAM

;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

OkToChangeModelColor = Yes

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Raptor
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 700.0
ShroudClearingRange = 400

WeaponSet
Conditions = None
Weapon = PRIMARY SuperHornetJetMissileWeaponAir

End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SuperHornetJetMissileWeaponAir2

End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End


BuildCost = 3500
BuildTime = 1
ExperienceValue = 150 150 200 250 ;Experience point value at each level
ExperienceRequired = 0 200 300 500 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = AmericaJetSuperHornetAAMCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 750.0
InitialHealth = 750.0
End

Behavior = WeaponSetUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaLaserMissiles
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 3 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 0.2 ;Increases experience gained by an additional 100%
End

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 10% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL SuperHornetJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

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
Behavior = ReplaceObjectUpdate ModuleTag_22
ReplaceObject = AmericaJetSuperHornetOnlyAA
TriggeredBy = Upgrade_AmericaOnlyAA
End
Behavior = ReplaceObjectUpdate ModuleTag_23
ReplaceObject = AmericaJetSuperHornetAASnakeyeBombs
TriggeredBy = Upgrade_AmericaSnakeyeBombs
End
Behavior = ReplaceObjectUpdate ModuleTag_24
ReplaceObject = AmericaJetSuperHornetAASnakeyeBombsMaverick
TriggeredBy = Upgrade_AmericaSnakeyeBombsMaverick
End
Behavior = CommandSetUpgrade ModuleTag_25
CommandSet = AmericaJetSuperHornetOnlyAACommandSet
TriggeredBy = Upgrade_AmericaOnlyAA
End
Behavior = CommandSetUpgrade ModuleTag_26
CommandSet = AmericaJetSuperHornetAASnakeyeBombsCommandSet
TriggeredBy = Upgrade_AmericaSnakeyeBombs
End
Behavior = CommandSetUpgrade ModuleTag_27
CommandSet = AmericaJetSuperHornetAASnakeyeBombsMaverickCommand Set
TriggeredBy = Upgrade_AmericaSnakeyeBombsMaverick
End

Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Scale = 1.2
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End
;------------------------------------------------------------------------------
Object AmericaJetSuperHornetAASnakeyeBombs

; *** ART Parameters ***
SelectPortrait = SACRaptor_L
ButtonImage = SACRaptor

UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

DefaultConditionState
Model = AVSHornetAAS
HideSubObject = PICKBOX BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare

End

ConditionState = REALLYDAMAGED
Model = AVSHornetAAS
HideSubObject = PICKBOX BurnerFX01 BurnerFX02

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVSHornetAAS
HideSubObject = PICKBOX BurnerFX01 BurnerFX01

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = AVSHornetAAS
HideSubObject = PICKBOX BurnerFX01

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ParticleSysBone = Engine01 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = RUBBLE
Model = AVSHornetAAS
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVSHornetAAS

;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

OkToChangeModelColor = Yes

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Raptor
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 700.0
ShroudClearingRange = 400

WeaponSet
Conditions = None
Weapon = PRIMARY SuperHornetJetMissileWeaponAir

End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SuperHornetJetMissileWeaponAir2

End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End


BuildCost = 3500
BuildTime = 1
ExperienceValue = 150 150 200 250 ;Experience point value at each level
ExperienceRequired = 0 200 300 500 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = AmericaJetSuperHornetAASCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 750.0
InitialHealth = 750.0
End

Behavior = WeaponSetUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaLaserMissiles
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 3 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 0.2 ;Increases experience gained by an additional 100%
End

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 10% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL SuperHornetJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

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
Behavior = ReplaceObjectUpdate ModuleTag_22
ReplaceObject = AmericaJetSuperHornetOnlyAA
TriggeredBy = Upgrade_AmericaOnlyAA
End
Behavior = ReplaceObjectUpdate ModuleTag_23
ReplaceObject = AmericaJetSuperHornetAAMaverick
TriggeredBy = Upgrade_AmericaMaverick
End
Behavior = ReplaceObjectUpdate ModuleTag_24
ReplaceObject = AmericaJetSuperHornetAASnakeyeBombsMaverick
TriggeredBy = Upgrade_AmericaSnakeyeBombsMaverick
End
Behavior = CommandSetUpgrade ModuleTag_25
CommandSet = AmericaJetSuperHornetOnlyAACommandSet
TriggeredBy = Upgrade_AmericaOnlyAA
End
Behavior = CommandSetUpgrade ModuleTag_26
CommandSet = AmericaJetSuperHornetAAMaverickCommandSet
TriggeredBy = Upgrade_AmericaMaverick
End
Behavior = CommandSetUpgrade ModuleTag_27
CommandSet = AmericaJetSuperHornetAASnakeyeBombsMaverickCommand Set
TriggeredBy = Upgrade_AmericaSnakeyeBombsMaverick
End

Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Scale = 1.2
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End

;Here is the last switch object;
;------------------------------------------------------------------------------
Object AmericaJetSuperHornetAASnakeyeBombsMaverick

; *** ART Parameters ***
SelectPortrait = SACRaptor_L
ButtonImage = SACRaptor

UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

DefaultConditionState
Model = AVSHornetAASM
HideSubObject = PICKBOX BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare
End

ConditionState = JETEXHAUST
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
; afterburner
ParticleSysBone = Engine01 JetLenzflare
ParticleSysBone = Engine02 JetLenzflare

End

ConditionState = REALLYDAMAGED
Model = AVSHornetAASM
HideSubObject = PICKBOX BurnerFX01 BurnerFX02

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
End

ConditionState = REALLYDAMAGED JETEXHAUST
Model = AVSHornetAASM
HideSubObject = PICKBOX BurnerFX01 BurnerFX01

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
Model = AVSHornetAASM
HideSubObject = PICKBOX BurnerFX01

; damage
ParticleSysBone = Smoke01 JetSmoke
ParticleSysBone = Engine01 JetEngineDamagedSmoke
; afterburner
ParticleSysBone = Engine01 JetLenzflare
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

ConditionState = RUBBLE
Model = AVSHornetAASM
HideSubObject = None
ShowSubObject = None
End

ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
Model = AVSHornetAASM

;HideSubObject is needed cause there're inherited from default condition state
HideSubObject = None
ShowSubObject = None
ParticleSysBone = Engine01 JetExhaust
; exhaust
ParticleSysBone = Wingtip01 JetContrail
ParticleSysBone = Wingtip02 JetContrail
End

OkToChangeModelColor = Yes

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Raptor
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 700.0
ShroudClearingRange = 400

WeaponSet
Conditions = None
Weapon = PRIMARY SuperHornetJetMissileWeaponAir

End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY SuperHornetJetMissileWeaponAir2

End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End


BuildCost = 3500
BuildTime = 1
ExperienceValue = 150 150 200 250 ;Experience point value at each level
ExperienceRequired = 0 200 300 500 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;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 = AmericaJetSuperHornetAASMCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = RaptorAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 750.0
InitialHealth = 750.0
End

Behavior = WeaponSetUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaLaserMissiles
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 3 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 0.2 ;Increases experience gained by an additional 100%
End

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_06
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 10% ; larger numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL SuperHornetJetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

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
Behavior = ReplaceObjectUpdate ModuleTag_22
ReplaceObject = AmericaJetSuperHornetOnlyAA
TriggeredBy = Upgrade_AmericaOnlyAA
End
Behavior = ReplaceObjectUpdate ModuleTag_23
ReplaceObject = AmericaJetSuperHornetAAMaverick
TriggeredBy = Upgrade_AmericaMaverick
End
Behavior = ReplaceObjectUpdate ModuleTag_24
ReplaceObject = AmericaJetSuperHornetAASnakeyeBombs
TriggeredBy = Upgrade_AmericaSnakeyeBombs
End
Behavior = CommandSetUpgrade ModuleTag_25
CommandSet = AmericaJetSuperHornetOnlyAACommandSet
TriggeredBy = Upgrade_AmericaOnlyAA
End
Behavior = CommandSetUpgrade ModuleTag_26
CommandSet = AmericaJetSuperHornetAAMaverickCommandSet
TriggeredBy = Upgrade_AmericaMaverick
End
Behavior = CommandSetUpgrade ModuleTag_27
CommandSet = AmericaJetSuperHornetAASnakeyeBombsCommandSet
TriggeredBy = Upgrade_AmericaSnakeyeBombs
End

Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Scale = 1.2
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End

Now the CommandSet


CommandSet AmericaJetSuperHornetOnlyAACommandSet
1 = Upgrade_AmericaMaverick
2 = Upgrade_AmericaSnakeyeBombs
10 = Command_GuardFlyingUnitsOnly
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End

CommandSet AmericaJetSuperHornetAAMCommandSet
1 = Upgrade_AmericaSnakeyeBombs
2 = Upgrade_AmericaOnlyAA
3 = Upgrade_AmericaSnakeyeBombsMaverick
10 = Command_GuardFlyingUnitsOnly
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End

CommandSet AmericaJetSuperHornetAASCommandSet
1 = Upgrade_AmericaMaverick
2 = Upgrade_AmericaOnlyAA
3 = Upgrade_AmericaSnakeyeBombsMaverick
10 = Command_GuardFlyingUnitsOnly
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End

CommandSet AmericaJetSuperHornetAASMCommandSet
1 = Upgrade_AmericaMaverick
2 = Upgrade_AmericaOnlyAA
3 = Upgrade_AmericaSnakeyeBombs
10 = Command_GuardFlyingUnitsOnly
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End

And the Upgrades:

Upgrade Upgrade_AmericaOnlyAA
DisplayName = UPGRADE:HighExplosiveBomb
Type = OBJECT
BuildTime = 5.0
BuildCost = 500
ButtonImage = SSExplosiveBombTruck
ResearchSound = BombTruckVoiceUpgradeHiEx
UnitSpecificSound = OverlordExpansion
End

Upgrade Upgrade_AmericaAAMaverick
DisplayName = UPGRADE:HighExplosiveBomb
Type = OBJECT
BuildTime = 5.0
BuildCost = 500
ButtonImage = SSExplosiveBombTruck
ResearchSound = BombTruckVoiceUpgradeHiEx
UnitSpecificSound = OverlordExpansion
End

Upgrade Upgrade_AmericaAASnakeyeBombs
DisplayName = UPGRADE:HighExplosiveBomb
Type = OBJECT
BuildTime = 5.0
BuildCost = 500
ButtonImage = SSExplosiveBombTruck
ResearchSound = BombTruckVoiceUpgradeHiEx
UnitSpecificSound = OverlordExpansion
End

Upgrade Upgrade_AmericaAASnakeyeBombsMaverick
DisplayName = UPGRADE:HighExplosiveBomb
Type = OBJECT
BuildTime = 9.0
BuildCost = 1500
ButtonImage = SSExplosiveBombTruck
ResearchSound = BombTruckVoiceUpgradeHiEx
UnitSpecificSound = OverlordExpansion
End

And not to forget the Command Button:

CommandButton Command_UpgradeAmericaOnlyAA
Command = OBJECT_UPGRADE
Upgrade = Upgrade_AmericaOnlyAA
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:UpgradeGLABombTruckHighExplosiveBomb
ButtonImage = SSExplosiveBombTruck
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeHEBomb
UnitSpecificSound = BombTruckVoiceModeHiEx
End

CommandButton Command_UpgradeAmericaAAMaverick
Command = OBJECT_UPGRADE
Upgrade = Upgrade_AmericaAAMaverick
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:UpgradeGLABombTruckHighExplosiveBomb
ButtonImage = SSExplosiveBombTruck
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeHEBomb
UnitSpecificSound = BombTruckVoiceModeHiEx
End

CommandButton Command_UpgradeAmericaAASnakeyeBombs
Command = OBJECT_UPGRADE
Upgrade = Upgrade_AmericaAASnakeyeBombs
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:UpgradeGLABombTruckHighExplosiveBomb
ButtonImage = SSExplosiveBombTruck
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeHEBomb
UnitSpecificSound = BombTruckVoiceModeHiEx
End

CommandButton Command_UpgradeAmericaAASnakeyeBombsMaverick
Command = OBJECT_UPGRADE
Upgrade = Upgrade_AmericaAASnakeyeBombsMaverick
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:UpgradeGLABombTruckHighExplosiveBomb
ButtonImage = SSExplosiveBombTruck
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeHEBomb
UnitSpecificSound = BombTruckVoiceModeHiEx
End
CommandButton Command_ConstructAmericaJetSuperHornet
Command = UNIT_BUILD
Object = AmericaJetSuperHornetOnlyAA
TextLabel = CONTROLBAR:ConstructAmericaJetRaptor
ButtonImage = SACRaptor
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor
End

Please help me with this because i'm making my first mod so i need this?
:/ Thanx in advance
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