This is for Star Wars: Imperial Assault--
IVcons is a 540 framed animation of the imperial construction droid building. It uses a hover locomotor. When it builds, it doesn't play the animation-- sometimes it'll just go like one frame forward and get stuck there... it's very strange. Anything wrong with the code? It seems to look alright to me...
Code:
;------------------------------------------------------------------------------
Object ImperialsVehicleConstructionDroid
; *** ART Parameters ***
SelectPortrait = SNDozer_L
ButtonImage = SNDozer
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = IVCons
WaitForStateToFinishIfPossible = TRANS_DIGGING
End
ConditionState = PREATTACK_A
Animation = IVCons.IVCons
AnimationMode = ONCE
TransitionKey = TRANS_DIGGING
End
ConditionState = REALLYDAMAGED RUBBLE
Model = IVCons
WaitForStateToFinishIfPossible = TRANS_DIGGING
End
ConditionState = PREATTACK_A REALLYDAMAGED
Animation = IVCons.IVCons
AnimationMode = ONCE
TransitionKey = TRANS_DIGGING
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ConstructionDroid
Side = IMPERIALS
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1000
BuildTime = 5.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
WeaponSet
Conditions = None
Weapon = PRIMARY None
End
ArmorSet
Conditions = None
Armor = DozerArmor ;Special Explosion-Proof Armor
DamageFX = TankDamageFX
End
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 = ImperialsConstructionDroidCommandSet
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER
Body = ActiveBody ModuleTag_02
MaxHealth = 250.0
InitialHealth = 250.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 500
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = DozerAIUpdate ModuleTag_03
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
; the only "enemies" that workers can acquire are mines, to be disarmed...
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL ImpConsLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End
Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 100
DestructionDelay = 1500
DestructionDelayVariance = 600
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_ChinaDozerExplode
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = CreateCrateDie ModuleTag_09
CrateData = SalvageCrateData
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
Behavior = FXListDie ModuleTag_22
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = DestroyDie ModuleTag_23
DeathTypes = NONE +CRUSHED +SPLATTED
End
Geometry = BOX
GeometryMajorRadius = 17.0;new radius to align mine sweeping position
;GeometryMajorRadius = 21.0;old radius
GeometryMinorRadius = 10.0
GeometryHeight = 15.0
GeometryIsSmall = NO
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
Scale = 1.45;
End