Well, if it helps, here's the code i use in the art parameters:
Code:
Object Nuke_ChinaTankDevastator
; *** ART Parameters ***
SelectPortrait = devastatoricon_L
ButtonImage = devastatoricon
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NVDvstr
Turret = Turret01
TurretPitch = TurretEl
WeaponFireFXBone = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleFX
WeaponRecoilBone = SECONDARY Barrel
WeaponMuzzleFlash = SECONDARY MuzzleFX
WeaponLaunchBone = SECONDARY Muzzle
ParticleSysBone = EXHAUSTFX01 DozerSmokeLight
End
ConditionState = MOVING
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
End
ConditionState = REALLYDAMAGED
Model = NVDvstr_D
Turret = Turret01
TurretPitch = TurretEl
WeaponFireFXBone = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleFX
WeaponRecoilBone = SECONDARY Barrel
WeaponMuzzleFlash = SECONDARY MuzzleFX
WeaponLaunchBone = SECONDARY Muzzle
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
End
ConditionState = MOVING REALLYDAMAGED
Model = NVDvstr_D
Turret = Turret01
WeaponFireFXBone = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleFX
WeaponRecoilBone = SECONDARY Barrel
WeaponMuzzleFlash = SECONDARY MuzzleFX
WeaponLaunchBone = SECONDARY Muzzle
ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy
End
ConditionState = RUBBLE
Model = NVDvstr_D
Turret = Turret01
End
TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
TreadAnimationRate = 2.0; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End