Ok , well , the closest thing i could find is under the americans jet Raptor there is a section like this :
JetAIUpdate moduletag blah blah
and than under that is has the return to base string , however, i added it to the MigJet , and as soon as i tried to build it in airfield the game crashes. Any clues , here is the way the code looks for the mig.
Object GermanJetMIGNapalmStriker
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = NVMig
WeaponLaunchBone = PRIMARY WeaponA
ParticleSysBone = Exhaust01 JetExhaust
;ParticleSysBone = Exhaust02 JetExhaust
HideSubObject = BurnerFX01 BurnerFX02
End
ConditionState = REALLYDAMAGED
Model = NVMig_d
End
AliasConditionState = RUBBLE
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:MIG
EditorSorting = VEHICLE
Side = German
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 300
Prerequisites
Object = GermanAirfield
End
WeaponSet
Conditions = None
Weapon = PRIMARY NapalmMissileWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY BlackNapalmMissileWeapon
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
CommandSet = ChinaJetMIGCommandSet
; *** AUDIO Parameters ***
SoundAmbient = F15MoveLoop
SoundAmbientRubble = NoSound
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
End
Behavior = SpecialPowerCompletionDie ModuleTag_03
SpecialPowerTemplate = SuperweaponGermanNapalmStrike
End
Behavior = JetSlowDeathBehavior ModuleTag_04
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_JetDeathInitial
OCLInitialDeath = OCL_MIGDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_MIGDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_MIGDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp
End
Behavior = DeliverPayloadAIUpdate ModuleTag_06
DoorDelay = 0
End
Locomotor = SET_NORMAL MIGLocomotor
Behavior = WeaponSetUpgrade ModuleTag_07
TriggeredBy = Upgrade_ChinaBlackNapalm
End
Behavior = TransportContain ModuleTag_08
Slots = 5 ; hey, it's a BIG transport
ScatterNearbyOnExit = No
OrientLikeContainerOnExit = Yes
KeepContainerVelocityOnExit = Yes
ExitPitchRate = 30
ExitBone = WeaponA
AllowInsideKindOf = PROJECTILE
DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
NumberOfExitPaths = 0
DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill'
End
Behavior = PhysicsBehavior ModuleTag_09
Mass = 500.0
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 = Cylinder
GeometryIsSmall = Yes
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 7.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
As you can see , i have remove the part that caused the crash , thing is i just dont know how to add the line that will make it happen. This is what i added that made it crash.
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
TakeoffSpeedForMaxLift = 100% ; smaller 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
Any ideas please
