I have tried as you said Slye_fx but when I go to the war factory there is no button to purchase the unit.
Here is the code.... Am i doing something wrong?
AMERICAVEHICLE INI---------------------------------------------------------
;China Supply Truck
Object AmericaVehicleSupplyTruck
; *** ART Parameters ***
SelectPortrait = SNSupplyTruck_L
ButtonImage = SNSupplyTruck
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NVSSUPPLYTK
HideSubObject = Cargo01
End
ConditionState = REALLYDAMAGED
Model = NVSSUPPLYTK_D
End
ConditionState = RUBBLE
Model = NVSSUPPLYTK_D
End
ConditionState = CARRYING
ShowSubObject = Cargo01
End
ConditionState = REALLYDAMAGED CARRYING
Model = NVSSUPPLYTK_D
ShowSubObject = Cargo01
End
ConditionState = RUBBLE CARRYING
Model = NVSSUPPLYTK_D
ShowSubObject = Cargo01
End
TrackMarks = EXTireTrack.tga
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
MidLeftRearTireBone = Tire03
MidRightRearTireBone = Tire04
LeftRearTireBone = Tire05
RightRearTireBone = Tire06
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
End
; ***DESIGN parameters ***
DisplayName = OBJECT:SupplyTruck
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 600
BuildTime = 10.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = AmericaWarFactory
End
ArmorSet
Conditions = None
Armor = TruckArmor
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 = ChinaSupplyTruckCommandSet
; *** AUDIO Parameters ***
VoiceSelect = SupplyTruckVoiceSelect
VoiceMove = SupplyTruckVoiceMove
VoiceAttack = NoSound
SoundMoveStart = SupplyTruckMoveStart
SoundMoveStartDamaged = SupplyTruckMoveStart
UnitSpecificSounds
VoiceCreate = SupplyTruckVoiceCreate
TruckLandingSound = NoSound
TruckPowerslideSound = NoSound
VoiceSupply = SupplyTruckVoiceSupply
VoiceCrush = SupplyTruckVoiceCrush
VoiceEnter = SupplyTruckVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok?
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 300.0
InitialHealth = 300.0
; 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 = 600
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = SupplyTruckAIUpdate ModuleTag_03
MaxBoxes = 4
SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction)
SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions)
SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan)
SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted
End
Locomotor = SET_NORMAL SupplyTruckLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End
ExperienceValue = 50 50 50 50 ;Experience point value at each level
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 200
DestructionDelayVariance = 100
FX = FINAL FX_SupplyTruckExplosionOneFinal
OCL = FINAL OCL_ChinaSupplyTruckDeathEffect
End
Behavior = FXListDie ModuleTag_06
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_07
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_ChinaSupplyTruck_CrushEffect
End
Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
End
Behavior = TransportContain ModuleTag_09 ; HUMMADER
PassengersAllowedToFire = Yes
Slots = 4
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
Behavior = FlammableUpdate ModuleTag_10
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
; A crushing defeat
Behavior = DestroyDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = CreateCrateDie ModuleTag_12
CrateData = SalvageCrateData
End
Geometry = BOX
GeometryMajorRadius = 17.0
GeometryMinorRadius = 7.0
GeometryHeight = 14.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
COMMANDSET INI-----------------------------------------------------------
10 = Command_ConstructAmericaVehicleSupplyTruck
COMMANDBUTTON INI-----------------------------------------------------
CommandButton Command_ConstructAmericaVehicleSupplyTruck
Command = UNIT_BUILD
Object = AmericaVehicleSupplyTruck
TextLabel = CONTROLBAR:ConstructAmericaVehicleSupplyTruck
ButtonImage = SNSupplyTruck
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipAmericaBuildSupplyTruck
End
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