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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 04-09-2005, 05:53 AM   #1 (permalink)
Junior Member
 
Join Date: Apr 2005
Posts: 10
Default Jarmen Kell bike not working?

hey all, i got a little problem while changing the terrorist bike (from boss general) into a jarmen kell bike..
here is the complete object code:
Code:
;------------------------------------------------------------------------------
;GLA Combat Bike with Jarmen Kell
Object Boss_VehicleCombatBikeJarmen

  ; *** ART Parameters ***
  SelectPortrait         = SUComBike_L
  ButtonImage            = SUComBike
  
  UpgradeCameo1 = Upgrade_GLAJunkRepair
  ;UpgradeCameo2 = NONE
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ;Normal Bike
    ;------------------------------
    DefaultConditionState
      Model = UVComBike
      WeaponFireFXBone    = PRIMARY Muzzle_B
      WeaponLaunchBone    = PRIMARY RocketFX03
      WeaponMuzzleFlash   = PRIMARY MuzzleFX_B
      ParticleSysBone     = SMOKE CombatBikeSmokeLight
    End
    AliasConditionState RIDER1
    AliasConditionState RIDER1 MOVING
    AliasConditionState RIDER4
    AliasConditionState RIDER4 MOVING
    AliasConditionState RIDER5
    AliasConditionState RIDER5 MOVING
    AliasConditionState RIDER6
    AliasConditionState RIDER6 MOVING
    AliasConditionState RIDER7
    AliasConditionState RIDER7 MOVING
    ConditionState = REALLYDAMAGED
      Model = UVComBike_d
    End
    AliasConditionState RIDER1 REALLYDAMAGED
    AliasConditionState RIDER1 MOVING REALLYDAMAGED
    AliasConditionState RIDER4 REALLYDAMAGED
    AliasConditionState RIDER4 MOVING REALLYDAMAGED
    AliasConditionState RIDER5 REALLYDAMAGED
    AliasConditionState RIDER5 MOVING REALLYDAMAGED
    AliasConditionState RIDER6 REALLYDAMAGED
    AliasConditionState RIDER6 MOVING REALLYDAMAGED
    AliasConditionState RIDER7 REALLYDAMAGED
    AliasConditionState RIDER7 MOVING REALLYDAMAGED
  
    ConditionState = TOPPLED
      Model = UVComBike
      Animation           = UVComBike_F.UVComBike_F
      AnimationMode       = ONCE
    End
    ConditionState = TOPPLED REALLYDAMAGED
      Model = UVComBike_d
      Animation           = UVComBike_F.UVComBike_F
      AnimationMode       = ONCE
    End

    ConditionState = RIDER1 MOVING CENTER_TO_LEFT
      Model = UVComBike
      Animation           = UVComBike_A1.UVComBike_A1
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER5 MOVING CENTER_TO_LEFT
    AliasConditionState RIDER6 MOVING CENTER_TO_LEFT
    AliasConditionState RIDER7 MOVING CENTER_TO_LEFT
    ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED
      Model = UVComBike_d
      Animation           = UVComBike_A1.UVComBike_A1
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED
    AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED
    AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED

    ConditionState = RIDER1 MOVING LEFT_TO_CENTER
      Model = UVComBike
      Animation           = UVComBike_A1.UVComBike_A1
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER5 MOVING LEFT_TO_CENTER
    AliasConditionState RIDER6 MOVING LEFT_TO_CENTER
    AliasConditionState RIDER7 MOVING LEFT_TO_CENTER
    ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED
      Model = UVComBike_d
      Animation           = UVComBike_A1.UVComBike_A1
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED
    AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED
    AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED

    ConditionState = RIDER1 MOVING CENTER_TO_RIGHT
      Model = UVComBike
      Animation           = UVComBike_A2.UVComBike_A2
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState  RIDER5 MOVING CENTER_TO_RIGHT
    AliasConditionState  RIDER6 MOVING CENTER_TO_RIGHT
    AliasConditionState  RIDER7 MOVING CENTER_TO_RIGHT
    ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED
      Model = UVComBike_d
      Animation           = UVComBike_A2.UVComBike_A2
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState  RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED
    AliasConditionState  RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED
    AliasConditionState  RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED

    ConditionState = RIDER1 MOVING RIGHT_TO_CENTER
      Model = UVComBike
      Animation           = UVComBike_A2.UVComBike_A2
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER
    AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER
    AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER
    ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED
      Model = UVComBike_d
      Animation           = UVComBike_A2.UVComBike_A2
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED
    AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED
    AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED


    ;Gun Bike
    ;------------------------------
    ConditionState = RIDER2
      Model = UVComBikeG
    End
    AliasConditionState RIDER2 MOVING
    AliasConditionState RIDER4
    AliasConditionState RIDER4 MOVING
    ConditionState = RIDER2 REALLYDAMAGED
      Model = UVComBikeG_d
    End
    AliasConditionState RIDER2 MOVING REALLYDAMAGED
    AliasConditionState RIDER4 REALLYDAMAGED
    AliasConditionState RIDER4 MOVING REALLYDAMAGED
   
    ConditionState = RIDER2 MOVING CENTER_TO_LEFT
      Model = UVComBikeG
      Animation           = UVComBikeG_A1.UVComBikeG_A1
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER4 MOVING CENTER_TO_LEFT
    ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED
      Model = UVComBikeG_d
      Animation           = UVComBikeG_A1.UVComBikeG_A1
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED

    ConditionState = RIDER2 MOVING LEFT_TO_CENTER
      Model = UVComBikeG
      Animation           = UVComBikeG_A1.UVComBikeG_A1
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER4 MOVING LEFT_TO_CENTER
    ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED
      Model = UVComBikeG_d
      Animation           = UVComBikeG_A1.UVComBikeG_A1
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED

    ConditionState = RIDER2 MOVING CENTER_TO_RIGHT
      Model = UVComBikeG
      Animation           = UVComBikeG_A2.UVComBikeG_A2
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT
    ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED
      Model = UVComBikeG_d
      Animation           = UVComBikeG_A2.UVComBikeG_A2
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED

    ConditionState = RIDER2 MOVING RIGHT_TO_CENTER
      Model = UVComBikeG
      Animation           = UVComBikeG_A2.UVComBikeG_A2
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER
    ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED
      Model = UVComBikeG_d
      Animation           = UVComBikeG_A2.UVComBikeG_A2
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED

    ;Missile Bike
    ;------------------------------
    ConditionState = RIDER3
      Model = UVComBikeTN
    End
    AliasConditionState RIDER3 MOVING
    ConditionState = RIDER3 REALLYDAMAGED
      Model = UVComBikeTN_d
    End
    AliasConditionState RIDER3 MOVING REALLYDAMAGED
  
    ConditionState = RIDER3 MOVING CENTER_TO_LEFT
      Model = UVComBikeTN
      Animation           = UVComBikeTN_A1.UVComBikeTN_A1
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED
      Model = UVComBikeTN_d
      Animation           = UVComBikeTN_A1.UVComBikeTN_A1
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End

    ConditionState = RIDER3 MOVING LEFT_TO_CENTER
      Model = UVComBikeTN
      Animation           = UVComBikeTN_A1.UVComBikeTN_A1
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED
      Model = UVComBikeTN_d
      Animation           = UVComBikeTN_A1.UVComBikeTN_A1
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End

    ConditionState = RIDER3 MOVING CENTER_TO_RIGHT
      Model = UVComBikeTN
      Animation           = UVComBikeTN_A2.UVComBikeTN_A2
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED
      Model = UVComBikeTN_d
      Animation           = UVComBikeTN_A2.UVComBikeTN_A2
      AnimationMode       = ONCE
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End

    ConditionState = RIDER3 MOVING RIGHT_TO_CENTER
      Model = UVComBikeTN
      Animation           = UVComBikeTN_A2.UVComBikeTN_A2
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End
    ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED
      Model = UVComBikeTN_d
      Animation           = UVComBikeTN_A2.UVComBikeTN_A2
      AnimationMode       = ONCE_BACKWARDS
      ParticleSysBone     = SMOKE CombatBikeSmokeHeavy
    End

    TrackMarks = EXTireTrack03.tga

    Dust                        = CombatBikeDust
    DirtSpray                   = CombatBikeDirtSpray
    PowerslideSpray             = CombatBikeDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone           = Tire01
    LeftRearTireBone            = Tire00
    TireRotationMultiplier      = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition  = 2.5   ; This speed is added to the rotation speed when powersliding.

  End

  Draw = W3DModelDraw ModuleTag_Rider01
    OkToChangeModelColor = Yes

    DefaultConditionState
      ;**************************************************
      ;*** Must have a default model in order to see
      ;*** house color!!!
      ;**************************************************
      Model = UIWrkr_SKN
      ;WeaponFireFXBone    = PRIMARY Muzzle
      ;WeaponLaunchBone    = PRIMARY Muzzle
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
    End
    AliasConditionState MOVING

    ;Worker animations
    ;-----------------------
    ConditionState = RIDER1 
      Model = UIWrkr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A5
      AnimationMode = LOOP
    End
    ConditionState = RIDER1 MOVING
      Model = UIWrkr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A4
      AnimationMode = LOOP
    End
    ConditionState = RIDER1 MOVING CENTER_TO_LEFT
      Model = UIWrkr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A1
      AnimationMode       = ONCE
    End
    ConditionState = RIDER1 MOVING LEFT_TO_CENTER
      Model = UIWrkr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A1
      AnimationMode       = ONCE_BACKWARDS
    End
    ConditionState = RIDER1 MOVING CENTER_TO_RIGHT
      Model = UIWrkr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A2
      AnimationMode       = ONCE
    End
    ConditionState = RIDER1 MOVING RIGHT_TO_CENTER
      Model = UIWrkr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A2
      AnimationMode       = ONCE_BACKWARDS
    End


    ;Rebel animations
    ;-----------------------
    ConditionState = RIDER2 
      Model = UIRGrd_SKN
      Animation           = UIRGrd_SKL.UIRGrd_CmBk_A5
      AnimationMode = LOOP
    End
    ConditionState = RIDER2 MOVING
      Model = UIRGrd_SKN
      Animation           = UIRGrd_SKL.UIRGrd_CmBk_A4
      AnimationMode = LOOP
    End
    ConditionState = RIDER2 MOVING CENTER_TO_LEFT
      Model = UIRGrd_SKN
      Animation           = UIRGrd_SKL.UIRGrd_CmBk_A1
      AnimationMode       = ONCE
    End
    ConditionState = RIDER2 MOVING LEFT_TO_CENTER
      Model = UIRGrd_SKN
      Animation           = UIRGrd_SKL.UIRGrd_CmBk_A1
      AnimationMode       = ONCE_BACKWARDS
    End
    ConditionState = RIDER2 MOVING CENTER_TO_RIGHT
      Model = UIRGrd_SKN
      Animation           = UIRGrd_SKL.UIRGrd_CmBk_A2
      AnimationMode       = ONCE
    End
    ConditionState = RIDER2 MOVING RIGHT_TO_CENTER
      Model = UIRGrd_SKN
      Animation           = UIRGrd_SKL.UIRGrd_CmBk_A2
      AnimationMode       = ONCE_BACKWARDS
    End

    ;RPG Trooper animations
    ;-----------------------
    ConditionState = RIDER3 
      Model = UITunF_SKN2
      Animation           = UITunF_SKL.UITunF_CmBk_A5
      AnimationMode = LOOP
    End
    ConditionState = RIDER3 MOVING
      Model = UITunF_SKN2
      Animation           = UITunF_SKL.UITunF_CmBk_A4
      AnimationMode = LOOP
    End
    ConditionState = RIDER3 MOVING CENTER_TO_LEFT
      Model = UITunF_SKN2
      Animation           = UITunF_SKL.UITunF_CmBk_A1
      AnimationMode       = ONCE
    End
    ConditionState = RIDER3 MOVING LEFT_TO_CENTER
      Model = UITunF_SKN2
      Animation           = UITunF_SKL.UITunF_CmBk_A1
      AnimationMode       = ONCE_BACKWARDS
    End
    ConditionState = RIDER3 MOVING CENTER_TO_RIGHT
      Model = UITunF_SKN2
      Animation           = UITunF_SKL.UITunF_CmBk_A2
      AnimationMode       = ONCE
    End
    ConditionState = RIDER3 MOVING RIGHT_TO_CENTER
      Model = UITunF_SKN2
      Animation           = UITunF_SKL.UITunF_CmBk_A2
      AnimationMode       = ONCE_BACKWARDS
    End

    ;Jarmen Kell animations
    ;-----------------------
    ConditionState = RIDER4 
      Model = UIHERO_SKN
      Animation           = UIHERO_SKL.UIHERO_CmBk_A5
      AnimationMode = LOOP
    End
    ConditionState = RIDER4 MOVING
      Model = UIHERO_SKN
      Animation           = UIHERO_SKL.UIHERO_CmBk_A4
      AnimationMode = LOOP
    End
    ConditionState = RIDER4 MOVING CENTER_TO_LEFT
      Model = UIHERO_SKN
      Animation           = UIHERO_SKL.UIHERO_CmBk_A1
      AnimationMode       = ONCE
    End
    ConditionState = RIDER4 MOVING LEFT_TO_CENTER
      Model = UIHERO_SKN
      Animation           = UIHERO_SKL.UIHERO_CmBk_A1
      AnimationMode       = ONCE_BACKWARDS
    End
    ConditionState = RIDER4 MOVING CENTER_TO_RIGHT
      Model = UIHERO_SKN
      Animation           = UIHERO_SKL.UIHERO_CmBk_A2
      AnimationMode       = ONCE
    End
    ConditionState = RIDER4 MOVING RIGHT_TO_CENTER
      Model = UIHERO_SKN
      Animation           = UIHERO_SKL.UIHERO_CmBk_A2
      AnimationMode       = ONCE_BACKWARDS
    End

    ;Terrorist animations
    ;-----------------------
    ConditionState = RIDER5 
      Model = UITRST_SKN
      Animation           = UITRST_SKL.UITER_CmBk_A5
      AnimationMode = LOOP
    End
    ConditionState = RIDER5 MOVING
      Model = UITRST_SKN
      Animation           = UITRST_SKL.UITER_CmBk_A4
      AnimationMode = LOOP
    End
    ConditionState = RIDER5 MOVING CENTER_TO_LEFT
      Model = UITRST_SKN
      Animation           = UITRST_SKL.UITER_CmBk_A1
      AnimationMode       = ONCE
    End
    ConditionState = RIDER5 MOVING LEFT_TO_CENTER
      Model = UITRST_SKN
      Animation           = UITRST_SKL.UITER_CmBk_A1
      AnimationMode       = ONCE_BACKWARDS
    End
    ConditionState = RIDER5 MOVING CENTER_TO_RIGHT
      Model = UITRST_SKN
      Animation           = UITRST_SKL.UITER_CmBk_A2
      AnimationMode       = ONCE
    End
    ConditionState = RIDER5 MOVING RIGHT_TO_CENTER
      Model = UITRST_SKN
      Animation           = UITRST_SKL.UITER_CmBk_A2
      AnimationMode       = ONCE_BACKWARDS
    End

    ;Hijacker animations
    ;-----------------------
    ConditionState = RIDER6 
      Model = UIHJCK_SKN
      Animation           = UIHJCK_SKL.UIHJACK_CmBk_A5
      AnimationMode = LOOP
    End
    ConditionState = RIDER6 MOVING
      Model = UIHJCK_SKN
      Animation           = UIHJCK_SKL.UIHJACK_CmBk_A4
      AnimationMode = LOOP
    End
    ConditionState = RIDER6 MOVING CENTER_TO_LEFT
      Model = UIHJCK_SKN
      Animation           = UIHJCK_SKL.UIHJACK_CmBk_A1
      AnimationMode       = ONCE
    End
    ConditionState = RIDER6 MOVING LEFT_TO_CENTER
      Model = UIHJCK_SKN
      Animation           = UIHJCK_SKL.UIHJACK_CmBk_A1
      AnimationMode       = ONCE_BACKWARDS
    End
    ConditionState = RIDER6 MOVING CENTER_TO_RIGHT
      Model = UIHJCK_SKN
      Animation           = UIHJCK_SKL.UIHJACK_CmBk_A2
      AnimationMode       = ONCE
    End
    ConditionState = RIDER6 MOVING RIGHT_TO_CENTER
      Model = UIHJCK_SKN
      Animation           = UIHJCK_SKL.UIHJACK_CmBk_A2
      AnimationMode       = ONCE_BACKWARDS
    End

    ;Saboteur animations
    ;-----------------------
    ConditionState = RIDER7 
      Model = UISabotr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A5
      AnimationMode = LOOP
    End
    ConditionState = RIDER7 MOVING
      Model = UISabotr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A4
      AnimationMode = LOOP
    End
    ConditionState = RIDER7 MOVING CENTER_TO_LEFT
      Model = UISabotr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A1
      AnimationMode       = ONCE
    End
    ConditionState = RIDER7 MOVING LEFT_TO_CENTER
      Model = UISabotr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A1
      AnimationMode       = ONCE_BACKWARDS
    End
    ConditionState = RIDER7 MOVING CENTER_TO_RIGHT
      Model = UISabotr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A2
      AnimationMode       = ONCE
    End
    ConditionState = RIDER7 MOVING RIGHT_TO_CENTER
      Model = UISabotr_SKN
      Animation           = UIWrkr_SKL.UIWrkr_CmBk_A2
      AnimationMode       = ONCE_BACKWARDS
    End

    ConditionState = TOPPLED
      Model = None
    End
    AliasConditionState TOPPLED MOVING

  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:CombatBike
  Side                = Boss
  EditorSorting       = VEHICLE
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  MaxSimultaneousOfType = 1
  WeaponSet
    Conditions = None
    Weapon = PRIMARY NONE
  End
  WeaponSet
    Conditions = WEAPON_RIDER2
    Weapon = PRIMARY GLARebelBikerMachineGun
  End
  WeaponSet
    Conditions = WEAPON_RIDER3
    Weapon = PRIMARY TunnelDefenderBikerRocketWeapon
  End
  WeaponSet
    Conditions = WEAPON_RIDER4
    Weapon = PRIMARY GLABikerKellSniperRifle
    Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle
    AutoChooseSources = SECONDARY NONE
  End
  WeaponSet
    ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE
    ;damage to do ini logic for type of death to play -- unresistable for success.
    Conditions = WEAPON_RIDER5
    Weapon = PRIMARY TerroristSuicideWeapon 
  End
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = TankDamageFX
  End
  BuildCost = 1500
  BuildTime = 1.0          ;in seconds  
  VisionRange     = 180
  ShroudClearingRange = 300
  Prerequisites
    Object = Boss_WarFactory
;    Object = Boss_ScudStorm
  End

  ExperienceValue       = 50 50 100 150    ;Experience point value at each level
  ExperienceRequired    = 0 200 400 800  ;Experience points needed to gain each level
  IsTrainable           = Yes             ;Can gain experience
  ;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            = GLAVehicleCombatBikeDefaultCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = RocketBuggyVoiceSelect
  ;VoiceMove = RocketBuggyVoiceMove
  VoiceAttack = RocketBuggyVoiceAttack
  SoundMoveStart = CombatBikeMoveStart
  SoundMoveStartDamaged = CombatBikeMoveStart
  VoiceGuard = RocketBuggyVoiceMove


  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate          = RocketBuggyVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop  
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = CombatBikeMoveStart
    VoiceCrush      = RocketBuggyVoiceCrush
    VoiceEnter = RocketBuggyVoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100
    InitialHealth   = 100

    ; 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 = 200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End
  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 0       ; turn rate, in degrees per sec
      NaturalTurretAngle = 0
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = No
  End
  Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor
  Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 15.0
  End

  Behavior = SlowDeathBehavior DeathTag_04
    ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7
    DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED
    DestructionDelay = 0
    FX = INITIAL FX_BuggyNewDeathExplosion
    OCL = FINAL OCL_CombatBikeAirDeathStart
  End
  Behavior = SlowDeathBehavior DeathTag_05
    RequiredStatus = STATUS_RIDER1
    DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED
    DestructionDelay = 0
    FX = INITIAL FX_BuggyNewDeathExplosion
    OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart
    OCL = FINAL OCL_CombatBikeAirDeathStart
  End
  Behavior = SlowDeathBehavior DeathTag_06
    RequiredStatus = STATUS_RIDER2
    DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED
    DestructionDelay = 0
    FX = INITIAL FX_BuggyNewDeathExplosion
    OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart
    OCL = FINAL OCL_CombatBikeAirDeathStart
  End
  Behavior = SlowDeathBehavior DeathTag_07
    RequiredStatus = STATUS_RIDER3
    DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED
    DestructionDelay = 0
    FX = INITIAL FX_BuggyNewDeathExplosion
    OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart
    OCL = FINAL OCL_CombatBikeAirDeathStart
  End
  Behavior = SlowDeathBehavior DeathTag_08
    RequiredStatus = STATUS_RIDER4
    DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED
    DestructionDelay = 0
    FX = INITIAL FX_BuggyNewDeathExplosion
    OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart
    OCL = FINAL OCL_CombatBikeAirDeathStart
  End
  Behavior = SlowDeathBehavior DeathTag_09
    RequiredStatus = STATUS_RIDER5
    DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED
    DestructionDelay = 0
    FX = INITIAL FX_BuggyNewDeathExplosion
    OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart
    OCL = FINAL OCL_CombatBikeAirDeathStart
  End
  Behavior = SlowDeathBehavior DeathTag_10
    RequiredStatus = STATUS_RIDER6
    DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED
    DestructionDelay = 0
    FX = INITIAL FX_BuggyNewDeathExplosion
    OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart
    OCL = FINAL OCL_CombatBikeAirDeathStart
  End

  Behavior = AutoHealBehavior ModuleTag_08
    HealingAmount = 2
    HealingDelay = 1000 ; msec
    TriggeredBy = Upgrade_GLAJunkRepair
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_GLABuggyAmmo
  End

  ;Create the hulk after the toppling is complete (not killed until topple anim finished).
  Behavior = CreateObjectDie ModuleTag_10
    DeathTypes = NONE +TOPPLED
    CreationList = OCL_CombatBike_ToppledHulk
  End

  Behavior = DestroyDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_RocketBuggy_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_14
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

  Behavior                 = TransitionDamageFX ModuleTag_15
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = RiderChangeContain ModuleTag_16
    ;A list of each valid rider that is allowed to ride this object. Each rider is
    ;assigned a modelcondition state, a weaponset flag, an object status bit, and
    ;a commandset override. The actual object is hidden inside the container so the 
    ;visible rider is fluff. Also riders are deleted (not killed) when the bike is
    ;destroyed, so all deaths must be OCLs on the bike.
    Rider1 = GLAInfantryWorker         RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL
    Rider2 = GLAInfantryRebel          RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL
    Rider3 = GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL
    Rider4 = BOSS_InfantryJarmenKell     RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL
    Rider5 = GLAInfantryTerrorist      RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH
    Rider6 = GLAInfantryHijacker       RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL
    Rider7 = GLAInfantrySaboteur       RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL
    ScuttleDelay          = 1500
    ScuttleStatus         = TOPPLED

    ;Standard TransportContain stuff
    Slots                 = 1
    InitialPayload        = BOSS_InfantryJarmenKell 1
    ScatterNearbyOnExit   = No
    HealthRegen%PerSec    = 0
    DamagePercentToUnits  = 100%  ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate.
    BurnedDeathToUnits    = No    ; And no Burned death.
    AllowInsideKindOf     = INFANTRY
    ExitDelay         = 250
    NumberOfExitPaths = 1 ; 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
    DoorOpenTime = 0
  End

  Behavior = AnimationSteeringUpdate ModuleTag_17
    MinTransitionTime = 300
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18
    RequiredStatus  = STATUS_RIDER5
    DeathWeapon     = SuicideBikeBomb
    StartsActive    = Yes
    DeathTypes      = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
  End

  Behavior = StealthUpdate ModuleTag_19
    UseRiderStealth             = Yes
    ;StealthDelay                = 2000 ; msec
    ;StealthForbiddenConditions  = ATTACKING
    ;InnateStealth               = Yes
    ;OrderIdleEnemiesToAttackMeUponReveal  = Yes
  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 = BOX
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 2.5
  GeometryHeight = 7.5     
  GeometryIsSmall = Yes    

  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
can anyone of you fix this so the jarmen kell bike comes out of the war factory without shutting down the program?
RpgNick is offline  
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