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?