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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
10-16-2005, 02:31 PM
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#21 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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proally...i will just post the code as soon as i can, because at the moment i am buisy trying to find out how im gonna work with my tornado, and infantry units
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10-17-2005, 04:21 PM
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#22 (permalink)
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Member
Join Date: Aug 2005
Location: Stillman Valley,Illinois
Posts: 80
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"find out how im gonna work with my tornado"
Think I posted in that 1. Looks nice tho.
btw Had more things to do yesterday. lets reschedule sometime else.
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10-17-2005, 04:49 PM
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#23 (permalink)
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Member
Join Date: Aug 2005
Location: Stillman Valley,Illinois
Posts: 80
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Why cant I purchace my new upgrade???
Ok I made a Weapons upgrade for the Scorpion tank that instead of grabbing crates you just buy it's next form of weapon but when I have my scorpion I can't select/buy the upgrade ( like a hidden requirement)
Upgrade.INI
Code:
Upgrade Upgrade_GLAUpgradeWeapons
DisplayName = UPGRADE:Weapons
Type = OBJECT
BuildTime = 10.0
BuildCost = 1000
ButtonImage = SSUpgradeWeaponsBuild
ResearchSound = OverlordExpansion
End
CommandButton.INI
Code:
; New Unit Based Buttons
CommandButton Command_UpgradeScorpion1
Command = OBJECT_UPGRADE
Upgrade = Upgrade_GLAUpgradeWeapons
Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
TextLabel = CONTROLBAR:UpgradeScorpionCannon
ButtonImage = SSUpgradeWeaponsBuild
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipUpgradeGLAScorpionCannon
End
CommandButton Command_UpgradeScorpion2
Command = OBJECT_UPGRADE
Upgrade = Upgrade_GLAUpgradeWeapons
Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
TextLabel = CONTROLBAR:UpgradeScorpionSecondRocket
ButtonImage = SSUpgradeWeaponsBuild
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipUpgradeGLAScorpionRocket2
End
CommandButton Command_UpgradeGLAUpgradeWeapons
Command = OBJECT_UPGRADE
Upgrade = Upgrade_GLAUpgradeWeapons
Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
TextLabel = CONTROLBAR:UpgradeGLAWeapons
ButtonImage = SSUpgradeWeaponsBuild
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUpgradeWeapons
End
CommandSet.INI
Code:
CommandSet GLATankScorpionCommandSet
1 = Command_UpgradeScorpion1
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
CommandSet GLATankScorpionCommandSetUpgrade
1 = Command_UpgradeScorpion2
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
And GLAVehicle.INI
Code:
;------------------------------------------------------------------------------
Object GLATankScorpion
; *** ART Parameters ***
SelectPortrait = SUScorpion_L
ButtonImage = SUScorpion
UpgradeCameo1 = Upgrade_GLAScorpionRocket
UpgradeCameo2 = Upgrade_GLAUpgradeWeapons
UpgradeCameo3 = Upgrade_GLAToxinShells
UpgradeCameo4 = Upgrade_GLAJunkRepair
UpgradeCameo5 = Upgrade_GLAAnthraxBeta
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
; ------------ Normal
DefaultConditionState
Model = UVLiteTank
Turret = Turret ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks
; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack!
ShowSubObject = Turret01
HideSubObject = MissleRack01 MissleRack02 TurretUP01; MissileRack misspelled in the Art
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = UVLiteTank_d
End
AliasConditionState = RUBBLE
; ------------ With big turret
ConditionState = WEAPONSET_CRATEUPGRADE_ONE ; one or two crates is a turret switch
ShowSubObject = TurretUP01
HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO
ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = TurretUP01
HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED
; ---------- With missile
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissleRack01 Turret01
HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = MissleRack01 Turret01
HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
; ---------- With missile and big turret
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE
ShowSubObject = MissleRack01 TurretUP01
HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = MissleRack01 TurretUP01
HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
; ---------- With two missiles and big turret
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO
ShowSubObject = MissleRack01 MissleRack02 TurretUP01
HideSubObject = Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = MissleRack01 MissleRack02 TurretUP01
HideSubObject = Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scorpion
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY ScorpionTankGun
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY ScorpionTankGun
Weapon = SECONDARY ScorpionMissileWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY ScorpionTankGunPlusOne
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE PLAYER_UPGRADE
Weapon = PRIMARY ScorpionTankGunPlusOne
Weapon = SECONDARY ScorpionMissileWeapon ; No bonus at Plus One
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE PLAYER_UPGRADE
Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two
Weapon = SECONDARY ScorpionMissileWeaponPlusTwo
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 600
BuildTime = 7.0 ;in seconds
VisionRange = 125
ShroudClearingRange = 300
Prerequisites
Object = GLAArmsDealer
End
ExperienceValue = 60 60 120 200 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;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 = GLATankScorpionCommandSet
; *** AUDIO Parameters ***
VoiceSelect = ScorpionTankVoiceSelect
VoiceMove = ScorpionTankVoiceMove
VoiceAttack = ScorpionTankVoiceAttack
SoundMoveStart = ScorpionTankMoveStart
SoundMoveStartDamaged = ScorpionTankMoveStart
VoiceGuard = ScorpionTankVoiceMove
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ScorpionTankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceEnter = ScorpionTankVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 370.0
InitialHealth = 370.0
; 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 = 740
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 100
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL ScorpionLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = AutoHealBehavior ModuleTag_05
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_ScorpionTankDeathEffect
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = WeaponSetUpgrade ModuleTag_07
TriggeredBy = Upgrade_GLAScorpionRocket
End
Behavior = DestroyDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
End
; A crushing defeat
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_12
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = TransitionDamageFX ModuleTag_13
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
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
Behavior = WeaponSetUpgrade ModuleTag_22
TriggeredBy = Upgrade_GLAUpgradeWeapons
End
Behavior = WeaponSetUpgrade ModuleTag_23
TriggeredBy = Upgrade_GLAUpgradeWeapons
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 9.0
GeometryHeight = 10.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Can you help???
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10-17-2005, 06:40 PM
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#24 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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well first off, you need a behavior tag like such:
Behavior = ObjectCreationUpgrade ModuleTag_09
UpgradeObject = OCL_OverlordBattleBunker
TriggeredBy = Upgrade_ChinaOverlordBattleBunker
ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = CommandSetUpgrade ModuleTag_11
CommandSet = ChinaTankOverlordGattlingCannonCommandSet
TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker
End
to specify that
1) When you get this upgrade, the object will be latched on to the unit
2) You can build the upgrade, but only 1 at a time
3) Your command set can change after buying such upgrades
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10-18-2005, 06:52 PM
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#25 (permalink)
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Member
Join Date: Aug 2005
Location: Stillman Valley,Illinois
Posts: 80
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WHY?????
Release Crash at Tue Oct 18 17:49:40 2005
; Reason Uncaught Exception in GameEngine::update
Last error:
Current stack:
I did all the upgrade stuff and now this happens....
heres the new code for the scorpion:
Code:
;------------------------------------------------------------------------------
Object GLATankScorpion
; *** ART Parameters ***
SelectPortrait = SUScorpion_L
ButtonImage = SUScorpion
UpgradeCameo1 = Upgrade_GLAScorpionRocket
UpgradeCameo2 = Upgrade_GLAWeapons
UpgradeCameo3 = Upgrade_GLAToxinShells
UpgradeCameo4 = Upgrade_GLAJunkRepair
UpgradeCameo5 = Upgrade_GLAAnthraxBeta
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
; ------------ Normal
DefaultConditionState
Model = UVLiteTank
Turret = Turret ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks
; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack!
ShowSubObject = Turret01
HideSubObject = MissleRack01 MissleRack02 TurretUP01; MissileRack misspelled in the Art
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = UVLiteTank_d
End
AliasConditionState = RUBBLE
; ------------ With big turret
ConditionState = WEAPONSET_CRATEUPGRADE_ONE ; one or two crates is a turret switch
ShowSubObject = TurretUP01
HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO
ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = TurretUP01
HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED
; ---------- With missile
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissleRack01 Turret01
HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = MissleRack01 Turret01
HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
; ---------- With missile and big turret
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE
ShowSubObject = MissleRack01 TurretUP01
HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = MissleRack01 TurretUP01
HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
; ---------- With two missiles and big turret
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO
ShowSubObject = MissleRack01 MissleRack02 TurretUP01
HideSubObject = Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = MissleRack01 MissleRack02 TurretUP01
HideSubObject = Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scorpion
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY ScorpionTankGun
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY ScorpionTankGun
Weapon = SECONDARY ScorpionMissileWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY ScorpionTankGunPlusOne
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE PLAYER_UPGRADE
Weapon = PRIMARY ScorpionTankGunPlusOne
Weapon = SECONDARY ScorpionMissileWeapon ; No bonus at Plus One
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two
Weapon = SECONDARY None
End
WeaponSet
Conditions = PLAYER_UPGRADE PLAYER_UPGRADE
Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two
Weapon = SECONDARY ScorpionMissileWeaponPlusTwo
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 600
BuildTime = 7.0 ;in seconds
VisionRange = 125
ShroudClearingRange = 300
Prerequisites
Object = GLAArmsDealer
End
ExperienceValue = 60 60 120 200 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;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 = GLATankScorpionCommandSet
; *** AUDIO Parameters ***
VoiceSelect = ScorpionTankVoiceSelect
VoiceMove = ScorpionTankVoiceMove
VoiceAttack = ScorpionTankVoiceAttack
SoundMoveStart = ScorpionTankMoveStart
SoundMoveStartDamaged = ScorpionTankMoveStart
VoiceGuard = ScorpionTankVoiceMove
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ScorpionTankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceEnter = ScorpionTankVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 370.0
InitialHealth = 370.0
; 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 = 740
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 100
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL ScorpionLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = AutoHealBehavior ModuleTag_05
HealingAmount = 2
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_GLAJunkRepair
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_ScorpionTankDeathEffect
FX = FINAL FX_BattleMasterExplosionOneFinal
End
Behavior = WeaponSetUpgrade ModuleTag_07
TriggeredBy = Upgrade_GLAScorpionRocket
End
Behavior = DestroyDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
End
;GLA Weapons Upgrade
Behavior = ObjectCreationUpgrade ModuleTag_22
TriggeredBy = Upgrade_GLAUpgradeWeapons
ConflictsWith = UpgradeScorpion2 ; NOPE need this 1 first
End
Behavior = ProductionUpdate ModuleTag_23
MaxQueueEntries = 1; I'm not lettin u buy them both in the same quere screen
End
Behavior = CommandSetUpgrade ModuleTag_24
CommandSet = GLATankScorpionCommandSetUpgrade
TriggeredBy = Upgrade_GLAUpgradeWeapons
ConflictsWith = UpgradeScorpion1 ; Specifies you cant buy upgrade 1 again
End
;;;;;end of new code;;;;
; A crushing defeat
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_12
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = TransitionDamageFX ModuleTag_13
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
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 = 14.0
GeometryMinorRadius = 9.0
GeometryHeight = 10.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
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10-18-2005, 07:35 PM
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#26 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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well also, its the number order you got em in ... 09, 22, 23, 24, 10, 11
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10-18-2005, 07:37 PM
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#27 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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also, i doubt if you can have PLAYER_UPGRADE PLAYER_UPGRADE
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10-18-2005, 07:47 PM
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#28 (permalink)
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Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
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Quote:
Originally Posted by SmokeyDaBear";p="
well also, its the number order you got em in ... 09, 22, 23, 24, 10, 11
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Absolutly no problem with the order, just don't reuse tag #'s.
Quote:
Originally Posted by SmokeyDaBear";p="
also, i doubt if you can have PLAYER_UPGRADE PLAYER_UPGRADE
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You can't.
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10-18-2005, 08:01 PM
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#29 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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oh, thanx for the heads up nuke winter...
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10-18-2005, 09:08 PM
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#30 (permalink)
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Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
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no problem, it's my job, lol
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