logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,575
Total Threads: 8,656
Posts: 94,426

Administrators:
DeeZire, Redemption

There are currently 46 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 10-16-2005, 02:31 PM   #21 (permalink)
Senior Member
 
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
Send a message via AIM to SmokeyDaBear Send a message via MSN to SmokeyDaBear Send a message via Yahoo to SmokeyDaBear
Default

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
SmokeyDaBear is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-17-2005, 04:21 PM   #22 (permalink)
Member
 
Phantom139's Avatar
 
Join Date: Aug 2005
Location: Stillman Valley,Illinois
Posts: 80
Send a message via AIM to Phantom139
Default

"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.
Phantom139 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-17-2005, 04:49 PM   #23 (permalink)
Member
 
Phantom139's Avatar
 
Join Date: Aug 2005
Location: Stillman Valley,Illinois
Posts: 80
Send a message via AIM to Phantom139
Default 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???
Phantom139 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-17-2005, 06:40 PM   #24 (permalink)
Senior Member
 
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
Send a message via AIM to SmokeyDaBear Send a message via MSN to SmokeyDaBear Send a message via Yahoo to SmokeyDaBear
Default

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
SmokeyDaBear is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-18-2005, 06:52 PM   #25 (permalink)
Member
 
Phantom139's Avatar
 
Join Date: Aug 2005
Location: Stillman Valley,Illinois
Posts: 80
Send a message via AIM to Phantom139
Default 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
Phantom139 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-18-2005, 07:35 PM   #26 (permalink)
Senior Member
 
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
Send a message via AIM to SmokeyDaBear Send a message via MSN to SmokeyDaBear Send a message via Yahoo to SmokeyDaBear
Default

well also, its the number order you got em in ... 09, 22, 23, 24, 10, 11
SmokeyDaBear is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-18-2005, 07:37 PM   #27 (permalink)
Senior Member
 
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
Send a message via AIM to SmokeyDaBear Send a message via MSN to SmokeyDaBear Send a message via Yahoo to SmokeyDaBear
Default

also, i doubt if you can have PLAYER_UPGRADE PLAYER_UPGRADE
SmokeyDaBear is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-18-2005, 07:47 PM   #28 (permalink)
Senior Member
 
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
Default

Quote:
Originally Posted by SmokeyDaBear";p=&quot View Post
well also, its the number order you got em in ... 09, 22, 23, 24, 10, 11
Absolutly no problem with the order, just don't reuse tag #'s.

Quote:
Originally Posted by SmokeyDaBear";p=&quot View Post
also, i doubt if you can have PLAYER_UPGRADE PLAYER_UPGRADE
You can't.
NukeWinter is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-18-2005, 08:01 PM   #29 (permalink)
Senior Member
 
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
Send a message via AIM to SmokeyDaBear Send a message via MSN to SmokeyDaBear Send a message via Yahoo to SmokeyDaBear
Default

oh, thanx for the heads up nuke winter...
SmokeyDaBear is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 10-18-2005, 09:08 PM   #30 (permalink)
Senior Member
 
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
Default

no problem, it's my job, lol
NukeWinter is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
NEW MOD - Help needed Thermocide Red Alert 2 & Yuri's Revenge Editing 1 11-01-2006 06:59 AM
Requesting Assistance In Using gMax (NOW WITH PICS!) LocVez Generals & Zero Hour Editing 10 01-04-2006 07:44 PM
Cold War Crisis is looking for assistance... 2312222 Generals & Zero Hour Editing 0 05-16-2004 07:14 AM
Need some assistance... Aelist Generals & Zero Hour Editing 7 06-26-2003 09:05 PM
I am in need of modeling assistance, can anyone help? pascal314 Generals & Zero Hour Editing 0 03-13-2003 04:27 AM


All times are GMT -4. The time now is 12:28 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.