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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
11-16-2005, 03:28 PM
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#1 (permalink)
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Member
Join Date: Jul 2005
Location: Vancouver, Canada
Posts: 38
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Two questions....
I have two quick questions for modding with Command & Conquer Generals: Zero Hour....
1) How would I make infantry inside GLA Technicals be able to fire at targets outside?
And....
2) How would I make the speed of the Chinese Gattling Tank the same as the Chinese Battlemaster Tank (same with the Dragon Tank if it moves faster than the Battlemaster Tank, but I expect modding speed to be the same for every unit)?
Thanks to everyone who helps me out. 
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11-16-2005, 11:35 PM
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#2 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 368
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Do you already have the INI files extracted and ready for editing?
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11-17-2005, 12:33 AM
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#3 (permalink)
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Member
Join Date: Jul 2005
Location: Vancouver, Canada
Posts: 38
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Yep. I have already made several changes to the game, but things like unit speed seem to give me trouble.
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11-17-2005, 12:43 PM
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#4 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 339
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Re: Two questions....
Quote:
Originally Posted by gamerfreak121";p="
I have two quick questions for modding with Command & Conquer Generals: Zero Hour....
1) How would I make infantry inside GLA Technicals be able to fire at targets outside?
And....
2) How would I make the speed of the Chinese Gattling Tank the same as the Chinese Battlemaster Tank (same with the Dragon Tank if it moves faster than the Battlemaster Tank, but I expect modding speed to be the same for every unit)?
Thanks to everyone who helps me out. 
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1: look at the TrasportContain module of the humvee.
2: look for the battlemaster's locomotor and copy it's Speed and SpeedDamage code and search for the gattling tank's locomotor and replace its Speed and SpeedDamage tags with the battlemaster's setting.
i hope that helps. 
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11-17-2005, 03:35 PM
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#5 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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use ctrl + f to find things in the ini's you are looking for...it is much more helpful than searching by hand...jsut thought you'd know that [even tho you proabally already do]
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11-17-2005, 11:13 PM
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#6 (permalink)
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Member
Join Date: Jul 2005
Location: Vancouver, Canada
Posts: 38
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Quote:
Originally Posted by IraqiPeopleRocks";p="
Quote:
Originally Posted by gamerfreak121";p="
I have two quick questions for modding with Command & Conquer Generals: Zero Hour....
1) How would I make infantry inside GLA Technicals be able to fire at targets outside?
And....
2) How would I make the speed of the Chinese Gattling Tank the same as the Chinese Battlemaster Tank (same with the Dragon Tank if it moves faster than the Battlemaster Tank, but I expect modding speed to be the same for every unit)?
Thanks to everyone who helps me out. 
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1: look at the TrasportContain module of the humvee.
2: look for the battlemaster's locomotor and copy it's Speed and SpeedDamage code and search for the gattling tank's locomotor and replace its Speed and SpeedDamage tags with the battlemaster's setting.
i hope that helps. 
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It did help me. Thanks
Quote:
Originally Posted by SmokeyDaBear";p="
use ctrl + f to find things in the ini's you are looking for...it is much more helpful than searching by hand...jsut thought you'd know that [even tho you proabally already do]
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Yes, I already knew that. But thanks for trying to help anyways. I appreciate it. 
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11-21-2005, 10:50 PM
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#7 (permalink)
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Member
Join Date: Jul 2005
Location: Vancouver, Canada
Posts: 38
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Actually, I have a new problem if anyone wants to help me out.
After making the modification to the GLA Technical, the game seems to think that Technicals with different art models are totally different units. When you double-click on a Technical to select an entire group, only a few are selected.
Any help?
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11-22-2005, 07:37 AM
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#8 (permalink)
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Senior Member
Join Date: Dec 2003
Posts: 217
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Quote:
Originally Posted by gamerfreak121";p="
Actually, I have a new problem if anyone wants to help me out.
After making the modification to the GLA Technical, the game seems to think that Technicals with different art models are totally different units. When you double-click on a Technical to select an entire group, only a few are selected.
Any help?
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That shouldn't happen, since the different art models are done via. ObjectReskin...
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11-22-2005, 12:50 PM
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#9 (permalink)
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Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
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If you could post the code, I could look at it & find the problem.
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11-23-2005, 10:57 AM
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#10 (permalink)
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Member
Join Date: Jul 2005
Location: Vancouver, Canada
Posts: 38
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This came from Data/INI/Object/GLAVehicle, and it includes all three chassis' for the Technical. This is also only for the standard GLA, not from any of the "specialist" Generals (I haven't tested them yet).
And sorry for it being so long....
Code:
Object GLAVehicleTechnical
SelectPortrait = SUTechnical_L
ButtonImage = SUTechnical
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = UVTechTrck
End
End
BuildCost = 500
BuildTime = 5.0
Behavior = VeterancyGainCreate ModuleTag_03
StartingLevel = VETERAN
ScienceRequired = SCIENCE_TechnicalTraining
End
Side = GLA
Prerequisites
Object = GLAArmsDealer
End
EditorSorting = VEHICLE
BuildVariations = GLAVehicleTechnicalChassisOne GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisThree
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE TRANSPORT
End
Object GLAVehicleTechnicalChassisOne
SelectPortrait = SUTechnical_L
ButtonImage = SUTechnical
UpgradeCameo1 = Upgrade_GLAAPBullets
UpgradeCameo2 = Upgrade_GLAJunkRepair
Draw = W3DTruckDraw ModuleTag_01
ExtraPublicBone = Dum_Turret
DefaultConditionState
Model = UVTechTrck
End
ConditionState = REALLYDAMAGED
Model = UVTechTrck_d
End
ConditionState = RUBBLE
Model = UVTechTrck_d
End
OkToChangeModelColor = Yes
TrackMarks = EXTireTrack.tga
Dust = TechnicalDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2
PowerslideRotationAddition = 2.5
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
AttachToBoneInAnotherModule = Dum_Turret
DefaultConditionState
Model = UITech_SKN
Turret = Dum-TurManMVR
TurretArtAngle = 180
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = RUBBLE MOVING TURRET_ROTATE
Animation = NONE
HideSubObject = UITech-SKN
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = MOVING
Animation = UITech_SKL.UITech_MVA
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
Animation = UITech_SKL.UITech_TNC
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = TURRET_ROTATE MOVING
AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE RELOADING_A
AliasConditionState = TURRET_ROTATE MOVING FIRING_A
AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE MOVING RELOADING_A
ConditionState = TURRET_ROTATE FIRING_A
Animation = UITech_SKL.UITech_TNB
Animation = UITech_SKL.UITech_TND
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_TWO
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A
End
DisplayName = OBJECT:Technical
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY TechnicalMachineGunWeapon
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY TechnicalCannonWeapon
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY TechnicalRPGWeapon
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TruckDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
ExperienceValue = 25 25 50 100
ExperienceRequired = 0 50 75 150
IsTrainable = Yes
CrusherLevel = 2
CrushableLevel = 2
CommandSet = GLAVehicleTechnicalCommandSet
VoiceSelect = TechnicalVoiceSelect
VoiceMove = TechnicalVoiceMove
VoiceGuard = TechnicalVoiceMove
VoiceAttack = TechnicalVoiceAttack
VoiceDefect = TechnicalVoiceCreate
SoundMoveStart = TechnicalMoveStart
SoundMoveStartDamaged = TechnicalMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = TechnicalVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceSalvage = TechnicalVoiceSalvage
VoiceCrush = TechnicalVoiceCrush
VoiceUnload = TechnicalVoiceUnload
VoiceEnter = TechnicalVoiceMove
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT
Behavior = VeterancyGainCreate ModuleTag_03
StartingLevel = VETERAN
ScienceRequired = SCIENCE_TechnicalTraining
End
Body = ActiveBody ModuleTag_04
MaxHealth = 180
InitialHealth = 180
End
Behavior = AIUpdateInterface ModuleTag_05
Turret
TurretTurnRate = 240
NaturalTurretAngle = 0
MinIdleScanAngle = 30
MaxIdleScanAngle = 60
MinIdleScanInterval = 5000
MaxIdleScanInterval = 10000
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TechnicalLocomotor
Behavior = PhysicsBehavior ModuleTag_06
Mass = 40.0
End
Behavior = AutoHealBehavior ModuleTag_07
HealingAmount = 2
HealingDelay = 1000
TriggeredBy = Upgrade_GLAJunkRepair
End
Behavior = FlammableUpdate ModuleTag_09
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = DestroyDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_TechnicalTruck_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_14
CrateData = SalvageCrateData
End
Behavior = SlowDeathBehavior ModuleTag_15
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 1500
OCL = INITIAL OCL_TechnicalTruckAirDeathStart
FX = INITIAL FX_TechnicalAirDeathGroundPart
OCL = FINAL OCL_TechnicalTruckAirDeath
FX = FINAL FX_RocketBuggyAirDeathAirPart
End
Behavior = TransportContain ModuleTag_16
PassengersAllowedToFire = Yes
Slots = 2
AllowInsideKindOf = INFANTRY
DamagePercentToUnits = 100%
GoAggressiveOnExit = Yes
End
Behavior = WeaponBonusUpgrade ModuleTag_17
TriggeredBy = Upgrade_GLAAPBullets
End
Behavior = FXListDie ModuleTag_HijackerEmerge
RequiredStatus = HIJACKED
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_HijackerEject
End
Geometry = BOX
GeometryMajorRadius = 18.0
GeometryMinorRadius = 9.0
GeometryHeight = 7.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End
Object GLAVehicleTechnicalChassisTwo
SelectPortrait = SUVan_L
ButtonImage = SUVan
UpgradeCameo1 = Upgrade_GLAAPBullets
UpgradeCameo2 = Upgrade_GLAJunkRepair
Draw = W3DTruckDraw ModuleTag_01
ExtraPublicBone = Dum_Turret
DefaultConditionState
Model = UVTechVan
End
ConditionState = REALLYDAMAGED
Model = UVTechVan_d
End
ConditionState = RUBBLE
Model = UVTechVan_d
End
OkToChangeModelColor = Yes
TrackMarks = EXTireTrack.tga
Dust = TechnicalDust
PowerslideSpray = RocketBuggyDirtPowerSlide
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2
PowerslideRotationAddition = 2.5
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
AttachToBoneInAnotherModule = Dum_Turret
DefaultConditionState
Model = UITech_SKN
Turret = Dum-TurManMVR
TurretArtAngle = 180
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = MOVING
Animation = UITech_SKL.UITech_MVA
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
Animation = UITech_SKL.UITech_TNC
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = TURRET_ROTATE MOVING
AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE RELOADING_A
AliasConditionState = TURRET_ROTATE MOVING FIRING_A
AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE MOVING RELOADING_A
ConditionState = TURRET_ROTATE FIRING_A
Animation = UITech_SKL.UITech_TNB
Animation = UITech_SKL.UITech_TND
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_TWO
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A
End
DisplayName = OBJECT:Technical
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY TechnicalMachineGunWeapon
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY TechnicalCannonWeapon
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY TechnicalRPGWeapon
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TruckDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
ExperienceValue = 25 25 50 100
ExperienceRequired = 0 50 75 150
IsTrainable = Yes
CrusherLevel = 2
CrushableLevel = 2
CommandSet = GLAVehicleTechnicalCommandSet
VoiceSelect = TechnicalVoiceSelect
VoiceMove = TechnicalVoiceMove
VoiceGuard = TechnicalVoiceMove
VoiceAttack = TechnicalVoiceAttack
VoiceDefect = TechnicalVoiceCreate
SoundMoveStart = TechnicalMoveStart
SoundMoveStartDamaged = TechnicalMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = TechnicalVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceSalvage = TechnicalVoiceSalvage
VoiceCrush = TechnicalVoiceCrush
VoiceUnload = TechnicalVoiceUnload
VoiceEnter = TechnicalVoiceMove
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT
Behavior = VeterancyGainCreate ModuleTag_03
StartingLevel = VETERAN
ScienceRequired = SCIENCE_TechnicalTraining
End
Body = ActiveBody ModuleTag_04
MaxHealth = 180
InitialHealth = 180
End
Behavior = AIUpdateInterface ModuleTag_05
Turret
TurretTurnRate = 240
NaturalTurretAngle = 0
MinIdleScanAngle = 30
MaxIdleScanAngle = 60
MinIdleScanInterval = 5000
MaxIdleScanInterval = 10000
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TechnicalLocomotor
Behavior = PhysicsBehavior ModuleTag_06
Mass = 40.0
End
Behavior = AutoHealBehavior ModuleTag_07
HealingAmount = 2
HealingDelay = 1000
TriggeredBy = Upgrade_GLAJunkRepair
End
Behavior = FlammableUpdate ModuleTag_09
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = DestroyDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_TechnicalVan_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_14
CrateData = SalvageCrateData
End
Behavior = SlowDeathBehavior ModuleTag_15
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 1500
OCL = INITIAL OCL_TechnicalVanAirDeathStart
FX = INITIAL FX_TechnicalAirDeathGroundPart
OCL = FINAL OCL_TechnicalVanAirDeath
FX = FINAL FX_RocketBuggyAirDeathAirPart
End
Behavior = TransportContain ModuleTag_16
PassengersAllowedToFire = Yes
Slots = 2
AllowInsideKindOf = INFANTRY
DamagePercentToUnits = 100%
GoAggressiveOnExit = Yes
End
Behavior = WeaponBonusUpgrade ModuleTag_17
TriggeredBy = Upgrade_GLAAPBullets
End
Behavior = FXListDie ModuleTag_HijackerEmerge
RequiredStatus = HIJACKED
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_HijackerEject
End
Geometry = BOX
GeometryMajorRadius = 16.0
GeometryMinorRadius = 8.0
GeometryHeight = 7.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End
Object GLAVehicleTechnicalChassisThree
SelectPortrait = SUTechnical_L
ButtonImage = SUTechnical
UpgradeCameo1 = Upgrade_GLAAPBullets
UpgradeCameo2 = Upgrade_GLAJunkRepair
Draw = W3DTruckDraw ModuleTag_01
ExtraPublicBone = Dum_Turret
DefaultConditionState
Model = UVTechJeep
End
ConditionState = REALLYDAMAGED
Model = UVTechJeep_d
End
ConditionState = RUBBLE
Model = UVTechJeep_d
End
OkToChangeModelColor = Yes
TrackMarks = EXTireTrack.tga
Dust = TechnicalDust
PowerslideSpray = RocketBuggyDirtPowerSlide
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2
PowerslideRotationAddition = 2.5
End
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
AttachToBoneInAnotherModule = Dum_Turret
DefaultConditionState
Model = UITech_SKN
Turret = Dum-TurManMVR
TurretArtAngle = 180
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = MOVING
Animation = UITech_SKL.UITech_MVA
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
Animation = UITech_SKL.UITech_TNC
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = TURRET_ROTATE MOVING
AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE RELOADING_A
AliasConditionState = TURRET_ROTATE MOVING FIRING_A
AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = TURRET_ROTATE MOVING RELOADING_A
ConditionState = TURRET_ROTATE FIRING_A
Animation = UITech_SKL.UITech_TNB
Animation = UITech_SKL.UITech_TND
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 20Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = 50Cal
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponFireFXBone = PRIMARY Muzzle02
WeaponLaunchBone = PRIMARY Muzzle02
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_TWO
IdleAnimation = UITech_SKL.UITech_STA 0 6
IdleAnimation = UITech_SKL.UITech_IDA
IdleAnimation = UITech_SKL.UITech_IDB
AnimationMode = ONCE
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE
Animation = None
HideSubObject = UITech-SKN
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO
Animation = UITech_SKL.UITech_MVB
AnimationMode = LOOP
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE
Animation = UITech_SKL.UITech_TNA
AnimationMode = LOOP
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A
ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A
Animation = UITech_SKL.UITech_ATA
AnimationMode = LOOP
ShowSubObject = RPG
WeaponFireFXBone = PRIMARY Muzzle03
WeaponLaunchBone = PRIMARY Muzzle03
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A
End
DisplayName = OBJECT:Technical
Side = GLA
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY TechnicalMachineGunWeapon
End
WeaponSet
Conditions = CRATEUPGRADE_ONE
Weapon = PRIMARY TechnicalCannonWeapon
End
WeaponSet
Conditions = CRATEUPGRADE_TWO
Weapon = PRIMARY TechnicalRPGWeapon
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TruckDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
ExperienceValue = 25 25 50 100
ExperienceRequired = 0 50 75 150
IsTrainable = Yes
CrusherLevel = 2
CrushableLevel = 2
CommandSet = GLAVehicleTechnicalCommandSet
VoiceSelect = TechnicalVoiceSelect
VoiceMove = TechnicalVoiceMove
VoiceGuard = TechnicalVoiceMove
VoiceAttack = TechnicalVoiceAttack
VoiceDefect = TechnicalVoiceCreate
SoundMoveStart = TechnicalMoveStart
SoundMoveStartDamaged = TechnicalMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = TechnicalVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceSalvage = TechnicalVoiceSalvage
VoiceCrush = TechnicalVoiceCrush
VoiceUnload = TechnicalVoiceUnload
VoiceEnter = TechnicalVoiceMove
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT
Behavior = VeterancyGainCreate ModuleTag_03
StartingLevel = VETERAN
ScienceRequired = SCIENCE_TechnicalTraining
End
Body = ActiveBody ModuleTag_04
MaxHealth = 180
InitialHealth = 180
End
Behavior = AIUpdateInterface ModuleTag_05
Turret
TurretTurnRate = 240
NaturalTurretAngle = 0
MinIdleScanAngle = 30
MaxIdleScanAngle = 60
MinIdleScanInterval = 5000
MaxIdleScanInterval = 10000
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL TechnicalLocomotor
Behavior = PhysicsBehavior ModuleTag_06
Mass = 40.0
End
Behavior = AutoHealBehavior ModuleTag_07
HealingAmount = 2
HealingDelay = 1000
TriggeredBy = Upgrade_GLAJunkRepair
End
Behavior = FlammableUpdate ModuleTag_09
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = DestroyDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_TechnicalJeep_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_14
CrateData = SalvageCrateData
End
Behavior = SlowDeathBehavior ModuleTag_15
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 1500
OCL = INITIAL OCL_TechnicalJeepAirDeathStart
FX = INITIAL FX_TechnicalAirDeathGroundPart
OCL = FINAL OCL_TechnicalJeepAirDeath
FX = FINAL FX_RocketBuggyAirDeathAirPart
End
Behavior = TransportContain ModuleTag_16
PassengersAllowedToFire = Yes
Slots = 2
AllowInsideKindOf = INFANTRY
DamagePercentToUnits = 100%
GoAggressiveOnExit = Yes
End
Behavior = WeaponBonusUpgrade ModuleTag_17
TriggeredBy = Upgrade_GLAAPBullets
End
Behavior = FXListDie ModuleTag_HijackerEmerge
RequiredStatus = HIJACKED
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_HijackerEject
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 9.0
GeometryHeight = 9.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End
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