well the problem isnt so much how to name it but what... you see this is the modified code:
Code:
;===========================================CHINA MLRS VEHICLE=================================================
Object ChinaVehicleMLRS
; *** ART Parameters ***
SelectPortrait = SNNukeCannon_L
ButtonImage = SNNukeCannon
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = nvmlrs
Turret = TURRET01
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
HideSubObject = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 TURRET01 HOUSECOLOR06 HOUSECOLOR07 HOUSECOLOR08 HOUSECOLOR09 ;Hide controlled turret
ShowSubObject = LAUNCHER09 LAUNCHER10 LAUNCHER11 LAUNCHER12 LAUNCHER13 LAUNCHER14 LAUNCHER15 LAUNCHER16 WEAPONA ;Show pack/unpack animated turret
End
ConditionState = RUBBLE
Model = NVNukeCn_D
Turret = TURRET01
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
HideSubObject = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 TURRET01HOUSECOLOR08 HOUSECOLOR09 HOUSECOLOR06 HOUSECOLOR07 ;Hide controlled turret
ShowSubObject = LAUNCHER09 LAUNCHER10 LAUNCHER11 LAUNCHER12 LAUNCHER13 LAUNCHER14 LAUNCHER15 LAUNCHER16 WEAPONA ;Show pack/unpack animated turret
End
;*** PACKED STATE -- ready to move ***
ConditionState = MOVING
Animation = nvmlrs.nvmlrs
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving
AliasConditionState = BETWEEN_FIRING_SHOTS_A
;***
ConditionState = REALLYDAMAGED MOVING
Model = nvmlrs
Animation = nvmlrs.nvmlrs
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving
;*** UNPACKING STATE -- preparing to fire ***
ConditionState = UNPACKING
Animation = nvmlrs.nvmlrs
AnimationMode = ONCE
End
AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;***
ConditionState = REALLYDAMAGED UNPACKING
Model = nvmlrs
Animation = nvmlrs.nvmlrs
AnimationMode = ONCE
End
AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;*** PACKING STATE -- preparing to move ***
ConditionState = PACKING
Animation = nvmlrs.nvmlrs
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;***
ConditionState = REALLYDAMAGED PACKING
Model = nvmlrs
Animation = nvmlrs.nvmlrs
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay
;*** DEPLOYED STATE -- ready to fire ***
ConditionState = DEPLOYED
Turret = TURRET01
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
Animation = nvmlrs.nvmlrs
AnimationMode = ONCE
Flags = START_FRAME_LAST
TransitionKey = TRANS_FIRING_A
HideSubObject = LAUNCHER09 LAUNCHER10 LAUNCHER11 LAUNCHER12 LAUNCHER13 LAUNCHER14 LAUNCHER15 LAUNCHER16 HOUSECOLOR08 HOUSECOLOR09 HOUSECOLOR06 HOUSECOLOR07 ;Hide pack/unpack animated turret
ShowSubObject = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 TURRET01 ;Show controlled turret
End
AliasConditionState = DEPLOYED FIRING_A
AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A
AliasConditionState = DEPLOYED RELOADING_A
AliasConditionState = DEPLOYED MOVING
ConditionState = DEPLOYED REALLYDAMAGED
Model = nvmlrs
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY WeaponA
Animation = nvmlrs.nvmlrs
AnimationMode = ONCE
Flags = START_FRAME_LAST
TransitionKey = TRANS_FIRING_A
HideSubObject = LAUNCHER09 LAUNCHER10 LAUNCHER11 LAUNCHER12 LAUNCHER13 LAUNCHER14 LAUNCHER15 LAUNCHER16 HOUSECOLOR08 HOUSECOLOR09 HOUSECOLOR06 HOUSECOLOR07 ;Hide pack/unpack animated turret
ShowSubObject = LAUNCHER01 LAUNCHER02 LAUNCHER03 LAUNCHER04 LAUNCHER05 LAUNCHER06 LAUNCHER07 LAUNCHER08 TURRET01 ;Show controlled turret
End
AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A
AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A
AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A
AliasConditionState = DEPLOYED REALLYDAMAGED MOVING
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 4.0 ; amount of tread texture to move per second
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NukeLauncher
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY MLRSRockets
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 1600
BuildTime = 16.0 ;in seconds
VisionRange = 280
ShroudClearingRange = 390
Prerequisites
Object = ChinaWarFactory
End
ExperienceValue = 50 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 400 600 1000 ;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 = GenericCommandSet
; *** AUDIO Parameters ***
VoiceSelect = NukeCannonVoiceSelect
VoiceMove = NukeCannonVoiceMove
VoiceGuard = NukeCannonVoiceMove
VoiceAttack = NukeCannonVoiceAttack
SoundMoveStart = NukeCannonMoveStart
SoundMoveStartDamaged = NukeCannonMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = NukeCannonVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = NukeCannonTurretMoveLoop
VoiceEnter = NukeCannonVoiceMove
Deploy = NukeCannonDeploy
Undeploy = NukeCannonUnDeploy
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 240.0
InitialHealth = 240.0
End
Behavior = DeployStyleAIUpdate ModuleTag_04
Turret
TurretTurnRate = 40
TurretPitchRate = 80
FirePitch = 35 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 8000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY
NaturalTurretAngle = 0
InitiallyDisabled = Yes
End
AutoAcquireEnemiesWhenIdle = No
PackTime = 3333
UnpackTime = 3333
TurretsFunctionOnlyWhenDeployed = Yes
TurretsMustCenterBeforePacking = Yes
End
Locomotor = SET_NORMAL ChinaNukeCannonLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
End
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_BattleMasterExplosionOneFinal
OCL = INITIAL OCL_RadiationFieldSmall
OCL = MIDPOINT OCL_ChinaVehicleNukeCannonDie
OCL = FINAL OCL_RadiationFieldSmall
FX = FINAL FX_ChinaVehicleNukeCannonDeathExplosion
End
Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
End
Behavior = DestroyDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
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 = 32.0
GeometryMinorRadius = 10.0
GeometryHeight = 17.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
and the same problem still occurs..if you see the picture above, those spheres inside the top box are WEAPONA bones... i got the turret and turretel thing down...now i just gotta make the weapons come out the box instead of the center of the vehicle