Code:
;Object VeteranCrate
; ; *** ART Parameters ***
; Draw = W3DModelDraw ModuleTag_01
; DefaultConditionState
; Model = PMVtrncyCrate ;***Plug model here
; End
; End
;
; ; ***DESIGN parameters ***
; DisplayName = OBJECT:Crate
; EditorSorting = MISC_MAN_MADE
; TransportSlotCount = 1
;
; ; *** ENGINEERING Parameters ***
; KindOf = PARACHUTABLE CRATE
; Behavior = VeterancyCrateCollide ModuleTag_02
; ForbiddenKindOf = DOZER
; EffectRange = 100
; AddsOwnerVeterancy = Yes
; End
; Behavior = SquishCollide ModuleTag_03
; ;nothing
; End
; Shadow = SHADOW_VOLUME
; Geometry = BOX
; GeometryMajorRadius = 4.0
; GeometryMinorRadius = 4.0
; GeometryHeight = 4.0
; GeometryIsSmall = Yes
;
;End
;
Object VeteranCrate
; *** ART Parameters ***
Draw = W3DScienceModelDraw ModuleTag_01
;RequiredScience = SCIENCE_GLA
DefaultConditionState
Model = PMVtrncyCrate
End
End
; ***DESIGN parameters ***
EditorSorting = MISC_MAN_MADE
; *** ENGINEERING Parameters ***
KindOf = PARACHUTABLE CRATE SELECTABLE
Behavior = SalvageCrateCollide ModuleTag_02
ForbiddenKindOf = PROJECTILE
;PickupScience = SCIENCE_GLA
ExecuteFX = FX_CratePickup ; FXList to play when sucessfully picked up
WeaponChance = 0% ; If we are WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded
LevelChance = 100% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level
MoneyChance = 0% ; And this is the chance we get money. Level + Money = 100%. Weapon is an idependant FirstChance
MinMoney = 100 ; If we get money, this is how much we get. Make them different to get a random range.
MaxMoney = 200
End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = 30000
MaxLifetime = 35000
End
Geometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 12.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
End
the first one (the excluded one) is the one that is meant to work as stated by the crate.ini, but it doesnt, now the second one doesnt have a range of effect, and doesnt show for usa/china
(I was going to post the code originally, but it was 3:30 in the morning)
oh yeah, and this
Code:
CrateData SalvageCrateData
CreationChance = 1.0
;KilledByType = SALVAGER
;KillerScience = SCIENCE_GLA ; Killed by a salvager unit owned by a GLA player
; CrateObject = SalvageCrate .45
; CrateObject = BoobyTrapCrate .05
CrateObject = VeteranCrate 1.00 ;.20
; CrateObject = HealthCrate .30
End
ive also excluded the other crates, so that i only ever get the veterency one
and for some reason, my boobytrap crates always end up invisible... kinda cool, but unwanted effect... (i have now fixed this, for some reason, when its on EMPPulseBomb instead of MOAB its visible.... weird, im still looking for a nice smallish explosion that works though)
Code:
Object BoobyTrapCrate
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = PMWldCrate ;***Plug model here
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Crate
EditorSorting = MISC_MAN_MADE
; *** ENGINEERING Parameters ***
KindOf = PARACHUTABLE CRATE
Behavior = UnitCrateCollide ModuleTag_02
ForbiddenKindOf = PROJECTILE
ExecuteFX = FX_CratePickup
UnitCount = 1
UnitName = MOAB ;or any other explosive, i just use this for fun atm
End
Shadow = SHADOW_VOLUME
Geometry = BOX
GeometryMajorRadius = 4.0
GeometryMinorRadius = 4.0
GeometryHeight = 4.0
GeometryIsSmall = Yes
End