I want to make my humvee start out as like a transport jeep and then have it to be able to upgrade to a 50 caliber or a tow launcher.
Although it doesn't work
Heres my code
AmericaVehicleINI
Code:
;------------------------------------------------------------------------------
Object AmericaVehicleHumvee
; *** ART Parameters ***
SelectPortrait = Humvee50cal_l
ButtonImage = Humvee50cal_S
;UpgradeCameo1 = Upgrade_AmericaBattleDrone
;UpgradeCameo2 = Upgrade_AmericaScoutDrone
;UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo3 = Upgrade_50Cal
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade_TOWMissile
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = HUMVEE50
HideSubObject = Turret02 Turret01 MAN
End
ConditionState = REALLYDAMAGED
Model = HUMVEE50
HideSubObject = Turret01 Turret02 MAN
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Humvee
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = HumveeArmor
DamageFX = TruckDamageFX
End
BuildCost = 700
BuildTime = 1.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 320
Prerequisites
Object = AmericaWarFactory
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;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 = AmericaVehicleHumveeCommandSet
; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
VoiceGuard = HumveeVoiceMove
VoiceAttack = HumveeVoiceAttack
VoiceAttackAir = HumveeVoiceAttackTOW
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
VoiceCreate = HumveeVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = HumveeVoiceCrush
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceUnload = HumveeVoiceUnload
VoiceEnter = HumveeVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT
Body = ActiveBody ModuleTag_02
MaxHealth = 240.0
InitialHealth = 240.0
; 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 = 480
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Locomotor = SET_NORMAL HumveeLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = No
Slots = 6
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_TOWMissile
TriggeredBy = Upgrade_TOWMissile
ConflictsWith = Upgrade_50Cal
End
Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01
TriggeredBy = Upgrade_TOWMissile
ConflictsWith = Upgrade_50Cal
End
Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = OCL_50Cal
TriggeredBy = Upgrade_50Cal
ConflictsWith = Upgrade_TOWMissile
End
Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade09
TriggeredBy = Upgrade_50Cal
ConflictsWith = Upgrade_TOWMissile
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End
Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CommandSetUpgrade ModuleTag_14
CommandSet = AmericaVehicleHumveeTOWCommandSet
TriggeredBy = Upgrade_TOWMissile
ConflictsWith = Upgrade_50Cal
End
Behavior = CommandSetUpgrade ModuleTag_15
CommandSet = AmericaVehicleHumvee50CalCommandSet
TriggeredBy = Upgrade_50Cal
ConflictsWith = Upgrade_TOWMissile
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
; This is commented out per hotlist request 10/9 ML
; Behavior = CreateObjectDie ModuleTag_15
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
; End
Behavior = EjectPilotDie ModuleTag_16
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
; The following added out per hotlist request 10/9 as above ML
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = TransitionDamageFX ModuleTag_17
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
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 = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object HumveeTOWMissile
; *** ART Parameters ***
SelectPortrait = TOW_l
ButtonImage = TOW_S
;UpgradeCameo1 = Upgrade_AmericaBattleDrone
;UpgradeCameo2 = Upgrade_AmericaScoutDrone
;UpgradeCameo3 = Upgrade_AmericaHellfireDrone
;UpgradeCameo3 = Upgrade_50Cal
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade_TOWMissile
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = HUMVEE50
Turret = Turret02
HideSubObject = Turret01
WeaponFireFXBone = PRIMARY TOW01
WeaponMuzzleFlash = PRIMARY TOW01
End
ConditionState = REALLYDAMAGED
Model = HUMVEE50
Turret = Turret02
HideSubObject = Turret01
WeaponFireFXBone = PRIMARY TOW01
WeaponMuzzleFlash = PRIMARY TOW01
End
; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeMissileWeapon
End
ArmorSet
Conditions = None
Armor = HumveeArmor
DamageFX = TruckDamageFX
End
VisionRange = 300
End
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceRapidFire = NoSound
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 60 // turn rate, in degrees per sec
TurretPitchRate = 60
AllowsPitch = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Behavior = StealthDetectorUpdate ModuleTag_06
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ; Defaults to VisionRange
CanDetectWhileContained = Yes
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
Object Humvee50Cal
; *** ART Parameters ***
SelectPortrait = 50Cal_l
ButtonImage = 50Cal_S
;UpgradeCameo1 = Upgrade_AmericaBattleDrone
;UpgradeCameo2 = Upgrade_AmericaScoutDrone
;UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo3 = Upgrade_50Cal
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo5 = Upgrade_TOWMissile
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = HUMVEE50
Turret = Turret01
HideSubObject = Turret02
WeaponFireFXBone = PRIMARY MUZZLE01
WeaponMuzzleFlash = PRIMARY MUZZLE01
End
ConditionState = REALLYDAMAGED
Model = HUMVEE50
Turret = Turret01
HideSubObject = Turret02
WeaponFireFXBone = PRIMARY MUZZLE01
WeaponMuzzleFlash = PRIMARY MUZZLE01
End
; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGun
End
ArmorSet
Conditions = None
Armor = HumveeArmor
DamageFX = TruckDamageFX
End
VisionRange = 250
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceRapidFire = NoSound
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 60 // turn rate, in degrees per sec
TurretPitchRate = 60
AllowsPitch = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
UpgradeINI
Code:
;-----------------------------
;Humvee Upgrades
;-----------------------------
Upgrade Upgrade_50Cal
DisplayName = UPGRADE:50CAL
Type = OBJECT
BuildTime = 1.0
BuildCost = 400 ; 1200
ButtonImage = 50Cal_S
End
Upgrade Upgrade_TOWMissile
DisplayName = UPGRADE:TOWMissile
Type = OBJECT
BuildTime = 1.0
BuildCost = 800 ; 1200
ButtonImage = TOW_S
ResearchSound = HumveeVoiceUpgradeTowMissiles
End
ObjectCreationListINI
Code:
; ------------------------------------------------
ObjectCreationList OCL_TOWMissile
CreateObject
ObjectNames = HumveeTOWMissile
Count = 1
ContainInsideSourceObject = Yes
End
End
; ------------------------------------------------
ObjectCreationList OCL_50Cal
CreateObject
ObjectNames = Humvee50Cal
Count = 1
ContainInsideSourceObject = Yes
End
End
CommandButtonINI
Code:
CommandButton Command_UpgradeTOWMissile
Command = OBJECT_UPGRADE
Upgrade = Upgrade_TOWMissile
Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
TextLabel = CONTROLBAR:UpgradeAmericaTOWMissile
ButtonImage = TOW_S
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipUSAUpgradeTOW
End
CommandButton Command_Upgrade50Cal
Command = OBJECT_UPGRADE
Upgrade = Upgrade_50Cal
Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE
TextLabel = CONTROLBAR:UpgradeAmericaTOWMissile
ButtonImage = 50Cal_S
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipUSAUpgradeTOW
End
CommandSetINI
Code:
CommandSet AmericaVehicleHumveeCommandSet
1 = Command_UpgradeTOWMissile
2 = Command_Upgrade50Cal
3 = Command_TransportExit
4 = Command_TransportExit
5 = Command_TransportExit
6 = Command_TransportExit
7 = Command_TransportExit
8 = Command_TransportExit
9 = Command_Evacuate
14 = Command_Stop
End
CommandSet AmericaVehicleHumveeTOWCommandSet
1 = Command_TransportExit
2 = Command_TransportExit
3 = Command_TransportExit
4 = Command_TransportExit
9 = Command_Evacuate
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
CommandSet AmericaVehicleHumvee50CalCommandSet
1 = Command_TransportExit
2 = Command_TransportExit
3 = Command_TransportExit
4 = Command_TransportExit
9 = Command_Evacuate
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
If anyone has any solutions please reply or pm
Thanks