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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
01-13-2008, 12:45 AM
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#1 (permalink)
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Super Moderator
Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it
Posts: 121
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Tank Bunker Help
I know that in the game Yuri's Revenge, there are tank bunkers (defenses occupied by vehicles). Is there any way to make the tank bunker idea work in the Pro:Gen mod for Generals Zero Hour? I am asking because I looked at the code for the tank bunker in the Project Raptor mod.
Project Raptor:
Code:
;------------------------------------------------------------------------------
Object Lazr_AmericaTankBunker
; *** ART Parameters ***
SelectPortrait = SATankBunker_L
ButtonImage = SATankBunker
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = STATION01
DefaultConditionState
Model = ABTankBunkerA
TransitionKey = TRANS_IdleNormal
End
AliasConditionState = NIGHT
; Tank Bunker out of the base
TransitionState = TRANS_IdleNormal TRANS_GarrisonedNormal
Model = ABTankBunker
Animation = ABTankBunker.ABTankBunker
AnimationMode = ONCE
End
; Attacking State
ConditionState = GARRISONED
Model = ABTankBunkerB
TransitionKey = TRANS_GarrisonedNormal
End
AliasConditionState = NIGHT GARRISONED
; Patriot Poping back into the base
TransitionState = TRANS_GarrisonedNormal TRANS_IdleNormal
Model = ABTankBunker
Animation = ABTankBunker.ABTankBunker
AnimationMode = ONCE_BACKWARDS
End
ConditionState = DAMAGED
Model = ABTankBunkerA_d
TransitionKey = TRANS_IdleDamaged
End
AliasConditionState = NIGHT DAMAGED
; Tank Bunker out of the base
TransitionState = TRANS_IdleDamaged TRANS_GarrisonedDamaged
Model = ABTankBunker_d
Animation = ABTankBunker_d.ABTankBunker_d
AnimationMode = ONCE
End
; Attacking State
ConditionState = GARRISONED DAMAGED
Model = ABTankBunkerB_d
TransitionKey = TRANS_GarrisonedDamaged
End
AliasConditionState = NIGHT DAMAGED GARRISONED
; Patriot Poping back into the base
TransitionState = TRANS_GarrisonedDamaged TRANS_IdleDamaged
Model = ABTankBunker_d
Animation = ABTankBunker_d.ABTankBunker_d
AnimationMode = ONCE_BACKWARDS
End
ConditionState = REALLYDAMAGED
Model = ABTankBunkerA_d
TransitionKey = TRANS_IdleRDamaged
End
AliasConditionState = NIGHT DAMAGED REALLYDAMAGED
; Tank Bunker out of the base
TransitionState = TRANS_IdleRDamaged TRANS_GarrisonedRDamaged
Model = ABTankBunker_d
Animation = ABTankBunker_d.ABTankBunker_d
AnimationMode = ONCE
End
; Attacking State
ConditionState = GARRISONED REALLYDAMAGED
Model = ABTankBunkerB_d
TransitionKey = TRANS_GarrisonedRDamaged
End
AliasConditionState = NIGHT REALLYDAMAGED GARRISONED
; Patriot Poping back into the base
TransitionState = TRANS_GarrisonedRDamaged TRANS_IdleRDamaged
Model = ABTankBunker_d
Animation = ABTankBunker_d.ABTankBunker_d
AnimationMode = ONCE_BACKWARDS
End
ConditionState = SNOW
Model = ABTankBunkerA_s
TransitionKey = TRANS_IdleSnow
End
AliasConditionState = NIGHT SNOW
; Tank Bunker out of the base
TransitionState = TRANS_IdleSnow TRANS_GarrisonedSnow
Model = ABTankBunker_s
Animation = ABTankBunker_s.ABTankBunker_s
AnimationMode = ONCE
End
; Attacking State
ConditionState = GARRISONED SNOW
Model = ABTankBunkerB_s
TransitionKey = TRANS_GarrisonedSnow
End
AliasConditionState = NIGHT SNOW GARRISONED
; Patriot Poping back into the base
TransitionState = TRANS_GarrisonedSnow TRANS_IdleSnow
Model = ABTankBunker_s
Animation = ABTankBunker_s.ABTankBunker_s
AnimationMode = ONCE_BACKWARDS
End
ConditionState = SNOW DAMAGED
Model = ABTankBunkerA_ds
TransitionKey = TRANS_IdleDSnow
End
AliasConditionState = NIGHT SNOW DAMAGED
; Tank Bunker out of the base
TransitionState = TRANS_IdleDSnow TRANS_GarrisonedDSnow
Model = ABTankBunker_ds
Animation = ABTankBunker_ds.ABTankBunker_ds
AnimationMode = ONCE
End
; Attacking State
ConditionState = GARRISONED SNOW DAMAGED
Model = ABTankBunkerB_ds
TransitionKey = TRANS_GarrisonedDSnow
End
AliasConditionState = NIGHT SNOW DAMAGED GARRISONED
; Patriot Poping back into the base
TransitionState = TRANS_GarrisonedDSnow TRANS_IdleDSnow
Model = ABTankBunker_ds
Animation = ABTankBunker_ds.ABTankBunker_ds
AnimationMode = ONCE_BACKWARDS
End
ConditionState = SNOW REALLYDAMAGED
Model = ABTankBunkerA_ds
TransitionKey = TRANS_IdleRDSnow
End
AliasConditionState = NIGHT SNOW REALLYDAMAGED
; Tank Bunker out of the base
TransitionState = TRANS_IdleRDSnow TRANS_GarrisonedRDSnow
Model = ABTankBunker_ds
Animation = ABTankBunker_ds.ABTankBunker_ds
AnimationMode = ONCE
End
; Attacking State
ConditionState = GARRISONED SNOW REALLYDAMAGED
Model = ABTankBunkerB_ds
TransitionKey = TRANS_GarrisonedRDSnow
End
AliasConditionState = NIGHT SNOW REALLYDAMAGED GARRISONED
; Patriot Poping back into the base
TransitionState = TRANS_GarrisonedRDSnow TRANS_IdleRDSnow
Model = ABTankBunker_ds
Animation = ABTankBunker_ds.ABTankBunker_ds
AnimationMode = ONCE_BACKWARDS
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
;**************************************************************************************************************************
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABTankBunkerA
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABTankBunkerA_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABTankBunkerA_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
Model = ABTankBunkerA_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
ParticleSysBone = Sparks03 BuildUpBlueSpark
ParticleSysBone = Sparks04 BuildUpBlueSpark
ParticleSysBone = Sparks05 BuildUpBlueSpark
ParticleSysBone = Sparks06 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:TankBunker
Side = AmericaLaserGeneral
EditorSorting = STRUCTURE
Prerequisites
Object = Lazr_AmericaPowerPlant
End
BuildCost = 1000
BuildTime = 10.0 ; in seconds
EnergyProduction = 0
ExperienceValue = 200 200 200 200 ; Experience point value at each level
VisionRange = 360.0 ; Shroud clearing distance AND targeting range
ShroudClearingRange = 360
ArmorSet
Conditions = None
Armor = TankBunkerArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaTankBunkerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = FireBaseSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED
Body = HiveStructureBody ModuleTag_04;
MaxHealth = 1000.0
InitialHealth = 1000.0
; 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 = 1200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
;**Careful with these damage types -- because area damage types will already
;**damage slaves.
;PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER
;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to
End
Behavior = StealthDetectorUpdate ModuleTag_13
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Behavior = AIUpdateInterface ModuleTag_06
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 540 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky
MinIdleScanInterval = 250 ; in milliseconds
MaxIdleScanInterval = 250 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End
Behavior = ProductionUpdate ModuleTag_07
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Behavior = FXListDie ModuleTag_09
DeathFX = FX_StructureTinyDeath
End
Behavior = GarrisonContain ModuleTag_15
ContainMax = 1
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
DamagePercentToUnits = 50%
IsEnclosingContainer = No
AllowInsideKindOf = VEHICLE
ForbidInsideKindOf = TRANSPORT AIRCRAFT HUGE_VEHICLE
End
Behavior = ProductionUpdate ModuleTag_10
; nothing
End
Behavior = CreateObjectDie ModuleTag_11
CreationList = OCL_LargeStructureDebris
End
Behavior = ObjectCreationUpgrade ModuleTag_TankSpawn01
UpgradeObject = Lazr_OCL_TankinBunker
TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
End
Behavior = GrantUpgradeCreate ModuleTag_TankSpawn02
UpgradeToGrant = Upgrade_ChinaOverlordGattlingCannon
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 26.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
Last edited by BlueLightning2K6; 05-01-2008 at 01:15 PM.
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01-13-2008, 04:05 AM
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#2 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 188
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If it works in one mod there is no reason why it would not work in another mod. The only question i would have is whether the tank would actually fire out of it. In my experience, vehicles do not fire out of containers, only infantry do.
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01-13-2008, 06:17 PM
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#3 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 188
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Also in Generals a tank bunker is pretty pointless as it turns a tank into a static base defence and there are already base defence buildings for that purpose. As a base defence the tank is no good as it has a short range, low rate of fire, and is only effective against vehicles, not infantry. The China side may benefit from it as gattling cannons are less effective against vehicles, but China already has the infantry bunker and rocket soldiers are more powerful than tanks against vehicles.
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01-23-2008, 12:51 PM
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#4 (permalink)
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Super Moderator
Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it
Posts: 121
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Tank Bunker perfected (except the appearance)
I finished the code for the tank bunker. It is only available for the Tank General (his infantry are too expensive and the tank bunker would be better suited for him) and looks like the standard battle bunker, but it can now protect tanks. The code is as follows:
Code:
Object Tank_ChinaTankBunker
SelectPortrait = SNBunker_L
ButtonImage = SNBunker
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NBBunker
End
ConditionState = DAMAGED
Model = NBBunker_D
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NBBunker_E
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = GARRISONED
Model = NBBunker_G
End
ConditionState = DAMAGED GARRISONED
Model = NBBunker_DG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE GARRISONED
Model = NBBunker_EG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = SNOW
Model = NBBunker_S
End
ConditionState = DAMAGED SNOW
Model = NBBunker_DS
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = NBBunker_ES
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = SNOW GARRISONED
Model = NBBunker_SG
End
ConditionState = DAMAGED SNOW GARRISONED
Model = NBBunker_DSG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED
Model = NBBunker_ESG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = NIGHT
Model = NBBunker_N
End
ConditionState = DAMAGED NIGHT
Model = NBBunker_DN
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = NBBunker_EN
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = NIGHT GARRISONED
Model = NBBunker_NG
End
ConditionState = DAMAGED NIGHT GARRISONED
Model = NBBunker_DNG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED
Model = NBBunker_ENG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = NIGHT SNOW
Model = NBBunker_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = NBBunker_DNS
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = NBBunker_ENS
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = NIGHT SNOW GARRISONED
Model = NBBunker_NSG
End
ConditionState = DAMAGED NIGHT SNOW GARRISONED
Model = NBBunker_DNSG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Fire02 SmolderingFlameCore
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED
Model = NBBunker_ENSG
ParticleSysBone = Fire01 SmolderingFire
ParticleSysBone = Fire01 SmolderingFlameCore
ParticleSysBone = Fire02 SmolderingFire
ParticleSysBone = Fire02 SmolderingFlameCore
ParticleSysBone = Fire03 SmolderingFire
ParticleSysBone = Fire03 SmolderingFlameCore
ParticleSysBone = Fire04 SmolderingFire
ParticleSysBone = Fire04 SmolderingFlameCore
ParticleSysBone = Fire05 SmolderingFire
ParticleSysBone = Fire05 SmolderingFlameCore
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Smoke03 SmolderingSmoke
ParticleSysBone = Smoke04 SmolderingSmoke
ParticleSysBone = Smoke05 SmolderingSmoke
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = NBBunker_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = NBBunker_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = NBBunker_N
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = NBBunker_DN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = NBBunker_EN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = NBBunker_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = NBBunker_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = NBBunker_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = NBBunker_NS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = NBBunker_DNS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = NBBunker_ENS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD GARRISONED
AliasConditionState = SOLD DAMAGED GARRISONED
AliasConditionState = SOLD REALLYDAMAGED GARRISONED
AliasConditionState = SOLD NIGHT GARRISONED
AliasConditionState = SOLD NIGHT DAMAGED GARRISONED
AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED
AliasConditionState = SOLD SNOW GARRISONED
AliasConditionState = SOLD SNOW DAMAGED GARRISONED
AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED
AliasConditionState = SOLD NIGHT SNOW GARRISONED
AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED
End
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A4
Animation = NBBunker_A4.NBBunker_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A4N
Animation = NBBunker_A4N.NBBunker_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A4S
Animation = NBBunker_A4S.NBBunker_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A4SN
Animation = NBBunker_A4SN.NBBunker_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBBunker_A4
Animation = NBBunker_A4.NBBunker_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBBunker_A4N
Animation = NBBunker_A4N.NBBunker_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBBunker_A4S
Animation = NBBunker_A4S.NBBunker_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBBunker_A4SN
Animation = NBBunker_A4SN.NBBunker_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBBunker_A4
Animation = NBBunker_A4.NBBunker_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBBunker_A4N
Animation = NBBunker_A4N.NBBunker_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBBunker_A4S
Animation = NBBunker_A4S.NBBunker_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBBunker_A4SN
Animation = NBBunker_A4SN.NBBunker_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
End
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = NBBunker_A6
Animation = NBBunker_A6.NBBunker_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = NBBunker_A6N
Animation = NBBunker_A6N.NBBunker_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = NBBunker_A6S
Animation = NBBunker_A6S.NBBunker_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = NBBunker_A6SN
Animation = NBBunker_A6SN.NBBunker_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBBunker_A6
Animation = NBBunker_A6.NBBunker_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBBunker_A6N
Animation = NBBunker_A6N.NBBunker_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBBunker_A6S
Animation = NBBunker_A6S.NBBunker_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBBunker_A6SN
Animation = NBBunker_A6SN.NBBunker_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBBunker_A6
Animation = NBBunker_A6.NBBunker_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBBunker_A6N
Animation = NBBunker_A6N.NBBunker_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBBunker_A6S
Animation = NBBunker_A6S.NBBunker_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBBunker_A6SN
Animation = NBBunker_A6SN.NBBunker_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
End
Draw = W3DModelDraw ModuleTag_04
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SOLD
Model = NONE
End
ConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A5
Animation = NBBunker_A5.NBBunker_A5
AnimationMode = LOOP
TransitionKey = UP_DAY
End
ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A5N
Animation = NBBunker_A5N.NBBunker_A5N
AnimationMode = LOOP
TransitionKey = UP_NIGHT
End
ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A5S
Animation = NBBunker_A5S.NBBunker_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
Model = NBBunker_A5S
Animation = NBBunker_A5S.NBBunker_A5S
AnimationMode = LOOP
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = NBBunker_AB
Animation = NBBunker_AB.NBBunker_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = NBBunker_ABN
Animation = NBBunker_ABN.NBBunker_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBBunker_ABS
Animation = NBBunker_ABS.NBBunker_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = NBBunker_ABSN
Animation = NBBunker_ABSN.NBBunker_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = NBBunker_AB
Animation = NBBunker_AB.NBBunker_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = NBBunker_ABN
Animation = NBBunker_ABN.NBBunker_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = NBBunker_ABS
Animation = NBBunker_ABS.NBBunker_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = NBBunker_ABSN
Animation = NBBunker_ABSN.NBBunker_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -135
DisplayName = OBJECT:TankBunker
Side = ChinaTankGeneral
EditorSorting = STRUCTURE
Prerequisites
Object = Tank_ChinaBarracks
End
BuildCost = 500
BuildTime = 1.0
EnergyProduction = 0
VisionRange = 300.0
ShroudClearingRange = 200
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = ChinaBunkerCommandSet
VoiceSelect = BunkerSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE
Body = StructureBody ModuleTag_05
MaxHealth = 1000.0
InitialHealth = 1000.0
SubdualDamageCap = 1200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
ExperienceValue = 20 20 20 20
Behavior = GarrisonContain ModuleTag_08
ContainMax = 1
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
DamagePercentToUnits = 50%
IsEnclosingContainer = Yes
AllowInsideKindOf = VEHICLE
ForbidInsideKindOf = TRANSPORT AIRCRAFT HUGE_VEHICLE
End
Behavior = GenerateMinefieldBehavior ModuleTag_09
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
Upgradable = Yes
UpgradedTriggeredBy = Upgrade_ChinaEMPMines
UpgradedMineName = ChinaEMPMine
End
Behavior = ProductionUpdate ModuleTag_10
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000
AflameDamageAmount = 5
AflameDamageDelay = 500
End
Behavior = CreateObjectDie ModuleTag_13
CreationList = OCL_LargeStructureDebris
End
Behavior = FXListDie ModuleTag_14
DeathFX = FX_StructureSmallDeath
End
Behavior = DestroyDie ModuleTag_06
End
Behavior = TransitionDamageFX ModuleTag_15
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
DamagedParticleSystem2 = Bone:None RandomBone:No PSys:SootySmokeColumn02
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
ReallyDamagedParticleSystem4 = Bone:None RandomBone:No PSys:SootySmokeColumn03
End
Behavior = CommandSetUpgrade ModuleTag_25
CommandSet = ChinaBunkerCommandSetUpgrade
TriggeredBy = Upgrade_ChinaMines
End
Behavior = ArmorUpgrade ModuleTag_26
TriggeredBy = Upgrade_ChinaEMPMines
End
Geometry = BOX
GeometryMajorRadius = 16.0
GeometryMinorRadius = 16.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
P.S.: I couldn't find the "#" icon to post the code in a window.
Last edited by BlueLightning2K6; 05-01-2008 at 01:17 PM.
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01-25-2008, 06:42 AM
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#5 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 188
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Quote:
Originally Posted by BlueLightning2K6
P.S.: I couldn't find the "#" icon to post the code in a window.
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Make sure when you are replying you do not use the simplified or quick interface but the full featured one which has the controls for fonts, smilies, links, etc. Then the # icon is in the line of buttons that begins with the Bold icon, it is the third from the right.
Alternatively you can manually type the BB code tags in for formatting it as code. The starting tag is the word CODE in square brackets and the closing tag is /CODE in square brackets [ ].
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01-25-2008, 06:44 AM
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#6 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 188
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Instead of the bunker model try using the stinger site model, it is a better size for tanks, and for your garrisoncontain module put
IsEnclosingContainer = No
Then the tank inside will be visible as being inside it.
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01-25-2008, 07:18 PM
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#7 (permalink)
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Super Moderator
Join Date: Feb 2007
Location: USA, although I do not pledge allegiance to it
Posts: 121
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The Tank parks next to the bunker and then fires!
I tried what you said. I replaced all the models referring to the Tank Bunker (NBTnkBnk, for example) with all stinger site models (UBStingerS, UBStingerS_D, UBStingerS_E, etc.), but when I made a tank go into the site, it just parked outside the building and was no longer selectable. However, when I clicked on the site and force-fired, the tank attacked the area! How exactly do I make the tank go IN to the site???
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01-27-2008, 02:56 PM
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#8 (permalink)
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Senior Member
Join Date: Jan 2008
Posts: 188
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Here, use this code, i have tested it and it works, if you want it to move after blue mines upgrade, uncomment the locomotor lines, physics behavior and locomotor set upgrade bits.
Code:
;------------------------------------------------------------------------------
Object Tank_ChinaTankBunker
; *** ART Parameters ***
SelectPortrait = SSTechCave_L
ButtonImage = SSTechCave_L
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = TURRETUP02 ;OILTANK01 SPAWNPOINT01 02 03
; day ************************************
ConditionState = NONE
Model = UBStingerS
End
ConditionState = DAMAGED
Model = UBStingerS_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBStingerS_E
End
; day snow ************************************
ConditionState = SNOW
Model = UBStingerS_S
End
ConditionState = DAMAGED SNOW
Model = UBStingerS_DS
End
ConditionState = REALLYDAMAGED SNOW RUBBLE
Model = UBStingerS_ES
End
; night **********************************
ConditionState = NIGHT
Model = UBStingerS_N
End
ConditionState = DAMAGED NIGHT
Model = UBStingerS_DN
End
ConditionState = REALLYDAMAGED NIGHT RUBBLE
Model = UBStingerS_EN
End
; night snow **********************************
ConditionState = NIGHT SNOW
Model = UBStingerS_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBStingerS_DNS
End
ConditionState = REALLYDAMAGED NIGHT SNOW RUBBLE
Model = UBStingerS_ENS
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBStingerS_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBStingerS_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBStingerS_N
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBStingerS_DN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBStingerS_EN
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBStingerS_S
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBStingerS_DS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBStingerS_ES
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBStingerS_NS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBStingerS_DNS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBStingerS_ENS
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:Bunker
Side = ChinaTankGeneral
EditorSorting = STRUCTURE
Prerequisites
Object = Tank_ChinaBarracks
End
BuildCost = 400
BuildTime = 5.0 ; in seconds
ExperienceValue = 20 20 20 20 ; Experience point value at each level
EnergyProduction = 0
VisionRange = 320.0 ; Shroud clearing distance
ShroudClearingRange = 350
ArmorSet
Conditions = None
Armor = BattleBusStructureArmorToughPlusTwo
DamageFX = StructureDamageFXNoShake
End
WeaponSet
Conditions = None
Weapon = PRIMARY TunnelNetworkGunDUMMY
Weapon = SECONDARY GattlingBuildingGunAirDummy
End
CommandSet = ChinaBunkerCommandSet
; *** AUDIO Parameters ***
VoiceSelect = BunkerSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT STICK_TO_TERRAIN_SLOPE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE TRANSPORT ;IMMOBILE
Body = StructureBody ModuleTag_05 ;HiveStructureBody
MaxHealth = 1000.0
InitialHealth = 1000.0
SubdualDamageCap = 1200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
;PropagateDamageTypesToSlavesWhenExisting = NONE ;+SMALL_ARMS
;SwallowDamageTypesIfSlavesNotExisting = NONE ;Take damage if no one to pass this to
End
Behavior = TransportAIUpdate ModuleTag_AI ;AIUpdateInterface
Turret
TurretTurnRate = 360
TurretPitchRate = 360
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes Stealthed ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 250
End
Behavior = GarrisonContain ModuleTag_08
ContainMax = 1
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ImmuneToClearBuildingAttacks = Yes
DamagePercentToUnits = 50%
AllowInsideKindOf = VEHICLE
MobileGarrison = Yes
IsEnclosingContainer = No
End
;Locomotor = SET_NORMAL FreeFallLocomotor ;None
;Locomotor = SET_NORMAL_UPGRADED OverlordLocomotor
;Behavior = PhysicsBehavior ModuleTag_Mass
; Mass = 500.0
;End
;Behavior = LocomotorSetUpgrade ModuleTag_LocoUp
; TriggeredBy = Upgrade_ChinaEMPMines
;End
Behavior = GenerateMinefieldBehavior ModuleTag_09
TriggeredBy = Upgrade_ChinaMines
MineName = ChinaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes
Upgradable = Yes
UpgradedTriggeredBy = Upgrade_ChinaEMPMines
UpgradedMineName = ChinaEMPMine
End
Behavior = ProductionUpdate ModuleTag_10
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000
AflameDamageAmount = 5
AflameDamageDelay = 500
End
Behavior = InstantDeathBehavior ModuleTag_13
ExemptStatus = UNDER_CONSTRUCTION
FX = FX_StructureSmallDeath
OCL = OCL_LargeStructureDebris
End
Behavior = InstantDeathBehavior ModuleTag_14
RequiredStatus = UNDER_CONSTRUCTION
FX = FX_StructureSmallDeath
OCL = OCL_SmallStructureDebris
End
Behavior = TransitionDamageFX ModuleTag_15
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Behavior = CommandSetUpgrade ModuleTag_25
CommandSet = ChinaBunkerCommandSetUpgrade
TriggeredBy = Upgrade_ChinaMines
End
Behavior = ArmorUpgrade ModuleTag_26
TriggeredBy = Upgrade_ChinaEMPMines
End
Geometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
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