Ok this is the code i tried but it didnt work can someone please tell me whats wrong with it?
Object GLAVehicleSpeedBike
; *** ART Parameters ***
SelectPortrait = SAWarthog_L
ButtonImage = SAWarthog
Draw = W3DModelDraw ModuleTag_01
UpgradeCameo1 = Upgrade_GLABuggyAmmo
UpgradeCameo2 = Upgrade_GLAAPRockets
UpgradeCameo3 = Upgrade_GLAJunkRepair
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
OkToChangeModelColor = Yes
DefaultConditionState
Model = bike2
HideSubObject = MissleUp02
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = bike2
HideSubObject = MissleUp02
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
End
ConditionState = RUBBLE
Model = bike2
HideSubObject = MissleUp02
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = bike2
ShowSubObject = MissleUp02
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = Secondary WeaponB
WeaponLaunchBone = Secondary WeaponB
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = bike2
ShowSubObject = MissleUp02
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = Secondary WeaponB
WeaponLaunchBone = Secondary WeaponB
End
ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE
Model = bike2
ShowSubObject = MissleUp02
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = Secondary WeaponB
WeaponLaunchBone = Secondary WeaponB
End
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
RightFrontTireBone = Wheel01
RightRearTireBone = Wheel02
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
End
End
; ***DESIGN parameters ***
DispleyName = OBJECT:SpeedBike
EditorSorting = VEHCILE
Side = GLA
TransportSlotCount = 3
VisionRange = 200.0
ShroudClearingRange = 200
Prerequisites
Object = GLAArmsDealer
End
WeaponSet
Conditions = None
Weapon = PRIMARY BikeMachineGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY BikeMachineGun
Weapon = Secondary BikeAntiTankMissileWeapon
End
BuildCost = 500
BuildTime = 10
CrusherLevel = 1 ;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 = GLAVehicleSpeedBikeCommandSet
End
; *** AUDIO Parameters ***
VoiceSelect = QuadCannonVoiceSelect
VoiceMove = QuadCannonVoiceMove
VoiceAttack = QuadCannonVoiceAttack
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE TRANSPORT CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 350.0
InitialHealth = 350.0
End
Behavior = TransportContain ModuleTag_08
PassengersAllowedToFire = No
Slots = 1
InitialPayload = GLAInfantryRebel 1
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY
ForbidInsideKindOf = AIRCRAFT VEHICLE HUGE_VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
GoAggressiveOnExit = Yes
End
Behavior = PhysicsBehavior ModuleTag_09
Mass = 50.0
End
Locomotor = SET_NORMAL SpeedBikeLocomotor
End
================================================== =============================
Locomotor SpeedBikeLocomotor
Surfaces = GROUND
Speed = 200 ; in dist/sec
SpeedDamaged = 80 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 180 ; in degrees/sec
Acceleration = 200 ; in dist/(sec^2)
AccelerationDamaged = 80 ; in dist/(sec^2)
Braking = 50 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = Two_Legs
AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = No ; Can move backwards.
MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
End
================================================== =============================
CommandSet GLAVehicleSpeedBikeCommandSet
1 = Command_TransportExit
2 = Command_AmericaVehicleComancheFireRocketPods
9 = Command_AttackMove
11 = Command_Guard
12 = Command_Stop
End
-------------------------------------------------------------------------------
CommandSet GLAArmsDealerCommandSet
1 = Command_ConstructGLATankScorpion
2 = Command_ConstructGLAVehicleTechnical
3 = Command_ConstructGLAVehicleRadarVan
4 = Command_ConstructGLAVehicleQuadCannon
5 = Command_ConstructGLAVehicleToxinTruck
6 = Command_ConstructGLAVehicleRocketBuggy
7 = Command_ConstructGLATankMarauder
8 = Command_ConstructGLAVehicleBombTruck
9 = Command_ConstructGLAVehicleScudLauncher
10 = Command_ConstructGLAVehicleSpeedBike
11 = Command_SetRallyPoint
12 = Command_Sell
End
================================================== =============================
CommandButton Command_ConstructSpeedBike
Command = UNIT_BUILD
Object = GLAVehicleSpeedBike
TextLabel = CONTROLBAR:ConstructGLAVehicleSpeedBike
ButtonImage = SAWarthog
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipGLABuildSpeedBike
End
================================================== =============================
Weapon BikeMachineGun
PrimaryDamage = 5.0
PrimaryDamageRadius = 0.0
AttackRange = 200.0
DamageType = COMANCHE_VULCAN
DeathType = NORMAL
WeaponSpeed = 600 ; dist/sec
ProjectileObject = NONE
FireFX = WeaponFX_TechnicalGunFire
VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
FireSound = HumveeWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
End
;------------------------------------------------------------------------------
Weapon BikeAntiTankMissileWeapon
PrimaryDamage = 45
PrimaryDamageRadius = 5.0
SecondaryDamage = 30.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 200.0
MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting
DamageType = JET_MISSILES ;not so good against base defenses and some other units.
DeathType = EXPLODED
WeaponSpeed = 99999
ProjectileObject = ComancheAntiTankMissile
ProjectileExhaust = MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 600 ; time between shots, msec
ClipSize = 4 ; how many shots in a Clip (0 == infinite)
AutoReloadsClip = Yes
ClipReloadTime = 12000 ; how long to reload a Clip, msec
FireSound = ComancheMissileWeapon
FireFX = None
ShotsPerBarrel = 1
ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = No
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
End
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