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To buy an Pilot (Officer), How to buy an Pilot (Officer)
Harpie
post 1 Jul 2017, 7:43
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I was try to set a code to able buy an Pilot unit (Officer)
but it's crash when i set code in Commandset . What wrong??


;-----------------------------------------

Object GermanInfantryOfficer

; *** ART Parameters ***
SelectPortrait = GerOfficerr
ButtonImage = GerOfficerr


;UpgradeCameo1 = Upgrade_InfantryCaptureBuilding
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

; this says "we don't use these condition states at all, so completely
; ignore them for purposes of matchmaking"... this is useful to help
; reduce the number of AliasConditionState clauses you must add in
; order to avoid ambiguity in some cases.
IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A

; ---- standing
DefaultConditionState
Model = Ger_Off
IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35
IdleAnimation = UIRGrd_SKL.UIRGrd_IDA
IdleAnimation = UIRGrd_SKL.UIRGrd_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
TransitionKey = TRANS_Standing
End

ConditionState = REALLYDAMAGED
IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35
IdleAnimation = UIRGrd_SKL.UIRGrd_IDC
IdleAnimation = UIRGrd_SKL.UIRGrd_IDD
AnimationMode = ONCE
TransitionKey = TRANS_StandingHurt
End

; ---- moving
ConditionState = MOVING
Animation = UIRGrd_SKL.UIRGrd_RNA 15
AnimationMode = LOOP
TransitionKey = TRANS_Walking
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING

ConditionState = MOVING REALLYDAMAGED
Animation = UIRGrd_SKL.UIRGrd_RNB 25
AnimationMode = LOOP
TransitionKey = TRANS_WalkingHurt
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING REALLYDAMAGED

; ---- dying
ConditionState = DYING
Model = Ger_OffD
Animation = UIRGrd_SKL.UIRGrd_DTA
Animation = UIRGrd_SKL.UIRGrd_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIRGrd_SKL.UIRGrd_ADTE1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Model = Ger_OffE
Animation = UIRGrd_SKL.UIRGrd_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
ParticleSysBone = NONE Blood__2
End

ConditionState = DYING EXPLODED_BOUNCING
Model = Ger_OffE
Animation = UIRGrd_SKL.UIRGrd_ADTE3
AnimationMode = ONCE
TransitionKey = None
End

ConditionState = SPECIAL_CHEERING
Animation = UIRGrd_SKL.UIRGrd_IDB
End

; ---- firing
ConditionState = USING_WEAPON_A
Animation = UIRGrd_SKL.UIRGrd_ATA
AnimationMode = LOOP
TransitionKey = TRANS_Firing
End

ConditionState = USING_WEAPON_A REALLYDAMAGED
Animation = UIRGrd_SKL.UIRGrd_ATA2
AnimationMode = LOOP
TransitionKey = TRANS_FiringHurt
End

TransitionState = TRANS_Standing TRANS_Firing
Animation = UIRGrd_SKL.UIRGrd_ATAST
AnimationMode = ONCE
End

TransitionState = TRANS_Firing TRANS_Standing
Animation = UIRGrd_SKL.UIRGrd_ATAED
AnimationMode = ONCE
End

TransitionState = TRANS_StandingHurt TRANS_FiringHurt
Animation = UIRGrd_SKL.UIRGrd_ATA2ED
AnimationMode = ONCE_BACKWARDS
End

TransitionState = TRANS_FiringHurt TRANS_StandingHurt
Animation = UIRGrd_SKL.UIRGrd_ATA2ED
AnimationMode = ONCE
End

TransitionState = TRANS_Standing TRANS_StandingHurt
Animation = UIRGrd_SKL.UIRGrd_ATA2ED
AnimationMode = ONCE
End



; ------- Bldg-capture

ConditionState = UNPACKING
Model = Ax_MP40Cap
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED

ConditionState = RAISING_FLAG
Model = Ax_MP40Cap
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED

ConditionState = PACKING
Model = Ax_MP40Cap
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
TransitionKey = TRANS_Packing
End
AliasConditionState = PACKING REALLYDAMAGED

TransitionState = TRANS_Raising TRANS_Packing
Model = Ax_MP40Cap
Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End

End
; ***DESIGN parameters ***
DisplayName = OBJECT:GermanOffecier
Side = Germany
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY MP-41A
Weapon = SECONDARY GranataProjectileWeapon
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
ShareWeaponReloadTime = No
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY StG44
Weapon = SECONDARY GranataProjectileWeapon
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
ShareWeaponReloadTime = No
End

ArmorSet
Conditions = None
Armor = HumanHardArmor
DamageFX = InfantryDamageFX
End
VisionRange = 200
ShroudClearingRange = 200
Prerequisites
Object = GermanStructureBarracks
End
BuildCost = 500
BuildTime = 6.0 ;in seconds

ExperienceValue = 50 90 100 150 ;Experience point value at each level
ExperienceRequired = 0 90 100 170 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GenericCommandSet


; *** AUDIO Parameters ***
VoiceSelect = GerRifleVoiceSelect
VoiceMove = GerRifleVoiceMove
VoiceGuard = GerRifleVoiceMove
VoiceAttack = GerRifleVoiceAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = GerRifleVoiceFear
VoiceTaskComplete = RebelVoiceCaptureComplete
UnitSpecificSounds
VoiceCreate = GerRifleVoiceCreate
VoiceSubdue = GerRifleVoiceMove
VoiceGarrison = GerRifleVoiceMove
VoiceEnter = GerRifleVoiceMove
VoiceEnterHostile = GerRifleVoiceMove
VoiceGetHealed = GerRifleVoiceMove
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE PARACHUTABLE

Body = ActiveBody ModuleTag_02
MaxHealth = 350.0
InitialHealth = 350.0
End

Behavior = AIUpdateInterface ModuleTag_04
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = CommandButtonHuntUpdate ModuleTag_05 ; allows use of command button hunt script with this unit.
End

Locomotor = SET_NORMAL RedguardLocomotor

;Behavior = VeterancyCrateCollide ModuleTag_06
; RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with
; ForbiddenKindOf = DOZER ; but not to TRANSPORTs or DOZERs!
; EffectRange = 0 ; 0=="affect only the thing you collide with"
; AddsOwnerVeterancy = Yes ; we add our own veterancy to the target (rather than just +1 level)
; IsPilot = Yes ; set the pilot flag because it's different than the veterancy crate and has extra checking
;End


Behavior = PhysicsBehavior ModuleTag_07
Mass = 15.0
End


Behavior = SquishCollide ModuleTag_08
;nothing
End

Behavior = ProductionUpdate ModuleTag_09
; nothing
End


; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 0;3000
SinkRate = 0.0001;0.5 ; in Dist/Sec
DestructionDelay = 1200000
FX = INITIAL FX_GerRifleDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 0;3000
SinkRate = 0.0001 ; in Dist/Sec
DestructionDelay = 1200000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 20000;3000
SinkRate = 0.0001 ; in Dist/Sec
DestructionDelay = 1200000
FX = INITIAL FX_GerRifleDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireUSA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantry
End

Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End

Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---

Behavior = VeterancyGainCreate ModuleTag_13
; omit the "ScienceRequired" so that this upgrade always occurs.
; Pilots should never (repeat, never) be less than VETERAN status.
StartingLevel = VETERAN
End

Behavior = LocomotorSetUpgrade ModuleTag_14
TriggeredBy = Upgrade_Veterancy_HEROIC
End

Behavior = PoisonedBehavior ModuleTag_15
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End


Behavior = WeaponBonusUpgrade ModuleTag_19
TriggeredBy = Upgrade_GLAAPBullets
End


Behavior = AutoFindHealingUpdate ModuleTag_20 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End

; Behavior = PilotFindVehicleUpdate ModuleTag_21 ; This update will have the unit go to a vehicle. jba
; ScanRate = 1000 ; once a second.
; ScanRange = 300 ;
; MinHealth = 0.5 ; don't enter a vehicle less than 50% healthy.
; End


Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
Scale = 0.95
BuildCompletion = APPEARS_AT_RALLY_POINT
End

;------------------------------------------------------------------------------
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Harpie
post 1 Jul 2017, 7:45
Post #2



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Member No.: 15531



this is Commandset
I was try to use all name
copy code from other unit and set it in name an Officer is crash too

---------------
CommandSet GLABarracksCommandSet
1 = Command_ConstructGermanInfantryRifle
2 = Command_ConstructGermanInfantryPathfinder
3 = Command_ConstructGermanInfantryAT
4 = Command_ConstructGermanyInfantryBlackLotus
5 = Command_ConstructGermanInfantrySMG
6 = Command_ConstructGermanInfantryOfficer

6 = Command_ConstructGermanOffecier (I used this name too, but still crash)

11 = Command_UpgradeGLARebelCaptureBuilding
13 = Command_SetRallyPoint
14 = Command_Sell
End
--------------------

This post has been edited by Harpie: 1 Jul 2017, 7:48
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Zeke
post 1 Jul 2017, 11:53
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Member No.: 73
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Can we also see the commandbutton codes?


--------------------
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Harpie
post 1 Jul 2017, 13:06
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QUOTE (Zeke @ 1 Jul 2017, 12:53) *
Can we also see the commandbutton codes?

Oooh... there's no Commanbutton for OfficerGerman

it's only have this
-----------
CommandButton Command_ConstructRussianInfantryOfficer
Command = UNIT_BUILD
Object = RussianInfantryOfficer
TextLabel = CONTROLBAR:ConstructAlliedInfantryOfficer
ButtonImage = RusOff_L
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipAlliedInfantryOfficer
End
-----------

CommandButton Command_ConstructChinaInfantryPilot
Command = UNIT_BUILD
Object = ChinaInfantryPilot
TextLabel = CONTROLBAR:ConstructChinaInfantryPilot
ButtonImage = SAPilot
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipChinaBuildPilot
End

----------


Allied = Allied
Russian = Russian
Japan = China
German = GLA




This post has been edited by Harpie: 1 Jul 2017, 13:10
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Harpie
post 1 Jul 2017, 13:19
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QUOTE (Zeke @ 1 Jul 2017, 12:53) *
Can we also see the commandbutton codes?


OMG IT'S WORKED............!!!!!!!!!

I added this code

---------
CommandButton Command_ConstructGermanInfantryOfficer
Command = UNIT_BUILD
Object = GermanInfantryOfficer
TextLabel = CONTROLBAR:ConstructAlliedInfantryOfficer
ButtonImage = GerOfficerr
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipAlliedInfantryOfficer
End
--------

It's success and able to buy the Officer
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Harpie
post 1 Jul 2017, 13:21
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QUOTE (Zeke @ 1 Jul 2017, 12:53) *
Can we also see the commandbutton codes?

Today you was help me so much... i lost 2,3 years and alots of night to do those code, but you just solve it in 1 day wub.gif

This post has been edited by Harpie: 1 Jul 2017, 13:22
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Harpie
post 16 Dec 2017, 19:01
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QUOTE (Zeke @ 1 Jul 2017, 12:53) *
Can we also see the commandbutton codes?

Hello, it's me again, can i ask you something about code again??
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Zeke
post 16 Dec 2017, 23:04
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Sure


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Harpie
post 17 Dec 2017, 11:04
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QUOTE (Zeke @ 17 Dec 2017, 0:04) *
Sure


uh it's about the upgrade

I had this code

";------------------------------------------------------------------------------
Object HeavyTankKV_1

; *** ART Parameters ***
SelectPortrait = KV1
ButtonImage = KV1_L

UpgradeCameo1 = Upgrade_Klim2
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01

OkToChangeModelColor = Yes

;-----------------------Tank_KV-1----------------------
DefaultConditionState
Model = KV1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End

ConditionState = REALLYDAMAGED
Model = KV1D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End

ConditionState = RUBBLE
Model = KV1D1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End

;-----------------------Tank_KV-1-ELITE----------------------
ConditionState = WEAPONSET_ELITE
Model = KV1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzlt
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End

ConditionState = REALLYDAMAGED WEAPONSET_ELITE
Model = KV1D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End

ConditionState = RUBBLE WEAPONSET_ELITE
Model = KV1D1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle02
WeaponRecoilBone = PRIMARY Barrel02
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponLaunchBone = PRIMARY Muzzle02
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End

;-------------------------PantherUpgradeCrateTwo----------------------------
ConditionState = WEAPONSET_HERO
Model = KV1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End

ConditionState = REALLYDAMAGED WEAPONSET_HERO
Model = KV1D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End

ConditionState = RUBBLE WEAPONSET_HERO
Model = KV1D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End



;-----------------------Tank_KV-2----------------------
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = KV2
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End

ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = KV2D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End

ConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE
Model = KV2D1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End

;-----------------------Tank_KV-1-ELITE----------------------
ConditionState = WEAPONSET_ELITE WEAPONSET_PLAYER_UPGRADE
Model = KV2
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End

ConditionState = REALLYDAMAGED WEAPONSET_ELITE WEAPONSET_PLAYER_UPGRADE
Model = KV2D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End

ConditionState = RUBBLE WEAPONSET_ELITE WEAPONSET_PLAYER_UPGRADE
Model = KV2D1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End

;-------------------------PantherUpgradeCrateTwo----------------------------
ConditionState = WEAPONSET_HERO WEAPONSET_PLAYER_UPGRADE
Model = KV2
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End

ConditionState = REALLYDAMAGED WEAPONSET_HERO WEAPONSET_PLAYER_UPGRADE
Model = KV2D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End

ConditionState = RUBBLE WEAPONSET_HERO WEAPONSET_PLAYER_UPGRADE
Model = KV2D1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End


TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
TreadAnimationRate = 2.0; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End

; ***DESIGN parameters ***
DisplayName = OBJECT:KV1
Side = Russia
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY C53
Weapon = SECONDARY MG34
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY M-10T
Weapon = SECONDARY MG34
Weapon = TERTIARY PVODSHKT
End

ArmorSet
Conditions = None
Armor = TankHardArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = TankHardArmor
DamageFX = TankDamageFX
End
BuildCost = 1500
BuildTime = 19.0 ;in seconds
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = RussianStructureSpeakerTower;RussianStructureHeavyFactory
End

ExperienceValue = 500 700 900 1000 ;Experience point value at each level
ExperienceRequired = 500 800 1800 2500;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = StandartCommandSet

; *** AUDIO Parameters ***
VoiceSelect = JS2TankVoiceSelect
;SoundMoveStart = OverlordTankMoveStart
;SoundMoveStartDamaged = OverlordTankMoveStart
VoiceMove = JS2TankVoiceMove
VoiceGuard = JS2TankVoiceMove
VoiceAttack = JS2TankVoiceAttack
SoundMoveLoop = IS2Loop
SoundMoveLoopDamaged = IS2Loop
SoundAmbient = HeavyTankAmbientLoop

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = JS2TankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceCrush = JS2TankVoiceCrush
VoiceEnter = JS2TankVoiceMove
VoiceUnload = OverlordTankVoiceUnload
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE

Body = ActiveBody ModuleTag_02
MaxHealth = 650.0
InitialHealth = 650.0

; 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 = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 35 ; turn rate, in degrees per sec
NaturalTurretAngle = 0
MinIdleScanAngle = 20 ; in degrees off the natural turret angle
MaxIdleScanAngle = 30 ; in degrees off the natural turret angle
MinIdleScanInterval = 5000 ; in milliseconds
MaxIdleScanInterval = 10000 ; in milliseconds
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL KV2Locomotor


Behavior = PhysicsBehavior ModuleTag_07
Mass = 40.0
End

Behavior = TransportContain ModuleTag_11
PassengersAllowedToFire = no;yes
Slots = 5
;InitialPayload = GermanTankPanzerI
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 150% ;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



; Smoke for a bit then explode
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 1500
; DestructionDelayVariance = 500
; FX = INITIAL FX_OverlordSmoke
; OCL = FINAL OCL_KV1DeathEffect
; FX = FINAL FX_GenericTankDeathExplosion
; End

; Catch fire, and explode death
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 2000
; DestructionDelayVariance = 300
; FX = INITIAL FX_CrusaderCatchFire
; OCL = FINAL OCL_KV1DeathEffect
; FX = FINAL FX_GenericTankDeathExplosion
; End

; Just explode death
Behavior = SlowDeathBehavior ModuleTag_08
ProbabilityModifier = 25
DestructionDelay = 1200000
DestructionDelayVariance = 20
OCL = FINAL OCL_KV1DeathEffect
FX = FINAL FX_BlitzGenericVehicleDieLarge ;FX_BlitzGenericVehicleDie
FX = INITIAL FX_BlitzIITankInitialDeath
End
Behavior = CreateCrateDie ModuleTag_09
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
DeathWeapon = TankerTruckWeapon
StartsActive = Yes
End

Behavior = FlammableUpdate ModuleTag_11
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = EjectPilotDie ModuleTag_12
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_EjectUSSRPilotOnGround
AirCreationList = OCL_EjectPilotUSSRViaParachute
End

Behavior = WeaponSetUpgrade ModuleTag_13
TriggeredBy = Upgrade_Klim2
End

Behavior = ExperienceScalarUpgrade ModuleTag_16
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------

;Behavior = OverlordContain ModuleTag_26 ; Like Transport, but when full, passes transport queries along to first ;passenger (redirects like tunnel)
; Slots = 1
;DamagePercentToUnits = 100%
;AllowInsideKindOf = PORTABLE_STRUCTURE
;PassengersAllowedToFire = Yes
;PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
;ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
;End

Behavior = ProductionUpdate ModuleTag_25
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

;-----------------------------------------------------------------------------

Behavior = ObjectCreationUpgrade ModuleTag_22
UpgradeObject = OCL_RusPVOMG_KV2
TriggeredBy = Upgrade_Klim2
End

;-----------------------------------------------------------------------------

Behavior = MaxHealthUpgrade ModuleTag_09aa
TriggeredBy = Upgrade_Klim2
AddMaxHealth = 200.0
ChangeType = ADD_CURRENT_HEALTH_TOO
End

Behavior = VeterancyGainCreate ModuleTag_20
StartingLevel = VETERAN
ScienceRequired = SCIENCE_RedGuardTraining
End

Geometry = BOX
GeometryMajorRadius = 18.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End



;------------------------------------------------------------------------------"
+
+
+



it's about the upgrade KV1 to KV2, but it's will upgrade all the KV1 model to KV2 model

i want to change to upgrade one by one like "PanzerIII Armoured". Or atleast can i buy KV1 and KV2??


+
+
+
";------------------------------------------------------------------------------

Object GermanTankPanzerIII

; *** ART Parameters ***
SelectPortrait = PzrIIIF
ButtonImage = PzrIIIF_L

UpgradeCameo1 = Upgrade_ChinaBlackNapalm
UpgradeCameo2 = Upgrade_PanzerIIIArmored
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes


;-------------------Normal
DefaultConditionState
Model = PanzerIII
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
HideSubObject = ARMOR
End

ConditionState = REALLYDAMAGED
Model = PanzerIIID
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
HideSubObject = ARMOR
End

ConditionState = RUBBLE
Model = PanzerIIID
Turret = Turret
HideSubObject = ARMOR
End


; --------Tank Tracks & Tread Movement -----------------------

TrackMarks = EXTnkTrack.tga

TreadAnimationRate = 1.9 ; texture to move per second
TreadDriveSpeedFraction = 0.25 ; treads stop moving.
TreadPivotSpeedFraction = 0.55 ; allow pivoting.
; ------------------------------------------------------------

End


; ***DESIGN parameters ***
DisplayName = object:germanvehiclepanzer3
Side = Germany
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY KWK36L/45
Weapon = SECONDARY MG34
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY KWK36L/45;PRIMARY KWK38Flame
Weapon = SECONDARY MG34;KWK38FireWall
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
PreferredAgainst = PRIMARY INFANTRY
PreferredAgainst = SECONDARY STRUCTURE
End
ArmorSet
Conditions = None
Armor = TankNormalArmor
DamageFX = TankDamageFX
End

; ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = TankHardArmor
; DamageFX = TankDamageFX
; End
BuildCost = 550
BuildTime = 15.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = GermanStructureSpeakerTower;GermanStructureWarFactory
End

ExperienceValue = 500 700 900 1000 ;Experience point value at each level
ExperienceRequired = 500 800 1800 2500;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 = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = PanzerIIICommandSet

; *** AUDIO Parameters ***
VoiceSelect = PIVTankVoiceSelect
VoiceMove = PIVTankVoiceMove
VoiceGuard = PIVTankVoiceMove
VoiceAttack = PIVTankVoiceAttack
;SoundMoveStart = PanzerIIIMoveStart;TomahawkMoveStart
;SoundMoveStartDamaged = PanzerIIIMoveStart;TomahawkMoveStart
SoundMoveLoop = PanzerIIILoop
SoundMoveLoopDamaged = PanzerIIILoop
SoundAmbient = LightTankAmbientLoop

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = EvaVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceSalvage = PIVTankVoiceSalvage
VoiceCrush = PIVTankVoiceCrush
VoiceEnter = PIVTankVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE

Body = ActiveBody ModuleTag_03
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 = 860
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_04
Turret
TurretTurnRate = 60
NaturalTurretAngle = 0
MinIdleScanAngle = 30 ; in degrees off the natural turret angle
MaxIdleScanAngle = 50 ; in degrees off the natural turret angle
MinIdleScanInterval = 5000 ; in milliseconds
MaxIdleScanInterval = 10000 ; in milliseconds
TurretPitchRate = 120
AllowsPitch = Yes
MinPhysicalPitch = -15

ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY

; TurretFireAngleSweep = PRIMARY 10
; TurretFireAngleSweep = SECONDARY 60
; TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art)
; TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 0
End
Locomotor = SET_NORMAL MediumTankLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 20.0
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
DeathWeapon = TankerTruckWeapon
StartsActive = Yes
End



Behavior = ProductionUpdate ModuleTag_06
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End


; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_08
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 1200000;10
DestructionDelayVariance = 20
OCL = FINAL OCL_PanzerIIITank
FX = FINAL FX_BlitzGenericVehicleDieLarge ;FX_BlitzGenericVehicleDie
FX = INITIAL FX_BlitzIITankInitialDeath
End

Behavior = TransportContain ModuleTag_11
PassengersAllowedToFire = no;yes
Slots = 5
;InitialPayload = GermanTankPanzerI
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ScatterNearbyOnExit = No
DamagePercentToUnits = 150% ;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
PassengersInTurret = Yes
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End

Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

; A crushing defeat
Behavior = FXListDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

;Behavior = MaxHealthUpgrade ModuleTag_18;ArmorUpgrade ;ModuleTag_Armor01
;TriggeredBy = Upgrade_PanzerIIIArmored
; AddMaxHealth = 100
; ChangeType = ADD_CURRENT_HEALTH_TOO
;End

Behavior = WeaponSetUpgrade ModuleTag_Weap1
TriggeredBy = Upgrade_ChinaBlackNapalm
End
Behavior = CommandSetUpgrade ModuleTag_Weap2
CommandSet = PanzerIIICommandSetUP
TriggeredBy = Upgrade_ChinaBlackNapalm
End

Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 500 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = SubObjectsUpgrade ModuleTag_17
;*** Bio bomb load ***
TriggeredBy = Upgrade_PanzerIIIArmored
ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb
ShowSubObjects = ARMOR
HideSubObjects = CamoN02
End



;Behavior = LocomotorSetUpgrade ModuleTag_18
; TriggeredBy = Upgrade_PanzerIIIArmored
;End

Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_PanzerIIIArmored
AddMaxHealth = 50.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

Behavior = WeaponSetUpgrade ModuleTag_12
TriggeredBy = Upgrade_PanzerIIIArmored
End


Behavior = VeterancyGainCreate ModuleTag_20
StartingLevel = VETERAN
ScienceRequired = SCIENCE_TigerTankVeteran
End

Geometry = BOX
GeometryMajorRadius = 17.0
GeometryMinorRadius = 11.5
GeometryHeight = 12
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End


;--------------------------------------------------------"
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Zeke
post 17 Dec 2017, 17:14
Post #10


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Joined: 7 June 2009
From: Philippines
Member No.: 73
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ah, if it's not about the officer anymore, it's better if you make a new topic for it. Perhaps a mod reading this can help I8.gif


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Harpie
post 17 Dec 2017, 23:50
Post #11



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Posts: 22
Joined: 1 July 2017
From: VietNam
Member No.: 15531



QUOTE (Zeke @ 17 Dec 2017, 18:14) *
ah, if it's not about the officer anymore, it's better if you make a new topic for it. Perhaps a mod reading this can help I8.gif

okay. i'll make a new topic
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