To buy an Pilot (Officer), How to buy an Pilot (Officer) |
To buy an Pilot (Officer), How to buy an Pilot (Officer) |
1 Jul 2017, 7:43
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#1
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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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1 Jul 2017, 7:45
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#2
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam 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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1 Jul 2017, 11:53
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#3
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Can we also see the commandbutton codes?
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1 Jul 2017, 13:06
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#4
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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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1 Jul 2017, 13:19
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#5
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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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1 Jul 2017, 13:21
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#6
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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16 Dec 2017, 19:01
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#7
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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16 Dec 2017, 23:04
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#8
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Sure
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17 Dec 2017, 11:04
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#9
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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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17 Dec 2017, 17:14
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#10
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
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
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17 Dec 2017, 23:50
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#11
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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Lo-Fi Version | Time is now: 20 April 2024 - 4:00 |