Problems with ScoutDrone & Rappelling |
Problems with ScoutDrone & Rappelling |
29 Dec 2018, 23:31
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Group: Members Posts: 4 Joined: 28 December 2018 Member No.: 19152 |
hi
im making an special unit for myself(thanks to zeke ), everything is ok with abilities even the defector but i have two series problem First: i added ScoutDrone Upgrade to my Unit But i dont know if its possible or nuh (if Yes then how?),it shows the button image but i cant build it, ALSO I WANT TO MAKE IT CONTROLLABLE TOO ,here is the pic: UNIT1 and these are what i did: COMMAND SETS: CommandSet AirF_AmericaInfantryPathfinderCommandSet . . . 9 = Command_ConstructAmericaVehicleScoutDrone ------- CommandSet AmericaVehicleScoutDroneCommandSet 13 = Command_Guard 14 = Command_Stop End --------------------------------------------------------------------------- COMMAN BUTTONS CommandButton AirF_Command_ConstructAmericaVehicleScoutDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaScoutDrone Options = NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End -------- in unit part: UpgradeCameo3 = Upgrade_AmericaScoutDrone -------------- Behavior = ObjectCreationUpgrade ModuleTag_10 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone End ------------------------------------------------------------ OCL: ; Certain American Infantries can spawn slaved scout drones ObjectCreationList OCL_AmericanScoutDrone CreateObject Offset = X:0 Y:0 Z:15 ObjectNames = AmericaVehicleScoutDrone IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes FadeIn = Yes FadeTime = 2500 End End ---------------------------------------------------- SCOUT DRONE Object AmericaVehicleSentryDrone SelectPortrait = SAsentry_L ButtonImage = SAsentry UpgradeCameo1 = Upgrade_AmericaDroneArmor Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVSENTRYT4 Animation = AVSENTRYT4.AVSENTRYT4 AnimationMode = LOOP Turret = TURRET01 TurretPitch = TURRETEL01 WeaponFireFXBone = PRIMARY MUZZLE01 WeaponRecoilBone = PRIMARY BARREL01 WeaponMuzzleFlash = PRIMARY MUZZLEFX01 WeaponLaunchBone = PRIMARY MUZZLE01 End ConditionState = REALLYDAMAGED RUBBLE Model = AVSENTRYT4_D Animation = AVSENTRYT4_D.AVSENTRYT4_D AnimationMode = LOOP Turret = TURRET01 TurretPitch = TURRETEL01 WeaponFireFXBone = PRIMARY MUZZLE01 WeaponRecoilBone = PRIMARY BARREL01 WeaponMuzzleFlash = PRIMARY MUZZLEFX01 WeaponLaunchBone = PRIMARY MUZZLE01 End InitialRecoilSpeed = 45 MaxRecoilDistance = 1.2 RecoilSettleSpeed = 4 RecoilDamping = 0.50 TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2 End DisplayName = OBJECT:SentryDrone Side = America EditorSorting = VEHICLE TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY SentryDroneGun Weapon = SECONDARY SentryDroneGunHoldFire AutoChooseSources = SECONDARY NONE End ArmorSet Conditions = None Armor = SentryDroneArmor DamageFX = TruckDamageFX End Prerequisites Object = AmericaWarFactory End BuildCost = 700 BuildTime = 10 VisionRange = 200 ShroudClearingRange = 350 IsTrainable = No ExperienceValue = 50 50 50 50 CrusherLevel = 0 CrushableLevel = 2 CommandSet = AmericaVehicleSentryDroneCommandSet VoiceSelect = SentryDroneVoiceSelect VoiceMove = SentryDroneVoiceMove VoiceGuard = SentryDroneVoiceMove VoiceAttack = SentryDroneVoiceMove SoundMoveStart = SentryDroneMoveStart SoundMoveStartDamaged = SentryDroneMoveStart UnitSpecificSounds VoiceCreate = SentryDroneVoiceCreate VoiceEnter = SentryDroneVoiceMove VoiceEnterHostile = SentryDroneVoiceMove VoiceGarrison = SentryDroneVoiceMove End RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE DONT_AUTO_CRUSH_INFANTRY REVEALS_ENEMY_PATHS Body = ActiveBody ModuleTag_02 MaxHealth = 250 InitialHealth = 250 SubdualDamageCap = 300 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_06 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 170 TurretPitchRate = 170 AllowsPitch = Yes MinPhysicalPitch = -9.5 MinIdleScanInterval = 1550 MaxIdleScanInterval = 2550 MinIdleScanAngle = -60 MaxIdleScanAngle = 60 End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 180 End Behavior = PhysicsBehavior ModuleTag_07 Mass = 50 End Behavior = StealthUpdate ModuleTag_08 StealthDelay = 2000 StealthForbiddenConditions = FIRING_PRIMARY MOVING TAKING_DAMAGE InnateStealth = Yes FriendlyOpacityMin = 50% FriendlyOpacityMax = 100% OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = StealthDetectorUpdate ModuleTag_14 DetectionRate = 900 DetectionRange = 350 End Behavior = MaxHealthUpgrade ModuleTag_Upgrade03 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 50 ChangeType = ADD_CURRENT_HEALTH_TOO End Locomotor = SET_NORMAL SentryLocomotor Behavior = FlammableUpdate ModuleTag_Trans01 AflameDuration = 5000 AflameDamageAmount = 5 AflameDamageDelay = 500 End Behavior = TransitionDamageFX ModuleTag_Trans02 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = InstantDeathBehavior ModuleTag_Death01 DeathTypes = ALL FX = FX_BattleMasterExplosionOneFinal OCL = OCL_AmericaVehicleSentryDroneDie End Behavior = CreateCrateDie ModuleTag_Death02 CrateData = SalvageCrateData End Geometry = BOX GeometryMajorRadius = 10 GeometryMinorRadius = 9 GeometryHeight = 10 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End -------------------------------------------------------------------------- second problem is i made commanche transportable, i added rappelling codes too but when im going to do rapple exit ,Commanche just goes and stays on position here is the pic: Rappeling Problem These are chinook codes with rappeling ability: Object AFG_AmericaVehicleChinook SelectPortrait = SAChinook_L ButtonImage = SAChinook Scale = 0.97 UpgradeCameo1 = Upgrade_AmericaSupplyLines UpgradeCameo2 = Upgrade_EnhancedAeronautics UpgradeCameo3 = Upgrade_AmericaCountermeasures Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = CHASSIS ExtraPublicBone = BOUNDINGBOX01 ExtraPublicBone = RopeStart ExtraPublicBone = RopeEnd OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = AVWoody_L Animation = AVWoody_L.AVWoody_L AnimationMode = LOOP TransitionKey = TRANS_Vertical WaitForStateToFinishIfPossible = TRANS_Vertical HideSubObject = MISSILEUPGRADE Turret = TURRET01 TurretPitch = TURRETEL01 WeaponMuzzleFlash = PRIMARY MUZZLEFX01 WeaponFireFXBone = PRIMARY WEAPONA01 WeaponLaunchBone = PRIMARY WEAPONA01 WeaponFireFXBone = SECONDARY WEAPONB WeaponLaunchBone = SECONDARY WEAPONB End ConditionState = REALLYDAMAGED Model = AVWoody_D_L Animation = AVWoody_D_L.AVWoody_D_L AnimationMode = LOOP TransitionKey = TRANS_VerticalDamaged WaitForStateToFinishIfPossible = TRANS_VerticalDamaged End ConditionState = RUBBLE Model = AVWoody_D_L Animation = AVWoody_D_L.AVWoody_D_L AnimationMode = LOOP TransitionKey = TRANS_VerticalDamaged WaitForStateToFinishIfPossible = TRANS_VerticalDamaged End ConditionState = MOVING Model = AVWoody Animation = AVWoody.AVWoody AnimationMode = LOOP TransitionKey = TRANS_Horizontal WaitForStateToFinishIfPossible = TRANS_Horizontal End ConditionState = MOVING REALLYDAMAGED Model = AVWoody_D Animation = AVWoody_D.AVWoody_D AnimationMode = LOOP TransitionKey = TRANS_HorizontalDamaged WaitForStateToFinishIfPossible = TRANS_HorizontalDamaged End ConditionState = MOVING RUBBLE Model = AVWoody_D Animation = AVWoody_D.AVWoody_D AnimationMode = LOOP TransitionKey = TRANS_HorizontalDamaged WaitForStateToFinishIfPossible = TRANS_HorizontalDamaged End TransitionState = TRANS_Vertical TRANS_Horizontal Model = AVWoody_LF Animation = AVWoody_LF.AVWoody_LF AnimationMode = ONCE End TransitionState = TRANS_VerticalDamaged TRANS_HorizontalDamaged Model = AVWoody_D_LF Animation = AVWoody_D_LF.AVWoody_D_LF AnimationMode = ONCE End TransitionState = TRANS_Horizontal TRANS_Vertical Model = AVWoody_FL Animation = AVWoody_FL.AVWoody_FL AnimationMode = ONCE End TransitionState = TRANS_HorizontalDamaged TRANS_VerticalDamaged Model = AVWoody_FD Animation = AVWoody_FD.AVWoody_FD AnimationMode = ONCE End ConditionState = RUBBLE SPECIAL_DAMAGED Model = AVWoody_D_L End End Draw = W3DModelDraw ModuleTag_02 ConditionState = NONE Model = None TransitionKey = TRANS_Empty WaitForStateToFinishIfPossible = TRANS_Unloading End ConditionState = DYING Model = None End AliasConditionState = RUBBLE AliasConditionState = CARRYING RUBBLE AliasConditionState = DOCKING RUBBLE AliasConditionState = DOCKING CARRYING RUBBLE ConditionState = CARRYING Model = AVChinook_A ;Carrying a full wobbly net of stuff Animation = AVChinook_A.AVChinook_A AnimationMode = LOOP TransitionKey = TRANS_Full WaitForStateToFinishIfPossible = TRANS_PickingUp End ConditionState = DOCKING Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff Animation = AVChinook_A1SK.AVChinook_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST AnimationSpeedFactorRange = .75 .75 TransitionKey = TRANS_PickingUp WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. End ConditionState = DOCKING CARRYING Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net Animation = AVChinook_A1SK.AVChinook_A1 AnimationMode = ONCE AnimationSpeedFactorRange = 2.75 2.75 TransitionKey = TRANS_Unloading WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. End End Draw = W3DModelDraw WaterCraps AttachToBoneInAnotherModule = CHASSIS ConditionState = NONE Model = DummyWaterT2 ParticleSysBone = WATER RotorDirtKickup ParticleSysBone = WATER RotorDustKickup End AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = OVER_WATER Model = DummyWaterT2 ParticleSysBone = WATER RotorWaterShockwave End AliasConditionState OVER_WATER REALLYDAMAGED RUBBLE ConditionState = SNOW Model = DummyWaterT2 ParticleSysBone = WATER RotorDirtKickupSnow ParticleSysBone = WATER RotorDustKickupSnow End AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = SNOW OVER_WATER Model = DummyWaterT2 ParticleSysBone = WATER RotorWaterShockwave End AliasConditionState SNOW OVER_WATER REALLYDAMAGED RUBBLE End DisplayName = OBJECT:Chinook EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 VisionRange = 210 ShroudClearingRange = 600 BuildCost = 950 BuildTime = 10 Prerequisites Object = AirF_AmericaSupplyCenter End ArmorSet Conditions = None Armor = ChinookArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresChinookArmor DamageFX = TankDamageFX End ExperienceValue = 50 50 50 50 IsTrainable = No CommandSet = AmericaVehicleChinookCommandSet VoiceSelect = ChinookVoiceSelect VoiceMove = ChinookVoiceMove VoiceAttack = ChinookVoiceAttack SoundAmbient = V25ChinookAmbientLoop SoundAmbientRubble = NoSound SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = ChinookVoiceCreate VoiceSupply = ChinookVoiceSupply VoiceUnload = ChinookVoiceUnload VoiceCombatDrop = ChinookVoiceCombatDrop VoiceClearBuilding = RangerVoiceClearBuilding VoiceGarrison = ChinookVoiceMove End RadarPriority = UNIT KindOf = PRELOAD SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD Body = ActiveBody ModuleTag_03 MaxHealth = 350 InitialHealth = 350 End Behavior = ChinookAIUpdate ModuleTag_07 MaxBoxes = 50 SupplyCenterActionDelay = 200 SupplyWarehouseActionDelay = 120 SupplyWarehouseScanDistance = 2000 SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 PerRopeDelayMin = 900 PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 RopeWobbleLen = 10 RopeWobbleAmplitude = 0.25 RopeWobbleRate = 180 RopeFinalHeight = 10 RappelSpeed = 30 MinDropHeight = 40 UpgradedSupplyBoost = 60 RotorWashParticleSystem = HelixRotorWashRing End Behavior = TransportContain ModuleTag_08 Slots = 8 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT ExitDelay = 100 NumberOfExitPaths = 1 GoAggressiveOnExit = Yes ScatterNearbyOnExit = Yes OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes End Behavior = PhysicsBehavior ModuleTag_09 Mass = 95 AerodynamicFriction = 0.05 AllowCollideForce = Yes AllowBouncing = No ShockResistance = 0.50 End Behavior = ArmorUpgrade ModuleTag_0888 TriggeredBy = Upgrade_EnhancedAeronautics End Behavior = CountermeasuresBehavior ModuleTag_0999 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare VolleySize = 4 VolleyArcAngle = 90 VolleyVelocityFactor = 2 DelayBetweenVolleys = 220 NumberOfVolleys = 4 ReloadTime = 2000 EvasionRate = 35% ReactionLaunchLatency = 0 MissileDecoyDelay = 200 End Locomotor = SET_NORMAL ChinookLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = HelicopterSlowDeathBehavior ModuleTag_10 DestructionDelay = 11000 SpiralOrbitTurnRate = -115 SpiralOrbitForwardSpeed = 360 SpiralOrbitForwardSpeedDamping = 0.9999 MaxBraking = 155 MinSelfSpin = -75 MaxSelfSpin = -100 SelfSpinUpdateDelay = 101 SelfSpinUpdateAmount = 12 FallHowFast = 12% SoundDeathLoop = ComancheDamagedLoop MinBladeFlyOffDelay = 1000 MaxBladeFlyOffDelay = 1100 AttachParticle = SpectreSmokeLarge AttachParticleBone = CHASSIS FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_ChinookGunshipCrash OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 10 FinalRubbleObject = ChinookRubbleHull End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 AflameDamageAmount = 5 AflameDamageDelay = 500 End Behavior = FXListDie ModuleTag_Ohnoes! DeathFX = FX_ChinookStartDeath End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 30 GeometryMinorRadius = 10 GeometryHeight = 10 Shadow = SHADOW_VOLUME End --------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------- Commanche,s own Codes: Object AirF_AmericaVehicleComanche SelectPortrait = SACCommanche_L ButtonImage = SACCommanche UpgradeCameo1 = Upgrade_ComancheRocketPods UpgradeCameo2 = Upgrade_EnhancedAeronautics UpgradeCameo3 = Upgrade_AmericaAdvancedTraining UpgradeCameo4 = Upgrade_AmericaCountermeasures UpgradeCameo5 = AirF_Upgrade_StealthComanche Scale = 1 Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = CHASSIS ExtraPublicBone = BOUNDINGBOX OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = No DefaultConditionState Model = AVComAG Animation = AVComAG.AVComAG AnimationSpeedFactorRange = 1.2 1.2 AnimationMode = LOOP HideSubObject = MISSILEUPGRADE Turret = CHASSIS TurretPitch = VULCAN WeaponMuzzleFlash = PRIMARY MUZZLEFX01 WeaponFireFXBone = PRIMARY MUZZLE01 WeaponLaunchBone = PRIMARY MUZZLE01 HideSubObject = MISSILEUPGRADE WeaponFireFXBone = TERTIARY WEAPONB WeaponLaunchBone = TERTIARY WEAPONB End ConditionState = REALLYDAMAGED Model = AVComAG_D Animation = AVComAG_D.AVComAG_D AnimationSpeedFactorRange = 1.2 1.2 AnimationMode = LOOP End ConditionState = RUBBLE Model = AVComAG_D Animation = AVComAG_D.AVComAG_D AnimationSpeedFactorRange = 1.2 1.2 AnimationMode = LOOP ParticleSysBone = Props02 SpectreGunshipFireLarge ParticleSysBone = Props02 SpectreSmokeLarge ParticleSysBone = Props01 SpectreGunshipFireLarge ParticleSysBone = Props01 SpectreSmokeLarge End End Draw = W3DModelDraw WaterCraps AttachToBoneInAnotherModule = CHASSIS ConditionState = NONE Model = DummyWaterT2 ParticleSysBone = WATER RotorDirtKickup ParticleSysBone = WATER RotorDustKickup End AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = OVER_WATER Model = DummyWaterT2 ParticleSysBone = WATER RotorWaterShockwave End AliasConditionState OVER_WATER REALLYDAMAGED RUBBLE ConditionState = SNOW Model = DummyWaterT2 ParticleSysBone = WATER RotorDirtKickupSnow ParticleSysBone = WATER RotorDustKickupSnow End AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = SNOW OVER_WATER Model = DummyWaterT2 ParticleSysBone = WATER RotorWaterShockwave End AliasConditionState SNOW OVER_WATER REALLYDAMAGED RUBBLE End DisplayName = OBJECT:Comanche EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 VisionRange = 247 ShroudClearingRange = 577 Prerequisites Object = AirF_AmericaAirfield AirF_AmericaHelipad End WeaponSet Conditions = None Weapon = PRIMARY Comanche20mmCannonWeaponIncendiary Weapon = TERTIARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Comanche20mmCannonWeaponIncendiary Weapon = TERTIARY ComancheRocketPodWeaponNarrowScatter AutoChooseSources = TERTIARY NONE End ArmorSet Conditions = None Armor = ComancheArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresComancheArmor DamageFX = TankDamageFX End BuildCost = 1350 BuildTime = 20 ExperienceValue = 50 55 100 200 ExperienceRequired = 0 250 450 850 IsTrainable = Yes CommandSet = AmericaVehicleComancheCommandSet VoiceSelect = StealthComancheVoiceSelect VoiceMove = ComancheVoiceMove VoiceGuard = StealthComancheVoiceGuard VoiceAttack = StealthComancheVoiceAttack SoundAmbient = ComancheAmbientStealthLoop SoundAmbientRubble = NoSound UnitSpecificSounds VoiceCreate = StealthComancheVoiceCreate VoiceGarrison = ComancheVoiceMove VoiceFireRocketPods = ComancheVoiceAttackRocket SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject End RadarPriority = UNIT KindOf = PRELOAD CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD Body = ActiveBody ModuleTag_02 MaxHealth = 220 InitialHealth = 220 End Behavior = ChinookAIUpdate ModuleTag_03 RotorWashParticleSystem = HelixRotorWashRing AutoAcquireEnemiesWhenIdle = Yes Turret TurretTurnRate = 110 TurretPitchRate = 110 MinPhysicalPitch = -22 AllowsPitch = Yes RecenterTime = 250 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End End Behavior = PhysicsBehavior ModuleTag_04 Mass = 80 AerodynamicFriction = 0.07 AllowCollideForce = Yes AllowBouncing = No ShockResistance = 0.50 End Behavior = ExperienceScalarUpgrade ModuleTag_05 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1 End Behavior = WeaponSetUpgrade ModuleTag_06 TriggeredBy = Upgrade_ComancheRocketPods End Behavior = SubObjectsUpgrade ModuleTag_07 TriggeredBy = Upgrade_ComancheRocketPods ShowSubObjects = MISSILEUPGRADE End Behavior = ArmorUpgrade ModuleTag_Armour01 TriggeredBy = Upgrade_EnhancedAeronautics End Behavior = CountermeasuresBehavior ModuleTag_Armour02 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare VolleySize = 4 VolleyArcAngle = 90 VolleyVelocityFactor = 2 DelayBetweenVolleys = 220 NumberOfVolleys = 4 ReloadTime = 2000 EvasionRate = 35% ReactionLaunchLatency = 0 MissileDecoyDelay = 200 End Behavior = StealthUpdate ModuleTag_Stealth01 StealthDelay = 1500 StealthForbiddenConditions = FIRING_PRIMARY USING_ABILITY FriendlyOpacityMin = 50% FriendlyOpacityMax = 100% InnateStealth = No OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = StealthUpgrade ModuleTag_Stealth02 TriggeredBy = AirF_Upgrade_StealthComanche End Behavior = MaxHealthUpgrade ModuleTag_Stealth03 TriggeredBy = AirF_Upgrade_StealthComanche AddMaxHealth = 33 ChangeType = ADD_CURRENT_HEALTH_TOO End Behavior = VeterancyGainCreate ModuleTag_PilotTraining StartingLevel = VETERAN ScienceRequired = AirF_SCIENCE_HelicopterTraining End Locomotor = SET_NORMAL ComancheLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = FXListDie ModuleTag_11 DeathFX = FX_ComancheStartDeath End Behavior = HelicopterSlowDeathBehavior ModuleTag_12 DestructionDelay = 11000 SpiralOrbitTurnRate = 140 SpiralOrbitForwardSpeed = 350 SpiralOrbitForwardSpeedDamping = .9999 MaxBraking = 190 SoundDeathLoop = ComancheDamagedLoop MinSelfSpin = 100 MaxSelfSpin = 300 SelfSpinUpdateDelay = 100 SelfSpinUpdateAmount = 10 FallHowFast = 12.0% MinBladeFlyOffDelay = 1500 MaxBladeFlyOffDelay = 1500 AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = AirF_ComancheBlades BladeBoneName = AVComanche_Prop OCLEjectPilot = OCL_DummyObjectCreationEntry FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 10 FinalRubbleObject = ComancheAGRubbleHull End Behavior = EjectPilotDie ModuleTag_13 ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_HelicopterPod VeterancyLevels = ALL -REGULAR End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 AflameDamageAmount = 5 AflameDamageDelay = 500 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 24 GeometryMinorRadius = 8 GeometryHeight = 10 GeometryIsSmall = No End Object IncendiaryVehicleBulletImpactDummyLaser KindOf = IMMOBILE INERT ClientUpdate = LaserUpdate ModuleTag_02 TargetParticleSystem = TankStruckSparks End Behavior = DeletionUpdate ModuleTag_03 MinLifetime = 1 MaxLifetime = 1 End End ------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------- my Mixture Commanche Object AirF_AmericaVehicleComanche SelectPortrait = SACCommanche_L ButtonImage = SACCommanche UpgradeCameo1 = Upgrade_ComancheRocketPods UpgradeCameo2 = Upgrade_EnhancedAeronautics UpgradeCameo3 = Upgrade_AmericaAdvancedTraining UpgradeCameo4 = Upgrade_AmericaCountermeasures UpgradeCameo5 = AirF_Upgrade_StealthComanche Scale = 1 Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = CHASSIS ExtraPublicBone = BOUNDINGBOX01 ExtraPublicBone = RopeStart ExtraPublicBone = RopeEnd OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = No DefaultConditionState Model = AVComAG Animation = AVComAG.AVComAG AnimationSpeedFactorRange = 1.2 1.2 AnimationMode = LOOP HideSubObject = MISSILEUPGRADE Turret = CHASSIS TurretPitch = VULCAN WeaponMuzzleFlash = PRIMARY MUZZLEFX01 WeaponFireFXBone = PRIMARY MUZZLE01 WeaponLaunchBone = PRIMARY MUZZLE01 HideSubObject = MISSILEUPGRADE WeaponFireFXBone = TERTIARY WEAPONB WeaponLaunchBone = TERTIARY WEAPONB End ConditionState = REALLYDAMAGED Model = AVComAG_D Animation = AVComAG_D.AVComAG_D AnimationSpeedFactorRange = 1.2 1.2 AnimationMode = LOOP End ConditionState = RUBBLE Model = AVComAG_D Animation = AVComAG_D.AVComAG_D AnimationSpeedFactorRange = 1.2 1.2 AnimationMode = LOOP ParticleSysBone = Props02 SpectreGunshipFireLarge ParticleSysBone = Props02 SpectreSmokeLarge ParticleSysBone = Props01 SpectreGunshipFireLarge ParticleSysBone = Props01 SpectreSmokeLarge End End Draw = W3DModelDraw WaterCraps AttachToBoneInAnotherModule = CHASSIS ConditionState = NONE Model = DummyWaterT2 ParticleSysBone = WATER RotorDirtKickup ParticleSysBone = WATER RotorDustKickup End AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = OVER_WATER Model = DummyWaterT2 ParticleSysBone = WATER RotorWaterShockwave End AliasConditionState OVER_WATER REALLYDAMAGED RUBBLE ConditionState = SNOW Model = DummyWaterT2 ParticleSysBone = WATER RotorDirtKickupSnow ParticleSysBone = WATER RotorDustKickupSnow End AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = SNOW OVER_WATER Model = DummyWaterT2 ParticleSysBone = WATER RotorWaterShockwave End AliasConditionState SNOW OVER_WATER REALLYDAMAGED RUBBLE End DisplayName = OBJECT:Comanche EditorSorting = VEHICLE Side = AmericaAirForceGeneral TransportSlotCount = 0 VisionRange = 247 ShroudClearingRange = 577 Prerequisites Object = AirF_AmericaAirfield AirF_AmericaHelipad End WeaponSet Conditions = None Weapon = PRIMARY Comanche20mmCannonWeaponIncendiary Weapon = TERTIARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY Comanche20mmCannonWeaponIncendiary Weapon = TERTIARY ComancheRocketPodWeaponNarrowScatter AutoChooseSources = TERTIARY NONE End ArmorSet Conditions = None Armor = ComancheArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresComancheArmor DamageFX = TankDamageFX End BuildCost = 1350 BuildTime = 20 ExperienceValue = 50 55 100 200 ExperienceRequired = 0 250 450 850 IsTrainable = Yes CommandSet = AmericaVehicleComancheCommandSet VoiceSelect = StealthComancheVoiceSelect VoiceMove = ComancheVoiceMove VoiceGuard = StealthComancheVoiceGuard VoiceAttack = StealthComancheVoiceAttack SoundAmbient = ComancheAmbientStealthLoop SoundAmbientRubble = NoSound UnitSpecificSounds VoiceCreate = StealthComancheVoiceCreate VoiceGarrison = ComancheVoiceMove VoiceFireRocketPods = ComancheVoiceAttackRocket SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject End RadarPriority = UNIT KindOf = PRELOAD CAN_ATTACK SELECTABLE VEHICLE AIRCRAFT TRANSPORT SCORE PRODUCED_AT_HELIPAD Body = ActiveBody ModuleTag_02 MaxHealth = 1000 InitialHealth = 1000 End Behavior = ChinookAIUpdate ModuleTag_07 MaxBoxes = 50 SupplyCenterActionDelay = 200 SupplyWarehouseActionDelay = 120 SupplyWarehouseScanDistance = 2000 SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 2 PerRopeDelayMin = 900 PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 RopeWobbleLen = 10 RopeWobbleAmplitude = 0.25 RopeWobbleRate = 180 RopeFinalHeight = 10 RappelSpeed = 30 MinDropHeight = 40 UpgradedSupplyBoost = 60 RotorWashParticleSystem = HelixRotorWashRing End Behavior = TransportContain ModuleTag_08 PassengersAllowedToFire = No Slots = 4 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 NumberOfExitPaths = 1 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting ArmedRidersUpgradeMyWeaponSet = Yes ScatterNearbyOnExit = Yes OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes End Behavior = PhysicsBehavior ModuleTag_04 Mass = 80 AerodynamicFriction = 0.07 AllowCollideForce = Yes AllowBouncing = No ShockResistance = 0.50 End Behavior = ExperienceScalarUpgrade ModuleTag_05 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1 End Behavior = WeaponSetUpgrade ModuleTag_06 TriggeredBy = Upgrade_ComancheRocketPods End Behavior = SubObjectsUpgrade ModuleTag_07 TriggeredBy = Upgrade_ComancheRocketPods ShowSubObjects = MISSILEUPGRADE End Behavior = ArmorUpgrade ModuleTag_Armour01 TriggeredBy = Upgrade_EnhancedAeronautics End Behavior = CountermeasuresBehavior ModuleTag_Armour02 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare VolleySize = 4 VolleyArcAngle = 90 VolleyVelocityFactor = 2 DelayBetweenVolleys = 220 NumberOfVolleys = 4 ReloadTime = 2000 EvasionRate = 35% ReactionLaunchLatency = 0 MissileDecoyDelay = 200 End Behavior = StealthUpdate ModuleTag_Stealth01 StealthDelay = 1500 StealthForbiddenConditions = FIRING_PRIMARY USING_ABILITY FriendlyOpacityMin = 50% FriendlyOpacityMax = 100% InnateStealth = No OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = StealthUpgrade ModuleTag_Stealth02 TriggeredBy = AirF_Upgrade_StealthComanche End Behavior = MaxHealthUpgrade ModuleTag_Stealth03 TriggeredBy = AirF_Upgrade_StealthComanche AddMaxHealth = 33 ChangeType = ADD_CURRENT_HEALTH_TOO End Behavior = VeterancyGainCreate ModuleTag_PilotTraining StartingLevel = VETERAN ScienceRequired = AirF_SCIENCE_HelicopterTraining End Locomotor = SET_NORMAL ComancheLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = FXListDie ModuleTag_11 DeathFX = FX_ComancheStartDeath End Behavior = HelicopterSlowDeathBehavior ModuleTag_12 DestructionDelay = 11000 SpiralOrbitTurnRate = 140 SpiralOrbitForwardSpeed = 350 SpiralOrbitForwardSpeedDamping = .9999 MaxBraking = 190 SoundDeathLoop = ComancheDamagedLoop MinSelfSpin = 100 MaxSelfSpin = 300 SelfSpinUpdateDelay = 100 SelfSpinUpdateAmount = 10 FallHowFast = 12.0% MinBladeFlyOffDelay = 1500 MaxBladeFlyOffDelay = 1500 AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = AirF_ComancheBlades BladeBoneName = AVComanche_Prop OCLEjectPilot = OCL_DummyObjectCreationEntry FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 10 FinalRubbleObject = ComancheAGRubbleHull End Behavior = EjectPilotDie ModuleTag_13 ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_HelicopterPod VeterancyLevels = ALL -REGULAR End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 AflameDamageAmount = 5 AflameDamageDelay = 500 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 24 GeometryMinorRadius = 8 GeometryHeight = 10 GeometryIsSmall = No End Object IncendiaryVehicleBulletImpactDummyLaser KindOf = IMMOBILE INERT ClientUpdate = LaserUpdate ModuleTag_02 TargetParticleSystem = TankStruckSparks End Behavior = DeletionUpdate ModuleTag_03 MinLifetime = 1 MaxLifetime = 1 End End --------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------- Note im using cc united Mode and thnx before hand This post has been edited by Alexferra: 29 Dec 2018, 23:35 |
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29 Dec 2018, 23:52
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#2
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Group: Members Posts: 4 Joined: 28 December 2018 Member No.: 19152 |
sorry i posted wrong codes for Scode done
Object AmericaVehicleScoutDrone SelectPortrait = SAScout_L ButtonImage = SAScout UpgradeCameo1 = Upgrade_AmericaDroneArmor Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVScoutDr Animation = AVScoutDr.AVScoutDr AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = AVScoutDr_d Animation = AVScoutDr_d.AVScoutDr_d AnimationMode = LOOP End End DisplayName = OBJECT:ScoutDrone Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ArmorSet Conditions = None Armor = GenericDroneArmor DamageFX = SmallTankDamageFX End BuildCost = 100 BuildTime = 1 VisionRange = 400 ShroudClearingRange = 500 IsTrainable = No RadarPriority = UNIT KindOf = PRELOAD VEHICLE AIRCRAFT SELECTABLE DRONE SCORE Body = ActiveBody ModuleTag_AI01 MaxHealth = 600 InitialHealth = 600 End Behavior = AIUpdateInterface ModuleTag_AI02 Turret TurretTurnRate = 60 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Behavior = StealthDetectorUpdate ModuleTag_AI04 DetectionRate = 500 CanDetectWhileGarrisoned = No CanDetectWhileContained = No End Behavior = PhysicsBehavior ModuleTag_AI05 Mass = 50 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = SlavedUpdate ModuleTag_AI06 GuardMaxRange = 35 GuardWanderRange = 35 AttackRange = 75 AttackWanderRange = 10 ScoutRange = 75 ScoutWanderRange = 10 DistToTargetToGrantRangeBonus = 20 StayOnSameLayerAsMaster = Yes End Behavior = MaxHealthUpgrade ModuleTag_07 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 200 ChangeType = ADD_CURRENT_HEALTH_TOO End Locomotor = SET_NORMAL DroneLocomotor Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 AflameDamageAmount = 5 AflameDamageDelay = 500 End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = InstantDeathBehavior DeathModuleTag_Die DeathTypes = ALL FX = FX_AmericaScoutDroneExplode OCL = OCL_AmericaScoutDroneExplode End Behavior = UpgradeDie ModuleTag_12 DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaScoutDrone ModuleTag_13 End Geometry = SPHERE GeometryMajorRadius = 6 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End |
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