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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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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