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To buy an Pilot (Officer), How to buy an Pilot (Officer)
Harpie
post 1 Jul 2017, 7:43
Post #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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