Help !!!, Modding |
Help !!!, Modding |
6 Jun 2017, 2:22
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#1
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Group: Members Posts: 4 Joined: 5 June 2017 Member No.: 15413 |
Hi, how can I replace Crusader or Paladin tank with M1A1 Abrams model which I got from ModDB
This model works on original Zero Hour but not the Rise of the Reds (game functions normal but after building the unit, game goes crash) Here is the coding I made for M1Abrams, can someone help me with this ? Object AmericaTankM1Abrams ; *** ART Parameters *** SelectPortrait = SACLeopard_L ButtonImage = SACLeopard UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaAdvancedTraining UpgradeCameo4 = Upgrade_AmericaCompositeArmor ;UpgradeCameo5 = Draw = W3DTankDraw ModuleTag_Tank01 ConditionState Model = AVAbrams Turret = Turret WeaponFireFXBone = PRIMARY TURRETMS WeaponLaunchBone = PRIMARY TURRETMS WeaponRecoilBone = PRIMARY Barrel End ConditionState = REALLYDAMAGED Model = AVAbrams_D End ConditionState = RUBBLE Model = AVAbrams_D End TrackMarks = EXTnkTrack.tga 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. OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:M1Abrams Side = America EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY AbramsTankGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1000 BuildTime = 10.0 ;in seconds VisionRange = 300 ShroudClearingRange = 300 Prerequisites Object = AmericaWarFactory End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;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 = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaTankM1AbramsCommandSet ; *** AUDIO Parameters *** VoiceSelect = CrusaderTankVoiceSelect VoiceMove = CrusaderTankVoiceMove VoiceGuard = CrusaderTankVoiceMove VoiceAttack = CrusaderTankVoiceAttack SoundMoveStart = CrusaderTankMoveStart SoundMoveStartDamaged = CrusaderTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = CrusaderTankVoiceCreate VoiceEnter = CrusaderTankVoiceMove TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = CrusaderTankVoiceCrush End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 500 InitialHealth = 500 ; 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 = 960 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 180 ;60 // turn rate, in degrees per sec ControlledWeaponSlots= PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = ObjectCreationUpgrade ModuleTag_05 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone End Behavior = WeaponBonusUpgrade ModuleTag_TargeteerDroneBonus01 TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone End Behavior = ProductionUpdate ModuleTag_07 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_08 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = MaxHealthUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_CrusaderTurret End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End This post has been edited by 源内あお: 6 Jun 2017, 2:23 |
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6 Jun 2017, 4:25
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#2
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Open worldbuilder and check what it says
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6 Jun 2017, 4:35
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#3
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Group: Members Posts: 4 Joined: 5 June 2017 Member No.: 15413 |
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