Abillity upgrade, How to change Global Upgrade to Single Upgrade |
Abillity upgrade, How to change Global Upgrade to Single Upgrade |
17 Dec 2017, 23:59
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#1
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
I have this code
It's about the Upgrade KV1 to KV2, but that command will Upgrade all the KV1 model to KV2 model All i want is add ability upgrade to one by one KV1, and it's mean you will have 2 type KV1 and KV2... not just an KV2 ;------------------------------------------------------------------------------ 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_PanzerIIIArmored;Upgrade_Klim2 End ;----------------------------------------------------------------------------- Behavior = MaxHealthUpgrade ModuleTag_09aa TriggeredBy = Upgrade_PanzerIIIArmored;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 ;------------------------------------------------------------------------------ +++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++ Example like "PanzerIII Armoured" upgrade +++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++ ;------------------------------------------------------------------------------ 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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18 Dec 2017, 2:51
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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 |
So where is the upgrade button, and the upgrade codes?
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18 Dec 2017, 3:47
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#3
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
So where is the upgrade button, and the upgrade codes? about the Upgrade Button i found it in Commandset, it's from the building called :"ChinaPropagandaCenter" " CommandSet ChinaPropagandaCenterCommandSetUpgrade 1 = Command_IS2Locomotor 2 = Command_UpgradeChinaSubliminalMessaging 3 = Command_IS2Weapon 4 = Command_Upgrade_Klim2 -----------------> this is 6 = Command_UpgradeTankT3485 7 = Command_UpgradeAmericaChemicalSuits 13 = Command_UpgradeChinaMines 14 = Command_Sell 13 = Command_UpgradeEMPMines 14 = Command_Sell " Here is Upgrade code " Upgrade Upgrade_Klim2 DisplayName = UPGRADE:klim2 BuildTime = 55.0 BuildCost = 1500 ButtonImage = KV2_L ResearchSound = UpgradeComplite End " |
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18 Dec 2017, 3:52
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#4
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
I still need to see the upgrade button codes
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18 Dec 2017, 3:53
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#5
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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18 Dec 2017, 3:56
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#6
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
oww not that??? it's loca in??? " CommandButton Command_Upgrade_Klim2 Command = PLAYER_UPGRADE Upgrade = Upgrade_Klim2 TextLabel = CONTROLBAR:UpgradeKlim2 ButtonImage = KV2_L ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeKlim2 End " |
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18 Dec 2017, 4:00
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#7
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
replace the "PLAYER_UPGRADE" with "OBJECT_UPGRADE", like the overlord upgrade buttons, and move the button to the KV's commandset
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18 Dec 2017, 4:03
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#8
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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18 Dec 2017, 4:12
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#9
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
ok i'll do, wait yesterday i has tried to add the button of "PanzerIIIArmoured" but it still upgrade all thing I was change it in "CommandButton.ini", but it's still upgrade all KV1 to KV2 " CommandButton Command_Upgrade_Klim2 Command = OBJECT_UPGRADE;PLAYER_UPGRADE Upgrade = Upgrade_Klim2 TextLabel = CONTROLBAR:UpgradeKlim2 ButtonImage = KV2_L ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeKlim2 End " |
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18 Dec 2017, 4:25
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#10
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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18 Dec 2017, 5:05
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#11
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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, I forgot, you also need to add "Type = OBJECT" to the upgrade, check overlord upgrades for reference
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18 Dec 2017, 8:14
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#12
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
Ah, I forgot, you also need to add "Type = OBJECT" to the upgrade, check overlord upgrades for reference CommandButton Command_Upgrade_Klim2 Command = OBJECT_UPGRADE Upgrade = Upgrade_Klim2 Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeKlim2 ButtonImage = KV2_L ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeKlim2 End ++++Add "Type = Object" to this??? Sorry am still newbie for modding things This post has been edited by Harpie: 18 Dec 2017, 8:20 |
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18 Dec 2017, 16:26
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#13
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
the upgrade, not the upgrade button
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21 Dec 2017, 7:53
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#14
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Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
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21 Dec 2017, 16:02
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#15
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
ummm... the Upgrade in ???.ini The one you posted? QUOTE Upgrade Upgrade_Klim2
DisplayName = UPGRADE:klim2 BuildTime = 55.0 BuildCost = 1500 ButtonImage = KV2_L ResearchSound = UpgradeComplite End -------------------- |
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Lo-Fi Version | Time is now: 26 April 2024 - 4:15 |