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Problems with ScoutDrone & Rappelling
Alexferra
post 29 Dec 2018, 23:31
Post #1



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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 tongue.gif
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

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Note im using cc united Mode and thnx before hand rolleyes.gif

This post has been edited by Alexferra: 29 Dec 2018, 23:35
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Alexferra
post 29 Dec 2018, 23:52
Post #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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