IPB

Welcome Guest ( Log In | Register )

2 Pages V  < 1 2  
Reply to this topicStart new topic
Tomahank Storm and ICBM for SupWepon General
Oliver
post 19 Aug 2013, 15:35
Post #26



Group Icon

Group: Dev. Team
Posts: 964
Joined: 15 August 2013
From: Portugal, Lisbon
Member No.: 10072



QUOTE (Zeke @ 19 Aug 2013, 15:12) *
Nah go ahead, you should always post them anyway, also post upload command button and command set ini files.


Data/INI

CommandButton

CODE
CommandButton SupW_Command_TomahawkStorm
Command = SPECIAL_POWER
SpecialPower = SuperweaponTomahawkStorm
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:TomahawkStorm
ButtonImage = SAToHkStm
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireTomahawkStorm
RadiusCursorType = SCUDSTORM
InvalidCursorName = GenericInvalid
End

CommandButton SupW_Command_TomahawkStormFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponTomahawkStorm
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:TomahawkStorm
ButtonImage = SAToHkStm
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireTomahawkStorm
RadiusCursorType = SCUDSTORM
InvalidCursorName = GenericInvalid
End

CommandButton SupW_Command_ConstructAmericaTomahawkStorm
Command = DOZER_CONSTRUCT
Object = SupW_AmericaTomahawkStorm
TextLabel = CONTROLBAR:ConstructAmericaTomahawkStorm
ButtonImage = SAToHkStm
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipAmericaBuildTomahawkStorm
End


CommandSet

CODE
CommandSet SupW_AmericaTomahawkStormCommandSet
1 = SupW_Command_TomahawkStorm
14 = Command_Sell
End

CommandSet SupW_AmericaDozerCommandSet
1 = SupW_Command_ConstructAmericaPowerPlant
2 = SupW_Command_ConstructAmericaStrategyCenter
3 = SupW_Command_ConstructAmericaBarracks
4 = SupW_Command_ConstructAmericaSupplyDropZone
5 = SupW_Command_ConstructAmericaSupplyCenter
6 = SupW_Command_ConstructAmericaParticleCannonUplink
7 = SupW_Command_ConstructAmericaPatriotBattery
8 = SupW_Command_ConstructAmericaCruiseMissileLauncher
9 = SupW_Command_ConstructAmericaFireBase
10 = SupW_Command_ConstructAmericaTomahawkStorm
11 = SupW_Command_ConstructAmericaWarFactory
12 = SupW_Command_ConstructAmericaCommandCenter
13 = SupW_Command_ConstructAmericaAirfield
14 = Command_DisarmMinesAtPosition
End


ObjectionCreationList

CODE
ObjectCreationList SUPERWEAPON_TomahawkStorm
Attack
WeaponSlot = PRIMARY
NumberOfShots = 9
DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius
DeliveryDecal
Texture = SCCScudStorm_GLA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:33 G:255 B:67 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End


SpecialPower

CODE
SpecialPower SuperweaponTomahawkStorm
Enum = SPECIAL_SCUD_STORM
ReloadTime = 300000 ; in milliseconds. min is 2x door/open close time!
InitiateSound = ScudStormInitiated
PublicTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 200 ; align with ObjectCreationList.ini's DeliveryDecalRadius
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End


Weapon

CODE
Weapon TomahawkStormWeapon
PrimaryDamage = 0 ; not used for this weapon (it's "special")
PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
AttackRange = 999999 ; not used for this weapon (it's "special")
DamageType = EXPLOSION ; not used for this weapon (it's "special")
DeathType = EXPLODED
WeaponSpeed = 99999 ; not used for this weapon (it's "special")
ProjectileObject = TomahawkStormMissile
ProjectileExhaust = ScudMissileExhaust
FireFX = WeaponFX_ScudStormMissile
FireSound = ScudStormLaunch
ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = Min:100 Max:1000
ClipSize = 9
ClipReloadTime = 10000 ; give it time to sink into the ground
AutoReloadsClip = Yes
ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below

; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
; These specific points are an even distribution simulating a 150 ScatterRadius.
; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.

ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
ScatterTarget = X: 0.000 Y: 0.133
ScatterTarget = X: 0.133 Y:-0.200
ScatterTarget = X:-0.067 Y: 0.667
ScatterTarget = X: 0.300 Y: 0.300
ScatterTarget = X: 0.767 Y: 0.000
ScatterTarget = X: 0.500 Y:-0.567
ScatterTarget = X:-0.333 Y:-0.800
ScatterTarget = X:-0.600 Y:-0.1333
ScatterTarget = X:-0.567 Y: 0.433

PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
AcceptableAimDelta = 180 ; Don't need to turn at all.

; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End

;------------------------------------------------------------------------------
Weapon TomahawkStormDamageWeapon
PrimaryDamage = 500.0
PrimaryDamageRadius = 50.0
SecondaryDamage = 150.0 ;50.0
SecondaryDamageRadius = 200.0
AttackRange = 200.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 600 ; dist/sec
FireFX = WeaponFX_BombTruckDefaultBombDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
End


Data/INI/Object

SuperWeaponGeneral

CODE
Object SupW_AmericaTomahawkStorm

; *** ART Parameters ***
SelectPortrait = SAToHkStm_L
ButtonImage = SAToHkStm

Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY
ConditionState = NONE
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY Trans_ATTACKING
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING
Model = ABTmhkStmSW_A2
Animation = ABTmhkStmSW_A2.ABTmhkStmSW_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A
TransitionState = Trans_ATTACKING Trans_READY
Model = ABTmhkStmSW_A3
Animation = ABTmhkStmSW_A3.ABTmhkStmSW_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABTmhkStmSW
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABTmhkStmSW_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABTmhkStmSW_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = DAMAGED
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_DAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING DAMAGED
Model = ABTmhkStmSW_DA2
Animation = ABTmhkStmSW_DA2.ABTmhkStmSW_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_DAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A DAMAGED
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED
TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED
Model = ABTmhkStmSW_DA3
Animation = ABTmhkStmSW_DA3.ABTmhkStmSW_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = REALLYDAMAGED RUBBLE
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_REALLYDAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING REALLYDAMAGED RUBBLE
Model = ABTmhkStmSW_EA2
Animation = ABTmhkStmSW_EA2.ABTmhkStmSW_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_REALLYDAMAGED
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE
TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED
Model = ABTmhkStmSW_EA3
Animation = ABTmhkStmSW_EA3.ABTmhkStmSW_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = NIGHT
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING NIGHT
Model = ABTmhkStmSW_A2
Animation = ABTmhkStmSW_A2.ABTmhkStmSW_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A NIGHT
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT
TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT
Model = ABTmhkStmSW_A3
Animation = ABTmhkStmSW_A3.ABTmhkStmSW_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABTmhkStmSW
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
Model = ABTmhkStmSW_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
Model = ABTmhkStmSW_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = DAMAGED NIGHT
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_DAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING DAMAGED NIGHT
Model = ABTmhkStmSW_DA2
Animation = ABTmhkStmSW_DA2.ABTmhkStmSW_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED
TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT
Model = ABTmhkStmSW_DA3
Animation = ABTmhkStmSW_DA3.ABTmhkStmSW_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT
Model = ABTmhkStmSW_EA2
Animation = ABTmhkStmSW_EA2.ABTmhkStmSW_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT
ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE
TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT
Model = ABTmhkStmSW_EA3
Animation = ABTmhkStmSW_EA3.ABTmhkStmSW_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2
ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
End

PlacementViewAngle = -45 ; ***DESIGN parameters ***
DisplayName = OBJECT:SupW_AmericaTomahawkStorm
Side = AmericaSuperWeaponGeneral
EditorSorting = STRUCTURE
Prerequisites
Object = SupW_AmericaStrategyCenter
End
BuildCost = 4000
BuildTime = 60.0 ; in seconds
EnergyProduction = 0
CommandSet = SupW_AmericaTomahawkStormCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different.
; Using same value? Then use KINDOF_REVEAL_TO_ALL instead!
WeaponSet
Conditions = None
Weapon = PRIMARY TomahawkStormWeapon
AutoChooseSources = PRIMARY NONE
End
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 400 400 400 400 ; Experience point value at each level
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType

; *** AUDIO Parameters ***
VoiceSelect = ScudStormSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON
Body = StructureBody ModuleTag_07
MaxHealth = 4000.0
InitialHealth = 4000.0

; 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 = 4200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End

Behavior = AIUpdateInterface ModuleTag_09
End

Behavior = OCLSpecialPower ModuleTag_10
SpecialPowerTemplate = SuperweaponTomahawkStorm
OCL = SUPERWEAPON_TomahawkStorm
End
Behavior = ProductionUpdate ModuleTag_20
End

Behavior = GenerateMinefieldBehavior ModuleTag_21
TriggeredBy = Upgrade_AmericaMines
MineName = AmericaStandardMine
SmartBorder = Yes
AlwaysCircular = Yes

Upgradable = Yes
UpgradedTriggeredBy = Upgrade_AmericaEMPMines
UpgradedMineName = AmericaEMPMine
End

Behavior = CommandSetUpgrade ModuleTag_25
CommandSet = SupW_AmericaTomahawkStormCommandSetUpgrade
TriggeredBy = Upgrade_AmericaMines
End
Behavior = ArmorUpgrade ModuleTag_26
TriggeredBy = Upgrade_AmericaEMPMines
End

Behavior = SpecialPowerCreate ModuleTag_11
;nothing
End

Behavior = DestroyDie ModuleTag_12
;nothing
End
Behavior = FXListDie ModuleTag_14
DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
ExemptStatus = UNDER_CONSTRUCTION
End

Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = RadiusDecalUpdate ModuleTag_17
; nothing
End

Behavior = TransitionDamageFX ModuleTag_18
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End

Behavior = FXListDie ModuleTag_19
DeathFX = FX_BuildingDie
End

Geometry = BOX
GeometryMajorRadius = 71.0
GeometryMinorRadius = 67.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End


WeaponObjects

CODE
Object TomahawkStormMissile

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = TomahawkStorm_M
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkStormMissile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting
;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have
;*AntiBallisticMissile = Yes set in the Weapon.ini.
Armor = ProjectileArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 10000.0
InitialHealth = 10000.0

; 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.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 400
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End

Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = No
FuelLifetime = 0
IgnitionDelay = 0
IgnitionFX = FX_TomahawkIgnition
InitialVelocity = 0 ; in dist/sec
DistanceToTravelBeforeTurning = 80
DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight.
; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D
; heart, being over the target counts as "there", so we'll give up and just go straight.

DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba.
End
Behavior = SpecialPowerCompletionDie ModuleTag_09
SpecialPowerTemplate = SuperweaponTomahawkStorm
End

Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 15.0
TargetHeightIncludesStructures = Yes
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
DeathWeapon = TomahawkStormDamageWeapon
StartsActive = Yes
End

Locomotor = SET_NORMAL TomahawkMissileLocomotor

Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 8.0
GeometryHeight = 4.0
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
End
Go to the top of the page
 
+Quote Post
Admiral*Alex
post 20 Aug 2013, 18:32
Post #27



Group Icon

Group: Members
Posts: 381
Joined: 24 March 2013
From: Wyoming, Michigan, USA
Member No.: 9872
'Ex'-American Tanker figthing for the ECA



i don't see any thing wrong but i''l post my codes as well, also try my codes in your game they should work

PS i made it for the vanilla US faction and ignore the emp patriot battery,laser uplink cannon a,laser patriot battery, and cruise missile launcher

CODE
CommandSet AmericaDozerCommandSet
1 = Command_ConstructAmericaPowerPlant
2 = Command_ConstructAmericaStrategyCenter
3 = Command_ConstructAmericaBarracks
4 = Command_ConstructAmericaSupplyDropZone
5 = Command_ConstructAmericaSupplyCenter
6 = Command_ConstructAmericaLaserUpLinkCannonA
7 = Command_ConstructAmericaEMPPatriotBattery
8 = Command_ConstructAmericaCommandCenter
9 = Command_ConstructAmericaLaserPatriotBattery
10 = Command_ConstructAmericaCruiseMissileLauncher
11 = Command_ConstructAmericaWarFactory
12 = Command_ConstructAmericaTomahawkStorm
13 = Command_ConstructAmericaAirfield
14 = Command_DisarmMinesAtPosition
End

CODE
CommandButton Command_TomahawkStorm
Command = SPECIAL_POWER
SpecialPower = SuperweaponTomahawkStorm
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:TomahawkStorm
ButtonImage = SAToHkStm
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipFireTomahawkStorm
RadiusCursorType = CARPETBOMB
InvalidCursorName = GenericInvalid
End

CommandButton Command_TomahawkStormShortCut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = SuperweaponTomahawkStorm
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:TomahawkStorm
ButtonImage = SAToHkStm
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipFireTomahawkStorm
RadiusCursorType = CARPETBOMB
InvalidCursorName = GenericInvalid
End

CommandButton Command_ConstructAmericaTomahawkStorm
Command = DOZER_CONSTRUCT
Object = AmericaTomahawkStorm
TextLabel = CONTROLBAR:ConstructAmericaTomahawkStorm
ButtonImage = SAToHkStm
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawkStorm
End

CODE
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_TomahawkStorm
Attack
WeaponSlot = PRIMARY
NumberOfShots = 9
DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius
DeliveryDecal
Texture = SCCCarpBomb
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:33 G:255 B:67 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End

CODE
;-----------------------------------------------------------------------------
SpecialPower SuperweaponTomahawkStorm
Enum = SPECIAL_SCUD_STORM
ReloadTime = 300000 ; in milliseconds. min is 2x door/open close time!
InitiateSound = ScudStormInitiated
PublicTimer = Yes
ViewObjectDuration = 40000
ViewObjectRange = 250
RadiusCursorRadius = 200 ; align with ObjectCreationList.ini's DeliveryDecalRadius
ShortcutPower = Yes ;Capable of being fired by the side-bar shortcut.
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End

CODE
;------------------------------------------------------------------------------
Object AmericaTomahawkStorm


; *** ART Parameters ***
SelectPortrait = SAToHkStm_L
ButtonImage = SAToHkStm
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

; day
ConditionState = NONE ; lying around
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End

ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot
Model = ABTmhkStmSW_A2
Animation = ABTmhkStmSW_A2.ABTmhkStmSW_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A

TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people
Model = ABTmhkStmSW_A3
Animation = ABTmhkStmSW_A3.ABTmhkStmSW_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABTmhkStmSW
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = ABTmhkStmSW_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = ABTmhkStmSW_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

;-------------------------------------------------------------------------------------------------------------------------
; day
ConditionState = DAMAGED
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_DAMAGED

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End

ConditionState = ATTACKING DAMAGED
Model = ABTmhkStmSW_DA2
Animation = ABTmhkStmSW_DA2.ABTmhkStmSW_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_DAMAGED

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A DAMAGED
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED

TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED
Model = ABTmhkStmSW_DA3
Animation = ABTmhkStmSW_DA3.ABTmhkStmSW_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End

;-------------------------------------------------------------------------------------------------------------------------
ConditionState = REALLYDAMAGED RUBBLE
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_REALLYDAMAGED

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

ConditionState = ATTACKING REALLYDAMAGED RUBBLE
Model = ABTmhkStmSW_EA2
Animation = ABTmhkStmSW_EA2.ABTmhkStmSW_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_REALLYDAMAGED

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End
AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE

TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED
Model = ABTmhkStmSW_EA3
Animation = ABTmhkStmSW_EA3.ABTmhkStmSW_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End

;-------------------------------------------------------------------------------------------------------------------------
; SNOW
ConditionState = SNOW ; from underground to lying around
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_SNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End

ConditionState = ATTACKING SNOW ; Projectile feedback code selectively hiding missiles as they shoot
Model = ABTmhkStmSW_A2
Animation = ABTmhkStmSW_A2.ABTmhkStmSW_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_SNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A SNOW

TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground
Model = ABTmhkStmSW_A3
Animation = ABTmhkStmSW_A3.ABTmhkStmSW_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End

ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = ABTmhkStmSW
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
Model = ABTmhkStmSW_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
Model = ABTmhkStmSW_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

;-------------------------------------------------------------------------------------------------------------------------
ConditionState = DAMAGED SNOW
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_DAMAGED_SNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End

ConditionState = ATTACKING DAMAGED SNOW
Model = ABTmhkStmSW_DA2
Animation = ABTmhkStmSW_DA2.ABTmhkStmSW_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_DAMAGED_SNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW

TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW
Model = ABTmhkStmSW_DA3
Animation = ABTmhkStmSW_DA3.ABTmhkStmSW_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End

;-------------------------------------------------------------------------------------------------------------------------

ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_REALLYDAMAGED_SNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End


ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW
Model = ABTmhkStmSW_EA2
Animation = ABTmhkStmSW_EA2.ABTmhkStmSW_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW

TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW
Model = ABTmhkStmSW_EA3
Animation = ABTmhkStmSW_EA3.ABTmhkStmSW_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End


;-------------------------------------------------------------------------------------------------------------------------
; NIGHT
ConditionState = NIGHT ; from underground to lying around
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_NIGHT

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End

ConditionState = ATTACKING NIGHT ; Projectile feedback code selectively hiding missiles as they shoot
Model = ABTmhkStmSW_A2
Animation = ABTmhkStmSW_A2.ABTmhkStmSW_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_NIGHT

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A NIGHT
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT

TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground
Model = ABTmhkStmSW_A3
Animation = ABTmhkStmSW_A3.ABTmhkStmSW_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End

ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = ABTmhkStmSW
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
Model = ABTmhkStmSW_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
Model = ABTmhkStmSW_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

;-------------------------------------------------------------------------------------------------------------------------
ConditionState = DAMAGED NIGHT
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_DAMAGED_NIGHT

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End

ConditionState = ATTACKING DAMAGED NIGHT
Model = ABTmhkStmSW_DA2
Animation = ABTmhkStmSW_DA2.ABTmhkStmSW_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED

TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT
Model = ABTmhkStmSW_DA3
Animation = ABTmhkStmSW_DA3.ABTmhkStmSW_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End

;-------------------------------------------------------------------------------------------------------------------------

ConditionState = REALLYDAMAGED RUBBLE NIGHT
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End


ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT
Model = ABTmhkStmSW_EA2
Animation = ABTmhkStmSW_EA2.ABTmhkStmSW_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE

TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT
Model = ABTmhkStmSW_EA3
Animation = ABTmhkStmSW_EA3.ABTmhkStmSW_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End

;-------------------------------------------------------------------------------------------------------------------------
; NIGHT SNOW
ConditionState = NIGHT SNOW ; from underground to lying around
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_NIGHTSNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW
Model = ABTmhkStmSW_A1
Animation = ABTmhkStmSW_A1.ABTmhkStmSW_A1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End

ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot
Model = ABTmhkStmSW_A2
Animation = ABTmhkStmSW_A2.ABTmhkStmSW_A2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_NIGHTSNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A NIGHT SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW

TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground
Model = ABTmhkStmSW_A3
Animation = ABTmhkStmSW_A3.ABTmhkStmSW_A3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End

ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = ABTmhkStmSW
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
Model = ABTmhkStmSW_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
Model = ABTmhkStmSW_E
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

;-------------------------------------------------------------------------------------------------------------------------
ConditionState = DAMAGED NIGHT SNOW
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW
Model = ABTmhkStmSW_DA1
Animation = ABTmhkStmSW_DA1.ABTmhkStmSW_DA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End

ConditionState = ATTACKING DAMAGED NIGHT SNOW
Model = ABTmhkStmSW_DA2
Animation = ABTmhkStmSW_DA2.ABTmhkStmSW_DA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW

TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW
Model = ABTmhkStmSW_DA3
Animation = ABTmhkStmSW_DA3.ABTmhkStmSW_DA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End

;-------------------------------------------------------------------------------------------------------------------------

ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 Missile07 Missile08 Missile09
TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium
End

TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW
Model = ABTmhkStmSW_EA1
Animation = ABTmhkStmSW_EA1.ABTmhkStmSW_EA1
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES
WeaponLaunchBone = PRIMARY Missile

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End


ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW
Model = ABTmhkStmSW_EA2
Animation = ABTmhkStmSW_EA2.ABTmhkStmSW_EA2
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
WeaponLaunchBone = PRIMARY Missile
TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW

ParticleSysBone = SteamM01 SteamLarge
ParticleSysBone = SteamS01 SteamMedium

End
AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW
AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW

TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW
Model = ABTmhkStmSW_EA3
Animation = ABTmhkStmSW_EA3.ABTmhkStmSW_EA3
AnimationMode = ONCE
Flags = MAINTAIN_FRAME_ACROSS_STATES2

ParticleSysBone = SteamM01 SteamVent
ParticleSysBone = SteamS01 SteamVent
End


ConditionState = SOLD
Model = NONE
End
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD DAMAGED SNOW
AliasConditionState = SOLD REALLYDAMAGED SNOW
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD DAMAGED NIGHT
AliasConditionState = SOLD REALLYDAMAGED NIGHT
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD DAMAGED NIGHT SNOW
AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW
End

;-------------------------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------------------------
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes

ConditionState = None
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End

ConditionState = SOLD
Model = NONE
End
ConditionState = SOLD SNOW
Model = NONE
End
ConditionState = SOLD NIGHT
Model = NONE
End
ConditionState = SOLD NIGHT SNOW
Model = NONE
End

ConditionState = PREATTACK_A ATTACKING
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End

ConditionState = ATTACKING
Model = UBScudStrm_A5
Animation = UBScudStrm_A5.UBScudStrm_A5
AnimationMode = LOOP
Flags = START_FRAME_FIRST
End

;These assets are missing (KM: removed to get rid of assert)
;ConditionState = DAMAGED
; Model = UBScudStrm_DA5
; Animation = UBScudStrm_DA5.UBScudStrm_DA5
; AnimationMode = MANUAL
; Flags = START_FRAME_FIRST
;End

;These assets are missing (KM: removed to get rid of assert)
;ConditionState = PREATTACK_A ATTACKING DAMAGED
; Model = UBScudStrm_DA5
; Animation = UBScudStrm_DA5.UBScudStrm_DA5
; AnimationMode = LOOP
; Flags = START_FRAME_FIRST
;End

;These assets are missing (KM: removed to get rid of assert)
;ConditionState = ATTACKING DAMAGED
; Model = UBScudStrm_DA5
; Animation = UBScudStrm_DA5.UBScudStrm_DA5
; AnimationMode = LOOP
; Flags = START_FRAME_FIRST
;End

;These assets are missing (KM: removed to get rid of assert)
;ConditionState = REALLYDAMAGED
; Model = UBScudStrm_EA5
; Animation = UBScudStrm_EA5.UBScudStrm_EA5
; AnimationMode = MANUAL
; Flags = START_FRAME_FIRST
;End

;These assets are missing (KM: removed to get rid of assert)
;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED
; Model = UBScudStrm_EA5
; Animation = UBScudStrm_EA5.UBScudStrm_EA5
; AnimationMode = LOOP
; Flags = START_FRAME_FIRST
;End

;These assets are missing (KM: removed to get rid of assert)
;ConditionState = ATTACKING REALLYDAMAGED
; Model = UBScudStrm_EA5
; Animation = UBScudStrm_EA5.UBScudStrm_EA5
; AnimationMode = LOOP
; Flags = START_FRAME_FIRST
;End

End

Draw = W3DModelDraw ModuleTag_03
OkToChangeModelColor = Yes

ConditionState = None
Model = UBScudStrm_A6
Animation = UBScudStrm_A6.UBScudStrm_A6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End

ConditionState = DAMAGED
Model = UBScudStrm_DA6
Animation = UBScudStrm_DA6.UBScudStrm_DA6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End

ConditionState = REALLYDAMAGED RUBBLE
Model = UBScudStrm_EA6
Animation = UBScudStrm_EA6.UBScudStrm_EA6
AnimationMode = LOOP
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_A6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED

Model = UBScudStrm_DA6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
Model = UBScudStrm_EA6
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End

ConditionState = SOLD
Model = NONE
End
ConditionState = SOLD SNOW
Model = NONE
End
ConditionState = SOLD NIGHT
Model = NONE
End
ConditionState = SOLD NIGHT SNOW
Model = NONE
End

End


; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_05
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_AB
Animation = UBScudStrm_AB.UBScudStrm_AB
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_ABN
Animation = UBScudStrm_ABN.UBScudStrm_ABN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_ABS
Animation = UBScudStrm_ABS.UBScudStrm_ABS
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBScudStrm_ABSN
Animation = UBScudStrm_ABSN.UBScudStrm_ABSN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBScudStrm_AB
Animation = UBScudStrm_AB.UBScudStrm_AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBScudStrm_ABN
Animation = UBScudStrm_ABN.UBScudStrm_ABN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBScudStrm_ABS
Animation = UBScudStrm_ABS.UBScudStrm_ABS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBScudStrm_ABSN
Animation = UBScudStrm_ABSN.UBScudStrm_ABSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBScudStrm_AB
Animation = UBScudStrm_AB.UBScudStrm_AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBScudStrm_ABN
Animation = UBScudStrm_ABN.UBScudStrm_ABN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBScudStrm_ABS
Animation = UBScudStrm_ABS.UBScudStrm_ABS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBScudStrm_ABSN
Animation = UBScudStrm_ABSN.UBScudStrm_ABSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End

; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_06
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBScudStrm_AC
Animation = UBScudStrm_AC.UBScudStrm_AC
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBScudStrm_ACN
Animation = UBScudStrm_ACN.UBScudStrm_ACN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDust
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
ParticleSysBone = Smoke04 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBScudStrm_ACS
Animation = UBScudStrm_ACS.UBScudStrm_ACS
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBScudStrm_ACSN
Animation = UBScudStrm_ACSN.UBScudStrm_ACSN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingNightSnowDust
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBScudStrm_AC
Animation = UBScudStrm_AC.UBScudStrm_AC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBScudStrm_ACN
Animation = UBScudStrm_ACN.UBScudStrm_ACN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBScudStrm_ACS
Animation = UBScudStrm_ACS.UBScudStrm_ACS
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBScudStrm_ACSN
Animation = UBScudStrm_ACSN.UBScudStrm_ACSN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBScudStrm_AC
Animation = UBScudStrm_AC.UBScudStrm_AC
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBScudStrm_ACN
Animation = UBScudStrm_ACN.UBScudStrm_ACN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBScudStrm_ACS
Animation = UBScudStrm_ACS.UBScudStrm_ACS
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBScudStrm_ACSN
Animation = UBScudStrm_ACSN.UBScudStrm_ACSN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End

PlacementViewAngle = -45

; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkStorm
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaStrategyCenter SupW_AmericaStrategyCenter
End
BuildCost = 5000
BuildTime = 60.0 ; in seconds
EnergyProduction = -10
CommandSet = AmericaTomahawkStormCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different.
; Using same value? Then use KINDOF_REVEAL_TO_ALL instead!
WeaponSet
Conditions = None
Weapon = PRIMARY TomahawkStormWeapon
AutoChooseSources = PRIMARY NONE
End
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 400 400 400 400 ; Experience point value at each level
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType

; *** AUDIO Parameters ***
VoiceSelect = ScudStormSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON
Body = StructureBody ModuleTag_07
MaxHealth = 4000.0
InitialHealth = 4000.0

; 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 = 4200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End

Behavior = AIUpdateInterface ModuleTag_09
End

Behavior = OCLSpecialPower ModuleTag_10
SpecialPowerTemplate = SuperweaponTomahawkStorm
OCL = SUPERWEAPON_TomahawkStorm
End
Behavior = SpecialPowerCreate ModuleTag_11
;nothing
End

Behavior = DestroyDie ModuleTag_12
;nothing
End

Behavior = FXListDie ModuleTag_14
DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation
ExemptStatus = UNDER_CONSTRUCTION
End

Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = RadiusDecalUpdate ModuleTag_17
; nothing
End

Behavior = TransitionDamageFX ModuleTag_18
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End

Behavior = FXListDie ModuleTag_19
DeathFX = FX_BuildingDie
End

Geometry = BOX
GeometryMajorRadius = 71.0
GeometryMinorRadius = 67.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End

CODE
;------------------------------------------------------------------------------
Object TomahawkStormMissile

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVTomahawk_M
End
ConditionState = DAMAGED REALLYDAMAGED RUBBLE
Model = NONE
End

End

; ***DESIGN parameters ***
KindOf = PROJECTILE ;BALLISTIC_MISSILE
EditorSorting = SYSTEM
VisionRange = 300.0
ShroudClearingRange = 0
TransportSlotCount = 10
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** AUDIO Parameters ***
; SoundFallingFromPlane = DaisyCutterWeapon

; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 10000.0
InitialHealth = 10000.0
End

Behavior = PhysicsBehavior ModuleTag_03
Mass = 500.0
End

Behavior = MissileAIUpdate ModuleTag_04
TryToFollowTarget = No
FuelLifetime = 0 ; zero is infinite
InitialVelocity = 0 ; in dist/sec
IgnitionFX = FX_ScudStormIgnition
DistanceToTravelBeforeTurning = 500
DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight.
End
Locomotor = SET_NORMAL SCUDStormMissileLocomotor

Behavior = HeightDieUpdate ModuleTag_05
TargetHeight = 15.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
SnapToGroundOnDeath = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End

Behavior = DestroyDie ModuleTag_06
;nothing
End

Behavior = SpecialPowerCompletionDie ModuleTag_07
SpecialPowerTemplate = SuperweaponTomahawkStorm
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_08_Override
DeathWeapon = TomahawkStormDamageWeapon
StartsActive = Yes
End

Geometry = Cylinder
GeometryIsSmall = Yes
GeometryMajorRadius = 8.0
GeometryHeight = 4.0

End

CODE
;------------------------------------------------------------------------------
Weapon TomahawkStormDamageWeapon
PrimaryDamage = 500.0
PrimaryDamageRadius = 50.0
SecondaryDamage = 150.0
SecondaryDamageRadius = 200.0
AttackRange = 200.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 600
FireFX = WeaponFX_BombTruckHighExplosiveBombDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0
ClipSize = 0
ClipReloadTime = 0
End


;------------------------------------------------------------------------------
Weapon TomahawkStormWeapon
PrimaryDamage = 0 ; not used for this weapon (it's "special")
PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
AttackRange = 999999 ; not used for this weapon (it's "special")
DamageType = EXPLOSION ; not used for this weapon (it's "special")
DeathType = EXPLODED
WeaponSpeed = 999999 ; not used for this weapon (it's "special")
ProjectileObject = TomahawkStormMissile
ProjectileExhaust = TomahawkMissileExhaust
FireFX = WeaponFX_ScudStormMissile
FireSound = ScudStormLaunch
ProjectileDetonationFX = ScudStormMissileDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = Min:100 Max:1000
ClipSize = 9
ClipReloadTime = 10000 ; give it time to sink into the ground
AutoReloadsClip = Yes
ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below

; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
; These specific points are an even distribution simulating a 150 ScatterRadius.
; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.

ScatterTargetScalar = 120; replaces the ScatterRadius, above, for scaling this table, below
ScatterTarget = X: 0.000 Y: 0.133
ScatterTarget = X: 0.133 Y:-0.200
ScatterTarget = X:-0.067 Y: 0.667
ScatterTarget = X: 0.300 Y: 0.300
ScatterTarget = X: 0.767 Y: 0.000
ScatterTarget = X: 0.500 Y:-0.567
ScatterTarget = X:-0.333 Y:-0.800
ScatterTarget = X:-0.600 Y:-0.1333
ScatterTarget = X:-0.567 Y: 0.433

PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
AcceptableAimDelta = 180 ; Don't need to turn at all.

; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End


This post has been edited by general alex: 20 Aug 2013, 18:40


--------------------
The Devil Brigade Commander/Commander of NATO Forces
Go to the top of the page
 
+Quote Post
Oliver
post 20 Aug 2013, 20:32
Post #28



Group Icon

Group: Dev. Team
Posts: 964
Joined: 15 August 2013
From: Portugal, Lisbon
Member No.: 10072



Nice, got it to work thank you

Is there any way to change the "under-construction scaffolding" for USA version one?
Go to the top of the page
 
+Quote Post
Zeke
post 21 Aug 2013, 4:00
Post #29


The X General
Group Icon

Group: Project Leader
Posts: 2166
Joined: 7 June 2009
From: Philippines
Member No.: 73
Uniqueness is Overrated



You can by changing the model, but the tomahawk storm scaffolding was never made, so people ususlly use the USA command center's. The NPM Mod has proper tomahawk storn scaffolding you can ask n5p29 if you can use them.


--------------------
Go to the top of the page
 
+Quote Post
Admiral*Alex
post 21 Aug 2013, 17:09
Post #30



Group Icon

Group: Members
Posts: 381
Joined: 24 March 2013
From: Wyoming, Michigan, USA
Member No.: 9872
'Ex'-American Tanker figthing for the ECA



oliver do you need help with the ICBM missile/cruise missile silo?


--------------------
The Devil Brigade Commander/Commander of NATO Forces
Go to the top of the page
 
+Quote Post
Oliver
post 21 Aug 2013, 17:12
Post #31



Group Icon

Group: Dev. Team
Posts: 964
Joined: 15 August 2013
From: Portugal, Lisbon
Member No.: 10072



QUOTE (general alex @ 21 Aug 2013, 17:09) *
oliver do you need help with the ICBM missile/cruise missile silo?


no need my friend, that one was easy but thank you anyway
Go to the top of the page
 
+Quote Post
WARthog
post 6 May 2019, 17:58
Post #32



Group Icon

Group: Legend
Posts: 73
Joined: 6 June 2009
Member No.: 29
Projects: ShockWave Tester



sorry to necro an old topic...but could someone upload the files and explain where to save them to give the superweapon general the tomahawk storm (and the ICBM)?

I never play online but would love for her to have those two superweapons to choose from.


--------------------

let's cap some screens
Go to the top of the page
 
+Quote Post

2 Pages V  < 1 2
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 



Lo-Fi Version Time is now: 19 March 2024 - 6:06