I have this code
It's about the Upgrade KV1 to KV2, but that command will Upgrade all the KV1 model to KV2 model
All i want is add ability upgrade to one by one KV1, and it's mean you will have 2 type KV1 and KV2... not just an KV2
;------------------------------------------------------------------------------
Object HeavyTankKV_1
; *** ART Parameters ***
SelectPortrait = KV1
ButtonImage = KV1_L
UpgradeCameo1 = Upgrade_Klim2
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
;-----------------------Tank_KV-1----------------------
DefaultConditionState
Model = KV1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End
ConditionState = REALLYDAMAGED
Model = KV1D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End
ConditionState = RUBBLE
Model = KV1D1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End
;-----------------------Tank_KV-1-ELITE----------------------
ConditionState = WEAPONSET_ELITE
Model = KV1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzlt
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End
ConditionState = REALLYDAMAGED WEAPONSET_ELITE
Model = KV1D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End
ConditionState = RUBBLE WEAPONSET_ELITE
Model = KV1D1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle02
WeaponRecoilBone = PRIMARY Barrel02
WeaponMuzzleFlash = PRIMARY MuzzleFX02
WeaponLaunchBone = PRIMARY Muzzle02
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End
;-------------------------PantherUpgradeCrateTwo----------------------------
ConditionState = WEAPONSET_HERO
Model = KV1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End
ConditionState = REALLYDAMAGED WEAPONSET_HERO
Model = KV1D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End
ConditionState = RUBBLE WEAPONSET_HERO
Model = KV1D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End
;-----------------------Tank_KV-2----------------------
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = KV2
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End
ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = KV2D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End
ConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE
Model = KV2D1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL01 Muzzle01 MuzzleFX01
HideSubObject = BARREL02 Muzzle02 MuzzleFX02 Flages
End
;-----------------------Tank_KV-1-ELITE----------------------
ConditionState = WEAPONSET_ELITE WEAPONSET_PLAYER_UPGRADE
Model = KV2
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End
ConditionState = REALLYDAMAGED WEAPONSET_ELITE WEAPONSET_PLAYER_UPGRADE
Model = KV2D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End
ConditionState = RUBBLE WEAPONSET_ELITE WEAPONSET_PLAYER_UPGRADE
Model = KV2D1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02
HideSubObject = BARREL01 Muzzle01 MuzzleFX01 Flages
End
;-------------------------PantherUpgradeCrateTwo----------------------------
ConditionState = WEAPONSET_HERO WEAPONSET_PLAYER_UPGRADE
Model = KV2
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End
ConditionState = REALLYDAMAGED WEAPONSET_HERO WEAPONSET_PLAYER_UPGRADE
Model = KV2D
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End
ConditionState = RUBBLE WEAPONSET_HERO WEAPONSET_PLAYER_UPGRADE
Model = KV2D1
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
ShowSubObject = Turret BARREL02 Muzzle02 MuzzleFX02 Flages
HideSubObject = BARREL01 Muzzle01 MuzzleFX01
End
TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
TreadAnimationRate = 2.0; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:KV1
Side = Russia
EditorSorting = VEHICLE
TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY C53
Weapon = SECONDARY MG34
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY M-10T
Weapon = SECONDARY MG34
Weapon = TERTIARY PVODSHKT
End
ArmorSet
Conditions = None
Armor = TankHardArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = TankHardArmor
DamageFX = TankDamageFX
End
BuildCost = 1500
BuildTime = 19.0 ;in seconds
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = RussianStructureSpeakerTower;RussianStructureHeavyFactory
End
ExperienceValue = 500 700 900 1000 ;Experience point value at each level
ExperienceRequired = 500 800 1800 2500;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = StandartCommandSet
; *** AUDIO Parameters ***
VoiceSelect = JS2TankVoiceSelect
;SoundMoveStart = OverlordTankMoveStart
;SoundMoveStartDamaged = OverlordTankMoveStart
VoiceMove = JS2TankVoiceMove
VoiceGuard = JS2TankVoiceMove
VoiceAttack = JS2TankVoiceAttack
SoundMoveLoop = IS2Loop
SoundMoveLoopDamaged = IS2Loop
SoundAmbient = HeavyTankAmbientLoop
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = JS2TankVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceCrush = JS2TankVoiceCrush
VoiceEnter = JS2TankVoiceMove
VoiceUnload = OverlordTankVoiceUnload
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE
Body = ActiveBody ModuleTag_02
MaxHealth = 650.0
InitialHealth = 650.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 35 ; turn rate, in degrees per sec
NaturalTurretAngle = 0
MinIdleScanAngle = 20 ; in degrees off the natural turret angle
MaxIdleScanAngle = 30 ; in degrees off the natural turret angle
MinIdleScanInterval = 5000 ; in milliseconds
MaxIdleScanInterval = 10000 ; in milliseconds
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL KV2Locomotor
Behavior = PhysicsBehavior ModuleTag_07
Mass = 40.0
End
Behavior = TransportContain ModuleTag_11
PassengersAllowedToFire = no;yes
Slots = 5
;InitialPayload = GermanTankPanzerI
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 150% ;10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
; Smoke for a bit then explode
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 1500
; DestructionDelayVariance = 500
; FX = INITIAL FX_OverlordSmoke
; OCL = FINAL OCL_KV1DeathEffect
; FX = FINAL FX_GenericTankDeathExplosion
; End
; Catch fire, and explode death
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 2000
; DestructionDelayVariance = 300
; FX = INITIAL FX_CrusaderCatchFire
; OCL = FINAL OCL_KV1DeathEffect
; FX = FINAL FX_GenericTankDeathExplosion
; End
; Just explode death
Behavior = SlowDeathBehavior ModuleTag_08
ProbabilityModifier = 25
DestructionDelay = 1200000
DestructionDelayVariance = 20
OCL = FINAL OCL_KV1DeathEffect
FX = FINAL FX_BlitzGenericVehicleDieLarge ;FX_BlitzGenericVehicleDie
FX = INITIAL FX_BlitzIITankInitialDeath
End
Behavior = CreateCrateDie ModuleTag_09
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
DeathWeapon = TankerTruckWeapon
StartsActive = Yes
End
Behavior = FlammableUpdate ModuleTag_11
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = EjectPilotDie ModuleTag_12
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
; The following added out per hotlist request 10/9 as above ML
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectUSSRPilotOnGround
AirCreationList = OCL_EjectPilotUSSRViaParachute
End
Behavior = WeaponSetUpgrade ModuleTag_13
TriggeredBy = Upgrade_Klim2
End
Behavior = ExperienceScalarUpgrade ModuleTag_16
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
;Behavior = OverlordContain ModuleTag_26 ; Like Transport, but when full, passes transport queries along to first ;passenger (redirects like tunnel)
; Slots = 1
;DamagePercentToUnits = 100%
;AllowInsideKindOf = PORTABLE_STRUCTURE
;PassengersAllowedToFire = Yes
;PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
;ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
;End
Behavior = ProductionUpdate ModuleTag_25
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
;-----------------------------------------------------------------------------
Behavior = ObjectCreationUpgrade ModuleTag_22
UpgradeObject = OCL_RusPVOMG_KV2
TriggeredBy = Upgrade_PanzerIIIArmored;Upgrade_Klim2
End
;-----------------------------------------------------------------------------
Behavior = MaxHealthUpgrade ModuleTag_09aa
TriggeredBy = Upgrade_PanzerIIIArmored;Upgrade_Klim2
AddMaxHealth = 200.0
ChangeType = ADD_CURRENT_HEALTH_TOO
End
Behavior = VeterancyGainCreate ModuleTag_20
StartingLevel = VETERAN
ScienceRequired = SCIENCE_RedGuardTraining
End
Geometry = BOX
GeometryMajorRadius = 18.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;------------------------------------------------------------------------------
+++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++
Example like "PanzerIII Armoured" upgrade
+++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++
;------------------------------------------------------------------------------
Object GermanTankPanzerIII
; *** ART Parameters ***
SelectPortrait = PzrIIIF
ButtonImage = PzrIIIF_L
UpgradeCameo1 = Upgrade_ChinaBlackNapalm
UpgradeCameo2 = Upgrade_PanzerIIIArmored
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
;-------------------Normal
DefaultConditionState
Model = PanzerIII
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
HideSubObject = ARMOR
End
ConditionState = REALLYDAMAGED
Model = PanzerIIID
Turret = Turret
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
HideSubObject = ARMOR
End
ConditionState = RUBBLE
Model = PanzerIIID
Turret = Turret
HideSubObject = ARMOR
End
; --------Tank Tracks & Tread Movement -----------------------
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 1.9 ; texture to move per second
TreadDriveSpeedFraction = 0.25 ; treads stop moving.
TreadPivotSpeedFraction = 0.55 ; allow pivoting.
; ------------------------------------------------------------
End
; ***DESIGN parameters ***
DisplayName = object:germanvehiclepanzer3
Side = Germany
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY KWK36L/45
Weapon = SECONDARY MG34
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY KWK36L/45;PRIMARY KWK38Flame
Weapon = SECONDARY MG34;KWK38FireWall
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
PreferredAgainst = PRIMARY INFANTRY
PreferredAgainst = SECONDARY STRUCTURE
End
ArmorSet
Conditions = None
Armor = TankNormalArmor
DamageFX = TankDamageFX
End
; ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = TankHardArmor
; DamageFX = TankDamageFX
; End
BuildCost = 550
BuildTime = 15.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = GermanStructureSpeakerTower;GermanStructureWarFactory
End
ExperienceValue = 500 700 900 1000 ;Experience point value at each level
ExperienceRequired = 500 800 1800 2500;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = PanzerIIICommandSet
; *** AUDIO Parameters ***
VoiceSelect = PIVTankVoiceSelect
VoiceMove = PIVTankVoiceMove
VoiceGuard = PIVTankVoiceMove
VoiceAttack = PIVTankVoiceAttack
;SoundMoveStart = PanzerIIIMoveStart;TomahawkMoveStart
;SoundMoveStartDamaged = PanzerIIIMoveStart;TomahawkMoveStart
SoundMoveLoop = PanzerIIILoop
SoundMoveLoopDamaged = PanzerIIILoop
SoundAmbient = LightTankAmbientLoop
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = EvaVoiceCreate
;TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceSalvage = PIVTankVoiceSalvage
VoiceCrush = PIVTankVoiceCrush
VoiceEnter = PIVTankVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_03
MaxHealth = 240.0
InitialHealth = 240.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 860
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_04
Turret
TurretTurnRate = 60
NaturalTurretAngle = 0
MinIdleScanAngle = 30 ; in degrees off the natural turret angle
MaxIdleScanAngle = 50 ; in degrees off the natural turret angle
MinIdleScanInterval = 5000 ; in milliseconds
MaxIdleScanInterval = 10000 ; in milliseconds
TurretPitchRate = 120
AllowsPitch = Yes
MinPhysicalPitch = -15
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
; TurretFireAngleSweep = PRIMARY 10
; TurretFireAngleSweep = SECONDARY 60
; TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art)
; TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 0
End
Locomotor = SET_NORMAL MediumTankLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 20.0
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
DeathWeapon = TankerTruckWeapon
StartsActive = Yes
End
Behavior = ProductionUpdate ModuleTag_06
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_08
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 1200000;10
DestructionDelayVariance = 20
OCL = FINAL OCL_PanzerIIITank
FX = FINAL FX_BlitzGenericVehicleDieLarge ;FX_BlitzGenericVehicleDie
FX = INITIAL FX_BlitzIITankInitialDeath
End
Behavior = TransportContain ModuleTag_11
PassengersAllowedToFire = no;yes
Slots = 5
;InitialPayload = GermanTankPanzerI
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
ScatterNearbyOnExit = No
DamagePercentToUnits = 150% ;10%
AllowInsideKindOf = INFANTRY
ExitDelay = 250
NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
PassengersInTurret = Yes
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
End
Behavior = TransitionDamageFX ModuleTag_10
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
; A crushing defeat
Behavior = FXListDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
;Behavior = MaxHealthUpgrade ModuleTag_18;ArmorUpgrade ;ModuleTag_Armor01
;TriggeredBy = Upgrade_PanzerIIIArmored
; AddMaxHealth = 100
; ChangeType = ADD_CURRENT_HEALTH_TOO
;End
Behavior = WeaponSetUpgrade ModuleTag_Weap1
TriggeredBy = Upgrade_ChinaBlackNapalm
End
Behavior = CommandSetUpgrade ModuleTag_Weap2
CommandSet = PanzerIIICommandSetUP
TriggeredBy = Upgrade_ChinaBlackNapalm
End
Behavior = FlammableUpdate ModuleTag_16
AflameDuration = 500 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = SubObjectsUpgrade ModuleTag_17
;*** Bio bomb load ***
TriggeredBy = Upgrade_PanzerIIIArmored
ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb
ShowSubObjects = ARMOR
HideSubObjects = CamoN02
End
;Behavior = LocomotorSetUpgrade ModuleTag_18
; TriggeredBy = Upgrade_PanzerIIIArmored
;End
Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_PanzerIIIArmored
AddMaxHealth = 50.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = WeaponSetUpgrade ModuleTag_12
TriggeredBy = Upgrade_PanzerIIIArmored
End
Behavior = VeterancyGainCreate ModuleTag_20
StartingLevel = VETERAN
ScienceRequired = SCIENCE_TigerTankVeteran
End
Geometry = BOX
GeometryMajorRadius = 17.0
GeometryMinorRadius = 11.5
GeometryHeight = 12
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;--------------------------------------------------------
So where is the upgrade button, and the upgrade codes?
I still need to see the upgrade button codes
replace the "PLAYER_UPGRADE" with "OBJECT_UPGRADE", like the overlord upgrade buttons, and move the button to the KV's commandset
Ah, I forgot, you also need to add "Type = OBJECT" to the upgrade, check overlord upgrades for reference
the upgrade, not the upgrade button
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