Tomahank Storm and ICBM for SupWepon General |
Tomahank Storm and ICBM for SupWepon General |
19 Aug 2013, 15:35
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#26
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
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 |
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20 Aug 2013, 18:32
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#27
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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
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20 Aug 2013, 20:32
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#28
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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? |
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21 Aug 2013, 4:00
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#29
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The X General 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.
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21 Aug 2013, 17:09
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#30
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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
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21 Aug 2013, 17:12
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#31
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
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6 May 2019, 17:58
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#32
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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 |
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Lo-Fi Version | Time is now: 15 June 2024 - 22:23 |