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SWR Productions Forum > Game Modding and Development > Generals/Zerohour Modding
hydra46
im starting on this one but, could you guys tell me if i need to change anything on the code?

Code:
;------------------------------------------------------------------------------
Object RussiaJetSU34

; *** ART Parameters ***
SelectPortrait = SRBerkut_L
ButtonImage = SRBerkut

UpgradeCameo1 = Upgrade_RussiaAdvancedMissileEngines


Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes
ParticlesAttachedToAnimatedBones = Yes

DefaultConditionState
Model = RVSU34
WeaponFireFXBone = PRIMARY WEAPONA
WeaponLaunchBone = PRIMARY WEAPONA
End

ConditionState = JETEXHAUST
ParticleSysBone = WINGTIP02 JetContrail
ParticleSysBone = WINGTIP01 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER
;ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = JETEXHAUST01 JetExhaust
ParticleSysBone = JETEXHAUST02 JetExhaust
ParticleSysBone = WINGTIP02 JetContrail
ParticleSysBone = WINGTIP01 JetContrail
End

ConditionState = DAMAGED
Model = RVSU34_d
WeaponFireFXBone = PRIMARY WEAPONA
WeaponLaunchBone = PRIMARY WEAPONA
ParticleSysBone = JETEXHAUST02 SmokeSmallContinuous01
End

ConditionState = REALLYDAMAGED
Model = RVSU34_d
WeaponFireFXBone = PRIMARY WEAPONA
WeaponLaunchBone = PRIMARY WEAPONA
ParticleSysBone = JETEXHAUST02 SmokeSmallContinuous01
ParticleSysBone = JETEXHAUST01 SmokeSmallContinuous01
End

ConditionState = RUBBLE
Model = RVSU34_d
WeaponFireFXBone = PRIMARY WEAPONA
WeaponLaunchBone = PRIMARY WEAPONA
ParticleSysBone = JETEXHAUST02 SmokeSmallContinuous01
ParticleSysBone = JETEXHAUST01 SmokeSmallContinuous01
End

ConditionState = JETEXHAUST DAMAGED
ParticleSysBone = WINGTIP02 JetContrail
ParticleSysBone = WINGTIP01 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER DAMAGED
;ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = JETEXHAUST01 JetExhaust
ParticleSysBone = JETEXHAUST02 JetExhaust
ParticleSysBone = WINGTIP02 JetContrail
ParticleSysBone = WINGTIP01 JetContrail
End

ConditionState = JETEXHAUST REALLYDAMAGED
ParticleSysBone = WINGTIP02 JetContrail
ParticleSysBone = WINGTIP01 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER REALLYDAMAGED
;ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = JETEXHAUST01 JetExhaust
ParticleSysBone = JETEXHAUST02 JetExhaust
ParticleSysBone = WINGTIP02 JetContrail
ParticleSysBone = WINGTIP01 JetContrail
End

ConditionState = JETEXHAUST RUBBLE
ParticleSysBone = WINGTIP02 JetContrail
ParticleSysBone = WINGTIP01 JetContrail
End

ConditionState = JETEXHAUST JETAFTERBURNER RUBBLE
;ShowSubObject = BurnerFX01 BurnerFX02
ParticleSysBone = JETEXHAUST01 JetExhaust
ParticleSysBone = JETEXHAUST02 JetExhaust
ParticleSysBone = WINGTIP02 JetContrail
ParticleSysBone = WINGTIP01 JetContrail
End

End


; ***DESIGN parameters ***
DisplayName = OBJECT:RussiaSU34
EditorSorting = VEHICLE
Side = Russia
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
Object = RussiaAirfield
End

WeaponSet
Conditions = None
Weapon = PRIMARY SU34BombWeapon
Weapon = PRIMARY SU34MissileWeapon
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End

BuildCost = 2000
BuildTime = 20
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

CommandSet = RussiaJetSU34CommandSet

; *** AUDIO Parameters ***
VoiceSelect = BerkutVoiceSelect
VoiceMove = BerkutVoiceMove
VoiceAttack = BerkutVoiceAttack
VoiceAttackAir = BerkutVoiceAttack
VoiceGuard = BerkutVoiceMove
SoundAmbient = BerkutAmbientLoop
SoundAmbientRubble = NoSound

UnitSpecificSounds
VoiceCreate = BerkutVoiceCreate
Afterburner = RaptorAfterburner
VoiceGarrison = BerkutVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE TRANSPORT SCORE AIRCRAFT SALVAGER

Body = ActiveBody ModuleTag_02
MaxHealth = 300.0
InitialHealth = 300.0
End

Behavior = JetSlowDeathBehavior ModuleTag_05
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_SU34DeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_JetDeathInitial
OCLInitialDeath = OCL_SU34DeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_SU34DeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_SU34DeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End

Behavior = PhysicsBehavior ModuleTag_07
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = JetAIUpdate ModuleTag_09
;OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
;TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End

Locomotor = SET_NORMAL SU34JetLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

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

ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12
End

Behavior = HelixContain ModuleTag_14
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
ExitDelay = 100
;NumberOfExitPaths = 1
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 = WeaponBonusUpgrade ModuleTag_MissileRangeUpgrade01
TriggeredBy = Upgrade_RussiaAdvancedMissileEngines
End

Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End
CoLT
Are all the references to other INIs, e.g. the Locomotor, Weapons, etc. Actually referencing a locomotor or weapon that exists in the INI as well? Also, does worldbuilder come up with any errors?

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