
February 8th, 2005
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 | Slightly cooler than a n00b | | Join Date: August 7th, 2004
Posts: 39
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Re: Free models thread! Hello... I tried to code the china infantry ship that Jakedude maked...
Can you help me ? I can't find the error in the script... I tried to use the gattling tank script at the gattling cannon turret... Quote:
;------------------------------------------------------------------------------
Object ChinaAABattleShip
SelectPortrait = NukeShip
ButtonImage = NukeShip
UpgradeCameo1 = Upgrade_ChinaBlackNapalm
; *** ART Parameters ***
Draw = W3DTankDraw ModuleTag_01
;ProjectileBoneFeedbackEnabledSlots = SECONDARY
;Gattlin gun stuff: BARREL01,TURRETALT, WEAPONAFX01
;
;50 cal gun Stuff: TURRET, 50CAL, MUZZLEFX01, (TERTIARY)
OkToChangeModelColor = Yes
InitialRecoilSpeed = 120
MaxRecoilDistance = 8
RecoilSettleSpeed = 6
ConditionState = NONE
Model = NVInfaShip
Animation = NVInfaShip.NVInfaShip
AnimationMode = MANUAL
Turret = TURRET
TurretPitch = TURRETEL02
TurretArtAngle = 0 ; this turret has art pointed 180 degrees backward
AltTurret = TURRETALT
AltTurretPitch = TURRETEL01
WeaponFireFXBone = PRIMARY BARREL01
WeaponMuzzleFlash = PRIMARY WEAPONAFX01
WeaponFireFXBone = SECONDARY BARREL01
WeaponMuzzleFlash = SECONDARY WEAPONAFX01
WeaponFireFXBone = TERTIARY 50CAL
WeaponMuzzleFlash = TERTIARY MUZZLEFX01
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = TreadFX03 BattleShipWaterRipples
ParticleSysBone = TreadFX04 BattleShipWaterRipples
End
ConditionState = DAMAGED
Model = NVInfaShip_D
Animation = NVInfaShip_D.NVInfaShip_D
AnimationMode = MANUAL
;Turret = TURRET
;TurretPitch = TURRETEL01
;TurretArtAngle = 0 ; this turret has art pointed 180 degrees backward
;AltTurret = TURRETALT
;AltTurretPitch = TURRETEL01
;WeaponFireFXBone = PRIMARY BARREL01
;WeaponMuzzleFlash = PRIMARY WEAPONAFX01
;WeaponFireFXBone = SECONDARY BARREL01
;WeaponMuzzleFlash = SECONDARY WEAPONAFX01
ParticleSysBone = TreadFX02 BattleShipWaterRipples
ParticleSysBone = TreadFX03 BattleShipWaterRipples
ParticleSysBone = TreadFX04 BattleShipWaterRipples
End
;-----pristine attacking----------------------
ConditionState = ATTACKING
Model = NVInfaShip
Animation = NVInfaShip.NVInfaShip
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING
Model = NVInfaShip
Animation = NVInfaShip.NVInfaShip
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING
Model = NVInfaShip
Animation = NVInfaShip.NVInfaShip
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_FAST ATTACKING
Model = NVInfaShip
Animation = NVInfaShip.NVInfaShip
AnimationMode = LOOP
ParticleSysBone = BARREL01 GattlingMuzzleSmoke
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
End
;-----damaged attacking----------------------
ConditionState REALLYDAMAGED ATTACKING
Model = NVInfaShip_D
Animation = NVInfaShip_D.NVInfaShip_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING
Model = NVInfaShip_D
Animation = NVInfaShip_D.NVInfaShip_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING
Model = NVInfaShip_D
Animation = NVInfaShip_D.NVInfaShip_D
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING
Model = NVInfaShip_D
Animation = NVInfaShip_D.NVInfaShip_D
AnimationMode = LOOP
ParticleSysBone = BARREL01 GattlingMuzzleSmoke
AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst
End
ConditionState = REALLYDAMAGED RUBBLE
Model = NVInfaShip_D
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Battleship
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
CommandSet = GenericCommandSet
WeaponSet
Conditions = None
Weapon = PRIMARY GattlingTankGun
PreferredAgainst = SECONDARY AIRCRAFT
Weapon = SECONDARY GattlingTankGunAir TERTIARY
Weapon = TERTIARY TechnicalMachineGunWeapon
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = SmallTankDamageFX
End
BuildCost = 4000
BuildTime = 40.0 ;in seconds
Prerequisites
; none
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
VisionRange = 500
ShroudClearingRange = 500
; *** AUDIO Parameters ***
VoiceSelect = NukeCannonVoiceSelect
VoiceMove = NukeCannonVoiceMove
VoiceGuard = NukeCannonVoiceMove
VoiceAttack = NukeCannonVoiceAttack
SoundMoveStart = NukeCannonMoveStart
SoundMoveStartDamaged = NukeCannonMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = NukeCannonVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = NukeCannonTurretMoveLoop
VoiceEnter = NukeCannonVoiceMove
Deploy = NukeCannonDeploy
Undeploy = NukeCannonUnDeploy
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE SELECTABLE
Body = ActiveBody ModuleTag_02
MaxHealth = 1500.0
InitialHealth = 1500.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 240 ; turn rate, in degrees per sec
NaturalTurretAngle = 0
;MinIdleScanAngle = 30 ; in degrees off the natural turret angle
;MaxIdleScanAngle = 60 ; in degrees off the natural turret angle
;MinIdleScanInterval = 5000 ; in milliseconds
;MaxIdleScanInterval = 10000 ; in milliseconds
ControlledWeaponSlots = TERTIARY
End
AltTurret
TurretTurnRate = 120 ; turn rate, in degrees per sec
TurretPitchRate = 120
ControlledWeaponSlots = PRIMARY SECONDARY
AllowsPitch = Yes
FiresWhileTurning = Yes
MinPhysicalPitch = -5
MaxPhysicalPitch = 75
NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky
; since you never know from whence cometh danger
End
TurretsLinked = Yes
;AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL LargeShipLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 25000.0
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_57
DeathWeapon = ChinaSiloDeathWeapon
StartsActive = Yes
End
Behavior = SlowDeathBehavior ModuleTag_58
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
SinkDelay = 19000
SinkRate = 3.0 ; in Dist/Sec
DestructionDelay = 65000
DestructionDelayVariance = 000
End
Geometry = BOX
GeometryMajorRadius = 200.0
GeometryMinorRadius = 20.0
GeometryHeight = 40
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
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