Samous
03-09-2008, 06:18 PM
I have started a mod that gives me a UN soldier for the USA, a FBI Agent for the USA, and a Police car for the USA. (this is just the begining) I scripted all 3 units, tested them in world builder to make sure the scripts worked, but when i started playing the game, the UN soldier and Police car couldn't be purcased.
CAN SOMEONE PLEASE HELP ME!?
here is the script for the UN soldier
this is the command button
"CommandButton Command_ConstructAmericaInfantryUNSoldier
Command = UNIT_BUILD
Object = AmericaInfantryUNSoldier
TextLabel = CONTROLBAR:ConstructAmericaInfantryUNSoldier
ButtonImage = SAMOUSUN
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildUNSoldier
End
"
this is the america infantry file
";----------------------------------------------------------------------------------------
;UN soldier
Object UNSoldier
; *** ART Parameters ***
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaChemicalSuits
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = CIUNSL_SKN
IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21
IdleAnimation = CIUNSL_SKL.CIUNSL_ID1
IdleAnimation = CIUNSL_SKL.CIUNSL_ID2
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
TransitionKey = TRANS_Stand
End
ConditionState = FIRING_A
Animation = CIUNSL_SKL.CIUNSL_ATA1_LP
AnimationMode = LOOP
TransitionKey = TRANS_FiringA
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
TransitionState = TRANS_Stand TRANS_FiringA
Animation = CIUNSL_SKL.CIUNSL_ATA1_ST
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
TransitionState = TRANS_FiringA TRANS_Stand
Animation = CIUNSL_SKL.CIUNSL_ATA1_ED
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
; these aliases handle the attack-move case.
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
ConditionState = FREEFALL
Animation = CIUNSL_SKL.CIUNSL_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
ConditionState = PARACHUTING
Animation = CIUNSL_SKL.CIUNSL_PHG
AnimationMode = LOOP
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING
ConditionState = MOVING
Animation = CIUNSL_SKL.CIUNSL_RNA
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
End
ConditionState = DYING
Animation = CIUNSL_SKL.CIUNSL_DTA
Animation = CIUNSL_SKL.CIUNSL_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = CIUNSL_SKL.CIUNSL_ADTA1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = CIUNSL_SKL.CIUNSL_ADTA2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = CIUNSL_SKL.CIUNSL_ADTA3
AnimationMode = ONCE
TransitionKey = None
End
AliasConditionState = DYING SPLATTED
TransitionState = TRANS_Falling TRANS_Chute
Animation = CIUNSL_SKL.CIUNSL_POP
AnimationMode = ONCE
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = CIUNSL_SKL.CIUNSL_PTD
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:UNSoldier
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY ColonelBurtonSniperRifleWeapon
End
ArmorSet
Conditions = None
Armor = HazMatHumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 150
BuildCost = 150
BuildTime = 2.5 ;in seconds
ExperienceValue = 5 5 10 20 ;Experience point value at each level
ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = FBICommandSet
; *** AUDIO Parameters ***
VoiceSelect = RangerVoiceSelect
VoiceMove = RangerVoiceMove
VoiceAttack = RangerVoiceAttack
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
End
Behavior = ExperienceScalarUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = SquishCollide ModuleTag_08
;nothing
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RangerDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RangerDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireUSA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryBeta
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_12
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 13.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
"
this is the FBI command set
"CommandSet FBICommandSet
9 = Command_AttackMove
11 = Command_Guard
13 = Command_Stop
End
"
this is the barracks (the place were it is built command set
"CommandSet AmericaBarracksCommandSet
1 = Command_ConstructAmericaInfantryRanger
2 = Command_ConstructAmericaInfantryMissileDefender
3 = Command_ConstructAmericaInfantryColonelBurton
4 = Command_ConstructAmericaInfantryPathfinder
5 = Command_ConstructAmericaInfantryFBIAigent
6 = Command_ConstructAmericaInfantryBiohazardTech
7 = Command_UpgradeAmericaRangerFlashBangGrenade
8 = Command_UpgradeAmericaRangerCaptureBuilding
9 = Command_ConstructAmericaInfantryUNSoldier
13 = Command_SetRallyPoint
14 = Command_Sell
End
"
this is the script for the FBI agent, in corisponding order as the UN soldier
"CommandButton Command_ConstructAmericaInfantryFBIAigent
Command = UNIT_BUILD
Object = AmericaInfantryFBIAigent
TextLabel = CONTROLBAR:ConstructAmericaInfantryFBIAigent
ButtonImage = SAMOUSFBI
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildFBIAigent
End
"
";----------------------------------------------------------------------------------------
;FBI aigent as secrate service
Object AmericaInfantryFBIAigent
; *** ART Parameters ***
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaChemicalSuits
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AISSRV_SKN
IdleAnimation = AISSRV_SKL.AISSRV_STA
AnimationMode = ONCE
TransitionKey = TRANS_Stand
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FBI
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY GLARebelMachineGun
End
ArmorSet
Conditions = None
Armor = ChemSuitHumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 150
BuildCost = 150
BuildTime = 2.5 ;in seconds
ExperienceValue = 5 5 10 20 ;Experience point value at each level
ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = FBICommandSet
; *** AUDIO Parameters ***
VoiceSelect = CIAAgentVoiceSelect
VoiceMove = CIAAgentVoiceMove
VoiceAttack = CIAAgentVoiceAttack
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
End
Behavior = ExperienceScalarUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = SquishCollide ModuleTag_08
;nothing
End
Behavior = FXListDie ModuleTag_09
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_CIAAgentDie
End
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_GIDieCrushed
End
Behavior = PoisonedBehavior ModuleTag_11
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
"
(you have already seen the fbi command set and the barracks command set, so i won't show them to you agian.)
this is the script for the Police car(still in corisponding order)
"CommandButton Command_ConstructAmericaVehicalPolice
Command = UNIT_BUILD
Object = AmericaVehicalPolice
TextLabel = CONTROLBAR:ConstructAmericaVehicalPolice
ButtonImage = SAMOUSPC
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildPolice
End
"
";------------------------------------------------------------------------------
;Police Car
Object AmericaVehiclePolice
; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade_AmericaTOWMissile
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = CVPoliceCar
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = REALLYDAMAGED
Model = CVPoliceCar_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = CVPoliceCar
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = CVPoliceCar_d
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Police
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY PatriotMissileWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY PatriotMissileWeapon
Weapon = SECONDARY ScorpionMissileWeapon
End
ArmorSet
Conditions = None
Armor = DozerArmor ;HumveeArmor
DamageFX = TruckDamageFX
End
BuildCost = 1000
BuildTime = 10.0 ;in seconds
VisionRange = 175
ShroudClearingRange = 320
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
CrusherLevel = 2 ;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 = AmericaVehicleHumveeCommandSet
; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
VoiceGuard = HumveeVoiceMove
VoiceAttack = HumveeVoiceAttack
VoiceAttackAir = HumveeVoiceAttackTOW
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
VoiceCreate = HumveeVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = HumveeVoiceCrush
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceUnload = HumveeVoiceUnload
VoiceEnter = HumveeVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT
Body = ActiveBody ModuleTag_02
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 = 480
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Locomotor = SET_NORMAL HumveeLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;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
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_14
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaTOWMissile
End
Behavior = ExperienceScalarUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End
Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
; This is commented out per hotlist request 10/9 ML
; Behavior = CreateObjectDie ModuleTag_15
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
; End
Behavior = EjectPilotDie ModuleTag_16
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_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = TransitionDamageFX ModuleTag_17
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
"
"CommandSet AmericaWarFactoryCommandSet
1 = Command_ConstructAmericaTankCrusader
2 = Command_ConstructAmericaVehicleTomahawk
3 = Command_ConstructAmericaVehicleHumvee
4 = Command_ConstructAmericaVehicleMedic
5 = Command_ConstructAmericaVehiclePaladin
6 = Command_ConstructAmericaVehicleSentryDrone
7 = Command_ConstructAmericaVehicleAvenger
8 = Command_ConstructAmericaVehicleMicrowave
9 = Command_UpgradeAmericaSentryDroneGun
10 = Command_ConstructAmericaVehicalPolice
11 = Command_UpgradeAmericaTOWMissile
; 12 = Command_ConstructAmericaVehicalHoverCraft
13 = Command_SetRallyPoint
14 = Command_Sell
End
"
"CommandSet AmericaVehicleHumveeCommandSet
1 = Command_ConstructAmericaVehicleBattleDrone
2 = Command_ConstructAmericaVehicleScoutDrone
3 = Command_ConstructAmericaVehicleHellfireDrone
4 = Command_TransportExit
5 = Command_TransportExit
6 = Command_TransportExit
7 = Command_TransportExit
8 = Command_TransportExit
9 = Command_Evacuate
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
"
I can't find the eror in my script, can you?NOTE:
The Button Images are not standard, I made my own and they work.
CAN SOMEONE PLEASE HELP ME!?
here is the script for the UN soldier
this is the command button
"CommandButton Command_ConstructAmericaInfantryUNSoldier
Command = UNIT_BUILD
Object = AmericaInfantryUNSoldier
TextLabel = CONTROLBAR:ConstructAmericaInfantryUNSoldier
ButtonImage = SAMOUSUN
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildUNSoldier
End
"
this is the america infantry file
";----------------------------------------------------------------------------------------
;UN soldier
Object UNSoldier
; *** ART Parameters ***
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaChemicalSuits
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = CIUNSL_SKN
IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21
IdleAnimation = CIUNSL_SKL.CIUNSL_ID1
IdleAnimation = CIUNSL_SKL.CIUNSL_ID2
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
TransitionKey = TRANS_Stand
End
ConditionState = FIRING_A
Animation = CIUNSL_SKL.CIUNSL_ATA1_LP
AnimationMode = LOOP
TransitionKey = TRANS_FiringA
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A
AliasConditionState = RELOADING_A
TransitionState = TRANS_Stand TRANS_FiringA
Animation = CIUNSL_SKL.CIUNSL_ATA1_ST
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
TransitionState = TRANS_FiringA TRANS_Stand
Animation = CIUNSL_SKL.CIUNSL_ATA1_ED
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End
; these aliases handle the attack-move case.
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_A
ConditionState = FREEFALL
Animation = CIUNSL_SKL.CIUNSL_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
ConditionState = PARACHUTING
Animation = CIUNSL_SKL.CIUNSL_PHG
AnimationMode = LOOP
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING
ConditionState = MOVING
Animation = CIUNSL_SKL.CIUNSL_RNA
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
End
ConditionState = DYING
Animation = CIUNSL_SKL.CIUNSL_DTA
Animation = CIUNSL_SKL.CIUNSL_DTB
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = CIUNSL_SKL.CIUNSL_ADTA1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = CIUNSL_SKL.CIUNSL_ADTA2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = CIUNSL_SKL.CIUNSL_ADTA3
AnimationMode = ONCE
TransitionKey = None
End
AliasConditionState = DYING SPLATTED
TransitionState = TRANS_Falling TRANS_Chute
Animation = CIUNSL_SKL.CIUNSL_POP
AnimationMode = ONCE
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = CIUNSL_SKL.CIUNSL_PTD
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:UNSoldier
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY ColonelBurtonSniperRifleWeapon
End
ArmorSet
Conditions = None
Armor = HazMatHumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 150
BuildCost = 150
BuildTime = 2.5 ;in seconds
ExperienceValue = 5 5 10 20 ;Experience point value at each level
ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = FBICommandSet
; *** AUDIO Parameters ***
VoiceSelect = RangerVoiceSelect
VoiceMove = RangerVoiceMove
VoiceAttack = RangerVoiceAttack
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
End
Behavior = ExperienceScalarUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = SquishCollide ModuleTag_08
;nothing
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RangerDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_RangerDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireUSA
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryBeta
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinUSA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_12
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 13.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
"
this is the FBI command set
"CommandSet FBICommandSet
9 = Command_AttackMove
11 = Command_Guard
13 = Command_Stop
End
"
this is the barracks (the place were it is built command set
"CommandSet AmericaBarracksCommandSet
1 = Command_ConstructAmericaInfantryRanger
2 = Command_ConstructAmericaInfantryMissileDefender
3 = Command_ConstructAmericaInfantryColonelBurton
4 = Command_ConstructAmericaInfantryPathfinder
5 = Command_ConstructAmericaInfantryFBIAigent
6 = Command_ConstructAmericaInfantryBiohazardTech
7 = Command_UpgradeAmericaRangerFlashBangGrenade
8 = Command_UpgradeAmericaRangerCaptureBuilding
9 = Command_ConstructAmericaInfantryUNSoldier
13 = Command_SetRallyPoint
14 = Command_Sell
End
"
this is the script for the FBI agent, in corisponding order as the UN soldier
"CommandButton Command_ConstructAmericaInfantryFBIAigent
Command = UNIT_BUILD
Object = AmericaInfantryFBIAigent
TextLabel = CONTROLBAR:ConstructAmericaInfantryFBIAigent
ButtonImage = SAMOUSFBI
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildFBIAigent
End
"
";----------------------------------------------------------------------------------------
;FBI aigent as secrate service
Object AmericaInfantryFBIAigent
; *** ART Parameters ***
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaChemicalSuits
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AISSRV_SKN
IdleAnimation = AISSRV_SKL.AISSRV_STA
AnimationMode = ONCE
TransitionKey = TRANS_Stand
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FBI
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY GLARebelMachineGun
End
ArmorSet
Conditions = None
Armor = ChemSuitHumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 150
BuildCost = 150
BuildTime = 2.5 ;in seconds
ExperienceValue = 5 5 10 20 ;Experience point value at each level
ExperienceRequired = 0 20 40 80 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = FBICommandSet
; *** AUDIO Parameters ***
VoiceSelect = CIAAgentVoiceSelect
VoiceMove = CIAAgentVoiceMove
VoiceAttack = CIAAgentVoiceAttack
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = AutoFindHealingUpdate ModuleTag_04 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
End
Behavior = ExperienceScalarUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = SquishCollide ModuleTag_08
;nothing
End
Behavior = FXListDie ModuleTag_09
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_CIAAgentDie
End
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_GIDieCrushed
End
Behavior = PoisonedBehavior ModuleTag_11
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
"
(you have already seen the fbi command set and the barracks command set, so i won't show them to you agian.)
this is the script for the Police car(still in corisponding order)
"CommandButton Command_ConstructAmericaVehicalPolice
Command = UNIT_BUILD
Object = AmericaVehicalPolice
TextLabel = CONTROLBAR:ConstructAmericaVehicalPolice
ButtonImage = SAMOUSPC
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildPolice
End
"
";------------------------------------------------------------------------------
;Police Car
Object AmericaVehiclePolice
; *** ART Parameters ***
SelectPortrait = SAHummer_L
ButtonImage = SAHummer
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade_AmericaTOWMissile
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = CVPoliceCar
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = REALLYDAMAGED
Model = CVPoliceCar_d
Turret = Turret
ShowSubObject = Turret
HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = CVPoliceCar
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
Model = CVPoliceCar_d
Turret = TurretUp01
HideSubObject = Turret MuzzleFX01
ShowSubObject = TurretUp01 Housecolor03
WeaponFireFXBone = PRIMARY MuzzleUp
WeaponMuzzleFlash = PRIMARY MuzzleFXUp
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
LeftRearTireBone = Tire03
RightRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Police
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY PatriotMissileWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY PatriotMissileWeapon
Weapon = SECONDARY ScorpionMissileWeapon
End
ArmorSet
Conditions = None
Armor = DozerArmor ;HumveeArmor
DamageFX = TruckDamageFX
End
BuildCost = 1000
BuildTime = 10.0 ;in seconds
VisionRange = 175
ShroudClearingRange = 320
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
CrusherLevel = 2 ;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 = AmericaVehicleHumveeCommandSet
; *** AUDIO Parameters ***
VoiceSelect = HumveeVoiceSelect
VoiceMove = HumveeVoiceMove
VoiceGuard = HumveeVoiceMove
VoiceAttack = HumveeVoiceAttack
VoiceAttackAir = HumveeVoiceAttackTOW
SoundMoveStart = HumveeMoveStart
SoundMoveStartDamaged = HumveeMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
;TurretMoveStart = NoSound
VoiceCreate = HumveeVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = HumveeVoiceCrush
; Required for the W3DTruckDraw module
TruckLandingSound = RocketBuggyLand
TruckPowerslideSound = RocketBuggyPowerslide
VoiceUnload = HumveeVoiceUnload
VoiceEnter = HumveeVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT
Body = ActiveBody ModuleTag_02
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 = 480
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = TransportAIUpdate ModuleTag_03
Turret
TurretTurnRate = 180
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Locomotor = SET_NORMAL HumveeLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = TransportContain ModuleTag_05
PassengersAllowedToFire = Yes
Slots = 5
; EnterSound = GarrisonEnter
; ExitSound = GarrisonExit
DamagePercentToUnits = 100% ;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
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_14
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = WeaponSetUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaTOWMissile
End
Behavior = ExperienceScalarUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 1
OCL = INITIAL OCL_InitialHumveeDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
OCL = FINAL OCL_FinalHumveeDebris
End
Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
; This is commented out per hotlist request 10/9 ML
; Behavior = CreateObjectDie ModuleTag_15
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_AmericanRangerDebris01
; ExemptStatus = HIJACKED
; End
Behavior = EjectPilotDie ModuleTag_16
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_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = TransitionDamageFX ModuleTag_17
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
"
"CommandSet AmericaWarFactoryCommandSet
1 = Command_ConstructAmericaTankCrusader
2 = Command_ConstructAmericaVehicleTomahawk
3 = Command_ConstructAmericaVehicleHumvee
4 = Command_ConstructAmericaVehicleMedic
5 = Command_ConstructAmericaVehiclePaladin
6 = Command_ConstructAmericaVehicleSentryDrone
7 = Command_ConstructAmericaVehicleAvenger
8 = Command_ConstructAmericaVehicleMicrowave
9 = Command_UpgradeAmericaSentryDroneGun
10 = Command_ConstructAmericaVehicalPolice
11 = Command_UpgradeAmericaTOWMissile
; 12 = Command_ConstructAmericaVehicalHoverCraft
13 = Command_SetRallyPoint
14 = Command_Sell
End
"
"CommandSet AmericaVehicleHumveeCommandSet
1 = Command_ConstructAmericaVehicleBattleDrone
2 = Command_ConstructAmericaVehicleScoutDrone
3 = Command_ConstructAmericaVehicleHellfireDrone
4 = Command_TransportExit
5 = Command_TransportExit
6 = Command_TransportExit
7 = Command_TransportExit
8 = Command_TransportExit
9 = Command_Evacuate
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
End
"
I can't find the eror in my script, can you?NOTE:
The Button Images are not standard, I made my own and they work.