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three tube BattleMaster tank shot point error code???? at re
whom be able to assist me w555 set three tube BattleMaster tank shot point error code???? at rest in
;------------------------------------------------------------------------------ Object ChinaTankBattleMaster ; *** ART Parameters *** SelectPortrait = SNBattlemaster_L ButtonImage = SNBattlemaster UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVTBMaster Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponRecoilBone = PRIMARY Barrel01 WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponLaunchBone = PRIMARY Muzzle01 End ConditionState = REALLYDAMAGED Model = NVTBMaster_D Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponRecoilBone = PRIMARY Barrel01 WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponLaunchBone = PRIMARY Muzzle01 End ConditionState = RUBBLE Model = NVTBMaster_D Turret = Turret01 End ; crate 1 ConditionState = WEAPONSET_CRATEUPGRADE_ONE Model = NVTBMaster Turret = TurretUp02 WeaponFireFXBone = PRIMARY MuzzleUp02 WeaponRecoilBone = PRIMARY BarrelUp02 WeaponMuzzleFlash = PRIMARY MuzzleFXUp02 WeaponLaunchBone = PRIMARY MuzzleUpUp02 End ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE Model = NVTBMaster_D Turret = TurretUp02 WeaponFireFXBone = PRIMARY MuzzleUp02 WeaponRecoilBone = PRIMARY BarrelUp02 WeaponMuzzleFlash = PRIMARY MuzzleFXUp02 WeaponLaunchBone = PRIMARY MuzzleUp02 End ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE Model = NVTBMaster_D Turret = TurretUp02 End ; crate 2 ConditionState = WEAPONSET_CRATEUPGRADE_TWO Model = NVTBMaster Turret = TurretUp03 WeaponFireFXBone = PRIMARY MuzzleUp03 WeaponRecoilBone = PRIMARY BarrelUp03 WeaponMuzzleFlash = PRIMARY MuzzleFXUp03 WeaponLaunchBone = PRIMARY MuzzleUp03 End ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO Model = NVTBMaster_D Turret = TurretUp03 WeaponFireFXBone = PRIMARY MuzzleUp03 WeaponRecoilBone = PRIMARY BarrelUp03 WeaponMuzzleFlash = PRIMARY MuzzleFXUp03 WeaponLaunchBone = PRIMARY MuzzleUp03 End ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO Model = NVTBMaster_D Turret = TurretUp03 End TrackMarks = EXTnkTrack.tga End ; ***DESIGN parameters *** DisplayName = OBJECT:BattleMaster Side = China EditorSorting = VEHICLE TransportSlotCount = 3 ;how many slots we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY BattleMasterTankGun End WeaponSet Conditions = None Weapon = PRIMARY BattleMasterTankGunONE End WeaponSet Conditions = None Weapon = PRIMARY BattleMasterTankGunTWO End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = ChinaWarFactory End Experience#118alue = 100 100 200 400 ;Experience point #118alue at each level ExperienceRequired = 0 200 300 600 ;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 = ChinaVehicleBattleMasterCommandSet ; *** AUDIO Parameters *** VoiceSelect = BattleMasterTankVoiceSelect VoiceMove = BattleMasterTankVoiceMove VoiceGuard = BattleMasterTankVoiceMove VoiceAttack = BattleMasterTankVoiceAttack SoundMoveStart = BattleMasterTankMoveStart SoundMoveStartDamaged = BattleMasterTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = BattleMasterTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceCrush = BattleMasterTankVoiceCrush VoiceEnter = BattleMasterTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 400.0 InitialHealth = 400.0 ; 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 = 800 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 120 ; turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BattleMasterLocomotor Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor Behavior = HordeUpdate ModuleTag_04 RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = VEHICLE ; what KindOfs must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_05 Mass = 40.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = NuclearTankDeathWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = LocomotorSetUpgrade ModuleTag_07 TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = VeterancyGainCreate ModuleVet_01 StartingLevel = ELITE ScienceRequired = SCIENCE_BattlemasterTraining End ; A crushing defeat Behavior = DestroyDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_11 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_ChinaTankBattleMasterDebris FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = TransitionDamageFX ModuleTag_13 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, Ill burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 9.0 GeometryHeight = 10 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End Weapon.INI ;------------------------------------------------------------------------------ Weapon BattleMasterTankGun PrimaryDamage = 260.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2600.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle01 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End ;------------------------------------------------------------------------------ Weapon BattleMasterTankGunONE PrimaryDamage = 260.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2600.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle02 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End ;------------------------------------------------------------------------------ Weapon BattleMasterTankGunTWO PrimaryDamage = 260.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2600.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle03 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End |
Perhaps you shoud have said what´s exactly going wrong...
You´ve made three primaryweapons...generals shure isn´t happy about that. Change this: Zitat:
Zitat:
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wie wär 's wenn ma jemand den thread ins richtige forum verschiebt?
@ w555: :sonicht: |
was hast du den Kirk?
Hat sich halt im Forum vertan, ich verschiebe den Thread mal. :) :beam: PS: Du kannst Threads doch selbst verschieben. :rofl: |
Zitat:
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RE: three tube BattleMaster tank shot point error code???? at re
ok
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Hi w888,
Many Sorry for the Bad Reaktion from holden, and welcome again. if you have Problems write me a message and i help you for question of the CNCHQ Forum:) Thanks |
Alle Zeitangaben in WEZ +2. Es ist jetzt 18:53 Uhr. |
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