#1
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![]() Naja ich denke mein topic sais all
suche zudem Alles was zum Generals Modding notwendig ist notwendig sein kann. Bilder, Artworks usw............... am besten link setzten und fertig........ Ich denke dieser Topic könnte auch den anderen dienen. In diesem Sinne bedanke ich mich schone mal bei euch....... mfg Prof-Falmer |
#2
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the First Problem..................
Das neue Supplycenter für die 4.Partei "Underground Battlegroup" is eigentlich nur nen kopierter Supply von China, ich finde den fehler einfach nicht. Generals startert nicht und zeigt nur FEHLER an. PS: Will erst einmal nur ASF3 Part1 realisieren und die 4.Partei einbinden. Danach werden die anderen 3 realisiert. Object BattlegroupSupplyCenter ; *** ART Parameters *** SelectPortrait = SNSupplyCenter_L ButtonImage = SNSupplyCenter Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;day ConditionState = NONE Model = NBSupCent ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP End ConditionState = DAMAGED Model = NBSupCent_D ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = NBSupCent_E ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP End ConditionState = SNOW Model = NBSupCent_S ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBSupCent_DS ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBSupCent_ES ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP End ConditionState = SNOW NIGHT Model = NBSupCent_NS ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT Model = NBSupCent_DNS ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT Model = NBSupCent_ENS ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP End ConditionState = NIGHT Model = NBSupCent_N ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP End ConditionState = NIGHT DAMAGED Model = NBSupCent_DN ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP End ConditionState = NIGHT REALLYDAMAGED RUBBLE Model = NBSupCent_EN ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP End End |
#3
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;***************************************************************************************** *********************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBSupCent_D ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBSupCent_E ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBSupCent_N ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBSupCent_DN ;Animation = NBSupCent_DN.NBSupCent_DN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBSupCent_EN ;Animation = NBSupCent_EN.NBSupCent_EN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBSupCent_S ;Animation = NBSupCent_S.NBSupCent_S ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBSupCent_DS ;Animation = NBSupCent_DS.NBSupCent_DS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBSupCent_ES ;Animation = NBSupCent_ES.NBSupCent_ES ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBSupCent_NS ;Animation = NBSupCent_NS.NBSupCent_NS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBSupCent_DNS ;Animation = NBSupCent_DNS.NBSupCent_DNS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBSupCent_ENS ;Animation = NBSupCent_ENS.NBSupCent_ENS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;***************************************************************************************** ********************************* End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 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 = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End |
#4
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TransitionState = DOWN_DEFAULT UP_SNOW
Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN 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_03 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 = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End |
#5
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; ------------ being-constructed crane -----------------
Draw = W3DModelDraw ModuleTag_04 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 = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5 Animation = NBSupCent_A5.NBSupCent_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5N Animation = NBSupCent_A5N.NBSupCent_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5S Animation = NBSupCent_A5S.NBSupCent_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5SN Animation = NBSupCent_A5SN.NBSupCent_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_AB Animation = NBSupCent_AB.NBSupCent_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_ABN Animation = NBSupCent_ABN.NBSupCent_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_ABS Animation = NBSupCent_ABS.NBSupCent_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_ABSN Animation = NBSupCent_ABSN.NBSupCent_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_AB Animation = NBSupCent_AB.NBSupCent_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 = NBSupCent_ABN Animation = NBSupCent_ABN.NBSupCent_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 = NBSupCent_ABS Animation = NBSupCent_ABS.NBSupCent_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 = NBSupCent_ABSN Animation = NBSupCent_ABSN.NBSupCent_ABSN 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:BattlegroupSupplyCenter Side = Battlegroup EditorSorting = STRUCTURE Prerequisites Object = BattlegroupPowerPlant End BuildCost = 1500 RefundValue = 450 ; With nothing (or zero) listed, we sell for half price. BuildTime = 10.0 ; in seconds EnergyProduction = -2 CommandSet = BattlegroupSupplyCenterCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = SupplyCenterChinaSelect SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES Body = StructureBody ModuleTag_05 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = SupplyCenterCreate ModuleTag_06 ;nothing End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_SmallStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_10 ; nothing End Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 52.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = SpawnBehavior ModuleTag_12 SpawnNumber = 1 SpawnReplaceDelay = 9999 SpawnTemplateName = ChinaVehicleSupplyTruck OneShot = Yes CanReclaimOrphans = No End Behavior = SupplyCenterDockUpdate ModuleTag_13 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 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 = TransitionDamageFX ModuleTag_17 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Geometry = BOX GeometryMajorRadius = 52.0 GeometryMinorRadius = 47.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End CommandButton Command_ConstructBattlegroupSupplyCenter Command = DOZER_CONSTRUCT Object = BattlegroupSupplyCenter TextLabel = CONTROLBAR:ConstructBattlegroupSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipBattlegroupBuildSupplyCenter End CommandSet BattlegroupSupplyCenterCommandSet 1 = Command_ConstructChinaVehicleSupplyTruck 11 = Command_SetRallyPoint 12 = Command_Sell End |
#6
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hier mal die dateien
![]() da es irgendwie unübersichtlich ist per forum *g* http://www.comp-x-tech.net/asf3/asf3part1a1.rar Wer mich nicht kennt ![]() ICQ UIN : 76547864 |
#7
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so wie ich das jetzt mal überflogen habe und wie weit meine Kenntnisse sind ,liegt der Fehler darin dass das Command Set für den Battleground Dozer fehlt. Probier mal den zu ändern und schau mal obs dann geht
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__________________
- SC Freiburg - |
#8
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an der commandset liegts net...........
hatte den eintrag auch schon drin kann sein das ich das hier jetzt vergessen hatte. soweit sind meine kenntnisse ja auch *g* |
#9
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Das Gebäude Problem ist gelöst.
Nextes ich will meinen Sammler bewaffnen was für animationen muss ich da machen, da ja nur die waffe net funzt. |