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Themen-Optionen Thema bewerten Ansicht
  #1  
Alt 04-08-2003, 08:18
Prof-Falmer Prof-Falmer ist offline
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OL Nick: profalmer
Exclamation Suche Tools,Skins,Modells etc für Alpha Storm Force Series3

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
Mit Zitat antworten
  #2  
Alt 05-08-2003, 10:51
Prof-Falmer Prof-Falmer ist offline
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OL Nick: profalmer
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
Mit Zitat antworten
  #3  
Alt 05-08-2003, 10:51
Prof-Falmer Prof-Falmer ist offline
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OL Nick: profalmer
;***************************************************************************************** *********************************
;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
Mit Zitat antworten
  #4  
Alt 05-08-2003, 10:53
Prof-Falmer Prof-Falmer ist offline
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OL Nick: profalmer
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
Mit Zitat antworten
  #5  
Alt 05-08-2003, 10:53
Prof-Falmer Prof-Falmer ist offline
Havocs Schuhputzer

 
Registriert seit: May 2001
Ort: 16352 Basdorf
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OL Nick: profalmer
; ------------ 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
Mit Zitat antworten
  #6  
Alt 05-08-2003, 11:13
Prof-Falmer Prof-Falmer ist offline
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Registriert seit: May 2001
Ort: 16352 Basdorf
Beiträge: 414
Prof-Falmer hat noch keine Bewertung oder ist auf 0
Prof-Falmer eine Nachricht über ICQ schicken Prof-Falmer eine Nachricht über AIM schicken Prof-Falmer eine Nachricht über Yahoo! schicken
OL Nick: profalmer
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
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  #7  
Alt 05-08-2003, 11:43
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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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Alt 05-08-2003, 11:57
Prof-Falmer Prof-Falmer ist offline
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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*
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Alt 06-08-2003, 09:45
Prof-Falmer Prof-Falmer ist offline
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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.
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