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Alt 20-06-2004, 14:26
w555
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Beiträge: n/a
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
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