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Alt 21-07-2004, 08:36
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Erstaunt ChinaTankGattling ????

ChinaTankGattling???
Object ChinaTankGattling
SelectPortrait = SNGatlingTank_L
ButtonImage = SNGatlingTank
UpgradeCameo1 = Upgrade_Nationalism
UpgradeCameo2 = Upgrade_ChinaSubliminalMessaging
UpgradeCameo3 = Upgrade_ChinaChainGuns
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
UpgradeCameo5 = Upgrade_AmericaCompositeArmor
Draw = W3DOverlordTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = Lazer
DefaultConditionState
Model = DBGatt1
Animation = DBGatt1.DBGatt1
AnimationMode = MANUAL
Turret = TURRET01
TurretPitch = TURRETEL01
AltTurret = GunTurret
AltTurretPitch = GunTurretel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponMuzzleFlash = PRIMARY GunMuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = PRIMARY GunMuzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
WeaponMuzzleFlash = SECONDARY GunMuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponFireFXBone = SECONDARY GunMuzzle
End
ConditionState = REALLYDAMAGED RUBBLE
Model = DBGatt_d
End
ConditionState = ATTACKING
Model = DBGatt1
Animation = DBGatt1.DBGatt1
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5
End
ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING
Model = DBGatt1
Animation = DBGatt1.DBGatt1
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8
End
ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING
Model = DBGatt1
Animation = DBGatt1.DBGatt1
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5
End
ConditionState = CONTINUOUS_FIRE_FAST ATTACKING
Model = DBGatt1
Animation = DBGatt1.DBGatt1
AnimationMode = LOOP
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
AnimationSpeedFactorRange = 3.0 3.0
End
ConditionState REALLYDAMAGED ATTACKING
Model = DBGatt_d
Animation = DBGatt_d.DBGatt_d
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING
Model = DBGatt_d
Animation = DBGatt_d.DBGatt_d
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8
End
ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING
Model = DBGatt_d
Animation = DBGatt_d.DBGatt_d
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5
End
ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING
Model = DBGatt_d
Animation = DBGatt_d.DBGatt_d
AnimationMode = LOOP
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
AnimationSpeedFactorRange = 3.0 3.0
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0
TreadDriveSpeedFraction = 0.3
TreadPivotSpeedFraction = 0.6
End
DisplayName = OBJECT:GattlingTank
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY GattlingTankGunTwo
Weapon = SECONDARY GattlingTankGunAirTwo
PreferredAgainst = SECONDARY AIRCRAFT
End
ArmorSet
Conditions = None
Armor = AntiAirVehicle
DamageFX = TankDamageFX
End
BuildCost = 1150
BuildTime = 2
VisionRange = 460
ShroudClearingRange = 460
Prerequisites
Object = ChinaWarFactory
End
ExperienceValue = 50 50 100 150
ExperienceRequired = 0 100 150 300
IsTrainable = Yes
CrusherLevel = 2
CrushableLevel = 2
CommandSet = ChinaVehicleGattlingTankCommandSet
Behavior = AIUpdateInterface ModuleTag_20
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
VoiceSelect = GattlingTankVoiceSelect
VoiceMove = GattlingTankVoiceMove
VoiceGuard = GattlingTankVoiceMove
VoiceAttack = GattlingTankVoiceAttack
VoiceDefect = GattlingTankVoiceCreate
SoundMoveStart = GattlingTankMoveStart
SoundMoveStartDamaged = GattlingTankMoveStart
UnitSpecificSounds
VoiceCreate = GattlingTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
VoiceCrush = GattlingTankVoiceCrush
VoiceEnter = GattlingTankVoiceMove
VoiceRapidFire = GattlingTankVoiceRapid
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 4300.0
InitialHealth = 4300.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY SECONDARY
TurretTurnRate = 180
TurretPitchRate = 180
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretPitch = 45
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL GattlingTankLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 40.0
End
Behavior = PropagandaTowerBehavior ModuleTag_09
Radius = 100
DelayBetweenUpdates = 4000
HealPercentEachSecond = 24%
PulseFX = FX_PropagandaTowerPropagandaPulse
UpgradeRequired = Upgrade_ChinaSubliminalMessaging
UpgradedHealPercentEachSecond = 84%
UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse
End
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1
End
Behavior = ExperienceScalarUpgrade ModuleTag_11
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0
End
Behavior = MaxHealthUpgrade ModuleTag_23
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 8800.0
ChangeType = ADD_CURRENT_HEALTH_TOO
End
Behavior = SlowDeathBehavior ModuleTag_05
ProbabilityModifier = 19
DestructionDelay = 200
DestructionDelayVariance = 100
SinkRate = 0.5
OCL = FINAL OCL_ChinaTankGattlingDebris
FX = FINAL FX_GattlingExplosionOneFinal
End
Behavior = CreateCrateDie ModuleTag_06
CrateData = SalvageCrateData
End
Behavior = TransitionDamageFX ModuleTag_07
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
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Behavior = WeaponBonusUpgrade ModuleTag_22
TriggeredBy = Upgrade_ChinaChainGuns
End
Behavior = FXListDie ModuleTag_HijackerEmerge
RequiredStatus = HIJACKED
DeathTypes = ALL -CRUSHED -SPLATTED
DeathFX = FX_HijackerEject
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End

Weapon GattlingTankGunTwo
PrimaryDamage = 180.0
PrimaryDamageRadius = 0.0
AttackRange = 175.0
DamageType = GATTLING
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == 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 GattlingTankGunAirTwo
PrimaryDamage = 210.0
PrimaryDamageRadius = 0.0
AttackRange = 350.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == 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
============================================
Release Crash at Wed Jul 21 14:22:22 2004
; Reason Error parsing INI file 'Data\INI\Object\ChinaVehicle.ini' (Line: 'Object ChinaTankGattling ')


Last error:


Current stack:
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