boat has 3 turret. Turret, AltTurret, Overlord Turret.
but Overlord Turret doesn't work.
In Screenshot, overlord gattling turret doing fire, but watching wrong place.
here's code.
sorry for bad english.
Code:
;------------------------------------------------------------------------------
Object SouthKoreaVehicleChamsuri
; *** ART Parameters ***
SelectPortrait = SNOverlord_L
ButtonImage = SNOverlord
UpgradeCameo1 = Upgrade_ChinaUraniumShells
UpgradeCameo2 = Upgrade_ChinaNuclearTanks
UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker
UpgradeCameo4 = Upgrade_ChinaOverlordGattlingCannon
UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower
Draw = W3DOverlordTankDraw ModuleTag_01
ConditionState = NONE
Model = KVChamsuri ;NVOvrlrd
;레이다 돌아감 -_-zz
;Animation = NVOvrlrd.NVOvrlrd
;AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
AltTurret = Turret02
AltTurretPitch = TurretEL02
WeaponFireFXBone = PRIMARY Tur1Muzzle ;Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel ;Barrel
;WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Tur1Muzzle ;Muzzle
WeaponFireFXBone = SECONDARY Tur2Muzzle ;Muzzle
;WeaponRecoilBone = SECONDARY Tur2Barrel ;Barrel
;WeaponMuzzleFlash = SECONDARY MuzzleFX
WeaponLaunchBone = SECONDARY Tur2Muzzle ;Muzzle
;ParticleSysBone = TreadFX01 BattleShipWaterRipples
;ParticleSysBone = TreadFX02 BattleShipWaterRipples
;ParticleSysBone = TreadFX03 BattleShipWaterRipples
;ParticleSysBone = TreadFX04 BattleShipWaterRipples
;ParticleSysBone = TreadFX05 BattleShipWaterRipples ;WaveSpray01
End
ConditionState = REALLYDAMAGED
Model = KVChamsuri ;NVOvrlrd_d
;Animation = NVOvrlrd_d.NVOvrlrd_d
;AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
AltTurret = Turret02
AltTurretPitch = TurretEL02
WeaponFireFXBone = PRIMARY Tur1Muzzle ;Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel ;Barrel
;WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Tur1Muzzle ;Muzzle
WeaponFireFXBone = SECONDARY Tur2Muzzle ;Muzzle
;WeaponRecoilBone = SECONDARY Tur2Barrel ;Barrel
;WeaponMuzzleFlash = SECONDARY MuzzleFX
WeaponLaunchBone = SECONDARY Tur2Muzzle ;Muzzle
End
ConditionState = RUBBLE
Model = KVChamsuri ;NVOvrlrd_d
Turret = Turret01
TurretPitch = TurretEL01
AltTurret = Turret02
AltTurretPitch = TurretEL02
WeaponFireFXBone = PRIMARY Tur1Muzzle ;Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel ;Barrel
;WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Tur1Muzzle ;Muzzle
WeaponFireFXBone = SECONDARY Tur2Muzzle ;Muzzle
;WeaponRecoilBone = SECONDARY Tur2Barrel ;Barrel
;WeaponMuzzleFlash = SECONDARY MuzzleFX
WeaponLaunchBone = SECONDARY Tur2Muzzle ;Muzzle
End
;배틀쉽은 별로.. 콜드워 수륙양용 파티클로 바꿔봐야 겠음 -_-a
;ConditionState = MOVING
;Model = KVChamsuri
;ParticleSysBone = EXHAUSTFX01 BattleShipWaterRipples ;DozerSmokeHeavy
;WaitForStateToFinishIfPossible = TRANS_DIGGING
;End
;TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = No ;es
;TreadAnimationRate = 2.0; amount of tread texture to move per second
;TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
;TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End
;씨발칸 포신 회전하는걸을 넣어야 하니까 -_-a 레이다는 따로 분리시켰다.
;한 유닛에 애니메이션은 한개만 되니까..
Draw = W3DModelDraw ModuleTag_Radar
DefaultConditionState ;ConditionState = NONE
Model = KVChamsuri_R ;NVOvrlrd
;레이다 돌아감 -_-zz
Animation = KVChamsuri_R.KVChamsuri_R
AnimationMode = LOOP
;총 80프레임(배틀쉽 참고)
End
End
;from CWCruBMD1.ini
; Draw = W3DModelDraw Module_ParticleEffects
; DefaultConditionState
; Model = CWCruBRDM2_W
; End
; AliasConditionState = REALLYDAMAGED
; AliasConditionState = RUBBLE
; ConditionState = OVER_WATER
; Model = CWCruBRDM2_W
; ;ParticleSysBone = WATER01 CWCgenAmphibWaveRest
; ;ParticleSysBone = WATER02 CWCgenAmphibWaveRest
; End
; AliasConditionState = OVER_WATER REALLYDAMAGED
; AliasConditionState = OVER_WATER RUBBLE
; ConditionState = OVER_WATER MOVING
; Model = CWCruBRDM2_W
; ParticleSysBone = WATER03 CWCgenAmphibWave1
; End
; AliasConditionState = OVER_WATER MOVING REALLYDAMAGED
; AliasConditionState = OVER_WATER MOVING RUBBLE
; End
; ***DESIGN parameters ***
DisplayName = OBJECT:Chamsuri
Side = SouthKorea
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY Chamsuri40mmGun
Weapon = SECONDARY Chamsuri20mmSeaVulcan
; Weapon = TERTIARY GattlingBuildingGunAirDummy
End
; WeaponSet
; Conditions = PLAYER_UPGRADE
; Weapon = PRIMARY Chamsuri40mmGun ;OverlordTankGun
; Weapon = SECONDARY Chamsuri20mmSeaVulcan ;GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range
; ;gattling cannon upgrade has been made.
; End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 1000 ;2000
BuildTime = 1.0 ;20.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 200
Prerequisites
;Object = ChinaWarFactory
;Object = ChinaPropagandaCenter
End
ExperienceValue = 200 200 400 600 ;Experience point value at each level
ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = SouthKoreaVehicleChamsuriCommandSet
; *** AUDIO Parameters ***
VoiceSelect = OverlordTankVoiceSelect
;SoundMoveStart = OverlordTankMoveStart
;SoundMoveStartDamaged = OverlordTankMoveStart
VoiceMove = OverlordTankVoiceMove
VoiceGuard = OverlordTankVoiceMove
VoiceAttack = OverlordTankVoiceAttack
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = OverlordTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceCrush = OverlordTankVoiceCrush
VoiceEnter = OverlordTankVoiceMove
VoiceUnload = OverlordTankVoiceUnload
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE
Body = ActiveBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
; 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 = 2200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
; Behavior = TransportAIUpdate ModuleTag_03
; Turret
; TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec
; ControlledWeaponSlots = PRIMARY
; End
; AutoAcquireEnemiesWhenIdle = Yes
; End
Behavior = TransportAIUpdate ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 180
TurretPitchRate = 180
AllowsPitch = Yes
FiresWhileTurning = Yes
End
AltTurret
ControlledWeaponSlots = SECONDARY
TurretTurnRate = 180
TurretPitchRate = 180
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretAngle = 180 ;이걸 추가해야 부포탑이 뒤쪽을 보게 된다. -_-zz
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BasicBoatLocomotor2 ;OverlordLocomotor
;Locomotor = SET_NORMAL_UPGRADED NuclearOverlordLocomotor
Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
DeathWeapon = NuclearTankDeathWeapon
StartsActive = No ; turned on by upgrade
TriggeredBy = Upgrade_ChinaNuclearTanks
End
Behavior = LocomotorSetUpgrade ModuleTag_05
TriggeredBy = Upgrade_ChinaNuclearTanks
End
Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
Behavior = PhysicsBehavior ModuleTag_14
Mass = 50.0
End
; Smoke for a bit then explode
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 1500
; DestructionDelayVariance = 500
; FX = INITIAL FX_OverlordSmoke
; OCL = FINAL OCL_ChinaTankOverlordDebris
; FX = FINAL FX_GenericTankDeathExplosion
; End
; Catch fire, and explode death
; Behavior = SlowDeathBehavior
;; ProbabilityModifier = 25
; DestructionDelay = 2000
; DestructionDelayVariance = 300
; FX = INITIAL FX_CrusaderCatchFire
; OCL = FINAL OCL_ChinaTankOverlordDebris
; FX = FINAL FX_GenericTankDeathExplosion
; End
; Just explode death
Behavior = SlowDeathBehavior ModuleTag_16
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_ChinaTankOverlordDebris
FX = FINAL FX_OverlordExplosionOneFinal
End
Behavior = CreateCrateDie ModuleTag_17
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = TransitionDamageFX ModuleTag_18
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
; Behavior = ObjectCreationUpgrade ModuleTag_Z01
; UpgradeObject = OCL_Chamsuri20mmSeaVulcan ;OCL_TaniOhGattlingCannon
; TriggeredBy = Upgrade_ChinaOverlordGattlingCannon
; End
; Behavior = GrantUpgradeCreate ModuleTag_Z02
; UpgradeToGrant = Upgrade_ChinaOverlordGattlingCannon
; ExemptStatus = UNDER_CONSTRUCTION
; End
Behavior = StealthDetectorUpdate ModuleTag_22
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 250 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 13.0
GeometryHeight = 15.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
;참수리 20mm 씨발칸(Sea Vulcan)
Object Chamsuri20mmSeaVulcan
; *** ART Parameters ***
SelectPortrait = SNGatTower_L
ButtonImage = SNGatTower
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = No ;Yes
AttachToBoneInContainer = FIREPOINT01
DefaultConditionState
Model = KVChamsuri_G ;MVTaniOh_G
Animation = KVChamsuri_G.KVChamsuri_G ;MVTaniOh_G.MVTaniOh_G
AnimationMode = MANUAL
Turret = TURRET01
TurretPitch = TURRETEL01
WeaponFireFXBone = PRIMARY TUR1MUZZLE
WeaponMuzzleFlash = PRIMARY TUR1MUZZLEFX
End
AliasConditionState = REALLYDAMAGED
ConditionState = CONTINUOUS_FIRE_SLOW
Model = KVChamsuri_G ;MVTaniOh_G
Animation = KVChamsuri_G.KVChamsuri_G ;MVTaniOh_G.MVTaniOh_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0
End
AliasConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED
ConditionState = CONTINUOUS_FIRE_MEAN
Model = KVChamsuri_G ;MVTaniOh_G
Animation = KVChamsuri_G.KVChamsuri_G ;MVTaniOh_G.MVTaniOh_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0
End
AliasConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED
ConditionState = CONTINUOUS_FIRE_FAST
Model = KVChamsuri_G ;MVTaniOh_G
Animation = KVChamsuri_G.KVChamsuri_G ;MVTaniOh_G.MVTaniOh_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0
ParticleSysBone = TUR1MUZZLE GattlingMuzzleSmoke
End
AliasConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED
End
; ***DESIGN parameters ***
Side = SouthKorea
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY Chamsuri20mmSeaVulcan ;P4TaniOhGattling
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
VoiceRapidFire = NoSound
End
; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 180
TurretPitchRate = 180
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretAngle = 180
End
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
Behavior = StealthDetectorUpdate ModuleTag_06
DetectionRate = 500
CanDetectWhileContained = Yes
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45
End