but missile is not disappear when fire.
(like tomahawk, scud launcher)
how to solve this problem?
sorry my english.
Code:
Object SouthKoreaHawkMissile
; *** ART Parameters ***
SelectPortrait = SAPatriot_L
ButtonImage = SAPatriot
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = No
ProjectileBoneFeedbackEnabledSlots = PRIMARY
;Model을 토마호크로 바꾸니 잘된다. 모델 문제인듯 -_-zz (2003.11.21)
;아니다. 코딩 문제인가..
;TestBox를 만들어서 넣어보니 한 곳에서만 발사된다. INI 문제인듯.. 이랫다저랬다 -_-a
DefaultConditionState
Model = KBHawk ;AVTomahawk ;UVScudLchr
Turret = Turret01
TurretPitch = TurretEL01
WeaponLaunchBone = PRIMARY WeaponA ;MISSILE
WeaponFireFXBone = PRIMARY ENGINE
WeaponHideShowBone = PRIMARY MISSILE
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:HawkMissile
Side = SouthKorea
EditorSorting = STRUCTURE
Prerequisites
;Object = AmericaPowerPlant
End
BuildCost = 700 ;1000
BuildTime = 1.0 ;25.0 ; in seconds
EnergyProduction = -3
WeaponSet
Conditions = None
Weapon = PRIMARY HawkMissileWeapon ;CWCruSAM_Launcher
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY BALLISTIC_MISSILE AIRCRAFT
End
VisionRange = 360.0 ; Shroud clearing distance AND targeting range
ShroudClearingRange = 360
ArmorSet
Conditions = None
Armor = BaseDefenseArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaPatriotBatteryCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level
;Behavior = AIUpdateInterface ModuleTag_20
; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
; MoodAttackCheckRate = 250
;End
; *** AUDIO Parameters ***
VoiceSelect = PatriotBatterySelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = CAN_ATTACK FS_BASE_DEFENSE IMMOBILE IMMUNE_TO_CAPTURE PRELOAD SCORE SELECTABLE STICK_TO_TERRAIN_SLOPE STRUCTURE
Body = StructureBody ModuleTag_04
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 = 1200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = StealthDetectorUpdate ModuleTag_13
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;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
Behavior = BaseRegenerateUpdate ModuleTag_05
;No data
End
Behavior = AIUpdateInterface ModuleTag_06
Turret
TurretTurnRate = 120 ; 80 // turn rate, in degrees per sec
TurretPitchRate = 160
AllowsPitch = Yes
NaturalTurretPitch = 0
;FirePitch = 25
FiresWhileTurning = Yes
RecenterTime = 2000
ControlledWeaponSlots = PRIMARY
MinIdleScanInterval = 1000 ; in milliseconds
MaxIdleScanInterval = 5000 ; in milliseconds
MinIdleScanAngle = 25 ; in degrees off the natural turret angle
MaxIdleScanAngle = 45 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 150
End
Behavior = DestroyDie ModuleTag_08
;nothing
End
Behavior = CreateObjectDie ModuleTag_09
CreationList = OCL_AmericanRangerDebris03
ExemptStatus = UNDER_CONSTRUCTION
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureTinyDeath
End
Behavior = FlammableUpdate ModuleTag_12
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_14
;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End
Behavior = StealthDetectorUpdate ModuleTag_15
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = 200 ;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 = CYLINDER
GeometryMajorRadius = 12.0
GeometryMinorRadius = 1.0
GeometryHeight = 14.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End