;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
; 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
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 = 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 = 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 = 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
Compared with the Overlord Gattling Cannon code I only see the NaturalTurretAngle as being odd, and the fact that you are missing the MoodAttackCheckRate (which shouldn't matter that much). Compare it with the Overlord Gattling Cannon's AIUpdateInterface:
Code:
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY SECONDARY
TurretTurnRate = 180 // turn rate, in degrees per sec
TurretPitchRate = 180
AllowsPitch = Yes
FiresWhileTurning = Yes
NaturalTurretPitch = 20 ; this keeps it aimed half way between land and sky
MinIdleScanInterval = 250 ; in milliseconds
MaxIdleScanInterval = 250 ; in milliseconds
MinIdleScanAngle = 0 ; in degrees off the natural turret angle
MaxIdleScanAngle = 360 ; in degrees off the natural turret angle
End
AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
MoodAttackCheckRate = 50
End
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