Generlas 2k |
05-05-2003 17:41 |
was ist an der ini falsch ?
Tach mein Panzer will einfach net Feuern ..
Zitat:
Object ChinaVehicleBTR60
; *** ART Parameters ***
SelectPortrait = SNTransport_L
ButtonImage = BTR60
;UpgradeCameo1 = NONE
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = RvBTR60
;note, the IRSonar particle system is added in StealthDetectorUpdate.cpp, not here
End
ConditionState = REALLYDAMAGED RUBBLE ; THIS IS VERY IMPORTANT... DO NOT REMOVE 'RUBBLE' UNDER PENALTY OF DEATH MLorenzen
; @todo find out why a non-animating model like this has such trouble matching
; reallydamaged against moving against rubble, etc.
Model = RvBTR60
End
TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Wheel01
RightFrontTireBone = Wheel08
LeftRearTireBone = Wheel03
RightRearTireBone = Wheel05
MidLeftFrontTireBone = Wheel02
MidRightFrontTireBone = Wheel07
MidLeftRearTireBone = Wheel04
MidRightRearTireBone = Wheel06
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:BTR60
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;Just enough to fit into a Chinook.
WeaponSet
Conditions = None
Weapon = PRIMARY GUSGruppentransporterGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 900
BuildTime = 9.0 ;in seconds
VisionRange = 175 ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks!
ShroudClearingRange = 400
Prerequisites
Object = ChinaWarFactory
End
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 = ChinaBTR60CommandSet
; *** AUDIO Parameters ***
VoiceSelect = TroopCrawlerVoiceSelect
VoiceMove = TroopCrawlerVoiceMove
VoiceGuard = TroopCrawlerVoiceMove
VoiceAttack = TroopCrawlerVoiceAttack
SoundMoveStart = TroopCrawlerMoveStart
SoundMoveStartDamaged = TroopCrawlerMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = TroopCrawlerVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
TruckLandingSound = NoSound ;RocketBuggyLand
TruckPowerslideSound = NoSound ;RocketBuggyPowerslide
VoiceCrush = TroopCrawlerVoiceCrush
VoiceUnload = TroopCrawlerVoiceUnload
VoiceEnter = TroopCrawlerVoiceMove
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 = 500.0
InitialHealth = 500.0
End
;OBSOLETE
; Behavior = AIUpdateInterface ModuleTag_04
; Turret
; ControlledWeaponSlots = PRIMARY
; End
; End
Behavior = AssaultTransportAIUpdate ModuleTag_NewAI
MembersGetHealedAtLifeRatio = 0.5
End
Locomotor = SET_NORMAL TroopCrawlerLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
End
Behavior = SlowDeathBehavior ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 1
FX = FINAL FX_SupplyTruckExplosionOneFinal
OCL = FINAL OCL_FinalTroopCrawlerDebris
End
Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
End
Behavior = DestroyDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
; A crushing defeat
Behavior = FXListDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateCrateDie ModuleTag_12
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
Geometry = BOX
GeometryMajorRadius = 22.0
GeometryMinorRadius = 9.0
GeometryHeight = 13.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
|
ist mein 3ter versuch und der dumme Panzer will einfach net die Waffe benutzen !!
die waffe Funktioniert ! 100%
|