Tach mein Panzer will einfach net Feuern ..
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				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
			
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 ist mein 3ter versuch und der dumme Panzer will einfach net die Waffe benutzen !!
die waffe Funktioniert ! 100%