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w555

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About w555

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  1. w555

    Favorite General and why?

    A-10 B3 f35 su-34 mig31 j-10
  2. J-Fire_Man Does help the W555 plait write a purple laser code, help J-Fire_Man帮W555编写一段紫色激光代码,帮吗 E-mail :[email protected] [email protected]
  3. W555在做一个中国激光将军阵营
  4. Armed helicopter of snail attack
  5. The Chinese mission is the first pass
  6. w555:加一个中国运兵车蓋特砲(没有成功)
  7. w555:加一个中国运兵车蓋特砲(没有成功)
  8. China transport troops the car and did not cover especially quick-fried tower 中国运兵车没有蓋特炮塔 1: 2: 3: Object ChinaVehicleTroopCrawler SelectPortrait = SNTransport_L ButtonImage = SNTransport UpgradeCameo1 = Upgrade_TroopCrawlerGattlingCannon UpgradeCameo2 = Upgrade_TroopCrawlerdPropagandaTower Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVTCrawler End ConditionState = REALLYDAMAGED RUBBLE Model = NVTCrawler_D End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray LeftFrontTireBone = Wheel01 RightFrontTireBone = Wheel08 LeftRearTireBone = Wheel03 RightRearTireBone = Wheel05 MidLeftFrontTireBone = Wheel02 MidRightFrontTireBone = Wheel07 MidLeftRearTireBone = Wheel04 MidRightRearTireBone = Wheel06 TireRotationMultiplier = 0.2 PowerslideRotationAddition = 0 End DisplayName = OBJECT:TroopCrawler Side = China EditorSorting = VEHICLE TransportSlotCount = 10 WeaponSet Conditions = None Weapon = PRIMARY TroopCrawlerAssault End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 260 BuildTime = 2.0 VisionRange = 175 ShroudClearingRange = 400 CrusherLevel = 2 CrushableLevel = 2 CommandSet = ChinaTroopCrawlerCommandSet VoiceSelect = TroopCrawlerVoiceSelect VoiceMove = TroopCrawlerVoiceMove VoiceGuard = TroopCrawlerVoiceMove VoiceAttack = TroopCrawlerVoiceAttack VoiceDefect = TroopCrawlerVoiceCreate SoundMoveStart = TroopCrawlerMoveStart SoundMoveStartDamaged = TroopCrawlerMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = TroopCrawlerVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop TruckLandingSound = NoSound TruckPowerslideSound = NoSound VoiceCrush = TroopCrawlerVoiceCrush VoiceUnload = TroopCrawlerVoiceUnload VoiceEnter = TroopCrawlerVoiceMove End RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 24000.0 InitialHealth = 24000.0 SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = StealthDetectorUpdate ModuleTag_03 DetectionRate = 900 CanDetectWhileGarrisoned = No CanDetectWhileContained = No PingSound = IRPing LoudPingSound = IRPingLoud IRParticleSysName = IRDetectSonar IRBrightParticleSysName = IRDetectSonarBright IRGridParticleSysName = IRDetectGrid IRBeaconParticleSysName = IRLenzflare IRParticleSysBone = IRFX End Behavior = AssaultTransportAIUpdate ModuleTag_NewAI MembersGetHealedAtLifeRatio = 0.5 End Locomotor = SET_NORMAL TroopCrawlerLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = TransportContain ModuleTag_06 Slots = 10 InitialPayload = Lazr_AmericaInfantryRanger 5 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 GoAggressiveOnExit = Yes End Behavior = ObjectCreationUpgrade ModuleTag_TankHunter01 UpgradeObject = Infa_OCL_TroopCrawlerTankHunter TriggeredBy = Upgrade_ChinaOverlordBattleBunker End Behavior = GrantUpgradeCreate ModuleTag_TankHunter02 UpgradeToGrant = Upgrade_ChinaOverlordBattleBunker 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_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData End Behavior = ObjectCreationUpgrade ModuleTag_13 UpgradeObject = OCL_TroopCrawlerGattlingCannon TriggeredBy = Upgrade_TroopCrawlerGattlingCannon ConflictsWith = Upgrade_ChinaOverlordPropagandaTower End Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01 TriggeredBy = Upgrade_TroopCrawlerGattlingCannon ConflictsWith = Upgrade_ChinaOverlordPropagandaTower End Behavior = ProductionUpdate ModuleTag_14 MaxQueueEntries = 1 End Behavior = CommandSetUpgrade ModuleTag_15 CommandSet = TroopCrawlerGattlingCannonCommandSet TriggeredBy = Upgrade_TroopCrawlerGattlingCannon ConflictsWith = Upgrade_TroopCrawlerPropagandaTower End Behavior = ObjectCreationUpgrade ModuleTag_16 UpgradeObject = OCL_TroopCrawlerPropagandaTower TriggeredBy = Upgrade_TroopCrawlerPropagandaTower ConflictsWith = Upgrade_TroopCrawlerGattlingCannon End Behavior = CommandSetUpgrade ModuleTag_18 CommandSet = TroopCrawlerPropagandaTowerCommandSet TriggeredBy = Upgrade_TroopCrawlerPropagandaTower ConflictsWith = Upgrade_TroopCrawlerGattlingCannon End Behavior = PhysicsBehavior ModuleTag_17 Mass = 50.0 EndBehavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 AflameDamageAmount = 3 AflameDamageDelay = 500 End Behavior = FXListDie ModuleTag_HijackerEmerge RequiredStatus = HIJACKED DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_HijackerEject End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 9.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 End CommandButton Command_UpgradeTroopCrawlerGattlingCannon Command = OBJECT_UPGRADE Upgrade = Upgrade_TroopCrawlerGattlingCannon Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeTroopCrawlerGattlingCannon ButtonImage = T65 ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:TooltipUpgradeTroopCrawlerGattlingCannon UnitSpecificSound = OverlordTankVoiceModeGattling End CommandButton Command_UpgradeTroopCrawlerPropagandaTower Command = OBJECT_UPGRADE Upgrade = Upgrade_TroopCrawlerPropagandaTower Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeTroopCrawlerPropagandaTower ButtonImage = T64 ButtonBorderType = UPGRADE DescriptLabel = CONTROLBAR:TooltipUpgradeTroopCrawlerPropagandaTower UnitSpecificSound = OverlordTankVoiceModeSpeakerTower End CommandSet ChinaTroopCrawlerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_TransportExit 10 = Command_EmptyCrawler 11 = Command_UpgradeTroopCrawlerPropagandaTower 12 = Command_UpgradeTroopCrawlerGattlingCannon 13 = Command_AttackMove 14 = Command_Stop End CommandSet TroopCrawlerGattlingCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet TroopCrawlerPropagandaTowerCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ObjectCreationList Infa_OCL_TroopCrawlerTankHunter CreateObject ObjectNames = Infa_ChinaInfantryTankHunter Count = 4 ContainInsideSourceObject = Yes End End ObjectCreationList OCL_TroopCrawlerGattlingCannon CreateObject ObjectNames = TroopCrawlerGattlingCannon Count = 1 ContainInsideSourceObject = Yes End End ObjectCreationList OCL_TroopCrawlerPropagandaTower CreateObject ObjectNames = TroopCrawlerPropagandaTower Count = 1 ContainInsideSourceObject = Yes End End Upgrade Upgrade_TroopCrawlerPropagandaTower DisplayName = UPGRADE:TroopCrawlerPropagandaTower Type = OBJECT BuildTime = 1.0 BuildCost = 50 ButtonImage = T64 ResearchSound = TroopCrawlerPropagandaTowerVoiceCreate UnitSpecificSound = OverlordExpansion End Upgrade Upgrade_TroopCrawlerGattlingCannon DisplayName = UPGRADE:TroopCrawlerGattlingCannon Type = OBJECT BuildTime = 1.0 BuildCost = 23 ButtonImage = T65 ResearchSound = TroopCrawlerGattlingCannonVoiceCreate UnitSpecificSound = OverlordExpansion End
  9. w555

    Year 2030+

    ok
  10. whom be able to assist me w555 set three tube BattleMaster tank shot point error code???? at rest in ;------------------------------------------------------------------------------ Object ChinaTankBattleMaster ; *** ART Parameters *** SelectPortrait = SNBattlemaster_L ButtonImage = SNBattlemaster UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = NVTBMaster Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponRecoilBone = PRIMARY Barrel01 WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponLaunchBone = PRIMARY Muzzle01 End ConditionState = REALLYDAMAGED Model = NVTBMaster_D Turret = Turret01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponRecoilBone = PRIMARY Barrel01 WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponLaunchBone = PRIMARY Muzzle01 End ConditionState = RUBBLE Model = NVTBMaster_D Turret = Turret01 End ; crate 1 ConditionState = WEAPONSET_CRATEUPGRADE_ONE Model = NVTBMaster Turret = TurretUp02 WeaponFireFXBone = PRIMARY MuzzleUp02 WeaponRecoilBone = PRIMARY BarrelUp02 WeaponMuzzleFlash = PRIMARY MuzzleFXUp02 WeaponLaunchBone = PRIMARY MuzzleUpUp02 End ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE Model = NVTBMaster_D Turret = TurretUp02 WeaponFireFXBone = PRIMARY MuzzleUp02 WeaponRecoilBone = PRIMARY BarrelUp02 WeaponMuzzleFlash = PRIMARY MuzzleFXUp02 WeaponLaunchBone = PRIMARY MuzzleUp02 End ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE Model = NVTBMaster_D Turret = TurretUp02 End ; crate 2 ConditionState = WEAPONSET_CRATEUPGRADE_TWO Model = NVTBMaster Turret = TurretUp03 WeaponFireFXBone = PRIMARY MuzzleUp03 WeaponRecoilBone = PRIMARY BarrelUp03 WeaponMuzzleFlash = PRIMARY MuzzleFXUp03 WeaponLaunchBone = PRIMARY MuzzleUp03 End ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO Model = NVTBMaster_D Turret = TurretUp03 WeaponFireFXBone = PRIMARY MuzzleUp03 WeaponRecoilBone = PRIMARY BarrelUp03 WeaponMuzzleFlash = PRIMARY MuzzleFXUp03 WeaponLaunchBone = PRIMARY MuzzleUp03 End ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO Model = NVTBMaster_D Turret = TurretUp03 End TrackMarks = EXTnkTrack.tga End ; ***DESIGN parameters *** DisplayName = OBJECT:BattleMaster Side = China EditorSorting = VEHICLE TransportSlotCount = 3 ;how many slots we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY BattleMasterTankGun End WeaponSet Conditions = None Weapon = PRIMARY BattleMasterTankGunONE End WeaponSet Conditions = None Weapon = PRIMARY BattleMasterTankGunTWO End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = ChinaWarFactory End Experience&#118alue = 100 100 200 400 ;Experience point &#118alue at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience 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 = ChinaVehicleBattleMasterCommandSet ; *** AUDIO Parameters *** VoiceSelect = BattleMasterTankVoiceSelect VoiceMove = BattleMasterTankVoiceMove VoiceGuard = BattleMasterTankVoiceMove VoiceAttack = BattleMasterTankVoiceAttack SoundMoveStart = BattleMasterTankMoveStart SoundMoveStartDamaged = BattleMasterTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = BattleMasterTankVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceCrush = BattleMasterTankVoiceCrush VoiceEnter = BattleMasterTankVoiceMove 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 = 400.0 InitialHealth = 400.0 ; 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 = 800 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 120 ; turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BattleMasterLocomotor Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor Behavior = HordeUpdate ModuleTag_04 RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman UpdateRate = 1000 ; how often to recheck horde status (msec) Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) KindOf = VEHICLE ; what KindOfs must match to count towards horde-ness AlliesOnly = Yes ; do we only count allies towards horde status? ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) Count = 5 ; how many units must be within Radius to grant us horde-ness Action = HORDE ; when horde-ing, grant us the HORDE bonus End Behavior = PhysicsBehavior ModuleTag_05 Mass = 40.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = NuclearTankDeathWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = LocomotorSetUpgrade ModuleTag_07 TriggeredBy = Upgrade_ChinaNuclearTanks End Behavior = VeterancyGainCreate ModuleVet_01 StartingLevel = ELITE ScienceRequired = SCIENCE_BattlemasterTraining End ; A crushing defeat Behavior = DestroyDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_11 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_ChinaTankBattleMasterDebris FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = TransitionDamageFX ModuleTag_13 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, Ill burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 9.0 GeometryHeight = 10 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End Weapon.INI ;------------------------------------------------------------------------------ Weapon BattleMasterTankGun PrimaryDamage = 260.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2600.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge &#118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle01 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End ;------------------------------------------------------------------------------ Weapon BattleMasterTankGunONE PrimaryDamage = 260.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2600.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge &#118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle02 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End ;------------------------------------------------------------------------------ Weapon BattleMasterTankGunTWO PrimaryDamage = 260.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 2600.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge &#118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle03 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End
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