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QQQQQQQQP

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Posts posted by QQQQQQQQP


  1. i am making the cargo plane drivable and this is it

     

    would it work

     

     

     

    ;_______________________________________________

    Object GLAJetPelican

     

    ; *** ART Parameters ***

    Draw = W3DModelDraw ModuleTag_01

    ParticlesAttachedToAnimatedBones = Yes

    DefaultConditionState

    Model = UVCargoPln

    Animation = UVCargoPln.UVCargoPln

    AnimationMode = LOOP

    ParticleSysBone = Engine01 JetBlackTrail

    ParticleSysBone = Engine02 JetBlackTrail

    ParticleSysBone = Engine03 JetBlackTrail

    ParticleSysBone = Engine04 JetBlackTrail

    End

    ConditionState = DAMAGED

    Model = UVCargoPln_D

    Animation = UVCargoPln_D.UVCargoPln_D

    AnimationMode = MANUAL

    Flags = START_FRAME_FIRST

    ParticleSysBone = Smoke01 JetFireLarge

    ParticleSysBone = Smoke02 JetFireLarge

    ParticleSysBone = Propeller03 JetBlackTrailThin

    ParticleSysBone = Propeller04 JetBlackTrailThin

    ParticleSysBone = Smoke01 JetSmokeLarge

    ParticleSysBone = Smoke02 JetSmokeLarge

    ParticleSysBone = Smoke03 JetSmokeLarge

    End

    ConditionState = REALLYDAMAGED

    Model = UVCargoPln_D

    Animation = UVCargoPln_D.UVCargoPln_D

    AnimationMode = MANUAL

    Flags = START_FRAME_FIRST

    ParticleSysBone = Smoke01 JetFireLarge

    ParticleSysBone = Smoke02 JetFireLarge

    ParticleSysBone = Propeller03 JetBlackTrailThin

    ParticleSysBone = Propeller04 JetBlackTrailThin

    ParticleSysBone = Smoke01 JetSmokeLarge

    ParticleSysBone = Smoke02 JetSmokeLarge

    ParticleSysBone = Smoke03 JetSmokeLarge

    End

    ConditionState = RUBBLE

    Model = UVCargoPln_D1

    ParticleSysBone = Smoke01 JetFireLarge

    ParticleSysBone = Smoke02 JetFireLarge

    ParticleSysBone = Smoke03 JetFireLarge

    ParticleSysBone = Smoke04 JetFireLarge

    ParticleSysBone = Smoke01 JetSmokeLarge

    ParticleSysBone = Smoke02 JetSmokeLarge

    ParticleSysBone = Smoke03 JetSmokeLarge

    ParticleSysBone = Smoke04 JetSmokeLarge

    End

     

    OkToChangeModelColor = Yes

    End

     

    Draw = W3DModelDraw ModuleTag_02

    DefaultConditionState

    Model = UVCargoPln_A2

    Animation = UVCargoPln_A2.UVCargoPln_A2

    AnimationMode = MANUAL

    Flags = START_FRAME_FIRST

    End

    ConditionState = DOOR_1_OPENING

    Model = UVCargoPln_A2

    Animation = UVCargoPln_A2.UVCargoPln_A2

    AnimationMode = ONCE

    Flags = START_FRAME_FIRST

    End

    ConditionState = DOOR_1_CLOSING

    Model = UVCargoPln_A2

    Animation = UVCargoPln_A2.UVCargoPln_A2

    AnimationMode = ONCE_BACKWARDS

    Flags = START_FRAME_LAST

    End

    End

     

    ; ***DESIGN parameters ***

    DisplayName = OBJECT:Raptor

    EditorSorting = VEHICLE

    Side = America

    TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)

    VisionRange = 200.0

    ShroudClearingRange = 400

    Prerequisites

    Object = AmericaAirfield

    End

     

    WeaponSet

    Conditions = None

    Weapon = PRIMARY RaptorJetMissileWeapon

    End

    WeaponSet

    Conditions = PLAYER_UPGRADE

    Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon

    End

    ArmorSet

    Conditions = None

    Armor = AirplaneArmor

    DamageFX = None

    End

    ArmorSet

    Conditions = PLAYER_UPGRADE

    Armor = CountermeasuresAirplaneArmor

    DamageFX = None

    End

     

     

    BuildCost = 1400

    BuildTime = 20

    ExperienceValue = 50 50 100 150 ;Experience point value at each level

    ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level

    IsTrainable = Yes ;Can gain experience

    CrusherLevel = 1 ;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 = AmericaJetRaptorCommandSet

     

    ; *** AUDIO Parameters ***

    VoiceSelect = RaptorVoiceSelect

    VoiceMove = RaptorVoiceMove

    VoiceAttack = RaptorVoiceAttack

    VoiceAttackAir = RaptorVoiceAttackAir

    VoiceGuard = RaptorVoiceAirPatrol

    SoundAmbient = RaptorAmbientLoop

    SoundAmbientRubble = NoSound

    ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield

    ; SoundAmbient = NoSound

    UnitSpecificSounds

    VoiceCreate = RaptorVoiceCreate

    SoundEject = PilotSoundEject

    VoiceEject = PilotVoiceEject

    Afterburner = RaptorAfterburner

    VoiceLowFuel = RaptorVoiceLowFuel

    VoiceGarrison = RaptorVoiceMove

    End

     

    ; *** ENGINEERING Parameters ***

    RadarPriority = UNIT

    KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT

    Body = ActiveBody ModuleTag_02

    MaxHealth = 160.0

    InitialHealth = 160.0

    End

     

    Behavior = WeaponSetUpgrade ModuleTag_03

    TriggeredBy = Upgrade_AmericaLaserMissiles

    End

    Behavior = ArmorUpgrade ModuleTag_Armor01

    TriggeredBy = Upgrade_AmericaCountermeasures

    End

     

    Behavior = CountermeasuresBehavior ModuleTag_10

    TriggeredBy = Upgrade_AmericaCountermeasures

    FlareTemplateName = CountermeasureFlare

    FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)

    VolleySize = 3 ; Number of flares launched per volley (requires bones)

    VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).

    VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.

    DelayBetweenVolleys = 1000 ; Time between flare volleys

    NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading

    ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.

    EvasionRate = 30% ; With active flares, the specified percentage will be diverted.

    ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.

    MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.

    End

     

    Behavior = ExperienceScalarUpgrade ModuleTag_04

    TriggeredBy = Upgrade_AmericaAdvancedTraining

    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%

    End

     

    Behavior = JetSlowDeathBehavior ModuleTag_05

    FXOnGroundDeath = FX_JetOnGroundDeath

    OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp

    DestructionDelay = 99999999; destruction will happen when we

    RollRate = 0.2

    RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta

    PitchRate = 0.0

    FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)

    FXInitialDeath = FX_RaptorDeathInitial

    OCLInitialDeath = OCL_RaptorDeathInitial

    DelaySecondaryFromInitialDeath = 500 ; in milliseconds

    FXSecondary = FX_JetDeathSecondary

    OCLSecondary = OCL_RaptorDeathSecondary

    FXHitGround = FX_JetDeathHitGround

    OCLHitGround = OCL_RaptorDeathHitGround

    DelayFinalBlowUpFromHitGround = 200 ; in milliseconds

    FXFinalBlowUp = FX_JetDeathFinalBlowUp

    OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp

    ; DeathLoopSound = MICAL NEEDS TO MAKE ME

    End

    Behavior = EjectPilotDie ModuleTag_06

    ExemptStatus = HIJACKED

    GroundCreationList = OCL_EjectPilotOnGround

    AirCreationList = OCL_EjectPilotViaParachute

    VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot

    End

     

    Behavior = PhysicsBehavior ModuleTag_07

    Mass = 500.0

    End

     

    Behavior = TransitionDamageFX ModuleTag_08

    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01

    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition

    End

     

    Behavior = JetAIUpdate ModuleTag_09

    OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo

    ; note that it's expressed as a percent of max health, not an absolute

    TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off

    TakeoffPause = 500

    MinHeight = 5

    ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors

    ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo

    End

    Locomotor = SET_NORMAL RaptorJetLocomotor

    Locomotor = SET_TAXIING BasicJetTaxiLocomotor

     

    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

    GeometryIsSmall = Yes

    GeometryMajorRadius = 14.0

    GeometryMinorRadius = 7.0

    GeometryHeight = 5.0

    Shadow = SHADOW_VOLUME

    ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

     

    End

    NVM it did not work but i still need help

  2. i am making the cargo plane drivable and this is it

     

    would it work

     

     

     

    ;_______________________________________________

    Object GLAJetPelican

     

    ; *** ART Parameters ***

    Draw = W3DModelDraw ModuleTag_01

    ParticlesAttachedToAnimatedBones = Yes

    DefaultConditionState

    Model = UVCargoPln

    Animation = UVCargoPln.UVCargoPln

    AnimationMode = LOOP

    ParticleSysBone = Engine01 JetBlackTrail

    ParticleSysBone = Engine02 JetBlackTrail

    ParticleSysBone = Engine03 JetBlackTrail

    ParticleSysBone = Engine04 JetBlackTrail

    End

    ConditionState = DAMAGED

    Model = UVCargoPln_D

    Animation = UVCargoPln_D.UVCargoPln_D

    AnimationMode = MANUAL

    Flags = START_FRAME_FIRST

    ParticleSysBone = Smoke01 JetFireLarge

    ParticleSysBone = Smoke02 JetFireLarge

    ParticleSysBone = Propeller03 JetBlackTrailThin

    ParticleSysBone = Propeller04 JetBlackTrailThin

    ParticleSysBone = Smoke01 JetSmokeLarge

    ParticleSysBone = Smoke02 JetSmokeLarge

    ParticleSysBone = Smoke03 JetSmokeLarge

    End

    ConditionState = REALLYDAMAGED

    Model = UVCargoPln_D

    Animation = UVCargoPln_D.UVCargoPln_D

    AnimationMode = MANUAL

    Flags = START_FRAME_FIRST

    ParticleSysBone = Smoke01 JetFireLarge

    ParticleSysBone = Smoke02 JetFireLarge

    ParticleSysBone = Propeller03 JetBlackTrailThin

    ParticleSysBone = Propeller04 JetBlackTrailThin

    ParticleSysBone = Smoke01 JetSmokeLarge

    ParticleSysBone = Smoke02 JetSmokeLarge

    ParticleSysBone = Smoke03 JetSmokeLarge

    End

    ConditionState = RUBBLE

    Model = UVCargoPln_D1

    ParticleSysBone = Smoke01 JetFireLarge

    ParticleSysBone = Smoke02 JetFireLarge

    ParticleSysBone = Smoke03 JetFireLarge

    ParticleSysBone = Smoke04 JetFireLarge

    ParticleSysBone = Smoke01 JetSmokeLarge

    ParticleSysBone = Smoke02 JetSmokeLarge

    ParticleSysBone = Smoke03 JetSmokeLarge

    ParticleSysBone = Smoke04 JetSmokeLarge

    End

     

    OkToChangeModelColor = Yes

    End

     

    Draw = W3DModelDraw ModuleTag_02

    DefaultConditionState

    Model = UVCargoPln_A2

    Animation = UVCargoPln_A2.UVCargoPln_A2

    AnimationMode = MANUAL

    Flags = START_FRAME_FIRST

    End

    ConditionState = DOOR_1_OPENING

    Model = UVCargoPln_A2

    Animation = UVCargoPln_A2.UVCargoPln_A2

    AnimationMode = ONCE

    Flags = START_FRAME_FIRST

    End

    ConditionState = DOOR_1_CLOSING

    Model = UVCargoPln_A2

    Animation = UVCargoPln_A2.UVCargoPln_A2

    AnimationMode = ONCE_BACKWARDS

    Flags = START_FRAME_LAST

    End

    End

     

    ; ***DESIGN parameters ***

    DisplayName = OBJECT:Raptor

    EditorSorting = VEHICLE

    Side = America

    TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)

    VisionRange = 200.0

    ShroudClearingRange = 400

    Prerequisites

    Object = AmericaAirfield

    End

     

    WeaponSet

    Conditions = None

    Weapon = PRIMARY RaptorJetMissileWeapon

    End

    WeaponSet

    Conditions = PLAYER_UPGRADE

    Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon

    End

    ArmorSet

    Conditions = None

    Armor = AirplaneArmor

    DamageFX = None

    End

    ArmorSet

    Conditions = PLAYER_UPGRADE

    Armor = CountermeasuresAirplaneArmor

    DamageFX = None

    End

     

     

    BuildCost = 1400

    BuildTime = 20

    ExperienceValue = 50 50 100 150 ;Experience point value at each level

    ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level

    IsTrainable = Yes ;Can gain experience

    CrusherLevel = 1 ;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 = AmericaJetRaptorCommandSet

     

    ; *** AUDIO Parameters ***

    VoiceSelect = RaptorVoiceSelect

    VoiceMove = RaptorVoiceMove

    VoiceAttack = RaptorVoiceAttack

    VoiceAttackAir = RaptorVoiceAttackAir

    VoiceGuard = RaptorVoiceAirPatrol

    SoundAmbient = RaptorAmbientLoop

    SoundAmbientRubble = NoSound

    ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield

    ; SoundAmbient = NoSound

    UnitSpecificSounds

    VoiceCreate = RaptorVoiceCreate

    SoundEject = PilotSoundEject

    VoiceEject = PilotVoiceEject

    Afterburner = RaptorAfterburner

    VoiceLowFuel = RaptorVoiceLowFuel

    VoiceGarrison = RaptorVoiceMove

    End

     

    ; *** ENGINEERING Parameters ***

    RadarPriority = UNIT

    KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT

    Body = ActiveBody ModuleTag_02

    MaxHealth = 160.0

    InitialHealth = 160.0

    End

     

    Behavior = WeaponSetUpgrade ModuleTag_03

    TriggeredBy = Upgrade_AmericaLaserMissiles

    End

    Behavior = ArmorUpgrade ModuleTag_Armor01

    TriggeredBy = Upgrade_AmericaCountermeasures

    End

     

    Behavior = CountermeasuresBehavior ModuleTag_10

    TriggeredBy = Upgrade_AmericaCountermeasures

    FlareTemplateName = CountermeasureFlare

    FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)

    VolleySize = 3 ; Number of flares launched per volley (requires bones)

    VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).

    VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.

    DelayBetweenVolleys = 1000 ; Time between flare volleys

    NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading

    ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.

    EvasionRate = 30% ; With active flares, the specified percentage will be diverted.

    ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.

    MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.

    End

     

    Behavior = ExperienceScalarUpgrade ModuleTag_04

    TriggeredBy = Upgrade_AmericaAdvancedTraining

    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%

    End

     

    Behavior = JetSlowDeathBehavior ModuleTag_05

    FXOnGroundDeath = FX_JetOnGroundDeath

    OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp

    DestructionDelay = 99999999; destruction will happen when we

    RollRate = 0.2

    RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta

    PitchRate = 0.0

    FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)

    FXInitialDeath = FX_RaptorDeathInitial

    OCLInitialDeath = OCL_RaptorDeathInitial

    DelaySecondaryFromInitialDeath = 500 ; in milliseconds

    FXSecondary = FX_JetDeathSecondary

    OCLSecondary = OCL_RaptorDeathSecondary

    FXHitGround = FX_JetDeathHitGround

    OCLHitGround = OCL_RaptorDeathHitGround

    DelayFinalBlowUpFromHitGround = 200 ; in milliseconds

    FXFinalBlowUp = FX_JetDeathFinalBlowUp

    OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp

    ; DeathLoopSound = MICAL NEEDS TO MAKE ME

    End

    Behavior = EjectPilotDie ModuleTag_06

    ExemptStatus = HIJACKED

    GroundCreationList = OCL_EjectPilotOnGround

    AirCreationList = OCL_EjectPilotViaParachute

    VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot

    End

     

    Behavior = PhysicsBehavior ModuleTag_07

    Mass = 500.0

    End

     

    Behavior = TransitionDamageFX ModuleTag_08

    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01

    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition

    End

     

    Behavior = JetAIUpdate ModuleTag_09

    OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo

    ; note that it's expressed as a percent of max health, not an absolute

    TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off

    TakeoffPause = 500

    MinHeight = 5

    ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors

    ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo

    End

    Locomotor = SET_NORMAL RaptorJetLocomotor

    Locomotor = SET_TAXIING BasicJetTaxiLocomotor

     

    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

    GeometryIsSmall = Yes

    GeometryMajorRadius = 14.0

    GeometryMinorRadius = 7.0

    GeometryHeight = 5.0

    Shadow = SHADOW_VOLUME

    ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

     

    End

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