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w555

three tube BattleMaster tank shot point error code???? at re

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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%

Endimg][img]

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