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Hi , I am started modding a few months ago and right now im having trouble with weapon replacement for mammoth. I want to replace the normal guns with railgun but I don't know how to. Help Please?

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While you can do it the proper way by removing all of the normal weapon related code such as the actual weapon and triggers for the states and sub-objects,
And set all of the railgun stuff to to start up by default,
 

There are few other ways you can achieved it which may be more easier,
Such as changing the trigger for it only in the mammoth like this

 

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
	<GameObject
		id="GDIMammoth"
		KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS PRELOAD SCORE ATTACK_NEEDS_LINE_OF_SIGHT CAN_REVERSE_MOVE VEHICLE CAN_BE_FAVORITE_UNIT"
		Description="Desc:GDIMammothTank"
		TypeDescription="Type:GDIMammothTank"
		RadarPriority="UNIT"
		Side="GDI"
		EditorName="GDIMammoth"
		EditorSorting="UNIT"
		BuildTime="25"
		CommandSet="GDIMammothCommandSet"
		SelectPortrait="Portrait_GDIMammothTank"
		ButtonImage="Portrait_GDIMammothTank"
		VoicePriority="220"
		ShockwaveResistance="100"
		CommandPoints="100"
		ThreatLevel="10"
		ProductionQueueType="VEHICLE"
		UnitCategory="VEHICLE"
		WeaponCategory="CANNON"
		ReinvisibilityDelay="7s"
		BuildCost="2500"
		TransportSlotCount="1">
		<DisplayName>Name:GDIMammothTank</DisplayName>
		<GameDependency>
			<RequiredObject>GDIArmory</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="GDIMammothTankArmor"
			DamageFX="VehicleDamageFX" />
		<LocomotorSet
			Speed="45"
			Locomotor="GDIMammothLocomotor" />
		<LocomotorSet
			Speed="80"
			Condition="NORMAL_UPGRADED"
			Locomotor="GDIMammothLocomotor" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="True" />
		<Draws>
			<TankDraw
				id="0x50DF2C46"
				InitialRecoilSpeed="16"
				MaxRecoilDistance="10"
				RecoilDamping="2"
				RecoilSettleSpeed="3"
				TrackMarks="EXTnkTrack"
				ExtraPublicBone="FXTracksLR FXTracksRR FXTracksLF FXTracksRF MUZZLEFX01 MUZZLEFX02"
				TrackMarksLeftBone="FXTracksLR"
				TrackMarksRightBone="FXTracksRR"
				OkToChangeModelColor="True"
				TreadAnimationRate="2"
				TreadPivotSpeedFraction="0.9"
				TreadDriveSpeedFraction="0.25">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT"
					RetainSubObjects="True">
					<Model
						Name="W3DContainer:GUMAMM_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="3"
						BoneName="MuzzleFX" />
					<WeaponFireFXBone
						BoneName="RocketLaunch01" />
					<WeaponFireFXBone
						WeaponSlotID="2"
						BoneName="RocketLaunch02" />
					<WeaponRecoilBone
						WeaponSlotID="3"
						BoneName="Bone_Barrel_" />
					<WeaponMuzzleFlash
						WeaponSlotID="3"
						BoneName="MuzzleFlash_" />
					<WeaponLaunchBone
						WeaponSlotID="3"
						BoneName="MuzzleFX" />
					<WeaponLaunchBone
						BoneName="RocketLaunch01" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						BoneName="RocketLaunch02" />
					<Turret
						TurretNameKey="Turret01"
						TurretID="1" />
					<Turret
						TurretNameKey="Turret02"
						TurretID="2" />
					<Turret
						TurretNameKey="Bone_Turret"
						TurretPitch="Bone_Rails"
						TurretID="3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED USER_5"
					RetainSubObjects="True">
					<Model
						Name="W3DContainer:GUMAMM_SKN" />
					<Texture
						Original="GUMamm"
						New="GUMammD_K" />
					<ParticleSysBone
						BoneName="FXTracksRF"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedFire"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedFireDistortion"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedSmoke"
						FollowBone="True" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING USER_5">
					<Model
						Name="W3DContainer:GUMAMM_R" />
					<Texture
						Original="GUMammD"
						New="GUMammD_K" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					RetainSubObjects="True">
					<Model
						Name="W3DContainer:GUMAMM_SKN" />
					<Texture
						Original="GUMamm"
						New="GUMammD" />
					<ParticleSysBone
						BoneName="FXTracksRF"
						FXParticleSystemTemplate="GDIPPDamagedSmoke"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedFire"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedFireDistortion"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXTracksLR"
						FXParticleSystemTemplate="GDIMammothDamagedSmoke"
						FollowBone="True" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
						Name="W3DContainer:GUMAMM_R" />
					<Texture
						Original="GUMamm"
						New="GUMammD" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="W3DMesh:GUMAMM_FP" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5"
					RetainSubObjects="True">
					<Model
						Name="W3DContainer:GUMAMM_SKN" />
					<Texture
						Original="GUMamm"
						New="GUMamm_K" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
					<Script>
						CurDrawableShowSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="VEHICLE_CRUSH_CENTER USING_WEAPON_C">
					<Animation
						AnimationName="GUMAMM_CRSH1"
						AnimationMode="ONCE" />
					<Script>	
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A MOVING BACKING_UP USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableShowSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")												
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A TURN_LEFT USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableShowSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A TURN_RIGHT USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableShowSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A MOVING USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A USING_WEAPON_C">
					<Script>
						CurDrawableShowSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING BACKING_UP USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableShowSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING ACCELERATE USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING DECELERATE USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableShowSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableShowSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING USING_WEAPON_C">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_C">
					<Script>
						CurDrawableShowSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableShowSubObject("UGRailAccelerator_01")
						CurDrawableShowSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="VEHICLE_CRUSH_CENTER">
					<Animation
						AnimationName="GUMAMM_CRSH1"
						AnimationMode="ONCE" />
					<Script>	
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A MOVING BACKING_UP">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableShowSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A TURN_LEFT">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableShowSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A TURN_RIGHT">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableShowSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A MOVING">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_OR_RELOADING_A">
					<Script>
						CurDrawableShowSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING BACKING_UP">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableShowSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING ACCELERATE">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING DECELERATE">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_LEFT">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableShowSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING TURN_RIGHT">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableShowSubObject("TREADSRIGHT")
						CurDrawableHideSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<Script>
						CurDrawableHideSubObject("TREADSSTOP")
						CurDrawableHideSubObject("TREADSBACK")
						CurDrawableHideSubObject("TREADSLEFT")
						CurDrawableHideSubObject("TREADSRIGHT")
						CurDrawableShowSubObject("TREADSMOVE")
						CurDrawableHideSubObject("UGRailAccelerator_01")
						CurDrawableHideSubObject("UGRailAccelerator_02")						
					</Script>
				</AnimationState>
				<LeftTread>TreadsL1</LeftTread>
				<LeftTread>TreadsL2</LeftTread>
				<RightTread>TreadsR1</RightTread>
				<RightTread>TreadsR2</RightTread>
				<ArticulationBone
					ArticulationBoneName="Bone_TreadRF"
					ArticulationHelperBoneName="FXTracksRF" />
				<ArticulationBone
					ArticulationBoneName="Bone_TreadRR"
					ArticulationHelperBoneName="FXTracksRR" />
				<ArticulationBone
					ArticulationBoneName="Bone_TreadLF"
					ArticulationHelperBoneName="FXTracksLF" />
				<ArticulationBone
					ArticulationBoneName="Bone_TreadLR"
					ArticulationHelperBoneName="FXTracksLR" />
			</TankDraw>
			<ScriptedModelDraw
				id="0xB4CD3005"
				MaxRecoilDistance="3"
				RecoilDamping="0.4"
				ExtraPublicBone="FXTracksLR FXTracksRR FXTracksLF FXTracksRF MUZZLEFX01 MUZZLEFX02">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="W3DContainer:GUMAMM_FX" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING">
					<ParticleSysBone
						BoneName="FXTracksLF"
						FXParticleSystemTemplate="TreadDust"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXTracksRF"
						FXParticleSystemTemplate="TreadDust"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXTracksRF"
						FXParticleSystemTemplate="TreadDirt"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXTracksLF"
						FXParticleSystemTemplate="TreadDirt"
						FollowBone="True" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFire"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFireGlow"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkFireDistortion"
						FollowBone="True" />
					<ParticleSysBone
						BoneName="FXHULKFIRE"
						FXParticleSystemTemplate="GDIMammothHulkSmoke"
						FollowBone="True" />
				</AnimationState>
			</ScriptedModelDraw>
			<LaserDraw
				id="0x5FC0AD86"
				Texture1_VTile="0.5"
				Texture2_VTile="0.01"
				Texture1_VScrollRate="0.2"
				Texture2_VScrollRate="1"
				Texture2_FrameRate="1"
				LaserWidth="50"
				UseDistortionShader="True">
				<FXShader
					ShaderName="Laser.fx">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXRailgunCoreDistortion</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXRailGunCoreMask</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
		</Draws>
		<Behaviors>
			<AttributeModifierPoolUpdate
				id="0x513BC476" />
			<SquishCollide
				id="0x8CCB269A" />
			<FireWeaponWhenDead
				id="0xDDED328F"
				DeathWeapon="CatalystInfantryDeathWeapon"
				InitiallyActive="True">
				<DieMuxData
					DeathTypes="CATALYST" />
			</FireWeaponWhenDead>
			<AutoHealBehavior
				id="0xC07BF5C0"
				HealingAmount="100"
				HealingDelay="0.5s"
				StartHealingDelay="1s">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</AutoHealBehavior>
			<AttributeModifierUpgrade
				id="0xAA36A1AA"
				AttributeModifier="Modifier_MultifunctionUpgradeCenterSpeed">
				<TriggeredBy>Upgrade_MultifunctionUpgradeCenterSpeed</TriggeredBy>
			</AttributeModifierUpgrade>
			<AttributeModifierUpgrade
				id="0x81C6F752"
				AttributeModifier="Modifier_MultifunctionUpgradeCenterDamage">
				<TriggeredBy>Upgrade_MultifunctionUpgradeCenterDamage</TriggeredBy>
			</AttributeModifierUpgrade>
			<AttributeModifierUpgrade
				id="0xE35F7EC4"
				AttributeModifier="Modifier_MultifunctionUpgradeCenterArmor">
				<TriggeredBy>Upgrade_MultifunctionUpgradeCenterArmor</TriggeredBy>
			</AttributeModifierUpgrade>
			<StancesBehavior
				id="0x54CA416E"
				StanceTemplate="Generic" />
			<LevelUpUpgrade
				id="0xA92BDFEA"
				LevelsToGain="1"
				LevelCap="4">
				<TriggeredBy>Upgrade_ProductionVeterancy_VETERAN</TriggeredBy>
			</LevelUpUpgrade>
			<LevelUpUpgrade
				id="0x5C3F216A"
				LevelsToGain="2"
				LevelCap="4">
				<TriggeredBy>Upgrade_ProductionVeterancy_ELITE</TriggeredBy>
			</LevelUpUpgrade>
			<LevelUpUpgrade
				id="0x379F3CE2"
				LevelsToGain="3"
				LevelCap="4">
				<TriggeredBy>Upgrade_ProductionVeterancy_HEROIC</TriggeredBy>
			</LevelUpUpgrade>
			<InvisibilityUpdate
				id="0x3BD7F2F5"
				UpdatePeriod="0.5s">
				<InvisibilityNugget
					ForbiddenConditions="PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B PREATTACK_C FIRING_C FIRING_OR_PREATTACK_C RELOADING_C USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C"
					ForbiddenStatus="IS_FIRING_WEAPON USING_ABILITY IS_AIMING_WEAPON SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING" />
				<RequiresUpgrade>Upgrade_CloakingFieldInvisibility</RequiresUpgrade>
			</InvisibilityUpdate>
			<StealthUpgrade
				id="0xF2B9DFBE">
				<TriggeredBy>Upgrade_CloakingFieldInvisibility</TriggeredBy>
			</StealthUpgrade>
			<TemporarilyDefectUpdate
				id="0x3473AFD2"
				DefectionFrameCount="300" />
			<WeaponSetUpdate
				id="0x720F4A50">
				<WeaponSlotHierarchicalTurret
					ID="1"
					ParentID="3">
					<Weapon
						Template="GDIMammothTankRocketPods" />
					<TurretSettings
						TurretTurnRate="60"
						MinIdleScanTime="1s"
						MaxIdleScanTime="5s"
						MaxIdleScanAngle="90"
						MaxDeflectionClockwise="20d"
						MaxDeflectionAntiClockwise="100d">
						<TurretAITargetChooserData
							TargetingCompareList="DefaultTurretTargetingCompareList"
							CanAcquireDynamicIfAssignedOutOfRange="True" />
					</TurretSettings>
				</WeaponSlotHierarchicalTurret>
				<WeaponSlotHierarchicalTurret
					ID="2"
					ParentID="3">
					<Weapon
						Template="GDIMammothTankRocketPods" />
					<TurretSettings
						TurretTurnRate="60"
						MinIdleScanTime="1s"
						MaxIdleScanTime="5s"
						MaxIdleScanAngle="90"
						MaxDeflectionClockwise="100d"
						MaxDeflectionAntiClockwise="20d">
						<TurretAITargetChooserData
							TargetingCompareList="DefaultTurretTargetingCompareList"
							CanAcquireDynamicIfAssignedOutOfRange="True" />
					</TurretSettings>
				</WeaponSlotHierarchicalTurret>
				<WeaponSlotHierarchicalTurret
					ID="3">
					<Weapon
						Template="GDIMammothTankGun" />
					<Weapon
						Template="MammothTankRailCannon"
						ObjectStatus="WEAPON_UPGRADED_01" />
					<TurretSettings
						TurretTurnRate="60"
						TurretPitchRate="20"
						MinimumPitch="-15d"
						MinIdleScanTime="1s"
						MaxIdleScanTime="5s"
						MaxIdleScanAngle="90"
						AllowsPitch="True">
						<TurretAITargetChooserData
							TargetingCompareList="DefaultTurretTargetingCompareList"
							CanAcquireDynamicIfAssignedOutOfRange="True" />
					</TurretSettings>
				</WeaponSlotHierarchicalTurret>
			</WeaponSetUpdate>
			<LaserState
				id="0x14BDCE42" />
			<Physics
				id="0x6D41764B" />
			<SlowDeath
				id="0x73542D4A"
				SinkRate="1"
				SinkDelay="3s"
				DestructionDelay="8s">
				<OCL>
					<OCL>OCL_GDIMammothTankDebris</OCL>
				</OCL>
				<Sound
					List="GDI_Generic_VoiceDieMS" />
				<DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="TOPPLED" />
			</SlowDeath>
			<FXListBehavior
				id="0xC74C39D8">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					FX="FX_GDIMammothExplode" />
			</FXListBehavior>
			<ProductionUpdate
				id="0xED4A53AD"
				MaxQueueEntries="1" />
			<AutoHealBehavior
				id="0x7D722C24"
				HealingAmount="10"
				HealingDelay="3s"
				StartHealingDelay="5s"
				HealOnlyIfNotUnderAttack="True"
				HealOnlyIfNotInCombat="True">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</AutoHealBehavior>
			<StatusBitsUpgrade
				id="0x85B2DF85"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x85B25DF85"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x85B425DF85"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x845B425DF85"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_NODFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x8455DF85"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x84A45545DF85"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x84B5545445DF85"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x845545445DF"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x846535545445DF"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x862F5A755C"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x854AB25DF85"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x85A3B425DF85"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x8454A6B425DF85"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_NODFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x8455DADF85"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x84A456D545DF85"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x84BD55D45445DF85"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x84A55454A45DF"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy>
			</StatusBitsUpgrade>
			<StatusBitsUpgrade
				id="0x8465A3554D5445DF"
				StatusToSet="RIDER2">
				<TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy>
			</StatusBitsUpgrade>
			<SubObjectsUpgrade
				id="0xBBDDAE76"
				ShowSubObjects="UGRAIL_01 UGRAIL_02">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="0xBBD5DA4E76"
				ShowSubObjects="UGRAIL_01 UGRAIL_02">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="0xBBD6DA4E76"
				ShowSubObjects="UGRAIL_01 UGRAIL_02">
				<TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="0xBBD7DA4E76"
				ShowSubObjects="UGRAIL_01 UGRAIL_02">
				<TriggeredBy>Upgrade_NODFaction</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="0xBBD8DA4E76"
				ShowSubObjects="UGRAIL_01 UGRAIL_02">
				<TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="0xBBD9DA4E76"
				ShowSubObjects="UGRAIL_01 UGRAIL_02">
				<TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="0xBBD1DA4E76"
				ShowSubObjects="UGRAIL_01 UGRAIL_02">
				<TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="0xBBD2DA4E76"
				ShowSubObjects="UGRAIL_01 UGRAIL_02">
				<TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy>
			</SubObjectsUpgrade>
			<SubObjectsUpgrade
				id="0xBBD3DA4E76"
				ShowSubObjects="UGRAIL_01 UGRAIL_02">
				<TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy>
			</SubObjectsUpgrade>
			<StatusBitsUpgrade
				id="0xD305500E"
				StatusToSet="WEAPON_UPGRADED_02">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>
			<ModelConditionUpgrade
				id="0x081018FB"
				AddConditionFlags="USER_5">
				<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
			</ModelConditionUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="0x12FA48BA"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="GDIMammothFunctions">
				<UnitAITargetChooserData
					SympathyRange="100"
					CanPickDynamicTargets="False"
					TargetingCompareList="DefaultTargetingCompareList" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="0xB313F576"
				MaxHealth="11500" />
		</Body>
		<ClientBehaviors>
			<ModelConditionAudioLoopClientBehavior
				id="0x7B291969">
				<ModelConditionSound
					Sound="AudioEvent:GDI_RailgunAccelerator_EnergyStripeLoop"
					RequiredFlags="USING_WEAPON_C" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry>
			<Shape
				Type="BOX"
				ContactPointGeneration="VEHICLE"
				MajorRadius="32"
				MinorRadius="20"
				Height="18">
				<Offset
					x="-3" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="AudioEvent:GDI_MammothTank_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="AudioEvent:GDI_MammothTank_VoiceCreate"
				AudioType="voiceCreated" />
			<AudioEntry
				Sound="Multisound:GDI_MammothTank_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="AudioEvent:GDI_MammothTank_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="AudioEvent:GDI_MammothTank_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="AudioEvent:GDI_MammothTank_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="AudioEvent:GDI_MammothTank_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry
				Sound="AudioEvent:MammothMoveStart"
				AudioType="soundMoveStart" />
			<AudioEntry
				Sound="AudioEvent:MammothIdleLoop"
				AudioType="soundAmbient" />
		</AudioArraySound>
		<EvaEvents
			EvaEventDieOwner="UnitLost"
			EvaEventDamagedOwner="UnitUnderAttack"
			EvaEventDamagedFromShroudedSourceOwner="UnitUnderAttackFromShroudedUnit"
			EvaEventDamagedByFireOwner="GenericUnitBeingBurned"
			EvaEventSecondDamageFarFromFirstScanRange="600"
			EvaEventSecondDamageFarFromFirstTimeoutMS="155"
			EvaEventAmbushed="UnitAmbushed"
			EvaEnemyObjectSightedEvent="GenericEnemyUnitSighted"
			EvaEventDetectedEnemy="EnemyStealthUnitDiscovered"
			EvaEventAvailableForProduction="NewConstructionOptions"
			EvaEventProductionStarted="UnitConstructionStarted"
			EvaEventBuildOnHold="BuildOnHold"
			EvaEventBuildCancelled="BuildCancelled"
			EvaEventPromotedOwner="UnitPromoted" />
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400" />
		<CrusherInfo
			CrushDecelerationPercent="40%"
			CrusherLevel="3"
			CrushableLevel="3" />
	</GameObject>
</AssetDeclaration>

 

I basically set the code to be triggerred by the native faction upgrade insted of the railgun's one,
I've also removed the upgrade sound and upgrade icon from the Mammoth so it will look like it just its native weapon,

I've made it with KW in mind though since you didn't said which game you're modding,

so I hope it be alright~

 

Edited by Egozi44

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thank you @Egozi44 , yes it was Kane's wrath that I wanted change. Thank you for code for mammoth tank, alsk is there any discord server for help with modding cnc 

Edited by Senna_XGT

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There are two servers for TW/KW/RA3 modding (one of them is in my signiture ;P),
Though there may be some other random ones I'm also unaware of.

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