;------------------------------------------------------------------------------
Object AmericaNewUnit; <------------- Here Is The Name Of The Unit NAme It Whatever U Want
; *** ART Parameters ***
SelectPortrait = SACLeopard_L ; <---------- The Image Of The Unit when u select it
ButtonImage = SACLeopard ; <---------- The Image That Show When U Build It At The Warfactory
UpgradeCameo1 = Upgrade_AmericaBattleDrone ;
UpgradeCameo2 = Upgrade_AmericaScoutDrone ;
UpgradeCameo3 = Upgrade_AmericaHellfireDrone ; <-- Here Are The Upgrades That The Unit Could Be Upgraded With
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining ;
UpgradeCameo5 = Upgrade_AmericaCompositeArmor ;
Draw = W3DTankDraw ModuleTag_01
DefaultConditionState
Model = AVLeopard ; <-- The Model Name ( without .w3d ... Obviously :P )
Turret = Turret ; <-- What Did U Call The Turret ??? put it here :D
WeaponFireFXBone = PRIMARY TurretMS ; <-- Where The Weapon Come From ... U called it Muzzle Remember ? :D ... so u should now call it here Muzzle
WeaponRecoilBone = PRIMARY Barrel ; <-- The Barrel ... What Did u call it in the model ??? Put here its name
WeaponMuzzleFlash = PRIMARY TurretFX ; <-- The Fire That Comes From The Barrel When Firing
WeaponLaunchBone = PRIMARY TurretMS ; <-- Where The Weapon Come From ... U called it Muzzle Remember ? :D ... so u should now call it here Muzzle
End
ConditionState = REALLYDAMAGED
Model = AVLeopard_D ; <-- Damaged Model Name
End
ConditionState = RUBBLE
Model = AVLeopard_D ; <-- Very Damaged Model Name
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6; fraction of locomotor speed below which we allow pivoting.
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Crusader; <-- Csf Stuff When U Put The Cursor On The Unit
Side = America ; <-- Which Side It Belongs to
EditorSorting = VEHICLE ; <-- What Is It ? Infantry ? Tank ? Vehicle ?
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY CrusaderTankGun; <-- Here Is The Weapon It Will Use ... Extract The Weapon.ini From The INIZH.big If U want To Change
End
ArmorSet
Conditions = None
Armor = TankArmor ; <-- The Armor That The Unit Use ... Extract The Armor.ini From The INIZH.big If U want To Change
DamageFX = TankDamageFX
End
BuildCost = 900 ; <-- How Much It Costs
BuildTime = 10.0 ; <-- How Much Time It Takes To Be Built (In seconds)
VisionRange = 150 ; <-- the Range Of The Guard Button
ShroudClearingRange = 300 ; <-- how much does it see when moving
Prerequisites
Object = AmericaWarFactory ; <-- What Does It Need To Be Built
End
ExperienceValue = 100 100 200 400;Experience point value 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 = AmericaTankCrusaderCommandSet
; *** AUDIO Parameters ***
VoiceSelect = CrusaderTankVoiceSelect;
VoiceMove = CrusaderTankVoiceMove ;
VoiceGuard = CrusaderTankVoiceMove ; What Are The Sounds It Uses ... Extract The Speech.ini if U want To Change
VoiceAttack = CrusaderTankVoiceAttack;
SoundMoveStart = CrusaderTankMoveStart ;
SoundMoveStartDamaged = CrusaderTankMoveStart ;
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = CrusaderTankVoiceCreate
VoiceEnter = CrusaderTankVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = CrusaderTankVoiceCrush
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 = 480; <-- Its Health
InitialHealth = 480; <-- Its Health When U Build It
; 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 = 960
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180;60 // turn rate, in degrees per sec
ControlledWeaponSlots= PRIMARY ; What Are The Weapon This Turn rate For
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CrusaderLocomotor ; Its Locomotor ( The Way It Moves )
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = ObjectCreationUpgrade ModuleTag_05
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_20
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_07
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_08
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0;Increases experience gained by an additional 100%
End
Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_10
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_CrusaderTurret
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = DestroyDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
End
; A crushing defeat
Behavior = FXListDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR;only vet+ gives pilot
End
Behavior = MaxHealthUpgrade ModuleTag_18
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
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 ; Could be Cylinder Or Sphere
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45; minimum elevation angle above horizon. Used to limit shadow length
End
By abourror