I usually play Shockwave with America SuperWeapons army and I'd like to change my RobotTank to a Paladin, so I've extracted the SuperWeaponGeneral.ini with FinalBig and I noticed that there is no code for the RobotTank, in fact the RobotTank is the Crusader Tank with a modified code, so I thought: "I'm gonna change the 'Crusader' code to be a Paladin", well...the result was a bizarre thing, now I have a 'PalaRobot':

It moves like a Robot, with hover engine, same sounds, same portrait, etc...
This is the code:
Object SupW_AmericaTankCrusader ; *** ART Parameters *** SelectPortrait = SAPaladin_L ButtonImage = SAPaladin UpgradeCameo1 = Upgrade_AmericaDroneArmor Draw = W3DOverlordTankDraw ModuleTag_01 ExtraPublicBone = Laser_Bone ConditionState = NONE Model = AVPaladin Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS WeaponFireFXBone = SECONDARY TurretMS WeaponMuzzleFlash = SECONDARY TurretFX WeaponLaunchBone = SECONDARY TurretMS WeaponFireFXBone = TERTIARY TurretMS WeaponMuzzleFlash = TERTIARY TurretFX WeaponLaunchBone = TERTIARY TurretMS End ConditionState = REALLYDAMAGED Model = AVPaladin_D Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS WeaponFireFXBone = SECONDARY TurretMS WeaponMuzzleFlash = SECONDARY TurretFX WeaponLaunchBone = SECONDARY TurretMS WeaponFireFXBone = TERTIARY TurretMS WeaponMuzzleFlash = TERTIARY TurretFX WeaponLaunchBone = TERTIARY TurretMS End ConditionState = RUBBLE Model = AVPaladin_D Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS WeaponFireFXBone = SECONDARY TurretMS WeaponMuzzleFlash = SECONDARY TurretFX WeaponLaunchBone = SECONDARY TurretMS WeaponFireFXBone = TERTIARY TurretMS WeaponMuzzleFlash = TERTIARY TurretFX WeaponLaunchBone = TERTIARY TurretMS 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:Paladin Side = AmericaSuperWeaponGeneral EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY PaladinTankGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 800 BuildTime = 9.0 ;in seconds VisionRange = 250 ShroudClearingRange = 200 Prerequisites Object = SupW_AmericaWarFactory 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 = No ;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 = AmericaTankPaladinCommandSet ; *** AUDIO Parameters *** VoiceSelect = PaladinTankVoiceSelect VoiceMove = PaladinTankVoiceMove VoiceGuard = PaladinTankVoiceMove VoiceAttack = PaladinTankVoiceAttack SoundMoveStart = PaladinTankMoveStart SoundMoveStartDamaged = PaladinTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = PaladinTankVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = PaladinTankVoiceCrush VoiceEnter = PaladinTankVoiceMove 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 = 520.0 InitialHealth = 520.0 ; 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 = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180;60 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_PaladinTankDeathEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_PaladinTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End ;Behavior = PointDefenseLaserUpdate ModuleTag_07 ; WeaponTemplate = PaladinPointDefenseLaser ; PrimaryTargetTypes = SMALL_MISSILE ; SecondaryTargetTypes = INFANTRY ; ScanRate = 500 ; ScanRange = 120.0 ; PredictTargetVelocityFactor = 3.0 ;End Behavior = OverlordContain ModuleTag_07 Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = AmericaTankPaladinLaserTurret ExperienceSinkForRider = Yes; I get the Exp for things my turret friend kills End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Upgrade_AmericaHellfireDrone Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR;only vet+ gives pilot End Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 250.0 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 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
I changed only the SuperWeaponGeneral.ini, not the CommandSet.ini or something else, but what I did wrong?