Helge129, on 3 Aug 2006, 22:27, said:
No, he said that tracers/laser can only be stopped if you simulate them with projectile based weaponry, thus having them look like lasers/tracers but technically beeing projectiles.
Posted 04 August 2006 - 07:53
Helge129, on 3 Aug 2006, 22:27, said:
Posted 04 August 2006 - 08:04
Posted 04 August 2006 - 08:28
Edited by Golan, 04 August 2006 - 08:29.
Posted 04 August 2006 - 08:31
Posted 04 August 2006 - 08:34
Posted 02 September 2006 - 20:58
Posted 02 September 2006 - 21:07
Posted 28 December 2007 - 23:13
Weapon AirF_RaptorPointDefenseLasershld PrimaryDamage = 500 PrimaryDamageRadius = 0 AttackRange = 190 DamageType = UNRESISTABLE DeathType = NORMAL WeaponSpeed = 999999 RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 0 ClipReloadTime = 0 AcceptableAimDelta = 360 AntiAirborneVehicle = No AntiAirborneInfantry = No AntiBallisticMissile = Yes AntiSmallMissile = Yes AntiProjectile = Yes AntiGround = No End
Object shieldgenerator ; *** ART Parameters *** SelectPortrait = SURadarVan_L ButtonImage = SURadarVan ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = SECONDARY DefaultConditionState Model = shldgen Animation = shldgen.shldgen AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST WeaponLaunchBone = SECONDARY WeaponA WeaponFireFXBone = SECONDARY Muzzle End AliasConditionState = MOVING AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving AliasConditionState = BETWEEN_FIRING_SHOTS_A ConditionState = RUBBLE Model = shldgen Animation = shldgen.shldgen End AliasConditionState = REALLYDAMAGED MOVING AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;*** UNPACKING STATE -- preparing to fire *** ConditionState = UNPACKING Model = shldgen Animation = shldgen.shldgen AnimationMode = MANUAL End AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** ConditionState = REALLYDAMAGED UNPACKING Model = shldgen Animation = shldgen.shldgen AnimationMode = MANUAL End AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** PACKING STATE -- preparing to move *** ConditionState = PACKING Model = shldgen Animation = shldgen.shldgen AnimationMode = MANUAL End AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ConditionState = REALLYDAMAGED PACKING Model = shldgen Animation = shldgen.shldgen AnimationMode = MANUAL End AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay ;*** DEPLOYED STATE -- ready to fire *** ConditionState = DEPLOYED Model = shldgend Turret = Turret TurretPitch = TurretEL End AliasConditionState = DEPLOYED FIRING_A AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A AliasConditionState = DEPLOYED RELOADING_A AliasConditionState = DEPLOYED MOVING ConditionState = DEPLOYED REALLYDAMAGED Model = shldgen Turret = Turret TurretPitch = TurretEL End AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A AliasConditionState = DEPLOYED REALLYDAMAGED MOVING 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. End Draw = W3DModelDraw ModuleTag_Camo01 ConditionState = NONE Model = NONE End AliasConditionState = SNOW AliasConditionState = DEPLOYED AliasConditionState = DEPLOYED SNOW AliasConditionState = PACKING AliasConditionState = SNOW PACKING AliasConditionState = UNPACKING AliasConditionState = SNOW UNPACKING End ; ***DESIGN parameters *** DisplayName = OBJECT:shieldgenerator Side = GLA EditorSorting = VEHICLE TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = SECONDARY AirF_RaptorPointDefenseLasershld End ArmorSet Conditions = None Armor = advTruckArmor DamageFX = TankDamageFX End BuildCost = 1000 BuildTime = 15.0 ;in seconds VisionRange = 450 ShroudClearingRange = 350 Prerequisites Object = GLAArmsDealer End ExperienceValue = 50 100 200 400 ;Experience point value at each level ExperienceRequired = 0 400 600 1000 ;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 = shieldgenerator ; *** AUDIO Parameters *** VoiceSelect = AvengerVoiceSelect VoiceMove = AvengerVoiceMove VoiceGuard = AvengerVoiceMove VoiceAttack = AvengerVoicePaint VoiceAttackAir = AvengerVoiceAttack SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AvengerVoiceCreate TurretMoveLoop = NoSound SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = NoSound VoiceEnter = AvengerVoiceMove Deploy = NukeCannonDeploy Undeploy = NukeCannonUnDeploy End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK 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 = 550 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DeployStyleAIUpdate ModuleTag_04 Turret TurretTurnRate = 9999 TurretPitchRate = 9999 InitiallyDisabled = Yes FiresWhileTurning = No RecenterTime = 1 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes NotWhileAttacking PackTime = 3333 UnpackTime = 3333 TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes ManualDeployAnimations = Yes End Locomotor = SET_NORMAL TroopCrawlerLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 20.0 End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_BattleMasterExplosionOneFinal End ; A crushing defeat Behavior = FXListDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_09 CrateData = SalvageCrateData End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End Behavior = DestroyDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED 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 = 32.0 GeometryMinorRadius = 10.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End
Edited by pirate, 28 December 2007 - 23:14.
Posted 29 December 2007 - 01:54
Posted 29 December 2007 - 03:26
Posted 30 December 2007 - 21:28
Object shieldgenerator ; *** ART Parameters *** SelectPortrait = SURadarVan_L ButtonImage = SURadarVan ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset ; ------------ Normal DefaultConditionState Model = AVHUMMER End ConditionState = REALLYDAMAGED Model = AVHUMMER End AliasConditionState = RUBBLE TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:shieldgenerator Side = GLA EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY AirF_RaptorPointDefenseLasershld Weapon = SECONDARY None End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1 BuildTime = 1 ;in seconds VisionRange = 125 ShroudClearingRange = 300 Prerequisites Object = GLAArmsDealer End ExperienceValue = 60 60 120 200 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;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 = GLATankScorpionCommandSet ; *** AUDIO Parameters *** VoiceSelect = ScorpionTankVoiceSelect VoiceMove = ScorpionTankVoiceMove VoiceAttack = ScorpionTankVoiceAttack SoundMoveStart = ScorpionTankMoveStart SoundMoveStartDamaged = ScorpionTankMoveStart VoiceGuard = ScorpionTankVoiceMove UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = ScorpionTankVoiceCreate ;TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceEnter = ScorpionTankVoiceMove 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 = 370.0 InitialHealth = 370.0 ; 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 = 740 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 9999999 RecenterTime = 0 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL TroopCrawlerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 40.0 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_ScorpionTankDeathEffect FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_13 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 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 Behavior = FireWeaponUpdate ModuleTag_22 Weapon = EnergyShieldWeapon ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 9.0 GeometryHeight = 10.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End
Weapon AirF_RaptorPointDefenseLasershld PrimaryDamage = 500 PrimaryDamageRadius = 1 AttackRange = 95 DamageType = LASER DeathType = NORMAL WeaponSpeed = 999999 RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 0 ClipSize = 0 ClipReloadTime = 0 AcceptableAimDelta = 180 AntiAirborneVehicle = No AntiAirborneInfantry = No AntiBallisticMissile = Yes AntiSmallMissile = Yes AntiProjectile = Yes AntiGround = No End
Weapon EnergyShieldWeapon PrimaryDamage = 500 PrimaryDamageRadius = 95 AttackRange = 150 DamageType = HAZARD_CLEANUP DeathType = NORMAL WeaponSpeed = 99999 RadiusDamageAffects = ENEMIES NEUTRALS DelayBetweenShots = 16 AcceptableAimDelta = 180 End
Armor ProjectileArmor ;Missles are armored from basic damage Armor = DEFAULT 25% ;this sets the level for all nonspecified damage types Armor = FALLING 0% ;projectiles are immune to falling damage Armor = LASER 100% ;lasers are anti-personel and anti-projectile only (for point defense laser) Armor = SMALL_ARMS 25% ;gives Quad and gattling a little more punch. Armor = MICROWAVE 0% Armor = GATTLING 25% ;resistant to gattling tank Armor = HAZARD_CLEANUP 100% ;Not harmed by cleaning weapons Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only. Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry. Armor = SUBDUAL_MISSILE 100% Armor = SUBDUAL_VEHICLE 0% Armor = SUBDUAL_BUILDING 0% End
Armor BallisticMissileArmor Armor = DEFAULT 80% ;this sets the level for all nonspecified damage types Armor = FALLING 0% ;projectiles are immune to falling damage Armor = HAZARD_CLEANUP 100% ;Not harmed by cleaning weapons Armor = KILL_PILOT 0% ;Jarmen Kell uses against vehicles only. Armor = MICROWAVE 0% Armor = SURRENDER 0% ;Capture type weapons are effective only against infantry. Armor = SUBDUAL_MISSILE 100% Armor = SUBDUAL_VEHICLE 0% Armor = SUBDUAL_BUILDING 0% End
Edited by pirate, 31 December 2007 - 00:08.
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