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Leo mech cybergeneral script

Aug 27th, 2019
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  1. Cybr Leo mech script:
  2.  
  3. Note:
  4. need big file editor link here:https://www.moddb.com/games/cc-generals-zero-hour/downloads/final-big-editor
  5.  
  6. This goes in Commandbutton.ini
  7. CommandButton Cybr_Command_ConstructAmericaLeoMech
  8. Command = DOZER_CONSTRUCT
  9. Object = Cybr_AmericaLeoMech
  10. TextLabel = CONTROLBAR:ConstructAmericaLeoMech
  11. ButtonImage = SALeonidas
  12. ButtonBorderType = BUILD
  13. DescriptLabel = CONTROLBAR:ToolTipAmericaBuildLeoMech
  14. End
  15.  
  16. This goes in Commandset.ini
  17. ; Dozer Command Sets ----------------------------------------------------------
  18. CommandSet Cybr_AmericaDozerCommandSet
  19. 1 = Cybr_Command_ConstructAmericaPowerPlant
  20. 2 = Cybr_Command_ConstructAmericaStrategyCenter
  21. 3 = Cybr_Command_ConstructAmericaBarracks
  22. 4 = Cybr_Command_ConstructAmericaSupplyDropZone
  23. 5 = Cybr_Command_ConstructAmericaSupplyCenter
  24. 6 = Cybr_Command_ConstructAmericaParticleCannonUplink
  25. 7 = Cybr_Command_ConstructCybr_NodMachineGunAlone
  26. ; 7 = Cybr_Command_ConstructAmericaPatriotBattery
  27. 8 = Cybr_Command_ConstructAmericaCommandCenter
  28. 9 = Cybr_Command_ConstructCybr_NodMissileAlone
  29. 10 = Cybr_Command_ConstructAmericaFireBase
  30. 11 = Cybr_Command_ConstructAmericaWarFactory
  31. 12 = Cybr_Command_ConstructAmericaAirfield
  32. 13 = Cybr_Command_ConstructAmericaSpiderNest
  33. 14 = Cybr_Command_ConstructAmericaLeoMech
  34. End
  35.  
  36. This goes in CyberneticGeneral.ini
  37. ;----------------------------------------------------------
  38. Object Cybr_AmericaLeoMech
  39.  
  40. ; *** ART Parameters ***
  41. SelectPortrait = SALeonidas_L
  42. ButtonImage = SALeonidas
  43.  
  44.  
  45. Draw = W3DOverlordTankDraw ModuleTag_01
  46. OkToChangeModelColor = Yes
  47. ExtraPublicBone = FIREPOINT01
  48. ParticlesAttachedToAnimatedBones = Yes
  49. InitialRecoilSpeed = 180
  50. MaxRecoilDistance = 16
  51. RecoilSettleSpeed = 12
  52.  
  53. DefaultConditionState
  54. Model = AVLeo_Str
  55. Animation = AVLeo_Str.AVLeo_Str
  56. AnimationMode = ONCE_BACKWARDS
  57. Flags = START_FRAME_FIRST
  58. Turret = TURRET
  59. ;TurretPitch = TURRET
  60. WeaponFireFXBone = PRIMARY WeaponA
  61. WeaponLaunchBone = PRIMARY WeaponA
  62. WeaponRecoilBone = PRIMARY BarrelA
  63. WeaponFireFXBone = SECONDARY WeaponB
  64. WeaponLaunchBone = SECONDARY WeaponB
  65. WeaponFireFXBone = TERTIARY LASER01
  66. TransitionKey = TRANS_Stand
  67.  
  68. ParticleSysBone = Exaust01 DozerSmokeLight
  69. ParticleSysBone = Exaust02 DozerSmokeLight
  70. ParticleSysBone = Exaust03 DozerSmokeLight
  71. ParticleSysBone = Exaust04 DozerSmokeLight
  72. End
  73.  
  74. ConditionState = MOVING
  75. Model = AVLeo_Wlk
  76. Animation = AVLeo_Wlk.AVLeo_Wlk
  77. AnimationMode = LOOP
  78. ;AnimationSpeedFactorRange = 0.5 0.5
  79. TransitionKey = TRANS_Move
  80.  
  81. ParticleSysBone = Exaust01 DozerSmokeLight
  82. ParticleSysBone = Exaust02 DozerSmokeLight
  83. ParticleSysBone = Exaust03 DozerSmokeLight
  84. ParticleSysBone = Exaust04 DozerSmokeLight
  85. End
  86.  
  87. TransitionState = TRANS_Stand TRANS_Move
  88. Model = AVLeo_Str
  89. Animation = AVLeo_Str.AVLeo_Str
  90. AnimationMode = ONCE
  91. ;AnimationSpeedFactorRange = 0.5 0.5
  92. Flags = START_FRAME_FIRST
  93. ParticleSysBone = Exaust01 DozerSmokeHeavy
  94. ParticleSysBone = Exaust02 DozerSmokeHeavy
  95. ParticleSysBone = Exaust03 DozerSmokeHeavy
  96. ParticleSysBone = Exaust04 DozerSmokeHeavy
  97. End
  98. TransitionState = TRANS_Move TRANS_Stand
  99. Model = AVLeo_Stp
  100. Animation = AVLeo_Stp.AVLeo_Stp
  101. AnimationMode = ONCE
  102. ;AnimationSpeedFactorRange = 0.5 0.5
  103. Flags = START_FRAME_FIRST
  104. ParticleSysBone = Exaust01 DozerSmokeLight
  105. ParticleSysBone = Exaust02 DozerSmokeLight
  106. ParticleSysBone = Exaust03 DozerSmokeLight
  107. ParticleSysBone = Exaust04 DozerSmokeLight
  108. End
  109.  
  110. ConditionState = DAMAGED
  111. Model = AVLeo_Str
  112. Animation = AVLeo_Str.AVLeo_Str
  113. AnimationMode = ONCE_BACKWARDS
  114. Flags = START_FRAME_FIRST
  115. Turret = TURRET
  116. ;TurretPitch = TURRET
  117. WeaponFireFXBone = PRIMARY WeaponA
  118. WeaponLaunchBone = PRIMARY WeaponA
  119. WeaponRecoilBone = PRIMARY BarrelA
  120. WeaponFireFXBone = SECONDARY WeaponB
  121. WeaponLaunchBone = SECONDARY WeaponB
  122. WeaponFireFXBone = TERTIARY LASER01
  123. TransitionKey = TRANS_Stand_D
  124.  
  125. ParticleSysBone = Exaust01 DozerSmokeLight
  126. ParticleSysBone = Exaust02 DozerSmokeLight
  127. ParticleSysBone = Exaust03 DozerSmokeLight
  128. ParticleSysBone = Exaust04 DozerSmokeLight
  129.  
  130. ParticleSysBone = EXAUST03 SmolderingFire
  131. ParticleSysBone = HOUSECOLOR17 SteamVent
  132. End
  133.  
  134. ConditionState = MOVING DAMAGED
  135. Model = AVLeo_Wlk
  136. Animation = AVLeo_Wlk.AVLeo_Wlk
  137. AnimationMode = LOOP
  138. ;AnimationSpeedFactorRange = 0.5 0.5
  139. TransitionKey = TRANS_Move_D
  140.  
  141. ParticleSysBone = Exaust01 DozerSmokeLight
  142. ParticleSysBone = Exaust02 DozerSmokeLight
  143. ParticleSysBone = Exaust03 DozerSmokeLight
  144. ParticleSysBone = Exaust04 DozerSmokeLight
  145.  
  146. ParticleSysBone = EXAUST03 SmolderingFire
  147. ParticleSysBone = HOUSECOLOR17 SteamVent
  148. End
  149.  
  150. TransitionState = TRANS_Stand_D TRANS_Move_D
  151. Model = AVLeo_Str
  152. Animation = AVLeo_Str.AVLeo_Str
  153. AnimationMode = ONCE
  154. ;AnimationSpeedFactorRange = 0.5 0.5
  155. Flags = START_FRAME_FIRST
  156. ParticleSysBone = Exaust01 DozerSmokeHeavy
  157. ParticleSysBone = Exaust02 DozerSmokeHeavy
  158. ParticleSysBone = Exaust03 DozerSmokeHeavy
  159. ParticleSysBone = Exaust04 DozerSmokeHeavy
  160.  
  161. ParticleSysBone = EXAUST03 SmolderingFire
  162. ParticleSysBone = HOUSECOLOR17 SteamVent
  163. End
  164. TransitionState = TRANS_Move_D TRANS_Stand_D
  165. Model = AVLeo_Stp
  166. Animation = AVLeo_Stp.AVLeo_Stp
  167. AnimationMode = ONCE
  168. ;AnimationSpeedFactorRange = 0.5 0.5
  169. Flags = START_FRAME_FIRST
  170. ParticleSysBone = Exaust01 DozerSmokeLight
  171. ParticleSysBone = Exaust02 DozerSmokeLight
  172. ParticleSysBone = Exaust03 DozerSmokeLight
  173. ParticleSysBone = Exaust04 DozerSmokeLight
  174.  
  175. ParticleSysBone = EXAUST03 SmolderingFire
  176. ParticleSysBone = HOUSECOLOR17 SteamVent
  177. End
  178.  
  179.  
  180. ConditionState = REALLYDAMAGED
  181. Model = AVLeo_Str
  182. Animation = AVLeo_Str.AVLeo_Str
  183. AnimationMode = ONCE_BACKWARDS
  184. Flags = START_FRAME_FIRST
  185. Turret = TURRET
  186. ;TurretPitch = TURRET
  187. WeaponFireFXBone = PRIMARY WeaponA
  188. WeaponLaunchBone = PRIMARY WeaponA
  189. WeaponRecoilBone = PRIMARY BarrelA
  190. WeaponFireFXBone = SECONDARY WeaponB
  191. WeaponLaunchBone = SECONDARY WeaponB
  192. WeaponFireFXBone = TERTIARY LASER01
  193. TransitionKey = TRANS_Stand_RD
  194.  
  195. ParticleSysBone = Exaust01 DozerSmokeLight
  196. ParticleSysBone = Exaust02 DozerSmokeLight
  197. ParticleSysBone = Exaust03 DozerSmokeLight
  198. ParticleSysBone = Exaust04 DozerSmokeLight
  199.  
  200. ParticleSysBone = EXAUST03 SmolderingFire
  201. ParticleSysBone = HOUSECOLOR17 SteamVent
  202. ParticleSysBone = OBJECT01 SmolderingFire
  203. ParticleSysBone = SHINBONE03 SteamVent
  204. ParticleSysBone = HOUSECOLOR05 SmolderingFire
  205. ParticleSysBone = ARMCANNON2 SteamVent
  206. End
  207.  
  208. ConditionState = MOVING REALLYDAMAGED
  209. Model = AVLeo_Wlk
  210. Animation = AVLeo_Wlk.AVLeo_Wlk
  211. AnimationMode = LOOP
  212. ;AnimationSpeedFactorRange = 0.5 0.5
  213. TransitionKey = TRANS_Move_RD
  214.  
  215. ParticleSysBone = Exaust01 DozerSmokeLight
  216. ParticleSysBone = Exaust02 DozerSmokeLight
  217. ParticleSysBone = Exaust03 DozerSmokeLight
  218. ParticleSysBone = Exaust04 DozerSmokeLight
  219.  
  220. ParticleSysBone = EXAUST03 SmolderingFire
  221. ParticleSysBone = HOUSECOLOR17 SteamVent
  222. ParticleSysBone = OBJECT01 SmolderingFire
  223. ParticleSysBone = SHINBONE03 SteamVent
  224. ParticleSysBone = HOUSECOLOR05 SmolderingFire
  225. ParticleSysBone = ARMCANNON2 SteamVent
  226. End
  227.  
  228. TransitionState = TRANS_Stand_RD TRANS_Move_RD
  229. Model = AVLeo_Str
  230. Animation = AVLeo_Str.AVLeo_Str
  231. AnimationMode = ONCE
  232. ;AnimationSpeedFactorRange = 0.5 0.5
  233. Flags = START_FRAME_FIRST
  234. ParticleSysBone = Exaust01 DozerSmokeHeavy
  235. ParticleSysBone = Exaust02 DozerSmokeHeavy
  236. ParticleSysBone = Exaust03 DozerSmokeHeavy
  237. ParticleSysBone = Exaust04 DozerSmokeHeavy
  238.  
  239. ParticleSysBone = EXAUST03 SmolderingFire
  240. ParticleSysBone = HOUSECOLOR17 SteamVent
  241. ParticleSysBone = OBJECT01 SmolderingFire
  242. ParticleSysBone = SHINBONE03 SteamVent
  243. ParticleSysBone = HOUSECOLOR05 SmolderingFire
  244. ParticleSysBone = ARMCANNON2 SteamVent
  245. End
  246. TransitionState = TRANS_Move_RD TRANS_Stand_RD
  247. Model = AVLeo_Stp
  248. Animation = AVLeo_Stp.AVLeo_Stp
  249. AnimationMode = ONCE
  250. ;AnimationSpeedFactorRange = 0.5 0.5
  251. Flags = START_FRAME_FIRST
  252. ParticleSysBone = Exaust01 DozerSmokeLight
  253. ParticleSysBone = Exaust02 DozerSmokeLight
  254. ParticleSysBone = Exaust03 DozerSmokeLight
  255. ParticleSysBone = Exaust04 DozerSmokeLight
  256.  
  257. ParticleSysBone = EXAUST03 SmolderingFire
  258. ParticleSysBone = HOUSECOLOR17 SteamVent
  259. ParticleSysBone = OBJECT01 SmolderingFire
  260. ParticleSysBone = SHINBONE03 SteamVent
  261. ParticleSysBone = HOUSECOLOR05 SmolderingFire
  262. ParticleSysBone = ARMCANNON2 SteamVent
  263. End
  264.  
  265. ConditionState = DYING
  266. Model = AVLeo_Die
  267. Animation = AVLeo_Die.AVLeo_Die
  268. AnimationMode = ONCE
  269. Flags = START_FRAME_FIRST
  270. ;HideSubObject = TURRET
  271. TransitionKey = TRANS_Stand
  272.  
  273. ParticleSysBone = EXAUST03 SmolderingFire
  274. ParticleSysBone = HOUSECOLOR17 SteamVent
  275. ParticleSysBone = OBJECT01 SmolderingFire
  276. ParticleSysBone = SHINBONE03 SteamVent
  277. ParticleSysBone = HOUSECOLOR05 SmolderingFire
  278. ParticleSysBone = ARMCANNON2 SteamVent
  279. ParticleSysBone = TGOAL201FOOT02 SmolderingFire
  280. ParticleSysBone = WEAPONB09 SteamVent
  281. ParticleSysBone = FOOT01 SmolderingFire
  282. ParticleSysBone = TURRETEL SteamVent
  283. End
  284.  
  285. ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  286. Model = AVLeo_Str
  287. Animation = AVLeo_Str.AVLeo_Str
  288. AnimationMode = ONCE_BACKWARDS
  289. Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  290. End
  291. AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
  292. AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
  293. AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
  294. AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
  295. AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
  296. AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
  297. AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW NIGHT
  298. End
  299.  
  300. Draw = W3DModelDraw ModuleTag_Scaffold
  301. AnimationsRequirePower = No
  302. MinLODRequired = MEDIUM
  303. IgnoreConditionStates = DAMAGED SNOW NIGHT
  304. DefaultConditionState
  305. Model = NONE
  306. TransitionKey = TRANS_DOWN
  307. End
  308.  
  309. ConditionState = ACTIVELY_BEING_CONSTRUCTED
  310. Model = AVLeoScaf_W
  311. Animation = AVLeoScaf_W.AVLeoScaf_W
  312. AnimationMode = LOOP
  313. TransitionKey = TRANS_UP
  314. AnimationSpeedFactorRange = 0.75 1.25
  315. Flags = MAINTAIN_FRAME_ACROSS_STATES
  316. ParticleSysBone = CYLINDER12 BuildUpBlueSpark
  317. ParticleSysBone = CYLINDER12 BuildUpBlueSpark
  318. ParticleSysBone = CYLINDER12 BuildUpBlueSpark
  319. ParticleSysBone = CYLINDER13 BuildUpBlueSpark
  320. ParticleSysBone = CYLINDER13 BuildUpBlueSpark
  321. ParticleSysBone = CYLINDER13 BuildUpBlueSpark
  322. End
  323. AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
  324.  
  325. TransitionState = TRANS_DOWN TRANS_UP
  326. Model = AVLeoScaf_T
  327. Animation = AVLeoScaf_T.AVLeoScaf_T
  328. AnimationMode = ONCE
  329. Flags = START_FRAME_FIRST
  330. End
  331. TransitionState = TRANS_UP TRANS_DOWN
  332. Model = AVLeoScaf_T
  333. Animation = AVLeoScaf_T.AVLeoScaf_T
  334. AnimationMode = ONCE_BACKWARDS
  335. AnimationSpeedFactorRange = 2.0 2.0
  336. Flags = START_FRAME_LAST
  337. End
  338. End
  339.  
  340. PlacementViewAngle = -135
  341.  
  342. ; ***DESIGN parameters ***
  343. DisplayName = OBJECT:LeoMech
  344. Side = AmericaCyberneticGeneral
  345. EditorSorting = VEHICLE
  346. TransportSlotCount = 0
  347. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EnergyProduction = -20
  348.  
  349. MaxSimultaneousOfType = 2
  350.  
  351. WeaponSet
  352. Conditions = None
  353. Weapon = PRIMARY None
  354. Weapon = SECONDARY None
  355. Weapon = TERTIARY None
  356. End
  357.  
  358. WeaponSet
  359. Conditions = PLAYER_UPGRADE
  360. Weapon = PRIMARY LeoLongGunWeapon
  361. Weapon = SECONDARY LeoSeekerMissileWeapon
  362. Weapon = TERTIARY LeoSDIAntiTankWeapon
  363. End
  364.  
  365. Behavior = WeaponSetUpgrade ModuleTag_Weapon01
  366. TriggeredBy = Upgrade_AmericaAdvancedControlRods
  367. End
  368.  
  369. ArmorSet
  370. Conditions = None
  371. Armor = SuperTankArmor
  372. DamageFX = TankDamageFX
  373. End
  374.  
  375. BuildCost = 50000
  376. BuildTime = 850
  377. VisionRange = 425
  378. ShroudClearingRange = 450
  379. ShroudRevealToAllRange = 60
  380.  
  381. ExperienceValue = 1504 2001 2663 3558
  382. ExperienceRequired = 0 4511 6004 7990
  383. IsTrainable = Yes
  384.  
  385. Prerequisites
  386. Object = Cybr_AmericaWarFactory
  387. Object = Cybr_AmericaStrategyCenter
  388. Object = Cybr_AmericaParticleCannonUplink
  389. Science = SCIENCE_Rank5
  390. End
  391.  
  392. CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  393. CrushableLevel = 5 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
  394. CommandSet = Boss_AmericaGenericCommandSet
  395.  
  396. ; *** AUDIO Parameters ***
  397. VoiceSelect = StormTrooperVoiceSelect
  398. VoiceMove = StormTrooperVoiceMove
  399. VoiceGuard = StormTrooperVoiceMove
  400. VoiceAttack = StormTrooperVoiceAttack
  401. UnitSpecificSounds
  402. VoiceCreate = StormTrooperVoiceCreate
  403. TurretMoveStart = NoSound
  404. VoiceEnter = NoSound
  405. Deploy = NoSound
  406. Undeploy = NoSound
  407. End
  408.  
  409. ; *** ENGINEERING Parameters ***
  410. RadarPriority = UNIT
  411. KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE EMP_HARDENED MP_COUNT_FOR_VICTORY
  412.  
  413. Body = ActiveBody ModuleTag_02
  414. MaxHealth = 33000
  415. InitialHealth = 33000
  416. End
  417.  
  418. Behavior = AIUpdateInterface ModuleTag_03
  419. Turret
  420. TurretTurnRate = 60
  421. TurretPitchRate = 60
  422. MinPhysicalPitch = -40
  423. AllowsPitch = Yes
  424. ControlledWeaponSlots = PRIMARY TERTIARY SECONDARY
  425. MinIdleScanInterval = 550 ; in milliseconds
  426. MaxIdleScanInterval = 960 ; in milliseconds
  427. MinIdleScanAngle = -30 ; in degrees off the natural turret angle
  428. MaxIdleScanAngle = 30 ; in degrees off the natural turret angle
  429. FiresWhileTurning = Yes
  430. End
  431. AutoAcquireEnemiesWhenIdle = Yes
  432. End
  433.  
  434. Locomotor = SET_NORMAL NoMoveLocomotor
  435. Locomotor = SET_NORMAL_UPGRADED LeoLocomotor
  436.  
  437. Behavior = LocomotorSetUpgrade ModuleTag_LocoUp1
  438. TriggeredBy = Upgrade_AmericaAdvancedControlRods
  439. End
  440. Behavior = GrantUpgradeCreate ModuleTag_LocoUp2
  441. UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
  442. ExemptStatus = UNDER_CONSTRUCTION
  443. End
  444.  
  445. Behavior = MaxHealthUpgrade ModuleTag_09
  446. TriggeredBy = Upgrade_AmericaCompositeArmor
  447. AddMaxHealth = 4000.0
  448. ChangeType = PRESERVE_RATIO ;;, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
  449. End
  450.  
  451. Behavior = ObjectCreationUpgrade ModuleTag_Drone01
  452. UpgradeObject = OCL_AmericanBattleDrone
  453. TriggeredBy = Upgrade_AmericaBattleDrone
  454. ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaStingerDrone Upgrade_AmericaMinigunDrone
  455. End
  456. Behavior = ObjectCreationUpgrade ModuleTag_Drone02
  457. UpgradeObject = OCL_AmericanScoutDrone
  458. TriggeredBy = Upgrade_AmericaScoutDrone
  459. ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaStingerDrone Upgrade_AmericaMinigunDrone
  460. End
  461. Behavior = ObjectCreationUpgrade ModuleTag_Drone03
  462. UpgradeObject = OCL_AmericanHellfireDrone
  463. TriggeredBy = Upgrade_AmericaHellfireDrone
  464. ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone Upgrade_AmericaStingerDrone Upgrade_AmericaMinigunDrone
  465. End
  466. Behavior = ObjectCreationUpgrade ModuleTag_Drone04
  467. UpgradeObject = OCL_AmericanStingerDrone
  468. TriggeredBy = Upgrade_AmericaStingerDrone
  469. ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaMinigunDrone
  470. End
  471. Behavior = ObjectCreationUpgrade ModuleTag_Drone05
  472. UpgradeObject = OCL_AmericanMinigunDrone
  473. TriggeredBy = Upgrade_AmericaMinigunDrone
  474. ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone Upgrade_AmericaStingerDrone
  475. End
  476.  
  477. Behavior = ProductionUpdate ModuleTag_Prod
  478. MaxQueueEntries = 1
  479. End
  480.  
  481. Behavior = PhysicsBehavior ModuleTag_04
  482. Mass = 150000.0
  483. AllowBouncing = No
  484. AllowCollideForce = No
  485. ShockMaxRoll = 0.01
  486. ShockMaxPitch = 0.01
  487. ShockMaxYaw = 0.01
  488. ShockResistance = 1
  489. End
  490.  
  491. ; --- begin Death modules ---
  492. Behavior = SlowDeathBehavior ModuleTag_Death01
  493. DeathTypes = ALL
  494. SinkDelay = 3000
  495. SinkRate = 1
  496. DestructionDelay = 60000
  497. FX = INITIAL FX_GenericTankDeathExplosion
  498. OCL = INITIAL OCL_AndroidExplode
  499. End
  500. ; --- end Death modules ---
  501.  
  502. Behavior = FlammableUpdate ModuleTag_08
  503. AflameDuration = 8000
  504. AflameDamageAmount = 1
  505. AflameDamageDelay = 500
  506. End
  507.  
  508. Behavior = TransitionDamageFX ModuleTag_0999
  509. ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
  510. ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  511. End
  512.  
  513. Behavior = CreateCrateDie ModuleTag_CratesChange
  514. CrateData = SalvageCrateData
  515. End
  516.  
  517. Behavior = OverlordContain ModuleTag_Turrets
  518. Slots = 1
  519. DamagePercentToUnits = 100%
  520. AllowInsideKindOf = PORTABLE_STRUCTURE
  521. PassengersAllowedToFire = Yes
  522. PassengersInTurret = Yes
  523. ;PayloadTemplateName = Boss_AmericaLeoGunner
  524. ExperienceSinkForRider = Yes
  525. End
  526.  
  527. Behavior = ObjectCreationUpgrade ModuleTag_GunnerUp
  528. UpgradeObject = OCL_Boss_AmericaLeoGunner
  529. TriggeredBy = Upgrade_AmericaAdvancedControlRods
  530. End
  531.  
  532. Behavior = StealthDetectorUpdate ModuleTag_16 ;+
  533. DetectionRate = 500
  534. DetectionRange = 200
  535. CanDetectWhileGarrisoned = No
  536. CanDetectWhileContained = No
  537. ExtraForbiddenKindOf = MINE DEMOTRAP
  538. End
  539.  
  540. Geometry = BOX
  541. GeometryMajorRadius = 40.0
  542. GeometryMinorRadius = 55.0
  543. GeometryHeight = 73.0
  544. GeometryIsSmall = No
  545. Shadow = SHADOW_VOLUME
  546. ShadowSizeX = 45
  547. End
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