; *** ART Parameters ***
SelectPortrait = shahab_L
ButtonImage = shahab
;UpgradeCameo1 = NONE
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = No
ProjectileBoneFeedbackEnabledSlots = PRIMARY
DefaultConditionState
Model = NVVanHo
Turret = Turret
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY MISSILE
WeaponHideShowBone = PRIMARY MISSILE
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED
Model = NVVanHo_D
Turret = Turret
WeaponLaunchBone = PRIMARY MISSILE ;Muzzle
WeaponHideShowBone = PRIMARY MISSILE
End
ConditionState = RUBBLE
Model = NVVanHo_D
Turret = Turret
End
ConditionState = MOVING
Animation = NVVanHo.NVVanHo
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = BETWEEN_FIRING_SHOTS_A
ConditionState = UNPACKING
Animation = NVVanHo.NVVanHo
AnimationMode = ONCE
End
AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A
ConditionState = PACKING
Animation = NVVanHo.NVVanHo
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A
ConditionState = DEPLOYED
Model = NVVanHo ;NKNodong
Animation = NVVanHo.NVVanHo
AnimationMode = ONCE
Flags = START_FRAME_LAST
End
RightFrontTireBone = Tire01
LeftFrontTireBone = Tire02
MidRightFrontTireBone = Tire03
MidLeftFrontTireBone = Tire04
MidRightMidTireBone = Tire05
MidLeftMidTireBone = Tire06
RightRearTireBone = Tire07
LeftRearTireBone = Tire08
;MidRightRearTireBone = Tire07
;MidLeftRearTireBone = Tire08
TireRotationMultiplier = 0.2 ; this * speed = rotation.
End
Draw = W3DTruckDraw ModuleTag_Tire
OkToChangeModelColor = No
DefaultConditionState
Model = NVVanHo
End
ConditionState = REALLYDAMAGED
Model = NVVanHo
End
ConditionState = RUBBLE
Model = NVVanHo
End
RightFrontTireBone = TIRE01
LeftFrontTireBone = TIRE02
MidRightFrontTireBone = TIRE03
MidLeftFrontTireBone = TIRE04
;------------------------------
MidRightMidTireBone = TIRE05
MidLeftMidTireBone = TIRE06
;------------------------------
MidRightRearTireBone = TIRE07
MidLeftRearTireBone = TIRE08
; MidLeftFrontTireBone = Tire01
; MidRightFrontTireBone = Tire02
; MidRightRearTireBone = Tire03
; MidLeftRearTireBone = Tire04
TireRotationMultiplier = 0.2 ; this * speed = rotation.
Dust = RocketBuggyDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide
End
; ***DESIGN parameters ***
DisplayName = OBJECT:shahabLauncher
Side = Iran
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY shahabMissile
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 3000
BuildTime = 20.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
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 = GenericCommandSet
MaxSimultaneousOfType = 8
; *** AUDIO Parameters ***
VoiceSelect = CrusaderTankVoiceSelect
VoiceMove = CrusaderTankVoiceMove
VoiceGuard = CrusaderTankVoiceMove
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 CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 980
InitialHealth = 980
; 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 = 0 ;70 ;60 ; turn rate, in degrees per sec
; TurretPitchRate = 60
; FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here
; AllowsPitch = Yes
; ControlledWeaponSlots = PRIMARY
; End
; AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
; End
Behavior = DeployStyleAIUpdate ModuleTag_03
Turret
TurretTurnRate = 0 ;80
TurretPitchRate = 100 ;80
AllowsPitch = Yes
FirePitch = 90 ;45
;NaturalTurretPitch = 4
FiresWhileTurning = No
RecenterTime = 2500
ControlledWeaponSlots = PRIMARY ;TERTIARY
InitiallyDisabled = Yes
End
AutoAcquireEnemiesWhenIdle = No ;Yes Stealthed ATTACK_BUILDINGS
PackTime = 2000
UnpackTime = 2000
TurretsFunctionOnlyWhenDeployed = Yes
TurretsMustCenterBeforePacking = Yes
ResetTurretBeforePacking = Yes
End
Locomotor = SET_NORMAL ScudLauncherLocomotor ;SupplyTruckLocomotor ;CrusaderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
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
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
با این سورس همون مشکلی که قبلاً گفتم پیش میاد . موشک از زیر مدل شلیک میشه و موشک اصلی از روی مدل حذف نمیشه . (به هنگام لانچ)حالا دوستانی که میتونن بیان کمک کنن ببینیم مشکل این سورس کجاست تا بتونیم با کمک هم حلش کنیم