Y cant it move! -1 reply

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BananasTheClown

Puffin Militia Berserker

50 XP

14th June 2003

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#1 15 years ago

i had the same problem with my mortar men

it had to do with the audio

the sounds were different

b7ut when i changed them

theyt worked

but i do not have the audio for that van




SupergabbeR

......................... .....

50 XP

3rd May 2003

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#2 15 years ago

hmm weird i dont think the sound has anything to do with the moving of the vehicle , maybe post that van unit from the ini file here and maybe i could help




BananasTheClown

Puffin Militia Berserker

50 XP

14th June 2003

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858 Posts

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#3 15 years ago

;------------------------------------------------------------------------------ Object ChinaVehicleHackerVan

; *** ART Parameters *** SelectPortrait = TH ButtonImage = TH

;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE

Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CVEUROVAN3 Animation = CVEUROVAN3.CVEUROVAN3 AnimationMode = LOOP ;note, the IRSonar particle system is added in StealthDetectorUpdate.cpp, not here End ConditionState = REALLYDAMAGED RUBBLE ; THIS IS VERY IMPORTANT... DO NOT REMOVE 'RUBBLE' UNDER PENALTY OF DEATH MLorenzen ; @todo find out why a non-animating model like this has such trouble matching ; reallydamaged against moving against rubble, etc. Model = NVPOWTrck_D End

TrackMarks = EXTireTrack.tga

Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray ; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide

; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End

; ***DESIGN parameters *** DisplayName = OBJECT:POW Side = China EditorSorting = VEHICLE TransportSlotCount = 8 ;Just enough to fit into a Chinook. WeaponSet Conditions = None Weapon = PRIMARY HumveeGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End BuildCost = 1900 BuildTime = 20.0 ;in seconds VisionRange = 160 ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks! ShroudClearingRange = 330 Prerequisites Object = ChinaWarFactory Object = ChinaPropagandaCenter End 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 = ChinaInfantryBlackLotusCommandSet2

; *** AUDIO Parameters *** VoiceSelect = BlackLotusVoiceSelect VoiceMove = BlackLotusVoiceMove VoiceAttack = BlackLotusVoiceAttack VoiceGuard = BlackLotusVoiceMove VoiceFear = BlackLotusVoiceFear VoiceTaskComplete = BlackLotusVoiceCaptureComplete SoundDie = BlackLotusVoiceDie SoundDieFire = DieByFireFemale SoundDieToxin = DieByToxinFemale SoundStealthOn = StealthOn SoundStealthOff = StealthOff VoiceTaskComplete = HackerVoiceHackComplete UnitSpecificSounds VoiceCreate = BlackLotusVoiceCreate VoiceGarrison = BlackLotusVoiceMove VoiceEnter = BlackLotusVoiceMove UnitPack = HackerPack UnitUnpack = HackerUnpack UnitCashPing = HackerCashPing VoiceEnterHostile = BlackLotusVoiceMove VoiceStealCashComplete = BlackLotusVoiceCashComplete VoiceDisableVehicleComplete = BlackLotusVoiceDisableComplete VoiceCaptureBuildingComplete = BlackLotusVoiceCaptureComplete VoiceGetHealed = BlackLotusVoiceMove VoiceHackInternet = HackerVoiceModeInternet End

Behavior = AIUpdateInterface ModuleTag_20 AutoAcquireEnemiesWhenIdle = No MoodAttackCheckRate = 250 End

; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE

Body = ActiveBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End

Locomotor = SET_NORMAL POWTruckLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = StealthUpdate ModuleTag_07 StealthDelay = 2500 ; msec StealthForbiddenConditions = USING_ABILITY HintDetectableConditions = USING_ABILITY InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End

Behavior = StealthDetectorUpdate ModuleTag_44 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End

Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackBuilding End Behavior = SpecialAbilityUpdate ModuleTag_09 SpecialPowerTemplate = SpecialAbilityBlackLotusCaptureBuilding StartAbilityRange = 150.0 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 2800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 6000 ;time to complete hack once prepared (unpacked) SpecialObject = BinaryDataStream DoCaptureFX = Yes PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 20 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = SpecialAbility ModuleTag_10 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackVehicle End Behavior = SpecialAbilityUpdate ModuleTag_11 SpecialPowerTemplate = SpecialAbilityBlackLotusDisableVehicleHack StartAbilityRange = 150.0 UnpackTime = 2000 ;6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 1000 ;2800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 2000 ;time to complete hack once prepared (unpacked) EffectDuration = 15000 ;duration vehicle is disabled (30 seconds) DisableFXParticleSystem = DisabledEffectBinaryShower0 SpecialObject = BinaryDataStream PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 0 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = SpecialAbility ModuleTag_12 SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack UpdateModuleStartsAttack = Yes InitiateSound = BlackLotusVoiceHackCash End Behavior = SpecialAbilityUpdate ModuleTag_13 SpecialPowerTemplate = SpecialAbilityBlackLotusStealCashHack StartAbilityRange = 150.0 UnpackTime = 6730 ;animation time is 6730 (changing this will scale anim speed) PackTime = 5800 ;animation time is 5800 (changing this will scale anim speed) PreparationTime = 6000 ;time to complete hack once prepared (unpacked) EffectValue = 1000 ;amount of cash stolen SpecialObject = BinaryDataStream PackSound = BlackLotusPack UnpackSound = BlackLotusUnpack TriggerSound = BlackLotusTrigger PrepSoundLoop = BlackLotusPrepLoop AwardXPForTriggering = 20 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = HackInternetAIUpdate ModuleTag_03 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) CashUpdateDelay = 2000 RegularCashAmount = 20 VeteranCashAmount = 25 EliteCashAmount = 30 HeroicCashAmount = 35 XpPerCashUpdate = 1 PackUnpackVariationFactor = 0.5 ;Adds + or - 20% to pack and unpack time randomly. End Behavior = SpecialAbility ModuleTag_04 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding UpdateModuleStartsAttack = Yes InitiateSound = HackerVoiceHack End Behavior = SpecialAbilityUpdate ModuleTag_05 SpecialPowerTemplate = SpecialAbilityHackerDisableBuilding StartAbilityRange = 150.0 UnpackTime = 7300 ;animation time is 7300 (changing this will scale anim speed) PackTime = 5133 ;animation time is 5133 (changing this will scale anim speed) PreparationTime = 3000 ;PersistentPrepTime = 500 ; old setting PersistentPrepTime = 333 ; NOTE! This drives how often the disable effect gets triggered ; This is also how often a new particle system effect is spawned EffectDuration = 2000 SpecialObject = BinaryDataStream DisableFXParticleSystem = DisabledEffectBinaryShower0 PackSound = HackerPack UnpackSound = HackerUnpack PrepSoundLoop = HackerPrepLoop AwardXPForTriggering = 0 ;Careful, this is persistant so it's a DoT xp gain! ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. End Behavior = TransportContain ModuleTag_06 Slots = 4 InitialPayload = ChinaInfantryHacker 4 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End

Behavior = ProductionUpdate ModuleTag_10 ; nothing End

Behavior = GenerateMinefieldBehavior ModuleTag_09 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes End

Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1 FX = FINAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_ChinaPOWTruckDeathEffect End

Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition End

Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End

Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End

; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End

Behavior = CreateCrateDie ModuleTag_12 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData 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 Scale = 1.2 GeometryMajorRadius = 22.0 GeometryMinorRadius = 9.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End