سلام. ببخشید این Stinger site اعصابمو خورد کرد. هرکاری می کنم یونیت نمیزنه که نمیزنه :Sad: پول کم میشه . توی Queue میاد کامل میشه اما درست موقعی که میخواد خارج بشه همینطوری میمونه تو Queue و هیچ کار مثبتی انجام نمیشه. همه ی Engineering parameters و آرت رو چک کردم بازم نشد که نشد خلاصه HELP
سورس :
;------------------------------------------------------------------------------
Object GLAStingerSite
; *** ART Parameters ***
SelectPortrait = SUStinger_L
ButtonImage = SUStinger
UpgradeCameo1 = Upgrade_GLAAPRockets
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day ************************************
ConditionState = NONE
Model = UBStingerS
End
ConditionState = DAMAGED
Model = UBStingerS_D
End
ConditionState = REALLYDAMAGED RUBBLE
Model = UBStingerS_E
End
; day snow ************************************
ConditionState = SNOW
Model = UBStingerS_S
End
ConditionState = DAMAGED SNOW
Model = UBStingerS_DS
End
ConditionState = REALLYDAMAGED SNOW RUBBLE
Model = UBStingerS_ES
End
; night **********************************
ConditionState = NIGHT
Model = UBStingerS_N
End
ConditionState = DAMAGED NIGHT
Model = UBStingerS_DN
End
ConditionState = REALLYDAMAGED NIGHT RUBBLE
Model = UBStingerS_EN
End
; night snow **********************************
ConditionState = NIGHT SNOW
Model = UBStingerS_NS
End
ConditionState = DAMAGED NIGHT SNOW
Model = UBStingerS_DNS
End
ConditionState = REALLYDAMAGED NIGHT SNOW RUBBLE
Model = UBStingerS_ENS
End
;**************************************************************************************************************************
;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
;for this draw module
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS
; Animation = UBStingerS.UBStingerS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = UBStingerS_D
; Animation = UBStingerS_D.UBStingerS_D
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = UBStingerS_E
; Animation = UBStingerS_E.UBStingerS_E
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
Model = UBStingerS_N
; Animation = UBStingerS_N.UBStingerS_N
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
Model = UBStingerS_DN
; Animation = UBStingerS_DN.UBStingerS_DN
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
Model = UBStingerS_EN
; Animation = UBStingerS_EN.UBStingerS_EN
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = UBStingerS_S
; Animation = UBStingerS_S.UBStingerS_S
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
Model = UBStingerS_DS
; Animation = UBStingerS_DS.UBStingerS_DS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
Model = UBStingerS_ES
; Animation = UBStingerS_ES.UBStingerS_ES
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
Model = UBStingerS_NS
; Animation = UBStingerS_NS.UBStingerS_NS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
Model = UBStingerS_DNS
; Animation = UBStingerS_DNS.UBStingerS_DNS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
Model = UBStingerS_ENS
; Animation = UBStingerS_ENS.UBStingerS_ENS
; AnimationMode = LOOP
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
;**************************************************************************************************************************
End
; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBStingerS_A4
Animation = UBStingerS_A4.UBStingerS_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBStingerS_A4N
Animation = UBStingerS_A4N.UBStingerS_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBStingerS_A4S
Animation = UBStingerS_A4S.UBStingerS_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBStingerS_A4SN
Animation = UBStingerS_A4SN.UBStingerS_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Smoke01 BuildUpSmoke
ParticleSysBone = Smoke02 BuildUpSmoke
ParticleSysBone = Smoke03 BuildUpSmoke
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = UBStingerS_A6
Animation = UBStingerS_A6.UBStingerS_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = UBStingerS_A6N
Animation = UBStingerS_A6N.UBStingerS_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = UBStingerS_A6S
Animation = UBStingerS_A6S.UBStingerS_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = UBStingerS_A6SN
Animation = UBStingerS_A6SN.UBStingerS_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:StingerSite
Side = GLA
EditorSorting = STRUCTURE
Prerequisites
Object = GLABarracks
End
BuildCost = 900
BuildTime = 25.0 ; in seconds
EnergyProduction = 0
VisionRange = 600.0 ; Shroud clearing distance
ShroudClearingRange = 400
ArmorSet
Conditions = None
Armor = StingerSiteArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = GLAStingerSiteCommandSet
ExperienceValue = 200 200 200 200 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = StingerSiteSelect
SoundDie = BuildingDie
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY AUTO_RALLYPOINT
Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior!
MaxHealth = 1000.0
InitialHealth = 1000.0
;**Careful with these damage types -- because area damage types will already
;**damage slaves.
PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +FLESHY_SNIPER +POISON +RADIATION
SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +FLESHY_SNIPER ; Take no damage if noone to pass this to
End
Behavior = SpawnPointProductionExitUpdate ModuleTag_05
SpawnPointBoneName = SpawnPoint
End
Behavior = SpawnBehavior ModuleTag_06
SpawnNumber = 3
SpawnReplaceDelay = 30000 ;msec
SpawnTemplateName = GLAInfantryStingerSoldier
CanReclaimOrphans = No
SpawnedRequireSpawner = Yes
End
Behavior = ProductionUpdate ModuleTag_10
; nothing
End
Behavior = DefaultProductionExitUpdate ModuleTag_11
UnitCreatePoint = X: 36.0 Y: 0.0 Z:0.0
NaturalRallyPoint = X: 36.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
End
Behavior = RebuildHoleExposeDie ModuleTag_08
HoleName = GLAHoleStingerSite
HoleMaxHealth = 500.0
End
Behavior = DestroyDie ModuleTag_09
;
End
Behavior = CreateObjectDie ModuleTag_10
CreationList = OCL_ABStingerSiteDebris
End
Behavior = FXListDie ModuleTag_11
DeathFX = FX_StructureSmallDeath
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
DeathWeapon = StingerSiteDeathConcussion
StartsActive = Yes
End
Behavior = FlammableUpdate ModuleTag_15
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_16
;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
End
Geometry = CYLINDER
GeometryMajorRadius = 36.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER