زمان جاری : جمعه 15 تیر 1403 - 7:32 قبل از ظهر
نام کاربری : پسورد : یا عضویت | رمز عبور را فراموش کردم


سلام مهمان گرامي؛
مهمان گرامي، براي مشاهده تالار با امکانات کامل ميبايست از طريق ايــن ليـــنک ثبت نام کنيد


آیا میدانید؟" :





خرید شارژ از سایت مطمئن  دانلود آسان بازی وارآرماگدون یک  

7Upload


nik11 آفلاین




ارسال‌ها : 34
عضویت: 21 /4 /1392
صلواتها : 44
صلوات فر ستاده شده : 42

پاسخ : 30 RE REAL DM مد در حال ساخت

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


سه شنبه 25 تیر 1392 - 22:31
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