I've got a problems with the Kodiak :
- it had 8 garison slot, but it don't land when I want to garrison it => impossible to move into the Kodiak
-I've made it already garisonned when started, but, when I use the "ungarrison" action, units simply fall from the default Kodiak height
Does somebody have an idear about how to resolve this problem ?
Here is the Kodiak's code :
Object GDIKodiakClass
SelectPortrait = SAKodiakClass_L
ButtonImage = SAKodiakClass
; *** ART Parameters ***
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = GVKodiak
Animation = GVKodiak.GVKodiak
AnimationMode = LOOP
Turret = Turret01
TurretPitch = TurretEL01
AltTurret = Turret02
AltTurretPitch = TurretEL02
WeaponFireFXBone = PRIMARY Tur1Muzzle
WeaponRecoilBone = PRIMARY Tur1Barrel
WeaponFireFXBone = SECONDARY Tur2Muzzle
WeaponRecoilBone = SECONDARY Tur2Barrel
End ConditionState = REALLYDAMAGED
Model = GVKodiak
Animation = GVKodiak.GVKodiak
AnimationMode = LOOP
End ConditionState = RUBBLE
Model = GVKodiak
Animation = GVKodiak.GVKodiak
AnimationMode = LOOP
End ConditionState = RUBBLE SPECIAL_DAMAGED
Model = GVKodiak
HideSubObject = Props01
HideSubObject = Props02
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Kodiak_Class
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY KodiakAGShell
Weapon = SECONDARY KodiakAGShell
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_PLAYER FROM_AI
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_PLAYER FROM_AI
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 7500
BuildTime = 180.0 ;in seconds
VisionRange = 500
ShroudClearingRange = 500
Prerequisites
Object = AmericaWarFactory
Object = AmericaStrategyCenter
End
ExperienceValue = 500 500 1000 2000 ;Experience point value at each level
ExperienceRequired = 0 500 1000 2000 ;Experience points needed to gain each level IsTrainable = Yes
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GDI_Kodiak_Transportsection ; *** AUDIO Parameters ***
VoiceSelect = BattleshipVoiceSelect
VoiceMove = BattleshipVoiceMove
VoiceGuard = BattleshipVoiceMove
VoiceAttack = BattleshipVoiceAttack
SoundAmbient = BattleshipAmbientLoop
SoundEnter = HumveeEnter
SoundExit = HumveeExit UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
TurretMoveLoop = OverlordTankTurretMoveLoop
VoiceUnload = ChinookVoiceUnload
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK Body = ActiveBody ModuleTag_02
MaxHealth = 2500.0
InitialHealth = 2500.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 80
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 80
RecenterTime = 5000 ; how long to wait during idle before recentering
ControlledWeaponSlots = SECONDARY
End
TurretsLinked = Yes
End
Locomotor = SET_NORMAL KodiakLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
Behavior = TransportContain ModuleTag_08
Slots = 8
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY VEHICLE
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
End
Behavior = PhysicsBehavior ModuleTag_09
Mass = 50.0
End
Behavior = CommandSetUpgrade ModuleTag_6
TriggeredBy = Upgrade_GLAWorkerFakeCommandSet
RemovesUpgrades = Upgrade_GLAWorkerRealCommandSet
CommandSet = GDI_Kodiak_Transportsection
End
Behavior = CommandSetUpgrade ModuleTag_7
TriggeredBy = Upgrade_GLAWorkerRealCommandSet
RemovesUpgrades = Upgrade_GLAWorkerFakeCommandSet Upgrade_GLAWorkerRealCommandSet
CommandSet = GDI_Kodiak_Combatsection
End
Behavior = ProductionUpdate ModuleTag_8
MaxQueueEntries = 1; For the command set switching upgrade
End
Geometry = BOX
GeometryMajorRadius = 200.0
GeometryMinorRadius = 20.0
GeometryHeight = 40
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
(some line have been moved when I have uploading this message, sorry)