diff --git a/Patch104pZH/GameFilesEdited/Data/INI/Object/GC_Chem_GLAUnits.ini b/Patch104pZH/GameFilesEdited/Data/INI/Object/GC_Chem_GLAUnits.ini index 6796c609a..0a9b9fd9b 100644 --- a/Patch104pZH/GameFilesEdited/Data/INI/Object/GC_Chem_GLAUnits.ini +++ b/Patch104pZH/GameFilesEdited/Data/INI/Object/GC_Chem_GLAUnits.ini @@ -16,6 +16,18 @@ ; - Jarmen Kell cannot snipe infantry. ; - Jarmen Kell has 25% less vision range than other Jarmens. ; - Jarmen Kell will retaliate if the option is enabled. +; - Some vehicles have bugged out turret models. +; - Some vehicles are immune to ECM tanks. +; - Scorpion tank is missing the upgrade icon for Anthrax Gamma. +; - Quad Cannon builds in 20 seconds instead of 12 seconds like other Quad Cannons. +; - Quad Cannon has lower health and is vulnerable to fire. +; - Quad Cannon does not fire when stealthed. +; - Toxin Truck has low mass. +; - Radar Van has the default scan range. +; - Bomb Truck has a disabled button to upgrade High Explosive bombs. +; - Bomb Truck has a sound for "power sliding". +; - Bomb Truck will retaliate if the option is enabled. +; - Scud Launcher is build in 40 seconds instead of 30 seconds. ; This file is just for the Chemical Generals Challenge GLA Units ;------------------------------------------------------------------------------ @@ -1445,49 +1457,51 @@ Object GC_Chem_GLAVehicleToxinTruck Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes + DefaultConditionState Model = UVToxinTrk - Turret = Turret - TurretPitch = TurretEL - WeaponFireFXBone = PRIMARY WeaponA - WeaponLaunchBone = PRIMARY WeaponA + Turret = TurretUP02 + TurretPitch = TurretEL02 + ShowSubObject = TurretUP02 + HideSubObject = TurretUP01 Turret + WeaponFireFXBone = PRIMARY WeaponC + WeaponLaunchBone = PRIMARY WeaponC WeaponFireFXBone = SECONDARY Spigot WeaponLaunchBone = SECONDARY Spigot End AliasConditionState WEAPONSET_PLAYER_UPGRADE + ConditionState = USING_WEAPON_B Model = UVToxinTrk - ParticleSysBone = none ToxinPuddleContinuous + ParticleSysBone = none AnthraxPuddleContinuous END ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE Model = UVToxinTrk - ParticleSysBone = none AnthraxPuddleContinuous + ParticleSysBone = none AnthraxGammaPuddleContinuous END ConditionState = REALLYDAMAGED Model = UVToxinTrk_D End AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE + AliasConditionState RUBBLE + AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE + ConditionState = USING_WEAPON_B REALLYDAMAGED Model = UVToxinTrk_D - ParticleSysBone = none ToxinPuddleContinuous + ParticleSysBone = none AnthraxPuddleContinuous END ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE Model = UVToxinTrk_D - ParticleSysBone = none AnthraxPuddleContinuous + ParticleSysBone = none AnthraxGammaPuddleContinuous END - ConditionState = RUBBLE - Model = UVToxinTrk_D - End - AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE - TrackMarks = EXTireTrack.tga LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 - RightRearTireBone = Tire04 + TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. @@ -1503,15 +1517,15 @@ Object GC_Chem_GLAVehicleToxinTruck TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None - Weapon = PRIMARY ToxinTruckGunUpgraded - Weapon = SECONDARY ToxinTruckSprayerUpgraded + Weapon = PRIMARY ToxinTruckGunUpgradedPlusTwo + Weapon = SECONDARY ToxinTruckSprayerUpgradedPlusTwo AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY NONE ;Special attack only End WeaponSet Conditions = PLAYER_UPGRADE - Weapon = PRIMARY Chem_ToxinTruckGunGamma - Weapon = SECONDARY Chem_ToxinTruckSprayerGamma + Weapon = PRIMARY Chem_ToxinTruckGunGammaPlusTwo + Weapon = SECONDARY Chem_ToxinTruckSprayerGammaPlusTwo AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY NONE ;Special attack only End @@ -1563,6 +1577,12 @@ Object GC_Chem_GLAVehicleToxinTruck Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 + + ; 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 = 480 + SubdualDamageHealRate = 500 + SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 @@ -1579,7 +1599,7 @@ Object GC_Chem_GLAVehicleToxinTruck End Locomotor = SET_NORMAL ToxinTruckLocomotor Behavior = PhysicsBehavior ModuleTag_04 - Mass = 10.0 + Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_05 @@ -1696,8 +1716,8 @@ Object GC_Chem_GLATankScorpion UpgradeCameo1 = Upgrade_GLAScorpionRocket UpgradeCameo2 = Upgrade_GLAAPRockets UpgradeCameo3 = Upgrade_GLAToxinShells - UpgradeCameo4 = Upgrade_GLAJunkRepair - ;UpgradeCameo5 = NONE + UpgradeCameo4 = Chem_Upgrade_GLAAnthraxGamma + UpgradeCameo5 = Upgrade_GLAJunkRepair Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes @@ -1706,9 +1726,10 @@ Object GC_Chem_GLATankScorpion DefaultConditionState Model = UVLiteTank - Turret = Turret01 + Turret = Turret ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks ; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack! - HideSubObject = MissleRack01 Missile ; MissileRack misspelled in the Art + ShowSubObject = TurretUP01 + HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX @@ -1718,25 +1739,23 @@ Object GC_Chem_GLATankScorpion ConditionState = REALLYDAMAGED Model = UVLiteTank_d End - - ConditionState = RUBBLE - Model = UVLiteTank_d - End + AliasConditionState = RUBBLE ConditionState = WEAPONSET_PLAYER_UPGRADE - ShowSubObject = MissleRack01 + ShowSubObject = MissleRack01 MissleRack02 TurretUP01 + HideSubObject = Turret01; MissileRack misspelled in the Art WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA - WeaponHideShowBone = SECONDARY Missile End ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED Model = UVLiteTank_d - ShowSubObject = MissleRack01 + ShowSubObject = MissleRack01 MissleRack02 TurretUP01 + HideSubObject = Turret01; MissileRack misspelled in the Art WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA - WeaponHideShowBone = SECONDARY Missile End + AliasConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second @@ -1749,13 +1768,15 @@ Object GC_Chem_GLATankScorpion TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None - Weapon = PRIMARY ScorpionTankGun + Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two Weapon = SECONDARY None + AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI + AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = PLAYER_UPGRADE - Weapon = PRIMARY ScorpionTankGun - Weapon = SECONDARY ScorpionMissileWeapon + Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two + Weapon = SECONDARY Chem_ScorpionMissileWeaponPlusTwo AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI End @@ -1802,6 +1823,12 @@ Object GC_Chem_GLATankScorpion Body = ActiveBody ModuleTag_02 MaxHealth = 370.0 InitialHealth = 370.0 + + ; 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 = 740 + SubdualDamageHealRate = 500 + SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 @@ -1888,7 +1915,7 @@ Object GC_Chem_GLAVehicleBombTruck ; Patch104p @bugfix commy2 13/09/2021 Add missing upgrade icon for Anthrax Gamma and remove unavailable HE upgrade icon. - ;UpgradeCameo1 = Upgrade_GLABombTruckHighExplosiveBomb + UpgradeCameo1 = Upgrade_GLABombTruckHighExplosiveBomb UpgradeCameo2 = Upgrade_GLABombTruckBioBomb UpgradeCameo3 = Chem_Upgrade_GLAAnthraxGamma UpgradeCameo4 = Upgrade_GLAJunkRepair @@ -1971,7 +1998,7 @@ Object GC_Chem_GLAVehicleBombTruck TurretMoveStart = NoSound TurretMoveLoop = NoSound TruckLandingSound = RocketBuggyLand - TruckPowerslideSound = RocketBuggyPowerslide + TruckPowerslideSound = NoSound DisguiseStarted = BombTruckDisguiseStarted DisguiseRevealedSuccess = BombTruckDisguiseRevealedSuccess DisguiseRevealedFailure = BombTruckDisguiseRevealedFailure @@ -1980,11 +2007,17 @@ Object GC_Chem_GLAVehicleBombTruck ; *** ENGINEERING Parameters *** RadarPriority = UNIT - KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE DISGUISER + KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE DISGUISER CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 220.0 InitialHealth = 220.0 + + ; 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 = 440 + SubdualDamageHealRate = 500 + SubdualDamageHealAmount = 50 End ExperienceValue = 50 50 50 50 ; Experience point value at each level @@ -2032,17 +2065,23 @@ Object GC_Chem_GLAVehicleBombTruck ;************************************************************************************************ ;* WHICH BOMB DO WE USE??? + ;* We have 2 damage possibilities -- (normal OR high explosive) + ;* So part 1 is inflicting the damage itself without creating effects ;* The complicated part is the part where we have 6 possible effect explosions based on ;* all the possible upgrade combinations. Note that bio weapons don't inflict damage through ;* the explosion. ;* ;* DAMAGE COMBINATIONS (NO EFFECTS): - ;* 1) Normal + ;* 1) Normal (doesn't have high explosive upgrade) + ;* 2) High explosive (has high-explosive upgrade) ;* ;* EFFECT COMBINATIONS (NO DAMAGE): ;* 1) Normal (no upgrades) ;* 2) Anthrax (bio-bomb upgrade) - ;* 3) Anthrax (bio-bomb and Anthrax gamma upgrade) + ;* 3) Anthrax (bio-bomb and Anthrax Gamma upgrade) + ;* 4) High explosive (high explosive upgrade) + ;* 5) High explosive Anthrax (high explosive and bio-bomb upgrade) + ;* 6) High explosive Anthrax Gamma (high explosive, bio-bomb, and Anthrax Gamma upgrades) ;************************************************************************************************ ;************************************************************************************************ @@ -2050,7 +2089,17 @@ Object GC_Chem_GLAVehicleBombTruck ;************************************************************************************************ Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 DeathWeapon = BombTruckDefaultBombDamage - StartsActive = Yes + StartsActive = Yes ; turned on by upgrade + ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb + End + + ;************************************************************************************************ + ;* EXCLUSIVE DAMAGE POSSIBILITY 2 -- High explosion (always plays if it has high-explosive upgrade) + ;************************************************************************************************ + Behavior = FireWeaponWhenDeadBehavior ModuleTag_10 + DeathWeapon = BombTruckHighExplosionBombDamage + StartsActive = No ; turned on by upgrade + TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb End ;************************************************************************************************ @@ -2059,7 +2108,7 @@ Object GC_Chem_GLAVehicleBombTruck Behavior = FireWeaponWhenDeadBehavior ModuleTag_11 DeathWeapon = BombTruckDefaultBombEffect StartsActive = Yes ; turned on by upgrade - ConflictsWith = Upgrade_GLABombTruckBioBomb + ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLABombTruckBioBomb End ;************************************************************************************************ @@ -2071,17 +2120,57 @@ Object GC_Chem_GLAVehicleBombTruck DeathWeapon = BombTruckAnthraxBombEffect StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLABombTruckBioBomb - ConflictsWith = Chem_Upgrade_GLAAnthraxGamma + ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb Chem_Upgrade_GLAAnthraxGamma + RequiresAllTriggers = Yes End ;************************************************************************************************ ;* EXCLUSIVE EFFECT COMBINATION 3 - Anthrax Gamma explosion ;* Requires: Bio upgrade and Anthrax Gamma upgrade + ;* Can't have: High explosive upgrade ;************************************************************************************************ Behavior = FireWeaponWhenDeadBehavior ModuleTag_13 DeathWeapon = BombTruckAnthraxGammaBombEffect StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLABombTruckBioBomb Chem_Upgrade_GLAAnthraxGamma + ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb + RequiresAllTriggers = Yes + End + + ;************************************************************************************************ + ;* EXCLUSIVE EFFECT COMBINATION 4 - High explosion + ;* Requires: High explosive upgrade + ;* Can't have: Bio upgrade and Anthrax Gamma upgrade + ;************************************************************************************************ + Behavior = FireWeaponWhenDeadBehavior ModuleTag_14 + DeathWeapon = BombTruckHighExplosiveBombEffect + StartsActive = No ; turned on by upgrade + TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb + ConflictsWith = Upgrade_GLABombTruckBioBomb + RequiresAllTriggers = Yes + End + + ;************************************************************************************************ + ;* EXCLUSIVE EFFECT COMBINATION 5 - High explosive bio explosion + ;* Requires: High explosive upgrade and bio upgrade + ;* Can't have: Anthrax Gamma upgrade + ;************************************************************************************************ + Behavior = FireWeaponWhenDeadBehavior ModuleTag_15 + DeathWeapon = BombTruckHighExplosiveAnthraxBombEffect + StartsActive = No ; turned on by upgrade + TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLABombTruckBioBomb + ConflictsWith = Chem_Upgrade_GLAAnthraxGamma + RequiresAllTriggers = Yes + End + + ;************************************************************************************************ + ;* EXCLUSIVE EFFECT COMBINATION 6 - High explosive Anthrax explosion + ;* Requires: High explosive, Bio, and Anthrax Gamma upgrade + ;************************************************************************************************ + Behavior = FireWeaponWhenDeadBehavior ModuleTag_16 + DeathWeapon = BombTruckHighExplosiveAnthraxGammaBombEffect + StartsActive = No ; turned on by upgrade + TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb Chem_Upgrade_GLAAnthraxGamma RequiresAllTriggers = Yes End @@ -2091,9 +2180,24 @@ Object GC_Chem_GLAVehicleBombTruck Behavior = SubObjectsUpgrade ModuleTag_17 ;*** Bio bomb load *** TriggeredBy = Upgrade_GLABombTruckBioBomb + ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb ShowSubObjects = Bombload02 HideSubObjects = Bombload01 Bombload03 Bombload04 End + Behavior = SubObjectsUpgrade ModuleTag_18 + ;*** High-explosive bomb load *** + TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb + ConflictsWith = Upgrade_GLABombTruckBioBomb + ShowSubObjects = Bombload03 + HideSubObjects = Bombload01 Bombload02 Bombload04 + End + Behavior = SubObjectsUpgrade ModuleTag_19 + ;*** High-explosive bio bomb load *** + TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb + ShowSubObjects = Bombload04 + HideSubObjects = Bombload01 Bombload02 Bombload03 + RequiresAllTriggers = Yes + End ;------------------------------------------------------------------- @@ -2261,6 +2365,12 @@ Object GC_Chem_GLAVehicleRadarVan Body = ActiveBody ModuleTag_02 MaxHealth = 200 InitialHealth = 200 + + ; 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 = 400 + SubdualDamageHealRate = 500 + SubdualDamageHealAmount = 50 End ExperienceValue = 20 20 20 20 ; Experience point value at each level @@ -2332,7 +2442,7 @@ Object GC_Chem_GLAVehicleRadarVan Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) - ;DetectionRange = ??? ;Dustin, enable this for independant balancing! + DetectionRange = 250 ;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 @@ -2551,11 +2661,11 @@ Object GC_Chem_GLAVehicleQuadCannon End ArmorSet Conditions = None - Armor = AntiAirVehicle + Armor = QuadCannonArmor DamageFX = TankDamageFX End BuildCost = 700 - BuildTime = 10.0 ;in seconds + BuildTime = 6.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites @@ -2596,8 +2706,14 @@ Object GC_Chem_GLAVehicleQuadCannon KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE Body = ActiveBody ModuleTag_02 - MaxHealth = 220.0 - InitialHealth = 220.0 + MaxHealth = 300.0 + InitialHealth = 300.0 + + ; 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 = 600 + SubdualDamageHealRate = 500 + SubdualDamageHealAmount = 50 End ; Patch104p @bugfix commy2 11/09/2021 Add NotWhileAttacking to prevent target switching when ordered to attack out of range target. This prevents the extended range bug. @@ -2609,7 +2725,7 @@ Object GC_Chem_GLAVehicleQuadCannon AllowsPitch = Yes ControlledWeaponSlots = PRIMARY SECONDARY End - AutoAcquireEnemiesWhenIdle = Yes NotWhileAttacking + AutoAcquireEnemiesWhenIdle = Yes Stealthed NotWhileAttacking MoodAttackCheckRate = 250 End @@ -2706,12 +2822,12 @@ Object GC_Chem_GLAVehicleScudLauncher DefaultConditionState Model = UVScudLchr - Turret = TURRET - TurretPitch = TURRETEL - WeaponLaunchBone = PRIMARY WeaponA - WeaponLaunchBone = SECONDARY WeaponA - WeaponHideShowBone = PRIMARY MISSILE - WeaponHideShowBone = SECONDARY MISSILE + Turret = TURRETUP02 + TurretPitch = TURRETEL02 + ShowSubObject = TURRETUP02 + HideSubObject = TURRET TURRETUP01 + WeaponLaunchBone = PRIMARY WeaponC + WeaponLaunchBone = SECONDARY WeaponC End ConditionState = REALLYDAMAGED @@ -2750,8 +2866,8 @@ Object GC_Chem_GLAVehicleScudLauncher TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None - Weapon = PRIMARY SCUDLauncherGunExplosive - Weapon = SECONDARY SCUDLauncherGunAnthrax + Weapon = PRIMARY SCUDLauncherGunExplosivePlusTwo + Weapon = SECONDARY SCUDLauncherGunAnthraxPlusTwo AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI PreferredAgainst = SECONDARY INFANTRY @@ -2759,8 +2875,8 @@ Object GC_Chem_GLAVehicleScudLauncher End WeaponSet Conditions = PLAYER_UPGRADE - Weapon = PRIMARY SCUDLauncherGunExplosive - Weapon = SECONDARY Chem_SCUDLauncherGunAnthraxGamma + Weapon = PRIMARY SCUDLauncherGunExplosivePlusTwo + Weapon = SECONDARY Chem_SCUDLauncherGunAnthraxGammaPlusTwo AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI PreferredAgainst = SECONDARY INFANTRY @@ -2773,7 +2889,7 @@ Object GC_Chem_GLAVehicleScudLauncher DamageFX = TankDamageFX End BuildCost = 1200 - BuildTime = 20.0 ;in seconds + BuildTime = 15.0 ;in seconds VisionRange = 180 ShroudClearingRange = 300 Prerequisites @@ -2816,6 +2932,12 @@ Object GC_Chem_GLAVehicleScudLauncher Body = ActiveBody ModuleTag_02 MaxHealth = 180.0 InitialHealth = 180.0 + + ; 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 = 360 + SubdualDamageHealRate = 500 + SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 diff --git a/Patch104pZH/GameFilesEdited/Data/INI/Weapon.ini b/Patch104pZH/GameFilesEdited/Data/INI/Weapon.ini index 87cf38657..2576e6863 100644 --- a/Patch104pZH/GameFilesEdited/Data/INI/Weapon.ini +++ b/Patch104pZH/GameFilesEdited/Data/INI/Weapon.ini @@ -4968,6 +4968,15 @@ Weapon Demo_BombTruckDefaultBombEffect FireSound = NoSound ; BombTruckBioBombDetonation End +;------------------------------------------------------------------------------ +;These do no damage at all -- just effects and setting up toxic fields +;------------------------------------------------------------------------------ +Weapon BombTruckHighExplosiveAnthraxGammaBombEffect + FireFX = Chem_WeaponFX_BombTruckHighExplosiveGammaBombDetonation + FireOCL = OCL_PoisonFieldGammaMedium + FireSound = NoSound ; BombTruckBioBombDetonation +End + ;------------------------------------------------------------------------------ ;These do no damage at all -- just effects and setting up toxic fields ;------------------------------------------------------------------------------