Object GLATankScorpion
; *** ART Parameters ***
SelectPortrait = SUScorpion_L
ButtonImage = SUScorpion
UpgradeCameo1 = Upgrade_GLAScorpionRocket
UpgradeCameo2 = Upgrade_GLAAPRockets
UpgradeCameo3 = Upgrade_GLAToxinShells
UpgradeCameo4 = Upgrade_GLAJunkRepair
;UpgradeCameo5 = NONE
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
; ------------ Normal
DefaultConditionState
Model = UVLiteTank
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!
ShowSubObject = Turret01
HideSubObject = MissleRack01 MissleRack02 TurretUP01; MissileRack misspelled in the Art
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = UVLiteTank_d
End
AliasConditionState = RUBBLE
; ------------ With big turret
ConditionState = WEAPONSET_CRATEUPGRADE_ONE ; one or two crates is a turret switch
ShowSubObject = TurretUP01
HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO
ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = TurretUP01
HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art
End
AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED
; ---------- With missile
ConditionState = WEAPONSET_PLAYER_UPGRADE
ShowSubObject = MissleRack01 Turret01
HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = MissleRack01 Turret01
HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
; ---------- With missile and big turret
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE
ShowSubObject = MissleRack01 TurretUP01
HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = MissleRack01 TurretUP01
HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
; ---------- With two missiles and big turret
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO
ShowSubObject = MissleRack01 MissleRack02 TurretUP01
HideSubObject = Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED
Model = UVLiteTank_d
ShowSubObject = MissleRack01 MissleRack02 TurretUP01
HideSubObject = Turret01; MissileRack misspelled in the Art
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
End
موفق باشين