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i tried to get LOW's AT-RT to work in my mod. It works at 1st but then after it takes a few steps it just causes a fatal error.

 

<GroundVehicle Name="AT_RT_Walker">
	<LOD_Bias>4</LOD_Bias>
	<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
	<Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale>
	<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
	<Text_ID>TEXT_UNIT_AT_RT_WALKER</Text_ID>
	<Encyclopedia_Good_Against> Rebel_Trooper Underworld_Merc Rebel_Commando </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> T1B_Tank T2B_Tank  </Encyclopedia_Vulnerable_To>
	<Encyclopedia_Text>TEXT_TOOLTIP_ATRT</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_WALKER</Encyclopedia_Unit_Class>

	<Land_Model_Name>LoW_AT-RT.ALO</Land_Model_Name>
	<Behavior>SELECTABLE</Behavior>
	<LandBehavior>ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD,HUNT, WALK_LOCOMOTOR,TARGETING,IDLE,WEAPON,POWERED,REVEAL,HIDE_WHEN_FOGGED,UNIT_AI,TELEKINESIS_TARGET,STUNNABLE,DAMAGE_TRACKING, SQUASH</LandBehavior>
	<!-- Ground vehicles priority 1, ground infantry priority 2, air vehicles priority 3 (N/A = 9999) -->

	<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>

  		<HardPoints> 
      			HP_AT_RT_00
                               </HardPoints>

	<Property_Flags>GoodInfantryCrusher</Property_Flags>
        <Ranking_In_Category>7</Ranking_In_Category>
	<Autoresolve_Health>200</Autoresolve_Health>
	<Mass>1.0</Mass>
	<Scale_Factor>1.6</Scale_Factor>

	<Movement_Animation_Speed> 0.8117 </Movement_Animation_Speed>
	<Rotation_Animation_Speed> 2.2 </Rotation_Animation_Speed>
	<Max_Speed>1.95</Max_Speed>
	<Max_Rate_Of_Turn>2.5</Max_Rate_Of_Turn>
	<Stopped_Rate_Of_Turn>1.5</Stopped_Rate_Of_Turn>
	<Walk_Transition>No</Walk_Transition>
	<Has_Pre_Turn_Anim> no </Has_Pre_Turn_Anim>
	<Min_Speed_Fraction_For_Turn> .1 </Min_Speed_Fraction_For_Turn>
	<Space_Layer> Land </Space_Layer>
	<UnitCollisionClass> Large Vehicle </UnitCollisionClass>
	<Custom_Hard_XExtent> 8.0 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 6.0 </Custom_Hard_YExtent>
	<MinimumPushReturnDistance> 100 </MinimumPushReturnDistance>
	<FormationOrder> 4 </FormationOrder>
	<FormationGrouping> Standard </FormationGrouping>
	<FormationSpacing> 1 </FormationSpacing>
	<FormationRaggedness> 2.5 </FormationRaggedness>
	<MaxJiggleDistance> 5 </MaxJiggleDistance>

	<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
	<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
	<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

	<Locomotor_Has_Animation_Priority>no</Locomotor_Has_Animation_Priority>
	<Attack_Animation_Is_Overlay>no</Attack_Animation_Is_Overlay>
	<!--<Is_Sprite>No</Is_Sprite>-->
	<Type>Walk</Type>
	<Deploys>No</Deploys>
	<Affiliation>Empire</Affiliation>
	<Political_Control>0</Political_Control>
	<Required_Timeline>0</Required_Timeline>
	<Size_Value>75</Size_Value>

	<Armor_Type> Armor_Vehicle_LT </Armor_Type>
	<Damage_Type>Damage_T2B</Damage_Type>

	<Damage>4</Damage>
	<Shield_Points>0</Shield_Points>
	<Tactical_Health>350</Tactical_Health>
	<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
	<Energy_Capacity>999</Energy_Capacity>
	<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<Projectile_Types>Proj_Swamp_Speeder_Cannon_Red</Projectile_Types>
	<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
	<Projectile_Fire_Pulse_Count>15</Projectile_Fire_Pulse_Count>
	<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>

	<Sensor_Range>400</Sensor_Range>

	<Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>640.0</Targeting_Max_Attack_Distance>
	<Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust>  <!-- 18 -->

	<Targeting_Fire_Inaccuracy> LandHero, 999</Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Infantry, 30.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy>


	<Death_Explosions>Small_Explosion_Land</Death_Explosions>
	<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>

	<SFXEvent_Select>Unit_Select_Scout_Trooper</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Scout_Trooper</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Scout_Trooper</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Scout_Trooper</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_Scout_Trooper</SFXEvent_Guard>
	<SFXEvent_Fire>Unit_ScoutFire</SFXEvent_Fire>

	<SFXEvent_Assist_Move> Unit_Assist_Move_Scout_Trooper </SFXEvent_Assist_Move>		
	<SFXEvent_Assist_Attack> Unit_Assist_Attack_Scout_Trooper </SFXEvent_Assist_Attack>

	<SFXEvent_Unit_Lost> EHD_Unit_Destroyed </SFXEvent_Unit_Lost>
	<SFXEvent_Tactical_Build_Started> EHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>		
	<SFXEvent_Tactical_Build_Complete> EHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>		
	<SFXEvent_Tactical_Build_Cancelled> EHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>

	<CategoryMask> Vehicle | AntiInfantry</CategoryMask>
	<Icon_Name>I_BUTTON_AT-RT.TGA</Icon_Name>
	<MovementClass>Walker</MovementClass>
	<OccupationStyle>1x1</OccupationStyle>
	<Victory_Relevant>yes</Victory_Relevant>
	<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>

	<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

	<Ground_Vehicle_Turret_Target> Yes </Ground_Vehicle_Turret_Target>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Overall_Length>20.0</Overall_Length> <!-- Hand tweaked for vehicle pitching up and down on terrain -->
	<Overall_Width>0.0</Overall_Width> <!-- 0.0 means don't roll left and right on terrain -->
	<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
	<AI_Combat_Power>70</AI_Combat_Power>

	<Idle_Chase_Range>0.0</Idle_Chase_Range>
	<Guard_Chase_Range>200.0</Guard_Chase_Range>
	<Attack_Move_Response_Range>650.0</Attack_Move_Response_Range>
	<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
	<Targeting_Priority_Set>AntiInfantryStructure</Targeting_Priority_Set>
	<Autonomous_Move_Extension_Vs_Attacker>150.0</Autonomous_Move_Extension_Vs_Attacker>

	<Select_Box_Scale>30</Select_Box_Scale>
	<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
	<GUI_Bracket_Size>1</GUI_Bracket_Size>

	<Weather_Category>Walker</Weather_Category>

	<Death_Clone>Damage_Normal, AT_RT_Walker_Death_Clone_00</Death_Clone>


	<Score_Cost_Credits>37.5</Score_Cost_Credits>
	<Influences_Capture_Point> True </Influences_Capture_Point>

	<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>

	<Tactical_Bribe_Cost>8000</Tactical_Bribe_Cost>

	<Fire_Weapon_When_In_Rocket_Attack_Mode>No</Fire_Weapon_When_In_Rocket_Attack_Mode>
	<Fire_Weapon_When_In_Normal_Attack_Mode>Yes</Fire_Weapon_When_In_Normal_Attack_Mode>

	<!-- Non-Hero unit abilities description -->
	<Unit_Abilities_Data SubObjectList="Yes">

	<Unit_Ability>
			<Type>FOW_REVEAL_PING</Type>
			<Recharge_Seconds> 60.0 </Recharge_Seconds>
			<Spawned_Object_Type> Proj_Special_Land_FOW_Reveal_Ping_Blast </Spawned_Object_Type>
			<Effective_Radius> 0.0 </Effective_Radius> <!-- 0.0 means no distance factor, unlimited to entire map -->
			<Area_Effect_Decal_Distance> 550.0 </Area_Effect_Decal_Distance> 
			<GUI_Activated_Ability_Name>  </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
		</Unit_Ability>

		<Unit_Ability>
			<Type>ROCKET_ATTACK</Type>
			<Targeting_Max_Attack_Distance>800</Targeting_Max_Attack_Distance>
			<Alternate_Name_Text>TEXT_MORTAR_STRIKE</Alternate_Name_Text>
			<Alternate_Description_Text>TEXT_TOOLTIP_ABLITY_MORTAR_STRIKE</Alternate_Description_Text>
             			
		</Unit_Ability>
	</Unit_Abilities_Data>

        <Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>
</GroundVehicle>



<GroundVehicle Name="AT_RT_Walker_Death_Clone_00">
	<Variant_Of_Existing_Type>AT_RT_Walker</Variant_Of_Existing_Type>
	<Land_Model_Name>LoW_AT-RT_DC.ALO</Land_Model_Name>
	<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
	<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
      
	<Custom_Hard_XExtent_Offset> -15.0 </Custom_Hard_XExtent_Offset>
	<Custom_Hard_XExtent> 15.0 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 6.0 </Custom_Hard_YExtent>

	<Death_Persistence_Duration> 999 </Death_Persistence_Duration>
	<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
	<Death_SFXEvent_End_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_End_Die>
	<Specific_Death_Anim_Index> 0 </Specific_Death_Anim_Index>
	<IsDeathCloneObstacle> true </IsDeathCloneObstacle>

</GroundVehicle>

 

Can someone help me?

 

BTW i asked this before but no one responded...

BTW Does anyone know how to get Proton Torpedoes to destroy in one hit? Even with hardpoints?. I'm trying to make a heavy torpedo that will basically rip through any ship and destroy it.
http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
Well, for the proton torpedo one, you could just tune up the amount of damage an individual proton torpedo deals out.  As for the AT-RT, I dunno ::)
  • Author
No, I mean torpedoes in space... against hard points. Kinda like a super laser. When that torpedo hits I want it to destroy a ship. Even if i make the blast radius large it still doesn't work.
http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
make it do 99999999 damage, increase the blast radius, and then make it damage random hardpoints using that line i cant remember for it.

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