[ Index ] | WAROFGENERALS |
PHP Cross Reference of WAROFGENERALS MODS SOURCES |
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1 Object Chem_GLAHole 2 3 ; *** ART Parameters *** 4 SelectPortrait = SUHole_L 5 ButtonImage = SUHole_L 6 Draw = W3DModelDraw ModuleTag_01 7 OkToChangeModelColor = Yes 8 ConditionState = NONE 9 Model = UBHole 10 End 11 ConditionState = DAMAGED 12 Model = UBHole_D 13 ParticleSysBone = Smoke01 SteamVent 14 End 15 ConditionState = REALLYDAMAGED 16 Model = UBHole_E 17 ParticleSysBone = Smoke01 SteamVent 18 ParticleSysBone = Smoke02 SteamVent 19 ParticleSysBone = Fire01 GLAPowerPlantFlame 20 ParticleSysBone = Fire02 GLAPowerPlantFlame 21 ParticleSysBone = Fire03 GLAPowerPlantFlame 22 End 23 End 24 25 ; ----------------- the door ------------------- 26 Draw = W3DModelDraw ModuleTag_02 27 OkToChangeModelColor = Yes 28 DefaultConditionState 29 Model = UBHole_A1 30 Animation = UBHole_A1.UBHole_A1 31 AnimationMode = MANUAL 32 Flags = START_FRAME_FIRST 33 End 34 ConditionState = SOLD 35 Model = NONE 36 End 37 ConditionState = SOLD SNOW 38 Model = NONE 39 End 40 41 ConditionState = SOLD NIGHT 42 Model = NONE 43 End 44 45 ConditionState = SOLD NIGHT SNOW 46 Model = NONE 47 End 48 ConditionState = DAMAGED 49 Model = UBHole_A1D 50 Animation = UBHole_A1D.UBHole_A1D 51 AnimationMode = MANUAL 52 Flags = START_FRAME_FIRST 53 End 54 ConditionState = DOOR_1_OPENING 55 Model = UBHole_A1 56 Animation = UBHole_A1.UBHole_A1 57 AnimationMode = ONCE 58 Flags = START_FRAME_FIRST 59 End 60 ConditionState = DOOR_1_OPENING DAMAGED 61 Model = UBHole_A1D 62 Animation = UBHole_A1D.UBHole_A1D 63 AnimationMode = ONCE 64 Flags = START_FRAME_FIRST 65 End 66 ConditionState = DOOR_1_CLOSING 67 Model = UBHole_A1 68 Animation = UBHole_A1.UBHole_A1 69 AnimationMode = ONCE_BACKWARDS 70 Flags = START_FRAME_LAST 71 End 72 ConditionState = DOOR_1_CLOSING DAMAGED 73 Model = UBHole_A1D 74 Animation = UBHole_A1D.UBHole_A1D 75 AnimationMode = ONCE_BACKWARDS 76 Flags = START_FRAME_LAST 77 End 78 ConditionState = DOOR_1_WAITING_OPEN 79 Model = UBHole_A1 80 Animation = UBHole_A1.UBHole_A1 81 AnimationMode = MANUAL 82 Flags = START_FRAME_LAST 83 End 84 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 85 Model = UBHole_A1D 86 Animation = UBHole_A1D.UBHole_A1D 87 AnimationMode = MANUAL 88 Flags = START_FRAME_LAST 89 End 90 End 91 92 PlacementViewAngle = -135 93 94 ; ***DESIGN parameters *** 95 DisplayName = OBJECT:GLAHole 96 Side = GLAToxinGeneral 97 EditorSorting = SYSTEM 98 Prerequisites 99 Object = Chem_GLACommandCenter 100 End 101 BuildCost = 100 102 BuildTime = 10.0 ; in seconds 103 EnergyProduction = 0 104 VisionRange = 50.0 ; Shroud clearing distance 105 ShroudClearingRange = 50 106 ArmorSet 107 Conditions = None 108 Armor = StructureArmor 109 DamageFX = StructureDamageFXNoShake 110 End 111 112 ; *** AUDIO Parameters *** 113 VoiceSelect = TunnelNetworkSelect 114 SoundOnDamaged = BuildingDamagedStateLight 115 SoundOnReallyDamaged = BuildingDestroy 116 117 UnitSpecificSounds 118 UnderConstruction = UnderConstructionLoop 119 End 120 121 ; *** ENGINEERING Parameters *** 122 RadarPriority = STRUCTURE 123 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE IMMUNE_TO_CAPTURE SCORE_DESTROY MP_COUNT_FOR_VICTORY 124 Body = StructureBody ModuleTag_03 125 ; To set the health for a particular hole, edit the entry in the object 126 ; that will leave the hole behind (edit the RebuildHoleExposeDie entry) 127 MaxHealth = 9999999.9 ;bigger than anything realistic we use 128 InitialHealth = 9999999.9 ;bigger than anything realistic we use 129 End 130 Behavior = RebuildHoleBehavior ModuleTag_04 131 WorkerObjectName = GLAInfantryWorker 132 WorkerRespawnDelay = 20000 ;in milliseconds 133 HoleHealthRegen%PerSecond = 0.5% ;regen this % of HoleMaxHealth per second 134 End 135 136 Behavior = CreateObjectDie ModuleTag_13 137 CreationList = OCL_LargeStructureDebris 138 End 139 Behavior = FXListDie ModuleTag_14 140 DeathFX = FX_StructureSmallDeath 141 End 142 143 144 145 Geometry = CYLINDER 146 GeometryMajorRadius = 25.0 147 GeometryHeight = 5.0 148 GeometryIsSmall = No 149 Shadow = SHADOW_VOLUME 150 BuildCompletion = PLACED_BY_PLAYER 151 152 End 153 154 155 156 157 158 159 ;------------------------------------------------------------------------------ 160 ;GLA Command Center 161 Object Chem_GLACommandCenter 162 163 ; *** ART Parameters *** 164 SelectPortrait = SUHeadquarters_L 165 ButtonImage = SUHeadquarters 166 167 ; ----- The actual command center 168 Draw = W3DModelDraw ModuleTag_01 169 170 OkToChangeModelColor = Yes 171 172 ; day 173 ConditionState = NONE 174 Model = UBCmdHQC 175 ParticleSysBone = Smoke01 SteamVent 176 ParticleSysBone = Fire01 SmolderingFire 177 ParticleSysBone = Fire01 SmolderingSmoke 178 Animation = UBCmdHQC.UBCmdHQC 179 AnimationMode = LOOP 180 End 181 182 ConditionState = DAMAGED 183 Model = UBCmdHQC_D 184 Animation = UBCmdHQC_D.UBCmdHQC_D 185 AnimationMode = LOOP 186 End 187 ConditionState = REALLYDAMAGED RUBBLE 188 Model = UBCmdHQC_E 189 Animation = UBCmdHQC_E.UBCmdHQC_E 190 AnimationMode = LOOP 191 End 192 ConditionState = GARRISONED 193 Model = UBCmdHQCE 194 ParticleSysBone = Smoke01 SmolderingSmoke 195 Animation = UBCmdHQCE.UBCmdHQCE 196 AnimationMode = LOOP 197 End 198 ConditionState = DAMAGED GARRISONED 199 Model = UBCmdHQCE_D 200 ParticleSysBone = Smoke01 SmolderingSmoke 201 Animation = UBCmdHQCE_D.UBCmdHQCE_D 202 AnimationMode = LOOP 203 End 204 ConditionState = REALLYDAMAGED GARRISONED 205 Model = UBCmdHQCE_E 206 ParticleSysBone = Smoke01 SmolderingSmoke 207 Animation = UBCmdHQCE_E.UBCmdHQCE_E 208 AnimationMode = LOOP 209 End 210 211 ; night 212 ConditionState = NIGHT 213 Model = UBCmdHQC_N 214 ParticleSysBone = Smoke01 SteamVent 215 ParticleSysBone = Fire01 SmolderingFire 216 ParticleSysBone = Fire01 SmolderingSmoke 217 Animation = UBCmdHQC_N.UBCmdHQC_N 218 AnimationMode = LOOP 219 End 220 ConditionState = DAMAGED NIGHT 221 Model = UBCmdHQC_DN 222 Animation = UBCmdHQC_DN.UBCmdHQC_DN 223 AnimationMode = LOOP 224 End 225 ConditionState = REALLYDAMAGED RUBBLE NIGHT 226 Model = UBCmdHQC_EN 227 Animation = UBCmdHQC_EN.UBCmdHQC_EN 228 AnimationMode = LOOP 229 End 230 ConditionState = GARRISONED NIGHT 231 Model = UBCmdHQCE_N 232 ParticleSysBone = Smoke01 SmolderingSmoke 233 Animation = UBCmdHQCE_N.UBCmdHQCE_N 234 AnimationMode = LOOP 235 End 236 ConditionState = DAMAGED GARRISONED NIGHT 237 Model = UBCmdHQCE_DN 238 ParticleSysBone = Smoke01 SmolderingSmoke 239 Animation = UBCmdHQCE_DN.UBCmdHQCE_DN 240 AnimationMode = LOOP 241 End 242 ConditionState = REALLYDAMAGED GARRISONED NIGHT 243 Model = UBCmdHQCE_EN 244 ParticleSysBone = Smoke01 SmolderingSmoke 245 Animation = UBCmdHQCE_EN.UBCmdHQCE_EN 246 AnimationMode = LOOP 247 End 248 249 ; day snow 250 ConditionState = SNOW 251 Model = UBCmdHQC_S 252 ParticleSysBone = Smoke01 SteamVent 253 ParticleSysBone = Fire01 SmolderingFire 254 ParticleSysBone = Fire01 SmolderingSmoke 255 Animation = UBCmdHQC_S.UBCmdHQC_S 256 AnimationMode = LOOP 257 End 258 ConditionState = DAMAGED SNOW 259 Model = UBCmdHQC_DS 260 Animation = UBCmdHQC_DS.UBCmdHQC_DS 261 AnimationMode = LOOP 262 End 263 ConditionState = REALLYDAMAGED RUBBLE SNOW 264 Model = UBCmdHQC_ES 265 Animation = UBCmdHQC_ES.UBCmdHQC_ES 266 AnimationMode = LOOP 267 End 268 ConditionState = GARRISONED SNOW 269 Model = UBCmdHQCE_S 270 ParticleSysBone = Smoke01 SmolderingSmoke 271 Animation = UBCmdHQCE_S.UBCmdHQCE_S 272 AnimationMode = LOOP 273 End 274 ConditionState = DAMAGED GARRISONED SNOW 275 Model = UBCmdHQCE_DS 276 ParticleSysBone = Smoke01 SmolderingSmoke 277 Animation = UBCmdHQCE_DS.UBCmdHQCE_DS 278 AnimationMode = LOOP 279 End 280 ConditionState = REALLYDAMAGED GARRISONED SNOW 281 Model = UBCmdHQCE_ES 282 ParticleSysBone = Smoke01 SmolderingSmoke 283 Animation = UBCmdHQCE_ES.UBCmdHQCE_ES 284 AnimationMode = LOOP 285 End 286 287 ; night snow 288 ConditionState = NIGHT SNOW 289 Model = UBCmdHQC_NS 290 ParticleSysBone = Smoke01 SteamVent 291 ParticleSysBone = Fire01 SmolderingFire 292 ParticleSysBone = Fire01 SmolderingSmoke 293 Animation = UBCmdHQC_NS.UBCmdHQC_NS 294 AnimationMode = LOOP 295 End 296 ConditionState = DAMAGED NIGHT SNOW 297 Model = UBCmdHQC_DNS 298 Animation = UBCmdHQC_DNS.UBCmdHQC_DNS 299 AnimationMode = LOOP 300 End 301 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 302 Model = UBCmdHQC_ENS 303 Animation = UBCmdHQC_ENS.UBCmdHQC_ENS 304 AnimationMode = LOOP 305 End 306 ConditionState = GARRISONED NIGHT SNOW 307 Model = UBCmdHQCE_NS 308 ParticleSysBone = Smoke01 SmolderingSmoke 309 Animation = UBCmdHQCE_NS.UBCmdHQCE_NS 310 AnimationMode = LOOP 311 End 312 ConditionState = DAMAGED GARRISONED NIGHT SNOW 313 Model = UBCmdHQCE_DNS 314 ParticleSysBone = Smoke01 SmolderingSmoke 315 Animation = UBCmdHQCE_DNS.UBCmdHQCE_DNS 316 AnimationMode = LOOP 317 End 318 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 319 Model = UBCmdHQCE_ENS 320 ParticleSysBone = Smoke01 SmolderingSmoke 321 Animation = UBCmdHQCE_ENS.UBCmdHQCE_ENS 322 AnimationMode = LOOP 323 End 324 325 ;************************************************************************************************************************** 326 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 327 ;for this draw module 328 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 329 Model = UBCmdHQC 330 Animation = UBCmdHQC.UBCmdHQC 331 AnimationMode = LOOP 332 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 333 End 334 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 335 Model = UBCmdHQC_D 336 Animation = UBCmdHQC_D.UBCmdHQC_D 337 AnimationMode = LOOP 338 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 339 End 340 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 341 Model = UBCmdHQC_E 342 Animation = UBCmdHQC_E.UBCmdHQC_E 343 AnimationMode = LOOP 344 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 345 End 346 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 347 Model = UBCmdHQC_N 348 Animation = UBCmdHQC_N.UBCmdHQC_N 349 AnimationMode = LOOP 350 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 351 End 352 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 353 Model = UBCmdHQC_DN 354 Animation = UBCmdHQC_DN.UBCmdHQC_DN 355 AnimationMode = LOOP 356 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 357 End 358 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 359 Model = UBCmdHQC_EN 360 Animation = UBCmdHQC_EN.UBCmdHQC_EN 361 AnimationMode = LOOP 362 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 363 End 364 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 365 Model = UBCmdHQC_S 366 Animation = UBCmdHQC_S.UBCmdHQC_S 367 AnimationMode = LOOP 368 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 369 End 370 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 371 Model = UBCmdHQC_DS 372 Animation = UBCmdHQC_DS.UBCmdHQC_DS 373 AnimationMode = LOOP 374 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 375 End 376 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 377 Model = UBCmdHQC_ES 378 Animation = UBCmdHQC_ES.UBCmdHQC_ES 379 AnimationMode = LOOP 380 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 381 End 382 383 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 384 Model = UBCmdHQC_NS 385 Animation = UBCmdHQC_NS.UBCmdHQC_NS 386 AnimationMode = LOOP 387 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 388 End 389 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 390 Model = UBCmdHQC_DNS 391 Animation = UBCmdHQC_DNS.UBCmdHQC_DNS 392 AnimationMode = LOOP 393 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 394 End 395 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 396 Model = UBCmdHQC_ENS 397 Animation = UBCmdHQC_ENS.UBCmdHQC_ENS 398 AnimationMode = LOOP 399 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 400 End 401 402 ConditionState = AWAITING_CONSTRUCTION 403 Model = NONE 404 End 405 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 406 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 407 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 408 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 409 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 410 AliasConditionState = AWAITING_CONSTRUCTION SNOW 411 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 412 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 413 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 414 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 415 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 416 AliasConditionState = SOLD 417 AliasConditionState = SOLD DAMAGED 418 AliasConditionState = SOLD REALLYDAMAGED 419 AliasConditionState = SOLD NIGHT 420 AliasConditionState = SOLD NIGHT DAMAGED 421 AliasConditionState = SOLD NIGHT REALLYDAMAGED 422 AliasConditionState = SOLD SNOW 423 AliasConditionState = SOLD SNOW DAMAGED 424 AliasConditionState = SOLD SNOW REALLYDAMAGED 425 AliasConditionState = SOLD NIGHT SNOW 426 AliasConditionState = SOLD NIGHT SNOW DAMAGED 427 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 428 AliasConditionState = GARRISONED SOLD 429 AliasConditionState = GARRISONED SOLD DAMAGED 430 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 431 AliasConditionState = GARRISONED SOLD NIGHT 432 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 433 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 434 AliasConditionState = GARRISONED SOLD SNOW 435 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 436 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 437 AliasConditionState = GARRISONED SOLD NIGHT SNOW 438 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 439 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 440 ;************************************************************************************************************************** 441 End 442 443 PlacementViewAngle = -135 444 445 ; ------------ construction done flashing lights ---------- 446 ; Draw = W3DModelDraw 447 ; DefaultConditionState 448 ; Model = None 449 ; End 450 ; ConditionState = SOLD 451 ; Model = NONE 452 ; End 453 ; ConditionState = CONSTRUCTION_COMPLETE 454 ; Model = ABWarFact_A2 455 ; Animation = ABWarFact_A2.ABWarFact_A2 456 ; AnimationMode = LOOP 457 ; Flags = START_FRAME_FIRST 458 ; End 459 ; End 460 461 ; ------------ construction-zone fence ----------------- 462 Draw = W3DModelDraw ModuleTag_02 463 AnimationsRequirePower = No 464 DefaultConditionState 465 Model = None 466 TransitionKey = DOWN_DEFAULT 467 End 468 ConditionState = NIGHT 469 Model = None 470 TransitionKey = DOWN_DEFAULT 471 End 472 ConditionState = SNOW 473 Model = None 474 TransitionKey = DOWN_DEFAULT 475 End 476 ConditionState = SNOW NIGHT 477 Model = None 478 TransitionKey = DOWN_DEFAULT 479 End 480 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 481 Model = UBCmdHQ_A4 482 Animation = UBCmdHQ_A4.UBCmdHQ_A4 483 AnimationMode = MANUAL 484 Flags = START_FRAME_LAST 485 TransitionKey = UP_DAY 486 End 487 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 488 Model = UBCmdHQ_A4N 489 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 490 AnimationMode = MANUAL 491 Flags = START_FRAME_LAST 492 TransitionKey = UP_NIGHT 493 End 494 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 495 Model = UBCmdHQ_A4S 496 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 497 AnimationMode = MANUAL 498 Flags = START_FRAME_LAST 499 TransitionKey = UP_SNOW 500 End 501 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 502 Model = UBCmdHQ_A4SN 503 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 504 AnimationMode = MANUAL 505 Flags = START_FRAME_LAST 506 TransitionKey = UP_SNOWNIGHT 507 End 508 TransitionState = DOWN_DEFAULT UP_DAY 509 Model = UBCmdHQ_A4 510 Animation = UBCmdHQ_A4.UBCmdHQ_A4 511 AnimationMode = ONCE 512 AnimationSpeedFactorRange = 1.0 1.0 513 Flags = START_FRAME_FIRST 514 End 515 TransitionState = DOWN_DEFAULT UP_NIGHT 516 Model = UBCmdHQ_A4N 517 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 518 AnimationMode = ONCE 519 AnimationSpeedFactorRange = 1.0 1.0 520 Flags = START_FRAME_FIRST 521 End 522 TransitionState = DOWN_DEFAULT UP_SNOW 523 Model = UBCmdHQ_A4S 524 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 525 AnimationMode = ONCE 526 AnimationSpeedFactorRange = 1.0 1.0 527 Flags = START_FRAME_FIRST 528 End 529 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 530 Model = UBCmdHQ_A4SN 531 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 532 AnimationMode = ONCE 533 AnimationSpeedFactorRange = 1.0 1.0 534 Flags = START_FRAME_FIRST 535 End 536 TransitionState = UP_DAY DOWN_DEFAULT 537 Model = UBCmdHQ_A4 538 Animation = UBCmdHQ_A4.UBCmdHQ_A4 539 AnimationMode = ONCE_BACKWARDS 540 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 541 Flags = START_FRAME_LAST 542 End 543 TransitionState = UP_NIGHT DOWN_DEFAULT 544 Model = UBCmdHQ_A4N 545 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 546 AnimationMode = ONCE_BACKWARDS 547 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 548 Flags = START_FRAME_LAST 549 End 550 TransitionState = UP_SNOW DOWN_DEFAULT 551 Model = UBCmdHQ_A4S 552 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 553 AnimationMode = ONCE_BACKWARDS 554 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 555 Flags = START_FRAME_LAST 556 End 557 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 558 Model = UBCmdHQ_A4SN 559 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 560 AnimationMode = ONCE_BACKWARDS 561 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 562 Flags = START_FRAME_LAST 563 End 564 End 565 566 ; ------------ under-construction scaffolding ----------------- 567 Draw = W3DModelDraw ModuleTag_03 568 AnimationsRequirePower = No 569 MinLODRequired = MEDIUM 570 DefaultConditionState 571 Model = None 572 TransitionKey = DOWN_DEFAULT 573 End 574 ConditionState = NIGHT 575 Model = None 576 TransitionKey = DOWN_DEFAULT 577 End 578 ConditionState = SNOW 579 Model = None 580 TransitionKey = DOWN_DEFAULT 581 End 582 ConditionState = SNOW NIGHT 583 Model = None 584 TransitionKey = DOWN_DEFAULT 585 End 586 ConditionState = PARTIALLY_CONSTRUCTED 587 Model = UBCmdHQ_A6 588 Animation = UBCmdHQ_A6.UBCmdHQ_A6 589 AnimationMode = MANUAL 590 Flags = START_FRAME_LAST 591 TransitionKey = UP_DAY 592 ParticleSysBone = Dust01 BuildingDust 593 ParticleSysBone = Smoke01 BuildUpSmoke 594 ParticleSysBone = Smoke02 BuildUpSmoke 595 ParticleSysBone = Smoke03 BuildUpSmoke 596 End 597 ConditionState = SNOW PARTIALLY_CONSTRUCTED 598 Model = UBCmdHQ_A6S 599 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 600 AnimationMode = MANUAL 601 Flags = START_FRAME_LAST 602 TransitionKey = UP_SNOW 603 ParticleSysBone = Dust01 BuildingSnowDust 604 ParticleSysBone = Smoke01 BuildUpSnowSmoke 605 ParticleSysBone = Smoke02 BuildUpSnowSmoke 606 ParticleSysBone = Smoke03 BuildUpSnowSmoke 607 End 608 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 609 Model = UBCmdHQ_A6N 610 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 611 AnimationMode = MANUAL 612 Flags = START_FRAME_LAST 613 TransitionKey = UP_NIGHT 614 ParticleSysBone = Dust01 BuildingDust 615 ParticleSysBone = Smoke01 BuildUpSmoke 616 ParticleSysBone = Smoke02 BuildUpSmoke 617 ParticleSysBone = Smoke03 BuildUpSmoke 618 End 619 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 620 Model = UBCmdHQ_A6SN 621 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 622 AnimationMode = MANUAL 623 Flags = START_FRAME_LAST 624 TransitionKey = UP_SNOWNIGHT 625 ParticleSysBone = Dust01 BuildingNightSnowDust 626 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 627 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 628 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 629 End 630 TransitionState = DOWN_DEFAULT UP_DAY 631 Model = UBCmdHQ_A6 632 Animation = UBCmdHQ_A6.UBCmdHQ_A6 633 AnimationMode = ONCE 634 AnimationSpeedFactorRange = 1.0 1.0 635 Flags = START_FRAME_FIRST 636 End 637 TransitionState = DOWN_DEFAULT UP_NIGHT 638 Model = UBCmdHQ_A6N 639 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 640 AnimationMode = ONCE 641 AnimationSpeedFactorRange = 1.0 1.0 642 Flags = START_FRAME_FIRST 643 End 644 TransitionState = DOWN_DEFAULT UP_SNOW 645 Model = UBCmdHQ_A6S 646 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 647 AnimationMode = ONCE 648 AnimationSpeedFactorRange = 1.0 1.0 649 Flags = START_FRAME_FIRST 650 End 651 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 652 Model = UBCmdHQ_A6SN 653 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 654 AnimationMode = ONCE 655 AnimationSpeedFactorRange = 1.0 1.0 656 Flags = START_FRAME_FIRST 657 End 658 TransitionState = UP_DAY DOWN_DEFAULT 659 Model = UBCmdHQ_A6 660 Animation = UBCmdHQ_A6.UBCmdHQ_A6 661 AnimationMode = ONCE_BACKWARDS 662 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 663 Flags = START_FRAME_LAST 664 End 665 TransitionState = UP_NIGHT DOWN_DEFAULT 666 Model = UBCmdHQ_A6N 667 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 668 AnimationMode = ONCE_BACKWARDS 669 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 670 Flags = START_FRAME_LAST 671 End 672 TransitionState = UP_SNOW DOWN_DEFAULT 673 Model = UBCmdHQ_A6S 674 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 675 AnimationMode = ONCE_BACKWARDS 676 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 677 Flags = START_FRAME_LAST 678 End 679 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 680 Model = UBCmdHQ_A6SN 681 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 682 AnimationMode = ONCE_BACKWARDS 683 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 684 Flags = START_FRAME_LAST 685 End 686 End 687 688 ; Officers club flag 689 Draw = W3DModelDraw ModuleTag_OfficersClub 690 OkToChangeModelColor = No 691 692 ConditionState = NONE 693 Model = None 694 End 695 AliasConditionState = DAMAGED 696 AliasConditionState = REALLYDAMAGED 697 AliasConditionState = RUBBLE 698 AliasConditionState = REALLYDAMAGED RUBBLE 699 ConditionState = PREORDER 700 Model = OCFlagGLA 701 Animation = OCFlagGLA.OCFlagGLA 702 AnimationMode = LOOP 703 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 704 End 705 ; ConditionState = PREORDER DAMAGED 706 ; Model = OCFlagGLA_D 707 ; Animation = OCFlagGLA_D.OCFlagGLA_D 708 ; AnimationMode = LOOP 709 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 710 ; End 711 ; ConditionState = PREORDER REALLYDAMAGED RUBBLE 712 ; Model = OCFlagGLA_E 713 ; Animation = OCFlagGLA_E.OCFlagGLA_E 714 ; AnimationMode = LOOP 715 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 716 ; End 717 End 718 719 ; ***DESIGN parameters *** 720 DisplayName = OBJECT:CommandCenter 721 Side = GLAToxinGeneral 722 EditorSorting = STRUCTURE 723 BuildCost = 2000 724 BuildTime = 45.0 ; in seconds 725 EnergyProduction = 0 ;Command center should be free 726 CommandSet = Chem_GLACommandCenterCommandSet 727 VisionRange = 300.0 ; Shroud clearing distance 728 ShroudClearingRange = 300 729 ArmorSet 730 Conditions = None 731 Armor = StructureArmorTough 732 DamageFX = StructureDamageFXNoShake 733 End 734 ArmorSet 735 Conditions = PLAYER_UPGRADE 736 Armor = GLAUpgradedStructureArmorTough 737 DamageFX = StructureDamageFXNoShake 738 End 739 ExperienceValue = 200 200 200 200 ; Experience point value at each level 740 741 ; *** AUDIO Parameters *** 742 VoiceSelect = CommandCenterGLASelect 743 SoundOnDamaged = BuildingDamagedStateLight 744 SoundOnReallyDamaged = BuildingDestroy 745 746 UnitSpecificSounds 747 UnderConstruction = UnderConstructionLoop 748 End 749 750 751 ; *** ENGINEERING Parameters *** 752 RadarPriority = STRUCTURE 753 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE 754 Body = StructureBody ModuleTag_04 755 MaxHealth = 5000.0 756 InitialHealth = 5000.0 757 758 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 759 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 760 SubdualDamageCap = 5200 761 SubdualDamageHealRate = 500 762 SubdualDamageHealAmount = 100 763 End 764 765 Behavior = ArmorUpgrade ModuleTag_Armor01 766 TriggeredBy = Upgrade_GLAFortifiedStructure 767 End 768 769 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 770 ConditionFlag = GARRISONED 771 TriggeredBy = Upgrade_GLAFortifiedStructure 772 End 773 774 Behavior = PreorderCreate ModuleTag_PreorderCreate 775 End 776 777 Behavior = ProductionUpdate ModuleTag_05 778 ; nothing 779 End 780 Behavior = DefaultProductionExitUpdate ModuleTag_06 781 UnitCreatePoint = X: 25.0 Y: 0.0 Z:0.0 782 NaturalRallyPoint = X: 65.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 783 End 784 Behavior = RebuildHoleExposeDie ModuleTag_07 785 HoleName = GLAHoleCommandCenter 786 HoleMaxHealth = 500.0 787 End 788 Behavior = DestroyDie ModuleTag_08 789 ;nothing 790 End 791 Behavior = CreateObjectDie ModuleTag_09 792 CreationList = OCL_LargeStructureDebris 793 End 794 Behavior = FXListDie ModuleTag_10 795 DeathFX = FX_StructureMediumDeath 796 End 797 798 Behavior = OCLSpecialPower ModuleTag_11 799 SpecialPowerTemplate = Chem_SuperweaponRebelAmbush 800 UpgradeOCL = Chem_SCIENCE_RebelAmbush3 Chem_SUPERWEAPON_RebelAmbush3 801 UpgradeOCL = Chem_SCIENCE_RebelAmbush2 Chem_SUPERWEAPON_RebelAmbush2 802 OCL = Chem_SUPERWEAPON_RebelAmbush1 803 CreateLocation = CREATE_AT_LOCATION 804 OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. 805 End 806 807 Behavior = OCLSpecialPower ModuleTag_12 808 SpecialPowerTemplate = SuperweaponBlackMarketNuke 809 OCL = SUPERWEAPON_BlackMarketNuke 810 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 811 End 812 813 Behavior = OCLSpecialPower ModuleTag_13 814 SpecialPowerTemplate = SuperweaponAnthraxBomb 815 OCL = SUPERWEAPON_AnthraxBomb 816 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 817 End 818 Behavior = OCLSpecialPower ModuleTag_14 819 SpecialPowerTemplate = SuperweaponEmergencyRepair 820 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 821 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 822 OCL = SUPERWEAPON_RepairVehicles1 823 CreateLocation = CREATE_AT_LOCATION 824 End 825 Behavior = OCLSpecialPower ModuleTag_21 826 SpecialPowerTemplate = SuperweaponSneakAttack 827 OCL = OCL_CreateSneakAttackTunnelStart 828 CreateLocation = CREATE_AT_LOCATION 829 ReferenceObject = GLASneakAttackTunnelNetwork ;So we know what the final product is for script placement calculations 830 End 831 Behavior = OCLSpecialPower ModuleTag_22 832 SpecialPowerTemplate = SuperweaponGPSScrambler 833 OCL = SUPERWEAPON_GPSScrambler 834 CreateLocation = CREATE_AT_LOCATION 835 End 836 837 838 Behavior = CashBountyPower ModuleTag_15 839 SpecialPowerTemplate = SpecialAbilityCashBounty1 840 Bounty = 5% 841 End 842 Behavior = CashBountyPower ModuleTag_16 843 SpecialPowerTemplate = SpecialAbilityCashBounty2 844 Bounty = 10% 845 End 846 Behavior = CashBountyPower ModuleTag_17 847 SpecialPowerTemplate = SpecialAbilityCashBounty3 848 Bounty = 20% 849 End 850 851 Behavior = FlammableUpdate ModuleTag_19 852 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 853 AflameDamageAmount = 5 ; taking this much damage... 854 AflameDamageDelay = 500 ; this often. 855 End 856 857 Behavior = TransitionDamageFX ModuleTag_20 858 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 859 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 860 ;--------------------------------------------------------------------------------------- 861 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 862 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 863 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 864 End 865 866 ;Toxin General gets these for free. 867 Behavior = GrantUpgradeCreate ModuleTag_23 868 UpgradeToGrant = Upgrade_GLAToxinShells 869 End 870 871 Behavior = GrantUpgradeCreate ModuleTag_24 872 UpgradeToGrant = Upgrade_GLAAnthraxBeta 873 End 874 875 Geometry = BOX 876 GeometryMajorRadius = 65.0 877 GeometryMinorRadius = 65.0 878 GeometryHeight = 54.0 879 FactoryExitWidth = 25 880 GeometryIsSmall = No 881 Shadow = SHADOW_VOLUME 882 BuildCompletion = PLACED_BY_PLAYER 883 884 End 885 886 ;------------------------------------------------------------------------------ 887 ObjectReskin Chem_GLAHoleCommandCenter Chem_GLAHole 888 Draw = W3DModelDraw ModuleTag_01 889 OkToChangeModelColor = Yes 890 ConditionState = NONE 891 Model = UBHole 892 End 893 ConditionState = DAMAGED 894 Model = UBHole_D 895 ParticleSysBone = Smoke01 SteamVent 896 End 897 ConditionState = REALLYDAMAGED RUBBLE 898 Model = UBHole_E 899 ParticleSysBone = Smoke01 SteamVent 900 ParticleSysBone = Smoke02 SteamVent 901 ParticleSysBone = Fire01 GLAPowerPlantFlame 902 ParticleSysBone = Fire02 GLAPowerPlantFlame 903 ParticleSysBone = Fire03 GLAPowerPlantFlame 904 End 905 End 906 Draw = W3DModelDraw ModuleTag_02 907 OkToChangeModelColor = Yes 908 ConditionState = NONE 909 Model = UBCmdHQ_R 910 ParticleSysBone = Smoke01 SmolderingSmoke 911 ParticleSysBone = Smoke02 SmolderingSmoke 912 ParticleSysBone = Smoke03 SmolderingSmoke 913 ParticleSysBone = Smoke04 SmolderingSmoke 914 End 915 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 916 Model = UBCmdHQ_R 917 ParticleSysBone = Smoke01 SmolderingSmoke 918 ParticleSysBone = Smoke02 SmolderingSmoke 919 ParticleSysBone = Smoke03 SmolderingSmoke 920 ParticleSysBone = Smoke04 SmolderingSmoke 921 End 922 End 923 End 924 925 926 927 928 ;------------------------------------------------------------------------------ 929 ;Fake GLA Command Center 930 Object Chem_FakeGLACommandCenter 931 932 ; *** ART Parameters *** 933 SelectPortrait = SUHeadquarters_L 934 ButtonImage = SUHeadquarters 935 936 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 937 938 ; ----- The actual command center 939 Draw = W3DModelDraw ModuleTag_01 940 941 OkToChangeModelColor = Yes 942 943 ; day 944 ConditionState = NONE 945 Model = UBCmdHQC 946 ParticleSysBone = Smoke01 SteamVent 947 ParticleSysBone = Fire01 SmolderingFire 948 ParticleSysBone = Fire01 SmolderingSmoke 949 Animation = UBCmdHQC.UBCmdHQC 950 AnimationMode = LOOP 951 End 952 953 ConditionState = DAMAGED 954 Model = UBCmdHQC_D 955 Animation = UBCmdHQC_D.UBCmdHQC_D 956 AnimationMode = LOOP 957 End 958 ConditionState = REALLYDAMAGED RUBBLE 959 Model = UBCmdHQC_E 960 Animation = UBCmdHQC_E.UBCmdHQC_E 961 AnimationMode = LOOP 962 End 963 ConditionState = GARRISONED 964 Model = UBCmdHQEG 965 ParticleSysBone = Smoke01 SmolderingSmoke 966 Animation = UBCmdHQEG.UBCmdHQEG 967 AnimationMode = LOOP 968 End 969 ConditionState = DAMAGED GARRISONED 970 Model = UBCmdHQEG_D 971 ParticleSysBone = Smoke01 SmolderingSmoke 972 Animation = UBCmdHQEG_D.UBCmdHQEG_D 973 AnimationMode = LOOP 974 End 975 ConditionState = REALLYDAMAGED GARRISONED 976 Model = UBCmdHQEG_E 977 ParticleSysBone = Smoke01 SmolderingSmoke 978 Animation = UBCmdHQEG_E.UBCmdHQEG_E 979 AnimationMode = LOOP 980 End 981 982 ; night 983 ConditionState = NIGHT 984 Model = UBCmdHQC_N 985 ParticleSysBone = Smoke01 SteamVent 986 ParticleSysBone = Fire01 SmolderingFire 987 ParticleSysBone = Fire01 SmolderingSmoke 988 Animation = UBCmdHQC_N.UBCmdHQC_N 989 AnimationMode = LOOP 990 End 991 ConditionState = DAMAGED NIGHT 992 Model = UBCmdHQC_DN 993 Animation = UBCmdHQC_DN.UBCmdHQC_DN 994 AnimationMode = LOOP 995 End 996 ConditionState = REALLYDAMAGED RUBBLE NIGHT 997 Model = UBCmdHQC_EN 998 Animation = UBCmdHQC_EN.UBCmdHQC_EN 999 AnimationMode = LOOP 1000 End 1001 ConditionState = GARRISONED NIGHT 1002 Model = UBCmdHQEG_N 1003 ParticleSysBone = Smoke01 SmolderingSmoke 1004 Animation = UBCmdHQEG_N.UBCmdHQEG_N 1005 AnimationMode = LOOP 1006 End 1007 ConditionState = DAMAGED GARRISONED NIGHT 1008 Model = UBCmdHQEG_DN 1009 ParticleSysBone = Smoke01 SmolderingSmoke 1010 Animation = UBCmdHQEG_DN.UBCmdHQEG_DN 1011 AnimationMode = LOOP 1012 End 1013 ConditionState = REALLYDAMAGED GARRISONED NIGHT 1014 Model = UBCmdHQEG_EN 1015 ParticleSysBone = Smoke01 SmolderingSmoke 1016 Animation = UBCmdHQEG_EN.UBCmdHQEG_EN 1017 AnimationMode = LOOP 1018 End 1019 1020 ; day snow 1021 ConditionState = SNOW 1022 Model = UBCmdHQC_S 1023 ParticleSysBone = Smoke01 SteamVent 1024 ParticleSysBone = Fire01 SmolderingFire 1025 ParticleSysBone = Fire01 SmolderingSmoke 1026 Animation = UBCmdHQC_S.UBCmdHQC_S 1027 AnimationMode = LOOP 1028 End 1029 ConditionState = DAMAGED SNOW 1030 Model = UBCmdHQC_DS 1031 Animation = UBCmdHQC_DS.UBCmdHQC_DS 1032 AnimationMode = LOOP 1033 End 1034 ConditionState = REALLYDAMAGED RUBBLE SNOW 1035 Model = UBCmdHQC_ES 1036 Animation = UBCmdHQC_ES.UBCmdHQC_ES 1037 AnimationMode = LOOP 1038 End 1039 ConditionState = GARRISONED SNOW 1040 Model = UBCmdHQEG_S 1041 ParticleSysBone = Smoke01 SmolderingSmoke 1042 Animation = UBCmdHQEG_S.UBCmdHQEG_S 1043 AnimationMode = LOOP 1044 End 1045 ConditionState = DAMAGED GARRISONED SNOW 1046 Model = UBCmdHQEG_DS 1047 ParticleSysBone = Smoke01 SmolderingSmoke 1048 Animation = UBCmdHQEG_DS.UBCmdHQEG_DS 1049 AnimationMode = LOOP 1050 End 1051 ConditionState = REALLYDAMAGED GARRISONED SNOW 1052 Model = UBCmdHQEG_ES 1053 ParticleSysBone = Smoke01 SmolderingSmoke 1054 Animation = UBCmdHQEG_ES.UBCmdHQEG_ES 1055 AnimationMode = LOOP 1056 End 1057 1058 ; night snow 1059 ConditionState = NIGHT SNOW 1060 Model = UBCmdHQC_NS 1061 ParticleSysBone = Smoke01 SteamVent 1062 ParticleSysBone = Fire01 SmolderingFire 1063 ParticleSysBone = Fire01 SmolderingSmoke 1064 Animation = UBCmdHQC_NS.UBCmdHQC_NS 1065 AnimationMode = LOOP 1066 End 1067 ConditionState = DAMAGED NIGHT SNOW 1068 Model = UBCmdHQC_DNS 1069 Animation = UBCmdHQC_DNS.UBCmdHQC_DNS 1070 AnimationMode = LOOP 1071 End 1072 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 1073 Model = UBCmdHQC_ENS 1074 Animation = UBCmdHQC_ENS.UBCmdHQC_ENS 1075 AnimationMode = LOOP 1076 End 1077 ConditionState = GARRISONED NIGHT SNOW 1078 Model = UBCmdHQEG_NS 1079 ParticleSysBone = Smoke01 SmolderingSmoke 1080 Animation = UBCmdHQEG_NS.UBCmdHQEG_NS 1081 AnimationMode = LOOP 1082 End 1083 ConditionState = DAMAGED GARRISONED NIGHT SNOW 1084 Model = UBCmdHQEG_DNS 1085 ParticleSysBone = Smoke01 SmolderingSmoke 1086 Animation = UBCmdHQEG_DNS.UBCmdHQEG_DNS 1087 AnimationMode = LOOP 1088 End 1089 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 1090 Model = UBCmdHQEG_ENS 1091 ParticleSysBone = Smoke01 SmolderingSmoke 1092 Animation = UBCmdHQEG_ENS.UBCmdHQEG_ENS 1093 AnimationMode = LOOP 1094 End 1095 1096 ;************************************************************************************************************************** 1097 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1098 ;for this draw module 1099 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1100 Model = UBCmdHQC 1101 Animation = UBCmdHQC.UBCmdHQC 1102 AnimationMode = LOOP 1103 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1104 End 1105 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1106 Model = UBCmdHQC_D 1107 Animation = UBCmdHQC_D.UBCmdHQC_D 1108 AnimationMode = LOOP 1109 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1110 End 1111 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1112 Model = UBCmdHQC_E 1113 Animation = UBCmdHQC_E.UBCmdHQC_E 1114 AnimationMode = LOOP 1115 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1116 End 1117 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1118 Model = UBCmdHQC_N 1119 Animation = UBCmdHQC_N.UBCmdHQC_N 1120 AnimationMode = LOOP 1121 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1122 End 1123 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 1124 Model = UBCmdHQC_DN 1125 Animation = UBCmdHQC_DN.UBCmdHQC_DN 1126 AnimationMode = LOOP 1127 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1128 End 1129 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 1130 Model = UBCmdHQC_EN 1131 Animation = UBCmdHQC_EN.UBCmdHQC_EN 1132 AnimationMode = LOOP 1133 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1134 End 1135 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1136 Model = UBCmdHQC_S 1137 Animation = UBCmdHQC_S.UBCmdHQC_S 1138 AnimationMode = LOOP 1139 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1140 End 1141 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 1142 Model = UBCmdHQC_DS 1143 Animation = UBCmdHQC_DS.UBCmdHQC_DS 1144 AnimationMode = LOOP 1145 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1146 End 1147 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 1148 Model = UBCmdHQC_ES 1149 Animation = UBCmdHQC_ES.UBCmdHQC_ES 1150 AnimationMode = LOOP 1151 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1152 End 1153 1154 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 1155 Model = UBCmdHQC_NS 1156 Animation = UBCmdHQC_NS.UBCmdHQC_NS 1157 AnimationMode = LOOP 1158 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1159 End 1160 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 1161 Model = UBCmdHQC_DNS 1162 Animation = UBCmdHQC_DNS.UBCmdHQC_DNS 1163 AnimationMode = LOOP 1164 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1165 End 1166 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 1167 Model = UBCmdHQC_ENS 1168 Animation = UBCmdHQC_ENS.UBCmdHQC_ENS 1169 AnimationMode = LOOP 1170 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1171 End 1172 1173 ConditionState = AWAITING_CONSTRUCTION 1174 Model = NONE 1175 End 1176 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1177 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1178 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1179 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1180 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1181 AliasConditionState = AWAITING_CONSTRUCTION SNOW 1182 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 1183 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 1184 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1185 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1186 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1187 AliasConditionState = SOLD 1188 AliasConditionState = SOLD DAMAGED 1189 AliasConditionState = SOLD REALLYDAMAGED 1190 AliasConditionState = SOLD NIGHT 1191 AliasConditionState = SOLD NIGHT DAMAGED 1192 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1193 AliasConditionState = SOLD SNOW 1194 AliasConditionState = SOLD SNOW DAMAGED 1195 AliasConditionState = SOLD SNOW REALLYDAMAGED 1196 AliasConditionState = SOLD NIGHT SNOW 1197 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1198 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1199 AliasConditionState = GARRISONED SOLD 1200 AliasConditionState = GARRISONED SOLD DAMAGED 1201 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 1202 AliasConditionState = GARRISONED SOLD NIGHT 1203 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 1204 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 1205 AliasConditionState = GARRISONED SOLD SNOW 1206 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 1207 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 1208 AliasConditionState = GARRISONED SOLD NIGHT SNOW 1209 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 1210 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 1211 ;************************************************************************************************************************** 1212 End 1213 1214 PlacementViewAngle = -135 1215 1216 ; ------------ construction done flashing lights ---------- 1217 ; Draw = W3DModelDraw 1218 ; DefaultConditionState 1219 ; Model = None 1220 ; End 1221 ; ConditionState = SOLD 1222 ; Model = NONE 1223 ; End 1224 ; ConditionState = CONSTRUCTION_COMPLETE 1225 ; Model = ABWarFact_A2 1226 ; Animation = ABWarFact_A2.ABWarFact_A2 1227 ; AnimationMode = LOOP 1228 ; Flags = START_FRAME_FIRST 1229 ; End 1230 ; End 1231 1232 ; ------------ construction-zone fence ----------------- 1233 Draw = W3DModelDraw ModuleTag_02 1234 AnimationsRequirePower = No 1235 DefaultConditionState 1236 Model = None 1237 TransitionKey = DOWN_DEFAULT 1238 End 1239 ConditionState = NIGHT 1240 Model = None 1241 TransitionKey = DOWN_DEFAULT 1242 End 1243 ConditionState = SNOW 1244 Model = None 1245 TransitionKey = DOWN_DEFAULT 1246 End 1247 ConditionState = SNOW NIGHT 1248 Model = None 1249 TransitionKey = DOWN_DEFAULT 1250 End 1251 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1252 Model = UBCmdHQ_A4 1253 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1254 AnimationMode = MANUAL 1255 Flags = START_FRAME_LAST 1256 TransitionKey = UP_DAY 1257 End 1258 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1259 Model = UBCmdHQ_A4N 1260 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1261 AnimationMode = MANUAL 1262 Flags = START_FRAME_LAST 1263 TransitionKey = UP_NIGHT 1264 End 1265 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1266 Model = UBCmdHQ_A4S 1267 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1268 AnimationMode = MANUAL 1269 Flags = START_FRAME_LAST 1270 TransitionKey = UP_SNOW 1271 End 1272 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1273 Model = UBCmdHQ_A4SN 1274 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1275 AnimationMode = MANUAL 1276 Flags = START_FRAME_LAST 1277 TransitionKey = UP_SNOWNIGHT 1278 End 1279 TransitionState = DOWN_DEFAULT UP_DAY 1280 Model = UBCmdHQ_A4 1281 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1282 AnimationMode = ONCE 1283 AnimationSpeedFactorRange = 1.0 1.0 1284 Flags = START_FRAME_FIRST 1285 End 1286 TransitionState = DOWN_DEFAULT UP_NIGHT 1287 Model = UBCmdHQ_A4N 1288 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1289 AnimationMode = ONCE 1290 AnimationSpeedFactorRange = 1.0 1.0 1291 Flags = START_FRAME_FIRST 1292 End 1293 TransitionState = DOWN_DEFAULT UP_SNOW 1294 Model = UBCmdHQ_A4S 1295 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1296 AnimationMode = ONCE 1297 AnimationSpeedFactorRange = 1.0 1.0 1298 Flags = START_FRAME_FIRST 1299 End 1300 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1301 Model = UBCmdHQ_A4SN 1302 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1303 AnimationMode = ONCE 1304 AnimationSpeedFactorRange = 1.0 1.0 1305 Flags = START_FRAME_FIRST 1306 End 1307 TransitionState = UP_DAY DOWN_DEFAULT 1308 Model = UBCmdHQ_A4 1309 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1310 AnimationMode = ONCE_BACKWARDS 1311 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1312 Flags = START_FRAME_LAST 1313 End 1314 TransitionState = UP_NIGHT DOWN_DEFAULT 1315 Model = UBCmdHQ_A4N 1316 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1317 AnimationMode = ONCE_BACKWARDS 1318 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1319 Flags = START_FRAME_LAST 1320 End 1321 TransitionState = UP_SNOW DOWN_DEFAULT 1322 Model = UBCmdHQ_A4S 1323 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1324 AnimationMode = ONCE_BACKWARDS 1325 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1326 Flags = START_FRAME_LAST 1327 End 1328 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1329 Model = UBCmdHQ_A4SN 1330 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1331 AnimationMode = ONCE_BACKWARDS 1332 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1333 Flags = START_FRAME_LAST 1334 End 1335 End 1336 1337 ; ------------ under-construction scaffolding ----------------- 1338 Draw = W3DModelDraw ModuleTag_03 1339 AnimationsRequirePower = No 1340 MinLODRequired = MEDIUM 1341 DefaultConditionState 1342 Model = None 1343 TransitionKey = DOWN_DEFAULT 1344 End 1345 ConditionState = NIGHT 1346 Model = None 1347 TransitionKey = DOWN_DEFAULT 1348 End 1349 ConditionState = SNOW 1350 Model = None 1351 TransitionKey = DOWN_DEFAULT 1352 End 1353 ConditionState = SNOW NIGHT 1354 Model = None 1355 TransitionKey = DOWN_DEFAULT 1356 End 1357 ConditionState = PARTIALLY_CONSTRUCTED 1358 Model = UBCmdHQ_A6 1359 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1360 AnimationMode = MANUAL 1361 Flags = START_FRAME_LAST 1362 TransitionKey = UP_DAY 1363 ParticleSysBone = Dust01 BuildingDust 1364 ParticleSysBone = Smoke01 BuildUpSmoke 1365 ParticleSysBone = Smoke02 BuildUpSmoke 1366 ParticleSysBone = Smoke03 BuildUpSmoke 1367 End 1368 ConditionState = SNOW PARTIALLY_CONSTRUCTED 1369 Model = UBCmdHQ_A6S 1370 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1371 AnimationMode = MANUAL 1372 Flags = START_FRAME_LAST 1373 TransitionKey = UP_SNOW 1374 ParticleSysBone = Dust01 BuildingSnowDust 1375 ParticleSysBone = Smoke01 BuildUpSnowSmoke 1376 ParticleSysBone = Smoke02 BuildUpSnowSmoke 1377 ParticleSysBone = Smoke03 BuildUpSnowSmoke 1378 End 1379 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 1380 Model = UBCmdHQ_A6N 1381 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1382 AnimationMode = MANUAL 1383 Flags = START_FRAME_LAST 1384 TransitionKey = UP_NIGHT 1385 ParticleSysBone = Dust01 BuildingDust 1386 ParticleSysBone = Smoke01 BuildUpSmoke 1387 ParticleSysBone = Smoke02 BuildUpSmoke 1388 ParticleSysBone = Smoke03 BuildUpSmoke 1389 End 1390 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 1391 Model = UBCmdHQ_A6SN 1392 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1393 AnimationMode = MANUAL 1394 Flags = START_FRAME_LAST 1395 TransitionKey = UP_SNOWNIGHT 1396 ParticleSysBone = Dust01 BuildingNightSnowDust 1397 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 1398 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 1399 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 1400 End 1401 TransitionState = DOWN_DEFAULT UP_DAY 1402 Model = UBCmdHQ_A6 1403 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1404 AnimationMode = ONCE 1405 AnimationSpeedFactorRange = 1.0 1.0 1406 Flags = START_FRAME_FIRST 1407 End 1408 TransitionState = DOWN_DEFAULT UP_NIGHT 1409 Model = UBCmdHQ_A6N 1410 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1411 AnimationMode = ONCE 1412 AnimationSpeedFactorRange = 1.0 1.0 1413 Flags = START_FRAME_FIRST 1414 End 1415 TransitionState = DOWN_DEFAULT UP_SNOW 1416 Model = UBCmdHQ_A6S 1417 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1418 AnimationMode = ONCE 1419 AnimationSpeedFactorRange = 1.0 1.0 1420 Flags = START_FRAME_FIRST 1421 End 1422 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1423 Model = UBCmdHQ_A6SN 1424 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1425 AnimationMode = ONCE 1426 AnimationSpeedFactorRange = 1.0 1.0 1427 Flags = START_FRAME_FIRST 1428 End 1429 TransitionState = UP_DAY DOWN_DEFAULT 1430 Model = UBCmdHQ_A6 1431 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1432 AnimationMode = ONCE_BACKWARDS 1433 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1434 Flags = START_FRAME_LAST 1435 End 1436 TransitionState = UP_NIGHT DOWN_DEFAULT 1437 Model = UBCmdHQ_A6N 1438 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1439 AnimationMode = ONCE_BACKWARDS 1440 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1441 Flags = START_FRAME_LAST 1442 End 1443 TransitionState = UP_SNOW DOWN_DEFAULT 1444 Model = UBCmdHQ_A6S 1445 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1446 AnimationMode = ONCE_BACKWARDS 1447 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1448 Flags = START_FRAME_LAST 1449 End 1450 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1451 Model = UBCmdHQ_A6SN 1452 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1453 AnimationMode = ONCE_BACKWARDS 1454 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1455 Flags = START_FRAME_LAST 1456 End 1457 End 1458 1459 ; Officers club flag 1460 Draw = W3DModelDraw ModuleTag_OfficersClub 1461 OkToChangeModelColor = No 1462 1463 ConditionState = NONE 1464 Model = None 1465 End 1466 AliasConditionState = DAMAGED 1467 AliasConditionState = REALLYDAMAGED 1468 AliasConditionState = RUBBLE 1469 AliasConditionState = REALLYDAMAGED RUBBLE 1470 ConditionState = PREORDER 1471 Model = OCFlagGLA 1472 Animation = OCFlagGLA.OCFlagGLA 1473 AnimationMode = LOOP 1474 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1475 End 1476 ; ConditionState = PREORDER DAMAGED 1477 ; Model = OCFlagGLA_D 1478 ; Animation = OCFlagGLA_D.OCFlagGLA_D 1479 ; AnimationMode = LOOP 1480 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1481 ; End 1482 ; ConditionState = PREORDER REALLYDAMAGED RUBBLE 1483 ; Model = OCFlagGLA_E 1484 ; Animation = OCFlagGLA_E.OCFlagGLA_E 1485 ; AnimationMode = LOOP 1486 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1487 ; End 1488 End 1489 1490 ; ***DESIGN parameters *** 1491 DisplayName = OBJECT:CommandCenter 1492 Side = GLAToxinGeneral 1493 EditorSorting = STRUCTURE 1494 Prerequisites 1495 Object = Chem_GLACommandCenter 1496 End 1497 BuildCost = 500 1498 BuildTime = 30.0 ; in seconds 1499 EnergyProduction = 0 ;Command center should be free 1500 CommandSet = FakeGLACommandCenterCommandSet 1501 VisionRange = 300.0 ; Shroud clearing distance 1502 ShroudClearingRange = 300 1503 WeaponSet 1504 Conditions = None 1505 Weapon = PRIMARY SuicideWeapon 1506 AutoChooseSources = PRIMARY None 1507 End 1508 1509 ArmorSet 1510 Conditions = None 1511 Armor = StructureArmorTough 1512 DamageFX = StructureDamageFXNoShake 1513 End 1514 ExperienceValue = 50 50 50 50 ; Experience point value at each level 1515 1516 ; *** AUDIO Parameters *** 1517 VoiceSelect = CommandCenterGLASelect 1518 SoundOnDamaged = BuildingDamagedStateLight 1519 SoundOnReallyDamaged = BuildingDestroy 1520 1521 UnitSpecificSounds 1522 UnderConstruction = UnderConstructionLoop 1523 End 1524 1525 1526 ; *** ENGINEERING Parameters *** 1527 RadarPriority = STRUCTURE 1528 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 1529 Body = StructureBody ModuleTag_04 1530 MaxHealth = 1250.0 1531 InitialHealth = 1250.0 1532 1533 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1534 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1535 SubdualDamageCap = 1450 1536 SubdualDamageHealRate = 500 1537 SubdualDamageHealAmount = 100 1538 End 1539 1540 Behavior = PreorderCreate ModuleTag_PreorderCreate 1541 End 1542 1543 Behavior = ProductionUpdate ModuleTag_05 1544 ; nothing 1545 End 1546 Behavior = AIUpdateInterface ModuleTag_06 1547 AutoAcquireEnemiesWhenIdle = No 1548 End 1549 1550 Behavior = CreateObjectDie ModuleTag_09 1551 CreationList = OCL_LargeStructureDebris 1552 End 1553 Behavior = FXListDie ModuleTag_10 1554 DeathFX = FX_StructureMediumDeath 1555 End 1556 1557 Behavior = SlowDeathBehavior ModuleTag_11 1558 ExemptStatus = UNDER_CONSTRUCTION 1559 DestructionDelay = 0 1560 Weapon = FINAL FakeStructureDetonationWeapon 1561 End 1562 Behavior = DestroyDie ModuleTag_SlowDeathException 1563 RequiredStatus = UNDER_CONSTRUCTION 1564 End 1565 1566 Behavior = ReplaceObjectUpgrade ModuleTag_12 1567 ReplaceObject = Chem_GLACommandCenter 1568 TriggeredBy = Upgrade_BecomeRealGLACommandCenter 1569 End 1570 1571 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 1572 ConditionFlag = GARRISONED 1573 TriggeredBy = Upgrade_GLAFortifiedStructure 1574 End 1575 1576 Behavior = FlammableUpdate ModuleTag_13 1577 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1578 AflameDamageAmount = 5 ; taking this much damage... 1579 AflameDamageDelay = 500 ; this often. 1580 End 1581 1582 Behavior = TransitionDamageFX ModuleTag_14 1583 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 1584 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1585 ;--------------------------------------------------------------------------------------- 1586 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1587 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1588 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1589 End 1590 1591 Geometry = BOX 1592 GeometryMajorRadius = 65.0 1593 GeometryMinorRadius = 65.0 1594 GeometryHeight = 54.0 1595 FactoryExitWidth = 25 1596 GeometryIsSmall = No 1597 Shadow = SHADOW_VOLUME 1598 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 1599 ShadowSizeX = 165 1600 ShadowSizeY = 145 1601 BuildCompletion = PLACED_BY_PLAYER 1602 1603 End 1604 1605 1606 1607 1608 1609 ;------------------------------------------------------------------------------ 1610 Object Chem_GLABlackMarket 1611 1612 ; *** ART Parameters *** 1613 SelectPortrait = SUBlackMarket_L 1614 ButtonImage = SUBlackMarket 1615 1616 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 1617 1618 Draw = W3DModelDraw ModuleTag_01 1619 OkToChangeModelColor = Yes 1620 1621 ; day 1622 ConditionState = NONE 1623 Model = UBBlackMkt 1624 Animation = UBBlackMkt.UBBlackMkt 1625 AnimationMode = LOOP 1626 ParticleSysBone = Smoke01 SmolderingSmoke 1627 End 1628 ConditionState = DAMAGED 1629 Model = UBBlackMkt_D 1630 Animation = UBBlackMkt_D.UBBlackMkt_D 1631 AnimationMode = LOOP 1632 ParticleSysBone = Smoke01 SmolderingSmoke 1633 ParticleSysBone = Smoke02 SmolderingSmoke 1634 ParticleSysBone = Smoke03 SmolderingSmoke 1635 ParticleSysBone = Smoke04 SmolderingSmoke 1636 ParticleSysBone = Smoke05 SmolderingSmoke 1637 ParticleSysBone = Smoke06 SmolderingSmoke 1638 ParticleSysBone = Fire02 SmolderingFire 1639 ParticleSysBone = Fire03 SmolderingFire 1640 ParticleSysBone = Fire04 SmolderingFire 1641 ParticleSysBone = Fire05 SmolderingFire 1642 ParticleSysBone = Fire06 SmolderingFire 1643 End 1644 ConditionState = REALLYDAMAGED RUBBLE 1645 Model = UBBlackMkt_E 1646 Animation = UBBlackMkt_E.UBBlackMkt_E 1647 AnimationMode = LOOP 1648 ParticleSysBone = Smoke01 SmolderingSmoke 1649 ParticleSysBone = Smoke02 SmolderingSmoke 1650 ParticleSysBone = Smoke03 SmolderingSmoke 1651 ParticleSysBone = Smoke04 SmolderingSmoke 1652 ParticleSysBone = Smoke05 SmolderingSmoke 1653 ParticleSysBone = Smoke06 SmolderingSmoke 1654 ParticleSysBone = Smoke07 SmolderingSmoke 1655 ParticleSysBone = Fire02 SmolderingFire 1656 ParticleSysBone = Fire03 SmolderingFire 1657 ParticleSysBone = Fire04 SmolderingFire 1658 ParticleSysBone = Fire05 SmolderingFire 1659 ParticleSysBone = Fire06 SmolderingFire 1660 ParticleSysBone = Fire07 SmolderingFire 1661 End 1662 ConditionState = GARRISONED 1663 Model = UBBlkMktEG 1664 ParticleSysBone = Smoke01 SmolderingSmoke 1665 Animation = UBBlkMktEG.UBBlkMktEG 1666 AnimationMode = LOOP 1667 End 1668 ConditionState = DAMAGED GARRISONED 1669 Model = UBBlkMktEG_D 1670 ParticleSysBone = Smoke01 SmolderingSmoke 1671 Animation = UBBlkMktEG_D.UBBlkMktEG_D 1672 AnimationMode = LOOP 1673 End 1674 ConditionState = REALLYDAMAGED GARRISONED 1675 Model = UBBlkMktEG_E 1676 ParticleSysBone = Smoke01 SmolderingSmoke 1677 Animation = UBBlkMktEG_E.UBBlkMktEG_E 1678 AnimationMode = LOOP 1679 End 1680 1681 ; day snow 1682 ConditionState = SNOW 1683 Model = UBBlackMkt_S 1684 Animation = UBBlackMkt_S.UBBlackMkt_S 1685 AnimationMode = LOOP 1686 ParticleSysBone = Smoke01 SmolderingSmoke 1687 End 1688 ConditionState = DAMAGED SNOW 1689 Model = UBBlackMkt_DS 1690 Animation = UBBlackMkt_DS.UBBlackMkt_DS 1691 AnimationMode = LOOP 1692 ParticleSysBone = Smoke01 SmolderingSmoke 1693 ParticleSysBone = Smoke02 SmolderingSmoke 1694 ParticleSysBone = Smoke03 SmolderingSmoke 1695 ParticleSysBone = Smoke04 SmolderingSmoke 1696 ParticleSysBone = Smoke05 SmolderingSmoke 1697 ParticleSysBone = Smoke06 SmolderingSmoke 1698 ParticleSysBone = Fire02 SmolderingFire 1699 ParticleSysBone = Fire03 SmolderingFire 1700 ParticleSysBone = Fire04 SmolderingFire 1701 ParticleSysBone = Fire05 SmolderingFire 1702 ParticleSysBone = Fire06 SmolderingFire 1703 End 1704 ConditionState = REALLYDAMAGED RUBBLE SNOW 1705 Model = UBBlackMkt_ES 1706 Animation = UBBlackMkt_ES.UBBlackMkt_ES 1707 AnimationMode = LOOP 1708 ParticleSysBone = Smoke01 SmolderingSmoke 1709 ParticleSysBone = Smoke02 SmolderingSmoke 1710 ParticleSysBone = Smoke03 SmolderingSmoke 1711 ParticleSysBone = Smoke04 SmolderingSmoke 1712 ParticleSysBone = Smoke05 SmolderingSmoke 1713 ParticleSysBone = Smoke06 SmolderingSmoke 1714 ParticleSysBone = Smoke07 SmolderingSmoke 1715 ParticleSysBone = Fire02 SmolderingFire 1716 ParticleSysBone = Fire03 SmolderingFire 1717 ParticleSysBone = Fire04 SmolderingFire 1718 ParticleSysBone = Fire05 SmolderingFire 1719 ParticleSysBone = Fire06 SmolderingFire 1720 ParticleSysBone = Fire07 SmolderingFire 1721 End 1722 ConditionState = GARRISONED SNOW 1723 Model = UBBlkMktEG_S 1724 ParticleSysBone = Smoke01 SmolderingSmoke 1725 Animation = UBBlkMktEG_S.UBBlkMktEG_S 1726 AnimationMode = LOOP 1727 End 1728 ConditionState = DAMAGED GARRISONED SNOW 1729 Model = UBBlkMktEG_DS 1730 ParticleSysBone = Smoke01 SmolderingSmoke 1731 Animation = UBBlkMktEG_DS.UBBlkMktEG_DS 1732 AnimationMode = LOOP 1733 End 1734 ConditionState = REALLYDAMAGED GARRISONED SNOW 1735 Model = UBBlkMktEG_ES 1736 ParticleSysBone = Smoke01 SmolderingSmoke 1737 Animation = UBBlkMktEG_ES.UBBlkMktEG_ES 1738 AnimationMode = LOOP 1739 End 1740 1741 ; night 1742 ConditionState = NIGHT 1743 Model = UBBlackMkt_N 1744 Animation = UBBlackMkt_N.UBBlackMkt_N 1745 AnimationMode = LOOP 1746 ParticleSysBone = Smoke01 SmolderingSmoke 1747 End 1748 ConditionState = DAMAGED NIGHT 1749 Model = UBBlackMkt_DN 1750 Animation = UBBlackMkt_DN.UBBlackMkt_DN 1751 AnimationMode = LOOP 1752 ParticleSysBone = Smoke01 SmolderingSmoke 1753 ParticleSysBone = Smoke02 SmolderingSmoke 1754 ParticleSysBone = Smoke03 SmolderingSmoke 1755 ParticleSysBone = Smoke04 SmolderingSmoke 1756 ParticleSysBone = Smoke05 SmolderingSmoke 1757 ParticleSysBone = Smoke06 SmolderingSmoke 1758 ParticleSysBone = Fire02 SmolderingFire 1759 ParticleSysBone = Fire03 SmolderingFire 1760 ParticleSysBone = Fire04 SmolderingFire 1761 ParticleSysBone = Fire05 SmolderingFire 1762 ParticleSysBone = Fire06 SmolderingFire 1763 End 1764 ConditionState = REALLYDAMAGED RUBBLE NIGHT 1765 Model = UBBlackMkt_EN 1766 Animation = UBBlackMkt_EN.UBBlackMkt_EN 1767 AnimationMode = LOOP 1768 ParticleSysBone = Smoke01 SmolderingSmoke 1769 ParticleSysBone = Smoke02 SmolderingSmoke 1770 ParticleSysBone = Smoke03 SmolderingSmoke 1771 ParticleSysBone = Smoke04 SmolderingSmoke 1772 ParticleSysBone = Smoke05 SmolderingSmoke 1773 ParticleSysBone = Smoke06 SmolderingSmoke 1774 ParticleSysBone = Smoke07 SmolderingSmoke 1775 ParticleSysBone = Fire02 SmolderingFire 1776 ParticleSysBone = Fire03 SmolderingFire 1777 ParticleSysBone = Fire04 SmolderingFire 1778 ParticleSysBone = Fire05 SmolderingFire 1779 ParticleSysBone = Fire06 SmolderingFire 1780 ParticleSysBone = Fire07 SmolderingFire 1781 End 1782 ConditionState = GARRISONED NIGHT 1783 Model = UBBlkMktEG_N 1784 ParticleSysBone = Smoke01 SmolderingSmoke 1785 Animation = UBBlkMktEG_N.UBBlkMktEG_N 1786 AnimationMode = LOOP 1787 End 1788 ConditionState = DAMAGED GARRISONED NIGHT 1789 Model = UBBlkMktEG_DN 1790 ParticleSysBone = Smoke01 SmolderingSmoke 1791 Animation = UBBlkMktEG_DN.UBBlkMktEG_DN 1792 AnimationMode = LOOP 1793 End 1794 ConditionState = REALLYDAMAGED GARRISONED NIGHT 1795 Model = UBBlkMktEG_EN 1796 ParticleSysBone = Smoke01 SmolderingSmoke 1797 Animation = UBBlkMktEG_EN.UBBlkMktEG_EN 1798 AnimationMode = LOOP 1799 End 1800 1801 ; night snow 1802 ConditionState = NIGHT SNOW 1803 Model = UBBlackMkt_NS 1804 Animation = UBBlackMkt_NS.UBBlackMkt_NS 1805 AnimationMode = LOOP 1806 ParticleSysBone = Smoke01 SmolderingSmoke 1807 End 1808 ConditionState = DAMAGED NIGHT SNOW 1809 Model = UBBlackMkt_DNS 1810 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 1811 AnimationMode = LOOP 1812 ParticleSysBone = Smoke01 SmolderingSmoke 1813 ParticleSysBone = Smoke02 SmolderingSmoke 1814 ParticleSysBone = Smoke03 SmolderingSmoke 1815 ParticleSysBone = Smoke04 SmolderingSmoke 1816 ParticleSysBone = Smoke05 SmolderingSmoke 1817 ParticleSysBone = Smoke06 SmolderingSmoke 1818 ParticleSysBone = Fire02 SmolderingFire 1819 ParticleSysBone = Fire03 SmolderingFire 1820 ParticleSysBone = Fire04 SmolderingFire 1821 ParticleSysBone = Fire05 SmolderingFire 1822 ParticleSysBone = Fire06 SmolderingFire 1823 End 1824 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 1825 Model = UBBlackMkt_ENS 1826 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 1827 AnimationMode = LOOP 1828 ParticleSysBone = Smoke01 SmolderingSmoke 1829 ParticleSysBone = Smoke02 SmolderingSmoke 1830 ParticleSysBone = Smoke03 SmolderingSmoke 1831 ParticleSysBone = Smoke04 SmolderingSmoke 1832 ParticleSysBone = Smoke05 SmolderingSmoke 1833 ParticleSysBone = Smoke06 SmolderingSmoke 1834 ParticleSysBone = Smoke07 SmolderingSmoke 1835 ParticleSysBone = Fire02 SmolderingFire 1836 ParticleSysBone = Fire03 SmolderingFire 1837 ParticleSysBone = Fire04 SmolderingFire 1838 ParticleSysBone = Fire05 SmolderingFire 1839 ParticleSysBone = Fire06 SmolderingFire 1840 ParticleSysBone = Fire07 SmolderingFire 1841 End 1842 ConditionState = GARRISONED NIGHT SNOW 1843 Model = UBBlkMktEG_NS 1844 ParticleSysBone = Smoke01 SmolderingSmoke 1845 Animation = UBBlkMktEG_NS.UBBlkMktEG_NS 1846 AnimationMode = LOOP 1847 End 1848 ConditionState = DAMAGED GARRISONED NIGHT SNOW 1849 Model = UBBlkMktEG_DNS 1850 ParticleSysBone = Smoke01 SmolderingSmoke 1851 Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS 1852 AnimationMode = LOOP 1853 End 1854 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 1855 Model = UBBlkMktEG_ENS 1856 ParticleSysBone = Smoke01 SmolderingSmoke 1857 Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS 1858 AnimationMode = LOOP 1859 End 1860 1861 ;************************************************************************************************************************** 1862 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1863 ;for this draw module 1864 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1865 Model = UBBlackMkt 1866 Animation = UBBlackMkt.UBBlackMkt 1867 AnimationMode = LOOP 1868 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1869 End 1870 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1871 Model = UBBlackMkt_D 1872 Animation = UBBlackMkt_D.UBBlackMkt_D 1873 AnimationMode = LOOP 1874 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1875 End 1876 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1877 Model = UBBlackMkt_E 1878 Animation = UBBlackMkt_E.UBBlackMkt_E 1879 AnimationMode = LOOP 1880 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1881 End 1882 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1883 Model = UBBlackMkt_N 1884 Animation = UBBlackMkt_N.UBBlackMkt_N 1885 AnimationMode = LOOP 1886 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1887 End 1888 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 1889 Model = UBBlackMkt_DN 1890 Animation = UBBlackMkt_DN.UBBlackMkt_DN 1891 AnimationMode = LOOP 1892 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1893 End 1894 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 1895 Model = UBBlackMkt_EN 1896 Animation = UBBlackMkt_EN.UBBlackMkt_EN 1897 AnimationMode = LOOP 1898 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1899 End 1900 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1901 Model = UBBlackMkt_S 1902 Animation = UBBlackMkt_S.UBBlackMkt_S 1903 AnimationMode = LOOP 1904 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1905 End 1906 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 1907 Model = UBBlackMkt_DS 1908 Animation = UBBlackMkt_DS.UBBlackMkt_DS 1909 AnimationMode = LOOP 1910 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1911 End 1912 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 1913 Model = UBBlackMkt_ES 1914 Animation = UBBlackMkt_ES.UBBlackMkt_ES 1915 AnimationMode = LOOP 1916 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1917 End 1918 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 1919 Model = UBBlackMkt_NS 1920 Animation = UBBlackMkt_NS.UBBlackMkt_NS 1921 AnimationMode = LOOP 1922 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1923 End 1924 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 1925 Model = UBBlackMkt_DNS 1926 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 1927 AnimationMode = LOOP 1928 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1929 End 1930 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 1931 Model = UBBlackMkt_ENS 1932 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 1933 AnimationMode = LOOP 1934 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1935 End 1936 1937 ConditionState = AWAITING_CONSTRUCTION 1938 Model = NONE 1939 End 1940 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1941 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1942 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1943 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1944 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1945 AliasConditionState = AWAITING_CONSTRUCTION SNOW 1946 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 1947 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 1948 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1949 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1950 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1951 AliasConditionState = SOLD 1952 AliasConditionState = SOLD DAMAGED 1953 AliasConditionState = SOLD REALLYDAMAGED 1954 AliasConditionState = SOLD NIGHT 1955 AliasConditionState = SOLD NIGHT DAMAGED 1956 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1957 AliasConditionState = SOLD SNOW 1958 AliasConditionState = SOLD SNOW DAMAGED 1959 AliasConditionState = SOLD SNOW REALLYDAMAGED 1960 AliasConditionState = SOLD NIGHT SNOW 1961 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1962 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1963 AliasConditionState = GARRISONED SOLD 1964 AliasConditionState = GARRISONED SOLD DAMAGED 1965 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 1966 AliasConditionState = GARRISONED SOLD NIGHT 1967 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 1968 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 1969 AliasConditionState = GARRISONED SOLD SNOW 1970 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 1971 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 1972 AliasConditionState = GARRISONED SOLD NIGHT SNOW 1973 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 1974 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 1975 ;************************************************************************************************************************** 1976 1977 End 1978 1979 ; ------------ construction-zone fence ----------------- 1980 Draw = W3DModelDraw ModuleTag_02 1981 AnimationsRequirePower = No 1982 DefaultConditionState 1983 Model = None 1984 TransitionKey = DOWN_DEFAULT 1985 1986 End 1987 ConditionState = NIGHT 1988 Model = None 1989 TransitionKey = DOWN_DEFAULT 1990 End 1991 ConditionState = SNOW 1992 Model = None 1993 TransitionKey = DOWN_DEFAULT 1994 End 1995 ConditionState = SNOW NIGHT 1996 Model = None 1997 TransitionKey = DOWN_DEFAULT 1998 End 1999 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2000 Model = UBBlackMkt_A4 2001 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2002 AnimationMode = MANUAL 2003 Flags = START_FRAME_LAST 2004 TransitionKey = UP_DAY 2005 End 2006 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2007 Model = UBBlackMkt_A4N 2008 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2009 AnimationMode = MANUAL 2010 Flags = START_FRAME_LAST 2011 TransitionKey = UP_NIGHT 2012 End 2013 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2014 Model = UBBlackMkt_A4S 2015 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2016 AnimationMode = MANUAL 2017 Flags = START_FRAME_LAST 2018 TransitionKey = UP_SNOW 2019 End 2020 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2021 Model = UBBlackMkt_A4SN 2022 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2023 AnimationMode = MANUAL 2024 Flags = START_FRAME_LAST 2025 TransitionKey = UP_SNOWNIGHT 2026 End 2027 TransitionState = DOWN_DEFAULT UP_DAY 2028 Model = UBBlackMkt_A4 2029 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2030 AnimationMode = ONCE 2031 AnimationSpeedFactorRange = 1.0 1.0 2032 Flags = START_FRAME_FIRST 2033 End 2034 TransitionState = DOWN_DEFAULT UP_NIGHT 2035 Model = UBBlackMkt_A4N 2036 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2037 AnimationMode = ONCE 2038 AnimationSpeedFactorRange = 1.0 1.0 2039 Flags = START_FRAME_FIRST 2040 End 2041 TransitionState = DOWN_DEFAULT UP_SNOW 2042 Model = UBBlackMkt_A4S 2043 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2044 AnimationMode = ONCE 2045 AnimationSpeedFactorRange = 1.0 1.0 2046 Flags = START_FRAME_FIRST 2047 End 2048 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2049 Model = UBBlackMkt_A4SN 2050 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2051 AnimationMode = ONCE 2052 AnimationSpeedFactorRange = 1.0 1.0 2053 Flags = START_FRAME_FIRST 2054 End 2055 TransitionState = UP_DAY DOWN_DEFAULT 2056 Model = UBBlackMkt_A4 2057 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2058 AnimationMode = ONCE_BACKWARDS 2059 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2060 Flags = START_FRAME_LAST 2061 End 2062 TransitionState = UP_NIGHT DOWN_DEFAULT 2063 Model = UBBlackMkt_A4N 2064 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2065 AnimationMode = ONCE_BACKWARDS 2066 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2067 Flags = START_FRAME_LAST 2068 End 2069 TransitionState = UP_SNOW DOWN_DEFAULT 2070 Model = UBBlackMkt_A4S 2071 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2072 AnimationMode = ONCE_BACKWARDS 2073 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2074 Flags = START_FRAME_LAST 2075 End 2076 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2077 Model = UBBlackMkt_A4SN 2078 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2079 AnimationMode = ONCE_BACKWARDS 2080 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2081 Flags = START_FRAME_LAST 2082 End 2083 End 2084 2085 ; ------------ under-construction scaffolding ----------------- 2086 Draw = W3DModelDraw ModuleTag_03 2087 AnimationsRequirePower = No 2088 MinLODRequired = MEDIUM 2089 DefaultConditionState 2090 Model = None 2091 TransitionKey = DOWN_DEFAULT 2092 End 2093 ConditionState = NIGHT 2094 Model = None 2095 TransitionKey = DOWN_DEFAULT 2096 End 2097 ConditionState = SNOW 2098 Model = None 2099 TransitionKey = DOWN_DEFAULT 2100 End 2101 ConditionState = SNOW NIGHT 2102 Model = None 2103 TransitionKey = DOWN_DEFAULT 2104 End 2105 ConditionState = PARTIALLY_CONSTRUCTED 2106 Model = UBBlackMkt_A6 2107 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2108 AnimationMode = MANUAL 2109 Flags = START_FRAME_LAST 2110 TransitionKey = UP_DAY 2111 ParticleSysBone = Dust01 BuildingDust 2112 ParticleSysBone = Smoke01 BuildUpSmoke 2113 ParticleSysBone = Smoke02 BuildUpSmoke 2114 ParticleSysBone = Smoke03 BuildUpSmoke 2115 ParticleSysBone = Smoke04 BuildUpSmoke 2116 End 2117 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 2118 Model = UBBlackMkt_A6N 2119 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2120 AnimationMode = MANUAL 2121 Flags = START_FRAME_LAST 2122 TransitionKey = UP_NIGHT 2123 ParticleSysBone = Dust01 BuildingDust 2124 ParticleSysBone = Smoke01 BuildUpSmoke 2125 ParticleSysBone = Smoke02 BuildUpSmoke 2126 ParticleSysBone = Smoke03 BuildUpSmoke 2127 ParticleSysBone = Smoke04 BuildUpSmoke 2128 End 2129 ConditionState = SNOW PARTIALLY_CONSTRUCTED 2130 Model = UBBlackMkt_A6S 2131 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2132 AnimationMode = MANUAL 2133 Flags = START_FRAME_LAST 2134 TransitionKey = UP_SNOW 2135 ParticleSysBone = Dust01 BuildingSnowDust 2136 ParticleSysBone = Smoke01 BuildUpSnowSmoke 2137 ParticleSysBone = Smoke02 BuildUpSnowSmoke 2138 ParticleSysBone = Smoke03 BuildUpSnowSmoke 2139 ParticleSysBone = Smoke04 BuildUpSnowSmoke 2140 End 2141 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 2142 Model = UBBlackMkt_A6SN 2143 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2144 AnimationMode = MANUAL 2145 Flags = START_FRAME_LAST 2146 TransitionKey = UP_SNOWNIGHT 2147 ParticleSysBone = Dust01 BuildingNightSnowDust 2148 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 2149 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 2150 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 2151 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 2152 End 2153 TransitionState = DOWN_DEFAULT UP_DAY 2154 Model = UBBlackMkt_A6 2155 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2156 AnimationMode = ONCE 2157 AnimationSpeedFactorRange = 1.0 1.0 2158 Flags = START_FRAME_FIRST 2159 End 2160 TransitionState = DOWN_DEFAULT UP_NIGHT 2161 Model = UBBlackMkt_A6N 2162 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2163 AnimationMode = ONCE 2164 AnimationSpeedFactorRange = 1.0 1.0 2165 Flags = START_FRAME_FIRST 2166 End 2167 TransitionState = DOWN_DEFAULT UP_SNOW 2168 Model = UBBlackMkt_A6S 2169 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2170 AnimationMode = ONCE 2171 AnimationSpeedFactorRange = 1.0 1.0 2172 Flags = START_FRAME_FIRST 2173 End 2174 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2175 Model = UBBlackMkt_A6SN 2176 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2177 AnimationMode = ONCE 2178 AnimationSpeedFactorRange = 1.0 1.0 2179 Flags = START_FRAME_FIRST 2180 End 2181 TransitionState = UP_DAY DOWN_DEFAULT 2182 Model = UBBlackMkt_A6 2183 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2184 AnimationMode = ONCE_BACKWARDS 2185 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2186 Flags = START_FRAME_LAST 2187 End 2188 TransitionState = UP_NIGHT DOWN_DEFAULT 2189 Model = UBBlackMkt_A6N 2190 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2191 AnimationMode = ONCE_BACKWARDS 2192 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2193 Flags = START_FRAME_LAST 2194 End 2195 TransitionState = UP_SNOW DOWN_DEFAULT 2196 Model = UBBlackMkt_A6S 2197 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2198 AnimationMode = ONCE_BACKWARDS 2199 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2200 Flags = START_FRAME_LAST 2201 End 2202 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2203 Model = UBBlackMkt_A6SN 2204 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2205 AnimationMode = ONCE_BACKWARDS 2206 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2207 Flags = START_FRAME_LAST 2208 End 2209 End 2210 PlacementViewAngle = -45 2211 2212 ; ***DESIGN parameters *** 2213 DisplayName = OBJECT:BlackMarket 2214 Side = GLAToxinGeneral 2215 EditorSorting = STRUCTURE 2216 Prerequisites 2217 Object = Chem_GLAPalace 2218 End 2219 BuildCost = 2500 2220 BuildTime = 30.0 ; in seconds 2221 EnergyProduction = 0 2222 CommandSet = Chem_GLABlackMarketCommandSet 2223 VisionRange = 200.0 ; Shroud clearing distance 2224 ShroudClearingRange = 200 2225 ArmorSet 2226 Conditions = None 2227 Armor = StructureArmor 2228 DamageFX = StructureDamageFXNoShake 2229 End 2230 ArmorSet 2231 Conditions = PLAYER_UPGRADE 2232 Armor = GLAUpgradedStructureArmor 2233 DamageFX = StructureDamageFXNoShake 2234 End 2235 ExperienceValue = 200 200 200 200 ; Experience point value at each level 2236 2237 ; *** AUDIO Parameters *** 2238 VoiceSelect = BlackMarketSelect 2239 SoundOnDamaged = BuildingDamagedStateLight 2240 SoundOnReallyDamaged = BuildingDestroy 2241 2242 UnitSpecificSounds 2243 UnderConstruction = UnderConstructionLoop 2244 End 2245 2246 ; *** ENGINEERING Parameters *** 2247 RadarPriority = STRUCTURE 2248 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BLACK_MARKET 2249 Body = StructureBody ModuleTag_04 2250 MaxHealth = 1000.0 2251 InitialHealth = 1000.0 2252 2253 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2254 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2255 SubdualDamageCap = 1200 2256 SubdualDamageHealRate = 500 2257 SubdualDamageHealAmount = 100 2258 End 2259 2260 Behavior = ArmorUpgrade ModuleTag_Armor01 2261 TriggeredBy = Upgrade_GLAFortifiedStructure 2262 End 2263 2264 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 2265 ConditionFlag = GARRISONED 2266 TriggeredBy = Upgrade_GLAFortifiedStructure 2267 End 2268 2269 Behavior = AutoDepositUpdate ModuleTag_05 2270 DepositTiming = 2000 ; in milliseconds 2271 DepositAmount = 20 ; cash amount to deposit every DepositTiming 2272 InitialCaptureBonus = 0 ; no initial bonus 2273 End 2274 2275 Behavior = ProductionUpdate ModuleTag_06 2276 ; nothing 2277 End 2278 2279 Behavior = DestroyDie ModuleTag_07 2280 ;nothing 2281 End 2282 Behavior = RebuildHoleExposeDie ModuleTag_08 2283 HoleName = GLAHoleBlackMarket 2284 HoleMaxHealth = 500.0 2285 End 2286 Behavior = CreateObjectDie ModuleTag_09 2287 CreationList = OCL_ABPowerPlantExplode 2288 End 2289 Behavior = FXListDie ModuleTag_10 2290 DeathFX = FX_StructureSmallDeath 2291 End 2292 2293 Behavior = FlammableUpdate ModuleTag_12 2294 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2295 AflameDamageAmount = 5 ; taking this much damage... 2296 AflameDamageDelay = 500 ; this often. 2297 End 2298 2299 Behavior = TransitionDamageFX ModuleTag_13 2300 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 2301 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2302 ;--------------------------------------------------------------------------------------- 2303 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2304 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2305 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2306 End 2307 2308 Geometry = BOX 2309 GeometryMajorRadius = 35.0 2310 GeometryMinorRadius = 35.0 2311 GeometryHeight = 35.0 2312 GeometryIsSmall = No 2313 Shadow = SHADOW_VOLUME 2314 BuildCompletion = PLACED_BY_PLAYER 2315 2316 End 2317 2318 ;------------------------------------------------------------------------------ 2319 ObjectReskin Chem_GLAHoleBlackMarket Chem_GLAHole 2320 Draw = W3DModelDraw ModuleTag_01 2321 OkToChangeModelColor = Yes 2322 ConditionState = NONE 2323 Model = UBHole 2324 End 2325 ConditionState = DAMAGED 2326 Model = UBHole_D 2327 ParticleSysBone = Smoke01 SteamVent 2328 End 2329 ConditionState = REALLYDAMAGED RUBBLE 2330 Model = UBHole_E 2331 ParticleSysBone = Smoke01 SteamVent 2332 ParticleSysBone = Smoke02 SteamVent 2333 ParticleSysBone = Fire01 GLAPowerPlantFlame 2334 ParticleSysBone = Fire02 GLAPowerPlantFlame 2335 ParticleSysBone = Fire03 GLAPowerPlantFlame 2336 End 2337 End 2338 Draw = W3DModelDraw ModuleTag_02 2339 OkToChangeModelColor = Yes 2340 ConditionState = NONE 2341 Model = UBBlackMkt_R 2342 ParticleSysBone = Smoke01 SmolderingSmoke 2343 ParticleSysBone = Smoke03 SmolderingSmoke 2344 ParticleSysBone = Smoke04 SmolderingSmoke 2345 End 2346 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 2347 Model = UBBlackMkt_R 2348 ParticleSysBone = Smoke01 SmolderingSmoke 2349 ParticleSysBone = Smoke03 SmolderingSmoke 2350 ParticleSysBone = Smoke04 SmolderingSmoke 2351 End 2352 End 2353 End 2354 2355 ;------------------------------------------------------------------------------ 2356 Object Chem_FakeGLABlackMarket 2357 2358 ; *** ART Parameters *** 2359 SelectPortrait = SUBlackMarket_L 2360 ButtonImage = SUBlackMarket 2361 2362 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 2363 2364 Draw = W3DModelDraw ModuleTag_01 2365 OkToChangeModelColor = Yes 2366 2367 ; day 2368 ConditionState = NONE 2369 Model = UBBlackMkt 2370 Animation = UBBlackMkt.UBBlackMkt 2371 AnimationMode = LOOP 2372 ParticleSysBone = Smoke01 SmolderingSmoke 2373 End 2374 ConditionState = DAMAGED 2375 Model = UBBlackMkt_D 2376 Animation = UBBlackMkt_D.UBBlackMkt_D 2377 AnimationMode = LOOP 2378 ParticleSysBone = Smoke01 SmolderingSmoke 2379 ParticleSysBone = Smoke02 SmolderingSmoke 2380 ParticleSysBone = Smoke03 SmolderingSmoke 2381 ParticleSysBone = Smoke04 SmolderingSmoke 2382 ParticleSysBone = Smoke05 SmolderingSmoke 2383 ParticleSysBone = Smoke06 SmolderingSmoke 2384 ParticleSysBone = Fire02 SmolderingFire 2385 ParticleSysBone = Fire03 SmolderingFire 2386 ParticleSysBone = Fire04 SmolderingFire 2387 ParticleSysBone = Fire05 SmolderingFire 2388 ParticleSysBone = Fire06 SmolderingFire 2389 End 2390 ConditionState = REALLYDAMAGED RUBBLE 2391 Model = UBBlackMkt_E 2392 Animation = UBBlackMkt_E.UBBlackMkt_E 2393 AnimationMode = LOOP 2394 ParticleSysBone = Smoke01 SmolderingSmoke 2395 ParticleSysBone = Smoke02 SmolderingSmoke 2396 ParticleSysBone = Smoke03 SmolderingSmoke 2397 ParticleSysBone = Smoke04 SmolderingSmoke 2398 ParticleSysBone = Smoke05 SmolderingSmoke 2399 ParticleSysBone = Smoke06 SmolderingSmoke 2400 ParticleSysBone = Smoke07 SmolderingSmoke 2401 ParticleSysBone = Fire02 SmolderingFire 2402 ParticleSysBone = Fire03 SmolderingFire 2403 ParticleSysBone = Fire04 SmolderingFire 2404 ParticleSysBone = Fire05 SmolderingFire 2405 ParticleSysBone = Fire06 SmolderingFire 2406 ParticleSysBone = Fire07 SmolderingFire 2407 End 2408 ConditionState = GARRISONED 2409 Model = UBBlkMktEG 2410 ParticleSysBone = Smoke01 SmolderingSmoke 2411 Animation = UBBlkMktEG.UBBlkMktEG 2412 AnimationMode = LOOP 2413 End 2414 ConditionState = DAMAGED GARRISONED 2415 Model = UBBlkMktEG_D 2416 ParticleSysBone = Smoke01 SmolderingSmoke 2417 Animation = UBBlkMktEG_D.UBBlkMktEG_D 2418 AnimationMode = LOOP 2419 End 2420 ConditionState = REALLYDAMAGED GARRISONED 2421 Model = UBBlkMktEG_E 2422 ParticleSysBone = Smoke01 SmolderingSmoke 2423 Animation = UBBlkMktEG_E.UBBlkMktEG_E 2424 AnimationMode = LOOP 2425 End 2426 2427 ; day snow 2428 ConditionState = SNOW 2429 Model = UBBlackMkt_S 2430 Animation = UBBlackMkt_S.UBBlackMkt_S 2431 AnimationMode = LOOP 2432 ParticleSysBone = Smoke01 SmolderingSmoke 2433 End 2434 ConditionState = DAMAGED SNOW 2435 Model = UBBlackMkt_DS 2436 Animation = UBBlackMkt_DS.UBBlackMkt_DS 2437 AnimationMode = LOOP 2438 ParticleSysBone = Smoke01 SmolderingSmoke 2439 ParticleSysBone = Smoke02 SmolderingSmoke 2440 ParticleSysBone = Smoke03 SmolderingSmoke 2441 ParticleSysBone = Smoke04 SmolderingSmoke 2442 ParticleSysBone = Smoke05 SmolderingSmoke 2443 ParticleSysBone = Smoke06 SmolderingSmoke 2444 ParticleSysBone = Fire02 SmolderingFire 2445 ParticleSysBone = Fire03 SmolderingFire 2446 ParticleSysBone = Fire04 SmolderingFire 2447 ParticleSysBone = Fire05 SmolderingFire 2448 ParticleSysBone = Fire06 SmolderingFire 2449 End 2450 ConditionState = REALLYDAMAGED RUBBLE SNOW 2451 Model = UBBlackMkt_ES 2452 Animation = UBBlackMkt_ES.UBBlackMkt_ES 2453 AnimationMode = LOOP 2454 ParticleSysBone = Smoke01 SmolderingSmoke 2455 ParticleSysBone = Smoke02 SmolderingSmoke 2456 ParticleSysBone = Smoke03 SmolderingSmoke 2457 ParticleSysBone = Smoke04 SmolderingSmoke 2458 ParticleSysBone = Smoke05 SmolderingSmoke 2459 ParticleSysBone = Smoke06 SmolderingSmoke 2460 ParticleSysBone = Smoke07 SmolderingSmoke 2461 ParticleSysBone = Fire02 SmolderingFire 2462 ParticleSysBone = Fire03 SmolderingFire 2463 ParticleSysBone = Fire04 SmolderingFire 2464 ParticleSysBone = Fire05 SmolderingFire 2465 ParticleSysBone = Fire06 SmolderingFire 2466 ParticleSysBone = Fire07 SmolderingFire 2467 End 2468 ConditionState = GARRISONED SNOW 2469 Model = UBBlkMktEG_S 2470 ParticleSysBone = Smoke01 SmolderingSmoke 2471 Animation = UBBlkMktEG_S.UBBlkMktEG_S 2472 AnimationMode = LOOP 2473 End 2474 ConditionState = DAMAGED GARRISONED SNOW 2475 Model = UBBlkMktEG_DS 2476 ParticleSysBone = Smoke01 SmolderingSmoke 2477 Animation = UBBlkMktEG_DS.UBBlkMktEG_DS 2478 AnimationMode = LOOP 2479 End 2480 ConditionState = REALLYDAMAGED GARRISONED SNOW 2481 Model = UBBlkMktEG_ES 2482 ParticleSysBone = Smoke01 SmolderingSmoke 2483 Animation = UBBlkMktEG_ES.UBBlkMktEG_ES 2484 AnimationMode = LOOP 2485 End 2486 2487 ; night 2488 ConditionState = NIGHT 2489 Model = UBBlackMkt_N 2490 Animation = UBBlackMkt_N.UBBlackMkt_N 2491 AnimationMode = LOOP 2492 ParticleSysBone = Smoke01 SmolderingSmoke 2493 End 2494 ConditionState = DAMAGED NIGHT 2495 Model = UBBlackMkt_DN 2496 Animation = UBBlackMkt_DN.UBBlackMkt_DN 2497 AnimationMode = LOOP 2498 ParticleSysBone = Smoke01 SmolderingSmoke 2499 ParticleSysBone = Smoke02 SmolderingSmoke 2500 ParticleSysBone = Smoke03 SmolderingSmoke 2501 ParticleSysBone = Smoke04 SmolderingSmoke 2502 ParticleSysBone = Smoke05 SmolderingSmoke 2503 ParticleSysBone = Smoke06 SmolderingSmoke 2504 ParticleSysBone = Fire02 SmolderingFire 2505 ParticleSysBone = Fire03 SmolderingFire 2506 ParticleSysBone = Fire04 SmolderingFire 2507 ParticleSysBone = Fire05 SmolderingFire 2508 ParticleSysBone = Fire06 SmolderingFire 2509 End 2510 ConditionState = REALLYDAMAGED RUBBLE NIGHT 2511 Model = UBBlackMkt_EN 2512 Animation = UBBlackMkt_EN.UBBlackMkt_EN 2513 AnimationMode = LOOP 2514 ParticleSysBone = Smoke01 SmolderingSmoke 2515 ParticleSysBone = Smoke02 SmolderingSmoke 2516 ParticleSysBone = Smoke03 SmolderingSmoke 2517 ParticleSysBone = Smoke04 SmolderingSmoke 2518 ParticleSysBone = Smoke05 SmolderingSmoke 2519 ParticleSysBone = Smoke06 SmolderingSmoke 2520 ParticleSysBone = Smoke07 SmolderingSmoke 2521 ParticleSysBone = Fire02 SmolderingFire 2522 ParticleSysBone = Fire03 SmolderingFire 2523 ParticleSysBone = Fire04 SmolderingFire 2524 ParticleSysBone = Fire05 SmolderingFire 2525 ParticleSysBone = Fire06 SmolderingFire 2526 ParticleSysBone = Fire07 SmolderingFire 2527 End 2528 ConditionState = GARRISONED NIGHT 2529 Model = UBBlkMktEG_N 2530 ParticleSysBone = Smoke01 SmolderingSmoke 2531 Animation = UBBlkMktEG_N.UBBlkMktEG_N 2532 AnimationMode = LOOP 2533 End 2534 ConditionState = DAMAGED GARRISONED NIGHT 2535 Model = UBBlkMktEG_DN 2536 ParticleSysBone = Smoke01 SmolderingSmoke 2537 Animation = UBBlkMktEG_DN.UBBlkMktEG_DN 2538 AnimationMode = LOOP 2539 End 2540 ConditionState = REALLYDAMAGED GARRISONED NIGHT 2541 Model = UBBlkMktEG_EN 2542 ParticleSysBone = Smoke01 SmolderingSmoke 2543 Animation = UBBlkMktEG_EN.UBBlkMktEG_EN 2544 AnimationMode = LOOP 2545 End 2546 2547 ; night snow 2548 ConditionState = NIGHT SNOW 2549 Model = UBBlackMkt_NS 2550 Animation = UBBlackMkt_NS.UBBlackMkt_NS 2551 AnimationMode = LOOP 2552 ParticleSysBone = Smoke01 SmolderingSmoke 2553 End 2554 ConditionState = DAMAGED NIGHT SNOW 2555 Model = UBBlackMkt_DNS 2556 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 2557 AnimationMode = LOOP 2558 ParticleSysBone = Smoke01 SmolderingSmoke 2559 ParticleSysBone = Smoke02 SmolderingSmoke 2560 ParticleSysBone = Smoke03 SmolderingSmoke 2561 ParticleSysBone = Smoke04 SmolderingSmoke 2562 ParticleSysBone = Smoke05 SmolderingSmoke 2563 ParticleSysBone = Smoke06 SmolderingSmoke 2564 ParticleSysBone = Fire02 SmolderingFire 2565 ParticleSysBone = Fire03 SmolderingFire 2566 ParticleSysBone = Fire04 SmolderingFire 2567 ParticleSysBone = Fire05 SmolderingFire 2568 ParticleSysBone = Fire06 SmolderingFire 2569 End 2570 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 2571 Model = UBBlackMkt_ENS 2572 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 2573 AnimationMode = LOOP 2574 ParticleSysBone = Smoke01 SmolderingSmoke 2575 ParticleSysBone = Smoke02 SmolderingSmoke 2576 ParticleSysBone = Smoke03 SmolderingSmoke 2577 ParticleSysBone = Smoke04 SmolderingSmoke 2578 ParticleSysBone = Smoke05 SmolderingSmoke 2579 ParticleSysBone = Smoke06 SmolderingSmoke 2580 ParticleSysBone = Smoke07 SmolderingSmoke 2581 ParticleSysBone = Fire02 SmolderingFire 2582 ParticleSysBone = Fire03 SmolderingFire 2583 ParticleSysBone = Fire04 SmolderingFire 2584 ParticleSysBone = Fire05 SmolderingFire 2585 ParticleSysBone = Fire06 SmolderingFire 2586 ParticleSysBone = Fire07 SmolderingFire 2587 End 2588 ConditionState = GARRISONED NIGHT SNOW 2589 Model = UBBlkMktEG_NS 2590 ParticleSysBone = Smoke01 SmolderingSmoke 2591 Animation = UBBlkMktEG_NS.UBBlkMktEG_NS 2592 AnimationMode = LOOP 2593 End 2594 ConditionState = DAMAGED GARRISONED NIGHT SNOW 2595 Model = UBBlkMktEG_DNS 2596 ParticleSysBone = Smoke01 SmolderingSmoke 2597 Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS 2598 AnimationMode = LOOP 2599 End 2600 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 2601 Model = UBBlkMktEG_ENS 2602 ParticleSysBone = Smoke01 SmolderingSmoke 2603 Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS 2604 AnimationMode = LOOP 2605 End 2606 2607 ;************************************************************************************************************************** 2608 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 2609 ;for this draw module 2610 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2611 Model = UBBlackMkt 2612 Animation = UBBlackMkt.UBBlackMkt 2613 AnimationMode = LOOP 2614 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2615 End 2616 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2617 Model = UBBlackMkt_D 2618 Animation = UBBlackMkt_D.UBBlackMkt_D 2619 AnimationMode = LOOP 2620 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2621 End 2622 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 2623 Model = UBBlackMkt_E 2624 Animation = UBBlackMkt_E.UBBlackMkt_E 2625 AnimationMode = LOOP 2626 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2627 End 2628 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2629 Model = UBBlackMkt_N 2630 Animation = UBBlackMkt_N.UBBlackMkt_N 2631 AnimationMode = LOOP 2632 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2633 End 2634 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 2635 Model = UBBlackMkt_DN 2636 Animation = UBBlackMkt_DN.UBBlackMkt_DN 2637 AnimationMode = LOOP 2638 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2639 End 2640 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 2641 Model = UBBlackMkt_EN 2642 Animation = UBBlackMkt_EN.UBBlackMkt_EN 2643 AnimationMode = LOOP 2644 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2645 End 2646 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2647 Model = UBBlackMkt_S 2648 Animation = UBBlackMkt_S.UBBlackMkt_S 2649 AnimationMode = LOOP 2650 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2651 End 2652 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 2653 Model = UBBlackMkt_DS 2654 Animation = UBBlackMkt_DS.UBBlackMkt_DS 2655 AnimationMode = LOOP 2656 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2657 End 2658 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 2659 Model = UBBlackMkt_ES 2660 Animation = UBBlackMkt_ES.UBBlackMkt_ES 2661 AnimationMode = LOOP 2662 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2663 End 2664 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 2665 Model = UBBlackMkt_NS 2666 Animation = UBBlackMkt_NS.UBBlackMkt_NS 2667 AnimationMode = LOOP 2668 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2669 End 2670 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 2671 Model = UBBlackMkt_DNS 2672 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 2673 AnimationMode = LOOP 2674 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2675 End 2676 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 2677 Model = UBBlackMkt_ENS 2678 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 2679 AnimationMode = LOOP 2680 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2681 End 2682 2683 ConditionState = AWAITING_CONSTRUCTION 2684 Model = NONE 2685 End 2686 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 2687 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 2688 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 2689 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 2690 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 2691 AliasConditionState = AWAITING_CONSTRUCTION SNOW 2692 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 2693 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 2694 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 2695 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 2696 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 2697 AliasConditionState = SOLD 2698 AliasConditionState = SOLD DAMAGED 2699 AliasConditionState = SOLD REALLYDAMAGED 2700 AliasConditionState = SOLD NIGHT 2701 AliasConditionState = SOLD NIGHT DAMAGED 2702 AliasConditionState = SOLD NIGHT REALLYDAMAGED 2703 AliasConditionState = SOLD SNOW 2704 AliasConditionState = SOLD SNOW DAMAGED 2705 AliasConditionState = SOLD SNOW REALLYDAMAGED 2706 AliasConditionState = SOLD NIGHT SNOW 2707 AliasConditionState = SOLD NIGHT SNOW DAMAGED 2708 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 2709 AliasConditionState = GARRISONED SOLD 2710 AliasConditionState = GARRISONED SOLD DAMAGED 2711 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 2712 AliasConditionState = GARRISONED SOLD NIGHT 2713 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 2714 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 2715 AliasConditionState = GARRISONED SOLD SNOW 2716 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 2717 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 2718 AliasConditionState = GARRISONED SOLD NIGHT SNOW 2719 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 2720 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 2721 ;************************************************************************************************************************** 2722 2723 End 2724 2725 ; ------------ construction-zone fence ----------------- 2726 Draw = W3DModelDraw ModuleTag_02 2727 AnimationsRequirePower = No 2728 DefaultConditionState 2729 Model = None 2730 TransitionKey = DOWN_DEFAULT 2731 2732 End 2733 ConditionState = NIGHT 2734 Model = None 2735 TransitionKey = DOWN_DEFAULT 2736 End 2737 ConditionState = SNOW 2738 Model = None 2739 TransitionKey = DOWN_DEFAULT 2740 End 2741 ConditionState = SNOW NIGHT 2742 Model = None 2743 TransitionKey = DOWN_DEFAULT 2744 End 2745 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2746 Model = UBBlackMkt_A4 2747 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2748 AnimationMode = MANUAL 2749 Flags = START_FRAME_LAST 2750 TransitionKey = UP_DAY 2751 End 2752 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2753 Model = UBBlackMkt_A4N 2754 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2755 AnimationMode = MANUAL 2756 Flags = START_FRAME_LAST 2757 TransitionKey = UP_NIGHT 2758 End 2759 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2760 Model = UBBlackMkt_A4S 2761 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2762 AnimationMode = MANUAL 2763 Flags = START_FRAME_LAST 2764 TransitionKey = UP_SNOW 2765 End 2766 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2767 Model = UBBlackMkt_A4SN 2768 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2769 AnimationMode = MANUAL 2770 Flags = START_FRAME_LAST 2771 TransitionKey = UP_SNOWNIGHT 2772 End 2773 TransitionState = DOWN_DEFAULT UP_DAY 2774 Model = UBBlackMkt_A4 2775 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2776 AnimationMode = ONCE 2777 AnimationSpeedFactorRange = 1.0 1.0 2778 Flags = START_FRAME_FIRST 2779 End 2780 TransitionState = DOWN_DEFAULT UP_NIGHT 2781 Model = UBBlackMkt_A4N 2782 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2783 AnimationMode = ONCE 2784 AnimationSpeedFactorRange = 1.0 1.0 2785 Flags = START_FRAME_FIRST 2786 End 2787 TransitionState = DOWN_DEFAULT UP_SNOW 2788 Model = UBBlackMkt_A4S 2789 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2790 AnimationMode = ONCE 2791 AnimationSpeedFactorRange = 1.0 1.0 2792 Flags = START_FRAME_FIRST 2793 End 2794 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2795 Model = UBBlackMkt_A4SN 2796 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2797 AnimationMode = ONCE 2798 AnimationSpeedFactorRange = 1.0 1.0 2799 Flags = START_FRAME_FIRST 2800 End 2801 TransitionState = UP_DAY DOWN_DEFAULT 2802 Model = UBBlackMkt_A4 2803 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2804 AnimationMode = ONCE_BACKWARDS 2805 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2806 Flags = START_FRAME_LAST 2807 End 2808 TransitionState = UP_NIGHT DOWN_DEFAULT 2809 Model = UBBlackMkt_A4N 2810 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2811 AnimationMode = ONCE_BACKWARDS 2812 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2813 Flags = START_FRAME_LAST 2814 End 2815 TransitionState = UP_SNOW DOWN_DEFAULT 2816 Model = UBBlackMkt_A4S 2817 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2818 AnimationMode = ONCE_BACKWARDS 2819 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2820 Flags = START_FRAME_LAST 2821 End 2822 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2823 Model = UBBlackMkt_A4SN 2824 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2825 AnimationMode = ONCE_BACKWARDS 2826 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2827 Flags = START_FRAME_LAST 2828 End 2829 End 2830 2831 ; ------------ under-construction scaffolding ----------------- 2832 Draw = W3DModelDraw ModuleTag_03 2833 AnimationsRequirePower = No 2834 MinLODRequired = MEDIUM 2835 DefaultConditionState 2836 Model = None 2837 TransitionKey = DOWN_DEFAULT 2838 End 2839 ConditionState = NIGHT 2840 Model = None 2841 TransitionKey = DOWN_DEFAULT 2842 End 2843 ConditionState = SNOW 2844 Model = None 2845 TransitionKey = DOWN_DEFAULT 2846 End 2847 ConditionState = SNOW NIGHT 2848 Model = None 2849 TransitionKey = DOWN_DEFAULT 2850 End 2851 ConditionState = PARTIALLY_CONSTRUCTED 2852 Model = UBBlackMkt_A6 2853 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2854 AnimationMode = MANUAL 2855 Flags = START_FRAME_LAST 2856 TransitionKey = UP_DAY 2857 ParticleSysBone = Dust01 BuildingDust 2858 ParticleSysBone = Smoke01 BuildUpSmoke 2859 ParticleSysBone = Smoke02 BuildUpSmoke 2860 ParticleSysBone = Smoke03 BuildUpSmoke 2861 ParticleSysBone = Smoke04 BuildUpSmoke 2862 End 2863 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 2864 Model = UBBlackMkt_A6N 2865 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2866 AnimationMode = MANUAL 2867 Flags = START_FRAME_LAST 2868 TransitionKey = UP_NIGHT 2869 ParticleSysBone = Dust01 BuildingDust 2870 ParticleSysBone = Smoke01 BuildUpSmoke 2871 ParticleSysBone = Smoke02 BuildUpSmoke 2872 ParticleSysBone = Smoke03 BuildUpSmoke 2873 ParticleSysBone = Smoke04 BuildUpSmoke 2874 End 2875 ConditionState = SNOW PARTIALLY_CONSTRUCTED 2876 Model = UBBlackMkt_A6S 2877 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2878 AnimationMode = MANUAL 2879 Flags = START_FRAME_LAST 2880 TransitionKey = UP_SNOW 2881 ParticleSysBone = Dust01 BuildingSnowDust 2882 ParticleSysBone = Smoke01 BuildUpSnowSmoke 2883 ParticleSysBone = Smoke02 BuildUpSnowSmoke 2884 ParticleSysBone = Smoke03 BuildUpSnowSmoke 2885 ParticleSysBone = Smoke04 BuildUpSnowSmoke 2886 End 2887 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 2888 Model = UBBlackMkt_A6SN 2889 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2890 AnimationMode = MANUAL 2891 Flags = START_FRAME_LAST 2892 TransitionKey = UP_SNOWNIGHT 2893 ParticleSysBone = Dust01 BuildingNightSnowDust 2894 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 2895 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 2896 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 2897 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 2898 End 2899 TransitionState = DOWN_DEFAULT UP_DAY 2900 Model = UBBlackMkt_A6 2901 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2902 AnimationMode = ONCE 2903 AnimationSpeedFactorRange = 1.0 1.0 2904 Flags = START_FRAME_FIRST 2905 End 2906 TransitionState = DOWN_DEFAULT UP_NIGHT 2907 Model = UBBlackMkt_A6N 2908 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2909 AnimationMode = ONCE 2910 AnimationSpeedFactorRange = 1.0 1.0 2911 Flags = START_FRAME_FIRST 2912 End 2913 TransitionState = DOWN_DEFAULT UP_SNOW 2914 Model = UBBlackMkt_A6S 2915 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2916 AnimationMode = ONCE 2917 AnimationSpeedFactorRange = 1.0 1.0 2918 Flags = START_FRAME_FIRST 2919 End 2920 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2921 Model = UBBlackMkt_A6SN 2922 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2923 AnimationMode = ONCE 2924 AnimationSpeedFactorRange = 1.0 1.0 2925 Flags = START_FRAME_FIRST 2926 End 2927 TransitionState = UP_DAY DOWN_DEFAULT 2928 Model = UBBlackMkt_A6 2929 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2930 AnimationMode = ONCE_BACKWARDS 2931 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2932 Flags = START_FRAME_LAST 2933 End 2934 TransitionState = UP_NIGHT DOWN_DEFAULT 2935 Model = UBBlackMkt_A6N 2936 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2937 AnimationMode = ONCE_BACKWARDS 2938 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2939 Flags = START_FRAME_LAST 2940 End 2941 TransitionState = UP_SNOW DOWN_DEFAULT 2942 Model = UBBlackMkt_A6S 2943 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2944 AnimationMode = ONCE_BACKWARDS 2945 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2946 Flags = START_FRAME_LAST 2947 End 2948 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2949 Model = UBBlackMkt_A6SN 2950 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2951 AnimationMode = ONCE_BACKWARDS 2952 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2953 Flags = START_FRAME_LAST 2954 End 2955 End 2956 PlacementViewAngle = -45 2957 2958 ; ***DESIGN parameters *** 2959 DisplayName = OBJECT:BlackMarket 2960 Side = GLAToxinGeneral 2961 EditorSorting = STRUCTURE 2962 Prerequisites 2963 Object = Chem_GLAPalace 2964 End 2965 BuildCost = 625 2966 BuildTime = 20.0 ; in seconds 2967 EnergyProduction = 0 2968 CommandSet = FakeGLABlackMarketCommandSet 2969 VisionRange = 200.0 ; Shroud clearing distance 2970 ShroudClearingRange = 200 2971 2972 WeaponSet 2973 Conditions = None 2974 Weapon = PRIMARY SuicideWeapon 2975 AutoChooseSources = PRIMARY None 2976 End 2977 2978 ArmorSet 2979 Conditions = None 2980 Armor = StructureArmor 2981 DamageFX = StructureDamageFXNoShake 2982 End 2983 ExperienceValue = 50 50 50 50 ; Experience point value at each level 2984 2985 ; *** AUDIO Parameters *** 2986 VoiceSelect = BlackMarketSelect 2987 SoundOnDamaged = BuildingDamagedStateLight 2988 SoundOnReallyDamaged = BuildingDestroy 2989 2990 UnitSpecificSounds 2991 UnderConstruction = UnderConstructionLoop 2992 End 2993 2994 ; *** ENGINEERING Parameters *** 2995 RadarPriority = STRUCTURE 2996 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 2997 Body = StructureBody ModuleTag_04 2998 MaxHealth = 125.0 2999 InitialHealth = 125.0 3000 3001 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3002 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3003 SubdualDamageCap = 325 3004 SubdualDamageHealRate = 500 3005 SubdualDamageHealAmount = 100 3006 End 3007 3008 Behavior = AIUpdateInterface ModuleTag_05 3009 AutoAcquireEnemiesWhenIdle = No 3010 End 3011 3012 Behavior = ProductionUpdate ModuleTag_06 3013 ; nothing 3014 End 3015 3016 Behavior = SlowDeathBehavior ModuleTag_07 3017 ExemptStatus = UNDER_CONSTRUCTION 3018 DestructionDelay = 0 3019 Weapon = FINAL FakeStructureDetonationWeapon 3020 End 3021 Behavior = DestroyDie ModuleTag_SlowDeathException 3022 RequiredStatus = UNDER_CONSTRUCTION 3023 End 3024 3025 Behavior = ReplaceObjectUpgrade ModuleTag_08 3026 ReplaceObject = Chem_GLABlackMarket 3027 TriggeredBy = Upgrade_BecomeRealGLABlackMarket 3028 End 3029 3030 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 3031 ConditionFlag = GARRISONED 3032 TriggeredBy = Upgrade_GLAFortifiedStructure 3033 End 3034 3035 Behavior = CreateObjectDie ModuleTag_09 3036 CreationList = OCL_ABPowerPlantExplode 3037 End 3038 Behavior = FXListDie ModuleTag_10 3039 DeathFX = FX_StructureSmallDeath 3040 End 3041 3042 Behavior = FlammableUpdate ModuleTag_12 3043 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3044 AflameDamageAmount = 5 ; taking this much damage... 3045 AflameDamageDelay = 500 ; this often. 3046 End 3047 3048 Behavior = TransitionDamageFX ModuleTag_13 3049 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 3050 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3051 ;--------------------------------------------------------------------------------------- 3052 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3053 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3054 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3055 End 3056 3057 Behavior = AutoDepositUpdate ModuleTag_FakeMoney 3058 DepositTiming = 2000 ; in milliseconds 3059 DepositAmount = 20 ; cash amount to deposit every DepositTiming 3060 InitialCaptureBonus = 0 ; no initial bonus 3061 ActualMoney = No ; Display only so I look like a BlackMarket 3062 End 3063 3064 Geometry = BOX 3065 GeometryMajorRadius = 35.0 3066 GeometryMinorRadius = 35.0 3067 GeometryHeight = 35.0 3068 GeometryIsSmall = No 3069 Shadow = SHADOW_VOLUME 3070 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 3071 ShadowSizeX = 108 3072 ShadowSizeY = 96 3073 BuildCompletion = PLACED_BY_PLAYER 3074 3075 End 3076 3077 ;------------------------------------------------------------------------------ 3078 Object Chem_GLAScudStorm 3079 3080 ; *** ART Parameters *** 3081 SelectPortrait = SUScudStorm_L 3082 ButtonImage = SUScudStorm 3083 Draw = W3DModelDraw ModuleTag_01 3084 OkToChangeModelColor = Yes 3085 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 3086 3087 ; day 3088 ConditionState = NONE ; lying around 3089 Model = UBScudStrm_A1 3090 Animation = UBScudStrm_A1.UBScudStrm_A1 3091 AnimationMode = MANUAL 3092 Flags = START_FRAME_FIRST 3093 WeaponLaunchBone = PRIMARY WeaponA 3094 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3095 TransitionKey = Trans_READY 3096 3097 ParticleSysBone = SteamM01 SteamLarge 3098 ParticleSysBone = SteamS01 SteamMedium 3099 End 3100 3101 TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up 3102 Model = UBScudStrm_A1 3103 Animation = UBScudStrm_A1.UBScudStrm_A1 3104 AnimationMode = ONCE 3105 Flags = MAINTAIN_FRAME_ACROSS_STATES 3106 WeaponLaunchBone = PRIMARY WeaponA 3107 3108 ParticleSysBone = SteamM01 SteamLarge 3109 ParticleSysBone = SteamS01 SteamMedium 3110 3111 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3112 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3113 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3114 End 3115 3116 ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot 3117 Model = UBScudStrm_A2 3118 Animation = UBScudStrm_A2.UBScudStrm_A2 3119 AnimationMode = MANUAL 3120 Flags = START_FRAME_FIRST 3121 WeaponLaunchBone = PRIMARY WeaponA 3122 TransitionKey = Trans_ATTACKING 3123 3124 ParticleSysBone = SteamM01 SteamLarge 3125 ParticleSysBone = SteamS01 SteamMedium 3126 3127 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3128 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3129 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3130 End 3131 AliasConditionState = ATTACKING FIRING_A 3132 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A 3133 3134 TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people 3135 Model = UBScudStrm_A3 3136 Animation = UBScudStrm_A3.UBScudStrm_A3 3137 AnimationMode = ONCE 3138 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3139 3140 ParticleSysBone = SteamM01 SteamVent 3141 ParticleSysBone = SteamS01 SteamVent 3142 End 3143 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3144 Model = UBScudStrm 3145 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3146 End 3147 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3148 Model = UBScudStrm_D 3149 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3150 End 3151 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 3152 Model = UBScudStrm_E 3153 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3154 End 3155 3156 ;------------------------------------------------------------------------------------------------------------------------- 3157 ; day 3158 ConditionState = DAMAGED 3159 Model = UBScudStrm_DA1 3160 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3161 AnimationMode = MANUAL 3162 Flags = START_FRAME_FIRST 3163 WeaponLaunchBone = PRIMARY WeaponA 3164 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3165 TransitionKey = Trans_READY_DAMAGED 3166 3167 ParticleSysBone = SteamM01 SteamLarge 3168 ParticleSysBone = SteamS01 SteamMedium 3169 End 3170 3171 TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED 3172 Model = UBScudStrm_DA1 3173 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3174 AnimationMode = ONCE 3175 Flags = MAINTAIN_FRAME_ACROSS_STATES 3176 WeaponLaunchBone = PRIMARY WeaponA 3177 3178 ParticleSysBone = SteamM01 SteamLarge 3179 ParticleSysBone = SteamS01 SteamMedium 3180 3181 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3182 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3183 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3184 End 3185 3186 ConditionState = ATTACKING DAMAGED 3187 Model = UBScudStrm_DA2 3188 Animation = UBScudStrm_DA2.UBScudStrm_DA2 3189 AnimationMode = MANUAL 3190 Flags = START_FRAME_FIRST 3191 WeaponLaunchBone = PRIMARY WeaponA 3192 TransitionKey = Trans_ATTACKING_DAMAGED 3193 3194 ParticleSysBone = SteamM01 SteamLarge 3195 ParticleSysBone = SteamS01 SteamMedium 3196 3197 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3198 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3199 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3200 End 3201 AliasConditionState = ATTACKING FIRING_A DAMAGED 3202 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED 3203 3204 TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED 3205 Model = UBScudStrm_DA3 3206 Animation = UBScudStrm_DA3.UBScudStrm_DA3 3207 AnimationMode = ONCE 3208 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3209 3210 ParticleSysBone = SteamM01 SteamVent 3211 ParticleSysBone = SteamS01 SteamVent 3212 End 3213 3214 ;------------------------------------------------------------------------------------------------------------------------- 3215 ConditionState = REALLYDAMAGED RUBBLE 3216 Model = UBScudStrm_EA1 3217 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3218 AnimationMode = MANUAL 3219 Flags = START_FRAME_FIRST 3220 WeaponLaunchBone = PRIMARY WeaponA 3221 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3222 TransitionKey = Trans_READY_REALLYDAMAGED 3223 3224 ParticleSysBone = SteamM01 SteamLarge 3225 ParticleSysBone = SteamS01 SteamMedium 3226 End 3227 3228 TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED 3229 Model = UBScudStrm_EA1 3230 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3231 AnimationMode = ONCE 3232 Flags = MAINTAIN_FRAME_ACROSS_STATES 3233 WeaponLaunchBone = PRIMARY WeaponA 3234 3235 ParticleSysBone = SteamM01 SteamLarge 3236 ParticleSysBone = SteamS01 SteamMedium 3237 3238 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3239 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3240 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3241 End 3242 3243 ConditionState = ATTACKING REALLYDAMAGED RUBBLE 3244 Model = UBScudStrm_EA2 3245 Animation = UBScudStrm_EA2.UBScudStrm_EA2 3246 AnimationMode = MANUAL 3247 Flags = START_FRAME_FIRST 3248 WeaponLaunchBone = PRIMARY WeaponA 3249 TransitionKey = Trans_ATTACKING_REALLYDAMAGED 3250 3251 ParticleSysBone = SteamM01 SteamLarge 3252 ParticleSysBone = SteamS01 SteamMedium 3253 3254 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3255 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3256 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3257 End 3258 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE 3259 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE 3260 3261 TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED 3262 Model = UBScudStrm_EA3 3263 Animation = UBScudStrm_EA3.UBScudStrm_EA3 3264 AnimationMode = ONCE 3265 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3266 3267 ParticleSysBone = SteamM01 SteamVent 3268 ParticleSysBone = SteamS01 SteamVent 3269 End 3270 3271 ;------------------------------------------------------------------------------------------------------------------------- 3272 ; SNOW 3273 ConditionState = SNOW ; from underground to lying around 3274 Model = UBScudStrm_A1S 3275 Animation = UBScudStrm_A1S.UBScudStrm_A1S 3276 AnimationMode = MANUAL 3277 Flags = START_FRAME_FIRST 3278 WeaponLaunchBone = PRIMARY WeaponA 3279 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3280 TransitionKey = Trans_READY_SNOW 3281 3282 ParticleSysBone = SteamM01 SteamLarge 3283 ParticleSysBone = SteamS01 SteamMedium 3284 End 3285 3286 TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW 3287 Model = UBScudStrm_A1S 3288 Animation = UBScudStrm_A1S.UBScudStrm_A1S 3289 AnimationMode = ONCE 3290 Flags = MAINTAIN_FRAME_ACROSS_STATES 3291 WeaponLaunchBone = PRIMARY WeaponA 3292 3293 ParticleSysBone = SteamM01 SteamLarge 3294 ParticleSysBone = SteamS01 SteamMedium 3295 3296 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3297 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3298 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3299 End 3300 3301 ConditionState = ATTACKING SNOW ; Projectile feedback code selectively hiding missiles as they shoot 3302 Model = UBScudStrm_A2S 3303 Animation = UBScudStrm_A2S.UBScudStrm_A2S 3304 AnimationMode = MANUAL 3305 Flags = START_FRAME_FIRST 3306 WeaponLaunchBone = PRIMARY WeaponA 3307 TransitionKey = Trans_ATTACKING_SNOW 3308 3309 ParticleSysBone = SteamM01 SteamLarge 3310 ParticleSysBone = SteamS01 SteamMedium 3311 3312 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3313 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3314 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3315 End 3316 AliasConditionState = ATTACKING FIRING_A SNOW 3317 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A SNOW 3318 3319 TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground 3320 Model = UBScudStrm_A3S 3321 Animation = UBScudStrm_A3S.UBScudStrm_A3S 3322 AnimationMode = ONCE 3323 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3324 3325 ParticleSysBone = SteamM01 SteamVent 3326 ParticleSysBone = SteamS01 SteamVent 3327 End 3328 3329 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 3330 Model = UBScudStrm 3331 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3332 End 3333 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 3334 Model = UBScudStrm_D 3335 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3336 End 3337 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 3338 Model = UBScudStrm_E 3339 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3340 End 3341 3342 ;------------------------------------------------------------------------------------------------------------------------- 3343 ConditionState = DAMAGED SNOW 3344 Model = UBScudStrm_DA1 3345 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3346 AnimationMode = MANUAL 3347 Flags = START_FRAME_FIRST 3348 WeaponLaunchBone = PRIMARY WeaponA 3349 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3350 TransitionKey = Trans_READY_DAMAGED_SNOW 3351 3352 ParticleSysBone = SteamM01 SteamLarge 3353 ParticleSysBone = SteamS01 SteamMedium 3354 End 3355 3356 TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW 3357 Model = UBScudStrm_DA1 3358 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3359 AnimationMode = ONCE 3360 Flags = MAINTAIN_FRAME_ACROSS_STATES 3361 WeaponLaunchBone = PRIMARY WeaponA 3362 3363 ParticleSysBone = SteamM01 SteamLarge 3364 ParticleSysBone = SteamS01 SteamMedium 3365 3366 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3367 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3368 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3369 End 3370 3371 ConditionState = ATTACKING DAMAGED SNOW 3372 Model = UBScudStrm_DA2 3373 Animation = UBScudStrm_DA2.UBScudStrm_DA2 3374 AnimationMode = MANUAL 3375 Flags = START_FRAME_FIRST 3376 WeaponLaunchBone = PRIMARY WeaponA 3377 TransitionKey = Trans_ATTACKING_DAMAGED_SNOW 3378 3379 ParticleSysBone = SteamM01 SteamLarge 3380 ParticleSysBone = SteamS01 SteamMedium 3381 3382 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3383 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3384 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3385 End 3386 AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW 3387 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW 3388 3389 TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW 3390 Model = UBScudStrm_DA3 3391 Animation = UBScudStrm_DA3.UBScudStrm_DA3 3392 AnimationMode = ONCE 3393 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3394 3395 ParticleSysBone = SteamM01 SteamVent 3396 ParticleSysBone = SteamS01 SteamVent 3397 End 3398 3399 ;------------------------------------------------------------------------------------------------------------------------- 3400 3401 ConditionState = REALLYDAMAGED RUBBLE SNOW 3402 Model = UBScudStrm_EA1 3403 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3404 AnimationMode = MANUAL 3405 Flags = START_FRAME_FIRST 3406 WeaponLaunchBone = PRIMARY WeaponA 3407 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3408 TransitionKey = Trans_READY_REALLYDAMAGED_SNOW 3409 3410 ParticleSysBone = SteamM01 SteamLarge 3411 ParticleSysBone = SteamS01 SteamMedium 3412 End 3413 3414 TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW 3415 Model = UBScudStrm_EA1 3416 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3417 AnimationMode = ONCE 3418 Flags = MAINTAIN_FRAME_ACROSS_STATES 3419 WeaponLaunchBone = PRIMARY WeaponA 3420 3421 ParticleSysBone = SteamM01 SteamLarge 3422 ParticleSysBone = SteamS01 SteamMedium 3423 3424 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3425 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3426 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3427 End 3428 3429 3430 ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW 3431 Model = UBScudStrm_EA2 3432 Animation = UBScudStrm_EA2.UBScudStrm_EA2 3433 AnimationMode = MANUAL 3434 Flags = START_FRAME_FIRST 3435 WeaponLaunchBone = PRIMARY WeaponA 3436 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW 3437 3438 ParticleSysBone = SteamM01 SteamLarge 3439 ParticleSysBone = SteamS01 SteamMedium 3440 3441 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3442 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3443 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3444 End 3445 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW 3446 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW 3447 3448 TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW 3449 Model = UBScudStrm_EA3 3450 Animation = UBScudStrm_EA3.UBScudStrm_EA3 3451 AnimationMode = ONCE 3452 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3453 3454 ParticleSysBone = SteamM01 SteamVent 3455 ParticleSysBone = SteamS01 SteamVent 3456 End 3457 3458 ;------------------------------------------------------------------------------------------------------------------------- 3459 ; NIGHT 3460 ConditionState = NIGHT ; from underground to lying around 3461 Model = UBScudStrm_A1 3462 Animation = UBScudStrm_A1.UBScudStrm_A1 3463 AnimationMode = MANUAL 3464 Flags = START_FRAME_FIRST 3465 WeaponLaunchBone = PRIMARY WeaponA 3466 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3467 TransitionKey = Trans_READY_NIGHT 3468 3469 ParticleSysBone = SteamM01 SteamLarge 3470 ParticleSysBone = SteamS01 SteamMedium 3471 End 3472 3473 TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT 3474 Model = UBScudStrm_A1 3475 Animation = UBScudStrm_A1.UBScudStrm_A1 3476 AnimationMode = ONCE 3477 Flags = MAINTAIN_FRAME_ACROSS_STATES 3478 WeaponLaunchBone = PRIMARY WeaponA 3479 3480 ParticleSysBone = SteamM01 SteamLarge 3481 ParticleSysBone = SteamS01 SteamMedium 3482 3483 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3484 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3485 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3486 End 3487 3488 ConditionState = ATTACKING NIGHT ; Projectile feedback code selectively hiding missiles as they shoot 3489 Model = UBScudStrm_A2 3490 Animation = UBScudStrm_A2.UBScudStrm_A2 3491 AnimationMode = MANUAL 3492 Flags = START_FRAME_FIRST 3493 WeaponLaunchBone = PRIMARY WeaponA 3494 TransitionKey = Trans_ATTACKING_NIGHT 3495 3496 ParticleSysBone = SteamM01 SteamLarge 3497 ParticleSysBone = SteamS01 SteamMedium 3498 3499 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3500 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3501 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3502 End 3503 AliasConditionState = ATTACKING FIRING_A NIGHT 3504 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT 3505 3506 TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground 3507 Model = UBScudStrm_A3 3508 Animation = UBScudStrm_A3.UBScudStrm_A3 3509 AnimationMode = ONCE 3510 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3511 3512 ParticleSysBone = SteamM01 SteamVent 3513 ParticleSysBone = SteamS01 SteamVent 3514 End 3515 3516 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 3517 Model = UBScudStrm 3518 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3519 End 3520 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 3521 Model = UBScudStrm_D 3522 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3523 End 3524 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 3525 Model = UBScudStrm_E 3526 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3527 End 3528 3529 ;------------------------------------------------------------------------------------------------------------------------- 3530 ConditionState = DAMAGED NIGHT 3531 Model = UBScudStrm_DA1N 3532 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3533 AnimationMode = MANUAL 3534 Flags = START_FRAME_FIRST 3535 WeaponLaunchBone = PRIMARY WeaponA 3536 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3537 TransitionKey = Trans_READY_DAMAGED_NIGHT 3538 3539 ParticleSysBone = SteamM01 SteamLarge 3540 ParticleSysBone = SteamS01 SteamMedium 3541 End 3542 3543 TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT 3544 Model = UBScudStrm_DA1N 3545 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3546 AnimationMode = ONCE 3547 Flags = MAINTAIN_FRAME_ACROSS_STATES 3548 WeaponLaunchBone = PRIMARY WeaponA 3549 3550 ParticleSysBone = SteamM01 SteamLarge 3551 ParticleSysBone = SteamS01 SteamMedium 3552 3553 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3554 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3555 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3556 End 3557 3558 ConditionState = ATTACKING DAMAGED NIGHT 3559 Model = UBScudStrm_DA2N 3560 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 3561 AnimationMode = MANUAL 3562 Flags = START_FRAME_FIRST 3563 WeaponLaunchBone = PRIMARY WeaponA 3564 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT 3565 3566 ParticleSysBone = SteamM01 SteamLarge 3567 ParticleSysBone = SteamS01 SteamMedium 3568 3569 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3570 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3571 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3572 End 3573 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED 3574 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED 3575 3576 TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT 3577 Model = UBScudStrm_DA3N 3578 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 3579 AnimationMode = ONCE 3580 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3581 3582 ParticleSysBone = SteamM01 SteamVent 3583 ParticleSysBone = SteamS01 SteamVent 3584 End 3585 3586 ;------------------------------------------------------------------------------------------------------------------------- 3587 3588 ConditionState = REALLYDAMAGED RUBBLE NIGHT 3589 Model = UBScudStrm_EA1N 3590 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3591 AnimationMode = MANUAL 3592 Flags = START_FRAME_FIRST 3593 WeaponLaunchBone = PRIMARY WeaponA 3594 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3595 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT 3596 3597 ParticleSysBone = SteamM01 SteamLarge 3598 ParticleSysBone = SteamS01 SteamMedium 3599 End 3600 3601 TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT 3602 Model = UBScudStrm_EA1N 3603 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3604 AnimationMode = ONCE 3605 Flags = MAINTAIN_FRAME_ACROSS_STATES 3606 WeaponLaunchBone = PRIMARY WeaponA 3607 3608 ParticleSysBone = SteamM01 SteamLarge 3609 ParticleSysBone = SteamS01 SteamMedium 3610 3611 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3612 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3613 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3614 End 3615 3616 3617 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT 3618 Model = UBScudStrm_EA2N 3619 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 3620 AnimationMode = MANUAL 3621 Flags = START_FRAME_FIRST 3622 WeaponLaunchBone = PRIMARY WeaponA 3623 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT 3624 3625 ParticleSysBone = SteamM01 SteamLarge 3626 ParticleSysBone = SteamS01 SteamMedium 3627 3628 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3629 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3630 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3631 End 3632 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE 3633 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE 3634 3635 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT 3636 Model = UBScudStrm_EA3N 3637 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 3638 AnimationMode = ONCE 3639 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3640 3641 ParticleSysBone = SteamM01 SteamVent 3642 ParticleSysBone = SteamS01 SteamVent 3643 End 3644 3645 ;------------------------------------------------------------------------------------------------------------------------- 3646 ; NIGHT SNOW 3647 ConditionState = NIGHT SNOW ; from underground to lying around 3648 Model = UBScudStrm_A1NS 3649 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 3650 AnimationMode = MANUAL 3651 Flags = START_FRAME_FIRST 3652 WeaponLaunchBone = PRIMARY WeaponA 3653 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3654 TransitionKey = Trans_READY_NIGHTSNOW 3655 3656 ParticleSysBone = SteamM01 SteamLarge 3657 ParticleSysBone = SteamS01 SteamMedium 3658 End 3659 3660 TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW 3661 Model = UBScudStrm_A1NS 3662 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 3663 AnimationMode = ONCE 3664 Flags = MAINTAIN_FRAME_ACROSS_STATES 3665 WeaponLaunchBone = PRIMARY WeaponA 3666 3667 ParticleSysBone = SteamM01 SteamLarge 3668 ParticleSysBone = SteamS01 SteamMedium 3669 3670 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3671 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3672 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3673 End 3674 3675 ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot 3676 Model = UBScudStrm_A2NS 3677 Animation = UBScudStrm_A2NS.UBScudStrm_A2NS 3678 AnimationMode = MANUAL 3679 Flags = START_FRAME_FIRST 3680 WeaponLaunchBone = PRIMARY WeaponA 3681 TransitionKey = Trans_ATTACKING_NIGHTSNOW 3682 3683 ParticleSysBone = SteamM01 SteamLarge 3684 ParticleSysBone = SteamS01 SteamMedium 3685 3686 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3687 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3688 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3689 End 3690 AliasConditionState = ATTACKING FIRING_A NIGHT SNOW 3691 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW 3692 3693 TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground 3694 Model = UBScudStrm_A3NS 3695 Animation = UBScudStrm_A3NS.UBScudStrm_A3NS 3696 AnimationMode = ONCE 3697 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3698 3699 ParticleSysBone = SteamM01 SteamVent 3700 ParticleSysBone = SteamS01 SteamVent 3701 End 3702 3703 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 3704 Model = UBScudStrm 3705 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3706 End 3707 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 3708 Model = UBScudStrm_D 3709 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3710 End 3711 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 3712 Model = UBScudStrm_E 3713 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3714 End 3715 3716 ;------------------------------------------------------------------------------------------------------------------------- 3717 ConditionState = DAMAGED NIGHT SNOW 3718 Model = UBScudStrm_DA1N 3719 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3720 AnimationMode = MANUAL 3721 Flags = START_FRAME_FIRST 3722 WeaponLaunchBone = PRIMARY WeaponA 3723 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3724 TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW 3725 3726 ParticleSysBone = SteamM01 SteamLarge 3727 ParticleSysBone = SteamS01 SteamMedium 3728 End 3729 3730 TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW 3731 Model = UBScudStrm_DA1N 3732 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3733 AnimationMode = ONCE 3734 Flags = MAINTAIN_FRAME_ACROSS_STATES 3735 WeaponLaunchBone = PRIMARY WeaponA 3736 3737 ParticleSysBone = SteamM01 SteamLarge 3738 ParticleSysBone = SteamS01 SteamMedium 3739 3740 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3741 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3742 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3743 End 3744 3745 ConditionState = ATTACKING DAMAGED NIGHT SNOW 3746 Model = UBScudStrm_DA2N 3747 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 3748 AnimationMode = MANUAL 3749 Flags = START_FRAME_FIRST 3750 WeaponLaunchBone = PRIMARY WeaponA 3751 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW 3752 3753 ParticleSysBone = SteamM01 SteamLarge 3754 ParticleSysBone = SteamS01 SteamMedium 3755 3756 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3757 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3758 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3759 End 3760 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW 3761 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW 3762 3763 TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW 3764 Model = UBScudStrm_DA3N 3765 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 3766 AnimationMode = ONCE 3767 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3768 3769 ParticleSysBone = SteamM01 SteamVent 3770 ParticleSysBone = SteamS01 SteamVent 3771 End 3772 3773 ;------------------------------------------------------------------------------------------------------------------------- 3774 3775 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 3776 Model = UBScudStrm_EA1N 3777 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3778 AnimationMode = MANUAL 3779 Flags = START_FRAME_FIRST 3780 WeaponLaunchBone = PRIMARY WeaponA 3781 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3782 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW 3783 3784 ParticleSysBone = SteamM01 SteamLarge 3785 ParticleSysBone = SteamS01 SteamMedium 3786 End 3787 3788 TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 3789 Model = UBScudStrm_EA1N 3790 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3791 AnimationMode = ONCE 3792 Flags = MAINTAIN_FRAME_ACROSS_STATES 3793 WeaponLaunchBone = PRIMARY WeaponA 3794 3795 ParticleSysBone = SteamM01 SteamLarge 3796 ParticleSysBone = SteamS01 SteamMedium 3797 3798 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3799 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3800 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3801 End 3802 3803 3804 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW 3805 Model = UBScudStrm_EA2N 3806 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 3807 AnimationMode = MANUAL 3808 Flags = START_FRAME_FIRST 3809 WeaponLaunchBone = PRIMARY WeaponA 3810 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 3811 3812 ParticleSysBone = SteamM01 SteamLarge 3813 ParticleSysBone = SteamS01 SteamMedium 3814 3815 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3816 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3817 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3818 End 3819 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW 3820 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW 3821 3822 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW 3823 Model = UBScudStrm_EA3N 3824 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 3825 AnimationMode = ONCE 3826 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3827 3828 ParticleSysBone = SteamM01 SteamVent 3829 ParticleSysBone = SteamS01 SteamVent 3830 End 3831 3832 3833 ConditionState = SOLD 3834 Model = NONE 3835 End 3836 AliasConditionState = SOLD DAMAGED 3837 AliasConditionState = SOLD REALLYDAMAGED 3838 AliasConditionState = SOLD SNOW 3839 AliasConditionState = SOLD DAMAGED SNOW 3840 AliasConditionState = SOLD REALLYDAMAGED SNOW 3841 AliasConditionState = SOLD NIGHT 3842 AliasConditionState = SOLD DAMAGED NIGHT 3843 AliasConditionState = SOLD REALLYDAMAGED NIGHT 3844 AliasConditionState = SOLD NIGHT SNOW 3845 AliasConditionState = SOLD DAMAGED NIGHT SNOW 3846 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 3847 End 3848 3849 ;------------------------------------------------------------------------------------------------------------------------- 3850 ;------------------------------------------------------------------------------------------------------------------------- 3851 ;------------------------------------------------------------------------------------------------------------------------- 3852 Draw = W3DModelDraw ModuleTag_02 3853 OkToChangeModelColor = Yes 3854 3855 ConditionState = None 3856 Model = UBScudStrm_A5 3857 Animation = UBScudStrm_A5.UBScudStrm_A5 3858 AnimationMode = MANUAL 3859 Flags = START_FRAME_FIRST 3860 End 3861 3862 ConditionState = SOLD 3863 Model = NONE 3864 End 3865 ConditionState = SOLD SNOW 3866 Model = NONE 3867 End 3868 ConditionState = SOLD NIGHT 3869 Model = NONE 3870 End 3871 ConditionState = SOLD NIGHT SNOW 3872 Model = NONE 3873 End 3874 3875 ConditionState = PREATTACK_A ATTACKING 3876 Model = UBScudStrm_A5 3877 Animation = UBScudStrm_A5.UBScudStrm_A5 3878 AnimationMode = LOOP 3879 Flags = START_FRAME_FIRST 3880 End 3881 3882 ConditionState = ATTACKING 3883 Model = UBScudStrm_A5 3884 Animation = UBScudStrm_A5.UBScudStrm_A5 3885 AnimationMode = LOOP 3886 Flags = START_FRAME_FIRST 3887 End 3888 3889 ;These assets are missing (KM: removed to get rid of assert) 3890 ;ConditionState = DAMAGED 3891 ; Model = UBScudStrm_DA5 3892 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 3893 ; AnimationMode = MANUAL 3894 ; Flags = START_FRAME_FIRST 3895 ;End 3896 3897 ;These assets are missing (KM: removed to get rid of assert) 3898 ;ConditionState = PREATTACK_A ATTACKING DAMAGED 3899 ; Model = UBScudStrm_DA5 3900 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 3901 ; AnimationMode = LOOP 3902 ; Flags = START_FRAME_FIRST 3903 ;End 3904 3905 ;These assets are missing (KM: removed to get rid of assert) 3906 ;ConditionState = ATTACKING DAMAGED 3907 ; Model = UBScudStrm_DA5 3908 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 3909 ; AnimationMode = LOOP 3910 ; Flags = START_FRAME_FIRST 3911 ;End 3912 3913 ;These assets are missing (KM: removed to get rid of assert) 3914 ;ConditionState = REALLYDAMAGED 3915 ; Model = UBScudStrm_EA5 3916 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 3917 ; AnimationMode = MANUAL 3918 ; Flags = START_FRAME_FIRST 3919 ;End 3920 3921 ;These assets are missing (KM: removed to get rid of assert) 3922 ;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED 3923 ; Model = UBScudStrm_EA5 3924 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 3925 ; AnimationMode = LOOP 3926 ; Flags = START_FRAME_FIRST 3927 ;End 3928 3929 ;These assets are missing (KM: removed to get rid of assert) 3930 ;ConditionState = ATTACKING REALLYDAMAGED 3931 ; Model = UBScudStrm_EA5 3932 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 3933 ; AnimationMode = LOOP 3934 ; Flags = START_FRAME_FIRST 3935 ;End 3936 3937 End 3938 3939 Draw = W3DModelDraw ModuleTag_03 3940 OkToChangeModelColor = Yes 3941 3942 ConditionState = None 3943 Model = UBScudStrm_A6 3944 Animation = UBScudStrm_A6.UBScudStrm_A6 3945 AnimationMode = LOOP 3946 Flags = MAINTAIN_FRAME_ACROSS_STATES 3947 End 3948 3949 ConditionState = DAMAGED 3950 Model = UBScudStrm_DA6 3951 Animation = UBScudStrm_DA6.UBScudStrm_DA6 3952 AnimationMode = LOOP 3953 Flags = MAINTAIN_FRAME_ACROSS_STATES 3954 End 3955 3956 ConditionState = REALLYDAMAGED RUBBLE 3957 Model = UBScudStrm_EA6 3958 Animation = UBScudStrm_EA6.UBScudStrm_EA6 3959 AnimationMode = LOOP 3960 Flags = MAINTAIN_FRAME_ACROSS_STATES 3961 End 3962 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3963 Model = UBScudStrm_A6 3964 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3965 End 3966 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3967 3968 Model = UBScudStrm_DA6 3969 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3970 End 3971 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 3972 Model = UBScudStrm_EA6 3973 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3974 End 3975 3976 ConditionState = SOLD 3977 Model = NONE 3978 End 3979 ConditionState = SOLD SNOW 3980 Model = NONE 3981 End 3982 ConditionState = SOLD NIGHT 3983 Model = NONE 3984 End 3985 ConditionState = SOLD NIGHT SNOW 3986 Model = NONE 3987 End 3988 3989 End 3990 3991 Draw = W3DModelDraw ModuleTag_04 3992 OkToChangeModelColor = Yes 3993 3994 ConditionState = None 3995 Model = UBScudStrm_F 3996 Animation = UBScudStrm_F.UBScudStrm_F 3997 AnimationMode = LOOP 3998 Flags = MAINTAIN_FRAME_ACROSS_STATES 3999 End 4000 4001 ConditionState = DAMAGED 4002 Model = UBScudStrm_DF 4003 Animation = UBScudStrm_DF.UBScudStrm_DF 4004 AnimationMode = LOOP 4005 Flags = MAINTAIN_FRAME_ACROSS_STATES 4006 End 4007 4008 ConditionState = REALLYDAMAGED RUBBLE 4009 Model = UBScudStrm_EF 4010 Animation = UBScudStrm_EF.UBScudStrm_EF 4011 AnimationMode = LOOP 4012 Flags = MAINTAIN_FRAME_ACROSS_STATES 4013 End 4014 4015 ConditionState = SOLD 4016 Model = NONE 4017 End 4018 AliasConditionState = SOLD DAMAGED 4019 AliasConditionState = SOLD REALLYDAMAGED 4020 AliasConditionState = SOLD SNOW 4021 AliasConditionState = SOLD DAMAGED SNOW 4022 AliasConditionState = SOLD REALLYDAMAGED SNOW 4023 AliasConditionState = SOLD NIGHT 4024 AliasConditionState = SOLD DAMAGED NIGHT 4025 AliasConditionState = SOLD REALLYDAMAGED NIGHT 4026 AliasConditionState = SOLD NIGHT SNOW 4027 AliasConditionState = SOLD DAMAGED NIGHT SNOW 4028 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 4029 End 4030 4031 ; ------------ construction-zone fence ----------------- 4032 Draw = W3DModelDraw ModuleTag_05 4033 AnimationsRequirePower = No 4034 DefaultConditionState 4035 Model = None 4036 TransitionKey = DOWN_DEFAULT 4037 End 4038 ConditionState = NIGHT 4039 Model = None 4040 TransitionKey = DOWN_DEFAULT 4041 End 4042 ConditionState = SNOW 4043 Model = None 4044 TransitionKey = DOWN_DEFAULT 4045 End 4046 ConditionState = SNOW NIGHT 4047 Model = None 4048 TransitionKey = DOWN_DEFAULT 4049 End 4050 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4051 Model = UBScudStrm_AB 4052 Animation = UBScudStrm_AB.UBScudStrm_AB 4053 AnimationMode = MANUAL 4054 Flags = START_FRAME_LAST 4055 TransitionKey = UP_DAY 4056 End 4057 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4058 Model = UBScudStrm_ABN 4059 Animation = UBScudStrm_ABN.UBScudStrm_ABN 4060 AnimationMode = MANUAL 4061 Flags = START_FRAME_LAST 4062 TransitionKey = UP_NIGHT 4063 End 4064 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4065 Model = UBScudStrm_ABS 4066 Animation = UBScudStrm_ABS.UBScudStrm_ABS 4067 AnimationMode = MANUAL 4068 Flags = START_FRAME_LAST 4069 TransitionKey = UP_SNOW 4070 End 4071 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4072 Model = UBScudStrm_ABSN 4073 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 4074 AnimationMode = MANUAL 4075 Flags = START_FRAME_LAST 4076 TransitionKey = UP_SNOWNIGHT 4077 End 4078 TransitionState = DOWN_DEFAULT UP_DAY 4079 Model = UBScudStrm_AB 4080 Animation = UBScudStrm_AB.UBScudStrm_AB 4081 AnimationMode = ONCE 4082 AnimationSpeedFactorRange = 1.0 1.0 4083 Flags = START_FRAME_FIRST 4084 End 4085 TransitionState = DOWN_DEFAULT UP_NIGHT 4086 Model = UBScudStrm_ABN 4087 Animation = UBScudStrm_ABN.UBScudStrm_ABN 4088 AnimationMode = ONCE 4089 AnimationSpeedFactorRange = 1.0 1.0 4090 Flags = START_FRAME_FIRST 4091 End 4092 TransitionState = DOWN_DEFAULT UP_SNOW 4093 Model = UBScudStrm_ABS 4094 Animation = UBScudStrm_ABS.UBScudStrm_ABS 4095 AnimationMode = ONCE 4096 AnimationSpeedFactorRange = 1.0 1.0 4097 Flags = START_FRAME_FIRST 4098 End 4099 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4100 Model = UBScudStrm_ABSN 4101 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 4102 AnimationMode = ONCE 4103 AnimationSpeedFactorRange = 1.0 1.0 4104 Flags = START_FRAME_FIRST 4105 End 4106 TransitionState = UP_DAY DOWN_DEFAULT 4107 Model = UBScudStrm_AB 4108 Animation = UBScudStrm_AB.UBScudStrm_AB 4109 AnimationMode = ONCE_BACKWARDS 4110 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4111 Flags = START_FRAME_LAST 4112 End 4113 TransitionState = UP_NIGHT DOWN_DEFAULT 4114 Model = UBScudStrm_ABN 4115 Animation = UBScudStrm_ABN.UBScudStrm_ABN 4116 AnimationMode = ONCE_BACKWARDS 4117 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4118 Flags = START_FRAME_LAST 4119 End 4120 TransitionState = UP_SNOW DOWN_DEFAULT 4121 Model = UBScudStrm_ABS 4122 Animation = UBScudStrm_ABS.UBScudStrm_ABS 4123 AnimationMode = ONCE_BACKWARDS 4124 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4125 Flags = START_FRAME_LAST 4126 End 4127 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4128 Model = UBScudStrm_ABSN 4129 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 4130 AnimationMode = ONCE_BACKWARDS 4131 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4132 Flags = START_FRAME_LAST 4133 End 4134 End 4135 4136 ; ------------ under-construction scaffolding ----------------- 4137 Draw = W3DModelDraw ModuleTag_06 4138 AnimationsRequirePower = No 4139 MinLODRequired = MEDIUM 4140 DefaultConditionState 4141 Model = None 4142 TransitionKey = DOWN_DEFAULT 4143 End 4144 ConditionState = NIGHT 4145 Model = None 4146 TransitionKey = DOWN_DEFAULT 4147 End 4148 ConditionState = SNOW 4149 Model = None 4150 TransitionKey = DOWN_DEFAULT 4151 End 4152 ConditionState = SNOW NIGHT 4153 Model = None 4154 TransitionKey = DOWN_DEFAULT 4155 End 4156 ConditionState = PARTIALLY_CONSTRUCTED 4157 Model = UBScudStrm_AC 4158 Animation = UBScudStrm_AC.UBScudStrm_AC 4159 AnimationMode = MANUAL 4160 Flags = START_FRAME_LAST 4161 TransitionKey = UP_DAY 4162 ParticleSysBone = Dust01 BuildingDust 4163 ParticleSysBone = Smoke01 BuildUpSmoke 4164 ParticleSysBone = Smoke02 BuildUpSmoke 4165 ParticleSysBone = Smoke03 BuildUpSmoke 4166 ParticleSysBone = Smoke04 BuildUpSmoke 4167 End 4168 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 4169 Model = UBScudStrm_ACN 4170 Animation = UBScudStrm_ACN.UBScudStrm_ACN 4171 AnimationMode = MANUAL 4172 Flags = START_FRAME_LAST 4173 TransitionKey = UP_NIGHT 4174 ParticleSysBone = Dust01 BuildingDust 4175 ParticleSysBone = Smoke01 BuildUpSmoke 4176 ParticleSysBone = Smoke02 BuildUpSmoke 4177 ParticleSysBone = Smoke03 BuildUpSmoke 4178 ParticleSysBone = Smoke04 BuildUpSmoke 4179 End 4180 ConditionState = SNOW PARTIALLY_CONSTRUCTED 4181 Model = UBScudStrm_ACS 4182 Animation = UBScudStrm_ACS.UBScudStrm_ACS 4183 AnimationMode = MANUAL 4184 Flags = START_FRAME_LAST 4185 TransitionKey = UP_SNOW 4186 ParticleSysBone = Dust01 BuildingSnowDust 4187 ParticleSysBone = Smoke01 BuildUpSnowSmoke 4188 ParticleSysBone = Smoke02 BuildUpSnowSmoke 4189 ParticleSysBone = Smoke03 BuildUpSnowSmoke 4190 ParticleSysBone = Smoke04 BuildUpSnowSmoke 4191 End 4192 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 4193 Model = UBScudStrm_ACSN 4194 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 4195 AnimationMode = MANUAL 4196 Flags = START_FRAME_LAST 4197 TransitionKey = UP_SNOWNIGHT 4198 ParticleSysBone = Dust01 BuildingNightSnowDust 4199 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 4200 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 4201 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 4202 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 4203 End 4204 TransitionState = DOWN_DEFAULT UP_DAY 4205 Model = UBScudStrm_AC 4206 Animation = UBScudStrm_AC.UBScudStrm_AC 4207 AnimationMode = ONCE 4208 AnimationSpeedFactorRange = 1.0 1.0 4209 Flags = START_FRAME_FIRST 4210 End 4211 TransitionState = DOWN_DEFAULT UP_NIGHT 4212 Model = UBScudStrm_ACN 4213 Animation = UBScudStrm_ACN.UBScudStrm_ACN 4214 AnimationMode = ONCE 4215 AnimationSpeedFactorRange = 1.0 1.0 4216 Flags = START_FRAME_FIRST 4217 End 4218 TransitionState = DOWN_DEFAULT UP_SNOW 4219 Model = UBScudStrm_ACS 4220 Animation = UBScudStrm_ACS.UBScudStrm_ACS 4221 AnimationMode = ONCE 4222 AnimationSpeedFactorRange = 1.0 1.0 4223 Flags = START_FRAME_FIRST 4224 End 4225 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4226 Model = UBScudStrm_ACSN 4227 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 4228 AnimationMode = ONCE 4229 AnimationSpeedFactorRange = 1.0 1.0 4230 Flags = START_FRAME_FIRST 4231 End 4232 TransitionState = UP_DAY DOWN_DEFAULT 4233 Model = UBScudStrm_AC 4234 Animation = UBScudStrm_AC.UBScudStrm_AC 4235 AnimationMode = ONCE_BACKWARDS 4236 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4237 Flags = START_FRAME_LAST 4238 End 4239 TransitionState = UP_NIGHT DOWN_DEFAULT 4240 Model = UBScudStrm_ACN 4241 Animation = UBScudStrm_ACN.UBScudStrm_ACN 4242 AnimationMode = ONCE_BACKWARDS 4243 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4244 Flags = START_FRAME_LAST 4245 End 4246 TransitionState = UP_SNOW DOWN_DEFAULT 4247 Model = UBScudStrm_ACS 4248 Animation = UBScudStrm_ACS.UBScudStrm_ACS 4249 AnimationMode = ONCE_BACKWARDS 4250 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4251 Flags = START_FRAME_LAST 4252 End 4253 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4254 Model = UBScudStrm_ACSN 4255 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 4256 AnimationMode = ONCE_BACKWARDS 4257 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4258 Flags = START_FRAME_LAST 4259 End 4260 End 4261 4262 PlacementViewAngle = -45 4263 4264 ; ***DESIGN parameters *** 4265 DisplayName = OBJECT:ScudStorm 4266 Side = GLAToxinGeneral 4267 EditorSorting = STRUCTURE 4268 Prerequisites 4269 Object = Chem_GLAPalace 4270 End 4271 BuildCost = 5000 4272 BuildTime = 60.0 ; in seconds 4273 EnergyProduction = 0 4274 CommandSet = Chem_GLAScudStormCommandSet 4275 VisionRange = 200.0 ; Shroud clearing distance 4276 ShroudClearingRange = 200 4277 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 4278 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 4279 WeaponSet 4280 Conditions = None 4281 Weapon = PRIMARY Chem_ScudStormWeapon 4282 AutoChooseSources = PRIMARY NONE 4283 End 4284 ArmorSet 4285 Conditions = None 4286 Armor = StructureArmorTough 4287 DamageFX = StructureDamageFXNoShake 4288 End 4289 ExperienceValue = 400 400 400 400 ; Experience point value at each level 4290 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 4291 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 4292 4293 ; *** AUDIO Parameters *** 4294 VoiceSelect = ScudStormSelect 4295 SoundOnDamaged = BuildingDamagedStateLight 4296 SoundOnReallyDamaged = BuildingDestroy 4297 4298 UnitSpecificSounds 4299 UnderConstruction = UnderConstructionLoop 4300 End 4301 4302 UnitSpecificSounds 4303 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4304 TurretMoveStart = NoSound 4305 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 4306 End 4307 4308 ; *** ENGINEERING Parameters *** 4309 RadarPriority = STRUCTURE 4310 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON 4311 Body = StructureBody ModuleTag_07 4312 MaxHealth = 4000.0 4313 InitialHealth = 4000.0 4314 4315 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4316 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4317 SubdualDamageCap = 4200 4318 SubdualDamageHealRate = 500 4319 SubdualDamageHealAmount = 100 4320 End 4321 Behavior = RebuildHoleExposeDie ModuleTag_08 4322 HoleName = GLAHoleScudStorm 4323 HoleMaxHealth = 500.0 4324 End 4325 4326 Behavior = AIUpdateInterface ModuleTag_09 4327 End 4328 4329 Behavior = OCLSpecialPower ModuleTag_10 4330 SpecialPowerTemplate = SuperweaponScudStorm 4331 OCL = SUPERWEAPON_ScudStorm 4332 End 4333 Behavior = SpecialPowerCreate ModuleTag_11 4334 ;nothing 4335 End 4336 4337 Behavior = DestroyDie ModuleTag_12 4338 ;nothing 4339 End 4340 Behavior = CreateObjectDie ModuleTag_13 4341 CreationList = OCL_PoisonFieldMedium 4342 ExemptStatus = UNDER_CONSTRUCTION 4343 End 4344 Behavior = FXListDie ModuleTag_14 4345 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 4346 ExemptStatus = UNDER_CONSTRUCTION 4347 End 4348 4349 Behavior = FlammableUpdate ModuleTag_16 4350 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4351 AflameDamageAmount = 5 ; taking this much damage... 4352 AflameDamageDelay = 500 ; this often. 4353 End 4354 4355 Behavior = RadiusDecalUpdate ModuleTag_17 4356 ; nothing 4357 End 4358 4359 Behavior = TransitionDamageFX ModuleTag_18 4360 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 4361 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4362 ;--------------------------------------------------------------------------------------- 4363 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4364 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 4365 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 4366 End 4367 4368 Behavior = FXListDie ModuleTag_19 4369 DeathFX = FX_BuildingDie 4370 End 4371 4372 Geometry = BOX 4373 GeometryMajorRadius = 71.0 4374 GeometryMinorRadius = 67.0 4375 GeometryHeight = 25.0 4376 GeometryIsSmall = No 4377 Shadow = SHADOW_VOLUME 4378 BuildCompletion = PLACED_BY_PLAYER 4379 4380 End 4381 4382 4383 4384 ;------------------------------------------------------------------------------ 4385 ;GLA Chem Trap 4386 4387 Object Chem_GLADemoTrap 4388 4389 ; *** ART Parameters *** 4390 SelectPortrait = SSHideBomb 4391 ButtonImage = SSHideBomb 4392 Draw = W3DModelDraw ModuleTag_01 4393 OkToChangeModelColor = Yes 4394 DefaultConditionState 4395 Model = EXHideBomb 4396 End 4397 AliasConditionState = DAMAGED 4398 AliasConditionState = REALLYDAMAGED 4399 AliasConditionState = RUBBLE 4400 AliasConditionState = NIGHT 4401 AliasConditionState = SNOW 4402 AliasConditionState = NIGHT SNOW 4403 AliasConditionState = NIGHT DAMAGED 4404 AliasConditionState = SNOW DAMAGED 4405 AliasConditionState = NIGHT SNOW DAMAGED 4406 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 4407 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 4408 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 4409 4410 ;************************************************************************************************************************** 4411 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4412 ;for this draw module 4413 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4414 Model = EXHideBomb 4415 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4416 End 4417 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4418 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4419 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4420 4421 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4422 Model = EXHideBomb 4423 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4424 End 4425 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 4426 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 4427 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 4428 4429 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4430 Model = EXHideBomb 4431 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4432 End 4433 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 4434 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 4435 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 4436 4437 ConditionState = AWAITING_CONSTRUCTION 4438 Model = NONE 4439 End 4440 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4441 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4442 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4443 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4444 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4445 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4446 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4447 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4448 AliasConditionState = SOLD DAMAGED 4449 AliasConditionState = SOLD REALLYDAMAGED 4450 AliasConditionState = SOLD NIGHT 4451 AliasConditionState = SOLD NIGHT DAMAGED 4452 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4453 AliasConditionState = SOLD NIGHT SNOW 4454 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4455 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4456 ;************************************************************************************************************************** 4457 4458 4459 End 4460 PlacementViewAngle = -45 4461 4462 ; ***DESIGN parameters *** 4463 DisplayName = OBJECT:DemoTrap 4464 Side = GLAToxinGeneral 4465 EditorSorting = STRUCTURE 4466 Prerequisites 4467 Object = Chem_GLAArmsDealer 4468 End 4469 BuildCost = 600 4470 BuildTime = 8.0 ; in seconds 4471 EnergyProduction = 0 4472 VisionRange = 150.0 ; Shroud clearing distance 4473 ShroudClearingRange = 150.0 ; Shroud clearing distance 4474 ExperienceValue = 50 50 50 50 ; Experience point value at each level 4475 4476 WeaponSet 4477 ;The weapon set is used to determine detonation mode 4478 Conditions = None 4479 Weapon = PRIMARY DummyWeapon ;Used for mode matching only (when to detonate) 4480 Weapon = SECONDARY DummyWeapon ;Used for mode matching only (when to detonate) 4481 Weapon = TERTIARY DummyWeapon ;Used for mode matching only (when to detonate) 4482 AutoChooseSources = PRIMARY NONE 4483 AutoChooseSources = SECONDARY NONE 4484 AutoChooseSources = TERTIARY NONE 4485 End 4486 ArmorSet 4487 Conditions = None 4488 Armor = StructureArmor 4489 DamageFX = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent 4490 End 4491 4492 CommandSet = GLADemoTrapCommandSet 4493 4494 ; *** AUDIO Parameters *** 4495 VoiceSelect = UndergroundGeneratorSelect 4496 SoundOnDamaged = NoSound 4497 SoundOnReallyDamaged = NoSound 4498 4499 UnitSpecificSounds 4500 UnderConstruction = UnderConstructionLoop 4501 End 4502 4503 ; *** ENGINEERING Parameters *** 4504 RadarPriority = STRUCTURE 4505 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE DEMOTRAP 4506 Body = StructureBody ModuleTag_02 4507 MaxHealth = 100.0 4508 InitialHealth = 100.0 4509 End 4510 4511 Behavior = StealthUpdate ModuleTag_03 4512 StealthDelay = 0 ; msec 4513 StealthForbiddenConditions = NONE 4514 FriendlyOpacityMin = 100.0% 4515 OrderIdleEnemiesToAttackMeUponReveal = Yes 4516 End 4517 4518 Behavior = DemoTrapUpdate ModuleTag_04 4519 DefaultProximityMode = Yes ;If yes, defaults to proximity mode, otherwise defaults to manual. 4520 DetonationWeaponSlot = PRIMARY ;The slot the weapon is in when it detonates. 4521 ProximityModeWeaponSlot = SECONDARY ;The slot proximity mode is determined by (bogus weapon) 4522 ManualModeWeaponSlot = TERTIARY ;The slot manual mode is determined by (bogus weapon) 4523 TriggerDetonationRange = 40.0 ;Detonation range when in proximity mode (and must be on ground) 4524 IgnoreTargetTypes = PROJECTILE UNATTACKABLE 4525 AutoDetonationWithFriendsInvolved = Yes ;GLA are low tech 4526 DetonateWhenKilled = Yes 4527 End 4528 4529 Behavior = SlowDeathBehavior ModuleTag_05 4530 ExemptStatus = UNDER_CONSTRUCTION 4531 DestructionDelay = 1000 4532 FX = INITIAL FX_GLADemoTrapWarning 4533 ; Weapon = FINAL Chem_DemoTrapDetonationWeaponBeta 4534 End 4535 4536 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Chem01 4537 DeathWeapon = Chem_DemoTrapDetonationWeaponBeta 4538 StartsActive = Yes 4539 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma 4540 End 4541 4542 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Chem02 4543 DeathWeapon = Chem_DemoTrapDetonationWeaponGamma 4544 StartsActive = No ; turned on by upgrade 4545 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 4546 End 4547 4548 Behavior = FlammableUpdate ModuleTag_07 4549 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4550 AflameDamageAmount = 5 ; taking this much damage... 4551 AflameDamageDelay = 500 ; this often. 4552 End 4553 4554 Behavior = InstantDeathBehavior ModuleTag_08 4555 ; if we are under construction, use this death instead 4556 RequiredStatus = UNDER_CONSTRUCTION 4557 ; no effect 4558 End 4559 4560 BuildCompletion = PLACED_BY_PLAYER 4561 4562 Shadow = SHADOW_VOLUME 4563 Geometry = CYLINDER 4564 GeometryMajorRadius = 4.0 4565 GeometryHeight = 9 4566 GeometryIsSmall = Yes 4567 4568 End 4569 4570 ;------------------------------------------------------------------------------ 4571 ObjectReskin Chem_GLAHoleDemoTrap Chem_GLAHole 4572 Draw = W3DModelDraw ModuleTag_01 4573 OkToChangeModelColor = Yes 4574 ConditionState = NONE 4575 Model = UBHole 4576 End 4577 ConditionState = DAMAGED 4578 Model = UBHole_D 4579 ParticleSysBone = Smoke01 SteamVent 4580 End 4581 ConditionState = REALLYDAMAGED 4582 Model = UBHole_E 4583 ParticleSysBone = Smoke01 SteamVent 4584 ParticleSysBone = Smoke02 SteamVent 4585 ParticleSysBone = Fire01 GLAPowerPlantFlame 4586 ParticleSysBone = Fire02 GLAPowerPlantFlame 4587 ParticleSysBone = Fire03 GLAPowerPlantFlame 4588 End 4589 End 4590 ;Remove comments for this section and replace the model entries for the 4591 ;pristine, and damage/reallydamaged rubble around the GLA hole below 4592 ; Draw = W3DModelDraw 4593 ; OkToChangeModelColor = Yes 4594 ; ConditionState = NONE 4595 ; Model = UBSupply_R 4596 ; End 4597 ; ConditionState = DAMAGED REALLYDAMAGED 4598 ; Model = UBSupply_R 4599 ; End 4600 ; End 4601 End 4602 4603 4604 4605 4606 4607 4608 4609 4610 4611 ;------------------------------------------------------------------------------ 4612 Object Chem_GLAStingerSite 4613 4614 ; *** ART Parameters *** 4615 SelectPortrait = SUStinger_L 4616 ButtonImage = SUStinger 4617 4618 UpgradeCameo1 = Upgrade_GLAAPRockets 4619 ;UpgradeCameo2 = Upgrade_GLACamoNetting 4620 ;UpgradeCameo3 = NONE 4621 ;UpgradeCameo4 = NONE 4622 ;UpgradeCameo5 = NONE 4623 4624 Draw = W3DModelDraw ModuleTag_01 4625 OkToChangeModelColor = Yes 4626 4627 ; day ************************************ 4628 ConditionState = NONE 4629 Model = UBStingerS 4630 End 4631 4632 ConditionState = DAMAGED 4633 Model = UBStingerS_D 4634 End 4635 4636 ConditionState = REALLYDAMAGED RUBBLE 4637 Model = UBStingerS_E 4638 End 4639 4640 ; day snow ************************************ 4641 ConditionState = SNOW 4642 Model = UBStingerS_S 4643 End 4644 4645 ConditionState = DAMAGED SNOW 4646 Model = UBStingerS_DS 4647 End 4648 4649 ConditionState = REALLYDAMAGED SNOW RUBBLE 4650 Model = UBStingerS_ES 4651 End 4652 4653 ; night ********************************** 4654 ConditionState = NIGHT 4655 Model = UBStingerS_N 4656 End 4657 4658 ConditionState = DAMAGED NIGHT 4659 Model = UBStingerS_DN 4660 End 4661 4662 ConditionState = REALLYDAMAGED NIGHT RUBBLE 4663 Model = UBStingerS_EN 4664 End 4665 4666 ; night snow ********************************** 4667 ConditionState = NIGHT SNOW 4668 Model = UBStingerS_NS 4669 End 4670 4671 ConditionState = DAMAGED NIGHT SNOW 4672 Model = UBStingerS_DNS 4673 End 4674 4675 ConditionState = REALLYDAMAGED NIGHT SNOW RUBBLE 4676 Model = UBStingerS_ENS 4677 End 4678 4679 4680 ;************************************************************************************************************************** 4681 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4682 ;for this draw module 4683 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4684 Model = UBStingerS 4685 ; Animation = UBStingerS.UBStingerS 4686 ; AnimationMode = LOOP 4687 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4688 End 4689 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4690 Model = UBStingerS_D 4691 ; Animation = UBStingerS_D.UBStingerS_D 4692 ; AnimationMode = LOOP 4693 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4694 End 4695 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4696 Model = UBStingerS_E 4697 ; Animation = UBStingerS_E.UBStingerS_E 4698 ; AnimationMode = LOOP 4699 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4700 End 4701 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4702 Model = UBStingerS_N 4703 ; Animation = UBStingerS_N.UBStingerS_N 4704 ; AnimationMode = LOOP 4705 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4706 End 4707 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 4708 Model = UBStingerS_DN 4709 ; Animation = UBStingerS_DN.UBStingerS_DN 4710 ; AnimationMode = LOOP 4711 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4712 End 4713 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 4714 Model = UBStingerS_EN 4715 ; Animation = UBStingerS_EN.UBStingerS_EN 4716 ; AnimationMode = LOOP 4717 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4718 End 4719 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4720 Model = UBStingerS_S 4721 ; Animation = UBStingerS_S.UBStingerS_S 4722 ; AnimationMode = LOOP 4723 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4724 End 4725 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 4726 Model = UBStingerS_DS 4727 ; Animation = UBStingerS_DS.UBStingerS_DS 4728 ; AnimationMode = LOOP 4729 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4730 End 4731 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 4732 Model = UBStingerS_ES 4733 ; Animation = UBStingerS_ES.UBStingerS_ES 4734 ; AnimationMode = LOOP 4735 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4736 End 4737 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4738 Model = UBStingerS_NS 4739 ; Animation = UBStingerS_NS.UBStingerS_NS 4740 ; AnimationMode = LOOP 4741 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4742 End 4743 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 4744 Model = UBStingerS_DNS 4745 ; Animation = UBStingerS_DNS.UBStingerS_DNS 4746 ; AnimationMode = LOOP 4747 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4748 End 4749 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 4750 Model = UBStingerS_ENS 4751 ; Animation = UBStingerS_ENS.UBStingerS_ENS 4752 ; AnimationMode = LOOP 4753 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4754 End 4755 4756 ConditionState = AWAITING_CONSTRUCTION 4757 Model = NONE 4758 End 4759 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4760 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4761 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4762 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4763 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4764 AliasConditionState = AWAITING_CONSTRUCTION SNOW 4765 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 4766 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 4767 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4768 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4769 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4770 AliasConditionState = SOLD 4771 AliasConditionState = SOLD DAMAGED 4772 AliasConditionState = SOLD REALLYDAMAGED 4773 AliasConditionState = SOLD NIGHT 4774 AliasConditionState = SOLD NIGHT DAMAGED 4775 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4776 AliasConditionState = SOLD SNOW 4777 AliasConditionState = SOLD SNOW DAMAGED 4778 AliasConditionState = SOLD SNOW REALLYDAMAGED 4779 AliasConditionState = SOLD NIGHT SNOW 4780 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4781 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4782 ;************************************************************************************************************************** 4783 4784 4785 End 4786 ; ------------ construction-zone fence ----------------- 4787 Draw = W3DModelDraw ModuleTag_02 4788 AnimationsRequirePower = No 4789 DefaultConditionState 4790 Model = None 4791 TransitionKey = DOWN_DEFAULT 4792 End 4793 ConditionState = NIGHT 4794 Model = None 4795 TransitionKey = DOWN_DEFAULT 4796 End 4797 ConditionState = SNOW 4798 Model = None 4799 TransitionKey = DOWN_DEFAULT 4800 End 4801 ConditionState = SNOW NIGHT 4802 Model = None 4803 TransitionKey = DOWN_DEFAULT 4804 End 4805 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4806 Model = UBStingerS_A4 4807 Animation = UBStingerS_A4.UBStingerS_A4 4808 AnimationMode = MANUAL 4809 Flags = START_FRAME_LAST 4810 TransitionKey = UP_DAY 4811 End 4812 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4813 Model = UBStingerS_A4N 4814 Animation = UBStingerS_A4N.UBStingerS_A4N 4815 AnimationMode = MANUAL 4816 Flags = START_FRAME_LAST 4817 TransitionKey = UP_NIGHT 4818 End 4819 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4820 Model = UBStingerS_A4S 4821 Animation = UBStingerS_A4S.UBStingerS_A4S 4822 AnimationMode = MANUAL 4823 Flags = START_FRAME_LAST 4824 TransitionKey = UP_SNOW 4825 End 4826 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4827 Model = UBStingerS_A4SN 4828 Animation = UBStingerS_A4SN.UBStingerS_A4SN 4829 AnimationMode = MANUAL 4830 Flags = START_FRAME_LAST 4831 TransitionKey = UP_SNOWNIGHT 4832 End 4833 TransitionState = DOWN_DEFAULT UP_DAY 4834 Model = UBStingerS_A4 4835 Animation = UBStingerS_A4.UBStingerS_A4 4836 AnimationMode = ONCE 4837 AnimationSpeedFactorRange = 1.0 1.0 4838 Flags = START_FRAME_FIRST 4839 End 4840 TransitionState = DOWN_DEFAULT UP_NIGHT 4841 Model = UBStingerS_A4N 4842 Animation = UBStingerS_A4N.UBStingerS_A4N 4843 AnimationMode = ONCE 4844 AnimationSpeedFactorRange = 1.0 1.0 4845 Flags = START_FRAME_FIRST 4846 End 4847 TransitionState = DOWN_DEFAULT UP_SNOW 4848 Model = UBStingerS_A4S 4849 Animation = UBStingerS_A4S.UBStingerS_A4S 4850 AnimationMode = ONCE 4851 AnimationSpeedFactorRange = 1.0 1.0 4852 Flags = START_FRAME_FIRST 4853 End 4854 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4855 Model = UBStingerS_A4SN 4856 Animation = UBStingerS_A4SN.UBStingerS_A4SN 4857 AnimationMode = ONCE 4858 AnimationSpeedFactorRange = 1.0 1.0 4859 Flags = START_FRAME_FIRST 4860 End 4861 TransitionState = UP_DAY DOWN_DEFAULT 4862 Model = UBStingerS_A4 4863 Animation = UBStingerS_A4.UBStingerS_A4 4864 AnimationMode = ONCE_BACKWARDS 4865 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4866 Flags = START_FRAME_LAST 4867 End 4868 TransitionState = UP_NIGHT DOWN_DEFAULT 4869 Model = UBStingerS_A4N 4870 Animation = UBStingerS_A4N.UBStingerS_A4N 4871 AnimationMode = ONCE_BACKWARDS 4872 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4873 Flags = START_FRAME_LAST 4874 End 4875 TransitionState = UP_SNOW DOWN_DEFAULT 4876 Model = UBStingerS_A4S 4877 Animation = UBStingerS_A4S.UBStingerS_A4S 4878 AnimationMode = ONCE_BACKWARDS 4879 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4880 Flags = START_FRAME_LAST 4881 End 4882 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4883 Model = UBStingerS_A4SN 4884 Animation = UBStingerS_A4SN.UBStingerS_A4SN 4885 AnimationMode = ONCE_BACKWARDS 4886 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4887 Flags = START_FRAME_LAST 4888 End 4889 End 4890 4891 ; ------------ under-construction scaffolding ----------------- 4892 Draw = W3DModelDraw ModuleTag_03 4893 AnimationsRequirePower = No 4894 MinLODRequired = MEDIUM 4895 DefaultConditionState 4896 Model = None 4897 TransitionKey = DOWN_DEFAULT 4898 End 4899 ConditionState = NIGHT 4900 Model = None 4901 TransitionKey = DOWN_DEFAULT 4902 End 4903 ConditionState = SNOW 4904 Model = None 4905 TransitionKey = DOWN_DEFAULT 4906 End 4907 ConditionState = SNOW NIGHT 4908 Model = None 4909 TransitionKey = DOWN_DEFAULT 4910 End 4911 ConditionState = PARTIALLY_CONSTRUCTED 4912 Model = UBStingerS_A6 4913 Animation = UBStingerS_A6.UBStingerS_A6 4914 AnimationMode = MANUAL 4915 Flags = START_FRAME_LAST 4916 TransitionKey = UP_DAY 4917 ParticleSysBone = Smoke01 BuildUpSmoke 4918 ParticleSysBone = Smoke02 BuildUpSmoke 4919 ParticleSysBone = Smoke03 BuildUpSmoke 4920 End 4921 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 4922 Model = UBStingerS_A6N 4923 Animation = UBStingerS_A6N.UBStingerS_A6N 4924 AnimationMode = MANUAL 4925 Flags = START_FRAME_LAST 4926 TransitionKey = UP_NIGHT 4927 ParticleSysBone = Smoke01 BuildUpSmoke 4928 ParticleSysBone = Smoke02 BuildUpSmoke 4929 ParticleSysBone = Smoke03 BuildUpSmoke 4930 End 4931 ConditionState = SNOW PARTIALLY_CONSTRUCTED 4932 Model = UBStingerS_A6S 4933 Animation = UBStingerS_A6S.UBStingerS_A6S 4934 AnimationMode = MANUAL 4935 Flags = START_FRAME_LAST 4936 TransitionKey = UP_SNOW 4937 ParticleSysBone = Smoke01 BuildUpSnowSmoke 4938 ParticleSysBone = Smoke02 BuildUpSnowSmoke 4939 ParticleSysBone = Smoke03 BuildUpSnowSmoke 4940 End 4941 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 4942 Model = UBStingerS_A6SN 4943 Animation = UBStingerS_A6SN.UBStingerS_A6SN 4944 AnimationMode = MANUAL 4945 Flags = START_FRAME_LAST 4946 TransitionKey = UP_SNOWNIGHT 4947 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 4948 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 4949 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 4950 End 4951 TransitionState = DOWN_DEFAULT UP_DAY 4952 Model = UBStingerS_A6 4953 Animation = UBStingerS_A6.UBStingerS_A6 4954 AnimationMode = ONCE 4955 AnimationSpeedFactorRange = 1.0 1.0 4956 Flags = START_FRAME_FIRST 4957 End 4958 TransitionState = DOWN_DEFAULT UP_NIGHT 4959 Model = UBStingerS_A6N 4960 Animation = UBStingerS_A6N.UBStingerS_A6N 4961 AnimationMode = ONCE 4962 AnimationSpeedFactorRange = 1.0 1.0 4963 Flags = START_FRAME_FIRST 4964 End 4965 TransitionState = DOWN_DEFAULT UP_SNOW 4966 Model = UBStingerS_A6S 4967 Animation = UBStingerS_A6S.UBStingerS_A6S 4968 AnimationMode = ONCE 4969 AnimationSpeedFactorRange = 1.0 1.0 4970 Flags = START_FRAME_FIRST 4971 End 4972 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4973 Model = UBStingerS_A6SN 4974 Animation = UBStingerS_A6SN.UBStingerS_A6SN 4975 AnimationMode = ONCE 4976 AnimationSpeedFactorRange = 1.0 1.0 4977 Flags = START_FRAME_FIRST 4978 End 4979 TransitionState = UP_DAY DOWN_DEFAULT 4980 Model = UBStingerS_A6 4981 Animation = UBStingerS_A6.UBStingerS_A6 4982 AnimationMode = ONCE_BACKWARDS 4983 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4984 Flags = START_FRAME_LAST 4985 End 4986 TransitionState = UP_NIGHT DOWN_DEFAULT 4987 Model = UBStingerS_A6N 4988 Animation = UBStingerS_A6N.UBStingerS_A6N 4989 AnimationMode = ONCE_BACKWARDS 4990 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4991 Flags = START_FRAME_LAST 4992 End 4993 TransitionState = UP_SNOW DOWN_DEFAULT 4994 Model = UBStingerS_A6S 4995 Animation = UBStingerS_A6S.UBStingerS_A6S 4996 AnimationMode = ONCE_BACKWARDS 4997 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4998 Flags = START_FRAME_LAST 4999 End 5000 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5001 Model = UBStingerS_A6SN 5002 Animation = UBStingerS_A6SN.UBStingerS_A6SN 5003 AnimationMode = ONCE_BACKWARDS 5004 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5005 Flags = START_FRAME_LAST 5006 End 5007 End 5008 5009 PlacementViewAngle = -45 5010 5011 ; ***DESIGN parameters *** 5012 DisplayName = OBJECT:StingerSite 5013 Side = GLAToxinGeneral 5014 EditorSorting = STRUCTURE 5015 Prerequisites 5016 Object = Chem_GLABarracks 5017 End 5018 BuildCost = 900 5019 BuildTime = 15.0 ; in seconds 5020 EnergyProduction = 0 5021 VisionRange = 600.0 ; Shroud clearing distance 5022 ShroudClearingRange = 400 5023 ArmorSet 5024 Conditions = None 5025 Armor = StingerSiteArmor 5026 DamageFX = StructureDamageFXNoShake 5027 End 5028 CommandSet = Chem_GLAStingerSiteCommandSet 5029 ExperienceValue = 200 200 200 200 ; Experience point value at each level 5030 5031 ; *** AUDIO Parameters *** 5032 VoiceSelect = StingerSiteSelect 5033 SoundOnDamaged = BuildingDamagedStateLight 5034 SoundOnReallyDamaged = BuildingDestroy 5035 5036 UnitSpecificSounds 5037 UnderConstruction = UnderConstructionLoop 5038 End 5039 5040 ; *** ENGINEERING Parameters *** 5041 RadarPriority = STRUCTURE 5042 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS SCORE_CREATE 5043 5044 Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior! 5045 MaxHealth = 1000.0 5046 InitialHealth = 1000.0 5047 ;**Careful with these damage types -- because area damage types will already 5048 ;**damage slaves. 5049 PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER 5050 SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to 5051 5052 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5053 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5054 SubdualDamageCap = 1200 5055 SubdualDamageHealRate = 500 5056 SubdualDamageHealAmount = 100 5057 End 5058 5059 Behavior = SpawnPointProductionExitUpdate ModuleTag_05 5060 SpawnPointBoneName = SpawnPoint 5061 End 5062 5063 Behavior = SpawnBehavior ModuleTag_06 5064 SpawnNumber = 3 5065 SpawnReplaceDelay = 30000 ;msec 5066 SpawnTemplateName = Chem_GLAInfantryStingerSoldier 5067 CanReclaimOrphans = No 5068 SpawnedRequireSpawner = Yes 5069 SlavesHaveFreeWill = No 5070 End 5071 Behavior = RebuildHoleExposeDie ModuleTag_08 5072 HoleName = GLAHoleStingerSite 5073 HoleMaxHealth = 500.0 5074 End 5075 Behavior = DestroyDie ModuleTag_09 5076 ;<NO DATA> 5077 End 5078 Behavior = CreateObjectDie ModuleTag_10 5079 CreationList = OCL_ABStingerSiteDebris 5080 End 5081 Behavior = FXListDie ModuleTag_11 5082 DeathFX = FX_StructureSmallDeath 5083 End 5084 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 5085 DeathWeapon = StingerSiteDeathConcussion 5086 StartsActive = Yes 5087 End 5088 5089 ;Kris: Cut camo-netting from Chem General 5090 ;Behavior = StealthUpdate ModuleTag_13 5091 ; StealthDelay = 2500 ; msec 5092 ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET TAKING_DAMAGE 5093 ; MoveThresholdSpeed = 3 5094 ; InnateStealth = No ;Requires upgrade first 5095 ; OrderIdleEnemiesToAttackMeUponReveal = Yes 5096 ;End 5097 ;Behavior = StealthUpgrade ModuleTag_14 5098 ; TriggeredBy = Upgrade_GLACamoNetting 5099 ;End 5100 ;Behavior = ProductionUpdate ModuleTag_15 5101 ;End 5102 5103 Behavior = FlammableUpdate ModuleTag_16 5104 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5105 AflameDamageAmount = 5 ; taking this much damage... 5106 AflameDamageDelay = 500 ; this often. 5107 End 5108 5109 Behavior = TransitionDamageFX ModuleTag_17 5110 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 5111 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5112 ;--------------------------------------------------------------------------------------- 5113 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5114 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 5115 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 5116 End 5117 5118 Geometry = CYLINDER 5119 GeometryMajorRadius = 36.0 5120 GeometryHeight = 9.0 5121 GeometryIsSmall = No 5122 Shadow = SHADOW_VOLUME 5123 BuildCompletion = PLACED_BY_PLAYER 5124 5125 End 5126 5127 ;------------------------------------------------------------------------------ 5128 ObjectReskin Chem_GLAHoleStingerSite Chem_GLAHole 5129 Draw = W3DModelDraw ModuleTag_01 5130 OkToChangeModelColor = Yes 5131 ConditionState = NONE 5132 Model = UBHole 5133 End 5134 ConditionState = DAMAGED 5135 Model = UBHole_D 5136 ParticleSysBone = Smoke01 SteamVent 5137 End 5138 ConditionState = REALLYDAMAGED 5139 Model = UBHole_E 5140 ParticleSysBone = Smoke01 SteamVent 5141 ParticleSysBone = Smoke02 SteamVent 5142 ParticleSysBone = Fire01 GLAPowerPlantFlame 5143 ParticleSysBone = Fire02 GLAPowerPlantFlame 5144 ParticleSysBone = Fire03 GLAPowerPlantFlame 5145 End 5146 End 5147 Draw = W3DModelDraw ModuleTag_02 5148 OkToChangeModelColor = Yes 5149 ConditionState = NONE 5150 Model = UBStingerS_R 5151 End 5152 ConditionState = DAMAGED REALLYDAMAGED 5153 Model = UBStingerS_R 5154 End 5155 End 5156 End 5157 5158 ;------------------------------------------------------------------------------ 5159 Object Chem_GLAPalace 5160 5161 ; *** ART Parameters *** 5162 SelectPortrait = SUPalace_L 5163 ButtonImage = SUPalace 5164 Draw = W3DModelDraw ModuleTag_01 5165 OkToChangeModelColor = Yes 5166 5167 ; day 5168 ConditionState = NONE 5169 Model = UBPalace 5170 ParticleSysBone = Smoke01 SmolderingSmoke 5171 Animation = UBPalace.UBPalace 5172 AnimationMode = LOOP 5173 End 5174 ConditionState = DAMAGED 5175 Model = UBPalace_D 5176 ParticleSysBone = Smoke01 SmolderingSmoke 5177 Animation = UBPalace_D.UBPalace_D 5178 AnimationMode = LOOP 5179 End 5180 ConditionState = REALLYDAMAGED RUBBLE 5181 Model = UBPalace_E 5182 ParticleSysBone = Smoke01 SmolderingSmoke 5183 End 5184 5185 ConditionState = GARRISONED 5186 Model = UBPalace_G 5187 ParticleSysBone = Smoke01 SmolderingSmoke 5188 Animation = UBPalace_G.UBPalace_G 5189 AnimationMode = LOOP 5190 End 5191 ConditionState = USER_1 5192 Model = UBPalaceEG 5193 ParticleSysBone = Smoke01 SmolderingSmoke 5194 Animation = UBPalaceEG.UBPalaceEG 5195 AnimationMode = LOOP 5196 End 5197 ConditionState = USER_1 GARRISONED 5198 Model = UBPalaceEGX 5199 ParticleSysBone = Smoke01 SmolderingSmoke 5200 Animation = UBPalaceEGX.UBPalaceEGX 5201 AnimationMode = LOOP 5202 End 5203 ConditionState = DAMAGED GARRISONED 5204 Model = UBPalace_DG 5205 ParticleSysBone = Smoke01 SmolderingSmoke 5206 Animation = UBPalace_DG.UBPalace_DG 5207 AnimationMode = LOOP 5208 End 5209 ConditionState = DAMAGED USER_1 5210 Model = UBPalaceEG_D 5211 ParticleSysBone = Smoke01 SmolderingSmoke 5212 Animation = UBPalaceEG_D.UBPalaceEG_D 5213 AnimationMode = LOOP 5214 End 5215 ConditionState = DAMAGED USER_1 GARRISONED 5216 Model = UBPalaceEGX_D 5217 ParticleSysBone = Smoke01 SmolderingSmoke 5218 Animation = UBPalaceEGX_D.UBPalaceEGX_D 5219 AnimationMode = LOOP 5220 End 5221 5222 ConditionState = REALLYDAMAGED GARRISONED 5223 Model = UBPalace_EG 5224 ParticleSysBone = Smoke01 SmolderingSmoke 5225 End 5226 ConditionState = REALLYDAMAGED USER_1 5227 Model = UBPalaceEG_E 5228 ParticleSysBone = Smoke01 SmolderingSmoke 5229 End 5230 ConditionState = REALLYDAMAGED USER_1 GARRISONED 5231 Model = UBPalaceEGX_E 5232 ParticleSysBone = Smoke01 SmolderingSmoke 5233 End 5234 5235 ; day snow 5236 ConditionState = SNOW 5237 Model = UBPalace_S 5238 ParticleSysBone = Smoke01 SmolderingSmoke 5239 Animation = UBPalace_S.UBPalace_S 5240 AnimationMode = LOOP 5241 End 5242 ConditionState = DAMAGED SNOW 5243 Model = UBPalace_DS 5244 ParticleSysBone = Smoke01 SmolderingSmoke 5245 Animation = UBPalace_DS.UBPalace_DS 5246 AnimationMode = LOOP 5247 End 5248 ConditionState = REALLYDAMAGED RUBBLE SNOW 5249 Model = UBPalace_ES 5250 ParticleSysBone = Smoke01 SmolderingSmoke 5251 End 5252 5253 ConditionState = GARRISONED SNOW 5254 Model = UBPalace_SG 5255 ParticleSysBone = Smoke01 SmolderingSmoke 5256 Animation = UBPalace_SG.UBPalace_SG 5257 AnimationMode = LOOP 5258 End 5259 ConditionState = USER_1 SNOW 5260 Model = UBPalaceEG_S 5261 ParticleSysBone = Smoke01 SmolderingSmoke 5262 Animation = UBPalaceEG_S.UBPalaceEG_S 5263 AnimationMode = LOOP 5264 End 5265 ConditionState = USER_1 SNOW GARRISONED 5266 Model = UBPalaceEGX_S 5267 ParticleSysBone = Smoke01 SmolderingSmoke 5268 Animation = UBPalaceEGX_S.UBPalaceEGX_S 5269 AnimationMode = LOOP 5270 End 5271 5272 ConditionState = DAMAGED GARRISONED SNOW 5273 Model = UBPalace_DSG 5274 ParticleSysBone = Smoke01 SmolderingSmoke 5275 Animation = UBPalace_DSG.UBPalace_DSG 5276 AnimationMode = LOOP 5277 End 5278 ConditionState = DAMAGED USER_1 SNOW 5279 Model = UBPalaceEG_DS 5280 ParticleSysBone = Smoke01 SmolderingSmoke 5281 Animation = UBPalaceEG_DS.UBPalaceEG_DS 5282 AnimationMode = LOOP 5283 End 5284 ConditionState = DAMAGED USER_1 SNOW GARRISONED 5285 Model = UBPalaceEGX_DS 5286 ParticleSysBone = Smoke01 SmolderingSmoke 5287 Animation = UBPalaceEGX_DSG.UBPalaceEGX_DS 5288 AnimationMode = LOOP 5289 End 5290 5291 ConditionState = REALLYDAMAGED GARRISONED SNOW 5292 Model = UBPalace_ESG 5293 ParticleSysBone = Smoke01 SmolderingSmoke 5294 End 5295 ConditionState = REALLYDAMAGED USER_1 SNOW 5296 Model = UBPalaceEG_ES 5297 ParticleSysBone = Smoke01 SmolderingSmoke 5298 End 5299 ConditionState = REALLYDAMAGED USER_1 GARRISONED SNOW 5300 Model = UBPalaceEGX_ES 5301 ParticleSysBone = Smoke01 SmolderingSmoke 5302 End 5303 5304 ; night 5305 ConditionState = NIGHT 5306 Model = UBPalace_N 5307 ParticleSysBone = Smoke01 SmolderingSmoke 5308 Animation = UBPalace_N.UBPalace_N 5309 AnimationMode = LOOP 5310 End 5311 ConditionState = DAMAGED NIGHT 5312 Model = UBPalace_DN 5313 ParticleSysBone = Smoke01 SmolderingSmoke 5314 Animation = UBPalace_DN.UBPalace_DN 5315 AnimationMode = LOOP 5316 End 5317 ConditionState = REALLYDAMAGED RUBBLE NIGHT 5318 Model = UBPalace_EN 5319 ParticleSysBone = Smoke01 SmolderingSmoke 5320 End 5321 5322 ConditionState = GARRISONED NIGHT 5323 Model = UBPalace_NG 5324 ParticleSysBone = Smoke01 SmolderingSmoke 5325 Animation = UBPalace_NG.UBPalace_NG 5326 AnimationMode = LOOP 5327 End 5328 ConditionState = USER_1 NIGHT 5329 Model = UBPalaceEG_N 5330 ParticleSysBone = Smoke01 SmolderingSmoke 5331 Animation = UBPalaceEG_N.UBPalaceEG_N 5332 AnimationMode = LOOP 5333 End 5334 ; commented out until we get the right state (garrison + elite guard) 5335 ConditionState = USER_1 NIGHT GARRISONED 5336 Model = UBPalaceEGX_N 5337 ParticleSysBone = Smoke01 SmolderingSmoke 5338 Animation = UBPalaceEGX_N.UBPalaceEGX_N 5339 AnimationMode = LOOP 5340 End 5341 5342 ConditionState = DAMAGED GARRISONED NIGHT 5343 Model = UBPalace_DGN 5344 ParticleSysBone = Smoke01 SmolderingSmoke 5345 Animation = UBPalace_DGN.UBPalace_DGN 5346 AnimationMode = LOOP 5347 End 5348 ConditionState = DAMAGED USER_1 NIGHT 5349 Model = UBPalaceEG_DN 5350 ParticleSysBone = Smoke01 SmolderingSmoke 5351 Animation = UBPalaceEG_DN.UBPalaceEG_DN 5352 AnimationMode = LOOP 5353 End 5354 ConditionState = DAMAGED USER_1 NIGHT GARRISONED 5355 Model = UBPalaceEGX_DN 5356 ParticleSysBone = Smoke01 SmolderingSmoke 5357 Animation = UBPalaceEGX_DN.UBPalaceEGX_DN 5358 AnimationMode = LOOP 5359 End 5360 5361 ConditionState = REALLYDAMAGED GARRISONED NIGHT 5362 Model = UBPalace_ENG 5363 ParticleSysBone = Smoke01 SmolderingSmoke 5364 End 5365 ConditionState = REALLYDAMAGED USER_1 NIGHT 5366 Model = UBPalaceEG_EN 5367 ParticleSysBone = Smoke01 SmolderingSmoke 5368 End 5369 ConditionState = REALLYDAMAGED USER_1 NIGHT GARRISONED 5370 Model = UBPalaceEGX_EN 5371 ParticleSysBone = Smoke01 SmolderingSmoke 5372 End 5373 5374 ; night snow 5375 ConditionState = SNOW NIGHT 5376 Model = UBPalace_NS 5377 ParticleSysBone = Smoke01 SmolderingSmoke 5378 Animation = UBPalace_NS.UBPalace_NS 5379 AnimationMode = LOOP 5380 End 5381 ConditionState = DAMAGED SNOW NIGHT 5382 Model = UBPalace_DNS 5383 ParticleSysBone = Smoke01 SmolderingSmoke 5384 Animation = UBPalace_DNS.UBPalace_DNS 5385 AnimationMode = LOOP 5386 End 5387 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 5388 Model = UBPalace_ENS 5389 ParticleSysBone = Smoke01 SmolderingSmoke 5390 End 5391 5392 ConditionState = GARRISONED SNOW NIGHT 5393 Model = UBPalace_GNS 5394 ParticleSysBone = Smoke01 SmolderingSmoke 5395 Animation = UBPalace_GNS.UBPalace_GNS 5396 AnimationMode = LOOP 5397 End 5398 ConditionState = USER_1 SNOW NIGHT 5399 Model = UBPalaceEG_NS 5400 ParticleSysBone = Smoke01 SmolderingSmoke 5401 Animation = UBPalaceEG_NS.UBPalaceEG_NS 5402 AnimationMode = LOOP 5403 End 5404 ConditionState = USER_1 SNOW NIGHT GARRISONED 5405 Model = UBPalaceEGX_NS 5406 ParticleSysBone = Smoke01 SmolderingSmoke 5407 Animation = UBPalaceEGX_NS.UBPalaceEGX_NS 5408 AnimationMode = LOOP 5409 End 5410 5411 ConditionState = DAMAGED GARRISONED SNOW NIGHT 5412 Model = UBPalace_DGNS 5413 ParticleSysBone = Smoke01 SmolderingSmoke 5414 Animation = UBPalace_DGNS.UBPalace_DGNS 5415 AnimationMode = LOOP 5416 End 5417 ConditionState = DAMAGED USER_1 SNOW NIGHT 5418 Model = UBPalaceEG_DNS 5419 ParticleSysBone = Smoke01 SmolderingSmoke 5420 Animation = UBPalaceEG_DNS.UBPalaceEG_DNS 5421 AnimationMode = LOOP 5422 End 5423 ConditionState = DAMAGED USER_1 SNOW NIGHT GARRISONED 5424 Model = UBPalaceEGX_DNS 5425 ParticleSysBone = Smoke01 SmolderingSmoke 5426 Animation = UBPalaceEGX_DNS.UBPalaceEGX_DNS 5427 AnimationMode = LOOP 5428 End 5429 5430 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 5431 Model = UBPalace_ENSG 5432 ParticleSysBone = Smoke01 SmolderingSmoke 5433 End 5434 ConditionState = REALLYDAMAGED USER_1 SNOW NIGHT 5435 Model = UBPalaceEG_ENS 5436 ParticleSysBone = Smoke01 SmolderingSmoke 5437 End 5438 ConditionState = REALLYDAMAGED USER_1 SNOW NIGHT GARRISONED 5439 Model = UBPalaceEGX_ENS 5440 ParticleSysBone = Smoke01 SmolderingSmoke 5441 End 5442 5443 ;************************************************************************************************************************** 5444 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 5445 ;for this draw module 5446 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5447 Model = UBPalace 5448 Animation = UBPalace.UBPalace 5449 AnimationMode = LOOP 5450 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5451 End 5452 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5453 Model = UBPalace_D 5454 Animation = UBPalace_D.UBPalace_D 5455 AnimationMode = LOOP 5456 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5457 End 5458 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 5459 Model = UBPalace_E 5460 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5461 End 5462 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5463 Model = UBPalace_N 5464 Animation = UBPalace_N.UBPalace_N 5465 AnimationMode = LOOP 5466 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5467 End 5468 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 5469 Model = UBPalace_DN 5470 Animation = UBPalace_DN.UBPalace_DN 5471 AnimationMode = LOOP 5472 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5473 End 5474 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 5475 Model = UBPalace_EN 5476 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5477 End 5478 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5479 Model = UBPalace_S 5480 Animation = UBPalace_S.UBPalace_S 5481 AnimationMode = LOOP 5482 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5483 End 5484 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 5485 Model = UBPalace_DS 5486 Animation = UBPalace_DS.UBPalace_DS 5487 AnimationMode = LOOP 5488 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5489 End 5490 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 5491 Model = UBPalace_ES 5492 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5493 End 5494 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 5495 Model = UBPalace_NS 5496 Animation = UBPalace_NS.UBPalace_NS 5497 AnimationMode = LOOP 5498 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5499 End 5500 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 5501 Model = UBPalace_DNS 5502 Animation = UBPalace_DNS.UBPalace_DNS 5503 AnimationMode = LOOP 5504 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5505 End 5506 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 5507 Model = UBPalace_ENS 5508 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5509 End 5510 5511 ConditionState = AWAITING_CONSTRUCTION 5512 Model = NONE 5513 End 5514 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 5515 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 5516 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 5517 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 5518 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 5519 AliasConditionState = AWAITING_CONSTRUCTION SNOW 5520 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 5521 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 5522 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 5523 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 5524 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 5525 AliasConditionState = SOLD 5526 AliasConditionState = SOLD DAMAGED 5527 AliasConditionState = SOLD REALLYDAMAGED 5528 AliasConditionState = SOLD NIGHT 5529 AliasConditionState = SOLD NIGHT DAMAGED 5530 AliasConditionState = SOLD NIGHT REALLYDAMAGED 5531 AliasConditionState = SOLD SNOW 5532 AliasConditionState = SOLD SNOW DAMAGED 5533 AliasConditionState = SOLD SNOW REALLYDAMAGED 5534 AliasConditionState = SOLD NIGHT SNOW 5535 AliasConditionState = SOLD NIGHT SNOW DAMAGED 5536 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 5537 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED USER_1 5538 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 5539 AliasConditionState = AWAITING_CONSTRUCTION NIGHT USER_1 5540 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 5541 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 5542 AliasConditionState = AWAITING_CONSTRUCTION SNOW USER_1 5543 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 5544 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 5545 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 5546 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 5547 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 5548 AliasConditionState = SOLD USER_1 5549 AliasConditionState = SOLD DAMAGED USER_1 5550 AliasConditionState = SOLD REALLYDAMAGED USER_1 5551 AliasConditionState = SOLD NIGHT USER_1 5552 AliasConditionState = SOLD NIGHT DAMAGED USER_1 5553 AliasConditionState = SOLD NIGHT REALLYDAMAGED USER_1 5554 AliasConditionState = SOLD SNOW USER_1 5555 AliasConditionState = SOLD SNOW DAMAGED USER_1 5556 AliasConditionState = SOLD SNOW REALLYDAMAGED USER_1 5557 AliasConditionState = SOLD NIGHT SNOW USER_1 5558 AliasConditionState = SOLD NIGHT SNOW DAMAGED USER_1 5559 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED USER_1 5560 AliasConditionState = GARRISONED SOLD 5561 AliasConditionState = GARRISONED SOLD DAMAGED 5562 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 5563 AliasConditionState = GARRISONED SOLD NIGHT 5564 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 5565 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 5566 AliasConditionState = GARRISONED SOLD SNOW 5567 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 5568 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 5569 AliasConditionState = GARRISONED SOLD NIGHT SNOW 5570 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 5571 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 5572 AliasConditionState = GARRISONED SOLD USER_1 5573 AliasConditionState = GARRISONED SOLD DAMAGED USER_1 5574 AliasConditionState = GARRISONED SOLD REALLYDAMAGED USER_1 5575 AliasConditionState = GARRISONED SOLD NIGHT USER_1 5576 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED USER_1 5577 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED USER_1 5578 AliasConditionState = GARRISONED SOLD SNOW USER_1 5579 AliasConditionState = GARRISONED SOLD SNOW DAMAGED USER_1 5580 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED USER_1 5581 AliasConditionState = GARRISONED SOLD NIGHT SNOW USER_1 5582 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED USER_1 5583 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED USER_1 5584 ;************************************************************************************************************************** 5585 5586 End 5587 PlacementViewAngle = -45 5588 5589 ; ------------ construction-zone fence ----------------- 5590 Draw = W3DModelDraw ModuleTag_02 5591 AnimationsRequirePower = No 5592 DefaultConditionState 5593 Model = None 5594 TransitionKey = DOWN_DEFAULT 5595 End 5596 ConditionState = NIGHT 5597 Model = None 5598 TransitionKey = DOWN_DEFAULT 5599 End 5600 ConditionState = SNOW 5601 Model = None 5602 TransitionKey = DOWN_DEFAULT 5603 End 5604 ConditionState = SNOW NIGHT 5605 Model = None 5606 TransitionKey = DOWN_DEFAULT 5607 End 5608 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5609 Model = UBPalace_A4 5610 Animation = UBPalace_A4.UBPalace_A4 5611 AnimationMode = MANUAL 5612 Flags = START_FRAME_LAST 5613 TransitionKey = UP_DAY 5614 End 5615 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5616 Model = UBPalace_A4N 5617 Animation = UBPalace_A4N.UBPalace_A4N 5618 AnimationMode = MANUAL 5619 Flags = START_FRAME_LAST 5620 TransitionKey = UP_NIGHT 5621 End 5622 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5623 Model = UBPalace_A4S 5624 Animation = UBPalace_A4S.UBPalace_A4S 5625 AnimationMode = MANUAL 5626 Flags = START_FRAME_LAST 5627 TransitionKey = UP_SNOW 5628 End 5629 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5630 Model = UBPalace_A4SN 5631 Animation = UBPalace_A4SN.UBPalace_A4SN 5632 AnimationMode = MANUAL 5633 Flags = START_FRAME_LAST 5634 TransitionKey = UP_SNOWNIGHT 5635 End 5636 TransitionState = DOWN_DEFAULT UP_DAY 5637 Model = UBPalace_A4 5638 Animation = UBPalace_A4.UBPalace_A4 5639 AnimationMode = ONCE 5640 AnimationSpeedFactorRange = 1.0 1.0 5641 Flags = START_FRAME_FIRST 5642 End 5643 TransitionState = DOWN_DEFAULT UP_NIGHT 5644 Model = UBPalace_A4N 5645 Animation = UBPalace_A4N.UBPalace_A4N 5646 AnimationMode = ONCE 5647 AnimationSpeedFactorRange = 1.0 1.0 5648 Flags = START_FRAME_FIRST 5649 End 5650 TransitionState = DOWN_DEFAULT UP_SNOW 5651 Model = UBPalace_A4S 5652 Animation = UBPalace_A4S.UBPalace_A4S 5653 AnimationMode = ONCE 5654 AnimationSpeedFactorRange = 1.0 1.0 5655 Flags = START_FRAME_FIRST 5656 End 5657 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5658 Model = UBPalace_A4SN 5659 Animation = UBPalace_A4SN.UBPalace_A4SN 5660 AnimationMode = ONCE 5661 AnimationSpeedFactorRange = 1.0 1.0 5662 Flags = START_FRAME_FIRST 5663 End 5664 TransitionState = UP_DAY DOWN_DEFAULT 5665 Model = UBPalace_A4 5666 Animation = UBPalace_A4.UBPalace_A4 5667 AnimationMode = ONCE_BACKWARDS 5668 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5669 Flags = START_FRAME_LAST 5670 End 5671 TransitionState = UP_NIGHT DOWN_DEFAULT 5672 Model = UBPalace_A4N 5673 Animation = UBPalace_A4N.UBPalace_A4N 5674 AnimationMode = ONCE_BACKWARDS 5675 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5676 Flags = START_FRAME_LAST 5677 End 5678 TransitionState = UP_SNOW DOWN_DEFAULT 5679 Model = UBPalace_A4S 5680 Animation = UBPalace_A4S.UBPalace_A4S 5681 AnimationMode = ONCE_BACKWARDS 5682 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5683 Flags = START_FRAME_LAST 5684 End 5685 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5686 Model = UBPalace_A4SN 5687 Animation = UBPalace_A4SN.UBPalace_A4SN 5688 AnimationMode = ONCE_BACKWARDS 5689 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5690 Flags = START_FRAME_LAST 5691 End 5692 End 5693 5694 ; ------------ under-construction scaffolding ----------------- 5695 Draw = W3DModelDraw ModuleTag_03 5696 AnimationsRequirePower = No 5697 MinLODRequired = MEDIUM 5698 DefaultConditionState 5699 Model = None 5700 TransitionKey = DOWN_DEFAULT 5701 End 5702 ConditionState = NIGHT 5703 Model = None 5704 TransitionKey = DOWN_DEFAULT 5705 End 5706 ConditionState = SNOW 5707 Model = None 5708 TransitionKey = DOWN_DEFAULT 5709 End 5710 ConditionState = SNOW NIGHT 5711 Model = None 5712 TransitionKey = DOWN_DEFAULT 5713 End 5714 ConditionState = PARTIALLY_CONSTRUCTED 5715 Model = UBPalace_A6 5716 Animation = UBPalace_A6.UBPalace_A6 5717 AnimationMode = MANUAL 5718 Flags = START_FRAME_LAST 5719 TransitionKey = UP_DAY 5720 ParticleSysBone = Dust01 BuildingDust 5721 ParticleSysBone = Smoke01 BuildUpSmoke 5722 ParticleSysBone = Smoke02 BuildUpSmoke 5723 ParticleSysBone = Smoke03 BuildUpSmoke 5724 ParticleSysBone = Smoke04 BuildUpSmoke 5725 ParticleSysBone = Smoke05 BuildUpSmoke 5726 End 5727 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 5728 Model = UBPalace_A6N 5729 Animation = UBPalace_A6N.UBPalace_A6N 5730 AnimationMode = MANUAL 5731 Flags = START_FRAME_LAST 5732 TransitionKey = UP_NIGHT 5733 ParticleSysBone = Dust01 BuildingDust 5734 ParticleSysBone = Smoke01 BuildUpSmoke 5735 ParticleSysBone = Smoke02 BuildUpSmoke 5736 ParticleSysBone = Smoke03 BuildUpSmoke 5737 ParticleSysBone = Smoke04 BuildUpSmoke 5738 ParticleSysBone = Smoke05 BuildUpSmoke 5739 End 5740 ConditionState = SNOW PARTIALLY_CONSTRUCTED 5741 Model = UBPalace_A6S 5742 Animation = UBPalace_A6S.UBPalace_A6S 5743 AnimationMode = MANUAL 5744 Flags = START_FRAME_LAST 5745 TransitionKey = UP_SNOW 5746 ParticleSysBone = Dust01 BuildingSnowDust 5747 ParticleSysBone = Smoke01 BuildUpSnowSmoke 5748 ParticleSysBone = Smoke02 BuildUpSnowSmoke 5749 ParticleSysBone = Smoke03 BuildUpSnowSmoke 5750 ParticleSysBone = Smoke04 BuildUpSnowSmoke 5751 ParticleSysBone = Smoke05 BuildUpSnowSmoke 5752 End 5753 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 5754 Model = UBPalace_A6SN 5755 Animation = UBPalace_A6SN.UBPalace_A6SN 5756 AnimationMode = MANUAL 5757 Flags = START_FRAME_LAST 5758 TransitionKey = UP_SNOWNIGHT 5759 ParticleSysBone = Dust01 BuildingNightSnowDust 5760 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 5761 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 5762 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 5763 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 5764 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 5765 End 5766 TransitionState = DOWN_DEFAULT UP_DAY 5767 Model = UBPalace_A6 5768 Animation = UBPalace_A6.UBPalace_A6 5769 AnimationMode = ONCE 5770 AnimationSpeedFactorRange = 1.0 1.0 5771 Flags = START_FRAME_FIRST 5772 End 5773 TransitionState = DOWN_DEFAULT UP_NIGHT 5774 Model = UBPalace_A6N 5775 Animation = UBPalace_A6N.UBPalace_A6N 5776 AnimationMode = ONCE 5777 AnimationSpeedFactorRange = 1.0 1.0 5778 Flags = START_FRAME_FIRST 5779 End 5780 TransitionState = DOWN_DEFAULT UP_SNOW 5781 Model = UBPalace_A6S 5782 Animation = UBPalace_A6S.UBPalace_A6S 5783 AnimationMode = ONCE 5784 AnimationSpeedFactorRange = 1.0 1.0 5785 Flags = START_FRAME_FIRST 5786 End 5787 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5788 Model = UBPalace_A6SN 5789 Animation = UBPalace_A6SN.UBPalace_A6SN 5790 AnimationMode = ONCE 5791 AnimationSpeedFactorRange = 1.0 1.0 5792 Flags = START_FRAME_FIRST 5793 End 5794 TransitionState = UP_DAY DOWN_DEFAULT 5795 Model = UBPalace_A6 5796 Animation = UBPalace_A6.UBPalace_A6 5797 AnimationMode = ONCE_BACKWARDS 5798 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5799 Flags = START_FRAME_LAST 5800 End 5801 TransitionState = UP_NIGHT DOWN_DEFAULT 5802 Model = UBPalace_A6N 5803 Animation = UBPalace_A6N.UBPalace_A6N 5804 AnimationMode = ONCE_BACKWARDS 5805 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5806 Flags = START_FRAME_LAST 5807 End 5808 TransitionState = UP_SNOW DOWN_DEFAULT 5809 Model = UBPalace_A6S 5810 Animation = UBPalace_A6S.UBPalace_A6S 5811 AnimationMode = ONCE_BACKWARDS 5812 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5813 Flags = START_FRAME_LAST 5814 End 5815 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5816 Model = UBPalace_A6SN 5817 Animation = UBPalace_A6SN.UBPalace_A6SN 5818 AnimationMode = ONCE_BACKWARDS 5819 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5820 Flags = START_FRAME_LAST 5821 End 5822 End 5823 5824 ; ***DESIGN parameters *** 5825 DisplayName = OBJECT:Palace 5826 Side = GLAToxinGeneral 5827 EditorSorting = STRUCTURE 5828 Prerequisites 5829 Object = Chem_GLAArmsDealer 5830 End 5831 BuildCost = 2500 5832 BuildTime = 45.0 ; in seconds 5833 EnergyProduction = 0 5834 VisionRange = 300.0 ; Shroud clearing distance 5835 ShroudClearingRange = 300 5836 ArmorSet 5837 Conditions = None 5838 Armor = StructureArmor 5839 DamageFX = StructureDamageFXNoShake 5840 End 5841 ArmorSet 5842 Conditions = PLAYER_UPGRADE 5843 Armor = GLAUpgradedStructureArmor 5844 DamageFX = StructureDamageFXNoShake 5845 End 5846 CommandSet = Chem_GLAPalaceCommandSet 5847 ExperienceValue = 300 300 300 300 ; Experience point value at each level 5848 5849 ; *** AUDIO Parameters *** 5850 VoiceSelect = PalaceSelect 5851 SoundOnDamaged = BuildingDamagedStateLight 5852 SoundOnReallyDamaged = BuildingDestroy 5853 5854 UnitSpecificSounds 5855 UnderConstruction = UnderConstructionLoop 5856 End 5857 5858 ; *** ENGINEERING Parameters *** 5859 RadarPriority = STRUCTURE 5860 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE FS_ADVANCED_TECH 5861 Body = StructureBody ModuleTag_04 5862 MaxHealth = 3000.0 5863 InitialHealth = 3000.0 5864 5865 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5866 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5867 SubdualDamageCap = 3200 5868 SubdualDamageHealRate = 500 5869 SubdualDamageHealAmount = 100 5870 End 5871 5872 Behavior = ArmorUpgrade ModuleTag_Armor01 5873 TriggeredBy = Upgrade_GLAFortifiedStructure 5874 End 5875 5876 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 5877 ConditionFlag = USER_1 5878 TriggeredBy = Upgrade_GLAFortifiedStructure 5879 End 5880 5881 Behavior = ProductionUpdate ModuleTag_05 5882 ; nothing 5883 End 5884 5885 Behavior = CreateObjectDie ModuleTag_08 5886 CreationList = OCL_SmallStructureDebris 5887 End 5888 Behavior = FXListDie ModuleTag_09 5889 DeathFX = FX_StructureMediumDeath 5890 End 5891 5892 Behavior = GarrisonContain ModuleTag_10 5893 ContainMax = 5 5894 EnterSound = GarrisonEnter 5895 ExitSound = GarrisonExit 5896 ImmuneToClearBuildingAttacks = Yes 5897 End 5898 5899 Behavior = FlammableUpdate ModuleTag_11 5900 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5901 AflameDamageAmount = 5 ; taking this much damage... 5902 AflameDamageDelay = 500 ; this often. 5903 End 5904 5905 Behavior = RebuildHoleExposeDie ModuleTag_06 5906 HoleName = GLAHolePalace 5907 HoleMaxHealth = 500.0 5908 End 5909 Behavior = DestroyDie ModuleTag_07 5910 ;nothing 5911 End 5912 5913 Behavior = TransitionDamageFX ModuleTag_12 5914 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 5915 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5916 ;--------------------------------------------------------------------------------------- 5917 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5918 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 5919 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 5920 End 5921 5922 Geometry = BOX 5923 GeometryMajorRadius = 43.0 5924 GeometryMinorRadius = 58.0 5925 GeometryHeight = 30.0 5926 GeometryIsSmall = No 5927 Shadow = SHADOW_VOLUME 5928 BuildCompletion = PLACED_BY_PLAYER 5929 5930 End 5931 5932 ;------------------------------------------------------------------------------ 5933 ObjectReskin Chem_GLAHolePalace Chem_GLAHole 5934 Draw = W3DModelDraw ModuleTag_01 5935 OkToChangeModelColor = Yes 5936 ConditionState = NONE 5937 Model = UBHole 5938 End 5939 ConditionState = DAMAGED 5940 Model = UBHole_D 5941 ParticleSysBone = Smoke01 SteamVent 5942 End 5943 ConditionState = REALLYDAMAGED RUBBLE 5944 Model = UBHole_E 5945 ParticleSysBone = Smoke01 SteamVent 5946 ParticleSysBone = Smoke02 SteamVent 5947 ParticleSysBone = Fire01 GLAPowerPlantFlame 5948 ParticleSysBone = Fire02 GLAPowerPlantFlame 5949 ParticleSysBone = Fire03 GLAPowerPlantFlame 5950 End 5951 End 5952 Draw = W3DModelDraw ModuleTag_02 5953 OkToChangeModelColor = Yes 5954 ConditionState = NONE 5955 Model = UBPalace_R 5956 ParticleSysBone = Smoke01 SmolderingSmoke 5957 ParticleSysBone = Smoke02 SmolderingSmoke 5958 ParticleSysBone = Flame01 FireBurningBarricade01 5959 End 5960 ConditionState = DAMAGED REALLYDAMAGED 5961 Model = UBPalace_R 5962 ParticleSysBone = Smoke01 SmolderingSmoke 5963 End 5964 End 5965 End 5966 5967 5968 5969 5970 ;------------------------------------------------------------------------------ 5971 Object Chem_GLASupplyStash 5972 5973 ; *** ART Parameters *** 5974 SelectPortrait = SUSupplyCenter_L 5975 ButtonImage = SUSupplyCenter 5976 5977 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 5978 5979 Draw = W3DModelDraw ModuleTag_01 5980 OkToChangeModelColor = Yes 5981 ; day 5982 ConditionState = NONE 5983 Model = UBSupply 5984 ParticleSysBone = Smoke01 SteamVent 5985 Animation = UBSupply.UBSupply 5986 AnimationMode = LOOP 5987 End 5988 ConditionState = DAMAGED 5989 Model = UBSupply_D 5990 ParticleSysBone = Smoke01 SteamVent 5991 Animation = UBSupply_D.UBSupply_D 5992 AnimationMode = LOOP 5993 End 5994 ConditionState = REALLYDAMAGED RUBBLE 5995 Model = UBSupply_E 5996 ParticleSysBone = Smoke01 SteamVent 5997 End 5998 ConditionState = GARRISONED 5999 Model = UBSpplyEG 6000 ParticleSysBone = Smoke01 SmolderingSmoke 6001 Animation = UBSpplyEG.UBSpplyEG 6002 AnimationMode = LOOP 6003 End 6004 ConditionState = DAMAGED GARRISONED 6005 Model = UBSpplyEG_D 6006 ParticleSysBone = Smoke01 SmolderingSmoke 6007 Animation = UBSpplyEG_D.UBSpplyEG_D 6008 AnimationMode = LOOP 6009 End 6010 ConditionState = REALLYDAMAGED GARRISONED 6011 Model = UBSpplyEG_E 6012 ParticleSysBone = Smoke01 SmolderingSmoke 6013 Animation = UBSpplyEG_E.UBSpplyEG_E 6014 AnimationMode = LOOP 6015 End 6016 6017 ; SNOW 6018 ConditionState = SNOW 6019 Model = UBSupply_S 6020 ParticleSysBone = Smoke01 SteamVent 6021 Animation = UBSupply_S.UBSupply_S 6022 AnimationMode = LOOP 6023 End 6024 ConditionState = DAMAGED SNOW 6025 Model = UBSupply_DS 6026 ParticleSysBone = Smoke01 SteamVent 6027 Animation = UBSupply_DS.UBSupply_DS 6028 AnimationMode = LOOP 6029 End 6030 ConditionState = REALLYDAMAGED RUBBLE SNOW 6031 Model = UBSupply_ES 6032 ParticleSysBone = Smoke01 SteamVent 6033 End 6034 ConditionState = GARRISONED SNOW 6035 Model = UBSpplyEG_S 6036 ParticleSysBone = Smoke01 SmolderingSmoke 6037 Animation = UBSpplyEG_S.UBSpplyEG_S 6038 AnimationMode = LOOP 6039 End 6040 ConditionState = DAMAGED GARRISONED SNOW 6041 Model = UBSpplyEG_DS 6042 ParticleSysBone = Smoke01 SmolderingSmoke 6043 Animation = UBSpplyEG_DS.UBSpplyEG_DS 6044 AnimationMode = LOOP 6045 End 6046 ConditionState = REALLYDAMAGED GARRISONED SNOW 6047 Model = UBSpplyEG_ES 6048 ParticleSysBone = Smoke01 SmolderingSmoke 6049 Animation = UBSpplyEG_ES.UBSpplyEG_ES 6050 AnimationMode = LOOP 6051 End 6052 6053 ; night 6054 ConditionState = NIGHT 6055 Model = UBSupply_N 6056 Animation = UBSupply_N.UBSupply_N 6057 AnimationMode = LOOP 6058 ParticleSysBone = Smoke01 SteamVent 6059 End 6060 ConditionState = DAMAGED NIGHT 6061 Model = UBSupply_DN 6062 Animation = UBSupply_DN.UBSupply_DN 6063 AnimationMode = LOOP 6064 ParticleSysBone = Smoke01 SteamVent 6065 ParticleSysBone = Smoke02 SmolderingSmoke 6066 ParticleSysBone = Smoke03 SmolderingSmoke 6067 ParticleSysBone = Smoke04 SmolderingSmoke 6068 ParticleSysBone = Fire01 SmolderingFire 6069 End 6070 ConditionState = REALLYDAMAGED RUBBLE NIGHT 6071 Model = UBSupply_EN 6072 ParticleSysBone = Smoke01 SteamVent 6073 ParticleSysBone = Smoke02 SmolderingSmoke 6074 ParticleSysBone = Smoke03 SmolderingSmoke 6075 ParticleSysBone = Smoke04 SmolderingSmoke 6076 ParticleSysBone = Smoke05 SmolderingSmoke 6077 ParticleSysBone = Smoke06 SmolderingSmoke 6078 ParticleSysBone = Fire01 SmolderingFire 6079 ParticleSysBone = Fire02 SmolderingFire 6080 ParticleSysBone = Fire03 SmolderingFire 6081 End 6082 ConditionState = GARRISONED NIGHT 6083 Model = UBSpplyEG_N 6084 ParticleSysBone = Smoke01 SmolderingSmoke 6085 Animation = UBSpplyEG_N.UBSpplyEG_N 6086 AnimationMode = LOOP 6087 End 6088 ConditionState = DAMAGED GARRISONED NIGHT 6089 Model = UBSpplyEG_DN 6090 ParticleSysBone = Smoke01 SmolderingSmoke 6091 Animation = UBSpplyEG_DN.UBSpplyEG_DN 6092 AnimationMode = LOOP 6093 End 6094 ConditionState = REALLYDAMAGED GARRISONED NIGHT 6095 Model = UBSpplyEG_EN 6096 ParticleSysBone = Smoke01 SmolderingSmoke 6097 Animation = UBSpplyEG_EN.UBSpplyEG_EN 6098 AnimationMode = LOOP 6099 End 6100 6101 ; night snow 6102 ConditionState = NIGHT SNOW 6103 Model = UBSupply_NS 6104 Animation = UBSupply_NS.UBSupply_NS 6105 AnimationMode = LOOP 6106 ParticleSysBone = Smoke01 SteamVent 6107 End 6108 ConditionState = DAMAGED NIGHT SNOW 6109 Model = UBSupply_DNS 6110 Animation = UBSupply_DNS.UBSupply_DNS 6111 AnimationMode = LOOP 6112 ParticleSysBone = Smoke01 SteamVent 6113 ParticleSysBone = Smoke02 SmolderingSmoke 6114 ParticleSysBone = Smoke03 SmolderingSmoke 6115 ParticleSysBone = Smoke04 SmolderingSmoke 6116 ParticleSysBone = Fire01 SmolderingFire 6117 End 6118 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 6119 Model = UBSupply_ENS 6120 ParticleSysBone = Smoke01 SteamVent 6121 ParticleSysBone = Smoke02 SmolderingSmoke 6122 ParticleSysBone = Smoke03 SmolderingSmoke 6123 ParticleSysBone = Smoke04 SmolderingSmoke 6124 ParticleSysBone = Smoke05 SmolderingSmoke 6125 ParticleSysBone = Smoke06 SmolderingSmoke 6126 ParticleSysBone = Fire01 SmolderingFire 6127 ParticleSysBone = Fire02 SmolderingFire 6128 ParticleSysBone = Fire03 SmolderingFire 6129 End 6130 ConditionState = GARRISONED SNOW NIGHT 6131 Model = UBSpplyEG_NS 6132 ParticleSysBone = Smoke01 SmolderingSmoke 6133 Animation = UBSpplyEG_NS.UBSpplyEG_NS 6134 AnimationMode = LOOP 6135 End 6136 ConditionState = DAMAGED GARRISONED SNOW NIGHT 6137 Model = UBSpplyEG_DNS 6138 ParticleSysBone = Smoke01 SmolderingSmoke 6139 Animation = UBSpplyEG_DNS.UBSpplyEG_DNS 6140 AnimationMode = LOOP 6141 End 6142 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 6143 Model = UBSpplyEG_ENS 6144 ParticleSysBone = Smoke01 SmolderingSmoke 6145 Animation = UBSpplyEG_ENS.UBSpplyEG_ENS 6146 AnimationMode = LOOP 6147 End 6148 6149 ;************************************************************************************************************************** 6150 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6151 ;for this draw module 6152 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6153 Model = UBSupply 6154 Animation = UBSupply.UBSupply 6155 AnimationMode = LOOP 6156 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6157 End 6158 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6159 Model = UBSupply_D 6160 Animation = UBSupply_D.UBSupply_D 6161 AnimationMode = LOOP 6162 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6163 End 6164 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6165 Model = UBSupply_E 6166 ;Animation = UBSupply_E.UBSupply_E 6167 ;AnimationMode = LOOP 6168 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6169 End 6170 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6171 Model = UBSupply_N 6172 Animation = UBSupply_N.UBSupply_N 6173 AnimationMode = LOOP 6174 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6175 End 6176 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 6177 Model = UBSupply_DN 6178 Animation = UBSupply_DN.UBSupply_DN 6179 AnimationMode = LOOP 6180 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6181 End 6182 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 6183 Model = UBSupply_EN 6184 ;Animation = UBSupply_EN.UBSupply_EN 6185 ;AnimationMode = LOOP 6186 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6187 End 6188 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6189 Model = UBSupply_S 6190 Animation = UBSupply_S.UBSupply_S 6191 AnimationMode = LOOP 6192 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6193 End 6194 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 6195 Model = UBSupply_DS 6196 Animation = UBSupply_DS.UBSupply_DS 6197 AnimationMode = LOOP 6198 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6199 End 6200 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 6201 Model = UBSupply_ES 6202 ;Animation = UBSupply_ES.UBSupply_ES 6203 ;AnimationMode = LOOP 6204 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6205 End 6206 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6207 Model = UBSupply_NS 6208 Animation = UBSupply_NS.UBSupply_NS 6209 AnimationMode = LOOP 6210 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6211 End 6212 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 6213 Model = UBSupply_DNS 6214 Animation = UBSupply_DNS.UBSupply_DNS 6215 AnimationMode = LOOP 6216 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6217 End 6218 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 6219 Model = UBSupply_ENS 6220 ;Animation = UBSupply_ENS.UBSupply_ENS 6221 ;AnimationMode = LOOP 6222 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6223 End 6224 6225 ConditionState = AWAITING_CONSTRUCTION 6226 Model = NONE 6227 End 6228 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6229 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6230 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6231 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6232 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6233 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6234 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6235 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6236 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6237 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6238 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6239 AliasConditionState = SOLD 6240 AliasConditionState = SOLD DAMAGED 6241 AliasConditionState = SOLD REALLYDAMAGED 6242 AliasConditionState = SOLD NIGHT 6243 AliasConditionState = SOLD NIGHT DAMAGED 6244 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6245 AliasConditionState = SOLD SNOW 6246 AliasConditionState = SOLD SNOW DAMAGED 6247 AliasConditionState = SOLD SNOW REALLYDAMAGED 6248 AliasConditionState = SOLD NIGHT SNOW 6249 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6250 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6251 AliasConditionState = GARRISONED SOLD 6252 AliasConditionState = GARRISONED SOLD DAMAGED 6253 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 6254 AliasConditionState = GARRISONED SOLD NIGHT 6255 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 6256 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 6257 AliasConditionState = GARRISONED SOLD SNOW 6258 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 6259 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 6260 AliasConditionState = GARRISONED SOLD NIGHT SNOW 6261 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 6262 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 6263 ;************************************************************************************************************************** 6264 6265 End 6266 6267 ; ------------ construction-zone fence ----------------- 6268 Draw = W3DModelDraw ModuleTag_02 6269 AnimationsRequirePower = No 6270 DefaultConditionState 6271 Model = None 6272 TransitionKey = DOWN_DEFAULT 6273 End 6274 ConditionState = NIGHT 6275 Model = None 6276 TransitionKey = DOWN_DEFAULT 6277 End 6278 ConditionState = SNOW 6279 Model = None 6280 TransitionKey = DOWN_DEFAULT 6281 End 6282 ConditionState = SNOW NIGHT 6283 Model = None 6284 TransitionKey = DOWN_DEFAULT 6285 End 6286 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6287 Model = UBSupply_A4 6288 Animation = UBSupply_A4.UBSupply_A4 6289 AnimationMode = MANUAL 6290 Flags = START_FRAME_LAST 6291 TransitionKey = UP_DAY 6292 End 6293 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6294 Model = UBSupply_A4N 6295 Animation = UBSupply_A4N.UBSupply_A4N 6296 AnimationMode = MANUAL 6297 Flags = START_FRAME_LAST 6298 TransitionKey = UP_NIGHT 6299 End 6300 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6301 Model = UBSupply_A4S 6302 Animation = UBSupply_A4S.UBSupply_A4S 6303 AnimationMode = MANUAL 6304 Flags = START_FRAME_LAST 6305 TransitionKey = UP_SNOW 6306 End 6307 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6308 Model = UBSupply_A4SN 6309 Animation = UBSupply_A4SN.UBSupply_A4SN 6310 AnimationMode = MANUAL 6311 Flags = START_FRAME_LAST 6312 TransitionKey = UP_SNOWNIGHT 6313 End 6314 TransitionState = DOWN_DEFAULT UP_DAY 6315 Model = UBSupply_A4 6316 Animation = UBSupply_A4.UBSupply_A4 6317 AnimationMode = ONCE 6318 AnimationSpeedFactorRange = 1.0 1.0 6319 Flags = START_FRAME_FIRST 6320 End 6321 TransitionState = DOWN_DEFAULT UP_NIGHT 6322 Model = UBSupply_A4N 6323 Animation = UBSupply_A4N.UBSupply_A4N 6324 AnimationMode = ONCE 6325 AnimationSpeedFactorRange = 1.0 1.0 6326 Flags = START_FRAME_FIRST 6327 End 6328 TransitionState = DOWN_DEFAULT UP_SNOW 6329 Model = UBSupply_A4S 6330 Animation = UBSupply_A4S.UBSupply_A4S 6331 AnimationMode = ONCE 6332 AnimationSpeedFactorRange = 1.0 1.0 6333 Flags = START_FRAME_FIRST 6334 End 6335 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6336 Model = UBSupply_A4SN 6337 Animation = UBSupply_A4SN.UBSupply_A4SN 6338 AnimationMode = ONCE 6339 AnimationSpeedFactorRange = 1.0 1.0 6340 Flags = START_FRAME_FIRST 6341 End 6342 TransitionState = UP_DAY DOWN_DEFAULT 6343 Model = UBSupply_A4 6344 Animation = UBSupply_A4.UBSupply_A4 6345 AnimationMode = ONCE_BACKWARDS 6346 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6347 Flags = START_FRAME_LAST 6348 End 6349 TransitionState = UP_NIGHT DOWN_DEFAULT 6350 Model = UBSupply_A4N 6351 Animation = UBSupply_A4N.UBSupply_A4N 6352 AnimationMode = ONCE_BACKWARDS 6353 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6354 Flags = START_FRAME_LAST 6355 End 6356 TransitionState = UP_SNOW DOWN_DEFAULT 6357 Model = UBSupply_A4S 6358 Animation = UBSupply_A4S.UBSupply_A4S 6359 AnimationMode = ONCE_BACKWARDS 6360 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6361 Flags = START_FRAME_LAST 6362 End 6363 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6364 Model = UBSupply_A4SN 6365 Animation = UBSupply_A4SN.UBSupply_A4SN 6366 AnimationMode = ONCE_BACKWARDS 6367 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6368 Flags = START_FRAME_LAST 6369 End 6370 End 6371 6372 ; ------------ under-construction scaffolding ----------------- 6373 Draw = W3DModelDraw ModuleTag_03 6374 AnimationsRequirePower = No 6375 MinLODRequired = MEDIUM 6376 DefaultConditionState 6377 Model = None 6378 TransitionKey = DOWN_DEFAULT 6379 End 6380 ConditionState = NIGHT 6381 Model = None 6382 TransitionKey = DOWN_DEFAULT 6383 End 6384 ConditionState = SNOW 6385 Model = None 6386 TransitionKey = DOWN_DEFAULT 6387 End 6388 ConditionState = SNOW NIGHT 6389 Model = None 6390 TransitionKey = DOWN_DEFAULT 6391 End 6392 ConditionState = PARTIALLY_CONSTRUCTED 6393 Model = UBSupply_A6 6394 Animation = UBSupply_A6.UBSupply_A6 6395 AnimationMode = MANUAL 6396 Flags = START_FRAME_LAST 6397 TransitionKey = UP_DAY 6398 ParticleSysBone = Dust01 BuildingDust 6399 ParticleSysBone = Smoke01 BuildUpSmoke 6400 ParticleSysBone = Smoke02 BuildUpSmoke 6401 ParticleSysBone = Smoke03 BuildUpSmoke 6402 ParticleSysBone = Smoke04 BuildUpSmoke 6403 End 6404 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 6405 Model = UBSupply_A6N 6406 Animation = UBSupply_A6N.UBSupply_A6N 6407 AnimationMode = MANUAL 6408 Flags = START_FRAME_LAST 6409 TransitionKey = UP_NIGHT 6410 ParticleSysBone = Dust01 BuildingDust 6411 ParticleSysBone = Smoke01 BuildUpSmoke 6412 ParticleSysBone = Smoke02 BuildUpSmoke 6413 ParticleSysBone = Smoke03 BuildUpSmoke 6414 ParticleSysBone = Smoke04 BuildUpSmoke 6415 End 6416 ConditionState = SNOW PARTIALLY_CONSTRUCTED 6417 Model = UBSupply_A6S 6418 Animation = UBSupply_A6S.UBSupply_A6S 6419 AnimationMode = MANUAL 6420 Flags = START_FRAME_LAST 6421 TransitionKey = UP_SNOW 6422 ParticleSysBone = Dust01 BuildingSnowDust 6423 ParticleSysBone = Smoke01 BuildUpSnowSmoke 6424 ParticleSysBone = Smoke02 BuildUpSnowSmoke 6425 ParticleSysBone = Smoke03 BuildUpSnowSmoke 6426 ParticleSysBone = Smoke04 BuildUpSnowSmoke 6427 End 6428 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 6429 Model = UBSupply_A6SN 6430 Animation = UBSupply_A6SN.UBSupply_A6SN 6431 AnimationMode = MANUAL 6432 Flags = START_FRAME_LAST 6433 TransitionKey = UP_SNOWNIGHT 6434 ParticleSysBone = Dust01 BuildingNightSnowDust 6435 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 6436 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 6437 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 6438 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 6439 End 6440 TransitionState = DOWN_DEFAULT UP_DAY 6441 Model = UBSupply_A6 6442 Animation = UBSupply_A6.UBSupply_A6 6443 AnimationMode = ONCE 6444 AnimationSpeedFactorRange = 1.0 1.0 6445 Flags = START_FRAME_FIRST 6446 End 6447 TransitionState = DOWN_DEFAULT UP_NIGHT 6448 Model = UBSupply_A6N 6449 Animation = UBSupply_A6N.UBSupply_A6N 6450 AnimationMode = ONCE 6451 AnimationSpeedFactorRange = 1.0 1.0 6452 Flags = START_FRAME_FIRST 6453 End 6454 TransitionState = DOWN_DEFAULT UP_SNOW 6455 Model = UBSupply_A6S 6456 Animation = UBSupply_A6S.UBSupply_A6S 6457 AnimationMode = ONCE 6458 AnimationSpeedFactorRange = 1.0 1.0 6459 Flags = START_FRAME_FIRST 6460 End 6461 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6462 Model = UBSupply_A6SN 6463 Animation = UBSupply_A6SN.UBSupply_A6SN 6464 AnimationMode = ONCE 6465 AnimationSpeedFactorRange = 1.0 1.0 6466 Flags = START_FRAME_FIRST 6467 End 6468 TransitionState = UP_DAY DOWN_DEFAULT 6469 Model = UBSupply_A6 6470 Animation = UBSupply_A6.UBSupply_A6 6471 AnimationMode = ONCE_BACKWARDS 6472 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6473 Flags = START_FRAME_LAST 6474 End 6475 TransitionState = UP_NIGHT DOWN_DEFAULT 6476 Model = UBSupply_A6N 6477 Animation = UBSupply_A6N.UBSupply_A6N 6478 AnimationMode = ONCE_BACKWARDS 6479 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6480 Flags = START_FRAME_LAST 6481 6482 End 6483 TransitionState = UP_SNOW DOWN_DEFAULT 6484 Model = UBSupply_A6S 6485 Animation = UBSupply_A6S.UBSupply_A6S 6486 AnimationMode = ONCE_BACKWARDS 6487 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6488 Flags = START_FRAME_LAST 6489 End 6490 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6491 Model = UBSupply_A6SN 6492 Animation = UBSupply_A6SN.UBSupply_A6SN 6493 AnimationMode = ONCE_BACKWARDS 6494 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6495 Flags = START_FRAME_LAST 6496 End 6497 End 6498 6499 PlacementViewAngle = -45 6500 6501 ; ***DESIGN parameters *** 6502 DisplayName = OBJECT:SupplyStash 6503 Side = GLAToxinGeneral 6504 EditorSorting = STRUCTURE 6505 BuildCost = 1500 6506 RefundValue = 650 ; With nothing (or zero) listed, we sell for half price. 6507 BuildTime = 10.0 ; in seconds 6508 EnergyProduction = 0 6509 CommandSet = Chem_GLASupplyStashCommandSet 6510 VisionRange = 200.0 ; Shroud clearing distance 6511 ShroudClearingRange = 200 6512 ArmorSet 6513 Conditions = None 6514 Armor = StructureArmor 6515 DamageFX = StructureDamageFXNoShake 6516 End 6517 ArmorSet 6518 Conditions = PLAYER_UPGRADE 6519 Armor = GLAUpgradedStructureArmor 6520 DamageFX = StructureDamageFXNoShake 6521 End 6522 ExperienceValue = 200 200 200 200 ; Experience point value at each level 6523 6524 ; *** AUDIO Parameters *** 6525 VoiceSelect = SupplyCenterGLASelect 6526 SoundOnDamaged = BuildingDamagedStateLight 6527 SoundOnReallyDamaged = BuildingDestroy 6528 6529 UnitSpecificSounds 6530 UnderConstruction = UnderConstructionLoop 6531 End 6532 6533 ; *** ENGINEERING Parameters *** 6534 RadarPriority = STRUCTURE 6535 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 6536 Body = StructureBody ModuleTag_04 6537 MaxHealth = 2000.0 6538 InitialHealth = 2000.0 6539 6540 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6541 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6542 SubdualDamageCap = 2200 6543 SubdualDamageHealRate = 500 6544 SubdualDamageHealAmount = 100 6545 End 6546 6547 Behavior = ArmorUpgrade ModuleTag_Armor01 6548 TriggeredBy = Upgrade_GLAFortifiedStructure 6549 End 6550 6551 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 6552 ConditionFlag = GARRISONED 6553 TriggeredBy = Upgrade_GLAFortifiedStructure 6554 End 6555 6556 Behavior = SupplyCenterCreate ModuleTag_05 6557 ;nothing 6558 End 6559 6560 Behavior = RebuildHoleExposeDie ModuleTag_06 6561 HoleName = GLAHoleSupplyStash 6562 HoleMaxHealth = 500.0 6563 End 6564 Behavior = DestroyDie ModuleTag_07 6565 ;nothing 6566 End 6567 Behavior = CreateObjectDie ModuleTag_08 6568 CreationList = OCL_SmallStructureDebris 6569 End 6570 Behavior = FXListDie ModuleTag_09 6571 DeathFX = FX_StructureSmallDeath 6572 End 6573 Behavior = ProductionUpdate ModuleTag_10 6574 ; nothing 6575 End 6576 Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 6577 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 6578 NaturalRallyPoint = X: 36.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 6579 End 6580 6581 Behavior = SpawnBehavior ModuleTag_12 6582 SpawnNumber = 1 6583 SpawnReplaceDelay = 9999 6584 SpawnTemplateName = Chem_GLAInfantryWorker 6585 OneShot = Yes 6586 CanReclaimOrphans = No 6587 SlavesHaveFreeWill = Yes 6588 End 6589 6590 Behavior = SupplyCenterDockUpdate ModuleTag_13 6591 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 6592 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 6593 End 6594 6595 Behavior = FlammableUpdate ModuleTag_15 6596 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6597 AflameDamageAmount = 5 ; taking this much damage... 6598 AflameDamageDelay = 500 ; this often. 6599 End 6600 6601 Behavior = TransitionDamageFX ModuleTag_16 6602 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 6603 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 6604 ;--------------------------------------------------------------------------------------- 6605 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 6606 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 6607 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 6608 End 6609 6610 ;Dont forget to edit the GLA Hole geometry for this object too 6611 Geometry = BOX 6612 GeometryMajorRadius = 36.0 6613 GeometryMinorRadius = 35.0 6614 GeometryHeight = 30.0 6615 GeometryIsSmall = No 6616 ;FactoryExtraBibWidth= 1.0 ; extra placement border. 6617 Shadow = SHADOW_VOLUME 6618 BuildCompletion = PLACED_BY_PLAYER 6619 6620 End 6621 6622 ;------------------------------------------------------------------------------ 6623 ObjectReskin Chem_GLAHoleSupplyStash Chem_GLAHole 6624 Draw = W3DModelDraw ModuleTag_01 6625 OkToChangeModelColor = Yes 6626 ConditionState = NONE 6627 Model = UBHole 6628 End 6629 ConditionState = DAMAGED 6630 Model = UBHole_D 6631 ParticleSysBone = Smoke01 SteamVent 6632 End 6633 ConditionState = REALLYDAMAGED RUBBLE 6634 Model = UBHole_E 6635 ParticleSysBone = Smoke01 SteamVent 6636 ParticleSysBone = Smoke02 SteamVent 6637 ParticleSysBone = Fire01 GLAPowerPlantFlame 6638 ParticleSysBone = Fire02 GLAPowerPlantFlame 6639 ParticleSysBone = Fire03 GLAPowerPlantFlame 6640 End 6641 End 6642 Draw = W3DModelDraw ModuleTag_02 6643 OkToChangeModelColor = Yes 6644 ConditionState = NONE 6645 Model = UBSupply_R 6646 ParticleSysBone = Smoke02 SmolderingSmoke 6647 ParticleSysBone = Smoke03 SmolderingSmoke 6648 ParticleSysBone = Smoke04 SmolderingSmoke 6649 ParticleSysBone = Smoke05 SmolderingSmoke 6650 ParticleSysBone = Smoke06 SmolderingSmoke 6651 End 6652 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 6653 Model = UBSupply_R 6654 ParticleSysBone = Smoke02 SmolderingSmoke 6655 ParticleSysBone = Smoke03 SmolderingSmoke 6656 ParticleSysBone = Smoke04 SmolderingSmoke 6657 ParticleSysBone = Smoke05 SmolderingSmoke 6658 ParticleSysBone = Smoke06 SmolderingSmoke 6659 End 6660 End 6661 End 6662 6663 ;------------------------------------------------------------------------------ 6664 Object Chem_FakeGLASupplyStash 6665 6666 ; *** ART Parameters *** 6667 SelectPortrait = SUSupplyCenter_L 6668 ButtonImage = SUSupplyCenter 6669 6670 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 6671 6672 Draw = W3DModelDraw ModuleTag_01 6673 OkToChangeModelColor = Yes 6674 ; day 6675 ConditionState = NONE 6676 Model = UBSupply 6677 ParticleSysBone = Smoke01 SteamVent 6678 Animation = UBSupply.UBSupply 6679 AnimationMode = LOOP 6680 End 6681 ConditionState = DAMAGED 6682 Model = UBSupply_D 6683 ParticleSysBone = Smoke01 SteamVent 6684 Animation = UBSupply_D.UBSupply_D 6685 AnimationMode = LOOP 6686 End 6687 ConditionState = REALLYDAMAGED RUBBLE 6688 Model = UBSupply_E 6689 ParticleSysBone = Smoke01 SteamVent 6690 End 6691 ConditionState = GARRISONED 6692 Model = UBSpplyEG 6693 ParticleSysBone = Smoke01 SmolderingSmoke 6694 Animation = UBSpplyEG.UBSpplyEG 6695 AnimationMode = LOOP 6696 End 6697 ConditionState = DAMAGED GARRISONED 6698 Model = UBSpplyEG_D 6699 ParticleSysBone = Smoke01 SmolderingSmoke 6700 Animation = UBSpplyEG_D.UBSpplyEG_D 6701 AnimationMode = LOOP 6702 End 6703 ConditionState = REALLYDAMAGED GARRISONED 6704 Model = UBSpplyEG_E 6705 ParticleSysBone = Smoke01 SmolderingSmoke 6706 Animation = UBSpplyEG_E.UBSpplyEG_E 6707 AnimationMode = LOOP 6708 End 6709 6710 ; SNOW 6711 ConditionState = SNOW 6712 Model = UBSupply_S 6713 ParticleSysBone = Smoke01 SteamVent 6714 Animation = UBSupply_S.UBSupply_S 6715 AnimationMode = LOOP 6716 End 6717 ConditionState = DAMAGED SNOW 6718 Model = UBSupply_DS 6719 ParticleSysBone = Smoke01 SteamVent 6720 Animation = UBSupply_DS.UBSupply_DS 6721 AnimationMode = LOOP 6722 End 6723 ConditionState = REALLYDAMAGED RUBBLE SNOW 6724 Model = UBSupply_ES 6725 ParticleSysBone = Smoke01 SteamVent 6726 End 6727 ConditionState = GARRISONED SNOW 6728 Model = UBSpplyEG_S 6729 ParticleSysBone = Smoke01 SmolderingSmoke 6730 Animation = UBSpplyEG_S.UBSpplyEG_S 6731 AnimationMode = LOOP 6732 End 6733 ConditionState = DAMAGED GARRISONED SNOW 6734 Model = UBSpplyEG_DS 6735 ParticleSysBone = Smoke01 SmolderingSmoke 6736 Animation = UBSpplyEG_DS.UBSpplyEG_DS 6737 AnimationMode = LOOP 6738 End 6739 ConditionState = REALLYDAMAGED GARRISONED SNOW 6740 Model = UBSpplyEG_ES 6741 ParticleSysBone = Smoke01 SmolderingSmoke 6742 Animation = UBSpplyEG_ES.UBSpplyEG_ES 6743 AnimationMode = LOOP 6744 End 6745 6746 ; night 6747 ConditionState = NIGHT 6748 Model = UBSupply_N 6749 Animation = UBSupply_N.UBSupply_N 6750 AnimationMode = LOOP 6751 ParticleSysBone = Smoke01 SteamVent 6752 End 6753 ConditionState = DAMAGED NIGHT 6754 Model = UBSupply_DN 6755 Animation = UBSupply_DN.UBSupply_DN 6756 AnimationMode = LOOP 6757 ParticleSysBone = Smoke01 SteamVent 6758 ParticleSysBone = Smoke02 SmolderingSmoke 6759 ParticleSysBone = Smoke03 SmolderingSmoke 6760 ParticleSysBone = Smoke04 SmolderingSmoke 6761 ParticleSysBone = Fire01 SmolderingFire 6762 End 6763 ConditionState = REALLYDAMAGED RUBBLE NIGHT 6764 Model = UBSupply_EN 6765 ParticleSysBone = Smoke01 SteamVent 6766 ParticleSysBone = Smoke02 SmolderingSmoke 6767 ParticleSysBone = Smoke03 SmolderingSmoke 6768 ParticleSysBone = Smoke04 SmolderingSmoke 6769 ParticleSysBone = Smoke05 SmolderingSmoke 6770 ParticleSysBone = Smoke06 SmolderingSmoke 6771 ParticleSysBone = Fire01 SmolderingFire 6772 ParticleSysBone = Fire02 SmolderingFire 6773 ParticleSysBone = Fire03 SmolderingFire 6774 End 6775 ConditionState = GARRISONED NIGHT 6776 Model = UBSpplyEG_N 6777 ParticleSysBone = Smoke01 SmolderingSmoke 6778 Animation = UBSpplyEG_N.UBSpplyEG_N 6779 AnimationMode = LOOP 6780 End 6781 ConditionState = DAMAGED GARRISONED NIGHT 6782 Model = UBSpplyEG_DN 6783 ParticleSysBone = Smoke01 SmolderingSmoke 6784 Animation = UBSpplyEG_DN.UBSpplyEG_DN 6785 AnimationMode = LOOP 6786 End 6787 ConditionState = REALLYDAMAGED GARRISONED NIGHT 6788 Model = UBSpplyEG_EN 6789 ParticleSysBone = Smoke01 SmolderingSmoke 6790 Animation = UBSpplyEG_EN.UBSpplyEG_EN 6791 AnimationMode = LOOP 6792 End 6793 6794 ; night snow 6795 ConditionState = NIGHT SNOW 6796 Model = UBSupply_NS 6797 Animation = UBSupply_NS.UBSupply_NS 6798 AnimationMode = LOOP 6799 ParticleSysBone = Smoke01 SteamVent 6800 End 6801 ConditionState = DAMAGED NIGHT SNOW 6802 Model = UBSupply_DNS 6803 Animation = UBSupply_DNS.UBSupply_DNS 6804 AnimationMode = LOOP 6805 ParticleSysBone = Smoke01 SteamVent 6806 ParticleSysBone = Smoke02 SmolderingSmoke 6807 ParticleSysBone = Smoke03 SmolderingSmoke 6808 ParticleSysBone = Smoke04 SmolderingSmoke 6809 ParticleSysBone = Fire01 SmolderingFire 6810 End 6811 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 6812 Model = UBSupply_ENS 6813 ParticleSysBone = Smoke01 SteamVent 6814 ParticleSysBone = Smoke02 SmolderingSmoke 6815 ParticleSysBone = Smoke03 SmolderingSmoke 6816 ParticleSysBone = Smoke04 SmolderingSmoke 6817 ParticleSysBone = Smoke05 SmolderingSmoke 6818 ParticleSysBone = Smoke06 SmolderingSmoke 6819 ParticleSysBone = Fire01 SmolderingFire 6820 ParticleSysBone = Fire02 SmolderingFire 6821 ParticleSysBone = Fire03 SmolderingFire 6822 End 6823 ConditionState = GARRISONED SNOW NIGHT 6824 Model = UBSpplyEG_NS 6825 ParticleSysBone = Smoke01 SmolderingSmoke 6826 Animation = UBSpplyEG_S.UBSpplyEG_S 6827 AnimationMode = LOOP 6828 End 6829 ConditionState = DAMAGED GARRISONED SNOW NIGHT 6830 Model = UBSpplyEG_DNS 6831 ParticleSysBone = Smoke01 SmolderingSmoke 6832 Animation = UBSpplyEG_DNS.UBSpplyEG_DNS 6833 AnimationMode = LOOP 6834 End 6835 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 6836 Model = UBSpplyEG_ENS 6837 ParticleSysBone = Smoke01 SmolderingSmoke 6838 Animation = UBSpplyEG_ENS.UBSpplyEG_ENS 6839 AnimationMode = LOOP 6840 End 6841 6842 ;************************************************************************************************************************** 6843 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6844 ;for this draw module 6845 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6846 Model = UBSupply 6847 Animation = UBSupply.UBSupply 6848 AnimationMode = LOOP 6849 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6850 End 6851 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6852 Model = UBSupply_D 6853 Animation = UBSupply_D.UBSupply_D 6854 AnimationMode = LOOP 6855 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6856 End 6857 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6858 Model = UBSupply_E 6859 ;Animation = UBSupply_E.UBSupply_E 6860 ;AnimationMode = LOOP 6861 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6862 End 6863 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6864 Model = UBSupply_N 6865 Animation = UBSupply_N.UBSupply_N 6866 AnimationMode = LOOP 6867 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6868 End 6869 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 6870 Model = UBSupply_DN 6871 Animation = UBSupply_DN.UBSupply_DN 6872 AnimationMode = LOOP 6873 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6874 End 6875 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 6876 Model = UBSupply_EN 6877 ;Animation = UBSupply_EN.UBSupply_EN 6878 ;AnimationMode = LOOP 6879 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6880 End 6881 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6882 Model = UBSupply_S 6883 Animation = UBSupply_S.UBSupply_S 6884 AnimationMode = LOOP 6885 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6886 End 6887 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 6888 Model = UBSupply_DS 6889 Animation = UBSupply_DS.UBSupply_DS 6890 AnimationMode = LOOP 6891 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6892 End 6893 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 6894 Model = UBSupply_ES 6895 ;Animation = UBSupply_ES.UBSupply_ES 6896 ;AnimationMode = LOOP 6897 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6898 End 6899 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6900 Model = UBSupply_NS 6901 Animation = UBSupply_NS.UBSupply_NS 6902 AnimationMode = LOOP 6903 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6904 End 6905 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 6906 Model = UBSupply_DNS 6907 Animation = UBSupply_DNS.UBSupply_DNS 6908 AnimationMode = LOOP 6909 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6910 End 6911 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 6912 Model = UBSupply_ENS 6913 ;Animation = UBSupply_ENS.UBSupply_ENS 6914 ;AnimationMode = LOOP 6915 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6916 End 6917 6918 ConditionState = AWAITING_CONSTRUCTION 6919 Model = NONE 6920 End 6921 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6922 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6923 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6924 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6925 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6926 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6927 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6928 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6929 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6930 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6931 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6932 AliasConditionState = SOLD 6933 AliasConditionState = SOLD DAMAGED 6934 AliasConditionState = SOLD REALLYDAMAGED 6935 AliasConditionState = SOLD NIGHT 6936 AliasConditionState = SOLD NIGHT DAMAGED 6937 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6938 AliasConditionState = SOLD SNOW 6939 AliasConditionState = SOLD SNOW DAMAGED 6940 AliasConditionState = SOLD SNOW REALLYDAMAGED 6941 AliasConditionState = SOLD NIGHT SNOW 6942 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6943 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6944 AliasConditionState = GARRISONED SOLD 6945 AliasConditionState = GARRISONED SOLD DAMAGED 6946 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 6947 AliasConditionState = GARRISONED SOLD NIGHT 6948 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 6949 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 6950 AliasConditionState = GARRISONED SOLD SNOW 6951 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 6952 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 6953 AliasConditionState = GARRISONED SOLD NIGHT SNOW 6954 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 6955 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 6956 ;************************************************************************************************************************** 6957 6958 End 6959 6960 ; ------------ construction-zone fence ----------------- 6961 Draw = W3DModelDraw ModuleTag_02 6962 AnimationsRequirePower = No 6963 DefaultConditionState 6964 Model = None 6965 TransitionKey = DOWN_DEFAULT 6966 End 6967 ConditionState = NIGHT 6968 Model = None 6969 TransitionKey = DOWN_DEFAULT 6970 End 6971 ConditionState = SNOW 6972 Model = None 6973 TransitionKey = DOWN_DEFAULT 6974 End 6975 ConditionState = SNOW NIGHT 6976 Model = None 6977 TransitionKey = DOWN_DEFAULT 6978 End 6979 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6980 Model = UBSupply_A4 6981 Animation = UBSupply_A4.UBSupply_A4 6982 AnimationMode = MANUAL 6983 Flags = START_FRAME_LAST 6984 TransitionKey = UP_DAY 6985 End 6986 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6987 Model = UBSupply_A4N 6988 Animation = UBSupply_A4N.UBSupply_A4N 6989 AnimationMode = MANUAL 6990 Flags = START_FRAME_LAST 6991 TransitionKey = UP_NIGHT 6992 End 6993 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6994 Model = UBSupply_A4S 6995 Animation = UBSupply_A4S.UBSupply_A4S 6996 AnimationMode = MANUAL 6997 Flags = START_FRAME_LAST 6998 TransitionKey = UP_SNOW 6999 End 7000 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7001 Model = UBSupply_A4SN 7002 Animation = UBSupply_A4SN.UBSupply_A4SN 7003 AnimationMode = MANUAL 7004 Flags = START_FRAME_LAST 7005 TransitionKey = UP_SNOWNIGHT 7006 End 7007 TransitionState = DOWN_DEFAULT UP_DAY 7008 Model = UBSupply_A4 7009 Animation = UBSupply_A4.UBSupply_A4 7010 AnimationMode = ONCE 7011 AnimationSpeedFactorRange = 1.0 1.0 7012 Flags = START_FRAME_FIRST 7013 End 7014 TransitionState = DOWN_DEFAULT UP_NIGHT 7015 Model = UBSupply_A4N 7016 Animation = UBSupply_A4N.UBSupply_A4N 7017 AnimationMode = ONCE 7018 AnimationSpeedFactorRange = 1.0 1.0 7019 Flags = START_FRAME_FIRST 7020 End 7021 TransitionState = DOWN_DEFAULT UP_SNOW 7022 Model = UBSupply_A4S 7023 Animation = UBSupply_A4S.UBSupply_A4S 7024 AnimationMode = ONCE 7025 AnimationSpeedFactorRange = 1.0 1.0 7026 Flags = START_FRAME_FIRST 7027 End 7028 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7029 Model = UBSupply_A4SN 7030 Animation = UBSupply_A4SN.UBSupply_A4SN 7031 AnimationMode = ONCE 7032 AnimationSpeedFactorRange = 1.0 1.0 7033 Flags = START_FRAME_FIRST 7034 End 7035 TransitionState = UP_DAY DOWN_DEFAULT 7036 Model = UBSupply_A4 7037 Animation = UBSupply_A4.UBSupply_A4 7038 AnimationMode = ONCE_BACKWARDS 7039 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7040 Flags = START_FRAME_LAST 7041 End 7042 TransitionState = UP_NIGHT DOWN_DEFAULT 7043 Model = UBSupply_A4N 7044 Animation = UBSupply_A4N.UBSupply_A4N 7045 AnimationMode = ONCE_BACKWARDS 7046 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7047 Flags = START_FRAME_LAST 7048 End 7049 TransitionState = UP_SNOW DOWN_DEFAULT 7050 Model = UBSupply_A4S 7051 Animation = UBSupply_A4S.UBSupply_A4S 7052 AnimationMode = ONCE_BACKWARDS 7053 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7054 Flags = START_FRAME_LAST 7055 End 7056 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7057 Model = UBSupply_A4SN 7058 Animation = UBSupply_A4SN.UBSupply_A4SN 7059 AnimationMode = ONCE_BACKWARDS 7060 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7061 Flags = START_FRAME_LAST 7062 End 7063 End 7064 7065 ; ------------ under-construction scaffolding ----------------- 7066 Draw = W3DModelDraw ModuleTag_03 7067 AnimationsRequirePower = No 7068 MinLODRequired = MEDIUM 7069 DefaultConditionState 7070 Model = None 7071 TransitionKey = DOWN_DEFAULT 7072 End 7073 ConditionState = NIGHT 7074 Model = None 7075 TransitionKey = DOWN_DEFAULT 7076 End 7077 ConditionState = SNOW 7078 Model = None 7079 TransitionKey = DOWN_DEFAULT 7080 End 7081 ConditionState = SNOW NIGHT 7082 Model = None 7083 TransitionKey = DOWN_DEFAULT 7084 End 7085 ConditionState = PARTIALLY_CONSTRUCTED 7086 Model = UBSupply_A6 7087 Animation = UBSupply_A6.UBSupply_A6 7088 AnimationMode = MANUAL 7089 Flags = START_FRAME_LAST 7090 TransitionKey = UP_DAY 7091 ParticleSysBone = Dust01 BuildingDust 7092 ParticleSysBone = Smoke01 BuildUpSmoke 7093 ParticleSysBone = Smoke02 BuildUpSmoke 7094 ParticleSysBone = Smoke03 BuildUpSmoke 7095 ParticleSysBone = Smoke04 BuildUpSmoke 7096 End 7097 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7098 Model = UBSupply_A6N 7099 Animation = UBSupply_A6N.UBSupply_A6N 7100 AnimationMode = MANUAL 7101 Flags = START_FRAME_LAST 7102 TransitionKey = UP_NIGHT 7103 ParticleSysBone = Dust01 BuildingDust 7104 ParticleSysBone = Smoke01 BuildUpSmoke 7105 ParticleSysBone = Smoke02 BuildUpSmoke 7106 ParticleSysBone = Smoke03 BuildUpSmoke 7107 ParticleSysBone = Smoke04 BuildUpSmoke 7108 End 7109 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7110 Model = UBSupply_A6S 7111 Animation = UBSupply_A6S.UBSupply_A6S 7112 AnimationMode = MANUAL 7113 Flags = START_FRAME_LAST 7114 TransitionKey = UP_SNOW 7115 ParticleSysBone = Dust01 BuildingSnowDust 7116 ParticleSysBone = Smoke01 BuildUpSnowSmoke 7117 ParticleSysBone = Smoke02 BuildUpSnowSmoke 7118 ParticleSysBone = Smoke03 BuildUpSnowSmoke 7119 ParticleSysBone = Smoke04 BuildUpSnowSmoke 7120 End 7121 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7122 Model = UBSupply_A6SN 7123 Animation = UBSupply_A6SN.UBSupply_A6SN 7124 AnimationMode = MANUAL 7125 Flags = START_FRAME_LAST 7126 TransitionKey = UP_SNOWNIGHT 7127 ParticleSysBone = Dust01 BuildingNightSnowDust 7128 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 7129 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 7130 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 7131 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 7132 End 7133 TransitionState = DOWN_DEFAULT UP_DAY 7134 Model = UBSupply_A6 7135 Animation = UBSupply_A6.UBSupply_A6 7136 AnimationMode = ONCE 7137 AnimationSpeedFactorRange = 1.0 1.0 7138 Flags = START_FRAME_FIRST 7139 End 7140 TransitionState = DOWN_DEFAULT UP_NIGHT 7141 Model = UBSupply_A6N 7142 Animation = UBSupply_A6N.UBSupply_A6N 7143 AnimationMode = ONCE 7144 AnimationSpeedFactorRange = 1.0 1.0 7145 Flags = START_FRAME_FIRST 7146 End 7147 TransitionState = DOWN_DEFAULT UP_SNOW 7148 Model = UBSupply_A6S 7149 Animation = UBSupply_A6S.UBSupply_A6S 7150 AnimationMode = ONCE 7151 AnimationSpeedFactorRange = 1.0 1.0 7152 Flags = START_FRAME_FIRST 7153 End 7154 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7155 Model = UBSupply_A6SN 7156 Animation = UBSupply_A6SN.UBSupply_A6SN 7157 AnimationMode = ONCE 7158 AnimationSpeedFactorRange = 1.0 1.0 7159 Flags = START_FRAME_FIRST 7160 End 7161 TransitionState = UP_DAY DOWN_DEFAULT 7162 Model = UBSupply_A6 7163 Animation = UBSupply_A6.UBSupply_A6 7164 AnimationMode = ONCE_BACKWARDS 7165 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7166 Flags = START_FRAME_LAST 7167 End 7168 TransitionState = UP_NIGHT DOWN_DEFAULT 7169 Model = UBSupply_A6N 7170 Animation = UBSupply_A6N.UBSupply_A6N 7171 AnimationMode = ONCE_BACKWARDS 7172 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7173 Flags = START_FRAME_LAST 7174 7175 End 7176 TransitionState = UP_SNOW DOWN_DEFAULT 7177 Model = UBSupply_A6S 7178 Animation = UBSupply_A6S.UBSupply_A6S 7179 AnimationMode = ONCE_BACKWARDS 7180 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7181 Flags = START_FRAME_LAST 7182 End 7183 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7184 Model = UBSupply_A6SN 7185 Animation = UBSupply_A6SN.UBSupply_A6SN 7186 AnimationMode = ONCE_BACKWARDS 7187 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7188 Flags = START_FRAME_LAST 7189 End 7190 End 7191 7192 PlacementViewAngle = -45 7193 7194 ; ***DESIGN parameters *** 7195 DisplayName = OBJECT:SupplyStash 7196 Side = GLAToxinGeneral 7197 EditorSorting = STRUCTURE 7198 Prerequisites 7199 Object = Chem_GLACommandCenter 7200 End 7201 BuildCost = 375 7202 BuildTime = 5.0 ; in seconds 7203 EnergyProduction = 0 7204 CommandSet = FakeGLASupplyStashCommandSet 7205 VisionRange = 200.0 ; Shroud clearing distance 7206 ShroudClearingRange = 200 7207 7208 WeaponSet 7209 Conditions = None 7210 Weapon = PRIMARY SuicideWeapon 7211 AutoChooseSources = PRIMARY None 7212 End 7213 7214 ArmorSet 7215 Conditions = None 7216 Armor = StructureArmor 7217 DamageFX = StructureDamageFXNoShake 7218 End 7219 ExperienceValue = 50 50 50 50 ; Experience point value at each level 7220 7221 ; *** AUDIO Parameters *** 7222 VoiceSelect = SupplyCenterGLASelect 7223 SoundOnDamaged = BuildingDamagedStateLight 7224 SoundOnReallyDamaged = BuildingDestroy 7225 7226 UnitSpecificSounds 7227 UnderConstruction = UnderConstructionLoop 7228 End 7229 7230 ; *** ENGINEERING Parameters *** 7231 RadarPriority = STRUCTURE 7232 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 7233 Body = StructureBody ModuleTag_04 7234 MaxHealth = 250.0 7235 InitialHealth = 250.0 7236 7237 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7238 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7239 SubdualDamageCap = 450 7240 SubdualDamageHealRate = 500 7241 SubdualDamageHealAmount = 100 7242 End 7243 7244 Behavior = CreateObjectDie ModuleTag_08 7245 CreationList = OCL_SmallStructureDebris 7246 End 7247 Behavior = FXListDie ModuleTag_09 7248 DeathFX = FX_StructureSmallDeath 7249 End 7250 Behavior = ProductionUpdate ModuleTag_10 7251 ; nothing 7252 End 7253 Behavior = AIUpdateInterface ModuleTag_11 7254 AutoAcquireEnemiesWhenIdle = No 7255 End 7256 7257 Behavior = SlowDeathBehavior ModuleTag_12 7258 ExemptStatus = UNDER_CONSTRUCTION 7259 DestructionDelay = 0 7260 Weapon = FINAL FakeStructureDetonationWeapon 7261 End 7262 Behavior = DestroyDie ModuleTag_SlowDeathException 7263 RequiredStatus = UNDER_CONSTRUCTION 7264 End 7265 7266 Behavior = ReplaceObjectUpgrade ModuleTag_13 7267 ReplaceObject = Chem_GLASupplyStash 7268 TriggeredBy = Upgrade_BecomeRealGLASupplyStash 7269 End 7270 7271 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 7272 ConditionFlag = GARRISONED 7273 TriggeredBy = Upgrade_GLAFortifiedStructure 7274 End 7275 7276 Behavior = FlammableUpdate ModuleTag_15 7277 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7278 AflameDamageAmount = 5 ; taking this much damage... 7279 AflameDamageDelay = 500 ; this often. 7280 End 7281 7282 Behavior = TransitionDamageFX ModuleTag_16 7283 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 7284 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7285 ;--------------------------------------------------------------------------------------- 7286 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7287 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7288 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7289 End 7290 7291 ;Dont forget to edit the GLA Hole geometry for this object too 7292 Geometry = BOX 7293 GeometryMajorRadius = 36.0 7294 GeometryMinorRadius = 35.0 7295 GeometryHeight = 30.0 7296 GeometryIsSmall = No 7297 ;FactoryExtraBibWidth= 1.0 ; extra placement border. 7298 Shadow = SHADOW_VOLUME 7299 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 7300 ShadowSizeX = 105 7301 ShadowSizeY = 105 7302 BuildCompletion = PLACED_BY_PLAYER 7303 7304 End 7305 7306 7307 7308 7309 7310 7311 ;------------------------------------------------------------------------------ 7312 ;GLA Barracks 7313 Object Chem_GLABarracks 7314 7315 ; *** ART Parameters *** 7316 SelectPortrait = SUBarracks_L 7317 ButtonImage = SUBarracks 7318 7319 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 7320 7321 Draw = W3DModelDraw ModuleTag_01 7322 OkToChangeModelColor = Yes 7323 ; day 7324 ConditionState = NONE 7325 Model = UBBARRACKS 7326 ParticleSysBone = Smoke01 ChimneySmokeSmall 7327 ParticleSysBone = Smoke02 SteamVent 7328 Animation = UBBarracks.UBBarracks 7329 AnimationMode = LOOP 7330 End 7331 ConditionState = DAMAGED 7332 Model = UBBarracks_D 7333 ParticleSysBone = Smoke01 ChimneySmokeSmall 7334 ParticleSysBone = Smoke02 SteamVent 7335 ; ParticleSysBone = Smoke03 SmokeFactionMedium 7336 ; ParticleSysBone = Flame01 FireFactionMedium 7337 Animation = UBBarracks_D.UBBarracks_D 7338 AnimationMode = LOOP 7339 End 7340 ConditionState = REALLYDAMAGED RUBBLE 7341 Model = UBBarracks_E 7342 ParticleSysBone = Smoke01 ChimneySmokeSmall 7343 ; ParticleSysBone = Smoke02 SteamVent 7344 ; ParticleSysBone = Smoke03 SmokeFactionMedium 7345 ; ParticleSysBone = Smoke04 SmokeFactionLarge 7346 ; ParticleSysBone = Smoke05 SmokeFactionLarge 7347 ; ParticleSysBone = Flame01 FireFactionMedium 7348 ; ParticleSysBone = Flame02 FireFactionLarge 7349 Animation = UBBarracks_E.UBBarracks_E 7350 AnimationMode = LOOP 7351 End 7352 ConditionState = GARRISONED 7353 Model = UBBarrksEG 7354 ParticleSysBone = Smoke01 SmolderingSmoke 7355 Animation = UBBarrksEG.UBBarrksEG 7356 AnimationMode = LOOP 7357 End 7358 ConditionState = DAMAGED GARRISONED 7359 Model = UBBarrksEG_D 7360 ParticleSysBone = Smoke01 SmolderingSmoke 7361 Animation = UBBarrksEG_D.UBBarrksEG_D 7362 AnimationMode = LOOP 7363 End 7364 ConditionState = REALLYDAMAGED GARRISONED 7365 Model = UBBarrksEG_E 7366 ParticleSysBone = Smoke01 SmolderingSmoke 7367 Animation = UBBarrksEG_E.UBBarrksEG_E 7368 AnimationMode = LOOP 7369 End 7370 7371 ; day 7372 ConditionState = SNOW 7373 Model = UBBARRACKS_S 7374 ParticleSysBone = Smoke01 ChimneySmokeSmall 7375 ParticleSysBone = Smoke02 SteamVent 7376 Animation = UBBarracks_S.UBBarracks_S 7377 AnimationMode = LOOP 7378 End 7379 ConditionState = DAMAGED SNOW 7380 Model = UBBarracks_DS 7381 ParticleSysBone = Smoke01 ChimneySmokeSmall 7382 ParticleSysBone = Smoke02 SteamVent 7383 ; ParticleSysBone = Smoke03 SmokeFactionMedium 7384 ; ParticleSysBone = Flame01 FireFactionMedium 7385 Animation = UBBarracks_DS.UBBarracks_DS 7386 AnimationMode = LOOP 7387 End 7388 ConditionState = REALLYDAMAGED RUBBLE SNOW 7389 Model = UBBarracks_ES 7390 ParticleSysBone = Smoke01 ChimneySmokeSmall 7391 ; ParticleSysBone = Smoke02 SteamVent 7392 ; ParticleSysBone = Smoke03 SmokeFactionMedium 7393 ; ParticleSysBone = Smoke04 SmokeFactionLarge 7394 ; ParticleSysBone = Smoke05 SmokeFactionLarge 7395 ; ParticleSysBone = Flame01 FireFactionMedium 7396 ; ParticleSysBone = Flame02 FireFactionLarge 7397 Animation = UBBarracks_ES.UBBarracks_ES 7398 AnimationMode = LOOP 7399 End 7400 ConditionState = GARRISONED SNOW 7401 Model = UBBarrksEG_S 7402 ParticleSysBone = Smoke01 SmolderingSmoke 7403 Animation = UBBarrksEG_S.UBBarrksEG_S 7404 AnimationMode = LOOP 7405 End 7406 ConditionState = DAMAGED GARRISONED SNOW 7407 Model = UBBarrksEG_DS 7408 ParticleSysBone = Smoke01 SmolderingSmoke 7409 Animation = UBBarrksEG_DS.UBBarrksEG_DS 7410 AnimationMode = LOOP 7411 End 7412 ConditionState = REALLYDAMAGED GARRISONED SNOW 7413 Model = UBBarrksEG_ES 7414 ParticleSysBone = Smoke01 SmolderingSmoke 7415 Animation = UBBarrksEG_ES.UBBarrksEG_ES 7416 AnimationMode = LOOP 7417 End 7418 7419 ; night 7420 ConditionState = NIGHT 7421 Model = UBBARRACKS_N 7422 ParticleSysBone = Smoke01 ChimneySmokeSmall 7423 ParticleSysBone = Smoke02 SteamVent 7424 Animation = UBBarracks_N.UBBarracks_N 7425 AnimationMode = LOOP 7426 End 7427 ConditionState = DAMAGED NIGHT 7428 Model = UBBarracks_DN 7429 ParticleSysBone = Smoke01 ChimneySmokeSmall 7430 ParticleSysBone = Smoke02 SteamVent 7431 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 7432 ParticleSysBone = Flame01 GLAPowerPlantFlame 7433 Animation = UBBarracks_DN.UBBarracks_DN 7434 AnimationMode = LOOP 7435 End 7436 ConditionState = REALLYDAMAGED RUBBLE NIGHT 7437 Model = UBBarracks_EN 7438 ParticleSysBone = Smoke01 ChimneySmokeSmall 7439 ParticleSysBone = Smoke02 SteamVent 7440 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 7441 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 7442 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 7443 ParticleSysBone = Flame01 FireSmallContinuous 7444 ParticleSysBone = Flame02 GLAPowerPlantFlame 7445 Animation = UBBarracks_EN.UBBarracks_EN 7446 AnimationMode = LOOP 7447 End 7448 ConditionState = GARRISONED NIGHT 7449 Model = UBBarrksEG_N 7450 ParticleSysBone = Smoke01 SmolderingSmoke 7451 Animation = UBBarrksEG_N.UBBarrksEG_N 7452 AnimationMode = LOOP 7453 End 7454 ConditionState = DAMAGED GARRISONED NIGHT 7455 Model = UBBarrksEG_DN 7456 ParticleSysBone = Smoke01 SmolderingSmoke 7457 Animation = UBBarrksEG_DN.UBBarrksEG_DN 7458 AnimationMode = LOOP 7459 End 7460 ConditionState = REALLYDAMAGED GARRISONED NIGHT 7461 Model = UBBarrksEG_EN 7462 ParticleSysBone = Smoke01 SmolderingSmoke 7463 Animation = UBBarrksEG_EN.UBBarrksEG_EN 7464 AnimationMode = LOOP 7465 End 7466 7467 ; night snow 7468 ConditionState = NIGHT SNOW 7469 Model = UBBARRACKS_NS 7470 ParticleSysBone = Smoke01 ChimneySmokeSmall 7471 ParticleSysBone = Smoke02 SteamVent 7472 Animation = UBBarracks_NS.UBBarracks_NS 7473 AnimationMode = LOOP 7474 End 7475 ConditionState = DAMAGED NIGHT SNOW 7476 Model = UBBarracks_DNS 7477 ParticleSysBone = Smoke01 ChimneySmokeSmall 7478 ParticleSysBone = Smoke02 SteamVent 7479 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 7480 ParticleSysBone = Flame01 GLAPowerPlantFlame 7481 Animation = UBBarracks_DNS.UBBarracks_DNS 7482 AnimationMode = LOOP 7483 End 7484 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 7485 Model = UBBarracks_ENS 7486 ParticleSysBone = Smoke01 ChimneySmokeSmall 7487 ParticleSysBone = Smoke02 SteamVent 7488 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 7489 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 7490 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 7491 ParticleSysBone = Flame01 FireSmallContinuous 7492 ParticleSysBone = Flame02 GLAPowerPlantFlame 7493 Animation = UBBarracks_ENS.UBBarracks_ENS 7494 AnimationMode = LOOP 7495 End 7496 ConditionState = GARRISONED NIGHT SNOW 7497 Model = UBBarrksEG_NS 7498 ParticleSysBone = Smoke01 SmolderingSmoke 7499 Animation = UBBarrksEG_NS.UBBarrksEG_NS 7500 AnimationMode = LOOP 7501 End 7502 ConditionState = DAMAGED GARRISONED NIGHT SNOW 7503 Model = UBBarrksEG_DNS 7504 ParticleSysBone = Smoke01 SmolderingSmoke 7505 Animation = UBBarrksEG_DNS.UBBarrksEG_DNS 7506 AnimationMode = LOOP 7507 End 7508 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 7509 Model = UBBarrksEG_ENS 7510 ParticleSysBone = Smoke01 SmolderingSmoke 7511 Animation = UBBarrksEG_ENS.UBBarrksEG_ENS 7512 AnimationMode = LOOP 7513 End 7514 7515 ;************************************************************************************************************************** 7516 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7517 ;for this draw module 7518 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7519 Model = UBBarracks 7520 Animation = UBBarracks.UBBarracks 7521 AnimationMode = LOOP 7522 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7523 End 7524 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7525 Model = UBBarracks_D 7526 Animation = UBBarracks_D.UBBarracks_D 7527 AnimationMode = LOOP 7528 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7529 End 7530 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7531 Model = UBBarracks_E 7532 Animation = UBBarracks_E.UBBarracks_E 7533 AnimationMode = LOOP 7534 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7535 End 7536 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7537 Model = UBBarracks_N 7538 Animation = UBBarracks_N.UBBarracks_N 7539 AnimationMode = LOOP 7540 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7541 End 7542 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7543 Model = UBBarracks_DN 7544 Animation = UBBarracks_DN.UBBarracks_DN 7545 AnimationMode = LOOP 7546 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7547 End 7548 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7549 Model = UBBarracks_EN 7550 Animation = UBBarracks_EN.UBBarracks_EN 7551 AnimationMode = LOOP 7552 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7553 End 7554 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7555 Model = UBBarracks_S 7556 Animation = UBBarracks_S.UBBarracks_S 7557 AnimationMode = LOOP 7558 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7559 End 7560 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7561 Model = UBBarracks_DS 7562 Animation = UBBarracks_DS.UBBarracks_DS 7563 AnimationMode = LOOP 7564 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7565 End 7566 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7567 Model = UBBarracks_ES 7568 Animation = UBBarracks_ES.UBBarracks_ES 7569 AnimationMode = LOOP 7570 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7571 End 7572 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7573 Model = UBBarracks_NS 7574 Animation = UBBarracks_NS.UBBarracks_NS 7575 AnimationMode = LOOP 7576 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7577 End 7578 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7579 Model = UBBarracks_DNS 7580 Animation = UBBarracks_DNS.UBBarracks_DNS 7581 AnimationMode = LOOP 7582 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7583 End 7584 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7585 Model = UBBarracks_ENS 7586 Animation = UBBarracks_ENS.UBBarracks_ENS 7587 AnimationMode = LOOP 7588 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7589 End 7590 7591 ConditionState = AWAITING_CONSTRUCTION 7592 Model = NONE 7593 End 7594 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7595 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7596 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7597 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7598 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7599 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7600 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7601 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7602 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7603 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7604 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7605 AliasConditionState = SOLD 7606 AliasConditionState = SOLD DAMAGED 7607 AliasConditionState = SOLD REALLYDAMAGED 7608 AliasConditionState = SOLD NIGHT 7609 AliasConditionState = SOLD NIGHT DAMAGED 7610 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7611 AliasConditionState = SOLD SNOW 7612 AliasConditionState = SOLD SNOW DAMAGED 7613 AliasConditionState = SOLD SNOW REALLYDAMAGED 7614 AliasConditionState = SOLD NIGHT SNOW 7615 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7616 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7617 AliasConditionState = GARRISONED SOLD 7618 AliasConditionState = GARRISONED SOLD DAMAGED 7619 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 7620 AliasConditionState = GARRISONED SOLD NIGHT 7621 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 7622 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 7623 AliasConditionState = GARRISONED SOLD SNOW 7624 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 7625 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 7626 AliasConditionState = GARRISONED SOLD NIGHT SNOW 7627 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 7628 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 7629 ;************************************************************************************************************************** 7630 End 7631 ; ------------ construction-zone fence ----------------- 7632 Draw = W3DModelDraw ModuleTag_02 7633 AnimationsRequirePower = No 7634 DefaultConditionState 7635 Model = None 7636 TransitionKey = DOWN_DEFAULT 7637 End 7638 ConditionState = NIGHT 7639 Model = None 7640 TransitionKey = DOWN_DEFAULT 7641 End 7642 ConditionState = SNOW 7643 Model = None 7644 TransitionKey = DOWN_DEFAULT 7645 End 7646 ConditionState = SNOW NIGHT 7647 Model = None 7648 TransitionKey = DOWN_DEFAULT 7649 End 7650 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7651 Model = UBBarracks_A4 7652 Animation = UBBarracks_A4.UBBarracks_A4 7653 AnimationMode = MANUAL 7654 Flags = START_FRAME_LAST 7655 TransitionKey = UP_DAY 7656 End 7657 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7658 Model = UBBarracks_A4N 7659 Animation = UBBarracks_A4N.UBBarracks_A4N 7660 AnimationMode = MANUAL 7661 Flags = START_FRAME_LAST 7662 TransitionKey = UP_NIGHT 7663 End 7664 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7665 Model = UBBarracks_A4S 7666 Animation = UBBarracks_A4S.UBBarracks_A4S 7667 AnimationMode = MANUAL 7668 Flags = START_FRAME_LAST 7669 TransitionKey = UP_SNOW 7670 End 7671 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7672 Model = UBBarracks_A4SN 7673 Animation = UBBarracks_A4SN.UBBarracks_A4SN 7674 AnimationMode = MANUAL 7675 Flags = START_FRAME_LAST 7676 TransitionKey = UP_SNOWNIGHT 7677 End 7678 TransitionState = DOWN_DEFAULT UP_DAY 7679 Model = UBBarracks_A4 7680 Animation = UBBarracks_A4.UBBarracks_A4 7681 AnimationMode = ONCE 7682 AnimationSpeedFactorRange = 1.0 1.0 7683 Flags = START_FRAME_FIRST 7684 End 7685 TransitionState = DOWN_DEFAULT UP_NIGHT 7686 Model = UBBarracks_A4N 7687 Animation = UBBarracks_A4N.UBBarracks_A4N 7688 AnimationMode = ONCE 7689 AnimationSpeedFactorRange = 1.0 1.0 7690 Flags = START_FRAME_FIRST 7691 End 7692 TransitionState = DOWN_DEFAULT UP_SNOW 7693 Model = UBBarracks_A4S 7694 Animation = UBBarracks_A4S.UBBarracks_A4S 7695 AnimationMode = ONCE 7696 AnimationSpeedFactorRange = 1.0 1.0 7697 Flags = START_FRAME_FIRST 7698 End 7699 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7700 Model = UBBarracks_A4SN 7701 Animation = UBBarracks_A4SN.UBBarracks_A4SN 7702 AnimationMode = ONCE 7703 AnimationSpeedFactorRange = 1.0 1.0 7704 Flags = START_FRAME_FIRST 7705 End 7706 TransitionState = UP_DAY DOWN_DEFAULT 7707 Model = UBBarracks_A4 7708 Animation = UBBarracks_A4.UBBarracks_A4 7709 AnimationMode = ONCE_BACKWARDS 7710 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7711 Flags = START_FRAME_LAST 7712 End 7713 TransitionState = UP_NIGHT DOWN_DEFAULT 7714 Model = UBBarracks_A4N 7715 Animation = UBBarracks_A4N.UBBarracks_A4N 7716 AnimationMode = ONCE_BACKWARDS 7717 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7718 Flags = START_FRAME_LAST 7719 End 7720 TransitionState = UP_SNOW DOWN_DEFAULT 7721 Model = UBBarracks_A4S 7722 Animation = UBBarracks_A4S.UBBarracks_A4S 7723 AnimationMode = ONCE_BACKWARDS 7724 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7725 Flags = START_FRAME_LAST 7726 End 7727 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7728 Model = UBBarracks_A4SN 7729 Animation = UBBarracks_A4SN.UBBarracks_A4SN 7730 AnimationMode = ONCE_BACKWARDS 7731 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7732 Flags = START_FRAME_LAST 7733 End 7734 End 7735 7736 ; ------------ under-construction scaffolding ----------------- 7737 Draw = W3DModelDraw ModuleTag_03 7738 AnimationsRequirePower = No 7739 MinLODRequired = MEDIUM 7740 DefaultConditionState 7741 Model = None 7742 TransitionKey = DOWN_DEFAULT 7743 End 7744 ConditionState = NIGHT 7745 Model = None 7746 TransitionKey = DOWN_DEFAULT 7747 End 7748 ConditionState = SNOW 7749 Model = None 7750 TransitionKey = DOWN_DEFAULT 7751 End 7752 ConditionState = SNOW NIGHT 7753 Model = None 7754 TransitionKey = DOWN_DEFAULT 7755 End 7756 ConditionState = PARTIALLY_CONSTRUCTED 7757 Model = UBBarracks_A6 7758 Animation = UBBarracks_A6.UBBarracks_A6 7759 AnimationMode = MANUAL 7760 Flags = START_FRAME_LAST 7761 TransitionKey = UP_DAY 7762 ParticleSysBone = Dust01 BuildingDust 7763 ParticleSysBone = Smoke01 BuildUpSmoke 7764 ParticleSysBone = Smoke02 BuildUpSmoke 7765 ParticleSysBone = Smoke03 BuildUpSmoke 7766 ParticleSysBone = Smoke04 BuildUpSmoke 7767 ParticleSysBone = Smoke05 BuildUpSmoke 7768 ParticleSysBone = Smoke06 BuildUpSmoke 7769 End 7770 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7771 Model = UBBarracks_A6N 7772 Animation = UBBarracks_A6N.UBBarracks_A6N 7773 AnimationMode = MANUAL 7774 Flags = START_FRAME_LAST 7775 TransitionKey = UP_NIGHT 7776 ParticleSysBone = Dust01 BuildingDust 7777 ParticleSysBone = Smoke01 BuildUpSmoke 7778 ParticleSysBone = Smoke02 BuildUpSmoke 7779 ParticleSysBone = Smoke03 BuildUpSmoke 7780 ParticleSysBone = Smoke04 BuildUpSmoke 7781 ParticleSysBone = Smoke05 BuildUpSmoke 7782 ParticleSysBone = Smoke06 BuildUpSmoke 7783 End 7784 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7785 Model = UBBarracks_A6S 7786 Animation = UBBarracks_A6S.UBBarracks_A6S 7787 AnimationMode = MANUAL 7788 Flags = START_FRAME_LAST 7789 TransitionKey = UP_SNOW 7790 ParticleSysBone = Dust01 BuildingSnowDust 7791 ParticleSysBone = Smoke01 BuildUpSnowSmoke 7792 ParticleSysBone = Smoke02 BuildUpSnowSmoke 7793 ParticleSysBone = Smoke03 BuildUpSnowSmoke 7794 ParticleSysBone = Smoke04 BuildUpSnowSmoke 7795 ParticleSysBone = Smoke05 BuildUpSnowSmoke 7796 ParticleSysBone = Smoke06 BuildUpSnowSmoke 7797 End 7798 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7799 Model = UBBarracks_A6SN 7800 Animation = UBBarracks_A6SN.UBBarracks_A6SN 7801 AnimationMode = MANUAL 7802 Flags = START_FRAME_LAST 7803 TransitionKey = UP_SNOWNIGHT 7804 ParticleSysBone = Dust01 BuildingNightSnowDust 7805 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 7806 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 7807 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 7808 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 7809 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 7810 ParticleSysBone = Smoke06 BuildUpNightSnowSmoke 7811 End 7812 TransitionState = DOWN_DEFAULT UP_DAY 7813 Model = UBBarracks_A6 7814 Animation = UBBarracks_A6.UBBarracks_A6 7815 AnimationMode = ONCE 7816 AnimationSpeedFactorRange = 1.0 1.0 7817 Flags = START_FRAME_FIRST 7818 End 7819 TransitionState = DOWN_DEFAULT UP_NIGHT 7820 Model = UBBarracks_A6N 7821 Animation = UBBarracks_A6N.UBBarracks_A6N 7822 AnimationMode = ONCE 7823 AnimationSpeedFactorRange = 1.0 1.0 7824 Flags = START_FRAME_FIRST 7825 End 7826 TransitionState = DOWN_DEFAULT UP_SNOW 7827 Model = UBBarracks_A6S 7828 Animation = UBBarracks_A6S.UBBarracks_A6S 7829 AnimationMode = ONCE 7830 AnimationSpeedFactorRange = 1.0 1.0 7831 Flags = START_FRAME_FIRST 7832 End 7833 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7834 Model = UBBarracks_A6SN 7835 Animation = UBBarracks_A6SN.UBBarracks_A6SN 7836 AnimationMode = ONCE 7837 AnimationSpeedFactorRange = 1.0 1.0 7838 Flags = START_FRAME_FIRST 7839 End 7840 TransitionState = UP_DAY DOWN_DEFAULT 7841 Model = UBBarracks_A6 7842 Animation = UBBarracks_A6.UBBarracks_A6 7843 AnimationMode = ONCE_BACKWARDS 7844 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7845 Flags = START_FRAME_LAST 7846 End 7847 TransitionState = UP_NIGHT DOWN_DEFAULT 7848 Model = UBBarracks_A6N 7849 Animation = UBBarracks_A6N.UBBarracks_A6N 7850 AnimationMode = ONCE_BACKWARDS 7851 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7852 Flags = START_FRAME_LAST 7853 End 7854 TransitionState = UP_SNOW DOWN_DEFAULT 7855 Model = UBBarracks_A6S 7856 Animation = UBBarracks_A6S.UBBarracks_A6S 7857 AnimationMode = ONCE_BACKWARDS 7858 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7859 Flags = START_FRAME_LAST 7860 End 7861 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7862 Model = UBBarracks_A6SN 7863 Animation = UBBarracks_A6SN.UBBarracks_A6SN 7864 AnimationMode = ONCE_BACKWARDS 7865 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7866 Flags = START_FRAME_LAST 7867 End 7868 End 7869 7870 PlacementViewAngle = -135 7871 7872 ; ***DESIGN parameters *** 7873 DisplayName = OBJECT:Barracks 7874 Side = GLAToxinGeneral 7875 EditorSorting = STRUCTURE 7876 BuildCost = 500 7877 BuildTime = 10.0 ; in seconds 7878 EnergyProduction = 0 7879 CommandSet = Chem_GLABarracksCommandSet 7880 VisionRange = 200.0 ; Shroud clearing distance 7881 ShroudClearingRange = 200 7882 ArmorSet 7883 Conditions = None 7884 Armor = StructureArmor 7885 DamageFX = StructureDamageFXNoShake 7886 End 7887 ArmorSet 7888 Conditions = PLAYER_UPGRADE 7889 Armor = GLAUpgradedStructureArmor 7890 DamageFX = StructureDamageFXNoShake 7891 End 7892 ExperienceValue = 100 100 100 100 ; Experience point value at each level 7893 7894 Prerequisites 7895 ; Object = Chem_GLASupplyStash 7896 End 7897 7898 7899 ; *** AUDIO Parameters *** 7900 VoiceSelect = BarracksGLASelect 7901 SoundOnDamaged = BuildingDamagedStateLight 7902 SoundOnReallyDamaged = BuildingDestroy 7903 7904 UnitSpecificSounds 7905 UnderConstruction = UnderConstructionLoop 7906 End 7907 7908 ; *** ENGINEERING Parameters *** 7909 RadarPriority = STRUCTURE 7910 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BARRACKS 7911 Body = StructureBody ModuleTag_04 7912 MaxHealth = 1000.0 7913 InitialHealth = 1000.0 7914 7915 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7916 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7917 SubdualDamageCap = 1200 7918 SubdualDamageHealRate = 500 7919 SubdualDamageHealAmount = 100 7920 End 7921 7922 Behavior = ArmorUpgrade ModuleTag_Armor01 7923 TriggeredBy = Upgrade_GLAFortifiedStructure 7924 End 7925 7926 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 7927 ConditionFlag = GARRISONED 7928 TriggeredBy = Upgrade_GLAFortifiedStructure 7929 End 7930 7931 Behavior = HealContain ModuleTag_05 7932 ContainMax = 10 ;way bigger than the # of objects we can have 7933 TimeForFullHeal = 2000 ;(in milliseconds) 7934 AllowInsideKindOf = INFANTRY 7935 AllowAlliesInside = Yes 7936 AllowNeutralInside = No 7937 AllowEnemiesInside = No 7938 End 7939 7940 Behavior = RebuildHoleExposeDie ModuleTag_06 7941 HoleName = GLAHoleBarracks 7942 HoleMaxHealth = 500.0 7943 End 7944 Behavior = DestroyDie ModuleTag_07 7945 ;nothing 7946 End 7947 Behavior = CreateObjectDie ModuleTag_08 7948 CreationList = OCL_LargeStructureDebris 7949 End 7950 Behavior = FXListDie ModuleTag_09 7951 DeathFX = FX_StructureSmallDeath 7952 End 7953 Behavior = ProductionUpdate ModuleTag_10 7954 ; nothing 7955 End 7956 Behavior = DefaultProductionExitUpdate ModuleTag_11 7957 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 7958 NaturalRallyPoint = X: 42.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 7959 End 7960 7961 Behavior = FlammableUpdate ModuleTag_13 7962 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7963 AflameDamageAmount = 5 ; taking this much damage... 7964 AflameDamageDelay = 500 ; this often. 7965 End 7966 7967 Behavior = TransitionDamageFX ModuleTag_16 7968 ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS------------------- 7969 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7970 ;--------------------------------------------------------------------------------------- 7971 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7972 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7973 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7974 End 7975 7976 7977 Geometry = BOX 7978 GeometryMajorRadius = 42.0 7979 GeometryMinorRadius = 52.0 7980 GeometryHeight = 20.0 7981 GeometryIsSmall = No 7982 FactoryExitWidth = 25 7983 Shadow = SHADOW_VOLUME 7984 BuildCompletion = PLACED_BY_PLAYER 7985 7986 End 7987 7988 ;------------------------------------------------------------------------------ 7989 ;Fake GLA Barracks 7990 Object Chem_FakeGLABarracks 7991 7992 ; *** ART Parameters *** 7993 SelectPortrait = SUBarracks_L 7994 ButtonImage = SUBarracks 7995 7996 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 7997 7998 Draw = W3DModelDraw ModuleTag_01 7999 OkToChangeModelColor = Yes 8000 ; day 8001 ConditionState = NONE 8002 Model = UBBARRACKS 8003 ParticleSysBone = Smoke01 ChimneySmokeSmall 8004 ParticleSysBone = Smoke02 SteamVent 8005 Animation = UBBarracks.UBBarracks 8006 AnimationMode = LOOP 8007 End 8008 ConditionState = DAMAGED 8009 Model = UBBarracks_D 8010 ParticleSysBone = Smoke01 ChimneySmokeSmall 8011 ParticleSysBone = Smoke02 SteamVent 8012 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8013 ; ParticleSysBone = Flame01 FireFactionMedium 8014 Animation = UBBarracks_D.UBBarracks_D 8015 AnimationMode = LOOP 8016 End 8017 ConditionState = REALLYDAMAGED RUBBLE 8018 Model = UBBarracks_E 8019 ParticleSysBone = Smoke01 ChimneySmokeSmall 8020 ; ParticleSysBone = Smoke02 SteamVent 8021 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8022 ; ParticleSysBone = Smoke04 SmokeFactionLarge 8023 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8024 ; ParticleSysBone = Flame01 FireFactionMedium 8025 ; ParticleSysBone = Flame02 FireFactionLarge 8026 Animation = UBBarracks_E.UBBarracks_E 8027 AnimationMode = LOOP 8028 End 8029 ConditionState = GARRISONED 8030 Model = UBBarrksEG 8031 ParticleSysBone = Smoke01 SmolderingSmoke 8032 Animation = UBBarrksEG.UBBarrksEG 8033 AnimationMode = LOOP 8034 End 8035 ConditionState = DAMAGED GARRISONED 8036 Model = UBBarrksEG_D 8037 ParticleSysBone = Smoke01 SmolderingSmoke 8038 Animation = UBBarrksEG_D.UBBarrksEG_D 8039 AnimationMode = LOOP 8040 End 8041 ConditionState = REALLYDAMAGED GARRISONED 8042 Model = UBBarrksEG_E 8043 ParticleSysBone = Smoke01 SmolderingSmoke 8044 Animation = UBBarrksEG_E.UBBarrksEG_E 8045 AnimationMode = LOOP 8046 End 8047 8048 ; day 8049 ConditionState = SNOW 8050 Model = UBBARRACKS_S 8051 ParticleSysBone = Smoke01 ChimneySmokeSmall 8052 ParticleSysBone = Smoke02 SteamVent 8053 Animation = UBBarracks_S.UBBarracks_S 8054 AnimationMode = LOOP 8055 End 8056 ConditionState = DAMAGED SNOW 8057 Model = UBBarracks_DS 8058 ParticleSysBone = Smoke01 ChimneySmokeSmall 8059 ParticleSysBone = Smoke02 SteamVent 8060 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8061 ; ParticleSysBone = Flame01 FireFactionMedium 8062 Animation = UBBarracks_DS.UBBarracks_DS 8063 AnimationMode = LOOP 8064 End 8065 ConditionState = REALLYDAMAGED RUBBLE SNOW 8066 Model = UBBarracks_ES 8067 ParticleSysBone = Smoke01 ChimneySmokeSmall 8068 ; ParticleSysBone = Smoke02 SteamVent 8069 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8070 ; ParticleSysBone = Smoke04 SmokeFactionLarge 8071 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8072 ; ParticleSysBone = Flame01 FireFactionMedium 8073 ; ParticleSysBone = Flame02 FireFactionLarge 8074 Animation = UBBarracks_ES.UBBarracks_ES 8075 AnimationMode = LOOP 8076 End 8077 ConditionState = GARRISONED SNOW 8078 Model = UBBarrksEG_S 8079 ParticleSysBone = Smoke01 SmolderingSmoke 8080 Animation = UBBarrksEG_S.UBBarrksEG_S 8081 AnimationMode = LOOP 8082 End 8083 ConditionState = DAMAGED GARRISONED SNOW 8084 Model = UBBarrksEG_DS 8085 ParticleSysBone = Smoke01 SmolderingSmoke 8086 Animation = UBBarrksEG_DS.UBBarrksEG_DS 8087 AnimationMode = LOOP 8088 End 8089 ConditionState = REALLYDAMAGED GARRISONED SNOW 8090 Model = UBBarrksEG_ES 8091 ParticleSysBone = Smoke01 SmolderingSmoke 8092 Animation = UBBarrksEG_ES.UBBarrksEG_ES 8093 AnimationMode = LOOP 8094 End 8095 8096 ; night 8097 ConditionState = NIGHT 8098 Model = UBBARRACKS_N 8099 ParticleSysBone = Smoke01 ChimneySmokeSmall 8100 ParticleSysBone = Smoke02 SteamVent 8101 Animation = UBBarracks_N.UBBarracks_N 8102 AnimationMode = LOOP 8103 End 8104 ConditionState = DAMAGED NIGHT 8105 Model = UBBarracks_DN 8106 ParticleSysBone = Smoke01 ChimneySmokeSmall 8107 ParticleSysBone = Smoke02 SteamVent 8108 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8109 ParticleSysBone = Flame01 GLAPowerPlantFlame 8110 Animation = UBBarracks_DN.UBBarracks_DN 8111 AnimationMode = LOOP 8112 End 8113 ConditionState = REALLYDAMAGED RUBBLE NIGHT 8114 Model = UBBarracks_EN 8115 ParticleSysBone = Smoke01 ChimneySmokeSmall 8116 ParticleSysBone = Smoke02 SteamVent 8117 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8118 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 8119 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 8120 ParticleSysBone = Flame01 FireSmallContinuous 8121 ParticleSysBone = Flame02 GLAPowerPlantFlame 8122 Animation = UBBarracks_EN.UBBarracks_EN 8123 AnimationMode = LOOP 8124 End 8125 ConditionState = GARRISONED NIGHT 8126 Model = UBBarrksEG_N 8127 ParticleSysBone = Smoke01 SmolderingSmoke 8128 Animation = UBBarrksEG_N.UBBarrksEG_N 8129 AnimationMode = LOOP 8130 End 8131 ConditionState = DAMAGED GARRISONED NIGHT 8132 Model = UBBarrksEG_DN 8133 ParticleSysBone = Smoke01 SmolderingSmoke 8134 Animation = UBBarrksEG_DN.UBBarrksEG_DN 8135 AnimationMode = LOOP 8136 End 8137 ConditionState = REALLYDAMAGED GARRISONED NIGHT 8138 Model = UBBarrksEG_EN 8139 ParticleSysBone = Smoke01 SmolderingSmoke 8140 Animation = UBBarrksEG_EN.UBBarrksEG_EN 8141 AnimationMode = LOOP 8142 End 8143 8144 ; night snow 8145 ConditionState = NIGHT SNOW 8146 Model = UBBARRACKS_NS 8147 ParticleSysBone = Smoke01 ChimneySmokeSmall 8148 ParticleSysBone = Smoke02 SteamVent 8149 Animation = UBBarracks_NS.UBBarracks_NS 8150 AnimationMode = LOOP 8151 End 8152 ConditionState = DAMAGED NIGHT SNOW 8153 Model = UBBarracks_DNS 8154 ParticleSysBone = Smoke01 ChimneySmokeSmall 8155 ParticleSysBone = Smoke02 SteamVent 8156 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8157 ParticleSysBone = Flame01 GLAPowerPlantFlame 8158 Animation = UBBarracks_DNS.UBBarracks_DNS 8159 AnimationMode = LOOP 8160 End 8161 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 8162 Model = UBBarracks_ENS 8163 ParticleSysBone = Smoke01 ChimneySmokeSmall 8164 ParticleSysBone = Smoke02 SteamVent 8165 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8166 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 8167 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 8168 ParticleSysBone = Flame01 FireSmallContinuous 8169 ParticleSysBone = Flame02 GLAPowerPlantFlame 8170 Animation = UBBarracks_ENS.UBBarracks_ENS 8171 AnimationMode = LOOP 8172 End 8173 ConditionState = GARRISONED NIGHT SNOW 8174 Model = UBBarrksEG_NS 8175 ParticleSysBone = Smoke01 SmolderingSmoke 8176 Animation = UBBarrksEG_NS.UBBarrksEG_NS 8177 AnimationMode = LOOP 8178 End 8179 ConditionState = DAMAGED GARRISONED NIGHT SNOW 8180 Model = UBBarrksEG_DNS 8181 ParticleSysBone = Smoke01 SmolderingSmoke 8182 Animation = UBBarrksEG_DNS.UBBarrksEG_DNS 8183 AnimationMode = LOOP 8184 End 8185 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 8186 Model = UBBarrksEG_ENS 8187 ParticleSysBone = Smoke01 SmolderingSmoke 8188 Animation = UBBarrksEG_ENS.UBBarrksEG_ENS 8189 AnimationMode = LOOP 8190 End 8191 8192 ;************************************************************************************************************************** 8193 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8194 ;for this draw module 8195 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8196 Model = UBBarracks 8197 Animation = UBBarracks.UBBarracks 8198 AnimationMode = LOOP 8199 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8200 End 8201 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8202 Model = UBBarracks_D 8203 Animation = UBBarracks_D.UBBarracks_D 8204 AnimationMode = LOOP 8205 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8206 End 8207 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8208 Model = UBBarracks_E 8209 Animation = UBBarracks_E.UBBarracks_E 8210 AnimationMode = LOOP 8211 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8212 End 8213 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8214 Model = UBBarracks_N 8215 Animation = UBBarracks_N.UBBarracks_N 8216 AnimationMode = LOOP 8217 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8218 End 8219 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8220 Model = UBBarracks_DN 8221 Animation = UBBarracks_DN.UBBarracks_DN 8222 AnimationMode = LOOP 8223 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8224 End 8225 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8226 Model = UBBarracks_EN 8227 Animation = UBBarracks_EN.UBBarracks_EN 8228 AnimationMode = LOOP 8229 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8230 End 8231 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8232 Model = UBBarracks_S 8233 Animation = UBBarracks_S.UBBarracks_S 8234 AnimationMode = LOOP 8235 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8236 End 8237 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8238 Model = UBBarracks_DS 8239 Animation = UBBarracks_DS.UBBarracks_DS 8240 AnimationMode = LOOP 8241 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8242 End 8243 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8244 Model = UBBarracks_ES 8245 Animation = UBBarracks_ES.UBBarracks_ES 8246 AnimationMode = LOOP 8247 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8248 End 8249 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8250 Model = UBBarracks_NS 8251 Animation = UBBarracks_NS.UBBarracks_NS 8252 AnimationMode = LOOP 8253 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8254 End 8255 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8256 Model = UBBarracks_DNS 8257 Animation = UBBarracks_DNS.UBBarracks_DNS 8258 AnimationMode = LOOP 8259 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8260 End 8261 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8262 Model = UBBarracks_ENS 8263 Animation = UBBarracks_ENS.UBBarracks_ENS 8264 AnimationMode = LOOP 8265 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8266 End 8267 8268 ConditionState = AWAITING_CONSTRUCTION 8269 Model = NONE 8270 End 8271 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8272 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8273 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8274 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8275 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8276 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8277 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8278 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8279 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8280 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8281 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8282 AliasConditionState = SOLD 8283 AliasConditionState = SOLD DAMAGED 8284 AliasConditionState = SOLD REALLYDAMAGED 8285 AliasConditionState = SOLD NIGHT 8286 AliasConditionState = SOLD NIGHT DAMAGED 8287 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8288 AliasConditionState = SOLD SNOW 8289 AliasConditionState = SOLD SNOW DAMAGED 8290 AliasConditionState = SOLD SNOW REALLYDAMAGED 8291 AliasConditionState = SOLD NIGHT SNOW 8292 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8293 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8294 AliasConditionState = GARRISONED SOLD 8295 AliasConditionState = GARRISONED SOLD DAMAGED 8296 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 8297 AliasConditionState = GARRISONED SOLD NIGHT 8298 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 8299 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 8300 AliasConditionState = GARRISONED SOLD SNOW 8301 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 8302 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 8303 AliasConditionState = GARRISONED SOLD NIGHT SNOW 8304 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 8305 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 8306 ;************************************************************************************************************************** 8307 End 8308 ; ------------ construction-zone fence ----------------- 8309 Draw = W3DModelDraw ModuleTag_02 8310 AnimationsRequirePower = No 8311 DefaultConditionState 8312 Model = None 8313 TransitionKey = DOWN_DEFAULT 8314 End 8315 ConditionState = NIGHT 8316 Model = None 8317 TransitionKey = DOWN_DEFAULT 8318 End 8319 ConditionState = SNOW 8320 Model = None 8321 TransitionKey = DOWN_DEFAULT 8322 End 8323 ConditionState = SNOW NIGHT 8324 Model = None 8325 TransitionKey = DOWN_DEFAULT 8326 End 8327 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8328 Model = UBBarracks_A4 8329 Animation = UBBarracks_A4.UBBarracks_A4 8330 AnimationMode = MANUAL 8331 Flags = START_FRAME_LAST 8332 TransitionKey = UP_DAY 8333 End 8334 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8335 Model = UBBarracks_A4N 8336 Animation = UBBarracks_A4N.UBBarracks_A4N 8337 AnimationMode = MANUAL 8338 Flags = START_FRAME_LAST 8339 TransitionKey = UP_NIGHT 8340 End 8341 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8342 Model = UBBarracks_A4S 8343 Animation = UBBarracks_A4S.UBBarracks_A4S 8344 AnimationMode = MANUAL 8345 Flags = START_FRAME_LAST 8346 TransitionKey = UP_SNOW 8347 End 8348 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8349 Model = UBBarracks_A4SN 8350 Animation = UBBarracks_A4SN.UBBarracks_A4SN 8351 AnimationMode = MANUAL 8352 Flags = START_FRAME_LAST 8353 TransitionKey = UP_SNOWNIGHT 8354 End 8355 TransitionState = DOWN_DEFAULT UP_DAY 8356 Model = UBBarracks_A4 8357 Animation = UBBarracks_A4.UBBarracks_A4 8358 AnimationMode = ONCE 8359 AnimationSpeedFactorRange = 1.0 1.0 8360 Flags = START_FRAME_FIRST 8361 End 8362 TransitionState = DOWN_DEFAULT UP_NIGHT 8363 Model = UBBarracks_A4N 8364 Animation = UBBarracks_A4N.UBBarracks_A4N 8365 AnimationMode = ONCE 8366 AnimationSpeedFactorRange = 1.0 1.0 8367 Flags = START_FRAME_FIRST 8368 End 8369 TransitionState = DOWN_DEFAULT UP_SNOW 8370 Model = UBBarracks_A4S 8371 Animation = UBBarracks_A4S.UBBarracks_A4S 8372 AnimationMode = ONCE 8373 AnimationSpeedFactorRange = 1.0 1.0 8374 Flags = START_FRAME_FIRST 8375 End 8376 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8377 Model = UBBarracks_A4SN 8378 Animation = UBBarracks_A4SN.UBBarracks_A4SN 8379 AnimationMode = ONCE 8380 AnimationSpeedFactorRange = 1.0 1.0 8381 Flags = START_FRAME_FIRST 8382 End 8383 TransitionState = UP_DAY DOWN_DEFAULT 8384 Model = UBBarracks_A4 8385 Animation = UBBarracks_A4.UBBarracks_A4 8386 AnimationMode = ONCE_BACKWARDS 8387 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8388 Flags = START_FRAME_LAST 8389 End 8390 TransitionState = UP_NIGHT DOWN_DEFAULT 8391 Model = UBBarracks_A4N 8392 Animation = UBBarracks_A4N.UBBarracks_A4N 8393 AnimationMode = ONCE_BACKWARDS 8394 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8395 Flags = START_FRAME_LAST 8396 End 8397 TransitionState = UP_SNOW DOWN_DEFAULT 8398 Model = UBBarracks_A4S 8399 Animation = UBBarracks_A4S.UBBarracks_A4S 8400 AnimationMode = ONCE_BACKWARDS 8401 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8402 Flags = START_FRAME_LAST 8403 End 8404 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8405 Model = UBBarracks_A4SN 8406 Animation = UBBarracks_A4SN.UBBarracks_A4SN 8407 AnimationMode = ONCE_BACKWARDS 8408 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8409 Flags = START_FRAME_LAST 8410 End 8411 End 8412 8413 ; ------------ under-construction scaffolding ----------------- 8414 Draw = W3DModelDraw ModuleTag_03 8415 AnimationsRequirePower = No 8416 MinLODRequired = MEDIUM 8417 DefaultConditionState 8418 Model = None 8419 TransitionKey = DOWN_DEFAULT 8420 End 8421 ConditionState = NIGHT 8422 Model = None 8423 TransitionKey = DOWN_DEFAULT 8424 End 8425 ConditionState = SNOW 8426 Model = None 8427 TransitionKey = DOWN_DEFAULT 8428 End 8429 ConditionState = SNOW NIGHT 8430 Model = None 8431 TransitionKey = DOWN_DEFAULT 8432 End 8433 ConditionState = PARTIALLY_CONSTRUCTED 8434 Model = UBBarracks_A6 8435 Animation = UBBarracks_A6.UBBarracks_A6 8436 AnimationMode = MANUAL 8437 Flags = START_FRAME_LAST 8438 TransitionKey = UP_DAY 8439 ParticleSysBone = Dust01 BuildingDust 8440 ParticleSysBone = Smoke01 BuildUpSmoke 8441 ParticleSysBone = Smoke02 BuildUpSmoke 8442 ParticleSysBone = Smoke03 BuildUpSmoke 8443 ParticleSysBone = Smoke04 BuildUpSmoke 8444 ParticleSysBone = Smoke05 BuildUpSmoke 8445 ParticleSysBone = Smoke06 BuildUpSmoke 8446 End 8447 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 8448 Model = UBBarracks_A6N 8449 Animation = UBBarracks_A6N.UBBarracks_A6N 8450 AnimationMode = MANUAL 8451 Flags = START_FRAME_LAST 8452 TransitionKey = UP_NIGHT 8453 ParticleSysBone = Dust01 BuildingDust 8454 ParticleSysBone = Smoke01 BuildUpSmoke 8455 ParticleSysBone = Smoke02 BuildUpSmoke 8456 ParticleSysBone = Smoke03 BuildUpSmoke 8457 ParticleSysBone = Smoke04 BuildUpSmoke 8458 ParticleSysBone = Smoke05 BuildUpSmoke 8459 ParticleSysBone = Smoke06 BuildUpSmoke 8460 End 8461 ConditionState = SNOW PARTIALLY_CONSTRUCTED 8462 Model = UBBarracks_A6S 8463 Animation = UBBarracks_A6S.UBBarracks_A6S 8464 AnimationMode = MANUAL 8465 Flags = START_FRAME_LAST 8466 TransitionKey = UP_SNOW 8467 ParticleSysBone = Dust01 BuildingSnowDust 8468 ParticleSysBone = Smoke01 BuildUpSnowSmoke 8469 ParticleSysBone = Smoke02 BuildUpSnowSmoke 8470 ParticleSysBone = Smoke03 BuildUpSnowSmoke 8471 ParticleSysBone = Smoke04 BuildUpSnowSmoke 8472 ParticleSysBone = Smoke05 BuildUpSnowSmoke 8473 ParticleSysBone = Smoke06 BuildUpSnowSmoke 8474 End 8475 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8476 Model = UBBarracks_A6SN 8477 Animation = UBBarracks_A6SN.UBBarracks_A6SN 8478 AnimationMode = MANUAL 8479 Flags = START_FRAME_LAST 8480 TransitionKey = UP_SNOWNIGHT 8481 ParticleSysBone = Dust01 BuildingNightSnowDust 8482 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 8483 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 8484 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 8485 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 8486 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 8487 ParticleSysBone = Smoke06 BuildUpNightSnowSmoke 8488 End 8489 TransitionState = DOWN_DEFAULT UP_DAY 8490 Model = UBBarracks_A6 8491 Animation = UBBarracks_A6.UBBarracks_A6 8492 AnimationMode = ONCE 8493 AnimationSpeedFactorRange = 1.0 1.0 8494 Flags = START_FRAME_FIRST 8495 End 8496 TransitionState = DOWN_DEFAULT UP_NIGHT 8497 Model = UBBarracks_A6N 8498 Animation = UBBarracks_A6N.UBBarracks_A6N 8499 AnimationMode = ONCE 8500 AnimationSpeedFactorRange = 1.0 1.0 8501 Flags = START_FRAME_FIRST 8502 End 8503 TransitionState = DOWN_DEFAULT UP_SNOW 8504 Model = UBBarracks_A6S 8505 Animation = UBBarracks_A6S.UBBarracks_A6S 8506 AnimationMode = ONCE 8507 AnimationSpeedFactorRange = 1.0 1.0 8508 Flags = START_FRAME_FIRST 8509 End 8510 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8511 Model = UBBarracks_A6SN 8512 Animation = UBBarracks_A6SN.UBBarracks_A6SN 8513 AnimationMode = ONCE 8514 AnimationSpeedFactorRange = 1.0 1.0 8515 Flags = START_FRAME_FIRST 8516 End 8517 TransitionState = UP_DAY DOWN_DEFAULT 8518 Model = UBBarracks_A6 8519 Animation = UBBarracks_A6.UBBarracks_A6 8520 AnimationMode = ONCE_BACKWARDS 8521 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8522 Flags = START_FRAME_LAST 8523 End 8524 TransitionState = UP_NIGHT DOWN_DEFAULT 8525 Model = UBBarracks_A6N 8526 Animation = UBBarracks_A6N.UBBarracks_A6N 8527 AnimationMode = ONCE_BACKWARDS 8528 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8529 Flags = START_FRAME_LAST 8530 End 8531 TransitionState = UP_SNOW DOWN_DEFAULT 8532 Model = UBBarracks_A6S 8533 Animation = UBBarracks_A6S.UBBarracks_A6S 8534 AnimationMode = ONCE_BACKWARDS 8535 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8536 Flags = START_FRAME_LAST 8537 End 8538 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8539 Model = UBBarracks_A6SN 8540 Animation = UBBarracks_A6SN.UBBarracks_A6SN 8541 AnimationMode = ONCE_BACKWARDS 8542 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8543 Flags = START_FRAME_LAST 8544 End 8545 End 8546 8547 PlacementViewAngle = -135 8548 8549 ; ***DESIGN parameters *** 8550 DisplayName = OBJECT:Barracks 8551 Side = GLAToxinGeneral 8552 EditorSorting = STRUCTURE 8553 Prerequisites 8554 Object = Chem_GLACommandCenter 8555 End 8556 BuildCost = 125 8557 BuildTime = 5.0 ; in seconds 8558 EnergyProduction = 0 8559 CommandSet = FakeGLABarracksCommandSet 8560 VisionRange = 200.0 ; Shroud clearing distance 8561 ShroudClearingRange = 200 8562 8563 WeaponSet 8564 Conditions = None 8565 Weapon = PRIMARY SuicideWeapon 8566 AutoChooseSources = PRIMARY None 8567 End 8568 8569 ArmorSet 8570 Conditions = None 8571 Armor = StructureArmor 8572 DamageFX = StructureDamageFXNoShake 8573 End 8574 ExperienceValue = 25 25 25 25 ; Experience point value at each level 8575 8576 ; *** AUDIO Parameters *** 8577 VoiceSelect = BarracksGLASelect 8578 SoundOnDamaged = BuildingDamagedStateLight 8579 SoundOnReallyDamaged = BuildingDestroy 8580 8581 UnitSpecificSounds 8582 UnderConstruction = UnderConstructionLoop 8583 End 8584 8585 ; *** ENGINEERING Parameters *** 8586 RadarPriority = STRUCTURE 8587 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 8588 Body = StructureBody ModuleTag_04 8589 MaxHealth = 125.0 8590 InitialHealth = 125.0 8591 8592 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8593 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8594 SubdualDamageCap = 325 8595 SubdualDamageHealRate = 500 8596 SubdualDamageHealAmount = 100 8597 End 8598 8599 Behavior = AIUpdateInterface ModuleTag_06 8600 AutoAcquireEnemiesWhenIdle = No 8601 End 8602 8603 Behavior = CreateObjectDie ModuleTag_08 8604 CreationList = OCL_LargeStructureDebris 8605 End 8606 Behavior = FXListDie ModuleTag_09 8607 DeathFX = FX_StructureSmallDeath 8608 End 8609 8610 Behavior = ProductionUpdate ModuleTag_10 8611 ; nothing 8612 End 8613 8614 Behavior = FlammableUpdate ModuleTag_11 8615 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8616 AflameDamageAmount = 5 ; taking this much damage... 8617 AflameDamageDelay = 500 ; this often. 8618 End 8619 8620 Behavior = TransitionDamageFX ModuleTag_12 8621 ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS------------------- 8622 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8623 ;--------------------------------------------------------------------------------------- 8624 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8625 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 8626 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 8627 End 8628 8629 Behavior = SlowDeathBehavior ModuleTag_13 8630 ExemptStatus = UNDER_CONSTRUCTION 8631 DestructionDelay = 0 8632 Weapon = FINAL FakeStructureDetonationWeapon 8633 End 8634 Behavior = DestroyDie ModuleTag_SlowDeathException 8635 RequiredStatus = UNDER_CONSTRUCTION 8636 End 8637 8638 Behavior = ReplaceObjectUpgrade ModuleTag_14 8639 ReplaceObject = Chem_GLABarracks 8640 TriggeredBy = Upgrade_BecomeRealGLABarracks 8641 End 8642 8643 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 8644 ConditionFlag = GARRISONED 8645 TriggeredBy = Upgrade_GLAFortifiedStructure 8646 End 8647 8648 Geometry = BOX 8649 GeometryMajorRadius = 42.0 8650 GeometryMinorRadius = 52.0 8651 GeometryHeight = 20.0 8652 GeometryIsSmall = No 8653 FactoryExitWidth = 25 8654 Shadow = SHADOW_VOLUME 8655 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 8656 ShadowSizeX = 120 8657 ShadowSizeY = 110 8658 BuildCompletion = PLACED_BY_PLAYER 8659 8660 End 8661 8662 ;------------------------------------------------------------------------------ 8663 ObjectReskin Chem_GLAHoleBarracks Chem_GLAHole 8664 Draw = W3DModelDraw ModuleTag_01 8665 OkToChangeModelColor = Yes 8666 ConditionState = NONE 8667 Model = UBHole 8668 End 8669 ConditionState = DAMAGED 8670 Model = UBHole_D 8671 ParticleSysBone = Smoke01 SteamVent 8672 End 8673 ConditionState = REALLYDAMAGED 8674 Model = UBHole_E 8675 ParticleSysBone = Smoke01 SteamVent 8676 ParticleSysBone = Smoke02 SteamVent 8677 ParticleSysBone = Fire01 GLAPowerPlantFlame 8678 ParticleSysBone = Fire02 GLAPowerPlantFlame 8679 ParticleSysBone = Fire03 GLAPowerPlantFlame 8680 End 8681 End 8682 Draw = W3DModelDraw ModuleTag_02 8683 OkToChangeModelColor = Yes 8684 ConditionState = NONE 8685 Model = UBBarracks_R 8686 ParticleSysBone = FLame01 FireSmallContinuous 8687 ParticleSysBone = Flame02 FireSmallContinuous 8688 ParticleSysBone = Smoke01 SmolderingSmoke 8689 ParticleSysBone = Smoke02 SmolderingSmoke 8690 ParticleSysBone = Smoke04 SmolderingSmoke 8691 ParticleSysBone = Smoke05 SmolderingSmoke 8692 End 8693 ConditionState = DAMAGED REALLYDAMAGED 8694 Model = UBBarracks_R 8695 ParticleSysBone = FLame01 FireSmallContinuous 8696 ParticleSysBone = Flame02 FireSmallContinuous 8697 ParticleSysBone = Smoke01 SmolderingSmoke 8698 ParticleSysBone = Smoke02 SmolderingSmoke 8699 ParticleSysBone = Smoke04 SmolderingSmoke 8700 ParticleSysBone = Smoke05 SmolderingSmoke 8701 End 8702 End 8703 End 8704 8705 8706 8707 8708 ;------------------------------------------------------------------------------ 8709 ;GLA Arms Dealer 8710 Object Chem_GLAArmsDealer 8711 8712 ; *** ART Parameters *** 8713 SelectPortrait = SUArmsDealer_L 8714 ButtonImage = SUArmsDealer 8715 8716 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 8717 8718 ; ----------------- Main Building ------------------- 8719 Draw = W3DModelDraw ModuleTag_01 8720 OkToChangeModelColor = Yes 8721 ; day 8722 ConditionState = NONE 8723 Model = UBArmDeal 8724 Animation = UBArmDeal.UBArmDeal 8725 AnimationMode = LOOP 8726 ParticleSysBone = Smoke01 SmolderingSmoke 8727 ParticleSysBone = Steam01 SteamVent 8728 End 8729 ;damaged 8730 ConditionState = DAMAGED 8731 Model = UBArmDeal_D 8732 Animation = UBArmDeal_D.UBArmDeal_D 8733 AnimationMode = LOOP 8734 ParticleSysBone = Smoke01 SmolderingSmoke 8735 ; ParticleSysBone = Smoke02 SmolderingSmoke 8736 ; ParticleSysBone = Smoke03 SmolderingSmoke 8737 ; ParticleSysBone = Smoke04 SmolderingSmoke 8738 ; ParticleSysBone = Smoke05 SmolderingSmoke 8739 ; ParticleSysBone = Smoke06 SmolderingSmoke 8740 ; ParticleSysBone = Fire02 SmolderingFire 8741 ; ParticleSysBone = Fire03 SmolderingFire 8742 ; ParticleSysBone = Fire04 SmolderingFire 8743 ; ParticleSysBone = Fire05 SmolderingFire 8744 ; ParticleSysBone = Fire06 SmolderingFire 8745 End 8746 ;really damaged 8747 ConditionState = REALLYDAMAGED RUBBLE 8748 Model = UBArmDeal_E 8749 Animation = UBArmDeal_E.UBArmDeal_E 8750 AnimationMode = LOOP 8751 ParticleSysBone = Smoke01 SmolderingSmoke 8752 ; ParticleSysBone = Smoke02 SmolderingSmoke 8753 ; ParticleSysBone = Smoke03 SmolderingSmoke 8754 ; ParticleSysBone = Smoke04 SmolderingSmoke 8755 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8756 ; ParticleSysBone = Smoke06 SmolderingSmoke 8757 ; ParticleSysBone = Smoke07 SmolderingSmoke 8758 ; ParticleSysBone = Fire02 SmolderingFire 8759 ; ParticleSysBone = Fire03 SmolderingFire 8760 ; ParticleSysBone = Fire04 SmolderingFire 8761 ; ParticleSysBone = Fire05 FireFactionLarge 8762 ; ParticleSysBone = Fire06 SmolderingFire 8763 ; ParticleSysBone = Fire07 SmolderingFire 8764 End 8765 ConditionState = GARRISONED 8766 Model = UBArmDlEG 8767 ParticleSysBone = Smoke01 SmolderingSmoke 8768 Animation = UBArmDlEG.UBArmDlEG 8769 AnimationMode = LOOP 8770 End 8771 ConditionState = DAMAGED GARRISONED 8772 Model = UBArmDlEG_D 8773 ParticleSysBone = Smoke01 SmolderingSmoke 8774 Animation = UBArmDlEG_D.UBArmDlEG_D 8775 AnimationMode = LOOP 8776 End 8777 ConditionState = REALLYDAMAGED GARRISONED 8778 Model = UBArmDlEG_E 8779 ParticleSysBone = Smoke01 SmolderingSmoke 8780 Animation = UBArmDlEG_E.UBArmDlEG_E 8781 AnimationMode = LOOP 8782 End 8783 8784 ; snow 8785 ConditionState = SNOW 8786 Model = UBArmDeal_S 8787 Animation = UBArmDeal_S.UBArmDeal_S 8788 AnimationMode = LOOP 8789 ParticleSysBone = Smoke01 SmolderingSmoke 8790 ParticleSysBone = Steam01 SteamVent 8791 End 8792 ;damaged 8793 ConditionState = DAMAGED SNOW 8794 Model = UBArmDeal_DS 8795 Animation = UBArmDeal_DS.UBArmDeal_DS 8796 AnimationMode = LOOP 8797 ParticleSysBone = Smoke01 SmolderingSmoke 8798 ; ParticleSysBone = Smoke02 SmolderingSmoke 8799 ; ParticleSysBone = Smoke03 SmolderingSmoke 8800 ; ParticleSysBone = Smoke04 SmolderingSmoke 8801 ; ParticleSysBone = Smoke05 SmolderingSmoke 8802 ; ParticleSysBone = Smoke06 SmolderingSmoke 8803 ; ParticleSysBone = Fire02 SmolderingFire 8804 ; ParticleSysBone = Fire03 SmolderingFire 8805 ; ParticleSysBone = Fire04 SmolderingFire 8806 ; ParticleSysBone = Fire05 SmolderingFire 8807 ; ParticleSysBone = Fire06 SmolderingFire 8808 End 8809 ;really damaged 8810 ConditionState = REALLYDAMAGED RUBBLE SNOW 8811 Model = UBArmDeal_ES 8812 Animation = UBArmDeal_ES.UBArmDeal_ES 8813 AnimationMode = LOOP 8814 ParticleSysBone = Smoke01 SmolderingSmoke 8815 ; ParticleSysBone = Smoke02 SmolderingSmoke 8816 ; ParticleSysBone = Smoke03 SmolderingSmoke 8817 ; ParticleSysBone = Smoke04 SmolderingSmoke 8818 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8819 ; ParticleSysBone = Smoke06 SmolderingSmoke 8820 ; ParticleSysBone = Smoke07 SmolderingSmoke 8821 ; ParticleSysBone = Fire02 SmolderingFire 8822 ; ParticleSysBone = Fire03 SmolderingFire 8823 ; ParticleSysBone = Fire04 SmolderingFire 8824 ; ParticleSysBone = Fire05 FireFactionLarge 8825 ; ParticleSysBone = Fire06 SmolderingFire 8826 ; ParticleSysBone = Fire07 SmolderingFire 8827 End 8828 ConditionState = GARRISONED SNOW 8829 Model = UBArmDlEG_S 8830 ParticleSysBone = Smoke01 SmolderingSmoke 8831 Animation = UBArmDlEG_S.UBArmDlEG_S 8832 AnimationMode = LOOP 8833 End 8834 ConditionState = DAMAGED GARRISONED SNOW 8835 Model = UBArmDlEG_DS 8836 ParticleSysBone = Smoke01 SmolderingSmoke 8837 Animation = UBArmDlEG_DS.UBArmDlEG_DS 8838 AnimationMode = LOOP 8839 End 8840 ConditionState = REALLYDAMAGED GARRISONED SNOW 8841 Model = UBArmDlEG_ES 8842 ParticleSysBone = Smoke01 SmolderingSmoke 8843 Animation = UBArmDlEG_ES.UBArmDlEG_ES 8844 AnimationMode = LOOP 8845 End 8846 8847 ; night 8848 ConditionState = NIGHT 8849 Model = UBArmDeal_N 8850 Animation = UBArmDeal_N.UBArmDeal_N 8851 AnimationMode = LOOP 8852 ParticleSysBone = Smoke01 SmolderingSmoke 8853 ParticleSysBone = Steam01 SteamVent 8854 End 8855 ConditionState = DAMAGED NIGHT 8856 Model = UBArmDeal_DN 8857 Animation = UBArmDeal_DN.UBArmDeal_DN 8858 AnimationMode = LOOP 8859 ParticleSysBone = Smoke01 SmolderingSmoke 8860 End 8861 ConditionState = REALLYDAMAGED RUBBLE NIGHT 8862 Model = UBArmDeal_EN 8863 Animation = UBArmDeal_EN.UBArmDeal_EN 8864 AnimationMode = LOOP 8865 ParticleSysBone = Smoke01 SmolderingSmoke 8866 End 8867 ConditionState = GARRISONED NIGHT 8868 Model = UBArmDlEG_N 8869 ParticleSysBone = Smoke01 SmolderingSmoke 8870 Animation = UBArmDlEG_N.UBArmDlEG_N 8871 AnimationMode = LOOP 8872 End 8873 ConditionState = DAMAGED GARRISONED NIGHT 8874 Model = UBArmDlEG_DN 8875 ParticleSysBone = Smoke01 SmolderingSmoke 8876 Animation = UBArmDlEG_DN.UBArmDlEG_DN 8877 AnimationMode = LOOP 8878 End 8879 ConditionState = REALLYDAMAGED GARRISONED NIGHT 8880 Model = UBArmDlEG_EN 8881 ParticleSysBone = Smoke01 SmolderingSmoke 8882 Animation = UBArmDlEG_EN.UBArmDlEG_EN 8883 AnimationMode = LOOP 8884 End 8885 8886 ; night snow 8887 ConditionState = NIGHT SNOW 8888 Model = UBArmDeal_NS 8889 Animation = UBArmDeal_NS.UBArmDeal_NS 8890 AnimationMode = LOOP 8891 ParticleSysBone = Smoke01 SmolderingSmoke 8892 ParticleSysBone = Steam01 SteamVent 8893 End 8894 ConditionState = DAMAGED NIGHT SNOW 8895 Model = UBArmDeal_DNS 8896 Animation = UBArmDeal_DNS.UBArmDeal_DNS 8897 AnimationMode = LOOP 8898 ParticleSysBone = Smoke01 SmolderingSmoke 8899 End 8900 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 8901 Model = UBArmDeal_ENS 8902 Animation = UBArmDeal_ENS.UBArmDeal_ENS 8903 AnimationMode = LOOP 8904 ParticleSysBone = Smoke01 SmolderingSmoke 8905 End 8906 ConditionState = GARRISONED NIGHT SNOW 8907 Model = UBArmDlEG_NS 8908 ParticleSysBone = Smoke01 SmolderingSmoke 8909 Animation = UBArmDlEG_NS.UBArmDlEG_NS 8910 AnimationMode = LOOP 8911 End 8912 ConditionState = DAMAGED GARRISONED NIGHT SNOW 8913 Model = UBArmDlEG_DNS 8914 ParticleSysBone = Smoke01 SmolderingSmoke 8915 Animation = UBArmDlEG_DNS.UBArmDlEG_DNS 8916 AnimationMode = LOOP 8917 End 8918 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 8919 Model = UBArmDlEG_ENS 8920 ParticleSysBone = Smoke01 SmolderingSmoke 8921 Animation = UBArmDlEG_ENS.UBArmDlEG_ENS 8922 AnimationMode = LOOP 8923 End 8924 8925 ;************************************************************************************************************************** 8926 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8927 ;for this draw module 8928 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8929 Model = UBArmDeal 8930 Animation = UBArmDeal.UBArmDeal 8931 AnimationMode = LOOP 8932 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8933 End 8934 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8935 Model = UBArmDeal_D 8936 Animation = UBArmDeal_D.UBArmDeal_D 8937 AnimationMode = LOOP 8938 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8939 End 8940 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8941 Model = UBArmDeal_E 8942 Animation = UBArmDeal_E.UBArmDeal_E 8943 AnimationMode = LOOP 8944 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8945 End 8946 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8947 Model = UBArmDeal_N 8948 Animation = UBArmDeal_N.UBArmDeal_N 8949 AnimationMode = LOOP 8950 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8951 End 8952 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8953 Model = UBArmDeal_DN 8954 Animation = UBArmDeal_DN.UBArmDeal_DN 8955 AnimationMode = LOOP 8956 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8957 End 8958 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8959 Model = UBArmDeal_EN 8960 Animation = UBArmDeal_EN.UBArmDeal_EN 8961 AnimationMode = LOOP 8962 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8963 End 8964 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8965 Model = UBArmDeal_S 8966 Animation = UBArmDeal_S.UBArmDeal_S 8967 AnimationMode = LOOP 8968 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8969 End 8970 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8971 Model = UBArmDeal_DS 8972 Animation = UBArmDeal_DS.UBArmDeal_DS 8973 AnimationMode = LOOP 8974 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8975 End 8976 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8977 Model = UBArmDeal_ES 8978 Animation = UBArmDeal_ES.UBArmDeal_ES 8979 AnimationMode = LOOP 8980 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8981 End 8982 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8983 Model = UBArmDeal_NS 8984 Animation = UBArmDeal_NS.UBArmDeal_NS 8985 AnimationMode = LOOP 8986 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8987 End 8988 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8989 Model = UBArmDeal_DNS 8990 Animation = UBArmDeal_DNS.UBArmDeal_DNS 8991 AnimationMode = LOOP 8992 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8993 End 8994 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8995 Model = UBArmDeal_ENS 8996 Animation = UBArmDeal_ENS.UBArmDeal_ENS 8997 AnimationMode = LOOP 8998 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8999 End 9000 9001 ConditionState = AWAITING_CONSTRUCTION 9002 Model = NONE 9003 End 9004 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9005 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9006 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9007 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9008 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9009 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9010 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9011 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9012 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9013 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9014 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9015 AliasConditionState = SOLD 9016 AliasConditionState = SOLD DAMAGED 9017 AliasConditionState = SOLD REALLYDAMAGED 9018 AliasConditionState = SOLD NIGHT 9019 AliasConditionState = SOLD NIGHT DAMAGED 9020 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9021 AliasConditionState = SOLD SNOW 9022 AliasConditionState = SOLD SNOW DAMAGED 9023 AliasConditionState = SOLD SNOW REALLYDAMAGED 9024 AliasConditionState = SOLD NIGHT SNOW 9025 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9026 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9027 AliasConditionState = GARRISONED SOLD 9028 AliasConditionState = GARRISONED SOLD DAMAGED 9029 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 9030 AliasConditionState = GARRISONED SOLD NIGHT 9031 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 9032 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 9033 AliasConditionState = GARRISONED SOLD SNOW 9034 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 9035 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 9036 AliasConditionState = GARRISONED SOLD NIGHT SNOW 9037 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 9038 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 9039 ;************************************************************************************************************************** 9040 9041 9042 End 9043 9044 ; ------------ construction-zone fence ----------------- 9045 Draw = W3DModelDraw ModuleTag_02 9046 AnimationsRequirePower = No 9047 DefaultConditionState 9048 Model = None 9049 TransitionKey = DOWN_DEFAULT 9050 End 9051 ConditionState = NIGHT 9052 Model = None 9053 TransitionKey = DOWN_DEFAULT 9054 End 9055 ConditionState = SNOW 9056 Model = None 9057 TransitionKey = DOWN_DEFAULT 9058 End 9059 ConditionState = SNOW NIGHT 9060 Model = None 9061 TransitionKey = DOWN_DEFAULT 9062 End 9063 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9064 Model = UBArmDeal_A4 9065 Animation = UBArmDeal_A4.UBArmDeal_A4 9066 AnimationMode = MANUAL 9067 Flags = START_FRAME_LAST 9068 TransitionKey = UP_DAY 9069 End 9070 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9071 Model = UBArmDeal_A4N 9072 Animation = UBArmDeal_A4N.UBArmDeal_A4N 9073 AnimationMode = MANUAL 9074 Flags = START_FRAME_LAST 9075 TransitionKey = UP_NIGHT 9076 End 9077 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9078 Model = UBArmDeal_A4S 9079 Animation = UBArmDeal_A4S.UBArmDeal_A4S 9080 AnimationMode = MANUAL 9081 Flags = START_FRAME_LAST 9082 TransitionKey = UP_SNOW 9083 End 9084 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9085 Model = UBArmDeal_A4SN 9086 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 9087 AnimationMode = MANUAL 9088 Flags = START_FRAME_LAST 9089 TransitionKey = UP_SNOWNIGHT 9090 End 9091 TransitionState = DOWN_DEFAULT UP_DAY 9092 Model = UBArmDeal_A4 9093 Animation = UBArmDeal_A4.UBArmDeal_A4 9094 AnimationMode = ONCE 9095 AnimationSpeedFactorRange = 1.0 1.0 9096 Flags = START_FRAME_FIRST 9097 End 9098 TransitionState = DOWN_DEFAULT UP_NIGHT 9099 Model = UBArmDeal_A4N 9100 Animation = UBArmDeal_A4N.UBArmDeal_A4N 9101 AnimationMode = ONCE 9102 AnimationSpeedFactorRange = 1.0 1.0 9103 Flags = START_FRAME_FIRST 9104 End 9105 TransitionState = DOWN_DEFAULT UP_SNOW 9106 Model = UBArmDeal_A4S 9107 ; @todo srj -- anim missing 9108 Animation = UBArmDeal_A4S.UBArmDeal_A4S 9109 AnimationMode = ONCE 9110 AnimationSpeedFactorRange = 1.0 1.0 9111 Flags = START_FRAME_FIRST 9112 End 9113 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9114 Model = UBArmDeal_A4SN 9115 ; @todo srj -- anim missing 9116 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 9117 AnimationMode = ONCE 9118 AnimationSpeedFactorRange = 1.0 1.0 9119 Flags = START_FRAME_FIRST 9120 End 9121 TransitionState = UP_DAY DOWN_DEFAULT 9122 Model = UBArmDeal_A4 9123 Animation = UBArmDeal_A4.UBArmDeal_A4 9124 AnimationMode = ONCE_BACKWARDS 9125 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9126 Flags = START_FRAME_LAST 9127 End 9128 TransitionState = UP_NIGHT DOWN_DEFAULT 9129 Model = UBArmDeal_A4N 9130 Animation = UBArmDeal_A4N.UBArmDeal_A4N 9131 AnimationMode = ONCE_BACKWARDS 9132 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9133 Flags = START_FRAME_LAST 9134 End 9135 9136 TransitionState = UP_SNOW DOWN_DEFAULT 9137 Model = UBArmDeal_A4S 9138 ; @todo srj -- anim missing 9139 Animation = UBArmDeal_A4S.UBArmDeal_A4S 9140 AnimationMode = ONCE_BACKWARDS 9141 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9142 Flags = START_FRAME_LAST 9143 End 9144 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9145 Model = UBArmDeal_A4SN 9146 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 9147 AnimationMode = ONCE_BACKWARDS 9148 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9149 Flags = START_FRAME_LAST 9150 End 9151 End 9152 9153 ; ------------ under-construction scaffolding ----------------- 9154 Draw = W3DModelDraw ModuleTag_03 9155 AnimationsRequirePower = No 9156 MinLODRequired = MEDIUM 9157 DefaultConditionState 9158 Model = None 9159 TransitionKey = DOWN_DEFAULT 9160 End 9161 ConditionState = NIGHT 9162 Model = None 9163 TransitionKey = DOWN_DEFAULT 9164 End 9165 ConditionState = SNOW 9166 Model = None 9167 TransitionKey = DOWN_DEFAULT 9168 End 9169 ConditionState = SNOW NIGHT 9170 Model = None 9171 TransitionKey = DOWN_DEFAULT 9172 End 9173 ConditionState = PARTIALLY_CONSTRUCTED 9174 Model = UBArmDeal_A6 9175 Animation = UBArmDeal_A6.UBArmDeal_A6 9176 AnimationMode = MANUAL 9177 Flags = START_FRAME_LAST 9178 TransitionKey = UP_DAY 9179 ParticleSysBone = Dust01 BuildingDust 9180 ParticleSysBone = Smoke01 BuildUpSmoke 9181 ParticleSysBone = Smoke02 BuildUpSmoke 9182 ParticleSysBone = Smoke03 BuildUpSmoke 9183 ParticleSysBone = Smoke04 BuildUpSmoke 9184 End 9185 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9186 Model = UBArmDeal_A6N 9187 Animation = UBArmDeal_A6N.UBArmDeal_A6N 9188 AnimationMode = MANUAL 9189 Flags = START_FRAME_LAST 9190 TransitionKey = UP_NIGHT 9191 ParticleSysBone = Dust01 BuildingDust 9192 ParticleSysBone = Smoke01 BuildUpSmoke 9193 ParticleSysBone = Smoke02 BuildUpSmoke 9194 ParticleSysBone = Smoke03 BuildUpSmoke 9195 ParticleSysBone = Smoke04 BuildUpSmoke 9196 End 9197 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9198 Model = UBArmDeal_A6S 9199 Animation = UBArmDeal_A6S.UBArmDeal_A6S 9200 AnimationMode = MANUAL 9201 Flags = START_FRAME_LAST 9202 TransitionKey = UP_SNOW 9203 ParticleSysBone = Dust01 BuildingSnowDust 9204 ParticleSysBone = Smoke01 BuildUpSnowSmoke 9205 ParticleSysBone = Smoke02 BuildUpSnowSmoke 9206 ParticleSysBone = Smoke03 BuildUpSnowSmoke 9207 ParticleSysBone = Smoke04 BuildUpSnowSmoke 9208 End 9209 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9210 Model = UBArmDeal_A6SN 9211 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 9212 AnimationMode = MANUAL 9213 Flags = START_FRAME_LAST 9214 TransitionKey = UP_SNOWNIGHT 9215 ParticleSysBone = Dust01 BuildingNightSnowDust 9216 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 9217 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 9218 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 9219 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 9220 End 9221 TransitionState = DOWN_DEFAULT UP_DAY 9222 Model = UBArmDeal_A6 9223 Animation = UBArmDeal_A6.UBArmDeal_A6 9224 AnimationMode = ONCE 9225 AnimationSpeedFactorRange = 1.0 1.0 9226 Flags = START_FRAME_FIRST 9227 End 9228 TransitionState = DOWN_DEFAULT UP_NIGHT 9229 Model = UBArmDeal_A6N 9230 Animation = UBArmDeal_A6N.UBArmDeal_A6N 9231 AnimationMode = ONCE 9232 AnimationSpeedFactorRange = 1.0 1.0 9233 Flags = START_FRAME_FIRST 9234 End 9235 TransitionState = DOWN_DEFAULT UP_SNOW 9236 Model = UBArmDeal_A6S 9237 Animation = UBArmDeal_A6S.UBArmDeal_A6S 9238 AnimationMode = ONCE 9239 AnimationSpeedFactorRange = 1.0 1.0 9240 Flags = START_FRAME_FIRST 9241 End 9242 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9243 Model = UBArmDeal_A6SN 9244 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 9245 AnimationMode = ONCE 9246 AnimationSpeedFactorRange = 1.0 1.0 9247 Flags = START_FRAME_FIRST 9248 End 9249 TransitionState = UP_DAY DOWN_DEFAULT 9250 Model = UBArmDeal_A6 9251 Animation = UBArmDeal_A6.UBArmDeal_A6 9252 AnimationMode = ONCE_BACKWARDS 9253 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9254 Flags = START_FRAME_LAST 9255 End 9256 TransitionState = UP_NIGHT DOWN_DEFAULT 9257 Model = UBArmDeal_A6N 9258 Animation = UBArmDeal_A6N.UBArmDeal_A6N 9259 AnimationMode = ONCE_BACKWARDS 9260 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9261 Flags = START_FRAME_LAST 9262 End 9263 TransitionState = UP_SNOW DOWN_DEFAULT 9264 Model = UBArmDeal_A6S 9265 Animation = UBArmDeal_A6S.UBArmDeal_A6S 9266 AnimationMode = ONCE_BACKWARDS 9267 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9268 Flags = START_FRAME_LAST 9269 End 9270 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9271 Model = UBArmDeal_A6SN 9272 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 9273 AnimationMode = ONCE_BACKWARDS 9274 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9275 Flags = START_FRAME_LAST 9276 End 9277 End 9278 9279 ; ----------------- the door ----------------------- 9280 Draw = W3DModelDraw ModuleTag_04 9281 DefaultConditionState 9282 Model = UBArmDeal_A7 9283 Animation = UBArmDeal_A7.UBArmDeal_A7 9284 AnimationMode = MANUAL 9285 Flags = START_FRAME_FIRST 9286 End 9287 AliasConditionState = NIGHT 9288 AliasConditionState = SNOW 9289 AliasConditionState = NIGHT SNOW 9290 9291 ConditionState = DAMAGED 9292 Model = UBArmDeal_A7D 9293 Animation = UBArmDeal_A7D.UBArmDeal_A7D 9294 AnimationMode = MANUAL 9295 Flags = START_FRAME_FIRST 9296 End 9297 AliasConditionState = NIGHT DAMAGED 9298 AliasConditionState = SNOW DAMAGED 9299 AliasConditionState = SNOW NIGHT DAMAGED 9300 9301 ConditionState = REALLYDAMAGED RUBBLE 9302 Model = UBArmDeal_A7E 9303 Animation = UBArmDeal_A7E.UBArmDeal_A7E 9304 AnimationMode = MANUAL 9305 Flags = START_FRAME_FIRST 9306 End 9307 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 9308 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 9309 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 9310 9311 9312 9313 ConditionState = DOOR_1_OPENING 9314 Model = UBArmDeal_A7 9315 Animation = UBArmDeal_A7.UBArmDeal_A7 9316 AnimationMode = ONCE 9317 Flags = START_FRAME_FIRST 9318 End 9319 AliasConditionState = NIGHT DOOR_1_OPENING 9320 AliasConditionState = SNOW DOOR_1_OPENING 9321 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 9322 9323 ConditionState = DOOR_1_OPENING DAMAGED 9324 Model = UBArmDeal_A7D 9325 Animation = UBArmDeal_A7D.UBArmDeal_A7D 9326 AnimationMode = ONCE 9327 Flags = START_FRAME_FIRST 9328 End 9329 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 9330 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 9331 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 9332 9333 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 9334 Model = UBArmDeal_A7E 9335 Animation = UBArmDeal_A7E.UBArmDeal_A7E 9336 AnimationMode = ONCE 9337 Flags = START_FRAME_FIRST 9338 End 9339 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 9340 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 9341 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 9342 9343 9344 9345 ConditionState = DOOR_1_CLOSING 9346 Model = UBArmDeal_A7 9347 Animation = UBArmDeal_A7.UBArmDeal_A7 9348 AnimationMode = ONCE_BACKWARDS 9349 Flags = START_FRAME_LAST 9350 End 9351 AliasConditionState = NIGHT DOOR_1_CLOSING 9352 AliasConditionState = SNOW DOOR_1_CLOSING 9353 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 9354 9355 ConditionState = DOOR_1_CLOSING DAMAGED 9356 Model = UBArmDeal_A7D 9357 Animation = UBArmDeal_A7D.UBArmDeal_A7D 9358 AnimationMode = ONCE_BACKWARDS 9359 Flags = START_FRAME_LAST 9360 End 9361 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 9362 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 9363 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 9364 9365 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 9366 Model = UBArmDeal_A7E 9367 Animation = UBArmDeal_A7E.UBArmDeal_A7E 9368 AnimationMode = ONCE_BACKWARDS 9369 Flags = START_FRAME_LAST 9370 End 9371 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 9372 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 9373 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 9374 9375 9376 9377 ConditionState = DOOR_1_WAITING_OPEN 9378 Model = UBArmDeal_A7 9379 Animation = UBArmDeal_A7.UBArmDeal_A7 9380 AnimationMode = MANUAL 9381 Flags = START_FRAME_LAST 9382 End 9383 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 9384 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 9385 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 9386 9387 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 9388 Model = UBArmDeal_A7D 9389 Animation = UBArmDeal_A7D.UBArmDeal_A7D 9390 AnimationMode = MANUAL 9391 Flags = START_FRAME_LAST 9392 End 9393 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 9394 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 9395 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 9396 9397 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 9398 Model = UBArmDeal_A7E 9399 Animation = UBArmDeal_A7E.UBArmDeal_A7E 9400 AnimationMode = MANUAL 9401 Flags = START_FRAME_LAST 9402 End 9403 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 9404 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 9405 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 9406 9407 ;************************************************************************************************************************** 9408 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9409 ;for this draw module 9410 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9411 Model = UBArmDeal_A7 9412 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9413 End 9414 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9415 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9416 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9417 9418 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9419 Model = UBArmDeal_A7D 9420 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9421 End 9422 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 9423 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 9424 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 9425 9426 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9427 Model = UBArmDeal_A7E 9428 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9429 End 9430 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 9431 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 9432 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 9433 9434 ConditionState = AWAITING_CONSTRUCTION 9435 Model = NONE 9436 End 9437 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9438 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9439 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9440 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9441 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9442 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9443 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9444 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9445 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9446 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9447 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9448 AliasConditionState = SOLD DAMAGED 9449 AliasConditionState = SOLD REALLYDAMAGED 9450 AliasConditionState = SOLD NIGHT 9451 AliasConditionState = SOLD NIGHT DAMAGED 9452 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9453 AliasConditionState = SOLD SNOW 9454 AliasConditionState = SOLD SNOW DAMAGED 9455 AliasConditionState = SOLD SNOW REALLYDAMAGED 9456 AliasConditionState = SOLD NIGHT SNOW 9457 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9458 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9459 ;************************************************************************************************************************** 9460 9461 9462 End 9463 9464 PlacementViewAngle = -135 9465 9466 ; ***DESIGN parameters *** 9467 DisplayName = OBJECT:ArmsDealer 9468 Side = GLAToxinGeneral 9469 EditorSorting = STRUCTURE 9470 Prerequisites 9471 Object = Chem_GLASupplyStash 9472 End 9473 BuildCost = 2500 9474 BuildTime = 15.0 ; in seconds 9475 EnergyProduction = 0 9476 CommandSet = Chem_GLAArmsDealerCommandSet 9477 VisionRange = 200.0 ; Shroud clearing distance 9478 ShroudClearingRange = 200 9479 ArmorSet 9480 Conditions = None 9481 Armor = StructureArmor 9482 DamageFX = StructureDamageFXNoShake 9483 End 9484 ArmorSet 9485 Conditions = PLAYER_UPGRADE 9486 Armor = GLAUpgradedStructureArmor 9487 DamageFX = StructureDamageFXNoShake 9488 End 9489 9490 ExperienceValue = 200 200 200 200 ; Experience point value at each level 9491 9492 ; *** AUDIO Parameters *** 9493 VoiceSelect = WarFactoryGLASelect 9494 SoundOnDamaged = BuildingDamagedStateLight 9495 SoundOnReallyDamaged = BuildingDestroy 9496 9497 UnitSpecificSounds 9498 UnderConstruction = UnderConstructionLoop 9499 End 9500 9501 ; *** ENGINEERING Parameters *** 9502 RadarPriority = STRUCTURE 9503 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY FS_WARFACTORY 9504 Body = StructureBody ModuleTag_05 9505 MaxHealth = 2000.0 9506 InitialHealth = 2000.0 9507 9508 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9509 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9510 SubdualDamageCap = 2200 9511 SubdualDamageHealRate = 500 9512 SubdualDamageHealAmount = 100 9513 End 9514 9515 Behavior = ArmorUpgrade ModuleTag_Armor01 9516 TriggeredBy = Upgrade_GLAFortifiedStructure 9517 End 9518 9519 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 9520 ConditionFlag = GARRISONED 9521 TriggeredBy = Upgrade_GLAFortifiedStructure 9522 End 9523 9524 Behavior = RebuildHoleExposeDie ModuleTag_06 9525 HoleName = GLAHoleArmsDealer 9526 HoleMaxHealth = 500.0 9527 End 9528 Behavior = DestroyDie ModuleTag_07 9529 ;nothing 9530 End 9531 Behavior = CreateObjectDie ModuleTag_08 9532 CreationList = OCL_LargeStructureDebris 9533 End 9534 Behavior = FXListDie ModuleTag_09 9535 DeathFX = FX_StructureMediumDeath 9536 End 9537 Behavior = ProductionUpdate ModuleTag_10 9538 NumDoorAnimations = 1 9539 DoorOpeningTime = 2000 ;in mSeconds 9540 DoorWaitOpenTime = 3000 ;in mSeconds 9541 DoorCloseTime = 2000 ;in mSeconds 9542 ConstructionCompleteDuration = 1500 ;in mSeconds 9543 End 9544 Behavior = DefaultProductionExitUpdate ModuleTag_11 9545 UnitCreatePoint = X: -20.0 Y:-15.0 Z:0.0 9546 NaturalRallyPoint = X: 40.0 Y:-15.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML 9547 End 9548 Behavior = RepairDockUpdate ModuleTag_12 9549 TimeForFullHeal = 5000 ;(in milliseconds) 9550 NumberApproachPositions = 5 9551 End 9552 9553 Behavior = FlammableUpdate ModuleTag_14 9554 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9555 AflameDamageAmount = 5 ; taking this much damage... 9556 AflameDamageDelay = 500 ; this often. 9557 End 9558 9559 Behavior = TransitionDamageFX ModuleTag_31 9560 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 9561 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9562 ;--------------------------------------------------------------------------------------- 9563 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9564 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 9565 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 9566 End 9567 9568 Geometry = BOX 9569 GeometryMajorRadius = 40.0 9570 GeometryMinorRadius = 62.0 9571 GeometryHeight = 25.0 9572 GeometryIsSmall = No 9573 FactoryExitWidth = 25 9574 Shadow = SHADOW_VOLUME 9575 BuildCompletion = PLACED_BY_PLAYER 9576 9577 End 9578 9579 9580 ;------------------------------------------------------------------------------ 9581 ObjectReskin Chem_GLAHoleArmsDealer Chem_GLAHole 9582 Draw = W3DModelDraw ModuleTag_01 9583 OkToChangeModelColor = Yes 9584 ConditionState = NONE 9585 Model = UBHole 9586 End 9587 ConditionState = DAMAGED 9588 Model = UBHole_D 9589 ParticleSysBone = Smoke01 SteamVent 9590 End 9591 ConditionState = REALLYDAMAGED 9592 Model = UBHole_E 9593 ParticleSysBone = Smoke01 SteamVent 9594 ParticleSysBone = Smoke02 SteamVent 9595 ParticleSysBone = Fire01 GLAPowerPlantFlame 9596 ParticleSysBone = Fire02 GLAPowerPlantFlame 9597 ParticleSysBone = Fire03 GLAPowerPlantFlame 9598 End 9599 End 9600 Draw = W3DModelDraw ModuleTag_02 9601 OkToChangeModelColor = Yes 9602 ConditionState = NONE 9603 Model = UBArmDeal_R 9604 ParticleSysBone = Smoke04 SmolderingSmoke 9605 ParticleSysBone = Smoke01 SmolderingSmoke 9606 ParticleSysBone = Smoke03 SmolderingSmoke 9607 End 9608 ConditionState = DAMAGED REALLYDAMAGED 9609 Model = UBArmDeal_R 9610 ParticleSysBone = Smoke04 SmolderingSmoke 9611 ParticleSysBone = Smoke01 SmolderingSmoke 9612 ParticleSysBone = Smoke03 SmolderingSmoke 9613 End 9614 End 9615 End 9616 9617 ;------------------------------------------------------------------------------ 9618 ;GLA Arms Dealer 9619 Object Chem_FakeGLAArmsDealer 9620 9621 ; *** ART Parameters *** 9622 SelectPortrait = SUArmsDealer_L 9623 ButtonImage = SUArmsDealer 9624 9625 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 9626 9627 ; ----------------- Main Building ------------------- 9628 Draw = W3DModelDraw ModuleTag_01 9629 OkToChangeModelColor = Yes 9630 ; day 9631 ConditionState = NONE 9632 Model = UBArmDeal 9633 Animation = UBArmDeal.UBArmDeal 9634 AnimationMode = LOOP 9635 ParticleSysBone = Smoke01 SmolderingSmoke 9636 ParticleSysBone = Steam01 SteamVent 9637 End 9638 ;damaged 9639 ConditionState = DAMAGED 9640 Model = UBArmDeal_D 9641 Animation = UBArmDeal_D.UBArmDeal_D 9642 AnimationMode = LOOP 9643 ParticleSysBone = Smoke01 SmolderingSmoke 9644 ; ParticleSysBone = Smoke02 SmolderingSmoke 9645 ; ParticleSysBone = Smoke03 SmolderingSmoke 9646 ; ParticleSysBone = Smoke04 SmolderingSmoke 9647 ; ParticleSysBone = Smoke05 SmolderingSmoke 9648 ; ParticleSysBone = Smoke06 SmolderingSmoke 9649 ; ParticleSysBone = Fire02 SmolderingFire 9650 ; ParticleSysBone = Fire03 SmolderingFire 9651 ; ParticleSysBone = Fire04 SmolderingFire 9652 ; ParticleSysBone = Fire05 SmolderingFire 9653 ; ParticleSysBone = Fire06 SmolderingFire 9654 End 9655 ;really damaged 9656 ConditionState = REALLYDAMAGED RUBBLE 9657 Model = UBArmDeal_E 9658 Animation = UBArmDeal_E.UBArmDeal_E 9659 AnimationMode = LOOP 9660 ParticleSysBone = Smoke01 SmolderingSmoke 9661 ; ParticleSysBone = Smoke02 SmolderingSmoke 9662 ; ParticleSysBone = Smoke03 SmolderingSmoke 9663 ; ParticleSysBone = Smoke04 SmolderingSmoke 9664 ; ParticleSysBone = Smoke05 SmokeFactionLarge 9665 ; ParticleSysBone = Smoke06 SmolderingSmoke 9666 ; ParticleSysBone = Smoke07 SmolderingSmoke 9667 ; ParticleSysBone = Fire02 SmolderingFire 9668 ; ParticleSysBone = Fire03 SmolderingFire 9669 ; ParticleSysBone = Fire04 SmolderingFire 9670 ; ParticleSysBone = Fire05 FireFactionLarge 9671 ; ParticleSysBone = Fire06 SmolderingFire 9672 ; ParticleSysBone = Fire07 SmolderingFire 9673 End 9674 ConditionState = GARRISONED 9675 Model = UBArmDlEG 9676 ParticleSysBone = Smoke01 SmolderingSmoke 9677 Animation = UBArmDlEG.UBArmDlEG 9678 AnimationMode = LOOP 9679 End 9680 ConditionState = DAMAGED GARRISONED 9681 Model = UBArmDlEG_D 9682 ParticleSysBone = Smoke01 SmolderingSmoke 9683 Animation = UBArmDlEG_D.UBArmDlEG_D 9684 AnimationMode = LOOP 9685 End 9686 ConditionState = REALLYDAMAGED GARRISONED 9687 Model = UBArmDlEG_E 9688 ParticleSysBone = Smoke01 SmolderingSmoke 9689 Animation = UBArmDlEG_E.UBArmDlEG_E 9690 AnimationMode = LOOP 9691 End 9692 9693 ; snow 9694 ConditionState = SNOW 9695 Model = UBArmDeal_S 9696 Animation = UBArmDeal_S.UBArmDeal_S 9697 AnimationMode = LOOP 9698 ParticleSysBone = Smoke01 SmolderingSmoke 9699 ParticleSysBone = Steam01 SteamVent 9700 End 9701 ;damaged 9702 ConditionState = DAMAGED SNOW 9703 Model = UBArmDeal_DS 9704 Animation = UBArmDeal_DS.UBArmDeal_DS 9705 AnimationMode = LOOP 9706 ParticleSysBone = Smoke01 SmolderingSmoke 9707 ; ParticleSysBone = Smoke02 SmolderingSmoke 9708 ; ParticleSysBone = Smoke03 SmolderingSmoke 9709 ; ParticleSysBone = Smoke04 SmolderingSmoke 9710 ; ParticleSysBone = Smoke05 SmolderingSmoke 9711 ; ParticleSysBone = Smoke06 SmolderingSmoke 9712 ; ParticleSysBone = Fire02 SmolderingFire 9713 ; ParticleSysBone = Fire03 SmolderingFire 9714 ; ParticleSysBone = Fire04 SmolderingFire 9715 ; ParticleSysBone = Fire05 SmolderingFire 9716 ; ParticleSysBone = Fire06 SmolderingFire 9717 End 9718 ;really damaged 9719 ConditionState = REALLYDAMAGED RUBBLE SNOW 9720 Model = UBArmDeal_ES 9721 Animation = UBArmDeal_ES.UBArmDeal_ES 9722 AnimationMode = LOOP 9723 ParticleSysBone = Smoke01 SmolderingSmoke 9724 ; ParticleSysBone = Smoke02 SmolderingSmoke 9725 ; ParticleSysBone = Smoke03 SmolderingSmoke 9726 ; ParticleSysBone = Smoke04 SmolderingSmoke 9727 ; ParticleSysBone = Smoke05 SmokeFactionLarge 9728 ; ParticleSysBone = Smoke06 SmolderingSmoke 9729 ; ParticleSysBone = Smoke07 SmolderingSmoke 9730 ; ParticleSysBone = Fire02 SmolderingFire 9731 ; ParticleSysBone = Fire03 SmolderingFire 9732 ; ParticleSysBone = Fire04 SmolderingFire 9733 ; ParticleSysBone = Fire05 FireFactionLarge 9734 ; ParticleSysBone = Fire06 SmolderingFire 9735 ; ParticleSysBone = Fire07 SmolderingFire 9736 End 9737 ConditionState = GARRISONED SNOW 9738 Model = UBArmDlEG_S 9739 ParticleSysBone = Smoke01 SmolderingSmoke 9740 Animation = UBArmDlEG_S.UBArmDlEG_S 9741 AnimationMode = LOOP 9742 End 9743 ConditionState = DAMAGED GARRISONED SNOW 9744 Model = UBArmDlEG_DS 9745 ParticleSysBone = Smoke01 SmolderingSmoke 9746 Animation = UBArmDlEG_DS.UBArmDlEG_DS 9747 AnimationMode = LOOP 9748 End 9749 ConditionState = REALLYDAMAGED GARRISONED SNOW 9750 Model = UBArmDlEG_ES 9751 ParticleSysBone = Smoke01 SmolderingSmoke 9752 Animation = UBArmDlEG_ES.UBArmDlEG_ES 9753 AnimationMode = LOOP 9754 End 9755 9756 ; night 9757 ConditionState = NIGHT 9758 Model = UBArmDeal_N 9759 Animation = UBArmDeal_N.UBArmDeal_N 9760 AnimationMode = LOOP 9761 ParticleSysBone = Smoke01 SmolderingSmoke 9762 ParticleSysBone = Steam01 SteamVent 9763 End 9764 ConditionState = DAMAGED NIGHT 9765 Model = UBArmDeal_DN 9766 Animation = UBArmDeal_DN.UBArmDeal_DN 9767 AnimationMode = LOOP 9768 ParticleSysBone = Smoke01 SmolderingSmoke 9769 End 9770 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9771 Model = UBArmDeal_EN 9772 Animation = UBArmDeal_EN.UBArmDeal_EN 9773 AnimationMode = LOOP 9774 ParticleSysBone = Smoke01 SmolderingSmoke 9775 End 9776 ConditionState = GARRISONED NIGHT 9777 Model = UBArmDlEG_N 9778 ParticleSysBone = Smoke01 SmolderingSmoke 9779 Animation = UBArmDlEG_N.UBArmDlEG_N 9780 AnimationMode = LOOP 9781 End 9782 ConditionState = DAMAGED GARRISONED NIGHT 9783 Model = UBArmDlEG_DN 9784 ParticleSysBone = Smoke01 SmolderingSmoke 9785 Animation = UBArmDlEG_DN.UBArmDlEG_DN 9786 AnimationMode = LOOP 9787 End 9788 ConditionState = REALLYDAMAGED GARRISONED NIGHT 9789 Model = UBArmDlEG_EN 9790 ParticleSysBone = Smoke01 SmolderingSmoke 9791 Animation = UBArmDlEG_EN.UBArmDlEG_EN 9792 AnimationMode = LOOP 9793 End 9794 9795 ; night snow 9796 ConditionState = NIGHT SNOW 9797 Model = UBArmDeal_NS 9798 Animation = UBArmDeal_NS.UBArmDeal_NS 9799 AnimationMode = LOOP 9800 ParticleSysBone = Smoke01 SmolderingSmoke 9801 ParticleSysBone = Steam01 SteamVent 9802 End 9803 ConditionState = DAMAGED NIGHT SNOW 9804 Model = UBArmDeal_DNS 9805 Animation = UBArmDeal_DNS.UBArmDeal_DNS 9806 AnimationMode = LOOP 9807 ParticleSysBone = Smoke01 SmolderingSmoke 9808 End 9809 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9810 Model = UBArmDeal_ENS 9811 Animation = UBArmDeal_ENS.UBArmDeal_ENS 9812 AnimationMode = LOOP 9813 ParticleSysBone = Smoke01 SmolderingSmoke 9814 End 9815 ConditionState = GARRISONED NIGHT SNOW 9816 Model = UBArmDlEG_NS 9817 ParticleSysBone = Smoke01 SmolderingSmoke 9818 Animation = UBArmDlEG_NS.UBArmDlEG_NS 9819 AnimationMode = LOOP 9820 End 9821 ConditionState = DAMAGED GARRISONED NIGHT SNOW 9822 Model = UBArmDlEG_DNS 9823 ParticleSysBone = Smoke01 SmolderingSmoke 9824 Animation = UBArmDlEG_DNS.UBArmDlEG_DNS 9825 AnimationMode = LOOP 9826 End 9827 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 9828 Model = UBArmDlEG_ENS 9829 ParticleSysBone = Smoke01 SmolderingSmoke 9830 Animation = UBArmDlEG_ENS.UBArmDlEG_ENS 9831 AnimationMode = LOOP 9832 End 9833 9834 ;************************************************************************************************************************** 9835 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9836 ;for this draw module 9837 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9838 Model = UBArmDeal 9839 Animation = UBArmDeal.UBArmDeal 9840 AnimationMode = LOOP 9841 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9842 End 9843 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9844 Model = UBArmDeal_D 9845 Animation = UBArmDeal_D.UBArmDeal_D 9846 AnimationMode = LOOP 9847 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9848 End 9849 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9850 Model = UBArmDeal_E 9851 Animation = UBArmDeal_E.UBArmDeal_E 9852 AnimationMode = LOOP 9853 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9854 End 9855 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9856 Model = UBArmDeal_N 9857 Animation = UBArmDeal_N.UBArmDeal_N 9858 AnimationMode = LOOP 9859 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9860 End 9861 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9862 Model = UBArmDeal_DN 9863 Animation = UBArmDeal_DN.UBArmDeal_DN 9864 AnimationMode = LOOP 9865 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9866 End 9867 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9868 Model = UBArmDeal_EN 9869 Animation = UBArmDeal_EN.UBArmDeal_EN 9870 AnimationMode = LOOP 9871 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9872 End 9873 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9874 Model = UBArmDeal_S 9875 Animation = UBArmDeal_S.UBArmDeal_S 9876 AnimationMode = LOOP 9877 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9878 End 9879 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9880 Model = UBArmDeal_DS 9881 Animation = UBArmDeal_DS.UBArmDeal_DS 9882 AnimationMode = LOOP 9883 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9884 End 9885 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9886 Model = UBArmDeal_ES 9887 Animation = UBArmDeal_ES.UBArmDeal_ES 9888 AnimationMode = LOOP 9889 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9890 End 9891 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9892 Model = UBArmDeal_NS 9893 Animation = UBArmDeal_NS.UBArmDeal_NS 9894 AnimationMode = LOOP 9895 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9896 End 9897 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9898 Model = UBArmDeal_DNS 9899 Animation = UBArmDeal_DNS.UBArmDeal_DNS 9900 AnimationMode = LOOP 9901 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9902 End 9903 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9904 Model = UBArmDeal_ENS 9905 Animation = UBArmDeal_ENS.UBArmDeal_ENS 9906 AnimationMode = LOOP 9907 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9908 End 9909 9910 ConditionState = AWAITING_CONSTRUCTION 9911 Model = NONE 9912 End 9913 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9914 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9915 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9916 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9917 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9918 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9919 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9920 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9921 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9922 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9923 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9924 AliasConditionState = SOLD 9925 AliasConditionState = SOLD DAMAGED 9926 AliasConditionState = SOLD REALLYDAMAGED 9927 AliasConditionState = SOLD NIGHT 9928 AliasConditionState = SOLD NIGHT DAMAGED 9929 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9930 AliasConditionState = SOLD SNOW 9931 AliasConditionState = SOLD SNOW DAMAGED 9932 AliasConditionState = SOLD SNOW REALLYDAMAGED 9933 AliasConditionState = SOLD NIGHT SNOW 9934 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9935 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9936 AliasConditionState = GARRISONED SOLD 9937 AliasConditionState = GARRISONED SOLD DAMAGED 9938 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 9939 AliasConditionState = GARRISONED SOLD NIGHT 9940 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 9941 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 9942 AliasConditionState = GARRISONED SOLD SNOW 9943 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 9944 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 9945 AliasConditionState = GARRISONED SOLD NIGHT SNOW 9946 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 9947 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 9948 ;************************************************************************************************************************** 9949 9950 9951 End 9952 9953 ; ------------ construction-zone fence ----------------- 9954 Draw = W3DModelDraw ModuleTag_02 9955 AnimationsRequirePower = No 9956 DefaultConditionState 9957 Model = None 9958 TransitionKey = DOWN_DEFAULT 9959 End 9960 ConditionState = NIGHT 9961 Model = None 9962 TransitionKey = DOWN_DEFAULT 9963 End 9964 ConditionState = SNOW 9965 Model = None 9966 TransitionKey = DOWN_DEFAULT 9967 End 9968 ConditionState = SNOW NIGHT 9969 Model = None 9970 TransitionKey = DOWN_DEFAULT 9971 End 9972 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9973 Model = UBArmDeal_A4 9974 Animation = UBArmDeal_A4.UBArmDeal_A4 9975 AnimationMode = MANUAL 9976 Flags = START_FRAME_LAST 9977 TransitionKey = UP_DAY 9978 End 9979 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9980 Model = UBArmDeal_A4N 9981 Animation = UBArmDeal_A4N.UBArmDeal_A4N 9982 AnimationMode = MANUAL 9983 Flags = START_FRAME_LAST 9984 TransitionKey = UP_NIGHT 9985 End 9986 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9987 Model = UBArmDeal_A4S 9988 Animation = UBArmDeal_A4S.UBArmDeal_A4S 9989 AnimationMode = MANUAL 9990 Flags = START_FRAME_LAST 9991 TransitionKey = UP_SNOW 9992 End 9993 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9994 Model = UBArmDeal_A4SN 9995 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 9996 AnimationMode = MANUAL 9997 Flags = START_FRAME_LAST 9998 TransitionKey = UP_SNOWNIGHT 9999 End 10000 TransitionState = DOWN_DEFAULT UP_DAY 10001 Model = UBArmDeal_A4 10002 Animation = UBArmDeal_A4.UBArmDeal_A4 10003 AnimationMode = ONCE 10004 AnimationSpeedFactorRange = 1.0 1.0 10005 Flags = START_FRAME_FIRST 10006 End 10007 TransitionState = DOWN_DEFAULT UP_NIGHT 10008 Model = UBArmDeal_A4N 10009 Animation = UBArmDeal_A4N.UBArmDeal_A4N 10010 AnimationMode = ONCE 10011 AnimationSpeedFactorRange = 1.0 1.0 10012 Flags = START_FRAME_FIRST 10013 End 10014 TransitionState = DOWN_DEFAULT UP_SNOW 10015 Model = UBArmDeal_A4S 10016 ; @todo srj -- anim missing 10017 Animation = UBArmDeal_A4S.UBArmDeal_A4S 10018 AnimationMode = ONCE 10019 AnimationSpeedFactorRange = 1.0 1.0 10020 Flags = START_FRAME_FIRST 10021 End 10022 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10023 Model = UBArmDeal_A4SN 10024 ; @todo srj -- anim missing 10025 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 10026 AnimationMode = ONCE 10027 AnimationSpeedFactorRange = 1.0 1.0 10028 Flags = START_FRAME_FIRST 10029 End 10030 TransitionState = UP_DAY DOWN_DEFAULT 10031 Model = UBArmDeal_A4 10032 Animation = UBArmDeal_A4.UBArmDeal_A4 10033 AnimationMode = ONCE_BACKWARDS 10034 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10035 Flags = START_FRAME_LAST 10036 End 10037 TransitionState = UP_NIGHT DOWN_DEFAULT 10038 Model = UBArmDeal_A4N 10039 Animation = UBArmDeal_A4N.UBArmDeal_A4N 10040 AnimationMode = ONCE_BACKWARDS 10041 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10042 Flags = START_FRAME_LAST 10043 End 10044 10045 TransitionState = UP_SNOW DOWN_DEFAULT 10046 Model = UBArmDeal_A4S 10047 ; @todo srj -- anim missing 10048 Animation = UBArmDeal_A4S.UBArmDeal_A4S 10049 AnimationMode = ONCE_BACKWARDS 10050 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10051 Flags = START_FRAME_LAST 10052 End 10053 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10054 Model = UBArmDeal_A4SN 10055 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 10056 AnimationMode = ONCE_BACKWARDS 10057 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10058 Flags = START_FRAME_LAST 10059 End 10060 End 10061 10062 ; ------------ under-construction scaffolding ----------------- 10063 Draw = W3DModelDraw ModuleTag_03 10064 AnimationsRequirePower = No 10065 MinLODRequired = MEDIUM 10066 DefaultConditionState 10067 Model = None 10068 TransitionKey = DOWN_DEFAULT 10069 End 10070 ConditionState = NIGHT 10071 Model = None 10072 TransitionKey = DOWN_DEFAULT 10073 End 10074 ConditionState = SNOW 10075 Model = None 10076 TransitionKey = DOWN_DEFAULT 10077 End 10078 ConditionState = SNOW NIGHT 10079 Model = None 10080 TransitionKey = DOWN_DEFAULT 10081 End 10082 ConditionState = PARTIALLY_CONSTRUCTED 10083 Model = UBArmDeal_A6 10084 Animation = UBArmDeal_A6.UBArmDeal_A6 10085 AnimationMode = MANUAL 10086 Flags = START_FRAME_LAST 10087 TransitionKey = UP_DAY 10088 ParticleSysBone = Dust01 BuildingDust 10089 ParticleSysBone = Smoke01 BuildUpSmoke 10090 ParticleSysBone = Smoke02 BuildUpSmoke 10091 ParticleSysBone = Smoke03 BuildUpSmoke 10092 ParticleSysBone = Smoke04 BuildUpSmoke 10093 End 10094 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10095 Model = UBArmDeal_A6N 10096 Animation = UBArmDeal_A6N.UBArmDeal_A6N 10097 AnimationMode = MANUAL 10098 Flags = START_FRAME_LAST 10099 TransitionKey = UP_NIGHT 10100 ParticleSysBone = Dust01 BuildingDust 10101 ParticleSysBone = Smoke01 BuildUpSmoke 10102 ParticleSysBone = Smoke02 BuildUpSmoke 10103 ParticleSysBone = Smoke03 BuildUpSmoke 10104 ParticleSysBone = Smoke04 BuildUpSmoke 10105 End 10106 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10107 Model = UBArmDeal_A6S 10108 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10109 AnimationMode = MANUAL 10110 Flags = START_FRAME_LAST 10111 TransitionKey = UP_SNOW 10112 ParticleSysBone = Dust01 BuildingSnowDust 10113 ParticleSysBone = Smoke01 BuildUpSnowSmoke 10114 ParticleSysBone = Smoke02 BuildUpSnowSmoke 10115 ParticleSysBone = Smoke03 BuildUpSnowSmoke 10116 ParticleSysBone = Smoke04 BuildUpSnowSmoke 10117 End 10118 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10119 Model = UBArmDeal_A6SN 10120 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10121 AnimationMode = MANUAL 10122 Flags = START_FRAME_LAST 10123 TransitionKey = UP_SNOWNIGHT 10124 ParticleSysBone = Dust01 BuildingNightSnowDust 10125 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 10126 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 10127 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 10128 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 10129 End 10130 TransitionState = DOWN_DEFAULT UP_DAY 10131 Model = UBArmDeal_A6 10132 Animation = UBArmDeal_A6.UBArmDeal_A6 10133 AnimationMode = ONCE 10134 AnimationSpeedFactorRange = 1.0 1.0 10135 Flags = START_FRAME_FIRST 10136 End 10137 TransitionState = DOWN_DEFAULT UP_NIGHT 10138 Model = UBArmDeal_A6N 10139 Animation = UBArmDeal_A6N.UBArmDeal_A6N 10140 AnimationMode = ONCE 10141 AnimationSpeedFactorRange = 1.0 1.0 10142 Flags = START_FRAME_FIRST 10143 End 10144 TransitionState = DOWN_DEFAULT UP_SNOW 10145 Model = UBArmDeal_A6S 10146 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10147 AnimationMode = ONCE 10148 AnimationSpeedFactorRange = 1.0 1.0 10149 Flags = START_FRAME_FIRST 10150 End 10151 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10152 Model = UBArmDeal_A6SN 10153 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10154 AnimationMode = ONCE 10155 AnimationSpeedFactorRange = 1.0 1.0 10156 Flags = START_FRAME_FIRST 10157 End 10158 TransitionState = UP_DAY DOWN_DEFAULT 10159 Model = UBArmDeal_A6 10160 Animation = UBArmDeal_A6.UBArmDeal_A6 10161 AnimationMode = ONCE_BACKWARDS 10162 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10163 Flags = START_FRAME_LAST 10164 End 10165 TransitionState = UP_NIGHT DOWN_DEFAULT 10166 Model = UBArmDeal_A6N 10167 Animation = UBArmDeal_A6N.UBArmDeal_A6N 10168 AnimationMode = ONCE_BACKWARDS 10169 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10170 Flags = START_FRAME_LAST 10171 End 10172 TransitionState = UP_SNOW DOWN_DEFAULT 10173 Model = UBArmDeal_A6S 10174 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10175 AnimationMode = ONCE_BACKWARDS 10176 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10177 Flags = START_FRAME_LAST 10178 End 10179 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10180 Model = UBArmDeal_A6SN 10181 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10182 AnimationMode = ONCE_BACKWARDS 10183 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10184 Flags = START_FRAME_LAST 10185 End 10186 End 10187 10188 ; ----------------- the door ----------------------- 10189 Draw = W3DModelDraw ModuleTag_04 10190 DefaultConditionState 10191 Model = UBArmDeal_A7 10192 Animation = UBArmDeal_A7.UBArmDeal_A7 10193 AnimationMode = MANUAL 10194 Flags = START_FRAME_FIRST 10195 End 10196 AliasConditionState = NIGHT 10197 AliasConditionState = SNOW 10198 AliasConditionState = NIGHT SNOW 10199 10200 ConditionState = DAMAGED 10201 Model = UBArmDeal_A7D 10202 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10203 AnimationMode = MANUAL 10204 Flags = START_FRAME_FIRST 10205 End 10206 AliasConditionState = NIGHT DAMAGED 10207 AliasConditionState = SNOW DAMAGED 10208 AliasConditionState = SNOW NIGHT DAMAGED 10209 10210 ConditionState = REALLYDAMAGED RUBBLE 10211 Model = UBArmDeal_A7E 10212 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10213 AnimationMode = MANUAL 10214 Flags = START_FRAME_FIRST 10215 End 10216 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10217 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10218 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10219 10220 10221 10222 ConditionState = DOOR_1_OPENING 10223 Model = UBArmDeal_A7 10224 Animation = UBArmDeal_A7.UBArmDeal_A7 10225 AnimationMode = ONCE 10226 Flags = START_FRAME_FIRST 10227 End 10228 AliasConditionState = NIGHT DOOR_1_OPENING 10229 AliasConditionState = SNOW DOOR_1_OPENING 10230 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 10231 10232 ConditionState = DOOR_1_OPENING DAMAGED 10233 Model = UBArmDeal_A7D 10234 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10235 AnimationMode = ONCE 10236 Flags = START_FRAME_FIRST 10237 End 10238 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 10239 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 10240 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 10241 10242 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 10243 Model = UBArmDeal_A7E 10244 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10245 AnimationMode = ONCE 10246 Flags = START_FRAME_FIRST 10247 End 10248 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 10249 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 10250 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 10251 10252 10253 10254 ConditionState = DOOR_1_CLOSING 10255 Model = UBArmDeal_A7 10256 Animation = UBArmDeal_A7.UBArmDeal_A7 10257 AnimationMode = ONCE_BACKWARDS 10258 Flags = START_FRAME_LAST 10259 End 10260 AliasConditionState = NIGHT DOOR_1_CLOSING 10261 AliasConditionState = SNOW DOOR_1_CLOSING 10262 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 10263 10264 ConditionState = DOOR_1_CLOSING DAMAGED 10265 Model = UBArmDeal_A7D 10266 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10267 AnimationMode = ONCE_BACKWARDS 10268 Flags = START_FRAME_LAST 10269 End 10270 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 10271 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 10272 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 10273 10274 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10275 Model = UBArmDeal_A7E 10276 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10277 AnimationMode = ONCE_BACKWARDS 10278 Flags = START_FRAME_LAST 10279 End 10280 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10281 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10282 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10283 10284 10285 10286 ConditionState = DOOR_1_WAITING_OPEN 10287 Model = UBArmDeal_A7 10288 Animation = UBArmDeal_A7.UBArmDeal_A7 10289 AnimationMode = MANUAL 10290 Flags = START_FRAME_LAST 10291 End 10292 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 10293 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 10294 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 10295 10296 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 10297 Model = UBArmDeal_A7D 10298 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10299 AnimationMode = MANUAL 10300 Flags = START_FRAME_LAST 10301 End 10302 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 10303 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 10304 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 10305 10306 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10307 Model = UBArmDeal_A7E 10308 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10309 AnimationMode = MANUAL 10310 Flags = START_FRAME_LAST 10311 End 10312 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10313 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10314 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10315 10316 ;************************************************************************************************************************** 10317 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10318 ;for this draw module 10319 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10320 Model = UBArmDeal_A7 10321 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10322 End 10323 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10324 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10325 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10326 10327 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10328 Model = UBArmDeal_A7D 10329 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10330 End 10331 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 10332 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 10333 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 10334 10335 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10336 Model = UBArmDeal_A7E 10337 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10338 End 10339 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 10340 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 10341 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 10342 10343 ConditionState = AWAITING_CONSTRUCTION 10344 Model = NONE 10345 End 10346 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10347 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10348 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10349 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10350 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10351 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10352 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10353 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10354 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10355 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10356 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10357 AliasConditionState = SOLD DAMAGED 10358 AliasConditionState = SOLD REALLYDAMAGED 10359 AliasConditionState = SOLD NIGHT 10360 AliasConditionState = SOLD NIGHT DAMAGED 10361 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10362 AliasConditionState = SOLD SNOW 10363 AliasConditionState = SOLD SNOW DAMAGED 10364 AliasConditionState = SOLD SNOW REALLYDAMAGED 10365 AliasConditionState = SOLD NIGHT SNOW 10366 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10367 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10368 ;************************************************************************************************************************** 10369 10370 10371 End 10372 10373 PlacementViewAngle = -135 10374 10375 ; ***DESIGN parameters *** 10376 DisplayName = OBJECT:ArmsDealer 10377 Side = GLAToxinGeneral 10378 EditorSorting = STRUCTURE 10379 Prerequisites 10380 Object = Chem_GLASupplyStash 10381 End 10382 BuildCost = 625 10383 BuildTime = 10.0 ; in seconds 10384 EnergyProduction = 0 10385 CommandSet = FakeGLAArmsDealerCommandSet 10386 VisionRange = 200.0 ; Shroud clearing distance 10387 ShroudClearingRange = 200 10388 10389 WeaponSet 10390 Conditions = None 10391 Weapon = PRIMARY SuicideWeapon 10392 AutoChooseSources = PRIMARY None 10393 End 10394 10395 ArmorSet 10396 Conditions = None 10397 Armor = StructureArmor 10398 DamageFX = StructureDamageFXNoShake 10399 End 10400 10401 ExperienceValue = 50 50 50 50 ; Experience point value at each level 10402 10403 ; *** AUDIO Parameters *** 10404 VoiceSelect = WarFactoryGLASelect 10405 SoundOnDamaged = BuildingDamagedStateLight 10406 SoundOnReallyDamaged = BuildingDestroy 10407 10408 UnitSpecificSounds 10409 UnderConstruction = UnderConstructionLoop 10410 End 10411 10412 ; *** ENGINEERING Parameters *** 10413 RadarPriority = STRUCTURE 10414 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 10415 Body = StructureBody ModuleTag_05 10416 MaxHealth = 500.0 10417 InitialHealth = 500.0 10418 10419 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10420 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10421 SubdualDamageCap = 700 10422 SubdualDamageHealRate = 500 10423 SubdualDamageHealAmount = 100 10424 End 10425 10426 Behavior = CreateObjectDie ModuleTag_08 10427 CreationList = OCL_LargeStructureDebris 10428 End 10429 Behavior = FXListDie ModuleTag_09 10430 DeathFX = FX_StructureMediumDeath 10431 End 10432 Behavior = AIUpdateInterface ModuleTag_10 10433 AutoAcquireEnemiesWhenIdle = No 10434 End 10435 10436 Behavior = ProductionUpdate ModuleTag_11 10437 ; nothing 10438 End 10439 10440 Behavior = SlowDeathBehavior ModuleTag_12 10441 ExemptStatus = UNDER_CONSTRUCTION 10442 DestructionDelay = 0 10443 Weapon = FINAL FakeStructureDetonationWeapon 10444 End 10445 Behavior = DestroyDie ModuleTag_SlowDeathException 10446 RequiredStatus = UNDER_CONSTRUCTION 10447 End 10448 10449 Behavior = ReplaceObjectUpgrade ModuleTag_13 10450 ReplaceObject = Chem_GLAArmsDealer 10451 TriggeredBy = Upgrade_BecomeRealGLAArmsDealer 10452 End 10453 10454 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 10455 ConditionFlag = GARRISONED 10456 TriggeredBy = Upgrade_GLAFortifiedStructure 10457 End 10458 10459 Behavior = FlammableUpdate ModuleTag_14 10460 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10461 AflameDamageAmount = 5 ; taking this much damage... 10462 AflameDamageDelay = 500 ; this often. 10463 End 10464 10465 Behavior = TransitionDamageFX ModuleTag_31 10466 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 10467 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10468 ;--------------------------------------------------------------------------------------- 10469 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10470 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 10471 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 10472 End 10473 10474 Geometry = BOX 10475 GeometryMajorRadius = 40.0 10476 GeometryMinorRadius = 62.0 10477 GeometryHeight = 25.0 10478 GeometryIsSmall = No 10479 FactoryExitWidth = 25 10480 Shadow = SHADOW_VOLUME 10481 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 10482 ShadowSizeX = 127 10483 ShadowSizeY = 144 10484 BuildCompletion = PLACED_BY_PLAYER 10485 10486 End 10487 10488 10489 10490 ; ----------------------------------------------------------------------------- 10491 10492 Object Chem_GLASneakAttackTunnelNetworkStart 10493 10494 ; *** ART Parameters *** 10495 10496 SelectPortrait = SUTunnel_L 10497 ButtonImage = SUTunnel 10498 Draw = W3DModelDraw ModuleTag_01 10499 OkToChangeModelColor = Yes 10500 10501 ;***NONE 10502 10503 ConditionState = NONE 10504 Model = UBSNKATK_1ANM 10505 Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 10506 AnimationMode = ONCE 10507 ParticleSysBone = DIRT SneakAttackCrackDust 10508 ;;;ParticleSysBone = DIRT SneakAttackDirt ;steveM commented out 8.4.03 10509 ParticleSysBone = DIRT SneakAttackCrackDust1 10510 ParticleSysBone = DIRT SneakAttackDebris 10511 ParticleSysBone = DIRT SneakAttackDebris0 10512 ParticleSysBone = DIRT SneakAttackDebris1 10513 ParticleSysBone = DIRT SneakAttackCrackDust0 10514 ParticleSysBone = DIRT SneakAttackSteamVent 10515 End 10516 10517 ; ConditionState 10518 ; Model = UBSNKATK_1ANM 10519 ; Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 10520 ; AnimationMode = ONCE 10521 ; End 10522 10523 ConditionState = DAMAGED 10524 Model = UBSNATK_E 10525 ParticleSysBone = DIRT SneakAttackCrackDust 10526 ParticleSysBone = DIRT SneakAttackDirt 10527 ParticleSysBone = DIRT SneakAttackCrackDust1 10528 ParticleSysBone = DIRT SneakAttackDebris 10529 ParticleSysBone = DIRT SneakAttackDebris0 10530 ParticleSysBone = DIRT SneakAttackDebris1 10531 ParticleSysBone = DIRT SneakAttackCrackDust0 10532 ParticleSysBone = DIRT SneakAttackSteamVent 10533 End 10534 ConditionState = REALLYDAMAGED RUBBLE 10535 Model = UBSNATK_R 10536 End 10537 ConditionState = SNOW 10538 Model = UBSNATK_Sanm 10539 Animation = UBSNATK_Sanm.UBSNATK_Sanm 10540 AnimationMode = ONCE 10541 ParticleSysBone = DIRT SneakAttackCrackDustSnow 10542 ParticleSysBone = DIRT SneakAttackDirtSnow 10543 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 10544 ParticleSysBone = DIRT SneakAttackDebrisSnow 10545 ParticleSysBone = DIRT SneakAttackDebris0Snow 10546 ParticleSysBone = DIRT SneakAttackDebris1Snow 10547 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 10548 ParticleSysBone = DIRT SneakAttackSteamVent 10549 End 10550 ConditionState = DAMAGED SNOW 10551 Model = UBSNATK_ES 10552 ParticleSysBone = DIRT SneakAttackCrackDustSnow 10553 ParticleSysBone = DIRT SneakAttackDirtSnow 10554 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 10555 ParticleSysBone = DIRT SneakAttackDebrisSnow 10556 ParticleSysBone = DIRT SneakAttackDebris0Snow 10557 ParticleSysBone = DIRT SneakAttackDebris1Snow 10558 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 10559 ParticleSysBone = DIRT SneakAttackSteamVent 10560 End 10561 ConditionState = REALLYDAMAGED RUBBLE SNOW 10562 Model = UBSNATK_RS 10563 ParticleSysBone = DIRT SneakAttackCrackDustSnow 10564 ParticleSysBone = DIRT SneakAttackDirtSnow 10565 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 10566 ParticleSysBone = DIRT SneakAttackDebrisSnow 10567 ParticleSysBone = DIRT SneakAttackDebris0Snow 10568 ParticleSysBone = DIRT SneakAttackDebris1Snow 10569 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 10570 ParticleSysBone = DIRT SneakAttackSteamVent 10571 End 10572 ConditionState = NIGHT 10573 Model = UBSNKATK_1ANM 10574 Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 10575 AnimationMode = ONCE 10576 End 10577 ConditionState = DAMAGED NIGHT 10578 Model = UBSNATK_E 10579 End 10580 ConditionState = REALLYDAMAGED RUBBLE NIGHT 10581 Model = UBSNATK_R 10582 End 10583 ConditionState = SNOW NIGHT 10584 Model = UBSNATK_Sanm 10585 Animation = UBSNATK_Sanm.UBSNATK_Sanm 10586 AnimationMode = ONCE 10587 End 10588 ConditionState = DAMAGED SNOW NIGHT 10589 Model = UBSNATK_ES 10590 End 10591 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 10592 Model = UBSNATK_RS 10593 End 10594 End 10595 PlacementViewAngle = -44 10596 10597 ; ***DESIGN parameters *** 10598 DisplayName = OBJECT:TunnelNetwork 10599 Side = GLAToxinGeneral 10600 EditorSorting = STRUCTURE 10601 Prerequisites 10602 ;None 10603 End 10604 EnergyProduction = 0 10605 VisionRange = 200.0 ; Shroud clearing distance 10606 ShroudClearingRange = 200 10607 10608 ArmorSet 10609 Conditions = None 10610 Armor = StructureArmor 10611 DamageFX = DamageFX_Empty 10612 End 10613 10614 ExperienceValue = 100 100 100 100 ; Experience point value at each level 10615 10616 ; *** AUDIO Parameters *** 10617 VoiceSelect = TunnelNetworkSelect 10618 SoundOnDamaged = BuildingDamagedStateLight 10619 SoundOnReallyDamaged = BuildingDestroy 10620 SoundEnter = GarrisonEnter 10621 SoundExit = GarrisonExit 10622 10623 ; *** ENGINEERING Parameters *** 10624 RadarPriority = STRUCTURE 10625 KindOf = PRELOAD STRUCTURE IMMOBILE IMMUNE_TO_CAPTURE 10626 Body = StructureBody ModuleTag_04 10627 MaxHealth = 1000.0 10628 InitialHealth = 1000.0 10629 10630 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10631 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10632 SubdualDamageCap = 1200 10633 SubdualDamageHealRate = 500 10634 SubdualDamageHealAmount = 100 10635 End 10636 10637 10638 Behavior = DestroyDie ModuleTag_10 10639 ;nothing 10640 End 10641 Behavior = CreateObjectDie ModuleTag_11 10642 CreationList = OCL_CreateSneakAttackTunnel 10643 End 10644 10645 Behavior = FlammableUpdate ModuleTag_15 10646 10647 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10648 AflameDamageAmount = 5 ; taking this much damage... 10649 AflameDamageDelay = 500 ; this often. 10650 End 10651 10652 Behavior = LifetimeUpdate ModuleTag_16 10653 MinLifetime = 5000 ; min lifetime in msec 10654 MaxLifetime = 5000 ; max lifetime in msec 10655 End 10656 10657 Behavior = FireWeaponUpdate ModuleTag_17 10658 Weapon = SneakAttackShockwaveWeaponSmall 10659 InitialDelay = 10; 10660 End 10661 10662 Behavior = FireWeaponUpdate ModuleTag_18 10663 Weapon = SneakAttackShockwaveWeaponBig 10664 InitialDelay = 1000; 10665 End 10666 10667 Behavior = FireWeaponUpdate ModuleTag_19 10668 Weapon = SneakAttackShockwaveWeaponBig 10669 InitialDelay = 2500; 10670 End 10671 10672 10673 ; IMPORTANT: DO NOT GIVE THIS OBJECT ANY EXTENTS -ML 10674 10675 Geometry = CYLINDER 10676 GeometryMajorRadius = 25.0 10677 GeometryHeight = 20.0 10678 GeometryIsSmall = No 10679 FactoryExtraBibWidth = 25.0 10680 Shadow = SHADOW_VOLUME 10681 BuildCompletion = PLACED_BY_PLAYER 10682 10683 End 10684 10685 10686 ; ----------------------------------------------------------------------------- 10687 Object Chem_GLASneakAttackTunnelNetwork 10688 10689 ; *** ART Parameters *** 10690 SelectPortrait = SUSneakAttack_L 10691 ButtonImage = SUSneakAttack 10692 Draw = W3DModelDraw ModuleTag_01 10693 OkToChangeModelColor = Yes 10694 ;***DEFAULT 10695 ;DefaultConditionState 10696 ConditionState 10697 Model = UBSNATK_1 10698 End 10699 ConditionState = DAMAGED 10700 Model = UBSNATK_E 10701 End 10702 ConditionState = REALLYDAMAGED RUBBLE 10703 Model = UBSNATK_R 10704 ;ParticleSysBone = Mound SteamVent 10705 End 10706 ConditionState = SNOW 10707 Model = UBSNATK_S 10708 End 10709 ConditionState = DAMAGED SNOW 10710 Model = UBSNATK_ES 10711 End 10712 ConditionState = REALLYDAMAGED RUBBLE SNOW 10713 Model = UBSNATK_RS 10714 ;ParticleSysBone = Mound SteamVent 10715 End 10716 ConditionState = NIGHT 10717 Model = UBSNATK_N 10718 End 10719 ConditionState = DAMAGED NIGHT 10720 Model = UBSNATK_E 10721 End 10722 ConditionState = REALLYDAMAGED RUBBLE NIGHT 10723 Model = UBSNATK_R 10724 ;ParticleSysBone = Mound SteamVent 10725 End 10726 ConditionState = SNOW NIGHT 10727 Model = UBSNATK_NS 10728 End 10729 ConditionState = DAMAGED SNOW NIGHT 10730 Model = UBSNATK_ES 10731 End 10732 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 10733 Model = UBSNATK_RS 10734 ;ParticleSysBone = Mound SteamVent 10735 End 10736 End 10737 10738 PlacementViewAngle = -44 10739 10740 ; ***DESIGN parameters *** 10741 DisplayName = OBJECT:TunnelNetwork 10742 Side = GLAToxinGeneral 10743 EditorSorting = STRUCTURE 10744 Prerequisites 10745 ;None 10746 End 10747 EnergyProduction = 0 10748 VisionRange = 200.0 ; Shroud clearing distance 10749 ShroudClearingRange = 200 10750 WeaponSet 10751 Conditions = None 10752 Weapon = PRIMARY TunnelNetworkGunDUMMY ;So AI can attack from it in guard mode. 10753 End 10754 ArmorSet 10755 Conditions = None 10756 Armor = StructureArmor 10757 DamageFX = StructureDamageFXNoShake 10758 End 10759 CommandSet = GLASneakAttackTunnelCommandSet 10760 ExperienceValue = 100 100 100 100 ; Experience point value at each level 10761 10762 ; *** AUDIO Parameters *** 10763 VoiceSelect = TunnelNetworkSelect 10764 SoundOnDamaged = BuildingDamagedStateLight 10765 SoundOnReallyDamaged = BuildingDestroy 10766 SoundEnter = GarrisonEnter 10767 SoundExit = GarrisonExit 10768 10769 ; *** ENGINEERING Parameters *** 10770 RadarPriority = STRUCTURE 10771 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT 10772 Body = StructureBody ModuleTag_04 10773 MaxHealth = 1000.0 10774 InitialHealth = 1000.0 10775 10776 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10777 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10778 SubdualDamageCap = 1200 10779 SubdualDamageHealRate = 500 10780 SubdualDamageHealAmount = 100 10781 End 10782 10783 Behavior = StealthDetectorUpdate ModuleTag_13 10784 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 10785 DetectionRange = 150 ;Dustin, enable this for independant balancing! 10786 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 10787 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 10788 End 10789 10790 Behavior = TunnelContain ModuleTag_05 10791 TimeForFullHeal = 5000 ;(in milliseconds) 10792 End 10793 10794 Behavior = AIUpdateInterface ModuleTag_AI 10795 Turret 10796 TurretTurnRate = 180 // turn rate, in degrees per sec 10797 ControlledWeaponSlots = PRIMARY 10798 End 10799 AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon 10800 End 10801 10802 ;Kris: Removed this module because units exiting the container would extract information from 10803 ;the wrong exit interface. Because TunnelContain has the proper information for exiting properly 10804 ;we don't need this one. Plus sneak attack tunnels don't produce units anyway. 10805 ;Behavior = DefaultProductionExitUpdate ModuleTag_06 10806 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 10807 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 10808 ;End 10809 10810 Behavior = DestroyDie ModuleTag_10 10811 ;nothing 10812 End 10813 Behavior = CreateObjectDie ModuleTag_11 10814 CreationList = OCL_ABTunnelNetworkDebris 10815 End 10816 Behavior = FXListDie ModuleTag_12 10817 DeathFX = FX_StructureSmallDeath 10818 End 10819 10820 Behavior = FlammableUpdate ModuleTag_15 10821 10822 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10823 AflameDamageAmount = 5 ; taking this much damage... 10824 AflameDamageDelay = 500 ; this often. 10825 End 10826 10827 10828 Behavior = TransitionDamageFX ModuleTag_17 10829 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 10830 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10831 ;--------------------------------------------------------------------------------------- 10832 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10833 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10834 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10835 End 10836 10837 Geometry = CYLINDER 10838 GeometryMajorRadius = 25.0 10839 GeometryHeight = 20.0 10840 GeometryIsSmall = No 10841 FactoryExtraBibWidth = 25.0 10842 Shadow = SHADOW_VOLUME 10843 BuildCompletion = PLACED_BY_PLAYER 10844 10845 End 10846 10847 10848 10849 10850 10851 10852 10853 10854 10855 10856 10857 10858 10859 10860 10861 10862 10863 10864 10865 10866 10867 10868 10869 10870 10871 10872 10873 10874 10875 10876 10877 10878 10879 10880 10881 ;---------------------------------------------------------------------------- 10882 Object Chem_GLAInfantryJarmenKell 10883 10884 ; *** ART Parameters *** 10885 SelectPortrait = SUJermanKell1_L ;NOTE: Asset spelling mistake 10886 ButtonImage = SUJermanKell1 10887 10888 UpgradeCameo1 = Upgrade_GLAAPBullets 10889 ;UpgradeCameo2 = NONE 10890 ;UpgradeCameo3 = NONE 10891 ;UpgradeCameo4 = NONE 10892 ;UpgradeCameo5 = NONE 10893 10894 Draw = W3DModelDraw ModuleTag_01 10895 OkToChangeModelColor = Yes 10896 10897 ; --- idle 10898 DefaultConditionState 10899 Model = UIHERO_SKN 10900 IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 10901 IdleAnimation = UIHERO_SKL.UIHERO_IDA 10902 IdleAnimation = UIHERO_SKL.UIHERO_IDB 10903 AnimationMode = ONCE 10904 WeaponFireFXBone = PRIMARY Muzzle 10905 WeaponMuzzleFlash = PRIMARY MuzzleFX 10906 TransitionKey = TRANS_Stand 10907 End 10908 10909 ConditionState = REALLYDAMAGED 10910 IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 10911 IdleAnimation = UIHERO_SKL.UIHERO_IIDA 10912 IdleAnimation = UIHERO_SKL.UIHERO_IIDB 10913 AnimationMode = ONCE 10914 TransitionKey = TRANS_StandInjured 10915 End 10916 10917 TransitionState = TRANS_Stand TRANS_StandInjured 10918 Animation = UIHERO_SKL.UIHERO_ISTAHIT 10919 AnimationMode = ONCE 10920 End 10921 10922 ; --- attack 10923 10924 ConditionState = FIRING_A 10925 Animation = UIHERO_SKL.UIHERO_ATA 10926 AnimationMode = ONCE 10927 TransitionKey = TRANS_FiringA 10928 AnimationSpeedFactorRange = 1.5 1.5 10929 End 10930 10931 ConditionState = BETWEEN_FIRING_SHOTS_A 10932 Animation = UIHERO_SKL.UIHERO_STA 10933 AnimationMode = ONCE 10934 WaitForStateToFinishIfPossible = TRANS_FiringA 10935 End 10936 AliasConditionState = RELOADING_A 10937 10938 ConditionState = FIRING_A REALLYDAMAGED 10939 Animation = UIHERO_SKL.UIHERO_IATA2 10940 AnimationMode = ONCE 10941 TransitionKey = TRANS_FiringAInjured 10942 AnimationSpeedFactorRange = 1.5 1.5 10943 End 10944 10945 ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 10946 Animation = UIHERO_SKL.UIHERO_IATA2 10947 AnimationMode = MANUAL 10948 Flags = START_FRAME_LAST 10949 WaitForStateToFinishIfPossible = TRANS_FiringAInjured 10950 End 10951 AliasConditionState = RELOADING_A REALLYDAMAGED 10952 10953 TransitionState = TRANS_FiringA TRANS_FiringAInjured 10954 Animation = UIHERO_SKL.UIHERO_IATAHIT 10955 AnimationMode = ONCE 10956 End 10957 10958 ; --- moving 10959 ConditionState = MOVING 10960 Animation = UIHERO_SKL.UIHERO_RNA2 30 10961 AnimationMode = LOOP 10962 Flags = RANDOMSTART 10963 TransitionKey = None 10964 ParticleSysBone = None InfantryDustTrails 10965 End 10966 AliasConditionState = MOVING FIRING_A 10967 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 10968 AliasConditionState = MOVING RELOADING_A 10969 10970 ConditionState = MOVING REALLYDAMAGED 10971 Animation = UIHERO_SKL.UIHERO_IRNA 30 10972 AnimationMode = LOOP 10973 Flags = RANDOMSTART 10974 TransitionKey = None 10975 ParticleSysBone = None InfantryDustTrails 10976 End 10977 AliasConditionState = MOVING FIRING_A REALLYDAMAGED 10978 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 10979 AliasConditionState = MOVING RELOADING_A REALLYDAMAGED 10980 10981 ; --- cheering 10982 ConditionState = SPECIAL_CHEERING 10983 Animation = UIHERO_SKL.UIHERO_CHA 10984 AnimationMode = LOOP 10985 End 10986 10987 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 10988 Animation = UIHERO_SKL.UIHERO_ICHA 10989 AnimationMode = LOOP 10990 End 10991 10992 ; --- dying 10993 ConditionState = DYING 10994 Animation = UIHERO_SKL.UIHERO_DTA 10995 Animation = UIHERO_SKL.UIHERO_DTB 10996 Animation = UIHERO_SKL.UIHERO_IDTA 10997 Animation = UIHERO_SKL.UIHERO_IDTB 10998 AnimationMode = ONCE 10999 TransitionKey = TRANS_Dying 11000 End 11001 11002 TransitionState = TRANS_Dying TRANS_Flailing 11003 Animation = UIHERO_SKL.UIHERO_ADTG21 11004 AnimationMode = ONCE 11005 End 11006 11007 ConditionState = DYING EXPLODED_FLAILING 11008 Animation = UIHERO_SKL.UIHERO_ADTG22 11009 AnimationMode = LOOP 11010 TransitionKey = TRANS_Flailing 11011 End 11012 11013 ConditionState = DYING EXPLODED_BOUNCING 11014 Animation = UIHERO_SKL.UIHERO_ADTG23 11015 AnimationMode = ONCE 11016 TransitionKey = None 11017 End 11018 11019 ; --- falling 11020 ConditionState = FREEFALL 11021 Animation = UIHERO_SKL.UIHERO_PFL 11022 AnimationMode = LOOP 11023 TransitionKey = TRANS_Falling 11024 End 11025 AliasConditionState = FREEFALL REALLYDAMAGED 11026 AliasConditionState = FREEFALL DYING 11027 11028 ConditionState = PARACHUTING 11029 Animation = UIHERO_SKL.UIHERO_PHG 11030 AnimationMode = LOOP 11031 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 11032 TransitionKey = TRANS_Chute 11033 End 11034 AliasConditionState = PARACHUTING REALLYDAMAGED 11035 AliasConditionState = PARACHUTING DYING 11036 11037 TransitionState = TRANS_Falling TRANS_Chute 11038 Animation = UIHERO_SKL.UIHERO_POP 11039 AnimationMode = ONCE 11040 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 11041 End 11042 11043 TransitionState = TRANS_Chute TRANS_Stand 11044 Animation = UIHERO_SKL.UIHERO_PTD 11045 AnimationMode = ONCE 11046 End 11047 11048 TransitionState = TRANS_Chute TRANS_StandInjured 11049 Animation = UIHERO_SKL.UIHERO_PTD 11050 AnimationMode = ONCE 11051 End 11052 11053 End 11054 11055 ; ***DESIGN parameters *** 11056 DisplayName = OBJECT:JarmenKell 11057 Side = GLAToxinGeneral 11058 EditorSorting = INFANTRY 11059 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 11060 MaxSimultaneousOfType = 1 11061 11062 WeaponSet 11063 Conditions = None 11064 Weapon = PRIMARY GLAJarmenKellRifle 11065 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 11066 AutoChooseSources = SECONDARY NONE 11067 End 11068 11069 ArmorSet 11070 Conditions = None 11071 Armor = HumanArmor 11072 DamageFX = InfantryDamageFX 11073 End 11074 VisionRange = 200 11075 ShroudClearingRange = 400 11076 Prerequisites 11077 Object = Chem_GLABarracks 11078 Object = Chem_GLAPalace 11079 End 11080 BuildCost = 1500 11081 BuildTime = 20.0 ;in seconds 11082 11083 ExperienceValue = 50 50 100 150 ;Experience point value at each level 11084 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 11085 IsTrainable = Yes ;Can gain experience 11086 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11087 CommandSet = GLAInfantryJarmenKellCommandSet 11088 11089 ; *** AUDIO Parameters *** 11090 VoiceSelect = JarmenKellVoiceSelect 11091 VoiceMove = JarmenKellVoiceMove 11092 VoiceGuard = JarmenKellVoiceMove 11093 VoiceAttack = JarmenKellVoiceAttack 11094 VoiceFear = JarmenKellVoiceFear 11095 SoundStealthOn = StealthOn 11096 SoundStealthOff = StealthOff 11097 11098 UnitSpecificSounds 11099 VoiceCreate = JarmenKellVoiceCreate 11100 VoiceSnipePilot = JarmenKellVoiceSnipe 11101 VoiceGarrison = JarmenKellVoiceGarrison 11102 VoiceEnter = JarmenKellVoiceMove 11103 VoiceEnterHostile = JarmenKellVoiceMove 11104 VoiceGetHealed = JarmenKellVoiceMove 11105 End 11106 11107 11108 ; *** ENGINEERING Parameters *** 11109 RadarPriority = UNIT 11110 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO CANNOT_RETALIATE 11111 11112 Body = ActiveBody ModuleTag_02 11113 MaxHealth = 200.0 11114 InitialHealth = 200.0 11115 End 11116 11117 Behavior = AIUpdateInterface ModuleTag_03 11118 AutoAcquireEnemiesWhenIdle = Yes 11119 End 11120 Locomotor = SET_NORMAL JarmenKellLocomotor 11121 11122 Behavior = PhysicsBehavior ModuleTag_04 11123 Mass = 5.0 11124 End 11125 Behavior = StealthUpdate ModuleTag_06 11126 StealthDelay = 2000 ; msec 11127 StealthForbiddenConditions = ATTACKING 11128 InnateStealth = Yes 11129 OrderIdleEnemiesToAttackMeUponReveal = Yes 11130 EnemyDetectionEvaEvent = EnemyJarmenKellDetected 11131 OwnDetectionEvaEvent = OwnJarmenKellDetected 11132 End 11133 11134 Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit. 11135 End 11136 11137 Behavior = WeaponBonusUpgrade ModuleTag_08 11138 TriggeredBy = Upgrade_GLAAPBullets 11139 End 11140 11141 ;Hero units can't be squished! 11142 ;Behavior = SquishCollide ModuleTag_09 11143 ; ;nothing 11144 ;End 11145 11146 11147 ; --- begin Death modules --- 11148 Behavior = SlowDeathBehavior ModuleTag_Death01 11149 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 11150 SinkDelay = 3000 11151 SinkRate = 0.5 ; in Dist/Sec 11152 DestructionDelay = 8000 11153 FX = INITIAL FX_JarmenKellDie 11154 End 11155 Behavior = SlowDeathBehavior ModuleTag_Death02 11156 DeathTypes = NONE +CRUSHED +SPLATTED 11157 SinkDelay = 3000 11158 SinkRate = 0.5 ; in Dist/Sec 11159 DestructionDelay = 8000 11160 FX = INITIAL FX_GIDieCrushed 11161 End 11162 Behavior = SlowDeathBehavior ModuleTag_Death03 11163 DeathTypes = NONE +EXPLODED 11164 SinkDelay = 3000 11165 SinkRate = 0.5 ; in Dist/Sec 11166 DestructionDelay = 8000 11167 FX = INITIAL FX_JarmenKellDie 11168 FlingForce = 8 11169 FlingForceVariance = 3 11170 FlingPitch = 60 11171 FlingPitchVariance = 10 11172 End 11173 Behavior = SlowDeathBehavior ModuleTag_Death04 11174 DeathTypes = NONE +BURNED 11175 DestructionDelay = 0 11176 FX = INITIAL FX_DieByFireGLA 11177 OCL = INITIAL OCL_FlamingInfantry 11178 End 11179 Behavior = SlowDeathBehavior ModuleTag_Death05 11180 DeathTypes = NONE +POISONED 11181 DestructionDelay = 0 11182 FX = INITIAL FX_DieByToxinGLA 11183 OCL = INITIAL OCL_ToxicInfantry 11184 End 11185 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 11186 DeathTypes = NONE +POISONED_BETA 11187 DestructionDelay = 0 11188 FX = INITIAL FX_DieByToxinGLA 11189 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 11190 End 11191 11192 Behavior = SlowDeathBehavior ModuleTag_Death07 11193 DeathTypes = NONE +POISONED_GAMMA 11194 DestructionDelay = 0 11195 FX = INITIAL FX_DieByToxinGLA 11196 OCL = INITIAL OCL_ToxicInfantryGamma 11197 End 11198 11199 ; --- end Death modules --- 11200 11201 Behavior = PoisonedBehavior ModuleTag_14 11202 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 11203 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 11204 End 11205 11206 Geometry = CYLINDER 11207 GeometryMajorRadius = 10.0 11208 GeometryMinorRadius = 10.0 11209 GeometryHeight = 12.0 11210 GeometryIsSmall = Yes 11211 Shadow = SHADOW_DECAL 11212 ShadowSizeX = 14; 11213 ShadowSizeY = 14; 11214 ShadowTexture = ShadowI; 11215 BuildCompletion = APPEARS_AT_RALLY_POINT 11216 11217 End 11218 11219 11220 11221 11222 11223 11224 11225 ;------------------------------------------------------------------------------ 11226 ;Tunnel Fanatic ;Now called the RPG Trooper 11227 Object Chem_GLAInfantryTunnelDefender 11228 11229 ; *** ART Parameters *** 11230 SelectPortrait = SURPG_L 11231 ButtonImage = SURPG 11232 11233 UpgradeCameo1 = Upgrade_GLAAPRockets 11234 ;UpgradeCameo2 = NONE 11235 ;UpgradeCameo3 = NONE 11236 ;UpgradeCameo4 = NONE 11237 ;UpgradeCameo5 = NONE 11238 11239 Draw = W3DModelDraw ModuleTag_01 11240 OkToChangeModelColor = Yes 11241 11242 DefaultConditionState 11243 Model = UITunF_SKN 11244 IdleAnimation = UITunF_SKL.UITunF_STA 0 20 11245 IdleAnimation = UITunF_SKL.UITunF_IDA 11246 IdleAnimation = UITunF_SKL.UITunF_IDB 11247 IdleAnimation = UITunF_SKL.UITunF_IDC 11248 AnimationMode = ONCE 11249 WeaponMuzzleFlash = PRIMARY MuzzleFX 11250 WeaponFireFXBone = PRIMARY Muzzle 11251 WeaponLaunchBone = PRIMARY Muzzle 11252 End 11253 11254 ConditionState = MOVING 11255 Animation = UITunF_SKL.UITunF_WKA 16 11256 Animation = UITunF_SKL.UITunF_WKB 30 11257 Animation = UITunF_SKL.UITunF_WKC 30 11258 Animation = UITunF_SKL.UITunF_RNA 15 11259 Animation = UITunF_SKL.UITunF_RNB 25 11260 AnimationMode = LOOP 11261 ParticleSysBone = None InfantryDustTrails 11262 End 11263 11264 ConditionState = DYING 11265 Animation = UITunF_SKL.UITunF_DTA 11266 Animation = UITunF_SKL.UITunF_DTB 11267 AnimationMode = ONCE 11268 TransitionKey = TRANS_Dying 11269 End 11270 11271 TransitionState = TRANS_Dying TRANS_Flailing 11272 Animation = UITunF_SKL.UITunF_ADTA1 11273 Animation = UITunF_SKL.UITunF_ADTE1 11274 Animation = UITunF_SKL.UITunF_ADTF1 11275 AnimationMode = ONCE 11276 End 11277 11278 ConditionState = DYING EXPLODED_FLAILING 11279 Animation = UITunF_SKL.UITunF_ADTA2 11280 Animation = UITunF_SKL.UITunF_ADTE2 11281 Animation = UITunF_SKL.UITunF_ADTF2 11282 AnimationMode = LOOP 11283 TransitionKey = TRANS_Flailing 11284 End 11285 11286 ConditionState = DYING EXPLODED_BOUNCING 11287 Animation = UITunF_SKL.UITunF_ADTA3 11288 Animation = UITunF_SKL.UITunF_ADTE3 11289 Animation = UITunF_SKL.UITunF_ADTF3 11290 AnimationMode = ONCE 11291 TransitionKey = None 11292 End 11293 11294 ConditionState = FIRING_A 11295 Animation = UITunF_SKL.UITunF_ATA 11296 AnimationMode = ONCE 11297 TransitionKey = TRANS_START_FIRING 11298 End 11299 ConditionState = BETWEEN_FIRING_SHOTS_A 11300 Animation = UITunF_SKL.UITunF_STA 11301 AnimationMode = ONCE 11302 ; this is basically a trick: this guy has a nontrivial animation for firing, 11303 ; and a long recycle time between shots. we want him to finish his fire animation 11304 ; (unless he's ordered to do something else), so this is just a handy trick that 11305 ; says, "if the previous state had this transition key, allow it to finish before 11306 ; switching to us, if possible". 11307 WaitForStateToFinishIfPossible = TRANS_START_FIRING 11308 End 11309 AliasConditionState = RELOADING_A 11310 11311 ConditionState = SPECIAL_CHEERING 11312 Animation = UITUNF_SKL.UITUNF_CHA 11313 AnimationMode = LOOP 11314 End 11315 11316 End 11317 11318 ; ***DESIGN parameters *** 11319 DisplayName = OBJECT:TunnelDefender 11320 Side = GLAToxinGeneral 11321 EditorSorting = INFANTRY 11322 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 11323 WeaponSet 11324 Conditions = None 11325 Weapon = PRIMARY Chem_TunnelDefenderRocketWeaponBeta 11326 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 11327 Weapon = SECONDARY Chem_TunnelDefenderRocketWeaponBetaAir 11328 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 11329 End 11330 WeaponSet 11331 Conditions = PLAYER_UPGRADE 11332 Weapon = PRIMARY Chem_TunnelDefenderRocketWeaponGamma 11333 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 11334 Weapon = SECONDARY Chem_TunnelDefenderRocketWeaponGammaAir 11335 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 11336 End 11337 ArmorSet 11338 Conditions = None 11339 Armor = HumanArmor 11340 DamageFX = InfantryDamageFX 11341 End 11342 VisionRange = 150 11343 ShroudClearingRange = 400 11344 ; Prerequisites 11345 ; Object = Chem_GLATunnelNetwork 11346 ; End 11347 BuildCost = 300 11348 BuildTime = 5.0 ;in seconds 11349 11350 ExperienceValue = 20 20 40 60 ;Experience point value at each level 11351 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 11352 IsTrainable = Yes ;Can gain experience 11353 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11354 CommandSet = GLAInfantryTunnelDefenderCommandSet 11355 11356 ; *** AUDIO Parameters *** 11357 VoiceSelect = RPGTrooperVoiceSelect 11358 VoiceMove = RPGTrooperVoiceMove 11359 VoiceGuard = RPGTrooperVoiceMove 11360 VoiceAttack = RPGTrooperVoiceAttack 11361 VoiceFear = RPGTrooperVoiceFear 11362 UnitSpecificSounds 11363 VoiceCreate = RPGTrooperVoiceCreate 11364 VoiceGarrison = RPGTrooperVoiceGarrison 11365 VoiceEnter = RPGTrooperVoiceMove 11366 VoiceEnterHostile = RPGTrooperVoiceMove 11367 VoiceGetHealed = RPGTrooperVoiceMove 11368 End 11369 11370 11371 ; *** ENGINEERING Parameters *** 11372 RadarPriority = UNIT 11373 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 11374 11375 Body = ActiveBody ModuleTag_02 11376 MaxHealth = 100.0 11377 InitialHealth = 100.0 11378 End 11379 11380 Behavior = AIUpdateInterface ModuleTag_03 11381 AutoAcquireEnemiesWhenIdle = Yes 11382 End 11383 Locomotor = SET_NORMAL MissileDefenderLocomotor 11384 11385 Behavior = PhysicsBehavior ModuleTag_04 11386 Mass = 5.0 11387 End 11388 11389 Behavior = SquishCollide ModuleTag_06 11390 ;nothing 11391 End 11392 11393 ; --- begin Death modules --- 11394 Behavior = SlowDeathBehavior ModuleTag_Death01 11395 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 11396 SinkDelay = 3000 11397 SinkRate = 0.5 ; in Dist/Sec 11398 DestructionDelay = 8000 11399 FX = INITIAL FX_RPGTrooperDie 11400 End 11401 Behavior = SlowDeathBehavior ModuleTag_Death02 11402 DeathTypes = NONE +CRUSHED +SPLATTED 11403 SinkDelay = 3000 11404 SinkRate = 0.5 ; in Dist/Sec 11405 DestructionDelay = 8000 11406 FX = INITIAL FX_GIDieCrushed 11407 End 11408 Behavior = SlowDeathBehavior ModuleTag_Death03 11409 DeathTypes = NONE +EXPLODED 11410 SinkDelay = 3000 11411 SinkRate = 0.5 ; in Dist/Sec 11412 DestructionDelay = 8000 11413 FX = INITIAL FX_RPGTrooperDie 11414 FlingForce = 8 11415 FlingForceVariance = 3 11416 FlingPitch = 60 11417 FlingPitchVariance = 10 11418 End 11419 Behavior = SlowDeathBehavior ModuleTag_Death04 11420 DeathTypes = NONE +BURNED 11421 DestructionDelay = 0 11422 FX = INITIAL FX_DieByFireGLA 11423 OCL = INITIAL OCL_FlamingInfantry 11424 End 11425 Behavior = SlowDeathBehavior ModuleTag_Death05 11426 DeathTypes = NONE +POISONED 11427 DestructionDelay = 0 11428 FX = INITIAL FX_DieByToxinGLA 11429 OCL = INITIAL OCL_ToxicInfantry 11430 End 11431 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 11432 DeathTypes = NONE +POISONED_BETA 11433 DestructionDelay = 0 11434 FX = INITIAL FX_DieByToxinGLA 11435 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 11436 End 11437 11438 Behavior = SlowDeathBehavior ModuleTag_Death07 11439 DeathTypes = NONE +POISONED_GAMMA 11440 DestructionDelay = 0 11441 FX = INITIAL FX_DieByToxinGLA 11442 OCL = INITIAL OCL_ToxicInfantryGamma 11443 End 11444 11445 ; --- end Death modules --- 11446 11447 Behavior = PoisonedBehavior ModuleTag_12 11448 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 11449 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 11450 End 11451 11452 Behavior = WeaponSetUpgrade ModuleTag_13 11453 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 11454 End 11455 11456 Geometry = CYLINDER 11457 GeometryMajorRadius = 10.0 11458 GeometryMinorRadius = 10.0 11459 GeometryHeight = 12.0 11460 GeometryIsSmall = Yes 11461 Shadow = SHADOW_DECAL 11462 ShadowSizeX = 14; 11463 ShadowSizeY = 14; 11464 ShadowTexture = ShadowI; 11465 BuildCompletion = APPEARS_AT_RALLY_POINT 11466 11467 End 11468 11469 ;------------------------------------------------------------------------------ 11470 ;***THESE UNITS ARE NOT SELECTABLE ANYMORE! To kill them, you must target 11471 ; the stinger site. If the weapon does particular types of damage, it'll 11472 ; kill guys inside first, then the site. 11473 Object Chem_GLAInfantryStingerSoldier 11474 11475 ; *** ART Parameters *** 11476 SelectPortrait = SUStinger_L 11477 ButtonImage = SUStinger 11478 11479 Draw = W3DModelDraw ModuleTag_01 11480 OkToChangeModelColor = Yes 11481 11482 DefaultConditionState 11483 Model = UISmsd_SKN 11484 IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 11485 IdleAnimation = UISmsd_SKL.UISmsd_IDA 11486 IdleAnimation = UISmsd_SKL.UISmsd_IDB 11487 IdleAnimation = UISmsd_SKL.UISmsd_IDC 11488 IdleAnimation = UISmsd_SKL.UISmsd_IDD 11489 AnimationMode = ONCE 11490 WeaponMuzzleFlash = PRIMARY MuzzleFX 11491 WeaponFireFXBone = PRIMARY Exhaust 11492 WeaponLaunchBone = PRIMARY Muzzle 11493 WeaponFireFXBone = SECONDARY Exhaust 11494 WeaponLaunchBone = SECONDARY Muzzle 11495 11496 WaitForStateToFinishIfPossible = TRANS_START_FIRING 11497 11498 End 11499 AliasConditionState = BETWEEN_FIRING_SHOTS_A 11500 AliasConditionState = BETWEEN_FIRING_SHOTS_B 11501 AliasConditionState = RELOADING_A 11502 AliasConditionState = RELOADING_B 11503 11504 ConditionState = MOVING 11505 Animation = UISmsd_SKL.UISmsd_WKB 25 11506 AnimationMode = LOOP 11507 End 11508 11509 ConditionState = DYING 11510 Animation = UISmsd_SKL.UISmsd_DTA 11511 Animation = UISmsd_SKL.UISmsd_DTB 11512 AnimationMode = ONCE 11513 TransitionKey = TRANS_Dying 11514 WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish 11515 End 11516 11517 TransitionState = TRANS_Dying TRANS_Flailing 11518 Animation = UISmsd_SKL.UISmsd_ADTF1 11519 Animation = UISmsd_SKL.UISmsd_ADTG21 11520 AnimationMode = ONCE 11521 End 11522 11523 ConditionState = DYING EXPLODED_FLAILING 11524 Animation = UISmsd_SKL.UISmsd_ADTF2 11525 Animation = UISmsd_SKL.UISmsd_ADTG22 11526 AnimationMode = LOOP 11527 TransitionKey = TRANS_Flailing 11528 WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish 11529 End 11530 11531 ConditionState = DYING EXPLODED_BOUNCING 11532 Animation = UISmsd_SKL.UISmsd_ADTF3 11533 Animation = UISmsd_SKL.UISmsd_ADTG23 11534 AnimationMode = ONCE 11535 TransitionKey = None 11536 WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish 11537 End 11538 11539 ConditionState = FIRING_A 11540 Animation = UISmsd_SKL.UISmsd_ATA 11541 AnimationMode = ONCE 11542 TransitionKey = TRANS_START_FIRING 11543 End 11544 ; AliasConditionState is a new keyword that says, 11545 ; "give me another ConditionState exactly like the previous 11546 ; one, except with different conditions". Useful when you 11547 ; have several states that are the same with only different condition bits. 11548 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 11549 AliasConditionState = MOVING FIRING_A 11550 AliasConditionState = MOVING RELOADING_A 11551 11552 ConditionState = FIRING_B 11553 Animation = UISmsd_SKL.UISmsd_ATB 11554 AnimationMode = ONCE 11555 TransitionKey = TRANS_START_FIRINGB 11556 End 11557 ; AliasConditionState is a new keyword that says, 11558 ; "give me another ConditionState exactly like the previous 11559 ; one, except with different conditions". Useful when you 11560 ; have several states that are the same with only different condition bits. 11561 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 11562 AliasConditionState = MOVING FIRING_B 11563 AliasConditionState = MOVING RELOADING_B 11564 11565 11566 ConditionState = SPECIAL_CHEERING 11567 Animation = UISMSD_SKL.UISMSD_CHA 11568 AnimationMode = LOOP 11569 End 11570 11571 End 11572 11573 ; ***DESIGN parameters *** 11574 DisplayName = OBJECT:StingerSoldier 11575 Side = GLAToxinGeneral 11576 EditorSorting = INFANTRY 11577 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 11578 WeaponSet 11579 Conditions = None 11580 Weapon = PRIMARY Chem_StingerMissileWeaponBeta 11581 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 11582 Weapon = SECONDARY Chem_StingerMissileWeaponAirBeta 11583 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 11584 End 11585 WeaponSet 11586 Conditions = PLAYER_UPGRADE 11587 Weapon = PRIMARY Chem_StingerMissileWeaponGamma 11588 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 11589 Weapon = SECONDARY Chem_StingerMissileWeaponAirGamma 11590 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 11591 End 11592 ArmorSet 11593 Conditions = None 11594 Armor = StingerSoldierArmor ;Extra protection due to being enclosed by the stinger site. 11595 DamageFX = None 11596 End 11597 VisionRange = 400.0 11598 ShroudClearingRange = 400 11599 11600 Prerequisites 11601 Object = Chem_GLABarracks 11602 End 11603 BuildCost = 100 11604 BuildTime = 1.0 ;in seconds 11605 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11606 11607 ; CommandSet = Chem_GLAInfantryRebelCommandSet 11608 11609 ; *** AUDIO Parameters *** 11610 VoiceSelect = StingerSoldierVoiceSelect 11611 VoiceMove = StingerSoldierVoiceMove 11612 VoiceAttack = StingerSoldierVoiceAttack 11613 11614 ; *** ENGINEERING Parameters *** 11615 RadarPriority = UNIT 11616 KindOf = PRELOAD CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER CLICK_THROUGH SPAWNS_ARE_THE_WEAPONS 11617 11618 Body = ActiveBody ModuleTag_02 11619 MaxHealth = 100.0 11620 InitialHealth = 100.0 11621 End 11622 11623 Behavior = StealthDetectorUpdate ModuleTag_16 11624 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 11625 DetectionRange = 200 ;Dustin, enable this for independant balancing! 11626 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 11627 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 11628 End 11629 11630 Behavior = AIUpdateInterface ModuleTag_03 11631 AutoAcquireEnemiesWhenIdle = Yes Stealthed ATTACK_BUILDINGS 11632 MoodAttackCheckRate = 250 11633 End 11634 Locomotor = SET_NORMAL BasicHumanLocomotor 11635 Behavior = PhysicsBehavior ModuleTag_04 11636 Mass = 5.0 11637 End 11638 Behavior = SlavedUpdate ModuleTag_06 11639 ;nothing 11640 End 11641 ; Behavior = ProneUpdate ModuleTag_07 11642 ; DamageToFramesRatio = 5.0 ; I take 20 damage, I go prone for 100. For this guy, if any of my buds or my building take damage too (I have SlaveUpdate + ProneUpdate) Prone may get cut by itself though 11643 ; End 11644 11645 Behavior = SquishCollide ModuleTag_08 11646 ;nothing 11647 End 11648 11649 ;Kris: Cut camo-netting from Chem General 11650 ;Behavior = StealthUpdate ModuleTag_09 11651 ; StealthDelay = 2500 ; msec 11652 ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET TAKING_DAMAGE 11653 ; MoveThresholdSpeed = 3 11654 ; InnateStealth = No ;Requires upgrade first 11655 ; OrderIdleEnemiesToAttackMeUponReveal = Yes 11656 ;End 11657 ;Behavior = StealthUpgrade ModuleTag_10 11658 ; TriggeredBy = Upgrade_GLACamoNetting 11659 ;End 11660 11661 11662 ; --- begin Death modules --- 11663 Behavior = SlowDeathBehavior ModuleTag_Death01 11664 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 11665 SinkDelay = 3000 11666 SinkRate = 0.5 ; in Dist/Sec 11667 DestructionDelay = 8000 11668 FX = INITIAL FX_StingerSoldierDie 11669 End 11670 Behavior = SlowDeathBehavior ModuleTag_Death02 11671 DeathTypes = NONE +CRUSHED +SPLATTED 11672 SinkDelay = 3000 11673 SinkRate = 0.5 ; in Dist/Sec 11674 DestructionDelay = 8000 11675 FX = INITIAL FX_GIDieCrushed 11676 End 11677 Behavior = SlowDeathBehavior ModuleTag_Death03 11678 DeathTypes = NONE +EXPLODED 11679 SinkDelay = 3000 11680 SinkRate = 0.5 ; in Dist/Sec 11681 DestructionDelay = 8000 11682 FX = INITIAL FX_StingerSoldierDie 11683 FlingForce = 8 11684 FlingForceVariance = 3 11685 FlingPitch = 60 11686 FlingPitchVariance = 10 11687 End 11688 Behavior = SlowDeathBehavior ModuleTag_Death04 11689 DeathTypes = NONE +BURNED 11690 DestructionDelay = 0 11691 FX = INITIAL FX_DieByFireGLA 11692 OCL = INITIAL OCL_FlamingInfantry 11693 End 11694 Behavior = SlowDeathBehavior ModuleTag_Death05 11695 DeathTypes = NONE +POISONED 11696 DestructionDelay = 0 11697 FX = INITIAL FX_DieByToxinGLA 11698 OCL = INITIAL OCL_ToxicInfantry 11699 End 11700 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 11701 DeathTypes = NONE +POISONED_BETA 11702 DestructionDelay = 0 11703 FX = INITIAL FX_DieByToxinGLA 11704 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 11705 End 11706 11707 Behavior = SlowDeathBehavior ModuleTag_Death07 11708 DeathTypes = NONE +POISONED_GAMMA 11709 DestructionDelay = 0 11710 FX = INITIAL FX_DieByToxinGLA 11711 OCL = INITIAL OCL_ToxicInfantryGamma 11712 End 11713 11714 ; --- end Death modules --- 11715 11716 Behavior = PoisonedBehavior ModuleTag_14 11717 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 11718 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 11719 End 11720 11721 Behavior = WeaponSetUpgrade ModuleTag_15 11722 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 11723 End 11724 11725 Geometry = CYLINDER 11726 GeometryMajorRadius = 10.0 11727 GeometryMinorRadius = 10.0 11728 GeometryHeight = 12.0 11729 GeometryIsSmall = Yes 11730 Shadow = SHADOW_DECAL 11731 ShadowSizeX = 14 11732 ShadowSizeY = 14 11733 ShadowTexture = ShadowI; 11734 BuildCompletion = APPEARS_AT_RALLY_POINT 11735 11736 End 11737 11738 11739 11740 11741 11742 11743 ;------------------------------------------------------------------------------ 11744 Object Chem_GLAInfantryTerrorist 11745 11746 ; *** ART Parameters *** 11747 SelectPortrait = SUTerrorist_L 11748 ButtonImage = SUTerrorist 11749 11750 ;UpgradeCameo1 = NONE 11751 ;UpgradeCameo2 = NONE 11752 ;UpgradeCameo3 = NONE 11753 ;UpgradeCameo4 = NONE 11754 ;UpgradeCameo5 = NONE 11755 11756 Draw = W3DModelDraw ModuleTag_01 11757 OkToChangeModelColor = Yes 11758 DefaultConditionState 11759 Model = UITRST_SKN 11760 IdleAnimation = UITRST_SKL.UITRST_STA 0 25 11761 ;Regular spice animations 11762 IdleAnimation = UITRST_SKL.UITRST_IDA 11763 IdleAnimation = UITRST_SKL.UITRST_IDB 11764 AnimationMode = ONCE 11765 TransitionKey = TRANS_Stand 11766 End 11767 11768 ConditionState = REALLYDAMAGED 11769 Animation = UITRST_SKL.UITRST_STA 11770 AnimationMode = LOOP 11771 TransitionKey = TRANS_Stand 11772 End 11773 11774 ConditionState = FREEFALL 11775 Animation = UITRST_SKL.UITRST_PFL 11776 AnimationMode = LOOP 11777 TransitionKey = TRANS_Falling 11778 End 11779 AliasConditionState = FREEFALL REALLYDAMAGED 11780 AliasConditionState = FREEFALL DYING 11781 11782 ConditionState = PARACHUTING 11783 Animation = UITRST_SKL.UITRST_PHG 11784 AnimationMode = LOOP 11785 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 11786 TransitionKey = TRANS_Chute 11787 End 11788 AliasConditionState = PARACHUTING REALLYDAMAGED 11789 AliasConditionState = PARACHUTING DYING 11790 11791 ConditionState = MOVING 11792 Animation = UITRST_SKL.UITRST_RNA 15 11793 AnimationMode = LOOP 11794 Flags = RANDOMSTART 11795 TransitionKey = None 11796 ParticleSysBone = None InfantryDustTrails 11797 End 11798 AliasConditionState = MOVING REALLYDAMAGED 11799 11800 ConditionState = ATTACKING MOVING 11801 Animation = UITRST_SKL.UITRST_RNB 10 11802 AnimationMode = LOOP 11803 Flags = RANDOMSTART 11804 TransitionKey = None 11805 End 11806 AliasConditionState = ATTACKING MOVING REALLYDAMAGED 11807 11808 ConditionState = PREATTACK_A 11809 Animation = UITRST_SKL.UITRST_ATA 11810 AnimationMode = ONCE 11811 End 11812 AliasConditionState = PREATTACK_A MOVING 11813 11814 ConditionState = DYING 11815 Animation = UITRST_SKL.UITRST_DTA 11816 Animation = UITRST_SKL.UITRST_DTC 11817 AnimationMode = ONCE 11818 TransitionKey = TRANS_Dying 11819 End 11820 11821 TransitionState = TRANS_Dying TRANS_Flailing 11822 Animation = UITRST_SKL.UITRST_ADTE1 11823 AnimationMode = ONCE 11824 End 11825 11826 ConditionState = DYING EXPLODED_FLAILING 11827 Animation = UITRST_SKL.UITRST_ADTE2 11828 AnimationMode = LOOP 11829 TransitionKey = TRANS_Flailing 11830 End 11831 11832 ConditionState = DYING EXPLODED_BOUNCING 11833 Animation = UITRST_SKL.UITRST_ADTE3 11834 AnimationMode = ONCE 11835 TransitionKey = None 11836 End 11837 11838 ConditionState = SPECIAL_CHEERING 11839 Animation = UITRST_SKL.UITRST_CHA 11840 AnimationMode = LOOP 11841 End 11842 11843 TransitionState = TRANS_Falling TRANS_Chute 11844 Animation = UITRST_SKL.UITRST_POP 11845 AnimationMode = ONCE 11846 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 11847 End 11848 11849 TransitionState = TRANS_Chute TRANS_Stand 11850 Animation = UITRST_SKL.UITRST_PTD 11851 AnimationMode = ONCE 11852 End 11853 11854 End 11855 11856 ; ***DESIGN parameters *** 11857 DisplayName = OBJECT:Chem_Terrorist 11858 Side = GLAToxinGeneral 11859 EditorSorting = INFANTRY 11860 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 11861 WeaponSet 11862 Conditions = None 11863 ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE 11864 ;damage to do ini logic for type of death to play -- unresistable for success. 11865 Weapon = PRIMARY TerroristSuicideWeapon 11866 End 11867 ArmorSet 11868 Conditions = None 11869 Armor = HumanArmor 11870 DamageFX = InfantryDamageFX 11871 End 11872 VisionRange = 150 11873 ShroudClearingRange = 200 11874 Prerequisites 11875 Object = Chem_GLABarracks 11876 End 11877 BuildCost = 200 11878 BuildTime = 5.0 ;in seconds 11879 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11880 CommandSet = GLAInfantryTerroristCommandSet 11881 11882 ; *** AUDIO Parameters *** 11883 VoiceSelect = TerroristVoiceSelect 11884 VoiceMove = TerroristVoiceMove 11885 VoiceAttack = TerroristVoiceAttack 11886 VoiceFear = TerroristVoiceFear 11887 VoiceGuard = TerroristVoiceMove 11888 UnitSpecificSounds 11889 VoiceGarrison = TerroristVoiceMove 11890 VoiceCreate = TerroristVoiceCreate 11891 VoiceEnter = TerroristVoiceEnter 11892 VoiceEnterHostile = TerroristVoiceEnterHostile 11893 VoiceGetHealed = TerroristVoiceMove 11894 End 11895 11896 ; *** ENGINEERING Parameters *** 11897 RadarPriority = UNIT 11898 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 11899 11900 Body = ActiveBody ModuleTag_02 11901 MaxHealth = 120.0 11902 InitialHealth = 120.0 11903 End 11904 11905 ExperienceValue = 20 20 20 20 ; Experience point value at each level 11906 11907 Behavior = AIUpdateInterface ModuleTag_03 11908 AutoAcquireEnemiesWhenIdle = Yes 11909 End 11910 Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit. 11911 End 11912 Locomotor = SET_NORMAL FastHumanLocomotor 11913 Behavior = PhysicsBehavior ModuleTag_04 11914 Mass = 5.0 11915 End 11916 11917 ;Kris 11918 Behavior = ConvertToCarBombCrateCollide ModuleTag_06 11919 RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with 11920 ;ForbiddenKindOf = TRANSPORT DOZER ; but not to TRANSPORTs or DOZERs! 11921 FXList = FX_MakeCarBombSuccess 11922 End 11923 11924 Behavior = SquishCollide ModuleTag_07 11925 ;nothing 11926 End 11927 11928 ; --- begin Death modules --- 11929 Behavior = SlowDeathBehavior ModuleTag_Death01 11930 DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 11931 SinkDelay = 3000 11932 SinkRate = 0.5 ; in Dist/Sec 11933 DestructionDelay = 8000 11934 FX = INITIAL FX_TerroristDie 11935 End 11936 11937 11938 ;POISON_DEATHS POISON_DEATHS POISON_DEATHS POISON_DEATHS 11939 Behavior = SlowDeathBehavior ModuleTag_Death05 11940 DeathTypes = NONE +POISONED 11941 DestructionDelay = 0 11942 FX = INITIAL FX_DieByToxinGLA 11943 OCL = INITIAL OCL_ToxicInfantry_TerroristOnly 11944 End 11945 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 11946 DeathTypes = NONE +POISONED_BETA 11947 DestructionDelay = 0 11948 FX = INITIAL FX_DieByToxinGLA 11949 OCL = INITIAL OCL_ToxicInfantryBeta_TerroristOnly ;you'll have to create this OCL and make it use the blue guys instead of green ones 11950 End 11951 11952 Behavior = SlowDeathBehavior ModuleTag_Death07 11953 DeathTypes = NONE +POISONED_GAMMA 11954 DestructionDelay = 0 11955 FX = INITIAL FX_DieByToxinGLA 11956 OCL = INITIAL OCL_ToxicInfantryGamma_TerroristOnly 11957 End 11958 ;POISON_DEATHS POISON_DEATHS POISON_DEATHS POISON_DEATHS 11959 11960 11961 ; I have just pulled my ripcord, and this ain't no parachute! 11962 Behavior = SlowDeathBehavior ModuleTag_Death03 11963 DeathTypes = NONE +SUICIDED 11964 SinkDelay = 3000 11965 SinkRate = 0.5 ; in Dist/Sec 11966 DestructionDelay = 8000 11967 FX = INITIAL FX_TerroristExplode 11968 FlingForce = 8 11969 FlingForceVariance = 3 11970 FlingPitch = 60 11971 FlingPitchVariance = 10 11972 OCL = INITIAL Chem_PoisonFieldGammaLarge 11973 End 11974 11975 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 11976 DeathWeapon = SuicideDynamitePack 11977 StartsActive = Yes ; turned on by upgrade 11978 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 11979 End 11980 11981 Behavior = FireWeaponWhenDeadBehavior ModuleTag91 11982 DeathWeapon = Chem_SuicideWeaponGamma 11983 StartsActive = No 11984 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 11985 RequiresAllTriggers = Yes; 11986 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 11987 End; 11988 11989 Behavior = FireWeaponWhenDeadBehavior ModuleTag_92 11990 DeathWeapon = Chem_SuicideWeaponBeta 11991 StartsActive = No ; turned on by upgrade 11992 TriggeredBy = Upgrade_GLAAnthraxBeta 11993 RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is 11994 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma 11995 End 11996 11997 Behavior = FireWeaponWhenDeadBehavior ModuleTag_93 11998 DeathWeapon = Chem_SuicideWeapon 11999 StartsActive = No ; turned on by upgrade 12000 ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma 12001 End 12002 12003 ; Units that can gain experience can't have GrantUpgradeCreate or they crash savegames. 12004 ; Behavior = GrantUpgradeCreate ModuleTag_94 12005 ; UpgradeToGrant = Upgrade_GLAAnthraxBeta 12006 ; End 12007 ; --- end Death modules --- 12008 12009 Behavior = PoisonedBehavior ModuleTag_14 12010 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 12011 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 12012 End 12013 12014 Geometry = CYLINDER 12015 GeometryMajorRadius = 10.0 12016 GeometryMinorRadius = 10.0 12017 GeometryHeight = 12.0 12018 GeometryIsSmall = Yes 12019 Shadow = SHADOW_DECAL 12020 ShadowSizeX = 14; 12021 ShadowSizeY = 14; 12022 ShadowTexture = ShadowI; 12023 BuildCompletion = APPEARS_AT_RALLY_POINT 12024 12025 End 12026 12027 12028 12029 12030 12031 12032 12033 12034 ;------------------------------------------------------------------------------ 12035 ;------------------------------------------------------------------------------ 12036 Object Chem_GLAInfantryAngryMobNexus 12037 12038 ;**** ART Parameters ************************** 12039 SelectPortrait = SUAngryMob_L 12040 ButtonImage = SUAngryMob 12041 12042 UpgradeCameo1 = Upgrade_GLAArmTheMob 12043 ;UpgradeCameo2 = NONE 12044 ;UpgradeCameo3 = NONE 12045 ;UpgradeCameo4 = NONE 12046 ;UpgradeCameo5 = NONE 12047 12048 Draw = W3DModelDraw ModuleTag_01 12049 OkToChangeModelColor = Yes 12050 DefaultConditionState 12051 Model = None 12052 ; Model = AVBomber_B 12053 End 12054 End 12055 12056 12057 ;****DESIGN parameters ************************** 12058 12059 DisplayName = OBJECT:AngryMobNexus 12060 Side = GLAToxinGeneral 12061 12062 RadarPriority = NOT_ON_RADAR 12063 12064 EditorSorting = INFANTRY 12065 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12066 12067 WeaponSet 12068 Conditions = None 12069 Weapon = PRIMARY GLAAngryMobNexusHarmlessWeapon 12070 Weapon = SECONDARY GLAAngryMobNexusHarmlessWeapon 12071 Weapon = TERTIARY GLAAngryMobNexusHarmlessWeapon 12072 End 12073 12074 12075 ArmorSet 12076 Conditions = None 12077 Armor = InvulnerableAllArmor 12078 DamageFX = None 12079 End 12080 12081 BuildCost = 800 12082 BuildTime = 15.0 ;in seconds 12083 VisionRange = 150 ; it can scout for the spawn 12084 ShroudClearingRange = 0 12085 12086 Prerequisites 12087 Object = Chem_GLABarracks 12088 Object = Chem_GLAPalace 12089 End 12090 12091 ExperienceValue = 5 5 5 5 ;Experience point value at each level 12092 12093 IsTrainable = No 12094 12095 12096 12097 CommandSet = GLAInfantryAngryMobCommandSet; 12098 12099 ;**** AUDIO Parameters ***************************** 12100 VoiceSelect = AngryMobVoiceSelect 12101 VoiceMove = AngryMobVoiceMove 12102 VoiceGuard = AngryMobVoiceMove 12103 VoiceAttack = AngryMobVoiceAttack 12104 SoundMoveStart = NoSound 12105 SoundAmbient = AngryMobAmbientLoop 12106 SoundAmbientRubble = NoSound 12107 UnitSpecificSounds 12108 VoiceCreate = AngryMobVoiceCreate 12109 End 12110 12111 12112 ;**** ENGINEERING Parameters ****************************** 12113 12114 RadarPriority = UNIT 12115 KindOf = PRELOAD CAN_ATTACK INFANTRY MOB_NEXUS ATTACK_NEEDS_LINE_OF_SIGHT NO_COLLIDE SELECTABLE SCORE 12116 Body = ImmortalBody ModuleTag_02 12117 MaxHealth = 99999.0 12118 InitialHealth = 99999.0 12119 End 12120 12121 Behavior = AIUpdateInterface ModuleTag_03 12122 AutoAcquireEnemiesWhenIdle = Yes 12123 End 12124 12125 Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 12126 Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 12127 Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 12128 12129 ; Locomotor = SET_NORMAL WanderHumanLocomotor ;Important! don't make the Nexus any faster! 12130 ; Locomotor = SET_WANDER WanderHumanLocomotor ;Important! don't make the Nexus any faster! 12131 ; Locomotor = SET_PANIC WanderHumanLocomotor ;Important! don't make the Nexus any faster! 12132 12133 Behavior = PhysicsBehavior ModuleTag_04 12134 Mass = 50.0 12135 End 12136 12137 Behavior = SpawnBehavior ModuleTag_05 12138 SpawnNumber = 10 12139 SpawnReplaceDelay = 30000 ; 30 seconds 12140 12141 SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin 12142 SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume 12143 SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce 12144 SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret 12145 SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top 12146 SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce 12147 SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil 12148 12149 12150 12151 ExitByBudding = Yes;! 12152 12153 InitialBurst = 5 ; the first set of 5 will not delay 12154 OneShot = No 12155 AggregateHealth = Yes 12156 SlavesHaveFreeWill = No 12157 End 12158 12159 Behavior = QueueProductionExitUpdate ModuleTag_06 12160 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 12161 NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0 12162 ExitDelay = 5000 ; 5 sec 12163 InitialBurst = 5 ; the first set of 5 will not delay 12164 End 12165 12166 Behavior = DestroyDie ModuleTag_07 12167 DeathTypes = ALL 12168 End 12169 12170 Geometry = CYLINDER 12171 GeometryMajorRadius = 1.0 12172 GeometryMinorRadius = 1.0 12173 GeometryHeight = 1.0 12174 GeometryIsSmall = Yes 12175 Shadow = SHADOW_VOLUME 12176 12177 End 12178 12179 12180 12181 12182 12183 ;------------------------------------------------------------------------------ 12184 ;------------------------------------------------------------------------------ 12185 Object Chem_GLAInfantryAngryMobPistol01 12186 12187 ;**** ART Parameters *** 12188 Draw = W3DModelDraw DrawTag_01 12189 OkToChangeModelColor = Yes 12190 12191 ; WHILE CARRYING PISTOL 12192 ;--------------------------------------------------------- 12193 DefaultConditionState ;Idle with Pistol Holstered 12194 Model = UIMOB01_SKN 12195 IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 12196 IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 12197 IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 12198 IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 12199 AnimationMode = ONCE 12200 AnimationSpeedFactorRange 0.9 1.1 12201 TransitionKey = TRANS_STAND_A 12202 12203 WeaponFireFXBone = PRIMARY Muzzle 12204 WeaponMuzzleFlash = PRIMARY MuzzleFX 12205 WeaponFireFXBone = SECONDARY MuzzleAK 12206 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 12207 End 12208 12209 ; Drawing pistol 12210 ConditionState = PREATTACK_A 12211 Animation = UIMOB01_SKL.UIMOB01_ATA1_ST ; start firing 12212 AnimationMode = ONCE 12213 End 12214 AliasConditionState = PREATTACK_A FIRING_A 12215 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 12216 12217 ; Firing pistol 12218 ConditionState = FIRING_A 12219 Animation = UIMOB01_SKL.UIMOB01_ATA1_LP ; looping firing 12220 AnimationMode = LOOP 12221 TransitionKey = TRANS_FIRING_A 12222 End 12223 AliasConditionState = BETWEEN_FIRING_SHOTS_A 12224 12225 ConditionState = RELOADING_A 12226 Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing 12227 AnimationMode = ONCE 12228 End 12229 12230 ; This transition allows him to put his gun away when he's finished attacking. 12231 TransitionState = TRANS_FIRING_A TRANS_STAND_A 12232 Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing 12233 AnimationMode = ONCE 12234 End 12235 12236 ConditionState = MOVING 12237 Animation = UIMOB01_SKL.UIMOB01_RNA 12238 AnimationMode = LOOP 12239 Flags = RANDOMSTART 12240 TransitionKey = MOVING 12241 ParticleSysBone = None InfantryDustTrails 12242 End 12243 AliasConditionState = MOVING RELOADING_A 12244 AliasConditionState = MOVING PREATTACK_A 12245 AliasConditionState = MOVING FIRING_A 12246 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 12247 AliasConditionState = MOVING RELOADING_C RELOADING_A 12248 AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A 12249 12250 ConditionState = DYING 12251 Animation = UIMOB01_SKL.UIMOB01_DA1 12252 Animation = UIMOB01_SKL.UIMOB01_DA2 12253 AnimationMode = ONCE 12254 TransitionKey = TRANS_Dying 12255 End 12256 12257 12258 ConditionState = SPECIAL_CHEERING 12259 Animation = UIMOB01_SKL.UIMOB01_CHA 12260 AnimationMode = ONCE 12261 End 12262 12263 ;-------------------------------------------------------- 12264 ; TRANSITION FROM PISTOL TO AK47 12265 TransitionState = TRANS_STAND_A TRANS_STAND_AK 12266 Animation = UIMOB01_SKL.UIMOB01_TA-D 12267 AnimationMode = ONCE 12268 End 12269 12270 ; WHILE CARRYING AK47 12271 ;--------------------------------------------------------- 12272 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 12273 Model = UIMOB01_SKN 12274 IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 12275 IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 12276 IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 12277 IdleAnimation = UIMOB01_SKL.UIMOB01_STD 12278 AnimationMode = ONCE 12279 AnimationSpeedFactorRange 0.9 1.1 12280 TransitionKey = TRANS_STAND_AK 12281 End 12282 12283 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 12284 Animation = UIMOB01_SKL.UIMOB01_RND 12285 AnimationMode = LOOP 12286 Flags = RANDOMSTART 12287 TransitionKey = MOVING_AK 12288 End 12289 12290 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 12291 Animation = UIMOB01_SKL.UIMOB01_DD1 12292 Animation = UIMOB01_SKL.UIMOB01_DD2 12293 AnimationMode = ONCE 12294 TransitionKey = TRANS_Dying 12295 End 12296 12297 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 12298 Animation = UIMOB01_SKL.UIMOB01_CHD 12299 AnimationMode = ONCE 12300 End 12301 12302 ; Drawing AK47 12303 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 12304 Animation = UIMOB01_SKL.UIMOB01_ATD1_ST ; start firing 12305 AnimationMode = ONCE 12306 End 12307 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 12308 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 12309 12310 ; Firing Gun 12311 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 12312 Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ; looping firing 12313 AnimationMode = LOOP 12314 WeaponFireFXBone = SECONDARY MuzzleAK 12315 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 12316 TransitionKey = TRANS_FIRING_AK 12317 End 12318 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 12319 12320 12321 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 12322 Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing 12323 AnimationMode = ONCE 12324 End 12325 12326 12327 ; This transition allows him to put his gun away when he's finished attacking. 12328 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 12329 Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing 12330 AnimationMode = ONCE 12331 End 12332 12333 ; ;Throwing bottle---------------------------------------------------------------- 12334 ; ConditionState = PREATTACK_C 12335 ; Animation = UIMOB01_SKL.UIMOB01_ATCA_BF ; the wind up 12336 ; End 12337 ; AliasConditionState = PREATTACK_C FIRING_A 12338 ; AliasConditionState = PREATTACK_C RELOADING_A 12339 ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A 12340 ; 12341 ; ConditionState = FIRING_C 12342 ; Animation = UIMOB01_SKL.UIMOB01_ATCA_AF ; the release and follow-thru 12343 ; TransitionKey = TRANS_THROW 12344 ; End 12345 ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A 12346 ; 12347 ; ConditionState RELOADING_C 12348 ; Animation =UIMOB01_SKL.UIMOB01_IDA1 12349 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru 12350 ; End 12351 ; AliasConditionState = RELOADING_C RELOADING_A 12352 ; AliasConditionState = RELOADING_C FIRING_A 12353 ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A 12354 12355 12356 ; TransitionState = TRANSXXX TRANS_THROW 12357 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway gun and take out bottle 12358 ; End 12359 12360 ; TransitionState = TRANS_THROW TRANS_FIRING_A 12361 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get PISTOL 12362 ; End 12363 12364 ; TransitionState = TRANSXXXAK TRANS_THROW 12365 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway AK and take out bottle 12366 ; End 12367 12368 ; TransitionState = TRANS_THROW TRANS_FIRING_AK 12369 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get AK 12370 ; End 12371 12372 ;-------------------------------------------------------- 12373 12374 TransitionState = TRANS_Dying TRANS_Flailing 12375 Animation = UIMOB01_SKL.UIMOB01_A_ADTE1 12376 Animation = UIMOB01_SKL.UIMOB01_D_ADTE1 12377 AnimationMode = ONCE 12378 End 12379 12380 ConditionState = DYING EXPLODED_FLAILING 12381 Animation = UIMOB01_SKL.UIMOB01_A_ADTE2 12382 Animation = UIMOB01_SKL.UIMOB01_D_ADTE2 12383 AnimationMode = LOOP 12384 TransitionKey = TRANS_Flailing 12385 End 12386 12387 ConditionState = DYING EXPLODED_BOUNCING 12388 Animation = UIMOB01_SKL.UIMOB01_A_ADTE3 12389 Animation = UIMOB01_SKL.UIMOB01_D_ADTE3 12390 AnimationMode = ONCE 12391 TransitionKey = None 12392 End 12393 End 12394 12395 ;**** DESIGN parameters *** 12396 12397 DisplayName = OBJECT:AngryMob 12398 Side = GLAToxinGeneral 12399 EditorSorting = INFANTRY 12400 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12401 12402 WeaponSet 12403 Conditions = None 12404 Weapon = PRIMARY GLAAngryMobPistolWeapon 12405 End 12406 12407 WeaponSet 12408 Conditions = PLAYER_UPGRADE 12409 Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions 12410 Weapon = SECONDARY GLAAngryMobAK47Weapon 12411 End 12412 12413 ArmorSet 12414 Conditions = None 12415 Armor = HumanArmor 12416 DamageFX = InfantryDamageFX 12417 End 12418 12419 VisionRange = 150 12420 ShroudClearingRange = 150 12421 Prerequisites 12422 Object = Chem_GLABarracks 12423 End 12424 BuildCost = 100 12425 BuildTime = 0.0 12426 12427 ExperienceValue = 5 5 5 5 ;Experience point value at each level 12428 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 12429 IsTrainable = Yes ;Can gain experience 12430 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12431 12432 ; *** AUDIO Parameters *** 12433 VoiceSelect = NoSound 12434 VoiceMove = NoSound 12435 VoiceAttack = NoSound 12436 12437 ;**** ENGINEERING Parameters *** ;MOB01 12438 RadarPriority = UNIT 12439 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables 12440 12441 Body = ActiveBody BodyTag_01 12442 MaxHealth = 50.0 12443 InitialHealth = 50.0 12444 End 12445 12446 Behavior = AIUpdateInterface ModuleTag_03 12447 AutoAcquireEnemiesWhenIdle = Yes 12448 End 12449 12450 Behavior = MobMemberSlavedUpdate ModuleTag_04 12451 MustCatchUpRadius = 40 12452 NoNeedToCatchUpRadius = 15 12453 Squirrelliness = 0.05 12454 CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames 12455 End 12456 12457 Locomotor = SET_NORMAL AngryMobNormalLocomotor 12458 Locomotor = SET_WANDER AngryMobWanderLocomotor 12459 Locomotor = SET_PANIC AngryMobPanicLocomotor 12460 12461 Behavior = PhysicsBehavior BehaviorTag_01 12462 Mass = 5.0 12463 End 12464 12465 Behavior = SquishCollide ModuleTag_08 12466 ;nothing 12467 End 12468 12469 Behavior = WeaponSetUpgrade UpgradeTag_01 12470 TriggeredBy = Upgrade_GLAArmTheMob 12471 End 12472 12473 12474 ; --- begin Death modules --- 12475 Behavior = SlowDeathBehavior DeathTag_01 12476 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 12477 SinkDelay = 3000 12478 SinkRate = 0.5 ; in Dist/Sec 12479 DestructionDelay = 8000 12480 FX = INITIAL FX_CivilianArabMaleDie 12481 End 12482 Behavior = SlowDeathBehavior DeathTag_02 12483 DeathTypes = NONE +CRUSHED +SPLATTED 12484 SinkDelay = 3000 12485 SinkRate = 0.5 ; in Dist/Sec 12486 DestructionDelay = 8000 12487 FX = INITIAL FX_GIDieCrushed 12488 End 12489 Behavior = SlowDeathBehavior DeathTag_03 12490 DeathTypes = NONE +EXPLODED 12491 SinkDelay = 3000 12492 SinkRate = 0.5 ; in Dist/Sec 12493 DestructionDelay = 8000 12494 FX = INITIAL FX_CivilianArabMaleDie 12495 FlingForce = 8 12496 FlingForceVariance = 3 12497 FlingPitch = 60 12498 FlingPitchVariance = 10 12499 End 12500 Behavior = SlowDeathBehavior DeathTag_04 12501 DeathTypes = NONE +BURNED 12502 DestructionDelay = 0 12503 FX = INITIAL FX_GIDie 12504 OCL = INITIAL OCL_FlamingInfantry 12505 End 12506 Behavior = SlowDeathBehavior ModuleTag_Death05 12507 DeathTypes = NONE +POISONED 12508 DestructionDelay = 0 12509 FX = INITIAL FX_DieByToxinGLA 12510 OCL = INITIAL OCL_ToxicInfantry 12511 End 12512 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 12513 DeathTypes = NONE +POISONED_BETA 12514 DestructionDelay = 0 12515 FX = INITIAL FX_DieByToxinGLA 12516 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 12517 End 12518 Behavior = SlowDeathBehavior ModuleTag_Death07 12519 DeathTypes = NONE +POISONED_GAMMA 12520 DestructionDelay = 0 12521 FX = INITIAL FX_DieByToxinGLA 12522 OCL = INITIAL OCL_ToxicInfantryGamma 12523 End 12524 ; --- end Death modules --- 12525 12526 Behavior = PoisonedBehavior BehaviorTag_02 12527 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 12528 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 12529 End 12530 12531 Geometry = CYLINDER 12532 GeometryMajorRadius = 4.0 ; very thin 12533 GeometryHeight = 12.0 12534 GeometryIsSmall = Yes 12535 Shadow = SHADOW_DECAL 12536 ShadowSizeX = 14; 12537 ShadowSizeY = 14; 12538 ShadowTexture = ShadowI; 12539 BuildCompletion = APPEARS_AT_RALLY_POINT 12540 12541 End 12542 12543 12544 ;------------------------------------------------------------------------------ 12545 ;------------------------------------------------------------------------------ 12546 Object Chem_GLAInfantryAngryMobRock02 12547 12548 ;**** ART Parameters *** 12549 Draw = W3DModelDraw ModuleTag_01 12550 OkToChangeModelColor = Yes 12551 12552 ; WHILE CARRYING ROCK 12553 ;--------------------------------------------------------- 12554 DefaultConditionState 12555 Model = UIMOB02_SKN 12556 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 12557 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 12558 IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 12559 IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 12560 AnimationMode = ONCE 12561 AnimationSpeedFactorRange 0.9 1.1 12562 TransitionKey = TRANS_STAND_A 12563 12564 ;WeaponFireFXBone = PRIMARY "UIMOB02 R HAND" 12565 ;WeaponMuzzleFlash = PRIMARY "UIMOB02 R HAND" 12566 WeaponFireFXBone = SECONDARY MuzzleAK 12567 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 12568 End 12569 12570 12571 ; Drawing rock 12572 ConditionState = PREATTACK_A 12573 Animation = UIMOB02_SKL.UIMOB02_ATB2_BF ; wind up 12574 AnimationMode = ONCE 12575 End 12576 AliasConditionState = PREATTACK_A FIRING_A 12577 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 12578 12579 ; throwing rock 12580 ConditionState = FIRING_A 12581 Animation = UIMOB02_SKL.UIMOB02_ATB1_AF ; throw 12582 Animation = UIMOB02_SKL.UIMOB02_ATB2_AF ; throw 12583 AnimationMode = ONCE 12584 TransitionKey = TRANS_FIRING_A 12585 End 12586 12587 ConditionState = BETWEEN_FIRING_SHOTS_A 12588 Animation = UIMOB02_SKL.UIMOB02_STB 12589 AnimationMode = ONCE 12590 ; this is basically a trick: this guy has a nontrivial animation for firing, 12591 ; and a long recycle time between shots. we want him to finish his fire animation 12592 ; (unless he's ordered to do something else), so this is just a handy trick that 12593 ; says, "if the previous state had this transition key, allow it to finish before 12594 ; switching to us, if possible". 12595 WaitForStateToFinishIfPossible = TRANS_FIRING_A 12596 End 12597 AliasConditionState = RELOADING_A 12598 12599 12600 ConditionState = MOVING 12601 Animation = UIMOB02_SKL.UIMOB02_RNB 12602 AnimationMode = LOOP 12603 Flags = RANDOMSTART 12604 TransitionKey = MOVING 12605 ParticleSysBone = None InfantryDustTrails 12606 End 12607 12608 ConditionState = DYING 12609 Animation = UIMOB02_SKL.UIMOB02_DB1 12610 Animation = UIMOB02_SKL.UIMOB02_DB2 12611 AnimationMode = ONCE 12612 TransitionKey = TRANS_Dying 12613 End 12614 12615 ConditionState = SPECIAL_CHEERING 12616 Animation = UIMOB02_SKL.UIMOB02_CHB 12617 Flags = RANDOMSTART 12618 AnimationMode = LOOP 12619 End 12620 12621 12622 ;-------------------------------------------------------- 12623 ; TRANSITION FROM PISTOL TO AK47 12624 TransitionState = TRANS_STAND_A TRANS_STAND_AK 12625 Animation = UIMOB02_SKL.UIMOB02_TB-D 12626 AnimationMode = ONCE 12627 End 12628 12629 12630 ; WHILE CARRYING AK47 12631 ;--------------------------------------------------------- 12632 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 12633 Model = UIMOB02_SKN 12634 IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0 6 12635 IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0 6 12636 IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0 6 12637 IdleAnimation = UIMOB02_SKL.UIMOB02_STD 12638 AnimationMode = ONCE 12639 AnimationSpeedFactorRange 0.9 1.1 12640 TransitionKey = TRANS_STAND_AK 12641 End 12642 12643 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 12644 Animation = UIMOB02_SKL.UIMOB02_RND 12645 AnimationMode = LOOP 12646 Flags = RANDOMSTART 12647 TransitionKey = MOVING_AK 12648 End 12649 12650 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 12651 Animation = UIMOB02_SKL.UIMOB02_DD1 12652 Animation = UIMOB02_SKL.UIMOB02_DD2 12653 AnimationMode = ONCE 12654 TransitionKey = TRANS_Dying 12655 End 12656 12657 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 12658 Animation = UIMOB02_SKL.UIMOB02_CHD 12659 AnimationMode = ONCE 12660 End 12661 12662 ; Drawing AK47 12663 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 12664 Animation = UIMOB02_SKL.UIMOB02_ATD1_ST ; start firing 12665 AnimationMode = ONCE 12666 End 12667 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 12668 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 12669 12670 ; Firing Gun 12671 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 12672 Animation = UIMOB02_SKL.UIMOB02_ATD1_LP ; looping firing 12673 AnimationMode = LOOP 12674 WeaponFireFXBone = SECONDARY MuzzleAK 12675 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 12676 TransitionKey = TRANS_FIRING_AK 12677 End 12678 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 12679 12680 12681 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 12682 Animation = UIMOB02_SKL.UIMOB02_ATD1_ED ; end firing 12683 AnimationMode = ONCE 12684 End 12685 12686 12687 ; This transition allows him to put his gun away when he's finished attacking. 12688 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 12689 Animation = UIMOB02_SKL.UIMOB02_ATD1_ED ; end firing 12690 AnimationMode = ONCE 12691 End 12692 12693 12694 12695 12696 TransitionState = TRANS_Dying TRANS_Flailing 12697 Animation = UIMOB02_SKL.UIMOB02_B_ADTA1 12698 Animation = UIMOB02_SKL.UIMOB02_D_ADTA1 12699 AnimationMode = ONCE 12700 End 12701 12702 ConditionState = DYING EXPLODED_FLAILING 12703 Animation = UIMOB02_SKL.UIMOB02_B_ADTA2 12704 Animation = UIMOB02_SKL.UIMOB02_D_ADTA2 12705 AnimationMode = LOOP 12706 TransitionKey = TRANS_Flailing 12707 End 12708 12709 ConditionState = DYING EXPLODED_BOUNCING 12710 Animation = UIMOB02_SKL.UIMOB02_B_ADTA3 12711 Animation = UIMOB02_SKL.UIMOB02_D_ADTA3 12712 AnimationMode = ONCE 12713 TransitionKey = None 12714 End 12715 12716 12717 End 12718 12719 12720 ;**** DESIGN parameters *** 12721 12722 DisplayName = OBJECT:AngryMob 12723 Side = GLAToxinGeneral 12724 EditorSorting = INFANTRY 12725 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12726 12727 WeaponSet 12728 Conditions = None 12729 Weapon = PRIMARY GLAAngryMobRockProjectileWeapon 12730 End 12731 12732 WeaponSet 12733 Conditions = PLAYER_UPGRADE 12734 Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions 12735 Weapon = SECONDARY GLAAngryMobAK47Weapon 12736 End 12737 12738 ArmorSet 12739 Conditions = None 12740 Armor = HumanArmor 12741 DamageFX = InfantryDamageFX 12742 End 12743 12744 VisionRange = 150 12745 ShroudClearingRange = 150 12746 Prerequisites 12747 Object = Chem_GLABarracks 12748 End 12749 BuildCost = 100 12750 BuildTime = 0.0 12751 12752 ExperienceValue = 5 5 5 5 ;Experience point value at each level 12753 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 12754 IsTrainable = Yes ;Can gain experience 12755 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12756 12757 ; *** AUDIO Parameters *** 12758 VoiceSelect = NoSound 12759 VoiceMove = NoSound 12760 VoiceAttack = NoSound 12761 12762 ;**** ENGINEERING Parameters *** ;MOB02 12763 RadarPriority = UNIT 12764 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables 12765 12766 Body = ActiveBody BodyTag_01 12767 MaxHealth = 50.0 12768 InitialHealth = 50.0 12769 End 12770 12771 Behavior = AIUpdateInterface ModuleTag_03 12772 AutoAcquireEnemiesWhenIdle = Yes 12773 End 12774 12775 Behavior = MobMemberSlavedUpdate ModuleTag_04 12776 MustCatchUpRadius = 40 12777 NoNeedToCatchUpRadius = 15 12778 Squirrelliness = 0.05 12779 CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames 12780 End 12781 12782 Locomotor = SET_NORMAL AngryMobNormalLocomotor 12783 Locomotor = SET_WANDER AngryMobWanderLocomotor 12784 Locomotor = SET_PANIC AngryMobPanicLocomotor 12785 12786 Behavior = PhysicsBehavior ModuleTag_05 12787 Mass = 5.0 12788 End 12789 12790 Behavior = SquishCollide ModuleTag_08 12791 ;nothing 12792 End 12793 12794 Behavior = WeaponSetUpgrade UpgradeTag_01 12795 TriggeredBy = Upgrade_GLAArmTheMob 12796 End 12797 12798 12799 ; --- begin Death modules --- 12800 Behavior = SlowDeathBehavior ModuleTag_Death01 12801 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 12802 SinkDelay = 3000 12803 SinkRate = 0.5 ; in Dist/Sec 12804 DestructionDelay = 8000 12805 FX = INITIAL FX_CivilianArabFemaleDie 12806 End 12807 Behavior = SlowDeathBehavior ModuleTag_Death02 12808 DeathTypes = NONE +CRUSHED +SPLATTED 12809 SinkDelay = 3000 12810 SinkRate = 0.5 ; in Dist/Sec 12811 DestructionDelay = 8000 12812 FX = INITIAL FX_GIDieCrushed 12813 End 12814 Behavior = SlowDeathBehavior ModuleTag_Death03 12815 DeathTypes = NONE +EXPLODED 12816 SinkDelay = 3000 12817 SinkRate = 0.5 ; in Dist/Sec 12818 DestructionDelay = 8000 12819 FX = INITIAL FX_CivilianArabFemaleDie 12820 FlingForce = 8 12821 FlingForceVariance = 3 12822 FlingPitch = 60 12823 FlingPitchVariance = 10 12824 End 12825 Behavior = SlowDeathBehavior ModuleTag_Death04 12826 DeathTypes = NONE +BURNED 12827 DestructionDelay = 0 12828 FX = INITIAL FX_GIDie 12829 OCL = INITIAL OCL_FlamingInfantry 12830 End 12831 Behavior = SlowDeathBehavior ModuleTag_Death05 12832 DeathTypes = NONE +POISONED 12833 DestructionDelay = 0 12834 FX = INITIAL FX_DieByToxinGLA 12835 OCL = INITIAL OCL_ToxicInfantry 12836 End 12837 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 12838 DeathTypes = NONE +POISONED_BETA 12839 DestructionDelay = 0 12840 FX = INITIAL FX_DieByToxinGLA 12841 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 12842 End 12843 Behavior = SlowDeathBehavior ModuleTag_Death07 12844 DeathTypes = NONE +POISONED_GAMMA 12845 DestructionDelay = 0 12846 FX = INITIAL FX_DieByToxinGLA 12847 OCL = INITIAL OCL_ToxicInfantryGamma 12848 End 12849 ; --- end Death modules --- 12850 12851 Behavior = PoisonedBehavior ModuleTag_13 12852 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 12853 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 12854 End 12855 12856 Geometry = CYLINDER 12857 GeometryMajorRadius = 4.0 ; very thin 12858 GeometryHeight = 12.0 12859 GeometryIsSmall = Yes 12860 Shadow = SHADOW_DECAL 12861 ShadowSizeX = 14; 12862 ShadowSizeY = 14; 12863 ShadowTexture = ShadowI; 12864 BuildCompletion = APPEARS_AT_RALLY_POINT 12865 12866 End 12867 12868 ;------------------------------------------------------------------------------ 12869 ;------------------------------------------------------------------------------ 12870 12871 ObjectReskin Chem_GLAInfantryAngryMobPistol03 Chem_GLAInfantryAngryMobPistol01 12872 12873 ;**** ART Parameters *** 12874 Draw = W3DModelDraw DrawTag_01 12875 OkToChangeModelColor = Yes 12876 12877 12878 12879 ; WHILE CARRYING PISTOL 12880 ;--------------------------------------------------------- 12881 DefaultConditionState ;Idle with Pistol Holstered 12882 Model = UIMOB03_SKN 12883 IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0 12 12884 IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0 5 12885 IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0 5 12886 IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0 5 12887 AnimationMode = ONCE 12888 AnimationSpeedFactorRange 0.9 1.1 12889 TransitionKey = TRANS_STAND_A 12890 12891 WeaponFireFXBone = PRIMARY Muzzle 12892 WeaponMuzzleFlash = PRIMARY MuzzleFX 12893 WeaponFireFXBone = SECONDARY MuzzleAK 12894 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 12895 WeaponFireFXBone = TERTIARY "UIMOB03 R HAND" 12896 End 12897 12898 ; Drawing pistol 12899 ConditionState = PREATTACK_A 12900 Animation = UIMOB03_SKL.UIMOB03_ATA1_ST ; start firing 12901 AnimationMode = ONCE 12902 End 12903 AliasConditionState = PREATTACK_A FIRING_A 12904 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 12905 12906 ; Firing pistol 12907 ConditionState = FIRING_A 12908 Animation = UIMOB03_SKL.UIMOB03_ATA1_LP ; looping firing 12909 AnimationMode = LOOP 12910 TransitionKey = TRANS_FIRING_A 12911 End 12912 AliasConditionState = BETWEEN_FIRING_SHOTS_A 12913 12914 ConditionState = RELOADING_A 12915 Animation = UIMOB03_SKL.UIMOB03_ATA1_ED ; end firing 12916 AnimationMode = ONCE 12917 End 12918 12919 ; This transition allows him to put his gun away when he's finished attacking. 12920 TransitionState = TRANS_FIRING_A TRANS_STAND_A 12921 Animation = UIMOB03_SKL.UIMOB03_ATA1_ED ; end firing 12922 AnimationMode = ONCE 12923 End 12924 12925 ConditionState = MOVING 12926 Animation = UIMOB03_SKL.UIMOB03_RNA 12927 AnimationMode = LOOP 12928 Flags = RANDOMSTART 12929 TransitionKey = MOVING 12930 ParticleSysBone = None InfantryDustTrails 12931 End 12932 AliasConditionState = MOVING RELOADING_A 12933 AliasConditionState = MOVING PREATTACK_A 12934 AliasConditionState = MOVING FIRING_A 12935 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 12936 AliasConditionState = MOVING RELOADING_C RELOADING_A 12937 AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A 12938 12939 ConditionState = DYING 12940 Animation = UIMOB03_SKL.UIMOB03_DA1 12941 Animation = UIMOB03_SKL.UIMOB03_DA2 12942 AnimationMode = ONCE 12943 TransitionKey = TRANS_Dying 12944 End 12945 12946 12947 ConditionState = SPECIAL_CHEERING 12948 Animation = UIMOB03_SKL.UIMOB03_CHA 12949 AnimationMode = ONCE 12950 End 12951 12952 ;-------------------------------------------------------- 12953 ; TRANSITION FROM PISTOL TO AK47 12954 TransitionState = TRANS_STAND_A TRANS_STAND_AK 12955 Animation = UIMOB03_SKL.UIMOB03_TA-D 12956 AnimationMode = ONCE 12957 End 12958 12959 12960 ; WHILE CARRYING AK47 12961 ;--------------------------------------------------------- 12962 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 12963 Model = UIMOB03_SKN 12964 IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 12965 IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 12966 IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 12967 IdleAnimation = UIMOB03_SKL.UIMOB03_STD 12968 AnimationMode = ONCE 12969 AnimationSpeedFactorRange 0.9 1.1 12970 TransitionKey = TRANS_STAND_AK 12971 End 12972 12973 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 12974 Animation = UIMOB03_SKL.UIMOB03_RND 12975 AnimationMode = LOOP 12976 Flags = RANDOMSTART 12977 TransitionKey = MOVING_AK 12978 End 12979 12980 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 12981 Animation = UIMOB03_SKL.UIMOB03_DD1 12982 Animation = UIMOB03_SKL.UIMOB03_DD2 12983 AnimationMode = ONCE 12984 TransitionKey = TRANS_Dying 12985 End 12986 12987 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 12988 Animation = UIMOB03_SKL.UIMOB03_CHD 12989 AnimationMode = ONCE 12990 End 12991 12992 ; Drawing AK47 12993 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 12994 Animation = UIMOB03_SKL.UIMOB03_ATD_ST ; start firing 12995 AnimationMode = ONCE 12996 End 12997 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 12998 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 12999 13000 ; Firing Gun 13001 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 13002 Animation = UIMOB03_SKL.UIMOB03_ATD_LP ; looping firing 13003 AnimationMode = LOOP 13004 WeaponFireFXBone = SECONDARY MuzzleAK 13005 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13006 TransitionKey = TRANS_FIRING_AK 13007 End 13008 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13009 13010 13011 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 13012 Animation = UIMOB03_SKL.UIMOB03_ATD_ED ; end firing 13013 AnimationMode = ONCE 13014 End 13015 13016 13017 ; This transition allows him to put his gun away when he's finished attacking. 13018 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 13019 Animation = UIMOB03_SKL.UIMOB03_ATD_ED ; end firing 13020 AnimationMode = ONCE 13021 End 13022 13023 13024 ; ;Throwing bottle---------------------------------------------------------------- 13025 ; ConditionState = PREATTACK_C 13026 ; Animation = UIMOB03_SKL.UIMOB03_ATCA_BF ; the wind up 13027 ; End 13028 ; AliasConditionState = PREATTACK_C FIRING_A 13029 ; AliasConditionState = PREATTACK_C RELOADING_A 13030 ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A 13031 ; 13032 ; ConditionState = FIRING_C 13033 ; Animation = UIMOB03_SKL.UIMOB03_ATCA_AF ; the release and follow-thru 13034 ; TransitionKey = TRANS_THROW 13035 ; End 13036 ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A 13037 ; 13038 ; ConditionState RELOADING_C 13039 ; Animation =UIMOB03_SKL.UIMOB03_IDA1 13040 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru 13041 ; 13042 ; End 13043 ; AliasConditionState = RELOADING_C RELOADING_A 13044 ; AliasConditionState = RELOADING_C FIRING_A 13045 ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A 13046 13047 13048 ; TransitionState = TRANSXXX TRANS_THROW 13049 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway gun and take out bottle 13050 ; End 13051 13052 ; TransitionState = TRANS_THROW TRANS_FIRING_A 13053 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get PISTOL 13054 ; End 13055 13056 ; TransitionState = TRANSXXXAK TRANS_THROW 13057 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway AK and take out bottle 13058 ; End 13059 13060 ; TransitionState = TRANS_THROW TRANS_FIRING_AK 13061 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get AK 13062 ; End 13063 13064 13065 13066 13067 13068 ;-------------------------------------------------------- 13069 13070 13071 13072 13073 13074 13075 TransitionState = TRANS_Dying TRANS_Flailing 13076 Animation = UIMOB03_SKL.UIMOB03_A_ADTD1 13077 Animation = UIMOB03_SKL.UIMOB03_D_ADTD1 13078 AnimationMode = ONCE 13079 End 13080 13081 ConditionState = DYING EXPLODED_FLAILING 13082 Animation = UIMOB03_SKL.UIMOB03_A_ADTD2 13083 Animation = UIMOB03_SKL.UIMOB03_D_ADTD2 13084 AnimationMode = LOOP 13085 TransitionKey = TRANS_Flailing 13086 End 13087 13088 ConditionState = DYING EXPLODED_BOUNCING 13089 Animation = UIMOB03_SKL.UIMOB03_A_ADTD3 13090 Animation = UIMOB03_SKL.UIMOB03_D_ADTD3 13091 AnimationMode = ONCE 13092 TransitionKey = None 13093 End 13094 13095 13096 End 13097 13098 13099 Geometry = CYLINDER 13100 GeometryMajorRadius = 3.0 ; very thin 13101 GeometryMinorRadius = 3.0 ; very thinD 13102 GeometryHeight = 12.0 13103 GeometryIsSmall = Yes 13104 13105 End 13106 13107 ;------------------------------------------------------------------------------ 13108 ;------------------------------------------------------------------------------ 13109 ObjectReskin Chem_GLAInfantryAngryMobRock04 Chem_GLAInfantryAngryMobRock02 13110 13111 ;**** ART Parameters *** 13112 Draw = W3DModelDraw ModuleTag_01 13113 OkToChangeModelColor = Yes 13114 13115 ; WHILE CARRYING ROCK 13116 ;--------------------------------------------------------- 13117 DefaultConditionState 13118 Model = UIMOB04_SKN 13119 IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0 12 13120 IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0 5 13121 IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0 5 13122 IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0 12 13123 AnimationMode = ONCE 13124 AnimationSpeedFactorRange 0.9 1.1 13125 TransitionKey = TRANS_STAND_A 13126 WaitForStateToFinishIfPossible TRANS_FIRING_A 13127 13128 ;WeaponFireFXBone = PRIMARY "UIMOB04 R HAND" 13129 ;WeaponMuzzleFlash = PRIMARY "UIMOB04 R HAND" 13130 WeaponFireFXBone = SECONDARY MuzzleAK 13131 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13132 End 13133 13134 13135 ; Drawing rock 13136 ConditionState = PREATTACK_A 13137 Animation = UIMOB04_SKL.UIMOB04_ATB2_BF ; wind up 13138 AnimationMode = ONCE 13139 AnimationSpeedFactorRange 1.0 1.0 13140 End 13141 AliasConditionState = PREATTACK_A FIRING_A 13142 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 13143 13144 ; throwing rock 13145 ConditionState = FIRING_A 13146 Animation = UIMOB04_SKL.UIMOB04_ATB1_AF ; throw 13147 Animation = UIMOB04_SKL.UIMOB04_ATB2_AF ; throw 13148 AnimationMode = ONCE 13149 TransitionKey = TRANS_FIRING_A 13150 End 13151 13152 ConditionState = BETWEEN_FIRING_SHOTS_A 13153 Animation = UIMOB04_SKL.UIMOB04_STB 13154 AnimationMode = ONCE 13155 ; this is basically a trick: this guy has a nontrivial animation for firing, 13156 ; and a long recycle time between shots. we want him to finish his fire animation 13157 ; (unless he's ordered to do something else), so this is just a handy trick that 13158 ; says, "if the previous state had this transition key, allow it to finish before 13159 ; switching to us, if possible". 13160 WaitForStateToFinishIfPossible = TRANS_FIRING_A 13161 End 13162 AliasConditionState = RELOADING_A 13163 13164 ConditionState = MOVING 13165 Animation = UIMOB04_SKL.UIMOB04_RUN 13166 AnimationMode = LOOP 13167 Flags = RANDOMSTART 13168 TransitionKey = MOVING 13169 ParticleSysBone = None InfantryDustTrails 13170 End 13171 13172 ConditionState = DYING 13173 Animation = UIMOB04_SKL.UIMOB04_DB1 13174 Animation = UIMOB04_SKL.UIMOB04_DB2 13175 AnimationMode = ONCE 13176 TransitionKey = TRANS_Dying 13177 End 13178 13179 ConditionState = SPECIAL_CHEERING 13180 Animation = UIMOB04_SKL.UIMOB04_CHB 13181 Flags = RANDOMSTART 13182 AnimationMode = LOOP 13183 End 13184 13185 13186 13187 13188 13189 13190 13191 13192 ;-------------------------------------------------------- 13193 ; TRANSITION FROM PISTOL TO AK47 13194 TransitionState = TRANS_STAND_A TRANS_STAND_AK 13195 Animation = UIMOB04_SKL.UIMOB04_TB-D 13196 AnimationMode = ONCE 13197 End 13198 13199 13200 ; WHILE CARRYING AK47 13201 ;--------------------------------------------------------- 13202 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 13203 Model = UIMOB04_SKN 13204 IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0 6 13205 IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0 6 13206 IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0 6 13207 IdleAnimation = UIMOB04_SKL.UIMOB04_STD 13208 AnimationMode = ONCE 13209 AnimationSpeedFactorRange 0.9 1.1 13210 TransitionKey = TRANS_STAND_AK 13211 WeaponFireFXBone = SECONDARY MuzzleAK 13212 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13213 End 13214 13215 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 13216 Animation = UIMOB04_SKL.UIMOB04_RND 13217 AnimationMode = LOOP 13218 Flags = RANDOMSTART 13219 TransitionKey = MOVING_AK 13220 End 13221 13222 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 13223 Animation = UIMOB04_SKL.UIMOB04_DD1 13224 Animation = UIMOB04_SKL.UIMOB04_DD2 13225 AnimationMode = ONCE 13226 TransitionKey = TRANS_Dying 13227 End 13228 13229 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 13230 Animation = UIMOB04_SKL.UIMOB04_CHD 13231 AnimationMode = ONCE 13232 End 13233 13234 ; Drawing AK47 13235 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 13236 Animation = UIMOB04_SKL.UIMOB04_ATD1_ST ; start firing 13237 AnimationMode = ONCE 13238 End 13239 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 13240 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13241 13242 ; Firing Gun 13243 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 13244 Animation = UIMOB04_SKL.UIMOB04_ATD1_LP ; looping firing 13245 AnimationMode = LOOP 13246 WeaponFireFXBone = PRIMARY MuzzleAK 13247 WeaponMuzzleFlash = PRIMARY MuzzleAKFX 13248 TransitionKey = TRANS_FIRING_AK 13249 End 13250 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13251 13252 13253 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 13254 Animation = UIMOB04_SKL.UIMOB04_ATD1_ED ; end firing 13255 AnimationMode = ONCE 13256 End 13257 13258 13259 ; This transition allows him to put his gun away when he's finished attacking. 13260 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 13261 Animation = UIMOB04_SKL.UIMOB04_ATD1_ED ; end firing 13262 AnimationMode = ONCE 13263 End 13264 13265 13266 13267 13268 13269 13270 13271 13272 13273 13274 TransitionState = TRANS_Dying TRANS_Flailing 13275 Animation = UIMOB04_SKL.UIMOB04_B_ADTF1 13276 Animation = UIMOB04_SKL.UIMOB04_D_ADTF1 13277 AnimationMode = ONCE 13278 End 13279 13280 ConditionState = DYING EXPLODED_FLAILING 13281 Animation = UIMOB04_SKL.UIMOB04_B_ADTF2 13282 Animation = UIMOB04_SKL.UIMOB04_D_ADTF2 13283 AnimationMode = LOOP 13284 TransitionKey = TRANS_Flailing 13285 End 13286 13287 ConditionState = DYING EXPLODED_BOUNCING 13288 Animation = UIMOB04_SKL.UIMOB04_B_ADTF3 13289 Animation = UIMOB04_SKL.UIMOB04_D_ADTF3 13290 AnimationMode = ONCE 13291 TransitionKey = None 13292 End 13293 13294 13295 End 13296 13297 Geometry = CYLINDER 13298 GeometryMajorRadius = 5.0 ; kinda thin 13299 GeometryMinorRadius = 5.0 ; kinda thinD 13300 GeometryHeight = 12.0 13301 GeometryIsSmall = Yes 13302 13303 End 13304 13305 ;------------------------------------------------------------------------------ 13306 ;------------------------------------------------------------------------------ 13307 ObjectReskin Chem_GLAInfantryAngryMobPistol05 Chem_GLAInfantryAngryMobPistol01 13308 13309 ;**** ART Parameters *** 13310 Draw = W3DModelDraw DrawTag_01 13311 OkToChangeModelColor = Yes 13312 13313 13314 13315 ; WHILE CARRYING PISTOL 13316 ;--------------------------------------------------------- 13317 DefaultConditionState ;Idle with Pistol Holstered 13318 Model = UIMOB05_SKN 13319 IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0 12 13320 IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0 5 13321 IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0 5 13322 IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0 5 13323 AnimationMode = ONCE 13324 AnimationSpeedFactorRange 0.9 1.1 13325 TransitionKey = TRANS_STAND_A 13326 13327 WeaponFireFXBone = PRIMARY Muzzle01 13328 WeaponMuzzleFlash = PRIMARY Muzzle01 13329 End 13330 13331 ; Drawing pistol 13332 ConditionState = PREATTACK_A 13333 Animation = UIMOB05_SKL.UIMOB05_ATA1_ST ; start firing 13334 AnimationMode = ONCE 13335 End 13336 AliasConditionState = PREATTACK_A FIRING_A 13337 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 13338 13339 ; Firing pistol 13340 ConditionState = FIRING_A 13341 Animation = UIMOB05_SKL.UIMOB05_ATA1_LP ; looping firing 13342 AnimationMode = LOOP 13343 TransitionKey = TRANS_FIRING_A 13344 End 13345 AliasConditionState = BETWEEN_FIRING_SHOTS_A 13346 13347 ConditionState = RELOADING_A 13348 Animation = UIMOB05_SKL.UIMOB05_ATA1_ED ; end firing 13349 AnimationMode = ONCE 13350 End 13351 13352 ; This transition allows him to put his gun away when he's finished attacking. 13353 TransitionState = TRANS_FIRING_A TRANS_STAND_A 13354 Animation = UIMOB05_SKL.UIMOB05_ATA1_ED ; end firing 13355 AnimationMode = ONCE 13356 End 13357 13358 ConditionState = MOVING 13359 Animation = UIMOB05_SKL.UIMOB05_RNA 13360 AnimationMode = LOOP 13361 Flags = RANDOMSTART 13362 TransitionKey = MOVING 13363 ParticleSysBone = None InfantryDustTrails 13364 End 13365 AliasConditionState = MOVING RELOADING_A 13366 AliasConditionState = MOVING PREATTACK_A 13367 AliasConditionState = MOVING FIRING_A 13368 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 13369 AliasConditionState = MOVING RELOADING_C RELOADING_A 13370 AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A 13371 13372 ConditionState = DYING 13373 Animation = UIMOB05_SKL.UIMOB05_DA1 13374 Animation = UIMOB05_SKL.UIMOB05_DA2 13375 AnimationMode = ONCE 13376 TransitionKey = TRANS_Dying 13377 End 13378 13379 13380 ConditionState = SPECIAL_CHEERING 13381 Animation = UIMOB05_SKL.UIMOB05_CHA 13382 AnimationMode = ONCE 13383 End 13384 13385 ;-------------------------------------------------------- 13386 13387 ; TRANSITION FROM PISTOL TO AK47 13388 TransitionState = TRANS_STAND_A TRANS_STAND_AK 13389 Animation = UIMOB05_SKL.UIMOB05_TA-D 13390 AnimationMode = ONCE 13391 End 13392 13393 13394 ; WHILE CARRYING AK47 13395 ;--------------------------------------------------------- 13396 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 13397 Model = UIMOB05_SKN 13398 IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0 6 13399 IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0 6 13400 IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0 6 13401 IdleAnimation = UIMOB05_SKL.UIMOB05_STD 13402 AnimationMode = ONCE 13403 AnimationSpeedFactorRange 0.9 1.1 13404 TransitionKey = TRANS_STAND_AK 13405 WeaponFireFXBone = SECONDARY MuzzleAK 13406 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13407 End 13408 13409 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 13410 Animation = UIMOB05_SKL.UIMOB05_RND 13411 AnimationMode = LOOP 13412 Flags = RANDOMSTART 13413 TransitionKey = MOVING_AK 13414 End 13415 13416 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 13417 Animation = UIMOB05_SKL.UIMOB05_DD1 13418 Animation = UIMOB05_SKL.UIMOB05_DD2 13419 AnimationMode = ONCE 13420 TransitionKey = TRANS_Dying 13421 End 13422 13423 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 13424 Animation = UIMOB05_SKL.UIMOB05_CHD 13425 AnimationMode = ONCE 13426 End 13427 13428 ; Drawing AK47 13429 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 13430 Animation = UIMOB05_SKL.UIMOB05_ATD1_ST ; start firing 13431 AnimationMode = ONCE 13432 End 13433 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 13434 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13435 13436 ; Firing Gun 13437 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 13438 Animation = UIMOB05_SKL.UIMOB05_ATD1_LP ; looping firing 13439 AnimationMode = LOOP 13440 WeaponFireFXBone = PRIMARY MuzzleAK 13441 WeaponMuzzleFlash = PRIMARY MuzzleAKFX 13442 TransitionKey = TRANS_FIRING_AK 13443 End 13444 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13445 13446 13447 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 13448 Animation = UIMOB05_SKL.UIMOB05_ATD1_ED ; end firing 13449 AnimationMode = ONCE 13450 End 13451 13452 13453 ; This transition allows him to put his gun away when he's finished attacking. 13454 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 13455 Animation = UIMOB05_SKL.UIMOB05_ATD1_ED ; end firing 13456 AnimationMode = ONCE 13457 End 13458 13459 13460 ; ;Throwing bottle---------------------------------------------------------------- 13461 ; ConditionState = PREATTACK_C 13462 ; Animation = UIMOB05_SKL.UIMOB05_ATCA_BF ; the wind up 13463 ; End 13464 ; AliasConditionState = PREATTACK_C FIRING_A 13465 ; AliasConditionState = PREATTACK_C RELOADING_A 13466 ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A 13467 ; 13468 ; ConditionState = FIRING_C 13469 ; Animation = UIMOB05_SKL.UIMOB05_ATCA_AF ; the release and follow-thru 13470 ; TransitionKey = TRANS_THROW 13471 ; End 13472 ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A 13473 ; 13474 ; ConditionState RELOADING_C 13475 ; Animation =UIMOB05_SKL.UIMOB05_IDA1 13476 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru 13477 ; End 13478 ; AliasConditionState = RELOADING_C RELOADING_A 13479 ; AliasConditionState = RELOADING_C FIRING_A 13480 ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A 13481 13482 13483 ; TransitionState = TRANSXXX TRANS_THROW 13484 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway gun and take out bottle 13485 ; End 13486 13487 ; TransitionState = TRANS_THROW TRANS_FIRING_A 13488 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway bottle and get PISTOL 13489 ; End 13490 13491 ; TransitionState = TRANSXXXAK TRANS_THROW 13492 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway AK and take out bottle 13493 ; End 13494 13495 13496 ; TransitionState = TRANS_THROW TRANS_FIRING_AK 13497 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway bottle and get AK 13498 ; End 13499 13500 13501 13502 13503 13504 ;-------------------------------------------------------- 13505 13506 13507 13508 13509 13510 13511 TransitionState = TRANS_Dying TRANS_Flailing 13512 Animation = UIMOB05_SKL.UIMOB05_A_ADTA1 13513 Animation = UIMOB05_SKL.UIMOB05_D_ADTA1 13514 AnimationMode = ONCE 13515 End 13516 13517 ConditionState = DYING EXPLODED_FLAILING 13518 Animation = UIMOB05_SKL.UIMOB05_A_ADTA2 13519 Animation = UIMOB05_SKL.UIMOB05_D_ADTA2 13520 AnimationMode = LOOP 13521 TransitionKey = TRANS_Flailing 13522 End 13523 13524 ConditionState = DYING EXPLODED_BOUNCING 13525 Animation = UIMOB05_SKL.UIMOB05_A_ADTA3 13526 Animation = UIMOB05_SKL.UIMOB05_D_ADTA3 13527 AnimationMode = ONCE 13528 TransitionKey = None 13529 End 13530 13531 13532 End 13533 13534 13535 13536 Geometry = CYLINDER 13537 GeometryMajorRadius = 3.0 ; very thin 13538 GeometryMinorRadius = 3.0 ; very thinD 13539 GeometryHeight = 12.0 13540 GeometryIsSmall = Yes 13541 13542 End 13543 13544 13545 ;------------------------------------------------------------------------------ 13546 ;------------------------------------------------------------------------------ 13547 Object Chem_GLAInfantryAngryMobMolotov02 13548 13549 ;**** ART Parameters *** 13550 Draw = W3DModelDraw ModuleTag_01 13551 OkToChangeModelColor = Yes 13552 13553 ; WHILE CARRYING ROCK 13554 ;--------------------------------------------------------- 13555 DefaultConditionState 13556 Model = UIMOB02_SKN 13557 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 13558 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 13559 IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 13560 IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 13561 AnimationMode = ONCE 13562 AnimationSpeedFactorRange 0.9 1.1 13563 TransitionKey = TRANS_STAND_B 13564 13565 WeaponFireFXBone = SECONDARY "UIMOB02 R HAND" 13566 13567 End 13568 13569 13570 ; Drawing rock 13571 ConditionState = PREATTACK_B 13572 Animation = UIMOB02_SKL.UIMOB02_ATCB_BF ; wind up 13573 AnimationMode = ONCE 13574 End 13575 AliasConditionState = PREATTACK_B FIRING_B 13576 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B 13577 13578 ; throwing rock 13579 ConditionState = FIRING_B 13580 Animation = UIMOB02_SKL.UIMOB02_ATCB_AF ; throw 13581 AnimationMode = ONCE 13582 TransitionKey = TRANS_FIRING_B 13583 End 13584 13585 ConditionState = BETWEEN_FIRING_SHOTS_B 13586 Animation = UIMOB02_SKL.UIMOB02_STB 13587 AnimationMode = ONCE 13588 ; this is basically a trick: this guy has a nontrivial animation for firing, 13589 ; and a long recycle time between shots. we want him to finish his fire animation 13590 ; (unless he's ordered to do something else), so this is just a handy trick that 13591 ; says, "if the previous state had this transition key, allow it to finish before 13592 ; switching to us, if possible". 13593 WaitForStateToFinishIfPossible = TRANS_FIRING_B 13594 End 13595 AliasConditionState = RELOADING_B 13596 13597 13598 ConditionState = MOVING 13599 Animation = UIMOB02_SKL.UIMOB02_RNB 13600 AnimationMode = LOOP 13601 Flags = RANDOMSTART 13602 TransitionKey = MOVING 13603 ParticleSysBone = None InfantryDustTrails 13604 End 13605 13606 ConditionState = DYING 13607 Animation = UIMOB02_SKL.UIMOB02_DB1 13608 Animation = UIMOB02_SKL.UIMOB02_DB2 13609 AnimationMode = ONCE 13610 TransitionKey = TRANS_Dying 13611 End 13612 13613 ConditionState = SPECIAL_CHEERING 13614 Animation = UIMOB02_SKL.UIMOB02_CHB 13615 Flags = RANDOMSTART 13616 AnimationMode = LOOP 13617 End 13618 13619 13620 13621 13622 13623 13624 TransitionState = TRANS_Dying TRANS_Flailing 13625 Animation = UIMOB02_SKL.UIMOB02_B_ADTA1 13626 Animation = UIMOB02_SKL.UIMOB02_D_ADTA1 13627 AnimationMode = ONCE 13628 End 13629 13630 ConditionState = DYING EXPLODED_FLAILING 13631 Animation = UIMOB02_SKL.UIMOB02_B_ADTA2 13632 Animation = UIMOB02_SKL.UIMOB02_D_ADTA2 13633 AnimationMode = LOOP 13634 TransitionKey = TRANS_Flailing 13635 End 13636 13637 ConditionState = DYING EXPLODED_BOUNCING 13638 Animation = UIMOB02_SKL.UIMOB02_B_ADTA3 13639 Animation = UIMOB02_SKL.UIMOB02_D_ADTA3 13640 AnimationMode = ONCE 13641 TransitionKey = None 13642 End 13643 13644 13645 End 13646 13647 13648 ;**** DESIGN parameters *** 13649 13650 DisplayName = OBJECT:AngryMob 13651 Side = GLAToxinGeneral 13652 EditorSorting = INFANTRY 13653 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 13654 13655 WeaponSet 13656 Conditions = None 13657 Weapon = PRIMARY GLAAngryMobMolotovCocktailProjectileWeapon ; all she does is throw molotovs 13658 End 13659 13660 ArmorSet 13661 Conditions = None 13662 Armor = HumanArmor 13663 DamageFX = InfantryDamageFX 13664 End 13665 13666 VisionRange = 150 13667 ShroudClearingRange = 150 13668 Prerequisites 13669 Object = Chem_GLABarracks 13670 13671 End 13672 BuildCost = 100 13673 BuildTime = 0.0 13674 13675 ExperienceValue = 5 5 5 5 ;Experience point value at each level 13676 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 13677 IsTrainable = Yes ;Can gain experience 13678 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13679 13680 ; *** AUDIO Parameters *** 13681 VoiceSelect = NoSound 13682 VoiceMove = NoSound 13683 VoiceAttack = NoSound 13684 13685 ;**** ENGINEERING Parameters *** ;MOB02 13686 RadarPriority = UNIT 13687 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables 13688 13689 Body = ActiveBody BodyTag_01 13690 MaxHealth = 50.0 13691 InitialHealth = 50.0 13692 End 13693 13694 Behavior = AIUpdateInterface ModuleTag_03 13695 AutoAcquireEnemiesWhenIdle = Yes 13696 End 13697 13698 Behavior = MobMemberSlavedUpdate ModuleTag_04 13699 MustCatchUpRadius = 40 13700 NoNeedToCatchUpRadius = 15 13701 Squirrelliness = 0.05 13702 CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames 13703 End 13704 13705 Locomotor = SET_NORMAL AngryMobNormalLocomotor 13706 Locomotor = SET_WANDER AngryMobWanderLocomotor 13707 Locomotor = SET_PANIC AngryMobPanicLocomotor 13708 13709 Behavior = PhysicsBehavior ModuleTag_05 13710 Mass = 5.0 13711 End 13712 13713 Behavior = SquishCollide ModuleTag_08 13714 ;nothing 13715 End 13716 13717 Behavior = WeaponSetUpgrade UpgradeTag_01 13718 TriggeredBy = Upgrade_GLAArmTheMob 13719 End 13720 13721 13722 ; --- begin Death modules --- 13723 Behavior = SlowDeathBehavior ModuleTag_Death01 13724 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 13725 SinkDelay = 3000 13726 SinkRate = 0.5 ; in Dist/Sec 13727 DestructionDelay = 8000 13728 FX = INITIAL FX_CivilianArabFemaleDie 13729 End 13730 Behavior = SlowDeathBehavior ModuleTag_Death02 13731 DeathTypes = NONE +CRUSHED +SPLATTED 13732 SinkDelay = 3000 13733 SinkRate = 0.5 ; in Dist/Sec 13734 DestructionDelay = 8000 13735 FX = INITIAL FX_GIDieCrushed 13736 End 13737 Behavior = SlowDeathBehavior ModuleTag_Death03 13738 DeathTypes = NONE +EXPLODED 13739 SinkDelay = 3000 13740 SinkRate = 0.5 ; in Dist/Sec 13741 DestructionDelay = 8000 13742 FX = INITIAL FX_CivilianArabFemaleDie 13743 FlingForce = 8 13744 FlingForceVariance = 3 13745 FlingPitch = 60 13746 FlingPitchVariance = 10 13747 End 13748 Behavior = SlowDeathBehavior ModuleTag_Death04 13749 DeathTypes = NONE +BURNED 13750 DestructionDelay = 0 13751 FX = INITIAL FX_GIDie 13752 OCL = INITIAL OCL_FlamingInfantry 13753 End 13754 Behavior = SlowDeathBehavior ModuleTag_Death05 13755 DeathTypes = NONE +POISONED 13756 DestructionDelay = 0 13757 FX = INITIAL FX_DieByToxinGLA 13758 OCL = INITIAL OCL_ToxicInfantry 13759 End 13760 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 13761 DeathTypes = NONE +POISONED_BETA 13762 DestructionDelay = 0 13763 FX = INITIAL FX_DieByToxinGLA 13764 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 13765 End 13766 Behavior = SlowDeathBehavior ModuleTag_Death07 13767 DeathTypes = NONE +POISONED_GAMMA 13768 DestructionDelay = 0 13769 FX = INITIAL FX_DieByToxinGLA 13770 OCL = INITIAL OCL_ToxicInfantryGamma 13771 End 13772 ; --- end Death modules --- 13773 13774 Behavior = PoisonedBehavior ModuleTag_13 13775 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 13776 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 13777 End 13778 13779 Geometry = CYLINDER 13780 GeometryMajorRadius = 4.0 ; very thin 13781 GeometryHeight = 12.0 13782 GeometryIsSmall = Yes 13783 Shadow = SHADOW_DECAL 13784 ShadowSizeX = 14; 13785 ShadowSizeY = 14; 13786 ShadowTexture = ShadowI; 13787 BuildCompletion = APPEARS_AT_RALLY_POINT 13788 13789 End 13790 13791 ;------------------------------------------------------------------------------ 13792 ;------------------------------------------------------------------------------ 13793 13794 13795 13796 13797 13798 13799 13800 13801 ;------------------------------------------------------------------------------ 13802 Object Chem_GLAInfantryWorker 13803 13804 ; *** ART Parameters *** 13805 SelectPortrait = SUWorker_L 13806 ButtonImage = SUWorker 13807 13808 UpgradeCameo1 = Upgrade_GLAWorkerShoes 13809 ;UpgradeCameo2 = NONE 13810 ;UpgradeCameo3 = NONE 13811 ;UpgradeCameo4 = NONE 13812 ;UpgradeCameo5 = NONE 13813 13814 Draw = W3DModelDraw ModuleTag_01 13815 OkToChangeModelColor = Yes 13816 13817 DefaultConditionState 13818 Model = UIWRKR_SKN 13819 IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 13820 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA 13821 AnimationMode = ONCE 13822 TransitionKey = TRANS_Stand 13823 End 13824 13825 ConditionState = MOVING 13826 Animation = UIWRKR_SKL.UIWRKR_RNA 16 13827 AnimationMode = LOOP 13828 Flags = RANDOMSTART 13829 TransitionKey = TRANS_Moving 13830 ParticleSysBone = None InfantryDustTrails 13831 End 13832 ; it is legal to be ACTIVELY_CONSTRUCTING and MOVING at the same time, 13833 ; since we flip the bit once we get pretty close to the target. but it looks 13834 ; funky to do the construction animation while moving. 13835 ; so just use the normal move animation in that case. 13836 AliasConditionState = ACTIVELY_CONSTRUCTING MOVING 13837 13838 ConditionState = ATTACKING 13839 ShowSubObject = MINED_SKIN 13840 Animation = UIWRKR_SKL.UIWRKR_MS 13841 AnimationMode = LOOP 13842 Flags = RANDOMSTART 13843 TransitionKey = TRANS_MetalDetector_Standing 13844 End 13845 13846 ConditionState = MOVING ATTACKING 13847 ShowSubObject = MINED_SKIN 13848 Animation = UIWRKR_SKL.UIWRKR_MSW 50 13849 AnimationMode = LOOP 13850 Flags = RANDOMSTART 13851 TransitionKey = TRANS_MetalDetector_Moving 13852 ParticleSysBone = None InfantryDustTrails 13853 End 13854 AliasConditionState = MOVING ATTACKING CARRYING 13855 13856 TransitionState = TRANS_Stand TRANS_MetalDetector_Standing ;STANDING -> ATTACKING 13857 ShowSubObject = MINED_SKIN 13858 Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing 13859 AnimationMode = ONCE 13860 End 13861 TransitionState = TRANS_MetalDetector_Standing TRANS_Stand ;ATTACKING -> STANDING 13862 ShowSubObject = MINED_SKIN 13863 Animation = UIWRKR_SKL.UIWRKR_TRB2;put away standing 13864 AnimationMode = ONCE 13865 End 13866 13867 TransitionState = TRANS_Carry TRANS_MetalDetector_Standing ;CARRYING -> ATTACKING 13868 ShowSubObject = MINED_SKIN 13869 Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing 13870 AnimationMode = ONCE 13871 End 13872 TransitionState = TRANS_MetalDetector_Standing TRANS_Carry ;ATTACKING -> CARRYING 13873 ShowSubObject = MINED_SKIN 13874 Animation = UIWRKR_SKL.UIWRKR_TRB2;put away standing 13875 AnimationMode = ONCE 13876 End 13877 TransitionState = TRANS_Carry TRANS_MetalDetector_Moving ;CARRYING -> MOVING ATTACKING 13878 ShowSubObject = MINED_SKIN 13879 Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] 13880 AnimationMode = ONCE 13881 AnimationSpeedFactorRange = 2.0 2.0 13882 End 13883 13884 TransitionState = TRANS_MetalDetector_Moving TRANS_Stand ;MOVING ATTACKING -> STANDING 13885 ShowSubObject = MINED_SKIN 13886 Animation = UIWRKR_SKL.UIWRKR_TRB2;put away moving 13887 AnimationMode = ONCE 13888 End 13889 TransitionState = TRANS_Stand TRANS_MetalDetector_Moving ;STANDING -> MOVING ATTACKING 13890 ShowSubObject = MINED_SKIN 13891 Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] 13892 AnimationMode = ONCE 13893 AnimationSpeedFactorRange = 2.0 2.0 13894 End 13895 13896 TransitionState = TRANS_Moving TRANS_MetalDetector_Standing ;MOVING -> ATTACKING [STANDING] 13897 ShowSubObject = MINED_SKIN 13898 Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing 13899 AnimationMode = ONCE 13900 End 13901 TransitionState = TRANS_MetalDetector_Standing TRANS_Moving ;ATTACKING [STANDING] -> MOVING 13902 ShowSubObject = MINED_SKIN 13903 Animation = UIWRKR_SKL.UIWRKR_TRC2;put away moving [NEW NON-SKATING ANIMATION] 13904 AnimationMode = ONCE 13905 AnimationSpeedFactorRange = 2.0 2.0 13906 End 13907 13908 TransitionState = TRANS_Moving TRANS_MetalDetector_Moving ;MOVING -> MOVING ATTACKING 13909 ShowSubObject = MINED_SKIN 13910 Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] 13911 AnimationMode = ONCE 13912 AnimationSpeedFactorRange = 2.0 2.0 13913 End 13914 TransitionState = TRANS_MetalDetector_Moving TRANS_Moving ;MOVING ATTACKING -> MOVING 13915 ShowSubObject = MINED_SKIN 13916 Animation = UIWRKR_SKL.UIWRKR_TRC2;put away moving [NEW NON-SKATING ANIMATION] 13917 AnimationMode = ONCE 13918 AnimationSpeedFactorRange = 2.0 2.0 13919 End 13920 13921 13922 ConditionState = MOVING CARRYING 13923 ShowSubObject = BOX 13924 Animation = UIWRKR_SKL.UIWRKR_CARY 12 13925 AnimationMode = LOOP 13926 Flags = RANDOMSTART 13927 TransitionKey = TRANS_Carry 13928 ParticleSysBone = None InfantryDustTrails 13929 End 13930 ; it is legal to be ACTIVELY_CONSTRUCTING and MOVING at the same time, 13931 ; since we flip the bit once we get pretty close to the target. but it looks 13932 ; funky to do the construction animation while moving. 13933 ; so just use the normal move animation in that case. 13934 AliasConditionState = ACTIVELY_CONSTRUCTING MOVING CARRYING 13935 13936 ConditionState = CARRYING 13937 ShowSubObject = BOX 13938 Animation = UIWRKR_SKL.UIWRKR_CARST 30 13939 AnimationMode = LOOP 13940 Flags = RANDOMSTART 13941 TransitionKey = TRANS_Carry 13942 End 13943 13944 ConditionState = DYING 13945 Animation = UIWRKR_SKL.UIWRKR_DTA 13946 AnimationMode = ONCE 13947 TransitionKey = TRANS_Dying 13948 End 13949 AliasConditionState = DYING CARRYING 13950 13951 TransitionState = TRANS_Dying TRANS_Flailing 13952 Animation = UIWRKR_SKL.UIWRKR_ADTE1 13953 AnimationMode = ONCE 13954 End 13955 13956 ConditionState = DYING EXPLODED_FLAILING 13957 Animation = UIWRKR_SKL.UIWRKR_ADTE2 13958 AnimationMode = LOOP 13959 TransitionKey = TRANS_Flailing 13960 End 13961 13962 ConditionState = DYING EXPLODED_BOUNCING 13963 Animation = UIWRKR_SKL.UIWRKR_ADTE3 13964 AnimationMode = ONCE 13965 TransitionKey = None 13966 End 13967 13968 ConditionState = SPECIAL_CHEERING 13969 Animation = UIWRKR_SKL.UIWRKR_CHA 13970 AnimationMode = ONCE 13971 End 13972 13973 ConditionState = ACTIVELY_CONSTRUCTING 13974 Animation = UIWRKR_SKL.UIWRKR_BDA 13975 AnimationMode = LOOP 13976 TransitionKey = TRANS_Constructing 13977 End 13978 AliasConditionState = ACTIVELY_CONSTRUCTING CARRYING 13979 13980 ; -------------------- 13981 13982 TransitionState = TRANS_Stand TRANS_Carry 13983 ShowSubObject = BOX 13984 Animation = UIWRKR_SKL.UIWRKR_PIK 13985 AnimationMode = ONCE 13986 End 13987 13988 TransitionState = TRANS_Carry TRANS_Stand 13989 ShowSubObject = BOX 13990 Animation = UIWRKR_SKL.UIWRKR_PIK 13991 AnimationMode = ONCE_BACKWARDS 13992 Flags = START_FRAME_LAST 13993 End 13994 13995 TransitionState = TRANS_Stand TRANS_Constructing 13996 Animation = UIWRKR_SKL.UIWRKR_TRA1 13997 AnimationMode = ONCE 13998 End 13999 14000 TransitionState = TRANS_Constructing TRANS_Stand 14001 Animation = UIWRKR_SKL.UIWRKR_TRA2 14002 AnimationMode = ONCE 14003 End 14004 End 14005 14006 ; ***DESIGN parameters *** 14007 DisplayName = OBJECT:Worker 14008 Side = GLAToxinGeneral 14009 EditorSorting = INFANTRY 14010 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 14011 14012 14013 WeaponSet 14014 Conditions = None 14015 Weapon = PRIMARY None 14016 End 14017 WeaponSet 14018 Conditions = MINE_CLEARING_DETAIL 14019 Weapon = PRIMARY WorkerMineDisarmingWeapon 14020 End 14021 14022 14023 ArmorSet 14024 Conditions = None 14025 Armor = HumanArmor 14026 DamageFX = InfantryDamageFX 14027 End 14028 VisionRange = 100 14029 ShroudClearingRange = 200 14030 ;Prerequisites 14031 ; Object = Chem_GLABarracks GLASupplyStash ;commented out, or else you can't build from Con Yard as Dozer. 14032 ;End 14033 BuildCost = 200 14034 BuildTime = 3.0 ;in seconds 14035 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14036 CommandSet = Chem_GLAWorkerCommandSet 14037 14038 ; *** AUDIO Parameters *** 14039 VoiceSelect = WorkerVoiceSelect 14040 VoiceMove = WorkerVoiceMove 14041 VoiceAttack = WorkerVoiceMove 14042 VoiceGuard = WorkerVoiceMove 14043 VoiceFear = WorkerVoiceFear 14044 VoiceTaskComplete = WorkerVoiceBuildComplete 14045 UnitSpecificSounds 14046 VoiceEnter = WorkerVoiceMoveUpgraded 14047 VoiceEnterHostile = WorkerVoiceMoveUpgraded 14048 VoiceGarrison = WorkerVoiceGarrison 14049 VoiceCreate = WorkerVoiceCreate 14050 VoiceSupply = WorkerVoiceSupply 14051 VoiceNoBuild = WorkerVoiceBuildNot 14052 VoiceRepair = WorkerVoiceRepair 14053 VoiceDisarm = WorkerVoiceClearMine 14054 VoiceBuildResponse = WorkerVoiceBuild 14055 VoiceGetHealed = WorkerVoiceMoveUpgraded 14056 VoiceMoveUpgraded = WorkerVoiceMoveUpgraded 14057 End 14058 14059 ; *** ENGINEERING Parameters *** 14060 RadarPriority = UNIT 14061 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER DOZER HARVESTER SCORE 14062 14063 Body = ActiveBody ModuleTag_02 14064 MaxHealth = 100.0 14065 InitialHealth = 100.0 14066 End 14067 14068 Behavior = WorkerAIUpdate ModuleTag_03 14069 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 14070 BoredTime = 5000 ; in milliseconds 14071 BoredRange = 150 ; when bored, we look this far away to do something 14072 MaxBoxes = 1 14073 UpgradedSupplyBoost = 8 ; gives this much more cash for every box collected 14074 SupplyCenterActionDelay = 150 ;400 ; ms for whole thing (one transaction) 14075 SupplyWarehouseActionDelay = 150 ;400 ;ms per box (many small transactions) 14076 SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) 14077 SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted 14078 ; the only "enemies" that workers can acquire are mines, to be disarmed... 14079 AutoAcquireEnemiesWhenIdle = Yes 14080 End 14081 Locomotor = SET_NORMAL FastHumanLocomotor 14082 Locomotor = SET_NORMAL_UPGRADED WorkerShoesLocomotor 14083 Behavior = PhysicsBehavior ModuleTag_04 14084 Mass = 5.0 14085 End 14086 14087 Behavior = SquishCollide ModuleTag_06 14088 ;nothing 14089 End 14090 Behavior = LocomotorSetUpgrade ModuleTag_07 14091 TriggeredBy = Upgrade_GLAWorkerShoes 14092 End 14093 14094 ; --- begin Death modules --- 14095 Behavior = SlowDeathBehavior ModuleTag_Death01 14096 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 14097 SinkDelay = 3000 14098 SinkRate = 0.5 ; in Dist/Sec 14099 DestructionDelay = 8000 14100 FX = INITIAL FX_WorkerDie 14101 End 14102 Behavior = SlowDeathBehavior ModuleTag_Death02 14103 DeathTypes = NONE +CRUSHED +SPLATTED 14104 SinkDelay = 3000 14105 SinkRate = 0.5 ; in Dist/Sec 14106 DestructionDelay = 8000 14107 FX = INITIAL FX_GIDieCrushed 14108 End 14109 Behavior = SlowDeathBehavior ModuleTag_Death03 14110 DeathTypes = NONE +EXPLODED 14111 SinkDelay = 3000 14112 SinkRate = 0.5 ; in Dist/Sec 14113 DestructionDelay = 8000 14114 FX = INITIAL FX_WorkerDie 14115 FlingForce = 8 14116 FlingForceVariance = 3 14117 FlingPitch = 60 14118 FlingPitchVariance = 10 14119 End 14120 Behavior = SlowDeathBehavior ModuleTag_Death04 14121 DeathTypes = NONE +BURNED 14122 DestructionDelay = 0 14123 FX = INITIAL FX_DieByFireGLA 14124 OCL = INITIAL OCL_FlamingInfantry 14125 End 14126 Behavior = SlowDeathBehavior ModuleTag_Death05 14127 DeathTypes = NONE +POISONED 14128 DestructionDelay = 0 14129 FX = INITIAL FX_DieByToxinGLA 14130 OCL = INITIAL OCL_ToxicInfantry 14131 End 14132 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 14133 DeathTypes = NONE +POISONED_BETA 14134 DestructionDelay = 0 14135 FX = INITIAL FX_DieByToxinGLA 14136 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 14137 End 14138 14139 Behavior = SlowDeathBehavior ModuleTag_Death07 14140 DeathTypes = NONE +POISONED_GAMMA 14141 DestructionDelay = 0 14142 FX = INITIAL FX_DieByToxinGLA 14143 OCL = INITIAL OCL_ToxicInfantryGamma 14144 End 14145 14146 ; --- end Death modules --- 14147 14148 Behavior = StealthDetectorUpdate ModuleTag_12 14149 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 14150 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 14151 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 14152 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 14153 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 14154 End 14155 14156 Behavior = PoisonedBehavior ModuleTag_13 14157 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 14158 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 14159 End 14160 14161 Behavior = CommandSetUpgrade ModuleTag_14 14162 TriggeredBy = Upgrade_GLAWorkerFakeCommandSet 14163 RemovesUpgrades = Upgrade_GLAWorkerRealCommandSet 14164 CommandSet = Chem_GLAWorkerFakeBuildingsCommandSet 14165 End 14166 14167 Behavior = CommandSetUpgrade ModuleTag_15 14168 TriggeredBy = Upgrade_GLAWorkerRealCommandSet 14169 RemovesUpgrades = Upgrade_GLAWorkerFakeCommandSet Upgrade_GLAWorkerRealCommandSet 14170 CommandSet = Chem_GLAWorkerCommandSet 14171 End 14172 14173 Behavior = ProductionUpdate ModuleTag_16 14174 MaxQueueEntries = 1; For the command set switching upgrade 14175 End 14176 14177 Geometry = CYLINDER 14178 GeometryMajorRadius = 10.0 14179 GeometryMinorRadius = 10.0 14180 GeometryHeight = 12.0 14181 GeometryIsSmall = Yes 14182 Shadow = SHADOW_DECAL 14183 ShadowSizeX = 14; 14184 ShadowSizeY = 14; 14185 ShadowTexture = ShadowI; 14186 BuildCompletion = APPEARS_AT_RALLY_POINT 14187 14188 End 14189 14190 14191 14192 14193 14194 14195 14196 14197 14198 14199 14200 14201 14202 14203 14204 14205 14206 14207 14208 14209 14210 14211 14212 14213 14214 14215 14216 14217 14218 14219 14220 ;------------------------------------------------------------------------------ 14221 Object Chem_GLATankScorpion 14222 14223 ; *** ART Parameters *** 14224 SelectPortrait = SUScorpion_L 14225 ButtonImage = SUScorpion 14226 14227 UpgradeCameo1 = Upgrade_GLAScorpionRocket 14228 UpgradeCameo2 = Upgrade_GLAAPRockets 14229 UpgradeCameo3 = Upgrade_GLAToxinShells 14230 UpgradeCameo4 = Upgrade_GLAJunkRepair 14231 ;UpgradeCameo5 = NONE 14232 14233 Draw = W3DTankDraw ModuleTag_01 14234 OkToChangeModelColor = Yes 14235 14236 ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 14237 14238 ; ------------ Normal 14239 DefaultConditionState 14240 Model = UVLiteTank 14241 Turret = Turret ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks 14242 ; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack! 14243 ShowSubObject = Turret01 14244 HideSubObject = MissleRack01 MissleRack02 TurretUP01; MissileRack misspelled in the Art 14245 WeaponFireFXBone = PRIMARY Muzzle 14246 WeaponRecoilBone = PRIMARY Barrel 14247 WeaponMuzzleFlash = PRIMARY MuzzleFX 14248 WeaponLaunchBone = PRIMARY Muzzle 14249 End 14250 14251 ConditionState = REALLYDAMAGED 14252 Model = UVLiteTank_d 14253 End 14254 AliasConditionState = RUBBLE 14255 14256 ; ------------ With big turret 14257 ConditionState = WEAPONSET_CRATEUPGRADE_ONE ; one or two crates is a turret switch 14258 ShowSubObject = TurretUP01 14259 HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art 14260 End 14261 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO 14262 14263 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 14264 Model = UVLiteTank_d 14265 ShowSubObject = TurretUP01 14266 HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art 14267 End 14268 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 14269 14270 ; ---------- With missile 14271 ConditionState = WEAPONSET_PLAYER_UPGRADE 14272 ShowSubObject = MissleRack01 Turret01 14273 HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art 14274 WeaponFireFXBone = SECONDARY WeaponA 14275 WeaponLaunchBone = SECONDARY WeaponA 14276 End 14277 14278 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 14279 Model = UVLiteTank_d 14280 ShowSubObject = MissleRack01 Turret01 14281 HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art 14282 WeaponFireFXBone = SECONDARY WeaponA 14283 WeaponLaunchBone = SECONDARY WeaponA 14284 End 14285 14286 ; ---------- With missile and big turret 14287 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 14288 ShowSubObject = MissleRack01 TurretUP01 14289 HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art 14290 WeaponFireFXBone = SECONDARY WeaponA 14291 WeaponLaunchBone = SECONDARY WeaponA 14292 End 14293 14294 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 14295 Model = UVLiteTank_d 14296 ShowSubObject = MissleRack01 TurretUP01 14297 HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art 14298 WeaponFireFXBone = SECONDARY WeaponA 14299 WeaponLaunchBone = SECONDARY WeaponA 14300 End 14301 14302 ; ---------- With two missiles and big turret 14303 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 14304 ShowSubObject = MissleRack01 MissleRack02 TurretUP01 14305 HideSubObject = Turret01; MissileRack misspelled in the Art 14306 WeaponFireFXBone = SECONDARY WeaponA 14307 WeaponLaunchBone = SECONDARY WeaponA 14308 End 14309 14310 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 14311 Model = UVLiteTank_d 14312 ShowSubObject = MissleRack01 MissleRack02 TurretUP01 14313 HideSubObject = Turret01; MissileRack misspelled in the Art 14314 WeaponFireFXBone = SECONDARY WeaponA 14315 WeaponLaunchBone = SECONDARY WeaponA 14316 End 14317 14318 TrackMarks = EXTnkTrack.tga 14319 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 14320 End 14321 14322 ; ***DESIGN parameters *** 14323 DisplayName = OBJECT:Scorpion 14324 Side = GLAToxinGeneral 14325 EditorSorting = VEHICLE 14326 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 14327 14328 WeaponSet 14329 Conditions = None 14330 Weapon = PRIMARY ScorpionTankGun 14331 Weapon = SECONDARY None 14332 End 14333 WeaponSet 14334 Conditions = PLAYER_UPGRADE 14335 Weapon = PRIMARY ScorpionTankGun 14336 Weapon = SECONDARY Chem_ScorpionMissileWeapon 14337 End 14338 WeaponSet 14339 Conditions = CRATEUPGRADE_ONE 14340 Weapon = PRIMARY ScorpionTankGunPlusOne 14341 Weapon = SECONDARY None 14342 End 14343 WeaponSet 14344 Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE 14345 Weapon = PRIMARY ScorpionTankGunPlusOne 14346 Weapon = SECONDARY Chem_ScorpionMissileWeapon ; No bonus at Plus One 14347 End 14348 WeaponSet 14349 Conditions = CRATEUPGRADE_TWO 14350 Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two 14351 Weapon = SECONDARY None 14352 End 14353 WeaponSet 14354 Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE 14355 Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two 14356 Weapon = SECONDARY Chem_ScorpionMissileWeaponPlusTwo 14357 End 14358 14359 ArmorSet 14360 Conditions = None 14361 Armor = TankArmor 14362 DamageFX = TankDamageFX 14363 End 14364 BuildCost = 650 14365 BuildTime = 7.0 ;in seconds 14366 VisionRange = 125 14367 ShroudClearingRange = 300 14368 Prerequisites 14369 Object = Chem_GLAArmsDealer 14370 End 14371 14372 ExperienceValue = 60 60 120 200 ;Experience point value at each level 14373 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 14374 IsTrainable = Yes ;Can gain experience 14375 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 14376 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14377 CommandSet = GLATankScorpionCommandSet 14378 14379 ; *** AUDIO Parameters *** 14380 VoiceSelect = ScorpionTankVoiceSelect 14381 VoiceMove = ScorpionTankVoiceMove 14382 VoiceAttack = ScorpionTankVoiceAttack 14383 SoundMoveStart = ScorpionTankMoveStart 14384 SoundMoveStartDamaged = ScorpionTankMoveStart 14385 VoiceGuard = ScorpionTankVoiceMove 14386 14387 UnitSpecificSounds 14388 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 14389 VoiceCreate = ScorpionTankVoiceCreate 14390 ;TurretMoveStart = NoSound 14391 TurretMoveLoop = TurretMoveLoop 14392 VoiceEnter = ScorpionTankVoiceMove 14393 End 14394 14395 ; *** ENGINEERING Parameters *** 14396 RadarPriority = UNIT 14397 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 14398 14399 Body = ActiveBody ModuleTag_02 14400 MaxHealth = 370.0 14401 InitialHealth = 370.0 14402 14403 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 14404 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 14405 SubdualDamageCap = 740 14406 SubdualDamageHealRate = 500 14407 SubdualDamageHealAmount = 50 14408 End 14409 14410 Behavior = AIUpdateInterface ModuleTag_03 14411 Turret 14412 TurretTurnRate = 100 14413 RecenterTime = 5000 ; how long to wait during idle before recentering 14414 ControlledWeaponSlots = PRIMARY SECONDARY 14415 End 14416 AutoAcquireEnemiesWhenIdle = Yes 14417 End 14418 Locomotor = SET_NORMAL ScorpionLocomotor 14419 Behavior = PhysicsBehavior ModuleTag_04 14420 Mass = 50.0 14421 End 14422 Behavior = AutoHealBehavior ModuleTag_05 14423 HealingAmount = 2 14424 HealingDelay = 1000 ; msec 14425 TriggeredBy = Upgrade_GLAJunkRepair 14426 End 14427 14428 ; Catch fire, and explode death 14429 Behavior = SlowDeathBehavior ModuleTag_06 14430 DeathTypes = ALL -CRUSHED -SPLATTED 14431 ProbabilityModifier = 50 14432 DestructionDelay = 2000 14433 DestructionDelayVariance = 300 14434 FX = INITIAL FX_CrusaderCatchFire 14435 OCL = FINAL OCL_ScorpionTankDeathEffect 14436 FX = FINAL FX_BattleMasterExplosionOneFinal 14437 End 14438 14439 Behavior = WeaponSetUpgrade ModuleTag_07 14440 TriggeredBy = Upgrade_GLAScorpionRocket 14441 End 14442 14443 Behavior = DestroyDie ModuleTag_09 14444 DeathTypes = NONE +CRUSHED +SPLATTED 14445 End 14446 14447 ; A crushing defeat 14448 Behavior = FXListDie ModuleTag_10 14449 DeathTypes = NONE +CRUSHED +SPLATTED 14450 DeathFX = FX_CarCrush 14451 End 14452 Behavior = CreateObjectDie ModuleTag_11 14453 DeathTypes = NONE +CRUSHED +SPLATTED 14454 CreationList = OCL_CrusaderTank_CrushEffect 14455 End 14456 Behavior = CreateCrateDie ModuleTag_12 14457 CrateData = SalvageCrateData 14458 ;CrateData = EliteTankCrateData 14459 ;CrateData = HeroicTankCrateData 14460 End 14461 14462 Behavior = TransitionDamageFX ModuleTag_13 14463 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 14464 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 14465 End 14466 14467 Behavior = FlammableUpdate ModuleTag_21 14468 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14469 AflameDamageAmount = 3 ; taking this much damage... 14470 AflameDamageDelay = 500 ; this often. 14471 End 14472 14473 ; Units that can gain experience can't have GrantUpgradeCreate or they crash savegames. 14474 ; Behavior = GrantUpgradeCreate ModuleTag_22 14475 ; UpgradeToGrant = Upgrade_GLAToxinShells 14476 ; End 14477 ; 14478 ; Behavior = GrantUpgradeCreate ModuleTag_23 14479 ; UpgradeToGrant = Upgrade_GLAAnthraxBeta 14480 ; End 14481 14482 Geometry = BOX 14483 GeometryMajorRadius = 14.0 14484 GeometryMinorRadius = 9.0 14485 GeometryHeight = 10.5 14486 GeometryIsSmall = Yes 14487 Shadow = SHADOW_VOLUME 14488 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 14489 14490 End 14491 14492 ;------------------------------------------------------------------------------ 14493 ;GLA Rocket Buggy 14494 Object Chem_GLAVehicleRocketBuggy 14495 14496 ; *** ART Parameters *** 14497 SelectPortrait = SURocketBuggy_L 14498 ButtonImage = SURocketBuggy 14499 14500 UpgradeCameo1 = Upgrade_GLABuggyAmmo 14501 UpgradeCameo2 = Upgrade_GLAAPRockets 14502 UpgradeCameo3 = Upgrade_GLAJunkRepair 14503 ;UpgradeCameo4 = NONE 14504 ;UpgradeCameo5 = NONE 14505 14506 Draw = W3DTruckDraw ModuleTag_01 14507 OkToChangeModelColor = Yes 14508 14509 DefaultConditionState 14510 Model = UVRockBug 14511 Turret = Turret 14512 ShowSubObject = Turret 14513 HideSubObject = TurretUp01 14514 WeaponFireFXBone = PRIMARY WeaponA 14515 WeaponLaunchBone = PRIMARY WeaponA 14516 End 14517 14518 ConditionState = REALLYDAMAGED 14519 Model = UVRockBug_D 14520 Turret = Turret 14521 ShowSubObject = Turret 14522 HideSubObject = TurretUp01 14523 WeaponFireFXBone = PRIMARY WeaponA 14524 WeaponLaunchBone = PRIMARY WeaponA 14525 End 14526 14527 ConditionState = RUBBLE 14528 Model = UVRockBug_D 14529 Turret = Turret 14530 ShowSubObject = Turret 14531 HideSubObject = TurretUp01 14532 WeaponFireFXBone = PRIMARY WeaponA 14533 WeaponLaunchBone = PRIMARY WeaponA 14534 End 14535 14536 ConditionState = WEAPONSET_PLAYER_UPGRADE 14537 Model = UVRockBug 14538 Turret = TurretUp01 14539 ShowSubObject = TurretUp01 14540 HideSubObject = Turret 14541 WeaponFireFXBone = PRIMARY WeaponB 14542 WeaponLaunchBone = PRIMARY WeaponB 14543 End 14544 14545 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 14546 Model = UVRockBug_D 14547 Turret = TurretUp01 14548 ShowSubObject = TurretUp01 14549 HideSubObject = Turret 14550 WeaponFireFXBone = PRIMARY WeaponB 14551 WeaponLaunchBone = PRIMARY WeaponB 14552 End 14553 14554 ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE 14555 Model = UVRockBug_D 14556 Turret = TurretUp01 14557 ShowSubObject = TurretUp01 14558 HideSubObject = Turret 14559 WeaponFireFXBone = PRIMARY WeaponB 14560 WeaponLaunchBone = PRIMARY WeaponB 14561 End 14562 14563 TrackMarks = EXTireTrack.tga 14564 14565 Dust = RocketBuggyDust 14566 DirtSpray = RocketBuggyDirtSpray 14567 PowerslideSpray = RocketBuggyDirtPowerSlide 14568 14569 ; These parameters are only used if the model has a separate suspension, 14570 ; and the locomotor has HasSuspension = Yes. 14571 LeftFrontTireBone = Tire01 14572 RightFrontTireBone = Tire02 14573 LeftRearTireBone = Tire03 14574 RightRearTireBone = Tire04 14575 TireRotationMultiplier = 0.2 ; this * speed = rotation. 14576 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 14577 14578 End 14579 14580 ; ***DESIGN parameters *** 14581 DisplayName = OBJECT:RocketBuggy 14582 Side = GLAToxinGeneral 14583 EditorSorting = VEHICLE 14584 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 14585 WeaponSet 14586 Conditions = None 14587 Weapon = PRIMARY BuggyRocketWeapon 14588 End 14589 WeaponSet 14590 Conditions = PLAYER_UPGRADE 14591 Weapon = PRIMARY BuggyRocketWeaponUpgraded 14592 End 14593 ArmorSet 14594 Conditions = None 14595 Armor = TruckArmor 14596 DamageFX = TankDamageFX 14597 End 14598 BuildCost = 1100 14599 BuildTime = 10.0 ;in seconds 14600 VisionRange = 180 14601 ShroudClearingRange = 300 14602 Prerequisites 14603 Object = Chem_GLAArmsDealer 14604 Object = Chem_GLAPalace 14605 End 14606 14607 ExperienceValue = 50 50 100 150 ;Experience point value at each level 14608 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 14609 IsTrainable = Yes ;Can gain experience 14610 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 14611 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14612 CommandSet = GLAVehicleRocketBuggyCommandSet 14613 14614 ; *** AUDIO Parameters *** 14615 VoiceSelect = RocketBuggyVoiceSelect 14616 VoiceMove = RocketBuggyVoiceMove 14617 VoiceAttack = RocketBuggyVoiceAttack 14618 SoundMoveStart = RocketBuggyMoveStart 14619 SoundMoveStartDamaged = RocketBuggyMoveStart 14620 VoiceGuard = RocketBuggyVoiceMove 14621 14622 14623 UnitSpecificSounds 14624 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 14625 VoiceCreate = RocketBuggyVoiceCreate 14626 TurretMoveStart = NoSound 14627 TurretMoveLoop = TurretMoveLoop 14628 ; Required for the W3DTruckDraw module 14629 TruckLandingSound = RocketBuggyLand 14630 TruckPowerslideSound = RocketBuggyPowerslide 14631 VoiceCrush = RocketBuggyVoiceCrush 14632 VoiceEnter = RocketBuggyVoiceMove 14633 End 14634 14635 ; *** ENGINEERING Parameters *** 14636 RadarPriority = UNIT 14637 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE 14638 14639 Body = ActiveBody ModuleTag_02 14640 MaxHealth = 120 14641 InitialHealth = 120 14642 14643 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 14644 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 14645 SubdualDamageCap = 240 14646 SubdualDamageHealRate = 500 14647 SubdualDamageHealAmount = 50 14648 End 14649 Behavior = AIUpdateInterface ModuleTag_03 14650 Turret 14651 TurretTurnRate = 90 14652 ControlledWeaponSlots = PRIMARY 14653 End 14654 AutoAcquireEnemiesWhenIdle = Yes 14655 End 14656 Locomotor = SET_NORMAL RocketBuggyLocomotor 14657 Behavior = PhysicsBehavior ModuleTag_04 14658 Mass = 50.0 14659 End 14660 14661 ; The pop up AirDeath 14662 Behavior = SlowDeathBehavior ModuleTag_05 14663 DeathTypes = ALL -CRUSHED -SPLATTED 14664 ProbabilityModifier = 5 14665 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 14666 DestructionDelay = 0 14667 FX = INITIAL FX_BuggyNewDeathExplosion 14668 OCL = FINAL OCL_RocketBuggyAirDeathStart 14669 End 14670 14671 Behavior = AutoHealBehavior ModuleTag_08 14672 HealingAmount = 2 14673 HealingDelay = 1000 ; msec 14674 TriggeredBy = Upgrade_GLAJunkRepair 14675 End 14676 14677 Behavior = WeaponSetUpgrade ModuleTag_09 14678 TriggeredBy = Upgrade_GLABuggyAmmo 14679 End 14680 14681 ; Behavior = WeaponSetUpgrade ModuleTag_09 14682 ; TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 14683 ; End 14684 14685 Behavior = DestroyDie ModuleTag_11 14686 DeathTypes = NONE +CRUSHED +SPLATTED 14687 End 14688 14689 ; A crushing defeat 14690 Behavior = FXListDie ModuleTag_12 14691 DeathTypes = NONE +CRUSHED +SPLATTED 14692 DeathFX = FX_CarCrush 14693 End 14694 Behavior = CreateObjectDie ModuleTag_13 14695 DeathTypes = NONE +CRUSHED +SPLATTED 14696 CreationList = OCL_RocketBuggy_CrushEffect 14697 End 14698 Behavior = CreateCrateDie ModuleTag_14 14699 CrateData = SalvageCrateData 14700 ;CrateData = EliteTankCrateData 14701 ;CrateData = HeroicTankCrateData 14702 End 14703 14704 14705 Behavior = TransitionDamageFX ModuleTag_15 14706 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 14707 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 14708 End 14709 14710 Behavior = FlammableUpdate ModuleTag_21 14711 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14712 AflameDamageAmount = 3 ; taking this much damage... 14713 AflameDamageDelay = 500 ; this often. 14714 End 14715 14716 ; Behavior = GrantUpgradeCreate ModuleTag_22 14717 ; UpgradeToGrant = RocketBuggyToxinUpgrade 14718 ; End 14719 14720 ; Units that can gain experience can't have GrantUpgradeCreate or they crash savegames. 14721 ; Behavior = GrantUpgradeCreate ModuleTag_23 14722 ; UpgradeToGrant = Upgrade_GLAAnthraxBeta 14723 ; End 14724 14725 Geometry = BOX 14726 GeometryMajorRadius = 13.0 14727 GeometryMinorRadius = 9.0 14728 GeometryHeight = 7.5 14729 GeometryIsSmall = Yes 14730 14731 Shadow = SHADOW_VOLUME 14732 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 14733 14734 End 14735 14736 14737 14738 14739 14740 ;------------------------------------------------------------------------------ 14741 ;GLA Combat Bike 14742 Object Chem_GLAVehicleCombatBike 14743 14744 ; *** ART Parameters *** 14745 SelectPortrait = SUComBike_L 14746 ButtonImage = SUComBike 14747 14748 UpgradeCameo1 = Upgrade_GLAJunkRepair 14749 ;UpgradeCameo2 = NONE 14750 ;UpgradeCameo3 = NONE 14751 ;UpgradeCameo4 = NONE 14752 ;UpgradeCameo5 = NONE 14753 14754 14755 Draw = W3DTruckDraw ModuleTag_01 14756 OkToChangeModelColor = Yes 14757 14758 ;Normal Bike 14759 ;------------------------------ 14760 DefaultConditionState 14761 Model = UVComBike 14762 WeaponFireFXBone = PRIMARY Muzzle_B 14763 WeaponLaunchBone = PRIMARY RocketFX03 14764 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 14765 ParticleSysBone = SMOKE CombatBikeSmokeLight 14766 14767 HideSubObject = BOMBBIKE ; Hide from all states except terrorist (rider 5) 14768 14769 14770 End 14771 AliasConditionState RIDER1 14772 AliasConditionState RIDER1 MOVING 14773 AliasConditionState RIDER6 14774 AliasConditionState RIDER6 MOVING 14775 AliasConditionState RIDER7 14776 AliasConditionState RIDER7 MOVING 14777 ConditionState = REALLYDAMAGED 14778 Model = UVComBike_d 14779 End 14780 AliasConditionState RIDER1 REALLYDAMAGED 14781 AliasConditionState RIDER1 MOVING REALLYDAMAGED 14782 AliasConditionState RIDER6 REALLYDAMAGED 14783 AliasConditionState RIDER6 MOVING REALLYDAMAGED 14784 AliasConditionState RIDER7 REALLYDAMAGED 14785 AliasConditionState RIDER7 MOVING REALLYDAMAGED 14786 14787 ConditionState = TOPPLED 14788 Model = UVComBike_F 14789 Animation = UVComBike_F.UVComBike_F 14790 AnimationMode = ONCE 14791 End 14792 ConditionState = TOPPLED REALLYDAMAGED 14793 Model = UVComBike_dF 14794 Animation = UVComBike_DF.UVComBike_DF 14795 AnimationMode = ONCE 14796 End 14797 14798 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 14799 Model = UVComBike_A1 14800 Animation = UVComBike_A1.UVComBike_A1 14801 AnimationMode = ONCE 14802 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14803 End 14804 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT 14805 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT 14806 ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED 14807 Model = UVComBike_A1d 14808 Animation = UVComBike_A1D.UVComBike_A1D 14809 AnimationMode = ONCE 14810 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14811 End 14812 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED 14813 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED 14814 14815 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 14816 Model = UVComBike_A1 14817 Animation = UVComBike_A1.UVComBike_A1 14818 AnimationMode = ONCE_BACKWARDS 14819 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14820 End 14821 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER 14822 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER 14823 ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED 14824 Model = UVComBike_A1d 14825 Animation = UVComBike_A1D.UVComBike_A1D 14826 AnimationMode = ONCE_BACKWARDS 14827 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14828 End 14829 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED 14830 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED 14831 14832 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 14833 Model = UVComBike_A2 14834 Animation = UVComBike_A2.UVComBike_A2 14835 AnimationMode = ONCE 14836 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14837 End 14838 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT 14839 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT 14840 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED 14841 Model = UVComBike_A2d 14842 Animation = UVComBike_A2D.UVComBike_A2D 14843 AnimationMode = ONCE 14844 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14845 End 14846 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED 14847 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED 14848 14849 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 14850 Model = UVComBike_A2 14851 Animation = UVComBike_A2.UVComBike_A2 14852 AnimationMode = ONCE_BACKWARDS 14853 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14854 End 14855 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER 14856 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER 14857 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED 14858 Model = UVComBike_A2d 14859 Animation = UVComBike_A2D.UVComBike_A2D 14860 AnimationMode = ONCE_BACKWARDS 14861 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14862 End 14863 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED 14864 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED 14865 14866 14867 14868 14869 14870 14871 ;Terror Bike 14872 ;------------------------------ 14873 ConditionState RIDER5 14874 Model = UVComBike 14875 WeaponFireFXBone = PRIMARY Muzzle_B 14876 WeaponLaunchBone = PRIMARY RocketFX03 14877 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 14878 ParticleSysBone = SMOKE CombatBikeSmokeLight 14879 ShowSubObject = BOMBBIKE 14880 End 14881 AliasConditionState RIDER5 MOVING 14882 14883 ConditionState = REALLYDAMAGED RIDER5 14884 Model = UVComBike_d 14885 ShowSubObject = BOMBBIKE 14886 End 14887 AliasConditionState RIDER5 MOVING REALLYDAMAGED 14888 14889 ConditionState = TOPPLED RIDER5 14890 Model = UVComBike_F 14891 Animation = UVComBike_F.UVComBike_F 14892 AnimationMode = ONCE 14893 ShowSubObject = BOMBBIKE 14894 End 14895 ConditionState = TOPPLED REALLYDAMAGED RIDER5 14896 Model = UVComBike_dF 14897 Animation = UVComBike_DF.UVComBike_DF 14898 AnimationMode = ONCE 14899 ShowSubObject = BOMBBIKE 14900 End 14901 14902 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 14903 Model = UVComBike_A1 14904 Animation = UVComBike_A1.UVComBike_A1 14905 AnimationMode = ONCE 14906 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14907 ShowSubObject = BOMBBIKE 14908 End 14909 14910 ConditionState = RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED 14911 Model = UVComBike_A1d 14912 Animation = UVComBike_A1D.UVComBike_A1D 14913 AnimationMode = ONCE 14914 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14915 ShowSubObject = BOMBBIKE 14916 End 14917 14918 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 14919 Model = UVComBike_A1 14920 Animation = UVComBike_A1.UVComBike_A1 14921 AnimationMode = ONCE_BACKWARDS 14922 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14923 ShowSubObject = BOMBBIKE 14924 End 14925 14926 ConditionState = RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED 14927 Model = UVComBike_A1d 14928 Animation = UVComBike_A1D.UVComBike_A1D 14929 AnimationMode = ONCE_BACKWARDS 14930 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14931 ShowSubObject = BOMBBIKE 14932 End 14933 14934 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 14935 Model = UVComBike_A2 14936 Animation = UVComBike_A2.UVComBike_A2 14937 AnimationMode = ONCE 14938 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14939 ShowSubObject = BOMBBIKE 14940 End 14941 14942 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED 14943 Model = UVComBike_A2d 14944 Animation = UVComBike_A2D.UVComBike_A2D 14945 AnimationMode = ONCE 14946 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14947 ShowSubObject = BOMBBIKE 14948 End 14949 14950 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 14951 Model = UVComBike_A2 14952 Animation = UVComBike_A2.UVComBike_A2 14953 AnimationMode = ONCE_BACKWARDS 14954 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14955 ShowSubObject = BOMBBIKE 14956 End 14957 14958 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED 14959 Model = UVComBike_A2d 14960 Animation = UVComBike_A2D.UVComBike_A2D 14961 AnimationMode = ONCE_BACKWARDS 14962 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14963 ShowSubObject = BOMBBIKE 14964 End 14965 14966 14967 14968 14969 ;Gun Bike 14970 ;------------------------------ 14971 ConditionState = RIDER2 14972 Model = UVComBikeG 14973 End 14974 AliasConditionState RIDER2 MOVING 14975 AliasConditionState RIDER4 14976 AliasConditionState RIDER4 MOVING 14977 ConditionState = RIDER2 REALLYDAMAGED 14978 Model = UVComBikeG_d 14979 End 14980 AliasConditionState RIDER2 MOVING REALLYDAMAGED 14981 AliasConditionState RIDER4 REALLYDAMAGED 14982 AliasConditionState RIDER4 MOVING REALLYDAMAGED 14983 14984 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 14985 Model = UVComBikeG 14986 Animation = UVComBikeG_A1.UVComBikeG_A1 14987 AnimationMode = ONCE 14988 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14989 End 14990 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT 14991 ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED 14992 Model = UVComBikeG_d 14993 Animation = UVComBikeG_A1.UVComBikeG_A1 14994 AnimationMode = ONCE 14995 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 14996 End 14997 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED 14998 14999 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 15000 Model = UVComBikeG 15001 Animation = UVComBikeG_A1.UVComBikeG_A1 15002 AnimationMode = ONCE_BACKWARDS 15003 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15004 End 15005 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER 15006 ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED 15007 Model = UVComBikeG_d 15008 Animation = UVComBikeG_A1.UVComBikeG_A1 15009 AnimationMode = ONCE_BACKWARDS 15010 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15011 End 15012 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED 15013 15014 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 15015 Model = UVComBikeG 15016 Animation = UVComBikeG_A2.UVComBikeG_A2 15017 AnimationMode = ONCE 15018 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15019 End 15020 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT 15021 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED 15022 Model = UVComBikeG_d 15023 Animation = UVComBikeG_A2.UVComBikeG_A2 15024 AnimationMode = ONCE 15025 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15026 End 15027 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED 15028 15029 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 15030 Model = UVComBikeG 15031 Animation = UVComBikeG_A2.UVComBikeG_A2 15032 AnimationMode = ONCE_BACKWARDS 15033 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15034 End 15035 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER 15036 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED 15037 Model = UVComBikeG_d 15038 Animation = UVComBikeG_A2.UVComBikeG_A2 15039 AnimationMode = ONCE_BACKWARDS 15040 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15041 End 15042 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED 15043 15044 ;Missile Bike 15045 ;------------------------------ 15046 ConditionState = RIDER3 15047 Model = UVComBikeTN 15048 End 15049 AliasConditionState RIDER3 MOVING 15050 ConditionState = RIDER3 REALLYDAMAGED 15051 Model = UVComBikeTN_d 15052 End 15053 AliasConditionState RIDER3 MOVING REALLYDAMAGED 15054 15055 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 15056 Model = UVComBikeTN_A1 15057 Animation = UVComBikeTN_A1.UVComBikeTN_A1 15058 AnimationMode = ONCE 15059 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15060 End 15061 ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED 15062 Model = UVComBikeTN_A1d 15063 Animation = UVComBikeTN_A1D.UVComBikeTN_A1D 15064 AnimationMode = ONCE 15065 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15066 End 15067 15068 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 15069 Model = UVComBikeTN_A1 15070 Animation = UVComBikeTN_A1.UVComBikeTN_A1 15071 AnimationMode = ONCE_BACKWARDS 15072 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15073 End 15074 ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED 15075 Model = UVComBikeTN_A1d 15076 Animation = UVComBikeTN_A1D.UVComBikeTN_A1D 15077 AnimationMode = ONCE_BACKWARDS 15078 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15079 End 15080 15081 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 15082 Model = UVComBikeTN_A2 15083 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 15084 AnimationMode = ONCE 15085 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15086 End 15087 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED 15088 Model = UVComBikeTN_A2d 15089 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 15090 AnimationMode = ONCE 15091 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15092 End 15093 15094 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 15095 Model = UVComBikeTN_A2 15096 Animation = UVComBikeTN_A2.UVComBikeTN_A2 15097 AnimationMode = ONCE_BACKWARDS 15098 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15099 End 15100 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED 15101 Model = UVComBikeTN_A2d 15102 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 15103 AnimationMode = ONCE_BACKWARDS 15104 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 15105 End 15106 15107 TrackMarks = EXTireTrack03.tga 15108 15109 Dust = CombatBikeDust 15110 DirtSpray = CombatBikeDirtSpray 15111 PowerslideSpray = CombatBikeDirtPowerSlide 15112 15113 ; These parameters are only used if the model has a separate suspension, 15114 ; and the locomotor has HasSuspension = Yes. 15115 LeftFrontTireBone = Tire01 15116 LeftRearTireBone = Tire00 15117 TireRotationMultiplier = 0.2 ; this * speed = rotation. 15118 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 15119 15120 End 15121 15122 Draw = W3DModelDraw ModuleTag_Rider01 15123 OkToChangeModelColor = Yes 15124 15125 DefaultConditionState 15126 ;************************************************** 15127 ;*** Must have a default model in order to see 15128 ;*** house color!!! 15129 ;************************************************** 15130 Model = UIWrkr_SKN 15131 ;WeaponFireFXBone = PRIMARY Muzzle 15132 ;WeaponLaunchBone = PRIMARY Muzzle 15133 WeaponMuzzleFlash = PRIMARY MuzzleFX 15134 End 15135 AliasConditionState MOVING 15136 15137 ;Worker animations 15138 ;----------------------- 15139 ConditionState = RIDER1 15140 Model = UIWrkr_SKN 15141 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 15142 AnimationMode = LOOP 15143 End 15144 ConditionState = RIDER1 MOVING 15145 Model = UIWrkr_SKN 15146 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 15147 AnimationMode = LOOP 15148 End 15149 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 15150 Model = UIWrkr_SKN 15151 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 15152 AnimationMode = ONCE 15153 End 15154 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 15155 Model = UIWrkr_SKN 15156 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 15157 AnimationMode = ONCE_BACKWARDS 15158 End 15159 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 15160 Model = UIWrkr_SKN 15161 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 15162 AnimationMode = ONCE 15163 End 15164 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 15165 Model = UIWrkr_SKN 15166 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 15167 AnimationMode = ONCE_BACKWARDS 15168 End 15169 15170 15171 ;Rebel animations 15172 ;----------------------- 15173 ConditionState = RIDER2 15174 Model = UIRGrd_SKN 15175 Animation = UIRGrd_SKL.UIRGrd_CmBk_A5 15176 AnimationMode = LOOP 15177 End 15178 ConditionState = RIDER2 MOVING 15179 Model = UIRGrd_SKN 15180 Animation = UIRGrd_SKL.UIRGrd_CmBk_A4 15181 AnimationMode = LOOP 15182 End 15183 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 15184 Model = UIRGrd_SKN 15185 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 15186 AnimationMode = ONCE 15187 End 15188 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 15189 Model = UIRGrd_SKN 15190 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 15191 AnimationMode = ONCE_BACKWARDS 15192 End 15193 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 15194 Model = UIRGrd_SKN 15195 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 15196 AnimationMode = ONCE 15197 End 15198 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 15199 Model = UIRGrd_SKN 15200 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 15201 AnimationMode = ONCE_BACKWARDS 15202 End 15203 15204 ;RPG Trooper animations 15205 ;----------------------- 15206 ConditionState = RIDER3 15207 Model = UITunF_SKN2 15208 Animation = UITunF_SKL.UITunF_CmBk_A5 15209 AnimationMode = LOOP 15210 End 15211 ConditionState = RIDER3 MOVING 15212 Model = UITunF_SKN2 15213 Animation = UITunF_SKL.UITunF_CmBk_A4 15214 AnimationMode = LOOP 15215 End 15216 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 15217 Model = UITunF_SKN2 15218 Animation = UITunF_SKL.UITunF_CmBk_A1 15219 AnimationMode = ONCE 15220 End 15221 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 15222 Model = UITunF_SKN2 15223 Animation = UITunF_SKL.UITunF_CmBk_A1 15224 AnimationMode = ONCE_BACKWARDS 15225 End 15226 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 15227 Model = UITunF_SKN2 15228 Animation = UITunF_SKL.UITunF_CmBk_A2 15229 AnimationMode = ONCE 15230 End 15231 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 15232 Model = UITunF_SKN2 15233 Animation = UITunF_SKL.UITunF_CmBk_A2 15234 AnimationMode = ONCE_BACKWARDS 15235 End 15236 15237 ;Jarmen Kell animations 15238 ;----------------------- 15239 ConditionState = RIDER4 15240 Model = UIHERO_SKN 15241 Animation = UIHERO_SKL.UIHERO_CmBk_A5 15242 AnimationMode = LOOP 15243 End 15244 ConditionState = RIDER4 MOVING 15245 Model = UIHERO_SKN 15246 Animation = UIHERO_SKL.UIHERO_CmBk_A4 15247 AnimationMode = LOOP 15248 End 15249 ConditionState = RIDER4 MOVING CENTER_TO_LEFT 15250 Model = UIHERO_SKN 15251 Animation = UIHERO_SKL.UIHERO_CmBk_A1 15252 AnimationMode = ONCE 15253 End 15254 ConditionState = RIDER4 MOVING LEFT_TO_CENTER 15255 Model = UIHERO_SKN 15256 Animation = UIHERO_SKL.UIHERO_CmBk_A1 15257 AnimationMode = ONCE_BACKWARDS 15258 End 15259 ConditionState = RIDER4 MOVING CENTER_TO_RIGHT 15260 Model = UIHERO_SKN 15261 Animation = UIHERO_SKL.UIHERO_CmBk_A2 15262 AnimationMode = ONCE 15263 End 15264 ConditionState = RIDER4 MOVING RIGHT_TO_CENTER 15265 Model = UIHERO_SKN 15266 Animation = UIHERO_SKL.UIHERO_CmBk_A2 15267 AnimationMode = ONCE_BACKWARDS 15268 End 15269 15270 ;Terrorist animations 15271 ;----------------------- 15272 ConditionState = RIDER5 15273 Model = UITer_Local_SKN 15274 Animation = UITer_Local_SKL.UITER_Local_A5 15275 AnimationMode = LOOP 15276 End 15277 ConditionState = RIDER5 MOVING 15278 Model = UITer_Local_SKN 15279 Animation = UITer_Local_SKL.UITER_Local_A4 15280 AnimationMode = LOOP 15281 End 15282 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 15283 Model = UITer_Local_SKN 15284 Animation = UITer_Local_SKL.UITER_Local_A1 15285 AnimationMode = ONCE 15286 End 15287 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 15288 Model = UITer_Local_SKN 15289 Animation = UITer_Local_SKL.UITER_Local_A1 15290 AnimationMode = ONCE_BACKWARDS 15291 End 15292 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 15293 Model = UITer_Local_SKN 15294 Animation = UITer_Local_SKL.UITER_Local_A2 15295 AnimationMode = ONCE 15296 End 15297 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 15298 Model = UITer_Local_SKN 15299 Animation = UITer_Local_SKL.UITER_Local_A2 15300 AnimationMode = ONCE_BACKWARDS 15301 End 15302 15303 ;Hijacker animations 15304 ;----------------------- 15305 ConditionState = RIDER6 15306 Model = UIHJCK_SKN 15307 Animation = UIHJCK_SKL.UIHJACK_CmBk_A5 15308 AnimationMode = LOOP 15309 End 15310 ConditionState = RIDER6 MOVING 15311 Model = UIHJCK_SKN 15312 Animation = UIHJCK_SKL.UIHJACK_CmBk_A4 15313 AnimationMode = LOOP 15314 End 15315 ConditionState = RIDER6 MOVING CENTER_TO_LEFT 15316 Model = UIHJCK_SKN 15317 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 15318 AnimationMode = ONCE 15319 End 15320 ConditionState = RIDER6 MOVING LEFT_TO_CENTER 15321 Model = UIHJCK_SKN 15322 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 15323 AnimationMode = ONCE_BACKWARDS 15324 End 15325 ConditionState = RIDER6 MOVING CENTER_TO_RIGHT 15326 Model = UIHJCK_SKN 15327 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 15328 AnimationMode = ONCE 15329 End 15330 ConditionState = RIDER6 MOVING RIGHT_TO_CENTER 15331 Model = UIHJCK_SKN 15332 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 15333 AnimationMode = ONCE_BACKWARDS 15334 End 15335 15336 ;Saboteur animations 15337 ;----------------------- 15338 ConditionState = RIDER7 15339 Model = UISabotr_SKN 15340 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 15341 AnimationMode = LOOP 15342 End 15343 ConditionState = RIDER7 MOVING 15344 Model = UISabotr_SKN 15345 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 15346 AnimationMode = LOOP 15347 End 15348 ConditionState = RIDER7 MOVING CENTER_TO_LEFT 15349 Model = UISabotr_SKN 15350 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 15351 AnimationMode = ONCE 15352 End 15353 ConditionState = RIDER7 MOVING LEFT_TO_CENTER 15354 Model = UISabotr_SKN 15355 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 15356 AnimationMode = ONCE_BACKWARDS 15357 End 15358 ConditionState = RIDER7 MOVING CENTER_TO_RIGHT 15359 Model = UISabotr_SKN 15360 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 15361 AnimationMode = ONCE 15362 End 15363 ConditionState = RIDER7 MOVING RIGHT_TO_CENTER 15364 Model = UISabotr_SKN 15365 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 15366 AnimationMode = ONCE_BACKWARDS 15367 End 15368 15369 ConditionState = TOPPLED 15370 Model = None 15371 End 15372 AliasConditionState TOPPLED MOVING 15373 15374 End 15375 15376 ; ***DESIGN parameters *** 15377 DisplayName = OBJECT:CombatBike 15378 Side = GLAToxinGeneral 15379 EditorSorting = VEHICLE 15380 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 15381 WeaponSet 15382 Conditions = None 15383 Weapon = PRIMARY NONE 15384 End 15385 WeaponSet 15386 Conditions = WEAPON_RIDER2 15387 Weapon = PRIMARY GLARebelBikerMachineGun 15388 End 15389 WeaponSet 15390 Conditions = WEAPON_RIDER3 15391 Weapon = PRIMARY Chem_TunnelDefenderBikerRocketWeapon 15392 End 15393 WeaponSet 15394 Conditions = WEAPON_RIDER3 PLAYER_UPGRADE 15395 Weapon = PRIMARY Chem_TunnelDefenderBikerRocketWeaponGamma 15396 End 15397 WeaponSet 15398 Conditions = WEAPON_RIDER4 15399 Weapon = PRIMARY GLABikerKellSniperRifle 15400 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 15401 AutoChooseSources = SECONDARY NONE 15402 End 15403 WeaponSet 15404 ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE 15405 ;damage to do ini logic for type of death to play -- unresistable for success. 15406 Conditions = WEAPON_RIDER5 15407 Weapon = PRIMARY TerroristSuicideWeapon 15408 End 15409 ArmorSet 15410 Conditions = None 15411 Armor = TruckArmor 15412 DamageFX = TankDamageFX 15413 End 15414 BuildCost = 550 15415 BuildTime = 4.0 ;in seconds 15416 VisionRange = 180 15417 ShroudClearingRange = 300 15418 Prerequisites 15419 Object = Chem_GLAArmsDealer 15420 End 15421 15422 ExperienceValue = 50 50 100 150 ;Experience point value at each level 15423 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 15424 IsTrainable = Yes ;Can gain experience 15425 ;CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15426 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15427 ;CommandSet = Chem_GLAVehicleCombatBikeCommandSet ****COMMANDSET is overwritten in RiderChangeContain! 15428 15429 ; *** AUDIO Parameters *** 15430 VoiceSelect = CombatCycleVoiceSelect 15431 VoiceMove = CombatCycleVoiceMove 15432 VoiceAttack = CombatCycleVoiceAttack 15433 SoundMoveStart = CombatBikeMoveStart 15434 SoundMoveStartDamaged = CombatBikeMoveStart 15435 VoiceGuard = CombatCycleVoiceMove 15436 SoundEnter = CombatCycleSwitchRider 15437 15438 UnitSpecificSounds 15439 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 15440 VoiceCreate = CombatCycleVoiceCreate 15441 TurretMoveStart = NoSound 15442 TurretMoveLoop = TurretMoveLoop 15443 ; Required for the W3DTruckDraw module 15444 TruckLandingSound = RocketBuggyLand 15445 TruckPowerslideSound = CombatBikeMoveStart 15446 VoiceCrush = CombatCycleVoiceMove 15447 VoiceEnter = CombatCycleVoiceMove 15448 End 15449 15450 15451 ; *** ENGINEERING Parameters *** 15452 RadarPriority = UNIT 15453 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER 15454 15455 Body = ActiveBody ModuleTag_02 15456 MaxHealth = 100 15457 InitialHealth = 100 15458 15459 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15460 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15461 SubdualDamageCap = 200 15462 SubdualDamageHealRate = 500 15463 SubdualDamageHealAmount = 50 15464 End 15465 Behavior = AIUpdateInterface ModuleTag_03 15466 Turret 15467 TurretTurnRate = 0 ; turn rate, in degrees per sec 15468 NaturalTurretAngle = 0 15469 ControlledWeaponSlots = PRIMARY SECONDARY 15470 End 15471 AutoAcquireEnemiesWhenIdle = No 15472 End 15473 Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor 15474 Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor 15475 Behavior = PhysicsBehavior ModuleTag_04 15476 Mass = 15.0 15477 End 15478 15479 Behavior = SlowDeathBehavior DeathTag_04 15480 ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7 15481 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 15482 DestructionDelay = 0 15483 FX = INITIAL FX_BuggyNewDeathExplosion 15484 OCL = FINAL OCL_CombatBikeAirDeathStart 15485 End 15486 Behavior = SlowDeathBehavior DeathTag_05 15487 RequiredStatus = STATUS_RIDER1 15488 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 15489 DestructionDelay = 0 15490 FX = INITIAL FX_BuggyNewDeathExplosion 15491 OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart 15492 OCL = FINAL OCL_CombatBikeAirDeathStart 15493 End 15494 Behavior = SlowDeathBehavior DeathTag_06 15495 RequiredStatus = STATUS_RIDER2 15496 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 15497 DestructionDelay = 0 15498 FX = INITIAL FX_BuggyNewDeathExplosion 15499 OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart 15500 OCL = FINAL OCL_CombatBikeAirDeathStart 15501 End 15502 Behavior = SlowDeathBehavior DeathTag_07 15503 RequiredStatus = STATUS_RIDER3 15504 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 15505 DestructionDelay = 0 15506 FX = INITIAL FX_BuggyNewDeathExplosion 15507 OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart 15508 OCL = FINAL OCL_CombatBikeAirDeathStart 15509 End 15510 Behavior = SlowDeathBehavior DeathTag_08 15511 RequiredStatus = STATUS_RIDER4 15512 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 15513 DestructionDelay = 0 15514 FX = INITIAL FX_BuggyNewDeathExplosion 15515 OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart 15516 OCL = FINAL OCL_CombatBikeAirDeathStart 15517 End 15518 Behavior = SlowDeathBehavior DeathTag_09 15519 RequiredStatus = STATUS_RIDER5 15520 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 15521 DestructionDelay = 0 15522 FX = INITIAL FX_BuggyNewDeathExplosion 15523 OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart 15524 OCL = FINAL OCL_CombatBikeAirDeathStart 15525 End 15526 Behavior = SlowDeathBehavior DeathTag_10 15527 RequiredStatus = STATUS_RIDER6 15528 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 15529 DestructionDelay = 0 15530 FX = INITIAL FX_BuggyNewDeathExplosion 15531 OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart 15532 OCL = FINAL OCL_CombatBikeAirDeathStart 15533 End 15534 Behavior = SlowDeathBehavior DeathTag_11 15535 RequiredStatus = STATUS_RIDER7 15536 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 15537 DestructionDelay = 0 15538 FX = INITIAL FX_BuggyNewDeathExplosion 15539 OCL = INITIAL OCL_SaboteurFlyingOffBikeDeathStart 15540 OCL = FINAL OCL_CombatBikeAirDeathStart 15541 End 15542 15543 Behavior = AutoHealBehavior ModuleTag_08 15544 HealingAmount = 2 15545 HealingDelay = 1000 ; msec 15546 TriggeredBy = Upgrade_GLAJunkRepair 15547 End 15548 15549 Behavior = WeaponSetUpgrade ModuleTag_09 15550 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 15551 End 15552 15553 ;Create the hulk after the toppling is complete (not killed until topple anim finished). 15554 Behavior = CreateObjectDie ModuleTag_10 15555 DeathTypes = NONE +TOPPLED 15556 CreationList = OCL_CombatBike_ToppledHulk 15557 End 15558 15559 Behavior = DestroyDie ModuleTag_11 15560 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED 15561 End 15562 15563 ; A crushing defeat 15564 Behavior = FXListDie ModuleTag_12 15565 DeathTypes = NONE +CRUSHED +SPLATTED 15566 DeathFX = FX_CarCrush 15567 End 15568 Behavior = CreateObjectDie ModuleTag_13 15569 DeathTypes = NONE +CRUSHED +SPLATTED 15570 CreationList = OCL_RocketBuggy_CrushEffect 15571 End 15572 Behavior = CreateCrateDie ModuleTag_14 15573 CrateData = SalvageCrateData 15574 ;CrateData = EliteTankCrateData 15575 ;CrateData = HeroicTankCrateData 15576 End 15577 15578 Behavior = TransitionDamageFX ModuleTag_15 15579 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 15580 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 15581 End 15582 15583 Behavior = RiderChangeContain ModuleTag_16 15584 ;A list of each valid rider that is allowed to ride this object. Each rider is 15585 ;assigned a modelcondition state, a weaponset flag, an object status bit, and 15586 ;a commandset override. The actual object is hidden inside the container so the 15587 ;visible rider is fluff. Also riders are deleted (not killed) when the bike is 15588 ;destroyed, so all deaths must be OCLs on the bike. 15589 Rider1 = Chem_GLAInfantryWorker RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 15590 Rider2 = Chem_GLAInfantryRebel RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 15591 Rider3 = Chem_GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 15592 Rider4 = Chem_GLAInfantryJarmenKell RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL 15593 Rider5 = Chem_GLAInfantryTerrorist RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH 15594 Rider6 = GLAInfantryHijacker RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 15595 Rider7 = GLAInfantrySaboteur RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 15596 ScuttleDelay = 1500 15597 ScuttleStatus = TOPPLED 15598 15599 ;Standard TransportContain stuff 15600 Slots = 1 15601 InitialPayload = Chem_GLAInfantryRebel 1 15602 ScatterNearbyOnExit = No 15603 HealthRegen%PerSec = 0 15604 DamagePercentToUnits = 100% ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. 15605 BurnedDeathToUnits = No ; And no Burned death. 15606 AllowInsideKindOf = INFANTRY 15607 ExitDelay = 250 15608 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 15609 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 15610 End 15611 15612 Behavior = AnimationSteeringUpdate ModuleTag_17 15613 MinTransitionTime = 300 15614 End 15615 15616 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 15617 ; RequiredStatus = STATUS_RIDER5 15618 ; DeathWeapon = SuicideBikeBomb 15619 ; StartsActive = Yes 15620 ; DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 15621 ; End 15622 15623 ; I have just pulled my ripcord, and this ain't no parachute! 15624 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 15625 RequiredStatus = STATUS_RIDER5 15626 DeathWeapon = SuicideDynamitePack 15627 StartsActive = Yes ; turned on by upgrade 15628 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 15629 End 15630 15631 Behavior = FireWeaponWhenDeadBehavior ModuleTag91 15632 RequiredStatus = STATUS_RIDER5 15633 DeathWeapon = Chem_SuicideWeaponGamma 15634 StartsActive = No 15635 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 15636 RequiresAllTriggers = Yes; 15637 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 15638 End; 15639 15640 Behavior = FireWeaponWhenDeadBehavior ModuleTag_92 15641 RequiredStatus = STATUS_RIDER5 15642 DeathWeapon = Chem_SuicideWeaponBeta 15643 StartsActive = No ; turned on by upgrade 15644 TriggeredBy = Upgrade_GLAAnthraxBeta 15645 RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is 15646 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma 15647 End 15648 15649 Behavior = FireWeaponWhenDeadBehavior ModuleTag_93 15650 RequiredStatus = STATUS_RIDER5 15651 DeathWeapon = Chem_SuicideWeapon 15652 StartsActive = No ; turned on by upgrade 15653 ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma 15654 End 15655 15656 ; Units that can gain experience can't have GrantUpgradeCreate or they crash savegames. 15657 ; Behavior = GrantUpgradeCreate ModuleTag_94 15658 ; UpgradeToGrant = Upgrade_GLAAnthraxBeta 15659 ; End 15660 ;//////////////// 15661 15662 15663 Behavior = StealthUpdate ModuleTag_19 15664 UseRiderStealth = Yes 15665 ;StealthDelay = 2000 ; msec 15666 ;StealthForbiddenConditions = ATTACKING 15667 ;InnateStealth = Yes 15668 ;OrderIdleEnemiesToAttackMeUponReveal = Yes 15669 End 15670 15671 Behavior = FlammableUpdate ModuleTag_21 15672 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15673 AflameDamageAmount = 3 ; taking this much damage... 15674 AflameDamageDelay = 500 ; this often. 15675 End 15676 15677 Geometry = BOX 15678 GeometryMajorRadius = 11.0 15679 GeometryMinorRadius = 2.5 15680 GeometryHeight = 7.5 15681 GeometryIsSmall = Yes 15682 15683 Shadow = SHADOW_VOLUME 15684 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 15685 15686 End 15687 15688 15689 ;------------------------------------------------------------------------------ 15690 Object Chem_GLAVehicleQuadCannon 15691 15692 ; *** ART Parameters *** 15693 SelectPortrait = SUQuadCannon_L 15694 ButtonImage = SUQuadCannon 15695 15696 UpgradeCameo1 = Upgrade_GLAAPBullets 15697 UpgradeCameo2 = Upgrade_GLAJunkRepair 15698 ;UpgradeCameo3 = XXX 15699 ;UpgradeCameo4 = XXX 15700 ;UpgradeCameo5 = XXX 15701 15702 Draw = W3DTankTruckDraw ModuleTag_01 15703 OkToChangeModelColor = Yes 15704 15705 ConditionState = NONE 15706 Model = UVQuadCann 15707 Turret = TURRET 15708 TurretPitch = TURRETEL 15709 WeaponFireFXBone = PRIMARY BarrelMS 15710 WeaponMuzzleFlash = PRIMARY BarrelFX 15711 WeaponRecoilBone = PRIMARY Barrel 15712 WeaponFireFXBone = SECONDARY BarrelMS 15713 WeaponMuzzleFlash = SECONDARY BarrelFX 15714 WeaponRecoilBone = SECONDARY Barrel 15715 ShowSubObject = TURRET 15716 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash 15717 End 15718 15719 ConditionState = REALLYDAMAGED 15720 Model = UVQuadCann_D 15721 Turret = TURRET 15722 TurretPitch = TURRETEL 15723 WeaponFireFXBone = PRIMARY BarrelMS 15724 WeaponMuzzleFlash = PRIMARY BarrelFX 15725 WeaponRecoilBone = PRIMARY Barrel 15726 WeaponFireFXBone = SECONDARY BarrelMS 15727 WeaponMuzzleFlash = SECONDARY BarrelFX 15728 WeaponRecoilBone = SECONDARY Barrel 15729 ShowSubObject = TURRET 15730 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 15731 End 15732 15733 ConditionState = RUBBLE 15734 Model = UVQuadCann_D 15735 Turret = TURRET 15736 TurretPitch = TURRETEL 15737 WeaponFireFXBone = PRIMARY BarrelMS 15738 WeaponMuzzleFlash = PRIMARY BarrelFX 15739 WeaponRecoilBone = PRIMARY Barrel 15740 WeaponFireFXBone = SECONDARY BarrelMS 15741 WeaponMuzzleFlash = SECONDARY BarrelFX 15742 WeaponRecoilBone = SECONDARY Barrel 15743 ShowSubObject = TURRET 15744 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 15745 End 15746 15747 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 15748 Model = UVQuadCann 15749 Turret = TURRETUP01 15750 TurretPitch = TURRETEL01 15751 WeaponFireFXBone = PRIMARY BarrelUp01MS 15752 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 15753 WeaponRecoilBone = PRIMARY BarrelUp01 15754 WeaponFireFXBone = SECONDARY BarrelUp01MS 15755 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 15756 WeaponRecoilBone = SECONDARY BarrelUp01 15757 ShowSubObject = TURRETUP01 15758 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 15759 End 15760 15761 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 15762 Model = UVQuadCann 15763 Turret = TURRETUP01 15764 TurretPitch = TURRETEL01 15765 WeaponFireFXBone = PRIMARY BarrelUp01MS 15766 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 15767 WeaponRecoilBone = PRIMARY BarrelUp01 15768 WeaponFireFXBone = SECONDARY BarrelUp01MS 15769 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 15770 WeaponRecoilBone = SECONDARY BarrelUp01 15771 ShowSubObject = TURRETUP01 15772 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 15773 End 15774 15775 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE 15776 Model = UVQuadCann 15777 Turret = TURRETUP01 15778 TurretPitch = TURRETEL01 15779 WeaponFireFXBone = PRIMARY BarrelUp01MS 15780 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 15781 WeaponRecoilBone = PRIMARY BarrelUp01 15782 WeaponFireFXBone = SECONDARY BarrelUp01MS 15783 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 15784 WeaponRecoilBone = SECONDARY BarrelUp01 15785 ShowSubObject = TURRETUP01 15786 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 15787 End 15788 15789 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 15790 Model = UVQuadCann 15791 Turret = TURRETUP02 15792 TurretPitch = TURRETEL02 15793 WeaponFireFXBone = PRIMARY BarrelUp02MS 15794 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 15795 WeaponRecoilBone = PRIMARY BarrelUp02 15796 WeaponFireFXBone = SECONDARY BarrelUp02MS 15797 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 15798 WeaponRecoilBone = SECONDARY BarrelUp02 15799 ShowSubObject = TURRETUP02 15800 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 15801 End 15802 15803 ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 15804 Model = UVQuadCann_D 15805 Turret = TURRETUP02 15806 TurretPitch = TURRETEL02 15807 WeaponFireFXBone = PRIMARY BarrelUp02MS 15808 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 15809 WeaponRecoilBone = PRIMARY BarrelUp02 15810 WeaponFireFXBone = SECONDARY BarrelUp02MS 15811 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 15812 WeaponRecoilBone = SECONDARY BarrelUp02 15813 ShowSubObject = TURRETUP02 15814 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 15815 End 15816 15817 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE 15818 Model = UVQuadCann_D 15819 Turret = TURRETUP02 15820 TurretPitch = TURRETEL02 15821 WeaponFireFXBone = PRIMARY BarrelUp02MS 15822 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 15823 WeaponRecoilBone = PRIMARY BarrelUp02 15824 WeaponFireFXBone = SECONDARY BarrelUp02MS 15825 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 15826 WeaponRecoilBone = SECONDARY BarrelUp02 15827 ShowSubObject = TURRETUP02 15828 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 15829 End 15830 15831 TrackMarks = EXTnkTrack.tga 15832 15833 TreadAnimationRate = 2.0; amount of tread texture to move per second 15834 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 15835 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 15836 15837 Dust = RocketBuggyDust 15838 DirtSpray = RocketBuggyDirtSpray 15839 15840 ; These parameters are only used if the model has a separate suspension, 15841 ; and the locomotor has HasSuspension = Yes. 15842 LeftFrontTireBone = Tire01 15843 RightFrontTireBone = Tire02 15844 TireRotationMultiplier = 0.2 ; this * speed = rotation. 15845 PowerslideRotationAddition = 0 ; This unit doesn't powerslide. 15846 End 15847 15848 ; ***DESIGN parameters *** 15849 DisplayName = OBJECT:QuadCannon 15850 Side = GLAToxinGeneral 15851 EditorSorting = VEHICLE 15852 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 15853 WeaponSet 15854 Conditions = None 15855 Weapon = PRIMARY QuadCannonGun 15856 Weapon = SECONDARY QuadCannonGunAir 15857 End 15858 WeaponSet 15859 Conditions = CRATEUPGRADE_ONE 15860 Weapon = PRIMARY QuadCannonGunUpgradeOne 15861 Weapon = SECONDARY QuadCannonGunUpgradeOneAir 15862 End 15863 WeaponSet 15864 Conditions = CRATEUPGRADE_TWO 15865 Weapon = PRIMARY QuadCannonGunUpgradeTwo 15866 Weapon = SECONDARY QuadCannonGunUpgradeTwoAir 15867 End 15868 ArmorSet 15869 Conditions = None 15870 Armor = HumveeArmor 15871 DamageFX = TankDamageFX 15872 End 15873 BuildCost = 750 15874 BuildTime = 6.0 ;in seconds 15875 VisionRange = 150 15876 ShroudClearingRange = 300 15877 Prerequisites 15878 Object = Chem_GLAArmsDealer 15879 End 15880 15881 CommandSet = GLAVehicleQuadCannon 15882 15883 ExperienceValue = 50 50 100 150 ;Experience point value at each level 15884 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 15885 IsTrainable = Yes ;Can gain experience 15886 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15887 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15888 15889 ; *** AUDIO Parameters *** 15890 VoiceSelect = QuadCannonVoiceSelect 15891 VoiceMove = QuadCannonVoiceMove 15892 VoiceAttack = QuadCannonVoiceAttack 15893 VoiceAttackAir = QuadCannonVoiceAttackAir 15894 SoundMoveStart = QuadCannonMoveStart 15895 SoundMoveStartDamaged = QuadCannonMoveStart 15896 VoiceGuard = QuadCannonVoiceMove 15897 UnitSpecificSounds 15898 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 15899 VoiceCreate = QuadCannonVoiceCreate 15900 TurretMoveStart = NoSound 15901 TurretMoveLoop = TurretMoveLoop 15902 ; Required for the W3DTruckDraw module 15903 TruckLandingSound = NoSound 15904 TruckPowerslideSound = NoSound 15905 VoiceSalvage = QuadCannonVoiceSalvage 15906 VoiceCrush = QuadCannonVoiceCrush 15907 VoiceEnter = QuadCannonVoiceMove 15908 End 15909 15910 15911 ; *** ENGINEERING Parameters *** 15912 RadarPriority = UNIT 15913 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE 15914 15915 Body = ActiveBody ModuleTag_02 15916 MaxHealth = 300.0 15917 InitialHealth = 300.0 15918 15919 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15920 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15921 SubdualDamageCap = 440 15922 SubdualDamageHealRate = 500 15923 SubdualDamageHealAmount = 50 15924 End 15925 15926 Behavior = AIUpdateInterface ModuleTag_03 15927 Turret 15928 TurretTurnRate = 360 15929 TurretPitchRate = 360 15930 AllowsPitch = Yes 15931 ControlledWeaponSlots = PRIMARY SECONDARY 15932 End 15933 AutoAcquireEnemiesWhenIdle = Yes Stealthed 15934 MoodAttackCheckRate = 250 15935 End 15936 15937 Locomotor = SET_NORMAL QuadCannonLocomotor 15938 15939 Behavior = PhysicsBehavior ModuleTag_04 15940 Mass = 40.0 15941 End 15942 15943 ; Catch fire, and explode death 15944 Behavior = SlowDeathBehavior ModuleTag_05 15945 DeathTypes = ALL -CRUSHED -SPLATTED 15946 ProbabilityModifier = 411 15947 DestructionDelay = 150 15948 DestructionDelayVariance = 250 15949 OCL = FINAL OCL_QuadCannonDeathEffect 15950 FX = FINAL FX_BattleMasterExplosionOneFinal 15951 End 15952 15953 Behavior = AutoHealBehavior ModuleTag_06 15954 HealingAmount = 2 15955 HealingDelay = 1000 ; msec 15956 TriggeredBy = Upgrade_GLAJunkRepair 15957 End 15958 15959 Behavior = FlammableUpdate ModuleTag_08 15960 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15961 AflameDamageAmount = 3 ; taking this much damage... 15962 AflameDamageDelay = 500 ; this often. 15963 End 15964 15965 Behavior = TransitionDamageFX ModuleTag_09 15966 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 15967 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 15968 End 15969 15970 15971 ; A crushing defeat 15972 Behavior = FXListDie ModuleTag_10 15973 DeathTypes = NONE +CRUSHED +SPLATTED 15974 DeathFX = FX_CarCrush 15975 End 15976 15977 Behavior = CreateCrateDie ModuleTag_11 15978 CrateData = SalvageCrateData 15979 ;CrateData = EliteTankCrateData 15980 ;CrateData = HeroicTankCrateData 15981 End 15982 15983 Behavior = WeaponBonusUpgrade ModuleTag_12 15984 TriggeredBy = Upgrade_GLAAPBullets 15985 End 15986 15987 Behavior = DestroyDie ModuleTag_13 15988 DeathTypes = NONE +CRUSHED +SPLATTED 15989 End 15990 15991 Geometry = BOX 15992 GeometryMajorRadius = 18.0 15993 GeometryMinorRadius = 7.0 15994 GeometryHeight = 11.5 15995 GeometryIsSmall = No 15996 Shadow = SHADOW_VOLUME 15997 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 15998 15999 End 16000 16001 ;------------------------------------------------------------------------------ 16002 Object Chem_GLAVehicleToxinTruck 16003 16004 ; *** ART Parameters *** 16005 SelectPortrait = SUToxinTractor_L 16006 ButtonImage = SUToxinTractor 16007 16008 UpgradeCameo1 = Chem_Upgrade_GLAAnthraxGamma 16009 UpgradeCameo2 = Upgrade_GLAJunkRepair 16010 ;UpgradeCameo3 = NONE 16011 ;UpgradeCameo4 = NONE 16012 ;UpgradeCameo5 = NONE 16013 16014 Draw = W3DTruckDraw ModuleTag_01 16015 OkToChangeModelColor = Yes 16016 16017 DefaultConditionState 16018 Model = UVToxinTrk 16019 Turret = Turret 16020 TurretPitch = TurretEL 16021 ShowSubObject = Turret 16022 HideSubObject = TurretUP01 TurretUP02 16023 WeaponFireFXBone = PRIMARY WeaponA 16024 WeaponLaunchBone = PRIMARY WeaponA 16025 WeaponFireFXBone = SECONDARY Spigot 16026 WeaponLaunchBone = SECONDARY Spigot 16027 End 16028 AliasConditionState WEAPONSET_PLAYER_UPGRADE 16029 16030 ConditionState = USING_WEAPON_B 16031 Model = UVToxinTrk 16032 ParticleSysBone = none AnthraxPuddleContinuous 16033 END 16034 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE 16035 Model = UVToxinTrk 16036 ParticleSysBone = none AnthraxGammaPuddleContinuous 16037 END 16038 16039 ConditionState = REALLYDAMAGED 16040 Model = UVToxinTrk_D 16041 End 16042 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 16043 AliasConditionState RUBBLE 16044 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE 16045 16046 ConditionState = USING_WEAPON_B REALLYDAMAGED 16047 Model = UVToxinTrk_D 16048 ParticleSysBone = none AnthraxPuddleContinuous 16049 END 16050 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 16051 Model = UVToxinTrk_D 16052 ParticleSysBone = none AnthraxGammaPuddleContinuous 16053 END 16054 16055 ; -------------- Turret change #1 16056 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 16057 Turret = TurretUP01 16058 TurretPitch = TurretEL01 16059 ShowSubObject = TurretUP01 16060 HideSubObject = Turret TurretUP02 16061 WeaponFireFXBone = PRIMARY WeaponB 16062 WeaponLaunchBone = PRIMARY WeaponB 16063 End 16064 AliasConditionState WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 16065 16066 ConditionState = USING_WEAPON_B WEAPONSET_CRATEUPGRADE_ONE 16067 Turret = TurretUP01 16068 TurretPitch = TurretEL01 16069 ShowSubObject = TurretUP01 16070 HideSubObject = Turret TurretUP02 16071 WeaponFireFXBone = PRIMARY WeaponB 16072 WeaponLaunchBone = PRIMARY WeaponB 16073 ParticleSysBone = none AnthraxPuddleContinuous 16074 END 16075 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 16076 Turret = TurretUP01 16077 TurretPitch = TurretEL01 16078 ShowSubObject = TurretUP01 16079 HideSubObject = Turret TurretUP02 16080 WeaponFireFXBone = PRIMARY WeaponB 16081 WeaponLaunchBone = PRIMARY WeaponB 16082 ParticleSysBone = none AnthraxGammaPuddleContinuous 16083 END 16084 16085 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 16086 Model = UVToxinTrk_D 16087 Turret = TurretUP01 16088 TurretPitch = TurretEL01 16089 ShowSubObject = TurretUP01 16090 HideSubObject = Turret TurretUP02 16091 WeaponFireFXBone = PRIMARY WeaponB 16092 WeaponLaunchBone = PRIMARY WeaponB 16093 End 16094 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 16095 AliasConditionState RUBBLE WEAPONSET_CRATEUPGRADE_ONE 16096 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_ONE 16097 16098 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 16099 Model = UVToxinTrk_D 16100 Turret = TurretUP01 16101 TurretPitch = TurretEL01 16102 ShowSubObject = TurretUP01 16103 HideSubObject = Turret TurretUP02 16104 WeaponFireFXBone = PRIMARY WeaponB 16105 WeaponLaunchBone = PRIMARY WeaponB 16106 ParticleSysBone = none AnthraxPuddleContinuous 16107 END 16108 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 16109 Model = UVToxinTrk_D 16110 Turret = TurretUP01 16111 TurretPitch = TurretEL01 16112 ShowSubObject = TurretUP01 16113 HideSubObject = Turret TurretUP02 16114 WeaponFireFXBone = PRIMARY WeaponB 16115 WeaponLaunchBone = PRIMARY WeaponB 16116 ParticleSysBone = none AnthraxGammaPuddleContinuous 16117 END 16118 16119 ; -------------- Turret change #2 16120 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 16121 Turret = TurretUP02 16122 TurretPitch = TurretEL02 16123 ShowSubObject = TurretUP02 16124 HideSubObject = TurretUP01 Turret 16125 WeaponFireFXBone = PRIMARY WeaponC 16126 WeaponLaunchBone = PRIMARY WeaponC 16127 End 16128 AliasConditionState WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 16129 16130 ConditionState = USING_WEAPON_B WEAPONSET_CRATEUPGRADE_TWO 16131 Turret = TurretUP02 16132 TurretPitch = TurretEL02 16133 ShowSubObject = TurretUP02 16134 HideSubObject = TurretUP01 Turret 16135 WeaponFireFXBone = PRIMARY WeaponC 16136 WeaponLaunchBone = PRIMARY WeaponC 16137 ParticleSysBone = none AnthraxPuddleContinuous 16138 END 16139 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 16140 Turret = TurretUP02 16141 TurretPitch = TurretEL02 16142 ShowSubObject = TurretUP02 16143 HideSubObject = TurretUP01 Turret 16144 WeaponFireFXBone = PRIMARY WeaponC 16145 WeaponLaunchBone = PRIMARY WeaponC 16146 ParticleSysBone = none AnthraxGammaPuddleContinuous 16147 END 16148 16149 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 16150 Model = UVToxinTrk_D 16151 Turret = TurretUP02 16152 TurretPitch = TurretEL02 16153 ShowSubObject = TurretUP02 16154 HideSubObject = TurretUP01 Turret 16155 WeaponFireFXBone = PRIMARY WeaponC 16156 WeaponLaunchBone = PRIMARY WeaponC 16157 End 16158 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 16159 AliasConditionState RUBBLE WEAPONSET_CRATEUPGRADE_TWO 16160 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_TWO 16161 16162 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 16163 Model = UVToxinTrk_D 16164 Turret = TurretUP02 16165 TurretPitch = TurretEL02 16166 ShowSubObject = TurretUP02 16167 HideSubObject = TurretUP01 Turret 16168 WeaponFireFXBone = PRIMARY WeaponC 16169 WeaponLaunchBone = PRIMARY WeaponC 16170 ParticleSysBone = none AnthraxPuddleContinuous 16171 END 16172 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 16173 Model = UVToxinTrk_D 16174 Turret = TurretUP02 16175 TurretPitch = TurretEL02 16176 ShowSubObject = TurretUP02 16177 HideSubObject = TurretUP01 Turret 16178 WeaponFireFXBone = PRIMARY WeaponC 16179 WeaponLaunchBone = PRIMARY WeaponC 16180 ParticleSysBone = none AnthraxGammaPuddleContinuous 16181 END 16182 16183 TrackMarks = EXTireTrack.tga 16184 LeftFrontTireBone = Tire01 16185 RightFrontTireBone = Tire02 16186 LeftRearTireBone = Tire03 16187 RightRearTireBone = Tire04 16188 16189 TireRotationMultiplier = 0.2 ; this * speed = rotation. 16190 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 16191 16192 Dust = RocketBuggyDust 16193 DirtSpray = RocketBuggyDirtSpray 16194 16195 End 16196 16197 ; ***DESIGN parameters *** 16198 DisplayName = OBJECT:ToxinTruck 16199 Side = GLAToxinGeneral 16200 EditorSorting = VEHICLE 16201 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16202 WeaponSet 16203 Conditions = None 16204 Weapon = PRIMARY ToxinTruckGunUpgraded 16205 Weapon = SECONDARY ToxinTruckSprayerUpgraded 16206 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 16207 AutoChooseSources = SECONDARY NONE ;Special attack only 16208 End 16209 WeaponSet 16210 Conditions = PLAYER_UPGRADE 16211 Weapon = PRIMARY Chem_ToxinTruckGunGamma 16212 Weapon = SECONDARY Chem_ToxinTruckSprayerGamma 16213 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 16214 AutoChooseSources = SECONDARY NONE ;Special attack only 16215 End 16216 WeaponSet 16217 Conditions = CRATEUPGRADE_ONE 16218 Weapon = PRIMARY ToxinTruckGunUpgradedPlusOne 16219 Weapon = SECONDARY ToxinTruckSprayerUpgradedPlusOne 16220 AutoChooseSources = SECONDARY NONE ;Special attack only 16221 End 16222 WeaponSet 16223 Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE 16224 Weapon = PRIMARY Chem_ToxinTruckGunGammaPlusOne 16225 Weapon = SECONDARY Chem_ToxinTruckSprayerGammaPlusOne 16226 AutoChooseSources = SECONDARY NONE ;Special attack only 16227 End 16228 WeaponSet 16229 Conditions = CRATEUPGRADE_TWO 16230 Weapon = PRIMARY ToxinTruckGunUpgradedPlusTwo 16231 Weapon = SECONDARY ToxinTruckSprayerUpgradedPlusTwo 16232 AutoChooseSources = SECONDARY NONE ;Special attack only 16233 End 16234 WeaponSet 16235 Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE 16236 Weapon = PRIMARY Chem_ToxinTruckGunGammaPlusTwo 16237 Weapon = SECONDARY Chem_ToxinTruckSprayerGammaPlusTwo 16238 AutoChooseSources = SECONDARY NONE ;Special attack only 16239 End 16240 16241 ArmorSet 16242 Conditions = None 16243 Armor = ToxinTruckArmor 16244 DamageFX = TruckDamageFX 16245 End 16246 BuildCost = 650 16247 BuildTime = 5.0 ;in seconds 16248 VisionRange = 100 16249 ShroudClearingRange = 200 16250 Prerequisites 16251 Object = Chem_GLAArmsDealer 16252 End 16253 16254 ExperienceValue = 50 50 100 150 ;Experience point value at each level 16255 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 16256 IsTrainable = Yes ;Can gain experience 16257 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16258 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16259 CommandSet = GLAVehicleToxinTruckCommandSet 16260 16261 ; *** AUDIO Parameters *** 16262 VoiceSelect = ToxinTractorVoiceSelect 16263 VoiceMove = ToxinTractorVoiceMove 16264 VoiceGuard = ToxinTractorVoiceMove 16265 VoiceAttack = ToxinTractorVoiceAttack 16266 SoundMoveStart = ToxinTractorMoveStart 16267 SoundMoveStartDamaged = ToxinTractorMoveStart 16268 16269 UnitSpecificSounds 16270 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16271 VoiceCreate = ToxinTractorVoiceCreate 16272 TurretMoveStart = NoSound 16273 TurretMoveLoop = TurretMoveLoop 16274 TruckLandingSound = NoSound 16275 TruckPowerslideSound = NoSound 16276 VoiceCrush = ToxinTractorVoiceCrush 16277 VoiceEnter = ToxinTractorVoiceMove 16278 VoicePoisonLocation = ToxinTractorVoiceAttackContam 16279 16280 End 16281 16282 ; *** ENGINEERING Parameters *** 16283 RadarPriority = UNIT 16284 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 16285 16286 Body = ActiveBody ModuleTag_02 16287 MaxHealth = 240.0 16288 InitialHealth = 240.0 16289 16290 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16291 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16292 SubdualDamageCap = 480 16293 SubdualDamageHealRate = 500 16294 SubdualDamageHealAmount = 50 16295 End 16296 16297 Behavior = AIUpdateInterface ModuleTag_03 16298 AutoAcquireEnemiesWhenIdle = Yes 16299 Turret 16300 TurretTurnRate = 180 16301 TurretPitchRate = 180 16302 AllowsPitch = Yes 16303 MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 16304 TurretFireAngleSweep = PRIMARY 8 16305 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn 16306 ControlledWeaponSlots = PRIMARY 16307 End 16308 End 16309 Locomotor = SET_NORMAL ToxinTruckLocomotor 16310 Behavior = PhysicsBehavior ModuleTag_04 16311 Mass = 50.0 16312 End 16313 16314 Behavior = SlowDeathBehavior ModuleTag_05 16315 DeathTypes = ALL -CRUSHED -SPLATTED 16316 ProbabilityModifier = 5 16317 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 16318 DestructionDelay = 0 16319 DestructionDelayVariance = 200 16320 FX = INITIAL FX_ToxinTractorDie 16321 OCL = INITIAL OCL_ToxinTractorDeathEffect 16322 FX = FINAL FX_ToxinTruckExplosionOneFinal 16323 End 16324 Behavior = InstantDeathBehavior ModuleTag_06 16325 DeathTypes = NONE +CRUSHED +SPLATTED 16326 FX = FX_CarCrush 16327 OCL = OCL_CrusaderTank_CrushEffect 16328 End 16329 16330 Behavior = CreateCrateDie ModuleTag_07 16331 CrateData = SalvageCrateData 16332 ;CrateData = EliteTankCrateData 16333 ;CrateData = HeroicTankCrateData 16334 End 16335 16336 Behavior = WeaponSetUpgrade ModuleTag_08 16337 ; the Toxin Tractor gets this upgrade if we either buy the upgrade, 16338 ; or if it gets HEROIC status 16339 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_Veterancy_HEROIC 16340 End 16341 16342 Behavior = TransitionDamageFX ModuleTag_11 16343 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 16344 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 16345 End 16346 16347 Behavior = AutoHealBehavior ModuleTag_12 16348 HealingAmount = 2 16349 HealingDelay = 1000 ; msec 16350 TriggeredBy = Upgrade_GLAJunkRepair 16351 End 16352 16353 Behavior = FlammableUpdate ModuleTag_21 16354 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16355 AflameDamageAmount = 3 ; taking this much damage... 16356 AflameDamageDelay = 500 ; this often. 16357 End 16358 16359 Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_13 16360 WeaponSlot = SECONDARY 16361 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma Upgrade_Veterancy_HEROIC 16362 OCL = OCL_PoisonFieldUpgradedMedium 16363 MinShotsToCreateOCL = 4 16364 OCLLifetimePerSecond = 10000 16365 OCLLifetimeMaxCap = 180000 16366 End 16367 Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_14 16368 WeaponSlot = SECONDARY 16369 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_Veterancy_HEROIC 16370 OCL = OCL_PoisonFieldGammaMedium 16371 MinShotsToCreateOCL = 4 16372 OCLLifetimePerSecond = 10000 16373 OCLLifetimeMaxCap = 180000 16374 End 16375 16376 Behavior = FireWeaponWhenDeadBehavior ModuleTag_15 ;These two make the right damage field at death 16377 DeathWeapon = ToxinShellWeapon 16378 StartsActive = Yes 16379 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma 16380 End 16381 Behavior = FireWeaponWhenDeadBehavior ModuleTag_16 16382 DeathWeapon = Chem_ToxinShellWeaponGamma 16383 StartsActive = No 16384 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 16385 End 16386 16387 Geometry = BOX 16388 GeometryMajorRadius = 13.0 16389 GeometryMinorRadius = 9.0 16390 GeometryHeight = 10.0 ; set to make the projectile stream look right 16391 GeometryIsSmall = Yes 16392 Shadow = SHADOW_VOLUME 16393 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16394 16395 End 16396 16397 16398 16399 16400 16401 16402 ;------------------------------------------------------------------------------ 16403 Object Chem_GLAVehicleBombTruck 16404 16405 ; *** ART Parameters *** 16406 SelectPortrait = SUBombTruck_L 16407 ButtonImage = SUBombTruck 16408 16409 UpgradeCameo1 = Upgrade_GLABombTruckBioBomb 16410 UpgradeCameo2 = Upgrade_GLAJunkRepair 16411 ;UpgradeCameo3 = NONE 16412 ;UpgradeCameo4 = NONE 16413 ;UpgradeCameo5 = NONE 16414 16415 16416 Draw = W3DTruckDraw ModuleTag_01 16417 OkToChangeModelColor = Yes 16418 TrackMarks = EXTireTrack.tga 16419 16420 DefaultConditionState 16421 Model = UVBMBTRUK 16422 Animation = UVBMBTRUK.UVBMBTRUK 16423 AnimationMode = LOOP 16424 16425 ;Display the default bombload -- and the upgrades will handle the rest! 16426 HideSubObject = Bombload02 Bombload03 Bombload04 16427 End 16428 16429 ConditionState = REALLYDAMAGED 16430 Model = UVBMBTRUK_D 16431 Animation = UVBMBTRUK_D.UVBMBTRUK_D 16432 AnimationMode = LOOP 16433 End 16434 16435 ConditionState = RUBBLE 16436 Model = UVBMBTRUK_D 16437 End 16438 16439 LeftFrontTireBone = Tire01 16440 RightFrontTireBone = Tire02 16441 MidLeftFrontTireBone = Tire03 16442 MidRightFrontTireBone = Tire04 16443 LeftRearTireBone = Tire05 16444 RightRearTireBone = Tire06 16445 TireRotationMultiplier = 0.2 ; this * speed = rotation. 16446 16447 Dust = RocketBuggyDust 16448 DirtSpray = RocketBuggyDirtSpray 16449 PowerslideSpray = RocketBuggyDirtPowerSlide 16450 16451 End 16452 16453 ; ***DESIGN parameters *** 16454 DisplayName = OBJECT:BombTruck 16455 Side = GLAToxinGeneral 16456 EditorSorting = VEHICLE 16457 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16458 WeaponSet 16459 Conditions = None 16460 Weapon = PRIMARY SuicideWeapon 16461 End 16462 ArmorSet 16463 Conditions = None 16464 Armor = TruckArmor 16465 DamageFX = TruckDamageFX 16466 End 16467 BuildCost = 1200 16468 BuildTime = 15.0 ;in seconds 16469 VisionRange = 150 ; Used in attack move targeting 16470 ShroudClearingRange = 200 16471 Prerequisites 16472 Object = Chem_GLAArmsDealer 16473 Object = Chem_GLAPalace 16474 End 16475 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16476 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16477 CommandSet = Chem_GLAVehicleBombTruckCommandSet 16478 16479 ; *** AUDIO Parameters *** 16480 VoiceSelect = BombTruckVoiceSelect 16481 VoiceMove = BombTruckVoiceMove 16482 VoiceGuard = BombTruckVoiceMove 16483 VoiceAttack = BombTruckVoiceAttack 16484 SoundMoveStart = BombTruckMoveStart 16485 SoundMoveStartDamaged = BombTruckMoveStart 16486 UnitSpecificSounds 16487 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16488 VoiceCreate = BombTruckVoiceCreate 16489 TurretMoveStart = NoSound 16490 TurretMoveLoop = NoSound 16491 TruckLandingSound = RocketBuggyLand 16492 TruckPowerslideSound = NoSound 16493 DisguiseStarted = BombTruckDisguiseStarted 16494 DisguiseRevealedSuccess = BombTruckDisguiseRevealedSuccess 16495 DisguiseRevealedFailure = BombTruckDisguiseRevealedFailure 16496 VoiceEnter = BombTruckVoiceMove 16497 End 16498 16499 ; *** ENGINEERING Parameters *** 16500 RadarPriority = UNIT 16501 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE DISGUISER CANNOT_RETALIATE 16502 16503 Body = ActiveBody ModuleTag_02 16504 MaxHealth = 220.0 16505 InitialHealth = 220.0 16506 16507 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16508 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16509 SubdualDamageCap = 440 16510 SubdualDamageHealRate = 500 16511 SubdualDamageHealAmount = 50 16512 End 16513 16514 ExperienceValue = 50 50 50 50 ; Experience point value at each level 16515 IsTrainable = No 16516 16517 ;Kris: Um, bomb trucks don't gain experience. 16518 ;Behavior = VeterancyGainCreate ModuleTag_03 16519 ; StartingLevel = VETERAN 16520 ;End 16521 16522 Behavior = AIUpdateInterface ModuleTag_04 16523 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS 16524 End 16525 Locomotor = SET_NORMAL BombTruckLocomotor 16526 16527 Behavior = PhysicsBehavior ModuleTag_05 16528 Mass = 40.0 16529 End 16530 16531 Behavior = AutoHealBehavior ModuleTag_06 16532 HealingAmount = 2 16533 HealingDelay = 1000 ; msec 16534 TriggeredBy = Upgrade_GLAJunkRepair 16535 End 16536 16537 Behavior = ProductionUpdate ModuleTag_07 16538 ; nothing 16539 End 16540 16541 Behavior = SlowDeathBehavior ModuleTag_08 16542 DeathTypes = ALL -CRUSHED -SPLATTED 16543 ProbabilityModifier = 5 16544 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 16545 DestructionDelay = 0 16546 DestructionDelayVariance = 200 16547 FX = FINAL FX_BuggyNewDeathExplosion 16548 OCL = FINAL OCL_BombTruckDeathEffect 16549 End 16550 16551 ;Behavior = DestroyDie 16552 ;nothing 16553 ;End 16554 16555 16556 ;************************************************************************************************ 16557 ;* WHICH BOMB DO WE USE??? 16558 ;* The complicated part is the part where we have 6 possible effect explosions based on 16559 ;* all the possible upgrade combinations. Note that bio weapons don't inflict damage through 16560 ;* the explosion. 16561 ;* 16562 ;* DAMAGE COMBINATIONS (NO EFFECTS): 16563 ;* 1) Normal 16564 ;* 16565 ;* EFFECT COMBINATIONS (NO DAMAGE): 16566 ;* 1) Normal (no upgrades) 16567 ;* 2) Anthrax (bio-bomb upgrade) 16568 ;* 3) Anthrax (bio-bomb and Anthrax gamma upgrade) 16569 ;************************************************************************************************ 16570 16571 ;************************************************************************************************ 16572 ;* EXCLUSIVE DAMAGE POSSIBILITY 1 -- Normal explosion (can't have high-explosive upgrade) 16573 ;************************************************************************************************ 16574 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 16575 DeathWeapon = BombTruckDefaultBombDamage 16576 StartsActive = Yes 16577 End 16578 16579 ;************************************************************************************************ 16580 ;* EXCLUSIVE EFFECT COMBINATION 1 - Regular explosion (no upgrades) 16581 ;************************************************************************************************ 16582 Behavior = FireWeaponWhenDeadBehavior ModuleTag_11 16583 DeathWeapon = BombTruckDefaultBombEffect 16584 StartsActive = Yes ; turned on by upgrade 16585 ConflictsWith = Upgrade_GLABombTruckBioBomb 16586 End 16587 16588 ;************************************************************************************************ 16589 ;* EXCLUSIVE EFFECT COMBINATION 2 - Bio explosion 16590 ;* Requires: Anthrax upgrade 16591 ;* Can't have: Anthrax upgrade, high explosive upgrade 16592 ;************************************************************************************************ 16593 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 16594 DeathWeapon = BombTruckAnthraxBombEffect 16595 StartsActive = No ; turned on by upgrade 16596 TriggeredBy = Upgrade_GLABombTruckBioBomb 16597 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma 16598 End 16599 16600 ;************************************************************************************************ 16601 ;* EXCLUSIVE EFFECT COMBINATION 3 - Anthrax Gamma explosion 16602 ;* Requires: Bio upgrade and Anthrax Gamma upgrade 16603 ;************************************************************************************************ 16604 Behavior = FireWeaponWhenDeadBehavior ModuleTag_13 16605 DeathWeapon = BombTruckAnthraxGammaBombEffect 16606 StartsActive = No ; turned on by upgrade 16607 TriggeredBy = Upgrade_GLABombTruckBioBomb Chem_Upgrade_GLAAnthraxGamma 16608 RequiresAllTriggers = Yes 16609 End 16610 16611 ;------------------------------------------------------------------- 16612 ; Now we get to display the payload based on upgrades!!! 16613 ;------------------------------------------------------------------- 16614 Behavior = SubObjectsUpgrade ModuleTag_17 16615 ;*** Bio bomb load *** 16616 TriggeredBy = Upgrade_GLABombTruckBioBomb 16617 ShowSubObjects = Bombload02 16618 HideSubObjects = Bombload01 Bombload03 Bombload04 16619 End 16620 ;------------------------------------------------------------------- 16621 16622 Behavior = SpecialAbility ModuleTag_20 16623 SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle 16624 UpdateModuleStartsAttack = Yes 16625 InitiateSound = BombTruckVoiceDisguise 16626 End 16627 Behavior = SpecialAbilityUpdate ModuleTag_21 16628 SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle 16629 StartAbilityRange = 1000000.0 16630 ApproachRequiresLOS = No 16631 End 16632 16633 Behavior = StealthUpdate ModuleTag_22 16634 StealthDelay = 1 16635 DisguisesAsTeam = Yes 16636 RevealDistanceFromTarget = 100.0f 16637 OrderIdleEnemiesToAttackMeUponReveal = Yes 16638 DisguiseFX = FX_BombTruckDisguise 16639 DisguiseRevealFX = FX_BombTruckDisguiseReveal 16640 InnateStealth = Yes 16641 DisguiseTransitionTime = 2000 16642 DisguiseRevealTransitionTime = 1000 16643 End 16644 16645 ; A crushing defeat 16646 Behavior = FXListDie ModuleTag_23 16647 DeathTypes = NONE +CRUSHED +SPLATTED 16648 DeathFX = FX_CarCrush 16649 End 16650 Behavior = CreateObjectDie ModuleTag_24 16651 DeathTypes = NONE +CRUSHED +SPLATTED 16652 CreationList = OCL_CrusaderTank_CrushEffect 16653 End 16654 Behavior = CreateCrateDie ModuleTag_25 16655 CrateData = SalvageCrateData 16656 ;CrateData = EliteTankCrateData 16657 ;CrateData = HeroicTankCrateData 16658 End 16659 16660 Behavior = TransitionDamageFX ModuleTag_26 16661 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 16662 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 16663 End 16664 16665 Behavior = FlammableUpdate ModuleTag_28 16666 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16667 AflameDamageAmount = 3 ; taking this much damage... 16668 AflameDamageDelay = 500 ; this often. 16669 End 16670 16671 Behavior = DestroyDie ModuleTag_29 16672 DeathTypes = NONE +CRUSHED +SPLATTED 16673 End 16674 16675 Geometry = BOX 16676 GeometryMajorRadius = 19.0 16677 GeometryMinorRadius = 8.0 16678 GeometryHeight = 11.5 16679 GeometryIsSmall = No 16680 Shadow = SHADOW_VOLUME 16681 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16682 16683 End 16684 16685 ;------------------------------------------------------------------------------ 16686 Object Chem_GLAVehicleScudLauncher 16687 16688 ; *** ART Parameters *** 16689 SelectPortrait = SUScudLauncher_L 16690 ButtonImage = SUScudLauncher 16691 16692 UpgradeCameo1 = Upgrade_GLAJunkRepair 16693 UpgradeCameo2 = Upgrade_GLAAnthraxBeta 16694 ;UpgradeCameo3 = NONE 16695 ;UpgradeCameo4 = NONE 16696 ;UpgradeCameo5 = NONE 16697 16698 Draw = W3DTruckDraw ModuleTag_01 16699 OkToChangeModelColor = Yes 16700 16701 ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 16702 16703 DefaultConditionState 16704 Model = UVScudLchr 16705 Turret = TURRET 16706 TurretPitch = TURRETEL 16707 ShowSubObject = TURRET 16708 HideSubObject = TURRETUP01 TURRETUP02 16709 WeaponLaunchBone = PRIMARY WeaponA 16710 WeaponLaunchBone = SECONDARY WeaponA 16711 End 16712 16713 ConditionState = REALLYDAMAGED 16714 Model = UVScudLchr_d 16715 End 16716 AliasConditionState = RUBBLE 16717 16718 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 16719 Model = UVScudLchr 16720 Turret = TURRETUP01 16721 TurretPitch = TURRETEL01 16722 ShowSubObject = TURRETUP01 16723 HideSubObject = TURRET TURRETUP02 16724 WeaponLaunchBone = PRIMARY WeaponB 16725 WeaponLaunchBone = SECONDARY WeaponB 16726 End 16727 16728 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 16729 Model = UVScudLchr_d 16730 Turret = TURRETUP01 16731 TurretPitch = TURRETEL01 16732 ShowSubObject = TURRETUP01 16733 HideSubObject = TURRET TURRETUP02 16734 WeaponLaunchBone = PRIMARY WeaponB 16735 WeaponLaunchBone = SECONDARY WeaponB 16736 End 16737 16738 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 16739 Model = UVScudLchr 16740 Turret = TURRETUP02 16741 TurretPitch = TURRETEL02 16742 ShowSubObject = TURRETUP02 16743 HideSubObject = TURRET TURRETUP01 16744 WeaponLaunchBone = PRIMARY WeaponC 16745 WeaponLaunchBone = SECONDARY WeaponC 16746 End 16747 16748 ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 16749 Model = UVScudLchr_d 16750 Turret = TURRETUP02 16751 TurretPitch = TURRETEL02 16752 ShowSubObject = TURRETUP02 16753 HideSubObject = TURRET TURRETUP01 16754 WeaponLaunchBone = PRIMARY WeaponC 16755 WeaponLaunchBone = SECONDARY WeaponC 16756 End 16757 16758 TrackMarks = EXTireTrack.tga 16759 16760 Dust = ScudLauncherDust 16761 DirtSpray = RocketBuggyDirtSpray 16762 PowerslideSpray = RocketBuggyDirtPowerSlide 16763 16764 ; These parameters are only used if the model has a separate suspension, 16765 ; and the locomotor has HasSuspension = Yes. 16766 LeftFrontTireBone = Tire01 16767 RightFrontTireBone = Tire05 16768 LeftRearTireBone = Tire04 16769 RightRearTireBone = Tire08 16770 MidLeftFrontTireBone = Tire02 16771 MidRightFrontTireBone = Tire06 16772 MidLeftRearTireBone = Tire03 16773 MidRightRearTireBone = Tire07 16774 16775 TireRotationMultiplier = 0.2 ; this * speed = rotation. 16776 ;PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. 16777 16778 End 16779 16780 16781 ; ***DESIGN parameters *** 16782 16783 DisplayName = OBJECT:ScudLauncher 16784 Side = GLAToxinGeneral 16785 EditorSorting = VEHICLE 16786 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16787 WeaponSet 16788 Conditions = None 16789 Weapon = PRIMARY SCUDLauncherGunAnthrax 16790 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI 16791 End 16792 WeaponSet 16793 Conditions = PLAYER_UPGRADE 16794 Weapon = PRIMARY Chem_SCUDLauncherGunAnthraxGamma 16795 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI 16796 End 16797 WeaponSet 16798 Conditions = CRATEUPGRADE_ONE 16799 Weapon = PRIMARY SCUDLauncherGunAnthraxPlusOne 16800 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI 16801 End 16802 WeaponSet 16803 Conditions = PLAYER_UPGRADE CRATEUPGRADE_ONE 16804 Weapon = PRIMARY Chem_SCUDLauncherGunAnthraxGammaPlusOne 16805 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI 16806 End 16807 WeaponSet 16808 Conditions = CRATEUPGRADE_TWO 16809 Weapon = PRIMARY SCUDLauncherGunAnthraxPlusTwo 16810 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI 16811 End 16812 WeaponSet 16813 Conditions = PLAYER_UPGRADE CRATEUPGRADE_TWO 16814 Weapon = PRIMARY Chem_SCUDLauncherGunAnthraxGammaPlusTwo 16815 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI 16816 End 16817 ArmorSet 16818 Conditions = None 16819 Armor = TruckArmor 16820 DamageFX = TankDamageFX 16821 End 16822 BuildCost = 1200 16823 BuildTime = 15.0 ;in seconds 16824 VisionRange = 180 16825 ShroudClearingRange = 300 16826 Prerequisites 16827 Object = Chem_GLAArmsDealer 16828 Object = Chem_GLAPalace 16829 Science = SCIENCE_ScudLauncher 16830 End 16831 16832 ExperienceValue = 50 50 100 150 ;Experience point value at each level 16833 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 16834 IsTrainable = Yes ;Can gain experience 16835 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16836 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16837 CommandSet = Chem_GLAVehicleScudLauncherCommandSet 16838 16839 ; *** AUDIO Parameters *** 16840 VoiceSelect = ScudLauncherVoiceSelect 16841 VoiceMove = ScudLauncherVoiceMove 16842 VoiceGuard = ScudLauncherVoiceMove 16843 VoiceAttack = ScudLauncherVoiceAttack 16844 SoundMoveStart = ScudLauncherMoveStart 16845 SoundMoveStartDamaged = ScudLauncherMoveStart 16846 UnitSpecificSounds 16847 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16848 VoiceCreate = ScudLauncherVoiceCreate 16849 TurretMoveStart = NoSound 16850 TurretMoveLoop = TurretMoveLoop 16851 TruckLandingSound = NoSound 16852 TruckPowerslideSound = NoSound 16853 VoiceCrush = ScudLauncherVoiceCrush 16854 VoiceEnter = ScudLauncherVoiceMove 16855 VoicePrimaryWeaponMode = ScudLauncherVoiceModeHiEx 16856 VoiceSecondaryWeaponMode = ScudLauncherVoiceModeAnthrax 16857 End 16858 16859 ; *** ENGINEERING Parameters *** 16860 RadarPriority = UNIT 16861 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 16862 16863 Body = ActiveBody ModuleTag_02 16864 MaxHealth = 180.0 16865 InitialHealth = 180.0 16866 16867 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16868 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16869 SubdualDamageCap = 360 16870 SubdualDamageHealRate = 500 16871 SubdualDamageHealAmount = 50 16872 End 16873 16874 Behavior = AIUpdateInterface ModuleTag_03 16875 Turret 16876 TurretTurnRate = 60 ; turn rate, in degrees per sec 16877 TurretPitchRate = 60 16878 FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here 16879 AllowsPitch = Yes 16880 ControlledWeaponSlots = PRIMARY 16881 End 16882 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 16883 End 16884 16885 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 16886 End 16887 16888 Locomotor = SET_NORMAL ScudLauncherLocomotor 16889 Behavior = PhysicsBehavior ModuleTag_05 16890 Mass = 40.0 16891 End 16892 16893 Behavior = AutoHealBehavior ModuleTag_06 16894 HealingAmount = 2 16895 HealingDelay = 1000 ; msec 16896 TriggeredBy = Upgrade_GLAJunkRepair 16897 End 16898 16899 Behavior = TransitionDamageFX ModuleTag_08 16900 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 16901 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ScudLauncherDamageTransition 16902 End 16903 16904 ; Catch fire, and explode death 16905 Behavior = SlowDeathBehavior ModuleTag_09 16906 DeathTypes = ALL -CRUSHED -SPLATTED 16907 ProbabilityModifier = 50 16908 DestructionDelay = 2000 16909 DestructionDelayVariance = 300 16910 FX = INITIAL FX_CrusaderCatchFire 16911 OCL = FINAL OCL_SCUDLauncherDeathEffect 16912 FX = FINAL FX_ScudLauncherExplosionOneFinal 16913 End 16914 16915 ; A crushing defeat 16916 Behavior = FXListDie ModuleTag_10 16917 DeathTypes = NONE +CRUSHED +SPLATTED 16918 DeathFX = FX_CarCrush 16919 End 16920 16921 Behavior = CreateObjectDie ModuleTag_11 16922 DeathTypes = NONE +CRUSHED +SPLATTED 16923 CreationList = OCL_CrusaderTank_CrushEffect 16924 End 16925 16926 Behavior = FlammableUpdate ModuleTag_21 16927 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16928 AflameDamageAmount = 3 ; taking this much damage... 16929 AflameDamageDelay = 500 ; this often. 16930 End 16931 16932 Behavior = DestroyDie ModuleTag_22 16933 DeathTypes = NONE +CRUSHED +SPLATTED 16934 End 16935 16936 Behavior = WeaponSetUpgrade ModuleTag_23 16937 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 16938 End 16939 16940 Geometry = BOX 16941 GeometryMajorRadius = 14.0 16942 GeometryMinorRadius = 7.0 16943 GeometryHeight = 11.5 16944 GeometryIsSmall = No 16945 Shadow = SHADOW_VOLUME 16946 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16947 16948 End 16949 16950 16951 16952 16953 16954 16955 16956 ; this unit is never really "built"; building one triggers the random building of 16957 ; one of the other chassis. If you want a *specific* chassis, choose it explicitly; 16958 ; if you want a chassis at random, specify this. 16959 Object Chem_GLAVehicleTechnical 16960 16961 ; *** ART Parameters *** 16962 SelectPortrait = SUTechnical_L 16963 ButtonImage = SUTechnical 16964 16965 Draw = W3DModelDraw ModuleTag_01 16966 DefaultConditionState 16967 ; give it a model so it'll show up in WB 16968 Model = UVTechTrck 16969 End 16970 End 16971 16972 ; set cost and time fields here or else they won't work 16973 BuildCost = 500 16974 BuildTime = 3.0 ;in seconds 16975 16976 ; Needed to get the Veterancy Overlays on top of the Technical with his build variations. 16977 ;------------------------------------------------------------ 16978 Behavior = VeterancyGainCreate ModuleTag_03 16979 StartingLevel = VETERAN 16980 ScienceRequired = SCIENCE_TechnicalTraining 16981 End 16982 16983 Side = GLAToxinGeneral 16984 EditorSorting = VEHICLE 16985 BuildVariations = GLAVehicleTechnicalChassisOne GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisThree 16986 16987 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE TRANSPORT 16988 16989 End 16990 16991 ;------------------------------------------------------------------------------ 16992 Object Chem_GLAVehicleTechnicalChassisOne 16993 16994 ; *** ART Parameters *** 16995 SelectPortrait = SUTechnical_L 16996 ButtonImage = SUTechnical 16997 16998 UpgradeCameo1 = Upgrade_GLAAPBullets 16999 UpgradeCameo2 = Upgrade_GLAJunkRepair 17000 ;UpgradeCameo3 = NONE 17001 ;UpgradeCameo4 = NONE 17002 ;UpgradeCameo5 = NONE 17003 17004 Draw = W3DTruckDraw ModuleTag_01 17005 17006 ExtraPublicBone = Dum_Turret 17007 17008 DefaultConditionState 17009 Model = UVTechTrck 17010 End 17011 ConditionState = REALLYDAMAGED 17012 Model = UVTechTrck_d 17013 End 17014 ConditionState = RUBBLE 17015 Model = UVTechTrck_d 17016 End 17017 17018 OkToChangeModelColor = Yes 17019 TrackMarks = EXTireTrack.tga 17020 Dust = TechnicalDust 17021 DirtSpray = RocketBuggyDirtSpray 17022 PowerslideSpray = RocketBuggyDirtPowerSlide 17023 17024 ; These parameters are only used if the model has a separate suspension, 17025 ; and the locomotor has HasSuspension = Yes. 17026 LeftFrontTireBone = Tire01 17027 RightFrontTireBone = Tire02 17028 LeftRearTireBone = Tire03 17029 RightRearTireBone = Tire04 17030 TireRotationMultiplier = 0.2 ; this * speed = rotation. 17031 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 17032 End 17033 17034 Draw = W3DModelDraw ModuleTag_02 17035 17036 OkToChangeModelColor = Yes 17037 AttachToBoneInAnotherModule = Dum_Turret 17038 17039 ; ------------------ basic technical ------------------------ 17040 DefaultConditionState 17041 Model = UITech_SKN 17042 Turret = Dum-TurManMVR 17043 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 17044 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 17045 IdleAnimation = UITech_SKL.UITech_STA 0 6 17046 IdleAnimation = UITech_SKL.UITech_IDA 17047 IdleAnimation = UITech_SKL.UITech_IDB 17048 AnimationMode = ONCE 17049 ShowSubObject = 20Cal 17050 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17051 WeaponFireFXBone = PRIMARY Muzzle01 17052 End 17053 17054 ConditionState = RUBBLE MOVING TURRET_ROTATE 17055 Animation = None 17056 HideSubObject = UITech-SKN 17057 ShowSubObject = 20Cal 17058 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17059 WeaponFireFXBone = PRIMARY Muzzle01 17060 End 17061 17062 ConditionState = MOVING 17063 Animation = UITech_SKL.UITech_MVB 17064 AnimationMode = LOOP 17065 ShowSubObject = 20Cal 17066 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17067 WeaponFireFXBone = PRIMARY Muzzle01 17068 End 17069 17070 ConditionState = TURRET_ROTATE 17071 Animation = UITech_SKL.UITech_TNA 17072 AnimationMode = LOOP 17073 ShowSubObject = 20Cal 17074 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17075 WeaponFireFXBone = PRIMARY Muzzle01 17076 End 17077 AliasConditionState = TURRET_ROTATE MOVING 17078 AliasConditionState = TURRET_ROTATE FIRING_A 17079 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 17080 AliasConditionState = TURRET_ROTATE RELOADING_A 17081 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 17082 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 17083 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 17084 17085 ConditionState = FIRING_A 17086 Animation = UITech_SKL.UITech_ATA 17087 AnimationMode = LOOP 17088 ShowSubObject = 20Cal 17089 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17090 WeaponFireFXBone = PRIMARY Muzzle01 17091 End 17092 17093 ; AliasConditionState is a new keyword that says, 17094 ; "give me another ConditionState exactly like the previous 17095 ; one, except with different conditions". Useful when you 17096 ; have several states that are the same with only different condition bits. 17097 AliasConditionState = BETWEEN_FIRING_SHOTS_A 17098 AliasConditionState = RELOADING_A 17099 17100 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 17101 AliasConditionState = MOVING FIRING_A 17102 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 17103 AliasConditionState = MOVING RELOADING_A 17104 17105 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 17106 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 17107 IdleAnimation = UITech_SKL.UITech_STA 0 6 17108 IdleAnimation = UITech_SKL.UITech_IDA 17109 IdleAnimation = UITech_SKL.UITech_IDB 17110 AnimationMode = ONCE 17111 ShowSubObject = 50Cal 17112 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17113 WeaponFireFXBone = PRIMARY Muzzle02 17114 WeaponLaunchBone = PRIMARY Muzzle02 17115 End 17116 17117 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 17118 Animation = None 17119 HideSubObject = UITech-SKN 17120 ShowSubObject = 50Cal 17121 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17122 WeaponFireFXBone = PRIMARY Muzzle02 17123 WeaponLaunchBone = PRIMARY Muzzle02 17124 End 17125 17126 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 17127 Animation = UITech_SKL.UITech_MVB 17128 AnimationMode = LOOP 17129 ShowSubObject = 50Cal 17130 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17131 WeaponFireFXBone = PRIMARY Muzzle02 17132 WeaponLaunchBone = PRIMARY Muzzle02 17133 End 17134 17135 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 17136 Animation = UITech_SKL.UITech_TNA 17137 AnimationMode = LOOP 17138 ShowSubObject = 50Cal 17139 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17140 WeaponFireFXBone = PRIMARY Muzzle02 17141 WeaponLaunchBone = PRIMARY Muzzle02 17142 End 17143 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 17144 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 17145 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 17146 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 17147 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 17148 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 17149 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 17150 17151 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 17152 Animation = UITech_SKL.UITech_ATA 17153 AnimationMode = LOOP 17154 ShowSubObject = 50Cal 17155 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17156 WeaponFireFXBone = PRIMARY Muzzle02 17157 WeaponLaunchBone = PRIMARY Muzzle02 17158 End 17159 17160 ; AliasConditionState is a new keyword that says, 17161 ; "give me another ConditionState exactly like the previous 17162 ; one, except with different conditions". Useful when you 17163 ; have several states that are the same with only different condition bits. 17164 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 17165 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 17166 17167 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 17168 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 17169 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 17170 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 17171 17172 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 17173 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 17174 IdleAnimation = UITech_SKL.UITech_STA 0 6 17175 IdleAnimation = UITech_SKL.UITech_IDA 17176 IdleAnimation = UITech_SKL.UITech_IDB 17177 AnimationMode = ONCE 17178 ShowSubObject = RPG 17179 WeaponFireFXBone = PRIMARY Muzzle03 17180 WeaponLaunchBone = PRIMARY Muzzle03 17181 End 17182 17183 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 17184 Animation = None 17185 HideSubObject = UITech-SKN 17186 ShowSubObject = RPG 17187 WeaponFireFXBone = PRIMARY Muzzle03 17188 WeaponLaunchBone = PRIMARY Muzzle03 17189 End 17190 17191 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 17192 Animation = UITech_SKL.UITech_MVB 17193 AnimationMode = LOOP 17194 ShowSubObject = RPG 17195 WeaponFireFXBone = PRIMARY Muzzle03 17196 WeaponLaunchBone = PRIMARY Muzzle03 17197 End 17198 17199 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 17200 Animation = UITech_SKL.UITech_TNA 17201 AnimationMode = LOOP 17202 ShowSubObject = RPG 17203 WeaponFireFXBone = PRIMARY Muzzle03 17204 WeaponLaunchBone = PRIMARY Muzzle03 17205 End 17206 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 17207 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 17208 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 17209 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 17210 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 17211 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 17212 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 17213 17214 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 17215 Animation = UITech_SKL.UITech_ATA 17216 AnimationMode = LOOP 17217 ShowSubObject = RPG 17218 WeaponFireFXBone = PRIMARY Muzzle03 17219 WeaponLaunchBone = PRIMARY Muzzle03 17220 End 17221 17222 ; AliasConditionState is a new keyword that says, 17223 ; "give me another ConditionState exactly like the previous 17224 ; one, except with different conditions". Useful when you 17225 ; have several states that are the same with only different condition bits. 17226 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 17227 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 17228 17229 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 17230 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 17231 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 17232 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 17233 17234 End 17235 17236 ; ***DESIGN parameters *** 17237 DisplayName = OBJECT:Technical 17238 Side = GLAToxinGeneral 17239 EditorSorting = VEHICLE 17240 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 17241 17242 WeaponSet 17243 Conditions = None 17244 Weapon = PRIMARY TechnicalMachineGunWeapon 17245 End 17246 WeaponSet 17247 Conditions = CRATEUPGRADE_ONE 17248 Weapon = PRIMARY TechnicalCannonWeapon 17249 End 17250 WeaponSet 17251 Conditions = CRATEUPGRADE_TWO 17252 Weapon = PRIMARY TechnicalRPGWeapon 17253 End 17254 ArmorSet 17255 Conditions = None 17256 Armor = TruckArmor 17257 DamageFX = TruckDamageFX 17258 End 17259 ;update cost and time fields in Object GLAVehicleTechnical, or else they won't work 17260 ;BuildCost = 300 17261 ;BuildTime = 5.0 ;in seconds 17262 VisionRange = 150 17263 ShroudClearingRange = 300 17264 Prerequisites 17265 Object = Chem_GLAArmsDealer 17266 End 17267 17268 ExperienceValue = 25 25 50 100 ;Experience point value at each level 17269 ExperienceRequired = 0 50 75 150 ;Experience points needed to gain each level 17270 IsTrainable = Yes ;Can gain experience 17271 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 17272 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 17273 CommandSet = GLAVehicleTechnicalCommandSet 17274 17275 ; *** AUDIO Parameters *** 17276 VoiceSelect = TechnicalVoiceSelect 17277 VoiceMove = TechnicalVoiceMove 17278 VoiceGuard = TechnicalVoiceMove 17279 VoiceAttack = TechnicalVoiceAttack 17280 SoundMoveStart = TechnicalMoveStart 17281 SoundMoveStartDamaged = TechnicalMoveStart 17282 SoundEnter = HumveeEnter 17283 SoundExit = HumveeExit 17284 17285 UnitSpecificSounds 17286 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 17287 VoiceCreate = TechnicalVoiceCreate 17288 TurretMoveStart = NoSound 17289 TurretMoveLoop = TurretMoveLoop 17290 TruckLandingSound = RocketBuggyLand 17291 TruckPowerslideSound = RocketBuggyPowerslide 17292 VoiceSalvage = TechnicalVoiceSalvage 17293 VoiceCrush = TechnicalVoiceCrush 17294 VoiceUnload = TechnicalVoiceUnload 17295 VoiceEnter = TechnicalVoiceMove 17296 End 17297 17298 ; *** ENGINEERING Parameters *** 17299 RadarPriority = UNIT 17300 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT 17301 17302 Behavior = VeterancyGainCreate ModuleTag_03 17303 StartingLevel = VETERAN 17304 ScienceRequired = SCIENCE_TechnicalTraining 17305 End 17306 17307 Body = ActiveBody ModuleTag_04 17308 MaxHealth = 180 17309 InitialHealth = 180 17310 17311 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 17312 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 17313 SubdualDamageCap = 360 17314 SubdualDamageHealRate = 500 17315 SubdualDamageHealAmount = 50 17316 End 17317 Behavior = AIUpdateInterface ModuleTag_05 17318 Turret 17319 TurretTurnRate = 240 ; turn rate, in degrees per sec 17320 NaturalTurretAngle = 0 17321 MinIdleScanAngle = 30 ; in degrees off the natural turret angle 17322 MaxIdleScanAngle = 60 ; in degrees off the natural turret angle 17323 MinIdleScanInterval = 5000 ; in milliseconds 17324 MaxIdleScanInterval = 10000 ; in milliseconds 17325 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 17326 End 17327 AutoAcquireEnemiesWhenIdle = Yes 17328 End 17329 Locomotor = SET_NORMAL TechnicalLocomotor 17330 Behavior = PhysicsBehavior ModuleTag_06 17331 Mass = 40.0 17332 End 17333 Behavior = AutoHealBehavior ModuleTag_07 17334 HealingAmount = 2 17335 HealingDelay = 1000 ; msec 17336 TriggeredBy = Upgrade_GLAJunkRepair 17337 End 17338 17339 Behavior = FlammableUpdate ModuleTag_09 17340 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17341 AflameDamageAmount = 3 ; taking this much damage... 17342 AflameDamageDelay = 500 ; this often. 17343 End 17344 17345 Behavior = TransitionDamageFX ModuleTag_10 17346 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 17347 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 17348 End 17349 17350 Behavior = DestroyDie ModuleTag_11 17351 DeathTypes = NONE +CRUSHED +SPLATTED 17352 End 17353 17354 ; A crushing defeat 17355 Behavior = FXListDie ModuleTag_12 17356 DeathTypes = NONE +CRUSHED +SPLATTED 17357 DeathFX = FX_CarCrush 17358 End 17359 Behavior = CreateObjectDie ModuleTag_13 17360 DeathTypes = NONE +CRUSHED +SPLATTED 17361 CreationList = OCL_TechnicalJeep_CrushEffect 17362 End 17363 Behavior = CreateCrateDie ModuleTag_14 17364 CrateData = SalvageCrateData 17365 ;CrateData = EliteTankCrateData 17366 ;CrateData = HeroicTankCrateData 17367 End 17368 17369 Behavior = SlowDeathBehavior ModuleTag_15 17370 DeathTypes = ALL -CRUSHED -SPLATTED 17371 DestructionDelay = 500 17372 DestructionDelayVariance = 1500 17373 OCL = INITIAL OCL_TechnicalAirDeathStart 17374 FX = INITIAL FX_TechnicalAirDeathGroundPart 17375 OCL = FINAL OCL_RocketBuggyAirDeath 17376 FX = FINAL FX_RocketBuggyAirDeathAirPart ; This happens in the air 17377 End 17378 17379 Behavior = TransportContain ModuleTag_16 17380 Slots = 5 17381 AllowInsideKindOf = INFANTRY 17382 DamagePercentToUnits = 10% 17383 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 17384 End 17385 17386 Behavior = WeaponBonusUpgrade ModuleTag_17 ; Not a full weapon set switch, just a number tweak reflected in a weapon. 17387 TriggeredBy = Upgrade_GLAAPBullets 17388 End 17389 17390 Geometry = BOX 17391 GeometryMajorRadius = 18.0 17392 GeometryMinorRadius = 9.0 17393 GeometryHeight = 7.5 17394 GeometryIsSmall = No 17395 Shadow = SHADOW_VOLUME 17396 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 17397 17398 End 17399 17400 ;------------------------------------------------------------------------------ 17401 ObjectReskin Chem_GLAVehicleTechnicalChassisTwo Chem_GLAVehicleTechnicalChassisOne 17402 17403 ; *** ART Parameters *** 17404 Draw = W3DTruckDraw ModuleTag_01 17405 17406 ExtraPublicBone = Dum_Turret 17407 17408 DefaultConditionState 17409 Model = UVTechVan 17410 End 17411 17412 ConditionState = REALLYDAMAGED 17413 Model = UVTechVan_d 17414 End 17415 ConditionState = RUBBLE 17416 Model = UVTechVan_d 17417 End 17418 17419 OkToChangeModelColor = Yes 17420 TrackMarks = EXTireTrack.tga 17421 Dust = TechnicalDust 17422 17423 ;DirtSpray = RocketBuggyDirtSpray 17424 PowerslideSpray = RocketBuggyDirtPowerSlide 17425 17426 ; These parameters are only used if the model has a separate suspension, 17427 ; and the locomotor has HasSuspension = Yes. 17428 LeftFrontTireBone = Tire01 17429 RightFrontTireBone = Tire02 17430 LeftRearTireBone = Tire03 17431 RightRearTireBone = Tire04 17432 TireRotationMultiplier = 0.2 ; this * speed = rotation. 17433 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 17434 End 17435 17436 Draw = W3DModelDraw ModuleTag_02 17437 OkToChangeModelColor = Yes 17438 AttachToBoneInAnotherModule = Dum_Turret 17439 17440 ; ------------------ basic technical ------------------------ 17441 DefaultConditionState 17442 Model = UITech_SKN 17443 Turret = Dum-TurManMVR 17444 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 17445 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 17446 IdleAnimation = UITech_SKL.UITech_STA 0 6 17447 IdleAnimation = UITech_SKL.UITech_IDA 17448 IdleAnimation = UITech_SKL.UITech_IDB 17449 AnimationMode = ONCE 17450 ShowSubObject = 20Cal 17451 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17452 WeaponFireFXBone = PRIMARY Muzzle01 17453 End 17454 17455 ConditionState = RUBBLE MOVING TURRET_ROTATE 17456 Animation = None 17457 HideSubObject = UITech-SKN 17458 ShowSubObject = 20Cal 17459 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17460 WeaponFireFXBone = PRIMARY Muzzle01 17461 End 17462 17463 ConditionState = MOVING 17464 Animation = UITech_SKL.UITech_MVB 17465 AnimationMode = LOOP 17466 ShowSubObject = 20Cal 17467 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17468 WeaponFireFXBone = PRIMARY Muzzle01 17469 End 17470 17471 ConditionState = TURRET_ROTATE 17472 Animation = UITech_SKL.UITech_TNA 17473 AnimationMode = LOOP 17474 ShowSubObject = 20Cal 17475 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17476 WeaponFireFXBone = PRIMARY Muzzle01 17477 End 17478 AliasConditionState = TURRET_ROTATE MOVING 17479 AliasConditionState = TURRET_ROTATE FIRING_A 17480 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 17481 AliasConditionState = TURRET_ROTATE RELOADING_A 17482 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 17483 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 17484 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 17485 17486 ConditionState = FIRING_A 17487 Animation = UITech_SKL.UITech_ATA 17488 AnimationMode = LOOP 17489 ShowSubObject = 20Cal 17490 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17491 WeaponFireFXBone = PRIMARY Muzzle01 17492 End 17493 17494 ; AliasConditionState is a new keyword that says, 17495 ; "give me another ConditionState exactly like the previous 17496 ; one, except with different conditions". Useful when you 17497 ; have several states that are the same with only different condition bits. 17498 AliasConditionState = BETWEEN_FIRING_SHOTS_A 17499 AliasConditionState = RELOADING_A 17500 17501 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 17502 AliasConditionState = MOVING FIRING_A 17503 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 17504 AliasConditionState = MOVING RELOADING_A 17505 17506 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 17507 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 17508 IdleAnimation = UITech_SKL.UITech_STA 0 6 17509 IdleAnimation = UITech_SKL.UITech_IDA 17510 IdleAnimation = UITech_SKL.UITech_IDB 17511 AnimationMode = ONCE 17512 ShowSubObject = 50Cal 17513 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17514 WeaponFireFXBone = PRIMARY Muzzle02 17515 WeaponLaunchBone = PRIMARY Muzzle02 17516 End 17517 17518 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 17519 Animation = None 17520 HideSubObject = UITech-SKN 17521 ShowSubObject = 50Cal 17522 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17523 WeaponFireFXBone = PRIMARY Muzzle02 17524 WeaponLaunchBone = PRIMARY Muzzle02 17525 End 17526 17527 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 17528 Animation = UITech_SKL.UITech_MVB 17529 AnimationMode = LOOP 17530 ShowSubObject = 50Cal 17531 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17532 WeaponFireFXBone = PRIMARY Muzzle02 17533 WeaponLaunchBone = PRIMARY Muzzle02 17534 End 17535 17536 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 17537 Animation = UITech_SKL.UITech_TNA 17538 AnimationMode = LOOP 17539 ShowSubObject = 50Cal 17540 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17541 WeaponFireFXBone = PRIMARY Muzzle02 17542 WeaponLaunchBone = PRIMARY Muzzle02 17543 End 17544 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 17545 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 17546 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 17547 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 17548 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 17549 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 17550 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 17551 17552 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 17553 Animation = UITech_SKL.UITech_ATA 17554 AnimationMode = LOOP 17555 ShowSubObject = 50Cal 17556 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17557 WeaponFireFXBone = PRIMARY Muzzle02 17558 WeaponLaunchBone = PRIMARY Muzzle02 17559 End 17560 17561 ; AliasConditionState is a new keyword that says, 17562 ; "give me another ConditionState exactly like the previous 17563 ; one, except with different conditions". Useful when you 17564 ; have several states that are the same with only different condition bits. 17565 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 17566 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 17567 17568 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 17569 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 17570 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 17571 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 17572 17573 17574 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 17575 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 17576 IdleAnimation = UITech_SKL.UITech_STA 0 6 17577 IdleAnimation = UITech_SKL.UITech_IDA 17578 IdleAnimation = UITech_SKL.UITech_IDB 17579 AnimationMode = ONCE 17580 ShowSubObject = RPG 17581 WeaponFireFXBone = PRIMARY Muzzle03 17582 WeaponLaunchBone = PRIMARY Muzzle03 17583 End 17584 17585 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 17586 Animation = None 17587 HideSubObject = UITech-SKN 17588 ShowSubObject = RPG 17589 WeaponFireFXBone = PRIMARY Muzzle03 17590 WeaponLaunchBone = PRIMARY Muzzle03 17591 End 17592 17593 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 17594 Animation = UITech_SKL.UITech_MVB 17595 AnimationMode = LOOP 17596 ShowSubObject = RPG 17597 WeaponFireFXBone = PRIMARY Muzzle03 17598 WeaponLaunchBone = PRIMARY Muzzle03 17599 End 17600 17601 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 17602 Animation = UITech_SKL.UITech_TNA 17603 AnimationMode = LOOP 17604 ShowSubObject = RPG 17605 WeaponFireFXBone = PRIMARY Muzzle03 17606 WeaponLaunchBone = PRIMARY Muzzle03 17607 End 17608 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 17609 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 17610 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 17611 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 17612 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 17613 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 17614 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 17615 17616 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 17617 Animation = UITech_SKL.UITech_ATA 17618 AnimationMode = LOOP 17619 ShowSubObject = RPG 17620 WeaponFireFXBone = PRIMARY Muzzle03 17621 WeaponLaunchBone = PRIMARY Muzzle03 17622 End 17623 17624 ; AliasConditionState is a new keyword that says, 17625 ; "give me another ConditionState exactly like the previous 17626 ; one, except with different conditions". Useful when you 17627 ; have several states that are the same with only different condition bits. 17628 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 17629 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 17630 17631 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 17632 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 17633 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 17634 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 17635 17636 End 17637 17638 ; Behavior = CreateObjectDie ModuleTag_13 17639 ; DeathTypes = NONE +CRUSHED +SPLATTED 17640 ; CreationList = OCL_TechnicalVan_CrushEffect 17641 ; End 17642 17643 Geometry = BOX 17644 GeometryMajorRadius = 16.0 17645 GeometryMinorRadius = 8.0 17646 GeometryHeight = 7.5 17647 GeometryIsSmall = Yes 17648 17649 17650 End 17651 17652 ;------------------------------------------------------------------------------ 17653 ObjectReskin Chem_GLAVehicleTechnicalChassisThree Chem_GLAVehicleTechnicalChassisOne 17654 17655 ; *** ART Parameters *** 17656 Draw = W3DTruckDraw ModuleTag_01 17657 17658 ExtraPublicBone = Dum_Turret 17659 17660 DefaultConditionState 17661 Model = UVTechJeep 17662 End 17663 17664 ConditionState = REALLYDAMAGED 17665 Model = UVTechJeep_d 17666 End 17667 ConditionState = RUBBLE 17668 Model = UVTechJeep_d 17669 End 17670 17671 OkToChangeModelColor = Yes 17672 TrackMarks = EXTireTrack.tga 17673 Dust = TechnicalDust 17674 17675 ;DirtSpray = RocketBuggyDirtSpray 17676 PowerslideSpray = RocketBuggyDirtPowerSlide 17677 17678 ; These parameters are only used if the model has a separate suspension, 17679 ; and the locomotor has HasSuspension = Yes. 17680 LeftFrontTireBone = Tire01 17681 RightFrontTireBone = Tire02 17682 LeftRearTireBone = Tire03 17683 RightRearTireBone = Tire04 17684 TireRotationMultiplier = 0.2 ; this * speed = rotation. 17685 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 17686 End 17687 17688 Draw = W3DModelDraw ModuleTag_02 17689 OkToChangeModelColor = Yes 17690 AttachToBoneInAnotherModule = Dum_Turret 17691 17692 ; ------------------ basic technical ------------------------ 17693 DefaultConditionState 17694 Model = UITech_SKN 17695 Turret = Dum-TurManMVR 17696 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 17697 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 17698 IdleAnimation = UITech_SKL.UITech_STA 0 6 17699 IdleAnimation = UITech_SKL.UITech_IDA 17700 IdleAnimation = UITech_SKL.UITech_IDB 17701 AnimationMode = ONCE 17702 ShowSubObject = 20Cal 17703 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17704 WeaponFireFXBone = PRIMARY Muzzle01 17705 End 17706 17707 ConditionState = RUBBLE MOVING TURRET_ROTATE 17708 Animation = None 17709 HideSubObject = UITech-SKN 17710 ShowSubObject = 20Cal 17711 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17712 WeaponFireFXBone = PRIMARY Muzzle01 17713 End 17714 17715 ConditionState = MOVING 17716 Animation = UITech_SKL.UITech_MVB 17717 AnimationMode = LOOP 17718 ShowSubObject = 20Cal 17719 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17720 WeaponFireFXBone = PRIMARY Muzzle01 17721 End 17722 17723 ConditionState = TURRET_ROTATE 17724 Animation = UITech_SKL.UITech_TNA 17725 AnimationMode = LOOP 17726 ShowSubObject = 20Cal 17727 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17728 WeaponFireFXBone = PRIMARY Muzzle01 17729 End 17730 AliasConditionState = TURRET_ROTATE MOVING 17731 AliasConditionState = TURRET_ROTATE FIRING_A 17732 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 17733 AliasConditionState = TURRET_ROTATE RELOADING_A 17734 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 17735 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 17736 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 17737 17738 ConditionState = FIRING_A 17739 Animation = UITech_SKL.UITech_ATA 17740 AnimationMode = LOOP 17741 ShowSubObject = 20Cal 17742 WeaponMuzzleFlash = PRIMARY MuzzleFX01 17743 WeaponFireFXBone = PRIMARY Muzzle01 17744 End 17745 17746 ; AliasConditionState is a new keyword that says, 17747 ; "give me another ConditionState exactly like the previous 17748 ; one, except with different conditions". Useful when you 17749 ; have several states that are the same with only different condition bits. 17750 AliasConditionState = BETWEEN_FIRING_SHOTS_A 17751 AliasConditionState = RELOADING_A 17752 17753 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 17754 AliasConditionState = MOVING FIRING_A 17755 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 17756 AliasConditionState = MOVING RELOADING_A 17757 17758 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 17759 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 17760 IdleAnimation = UITech_SKL.UITech_STA 0 6 17761 IdleAnimation = UITech_SKL.UITech_IDA 17762 IdleAnimation = UITech_SKL.UITech_IDB 17763 AnimationMode = ONCE 17764 ShowSubObject = 50Cal 17765 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17766 WeaponFireFXBone = PRIMARY Muzzle02 17767 WeaponLaunchBone = PRIMARY Muzzle02 17768 End 17769 17770 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 17771 Animation = None 17772 HideSubObject = UITech-SKN 17773 ShowSubObject = 50Cal 17774 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17775 WeaponFireFXBone = PRIMARY Muzzle02 17776 WeaponLaunchBone = PRIMARY Muzzle02 17777 End 17778 17779 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 17780 Animation = UITech_SKL.UITech_MVB 17781 AnimationMode = LOOP 17782 ShowSubObject = 50Cal 17783 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17784 WeaponFireFXBone = PRIMARY Muzzle02 17785 WeaponLaunchBone = PRIMARY Muzzle02 17786 End 17787 17788 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 17789 Animation = UITech_SKL.UITech_TNA 17790 AnimationMode = LOOP 17791 ShowSubObject = 50Cal 17792 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17793 WeaponFireFXBone = PRIMARY Muzzle02 17794 WeaponLaunchBone = PRIMARY Muzzle02 17795 End 17796 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 17797 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 17798 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 17799 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 17800 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 17801 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 17802 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 17803 17804 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 17805 Animation = UITech_SKL.UITech_ATA 17806 AnimationMode = LOOP 17807 ShowSubObject = 50Cal 17808 WeaponMuzzleFlash = PRIMARY MuzzleFX02 17809 WeaponFireFXBone = PRIMARY Muzzle02 17810 WeaponLaunchBone = PRIMARY Muzzle02 17811 End 17812 17813 ; AliasConditionState is a new keyword that says, 17814 ; "give me another ConditionState exactly like the previous 17815 ; one, except with different conditions". Useful when you 17816 ; have several states that are the same with only different condition bits. 17817 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 17818 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 17819 17820 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 17821 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 17822 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 17823 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 17824 17825 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 17826 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 17827 IdleAnimation = UITech_SKL.UITech_STA 0 6 17828 IdleAnimation = UITech_SKL.UITech_IDA 17829 IdleAnimation = UITech_SKL.UITech_IDB 17830 AnimationMode = ONCE 17831 ShowSubObject = RPG 17832 WeaponFireFXBone = PRIMARY Muzzle03 17833 WeaponLaunchBone = PRIMARY Muzzle03 17834 End 17835 17836 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 17837 Animation = None 17838 HideSubObject = UITech-SKN 17839 ShowSubObject = RPG 17840 WeaponFireFXBone = PRIMARY Muzzle03 17841 WeaponLaunchBone = PRIMARY Muzzle03 17842 End 17843 17844 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 17845 Animation = UITech_SKL.UITech_MVB 17846 AnimationMode = LOOP 17847 ShowSubObject = RPG 17848 WeaponFireFXBone = PRIMARY Muzzle03 17849 WeaponLaunchBone = PRIMARY Muzzle03 17850 End 17851 17852 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 17853 Animation = UITech_SKL.UITech_TNA 17854 AnimationMode = LOOP 17855 ShowSubObject = RPG 17856 WeaponFireFXBone = PRIMARY Muzzle03 17857 WeaponLaunchBone = PRIMARY Muzzle03 17858 End 17859 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 17860 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 17861 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 17862 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 17863 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 17864 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 17865 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 17866 17867 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 17868 Animation = UITech_SKL.UITech_ATA 17869 AnimationMode = LOOP 17870 ShowSubObject = RPG 17871 WeaponFireFXBone = PRIMARY Muzzle03 17872 WeaponLaunchBone = PRIMARY Muzzle03 17873 End 17874 17875 ; AliasConditionState is a new keyword that says, 17876 ; "give me another ConditionState exactly like the previous 17877 ; one, except with different conditions". Useful when you 17878 ; have several states that are the same with only different condition bits. 17879 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 17880 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 17881 17882 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 17883 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 17884 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 17885 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 17886 17887 End 17888 17889 ; Behavior = CreateObjectDie ModuleTag_13 17890 ; DeathTypes = NONE +CRUSHED +SPLATTED 17891 ; CreationList = OCL_TechnicalJeep_CrushEffect 17892 ; End 17893 17894 Geometry = BOX 17895 GeometryMajorRadius = 14.0 17896 GeometryMinorRadius = 9.0 17897 GeometryHeight = 9.5 17898 GeometryIsSmall = Yes 17899 17900 17901 End 17902 17903 17904 17905 17906 17907 17908 ;------------------------------------------------------------------------------ 17909 ;The Marauder Tank, for the Warlord General. 17910 Object Chem_GLATankMarauder 17911 17912 ; *** ART Parameters *** 17913 SelectPortrait = SUMarauder_L 17914 ButtonImage = SUMarauder 17915 17916 UpgradeCameo1 = Upgrade_GLAToxinShells 17917 UpgradeCameo2 = Upgrade_GLAJunkRepair 17918 ;UpgradeCameo3 = NONE 17919 ;UpgradeCameo4 = NONE 17920 ;UpgradeCameo5 = NONE 17921 17922 Draw = W3DTankDraw ModuleTag_01 17923 OkToChangeModelColor = Yes 17924 17925 ; no crate upgrade 17926 ConditionState = NONE 17927 Model = UVMarauder 17928 Turret = Turret 17929 ShowSubObject = Turret 17930 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash 17931 WeaponFireFXBone = PRIMARY BarrelMS 17932 WeaponRecoilBone = PRIMARY Barrel 17933 WeaponMuzzleFlash = PRIMARY BarrelFX 17934 WeaponLaunchBone = PRIMARY BarrelMS 17935 End 17936 17937 ConditionState = REALLYDAMAGED 17938 Model = UVMarauder_d 17939 Turret = Turret 17940 ShowSubObject = Turret 17941 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 17942 WeaponFireFXBone = PRIMARY BarrelMS 17943 WeaponRecoilBone = PRIMARY Barrel 17944 WeaponMuzzleFlash = PRIMARY BarrelFX 17945 WeaponLaunchBone = PRIMARY BarrelMS 17946 End 17947 17948 ConditionState = RUBBLE 17949 Model = UVMarauder_d 17950 Turret = Turret 17951 ShowSubObject = Turret 17952 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 17953 WeaponFireFXBone = PRIMARY BarrelMS 17954 WeaponRecoilBone = PRIMARY Barrel 17955 WeaponMuzzleFlash = PRIMARY BarrelFX 17956 WeaponLaunchBone = PRIMARY BarrelMS 17957 End 17958 17959 ; crate upgrade 1 17960 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 17961 Model = UVMarauder 17962 Turret = TurretUp01 17963 ShowSubObject = TurretUp01 17964 HideSubObject = Turret TurretUp02 BarrelUp01FX01 17965 WeaponFireFXBone = PRIMARY BarrelUp01MS 17966 WeaponRecoilBone = PRIMARY BarrelUp01 17967 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 17968 WeaponLaunchBone = PRIMARY BarrelUp01MS 17969 End 17970 17971 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 17972 Model = UVMarauder_d 17973 Turret = TurretUp01 17974 ShowSubObject = TurretUp01 17975 HideSubObject = Turret TurretUp02 BarrelUp01FX01 17976 WeaponFireFXBone = PRIMARY BarrelUp01MS 17977 WeaponRecoilBone = PRIMARY BarrelUp01 17978 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 17979 WeaponLaunchBone = PRIMARY BarrelUp01MS 17980 End 17981 17982 ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE 17983 Model = UVMarauder_d 17984 Turret = TurretUp01 17985 ShowSubObject = TurretUp01 17986 HideSubObject = Turret TurretUp02 BarrelUp01FX01 17987 WeaponFireFXBone = PRIMARY BarrelUp01MS 17988 WeaponRecoilBone = PRIMARY BarrelUp01 17989 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 17990 WeaponLaunchBone = PRIMARY BarrelUp01MS 17991 End 17992 17993 ; crate upgrade 2 17994 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 17995 Model = UVMarauder 17996 Turret = TurretUp02 17997 ShowSubObject = TurretUp02 17998 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 17999 WeaponFireFXBone = PRIMARY BarrelUp02MS 18000 WeaponRecoilBone = PRIMARY BarrelUp02 18001 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 18002 WeaponLaunchBone = PRIMARY BarrelUp02MS 18003 End 18004 18005 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 18006 Model = UVMarauder_d 18007 Turret = TurretUp02 18008 ShowSubObject = TurretUp02 18009 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 18010 WeaponFireFXBone = PRIMARY BarrelUp02MS 18011 WeaponRecoilBone = PRIMARY BarrelUp02 18012 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 18013 WeaponLaunchBone = PRIMARY BarrelUp02MS 18014 End 18015 18016 ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO 18017 Model = UVMarauder_d 18018 Turret = TurretUp02 18019 ShowSubObject = TurretUp02 18020 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 18021 WeaponFireFXBone = PRIMARY BarrelUp02MS 18022 WeaponRecoilBone = PRIMARY BarrelUp02 18023 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 18024 WeaponLaunchBone = PRIMARY BarrelUp02MS 18025 End 18026 18027 TrackMarks = EXTnkTrack.tga 18028 TreadAnimationRate = 2.0; amount of tread texture to move per second 18029 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 18030 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 18031 18032 End 18033 18034 ; ***DESIGN parameters *** 18035 DisplayName = OBJECT:Marauder 18036 Side = GLAToxinGeneral 18037 EditorSorting = VEHICLE 18038 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 18039 WeaponSet 18040 Conditions = None 18041 Weapon = PRIMARY MarauderTankGun 18042 End 18043 WeaponSet 18044 Conditions = CRATEUPGRADE_ONE 18045 Weapon = PRIMARY MarauderTankGunUpgradeOne 18046 18047 End 18048 WeaponSet 18049 Conditions = CRATEUPGRADE_TWO 18050 Weapon = PRIMARY MarauderTankGunUpgradeTwo 18051 End 18052 ArmorSet 18053 Conditions = None 18054 Armor = TankArmor 18055 DamageFX = TankDamageFX 18056 End 18057 BuildCost = 900 18058 BuildTime = 10.0 ;in seconds 18059 VisionRange = 125 18060 ShroudClearingRange = 300 18061 Prerequisites 18062 Object = Chem_GLAArmsDealer 18063 Science = SCIENCE_MarauderTank 18064 End 18065 18066 ExperienceValue = 100 100 200 300 ;Experience point value at each level 18067 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 18068 IsTrainable = Yes ;Can gain experience 18069 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 18070 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18071 CommandSet = GLATankMarauderCommandSet 18072 18073 ; *** AUDIO Parameters *** 18074 VoiceSelect = MarauderTankVoiceSelect 18075 VoiceMove = MarauderTankVoiceMove 18076 VoiceGuard = MarauderTankVoiceMove 18077 VoiceAttack = MarauderTankVoiceAttack 18078 SoundMoveStart = MarauderTankMoveStart 18079 SoundMoveStartDamaged = MarauderTankMoveStart 18080 18081 UnitSpecificSounds 18082 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 18083 VoiceCreate = MarauderTankVoiceCreate 18084 ;TurretMoveStart = NoSound 18085 TurretMoveLoop = TurretMoveLoop 18086 VoiceSalvage = MarauderTankVoiceSalvage 18087 VoiceCrush = MarauderTankVoiceCrush 18088 VoiceEnter = MarauderTankVoiceMove 18089 End 18090 18091 ; *** ENGINEERING Parameters *** 18092 RadarPriority = UNIT 18093 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE 18094 18095 Body = ActiveBody ModuleTag_02 18096 MaxHealth = 430.0 18097 InitialHealth = 430.0 18098 18099 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18100 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18101 SubdualDamageCap = 860 18102 SubdualDamageHealRate = 500 18103 SubdualDamageHealAmount = 50 18104 End 18105 18106 Behavior = AIUpdateInterface ModuleTag_03 18107 AutoAcquireEnemiesWhenIdle = Yes 18108 End 18109 Locomotor = SET_NORMAL MarauderLocomotor 18110 Behavior = PhysicsBehavior ModuleTag_04 18111 Mass = 50.0 18112 End 18113 Behavior = AutoHealBehavior ModuleTag_05 18114 HealingAmount = 2 18115 HealingDelay = 1000 ; msec 18116 TriggeredBy = Upgrade_GLAJunkRepair 18117 End 18118 18119 ; Catch fire, and explode death 18120 Behavior = SlowDeathBehavior ModuleTag_06 18121 DeathTypes = ALL -CRUSHED -SPLATTED 18122 ProbabilityModifier = 50 18123 DestructionDelay = 1000 18124 DestructionDelayVariance = 300 18125 FX = INITIAL FX_CrusaderCatchFire 18126 OCL = FINAL OCL_MarauderTankDeathEffect 18127 FX = FINAL FX_BattleMasterExplosionOneFinal 18128 End 18129 18130 18131 Behavior = CreateCrateDie ModuleTag_07 18132 CrateData = SalvageCrateData 18133 ;CrateData = EliteTankCrateData 18134 ;CrateData = HeroicTankCrateData 18135 End 18136 18137 Behavior = TransitionDamageFX ModuleTag_08 18138 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 18139 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 18140 End 18141 18142 ; A crushing defeat 18143 Behavior = FXListDie ModuleTag_09 18144 DeathTypes = NONE +CRUSHED +SPLATTED 18145 DeathFX = FX_CarCrush 18146 End 18147 18148 Behavior = FlammableUpdate ModuleTag_21 18149 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18150 AflameDamageAmount = 3 ; taking this much damage... 18151 AflameDamageDelay = 500 ; this often. 18152 End 18153 18154 ; Units that can gain experience can't have GrantUpgradeCreate or they crash savegames. 18155 ; Behavior = GrantUpgradeCreate ModuleTag_22 18156 ; UpgradeToGrant = Upgrade_GLAToxinShells 18157 ; End 18158 ; 18159 ; Behavior = GrantUpgradeCreate ModuleTag_23 18160 ; UpgradeToGrant = Upgrade_GLAAnthraxBeta 18161 ; End 18162 18163 Geometry = BOX 18164 GeometryMajorRadius = 17.0 18165 GeometryMinorRadius = 10.0 18166 GeometryHeight = 9.5 18167 GeometryIsSmall = Yes 18168 Shadow = SHADOW_VOLUME 18169 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 18170 18171 End 18172 18173 18174 18175 ;------------------------------------------------------------------------------ 18176 ;GLA Radar Van 18177 Object Chem_GLAVehicleRadarVan 18178 18179 ; *** ART Parameters *** 18180 SelectPortrait = SURadarVan_L 18181 ButtonImage = SURadarVan 18182 18183 UpgradeCameo1 = Upgrade_GLARadarVanScan 18184 UpgradeCameo2 = Upgrade_GLAJunkRepair 18185 ;UpgradeCameo3 = NONE 18186 ;UpgradeCameo4 = NONE 18187 ;UpgradeCameo5 = NONE 18188 18189 Draw = W3DTruckDraw ModuleTag_01 18190 OkToChangeModelColor = Yes 18191 18192 DefaultConditionState 18193 Model = UVRadarVan 18194 Animation = UVRadarVan.UVRadarVan 18195 AnimationMode = LOOP 18196 End 18197 18198 ConditionState = REALLYDAMAGED 18199 Model = UVRadarVan_D 18200 Animation = UVRadarVan_D.UVRadarVan_D 18201 AnimationMode = LOOP 18202 End 18203 18204 ConditionState = RUBBLE 18205 Model = UVRadarVan_D 18206 Animation = UVRadarVan_D.UVRadarVan_D 18207 AnimationMode = LOOP 18208 End 18209 18210 TrackMarks = EXTireTrack.tga 18211 18212 ; These parameters are only used if the model has a separate suspension, 18213 ; and the locomotor has HasSuspension = Yes. 18214 LeftFrontTireBone = Tire01 18215 RightFrontTireBone = Tire02 18216 LeftRearTireBone = Tire03 18217 RightRearTireBone = Tire04 18218 TireRotationMultiplier = 0.2 ; this * speed = rotation. 18219 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 18220 End 18221 18222 ; ***DESIGN parameters *** 18223 DisplayName = OBJECT:RadarVan 18224 Side = GLAToxinGeneral 18225 EditorSorting = VEHICLE 18226 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 18227 ArmorSet 18228 Conditions = None 18229 Armor = TruckArmor 18230 DamageFX = TankDamageFX 18231 End 18232 BuildCost = 550 18233 BuildTime = 10.0 ;in seconds 18234 VisionRange = 200 18235 ShroudClearingRange = 500 18236 Prerequisites 18237 Object = Chem_GLAArmsDealer 18238 End 18239 IsTrainable = No 18240 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 18241 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18242 CommandSet = GLAVehicleRadarVanCommandSet 18243 18244 ; *** AUDIO Parameters *** 18245 VoiceSelect = RadarVanVoiceSelect 18246 VoiceMove = RadarVanVoiceMove 18247 VoiceAttack = RadarVanVoiceMove 18248 SoundMoveStart = RadarVanMoveStart 18249 SoundMoveStartDamaged = RadarVanMoveStart 18250 18251 UnitSpecificSounds 18252 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 18253 VoiceCreate = RadarVanVoiceCreate 18254 TurretMoveStart = NoSound 18255 TurretMoveLoop = TurretMoveLoop 18256 ; Required for the W3DTruckDraw module 18257 TruckLandingSound = NoSound ;RocketBuggyLand 18258 TruckPowerslideSound = NoSound ;RocketBuggyPowerslide 18259 VoiceCrush = RadarVanVoiceCrush 18260 VoiceEnter = RadarVanVoiceMove 18261 End 18262 18263 ; *** ENGINEERING Parameters *** 18264 RadarPriority = UNIT 18265 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL 18266 18267 Body = ActiveBody ModuleTag_02 18268 MaxHealth = 200 18269 InitialHealth = 200 18270 18271 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18272 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18273 SubdualDamageCap = 400 18274 SubdualDamageHealRate = 500 18275 SubdualDamageHealAmount = 50 18276 End 18277 18278 ExperienceValue = 20 20 20 20 ; Experience point value at each level 18279 18280 Behavior = GrantUpgradeCreate ModuleTag_03 18281 UpgradeToGrant = Upgrade_GLARadar 18282 End 18283 Behavior = RadarUpgrade ModuleTag_05 18284 TriggeredBy = Upgrade_GLARadar 18285 DisableProof = Yes ; Won't be disabled by power low 18286 End 18287 18288 Behavior = OCLSpecialPower ModuleTag_06 18289 SpecialPowerTemplate = SpecialPowerRadarVanScan 18290 OCL = SUPERWEAPON_RadarVanScan 18291 CreateLocation = CREATE_AT_LOCATION 18292 StartsPaused = Yes ; Unpaused by upgrade module 18293 End 18294 18295 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_07 18296 SpecialPowerTemplate = SpecialPowerRadarVanScan 18297 TriggeredBy = Upgrade_GLARadarVanScan 18298 End 18299 18300 Behavior = AutoHealBehavior ModuleTag_08 18301 HealingAmount = 2 18302 HealingDelay = 1000 ; msec 18303 TriggeredBy = Upgrade_GLAJunkRepair 18304 End 18305 18306 Behavior = AIUpdateInterface ModuleTag_09 18307 Turret 18308 TurretTurnRate = 100 18309 ControlledWeaponSlots = PRIMARY 18310 End 18311 End 18312 Locomotor = SET_NORMAL RadarVanLocomotor 18313 18314 Behavior = PhysicsBehavior ModuleTag_10 18315 Mass = 50.0 18316 End 18317 18318 ; The default explosion 18319 Behavior = SlowDeathBehavior ModuleTag_11 18320 DeathTypes = ALL -CRUSHED -SPLATTED 18321 ProbabilityModifier = 5 18322 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 18323 DestructionDelay = 0 18324 DestructionDelayVariance = 200 18325 FX = FINAL FX_BuggyNewDeathExplosion 18326 OCL = FINAL OCL_RadarVanDeathEffect 18327 End 18328 18329 18330 Behavior = FlammableUpdate ModuleTag_13 18331 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18332 AflameDamageAmount = 3 ; taking this much damage... 18333 AflameDamageDelay = 500 ; this often. 18334 End 18335 18336 Behavior = DestroyDie ModuleTag_14 18337 DeathTypes = NONE +CRUSHED +SPLATTED 18338 End 18339 Behavior = CreateCrateDie ModuleTag_15 18340 CrateData = SalvageCrateData 18341 ;CrateData = EliteTankCrateData 18342 ;CrateData = HeroicTankCrateData 18343 End 18344 18345 Behavior = StealthDetectorUpdate ModuleTag_16 18346 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 18347 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 18348 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 18349 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 18350 End 18351 18352 ; A crushing defeat 18353 Behavior = FXListDie ModuleTag_17 18354 DeathTypes = NONE +CRUSHED +SPLATTED 18355 DeathFX = FX_CarCrush 18356 End 18357 Behavior = CreateObjectDie ModuleTag_18 18358 DeathTypes = NONE +CRUSHED +SPLATTED 18359 CreationList = OCL_CrusaderTank_CrushEffect 18360 End 18361 18362 Behavior = TransitionDamageFX ModuleTag_19 18363 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 18364 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition 18365 End 18366 18367 Geometry = BOX 18368 GeometryMajorRadius = 16.0 18369 GeometryMinorRadius = 6.0 18370 GeometryHeight = 12.5 18371 GeometryIsSmall = Yes 18372 Shadow = SHADOW_VOLUME 18373 ShadowSizeX = 45 ;minimum elevation angle above horizon. Used to limit shadow length 18374 18375 End 18376 18377 ;------------------------------------------------------------------------------ 18378 Object Chem_GLAVehicleBattleBus 18379 18380 ; *** ART Parameters *** 18381 SelectPortrait = SUbattlebus_L 18382 ButtonImage = SUbattlebus 18383 18384 UpgradeCameo1 = Upgrade_GLAJunkRepair 18385 18386 18387 Draw = W3DTruckDraw ModuleTag_01 18388 OkToChangeModelColor = Yes 18389 TrackMarks = EXTireTrack.tga 18390 ExtraPublicBone = BUSUP01 18391 ExtraPublicBone = BUSUP02 18392 18393 DefaultConditionState 18394 Model = UVBATTBUS 18395 HideSubObject = BUSUP01 BUSUP02 18396 Animation = UVBATTBUS.UVBATTBUS 18397 AnimationMode = MANUAL 18398 End 18399 ConditionState = MOVING 18400 Model = UVBATTBUS 18401 Animation = UVBATTBUS.UVBATTBUS 18402 AnimationMode = LOOP 18403 End 18404 18405 ConditionState = REALLYDAMAGED 18406 Model = UVBATTBUS_D 18407 Animation = UVBATTBUS_D.UVBATTBUS_D 18408 AnimationMode = MANUAL 18409 End 18410 ConditionState = REALLYDAMAGED MOVING 18411 Model = UVBATTBUS_D 18412 Animation = UVBATTBUS_D.UVBATTBUS_D 18413 AnimationMode = LOOP 18414 End 18415 18416 ConditionState = SECOND_LIFE ; Set after our first death, natch 18417 Model = UVBATTBUS_D1 18418 Animation = UVBATTBUS_D1.UVBATTBUS_D1 18419 AnimationMode = MANUAL 18420 End 18421 AliasConditionState = REALLYDAMAGED SECOND_LIFE 18422 AliasConditionState = RUBBLE SECOND_LIFE 18423 18424 ConditionState = RUBBLE 18425 Model = UVBATTBUS_D 18426 End 18427 18428 ;--------- One crates 18429 ConditionState = ARMORSET_CRATEUPGRADE_ONE 18430 Model = UVBATTBUS 18431 ShowSubObject = BUSUP01 18432 HideSubObject = BUSUP02 18433 Animation = UVBATTBUS.UVBATTBUS 18434 AnimationMode = MANUAL 18435 End 18436 ConditionState = MOVING ARMORSET_CRATEUPGRADE_ONE 18437 Model = UVBATTBUS 18438 ShowSubObject = BUSUP01 18439 HideSubObject = BUSUP02 18440 Animation = UVBATTBUS.UVBATTBUS 18441 AnimationMode = LOOP 18442 End 18443 18444 ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_ONE 18445 Model = UVBATTBUS_D 18446 ShowSubObject = BUSUP01 18447 HideSubObject = BUSUP02 18448 Animation = UVBATTBUS_D.UVBATTBUS_D 18449 AnimationMode = MANUAL 18450 End 18451 ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_ONE 18452 Model = UVBATTBUS_D 18453 ShowSubObject = BUSUP01 18454 HideSubObject = BUSUP02 18455 Animation = UVBATTBUS_D.UVBATTBUS_D 18456 AnimationMode = LOOP 18457 End 18458 18459 ConditionState = SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 18460 Model = UVBATTBUS_D1 18461 ShowSubObject = BUSUP01 18462 HideSubObject = BUSUP02 18463 Animation = UVBATTBUS_D1.UVBATTBUS_D1 18464 AnimationMode = MANUAL 18465 End 18466 AliasConditionState = REALLYDAMAGED SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 18467 AliasConditionState = RUBBLE SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 18468 18469 ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_ONE 18470 Model = UVBATTBUS_D 18471 ShowSubObject = BUSUP01 18472 HideSubObject = BUSUP02 18473 End 18474 18475 ;--------- Two crates 18476 ConditionState = ARMORSET_CRATEUPGRADE_TWO 18477 Model = UVBATTBUS 18478 ShowSubObject = BUSUP01 BUSUP02 18479 Animation = UVBATTBUS.UVBATTBUS 18480 AnimationMode = MANUAL 18481 End 18482 ConditionState = MOVING ARMORSET_CRATEUPGRADE_TWO 18483 Model = UVBATTBUS 18484 ShowSubObject = BUSUP01 BUSUP02 18485 Animation = UVBATTBUS.UVBATTBUS 18486 AnimationMode = LOOP 18487 End 18488 18489 ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_TWO 18490 Model = UVBATTBUS_D 18491 ShowSubObject = BUSUP01 BUSUP02 18492 Animation = UVBATTBUS_D.UVBATTBUS_D 18493 AnimationMode = MANUAL 18494 End 18495 ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_TWO 18496 Model = UVBATTBUS_D 18497 ShowSubObject = BUSUP01 BUSUP02 18498 Animation = UVBATTBUS_D.UVBATTBUS_D 18499 AnimationMode = LOOP 18500 End 18501 18502 ConditionState = SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 18503 Model = UVBATTBUS_D1 18504 ShowSubObject = BUSUP01 BUSUP02 18505 Animation = UVBATTBUS_D1.UVBATTBUS_D1 18506 AnimationMode = MANUAL 18507 End 18508 AliasConditionState = REALLYDAMAGED SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 18509 AliasConditionState = RUBBLE SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 18510 18511 ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_TWO 18512 Model = UVBATTBUS_D 18513 ShowSubObject = BUSUP01 BUSUP02 18514 End 18515 18516 LeftFrontTireBone = Tire01 18517 RightFrontTireBone = Tire04 18518 LeftRearTireBone = Tire02 18519 RightRearTireBone = Tire03 18520 18521 TireRotationMultiplier = 0.2 ; this * speed = rotation. 18522 18523 Dust = RocketBuggyDust 18524 DirtSpray = RocketBuggyDirtSpray 18525 PowerslideSpray = RocketBuggyDirtPowerSlide 18526 18527 End 18528 PlacementViewAngle = 180 18529 ; ***DESIGN parameters *** 18530 DisplayName = OBJECT:BattleBus 18531 Side = GLAToxinGeneral 18532 EditorSorting = VEHICLE 18533 TransportSlotCount = 8 ;how many "slots" we take in a transport (0 == not transportable) 18534 WeaponSet 18535 Conditions = None 18536 Weapon = PRIMARY None 18537 End 18538 WeaponSet 18539 Conditions = PLAYER_UPGRADE 18540 Weapon = PRIMARY BattleBusPassengerDummyWeapon 18541 End 18542 18543 ArmorSet 18544 Conditions = None 18545 Armor = BattleBusTruckArmor 18546 DamageFX = TruckDamageFX 18547 End 18548 ArmorSet 18549 Conditions = SECOND_LIFE ; Set after our first death, natch 18550 Armor = BattleBusStructureArmorTough 18551 DamageFX = StructureDamageFX 18552 End 18553 18554 ArmorSet 18555 Conditions = CRATE_UPGRADE_ONE 18556 Armor = BattleBusTruckArmorPlusOne 18557 DamageFX = TruckDamageFX 18558 End 18559 ArmorSet 18560 Conditions = CRATE_UPGRADE_ONE SECOND_LIFE ; Set after our first death, natch 18561 Armor = BattleBusStructureArmorToughPlusOne 18562 DamageFX = StructureDamageFX 18563 End 18564 18565 ArmorSet 18566 Conditions = CRATE_UPGRADE_TWO 18567 Armor = BattleBusTruckArmorPlusTwo 18568 DamageFX = TruckDamageFX 18569 End 18570 ArmorSet 18571 Conditions = CRATE_UPGRADE_TWO SECOND_LIFE ; Set after our first death, natch 18572 Armor = BattleBusStructureArmorToughPlusTwo 18573 DamageFX = StructureDamageFX 18574 End 18575 18576 BuildCost = 1100 18577 BuildTime = 15.0 ;in seconds 18578 VisionRange = 150 ; Used in attack move targeting 18579 ShroudClearingRange = 200 18580 Prerequisites 18581 Object = Chem_GLAArmsDealer 18582 Object = Chem_GLAPalace 18583 End 18584 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 18585 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18586 CommandSet = GLAVehicleBattleBusCommandSet 18587 18588 ; *** AUDIO Parameters *** 18589 VoiceSelect = BattleBusVoiceSelect 18590 VoiceMove = BattleBusVoiceMove 18591 VoiceGuard = BattleBusVoiceMove 18592 VoiceAttack = BattleBusVoiceAttack 18593 SoundMoveStart = BattleBusMoveStart 18594 SoundMoveStartDamaged = BattleBusMoveStart 18595 SoundEnter = HumveeEnter 18596 SoundExit = HumveeExit 18597 UnitSpecificSounds 18598 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 18599 VoiceCreate = BattleBusVoiceCreate 18600 TurretMoveStart = NoSound 18601 TurretMoveLoop = NoSound 18602 TruckLandingSound = RocketBuggyLand 18603 TruckPowerslideSound = RocketBuggyPowerslide 18604 VoiceUnload = BattleBusVoiceUnload 18605 End 18606 18607 ; *** ENGINEERING Parameters *** 18608 RadarPriority = UNIT 18609 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER ARMOR_SALVAGER SCORE 18610 18611 Body = UndeadBody ModuleTag_02 ; Body module that treats the first death as a state change 18612 MaxHealth = 400.0 18613 InitialHealth = 400.0 18614 18615 SecondLifeMaxHealth = 650.0 18616 18617 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18618 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18619 SubdualDamageCap = 750 18620 SubdualDamageHealRate = 500 18621 SubdualDamageHealAmount = 50 18622 End 18623 18624 IsTrainable = No 18625 ExperienceValue = 50 50 50 50 ; Experience point value at each level 18626 18627 Behavior = AIUpdateInterface ModuleTag_04 18628 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS 18629 End 18630 18631 Behavior = PhysicsBehavior ModuleTag_05 18632 Mass = 40.0 18633 End 18634 18635 Behavior = AutoHealBehavior ModuleTag_06 18636 HealingAmount = 2 18637 HealingDelay = 1000 ; msec 18638 TriggeredBy = Upgrade_GLAJunkRepair 18639 End 18640 18641 Locomotor = SET_NORMAL BattleBusLocomotor 18642 18643 Behavior = BattleBusSlowDeathBehavior ModuleTag_08 18644 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 18645 ProbabilityModifier = 5 18646 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 18647 18648 ; Part the first, uses when killed the first time from non-system (unresistable) damage 18649 FXStartUndeath = FX_BattleBusStartUndeath 18650 OCLStartUndeath = OCL_BattleBusStartUndeath 18651 FXHitGround = FX_BattleBusHitGround 18652 OCLHitGround = OCL_BattleBusHitGround 18653 ThrowForce = 100.0 18654 PercentDamageToPassengers = 50% 18655 EmptyHulkDestructionDelay = 1000 ; If non-zero, msec of emptiness before we kill ourselves with Penalty damage 18656 18657 ; Part the second, normal fields of a SlowDeathBehavior 18658 DestructionDelay = 0 18659 DestructionDelayVariance = 200 18660 FX = FINAL FX_BuggyNewDeathExplosion 18661 OCL = FINAL OCL_BattleBusDeath 18662 End 18663 18664 Behavior = TransportContain ModuleTag_10 18665 PassengersAllowedToFire = Yes 18666 Slots = 8 18667 DamagePercentToUnits = 100% 18668 AllowInsideKindOf = INFANTRY 18669 ExitDelay = 250 18670 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 18671 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 18672 WeaponBonusPassedToPassengers = Yes 18673 DelayExitInAir = Yes 18674 ArmedRidersUpgradeMyWeaponSet = Yes 18675 End 18676 18677 ; Module 11 cut. 18678 ; Behavior = HordeUpdate ModuleTag_11 18679 ; RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 18680 ; UpdateRate = 1000 ; how often to recheck horde status (msec) 18681 ; Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 18682 ; AlliesOnly = Yes ; do we only count allies towards horde status? 18683 ; ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) 18684 ; Count = 5 ; how many units must be within Radius to grant us horde-ness 18685 ; Action = HORDE ; when horde-ing, grant us the HORDE bonus 18686 ; End 18687 18688 ; A crushing defeat 18689 Behavior = FXListDie ModuleTag_23 18690 DeathTypes = NONE +CRUSHED +SPLATTED 18691 DeathFX = FX_CarCrush 18692 End 18693 Behavior = CreateObjectDie ModuleTag_24 18694 DeathTypes = NONE +CRUSHED +SPLATTED 18695 CreationList = OCL_CrusaderTank_CrushEffect 18696 End 18697 Behavior = CreateCrateDie ModuleTag_25 18698 CrateData = SalvageCrateData 18699 End 18700 18701 Behavior = FlammableUpdate ModuleTag_28 18702 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18703 AflameDamageAmount = 3 ; taking this much damage... 18704 AflameDamageDelay = 500 ; this often. 18705 End 18706 18707 Behavior = DestroyDie ModuleTag_29 18708 DeathTypes = NONE +CRUSHED +SPLATTED 18709 End 18710 18711 Behavior = SlowDeathBehavior ModuleTag_30 // Empty Hulk sinking away 18712 DeathTypes = NONE +EXTRA_4 18713 18714 SinkDelay = 1 18715 SinkRate = 2.5 18716 DestructionDelay = 5000 18717 End 18718 18719 Behavior = TransitionDamageFX ModuleTag_31 18720 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 18721 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 18722 End 18723 18724 Geometry = BOX 18725 GeometryMajorRadius = 19.0 18726 GeometryMinorRadius = 8.0 18727 GeometryHeight = 11.5 18728 GeometryIsSmall = No 18729 Shadow = SHADOW_VOLUME 18730 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 18731 18732 End 18733 18734 18735 18736 18737 18738 18739 18740 18741 18742 18743 18744 18745 18746 18747 18748 18749 18750 18751 18752 18753 18754 18755 18756 18757 18758 18759 18760 18761 18762 18763 18764 18765 18766 18767 18768 18769 18770 18771 18772 18773 18774 18775 18776 18777 18778 18779 18780 18781 18782 18783 18784 18785 18786 18787 18788 ;This file is for Chemical Generals Challenge GLA Buildings 18789 ;---------------------------------------------------------------------- 18790 Object Chem_GLATunnelNetwork 18791 18792 ; *** ART Parameters *** 18793 SelectPortrait = SUToxicTunnel_L 18794 ButtonImage = SUToxicTunnel 18795 UpgradeCameo1 = Chem_Upgrade_GLAAnthraxGamma 18796 Draw = W3DModelDraw ModuleTag_01 18797 OkToChangeModelColor = Yes 18798 18799 DefaultConditionState 18800 Model = UBToxTunn 18801 Turret = Turret01 18802 WeaponFireFXBone = PRIMARY BarrelMS 18803 WeaponLaunchBone = PRIMARY BarrelMS 18804 WeaponMuzzleFlash = PRIMARY BarrelFX 18805 End 18806 ConditionState = DAMAGED 18807 Model = UBToxTunn_D 18808 WeaponFireFXBone = PRIMARY BarrelMS 18809 WeaponLaunchBone = PRIMARY BarrelMS 18810 18811 End 18812 ConditionState = REALLYDAMAGED RUBBLE 18813 Model = UBToxTunn_E 18814 WeaponFireFXBone = PRIMARY BarrelMS 18815 WeaponLaunchBone = PRIMARY BarrelMS 18816 18817 ParticleSysBone = Steam01 SteamVent 18818 End 18819 18820 18821 ConditionState = SNOW 18822 Model = UBToxTunn_S 18823 End 18824 ConditionState = DAMAGED SNOW 18825 Model = UBToxTunn_DS 18826 End 18827 ConditionState = REALLYDAMAGED RUBBLE SNOW 18828 Model = UBToxTunn_ES 18829 ParticleSysBone = Steam01 SteamVent 18830 End 18831 18832 18833 18834 18835 ConditionState = NIGHT 18836 Model = UBToxTunn_N 18837 End 18838 ConditionState = DAMAGED NIGHT 18839 Model = UBToxTunn_DN 18840 End 18841 ConditionState = REALLYDAMAGED RUBBLE NIGHT 18842 Model = UBToxTunn_EN 18843 ParticleSysBone = Steam01 SteamVent 18844 End 18845 18846 18847 ConditionState = SNOW NIGHT 18848 Model = UBToxTunn_NS 18849 End 18850 ConditionState = DAMAGED SNOW NIGHT 18851 Model = UBToxTunn_DNS 18852 End 18853 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 18854 Model = UBToxTunn_ENS 18855 ParticleSysBone = Steam01 SteamVent 18856 End 18857 18858 ;************************************************************************************************************************** 18859 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 18860 ;for this draw module 18861 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18862 Model = UBToxTunn 18863 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18864 End 18865 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 18866 Model = UBToxTunn_D 18867 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18868 End 18869 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 18870 Model = UBToxTunn_E 18871 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18872 End 18873 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 18874 Model = UBToxTunn_N 18875 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18876 End 18877 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 18878 Model = UBToxTunn_DN 18879 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18880 End 18881 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 18882 Model = UBToxTunn_EN 18883 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18884 End 18885 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 18886 Model = UBToxTunn_S 18887 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18888 End 18889 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 18890 Model = UBToxTunn_DS 18891 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18892 End 18893 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 18894 Model = UBToxTunn_ES 18895 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18896 End 18897 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 18898 Model = UBToxTunn_NS 18899 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18900 End 18901 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 18902 Model = UBToxTunn_DNS 18903 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18904 End 18905 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 18906 Model = UBToxTunn_ENS 18907 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 18908 End 18909 18910 ConditionState = AWAITING_CONSTRUCTION 18911 Model = NONE 18912 End 18913 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 18914 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 18915 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 18916 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 18917 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 18918 AliasConditionState = AWAITING_CONSTRUCTION SNOW 18919 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 18920 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 18921 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 18922 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 18923 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 18924 AliasConditionState = SOLD 18925 AliasConditionState = SOLD DAMAGED 18926 AliasConditionState = SOLD REALLYDAMAGED 18927 AliasConditionState = SOLD NIGHT 18928 AliasConditionState = SOLD NIGHT DAMAGED 18929 AliasConditionState = SOLD NIGHT REALLYDAMAGED 18930 AliasConditionState = SOLD SNOW 18931 AliasConditionState = SOLD SNOW DAMAGED 18932 AliasConditionState = SOLD SNOW REALLYDAMAGED 18933 AliasConditionState = SOLD NIGHT SNOW 18934 AliasConditionState = SOLD NIGHT SNOW DAMAGED 18935 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 18936 ;************************************************************************************************************************** 18937 18938 End 18939 18940 ; ------------ construction-zone fence ----------------- 18941 Draw = W3DModelDraw ModuleTag_02 18942 AnimationsRequirePower = No 18943 DefaultConditionState 18944 Model = None 18945 TransitionKey = DOWN_DEFAULT 18946 End 18947 ConditionState = NIGHT 18948 Model = None 18949 TransitionKey = DOWN_DEFAULT 18950 End 18951 ConditionState = SNOW 18952 Model = None 18953 TransitionKey = DOWN_DEFAULT 18954 End 18955 ConditionState = SNOW NIGHT 18956 Model = None 18957 TransitionKey = DOWN_DEFAULT 18958 End 18959 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18960 Model = UBUndTunn_A4 18961 Animation = UBUndTunn_A4.UBUndTunn_A4 18962 AnimationMode = MANUAL 18963 Flags = START_FRAME_LAST 18964 TransitionKey = UP_DAY 18965 End 18966 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18967 Model = UBUndTunn_A4N 18968 Animation = UBUndTunn_A4N.UBUndTunn_A4N 18969 AnimationMode = MANUAL 18970 Flags = START_FRAME_LAST 18971 TransitionKey = UP_NIGHT 18972 End 18973 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18974 Model = UBUndTunn_A4S 18975 Animation = UBUndTunn_A4S.UBUndTunn_A4S 18976 AnimationMode = MANUAL 18977 Flags = START_FRAME_LAST 18978 TransitionKey = UP_SNOW 18979 End 18980 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 18981 Model = UBUndTunn_A4SN 18982 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 18983 AnimationMode = MANUAL 18984 Flags = START_FRAME_LAST 18985 TransitionKey = UP_SNOWNIGHT 18986 End 18987 TransitionState = DOWN_DEFAULT UP_DAY 18988 Model = UBUndTunn_A4 18989 Animation = UBUndTunn_A4.UBUndTunn_A4 18990 AnimationMode = ONCE 18991 AnimationSpeedFactorRange = 1.0 1.0 18992 Flags = START_FRAME_FIRST 18993 End 18994 TransitionState = DOWN_DEFAULT UP_NIGHT 18995 Model = UBUndTunn_A4N 18996 Animation = UBUndTunn_A4N.UBUndTunn_A4N 18997 AnimationMode = ONCE 18998 AnimationSpeedFactorRange = 1.0 1.0 18999 Flags = START_FRAME_FIRST 19000 End 19001 TransitionState = DOWN_DEFAULT UP_SNOW 19002 Model = UBUndTunn_A4S 19003 Animation = UBUndTunn_A4S.UBUndTunn_A4S 19004 AnimationMode = ONCE 19005 AnimationSpeedFactorRange = 1.0 1.0 19006 Flags = START_FRAME_FIRST 19007 End 19008 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19009 Model = UBUndTunn_A4SN 19010 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 19011 AnimationMode = ONCE 19012 AnimationSpeedFactorRange = 1.0 1.0 19013 Flags = START_FRAME_FIRST 19014 End 19015 TransitionState = UP_DAY DOWN_DEFAULT 19016 Model = UBUndTunn_A4 19017 Animation = UBUndTunn_A4.UBUndTunn_A4 19018 AnimationMode = ONCE_BACKWARDS 19019 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19020 Flags = START_FRAME_LAST 19021 End 19022 TransitionState = UP_NIGHT DOWN_DEFAULT 19023 Model = UBUndTunn_A4N 19024 Animation = UBUndTunn_A4N.UBUndTunn_A4N 19025 AnimationMode = ONCE_BACKWARDS 19026 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19027 Flags = START_FRAME_LAST 19028 End 19029 TransitionState = UP_SNOW DOWN_DEFAULT 19030 Model = UBUndTunn_A4S 19031 Animation = UBUndTunn_A4S.UBUndTunn_A4S 19032 AnimationMode = ONCE_BACKWARDS 19033 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19034 Flags = START_FRAME_LAST 19035 End 19036 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19037 Model = UBUndTunn_A4SN 19038 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 19039 AnimationMode = ONCE_BACKWARDS 19040 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19041 Flags = START_FRAME_LAST 19042 End 19043 End 19044 19045 ; ------------ under-construction scaffolding ----------------- 19046 Draw = W3DModelDraw ModuleTag_03 19047 AnimationsRequirePower = No 19048 DefaultConditionState 19049 Model = None 19050 TransitionKey = DOWN_DEFAULT 19051 End 19052 ConditionState = NIGHT 19053 Model = None 19054 TransitionKey = DOWN_DEFAULT 19055 End 19056 ConditionState = SNOW 19057 Model = None 19058 TransitionKey = DOWN_DEFAULT 19059 End 19060 ConditionState = SNOW NIGHT 19061 Model = None 19062 TransitionKey = DOWN_DEFAULT 19063 End 19064 ConditionState = PARTIALLY_CONSTRUCTED 19065 Model = UBUndTunn_A6 19066 Animation = UBUndTunn_A6.UBUndTunn_A6 19067 AnimationMode = MANUAL 19068 Flags = START_FRAME_LAST 19069 TransitionKey = UP_DAY 19070 End 19071 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 19072 Model = UBUndTunn_A6N 19073 Animation = UBUndTunn_A6N.UBUndTunn_A6N 19074 AnimationMode = MANUAL 19075 Flags = START_FRAME_LAST 19076 TransitionKey = UP_NIGHT 19077 End 19078 ConditionState = SNOW PARTIALLY_CONSTRUCTED 19079 Model = UBUndTunn_A6S 19080 Animation = UBUndTunn_A6S.UBUndTunn_A6S 19081 AnimationMode = MANUAL 19082 Flags = START_FRAME_LAST 19083 TransitionKey = UP_SNOW 19084 End 19085 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 19086 Model = UBUndTunn_A6SN 19087 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 19088 AnimationMode = MANUAL 19089 Flags = START_FRAME_LAST 19090 TransitionKey = UP_SNOWNIGHT 19091 End 19092 TransitionState = DOWN_DEFAULT UP_DAY 19093 Model = UBUndTunn_A6 19094 Animation = UBUndTunn_A6.UBUndTunn_A6 19095 AnimationMode = ONCE 19096 AnimationSpeedFactorRange = 1.0 1.0 19097 Flags = START_FRAME_FIRST 19098 End 19099 TransitionState = DOWN_DEFAULT UP_NIGHT 19100 Model = UBUndTunn_A6N 19101 Animation = UBUndTunn_A6N.UBUndTunn_A6N 19102 AnimationMode = ONCE 19103 AnimationSpeedFactorRange = 1.0 1.0 19104 Flags = START_FRAME_FIRST 19105 End 19106 TransitionState = DOWN_DEFAULT UP_SNOW 19107 Model = UBUndTunn_A6S 19108 Animation = UBUndTunn_A6S.UBUndTunn_A6S 19109 AnimationMode = ONCE 19110 AnimationSpeedFactorRange = 1.0 1.0 19111 Flags = START_FRAME_FIRST 19112 End 19113 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 19114 Model = UBUndTunn_A6SN 19115 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 19116 AnimationMode = ONCE 19117 AnimationSpeedFactorRange = 1.0 1.0 19118 Flags = START_FRAME_FIRST 19119 End 19120 TransitionState = UP_DAY DOWN_DEFAULT 19121 Model = UBUndTunn_A6 19122 Animation = UBUndTunn_A6.UBUndTunn_A6 19123 AnimationMode = ONCE_BACKWARDS 19124 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19125 Flags = START_FRAME_LAST 19126 End 19127 TransitionState = UP_NIGHT DOWN_DEFAULT 19128 Model = UBUndTunn_A6N 19129 Animation = UBUndTunn_A6N.UBUndTunn_A6N 19130 AnimationMode = ONCE_BACKWARDS 19131 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19132 Flags = START_FRAME_LAST 19133 End 19134 TransitionState = UP_SNOW DOWN_DEFAULT 19135 Model = UBUndTunn_A6S 19136 Animation = UBUndTunn_A6S.UBUndTunn_A6S 19137 AnimationMode = ONCE_BACKWARDS 19138 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19139 Flags = START_FRAME_LAST 19140 End 19141 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 19142 Model = UBUndTunn_A6SN 19143 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 19144 AnimationMode = ONCE_BACKWARDS 19145 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 19146 Flags = START_FRAME_LAST 19147 End 19148 End 19149 19150 PlacementViewAngle = -135 19151 19152 ; ***DESIGN parameters *** 19153 DisplayName = OBJECT:Chem_TunnelNetwork 19154 Side = GLAToxinGeneral 19155 EditorSorting = STRUCTURE 19156 Prerequisites 19157 Object = Chem_GLABarracks 19158 End 19159 BuildCost = 800 19160 RefundValue = 100 ; With nothing (or zero) listed, we sell for half price. 19161 BuildTime = 5.0 ; in seconds 19162 EnergyProduction = 0 19163 VisionRange = 200.0 ; Shroud clearing distance 19164 ShroudClearingRange = 200 19165 ArmorSet 19166 Conditions = None 19167 Armor = StructureArmor 19168 DamageFX = StructureDamageFXNoShake 19169 End 19170 WeaponSet 19171 Conditions = None 19172 Weapon = PRIMARY Chem_TunnelNetworkGunBeta 19173 End 19174 WeaponSet 19175 Conditions = PLAYER_UPGRADE 19176 Weapon = PRIMARY Chem_TunnelNetworkGunGamma 19177 End 19178 19179 CommandSet = Chem_GLATunnelNetworkCommandSet 19180 ExperienceValue = 100 100 100 100 ; Experience point value at each level 19181 19182 ; *** AUDIO Parameters *** 19183 VoiceSelect = TunnelNetworkSelect 19184 SoundOnDamaged = BuildingDamagedStateLight 19185 SoundOnReallyDamaged = BuildingDestroy 19186 SoundEnter = GarrisonEnter 19187 SoundExit = GarrisonExit 19188 19189 UnitSpecificSounds 19190 UnderConstruction = UnderConstructionLoop 19191 TurretMoveLoop = NoSound 19192 End 19193 19194 ; *** ENGINEERING Parameters *** 19195 RadarPriority = STRUCTURE 19196 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT 19197 Body = StructureBody ModuleTag_04 19198 MaxHealth = 1000.0 19199 InitialHealth = 1000.0 19200 19201 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 19202 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 19203 SubdualDamageCap = 1200 19204 SubdualDamageHealRate = 500 19205 SubdualDamageHealAmount = 100 19206 End 19207 Behavior = WeaponSetUpgrade ModuleTag_08 19208 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 19209 End 19210 19211 Behavior = StealthDetectorUpdate ModuleTag_13 19212 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 19213 DetectionRange = 150 ;Dustin, enable this for independant balancing! 19214 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 19215 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 19216 End 19217 19218 Behavior = AIUpdateInterface ModuleTag_16 19219 Turret 19220 TurretTurnRate = 180 // turn rate, in degrees per sec 19221 ControlledWeaponSlots = PRIMARY 19222 End 19223 19224 AutoAcquireEnemiesWhenIdle = Yes Stealthed ;ATTACK_BUILDINGS; defensive weapon 19225 End 19226 Behavior = TunnelContain ModuleTag_05 19227 TimeForFullHeal = 5000 ;(in milliseconds) 19228 End 19229 19230 ;Kris: Removed this module because units exiting the container would extract information from 19231 ;the wrong exit interface. Because TunnelContain has the proper information for exiting properly 19232 ;we don't need this one. And spawned units can use the TunnelContain exit anyways. 19233 ;Behavior = DefaultProductionExitUpdate ModuleTag_06 19234 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 19235 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 19236 ;End 19237 19238 Behavior = SpawnBehavior ModuleTag_07 19239 SpawnNumber = 2 19240 SpawnReplaceDelay = 9999 19241 SpawnTemplateName = Chem_GLAInfantryTunnelDefender 19242 OneShot = Yes 19243 CanReclaimOrphans = No 19244 SlavesHaveFreeWill = Yes 19245 End 19246 Behavior = RebuildHoleExposeDie ModuleTag_09 19247 HoleName = GLAHoleTunnelNetwork 19248 HoleMaxHealth = 500.0 19249 End 19250 Behavior = DestroyDie ModuleTag_10 19251 ;nothing 19252 End 19253 Behavior = CreateObjectDie ModuleTag_11 19254 CreationList = OCL_ABTunnelNetworkDebris 19255 End 19256 Behavior = FXListDie ModuleTag_12 19257 DeathFX = FX_StructureSmallDeath 19258 End 19259 19260 Behavior = FlammableUpdate ModuleTag_15 19261 19262 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19263 AflameDamageAmount = 5 ; taking this much damage... 19264 AflameDamageDelay = 500 ; this often. 19265 End 19266 19267 Behavior = TransitionDamageFX ModuleTag_17 19268 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 19269 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19270 ;--------------------------------------------------------------------------------------- 19271 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19272 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19273 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19274 End 19275 19276 Behavior = ProductionUpdate ModuleTag_18 19277 End 19278 19279 19280 Geometry = CYLINDER 19281 GeometryMajorRadius = 25.0 19282 GeometryHeight = 20.0 19283 GeometryIsSmall = No 19284 Shadow = SHADOW_VOLUME 19285 BuildCompletion = PLACED_BY_PLAYER 19286 19287 End 19288 19289 19290 19291 19292 19293 19294 19295 19296 19297 19298 19299 19300 19301 19302 19303 19304 19305 19306 19307 19308 19309 19310 19311 19312 19313 19314 19315 19316 19317 19318 19319 19320 19321 19322 19323 19324 19325 19326 19327 19328 19329 19330 19331 19332 19333 19334 19335 19336 19337 19338 19339 19340 19341 19342 19343 19344 19345 19346 19347 19348 ;------------------------------------------------------------------------------ 19349 ; CHEMICAL GENERAL SYSTEMS 19350 ;------------------------------------------------------------------------------ 19351 Object Chem_PoisonFieldGammaLarge 19352 19353 ; *** ART Parameters *** 19354 Draw = W3DModelDraw ModuleTag_01 19355 DefaultConditionState 19356 Model = NONE 19357 End 19358 End 19359 19360 ; ***DESIGN parameters *** 19361 EditorSorting = SYSTEM 19362 KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE 19363 ArmorSet 19364 Conditions = None 19365 Armor = HazardousMaterialArmor 19366 End 19367 19368 ; ***AUDIO parameters *** 19369 SoundAmbient = AnthraxPoolAmbientLoop 19370 19371 ; *** ENGINEERING Parameters *** 19372 Body = ActiveBody ModuleTag_02 19373 MaxHealth = 120.0 19374 InitialHealth = 120.0 19375 End 19376 Behavior = FireWeaponUpdate ModuleTag_03 19377 Weapon = Chem_LargePoisonFieldWeaponGamma 19378 End 19379 19380 Behavior = LifetimeUpdate ModuleTag_04 19381 MinLifetime = 45000 19382 MaxLifetime = 45000 19383 End 19384 19385 Behavior = FireWeaponUpdate ModuleTag_05 19386 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup 19387 End 19388 19389 Behavior = DestroyDie ModuleTag_06 19390 End 19391 19392 Behavior = FXListDie ModuleTag_07 19393 DeathFX = FX_AnthraxPoolDie 19394 End 19395 19396 Geometry = CYLINDER 19397 GeometryMajorRadius = 70.0 19398 GeometryHeight = 1.0 19399 GeometryIsSmall = No 19400 19401 End 19402 19403 ;------------------------------------------------------------------------------ 19404 Object Chem_PoisonFieldGammaMedium 19405 19406 ; *** ART Parameters *** 19407 Draw = W3DModelDraw ModuleTag_01 19408 DefaultConditionState 19409 Model = NONE 19410 End 19411 End 19412 19413 ; ***DESIGN parameters *** 19414 EditorSorting = SYSTEM 19415 KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE 19416 ArmorSet 19417 Conditions = None 19418 Armor = HazardousMaterialArmor 19419 End 19420 19421 ; ***AUDIO parameters *** 19422 SoundAmbient = AnthraxPoolAmbientLoop 19423 19424 19425 ; *** ENGINEERING Parameters *** 19426 Body = ActiveBody ModuleTag_02 19427 MaxHealth = 120.0 19428 InitialHealth = 120.0 19429 End 19430 Behavior = FireWeaponUpdate ModuleTag_03 19431 Weapon = Chem_MediumPoisonFieldWeaponGamma 19432 End 19433 19434 Behavior = LifetimeUpdate ModuleTag_04 19435 MinLifetime = 30000 19436 MaxLifetime = 30000 19437 End 19438 19439 Behavior = FireWeaponUpdate ModuleTag_05 19440 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup 19441 End 19442 19443 Behavior = DestroyDie ModuleTag_06 19444 End 19445 19446 Behavior = FXListDie ModuleTag_07 19447 DeathFX = FX_AnthraxPoolDie 19448 End 19449 19450 Geometry = CYLINDER 19451 GeometryMajorRadius = 40.0 19452 GeometryHeight = 1.0 19453 GeometryIsSmall = No 19454 19455 End 19456 19457 ;------------------------------------------------------------------------------ 19458 Object Chem_PoisonFieldGammaSmall 19459 19460 ; *** ART Parameters *** 19461 Draw = W3DModelDraw ModuleTag_01 19462 DefaultConditionState 19463 Model = NONE 19464 End 19465 End 19466 19467 ; ***DESIGN parameters *** 19468 EditorSorting = SYSTEM 19469 KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE 19470 ArmorSet 19471 Conditions = None 19472 Armor = HazardousMaterialArmor 19473 End 19474 19475 ; ***AUDIO parameters *** 19476 SoundAmbient = AnthraxPoolAmbientLoop 19477 19478 19479 ; *** ENGINEERING Parameters *** 19480 Body = ActiveBody ModuleTag_02 19481 MaxHealth = 120.0 19482 InitialHealth = 120.0 19483 End 19484 Behavior = FireWeaponUpdate ModuleTag_03 19485 Weapon = Chem_SmallPoisonFieldWeaponGamma 19486 End 19487 19488 Behavior = LifetimeUpdate ModuleTag_04 19489 MinLifetime = 10000 19490 MaxLifetime = 10000 19491 End 19492 19493 Behavior = FireWeaponUpdate ModuleTag_05 19494 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup 19495 End 19496 19497 Behavior = DestroyDie ModuleTag_06 19498 End 19499 19500 Behavior = FXListDie ModuleTag_07 19501 DeathFX = FX_AnthraxPoolDie 19502 End 19503 19504 Geometry = CYLINDER 19505 GeometryMajorRadius = 4.0 19506 GeometryHeight = 1.0 19507 GeometryIsSmall = No 19508 19509 End 19510 19511 19512 ;------------------------------------------------------------------------------ 19513 Object Chem_ToxicInfantryGamma 19514 ; *** ART Parameters *** 19515 Draw = W3DModelDraw ModuleTag_01 19516 19517 DefaultConditionState 19518 Model = CITOXDTH_SKNB 19519 Animation = CITOXDTH_SKL.CITOXDTH_DTA 19520 AnimationSpeedFactorRange = 0.9 1.3 19521 AnimationMode = ONCE 19522 End 19523 End 19524 19525 19526 ; ***DESIGN parameters *** 19527 Side = GLAToxinGeneral 19528 EditorSorting = SYSTEM 19529 TransportSlotCount = 1 19530 ArmorSet 19531 Conditions = None 19532 Armor = HumanArmor 19533 DamageFX = None 19534 End 19535 VisionRange = 150 19536 DisplayName = OBJECT:ToxicInfantry 19537 19538 ; *** AUDIO Parameters *** 19539 19540 ; *** ENGINEERING Parameters *** 19541 RadarPriority = NOT_ON_RADAR 19542 KindOf = CAN_CAST_REFLECTIONS INFANTRY 19543 19544 Body = ActiveBody ModuleTag_02 19545 MaxHealth = 50.0 19546 InitialHealth = 50.0 19547 End 19548 19549 Behavior = PhysicsBehavior ModuleTag_04 19550 Mass = 5.0 19551 End 19552 19553 Behavior = LifetimeUpdate ModuleTag_05 19554 MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles 19555 MaxLifetime = 3000 19556 End 19557 19558 Behavior = SlowDeathBehavior ModuleTag_06 19559 SinkDelay = 4500 19560 SinkRate = 0.5 ; in Dist/Sec 19561 DestructionDelay = 9500 19562 End 19563 19564 Behavior = SquishCollide ModuleTag_07 19565 ;nothing 19566 End 19567 19568 Behavior = FXListDie ModuleTag_08 19569 DeathTypes = ALL -CRUSHED -SPLATTED 19570 DeathFX = FX_GIDie 19571 End 19572 Behavior = FXListDie ModuleTag_09 19573 DeathTypes = NONE +CRUSHED +SPLATTED 19574 DeathFX = FX_GIDieCrushed 19575 End 19576 19577 Geometry = CYLINDER 19578 GeometryMajorRadius = 3.0 19579 GeometryMinorRadius = 3.0 19580 GeometryHeight = 12.0 19581 GeometryIsSmall = Yes 19582 End 19583 19584 19585 19586 19587 19588 19589 19590 19591 ;------------------------------------------------------------------------------ 19592 Object Chem_ScudStormMissile 19593 19594 ; *** ART Parameters *** 19595 Draw = W3DModelDraw ModuleTag_01 19596 OkToChangeModelColor = Yes 19597 DefaultConditionState 19598 Model = UBScudStrm_M 19599 End 19600 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 19601 Model = NONE 19602 End 19603 19604 End 19605 19606 ; ***DESIGN parameters *** 19607 KindOf = PROJECTILE ;BALLISTIC_MISSILE 19608 EditorSorting = SYSTEM 19609 VisionRange = 300.0 19610 ShroudClearingRange = 0 19611 TransportSlotCount = 10 19612 ArmorSet 19613 Conditions = None 19614 Armor = ProjectileArmor 19615 DamageFX = None 19616 End 19617 19618 ; *** AUDIO Parameters *** 19619 ; SoundFallingFromPlane = DaisyCutterWeapon 19620 19621 ; *** ENGINEERING Parameters *** 19622 Body = ActiveBody ModuleTag_02 19623 MaxHealth = 10000.0 19624 InitialHealth = 10000.0 19625 End 19626 19627 Behavior = PhysicsBehavior ModuleTag_03 19628 Mass = 500.0 19629 End 19630 19631 Behavior = MissileAIUpdate ModuleTag_04 19632 TryToFollowTarget = No 19633 FuelLifetime = 0 ; zero is infinite 19634 InitialVelocity = 0 ; in dist/sec 19635 IgnitionFX = FX_ScudStormIgnition 19636 DistanceToTravelBeforeTurning = 500 19637 DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. 19638 End 19639 Locomotor = SET_NORMAL SCUDStormMissileLocomotor 19640 19641 Behavior = HeightDieUpdate ModuleTag_05 19642 TargetHeight = 15.0 19643 TargetHeightIncludesStructures = No 19644 OnlyWhenMovingDown = Yes 19645 SnapToGroundOnDeath = Yes 19646 InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad 19647 End 19648 19649 Behavior = DestroyDie ModuleTag_06 19650 ;nothing 19651 End 19652 19653 Behavior = SpecialPowerCompletionDie ModuleTag_07 19654 SpecialPowerTemplate = SuperweaponScudStorm 19655 End 19656 19657 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 19658 DeathWeapon = ScudStormDamageWeaponUpgraded 19659 StartsActive = Yes 19660 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma 19661 End 19662 19663 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 19664 DeathWeapon = Chem_ScudStormDamageWeaponGamma 19665 StartsActive = No ; turned on by upgrade 19666 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 19667 End 19668 19669 19670 Geometry = Cylinder 19671 GeometryIsSmall = Yes 19672 GeometryMajorRadius = 7.0 19673 GeometryHeight = 30.0 19674 19675 End 19676 19677 19678 19679 19680 19681 19682 19683 19684 19685 19686 19687 19688 19689 19690 19691 19692 19693 19694 19695 19696 19697 19698 19699 19700 19701 19702 19703 19704 19705 19706 19707 19708 19709 19710 19711 19712 19713 19714 19715 19716 19717 19718 19719 19720 19721 19722 19723 19724 19725 19726 19727 19728 19729 19730 19731 19732 19733 19734 19735 19736 19737 19738 19739 19740 19741 19742 19743 19744 19745 19746 19747 19748 19749 19750 19751 19752 19753 19754 19755 19756 19757 19758 19759 19760 19761 ; This file is just for the Chemical Generals Challenge GLA Units 19762 ;------------------------------------------------------------------------------ 19763 Object Chem_StingerMissile 19764 19765 ; *** ART Parameters *** 19766 Draw = W3DModelDraw ModuleTag_01 19767 OkToChangeModelColor = Yes 19768 DefaultConditionState 19769 Model = UVRockBug_m 19770 End 19771 ConditionState = JAMMED 19772 ParticleSysBone = None SparksMedium 19773 End 19774 End 19775 19776 ; ***DESIGN parameters *** 19777 DisplayName = OBJECT:StingerMissile 19778 EditorSorting = SYSTEM 19779 VisionRange = 0.0 19780 ArmorSet 19781 Conditions = None 19782 Armor = ProjectileArmor 19783 DamageFX = None 19784 End 19785 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 19786 19787 ; *** ENGINEERING Parameters *** 19788 KindOf = PROJECTILE SMALL_MISSILE 19789 Body = ActiveBody ModuleTag_02 19790 MaxHealth = 100.0 19791 InitialHealth = 100.0 19792 19793 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 19794 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 19795 ; A projectile is not disabled, but instead loses target and scatters 19796 SubdualDamageCap = 200 19797 SubdualDamageHealRate = 100000 19798 SubdualDamageHealAmount = 50 19799 End 19800 19801 ; ---- begin Projectile death behaviors 19802 Behavior = InstantDeathBehavior DeathModuleTag_01 19803 DeathTypes = NONE +DETONATED 19804 ; we detonated normally. 19805 ; no FX, just quiet destroy ourselves 19806 End 19807 Behavior = InstantDeathBehavior DeathModuleTag_02 19808 DeathTypes = NONE +LASERED 19809 ; shot down by laser. 19810 ; FX = FX_GenericMissileDisintegrate 19811 End 19812 Behavior = InstantDeathBehavior DeathModuleTag_03 19813 DeathTypes = ALL -LASERED -DETONATED 19814 ; shot down by nonlaser. 19815 FX = FX_GenericMissileDeath 19816 End 19817 ; ---- end Projectile death behaviors 19818 19819 19820 Behavior = PhysicsBehavior ModuleTag_06 19821 Mass = 1 19822 End 19823 Behavior = MissileAIUpdate ModuleTag_07 19824 TryToFollowTarget = Yes 19825 FuelLifetime = 5000 19826 InitialVelocity = 200 ; in dist/sec 19827 IgnitionDelay = 0 19828 DistanceToTravelBeforeTurning = 5 19829 IgnitionFX = None 19830 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. 19831 End 19832 19833 Behavior = WeaponBonusUpgrade Upgrade_01 19834 TriggeredBy = Upgrade_GLAAPRockets 19835 End 19836 19837 Locomotor = SET_NORMAL StingerMissileLocomotor 19838 19839 Geometry = Sphere 19840 GeometryIsSmall = Yes 19841 GeometryMajorRadius = 2.0 19842 19843 End 19844 19845 19846 19847 19848 ;------------------------------------------------ 19849 19850 Object Chem_GLAInfantryRebel 19851 19852 ; *** ART Parameters *** 19853 SelectPortrait = SUToxinRebel_L 19854 ButtonImage = SUToxinRebel 19855 19856 UpgradeCameo1 = Chem_Upgrade_GLAAnthraxGamma 19857 UpgradeCameo2 = Upgrade_InfantryCaptureBuilding 19858 UpgradeCameo3 = Upgrade_GLACamouflage 19859 19860 19861 Draw = W3DModelDraw ModuleTag_01 19862 19863 OkToChangeModelColor = Yes 19864 ParticlesAttachedToAnimatedBones = Yes 19865 19866 19867 19868 ; this says "we don't use these condition states at all, so completely 19869 ; ignore them for purposes of matchmaking"... this is useful to help 19870 ; reduce the number of AliasConditionState clauses you must add in 19871 ; order to avoid ambiguity in some cases. 19872 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 19873 19874 ; ---- standing 19875 DefaultConditionState 19876 Model = UIRGrdTOX_SKN 19877 IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 19878 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA 19879 IdleAnimation = UIRGrd_SKL.UIRGrd_IDB 19880 AnimationMode = ONCE 19881 WeaponFireFXBone = PRIMARY Muzzle01 19882 WeaponLaunchBone = PRIMARY Muzzle01 19883 HideSubObject = MuzzleFX01 19884 TransitionKey = TRANS_Standing 19885 ;;; ParticleSysBone = MUZZLE01 WaterSpray 19886 End 19887 19888 ConditionState = REALLYDAMAGED 19889 IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 19890 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC 19891 IdleAnimation = UIRGrd_SKL.UIRGrd_IDD 19892 AnimationMode = ONCE 19893 TransitionKey = TRANS_StandingHurt 19894 End 19895 19896 ; ---- moving 19897 ConditionState = MOVING 19898 Animation = UIRGrd_SKL.UIRGrd_RNA 15 19899 AnimationMode = LOOP 19900 TransitionKey = TRANS_Walking 19901 ParticleSysBone = None InfantryDustTrails 19902 End 19903 AliasConditionState = MOVING ATTACKING 19904 19905 ConditionState = MOVING REALLYDAMAGED 19906 Animation = UIRGrd_SKL.UIRGrd_RNB 25 19907 AnimationMode = LOOP 19908 TransitionKey = TRANS_WalkingHurt 19909 ParticleSysBone = None InfantryDustTrails 19910 End 19911 AliasConditionState = MOVING ATTACKING REALLYDAMAGED 19912 19913 ; ---- dying 19914 ConditionState = DYING 19915 Animation = UIRGrd_SKL.UIRGrd_DTA 19916 Animation = UIRGrd_SKL.UIRGrd_DTB 19917 AnimationMode = ONCE 19918 TransitionKey = TRANS_Dying 19919 End 19920 19921 TransitionState = TRANS_Dying TRANS_Flailing 19922 Animation = UIRGrd_SKL.UIRGrd_ADTE1 19923 AnimationMode = ONCE 19924 End 19925 19926 ConditionState = DYING EXPLODED_FLAILING 19927 Animation = UIRGrd_SKL.UIRGrd_ADTE2 19928 AnimationMode = LOOP 19929 TransitionKey = TRANS_Flailing 19930 End 19931 19932 ConditionState = DYING EXPLODED_BOUNCING 19933 Animation = UIRGrd_SKL.UIRGrd_ADTE3 19934 AnimationMode = ONCE 19935 TransitionKey = None 19936 End 19937 19938 ConditionState = SPECIAL_CHEERING 19939 Animation = UIRGrd_SKL.UIRGrd_IDB 19940 End 19941 19942 ; ---- firing 19943 ConditionState = USING_WEAPON_A 19944 Animation = UIRGrd_SKL.UIRGrd_ATA3 19945 AnimationMode = LOOP 19946 TransitionKey = TRANS_Firing 19947 End 19948 19949 ConditionState = USING_WEAPON_A REALLYDAMAGED 19950 Animation = UIRGrd_SKL.UIRGrd_ATA2 19951 AnimationMode = LOOP 19952 TransitionKey = TRANS_FiringHurt 19953 End 19954 19955 TransitionState = TRANS_Standing TRANS_Firing 19956 Animation = UIRGrd_SKL.UIRGrd_ATAST 19957 AnimationMode = ONCE 19958 End 19959 19960 TransitionState = TRANS_Firing TRANS_Standing 19961 Animation = UIRGrd_SKL.UIRGrd_ATAED 19962 AnimationMode = ONCE 19963 End 19964 19965 TransitionState = TRANS_StandingHurt TRANS_FiringHurt 19966 Animation = UIRGrd_SKL.UIRGrd_ATA2ED 19967 AnimationMode = ONCE_BACKWARDS 19968 End 19969 19970 TransitionState = TRANS_FiringHurt TRANS_StandingHurt 19971 Animation = UIRGrd_SKL.UIRGrd_ATA2ED 19972 AnimationMode = ONCE 19973 End 19974 19975 TransitionState = TRANS_Standing TRANS_StandingHurt 19976 Animation = UIRGrd_SKL.UIRGrd_ATA2ED 19977 AnimationMode = ONCE 19978 End 19979 19980 19981 19982 ; ------- Bldg-capture 19983 19984 ConditionState = UNPACKING 19985 Model = UIRGrdTOXF_SKN 19986 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 19987 AnimationMode = ONCE 19988 End 19989 AliasConditionState = UNPACKING REALLYDAMAGED 19990 19991 ConditionState = RAISING_FLAG 19992 Model = UIRGrdTOXF_SKN 19993 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 19994 AnimationMode = ONCE 19995 TransitionKey = TRANS_Raising 19996 End 19997 AliasConditionState = RAISING_FLAG REALLYDAMAGED 19998 19999 ConditionState = PACKING 20000 Model = UIRGrdTOXF_SKN 20001 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 20002 AnimationMode = ONCE_BACKWARDS 20003 Flags = START_FRAME_LAST 20004 TransitionKey = TRANS_Packing 20005 End 20006 AliasConditionState = PACKING REALLYDAMAGED 20007 20008 TransitionState = TRANS_Raising TRANS_Packing 20009 Model = UIRGrdTOXF_SKN 20010 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 20011 AnimationMode = ONCE_BACKWARDS 20012 Flags = START_FRAME_LAST 20013 End 20014 20015 End 20016 20017 ; ***DESIGN parameters *** 20018 DisplayName = OBJECT:Chem_Rebel 20019 Side = GLAToxinGeneral 20020 EditorSorting = INFANTRY 20021 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 20022 20023 WeaponSet 20024 Conditions = None 20025 Weapon = PRIMARY GC_Chem_GLARebelGunBeta 20026 End 20027 WeaponSet 20028 Conditions = PLAYER_UPGRADE 20029 Weapon = PRIMARY GC_Chem_GLARebelGunGamma 20030 End 20031 20032 ArmorSet 20033 Conditions = None 20034 Armor = ChemReb_HumanArmor 20035 DamageFX = InfantryDamageFX 20036 End 20037 VisionRange = 150 20038 ShroudClearingRange = 300 20039 Prerequisites 20040 Object = Chem_GLABarracks 20041 End 20042 BuildCost = 200 20043 BuildTime = 5.0 ;in seconds 20044 20045 ExperienceValue = 25 30 35 45 ;Experience point value at each level 20046 ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level 20047 IsTrainable = Yes ;Can gain experience 20048 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 20049 CommandSet = Chem_GLAInfantryRebelCommandSet 20050 20051 ; *** AUDIO Parameters *** 20052 VoiceSelect = ToxinRebelVoiceSelect 20053 VoiceMove = RebelVoiceMove 20054 VoiceGuard = RebelVoiceMove 20055 VoiceAttack = ToxinRebelVoiceAttack 20056 SoundStealthOn = StealthOn 20057 SoundStealthOff = StealthOff 20058 VoiceFear = RebelVoiceFear 20059 VoiceTaskComplete = RebelVoiceCaptureComplete 20060 UnitSpecificSounds 20061 VoiceCreate = ToxinRebelVoiceCreate 20062 VoiceSubdue = RebelVoiceSubdue 20063 VoiceGarrison = RebelVoiceGarrison 20064 VoiceEnter = RebelVoiceMove 20065 VoiceEnterHostile = RebelVoiceMove 20066 VoiceGetHealed = RebelVoiceMove 20067 End 20068 20069 ; *** ENGINEERING Parameters *** 20070 RadarPriority = UNIT 20071 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 20072 20073 Body = ActiveBody ModuleTag_02 20074 MaxHealth = 120.0 20075 InitialHealth = 120.0 20076 End 20077 20078 Behavior = AIUpdateInterface ModuleTag_03 20079 AutoAcquireEnemiesWhenIdle = Yes 20080 End 20081 20082 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 20083 End 20084 20085 Locomotor = SET_NORMAL BasicHumanLocomotor 20086 20087 Behavior = PhysicsBehavior ModuleTag_05 20088 Mass = 5.0 20089 End 20090 Behavior = StealthUpdate ModuleTag_07 20091 StealthDelay = 2500 ; msec 20092 StealthForbiddenConditions = ATTACKING USING_ABILITY 20093 MoveThresholdSpeed = 3 20094 InnateStealth = No ;Requires upgrade first 20095 OrderIdleEnemiesToAttackMeUponReveal = Yes 20096 End 20097 Behavior = WeaponSetUpgrade ModuleTag_08 20098 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 20099 End 20100 20101 Behavior = WeaponBonusUpgrade ModuleTag_09 20102 TriggeredBy = Upgrade_GLAAPBullets 20103 End 20104 Behavior = StealthUpgrade ModuleTag_10 20105 TriggeredBy = Upgrade_GLACamouflage 20106 End 20107 20108 20109 Behavior = SquishCollide ModuleTag_11 20110 ;nothing 20111 End 20112 20113 ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12 20114 End 20115 20116 20117 ; --- begin Death modules --- 20118 Behavior = SlowDeathBehavior ModuleTag_Death01 20119 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 20120 SinkDelay = 3000 20121 SinkRate = 0.5 ; in Dist/Sec 20122 DestructionDelay = 8000 20123 FX = INITIAL FX_RebelDie 20124 End 20125 Behavior = SlowDeathBehavior ModuleTag_Death02 20126 DeathTypes = NONE +CRUSHED +SPLATTED 20127 SinkDelay = 3000 20128 SinkRate = 0.5 ; in Dist/Sec 20129 DestructionDelay = 8000 20130 FX = INITIAL FX_GIDieCrushed 20131 End 20132 Behavior = SlowDeathBehavior ModuleTag_Death03 20133 DeathTypes = NONE +EXPLODED 20134 SinkDelay = 3000 20135 SinkRate = 0.5 ; in Dist/Sec 20136 DestructionDelay = 8000 20137 FX = INITIAL FX_RebelDie 20138 FlingForce = 8 20139 FlingForceVariance = 3 20140 FlingPitch = 60 20141 FlingPitchVariance = 10 20142 End 20143 Behavior = SlowDeathBehavior ModuleTag_Death04 20144 DeathTypes = NONE +BURNED 20145 DestructionDelay = 0 20146 FX = INITIAL FX_DieByFireGLA 20147 OCL = INITIAL OCL_FlamingInfantry 20148 End 20149 Behavior = SlowDeathBehavior ModuleTag_Death05 20150 DeathTypes = NONE +POISONED 20151 DestructionDelay = 0 20152 FX = INITIAL FX_DieByToxinGLA 20153 OCL = INITIAL OCL_ToxicInfantry 20154 End 20155 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 20156 DeathTypes = NONE +POISONED_BETA 20157 DestructionDelay = 0 20158 FX = INITIAL FX_DieByToxinGLA 20159 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 20160 End 20161 20162 Behavior = SlowDeathBehavior ModuleTag_Death07 20163 DeathTypes = NONE +POISONED_GAMMA 20164 DestructionDelay = 0 20165 FX = INITIAL FX_DieByToxinGLA 20166 OCL = INITIAL OCL_ToxicInfantryGamma 20167 End 20168 20169 ; --- end Death modules --- 20170 20171 Behavior = PoisonedBehavior ModuleTag_16 20172 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 20173 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 20174 End 20175 20176 Behavior = SpecialAbility ModuleTag_17 20177 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 20178 UpdateModuleStartsAttack = Yes 20179 StartsPaused = Yes 20180 InitiateSound = RebelVoiceCapture 20181 End 20182 Behavior = SpecialAbilityUpdate ModuleTag_18 20183 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 20184 StartAbilityRange = 5.0 20185 UnpackTime = 3000 ; (changing this will scale anim speed) 20186 PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 20187 PackTime = 2000 ; (changing this will scale anim speed) 20188 DoCaptureFX = Yes 20189 AwardXPForTriggering = 12 20190 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 20191 End 20192 20193 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19 20194 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 20195 TriggeredBy = Upgrade_InfantryCaptureBuilding 20196 End 20197 20198 20199 Geometry = CYLINDER 20200 GeometryMajorRadius = 10.0 20201 GeometryMinorRadius = 10.0 20202 GeometryHeight = 12.0 20203 GeometryIsSmall = Yes 20204 Shadow = SHADOW_DECAL 20205 ShadowSizeX = 14; 20206 ShadowSizeY = 14; 20207 ShadowTexture = ShadowI; 20208 BuildCompletion = APPEARS_AT_RALLY_POINT 20209 20210 End 20211 20212 20213 20214 20215 20216 20217 ;------------------------------------------------------------------------------ 20218 Object Chem_ToxinStreamProjectile 20219 20220 ; Explanation - Particles can't do damage, so this is a fast shooting low 20221 ; damage invisible missile launcher with a toxin trail for exhaust 20222 20223 ; *** ART Parameters *** 20224 Draw = W3DModelDraw ModuleTag_01 20225 DefaultConditionState 20226 Model = NONE 20227 End 20228 End 20229 ; Must have a draw module to be allowed to draw detonation FX 20230 20231 ; ***DESIGN parameters *** 20232 EditorSorting = SYSTEM 20233 VisionRange = 0.0 20234 ArmorSet 20235 Conditions = None 20236 Armor = ProjectileArmor 20237 DamageFX = None 20238 End 20239 20240 ; *** ENGINEERING Parameters *** 20241 KindOf = PROJECTILE 20242 Body = ActiveBody ModuleTag_02 20243 MaxHealth = 100.0 20244 InitialHealth = 100.0 20245 End 20246 20247 Behavior = DestroyDie ModuleTag_03 20248 ;nothing 20249 End 20250 20251 Behavior = PhysicsBehavior ModuleTag_04 20252 Mass = 1 20253 AllowCollideForce = No ; toxins collide, but never apply forces when they do so 20254 End 20255 20256 Behavior = MissileAIUpdate ModuleTag_05 20257 TryToFollowTarget = No 20258 FuelLifetime = 500 20259 InitialVelocity = 120 ; in dist/sec 20260 IgnitionDelay = 0 20261 DistanceToTravelBeforeTurning = 2 20262 GarrisonHitKillRequiredKindOf = INFANTRY 20263 GarrisonHitKillForbiddenKindOf = NONE 20264 GarrisonHitKillCount = 2 20265 GarrisonHitKillFX = FX_ToxinStreamGarrisonBuildingHit 20266 End 20267 20268 Locomotor = SET_NORMAL ToxinTruckStreamLocomotor 20269 20270 Behavior = BoneFXUpdate ModuleTag_06 20271 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:GC_Chem_ToxinTrail01 ; Covers gap at beginning of line 20272 End 20273 20274 Behavior = BoneFXDamage ModuleTag_07 20275 ;nothing 20276 End 20277 20278 Geometry = Sphere 20279 GeometryIsSmall = Yes 20280 GeometryMajorRadius = 2.0 20281 20282 End 20283 20284 ;------------------------------------------------------------------------------ 20285 Object Chem_ToxinProjectileStream 20286 20287 ; *** ART Parameters *** 20288 Draw = W3DProjectileStreamDraw ModuleTag_01 20289 Texture = EXToxinStreamp.tga 20290 Width = 1.5 20291 TileFactor = 2.0 ; put the texture on the line segment this many times 20292 ScrollRate = 6.0; scroll the texture offset this fast 20293 MaxSegments = 14 ; only play the first X if there are a ton of them. 0 means play all 20294 End 20295 20296 ; *** ENGINEERING Parameters *** 20297 KindOf = INERT 20298 Behavior = ProjectileStreamUpdate ModuleTag_02 20299 ;nothing 20300 End 20301 20302 End 20303 20304 Object Chem_GLAAirport 20305 20306 ; *** ART Parameters *** 20307 SelectPortrait = T4 20308 ButtonImage = T4 20309 Draw = W3DModelDraw ModuleTag_01 20310 20311 ExtraPublicBone = Runway1Parking1 20312 ExtraPublicBone = Runway1Parking2 20313 ExtraPublicBone = Runway2Parking1 20314 ExtraPublicBone = Runway2Parking2 20315 ExtraPublicBone = Runway1Park1Han 20316 ExtraPublicBone = Runway1Park2Han 20317 ExtraPublicBone = Runway2Park1Han 20318 ExtraPublicBone = Runway2Park2Han 20319 ExtraPublicBone = Runway1Prep1 20320 ExtraPublicBone = Runway1Prep2 20321 ExtraPublicBone = Runway2Prep1 20322 ExtraPublicBone = Runway2Prep2 20323 ExtraPublicBone = RunwayStart1 20324 ExtraPublicBone = RunwayStart2 20325 ExtraPublicBone = RunwayEnd1 20326 ExtraPublicBone = RunwayEnd2 20327 ExtraPublicBone = HeliPark01 20328 20329 OkToChangeModelColor = Yes 20330 20331 ; day ******************************************** 20332 DefaultConditionState 20333 Model = UBArFrcCmd 20334 Animation = UBArFrcCmd.UBArFrcCmd 20335 AnimationMode = LOOP 20336 End 20337 ConditionState = DAMAGED 20338 Model = UBArFrcCmd_D 20339 Animation = UBArFrcCmd_D.UBArFrcCmd_D 20340 AnimationMode = LOOP 20341 ParticleSysBone = Smoke01 SmolderingSmoke 20342 ParticleSysBone = Fire01 SmolderingFire 20343 End 20344 ConditionState = REALLYDAMAGED RUBBLE 20345 Model = UBArFrcCmd_E 20346 Animation = UBArFrcCmd_E.UBArFrcCmd_E 20347 AnimationMode = LOOP 20348 ParticleSysBone = Smoke01 SmolderingSmoke 20349 ParticleSysBone = Fire01 SmolderingFire 20350 ParticleSysBone = Spark01 SparksLarge 20351 End 20352 20353 20354 ; night ****************************************** 20355 ConditionState = NIGHT 20356 Model = UBArFrcCmd_N 20357 Animation = UBArFrcCmd_N.UBArFrcCmd_N 20358 AnimationMode = LOOP 20359 End 20360 ConditionState = DAMAGED NIGHT 20361 Model = UBArFrcCmd_DN 20362 Animation = UBArFrcCmd_DN.UBArFrcCmd_DN 20363 AnimationMode = LOOP 20364 End 20365 ConditionState = REALLYDAMAGED RUBBLE NIGHT 20366 Model = UBArFrcCmd_EN 20367 Animation = UBArFrcCmd_EN.UBArFrcCmd_EN 20368 AnimationMode = LOOP 20369 End 20370 20371 20372 ;************************************************************************************************************************** 20373 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 20374 ;for this draw module 20375 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20376 Model = UBArFrcCmd 20377 Animation = UBArFrcCmd.UBArFrcCmd 20378 AnimationMode = LOOP 20379 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20380 End 20381 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 20382 Model = UBArFrcCmd_D 20383 Animation = UBArFrcCmd_D.UBArFrcCmd_D 20384 AnimationMode = LOOP 20385 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20386 End 20387 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 20388 Model = UBArFrcCmd_E 20389 Animation = UBArFrcCmd_E.UBArFrcCmd_E 20390 AnimationMode = LOOP 20391 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20392 End 20393 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 20394 Model = UBArFrcCmd_N 20395 Animation = UBArFrcCmd_N.UBArFrcCmd_N 20396 AnimationMode = LOOP 20397 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20398 End 20399 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 20400 Model = UBArFrcCmd_DN 20401 Animation = UBArFrcCmd_DN.UBArFrcCmd_DN 20402 AnimationMode = LOOP 20403 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20404 End 20405 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 20406 Model = UBArFrcCmd_EN 20407 Animation = UBArFrcCmd_EN.UBArFrcCmd_EN 20408 AnimationMode = LOOP 20409 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20410 End 20411 20412 ConditionState = AWAITING_CONSTRUCTION 20413 Model = NONE 20414 End 20415 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 20416 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 20417 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 20418 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 20419 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 20420 AliasConditionState = SOLD 20421 AliasConditionState = SOLD DAMAGED 20422 AliasConditionState = SOLD REALLYDAMAGED 20423 AliasConditionState = SOLD NIGHT 20424 AliasConditionState = SOLD NIGHT DAMAGED 20425 AliasConditionState = SOLD NIGHT REALLYDAMAGED 20426 ;************************************************************************************************************************** 20427 20428 End 20429 20430 ; ------------ construction-zone fence ----------------- 20431 Draw = W3DModelDraw ModuleTag_07 20432 AnimationsRequirePower = No 20433 DefaultConditionState 20434 Model = None 20435 TransitionKey = DOWN_DEFAULT 20436 End 20437 ConditionState = NIGHT 20438 Model = None 20439 TransitionKey = DOWN_DEFAULT 20440 End 20441 20442 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20443 Model = UBArFrcCmd_A4 20444 Animation = UBArFrcCmd_A4.UBArFrcCmd_A4 20445 AnimationMode = MANUAL 20446 Flags = START_FRAME_LAST 20447 TransitionKey = UP_DAY 20448 ParticleSysBone = SmokeS01 SmokeBuildingSmall 20449 ParticleSysBone = SparksS01 LiveWireSparks02 20450 End 20451 20452 TransitionState = DOWN_DEFAULT UP_DAY 20453 Model = UBArFrcCmd_A4 20454 Animation = UBArFrcCmd_A4.UBArFrcCmd_A4 20455 AnimationMode = ONCE 20456 AnimationSpeedFactorRange = 1.0 1.0 20457 Flags = START_FRAME_FIRST 20458 End 20459 20460 TransitionState = UP_DAY DOWN_DEFAULT 20461 Model = UBArFrcCmd_A4 20462 Animation = UBArFrcCmd_A4.UBArFrcCmd_A4 20463 AnimationMode = ONCE_BACKWARDS 20464 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20465 Flags = START_FRAME_LAST 20466 End 20467 End 20468 20469 ; ------------ under-construction scaffolding ----------------- 20470 Draw = W3DModelDraw ModuleTag_08 20471 AnimationsRequirePower = No 20472 MinLODRequired = MEDIUM 20473 DefaultConditionState 20474 Model = None 20475 TransitionKey = DOWN_DEFAULT 20476 End 20477 ConditionState = NIGHT 20478 Model = None 20479 TransitionKey = DOWN_DEFAULT 20480 End 20481 ConditionState = SNOW 20482 Model = None 20483 TransitionKey = DOWN_DEFAULT 20484 End 20485 ConditionState = SNOW NIGHT 20486 Model = None 20487 TransitionKey = DOWN_DEFAULT 20488 End 20489 ConditionState = PARTIALLY_CONSTRUCTED 20490 Model = UBPalace_A6 20491 Animation = UBPalace_A6.UBPalace_A6 20492 AnimationMode = MANUAL 20493 Flags = START_FRAME_LAST 20494 TransitionKey = UP_DAY 20495 ParticleSysBone = Dust01 BuildingDust 20496 ParticleSysBone = Smoke01 BuildUpSmoke 20497 ParticleSysBone = Smoke02 BuildUpSmoke 20498 ParticleSysBone = Smoke03 BuildUpSmoke 20499 ParticleSysBone = Smoke04 BuildUpSmoke 20500 ParticleSysBone = Smoke05 BuildUpSmoke 20501 End 20502 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 20503 Model = UBPalace_A6N 20504 Animation = UBPalace_A6N.UBPalace_A6N 20505 AnimationMode = MANUAL 20506 Flags = START_FRAME_LAST 20507 TransitionKey = UP_NIGHT 20508 ParticleSysBone = Dust01 BuildingDust 20509 ParticleSysBone = Smoke01 BuildUpSmoke 20510 ParticleSysBone = Smoke02 BuildUpSmoke 20511 ParticleSysBone = Smoke03 BuildUpSmoke 20512 ParticleSysBone = Smoke04 BuildUpSmoke 20513 ParticleSysBone = Smoke05 BuildUpSmoke 20514 End 20515 ConditionState = SNOW PARTIALLY_CONSTRUCTED 20516 Model = UBPalace_A6S 20517 Animation = UBPalace_A6S.UBPalace_A6S 20518 AnimationMode = MANUAL 20519 Flags = START_FRAME_LAST 20520 TransitionKey = UP_SNOW 20521 ParticleSysBone = Dust01 BuildingSnowDust 20522 ParticleSysBone = Smoke01 BuildUpSnowSmoke 20523 ParticleSysBone = Smoke02 BuildUpSnowSmoke 20524 ParticleSysBone = Smoke03 BuildUpSnowSmoke 20525 ParticleSysBone = Smoke04 BuildUpSnowSmoke 20526 ParticleSysBone = Smoke05 BuildUpSnowSmoke 20527 End 20528 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 20529 Model = UBPalace_A6SN 20530 Animation = UBPalace_A6SN.UBPalace_A6SN 20531 AnimationMode = MANUAL 20532 Flags = START_FRAME_LAST 20533 TransitionKey = UP_SNOWNIGHT 20534 ParticleSysBone = Dust01 BuildingNightSnowDust 20535 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 20536 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 20537 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 20538 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 20539 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 20540 End 20541 TransitionState = DOWN_DEFAULT UP_DAY 20542 Model = UBPalace_A6 20543 Animation = UBPalace_A6.UBPalace_A6 20544 AnimationMode = ONCE 20545 AnimationSpeedFactorRange = 1.0 1.0 20546 Flags = START_FRAME_FIRST 20547 End 20548 TransitionState = DOWN_DEFAULT UP_NIGHT 20549 Model = UBPalace_A6N 20550 Animation = UBPalace_A6N.UBPalace_A6N 20551 AnimationMode = ONCE 20552 AnimationSpeedFactorRange = 1.0 1.0 20553 Flags = START_FRAME_FIRST 20554 End 20555 TransitionState = DOWN_DEFAULT UP_SNOW 20556 Model = UBPalace_A6S 20557 Animation = UBPalace_A6S.UBPalace_A6S 20558 AnimationMode = ONCE 20559 AnimationSpeedFactorRange = 1.0 1.0 20560 Flags = START_FRAME_FIRST 20561 End 20562 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20563 Model = UBPalace_A6SN 20564 Animation = UBPalace_A6SN.UBPalace_A6SN 20565 AnimationMode = ONCE 20566 AnimationSpeedFactorRange = 1.0 1.0 20567 Flags = START_FRAME_FIRST 20568 End 20569 TransitionState = UP_DAY DOWN_DEFAULT 20570 Model = UBPalace_A6 20571 Animation = UBPalace_A6.UBPalace_A6 20572 AnimationMode = ONCE_BACKWARDS 20573 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20574 Flags = START_FRAME_LAST 20575 End 20576 TransitionState = UP_NIGHT DOWN_DEFAULT 20577 Model = UBPalace_A6N 20578 Animation = UBPalace_A6N.UBPalace_A6N 20579 AnimationMode = ONCE_BACKWARDS 20580 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20581 Flags = START_FRAME_LAST 20582 End 20583 TransitionState = UP_SNOW DOWN_DEFAULT 20584 Model = UBPalace_A6S 20585 Animation = UBPalace_A6S.UBPalace_A6S 20586 AnimationMode = ONCE_BACKWARDS 20587 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20588 Flags = START_FRAME_LAST 20589 End 20590 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20591 Model = UBPalace_A6SN 20592 Animation = UBPalace_A6SN.UBPalace_A6SN 20593 AnimationMode = ONCE_BACKWARDS 20594 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20595 Flags = START_FRAME_LAST 20596 End 20597 End 20598 20599 ; ------------ being-constructed crane ----------------- 20600 Draw = W3DModelDraw ModuleTag_09 20601 AnimationsRequirePower = No 20602 DefaultConditionState 20603 Model = None 20604 TransitionKey = DOWN_DEFAULT 20605 End 20606 ConditionState = NIGHT 20607 Model = None 20608 TransitionKey = DOWN_DEFAULT 20609 End 20610 20611 ConditionState = SOLD 20612 Model = NONE 20613 End 20614 20615 ConditionState = ACTIVELY_BEING_CONSTRUCTED 20616 Model = UBArFrcCmd_A5 20617 Animation = UBArFrcCmd_A5.UBArFrcCmd_A5 20618 AnimationMode = LOOP 20619 TransitionKey = UP_DAY 20620 End 20621 20622 End 20623 20624 PlacementViewAngle = -45 20625 20626 ; ***DESIGN parameters *** 20627 DisplayName = OBJECT:Airfield 20628 Side = GLAToxinGeneral 20629 EditorSorting = STRUCTURE 20630 Prerequisites 20631 Object = Chem_GLASupplyStash 20632 End 20633 20634 BuildCost = 1000 20635 BuildTime = 30.0 ; in seconds 20636 EnergyProduction = 0 20637 CommandSet = Chem_GLAAirPortCommandSet 20638 VisionRange = 200.0 ; Shroud clearing distance 20639 ShroudClearingRange = 200 20640 ArmorSet 20641 Conditions = None 20642 Armor = StructureArmor 20643 DamageFX = StructureDamageFXNoShake 20644 End 20645 ExperienceValue = 150 150 150 150 ; Experience point value at each level 20646 20647 ; *** AUDIO Parameters *** 20648 VoiceSelect = WarFactoryGLASelect 20649 SoundOnDamaged = BuildingDamagedStateLight 20650 SoundOnReallyDamaged = BuildingDestroy 20651 20652 UnitSpecificSounds 20653 UnderConstruction = UnderConstructionLoop 20654 End 20655 20656 ; *** ENGINEERING Parameters *** 20657 RadarPriority = STRUCTURE 20658 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD 20659 Body = StructureBody ModuleTag_10 20660 MaxHealth = 2000.0 20661 InitialHealth = 2000.0 20662 20663 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 20664 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 20665 SubdualDamageCap = 1700 20666 SubdualDamageHealRate = 500 20667 SubdualDamageHealAmount = 100 20668 End 20669 20670 Behavior = ParkingPlaceBehavior ModuleTag_11 20671 HealAmountPerSecond = 20 20672 NumRows = 2 20673 NumCols = 2 20674 HasRunways = Yes 20675 ApproachHeight = 50 20676 ParkInHangars = Yes 20677 End 20678 20679 Behavior = ProductionUpdate ModuleTag_12 20680 NumDoorAnimations = 4 20681 ; DoorOpeningTime = 2000 ;in mSeconds 20682 ; DoorWaitOpenTime = 3000 ;in mSeconds 20683 ; DoorCloseTime = 2000 ;in mSeconds 20684 ConstructionCompleteDuration = 100 ;in mSeconds 20685 End 20686 20687 Behavior = BaseRegenerateUpdate ModuleTag_13 20688 ;No data 20689 End 20690 20691 Behavior = DestroyDie ModuleTag_14 20692 ;nothing 20693 End 20694 Behavior = CreateObjectDie ModuleTag_15 20695 CreationList = OCL_ABPowerPlantExplode 20696 End 20697 20698 Behavior = FXListDie ModuleTag_17 20699 DeathFX = FX_StructureMediumDeath 20700 End 20701 20702 Behavior = FlammableUpdate ModuleTag_19 20703 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20704 AflameDamageAmount = 5 ; taking this much damage... 20705 AflameDamageDelay = 500 ; this often. 20706 End 20707 20708 Behavior = TransitionDamageFX ModuleTag_31 20709 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 20710 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 20711 ;--------------------------------------------------------------------------------------- 20712 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 20713 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 20714 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 20715 End 20716 20717 Geometry = BOX 20718 GeometryMajorRadius = 75.0 20719 GeometryMinorRadius = 60.0 20720 GeometryHeight = 30.0 20721 GeometryIsSmall = No 20722 FactoryExitWidth = 25 20723 Shadow = SHADOW_VOLUME 20724 BuildCompletion = PLACED_BY_PLAYER 20725 20726 End 20727 20728 Object ToxinTrooper 20729 20730 20731 ; *** ART Parameters *** 20732 SelectPortrait = T24 20733 ButtonImage = T24 20734 Draw = W3DModelDraw ModuleTag_01 20735 OkToChangeModelColor = Yes 20736 20737 ;NORMAL STANDING 20738 DefaultConditionState 20739 Model = AITECH_SKN 20740 IdleAnimation = AITECH_SKL.AITECH_STA 0 21 20741 ;Regular spice animations 20742 IdleAnimation = AITECH_SKL.AITECH_IDA 20743 IdleAnimation = AITECH_SKL.AITECH_IDB 20744 AnimationMode = ONCE 20745 WeaponLaunchBone = PRIMARY BIOGUNFX 20746 TransitionKey = TRANS_Stand 20747 End 20748 20749 ; NORMAL ATTACK 20750 ConditionState = FIRING_A 20751 Animation = AITECH_SKL.AITECH_ATA 20752 AnimationMode = LOOP 20753 TransitionKey = TRANS_FiringA 20754 End 20755 AliasConditionState = BETWEEN_FIRING_SHOTS_A 20756 AliasConditionState = RELOADING_A 20757 AliasConditionState = FIRING_A REALLYDAMAGED 20758 AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 20759 AliasConditionState = RELOADING_A REALLYDAMAGED 20760 20761 20762 ConditionState = MOVING FIRING_A 20763 Animation = AITECH_SKL.AITECH_WKB 15 20764 AnimationMode = LOOP 20765 Flags = RANDOMSTART 20766 TransitionKey = None 20767 ParticleSysBone = None InfantryDustTrails 20768 End 20769 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 20770 AliasConditionState = MOVING RELOADING_A 20771 20772 ConditionState = MOVING 20773 Animation = AITECH_SKL.AITECH_WKA 15 20774 AnimationMode = LOOP 20775 Flags = RANDOMSTART 20776 TransitionKey = None 20777 ParticleSysBone = None InfantryDustTrails 20778 End 20779 20780 ConditionState = DYING 20781 Animation = AITECH_SKL.AITECH_DTA 20782 Animation = AITECH_SKL.AITECH_DTB 20783 AnimationMode = ONCE 20784 TransitionKey = TRANS_Dying 20785 End 20786 20787 TransitionState = TRANS_Dying TRANS_Flailing 20788 Animation = AITECH_SKL.AITECH_ADTD1 20789 AnimationMode = ONCE 20790 End 20791 20792 ConditionState = DYING EXPLODED_FLAILING 20793 Animation = AITECH_SKL.AITECH_ADTD2 20794 AnimationMode = LOOP 20795 TransitionKey = TRANS_Flailing 20796 End 20797 20798 ConditionState = DYING EXPLODED_BOUNCING 20799 Animation = AITECH_SKL.AITECH_ADTD3 20800 AnimationMode = ONCE 20801 TransitionKey = None 20802 End 20803 20804 ConditionState = SPECIAL_CHEERING 20805 Animation = AITECH_SKL.AITECH_CHA 20806 AnimationMode = LOOP 20807 End 20808 20809 ;PARACHUTING ANIMATIONS 20810 ConditionState = FREEFALL 20811 Animation = AITECH_SKL.AITECH_PFL 20812 AnimationMode = LOOP 20813 TransitionKey = TRANS_Falling 20814 End 20815 AliasConditionState = FREEFALL REALLYDAMAGED 20816 AliasConditionState = FREEFALL DYING 20817 ConditionState = PARACHUTING 20818 Animation = AITECH_SKL.AITECH_PHG 20819 AnimationMode = LOOP 20820 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 20821 TransitionKey = TRANS_Chute 20822 End 20823 AliasConditionState = PARACHUTING REALLYDAMAGED 20824 AliasConditionState = PARACHUTING DYING 20825 TransitionState = TRANS_Falling TRANS_Chute 20826 Animation = AITECH_SKL.AITECH_POP 20827 AnimationMode = ONCE 20828 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 20829 End 20830 TransitionState = TRANS_Chute TRANS_Stand 20831 Animation = AITECH_SKL.AITECH_PDN 20832 AnimationMode = ONCE 20833 End 20834 20835 End 20836 20837 ; ***DESIGN parameters *** 20838 DisplayName = OBJECT:BioHazardTech 20839 Side = GLAToxinGeneral 20840 EditorSorting = INFANTRY 20841 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 20842 20843 WeaponSet 20844 ;*** Fully automated and driven by the CleanupHazardUpdate *** 20845 Conditions = None 20846 Weapon = PRIMARY BioHazardTechCleanHazardWeapon 20847 AutoChooseSources = PRIMARY NONE 20848 Weapon = SECONDARY DragonTankFlameWeaponUpgraded 20849 End 20850 ArmorSet 20851 Conditions = None 20852 Armor = HazMatHumanArmor 20853 DamageFX = InfantryDamageFX 20854 End 20855 20856 VisionRange = 100 20857 ShroudClearingRange = 400 20858 Prerequisites 20859 Object = Chem_GLAPalace 20860 End 20861 BuildCost = 500 20862 BuildTime = 10.0 ;in seconds 20863 20864 ExperienceValue = 50 100 150 400 ;Experience point value at each level 20865 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 20866 IsTrainable = Yes ;Can gain experience 20867 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 20868 CommandSet = AmericaInfantryHazMatCommandSet 20869 20870 ; *** AUDIO Parameters *** 20871 VoiceSelect = NoSound 20872 VoiceMove = NoSound 20873 VoiceAttack = NoSound 20874 UnitSpecificFX 20875 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 20876 End 20877 20878 ; *** ENGINEERING Parameters *** 20879 RadarPriority = UNIT 20880 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY SCORE 20881 20882 Body = ActiveBody ModuleTag_02 20883 20884 MaxHealth = 100.0 20885 InitialHealth = 100.0 20886 End 20887 20888 Behavior = CleanupHazardUpdate ModuleTag_03 20889 WeaponSlot = PRIMARY 20890 ScanRate = 1000 20891 ScanRange = 100.0 20892 End 20893 20894 ;Can be ordered to clean up a larger area with the ability to move around at an extended range. 20895 Behavior = CleanupAreaPower ModuleTag_04 20896 SpecialPowerTemplate = SpecialAbilityAmbulanceCleanupArea 20897 MaxMoveDistanceFromLocation = 300.0 ;allows the unit to move around while cleaning up 20898 End 20899 20900 Behavior = AIUpdateInterface ModuleTag_05 20901 AutoAcquireEnemiesWhenIdle = No 20902 End 20903 Behavior = AutoFindHealingUpdate ModuleTag_06 ; This update will have the unit go to a healing station if injured. jba 20904 ScanRate = 1000 ; once a second. 20905 ScanRange = 300 ; 20906 NeverHeal = 0.85 ; don't heal if we are > 85% healthy. 20907 AlwaysHeal = 0.25 ; if we get below 25%, find healing right away. 20908 End 20909 20910 Locomotor = SET_NORMAL CINE_HazMatHumanLocomotor 20911 20912 Behavior = ExperienceScalarUpgrade ModuleTag_07 20913 TriggeredBy = Upgrade_AmericaAdvancedTraining 20914 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 20915 End 20916 20917 Behavior = PhysicsBehavior ModuleTag_08 20918 Mass = 5.0 20919 End 20920 Behavior = ProductionUpdate ModuleTag_09 20921 ; nothing 20922 End 20923 20924 Behavior = SquishCollide ModuleTag_10 20925 ;nothing 20926 End 20927 20928 ; --- begin Death modules --- 20929 Behavior = SlowDeathBehavior ModuleTag_Death01 20930 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 20931 SinkDelay = 3000 20932 SinkRate = 0.5 ; in Dist/Sec 20933 DestructionDelay = 8000 20934 FX = INITIAL FX_RebelDie 20935 End 20936 Behavior = SlowDeathBehavior ModuleTag_Death02 20937 DeathTypes = NONE +CRUSHED +SPLATTED 20938 SinkDelay = 3000 20939 SinkRate = 0.5 ; in Dist/Sec 20940 DestructionDelay = 8000 20941 FX = INITIAL FX_GIDieCrushed 20942 End 20943 Behavior = SlowDeathBehavior ModuleTag_Death03 20944 DeathTypes = NONE +EXPLODED 20945 SinkDelay = 3000 20946 SinkRate = 0.5 ; in Dist/Sec 20947 DestructionDelay = 8000 20948 FX = INITIAL FX_RebelDie 20949 FlingForce = 8 20950 FlingForceVariance = 3 20951 FlingPitch = 60 20952 FlingPitchVariance = 10 20953 End 20954 Behavior = SlowDeathBehavior ModuleTag_Death04 20955 DeathTypes = NONE +BURNED 20956 DestructionDelay = 0 20957 FX = INITIAL FX_RebelDie 20958 OCL = INITIAL OCL_FlamingInfantry 20959 End 20960 Behavior = SlowDeathBehavior ModuleTag_Death05 20961 DeathTypes = NONE +POISONED 20962 DestructionDelay = 0 20963 FX = INITIAL FX_DieByToxinGLA 20964 OCL = INITIAL OCL_ToxicInfantry 20965 End 20966 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 20967 DeathTypes = NONE +POISONED_BETA 20968 DestructionDelay = 0 20969 FX = INITIAL FX_DieByToxinGLA 20970 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 20971 End 20972 Behavior = SlowDeathBehavior ModuleTag_Death07 20973 DeathTypes = NONE +POISONED_GAMMA 20974 DestructionDelay = 0 20975 FX = INITIAL FX_DieByToxinGLA 20976 OCL = INITIAL OCL_ToxicInfantryGamma 20977 End 20978 ; --- end Death modules --- 20979 20980 Geometry = CYLINDER 20981 GeometryMajorRadius = 10.0 20982 GeometryMinorRadius = 10.0 20983 GeometryHeight = 13.0 20984 20985 GeometryIsSmall = Yes 20986 Shadow = SHADOW_DECAL 20987 ShadowSizeX = 14; 20988 ShadowSizeY = 14; 20989 ShadowTexture = ShadowI; 20990 BuildCompletion = APPEARS_AT_RALLY_POINT 20991 End 20992 ;------------------------------------------------------------------------------ 20993 Object GLAjetMIG29 20994 20995 ; *** ART Parameters *** 20996 SelectPortrait = T18 20997 ButtonImage = T18 20998 20999 ;UpgradeCameo1 = Upgrade_ChinaAircraftArmor 21000 ;UpgradeCameo2 = Upgrade_ChinaBlackNapalm 21001 ;UpgradeCameo3 = NONE 21002 ;UpgradeCameo4 = NONE 21003 ;UpgradeCameo5 = NONE 21004 21005 Draw = W3DModelDraw ModuleTag_01 21006 21007 OkToChangeModelColor = Yes 21008 21009 DefaultConditionState 21010 Model = Mig-29B 21011 HideSubObject = BurnerFX01 BurnerFX02 21012 WeaponLaunchBone = PRIMARY WeaponA 21013 End 21014 21015 ConditionState = JETEXHAUST 21016 ParticleSysBone = Wingtip01 JetContrail 21017 ParticleSysBone = Wingtip02 JetContrail 21018 End 21019 21020 ConditionState = JETEXHAUST JETAFTERBURNER 21021 ShowSubObject = BurnerFX01 BurnerFX02 21022 ParticleSysBone = Exhaust01 JetExhaust 21023 ParticleSysBone = Exhaust02 JetExhaust 21024 ParticleSysBone = Wingtip01 JetContrail 21025 ParticleSysBone = Wingtip02 JetContrail 21026 End 21027 21028 ConditionState = REALLYDAMAGED 21029 Model = Mig-29B 21030 ParticleSysBone = Wingtip01 JetContrail 21031 ParticleSysBone = Wingtip02 JetContrail 21032 End 21033 21034 ConditionState = RUBBLE 21035 Model = Mig-29B 21036 End 21037 21038 ConditionState = REALLYDAMAGED JETEXHAUST 21039 Model = Mig-29B 21040 ParticleSysBone = Wingtip01 JetContrail 21041 ParticleSysBone = Wingtip02 JetContrail 21042 End 21043 21044 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 21045 Model = Mig-29B 21046 ShowSubObject = BurnerFX01 BurnerFX02 21047 ParticleSysBone = Engine01 JetExhaust 21048 ParticleSysBone = Engine02 JetExhaust 21049 ParticleSysBone = Wingtip01 JetContrail 21050 ParticleSysBone = Wingtip02 JetContrail 21051 End 21052 21053 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 21054 ; @todo srj -- model missing 21055 ;Model = Mig-29B 21056 Model = Mig-29B 21057 ;HideSubObject is needed cause there're inherited from default condition state 21058 HideSubObject = None 21059 ShowSubObject = None 21060 ParticleSysBone = Engine01 JetExhaust 21061 ParticleSysBone = Engine02 JetExhaust 21062 ParticleSysBone = Wingtip01 JetContrail 21063 ParticleSysBone = Wingtip02 JetContrail 21064 End 21065 21066 End 21067 21068 ; ***DESIGN parameters *** 21069 DisplayName = OBJECT:MIG29 21070 EditorSorting = VEHICLE 21071 Side = GLAToxinGeneral 21072 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 21073 VisionRange = 200.0 21074 ShroudClearingRange = 300.0 21075 21076 Prerequisites 21077 Object = Chem_GLAPalace 21078 End 21079 21080 WeaponSet 21081 Conditions = None 21082 Weapon = PRIMARY MIG29Weapon 21083 ; AutoChooseSources = PRIMARY NONE 21084 End 21085 21086 21087 ArmorSet 21088 Conditions = None 21089 Armor = AirplaneArmor 21090 DamageFX = None 21091 End 21092 21093 BuildCost = 1200 21094 BuildTime = 10 21095 ExperienceValue = 50 50 100 150 ;Experience point value at each level 21096 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 21097 IsTrainable = Yes ;Can gain experience 21098 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 21099 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 21100 CommandSet = ChinaJetMIGCommandSet 21101 21102 ; *** AUDIO Parameters *** 21103 VoiceSelect = MigVoiceSelect 21104 VoiceMove = MigVoiceMove 21105 VoiceAttack = MigVoiceAttack 21106 VoiceAttackAir = MigVoiceAttackAir 21107 VoiceGuard = MigVoiceAirPatrol 21108 SoundAmbient = MigAmbientLoop 21109 UnitSpecificSounds 21110 VoiceCreate = MigVoiceCreate 21111 Afterburner = RaptorAfterburner 21112 VoiceGarrison = MigVoiceMove 21113 End 21114 21115 ; *** ENGINEERING Parameters *** 21116 RadarPriority = UNIT 21117 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 21118 Body = ActiveBody ModuleTag_02 21119 MaxHealth = 160.0 21120 InitialHealth = 160.0 21121 End 21122 21123 Behavior = JetSlowDeathBehavior ModuleTag_03 21124 FXOnGroundDeath = FX_JetOnGroundDeath 21125 OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp 21126 DestructionDelay = 99999999 ; destruction will happen when we 21127 RollRate = 0.2 21128 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 21129 PitchRate = 0.0 21130 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 21131 FXInitialDeath = FX_MigDeathInitial 21132 OCLInitialDeath = OCL_MIGDeathInitial 21133 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 21134 FXSecondary = FX_JetDeathSecondary 21135 OCLSecondary = OCL_MIGDeathSecondary 21136 FXHitGround = FX_JetDeathHitGround 21137 OCLHitGround = OCL_MIGDeathHitGround 21138 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 21139 FXFinalBlowUp = FX_JetDeathFinalBlowUp 21140 OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp 21141 End 21142 21143 Behavior = WeaponSetUpgrade ModuleTag_04 21144 TriggeredBy = Upgrade_ChinaBlackNapalm 21145 End 21146 21147 Behavior = PhysicsBehavior ModuleTag_05 21148 Mass = 500.0 21149 End 21150 21151 Behavior = JetAIUpdate ModuleTag_06 21152 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 21153 ; note that it's expressed as a percent of max health, not an absolute 21154 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 21155 TakeoffPause = 500 21156 MinHeight = 5 21157 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 21158 End 21159 21160 Locomotor = SET_NORMAL MIGLocomotor 21161 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 21162 21163 21164 Behavior = FlammableUpdate ModuleTag_08 21165 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21166 AflameDamageAmount = 3 ; taking this much damage... 21167 AflameDamageDelay = 500 ; this often. 21168 End 21169 21170 Behavior = TransitionDamageFX ModuleTag_09 21171 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 21172 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 21173 End 21174 21175 Behavior = MaxHealthUpgrade ModuleTag_10 21176 TriggeredBy = Upgrade_ChinaAircraftArmor 21177 AddMaxHealth = 40.0 21178 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 21179 End 21180 21181 21182 21183 Geometry = Box 21184 GeometryIsSmall = Yes 21185 GeometryMajorRadius = 14.0 21186 GeometryMinorRadius = 7.0 21187 GeometryHeight = 5.0 21188 Shadow = SHADOW_VOLUME 21189 21190 Shadow = SHADOW_VOLUME 21191 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 21192 21193 End 21194 Object RUSHIND 21195 21196 ; *** ART Parameters *** 21197 SelectPortrait = T22 21198 ButtonImage = T22 21199 21200 ;UpgradeCameo1 = Upgrade_ComancheRocketPods 21201 ;UpgradeCameo2 = NONE 21202 ;UpgradeCameo3 = NONE 21203 ;UpgradeCameo4 = NONE 21204 ;UpgradeCameo5 = NONE 21205 21206 Draw = W3DModelDraw ModuleTag_01 ; Helicopter 21207 21208 ExtraPublicBone = RopeStart 21209 ExtraPublicBone = RopeEnd 21210 21211 DefaultConditionState 21212 Model = RvMi24 21213 Animation = RvMi24.RvMi24 21214 AnimationMode = LOOP 21215 End 21216 21217 ConditionState = REALLYDAMAGED 21218 Model = RvMi24 21219 Animation = RvMi24.RvMi24 21220 AnimationMode = LOOP 21221 End 21222 21223 ConditionState = RUBBLE 21224 Model = RvMi24 21225 Animation = RvMi24.RvMi24 21226 AnimationMode = LOOP 21227 End 21228 21229 ConditionState = RUBBLE SPECIAL_DAMAGED 21230 Model = RvMi24 21231 HideSubObject = Props01 21232 HideSubObject = Props02 21233 End 21234 21235 OkToChangeModelColor = Yes 21236 End 21237 21238 Draw = W3DModelDraw ModuleTag_02 ; Cargo net 21239 ConditionState = NONE 21240 Model = None ; Nothing here 21241 TransitionKey = TRANS_Empty 21242 WaitForStateToFinishIfPossible = TRANS_Unloading 21243 End 21244 21245 ConditionState = DYING 21246 Model = None ; Nothing here 21247 End 21248 AliasConditionState = RUBBLE 21249 AliasConditionState = CARRYING RUBBLE 21250 AliasConditionState = DOCKING RUBBLE 21251 AliasConditionState = DOCKING CARRYING RUBBLE 21252 21253 ConditionState = CARRYING 21254 Model = AVChinook_A ;Carrying a full wobbly net of stuff 21255 Animation = AVChinook_A.AVChinook_A 21256 AnimationMode = LOOP 21257 TransitionKey = TRANS_Full 21258 WaitForStateToFinishIfPossible = TRANS_PickingUp 21259 End 21260 21261 ConditionState = DOCKING 21262 Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff 21263 Animation = AVChinook_A1SK.AVChinook_A1 21264 AnimationMode = ONCE_BACKWARDS 21265 Flags = START_FRAME_LAST 21266 AnimationSpeedFactorRange = .75 .75 21267 TransitionKey = TRANS_PickingUp 21268 WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 21269 End 21270 21271 ConditionState = DOCKING CARRYING 21272 Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net 21273 Animation = AVChinook_A1SK.AVChinook_A1 21274 AnimationMode = ONCE 21275 AnimationSpeedFactorRange = 2.75 2.75 21276 TransitionKey = TRANS_Unloading 21277 WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 21278 End 21279 End 21280 21281 ; ***DESIGN parameters *** 21282 DisplayName = OBJECT:MI24 21283 EditorSorting = VEHICLE 21284 Side = GLAToxinGeneral 21285 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 21286 VisionRange = 300.0 21287 ShroudClearingRange = 600 21288 BuildCost = 1500 21289 BuildTime = 20.0 ;in seconds 21290 Prerequisites 21291 Object = Chem_GLAAirport 21292 End 21293 ExperienceValue = 60 60 60 60 ;Experience point value at each level 21294 IsTrainable = No 21295 CommandSet = mi24CommandSet 21296 WeaponSet 21297 Conditions = None 21298 ; ----- 21299 Weapon = PRIMARY Comanche20mmCannonWeapon 21300 PreferredAgainst = PRIMARY INFANTRY 21301 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 21302 ; ----- 21303 Weapon = SECONDARY BuggyRocketWeapon 21304 PreferredAgainst = SECONDARY VEHICLE STRUCTURE 21305 AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI 21306 ; ----- 21307 Weapon = TERTIARY NONE 21308 End 21309 21310 ArmorSet 21311 Conditions = None 21312 Armor = ChinookArmor 21313 DamageFX = None 21314 End 21315 21316 ; *** AUDIO Parameters *** 21317 VoiceSelect = CombatChinookVoiceSelect 21318 VoiceMove = ChinookVoiceMove 21319 VoiceAttack = CombatChinookVoiceAttack 21320 SoundAmbient = ChinookAmbientLoop 21321 SoundAmbientRubble = NoSound 21322 SoundEnter = HumveeEnter 21323 SoundExit = HumveeExit 21324 UnitSpecificSounds 21325 VoiceCreate = CombatChinookVoiceCreate 21326 VoiceSupply = ChinookVoiceSupply 21327 VoiceUnload = ChinookVoiceUnload 21328 VoiceCombatDrop = ChinookVoiceCombatDrop 21329 VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! 21330 VoiceGarrison = ChinookVoiceMove 21331 End 21332 21333 ; *** ENGINEERING Parameters *** 21334 RadarPriority = UNIT 21335 ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at 21336 ; (well, "near" actually) an Airfield to get healed... 21337 ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. 21338 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 21339 21340 21341 Behavior = AIUpdateInterface ModuleTag_04 21342 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS Stealthed 21343 End 21344 21345 Body = ActiveBody ModuleTag_03 21346 MaxHealth = 180.0 21347 InitialHealth = 180.0 21348 End 21349 Behavior = WeaponSetUpgrade ModuleTag_02 21350 TriggeredBy = Upgrade_ComancheRocketPods 21351 End 21352 Behavior = FXListDie ModuleTag_05 21353 DeathFX = FX_HelicopterStartDeath 21354 End 21355 21356 Behavior = TransitionDamageFX ModuleTag_06 21357 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 21358 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 21359 End 21360 21361 Behavior = ChinookAIUpdate ModuleTag_07 21362 MaxBoxes = 8 21363 SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction) 21364 SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions) 21365 SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) 21366 SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted 21367 NumRopes = 4 21368 ; these define how long we can wait, once a guy is on-rope, before throwing another 21369 ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely 21370 ; and we'll wait for each guy to clear before spawning another. 21371 PerRopeDelayMin = 900 21372 PerRopeDelayMax = 1500 21373 RopeWidth = 0.5 21374 RopeColor = R:0 G:0 B:0 21375 RopeWobbleLen = 10 21376 RopeWobbleAmplitude = 0.25 21377 RopeWobbleRate = 180 21378 RopeFinalHeight = 10 ; stop this far above ground 21379 RappelSpeed = 30 21380 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it 21381 UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded 21382 End 21383 Locomotor = SET_NORMAL HelixLocomotor 21384 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 21385 21386 Behavior = TransportContain ModuleTag_08 21387 PassengersAllowedToFire = No 21388 Slots = 6 21389 DamagePercentToUnits = 100% 21390 AllowInsideKindOf = INFANTRY 21391 ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE 21392 ExitDelay = 100 21393 NumberOfExitPaths = 1 21394 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 21395 ArmedRidersUpgradeMyWeaponSet = Yes 21396 End 21397 21398 Behavior = PhysicsBehavior ModuleTag_09 21399 Mass = 50.0 21400 End 21401 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 21402 DestructionDelay = 99999999 ; the destruction delay 21403 SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral 21404 SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral 21405 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 21406 MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) 21407 SoundDeathLoop = ComancheDamagedLoop 21408 MinSelfSpin = 100 ; in degrees per second 21409 MaxSelfSpin = 300 ; in degrees per second 21410 SelfSpinUpdateDelay = 100 ; in milliseconds 21411 SelfSpinUpdateAmount = 10 ; in degrees 21412 FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall 21413 MinBladeFlyOffDelay = 1500 ; in milliseconds 21414 MaxBladeFlyOffDelay = 1500 ; in milliseconds 21415 AttachParticle = SootySmokeTrail 21416 AttachParticleBone = Propeller02 21417 BladeObjectName = ComancheBlades 21418 BladeBoneName = Propeller01 21419 FXBlade = FX_HelicopterBladeExplosion 21420 OCLBlade = OCL_HelicopterBladeExplosion 21421 FXHitGround = FX_HelicopterHitGround 21422 OCLHitGround = OCL_HelicopterHitGround 21423 FXFinalBlowUp = FX_GroundedHelicopterBlowUp 21424 OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp 21425 DelayFromGroundToFinalDeath = 30 21426 FinalRubbleObject = ChinookRubbleHull 21427 End 21428 21429 Behavior = FlammableUpdate ModuleTag_21 21430 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21431 AflameDamageAmount = 3 ; taking this much damage... 21432 AflameDamageDelay = 500 ; this often. 21433 End 21434 21435 21436 21437 Geometry = BOX 21438 GeometryMajorRadius = 20.0 21439 GeometryMinorRadius = 6.0 21440 GeometryHeight = 12.0 21441 GeometryIsSmall = No 21442 Shadow = SHADOW_VOLUME 21443 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 21444 21445 End
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