[ Index ] | WAROFGENERALS |
PHP Cross Reference of WAROFGENERALS MODS SOURCES |
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1 2 3 4 ;------------------------------------------------------------------------------ 5 Object Demo_ScudStormMissile 6 7 ; *** ART Parameters *** 8 Draw = W3DModelDraw ModuleTag_01 9 OkToChangeModelColor = Yes 10 DefaultConditionState 11 Model = UBScudStrm_M 12 End 13 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 14 Model = NONE 15 End 16 17 End 18 19 ; ***DESIGN parameters *** 20 KindOf = PROJECTILE ;BALLISTIC_MISSILE 21 EditorSorting = SYSTEM 22 VisionRange = 300.0 23 ShroudClearingRange = 0 24 TransportSlotCount = 10 25 ArmorSet 26 Conditions = None 27 Armor = ProjectileArmor 28 DamageFX = None 29 End 30 31 ; *** AUDIO Parameters *** 32 ; SoundFallingFromPlane = DaisyCutterWeapon 33 34 ; *** ENGINEERING Parameters *** 35 Body = ActiveBody ModuleTag_02 36 MaxHealth = 10000.0 37 InitialHealth = 10000.0 38 End 39 40 Behavior = PhysicsBehavior ModuleTag_03 41 Mass = 500.0 42 End 43 44 Behavior = MissileAIUpdate ModuleTag_04 45 TryToFollowTarget = No 46 FuelLifetime = 0 ; zero is infinite 47 InitialVelocity = 0 ; in dist/sec 48 IgnitionFX = FX_ScudStormIgnition 49 DistanceToTravelBeforeTurning = 500 50 DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. 51 End 52 Locomotor = SET_NORMAL SCUDStormMissileLocomotor 53 54 Behavior = HeightDieUpdate ModuleTag_05 55 TargetHeight = 15.0 56 TargetHeightIncludesStructures = No 57 OnlyWhenMovingDown = Yes 58 SnapToGroundOnDeath = Yes 59 InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad 60 End 61 62 Behavior = DestroyDie ModuleTag_06 63 ;nothing 64 End 65 66 Behavior = SpecialPowerCompletionDie ModuleTag_07 67 SpecialPowerTemplate = SuperweaponScudStorm 68 End 69 70 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 71 DeathWeapon = Demo_ScudStormDamageWeapon 72 StartsActive = Yes 73 End 74 75 76 77 Geometry = Cylinder 78 GeometryIsSmall = Yes 79 GeometryMajorRadius = 7.0 80 GeometryHeight = 30.0 81 82 End 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 Object Demo_GLAHole 135 136 ; *** ART Parameters *** 137 SelectPortrait = SUHole_L 138 ButtonImage = SUHole_L 139 Draw = W3DModelDraw ModuleTag_01 140 OkToChangeModelColor = Yes 141 ConditionState = NONE 142 Model = UBHole 143 End 144 ConditionState = DAMAGED 145 Model = UBHole_D 146 ParticleSysBone = Smoke01 SteamVent 147 End 148 ConditionState = REALLYDAMAGED 149 Model = UBHole_E 150 ParticleSysBone = Smoke01 SteamVent 151 ParticleSysBone = Smoke02 SteamVent 152 ParticleSysBone = Fire01 GLAPowerPlantFlame 153 ParticleSysBone = Fire02 GLAPowerPlantFlame 154 ParticleSysBone = Fire03 GLAPowerPlantFlame 155 End 156 End 157 158 ; ----------------- the door ------------------- 159 Draw = W3DModelDraw ModuleTag_02 160 OkToChangeModelColor = Yes 161 DefaultConditionState 162 Model = UBHole_A1 163 Animation = UBHole_A1.UBHole_A1 164 AnimationMode = MANUAL 165 Flags = START_FRAME_FIRST 166 End 167 ConditionState = SOLD 168 Model = NONE 169 End 170 ConditionState = SOLD SNOW 171 Model = NONE 172 End 173 174 ConditionState = SOLD NIGHT 175 Model = NONE 176 End 177 178 ConditionState = SOLD NIGHT SNOW 179 Model = NONE 180 End 181 ConditionState = DAMAGED 182 Model = UBHole_A1D 183 Animation = UBHole_A1D.UBHole_A1D 184 AnimationMode = MANUAL 185 Flags = START_FRAME_FIRST 186 End 187 ConditionState = DOOR_1_OPENING 188 Model = UBHole_A1 189 Animation = UBHole_A1.UBHole_A1 190 AnimationMode = ONCE 191 Flags = START_FRAME_FIRST 192 End 193 ConditionState = DOOR_1_OPENING DAMAGED 194 Model = UBHole_A1D 195 Animation = UBHole_A1D.UBHole_A1D 196 AnimationMode = ONCE 197 Flags = START_FRAME_FIRST 198 End 199 ConditionState = DOOR_1_CLOSING 200 Model = UBHole_A1 201 Animation = UBHole_A1.UBHole_A1 202 AnimationMode = ONCE_BACKWARDS 203 Flags = START_FRAME_LAST 204 End 205 ConditionState = DOOR_1_CLOSING DAMAGED 206 Model = UBHole_A1D 207 Animation = UBHole_A1D.UBHole_A1D 208 AnimationMode = ONCE_BACKWARDS 209 Flags = START_FRAME_LAST 210 End 211 ConditionState = DOOR_1_WAITING_OPEN 212 Model = UBHole_A1 213 Animation = UBHole_A1.UBHole_A1 214 AnimationMode = MANUAL 215 Flags = START_FRAME_LAST 216 End 217 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 218 Model = UBHole_A1D 219 Animation = UBHole_A1D.UBHole_A1D 220 AnimationMode = MANUAL 221 Flags = START_FRAME_LAST 222 End 223 End 224 225 PlacementViewAngle = -135 226 227 ; ***DESIGN parameters *** 228 DisplayName = OBJECT:GLAHole 229 Side = GLADemolitionGeneral 230 EditorSorting = SYSTEM 231 Prerequisites 232 Object = Demo_GLACommandCenter 233 End 234 BuildCost = 100 235 BuildTime = 10.0 ; in seconds 236 EnergyProduction = 0 237 VisionRange = 50.0 ; Shroud clearing distance 238 ShroudClearingRange = 50 239 ArmorSet 240 Conditions = None 241 Armor = StructureArmor 242 DamageFX = StructureDamageFXNoShake 243 End 244 245 ; *** AUDIO Parameters *** 246 VoiceSelect = TunnelNetworkSelect 247 SoundOnDamaged = BuildingDamagedStateLight 248 SoundOnReallyDamaged = BuildingDestroy 249 250 UnitSpecificSounds 251 UnderConstruction = UnderConstructionLoop 252 End 253 254 ; *** ENGINEERING Parameters *** 255 RadarPriority = STRUCTURE 256 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE IMMUNE_TO_CAPTURE SCORE_DESTROY MP_COUNT_FOR_VICTORY 257 Body = StructureBody ModuleTag_03 258 ; To set the health for a particular hole, edit the entry in the object 259 ; that will leave the hole behind (edit the RebuildHoleExposeDie entry) 260 MaxHealth = 9999999.9 ;bigger than anything realistic we use 261 InitialHealth = 9999999.9 ;bigger than anything realistic we use 262 End 263 Behavior = RebuildHoleBehavior ModuleTag_04 264 WorkerObjectName = Demo_GLAInfantryWorker 265 WorkerRespawnDelay = 20000 ;in milliseconds 266 HoleHealthRegen%PerSecond = 0.5% ;regen this % of HoleMaxHealth per second 267 End 268 269 Behavior = CreateObjectDie ModuleTag_13 270 CreationList = OCL_LargeStructureDebris 271 End 272 Behavior = FXListDie ModuleTag_14 273 DeathFX = FX_StructureSmallDeath 274 End 275 276 277 278 Geometry = CYLINDER 279 GeometryMajorRadius = 25.0 280 GeometryHeight = 5.0 281 GeometryIsSmall = No 282 Shadow = SHADOW_VOLUME 283 BuildCompletion = PLACED_BY_PLAYER 284 285 End 286 287 288 289 290 291 292 ;------------------------------------------------------------------------------ 293 ;GLA Command Center 294 Object Demo_GLACommandCenter 295 296 ; *** ART Parameters *** 297 SelectPortrait = SUHeadquarters_L 298 ButtonImage = SUHeadquarters 299 300 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 301 302 ; ----- The actual command center 303 Draw = W3DModelDraw ModuleTag_01 304 305 OkToChangeModelColor = Yes 306 307 ; day 308 ConditionState = NONE 309 Model = UBCmdHQD 310 ParticleSysBone = Smoke01 SteamVent 311 ParticleSysBone = Fire01 SmolderingFire 312 ParticleSysBone = Fire01 SmolderingSmoke 313 Animation = UBCmdHQD.UBCmdHQD 314 AnimationMode = LOOP 315 End 316 317 ConditionState = DAMAGED 318 Model = UBCmdHQD_D 319 Animation = UBCmdHQD_D.UBCmdHQD_D 320 AnimationMode = LOOP 321 End 322 ConditionState = REALLYDAMAGED RUBBLE 323 Model = UBCmdHQD_E 324 Animation = UBCmdHQD_E.UBCmdHQD_E 325 AnimationMode = LOOP 326 End 327 ConditionState = GARRISONED 328 Model = UBCmdHQDE 329 ParticleSysBone = Smoke01 SmolderingSmoke 330 Animation = UBCmdHQDE.UBCmdHQDE 331 AnimationMode = LOOP 332 End 333 ConditionState = DAMAGED GARRISONED 334 Model = UBCmdHQDE_D 335 ParticleSysBone = Smoke01 SmolderingSmoke 336 Animation = UBCmdHQDE_D.UBCmdHQDE_D 337 AnimationMode = LOOP 338 End 339 ConditionState = REALLYDAMAGED GARRISONED 340 Model = UBCmdHQDE_E 341 ParticleSysBone = Smoke01 SmolderingSmoke 342 Animation = UBCmdHQDE_E.UBCmdHQDE_E 343 AnimationMode = LOOP 344 End 345 346 ; night 347 ConditionState = NIGHT 348 Model = UBCmdHQD_N 349 ParticleSysBone = Smoke01 SteamVent 350 ParticleSysBone = Fire01 SmolderingFire 351 ParticleSysBone = Fire01 SmolderingSmoke 352 Animation = UBCmdHQD_N.UBCmdHQD_N 353 AnimationMode = LOOP 354 End 355 ConditionState = DAMAGED NIGHT 356 Model = UBCmdHQD_DN 357 Animation = UBCmdHQD_DN.UBCmdHQD_DN 358 AnimationMode = LOOP 359 End 360 ConditionState = REALLYDAMAGED RUBBLE NIGHT 361 Model = UBCmdHQD_EN 362 Animation = UBCmdHQD_EN.UBCmdHQD_EN 363 AnimationMode = LOOP 364 End 365 ConditionState = GARRISONED NIGHT 366 Model = UBCmdHQDE_N 367 ParticleSysBone = Smoke01 SmolderingSmoke 368 Animation = UBCmdHQDE_N.UBCmdHQDE_N 369 AnimationMode = LOOP 370 End 371 ConditionState = DAMAGED GARRISONED NIGHT 372 Model = UBCmdHQDE_DN 373 ParticleSysBone = Smoke01 SmolderingSmoke 374 Animation = UBCmdHQDE_DN.UBCmdHQDE_DN 375 AnimationMode = LOOP 376 End 377 ConditionState = REALLYDAMAGED GARRISONED NIGHT 378 Model = UBCmdHQDE_EN 379 ParticleSysBone = Smoke01 SmolderingSmoke 380 Animation = UBCmdHQDE_EN.UBCmdHQDE_EN 381 AnimationMode = LOOP 382 End 383 384 ; day snow 385 ConditionState = SNOW 386 Model = UBCmdHQD_S 387 ParticleSysBone = Smoke01 SteamVent 388 ParticleSysBone = Fire01 SmolderingFire 389 ParticleSysBone = Fire01 SmolderingSmoke 390 Animation = UBCmdHQD_S.UBCmdHQD_S 391 AnimationMode = LOOP 392 End 393 ConditionState = DAMAGED SNOW 394 Model = UBCmdHQD_DS 395 Animation = UBCmdHQD_DS.UBCmdHQD_DS 396 AnimationMode = LOOP 397 End 398 ConditionState = REALLYDAMAGED RUBBLE SNOW 399 Model = UBCmdHQD_ES 400 Animation = UBCmdHQD_ES.UBCmdHQD_ES 401 AnimationMode = LOOP 402 End 403 ConditionState = GARRISONED SNOW 404 Model = UBCmdHQDE_S 405 ParticleSysBone = Smoke01 SmolderingSmoke 406 Animation = UBCmdHQDE_S.UBCmdHQDE_S 407 AnimationMode = LOOP 408 End 409 ConditionState = DAMAGED GARRISONED SNOW 410 Model = UBCmdHQDE_DS 411 ParticleSysBone = Smoke01 SmolderingSmoke 412 Animation = UBCmdHQDE_DS.UBCmdHQDE_DS 413 AnimationMode = LOOP 414 End 415 ConditionState = REALLYDAMAGED GARRISONED SNOW 416 Model = UBCmdHQDE_ES 417 ParticleSysBone = Smoke01 SmolderingSmoke 418 Animation = UBCmdHQDE_ES.UBCmdHQDE_ES 419 AnimationMode = LOOP 420 End 421 422 ; night snow 423 ConditionState = NIGHT SNOW 424 Model = UBCmdHQD_NS 425 ParticleSysBone = Smoke01 SteamVent 426 ParticleSysBone = Fire01 SmolderingFire 427 ParticleSysBone = Fire01 SmolderingSmoke 428 Animation = UBCmdHQD_NS.UBCmdHQD_NS 429 AnimationMode = LOOP 430 End 431 ConditionState = DAMAGED NIGHT SNOW 432 Model = UBCmdHQD_DNS 433 Animation = UBCmdHQD_DNS.UBCmdHQD_DNS 434 AnimationMode = LOOP 435 End 436 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 437 Model = UBCmdHQD_ENS 438 Animation = UBCmdHQD_ENS.UBCmdHQD_ENS 439 AnimationMode = LOOP 440 End 441 ConditionState = GARRISONED NIGHT SNOW 442 Model = UBCmdHQDE_NS 443 ParticleSysBone = Smoke01 SmolderingSmoke 444 Animation = UBCmdHQDE_NS.UBCmdHQDE_NS 445 AnimationMode = LOOP 446 End 447 ConditionState = DAMAGED GARRISONED NIGHT SNOW 448 Model = UBCmdHQDE_DNS 449 ParticleSysBone = Smoke01 SmolderingSmoke 450 Animation = UBCmdHQDE_DNS.UBCmdHQDE_DNS 451 AnimationMode = LOOP 452 End 453 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 454 Model = UBCmdHQDE_ENS 455 ParticleSysBone = Smoke01 SmolderingSmoke 456 Animation = UBCmdHQDE_ENS.UBCmdHQDE_ENS 457 AnimationMode = LOOP 458 End 459 460 461 ;************************************************************************************************************************** 462 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 463 ;for this draw module 464 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 465 Model = UBCmdHQD 466 Animation = UBCmdHQ.UBCmdHQ 467 AnimationMode = LOOP 468 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 469 End 470 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 471 Model = UBCmdHQD_D 472 Animation = UBCmdHQD_D.UBCmdHQD_D 473 AnimationMode = LOOP 474 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 475 End 476 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 477 Model = UBCmdHQD_E 478 Animation = UBCmdHQD_E.UBCmdHQD_E 479 AnimationMode = LOOP 480 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 481 End 482 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 483 Model = UBCmdHQD_N 484 Animation = UBCmdHQD_N.UBCmdHQD_N 485 AnimationMode = LOOP 486 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 487 End 488 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 489 Model = UBCmdHQD_DN 490 Animation = UBCmdHQD_DN.UBCmdHQD_DN 491 AnimationMode = LOOP 492 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 493 End 494 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 495 Model = UBCmdHQD_EN 496 Animation = UBCmdHQD_EN.UBCmdHQD_EN 497 AnimationMode = LOOP 498 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 499 End 500 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 501 Model = UBCmdHQD_S 502 Animation = UBCmdHQD_S.UBCmdHQD_S 503 AnimationMode = LOOP 504 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 505 End 506 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 507 Model = UBCmdHQD_DS 508 Animation = UBCmdHQD_DS.UBCmdHQD_DS 509 AnimationMode = LOOP 510 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 511 End 512 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 513 Model = UBCmdHQD_ES 514 Animation = UBCmdHQD_ES.UBCmdHQD_ES 515 AnimationMode = LOOP 516 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 517 End 518 519 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 520 Model = UBCmdHQD_NS 521 Animation = UBCmdHQD_NS.UBCmdHQD_NS 522 AnimationMode = LOOP 523 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 524 End 525 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 526 Model = UBCmdHQD_DNS 527 Animation = UBCmdHQD_DNS.UBCmdHQD_DNS 528 AnimationMode = LOOP 529 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 530 End 531 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 532 Model = UBCmdHQD_ENS 533 Animation = UBCmdHQD_ENS.UBCmdHQD_ENS 534 AnimationMode = LOOP 535 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 536 End 537 538 ConditionState = AWAITING_CONSTRUCTION 539 Model = NONE 540 End 541 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 542 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 543 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 544 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 545 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 546 AliasConditionState = AWAITING_CONSTRUCTION SNOW 547 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 548 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 549 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 550 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 551 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 552 AliasConditionState = SOLD 553 AliasConditionState = SOLD DAMAGED 554 AliasConditionState = SOLD REALLYDAMAGED 555 AliasConditionState = SOLD NIGHT 556 AliasConditionState = SOLD NIGHT DAMAGED 557 AliasConditionState = SOLD NIGHT REALLYDAMAGED 558 AliasConditionState = SOLD SNOW 559 AliasConditionState = SOLD SNOW DAMAGED 560 AliasConditionState = SOLD SNOW REALLYDAMAGED 561 AliasConditionState = SOLD NIGHT SNOW 562 AliasConditionState = SOLD NIGHT SNOW DAMAGED 563 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 564 AliasConditionState = GARRISONED SOLD 565 AliasConditionState = GARRISONED SOLD DAMAGED 566 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 567 AliasConditionState = GARRISONED SOLD NIGHT 568 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 569 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 570 AliasConditionState = GARRISONED SOLD SNOW 571 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 572 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 573 AliasConditionState = GARRISONED SOLD NIGHT SNOW 574 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 575 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 576 ;************************************************************************************************************************** 577 End 578 579 PlacementViewAngle = -135 580 581 ; ------------ construction done flashing lights ---------- 582 ; Draw = W3DModelDraw 583 ; DefaultConditionState 584 ; Model = None 585 ; End 586 ; ConditionState = SOLD 587 ; Model = NONE 588 ; End 589 ; ConditionState = CONSTRUCTION_COMPLETE 590 ; Model = ABWarFact_A2 591 ; Animation = ABWarFact_A2.ABWarFact_A2 592 ; AnimationMode = LOOP 593 ; Flags = START_FRAME_FIRST 594 ; End 595 ; End 596 597 ; ------------ construction-zone fence ----------------- 598 Draw = W3DModelDraw ModuleTag_02 599 AnimationsRequirePower = No 600 DefaultConditionState 601 Model = None 602 TransitionKey = DOWN_DEFAULT 603 End 604 ConditionState = NIGHT 605 Model = None 606 TransitionKey = DOWN_DEFAULT 607 End 608 ConditionState = SNOW 609 Model = None 610 TransitionKey = DOWN_DEFAULT 611 End 612 ConditionState = SNOW NIGHT 613 Model = None 614 TransitionKey = DOWN_DEFAULT 615 End 616 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 617 Model = UBCmdHQ_A4 618 Animation = UBCmdHQ_A4.UBCmdHQ_A4 619 AnimationMode = MANUAL 620 Flags = START_FRAME_LAST 621 TransitionKey = UP_DAY 622 End 623 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 624 Model = UBCmdHQ_A4N 625 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 626 AnimationMode = MANUAL 627 Flags = START_FRAME_LAST 628 TransitionKey = UP_NIGHT 629 End 630 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 631 Model = UBCmdHQ_A4S 632 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 633 AnimationMode = MANUAL 634 Flags = START_FRAME_LAST 635 TransitionKey = UP_SNOW 636 End 637 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 638 Model = UBCmdHQ_A4SN 639 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 640 AnimationMode = MANUAL 641 Flags = START_FRAME_LAST 642 TransitionKey = UP_SNOWNIGHT 643 End 644 TransitionState = DOWN_DEFAULT UP_DAY 645 Model = UBCmdHQ_A4 646 Animation = UBCmdHQ_A4.UBCmdHQ_A4 647 AnimationMode = ONCE 648 AnimationSpeedFactorRange = 1.0 1.0 649 Flags = START_FRAME_FIRST 650 End 651 TransitionState = DOWN_DEFAULT UP_NIGHT 652 Model = UBCmdHQ_A4N 653 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 654 AnimationMode = ONCE 655 AnimationSpeedFactorRange = 1.0 1.0 656 Flags = START_FRAME_FIRST 657 End 658 TransitionState = DOWN_DEFAULT UP_SNOW 659 Model = UBCmdHQ_A4S 660 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 661 AnimationMode = ONCE 662 AnimationSpeedFactorRange = 1.0 1.0 663 Flags = START_FRAME_FIRST 664 End 665 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 666 Model = UBCmdHQ_A4SN 667 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 668 AnimationMode = ONCE 669 AnimationSpeedFactorRange = 1.0 1.0 670 Flags = START_FRAME_FIRST 671 End 672 TransitionState = UP_DAY DOWN_DEFAULT 673 Model = UBCmdHQ_A4 674 Animation = UBCmdHQ_A4.UBCmdHQ_A4 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_NIGHT DOWN_DEFAULT 680 Model = UBCmdHQ_A4N 681 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 682 AnimationMode = ONCE_BACKWARDS 683 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 684 Flags = START_FRAME_LAST 685 End 686 TransitionState = UP_SNOW DOWN_DEFAULT 687 Model = UBCmdHQ_A4S 688 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 689 AnimationMode = ONCE_BACKWARDS 690 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 691 Flags = START_FRAME_LAST 692 End 693 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 694 Model = UBCmdHQ_A4SN 695 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 696 AnimationMode = ONCE_BACKWARDS 697 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 698 Flags = START_FRAME_LAST 699 End 700 End 701 702 ; ------------ under-construction scaffolding ----------------- 703 Draw = W3DModelDraw ModuleTag_03 704 AnimationsRequirePower = No 705 MinLODRequired = MEDIUM 706 DefaultConditionState 707 Model = None 708 TransitionKey = DOWN_DEFAULT 709 End 710 ConditionState = NIGHT 711 Model = None 712 TransitionKey = DOWN_DEFAULT 713 End 714 ConditionState = SNOW 715 Model = None 716 TransitionKey = DOWN_DEFAULT 717 End 718 ConditionState = SNOW NIGHT 719 Model = None 720 TransitionKey = DOWN_DEFAULT 721 End 722 ConditionState = PARTIALLY_CONSTRUCTED 723 Model = UBCmdHQ_A6 724 Animation = UBCmdHQ_A6.UBCmdHQ_A6 725 AnimationMode = MANUAL 726 Flags = START_FRAME_LAST 727 TransitionKey = UP_DAY 728 ParticleSysBone = Dust01 BuildingDust 729 ParticleSysBone = Smoke01 BuildUpSmoke 730 ParticleSysBone = Smoke02 BuildUpSmoke 731 ParticleSysBone = Smoke03 BuildUpSmoke 732 End 733 ConditionState = SNOW PARTIALLY_CONSTRUCTED 734 Model = UBCmdHQ_A6S 735 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 736 AnimationMode = MANUAL 737 Flags = START_FRAME_LAST 738 TransitionKey = UP_SNOW 739 ParticleSysBone = Dust01 BuildingSnowDust 740 ParticleSysBone = Smoke01 BuildUpSnowSmoke 741 ParticleSysBone = Smoke02 BuildUpSnowSmoke 742 ParticleSysBone = Smoke03 BuildUpSnowSmoke 743 End 744 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 745 Model = UBCmdHQ_A6N 746 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 747 AnimationMode = MANUAL 748 Flags = START_FRAME_LAST 749 TransitionKey = UP_NIGHT 750 ParticleSysBone = Dust01 BuildingDust 751 ParticleSysBone = Smoke01 BuildUpSmoke 752 ParticleSysBone = Smoke02 BuildUpSmoke 753 ParticleSysBone = Smoke03 BuildUpSmoke 754 End 755 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 756 Model = UBCmdHQ_A6SN 757 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 758 AnimationMode = MANUAL 759 Flags = START_FRAME_LAST 760 TransitionKey = UP_SNOWNIGHT 761 ParticleSysBone = Dust01 BuildingNightSnowDust 762 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 763 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 764 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 765 End 766 TransitionState = DOWN_DEFAULT UP_DAY 767 Model = UBCmdHQ_A6 768 Animation = UBCmdHQ_A6.UBCmdHQ_A6 769 AnimationMode = ONCE 770 AnimationSpeedFactorRange = 1.0 1.0 771 Flags = START_FRAME_FIRST 772 End 773 TransitionState = DOWN_DEFAULT UP_NIGHT 774 Model = UBCmdHQ_A6N 775 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 776 AnimationMode = ONCE 777 AnimationSpeedFactorRange = 1.0 1.0 778 Flags = START_FRAME_FIRST 779 End 780 TransitionState = DOWN_DEFAULT UP_SNOW 781 Model = UBCmdHQ_A6S 782 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 783 AnimationMode = ONCE 784 AnimationSpeedFactorRange = 1.0 1.0 785 Flags = START_FRAME_FIRST 786 End 787 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 788 Model = UBCmdHQ_A6SN 789 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 790 AnimationMode = ONCE 791 AnimationSpeedFactorRange = 1.0 1.0 792 Flags = START_FRAME_FIRST 793 End 794 TransitionState = UP_DAY DOWN_DEFAULT 795 Model = UBCmdHQ_A6 796 Animation = UBCmdHQ_A6.UBCmdHQ_A6 797 AnimationMode = ONCE_BACKWARDS 798 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 799 Flags = START_FRAME_LAST 800 End 801 TransitionState = UP_NIGHT DOWN_DEFAULT 802 Model = UBCmdHQ_A6N 803 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 804 AnimationMode = ONCE_BACKWARDS 805 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 806 Flags = START_FRAME_LAST 807 End 808 TransitionState = UP_SNOW DOWN_DEFAULT 809 Model = UBCmdHQ_A6S 810 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 811 AnimationMode = ONCE_BACKWARDS 812 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 813 Flags = START_FRAME_LAST 814 End 815 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 816 Model = UBCmdHQ_A6SN 817 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 818 AnimationMode = ONCE_BACKWARDS 819 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 820 Flags = START_FRAME_LAST 821 End 822 End 823 824 ; Officers club flag 825 Draw = W3DModelDraw ModuleTag_OfficersClub 826 OkToChangeModelColor = No 827 828 ConditionState = NONE 829 Model = None 830 End 831 AliasConditionState = DAMAGED 832 AliasConditionState = REALLYDAMAGED 833 AliasConditionState = RUBBLE 834 AliasConditionState = REALLYDAMAGED RUBBLE 835 ConditionState = PREORDER 836 Model = OCFlagGLA 837 Animation = OCFlagGLA.OCFlagGLA 838 AnimationMode = LOOP 839 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 840 End 841 ; ConditionState = PREORDER DAMAGED 842 ; Model = OCFlagGLA_D 843 ; Animation = OCFlagGLA_D.OCFlagGLA_D 844 ; AnimationMode = LOOP 845 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 846 ; End 847 ; ConditionState = PREORDER REALLYDAMAGED RUBBLE 848 ; Model = OCFlagGLA_E 849 ; Animation = OCFlagGLA_E.OCFlagGLA_E 850 ; AnimationMode = LOOP 851 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 852 ; End 853 End 854 855 ; ***DESIGN parameters *** 856 DisplayName = OBJECT:CommandCenter 857 Side = GLADemolitionGeneral 858 EditorSorting = STRUCTURE 859 BuildCost = 2000 860 BuildTime = 45.0 ; in seconds 861 EnergyProduction = 0 ;Command center should be free 862 CommandSet = Demo_GLACommandCenterCommandSet 863 VisionRange = 300.0 ; Shroud clearing distance 864 ShroudClearingRange = 300 865 ArmorSet 866 Conditions = None 867 Armor = StructureArmorTough 868 DamageFX = StructureDamageFXNoShake 869 End 870 ArmorSet 871 Conditions = PLAYER_UPGRADE 872 Armor = GLAUpgradedStructureArmorTough 873 DamageFX = StructureDamageFXNoShake 874 End 875 876 ExperienceValue = 200 200 200 200 ; Experience point value at each level 877 878 ; *** AUDIO Parameters *** 879 VoiceSelect = CommandCenterGLASelect 880 SoundOnDamaged = BuildingDamagedStateLight 881 SoundOnReallyDamaged = BuildingDestroy 882 883 UnitSpecificSounds 884 UnderConstruction = UnderConstructionLoop 885 End 886 887 888 ; *** ENGINEERING Parameters *** 889 RadarPriority = STRUCTURE 890 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE 891 Body = StructureBody ModuleTag_04 892 MaxHealth = 5000.0 893 InitialHealth = 5000.0 894 895 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 896 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 897 SubdualDamageCap = 5200 898 SubdualDamageHealRate = 500 899 SubdualDamageHealAmount = 100 900 End 901 902 Behavior = ArmorUpgrade ModuleTag_Armor01 903 TriggeredBy = Upgrade_GLAFortifiedStructure 904 End 905 906 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 907 ConditionFlag = GARRISONED 908 TriggeredBy = Upgrade_GLAFortifiedStructure 909 End 910 911 Behavior = PreorderCreate ModuleTag_PreorderCreate 912 End 913 914 Behavior = ProductionUpdate ModuleTag_05 915 ; nothing 916 End 917 Behavior = DefaultProductionExitUpdate ModuleTag_06 918 UnitCreatePoint = X: 25.0 Y: 0.0 Z:0.0 919 NaturalRallyPoint = X: 65.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 920 End 921 Behavior = RebuildHoleExposeDie ModuleTag_07 922 HoleName = GLAHoleCommandCenter 923 HoleMaxHealth = 500.0 924 End 925 Behavior = DestroyDie ModuleTag_08 926 ;nothing 927 End 928 Behavior = CreateObjectDie ModuleTag_09 929 CreationList = OCL_LargeStructureDebris 930 End 931 Behavior = FXListDie ModuleTag_10 932 DeathFX = FX_StructureMediumDeath 933 End 934 935 Behavior = OCLSpecialPower ModuleTag_11 936 SpecialPowerTemplate = SuperweaponRebelAmbush 937 UpgradeOCL = SCIENCE_RebelAmbush3 Demo_SUPERWEAPON_RebelAmbush3 938 UpgradeOCL = SCIENCE_RebelAmbush2 Demo_SUPERWEAPON_RebelAmbush2 939 OCL = Demo_SUPERWEAPON_RebelAmbush1 940 CreateLocation = CREATE_AT_LOCATION 941 OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. 942 End 943 944 Behavior = OCLSpecialPower ModuleTag_12 945 SpecialPowerTemplate = SuperweaponBlackMarketNuke 946 OCL = SUPERWEAPON_BlackMarketNuke 947 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 948 End 949 950 Behavior = OCLSpecialPower ModuleTag_13 951 SpecialPowerTemplate = SuperweaponAnthraxBomb 952 OCL = SUPERWEAPON_AnthraxBomb 953 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 954 End 955 Behavior = OCLSpecialPower ModuleTag_14 956 SpecialPowerTemplate = SuperweaponEmergencyRepair 957 UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 958 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 959 OCL = SUPERWEAPON_RepairVehicles1 960 CreateLocation = CREATE_AT_LOCATION 961 End 962 Behavior = OCLSpecialPower ModuleTag_21 963 SpecialPowerTemplate = SuperweaponSneakAttack 964 OCL = OCL_CreateSneakAttackTunnelStart 965 CreateLocation = CREATE_AT_LOCATION 966 ReferenceObject = GLASneakAttackTunnelNetwork ;So we know what the final product is for script placement calculations 967 End 968 Behavior = OCLSpecialPower ModuleTag_22 969 SpecialPowerTemplate = SuperweaponGPSScrambler 970 OCL = SUPERWEAPON_GPSScrambler 971 CreateLocation = CREATE_AT_LOCATION 972 End 973 974 975 Behavior = CashBountyPower ModuleTag_15 976 SpecialPowerTemplate = SpecialAbilityCashBounty1 977 Bounty = 5% 978 End 979 Behavior = CashBountyPower ModuleTag_16 980 SpecialPowerTemplate = SpecialAbilityCashBounty2 981 Bounty = 10% 982 End 983 Behavior = CashBountyPower ModuleTag_17 984 SpecialPowerTemplate = SpecialAbilityCashBounty3 985 Bounty = 20% 986 End 987 988 Behavior = FlammableUpdate ModuleTag_19 989 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 990 AflameDamageAmount = 5 ; taking this much damage... 991 AflameDamageDelay = 500 ; this often. 992 End 993 994 Behavior = TransitionDamageFX ModuleTag_20 995 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 996 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 997 ;--------------------------------------------------------------------------------------- 998 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 999 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1000 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1001 End 1002 1003 ; DemoGen gets free booby trap power. 1004 Behavior = GrantUpgradeCreate ModuleTag_23 1005 UpgradeToGrant = Upgrade_GLAInfantryRebelBoobyTrapAttack 1006 ExemptStatus = UNDER_CONSTRUCTION 1007 End 1008 1009 Geometry = BOX 1010 GeometryMajorRadius = 65.0 1011 GeometryMinorRadius = 65.0 1012 GeometryHeight = 54.0 1013 FactoryExitWidth = 25 1014 GeometryIsSmall = No 1015 Shadow = SHADOW_VOLUME 1016 BuildCompletion = PLACED_BY_PLAYER 1017 1018 End 1019 1020 ;------------------------------------------------------------------------------ 1021 ObjectReskin Demo_GLAHoleCommandCenter Demo_GLAHole 1022 Draw = W3DModelDraw ModuleTag_01 1023 OkToChangeModelColor = Yes 1024 ConditionState = NONE 1025 Model = UBHole 1026 End 1027 ConditionState = DAMAGED 1028 Model = UBHole_D 1029 ParticleSysBone = Smoke01 SteamVent 1030 End 1031 ConditionState = REALLYDAMAGED RUBBLE 1032 Model = UBHole_E 1033 ParticleSysBone = Smoke01 SteamVent 1034 ParticleSysBone = Smoke02 SteamVent 1035 ParticleSysBone = Fire01 GLAPowerPlantFlame 1036 ParticleSysBone = Fire02 GLAPowerPlantFlame 1037 ParticleSysBone = Fire03 GLAPowerPlantFlame 1038 End 1039 End 1040 Draw = W3DModelDraw ModuleTag_02 1041 OkToChangeModelColor = Yes 1042 ConditionState = NONE 1043 Model = UBCmdHQ_R 1044 ParticleSysBone = Smoke01 SmolderingSmoke 1045 ParticleSysBone = Smoke02 SmolderingSmoke 1046 ParticleSysBone = Smoke03 SmolderingSmoke 1047 ParticleSysBone = Smoke04 SmolderingSmoke 1048 End 1049 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 1050 Model = UBCmdHQ_R 1051 ParticleSysBone = Smoke01 SmolderingSmoke 1052 ParticleSysBone = Smoke02 SmolderingSmoke 1053 ParticleSysBone = Smoke03 SmolderingSmoke 1054 ParticleSysBone = Smoke04 SmolderingSmoke 1055 End 1056 End 1057 End 1058 1059 1060 1061 1062 ;------------------------------------------------------------------------------ 1063 ;Fake GLA Command Center 1064 Object Demo_FakeGLACommandCenter 1065 1066 ; *** ART Parameters *** 1067 SelectPortrait = SUHeadquarters_L 1068 ButtonImage = SUHeadquarters 1069 1070 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 1071 1072 ; ----- The actual command center 1073 Draw = W3DModelDraw ModuleTag_01 1074 1075 OkToChangeModelColor = Yes 1076 1077 ; day 1078 ConditionState = NONE 1079 Model = UBCmdHQD 1080 ParticleSysBone = Smoke01 SteamVent 1081 ParticleSysBone = Fire01 SmolderingFire 1082 ParticleSysBone = Fire01 SmolderingSmoke 1083 Animation = UBCmdHQD.UBCmdHQD 1084 AnimationMode = LOOP 1085 End 1086 1087 ConditionState = DAMAGED 1088 Model = UBCmdHQD_D 1089 Animation = UBCmdHQD_D.UBCmdHQD_D 1090 AnimationMode = LOOP 1091 End 1092 ConditionState = REALLYDAMAGED RUBBLE 1093 Model = UBCmdHQD_E 1094 Animation = UBCmdHQD_E.UBCmdHQD_E 1095 AnimationMode = LOOP 1096 End 1097 ConditionState = GARRISONED 1098 Model = UBCmdHQEG 1099 ParticleSysBone = Smoke01 SmolderingSmoke 1100 Animation = UBCmdHQEG.UBCmdHQEG 1101 AnimationMode = LOOP 1102 End 1103 ConditionState = DAMAGED GARRISONED 1104 Model = UBCmdHQEG_D 1105 ParticleSysBone = Smoke01 SmolderingSmoke 1106 Animation = UBCmdHQEG_D.UBCmdHQEG_D 1107 AnimationMode = LOOP 1108 End 1109 ConditionState = REALLYDAMAGED GARRISONED 1110 Model = UBCmdHQEG_E 1111 ParticleSysBone = Smoke01 SmolderingSmoke 1112 Animation = UBCmdHQEG_E.UBCmdHQEG_E 1113 AnimationMode = LOOP 1114 End 1115 1116 ; night 1117 ConditionState = NIGHT 1118 Model = UBCmdHQD_N 1119 ParticleSysBone = Smoke01 SteamVent 1120 ParticleSysBone = Fire01 SmolderingFire 1121 ParticleSysBone = Fire01 SmolderingSmoke 1122 Animation = UBCmdHQD_N.UBCmdHQD_N 1123 AnimationMode = LOOP 1124 End 1125 ConditionState = DAMAGED NIGHT 1126 Model = UBCmdHQD_DN 1127 Animation = UBCmdHQD_DN.UBCmdHQD_DN 1128 AnimationMode = LOOP 1129 End 1130 ConditionState = REALLYDAMAGED RUBBLE NIGHT 1131 Model = UBCmdHQD_EN 1132 Animation = UBCmdHQD_EN.UBCmdHQD_EN 1133 AnimationMode = LOOP 1134 End 1135 ConditionState = GARRISONED NIGHT 1136 Model = UBCmdHQEG_N 1137 ParticleSysBone = Smoke01 SmolderingSmoke 1138 Animation = UBCmdHQEG_N.UBCmdHQEG_N 1139 AnimationMode = LOOP 1140 End 1141 ConditionState = DAMAGED GARRISONED NIGHT 1142 Model = UBCmdHQEG_DN 1143 ParticleSysBone = Smoke01 SmolderingSmoke 1144 Animation = UBCmdHQEG_DN.UBCmdHQEG_DN 1145 AnimationMode = LOOP 1146 End 1147 ConditionState = REALLYDAMAGED GARRISONED NIGHT 1148 Model = UBCmdHQEG_EN 1149 ParticleSysBone = Smoke01 SmolderingSmoke 1150 Animation = UBCmdHQEG_EN.UBCmdHQEG_EN 1151 AnimationMode = LOOP 1152 End 1153 1154 ; day snow 1155 ConditionState = SNOW 1156 Model = UBCmdHQD_S 1157 ParticleSysBone = Smoke01 SteamVent 1158 ParticleSysBone = Fire01 SmolderingFire 1159 ParticleSysBone = Fire01 SmolderingSmoke 1160 Animation = UBCmdHQD_S.UBCmdHQD_S 1161 AnimationMode = LOOP 1162 End 1163 ConditionState = DAMAGED SNOW 1164 Model = UBCmdHQD_DS 1165 Animation = UBCmdHQD_DS.UBCmdHQD_DS 1166 AnimationMode = LOOP 1167 End 1168 ConditionState = REALLYDAMAGED RUBBLE SNOW 1169 Model = UBCmdHQD_ES 1170 Animation = UBCmdHQD_ES.UBCmdHQD_ES 1171 AnimationMode = LOOP 1172 End 1173 ConditionState = GARRISONED SNOW 1174 Model = UBCmdHQEG_S 1175 ParticleSysBone = Smoke01 SmolderingSmoke 1176 Animation = UBCmdHQEG_S.UBCmdHQEG_S 1177 AnimationMode = LOOP 1178 End 1179 ConditionState = DAMAGED GARRISONED SNOW 1180 Model = UBCmdHQEG_DS 1181 ParticleSysBone = Smoke01 SmolderingSmoke 1182 Animation = UBCmdHQEG_DS.UBCmdHQEG_DS 1183 AnimationMode = LOOP 1184 End 1185 ConditionState = REALLYDAMAGED GARRISONED SNOW 1186 Model = UBCmdHQEG_ES 1187 ParticleSysBone = Smoke01 SmolderingSmoke 1188 Animation = UBCmdHQEG_ES.UBCmdHQEG_ES 1189 AnimationMode = LOOP 1190 End 1191 1192 ; night snow 1193 ConditionState = NIGHT SNOW 1194 Model = UBCmdHQD_NS 1195 ParticleSysBone = Smoke01 SteamVent 1196 ParticleSysBone = Fire01 SmolderingFire 1197 ParticleSysBone = Fire01 SmolderingSmoke 1198 Animation = UBCmdHQD_NS.UBCmdHQD_NS 1199 AnimationMode = LOOP 1200 End 1201 ConditionState = DAMAGED NIGHT SNOW 1202 Model = UBCmdHQD_DNS 1203 Animation = UBCmdHQD_DNS.UBCmdHQD_DNS 1204 AnimationMode = LOOP 1205 End 1206 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 1207 Model = UBCmdHQD_ENS 1208 Animation = UBCmdHQD_ENS.UBCmdHQD_ENS 1209 AnimationMode = LOOP 1210 End 1211 ConditionState = GARRISONED NIGHT SNOW 1212 Model = UBCmdHQEG_NS 1213 ParticleSysBone = Smoke01 SmolderingSmoke 1214 Animation = UBCmdHQEG_NS.UBCmdHQEG_NS 1215 AnimationMode = LOOP 1216 End 1217 ConditionState = DAMAGED GARRISONED NIGHT SNOW 1218 Model = UBCmdHQEG_DNS 1219 ParticleSysBone = Smoke01 SmolderingSmoke 1220 Animation = UBCmdHQEG_DNS.UBCmdHQEG_DNS 1221 AnimationMode = LOOP 1222 End 1223 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 1224 Model = UBCmdHQEG_ENS 1225 ParticleSysBone = Smoke01 SmolderingSmoke 1226 Animation = UBCmdHQEG_ENS.UBCmdHQEG_ENS 1227 AnimationMode = LOOP 1228 End 1229 1230 1231 ;************************************************************************************************************************** 1232 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1233 ;for this draw module 1234 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1235 Model = UBCmdHQD 1236 Animation = UBCmdHQ.UBCmdHQ 1237 AnimationMode = LOOP 1238 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1239 End 1240 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1241 Model = UBCmdHQD_D 1242 Animation = UBCmdHQD_D.UBCmdHQD_D 1243 AnimationMode = LOOP 1244 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1245 End 1246 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1247 Model = UBCmdHQD_E 1248 Animation = UBCmdHQD_E.UBCmdHQD_E 1249 AnimationMode = LOOP 1250 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1251 End 1252 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1253 Model = UBCmdHQD_N 1254 Animation = UBCmdHQD_N.UBCmdHQD_N 1255 AnimationMode = LOOP 1256 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1257 End 1258 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 1259 Model = UBCmdHQD_DN 1260 Animation = UBCmdHQD_DN.UBCmdHQD_DN 1261 AnimationMode = LOOP 1262 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1263 End 1264 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 1265 Model = UBCmdHQD_EN 1266 Animation = UBCmdHQD_EN.UBCmdHQD_EN 1267 AnimationMode = LOOP 1268 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1269 End 1270 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1271 Model = UBCmdHQD_S 1272 Animation = UBCmdHQD_S.UBCmdHQD_S 1273 AnimationMode = LOOP 1274 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1275 End 1276 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 1277 Model = UBCmdHQD_DS 1278 Animation = UBCmdHQD_DS.UBCmdHQD_DS 1279 AnimationMode = LOOP 1280 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1281 End 1282 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 1283 Model = UBCmdHQD_ES 1284 Animation = UBCmdHQD_ES.UBCmdHQD_ES 1285 AnimationMode = LOOP 1286 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1287 End 1288 1289 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 1290 Model = UBCmdHQD_NS 1291 Animation = UBCmdHQD_NS.UBCmdHQD_NS 1292 AnimationMode = LOOP 1293 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1294 End 1295 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 1296 Model = UBCmdHQD_DNS 1297 Animation = UBCmdHQD_DNS.UBCmdHQD_DNS 1298 AnimationMode = LOOP 1299 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1300 End 1301 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 1302 Model = UBCmdHQD_ENS 1303 Animation = UBCmdHQD_ENS.UBCmdHQD_ENS 1304 AnimationMode = LOOP 1305 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1306 End 1307 1308 ConditionState = AWAITING_CONSTRUCTION 1309 Model = NONE 1310 End 1311 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1312 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1313 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1314 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1315 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1316 AliasConditionState = AWAITING_CONSTRUCTION SNOW 1317 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 1318 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 1319 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1320 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1321 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1322 AliasConditionState = SOLD 1323 AliasConditionState = SOLD DAMAGED 1324 AliasConditionState = SOLD REALLYDAMAGED 1325 AliasConditionState = SOLD NIGHT 1326 AliasConditionState = SOLD NIGHT DAMAGED 1327 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1328 AliasConditionState = SOLD SNOW 1329 AliasConditionState = SOLD SNOW DAMAGED 1330 AliasConditionState = SOLD SNOW REALLYDAMAGED 1331 AliasConditionState = SOLD NIGHT SNOW 1332 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1333 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1334 AliasConditionState = GARRISONED SOLD 1335 AliasConditionState = GARRISONED SOLD DAMAGED 1336 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 1337 AliasConditionState = GARRISONED SOLD NIGHT 1338 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 1339 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 1340 AliasConditionState = GARRISONED SOLD SNOW 1341 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 1342 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 1343 AliasConditionState = GARRISONED SOLD NIGHT SNOW 1344 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 1345 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 1346 ;************************************************************************************************************************** 1347 End 1348 1349 PlacementViewAngle = -135 1350 1351 ; ------------ construction done flashing lights ---------- 1352 ; Draw = W3DModelDraw 1353 ; DefaultConditionState 1354 ; Model = None 1355 ; End 1356 ; ConditionState = SOLD 1357 ; Model = NONE 1358 ; End 1359 ; ConditionState = CONSTRUCTION_COMPLETE 1360 ; Model = ABWarFact_A2 1361 ; Animation = ABWarFact_A2.ABWarFact_A2 1362 ; AnimationMode = LOOP 1363 ; Flags = START_FRAME_FIRST 1364 ; End 1365 ; End 1366 1367 ; ------------ construction-zone fence ----------------- 1368 Draw = W3DModelDraw ModuleTag_02 1369 AnimationsRequirePower = No 1370 DefaultConditionState 1371 Model = None 1372 TransitionKey = DOWN_DEFAULT 1373 End 1374 ConditionState = NIGHT 1375 Model = None 1376 TransitionKey = DOWN_DEFAULT 1377 End 1378 ConditionState = SNOW 1379 Model = None 1380 TransitionKey = DOWN_DEFAULT 1381 End 1382 ConditionState = SNOW NIGHT 1383 Model = None 1384 TransitionKey = DOWN_DEFAULT 1385 End 1386 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1387 Model = UBCmdHQ_A4 1388 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1389 AnimationMode = MANUAL 1390 Flags = START_FRAME_LAST 1391 TransitionKey = UP_DAY 1392 End 1393 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1394 Model = UBCmdHQ_A4N 1395 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1396 AnimationMode = MANUAL 1397 Flags = START_FRAME_LAST 1398 TransitionKey = UP_NIGHT 1399 End 1400 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1401 Model = UBCmdHQ_A4S 1402 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1403 AnimationMode = MANUAL 1404 Flags = START_FRAME_LAST 1405 TransitionKey = UP_SNOW 1406 End 1407 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1408 Model = UBCmdHQ_A4SN 1409 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1410 AnimationMode = MANUAL 1411 Flags = START_FRAME_LAST 1412 TransitionKey = UP_SNOWNIGHT 1413 End 1414 TransitionState = DOWN_DEFAULT UP_DAY 1415 Model = UBCmdHQ_A4 1416 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1417 AnimationMode = ONCE 1418 AnimationSpeedFactorRange = 1.0 1.0 1419 Flags = START_FRAME_FIRST 1420 End 1421 TransitionState = DOWN_DEFAULT UP_NIGHT 1422 Model = UBCmdHQ_A4N 1423 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1424 AnimationMode = ONCE 1425 AnimationSpeedFactorRange = 1.0 1.0 1426 Flags = START_FRAME_FIRST 1427 End 1428 TransitionState = DOWN_DEFAULT UP_SNOW 1429 Model = UBCmdHQ_A4S 1430 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1431 AnimationMode = ONCE 1432 AnimationSpeedFactorRange = 1.0 1.0 1433 Flags = START_FRAME_FIRST 1434 End 1435 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1436 Model = UBCmdHQ_A4SN 1437 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1438 AnimationMode = ONCE 1439 AnimationSpeedFactorRange = 1.0 1.0 1440 Flags = START_FRAME_FIRST 1441 End 1442 TransitionState = UP_DAY DOWN_DEFAULT 1443 Model = UBCmdHQ_A4 1444 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1445 AnimationMode = ONCE_BACKWARDS 1446 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1447 Flags = START_FRAME_LAST 1448 End 1449 TransitionState = UP_NIGHT DOWN_DEFAULT 1450 Model = UBCmdHQ_A4N 1451 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1452 AnimationMode = ONCE_BACKWARDS 1453 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1454 Flags = START_FRAME_LAST 1455 End 1456 TransitionState = UP_SNOW DOWN_DEFAULT 1457 Model = UBCmdHQ_A4S 1458 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1459 AnimationMode = ONCE_BACKWARDS 1460 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1461 Flags = START_FRAME_LAST 1462 End 1463 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1464 Model = UBCmdHQ_A4SN 1465 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1466 AnimationMode = ONCE_BACKWARDS 1467 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1468 Flags = START_FRAME_LAST 1469 End 1470 End 1471 1472 ; ------------ under-construction scaffolding ----------------- 1473 Draw = W3DModelDraw ModuleTag_03 1474 AnimationsRequirePower = No 1475 MinLODRequired = MEDIUM 1476 DefaultConditionState 1477 Model = None 1478 TransitionKey = DOWN_DEFAULT 1479 End 1480 ConditionState = NIGHT 1481 Model = None 1482 TransitionKey = DOWN_DEFAULT 1483 End 1484 ConditionState = SNOW 1485 Model = None 1486 TransitionKey = DOWN_DEFAULT 1487 End 1488 ConditionState = SNOW NIGHT 1489 Model = None 1490 TransitionKey = DOWN_DEFAULT 1491 End 1492 ConditionState = PARTIALLY_CONSTRUCTED 1493 Model = UBCmdHQ_A6 1494 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1495 AnimationMode = MANUAL 1496 Flags = START_FRAME_LAST 1497 TransitionKey = UP_DAY 1498 ParticleSysBone = Dust01 BuildingDust 1499 ParticleSysBone = Smoke01 BuildUpSmoke 1500 ParticleSysBone = Smoke02 BuildUpSmoke 1501 ParticleSysBone = Smoke03 BuildUpSmoke 1502 End 1503 ConditionState = SNOW PARTIALLY_CONSTRUCTED 1504 Model = UBCmdHQ_A6S 1505 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1506 AnimationMode = MANUAL 1507 Flags = START_FRAME_LAST 1508 TransitionKey = UP_SNOW 1509 ParticleSysBone = Dust01 BuildingSnowDust 1510 ParticleSysBone = Smoke01 BuildUpSnowSmoke 1511 ParticleSysBone = Smoke02 BuildUpSnowSmoke 1512 ParticleSysBone = Smoke03 BuildUpSnowSmoke 1513 End 1514 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 1515 Model = UBCmdHQ_A6N 1516 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1517 AnimationMode = MANUAL 1518 Flags = START_FRAME_LAST 1519 TransitionKey = UP_NIGHT 1520 ParticleSysBone = Dust01 BuildingDust 1521 ParticleSysBone = Smoke01 BuildUpSmoke 1522 ParticleSysBone = Smoke02 BuildUpSmoke 1523 ParticleSysBone = Smoke03 BuildUpSmoke 1524 End 1525 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 1526 Model = UBCmdHQ_A6SN 1527 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1528 AnimationMode = MANUAL 1529 Flags = START_FRAME_LAST 1530 TransitionKey = UP_SNOWNIGHT 1531 ParticleSysBone = Dust01 BuildingNightSnowDust 1532 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 1533 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 1534 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 1535 End 1536 TransitionState = DOWN_DEFAULT UP_DAY 1537 Model = UBCmdHQ_A6 1538 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1539 AnimationMode = ONCE 1540 AnimationSpeedFactorRange = 1.0 1.0 1541 Flags = START_FRAME_FIRST 1542 End 1543 TransitionState = DOWN_DEFAULT UP_NIGHT 1544 Model = UBCmdHQ_A6N 1545 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1546 AnimationMode = ONCE 1547 AnimationSpeedFactorRange = 1.0 1.0 1548 Flags = START_FRAME_FIRST 1549 End 1550 TransitionState = DOWN_DEFAULT UP_SNOW 1551 Model = UBCmdHQ_A6S 1552 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1553 AnimationMode = ONCE 1554 AnimationSpeedFactorRange = 1.0 1.0 1555 Flags = START_FRAME_FIRST 1556 End 1557 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1558 Model = UBCmdHQ_A6SN 1559 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1560 AnimationMode = ONCE 1561 AnimationSpeedFactorRange = 1.0 1.0 1562 Flags = START_FRAME_FIRST 1563 End 1564 TransitionState = UP_DAY DOWN_DEFAULT 1565 Model = UBCmdHQ_A6 1566 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1567 AnimationMode = ONCE_BACKWARDS 1568 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1569 Flags = START_FRAME_LAST 1570 End 1571 TransitionState = UP_NIGHT DOWN_DEFAULT 1572 Model = UBCmdHQ_A6N 1573 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1574 AnimationMode = ONCE_BACKWARDS 1575 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1576 Flags = START_FRAME_LAST 1577 End 1578 TransitionState = UP_SNOW DOWN_DEFAULT 1579 Model = UBCmdHQ_A6S 1580 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1581 AnimationMode = ONCE_BACKWARDS 1582 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1583 Flags = START_FRAME_LAST 1584 End 1585 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1586 Model = UBCmdHQ_A6SN 1587 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1588 AnimationMode = ONCE_BACKWARDS 1589 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1590 Flags = START_FRAME_LAST 1591 End 1592 End 1593 1594 ; Officers club flag 1595 Draw = W3DModelDraw ModuleTag_OfficersClub 1596 OkToChangeModelColor = No 1597 1598 ConditionState = NONE 1599 Model = None 1600 End 1601 AliasConditionState = DAMAGED 1602 AliasConditionState = REALLYDAMAGED 1603 AliasConditionState = RUBBLE 1604 AliasConditionState = REALLYDAMAGED RUBBLE 1605 ConditionState = PREORDER 1606 Model = OCFlagGLA 1607 Animation = OCFlagGLA.OCFlagGLA 1608 AnimationMode = LOOP 1609 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1610 End 1611 ; ConditionState = PREORDER DAMAGED 1612 ; Model = OCFlagGLA_D 1613 ; Animation = OCFlagGLA_D.OCFlagGLA_D 1614 ; AnimationMode = LOOP 1615 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1616 ; End 1617 ; ConditionState = PREORDER REALLYDAMAGED RUBBLE 1618 ; Model = OCFlagGLA_E 1619 ; Animation = OCFlagGLA_E.OCFlagGLA_E 1620 ; AnimationMode = LOOP 1621 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1622 ; End 1623 End 1624 1625 ; ***DESIGN parameters *** 1626 DisplayName = OBJECT:CommandCenter 1627 Side = GLADemolitionGeneral 1628 EditorSorting = STRUCTURE 1629 Prerequisites 1630 Object = Demo_GLACommandCenter 1631 End 1632 BuildCost = 500 1633 BuildTime = 30.0 ; in seconds 1634 EnergyProduction = 0 ;Command center should be free 1635 CommandSet = FakeGLACommandCenterCommandSet 1636 VisionRange = 300.0 ; Shroud clearing distance 1637 ShroudClearingRange = 300 1638 WeaponSet 1639 Conditions = None 1640 Weapon = PRIMARY SuicideWeapon 1641 AutoChooseSources = PRIMARY None 1642 End 1643 1644 ArmorSet 1645 Conditions = None 1646 Armor = StructureArmorTough 1647 DamageFX = StructureDamageFXNoShake 1648 End 1649 ExperienceValue = 50 50 50 50 ; Experience point value at each level 1650 1651 ; *** AUDIO Parameters *** 1652 VoiceSelect = CommandCenterGLASelect 1653 SoundOnDamaged = BuildingDamagedStateLight 1654 SoundOnReallyDamaged = BuildingDestroy 1655 1656 UnitSpecificSounds 1657 UnderConstruction = UnderConstructionLoop 1658 End 1659 1660 1661 ; *** ENGINEERING Parameters *** 1662 RadarPriority = STRUCTURE 1663 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 1664 Body = StructureBody ModuleTag_04 1665 MaxHealth = 1250.0 1666 InitialHealth = 1250.0 1667 1668 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1669 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1670 SubdualDamageCap = 1450 1671 SubdualDamageHealRate = 500 1672 SubdualDamageHealAmount = 100 1673 End 1674 1675 Behavior = PreorderCreate ModuleTag_PreorderCreate 1676 End 1677 1678 Behavior = ProductionUpdate ModuleTag_05 1679 ; nothing 1680 End 1681 Behavior = AIUpdateInterface ModuleTag_06 1682 AutoAcquireEnemiesWhenIdle = No 1683 End 1684 1685 Behavior = CreateObjectDie ModuleTag_09 1686 CreationList = OCL_LargeStructureDebris 1687 End 1688 Behavior = FXListDie ModuleTag_10 1689 DeathFX = FX_StructureMediumDeath 1690 End 1691 1692 Behavior = SlowDeathBehavior ModuleTag_11 1693 ExemptStatus = UNDER_CONSTRUCTION 1694 DestructionDelay = 0 1695 Weapon = FINAL FakeStructureDetonationWeapon 1696 End 1697 Behavior = DestroyDie ModuleTag_SlowDeathException 1698 RequiredStatus = UNDER_CONSTRUCTION 1699 End 1700 1701 Behavior = ReplaceObjectUpgrade ModuleTag_12 1702 ReplaceObject = Demo_GLACommandCenter 1703 TriggeredBy = Upgrade_BecomeRealGLACommandCenter 1704 End 1705 1706 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 1707 ConditionFlag = GARRISONED 1708 TriggeredBy = Upgrade_GLAFortifiedStructure 1709 End 1710 1711 Behavior = FlammableUpdate ModuleTag_13 1712 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1713 AflameDamageAmount = 5 ; taking this much damage... 1714 AflameDamageDelay = 500 ; this often. 1715 End 1716 1717 Behavior = TransitionDamageFX ModuleTag_14 1718 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 1719 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1720 ;--------------------------------------------------------------------------------------- 1721 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1722 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1723 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1724 End 1725 1726 Geometry = BOX 1727 GeometryMajorRadius = 65.0 1728 GeometryMinorRadius = 65.0 1729 GeometryHeight = 54.0 1730 FactoryExitWidth = 25 1731 GeometryIsSmall = No 1732 Shadow = SHADOW_VOLUME 1733 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 1734 ShadowSizeX = 165 1735 ShadowSizeY = 145 1736 BuildCompletion = PLACED_BY_PLAYER 1737 1738 End 1739 1740 1741 1742 1743 1744 ;------------------------------------------------------------------------------ 1745 Object Demo_GLABlackMarket 1746 1747 ; *** ART Parameters *** 1748 SelectPortrait = SUBlackMarket_L 1749 ButtonImage = SUBlackMarket 1750 1751 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 1752 1753 Draw = W3DModelDraw ModuleTag_01 1754 OkToChangeModelColor = Yes 1755 1756 ; day 1757 ConditionState = NONE 1758 Model = UBBlackMkt 1759 Animation = UBBlackMkt.UBBlackMkt 1760 AnimationMode = LOOP 1761 ParticleSysBone = Smoke01 SmolderingSmoke 1762 End 1763 ConditionState = DAMAGED 1764 Model = UBBlackMkt_D 1765 Animation = UBBlackMkt_D.UBBlackMkt_D 1766 AnimationMode = LOOP 1767 ParticleSysBone = Smoke01 SmolderingSmoke 1768 ParticleSysBone = Smoke02 SmolderingSmoke 1769 ParticleSysBone = Smoke03 SmolderingSmoke 1770 ParticleSysBone = Smoke04 SmolderingSmoke 1771 ParticleSysBone = Smoke05 SmolderingSmoke 1772 ParticleSysBone = Smoke06 SmolderingSmoke 1773 ParticleSysBone = Fire02 SmolderingFire 1774 ParticleSysBone = Fire03 SmolderingFire 1775 ParticleSysBone = Fire04 SmolderingFire 1776 ParticleSysBone = Fire05 SmolderingFire 1777 ParticleSysBone = Fire06 SmolderingFire 1778 End 1779 ConditionState = REALLYDAMAGED RUBBLE 1780 Model = UBBlackMkt_E 1781 Animation = UBBlackMkt_E.UBBlackMkt_E 1782 AnimationMode = LOOP 1783 ParticleSysBone = Smoke01 SmolderingSmoke 1784 ParticleSysBone = Smoke02 SmolderingSmoke 1785 ParticleSysBone = Smoke03 SmolderingSmoke 1786 ParticleSysBone = Smoke04 SmolderingSmoke 1787 ParticleSysBone = Smoke05 SmolderingSmoke 1788 ParticleSysBone = Smoke06 SmolderingSmoke 1789 ParticleSysBone = Smoke07 SmolderingSmoke 1790 ParticleSysBone = Fire02 SmolderingFire 1791 ParticleSysBone = Fire03 SmolderingFire 1792 ParticleSysBone = Fire04 SmolderingFire 1793 ParticleSysBone = Fire05 SmolderingFire 1794 ParticleSysBone = Fire06 SmolderingFire 1795 ParticleSysBone = Fire07 SmolderingFire 1796 End 1797 ConditionState = GARRISONED 1798 Model = UBBlkMktEG 1799 ParticleSysBone = Smoke01 SmolderingSmoke 1800 Animation = UBBlkMktEG.UBBlkMktEG 1801 AnimationMode = LOOP 1802 End 1803 ConditionState = DAMAGED GARRISONED 1804 Model = UBBlkMktEG_D 1805 ParticleSysBone = Smoke01 SmolderingSmoke 1806 Animation = UBBlkMktEG_D.UBBlkMktEG_D 1807 AnimationMode = LOOP 1808 End 1809 ConditionState = REALLYDAMAGED GARRISONED 1810 Model = UBBlkMktEG_E 1811 ParticleSysBone = Smoke01 SmolderingSmoke 1812 Animation = UBBlkMktEG_E.UBBlkMktEG_E 1813 AnimationMode = LOOP 1814 End 1815 1816 ; day snow 1817 ConditionState = SNOW 1818 Model = UBBlackMkt_S 1819 Animation = UBBlackMkt_S.UBBlackMkt_S 1820 AnimationMode = LOOP 1821 ParticleSysBone = Smoke01 SmolderingSmoke 1822 End 1823 ConditionState = DAMAGED SNOW 1824 Model = UBBlackMkt_DS 1825 Animation = UBBlackMkt_DS.UBBlackMkt_DS 1826 AnimationMode = LOOP 1827 ParticleSysBone = Smoke01 SmolderingSmoke 1828 ParticleSysBone = Smoke02 SmolderingSmoke 1829 ParticleSysBone = Smoke03 SmolderingSmoke 1830 ParticleSysBone = Smoke04 SmolderingSmoke 1831 ParticleSysBone = Smoke05 SmolderingSmoke 1832 ParticleSysBone = Smoke06 SmolderingSmoke 1833 ParticleSysBone = Fire02 SmolderingFire 1834 ParticleSysBone = Fire03 SmolderingFire 1835 ParticleSysBone = Fire04 SmolderingFire 1836 ParticleSysBone = Fire05 SmolderingFire 1837 ParticleSysBone = Fire06 SmolderingFire 1838 End 1839 ConditionState = REALLYDAMAGED RUBBLE SNOW 1840 Model = UBBlackMkt_ES 1841 Animation = UBBlackMkt_ES.UBBlackMkt_ES 1842 AnimationMode = LOOP 1843 ParticleSysBone = Smoke01 SmolderingSmoke 1844 ParticleSysBone = Smoke02 SmolderingSmoke 1845 ParticleSysBone = Smoke03 SmolderingSmoke 1846 ParticleSysBone = Smoke04 SmolderingSmoke 1847 ParticleSysBone = Smoke05 SmolderingSmoke 1848 ParticleSysBone = Smoke06 SmolderingSmoke 1849 ParticleSysBone = Smoke07 SmolderingSmoke 1850 ParticleSysBone = Fire02 SmolderingFire 1851 ParticleSysBone = Fire03 SmolderingFire 1852 ParticleSysBone = Fire04 SmolderingFire 1853 ParticleSysBone = Fire05 SmolderingFire 1854 ParticleSysBone = Fire06 SmolderingFire 1855 ParticleSysBone = Fire07 SmolderingFire 1856 End 1857 ConditionState = GARRISONED SNOW 1858 Model = UBBlkMktEG_S 1859 ParticleSysBone = Smoke01 SmolderingSmoke 1860 Animation = UBBlkMktEG_S.UBBlkMktEG_S 1861 AnimationMode = LOOP 1862 End 1863 ConditionState = DAMAGED GARRISONED SNOW 1864 Model = UBBlkMktEG_DS 1865 ParticleSysBone = Smoke01 SmolderingSmoke 1866 Animation = UBBlkMktEG_DS.UBBlkMktEG_DS 1867 AnimationMode = LOOP 1868 End 1869 ConditionState = REALLYDAMAGED GARRISONED SNOW 1870 Model = UBBlkMktEG_ES 1871 ParticleSysBone = Smoke01 SmolderingSmoke 1872 Animation = UBBlkMktEG_ES.UBBlkMktEG_ES 1873 AnimationMode = LOOP 1874 End 1875 1876 ; night 1877 ConditionState = NIGHT 1878 Model = UBBlackMkt_N 1879 Animation = UBBlackMkt_N.UBBlackMkt_N 1880 AnimationMode = LOOP 1881 ParticleSysBone = Smoke01 SmolderingSmoke 1882 End 1883 ConditionState = DAMAGED NIGHT 1884 Model = UBBlackMkt_DN 1885 Animation = UBBlackMkt_DN.UBBlackMkt_DN 1886 AnimationMode = LOOP 1887 ParticleSysBone = Smoke01 SmolderingSmoke 1888 ParticleSysBone = Smoke02 SmolderingSmoke 1889 ParticleSysBone = Smoke03 SmolderingSmoke 1890 ParticleSysBone = Smoke04 SmolderingSmoke 1891 ParticleSysBone = Smoke05 SmolderingSmoke 1892 ParticleSysBone = Smoke06 SmolderingSmoke 1893 ParticleSysBone = Fire02 SmolderingFire 1894 ParticleSysBone = Fire03 SmolderingFire 1895 ParticleSysBone = Fire04 SmolderingFire 1896 ParticleSysBone = Fire05 SmolderingFire 1897 ParticleSysBone = Fire06 SmolderingFire 1898 End 1899 ConditionState = REALLYDAMAGED RUBBLE NIGHT 1900 Model = UBBlackMkt_EN 1901 Animation = UBBlackMkt_EN.UBBlackMkt_EN 1902 AnimationMode = LOOP 1903 ParticleSysBone = Smoke01 SmolderingSmoke 1904 ParticleSysBone = Smoke02 SmolderingSmoke 1905 ParticleSysBone = Smoke03 SmolderingSmoke 1906 ParticleSysBone = Smoke04 SmolderingSmoke 1907 ParticleSysBone = Smoke05 SmolderingSmoke 1908 ParticleSysBone = Smoke06 SmolderingSmoke 1909 ParticleSysBone = Smoke07 SmolderingSmoke 1910 ParticleSysBone = Fire02 SmolderingFire 1911 ParticleSysBone = Fire03 SmolderingFire 1912 ParticleSysBone = Fire04 SmolderingFire 1913 ParticleSysBone = Fire05 SmolderingFire 1914 ParticleSysBone = Fire06 SmolderingFire 1915 ParticleSysBone = Fire07 SmolderingFire 1916 End 1917 ConditionState = GARRISONED NIGHT 1918 Model = UBBlkMktEG_N 1919 ParticleSysBone = Smoke01 SmolderingSmoke 1920 Animation = UBBlkMktEG_N.UBBlkMktEG_N 1921 AnimationMode = LOOP 1922 End 1923 ConditionState = DAMAGED GARRISONED NIGHT 1924 Model = UBBlkMktEG_DN 1925 ParticleSysBone = Smoke01 SmolderingSmoke 1926 Animation = UBBlkMktEG_DN.UBBlkMktEG_DN 1927 AnimationMode = LOOP 1928 End 1929 ConditionState = REALLYDAMAGED GARRISONED NIGHT 1930 Model = UBBlkMktEG_EN 1931 ParticleSysBone = Smoke01 SmolderingSmoke 1932 Animation = UBBlkMktEG_EN.UBBlkMktEG_EN 1933 AnimationMode = LOOP 1934 End 1935 1936 ; night snow 1937 ConditionState = NIGHT SNOW 1938 Model = UBBlackMkt_NS 1939 Animation = UBBlackMkt_NS.UBBlackMkt_NS 1940 AnimationMode = LOOP 1941 ParticleSysBone = Smoke01 SmolderingSmoke 1942 End 1943 ConditionState = DAMAGED NIGHT SNOW 1944 Model = UBBlackMkt_DNS 1945 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 1946 AnimationMode = LOOP 1947 ParticleSysBone = Smoke01 SmolderingSmoke 1948 ParticleSysBone = Smoke02 SmolderingSmoke 1949 ParticleSysBone = Smoke03 SmolderingSmoke 1950 ParticleSysBone = Smoke04 SmolderingSmoke 1951 ParticleSysBone = Smoke05 SmolderingSmoke 1952 ParticleSysBone = Smoke06 SmolderingSmoke 1953 ParticleSysBone = Fire02 SmolderingFire 1954 ParticleSysBone = Fire03 SmolderingFire 1955 ParticleSysBone = Fire04 SmolderingFire 1956 ParticleSysBone = Fire05 SmolderingFire 1957 ParticleSysBone = Fire06 SmolderingFire 1958 End 1959 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 1960 Model = UBBlackMkt_ENS 1961 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 1962 AnimationMode = LOOP 1963 ParticleSysBone = Smoke01 SmolderingSmoke 1964 ParticleSysBone = Smoke02 SmolderingSmoke 1965 ParticleSysBone = Smoke03 SmolderingSmoke 1966 ParticleSysBone = Smoke04 SmolderingSmoke 1967 ParticleSysBone = Smoke05 SmolderingSmoke 1968 ParticleSysBone = Smoke06 SmolderingSmoke 1969 ParticleSysBone = Smoke07 SmolderingSmoke 1970 ParticleSysBone = Fire02 SmolderingFire 1971 ParticleSysBone = Fire03 SmolderingFire 1972 ParticleSysBone = Fire04 SmolderingFire 1973 ParticleSysBone = Fire05 SmolderingFire 1974 ParticleSysBone = Fire06 SmolderingFire 1975 ParticleSysBone = Fire07 SmolderingFire 1976 End 1977 ConditionState = GARRISONED NIGHT SNOW 1978 Model = UBBlkMktEG_NS 1979 ParticleSysBone = Smoke01 SmolderingSmoke 1980 Animation = UBBlkMktEG_NS.UBBlkMktEG_NS 1981 AnimationMode = LOOP 1982 End 1983 ConditionState = DAMAGED GARRISONED NIGHT SNOW 1984 Model = UBBlkMktEG_DNS 1985 ParticleSysBone = Smoke01 SmolderingSmoke 1986 Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS 1987 AnimationMode = LOOP 1988 End 1989 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 1990 Model = UBBlkMktEG_ENS 1991 ParticleSysBone = Smoke01 SmolderingSmoke 1992 Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS 1993 AnimationMode = LOOP 1994 End 1995 1996 ;************************************************************************************************************************** 1997 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1998 ;for this draw module 1999 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2000 Model = UBBlackMkt 2001 Animation = UBBlackMkt.UBBlackMkt 2002 AnimationMode = LOOP 2003 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2004 End 2005 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2006 Model = UBBlackMkt_D 2007 Animation = UBBlackMkt_D.UBBlackMkt_D 2008 AnimationMode = LOOP 2009 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2010 End 2011 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 2012 Model = UBBlackMkt_E 2013 Animation = UBBlackMkt_E.UBBlackMkt_E 2014 AnimationMode = LOOP 2015 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2016 End 2017 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2018 Model = UBBlackMkt_N 2019 Animation = UBBlackMkt_N.UBBlackMkt_N 2020 AnimationMode = LOOP 2021 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2022 End 2023 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 2024 Model = UBBlackMkt_DN 2025 Animation = UBBlackMkt_DN.UBBlackMkt_DN 2026 AnimationMode = LOOP 2027 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2028 End 2029 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 2030 Model = UBBlackMkt_EN 2031 Animation = UBBlackMkt_EN.UBBlackMkt_EN 2032 AnimationMode = LOOP 2033 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2034 End 2035 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2036 Model = UBBlackMkt_S 2037 Animation = UBBlackMkt_S.UBBlackMkt_S 2038 AnimationMode = LOOP 2039 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2040 End 2041 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 2042 Model = UBBlackMkt_DS 2043 Animation = UBBlackMkt_DS.UBBlackMkt_DS 2044 AnimationMode = LOOP 2045 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2046 End 2047 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 2048 Model = UBBlackMkt_ES 2049 Animation = UBBlackMkt_ES.UBBlackMkt_ES 2050 AnimationMode = LOOP 2051 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2052 End 2053 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 2054 Model = UBBlackMkt_NS 2055 Animation = UBBlackMkt_NS.UBBlackMkt_NS 2056 AnimationMode = LOOP 2057 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2058 End 2059 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 2060 Model = UBBlackMkt_DNS 2061 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 2062 AnimationMode = LOOP 2063 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2064 End 2065 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 2066 Model = UBBlackMkt_ENS 2067 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 2068 AnimationMode = LOOP 2069 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2070 End 2071 2072 ConditionState = AWAITING_CONSTRUCTION 2073 Model = NONE 2074 End 2075 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 2076 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 2077 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 2078 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 2079 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 2080 AliasConditionState = AWAITING_CONSTRUCTION SNOW 2081 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 2082 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 2083 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 2084 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 2085 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 2086 AliasConditionState = SOLD 2087 AliasConditionState = SOLD DAMAGED 2088 AliasConditionState = SOLD REALLYDAMAGED 2089 AliasConditionState = SOLD NIGHT 2090 AliasConditionState = SOLD NIGHT DAMAGED 2091 AliasConditionState = SOLD NIGHT REALLYDAMAGED 2092 AliasConditionState = SOLD SNOW 2093 AliasConditionState = SOLD SNOW DAMAGED 2094 AliasConditionState = SOLD SNOW REALLYDAMAGED 2095 AliasConditionState = SOLD NIGHT SNOW 2096 AliasConditionState = SOLD NIGHT SNOW DAMAGED 2097 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 2098 AliasConditionState = GARRISONED SOLD 2099 AliasConditionState = GARRISONED SOLD DAMAGED 2100 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 2101 AliasConditionState = GARRISONED SOLD NIGHT 2102 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 2103 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 2104 AliasConditionState = GARRISONED SOLD SNOW 2105 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 2106 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 2107 AliasConditionState = GARRISONED SOLD NIGHT SNOW 2108 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 2109 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 2110 ;************************************************************************************************************************** 2111 2112 End 2113 2114 ; ------------ construction-zone fence ----------------- 2115 Draw = W3DModelDraw ModuleTag_02 2116 AnimationsRequirePower = No 2117 DefaultConditionState 2118 Model = None 2119 TransitionKey = DOWN_DEFAULT 2120 2121 End 2122 ConditionState = NIGHT 2123 Model = None 2124 TransitionKey = DOWN_DEFAULT 2125 End 2126 ConditionState = SNOW 2127 Model = None 2128 TransitionKey = DOWN_DEFAULT 2129 End 2130 ConditionState = SNOW NIGHT 2131 Model = None 2132 TransitionKey = DOWN_DEFAULT 2133 End 2134 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2135 Model = UBBlackMkt_A4 2136 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2137 AnimationMode = MANUAL 2138 Flags = START_FRAME_LAST 2139 TransitionKey = UP_DAY 2140 End 2141 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2142 Model = UBBlackMkt_A4N 2143 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2144 AnimationMode = MANUAL 2145 Flags = START_FRAME_LAST 2146 TransitionKey = UP_NIGHT 2147 End 2148 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2149 Model = UBBlackMkt_A4S 2150 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2151 AnimationMode = MANUAL 2152 Flags = START_FRAME_LAST 2153 TransitionKey = UP_SNOW 2154 End 2155 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2156 Model = UBBlackMkt_A4SN 2157 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2158 AnimationMode = MANUAL 2159 Flags = START_FRAME_LAST 2160 TransitionKey = UP_SNOWNIGHT 2161 End 2162 TransitionState = DOWN_DEFAULT UP_DAY 2163 Model = UBBlackMkt_A4 2164 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2165 AnimationMode = ONCE 2166 AnimationSpeedFactorRange = 1.0 1.0 2167 Flags = START_FRAME_FIRST 2168 End 2169 TransitionState = DOWN_DEFAULT UP_NIGHT 2170 Model = UBBlackMkt_A4N 2171 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2172 AnimationMode = ONCE 2173 AnimationSpeedFactorRange = 1.0 1.0 2174 Flags = START_FRAME_FIRST 2175 End 2176 TransitionState = DOWN_DEFAULT UP_SNOW 2177 Model = UBBlackMkt_A4S 2178 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2179 AnimationMode = ONCE 2180 AnimationSpeedFactorRange = 1.0 1.0 2181 Flags = START_FRAME_FIRST 2182 End 2183 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2184 Model = UBBlackMkt_A4SN 2185 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2186 AnimationMode = ONCE 2187 AnimationSpeedFactorRange = 1.0 1.0 2188 Flags = START_FRAME_FIRST 2189 End 2190 TransitionState = UP_DAY DOWN_DEFAULT 2191 Model = UBBlackMkt_A4 2192 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2193 AnimationMode = ONCE_BACKWARDS 2194 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2195 Flags = START_FRAME_LAST 2196 End 2197 TransitionState = UP_NIGHT DOWN_DEFAULT 2198 Model = UBBlackMkt_A4N 2199 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2200 AnimationMode = ONCE_BACKWARDS 2201 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2202 Flags = START_FRAME_LAST 2203 End 2204 TransitionState = UP_SNOW DOWN_DEFAULT 2205 Model = UBBlackMkt_A4S 2206 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2207 AnimationMode = ONCE_BACKWARDS 2208 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2209 Flags = START_FRAME_LAST 2210 End 2211 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2212 Model = UBBlackMkt_A4SN 2213 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2214 AnimationMode = ONCE_BACKWARDS 2215 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2216 Flags = START_FRAME_LAST 2217 End 2218 End 2219 2220 ; ------------ under-construction scaffolding ----------------- 2221 Draw = W3DModelDraw ModuleTag_03 2222 AnimationsRequirePower = No 2223 MinLODRequired = MEDIUM 2224 DefaultConditionState 2225 Model = None 2226 TransitionKey = DOWN_DEFAULT 2227 End 2228 ConditionState = NIGHT 2229 Model = None 2230 TransitionKey = DOWN_DEFAULT 2231 End 2232 ConditionState = SNOW 2233 Model = None 2234 TransitionKey = DOWN_DEFAULT 2235 End 2236 ConditionState = SNOW NIGHT 2237 Model = None 2238 TransitionKey = DOWN_DEFAULT 2239 End 2240 ConditionState = PARTIALLY_CONSTRUCTED 2241 Model = UBBlackMkt_A6 2242 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2243 AnimationMode = MANUAL 2244 Flags = START_FRAME_LAST 2245 TransitionKey = UP_DAY 2246 ParticleSysBone = Dust01 BuildingDust 2247 ParticleSysBone = Smoke01 BuildUpSmoke 2248 ParticleSysBone = Smoke02 BuildUpSmoke 2249 ParticleSysBone = Smoke03 BuildUpSmoke 2250 ParticleSysBone = Smoke04 BuildUpSmoke 2251 End 2252 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 2253 Model = UBBlackMkt_A6N 2254 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2255 AnimationMode = MANUAL 2256 Flags = START_FRAME_LAST 2257 TransitionKey = UP_NIGHT 2258 ParticleSysBone = Dust01 BuildingDust 2259 ParticleSysBone = Smoke01 BuildUpSmoke 2260 ParticleSysBone = Smoke02 BuildUpSmoke 2261 ParticleSysBone = Smoke03 BuildUpSmoke 2262 ParticleSysBone = Smoke04 BuildUpSmoke 2263 End 2264 ConditionState = SNOW PARTIALLY_CONSTRUCTED 2265 Model = UBBlackMkt_A6S 2266 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2267 AnimationMode = MANUAL 2268 Flags = START_FRAME_LAST 2269 TransitionKey = UP_SNOW 2270 ParticleSysBone = Dust01 BuildingSnowDust 2271 ParticleSysBone = Smoke01 BuildUpSnowSmoke 2272 ParticleSysBone = Smoke02 BuildUpSnowSmoke 2273 ParticleSysBone = Smoke03 BuildUpSnowSmoke 2274 ParticleSysBone = Smoke04 BuildUpSnowSmoke 2275 End 2276 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 2277 Model = UBBlackMkt_A6SN 2278 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2279 AnimationMode = MANUAL 2280 Flags = START_FRAME_LAST 2281 TransitionKey = UP_SNOWNIGHT 2282 ParticleSysBone = Dust01 BuildingNightSnowDust 2283 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 2284 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 2285 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 2286 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 2287 End 2288 TransitionState = DOWN_DEFAULT UP_DAY 2289 Model = UBBlackMkt_A6 2290 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2291 AnimationMode = ONCE 2292 AnimationSpeedFactorRange = 1.0 1.0 2293 Flags = START_FRAME_FIRST 2294 End 2295 TransitionState = DOWN_DEFAULT UP_NIGHT 2296 Model = UBBlackMkt_A6N 2297 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2298 AnimationMode = ONCE 2299 AnimationSpeedFactorRange = 1.0 1.0 2300 Flags = START_FRAME_FIRST 2301 End 2302 TransitionState = DOWN_DEFAULT UP_SNOW 2303 Model = UBBlackMkt_A6S 2304 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2305 AnimationMode = ONCE 2306 AnimationSpeedFactorRange = 1.0 1.0 2307 Flags = START_FRAME_FIRST 2308 End 2309 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2310 Model = UBBlackMkt_A6SN 2311 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2312 AnimationMode = ONCE 2313 AnimationSpeedFactorRange = 1.0 1.0 2314 Flags = START_FRAME_FIRST 2315 End 2316 TransitionState = UP_DAY DOWN_DEFAULT 2317 Model = UBBlackMkt_A6 2318 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2319 AnimationMode = ONCE_BACKWARDS 2320 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2321 Flags = START_FRAME_LAST 2322 End 2323 TransitionState = UP_NIGHT DOWN_DEFAULT 2324 Model = UBBlackMkt_A6N 2325 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2326 AnimationMode = ONCE_BACKWARDS 2327 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2328 Flags = START_FRAME_LAST 2329 End 2330 TransitionState = UP_SNOW DOWN_DEFAULT 2331 Model = UBBlackMkt_A6S 2332 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2333 AnimationMode = ONCE_BACKWARDS 2334 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2335 Flags = START_FRAME_LAST 2336 End 2337 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2338 Model = UBBlackMkt_A6SN 2339 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2340 AnimationMode = ONCE_BACKWARDS 2341 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2342 Flags = START_FRAME_LAST 2343 End 2344 End 2345 PlacementViewAngle = -45 2346 2347 ; ***DESIGN parameters *** 2348 DisplayName = OBJECT:BlackMarket 2349 Side = GLADemolitionGeneral 2350 EditorSorting = STRUCTURE 2351 Prerequisites 2352 Object = Demo_GLAPalace 2353 End 2354 BuildCost = 2500 2355 BuildTime = 30.0 ; in seconds 2356 EnergyProduction = 0 2357 CommandSet = Demo_GLABlackMarketCommandSet 2358 VisionRange = 200.0 ; Shroud clearing distance 2359 ShroudClearingRange = 200 2360 ArmorSet 2361 Conditions = None 2362 Armor = StructureArmor 2363 DamageFX = StructureDamageFXNoShake 2364 End 2365 ArmorSet 2366 Conditions = PLAYER_UPGRADE 2367 Armor = GLAUpgradedStructureArmor 2368 DamageFX = StructureDamageFXNoShake 2369 End 2370 ExperienceValue = 200 200 200 200 ; Experience point value at each level 2371 2372 ; *** AUDIO Parameters *** 2373 VoiceSelect = BlackMarketSelect 2374 SoundOnDamaged = BuildingDamagedStateLight 2375 SoundOnReallyDamaged = BuildingDestroy 2376 2377 UnitSpecificSounds 2378 UnderConstruction = UnderConstructionLoop 2379 End 2380 2381 ; *** ENGINEERING Parameters *** 2382 RadarPriority = STRUCTURE 2383 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BLACK_MARKET 2384 Body = StructureBody ModuleTag_04 2385 MaxHealth = 1000.0 2386 InitialHealth = 1000.0 2387 2388 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2389 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2390 SubdualDamageCap = 1200 2391 SubdualDamageHealRate = 500 2392 SubdualDamageHealAmount = 100 2393 End 2394 2395 Behavior = ArmorUpgrade ModuleTag_Armor01 2396 TriggeredBy = Upgrade_GLAFortifiedStructure 2397 End 2398 2399 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 2400 ConditionFlag = GARRISONED 2401 TriggeredBy = Upgrade_GLAFortifiedStructure 2402 End 2403 2404 Behavior = AutoDepositUpdate ModuleTag_05 2405 DepositTiming = 2000 ; in milliseconds 2406 DepositAmount = 20 ; cash amount to deposit every DepositTiming 2407 InitialCaptureBonus = 0 ; no initial bonus 2408 End 2409 2410 Behavior = ProductionUpdate ModuleTag_06 2411 ; nothing 2412 End 2413 2414 Behavior = DestroyDie ModuleTag_07 2415 ;nothing 2416 End 2417 Behavior = RebuildHoleExposeDie ModuleTag_08 2418 HoleName = GLAHoleBlackMarket 2419 HoleMaxHealth = 500.0 2420 End 2421 Behavior = CreateObjectDie ModuleTag_09 2422 CreationList = OCL_ABPowerPlantExplode 2423 End 2424 Behavior = FXListDie ModuleTag_10 2425 DeathFX = FX_StructureSmallDeath 2426 End 2427 2428 Behavior = FlammableUpdate ModuleTag_12 2429 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2430 AflameDamageAmount = 5 ; taking this much damage... 2431 AflameDamageDelay = 500 ; this often. 2432 End 2433 2434 Behavior = TransitionDamageFX ModuleTag_13 2435 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 2436 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2437 ;--------------------------------------------------------------------------------------- 2438 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2439 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2440 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2441 End 2442 2443 Geometry = BOX 2444 GeometryMajorRadius = 35.0 2445 GeometryMinorRadius = 35.0 2446 GeometryHeight = 35.0 2447 GeometryIsSmall = No 2448 Shadow = SHADOW_VOLUME 2449 BuildCompletion = PLACED_BY_PLAYER 2450 2451 End 2452 2453 ;------------------------------------------------------------------------------ 2454 ObjectReskin Demo_GLAHoleBlackMarket Demo_GLAHole 2455 Draw = W3DModelDraw ModuleTag_01 2456 OkToChangeModelColor = Yes 2457 ConditionState = NONE 2458 Model = UBHole 2459 End 2460 ConditionState = DAMAGED 2461 Model = UBHole_D 2462 ParticleSysBone = Smoke01 SteamVent 2463 End 2464 ConditionState = REALLYDAMAGED RUBBLE 2465 Model = UBHole_E 2466 ParticleSysBone = Smoke01 SteamVent 2467 ParticleSysBone = Smoke02 SteamVent 2468 ParticleSysBone = Fire01 GLAPowerPlantFlame 2469 ParticleSysBone = Fire02 GLAPowerPlantFlame 2470 ParticleSysBone = Fire03 GLAPowerPlantFlame 2471 End 2472 End 2473 Draw = W3DModelDraw ModuleTag_02 2474 OkToChangeModelColor = Yes 2475 ConditionState = NONE 2476 Model = UBBlackMkt_R 2477 ParticleSysBone = Smoke01 SmolderingSmoke 2478 ParticleSysBone = Smoke03 SmolderingSmoke 2479 ParticleSysBone = Smoke04 SmolderingSmoke 2480 End 2481 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 2482 Model = UBBlackMkt_R 2483 ParticleSysBone = Smoke01 SmolderingSmoke 2484 ParticleSysBone = Smoke03 SmolderingSmoke 2485 ParticleSysBone = Smoke04 SmolderingSmoke 2486 End 2487 End 2488 End 2489 2490 ;------------------------------------------------------------------------------ 2491 Object Demo_FakeGLABlackMarket 2492 2493 ; *** ART Parameters *** 2494 SelectPortrait = SUBlackMarket_L 2495 ButtonImage = SUBlackMarket 2496 2497 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 2498 2499 Draw = W3DModelDraw ModuleTag_01 2500 OkToChangeModelColor = Yes 2501 2502 ; day 2503 ConditionState = NONE 2504 Model = UBBlackMkt 2505 Animation = UBBlackMkt.UBBlackMkt 2506 AnimationMode = LOOP 2507 ParticleSysBone = Smoke01 SmolderingSmoke 2508 End 2509 ConditionState = DAMAGED 2510 Model = UBBlackMkt_D 2511 Animation = UBBlackMkt_D.UBBlackMkt_D 2512 AnimationMode = LOOP 2513 ParticleSysBone = Smoke01 SmolderingSmoke 2514 ParticleSysBone = Smoke02 SmolderingSmoke 2515 ParticleSysBone = Smoke03 SmolderingSmoke 2516 ParticleSysBone = Smoke04 SmolderingSmoke 2517 ParticleSysBone = Smoke05 SmolderingSmoke 2518 ParticleSysBone = Smoke06 SmolderingSmoke 2519 ParticleSysBone = Fire02 SmolderingFire 2520 ParticleSysBone = Fire03 SmolderingFire 2521 ParticleSysBone = Fire04 SmolderingFire 2522 ParticleSysBone = Fire05 SmolderingFire 2523 ParticleSysBone = Fire06 SmolderingFire 2524 End 2525 ConditionState = REALLYDAMAGED RUBBLE 2526 Model = UBBlackMkt_E 2527 Animation = UBBlackMkt_E.UBBlackMkt_E 2528 AnimationMode = LOOP 2529 ParticleSysBone = Smoke01 SmolderingSmoke 2530 ParticleSysBone = Smoke02 SmolderingSmoke 2531 ParticleSysBone = Smoke03 SmolderingSmoke 2532 ParticleSysBone = Smoke04 SmolderingSmoke 2533 ParticleSysBone = Smoke05 SmolderingSmoke 2534 ParticleSysBone = Smoke06 SmolderingSmoke 2535 ParticleSysBone = Smoke07 SmolderingSmoke 2536 ParticleSysBone = Fire02 SmolderingFire 2537 ParticleSysBone = Fire03 SmolderingFire 2538 ParticleSysBone = Fire04 SmolderingFire 2539 ParticleSysBone = Fire05 SmolderingFire 2540 ParticleSysBone = Fire06 SmolderingFire 2541 ParticleSysBone = Fire07 SmolderingFire 2542 End 2543 ConditionState = GARRISONED 2544 Model = UBBlkMktEG 2545 ParticleSysBone = Smoke01 SmolderingSmoke 2546 Animation = UBBlkMktEG.UBBlkMktEG 2547 AnimationMode = LOOP 2548 End 2549 ConditionState = DAMAGED GARRISONED 2550 Model = UBBlkMktEG_D 2551 ParticleSysBone = Smoke01 SmolderingSmoke 2552 Animation = UBBlkMktEG_D.UBBlkMktEG_D 2553 AnimationMode = LOOP 2554 End 2555 ConditionState = REALLYDAMAGED GARRISONED 2556 Model = UBBlkMktEG_E 2557 ParticleSysBone = Smoke01 SmolderingSmoke 2558 Animation = UBBlkMktEG_E.UBBlkMktEG_E 2559 AnimationMode = LOOP 2560 End 2561 2562 ; day snow 2563 ConditionState = SNOW 2564 Model = UBBlackMkt_S 2565 Animation = UBBlackMkt_S.UBBlackMkt_S 2566 AnimationMode = LOOP 2567 ParticleSysBone = Smoke01 SmolderingSmoke 2568 End 2569 ConditionState = DAMAGED SNOW 2570 Model = UBBlackMkt_DS 2571 Animation = UBBlackMkt_DS.UBBlackMkt_DS 2572 AnimationMode = LOOP 2573 ParticleSysBone = Smoke01 SmolderingSmoke 2574 ParticleSysBone = Smoke02 SmolderingSmoke 2575 ParticleSysBone = Smoke03 SmolderingSmoke 2576 ParticleSysBone = Smoke04 SmolderingSmoke 2577 ParticleSysBone = Smoke05 SmolderingSmoke 2578 ParticleSysBone = Smoke06 SmolderingSmoke 2579 ParticleSysBone = Fire02 SmolderingFire 2580 ParticleSysBone = Fire03 SmolderingFire 2581 ParticleSysBone = Fire04 SmolderingFire 2582 ParticleSysBone = Fire05 SmolderingFire 2583 ParticleSysBone = Fire06 SmolderingFire 2584 End 2585 ConditionState = REALLYDAMAGED RUBBLE SNOW 2586 Model = UBBlackMkt_ES 2587 Animation = UBBlackMkt_ES.UBBlackMkt_ES 2588 AnimationMode = LOOP 2589 ParticleSysBone = Smoke01 SmolderingSmoke 2590 ParticleSysBone = Smoke02 SmolderingSmoke 2591 ParticleSysBone = Smoke03 SmolderingSmoke 2592 ParticleSysBone = Smoke04 SmolderingSmoke 2593 ParticleSysBone = Smoke05 SmolderingSmoke 2594 ParticleSysBone = Smoke06 SmolderingSmoke 2595 ParticleSysBone = Smoke07 SmolderingSmoke 2596 ParticleSysBone = Fire02 SmolderingFire 2597 ParticleSysBone = Fire03 SmolderingFire 2598 ParticleSysBone = Fire04 SmolderingFire 2599 ParticleSysBone = Fire05 SmolderingFire 2600 ParticleSysBone = Fire06 SmolderingFire 2601 ParticleSysBone = Fire07 SmolderingFire 2602 End 2603 ConditionState = GARRISONED SNOW 2604 Model = UBBlkMktEG_S 2605 ParticleSysBone = Smoke01 SmolderingSmoke 2606 Animation = UBBlkMktEG_S.UBBlkMktEG_S 2607 AnimationMode = LOOP 2608 End 2609 ConditionState = DAMAGED GARRISONED SNOW 2610 Model = UBBlkMktEG_DS 2611 ParticleSysBone = Smoke01 SmolderingSmoke 2612 Animation = UBBlkMktEG_DS.UBBlkMktEG_DS 2613 AnimationMode = LOOP 2614 End 2615 ConditionState = REALLYDAMAGED GARRISONED SNOW 2616 Model = UBBlkMktEG_ES 2617 ParticleSysBone = Smoke01 SmolderingSmoke 2618 Animation = UBBlkMktEG_ES.UBBlkMktEG_ES 2619 AnimationMode = LOOP 2620 End 2621 2622 ; night 2623 ConditionState = NIGHT 2624 Model = UBBlackMkt_N 2625 Animation = UBBlackMkt_N.UBBlackMkt_N 2626 AnimationMode = LOOP 2627 ParticleSysBone = Smoke01 SmolderingSmoke 2628 End 2629 ConditionState = DAMAGED NIGHT 2630 Model = UBBlackMkt_DN 2631 Animation = UBBlackMkt_DN.UBBlackMkt_DN 2632 AnimationMode = LOOP 2633 ParticleSysBone = Smoke01 SmolderingSmoke 2634 ParticleSysBone = Smoke02 SmolderingSmoke 2635 ParticleSysBone = Smoke03 SmolderingSmoke 2636 ParticleSysBone = Smoke04 SmolderingSmoke 2637 ParticleSysBone = Smoke05 SmolderingSmoke 2638 ParticleSysBone = Smoke06 SmolderingSmoke 2639 ParticleSysBone = Fire02 SmolderingFire 2640 ParticleSysBone = Fire03 SmolderingFire 2641 ParticleSysBone = Fire04 SmolderingFire 2642 ParticleSysBone = Fire05 SmolderingFire 2643 ParticleSysBone = Fire06 SmolderingFire 2644 End 2645 ConditionState = REALLYDAMAGED RUBBLE NIGHT 2646 Model = UBBlackMkt_EN 2647 Animation = UBBlackMkt_EN.UBBlackMkt_EN 2648 AnimationMode = LOOP 2649 ParticleSysBone = Smoke01 SmolderingSmoke 2650 ParticleSysBone = Smoke02 SmolderingSmoke 2651 ParticleSysBone = Smoke03 SmolderingSmoke 2652 ParticleSysBone = Smoke04 SmolderingSmoke 2653 ParticleSysBone = Smoke05 SmolderingSmoke 2654 ParticleSysBone = Smoke06 SmolderingSmoke 2655 ParticleSysBone = Smoke07 SmolderingSmoke 2656 ParticleSysBone = Fire02 SmolderingFire 2657 ParticleSysBone = Fire03 SmolderingFire 2658 ParticleSysBone = Fire04 SmolderingFire 2659 ParticleSysBone = Fire05 SmolderingFire 2660 ParticleSysBone = Fire06 SmolderingFire 2661 ParticleSysBone = Fire07 SmolderingFire 2662 End 2663 ConditionState = GARRISONED NIGHT 2664 Model = UBBlkMktEG_N 2665 ParticleSysBone = Smoke01 SmolderingSmoke 2666 Animation = UBBlkMktEG_N.UBBlkMktEG_N 2667 AnimationMode = LOOP 2668 End 2669 ConditionState = DAMAGED GARRISONED NIGHT 2670 Model = UBBlkMktEG_DN 2671 ParticleSysBone = Smoke01 SmolderingSmoke 2672 Animation = UBBlkMktEG_DN.UBBlkMktEG_DN 2673 AnimationMode = LOOP 2674 End 2675 ConditionState = REALLYDAMAGED GARRISONED NIGHT 2676 Model = UBBlkMktEG_EN 2677 ParticleSysBone = Smoke01 SmolderingSmoke 2678 Animation = UBBlkMktEG_EN.UBBlkMktEG_EN 2679 AnimationMode = LOOP 2680 End 2681 2682 ; night snow 2683 ConditionState = NIGHT SNOW 2684 Model = UBBlackMkt_NS 2685 Animation = UBBlackMkt_NS.UBBlackMkt_NS 2686 AnimationMode = LOOP 2687 ParticleSysBone = Smoke01 SmolderingSmoke 2688 End 2689 ConditionState = DAMAGED NIGHT SNOW 2690 Model = UBBlackMkt_DNS 2691 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 2692 AnimationMode = LOOP 2693 ParticleSysBone = Smoke01 SmolderingSmoke 2694 ParticleSysBone = Smoke02 SmolderingSmoke 2695 ParticleSysBone = Smoke03 SmolderingSmoke 2696 ParticleSysBone = Smoke04 SmolderingSmoke 2697 ParticleSysBone = Smoke05 SmolderingSmoke 2698 ParticleSysBone = Smoke06 SmolderingSmoke 2699 ParticleSysBone = Fire02 SmolderingFire 2700 ParticleSysBone = Fire03 SmolderingFire 2701 ParticleSysBone = Fire04 SmolderingFire 2702 ParticleSysBone = Fire05 SmolderingFire 2703 ParticleSysBone = Fire06 SmolderingFire 2704 End 2705 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 2706 Model = UBBlackMkt_ENS 2707 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 2708 AnimationMode = LOOP 2709 ParticleSysBone = Smoke01 SmolderingSmoke 2710 ParticleSysBone = Smoke02 SmolderingSmoke 2711 ParticleSysBone = Smoke03 SmolderingSmoke 2712 ParticleSysBone = Smoke04 SmolderingSmoke 2713 ParticleSysBone = Smoke05 SmolderingSmoke 2714 ParticleSysBone = Smoke06 SmolderingSmoke 2715 ParticleSysBone = Smoke07 SmolderingSmoke 2716 ParticleSysBone = Fire02 SmolderingFire 2717 ParticleSysBone = Fire03 SmolderingFire 2718 ParticleSysBone = Fire04 SmolderingFire 2719 ParticleSysBone = Fire05 SmolderingFire 2720 ParticleSysBone = Fire06 SmolderingFire 2721 ParticleSysBone = Fire07 SmolderingFire 2722 End 2723 ConditionState = GARRISONED NIGHT SNOW 2724 Model = UBBlkMktEG_NS 2725 ParticleSysBone = Smoke01 SmolderingSmoke 2726 Animation = UBBlkMktEG_NS.UBBlkMktEG_NS 2727 AnimationMode = LOOP 2728 End 2729 ConditionState = DAMAGED GARRISONED NIGHT SNOW 2730 Model = UBBlkMktEG_DNS 2731 ParticleSysBone = Smoke01 SmolderingSmoke 2732 Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS 2733 AnimationMode = LOOP 2734 End 2735 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 2736 Model = UBBlkMktEG_ENS 2737 ParticleSysBone = Smoke01 SmolderingSmoke 2738 Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS 2739 AnimationMode = LOOP 2740 End 2741 2742 ;************************************************************************************************************************** 2743 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 2744 ;for this draw module 2745 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2746 Model = UBBlackMkt 2747 Animation = UBBlackMkt.UBBlackMkt 2748 AnimationMode = LOOP 2749 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2750 End 2751 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2752 Model = UBBlackMkt_D 2753 Animation = UBBlackMkt_D.UBBlackMkt_D 2754 AnimationMode = LOOP 2755 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2756 End 2757 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 2758 Model = UBBlackMkt_E 2759 Animation = UBBlackMkt_E.UBBlackMkt_E 2760 AnimationMode = LOOP 2761 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2762 End 2763 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2764 Model = UBBlackMkt_N 2765 Animation = UBBlackMkt_N.UBBlackMkt_N 2766 AnimationMode = LOOP 2767 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2768 End 2769 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 2770 Model = UBBlackMkt_DN 2771 Animation = UBBlackMkt_DN.UBBlackMkt_DN 2772 AnimationMode = LOOP 2773 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2774 End 2775 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 2776 Model = UBBlackMkt_EN 2777 Animation = UBBlackMkt_EN.UBBlackMkt_EN 2778 AnimationMode = LOOP 2779 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2780 End 2781 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2782 Model = UBBlackMkt_S 2783 Animation = UBBlackMkt_S.UBBlackMkt_S 2784 AnimationMode = LOOP 2785 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2786 End 2787 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 2788 Model = UBBlackMkt_DS 2789 Animation = UBBlackMkt_DS.UBBlackMkt_DS 2790 AnimationMode = LOOP 2791 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2792 End 2793 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 2794 Model = UBBlackMkt_ES 2795 Animation = UBBlackMkt_ES.UBBlackMkt_ES 2796 AnimationMode = LOOP 2797 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2798 End 2799 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 2800 Model = UBBlackMkt_NS 2801 Animation = UBBlackMkt_NS.UBBlackMkt_NS 2802 AnimationMode = LOOP 2803 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2804 End 2805 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 2806 Model = UBBlackMkt_DNS 2807 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 2808 AnimationMode = LOOP 2809 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2810 End 2811 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 2812 Model = UBBlackMkt_ENS 2813 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 2814 AnimationMode = LOOP 2815 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2816 End 2817 2818 ConditionState = AWAITING_CONSTRUCTION 2819 Model = NONE 2820 End 2821 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 2822 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 2823 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 2824 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 2825 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 2826 AliasConditionState = AWAITING_CONSTRUCTION SNOW 2827 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 2828 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 2829 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 2830 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 2831 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 2832 AliasConditionState = SOLD 2833 AliasConditionState = SOLD DAMAGED 2834 AliasConditionState = SOLD REALLYDAMAGED 2835 AliasConditionState = SOLD NIGHT 2836 AliasConditionState = SOLD NIGHT DAMAGED 2837 AliasConditionState = SOLD NIGHT REALLYDAMAGED 2838 AliasConditionState = SOLD SNOW 2839 AliasConditionState = SOLD SNOW DAMAGED 2840 AliasConditionState = SOLD SNOW REALLYDAMAGED 2841 AliasConditionState = SOLD NIGHT SNOW 2842 AliasConditionState = SOLD NIGHT SNOW DAMAGED 2843 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 2844 AliasConditionState = GARRISONED SOLD 2845 AliasConditionState = GARRISONED SOLD DAMAGED 2846 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 2847 AliasConditionState = GARRISONED SOLD NIGHT 2848 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 2849 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 2850 AliasConditionState = GARRISONED SOLD SNOW 2851 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 2852 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 2853 AliasConditionState = GARRISONED SOLD NIGHT SNOW 2854 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 2855 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 2856 ;************************************************************************************************************************** 2857 2858 End 2859 2860 ; ------------ construction-zone fence ----------------- 2861 Draw = W3DModelDraw ModuleTag_02 2862 AnimationsRequirePower = No 2863 DefaultConditionState 2864 Model = None 2865 TransitionKey = DOWN_DEFAULT 2866 2867 End 2868 ConditionState = NIGHT 2869 Model = None 2870 TransitionKey = DOWN_DEFAULT 2871 End 2872 ConditionState = SNOW 2873 Model = None 2874 TransitionKey = DOWN_DEFAULT 2875 End 2876 ConditionState = SNOW NIGHT 2877 Model = None 2878 TransitionKey = DOWN_DEFAULT 2879 End 2880 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2881 Model = UBBlackMkt_A4 2882 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2883 AnimationMode = MANUAL 2884 Flags = START_FRAME_LAST 2885 TransitionKey = UP_DAY 2886 End 2887 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2888 Model = UBBlackMkt_A4N 2889 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2890 AnimationMode = MANUAL 2891 Flags = START_FRAME_LAST 2892 TransitionKey = UP_NIGHT 2893 End 2894 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2895 Model = UBBlackMkt_A4S 2896 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2897 AnimationMode = MANUAL 2898 Flags = START_FRAME_LAST 2899 TransitionKey = UP_SNOW 2900 End 2901 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2902 Model = UBBlackMkt_A4SN 2903 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2904 AnimationMode = MANUAL 2905 Flags = START_FRAME_LAST 2906 TransitionKey = UP_SNOWNIGHT 2907 End 2908 TransitionState = DOWN_DEFAULT UP_DAY 2909 Model = UBBlackMkt_A4 2910 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2911 AnimationMode = ONCE 2912 AnimationSpeedFactorRange = 1.0 1.0 2913 Flags = START_FRAME_FIRST 2914 End 2915 TransitionState = DOWN_DEFAULT UP_NIGHT 2916 Model = UBBlackMkt_A4N 2917 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2918 AnimationMode = ONCE 2919 AnimationSpeedFactorRange = 1.0 1.0 2920 Flags = START_FRAME_FIRST 2921 End 2922 TransitionState = DOWN_DEFAULT UP_SNOW 2923 Model = UBBlackMkt_A4S 2924 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2925 AnimationMode = ONCE 2926 AnimationSpeedFactorRange = 1.0 1.0 2927 Flags = START_FRAME_FIRST 2928 End 2929 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2930 Model = UBBlackMkt_A4SN 2931 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2932 AnimationMode = ONCE 2933 AnimationSpeedFactorRange = 1.0 1.0 2934 Flags = START_FRAME_FIRST 2935 End 2936 TransitionState = UP_DAY DOWN_DEFAULT 2937 Model = UBBlackMkt_A4 2938 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2939 AnimationMode = ONCE_BACKWARDS 2940 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2941 Flags = START_FRAME_LAST 2942 End 2943 TransitionState = UP_NIGHT DOWN_DEFAULT 2944 Model = UBBlackMkt_A4N 2945 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2946 AnimationMode = ONCE_BACKWARDS 2947 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2948 Flags = START_FRAME_LAST 2949 End 2950 TransitionState = UP_SNOW DOWN_DEFAULT 2951 Model = UBBlackMkt_A4S 2952 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2953 AnimationMode = ONCE_BACKWARDS 2954 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2955 Flags = START_FRAME_LAST 2956 End 2957 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2958 Model = UBBlackMkt_A4SN 2959 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2960 AnimationMode = ONCE_BACKWARDS 2961 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2962 Flags = START_FRAME_LAST 2963 End 2964 End 2965 2966 ; ------------ under-construction scaffolding ----------------- 2967 Draw = W3DModelDraw ModuleTag_03 2968 AnimationsRequirePower = No 2969 MinLODRequired = MEDIUM 2970 DefaultConditionState 2971 Model = None 2972 TransitionKey = DOWN_DEFAULT 2973 End 2974 ConditionState = NIGHT 2975 Model = None 2976 TransitionKey = DOWN_DEFAULT 2977 End 2978 ConditionState = SNOW 2979 Model = None 2980 TransitionKey = DOWN_DEFAULT 2981 End 2982 ConditionState = SNOW NIGHT 2983 Model = None 2984 TransitionKey = DOWN_DEFAULT 2985 End 2986 ConditionState = PARTIALLY_CONSTRUCTED 2987 Model = UBBlackMkt_A6 2988 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2989 AnimationMode = MANUAL 2990 Flags = START_FRAME_LAST 2991 TransitionKey = UP_DAY 2992 ParticleSysBone = Dust01 BuildingDust 2993 ParticleSysBone = Smoke01 BuildUpSmoke 2994 ParticleSysBone = Smoke02 BuildUpSmoke 2995 ParticleSysBone = Smoke03 BuildUpSmoke 2996 ParticleSysBone = Smoke04 BuildUpSmoke 2997 End 2998 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 2999 Model = UBBlackMkt_A6N 3000 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 3001 AnimationMode = MANUAL 3002 Flags = START_FRAME_LAST 3003 TransitionKey = UP_NIGHT 3004 ParticleSysBone = Dust01 BuildingDust 3005 ParticleSysBone = Smoke01 BuildUpSmoke 3006 ParticleSysBone = Smoke02 BuildUpSmoke 3007 ParticleSysBone = Smoke03 BuildUpSmoke 3008 ParticleSysBone = Smoke04 BuildUpSmoke 3009 End 3010 ConditionState = SNOW PARTIALLY_CONSTRUCTED 3011 Model = UBBlackMkt_A6S 3012 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 3013 AnimationMode = MANUAL 3014 Flags = START_FRAME_LAST 3015 TransitionKey = UP_SNOW 3016 ParticleSysBone = Dust01 BuildingSnowDust 3017 ParticleSysBone = Smoke01 BuildUpSnowSmoke 3018 ParticleSysBone = Smoke02 BuildUpSnowSmoke 3019 ParticleSysBone = Smoke03 BuildUpSnowSmoke 3020 ParticleSysBone = Smoke04 BuildUpSnowSmoke 3021 End 3022 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 3023 Model = UBBlackMkt_A6SN 3024 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 3025 AnimationMode = MANUAL 3026 Flags = START_FRAME_LAST 3027 TransitionKey = UP_SNOWNIGHT 3028 ParticleSysBone = Dust01 BuildingNightSnowDust 3029 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 3030 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 3031 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 3032 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 3033 End 3034 TransitionState = DOWN_DEFAULT UP_DAY 3035 Model = UBBlackMkt_A6 3036 Animation = UBBlackMkt_A6.UBBlackMkt_A6 3037 AnimationMode = ONCE 3038 AnimationSpeedFactorRange = 1.0 1.0 3039 Flags = START_FRAME_FIRST 3040 End 3041 TransitionState = DOWN_DEFAULT UP_NIGHT 3042 Model = UBBlackMkt_A6N 3043 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 3044 AnimationMode = ONCE 3045 AnimationSpeedFactorRange = 1.0 1.0 3046 Flags = START_FRAME_FIRST 3047 End 3048 TransitionState = DOWN_DEFAULT UP_SNOW 3049 Model = UBBlackMkt_A6S 3050 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 3051 AnimationMode = ONCE 3052 AnimationSpeedFactorRange = 1.0 1.0 3053 Flags = START_FRAME_FIRST 3054 End 3055 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 3056 Model = UBBlackMkt_A6SN 3057 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 3058 AnimationMode = ONCE 3059 AnimationSpeedFactorRange = 1.0 1.0 3060 Flags = START_FRAME_FIRST 3061 End 3062 TransitionState = UP_DAY DOWN_DEFAULT 3063 Model = UBBlackMkt_A6 3064 Animation = UBBlackMkt_A6.UBBlackMkt_A6 3065 AnimationMode = ONCE_BACKWARDS 3066 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3067 Flags = START_FRAME_LAST 3068 End 3069 TransitionState = UP_NIGHT DOWN_DEFAULT 3070 Model = UBBlackMkt_A6N 3071 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 3072 AnimationMode = ONCE_BACKWARDS 3073 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3074 Flags = START_FRAME_LAST 3075 End 3076 TransitionState = UP_SNOW DOWN_DEFAULT 3077 Model = UBBlackMkt_A6S 3078 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 3079 AnimationMode = ONCE_BACKWARDS 3080 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3081 Flags = START_FRAME_LAST 3082 End 3083 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 3084 Model = UBBlackMkt_A6SN 3085 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 3086 AnimationMode = ONCE_BACKWARDS 3087 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 3088 Flags = START_FRAME_LAST 3089 End 3090 End 3091 PlacementViewAngle = -45 3092 3093 ; ***DESIGN parameters *** 3094 DisplayName = OBJECT:BlackMarket 3095 Side = GLADemolitionGeneral 3096 EditorSorting = STRUCTURE 3097 Prerequisites 3098 Object = Demo_GLAPalace 3099 End 3100 BuildCost = 625 3101 BuildTime = 20.0 ; in seconds 3102 EnergyProduction = 0 3103 CommandSet = FakeGLABlackMarketCommandSet 3104 VisionRange = 200.0 ; Shroud clearing distance 3105 ShroudClearingRange = 200 3106 3107 WeaponSet 3108 Conditions = None 3109 Weapon = PRIMARY SuicideWeapon 3110 AutoChooseSources = PRIMARY None 3111 End 3112 3113 ArmorSet 3114 Conditions = None 3115 Armor = StructureArmor 3116 DamageFX = StructureDamageFXNoShake 3117 End 3118 ExperienceValue = 50 50 50 50 ; Experience point value at each level 3119 3120 ; *** AUDIO Parameters *** 3121 VoiceSelect = BlackMarketSelect 3122 SoundOnDamaged = BuildingDamagedStateLight 3123 SoundOnReallyDamaged = BuildingDestroy 3124 3125 UnitSpecificSounds 3126 UnderConstruction = UnderConstructionLoop 3127 End 3128 3129 ; *** ENGINEERING Parameters *** 3130 RadarPriority = STRUCTURE 3131 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 3132 Body = StructureBody ModuleTag_04 3133 MaxHealth = 125.0 3134 InitialHealth = 125.0 3135 3136 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3137 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3138 SubdualDamageCap = 325 3139 SubdualDamageHealRate = 500 3140 SubdualDamageHealAmount = 100 3141 End 3142 3143 Behavior = AIUpdateInterface ModuleTag_05 3144 AutoAcquireEnemiesWhenIdle = No 3145 End 3146 3147 Behavior = ProductionUpdate ModuleTag_06 3148 ; nothing 3149 End 3150 3151 Behavior = SlowDeathBehavior ModuleTag_07 3152 ExemptStatus = UNDER_CONSTRUCTION 3153 DestructionDelay = 0 3154 Weapon = FINAL FakeStructureDetonationWeapon 3155 End 3156 Behavior = DestroyDie ModuleTag_SlowDeathException 3157 RequiredStatus = UNDER_CONSTRUCTION 3158 End 3159 3160 Behavior = ReplaceObjectUpgrade ModuleTag_08 3161 ReplaceObject = Demo_GLABlackMarket 3162 TriggeredBy = Upgrade_BecomeRealGLABlackMarket 3163 End 3164 3165 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 3166 ConditionFlag = GARRISONED 3167 TriggeredBy = Upgrade_GLAFortifiedStructure 3168 End 3169 3170 Behavior = CreateObjectDie ModuleTag_09 3171 CreationList = OCL_ABPowerPlantExplode 3172 End 3173 Behavior = FXListDie ModuleTag_10 3174 DeathFX = FX_StructureSmallDeath 3175 End 3176 3177 Behavior = FlammableUpdate ModuleTag_12 3178 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3179 AflameDamageAmount = 5 ; taking this much damage... 3180 AflameDamageDelay = 500 ; this often. 3181 End 3182 3183 Behavior = TransitionDamageFX ModuleTag_13 3184 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 3185 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3186 ;--------------------------------------------------------------------------------------- 3187 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3188 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3189 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3190 End 3191 3192 Behavior = AutoDepositUpdate ModuleTag_FakeMoney 3193 DepositTiming = 2000 ; in milliseconds 3194 DepositAmount = 20 ; cash amount to deposit every DepositTiming 3195 InitialCaptureBonus = 0 ; no initial bonus 3196 ActualMoney = No ; Display only so I look like a BlackMarket 3197 End 3198 3199 Geometry = BOX 3200 GeometryMajorRadius = 35.0 3201 GeometryMinorRadius = 35.0 3202 GeometryHeight = 35.0 3203 GeometryIsSmall = No 3204 Shadow = SHADOW_VOLUME 3205 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 3206 ShadowSizeX = 108 3207 ShadowSizeY = 96 3208 BuildCompletion = PLACED_BY_PLAYER 3209 3210 End 3211 3212 ;------------------------------------------------------------------------------ 3213 Object Demo_GLAScudStorm 3214 3215 ; *** ART Parameters *** 3216 SelectPortrait = SUScudStorm_L 3217 ButtonImage = SUScudStorm 3218 Draw = W3DModelDraw ModuleTag_01 3219 OkToChangeModelColor = Yes 3220 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 3221 3222 ; day 3223 ConditionState = NONE ; lying around 3224 Model = UBScudStrm_A1 3225 Animation = UBScudStrm_A1.UBScudStrm_A1 3226 AnimationMode = MANUAL 3227 Flags = START_FRAME_FIRST 3228 WeaponLaunchBone = PRIMARY WeaponA 3229 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3230 TransitionKey = Trans_READY 3231 3232 ParticleSysBone = SteamM01 SteamLarge 3233 ParticleSysBone = SteamS01 SteamMedium 3234 End 3235 3236 TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up 3237 Model = UBScudStrm_A1 3238 Animation = UBScudStrm_A1.UBScudStrm_A1 3239 AnimationMode = ONCE 3240 Flags = MAINTAIN_FRAME_ACROSS_STATES 3241 WeaponLaunchBone = PRIMARY WeaponA 3242 3243 ParticleSysBone = SteamM01 SteamLarge 3244 ParticleSysBone = SteamS01 SteamMedium 3245 3246 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3247 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3248 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3249 End 3250 3251 ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot 3252 Model = UBScudStrm_A2 3253 Animation = UBScudStrm_A2.UBScudStrm_A2 3254 AnimationMode = MANUAL 3255 Flags = START_FRAME_FIRST 3256 WeaponLaunchBone = PRIMARY WeaponA 3257 TransitionKey = Trans_ATTACKING 3258 3259 ParticleSysBone = SteamM01 SteamLarge 3260 ParticleSysBone = SteamS01 SteamMedium 3261 3262 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3263 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3264 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3265 End 3266 AliasConditionState = ATTACKING FIRING_A 3267 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A 3268 3269 TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people 3270 Model = UBScudStrm_A3 3271 Animation = UBScudStrm_A3.UBScudStrm_A3 3272 AnimationMode = ONCE 3273 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3274 3275 ParticleSysBone = SteamM01 SteamVent 3276 ParticleSysBone = SteamS01 SteamVent 3277 End 3278 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3279 Model = UBScudStrm 3280 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3281 End 3282 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3283 Model = UBScudStrm_D 3284 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3285 End 3286 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 3287 Model = UBScudStrm_E 3288 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3289 End 3290 3291 ;------------------------------------------------------------------------------------------------------------------------- 3292 ; day 3293 ConditionState = DAMAGED 3294 Model = UBScudStrm_DA1 3295 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3296 AnimationMode = MANUAL 3297 Flags = START_FRAME_FIRST 3298 WeaponLaunchBone = PRIMARY WeaponA 3299 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3300 TransitionKey = Trans_READY_DAMAGED 3301 3302 ParticleSysBone = SteamM01 SteamLarge 3303 ParticleSysBone = SteamS01 SteamMedium 3304 End 3305 3306 TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED 3307 Model = UBScudStrm_DA1 3308 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3309 AnimationMode = ONCE 3310 Flags = MAINTAIN_FRAME_ACROSS_STATES 3311 WeaponLaunchBone = PRIMARY WeaponA 3312 3313 ParticleSysBone = SteamM01 SteamLarge 3314 ParticleSysBone = SteamS01 SteamMedium 3315 3316 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3317 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3318 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3319 End 3320 3321 ConditionState = ATTACKING DAMAGED 3322 Model = UBScudStrm_DA2 3323 Animation = UBScudStrm_DA2.UBScudStrm_DA2 3324 AnimationMode = MANUAL 3325 Flags = START_FRAME_FIRST 3326 WeaponLaunchBone = PRIMARY WeaponA 3327 TransitionKey = Trans_ATTACKING_DAMAGED 3328 3329 ParticleSysBone = SteamM01 SteamLarge 3330 ParticleSysBone = SteamS01 SteamMedium 3331 3332 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3333 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3334 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3335 End 3336 AliasConditionState = ATTACKING FIRING_A DAMAGED 3337 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED 3338 3339 TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED 3340 Model = UBScudStrm_DA3 3341 Animation = UBScudStrm_DA3.UBScudStrm_DA3 3342 AnimationMode = ONCE 3343 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3344 3345 ParticleSysBone = SteamM01 SteamVent 3346 ParticleSysBone = SteamS01 SteamVent 3347 End 3348 3349 ;------------------------------------------------------------------------------------------------------------------------- 3350 ConditionState = REALLYDAMAGED RUBBLE 3351 Model = UBScudStrm_EA1 3352 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3353 AnimationMode = MANUAL 3354 Flags = START_FRAME_FIRST 3355 WeaponLaunchBone = PRIMARY WeaponA 3356 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3357 TransitionKey = Trans_READY_REALLYDAMAGED 3358 3359 ParticleSysBone = SteamM01 SteamLarge 3360 ParticleSysBone = SteamS01 SteamMedium 3361 End 3362 3363 TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED 3364 Model = UBScudStrm_EA1 3365 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3366 AnimationMode = ONCE 3367 Flags = MAINTAIN_FRAME_ACROSS_STATES 3368 WeaponLaunchBone = PRIMARY WeaponA 3369 3370 ParticleSysBone = SteamM01 SteamLarge 3371 ParticleSysBone = SteamS01 SteamMedium 3372 3373 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3374 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3375 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3376 End 3377 3378 ConditionState = ATTACKING REALLYDAMAGED RUBBLE 3379 Model = UBScudStrm_EA2 3380 Animation = UBScudStrm_EA2.UBScudStrm_EA2 3381 AnimationMode = MANUAL 3382 Flags = START_FRAME_FIRST 3383 WeaponLaunchBone = PRIMARY WeaponA 3384 TransitionKey = Trans_ATTACKING_REALLYDAMAGED 3385 3386 ParticleSysBone = SteamM01 SteamLarge 3387 ParticleSysBone = SteamS01 SteamMedium 3388 3389 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3390 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3391 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3392 End 3393 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE 3394 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE 3395 3396 TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED 3397 Model = UBScudStrm_EA3 3398 Animation = UBScudStrm_EA3.UBScudStrm_EA3 3399 AnimationMode = ONCE 3400 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3401 3402 ParticleSysBone = SteamM01 SteamVent 3403 ParticleSysBone = SteamS01 SteamVent 3404 End 3405 3406 ;------------------------------------------------------------------------------------------------------------------------- 3407 ; SNOW 3408 ConditionState = SNOW ; from underground to lying around 3409 Model = UBScudStrm_A1S 3410 Animation = UBScudStrm_A1S.UBScudStrm_A1S 3411 AnimationMode = MANUAL 3412 Flags = START_FRAME_FIRST 3413 WeaponLaunchBone = PRIMARY WeaponA 3414 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3415 TransitionKey = Trans_READY_SNOW 3416 3417 ParticleSysBone = SteamM01 SteamLarge 3418 ParticleSysBone = SteamS01 SteamMedium 3419 End 3420 3421 TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW 3422 Model = UBScudStrm_A1S 3423 Animation = UBScudStrm_A1S.UBScudStrm_A1S 3424 AnimationMode = ONCE 3425 Flags = MAINTAIN_FRAME_ACROSS_STATES 3426 WeaponLaunchBone = PRIMARY WeaponA 3427 3428 ParticleSysBone = SteamM01 SteamLarge 3429 ParticleSysBone = SteamS01 SteamMedium 3430 3431 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3432 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3433 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3434 End 3435 3436 ConditionState = ATTACKING SNOW ; Projectile feedback code selectively hiding missiles as they shoot 3437 Model = UBScudStrm_A2S 3438 Animation = UBScudStrm_A2S.UBScudStrm_A2S 3439 AnimationMode = MANUAL 3440 Flags = START_FRAME_FIRST 3441 WeaponLaunchBone = PRIMARY WeaponA 3442 TransitionKey = Trans_ATTACKING_SNOW 3443 3444 ParticleSysBone = SteamM01 SteamLarge 3445 ParticleSysBone = SteamS01 SteamMedium 3446 3447 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3448 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3449 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3450 End 3451 AliasConditionState = ATTACKING FIRING_A SNOW 3452 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A SNOW 3453 3454 TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground 3455 Model = UBScudStrm_A3S 3456 Animation = UBScudStrm_A3S.UBScudStrm_A3S 3457 AnimationMode = ONCE 3458 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3459 3460 ParticleSysBone = SteamM01 SteamVent 3461 ParticleSysBone = SteamS01 SteamVent 3462 End 3463 3464 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 3465 Model = UBScudStrm 3466 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3467 End 3468 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 3469 Model = UBScudStrm_D 3470 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3471 End 3472 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 3473 Model = UBScudStrm_E 3474 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3475 End 3476 3477 ;------------------------------------------------------------------------------------------------------------------------- 3478 ConditionState = DAMAGED SNOW 3479 Model = UBScudStrm_DA1 3480 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3481 AnimationMode = MANUAL 3482 Flags = START_FRAME_FIRST 3483 WeaponLaunchBone = PRIMARY WeaponA 3484 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3485 TransitionKey = Trans_READY_DAMAGED_SNOW 3486 3487 ParticleSysBone = SteamM01 SteamLarge 3488 ParticleSysBone = SteamS01 SteamMedium 3489 End 3490 3491 TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW 3492 Model = UBScudStrm_DA1 3493 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3494 AnimationMode = ONCE 3495 Flags = MAINTAIN_FRAME_ACROSS_STATES 3496 WeaponLaunchBone = PRIMARY WeaponA 3497 3498 ParticleSysBone = SteamM01 SteamLarge 3499 ParticleSysBone = SteamS01 SteamMedium 3500 3501 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3502 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3503 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3504 End 3505 3506 ConditionState = ATTACKING DAMAGED SNOW 3507 Model = UBScudStrm_DA2 3508 Animation = UBScudStrm_DA2.UBScudStrm_DA2 3509 AnimationMode = MANUAL 3510 Flags = START_FRAME_FIRST 3511 WeaponLaunchBone = PRIMARY WeaponA 3512 TransitionKey = Trans_ATTACKING_DAMAGED_SNOW 3513 3514 ParticleSysBone = SteamM01 SteamLarge 3515 ParticleSysBone = SteamS01 SteamMedium 3516 3517 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3518 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3519 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3520 End 3521 AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW 3522 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW 3523 3524 TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW 3525 Model = UBScudStrm_DA3 3526 Animation = UBScudStrm_DA3.UBScudStrm_DA3 3527 AnimationMode = ONCE 3528 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3529 3530 ParticleSysBone = SteamM01 SteamVent 3531 ParticleSysBone = SteamS01 SteamVent 3532 End 3533 3534 ;------------------------------------------------------------------------------------------------------------------------- 3535 3536 ConditionState = REALLYDAMAGED RUBBLE SNOW 3537 Model = UBScudStrm_EA1 3538 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3539 AnimationMode = MANUAL 3540 Flags = START_FRAME_FIRST 3541 WeaponLaunchBone = PRIMARY WeaponA 3542 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3543 TransitionKey = Trans_READY_REALLYDAMAGED_SNOW 3544 3545 ParticleSysBone = SteamM01 SteamLarge 3546 ParticleSysBone = SteamS01 SteamMedium 3547 End 3548 3549 TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW 3550 Model = UBScudStrm_EA1 3551 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3552 AnimationMode = ONCE 3553 Flags = MAINTAIN_FRAME_ACROSS_STATES 3554 WeaponLaunchBone = PRIMARY WeaponA 3555 3556 ParticleSysBone = SteamM01 SteamLarge 3557 ParticleSysBone = SteamS01 SteamMedium 3558 3559 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3560 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3561 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3562 End 3563 3564 3565 ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW 3566 Model = UBScudStrm_EA2 3567 Animation = UBScudStrm_EA2.UBScudStrm_EA2 3568 AnimationMode = MANUAL 3569 Flags = START_FRAME_FIRST 3570 WeaponLaunchBone = PRIMARY WeaponA 3571 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW 3572 3573 ParticleSysBone = SteamM01 SteamLarge 3574 ParticleSysBone = SteamS01 SteamMedium 3575 3576 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3577 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3578 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3579 End 3580 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW 3581 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW 3582 3583 TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW 3584 Model = UBScudStrm_EA3 3585 Animation = UBScudStrm_EA3.UBScudStrm_EA3 3586 AnimationMode = ONCE 3587 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3588 3589 ParticleSysBone = SteamM01 SteamVent 3590 ParticleSysBone = SteamS01 SteamVent 3591 End 3592 3593 ;------------------------------------------------------------------------------------------------------------------------- 3594 ; NIGHT 3595 ConditionState = NIGHT ; from underground to lying around 3596 Model = UBScudStrm_A1 3597 Animation = UBScudStrm_A1.UBScudStrm_A1 3598 AnimationMode = MANUAL 3599 Flags = START_FRAME_FIRST 3600 WeaponLaunchBone = PRIMARY WeaponA 3601 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3602 TransitionKey = Trans_READY_NIGHT 3603 3604 ParticleSysBone = SteamM01 SteamLarge 3605 ParticleSysBone = SteamS01 SteamMedium 3606 End 3607 3608 TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT 3609 Model = UBScudStrm_A1 3610 Animation = UBScudStrm_A1.UBScudStrm_A1 3611 AnimationMode = ONCE 3612 Flags = MAINTAIN_FRAME_ACROSS_STATES 3613 WeaponLaunchBone = PRIMARY WeaponA 3614 3615 ParticleSysBone = SteamM01 SteamLarge 3616 ParticleSysBone = SteamS01 SteamMedium 3617 3618 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3619 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3620 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3621 End 3622 3623 ConditionState = ATTACKING NIGHT ; Projectile feedback code selectively hiding missiles as they shoot 3624 Model = UBScudStrm_A2 3625 Animation = UBScudStrm_A2.UBScudStrm_A2 3626 AnimationMode = MANUAL 3627 Flags = START_FRAME_FIRST 3628 WeaponLaunchBone = PRIMARY WeaponA 3629 TransitionKey = Trans_ATTACKING_NIGHT 3630 3631 ParticleSysBone = SteamM01 SteamLarge 3632 ParticleSysBone = SteamS01 SteamMedium 3633 3634 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3635 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3636 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3637 End 3638 AliasConditionState = ATTACKING FIRING_A NIGHT 3639 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT 3640 3641 TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground 3642 Model = UBScudStrm_A3 3643 Animation = UBScudStrm_A3.UBScudStrm_A3 3644 AnimationMode = ONCE 3645 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3646 3647 ParticleSysBone = SteamM01 SteamVent 3648 ParticleSysBone = SteamS01 SteamVent 3649 End 3650 3651 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 3652 Model = UBScudStrm 3653 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3654 End 3655 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 3656 Model = UBScudStrm_D 3657 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3658 End 3659 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 3660 Model = UBScudStrm_E 3661 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3662 End 3663 3664 ;------------------------------------------------------------------------------------------------------------------------- 3665 ConditionState = DAMAGED NIGHT 3666 Model = UBScudStrm_DA1N 3667 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3668 AnimationMode = MANUAL 3669 Flags = START_FRAME_FIRST 3670 WeaponLaunchBone = PRIMARY WeaponA 3671 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3672 TransitionKey = Trans_READY_DAMAGED_NIGHT 3673 3674 ParticleSysBone = SteamM01 SteamLarge 3675 ParticleSysBone = SteamS01 SteamMedium 3676 End 3677 3678 TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT 3679 Model = UBScudStrm_DA1N 3680 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3681 AnimationMode = ONCE 3682 Flags = MAINTAIN_FRAME_ACROSS_STATES 3683 WeaponLaunchBone = PRIMARY WeaponA 3684 3685 ParticleSysBone = SteamM01 SteamLarge 3686 ParticleSysBone = SteamS01 SteamMedium 3687 3688 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3689 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3690 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3691 End 3692 3693 ConditionState = ATTACKING DAMAGED NIGHT 3694 Model = UBScudStrm_DA2N 3695 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 3696 AnimationMode = MANUAL 3697 Flags = START_FRAME_FIRST 3698 WeaponLaunchBone = PRIMARY WeaponA 3699 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT 3700 3701 ParticleSysBone = SteamM01 SteamLarge 3702 ParticleSysBone = SteamS01 SteamMedium 3703 3704 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3705 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3706 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3707 End 3708 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED 3709 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED 3710 3711 TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT 3712 Model = UBScudStrm_DA3N 3713 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 3714 AnimationMode = ONCE 3715 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3716 3717 ParticleSysBone = SteamM01 SteamVent 3718 ParticleSysBone = SteamS01 SteamVent 3719 End 3720 3721 ;------------------------------------------------------------------------------------------------------------------------- 3722 3723 ConditionState = REALLYDAMAGED RUBBLE NIGHT 3724 Model = UBScudStrm_EA1N 3725 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3726 AnimationMode = MANUAL 3727 Flags = START_FRAME_FIRST 3728 WeaponLaunchBone = PRIMARY WeaponA 3729 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3730 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT 3731 3732 ParticleSysBone = SteamM01 SteamLarge 3733 ParticleSysBone = SteamS01 SteamMedium 3734 End 3735 3736 TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT 3737 Model = UBScudStrm_EA1N 3738 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3739 AnimationMode = ONCE 3740 Flags = MAINTAIN_FRAME_ACROSS_STATES 3741 WeaponLaunchBone = PRIMARY WeaponA 3742 3743 ParticleSysBone = SteamM01 SteamLarge 3744 ParticleSysBone = SteamS01 SteamMedium 3745 3746 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3747 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3748 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3749 End 3750 3751 3752 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT 3753 Model = UBScudStrm_EA2N 3754 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 3755 AnimationMode = MANUAL 3756 Flags = START_FRAME_FIRST 3757 WeaponLaunchBone = PRIMARY WeaponA 3758 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT 3759 3760 ParticleSysBone = SteamM01 SteamLarge 3761 ParticleSysBone = SteamS01 SteamMedium 3762 3763 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3764 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3765 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3766 End 3767 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE 3768 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE 3769 3770 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT 3771 Model = UBScudStrm_EA3N 3772 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 3773 AnimationMode = ONCE 3774 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3775 3776 ParticleSysBone = SteamM01 SteamVent 3777 ParticleSysBone = SteamS01 SteamVent 3778 End 3779 3780 ;------------------------------------------------------------------------------------------------------------------------- 3781 ; NIGHT SNOW 3782 ConditionState = NIGHT SNOW ; from underground to lying around 3783 Model = UBScudStrm_A1NS 3784 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 3785 AnimationMode = MANUAL 3786 Flags = START_FRAME_FIRST 3787 WeaponLaunchBone = PRIMARY WeaponA 3788 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3789 TransitionKey = Trans_READY_NIGHTSNOW 3790 3791 ParticleSysBone = SteamM01 SteamLarge 3792 ParticleSysBone = SteamS01 SteamMedium 3793 End 3794 3795 TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW 3796 Model = UBScudStrm_A1NS 3797 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 3798 AnimationMode = ONCE 3799 Flags = MAINTAIN_FRAME_ACROSS_STATES 3800 WeaponLaunchBone = PRIMARY WeaponA 3801 3802 ParticleSysBone = SteamM01 SteamLarge 3803 ParticleSysBone = SteamS01 SteamMedium 3804 3805 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3806 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3807 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3808 End 3809 3810 ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot 3811 Model = UBScudStrm_A2NS 3812 Animation = UBScudStrm_A2NS.UBScudStrm_A2NS 3813 AnimationMode = MANUAL 3814 Flags = START_FRAME_FIRST 3815 WeaponLaunchBone = PRIMARY WeaponA 3816 TransitionKey = Trans_ATTACKING_NIGHTSNOW 3817 3818 ParticleSysBone = SteamM01 SteamLarge 3819 ParticleSysBone = SteamS01 SteamMedium 3820 3821 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3822 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3823 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3824 End 3825 AliasConditionState = ATTACKING FIRING_A NIGHT SNOW 3826 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW 3827 3828 TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground 3829 Model = UBScudStrm_A3NS 3830 Animation = UBScudStrm_A3NS.UBScudStrm_A3NS 3831 AnimationMode = ONCE 3832 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3833 3834 ParticleSysBone = SteamM01 SteamVent 3835 ParticleSysBone = SteamS01 SteamVent 3836 End 3837 3838 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 3839 Model = UBScudStrm 3840 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3841 End 3842 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 3843 Model = UBScudStrm_D 3844 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3845 End 3846 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 3847 Model = UBScudStrm_E 3848 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3849 End 3850 3851 ;------------------------------------------------------------------------------------------------------------------------- 3852 ConditionState = DAMAGED NIGHT SNOW 3853 Model = UBScudStrm_DA1N 3854 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3855 AnimationMode = MANUAL 3856 Flags = START_FRAME_FIRST 3857 WeaponLaunchBone = PRIMARY WeaponA 3858 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3859 TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW 3860 3861 ParticleSysBone = SteamM01 SteamLarge 3862 ParticleSysBone = SteamS01 SteamMedium 3863 End 3864 3865 TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW 3866 Model = UBScudStrm_DA1N 3867 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3868 AnimationMode = ONCE 3869 Flags = MAINTAIN_FRAME_ACROSS_STATES 3870 WeaponLaunchBone = PRIMARY WeaponA 3871 3872 ParticleSysBone = SteamM01 SteamLarge 3873 ParticleSysBone = SteamS01 SteamMedium 3874 3875 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3876 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3877 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3878 End 3879 3880 ConditionState = ATTACKING DAMAGED NIGHT SNOW 3881 Model = UBScudStrm_DA2N 3882 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 3883 AnimationMode = MANUAL 3884 Flags = START_FRAME_FIRST 3885 WeaponLaunchBone = PRIMARY WeaponA 3886 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW 3887 3888 ParticleSysBone = SteamM01 SteamLarge 3889 ParticleSysBone = SteamS01 SteamMedium 3890 3891 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3892 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3893 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3894 End 3895 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW 3896 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW 3897 3898 TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW 3899 Model = UBScudStrm_DA3N 3900 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 3901 AnimationMode = ONCE 3902 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3903 3904 ParticleSysBone = SteamM01 SteamVent 3905 ParticleSysBone = SteamS01 SteamVent 3906 End 3907 3908 ;------------------------------------------------------------------------------------------------------------------------- 3909 3910 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 3911 Model = UBScudStrm_EA1N 3912 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3913 AnimationMode = MANUAL 3914 Flags = START_FRAME_FIRST 3915 WeaponLaunchBone = PRIMARY WeaponA 3916 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3917 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW 3918 3919 ParticleSysBone = SteamM01 SteamLarge 3920 ParticleSysBone = SteamS01 SteamMedium 3921 End 3922 3923 TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 3924 Model = UBScudStrm_EA1N 3925 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3926 AnimationMode = ONCE 3927 Flags = MAINTAIN_FRAME_ACROSS_STATES 3928 WeaponLaunchBone = PRIMARY WeaponA 3929 3930 ParticleSysBone = SteamM01 SteamLarge 3931 ParticleSysBone = SteamS01 SteamMedium 3932 3933 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3934 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3935 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3936 End 3937 3938 3939 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW 3940 Model = UBScudStrm_EA2N 3941 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 3942 AnimationMode = MANUAL 3943 Flags = START_FRAME_FIRST 3944 WeaponLaunchBone = PRIMARY WeaponA 3945 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 3946 3947 ParticleSysBone = SteamM01 SteamLarge 3948 ParticleSysBone = SteamS01 SteamMedium 3949 3950 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3951 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3952 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3953 End 3954 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW 3955 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW 3956 3957 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW 3958 Model = UBScudStrm_EA3N 3959 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 3960 AnimationMode = ONCE 3961 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3962 3963 ParticleSysBone = SteamM01 SteamVent 3964 ParticleSysBone = SteamS01 SteamVent 3965 End 3966 3967 3968 ConditionState = SOLD 3969 Model = NONE 3970 End 3971 AliasConditionState = SOLD DAMAGED 3972 AliasConditionState = SOLD REALLYDAMAGED 3973 AliasConditionState = SOLD SNOW 3974 AliasConditionState = SOLD DAMAGED SNOW 3975 AliasConditionState = SOLD REALLYDAMAGED SNOW 3976 AliasConditionState = SOLD NIGHT 3977 AliasConditionState = SOLD DAMAGED NIGHT 3978 AliasConditionState = SOLD REALLYDAMAGED NIGHT 3979 AliasConditionState = SOLD NIGHT SNOW 3980 AliasConditionState = SOLD DAMAGED NIGHT SNOW 3981 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 3982 End 3983 3984 ;------------------------------------------------------------------------------------------------------------------------- 3985 ;------------------------------------------------------------------------------------------------------------------------- 3986 ;------------------------------------------------------------------------------------------------------------------------- 3987 Draw = W3DModelDraw ModuleTag_02 3988 OkToChangeModelColor = Yes 3989 3990 ConditionState = None 3991 Model = UBScudStrm_A5 3992 Animation = UBScudStrm_A5.UBScudStrm_A5 3993 AnimationMode = MANUAL 3994 Flags = START_FRAME_FIRST 3995 End 3996 3997 ConditionState = SOLD 3998 Model = NONE 3999 End 4000 ConditionState = SOLD SNOW 4001 Model = NONE 4002 End 4003 ConditionState = SOLD NIGHT 4004 Model = NONE 4005 End 4006 ConditionState = SOLD NIGHT SNOW 4007 Model = NONE 4008 End 4009 4010 ConditionState = PREATTACK_A ATTACKING 4011 Model = UBScudStrm_A5 4012 Animation = UBScudStrm_A5.UBScudStrm_A5 4013 AnimationMode = LOOP 4014 Flags = START_FRAME_FIRST 4015 End 4016 4017 ConditionState = ATTACKING 4018 Model = UBScudStrm_A5 4019 Animation = UBScudStrm_A5.UBScudStrm_A5 4020 AnimationMode = LOOP 4021 Flags = START_FRAME_FIRST 4022 End 4023 4024 ;These assets are missing (KM: removed to get rid of assert) 4025 ;ConditionState = DAMAGED 4026 ; Model = UBScudStrm_DA5 4027 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 4028 ; AnimationMode = MANUAL 4029 ; Flags = START_FRAME_FIRST 4030 ;End 4031 4032 ;These assets are missing (KM: removed to get rid of assert) 4033 ;ConditionState = PREATTACK_A ATTACKING DAMAGED 4034 ; Model = UBScudStrm_DA5 4035 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 4036 ; AnimationMode = LOOP 4037 ; Flags = START_FRAME_FIRST 4038 ;End 4039 4040 ;These assets are missing (KM: removed to get rid of assert) 4041 ;ConditionState = ATTACKING DAMAGED 4042 ; Model = UBScudStrm_DA5 4043 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 4044 ; AnimationMode = LOOP 4045 ; Flags = START_FRAME_FIRST 4046 ;End 4047 4048 ;These assets are missing (KM: removed to get rid of assert) 4049 ;ConditionState = REALLYDAMAGED 4050 ; Model = UBScudStrm_EA5 4051 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 4052 ; AnimationMode = MANUAL 4053 ; Flags = START_FRAME_FIRST 4054 ;End 4055 4056 ;These assets are missing (KM: removed to get rid of assert) 4057 ;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED 4058 ; Model = UBScudStrm_EA5 4059 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 4060 ; AnimationMode = LOOP 4061 ; Flags = START_FRAME_FIRST 4062 ;End 4063 4064 ;These assets are missing (KM: removed to get rid of assert) 4065 ;ConditionState = ATTACKING REALLYDAMAGED 4066 ; Model = UBScudStrm_EA5 4067 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 4068 ; AnimationMode = LOOP 4069 ; Flags = START_FRAME_FIRST 4070 ;End 4071 4072 End 4073 4074 Draw = W3DModelDraw ModuleTag_03 4075 OkToChangeModelColor = Yes 4076 4077 ConditionState = None 4078 Model = UBScudStrm_A6 4079 Animation = UBScudStrm_A6.UBScudStrm_A6 4080 AnimationMode = LOOP 4081 Flags = MAINTAIN_FRAME_ACROSS_STATES 4082 End 4083 4084 ConditionState = DAMAGED 4085 Model = UBScudStrm_DA6 4086 Animation = UBScudStrm_DA6.UBScudStrm_DA6 4087 AnimationMode = LOOP 4088 Flags = MAINTAIN_FRAME_ACROSS_STATES 4089 End 4090 4091 ConditionState = REALLYDAMAGED RUBBLE 4092 Model = UBScudStrm_EA6 4093 Animation = UBScudStrm_EA6.UBScudStrm_EA6 4094 AnimationMode = LOOP 4095 Flags = MAINTAIN_FRAME_ACROSS_STATES 4096 End 4097 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4098 Model = UBScudStrm_A6 4099 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4100 End 4101 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4102 4103 Model = UBScudStrm_DA6 4104 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4105 End 4106 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 4107 Model = UBScudStrm_EA6 4108 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4109 End 4110 4111 ConditionState = SOLD 4112 Model = NONE 4113 End 4114 ConditionState = SOLD SNOW 4115 Model = NONE 4116 End 4117 ConditionState = SOLD NIGHT 4118 Model = NONE 4119 End 4120 ConditionState = SOLD NIGHT SNOW 4121 Model = NONE 4122 End 4123 4124 End 4125 4126 Draw = W3DModelDraw ModuleTag_04 4127 OkToChangeModelColor = Yes 4128 4129 ConditionState = None 4130 Model = UBScudStrm_F 4131 Animation = UBScudStrm_F.UBScudStrm_F 4132 AnimationMode = LOOP 4133 Flags = MAINTAIN_FRAME_ACROSS_STATES 4134 End 4135 4136 ConditionState = DAMAGED 4137 Model = UBScudStrm_DF 4138 Animation = UBScudStrm_DF.UBScudStrm_DF 4139 AnimationMode = LOOP 4140 Flags = MAINTAIN_FRAME_ACROSS_STATES 4141 End 4142 4143 ConditionState = REALLYDAMAGED RUBBLE 4144 Model = UBScudStrm_EF 4145 Animation = UBScudStrm_EF.UBScudStrm_EF 4146 AnimationMode = LOOP 4147 Flags = MAINTAIN_FRAME_ACROSS_STATES 4148 End 4149 4150 ConditionState = SOLD 4151 Model = NONE 4152 End 4153 AliasConditionState = SOLD DAMAGED 4154 AliasConditionState = SOLD REALLYDAMAGED 4155 AliasConditionState = SOLD SNOW 4156 AliasConditionState = SOLD DAMAGED SNOW 4157 AliasConditionState = SOLD REALLYDAMAGED SNOW 4158 AliasConditionState = SOLD NIGHT 4159 AliasConditionState = SOLD DAMAGED NIGHT 4160 AliasConditionState = SOLD REALLYDAMAGED NIGHT 4161 AliasConditionState = SOLD NIGHT SNOW 4162 AliasConditionState = SOLD DAMAGED NIGHT SNOW 4163 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 4164 End 4165 4166 ; ------------ construction-zone fence ----------------- 4167 Draw = W3DModelDraw ModuleTag_05 4168 AnimationsRequirePower = No 4169 DefaultConditionState 4170 Model = None 4171 TransitionKey = DOWN_DEFAULT 4172 End 4173 ConditionState = NIGHT 4174 Model = None 4175 TransitionKey = DOWN_DEFAULT 4176 End 4177 ConditionState = SNOW 4178 Model = None 4179 TransitionKey = DOWN_DEFAULT 4180 End 4181 ConditionState = SNOW NIGHT 4182 Model = None 4183 TransitionKey = DOWN_DEFAULT 4184 End 4185 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4186 Model = UBScudStrm_AB 4187 Animation = UBScudStrm_AB.UBScudStrm_AB 4188 AnimationMode = MANUAL 4189 Flags = START_FRAME_LAST 4190 TransitionKey = UP_DAY 4191 End 4192 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4193 Model = UBScudStrm_ABN 4194 Animation = UBScudStrm_ABN.UBScudStrm_ABN 4195 AnimationMode = MANUAL 4196 Flags = START_FRAME_LAST 4197 TransitionKey = UP_NIGHT 4198 End 4199 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4200 Model = UBScudStrm_ABS 4201 Animation = UBScudStrm_ABS.UBScudStrm_ABS 4202 AnimationMode = MANUAL 4203 Flags = START_FRAME_LAST 4204 TransitionKey = UP_SNOW 4205 End 4206 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4207 Model = UBScudStrm_ABSN 4208 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 4209 AnimationMode = MANUAL 4210 Flags = START_FRAME_LAST 4211 TransitionKey = UP_SNOWNIGHT 4212 End 4213 TransitionState = DOWN_DEFAULT UP_DAY 4214 Model = UBScudStrm_AB 4215 Animation = UBScudStrm_AB.UBScudStrm_AB 4216 AnimationMode = ONCE 4217 AnimationSpeedFactorRange = 1.0 1.0 4218 Flags = START_FRAME_FIRST 4219 End 4220 TransitionState = DOWN_DEFAULT UP_NIGHT 4221 Model = UBScudStrm_ABN 4222 Animation = UBScudStrm_ABN.UBScudStrm_ABN 4223 AnimationMode = ONCE 4224 AnimationSpeedFactorRange = 1.0 1.0 4225 Flags = START_FRAME_FIRST 4226 End 4227 TransitionState = DOWN_DEFAULT UP_SNOW 4228 Model = UBScudStrm_ABS 4229 Animation = UBScudStrm_ABS.UBScudStrm_ABS 4230 AnimationMode = ONCE 4231 AnimationSpeedFactorRange = 1.0 1.0 4232 Flags = START_FRAME_FIRST 4233 End 4234 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4235 Model = UBScudStrm_ABSN 4236 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 4237 AnimationMode = ONCE 4238 AnimationSpeedFactorRange = 1.0 1.0 4239 Flags = START_FRAME_FIRST 4240 End 4241 TransitionState = UP_DAY DOWN_DEFAULT 4242 Model = UBScudStrm_AB 4243 Animation = UBScudStrm_AB.UBScudStrm_AB 4244 AnimationMode = ONCE_BACKWARDS 4245 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4246 Flags = START_FRAME_LAST 4247 End 4248 TransitionState = UP_NIGHT DOWN_DEFAULT 4249 Model = UBScudStrm_ABN 4250 Animation = UBScudStrm_ABN.UBScudStrm_ABN 4251 AnimationMode = ONCE_BACKWARDS 4252 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4253 Flags = START_FRAME_LAST 4254 End 4255 TransitionState = UP_SNOW DOWN_DEFAULT 4256 Model = UBScudStrm_ABS 4257 Animation = UBScudStrm_ABS.UBScudStrm_ABS 4258 AnimationMode = ONCE_BACKWARDS 4259 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4260 Flags = START_FRAME_LAST 4261 End 4262 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4263 Model = UBScudStrm_ABSN 4264 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 4265 AnimationMode = ONCE_BACKWARDS 4266 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4267 Flags = START_FRAME_LAST 4268 End 4269 End 4270 4271 ; ------------ under-construction scaffolding ----------------- 4272 Draw = W3DModelDraw ModuleTag_06 4273 AnimationsRequirePower = No 4274 MinLODRequired = MEDIUM 4275 DefaultConditionState 4276 Model = None 4277 TransitionKey = DOWN_DEFAULT 4278 End 4279 ConditionState = NIGHT 4280 Model = None 4281 TransitionKey = DOWN_DEFAULT 4282 End 4283 ConditionState = SNOW 4284 Model = None 4285 TransitionKey = DOWN_DEFAULT 4286 End 4287 ConditionState = SNOW NIGHT 4288 Model = None 4289 TransitionKey = DOWN_DEFAULT 4290 End 4291 ConditionState = PARTIALLY_CONSTRUCTED 4292 Model = UBScudStrm_AC 4293 Animation = UBScudStrm_AC.UBScudStrm_AC 4294 AnimationMode = MANUAL 4295 Flags = START_FRAME_LAST 4296 TransitionKey = UP_DAY 4297 ParticleSysBone = Dust01 BuildingDust 4298 ParticleSysBone = Smoke01 BuildUpSmoke 4299 ParticleSysBone = Smoke02 BuildUpSmoke 4300 ParticleSysBone = Smoke03 BuildUpSmoke 4301 ParticleSysBone = Smoke04 BuildUpSmoke 4302 End 4303 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 4304 Model = UBScudStrm_ACN 4305 Animation = UBScudStrm_ACN.UBScudStrm_ACN 4306 AnimationMode = MANUAL 4307 Flags = START_FRAME_LAST 4308 TransitionKey = UP_NIGHT 4309 ParticleSysBone = Dust01 BuildingDust 4310 ParticleSysBone = Smoke01 BuildUpSmoke 4311 ParticleSysBone = Smoke02 BuildUpSmoke 4312 ParticleSysBone = Smoke03 BuildUpSmoke 4313 ParticleSysBone = Smoke04 BuildUpSmoke 4314 End 4315 ConditionState = SNOW PARTIALLY_CONSTRUCTED 4316 Model = UBScudStrm_ACS 4317 Animation = UBScudStrm_ACS.UBScudStrm_ACS 4318 AnimationMode = MANUAL 4319 Flags = START_FRAME_LAST 4320 TransitionKey = UP_SNOW 4321 ParticleSysBone = Dust01 BuildingSnowDust 4322 ParticleSysBone = Smoke01 BuildUpSnowSmoke 4323 ParticleSysBone = Smoke02 BuildUpSnowSmoke 4324 ParticleSysBone = Smoke03 BuildUpSnowSmoke 4325 ParticleSysBone = Smoke04 BuildUpSnowSmoke 4326 End 4327 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 4328 Model = UBScudStrm_ACSN 4329 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 4330 AnimationMode = MANUAL 4331 Flags = START_FRAME_LAST 4332 TransitionKey = UP_SNOWNIGHT 4333 ParticleSysBone = Dust01 BuildingNightSnowDust 4334 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 4335 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 4336 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 4337 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 4338 End 4339 TransitionState = DOWN_DEFAULT UP_DAY 4340 Model = UBScudStrm_AC 4341 Animation = UBScudStrm_AC.UBScudStrm_AC 4342 AnimationMode = ONCE 4343 AnimationSpeedFactorRange = 1.0 1.0 4344 Flags = START_FRAME_FIRST 4345 End 4346 TransitionState = DOWN_DEFAULT UP_NIGHT 4347 Model = UBScudStrm_ACN 4348 Animation = UBScudStrm_ACN.UBScudStrm_ACN 4349 AnimationMode = ONCE 4350 AnimationSpeedFactorRange = 1.0 1.0 4351 Flags = START_FRAME_FIRST 4352 End 4353 TransitionState = DOWN_DEFAULT UP_SNOW 4354 Model = UBScudStrm_ACS 4355 Animation = UBScudStrm_ACS.UBScudStrm_ACS 4356 AnimationMode = ONCE 4357 AnimationSpeedFactorRange = 1.0 1.0 4358 Flags = START_FRAME_FIRST 4359 End 4360 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4361 Model = UBScudStrm_ACSN 4362 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 4363 AnimationMode = ONCE 4364 AnimationSpeedFactorRange = 1.0 1.0 4365 Flags = START_FRAME_FIRST 4366 End 4367 TransitionState = UP_DAY DOWN_DEFAULT 4368 Model = UBScudStrm_AC 4369 Animation = UBScudStrm_AC.UBScudStrm_AC 4370 AnimationMode = ONCE_BACKWARDS 4371 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4372 Flags = START_FRAME_LAST 4373 End 4374 TransitionState = UP_NIGHT DOWN_DEFAULT 4375 Model = UBScudStrm_ACN 4376 Animation = UBScudStrm_ACN.UBScudStrm_ACN 4377 AnimationMode = ONCE_BACKWARDS 4378 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4379 Flags = START_FRAME_LAST 4380 End 4381 TransitionState = UP_SNOW DOWN_DEFAULT 4382 Model = UBScudStrm_ACS 4383 Animation = UBScudStrm_ACS.UBScudStrm_ACS 4384 AnimationMode = ONCE_BACKWARDS 4385 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4386 Flags = START_FRAME_LAST 4387 End 4388 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4389 Model = UBScudStrm_ACSN 4390 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 4391 AnimationMode = ONCE_BACKWARDS 4392 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4393 Flags = START_FRAME_LAST 4394 End 4395 End 4396 4397 PlacementViewAngle = -45 4398 4399 ; ***DESIGN parameters *** 4400 DisplayName = OBJECT:ScudStorm 4401 Side = GLADemolitionGeneral 4402 EditorSorting = STRUCTURE 4403 Prerequisites 4404 Object = Demo_GLAPalace 4405 End 4406 BuildCost = 5000 4407 BuildTime = 60.0 ; in seconds 4408 EnergyProduction = 0 4409 CommandSet = Demo_GLAScudStormCommandSet 4410 VisionRange = 200.0 ; Shroud clearing distance 4411 ShroudClearingRange = 200 4412 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 4413 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 4414 WeaponSet 4415 Conditions = None 4416 Weapon = PRIMARY Demo_ScudStormWeapon 4417 AutoChooseSources = PRIMARY NONE 4418 End 4419 ArmorSet 4420 Conditions = None 4421 Armor = StructureArmorTough 4422 DamageFX = StructureDamageFXNoShake 4423 End 4424 ExperienceValue = 400 400 400 400 ; Experience point value at each level 4425 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 4426 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 4427 4428 ; *** AUDIO Parameters *** 4429 VoiceSelect = ScudStormSelect 4430 SoundOnDamaged = BuildingDamagedStateLight 4431 SoundOnReallyDamaged = BuildingDestroy 4432 4433 UnitSpecificSounds 4434 UnderConstruction = UnderConstructionLoop 4435 End 4436 4437 UnitSpecificSounds 4438 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4439 TurretMoveStart = NoSound 4440 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 4441 End 4442 4443 ; *** ENGINEERING Parameters *** 4444 RadarPriority = STRUCTURE 4445 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON 4446 Body = StructureBody ModuleTag_07 4447 MaxHealth = 4000.0 4448 InitialHealth = 4000.0 4449 4450 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4451 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4452 SubdualDamageCap = 4200 4453 SubdualDamageHealRate = 500 4454 SubdualDamageHealAmount = 100 4455 End 4456 Behavior = RebuildHoleExposeDie ModuleTag_08 4457 HoleName = GLAHoleScudStorm 4458 HoleMaxHealth = 500.0 4459 End 4460 4461 Behavior = AIUpdateInterface ModuleTag_09 4462 End 4463 4464 Behavior = OCLSpecialPower ModuleTag_10 4465 SpecialPowerTemplate = SuperweaponScudStorm 4466 OCL = SUPERWEAPON_ScudStorm 4467 End 4468 Behavior = SpecialPowerCreate ModuleTag_11 4469 ;nothing 4470 End 4471 4472 Behavior = DestroyDie ModuleTag_12 4473 ;nothing 4474 End 4475 Behavior = CreateObjectDie ModuleTag_13 4476 CreationList = OCL_PoisonFieldMedium 4477 ExemptStatus = UNDER_CONSTRUCTION 4478 End 4479 Behavior = FXListDie ModuleTag_14 4480 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 4481 ExemptStatus = UNDER_CONSTRUCTION 4482 End 4483 4484 Behavior = FlammableUpdate ModuleTag_16 4485 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4486 AflameDamageAmount = 5 ; taking this much damage... 4487 AflameDamageDelay = 500 ; this often. 4488 End 4489 4490 Behavior = RadiusDecalUpdate ModuleTag_17 4491 ; nothing 4492 End 4493 4494 Behavior = TransitionDamageFX ModuleTag_18 4495 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 4496 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4497 ;--------------------------------------------------------------------------------------- 4498 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4499 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 4500 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 4501 End 4502 4503 Behavior = FXListDie ModuleTag_19 4504 DeathFX = FX_BuildingDie 4505 End 4506 4507 Geometry = BOX 4508 GeometryMajorRadius = 71.0 4509 GeometryMinorRadius = 67.0 4510 GeometryHeight = 25.0 4511 GeometryIsSmall = No 4512 Shadow = SHADOW_VOLUME 4513 BuildCompletion = PLACED_BY_PLAYER 4514 4515 End 4516 4517 4518 4519 ;------------------------------------------------------------------------------ 4520 ;GLA Demo Trap 4521 4522 Object Demo_GLADemoTrap 4523 4524 ; *** ART Parameters *** 4525 SelectPortrait = SUAdvDeTrap_L 4526 ButtonImage = SUAdvDeTrap 4527 Draw = W3DModelDraw ModuleTag_01 4528 OkToChangeModelColor = Yes 4529 DefaultConditionState 4530 Model = EXHideBombD 4531 End 4532 AliasConditionState = DAMAGED 4533 AliasConditionState = REALLYDAMAGED 4534 AliasConditionState = RUBBLE 4535 AliasConditionState = NIGHT 4536 AliasConditionState = SNOW 4537 AliasConditionState = NIGHT SNOW 4538 AliasConditionState = NIGHT DAMAGED 4539 AliasConditionState = SNOW DAMAGED 4540 AliasConditionState = NIGHT SNOW DAMAGED 4541 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 4542 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 4543 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 4544 4545 ;************************************************************************************************************************** 4546 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4547 ;for this draw module 4548 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4549 Model = EXHideBomb 4550 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4551 End 4552 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4553 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4554 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4555 4556 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4557 Model = EXHideBomb 4558 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4559 End 4560 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 4561 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 4562 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 4563 4564 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4565 Model = EXHideBomb 4566 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4567 End 4568 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 4569 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 4570 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 4571 4572 ConditionState = AWAITING_CONSTRUCTION 4573 Model = NONE 4574 End 4575 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4576 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4577 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4578 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4579 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4580 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4581 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4582 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4583 AliasConditionState = SOLD DAMAGED 4584 AliasConditionState = SOLD REALLYDAMAGED 4585 AliasConditionState = SOLD NIGHT 4586 AliasConditionState = SOLD NIGHT DAMAGED 4587 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4588 AliasConditionState = SOLD NIGHT SNOW 4589 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4590 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4591 ;************************************************************************************************************************** 4592 4593 4594 End 4595 PlacementViewAngle = -45 4596 4597 ; ***DESIGN parameters *** 4598 DisplayName = OBJECT:Demo_DemoTrap 4599 Side = GLADemolitionGeneral 4600 EditorSorting = STRUCTURE 4601 Prerequisites 4602 Object = Demo_GLASupplyStash 4603 End 4604 BuildCost = 200 4605 BuildTime = 3.0 ; in seconds 4606 EnergyProduction = 0 4607 VisionRange = 150.0 ; Shroud clearing distance 4608 ShroudClearingRange = 150.0 ; Shroud clearing distance 4609 ExperienceValue = 50 50 50 50 ; Experience point value at each level 4610 4611 WeaponSet 4612 ;The weapon set is used to determine detonation mode 4613 Conditions = None 4614 Weapon = PRIMARY DummyWeapon ;Used for mode matching only (when to detonate) 4615 Weapon = SECONDARY DummyWeapon ;Used for mode matching only (when to detonate) 4616 Weapon = TERTIARY DummyWeapon ;Used for mode matching only (when to detonate) 4617 AutoChooseSources = PRIMARY NONE 4618 AutoChooseSources = SECONDARY NONE 4619 AutoChooseSources = TERTIARY NONE 4620 End 4621 ArmorSet 4622 Conditions = None 4623 Armor = StructureArmor 4624 DamageFX = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent 4625 End 4626 4627 CommandSet = Demo_GLADemoTrapCommandSet 4628 4629 ; *** AUDIO Parameters *** 4630 VoiceSelect = UndergroundGeneratorSelect 4631 SoundOnDamaged = NoSound 4632 SoundOnReallyDamaged = NoSound 4633 4634 UnitSpecificSounds 4635 UnderConstruction = UnderConstructionLoop 4636 End 4637 4638 ; *** ENGINEERING Parameters *** 4639 RadarPriority = STRUCTURE 4640 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE DEMOTRAP 4641 Body = StructureBody ModuleTag_02 4642 MaxHealth = 100.0 4643 InitialHealth = 100.0 4644 End 4645 4646 Behavior = StealthUpdate ModuleTag_03 4647 StealthDelay = 0 ; msec 4648 StealthForbiddenConditions = NONE 4649 FriendlyOpacityMin = 100.0% 4650 OrderIdleEnemiesToAttackMeUponReveal = Yes 4651 End 4652 4653 Behavior = DemoTrapUpdate ModuleTag_04 4654 DefaultProximityMode = Yes ;If yes, defaults to proximity mode, otherwise defaults to manual. 4655 DetonationWeaponSlot = PRIMARY ;The slot the weapon is in when it detonates. 4656 ProximityModeWeaponSlot = SECONDARY ;The slot proximity mode is determined by (bogus weapon) 4657 ManualModeWeaponSlot = TERTIARY ;The slot manual mode is determined by (bogus weapon) 4658 TriggerDetonationRange = 40.0 ;Detonation range when in proximity mode (and must be on ground) 4659 IgnoreTargetTypes = PROJECTILE UNATTACKABLE 4660 AutoDetonationWithFriendsInvolved = Yes ;GLA are low tech 4661 ; DetonationWeapon = DemoTrapDetonationWeapon 4662 DetonateWhenKilled = Yes 4663 End 4664 4665 Behavior = SlowDeathBehavior ModuleTag_05 4666 ExemptStatus = UNDER_CONSTRUCTION 4667 DestructionDelay = 1000 4668 FX = INITIAL FX_GLADemoTrapWarning 4669 Weapon = FINAL Demo_DemoTrapDetonationWeapon 4670 End 4671 4672 Behavior = FlammableUpdate ModuleTag_07 4673 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4674 AflameDamageAmount = 5 ; taking this much damage... 4675 AflameDamageDelay = 500 ; this often. 4676 End 4677 4678 Behavior = InstantDeathBehavior ModuleTag_08 4679 ; if we are under construction, use this death instead 4680 RequiredStatus = UNDER_CONSTRUCTION 4681 ; no effect 4682 End 4683 4684 BuildCompletion = PLACED_BY_PLAYER 4685 4686 Shadow = SHADOW_VOLUME 4687 Geometry = CYLINDER 4688 GeometryMajorRadius = 4.0 4689 GeometryHeight = 9 4690 GeometryIsSmall = Yes 4691 4692 End 4693 4694 ;------------------------------------------------------------------------------ 4695 ObjectReskin Demo_GLAHoleDemoTrap Demo_GLAHole 4696 Draw = W3DModelDraw ModuleTag_01 4697 OkToChangeModelColor = Yes 4698 ConditionState = NONE 4699 Model = UBHole 4700 End 4701 ConditionState = DAMAGED 4702 Model = UBHole_D 4703 ParticleSysBone = Smoke01 SteamVent 4704 End 4705 ConditionState = REALLYDAMAGED 4706 Model = UBHole_E 4707 ParticleSysBone = Smoke01 SteamVent 4708 ParticleSysBone = Smoke02 SteamVent 4709 ParticleSysBone = Fire01 GLAPowerPlantFlame 4710 ParticleSysBone = Fire02 GLAPowerPlantFlame 4711 ParticleSysBone = Fire03 GLAPowerPlantFlame 4712 End 4713 End 4714 ;Remove comments for this section and replace the model entries for the 4715 ;pristine, and damage/reallydamaged rubble around the GLA hole below 4716 ; Draw = W3DModelDraw 4717 ; OkToChangeModelColor = Yes 4718 ; ConditionState = NONE 4719 ; Model = UBSupply_R 4720 ; End 4721 ; ConditionState = DAMAGED REALLYDAMAGED 4722 ; Model = UBSupply_R 4723 ; End 4724 ; End 4725 End 4726 4727 4728 4729 4730 4731 ; ----------------------------------------------------------------------------- 4732 Object Demo_GLATunnelNetwork 4733 4734 ; *** ART Parameters *** 4735 SelectPortrait = SUTunnel_L 4736 ButtonImage = SUTunnel 4737 4738 ;UpgradeCameo1 = Upgrade_GLACamoNetting 4739 ;UpgradeCameo2 = NONE 4740 ;UpgradeCameo3 = NONE 4741 ;UpgradeCameo4 = NONE 4742 ;UpgradeCameo5 = NONE 4743 4744 Draw = W3DModelDraw ModuleTag_01 4745 OkToChangeModelColor = Yes 4746 4747 DefaultConditionState 4748 Model = UBUndTunn 4749 Turret = Turret01 4750 WeaponFireFXBone = PRIMARY BarrelMS 4751 WeaponMuzzleFlash = PRIMARY BarrelFX 4752 End 4753 ConditionState = DAMAGED 4754 Model = UBUndTunn_D 4755 End 4756 ConditionState = REALLYDAMAGED RUBBLE 4757 Model = UBUndTunn_E 4758 ParticleSysBone = Steam01 SteamVent 4759 End 4760 4761 4762 ConditionState = SNOW 4763 Model = UBUndTunn_S 4764 End 4765 ConditionState = DAMAGED SNOW 4766 Model = UBUndTunn_DS 4767 End 4768 ConditionState = REALLYDAMAGED RUBBLE SNOW 4769 Model = UBUndTunn_ES 4770 ParticleSysBone = Steam01 SteamVent 4771 End 4772 4773 4774 4775 4776 ConditionState = NIGHT 4777 Model = UBUndTunn_N 4778 End 4779 ConditionState = DAMAGED NIGHT 4780 Model = UBUndTunn_DN 4781 End 4782 ConditionState = REALLYDAMAGED RUBBLE NIGHT 4783 Model = UBUndTunn_EN 4784 ParticleSysBone = Steam01 SteamVent 4785 End 4786 4787 4788 ConditionState = SNOW NIGHT 4789 Model = UBUndTunn_NS 4790 End 4791 ConditionState = DAMAGED SNOW NIGHT 4792 Model = UBUndTunn_DNS 4793 End 4794 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 4795 Model = UBUndTunn_ENS 4796 ParticleSysBone = Steam01 SteamVent 4797 End 4798 4799 ;************************************************************************************************************************** 4800 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4801 ;for this draw module 4802 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4803 Model = UBUndTunn 4804 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4805 End 4806 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4807 Model = UBUndTunn_D 4808 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4809 End 4810 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4811 Model = UBUndTunn_E 4812 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4813 End 4814 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4815 Model = UBUndTunn_N 4816 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4817 End 4818 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 4819 Model = UBUndTunn_DN 4820 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4821 End 4822 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 4823 Model = UBUndTunn_EN 4824 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4825 End 4826 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4827 Model = UBUndTunn_S 4828 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4829 End 4830 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 4831 Model = UBUndTunn_DS 4832 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4833 End 4834 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 4835 Model = UBUndTunn_ES 4836 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4837 End 4838 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4839 Model = UBUndTunn_NS 4840 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4841 End 4842 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 4843 Model = UBUndTunn_DNS 4844 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4845 End 4846 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 4847 Model = UBUndTunn_ENS 4848 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4849 End 4850 4851 ConditionState = AWAITING_CONSTRUCTION 4852 Model = NONE 4853 End 4854 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4855 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4856 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4857 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4858 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4859 AliasConditionState = AWAITING_CONSTRUCTION SNOW 4860 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 4861 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 4862 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4863 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4864 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4865 AliasConditionState = SOLD 4866 AliasConditionState = SOLD DAMAGED 4867 AliasConditionState = SOLD REALLYDAMAGED 4868 AliasConditionState = SOLD NIGHT 4869 AliasConditionState = SOLD NIGHT DAMAGED 4870 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4871 AliasConditionState = SOLD SNOW 4872 AliasConditionState = SOLD SNOW DAMAGED 4873 AliasConditionState = SOLD SNOW REALLYDAMAGED 4874 AliasConditionState = SOLD NIGHT SNOW 4875 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4876 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4877 ;************************************************************************************************************************** 4878 4879 End 4880 4881 ; ------------ construction-zone fence ----------------- 4882 Draw = W3DModelDraw ModuleTag_02 4883 AnimationsRequirePower = No 4884 DefaultConditionState 4885 Model = None 4886 TransitionKey = DOWN_DEFAULT 4887 End 4888 ConditionState = NIGHT 4889 Model = None 4890 TransitionKey = DOWN_DEFAULT 4891 End 4892 ConditionState = SNOW 4893 Model = None 4894 TransitionKey = DOWN_DEFAULT 4895 End 4896 ConditionState = SNOW NIGHT 4897 Model = None 4898 TransitionKey = DOWN_DEFAULT 4899 End 4900 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4901 Model = UBUndTunn_A4 4902 Animation = UBUndTunn_A4.UBUndTunn_A4 4903 AnimationMode = MANUAL 4904 Flags = START_FRAME_LAST 4905 TransitionKey = UP_DAY 4906 End 4907 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4908 Model = UBUndTunn_A4N 4909 Animation = UBUndTunn_A4N.UBUndTunn_A4N 4910 AnimationMode = MANUAL 4911 Flags = START_FRAME_LAST 4912 TransitionKey = UP_NIGHT 4913 End 4914 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4915 Model = UBUndTunn_A4S 4916 Animation = UBUndTunn_A4S.UBUndTunn_A4S 4917 AnimationMode = MANUAL 4918 Flags = START_FRAME_LAST 4919 TransitionKey = UP_SNOW 4920 End 4921 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4922 Model = UBUndTunn_A4SN 4923 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 4924 AnimationMode = MANUAL 4925 Flags = START_FRAME_LAST 4926 TransitionKey = UP_SNOWNIGHT 4927 End 4928 TransitionState = DOWN_DEFAULT UP_DAY 4929 Model = UBUndTunn_A4 4930 Animation = UBUndTunn_A4.UBUndTunn_A4 4931 AnimationMode = ONCE 4932 AnimationSpeedFactorRange = 1.0 1.0 4933 Flags = START_FRAME_FIRST 4934 End 4935 TransitionState = DOWN_DEFAULT UP_NIGHT 4936 Model = UBUndTunn_A4N 4937 Animation = UBUndTunn_A4N.UBUndTunn_A4N 4938 AnimationMode = ONCE 4939 AnimationSpeedFactorRange = 1.0 1.0 4940 Flags = START_FRAME_FIRST 4941 End 4942 TransitionState = DOWN_DEFAULT UP_SNOW 4943 Model = UBUndTunn_A4S 4944 Animation = UBUndTunn_A4S.UBUndTunn_A4S 4945 AnimationMode = ONCE 4946 AnimationSpeedFactorRange = 1.0 1.0 4947 Flags = START_FRAME_FIRST 4948 End 4949 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4950 Model = UBUndTunn_A4SN 4951 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 4952 AnimationMode = ONCE 4953 AnimationSpeedFactorRange = 1.0 1.0 4954 Flags = START_FRAME_FIRST 4955 End 4956 TransitionState = UP_DAY DOWN_DEFAULT 4957 Model = UBUndTunn_A4 4958 Animation = UBUndTunn_A4.UBUndTunn_A4 4959 AnimationMode = ONCE_BACKWARDS 4960 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4961 Flags = START_FRAME_LAST 4962 End 4963 TransitionState = UP_NIGHT DOWN_DEFAULT 4964 Model = UBUndTunn_A4N 4965 Animation = UBUndTunn_A4N.UBUndTunn_A4N 4966 AnimationMode = ONCE_BACKWARDS 4967 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4968 Flags = START_FRAME_LAST 4969 End 4970 TransitionState = UP_SNOW DOWN_DEFAULT 4971 Model = UBUndTunn_A4S 4972 Animation = UBUndTunn_A4S.UBUndTunn_A4S 4973 AnimationMode = ONCE_BACKWARDS 4974 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4975 Flags = START_FRAME_LAST 4976 End 4977 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4978 Model = UBUndTunn_A4SN 4979 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 4980 AnimationMode = ONCE_BACKWARDS 4981 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4982 Flags = START_FRAME_LAST 4983 End 4984 End 4985 4986 ; ------------ under-construction scaffolding ----------------- 4987 Draw = W3DModelDraw ModuleTag_03 4988 AnimationsRequirePower = No 4989 DefaultConditionState 4990 Model = None 4991 TransitionKey = DOWN_DEFAULT 4992 End 4993 ConditionState = NIGHT 4994 Model = None 4995 TransitionKey = DOWN_DEFAULT 4996 End 4997 ConditionState = SNOW 4998 Model = None 4999 TransitionKey = DOWN_DEFAULT 5000 End 5001 ConditionState = SNOW NIGHT 5002 Model = None 5003 TransitionKey = DOWN_DEFAULT 5004 End 5005 ConditionState = PARTIALLY_CONSTRUCTED 5006 Model = UBUndTunn_A6 5007 Animation = UBUndTunn_A6.UBUndTunn_A6 5008 AnimationMode = MANUAL 5009 Flags = START_FRAME_LAST 5010 TransitionKey = UP_DAY 5011 End 5012 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 5013 Model = UBUndTunn_A6N 5014 Animation = UBUndTunn_A6N.UBUndTunn_A6N 5015 AnimationMode = MANUAL 5016 Flags = START_FRAME_LAST 5017 TransitionKey = UP_NIGHT 5018 End 5019 ConditionState = SNOW PARTIALLY_CONSTRUCTED 5020 Model = UBUndTunn_A6S 5021 Animation = UBUndTunn_A6S.UBUndTunn_A6S 5022 AnimationMode = MANUAL 5023 Flags = START_FRAME_LAST 5024 TransitionKey = UP_SNOW 5025 End 5026 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 5027 Model = UBUndTunn_A6SN 5028 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 5029 AnimationMode = MANUAL 5030 Flags = START_FRAME_LAST 5031 TransitionKey = UP_SNOWNIGHT 5032 End 5033 TransitionState = DOWN_DEFAULT UP_DAY 5034 Model = UBUndTunn_A6 5035 Animation = UBUndTunn_A6.UBUndTunn_A6 5036 AnimationMode = ONCE 5037 AnimationSpeedFactorRange = 1.0 1.0 5038 Flags = START_FRAME_FIRST 5039 End 5040 TransitionState = DOWN_DEFAULT UP_NIGHT 5041 Model = UBUndTunn_A6N 5042 Animation = UBUndTunn_A6N.UBUndTunn_A6N 5043 AnimationMode = ONCE 5044 AnimationSpeedFactorRange = 1.0 1.0 5045 Flags = START_FRAME_FIRST 5046 End 5047 TransitionState = DOWN_DEFAULT UP_SNOW 5048 Model = UBUndTunn_A6S 5049 Animation = UBUndTunn_A6S.UBUndTunn_A6S 5050 AnimationMode = ONCE 5051 AnimationSpeedFactorRange = 1.0 1.0 5052 Flags = START_FRAME_FIRST 5053 End 5054 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5055 Model = UBUndTunn_A6SN 5056 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 5057 AnimationMode = ONCE 5058 AnimationSpeedFactorRange = 1.0 1.0 5059 Flags = START_FRAME_FIRST 5060 End 5061 TransitionState = UP_DAY DOWN_DEFAULT 5062 Model = UBUndTunn_A6 5063 Animation = UBUndTunn_A6.UBUndTunn_A6 5064 AnimationMode = ONCE_BACKWARDS 5065 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5066 Flags = START_FRAME_LAST 5067 End 5068 TransitionState = UP_NIGHT DOWN_DEFAULT 5069 Model = UBUndTunn_A6N 5070 Animation = UBUndTunn_A6N.UBUndTunn_A6N 5071 AnimationMode = ONCE_BACKWARDS 5072 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5073 Flags = START_FRAME_LAST 5074 End 5075 TransitionState = UP_SNOW DOWN_DEFAULT 5076 Model = UBUndTunn_A6S 5077 Animation = UBUndTunn_A6S.UBUndTunn_A6S 5078 AnimationMode = ONCE_BACKWARDS 5079 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5080 Flags = START_FRAME_LAST 5081 End 5082 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5083 Model = UBUndTunn_A6SN 5084 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 5085 AnimationMode = ONCE_BACKWARDS 5086 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5087 Flags = START_FRAME_LAST 5088 End 5089 End 5090 5091 PlacementViewAngle = -135 5092 5093 ; ***DESIGN parameters *** 5094 DisplayName = OBJECT:TunnelNetwork 5095 Side = GLADemolitionGeneral 5096 EditorSorting = STRUCTURE 5097 Prerequisites 5098 Object = Demo_GLABarracks 5099 End 5100 BuildCost = 800 5101 RefundValue = 100 ; With nothing (or zero) listed, we sell for half price. 5102 BuildTime = 5.0 ; in seconds 5103 EnergyProduction = 0 5104 VisionRange = 200.0 ; Shroud clearing distance 5105 ShroudClearingRange = 200 5106 ArmorSet 5107 Conditions = None 5108 Armor = StructureArmor 5109 DamageFX = StructureDamageFXNoShake 5110 End 5111 WeaponSet 5112 Conditions = None 5113 Weapon = PRIMARY TunnelNetworkGun 5114 Weapon = SECONDARY None 5115 Weapon = TERTIARY TerroristSuicideNotARealWeapon 5116 AutoChooseSources = TERTIARY NONE 5117 End 5118 5119 CommandSet = Demo_GLATunnelNetworkCommandSet 5120 ExperienceValue = 100 100 100 100 ; Experience point value at each level 5121 5122 ; *** AUDIO Parameters *** 5123 VoiceSelect = TunnelNetworkSelect 5124 SoundOnDamaged = BuildingDamagedStateLight 5125 SoundOnReallyDamaged = BuildingDestroy 5126 SoundEnter = GarrisonEnter 5127 SoundExit = GarrisonExit 5128 5129 UnitSpecificSounds 5130 UnderConstruction = UnderConstructionLoop 5131 TurretMoveLoop = NoSound 5132 End 5133 5134 ; *** ENGINEERING Parameters *** 5135 RadarPriority = STRUCTURE 5136 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT 5137 Body = StructureBody ModuleTag_04 5138 MaxHealth = 1000.0 5139 InitialHealth = 1000.0 5140 5141 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5142 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5143 SubdualDamageCap = 1200 5144 SubdualDamageHealRate = 500 5145 SubdualDamageHealAmount = 100 5146 End 5147 5148 Behavior = StealthDetectorUpdate ModuleTag_13 5149 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 5150 DetectionRange = 150 ;Dustin, enable this for independant balancing! 5151 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 5152 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 5153 End 5154 5155 Behavior = AIUpdateInterface ModuleTag_16 5156 Turret 5157 TurretTurnRate = 180 // turn rate, in degrees per sec 5158 ControlledWeaponSlots = PRIMARY 5159 End 5160 5161 AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon 5162 End 5163 5164 Behavior = TunnelContain ModuleTag_05 5165 TimeForFullHeal = 5000 ;(in milliseconds) 5166 End 5167 5168 ;Kris: Removed this module from because units exiting the container would extract information 5169 ;from the wrong exit interface. And we don't appear to need it for the spawns because they 5170 ;use OpenContain instead. 5171 ;Behavior = DefaultProductionExitUpdate ModuleTag_06 5172 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 5173 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 5174 ;End 5175 5176 Behavior = SpawnBehavior ModuleTag_07 5177 SpawnNumber = 2 5178 SpawnReplaceDelay = 9999 5179 SpawnTemplateName = Demo_GLAInfantryTunnelDefender 5180 OneShot = Yes 5181 CanReclaimOrphans = No 5182 SlavesHaveFreeWill = Yes 5183 End 5184 Behavior = RebuildHoleExposeDie ModuleTag_09 5185 HoleName = GLAHoleTunnelNetwork 5186 HoleMaxHealth = 500.0 5187 End 5188 Behavior = DestroyDie ModuleTag_10 5189 ;nothing 5190 End 5191 Behavior = CreateObjectDie ModuleTag_11 5192 CreationList = OCL_ABTunnelNetworkDebris 5193 End 5194 Behavior = FXListDie ModuleTag_12 5195 DeathFX = FX_StructureSmallDeath 5196 End 5197 5198 Behavior = FlammableUpdate ModuleTag_15 5199 5200 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5201 AflameDamageAmount = 5 ; taking this much damage... 5202 AflameDamageDelay = 500 ; this often. 5203 End 5204 5205 ;Kris: Cut camo-netting from Demo General 5206 ;Behavior = StealthUpdate ModuleTag_17 5207 ; StealthDelay = 2500 ; msec 5208 ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET TAKING_DAMAGE 5209 ; MoveThresholdSpeed = 3 5210 ; InnateStealth = No ;Requires upgrade first 5211 ; OrderIdleEnemiesToAttackMeUponReveal = Yes 5212 ;End 5213 ;Behavior = StealthUpgrade ModuleTag_18 5214 ; TriggeredBy = Upgrade_GLACamoNetting 5215 ;End 5216 ;Behavior = ProductionUpdate ModuleTag_19 5217 ;End 5218 5219 Behavior = TransitionDamageFX ModuleTag_20 5220 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 5221 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5222 ;--------------------------------------------------------------------------------------- 5223 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5224 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 5225 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 5226 End 5227 5228 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 5229 ; DeathWeapon = Demo_SuicideDynamitePack 5230 ; StartsActive = Yes ; turned on by upgrade 5231 ; DeathTypes = NONE +SUICIDED 5232 ; End 5233 ; 5234 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 5235 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 5236 ; StartsActive = No 5237 ; TriggeredBy = Demo_Upgrade_SuicideBomb 5238 ; RequiresAllTriggers = Yes; 5239 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 5240 ; End 5241 ; 5242 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 5243 ; DeathWeapon = Demo_SuicideDynamitePack 5244 ; StartsActive = No 5245 ; TriggeredBy = Demo_Upgrade_SuicideBomb 5246 ; RequiresAllTriggers = Yes; 5247 ; DeathTypes = NONE +SUICIDED 5248 ; End 5249 5250 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 5251 DeathWeapon = Demo_SuicideDynamitePackPlusFire 5252 StartsActive = No 5253 TriggeredBy = Demo_Upgrade_SuicideBomb 5254 DeathTypes = ALL 5255 End; 5256 5257 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 5258 DeathWeapon = Demo_SuicideDynamitePackPlusFire 5259 StartsActive = No 5260 TriggeredBy = Demo_Upgrade_SuicideBomb 5261 DeathTypes = NONE 5262 End 5263 5264 Behavior = CommandSetUpgrade ModuleTag_22 5265 CommandSet = Demo_GLATunnelNetworkCommandSetUpgrade 5266 TriggeredBy = Demo_Upgrade_SuicideBomb 5267 End 5268 5269 5270 Geometry = CYLINDER 5271 GeometryMajorRadius = 25.0 5272 GeometryHeight = 20.0 5273 GeometryIsSmall = No 5274 Shadow = SHADOW_VOLUME 5275 BuildCompletion = PLACED_BY_PLAYER 5276 5277 End 5278 5279 ;------------------------------------------------------------------------------ 5280 ObjectReskin Demo_GLAHoleTunnelNetwork Demo_GLAHole 5281 Draw = W3DModelDraw ModuleTag_01 5282 OkToChangeModelColor = Yes 5283 ConditionState = NONE 5284 Model = UBHole 5285 End 5286 ConditionState = DAMAGED 5287 Model = UBHole_D 5288 ParticleSysBone = Smoke01 SteamVent 5289 End 5290 ConditionState = REALLYDAMAGED 5291 Model = UBHole_E 5292 ParticleSysBone = Smoke01 SteamVent 5293 ParticleSysBone = Smoke02 SteamVent 5294 ParticleSysBone = Fire01 GLAPowerPlantFlame 5295 ParticleSysBone = Fire02 GLAPowerPlantFlame 5296 ParticleSysBone = Fire03 GLAPowerPlantFlame 5297 End 5298 End 5299 Draw = W3DModelDraw ModuleTag_02 5300 OkToChangeModelColor = Yes 5301 ConditionState = NONE 5302 Model = UBUndTunn_R 5303 End 5304 ConditionState = DAMAGED REALLYDAMAGED 5305 Model = UBUndTunn_R 5306 End 5307 End 5308 End 5309 5310 5311 5312 5313 ;------------------------------------------------------------------------------ 5314 Object Demo_GLAStingerSite 5315 5316 ; *** ART Parameters *** 5317 SelectPortrait = SUStinger_L 5318 ButtonImage = SUStinger 5319 UpgradeCameo1 = Upgrade_GLAAPRockets 5320 ;UpgradeCameo2 = Upgrade_GLACamoNetting 5321 ;UpgradeCameo3 = NONE 5322 ;UpgradeCameo4 = NONE 5323 ;UpgradeCameo5 = NONE 5324 5325 Draw = W3DModelDraw ModuleTag_01 5326 OkToChangeModelColor = Yes 5327 5328 ; day ************************************ 5329 ConditionState = NONE 5330 Model = UBStingerS 5331 End 5332 5333 ConditionState = DAMAGED 5334 Model = UBStingerS_D 5335 End 5336 5337 ConditionState = REALLYDAMAGED RUBBLE 5338 Model = UBStingerS_E 5339 End 5340 5341 ; day snow ************************************ 5342 ConditionState = SNOW 5343 Model = UBStingerS_S 5344 End 5345 5346 ConditionState = DAMAGED SNOW 5347 Model = UBStingerS_DS 5348 End 5349 5350 ConditionState = REALLYDAMAGED SNOW RUBBLE 5351 Model = UBStingerS_ES 5352 End 5353 5354 ; night ********************************** 5355 ConditionState = NIGHT 5356 Model = UBStingerS_N 5357 End 5358 5359 ConditionState = DAMAGED NIGHT 5360 Model = UBStingerS_DN 5361 End 5362 5363 ConditionState = REALLYDAMAGED NIGHT RUBBLE 5364 Model = UBStingerS_EN 5365 End 5366 5367 ; night snow ********************************** 5368 ConditionState = NIGHT SNOW 5369 Model = UBStingerS_NS 5370 End 5371 5372 ConditionState = DAMAGED NIGHT SNOW 5373 Model = UBStingerS_DNS 5374 End 5375 5376 ConditionState = REALLYDAMAGED NIGHT SNOW RUBBLE 5377 Model = UBStingerS_ENS 5378 End 5379 5380 5381 ;************************************************************************************************************************** 5382 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 5383 ;for this draw module 5384 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5385 Model = UBStingerS 5386 ; Animation = UBStingerS.UBStingerS 5387 ; AnimationMode = LOOP 5388 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5389 End 5390 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5391 Model = UBStingerS_D 5392 ; Animation = UBStingerS_D.UBStingerS_D 5393 ; AnimationMode = LOOP 5394 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5395 End 5396 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 5397 Model = UBStingerS_E 5398 ; Animation = UBStingerS_E.UBStingerS_E 5399 ; AnimationMode = LOOP 5400 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5401 End 5402 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5403 Model = UBStingerS_N 5404 ; Animation = UBStingerS_N.UBStingerS_N 5405 ; AnimationMode = LOOP 5406 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5407 End 5408 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 5409 Model = UBStingerS_DN 5410 ; Animation = UBStingerS_DN.UBStingerS_DN 5411 ; AnimationMode = LOOP 5412 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5413 End 5414 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 5415 Model = UBStingerS_EN 5416 ; Animation = UBStingerS_EN.UBStingerS_EN 5417 ; AnimationMode = LOOP 5418 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5419 End 5420 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5421 Model = UBStingerS_S 5422 ; Animation = UBStingerS_S.UBStingerS_S 5423 ; AnimationMode = LOOP 5424 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5425 End 5426 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 5427 Model = UBStingerS_DS 5428 ; Animation = UBStingerS_DS.UBStingerS_DS 5429 ; AnimationMode = LOOP 5430 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5431 End 5432 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 5433 Model = UBStingerS_ES 5434 ; Animation = UBStingerS_ES.UBStingerS_ES 5435 ; AnimationMode = LOOP 5436 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5437 End 5438 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 5439 Model = UBStingerS_NS 5440 ; Animation = UBStingerS_NS.UBStingerS_NS 5441 ; AnimationMode = LOOP 5442 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5443 End 5444 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 5445 Model = UBStingerS_DNS 5446 ; Animation = UBStingerS_DNS.UBStingerS_DNS 5447 ; AnimationMode = LOOP 5448 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5449 End 5450 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 5451 Model = UBStingerS_ENS 5452 ; Animation = UBStingerS_ENS.UBStingerS_ENS 5453 ; AnimationMode = LOOP 5454 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5455 End 5456 5457 ConditionState = AWAITING_CONSTRUCTION 5458 Model = NONE 5459 End 5460 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 5461 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 5462 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 5463 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 5464 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 5465 AliasConditionState = AWAITING_CONSTRUCTION SNOW 5466 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 5467 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 5468 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 5469 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 5470 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 5471 AliasConditionState = SOLD 5472 AliasConditionState = SOLD DAMAGED 5473 AliasConditionState = SOLD REALLYDAMAGED 5474 AliasConditionState = SOLD NIGHT 5475 AliasConditionState = SOLD NIGHT DAMAGED 5476 AliasConditionState = SOLD NIGHT REALLYDAMAGED 5477 AliasConditionState = SOLD SNOW 5478 AliasConditionState = SOLD SNOW DAMAGED 5479 AliasConditionState = SOLD SNOW REALLYDAMAGED 5480 AliasConditionState = SOLD NIGHT SNOW 5481 AliasConditionState = SOLD NIGHT SNOW DAMAGED 5482 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 5483 ;************************************************************************************************************************** 5484 5485 5486 End 5487 ; ------------ construction-zone fence ----------------- 5488 Draw = W3DModelDraw ModuleTag_02 5489 AnimationsRequirePower = No 5490 DefaultConditionState 5491 Model = None 5492 TransitionKey = DOWN_DEFAULT 5493 End 5494 ConditionState = NIGHT 5495 Model = None 5496 TransitionKey = DOWN_DEFAULT 5497 End 5498 ConditionState = SNOW 5499 Model = None 5500 TransitionKey = DOWN_DEFAULT 5501 End 5502 ConditionState = SNOW NIGHT 5503 Model = None 5504 TransitionKey = DOWN_DEFAULT 5505 End 5506 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5507 Model = UBStingerS_A4 5508 Animation = UBStingerS_A4.UBStingerS_A4 5509 AnimationMode = MANUAL 5510 Flags = START_FRAME_LAST 5511 TransitionKey = UP_DAY 5512 End 5513 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5514 Model = UBStingerS_A4N 5515 Animation = UBStingerS_A4N.UBStingerS_A4N 5516 AnimationMode = MANUAL 5517 Flags = START_FRAME_LAST 5518 TransitionKey = UP_NIGHT 5519 End 5520 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5521 Model = UBStingerS_A4S 5522 Animation = UBStingerS_A4S.UBStingerS_A4S 5523 AnimationMode = MANUAL 5524 Flags = START_FRAME_LAST 5525 TransitionKey = UP_SNOW 5526 End 5527 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5528 Model = UBStingerS_A4SN 5529 Animation = UBStingerS_A4SN.UBStingerS_A4SN 5530 AnimationMode = MANUAL 5531 Flags = START_FRAME_LAST 5532 TransitionKey = UP_SNOWNIGHT 5533 End 5534 TransitionState = DOWN_DEFAULT UP_DAY 5535 Model = UBStingerS_A4 5536 Animation = UBStingerS_A4.UBStingerS_A4 5537 AnimationMode = ONCE 5538 AnimationSpeedFactorRange = 1.0 1.0 5539 Flags = START_FRAME_FIRST 5540 End 5541 TransitionState = DOWN_DEFAULT UP_NIGHT 5542 Model = UBStingerS_A4N 5543 Animation = UBStingerS_A4N.UBStingerS_A4N 5544 AnimationMode = ONCE 5545 AnimationSpeedFactorRange = 1.0 1.0 5546 Flags = START_FRAME_FIRST 5547 End 5548 TransitionState = DOWN_DEFAULT UP_SNOW 5549 Model = UBStingerS_A4S 5550 Animation = UBStingerS_A4S.UBStingerS_A4S 5551 AnimationMode = ONCE 5552 AnimationSpeedFactorRange = 1.0 1.0 5553 Flags = START_FRAME_FIRST 5554 End 5555 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5556 Model = UBStingerS_A4SN 5557 Animation = UBStingerS_A4SN.UBStingerS_A4SN 5558 AnimationMode = ONCE 5559 AnimationSpeedFactorRange = 1.0 1.0 5560 Flags = START_FRAME_FIRST 5561 End 5562 TransitionState = UP_DAY DOWN_DEFAULT 5563 Model = UBStingerS_A4 5564 Animation = UBStingerS_A4.UBStingerS_A4 5565 AnimationMode = ONCE_BACKWARDS 5566 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5567 Flags = START_FRAME_LAST 5568 End 5569 TransitionState = UP_NIGHT DOWN_DEFAULT 5570 Model = UBStingerS_A4N 5571 Animation = UBStingerS_A4N.UBStingerS_A4N 5572 AnimationMode = ONCE_BACKWARDS 5573 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5574 Flags = START_FRAME_LAST 5575 End 5576 TransitionState = UP_SNOW DOWN_DEFAULT 5577 Model = UBStingerS_A4S 5578 Animation = UBStingerS_A4S.UBStingerS_A4S 5579 AnimationMode = ONCE_BACKWARDS 5580 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5581 Flags = START_FRAME_LAST 5582 End 5583 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5584 Model = UBStingerS_A4SN 5585 Animation = UBStingerS_A4SN.UBStingerS_A4SN 5586 AnimationMode = ONCE_BACKWARDS 5587 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5588 Flags = START_FRAME_LAST 5589 End 5590 End 5591 5592 ; ------------ under-construction scaffolding ----------------- 5593 Draw = W3DModelDraw ModuleTag_03 5594 AnimationsRequirePower = No 5595 MinLODRequired = MEDIUM 5596 DefaultConditionState 5597 Model = None 5598 TransitionKey = DOWN_DEFAULT 5599 End 5600 ConditionState = NIGHT 5601 Model = None 5602 TransitionKey = DOWN_DEFAULT 5603 End 5604 ConditionState = SNOW 5605 Model = None 5606 TransitionKey = DOWN_DEFAULT 5607 End 5608 ConditionState = SNOW NIGHT 5609 Model = None 5610 TransitionKey = DOWN_DEFAULT 5611 End 5612 ConditionState = PARTIALLY_CONSTRUCTED 5613 Model = UBStingerS_A6 5614 Animation = UBStingerS_A6.UBStingerS_A6 5615 AnimationMode = MANUAL 5616 Flags = START_FRAME_LAST 5617 TransitionKey = UP_DAY 5618 ParticleSysBone = Smoke01 BuildUpSmoke 5619 ParticleSysBone = Smoke02 BuildUpSmoke 5620 ParticleSysBone = Smoke03 BuildUpSmoke 5621 End 5622 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 5623 Model = UBStingerS_A6N 5624 Animation = UBStingerS_A6N.UBStingerS_A6N 5625 AnimationMode = MANUAL 5626 Flags = START_FRAME_LAST 5627 TransitionKey = UP_NIGHT 5628 ParticleSysBone = Smoke01 BuildUpSmoke 5629 ParticleSysBone = Smoke02 BuildUpSmoke 5630 ParticleSysBone = Smoke03 BuildUpSmoke 5631 End 5632 ConditionState = SNOW PARTIALLY_CONSTRUCTED 5633 Model = UBStingerS_A6S 5634 Animation = UBStingerS_A6S.UBStingerS_A6S 5635 AnimationMode = MANUAL 5636 Flags = START_FRAME_LAST 5637 TransitionKey = UP_SNOW 5638 ParticleSysBone = Smoke01 BuildUpSnowSmoke 5639 ParticleSysBone = Smoke02 BuildUpSnowSmoke 5640 ParticleSysBone = Smoke03 BuildUpSnowSmoke 5641 End 5642 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 5643 Model = UBStingerS_A6SN 5644 Animation = UBStingerS_A6SN.UBStingerS_A6SN 5645 AnimationMode = MANUAL 5646 Flags = START_FRAME_LAST 5647 TransitionKey = UP_SNOWNIGHT 5648 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 5649 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 5650 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 5651 End 5652 TransitionState = DOWN_DEFAULT UP_DAY 5653 Model = UBStingerS_A6 5654 Animation = UBStingerS_A6.UBStingerS_A6 5655 AnimationMode = ONCE 5656 AnimationSpeedFactorRange = 1.0 1.0 5657 Flags = START_FRAME_FIRST 5658 End 5659 TransitionState = DOWN_DEFAULT UP_NIGHT 5660 Model = UBStingerS_A6N 5661 Animation = UBStingerS_A6N.UBStingerS_A6N 5662 AnimationMode = ONCE 5663 AnimationSpeedFactorRange = 1.0 1.0 5664 Flags = START_FRAME_FIRST 5665 End 5666 TransitionState = DOWN_DEFAULT UP_SNOW 5667 Model = UBStingerS_A6S 5668 Animation = UBStingerS_A6S.UBStingerS_A6S 5669 AnimationMode = ONCE 5670 AnimationSpeedFactorRange = 1.0 1.0 5671 Flags = START_FRAME_FIRST 5672 End 5673 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5674 Model = UBStingerS_A6SN 5675 Animation = UBStingerS_A6SN.UBStingerS_A6SN 5676 AnimationMode = ONCE 5677 AnimationSpeedFactorRange = 1.0 1.0 5678 Flags = START_FRAME_FIRST 5679 End 5680 TransitionState = UP_DAY DOWN_DEFAULT 5681 Model = UBStingerS_A6 5682 Animation = UBStingerS_A6.UBStingerS_A6 5683 AnimationMode = ONCE_BACKWARDS 5684 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5685 Flags = START_FRAME_LAST 5686 End 5687 TransitionState = UP_NIGHT DOWN_DEFAULT 5688 Model = UBStingerS_A6N 5689 Animation = UBStingerS_A6N.UBStingerS_A6N 5690 AnimationMode = ONCE_BACKWARDS 5691 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5692 Flags = START_FRAME_LAST 5693 End 5694 TransitionState = UP_SNOW DOWN_DEFAULT 5695 Model = UBStingerS_A6S 5696 Animation = UBStingerS_A6S.UBStingerS_A6S 5697 AnimationMode = ONCE_BACKWARDS 5698 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5699 Flags = START_FRAME_LAST 5700 End 5701 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5702 Model = UBStingerS_A6SN 5703 Animation = UBStingerS_A6SN.UBStingerS_A6SN 5704 AnimationMode = ONCE_BACKWARDS 5705 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5706 Flags = START_FRAME_LAST 5707 End 5708 End 5709 5710 PlacementViewAngle = -45 5711 5712 ; ***DESIGN parameters *** 5713 DisplayName = OBJECT:StingerSite 5714 Side = GLADemolitionGeneral 5715 EditorSorting = STRUCTURE 5716 Prerequisites 5717 Object = Demo_GLABarracks 5718 End 5719 BuildCost = 900 5720 BuildTime = 15.0 ; in seconds 5721 EnergyProduction = 0 5722 VisionRange = 600.0 ; Shroud clearing distance 5723 ShroudClearingRange = 400 5724 WeaponSet 5725 Weapon = TERTIARY TerroristSuicideNotARealWeapon 5726 AutoChooseSources = TERTIARY NONE 5727 End 5728 ArmorSet 5729 Conditions = None 5730 Armor = StingerSiteArmor 5731 DamageFX = StructureDamageFXNoShake 5732 End 5733 CommandSet = Demo_GLAStingerSiteCommandSet 5734 ExperienceValue = 200 200 200 200 ; Experience point value at each level 5735 5736 ; *** AUDIO Parameters *** 5737 VoiceSelect = StingerSiteSelect 5738 SoundOnDamaged = BuildingDamagedStateLight 5739 SoundOnReallyDamaged = BuildingDestroy 5740 5741 UnitSpecificSounds 5742 UnderConstruction = UnderConstructionLoop 5743 End 5744 5745 ; *** ENGINEERING Parameters *** 5746 RadarPriority = STRUCTURE 5747 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS SCORE_CREATE 5748 5749 Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior! 5750 MaxHealth = 1000.0 5751 InitialHealth = 1000.0 5752 ;**Careful with these damage types -- because area damage types will already 5753 ;**damage slaves. 5754 PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER 5755 SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to 5756 5757 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5758 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5759 SubdualDamageCap = 1200 5760 SubdualDamageHealRate = 500 5761 SubdualDamageHealAmount = 100 5762 End 5763 5764 Behavior = SpawnPointProductionExitUpdate ModuleTag_05 5765 SpawnPointBoneName = SpawnPoint 5766 End 5767 5768 Behavior = SpawnBehavior ModuleTag_06 5769 SpawnNumber = 3 5770 SpawnReplaceDelay = 30000 ;msec 5771 SpawnTemplateName = GLAInfantryStingerSoldier 5772 CanReclaimOrphans = No 5773 SpawnedRequireSpawner = Yes 5774 End 5775 Behavior = RebuildHoleExposeDie ModuleTag_08 5776 HoleName = GLAHoleStingerSite 5777 HoleMaxHealth = 500.0 5778 End 5779 Behavior = DestroyDie ModuleTag_09 5780 ;<NO DATA> 5781 End 5782 Behavior = CreateObjectDie ModuleTag_10 5783 CreationList = OCL_ABStingerSiteDebris 5784 End 5785 Behavior = FXListDie ModuleTag_11 5786 DeathFX = FX_StructureSmallDeath 5787 End 5788 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 5789 DeathWeapon = StingerSiteDeathConcussion 5790 StartsActive = Yes 5791 End 5792 5793 ;Kris: Cut camo-netting from Demo General 5794 ;Behavior = StealthUpdate ModuleTag_13 5795 ; StealthDelay = 2500 ; msec 5796 ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET TAKING_DAMAGE 5797 ; MoveThresholdSpeed = 3 5798 ; InnateStealth = No ;Requires upgrade first 5799 ; OrderIdleEnemiesToAttackMeUponReveal = Yes 5800 ;End 5801 ;Behavior = StealthUpgrade ModuleTag_14 5802 ; TriggeredBy = Upgrade_GLACamoNetting 5803 ;End 5804 ;Behavior = ProductionUpdate ModuleTag_15 5805 ;End 5806 5807 Behavior = FlammableUpdate ModuleTag_16 5808 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5809 AflameDamageAmount = 5 ; taking this much damage... 5810 AflameDamageDelay = 500 ; this often. 5811 End 5812 5813 Behavior = TransitionDamageFX ModuleTag_17 5814 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 5815 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5816 ;--------------------------------------------------------------------------------------- 5817 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5818 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 5819 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 5820 End 5821 5822 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 5823 DeathWeapon = Demo_SuicideDynamitePack 5824 StartsActive = Yes ; turned on by upgrade 5825 DeathTypes = NONE +SUICIDED 5826 End 5827 5828 Behavior = FireWeaponWhenDeadBehavior ModuleTag999 5829 DeathWeapon = Demo_SuicideDynamitePackPlusFire 5830 StartsActive = No 5831 TriggeredBy = Demo_Upgrade_SuicideBomb 5832 RequiresAllTriggers = Yes; 5833 DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 5834 End; 5835 5836 Behavior = FireWeaponWhenDeadBehavior ModuleTag998 5837 DeathWeapon = Demo_SuicideDynamitePack 5838 StartsActive = No 5839 TriggeredBy = Demo_Upgrade_SuicideBomb 5840 RequiresAllTriggers = Yes; 5841 DeathTypes = NONE +SUICIDED 5842 End; 5843 5844 Behavior = CommandSetUpgrade ModuleTag_19 5845 CommandSet = Demo_GLAStingerSiteCommandSetUpgrade 5846 TriggeredBy = Demo_Upgrade_SuicideBomb 5847 End 5848 5849 Behavior = AIUpdateInterface ModuleTag_20 5850 AutoAcquireEnemiesWhenIdle = No 5851 End 5852 5853 Geometry = CYLINDER 5854 GeometryMajorRadius = 36.0 5855 GeometryHeight = 9.0 5856 GeometryIsSmall = No 5857 Shadow = SHADOW_VOLUME 5858 BuildCompletion = PLACED_BY_PLAYER 5859 5860 End 5861 5862 ;------------------------------------------------------------------------------ 5863 ObjectReskin Demo_GLAHoleStingerSite Demo_GLAHole 5864 Draw = W3DModelDraw ModuleTag_01 5865 OkToChangeModelColor = Yes 5866 ConditionState = NONE 5867 Model = UBHole 5868 End 5869 ConditionState = DAMAGED 5870 Model = UBHole_D 5871 ParticleSysBone = Smoke01 SteamVent 5872 End 5873 ConditionState = REALLYDAMAGED 5874 Model = UBHole_E 5875 ParticleSysBone = Smoke01 SteamVent 5876 ParticleSysBone = Smoke02 SteamVent 5877 ParticleSysBone = Fire01 GLAPowerPlantFlame 5878 ParticleSysBone = Fire02 GLAPowerPlantFlame 5879 ParticleSysBone = Fire03 GLAPowerPlantFlame 5880 End 5881 End 5882 Draw = W3DModelDraw ModuleTag_02 5883 OkToChangeModelColor = Yes 5884 ConditionState = NONE 5885 Model = UBStingerS_R 5886 End 5887 ConditionState = DAMAGED REALLYDAMAGED 5888 Model = UBStingerS_R 5889 End 5890 End 5891 End 5892 5893 ;------------------------------------------------------------------------------ 5894 Object Demo_GLAPalace 5895 5896 ; *** ART Parameters *** 5897 SelectPortrait = SUPalace_L 5898 ButtonImage = SUPalace 5899 Draw = W3DModelDraw ModuleTag_01 5900 OkToChangeModelColor = Yes 5901 5902 5903 ; day 5904 ConditionState = NONE 5905 Model = UBPalace 5906 ParticleSysBone = Smoke01 SmolderingSmoke 5907 Animation = UBPalace.UBPalace 5908 AnimationMode = LOOP 5909 End 5910 ConditionState = DAMAGED 5911 Model = UBPalace_D 5912 ParticleSysBone = Smoke01 SmolderingSmoke 5913 Animation = UBPalace_D.UBPalace_D 5914 AnimationMode = LOOP 5915 End 5916 ConditionState = REALLYDAMAGED RUBBLE 5917 Model = UBPalace_E 5918 ParticleSysBone = Smoke01 SmolderingSmoke 5919 End 5920 5921 ConditionState = GARRISONED 5922 Model = UBPalace_G 5923 ParticleSysBone = Smoke01 SmolderingSmoke 5924 Animation = UBPalace_G.UBPalace_G 5925 AnimationMode = LOOP 5926 End 5927 ConditionState = USER_1 5928 Model = UBPalaceEG 5929 ParticleSysBone = Smoke01 SmolderingSmoke 5930 Animation = UBPalaceEG.UBPalaceEG 5931 AnimationMode = LOOP 5932 End 5933 ConditionState = USER_1 GARRISONED 5934 Model = UBPalaceEGX 5935 ParticleSysBone = Smoke01 SmolderingSmoke 5936 Animation = UBPalaceEGX.UBPalaceEGX 5937 AnimationMode = LOOP 5938 End 5939 ConditionState = DAMAGED GARRISONED 5940 Model = UBPalace_DG 5941 ParticleSysBone = Smoke01 SmolderingSmoke 5942 Animation = UBPalace_DG.UBPalace_DG 5943 AnimationMode = LOOP 5944 End 5945 ConditionState = DAMAGED USER_1 5946 Model = UBPalaceEG_D 5947 ParticleSysBone = Smoke01 SmolderingSmoke 5948 Animation = UBPalaceEG_D.UBPalaceEG_D 5949 AnimationMode = LOOP 5950 End 5951 ConditionState = DAMAGED USER_1 GARRISONED 5952 Model = UBPalaceEGX_D 5953 ParticleSysBone = Smoke01 SmolderingSmoke 5954 Animation = UBPalaceEGX_D.UBPalaceEGX_D 5955 AnimationMode = LOOP 5956 End 5957 5958 ConditionState = REALLYDAMAGED GARRISONED 5959 Model = UBPalace_EG 5960 ParticleSysBone = Smoke01 SmolderingSmoke 5961 End 5962 ConditionState = REALLYDAMAGED USER_1 5963 Model = UBPalaceEG_E 5964 ParticleSysBone = Smoke01 SmolderingSmoke 5965 End 5966 ConditionState = REALLYDAMAGED USER_1 GARRISONED 5967 Model = UBPalaceEGX_E 5968 ParticleSysBone = Smoke01 SmolderingSmoke 5969 End 5970 5971 ; day snow 5972 ConditionState = SNOW 5973 Model = UBPalace_S 5974 ParticleSysBone = Smoke01 SmolderingSmoke 5975 Animation = UBPalace_S.UBPalace_S 5976 AnimationMode = LOOP 5977 End 5978 ConditionState = DAMAGED SNOW 5979 Model = UBPalace_DS 5980 ParticleSysBone = Smoke01 SmolderingSmoke 5981 Animation = UBPalace_DS.UBPalace_DS 5982 AnimationMode = LOOP 5983 End 5984 ConditionState = REALLYDAMAGED RUBBLE SNOW 5985 Model = UBPalace_ES 5986 ParticleSysBone = Smoke01 SmolderingSmoke 5987 End 5988 5989 ConditionState = GARRISONED SNOW 5990 Model = UBPalace_SG 5991 ParticleSysBone = Smoke01 SmolderingSmoke 5992 Animation = UBPalace_SG.UBPalace_SG 5993 AnimationMode = LOOP 5994 End 5995 ConditionState = USER_1 SNOW 5996 Model = UBPalaceEG_S 5997 ParticleSysBone = Smoke01 SmolderingSmoke 5998 Animation = UBPalaceEG_S.UBPalaceEG_S 5999 AnimationMode = LOOP 6000 End 6001 ConditionState = USER_1 SNOW GARRISONED 6002 Model = UBPalaceEGX_S 6003 ParticleSysBone = Smoke01 SmolderingSmoke 6004 Animation = UBPalaceEGX_S.UBPalaceEGX_S 6005 AnimationMode = LOOP 6006 End 6007 6008 ConditionState = DAMAGED GARRISONED SNOW 6009 Model = UBPalace_DSG 6010 ParticleSysBone = Smoke01 SmolderingSmoke 6011 Animation = UBPalace_DSG.UBPalace_DSG 6012 AnimationMode = LOOP 6013 End 6014 ConditionState = DAMAGED USER_1 SNOW 6015 Model = UBPalaceEG_DS 6016 ParticleSysBone = Smoke01 SmolderingSmoke 6017 Animation = UBPalaceEG_DS.UBPalaceEG_DS 6018 AnimationMode = LOOP 6019 End 6020 ConditionState = DAMAGED USER_1 SNOW GARRISONED 6021 Model = UBPalaceEGX_DS 6022 ParticleSysBone = Smoke01 SmolderingSmoke 6023 Animation = UBPalaceEGX_DSG.UBPalaceEGX_DS 6024 AnimationMode = LOOP 6025 End 6026 6027 ConditionState = REALLYDAMAGED GARRISONED SNOW 6028 Model = UBPalace_ESG 6029 ParticleSysBone = Smoke01 SmolderingSmoke 6030 End 6031 ConditionState = REALLYDAMAGED USER_1 SNOW 6032 Model = UBPalaceEG_ES 6033 ParticleSysBone = Smoke01 SmolderingSmoke 6034 End 6035 ConditionState = REALLYDAMAGED USER_1 GARRISONED SNOW 6036 Model = UBPalaceEGX_ES 6037 ParticleSysBone = Smoke01 SmolderingSmoke 6038 End 6039 6040 ; night 6041 ConditionState = NIGHT 6042 Model = UBPalace_N 6043 ParticleSysBone = Smoke01 SmolderingSmoke 6044 Animation = UBPalace_N.UBPalace_N 6045 AnimationMode = LOOP 6046 End 6047 ConditionState = DAMAGED NIGHT 6048 Model = UBPalace_DN 6049 ParticleSysBone = Smoke01 SmolderingSmoke 6050 Animation = UBPalace_DN.UBPalace_DN 6051 AnimationMode = LOOP 6052 End 6053 ConditionState = REALLYDAMAGED RUBBLE NIGHT 6054 Model = UBPalace_EN 6055 ParticleSysBone = Smoke01 SmolderingSmoke 6056 End 6057 6058 ConditionState = GARRISONED NIGHT 6059 Model = UBPalace_NG 6060 ParticleSysBone = Smoke01 SmolderingSmoke 6061 Animation = UBPalace_NG.UBPalace_NG 6062 AnimationMode = LOOP 6063 End 6064 ConditionState = USER_1 NIGHT 6065 Model = UBPalaceEG_N 6066 ParticleSysBone = Smoke01 SmolderingSmoke 6067 Animation = UBPalaceEG_N.UBPalaceEG_N 6068 AnimationMode = LOOP 6069 End 6070 6071 ConditionState = USER_1 NIGHT GARRISONED 6072 Model = UBPalaceEGX_N 6073 ParticleSysBone = Smoke01 SmolderingSmoke 6074 Animation = UBPalaceEGX_N.UBPalaceEGX_N 6075 AnimationMode = LOOP 6076 End 6077 6078 ConditionState = DAMAGED GARRISONED NIGHT 6079 Model = UBPalace_DGN 6080 ParticleSysBone = Smoke01 SmolderingSmoke 6081 Animation = UBPalace_DGN.UBPalace_DGN 6082 AnimationMode = LOOP 6083 End 6084 ConditionState = DAMAGED USER_1 NIGHT 6085 Model = UBPalaceEG_DN 6086 ParticleSysBone = Smoke01 SmolderingSmoke 6087 Animation = UBPalaceEG_DN.UBPalaceEG_DN 6088 AnimationMode = LOOP 6089 End 6090 ConditionState = DAMAGED USER_1 NIGHT GARRISONED 6091 Model = UBPalaceEGX_DN 6092 ParticleSysBone = Smoke01 SmolderingSmoke 6093 Animation = UBPalaceEGX_DN.UBPalaceEGX_DN 6094 AnimationMode = LOOP 6095 End 6096 6097 ConditionState = REALLYDAMAGED GARRISONED NIGHT 6098 Model = UBPalace_ENG 6099 ParticleSysBone = Smoke01 SmolderingSmoke 6100 End 6101 ConditionState = REALLYDAMAGED USER_1 NIGHT 6102 Model = UBPalaceEG_EN 6103 ParticleSysBone = Smoke01 SmolderingSmoke 6104 End 6105 ConditionState = REALLYDAMAGED USER_1 NIGHT GARRISONED 6106 Model = UBPalaceEGX_EN 6107 ParticleSysBone = Smoke01 SmolderingSmoke 6108 End 6109 6110 ; night snow 6111 ConditionState = SNOW NIGHT 6112 Model = UBPalace_NS 6113 ParticleSysBone = Smoke01 SmolderingSmoke 6114 Animation = UBPalace_NS.UBPalace_NS 6115 AnimationMode = LOOP 6116 End 6117 ConditionState = DAMAGED SNOW NIGHT 6118 Model = UBPalace_DNS 6119 ParticleSysBone = Smoke01 SmolderingSmoke 6120 Animation = UBPalace_DNS.UBPalace_DNS 6121 AnimationMode = LOOP 6122 End 6123 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 6124 Model = UBPalace_ENS 6125 ParticleSysBone = Smoke01 SmolderingSmoke 6126 End 6127 6128 ConditionState = GARRISONED SNOW NIGHT 6129 Model = UBPalace_GNS 6130 ParticleSysBone = Smoke01 SmolderingSmoke 6131 Animation = UBPalace_GNS.UBPalace_GNS 6132 AnimationMode = LOOP 6133 End 6134 ConditionState = USER_1 SNOW NIGHT 6135 Model = UBPalaceEG_NS 6136 ParticleSysBone = Smoke01 SmolderingSmoke 6137 Animation = UBPalaceEG_NS.UBPalaceEG_NS 6138 AnimationMode = LOOP 6139 End 6140 ConditionState = USER_1 SNOW NIGHT GARRISONED 6141 Model = UBPalaceEGX_NS 6142 ParticleSysBone = Smoke01 SmolderingSmoke 6143 Animation = UBPalaceEGX_NS.UBPalaceEGX_NS 6144 AnimationMode = LOOP 6145 End 6146 6147 ConditionState = DAMAGED GARRISONED SNOW NIGHT 6148 Model = UBPalace_DGNS 6149 ParticleSysBone = Smoke01 SmolderingSmoke 6150 Animation = UBPalace_DGNS.UBPalace_DGNS 6151 AnimationMode = LOOP 6152 End 6153 ConditionState = DAMAGED USER_1 SNOW NIGHT 6154 Model = UBPalaceEG_DNS 6155 ParticleSysBone = Smoke01 SmolderingSmoke 6156 Animation = UBPalaceEG_DNS.UBPalaceEG_DNS 6157 AnimationMode = LOOP 6158 End 6159 ConditionState = DAMAGED USER_1 SNOW NIGHT GARRISONED 6160 Model = UBPalaceEGX_DNS 6161 ParticleSysBone = Smoke01 SmolderingSmoke 6162 Animation = UBPalaceEGX_DNS.UBPalaceEGX_DNS 6163 AnimationMode = LOOP 6164 End 6165 6166 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 6167 Model = UBPalace_ENSG 6168 ParticleSysBone = Smoke01 SmolderingSmoke 6169 End 6170 ConditionState = REALLYDAMAGED USER_1 SNOW NIGHT 6171 Model = UBPalaceEG_ENS 6172 ParticleSysBone = Smoke01 SmolderingSmoke 6173 End 6174 ConditionState = REALLYDAMAGED USER_1 SNOW NIGHT GARRISONED 6175 Model = UBPalaceEGX_ENS 6176 ParticleSysBone = Smoke01 SmolderingSmoke 6177 End 6178 6179 ;************************************************************************************************************************** 6180 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6181 ;for this draw module 6182 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6183 Model = UBPalace 6184 Animation = UBPalace.UBPalace 6185 AnimationMode = LOOP 6186 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6187 End 6188 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6189 Model = UBPalace_D 6190 Animation = UBPalace_D.UBPalace_D 6191 AnimationMode = LOOP 6192 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6193 End 6194 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6195 Model = UBPalace_E 6196 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6197 End 6198 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6199 Model = UBPalace_N 6200 Animation = UBPalace_N.UBPalace_N 6201 AnimationMode = LOOP 6202 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6203 End 6204 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 6205 Model = UBPalace_DN 6206 Animation = UBPalace_DN.UBPalace_DN 6207 AnimationMode = LOOP 6208 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6209 End 6210 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 6211 Model = UBPalace_EN 6212 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6213 End 6214 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6215 Model = UBPalace_S 6216 Animation = UBPalace_S.UBPalace_S 6217 AnimationMode = LOOP 6218 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6219 End 6220 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 6221 Model = UBPalace_DS 6222 Animation = UBPalace_DS.UBPalace_DS 6223 AnimationMode = LOOP 6224 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6225 End 6226 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 6227 Model = UBPalace_ES 6228 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6229 End 6230 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6231 Model = UBPalace_NS 6232 Animation = UBPalace_NS.UBPalace_NS 6233 AnimationMode = LOOP 6234 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6235 End 6236 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 6237 Model = UBPalace_DNS 6238 Animation = UBPalace_DNS.UBPalace_DNS 6239 AnimationMode = LOOP 6240 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6241 End 6242 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 6243 Model = UBPalace_ENS 6244 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6245 End 6246 6247 ConditionState = AWAITING_CONSTRUCTION 6248 Model = NONE 6249 End 6250 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6251 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6252 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6253 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6254 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6255 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6256 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6257 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6258 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6259 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6260 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6261 AliasConditionState = SOLD 6262 AliasConditionState = SOLD DAMAGED 6263 AliasConditionState = SOLD REALLYDAMAGED 6264 AliasConditionState = SOLD NIGHT 6265 AliasConditionState = SOLD NIGHT DAMAGED 6266 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6267 AliasConditionState = SOLD SNOW 6268 AliasConditionState = SOLD SNOW DAMAGED 6269 AliasConditionState = SOLD SNOW REALLYDAMAGED 6270 AliasConditionState = SOLD NIGHT SNOW 6271 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6272 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6273 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED USER_1 6274 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 6275 AliasConditionState = AWAITING_CONSTRUCTION NIGHT USER_1 6276 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 6277 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 6278 AliasConditionState = AWAITING_CONSTRUCTION SNOW USER_1 6279 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 6280 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 6281 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 6282 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 6283 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 6284 AliasConditionState = SOLD USER_1 6285 AliasConditionState = SOLD DAMAGED USER_1 6286 AliasConditionState = SOLD REALLYDAMAGED USER_1 6287 AliasConditionState = SOLD NIGHT USER_1 6288 AliasConditionState = SOLD NIGHT DAMAGED USER_1 6289 AliasConditionState = SOLD NIGHT REALLYDAMAGED USER_1 6290 AliasConditionState = SOLD SNOW USER_1 6291 AliasConditionState = SOLD SNOW DAMAGED USER_1 6292 AliasConditionState = SOLD SNOW REALLYDAMAGED USER_1 6293 AliasConditionState = SOLD NIGHT SNOW USER_1 6294 AliasConditionState = SOLD NIGHT SNOW DAMAGED USER_1 6295 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED USER_1 6296 AliasConditionState = GARRISONED SOLD 6297 AliasConditionState = GARRISONED SOLD DAMAGED 6298 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 6299 AliasConditionState = GARRISONED SOLD NIGHT 6300 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 6301 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 6302 AliasConditionState = GARRISONED SOLD SNOW 6303 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 6304 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 6305 AliasConditionState = GARRISONED SOLD NIGHT SNOW 6306 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 6307 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 6308 AliasConditionState = GARRISONED SOLD USER_1 6309 AliasConditionState = GARRISONED SOLD DAMAGED USER_1 6310 AliasConditionState = GARRISONED SOLD REALLYDAMAGED USER_1 6311 AliasConditionState = GARRISONED SOLD NIGHT USER_1 6312 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED USER_1 6313 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED USER_1 6314 AliasConditionState = GARRISONED SOLD SNOW USER_1 6315 AliasConditionState = GARRISONED SOLD SNOW DAMAGED USER_1 6316 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED USER_1 6317 AliasConditionState = GARRISONED SOLD NIGHT SNOW USER_1 6318 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED USER_1 6319 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED USER_1 6320 ;************************************************************************************************************************** 6321 6322 End 6323 PlacementViewAngle = -45 6324 6325 ; ------------ construction-zone fence ----------------- 6326 Draw = W3DModelDraw ModuleTag_02 6327 AnimationsRequirePower = No 6328 DefaultConditionState 6329 Model = None 6330 TransitionKey = DOWN_DEFAULT 6331 End 6332 ConditionState = NIGHT 6333 Model = None 6334 TransitionKey = DOWN_DEFAULT 6335 End 6336 ConditionState = SNOW 6337 Model = None 6338 TransitionKey = DOWN_DEFAULT 6339 End 6340 ConditionState = SNOW NIGHT 6341 Model = None 6342 TransitionKey = DOWN_DEFAULT 6343 End 6344 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6345 Model = UBPalace_A4 6346 Animation = UBPalace_A4.UBPalace_A4 6347 AnimationMode = MANUAL 6348 Flags = START_FRAME_LAST 6349 TransitionKey = UP_DAY 6350 End 6351 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6352 Model = UBPalace_A4N 6353 Animation = UBPalace_A4N.UBPalace_A4N 6354 AnimationMode = MANUAL 6355 Flags = START_FRAME_LAST 6356 TransitionKey = UP_NIGHT 6357 End 6358 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6359 Model = UBPalace_A4S 6360 Animation = UBPalace_A4S.UBPalace_A4S 6361 AnimationMode = MANUAL 6362 Flags = START_FRAME_LAST 6363 TransitionKey = UP_SNOW 6364 End 6365 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6366 Model = UBPalace_A4SN 6367 Animation = UBPalace_A4SN.UBPalace_A4SN 6368 AnimationMode = MANUAL 6369 Flags = START_FRAME_LAST 6370 TransitionKey = UP_SNOWNIGHT 6371 End 6372 TransitionState = DOWN_DEFAULT UP_DAY 6373 Model = UBPalace_A4 6374 Animation = UBPalace_A4.UBPalace_A4 6375 AnimationMode = ONCE 6376 AnimationSpeedFactorRange = 1.0 1.0 6377 Flags = START_FRAME_FIRST 6378 End 6379 TransitionState = DOWN_DEFAULT UP_NIGHT 6380 Model = UBPalace_A4N 6381 Animation = UBPalace_A4N.UBPalace_A4N 6382 AnimationMode = ONCE 6383 AnimationSpeedFactorRange = 1.0 1.0 6384 Flags = START_FRAME_FIRST 6385 End 6386 TransitionState = DOWN_DEFAULT UP_SNOW 6387 Model = UBPalace_A4S 6388 Animation = UBPalace_A4S.UBPalace_A4S 6389 AnimationMode = ONCE 6390 AnimationSpeedFactorRange = 1.0 1.0 6391 Flags = START_FRAME_FIRST 6392 End 6393 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6394 Model = UBPalace_A4SN 6395 Animation = UBPalace_A4SN.UBPalace_A4SN 6396 AnimationMode = ONCE 6397 AnimationSpeedFactorRange = 1.0 1.0 6398 Flags = START_FRAME_FIRST 6399 End 6400 TransitionState = UP_DAY DOWN_DEFAULT 6401 Model = UBPalace_A4 6402 Animation = UBPalace_A4.UBPalace_A4 6403 AnimationMode = ONCE_BACKWARDS 6404 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6405 Flags = START_FRAME_LAST 6406 End 6407 TransitionState = UP_NIGHT DOWN_DEFAULT 6408 Model = UBPalace_A4N 6409 Animation = UBPalace_A4N.UBPalace_A4N 6410 AnimationMode = ONCE_BACKWARDS 6411 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6412 Flags = START_FRAME_LAST 6413 End 6414 TransitionState = UP_SNOW DOWN_DEFAULT 6415 Model = UBPalace_A4S 6416 Animation = UBPalace_A4S.UBPalace_A4S 6417 AnimationMode = ONCE_BACKWARDS 6418 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6419 Flags = START_FRAME_LAST 6420 End 6421 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6422 Model = UBPalace_A4SN 6423 Animation = UBPalace_A4SN.UBPalace_A4SN 6424 AnimationMode = ONCE_BACKWARDS 6425 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6426 Flags = START_FRAME_LAST 6427 End 6428 End 6429 6430 ; ------------ under-construction scaffolding ----------------- 6431 Draw = W3DModelDraw ModuleTag_03 6432 AnimationsRequirePower = No 6433 MinLODRequired = MEDIUM 6434 DefaultConditionState 6435 Model = None 6436 TransitionKey = DOWN_DEFAULT 6437 End 6438 ConditionState = NIGHT 6439 Model = None 6440 TransitionKey = DOWN_DEFAULT 6441 End 6442 ConditionState = SNOW 6443 Model = None 6444 TransitionKey = DOWN_DEFAULT 6445 End 6446 ConditionState = SNOW NIGHT 6447 Model = None 6448 TransitionKey = DOWN_DEFAULT 6449 End 6450 ConditionState = PARTIALLY_CONSTRUCTED 6451 Model = UBPalace_A6 6452 Animation = UBPalace_A6.UBPalace_A6 6453 AnimationMode = MANUAL 6454 Flags = START_FRAME_LAST 6455 TransitionKey = UP_DAY 6456 ParticleSysBone = Dust01 BuildingDust 6457 ParticleSysBone = Smoke01 BuildUpSmoke 6458 ParticleSysBone = Smoke02 BuildUpSmoke 6459 ParticleSysBone = Smoke03 BuildUpSmoke 6460 ParticleSysBone = Smoke04 BuildUpSmoke 6461 ParticleSysBone = Smoke05 BuildUpSmoke 6462 End 6463 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 6464 Model = UBPalace_A6N 6465 Animation = UBPalace_A6N.UBPalace_A6N 6466 AnimationMode = MANUAL 6467 Flags = START_FRAME_LAST 6468 TransitionKey = UP_NIGHT 6469 ParticleSysBone = Dust01 BuildingDust 6470 ParticleSysBone = Smoke01 BuildUpSmoke 6471 ParticleSysBone = Smoke02 BuildUpSmoke 6472 ParticleSysBone = Smoke03 BuildUpSmoke 6473 ParticleSysBone = Smoke04 BuildUpSmoke 6474 ParticleSysBone = Smoke05 BuildUpSmoke 6475 End 6476 ConditionState = SNOW PARTIALLY_CONSTRUCTED 6477 Model = UBPalace_A6S 6478 Animation = UBPalace_A6S.UBPalace_A6S 6479 AnimationMode = MANUAL 6480 Flags = START_FRAME_LAST 6481 TransitionKey = UP_SNOW 6482 ParticleSysBone = Dust01 BuildingSnowDust 6483 ParticleSysBone = Smoke01 BuildUpSnowSmoke 6484 ParticleSysBone = Smoke02 BuildUpSnowSmoke 6485 ParticleSysBone = Smoke03 BuildUpSnowSmoke 6486 ParticleSysBone = Smoke04 BuildUpSnowSmoke 6487 ParticleSysBone = Smoke05 BuildUpSnowSmoke 6488 End 6489 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 6490 Model = UBPalace_A6SN 6491 Animation = UBPalace_A6SN.UBPalace_A6SN 6492 AnimationMode = MANUAL 6493 Flags = START_FRAME_LAST 6494 TransitionKey = UP_SNOWNIGHT 6495 ParticleSysBone = Dust01 BuildingNightSnowDust 6496 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 6497 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 6498 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 6499 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 6500 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 6501 End 6502 TransitionState = DOWN_DEFAULT UP_DAY 6503 Model = UBPalace_A6 6504 Animation = UBPalace_A6.UBPalace_A6 6505 AnimationMode = ONCE 6506 AnimationSpeedFactorRange = 1.0 1.0 6507 Flags = START_FRAME_FIRST 6508 End 6509 TransitionState = DOWN_DEFAULT UP_NIGHT 6510 Model = UBPalace_A6N 6511 Animation = UBPalace_A6N.UBPalace_A6N 6512 AnimationMode = ONCE 6513 AnimationSpeedFactorRange = 1.0 1.0 6514 Flags = START_FRAME_FIRST 6515 End 6516 TransitionState = DOWN_DEFAULT UP_SNOW 6517 Model = UBPalace_A6S 6518 Animation = UBPalace_A6S.UBPalace_A6S 6519 AnimationMode = ONCE 6520 AnimationSpeedFactorRange = 1.0 1.0 6521 Flags = START_FRAME_FIRST 6522 End 6523 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6524 Model = UBPalace_A6SN 6525 Animation = UBPalace_A6SN.UBPalace_A6SN 6526 AnimationMode = ONCE 6527 AnimationSpeedFactorRange = 1.0 1.0 6528 Flags = START_FRAME_FIRST 6529 End 6530 TransitionState = UP_DAY DOWN_DEFAULT 6531 Model = UBPalace_A6 6532 Animation = UBPalace_A6.UBPalace_A6 6533 AnimationMode = ONCE_BACKWARDS 6534 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6535 Flags = START_FRAME_LAST 6536 End 6537 TransitionState = UP_NIGHT DOWN_DEFAULT 6538 Model = UBPalace_A6N 6539 Animation = UBPalace_A6N.UBPalace_A6N 6540 AnimationMode = ONCE_BACKWARDS 6541 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6542 Flags = START_FRAME_LAST 6543 End 6544 TransitionState = UP_SNOW DOWN_DEFAULT 6545 Model = UBPalace_A6S 6546 Animation = UBPalace_A6S.UBPalace_A6S 6547 AnimationMode = ONCE_BACKWARDS 6548 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6549 Flags = START_FRAME_LAST 6550 End 6551 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6552 Model = UBPalace_A6SN 6553 Animation = UBPalace_A6SN.UBPalace_A6SN 6554 AnimationMode = ONCE_BACKWARDS 6555 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6556 Flags = START_FRAME_LAST 6557 End 6558 End 6559 6560 ; ***DESIGN parameters *** 6561 DisplayName = OBJECT:Palace 6562 Side = GLADemolitionGeneral 6563 EditorSorting = STRUCTURE 6564 Prerequisites 6565 Object = Demo_GLAArmsDealer 6566 End 6567 BuildCost = 2500 6568 BuildTime = 45.0 ; in seconds 6569 EnergyProduction = 0 6570 VisionRange = 300.0 ; Shroud clearing distance 6571 ShroudClearingRange = 300 6572 ArmorSet 6573 Conditions = None 6574 Armor = StructureArmor 6575 DamageFX = StructureDamageFXNoShake 6576 End 6577 ArmorSet 6578 Conditions = PLAYER_UPGRADE 6579 Armor = GLAUpgradedStructureArmor 6580 DamageFX = StructureDamageFXNoShake 6581 End 6582 CommandSet = Demo_GLAPalaceCommandSet 6583 ExperienceValue = 300 300 300 300 ; Experience point value at each level 6584 6585 ; *** AUDIO Parameters *** 6586 VoiceSelect = PalaceSelect 6587 SoundOnDamaged = BuildingDamagedStateLight 6588 SoundOnReallyDamaged = BuildingDestroy 6589 6590 UnitSpecificSounds 6591 UnderConstruction = UnderConstructionLoop 6592 End 6593 6594 ; *** ENGINEERING Parameters *** 6595 RadarPriority = STRUCTURE 6596 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE FS_ADVANCED_TECH 6597 Body = StructureBody ModuleTag_04 6598 MaxHealth = 3000.0 6599 InitialHealth = 3000.0 6600 6601 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6602 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6603 SubdualDamageCap = 3200 6604 SubdualDamageHealRate = 500 6605 SubdualDamageHealAmount = 100 6606 End 6607 Behavior = ArmorUpgrade ModuleTag_Armor01 6608 TriggeredBy = Upgrade_GLAFortifiedStructure 6609 End 6610 6611 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 6612 ConditionFlag = USER_1 6613 TriggeredBy = Upgrade_GLAFortifiedStructure 6614 End 6615 Behavior = ProductionUpdate ModuleTag_05 6616 ; nothing 6617 End 6618 6619 Behavior = CreateObjectDie ModuleTag_08 6620 CreationList = OCL_SmallStructureDebris 6621 End 6622 Behavior = FXListDie ModuleTag_09 6623 DeathFX = FX_StructureMediumDeath 6624 End 6625 6626 Behavior = GarrisonContain ModuleTag_10 6627 ContainMax = 5 6628 EnterSound = GarrisonEnter 6629 ExitSound = GarrisonExit 6630 ImmuneToClearBuildingAttacks = Yes 6631 End 6632 6633 Behavior = FlammableUpdate ModuleTag_11 6634 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6635 AflameDamageAmount = 5 ; taking this much damage... 6636 AflameDamageDelay = 500 ; this often. 6637 End 6638 6639 Behavior = RebuildHoleExposeDie ModuleTag_06 6640 HoleName = GLAHolePalace 6641 HoleMaxHealth = 500.0 6642 End 6643 Behavior = DestroyDie ModuleTag_07 6644 ;nothing 6645 End 6646 6647 Behavior = TransitionDamageFX ModuleTag_12 6648 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 6649 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6650 ;--------------------------------------------------------------------------------------- 6651 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6652 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 6653 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 6654 End 6655 6656 Geometry = BOX 6657 GeometryMajorRadius = 43.0 6658 GeometryMinorRadius = 58.0 6659 GeometryHeight = 30.0 6660 GeometryIsSmall = No 6661 Shadow = SHADOW_VOLUME 6662 BuildCompletion = PLACED_BY_PLAYER 6663 6664 End 6665 6666 ;------------------------------------------------------------------------------ 6667 ObjectReskin Demo_GLAHolePalace Demo_GLAHole 6668 Draw = W3DModelDraw ModuleTag_01 6669 OkToChangeModelColor = Yes 6670 ConditionState = NONE 6671 Model = UBHole 6672 End 6673 ConditionState = DAMAGED 6674 Model = UBHole_D 6675 ParticleSysBone = Smoke01 SteamVent 6676 End 6677 ConditionState = REALLYDAMAGED RUBBLE 6678 Model = UBHole_E 6679 ParticleSysBone = Smoke01 SteamVent 6680 ParticleSysBone = Smoke02 SteamVent 6681 ParticleSysBone = Fire01 GLAPowerPlantFlame 6682 ParticleSysBone = Fire02 GLAPowerPlantFlame 6683 ParticleSysBone = Fire03 GLAPowerPlantFlame 6684 End 6685 End 6686 Draw = W3DModelDraw ModuleTag_02 6687 OkToChangeModelColor = Yes 6688 ConditionState = NONE 6689 Model = UBPalace_R 6690 ParticleSysBone = Smoke01 SmolderingSmoke 6691 ParticleSysBone = Smoke02 SmolderingSmoke 6692 ParticleSysBone = Flame01 FireBurningBarricade01 6693 End 6694 ConditionState = DAMAGED REALLYDAMAGED 6695 Model = UBPalace_R 6696 ParticleSysBone = Smoke01 SmolderingSmoke 6697 End 6698 End 6699 End 6700 6701 6702 6703 6704 ;------------------------------------------------------------------------------ 6705 Object Demo_GLASupplyStash 6706 6707 ; *** ART Parameters *** 6708 SelectPortrait = SUSupplyCenter_L 6709 ButtonImage = SUSupplyCenter 6710 6711 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 6712 6713 Draw = W3DModelDraw ModuleTag_01 6714 OkToChangeModelColor = Yes 6715 ; day 6716 ConditionState = NONE 6717 Model = UBSupply 6718 ParticleSysBone = Smoke01 SteamVent 6719 Animation = UBSupply.UBSupply 6720 AnimationMode = LOOP 6721 End 6722 ConditionState = DAMAGED 6723 Model = UBSupply_D 6724 ParticleSysBone = Smoke01 SteamVent 6725 Animation = UBSupply_D.UBSupply_D 6726 AnimationMode = LOOP 6727 End 6728 ConditionState = REALLYDAMAGED RUBBLE 6729 Model = UBSupply_E 6730 ParticleSysBone = Smoke01 SteamVent 6731 End 6732 ConditionState = GARRISONED 6733 Model = UBSpplyEG 6734 ParticleSysBone = Smoke01 SmolderingSmoke 6735 Animation = UBSpplyEG.UBSpplyEG 6736 AnimationMode = LOOP 6737 End 6738 ConditionState = DAMAGED GARRISONED 6739 Model = UBSpplyEG_D 6740 ParticleSysBone = Smoke01 SmolderingSmoke 6741 Animation = UBSpplyEG_D.UBSpplyEG_D 6742 AnimationMode = LOOP 6743 End 6744 ConditionState = REALLYDAMAGED GARRISONED 6745 Model = UBSpplyEG_E 6746 ParticleSysBone = Smoke01 SmolderingSmoke 6747 Animation = UBSpplyEG_E.UBSpplyEG_E 6748 AnimationMode = LOOP 6749 End 6750 6751 ; SNOW 6752 ConditionState = SNOW 6753 Model = UBSupply_S 6754 ParticleSysBone = Smoke01 SteamVent 6755 Animation = UBSupply_S.UBSupply_S 6756 AnimationMode = LOOP 6757 End 6758 ConditionState = DAMAGED SNOW 6759 Model = UBSupply_DS 6760 ParticleSysBone = Smoke01 SteamVent 6761 Animation = UBSupply_DS.UBSupply_DS 6762 AnimationMode = LOOP 6763 End 6764 ConditionState = REALLYDAMAGED RUBBLE SNOW 6765 Model = UBSupply_ES 6766 ParticleSysBone = Smoke01 SteamVent 6767 End 6768 ConditionState = GARRISONED SNOW 6769 Model = UBSpplyEG_S 6770 ParticleSysBone = Smoke01 SmolderingSmoke 6771 Animation = UBSpplyEG_S.UBSpplyEG_S 6772 AnimationMode = LOOP 6773 End 6774 ConditionState = DAMAGED GARRISONED SNOW 6775 Model = UBSpplyEG_DS 6776 ParticleSysBone = Smoke01 SmolderingSmoke 6777 Animation = UBSpplyEG_DS.UBSpplyEG_DS 6778 AnimationMode = LOOP 6779 End 6780 ConditionState = REALLYDAMAGED GARRISONED SNOW 6781 Model = UBSpplyEG_ES 6782 ParticleSysBone = Smoke01 SmolderingSmoke 6783 Animation = UBSpplyEG_ES.UBSpplyEG_ES 6784 AnimationMode = LOOP 6785 End 6786 6787 ; night 6788 ConditionState = NIGHT 6789 Model = UBSupply_N 6790 Animation = UBSupply_N.UBSupply_N 6791 AnimationMode = LOOP 6792 ParticleSysBone = Smoke01 SteamVent 6793 End 6794 ConditionState = DAMAGED NIGHT 6795 Model = UBSupply_DN 6796 Animation = UBSupply_DN.UBSupply_DN 6797 AnimationMode = LOOP 6798 ParticleSysBone = Smoke01 SteamVent 6799 ParticleSysBone = Smoke02 SmolderingSmoke 6800 ParticleSysBone = Smoke03 SmolderingSmoke 6801 ParticleSysBone = Smoke04 SmolderingSmoke 6802 ParticleSysBone = Fire01 SmolderingFire 6803 End 6804 ConditionState = REALLYDAMAGED RUBBLE NIGHT 6805 Model = UBSupply_EN 6806 ParticleSysBone = Smoke01 SteamVent 6807 ParticleSysBone = Smoke02 SmolderingSmoke 6808 ParticleSysBone = Smoke03 SmolderingSmoke 6809 ParticleSysBone = Smoke04 SmolderingSmoke 6810 ParticleSysBone = Smoke05 SmolderingSmoke 6811 ParticleSysBone = Smoke06 SmolderingSmoke 6812 ParticleSysBone = Fire01 SmolderingFire 6813 ParticleSysBone = Fire02 SmolderingFire 6814 ParticleSysBone = Fire03 SmolderingFire 6815 End 6816 ConditionState = GARRISONED NIGHT 6817 Model = UBSpplyEG_N 6818 ParticleSysBone = Smoke01 SmolderingSmoke 6819 Animation = UBSpplyEG_N.UBSpplyEG_N 6820 AnimationMode = LOOP 6821 End 6822 ConditionState = DAMAGED GARRISONED NIGHT 6823 Model = UBSpplyEG_DN 6824 ParticleSysBone = Smoke01 SmolderingSmoke 6825 Animation = UBSpplyEG_DN.UBSpplyEG_DN 6826 AnimationMode = LOOP 6827 End 6828 ConditionState = REALLYDAMAGED GARRISONED NIGHT 6829 Model = UBSpplyEG_EN 6830 ParticleSysBone = Smoke01 SmolderingSmoke 6831 Animation = UBSpplyEG_EN.UBSpplyEG_EN 6832 AnimationMode = LOOP 6833 End 6834 6835 ; night snow 6836 ConditionState = NIGHT SNOW 6837 Model = UBSupply_NS 6838 Animation = UBSupply_NS.UBSupply_NS 6839 AnimationMode = LOOP 6840 ParticleSysBone = Smoke01 SteamVent 6841 End 6842 ConditionState = DAMAGED NIGHT SNOW 6843 Model = UBSupply_DNS 6844 Animation = UBSupply_DNS.UBSupply_DNS 6845 AnimationMode = LOOP 6846 ParticleSysBone = Smoke01 SteamVent 6847 ParticleSysBone = Smoke02 SmolderingSmoke 6848 ParticleSysBone = Smoke03 SmolderingSmoke 6849 ParticleSysBone = Smoke04 SmolderingSmoke 6850 ParticleSysBone = Fire01 SmolderingFire 6851 End 6852 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 6853 Model = UBSupply_ENS 6854 ParticleSysBone = Smoke01 SteamVent 6855 ParticleSysBone = Smoke02 SmolderingSmoke 6856 ParticleSysBone = Smoke03 SmolderingSmoke 6857 ParticleSysBone = Smoke04 SmolderingSmoke 6858 ParticleSysBone = Smoke05 SmolderingSmoke 6859 ParticleSysBone = Smoke06 SmolderingSmoke 6860 ParticleSysBone = Fire01 SmolderingFire 6861 ParticleSysBone = Fire02 SmolderingFire 6862 ParticleSysBone = Fire03 SmolderingFire 6863 End 6864 ConditionState = GARRISONED SNOW NIGHT 6865 Model = UBSpplyEG_NS 6866 ParticleSysBone = Smoke01 SmolderingSmoke 6867 Animation = UBSpplyEG_NS.UBSpplyEG_NS 6868 AnimationMode = LOOP 6869 End 6870 ConditionState = DAMAGED GARRISONED SNOW NIGHT 6871 Model = UBSpplyEG_DNS 6872 ParticleSysBone = Smoke01 SmolderingSmoke 6873 Animation = UBSpplyEG_DNS.UBSpplyEG_DNS 6874 AnimationMode = LOOP 6875 End 6876 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 6877 Model = UBSpplyEG_ENS 6878 ParticleSysBone = Smoke01 SmolderingSmoke 6879 Animation = UBSpplyEG_ENS.UBSpplyEG_ENS 6880 AnimationMode = LOOP 6881 End 6882 6883 ;************************************************************************************************************************** 6884 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6885 ;for this draw module 6886 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6887 Model = UBSupply 6888 Animation = UBSupply.UBSupply 6889 AnimationMode = LOOP 6890 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6891 End 6892 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6893 Model = UBSupply_D 6894 Animation = UBSupply_D.UBSupply_D 6895 AnimationMode = LOOP 6896 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6897 End 6898 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6899 Model = UBSupply_E 6900 ;Animation = UBSupply_E.UBSupply_E 6901 ;AnimationMode = LOOP 6902 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6903 End 6904 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6905 Model = UBSupply_N 6906 Animation = UBSupply_N.UBSupply_N 6907 AnimationMode = LOOP 6908 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6909 End 6910 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 6911 Model = UBSupply_DN 6912 Animation = UBSupply_DN.UBSupply_DN 6913 AnimationMode = LOOP 6914 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6915 End 6916 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 6917 Model = UBSupply_EN 6918 ;Animation = UBSupply_EN.UBSupply_EN 6919 ;AnimationMode = LOOP 6920 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6921 End 6922 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6923 Model = UBSupply_S 6924 Animation = UBSupply_S.UBSupply_S 6925 AnimationMode = LOOP 6926 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6927 End 6928 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 6929 Model = UBSupply_DS 6930 Animation = UBSupply_DS.UBSupply_DS 6931 AnimationMode = LOOP 6932 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6933 End 6934 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 6935 Model = UBSupply_ES 6936 ;Animation = UBSupply_ES.UBSupply_ES 6937 ;AnimationMode = LOOP 6938 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6939 End 6940 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6941 Model = UBSupply_NS 6942 Animation = UBSupply_NS.UBSupply_NS 6943 AnimationMode = LOOP 6944 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6945 End 6946 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 6947 Model = UBSupply_DNS 6948 Animation = UBSupply_DNS.UBSupply_DNS 6949 AnimationMode = LOOP 6950 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6951 End 6952 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 6953 Model = UBSupply_ENS 6954 ;Animation = UBSupply_ENS.UBSupply_ENS 6955 ;AnimationMode = LOOP 6956 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6957 End 6958 6959 ConditionState = AWAITING_CONSTRUCTION 6960 Model = NONE 6961 End 6962 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6963 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6964 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6965 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6966 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6967 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6968 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6969 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6970 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6971 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6972 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6973 AliasConditionState = SOLD 6974 AliasConditionState = SOLD DAMAGED 6975 AliasConditionState = SOLD REALLYDAMAGED 6976 AliasConditionState = SOLD NIGHT 6977 AliasConditionState = SOLD NIGHT DAMAGED 6978 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6979 AliasConditionState = SOLD SNOW 6980 AliasConditionState = SOLD SNOW DAMAGED 6981 AliasConditionState = SOLD SNOW REALLYDAMAGED 6982 AliasConditionState = SOLD NIGHT SNOW 6983 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6984 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6985 AliasConditionState = GARRISONED SOLD 6986 AliasConditionState = GARRISONED SOLD DAMAGED 6987 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 6988 AliasConditionState = GARRISONED SOLD NIGHT 6989 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 6990 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 6991 AliasConditionState = GARRISONED SOLD SNOW 6992 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 6993 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 6994 AliasConditionState = GARRISONED SOLD NIGHT SNOW 6995 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 6996 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 6997 ;************************************************************************************************************************** 6998 6999 End 7000 7001 ; ------------ construction-zone fence ----------------- 7002 Draw = W3DModelDraw ModuleTag_02 7003 AnimationsRequirePower = No 7004 DefaultConditionState 7005 Model = None 7006 TransitionKey = DOWN_DEFAULT 7007 End 7008 ConditionState = NIGHT 7009 Model = None 7010 TransitionKey = DOWN_DEFAULT 7011 End 7012 ConditionState = SNOW 7013 Model = None 7014 TransitionKey = DOWN_DEFAULT 7015 End 7016 ConditionState = SNOW NIGHT 7017 Model = None 7018 TransitionKey = DOWN_DEFAULT 7019 End 7020 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7021 Model = UBSupply_A4 7022 Animation = UBSupply_A4.UBSupply_A4 7023 AnimationMode = MANUAL 7024 Flags = START_FRAME_LAST 7025 TransitionKey = UP_DAY 7026 End 7027 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7028 Model = UBSupply_A4N 7029 Animation = UBSupply_A4N.UBSupply_A4N 7030 AnimationMode = MANUAL 7031 Flags = START_FRAME_LAST 7032 TransitionKey = UP_NIGHT 7033 End 7034 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7035 Model = UBSupply_A4S 7036 Animation = UBSupply_A4S.UBSupply_A4S 7037 AnimationMode = MANUAL 7038 Flags = START_FRAME_LAST 7039 TransitionKey = UP_SNOW 7040 End 7041 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7042 Model = UBSupply_A4SN 7043 Animation = UBSupply_A4SN.UBSupply_A4SN 7044 AnimationMode = MANUAL 7045 Flags = START_FRAME_LAST 7046 TransitionKey = UP_SNOWNIGHT 7047 End 7048 TransitionState = DOWN_DEFAULT UP_DAY 7049 Model = UBSupply_A4 7050 Animation = UBSupply_A4.UBSupply_A4 7051 AnimationMode = ONCE 7052 AnimationSpeedFactorRange = 1.0 1.0 7053 Flags = START_FRAME_FIRST 7054 End 7055 TransitionState = DOWN_DEFAULT UP_NIGHT 7056 Model = UBSupply_A4N 7057 Animation = UBSupply_A4N.UBSupply_A4N 7058 AnimationMode = ONCE 7059 AnimationSpeedFactorRange = 1.0 1.0 7060 Flags = START_FRAME_FIRST 7061 End 7062 TransitionState = DOWN_DEFAULT UP_SNOW 7063 Model = UBSupply_A4S 7064 Animation = UBSupply_A4S.UBSupply_A4S 7065 AnimationMode = ONCE 7066 AnimationSpeedFactorRange = 1.0 1.0 7067 Flags = START_FRAME_FIRST 7068 End 7069 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7070 Model = UBSupply_A4SN 7071 Animation = UBSupply_A4SN.UBSupply_A4SN 7072 AnimationMode = ONCE 7073 AnimationSpeedFactorRange = 1.0 1.0 7074 Flags = START_FRAME_FIRST 7075 End 7076 TransitionState = UP_DAY DOWN_DEFAULT 7077 Model = UBSupply_A4 7078 Animation = UBSupply_A4.UBSupply_A4 7079 AnimationMode = ONCE_BACKWARDS 7080 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7081 Flags = START_FRAME_LAST 7082 End 7083 TransitionState = UP_NIGHT DOWN_DEFAULT 7084 Model = UBSupply_A4N 7085 Animation = UBSupply_A4N.UBSupply_A4N 7086 AnimationMode = ONCE_BACKWARDS 7087 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7088 Flags = START_FRAME_LAST 7089 End 7090 TransitionState = UP_SNOW DOWN_DEFAULT 7091 Model = UBSupply_A4S 7092 Animation = UBSupply_A4S.UBSupply_A4S 7093 AnimationMode = ONCE_BACKWARDS 7094 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7095 Flags = START_FRAME_LAST 7096 End 7097 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7098 Model = UBSupply_A4SN 7099 Animation = UBSupply_A4SN.UBSupply_A4SN 7100 AnimationMode = ONCE_BACKWARDS 7101 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7102 Flags = START_FRAME_LAST 7103 End 7104 End 7105 7106 ; ------------ under-construction scaffolding ----------------- 7107 Draw = W3DModelDraw ModuleTag_03 7108 AnimationsRequirePower = No 7109 MinLODRequired = MEDIUM 7110 DefaultConditionState 7111 Model = None 7112 TransitionKey = DOWN_DEFAULT 7113 End 7114 ConditionState = NIGHT 7115 Model = None 7116 TransitionKey = DOWN_DEFAULT 7117 End 7118 ConditionState = SNOW 7119 Model = None 7120 TransitionKey = DOWN_DEFAULT 7121 End 7122 ConditionState = SNOW NIGHT 7123 Model = None 7124 TransitionKey = DOWN_DEFAULT 7125 End 7126 ConditionState = PARTIALLY_CONSTRUCTED 7127 Model = UBSupply_A6 7128 Animation = UBSupply_A6.UBSupply_A6 7129 AnimationMode = MANUAL 7130 Flags = START_FRAME_LAST 7131 TransitionKey = UP_DAY 7132 ParticleSysBone = Dust01 BuildingDust 7133 ParticleSysBone = Smoke01 BuildUpSmoke 7134 ParticleSysBone = Smoke02 BuildUpSmoke 7135 ParticleSysBone = Smoke03 BuildUpSmoke 7136 ParticleSysBone = Smoke04 BuildUpSmoke 7137 End 7138 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7139 Model = UBSupply_A6N 7140 Animation = UBSupply_A6N.UBSupply_A6N 7141 AnimationMode = MANUAL 7142 Flags = START_FRAME_LAST 7143 TransitionKey = UP_NIGHT 7144 ParticleSysBone = Dust01 BuildingDust 7145 ParticleSysBone = Smoke01 BuildUpSmoke 7146 ParticleSysBone = Smoke02 BuildUpSmoke 7147 ParticleSysBone = Smoke03 BuildUpSmoke 7148 ParticleSysBone = Smoke04 BuildUpSmoke 7149 End 7150 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7151 Model = UBSupply_A6S 7152 Animation = UBSupply_A6S.UBSupply_A6S 7153 AnimationMode = MANUAL 7154 Flags = START_FRAME_LAST 7155 TransitionKey = UP_SNOW 7156 ParticleSysBone = Dust01 BuildingSnowDust 7157 ParticleSysBone = Smoke01 BuildUpSnowSmoke 7158 ParticleSysBone = Smoke02 BuildUpSnowSmoke 7159 ParticleSysBone = Smoke03 BuildUpSnowSmoke 7160 ParticleSysBone = Smoke04 BuildUpSnowSmoke 7161 End 7162 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7163 Model = UBSupply_A6SN 7164 Animation = UBSupply_A6SN.UBSupply_A6SN 7165 AnimationMode = MANUAL 7166 Flags = START_FRAME_LAST 7167 TransitionKey = UP_SNOWNIGHT 7168 ParticleSysBone = Dust01 BuildingNightSnowDust 7169 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 7170 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 7171 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 7172 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 7173 End 7174 TransitionState = DOWN_DEFAULT UP_DAY 7175 Model = UBSupply_A6 7176 Animation = UBSupply_A6.UBSupply_A6 7177 AnimationMode = ONCE 7178 AnimationSpeedFactorRange = 1.0 1.0 7179 Flags = START_FRAME_FIRST 7180 End 7181 TransitionState = DOWN_DEFAULT UP_NIGHT 7182 Model = UBSupply_A6N 7183 Animation = UBSupply_A6N.UBSupply_A6N 7184 AnimationMode = ONCE 7185 AnimationSpeedFactorRange = 1.0 1.0 7186 Flags = START_FRAME_FIRST 7187 End 7188 TransitionState = DOWN_DEFAULT UP_SNOW 7189 Model = UBSupply_A6S 7190 Animation = UBSupply_A6S.UBSupply_A6S 7191 AnimationMode = ONCE 7192 AnimationSpeedFactorRange = 1.0 1.0 7193 Flags = START_FRAME_FIRST 7194 End 7195 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7196 Model = UBSupply_A6SN 7197 Animation = UBSupply_A6SN.UBSupply_A6SN 7198 AnimationMode = ONCE 7199 AnimationSpeedFactorRange = 1.0 1.0 7200 Flags = START_FRAME_FIRST 7201 End 7202 TransitionState = UP_DAY DOWN_DEFAULT 7203 Model = UBSupply_A6 7204 Animation = UBSupply_A6.UBSupply_A6 7205 AnimationMode = ONCE_BACKWARDS 7206 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7207 Flags = START_FRAME_LAST 7208 End 7209 TransitionState = UP_NIGHT DOWN_DEFAULT 7210 Model = UBSupply_A6N 7211 Animation = UBSupply_A6N.UBSupply_A6N 7212 AnimationMode = ONCE_BACKWARDS 7213 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7214 Flags = START_FRAME_LAST 7215 7216 End 7217 TransitionState = UP_SNOW DOWN_DEFAULT 7218 Model = UBSupply_A6S 7219 Animation = UBSupply_A6S.UBSupply_A6S 7220 AnimationMode = ONCE_BACKWARDS 7221 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7222 Flags = START_FRAME_LAST 7223 End 7224 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7225 Model = UBSupply_A6SN 7226 Animation = UBSupply_A6SN.UBSupply_A6SN 7227 AnimationMode = ONCE_BACKWARDS 7228 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7229 Flags = START_FRAME_LAST 7230 End 7231 End 7232 7233 PlacementViewAngle = -45 7234 7235 ; ***DESIGN parameters *** 7236 DisplayName = OBJECT:SupplyStash 7237 Side = GLADemolitionGeneral 7238 EditorSorting = STRUCTURE 7239 BuildCost = 1500 7240 RefundValue = 650 ; With nothing (or zero) listed, we sell for half price. 7241 BuildTime = 10.0 ; in seconds 7242 EnergyProduction = 0 7243 CommandSet = Demo_GLASupplyStashCommandSet 7244 VisionRange = 200.0 ; Shroud clearing distance 7245 ShroudClearingRange = 200 7246 ArmorSet 7247 Conditions = None 7248 Armor = StructureArmor 7249 DamageFX = StructureDamageFXNoShake 7250 End 7251 ArmorSet 7252 Conditions = PLAYER_UPGRADE 7253 Armor = GLAUpgradedStructureArmor 7254 DamageFX = StructureDamageFXNoShake 7255 End 7256 ExperienceValue = 200 200 200 200 ; Experience point value at each level 7257 7258 ; *** AUDIO Parameters *** 7259 VoiceSelect = SupplyCenterGLASelect 7260 SoundOnDamaged = BuildingDamagedStateLight 7261 SoundOnReallyDamaged = BuildingDestroy 7262 7263 UnitSpecificSounds 7264 UnderConstruction = UnderConstructionLoop 7265 End 7266 7267 ; *** ENGINEERING Parameters *** 7268 RadarPriority = STRUCTURE 7269 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 7270 Body = StructureBody ModuleTag_04 7271 MaxHealth = 2000.0 7272 InitialHealth = 2000.0 7273 7274 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7275 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7276 SubdualDamageCap = 2200 7277 SubdualDamageHealRate = 500 7278 SubdualDamageHealAmount = 100 7279 End 7280 7281 Behavior = ArmorUpgrade ModuleTag_Armor01 7282 TriggeredBy = Upgrade_GLAFortifiedStructure 7283 End 7284 7285 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 7286 ConditionFlag = GARRISONED 7287 TriggeredBy = Upgrade_GLAFortifiedStructure 7288 End 7289 7290 Behavior = SupplyCenterCreate ModuleTag_05 7291 ;nothing 7292 End 7293 7294 Behavior = RebuildHoleExposeDie ModuleTag_06 7295 HoleName = GLAHoleSupplyStash 7296 HoleMaxHealth = 500.0 7297 End 7298 Behavior = DestroyDie ModuleTag_07 7299 ;nothing 7300 End 7301 Behavior = CreateObjectDie ModuleTag_08 7302 CreationList = OCL_SmallStructureDebris 7303 End 7304 Behavior = FXListDie ModuleTag_09 7305 DeathFX = FX_StructureSmallDeath 7306 End 7307 Behavior = ProductionUpdate ModuleTag_10 7308 ; nothing 7309 End 7310 Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 7311 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 7312 NaturalRallyPoint = X: 36.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 7313 End 7314 7315 Behavior = SpawnBehavior ModuleTag_12 7316 SpawnNumber = 1 7317 SpawnReplaceDelay = 9999 7318 SpawnTemplateName = Demo_GLAInfantryWorker 7319 OneShot = Yes 7320 CanReclaimOrphans = No 7321 End 7322 7323 Behavior = SupplyCenterDockUpdate ModuleTag_13 7324 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 7325 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 7326 End 7327 7328 Behavior = FlammableUpdate ModuleTag_15 7329 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7330 AflameDamageAmount = 5 ; taking this much damage... 7331 AflameDamageDelay = 500 ; this often. 7332 End 7333 7334 Behavior = TransitionDamageFX ModuleTag_16 7335 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 7336 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7337 ;--------------------------------------------------------------------------------------- 7338 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7339 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7340 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7341 End 7342 7343 ;Dont forget to edit the GLA Hole geometry for this object too 7344 Geometry = BOX 7345 GeometryMajorRadius = 36.0 7346 GeometryMinorRadius = 35.0 7347 GeometryHeight = 30.0 7348 GeometryIsSmall = No 7349 ;FactoryExtraBibWidth= 1.0 ; extra placement border. 7350 Shadow = SHADOW_VOLUME 7351 BuildCompletion = PLACED_BY_PLAYER 7352 7353 End 7354 7355 ;------------------------------------------------------------------------------ 7356 ObjectReskin Demo_GLAHoleSupplyStash Demo_GLAHole 7357 Draw = W3DModelDraw ModuleTag_01 7358 OkToChangeModelColor = Yes 7359 ConditionState = NONE 7360 Model = UBHole 7361 End 7362 ConditionState = DAMAGED 7363 Model = UBHole_D 7364 ParticleSysBone = Smoke01 SteamVent 7365 End 7366 ConditionState = REALLYDAMAGED RUBBLE 7367 Model = UBHole_E 7368 ParticleSysBone = Smoke01 SteamVent 7369 ParticleSysBone = Smoke02 SteamVent 7370 ParticleSysBone = Fire01 GLAPowerPlantFlame 7371 ParticleSysBone = Fire02 GLAPowerPlantFlame 7372 ParticleSysBone = Fire03 GLAPowerPlantFlame 7373 End 7374 End 7375 Draw = W3DModelDraw ModuleTag_02 7376 OkToChangeModelColor = Yes 7377 ConditionState = NONE 7378 Model = UBSupply_R 7379 ParticleSysBone = Smoke02 SmolderingSmoke 7380 ParticleSysBone = Smoke03 SmolderingSmoke 7381 ParticleSysBone = Smoke04 SmolderingSmoke 7382 ParticleSysBone = Smoke05 SmolderingSmoke 7383 ParticleSysBone = Smoke06 SmolderingSmoke 7384 End 7385 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 7386 Model = UBSupply_R 7387 ParticleSysBone = Smoke02 SmolderingSmoke 7388 ParticleSysBone = Smoke03 SmolderingSmoke 7389 ParticleSysBone = Smoke04 SmolderingSmoke 7390 ParticleSysBone = Smoke05 SmolderingSmoke 7391 ParticleSysBone = Smoke06 SmolderingSmoke 7392 End 7393 End 7394 End 7395 7396 ;------------------------------------------------------------------------------ 7397 Object Demo_FakeGLASupplyStash 7398 7399 ; *** ART Parameters *** 7400 SelectPortrait = SUSupplyCenter_L 7401 ButtonImage = SUSupplyCenter 7402 7403 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 7404 7405 Draw = W3DModelDraw ModuleTag_01 7406 OkToChangeModelColor = Yes 7407 ; day 7408 ConditionState = NONE 7409 Model = UBSupply 7410 ParticleSysBone = Smoke01 SteamVent 7411 Animation = UBSupply.UBSupply 7412 AnimationMode = LOOP 7413 End 7414 ConditionState = DAMAGED 7415 Model = UBSupply_D 7416 ParticleSysBone = Smoke01 SteamVent 7417 Animation = UBSupply_D.UBSupply_D 7418 AnimationMode = LOOP 7419 End 7420 ConditionState = REALLYDAMAGED RUBBLE 7421 Model = UBSupply_E 7422 ParticleSysBone = Smoke01 SteamVent 7423 End 7424 ConditionState = GARRISONED 7425 Model = UBSpplyEG 7426 ParticleSysBone = Smoke01 SmolderingSmoke 7427 Animation = UBSpplyEG.UBSpplyEG 7428 AnimationMode = LOOP 7429 End 7430 ConditionState = DAMAGED GARRISONED 7431 Model = UBSpplyEG_D 7432 ParticleSysBone = Smoke01 SmolderingSmoke 7433 Animation = UBSpplyEG_D.UBSpplyEG_D 7434 AnimationMode = LOOP 7435 End 7436 ConditionState = REALLYDAMAGED GARRISONED 7437 Model = UBSpplyEG_E 7438 ParticleSysBone = Smoke01 SmolderingSmoke 7439 Animation = UBSpplyEG_E.UBSpplyEG_E 7440 AnimationMode = LOOP 7441 End 7442 7443 ; SNOW 7444 ConditionState = SNOW 7445 Model = UBSupply_S 7446 ParticleSysBone = Smoke01 SteamVent 7447 Animation = UBSupply_S.UBSupply_S 7448 AnimationMode = LOOP 7449 End 7450 ConditionState = DAMAGED SNOW 7451 Model = UBSupply_DS 7452 ParticleSysBone = Smoke01 SteamVent 7453 Animation = UBSupply_DS.UBSupply_DS 7454 AnimationMode = LOOP 7455 End 7456 ConditionState = REALLYDAMAGED RUBBLE SNOW 7457 Model = UBSupply_ES 7458 ParticleSysBone = Smoke01 SteamVent 7459 End 7460 ConditionState = GARRISONED SNOW 7461 Model = UBSpplyEG_S 7462 ParticleSysBone = Smoke01 SmolderingSmoke 7463 Animation = UBSpplyEG_S.UBSpplyEG_S 7464 AnimationMode = LOOP 7465 End 7466 ConditionState = DAMAGED GARRISONED SNOW 7467 Model = UBSpplyEG_DS 7468 ParticleSysBone = Smoke01 SmolderingSmoke 7469 Animation = UBSpplyEG_DS.UBSpplyEG_DS 7470 AnimationMode = LOOP 7471 End 7472 ConditionState = REALLYDAMAGED GARRISONED SNOW 7473 Model = UBSpplyEG_ES 7474 ParticleSysBone = Smoke01 SmolderingSmoke 7475 Animation = UBSpplyEG_ES.UBSpplyEG_ES 7476 AnimationMode = LOOP 7477 End 7478 7479 ; night 7480 ConditionState = NIGHT 7481 Model = UBSupply_N 7482 Animation = UBSupply_N.UBSupply_N 7483 AnimationMode = LOOP 7484 ParticleSysBone = Smoke01 SteamVent 7485 End 7486 ConditionState = DAMAGED NIGHT 7487 Model = UBSupply_DN 7488 Animation = UBSupply_DN.UBSupply_DN 7489 AnimationMode = LOOP 7490 ParticleSysBone = Smoke01 SteamVent 7491 ParticleSysBone = Smoke02 SmolderingSmoke 7492 ParticleSysBone = Smoke03 SmolderingSmoke 7493 ParticleSysBone = Smoke04 SmolderingSmoke 7494 ParticleSysBone = Fire01 SmolderingFire 7495 End 7496 ConditionState = REALLYDAMAGED RUBBLE NIGHT 7497 Model = UBSupply_EN 7498 ParticleSysBone = Smoke01 SteamVent 7499 ParticleSysBone = Smoke02 SmolderingSmoke 7500 ParticleSysBone = Smoke03 SmolderingSmoke 7501 ParticleSysBone = Smoke04 SmolderingSmoke 7502 ParticleSysBone = Smoke05 SmolderingSmoke 7503 ParticleSysBone = Smoke06 SmolderingSmoke 7504 ParticleSysBone = Fire01 SmolderingFire 7505 ParticleSysBone = Fire02 SmolderingFire 7506 ParticleSysBone = Fire03 SmolderingFire 7507 End 7508 ConditionState = GARRISONED NIGHT 7509 Model = UBSpplyEG_N 7510 ParticleSysBone = Smoke01 SmolderingSmoke 7511 Animation = UBSpplyEG_N.UBSpplyEG_N 7512 AnimationMode = LOOP 7513 End 7514 ConditionState = DAMAGED GARRISONED NIGHT 7515 Model = UBSpplyEG_DN 7516 ParticleSysBone = Smoke01 SmolderingSmoke 7517 Animation = UBSpplyEG_DN.UBSpplyEG_DN 7518 AnimationMode = LOOP 7519 End 7520 ConditionState = REALLYDAMAGED GARRISONED NIGHT 7521 Model = UBSpplyEG_EN 7522 ParticleSysBone = Smoke01 SmolderingSmoke 7523 Animation = UBSpplyEG_EN.UBSpplyEG_EN 7524 AnimationMode = LOOP 7525 End 7526 7527 ; night snow 7528 ConditionState = NIGHT SNOW 7529 Model = UBSupply_NS 7530 Animation = UBSupply_NS.UBSupply_NS 7531 AnimationMode = LOOP 7532 ParticleSysBone = Smoke01 SteamVent 7533 End 7534 ConditionState = DAMAGED NIGHT SNOW 7535 Model = UBSupply_DNS 7536 Animation = UBSupply_DNS.UBSupply_DNS 7537 AnimationMode = LOOP 7538 ParticleSysBone = Smoke01 SteamVent 7539 ParticleSysBone = Smoke02 SmolderingSmoke 7540 ParticleSysBone = Smoke03 SmolderingSmoke 7541 ParticleSysBone = Smoke04 SmolderingSmoke 7542 ParticleSysBone = Fire01 SmolderingFire 7543 End 7544 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 7545 Model = UBSupply_ENS 7546 ParticleSysBone = Smoke01 SteamVent 7547 ParticleSysBone = Smoke02 SmolderingSmoke 7548 ParticleSysBone = Smoke03 SmolderingSmoke 7549 ParticleSysBone = Smoke04 SmolderingSmoke 7550 ParticleSysBone = Smoke05 SmolderingSmoke 7551 ParticleSysBone = Smoke06 SmolderingSmoke 7552 ParticleSysBone = Fire01 SmolderingFire 7553 ParticleSysBone = Fire02 SmolderingFire 7554 ParticleSysBone = Fire03 SmolderingFire 7555 End 7556 ConditionState = GARRISONED SNOW NIGHT 7557 Model = UBSpplyEG_NS 7558 ParticleSysBone = Smoke01 SmolderingSmoke 7559 Animation = UBSpplyEG_S.UBSpplyEG_S 7560 AnimationMode = LOOP 7561 End 7562 ConditionState = DAMAGED GARRISONED SNOW NIGHT 7563 Model = UBSpplyEG_DNS 7564 ParticleSysBone = Smoke01 SmolderingSmoke 7565 Animation = UBSpplyEG_DNS.UBSpplyEG_DNS 7566 AnimationMode = LOOP 7567 End 7568 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 7569 Model = UBSpplyEG_ENS 7570 ParticleSysBone = Smoke01 SmolderingSmoke 7571 Animation = UBSpplyEG_ENS.UBSpplyEG_ENS 7572 AnimationMode = LOOP 7573 End 7574 7575 ;************************************************************************************************************************** 7576 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7577 ;for this draw module 7578 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7579 Model = UBSupply 7580 Animation = UBSupply.UBSupply 7581 AnimationMode = LOOP 7582 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7583 End 7584 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7585 Model = UBSupply_D 7586 Animation = UBSupply_D.UBSupply_D 7587 AnimationMode = LOOP 7588 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7589 End 7590 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7591 Model = UBSupply_E 7592 ;Animation = UBSupply_E.UBSupply_E 7593 ;AnimationMode = LOOP 7594 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7595 End 7596 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7597 Model = UBSupply_N 7598 Animation = UBSupply_N.UBSupply_N 7599 AnimationMode = LOOP 7600 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7601 End 7602 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7603 Model = UBSupply_DN 7604 Animation = UBSupply_DN.UBSupply_DN 7605 AnimationMode = LOOP 7606 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7607 End 7608 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7609 Model = UBSupply_EN 7610 ;Animation = UBSupply_EN.UBSupply_EN 7611 ;AnimationMode = LOOP 7612 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7613 End 7614 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7615 Model = UBSupply_S 7616 Animation = UBSupply_S.UBSupply_S 7617 AnimationMode = LOOP 7618 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7619 End 7620 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7621 Model = UBSupply_DS 7622 Animation = UBSupply_DS.UBSupply_DS 7623 AnimationMode = LOOP 7624 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7625 End 7626 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7627 Model = UBSupply_ES 7628 ;Animation = UBSupply_ES.UBSupply_ES 7629 ;AnimationMode = LOOP 7630 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7631 End 7632 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7633 Model = UBSupply_NS 7634 Animation = UBSupply_NS.UBSupply_NS 7635 AnimationMode = LOOP 7636 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7637 End 7638 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7639 Model = UBSupply_DNS 7640 Animation = UBSupply_DNS.UBSupply_DNS 7641 AnimationMode = LOOP 7642 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7643 End 7644 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7645 Model = UBSupply_ENS 7646 ;Animation = UBSupply_ENS.UBSupply_ENS 7647 ;AnimationMode = LOOP 7648 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7649 End 7650 7651 ConditionState = AWAITING_CONSTRUCTION 7652 Model = NONE 7653 End 7654 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7655 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7656 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7657 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7658 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7659 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7660 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7661 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7662 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7663 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7664 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7665 AliasConditionState = SOLD 7666 AliasConditionState = SOLD DAMAGED 7667 AliasConditionState = SOLD REALLYDAMAGED 7668 AliasConditionState = SOLD NIGHT 7669 AliasConditionState = SOLD NIGHT DAMAGED 7670 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7671 AliasConditionState = SOLD SNOW 7672 AliasConditionState = SOLD SNOW DAMAGED 7673 AliasConditionState = SOLD SNOW REALLYDAMAGED 7674 AliasConditionState = SOLD NIGHT SNOW 7675 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7676 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7677 AliasConditionState = GARRISONED SOLD 7678 AliasConditionState = GARRISONED SOLD DAMAGED 7679 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 7680 AliasConditionState = GARRISONED SOLD NIGHT 7681 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 7682 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 7683 AliasConditionState = GARRISONED SOLD SNOW 7684 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 7685 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 7686 AliasConditionState = GARRISONED SOLD NIGHT SNOW 7687 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 7688 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 7689 ;************************************************************************************************************************** 7690 7691 End 7692 7693 ; ------------ construction-zone fence ----------------- 7694 Draw = W3DModelDraw ModuleTag_02 7695 AnimationsRequirePower = No 7696 DefaultConditionState 7697 Model = None 7698 TransitionKey = DOWN_DEFAULT 7699 End 7700 ConditionState = NIGHT 7701 Model = None 7702 TransitionKey = DOWN_DEFAULT 7703 End 7704 ConditionState = SNOW 7705 Model = None 7706 TransitionKey = DOWN_DEFAULT 7707 End 7708 ConditionState = SNOW NIGHT 7709 Model = None 7710 TransitionKey = DOWN_DEFAULT 7711 End 7712 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7713 Model = UBSupply_A4 7714 Animation = UBSupply_A4.UBSupply_A4 7715 AnimationMode = MANUAL 7716 Flags = START_FRAME_LAST 7717 TransitionKey = UP_DAY 7718 End 7719 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7720 Model = UBSupply_A4N 7721 Animation = UBSupply_A4N.UBSupply_A4N 7722 AnimationMode = MANUAL 7723 Flags = START_FRAME_LAST 7724 TransitionKey = UP_NIGHT 7725 End 7726 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7727 Model = UBSupply_A4S 7728 Animation = UBSupply_A4S.UBSupply_A4S 7729 AnimationMode = MANUAL 7730 Flags = START_FRAME_LAST 7731 TransitionKey = UP_SNOW 7732 End 7733 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7734 Model = UBSupply_A4SN 7735 Animation = UBSupply_A4SN.UBSupply_A4SN 7736 AnimationMode = MANUAL 7737 Flags = START_FRAME_LAST 7738 TransitionKey = UP_SNOWNIGHT 7739 End 7740 TransitionState = DOWN_DEFAULT UP_DAY 7741 Model = UBSupply_A4 7742 Animation = UBSupply_A4.UBSupply_A4 7743 AnimationMode = ONCE 7744 AnimationSpeedFactorRange = 1.0 1.0 7745 Flags = START_FRAME_FIRST 7746 End 7747 TransitionState = DOWN_DEFAULT UP_NIGHT 7748 Model = UBSupply_A4N 7749 Animation = UBSupply_A4N.UBSupply_A4N 7750 AnimationMode = ONCE 7751 AnimationSpeedFactorRange = 1.0 1.0 7752 Flags = START_FRAME_FIRST 7753 End 7754 TransitionState = DOWN_DEFAULT UP_SNOW 7755 Model = UBSupply_A4S 7756 Animation = UBSupply_A4S.UBSupply_A4S 7757 AnimationMode = ONCE 7758 AnimationSpeedFactorRange = 1.0 1.0 7759 Flags = START_FRAME_FIRST 7760 End 7761 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7762 Model = UBSupply_A4SN 7763 Animation = UBSupply_A4SN.UBSupply_A4SN 7764 AnimationMode = ONCE 7765 AnimationSpeedFactorRange = 1.0 1.0 7766 Flags = START_FRAME_FIRST 7767 End 7768 TransitionState = UP_DAY DOWN_DEFAULT 7769 Model = UBSupply_A4 7770 Animation = UBSupply_A4.UBSupply_A4 7771 AnimationMode = ONCE_BACKWARDS 7772 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7773 Flags = START_FRAME_LAST 7774 End 7775 TransitionState = UP_NIGHT DOWN_DEFAULT 7776 Model = UBSupply_A4N 7777 Animation = UBSupply_A4N.UBSupply_A4N 7778 AnimationMode = ONCE_BACKWARDS 7779 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7780 Flags = START_FRAME_LAST 7781 End 7782 TransitionState = UP_SNOW DOWN_DEFAULT 7783 Model = UBSupply_A4S 7784 Animation = UBSupply_A4S.UBSupply_A4S 7785 AnimationMode = ONCE_BACKWARDS 7786 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7787 Flags = START_FRAME_LAST 7788 End 7789 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7790 Model = UBSupply_A4SN 7791 Animation = UBSupply_A4SN.UBSupply_A4SN 7792 AnimationMode = ONCE_BACKWARDS 7793 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7794 Flags = START_FRAME_LAST 7795 End 7796 End 7797 7798 ; ------------ under-construction scaffolding ----------------- 7799 Draw = W3DModelDraw ModuleTag_03 7800 AnimationsRequirePower = No 7801 MinLODRequired = MEDIUM 7802 DefaultConditionState 7803 Model = None 7804 TransitionKey = DOWN_DEFAULT 7805 End 7806 ConditionState = NIGHT 7807 Model = None 7808 TransitionKey = DOWN_DEFAULT 7809 End 7810 ConditionState = SNOW 7811 Model = None 7812 TransitionKey = DOWN_DEFAULT 7813 End 7814 ConditionState = SNOW NIGHT 7815 Model = None 7816 TransitionKey = DOWN_DEFAULT 7817 End 7818 ConditionState = PARTIALLY_CONSTRUCTED 7819 Model = UBSupply_A6 7820 Animation = UBSupply_A6.UBSupply_A6 7821 AnimationMode = MANUAL 7822 Flags = START_FRAME_LAST 7823 TransitionKey = UP_DAY 7824 ParticleSysBone = Dust01 BuildingDust 7825 ParticleSysBone = Smoke01 BuildUpSmoke 7826 ParticleSysBone = Smoke02 BuildUpSmoke 7827 ParticleSysBone = Smoke03 BuildUpSmoke 7828 ParticleSysBone = Smoke04 BuildUpSmoke 7829 End 7830 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7831 Model = UBSupply_A6N 7832 Animation = UBSupply_A6N.UBSupply_A6N 7833 AnimationMode = MANUAL 7834 Flags = START_FRAME_LAST 7835 TransitionKey = UP_NIGHT 7836 ParticleSysBone = Dust01 BuildingDust 7837 ParticleSysBone = Smoke01 BuildUpSmoke 7838 ParticleSysBone = Smoke02 BuildUpSmoke 7839 ParticleSysBone = Smoke03 BuildUpSmoke 7840 ParticleSysBone = Smoke04 BuildUpSmoke 7841 End 7842 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7843 Model = UBSupply_A6S 7844 Animation = UBSupply_A6S.UBSupply_A6S 7845 AnimationMode = MANUAL 7846 Flags = START_FRAME_LAST 7847 TransitionKey = UP_SNOW 7848 ParticleSysBone = Dust01 BuildingSnowDust 7849 ParticleSysBone = Smoke01 BuildUpSnowSmoke 7850 ParticleSysBone = Smoke02 BuildUpSnowSmoke 7851 ParticleSysBone = Smoke03 BuildUpSnowSmoke 7852 ParticleSysBone = Smoke04 BuildUpSnowSmoke 7853 End 7854 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7855 Model = UBSupply_A6SN 7856 Animation = UBSupply_A6SN.UBSupply_A6SN 7857 AnimationMode = MANUAL 7858 Flags = START_FRAME_LAST 7859 TransitionKey = UP_SNOWNIGHT 7860 ParticleSysBone = Dust01 BuildingNightSnowDust 7861 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 7862 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 7863 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 7864 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 7865 End 7866 TransitionState = DOWN_DEFAULT UP_DAY 7867 Model = UBSupply_A6 7868 Animation = UBSupply_A6.UBSupply_A6 7869 AnimationMode = ONCE 7870 AnimationSpeedFactorRange = 1.0 1.0 7871 Flags = START_FRAME_FIRST 7872 End 7873 TransitionState = DOWN_DEFAULT UP_NIGHT 7874 Model = UBSupply_A6N 7875 Animation = UBSupply_A6N.UBSupply_A6N 7876 AnimationMode = ONCE 7877 AnimationSpeedFactorRange = 1.0 1.0 7878 Flags = START_FRAME_FIRST 7879 End 7880 TransitionState = DOWN_DEFAULT UP_SNOW 7881 Model = UBSupply_A6S 7882 Animation = UBSupply_A6S.UBSupply_A6S 7883 AnimationMode = ONCE 7884 AnimationSpeedFactorRange = 1.0 1.0 7885 Flags = START_FRAME_FIRST 7886 End 7887 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7888 Model = UBSupply_A6SN 7889 Animation = UBSupply_A6SN.UBSupply_A6SN 7890 AnimationMode = ONCE 7891 AnimationSpeedFactorRange = 1.0 1.0 7892 Flags = START_FRAME_FIRST 7893 End 7894 TransitionState = UP_DAY DOWN_DEFAULT 7895 Model = UBSupply_A6 7896 Animation = UBSupply_A6.UBSupply_A6 7897 AnimationMode = ONCE_BACKWARDS 7898 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7899 Flags = START_FRAME_LAST 7900 End 7901 TransitionState = UP_NIGHT DOWN_DEFAULT 7902 Model = UBSupply_A6N 7903 Animation = UBSupply_A6N.UBSupply_A6N 7904 AnimationMode = ONCE_BACKWARDS 7905 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7906 Flags = START_FRAME_LAST 7907 7908 End 7909 TransitionState = UP_SNOW DOWN_DEFAULT 7910 Model = UBSupply_A6S 7911 Animation = UBSupply_A6S.UBSupply_A6S 7912 AnimationMode = ONCE_BACKWARDS 7913 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7914 Flags = START_FRAME_LAST 7915 End 7916 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7917 Model = UBSupply_A6SN 7918 Animation = UBSupply_A6SN.UBSupply_A6SN 7919 AnimationMode = ONCE_BACKWARDS 7920 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7921 Flags = START_FRAME_LAST 7922 End 7923 End 7924 7925 PlacementViewAngle = -45 7926 7927 ; ***DESIGN parameters *** 7928 DisplayName = OBJECT:SupplyStash 7929 Side = GLADemolitionGeneral 7930 EditorSorting = STRUCTURE 7931 Prerequisites 7932 Object = Demo_GLACommandCenter 7933 End 7934 BuildCost = 375 7935 BuildTime = 5.0 ; in seconds 7936 EnergyProduction = 0 7937 CommandSet = FakeGLASupplyStashCommandSet 7938 VisionRange = 200.0 ; Shroud clearing distance 7939 ShroudClearingRange = 200 7940 7941 WeaponSet 7942 Conditions = None 7943 Weapon = PRIMARY SuicideWeapon 7944 AutoChooseSources = PRIMARY None 7945 End 7946 7947 ArmorSet 7948 Conditions = None 7949 Armor = StructureArmor 7950 DamageFX = StructureDamageFXNoShake 7951 End 7952 ExperienceValue = 50 50 50 50 ; Experience point value at each level 7953 7954 ; *** AUDIO Parameters *** 7955 VoiceSelect = SupplyCenterGLASelect 7956 SoundOnDamaged = BuildingDamagedStateLight 7957 SoundOnReallyDamaged = BuildingDestroy 7958 7959 UnitSpecificSounds 7960 UnderConstruction = UnderConstructionLoop 7961 End 7962 7963 ; *** ENGINEERING Parameters *** 7964 RadarPriority = STRUCTURE 7965 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 7966 Body = StructureBody ModuleTag_04 7967 MaxHealth = 250.0 7968 InitialHealth = 250.0 7969 7970 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7971 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7972 SubdualDamageCap = 450 7973 SubdualDamageHealRate = 500 7974 SubdualDamageHealAmount = 100 7975 End 7976 7977 Behavior = CreateObjectDie ModuleTag_08 7978 CreationList = OCL_SmallStructureDebris 7979 End 7980 Behavior = FXListDie ModuleTag_09 7981 DeathFX = FX_StructureSmallDeath 7982 End 7983 Behavior = ProductionUpdate ModuleTag_10 7984 ; nothing 7985 End 7986 Behavior = AIUpdateInterface ModuleTag_11 7987 AutoAcquireEnemiesWhenIdle = No 7988 End 7989 7990 Behavior = SlowDeathBehavior ModuleTag_12 7991 ExemptStatus = UNDER_CONSTRUCTION 7992 DestructionDelay = 0 7993 Weapon = FINAL FakeStructureDetonationWeapon 7994 End 7995 Behavior = DestroyDie ModuleTag_SlowDeathException 7996 RequiredStatus = UNDER_CONSTRUCTION 7997 End 7998 7999 Behavior = ReplaceObjectUpgrade ModuleTag_13 8000 ReplaceObject = Demo_GLASupplyStash 8001 TriggeredBy = Upgrade_BecomeRealGLASupplyStash 8002 End 8003 8004 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 8005 ConditionFlag = GARRISONED 8006 TriggeredBy = Upgrade_GLAFortifiedStructure 8007 End 8008 8009 Behavior = FlammableUpdate ModuleTag_15 8010 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8011 AflameDamageAmount = 5 ; taking this much damage... 8012 AflameDamageDelay = 500 ; this often. 8013 End 8014 8015 Behavior = TransitionDamageFX ModuleTag_16 8016 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 8017 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8018 ;--------------------------------------------------------------------------------------- 8019 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8020 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 8021 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 8022 End 8023 8024 ;Dont forget to edit the GLA Hole geometry for this object too 8025 Geometry = BOX 8026 GeometryMajorRadius = 36.0 8027 GeometryMinorRadius = 35.0 8028 GeometryHeight = 30.0 8029 GeometryIsSmall = No 8030 ;FactoryExtraBibWidth= 1.0 ; extra placement border. 8031 Shadow = SHADOW_VOLUME 8032 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 8033 ShadowSizeX = 105 8034 ShadowSizeY = 105 8035 BuildCompletion = PLACED_BY_PLAYER 8036 8037 End 8038 8039 8040 8041 8042 8043 8044 ;------------------------------------------------------------------------------ 8045 ;GLA Barracks 8046 Object Demo_GLABarracks 8047 8048 ; *** ART Parameters *** 8049 SelectPortrait = SUBarracks_L 8050 ButtonImage = SUBarracks 8051 8052 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 8053 8054 Draw = W3DModelDraw ModuleTag_01 8055 OkToChangeModelColor = Yes 8056 ; day 8057 ConditionState = NONE 8058 Model = UBBARRACKS 8059 ParticleSysBone = Smoke01 ChimneySmokeSmall 8060 ParticleSysBone = Smoke02 SteamVent 8061 Animation = UBBarracks.UBBarracks 8062 AnimationMode = LOOP 8063 End 8064 ConditionState = DAMAGED 8065 Model = UBBarracks_D 8066 ParticleSysBone = Smoke01 ChimneySmokeSmall 8067 ParticleSysBone = Smoke02 SteamVent 8068 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8069 ; ParticleSysBone = Flame01 FireFactionMedium 8070 Animation = UBBarracks_D.UBBarracks_D 8071 AnimationMode = LOOP 8072 End 8073 ConditionState = REALLYDAMAGED RUBBLE 8074 Model = UBBarracks_E 8075 ParticleSysBone = Smoke01 ChimneySmokeSmall 8076 ; ParticleSysBone = Smoke02 SteamVent 8077 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8078 ; ParticleSysBone = Smoke04 SmokeFactionLarge 8079 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8080 ; ParticleSysBone = Flame01 FireFactionMedium 8081 ; ParticleSysBone = Flame02 FireFactionLarge 8082 Animation = UBBarracks_E.UBBarracks_E 8083 AnimationMode = LOOP 8084 End 8085 ConditionState = GARRISONED 8086 Model = UBBarrksEG 8087 ParticleSysBone = Smoke01 SmolderingSmoke 8088 Animation = UBBarrksEG.UBBarrksEG 8089 AnimationMode = LOOP 8090 End 8091 ConditionState = DAMAGED GARRISONED 8092 Model = UBBarrksEG_D 8093 ParticleSysBone = Smoke01 SmolderingSmoke 8094 Animation = UBBarrksEG_D.UBBarrksEG_D 8095 AnimationMode = LOOP 8096 End 8097 ConditionState = REALLYDAMAGED GARRISONED 8098 Model = UBBarrksEG_E 8099 ParticleSysBone = Smoke01 SmolderingSmoke 8100 Animation = UBBarrksEG_E.UBBarrksEG_E 8101 AnimationMode = LOOP 8102 End 8103 8104 ; day 8105 ConditionState = SNOW 8106 Model = UBBARRACKS_S 8107 ParticleSysBone = Smoke01 ChimneySmokeSmall 8108 ParticleSysBone = Smoke02 SteamVent 8109 Animation = UBBarracks_S.UBBarracks_S 8110 AnimationMode = LOOP 8111 End 8112 ConditionState = DAMAGED SNOW 8113 Model = UBBarracks_DS 8114 ParticleSysBone = Smoke01 ChimneySmokeSmall 8115 ParticleSysBone = Smoke02 SteamVent 8116 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8117 ; ParticleSysBone = Flame01 FireFactionMedium 8118 Animation = UBBarracks_DS.UBBarracks_DS 8119 AnimationMode = LOOP 8120 End 8121 ConditionState = REALLYDAMAGED RUBBLE SNOW 8122 Model = UBBarracks_ES 8123 ParticleSysBone = Smoke01 ChimneySmokeSmall 8124 ; ParticleSysBone = Smoke02 SteamVent 8125 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8126 ; ParticleSysBone = Smoke04 SmokeFactionLarge 8127 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8128 ; ParticleSysBone = Flame01 FireFactionMedium 8129 ; ParticleSysBone = Flame02 FireFactionLarge 8130 Animation = UBBarracks_ES.UBBarracks_ES 8131 AnimationMode = LOOP 8132 End 8133 ConditionState = GARRISONED SNOW 8134 Model = UBBarrksEG_S 8135 ParticleSysBone = Smoke01 SmolderingSmoke 8136 Animation = UBBarrksEG_S.UBBarrksEG_S 8137 AnimationMode = LOOP 8138 End 8139 ConditionState = DAMAGED GARRISONED SNOW 8140 Model = UBBarrksEG_DS 8141 ParticleSysBone = Smoke01 SmolderingSmoke 8142 Animation = UBBarrksEG_DS.UBBarrksEG_DS 8143 AnimationMode = LOOP 8144 End 8145 ConditionState = REALLYDAMAGED GARRISONED SNOW 8146 Model = UBBarrksEG_ES 8147 ParticleSysBone = Smoke01 SmolderingSmoke 8148 Animation = UBBarrksEG_ES.UBBarrksEG_ES 8149 AnimationMode = LOOP 8150 End 8151 8152 ; night 8153 ConditionState = NIGHT 8154 Model = UBBARRACKS_N 8155 ParticleSysBone = Smoke01 ChimneySmokeSmall 8156 ParticleSysBone = Smoke02 SteamVent 8157 Animation = UBBarracks_N.UBBarracks_N 8158 AnimationMode = LOOP 8159 End 8160 ConditionState = DAMAGED NIGHT 8161 Model = UBBarracks_DN 8162 ParticleSysBone = Smoke01 ChimneySmokeSmall 8163 ParticleSysBone = Smoke02 SteamVent 8164 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8165 ParticleSysBone = Flame01 GLAPowerPlantFlame 8166 Animation = UBBarracks_DN.UBBarracks_DN 8167 AnimationMode = LOOP 8168 End 8169 ConditionState = REALLYDAMAGED RUBBLE NIGHT 8170 Model = UBBarracks_EN 8171 ParticleSysBone = Smoke01 ChimneySmokeSmall 8172 ParticleSysBone = Smoke02 SteamVent 8173 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8174 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 8175 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 8176 ParticleSysBone = Flame01 FireSmallContinuous 8177 ParticleSysBone = Flame02 GLAPowerPlantFlame 8178 Animation = UBBarracks_EN.UBBarracks_EN 8179 AnimationMode = LOOP 8180 End 8181 ConditionState = GARRISONED NIGHT 8182 Model = UBBarrksEG_N 8183 ParticleSysBone = Smoke01 SmolderingSmoke 8184 Animation = UBBarrksEG_N.UBBarrksEG_N 8185 AnimationMode = LOOP 8186 End 8187 ConditionState = DAMAGED GARRISONED NIGHT 8188 Model = UBBarrksEG_DN 8189 ParticleSysBone = Smoke01 SmolderingSmoke 8190 Animation = UBBarrksEG_DN.UBBarrksEG_DN 8191 AnimationMode = LOOP 8192 End 8193 ConditionState = REALLYDAMAGED GARRISONED NIGHT 8194 Model = UBBarrksEG_EN 8195 ParticleSysBone = Smoke01 SmolderingSmoke 8196 Animation = UBBarrksEG_EN.UBBarrksEG_EN 8197 AnimationMode = LOOP 8198 End 8199 8200 ; night snow 8201 ConditionState = NIGHT SNOW 8202 Model = UBBARRACKS_NS 8203 ParticleSysBone = Smoke01 ChimneySmokeSmall 8204 ParticleSysBone = Smoke02 SteamVent 8205 Animation = UBBarracks_NS.UBBarracks_NS 8206 AnimationMode = LOOP 8207 End 8208 ConditionState = DAMAGED NIGHT SNOW 8209 Model = UBBarracks_DNS 8210 ParticleSysBone = Smoke01 ChimneySmokeSmall 8211 ParticleSysBone = Smoke02 SteamVent 8212 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8213 ParticleSysBone = Flame01 GLAPowerPlantFlame 8214 Animation = UBBarracks_DNS.UBBarracks_DNS 8215 AnimationMode = LOOP 8216 End 8217 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 8218 Model = UBBarracks_ENS 8219 ParticleSysBone = Smoke01 ChimneySmokeSmall 8220 ParticleSysBone = Smoke02 SteamVent 8221 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8222 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 8223 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 8224 ParticleSysBone = Flame01 FireSmallContinuous 8225 ParticleSysBone = Flame02 GLAPowerPlantFlame 8226 Animation = UBBarracks_ENS.UBBarracks_ENS 8227 AnimationMode = LOOP 8228 End 8229 ConditionState = GARRISONED NIGHT SNOW 8230 Model = UBBarrksEG_NS 8231 ParticleSysBone = Smoke01 SmolderingSmoke 8232 Animation = UBBarrksEG_NS.UBBarrksEG_NS 8233 AnimationMode = LOOP 8234 End 8235 ConditionState = DAMAGED GARRISONED NIGHT SNOW 8236 Model = UBBarrksEG_DNS 8237 ParticleSysBone = Smoke01 SmolderingSmoke 8238 Animation = UBBarrksEG_DNS.UBBarrksEG_DNS 8239 AnimationMode = LOOP 8240 End 8241 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 8242 Model = UBBarrksEG_ENS 8243 ParticleSysBone = Smoke01 SmolderingSmoke 8244 Animation = UBBarrksEG_ENS.UBBarrksEG_ENS 8245 AnimationMode = LOOP 8246 End 8247 8248 ;************************************************************************************************************************** 8249 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8250 ;for this draw module 8251 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8252 Model = UBBarracks 8253 Animation = UBBarracks.UBBarracks 8254 AnimationMode = LOOP 8255 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8256 End 8257 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8258 Model = UBBarracks_D 8259 Animation = UBBarracks_D.UBBarracks_D 8260 AnimationMode = LOOP 8261 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8262 End 8263 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8264 Model = UBBarracks_E 8265 Animation = UBBarracks_E.UBBarracks_E 8266 AnimationMode = LOOP 8267 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8268 End 8269 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8270 Model = UBBarracks_N 8271 Animation = UBBarracks_N.UBBarracks_N 8272 AnimationMode = LOOP 8273 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8274 End 8275 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8276 Model = UBBarracks_DN 8277 Animation = UBBarracks_DN.UBBarracks_DN 8278 AnimationMode = LOOP 8279 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8280 End 8281 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8282 Model = UBBarracks_EN 8283 Animation = UBBarracks_EN.UBBarracks_EN 8284 AnimationMode = LOOP 8285 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8286 End 8287 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8288 Model = UBBarracks_S 8289 Animation = UBBarracks_S.UBBarracks_S 8290 AnimationMode = LOOP 8291 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8292 End 8293 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8294 Model = UBBarracks_DS 8295 Animation = UBBarracks_DS.UBBarracks_DS 8296 AnimationMode = LOOP 8297 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8298 End 8299 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8300 Model = UBBarracks_ES 8301 Animation = UBBarracks_ES.UBBarracks_ES 8302 AnimationMode = LOOP 8303 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8304 End 8305 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8306 Model = UBBarracks_NS 8307 Animation = UBBarracks_NS.UBBarracks_NS 8308 AnimationMode = LOOP 8309 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8310 End 8311 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8312 Model = UBBarracks_DNS 8313 Animation = UBBarracks_DNS.UBBarracks_DNS 8314 AnimationMode = LOOP 8315 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8316 End 8317 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8318 Model = UBBarracks_ENS 8319 Animation = UBBarracks_ENS.UBBarracks_ENS 8320 AnimationMode = LOOP 8321 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8322 End 8323 8324 ConditionState = AWAITING_CONSTRUCTION 8325 Model = NONE 8326 End 8327 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8328 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8329 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8330 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8331 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8332 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8333 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8334 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8335 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8336 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8337 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8338 AliasConditionState = SOLD 8339 AliasConditionState = SOLD DAMAGED 8340 AliasConditionState = SOLD REALLYDAMAGED 8341 AliasConditionState = SOLD NIGHT 8342 AliasConditionState = SOLD NIGHT DAMAGED 8343 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8344 AliasConditionState = SOLD SNOW 8345 AliasConditionState = SOLD SNOW DAMAGED 8346 AliasConditionState = SOLD SNOW REALLYDAMAGED 8347 AliasConditionState = SOLD NIGHT SNOW 8348 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8349 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8350 AliasConditionState = GARRISONED SOLD 8351 AliasConditionState = GARRISONED SOLD DAMAGED 8352 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 8353 AliasConditionState = GARRISONED SOLD NIGHT 8354 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 8355 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 8356 AliasConditionState = GARRISONED SOLD SNOW 8357 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 8358 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 8359 AliasConditionState = GARRISONED SOLD NIGHT SNOW 8360 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 8361 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 8362 ;************************************************************************************************************************** 8363 End 8364 ; ------------ construction-zone fence ----------------- 8365 Draw = W3DModelDraw ModuleTag_02 8366 AnimationsRequirePower = No 8367 DefaultConditionState 8368 Model = None 8369 TransitionKey = DOWN_DEFAULT 8370 End 8371 ConditionState = NIGHT 8372 Model = None 8373 TransitionKey = DOWN_DEFAULT 8374 End 8375 ConditionState = SNOW 8376 Model = None 8377 TransitionKey = DOWN_DEFAULT 8378 End 8379 ConditionState = SNOW NIGHT 8380 Model = None 8381 TransitionKey = DOWN_DEFAULT 8382 End 8383 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8384 Model = UBBarracks_A4 8385 Animation = UBBarracks_A4.UBBarracks_A4 8386 AnimationMode = MANUAL 8387 Flags = START_FRAME_LAST 8388 TransitionKey = UP_DAY 8389 End 8390 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8391 Model = UBBarracks_A4N 8392 Animation = UBBarracks_A4N.UBBarracks_A4N 8393 AnimationMode = MANUAL 8394 Flags = START_FRAME_LAST 8395 TransitionKey = UP_NIGHT 8396 End 8397 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8398 Model = UBBarracks_A4S 8399 Animation = UBBarracks_A4S.UBBarracks_A4S 8400 AnimationMode = MANUAL 8401 Flags = START_FRAME_LAST 8402 TransitionKey = UP_SNOW 8403 End 8404 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8405 Model = UBBarracks_A4SN 8406 Animation = UBBarracks_A4SN.UBBarracks_A4SN 8407 AnimationMode = MANUAL 8408 Flags = START_FRAME_LAST 8409 TransitionKey = UP_SNOWNIGHT 8410 End 8411 TransitionState = DOWN_DEFAULT UP_DAY 8412 Model = UBBarracks_A4 8413 Animation = UBBarracks_A4.UBBarracks_A4 8414 AnimationMode = ONCE 8415 AnimationSpeedFactorRange = 1.0 1.0 8416 Flags = START_FRAME_FIRST 8417 End 8418 TransitionState = DOWN_DEFAULT UP_NIGHT 8419 Model = UBBarracks_A4N 8420 Animation = UBBarracks_A4N.UBBarracks_A4N 8421 AnimationMode = ONCE 8422 AnimationSpeedFactorRange = 1.0 1.0 8423 Flags = START_FRAME_FIRST 8424 End 8425 TransitionState = DOWN_DEFAULT UP_SNOW 8426 Model = UBBarracks_A4S 8427 Animation = UBBarracks_A4S.UBBarracks_A4S 8428 AnimationMode = ONCE 8429 AnimationSpeedFactorRange = 1.0 1.0 8430 Flags = START_FRAME_FIRST 8431 End 8432 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8433 Model = UBBarracks_A4SN 8434 Animation = UBBarracks_A4SN.UBBarracks_A4SN 8435 AnimationMode = ONCE 8436 AnimationSpeedFactorRange = 1.0 1.0 8437 Flags = START_FRAME_FIRST 8438 End 8439 TransitionState = UP_DAY DOWN_DEFAULT 8440 Model = UBBarracks_A4 8441 Animation = UBBarracks_A4.UBBarracks_A4 8442 AnimationMode = ONCE_BACKWARDS 8443 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8444 Flags = START_FRAME_LAST 8445 End 8446 TransitionState = UP_NIGHT DOWN_DEFAULT 8447 Model = UBBarracks_A4N 8448 Animation = UBBarracks_A4N.UBBarracks_A4N 8449 AnimationMode = ONCE_BACKWARDS 8450 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8451 Flags = START_FRAME_LAST 8452 End 8453 TransitionState = UP_SNOW DOWN_DEFAULT 8454 Model = UBBarracks_A4S 8455 Animation = UBBarracks_A4S.UBBarracks_A4S 8456 AnimationMode = ONCE_BACKWARDS 8457 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8458 Flags = START_FRAME_LAST 8459 End 8460 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8461 Model = UBBarracks_A4SN 8462 Animation = UBBarracks_A4SN.UBBarracks_A4SN 8463 AnimationMode = ONCE_BACKWARDS 8464 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8465 Flags = START_FRAME_LAST 8466 End 8467 End 8468 8469 ; ------------ under-construction scaffolding ----------------- 8470 Draw = W3DModelDraw ModuleTag_03 8471 AnimationsRequirePower = No 8472 MinLODRequired = MEDIUM 8473 DefaultConditionState 8474 Model = None 8475 TransitionKey = DOWN_DEFAULT 8476 End 8477 ConditionState = NIGHT 8478 Model = None 8479 TransitionKey = DOWN_DEFAULT 8480 End 8481 ConditionState = SNOW 8482 Model = None 8483 TransitionKey = DOWN_DEFAULT 8484 End 8485 ConditionState = SNOW NIGHT 8486 Model = None 8487 TransitionKey = DOWN_DEFAULT 8488 End 8489 ConditionState = PARTIALLY_CONSTRUCTED 8490 Model = UBBarracks_A6 8491 Animation = UBBarracks_A6.UBBarracks_A6 8492 AnimationMode = MANUAL 8493 Flags = START_FRAME_LAST 8494 TransitionKey = UP_DAY 8495 ParticleSysBone = Dust01 BuildingDust 8496 ParticleSysBone = Smoke01 BuildUpSmoke 8497 ParticleSysBone = Smoke02 BuildUpSmoke 8498 ParticleSysBone = Smoke03 BuildUpSmoke 8499 ParticleSysBone = Smoke04 BuildUpSmoke 8500 ParticleSysBone = Smoke05 BuildUpSmoke 8501 ParticleSysBone = Smoke06 BuildUpSmoke 8502 End 8503 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 8504 Model = UBBarracks_A6N 8505 Animation = UBBarracks_A6N.UBBarracks_A6N 8506 AnimationMode = MANUAL 8507 Flags = START_FRAME_LAST 8508 TransitionKey = UP_NIGHT 8509 ParticleSysBone = Dust01 BuildingDust 8510 ParticleSysBone = Smoke01 BuildUpSmoke 8511 ParticleSysBone = Smoke02 BuildUpSmoke 8512 ParticleSysBone = Smoke03 BuildUpSmoke 8513 ParticleSysBone = Smoke04 BuildUpSmoke 8514 ParticleSysBone = Smoke05 BuildUpSmoke 8515 ParticleSysBone = Smoke06 BuildUpSmoke 8516 End 8517 ConditionState = SNOW PARTIALLY_CONSTRUCTED 8518 Model = UBBarracks_A6S 8519 Animation = UBBarracks_A6S.UBBarracks_A6S 8520 AnimationMode = MANUAL 8521 Flags = START_FRAME_LAST 8522 TransitionKey = UP_SNOW 8523 ParticleSysBone = Dust01 BuildingSnowDust 8524 ParticleSysBone = Smoke01 BuildUpSnowSmoke 8525 ParticleSysBone = Smoke02 BuildUpSnowSmoke 8526 ParticleSysBone = Smoke03 BuildUpSnowSmoke 8527 ParticleSysBone = Smoke04 BuildUpSnowSmoke 8528 ParticleSysBone = Smoke05 BuildUpSnowSmoke 8529 ParticleSysBone = Smoke06 BuildUpSnowSmoke 8530 End 8531 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8532 Model = UBBarracks_A6SN 8533 Animation = UBBarracks_A6SN.UBBarracks_A6SN 8534 AnimationMode = MANUAL 8535 Flags = START_FRAME_LAST 8536 TransitionKey = UP_SNOWNIGHT 8537 ParticleSysBone = Dust01 BuildingNightSnowDust 8538 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 8539 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 8540 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 8541 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 8542 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 8543 ParticleSysBone = Smoke06 BuildUpNightSnowSmoke 8544 End 8545 TransitionState = DOWN_DEFAULT UP_DAY 8546 Model = UBBarracks_A6 8547 Animation = UBBarracks_A6.UBBarracks_A6 8548 AnimationMode = ONCE 8549 AnimationSpeedFactorRange = 1.0 1.0 8550 Flags = START_FRAME_FIRST 8551 End 8552 TransitionState = DOWN_DEFAULT UP_NIGHT 8553 Model = UBBarracks_A6N 8554 Animation = UBBarracks_A6N.UBBarracks_A6N 8555 AnimationMode = ONCE 8556 AnimationSpeedFactorRange = 1.0 1.0 8557 Flags = START_FRAME_FIRST 8558 End 8559 TransitionState = DOWN_DEFAULT UP_SNOW 8560 Model = UBBarracks_A6S 8561 Animation = UBBarracks_A6S.UBBarracks_A6S 8562 AnimationMode = ONCE 8563 AnimationSpeedFactorRange = 1.0 1.0 8564 Flags = START_FRAME_FIRST 8565 End 8566 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8567 Model = UBBarracks_A6SN 8568 Animation = UBBarracks_A6SN.UBBarracks_A6SN 8569 AnimationMode = ONCE 8570 AnimationSpeedFactorRange = 1.0 1.0 8571 Flags = START_FRAME_FIRST 8572 End 8573 TransitionState = UP_DAY DOWN_DEFAULT 8574 Model = UBBarracks_A6 8575 Animation = UBBarracks_A6.UBBarracks_A6 8576 AnimationMode = ONCE_BACKWARDS 8577 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8578 Flags = START_FRAME_LAST 8579 End 8580 TransitionState = UP_NIGHT DOWN_DEFAULT 8581 Model = UBBarracks_A6N 8582 Animation = UBBarracks_A6N.UBBarracks_A6N 8583 AnimationMode = ONCE_BACKWARDS 8584 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8585 Flags = START_FRAME_LAST 8586 End 8587 TransitionState = UP_SNOW DOWN_DEFAULT 8588 Model = UBBarracks_A6S 8589 Animation = UBBarracks_A6S.UBBarracks_A6S 8590 AnimationMode = ONCE_BACKWARDS 8591 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8592 Flags = START_FRAME_LAST 8593 End 8594 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8595 Model = UBBarracks_A6SN 8596 Animation = UBBarracks_A6SN.UBBarracks_A6SN 8597 AnimationMode = ONCE_BACKWARDS 8598 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8599 Flags = START_FRAME_LAST 8600 End 8601 End 8602 8603 PlacementViewAngle = -135 8604 8605 ; ***DESIGN parameters *** 8606 DisplayName = OBJECT:Barracks 8607 Side = GLADemolitionGeneral 8608 EditorSorting = STRUCTURE 8609 BuildCost = 500 8610 BuildTime = 10.0 ; in seconds 8611 EnergyProduction = 0 8612 CommandSet = Demo_GLABarracksCommandSet 8613 VisionRange = 200.0 ; Shroud clearing distance 8614 ShroudClearingRange = 200 8615 WeaponSet 8616 Conditions = None 8617 Weapon = PRIMARY None 8618 Weapon = SECONDARY None 8619 End 8620 ArmorSet 8621 Conditions = None 8622 Armor = StructureArmor 8623 DamageFX = StructureDamageFXNoShake 8624 End 8625 ArmorSet 8626 Conditions = PLAYER_UPGRADE 8627 Armor = GLAUpgradedStructureArmor 8628 DamageFX = StructureDamageFXNoShake 8629 End 8630 ExperienceValue = 100 100 100 100 ; Experience point value at each level 8631 8632 Prerequisites 8633 ; Object = Demo_GLASupplyStash 8634 End 8635 8636 8637 ; *** AUDIO Parameters *** 8638 VoiceSelect = BarracksGLASelect 8639 SoundOnDamaged = BuildingDamagedStateLight 8640 SoundOnReallyDamaged = BuildingDestroy 8641 8642 UnitSpecificSounds 8643 UnderConstruction = UnderConstructionLoop 8644 End 8645 8646 ; *** ENGINEERING Parameters *** 8647 RadarPriority = STRUCTURE 8648 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BARRACKS 8649 Body = StructureBody ModuleTag_04 8650 MaxHealth = 1000.0 8651 InitialHealth = 1000.0 8652 8653 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8654 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8655 SubdualDamageCap = 1200 8656 SubdualDamageHealRate = 500 8657 SubdualDamageHealAmount = 100 8658 End 8659 8660 Behavior = ArmorUpgrade ModuleTag_Armor01 8661 TriggeredBy = Upgrade_GLAFortifiedStructure 8662 End 8663 8664 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 8665 ConditionFlag = GARRISONED 8666 TriggeredBy = Upgrade_GLAFortifiedStructure 8667 End 8668 8669 Behavior = HealContain ModuleTag_05 8670 ContainMax = 10 ;way bigger than the # of objects we can have 8671 TimeForFullHeal = 2000 ;(in milliseconds) 8672 AllowInsideKindOf = INFANTRY 8673 AllowAlliesInside = Yes 8674 AllowNeutralInside = No 8675 AllowEnemiesInside = No 8676 End 8677 8678 Behavior = RebuildHoleExposeDie ModuleTag_06 8679 HoleName = GLAHoleBarracks 8680 HoleMaxHealth = 500.0 8681 End 8682 Behavior = DestroyDie ModuleTag_07 8683 ;nothing 8684 End 8685 Behavior = CreateObjectDie ModuleTag_08 8686 CreationList = OCL_LargeStructureDebris 8687 End 8688 Behavior = FXListDie ModuleTag_09 8689 DeathFX = FX_StructureSmallDeath 8690 End 8691 Behavior = ProductionUpdate ModuleTag_10 8692 ; nothing 8693 End 8694 Behavior = DefaultProductionExitUpdate ModuleTag_11 8695 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 8696 NaturalRallyPoint = X: 42.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 8697 End 8698 8699 Behavior = FlammableUpdate ModuleTag_13 8700 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8701 AflameDamageAmount = 5 ; taking this much damage... 8702 AflameDamageDelay = 500 ; this often. 8703 End 8704 8705 Behavior = TransitionDamageFX ModuleTag_16 8706 ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS------------------- 8707 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8708 ;--------------------------------------------------------------------------------------- 8709 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8710 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 8711 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 8712 End 8713 8714 ;I have just pulled my ripcord, and this ain't no parachute! 8715 Behavior = SlowDeathBehavior ModuleTag_Death17 8716 DeathTypes = NONE +SUICIDED +EXPLODED 8717 SinkDelay = 3000 8718 SinkRate = 0.5 ; in Dist/Sec 8719 DestructionDelay = 8000 8720 FX = INITIAL FX_TerroristExplode 8721 FlingForce = 8 8722 FlingForceVariance = 3 8723 FlingPitch = 60 8724 FlingPitchVariance = 10 8725 End 8726 8727 Behavior = CommandSetUpgrade ModuleTag_18 8728 TriggeredBy = Upgrade_GLAWorkerFakeCommandSet 8729 RemovesUpgrades = Upgrade_GLAWorkerRealCommandSet 8730 CommandSet = Demo_GLAWorkerFakeBuildingsCommandSet 8731 End 8732 8733 Behavior = CommandSetUpgrade ModuleTag_19 8734 TriggeredBy = Upgrade_GLAWorkerRealCommandSet 8735 RemovesUpgrades = Upgrade_GLAWorkerFakeCommandSet Upgrade_GLAWorkerRealCommandSet 8736 CommandSet = Demo_GLAWorkerCommandSet 8737 End 8738 8739 Geometry = BOX 8740 GeometryMajorRadius = 42.0 8741 GeometryMinorRadius = 52.0 8742 GeometryHeight = 20.0 8743 GeometryIsSmall = No 8744 FactoryExitWidth = 25 8745 Shadow = SHADOW_VOLUME 8746 BuildCompletion = PLACED_BY_PLAYER 8747 8748 End 8749 8750 ;------------------------------------------------------------------------------ 8751 ;Fake GLA Barracks 8752 Object Demo_FakeGLABarracks 8753 8754 ; *** ART Parameters *** 8755 SelectPortrait = SUBarracks_L 8756 ButtonImage = SUBarracks 8757 8758 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 8759 8760 Draw = W3DModelDraw ModuleTag_01 8761 OkToChangeModelColor = Yes 8762 ; day 8763 ConditionState = NONE 8764 Model = UBBARRACKS 8765 ParticleSysBone = Smoke01 ChimneySmokeSmall 8766 ParticleSysBone = Smoke02 SteamVent 8767 Animation = UBBarracks.UBBarracks 8768 AnimationMode = LOOP 8769 End 8770 ConditionState = DAMAGED 8771 Model = UBBarracks_D 8772 ParticleSysBone = Smoke01 ChimneySmokeSmall 8773 ParticleSysBone = Smoke02 SteamVent 8774 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8775 ; ParticleSysBone = Flame01 FireFactionMedium 8776 Animation = UBBarracks_D.UBBarracks_D 8777 AnimationMode = LOOP 8778 End 8779 ConditionState = REALLYDAMAGED RUBBLE 8780 Model = UBBarracks_E 8781 ParticleSysBone = Smoke01 ChimneySmokeSmall 8782 ; ParticleSysBone = Smoke02 SteamVent 8783 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8784 ; ParticleSysBone = Smoke04 SmokeFactionLarge 8785 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8786 ; ParticleSysBone = Flame01 FireFactionMedium 8787 ; ParticleSysBone = Flame02 FireFactionLarge 8788 Animation = UBBarracks_E.UBBarracks_E 8789 AnimationMode = LOOP 8790 End 8791 ConditionState = GARRISONED 8792 Model = UBBarrksEG 8793 ParticleSysBone = Smoke01 SmolderingSmoke 8794 Animation = UBBarrksEG.UBBarrksEG 8795 AnimationMode = LOOP 8796 End 8797 ConditionState = DAMAGED GARRISONED 8798 Model = UBBarrksEG_D 8799 ParticleSysBone = Smoke01 SmolderingSmoke 8800 Animation = UBBarrksEG_D.UBBarrksEG_D 8801 AnimationMode = LOOP 8802 End 8803 ConditionState = REALLYDAMAGED GARRISONED 8804 Model = UBBarrksEG_E 8805 ParticleSysBone = Smoke01 SmolderingSmoke 8806 Animation = UBBarrksEG_E.UBBarrksEG_E 8807 AnimationMode = LOOP 8808 End 8809 8810 ; day 8811 ConditionState = SNOW 8812 Model = UBBARRACKS_S 8813 ParticleSysBone = Smoke01 ChimneySmokeSmall 8814 ParticleSysBone = Smoke02 SteamVent 8815 Animation = UBBarracks_S.UBBarracks_S 8816 AnimationMode = LOOP 8817 End 8818 ConditionState = DAMAGED SNOW 8819 Model = UBBarracks_DS 8820 ParticleSysBone = Smoke01 ChimneySmokeSmall 8821 ParticleSysBone = Smoke02 SteamVent 8822 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8823 ; ParticleSysBone = Flame01 FireFactionMedium 8824 Animation = UBBarracks_DS.UBBarracks_DS 8825 AnimationMode = LOOP 8826 End 8827 ConditionState = REALLYDAMAGED RUBBLE SNOW 8828 Model = UBBarracks_ES 8829 ParticleSysBone = Smoke01 ChimneySmokeSmall 8830 ; ParticleSysBone = Smoke02 SteamVent 8831 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8832 ; ParticleSysBone = Smoke04 SmokeFactionLarge 8833 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8834 ; ParticleSysBone = Flame01 FireFactionMedium 8835 ; ParticleSysBone = Flame02 FireFactionLarge 8836 Animation = UBBarracks_ES.UBBarracks_ES 8837 AnimationMode = LOOP 8838 End 8839 ConditionState = GARRISONED SNOW 8840 Model = UBBarrksEG_S 8841 ParticleSysBone = Smoke01 SmolderingSmoke 8842 Animation = UBBarrksEG_S.UBBarrksEG_S 8843 AnimationMode = LOOP 8844 End 8845 ConditionState = DAMAGED GARRISONED SNOW 8846 Model = UBBarrksEG_DS 8847 ParticleSysBone = Smoke01 SmolderingSmoke 8848 Animation = UBBarrksEG_DS.UBBarrksEG_DS 8849 AnimationMode = LOOP 8850 End 8851 ConditionState = REALLYDAMAGED GARRISONED SNOW 8852 Model = UBBarrksEG_ES 8853 ParticleSysBone = Smoke01 SmolderingSmoke 8854 Animation = UBBarrksEG_ES.UBBarrksEG_ES 8855 AnimationMode = LOOP 8856 End 8857 8858 ; night 8859 ConditionState = NIGHT 8860 Model = UBBARRACKS_N 8861 ParticleSysBone = Smoke01 ChimneySmokeSmall 8862 ParticleSysBone = Smoke02 SteamVent 8863 Animation = UBBarracks_N.UBBarracks_N 8864 AnimationMode = LOOP 8865 End 8866 ConditionState = DAMAGED NIGHT 8867 Model = UBBarracks_DN 8868 ParticleSysBone = Smoke01 ChimneySmokeSmall 8869 ParticleSysBone = Smoke02 SteamVent 8870 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8871 ParticleSysBone = Flame01 GLAPowerPlantFlame 8872 Animation = UBBarracks_DN.UBBarracks_DN 8873 AnimationMode = LOOP 8874 End 8875 ConditionState = REALLYDAMAGED RUBBLE NIGHT 8876 Model = UBBarracks_EN 8877 ParticleSysBone = Smoke01 ChimneySmokeSmall 8878 ParticleSysBone = Smoke02 SteamVent 8879 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8880 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 8881 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 8882 ParticleSysBone = Flame01 FireSmallContinuous 8883 ParticleSysBone = Flame02 GLAPowerPlantFlame 8884 Animation = UBBarracks_EN.UBBarracks_EN 8885 AnimationMode = LOOP 8886 End 8887 ConditionState = GARRISONED NIGHT 8888 Model = UBBarrksEG_N 8889 ParticleSysBone = Smoke01 SmolderingSmoke 8890 Animation = UBBarrksEG_N.UBBarrksEG_N 8891 AnimationMode = LOOP 8892 End 8893 ConditionState = DAMAGED GARRISONED NIGHT 8894 Model = UBBarrksEG_DN 8895 ParticleSysBone = Smoke01 SmolderingSmoke 8896 Animation = UBBarrksEG_DN.UBBarrksEG_DN 8897 AnimationMode = LOOP 8898 End 8899 ConditionState = REALLYDAMAGED GARRISONED NIGHT 8900 Model = UBBarrksEG_EN 8901 ParticleSysBone = Smoke01 SmolderingSmoke 8902 Animation = UBBarrksEG_EN.UBBarrksEG_EN 8903 AnimationMode = LOOP 8904 End 8905 8906 ; night snow 8907 ConditionState = NIGHT SNOW 8908 Model = UBBARRACKS_NS 8909 ParticleSysBone = Smoke01 ChimneySmokeSmall 8910 ParticleSysBone = Smoke02 SteamVent 8911 Animation = UBBarracks_NS.UBBarracks_NS 8912 AnimationMode = LOOP 8913 End 8914 ConditionState = DAMAGED NIGHT SNOW 8915 Model = UBBarracks_DNS 8916 ParticleSysBone = Smoke01 ChimneySmokeSmall 8917 ParticleSysBone = Smoke02 SteamVent 8918 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8919 ParticleSysBone = Flame01 GLAPowerPlantFlame 8920 Animation = UBBarracks_DNS.UBBarracks_DNS 8921 AnimationMode = LOOP 8922 End 8923 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 8924 Model = UBBarracks_ENS 8925 ParticleSysBone = Smoke01 ChimneySmokeSmall 8926 ParticleSysBone = Smoke02 SteamVent 8927 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8928 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 8929 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 8930 ParticleSysBone = Flame01 FireSmallContinuous 8931 ParticleSysBone = Flame02 GLAPowerPlantFlame 8932 Animation = UBBarracks_ENS.UBBarracks_ENS 8933 AnimationMode = LOOP 8934 End 8935 ConditionState = GARRISONED NIGHT SNOW 8936 Model = UBBarrksEG_NS 8937 ParticleSysBone = Smoke01 SmolderingSmoke 8938 Animation = UBBarrksEG_NS.UBBarrksEG_NS 8939 AnimationMode = LOOP 8940 End 8941 ConditionState = DAMAGED GARRISONED NIGHT SNOW 8942 Model = UBBarrksEG_DNS 8943 ParticleSysBone = Smoke01 SmolderingSmoke 8944 Animation = UBBarrksEG_DNS.UBBarrksEG_DNS 8945 AnimationMode = LOOP 8946 End 8947 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 8948 Model = UBBarrksEG_ENS 8949 ParticleSysBone = Smoke01 SmolderingSmoke 8950 Animation = UBBarrksEG_ENS.UBBarrksEG_ENS 8951 AnimationMode = LOOP 8952 End 8953 8954 ;************************************************************************************************************************** 8955 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8956 ;for this draw module 8957 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8958 Model = UBBarracks 8959 Animation = UBBarracks.UBBarracks 8960 AnimationMode = LOOP 8961 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8962 End 8963 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8964 Model = UBBarracks_D 8965 Animation = UBBarracks_D.UBBarracks_D 8966 AnimationMode = LOOP 8967 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8968 End 8969 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8970 Model = UBBarracks_E 8971 Animation = UBBarracks_E.UBBarracks_E 8972 AnimationMode = LOOP 8973 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8974 End 8975 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8976 Model = UBBarracks_N 8977 Animation = UBBarracks_N.UBBarracks_N 8978 AnimationMode = LOOP 8979 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8980 End 8981 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8982 Model = UBBarracks_DN 8983 Animation = UBBarracks_DN.UBBarracks_DN 8984 AnimationMode = LOOP 8985 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8986 End 8987 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8988 Model = UBBarracks_EN 8989 Animation = UBBarracks_EN.UBBarracks_EN 8990 AnimationMode = LOOP 8991 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8992 End 8993 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8994 Model = UBBarracks_S 8995 Animation = UBBarracks_S.UBBarracks_S 8996 AnimationMode = LOOP 8997 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8998 End 8999 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9000 Model = UBBarracks_DS 9001 Animation = UBBarracks_DS.UBBarracks_DS 9002 AnimationMode = LOOP 9003 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9004 End 9005 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9006 Model = UBBarracks_ES 9007 Animation = UBBarracks_ES.UBBarracks_ES 9008 AnimationMode = LOOP 9009 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9010 End 9011 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9012 Model = UBBarracks_NS 9013 Animation = UBBarracks_NS.UBBarracks_NS 9014 AnimationMode = LOOP 9015 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9016 End 9017 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9018 Model = UBBarracks_DNS 9019 Animation = UBBarracks_DNS.UBBarracks_DNS 9020 AnimationMode = LOOP 9021 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9022 End 9023 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9024 Model = UBBarracks_ENS 9025 Animation = UBBarracks_ENS.UBBarracks_ENS 9026 AnimationMode = LOOP 9027 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9028 End 9029 9030 ConditionState = AWAITING_CONSTRUCTION 9031 Model = NONE 9032 End 9033 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9034 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9035 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9036 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9037 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9038 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9039 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9040 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9041 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9042 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9043 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9044 AliasConditionState = SOLD 9045 AliasConditionState = SOLD DAMAGED 9046 AliasConditionState = SOLD REALLYDAMAGED 9047 AliasConditionState = SOLD NIGHT 9048 AliasConditionState = SOLD NIGHT DAMAGED 9049 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9050 AliasConditionState = SOLD SNOW 9051 AliasConditionState = SOLD SNOW DAMAGED 9052 AliasConditionState = SOLD SNOW REALLYDAMAGED 9053 AliasConditionState = SOLD NIGHT SNOW 9054 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9055 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9056 AliasConditionState = GARRISONED SOLD 9057 AliasConditionState = GARRISONED SOLD DAMAGED 9058 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 9059 AliasConditionState = GARRISONED SOLD NIGHT 9060 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 9061 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 9062 AliasConditionState = GARRISONED SOLD SNOW 9063 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 9064 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 9065 AliasConditionState = GARRISONED SOLD NIGHT SNOW 9066 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 9067 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 9068 ;************************************************************************************************************************** 9069 End 9070 ; ------------ construction-zone fence ----------------- 9071 Draw = W3DModelDraw ModuleTag_02 9072 AnimationsRequirePower = No 9073 DefaultConditionState 9074 Model = None 9075 TransitionKey = DOWN_DEFAULT 9076 End 9077 ConditionState = NIGHT 9078 Model = None 9079 TransitionKey = DOWN_DEFAULT 9080 End 9081 ConditionState = SNOW 9082 Model = None 9083 TransitionKey = DOWN_DEFAULT 9084 End 9085 ConditionState = SNOW NIGHT 9086 Model = None 9087 TransitionKey = DOWN_DEFAULT 9088 End 9089 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9090 Model = UBBarracks_A4 9091 Animation = UBBarracks_A4.UBBarracks_A4 9092 AnimationMode = MANUAL 9093 Flags = START_FRAME_LAST 9094 TransitionKey = UP_DAY 9095 End 9096 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9097 Model = UBBarracks_A4N 9098 Animation = UBBarracks_A4N.UBBarracks_A4N 9099 AnimationMode = MANUAL 9100 Flags = START_FRAME_LAST 9101 TransitionKey = UP_NIGHT 9102 End 9103 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9104 Model = UBBarracks_A4S 9105 Animation = UBBarracks_A4S.UBBarracks_A4S 9106 AnimationMode = MANUAL 9107 Flags = START_FRAME_LAST 9108 TransitionKey = UP_SNOW 9109 End 9110 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9111 Model = UBBarracks_A4SN 9112 Animation = UBBarracks_A4SN.UBBarracks_A4SN 9113 AnimationMode = MANUAL 9114 Flags = START_FRAME_LAST 9115 TransitionKey = UP_SNOWNIGHT 9116 End 9117 TransitionState = DOWN_DEFAULT UP_DAY 9118 Model = UBBarracks_A4 9119 Animation = UBBarracks_A4.UBBarracks_A4 9120 AnimationMode = ONCE 9121 AnimationSpeedFactorRange = 1.0 1.0 9122 Flags = START_FRAME_FIRST 9123 End 9124 TransitionState = DOWN_DEFAULT UP_NIGHT 9125 Model = UBBarracks_A4N 9126 Animation = UBBarracks_A4N.UBBarracks_A4N 9127 AnimationMode = ONCE 9128 AnimationSpeedFactorRange = 1.0 1.0 9129 Flags = START_FRAME_FIRST 9130 End 9131 TransitionState = DOWN_DEFAULT UP_SNOW 9132 Model = UBBarracks_A4S 9133 Animation = UBBarracks_A4S.UBBarracks_A4S 9134 AnimationMode = ONCE 9135 AnimationSpeedFactorRange = 1.0 1.0 9136 Flags = START_FRAME_FIRST 9137 End 9138 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9139 Model = UBBarracks_A4SN 9140 Animation = UBBarracks_A4SN.UBBarracks_A4SN 9141 AnimationMode = ONCE 9142 AnimationSpeedFactorRange = 1.0 1.0 9143 Flags = START_FRAME_FIRST 9144 End 9145 TransitionState = UP_DAY DOWN_DEFAULT 9146 Model = UBBarracks_A4 9147 Animation = UBBarracks_A4.UBBarracks_A4 9148 AnimationMode = ONCE_BACKWARDS 9149 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9150 Flags = START_FRAME_LAST 9151 End 9152 TransitionState = UP_NIGHT DOWN_DEFAULT 9153 Model = UBBarracks_A4N 9154 Animation = UBBarracks_A4N.UBBarracks_A4N 9155 AnimationMode = ONCE_BACKWARDS 9156 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9157 Flags = START_FRAME_LAST 9158 End 9159 TransitionState = UP_SNOW DOWN_DEFAULT 9160 Model = UBBarracks_A4S 9161 Animation = UBBarracks_A4S.UBBarracks_A4S 9162 AnimationMode = ONCE_BACKWARDS 9163 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9164 Flags = START_FRAME_LAST 9165 End 9166 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9167 Model = UBBarracks_A4SN 9168 Animation = UBBarracks_A4SN.UBBarracks_A4SN 9169 AnimationMode = ONCE_BACKWARDS 9170 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9171 Flags = START_FRAME_LAST 9172 End 9173 End 9174 9175 ; ------------ under-construction scaffolding ----------------- 9176 Draw = W3DModelDraw ModuleTag_03 9177 AnimationsRequirePower = No 9178 MinLODRequired = MEDIUM 9179 DefaultConditionState 9180 Model = None 9181 TransitionKey = DOWN_DEFAULT 9182 End 9183 ConditionState = NIGHT 9184 Model = None 9185 TransitionKey = DOWN_DEFAULT 9186 End 9187 ConditionState = SNOW 9188 Model = None 9189 TransitionKey = DOWN_DEFAULT 9190 End 9191 ConditionState = SNOW NIGHT 9192 Model = None 9193 TransitionKey = DOWN_DEFAULT 9194 End 9195 ConditionState = PARTIALLY_CONSTRUCTED 9196 Model = UBBarracks_A6 9197 Animation = UBBarracks_A6.UBBarracks_A6 9198 AnimationMode = MANUAL 9199 Flags = START_FRAME_LAST 9200 TransitionKey = UP_DAY 9201 ParticleSysBone = Dust01 BuildingDust 9202 ParticleSysBone = Smoke01 BuildUpSmoke 9203 ParticleSysBone = Smoke02 BuildUpSmoke 9204 ParticleSysBone = Smoke03 BuildUpSmoke 9205 ParticleSysBone = Smoke04 BuildUpSmoke 9206 ParticleSysBone = Smoke05 BuildUpSmoke 9207 ParticleSysBone = Smoke06 BuildUpSmoke 9208 End 9209 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9210 Model = UBBarracks_A6N 9211 Animation = UBBarracks_A6N.UBBarracks_A6N 9212 AnimationMode = MANUAL 9213 Flags = START_FRAME_LAST 9214 TransitionKey = UP_NIGHT 9215 ParticleSysBone = Dust01 BuildingDust 9216 ParticleSysBone = Smoke01 BuildUpSmoke 9217 ParticleSysBone = Smoke02 BuildUpSmoke 9218 ParticleSysBone = Smoke03 BuildUpSmoke 9219 ParticleSysBone = Smoke04 BuildUpSmoke 9220 ParticleSysBone = Smoke05 BuildUpSmoke 9221 ParticleSysBone = Smoke06 BuildUpSmoke 9222 End 9223 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9224 Model = UBBarracks_A6S 9225 Animation = UBBarracks_A6S.UBBarracks_A6S 9226 AnimationMode = MANUAL 9227 Flags = START_FRAME_LAST 9228 TransitionKey = UP_SNOW 9229 ParticleSysBone = Dust01 BuildingSnowDust 9230 ParticleSysBone = Smoke01 BuildUpSnowSmoke 9231 ParticleSysBone = Smoke02 BuildUpSnowSmoke 9232 ParticleSysBone = Smoke03 BuildUpSnowSmoke 9233 ParticleSysBone = Smoke04 BuildUpSnowSmoke 9234 ParticleSysBone = Smoke05 BuildUpSnowSmoke 9235 ParticleSysBone = Smoke06 BuildUpSnowSmoke 9236 End 9237 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9238 Model = UBBarracks_A6SN 9239 Animation = UBBarracks_A6SN.UBBarracks_A6SN 9240 AnimationMode = MANUAL 9241 Flags = START_FRAME_LAST 9242 TransitionKey = UP_SNOWNIGHT 9243 ParticleSysBone = Dust01 BuildingNightSnowDust 9244 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 9245 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 9246 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 9247 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 9248 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 9249 ParticleSysBone = Smoke06 BuildUpNightSnowSmoke 9250 End 9251 TransitionState = DOWN_DEFAULT UP_DAY 9252 Model = UBBarracks_A6 9253 Animation = UBBarracks_A6.UBBarracks_A6 9254 AnimationMode = ONCE 9255 AnimationSpeedFactorRange = 1.0 1.0 9256 Flags = START_FRAME_FIRST 9257 End 9258 TransitionState = DOWN_DEFAULT UP_NIGHT 9259 Model = UBBarracks_A6N 9260 Animation = UBBarracks_A6N.UBBarracks_A6N 9261 AnimationMode = ONCE 9262 AnimationSpeedFactorRange = 1.0 1.0 9263 Flags = START_FRAME_FIRST 9264 End 9265 TransitionState = DOWN_DEFAULT UP_SNOW 9266 Model = UBBarracks_A6S 9267 Animation = UBBarracks_A6S.UBBarracks_A6S 9268 AnimationMode = ONCE 9269 AnimationSpeedFactorRange = 1.0 1.0 9270 Flags = START_FRAME_FIRST 9271 End 9272 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9273 Model = UBBarracks_A6SN 9274 Animation = UBBarracks_A6SN.UBBarracks_A6SN 9275 AnimationMode = ONCE 9276 AnimationSpeedFactorRange = 1.0 1.0 9277 Flags = START_FRAME_FIRST 9278 End 9279 TransitionState = UP_DAY DOWN_DEFAULT 9280 Model = UBBarracks_A6 9281 Animation = UBBarracks_A6.UBBarracks_A6 9282 AnimationMode = ONCE_BACKWARDS 9283 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9284 Flags = START_FRAME_LAST 9285 End 9286 TransitionState = UP_NIGHT DOWN_DEFAULT 9287 Model = UBBarracks_A6N 9288 Animation = UBBarracks_A6N.UBBarracks_A6N 9289 AnimationMode = ONCE_BACKWARDS 9290 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9291 Flags = START_FRAME_LAST 9292 End 9293 TransitionState = UP_SNOW DOWN_DEFAULT 9294 Model = UBBarracks_A6S 9295 Animation = UBBarracks_A6S.UBBarracks_A6S 9296 AnimationMode = ONCE_BACKWARDS 9297 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9298 Flags = START_FRAME_LAST 9299 End 9300 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9301 Model = UBBarracks_A6SN 9302 Animation = UBBarracks_A6SN.UBBarracks_A6SN 9303 AnimationMode = ONCE_BACKWARDS 9304 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9305 Flags = START_FRAME_LAST 9306 End 9307 End 9308 9309 PlacementViewAngle = -135 9310 9311 ; ***DESIGN parameters *** 9312 DisplayName = OBJECT:Barracks 9313 Side = GLADemolitionGeneral 9314 EditorSorting = STRUCTURE 9315 Prerequisites 9316 Object = Demo_GLACommandCenter 9317 End 9318 BuildCost = 125 9319 BuildTime = 5.0 ; in seconds 9320 EnergyProduction = 0 9321 CommandSet = FakeGLABarracksCommandSet 9322 VisionRange = 200.0 ; Shroud clearing distance 9323 ShroudClearingRange = 200 9324 9325 WeaponSet 9326 Conditions = None 9327 Weapon = PRIMARY SuicideWeapon 9328 AutoChooseSources = PRIMARY None 9329 End 9330 9331 ArmorSet 9332 Conditions = None 9333 Armor = StructureArmor 9334 DamageFX = StructureDamageFXNoShake 9335 End 9336 ExperienceValue = 25 25 25 25 ; Experience point value at each level 9337 9338 ; *** AUDIO Parameters *** 9339 VoiceSelect = BarracksGLASelect 9340 SoundOnDamaged = BuildingDamagedStateLight 9341 SoundOnReallyDamaged = BuildingDestroy 9342 9343 UnitSpecificSounds 9344 UnderConstruction = UnderConstructionLoop 9345 End 9346 9347 ; *** ENGINEERING Parameters *** 9348 RadarPriority = STRUCTURE 9349 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 9350 Body = StructureBody ModuleTag_04 9351 MaxHealth = 125.0 9352 InitialHealth = 125.0 9353 9354 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9355 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9356 SubdualDamageCap = 325 9357 SubdualDamageHealRate = 500 9358 SubdualDamageHealAmount = 100 9359 End 9360 9361 Behavior = AIUpdateInterface ModuleTag_06 9362 AutoAcquireEnemiesWhenIdle = No 9363 End 9364 9365 Behavior = CreateObjectDie ModuleTag_08 9366 CreationList = OCL_LargeStructureDebris 9367 End 9368 Behavior = FXListDie ModuleTag_09 9369 DeathFX = FX_StructureSmallDeath 9370 End 9371 9372 Behavior = ProductionUpdate ModuleTag_10 9373 ; nothing 9374 End 9375 9376 Behavior = FlammableUpdate ModuleTag_11 9377 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9378 AflameDamageAmount = 5 ; taking this much damage... 9379 AflameDamageDelay = 500 ; this often. 9380 End 9381 9382 Behavior = TransitionDamageFX ModuleTag_12 9383 ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS------------------- 9384 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9385 ;--------------------------------------------------------------------------------------- 9386 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9387 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9388 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9389 End 9390 9391 Behavior = SlowDeathBehavior ModuleTag_13 9392 ExemptStatus = UNDER_CONSTRUCTION 9393 DestructionDelay = 0 9394 Weapon = FINAL FakeStructureDetonationWeapon 9395 End 9396 Behavior = DestroyDie ModuleTag_SlowDeathException 9397 RequiredStatus = UNDER_CONSTRUCTION 9398 End 9399 9400 Behavior = ReplaceObjectUpgrade ModuleTag_14 9401 ReplaceObject = Demo_GLABarracks 9402 TriggeredBy = Upgrade_BecomeRealGLABarracks 9403 End 9404 9405 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 9406 ConditionFlag = GARRISONED 9407 TriggeredBy = Upgrade_GLAFortifiedStructure 9408 End 9409 9410 Geometry = BOX 9411 GeometryMajorRadius = 42.0 9412 GeometryMinorRadius = 52.0 9413 GeometryHeight = 20.0 9414 GeometryIsSmall = No 9415 FactoryExitWidth = 25 9416 Shadow = SHADOW_VOLUME 9417 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 9418 ShadowSizeX = 120 9419 ShadowSizeY = 110 9420 BuildCompletion = PLACED_BY_PLAYER 9421 9422 End 9423 9424 ;------------------------------------------------------------------------------ 9425 ObjectReskin Demo_GLAHoleBarracks Demo_GLAHole 9426 Draw = W3DModelDraw ModuleTag_01 9427 OkToChangeModelColor = Yes 9428 ConditionState = NONE 9429 Model = UBHole 9430 End 9431 ConditionState = DAMAGED 9432 Model = UBHole_D 9433 ParticleSysBone = Smoke01 SteamVent 9434 End 9435 ConditionState = REALLYDAMAGED 9436 Model = UBHole_E 9437 ParticleSysBone = Smoke01 SteamVent 9438 ParticleSysBone = Smoke02 SteamVent 9439 ParticleSysBone = Fire01 GLAPowerPlantFlame 9440 ParticleSysBone = Fire02 GLAPowerPlantFlame 9441 ParticleSysBone = Fire03 GLAPowerPlantFlame 9442 End 9443 End 9444 Draw = W3DModelDraw ModuleTag_02 9445 OkToChangeModelColor = Yes 9446 ConditionState = NONE 9447 Model = UBBarracks_R 9448 ParticleSysBone = FLame01 FireSmallContinuous 9449 ParticleSysBone = Flame02 FireSmallContinuous 9450 ParticleSysBone = Smoke01 SmolderingSmoke 9451 ParticleSysBone = Smoke02 SmolderingSmoke 9452 ParticleSysBone = Smoke04 SmolderingSmoke 9453 ParticleSysBone = Smoke05 SmolderingSmoke 9454 End 9455 ConditionState = DAMAGED REALLYDAMAGED 9456 Model = UBBarracks_R 9457 ParticleSysBone = FLame01 FireSmallContinuous 9458 ParticleSysBone = Flame02 FireSmallContinuous 9459 ParticleSysBone = Smoke01 SmolderingSmoke 9460 ParticleSysBone = Smoke02 SmolderingSmoke 9461 ParticleSysBone = Smoke04 SmolderingSmoke 9462 ParticleSysBone = Smoke05 SmolderingSmoke 9463 End 9464 End 9465 End 9466 9467 9468 9469 9470 ;------------------------------------------------------------------------------ 9471 ;GLA Arms Dealer 9472 Object Demo_GLAArmsDealer 9473 9474 ; *** ART Parameters *** 9475 SelectPortrait = SUArmsDealer_L 9476 ButtonImage = SUArmsDealer 9477 9478 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 9479 9480 ; ----------------- Main Building ------------------- 9481 Draw = W3DModelDraw ModuleTag_01 9482 OkToChangeModelColor = Yes 9483 ; day 9484 ConditionState = NONE 9485 Model = UBArmDeal 9486 Animation = UBArmDeal.UBArmDeal 9487 AnimationMode = LOOP 9488 ParticleSysBone = Smoke01 SmolderingSmoke 9489 ParticleSysBone = Steam01 SteamVent 9490 End 9491 ;damaged 9492 ConditionState = DAMAGED 9493 Model = UBArmDeal_D 9494 Animation = UBArmDeal_D.UBArmDeal_D 9495 AnimationMode = LOOP 9496 ParticleSysBone = Smoke01 SmolderingSmoke 9497 ; ParticleSysBone = Smoke02 SmolderingSmoke 9498 ; ParticleSysBone = Smoke03 SmolderingSmoke 9499 ; ParticleSysBone = Smoke04 SmolderingSmoke 9500 ; ParticleSysBone = Smoke05 SmolderingSmoke 9501 ; ParticleSysBone = Smoke06 SmolderingSmoke 9502 ; ParticleSysBone = Fire02 SmolderingFire 9503 ; ParticleSysBone = Fire03 SmolderingFire 9504 ; ParticleSysBone = Fire04 SmolderingFire 9505 ; ParticleSysBone = Fire05 SmolderingFire 9506 ; ParticleSysBone = Fire06 SmolderingFire 9507 End 9508 ;really damaged 9509 ConditionState = REALLYDAMAGED RUBBLE 9510 Model = UBArmDeal_E 9511 Animation = UBArmDeal_E.UBArmDeal_E 9512 AnimationMode = LOOP 9513 ParticleSysBone = Smoke01 SmolderingSmoke 9514 ; ParticleSysBone = Smoke02 SmolderingSmoke 9515 ; ParticleSysBone = Smoke03 SmolderingSmoke 9516 ; ParticleSysBone = Smoke04 SmolderingSmoke 9517 ; ParticleSysBone = Smoke05 SmokeFactionLarge 9518 ; ParticleSysBone = Smoke06 SmolderingSmoke 9519 ; ParticleSysBone = Smoke07 SmolderingSmoke 9520 ; ParticleSysBone = Fire02 SmolderingFire 9521 ; ParticleSysBone = Fire03 SmolderingFire 9522 ; ParticleSysBone = Fire04 SmolderingFire 9523 ; ParticleSysBone = Fire05 FireFactionLarge 9524 ; ParticleSysBone = Fire06 SmolderingFire 9525 ; ParticleSysBone = Fire07 SmolderingFire 9526 End 9527 ConditionState = GARRISONED 9528 Model = UBArmDlEG 9529 ParticleSysBone = Smoke01 SmolderingSmoke 9530 Animation = UBArmDlEG.UBArmDlEG 9531 AnimationMode = LOOP 9532 End 9533 ConditionState = DAMAGED GARRISONED 9534 Model = UBArmDlEG_D 9535 ParticleSysBone = Smoke01 SmolderingSmoke 9536 Animation = UBArmDlEG_D.UBArmDlEG_D 9537 AnimationMode = LOOP 9538 End 9539 ConditionState = REALLYDAMAGED GARRISONED 9540 Model = UBArmDlEG_E 9541 ParticleSysBone = Smoke01 SmolderingSmoke 9542 Animation = UBArmDlEG_E.UBArmDlEG_E 9543 AnimationMode = LOOP 9544 End 9545 9546 ; snow 9547 ConditionState = SNOW 9548 Model = UBArmDeal_S 9549 Animation = UBArmDeal_S.UBArmDeal_S 9550 AnimationMode = LOOP 9551 ParticleSysBone = Smoke01 SmolderingSmoke 9552 ParticleSysBone = Steam01 SteamVent 9553 End 9554 ;damaged 9555 ConditionState = DAMAGED SNOW 9556 Model = UBArmDeal_DS 9557 Animation = UBArmDeal_DS.UBArmDeal_DS 9558 AnimationMode = LOOP 9559 ParticleSysBone = Smoke01 SmolderingSmoke 9560 ; ParticleSysBone = Smoke02 SmolderingSmoke 9561 ; ParticleSysBone = Smoke03 SmolderingSmoke 9562 ; ParticleSysBone = Smoke04 SmolderingSmoke 9563 ; ParticleSysBone = Smoke05 SmolderingSmoke 9564 ; ParticleSysBone = Smoke06 SmolderingSmoke 9565 ; ParticleSysBone = Fire02 SmolderingFire 9566 ; ParticleSysBone = Fire03 SmolderingFire 9567 ; ParticleSysBone = Fire04 SmolderingFire 9568 ; ParticleSysBone = Fire05 SmolderingFire 9569 ; ParticleSysBone = Fire06 SmolderingFire 9570 End 9571 ;really damaged 9572 ConditionState = REALLYDAMAGED RUBBLE SNOW 9573 Model = UBArmDeal_ES 9574 Animation = UBArmDeal_ES.UBArmDeal_ES 9575 AnimationMode = LOOP 9576 ParticleSysBone = Smoke01 SmolderingSmoke 9577 ; ParticleSysBone = Smoke02 SmolderingSmoke 9578 ; ParticleSysBone = Smoke03 SmolderingSmoke 9579 ; ParticleSysBone = Smoke04 SmolderingSmoke 9580 ; ParticleSysBone = Smoke05 SmokeFactionLarge 9581 ; ParticleSysBone = Smoke06 SmolderingSmoke 9582 ; ParticleSysBone = Smoke07 SmolderingSmoke 9583 ; ParticleSysBone = Fire02 SmolderingFire 9584 ; ParticleSysBone = Fire03 SmolderingFire 9585 ; ParticleSysBone = Fire04 SmolderingFire 9586 ; ParticleSysBone = Fire05 FireFactionLarge 9587 ; ParticleSysBone = Fire06 SmolderingFire 9588 ; ParticleSysBone = Fire07 SmolderingFire 9589 End 9590 ConditionState = GARRISONED SNOW 9591 Model = UBArmDlEG_S 9592 ParticleSysBone = Smoke01 SmolderingSmoke 9593 Animation = UBArmDlEG_S.UBArmDlEG_S 9594 AnimationMode = LOOP 9595 End 9596 ConditionState = DAMAGED GARRISONED SNOW 9597 Model = UBArmDlEG_DS 9598 ParticleSysBone = Smoke01 SmolderingSmoke 9599 Animation = UBArmDlEG_DS.UBArmDlEG_DS 9600 AnimationMode = LOOP 9601 End 9602 ConditionState = REALLYDAMAGED GARRISONED SNOW 9603 Model = UBArmDlEG_ES 9604 ParticleSysBone = Smoke01 SmolderingSmoke 9605 Animation = UBArmDlEG_ES.UBArmDlEG_ES 9606 AnimationMode = LOOP 9607 End 9608 9609 ; night 9610 ConditionState = NIGHT 9611 Model = UBArmDeal_N 9612 Animation = UBArmDeal_N.UBArmDeal_N 9613 AnimationMode = LOOP 9614 ParticleSysBone = Smoke01 SmolderingSmoke 9615 ParticleSysBone = Steam01 SteamVent 9616 End 9617 ConditionState = DAMAGED NIGHT 9618 Model = UBArmDeal_DN 9619 Animation = UBArmDeal_DN.UBArmDeal_DN 9620 AnimationMode = LOOP 9621 ParticleSysBone = Smoke01 SmolderingSmoke 9622 End 9623 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9624 Model = UBArmDeal_EN 9625 Animation = UBArmDeal_EN.UBArmDeal_EN 9626 AnimationMode = LOOP 9627 ParticleSysBone = Smoke01 SmolderingSmoke 9628 End 9629 ConditionState = GARRISONED NIGHT 9630 Model = UBArmDlEG_N 9631 ParticleSysBone = Smoke01 SmolderingSmoke 9632 Animation = UBArmDlEG_N.UBArmDlEG_N 9633 AnimationMode = LOOP 9634 End 9635 ConditionState = DAMAGED GARRISONED NIGHT 9636 Model = UBArmDlEG_DN 9637 ParticleSysBone = Smoke01 SmolderingSmoke 9638 Animation = UBArmDlEG_DN.UBArmDlEG_DN 9639 AnimationMode = LOOP 9640 End 9641 ConditionState = REALLYDAMAGED GARRISONED NIGHT 9642 Model = UBArmDlEG_EN 9643 ParticleSysBone = Smoke01 SmolderingSmoke 9644 Animation = UBArmDlEG_EN.UBArmDlEG_EN 9645 AnimationMode = LOOP 9646 End 9647 9648 ; night snow 9649 ConditionState = NIGHT SNOW 9650 Model = UBArmDeal_NS 9651 Animation = UBArmDeal_NS.UBArmDeal_NS 9652 AnimationMode = LOOP 9653 ParticleSysBone = Smoke01 SmolderingSmoke 9654 ParticleSysBone = Steam01 SteamVent 9655 End 9656 ConditionState = DAMAGED NIGHT SNOW 9657 Model = UBArmDeal_DNS 9658 Animation = UBArmDeal_DNS.UBArmDeal_DNS 9659 AnimationMode = LOOP 9660 ParticleSysBone = Smoke01 SmolderingSmoke 9661 End 9662 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9663 Model = UBArmDeal_ENS 9664 Animation = UBArmDeal_ENS.UBArmDeal_ENS 9665 AnimationMode = LOOP 9666 ParticleSysBone = Smoke01 SmolderingSmoke 9667 End 9668 ConditionState = GARRISONED NIGHT SNOW 9669 Model = UBArmDlEG_NS 9670 ParticleSysBone = Smoke01 SmolderingSmoke 9671 Animation = UBArmDlEG_NS.UBArmDlEG_NS 9672 AnimationMode = LOOP 9673 End 9674 ConditionState = DAMAGED GARRISONED NIGHT SNOW 9675 Model = UBArmDlEG_DNS 9676 ParticleSysBone = Smoke01 SmolderingSmoke 9677 Animation = UBArmDlEG_DNS.UBArmDlEG_DNS 9678 AnimationMode = LOOP 9679 End 9680 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 9681 Model = UBArmDlEG_ENS 9682 ParticleSysBone = Smoke01 SmolderingSmoke 9683 Animation = UBArmDlEG_ENS.UBArmDlEG_ENS 9684 AnimationMode = LOOP 9685 End 9686 9687 ;************************************************************************************************************************** 9688 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9689 ;for this draw module 9690 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9691 Model = UBArmDeal 9692 Animation = UBArmDeal.UBArmDeal 9693 AnimationMode = LOOP 9694 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9695 End 9696 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9697 Model = UBArmDeal_D 9698 Animation = UBArmDeal_D.UBArmDeal_D 9699 AnimationMode = LOOP 9700 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9701 End 9702 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9703 Model = UBArmDeal_E 9704 Animation = UBArmDeal_E.UBArmDeal_E 9705 AnimationMode = LOOP 9706 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9707 End 9708 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9709 Model = UBArmDeal_N 9710 Animation = UBArmDeal_N.UBArmDeal_N 9711 AnimationMode = LOOP 9712 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9713 End 9714 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9715 Model = UBArmDeal_DN 9716 Animation = UBArmDeal_DN.UBArmDeal_DN 9717 AnimationMode = LOOP 9718 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9719 End 9720 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9721 Model = UBArmDeal_EN 9722 Animation = UBArmDeal_EN.UBArmDeal_EN 9723 AnimationMode = LOOP 9724 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9725 End 9726 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9727 Model = UBArmDeal_S 9728 Animation = UBArmDeal_S.UBArmDeal_S 9729 AnimationMode = LOOP 9730 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9731 End 9732 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9733 Model = UBArmDeal_DS 9734 Animation = UBArmDeal_DS.UBArmDeal_DS 9735 AnimationMode = LOOP 9736 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9737 End 9738 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9739 Model = UBArmDeal_ES 9740 Animation = UBArmDeal_ES.UBArmDeal_ES 9741 AnimationMode = LOOP 9742 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9743 End 9744 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9745 Model = UBArmDeal_NS 9746 Animation = UBArmDeal_NS.UBArmDeal_NS 9747 AnimationMode = LOOP 9748 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9749 End 9750 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9751 Model = UBArmDeal_DNS 9752 Animation = UBArmDeal_DNS.UBArmDeal_DNS 9753 AnimationMode = LOOP 9754 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9755 End 9756 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9757 Model = UBArmDeal_ENS 9758 Animation = UBArmDeal_ENS.UBArmDeal_ENS 9759 AnimationMode = LOOP 9760 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9761 End 9762 9763 ConditionState = AWAITING_CONSTRUCTION 9764 Model = NONE 9765 End 9766 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9767 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9768 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9769 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9770 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9771 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9772 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9773 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9774 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9775 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9776 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9777 AliasConditionState = SOLD 9778 AliasConditionState = SOLD DAMAGED 9779 AliasConditionState = SOLD REALLYDAMAGED 9780 AliasConditionState = SOLD NIGHT 9781 AliasConditionState = SOLD NIGHT DAMAGED 9782 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9783 AliasConditionState = SOLD SNOW 9784 AliasConditionState = SOLD SNOW DAMAGED 9785 AliasConditionState = SOLD SNOW REALLYDAMAGED 9786 AliasConditionState = SOLD NIGHT SNOW 9787 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9788 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9789 AliasConditionState = GARRISONED SOLD 9790 AliasConditionState = GARRISONED SOLD DAMAGED 9791 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 9792 AliasConditionState = GARRISONED SOLD NIGHT 9793 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 9794 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 9795 AliasConditionState = GARRISONED SOLD SNOW 9796 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 9797 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 9798 AliasConditionState = GARRISONED SOLD NIGHT SNOW 9799 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 9800 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 9801 ;************************************************************************************************************************** 9802 9803 9804 End 9805 9806 ; ------------ construction-zone fence ----------------- 9807 Draw = W3DModelDraw ModuleTag_02 9808 AnimationsRequirePower = No 9809 DefaultConditionState 9810 Model = None 9811 TransitionKey = DOWN_DEFAULT 9812 End 9813 ConditionState = NIGHT 9814 Model = None 9815 TransitionKey = DOWN_DEFAULT 9816 End 9817 ConditionState = SNOW 9818 Model = None 9819 TransitionKey = DOWN_DEFAULT 9820 End 9821 ConditionState = SNOW NIGHT 9822 Model = None 9823 TransitionKey = DOWN_DEFAULT 9824 End 9825 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9826 Model = UBArmDeal_A4 9827 Animation = UBArmDeal_A4.UBArmDeal_A4 9828 AnimationMode = MANUAL 9829 Flags = START_FRAME_LAST 9830 TransitionKey = UP_DAY 9831 End 9832 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9833 Model = UBArmDeal_A4N 9834 Animation = UBArmDeal_A4N.UBArmDeal_A4N 9835 AnimationMode = MANUAL 9836 Flags = START_FRAME_LAST 9837 TransitionKey = UP_NIGHT 9838 End 9839 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9840 Model = UBArmDeal_A4S 9841 Animation = UBArmDeal_A4S.UBArmDeal_A4S 9842 AnimationMode = MANUAL 9843 Flags = START_FRAME_LAST 9844 TransitionKey = UP_SNOW 9845 End 9846 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9847 Model = UBArmDeal_A4SN 9848 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 9849 AnimationMode = MANUAL 9850 Flags = START_FRAME_LAST 9851 TransitionKey = UP_SNOWNIGHT 9852 End 9853 TransitionState = DOWN_DEFAULT UP_DAY 9854 Model = UBArmDeal_A4 9855 Animation = UBArmDeal_A4.UBArmDeal_A4 9856 AnimationMode = ONCE 9857 AnimationSpeedFactorRange = 1.0 1.0 9858 Flags = START_FRAME_FIRST 9859 End 9860 TransitionState = DOWN_DEFAULT UP_NIGHT 9861 Model = UBArmDeal_A4N 9862 Animation = UBArmDeal_A4N.UBArmDeal_A4N 9863 AnimationMode = ONCE 9864 AnimationSpeedFactorRange = 1.0 1.0 9865 Flags = START_FRAME_FIRST 9866 End 9867 TransitionState = DOWN_DEFAULT UP_SNOW 9868 Model = UBArmDeal_A4S 9869 ; @todo srj -- anim missing 9870 Animation = UBArmDeal_A4S.UBArmDeal_A4S 9871 AnimationMode = ONCE 9872 AnimationSpeedFactorRange = 1.0 1.0 9873 Flags = START_FRAME_FIRST 9874 End 9875 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9876 Model = UBArmDeal_A4SN 9877 ; @todo srj -- anim missing 9878 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 9879 AnimationMode = ONCE 9880 AnimationSpeedFactorRange = 1.0 1.0 9881 Flags = START_FRAME_FIRST 9882 End 9883 TransitionState = UP_DAY DOWN_DEFAULT 9884 Model = UBArmDeal_A4 9885 Animation = UBArmDeal_A4.UBArmDeal_A4 9886 AnimationMode = ONCE_BACKWARDS 9887 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9888 Flags = START_FRAME_LAST 9889 End 9890 TransitionState = UP_NIGHT DOWN_DEFAULT 9891 Model = UBArmDeal_A4N 9892 Animation = UBArmDeal_A4N.UBArmDeal_A4N 9893 AnimationMode = ONCE_BACKWARDS 9894 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9895 Flags = START_FRAME_LAST 9896 End 9897 9898 TransitionState = UP_SNOW DOWN_DEFAULT 9899 Model = UBArmDeal_A4S 9900 ; @todo srj -- anim missing 9901 Animation = UBArmDeal_A4S.UBArmDeal_A4S 9902 AnimationMode = ONCE_BACKWARDS 9903 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9904 Flags = START_FRAME_LAST 9905 End 9906 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9907 Model = UBArmDeal_A4SN 9908 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 9909 AnimationMode = ONCE_BACKWARDS 9910 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9911 Flags = START_FRAME_LAST 9912 End 9913 End 9914 9915 ; ------------ under-construction scaffolding ----------------- 9916 Draw = W3DModelDraw ModuleTag_03 9917 AnimationsRequirePower = No 9918 MinLODRequired = MEDIUM 9919 DefaultConditionState 9920 Model = None 9921 TransitionKey = DOWN_DEFAULT 9922 End 9923 ConditionState = NIGHT 9924 Model = None 9925 TransitionKey = DOWN_DEFAULT 9926 End 9927 ConditionState = SNOW 9928 Model = None 9929 TransitionKey = DOWN_DEFAULT 9930 End 9931 ConditionState = SNOW NIGHT 9932 Model = None 9933 TransitionKey = DOWN_DEFAULT 9934 End 9935 ConditionState = PARTIALLY_CONSTRUCTED 9936 Model = UBArmDeal_A6 9937 Animation = UBArmDeal_A6.UBArmDeal_A6 9938 AnimationMode = MANUAL 9939 Flags = START_FRAME_LAST 9940 TransitionKey = UP_DAY 9941 ParticleSysBone = Dust01 BuildingDust 9942 ParticleSysBone = Smoke01 BuildUpSmoke 9943 ParticleSysBone = Smoke02 BuildUpSmoke 9944 ParticleSysBone = Smoke03 BuildUpSmoke 9945 ParticleSysBone = Smoke04 BuildUpSmoke 9946 End 9947 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9948 Model = UBArmDeal_A6N 9949 Animation = UBArmDeal_A6N.UBArmDeal_A6N 9950 AnimationMode = MANUAL 9951 Flags = START_FRAME_LAST 9952 TransitionKey = UP_NIGHT 9953 ParticleSysBone = Dust01 BuildingDust 9954 ParticleSysBone = Smoke01 BuildUpSmoke 9955 ParticleSysBone = Smoke02 BuildUpSmoke 9956 ParticleSysBone = Smoke03 BuildUpSmoke 9957 ParticleSysBone = Smoke04 BuildUpSmoke 9958 End 9959 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9960 Model = UBArmDeal_A6S 9961 Animation = UBArmDeal_A6S.UBArmDeal_A6S 9962 AnimationMode = MANUAL 9963 Flags = START_FRAME_LAST 9964 TransitionKey = UP_SNOW 9965 ParticleSysBone = Dust01 BuildingSnowDust 9966 ParticleSysBone = Smoke01 BuildUpSnowSmoke 9967 ParticleSysBone = Smoke02 BuildUpSnowSmoke 9968 ParticleSysBone = Smoke03 BuildUpSnowSmoke 9969 ParticleSysBone = Smoke04 BuildUpSnowSmoke 9970 End 9971 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9972 Model = UBArmDeal_A6SN 9973 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 9974 AnimationMode = MANUAL 9975 Flags = START_FRAME_LAST 9976 TransitionKey = UP_SNOWNIGHT 9977 ParticleSysBone = Dust01 BuildingNightSnowDust 9978 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 9979 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 9980 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 9981 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 9982 End 9983 TransitionState = DOWN_DEFAULT UP_DAY 9984 Model = UBArmDeal_A6 9985 Animation = UBArmDeal_A6.UBArmDeal_A6 9986 AnimationMode = ONCE 9987 AnimationSpeedFactorRange = 1.0 1.0 9988 Flags = START_FRAME_FIRST 9989 End 9990 TransitionState = DOWN_DEFAULT UP_NIGHT 9991 Model = UBArmDeal_A6N 9992 Animation = UBArmDeal_A6N.UBArmDeal_A6N 9993 AnimationMode = ONCE 9994 AnimationSpeedFactorRange = 1.0 1.0 9995 Flags = START_FRAME_FIRST 9996 End 9997 TransitionState = DOWN_DEFAULT UP_SNOW 9998 Model = UBArmDeal_A6S 9999 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10000 AnimationMode = ONCE 10001 AnimationSpeedFactorRange = 1.0 1.0 10002 Flags = START_FRAME_FIRST 10003 End 10004 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10005 Model = UBArmDeal_A6SN 10006 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10007 AnimationMode = ONCE 10008 AnimationSpeedFactorRange = 1.0 1.0 10009 Flags = START_FRAME_FIRST 10010 End 10011 TransitionState = UP_DAY DOWN_DEFAULT 10012 Model = UBArmDeal_A6 10013 Animation = UBArmDeal_A6.UBArmDeal_A6 10014 AnimationMode = ONCE_BACKWARDS 10015 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10016 Flags = START_FRAME_LAST 10017 End 10018 TransitionState = UP_NIGHT DOWN_DEFAULT 10019 Model = UBArmDeal_A6N 10020 Animation = UBArmDeal_A6N.UBArmDeal_A6N 10021 AnimationMode = ONCE_BACKWARDS 10022 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10023 Flags = START_FRAME_LAST 10024 End 10025 TransitionState = UP_SNOW DOWN_DEFAULT 10026 Model = UBArmDeal_A6S 10027 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10028 AnimationMode = ONCE_BACKWARDS 10029 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10030 Flags = START_FRAME_LAST 10031 End 10032 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10033 Model = UBArmDeal_A6SN 10034 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10035 AnimationMode = ONCE_BACKWARDS 10036 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10037 Flags = START_FRAME_LAST 10038 End 10039 End 10040 10041 ; ----------------- the door ----------------------- 10042 Draw = W3DModelDraw ModuleTag_04 10043 DefaultConditionState 10044 Model = UBArmDeal_A7 10045 Animation = UBArmDeal_A7.UBArmDeal_A7 10046 AnimationMode = MANUAL 10047 Flags = START_FRAME_FIRST 10048 End 10049 AliasConditionState = NIGHT 10050 AliasConditionState = SNOW 10051 AliasConditionState = NIGHT SNOW 10052 10053 ConditionState = DAMAGED 10054 Model = UBArmDeal_A7D 10055 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10056 AnimationMode = MANUAL 10057 Flags = START_FRAME_FIRST 10058 End 10059 AliasConditionState = NIGHT DAMAGED 10060 AliasConditionState = SNOW DAMAGED 10061 AliasConditionState = SNOW NIGHT DAMAGED 10062 10063 ConditionState = REALLYDAMAGED RUBBLE 10064 Model = UBArmDeal_A7E 10065 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10066 AnimationMode = MANUAL 10067 Flags = START_FRAME_FIRST 10068 End 10069 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10070 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10071 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10072 10073 10074 10075 ConditionState = DOOR_1_OPENING 10076 Model = UBArmDeal_A7 10077 Animation = UBArmDeal_A7.UBArmDeal_A7 10078 AnimationMode = ONCE 10079 Flags = START_FRAME_FIRST 10080 End 10081 AliasConditionState = NIGHT DOOR_1_OPENING 10082 AliasConditionState = SNOW DOOR_1_OPENING 10083 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 10084 10085 ConditionState = DOOR_1_OPENING DAMAGED 10086 Model = UBArmDeal_A7D 10087 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10088 AnimationMode = ONCE 10089 Flags = START_FRAME_FIRST 10090 End 10091 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 10092 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 10093 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 10094 10095 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 10096 Model = UBArmDeal_A7E 10097 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10098 AnimationMode = ONCE 10099 Flags = START_FRAME_FIRST 10100 End 10101 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 10102 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 10103 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 10104 10105 10106 10107 ConditionState = DOOR_1_CLOSING 10108 Model = UBArmDeal_A7 10109 Animation = UBArmDeal_A7.UBArmDeal_A7 10110 AnimationMode = ONCE_BACKWARDS 10111 Flags = START_FRAME_LAST 10112 End 10113 AliasConditionState = NIGHT DOOR_1_CLOSING 10114 AliasConditionState = SNOW DOOR_1_CLOSING 10115 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 10116 10117 ConditionState = DOOR_1_CLOSING DAMAGED 10118 Model = UBArmDeal_A7D 10119 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10120 AnimationMode = ONCE_BACKWARDS 10121 Flags = START_FRAME_LAST 10122 End 10123 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 10124 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 10125 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 10126 10127 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10128 Model = UBArmDeal_A7E 10129 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10130 AnimationMode = ONCE_BACKWARDS 10131 Flags = START_FRAME_LAST 10132 End 10133 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10134 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10135 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10136 10137 10138 10139 ConditionState = DOOR_1_WAITING_OPEN 10140 Model = UBArmDeal_A7 10141 Animation = UBArmDeal_A7.UBArmDeal_A7 10142 AnimationMode = MANUAL 10143 Flags = START_FRAME_LAST 10144 End 10145 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 10146 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 10147 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 10148 10149 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 10150 Model = UBArmDeal_A7D 10151 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10152 AnimationMode = MANUAL 10153 Flags = START_FRAME_LAST 10154 End 10155 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 10156 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 10157 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 10158 10159 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10160 Model = UBArmDeal_A7E 10161 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10162 AnimationMode = MANUAL 10163 Flags = START_FRAME_LAST 10164 End 10165 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10166 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10167 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10168 10169 ;************************************************************************************************************************** 10170 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10171 ;for this draw module 10172 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10173 Model = UBArmDeal_A7 10174 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10175 End 10176 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10177 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10178 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10179 10180 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10181 Model = UBArmDeal_A7D 10182 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10183 End 10184 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 10185 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 10186 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 10187 10188 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10189 Model = UBArmDeal_A7E 10190 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10191 End 10192 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 10193 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 10194 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 10195 10196 ConditionState = AWAITING_CONSTRUCTION 10197 Model = NONE 10198 End 10199 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10200 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10201 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10202 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10203 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10204 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10205 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10206 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10207 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10208 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10209 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10210 AliasConditionState = SOLD DAMAGED 10211 AliasConditionState = SOLD REALLYDAMAGED 10212 AliasConditionState = SOLD NIGHT 10213 AliasConditionState = SOLD NIGHT DAMAGED 10214 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10215 AliasConditionState = SOLD SNOW 10216 AliasConditionState = SOLD SNOW DAMAGED 10217 AliasConditionState = SOLD SNOW REALLYDAMAGED 10218 AliasConditionState = SOLD NIGHT SNOW 10219 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10220 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10221 ;************************************************************************************************************************** 10222 10223 10224 End 10225 10226 PlacementViewAngle = -135 10227 10228 ; ***DESIGN parameters *** 10229 DisplayName = OBJECT:ArmsDealer 10230 Side = GLADemolitionGeneral 10231 EditorSorting = STRUCTURE 10232 Prerequisites 10233 Object = Demo_GLASupplyStash 10234 End 10235 BuildCost = 2500 10236 BuildTime = 15.0 ; in seconds 10237 EnergyProduction = 0 10238 CommandSet = Demo_GLAArmsDealerCommandSet 10239 VisionRange = 200.0 ; Shroud clearing distance 10240 ShroudClearingRange = 200 10241 ArmorSet 10242 Conditions = None 10243 Armor = StructureArmor 10244 DamageFX = StructureDamageFXNoShake 10245 End 10246 ArmorSet 10247 Conditions = PLAYER_UPGRADE 10248 Armor = GLAUpgradedStructureArmor 10249 DamageFX = StructureDamageFXNoShake 10250 End 10251 10252 ExperienceValue = 200 200 200 200 ; Experience point value at each level 10253 10254 ; *** AUDIO Parameters *** 10255 VoiceSelect = WarFactoryGLASelect 10256 SoundOnDamaged = BuildingDamagedStateLight 10257 SoundOnReallyDamaged = BuildingDestroy 10258 10259 UnitSpecificSounds 10260 UnderConstruction = UnderConstructionLoop 10261 End 10262 10263 ; *** ENGINEERING Parameters *** 10264 RadarPriority = STRUCTURE 10265 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY FS_WARFACTORY 10266 Body = StructureBody ModuleTag_05 10267 MaxHealth = 2000.0 10268 InitialHealth = 2000.0 10269 10270 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10271 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10272 SubdualDamageCap = 2200 10273 SubdualDamageHealRate = 500 10274 SubdualDamageHealAmount = 100 10275 End 10276 10277 Behavior = ArmorUpgrade ModuleTag_Armor01 10278 TriggeredBy = Upgrade_GLAFortifiedStructure 10279 End 10280 10281 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 10282 ConditionFlag = GARRISONED 10283 TriggeredBy = Upgrade_GLAFortifiedStructure 10284 End 10285 10286 Behavior = RebuildHoleExposeDie ModuleTag_06 10287 HoleName = GLAHoleArmsDealer 10288 HoleMaxHealth = 500.0 10289 End 10290 Behavior = DestroyDie ModuleTag_07 10291 ;nothing 10292 End 10293 Behavior = CreateObjectDie ModuleTag_08 10294 CreationList = OCL_LargeStructureDebris 10295 End 10296 Behavior = FXListDie ModuleTag_09 10297 DeathFX = FX_StructureMediumDeath 10298 End 10299 Behavior = ProductionUpdate ModuleTag_10 10300 NumDoorAnimations = 1 10301 DoorOpeningTime = 2000 ;in mSeconds 10302 DoorWaitOpenTime = 3000 ;in mSeconds 10303 DoorCloseTime = 2000 ;in mSeconds 10304 ConstructionCompleteDuration = 1500 ;in mSeconds 10305 End 10306 Behavior = DefaultProductionExitUpdate ModuleTag_11 10307 UnitCreatePoint = X: -20.0 Y:-15.0 Z:0.0 10308 NaturalRallyPoint = X: 40.0 Y:-15.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML 10309 End 10310 Behavior = RepairDockUpdate ModuleTag_12 10311 TimeForFullHeal = 5000 ;(in milliseconds) 10312 NumberApproachPositions = 5 10313 End 10314 10315 Behavior = FlammableUpdate ModuleTag_14 10316 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10317 AflameDamageAmount = 5 ; taking this much damage... 10318 AflameDamageDelay = 500 ; this often. 10319 End 10320 10321 Behavior = TransitionDamageFX ModuleTag_31 10322 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 10323 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10324 ;--------------------------------------------------------------------------------------- 10325 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10326 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 10327 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 10328 End 10329 10330 Geometry = BOX 10331 GeometryMajorRadius = 40.0 10332 GeometryMinorRadius = 62.0 10333 GeometryHeight = 25.0 10334 GeometryIsSmall = No 10335 FactoryExitWidth = 25 10336 Shadow = SHADOW_VOLUME 10337 BuildCompletion = PLACED_BY_PLAYER 10338 10339 End 10340 10341 10342 ;------------------------------------------------------------------------------ 10343 ObjectReskin Demo_GLAHoleArmsDealer Demo_GLAHole 10344 Draw = W3DModelDraw ModuleTag_01 10345 OkToChangeModelColor = Yes 10346 ConditionState = NONE 10347 Model = UBHole 10348 End 10349 ConditionState = DAMAGED 10350 Model = UBHole_D 10351 ParticleSysBone = Smoke01 SteamVent 10352 End 10353 ConditionState = REALLYDAMAGED 10354 Model = UBHole_E 10355 ParticleSysBone = Smoke01 SteamVent 10356 ParticleSysBone = Smoke02 SteamVent 10357 ParticleSysBone = Fire01 GLAPowerPlantFlame 10358 ParticleSysBone = Fire02 GLAPowerPlantFlame 10359 ParticleSysBone = Fire03 GLAPowerPlantFlame 10360 End 10361 End 10362 Draw = W3DModelDraw ModuleTag_02 10363 OkToChangeModelColor = Yes 10364 ConditionState = NONE 10365 Model = UBArmDeal_R 10366 ParticleSysBone = Smoke04 SmolderingSmoke 10367 ParticleSysBone = Smoke01 SmolderingSmoke 10368 ParticleSysBone = Smoke03 SmolderingSmoke 10369 End 10370 ConditionState = DAMAGED REALLYDAMAGED 10371 Model = UBArmDeal_R 10372 ParticleSysBone = Smoke04 SmolderingSmoke 10373 ParticleSysBone = Smoke01 SmolderingSmoke 10374 ParticleSysBone = Smoke03 SmolderingSmoke 10375 End 10376 End 10377 End 10378 10379 ;------------------------------------------------------------------------------ 10380 ;GLA Arms Dealer 10381 Object Demo_FakeGLAArmsDealer 10382 10383 ; *** ART Parameters *** 10384 SelectPortrait = SUArmsDealer_L 10385 ButtonImage = SUArmsDealer 10386 10387 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 10388 10389 ; ----------------- Main Building ------------------- 10390 Draw = W3DModelDraw ModuleTag_01 10391 OkToChangeModelColor = Yes 10392 ; day 10393 ConditionState = NONE 10394 Model = UBArmDeal 10395 Animation = UBArmDeal.UBArmDeal 10396 AnimationMode = LOOP 10397 ParticleSysBone = Smoke01 SmolderingSmoke 10398 ParticleSysBone = Steam01 SteamVent 10399 End 10400 ;damaged 10401 ConditionState = DAMAGED 10402 Model = UBArmDeal_D 10403 Animation = UBArmDeal_D.UBArmDeal_D 10404 AnimationMode = LOOP 10405 ParticleSysBone = Smoke01 SmolderingSmoke 10406 ; ParticleSysBone = Smoke02 SmolderingSmoke 10407 ; ParticleSysBone = Smoke03 SmolderingSmoke 10408 ; ParticleSysBone = Smoke04 SmolderingSmoke 10409 ; ParticleSysBone = Smoke05 SmolderingSmoke 10410 ; ParticleSysBone = Smoke06 SmolderingSmoke 10411 ; ParticleSysBone = Fire02 SmolderingFire 10412 ; ParticleSysBone = Fire03 SmolderingFire 10413 ; ParticleSysBone = Fire04 SmolderingFire 10414 ; ParticleSysBone = Fire05 SmolderingFire 10415 ; ParticleSysBone = Fire06 SmolderingFire 10416 End 10417 ;really damaged 10418 ConditionState = REALLYDAMAGED RUBBLE 10419 Model = UBArmDeal_E 10420 Animation = UBArmDeal_E.UBArmDeal_E 10421 AnimationMode = LOOP 10422 ParticleSysBone = Smoke01 SmolderingSmoke 10423 ; ParticleSysBone = Smoke02 SmolderingSmoke 10424 ; ParticleSysBone = Smoke03 SmolderingSmoke 10425 ; ParticleSysBone = Smoke04 SmolderingSmoke 10426 ; ParticleSysBone = Smoke05 SmokeFactionLarge 10427 ; ParticleSysBone = Smoke06 SmolderingSmoke 10428 ; ParticleSysBone = Smoke07 SmolderingSmoke 10429 ; ParticleSysBone = Fire02 SmolderingFire 10430 ; ParticleSysBone = Fire03 SmolderingFire 10431 ; ParticleSysBone = Fire04 SmolderingFire 10432 ; ParticleSysBone = Fire05 FireFactionLarge 10433 ; ParticleSysBone = Fire06 SmolderingFire 10434 ; ParticleSysBone = Fire07 SmolderingFire 10435 End 10436 ConditionState = GARRISONED 10437 Model = UBArmDlEG 10438 ParticleSysBone = Smoke01 SmolderingSmoke 10439 Animation = UBArmDlEG.UBArmDlEG 10440 AnimationMode = LOOP 10441 End 10442 ConditionState = DAMAGED GARRISONED 10443 Model = UBArmDlEG_D 10444 ParticleSysBone = Smoke01 SmolderingSmoke 10445 Animation = UBArmDlEG_D.UBArmDlEG_D 10446 AnimationMode = LOOP 10447 End 10448 ConditionState = REALLYDAMAGED GARRISONED 10449 Model = UBArmDlEG_E 10450 ParticleSysBone = Smoke01 SmolderingSmoke 10451 Animation = UBArmDlEG_E.UBArmDlEG_E 10452 AnimationMode = LOOP 10453 End 10454 10455 ; snow 10456 ConditionState = SNOW 10457 Model = UBArmDeal_S 10458 Animation = UBArmDeal_S.UBArmDeal_S 10459 AnimationMode = LOOP 10460 ParticleSysBone = Smoke01 SmolderingSmoke 10461 ParticleSysBone = Steam01 SteamVent 10462 End 10463 ;damaged 10464 ConditionState = DAMAGED SNOW 10465 Model = UBArmDeal_DS 10466 Animation = UBArmDeal_DS.UBArmDeal_DS 10467 AnimationMode = LOOP 10468 ParticleSysBone = Smoke01 SmolderingSmoke 10469 ; ParticleSysBone = Smoke02 SmolderingSmoke 10470 ; ParticleSysBone = Smoke03 SmolderingSmoke 10471 ; ParticleSysBone = Smoke04 SmolderingSmoke 10472 ; ParticleSysBone = Smoke05 SmolderingSmoke 10473 ; ParticleSysBone = Smoke06 SmolderingSmoke 10474 ; ParticleSysBone = Fire02 SmolderingFire 10475 ; ParticleSysBone = Fire03 SmolderingFire 10476 ; ParticleSysBone = Fire04 SmolderingFire 10477 ; ParticleSysBone = Fire05 SmolderingFire 10478 ; ParticleSysBone = Fire06 SmolderingFire 10479 End 10480 ;really damaged 10481 ConditionState = REALLYDAMAGED RUBBLE SNOW 10482 Model = UBArmDeal_ES 10483 Animation = UBArmDeal_ES.UBArmDeal_ES 10484 AnimationMode = LOOP 10485 ParticleSysBone = Smoke01 SmolderingSmoke 10486 ; ParticleSysBone = Smoke02 SmolderingSmoke 10487 ; ParticleSysBone = Smoke03 SmolderingSmoke 10488 ; ParticleSysBone = Smoke04 SmolderingSmoke 10489 ; ParticleSysBone = Smoke05 SmokeFactionLarge 10490 ; ParticleSysBone = Smoke06 SmolderingSmoke 10491 ; ParticleSysBone = Smoke07 SmolderingSmoke 10492 ; ParticleSysBone = Fire02 SmolderingFire 10493 ; ParticleSysBone = Fire03 SmolderingFire 10494 ; ParticleSysBone = Fire04 SmolderingFire 10495 ; ParticleSysBone = Fire05 FireFactionLarge 10496 ; ParticleSysBone = Fire06 SmolderingFire 10497 ; ParticleSysBone = Fire07 SmolderingFire 10498 End 10499 ConditionState = GARRISONED SNOW 10500 Model = UBArmDlEG_S 10501 ParticleSysBone = Smoke01 SmolderingSmoke 10502 Animation = UBArmDlEG_S.UBArmDlEG_S 10503 AnimationMode = LOOP 10504 End 10505 ConditionState = DAMAGED GARRISONED SNOW 10506 Model = UBArmDlEG_DS 10507 ParticleSysBone = Smoke01 SmolderingSmoke 10508 Animation = UBArmDlEG_DS.UBArmDlEG_DS 10509 AnimationMode = LOOP 10510 End 10511 ConditionState = REALLYDAMAGED GARRISONED SNOW 10512 Model = UBArmDlEG_ES 10513 ParticleSysBone = Smoke01 SmolderingSmoke 10514 Animation = UBArmDlEG_ES.UBArmDlEG_ES 10515 AnimationMode = LOOP 10516 End 10517 10518 ; night 10519 ConditionState = NIGHT 10520 Model = UBArmDeal_N 10521 Animation = UBArmDeal_N.UBArmDeal_N 10522 AnimationMode = LOOP 10523 ParticleSysBone = Smoke01 SmolderingSmoke 10524 ParticleSysBone = Steam01 SteamVent 10525 End 10526 ConditionState = DAMAGED NIGHT 10527 Model = UBArmDeal_DN 10528 Animation = UBArmDeal_DN.UBArmDeal_DN 10529 AnimationMode = LOOP 10530 ParticleSysBone = Smoke01 SmolderingSmoke 10531 End 10532 ConditionState = REALLYDAMAGED RUBBLE NIGHT 10533 Model = UBArmDeal_EN 10534 Animation = UBArmDeal_EN.UBArmDeal_EN 10535 AnimationMode = LOOP 10536 ParticleSysBone = Smoke01 SmolderingSmoke 10537 End 10538 ConditionState = GARRISONED NIGHT 10539 Model = UBArmDlEG_N 10540 ParticleSysBone = Smoke01 SmolderingSmoke 10541 Animation = UBArmDlEG_N.UBArmDlEG_N 10542 AnimationMode = LOOP 10543 End 10544 ConditionState = DAMAGED GARRISONED NIGHT 10545 Model = UBArmDlEG_DN 10546 ParticleSysBone = Smoke01 SmolderingSmoke 10547 Animation = UBArmDlEG_DN.UBArmDlEG_DN 10548 AnimationMode = LOOP 10549 End 10550 ConditionState = REALLYDAMAGED GARRISONED NIGHT 10551 Model = UBArmDlEG_EN 10552 ParticleSysBone = Smoke01 SmolderingSmoke 10553 Animation = UBArmDlEG_EN.UBArmDlEG_EN 10554 AnimationMode = LOOP 10555 End 10556 10557 ; night snow 10558 ConditionState = NIGHT SNOW 10559 Model = UBArmDeal_NS 10560 Animation = UBArmDeal_NS.UBArmDeal_NS 10561 AnimationMode = LOOP 10562 ParticleSysBone = Smoke01 SmolderingSmoke 10563 ParticleSysBone = Steam01 SteamVent 10564 End 10565 ConditionState = DAMAGED NIGHT SNOW 10566 Model = UBArmDeal_DNS 10567 Animation = UBArmDeal_DNS.UBArmDeal_DNS 10568 AnimationMode = LOOP 10569 ParticleSysBone = Smoke01 SmolderingSmoke 10570 End 10571 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 10572 Model = UBArmDeal_ENS 10573 Animation = UBArmDeal_ENS.UBArmDeal_ENS 10574 AnimationMode = LOOP 10575 ParticleSysBone = Smoke01 SmolderingSmoke 10576 End 10577 ConditionState = GARRISONED NIGHT SNOW 10578 Model = UBArmDlEG_NS 10579 ParticleSysBone = Smoke01 SmolderingSmoke 10580 Animation = UBArmDlEG_NS.UBArmDlEG_NS 10581 AnimationMode = LOOP 10582 End 10583 ConditionState = DAMAGED GARRISONED NIGHT SNOW 10584 Model = UBArmDlEG_DNS 10585 ParticleSysBone = Smoke01 SmolderingSmoke 10586 Animation = UBArmDlEG_DNS.UBArmDlEG_DNS 10587 AnimationMode = LOOP 10588 End 10589 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 10590 Model = UBArmDlEG_ENS 10591 ParticleSysBone = Smoke01 SmolderingSmoke 10592 Animation = UBArmDlEG_ENS.UBArmDlEG_ENS 10593 AnimationMode = LOOP 10594 End 10595 10596 ;************************************************************************************************************************** 10597 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10598 ;for this draw module 10599 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10600 Model = UBArmDeal 10601 Animation = UBArmDeal.UBArmDeal 10602 AnimationMode = LOOP 10603 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10604 End 10605 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10606 Model = UBArmDeal_D 10607 Animation = UBArmDeal_D.UBArmDeal_D 10608 AnimationMode = LOOP 10609 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10610 End 10611 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10612 Model = UBArmDeal_E 10613 Animation = UBArmDeal_E.UBArmDeal_E 10614 AnimationMode = LOOP 10615 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10616 End 10617 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10618 Model = UBArmDeal_N 10619 Animation = UBArmDeal_N.UBArmDeal_N 10620 AnimationMode = LOOP 10621 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10622 End 10623 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10624 Model = UBArmDeal_DN 10625 Animation = UBArmDeal_DN.UBArmDeal_DN 10626 AnimationMode = LOOP 10627 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10628 End 10629 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10630 Model = UBArmDeal_EN 10631 Animation = UBArmDeal_EN.UBArmDeal_EN 10632 AnimationMode = LOOP 10633 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10634 End 10635 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10636 Model = UBArmDeal_S 10637 Animation = UBArmDeal_S.UBArmDeal_S 10638 AnimationMode = LOOP 10639 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10640 End 10641 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10642 Model = UBArmDeal_DS 10643 Animation = UBArmDeal_DS.UBArmDeal_DS 10644 AnimationMode = LOOP 10645 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10646 End 10647 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10648 Model = UBArmDeal_ES 10649 Animation = UBArmDeal_ES.UBArmDeal_ES 10650 AnimationMode = LOOP 10651 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10652 End 10653 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10654 Model = UBArmDeal_NS 10655 Animation = UBArmDeal_NS.UBArmDeal_NS 10656 AnimationMode = LOOP 10657 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10658 End 10659 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10660 Model = UBArmDeal_DNS 10661 Animation = UBArmDeal_DNS.UBArmDeal_DNS 10662 AnimationMode = LOOP 10663 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10664 End 10665 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10666 Model = UBArmDeal_ENS 10667 Animation = UBArmDeal_ENS.UBArmDeal_ENS 10668 AnimationMode = LOOP 10669 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10670 End 10671 10672 ConditionState = AWAITING_CONSTRUCTION 10673 Model = NONE 10674 End 10675 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10676 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10677 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10678 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10679 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10680 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10681 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10682 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10683 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10684 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10685 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10686 AliasConditionState = SOLD 10687 AliasConditionState = SOLD DAMAGED 10688 AliasConditionState = SOLD REALLYDAMAGED 10689 AliasConditionState = SOLD NIGHT 10690 AliasConditionState = SOLD NIGHT DAMAGED 10691 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10692 AliasConditionState = SOLD SNOW 10693 AliasConditionState = SOLD SNOW DAMAGED 10694 AliasConditionState = SOLD SNOW REALLYDAMAGED 10695 AliasConditionState = SOLD NIGHT SNOW 10696 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10697 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10698 AliasConditionState = GARRISONED SOLD 10699 AliasConditionState = GARRISONED SOLD DAMAGED 10700 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 10701 AliasConditionState = GARRISONED SOLD NIGHT 10702 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 10703 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 10704 AliasConditionState = GARRISONED SOLD SNOW 10705 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 10706 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 10707 AliasConditionState = GARRISONED SOLD NIGHT SNOW 10708 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 10709 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 10710 ;************************************************************************************************************************** 10711 10712 10713 End 10714 10715 ; ------------ construction-zone fence ----------------- 10716 Draw = W3DModelDraw ModuleTag_02 10717 AnimationsRequirePower = No 10718 DefaultConditionState 10719 Model = None 10720 TransitionKey = DOWN_DEFAULT 10721 End 10722 ConditionState = NIGHT 10723 Model = None 10724 TransitionKey = DOWN_DEFAULT 10725 End 10726 ConditionState = SNOW 10727 Model = None 10728 TransitionKey = DOWN_DEFAULT 10729 End 10730 ConditionState = SNOW NIGHT 10731 Model = None 10732 TransitionKey = DOWN_DEFAULT 10733 End 10734 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10735 Model = UBArmDeal_A4 10736 Animation = UBArmDeal_A4.UBArmDeal_A4 10737 AnimationMode = MANUAL 10738 Flags = START_FRAME_LAST 10739 TransitionKey = UP_DAY 10740 End 10741 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10742 Model = UBArmDeal_A4N 10743 Animation = UBArmDeal_A4N.UBArmDeal_A4N 10744 AnimationMode = MANUAL 10745 Flags = START_FRAME_LAST 10746 TransitionKey = UP_NIGHT 10747 End 10748 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10749 Model = UBArmDeal_A4S 10750 Animation = UBArmDeal_A4S.UBArmDeal_A4S 10751 AnimationMode = MANUAL 10752 Flags = START_FRAME_LAST 10753 TransitionKey = UP_SNOW 10754 End 10755 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10756 Model = UBArmDeal_A4SN 10757 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 10758 AnimationMode = MANUAL 10759 Flags = START_FRAME_LAST 10760 TransitionKey = UP_SNOWNIGHT 10761 End 10762 TransitionState = DOWN_DEFAULT UP_DAY 10763 Model = UBArmDeal_A4 10764 Animation = UBArmDeal_A4.UBArmDeal_A4 10765 AnimationMode = ONCE 10766 AnimationSpeedFactorRange = 1.0 1.0 10767 Flags = START_FRAME_FIRST 10768 End 10769 TransitionState = DOWN_DEFAULT UP_NIGHT 10770 Model = UBArmDeal_A4N 10771 Animation = UBArmDeal_A4N.UBArmDeal_A4N 10772 AnimationMode = ONCE 10773 AnimationSpeedFactorRange = 1.0 1.0 10774 Flags = START_FRAME_FIRST 10775 End 10776 TransitionState = DOWN_DEFAULT UP_SNOW 10777 Model = UBArmDeal_A4S 10778 ; @todo srj -- anim missing 10779 Animation = UBArmDeal_A4S.UBArmDeal_A4S 10780 AnimationMode = ONCE 10781 AnimationSpeedFactorRange = 1.0 1.0 10782 Flags = START_FRAME_FIRST 10783 End 10784 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10785 Model = UBArmDeal_A4SN 10786 ; @todo srj -- anim missing 10787 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 10788 AnimationMode = ONCE 10789 AnimationSpeedFactorRange = 1.0 1.0 10790 Flags = START_FRAME_FIRST 10791 End 10792 TransitionState = UP_DAY DOWN_DEFAULT 10793 Model = UBArmDeal_A4 10794 Animation = UBArmDeal_A4.UBArmDeal_A4 10795 AnimationMode = ONCE_BACKWARDS 10796 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10797 Flags = START_FRAME_LAST 10798 End 10799 TransitionState = UP_NIGHT DOWN_DEFAULT 10800 Model = UBArmDeal_A4N 10801 Animation = UBArmDeal_A4N.UBArmDeal_A4N 10802 AnimationMode = ONCE_BACKWARDS 10803 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10804 Flags = START_FRAME_LAST 10805 End 10806 10807 TransitionState = UP_SNOW DOWN_DEFAULT 10808 Model = UBArmDeal_A4S 10809 ; @todo srj -- anim missing 10810 Animation = UBArmDeal_A4S.UBArmDeal_A4S 10811 AnimationMode = ONCE_BACKWARDS 10812 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10813 Flags = START_FRAME_LAST 10814 End 10815 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10816 Model = UBArmDeal_A4SN 10817 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 10818 AnimationMode = ONCE_BACKWARDS 10819 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10820 Flags = START_FRAME_LAST 10821 End 10822 End 10823 10824 ; ------------ under-construction scaffolding ----------------- 10825 Draw = W3DModelDraw ModuleTag_03 10826 AnimationsRequirePower = No 10827 MinLODRequired = MEDIUM 10828 DefaultConditionState 10829 Model = None 10830 TransitionKey = DOWN_DEFAULT 10831 End 10832 ConditionState = NIGHT 10833 Model = None 10834 TransitionKey = DOWN_DEFAULT 10835 End 10836 ConditionState = SNOW 10837 Model = None 10838 TransitionKey = DOWN_DEFAULT 10839 End 10840 ConditionState = SNOW NIGHT 10841 Model = None 10842 TransitionKey = DOWN_DEFAULT 10843 End 10844 ConditionState = PARTIALLY_CONSTRUCTED 10845 Model = UBArmDeal_A6 10846 Animation = UBArmDeal_A6.UBArmDeal_A6 10847 AnimationMode = MANUAL 10848 Flags = START_FRAME_LAST 10849 TransitionKey = UP_DAY 10850 ParticleSysBone = Dust01 BuildingDust 10851 ParticleSysBone = Smoke01 BuildUpSmoke 10852 ParticleSysBone = Smoke02 BuildUpSmoke 10853 ParticleSysBone = Smoke03 BuildUpSmoke 10854 ParticleSysBone = Smoke04 BuildUpSmoke 10855 End 10856 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10857 Model = UBArmDeal_A6N 10858 Animation = UBArmDeal_A6N.UBArmDeal_A6N 10859 AnimationMode = MANUAL 10860 Flags = START_FRAME_LAST 10861 TransitionKey = UP_NIGHT 10862 ParticleSysBone = Dust01 BuildingDust 10863 ParticleSysBone = Smoke01 BuildUpSmoke 10864 ParticleSysBone = Smoke02 BuildUpSmoke 10865 ParticleSysBone = Smoke03 BuildUpSmoke 10866 ParticleSysBone = Smoke04 BuildUpSmoke 10867 End 10868 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10869 Model = UBArmDeal_A6S 10870 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10871 AnimationMode = MANUAL 10872 Flags = START_FRAME_LAST 10873 TransitionKey = UP_SNOW 10874 ParticleSysBone = Dust01 BuildingSnowDust 10875 ParticleSysBone = Smoke01 BuildUpSnowSmoke 10876 ParticleSysBone = Smoke02 BuildUpSnowSmoke 10877 ParticleSysBone = Smoke03 BuildUpSnowSmoke 10878 ParticleSysBone = Smoke04 BuildUpSnowSmoke 10879 End 10880 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10881 Model = UBArmDeal_A6SN 10882 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10883 AnimationMode = MANUAL 10884 Flags = START_FRAME_LAST 10885 TransitionKey = UP_SNOWNIGHT 10886 ParticleSysBone = Dust01 BuildingNightSnowDust 10887 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 10888 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 10889 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 10890 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 10891 End 10892 TransitionState = DOWN_DEFAULT UP_DAY 10893 Model = UBArmDeal_A6 10894 Animation = UBArmDeal_A6.UBArmDeal_A6 10895 AnimationMode = ONCE 10896 AnimationSpeedFactorRange = 1.0 1.0 10897 Flags = START_FRAME_FIRST 10898 End 10899 TransitionState = DOWN_DEFAULT UP_NIGHT 10900 Model = UBArmDeal_A6N 10901 Animation = UBArmDeal_A6N.UBArmDeal_A6N 10902 AnimationMode = ONCE 10903 AnimationSpeedFactorRange = 1.0 1.0 10904 Flags = START_FRAME_FIRST 10905 End 10906 TransitionState = DOWN_DEFAULT UP_SNOW 10907 Model = UBArmDeal_A6S 10908 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10909 AnimationMode = ONCE 10910 AnimationSpeedFactorRange = 1.0 1.0 10911 Flags = START_FRAME_FIRST 10912 End 10913 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10914 Model = UBArmDeal_A6SN 10915 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10916 AnimationMode = ONCE 10917 AnimationSpeedFactorRange = 1.0 1.0 10918 Flags = START_FRAME_FIRST 10919 End 10920 TransitionState = UP_DAY DOWN_DEFAULT 10921 Model = UBArmDeal_A6 10922 Animation = UBArmDeal_A6.UBArmDeal_A6 10923 AnimationMode = ONCE_BACKWARDS 10924 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10925 Flags = START_FRAME_LAST 10926 End 10927 TransitionState = UP_NIGHT DOWN_DEFAULT 10928 Model = UBArmDeal_A6N 10929 Animation = UBArmDeal_A6N.UBArmDeal_A6N 10930 AnimationMode = ONCE_BACKWARDS 10931 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10932 Flags = START_FRAME_LAST 10933 End 10934 TransitionState = UP_SNOW DOWN_DEFAULT 10935 Model = UBArmDeal_A6S 10936 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10937 AnimationMode = ONCE_BACKWARDS 10938 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10939 Flags = START_FRAME_LAST 10940 End 10941 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10942 Model = UBArmDeal_A6SN 10943 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10944 AnimationMode = ONCE_BACKWARDS 10945 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10946 Flags = START_FRAME_LAST 10947 End 10948 End 10949 10950 ; ----------------- the door ----------------------- 10951 Draw = W3DModelDraw ModuleTag_04 10952 DefaultConditionState 10953 Model = UBArmDeal_A7 10954 Animation = UBArmDeal_A7.UBArmDeal_A7 10955 AnimationMode = MANUAL 10956 Flags = START_FRAME_FIRST 10957 End 10958 AliasConditionState = NIGHT 10959 AliasConditionState = SNOW 10960 AliasConditionState = NIGHT SNOW 10961 10962 ConditionState = DAMAGED 10963 Model = UBArmDeal_A7D 10964 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10965 AnimationMode = MANUAL 10966 Flags = START_FRAME_FIRST 10967 End 10968 AliasConditionState = NIGHT DAMAGED 10969 AliasConditionState = SNOW DAMAGED 10970 AliasConditionState = SNOW NIGHT DAMAGED 10971 10972 ConditionState = REALLYDAMAGED RUBBLE 10973 Model = UBArmDeal_A7E 10974 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10975 AnimationMode = MANUAL 10976 Flags = START_FRAME_FIRST 10977 End 10978 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10979 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10980 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10981 10982 10983 10984 ConditionState = DOOR_1_OPENING 10985 Model = UBArmDeal_A7 10986 Animation = UBArmDeal_A7.UBArmDeal_A7 10987 AnimationMode = ONCE 10988 Flags = START_FRAME_FIRST 10989 End 10990 AliasConditionState = NIGHT DOOR_1_OPENING 10991 AliasConditionState = SNOW DOOR_1_OPENING 10992 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 10993 10994 ConditionState = DOOR_1_OPENING DAMAGED 10995 Model = UBArmDeal_A7D 10996 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10997 AnimationMode = ONCE 10998 Flags = START_FRAME_FIRST 10999 End 11000 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 11001 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 11002 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 11003 11004 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 11005 Model = UBArmDeal_A7E 11006 Animation = UBArmDeal_A7E.UBArmDeal_A7E 11007 AnimationMode = ONCE 11008 Flags = START_FRAME_FIRST 11009 End 11010 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 11011 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 11012 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 11013 11014 11015 11016 ConditionState = DOOR_1_CLOSING 11017 Model = UBArmDeal_A7 11018 Animation = UBArmDeal_A7.UBArmDeal_A7 11019 AnimationMode = ONCE_BACKWARDS 11020 Flags = START_FRAME_LAST 11021 End 11022 AliasConditionState = NIGHT DOOR_1_CLOSING 11023 AliasConditionState = SNOW DOOR_1_CLOSING 11024 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 11025 11026 ConditionState = DOOR_1_CLOSING DAMAGED 11027 Model = UBArmDeal_A7D 11028 Animation = UBArmDeal_A7D.UBArmDeal_A7D 11029 AnimationMode = ONCE_BACKWARDS 11030 Flags = START_FRAME_LAST 11031 End 11032 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 11033 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 11034 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 11035 11036 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 11037 Model = UBArmDeal_A7E 11038 Animation = UBArmDeal_A7E.UBArmDeal_A7E 11039 AnimationMode = ONCE_BACKWARDS 11040 Flags = START_FRAME_LAST 11041 End 11042 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 11043 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 11044 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 11045 11046 11047 11048 ConditionState = DOOR_1_WAITING_OPEN 11049 Model = UBArmDeal_A7 11050 Animation = UBArmDeal_A7.UBArmDeal_A7 11051 AnimationMode = MANUAL 11052 Flags = START_FRAME_LAST 11053 End 11054 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 11055 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 11056 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 11057 11058 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 11059 Model = UBArmDeal_A7D 11060 Animation = UBArmDeal_A7D.UBArmDeal_A7D 11061 AnimationMode = MANUAL 11062 Flags = START_FRAME_LAST 11063 End 11064 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 11065 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 11066 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 11067 11068 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 11069 Model = UBArmDeal_A7E 11070 Animation = UBArmDeal_A7E.UBArmDeal_A7E 11071 AnimationMode = MANUAL 11072 Flags = START_FRAME_LAST 11073 End 11074 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 11075 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 11076 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 11077 11078 ;************************************************************************************************************************** 11079 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 11080 ;for this draw module 11081 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 11082 Model = UBArmDeal_A7 11083 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11084 End 11085 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 11086 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 11087 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 11088 11089 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 11090 Model = UBArmDeal_A7D 11091 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11092 End 11093 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 11094 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 11095 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 11096 11097 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 11098 Model = UBArmDeal_A7E 11099 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 11100 End 11101 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 11102 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 11103 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 11104 11105 ConditionState = AWAITING_CONSTRUCTION 11106 Model = NONE 11107 End 11108 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11109 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11110 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11111 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11112 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11113 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11114 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11115 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11116 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11117 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11118 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11119 AliasConditionState = SOLD DAMAGED 11120 AliasConditionState = SOLD REALLYDAMAGED 11121 AliasConditionState = SOLD NIGHT 11122 AliasConditionState = SOLD NIGHT DAMAGED 11123 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11124 AliasConditionState = SOLD SNOW 11125 AliasConditionState = SOLD SNOW DAMAGED 11126 AliasConditionState = SOLD SNOW REALLYDAMAGED 11127 AliasConditionState = SOLD NIGHT SNOW 11128 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11129 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11130 ;************************************************************************************************************************** 11131 11132 11133 End 11134 11135 PlacementViewAngle = -135 11136 11137 ; ***DESIGN parameters *** 11138 DisplayName = OBJECT:ArmsDealer 11139 Side = GLADemolitionGeneral 11140 EditorSorting = STRUCTURE 11141 Prerequisites 11142 Object = Demo_GLASupplyStash 11143 End 11144 BuildCost = 625 11145 BuildTime = 10.0 ; in seconds 11146 EnergyProduction = 0 11147 CommandSet = FakeGLAArmsDealerCommandSet 11148 VisionRange = 200.0 ; Shroud clearing distance 11149 ShroudClearingRange = 200 11150 11151 WeaponSet 11152 Conditions = None 11153 Weapon = PRIMARY SuicideWeapon 11154 AutoChooseSources = PRIMARY None 11155 End 11156 11157 ArmorSet 11158 Conditions = None 11159 Armor = StructureArmor 11160 DamageFX = StructureDamageFXNoShake 11161 End 11162 11163 ExperienceValue = 50 50 50 50 ; Experience point value at each level 11164 11165 ; *** AUDIO Parameters *** 11166 VoiceSelect = WarFactoryGLASelect 11167 SoundOnDamaged = BuildingDamagedStateLight 11168 SoundOnReallyDamaged = BuildingDestroy 11169 11170 UnitSpecificSounds 11171 UnderConstruction = UnderConstructionLoop 11172 End 11173 11174 ; *** ENGINEERING Parameters *** 11175 RadarPriority = STRUCTURE 11176 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 11177 Body = StructureBody ModuleTag_05 11178 MaxHealth = 500.0 11179 InitialHealth = 500.0 11180 11181 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 11182 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 11183 SubdualDamageCap = 700 11184 SubdualDamageHealRate = 500 11185 SubdualDamageHealAmount = 100 11186 End 11187 11188 Behavior = CreateObjectDie ModuleTag_08 11189 CreationList = OCL_LargeStructureDebris 11190 End 11191 Behavior = FXListDie ModuleTag_09 11192 DeathFX = FX_StructureMediumDeath 11193 End 11194 Behavior = AIUpdateInterface ModuleTag_10 11195 AutoAcquireEnemiesWhenIdle = No 11196 End 11197 11198 Behavior = ProductionUpdate ModuleTag_11 11199 ; nothing 11200 End 11201 11202 Behavior = SlowDeathBehavior ModuleTag_12 11203 ExemptStatus = UNDER_CONSTRUCTION 11204 DestructionDelay = 0 11205 Weapon = FINAL FakeStructureDetonationWeapon 11206 End 11207 Behavior = DestroyDie ModuleTag_SlowDeathException 11208 RequiredStatus = UNDER_CONSTRUCTION 11209 End 11210 11211 Behavior = ReplaceObjectUpgrade ModuleTag_13 11212 ReplaceObject = Demo_GLAArmsDealer 11213 TriggeredBy = Upgrade_BecomeRealGLAArmsDealer 11214 End 11215 11216 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 11217 ConditionFlag = GARRISONED 11218 TriggeredBy = Upgrade_GLAFortifiedStructure 11219 End 11220 11221 Behavior = FlammableUpdate ModuleTag_14 11222 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11223 AflameDamageAmount = 5 ; taking this much damage... 11224 AflameDamageDelay = 500 ; this often. 11225 End 11226 11227 Behavior = TransitionDamageFX ModuleTag_31 11228 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 11229 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11230 ;--------------------------------------------------------------------------------------- 11231 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11232 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 11233 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 11234 End 11235 11236 Geometry = BOX 11237 GeometryMajorRadius = 40.0 11238 GeometryMinorRadius = 62.0 11239 GeometryHeight = 25.0 11240 GeometryIsSmall = No 11241 FactoryExitWidth = 25 11242 Shadow = SHADOW_VOLUME 11243 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 11244 ShadowSizeX = 127 11245 ShadowSizeY = 144 11246 BuildCompletion = PLACED_BY_PLAYER 11247 11248 End 11249 11250 11251 11252 ; ----------------------------------------------------------------------------- 11253 11254 Object Demo_GLASneakAttackTunnelNetworkStart 11255 11256 ; *** ART Parameters *** 11257 11258 SelectPortrait = SUTunnel_L 11259 ButtonImage = SUTunnel 11260 Draw = W3DModelDraw ModuleTag_01 11261 OkToChangeModelColor = Yes 11262 11263 ;***NONE 11264 11265 ConditionState = NONE 11266 Model = UBSNKATK_1ANM 11267 Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 11268 AnimationMode = ONCE 11269 ParticleSysBone = DIRT SneakAttackCrackDust 11270 ;;;ParticleSysBone = DIRT SneakAttackDirt ;steveM commented out 8.4.03 11271 ParticleSysBone = DIRT SneakAttackCrackDust1 11272 ParticleSysBone = DIRT SneakAttackDebris 11273 ParticleSysBone = DIRT SneakAttackDebris0 11274 ParticleSysBone = DIRT SneakAttackDebris1 11275 ParticleSysBone = DIRT SneakAttackCrackDust0 11276 ParticleSysBone = DIRT SneakAttackSteamVent 11277 End 11278 11279 ; ConditionState 11280 ; Model = UBSNKATK_1ANM 11281 ; Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 11282 ; AnimationMode = ONCE 11283 ; End 11284 11285 ConditionState = DAMAGED 11286 Model = UBSNATK_E 11287 ParticleSysBone = DIRT SneakAttackCrackDust 11288 ParticleSysBone = DIRT SneakAttackDirt 11289 ParticleSysBone = DIRT SneakAttackCrackDust1 11290 ParticleSysBone = DIRT SneakAttackDebris 11291 ParticleSysBone = DIRT SneakAttackDebris0 11292 ParticleSysBone = DIRT SneakAttackDebris1 11293 ParticleSysBone = DIRT SneakAttackCrackDust0 11294 ParticleSysBone = DIRT SneakAttackSteamVent 11295 End 11296 ConditionState = REALLYDAMAGED RUBBLE 11297 Model = UBSNATK_R 11298 End 11299 ConditionState = SNOW 11300 Model = UBSNATK_Sanm 11301 Animation = UBSNATK_Sanm.UBSNATK_Sanm 11302 AnimationMode = ONCE 11303 ParticleSysBone = DIRT SneakAttackCrackDustSnow 11304 ParticleSysBone = DIRT SneakAttackDirtSnow 11305 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 11306 ParticleSysBone = DIRT SneakAttackDebrisSnow 11307 ParticleSysBone = DIRT SneakAttackDebris0Snow 11308 ParticleSysBone = DIRT SneakAttackDebris1Snow 11309 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 11310 ParticleSysBone = DIRT SneakAttackSteamVent 11311 End 11312 ConditionState = DAMAGED SNOW 11313 Model = UBSNATK_ES 11314 ParticleSysBone = DIRT SneakAttackCrackDustSnow 11315 ParticleSysBone = DIRT SneakAttackDirtSnow 11316 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 11317 ParticleSysBone = DIRT SneakAttackDebrisSnow 11318 ParticleSysBone = DIRT SneakAttackDebris0Snow 11319 ParticleSysBone = DIRT SneakAttackDebris1Snow 11320 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 11321 ParticleSysBone = DIRT SneakAttackSteamVent 11322 End 11323 ConditionState = REALLYDAMAGED RUBBLE SNOW 11324 Model = UBSNATK_RS 11325 ParticleSysBone = DIRT SneakAttackCrackDustSnow 11326 ParticleSysBone = DIRT SneakAttackDirtSnow 11327 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 11328 ParticleSysBone = DIRT SneakAttackDebrisSnow 11329 ParticleSysBone = DIRT SneakAttackDebris0Snow 11330 ParticleSysBone = DIRT SneakAttackDebris1Snow 11331 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 11332 ParticleSysBone = DIRT SneakAttackSteamVent 11333 End 11334 ConditionState = NIGHT 11335 Model = UBSNKATK_1ANM 11336 Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 11337 AnimationMode = ONCE 11338 End 11339 ConditionState = DAMAGED NIGHT 11340 Model = UBSNATK_E 11341 End 11342 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11343 Model = UBSNATK_R 11344 End 11345 ConditionState = SNOW NIGHT 11346 Model = UBSNATK_Sanm 11347 Animation = UBSNATK_Sanm.UBSNATK_Sanm 11348 AnimationMode = ONCE 11349 End 11350 ConditionState = DAMAGED SNOW NIGHT 11351 Model = UBSNATK_ES 11352 End 11353 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 11354 Model = UBSNATK_RS 11355 End 11356 End 11357 PlacementViewAngle = -44 11358 11359 ; ***DESIGN parameters *** 11360 DisplayName = OBJECT:TunnelNetwork 11361 Side = GLADemolitionGeneral 11362 EditorSorting = STRUCTURE 11363 Prerequisites 11364 ;None 11365 End 11366 EnergyProduction = 0 11367 VisionRange = 200.0 ; Shroud clearing distance 11368 ShroudClearingRange = 200 11369 11370 ArmorSet 11371 Conditions = None 11372 Armor = StructureArmor 11373 DamageFX = DamageFX_Empty 11374 End 11375 11376 ExperienceValue = 100 100 100 100 ; Experience point value at each level 11377 11378 ; *** AUDIO Parameters *** 11379 VoiceSelect = TunnelNetworkSelect 11380 SoundOnDamaged = BuildingDamagedStateLight 11381 SoundOnReallyDamaged = BuildingDestroy 11382 SoundEnter = GarrisonEnter 11383 SoundExit = GarrisonExit 11384 11385 ; *** ENGINEERING Parameters *** 11386 RadarPriority = STRUCTURE 11387 KindOf = PRELOAD STRUCTURE IMMOBILE IMMUNE_TO_CAPTURE 11388 Body = ActiveBody ModuleTag_04 11389 MaxHealth = 99999.0 11390 InitialHealth = 99999.0 11391 End 11392 11393 11394 Behavior = DestroyDie ModuleTag_10 11395 ;nothing 11396 End 11397 Behavior = CreateObjectDie ModuleTag_11 11398 CreationList = OCL_CreateSneakAttackTunnel 11399 End 11400 11401 Behavior = FlammableUpdate ModuleTag_15 11402 11403 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11404 AflameDamageAmount = 5 ; taking this much damage... 11405 AflameDamageDelay = 500 ; this often. 11406 End 11407 11408 Behavior = LifetimeUpdate ModuleTag_16 11409 MinLifetime = 5000 ; min lifetime in msec 11410 MaxLifetime = 5000 ; max lifetime in msec 11411 End 11412 11413 Behavior = FireWeaponUpdate ModuleTag_17 11414 Weapon = SneakAttackShockwaveWeaponSmall 11415 InitialDelay = 10; 11416 End 11417 11418 Behavior = FireWeaponUpdate ModuleTag_18 11419 Weapon = SneakAttackShockwaveWeaponBig 11420 InitialDelay = 1000; 11421 End 11422 11423 Behavior = FireWeaponUpdate ModuleTag_19 11424 Weapon = SneakAttackShockwaveWeaponBig 11425 InitialDelay = 2500; 11426 End 11427 11428 11429 ; IMPORTANT: DO NOT GIVE THIS OBJECT ANY EXTENTS -ML 11430 11431 Geometry = CYLINDER 11432 GeometryMajorRadius = 25.0 11433 GeometryHeight = 20.0 11434 GeometryIsSmall = No 11435 FactoryExtraBibWidth = 25.0 11436 Shadow = SHADOW_VOLUME 11437 BuildCompletion = PLACED_BY_PLAYER 11438 11439 End 11440 11441 11442 ; ----------------------------------------------------------------------------- 11443 Object Demo_GLASneakAttackTunnelNetwork 11444 11445 ; *** ART Parameters *** 11446 SelectPortrait = SUSneakAttack_L 11447 ButtonImage = SUSneakAttack 11448 Draw = W3DModelDraw ModuleTag_01 11449 OkToChangeModelColor = Yes 11450 ;***DEFAULT 11451 ;DefaultConditionState 11452 ConditionState 11453 Model = UBSNATK_1 11454 End 11455 ConditionState = DAMAGED 11456 Model = UBSNATK_E 11457 End 11458 ConditionState = REALLYDAMAGED RUBBLE 11459 Model = UBSNATK_R 11460 ;ParticleSysBone = Mound SteamVent 11461 End 11462 ConditionState = SNOW 11463 Model = UBSNATK_S 11464 End 11465 ConditionState = DAMAGED SNOW 11466 Model = UBSNATK_ES 11467 End 11468 ConditionState = REALLYDAMAGED RUBBLE SNOW 11469 Model = UBSNATK_RS 11470 ;ParticleSysBone = Mound SteamVent 11471 End 11472 ConditionState = NIGHT 11473 Model = UBSNATK_N 11474 End 11475 ConditionState = DAMAGED NIGHT 11476 Model = UBSNATK_E 11477 End 11478 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11479 Model = UBSNATK_R 11480 ;ParticleSysBone = Mound SteamVent 11481 End 11482 ConditionState = SNOW NIGHT 11483 Model = UBSNATK_NS 11484 End 11485 ConditionState = DAMAGED SNOW NIGHT 11486 Model = UBSNATK_ES 11487 End 11488 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 11489 Model = UBSNATK_RS 11490 ;ParticleSysBone = Mound SteamVent 11491 End 11492 End 11493 11494 PlacementViewAngle = -44 11495 11496 ; ***DESIGN parameters *** 11497 DisplayName = OBJECT:TunnelNetwork 11498 Side = GLADemolitionGeneral 11499 EditorSorting = STRUCTURE 11500 Prerequisites 11501 ;None 11502 End 11503 EnergyProduction = 0 11504 VisionRange = 200.0 ; Shroud clearing distance 11505 ShroudClearingRange = 200 11506 WeaponSet 11507 Conditions = None 11508 Weapon = PRIMARY TunnelNetworkGunDUMMY ;So AI can attack from it in guard mode. 11509 End 11510 ArmorSet 11511 Conditions = None 11512 Armor = StructureArmor 11513 DamageFX = StructureDamageFXNoShake 11514 End 11515 CommandSet = GLASneakAttackTunnelCommandSet 11516 ExperienceValue = 100 100 100 100 ; Experience point value at each level 11517 11518 ; *** AUDIO Parameters *** 11519 VoiceSelect = TunnelNetworkSelect 11520 SoundOnDamaged = BuildingDamagedStateLight 11521 SoundOnReallyDamaged = BuildingDestroy 11522 SoundEnter = GarrisonEnter 11523 SoundExit = GarrisonExit 11524 11525 ; *** ENGINEERING Parameters *** 11526 RadarPriority = STRUCTURE 11527 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT 11528 Body = StructureBody ModuleTag_04 11529 MaxHealth = 1000.0 11530 InitialHealth = 1000.0 11531 11532 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 11533 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 11534 SubdualDamageCap = 1200 11535 SubdualDamageHealRate = 500 11536 SubdualDamageHealAmount = 100 11537 End 11538 11539 Behavior = StealthDetectorUpdate ModuleTag_13 11540 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 11541 DetectionRange = 150 ;Dustin, enable this for independant balancing! 11542 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 11543 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 11544 End 11545 11546 Behavior = TunnelContain ModuleTag_05 11547 TimeForFullHeal = 5000 ;(in milliseconds) 11548 End 11549 11550 Behavior = AIUpdateInterface ModuleTag_AI 11551 Turret 11552 TurretTurnRate = 180 // turn rate, in degrees per sec 11553 ControlledWeaponSlots = PRIMARY 11554 End 11555 AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon 11556 End 11557 11558 ;Kris: Removed this module because units exiting the container would extract information from 11559 ;the wrong exit interface. Because TunnelContain has the proper information for exiting properly 11560 ;we don't need this one. Plus sneak attack tunnels don't produce units anyway. 11561 ;Behavior = DefaultProductionExitUpdate ModuleTag_06 11562 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 11563 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 11564 ;End 11565 11566 Behavior = DestroyDie ModuleTag_10 11567 ;nothing 11568 End 11569 Behavior = CreateObjectDie ModuleTag_11 11570 CreationList = OCL_ABTunnelNetworkDebris 11571 End 11572 Behavior = FXListDie ModuleTag_12 11573 DeathFX = FX_StructureSmallDeath 11574 End 11575 11576 Behavior = FlammableUpdate ModuleTag_15 11577 11578 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11579 AflameDamageAmount = 5 ; taking this much damage... 11580 AflameDamageDelay = 500 ; this often. 11581 End 11582 11583 11584 Behavior = TransitionDamageFX ModuleTag_17 11585 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 11586 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11587 ;--------------------------------------------------------------------------------------- 11588 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11589 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11590 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11591 End 11592 11593 Geometry = CYLINDER 11594 GeometryMajorRadius = 25.0 11595 GeometryHeight = 20.0 11596 GeometryIsSmall = No 11597 FactoryExtraBibWidth = 25.0 11598 Shadow = SHADOW_VOLUME 11599 BuildCompletion = PLACED_BY_PLAYER 11600 11601 End 11602 11603 11604 11605 11606 11607 11608 11609 11610 11611 11612 11613 11614 11615 11616 11617 11618 11619 11620 11621 11622 11623 11624 11625 11626 11627 11628 11629 11630 11631 11632 11633 11634 11635 ;------------------------------------------------------------------------------ 11636 Object Demo_GLAInfantryRebel 11637 11638 ; *** ART Parameters *** 11639 SelectPortrait = SURebel_L 11640 ButtonImage = SURebel 11641 11642 UpgradeCameo1 = Upgrade_GLAAPBullets 11643 UpgradeCameo2 = Upgrade_GLACamouflage 11644 UpgradeCameo3 = Upgrade_InfantryCaptureBuilding 11645 ;UpgradeCameo4 = NONE 11646 ;UpgradeCameo5 = NONE 11647 11648 Draw = W3DModelDraw ModuleTag_01 11649 11650 OkToChangeModelColor = Yes 11651 11652 ; this says "we don't use these condition states at all, so completely 11653 ; ignore them for purposes of matchmaking"... this is useful to help 11654 ; reduce the number of AliasConditionState clauses you must add in 11655 ; order to avoid ambiguity in some cases. 11656 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 11657 11658 ; ---- standing 11659 DefaultConditionState 11660 Model = UIRGrd_SKN 11661 IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 11662 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA 11663 IdleAnimation = UIRGrd_SKL.UIRGrd_IDB 11664 AnimationMode = ONCE 11665 WeaponFireFXBone = PRIMARY Muzzle 11666 WeaponMuzzleFlash = PRIMARY MuzzleFX 11667 TransitionKey = TRANS_Standing 11668 End 11669 11670 ConditionState = REALLYDAMAGED 11671 IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 11672 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC 11673 IdleAnimation = UIRGrd_SKL.UIRGrd_IDD 11674 AnimationMode = ONCE 11675 TransitionKey = TRANS_StandingHurt 11676 End 11677 11678 ; ---- moving 11679 ConditionState = MOVING 11680 Animation = UIRGrd_SKL.UIRGrd_RNA 15 11681 AnimationMode = LOOP 11682 TransitionKey = TRANS_Walking 11683 ParticleSysBone = None InfantryDustTrails 11684 End 11685 AliasConditionState = MOVING ATTACKING 11686 11687 ConditionState = MOVING REALLYDAMAGED 11688 Animation = UIRGrd_SKL.UIRGrd_RNB 25 11689 AnimationMode = LOOP 11690 TransitionKey = TRANS_WalkingHurt 11691 ParticleSysBone = None InfantryDustTrails 11692 End 11693 AliasConditionState = MOVING ATTACKING REALLYDAMAGED 11694 11695 ; ---- dying 11696 ConditionState = DYING 11697 Animation = UIRGrd_SKL.UIRGrd_DTA 11698 Animation = UIRGrd_SKL.UIRGrd_DTB 11699 AnimationMode = ONCE 11700 TransitionKey = TRANS_Dying 11701 End 11702 11703 TransitionState = TRANS_Dying TRANS_Flailing 11704 Animation = UIRGrd_SKL.UIRGrd_ADTE1 11705 AnimationMode = ONCE 11706 End 11707 11708 ConditionState = DYING EXPLODED_FLAILING 11709 Animation = UIRGrd_SKL.UIRGrd_ADTE2 11710 AnimationMode = LOOP 11711 TransitionKey = TRANS_Flailing 11712 End 11713 11714 ConditionState = DYING EXPLODED_BOUNCING 11715 Animation = UIRGrd_SKL.UIRGrd_ADTE3 11716 AnimationMode = ONCE 11717 TransitionKey = None 11718 End 11719 11720 ConditionState = SPECIAL_CHEERING 11721 Animation = UIRGrd_SKL.UIRGrd_IDB 11722 End 11723 11724 ; ---- firing 11725 ConditionState = USING_WEAPON_A 11726 Animation = UIRGrd_SKL.UIRGrd_ATA 11727 AnimationMode = LOOP 11728 TransitionKey = TRANS_Firing 11729 End 11730 11731 ConditionState = USING_WEAPON_A REALLYDAMAGED 11732 Animation = UIRGrd_SKL.UIRGrd_ATA2 11733 AnimationMode = LOOP 11734 TransitionKey = TRANS_FiringHurt 11735 End 11736 11737 TransitionState = TRANS_Standing TRANS_Firing 11738 Animation = UIRGrd_SKL.UIRGrd_ATAST 11739 AnimationMode = ONCE 11740 End 11741 11742 TransitionState = TRANS_Firing TRANS_Standing 11743 Animation = UIRGrd_SKL.UIRGrd_ATAED 11744 AnimationMode = ONCE 11745 End 11746 11747 TransitionState = TRANS_StandingHurt TRANS_FiringHurt 11748 Animation = UIRGrd_SKL.UIRGrd_ATA2ED 11749 AnimationMode = ONCE_BACKWARDS 11750 End 11751 11752 TransitionState = TRANS_FiringHurt TRANS_StandingHurt 11753 Animation = UIRGrd_SKL.UIRGrd_ATA2ED 11754 AnimationMode = ONCE 11755 End 11756 11757 TransitionState = TRANS_Standing TRANS_StandingHurt 11758 Animation = UIRGrd_SKL.UIRGrd_ATA2ED 11759 AnimationMode = ONCE 11760 End 11761 11762 11763 11764 ; ------- Bldg-capture 11765 11766 ConditionState = UNPACKING 11767 Model = UIRGrd_F_SKN 11768 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 11769 AnimationMode = ONCE 11770 End 11771 AliasConditionState = UNPACKING REALLYDAMAGED 11772 11773 ConditionState = RAISING_FLAG 11774 Model = UIRGrd_F_SKN 11775 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 11776 AnimationMode = ONCE 11777 TransitionKey = TRANS_Raising 11778 End 11779 AliasConditionState = RAISING_FLAG REALLYDAMAGED 11780 11781 ConditionState = PACKING 11782 Model = UIRGrd_F_SKN 11783 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 11784 AnimationMode = ONCE_BACKWARDS 11785 Flags = START_FRAME_LAST 11786 TransitionKey = TRANS_Packing 11787 End 11788 AliasConditionState = PACKING REALLYDAMAGED 11789 11790 TransitionState = TRANS_Raising TRANS_Packing 11791 Model = UIRGrd_F_SKN 11792 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 11793 AnimationMode = ONCE_BACKWARDS 11794 Flags = START_FRAME_LAST 11795 End 11796 11797 End 11798 11799 ; ***DESIGN parameters *** 11800 DisplayName = OBJECT:Rebel 11801 Side = GLADemolitionGeneral 11802 EditorSorting = INFANTRY 11803 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 11804 11805 WeaponSet 11806 Conditions = None 11807 Weapon = PRIMARY GLARebelMachineGun 11808 Weapon = SECONDARY None 11809 Weapon = TERTIARY TerroristSuicideNotARealWeapon 11810 AutoChooseSources = TERTIARY NONE 11811 End 11812 ArmorSet 11813 Conditions = None 11814 Armor = HumanArmor 11815 DamageFX = InfantryDamageFX 11816 End 11817 VisionRange = 150 11818 ShroudClearingRange = 300 11819 Prerequisites 11820 Object = Demo_GLABarracks 11821 End 11822 BuildCost = 150 11823 BuildTime = 5.0 ;in seconds 11824 11825 ExperienceValue = 15 15 30 40 ;Experience point value at each level 11826 ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level 11827 IsTrainable = Yes ;Can gain experience 11828 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11829 CommandSet = Demo_GLAInfantryRebelCommandSet 11830 11831 ; *** AUDIO Parameters *** 11832 VoiceSelect = RebelVoiceSelect 11833 VoiceMove = RebelVoiceMove 11834 VoiceGuard = RebelVoiceMove 11835 VoiceAttack = RebelVoiceAttack 11836 SoundStealthOn = StealthOn 11837 SoundStealthOff = StealthOff 11838 VoiceFear = RebelVoiceFear 11839 VoiceTaskComplete = RebelVoiceCaptureComplete 11840 UnitSpecificSounds 11841 VoiceCreate = RebelVoiceCreate 11842 VoiceSubdue = RebelVoiceSubdue 11843 VoiceGarrison = RebelVoiceGarrison 11844 VoiceEnter = RebelVoiceMove 11845 VoiceEnterHostile = RebelVoiceMove 11846 VoiceGetHealed = RebelVoiceMove 11847 End 11848 11849 ; *** ENGINEERING Parameters *** 11850 RadarPriority = UNIT 11851 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 11852 11853 Body = ActiveBody ModuleTag_02 11854 MaxHealth = 120.0 11855 InitialHealth = 120.0 11856 End 11857 11858 Behavior = AIUpdateInterface ModuleTag_03 11859 AutoAcquireEnemiesWhenIdle = Yes 11860 End 11861 11862 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 11863 End 11864 11865 Locomotor = SET_NORMAL BasicHumanLocomotor 11866 11867 Behavior = PhysicsBehavior ModuleTag_05 11868 Mass = 5.0 11869 End 11870 Behavior = StealthUpdate ModuleTag_07 11871 StealthDelay = 2500 ; msec 11872 StealthForbiddenConditions = ATTACKING USING_ABILITY 11873 MoveThresholdSpeed = 3 11874 InnateStealth = No ;Requires upgrade first 11875 OrderIdleEnemiesToAttackMeUponReveal = Yes 11876 End 11877 11878 Behavior = WeaponBonusUpgrade ModuleTag_09 11879 TriggeredBy = Upgrade_GLAAPBullets 11880 End 11881 Behavior = StealthUpgrade ModuleTag_10 11882 TriggeredBy = Upgrade_GLACamouflage 11883 End 11884 11885 11886 Behavior = SquishCollide ModuleTag_11 11887 ;nothing 11888 End 11889 11890 11891 ; --- begin Death modules --- 11892 Behavior = SlowDeathBehavior ModuleTag_Death01 11893 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -SUICIDED 11894 SinkDelay = 3000 11895 SinkRate = 0.5 ; in Dist/Sec 11896 DestructionDelay = 8000 11897 FX = INITIAL FX_RebelDie 11898 End 11899 Behavior = SlowDeathBehavior ModuleTag_Death02 11900 DeathTypes = NONE +CRUSHED +SPLATTED 11901 SinkDelay = 3000 11902 SinkRate = 0.5 ; in Dist/Sec 11903 DestructionDelay = 8000 11904 FX = INITIAL FX_GIDieCrushed 11905 End 11906 Behavior = SlowDeathBehavior ModuleTag_Death03 11907 DeathTypes = NONE +EXPLODED -SUICIDED 11908 SinkDelay = 3000 11909 SinkRate = 0.5 ; in Dist/Sec 11910 DestructionDelay = 8000 11911 FX = INITIAL FX_RebelDie 11912 FlingForce = 8 11913 FlingForceVariance = 3 11914 FlingPitch = 60 11915 FlingPitchVariance = 10 11916 End 11917 Behavior = SlowDeathBehavior ModuleTag_Death04 11918 DeathTypes = NONE +BURNED 11919 DestructionDelay = 0 11920 FX = INITIAL FX_DieByFireGLA 11921 OCL = INITIAL OCL_FlamingInfantry 11922 End 11923 Behavior = SlowDeathBehavior ModuleTag_Death05 11924 DeathTypes = NONE +POISONED 11925 DestructionDelay = 0 11926 FX = INITIAL FX_DieByToxinGLA 11927 OCL = INITIAL OCL_ToxicInfantry 11928 End 11929 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 11930 DeathTypes = NONE +POISONED_BETA 11931 DestructionDelay = 0 11932 FX = INITIAL FX_DieByToxinGLA 11933 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 11934 End 11935 Behavior = SlowDeathBehavior ModuleTag_Death07 11936 DeathTypes = NONE +POISONED_GAMMA 11937 DestructionDelay = 0 11938 FX = INITIAL FX_DieByToxinGLA 11939 OCL = INITIAL OCL_ToxicInfantryGamma 11940 End 11941 ; --- end Death modules --- 11942 11943 Behavior = PoisonedBehavior ModuleTag_16 11944 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 11945 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 11946 End 11947 11948 Behavior = SpecialAbility ModuleTag_17 11949 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 11950 UpdateModuleStartsAttack = Yes 11951 StartsPaused = Yes 11952 InitiateSound = RebelVoiceCapture 11953 End 11954 Behavior = SpecialAbilityUpdate ModuleTag_18 11955 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 11956 StartAbilityRange = 5.0 11957 UnpackTime = 3000 ; (changing this will scale anim speed) 11958 PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 11959 PackTime = 2000 ; (changing this will scale anim speed) 11960 DoCaptureFX = Yes 11961 AwardXPForTriggering = 12 11962 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 11963 End 11964 11965 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19 11966 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 11967 TriggeredBy = Upgrade_InfantryCaptureBuilding 11968 End 11969 11970 Behavior = SpecialAbility ModuleTag_20 11971 SpecialPowerTemplate = SpecialAbilityBoobyTrap 11972 UpdateModuleStartsAttack = Yes 11973 StartsPaused = Yes 11974 ; InitiateSound = TankHunterVoiceTNT 11975 End 11976 Behavior = SpecialAbilityUpdate ModuleTag_21 11977 SpecialPowerTemplate = SpecialAbilityBoobyTrap 11978 StartAbilityRange = 5.0 11979 PreparationTime = 0 11980 SpecialObject = BoobyTrap 11981 MaxSpecialObjects = 100 11982 SpecialObjectsPersistWhenOwnerDies = Yes 11983 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 11984 ; Not implemented UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 11985 End 11986 11987 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_22 11988 SpecialPowerTemplate = SpecialAbilityBoobyTrap 11989 TriggeredBy = Upgrade_GLAInfantryRebelBoobyTrapAttack 11990 End 11991 11992 ; Module 23 commented out because it crashes saved games if the Rebel is Elite. GrantUpgradeCreate is a twitchy module. 11993 ; Behavior = GrantUpgradeCreate ModuleTag_23 11994 ; UpgradeToGrant = Upgrade_GLAInfantryRebelBoobyTrapAttack 11995 ; ExemptStatus = UNDER_CONSTRUCTION 11996 ; End 11997 11998 ; I have just pulled my ripcord, and this ain't no parachute! 11999 Behavior = SlowDeathBehavior ModuleTag_Death17 12000 DeathTypes = NONE +SUICIDED +EXPLODED 12001 SinkDelay = 3000 12002 SinkRate = 0.5 ; in Dist/Sec 12003 DestructionDelay = 8000 12004 FX = INITIAL FX_TerroristExplode 12005 FlingForce = 8 12006 FlingForceVariance = 3 12007 FlingPitch = 60 12008 FlingPitchVariance = 10 12009 End 12010 12011 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 12012 ; DeathWeapon = Demo_SuicideDynamitePack 12013 ; StartsActive = Yes ; turned on by upgrade 12014 ; DeathTypes = NONE +SUICIDED 12015 ; End 12016 ; 12017 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 12018 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 12019 ; StartsActive = No 12020 ; TriggeredBy = Demo_Upgrade_SuicideBomb 12021 ; RequiresAllTriggers = Yes; 12022 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 12023 ; End 12024 ; 12025 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 12026 ; DeathWeapon = Demo_SuicideDynamitePack 12027 ; StartsActive = No 12028 ; TriggeredBy = Demo_Upgrade_SuicideBomb 12029 ; RequiresAllTriggers = Yes; 12030 ; DeathTypes = NONE +SUICIDED 12031 ; End 12032 12033 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 12034 DeathWeapon = Demo_SuicideDynamitePackPlusFire 12035 StartsActive = No 12036 TriggeredBy = Demo_Upgrade_SuicideBomb 12037 DeathTypes = ALL 12038 End; 12039 12040 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 12041 DeathWeapon = Demo_SuicideDynamitePackPlusFire 12042 StartsActive = No 12043 TriggeredBy = Demo_Upgrade_SuicideBomb 12044 DeathTypes = NONE 12045 End 12046 12047 Behavior = CommandSetUpgrade ModuleTag_25 12048 CommandSet = Demo_GLAInfantryRebelCommandSetUpgrade 12049 TriggeredBy = Demo_Upgrade_SuicideBomb 12050 End 12051 12052 Geometry = CYLINDER 12053 GeometryMajorRadius = 10.0 12054 GeometryMinorRadius = 10.0 12055 GeometryHeight = 12.0 12056 GeometryIsSmall = Yes 12057 Shadow = SHADOW_DECAL 12058 ShadowSizeX = 14; 12059 ShadowSizeY = 14; 12060 ShadowTexture = ShadowI; 12061 BuildCompletion = APPEARS_AT_RALLY_POINT 12062 12063 End 12064 12065 ;---------------------------------------------------------------------------- 12066 Object Demo_GLAInfantryJarmenKell 12067 12068 ; *** ART Parameters *** 12069 SelectPortrait = SUJermanKell1_L ;NOTE: Asset spelling mistake 12070 ButtonImage = SUJermanKell1 12071 12072 UpgradeCameo1 = Upgrade_GLAAPBullets 12073 ;UpgradeCameo2 = NONE 12074 ;UpgradeCameo3 = NONE 12075 ;UpgradeCameo4 = NONE 12076 ;UpgradeCameo5 = NONE 12077 12078 Draw = W3DModelDraw ModuleTag_01 12079 OkToChangeModelColor = Yes 12080 12081 ; --- idle 12082 DefaultConditionState 12083 Model = UIHERO_SKN 12084 IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 12085 IdleAnimation = UIHERO_SKL.UIHERO_IDA 12086 IdleAnimation = UIHERO_SKL.UIHERO_IDB 12087 AnimationMode = ONCE 12088 WeaponFireFXBone = PRIMARY Muzzle 12089 WeaponMuzzleFlash = PRIMARY MuzzleFX 12090 TransitionKey = TRANS_Stand 12091 End 12092 12093 ConditionState = REALLYDAMAGED 12094 IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 12095 IdleAnimation = UIHERO_SKL.UIHERO_IIDA 12096 IdleAnimation = UIHERO_SKL.UIHERO_IIDB 12097 AnimationMode = ONCE 12098 TransitionKey = TRANS_StandInjured 12099 End 12100 12101 TransitionState = TRANS_Stand TRANS_StandInjured 12102 Animation = UIHERO_SKL.UIHERO_ISTAHIT 12103 AnimationMode = ONCE 12104 End 12105 12106 ; --- attack 12107 12108 ConditionState = FIRING_A 12109 Animation = UIHERO_SKL.UIHERO_ATA 12110 AnimationMode = ONCE 12111 TransitionKey = TRANS_FiringA 12112 AnimationSpeedFactorRange = 1.5 1.5 12113 End 12114 12115 ConditionState = BETWEEN_FIRING_SHOTS_A 12116 Animation = UIHERO_SKL.UIHERO_STA 12117 AnimationMode = ONCE 12118 WaitForStateToFinishIfPossible = TRANS_FiringA 12119 End 12120 AliasConditionState = RELOADING_A 12121 12122 ConditionState = FIRING_A REALLYDAMAGED 12123 Animation = UIHERO_SKL.UIHERO_IATA2 12124 AnimationMode = ONCE 12125 TransitionKey = TRANS_FiringAInjured 12126 AnimationSpeedFactorRange = 1.5 1.5 12127 End 12128 12129 ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 12130 Animation = UIHERO_SKL.UIHERO_IATA2 12131 AnimationMode = MANUAL 12132 Flags = START_FRAME_LAST 12133 WaitForStateToFinishIfPossible = TRANS_FiringAInjured 12134 End 12135 AliasConditionState = RELOADING_A REALLYDAMAGED 12136 12137 TransitionState = TRANS_FiringA TRANS_FiringAInjured 12138 Animation = UIHERO_SKL.UIHERO_IATAHIT 12139 AnimationMode = ONCE 12140 End 12141 12142 ; --- moving 12143 ConditionState = MOVING 12144 Animation = UIHERO_SKL.UIHERO_RNA2 30 12145 AnimationMode = LOOP 12146 Flags = RANDOMSTART 12147 TransitionKey = None 12148 ParticleSysBone = None InfantryDustTrails 12149 End 12150 AliasConditionState = MOVING FIRING_A 12151 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 12152 AliasConditionState = MOVING RELOADING_A 12153 AliasConditionState = MOVING DOCKING 12154 AliasConditionState = MOVING DOCKING_BEGINNING 12155 AliasConditionState = MOVING DOCKING_ACTIVE 12156 12157 ConditionState = MOVING REALLYDAMAGED 12158 Animation = UIHERO_SKL.UIHERO_IRNA 30 12159 AnimationMode = LOOP 12160 Flags = RANDOMSTART 12161 TransitionKey = None 12162 ParticleSysBone = None InfantryDustTrails 12163 End 12164 AliasConditionState = MOVING FIRING_A REALLYDAMAGED 12165 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 12166 AliasConditionState = MOVING RELOADING_A REALLYDAMAGED 12167 12168 ; --- cheering 12169 ConditionState = SPECIAL_CHEERING 12170 Animation = UIHERO_SKL.UIHERO_CHA 12171 AnimationMode = LOOP 12172 End 12173 12174 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 12175 Animation = UIHERO_SKL.UIHERO_ICHA 12176 AnimationMode = LOOP 12177 End 12178 12179 ; --- dying 12180 ConditionState = DYING 12181 Animation = UIHERO_SKL.UIHERO_DTA 12182 Animation = UIHERO_SKL.UIHERO_DTB 12183 Animation = UIHERO_SKL.UIHERO_IDTA 12184 Animation = UIHERO_SKL.UIHERO_IDTB 12185 AnimationMode = ONCE 12186 TransitionKey = TRANS_Dying 12187 End 12188 12189 TransitionState = TRANS_Dying TRANS_Flailing 12190 Animation = UIHERO_SKL.UIHERO_ADTG21 12191 AnimationMode = ONCE 12192 End 12193 12194 ConditionState = DYING EXPLODED_FLAILING 12195 Animation = UIHERO_SKL.UIHERO_ADTG22 12196 AnimationMode = LOOP 12197 TransitionKey = TRANS_Flailing 12198 End 12199 12200 ConditionState = DYING EXPLODED_BOUNCING 12201 Animation = UIHERO_SKL.UIHERO_ADTG23 12202 AnimationMode = ONCE 12203 TransitionKey = None 12204 End 12205 12206 ; --- falling 12207 ConditionState = FREEFALL 12208 Animation = UIHERO_SKL.UIHERO_PFL 12209 AnimationMode = LOOP 12210 TransitionKey = TRANS_Falling 12211 End 12212 AliasConditionState = FREEFALL REALLYDAMAGED 12213 AliasConditionState = FREEFALL DYING 12214 12215 ConditionState = PARACHUTING 12216 Animation = UIHERO_SKL.UIHERO_PHG 12217 AnimationMode = LOOP 12218 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 12219 TransitionKey = TRANS_Chute 12220 End 12221 AliasConditionState = PARACHUTING REALLYDAMAGED 12222 AliasConditionState = PARACHUTING DYING 12223 12224 TransitionState = TRANS_Falling TRANS_Chute 12225 Animation = UIHERO_SKL.UIHERO_POP 12226 AnimationMode = ONCE 12227 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 12228 End 12229 12230 TransitionState = TRANS_Chute TRANS_Stand 12231 Animation = UIHERO_SKL.UIHERO_PTD 12232 AnimationMode = ONCE 12233 End 12234 12235 TransitionState = TRANS_Chute TRANS_StandInjured 12236 Animation = UIHERO_SKL.UIHERO_PTD 12237 AnimationMode = ONCE 12238 End 12239 12240 End 12241 12242 ; ***DESIGN parameters *** 12243 DisplayName = OBJECT:JarmenKell 12244 Side = GLADemolitionGeneral 12245 EditorSorting = INFANTRY 12246 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 12247 MaxSimultaneousOfType = 1 12248 12249 WeaponSet 12250 Conditions = None 12251 Weapon = PRIMARY GLAJarmenKellRifle 12252 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 12253 Weapon = TERTIARY TerroristSuicideNotARealWeapon 12254 AutoChooseSources = TERTIARY NONE 12255 AutoChooseSources = SECONDARY NONE 12256 End 12257 12258 ArmorSet 12259 Conditions = None 12260 Armor = HumanArmor 12261 DamageFX = InfantryDamageFX 12262 End 12263 VisionRange = 200 12264 ShroudClearingRange = 400 12265 Prerequisites 12266 Object = Demo_GLABarracks 12267 Object = Demo_GLAPalace 12268 End 12269 BuildCost = 1500 12270 BuildTime = 20.0 ;in seconds 12271 12272 ExperienceValue = 50 50 100 150 ;Experience point value at each level 12273 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 12274 IsTrainable = Yes ;Can gain experience 12275 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12276 CommandSet = Demo_GLAInfantryJarmenKellCommandSet 12277 12278 ; *** AUDIO Parameters *** 12279 VoiceSelect = DemoKellVoiceSelect 12280 VoiceMove = JarmenKellVoiceMove 12281 VoiceGuard = JarmenKellVoiceMove 12282 VoiceAttack = JarmenKellVoiceAttack 12283 VoiceFear = JarmenKellVoiceFear 12284 SoundStealthOn = StealthOn 12285 SoundStealthOff = StealthOff 12286 12287 UnitSpecificSounds 12288 VoiceCreate = DemoKellVoiceCreate 12289 VoiceSnipePilot = JarmenKellVoiceSnipe 12290 VoiceGarrison = JarmenKellVoiceGarrison 12291 VoiceEnter = JarmenKellVoiceMove 12292 VoiceEnterHostile = JarmenKellVoiceMove 12293 VoiceGetHealed = JarmenKellVoiceMove 12294 End 12295 12296 12297 ; *** ENGINEERING Parameters *** 12298 RadarPriority = UNIT 12299 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO CANNOT_RETALIATE 12300 12301 Body = ActiveBody ModuleTag_02 12302 MaxHealth = 200.0 12303 InitialHealth = 200.0 12304 End 12305 12306 Behavior = AIUpdateInterface ModuleTag_03 12307 AutoAcquireEnemiesWhenIdle = Yes 12308 End 12309 Locomotor = SET_NORMAL JarmenKellLocomotor 12310 12311 Behavior = PhysicsBehavior ModuleTag_04 12312 Mass = 5.0 12313 End 12314 12315 Behavior = StealthDetectorUpdate ModuleTag_StealthDetect 12316 DetectionRate = 750 ;How often to rescan for stealthed things in my sight (msec) 12317 DetectionRange = 150 ;Enable this for independant balancing! 12318 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 12319 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 12320 End 12321 Behavior = StealthUpdate ModuleTag_06 12322 StealthDelay = 2000 ; msec 12323 StealthForbiddenConditions = ATTACKING 12324 InnateStealth = Yes 12325 OrderIdleEnemiesToAttackMeUponReveal = Yes 12326 EnemyDetectionEvaEvent = EnemyJarmenKellDetected 12327 OwnDetectionEvaEvent = OwnJarmenKellDetected 12328 End 12329 12330 Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit. 12331 End 12332 12333 Behavior = WeaponBonusUpgrade ModuleTag_08 12334 TriggeredBy = Upgrade_GLAAPBullets 12335 End 12336 12337 ;Hero units can't be squished! 12338 ;Behavior = SquishCollide ModuleTag_09 12339 ; ;nothing 12340 ;End 12341 12342 12343 ; --- begin Death modules --- 12344 Behavior = SlowDeathBehavior ModuleTag_Death01 12345 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 12346 SinkDelay = 3000 12347 SinkRate = 0.5 ; in Dist/Sec 12348 DestructionDelay = 8000 12349 FX = INITIAL FX_JarmenKellDie 12350 End 12351 Behavior = SlowDeathBehavior ModuleTag_Death02 12352 DeathTypes = NONE +CRUSHED +SPLATTED 12353 SinkDelay = 3000 12354 SinkRate = 0.5 ; in Dist/Sec 12355 DestructionDelay = 8000 12356 FX = INITIAL FX_GIDieCrushed 12357 End 12358 Behavior = SlowDeathBehavior ModuleTag_Death03 12359 DeathTypes = NONE +EXPLODED 12360 SinkDelay = 3000 12361 SinkRate = 0.5 ; in Dist/Sec 12362 DestructionDelay = 8000 12363 FX = INITIAL FX_JarmenKellDie 12364 FlingForce = 8 12365 FlingForceVariance = 3 12366 FlingPitch = 60 12367 FlingPitchVariance = 10 12368 End 12369 Behavior = SlowDeathBehavior ModuleTag_Death04 12370 DeathTypes = NONE +BURNED 12371 DestructionDelay = 0 12372 FX = INITIAL FX_DieByFireGLA 12373 OCL = INITIAL OCL_FlamingInfantry 12374 End 12375 Behavior = SlowDeathBehavior ModuleTag_Death05 12376 DeathTypes = NONE +POISONED 12377 DestructionDelay = 0 12378 FX = INITIAL FX_DieByToxinGLA 12379 OCL = INITIAL OCL_ToxicInfantry 12380 End 12381 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 12382 DeathTypes = NONE +POISONED_BETA 12383 DestructionDelay = 0 12384 FX = INITIAL FX_DieByToxinGLA 12385 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 12386 End 12387 Behavior = SlowDeathBehavior ModuleTag_Death07 12388 DeathTypes = NONE +POISONED_GAMMA 12389 DestructionDelay = 0 12390 FX = INITIAL FX_DieByToxinGLA 12391 OCL = INITIAL OCL_ToxicInfantryGamma 12392 End 12393 ; --- end Death modules --- 12394 12395 Behavior = PoisonedBehavior ModuleTag_14 12396 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 12397 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 12398 End 12399 12400 Behavior = SlowDeathBehavior ModuleTag_Death15 12401 DeathTypes = NONE +SUICIDED +EXPLODED 12402 SinkDelay = 3000 12403 SinkRate = 0.5 ; in Dist/Sec 12404 DestructionDelay = 8000 12405 FX = INITIAL FX_TerroristExplode 12406 FlingForce = 8 12407 FlingForceVariance = 3 12408 FlingPitch = 60 12409 FlingPitchVariance = 10 12410 End 12411 12412 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 12413 ; DeathWeapon = Demo_SuicideDynamitePack 12414 ; StartsActive = Yes ; turned on by upgrade 12415 ; DeathTypes = NONE +SUICIDED 12416 ; End 12417 ; 12418 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 12419 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 12420 ; StartsActive = No 12421 ; TriggeredBy = Demo_Upgrade_SuicideBomb 12422 ; RequiresAllTriggers = Yes; 12423 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 12424 ; End 12425 ; 12426 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 12427 ; DeathWeapon = Demo_SuicideDynamitePack 12428 ; StartsActive = No 12429 ; TriggeredBy = Demo_Upgrade_SuicideBomb 12430 ; RequiresAllTriggers = Yes; 12431 ; DeathTypes = NONE +SUICIDED 12432 ; End 12433 12434 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 12435 DeathWeapon = Demo_SuicideDynamitePackPlusFire 12436 StartsActive = No 12437 TriggeredBy = Demo_Upgrade_SuicideBomb 12438 DeathTypes = ALL 12439 End; 12440 12441 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 12442 DeathWeapon = Demo_SuicideDynamitePackPlusFire 12443 StartsActive = No 12444 TriggeredBy = Demo_Upgrade_SuicideBomb 12445 DeathTypes = NONE 12446 End 12447 12448 Behavior = CommandSetUpgrade ModuleTag_17 12449 CommandSet = Demo_GLAInfantryJarmenKellCommandSetUpgrade 12450 TriggeredBy = Demo_Upgrade_SuicideBomb 12451 End 12452 12453 Behavior = SpecialAbility ModuleTag_18 12454 SpecialPowerTemplate = Demo_SpecialAbilityKellRemoteCharges 12455 UpdateModuleStartsAttack = Yes 12456 InitiateSound = DemoKellVoiceAttackDemo 12457 End 12458 12459 Behavior = SpecialAbilityUpdate ModuleTag_19 12460 SpecialPowerTemplate = Demo_SpecialAbilityKellRemoteCharges 12461 StartAbilityRange = 0.0 12462 PreparationTime = 0 12463 SpecialObject = RemoteC4Charge 12464 MaxSpecialObjects = 8 12465 SpecialObjectsPersistWhenOwnerDies = No ;Charges are removed instantly when owner dies (nobody can detonate). 12466 AlwaysValidateSpecialObjects = Yes ;Coupled with the above setting, this one is necessary for code optimization. 12467 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 12468 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 12469 UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge 12470 PackTime = 0 12471 SkipPackingWithNoTarget = Yes ;When yes, the packing/unpacking will be ignored when detonating charges. 12472 FlipOwnerAfterUnpacking = Yes 12473 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 12474 UnpackSound = ColonelBurtonPlantCharge 12475 LoseStealthOnTrigger = Yes 12476 PreTriggerUnstealthTime = 5000 ; in milliseconds 12477 End 12478 12479 Behavior = SpecialAbility ModuleTag_20 12480 SpecialPowerTemplate = Demo_SpecialAbilityDemoKellTimedCharges 12481 UpdateModuleStartsAttack = Yes 12482 InitiateSound = DemoKellVoiceAttackDemo 12483 End 12484 12485 Behavior = SpecialAbilityUpdate ModuleTag_11 12486 SpecialPowerTemplate = Demo_SpecialAbilityDemoKellTimedCharges 12487 StartAbilityRange = 0.0 12488 PreparationTime = 0 12489 SpecialObject = TimedC4Charge 12490 MaxSpecialObjects = 10 12491 SpecialObjectsPersistWhenOwnerDies = Yes 12492 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 12493 UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 12494 UnpackTime = 5500 ;NOTE: Modifying this value will require modifying the delay for ColonelBurtonPlantCharge 12495 FlipOwnerAfterUnpacking = Yes 12496 FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability 12497 UnpackSound = DemoKellVoiceAttackDemo 12498 LoseStealthOnTrigger = Yes 12499 PreTriggerUnstealthTime = 5000 ; in milliseconds 12500 End 12501 12502 Geometry = CYLINDER 12503 GeometryMajorRadius = 10.0 12504 GeometryMinorRadius = 10.0 12505 GeometryHeight = 12.0 12506 GeometryIsSmall = Yes 12507 Shadow = SHADOW_DECAL 12508 ShadowSizeX = 14; 12509 ShadowSizeY = 14; 12510 ShadowTexture = ShadowI; 12511 BuildCompletion = APPEARS_AT_RALLY_POINT 12512 12513 End 12514 12515 12516 12517 12518 12519 12520 12521 ;------------------------------------------------------------------------------ 12522 ;Tunnel Fanatic ;Now called the RPG Trooper 12523 Object Demo_GLAInfantryTunnelDefender 12524 12525 ; *** ART Parameters *** 12526 SelectPortrait = SURPG_L 12527 ButtonImage = SURPG 12528 12529 UpgradeCameo1 = Upgrade_GLAAPRockets 12530 ;UpgradeCameo2 = NONE 12531 ;UpgradeCameo3 = NONE 12532 ;UpgradeCameo4 = NONE 12533 ;UpgradeCameo5 = NONE 12534 12535 Draw = W3DModelDraw ModuleTag_01 12536 OkToChangeModelColor = Yes 12537 12538 DefaultConditionState 12539 Model = UITunF_SKN 12540 IdleAnimation = UITunF_SKL.UITunF_STA 0 20 12541 IdleAnimation = UITunF_SKL.UITunF_IDA 12542 IdleAnimation = UITunF_SKL.UITunF_IDB 12543 IdleAnimation = UITunF_SKL.UITunF_IDC 12544 AnimationMode = ONCE 12545 WeaponMuzzleFlash = PRIMARY MuzzleFX 12546 WeaponFireFXBone = PRIMARY Muzzle 12547 WeaponLaunchBone = PRIMARY Muzzle 12548 End 12549 12550 ConditionState = MOVING 12551 Animation = UITunF_SKL.UITunF_WKA 16 12552 Animation = UITunF_SKL.UITunF_WKB 30 12553 Animation = UITunF_SKL.UITunF_WKC 30 12554 Animation = UITunF_SKL.UITunF_RNA 15 12555 Animation = UITunF_SKL.UITunF_RNB 25 12556 AnimationMode = LOOP 12557 ParticleSysBone = None InfantryDustTrails 12558 End 12559 12560 ConditionState = DYING 12561 Animation = UITunF_SKL.UITunF_DTA 12562 Animation = UITunF_SKL.UITunF_DTB 12563 AnimationMode = ONCE 12564 TransitionKey = TRANS_Dying 12565 End 12566 12567 TransitionState = TRANS_Dying TRANS_Flailing 12568 Animation = UITunF_SKL.UITunF_ADTA1 12569 Animation = UITunF_SKL.UITunF_ADTE1 12570 Animation = UITunF_SKL.UITunF_ADTF1 12571 AnimationMode = ONCE 12572 End 12573 12574 ConditionState = DYING EXPLODED_FLAILING 12575 Animation = UITunF_SKL.UITunF_ADTA2 12576 Animation = UITunF_SKL.UITunF_ADTE2 12577 Animation = UITunF_SKL.UITunF_ADTF2 12578 AnimationMode = LOOP 12579 TransitionKey = TRANS_Flailing 12580 End 12581 12582 ConditionState = DYING EXPLODED_BOUNCING 12583 Animation = UITunF_SKL.UITunF_ADTA3 12584 Animation = UITunF_SKL.UITunF_ADTE3 12585 Animation = UITunF_SKL.UITunF_ADTF3 12586 AnimationMode = ONCE 12587 TransitionKey = None 12588 End 12589 12590 ConditionState = FIRING_A 12591 Animation = UITunF_SKL.UITunF_ATA 12592 AnimationMode = ONCE 12593 TransitionKey = TRANS_START_FIRING 12594 End 12595 ConditionState = BETWEEN_FIRING_SHOTS_A 12596 Animation = UITunF_SKL.UITunF_STA 12597 AnimationMode = ONCE 12598 ; this is basically a trick: this guy has a nontrivial animation for firing, 12599 ; and a long recycle time between shots. we want him to finish his fire animation 12600 ; (unless he's ordered to do something else), so this is just a handy trick that 12601 ; says, "if the previous state had this transition key, allow it to finish before 12602 ; switching to us, if possible". 12603 WaitForStateToFinishIfPossible = TRANS_START_FIRING 12604 End 12605 AliasConditionState = RELOADING_A 12606 12607 ConditionState = SPECIAL_CHEERING 12608 Animation = UITUNF_SKL.UITUNF_CHA 12609 AnimationMode = LOOP 12610 End 12611 12612 End 12613 12614 ; ***DESIGN parameters *** 12615 DisplayName = OBJECT:TunnelDefender 12616 Side = GLADemolitionGeneral 12617 EditorSorting = INFANTRY 12618 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 12619 WeaponSet 12620 Conditions = None 12621 Weapon = PRIMARY DemoTunnelDefenderRocketWeapon 12622 Weapon = SECONDARY None 12623 Weapon = TERTIARY TerroristSuicideNotARealWeapon 12624 AutoChooseSources = TERTIARY NONE 12625 End 12626 ArmorSet 12627 Conditions = None 12628 Armor = HumanArmor 12629 DamageFX = InfantryDamageFX 12630 End 12631 VisionRange = 150 12632 ShroudClearingRange = 400 12633 ; Prerequisites 12634 ; Object = Demo_GLATunnelNetwork 12635 ; End 12636 BuildCost = 300 12637 BuildTime = 5.0 ;in seconds 12638 12639 ExperienceValue = 20 20 40 60 ;Experience point value at each level 12640 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 12641 IsTrainable = Yes ;Can gain experience 12642 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12643 CommandSet = Demo_GLAInfantryTunnelDefenderCommandSet 12644 12645 ; *** AUDIO Parameters *** 12646 VoiceSelect = RPGTrooperVoiceSelect 12647 VoiceMove = RPGTrooperVoiceMove 12648 VoiceGuard = RPGTrooperVoiceMove 12649 VoiceAttack = RPGTrooperVoiceAttack 12650 VoiceFear = RPGTrooperVoiceFear 12651 UnitSpecificSounds 12652 VoiceCreate = RPGTrooperVoiceCreate 12653 VoiceGarrison = RPGTrooperVoiceGarrison 12654 VoiceEnter = RPGTrooperVoiceMove 12655 VoiceEnterHostile = RPGTrooperVoiceMove 12656 VoiceGetHealed = RPGTrooperVoiceMove 12657 End 12658 12659 12660 ; *** ENGINEERING Parameters *** 12661 RadarPriority = UNIT 12662 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 12663 12664 Body = ActiveBody ModuleTag_02 12665 MaxHealth = 100.0 12666 InitialHealth = 100.0 12667 End 12668 12669 Behavior = AIUpdateInterface ModuleTag_03 12670 AutoAcquireEnemiesWhenIdle = Yes 12671 End 12672 Locomotor = SET_NORMAL MissileDefenderLocomotor 12673 12674 Behavior = PhysicsBehavior ModuleTag_04 12675 Mass = 5.0 12676 End 12677 12678 Behavior = SquishCollide ModuleTag_06 12679 ;nothing 12680 End 12681 12682 ; --- begin Death modules --- 12683 Behavior = SlowDeathBehavior ModuleTag_Death01 12684 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 12685 SinkDelay = 3000 12686 SinkRate = 0.5 ; in Dist/Sec 12687 DestructionDelay = 8000 12688 FX = INITIAL FX_RPGTrooperDie 12689 End 12690 Behavior = SlowDeathBehavior ModuleTag_Death02 12691 DeathTypes = NONE +CRUSHED +SPLATTED 12692 SinkDelay = 3000 12693 SinkRate = 0.5 ; in Dist/Sec 12694 DestructionDelay = 8000 12695 FX = INITIAL FX_GIDieCrushed 12696 End 12697 Behavior = SlowDeathBehavior ModuleTag_Death03 12698 DeathTypes = NONE +EXPLODED 12699 SinkDelay = 3000 12700 SinkRate = 0.5 ; in Dist/Sec 12701 DestructionDelay = 8000 12702 FX = INITIAL FX_RPGTrooperDie 12703 FlingForce = 8 12704 FlingForceVariance = 3 12705 FlingPitch = 60 12706 FlingPitchVariance = 10 12707 End 12708 Behavior = SlowDeathBehavior ModuleTag_Death04 12709 DeathTypes = NONE +BURNED 12710 DestructionDelay = 0 12711 FX = INITIAL FX_DieByFireGLA 12712 OCL = INITIAL OCL_FlamingInfantry 12713 End 12714 Behavior = SlowDeathBehavior ModuleTag_Death05 12715 DeathTypes = NONE +POISONED 12716 DestructionDelay = 0 12717 FX = INITIAL FX_DieByToxinGLA 12718 OCL = INITIAL OCL_ToxicInfantry 12719 End 12720 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 12721 DeathTypes = NONE +POISONED_BETA 12722 DestructionDelay = 0 12723 FX = INITIAL FX_DieByToxinGLA 12724 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 12725 End 12726 Behavior = SlowDeathBehavior ModuleTag_Death07 12727 DeathTypes = NONE +POISONED_GAMMA 12728 DestructionDelay = 0 12729 FX = INITIAL FX_DieByToxinGLA 12730 OCL = INITIAL OCL_ToxicInfantryGamma 12731 End 12732 ; --- end Death modules --- 12733 12734 Behavior = PoisonedBehavior ModuleTag_12 12735 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 12736 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 12737 End 12738 12739 Behavior = SlowDeathBehavior ModuleTag_Death13 12740 DeathTypes = NONE +SUICIDED +EXPLODED 12741 SinkDelay = 3000 12742 SinkRate = 0.5 ; in Dist/Sec 12743 DestructionDelay = 8000 12744 FX = INITIAL FX_TerroristExplode 12745 FlingForce = 8 12746 FlingForceVariance = 3 12747 FlingPitch = 60 12748 FlingPitchVariance = 10 12749 End 12750 12751 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 12752 ; DeathWeapon = Demo_SuicideDynamitePack 12753 ; StartsActive = Yes ; turned on by upgrade 12754 ; DeathTypes = NONE +SUICIDED 12755 ; End 12756 ; 12757 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 12758 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 12759 ; StartsActive = No 12760 ; TriggeredBy = Demo_Upgrade_SuicideBomb 12761 ; RequiresAllTriggers = Yes; 12762 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 12763 ; End 12764 ; 12765 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 12766 ; DeathWeapon = Demo_SuicideDynamitePack 12767 ; StartsActive = No 12768 ; TriggeredBy = Demo_Upgrade_SuicideBomb 12769 ; RequiresAllTriggers = Yes; 12770 ; DeathTypes = NONE +SUICIDED 12771 ; End 12772 12773 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 12774 DeathWeapon = Demo_SuicideDynamitePackPlusFire 12775 StartsActive = No 12776 TriggeredBy = Demo_Upgrade_SuicideBomb 12777 DeathTypes = ALL 12778 End; 12779 12780 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 12781 DeathWeapon = Demo_SuicideDynamitePackPlusFire 12782 StartsActive = No 12783 TriggeredBy = Demo_Upgrade_SuicideBomb 12784 DeathTypes = NONE 12785 End 12786 12787 Behavior = CommandSetUpgrade ModuleTag_15 12788 CommandSet = Demo_GLAInfantryTunnelDefenderCommandSetUpgrade 12789 TriggeredBy = Demo_Upgrade_SuicideBomb 12790 End 12791 12792 Geometry = CYLINDER 12793 GeometryMajorRadius = 10.0 12794 GeometryMinorRadius = 10.0 12795 GeometryHeight = 12.0 12796 GeometryIsSmall = Yes 12797 Shadow = SHADOW_DECAL 12798 ShadowSizeX = 14; 12799 ShadowSizeY = 14; 12800 ShadowTexture = ShadowI; 12801 BuildCompletion = APPEARS_AT_RALLY_POINT 12802 12803 End 12804 12805 ;------------------------------------------------------------------------------ 12806 ;***THESE UNITS ARE NOT SELECTABLE ANYMORE! To kill them, you must target 12807 ; the stinger site. If the weapon does particular types of damage, it'll 12808 ; kill guys inside first, then the site. 12809 Object Demo_GLAInfantryStingerSoldier 12810 12811 ; *** ART Parameters *** 12812 SelectPortrait = SUStinger_L 12813 ButtonImage = SUStinger 12814 12815 Draw = W3DModelDraw ModuleTag_01 12816 OkToChangeModelColor = Yes 12817 12818 DefaultConditionState 12819 Model = UISmsd_SKN 12820 IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 12821 IdleAnimation = UISmsd_SKL.UISmsd_IDA 12822 IdleAnimation = UISmsd_SKL.UISmsd_IDB 12823 IdleAnimation = UISmsd_SKL.UISmsd_IDC 12824 IdleAnimation = UISmsd_SKL.UISmsd_IDD 12825 AnimationMode = ONCE 12826 WeaponMuzzleFlash = PRIMARY MuzzleFX 12827 WeaponFireFXBone = PRIMARY Exhaust 12828 WeaponLaunchBone = PRIMARY Muzzle 12829 WeaponFireFXBone = SECONDARY Exhaust 12830 WeaponLaunchBone = SECONDARY Muzzle 12831 12832 WaitForStateToFinishIfPossible = TRANS_START_FIRING 12833 12834 End 12835 AliasConditionState = BETWEEN_FIRING_SHOTS_A 12836 AliasConditionState = BETWEEN_FIRING_SHOTS_B 12837 AliasConditionState = RELOADING_A 12838 AliasConditionState = RELOADING_B 12839 12840 ConditionState = MOVING 12841 Animation = UISmsd_SKL.UISmsd_WKB 25 12842 AnimationMode = LOOP 12843 End 12844 12845 ConditionState = DYING 12846 Animation = UISmsd_SKL.UISmsd_DTA 12847 Animation = UISmsd_SKL.UISmsd_DTB 12848 AnimationMode = ONCE 12849 TransitionKey = TRANS_Dying 12850 WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish 12851 End 12852 12853 TransitionState = TRANS_Dying TRANS_Flailing 12854 Animation = UISmsd_SKL.UISmsd_ADTF1 12855 Animation = UISmsd_SKL.UISmsd_ADTG21 12856 AnimationMode = ONCE 12857 End 12858 12859 ConditionState = DYING EXPLODED_FLAILING 12860 Animation = UISmsd_SKL.UISmsd_ADTF2 12861 Animation = UISmsd_SKL.UISmsd_ADTG22 12862 AnimationMode = LOOP 12863 TransitionKey = TRANS_Flailing 12864 WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish 12865 End 12866 12867 ConditionState = DYING EXPLODED_BOUNCING 12868 Animation = UISmsd_SKL.UISmsd_ADTF3 12869 Animation = UISmsd_SKL.UISmsd_ADTG23 12870 AnimationMode = ONCE 12871 TransitionKey = None 12872 WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish 12873 End 12874 12875 ConditionState = FIRING_A 12876 Animation = UISmsd_SKL.UISmsd_ATA 12877 AnimationMode = ONCE 12878 TransitionKey = TRANS_START_FIRING 12879 End 12880 ; AliasConditionState is a new keyword that says, 12881 ; "give me another ConditionState exactly like the previous 12882 ; one, except with different conditions". Useful when you 12883 ; have several states that are the same with only different condition bits. 12884 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 12885 AliasConditionState = MOVING FIRING_A 12886 AliasConditionState = MOVING RELOADING_A 12887 12888 ConditionState = FIRING_B 12889 Animation = UISmsd_SKL.UISmsd_ATB 12890 AnimationMode = ONCE 12891 TransitionKey = TRANS_START_FIRINGB 12892 End 12893 ; AliasConditionState is a new keyword that says, 12894 ; "give me another ConditionState exactly like the previous 12895 ; one, except with different conditions". Useful when you 12896 ; have several states that are the same with only different condition bits. 12897 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 12898 AliasConditionState = MOVING FIRING_B 12899 AliasConditionState = MOVING RELOADING_B 12900 12901 12902 ConditionState = SPECIAL_CHEERING 12903 Animation = UISMSD_SKL.UISMSD_CHA 12904 AnimationMode = LOOP 12905 End 12906 12907 End 12908 12909 ; ***DESIGN parameters *** 12910 DisplayName = OBJECT:StingerSoldier 12911 Side = GLADemolitionGeneral 12912 EditorSorting = INFANTRY 12913 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 12914 WeaponSet 12915 Conditions = None 12916 Weapon = PRIMARY StingerMissileWeapon 12917 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 12918 Weapon = SECONDARY StingerMissileWeaponAir 12919 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 12920 Weapon = TERTIARY TerroristSuicideNotARealWeapon 12921 AutoChooseSources = TERTIARY NONE 12922 End 12923 ArmorSet 12924 Conditions = None 12925 Armor = StingerSoldierArmor ;Extra protection due to being enclosed by the stinger site. 12926 DamageFX = None 12927 End 12928 VisionRange = 400.0 12929 ShroudClearingRange = 400 12930 12931 Prerequisites 12932 Object = Demo_GLABarracks 12933 End 12934 BuildCost = 100 12935 BuildTime = 1.0 ;in seconds 12936 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12937 12938 CommandSet = Demo_GLAInfantryRebelCommandSet 12939 12940 ; *** AUDIO Parameters *** 12941 VoiceSelect = StingerSoldierVoiceSelect 12942 VoiceMove = StingerSoldierVoiceMove 12943 VoiceAttack = StingerSoldierVoiceAttack 12944 12945 ; *** ENGINEERING Parameters *** 12946 RadarPriority = UNIT 12947 KindOf = PRELOAD CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER CLICK_THROUGH SPAWNS_ARE_THE_WEAPONS 12948 12949 Body = ActiveBody ModuleTag_02 12950 MaxHealth = 100.0 12951 InitialHealth = 100.0 12952 End 12953 12954 Behavior = StealthDetectorUpdate ModuleTag_16 12955 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 12956 DetectionRange = 200 ;Dustin, enable this for independant balancing! 12957 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 12958 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 12959 End 12960 12961 Behavior = AIUpdateInterface ModuleTag_03 12962 AutoAcquireEnemiesWhenIdle = Yes Stealthed ATTACK_BUILDINGS 12963 MoodAttackCheckRate = 250 12964 End 12965 Locomotor = SET_NORMAL BasicHumanLocomotor 12966 Behavior = PhysicsBehavior ModuleTag_04 12967 Mass = 5.0 12968 End 12969 Behavior = SlavedUpdate ModuleTag_06 12970 ;nothing 12971 End 12972 ; Behavior = ProneUpdate ModuleTag_07 12973 ; 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 12974 ; End 12975 12976 Behavior = SquishCollide ModuleTag_08 12977 ;nothing 12978 End 12979 12980 ;Kris: Cut camo-netting from Demo General 12981 ;Behavior = StealthUpdate ModuleTag_09 12982 ; StealthDelay = 2500 ; msec 12983 ; StealthForbiddenConditions = ATTACKING USING_ABILITY NO_BLACK_MARKET TAKING_DAMAGE 12984 ; MoveThresholdSpeed = 3 12985 ; InnateStealth = No ;Requires upgrade first 12986 ; OrderIdleEnemiesToAttackMeUponReveal = Yes 12987 ;End 12988 ;Behavior = StealthUpgrade ModuleTag_10 12989 ; TriggeredBy = Upgrade_GLACamoNetting 12990 ;End 12991 12992 12993 ; --- begin Death modules --- 12994 Behavior = SlowDeathBehavior ModuleTag_Death01 12995 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 12996 SinkDelay = 3000 12997 SinkRate = 0.5 ; in Dist/Sec 12998 DestructionDelay = 8000 12999 FX = INITIAL FX_StingerSoldierDie 13000 End 13001 Behavior = SlowDeathBehavior ModuleTag_Death02 13002 DeathTypes = NONE +CRUSHED +SPLATTED 13003 SinkDelay = 3000 13004 SinkRate = 0.5 ; in Dist/Sec 13005 DestructionDelay = 8000 13006 FX = INITIAL FX_GIDieCrushed 13007 End 13008 Behavior = SlowDeathBehavior ModuleTag_Death03 13009 DeathTypes = NONE +EXPLODED 13010 SinkDelay = 3000 13011 SinkRate = 0.5 ; in Dist/Sec 13012 DestructionDelay = 8000 13013 FX = INITIAL FX_StingerSoldierDie 13014 FlingForce = 8 13015 FlingForceVariance = 3 13016 FlingPitch = 60 13017 FlingPitchVariance = 10 13018 End 13019 Behavior = SlowDeathBehavior ModuleTag_Death04 13020 DeathTypes = NONE +BURNED 13021 DestructionDelay = 0 13022 FX = INITIAL FX_DieByFireGLA 13023 OCL = INITIAL OCL_FlamingInfantry 13024 End 13025 Behavior = SlowDeathBehavior ModuleTag_Death05 13026 DeathTypes = NONE +POISONED 13027 DestructionDelay = 0 13028 FX = INITIAL FX_DieByToxinGLA 13029 OCL = INITIAL OCL_ToxicInfantry 13030 End 13031 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 13032 DeathTypes = NONE +POISONED_BETA 13033 DestructionDelay = 0 13034 FX = INITIAL FX_DieByToxinGLA 13035 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 13036 End 13037 Behavior = SlowDeathBehavior ModuleTag_Death07 13038 DeathTypes = NONE +POISONED_GAMMA 13039 DestructionDelay = 0 13040 FX = INITIAL FX_DieByToxinGLA 13041 OCL = INITIAL OCL_ToxicInfantryGamma 13042 End 13043 ; --- end Death modules --- 13044 13045 Behavior = PoisonedBehavior ModuleTag_14 13046 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 13047 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 13048 End 13049 13050 Behavior = SlowDeathBehavior ModuleTag_Death15 13051 DeathTypes = NONE +SUICIDED +EXPLODED 13052 SinkDelay = 3000 13053 SinkRate = 0.5 ; in Dist/Sec 13054 DestructionDelay = 8000 13055 FX = INITIAL FX_TerroristExplode 13056 FlingForce = 8 13057 FlingForceVariance = 3 13058 FlingPitch = 60 13059 FlingPitchVariance = 10 13060 End 13061 13062 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 13063 ; DeathWeapon = Demo_SuicideDynamitePack 13064 ; StartsActive = Yes ; turned on by upgrade 13065 ; DeathTypes = NONE +SUICIDED 13066 ; End 13067 ; 13068 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 13069 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 13070 ; StartsActive = No 13071 ; TriggeredBy = Demo_Upgrade_SuicideBomb 13072 ; RequiresAllTriggers = Yes; 13073 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 13074 ; End 13075 ; 13076 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 13077 ; DeathWeapon = Demo_SuicideDynamitePack 13078 ; StartsActive = No 13079 ; TriggeredBy = Demo_Upgrade_SuicideBomb 13080 ; RequiresAllTriggers = Yes; 13081 ; DeathTypes = NONE +SUICIDED 13082 ; End 13083 13084 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 13085 DeathWeapon = Demo_SuicideDynamitePackPlusFire 13086 StartsActive = No 13087 TriggeredBy = Demo_Upgrade_SuicideBomb 13088 DeathTypes = ALL 13089 End; 13090 13091 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 13092 DeathWeapon = Demo_SuicideDynamitePackPlusFire 13093 StartsActive = No 13094 TriggeredBy = Demo_Upgrade_SuicideBomb 13095 DeathTypes = NONE 13096 End 13097 13098 Behavior = CommandSetUpgrade ModuleTag_17 13099 CommandSet = Demo_GLAInfantryRebelCommandSetUpgrade 13100 TriggeredBy = Demo_Upgrade_SuicideBomb 13101 End 13102 13103 Geometry = CYLINDER 13104 GeometryMajorRadius = 10.0 13105 GeometryMinorRadius = 10.0 13106 GeometryHeight = 12.0 13107 GeometryIsSmall = Yes 13108 Shadow = SHADOW_DECAL 13109 ShadowSizeX = 14 13110 ShadowSizeY = 14 13111 ShadowTexture = ShadowI; 13112 BuildCompletion = APPEARS_AT_RALLY_POINT 13113 13114 End 13115 13116 13117 13118 13119 13120 13121 ;------------------------------------------------------------------------------ 13122 Object Demo_GLAInfantryTerrorist 13123 13124 ; *** ART Parameters *** 13125 SelectPortrait = SUTerrorist_L 13126 ButtonImage = SUTerrorist 13127 13128 UpgradeCameo1 = Demo_Upgrade_SuicideBomb 13129 ;UpgradeCameo2 = NONE 13130 ;UpgradeCameo3 = NONE 13131 ;UpgradeCameo4 = NONE 13132 ;UpgradeCameo5 = NONE 13133 13134 Draw = W3DModelDraw ModuleTag_01 13135 OkToChangeModelColor = Yes 13136 DefaultConditionState 13137 Model = UITRST_SKN 13138 IdleAnimation = UITRST_SKL.UITRST_STA 0 25 13139 ;Regular spice animations 13140 IdleAnimation = UITRST_SKL.UITRST_IDA 13141 IdleAnimation = UITRST_SKL.UITRST_IDB 13142 AnimationMode = ONCE 13143 TransitionKey = TRANS_Stand 13144 End 13145 13146 ConditionState = REALLYDAMAGED 13147 Animation = UITRST_SKL.UITRST_STA 13148 AnimationMode = LOOP 13149 TransitionKey = TRANS_Stand 13150 End 13151 13152 ConditionState = FREEFALL 13153 Animation = UITRST_SKL.UITRST_PFL 13154 AnimationMode = LOOP 13155 TransitionKey = TRANS_Falling 13156 End 13157 AliasConditionState = FREEFALL REALLYDAMAGED 13158 AliasConditionState = FREEFALL DYING 13159 13160 ConditionState = PARACHUTING 13161 Animation = UITRST_SKL.UITRST_PHG 13162 AnimationMode = LOOP 13163 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 13164 TransitionKey = TRANS_Chute 13165 End 13166 AliasConditionState = PARACHUTING REALLYDAMAGED 13167 AliasConditionState = PARACHUTING DYING 13168 13169 ConditionState = MOVING 13170 Animation = UITRST_SKL.UITRST_RNA 15 13171 AnimationMode = LOOP 13172 Flags = RANDOMSTART 13173 TransitionKey = None 13174 ParticleSysBone = None InfantryDustTrails 13175 End 13176 AliasConditionState = MOVING REALLYDAMAGED 13177 13178 ConditionState = ATTACKING MOVING 13179 Animation = UITRST_SKL.UITRST_RNB 10 13180 AnimationMode = LOOP 13181 Flags = RANDOMSTART 13182 TransitionKey = None 13183 End 13184 AliasConditionState = ATTACKING MOVING REALLYDAMAGED 13185 13186 ConditionState = PREATTACK_A 13187 Animation = UITRST_SKL.UITRST_ATA 13188 AnimationMode = ONCE 13189 End 13190 AliasConditionState = PREATTACK_A MOVING 13191 13192 ConditionState = DYING 13193 Animation = UITRST_SKL.UITRST_DTA 13194 Animation = UITRST_SKL.UITRST_DTC 13195 AnimationMode = ONCE 13196 TransitionKey = TRANS_Dying 13197 End 13198 13199 TransitionState = TRANS_Dying TRANS_Flailing 13200 Animation = UITRST_SKL.UITRST_ADTE1 13201 AnimationMode = ONCE 13202 End 13203 13204 ConditionState = DYING EXPLODED_FLAILING 13205 Animation = UITRST_SKL.UITRST_ADTE2 13206 AnimationMode = LOOP 13207 TransitionKey = TRANS_Flailing 13208 End 13209 13210 ConditionState = DYING EXPLODED_BOUNCING 13211 Animation = UITRST_SKL.UITRST_ADTE3 13212 AnimationMode = ONCE 13213 TransitionKey = None 13214 End 13215 13216 ConditionState = SPECIAL_CHEERING 13217 Animation = UITRST_SKL.UITRST_CHA 13218 AnimationMode = LOOP 13219 End 13220 13221 TransitionState = TRANS_Falling TRANS_Chute 13222 Animation = UITRST_SKL.UITRST_POP 13223 AnimationMode = ONCE 13224 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 13225 End 13226 13227 TransitionState = TRANS_Chute TRANS_Stand 13228 Animation = UITRST_SKL.UITRST_PTD 13229 AnimationMode = ONCE 13230 End 13231 13232 End 13233 13234 ; ***DESIGN parameters *** 13235 DisplayName = OBJECT:Terrorist 13236 Side = GLADemolitionGeneral 13237 EditorSorting = INFANTRY 13238 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 13239 WeaponSet 13240 Conditions = None 13241 ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE 13242 ;damage to do ini logic for type of death to play -- unresistable for success. 13243 Weapon = PRIMARY TerroristSuicideWeapon 13244 End 13245 ArmorSet 13246 Conditions = None 13247 Armor = DemoGenTerroristArmor 13248 DamageFX = InfantryDamageFX 13249 End 13250 VisionRange = 150 13251 ShroudClearingRange = 200 13252 Prerequisites 13253 Object = Demo_GLABarracks 13254 End 13255 BuildCost = 200 13256 BuildTime = 5.0 ;in seconds 13257 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13258 CommandSet = Demo_GLAInfantryTerroristCommandSet 13259 13260 ; *** AUDIO Parameters *** 13261 VoiceSelect = TerroristVoiceSelect 13262 VoiceMove = TerroristVoiceMove 13263 VoiceAttack = TerroristVoiceAttack 13264 VoiceFear = TerroristVoiceFear 13265 VoiceGuard = TerroristVoiceMove 13266 UnitSpecificSounds 13267 VoiceGarrison = TerroristVoiceMove 13268 VoiceCreate = TerroristVoiceCreate 13269 VoiceEnter = TerroristVoiceEnter 13270 VoiceEnterHostile = TerroristVoiceEnterHostile 13271 VoiceGetHealed = TerroristVoiceMove 13272 End 13273 13274 ; *** ENGINEERING Parameters *** 13275 RadarPriority = UNIT 13276 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 13277 13278 Body = ActiveBody ModuleTag_02 13279 MaxHealth = 120.0 13280 InitialHealth = 120.0 13281 End 13282 13283 ExperienceValue = 20 20 20 20 ; Experience point value at each level 13284 13285 Behavior = AIUpdateInterface ModuleTag_03 13286 AutoAcquireEnemiesWhenIdle = Yes 13287 End 13288 Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit. 13289 End 13290 Locomotor = SET_NORMAL FastHumanLocomotor 13291 Behavior = PhysicsBehavior ModuleTag_04 13292 Mass = 5.0 13293 End 13294 13295 ;Kris 13296 Behavior = ConvertToCarBombCrateCollide ModuleTag_06 13297 RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with 13298 ;ForbiddenKindOf = TRANSPORT DOZER ; but not to TRANSPORTs or DOZERs! 13299 FXList = FX_MakeCarBombSuccess 13300 End 13301 13302 Behavior = SquishCollide ModuleTag_07 13303 ;nothing 13304 End 13305 13306 ; --- begin Death modules --- 13307 Behavior = SlowDeathBehavior ModuleTag_Death01 13308 DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 13309 SinkDelay = 3000 13310 SinkRate = 0.5 ; in Dist/Sec 13311 DestructionDelay = 8000 13312 FX = INITIAL FX_TerroristDie 13313 End 13314 13315 13316 ;POISON_DEATHS POISON_DEATHS POISON_DEATHS POISON_DEATHS 13317 Behavior = SlowDeathBehavior ModuleTag_Death02 13318 DeathTypes = NONE +POISONED 13319 DestructionDelay = 0 13320 FX = INITIAL FX_DieByToxinGLA 13321 OCL = INITIAL OCL_ToxicInfantry_TerroristOnly 13322 End 13323 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 13324 DeathTypes = NONE +POISONED_BETA 13325 DestructionDelay = 0 13326 FX = INITIAL FX_DieByToxinGLA 13327 OCL = INITIAL OCL_ToxicInfantryBeta_TerroristOnly ;you'll have to create this OCL and make it use the blue guys instead of green ones 13328 End 13329 Behavior = SlowDeathBehavior ModuleTag_Death77 13330 DeathTypes = NONE +POISONED_GAMMA 13331 DestructionDelay = 0 13332 FX = INITIAL FX_DieByToxinGLA 13333 OCL = INITIAL OCL_ToxicInfantryGamma_TerroristOnly 13334 End 13335 ;POISON_DEATHS POISON_DEATHS POISON_DEATHS POISON_DEATHS 13336 13337 13338 ; I have just pulled my ripcord, and this ain't no parachute! 13339 Behavior = SlowDeathBehavior ModuleTag_Death07 13340 DeathTypes = NONE +SUICIDED 13341 SinkDelay = 3000 13342 SinkRate = 0.5 ; in Dist/Sec 13343 DestructionDelay = 8000 13344 FX = INITIAL FX_TerroristExplode 13345 FlingForce = 8 13346 FlingForceVariance = 3 13347 FlingPitch = 60 13348 FlingPitchVariance = 10 13349 End 13350 13351 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death08 13352 DeathWeapon = Demo_SuicideDynamitePack 13353 StartsActive = Yes ; turned on by upgrade 13354 DeathTypes = NONE +SUICIDED 13355 End 13356 13357 13358 ; --- end Death modules --- 13359 13360 Behavior = PoisonedBehavior ModuleTag_14 13361 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 13362 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 13363 End 13364 13365 Geometry = CYLINDER 13366 GeometryMajorRadius = 10.0 13367 GeometryMinorRadius = 10.0 13368 GeometryHeight = 12.0 13369 GeometryIsSmall = Yes 13370 Shadow = SHADOW_DECAL 13371 ShadowSizeX = 14; 13372 ShadowSizeY = 14; 13373 ShadowTexture = ShadowI; 13374 BuildCompletion = APPEARS_AT_RALLY_POINT 13375 13376 End 13377 13378 13379 13380 13381 13382 13383 13384 13385 ;------------------------------------------------------------------------------ 13386 ;------------------------------------------------------------------------------ 13387 Object Demo_GLAInfantryAngryMobNexus 13388 13389 ;**** ART Parameters ************************** 13390 SelectPortrait = SUAngryMob_L 13391 ButtonImage = SUAngryMob 13392 13393 UpgradeCameo1 = Upgrade_GLAArmTheMob 13394 ;UpgradeCameo2 = NONE 13395 ;UpgradeCameo3 = NONE 13396 ;UpgradeCameo4 = NONE 13397 ;UpgradeCameo5 = NONE 13398 13399 Draw = W3DModelDraw ModuleTag_01 13400 OkToChangeModelColor = Yes 13401 DefaultConditionState 13402 Model = None 13403 ; Model = AVBomber_B 13404 End 13405 End 13406 13407 13408 ;****DESIGN parameters ************************** 13409 13410 DisplayName = OBJECT:AngryMobNexus 13411 Side = GLADemolitionGeneral 13412 13413 RadarPriority = NOT_ON_RADAR 13414 13415 EditorSorting = INFANTRY 13416 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 13417 13418 WeaponSet 13419 Conditions = None 13420 Weapon = PRIMARY GLAAngryMobNexusHarmlessWeapon 13421 Weapon = SECONDARY GLAAngryMobNexusHarmlessWeapon 13422 Weapon = TERTIARY GLAAngryMobNexusHarmlessWeapon 13423 End 13424 13425 13426 ArmorSet 13427 Conditions = None 13428 Armor = InvulnerableAllArmor 13429 DamageFX = None 13430 End 13431 13432 BuildCost = 800 13433 BuildTime = 15.0 ;in seconds 13434 VisionRange = 150 ; it can scout for the spawn 13435 ShroudClearingRange = 0 13436 13437 Prerequisites 13438 Object = Demo_GLABarracks 13439 Object = Demo_GLAPalace 13440 End 13441 13442 ExperienceValue = 5 5 5 5 ;Experience point value at each level 13443 13444 IsTrainable = No 13445 13446 13447 13448 CommandSet = Demo_GLAInfantryAngryMobCommandSet; 13449 13450 ;**** AUDIO Parameters ***************************** 13451 VoiceSelect = AngryMobVoiceSelect 13452 VoiceMove = AngryMobVoiceMove 13453 VoiceGuard = AngryMobVoiceMove 13454 VoiceAttack = AngryMobVoiceAttack 13455 SoundMoveStart = NoSound 13456 SoundAmbient = AngryMobAmbientLoop 13457 SoundAmbientRubble = NoSound 13458 UnitSpecificSounds 13459 VoiceCreate = AngryMobVoiceCreate 13460 End 13461 13462 13463 ;**** ENGINEERING Parameters ****************************** 13464 13465 RadarPriority = UNIT 13466 KindOf = PRELOAD CAN_ATTACK INFANTRY MOB_NEXUS ATTACK_NEEDS_LINE_OF_SIGHT NO_COLLIDE SELECTABLE SCORE 13467 Body = ImmortalBody ModuleTag_02 13468 MaxHealth = 99999.0 13469 InitialHealth = 99999.0 13470 End 13471 13472 Behavior = AIUpdateInterface ModuleTag_03 13473 AutoAcquireEnemiesWhenIdle = Yes 13474 End 13475 13476 Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 13477 Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 13478 Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 13479 13480 ; Locomotor = SET_NORMAL WanderHumanLocomotor ;Important! don't make the Nexus any faster! 13481 ; Locomotor = SET_WANDER WanderHumanLocomotor ;Important! don't make the Nexus any faster! 13482 ; Locomotor = SET_PANIC WanderHumanLocomotor ;Important! don't make the Nexus any faster! 13483 13484 Behavior = PhysicsBehavior ModuleTag_04 13485 Mass = 50.0 13486 End 13487 13488 Behavior = SpawnBehavior ModuleTag_05 13489 SpawnNumber = 10 13490 SpawnReplaceDelay = 30000 ; 30 seconds 13491 13492 SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin 13493 SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume 13494 SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce 13495 SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret 13496 SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top 13497 SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce 13498 SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil 13499 13500 13501 13502 ExitByBudding = Yes;! 13503 13504 InitialBurst = 5 ; the first set of 5 will not delay 13505 OneShot = No 13506 AggregateHealth = Yes 13507 SlavesHaveFreeWill = No 13508 End 13509 13510 Behavior = QueueProductionExitUpdate ModuleTag_06 13511 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 13512 NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0 13513 ExitDelay = 5000 ; 5 sec 13514 InitialBurst = 5 ; the first set of 5 will not delay 13515 End 13516 13517 Behavior = DestroyDie ModuleTag_07 13518 DeathTypes = ALL 13519 End 13520 13521 Geometry = CYLINDER 13522 GeometryMajorRadius = 1.0 13523 GeometryMinorRadius = 1.0 13524 GeometryHeight = 1.0 13525 GeometryIsSmall = Yes 13526 Shadow = SHADOW_VOLUME 13527 13528 End 13529 13530 13531 13532 13533 13534 ;------------------------------------------------------------------------------ 13535 ;------------------------------------------------------------------------------ 13536 Object Demo_GLAInfantryAngryMobPistol01 13537 13538 ;**** ART Parameters *** 13539 Draw = W3DModelDraw DrawTag_01 13540 OkToChangeModelColor = Yes 13541 13542 ; WHILE CARRYING PISTOL 13543 ;--------------------------------------------------------- 13544 DefaultConditionState ;Idle with Pistol Holstered 13545 Model = UIMOB01_SKN 13546 IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 13547 IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 13548 IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 13549 IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 13550 AnimationMode = ONCE 13551 AnimationSpeedFactorRange 0.9 1.1 13552 TransitionKey = TRANS_STAND_A 13553 13554 WeaponFireFXBone = PRIMARY Muzzle 13555 WeaponMuzzleFlash = PRIMARY MuzzleFX 13556 WeaponFireFXBone = SECONDARY MuzzleAK 13557 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13558 End 13559 13560 ; Drawing pistol 13561 ConditionState = PREATTACK_A 13562 Animation = UIMOB01_SKL.UIMOB01_ATA1_ST ; start firing 13563 AnimationMode = ONCE 13564 End 13565 AliasConditionState = PREATTACK_A FIRING_A 13566 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 13567 13568 ; Firing pistol 13569 ConditionState = FIRING_A 13570 Animation = UIMOB01_SKL.UIMOB01_ATA1_LP ; looping firing 13571 AnimationMode = LOOP 13572 TransitionKey = TRANS_FIRING_A 13573 End 13574 AliasConditionState = BETWEEN_FIRING_SHOTS_A 13575 13576 ConditionState = RELOADING_A 13577 Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing 13578 AnimationMode = ONCE 13579 End 13580 13581 ; This transition allows him to put his gun away when he's finished attacking. 13582 TransitionState = TRANS_FIRING_A TRANS_STAND_A 13583 Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing 13584 AnimationMode = ONCE 13585 End 13586 13587 ConditionState = MOVING 13588 Animation = UIMOB01_SKL.UIMOB01_RNA 13589 AnimationMode = LOOP 13590 Flags = RANDOMSTART 13591 TransitionKey = MOVING 13592 ParticleSysBone = None InfantryDustTrails 13593 End 13594 AliasConditionState = MOVING RELOADING_A 13595 AliasConditionState = MOVING PREATTACK_A 13596 AliasConditionState = MOVING FIRING_A 13597 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 13598 AliasConditionState = MOVING RELOADING_C RELOADING_A 13599 AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A 13600 13601 ConditionState = DYING 13602 Animation = UIMOB01_SKL.UIMOB01_DA1 13603 Animation = UIMOB01_SKL.UIMOB01_DA2 13604 AnimationMode = ONCE 13605 TransitionKey = TRANS_Dying 13606 End 13607 13608 13609 ConditionState = SPECIAL_CHEERING 13610 Animation = UIMOB01_SKL.UIMOB01_CHA 13611 AnimationMode = ONCE 13612 End 13613 13614 ;-------------------------------------------------------- 13615 ; TRANSITION FROM PISTOL TO AK47 13616 TransitionState = TRANS_STAND_A TRANS_STAND_AK 13617 Animation = UIMOB01_SKL.UIMOB01_TA-D 13618 AnimationMode = ONCE 13619 End 13620 13621 ; WHILE CARRYING AK47 13622 ;--------------------------------------------------------- 13623 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 13624 Model = UIMOB01_SKN 13625 IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 13626 IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 13627 IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 13628 IdleAnimation = UIMOB01_SKL.UIMOB01_STD 13629 AnimationMode = ONCE 13630 AnimationSpeedFactorRange 0.9 1.1 13631 TransitionKey = TRANS_STAND_AK 13632 End 13633 13634 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 13635 Animation = UIMOB01_SKL.UIMOB01_RND 13636 AnimationMode = LOOP 13637 Flags = RANDOMSTART 13638 TransitionKey = MOVING_AK 13639 End 13640 13641 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 13642 Animation = UIMOB01_SKL.UIMOB01_DD1 13643 Animation = UIMOB01_SKL.UIMOB01_DD2 13644 AnimationMode = ONCE 13645 TransitionKey = TRANS_Dying 13646 End 13647 13648 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 13649 Animation = UIMOB01_SKL.UIMOB01_CHD 13650 AnimationMode = ONCE 13651 End 13652 13653 ; Drawing AK47 13654 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 13655 Animation = UIMOB01_SKL.UIMOB01_ATD1_ST ; start firing 13656 AnimationMode = ONCE 13657 End 13658 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 13659 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13660 13661 ; Firing Gun 13662 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 13663 Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ; looping firing 13664 AnimationMode = LOOP 13665 WeaponFireFXBone = SECONDARY MuzzleAK 13666 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13667 TransitionKey = TRANS_FIRING_AK 13668 End 13669 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13670 13671 13672 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 13673 Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing 13674 AnimationMode = ONCE 13675 End 13676 13677 13678 ; This transition allows him to put his gun away when he's finished attacking. 13679 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 13680 Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing 13681 AnimationMode = ONCE 13682 End 13683 13684 ; ;Throwing bottle---------------------------------------------------------------- 13685 ; ConditionState = PREATTACK_C 13686 ; Animation = UIMOB01_SKL.UIMOB01_ATCA_BF ; the wind up 13687 ; End 13688 ; AliasConditionState = PREATTACK_C FIRING_A 13689 ; AliasConditionState = PREATTACK_C RELOADING_A 13690 ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A 13691 ; 13692 ; ConditionState = FIRING_C 13693 ; Animation = UIMOB01_SKL.UIMOB01_ATCA_AF ; the release and follow-thru 13694 ; TransitionKey = TRANS_THROW 13695 ; End 13696 ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A 13697 ; 13698 ; ConditionState RELOADING_C 13699 ; Animation =UIMOB01_SKL.UIMOB01_IDA1 13700 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru 13701 ; End 13702 ; AliasConditionState = RELOADING_C RELOADING_A 13703 ; AliasConditionState = RELOADING_C FIRING_A 13704 ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A 13705 13706 13707 ; TransitionState = TRANSXXX TRANS_THROW 13708 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway gun and take out bottle 13709 ; End 13710 13711 ; TransitionState = TRANS_THROW TRANS_FIRING_A 13712 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get PISTOL 13713 ; End 13714 13715 ; TransitionState = TRANSXXXAK TRANS_THROW 13716 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway AK and take out bottle 13717 ; End 13718 13719 ; TransitionState = TRANS_THROW TRANS_FIRING_AK 13720 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get AK 13721 ; End 13722 13723 ;-------------------------------------------------------- 13724 13725 TransitionState = TRANS_Dying TRANS_Flailing 13726 Animation = UIMOB01_SKL.UIMOB01_A_ADTE1 13727 Animation = UIMOB01_SKL.UIMOB01_D_ADTE1 13728 AnimationMode = ONCE 13729 End 13730 13731 ConditionState = DYING EXPLODED_FLAILING 13732 Animation = UIMOB01_SKL.UIMOB01_A_ADTE2 13733 Animation = UIMOB01_SKL.UIMOB01_D_ADTE2 13734 AnimationMode = LOOP 13735 TransitionKey = TRANS_Flailing 13736 End 13737 13738 ConditionState = DYING EXPLODED_BOUNCING 13739 Animation = UIMOB01_SKL.UIMOB01_A_ADTE3 13740 Animation = UIMOB01_SKL.UIMOB01_D_ADTE3 13741 AnimationMode = ONCE 13742 TransitionKey = None 13743 End 13744 End 13745 13746 ;**** DESIGN parameters *** 13747 13748 DisplayName = OBJECT:AngryMob 13749 Side = GLADemolitionGeneral 13750 EditorSorting = INFANTRY 13751 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 13752 13753 WeaponSet 13754 Conditions = None 13755 Weapon = PRIMARY GLAAngryMobPistolWeapon 13756 Weapon = SECONDARY None 13757 Weapon = TERTIARY TerroristSuicideNotARealWeapon 13758 AutoChooseSources = TERTIARY NONE 13759 End 13760 13761 WeaponSet 13762 Conditions = PLAYER_UPGRADE 13763 Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions 13764 Weapon = SECONDARY GLAAngryMobAK47Weapon 13765 Weapon = TERTIARY TerroristSuicideNotARealWeapon 13766 AutoChooseSources = TERTIARY NONE 13767 End 13768 13769 ArmorSet 13770 Conditions = None 13771 Armor = HumanArmor 13772 DamageFX = InfantryDamageFX 13773 End 13774 13775 VisionRange = 150 13776 ShroudClearingRange = 150 13777 Prerequisites 13778 Object = Demo_GLABarracks 13779 End 13780 BuildCost = 100 13781 BuildTime = 0.0 13782 13783 ExperienceValue = 5 5 5 5 ;Experience point value at each level 13784 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 13785 IsTrainable = Yes ;Can gain experience 13786 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13787 13788 ; *** AUDIO Parameters *** 13789 VoiceSelect = NoSound 13790 VoiceMove = NoSound 13791 VoiceAttack = NoSound 13792 13793 ;**** ENGINEERING Parameters *** ;MOB01 13794 RadarPriority = UNIT 13795 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables 13796 13797 Body = ActiveBody BodyTag_01 13798 MaxHealth = 50.0 13799 InitialHealth = 50.0 13800 End 13801 13802 Behavior = AIUpdateInterface ModuleTag_03 13803 AutoAcquireEnemiesWhenIdle = Yes 13804 End 13805 13806 Behavior = MobMemberSlavedUpdate ModuleTag_04 13807 MustCatchUpRadius = 40 13808 NoNeedToCatchUpRadius = 15 13809 Squirrelliness = 0.05 13810 CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames 13811 End 13812 13813 Locomotor = SET_NORMAL AngryMobNormalLocomotor 13814 Locomotor = SET_WANDER AngryMobWanderLocomotor 13815 Locomotor = SET_PANIC AngryMobPanicLocomotor 13816 13817 Behavior = PhysicsBehavior BehaviorTag_01 13818 Mass = 5.0 13819 End 13820 13821 Behavior = SquishCollide ModuleTag_08 13822 ;nothing 13823 End 13824 13825 Behavior = WeaponSetUpgrade UpgradeTag_01 13826 TriggeredBy = Upgrade_GLAArmTheMob 13827 End 13828 13829 13830 ; --- begin Death modules --- 13831 Behavior = SlowDeathBehavior DeathTag_01 13832 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 13833 SinkDelay = 3000 13834 SinkRate = 0.5 ; in Dist/Sec 13835 DestructionDelay = 8000 13836 FX = INITIAL FX_CivilianArabMaleDie 13837 End 13838 Behavior = SlowDeathBehavior DeathTag_02 13839 DeathTypes = NONE +CRUSHED +SPLATTED 13840 SinkDelay = 3000 13841 SinkRate = 0.5 ; in Dist/Sec 13842 DestructionDelay = 8000 13843 FX = INITIAL FX_GIDieCrushed 13844 End 13845 Behavior = SlowDeathBehavior DeathTag_03 13846 DeathTypes = NONE +EXPLODED 13847 SinkDelay = 3000 13848 SinkRate = 0.5 ; in Dist/Sec 13849 DestructionDelay = 8000 13850 FX = INITIAL FX_CivilianArabMaleDie 13851 FlingForce = 8 13852 FlingForceVariance = 3 13853 FlingPitch = 60 13854 FlingPitchVariance = 10 13855 End 13856 Behavior = SlowDeathBehavior DeathTag_04 13857 DeathTypes = NONE +BURNED 13858 DestructionDelay = 0 13859 FX = INITIAL FX_GIDie 13860 OCL = INITIAL OCL_FlamingInfantry 13861 End 13862 Behavior = SlowDeathBehavior ModuleTag_Death05 13863 DeathTypes = NONE +POISONED 13864 DestructionDelay = 0 13865 FX = INITIAL FX_DieByToxinGLA 13866 OCL = INITIAL OCL_ToxicInfantry 13867 End 13868 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 13869 DeathTypes = NONE +POISONED_BETA 13870 DestructionDelay = 0 13871 FX = INITIAL FX_DieByToxinGLA 13872 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 13873 End 13874 Behavior = SlowDeathBehavior ModuleTag_Death77 13875 DeathTypes = NONE +POISONED_GAMMA 13876 DestructionDelay = 0 13877 FX = INITIAL FX_DieByToxinGLA 13878 OCL = INITIAL OCL_ToxicInfantryGamma 13879 End 13880 ; --- end Death modules --- 13881 13882 Behavior = PoisonedBehavior BehaviorTag_02 13883 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 13884 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 13885 End 13886 13887 Behavior = SlowDeathBehavior ModuleTag_Death_06 13888 DeathTypes = NONE +SUICIDED +EXPLODED 13889 SinkDelay = 3000 13890 SinkRate = 0.5 ; in Dist/Sec 13891 DestructionDelay = 8000 13892 FX = INITIAL FX_TerroristExplode 13893 FlingForce = 8 13894 FlingForceVariance = 3 13895 FlingPitch = 60 13896 FlingPitchVariance = 10 13897 End 13898 13899 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death07 13900 DeathWeapon = Demo_SuicideDynamitePack 13901 StartsActive = Yes ; turned on by upgrade 13902 DeathTypes = NONE +SUICIDED 13903 End 13904 13905 13906 Geometry = CYLINDER 13907 GeometryMajorRadius = 4.0 ; very thin 13908 GeometryHeight = 12.0 13909 GeometryIsSmall = Yes 13910 Shadow = SHADOW_DECAL 13911 ShadowSizeX = 14; 13912 ShadowSizeY = 14; 13913 ShadowTexture = ShadowI; 13914 BuildCompletion = APPEARS_AT_RALLY_POINT 13915 13916 End 13917 13918 13919 ;------------------------------------------------------------------------------ 13920 ;------------------------------------------------------------------------------ 13921 Object Demo_GLAInfantryAngryMobRock02 13922 13923 ;**** ART Parameters *** 13924 Draw = W3DModelDraw ModuleTag_01 13925 OkToChangeModelColor = Yes 13926 13927 ; WHILE CARRYING ROCK 13928 ;--------------------------------------------------------- 13929 DefaultConditionState 13930 Model = UIMOB02_SKN 13931 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 13932 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 13933 IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 13934 IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 13935 AnimationMode = ONCE 13936 AnimationSpeedFactorRange 0.9 1.1 13937 TransitionKey = TRANS_STAND_A 13938 13939 ;WeaponFireFXBone = PRIMARY "UIMOB02 R HAND" 13940 ;WeaponMuzzleFlash = PRIMARY "UIMOB02 R HAND" 13941 WeaponFireFXBone = SECONDARY MuzzleAK 13942 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13943 End 13944 13945 13946 ; Drawing rock 13947 ConditionState = PREATTACK_A 13948 Animation = UIMOB02_SKL.UIMOB02_ATB2_BF ; wind up 13949 AnimationMode = ONCE 13950 End 13951 AliasConditionState = PREATTACK_A FIRING_A 13952 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 13953 13954 ; throwing rock 13955 ConditionState = FIRING_A 13956 Animation = UIMOB02_SKL.UIMOB02_ATB1_AF ; throw 13957 Animation = UIMOB02_SKL.UIMOB02_ATB2_AF ; throw 13958 AnimationMode = ONCE 13959 TransitionKey = TRANS_FIRING_A 13960 End 13961 13962 ConditionState = BETWEEN_FIRING_SHOTS_A 13963 Animation = UIMOB02_SKL.UIMOB02_STB 13964 AnimationMode = ONCE 13965 ; this is basically a trick: this guy has a nontrivial animation for firing, 13966 ; and a long recycle time between shots. we want him to finish his fire animation 13967 ; (unless he's ordered to do something else), so this is just a handy trick that 13968 ; says, "if the previous state had this transition key, allow it to finish before 13969 ; switching to us, if possible". 13970 WaitForStateToFinishIfPossible = TRANS_FIRING_A 13971 End 13972 AliasConditionState = RELOADING_A 13973 13974 13975 ConditionState = MOVING 13976 Animation = UIMOB02_SKL.UIMOB02_RNB 13977 AnimationMode = LOOP 13978 Flags = RANDOMSTART 13979 TransitionKey = MOVING 13980 ParticleSysBone = None InfantryDustTrails 13981 End 13982 13983 ConditionState = DYING 13984 Animation = UIMOB02_SKL.UIMOB02_DB1 13985 Animation = UIMOB02_SKL.UIMOB02_DB2 13986 AnimationMode = ONCE 13987 TransitionKey = TRANS_Dying 13988 End 13989 13990 ConditionState = SPECIAL_CHEERING 13991 Animation = UIMOB02_SKL.UIMOB02_CHB 13992 Flags = RANDOMSTART 13993 AnimationMode = LOOP 13994 End 13995 13996 13997 ;-------------------------------------------------------- 13998 ; TRANSITION FROM PISTOL TO AK47 13999 TransitionState = TRANS_STAND_A TRANS_STAND_AK 14000 Animation = UIMOB02_SKL.UIMOB02_TB-D 14001 AnimationMode = ONCE 14002 End 14003 14004 14005 ; WHILE CARRYING AK47 14006 ;--------------------------------------------------------- 14007 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 14008 Model = UIMOB02_SKN 14009 IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0 6 14010 IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0 6 14011 IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0 6 14012 IdleAnimation = UIMOB02_SKL.UIMOB02_STD 14013 AnimationMode = ONCE 14014 AnimationSpeedFactorRange 0.9 1.1 14015 TransitionKey = TRANS_STAND_AK 14016 End 14017 14018 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 14019 Animation = UIMOB02_SKL.UIMOB02_RND 14020 AnimationMode = LOOP 14021 Flags = RANDOMSTART 14022 TransitionKey = MOVING_AK 14023 End 14024 14025 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 14026 Animation = UIMOB02_SKL.UIMOB02_DD1 14027 Animation = UIMOB02_SKL.UIMOB02_DD2 14028 AnimationMode = ONCE 14029 TransitionKey = TRANS_Dying 14030 End 14031 14032 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 14033 Animation = UIMOB02_SKL.UIMOB02_CHD 14034 AnimationMode = ONCE 14035 End 14036 14037 ; Drawing AK47 14038 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 14039 Animation = UIMOB02_SKL.UIMOB02_ATD1_ST ; start firing 14040 AnimationMode = ONCE 14041 End 14042 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 14043 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14044 14045 ; Firing Gun 14046 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 14047 Animation = UIMOB02_SKL.UIMOB02_ATD1_LP ; looping firing 14048 AnimationMode = LOOP 14049 WeaponFireFXBone = SECONDARY MuzzleAK 14050 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 14051 TransitionKey = TRANS_FIRING_AK 14052 End 14053 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14054 14055 14056 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 14057 Animation = UIMOB02_SKL.UIMOB02_ATD1_ED ; end firing 14058 AnimationMode = ONCE 14059 End 14060 14061 14062 ; This transition allows him to put his gun away when he's finished attacking. 14063 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 14064 Animation = UIMOB02_SKL.UIMOB02_ATD1_ED ; end firing 14065 AnimationMode = ONCE 14066 End 14067 14068 14069 14070 14071 TransitionState = TRANS_Dying TRANS_Flailing 14072 Animation = UIMOB02_SKL.UIMOB02_B_ADTA1 14073 Animation = UIMOB02_SKL.UIMOB02_D_ADTA1 14074 AnimationMode = ONCE 14075 End 14076 14077 ConditionState = DYING EXPLODED_FLAILING 14078 Animation = UIMOB02_SKL.UIMOB02_B_ADTA2 14079 Animation = UIMOB02_SKL.UIMOB02_D_ADTA2 14080 AnimationMode = LOOP 14081 TransitionKey = TRANS_Flailing 14082 End 14083 14084 ConditionState = DYING EXPLODED_BOUNCING 14085 Animation = UIMOB02_SKL.UIMOB02_B_ADTA3 14086 Animation = UIMOB02_SKL.UIMOB02_D_ADTA3 14087 AnimationMode = ONCE 14088 TransitionKey = None 14089 End 14090 14091 14092 End 14093 14094 14095 ;**** DESIGN parameters *** 14096 14097 DisplayName = OBJECT:AngryMob 14098 Side = GLADemolitionGeneral 14099 EditorSorting = INFANTRY 14100 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 14101 14102 WeaponSet 14103 Conditions = None 14104 Weapon = PRIMARY GLAAngryMobRockProjectileWeapon 14105 Weapon = SECONDARY None 14106 Weapon = TERTIARY TerroristSuicideNotARealWeapon 14107 AutoChooseSources = TERTIARY NONE 14108 End 14109 14110 WeaponSet 14111 Conditions = PLAYER_UPGRADE 14112 Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions 14113 Weapon = SECONDARY GLAAngryMobAK47Weapon 14114 Weapon = TERTIARY TerroristSuicideNotARealWeapon 14115 AutoChooseSources = TERTIARY NONE 14116 End 14117 14118 ArmorSet 14119 Conditions = None 14120 Armor = HumanArmor 14121 DamageFX = InfantryDamageFX 14122 End 14123 14124 VisionRange = 150 14125 ShroudClearingRange = 150 14126 Prerequisites 14127 Object = Demo_GLABarracks 14128 End 14129 BuildCost = 100 14130 BuildTime = 0.0 14131 14132 ExperienceValue = 5 5 5 5 ;Experience point value at each level 14133 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 14134 IsTrainable = Yes ;Can gain experience 14135 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14136 14137 ; *** AUDIO Parameters *** 14138 VoiceSelect = NoSound 14139 VoiceMove = NoSound 14140 VoiceAttack = NoSound 14141 14142 ;**** ENGINEERING Parameters *** ;MOB02 14143 RadarPriority = UNIT 14144 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables 14145 14146 Body = ActiveBody BodyTag_01 14147 MaxHealth = 50.0 14148 InitialHealth = 50.0 14149 End 14150 14151 Behavior = AIUpdateInterface ModuleTag_03 14152 AutoAcquireEnemiesWhenIdle = Yes 14153 End 14154 14155 Behavior = MobMemberSlavedUpdate ModuleTag_04 14156 MustCatchUpRadius = 40 14157 NoNeedToCatchUpRadius = 15 14158 Squirrelliness = 0.05 14159 CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames 14160 End 14161 14162 Locomotor = SET_NORMAL AngryMobNormalLocomotor 14163 Locomotor = SET_WANDER AngryMobWanderLocomotor 14164 Locomotor = SET_PANIC AngryMobPanicLocomotor 14165 14166 Behavior = PhysicsBehavior ModuleTag_05 14167 Mass = 5.0 14168 End 14169 14170 Behavior = SquishCollide ModuleTag_08 14171 ;nothing 14172 End 14173 14174 Behavior = WeaponSetUpgrade UpgradeTag_01 14175 TriggeredBy = Upgrade_GLAArmTheMob 14176 End 14177 14178 14179 ; --- begin Death modules --- 14180 Behavior = SlowDeathBehavior ModuleTag_Death01 14181 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 14182 SinkDelay = 3000 14183 SinkRate = 0.5 ; in Dist/Sec 14184 DestructionDelay = 8000 14185 FX = INITIAL FX_CivilianArabFemaleDie 14186 End 14187 Behavior = SlowDeathBehavior ModuleTag_Death02 14188 DeathTypes = NONE +CRUSHED +SPLATTED 14189 SinkDelay = 3000 14190 SinkRate = 0.5 ; in Dist/Sec 14191 DestructionDelay = 8000 14192 FX = INITIAL FX_GIDieCrushed 14193 End 14194 Behavior = SlowDeathBehavior ModuleTag_Death03 14195 DeathTypes = NONE +EXPLODED 14196 SinkDelay = 3000 14197 SinkRate = 0.5 ; in Dist/Sec 14198 DestructionDelay = 8000 14199 FX = INITIAL FX_CivilianArabFemaleDie 14200 FlingForce = 8 14201 FlingForceVariance = 3 14202 FlingPitch = 60 14203 FlingPitchVariance = 10 14204 End 14205 Behavior = SlowDeathBehavior ModuleTag_Death04 14206 DeathTypes = NONE +BURNED 14207 DestructionDelay = 0 14208 FX = INITIAL FX_GIDie 14209 OCL = INITIAL OCL_FlamingInfantry 14210 End 14211 Behavior = SlowDeathBehavior ModuleTag_Death05 14212 DeathTypes = NONE +POISONED 14213 DestructionDelay = 0 14214 FX = INITIAL FX_DieByToxinGLA 14215 OCL = INITIAL OCL_ToxicInfantry 14216 End 14217 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 14218 DeathTypes = NONE +POISONED_BETA 14219 DestructionDelay = 0 14220 FX = INITIAL FX_DieByToxinGLA 14221 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 14222 End 14223 Behavior = SlowDeathBehavior ModuleTag_Death07 14224 DeathTypes = NONE +POISONED_GAMMA 14225 DestructionDelay = 0 14226 FX = INITIAL FX_DieByToxinGLA 14227 OCL = INITIAL OCL_ToxicInfantryGamma 14228 End 14229 ; --- end Death modules --- 14230 14231 Behavior = PoisonedBehavior ModuleTag_13 14232 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 14233 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 14234 End 14235 14236 Behavior = SlowDeathBehavior ModuleTag_Death17 14237 DeathTypes = NONE +SUICIDED +EXPLODED 14238 SinkDelay = 3000 14239 SinkRate = 0.5 ; in Dist/Sec 14240 DestructionDelay = 8000 14241 FX = INITIAL FX_TerroristExplode 14242 FlingForce = 8 14243 FlingForceVariance = 3 14244 FlingPitch = 60 14245 FlingPitchVariance = 10 14246 End 14247 14248 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 14249 DeathWeapon = Demo_SuicideDynamitePack 14250 StartsActive = Yes ; turned on by upgrade 14251 DeathTypes = NONE +SUICIDED 14252 End 14253 14254 14255 Geometry = CYLINDER 14256 GeometryMajorRadius = 4.0 ; very thin 14257 GeometryHeight = 12.0 14258 GeometryIsSmall = Yes 14259 Shadow = SHADOW_DECAL 14260 ShadowSizeX = 14; 14261 ShadowSizeY = 14; 14262 ShadowTexture = ShadowI; 14263 BuildCompletion = APPEARS_AT_RALLY_POINT 14264 14265 End 14266 14267 ;------------------------------------------------------------------------------ 14268 ;------------------------------------------------------------------------------ 14269 14270 ObjectReskin Demo_GLAInfantryAngryMobPistol03 Demo_GLAInfantryAngryMobPistol01 14271 14272 ;**** ART Parameters *** 14273 Draw = W3DModelDraw DrawTag_01 14274 OkToChangeModelColor = Yes 14275 14276 14277 14278 ; WHILE CARRYING PISTOL 14279 ;--------------------------------------------------------- 14280 DefaultConditionState ;Idle with Pistol Holstered 14281 Model = UIMOB03_SKN 14282 IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0 12 14283 IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0 5 14284 IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0 5 14285 IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0 5 14286 AnimationMode = ONCE 14287 AnimationSpeedFactorRange 0.9 1.1 14288 TransitionKey = TRANS_STAND_A 14289 14290 WeaponFireFXBone = PRIMARY Muzzle 14291 WeaponMuzzleFlash = PRIMARY MuzzleFX 14292 WeaponFireFXBone = SECONDARY MuzzleAK 14293 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 14294 WeaponFireFXBone = TERTIARY "UIMOB03 R HAND" 14295 End 14296 14297 ; Drawing pistol 14298 ConditionState = PREATTACK_A 14299 Animation = UIMOB03_SKL.UIMOB03_ATA1_ST ; start firing 14300 AnimationMode = ONCE 14301 End 14302 AliasConditionState = PREATTACK_A FIRING_A 14303 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 14304 14305 ; Firing pistol 14306 ConditionState = FIRING_A 14307 Animation = UIMOB03_SKL.UIMOB03_ATA1_LP ; looping firing 14308 AnimationMode = LOOP 14309 TransitionKey = TRANS_FIRING_A 14310 End 14311 AliasConditionState = BETWEEN_FIRING_SHOTS_A 14312 14313 ConditionState = RELOADING_A 14314 Animation = UIMOB03_SKL.UIMOB03_ATA1_ED ; end firing 14315 AnimationMode = ONCE 14316 End 14317 14318 ; This transition allows him to put his gun away when he's finished attacking. 14319 TransitionState = TRANS_FIRING_A TRANS_STAND_A 14320 Animation = UIMOB03_SKL.UIMOB03_ATA1_ED ; end firing 14321 AnimationMode = ONCE 14322 End 14323 14324 ConditionState = MOVING 14325 Animation = UIMOB03_SKL.UIMOB03_RNA 14326 AnimationMode = LOOP 14327 Flags = RANDOMSTART 14328 TransitionKey = MOVING 14329 ParticleSysBone = None InfantryDustTrails 14330 End 14331 AliasConditionState = MOVING RELOADING_A 14332 AliasConditionState = MOVING PREATTACK_A 14333 AliasConditionState = MOVING FIRING_A 14334 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 14335 AliasConditionState = MOVING RELOADING_C RELOADING_A 14336 AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A 14337 14338 ConditionState = DYING 14339 Animation = UIMOB03_SKL.UIMOB03_DA1 14340 Animation = UIMOB03_SKL.UIMOB03_DA2 14341 AnimationMode = ONCE 14342 TransitionKey = TRANS_Dying 14343 End 14344 14345 14346 ConditionState = SPECIAL_CHEERING 14347 Animation = UIMOB03_SKL.UIMOB03_CHA 14348 AnimationMode = ONCE 14349 End 14350 14351 ;-------------------------------------------------------- 14352 ; TRANSITION FROM PISTOL TO AK47 14353 TransitionState = TRANS_STAND_A TRANS_STAND_AK 14354 Animation = UIMOB03_SKL.UIMOB03_TA-D 14355 AnimationMode = ONCE 14356 End 14357 14358 14359 ; WHILE CARRYING AK47 14360 ;--------------------------------------------------------- 14361 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 14362 Model = UIMOB03_SKN 14363 IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 14364 IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 14365 IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 14366 IdleAnimation = UIMOB03_SKL.UIMOB03_STD 14367 AnimationMode = ONCE 14368 AnimationSpeedFactorRange 0.9 1.1 14369 TransitionKey = TRANS_STAND_AK 14370 End 14371 14372 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 14373 Animation = UIMOB03_SKL.UIMOB03_RND 14374 AnimationMode = LOOP 14375 Flags = RANDOMSTART 14376 TransitionKey = MOVING_AK 14377 End 14378 14379 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 14380 Animation = UIMOB03_SKL.UIMOB03_DD1 14381 Animation = UIMOB03_SKL.UIMOB03_DD2 14382 AnimationMode = ONCE 14383 TransitionKey = TRANS_Dying 14384 End 14385 14386 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 14387 Animation = UIMOB03_SKL.UIMOB03_CHD 14388 AnimationMode = ONCE 14389 End 14390 14391 ; Drawing AK47 14392 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 14393 Animation = UIMOB03_SKL.UIMOB03_ATD_ST ; start firing 14394 AnimationMode = ONCE 14395 End 14396 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 14397 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14398 14399 ; Firing Gun 14400 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 14401 Animation = UIMOB03_SKL.UIMOB03_ATD_LP ; looping firing 14402 AnimationMode = LOOP 14403 WeaponFireFXBone = SECONDARY MuzzleAK 14404 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 14405 TransitionKey = TRANS_FIRING_AK 14406 End 14407 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14408 14409 14410 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 14411 Animation = UIMOB03_SKL.UIMOB03_ATD_ED ; end firing 14412 AnimationMode = ONCE 14413 End 14414 14415 14416 ; This transition allows him to put his gun away when he's finished attacking. 14417 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 14418 Animation = UIMOB03_SKL.UIMOB03_ATD_ED ; end firing 14419 AnimationMode = ONCE 14420 End 14421 14422 14423 ; ;Throwing bottle---------------------------------------------------------------- 14424 ; ConditionState = PREATTACK_C 14425 ; Animation = UIMOB03_SKL.UIMOB03_ATCA_BF ; the wind up 14426 ; End 14427 ; AliasConditionState = PREATTACK_C FIRING_A 14428 ; AliasConditionState = PREATTACK_C RELOADING_A 14429 ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A 14430 ; 14431 ; ConditionState = FIRING_C 14432 ; Animation = UIMOB03_SKL.UIMOB03_ATCA_AF ; the release and follow-thru 14433 ; TransitionKey = TRANS_THROW 14434 ; End 14435 ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A 14436 ; 14437 ; ConditionState RELOADING_C 14438 ; Animation =UIMOB03_SKL.UIMOB03_IDA1 14439 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru 14440 ; 14441 ; End 14442 ; AliasConditionState = RELOADING_C RELOADING_A 14443 ; AliasConditionState = RELOADING_C FIRING_A 14444 ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A 14445 14446 14447 ; TransitionState = TRANSXXX TRANS_THROW 14448 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway gun and take out bottle 14449 ; End 14450 14451 ; TransitionState = TRANS_THROW TRANS_FIRING_A 14452 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get PISTOL 14453 ; End 14454 14455 ; TransitionState = TRANSXXXAK TRANS_THROW 14456 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway AK and take out bottle 14457 ; End 14458 14459 ; TransitionState = TRANS_THROW TRANS_FIRING_AK 14460 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get AK 14461 ; End 14462 14463 14464 14465 14466 14467 ;-------------------------------------------------------- 14468 14469 14470 14471 14472 14473 14474 TransitionState = TRANS_Dying TRANS_Flailing 14475 Animation = UIMOB03_SKL.UIMOB03_A_ADTD1 14476 Animation = UIMOB03_SKL.UIMOB03_D_ADTD1 14477 AnimationMode = ONCE 14478 End 14479 14480 ConditionState = DYING EXPLODED_FLAILING 14481 Animation = UIMOB03_SKL.UIMOB03_A_ADTD2 14482 Animation = UIMOB03_SKL.UIMOB03_D_ADTD2 14483 AnimationMode = LOOP 14484 TransitionKey = TRANS_Flailing 14485 End 14486 14487 ConditionState = DYING EXPLODED_BOUNCING 14488 Animation = UIMOB03_SKL.UIMOB03_A_ADTD3 14489 Animation = UIMOB03_SKL.UIMOB03_D_ADTD3 14490 AnimationMode = ONCE 14491 TransitionKey = None 14492 End 14493 14494 14495 End 14496 14497 14498 Geometry = CYLINDER 14499 GeometryMajorRadius = 3.0 ; very thin 14500 GeometryMinorRadius = 3.0 ; very thinD 14501 GeometryHeight = 12.0 14502 GeometryIsSmall = Yes 14503 14504 End 14505 14506 ;------------------------------------------------------------------------------ 14507 ;------------------------------------------------------------------------------ 14508 ObjectReskin Demo_GLAInfantryAngryMobRock04 Demo_GLAInfantryAngryMobRock02 14509 14510 ;**** ART Parameters *** 14511 Draw = W3DModelDraw ModuleTag_01 14512 OkToChangeModelColor = Yes 14513 14514 ; WHILE CARRYING ROCK 14515 ;--------------------------------------------------------- 14516 DefaultConditionState 14517 Model = UIMOB04_SKN 14518 IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0 12 14519 IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0 5 14520 IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0 5 14521 IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0 12 14522 AnimationMode = ONCE 14523 AnimationSpeedFactorRange 0.9 1.1 14524 TransitionKey = TRANS_STAND_A 14525 WaitForStateToFinishIfPossible TRANS_FIRING_A 14526 14527 ;WeaponFireFXBone = PRIMARY "UIMOB04 R HAND" 14528 ;WeaponMuzzleFlash = PRIMARY "UIMOB04 R HAND" 14529 WeaponFireFXBone = SECONDARY MuzzleAK 14530 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 14531 End 14532 14533 14534 ; Drawing rock 14535 ConditionState = PREATTACK_A 14536 Animation = UIMOB04_SKL.UIMOB04_ATB2_BF ; wind up 14537 AnimationMode = ONCE 14538 AnimationSpeedFactorRange 1.0 1.0 14539 End 14540 AliasConditionState = PREATTACK_A FIRING_A 14541 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 14542 14543 ; throwing rock 14544 ConditionState = FIRING_A 14545 Animation = UIMOB04_SKL.UIMOB04_ATB1_AF ; throw 14546 Animation = UIMOB04_SKL.UIMOB04_ATB2_AF ; throw 14547 AnimationMode = ONCE 14548 TransitionKey = TRANS_FIRING_A 14549 End 14550 14551 ConditionState = BETWEEN_FIRING_SHOTS_A 14552 Animation = UIMOB04_SKL.UIMOB04_STB 14553 AnimationMode = ONCE 14554 ; this is basically a trick: this guy has a nontrivial animation for firing, 14555 ; and a long recycle time between shots. we want him to finish his fire animation 14556 ; (unless he's ordered to do something else), so this is just a handy trick that 14557 ; says, "if the previous state had this transition key, allow it to finish before 14558 ; switching to us, if possible". 14559 WaitForStateToFinishIfPossible = TRANS_FIRING_A 14560 End 14561 AliasConditionState = RELOADING_A 14562 14563 ConditionState = MOVING 14564 Animation = UIMOB04_SKL.UIMOB04_RUN 14565 AnimationMode = LOOP 14566 Flags = RANDOMSTART 14567 TransitionKey = MOVING 14568 ParticleSysBone = None InfantryDustTrails 14569 End 14570 14571 ConditionState = DYING 14572 Animation = UIMOB04_SKL.UIMOB04_DB1 14573 Animation = UIMOB04_SKL.UIMOB04_DB2 14574 AnimationMode = ONCE 14575 TransitionKey = TRANS_Dying 14576 End 14577 14578 ConditionState = SPECIAL_CHEERING 14579 Animation = UIMOB04_SKL.UIMOB04_CHB 14580 Flags = RANDOMSTART 14581 AnimationMode = LOOP 14582 End 14583 14584 14585 14586 14587 14588 14589 14590 14591 ;-------------------------------------------------------- 14592 ; TRANSITION FROM PISTOL TO AK47 14593 TransitionState = TRANS_STAND_A TRANS_STAND_AK 14594 Animation = UIMOB04_SKL.UIMOB04_TB-D 14595 AnimationMode = ONCE 14596 End 14597 14598 14599 ; WHILE CARRYING AK47 14600 ;--------------------------------------------------------- 14601 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 14602 Model = UIMOB04_SKN 14603 IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0 6 14604 IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0 6 14605 IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0 6 14606 IdleAnimation = UIMOB04_SKL.UIMOB04_STD 14607 AnimationMode = ONCE 14608 AnimationSpeedFactorRange 0.9 1.1 14609 TransitionKey = TRANS_STAND_AK 14610 WeaponFireFXBone = SECONDARY MuzzleAK 14611 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 14612 End 14613 14614 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 14615 Animation = UIMOB04_SKL.UIMOB04_RND 14616 AnimationMode = LOOP 14617 Flags = RANDOMSTART 14618 TransitionKey = MOVING_AK 14619 End 14620 14621 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 14622 Animation = UIMOB04_SKL.UIMOB04_DD1 14623 Animation = UIMOB04_SKL.UIMOB04_DD2 14624 AnimationMode = ONCE 14625 TransitionKey = TRANS_Dying 14626 End 14627 14628 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 14629 Animation = UIMOB04_SKL.UIMOB04_CHD 14630 AnimationMode = ONCE 14631 End 14632 14633 ; Drawing AK47 14634 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 14635 Animation = UIMOB04_SKL.UIMOB04_ATD1_ST ; start firing 14636 AnimationMode = ONCE 14637 End 14638 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 14639 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14640 14641 ; Firing Gun 14642 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 14643 Animation = UIMOB04_SKL.UIMOB04_ATD1_LP ; looping firing 14644 AnimationMode = LOOP 14645 WeaponFireFXBone = PRIMARY MuzzleAK 14646 WeaponMuzzleFlash = PRIMARY MuzzleAKFX 14647 TransitionKey = TRANS_FIRING_AK 14648 End 14649 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14650 14651 14652 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 14653 Animation = UIMOB04_SKL.UIMOB04_ATD1_ED ; end firing 14654 AnimationMode = ONCE 14655 End 14656 14657 14658 ; This transition allows him to put his gun away when he's finished attacking. 14659 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 14660 Animation = UIMOB04_SKL.UIMOB04_ATD1_ED ; end firing 14661 AnimationMode = ONCE 14662 End 14663 14664 14665 14666 14667 14668 14669 14670 14671 14672 14673 TransitionState = TRANS_Dying TRANS_Flailing 14674 Animation = UIMOB04_SKL.UIMOB04_B_ADTF1 14675 Animation = UIMOB04_SKL.UIMOB04_D_ADTF1 14676 AnimationMode = ONCE 14677 End 14678 14679 ConditionState = DYING EXPLODED_FLAILING 14680 Animation = UIMOB04_SKL.UIMOB04_B_ADTF2 14681 Animation = UIMOB04_SKL.UIMOB04_D_ADTF2 14682 AnimationMode = LOOP 14683 TransitionKey = TRANS_Flailing 14684 End 14685 14686 ConditionState = DYING EXPLODED_BOUNCING 14687 Animation = UIMOB04_SKL.UIMOB04_B_ADTF3 14688 Animation = UIMOB04_SKL.UIMOB04_D_ADTF3 14689 AnimationMode = ONCE 14690 TransitionKey = None 14691 End 14692 14693 14694 End 14695 14696 Geometry = CYLINDER 14697 GeometryMajorRadius = 5.0 ; kinda thin 14698 GeometryMinorRadius = 5.0 ; kinda thinD 14699 GeometryHeight = 12.0 14700 GeometryIsSmall = Yes 14701 14702 End 14703 14704 ;------------------------------------------------------------------------------ 14705 ;------------------------------------------------------------------------------ 14706 ObjectReskin Demo_GLAInfantryAngryMobPistol05 Demo_GLAInfantryAngryMobPistol01 14707 14708 ;**** ART Parameters *** 14709 Draw = W3DModelDraw DrawTag_01 14710 OkToChangeModelColor = Yes 14711 14712 14713 14714 ; WHILE CARRYING PISTOL 14715 ;--------------------------------------------------------- 14716 DefaultConditionState ;Idle with Pistol Holstered 14717 Model = UIMOB05_SKN 14718 IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0 12 14719 IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0 5 14720 IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0 5 14721 IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0 5 14722 AnimationMode = ONCE 14723 AnimationSpeedFactorRange 0.9 1.1 14724 TransitionKey = TRANS_STAND_A 14725 14726 WeaponFireFXBone = PRIMARY Muzzle01 14727 WeaponMuzzleFlash = PRIMARY Muzzle01 14728 End 14729 14730 ; Drawing pistol 14731 ConditionState = PREATTACK_A 14732 Animation = UIMOB05_SKL.UIMOB05_ATA1_ST ; start firing 14733 AnimationMode = ONCE 14734 End 14735 AliasConditionState = PREATTACK_A FIRING_A 14736 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 14737 14738 ; Firing pistol 14739 ConditionState = FIRING_A 14740 Animation = UIMOB05_SKL.UIMOB05_ATA1_LP ; looping firing 14741 AnimationMode = LOOP 14742 TransitionKey = TRANS_FIRING_A 14743 End 14744 AliasConditionState = BETWEEN_FIRING_SHOTS_A 14745 14746 ConditionState = RELOADING_A 14747 Animation = UIMOB05_SKL.UIMOB05_ATA1_ED ; end firing 14748 AnimationMode = ONCE 14749 End 14750 14751 ; This transition allows him to put his gun away when he's finished attacking. 14752 TransitionState = TRANS_FIRING_A TRANS_STAND_A 14753 Animation = UIMOB05_SKL.UIMOB05_ATA1_ED ; end firing 14754 AnimationMode = ONCE 14755 End 14756 14757 ConditionState = MOVING 14758 Animation = UIMOB05_SKL.UIMOB05_RNA 14759 AnimationMode = LOOP 14760 Flags = RANDOMSTART 14761 TransitionKey = MOVING 14762 ParticleSysBone = None InfantryDustTrails 14763 End 14764 AliasConditionState = MOVING RELOADING_A 14765 AliasConditionState = MOVING PREATTACK_A 14766 AliasConditionState = MOVING FIRING_A 14767 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 14768 AliasConditionState = MOVING RELOADING_C RELOADING_A 14769 AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A 14770 14771 ConditionState = DYING 14772 Animation = UIMOB05_SKL.UIMOB05_DA1 14773 Animation = UIMOB05_SKL.UIMOB05_DA2 14774 AnimationMode = ONCE 14775 TransitionKey = TRANS_Dying 14776 End 14777 14778 14779 ConditionState = SPECIAL_CHEERING 14780 Animation = UIMOB05_SKL.UIMOB05_CHA 14781 AnimationMode = ONCE 14782 End 14783 14784 ;-------------------------------------------------------- 14785 14786 ; TRANSITION FROM PISTOL TO AK47 14787 TransitionState = TRANS_STAND_A TRANS_STAND_AK 14788 Animation = UIMOB05_SKL.UIMOB05_TA-D 14789 AnimationMode = ONCE 14790 End 14791 14792 14793 ; WHILE CARRYING AK47 14794 ;--------------------------------------------------------- 14795 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 14796 Model = UIMOB05_SKN 14797 IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0 6 14798 IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0 6 14799 IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0 6 14800 IdleAnimation = UIMOB05_SKL.UIMOB05_STD 14801 AnimationMode = ONCE 14802 AnimationSpeedFactorRange 0.9 1.1 14803 TransitionKey = TRANS_STAND_AK 14804 WeaponFireFXBone = SECONDARY MuzzleAK 14805 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 14806 End 14807 14808 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 14809 Animation = UIMOB05_SKL.UIMOB05_RND 14810 AnimationMode = LOOP 14811 Flags = RANDOMSTART 14812 TransitionKey = MOVING_AK 14813 End 14814 14815 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 14816 Animation = UIMOB05_SKL.UIMOB05_DD1 14817 Animation = UIMOB05_SKL.UIMOB05_DD2 14818 AnimationMode = ONCE 14819 TransitionKey = TRANS_Dying 14820 End 14821 14822 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 14823 Animation = UIMOB05_SKL.UIMOB05_CHD 14824 AnimationMode = ONCE 14825 End 14826 14827 ; Drawing AK47 14828 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 14829 Animation = UIMOB05_SKL.UIMOB05_ATD1_ST ; start firing 14830 AnimationMode = ONCE 14831 End 14832 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 14833 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14834 14835 ; Firing Gun 14836 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 14837 Animation = UIMOB05_SKL.UIMOB05_ATD1_LP ; looping firing 14838 AnimationMode = LOOP 14839 WeaponFireFXBone = PRIMARY MuzzleAK 14840 WeaponMuzzleFlash = PRIMARY MuzzleAKFX 14841 TransitionKey = TRANS_FIRING_AK 14842 End 14843 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14844 14845 14846 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 14847 Animation = UIMOB05_SKL.UIMOB05_ATD1_ED ; end firing 14848 AnimationMode = ONCE 14849 End 14850 14851 14852 ; This transition allows him to put his gun away when he's finished attacking. 14853 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 14854 Animation = UIMOB05_SKL.UIMOB05_ATD1_ED ; end firing 14855 AnimationMode = ONCE 14856 End 14857 14858 14859 ; ;Throwing bottle---------------------------------------------------------------- 14860 ; ConditionState = PREATTACK_C 14861 ; Animation = UIMOB05_SKL.UIMOB05_ATCA_BF ; the wind up 14862 ; End 14863 ; AliasConditionState = PREATTACK_C FIRING_A 14864 ; AliasConditionState = PREATTACK_C RELOADING_A 14865 ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A 14866 ; 14867 ; ConditionState = FIRING_C 14868 ; Animation = UIMOB05_SKL.UIMOB05_ATCA_AF ; the release and follow-thru 14869 ; TransitionKey = TRANS_THROW 14870 ; End 14871 ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A 14872 ; 14873 ; ConditionState RELOADING_C 14874 ; Animation =UIMOB05_SKL.UIMOB05_IDA1 14875 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru 14876 ; End 14877 ; AliasConditionState = RELOADING_C RELOADING_A 14878 ; AliasConditionState = RELOADING_C FIRING_A 14879 ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A 14880 14881 14882 ; TransitionState = TRANSXXX TRANS_THROW 14883 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway gun and take out bottle 14884 ; End 14885 14886 ; TransitionState = TRANS_THROW TRANS_FIRING_A 14887 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway bottle and get PISTOL 14888 ; End 14889 14890 ; TransitionState = TRANSXXXAK TRANS_THROW 14891 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway AK and take out bottle 14892 ; End 14893 14894 14895 ; TransitionState = TRANS_THROW TRANS_FIRING_AK 14896 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway bottle and get AK 14897 ; End 14898 14899 14900 14901 14902 14903 ;-------------------------------------------------------- 14904 14905 14906 14907 14908 14909 14910 TransitionState = TRANS_Dying TRANS_Flailing 14911 Animation = UIMOB05_SKL.UIMOB05_A_ADTA1 14912 Animation = UIMOB05_SKL.UIMOB05_D_ADTA1 14913 AnimationMode = ONCE 14914 End 14915 14916 ConditionState = DYING EXPLODED_FLAILING 14917 Animation = UIMOB05_SKL.UIMOB05_A_ADTA2 14918 Animation = UIMOB05_SKL.UIMOB05_D_ADTA2 14919 AnimationMode = LOOP 14920 TransitionKey = TRANS_Flailing 14921 End 14922 14923 ConditionState = DYING EXPLODED_BOUNCING 14924 Animation = UIMOB05_SKL.UIMOB05_A_ADTA3 14925 Animation = UIMOB05_SKL.UIMOB05_D_ADTA3 14926 AnimationMode = ONCE 14927 TransitionKey = None 14928 End 14929 14930 14931 End 14932 14933 14934 14935 Geometry = CYLINDER 14936 GeometryMajorRadius = 3.0 ; very thin 14937 GeometryMinorRadius = 3.0 ; very thinD 14938 GeometryHeight = 12.0 14939 GeometryIsSmall = Yes 14940 14941 End 14942 14943 14944 ;------------------------------------------------------------------------------ 14945 ;------------------------------------------------------------------------------ 14946 Object Demo_GLAInfantryAngryMobMolotov02 14947 14948 ;**** ART Parameters *** 14949 Draw = W3DModelDraw ModuleTag_01 14950 OkToChangeModelColor = Yes 14951 14952 ; WHILE CARRYING ROCK 14953 ;--------------------------------------------------------- 14954 DefaultConditionState 14955 Model = UIMOB02_SKN 14956 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 14957 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 14958 IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 14959 IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 14960 AnimationMode = ONCE 14961 AnimationSpeedFactorRange 0.9 1.1 14962 TransitionKey = TRANS_STAND_B 14963 14964 WeaponFireFXBone = SECONDARY "UIMOB02 R HAND" 14965 14966 End 14967 14968 14969 ; Drawing rock 14970 ConditionState = PREATTACK_B 14971 Animation = UIMOB02_SKL.UIMOB02_ATCB_BF ; wind up 14972 AnimationMode = ONCE 14973 End 14974 AliasConditionState = PREATTACK_B FIRING_B 14975 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B 14976 14977 ; throwing rock 14978 ConditionState = FIRING_B 14979 Animation = UIMOB02_SKL.UIMOB02_ATCB_AF ; throw 14980 AnimationMode = ONCE 14981 TransitionKey = TRANS_FIRING_B 14982 End 14983 14984 ConditionState = BETWEEN_FIRING_SHOTS_B 14985 Animation = UIMOB02_SKL.UIMOB02_STB 14986 AnimationMode = ONCE 14987 ; this is basically a trick: this guy has a nontrivial animation for firing, 14988 ; and a long recycle time between shots. we want him to finish his fire animation 14989 ; (unless he's ordered to do something else), so this is just a handy trick that 14990 ; says, "if the previous state had this transition key, allow it to finish before 14991 ; switching to us, if possible". 14992 WaitForStateToFinishIfPossible = TRANS_FIRING_B 14993 End 14994 AliasConditionState = RELOADING_B 14995 14996 14997 ConditionState = MOVING 14998 Animation = UIMOB02_SKL.UIMOB02_RNB 14999 AnimationMode = LOOP 15000 Flags = RANDOMSTART 15001 TransitionKey = MOVING 15002 ParticleSysBone = None InfantryDustTrails 15003 End 15004 15005 ConditionState = DYING 15006 Animation = UIMOB02_SKL.UIMOB02_DB1 15007 Animation = UIMOB02_SKL.UIMOB02_DB2 15008 AnimationMode = ONCE 15009 TransitionKey = TRANS_Dying 15010 End 15011 15012 ConditionState = SPECIAL_CHEERING 15013 Animation = UIMOB02_SKL.UIMOB02_CHB 15014 Flags = RANDOMSTART 15015 AnimationMode = LOOP 15016 End 15017 15018 15019 15020 15021 15022 15023 TransitionState = TRANS_Dying TRANS_Flailing 15024 Animation = UIMOB02_SKL.UIMOB02_B_ADTA1 15025 Animation = UIMOB02_SKL.UIMOB02_D_ADTA1 15026 AnimationMode = ONCE 15027 End 15028 15029 ConditionState = DYING EXPLODED_FLAILING 15030 Animation = UIMOB02_SKL.UIMOB02_B_ADTA2 15031 Animation = UIMOB02_SKL.UIMOB02_D_ADTA2 15032 AnimationMode = LOOP 15033 TransitionKey = TRANS_Flailing 15034 End 15035 15036 ConditionState = DYING EXPLODED_BOUNCING 15037 Animation = UIMOB02_SKL.UIMOB02_B_ADTA3 15038 Animation = UIMOB02_SKL.UIMOB02_D_ADTA3 15039 AnimationMode = ONCE 15040 TransitionKey = None 15041 End 15042 15043 15044 End 15045 15046 15047 ;**** DESIGN parameters *** 15048 15049 DisplayName = OBJECT:AngryMob 15050 Side = GLADemolitionGeneral 15051 EditorSorting = INFANTRY 15052 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 15053 15054 WeaponSet 15055 Conditions = None 15056 Weapon = PRIMARY GLAAngryMobMolotovCocktailProjectileWeapon ; all she does is throw molotovs 15057 Weapon = SECONDARY None 15058 Weapon = TERTIARY TerroristSuicideNotARealWeapon 15059 AutoChooseSources = TERTIARY NONE 15060 End 15061 15062 ArmorSet 15063 Conditions = None 15064 Armor = HumanArmor 15065 DamageFX = InfantryDamageFX 15066 End 15067 15068 VisionRange = 150 15069 ShroudClearingRange = 150 15070 Prerequisites 15071 Object = Demo_GLABarracks 15072 15073 End 15074 BuildCost = 100 15075 BuildTime = 0.0 15076 15077 ExperienceValue = 5 5 5 5 ;Experience point value at each level 15078 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 15079 IsTrainable = Yes ;Can gain experience 15080 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15081 15082 ; *** AUDIO Parameters *** 15083 VoiceSelect = NoSound 15084 VoiceMove = NoSound 15085 VoiceAttack = NoSound 15086 15087 ;**** ENGINEERING Parameters *** ;MOB02 15088 RadarPriority = UNIT 15089 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables 15090 15091 Body = ActiveBody BodyTag_01 15092 MaxHealth = 50.0 15093 InitialHealth = 50.0 15094 End 15095 15096 Behavior = AIUpdateInterface ModuleTag_03 15097 AutoAcquireEnemiesWhenIdle = Yes 15098 End 15099 15100 Behavior = MobMemberSlavedUpdate ModuleTag_04 15101 MustCatchUpRadius = 40 15102 NoNeedToCatchUpRadius = 15 15103 Squirrelliness = 0.05 15104 CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames 15105 End 15106 15107 Locomotor = SET_NORMAL AngryMobNormalLocomotor 15108 Locomotor = SET_WANDER AngryMobWanderLocomotor 15109 Locomotor = SET_PANIC AngryMobPanicLocomotor 15110 15111 Behavior = PhysicsBehavior ModuleTag_05 15112 Mass = 5.0 15113 End 15114 15115 Behavior = SquishCollide ModuleTag_08 15116 ;nothing 15117 End 15118 15119 Behavior = WeaponSetUpgrade UpgradeTag_01 15120 TriggeredBy = Upgrade_GLAArmTheMob 15121 End 15122 15123 15124 ; --- begin Death modules --- 15125 Behavior = SlowDeathBehavior ModuleTag_Death01 15126 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 15127 SinkDelay = 3000 15128 SinkRate = 0.5 ; in Dist/Sec 15129 DestructionDelay = 8000 15130 FX = INITIAL FX_CivilianArabFemaleDie 15131 End 15132 Behavior = SlowDeathBehavior ModuleTag_Death02 15133 DeathTypes = NONE +CRUSHED +SPLATTED 15134 SinkDelay = 3000 15135 SinkRate = 0.5 ; in Dist/Sec 15136 DestructionDelay = 8000 15137 FX = INITIAL FX_GIDieCrushed 15138 End 15139 Behavior = SlowDeathBehavior ModuleTag_Death03 15140 DeathTypes = NONE +EXPLODED 15141 SinkDelay = 3000 15142 SinkRate = 0.5 ; in Dist/Sec 15143 DestructionDelay = 8000 15144 FX = INITIAL FX_CivilianArabFemaleDie 15145 FlingForce = 8 15146 FlingForceVariance = 3 15147 FlingPitch = 60 15148 FlingPitchVariance = 10 15149 End 15150 Behavior = SlowDeathBehavior ModuleTag_Death04 15151 DeathTypes = NONE +BURNED 15152 DestructionDelay = 0 15153 FX = INITIAL FX_GIDie 15154 OCL = INITIAL OCL_FlamingInfantry 15155 End 15156 Behavior = SlowDeathBehavior ModuleTag_Death05 15157 DeathTypes = NONE +POISONED 15158 DestructionDelay = 0 15159 FX = INITIAL FX_DieByToxinGLA 15160 OCL = INITIAL OCL_ToxicInfantry 15161 End 15162 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 15163 DeathTypes = NONE +POISONED_BETA 15164 DestructionDelay = 0 15165 FX = INITIAL FX_DieByToxinGLA 15166 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 15167 End 15168 Behavior = SlowDeathBehavior ModuleTag_Death07 15169 DeathTypes = NONE +POISONED_GAMMA 15170 DestructionDelay = 0 15171 FX = INITIAL FX_DieByToxinGLA 15172 OCL = INITIAL OCL_ToxicInfantryGamma 15173 End 15174 ; --- end Death modules --- 15175 15176 Behavior = PoisonedBehavior ModuleTag_13 15177 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15178 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15179 End 15180 15181 Behavior = SlowDeathBehavior ModuleTag_Death17 15182 DeathTypes = NONE +SUICIDED +EXPLODED 15183 SinkDelay = 3000 15184 SinkRate = 0.5 ; in Dist/Sec 15185 DestructionDelay = 8000 15186 FX = INITIAL FX_TerroristExplode 15187 FlingForce = 8 15188 FlingForceVariance = 3 15189 FlingPitch = 60 15190 FlingPitchVariance = 10 15191 End 15192 15193 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 15194 DeathWeapon = Demo_SuicideDynamitePack 15195 StartsActive = Yes ; turned on by upgrade 15196 DeathTypes = NONE +SUICIDED 15197 End 15198 15199 15200 Geometry = CYLINDER 15201 GeometryMajorRadius = 4.0 ; very thin 15202 GeometryHeight = 12.0 15203 GeometryIsSmall = Yes 15204 Shadow = SHADOW_DECAL 15205 ShadowSizeX = 14; 15206 ShadowSizeY = 14; 15207 ShadowTexture = ShadowI; 15208 BuildCompletion = APPEARS_AT_RALLY_POINT 15209 15210 End 15211 15212 ;------------------------------------------------------------------------------ 15213 ;------------------------------------------------------------------------------ 15214 15215 15216 15217 ;------------------------------------------------------------------------------ 15218 ;------------------------------------------------------------------------------ 15219 ;------------------------------------------------------------------------------ 15220 Object Demo_GLAInfantryHijacker 15221 15222 ; *** ART Parameters *** 15223 SelectPortrait = SUHijacker_L 15224 ButtonImage = SUHijacker 15225 15226 ;UpgradeCameo1 = NONE 15227 ;UpgradeCameo2 = NONE 15228 ;UpgradeCameo3 = NONE 15229 ;UpgradeCameo4 = NONE 15230 ;UpgradeCameo5 = NONE 15231 15232 Draw = W3DModelDraw ModuleTag_01 15233 OkToChangeModelColor = Yes 15234 15235 DefaultConditionState 15236 Model = UIHJCK_SKN 15237 IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25 15238 IdleAnimation = UIHJCK_SKL.UIHJCK_IDA 15239 IdleAnimation = UIHJCK_SKL.UIHJCK_IDB 15240 AnimationMode = ONCE 15241 TransitionKey = TRANS_Stand 15242 End 15243 AliasConditionState = REALLYDAMAGED 15244 15245 ConditionState = MOVING 15246 Animation = UIHJCK_SKL.UIHJCK_RUN 15247 AnimationMode = LOOP 15248 Flags = RANDOMSTART 15249 TransitionKey = None 15250 ParticleSysBone = None InfantryDustTrails 15251 End 15252 AliasConditionState = REALLYDAMAGED MOVING 15253 15254 15255 ConditionState = DYING 15256 Animation = UIHJCK_SKL.UIHJCK_DTA 15257 Animation = UIHJCK_SKL.UIHJCK_DTB 15258 AnimationMode = ONCE 15259 TransitionKey = TRANS_Dying 15260 End 15261 15262 TransitionState = TRANS_Dying TRANS_Flailing 15263 Animation = UIHJCK_SKL.UIHJCK_ADTE1 15264 AnimationMode = ONCE 15265 End 15266 15267 ConditionState = DYING EXPLODED_FLAILING 15268 Animation = UIHJCK_SKL.UIHJCK_ADTE2 15269 AnimationMode = LOOP 15270 TransitionKey = TRANS_Flailing 15271 End 15272 15273 ConditionState = DYING EXPLODED_BOUNCING 15274 Animation = UIHJCK_SKL.UIHJCK_ADTE3 15275 AnimationMode = ONCE 15276 TransitionKey = None 15277 End 15278 15279 ConditionState = SPECIAL_CHEERING 15280 Animation = UIHJCK_SKL.UIHJCK_CHA 15281 AnimationMode = LOOP 15282 End 15283 15284 15285 ConditionState = PARACHUTING 15286 Animation = UIHJCK_SKL.UIHJCK_PHG 15287 AnimationMode = LOOP 15288 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 15289 TransitionKey = TRANS_Chute 15290 End 15291 AliasConditionState = PARACHUTING REALLYDAMAGED 15292 AliasConditionState = PARACHUTING DYING 15293 TransitionState = TRANS_Falling TRANS_Chute 15294 Animation = UIHJCK_SKL.UIHJCK_POP 15295 AnimationMode = ONCE 15296 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 15297 End 15298 TransitionState = TRANS_Chute TRANS_Stand 15299 Animation = UIHJCK_SKL.UIHJCK_PTD 15300 AnimationMode = ONCE 15301 End 15302 15303 15304 End 15305 15306 ; ***DESIGN parameters *** 15307 DisplayName = OBJECT:Hijacker 15308 Side = GLADemolitionGeneral 15309 EditorSorting = INFANTRY 15310 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 15311 15312 WeaponSet 15313 Weapon = PRIMARY None 15314 Weapon = SECONDARY None 15315 Weapon = TERTIARY TerroristSuicideNotARealWeapon 15316 AutoChooseSources = TERTIARY NONE 15317 End 15318 15319 ArmorSet 15320 Conditions = None 15321 Armor = HumanArmor 15322 DamageFX = InfantryDamageFX 15323 End 15324 15325 VisionRange = 100 15326 ShroudClearingRange = 200 15327 Prerequisites 15328 Object = Demo_GLABarracks 15329 Object = Demo_GLAPalace 15330 Science = SCIENCE_Hijacker 15331 End 15332 15333 BuildCost = 400 15334 BuildTime = 10.0 ;in seconds 15335 15336 15337 15338 15339 ExperienceValue = 50 100 150 400 ;Experience point value at each level 15340 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 15341 IsTrainable = No ;Can gain experience 15342 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15343 CommandSet = Demo_GLAInfantryHijackerCommandSet 15344 15345 ; *** AUDIO Parameters *** 15346 VoiceSelect = HijackerVoiceSelect 15347 VoiceMove = HijackerVoiceMove 15348 VoiceGuard = HijackerVoiceMove 15349 VoiceAttack = HijackerVoiceAttack 15350 VoiceFear = HijackerVoiceFear 15351 UnitSpecificSounds 15352 VoiceGarrison = HijackerVoiceGarrison 15353 VoiceCreate = HijackerVoiceCreate 15354 VoiceEnter = HijackerVoiceEnter 15355 VoiceEnterHostile = HijackerVoiceEnterHostile 15356 VoiceGetHealed = HijackerVoiceMove 15357 End 15358 15359 15360 ; *** ENGINEERING Parameters *** 15361 RadarPriority = UNIT 15362 EnterGuard = Yes 15363 HijackGuard = Yes 15364 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE STEALTH_GARRISON 15365 ;STEALTH_GARRISON Added per Dustin, 12/14--ML 15366 15367 15368 Behavior = StealthUpdate ModuleTag_02 15369 StealthDelay = 500 ; half second delay before stealthy 15370 StealthForbiddenConditions = MOVING ; only stealthy while stationary 15371 MoveThresholdSpeed = 3 15372 InnateStealth = Yes 15373 OrderIdleEnemiesToAttackMeUponReveal = Yes 15374 End 15375 15376 Body = ActiveBody ModuleTag_03 15377 MaxHealth = 100.0 15378 InitialHealth = 100.0 15379 End 15380 15381 Behavior = HijackerUpdate ModuleTag_04 15382 ParachuteName = AmericaParachute 15383 End 15384 15385 Behavior = AIUpdateInterface ModuleTag_05 15386 AutoAcquireEnemiesWhenIdle = Yes 15387 End 15388 Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit. 15389 End 15390 Locomotor = SET_NORMAL JarmenKellLocomotor 15391 15392 Behavior = PhysicsBehavior ModuleTag_06 15393 Mass = 5.0 15394 End 15395 15396 Behavior = ConvertToHijackedVehicleCrateCollide ModuleTag_08 15397 RequiredKindOf = VEHICLE ; This is my car now, infidel! 15398 End 15399 15400 Behavior = SquishCollide ModuleTag_09 15401 ;nothing 15402 End 15403 15404 15405 ; --- begin Death modules --- 15406 Behavior = SlowDeathBehavior ModuleTag_Death01 15407 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 15408 SinkDelay = 3000 15409 SinkRate = 0.5 ; in Dist/Sec 15410 DestructionDelay = 8000 15411 FX = INITIAL FX_HijackerDie 15412 End 15413 Behavior = SlowDeathBehavior ModuleTag_Death02 15414 DeathTypes = NONE +CRUSHED +SPLATTED 15415 SinkDelay = 3000 15416 SinkRate = 0.5 ; in Dist/Sec 15417 DestructionDelay = 8000 15418 FX = INITIAL FX_GIDieCrushed 15419 End 15420 Behavior = SlowDeathBehavior ModuleTag_Death03 15421 DeathTypes = NONE +EXPLODED 15422 SinkDelay = 3000 15423 SinkRate = 0.5 ; in Dist/Sec 15424 DestructionDelay = 8000 15425 FX = INITIAL FX_HijackerDie 15426 FlingForce = 8 15427 FlingForceVariance = 3 15428 FlingPitch = 60 15429 FlingPitchVariance = 10 15430 End 15431 Behavior = SlowDeathBehavior ModuleTag_Death04 15432 DeathTypes = NONE +BURNED 15433 DestructionDelay = 0 15434 FX = INITIAL FX_DieByFireGLA 15435 OCL = INITIAL OCL_FlamingInfantry 15436 End 15437 Behavior = SlowDeathBehavior ModuleTag_Death05 15438 DeathTypes = NONE +POISONED 15439 DestructionDelay = 0 15440 FX = INITIAL FX_DieByToxinGLA 15441 OCL = INITIAL OCL_ToxicInfantry 15442 End 15443 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 15444 DeathTypes = NONE +POISONED_BETA 15445 DestructionDelay = 0 15446 FX = INITIAL FX_DieByToxinGLA 15447 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 15448 End 15449 Behavior = SlowDeathBehavior ModuleTag_Death07 15450 DeathTypes = NONE +POISONED_GAMMA 15451 DestructionDelay = 0 15452 FX = INITIAL FX_DieByToxinGLA 15453 OCL = INITIAL OCL_ToxicInfantryGamma 15454 End 15455 ; --- end Death modules --- 15456 15457 Behavior = PoisonedBehavior ModuleTag_14 15458 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15459 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15460 End 15461 15462 Behavior = SlowDeathBehavior ModuleTag_Death_17 15463 DeathTypes = NONE +SUICIDED +EXPLODED 15464 SinkDelay = 3000 15465 SinkRate = 0.5 ; in Dist/Sec 15466 DestructionDelay = 8000 15467 FX = INITIAL FX_TerroristExplode 15468 FlingForce = 8 15469 FlingForceVariance = 3 15470 FlingPitch = 60 15471 FlingPitchVariance = 10 15472 End 15473 15474 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 15475 ; DeathWeapon = Demo_SuicideDynamitePack 15476 ; StartsActive = Yes ; turned on by upgrade 15477 ; DeathTypes = NONE +SUICIDED 15478 ; End 15479 ; 15480 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 15481 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 15482 ; StartsActive = No 15483 ; TriggeredBy = Demo_Upgrade_SuicideBomb 15484 ; RequiresAllTriggers = Yes; 15485 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 15486 ; End 15487 ; 15488 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 15489 ; DeathWeapon = Demo_SuicideDynamitePack 15490 ; StartsActive = No 15491 ; TriggeredBy = Demo_Upgrade_SuicideBomb 15492 ; RequiresAllTriggers = Yes; 15493 ; DeathTypes = NONE +SUICIDED 15494 ; End 15495 15496 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 15497 DeathWeapon = Demo_SuicideDynamitePackPlusFire 15498 StartsActive = No 15499 TriggeredBy = Demo_Upgrade_SuicideBomb 15500 DeathTypes = ALL 15501 End; 15502 15503 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 15504 DeathWeapon = Demo_SuicideDynamitePackPlusFire 15505 StartsActive = No 15506 TriggeredBy = Demo_Upgrade_SuicideBomb 15507 DeathTypes = NONE 15508 End 15509 15510 Behavior = CommandSetUpgrade ModuleTag_19 15511 CommandSet = Demo_GLAInfantryHijackerCommandSetUpgrade 15512 TriggeredBy = Demo_Upgrade_SuicideBomb 15513 End 15514 15515 Geometry = CYLINDER 15516 GeometryMajorRadius = 10.0 15517 GeometryMinorRadius = 10.0 15518 GeometryHeight = 12.0 15519 GeometryIsSmall = Yes 15520 Shadow = SHADOW_DECAL 15521 ShadowSizeX = 14; 15522 ShadowSizeY = 14; 15523 ShadowTexture = ShadowI; 15524 BuildCompletion = APPEARS_AT_RALLY_POINT 15525 15526 End 15527 15528 15529 15530 15531 15532 ;------------------------------------------------------------------------------ 15533 Object Demo_GLAInfantryWorker 15534 15535 ; *** ART Parameters *** 15536 SelectPortrait = SUWorker_L 15537 ButtonImage = SUWorker 15538 15539 UpgradeCameo1 = Upgrade_GLAWorkerShoes 15540 ;UpgradeCameo2 = NONE 15541 ;UpgradeCameo3 = NONE 15542 ;UpgradeCameo4 = NONE 15543 ;UpgradeCameo5 = NONE 15544 15545 Draw = W3DModelDraw ModuleTag_01 15546 OkToChangeModelColor = Yes 15547 15548 DefaultConditionState 15549 Model = UIWRKR_SKN 15550 IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 15551 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA 15552 AnimationMode = ONCE 15553 TransitionKey = TRANS_Stand 15554 End 15555 15556 ConditionState = MOVING 15557 Animation = UIWRKR_SKL.UIWRKR_RNA 16 15558 AnimationMode = LOOP 15559 Flags = RANDOMSTART 15560 TransitionKey = TRANS_Moving 15561 ParticleSysBone = None InfantryDustTrails 15562 End 15563 ; it is legal to be ACTIVELY_CONSTRUCTING and MOVING at the same time, 15564 ; since we flip the bit once we get pretty close to the target. but it looks 15565 ; funky to do the construction animation while moving. 15566 ; so just use the normal move animation in that case. 15567 AliasConditionState = ACTIVELY_CONSTRUCTING MOVING 15568 15569 ConditionState = ATTACKING 15570 ShowSubObject = MINED_SKIN 15571 Animation = UIWRKR_SKL.UIWRKR_MS 15572 AnimationMode = LOOP 15573 Flags = RANDOMSTART 15574 TransitionKey = TRANS_MetalDetector_Standing 15575 End 15576 15577 ConditionState = MOVING ATTACKING 15578 ShowSubObject = MINED_SKIN 15579 Animation = UIWRKR_SKL.UIWRKR_MSW 50 15580 AnimationMode = LOOP 15581 Flags = RANDOMSTART 15582 TransitionKey = TRANS_MetalDetector_Moving 15583 ParticleSysBone = None InfantryDustTrails 15584 End 15585 AliasConditionState = MOVING ATTACKING CARRYING 15586 15587 TransitionState = TRANS_Stand TRANS_MetalDetector_Standing ;STANDING -> ATTACKING 15588 ShowSubObject = MINED_SKIN 15589 Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing 15590 AnimationMode = ONCE 15591 End 15592 TransitionState = TRANS_MetalDetector_Standing TRANS_Stand ;ATTACKING -> STANDING 15593 ShowSubObject = MINED_SKIN 15594 Animation = UIWRKR_SKL.UIWRKR_TRB2;put away standing 15595 AnimationMode = ONCE 15596 End 15597 15598 TransitionState = TRANS_Carry TRANS_MetalDetector_Standing ;CARRYING -> ATTACKING 15599 ShowSubObject = MINED_SKIN 15600 Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing 15601 AnimationMode = ONCE 15602 End 15603 TransitionState = TRANS_MetalDetector_Standing TRANS_Carry ;ATTACKING -> CARRYING 15604 ShowSubObject = MINED_SKIN 15605 Animation = UIWRKR_SKL.UIWRKR_TRB2;put away standing 15606 AnimationMode = ONCE 15607 End 15608 TransitionState = TRANS_Carry TRANS_MetalDetector_Moving ;CARRYING -> MOVING ATTACKING 15609 ShowSubObject = MINED_SKIN 15610 Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] 15611 AnimationMode = ONCE 15612 AnimationSpeedFactorRange = 2.0 2.0 15613 End 15614 15615 TransitionState = TRANS_MetalDetector_Moving TRANS_Stand ;MOVING ATTACKING -> STANDING 15616 ShowSubObject = MINED_SKIN 15617 Animation = UIWRKR_SKL.UIWRKR_TRB2;put away moving 15618 AnimationMode = ONCE 15619 End 15620 TransitionState = TRANS_Stand TRANS_MetalDetector_Moving ;STANDING -> MOVING ATTACKING 15621 ShowSubObject = MINED_SKIN 15622 Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] 15623 AnimationMode = ONCE 15624 AnimationSpeedFactorRange = 2.0 2.0 15625 End 15626 15627 TransitionState = TRANS_Moving TRANS_MetalDetector_Standing ;MOVING -> ATTACKING [STANDING] 15628 ShowSubObject = MINED_SKIN 15629 Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing 15630 AnimationMode = ONCE 15631 End 15632 TransitionState = TRANS_MetalDetector_Standing TRANS_Moving ;ATTACKING [STANDING] -> MOVING 15633 ShowSubObject = MINED_SKIN 15634 Animation = UIWRKR_SKL.UIWRKR_TRC2;put away moving [NEW NON-SKATING ANIMATION] 15635 AnimationMode = ONCE 15636 AnimationSpeedFactorRange = 2.0 2.0 15637 End 15638 15639 TransitionState = TRANS_Moving TRANS_MetalDetector_Moving ;MOVING -> MOVING ATTACKING 15640 ShowSubObject = MINED_SKIN 15641 Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] 15642 AnimationMode = ONCE 15643 AnimationSpeedFactorRange = 2.0 2.0 15644 End 15645 TransitionState = TRANS_MetalDetector_Moving TRANS_Moving ;MOVING ATTACKING -> MOVING 15646 ShowSubObject = MINED_SKIN 15647 Animation = UIWRKR_SKL.UIWRKR_TRC2;put away moving [NEW NON-SKATING ANIMATION] 15648 AnimationMode = ONCE 15649 AnimationSpeedFactorRange = 2.0 2.0 15650 End 15651 15652 15653 ConditionState = MOVING CARRYING 15654 ShowSubObject = BOX 15655 Animation = UIWRKR_SKL.UIWRKR_CARY 12 15656 AnimationMode = LOOP 15657 Flags = RANDOMSTART 15658 TransitionKey = TRANS_Carry 15659 ParticleSysBone = None InfantryDustTrails 15660 End 15661 ; it is legal to be ACTIVELY_CONSTRUCTING and MOVING at the same time, 15662 ; since we flip the bit once we get pretty close to the target. but it looks 15663 ; funky to do the construction animation while moving. 15664 ; so just use the normal move animation in that case. 15665 AliasConditionState = ACTIVELY_CONSTRUCTING MOVING CARRYING 15666 15667 ConditionState = CARRYING 15668 ShowSubObject = BOX 15669 Animation = UIWRKR_SKL.UIWRKR_CARST 30 15670 AnimationMode = LOOP 15671 Flags = RANDOMSTART 15672 TransitionKey = TRANS_Carry 15673 End 15674 15675 ConditionState = DYING 15676 Animation = UIWRKR_SKL.UIWRKR_DTA 15677 AnimationMode = ONCE 15678 TransitionKey = TRANS_Dying 15679 End 15680 AliasConditionState = DYING CARRYING 15681 15682 TransitionState = TRANS_Dying TRANS_Flailing 15683 Animation = UIWRKR_SKL.UIWRKR_ADTE1 15684 AnimationMode = ONCE 15685 End 15686 15687 ConditionState = DYING EXPLODED_FLAILING 15688 Animation = UIWRKR_SKL.UIWRKR_ADTE2 15689 AnimationMode = LOOP 15690 TransitionKey = TRANS_Flailing 15691 End 15692 15693 ConditionState = DYING EXPLODED_BOUNCING 15694 Animation = UIWRKR_SKL.UIWRKR_ADTE3 15695 AnimationMode = ONCE 15696 TransitionKey = None 15697 End 15698 15699 ConditionState = SPECIAL_CHEERING 15700 Animation = UIWRKR_SKL.UIWRKR_CHA 15701 AnimationMode = ONCE 15702 End 15703 15704 ConditionState = ACTIVELY_CONSTRUCTING 15705 Animation = UIWRKR_SKL.UIWRKR_BDA 15706 AnimationMode = LOOP 15707 TransitionKey = TRANS_Constructing 15708 End 15709 AliasConditionState = ACTIVELY_CONSTRUCTING CARRYING 15710 15711 ; -------------------- 15712 15713 TransitionState = TRANS_Stand TRANS_Carry 15714 ShowSubObject = BOX 15715 Animation = UIWRKR_SKL.UIWRKR_PIK 15716 AnimationMode = ONCE 15717 End 15718 15719 TransitionState = TRANS_Carry TRANS_Stand 15720 ShowSubObject = BOX 15721 Animation = UIWRKR_SKL.UIWRKR_PIK 15722 AnimationMode = ONCE_BACKWARDS 15723 Flags = START_FRAME_LAST 15724 End 15725 15726 TransitionState = TRANS_Stand TRANS_Constructing 15727 Animation = UIWRKR_SKL.UIWRKR_TRA1 15728 AnimationMode = ONCE 15729 End 15730 15731 TransitionState = TRANS_Constructing TRANS_Stand 15732 Animation = UIWRKR_SKL.UIWRKR_TRA2 15733 AnimationMode = ONCE 15734 End 15735 End 15736 15737 ; ***DESIGN parameters *** 15738 DisplayName = OBJECT:Worker 15739 Side = GLADemolitionGeneral 15740 EditorSorting = INFANTRY 15741 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 15742 15743 15744 WeaponSet 15745 Conditions = None 15746 Weapon = PRIMARY None 15747 Weapon = SECONDARY None 15748 Weapon = TERTIARY None 15749 End 15750 WeaponSet 15751 Conditions = MINE_CLEARING_DETAIL 15752 Weapon = PRIMARY WorkerMineDisarmingWeapon 15753 Weapon = SECONDARY None 15754 Weapon = TERTIARY None 15755 End 15756 WeaponSet 15757 Conditions = PLAYER_UPGRADE 15758 Weapon = PRIMARY None 15759 Weapon = SECONDARY None 15760 Weapon = TERTIARY TerroristSuicideNotARealWeapon 15761 AutoChooseSources = TERTIARY NONE 15762 End 15763 WeaponSet 15764 Conditions = PLAYER_UPGRADE MINE_CLEARING_DETAIL 15765 Weapon = PRIMARY WorkerMineDisarmingWeapon 15766 Weapon = SECONDARY None 15767 Weapon = TERTIARY TerroristSuicideNotARealWeapon 15768 AutoChooseSources = TERTIARY NONE 15769 End 15770 15771 ArmorSet 15772 Conditions = None 15773 Armor = HumanArmor 15774 DamageFX = InfantryDamageFX 15775 End 15776 VisionRange = 100 15777 ShroudClearingRange = 200 15778 ;Prerequisites 15779 ; Object = Demo_GLABarracks GLASupplyStash ;commented out, or else you can't build from Con Yard as Dozer. 15780 ;End 15781 BuildCost = 200 15782 BuildTime = 3.0 ;in seconds 15783 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15784 CommandSet = Demo_GLAWorkerCommandSet 15785 15786 ; *** AUDIO Parameters *** 15787 VoiceSelect = WorkerVoiceSelect 15788 VoiceMove = WorkerVoiceMove 15789 VoiceAttack = WorkerVoiceMove 15790 VoiceGuard = WorkerVoiceMove 15791 VoiceFear = WorkerVoiceFear 15792 VoiceTaskComplete = WorkerVoiceBuildComplete 15793 UnitSpecificSounds 15794 VoiceEnter = WorkerVoiceMoveUpgraded 15795 VoiceEnterHostile = WorkerVoiceMoveUpgraded 15796 VoiceGarrison = WorkerVoiceGarrison 15797 VoiceCreate = WorkerVoiceCreate 15798 VoiceSupply = WorkerVoiceSupply 15799 VoiceNoBuild = WorkerVoiceBuildNot 15800 VoiceRepair = WorkerVoiceRepair 15801 VoiceDisarm = WorkerVoiceClearMine 15802 VoiceBuildResponse = WorkerVoiceBuild 15803 VoiceGetHealed = WorkerVoiceMoveUpgraded 15804 VoiceMoveUpgraded = WorkerVoiceMoveUpgraded 15805 End 15806 15807 ; *** ENGINEERING Parameters *** 15808 RadarPriority = UNIT 15809 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER DOZER HARVESTER SCORE 15810 15811 Body = ActiveBody ModuleTag_02 15812 MaxHealth = 100.0 15813 InitialHealth = 100.0 15814 End 15815 15816 Behavior = WorkerAIUpdate ModuleTag_03 15817 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 15818 BoredTime = 5000 ; in milliseconds 15819 BoredRange = 150 ; when bored, we look this far away to do something 15820 MaxBoxes = 1 15821 UpgradedSupplyBoost = 8 ; gives this much more cash for every box collected 15822 SupplyCenterActionDelay = 150 ;400 ; ms for whole thing (one transaction) 15823 SupplyWarehouseActionDelay = 150 ;400 ;ms per box (many small transactions) 15824 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) 15825 SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted 15826 ; the only "enemies" that workers can acquire are mines, to be disarmed... 15827 AutoAcquireEnemiesWhenIdle = Yes 15828 End 15829 Locomotor = SET_NORMAL FastHumanLocomotor 15830 Locomotor = SET_NORMAL_UPGRADED WorkerShoesLocomotor 15831 Behavior = PhysicsBehavior ModuleTag_04 15832 Mass = 5.0 15833 End 15834 15835 Behavior = SquishCollide ModuleTag_06 15836 ;nothing 15837 End 15838 Behavior = LocomotorSetUpgrade ModuleTag_07 15839 TriggeredBy = Upgrade_GLAWorkerShoes 15840 End 15841 15842 ; --- begin Death modules --- 15843 Behavior = SlowDeathBehavior ModuleTag_Death01 15844 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -SUICIDED 15845 SinkDelay = 3000 15846 SinkRate = 0.5 ; in Dist/Sec 15847 DestructionDelay = 8000 15848 FX = INITIAL FX_WorkerDie 15849 End 15850 Behavior = SlowDeathBehavior ModuleTag_Death02 15851 DeathTypes = NONE +CRUSHED +SPLATTED 15852 SinkDelay = 3000 15853 SinkRate = 0.5 ; in Dist/Sec 15854 DestructionDelay = 8000 15855 FX = INITIAL FX_GIDieCrushed 15856 End 15857 Behavior = SlowDeathBehavior ModuleTag_Death03 15858 DeathTypes = NONE +EXPLODED -SUICIDED 15859 SinkDelay = 3000 15860 SinkRate = 0.5 ; in Dist/Sec 15861 DestructionDelay = 8000 15862 FX = INITIAL FX_WorkerDie 15863 FlingForce = 8 15864 FlingForceVariance = 3 15865 FlingPitch = 60 15866 FlingPitchVariance = 10 15867 End 15868 Behavior = SlowDeathBehavior ModuleTag_Death04 15869 DeathTypes = NONE +BURNED 15870 DestructionDelay = 0 15871 FX = INITIAL FX_DieByFireGLA 15872 OCL = INITIAL OCL_FlamingInfantry 15873 End 15874 Behavior = SlowDeathBehavior ModuleTag_Death05 15875 DeathTypes = NONE +POISONED 15876 DestructionDelay = 0 15877 FX = INITIAL FX_DieByToxinGLA 15878 OCL = INITIAL OCL_ToxicInfantry 15879 End 15880 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 15881 DeathTypes = NONE +POISONED_BETA 15882 DestructionDelay = 0 15883 FX = INITIAL FX_DieByToxinGLA 15884 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 15885 End 15886 Behavior = SlowDeathBehavior ModuleTag_Death07 15887 DeathTypes = NONE +POISONED_GAMMA 15888 DestructionDelay = 0 15889 FX = INITIAL FX_DieByToxinGLA 15890 OCL = INITIAL OCL_ToxicInfantryGamma 15891 End 15892 ; --- end Death modules --- 15893 15894 Behavior = StealthDetectorUpdate ModuleTag_12 15895 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 15896 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 15897 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15898 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15899 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 15900 End 15901 15902 Behavior = PoisonedBehavior ModuleTag_13 15903 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15904 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15905 End 15906 15907 Behavior = CommandSetUpgrade ModuleTag_14 15908 TriggeredBy = Upgrade_GLAWorkerFakeCommandSet 15909 RemovesUpgrades = Upgrade_GLAWorkerRealCommandSet 15910 CommandSet = Demo_GLAWorkerFakeBuildingsCommandSet 15911 End 15912 15913 Behavior = CommandSetUpgrade ModuleTag_15 15914 TriggeredBy = Upgrade_GLAWorkerRealCommandSet 15915 RemovesUpgrades = Upgrade_GLAWorkerFakeCommandSet Upgrade_GLAWorkerRealCommandSet 15916 CommandSet = Demo_GLAWorkerCommandSet 15917 End 15918 15919 Behavior = ProductionUpdate ModuleTag_16 15920 MaxQueueEntries = 1; For the command set switching upgrade 15921 End 15922 15923 Behavior = SlowDeathBehavior ModuleTag_Death_17 15924 DeathTypes = NONE +SUICIDED +EXPLODED 15925 SinkDelay = 3000 15926 SinkRate = 0.5 ; in Dist/Sec 15927 DestructionDelay = 8000 15928 FX = INITIAL FX_TerroristExplode 15929 FlingForce = 8 15930 FlingForceVariance = 3 15931 FlingPitch = 60 15932 FlingPitchVariance = 10 15933 End 15934 15935 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 15936 ; DeathWeapon = Demo_SuicideDynamitePack 15937 ; StartsActive = Yes ; turned on by upgrade 15938 ; DeathTypes = NONE +SUICIDED 15939 ; End 15940 ; 15941 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 15942 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 15943 ; StartsActive = No 15944 ; TriggeredBy = Demo_Upgrade_SuicideBomb 15945 ; RequiresAllTriggers = Yes; 15946 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 15947 ; End 15948 ; 15949 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 15950 ; DeathWeapon = Demo_SuicideDynamitePack 15951 ; StartsActive = No 15952 ; TriggeredBy = Demo_Upgrade_SuicideBomb 15953 ; RequiresAllTriggers = Yes; 15954 ; DeathTypes = NONE +SUICIDED 15955 ; End 15956 15957 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 15958 DeathWeapon = Demo_SuicideDynamitePackPlusFire 15959 StartsActive = No 15960 TriggeredBy = Demo_Upgrade_SuicideBomb 15961 DeathTypes = ALL 15962 End; 15963 15964 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 15965 DeathWeapon = Demo_SuicideDynamitePackPlusFire 15966 StartsActive = No 15967 TriggeredBy = Demo_Upgrade_SuicideBomb 15968 DeathTypes = NONE 15969 End 15970 15971 Behavior = WeaponSetUpgrade ModuleTag_19 15972 TriggeredBy = Demo_Upgrade_SuicideBomb 15973 End 15974 15975 15976 Geometry = CYLINDER 15977 GeometryMajorRadius = 10.0 15978 GeometryMinorRadius = 10.0 15979 GeometryHeight = 12.0 15980 GeometryIsSmall = Yes 15981 Shadow = SHADOW_DECAL 15982 ShadowSizeX = 14; 15983 ShadowSizeY = 14; 15984 ShadowTexture = ShadowI; 15985 BuildCompletion = APPEARS_AT_RALLY_POINT 15986 15987 End 15988 15989 ;------------------------------------------------------------------------------ 15990 Object Demo_GLAInfantrySaboteur 15991 15992 ; *** ART Parameters *** 15993 SelectPortrait = SUSaboteur_L 15994 ButtonImage = SUSaboteur 15995 15996 ;UpgradeCameo1 = NONE 15997 ;UpgradeCameo2 = NONE 15998 ;UpgradeCameo3 = NONE 15999 ;UpgradeCameo4 = NONE 16000 ;UpgradeCameo5 = NONE 16001 16002 Draw = W3DModelDraw ModuleTag_01 16003 16004 OkToChangeModelColor = Yes 16005 16006 ; this says "we don't use these condition states at all, so completely 16007 ; ignore them for purposes of matchmaking"... this is useful to help 16008 ; reduce the number of AliasConditionState clauses you must add in 16009 ; order to avoid ambiguity in some cases. 16010 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 16011 16012 ; ---- standing 16013 DefaultConditionState 16014 Model = UISabotr_SKN 16015 IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 16016 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA 16017 AnimationMode = ONCE 16018 TransitionKey = TRANS_Stand 16019 End 16020 16021 ConditionState = MOVING 16022 Animation = UIWRKR_SKL.UIWRKR_RNA 16 16023 AnimationMode = LOOP 16024 Flags = RANDOMSTART 16025 TransitionKey = TRANS_Moving 16026 ParticleSysBone = None InfantryDustTrails 16027 End 16028 16029 ConditionState = DYING 16030 Animation = UIWRKR_SKL.UIWRKR_DTA 16031 AnimationMode = ONCE 16032 TransitionKey = TRANS_Dying 16033 End 16034 16035 TransitionState = TRANS_Dying TRANS_Flailing 16036 Animation = UIWRKR_SKL.UIWRKR_ADTE1 16037 AnimationMode = ONCE 16038 End 16039 16040 ConditionState = DYING EXPLODED_FLAILING 16041 Animation = UIWRKR_SKL.UIWRKR_ADTE2 16042 AnimationMode = LOOP 16043 TransitionKey = TRANS_Flailing 16044 End 16045 16046 ConditionState = DYING EXPLODED_BOUNCING 16047 Animation = UIWRKR_SKL.UIWRKR_ADTE3 16048 AnimationMode = ONCE 16049 TransitionKey = None 16050 End 16051 16052 ConditionState = SPECIAL_CHEERING 16053 Animation = UIWRKR_SKL.UIWRKR_CHA 16054 AnimationMode = ONCE 16055 End 16056 16057 End 16058 16059 ; ***DESIGN parameters *** 16060 DisplayName = OBJECT:Saboteur 16061 Side = GLADemolitionGeneral 16062 EditorSorting = INFANTRY 16063 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 16064 16065 ArmorSet 16066 Conditions = None 16067 Armor = HumanArmor 16068 DamageFX = InfantryDamageFX 16069 End 16070 VisionRange = 150 16071 ShroudClearingRange = 300 16072 Prerequisites 16073 Object = Demo_GLAPalace 16074 End 16075 BuildCost = 800 16076 BuildTime = 15.0 ;in seconds 16077 16078 ExperienceValue = 15 15 30 40 ;Experience point value at each level 16079 ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level 16080 IsTrainable = Yes ;Can gain experience 16081 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16082 CommandSet = GLAInfantrySaboteurCommandSet 16083 16084 ; *** AUDIO Parameters *** 16085 VoiceSelect = SaboteurVoiceSelect 16086 VoiceMove = SaboteurVoiceMove 16087 VoiceGuard = SaboteurVoiceMove 16088 VoiceAttack = SaboteurVoiceAttack 16089 SoundStealthOn = StealthOn 16090 SoundStealthOff = StealthOff 16091 VoiceFear = SaboteurVoiceFear 16092 VoiceTaskComplete = NoSound 16093 UnitSpecificSounds 16094 VoiceCreate = SaboteurVoiceCreate 16095 VoiceSubdue = SaboteurVoiceMove 16096 VoiceGarrison = SaboteurVoiceMove 16097 VoiceEnter = SaboteurVoiceMove 16098 VoiceEnterHostile = SaboteurVoiceAttack 16099 VoiceGetHealed = SaboteurVoiceMove 16100 End 16101 16102 ; *** ENGINEERING Parameters *** 16103 RadarPriority = UNIT 16104 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 16105 16106 Body = ActiveBody ModuleTag_02 16107 MaxHealth = 120.0 16108 InitialHealth = 120.0 16109 End 16110 16111 Behavior = AIUpdateInterface ModuleTag_03 16112 AutoAcquireEnemiesWhenIdle = Yes 16113 End 16114 16115 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 16116 End 16117 16118 Locomotor = SET_NORMAL SaboteurGroundLocomotor SaboteurCliffLocomotor 16119 16120 Behavior = PhysicsBehavior ModuleTag_05 16121 Mass = 5.0 16122 End 16123 Behavior = StealthUpdate ModuleTag_07 16124 StealthDelay = 2500 ; msec 16125 StealthForbiddenConditions = None 16126 InnateStealth = Yes ;Requires upgrade first 16127 OrderIdleEnemiesToAttackMeUponReveal = Yes 16128 End 16129 16130 Behavior = SquishCollide ModuleTag_11 16131 ;nothing 16132 End 16133 16134 Behavior = SabotagePowerPlantCrateCollide SabotageTag_01 16135 BuildingPickup = Yes 16136 SabotagePowerDuration = 30000 16137 End 16138 ;Behavior = SabotageSupplyDropzoneCrateCollide SabotageTag_02 16139 ; BuildingPickup = Yes 16140 ; StealCashAmount = 800 16141 ;End 16142 Behavior = SabotageSuperweaponCrateCollide SabotageTag_03 16143 BuildingPickup = Yes 16144 End 16145 Behavior = SabotageCommandCenterCrateCollide SabotageTag_04 16146 BuildingPickup = Yes 16147 End 16148 Behavior = SabotageSupplyCenterCrateCollide SabotageTag_05 16149 BuildingPickup = Yes 16150 StealCashAmount = 1000 16151 End 16152 Behavior = SabotageMilitaryFactoryCrateCollide SabotageTag_06 16153 BuildingPickup = Yes 16154 SabotageDuration = 30000 16155 End 16156 16157 ; --- begin Death modules --- 16158 Behavior = SlowDeathBehavior ModuleTag_Death01 16159 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -SUICIDED 16160 SinkDelay = 3000 16161 SinkRate = 0.5 ; in Dist/Sec 16162 DestructionDelay = 8000 16163 FX = INITIAL FX_RebelDie 16164 End 16165 Behavior = SlowDeathBehavior ModuleTag_Death02 16166 DeathTypes = NONE +CRUSHED +SPLATTED 16167 SinkDelay = 3000 16168 SinkRate = 0.5 ; in Dist/Sec 16169 DestructionDelay = 8000 16170 FX = INITIAL FX_GIDieCrushed 16171 End 16172 Behavior = SlowDeathBehavior ModuleTag_Death03 16173 DeathTypes = NONE +EXPLODED 16174 SinkDelay = 3000 16175 SinkRate = 0.5 ; in Dist/Sec 16176 DestructionDelay = 8000 16177 FX = INITIAL FX_RebelDie 16178 FlingForce = 8 16179 FlingForceVariance = 3 16180 FlingPitch = 60 16181 FlingPitchVariance = 10 16182 End 16183 Behavior = SlowDeathBehavior ModuleTag_Death04 16184 DeathTypes = NONE +BURNED 16185 DestructionDelay = 0 16186 FX = INITIAL FX_DieByFireGLA 16187 OCL = INITIAL OCL_FlamingInfantry 16188 End 16189 Behavior = SlowDeathBehavior ModuleTag_Death05 16190 DeathTypes = NONE +POISONED 16191 DestructionDelay = 0 16192 FX = INITIAL FX_DieByToxinGLA 16193 OCL = INITIAL OCL_ToxicInfantry 16194 End 16195 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 16196 DeathTypes = NONE +POISONED_BETA 16197 DestructionDelay = 0 16198 FX = INITIAL FX_DieByToxinGLA 16199 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 16200 End 16201 Behavior = SlowDeathBehavior ModuleTag_Death07 16202 DeathTypes = NONE +POISONED_GAMMA 16203 DestructionDelay = 0 16204 FX = INITIAL FX_DieByToxinGLA 16205 OCL = INITIAL OCL_ToxicInfantryGamma 16206 End 16207 ; --- end Death modules --- 16208 16209 Behavior = PoisonedBehavior ModuleTag_16 16210 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 16211 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 16212 End 16213 16214 16215 16216 ; Behavior = SpecialAbility ModuleTag_17 16217 ; SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 16218 ; UpdateModuleStartsAttack = Yes 16219 ; StartsPaused = Yes 16220 ; InitiateSound = RebelVoiceCapture 16221 ; End 16222 ; Behavior = SpecialAbilityUpdate ModuleTag_18 16223 ; SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 16224 ; StartAbilityRange = 5.0 16225 ; UnpackTime = 3000 ; (changing this will scale anim speed) 16226 ; PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 16227 ; PackTime = 2000 ; (changing this will scale anim speed) 16228 ; DoCaptureFX = Yes 16229 ; AwardXPForTriggering = 12 16230 ; ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 16231 ; End 16232 16233 Geometry = CYLINDER 16234 GeometryMajorRadius = 10.0 16235 GeometryMinorRadius = 10.0 16236 GeometryHeight = 12.0 16237 GeometryIsSmall = Yes 16238 Shadow = SHADOW_DECAL 16239 ShadowSizeX = 14; 16240 ShadowSizeY = 14; 16241 ShadowTexture = ShadowI; 16242 BuildCompletion = APPEARS_AT_RALLY_POINT 16243 16244 End 16245 16246 16247 16248 ;----------------------------¸ÄΪT72-------------------------------------------------- 16249 Object Demo_GLATankScorpion 16250 16251 ; *** ART Parameters *** 16252 SelectPortrait = T16 16253 ButtonImage = T16 16254 UpgradeCameo1 = NONE 16255 UpgradeCameo2 = Upgrade_GLAAPRockets 16256 UpgradeCameo3 = Upgrade_GLAToxinShells 16257 UpgradeCameo4 = Upgrade_GLAJunkRepair 16258 ;UpgradeCameo5 = NONE 16259 16260 Draw = W3DTankDraw ModuleTag_01 16261 OkToChangeModelColor = Yes 16262 16263 ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 16264 16265 DefaultConditionState 16266 Model = T-72 16267 Turret = Turret01 16268 ; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack! 16269 HideSubObject = MissleRack01 Missile ; MissileRack misspelled in the Art 16270 WeaponFireFXBone = PRIMARY Muzzle 16271 WeaponRecoilBone = PRIMARY Barrel 16272 WeaponMuzzleFlash = PRIMARY MuzzleFX 16273 WeaponLaunchBone = PRIMARY Muzzle 16274 End 16275 16276 ConditionState = REALLYDAMAGED 16277 Model = T-72 16278 End 16279 16280 ConditionState = RUBBLE 16281 Model = UVLiteTank_d 16282 End 16283 16284 ConditionState = WEAPONSET_PLAYER_UPGRADE 16285 ShowSubObject = MissleRack01 16286 WeaponFireFXBone = SECONDARY WeaponA 16287 WeaponLaunchBone = SECONDARY WeaponA 16288 WeaponHideShowBone = SECONDARY Missile 16289 End 16290 16291 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 16292 Model = T-72 16293 ShowSubObject = MissleRack01 16294 WeaponFireFXBone = SECONDARY WeaponA 16295 WeaponLaunchBone = SECONDARY WeaponA 16296 WeaponHideShowBone = SECONDARY Missile 16297 End 16298 16299 TrackMarks = EXTnkTrack.tga 16300 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 16301 End 16302 16303 ; ***DESIGN parameters *** 16304 DisplayName = OBJECT:t72 16305 Side = GLADemolitionGeneral 16306 EditorSorting = VEHICLE 16307 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16308 WeaponSet 16309 Conditions = None 16310 Weapon = PRIMARY t72TankGun 16311 Weapon = SECONDARY DozerMineDisarmingWeapon 16312 Conditions = MINE_CLEARING_DETAIL 16313 16314 16315 End 16316 16317 ArmorSet 16318 Conditions = None 16319 Armor = T72TankArmor 16320 DamageFX = TankDamageFX 16321 End 16322 BuildCost = 850 16323 BuildTime = 10.0 ;in seconds 16324 VisionRange = 125 16325 ShroudClearingRange = 300 16326 Prerequisites 16327 Object = Demo_GLAArmsDealer 16328 16329 16330 16331 End 16332 16333 ExperienceValue = 60 60 120 200 ;Experience point value at each level 16334 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 16335 IsTrainable = Yes ;Can gain experience 16336 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16337 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16338 CommandSet = GLATankt72CommandSet 16339 16340 ; *** AUDIO Parameters *** 16341 VoiceSelect = ScorpionTankVoiceSelect 16342 VoiceMove = ScorpionTankVoiceMove 16343 VoiceAttack = ScorpionTankVoiceAttack 16344 SoundMoveStart = ScorpionTankMoveStart 16345 SoundMoveStartDamaged = ScorpionTankMoveStart 16346 VoiceGuard = ScorpionTankVoiceMove 16347 16348 UnitSpecificSounds 16349 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16350 VoiceCreate = ScorpionTankVoiceCreate 16351 ;TurretMoveStart = NoSound 16352 TurretMoveLoop = TurretMoveLoop 16353 VoiceEnter = ScorpionTankVoiceMove 16354 End 16355 16356 ; *** ENGINEERING Parameters *** 16357 RadarPriority = UNIT 16358 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE 16359 16360 Body = ActiveBody ModuleTag_02 16361 MaxHealth = 450.0 16362 InitialHealth = 450.0 16363 End 16364 16365 Behavior = AIUpdateInterface ModuleTag_03 16366 Turret 16367 TurretTurnRate = 100 16368 RecenterTime = 5000 ; how long to wait during idle before recentering 16369 ControlledWeaponSlots = PRIMARY SECONDARY 16370 End 16371 AutoAcquireEnemiesWhenIdle = Yes 16372 End 16373 Locomotor = SET_NORMAL NuclearBattleMasterLocomotor 16374 Behavior = PhysicsBehavior ModuleTag_04 16375 Mass = 50.0 16376 End 16377 Behavior = AutoHealBehavior ModuleTag_05 16378 HealingAmount = 2 16379 HealingDelay = 1000 ; msec 16380 TriggeredBy = Upgrade_GLAJunkRepair 16381 End 16382 16383 ; Catch fire, and explode death 16384 Behavior = SlowDeathBehavior ModuleTag_06 16385 DeathTypes = ALL -CRUSHED -SPLATTED 16386 ProbabilityModifier = 50 16387 DestructionDelay = 2000 16388 DestructionDelayVariance = 300 16389 FX = INITIAL FX_CrusaderCatchFire 16390 OCL = FINAL OCL_GenericTankDeathEffect 16391 FX = FINAL FX_BattleMasterExplosionOneFinal 16392 End 16393 16394 Behavior = WeaponSetUpgrade ModuleTag_07 16395 TriggeredBy = Upgrade_GLAScorpionRocket 16396 End 16397 16398 Behavior = DestroyDie ModuleTag_09 16399 DeathTypes = NONE +CRUSHED +SPLATTED 16400 End 16401 16402 ; A crushing defeat 16403 Behavior = FXListDie ModuleTag_10 16404 DeathTypes = NONE +CRUSHED +SPLATTED 16405 DeathFX = FX_CarCrush 16406 End 16407 Behavior = CreateObjectDie ModuleTag_11 16408 DeathTypes = NONE +CRUSHED +SPLATTED 16409 CreationList = OCL_CrusaderTank_CrushEffect 16410 End 16411 Behavior = CreateCrateDie ModuleTag_12 16412 CrateData = SalvageCrateData 16413 ;CrateData = EliteTankCrateData 16414 ;CrateData = HeroicTankCrateData 16415 End 16416 16417 Behavior = TransitionDamageFX ModuleTag_13 16418 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 16419 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 16420 End 16421 16422 Behavior = FlammableUpdate ModuleTag_21 16423 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16424 AflameDamageAmount = 3 ; taking this much damage... 16425 AflameDamageDelay = 500 ; this often. 16426 End 16427 Behavior = StealthDetectorUpdate ModuleTag_08 16428 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 16429 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 16430 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 16431 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 16432 End 16433 16434 Geometry = BOX 16435 GeometryMajorRadius = 14.0 16436 GeometryMinorRadius = 9.0 16437 GeometryHeight = 10.5 16438 GeometryIsSmall = Yes 16439 Shadow = SHADOW_VOLUME 16440 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16441 16442 End 16443 16444 ;------------------------------------------------------------------------------ 16445 ;GLA Rocket Buggy 16446 Object Demo_GLAVehicleRocketBuggy 16447 16448 ; *** ART Parameters *** 16449 SelectPortrait = SURocketBuggy_L 16450 ButtonImage = SURocketBuggy 16451 16452 UpgradeCameo1 = Upgrade_GLABuggyAmmo 16453 UpgradeCameo2 = Upgrade_GLAAPRockets 16454 UpgradeCameo3 = Upgrade_GLAJunkRepair 16455 ;UpgradeCameo4 = NONE 16456 ;UpgradeCameo5 = NONE 16457 16458 Draw = W3DTruckDraw ModuleTag_01 16459 OkToChangeModelColor = Yes 16460 16461 DefaultConditionState 16462 Model = UVRockBug 16463 Turret = Turret 16464 ShowSubObject = Turret 16465 HideSubObject = TurretUp01 16466 WeaponFireFXBone = PRIMARY WeaponA 16467 WeaponLaunchBone = PRIMARY WeaponA 16468 End 16469 16470 ConditionState = REALLYDAMAGED 16471 Model = UVRockBug_D 16472 Turret = Turret 16473 ShowSubObject = Turret 16474 HideSubObject = TurretUp01 16475 WeaponFireFXBone = PRIMARY WeaponA 16476 WeaponLaunchBone = PRIMARY WeaponA 16477 End 16478 16479 ConditionState = RUBBLE 16480 Model = UVRockBug_D 16481 Turret = Turret 16482 ShowSubObject = Turret 16483 HideSubObject = TurretUp01 16484 WeaponFireFXBone = PRIMARY WeaponA 16485 WeaponLaunchBone = PRIMARY WeaponA 16486 End 16487 16488 ConditionState = WEAPONSET_PLAYER_UPGRADE 16489 Model = UVRockBug 16490 Turret = TurretUp01 16491 ShowSubObject = TurretUp01 16492 HideSubObject = Turret 16493 WeaponFireFXBone = PRIMARY WeaponB 16494 WeaponLaunchBone = PRIMARY WeaponB 16495 End 16496 16497 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 16498 Model = UVRockBug_D 16499 Turret = TurretUp01 16500 ShowSubObject = TurretUp01 16501 HideSubObject = Turret 16502 WeaponFireFXBone = PRIMARY WeaponB 16503 WeaponLaunchBone = PRIMARY WeaponB 16504 End 16505 16506 ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE 16507 Model = UVRockBug_D 16508 Turret = TurretUp01 16509 ShowSubObject = TurretUp01 16510 HideSubObject = Turret 16511 WeaponFireFXBone = PRIMARY WeaponB 16512 WeaponLaunchBone = PRIMARY WeaponB 16513 End 16514 16515 TrackMarks = EXTireTrack.tga 16516 16517 Dust = RocketBuggyDust 16518 DirtSpray = RocketBuggyDirtSpray 16519 PowerslideSpray = RocketBuggyDirtPowerSlide 16520 16521 ; These parameters are only used if the model has a separate suspension, 16522 ; and the locomotor has HasSuspension = Yes. 16523 LeftFrontTireBone = Tire01 16524 RightFrontTireBone = Tire02 16525 LeftRearTireBone = Tire03 16526 RightRearTireBone = Tire04 16527 TireRotationMultiplier = 0.2 ; this * speed = rotation. 16528 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 16529 16530 End 16531 16532 ; ***DESIGN parameters *** 16533 DisplayName = OBJECT:RocketBuggy 16534 Side = GLADemolitionGeneral 16535 EditorSorting = VEHICLE 16536 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16537 WeaponSet 16538 Conditions = None 16539 Weapon = PRIMARY BuggyRocketREDWeapon 16540 Weapon = TERTIARY TerroristSuicideNotARealWeapon 16541 AutoChooseSources = TERTIARY NONE 16542 End 16543 WeaponSet 16544 Conditions = PLAYER_UPGRADE 16545 Weapon = PRIMARY BuggyRocketWeaponUpgraded 16546 Weapon = TERTIARY TerroristSuicideNotARealWeapon 16547 AutoChooseSources = TERTIARY NONE 16548 End 16549 ArmorSet 16550 Conditions = None 16551 Armor = TruckArmor 16552 DamageFX = TankDamageFX 16553 End 16554 BuildCost = 1000 16555 BuildTime = 10.0 ;in seconds 16556 VisionRange = 180 16557 ShroudClearingRange = 300 16558 Prerequisites 16559 Object = Demo_GLAArmsDealer 16560 Object = Demo_GLAPalace 16561 End 16562 16563 ExperienceValue = 50 50 100 150 ;Experience point value at each level 16564 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 16565 IsTrainable = Yes ;Can gain experience 16566 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16567 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16568 CommandSet = Demo_GLAVehicleRocketBuggyCommandSet 16569 16570 ; *** AUDIO Parameters *** 16571 VoiceSelect = RocketBuggyVoiceSelect 16572 VoiceMove = RocketBuggyVoiceMove 16573 VoiceAttack = RocketBuggyVoiceAttack 16574 SoundMoveStart = RocketBuggyMoveStart 16575 SoundMoveStartDamaged = RocketBuggyMoveStart 16576 VoiceGuard = RocketBuggyVoiceMove 16577 16578 16579 UnitSpecificSounds 16580 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16581 VoiceCreate = RocketBuggyVoiceCreate 16582 TurretMoveStart = NoSound 16583 TurretMoveLoop = TurretMoveLoop 16584 ; Required for the W3DTruckDraw module 16585 TruckLandingSound = RocketBuggyLand 16586 TruckPowerslideSound = RocketBuggyPowerslide 16587 VoiceCrush = RocketBuggyVoiceCrush 16588 VoiceEnter = RocketBuggyVoiceMove 16589 End 16590 16591 ; *** ENGINEERING Parameters *** 16592 RadarPriority = UNIT 16593 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE 16594 16595 Body = ActiveBody ModuleTag_02 16596 MaxHealth = 120 16597 InitialHealth = 120 16598 16599 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16600 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16601 SubdualDamageCap = 240 16602 SubdualDamageHealRate = 500 16603 SubdualDamageHealAmount = 50 16604 End 16605 Behavior = AIUpdateInterface ModuleTag_03 16606 Turret 16607 TurretTurnRate = 90 16608 ControlledWeaponSlots = PRIMARY 16609 End 16610 AutoAcquireEnemiesWhenIdle = Yes 16611 End 16612 Locomotor = SET_NORMAL RocketBuggyLocomotor 16613 Behavior = PhysicsBehavior ModuleTag_04 16614 Mass = 50.0 16615 End 16616 16617 ; The pop up AirDeath 16618 Behavior = SlowDeathBehavior ModuleTag_05 16619 DeathTypes = ALL -CRUSHED -SPLATTED 16620 ProbabilityModifier = 5 16621 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 16622 DestructionDelay = 0 16623 FX = INITIAL FX_BuggyNewDeathExplosion 16624 OCL = FINAL OCL_RocketBuggyAirDeathStart 16625 End 16626 16627 Behavior = AutoHealBehavior ModuleTag_08 16628 HealingAmount = 2 16629 HealingDelay = 1000 ; msec 16630 TriggeredBy = Upgrade_GLAJunkRepair 16631 End 16632 16633 Behavior = WeaponSetUpgrade ModuleTag_09 16634 TriggeredBy = Upgrade_GLABuggyAmmo 16635 End 16636 16637 Behavior = DestroyDie ModuleTag_11 16638 DeathTypes = NONE +CRUSHED +SPLATTED 16639 End 16640 16641 ; A crushing defeat 16642 Behavior = FXListDie ModuleTag_12 16643 DeathTypes = NONE +CRUSHED +SPLATTED 16644 DeathFX = FX_CarCrush 16645 End 16646 Behavior = CreateObjectDie ModuleTag_13 16647 DeathTypes = NONE +CRUSHED +SPLATTED 16648 CreationList = OCL_RocketBuggy_CrushEffect 16649 End 16650 Behavior = CreateCrateDie ModuleTag_14 16651 CrateData = SalvageCrateData 16652 ;CrateData = EliteTankCrateData 16653 ;CrateData = HeroicTankCrateData 16654 End 16655 16656 Behavior = TransitionDamageFX ModuleTag_15 16657 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 16658 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 16659 End 16660 16661 Behavior = FlammableUpdate ModuleTag_21 16662 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16663 AflameDamageAmount = 3 ; taking this much damage... 16664 AflameDamageDelay = 500 ; this often. 16665 End 16666 16667 Behavior = SlowDeathBehavior ModuleTag_Death17 16668 DeathTypes = NONE +SUICIDED +EXPLODED 16669 SinkDelay = 3000 16670 SinkRate = 0.5 ; in Dist/Sec 16671 DestructionDelay = 8000 16672 FX = INITIAL FX_TerroristExplode 16673 FlingForce = 8 16674 FlingForceVariance = 3 16675 FlingPitch = 60 16676 FlingPitchVariance = 10 16677 End 16678 16679 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 16680 ; DeathWeapon = Demo_SuicideDynamitePack 16681 ; StartsActive = Yes ; turned on by upgrade 16682 ; DeathTypes = NONE +SUICIDED 16683 ; End 16684 ; 16685 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 16686 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 16687 ; StartsActive = No 16688 ; TriggeredBy = Demo_Upgrade_SuicideBomb 16689 ; RequiresAllTriggers = Yes; 16690 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 16691 ; End 16692 ; 16693 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 16694 ; DeathWeapon = Demo_SuicideDynamitePack 16695 ; StartsActive = No 16696 ; TriggeredBy = Demo_Upgrade_SuicideBomb 16697 ; RequiresAllTriggers = Yes; 16698 ; DeathTypes = NONE +SUICIDED 16699 ; End 16700 16701 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 16702 DeathWeapon = Demo_SuicideDynamitePackPlusFire 16703 StartsActive = No 16704 TriggeredBy = Demo_Upgrade_SuicideBomb 16705 DeathTypes = ALL 16706 End; 16707 16708 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 16709 DeathWeapon = Demo_SuicideDynamitePackPlusFire 16710 StartsActive = No 16711 TriggeredBy = Demo_Upgrade_SuicideBomb 16712 DeathTypes = NONE 16713 End 16714 16715 Behavior = CommandSetUpgrade ModuleTag_19 16716 CommandSet = Demo_GLAVehicleRocketBuggyCommandSetUpgrade 16717 TriggeredBy = Demo_Upgrade_SuicideBomb 16718 End 16719 16720 Geometry = BOX 16721 GeometryMajorRadius = 13.0 16722 GeometryMinorRadius = 9.0 16723 GeometryHeight = 7.5 16724 GeometryIsSmall = Yes 16725 16726 Shadow = SHADOW_VOLUME 16727 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16728 16729 End 16730 16731 16732 16733 16734 ;------------------------------------------------------------------------------ 16735 ;GLA Combat Bike 16736 Object Demo_GLAVehicleCombatBike 16737 16738 ; *** ART Parameters *** 16739 SelectPortrait = SUComBike_L 16740 ButtonImage = SUComBike_L 16741 16742 UpgradeCameo1 = Upgrade_GLAJunkRepair 16743 ;UpgradeCameo2 = NONE 16744 ;UpgradeCameo3 = NONE 16745 ;UpgradeCameo4 = NONE 16746 ;UpgradeCameo5 = NONE 16747 16748 16749 Draw = W3DTruckDraw ModuleTag_01 16750 OkToChangeModelColor = Yes 16751 16752 ;Normal Bike 16753 ;------------------------------ 16754 DefaultConditionState 16755 Model = UVComBike 16756 WeaponFireFXBone = PRIMARY Muzzle_B 16757 WeaponLaunchBone = PRIMARY RocketFX03 16758 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 16759 ParticleSysBone = SMOKE CombatBikeSmokeLight 16760 16761 HideSubObject = BOMBBIKE ; Hide from all states except terrorist (rider 5) 16762 16763 16764 End 16765 AliasConditionState RIDER1 16766 AliasConditionState RIDER1 MOVING 16767 AliasConditionState RIDER6 16768 AliasConditionState RIDER6 MOVING 16769 AliasConditionState RIDER7 16770 AliasConditionState RIDER7 MOVING 16771 ConditionState = REALLYDAMAGED 16772 Model = UVComBike_d 16773 End 16774 AliasConditionState RIDER1 REALLYDAMAGED 16775 AliasConditionState RIDER1 MOVING REALLYDAMAGED 16776 AliasConditionState RIDER6 REALLYDAMAGED 16777 AliasConditionState RIDER6 MOVING REALLYDAMAGED 16778 AliasConditionState RIDER7 REALLYDAMAGED 16779 AliasConditionState RIDER7 MOVING REALLYDAMAGED 16780 16781 ConditionState = TOPPLED 16782 Model = UVComBike_F 16783 Animation = UVComBike_F.UVComBike_F 16784 AnimationMode = ONCE 16785 End 16786 ConditionState = TOPPLED REALLYDAMAGED 16787 Model = UVComBike_dF 16788 Animation = UVComBike_DF.UVComBike_DF 16789 AnimationMode = ONCE 16790 End 16791 16792 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 16793 Model = UVComBike_A1 16794 Animation = UVComBike_A1.UVComBike_A1 16795 AnimationMode = ONCE 16796 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16797 End 16798 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT 16799 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT 16800 ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED 16801 Model = UVComBike_A1d 16802 Animation = UVComBike_A1D.UVComBike_A1D 16803 AnimationMode = ONCE 16804 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16805 End 16806 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED 16807 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED 16808 16809 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 16810 Model = UVComBike_A1 16811 Animation = UVComBike_A1.UVComBike_A1 16812 AnimationMode = ONCE_BACKWARDS 16813 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16814 End 16815 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER 16816 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER 16817 ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED 16818 Model = UVComBike_A1d 16819 Animation = UVComBike_A1D.UVComBike_A1D 16820 AnimationMode = ONCE_BACKWARDS 16821 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16822 End 16823 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED 16824 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED 16825 16826 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 16827 Model = UVComBike_A2 16828 Animation = UVComBike_A2.UVComBike_A2 16829 AnimationMode = ONCE 16830 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16831 End 16832 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT 16833 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT 16834 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16835 Model = UVComBike_A2d 16836 Animation = UVComBike_A2D.UVComBike_A2D 16837 AnimationMode = ONCE 16838 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16839 End 16840 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16841 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16842 16843 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 16844 Model = UVComBike_A2 16845 Animation = UVComBike_A2.UVComBike_A2 16846 AnimationMode = ONCE_BACKWARDS 16847 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16848 End 16849 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER 16850 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER 16851 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16852 Model = UVComBike_A2d 16853 Animation = UVComBike_A2D.UVComBike_A2D 16854 AnimationMode = ONCE_BACKWARDS 16855 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16856 End 16857 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16858 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16859 16860 16861 16862 16863 16864 16865 ;Terror Bike 16866 ;------------------------------ 16867 ConditionState RIDER5 16868 Model = UVComBike 16869 WeaponFireFXBone = PRIMARY Muzzle_B 16870 WeaponLaunchBone = PRIMARY RocketFX03 16871 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 16872 ParticleSysBone = SMOKE CombatBikeSmokeLight 16873 ShowSubObject = BOMBBIKE 16874 End 16875 AliasConditionState RIDER5 MOVING 16876 16877 ConditionState = REALLYDAMAGED RIDER5 16878 Model = UVComBike_d 16879 ShowSubObject = BOMBBIKE 16880 End 16881 AliasConditionState RIDER5 MOVING REALLYDAMAGED 16882 16883 ConditionState = TOPPLED RIDER5 16884 Model = UVComBike_F 16885 Animation = UVComBike_F.UVComBike_F 16886 AnimationMode = ONCE 16887 ShowSubObject = BOMBBIKE 16888 End 16889 ConditionState = TOPPLED REALLYDAMAGED RIDER5 16890 Model = UVComBike_dF 16891 Animation = UVComBike_DF.UVComBike_DF 16892 AnimationMode = ONCE 16893 ShowSubObject = BOMBBIKE 16894 End 16895 16896 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 16897 Model = UVComBike_A1 16898 Animation = UVComBike_A1.UVComBike_A1 16899 AnimationMode = ONCE 16900 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16901 ShowSubObject = BOMBBIKE 16902 End 16903 16904 ConditionState = RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED 16905 Model = UVComBike_A1d 16906 Animation = UVComBike_A1D.UVComBike_A1D 16907 AnimationMode = ONCE 16908 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16909 ShowSubObject = BOMBBIKE 16910 End 16911 16912 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 16913 Model = UVComBike_A1 16914 Animation = UVComBike_A1.UVComBike_A1 16915 AnimationMode = ONCE_BACKWARDS 16916 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16917 ShowSubObject = BOMBBIKE 16918 End 16919 16920 ConditionState = RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED 16921 Model = UVComBike_A1d 16922 Animation = UVComBike_A1D.UVComBike_A1D 16923 AnimationMode = ONCE_BACKWARDS 16924 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16925 ShowSubObject = BOMBBIKE 16926 End 16927 16928 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 16929 Model = UVComBike_A2 16930 Animation = UVComBike_A2.UVComBike_A2 16931 AnimationMode = ONCE 16932 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16933 ShowSubObject = BOMBBIKE 16934 End 16935 16936 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16937 Model = UVComBike_A2d 16938 Animation = UVComBike_A2D.UVComBike_A2D 16939 AnimationMode = ONCE 16940 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16941 ShowSubObject = BOMBBIKE 16942 End 16943 16944 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 16945 Model = UVComBike_A2 16946 Animation = UVComBike_A2.UVComBike_A2 16947 AnimationMode = ONCE_BACKWARDS 16948 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16949 ShowSubObject = BOMBBIKE 16950 End 16951 16952 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16953 Model = UVComBike_A2d 16954 Animation = UVComBike_A2D.UVComBike_A2D 16955 AnimationMode = ONCE_BACKWARDS 16956 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16957 ShowSubObject = BOMBBIKE 16958 End 16959 16960 16961 16962 ;Gun Bike 16963 ;------------------------------ 16964 ConditionState = RIDER2 16965 Model = UVComBikeG 16966 End 16967 AliasConditionState RIDER2 MOVING 16968 AliasConditionState RIDER4 16969 AliasConditionState RIDER4 MOVING 16970 ConditionState = RIDER2 REALLYDAMAGED 16971 Model = UVComBikeG_d 16972 End 16973 AliasConditionState RIDER2 MOVING REALLYDAMAGED 16974 AliasConditionState RIDER4 REALLYDAMAGED 16975 AliasConditionState RIDER4 MOVING REALLYDAMAGED 16976 16977 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 16978 Model = UVComBikeG 16979 Animation = UVComBikeG_A1.UVComBikeG_A1 16980 AnimationMode = ONCE 16981 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16982 End 16983 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT 16984 ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED 16985 Model = UVComBikeG_d 16986 Animation = UVComBikeG_A1.UVComBikeG_A1 16987 AnimationMode = ONCE 16988 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16989 End 16990 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED 16991 16992 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 16993 Model = UVComBikeG 16994 Animation = UVComBikeG_A1.UVComBikeG_A1 16995 AnimationMode = ONCE_BACKWARDS 16996 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16997 End 16998 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER 16999 ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED 17000 Model = UVComBikeG_d 17001 Animation = UVComBikeG_A1.UVComBikeG_A1 17002 AnimationMode = ONCE_BACKWARDS 17003 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17004 End 17005 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED 17006 17007 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 17008 Model = UVComBikeG 17009 Animation = UVComBikeG_A2.UVComBikeG_A2 17010 AnimationMode = ONCE 17011 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17012 End 17013 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT 17014 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED 17015 Model = UVComBikeG_d 17016 Animation = UVComBikeG_A2.UVComBikeG_A2 17017 AnimationMode = ONCE 17018 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17019 End 17020 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED 17021 17022 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 17023 Model = UVComBikeG 17024 Animation = UVComBikeG_A2.UVComBikeG_A2 17025 AnimationMode = ONCE_BACKWARDS 17026 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17027 End 17028 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER 17029 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED 17030 Model = UVComBikeG_d 17031 Animation = UVComBikeG_A2.UVComBikeG_A2 17032 AnimationMode = ONCE_BACKWARDS 17033 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17034 End 17035 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED 17036 17037 ;Missile Bike 17038 ;------------------------------ 17039 ConditionState = RIDER3 17040 Model = UVComBikeTN 17041 End 17042 AliasConditionState RIDER3 MOVING 17043 ConditionState = RIDER3 REALLYDAMAGED 17044 Model = UVComBikeTN_d 17045 End 17046 AliasConditionState RIDER3 MOVING REALLYDAMAGED 17047 17048 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 17049 Model = UVComBikeTN_A1 17050 Animation = UVComBikeTN_A1.UVComBikeTN_A1 17051 AnimationMode = ONCE 17052 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17053 End 17054 ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED 17055 Model = UVComBikeTN_A1d 17056 Animation = UVComBikeTN_A1D.UVComBikeTN_A1D 17057 AnimationMode = ONCE 17058 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17059 End 17060 17061 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 17062 Model = UVComBikeTN_A1 17063 Animation = UVComBikeTN_A1.UVComBikeTN_A1 17064 AnimationMode = ONCE_BACKWARDS 17065 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17066 End 17067 ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED 17068 Model = UVComBikeTN_A1d 17069 Animation = UVComBikeTN_A1D.UVComBikeTN_A1D 17070 AnimationMode = ONCE_BACKWARDS 17071 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17072 End 17073 17074 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 17075 Model = UVComBikeTN_A2 17076 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 17077 AnimationMode = ONCE 17078 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17079 End 17080 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED 17081 Model = UVComBikeTN_A2d 17082 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 17083 AnimationMode = ONCE 17084 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17085 End 17086 17087 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 17088 Model = UVComBikeTN_A2 17089 Animation = UVComBikeTN_A2.UVComBikeTN_A2 17090 AnimationMode = ONCE_BACKWARDS 17091 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17092 End 17093 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED 17094 Model = UVComBikeTN_A2d 17095 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 17096 AnimationMode = ONCE_BACKWARDS 17097 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 17098 End 17099 17100 TrackMarks = EXTireTrack03.tga 17101 17102 Dust = CombatBikeDust 17103 DirtSpray = CombatBikeDirtSpray 17104 PowerslideSpray = CombatBikeDirtPowerSlide 17105 17106 ; These parameters are only used if the model has a separate suspension, 17107 ; and the locomotor has HasSuspension = Yes. 17108 LeftFrontTireBone = Tire01 17109 LeftRearTireBone = Tire00 17110 TireRotationMultiplier = 0.2 ; this * speed = rotation. 17111 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 17112 17113 End 17114 17115 Draw = W3DModelDraw ModuleTag_Rider01 17116 OkToChangeModelColor = Yes 17117 17118 DefaultConditionState 17119 ;************************************************** 17120 ;*** Must have a default model in order to see 17121 ;*** house color!!! 17122 ;************************************************** 17123 Model = UIWrkr_SKN 17124 ;WeaponFireFXBone = PRIMARY Muzzle 17125 ;WeaponLaunchBone = PRIMARY Muzzle 17126 WeaponMuzzleFlash = PRIMARY MuzzleFX 17127 End 17128 AliasConditionState MOVING 17129 17130 ;Worker animations 17131 ;----------------------- 17132 ConditionState = RIDER1 17133 Model = UIWrkr_SKN 17134 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 17135 AnimationMode = LOOP 17136 End 17137 ConditionState = RIDER1 MOVING 17138 Model = UIWrkr_SKN 17139 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 17140 AnimationMode = LOOP 17141 End 17142 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 17143 Model = UIWrkr_SKN 17144 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 17145 AnimationMode = ONCE 17146 End 17147 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 17148 Model = UIWrkr_SKN 17149 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 17150 AnimationMode = ONCE_BACKWARDS 17151 End 17152 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 17153 Model = UIWrkr_SKN 17154 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 17155 AnimationMode = ONCE 17156 End 17157 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 17158 Model = UIWrkr_SKN 17159 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 17160 AnimationMode = ONCE_BACKWARDS 17161 End 17162 17163 17164 ;Rebel animations 17165 ;----------------------- 17166 ConditionState = RIDER2 17167 Model = UIRGrd_SKN 17168 Animation = UIRGrd_SKL.UIRGrd_CmBk_A5 17169 AnimationMode = LOOP 17170 End 17171 ConditionState = RIDER2 MOVING 17172 Model = UIRGrd_SKN 17173 Animation = UIRGrd_SKL.UIRGrd_CmBk_A4 17174 AnimationMode = LOOP 17175 End 17176 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 17177 Model = UIRGrd_SKN 17178 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 17179 AnimationMode = ONCE 17180 End 17181 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 17182 Model = UIRGrd_SKN 17183 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 17184 AnimationMode = ONCE_BACKWARDS 17185 End 17186 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 17187 Model = UIRGrd_SKN 17188 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 17189 AnimationMode = ONCE 17190 End 17191 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 17192 Model = UIRGrd_SKN 17193 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 17194 AnimationMode = ONCE_BACKWARDS 17195 End 17196 17197 ;RPG Trooper animations 17198 ;----------------------- 17199 ConditionState = RIDER3 17200 Model = UITunF_SKN2 17201 Animation = UITunF_SKL.UITunF_CmBk_A5 17202 AnimationMode = LOOP 17203 End 17204 ConditionState = RIDER3 MOVING 17205 Model = UITunF_SKN2 17206 Animation = UITunF_SKL.UITunF_CmBk_A4 17207 AnimationMode = LOOP 17208 End 17209 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 17210 Model = UITunF_SKN2 17211 Animation = UITunF_SKL.UITunF_CmBk_A1 17212 AnimationMode = ONCE 17213 End 17214 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 17215 Model = UITunF_SKN2 17216 Animation = UITunF_SKL.UITunF_CmBk_A1 17217 AnimationMode = ONCE_BACKWARDS 17218 End 17219 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 17220 Model = UITunF_SKN2 17221 Animation = UITunF_SKL.UITunF_CmBk_A2 17222 AnimationMode = ONCE 17223 End 17224 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 17225 Model = UITunF_SKN2 17226 Animation = UITunF_SKL.UITunF_CmBk_A2 17227 AnimationMode = ONCE_BACKWARDS 17228 End 17229 17230 ;Jarmen Kell animations 17231 ;----------------------- 17232 ConditionState = RIDER4 17233 Model = UIHERO_SKN 17234 Animation = UIHERO_SKL.UIHERO_CmBk_A5 17235 AnimationMode = LOOP 17236 End 17237 ConditionState = RIDER4 MOVING 17238 Model = UIHERO_SKN 17239 Animation = UIHERO_SKL.UIHERO_CmBk_A4 17240 AnimationMode = LOOP 17241 End 17242 ConditionState = RIDER4 MOVING CENTER_TO_LEFT 17243 Model = UIHERO_SKN 17244 Animation = UIHERO_SKL.UIHERO_CmBk_A1 17245 AnimationMode = ONCE 17246 End 17247 ConditionState = RIDER4 MOVING LEFT_TO_CENTER 17248 Model = UIHERO_SKN 17249 Animation = UIHERO_SKL.UIHERO_CmBk_A1 17250 AnimationMode = ONCE_BACKWARDS 17251 End 17252 ConditionState = RIDER4 MOVING CENTER_TO_RIGHT 17253 Model = UIHERO_SKN 17254 Animation = UIHERO_SKL.UIHERO_CmBk_A2 17255 AnimationMode = ONCE 17256 End 17257 ConditionState = RIDER4 MOVING RIGHT_TO_CENTER 17258 Model = UIHERO_SKN 17259 Animation = UIHERO_SKL.UIHERO_CmBk_A2 17260 AnimationMode = ONCE_BACKWARDS 17261 End 17262 17263 ;Terrorist animations 17264 ;----------------------- 17265 ConditionState = RIDER5 17266 Model = UITer_Local_SKN 17267 Animation = UITer_Local_SKL.UITER_Local_A5 17268 AnimationMode = LOOP 17269 End 17270 ConditionState = RIDER5 MOVING 17271 Model = UITer_Local_SKN 17272 Animation = UITer_Local_SKL.UITER_Local_A4 17273 AnimationMode = LOOP 17274 End 17275 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 17276 Model = UITer_Local_SKN 17277 Animation = UITer_Local_SKL.UITER_Local_A1 17278 AnimationMode = ONCE 17279 End 17280 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 17281 Model = UITer_Local_SKN 17282 Animation = UITer_Local_SKL.UITER_Local_A1 17283 AnimationMode = ONCE_BACKWARDS 17284 End 17285 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 17286 Model = UITer_Local_SKN 17287 Animation = UITer_Local_SKL.UITER_Local_A2 17288 AnimationMode = ONCE 17289 End 17290 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 17291 Model = UITer_Local_SKN 17292 Animation = UITer_Local_SKL.UITER_Local_A2 17293 AnimationMode = ONCE_BACKWARDS 17294 End 17295 17296 ;Hijacker animations 17297 ;----------------------- 17298 ConditionState = RIDER6 17299 Model = UIHJCK_SKN 17300 Animation = UIHJCK_SKL.UIHJACK_CmBk_A5 17301 AnimationMode = LOOP 17302 End 17303 ConditionState = RIDER6 MOVING 17304 Model = UIHJCK_SKN 17305 Animation = UIHJCK_SKL.UIHJACK_CmBk_A4 17306 AnimationMode = LOOP 17307 End 17308 ConditionState = RIDER6 MOVING CENTER_TO_LEFT 17309 Model = UIHJCK_SKN 17310 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 17311 AnimationMode = ONCE 17312 End 17313 ConditionState = RIDER6 MOVING LEFT_TO_CENTER 17314 Model = UIHJCK_SKN 17315 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 17316 AnimationMode = ONCE_BACKWARDS 17317 End 17318 ConditionState = RIDER6 MOVING CENTER_TO_RIGHT 17319 Model = UIHJCK_SKN 17320 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 17321 AnimationMode = ONCE 17322 End 17323 ConditionState = RIDER6 MOVING RIGHT_TO_CENTER 17324 Model = UIHJCK_SKN 17325 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 17326 AnimationMode = ONCE_BACKWARDS 17327 End 17328 17329 ;Saboteur animations 17330 ;----------------------- 17331 ConditionState = RIDER7 17332 Model = UISabotr_SKN 17333 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 17334 AnimationMode = LOOP 17335 End 17336 ConditionState = RIDER7 MOVING 17337 Model = UISabotr_SKN 17338 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 17339 AnimationMode = LOOP 17340 End 17341 ConditionState = RIDER7 MOVING CENTER_TO_LEFT 17342 Model = UISabotr_SKN 17343 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 17344 AnimationMode = ONCE 17345 End 17346 ConditionState = RIDER7 MOVING LEFT_TO_CENTER 17347 Model = UISabotr_SKN 17348 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 17349 AnimationMode = ONCE_BACKWARDS 17350 End 17351 ConditionState = RIDER7 MOVING CENTER_TO_RIGHT 17352 Model = UISabotr_SKN 17353 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 17354 AnimationMode = ONCE 17355 End 17356 ConditionState = RIDER7 MOVING RIGHT_TO_CENTER 17357 Model = UISabotr_SKN 17358 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 17359 AnimationMode = ONCE_BACKWARDS 17360 End 17361 17362 ConditionState = TOPPLED 17363 Model = None 17364 End 17365 AliasConditionState TOPPLED MOVING 17366 End 17367 17368 ; ***DESIGN parameters *** 17369 DisplayName = OBJECT:CombatBike 17370 Side = GLADemolitionGeneral 17371 EditorSorting = VEHICLE 17372 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 17373 WeaponSet 17374 Conditions = None 17375 Weapon = PRIMARY NONE 17376 End 17377 WeaponSet 17378 Conditions = WEAPON_RIDER2 17379 Weapon = PRIMARY GLARebelBikerMachineGun 17380 End 17381 WeaponSet 17382 Conditions = WEAPON_RIDER3 17383 Weapon = PRIMARY DEMO_TunnelDefenderBikerRocketWeapon 17384 End 17385 WeaponSet 17386 Conditions = WEAPON_RIDER4 17387 Weapon = PRIMARY GLABikerKellSniperRifle 17388 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 17389 AutoChooseSources = SECONDARY NONE 17390 End 17391 WeaponSet 17392 ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE 17393 ;damage to do ini logic for type of death to play -- unresistable for success. 17394 Conditions = WEAPON_RIDER5 17395 Weapon = PRIMARY TerroristSuicideWeapon 17396 End 17397 ArmorSet 17398 Conditions = None 17399 Armor = TruckArmor 17400 DamageFX = TankDamageFX 17401 End 17402 BuildCost = 550 17403 BuildTime = 5.0 ;in seconds 17404 VisionRange = 180 17405 ShroudClearingRange = 300 17406 Prerequisites 17407 Object = Demo_GLAArmsDealer 17408 End 17409 17410 ExperienceValue = 50 50 100 150 ;Experience point value at each level 17411 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 17412 IsTrainable = Yes ;Can gain experience 17413 ;CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 17414 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 17415 CommandSet = Demo_GLAVehicleCombatBikeDefaultCommandSet 17416 17417 ; *** AUDIO Parameters *** 17418 VoiceSelect = CombatCycleVoiceSelect 17419 VoiceMove = CombatCycleVoiceMove 17420 VoiceAttack = CombatCycleVoiceAttack 17421 SoundMoveStart = CombatBikeMoveStart 17422 SoundMoveStartDamaged = CombatBikeMoveStart 17423 VoiceGuard = CombatCycleVoiceMove 17424 SoundEnter = CombatCycleSwitchRider 17425 17426 UnitSpecificSounds 17427 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 17428 VoiceCreate = CombatCycleVoiceCreate 17429 TurretMoveStart = NoSound 17430 TurretMoveLoop = TurretMoveLoop 17431 ; Required for the W3DTruckDraw module 17432 TruckLandingSound = RocketBuggyLand 17433 TruckPowerslideSound = CombatBikeMoveStart 17434 VoiceCrush = CombatCycleVoiceMove 17435 VoiceEnter = CombatCycleVoiceMove 17436 End 17437 17438 ; *** ENGINEERING Parameters *** 17439 RadarPriority = UNIT 17440 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER 17441 17442 Body = ActiveBody ModuleTag_02 17443 MaxHealth = 100 17444 InitialHealth = 100 17445 17446 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 17447 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 17448 SubdualDamageCap = 200 17449 SubdualDamageHealRate = 500 17450 SubdualDamageHealAmount = 50 17451 End 17452 Behavior = AIUpdateInterface ModuleTag_03 17453 Turret 17454 TurretTurnRate = 0 ; turn rate, in degrees per sec 17455 NaturalTurretAngle = 0 17456 ControlledWeaponSlots = PRIMARY SECONDARY 17457 End 17458 AutoAcquireEnemiesWhenIdle = No 17459 End 17460 Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor 17461 Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor 17462 Behavior = PhysicsBehavior ModuleTag_04 17463 Mass = 15.0 17464 End 17465 17466 Behavior = SlowDeathBehavior DeathTag_04 17467 ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7 17468 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 17469 DestructionDelay = 0 17470 FX = INITIAL FX_DEMOBuggyNewDeathExplosion 17471 OCL = FINAL OCL_CombatBikeAirDeathStart 17472 End 17473 Behavior = SlowDeathBehavior DeathTag_05 17474 RequiredStatus = STATUS_RIDER1 17475 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 17476 DestructionDelay = 0 17477 FX = INITIAL FX_BuggyNewDeathExplosion 17478 OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart 17479 OCL = FINAL OCL_CombatBikeAirDeathStart 17480 End 17481 Behavior = SlowDeathBehavior DeathTag_06 17482 RequiredStatus = STATUS_RIDER2 17483 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 17484 DestructionDelay = 0 17485 FX = INITIAL FX_DEMOBuggyNewDeathExplosion 17486 OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart 17487 OCL = FINAL OCL_CombatBikeAirDeathStart 17488 End 17489 Behavior = SlowDeathBehavior DeathTag_07 17490 RequiredStatus = STATUS_RIDER3 17491 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 17492 DestructionDelay = 0 17493 FX = INITIAL FX_DEMOBuggyNewDeathExplosion 17494 OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart 17495 OCL = FINAL OCL_CombatBikeAirDeathStart 17496 End 17497 Behavior = SlowDeathBehavior DeathTag_08 17498 RequiredStatus = STATUS_RIDER4 17499 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 17500 DestructionDelay = 0 17501 FX = INITIAL FX_DEMOBuggyNewDeathExplosion 17502 OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart 17503 OCL = FINAL OCL_CombatBikeAirDeathStart 17504 End 17505 Behavior = SlowDeathBehavior DeathTag_09 17506 RequiredStatus = STATUS_RIDER5 17507 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 17508 DestructionDelay = 0 17509 FX = INITIAL FX_DEMOBuggyNewDeathExplosion 17510 OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart 17511 OCL = FINAL OCL_CombatBikeAirDeathStart 17512 End 17513 Behavior = SlowDeathBehavior DeathTag_10 17514 RequiredStatus = STATUS_RIDER6 17515 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 17516 DestructionDelay = 0 17517 FX = INITIAL FX_DEMOBuggyNewDeathExplosion 17518 OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart 17519 OCL = FINAL OCL_CombatBikeAirDeathStart 17520 End 17521 17522 Behavior = AutoHealBehavior ModuleTag_08 17523 HealingAmount = 2 17524 HealingDelay = 1000 ; msec 17525 TriggeredBy = Upgrade_GLAJunkRepair 17526 End 17527 17528 Behavior = WeaponSetUpgrade ModuleTag_09 17529 TriggeredBy = Upgrade_GLABuggyAmmo 17530 End 17531 17532 ;Create the hulk after the toppling is complete (not killed until topple anim finished). 17533 Behavior = CreateObjectDie ModuleTag_10 17534 DeathTypes = NONE +TOPPLED 17535 CreationList = OCL_CombatBike_ToppledHulk 17536 End 17537 17538 Behavior = DestroyDie ModuleTag_11 17539 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED 17540 End 17541 17542 ; A crushing defeat 17543 Behavior = FXListDie ModuleTag_12 17544 DeathTypes = NONE +CRUSHED +SPLATTED 17545 DeathFX = FX_CarCrush 17546 End 17547 Behavior = CreateObjectDie ModuleTag_13 17548 DeathTypes = NONE +CRUSHED +SPLATTED 17549 CreationList = OCL_RocketBuggy_CrushEffect 17550 End 17551 Behavior = CreateCrateDie ModuleTag_14 17552 CrateData = SalvageCrateData 17553 ;CrateData = EliteTankCrateData 17554 ;CrateData = HeroicTankCrateData 17555 End 17556 17557 Behavior = TransitionDamageFX ModuleTag_15 17558 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 17559 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 17560 End 17561 17562 Behavior = RiderChangeContain ModuleTag_16 17563 ;A list of each valid rider that is allowed to ride this object. Each rider is 17564 ;assigned a modelcondition state, a weaponset flag, an object status bit, and 17565 ;a commandset override. The actual object is hidden inside the container so the 17566 ;visible rider is fluff. Also riders are deleted (not killed) when the bike is 17567 ;destroyed, so all deaths must be OCLs on the bike. 17568 Rider1 = Demo_GLAInfantryWorker RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 17569 Rider2 = Demo_GLAInfantryRebel RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 17570 Rider3 = Demo_GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 17571 Rider4 = Demo_GLAInfantryJarmenKell RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL 17572 Rider5 = Demo_GLAInfantryTerrorist RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH 17573 Rider6 = Demo_GLAInfantryHijacker RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 17574 Rider7 = Demo_GLAInfantrySaboteur RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 17575 ScuttleDelay = 1500 17576 ScuttleStatus = TOPPLED 17577 17578 ;Standard TransportContain stuff 17579 Slots = 1 17580 InitialPayload = Demo_GLAInfantryTerrorist 1 17581 ScatterNearbyOnExit = No 17582 HealthRegen%PerSec = 0 17583 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. 17584 BurnedDeathToUnits = No ; And no Burned death. 17585 AllowInsideKindOf = INFANTRY 17586 ExitDelay = 250 17587 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 17588 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 17589 End 17590 17591 Behavior = AnimationSteeringUpdate ModuleTag_17 17592 MinTransitionTime = 300 17593 End 17594 17595 Behavior = StealthUpdate ModuleTag_19 17596 UseRiderStealth = Yes 17597 ;StealthDelay = 2000 ; msec 17598 ;StealthForbiddenConditions = ATTACKING 17599 ;InnateStealth = Yes 17600 ;OrderIdleEnemiesToAttackMeUponReveal = Yes 17601 End 17602 17603 Behavior = FlammableUpdate ModuleTag_21 17604 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17605 AflameDamageAmount = 3 ; taking this much damage... 17606 AflameDamageDelay = 500 ; this often. 17607 End 17608 17609 ;Kris: The slowdeath's above handle this case. This was causing a 50% chance 17610 ; of the bike lingering after the terrorist bike suicided. 17611 ; Behavior = SlowDeathBehavior ModuleTag_Death_22 17612 ; DeathTypes = NONE +SUICIDED +EXPLODED 17613 ; SinkDelay = 3000 17614 ; SinkRate = 0.5 ; in Dist/Sec 17615 ; DestructionDelay = 8000 17616 ; FX = INITIAL FX_TerroristExplode 17617 ; FlingForce = 8 17618 ; FlingForceVariance = 3 17619 ; FlingPitch = 60 17620 ; FlingPitchVariance = 10 17621 ; End 17622 17623 ;Terrorist without suicide bomb upgrade 17624 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 17625 RequiredStatus = STATUS_RIDER5 17626 DeathWeapon = SuicideBikeBomb 17627 StartsActive = Yes 17628 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 17629 ConflictsWith = Demo_Upgrade_SuicideBomb 17630 End 17631 17632 ;Non-terrorist with suicide bomb upgrade (fire) 17633 Behavior = FireWeaponWhenDeadBehavior ModuleTag999 17634 ExemptStatus = STATUS_RIDER5 17635 DeathWeapon = Demo_SuicideDynamitePackPlusFire 17636 StartsActive = No 17637 TriggeredBy = Demo_Upgrade_SuicideBomb 17638 RequiresAllTriggers = Yes; 17639 DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 17640 End; 17641 17642 ;Non-terrorist with suicide bomb upgrade (no fire) 17643 Behavior = FireWeaponWhenDeadBehavior ModuleTag998 17644 ExemptStatus = STATUS_RIDER5 17645 DeathWeapon = Demo_SuicideDynamitePack 17646 StartsActive = No 17647 TriggeredBy = Demo_Upgrade_SuicideBomb 17648 RequiresAllTriggers = Yes; 17649 DeathTypes = NONE +SUICIDED 17650 End; 17651 17652 ;Terrorist with suicide bomb upgrade (fire) 17653 Behavior = FireWeaponWhenDeadBehavior ModuleTag997 17654 RequiredStatus = STATUS_RIDER5 17655 DeathWeapon = Demo_TerroristOnCombatBikeSuicideDynamitePackPlusFire 17656 StartsActive = No 17657 TriggeredBy = Demo_Upgrade_SuicideBomb 17658 RequiresAllTriggers = Yes; 17659 DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 17660 End; 17661 17662 ;Terrorist with suicide bomb upgrade (no fire) 17663 Behavior = FireWeaponWhenDeadBehavior ModuleTag996 17664 RequiredStatus = STATUS_RIDER5 17665 DeathWeapon = Demo_TerroristOnCombatBikeSuicideDynamitePack 17666 StartsActive = No 17667 TriggeredBy = Demo_Upgrade_SuicideBomb 17668 RequiresAllTriggers = Yes; 17669 DeathTypes = NONE +SUICIDED +POISONED +POISONED_BETA 17670 End; 17671 17672 Behavior = CommandSetUpgrade ModuleTag_23 17673 CommandSet = Demo_GLAVehicleCombatBikeDefaultCommandSetUpgrade 17674 TriggeredBy = Demo_Upgrade_SuicideBomb 17675 End 17676 17677 17678 Geometry = BOX 17679 GeometryMajorRadius = 11.0 17680 GeometryMinorRadius = 2.5 17681 GeometryHeight = 7.5 17682 GeometryIsSmall = Yes 17683 17684 Shadow = SHADOW_VOLUME 17685 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 17686 17687 End 17688 17689 17690 ;------------------------------------------------------------------------------ 17691 Object Demo_GLAVehicleQuadCannon 17692 17693 ; *** ART Parameters *** 17694 SelectPortrait = SUQuadCannon_L 17695 ButtonImage = SUQuadCannon 17696 17697 UpgradeCameo1 = Upgrade_GLAAPBullets 17698 UpgradeCameo2 = Upgrade_GLAJunkRepair 17699 ;UpgradeCameo3 = XXX 17700 ;UpgradeCameo4 = XXX 17701 ;UpgradeCameo5 = XXX 17702 17703 Draw = W3DTankTruckDraw ModuleTag_01 17704 OkToChangeModelColor = Yes 17705 17706 ConditionState = NONE 17707 Model = UVQuadCann 17708 Turret = TURRET 17709 TurretPitch = TURRETEL 17710 WeaponFireFXBone = PRIMARY BarrelMS 17711 WeaponMuzzleFlash = PRIMARY BarrelFX 17712 WeaponRecoilBone = PRIMARY Barrel 17713 WeaponFireFXBone = SECONDARY BarrelMS 17714 WeaponMuzzleFlash = SECONDARY BarrelFX 17715 WeaponRecoilBone = SECONDARY Barrel 17716 ShowSubObject = TURRET 17717 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash 17718 End 17719 17720 ConditionState = REALLYDAMAGED 17721 Model = UVQuadCann_D 17722 Turret = TURRET 17723 TurretPitch = TURRETEL 17724 WeaponFireFXBone = PRIMARY BarrelMS 17725 WeaponMuzzleFlash = PRIMARY BarrelFX 17726 WeaponRecoilBone = PRIMARY Barrel 17727 WeaponFireFXBone = SECONDARY BarrelMS 17728 WeaponMuzzleFlash = SECONDARY BarrelFX 17729 WeaponRecoilBone = SECONDARY Barrel 17730 ShowSubObject = TURRET 17731 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 17732 End 17733 17734 ConditionState = RUBBLE 17735 Model = UVQuadCann_D 17736 Turret = TURRET 17737 TurretPitch = TURRETEL 17738 WeaponFireFXBone = PRIMARY BarrelMS 17739 WeaponMuzzleFlash = PRIMARY BarrelFX 17740 WeaponRecoilBone = PRIMARY Barrel 17741 WeaponFireFXBone = SECONDARY BarrelMS 17742 WeaponMuzzleFlash = SECONDARY BarrelFX 17743 WeaponRecoilBone = SECONDARY Barrel 17744 ShowSubObject = TURRET 17745 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 17746 End 17747 17748 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 17749 Model = UVQuadCann 17750 Turret = TURRETUP01 17751 TurretPitch = TURRETEL01 17752 WeaponFireFXBone = PRIMARY BarrelUp01MS 17753 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 17754 WeaponRecoilBone = PRIMARY BarrelUp01 17755 WeaponFireFXBone = SECONDARY BarrelUp01MS 17756 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 17757 WeaponRecoilBone = SECONDARY BarrelUp01 17758 ShowSubObject = TURRETUP01 17759 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 17760 End 17761 17762 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 17763 Model = UVQuadCann 17764 Turret = TURRETUP01 17765 TurretPitch = TURRETEL01 17766 WeaponFireFXBone = PRIMARY BarrelUp01MS 17767 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 17768 WeaponRecoilBone = PRIMARY BarrelUp01 17769 WeaponFireFXBone = SECONDARY BarrelUp01MS 17770 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 17771 WeaponRecoilBone = SECONDARY BarrelUp01 17772 ShowSubObject = TURRETUP01 17773 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 17774 End 17775 17776 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE 17777 Model = UVQuadCann 17778 Turret = TURRETUP01 17779 TurretPitch = TURRETEL01 17780 WeaponFireFXBone = PRIMARY BarrelUp01MS 17781 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 17782 WeaponRecoilBone = PRIMARY BarrelUp01 17783 WeaponFireFXBone = SECONDARY BarrelUp01MS 17784 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 17785 WeaponRecoilBone = SECONDARY BarrelUp01 17786 ShowSubObject = TURRETUP01 17787 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 17788 End 17789 17790 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 17791 Model = UVQuadCann 17792 Turret = TURRETUP02 17793 TurretPitch = TURRETEL02 17794 WeaponFireFXBone = PRIMARY BarrelUp02MS 17795 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 17796 WeaponRecoilBone = PRIMARY BarrelUp02 17797 WeaponFireFXBone = SECONDARY BarrelUp02MS 17798 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 17799 WeaponRecoilBone = SECONDARY BarrelUp02 17800 ShowSubObject = TURRETUP02 17801 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 17802 End 17803 17804 ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 17805 Model = UVQuadCann_D 17806 Turret = TURRETUP02 17807 TurretPitch = TURRETEL02 17808 WeaponFireFXBone = PRIMARY BarrelUp02MS 17809 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 17810 WeaponRecoilBone = PRIMARY BarrelUp02 17811 WeaponFireFXBone = SECONDARY BarrelUp02MS 17812 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 17813 WeaponRecoilBone = SECONDARY BarrelUp02 17814 ShowSubObject = TURRETUP02 17815 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 17816 End 17817 17818 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE 17819 Model = UVQuadCann_D 17820 Turret = TURRETUP02 17821 TurretPitch = TURRETEL02 17822 WeaponFireFXBone = PRIMARY BarrelUp02MS 17823 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 17824 WeaponRecoilBone = PRIMARY BarrelUp02 17825 WeaponFireFXBone = SECONDARY BarrelUp02MS 17826 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 17827 WeaponRecoilBone = SECONDARY BarrelUp02 17828 ShowSubObject = TURRETUP02 17829 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 17830 End 17831 17832 TrackMarks = EXTnkTrack.tga 17833 17834 TreadAnimationRate = 2.0; amount of tread texture to move per second 17835 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 17836 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 17837 17838 Dust = RocketBuggyDust 17839 DirtSpray = RocketBuggyDirtSpray 17840 17841 ; These parameters are only used if the model has a separate suspension, 17842 ; and the locomotor has HasSuspension = Yes. 17843 LeftFrontTireBone = Tire01 17844 RightFrontTireBone = Tire02 17845 TireRotationMultiplier = 0.2 ; this * speed = rotation. 17846 PowerslideRotationAddition = 0 ; This unit doesn't powerslide. 17847 End 17848 17849 ; ***DESIGN parameters *** 17850 DisplayName = OBJECT:QuadCannon 17851 Side = GLADemolitionGeneral 17852 EditorSorting = VEHICLE 17853 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 17854 WeaponSet 17855 Conditions = None 17856 Weapon = PRIMARY QuadCannonGun 17857 Weapon = SECONDARY QuadCannonGunAir 17858 Weapon = TERTIARY TerroristSuicideNotARealWeapon 17859 AutoChooseSources = TERTIARY NONE 17860 End 17861 WeaponSet 17862 Conditions = CRATEUPGRADE_ONE 17863 Weapon = PRIMARY QuadCannonGunUpgradeOne 17864 Weapon = SECONDARY QuadCannonGunUpgradeOneAir 17865 Weapon = TERTIARY TerroristSuicideNotARealWeapon 17866 AutoChooseSources = TERTIARY NONE 17867 End 17868 WeaponSet 17869 Conditions = CRATEUPGRADE_TWO 17870 Weapon = PRIMARY QuadCannonGunUpgradeTwo 17871 Weapon = SECONDARY QuadCannonGunUpgradeTwoAir 17872 Weapon = TERTIARY TerroristSuicideNotARealWeapon 17873 AutoChooseSources = TERTIARY NONE 17874 End 17875 ArmorSet 17876 Conditions = None 17877 Armor = HumveeArmor 17878 DamageFX = TankDamageFX 17879 End 17880 BuildCost = 750 17881 BuildTime = 6.0 ;in seconds 17882 VisionRange = 150 17883 ShroudClearingRange = 300 17884 Prerequisites 17885 Object = Demo_GLAArmsDealer 17886 End 17887 17888 CommandSet = Demo_GLAVehicleQuadCannon 17889 17890 ExperienceValue = 50 50 100 150 ;Experience point value at each level 17891 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 17892 IsTrainable = Yes ;Can gain experience 17893 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 17894 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 17895 17896 ; *** AUDIO Parameters *** 17897 VoiceSelect = QuadCannonVoiceSelect 17898 VoiceMove = QuadCannonVoiceMove 17899 VoiceAttack = QuadCannonVoiceAttack 17900 VoiceAttackAir = QuadCannonVoiceAttackAir 17901 SoundMoveStart = QuadCannonMoveStart 17902 SoundMoveStartDamaged = QuadCannonMoveStart 17903 VoiceGuard = QuadCannonVoiceMove 17904 UnitSpecificSounds 17905 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 17906 VoiceCreate = QuadCannonVoiceCreate 17907 TurretMoveStart = NoSound 17908 TurretMoveLoop = TurretMoveLoop 17909 ; Required for the W3DTruckDraw module 17910 TruckLandingSound = NoSound 17911 TruckPowerslideSound = NoSound 17912 VoiceSalvage = QuadCannonVoiceSalvage 17913 VoiceCrush = QuadCannonVoiceCrush 17914 VoiceEnter = QuadCannonVoiceMove 17915 End 17916 17917 17918 ; *** ENGINEERING Parameters *** 17919 RadarPriority = UNIT 17920 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE 17921 17922 Body = ActiveBody ModuleTag_02 17923 MaxHealth = 300.0 17924 InitialHealth = 300.0 17925 17926 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 17927 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 17928 SubdualDamageCap = 440 17929 SubdualDamageHealRate = 500 17930 SubdualDamageHealAmount = 50 17931 End 17932 17933 Behavior = AIUpdateInterface ModuleTag_03 17934 Turret 17935 TurretTurnRate = 360 17936 TurretPitchRate = 360 17937 AllowsPitch = Yes 17938 ControlledWeaponSlots = PRIMARY SECONDARY 17939 End 17940 AutoAcquireEnemiesWhenIdle = Yes Stealthed 17941 MoodAttackCheckRate = 250 17942 End 17943 17944 Locomotor = SET_NORMAL QuadCannonLocomotor 17945 17946 Behavior = PhysicsBehavior ModuleTag_04 17947 Mass = 40.0 17948 End 17949 17950 ; Catch fire, and explode death 17951 Behavior = SlowDeathBehavior ModuleTag_05 17952 DeathTypes = ALL -CRUSHED -SPLATTED 17953 ProbabilityModifier = 411 17954 DestructionDelay = 150 17955 DestructionDelayVariance = 250 17956 OCL = FINAL OCL_QuadCannonDeathEffect 17957 FX = FINAL FX_BattleMasterExplosionOneFinal 17958 End 17959 17960 Behavior = AutoHealBehavior ModuleTag_06 17961 HealingAmount = 2 17962 HealingDelay = 1000 ; msec 17963 TriggeredBy = Upgrade_GLAJunkRepair 17964 End 17965 17966 Behavior = FlammableUpdate ModuleTag_08 17967 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17968 AflameDamageAmount = 3 ; taking this much damage... 17969 AflameDamageDelay = 500 ; this often. 17970 End 17971 17972 Behavior = TransitionDamageFX ModuleTag_09 17973 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 17974 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 17975 End 17976 17977 17978 ; A crushing defeat 17979 Behavior = FXListDie ModuleTag_10 17980 DeathTypes = NONE +CRUSHED +SPLATTED 17981 DeathFX = FX_CarCrush 17982 End 17983 17984 Behavior = CreateCrateDie ModuleTag_11 17985 CrateData = SalvageCrateData 17986 ;CrateData = EliteTankCrateData 17987 ;CrateData = HeroicTankCrateData 17988 End 17989 17990 Behavior = WeaponBonusUpgrade ModuleTag_12 17991 TriggeredBy = Upgrade_GLAAPBullets 17992 End 17993 17994 Behavior = DestroyDie ModuleTag_13 17995 DeathTypes = NONE +CRUSHED +SPLATTED 17996 End 17997 17998 Behavior = SlowDeathBehavior ModuleTag_Death_14 17999 DeathTypes = NONE +SUICIDED +EXPLODED 18000 SinkDelay = 3000 18001 SinkRate = 0.5 ; in Dist/Sec 18002 DestructionDelay = 8000 18003 FX = INITIAL FX_TerroristExplode 18004 FlingForce = 8 18005 FlingForceVariance = 3 18006 FlingPitch = 60 18007 FlingPitchVariance = 10 18008 End 18009 18010 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 18011 ; DeathWeapon = Demo_SuicideDynamitePack 18012 ; StartsActive = Yes ; turned on by upgrade 18013 ; DeathTypes = NONE +SUICIDED 18014 ; End 18015 ; 18016 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 18017 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 18018 ; StartsActive = No 18019 ; TriggeredBy = Demo_Upgrade_SuicideBomb 18020 ; RequiresAllTriggers = Yes; 18021 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 18022 ; End 18023 ; 18024 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 18025 ; DeathWeapon = Demo_SuicideDynamitePack 18026 ; StartsActive = No 18027 ; TriggeredBy = Demo_Upgrade_SuicideBomb 18028 ; RequiresAllTriggers = Yes; 18029 ; DeathTypes = NONE +SUICIDED 18030 ; End 18031 18032 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 18033 DeathWeapon = Demo_SuicideDynamitePackPlusFire 18034 StartsActive = No 18035 TriggeredBy = Demo_Upgrade_SuicideBomb 18036 DeathTypes = ALL 18037 End; 18038 18039 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 18040 DeathWeapon = Demo_SuicideDynamitePackPlusFire 18041 StartsActive = No 18042 TriggeredBy = Demo_Upgrade_SuicideBomb 18043 DeathTypes = NONE 18044 End 18045 18046 Behavior = CommandSetUpgrade ModuleTag_16 18047 CommandSet = Demo_GLAVehicleQuadCannonUpgrade 18048 TriggeredBy = Demo_Upgrade_SuicideBomb 18049 End 18050 18051 Geometry = BOX 18052 GeometryMajorRadius = 18.0 18053 GeometryMinorRadius = 7.0 18054 GeometryHeight = 11.5 18055 GeometryIsSmall = No 18056 Shadow = SHADOW_VOLUME 18057 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 18058 18059 End 18060 18061 ;------------------------------------------------------------------------------ 18062 ;Also called Toxin Tractor && ToxinTractor 18063 Object Demo_GLAVehicleToxinTruck 18064 18065 ; *** ART Parameters *** 18066 SelectPortrait = SUToxinTractor_L 18067 ButtonImage = SUToxinTractor 18068 18069 UpgradeCameo1 = Upgrade_GLAAnthraxBeta 18070 UpgradeCameo2 = Upgrade_GLAJunkRepair 18071 ;UpgradeCameo3 = NONE 18072 ;UpgradeCameo4 = NONE 18073 ;UpgradeCameo5 = NONE 18074 18075 Draw = W3DTruckDraw ModuleTag_01 18076 OkToChangeModelColor = Yes 18077 18078 DefaultConditionState 18079 Model = UVToxinTrk 18080 Turret = Turret 18081 TurretPitch = TurretEL 18082 ShowSubObject = Turret 18083 HideSubObject = TurretUP01 TurretUP02 18084 WeaponFireFXBone = PRIMARY WeaponA 18085 WeaponLaunchBone = PRIMARY WeaponA 18086 WeaponFireFXBone = SECONDARY Spigot 18087 WeaponLaunchBone = SECONDARY Spigot 18088 End 18089 AliasConditionState WEAPONSET_PLAYER_UPGRADE 18090 18091 ConditionState = USING_WEAPON_B 18092 Model = UVToxinTrk 18093 ParticleSysBone = none ToxinPuddleContinuous 18094 END 18095 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE 18096 Model = UVToxinTrk 18097 ParticleSysBone = none AnthraxPuddleContinuous 18098 END 18099 18100 ConditionState = REALLYDAMAGED 18101 Model = UVToxinTrk_D 18102 End 18103 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 18104 AliasConditionState RUBBLE 18105 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE 18106 18107 ConditionState = USING_WEAPON_B REALLYDAMAGED 18108 Model = UVToxinTrk_D 18109 ParticleSysBone = none ToxinPuddleContinuous 18110 END 18111 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 18112 Model = UVToxinTrk_D 18113 ParticleSysBone = none AnthraxPuddleContinuous 18114 END 18115 18116 ; -------------- Turret change #1 18117 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 18118 Turret = TurretUP01 18119 TurretPitch = TurretEL01 18120 ShowSubObject = TurretUP01 18121 HideSubObject = Turret TurretUP02 18122 WeaponFireFXBone = PRIMARY WeaponB 18123 WeaponLaunchBone = PRIMARY WeaponB 18124 End 18125 AliasConditionState WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 18126 18127 ConditionState = USING_WEAPON_B WEAPONSET_CRATEUPGRADE_ONE 18128 Turret = TurretUP01 18129 TurretPitch = TurretEL01 18130 ShowSubObject = TurretUP01 18131 HideSubObject = Turret TurretUP02 18132 WeaponFireFXBone = PRIMARY WeaponB 18133 WeaponLaunchBone = PRIMARY WeaponB 18134 ParticleSysBone = none ToxinPuddleContinuous 18135 END 18136 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 18137 Turret = TurretUP01 18138 TurretPitch = TurretEL01 18139 ShowSubObject = TurretUP01 18140 HideSubObject = Turret TurretUP02 18141 WeaponFireFXBone = PRIMARY WeaponB 18142 WeaponLaunchBone = PRIMARY WeaponB 18143 ParticleSysBone = none AnthraxPuddleContinuous 18144 END 18145 18146 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 18147 Model = UVToxinTrk_D 18148 Turret = TurretUP01 18149 TurretPitch = TurretEL01 18150 ShowSubObject = TurretUP01 18151 HideSubObject = Turret TurretUP02 18152 WeaponFireFXBone = PRIMARY WeaponB 18153 WeaponLaunchBone = PRIMARY WeaponB 18154 End 18155 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 18156 AliasConditionState RUBBLE WEAPONSET_CRATEUPGRADE_ONE 18157 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_ONE 18158 18159 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 18160 Model = UVToxinTrk_D 18161 Turret = TurretUP01 18162 TurretPitch = TurretEL01 18163 ShowSubObject = TurretUP01 18164 HideSubObject = Turret TurretUP02 18165 WeaponFireFXBone = PRIMARY WeaponB 18166 WeaponLaunchBone = PRIMARY WeaponB 18167 ParticleSysBone = none ToxinPuddleContinuous 18168 END 18169 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 18170 Model = UVToxinTrk_D 18171 Turret = TurretUP01 18172 TurretPitch = TurretEL01 18173 ShowSubObject = TurretUP01 18174 HideSubObject = Turret TurretUP02 18175 WeaponFireFXBone = PRIMARY WeaponB 18176 WeaponLaunchBone = PRIMARY WeaponB 18177 ParticleSysBone = none AnthraxPuddleContinuous 18178 END 18179 18180 ; -------------- Turret change #2 18181 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 18182 Turret = TurretUP02 18183 TurretPitch = TurretEL02 18184 ShowSubObject = TurretUP02 18185 HideSubObject = TurretUP01 Turret 18186 WeaponFireFXBone = PRIMARY WeaponC 18187 WeaponLaunchBone = PRIMARY WeaponC 18188 End 18189 AliasConditionState WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 18190 18191 ConditionState = USING_WEAPON_B WEAPONSET_CRATEUPGRADE_TWO 18192 Turret = TurretUP02 18193 TurretPitch = TurretEL02 18194 ShowSubObject = TurretUP02 18195 HideSubObject = TurretUP01 Turret 18196 WeaponFireFXBone = PRIMARY WeaponC 18197 WeaponLaunchBone = PRIMARY WeaponC 18198 ParticleSysBone = none ToxinPuddleContinuous 18199 END 18200 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 18201 Turret = TurretUP02 18202 TurretPitch = TurretEL02 18203 ShowSubObject = TurretUP02 18204 HideSubObject = TurretUP01 Turret 18205 WeaponFireFXBone = PRIMARY WeaponC 18206 WeaponLaunchBone = PRIMARY WeaponC 18207 ParticleSysBone = none AnthraxPuddleContinuous 18208 END 18209 18210 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 18211 Model = UVToxinTrk_D 18212 Turret = TurretUP02 18213 TurretPitch = TurretEL02 18214 ShowSubObject = TurretUP02 18215 HideSubObject = TurretUP01 Turret 18216 WeaponFireFXBone = PRIMARY WeaponC 18217 WeaponLaunchBone = PRIMARY WeaponC 18218 End 18219 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 18220 AliasConditionState RUBBLE WEAPONSET_CRATEUPGRADE_TWO 18221 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_TWO 18222 18223 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 18224 Model = UVToxinTrk_D 18225 Turret = TurretUP02 18226 TurretPitch = TurretEL02 18227 ShowSubObject = TurretUP02 18228 HideSubObject = TurretUP01 Turret 18229 WeaponFireFXBone = PRIMARY WeaponC 18230 WeaponLaunchBone = PRIMARY WeaponC 18231 ParticleSysBone = none ToxinPuddleContinuous 18232 END 18233 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 18234 Model = UVToxinTrk_D 18235 Turret = TurretUP02 18236 TurretPitch = TurretEL02 18237 ShowSubObject = TurretUP02 18238 HideSubObject = TurretUP01 Turret 18239 WeaponFireFXBone = PRIMARY WeaponC 18240 WeaponLaunchBone = PRIMARY WeaponC 18241 ParticleSysBone = none AnthraxPuddleContinuous 18242 END 18243 18244 TrackMarks = EXTireTrack.tga 18245 LeftFrontTireBone = Tire01 18246 RightFrontTireBone = Tire02 18247 LeftRearTireBone = Tire03 18248 RightRearTireBone = Tire04 18249 18250 TireRotationMultiplier = 0.2 ; this * speed = rotation. 18251 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 18252 18253 Dust = RocketBuggyDust 18254 DirtSpray = RocketBuggyDirtSpray 18255 18256 End 18257 18258 ; ***DESIGN parameters *** 18259 DisplayName = OBJECT:ToxinTruck 18260 Side = GLADemolitionGeneral 18261 EditorSorting = VEHICLE 18262 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 18263 18264 WeaponSet 18265 Conditions = None 18266 Weapon = PRIMARY ToxinTruckGun 18267 Weapon = SECONDARY ToxinTruckSprayer 18268 Weapon = TERTIARY TerroristSuicideNotARealWeapon 18269 AutoChooseSources = TERTIARY NONE 18270 AutoChooseSources = SECONDARY NONE ;Special attack only 18271 End 18272 WeaponSet 18273 Conditions = PLAYER_UPGRADE 18274 Weapon = PRIMARY ToxinTruckGunUpgraded 18275 Weapon = SECONDARY ToxinTruckSprayerUpgraded 18276 Weapon = TERTIARY TerroristSuicideNotARealWeapon 18277 AutoChooseSources = TERTIARY NONE 18278 AutoChooseSources = SECONDARY NONE ;Special attack only 18279 End 18280 WeaponSet 18281 Conditions = CRATEUPGRADE_ONE 18282 Weapon = PRIMARY ToxinTruckGunPlusOne 18283 Weapon = SECONDARY ToxinTruckSprayerPlusOne 18284 Weapon = TERTIARY TerroristSuicideNotARealWeapon 18285 AutoChooseSources = TERTIARY NONE 18286 AutoChooseSources = SECONDARY NONE ;Special attack only 18287 End 18288 WeaponSet 18289 Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE 18290 Weapon = PRIMARY ToxinTruckGunUpgradedPlusOne 18291 Weapon = SECONDARY ToxinTruckSprayerUpgradedPlusOne 18292 Weapon = TERTIARY TerroristSuicideNotARealWeapon 18293 AutoChooseSources = TERTIARY NONE 18294 AutoChooseSources = SECONDARY NONE ;Special attack only 18295 End 18296 WeaponSet 18297 Conditions = CRATEUPGRADE_TWO 18298 Weapon = PRIMARY ToxinTruckGunPlusTwo 18299 Weapon = SECONDARY ToxinTruckSprayerPlusTwo 18300 Weapon = TERTIARY TerroristSuicideNotARealWeapon 18301 AutoChooseSources = TERTIARY NONE 18302 AutoChooseSources = SECONDARY NONE ;Special attack only 18303 End 18304 WeaponSet 18305 Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE 18306 Weapon = PRIMARY ToxinTruckGunUpgradedPlusTwo 18307 Weapon = SECONDARY ToxinTruckSprayerUpgradedPlusTwo 18308 Weapon = TERTIARY TerroristSuicideNotARealWeapon 18309 AutoChooseSources = TERTIARY NONE 18310 AutoChooseSources = SECONDARY NONE ;Special attack only 18311 End 18312 18313 ArmorSet 18314 Conditions = None 18315 Armor = ToxinTruckArmor 18316 DamageFX = TruckDamageFX 18317 End 18318 BuildCost = 750 18319 BuildTime = 5.0 ;in seconds 18320 VisionRange = 100 18321 ShroudClearingRange = 200 18322 Prerequisites 18323 Object = Demo_GLAArmsDealer 18324 End 18325 18326 ExperienceValue = 50 50 100 150 ;Experience point value at each level 18327 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 18328 IsTrainable = Yes ;Can gain experience 18329 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 18330 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18331 CommandSet = Demo_GLAVehicleToxinTruckCommandSet 18332 18333 ; *** AUDIO Parameters *** 18334 VoiceSelect = ToxinTractorVoiceSelect 18335 VoiceMove = ToxinTractorVoiceMove 18336 VoiceGuard = ToxinTractorVoiceMove 18337 VoiceAttack = ToxinTractorVoiceAttack 18338 SoundMoveStart = ToxinTractorMoveStart 18339 SoundMoveStartDamaged = ToxinTractorMoveStart 18340 18341 UnitSpecificSounds 18342 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 18343 VoiceCreate = ToxinTractorVoiceCreate 18344 TurretMoveStart = NoSound 18345 TurretMoveLoop = TurretMoveLoop 18346 TruckLandingSound = NoSound 18347 TruckPowerslideSound = NoSound 18348 VoiceCrush = ToxinTractorVoiceCrush 18349 VoiceEnter = ToxinTractorVoiceMove 18350 VoicePoisonLocation = ToxinTractorVoiceAttackContam 18351 18352 End 18353 18354 ; *** ENGINEERING Parameters *** 18355 RadarPriority = UNIT 18356 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 18357 18358 Body = ActiveBody ModuleTag_02 18359 MaxHealth = 240.0 18360 InitialHealth = 240.0 18361 18362 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18363 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18364 SubdualDamageCap = 480 18365 SubdualDamageHealRate = 500 18366 SubdualDamageHealAmount = 50 18367 End 18368 18369 Behavior = AIUpdateInterface ModuleTag_03 18370 AutoAcquireEnemiesWhenIdle = Yes 18371 Turret 18372 TurretTurnRate = 180 18373 TurretPitchRate = 180 18374 AllowsPitch = Yes 18375 MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 18376 TurretFireAngleSweep = PRIMARY 8 18377 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn 18378 ControlledWeaponSlots = PRIMARY 18379 End 18380 End 18381 Locomotor = SET_NORMAL ToxinTruckLocomotor 18382 Behavior = PhysicsBehavior ModuleTag_04 18383 Mass = 50.0 18384 End 18385 18386 Behavior = SlowDeathBehavior ModuleTag_05 18387 DeathTypes = ALL -CRUSHED -SPLATTED 18388 ProbabilityModifier = 5 18389 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 18390 DestructionDelay = 0 18391 DestructionDelayVariance = 200 18392 FX = INITIAL FX_ToxinTractorDie 18393 OCL = INITIAL OCL_ToxinTractorDeathEffect 18394 FX = FINAL FX_ToxinTruckExplosionOneFinal 18395 End 18396 Behavior = InstantDeathBehavior ModuleTag_06 18397 DeathTypes = NONE +CRUSHED +SPLATTED 18398 FX = FX_CarCrush 18399 OCL = OCL_CrusaderTank_CrushEffect 18400 End 18401 18402 Behavior = CreateCrateDie ModuleTag_07 18403 CrateData = SalvageCrateData 18404 ;CrateData = EliteTankCrateData 18405 ;CrateData = HeroicTankCrateData 18406 End 18407 18408 Behavior = WeaponSetUpgrade ModuleTag_08 18409 ; the Toxin Tractor gets this upgrade if we either buy the upgrade, 18410 ; or if it gets HEROIC status 18411 TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_Veterancy_HEROIC 18412 End 18413 18414 Behavior = TransitionDamageFX ModuleTag_11 18415 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 18416 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 18417 End 18418 18419 Behavior = AutoHealBehavior ModuleTag_12 18420 HealingAmount = 2 18421 HealingDelay = 1000 ; msec 18422 TriggeredBy = Upgrade_GLAJunkRepair 18423 End 18424 18425 Behavior = FlammableUpdate ModuleTag_21 18426 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18427 AflameDamageAmount = 3 ; taking this much damage... 18428 AflameDamageDelay = 500 ; this often. 18429 End 18430 18431 Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_13 18432 WeaponSlot = SECONDARY 18433 ConflictsWith = Upgrade_GLAAnthraxBeta Upgrade_Veterancy_HEROIC 18434 OCL = OCL_PoisonFieldMedium 18435 MinShotsToCreateOCL = 4 18436 OCLLifetimePerSecond = 10000 18437 OCLLifetimeMaxCap = 180000 18438 End 18439 Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_14 18440 WeaponSlot = SECONDARY 18441 TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_Veterancy_HEROIC 18442 OCL = OCL_PoisonFieldUpgradedMedium 18443 MinShotsToCreateOCL = 4 18444 OCLLifetimePerSecond = 10000 18445 OCLLifetimeMaxCap = 180000 18446 End 18447 18448 Behavior = FireWeaponWhenDeadBehavior ModuleTag_15 ;These two make the right damage field at death 18449 DeathWeapon = ToxinShellWeapon 18450 StartsActive = Yes 18451 ConflictsWith = Upgrade_GLAAnthraxBeta 18452 End 18453 Behavior = FireWeaponWhenDeadBehavior ModuleTag_16 18454 DeathWeapon = ToxinShellWeaponUpgraded 18455 StartsActive = No 18456 TriggeredBy = Upgrade_GLAAnthraxBeta 18457 End 18458 18459 Behavior = SlowDeathBehavior ModuleTag_Death_14 18460 DeathTypes = NONE +SUICIDED +EXPLODED 18461 SinkDelay = 3000 18462 SinkRate = 0.5 ; in Dist/Sec 18463 DestructionDelay = 8000 18464 FX = INITIAL FX_TerroristExplode 18465 FlingForce = 8 18466 FlingForceVariance = 3 18467 FlingPitch = 60 18468 FlingPitchVariance = 10 18469 End 18470 18471 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 18472 ; DeathWeapon = Demo_SuicideDynamitePack 18473 ; StartsActive = Yes ; turned on by upgrade 18474 ; DeathTypes = NONE +SUICIDED 18475 ; End 18476 ; 18477 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 18478 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 18479 ; StartsActive = No 18480 ; TriggeredBy = Demo_Upgrade_SuicideBomb 18481 ; RequiresAllTriggers = Yes; 18482 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 18483 ; End 18484 ; 18485 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 18486 ; DeathWeapon = Demo_SuicideDynamitePack 18487 ; StartsActive = No 18488 ; TriggeredBy = Demo_Upgrade_SuicideBomb 18489 ; RequiresAllTriggers = Yes; 18490 ; DeathTypes = NONE +SUICIDED 18491 ; End 18492 18493 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 18494 DeathWeapon = Demo_SuicideDynamitePackPlusFire 18495 StartsActive = No 18496 TriggeredBy = Demo_Upgrade_SuicideBomb 18497 DeathTypes = ALL 18498 End; 18499 18500 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 18501 DeathWeapon = Demo_SuicideDynamitePackPlusFire 18502 StartsActive = No 18503 TriggeredBy = Demo_Upgrade_SuicideBomb 18504 DeathTypes = NONE 18505 End 18506 18507 Behavior = CommandSetUpgrade ModuleTag_17 18508 CommandSet = Demo_GLAVehicleToxinTruckCommandSetUpgrade 18509 TriggeredBy = Demo_Upgrade_SuicideBomb 18510 End 18511 18512 Geometry = BOX 18513 GeometryMajorRadius = 13.0 18514 GeometryMinorRadius = 9.0 18515 GeometryHeight = 10.0 ; set to make the projectile stream look right 18516 GeometryIsSmall = Yes 18517 Shadow = SHADOW_VOLUME 18518 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 18519 18520 End 18521 18522 18523 18524 18525 ;------------------------------------------------------------------------------ 18526 Object Demo_GLAVehicleBombTruck 18527 18528 ; *** ART Parameters *** 18529 SelectPortrait = SSConvoy_L 18530 ButtonImage = SSConvoy_L 18531 18532 ;UpgradeCameo1 = NONE 18533 ;UpgradeCameo2 = NONE 18534 ;UpgradeCameo3 = NONE 18535 ;UpgradeCameo4 = NONE 18536 ;UpgradeCameo5 = NONE 18537 18538 18539 Draw = W3DTruckDraw ModuleTag_01 18540 OkToChangeModelColor = Yes 18541 ConditionState = NONE 18542 Model = NVConvoy 18543 End 18544 ConditionState = LOADED 18545 Model = NVConvoy 18546 End 18547 CabRotationMultiplier = 1.5 18548 18549 TrailerRotationMultiplier = 0.2 18550 ;CabBone = CAB 18551 ;TrailerBone = TRAILER 18552 RotationDamping = 0.7 18553 18554 RightFrontTireBone = Tire01 18555 LeftFrontTireBone = Tire02 18556 ;MidRightFrontTireBone = Tire03 18557 ;MidLeftFrontTireBone = Tire04 18558 ;MidRightMidTireBone = Tire05 18559 ;MidLeftMidTireBone = Tire06 18560 MidRightRearTireBone = Tire07 18561 MidLeftRearTireBone = Tire08 18562 RightRearTireBone = Tire09 18563 LeftRearTireBone = Tire10 18564 18565 TireRotationMultiplier = 0.2 ; this * speed = rotation. 18566 18567 TrackMarks = EXTireTrack.tga 18568 Dust = RocketBuggyDust 18569 DirtSpray = RocketBuggyDirtSpray 18570 End 18571 18572 ; ***DESIGN parameters *** 18573 DisplayName = OBJECT:NukeTruck 18574 Side = GLADemolitionGeneral 18575 EditorSorting = VEHICLE 18576 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 18577 WeaponSet 18578 Conditions = CARBOMB 18579 Weapon = PRIMARY NukeTruck 18580 End 18581 ArmorSet 18582 Conditions = None 18583 Armor = TruckArmor 18584 DamageFX = TruckDamageFX 18585 End 18586 BuildCost = 1400 18587 BuildTime = 20.0 ;in seconds 18588 VisionRange = 150 ; Used in attack move targeting 18589 ShroudClearingRange = 350 18590 18591 Prerequisites 18592 Object = Demo_GLAArmsDealer 18593 Object = Demo_GLAPalace 18594 18595 End 18596 18597 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 18598 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18599 CommandSet = CivilianTransportWithNukeCommandSet 18600 18601 ; *** AUDIO Parameters *** 18602 VoiceSelect = SupplyTruckVoiceSelect 18603 VoiceMove = SupplyTruckVoiceMove 18604 VoiceAttack = SupplyTruckVoiceAttack 18605 SoundMoveStart = SupplyTruckMoveStart 18606 SoundMoveStartDamaged = SupplyTruckMoveStart 18607 UnitSpecificSounds 18608 VoiceCreate = SupplyTruckVoiceCreate 18609 TruckLandingSound = NoSound 18610 TruckPowerslideSound = NoSound 18611 End 18612 18613 ; *** ENGINEERING Parameters *** 18614 RadarPriority = UNIT 18615 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 18616 18617 Body = ActiveBody ModuleTag_02 18618 MaxHealth = 300.0 18619 InitialHealth = 300.0 18620 End 18621 18622 Behavior = DestroyDie ModuleTag_03 18623 ;nothing 18624 End 18625 Behavior = CreateObjectDie ModuleTag_04 18626 DeathTypes = ALL 18627 CreationList = OCL_GenericCarExplode 18628 End 18629 Behavior = CreateObjectDie ModuleTag_05 18630 DeathTypes = NONE +SUICIDED 18631 CreationList = OCL_BurnedCarHull 18632 End 18633 18634 Behavior = AIUpdateInterface ModuleTag_06 18635 End 18636 Locomotor = SET_NORMAL CINE_SupplyTruckLocomotor 18637 Locomotor = SET_WANDER WanderCarLocomotor 18638 Locomotor = SET_PANIC PanicCarLocomotor 18639 18640 Behavior = PhysicsBehavior ModuleTag_07 18641 Mass = 30.0 18642 End 18643 18644 Behavior = OCLSpecialPower ModuleTag_08 18645 SpecialPowerTemplate = SuperweaponDetonateDirtyNuke 18646 OCL = SUPERWEAPON_DetonateDirtyNuke 18647 CreateLocation = USE_OWNER_OBJECT 18648 End 18649 18650 Behavior = FlammableUpdate ModuleTag_21 18651 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18652 AflameDamageAmount = 5 ; taking this much damage... 18653 AflameDamageDelay = 500 ; this often. 18654 End 18655 18656 Geometry = BOX 18657 GeometryIsSmall = NO 18658 GeometryMajorRadius = 20.0 18659 GeometryMinorRadius = 8.0 18660 GeometryHeight = 16.0 18661 Shadow = SHADOW_VOLUME 18662 18663 End 18664 18665 18666 ;------------------------------------------------------------------------------ 18667 Object Demo_GLAVehicleScudLauncher 18668 18669 ; *** ART Parameters *** 18670 SelectPortrait = SUScudLauncher_L 18671 ButtonImage = SUScudLauncher 18672 18673 UpgradeCameo1 = Upgrade_GLAJunkRepair 18674 UpgradeCameo2 = Upgrade_GLAAnthraxBeta 18675 ;UpgradeCameo3 = NONE 18676 ;UpgradeCameo4 = NONE 18677 ;UpgradeCameo5 = NONE 18678 18679 Draw = W3DTruckDraw ModuleTag_01 18680 OkToChangeModelColor = Yes 18681 18682 ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 18683 18684 DefaultConditionState 18685 Model = UVScudLchr 18686 Turret = TURRET 18687 TurretPitch = TURRETEL 18688 ShowSubObject = TURRET 18689 HideSubObject = TURRETUP01 TURRETUP02 18690 WeaponLaunchBone = PRIMARY WeaponA 18691 WeaponLaunchBone = SECONDARY WeaponA 18692 End 18693 18694 ConditionState = REALLYDAMAGED 18695 Model = UVScudLchr_d 18696 End 18697 AliasConditionState = RUBBLE 18698 18699 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 18700 Model = UVScudLchr 18701 Turret = TURRETUP01 18702 TurretPitch = TURRETEL01 18703 ShowSubObject = TURRETUP01 18704 HideSubObject = TURRET TURRETUP02 18705 WeaponLaunchBone = PRIMARY WeaponB 18706 WeaponLaunchBone = SECONDARY WeaponB 18707 End 18708 18709 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 18710 Model = UVScudLchr_d 18711 Turret = TURRETUP01 18712 TurretPitch = TURRETEL01 18713 ShowSubObject = TURRETUP01 18714 HideSubObject = TURRET TURRETUP02 18715 WeaponLaunchBone = PRIMARY WeaponB 18716 WeaponLaunchBone = SECONDARY WeaponB 18717 End 18718 18719 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 18720 Model = UVScudLchr 18721 Turret = TURRETUP02 18722 TurretPitch = TURRETEL02 18723 ShowSubObject = TURRETUP02 18724 HideSubObject = TURRET TURRETUP01 18725 WeaponLaunchBone = PRIMARY WeaponC 18726 WeaponLaunchBone = SECONDARY WeaponC 18727 End 18728 18729 ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 18730 Model = UVScudLchr_d 18731 Turret = TURRETUP02 18732 TurretPitch = TURRETEL02 18733 ShowSubObject = TURRETUP02 18734 HideSubObject = TURRET TURRETUP01 18735 WeaponLaunchBone = PRIMARY WeaponC 18736 WeaponLaunchBone = SECONDARY WeaponC 18737 End 18738 18739 TrackMarks = EXTireTrack.tga 18740 18741 Dust = ScudLauncherDust 18742 DirtSpray = RocketBuggyDirtSpray 18743 PowerslideSpray = RocketBuggyDirtPowerSlide 18744 18745 ; These parameters are only used if the model has a separate suspension, 18746 ; and the locomotor has HasSuspension = Yes. 18747 LeftFrontTireBone = Tire01 18748 RightFrontTireBone = Tire05 18749 LeftRearTireBone = Tire04 18750 RightRearTireBone = Tire08 18751 MidLeftFrontTireBone = Tire02 18752 MidRightFrontTireBone = Tire06 18753 MidLeftRearTireBone = Tire03 18754 MidRightRearTireBone = Tire07 18755 18756 TireRotationMultiplier = 0.2 ; this * speed = rotation. 18757 ;PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. 18758 18759 End 18760 18761 18762 ; ***DESIGN parameters *** 18763 18764 DisplayName = OBJECT:ScudLauncher 18765 Side = GLADemolitionGeneral 18766 EditorSorting = VEHICLE 18767 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 18768 18769 WeaponSet 18770 Conditions = None 18771 Weapon = PRIMARY DEMO_SCUDLauncherGunExplosive 18772 Weapon = TERTIARY TerroristSuicideNotARealWeapon 18773 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI 18774 AutoChooseSources = TERTIARY None 18775 End 18776 WeaponSet 18777 Conditions = CRATEUPGRADE_ONE 18778 Weapon = PRIMARY DEMO_SCUDLauncherGunExplosivePlusOne 18779 Weapon = TERTIARY TerroristSuicideNotARealWeapon 18780 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI 18781 AutoChooseSources = TERTIARY None 18782 End 18783 WeaponSet 18784 Conditions = CRATEUPGRADE_TWO 18785 Weapon = PRIMARY DEMO_SCUDLauncherGunExplosivePlusTwo 18786 Weapon = TERTIARY TerroristSuicideNotARealWeapon 18787 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI 18788 AutoChooseSources = TERTIARY None 18789 End 18790 18791 ArmorSet 18792 Conditions = None 18793 Armor = TruckArmor 18794 DamageFX = TankDamageFX 18795 End 18796 BuildCost = 1200 18797 BuildTime = 15.0 ;in seconds 18798 VisionRange = 180 18799 ShroudClearingRange = 300 18800 Prerequisites 18801 Object = Demo_GLAArmsDealer 18802 Object = Demo_GLAPalace 18803 Science = SCIENCE_ScudLauncher 18804 End 18805 18806 ExperienceValue = 50 50 100 150 ;Experience point value at each level 18807 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 18808 IsTrainable = Yes ;Can gain experience 18809 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 18810 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18811 CommandSet = Demo_GLAVehicleScudLauncherCommandSet 18812 18813 ; *** AUDIO Parameters *** 18814 VoiceSelect = ScudLauncherVoiceSelect 18815 VoiceMove = ScudLauncherVoiceMove 18816 VoiceGuard = ScudLauncherVoiceMove 18817 VoiceAttack = ScudLauncherVoiceAttack 18818 SoundMoveStart = ScudLauncherMoveStart 18819 SoundMoveStartDamaged = ScudLauncherMoveStart 18820 UnitSpecificSounds 18821 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 18822 VoiceCreate = ScudLauncherVoiceCreate 18823 TurretMoveStart = NoSound 18824 TurretMoveLoop = TurretMoveLoop 18825 TruckLandingSound = NoSound 18826 TruckPowerslideSound = NoSound 18827 VoiceCrush = ScudLauncherVoiceCrush 18828 VoiceEnter = ScudLauncherVoiceMove 18829 VoicePrimaryWeaponMode = ScudLauncherVoiceModeHiEx 18830 VoiceSecondaryWeaponMode = ScudLauncherVoiceModeAnthrax 18831 End 18832 18833 ; *** ENGINEERING Parameters *** 18834 RadarPriority = UNIT 18835 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 18836 18837 Body = ActiveBody ModuleTag_02 18838 MaxHealth = 180.0 18839 InitialHealth = 180.0 18840 18841 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18842 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18843 SubdualDamageCap = 360 18844 SubdualDamageHealRate = 500 18845 SubdualDamageHealAmount = 50 18846 End 18847 18848 Behavior = AIUpdateInterface ModuleTag_03 18849 Turret 18850 TurretTurnRate = 60 ; turn rate, in degrees per sec 18851 TurretPitchRate = 60 18852 FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here 18853 AllowsPitch = Yes 18854 ControlledWeaponSlots = PRIMARY 18855 End 18856 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 18857 End 18858 18859 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 18860 End 18861 18862 Locomotor = SET_NORMAL ScudLauncherLocomotor 18863 Behavior = PhysicsBehavior ModuleTag_05 18864 Mass = 40.0 18865 End 18866 18867 Behavior = AutoHealBehavior ModuleTag_06 18868 HealingAmount = 2 18869 HealingDelay = 1000 ; msec 18870 TriggeredBy = Upgrade_GLAJunkRepair 18871 End 18872 18873 Behavior = TransitionDamageFX ModuleTag_08 18874 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 18875 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ScudLauncherDamageTransition 18876 End 18877 18878 ; Catch fire, and explode death 18879 Behavior = SlowDeathBehavior ModuleTag_09 18880 DeathTypes = ALL -CRUSHED -SPLATTED 18881 ProbabilityModifier = 50 18882 DestructionDelay = 2000 18883 DestructionDelayVariance = 300 18884 FX = INITIAL FX_CrusaderCatchFire 18885 OCL = FINAL OCL_SCUDLauncherDeathEffect 18886 FX = FINAL FX_ScudLauncherExplosionOneFinal 18887 End 18888 18889 ; A crushing defeat 18890 Behavior = FXListDie ModuleTag_10 18891 DeathTypes = NONE +CRUSHED +SPLATTED 18892 DeathFX = FX_CarCrush 18893 End 18894 18895 Behavior = CreateObjectDie ModuleTag_11 18896 DeathTypes = NONE +CRUSHED +SPLATTED 18897 CreationList = OCL_CrusaderTank_CrushEffect 18898 End 18899 18900 Behavior = FlammableUpdate ModuleTag_21 18901 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18902 AflameDamageAmount = 3 ; taking this much damage... 18903 AflameDamageDelay = 500 ; this often. 18904 End 18905 18906 Behavior = DestroyDie ModuleTag_22 18907 DeathTypes = NONE +CRUSHED +SPLATTED 18908 End 18909 18910 ; Behavior = WeaponSetUpgrade ModuleTag_23 18911 ; TriggeredBy = Upgrade_GLAAnthraxBeta 18912 ; End 18913 ; 18914 ; Behavior = LockWeaponCreate ModuleTag_24 18915 ; SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. 18916 ; End 18917 ; 18918 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 18919 ; DeathWeapon = Demo_SuicideDynamitePack 18920 ; StartsActive = Yes ; turned on by upgrade 18921 ; DeathTypes = NONE +SUICIDED 18922 ; End 18923 ; 18924 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 18925 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 18926 ; StartsActive = No 18927 ; TriggeredBy = Demo_Upgrade_SuicideBomb 18928 ; RequiresAllTriggers = Yes; 18929 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 18930 ; End 18931 ; 18932 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 18933 ; DeathWeapon = Demo_SuicideDynamitePack 18934 ; StartsActive = No 18935 ; TriggeredBy = Demo_Upgrade_SuicideBomb 18936 ; RequiresAllTriggers = Yes; 18937 ; DeathTypes = NONE +SUICIDED 18938 ; End 18939 18940 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 18941 DeathWeapon = Demo_SuicideDynamitePackPlusFire 18942 StartsActive = No 18943 TriggeredBy = Demo_Upgrade_SuicideBomb 18944 End; 18945 18946 Behavior = CommandSetUpgrade ModuleTag_26 18947 CommandSet = Demo_GLAVehicleScudLauncherCommandSetUpgrade 18948 TriggeredBy = Demo_Upgrade_SuicideBomb 18949 End 18950 18951 18952 Geometry = BOX 18953 GeometryMajorRadius = 14.0 18954 GeometryMinorRadius = 7.0 18955 GeometryHeight = 11.5 18956 GeometryIsSmall = No 18957 Shadow = SHADOW_VOLUME 18958 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 18959 18960 End 18961 18962 18963 18964 18965 18966 ;------------------------------------------------------------------------------ 18967 ; this unit is never really "built"; building one triggers the random building of 18968 ; one of the other chassis. If you want a *specific* chassis, choose it explicitly; 18969 ; if you want a chassis at random, specify this. 18970 Object Demo_GLAVehicleTechnical 18971 18972 ; *** ART Parameters *** 18973 SelectPortrait = SUTechnical_L 18974 ButtonImage = SUTechnical 18975 18976 Draw = W3DModelDraw ModuleTag_01 18977 DefaultConditionState 18978 ; give it a model so it'll show up in WB 18979 Model = UVTechTrck 18980 End 18981 End 18982 18983 ; set cost and time fields here or else they won't work 18984 BuildCost = 550 18985 BuildTime = 3.0 ;in seconds 18986 18987 ; Needed to get the Veterancy Overlays on top of the Technical with his build variations. 18988 ;------------------------------------------------------------ 18989 Behavior = VeterancyGainCreate ModuleTag_03 18990 StartingLevel = VETERAN 18991 ScienceRequired = SCIENCE_TechnicalTraining 18992 End 18993 18994 Side = GLADemolitionGeneral 18995 EditorSorting = VEHICLE 18996 BuildVariations = Demo_GLAVehicleTechnicalChassisOne Demo_GLAVehicleTechnicalChassisTwo Demo_GLAVehicleTechnicalChassisThree 18997 18998 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE TRANSPORT 18999 19000 End 19001 19002 ;------------------------------------------------------------------------------ 19003 Object Demo_GLAVehicleTechnicalChassisOne 19004 19005 ; *** ART Parameters *** 19006 SelectPortrait = SUTechnical_L 19007 ButtonImage = SUTechnical 19008 19009 UpgradeCameo1 = Upgrade_GLAAPBullets 19010 UpgradeCameo2 = Upgrade_GLAJunkRepair 19011 ;UpgradeCameo3 = NONE 19012 ;UpgradeCameo4 = NONE 19013 ;UpgradeCameo5 = NONE 19014 19015 Draw = W3DTruckDraw ModuleTag_01 19016 19017 ExtraPublicBone = Dum_Turret 19018 19019 DefaultConditionState 19020 Model = UVTechTrck 19021 End 19022 ConditionState = REALLYDAMAGED 19023 Model = UVTechTrck_d 19024 End 19025 ConditionState = RUBBLE 19026 Model = UVTechTrck_d 19027 End 19028 19029 OkToChangeModelColor = Yes 19030 TrackMarks = EXTireTrack.tga 19031 Dust = TechnicalDust 19032 DirtSpray = RocketBuggyDirtSpray 19033 PowerslideSpray = RocketBuggyDirtPowerSlide 19034 19035 ; These parameters are only used if the model has a separate suspension, 19036 ; and the locomotor has HasSuspension = Yes. 19037 LeftFrontTireBone = Tire01 19038 RightFrontTireBone = Tire02 19039 LeftRearTireBone = Tire03 19040 RightRearTireBone = Tire04 19041 TireRotationMultiplier = 0.2 ; this * speed = rotation. 19042 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 19043 End 19044 19045 Draw = W3DModelDraw ModuleTag_02 19046 19047 OkToChangeModelColor = Yes 19048 AttachToBoneInAnotherModule = Dum_Turret 19049 19050 ; ------------------ basic technical ------------------------ 19051 DefaultConditionState 19052 Model = UITech_SKN 19053 Turret = Dum-TurManMVR 19054 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 19055 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 19056 IdleAnimation = UITech_SKL.UITech_STA 0 6 19057 IdleAnimation = UITech_SKL.UITech_IDA 19058 IdleAnimation = UITech_SKL.UITech_IDB 19059 AnimationMode = ONCE 19060 ShowSubObject = 20Cal 19061 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19062 WeaponFireFXBone = PRIMARY Muzzle01 19063 End 19064 19065 ConditionState = RUBBLE MOVING TURRET_ROTATE 19066 Animation = None 19067 HideSubObject = UITech-SKN 19068 ShowSubObject = 20Cal 19069 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19070 WeaponFireFXBone = PRIMARY Muzzle01 19071 End 19072 19073 ConditionState = MOVING 19074 Animation = UITech_SKL.UITech_MVB 19075 AnimationMode = LOOP 19076 ShowSubObject = 20Cal 19077 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19078 WeaponFireFXBone = PRIMARY Muzzle01 19079 End 19080 19081 ConditionState = TURRET_ROTATE 19082 Animation = UITech_SKL.UITech_TNA 19083 AnimationMode = LOOP 19084 ShowSubObject = 20Cal 19085 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19086 WeaponFireFXBone = PRIMARY Muzzle01 19087 End 19088 AliasConditionState = TURRET_ROTATE MOVING 19089 AliasConditionState = TURRET_ROTATE FIRING_A 19090 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19091 AliasConditionState = TURRET_ROTATE RELOADING_A 19092 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 19093 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19094 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 19095 19096 ConditionState = FIRING_A 19097 Animation = UITech_SKL.UITech_ATA 19098 AnimationMode = LOOP 19099 ShowSubObject = 20Cal 19100 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19101 WeaponFireFXBone = PRIMARY Muzzle01 19102 End 19103 19104 ; AliasConditionState is a new keyword that says, 19105 ; "give me another ConditionState exactly like the previous 19106 ; one, except with different conditions". Useful when you 19107 ; have several states that are the same with only different condition bits. 19108 AliasConditionState = BETWEEN_FIRING_SHOTS_A 19109 AliasConditionState = RELOADING_A 19110 19111 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19112 AliasConditionState = MOVING FIRING_A 19113 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 19114 AliasConditionState = MOVING RELOADING_A 19115 19116 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 19117 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 19118 IdleAnimation = UITech_SKL.UITech_STA 0 6 19119 IdleAnimation = UITech_SKL.UITech_IDA 19120 IdleAnimation = UITech_SKL.UITech_IDB 19121 AnimationMode = ONCE 19122 ShowSubObject = 50Cal 19123 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19124 WeaponFireFXBone = PRIMARY Muzzle02 19125 WeaponLaunchBone = PRIMARY Muzzle02 19126 End 19127 19128 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 19129 Animation = None 19130 HideSubObject = UITech-SKN 19131 ShowSubObject = 50Cal 19132 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19133 WeaponFireFXBone = PRIMARY Muzzle02 19134 WeaponLaunchBone = PRIMARY Muzzle02 19135 End 19136 19137 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 19138 Animation = UITech_SKL.UITech_MVB 19139 AnimationMode = LOOP 19140 ShowSubObject = 50Cal 19141 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19142 WeaponFireFXBone = PRIMARY Muzzle02 19143 WeaponLaunchBone = PRIMARY Muzzle02 19144 End 19145 19146 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 19147 Animation = UITech_SKL.UITech_TNA 19148 AnimationMode = LOOP 19149 ShowSubObject = 50Cal 19150 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19151 WeaponFireFXBone = PRIMARY Muzzle02 19152 WeaponLaunchBone = PRIMARY Muzzle02 19153 End 19154 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 19155 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 19156 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19157 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 19158 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 19159 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19160 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 19161 19162 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 19163 Animation = UITech_SKL.UITech_ATA 19164 AnimationMode = LOOP 19165 ShowSubObject = 50Cal 19166 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19167 WeaponFireFXBone = PRIMARY Muzzle02 19168 WeaponLaunchBone = PRIMARY Muzzle02 19169 End 19170 19171 ; AliasConditionState is a new keyword that says, 19172 ; "give me another ConditionState exactly like the previous 19173 ; one, except with different conditions". Useful when you 19174 ; have several states that are the same with only different condition bits. 19175 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 19176 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 19177 19178 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19179 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 19180 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 19181 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 19182 19183 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 19184 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 19185 IdleAnimation = UITech_SKL.UITech_STA 0 6 19186 IdleAnimation = UITech_SKL.UITech_IDA 19187 IdleAnimation = UITech_SKL.UITech_IDB 19188 AnimationMode = ONCE 19189 ShowSubObject = RPG 19190 WeaponFireFXBone = PRIMARY Muzzle03 19191 WeaponLaunchBone = PRIMARY Muzzle03 19192 End 19193 19194 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 19195 Animation = None 19196 HideSubObject = UITech-SKN 19197 ShowSubObject = RPG 19198 WeaponFireFXBone = PRIMARY Muzzle03 19199 WeaponLaunchBone = PRIMARY Muzzle03 19200 End 19201 19202 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 19203 Animation = UITech_SKL.UITech_MVB 19204 AnimationMode = LOOP 19205 ShowSubObject = RPG 19206 WeaponFireFXBone = PRIMARY Muzzle03 19207 WeaponLaunchBone = PRIMARY Muzzle03 19208 End 19209 19210 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 19211 Animation = UITech_SKL.UITech_TNA 19212 AnimationMode = LOOP 19213 ShowSubObject = RPG 19214 WeaponFireFXBone = PRIMARY Muzzle03 19215 WeaponLaunchBone = PRIMARY Muzzle03 19216 End 19217 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 19218 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 19219 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19220 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 19221 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 19222 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19223 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 19224 19225 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 19226 Animation = UITech_SKL.UITech_ATA 19227 AnimationMode = LOOP 19228 ShowSubObject = RPG 19229 WeaponFireFXBone = PRIMARY Muzzle03 19230 WeaponLaunchBone = PRIMARY Muzzle03 19231 End 19232 19233 ; AliasConditionState is a new keyword that says, 19234 ; "give me another ConditionState exactly like the previous 19235 ; one, except with different conditions". Useful when you 19236 ; have several states that are the same with only different condition bits. 19237 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 19238 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 19239 19240 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19241 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 19242 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 19243 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 19244 19245 End 19246 19247 ; ***DESIGN parameters *** 19248 DisplayName = OBJECT:Technical 19249 Side = GLADemolitionGeneral 19250 EditorSorting = VEHICLE 19251 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 19252 19253 WeaponSet 19254 Conditions = None 19255 Weapon = PRIMARY TechnicalMachineGunWeapon 19256 Weapon = TERTIARY TerroristSuicideNotARealWeapon 19257 AutoChooseSources = TERTIARY None 19258 End 19259 WeaponSet 19260 Conditions = CRATEUPGRADE_ONE 19261 Weapon = PRIMARY TechnicalCannonWeapon 19262 Weapon = TERTIARY TerroristSuicideNotARealWeapon 19263 AutoChooseSources = TERTIARY None 19264 End 19265 WeaponSet 19266 Conditions = CRATEUPGRADE_TWO 19267 Weapon = PRIMARY TechnicalRPGWeapon 19268 Weapon = TERTIARY TerroristSuicideNotARealWeapon 19269 AutoChooseSources = TERTIARY None 19270 End 19271 ArmorSet 19272 Conditions = None 19273 Armor = TruckArmor 19274 DamageFX = TruckDamageFX 19275 End 19276 ;update cost and time fields in Object GLAVehicleTechnical, or else they won't work 19277 ;BuildCost = 300 19278 ;BuildTime = 5.0 ;in seconds 19279 VisionRange = 150 19280 ShroudClearingRange = 300 19281 Prerequisites 19282 Object = Demo_GLAArmsDealer 19283 End 19284 19285 ExperienceValue = 25 25 50 100 ;Experience point value at each level 19286 ExperienceRequired = 0 50 75 150 ;Experience points needed to gain each level 19287 IsTrainable = Yes ;Can gain experience 19288 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 19289 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 19290 CommandSet = Demo_GLAVehicleTechnicalCommandSet 19291 19292 ; *** AUDIO Parameters *** 19293 VoiceSelect = TechnicalVoiceSelect 19294 VoiceMove = TechnicalVoiceMove 19295 VoiceGuard = TechnicalVoiceMove 19296 VoiceAttack = TechnicalVoiceAttack 19297 SoundMoveStart = TechnicalMoveStart 19298 SoundMoveStartDamaged = TechnicalMoveStart 19299 SoundEnter = HumveeEnter 19300 SoundExit = HumveeExit 19301 19302 UnitSpecificSounds 19303 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 19304 VoiceCreate = TechnicalVoiceCreate 19305 TurretMoveStart = NoSound 19306 TurretMoveLoop = TurretMoveLoop 19307 TruckLandingSound = RocketBuggyLand 19308 TruckPowerslideSound = RocketBuggyPowerslide 19309 VoiceSalvage = TechnicalVoiceSalvage 19310 VoiceCrush = TechnicalVoiceCrush 19311 VoiceUnload = TechnicalVoiceUnload 19312 VoiceEnter = TechnicalVoiceMove 19313 End 19314 19315 ; *** ENGINEERING Parameters *** 19316 RadarPriority = UNIT 19317 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT 19318 19319 Behavior = VeterancyGainCreate ModuleTag_03 19320 StartingLevel = VETERAN 19321 ScienceRequired = SCIENCE_TechnicalTraining 19322 End 19323 19324 Body = ActiveBody ModuleTag_04 19325 MaxHealth = 180 19326 InitialHealth = 180 19327 19328 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 19329 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 19330 SubdualDamageCap = 360 19331 SubdualDamageHealRate = 500 19332 SubdualDamageHealAmount = 50 19333 End 19334 Behavior = AIUpdateInterface ModuleTag_05 19335 Turret 19336 TurretTurnRate = 240 ; turn rate, in degrees per sec 19337 NaturalTurretAngle = 0 19338 MinIdleScanAngle = 30 ; in degrees off the natural turret angle 19339 MaxIdleScanAngle = 60 ; in degrees off the natural turret angle 19340 MinIdleScanInterval = 5000 ; in milliseconds 19341 MaxIdleScanInterval = 10000 ; in milliseconds 19342 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 19343 End 19344 AutoAcquireEnemiesWhenIdle = Yes 19345 End 19346 Locomotor = SET_NORMAL TechnicalLocomotor 19347 Behavior = PhysicsBehavior ModuleTag_06 19348 Mass = 40.0 19349 End 19350 Behavior = AutoHealBehavior ModuleTag_07 19351 HealingAmount = 2 19352 HealingDelay = 1000 ; msec 19353 TriggeredBy = Upgrade_GLAJunkRepair 19354 End 19355 19356 Behavior = FlammableUpdate ModuleTag_09 19357 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19358 AflameDamageAmount = 3 ; taking this much damage... 19359 AflameDamageDelay = 500 ; this often. 19360 End 19361 19362 Behavior = TransitionDamageFX ModuleTag_10 19363 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 19364 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 19365 End 19366 19367 Behavior = DestroyDie ModuleTag_11 19368 DeathTypes = NONE +CRUSHED +SPLATTED 19369 End 19370 19371 ; A crushing defeat 19372 Behavior = FXListDie ModuleTag_12 19373 DeathTypes = NONE +CRUSHED +SPLATTED 19374 DeathFX = FX_CarCrush 19375 End 19376 Behavior = CreateObjectDie ModuleTag_13 19377 DeathTypes = NONE +CRUSHED +SPLATTED 19378 CreationList = OCL_TechnicalJeep_CrushEffect 19379 End 19380 Behavior = CreateCrateDie ModuleTag_14 19381 CrateData = SalvageCrateData 19382 ;CrateData = EliteTankCrateData 19383 ;CrateData = HeroicTankCrateData 19384 End 19385 19386 Behavior = SlowDeathBehavior ModuleTag_15 19387 DeathTypes = ALL -CRUSHED -SPLATTED 19388 DestructionDelay = 500 19389 DestructionDelayVariance = 1500 19390 OCL = INITIAL OCL_TechnicalAirDeathStart 19391 FX = INITIAL FX_TechnicalAirDeathGroundPart 19392 OCL = FINAL OCL_RocketBuggyAirDeath 19393 FX = FINAL FX_RocketBuggyAirDeathAirPart ; This happens in the air 19394 End 19395 19396 Behavior = TransportContain ModuleTag_16 19397 Slots = 5 19398 AllowInsideKindOf = INFANTRY 19399 DamagePercentToUnits = 10% 19400 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 19401 End 19402 19403 Behavior = WeaponBonusUpgrade ModuleTag_17 ; Not a full weapon set switch, just a number tweak reflected in a weapon. 19404 TriggeredBy = Upgrade_GLAAPBullets 19405 End 19406 19407 Behavior = SlowDeathBehavior ModuleTag_Death_18 19408 DeathTypes = NONE +SUICIDED +EXPLODED 19409 SinkDelay = 3000 19410 SinkRate = 0.5 ; in Dist/Sec 19411 DestructionDelay = 8000 19412 FX = INITIAL FX_TerroristExplode 19413 FlingForce = 8 19414 FlingForceVariance = 3 19415 FlingPitch = 60 19416 FlingPitchVariance = 10 19417 End 19418 19419 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 19420 ; DeathWeapon = Demo_SuicideDynamitePack 19421 ; StartsActive = Yes ; turned on by upgrade 19422 ; DeathTypes = NONE +SUICIDED 19423 ; End 19424 ; 19425 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 19426 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 19427 ; StartsActive = No 19428 ; TriggeredBy = Demo_Upgrade_SuicideBomb 19429 ; RequiresAllTriggers = Yes; 19430 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 19431 ; End 19432 ; 19433 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 19434 ; DeathWeapon = Demo_SuicideDynamitePack 19435 ; StartsActive = No 19436 ; TriggeredBy = Demo_Upgrade_SuicideBomb 19437 ; RequiresAllTriggers = Yes; 19438 ; DeathTypes = NONE +SUICIDED 19439 ; End 19440 19441 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 19442 DeathWeapon = Demo_SuicideDynamitePackPlusFire 19443 StartsActive = No 19444 TriggeredBy = Demo_Upgrade_SuicideBomb 19445 DeathTypes = ALL 19446 End; 19447 19448 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 19449 DeathWeapon = Demo_SuicideDynamitePackPlusFire 19450 StartsActive = No 19451 TriggeredBy = Demo_Upgrade_SuicideBomb 19452 DeathTypes = NONE 19453 End 19454 19455 Behavior = CommandSetUpgrade ModuleTag_20 19456 CommandSet = Demo_GLAVehicleTechnicalCommandSetUpgrade 19457 TriggeredBy = Demo_Upgrade_SuicideBomb 19458 End 19459 19460 Geometry = BOX 19461 GeometryMajorRadius = 18.0 19462 GeometryMinorRadius = 9.0 19463 GeometryHeight = 7.5 19464 GeometryIsSmall = No 19465 Shadow = SHADOW_VOLUME 19466 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 19467 19468 End 19469 19470 ;------------------------------------------------------------------------------ 19471 ObjectReskin Demo_GLAVehicleTechnicalChassisTwo Demo_GLAVehicleTechnicalChassisOne 19472 19473 ; *** ART Parameters *** 19474 Draw = W3DTruckDraw ModuleTag_01 19475 19476 ExtraPublicBone = Dum_Turret 19477 19478 DefaultConditionState 19479 Model = UVTechVan 19480 End 19481 19482 ConditionState = REALLYDAMAGED 19483 Model = UVTechVan_d 19484 End 19485 ConditionState = RUBBLE 19486 Model = UVTechVan_d 19487 End 19488 19489 OkToChangeModelColor = Yes 19490 TrackMarks = EXTireTrack.tga 19491 Dust = TechnicalDust 19492 19493 ;DirtSpray = RocketBuggyDirtSpray 19494 PowerslideSpray = RocketBuggyDirtPowerSlide 19495 19496 ; These parameters are only used if the model has a separate suspension, 19497 ; and the locomotor has HasSuspension = Yes. 19498 LeftFrontTireBone = Tire01 19499 RightFrontTireBone = Tire02 19500 LeftRearTireBone = Tire03 19501 RightRearTireBone = Tire04 19502 TireRotationMultiplier = 0.2 ; this * speed = rotation. 19503 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 19504 End 19505 19506 Draw = W3DModelDraw ModuleTag_02 19507 OkToChangeModelColor = Yes 19508 AttachToBoneInAnotherModule = Dum_Turret 19509 19510 ; ------------------ basic technical ------------------------ 19511 DefaultConditionState 19512 Model = UITech_SKN 19513 Turret = Dum-TurManMVR 19514 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 19515 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 19516 IdleAnimation = UITech_SKL.UITech_STA 0 6 19517 IdleAnimation = UITech_SKL.UITech_IDA 19518 IdleAnimation = UITech_SKL.UITech_IDB 19519 AnimationMode = ONCE 19520 ShowSubObject = 20Cal 19521 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19522 WeaponFireFXBone = PRIMARY Muzzle01 19523 End 19524 19525 ConditionState = RUBBLE MOVING TURRET_ROTATE 19526 Animation = None 19527 HideSubObject = UITech-SKN 19528 ShowSubObject = 20Cal 19529 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19530 WeaponFireFXBone = PRIMARY Muzzle01 19531 End 19532 19533 ConditionState = MOVING 19534 Animation = UITech_SKL.UITech_MVB 19535 AnimationMode = LOOP 19536 ShowSubObject = 20Cal 19537 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19538 WeaponFireFXBone = PRIMARY Muzzle01 19539 End 19540 19541 ConditionState = TURRET_ROTATE 19542 Animation = UITech_SKL.UITech_TNA 19543 AnimationMode = LOOP 19544 ShowSubObject = 20Cal 19545 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19546 WeaponFireFXBone = PRIMARY Muzzle01 19547 End 19548 AliasConditionState = TURRET_ROTATE MOVING 19549 AliasConditionState = TURRET_ROTATE FIRING_A 19550 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19551 AliasConditionState = TURRET_ROTATE RELOADING_A 19552 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 19553 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19554 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 19555 19556 ConditionState = FIRING_A 19557 Animation = UITech_SKL.UITech_ATA 19558 AnimationMode = LOOP 19559 ShowSubObject = 20Cal 19560 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19561 WeaponFireFXBone = PRIMARY Muzzle01 19562 End 19563 19564 ; AliasConditionState is a new keyword that says, 19565 ; "give me another ConditionState exactly like the previous 19566 ; one, except with different conditions". Useful when you 19567 ; have several states that are the same with only different condition bits. 19568 AliasConditionState = BETWEEN_FIRING_SHOTS_A 19569 AliasConditionState = RELOADING_A 19570 19571 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19572 AliasConditionState = MOVING FIRING_A 19573 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 19574 AliasConditionState = MOVING RELOADING_A 19575 19576 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 19577 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 19578 IdleAnimation = UITech_SKL.UITech_STA 0 6 19579 IdleAnimation = UITech_SKL.UITech_IDA 19580 IdleAnimation = UITech_SKL.UITech_IDB 19581 AnimationMode = ONCE 19582 ShowSubObject = 50Cal 19583 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19584 WeaponFireFXBone = PRIMARY Muzzle02 19585 WeaponLaunchBone = PRIMARY Muzzle02 19586 End 19587 19588 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 19589 Animation = None 19590 HideSubObject = UITech-SKN 19591 ShowSubObject = 50Cal 19592 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19593 WeaponFireFXBone = PRIMARY Muzzle02 19594 WeaponLaunchBone = PRIMARY Muzzle02 19595 End 19596 19597 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 19598 Animation = UITech_SKL.UITech_MVB 19599 AnimationMode = LOOP 19600 ShowSubObject = 50Cal 19601 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19602 WeaponFireFXBone = PRIMARY Muzzle02 19603 WeaponLaunchBone = PRIMARY Muzzle02 19604 End 19605 19606 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 19607 Animation = UITech_SKL.UITech_TNA 19608 AnimationMode = LOOP 19609 ShowSubObject = 50Cal 19610 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19611 WeaponFireFXBone = PRIMARY Muzzle02 19612 WeaponLaunchBone = PRIMARY Muzzle02 19613 End 19614 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 19615 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 19616 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19617 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 19618 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 19619 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19620 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 19621 19622 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 19623 Animation = UITech_SKL.UITech_ATA 19624 AnimationMode = LOOP 19625 ShowSubObject = 50Cal 19626 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19627 WeaponFireFXBone = PRIMARY Muzzle02 19628 WeaponLaunchBone = PRIMARY Muzzle02 19629 End 19630 19631 ; AliasConditionState is a new keyword that says, 19632 ; "give me another ConditionState exactly like the previous 19633 ; one, except with different conditions". Useful when you 19634 ; have several states that are the same with only different condition bits. 19635 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 19636 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 19637 19638 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19639 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 19640 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 19641 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 19642 19643 19644 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 19645 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 19646 IdleAnimation = UITech_SKL.UITech_STA 0 6 19647 IdleAnimation = UITech_SKL.UITech_IDA 19648 IdleAnimation = UITech_SKL.UITech_IDB 19649 AnimationMode = ONCE 19650 ShowSubObject = RPG 19651 WeaponFireFXBone = PRIMARY Muzzle03 19652 WeaponLaunchBone = PRIMARY Muzzle03 19653 End 19654 19655 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 19656 Animation = None 19657 HideSubObject = UITech-SKN 19658 ShowSubObject = RPG 19659 WeaponFireFXBone = PRIMARY Muzzle03 19660 WeaponLaunchBone = PRIMARY Muzzle03 19661 End 19662 19663 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 19664 Animation = UITech_SKL.UITech_MVB 19665 AnimationMode = LOOP 19666 ShowSubObject = RPG 19667 WeaponFireFXBone = PRIMARY Muzzle03 19668 WeaponLaunchBone = PRIMARY Muzzle03 19669 End 19670 19671 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 19672 Animation = UITech_SKL.UITech_TNA 19673 AnimationMode = LOOP 19674 ShowSubObject = RPG 19675 WeaponFireFXBone = PRIMARY Muzzle03 19676 WeaponLaunchBone = PRIMARY Muzzle03 19677 End 19678 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 19679 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 19680 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19681 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 19682 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 19683 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19684 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 19685 19686 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 19687 Animation = UITech_SKL.UITech_ATA 19688 AnimationMode = LOOP 19689 ShowSubObject = RPG 19690 WeaponFireFXBone = PRIMARY Muzzle03 19691 WeaponLaunchBone = PRIMARY Muzzle03 19692 End 19693 19694 ; AliasConditionState is a new keyword that says, 19695 ; "give me another ConditionState exactly like the previous 19696 ; one, except with different conditions". Useful when you 19697 ; have several states that are the same with only different condition bits. 19698 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 19699 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 19700 19701 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19702 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 19703 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 19704 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 19705 19706 End 19707 19708 ; Behavior = CreateObjectDie ModuleTag_13 19709 ; DeathTypes = NONE +CRUSHED +SPLATTED 19710 ; CreationList = OCL_TechnicalVan_CrushEffect 19711 ; End 19712 19713 Geometry = BOX 19714 GeometryMajorRadius = 16.0 19715 GeometryMinorRadius = 8.0 19716 GeometryHeight = 7.5 19717 GeometryIsSmall = Yes 19718 19719 19720 End 19721 19722 ;------------------------------------------------------------------------------ 19723 ObjectReskin Demo_GLAVehicleTechnicalChassisThree Demo_GLAVehicleTechnicalChassisOne 19724 19725 ; *** ART Parameters *** 19726 Draw = W3DTruckDraw ModuleTag_01 19727 19728 ExtraPublicBone = Dum_Turret 19729 19730 DefaultConditionState 19731 Model = UVTechJeep 19732 End 19733 19734 ConditionState = REALLYDAMAGED 19735 Model = UVTechJeep_d 19736 End 19737 ConditionState = RUBBLE 19738 Model = UVTechJeep_d 19739 End 19740 19741 OkToChangeModelColor = Yes 19742 TrackMarks = EXTireTrack.tga 19743 Dust = TechnicalDust 19744 19745 ;DirtSpray = RocketBuggyDirtSpray 19746 PowerslideSpray = RocketBuggyDirtPowerSlide 19747 19748 ; These parameters are only used if the model has a separate suspension, 19749 ; and the locomotor has HasSuspension = Yes. 19750 LeftFrontTireBone = Tire01 19751 RightFrontTireBone = Tire02 19752 LeftRearTireBone = Tire03 19753 RightRearTireBone = Tire04 19754 TireRotationMultiplier = 0.2 ; this * speed = rotation. 19755 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 19756 End 19757 19758 Draw = W3DModelDraw ModuleTag_02 19759 OkToChangeModelColor = Yes 19760 AttachToBoneInAnotherModule = Dum_Turret 19761 19762 ; ------------------ basic technical ------------------------ 19763 DefaultConditionState 19764 Model = UITech_SKN 19765 Turret = Dum-TurManMVR 19766 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 19767 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 19768 IdleAnimation = UITech_SKL.UITech_STA 0 6 19769 IdleAnimation = UITech_SKL.UITech_IDA 19770 IdleAnimation = UITech_SKL.UITech_IDB 19771 AnimationMode = ONCE 19772 ShowSubObject = 20Cal 19773 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19774 WeaponFireFXBone = PRIMARY Muzzle01 19775 End 19776 19777 ConditionState = RUBBLE MOVING TURRET_ROTATE 19778 Animation = None 19779 HideSubObject = UITech-SKN 19780 ShowSubObject = 20Cal 19781 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19782 WeaponFireFXBone = PRIMARY Muzzle01 19783 End 19784 19785 ConditionState = MOVING 19786 Animation = UITech_SKL.UITech_MVB 19787 AnimationMode = LOOP 19788 ShowSubObject = 20Cal 19789 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19790 WeaponFireFXBone = PRIMARY Muzzle01 19791 End 19792 19793 ConditionState = TURRET_ROTATE 19794 Animation = UITech_SKL.UITech_TNA 19795 AnimationMode = LOOP 19796 ShowSubObject = 20Cal 19797 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19798 WeaponFireFXBone = PRIMARY Muzzle01 19799 End 19800 AliasConditionState = TURRET_ROTATE MOVING 19801 AliasConditionState = TURRET_ROTATE FIRING_A 19802 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19803 AliasConditionState = TURRET_ROTATE RELOADING_A 19804 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 19805 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19806 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 19807 19808 ConditionState = FIRING_A 19809 Animation = UITech_SKL.UITech_ATA 19810 AnimationMode = LOOP 19811 ShowSubObject = 20Cal 19812 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19813 WeaponFireFXBone = PRIMARY Muzzle01 19814 End 19815 19816 ; AliasConditionState is a new keyword that says, 19817 ; "give me another ConditionState exactly like the previous 19818 ; one, except with different conditions". Useful when you 19819 ; have several states that are the same with only different condition bits. 19820 AliasConditionState = BETWEEN_FIRING_SHOTS_A 19821 AliasConditionState = RELOADING_A 19822 19823 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19824 AliasConditionState = MOVING FIRING_A 19825 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 19826 AliasConditionState = MOVING RELOADING_A 19827 19828 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 19829 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 19830 IdleAnimation = UITech_SKL.UITech_STA 0 6 19831 IdleAnimation = UITech_SKL.UITech_IDA 19832 IdleAnimation = UITech_SKL.UITech_IDB 19833 AnimationMode = ONCE 19834 ShowSubObject = 50Cal 19835 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19836 WeaponFireFXBone = PRIMARY Muzzle02 19837 WeaponLaunchBone = PRIMARY Muzzle02 19838 End 19839 19840 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 19841 Animation = None 19842 HideSubObject = UITech-SKN 19843 ShowSubObject = 50Cal 19844 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19845 WeaponFireFXBone = PRIMARY Muzzle02 19846 WeaponLaunchBone = PRIMARY Muzzle02 19847 End 19848 19849 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 19850 Animation = UITech_SKL.UITech_MVB 19851 AnimationMode = LOOP 19852 ShowSubObject = 50Cal 19853 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19854 WeaponFireFXBone = PRIMARY Muzzle02 19855 WeaponLaunchBone = PRIMARY Muzzle02 19856 End 19857 19858 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 19859 Animation = UITech_SKL.UITech_TNA 19860 AnimationMode = LOOP 19861 ShowSubObject = 50Cal 19862 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19863 WeaponFireFXBone = PRIMARY Muzzle02 19864 WeaponLaunchBone = PRIMARY Muzzle02 19865 End 19866 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 19867 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 19868 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19869 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 19870 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 19871 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19872 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 19873 19874 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 19875 Animation = UITech_SKL.UITech_ATA 19876 AnimationMode = LOOP 19877 ShowSubObject = 50Cal 19878 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19879 WeaponFireFXBone = PRIMARY Muzzle02 19880 WeaponLaunchBone = PRIMARY Muzzle02 19881 End 19882 19883 ; AliasConditionState is a new keyword that says, 19884 ; "give me another ConditionState exactly like the previous 19885 ; one, except with different conditions". Useful when you 19886 ; have several states that are the same with only different condition bits. 19887 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 19888 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 19889 19890 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19891 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 19892 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 19893 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 19894 19895 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 19896 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 19897 IdleAnimation = UITech_SKL.UITech_STA 0 6 19898 IdleAnimation = UITech_SKL.UITech_IDA 19899 IdleAnimation = UITech_SKL.UITech_IDB 19900 AnimationMode = ONCE 19901 ShowSubObject = RPG 19902 WeaponFireFXBone = PRIMARY Muzzle03 19903 WeaponLaunchBone = PRIMARY Muzzle03 19904 End 19905 19906 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 19907 Animation = None 19908 HideSubObject = UITech-SKN 19909 ShowSubObject = RPG 19910 WeaponFireFXBone = PRIMARY Muzzle03 19911 WeaponLaunchBone = PRIMARY Muzzle03 19912 End 19913 19914 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 19915 Animation = UITech_SKL.UITech_MVB 19916 AnimationMode = LOOP 19917 ShowSubObject = RPG 19918 WeaponFireFXBone = PRIMARY Muzzle03 19919 WeaponLaunchBone = PRIMARY Muzzle03 19920 End 19921 19922 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 19923 Animation = UITech_SKL.UITech_TNA 19924 AnimationMode = LOOP 19925 ShowSubObject = RPG 19926 WeaponFireFXBone = PRIMARY Muzzle03 19927 WeaponLaunchBone = PRIMARY Muzzle03 19928 End 19929 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 19930 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 19931 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19932 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 19933 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 19934 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19935 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 19936 19937 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 19938 Animation = UITech_SKL.UITech_ATA 19939 AnimationMode = LOOP 19940 ShowSubObject = RPG 19941 WeaponFireFXBone = PRIMARY Muzzle03 19942 WeaponLaunchBone = PRIMARY Muzzle03 19943 End 19944 19945 ; AliasConditionState is a new keyword that says, 19946 ; "give me another ConditionState exactly like the previous 19947 ; one, except with different conditions". Useful when you 19948 ; have several states that are the same with only different condition bits. 19949 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 19950 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 19951 19952 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19953 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 19954 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 19955 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 19956 19957 End 19958 19959 ; Behavior = CreateObjectDie ModuleTag_13 19960 ; DeathTypes = NONE +CRUSHED +SPLATTED 19961 ; CreationList = OCL_TechnicalJeep_CrushEffect 19962 ; End 19963 19964 Geometry = BOX 19965 GeometryMajorRadius = 14.0 19966 GeometryMinorRadius = 9.0 19967 GeometryHeight = 9.5 19968 GeometryIsSmall = Yes 19969 19970 19971 End 19972 19973 19974 19975 19976 19977 19978 ;------------------------------------------------------------------------------ 19979 ;The Marauder Tank, for the Warlord General. 19980 Object Demo_GLATankMarauder 19981 19982 ; *** ART Parameters *** 19983 SelectPortrait = SUMarauder_L 19984 ButtonImage = SUMarauder 19985 19986 UpgradeCameo1 = Upgrade_GLAToxinShells 19987 UpgradeCameo2 = Upgrade_GLAJunkRepair 19988 ;UpgradeCameo3 = NONE 19989 ;UpgradeCameo4 = NONE 19990 ;UpgradeCameo5 = NONE 19991 19992 Draw = W3DTankDraw ModuleTag_01 19993 OkToChangeModelColor = Yes 19994 19995 ; no crate upgrade 19996 ConditionState = NONE 19997 Model = UVMarauder 19998 Turret = Turret 19999 ShowSubObject = Turret 20000 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash 20001 WeaponFireFXBone = PRIMARY BarrelMS 20002 WeaponRecoilBone = PRIMARY Barrel 20003 WeaponMuzzleFlash = PRIMARY BarrelFX 20004 WeaponLaunchBone = PRIMARY BarrelMS 20005 End 20006 20007 ConditionState = REALLYDAMAGED 20008 Model = UVMarauder_d 20009 Turret = Turret 20010 ShowSubObject = Turret 20011 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 20012 WeaponFireFXBone = PRIMARY BarrelMS 20013 WeaponRecoilBone = PRIMARY Barrel 20014 WeaponMuzzleFlash = PRIMARY BarrelFX 20015 WeaponLaunchBone = PRIMARY BarrelMS 20016 End 20017 20018 ConditionState = RUBBLE 20019 Model = UVMarauder_d 20020 Turret = Turret 20021 ShowSubObject = Turret 20022 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 20023 WeaponFireFXBone = PRIMARY BarrelMS 20024 WeaponRecoilBone = PRIMARY Barrel 20025 WeaponMuzzleFlash = PRIMARY BarrelFX 20026 WeaponLaunchBone = PRIMARY BarrelMS 20027 End 20028 20029 ; crate upgrade 1 20030 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 20031 Model = UVMarauder 20032 Turret = TurretUp01 20033 ShowSubObject = TurretUp01 20034 HideSubObject = Turret TurretUp02 BarrelUp01FX01 20035 WeaponFireFXBone = PRIMARY BarrelUp01MS 20036 WeaponRecoilBone = PRIMARY BarrelUp01 20037 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 20038 WeaponLaunchBone = PRIMARY BarrelUp01MS 20039 End 20040 20041 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 20042 Model = UVMarauder_d 20043 Turret = TurretUp01 20044 ShowSubObject = TurretUp01 20045 HideSubObject = Turret TurretUp02 BarrelUp01FX01 20046 WeaponFireFXBone = PRIMARY BarrelUp01MS 20047 WeaponRecoilBone = PRIMARY BarrelUp01 20048 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 20049 WeaponLaunchBone = PRIMARY BarrelUp01MS 20050 End 20051 20052 ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE 20053 Model = UVMarauder_d 20054 Turret = TurretUp01 20055 ShowSubObject = TurretUp01 20056 HideSubObject = Turret TurretUp02 BarrelUp01FX01 20057 WeaponFireFXBone = PRIMARY BarrelUp01MS 20058 WeaponRecoilBone = PRIMARY BarrelUp01 20059 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 20060 WeaponLaunchBone = PRIMARY BarrelUp01MS 20061 End 20062 20063 ; crate upgrade 2 20064 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 20065 Model = UVMarauder 20066 Turret = TurretUp02 20067 ShowSubObject = TurretUp02 20068 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 20069 WeaponFireFXBone = PRIMARY BarrelUp02MS 20070 WeaponRecoilBone = PRIMARY BarrelUp02 20071 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 20072 WeaponLaunchBone = PRIMARY BarrelUp02MS 20073 End 20074 20075 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 20076 Model = UVMarauder_d 20077 Turret = TurretUp02 20078 ShowSubObject = TurretUp02 20079 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 20080 WeaponFireFXBone = PRIMARY BarrelUp02MS 20081 WeaponRecoilBone = PRIMARY BarrelUp02 20082 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 20083 WeaponLaunchBone = PRIMARY BarrelUp02MS 20084 End 20085 20086 ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO 20087 Model = UVMarauder_d 20088 Turret = TurretUp02 20089 ShowSubObject = TurretUp02 20090 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 20091 WeaponFireFXBone = PRIMARY BarrelUp02MS 20092 WeaponRecoilBone = PRIMARY BarrelUp02 20093 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 20094 WeaponLaunchBone = PRIMARY BarrelUp02MS 20095 End 20096 20097 TrackMarks = EXTnkTrack.tga 20098 TreadAnimationRate = 2.0; amount of tread texture to move per second 20099 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 20100 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 20101 20102 End 20103 20104 ; ***DESIGN parameters *** 20105 DisplayName = OBJECT:Marauder 20106 Side = GLADemolitionGeneral 20107 EditorSorting = VEHICLE 20108 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 20109 WeaponSet 20110 Conditions = None 20111 Weapon = PRIMARY REDMarauderTankGun 20112 Weapon = TERTIARY TerroristSuicideNotARealWeapon 20113 AutoChooseSources = TERTIARY None 20114 End 20115 WeaponSet 20116 Conditions = CRATEUPGRADE_ONE 20117 Weapon = PRIMARY REDMarauderTankGunUpgradeOne 20118 Weapon = TERTIARY TerroristSuicideNotARealWeapon 20119 AutoChooseSources = TERTIARY None 20120 20121 End 20122 WeaponSet 20123 Conditions = CRATEUPGRADE_TWO 20124 Weapon = PRIMARY REDMarauderTankGunUpgradeTwo 20125 Weapon = TERTIARY TerroristSuicideNotARealWeapon 20126 AutoChooseSources = TERTIARY None 20127 End 20128 ArmorSet 20129 Conditions = None 20130 Armor = TankArmor 20131 DamageFX = TankDamageFX 20132 End 20133 BuildCost = 900 20134 BuildTime = 10.0 ;in seconds 20135 VisionRange = 125 20136 ShroudClearingRange = 300 20137 Prerequisites 20138 Object = Demo_GLAArmsDealer 20139 Science = SCIENCE_MarauderTank 20140 End 20141 20142 ExperienceValue = 100 100 200 300 ;Experience point value at each level 20143 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 20144 IsTrainable = Yes ;Can gain experience 20145 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 20146 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 20147 CommandSet = Demo_GLATankMarauderCommandSet 20148 20149 ; *** AUDIO Parameters *** 20150 VoiceSelect = MarauderTankVoiceSelect 20151 VoiceMove = MarauderTankVoiceMove 20152 VoiceGuard = MarauderTankVoiceMove 20153 VoiceAttack = MarauderTankVoiceAttack 20154 SoundMoveStart = MarauderTankMoveStart 20155 SoundMoveStartDamaged = MarauderTankMoveStart 20156 20157 UnitSpecificSounds 20158 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 20159 VoiceCreate = MarauderTankVoiceCreate 20160 ;TurretMoveStart = NoSound 20161 TurretMoveLoop = TurretMoveLoop 20162 VoiceSalvage = MarauderTankVoiceSalvage 20163 VoiceCrush = MarauderTankVoiceCrush 20164 VoiceEnter = MarauderTankVoiceMove 20165 End 20166 20167 ; *** ENGINEERING Parameters *** 20168 RadarPriority = UNIT 20169 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE 20170 20171 Body = ActiveBody ModuleTag_02 20172 MaxHealth = 430.0 20173 InitialHealth = 430.0 20174 20175 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 20176 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 20177 SubdualDamageCap = 860 20178 SubdualDamageHealRate = 500 20179 SubdualDamageHealAmount = 50 20180 End 20181 20182 Behavior = AIUpdateInterface ModuleTag_03 20183 AutoAcquireEnemiesWhenIdle = Yes 20184 End 20185 Locomotor = SET_NORMAL MarauderLocomotor 20186 Behavior = PhysicsBehavior ModuleTag_04 20187 Mass = 50.0 20188 End 20189 Behavior = AutoHealBehavior ModuleTag_05 20190 HealingAmount = 2 20191 HealingDelay = 1000 ; msec 20192 TriggeredBy = Upgrade_GLAJunkRepair 20193 End 20194 20195 ; Catch fire, and explode death 20196 Behavior = SlowDeathBehavior ModuleTag_06 20197 DeathTypes = ALL -CRUSHED -SPLATTED 20198 ProbabilityModifier = 50 20199 DestructionDelay = 1000 20200 DestructionDelayVariance = 300 20201 FX = INITIAL FX_CrusaderCatchFire 20202 OCL = FINAL OCL_MarauderTankDeathEffect 20203 FX = FINAL FX_BattleMasterExplosionOneFinal 20204 End 20205 20206 20207 Behavior = CreateCrateDie ModuleTag_07 20208 CrateData = SalvageCrateData 20209 ;CrateData = EliteTankCrateData 20210 ;CrateData = HeroicTankCrateData 20211 End 20212 20213 Behavior = TransitionDamageFX ModuleTag_08 20214 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 20215 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 20216 End 20217 20218 ; A crushing defeat 20219 Behavior = FXListDie ModuleTag_09 20220 DeathTypes = NONE +CRUSHED +SPLATTED 20221 DeathFX = FX_CarCrush 20222 End 20223 20224 Behavior = FlammableUpdate ModuleTag_21 20225 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20226 AflameDamageAmount = 3 ; taking this much damage... 20227 AflameDamageDelay = 500 ; this often. 20228 End 20229 20230 Behavior = SlowDeathBehavior ModuleTag_Death_22 20231 DeathTypes = NONE +SUICIDED +EXPLODED 20232 SinkDelay = 3000 20233 SinkRate = 0.5 ; in Dist/Sec 20234 DestructionDelay = 8000 20235 FX = INITIAL FX_TerroristExplode 20236 FlingForce = 8 20237 FlingForceVariance = 3 20238 FlingPitch = 60 20239 FlingPitchVariance = 10 20240 End 20241 20242 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 20243 ; DeathWeapon = Demo_SuicideDynamitePack 20244 ; StartsActive = Yes ; turned on by upgrade 20245 ; DeathTypes = NONE +SUICIDED 20246 ; End 20247 ; 20248 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 20249 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 20250 ; StartsActive = No 20251 ; TriggeredBy = Demo_Upgrade_SuicideBomb 20252 ; RequiresAllTriggers = Yes; 20253 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 20254 ; End 20255 ; 20256 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 20257 ; DeathWeapon = Demo_SuicideDynamitePack 20258 ; StartsActive = No 20259 ; TriggeredBy = Demo_Upgrade_SuicideBomb 20260 ; RequiresAllTriggers = Yes; 20261 ; DeathTypes = NONE +SUICIDED 20262 ; End 20263 20264 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 20265 DeathWeapon = Demo_SuicideDynamitePackPlusFire 20266 StartsActive = No 20267 TriggeredBy = Demo_Upgrade_SuicideBomb 20268 DeathTypes = ALL 20269 End; 20270 20271 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 20272 DeathWeapon = Demo_SuicideDynamitePackPlusFire 20273 StartsActive = No 20274 TriggeredBy = Demo_Upgrade_SuicideBomb 20275 DeathTypes = NONE 20276 End 20277 20278 Behavior = CommandSetUpgrade ModuleTag_24 20279 CommandSet = Demo_GLATankMarauderCommandSetUpgrade 20280 TriggeredBy = Demo_Upgrade_SuicideBomb 20281 End 20282 20283 Geometry = BOX 20284 GeometryMajorRadius = 17.0 20285 GeometryMinorRadius = 10.0 20286 GeometryHeight = 9.5 20287 GeometryIsSmall = Yes 20288 Shadow = SHADOW_VOLUME 20289 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 20290 20291 End 20292 20293 20294 20295 ;------------------------------------------------------------------------------ 20296 ;GLA Radar Van 20297 Object Demo_GLAVehicleRadarVan 20298 20299 ; *** ART Parameters *** 20300 SelectPortrait = SURadarVan_L 20301 ButtonImage = SURadarVan 20302 20303 UpgradeCameo1 = Upgrade_GLARadarVanScan 20304 UpgradeCameo2 = Upgrade_GLAJunkRepair 20305 ;UpgradeCameo3 = NONE 20306 ;UpgradeCameo4 = NONE 20307 ;UpgradeCameo5 = NONE 20308 20309 Draw = W3DTruckDraw ModuleTag_01 20310 OkToChangeModelColor = Yes 20311 20312 DefaultConditionState 20313 Model = UVRadarVan 20314 Animation = UVRadarVan.UVRadarVan 20315 AnimationMode = LOOP 20316 End 20317 20318 ConditionState = REALLYDAMAGED 20319 Model = UVRadarVan_D 20320 Animation = UVRadarVan_D.UVRadarVan_D 20321 AnimationMode = LOOP 20322 End 20323 20324 ConditionState = RUBBLE 20325 Model = UVRadarVan_D 20326 Animation = UVRadarVan_D.UVRadarVan_D 20327 AnimationMode = LOOP 20328 End 20329 20330 TrackMarks = EXTireTrack.tga 20331 20332 ; These parameters are only used if the model has a separate suspension, 20333 ; and the locomotor has HasSuspension = Yes. 20334 LeftFrontTireBone = Tire01 20335 RightFrontTireBone = Tire02 20336 LeftRearTireBone = Tire03 20337 RightRearTireBone = Tire04 20338 TireRotationMultiplier = 0.2 ; this * speed = rotation. 20339 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 20340 End 20341 20342 ; ***DESIGN parameters *** 20343 DisplayName = OBJECT:RadarVan 20344 Side = GLADemolitionGeneral 20345 EditorSorting = VEHICLE 20346 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 20347 WeaponSet 20348 Weapon = PRIMARY None 20349 Weapon = SECONDARY None 20350 Weapon = TERTIARY TerroristSuicideNotARealWeapon 20351 AutoChooseSources = TERTIARY None 20352 AutoChooseSources = PRIMARY None 20353 End 20354 ArmorSet 20355 Conditions = None 20356 Armor = TruckArmor 20357 DamageFX = TankDamageFX 20358 End 20359 BuildCost = 500 20360 BuildTime = 10.0 ;in seconds 20361 VisionRange = 200 20362 ShroudClearingRange = 500 20363 Prerequisites 20364 Object = Demo_GLAArmsDealer 20365 End 20366 IsTrainable = No 20367 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 20368 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 20369 CommandSet = Demo_GLAVehicleRadarVanCommandSet 20370 20371 ; *** AUDIO Parameters *** 20372 VoiceSelect = RadarVanVoiceSelect 20373 VoiceMove = RadarVanVoiceMove 20374 VoiceAttack = RadarVanVoiceMove 20375 SoundMoveStart = RadarVanMoveStart 20376 SoundMoveStartDamaged = RadarVanMoveStart 20377 20378 UnitSpecificSounds 20379 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 20380 VoiceCreate = RadarVanVoiceCreate 20381 TurretMoveStart = NoSound 20382 TurretMoveLoop = TurretMoveLoop 20383 ; Required for the W3DTruckDraw module 20384 TruckLandingSound = NoSound ;RocketBuggyLand 20385 TruckPowerslideSound = NoSound ;RocketBuggyPowerslide 20386 VoiceCrush = RadarVanVoiceCrush 20387 VoiceEnter = RadarVanVoiceMove 20388 End 20389 20390 ; *** ENGINEERING Parameters *** 20391 RadarPriority = UNIT 20392 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL 20393 20394 Body = ActiveBody ModuleTag_02 20395 MaxHealth = 200 20396 InitialHealth = 200 20397 20398 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 20399 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 20400 SubdualDamageCap = 400 20401 SubdualDamageHealRate = 500 20402 SubdualDamageHealAmount = 50 20403 End 20404 20405 ExperienceValue = 20 20 20 20 ; Experience point value at each level 20406 20407 Behavior = GrantUpgradeCreate ModuleTag_03 20408 UpgradeToGrant = Upgrade_GLARadar 20409 End 20410 Behavior = RadarUpgrade ModuleTag_05 20411 TriggeredBy = Upgrade_GLARadar 20412 DisableProof = Yes ; Won't be disabled by power low 20413 End 20414 20415 Behavior = OCLSpecialPower ModuleTag_06 20416 SpecialPowerTemplate = SpecialPowerRadarVanScan 20417 OCL = SUPERWEAPON_RadarVanScan 20418 CreateLocation = CREATE_AT_LOCATION 20419 StartsPaused = Yes ; Unpaused by upgrade module 20420 End 20421 20422 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_07 20423 SpecialPowerTemplate = SpecialPowerRadarVanScan 20424 TriggeredBy = Upgrade_GLARadarVanScan 20425 End 20426 20427 Behavior = AutoHealBehavior ModuleTag_08 20428 HealingAmount = 2 20429 HealingDelay = 1000 ; msec 20430 TriggeredBy = Upgrade_GLAJunkRepair 20431 End 20432 20433 Behavior = AIUpdateInterface ModuleTag_09 20434 Turret 20435 TurretTurnRate = 100 20436 ControlledWeaponSlots = PRIMARY 20437 End 20438 End 20439 Locomotor = SET_NORMAL RadarVanLocomotor 20440 20441 Behavior = PhysicsBehavior ModuleTag_10 20442 Mass = 50.0 20443 End 20444 20445 ; The default explosion 20446 Behavior = SlowDeathBehavior ModuleTag_11 20447 DeathTypes = ALL -CRUSHED -SPLATTED 20448 ProbabilityModifier = 5 20449 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 20450 DestructionDelay = 0 20451 DestructionDelayVariance = 200 20452 FX = FINAL FX_BuggyNewDeathExplosion 20453 OCL = FINAL OCL_RadarVanDeathEffect 20454 End 20455 20456 20457 Behavior = FlammableUpdate ModuleTag_13 20458 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20459 AflameDamageAmount = 3 ; taking this much damage... 20460 AflameDamageDelay = 500 ; this often. 20461 End 20462 20463 Behavior = DestroyDie ModuleTag_14 20464 DeathTypes = NONE +CRUSHED +SPLATTED 20465 End 20466 Behavior = CreateCrateDie ModuleTag_15 20467 CrateData = SalvageCrateData 20468 ;CrateData = EliteTankCrateData 20469 ;CrateData = HeroicTankCrateData 20470 End 20471 20472 Behavior = StealthDetectorUpdate ModuleTag_16 20473 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 20474 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 20475 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 20476 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 20477 End 20478 20479 ; A crushing defeat 20480 Behavior = FXListDie ModuleTag_17 20481 DeathTypes = NONE +CRUSHED +SPLATTED 20482 DeathFX = FX_CarCrush 20483 End 20484 Behavior = CreateObjectDie ModuleTag_18 20485 DeathTypes = NONE +CRUSHED +SPLATTED 20486 CreationList = OCL_CrusaderTank_CrushEffect 20487 End 20488 20489 Behavior = TransitionDamageFX ModuleTag_19 20490 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 20491 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition 20492 End 20493 20494 Behavior = SlowDeathBehavior ModuleTag_Death_20 20495 DeathTypes = NONE +SUICIDED +EXPLODED 20496 SinkDelay = 3000 20497 SinkRate = 0.5 ; in Dist/Sec 20498 DestructionDelay = 8000 20499 FX = INITIAL FX_TerroristExplode 20500 FlingForce = 8 20501 FlingForceVariance = 3 20502 FlingPitch = 60 20503 FlingPitchVariance = 10 20504 End 20505 20506 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death24 20507 ; DeathWeapon = Demo_SuicideDynamitePack 20508 ; StartsActive = Yes ; turned on by upgrade 20509 ; DeathTypes = NONE +SUICIDED 20510 ; End 20511 ; 20512 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag999 20513 ; DeathWeapon = Demo_SuicideDynamitePackPlusFire 20514 ; StartsActive = No 20515 ; TriggeredBy = Demo_Upgrade_SuicideBomb 20516 ; RequiresAllTriggers = Yes; 20517 ; DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 20518 ; End 20519 ; 20520 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag998 20521 ; DeathWeapon = Demo_SuicideDynamitePack 20522 ; StartsActive = No 20523 ; TriggeredBy = Demo_Upgrade_SuicideBomb 20524 ; RequiresAllTriggers = Yes; 20525 ; DeathTypes = NONE +SUICIDED 20526 ; End 20527 20528 Behavior = FireWeaponWhenDeadBehavior ModuleTag_George 20529 DeathWeapon = Demo_SuicideDynamitePackPlusFire 20530 StartsActive = No 20531 TriggeredBy = Demo_Upgrade_SuicideBomb 20532 DeathTypes = ALL 20533 End; 20534 20535 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Bob 20536 DeathWeapon = Demo_SuicideDynamitePackPlusFire 20537 StartsActive = No 20538 TriggeredBy = Demo_Upgrade_SuicideBomb 20539 DeathTypes = NONE 20540 End 20541 20542 Behavior = CommandSetUpgrade ModuleTag_22 20543 CommandSet = Demo_GLAVehicleRadarVanCommandSetUpgrade 20544 TriggeredBy = Demo_Upgrade_SuicideBomb 20545 End 20546 20547 Geometry = BOX 20548 GeometryMajorRadius = 16.0 20549 GeometryMinorRadius = 6.0 20550 GeometryHeight = 12.5 20551 GeometryIsSmall = Yes 20552 Shadow = SHADOW_VOLUME 20553 ShadowSizeX = 45 ;minimum elevation angle above horizon. Used to limit shadow length 20554 20555 End 20556 20557 ;------------------------------------------------------------------------------ 20558 Object Demo_GLAVehicleBattleBus 20559 20560 ; *** ART Parameters *** 20561 SelectPortrait = SUbattlebus_L 20562 ButtonImage = SUbattlebus 20563 20564 UpgradeCameo1 = Upgrade_GLAJunkRepair 20565 20566 20567 Draw = W3DTruckDraw ModuleTag_01 20568 OkToChangeModelColor = Yes 20569 TrackMarks = EXTireTrack.tga 20570 ExtraPublicBone = BUSUP01 20571 ExtraPublicBone = BUSUP02 20572 20573 DefaultConditionState 20574 Model = UVBATTBUS 20575 HideSubObject = BUSUP01 BUSUP02 20576 Animation = UVBATTBUS.UVBATTBUS 20577 AnimationMode = MANUAL 20578 End 20579 ConditionState = MOVING 20580 Model = UVBATTBUS 20581 Animation = UVBATTBUS.UVBATTBUS 20582 AnimationMode = LOOP 20583 End 20584 20585 ConditionState = REALLYDAMAGED 20586 Model = UVBATTBUS_D 20587 Animation = UVBATTBUS_D.UVBATTBUS_D 20588 AnimationMode = MANUAL 20589 End 20590 ConditionState = REALLYDAMAGED MOVING 20591 Model = UVBATTBUS_D 20592 Animation = UVBATTBUS_D.UVBATTBUS_D 20593 AnimationMode = LOOP 20594 End 20595 20596 ConditionState = SECOND_LIFE ; Set after our first death, natch 20597 Model = UVBATTBUS_D1 20598 Animation = UVBATTBUS_D1.UVBATTBUS_D1 20599 AnimationMode = MANUAL 20600 End 20601 AliasConditionState = REALLYDAMAGED SECOND_LIFE 20602 AliasConditionState = RUBBLE SECOND_LIFE 20603 20604 ConditionState = RUBBLE 20605 Model = UVBATTBUS_D 20606 End 20607 20608 ;--------- One crates 20609 ConditionState = ARMORSET_CRATEUPGRADE_ONE 20610 Model = UVBATTBUS 20611 ShowSubObject = BUSUP01 20612 HideSubObject = BUSUP02 20613 Animation = UVBATTBUS.UVBATTBUS 20614 AnimationMode = MANUAL 20615 End 20616 ConditionState = MOVING ARMORSET_CRATEUPGRADE_ONE 20617 Model = UVBATTBUS 20618 ShowSubObject = BUSUP01 20619 HideSubObject = BUSUP02 20620 Animation = UVBATTBUS.UVBATTBUS 20621 AnimationMode = LOOP 20622 End 20623 20624 ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_ONE 20625 Model = UVBATTBUS_D 20626 ShowSubObject = BUSUP01 20627 HideSubObject = BUSUP02 20628 Animation = UVBATTBUS_D.UVBATTBUS_D 20629 AnimationMode = MANUAL 20630 End 20631 ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_ONE 20632 Model = UVBATTBUS_D 20633 ShowSubObject = BUSUP01 20634 HideSubObject = BUSUP02 20635 Animation = UVBATTBUS_D.UVBATTBUS_D 20636 AnimationMode = LOOP 20637 End 20638 20639 ConditionState = SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 20640 Model = UVBATTBUS_D1 20641 ShowSubObject = BUSUP01 20642 HideSubObject = BUSUP02 20643 Animation = UVBATTBUS_D1.UVBATTBUS_D1 20644 AnimationMode = MANUAL 20645 End 20646 AliasConditionState = REALLYDAMAGED SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 20647 AliasConditionState = RUBBLE SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 20648 20649 ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_ONE 20650 Model = UVBATTBUS_D 20651 ShowSubObject = BUSUP01 20652 HideSubObject = BUSUP02 20653 End 20654 20655 ;--------- Two crates 20656 ConditionState = ARMORSET_CRATEUPGRADE_TWO 20657 Model = UVBATTBUS 20658 ShowSubObject = BUSUP01 BUSUP02 20659 Animation = UVBATTBUS.UVBATTBUS 20660 AnimationMode = MANUAL 20661 End 20662 ConditionState = MOVING ARMORSET_CRATEUPGRADE_TWO 20663 Model = UVBATTBUS 20664 ShowSubObject = BUSUP01 BUSUP02 20665 Animation = UVBATTBUS.UVBATTBUS 20666 AnimationMode = LOOP 20667 End 20668 20669 ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_TWO 20670 Model = UVBATTBUS_D 20671 ShowSubObject = BUSUP01 BUSUP02 20672 Animation = UVBATTBUS_D.UVBATTBUS_D 20673 AnimationMode = MANUAL 20674 End 20675 ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_TWO 20676 Model = UVBATTBUS_D 20677 ShowSubObject = BUSUP01 BUSUP02 20678 Animation = UVBATTBUS_D.UVBATTBUS_D 20679 AnimationMode = LOOP 20680 End 20681 20682 ConditionState = SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 20683 Model = UVBATTBUS_D1 20684 ShowSubObject = BUSUP01 BUSUP02 20685 Animation = UVBATTBUS_D1.UVBATTBUS_D1 20686 AnimationMode = MANUAL 20687 End 20688 AliasConditionState = REALLYDAMAGED SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 20689 AliasConditionState = RUBBLE SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 20690 20691 ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_TWO 20692 Model = UVBATTBUS_D 20693 ShowSubObject = BUSUP01 BUSUP02 20694 End 20695 20696 LeftFrontTireBone = Tire01 20697 RightFrontTireBone = Tire04 20698 LeftRearTireBone = Tire02 20699 RightRearTireBone = Tire03 20700 20701 TireRotationMultiplier = 0.2 ; this * speed = rotation. 20702 20703 Dust = RocketBuggyDust 20704 DirtSpray = RocketBuggyDirtSpray 20705 PowerslideSpray = RocketBuggyDirtPowerSlide 20706 20707 End 20708 PlacementViewAngle = 180 20709 ; ***DESIGN parameters *** 20710 DisplayName = OBJECT:BattleBus 20711 Side = GLADemolitionGeneral 20712 EditorSorting = VEHICLE 20713 TransportSlotCount = 8 ;how many "slots" we take in a transport (0 == not transportable) 20714 WeaponSet 20715 Conditions = None 20716 Weapon = PRIMARY None 20717 Weapon = TERTIARY TerroristSuicideNotARealWeapon 20718 AutoChooseSources = TERTIARY None 20719 AutoChooseSources = PRIMARY None 20720 End 20721 WeaponSet 20722 Conditions = PLAYER_UPGRADE 20723 Weapon = PRIMARY BattleBusPassengerDummyWeapon 20724 Weapon = TERTIARY TerroristSuicideNotARealWeapon 20725 AutoChooseSources = TERTIARY None 20726 End 20727 20728 ArmorSet 20729 Conditions = None 20730 Armor = BattleBusTruckArmor 20731 DamageFX = TruckDamageFX 20732 End 20733 ArmorSet 20734 Conditions = SECOND_LIFE ; Set after our first death, natch 20735 Armor = BattleBusStructureArmorTough 20736 DamageFX = StructureDamageFX 20737 End 20738 20739 ArmorSet 20740 Conditions = CRATE_UPGRADE_ONE 20741 Armor = BattleBusTruckArmorPlusOne 20742 DamageFX = TruckDamageFX 20743 End 20744 ArmorSet 20745 Conditions = CRATE_UPGRADE_ONE SECOND_LIFE ; Set after our first death, natch 20746 Armor = BattleBusStructureArmorToughPlusOne 20747 DamageFX = StructureDamageFX 20748 End 20749 20750 ArmorSet 20751 Conditions = CRATE_UPGRADE_TWO 20752 Armor = BattleBusTruckArmorPlusTwo 20753 DamageFX = TruckDamageFX 20754 End 20755 ArmorSet 20756 Conditions = CRATE_UPGRADE_TWO SECOND_LIFE ; Set after our first death, natch 20757 Armor = BattleBusStructureArmorToughPlusTwo 20758 DamageFX = StructureDamageFX 20759 End 20760 20761 BuildCost = 1000 20762 BuildTime = 15.0 ;in seconds 20763 VisionRange = 150 ; Used in attack move targeting 20764 ShroudClearingRange = 200 20765 Prerequisites 20766 Object = Demo_GLAArmsDealer 20767 Object = Demo_GLAPalace 20768 End 20769 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 20770 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 20771 CommandSet = Demo_GLAVehicleBattleBusCommandSet 20772 20773 ; *** AUDIO Parameters *** 20774 VoiceSelect = BattleBusVoiceSelect 20775 VoiceMove = BattleBusVoiceMove 20776 VoiceGuard = BattleBusVoiceMove 20777 VoiceAttack = BattleBusVoiceAttack 20778 SoundMoveStart = BattleBusMoveStart 20779 SoundMoveStartDamaged = BattleBusMoveStart 20780 SoundEnter = HumveeEnter 20781 SoundExit = HumveeExit 20782 UnitSpecificSounds 20783 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 20784 VoiceCreate = BattleBusVoiceCreate 20785 TurretMoveStart = NoSound 20786 TurretMoveLoop = NoSound 20787 TruckLandingSound = RocketBuggyLand 20788 TruckPowerslideSound = RocketBuggyPowerslide 20789 VoiceUnload = BattleBusVoiceUnload 20790 End 20791 20792 ; *** ENGINEERING Parameters *** 20793 RadarPriority = UNIT 20794 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER ARMOR_SALVAGER SCORE 20795 20796 Body = UndeadBody ModuleTag_02 ; Body module that treats the first death as a state change 20797 MaxHealth = 400.0 20798 InitialHealth = 400.0 20799 20800 SecondLifeMaxHealth = 650.0 20801 20802 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 20803 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 20804 SubdualDamageCap = 750 20805 SubdualDamageHealRate = 500 20806 SubdualDamageHealAmount = 50 20807 End 20808 20809 IsTrainable = No 20810 ExperienceValue = 50 50 50 50 ; Experience point value at each level 20811 20812 Behavior = AIUpdateInterface ModuleTag_04 20813 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS 20814 End 20815 20816 Behavior = PhysicsBehavior ModuleTag_05 20817 Mass = 40.0 20818 End 20819 20820 Behavior = AutoHealBehavior ModuleTag_06 20821 HealingAmount = 2 20822 HealingDelay = 1000 ; msec 20823 TriggeredBy = Upgrade_GLAJunkRepair 20824 End 20825 20826 Locomotor = SET_NORMAL BattleBusLocomotor 20827 20828 Behavior = BattleBusSlowDeathBehavior ModuleTag_08 20829 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 -SUICIDED ;Crushed and splatted are cover by a DestroyDie. Extra4(loneliness) and Suicide(DemoBomb) are covered in a normal slowdeath 20830 ProbabilityModifier = 5 20831 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 20832 20833 ; Part the first, uses when killed the first time from non-system (unresistable) damage 20834 FXStartUndeath = FX_BattleBusStartUndeath 20835 OCLStartUndeath = OCL_BattleBusStartUndeath 20836 FXHitGround = FX_BattleBusHitGround 20837 OCLHitGround = OCL_BattleBusHitGround 20838 ThrowForce = 100.0 20839 PercentDamageToPassengers = 50% 20840 EmptyHulkDestructionDelay = 1000 ; If non-zero, msec of emptiness before we kill ourselves with Penalty damage, EXTRA_4 death 20841 20842 ; Part the second, normal fields of a SlowDeathBehavior 20843 DestructionDelay = 0 20844 DestructionDelayVariance = 200 20845 FX = FINAL FX_BuggyNewDeathExplosion 20846 OCL = FINAL OCL_BattleBusDeath 20847 End 20848 20849 Behavior = TransportContain ModuleTag_10 20850 PassengersAllowedToFire = Yes 20851 Slots = 8 20852 DamagePercentToUnits = 100% 20853 AllowInsideKindOf = INFANTRY 20854 ExitDelay = 250 20855 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 20856 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 20857 WeaponBonusPassedToPassengers = Yes 20858 DelayExitInAir = Yes 20859 DelayExitInAir = Yes 20860 ArmedRidersUpgradeMyWeaponSet = Yes 20861 End 20862 20863 ; Module 11 cut. 20864 ; Behavior = HordeUpdate ModuleTag_11 20865 ; RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 20866 ; UpdateRate = 1000 ; how often to recheck horde status (msec) 20867 ; Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 20868 ; AlliesOnly = Yes ; do we only count allies towards horde status? 20869 ; ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) 20870 ; Count = 5 ; how many units must be within Radius to grant us horde-ness 20871 ; Action = HORDE ; when horde-ing, grant us the HORDE bonus 20872 ; End 20873 20874 ; A crushing defeat 20875 Behavior = FXListDie ModuleTag_23 20876 DeathTypes = NONE +CRUSHED +SPLATTED 20877 DeathFX = FX_CarCrush 20878 End 20879 Behavior = CreateObjectDie ModuleTag_24 20880 DeathTypes = NONE +CRUSHED +SPLATTED 20881 CreationList = OCL_CrusaderTank_CrushEffect 20882 End 20883 Behavior = CreateCrateDie ModuleTag_25 20884 CrateData = SalvageCrateData 20885 End 20886 20887 Behavior = FlammableUpdate ModuleTag_28 20888 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20889 AflameDamageAmount = 3 ; taking this much damage... 20890 AflameDamageDelay = 500 ; this often. 20891 End 20892 20893 Behavior = DestroyDie ModuleTag_29 20894 DeathTypes = NONE +CRUSHED +SPLATTED 20895 End 20896 20897 Behavior = FireWeaponWhenDeadBehavior ModuleTag998 20898 DeathWeapon = Demo_SuicideDynamitePack 20899 StartsActive = No 20900 TriggeredBy = Demo_Upgrade_SuicideBomb 20901 End 20902 20903 Behavior = CommandSetUpgrade ModuleTag_33 20904 CommandSet = Demo_GLAVehicleBattleBusCommandSetUpgrade 20905 TriggeredBy = Demo_Upgrade_SuicideBomb 20906 End 20907 20908 Behavior = SlowDeathBehavior ModuleTag_34 // Empty Hulk sinking away 20909 DeathTypes = NONE +EXTRA_4 20910 20911 SinkDelay = 1 20912 SinkRate = 2.5 20913 DestructionDelay = 5000 20914 End 20915 20916 Behavior = SlowDeathBehavior ModuleTag_35 // Sorry, because the terrorist does Suicide damage to others, we cannot tell if it is a legit suicide (us killing self) 20917 DeathTypes = NONE +SUICIDED 20918 DestructionDelay = 1 20919 FX = FINAL FX_BuggyNewDeathExplosion 20920 End 20921 20922 Behavior = TransitionDamageFX ModuleTag_36 20923 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 20924 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 20925 End 20926 20927 Geometry = BOX 20928 GeometryMajorRadius = 19.0 20929 GeometryMinorRadius = 8.0 20930 GeometryHeight = 11.5 20931 GeometryIsSmall = No 20932 Shadow = SHADOW_VOLUME 20933 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 20934 20935 End 20936 20937 20938 20939 20940 20941 Object Demo_GLAAirport 20942 20943 ; *** ART Parameters *** 20944 SelectPortrait = T4 20945 ButtonImage = T4 20946 Draw = W3DModelDraw ModuleTag_01 20947 20948 ExtraPublicBone = Runway1Parking1 20949 ExtraPublicBone = Runway1Parking2 20950 ExtraPublicBone = Runway2Parking1 20951 ExtraPublicBone = Runway2Parking2 20952 ExtraPublicBone = Runway1Park1Han 20953 ExtraPublicBone = Runway1Park2Han 20954 ExtraPublicBone = Runway2Park1Han 20955 ExtraPublicBone = Runway2Park2Han 20956 ExtraPublicBone = Runway1Prep1 20957 ExtraPublicBone = Runway1Prep2 20958 ExtraPublicBone = Runway2Prep1 20959 ExtraPublicBone = Runway2Prep2 20960 ExtraPublicBone = RunwayStart1 20961 ExtraPublicBone = RunwayStart2 20962 ExtraPublicBone = RunwayEnd1 20963 ExtraPublicBone = RunwayEnd2 20964 ExtraPublicBone = HeliPark01 20965 20966 OkToChangeModelColor = Yes 20967 20968 ; day ******************************************** 20969 DefaultConditionState 20970 Model = UBArFrcCmd 20971 Animation = UBArFrcCmd.UBArFrcCmd 20972 AnimationMode = LOOP 20973 End 20974 ConditionState = DAMAGED 20975 Model = UBArFrcCmd_D 20976 Animation = UBArFrcCmd_D.UBArFrcCmd_D 20977 AnimationMode = LOOP 20978 ParticleSysBone = Smoke01 SmolderingSmoke 20979 ParticleSysBone = Fire01 SmolderingFire 20980 End 20981 ConditionState = REALLYDAMAGED RUBBLE 20982 Model = UBArFrcCmd_E 20983 Animation = UBArFrcCmd_E.UBArFrcCmd_E 20984 AnimationMode = LOOP 20985 ParticleSysBone = Smoke01 SmolderingSmoke 20986 ParticleSysBone = Fire01 SmolderingFire 20987 ParticleSysBone = Spark01 SparksLarge 20988 End 20989 20990 20991 ; night ****************************************** 20992 ConditionState = NIGHT 20993 Model = UBArFrcCmd_N 20994 Animation = UBArFrcCmd_N.UBArFrcCmd_N 20995 AnimationMode = LOOP 20996 End 20997 ConditionState = DAMAGED NIGHT 20998 Model = UBArFrcCmd_DN 20999 Animation = UBArFrcCmd_DN.UBArFrcCmd_DN 21000 AnimationMode = LOOP 21001 End 21002 ConditionState = REALLYDAMAGED RUBBLE NIGHT 21003 Model = UBArFrcCmd_EN 21004 Animation = UBArFrcCmd_EN.UBArFrcCmd_EN 21005 AnimationMode = LOOP 21006 End 21007 21008 21009 ;************************************************************************************************************************** 21010 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 21011 ;for this draw module 21012 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21013 Model = UBArFrcCmd 21014 Animation = UBArFrcCmd.UBArFrcCmd 21015 AnimationMode = LOOP 21016 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21017 End 21018 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 21019 Model = UBArFrcCmd_D 21020 Animation = UBArFrcCmd_D.UBArFrcCmd_D 21021 AnimationMode = LOOP 21022 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21023 End 21024 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 21025 Model = UBArFrcCmd_E 21026 Animation = UBArFrcCmd_E.UBArFrcCmd_E 21027 AnimationMode = LOOP 21028 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21029 End 21030 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 21031 Model = UBArFrcCmd_N 21032 Animation = UBArFrcCmd_N.UBArFrcCmd_N 21033 AnimationMode = LOOP 21034 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21035 End 21036 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 21037 Model = UBArFrcCmd_DN 21038 Animation = UBArFrcCmd_DN.UBArFrcCmd_DN 21039 AnimationMode = LOOP 21040 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21041 End 21042 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 21043 Model = UBArFrcCmd_EN 21044 Animation = UBArFrcCmd_EN.UBArFrcCmd_EN 21045 AnimationMode = LOOP 21046 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21047 End 21048 21049 ConditionState = AWAITING_CONSTRUCTION 21050 Model = NONE 21051 End 21052 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 21053 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 21054 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 21055 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 21056 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 21057 AliasConditionState = SOLD 21058 AliasConditionState = SOLD DAMAGED 21059 AliasConditionState = SOLD REALLYDAMAGED 21060 AliasConditionState = SOLD NIGHT 21061 AliasConditionState = SOLD NIGHT DAMAGED 21062 AliasConditionState = SOLD NIGHT REALLYDAMAGED 21063 ;************************************************************************************************************************** 21064 21065 End 21066 21067 ; ------------ construction-zone fence ----------------- 21068 Draw = W3DModelDraw ModuleTag_07 21069 AnimationsRequirePower = No 21070 DefaultConditionState 21071 Model = None 21072 TransitionKey = DOWN_DEFAULT 21073 End 21074 ConditionState = NIGHT 21075 Model = None 21076 TransitionKey = DOWN_DEFAULT 21077 End 21078 21079 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21080 Model = UBArFrcCmd_A4 21081 Animation = UBArFrcCmd_A4.UBArFrcCmd_A4 21082 AnimationMode = MANUAL 21083 Flags = START_FRAME_LAST 21084 TransitionKey = UP_DAY 21085 ParticleSysBone = SmokeS01 SmokeBuildingSmall 21086 ParticleSysBone = SparksS01 LiveWireSparks02 21087 End 21088 21089 TransitionState = DOWN_DEFAULT UP_DAY 21090 Model = UBArFrcCmd_A4 21091 Animation = UBArFrcCmd_A4.UBArFrcCmd_A4 21092 AnimationMode = ONCE 21093 AnimationSpeedFactorRange = 1.0 1.0 21094 Flags = START_FRAME_FIRST 21095 End 21096 21097 TransitionState = UP_DAY DOWN_DEFAULT 21098 Model = UBArFrcCmd_A4 21099 Animation = UBArFrcCmd_A4.UBArFrcCmd_A4 21100 AnimationMode = ONCE_BACKWARDS 21101 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21102 Flags = START_FRAME_LAST 21103 End 21104 End 21105 21106 ; ------------ under-construction scaffolding ----------------- 21107 Draw = W3DModelDraw ModuleTag_08 21108 AnimationsRequirePower = No 21109 MinLODRequired = MEDIUM 21110 DefaultConditionState 21111 Model = None 21112 TransitionKey = DOWN_DEFAULT 21113 End 21114 ConditionState = NIGHT 21115 Model = None 21116 TransitionKey = DOWN_DEFAULT 21117 End 21118 ConditionState = SNOW 21119 Model = None 21120 TransitionKey = DOWN_DEFAULT 21121 End 21122 ConditionState = SNOW NIGHT 21123 Model = None 21124 TransitionKey = DOWN_DEFAULT 21125 End 21126 ConditionState = PARTIALLY_CONSTRUCTED 21127 Model = UBPalace_A6 21128 Animation = UBPalace_A6.UBPalace_A6 21129 AnimationMode = MANUAL 21130 Flags = START_FRAME_LAST 21131 TransitionKey = UP_DAY 21132 ParticleSysBone = Dust01 BuildingDust 21133 ParticleSysBone = Smoke01 BuildUpSmoke 21134 ParticleSysBone = Smoke02 BuildUpSmoke 21135 ParticleSysBone = Smoke03 BuildUpSmoke 21136 ParticleSysBone = Smoke04 BuildUpSmoke 21137 ParticleSysBone = Smoke05 BuildUpSmoke 21138 End 21139 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 21140 Model = UBPalace_A6N 21141 Animation = UBPalace_A6N.UBPalace_A6N 21142 AnimationMode = MANUAL 21143 Flags = START_FRAME_LAST 21144 TransitionKey = UP_NIGHT 21145 ParticleSysBone = Dust01 BuildingDust 21146 ParticleSysBone = Smoke01 BuildUpSmoke 21147 ParticleSysBone = Smoke02 BuildUpSmoke 21148 ParticleSysBone = Smoke03 BuildUpSmoke 21149 ParticleSysBone = Smoke04 BuildUpSmoke 21150 ParticleSysBone = Smoke05 BuildUpSmoke 21151 End 21152 ConditionState = SNOW PARTIALLY_CONSTRUCTED 21153 Model = UBPalace_A6S 21154 Animation = UBPalace_A6S.UBPalace_A6S 21155 AnimationMode = MANUAL 21156 Flags = START_FRAME_LAST 21157 TransitionKey = UP_SNOW 21158 ParticleSysBone = Dust01 BuildingSnowDust 21159 ParticleSysBone = Smoke01 BuildUpSnowSmoke 21160 ParticleSysBone = Smoke02 BuildUpSnowSmoke 21161 ParticleSysBone = Smoke03 BuildUpSnowSmoke 21162 ParticleSysBone = Smoke04 BuildUpSnowSmoke 21163 ParticleSysBone = Smoke05 BuildUpSnowSmoke 21164 End 21165 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 21166 Model = UBPalace_A6SN 21167 Animation = UBPalace_A6SN.UBPalace_A6SN 21168 AnimationMode = MANUAL 21169 Flags = START_FRAME_LAST 21170 TransitionKey = UP_SNOWNIGHT 21171 ParticleSysBone = Dust01 BuildingNightSnowDust 21172 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 21173 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 21174 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 21175 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 21176 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 21177 End 21178 TransitionState = DOWN_DEFAULT UP_DAY 21179 Model = UBPalace_A6 21180 Animation = UBPalace_A6.UBPalace_A6 21181 AnimationMode = ONCE 21182 AnimationSpeedFactorRange = 1.0 1.0 21183 Flags = START_FRAME_FIRST 21184 End 21185 TransitionState = DOWN_DEFAULT UP_NIGHT 21186 Model = UBPalace_A6N 21187 Animation = UBPalace_A6N.UBPalace_A6N 21188 AnimationMode = ONCE 21189 AnimationSpeedFactorRange = 1.0 1.0 21190 Flags = START_FRAME_FIRST 21191 End 21192 TransitionState = DOWN_DEFAULT UP_SNOW 21193 Model = UBPalace_A6S 21194 Animation = UBPalace_A6S.UBPalace_A6S 21195 AnimationMode = ONCE 21196 AnimationSpeedFactorRange = 1.0 1.0 21197 Flags = START_FRAME_FIRST 21198 End 21199 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21200 Model = UBPalace_A6SN 21201 Animation = UBPalace_A6SN.UBPalace_A6SN 21202 AnimationMode = ONCE 21203 AnimationSpeedFactorRange = 1.0 1.0 21204 Flags = START_FRAME_FIRST 21205 End 21206 TransitionState = UP_DAY DOWN_DEFAULT 21207 Model = UBPalace_A6 21208 Animation = UBPalace_A6.UBPalace_A6 21209 AnimationMode = ONCE_BACKWARDS 21210 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21211 Flags = START_FRAME_LAST 21212 End 21213 TransitionState = UP_NIGHT DOWN_DEFAULT 21214 Model = UBPalace_A6N 21215 Animation = UBPalace_A6N.UBPalace_A6N 21216 AnimationMode = ONCE_BACKWARDS 21217 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21218 Flags = START_FRAME_LAST 21219 End 21220 TransitionState = UP_SNOW DOWN_DEFAULT 21221 Model = UBPalace_A6S 21222 Animation = UBPalace_A6S.UBPalace_A6S 21223 AnimationMode = ONCE_BACKWARDS 21224 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21225 Flags = START_FRAME_LAST 21226 End 21227 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21228 Model = UBPalace_A6SN 21229 Animation = UBPalace_A6SN.UBPalace_A6SN 21230 AnimationMode = ONCE_BACKWARDS 21231 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21232 Flags = START_FRAME_LAST 21233 End 21234 End 21235 21236 ; ------------ being-constructed crane ----------------- 21237 Draw = W3DModelDraw ModuleTag_09 21238 AnimationsRequirePower = No 21239 DefaultConditionState 21240 Model = None 21241 TransitionKey = DOWN_DEFAULT 21242 End 21243 ConditionState = NIGHT 21244 Model = None 21245 TransitionKey = DOWN_DEFAULT 21246 End 21247 21248 ConditionState = SOLD 21249 Model = NONE 21250 End 21251 21252 ConditionState = ACTIVELY_BEING_CONSTRUCTED 21253 Model = UBArFrcCmd_A5 21254 Animation = UBArFrcCmd_A5.UBArFrcCmd_A5 21255 AnimationMode = LOOP 21256 TransitionKey = UP_DAY 21257 End 21258 21259 End 21260 21261 PlacementViewAngle = -45 21262 21263 ; ***DESIGN parameters *** 21264 DisplayName = OBJECT:Airfield 21265 Side = GLADemolitionGeneral 21266 EditorSorting = STRUCTURE 21267 Prerequisites 21268 Object = Demo_GLASupplyStash 21269 End 21270 21271 BuildCost = 1000 21272 BuildTime = 30.0 ; in seconds 21273 EnergyProduction = 0 21274 CommandSet = Demo_GLAAirPortCommandSet 21275 VisionRange = 200.0 ; Shroud clearing distance 21276 ShroudClearingRange = 200 21277 ArmorSet 21278 Conditions = None 21279 Armor = StructureArmor 21280 DamageFX = StructureDamageFXNoShake 21281 End 21282 ExperienceValue = 150 150 150 150 ; Experience point value at each level 21283 21284 ; *** AUDIO Parameters *** 21285 VoiceSelect = WarFactoryGLASelect 21286 SoundOnDamaged = BuildingDamagedStateLight 21287 SoundOnReallyDamaged = BuildingDestroy 21288 21289 UnitSpecificSounds 21290 UnderConstruction = UnderConstructionLoop 21291 End 21292 21293 ; *** ENGINEERING Parameters *** 21294 RadarPriority = STRUCTURE 21295 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD 21296 Body = StructureBody ModuleTag_10 21297 MaxHealth = 2000.0 21298 InitialHealth = 2000.0 21299 21300 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 21301 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 21302 SubdualDamageCap = 1700 21303 SubdualDamageHealRate = 500 21304 SubdualDamageHealAmount = 100 21305 End 21306 21307 Behavior = ParkingPlaceBehavior ModuleTag_11 21308 HealAmountPerSecond = 20 21309 NumRows = 2 21310 NumCols = 2 21311 HasRunways = Yes 21312 ApproachHeight = 50 21313 ParkInHangars = Yes 21314 End 21315 21316 Behavior = ProductionUpdate ModuleTag_12 21317 NumDoorAnimations = 4 21318 ; DoorOpeningTime = 2000 ;in mSeconds 21319 ; DoorWaitOpenTime = 3000 ;in mSeconds 21320 ; DoorCloseTime = 2000 ;in mSeconds 21321 ConstructionCompleteDuration = 100 ;in mSeconds 21322 End 21323 21324 Behavior = BaseRegenerateUpdate ModuleTag_13 21325 ;No data 21326 End 21327 21328 Behavior = DestroyDie ModuleTag_14 21329 ;nothing 21330 End 21331 Behavior = CreateObjectDie ModuleTag_15 21332 CreationList = OCL_ABPowerPlantExplode 21333 End 21334 21335 Behavior = FXListDie ModuleTag_17 21336 DeathFX = FX_StructureMediumDeath 21337 End 21338 21339 Behavior = FlammableUpdate ModuleTag_19 21340 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21341 AflameDamageAmount = 5 ; taking this much damage... 21342 AflameDamageDelay = 500 ; this often. 21343 End 21344 21345 Behavior = TransitionDamageFX ModuleTag_31 21346 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 21347 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 21348 ;--------------------------------------------------------------------------------------- 21349 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 21350 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 21351 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 21352 End 21353 21354 Geometry = BOX 21355 GeometryMajorRadius = 75.0 21356 GeometryMinorRadius = 60.0 21357 GeometryHeight = 30.0 21358 GeometryIsSmall = No 21359 FactoryExitWidth = 25 21360 Shadow = SHADOW_VOLUME 21361 BuildCompletion = PLACED_BY_PLAYER 21362 21363 End 21364 21365 ;------------------------------------------------------------------------------- 21366 21367 Object GLAVehicleToxinPlane 21368 21369 ; *** ART Parameters *** 21370 SelectPortrait = T6 21371 ButtonImage = T6 21372 21373 UpgradeCameo1 = Upgrade_GLAJunkRepair 21374 ; UpgradeCameo2 = Upgrade_GLAJunkRepair 21375 ; UpgradeCameo3 = Upgrade_Sunnykit 21376 ;UpgradeCameo4 = NONE 21377 ;UpgradeCameo5 = NONE 21378 21379 21380 Draw = W3DModelDraw ModuleTag_01 21381 21382 ConditionState = NONE 21383 Model = CVCDTPLN 21384 Animation = CVCDTPLN.CVCDTPLN 21385 AnimationMode = LOOP 21386 End 21387 21388 ConditionState = REALLYDAMAGED 21389 Model = CVCDTPLN_D 21390 End 21391 21392 ConditionState = RUBBLE 21393 Model = CVCDTPLN 21394 End 21395 21396 End 21397 21398 Scale =0.8 21399 21400 ; ***DESIGN parameters *** 21401 DisplayName = CONTROLBAR:TooltipGLAToxinPlane 21402 EditorSorting = VEHICLE 21403 Side = GLADemolitionGeneral 21404 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 21405 VisionRange = 300.0 21406 ShroudClearingRange = 350 21407 21408 ; Prerequisites 21409 ; Object = Demo_GLAPalace 21410 ; 21411 ; End 21412 21413 WeaponSet 21414 Conditions = None 21415 Weapon = PRIMARY ToxinPlaneDrop ;ToxinPlaneSprayer 21416 Weapon = SECONDARY SuicidePWeapon ;PlaneSuicideBomb 21417 21418 AutoChooseSources = SECONDARY NONE 21419 End 21420 21421 21422 ArmorSet 21423 Conditions = None 21424 Armor = AirplaneArmor 21425 DamageFX = None 21426 End 21427 21428 BuildCost = 1000 21429 BuildTime = 10 21430 ExperienceValue = 200 200 400 600 ;Experience point value at each level 21431 ExperienceRequired = 0 200 400 600 ;Experience points needed to gain each level 21432 IsTrainable = Yes ;Can gain experience 21433 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 21434 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 21435 CommandSet = ToxinPlaneCommandSet 21436 21437 ; *** AUDIO Parameters *** 21438 SoundAmbient = CivPropPlaneAmbientLoop 21439 21440 ; *** ENGINEERING Parameters *** 21441 ; *** ENGINEERING Parameters *** 21442 RadarPriority = UNIT 21443 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 21444 21445 Body = ActiveBody ModuleTag_02 21446 MaxHealth = 100.0 21447 InitialHealth = 100.0 21448 End 21449 21450 21451 Behavior = JetSlowDeathBehavior ModuleTag_05 21452 FXOnGroundDeath = FX_JetOnGroundDeath 21453 OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp 21454 DestructionDelay = 99999999; destruction will happen when we 21455 RollRate = 0.2 21456 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 21457 PitchRate = 0.0 21458 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 21459 FXInitialDeath = FX_RaptorDeathInitial 21460 OCLInitialDeath = OCL_RaptorDeathInitial 21461 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 21462 FXSecondary = FX_JetDeathSecondary 21463 OCLSecondary = OCL_RaptorDeathSecondary 21464 FXHitGround = FX_JetDeathHitGround 21465 OCLHitGround = OCL_RaptorDeathHitGround 21466 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 21467 FXFinalBlowUp = FX_JetDeathFinalBlowUp 21468 OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp 21469 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 21470 End 21471 21472 Behavior = PhysicsBehavior ModuleTag_07 21473 Mass = 500.0 21474 End 21475 21476 Behavior = TransitionDamageFX ModuleTag_08 21477 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 21478 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 21479 End 21480 21481 Behavior = JetAIUpdate ModuleTag_09 21482 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 21483 ; note that it's expressed as a percent of max health, not an absolute 21484 TakeoffDistForMaxLift = 50% ; larger numbers give more lift sooner when taking off 21485 TakeoffPause = 1500 21486 MinHeight = 5 21487 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors 21488 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 21489 End 21490 Locomotor = SET_NORMAL TerrorPlaneLocomotor 21491 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 21492 21493 Behavior = FlammableUpdate ModuleTag_21 21494 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21495 AflameDamageAmount = 3 ; taking this much damage... 21496 AflameDamageDelay = 500 ; this often. 21497 End 21498 21499 Behavior = CreateCrateDie ModuleTag_25 21500 CrateData = SalvageCrateData 21501 ;CrateData = EliteTankCrateData 21502 ;CrateData = HeroicTankCrateData 21503 End 21504 21505 Behavior = FireWeaponWhenDeadBehavior ModuleTag_14 21506 DeathWeapon = PlaneSuicideBomb 21507 StartsActive = Yes ; turned on by upgrade 21508 End 21509 21510 Behavior = AutoHealBehavior ModuleTag_26 21511 HealingAmount = 5 21512 HealingDelay = 1000 ; msec 21513 TriggeredBy = Upgrade_GLAJunkRepair 21514 End 21515 21516 21517 Geometry = Cylinder 21518 GeometryIsSmall = Yes 21519 GeometryMajorRadius = 10.0 21520 GeometryMinorRadius = 10.0 21521 GeometryHeight = 5.0 21522 Shadow = SHADOW_VOLUME 21523 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. 21524 21525 End 21526
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