[ Index ] WAROFGENERALS

PHP Cross Reference of WAROFGENERALS MODS SOURCES

title

Body

[close]

/Command and conquer Generals/Call to arms/Data/INI/Object/ -> CivilianProp.ini (source)

   1  ; FILE: CivilianProp.ini //////////////////////////////////////////////////////
   2  ; This file contains only props that are not part of any specific
   3  ; game faction.  Here is where you will find "neutral" props such as
   4  ; stop signs, lamp posts, trashcans, any of those "neutral" man made objects,
   5  ; if it's not man made it probably belongs in the NatureProp.ini or 
   6  ; NatureUnit.ini
   7  ;//////////////////////////////////////////////////////////////////////////////
   8  
   9  ;------------------------------------------------------------------------------
  10  Object Snowman
  11  
  12    ; *** ART Parameters ***
  13    Draw = W3DModelDraw ModuleTag_01
  14      DefaultConditionState
  15        Model = PMSnowman
  16      End
  17    End
  18  
  19    ; ***DESIGN parameters ***
  20    DisplayName      = OBJECT:Frosty
  21    EditorSorting   = MISC_MAN_MADE
  22    KindOf = IMMOBILE
  23  
  24    ; *** ENGINEERING Parameters ***  
  25    Body            = ActiveBody ModuleTag_02
  26      MaxHealth       = 1.0
  27      InitialHealth   = 1.0
  28    End  
  29    Shadow          = SHADOW_VOLUME
  30    Behavior = ToppleUpdate ModuleTag_03
  31      ToppleFX = FX_ToppleLampPost
  32      BounceFX = FX_LampPostBounce
  33    End
  34    Behavior = SlowDeathBehavior ModuleTag_04
  35      DeathTypes = NONE +TOPPLED
  36      SinkRate          = 2     ; in Dist/Sec
  37      SinkDelay         = 14000
  38      DestructionDelay  = 20000
  39    End
  40    Behavior = DestroyDie ModuleTag_05
  41      DeathTypes = ALL -TOPPLED
  42    End
  43  
  44  End
  45  
  46  ;------------------------------------------------------------------------------
  47  Object Frosty
  48  
  49  ;Added per John Lee's request -GB
  50  
  51    ; *** ART Parameters ***
  52    Draw = W3DTruckDraw ModuleTag_01
  53      DefaultConditionState
  54        Model = PMSnowman
  55      End
  56    End
  57  
  58    ; ***DESIGN parameters ***
  59    DisplayName      = OBJECT:Frosty
  60    EditorSorting   = MISC_MAN_MADE
  61    KindOf = SELECTABLE CAN_CAST_REFLECTIONS VEHICLE
  62    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  63  
  64    ; *** ENGINEERING Parameters ***
  65    RadarPriority = UNIT
  66    Behavior = AIUpdateInterface ModuleTag_02
  67      Turret
  68        TurretTurnRate = 100
  69        ControlledWeaponSlots = PRIMARY
  70      End
  71    End
  72  
  73    Body = ActiveBody ModuleTag_03
  74      MaxHealth       = 150
  75      InitialHealth   = 150
  76    End
  77  
  78    Geometry = CYLINDER
  79    GeometryMajorRadius = 13.0
  80    GeometryHeight = 7.5     
  81    GeometryIsSmall = Yes    
  82  
  83    Shadow = SHADOW_VOLUME
  84  
  85    End
  86  
  87  
  88  ;------------------------------------------------------------------------------
  89  Object StreetLamp
  90  
  91    ; *** ART Parameters ***
  92    Draw = W3DModelDraw ModuleTag_01
  93      DefaultConditionState
  94        Model = PMStrtLamp
  95      End
  96    End
  97  
  98    ; ***DESIGN parameters ***
  99    DisplayName      = OBJECT:StreetLamp
 100    EditorSorting   = MISC_MAN_MADE
 101    KindOf = IMMOBILE CLEARED_BY_BUILD
 102  
 103    ; *** ENGINEERING Parameters ***  
 104    Body            = ActiveBody ModuleTag_02
 105      MaxHealth       = 1.0
 106      InitialHealth   = 1.0
 107    End
 108    Shadow          = SHADOW_VOLUME
 109    Behavior = ToppleUpdate ModuleTag_03
 110      ToppleFX = FX_ToppleLampPost
 111      BounceFX = FX_LampPostBounce
 112    End
 113    Behavior = SlowDeathBehavior ModuleTag_04
 114      DeathTypes = NONE +TOPPLED
 115      SinkRate          = 2     ; in Dist/Sec
 116      SinkDelay         = 14000
 117      DestructionDelay  = 20000
 118    End
 119    Behavior = DestroyDie ModuleTag_05
 120      DeathTypes = ALL -TOPPLED
 121    End
 122    ; An Explosive Death
 123    Behavior = FXListDie ModuleTag_10
 124      DeathTypes = ALL
 125      DeathFX = FX_PropExplode
 126    End
 127  
 128  End
 129  
 130  ;------------------------------------------------------------------------------
 131  Object StreetLamp03
 132  
 133    ; *** ART Parameters ***
 134    Draw = W3DModelDraw ModuleTag_01
 135      DefaultConditionState
 136        Model = PEStrtLamp
 137      End
 138      
 139      ConditionState = DAMAGED
 140        Model = PEStrtLamp_D
 141      End
 142    End
 143  
 144    ; ***DESIGN parameters ***
 145    DisplayName      = OBJECT:StreetLamp
 146    EditorSorting   = MISC_MAN_MADE
 147    KindOf = IMMOBILE CLEARED_BY_BUILD
 148  
 149    ; *** ENGINEERING Parameters ***  
 150    Body            = ActiveBody ModuleTag_02
 151      MaxHealth       = 1.0
 152      InitialHealth   = 1.0
 153    End
 154    Shadow          = SHADOW_VOLUME
 155    Behavior = ToppleUpdate ModuleTag_03
 156      ToppleFX = FX_ToppleLampPost
 157      BounceFX = FX_LampPostBounce
 158    End
 159    Behavior = SlowDeathBehavior ModuleTag_04
 160      DeathTypes = NONE +TOPPLED
 161      SinkRate          = 2     ; in Dist/Sec
 162      SinkDelay         = 14000
 163      DestructionDelay  = 20000
 164    End
 165    Behavior = DestroyDie ModuleTag_05
 166      DeathTypes = ALL -TOPPLED
 167    End
 168    ; An Explosive Death
 169    Behavior = FXListDie ModuleTag_10
 170      DeathTypes = ALL -TOPPLED
 171      DeathFX = FX_PropExplode
 172    End
 173  
 174  End
 175  
 176  ;------------------------------------------------------------------------------
 177  Object PhoneBoothYellow
 178  
 179    ; *** ART Parameters ***
 180    Draw = W3DModelDraw ModuleTag_01
 181      DefaultConditionState
 182        Model = PMPBoothY
 183      End
 184    End
 185  
 186    ; ***DESIGN parameters ***
 187    DisplayName      = OBJECT:PhoneBooth
 188    EditorSorting   = MISC_MAN_MADE
 189    KindOf = IMMOBILE CLEARED_BY_BUILD
 190  
 191    ; *** ENGINEERING Parameters ***  
 192    Body            = ActiveBody ModuleTag_02
 193      MaxHealth       = 1.0
 194      InitialHealth   = 1.0
 195    End
 196    Shadow          = SHADOW_VOLUME
 197    
 198    ; An Explosive Death
 199    Behavior = FXListDie ModuleTag_10
 200      DeathTypes = ALL
 201      DeathFX = FX_PropExplode
 202    End
 203    
 204    Behavior = DestroyDie ModuleTag_09
 205      DeathTypes = ALL
 206    End
 207  
 208  End
 209  
 210  ;------------------------------------------------------------------------------
 211  Object PhoneBoothRed
 212  
 213    ; *** ART Parameters ***
 214    Draw = W3DModelDraw ModuleTag_01
 215      DefaultConditionState
 216        Model = PMPBoothR
 217      End
 218    End
 219  
 220    ; ***DESIGN parameters ***
 221    DisplayName      = OBJECT:PhoneBooth
 222    EditorSorting   = MISC_MAN_MADE
 223    KindOf = IMMOBILE CLEARED_BY_BUILD
 224  
 225    ; *** ENGINEERING Parameters ***  
 226    Body                = ActiveBody ModuleTag_02
 227      MaxHealth       = 1.0
 228      InitialHealth   = 1.0
 229    End
 230    
 231    
 232    ; An Explosive Death
 233    Behavior = FXListDie ModuleTag_10
 234      DeathTypes = ALL
 235      DeathFX = FX_PropExplode
 236    End
 237    
 238    Behavior = DestroyDie ModuleTag_09
 239      DeathTypes = ALL
 240    End
 241    
 242    
 243    Shadow              = SHADOW_VOLUME
 244    Geometry            = CYLINDER
 245    GeometryMajorRadius = 3.0
 246    GeometryMinorRadius = 3.0
 247    GeometryHeight      = 12.0
 248    GeometryIsSmall     = Yes
 249    
 250    
 251  
 252  End
 253  
 254  ;------------------------------------------------------------------------------
 255  Object StreetLamp02
 256  
 257    ; *** ART Parameters ***
 258    Draw = W3DModelDraw ModuleTag_01
 259      DefaultConditionState
 260        Model = PMLamp01
 261      End
 262    End
 263  
 264    ; ***DESIGN parameters ***
 265    DisplayName      = OBJECT:StreetLamp
 266    EditorSorting   = MISC_MAN_MADE
 267    KindOf = IMMOBILE CLEARED_BY_BUILD
 268  
 269    ; *** ENGINEERING Parameters ***  
 270    Body            = ActiveBody ModuleTag_02
 271      MaxHealth       = 1.0
 272      InitialHealth   = 1.0
 273    End
 274    Shadow          = SHADOW_VOLUME
 275    Behavior = ToppleUpdate ModuleTag_03
 276      ToppleFX = FX_ToppleLampPost
 277      BounceFX = FX_LampPostBounce
 278    End
 279    Behavior = SlowDeathBehavior ModuleTag_04
 280      DeathTypes = NONE +TOPPLED
 281      SinkRate          = 2     ; in Dist/Sec
 282      SinkDelay         = 14000
 283      DestructionDelay  = 20000
 284    End
 285    Behavior = DestroyDie ModuleTag_05
 286      DeathTypes = ALL -TOPPLED
 287    End
 288    
 289    ; An Explosive Death
 290    Behavior = FXListDie ModuleTag_10
 291      DeathTypes = ALL -TOPPLED
 292      DeathFX = FX_PropExplode
 293    End
 294  
 295  End
 296  
 297  ;------------------------------------------------------------------------------
 298  Object Barrel
 299  
 300    ; *** ART Parameters ***
 301    Draw = W3DModelDraw ModuleTag_01
 302      DefaultConditionState
 303        Model = PMBarrel01
 304      End
 305    End
 306  
 307    ; ***DESIGN parameters ***
 308    DisplayName      = OBJECT:Barrel
 309    EditorSorting   = MISC_MAN_MADE
 310  
 311    ; *** ENGINEERING Parameters ***  
 312    KindOf          = SELECTABLE IMMOBILE
 313    Shadow          = SHADOW_VOLUME
 314    Body            = ActiveBody ModuleTag_02
 315      MaxHealth       = 1.0
 316      InitialHealth   = 1.0
 317    End
 318  
 319    Behavior = SlowDeathBehavior ModuleTag_03
 320      DestructionDelay = 200
 321      DestructionDelayVariance = 300
 322      FX = FINAL FX_BarrelDeathExplosion
 323      OCL = FINAL OCL_CreateDamagedBarrel
 324      Weapon = FINAL BarrelWeapon
 325    End
 326  
 327    Geometry = CYLINDER
 328    GeometryMajorRadius = 3.0
 329    GeometryMinorRadius = 3.0
 330    GeometryHeight = 6.0
 331    GeometryIsSmall = Yes
 332  
 333  End
 334  
 335  ;------------------------------------------------------------------------------
 336  Object CINE_Barrel02
 337  
 338    ; *** ART Parameters ***
 339    Draw = W3DModelDraw ModuleTag_01
 340      DefaultConditionState
 341        Model = PMBarrel01
 342      End
 343    End
 344  
 345    ; ***DESIGN parameters ***
 346    DisplayName      = OBJECT:Barrel
 347    EditorSorting   = MISC_MAN_MADE
 348  
 349    ; *** ENGINEERING Parameters ***  
 350    KindOf          = SELECTABLE IMMOBILE
 351    Shadow          = SHADOW_VOLUME
 352    Body            = ActiveBody ModuleTag_02
 353      MaxHealth       = 1.0
 354      InitialHealth   = 1.0
 355    End
 356  
 357    Behavior = SlowDeathBehavior ModuleTag_03
 358      DestructionDelay = 200
 359      DestructionDelayVariance = 300
 360      FX = FINAL FX_CINE_BarrelDeathExplosion02
 361     ; OCL = FINAL OCL_CreateDamagedBarrel
 362      Weapon = FINAL BarrelWeapon
 363    End
 364  
 365    Geometry = CYLINDER
 366    GeometryMajorRadius = 3.0
 367    GeometryMinorRadius = 3.0
 368    GeometryHeight = 6.0
 369    GeometryIsSmall = Yes
 370  
 371  End
 372  
 373  ;------------------------------------------------------------------------------
 374  Object CINE_Barrel01
 375  
 376  ;used in GLA05 for the bridge explosion
 377  
 378    ; *** ART Parameters ***
 379    Draw = W3DModelDraw ModuleTag_01
 380      DefaultConditionState
 381        Model = PMBarrel01
 382      End
 383    End
 384  
 385    ; ***DESIGN parameters ***
 386    DisplayName      = OBJECT:Barrel
 387    EditorSorting   = MISC_MAN_MADE
 388  
 389    ; *** ENGINEERING Parameters ***  
 390    KindOf          = SELECTABLE IMMOBILE
 391    Shadow          = SHADOW_VOLUME
 392    Body            = ActiveBody ModuleTag_02
 393      MaxHealth       = 1.0
 394      InitialHealth   = 1.0
 395    End
 396  
 397    Behavior = SlowDeathBehavior ModuleTag_03
 398      DestructionDelay = 200
 399      DestructionDelayVariance = 300
 400      FX = FINAL FX_CINE_BarrelDeathExplosion01
 401     ; OCL = FINAL OCL_CreateDamagedBarrel
 402      Weapon = FINAL BarrelWeapon
 403    End
 404  
 405    Geometry = CYLINDER
 406    GeometryMajorRadius = 3.0
 407    GeometryMinorRadius = 3.0
 408    GeometryHeight = 6.0
 409    GeometryIsSmall = Yes
 410  
 411  End
 412  
 413  ;------------------------------------------------------------------------------
 414  Object Crate
 415  
 416    ; *** ART Parameters ***
 417    Draw = W3DModelDraw ModuleTag_01
 418      DefaultConditionState
 419        Model = PMCrates01
 420      End
 421    End
 422  
 423    ; ***DESIGN parameters ***
 424    DisplayName      = OBJECT:Crate
 425    EditorSorting   = MISC_MAN_MADE
 426    KindOf = IMMOBILE CLEARED_BY_BUILD
 427  
 428    ; *** ENGINEERING Parameters ***  
 429    Body            = ActiveBody ModuleTag_02
 430      MaxHealth       = 1.0
 431      InitialHealth   = 1.0
 432    End
 433    Shadow          = SHADOW_VOLUME
 434    
 435    Behavior = DestroyDie ModuleTag_05
 436      DeathTypes = ALL -TOPPLED
 437    End
 438    
 439    ; An Explosive Death
 440    Behavior = FXListDie ModuleTag_10
 441      DeathTypes = ALL -TOPPLED
 442      DeathFX = FX_PropExplode
 443    End
 444  
 445  End
 446  
 447  ;------------------------------------------------------------------------------
 448  Object PlanterSquare
 449  
 450    ; *** ART Parameters ***
 451    Draw = W3DModelDraw ModuleTag_01
 452      DefaultConditionState
 453        Model = PMPlanter01
 454      End
 455    End
 456  
 457    ; ***DESIGN parameters ***
 458    DisplayName      = OBJECT:Crate
 459    EditorSorting   = MISC_MAN_MADE
 460    KindOf = IMMOBILE CLEARED_BY_BUILD
 461   
 462    ; *** ENGINEERING Parameters ***  
 463    Body            = ImmortalBody ModuleTag_02
 464      MaxHealth       = 1.0
 465      InitialHealth   = 1.0
 466    End
 467    Shadow          = SHADOW_VOLUME
 468    
 469    Behavior = DestroyDie ModuleTag_05
 470      DeathTypes = ALL -TOPPLED
 471    End
 472    
 473    ; An Explosive Death
 474    Behavior = FXListDie ModuleTag_10
 475      DeathTypes = ALL -TOPPLED
 476      DeathFX = FX_PropExplode
 477    End
 478  
 479  End
 480  
 481  ;------------------------------------------------------------------------------
 482  Object PlanterRound
 483  
 484    ; *** ART Parameters ***
 485    Draw = W3DModelDraw ModuleTag_01
 486      DefaultConditionState
 487        Model = PMPlanter02
 488      End
 489    End
 490  
 491    ; ***DESIGN parameters ***
 492    DisplayName     = OBJECT:Crate
 493    EditorSorting   = MISC_MAN_MADE
 494    KindOf = IMMOBILE CLEARED_BY_BUILD
 495  
 496    ; *** ENGINEERING Parameters ***  
 497    Body            = ImmortalBody ModuleTag_02
 498      MaxHealth       = 1.0
 499      InitialHealth   = 1.0
 500    End
 501    Shadow          = SHADOW_VOLUME
 502    
 503    Behavior = DestroyDie ModuleTag_05
 504      DeathTypes = ALL -TOPPLED
 505    End
 506    
 507    ; An Explosive Death
 508    Behavior = FXListDie ModuleTag_10
 509      DeathTypes = ALL -TOPPLED
 510      DeathFX = FX_PropExplode
 511    End
 512  
 513  End
 514  
 515  ;------------------------------------------------------------------------------
 516  Object ChainLinkFence01
 517  
 518    ; *** ART Parameters ***
 519    Draw = W3DModelDraw ModuleTag_01
 520      DefaultConditionState
 521        Model = PMWallChn1
 522      End
 523      ConditionState = DAMAGED
 524        Model = PMWallChn1_D
 525      End
 526      AliasConditionState = REALLYDAMAGED
 527      AliasConditionState = RUBBLE
 528    End
 529  
 530    ; ***DESIGN parameters ***
 531    DisplayName      = OBJECT:ChainLinkFence
 532    EditorSorting   = MISC_MAN_MADE
 533    KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
 534  
 535    FenceWidth      = 27.35   ; Spacing used by the fence tool in worldbuilder.
 536    FenceXOffset    = 0       ; Offset used by the fence tool in worldbuilder so corners line up.
 537  
 538    ; *** ENGINEERING Parameters ***  
 539    Body            = ActiveBody ModuleTag_02
 540      MaxHealth       = 1.0
 541      InitialHealth   = 1.0
 542    End
 543    ; Shadow          = SHADOW_VOLUME ; no shadow
 544  
 545    Behavior = ToppleUpdate ModuleTag_03
 546      ToppleFX = FX_ChainLinkFenceTopple
 547      BounceFX = FX_ChainLinkFenceBounce
 548      ToppleLeftOrRightOnly = Yes
 549      BounceVelocityPercent = 20% ; chainlink fences should bounce a little   (default: 30%)
 550      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
 551    End
 552    Behavior = SlowDeathBehavior ModuleTag_04
 553      DeathTypes = NONE +TOPPLED
 554      SinkRate          = 2     ; in Dist/Sec
 555      SinkDelay         = 5000
 556      DestructionDelay  = 10000
 557    End
 558    Behavior = DestroyDie ModuleTag_05
 559      DeathTypes = ALL -TOPPLED
 560    End
 561  
 562    Geometry            = BOX
 563    GeometryMajorRadius = 14.0
 564    GeometryMinorRadius = 1.0
 565    GeometryHeight      = 10.0
 566    GeometryIsSmall     = No
 567  
 568  End
 569  
 570  ;------------------------------------------------------------------------------
 571  ObjectReskin ChainLinkFence02 ChainLinkFence01 
 572  
 573    ; *** ART Parameters ***
 574    Draw = W3DModelDraw ModuleTag_01
 575      DefaultConditionState
 576        Model = PMWallChn2
 577      End
 578      ConditionState = DAMAGED
 579        Model = PMWallChn2_D
 580      End
 581    End
 582  
 583  End
 584  
 585  ;------------------------------------------------------------------------------
 586  ObjectReskin ChainLinkFence03 ChainLinkFence01 
 587  
 588    ; *** ART Parameters ***
 589    Draw = W3DModelDraw ModuleTag_01
 590      DefaultConditionState
 591        Model = PMWallChn3
 592      End
 593      ConditionState = DAMAGED
 594        Model = PMWallChn3_D
 595      End
 596    End
 597  
 598  End
 599  
 600  ;------------------------------------------------------------------------------
 601  ObjectReskin ChainLinkFence04 ChainLinkFence01 
 602  
 603    ; *** ART Parameters ***
 604    Draw = W3DModelDraw ModuleTag_01
 605      DefaultConditionState
 606        Model = PMWallChn4
 607      End
 608      ConditionState = DAMAGED
 609        Model = PMWallChn4_D
 610      End
 611    End
 612  
 613  End
 614  
 615  ;------------------------------------------------------------------------------
 616  ObjectReskin ChainLinkFence05 ChainLinkFence01 
 617  
 618    ; *** ART Parameters ***
 619    Draw = W3DModelDraw ModuleTag_01
 620      DefaultConditionState
 621        Model = PMWallChn5
 622      End
 623      ConditionState = DAMAGED
 624        Model = PMWallChn5_D
 625      End
 626    End
 627  
 628  End
 629  
 630  ;------------------------------------------------------------------------------
 631  ObjectReskin ChainLinkFence06 ChainLinkFence01 
 632  
 633    ; *** ART Parameters ***
 634    Draw = W3DModelDraw ModuleTag_01
 635      DefaultConditionState
 636        Model = PMWallChn6
 637      End
 638      ConditionState = DAMAGED
 639        Model = PMWallChn6_D
 640      End
 641    End
 642  
 643  End
 644  
 645  ;------------------------------------------------------------------------------
 646  ObjectReskin ChainLinkFenceNoTrespassing ChainLinkFence01 
 647  
 648    ; *** ART Parameters ***
 649    Draw = W3DModelDraw ModuleTag_01
 650      DefaultConditionState
 651        Model = PMWallChnT
 652      End
 653      ConditionState = DAMAGED
 654        Model = PMWallChn1_D    ; yes, that's right
 655      End
 656    End
 657  
 658  End
 659  
 660  
 661  ;------------------------------------------------------------------------------
 662  ; for backwards compatibility with old maps -- same as ChainLinkFence02 (srj)
 663  ObjectReskin ChainLinkFence ChainLinkFence01 
 664  
 665    ; *** ART Parameters ***
 666    Draw = W3DModelDraw ModuleTag_01
 667      DefaultConditionState
 668        Model = PMWallChn2
 669      End
 670      ConditionState = DAMAGED
 671        Model = PMWallChn2_D
 672      End
 673    End
 674  
 675  End
 676  
 677  ;------------------------------------------------------------------------------
 678  Object FireHydrantYellow
 679  
 680    ; *** ART Parameters ***
 681    Draw = W3DModelDraw ModuleTag_01
 682      DefaultConditionState
 683        Model = PMFireHydrt
 684      End
 685    End
 686  
 687    ; ***DESIGN parameters ***
 688    DisplayName      = OBJECT:FireHydrant
 689    EditorSorting   = MISC_MAN_MADE 
 690  
 691    ; *** ENGINEERING Parameters ***  
 692    KindOf              = IMMOBILE CLEARED_BY_BUILD
 693    Body                = ActiveBody ModuleTag_02
 694      MaxHealth       = 1.0
 695      InitialHealth   = 1.0
 696    End
 697  
 698    Behavior = DestroyDie ModuleTag_03
 699      ;nothing
 700    End
 701    Behavior = CreateObjectDie ModuleTag_04
 702      CreationList = OCL_FireHydrantExplode
 703    End
 704    Behavior = FXListDie ModuleTag_05
 705      DeathFX = FX_FireHydrantExplode
 706    End
 707  
 708    Behavior = SquishCollide ModuleTag_06
 709      ;nothing
 710    End
 711    Geometry            = BOX
 712    GeometryIsSmall      = Yes
 713    GeometryMajorRadius  = 2.0
 714    GeometryMinorRadius  = 2.0
 715    GeometryHeight      = 2.0
 716    Shadow              = SHADOW_VOLUME
 717  
 718  End
 719  
 720  ;------------------------------------------------------------------------------
 721  Object FireHydrantRed
 722  
 723    ; *** ART Parameters ***
 724    Draw = W3DModelDraw ModuleTag_01
 725      DefaultConditionState
 726        Model = PMFireHydrt2
 727      End
 728    End
 729  
 730    ; ***DESIGN parameters ***
 731    DisplayName      = OBJECT:FireHydrant
 732    EditorSorting   = MISC_MAN_MADE CLEARED_BY_BUILD
 733  
 734    ; *** ENGINEERING Parameters ***  
 735    KindOf              = IMMOBILE
 736    Body                = ActiveBody ModuleTag_02
 737      MaxHealth       = 1.0
 738      InitialHealth   = 1.0
 739    End
 740  
 741    Behavior = DestroyDie ModuleTag_03
 742      ;nothing
 743    End
 744    Behavior = CreateObjectDie ModuleTag_04
 745      CreationList = OCL_FireHydrantExplode
 746    End
 747    Behavior = FXListDie ModuleTag_05
 748      DeathFX = FX_FireHydrantExplode
 749    End
 750  
 751    Behavior = SquishCollide ModuleTag_06
 752      ;nothing
 753    End
 754    Geometry            = BOX
 755    GeometryIsSmall      = Yes
 756    GeometryMajorRadius  = 2.0
 757    GeometryMinorRadius  = 2.0
 758    GeometryHeight      = 2.0
 759    Shadow              = SHADOW_VOLUME
 760  
 761  End
 762  
 763  ;------------------------------------------------------------------------------
 764  Object WaterSpray
 765  
 766    ; *** ART Parameters ***
 767    Draw = W3DModelDraw ModuleTag_01
 768      DefaultConditionState
 769        Model = EXHydrant
 770      End
 771    End
 772  
 773    ; ***DESIGN parameters ***
 774    EditorSorting   = MISC_MAN_MADE
 775  
 776    ; *** ENGINEERING Parameters ***  
 777    KindOf              = IMMOBILE
 778    Body                = ActiveBody ModuleTag_02
 779      MaxHealth       = 1.0
 780      InitialHealth   = 1.0
 781    End
 782    Behavior              = LifetimeUpdate ModuleTag_03
 783      MinLifetime = 5000
 784      MaxLifetime = 5000
 785    End
 786    Geometry            = BOX
 787    GeometryIsSmall      = Yes
 788    GeometryMajorRadius  = 2.0
 789    GeometryMinorRadius  = 2.0
 790    GeometryHeight      = 2.0
 791    Shadow              = SHADOW_VOLUME
 792  
 793  End
 794  
 795  ;------------------------------------------------------------------------------
 796  Object BusStop
 797  
 798    ; *** ART Parameters ***
 799    Draw = W3DModelDraw ModuleTag_01
 800      DefaultConditionState
 801        Model = PEBusStop
 802      End
 803      ConditionState = DAMAGED
 804        Model = PEBusStop_D
 805      End
 806    End
 807  
 808    ; ***DESIGN parameters ***
 809    DisplayName      = OBJECT:BusStop
 810      EditorSorting   = MISC_MAN_MADE 
 811    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
 812    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 813  
 814    ; *** ENGINEERING Parameters ***  
 815    Body            = ActiveBody ModuleTag_02
 816      MaxHealth       = 1.0
 817      InitialHealth   = 1.0
 818    End
 819    
 820    
 821    Behavior = DestroyDie ModuleTag_09
 822      DeathTypes = ALL
 823    End
 824    
 825    ; An Explosive Death
 826    Behavior = FXListDie ModuleTag_10
 827      DeathTypes = ALL -CRUSHED
 828      DeathFX = FX_PropExplode
 829    End
 830    
 831    
 832    ; A crushing defeat
 833    Behavior = FXListDie ModuleTag_11
 834      DeathTypes = NONE +CRUSHED
 835      DeathFX = FX_PropCrush
 836    End
 837    
 838    Shadow          = SHADOW_VOLUME
 839    Geometry = BOX
 840    GeometryMajorRadius = 10.0
 841    GeometryMinorRadius = 5.0
 842    GeometryHeight = 2     
 843    GeometryIsSmall = Yes
 844  
 845  End
 846  
 847  ;------------------------------------------------------------------------------
 848  Object BusStop02
 849  
 850    ; *** ART Parameters ***
 851    Draw = W3DModelDraw ModuleTag_01
 852      DefaultConditionState
 853        Model = PABusStop
 854      End
 855      ConditionState = DAMAGED
 856        Model = PABusStop_D
 857      End
 858    End
 859  
 860    ; ***DESIGN parameters ***
 861    DisplayName      = OBJECT:BusStop
 862      EditorSorting   = MISC_MAN_MADE
 863    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
 864    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 865  
 866    ; *** ENGINEERING Parameters ***  
 867    Body            = ActiveBody ModuleTag_02
 868      MaxHealth       = 1.0
 869      InitialHealth   = 1.0
 870    End
 871    
 872    
 873    Behavior = DestroyDie ModuleTag_09
 874      DeathTypes = ALL
 875    End
 876    
 877    ; An Explosive Death
 878    Behavior = FXListDie ModuleTag_10
 879      DeathTypes = ALL -CRUSHED
 880      DeathFX = FX_PropExplode
 881    End
 882    
 883    
 884    ; A crushing defeat
 885    Behavior = FXListDie ModuleTag_11
 886      DeathTypes = NONE +CRUSHED
 887      DeathFX = FX_PropCrush
 888    End
 889    
 890    Shadow          = SHADOW_VOLUME
 891    Geometry = BOX
 892    GeometryMajorRadius = 7.0
 893    GeometryMinorRadius = 5.0
 894    GeometryHeight = 2     
 895    GeometryIsSmall = Yes
 896  
 897  End
 898  
 899  ;------------------------------------------------------------------------------
 900  Object CrossingGuard
 901  
 902    ; *** ART Parameters ***
 903    Draw = W3DModelDraw ModuleTag_01
 904      DefaultConditionState
 905        Model = PEChkPoint
 906      End
 907      ConditionState = DAMAGED
 908        Model = PEChkPoint_D
 909      End
 910    End
 911  
 912    ; ***DESIGN parameters ***
 913    DisplayName      = OBJECT:CrossingGuard
 914    EditorSorting   = MISC_MAN_MADE
 915    KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
 916  
 917    ; *** ENGINEERING Parameters ***  
 918    Body            = ActiveBody ModuleTag_02
 919      MaxHealth       = 1.0
 920      InitialHealth   = 1.0
 921    End
 922    Shadow          = SHADOW_VOLUME
 923    
 924    Behavior = DestroyDie ModuleTag_05
 925      DeathTypes = ALL -TOPPLED
 926    End
 927    
 928    ; An Explosive Death
 929    Behavior = FXListDie ModuleTag_10
 930      DeathTypes = ALL -TOPPLED
 931      DeathFX = FX_PropExplode
 932    End
 933  
 934  End
 935  
 936  ;------------------------------------------------------------------------------
 937  Object Dumpster
 938  
 939    ; *** ART Parameters ***
 940    Draw = W3DModelDraw ModuleTag_01
 941      DefaultConditionState
 942        Model = PEDumpst
 943      End
 944      ConditionState = DAMAGED
 945        Model = PEDumpst_D
 946      End
 947    End
 948  
 949    ; ***DESIGN parameters ***
 950    DisplayName      = OBJECT:HarvardsOffice
 951      EditorSorting   = MISC_MAN_MADE
 952    KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD
 953    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 954  
 955    ; *** ENGINEERING Parameters ***  
 956    Body            = ActiveBody ModuleTag_02
 957      MaxHealth       = 1.0
 958      InitialHealth   = 1.0
 959    End
 960    
 961    
 962    Behavior = DestroyDie ModuleTag_09
 963      DeathTypes = ALL
 964    End
 965    
 966    ; An Explosive Death
 967    Behavior = FXListDie ModuleTag_10
 968      DeathTypes = ALL -CRUSHED
 969      DeathFX = FX_PropExplode
 970    End
 971    
 972    
 973    ; A crushing defeat
 974    Behavior = FXListDie ModuleTag_11
 975      DeathTypes = NONE +CRUSHED
 976      DeathFX = FX_PropCrush
 977    End
 978    
 979    Shadow          = SHADOW_VOLUME
 980    Geometry = BOX
 981    GeometryMajorRadius = 9.0
 982    GeometryMinorRadius = 6.0
 983    GeometryHeight = 2     
 984    GeometryIsSmall = Yes
 985  
 986  End
 987  
 988  ;------------------------------------------------------------------------------
 989  Object FoodCart
 990  
 991    ; *** ART Parameters ***
 992    Draw = W3DModelDraw ModuleTag_01
 993      DefaultConditionState
 994        Model = PEFoodCart
 995      End
 996      ConditionState = DAMAGED
 997        Model = PEFoodCart_D
 998      End
 999    End
1000  
1001    ; ***DESIGN parameters ***
1002    DisplayName      = OBJECT:FoodCart
1003      EditorSorting   = MISC_MAN_MADE
1004    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
1005    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1006  
1007    ; *** ENGINEERING Parameters ***  
1008    Body            = ActiveBody ModuleTag_02
1009      MaxHealth       = 1.0
1010      InitialHealth   = 1.0
1011    End
1012    
1013    
1014    Behavior = DestroyDie ModuleTag_09
1015      DeathTypes = ALL
1016    End
1017    
1018    ; An Explosive Death
1019    Behavior = FXListDie ModuleTag_10
1020      DeathTypes = ALL -CRUSHED
1021      DeathFX = FX_PropExplode
1022    End
1023    
1024    
1025    ; A crushing defeat
1026    Behavior = FXListDie ModuleTag_11
1027      DeathTypes = NONE +CRUSHED
1028      DeathFX = FX_PropCrush
1029    End
1030    
1031    Shadow          = SHADOW_VOLUME
1032    Geometry = BOX
1033    GeometryMajorRadius = 6.0
1034    GeometryMinorRadius = 5.0
1035    GeometryHeight = 2    
1036    GeometryIsSmall = Yes
1037  
1038  End
1039  
1040  ;------------------------------------------------------------------------------
1041  Object FoodCart02
1042  
1043    ; *** ART Parameters ***
1044    Draw = W3DModelDraw ModuleTag_01
1045      DefaultConditionState
1046        Model = PAFoodCart
1047      End
1048      ConditionState = DAMAGED
1049        Model = PAFoodCart_D
1050      End
1051    End
1052  
1053    ; ***DESIGN parameters ***
1054    DisplayName      = OBJECT:FoodCart
1055      EditorSorting   = MISC_MAN_MADE
1056    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
1057    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1058  
1059    ; *** ENGINEERING Parameters ***  
1060    Body            = ActiveBody ModuleTag_02
1061      MaxHealth       = 1.0
1062      InitialHealth   = 1.0
1063    End
1064    
1065    
1066    Behavior = DestroyDie ModuleTag_09
1067      DeathTypes = ALL
1068    End
1069    
1070    ; An Explosive Death
1071    Behavior = FXListDie ModuleTag_10
1072      DeathTypes = ALL -CRUSHED
1073      DeathFX = FX_PropExplode
1074    End
1075    
1076    
1077    ; A crushing defeat
1078    Behavior = FXListDie ModuleTag_11
1079      DeathTypes = NONE +CRUSHED
1080      DeathFX = FX_PropCrush
1081    End
1082    
1083    Shadow          = SHADOW_VOLUME
1084    Geometry = BOX
1085    GeometryMajorRadius = 4.0
1086    GeometryMinorRadius = 4.0
1087    GeometryHeight = 2     
1088    GeometryIsSmall = Yes
1089  
1090  End
1091  
1092  ;------------------------------------------------------------------------------
1093  Object TrainTunnel
1094  
1095    ; *** ART Parameters ***
1096    Draw = W3DModelDraw ModuleTag_01
1097      DefaultConditionState
1098        Model = CBTrainTnl
1099      End
1100    End
1101  
1102    ; ***DESIGN parameters ***
1103    DisplayName      = OBJECT:FoodCart
1104    EditorSorting   = MISC_MAN_MADE
1105    KindOf = IMMOBILE
1106  
1107    ; *** ENGINEERING Parameters ***  
1108    Body            = ActiveBody ModuleTag_02
1109      MaxHealth       = 1.0
1110      InitialHealth   = 1.0
1111    End
1112    Shadow          = SHADOW_VOLUME
1113  
1114  End
1115  
1116  ;------------------------------------------------------------------------------
1117  Object MailBox
1118  
1119    ; *** ART Parameters ***
1120    Draw = W3DModelDraw ModuleTag_01
1121      DefaultConditionState
1122        Model = PEMailbox
1123      End
1124      ConditionState = DAMAGED
1125        Model = PEMailbox_D
1126      End
1127    End
1128  
1129    ; ***DESIGN parameters ***
1130    DisplayName      = OBJECT:MailBox
1131    EditorSorting   = MISC_MAN_MADE
1132    KindOf = IMMOBILE CLEARED_BY_BUILD
1133  
1134    ; *** ENGINEERING Parameters ***  
1135    Body            = ActiveBody ModuleTag_02
1136      MaxHealth       = 1.0
1137      InitialHealth   = 1.0
1138    End
1139    Shadow          = SHADOW_VOLUME
1140    
1141    Behavior = DestroyDie ModuleTag_05
1142      DeathTypes = ALL -TOPPLED
1143    End
1144    
1145    ; An Explosive Death
1146    Behavior = FXListDie ModuleTag_10
1147      DeathTypes = ALL -TOPPLED
1148      DeathFX = FX_PropExplode
1149    End
1150  
1151  End
1152  
1153  ;------------------------------------------------------------------------------
1154  Object PhoneBooth
1155  
1156    ; *** ART Parameters ***
1157    Draw = W3DModelDraw ModuleTag_01
1158      DefaultConditionState
1159        Model = PEPhonBoot
1160      End
1161      ConditionState = DAMAGED
1162        Model = PEPhonBoot_D
1163      End
1164    End
1165  
1166    ; ***DESIGN parameters ***
1167    DisplayName      = OBJECT:PhoneBooth
1168    EditorSorting   = MISC_MAN_MADE
1169    KindOf = IMMOBILE CLEARED_BY_BUILD
1170  
1171    ; *** ENGINEERING Parameters ***  
1172    Body            = ActiveBody ModuleTag_02
1173      MaxHealth       = 1.0
1174      InitialHealth   = 1.0
1175    End
1176    Shadow          = SHADOW_VOLUME
1177    
1178    Behavior = DestroyDie ModuleTag_05
1179      DeathTypes = ALL -TOPPLED
1180    End
1181    
1182    ; An Explosive Death
1183    Behavior = FXListDie ModuleTag_10
1184      DeathTypes = ALL -TOPPLED
1185      DeathFX = FX_PropExplode
1186    End
1187  
1188  End
1189  
1190  ;------------------------------------------------------------------------------
1191  Object StreetSign
1192  
1193    ; *** ART Parameters ***
1194    Draw = W3DModelDraw ModuleTag_01
1195      DefaultConditionState
1196        Model = PEStrtSign
1197      End
1198      ConditionState = DAMAGED
1199        Model = PEStrtSign_D
1200      End
1201    End
1202  
1203    ; ***DESIGN parameters ***
1204    DisplayName      = OBJECT:StreetSign
1205    EditorSorting   = MISC_MAN_MADE
1206    KindOf = IMMOBILE CLEARED_BY_BUILD
1207  
1208    ; *** ENGINEERING Parameters ***  
1209    Body            = ActiveBody ModuleTag_02
1210      MaxHealth       = 1.0
1211      InitialHealth   = 1.0
1212    End
1213    Shadow          = SHADOW_VOLUME
1214    Behavior = ToppleUpdate ModuleTag_03
1215      ToppleFX = FX_ToppleLampPost
1216      BounceFX = FX_LampPostBounce
1217    End
1218    Behavior = SlowDeathBehavior ModuleTag_04
1219      DeathTypes = NONE +TOPPLED
1220      SinkRate          = 2     ; in Dist/Sec
1221      SinkDelay         = 14000
1222      DestructionDelay  = 20000
1223    End
1224    Behavior = DestroyDie ModuleTag_05
1225      DeathTypes = ALL -TOPPLED
1226    End
1227    
1228    ; An Explosive Death
1229    Behavior = FXListDie ModuleTag_10
1230      DeathTypes = ALL -TOPPLED
1231      DeathFX = FX_PropExplode
1232    End
1233  
1234  End
1235  
1236  ;------------------------------------------------------------------------------
1237  Object StopLight
1238  
1239    ; *** ART Parameters ***
1240    Draw = W3DModelDraw ModuleTag_01
1241      DefaultConditionState
1242        Model = PEStopLite
1243      End
1244      ConditionState = DAMAGED
1245        Model = PEStopLite_D
1246      End
1247    End
1248  
1249    ; ***DESIGN parameters ***
1250    DisplayName      = OBJECT:StopLight
1251    EditorSorting   = MISC_MAN_MADE
1252    KindOf = IMMOBILE CLEARED_BY_BUILD
1253   
1254    ; *** ENGINEERING Parameters ***  
1255    Body            = ActiveBody ModuleTag_02
1256      MaxHealth       = 1.0
1257      InitialHealth   = 1.0
1258    End
1259    Shadow          = SHADOW_VOLUME
1260    Behavior = ToppleUpdate ModuleTag_03
1261      ToppleFX = FX_ToppleLampPost
1262      BounceFX = FX_LampPostBounce
1263    End
1264    Behavior = SlowDeathBehavior ModuleTag_04
1265      DeathTypes = NONE +TOPPLED
1266      SinkRate          = 2     ; in Dist/Sec
1267      SinkDelay         = 14000
1268      DestructionDelay  = 20000
1269    End
1270    Behavior = DestroyDie ModuleTag_05
1271      DeathTypes = ALL -TOPPLED
1272    End
1273    
1274    ; An Explosive Death
1275    Behavior = FXListDie ModuleTag_10
1276      DeathTypes = ALL -TOPPLED
1277      DeathFX = FX_PropExplode
1278    End
1279  
1280  End
1281  
1282  ;------------------------------------------------------------------------------
1283  Object VendingMachine
1284  
1285    ; *** ART Parameters ***
1286    Draw = W3DModelDraw ModuleTag_01
1287      DefaultConditionState
1288        Model = PEVending
1289      End
1290      ConditionState = DAMAGED
1291        Model = PEVending_D
1292      End
1293    End
1294  
1295    ; ***DESIGN parameters ***
1296    DisplayName      = OBJECT:VendingMachine
1297    EditorSorting   = MISC_MAN_MADE
1298    KindOf = IMMOBILE CLEARED_BY_BUILD
1299  
1300    ; *** ENGINEERING Parameters ***  
1301    Body            = ActiveBody ModuleTag_02
1302      MaxHealth       = 1.0
1303      InitialHealth   = 1.0
1304    End
1305    Shadow          = SHADOW_VOLUME
1306    
1307    Behavior = DestroyDie ModuleTag_05
1308      DeathTypes = ALL -TOPPLED
1309    End
1310    
1311    ; An Explosive Death
1312    Behavior = FXListDie ModuleTag_10
1313      DeathTypes = ALL -TOPPLED
1314      DeathFX = FX_PropExplode
1315    End
1316  
1317  End
1318  
1319  ;------------------------------------------------------------------------------
1320  Object Fountain01
1321  
1322    ; *** ART Parameters ***
1323    Draw = W3DModelDraw ModuleTag_01
1324      DefaultConditionState
1325        Model = PMFountn
1326      End
1327      ConditionState = DAMAGED
1328        Model = PMFountn_D
1329      End
1330    End
1331  
1332    ; ***DESIGN parameters ***
1333    DisplayName      = OBJECT:Fountain
1334    EditorSorting   = MISC_MAN_MADE
1335    KindOf = IMMOBILE CLEARED_BY_BUILD
1336  
1337    ;*** AUDIO parameters ***
1338    SoundAmbient = Amb_WaterFountainLoop
1339  
1340    ; *** ENGINEERING Parameters ***  
1341    Body            = ActiveBody ModuleTag_02
1342      MaxHealth       = 1.0
1343      InitialHealth   = 1.0
1344    End
1345    Shadow          = SHADOW_VOLUME
1346    Geometry              = BOX
1347    GeometryMajorRadius   = 13.0
1348    GeometryMinorRadius   = 13.0
1349    GeometryHeight        = 13.0
1350    GeometryIsSmall       = No
1351  
1352  End
1353  
1354  ;------------------------------------------------------------------------------
1355  Object Fountain02
1356  
1357    ; *** ART Parameters ***
1358    Draw = W3DModelDraw ModuleTag_01
1359      DefaultConditionState
1360        Model = PMFountn02
1361      End
1362      ConditionState = DAMAGED
1363        Model = PMFountn02_D
1364      End
1365    End
1366  
1367    ; ***DESIGN parameters ***
1368    DisplayName      = OBJECT:Fountain
1369    EditorSorting   = MISC_MAN_MADE
1370    KindOf = IMMOBILE CLEARED_BY_BUILD
1371  
1372    ;*** AUDIO parameters ***
1373    SoundAmbient = Amb_WaterFountainLoop
1374  
1375    ; *** ENGINEERING Parameters ***  
1376    Body            = ActiveBody ModuleTag_02
1377      MaxHealth       = 1.0
1378      InitialHealth   = 1.0
1379    End
1380    Shadow          = SHADOW_VOLUME
1381    Geometry              = BOX
1382    GeometryMajorRadius   = 7.0
1383    GeometryMinorRadius   = 7.0
1384    GeometryHeight        = 10.0
1385    GeometryIsSmall       = No
1386  
1387  End
1388  
1389  ;------------------------------------------------------------------------------
1390  Object Gargoyle
1391  
1392    ; *** ART Parameters ***
1393    Draw = W3DModelDraw ModuleTag_01
1394      DefaultConditionState
1395        Model = PMStatueG
1396      End
1397      ConditionState = DAMAGED
1398        Model = PMStatueG_D
1399      End
1400    End
1401  
1402    ; ***DESIGN parameters ***
1403    DisplayName      = OBJECT:Gargoyle
1404    EditorSorting   = MISC_MAN_MADE
1405    KindOf = IMMOBILE CLEARED_BY_BUILD
1406  
1407    ; *** ENGINEERING Parameters ***  
1408    Body            = ActiveBody ModuleTag_02
1409      MaxHealth       = 1.0
1410      InitialHealth   = 1.0
1411    End
1412    Shadow          = SHADOW_VOLUME
1413    
1414    Behavior = DestroyDie ModuleTag_05
1415      DeathTypes = ALL -TOPPLED
1416    End
1417    
1418    ; An Explosive Death
1419    Behavior = FXListDie ModuleTag_10
1420      DeathTypes = ALL -TOPPLED
1421      DeathFX = FX_PropExplode
1422    End
1423  
1424  End
1425  
1426  ;------------------------------------------------------------------------------
1427  Object ParkBench
1428  
1429    ; *** ART Parameters ***
1430    Draw = W3DModelDraw ModuleTag_01
1431      DefaultConditionState
1432        Model = PMPrkBnch02
1433      End
1434      ConditionState = DAMAGED
1435        Model = PMPrkBnch02_D
1436      End
1437    End
1438  
1439    ; ***DESIGN parameters ***
1440    DisplayName      = OBJECT:ParkBench
1441    EditorSorting   = MISC_MAN_MADE
1442    KindOf = IMMOBILE CLEARED_BY_BUILD
1443  
1444    ; *** ENGINEERING Parameters ***  
1445    Body            = ActiveBody ModuleTag_02
1446      MaxHealth       = 1.0
1447      InitialHealth   = 1.0
1448    End
1449    Shadow          = SHADOW_VOLUME
1450    
1451    Behavior = DestroyDie ModuleTag_05
1452      DeathTypes = ALL -TOPPLED
1453    End
1454    
1455    ; An Explosive Death
1456    Behavior = FXListDie ModuleTag_10
1457      DeathTypes = ALL -TOPPLED
1458      DeathFX = FX_PropExplode
1459    End
1460  
1461  End
1462  
1463  ;------------------------------------------------------------------------------
1464  Object Sprinkler
1465  
1466    ; *** ART Parameters ***
1467    Draw = W3DModelDraw ModuleTag_01
1468      DefaultConditionState
1469        Model = PMSprinklr
1470      End
1471      ConditionState = DAMAGED
1472        Model = PMSprinklr_D
1473      End
1474    End
1475  
1476    ; ***DESIGN parameters ***
1477    DisplayName      = OBJECT:Sprinkler
1478    EditorSorting   = MISC_MAN_MADE
1479    KindOf = IMMOBILE CLEARED_BY_BUILD
1480  
1481    ; *** ENGINEERING Parameters ***  
1482    Body            = ActiveBody ModuleTag_02
1483      MaxHealth       = 1.0
1484      InitialHealth   = 1.0
1485    End
1486    Shadow          = SHADOW_VOLUME
1487    
1488    Behavior = DestroyDie ModuleTag_05
1489      DeathTypes = ALL -TOPPLED
1490    End
1491    
1492    ; An Explosive Death
1493    Behavior = FXListDie ModuleTag_10
1494      DeathTypes = ALL -TOPPLED
1495      DeathFX = FX_PropExplode
1496    End
1497  
1498  End
1499  
1500  ;------------------------------------------------------------------------------
1501  Object StatueAngel
1502  
1503    ; *** ART Parameters ***
1504    Draw = W3DModelDraw ModuleTag_01
1505      DefaultConditionState
1506        Model = PMStatueA
1507      End
1508      ConditionState = DAMAGED
1509        Model = PMStatueA_D
1510      End
1511      AliasConditionState = REALLYDAMAGED
1512      ConditionState = RUBBLE
1513        Model = PMWallStn1_R
1514      End
1515    End
1516  
1517    ; ***DESIGN parameters ***
1518    DisplayName       = OBJECT:StoneWall
1519    EditorSorting     = MISC_MAN_MADE
1520    KindOf            = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
1521    FenceWidth        = 20        ; Spacing used by the fence tool in worldbuilder.
1522    FenceXOffset      = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
1523  
1524    ; *** ENGINEERING Parameters ***  
1525    Body            = ActiveBody ModuleTag_02
1526      MaxHealth       = 1.0
1527      InitialHealth   = 1.0
1528    End
1529  
1530    Behavior = ToppleUpdate ModuleTag_03
1531      ToppleFX = FX_StoneWallTopple
1532      ToppleLeftOrRightOnly = Yes
1533      ReorientToppledRubble = Yes
1534      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
1535      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
1536    End
1537    Behavior = SlowDeathBehavior ModuleTag_04
1538      SinkRate          = 2     ; in Dist/Sec
1539      SinkDelay         = 5000
1540      DestructionDelay  = 10000
1541    End
1542  
1543    Geometry              = BOX
1544    GeometryMajorRadius   = 3
1545    GeometryMinorRadius   = 3
1546    GeometryHeight        = 7.0
1547    GeometryIsSmall       = No
1548    Shadow                = SHADOW_VOLUME
1549  
1550  End
1551  
1552  
1553  ;------------------------------------------------------------------------------
1554  Object StatueLenin
1555  
1556   ; *** ART Parameters ***
1557    Draw = W3DModelDraw ModuleTag_01
1558      DefaultConditionState
1559        Model = PMStatueL
1560      End
1561      ConditionState = DAMAGED
1562        Model = PMStatueL_D
1563      End
1564      AliasConditionState = REALLYDAMAGED
1565      ConditionState = RUBBLE
1566        Model = PMWallStn1_R
1567      End
1568    End
1569  
1570    ; ***DESIGN parameters ***
1571    DisplayName       = OBJECT:StoneWall
1572    EditorSorting     = MISC_MAN_MADE 
1573    KindOf            = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
1574    FenceWidth        = 20        ; Spacing used by the fence tool in worldbuilder.
1575    FenceXOffset      = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
1576  
1577    ; *** ENGINEERING Parameters ***  
1578    Body            = ActiveBody ModuleTag_02
1579      MaxHealth       = 1.0
1580      InitialHealth   = 1.0
1581    End
1582  
1583    Behavior = ToppleUpdate ModuleTag_03
1584      ToppleFX = FX_StoneWallTopple
1585      ToppleLeftOrRightOnly = Yes
1586      ReorientToppledRubble = Yes
1587      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
1588      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
1589    End
1590    Behavior = SlowDeathBehavior ModuleTag_04
1591      SinkRate          = 2     ; in Dist/Sec
1592      SinkDelay         = 5000
1593      DestructionDelay  = 10000
1594    End
1595  
1596    Shadow          = SHADOW_VOLUME
1597    Geometry              = BOX
1598    GeometryMajorRadius   = 4.0
1599    GeometryMinorRadius   = 4.0
1600    GeometryHeight        = 25.0
1601    GeometryIsSmall       = Yes
1602  
1603  End
1604  
1605  ;------------------------------------------------------------------------------
1606  Object StatueRoman
1607  
1608    ; *** ART Parameters ***
1609    Draw = W3DModelDraw ModuleTag_01
1610      DefaultConditionState
1611        Model = PMStatueR
1612      End
1613      ConditionState = DAMAGED
1614        Model = PMStatueL_D
1615      End
1616      AliasConditionState = REALLYDAMAGED
1617      ConditionState = RUBBLE
1618        Model = PMWallStn1_R
1619      End
1620    End
1621  
1622    ; ***DESIGN parameters ***
1623    DisplayName       = OBJECT:StoneWall
1624    EditorSorting     = MISC_MAN_MADE
1625    KindOf            = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
1626    FenceWidth        = 20        ; Spacing used by the fence tool in worldbuilder.
1627    FenceXOffset      = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
1628  
1629    ; *** ENGINEERING Parameters ***  
1630    Body            = ActiveBody ModuleTag_02
1631      MaxHealth       = 1.0
1632      InitialHealth   = 1.0
1633    End
1634  
1635    Behavior = ToppleUpdate ModuleTag_03
1636      ToppleFX = FX_StoneWallTopple
1637      ToppleLeftOrRightOnly = Yes
1638      ReorientToppledRubble = Yes
1639      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
1640      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
1641    End
1642    Behavior = SlowDeathBehavior ModuleTag_04
1643      SinkRate          = 2     ; in Dist/Sec
1644      SinkDelay         = 5000
1645      DestructionDelay  = 10000
1646    End
1647  
1648    Geometry              = BOX
1649    GeometryMajorRadius   = 4
1650    GeometryMinorRadius   = 4
1651    GeometryHeight        = 7.0
1652    GeometryIsSmall       = No
1653    Shadow                = SHADOW_VOLUME
1654  
1655  End
1656  
1657  ;------------------------------------------------------------------------------
1658  Object TrashCanA
1659  
1660    ; *** ART Parameters ***
1661    Draw = W3DModelDraw ModuleTag_01
1662      DefaultConditionState
1663        Model = PMTrshCn02a
1664      End
1665  ; @todo - missing
1666  ;    ConditionState = DAMAGED
1667  ;      Model = PMTrshCn02a_D
1668  ;    End
1669    End
1670  
1671    ; ***DESIGN parameters ***
1672    DisplayName      = OBJECT:TrashCan
1673    EditorSorting   = MISC_MAN_MADE
1674    KindOf = IMMOBILE CLEARED_BY_BUILD
1675  
1676    ; *** ENGINEERING Parameters ***  
1677    Body            = ActiveBody ModuleTag_02
1678      MaxHealth       = 1.0
1679      InitialHealth   = 1.0
1680    End
1681    Shadow          = SHADOW_VOLUME
1682    
1683    Behavior = DestroyDie ModuleTag_05
1684      DeathTypes = ALL -TOPPLED
1685    End
1686    
1687    ; An Explosive Death
1688    Behavior = FXListDie ModuleTag_10
1689      DeathTypes = ALL -TOPPLED
1690      DeathFX = FX_PropExplode
1691    End
1692  
1693  End
1694  
1695  ;------------------------------------------------------------------------------
1696  Object TrashCanB
1697  
1698    ; *** ART Parameters ***
1699    Draw = W3DModelDraw ModuleTag_01
1700      DefaultConditionState
1701        Model = PMTrshCn02b
1702      End
1703  ; @todo - missing
1704  ;    ConditionState = DAMAGED
1705  ;      Model = PMTrshCn02b_D
1706  ;    End
1707    End
1708  
1709    ; ***DESIGN parameters ***
1710    DisplayName      = OBJECT:TrashCan
1711    EditorSorting   = MISC_MAN_MADE
1712    KindOf = IMMOBILE CLEARED_BY_BUILD
1713  
1714    ; *** ENGINEERING Parameters ***  
1715    Body            = ActiveBody ModuleTag_02
1716      MaxHealth       = 1.0
1717      InitialHealth   = 1.0
1718    End
1719    Shadow          = SHADOW_VOLUME
1720    
1721    Behavior = DestroyDie ModuleTag_05
1722      DeathTypes = ALL -TOPPLED
1723    End
1724    
1725    ; An Explosive Death
1726    Behavior = FXListDie ModuleTag_10
1727      DeathTypes = ALL -TOPPLED
1728      DeathFX = FX_PropExplode
1729    End
1730  
1731  End
1732  
1733  ;------------------------------------------------------------------------------
1734  Object TrashCan01
1735  
1736    ; *** ART Parameters ***
1737    Draw = W3DModelDraw ModuleTag_01
1738      DefaultConditionState
1739        Model = PMTrshCn
1740      End
1741    End
1742  
1743    ; ***DESIGN parameters ***
1744    DisplayName      = OBJECT:TrashCan
1745    EditorSorting   = MISC_MAN_MADE
1746    KindOf = IMMOBILE CLEARED_BY_BUILD
1747  
1748    ; *** ENGINEERING Parameters ***  
1749    Body            = ActiveBody ModuleTag_02
1750      MaxHealth       = 1.0
1751      InitialHealth   = 1.0
1752    End
1753    Shadow          = SHADOW_VOLUME
1754    
1755      Behavior = DestroyDie ModuleTag_05
1756      DeathTypes = ALL -TOPPLED
1757    End
1758    
1759    ; An Explosive Death
1760    Behavior = FXListDie ModuleTag_10
1761      DeathTypes = ALL -TOPPLED
1762      DeathFX = FX_PropExplode
1763    End
1764  
1765  End
1766  
1767  ;------------------------------------------------------------------------------
1768  Object TrashCan02
1769  
1770    ; *** ART Parameters ***
1771    Draw = W3DModelDraw ModuleTag_01
1772      DefaultConditionState
1773        Model = PMTrshCn02
1774      End
1775    End
1776  
1777    ; ***DESIGN parameters ***
1778    DisplayName      = OBJECT:TrashCan
1779    EditorSorting   = MISC_MAN_MADE
1780    KindOf = IMMOBILE CLEARED_BY_BUILD
1781  
1782    ; *** ENGINEERING Parameters ***  
1783    Body            = ActiveBody ModuleTag_02
1784      MaxHealth       = 1.0
1785      InitialHealth   = 1.0
1786    End
1787    Shadow          = SHADOW_VOLUME
1788    
1789    Behavior = DestroyDie ModuleTag_05
1790      DeathTypes = ALL -TOPPLED
1791    End
1792    
1793    ; An Explosive Death
1794    Behavior = FXListDie ModuleTag_10
1795      DeathTypes = ALL -TOPPLED
1796      DeathFX = FX_PropExplode
1797    End
1798  
1799  End
1800  
1801  ;------------------------------------------------------------------------------
1802  Object TrashDumpster
1803  
1804    ; *** ART Parameters ***
1805    Draw = W3DModelDraw ModuleTag_01
1806      DefaultConditionState
1807        Model = PMDumpst04
1808      End
1809      ConditionState = DAMAGED
1810        Model = PMDumpst04_D
1811      End
1812    End
1813  
1814    ; ***DESIGN parameters ***
1815    DisplayName      = OBJECT:TrashDumpster
1816      EditorSorting   = MISC_MAN_MADE
1817    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
1818    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1819  
1820    ; *** ENGINEERING Parameters ***  
1821    Body            = ActiveBody ModuleTag_02
1822      MaxHealth       = 1.0
1823      InitialHealth   = 1.0
1824    End
1825    
1826    
1827    Behavior = DestroyDie ModuleTag_09
1828      DeathTypes = ALL
1829    End
1830    
1831    ; An Explosive Death
1832    Behavior = FXListDie ModulieTag_10
1833      DeathTypes = ALL -CRUSHED
1834      DeathFX = FX_PropExplode
1835    End
1836    
1837    
1838    ; A crushing defeat
1839    Behavior = FXListDie ModuleTag_11
1840      DeathTypes = NONE +CRUSHED
1841      DeathFX = FX_PropCrush
1842    End
1843    
1844    Shadow          = SHADOW_VOLUME
1845    Geometry = BOX
1846    GeometryMajorRadius = 9.0
1847    GeometryMinorRadius = 7.0
1848    GeometryHeight = 2     
1849    GeometryIsSmall = Yes
1850  End
1851  
1852  ;------------------------------------------------------------------------------
1853  Object CargoNet
1854  
1855    ; *** ART Parameters ***
1856    Draw = W3DModelDraw ModuleTag_01
1857      DefaultConditionState
1858        Model = PMCargoNet
1859      End
1860      ConditionState = DAMAGED
1861        Model = PMCargoNet_D
1862      End
1863    End
1864  
1865    ; ***DESIGN parameters ***
1866    DisplayName      = OBJECT:CargoNet
1867    EditorSorting   = MISC_MAN_MADE
1868    KindOf = IMMOBILE CLEARED_BY_BUILD
1869  
1870    ; *** ENGINEERING Parameters ***  
1871    Body            = ActiveBody ModuleTag_02
1872      MaxHealth       = 1.0
1873      InitialHealth   = 1.0
1874    End
1875    Shadow          = SHADOW_VOLUME
1876    
1877    Behavior = DestroyDie ModuleTag_05
1878      DeathTypes = ALL -TOPPLED
1879    End
1880    
1881    ; An Explosive Death
1882    Behavior = FXListDie ModuleTag_10
1883      DeathTypes = ALL -TOPPLED
1884      DeathFX = FX_PropExplode
1885    End
1886  
1887  End
1888  
1889  ;------------------------------------------------------------------------------
1890  Object Clete
1891  
1892    ; *** ART Parameters ***
1893    Draw = W3DModelDraw ModuleTag_01
1894      DefaultConditionState
1895        Model = PMClete
1896      End
1897      ConditionState = DAMAGED
1898        Model = PMClete_D
1899      End
1900    End
1901  
1902    ; ***DESIGN parameters ***
1903    DisplayName      = OBJECT:Clete
1904    EditorSorting   = MISC_MAN_MADE
1905    KindOf = IMMOBILE CLEARED_BY_BUILD
1906  
1907    ; *** ENGINEERING Parameters ***  
1908    Body            = ActiveBody ModuleTag_02
1909      MaxHealth       = 1.0
1910      InitialHealth   = 1.0
1911    End
1912    Shadow          = SHADOW_VOLUME
1913    
1914    Behavior = DestroyDie ModuleTag_05
1915      DeathTypes = ALL -TOPPLED
1916    End
1917    
1918    ; An Explosive Death
1919    Behavior = FXListDie ModuleTag_10
1920      DeathTypes = ALL -TOPPLED
1921      DeathFX = FX_PropExplode
1922    End
1923  
1924  End
1925  
1926  ;------------------------------------------------------------------------------
1927  Object ManHoleCover
1928  
1929    ; *** ART Parameters ***
1930    Draw = W3DModelDraw ModuleTag_01
1931      DefaultConditionState
1932        Model = PMManHole
1933      End
1934      ConditionState = DAMAGED
1935        Model = PMManHole_D
1936      End
1937    End
1938  
1939    ; ***DESIGN parameters ***
1940    DisplayName      = OBJECT:ManHoleCover
1941    EditorSorting   = MISC_MAN_MADE 
1942    KindOf = IMMOBILE CLEARED_BY_BUILD
1943  
1944    ; *** ENGINEERING Parameters ***  
1945    Body            = ActiveBody ModuleTag_02
1946      MaxHealth       = 1.0
1947      InitialHealth   = 1.0
1948    End
1949    Shadow          = SHADOW_VOLUME
1950  
1951  End
1952  
1953  ;------------------------------------------------------------------------------
1954  Object StackedBoxes
1955  
1956    ; *** ART Parameters ***
1957    Draw = W3DModelDraw ModuleTag_01
1958      DefaultConditionState
1959        Model = PMCrates
1960      End
1961      ConditionState = DAMAGED
1962        Model = PMCrates_D
1963      End
1964    End
1965  
1966    ; ***DESIGN parameters ***
1967    DisplayName      = OBJECT:Boxes
1968    EditorSorting   = MISC_MAN_MADE
1969    KindOf = IMMOBILE CLEARED_BY_BUILD
1970  
1971    ; *** ENGINEERING Parameters ***  
1972    Body            = ActiveBody ModuleTag_02
1973      MaxHealth       = 1.0
1974      InitialHealth   = 1.0
1975    End
1976    Shadow          = SHADOW_VOLUME
1977    
1978    Behavior = DestroyDie ModuleTag_05
1979      DeathTypes = ALL -TOPPLED
1980    End
1981    
1982    ; An Explosive Death
1983    Behavior = FXListDie ModuleTag_10
1984      DeathTypes = ALL -TOPPLED
1985      DeathFX = FX_PropExplode
1986    End
1987  
1988  End
1989  
1990  ;------------------------------------------------------------------------------
1991  Object BigWoodenBarrels
1992  
1993    ; *** ART Parameters ***
1994    Draw = W3DModelDraw ModuleTag_01
1995      DefaultConditionState
1996        Model = PMBarrels02
1997      End
1998      ConditionState = DAMAGED
1999        Model = PMBarrels02_D
2000      End 
2001    End
2002  
2003    ; ***DESIGN parameters ***
2004    DisplayName      = OBJECT:WoodenBarrels
2005    EditorSorting   = MISC_MAN_MADE
2006    KindOf = IMMOBILE CLEARED_BY_BUILD
2007  
2008    ; *** ENGINEERING Parameters ***  
2009    Body            = ActiveBody ModuleTag_02
2010      MaxHealth       = 1.0
2011      InitialHealth   = 1.0
2012    End
2013    Shadow          = SHADOW_VOLUME
2014    
2015    Behavior = DestroyDie ModuleTag_05
2016      DeathTypes = ALL -TOPPLED
2017    End
2018    
2019    ; An Explosive Death
2020    Behavior = FXListDie ModuleTag_10
2021      DeathTypes = ALL -TOPPLED
2022      DeathFX = FX_PropExplode
2023    End
2024  
2025  End
2026  
2027  ;------------------------------------------------------------------------------
2028  Object CheckPointCrossingGuard
2029  
2030    ; *** ART Parameters ***
2031    Draw = W3DModelDraw ModuleTag_01
2032      DefaultConditionState
2033        Model = PMChkPnt02
2034      End
2035      ConditionState = DAMAGED
2036        Model = PMChkPnt02_D
2037      End
2038    End
2039  
2040    ; ***DESIGN parameters ***
2041    DisplayName      = OBJECT:CheckPointCrossingGuard
2042    EditorSorting   = MISC_MAN_MADE
2043    KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
2044  
2045    ; *** ENGINEERING Parameters ***  
2046    Body            = ActiveBody ModuleTag_02
2047      MaxHealth       = 1.0
2048      InitialHealth   = 1.0
2049    End
2050    Shadow          = SHADOW_VOLUME
2051    Behavior = ToppleUpdate ModuleTag_03
2052      ToppleFX = FX_ToppleLampPost
2053      BounceFX = FX_LampPostBounce
2054    End
2055    Behavior = SlowDeathBehavior ModuleTag_04
2056      DeathTypes = NONE +TOPPLED
2057      SinkRate          = 2     ; in Dist/Sec
2058      SinkDelay         = 14000
2059      DestructionDelay  = 20000
2060    End
2061    Behavior = DestroyDie ModuleTag_05
2062      DeathTypes = ALL -TOPPLED
2063    End
2064  
2065    ; An Explosive Death
2066    Behavior = FXListDie ModuleTag_10
2067      DeathTypes = ALL -TOPPLED
2068      DeathFX = FX_PropExplode
2069    End
2070  End
2071  
2072  ;------------------------------------------------------------------------------
2073  Object CargoLoadingCranes
2074  
2075    ; *** ART Parameters ***
2076    Draw = W3DModelDraw ModuleTag_01
2077      DefaultConditionState
2078        Model = PMCrane
2079      End
2080      ConditionState = DAMAGED
2081        Model = PMCrane_D
2082      End
2083    End
2084  
2085    ; ***DESIGN parameters ***
2086    DisplayName      = OBJECT:CargoLoadingCranes
2087    EditorSorting   = MISC_MAN_MADE
2088    KindOf = IMMOBILE
2089  
2090    ; *** ENGINEERING Parameters ***  
2091    Body            = ActiveBody ModuleTag_02
2092      MaxHealth       = 1.0
2093      InitialHealth   = 1.0
2094    End
2095    Shadow          = SHADOW_VOLUME
2096    
2097    Behavior = DestroyDie ModuleTag_05
2098      DeathTypes = ALL -TOPPLED
2099    End
2100    
2101    ; An Explosive Death
2102    Behavior = FXListDie ModuleTag_10
2103      DeathTypes = ALL -TOPPLED
2104      DeathFX = FX_PropExplode
2105    End
2106  
2107  End
2108  
2109  ;------------------------------------------------------------------------------
2110  Object RopeCoil
2111  
2112    ; *** ART Parameters ***
2113    Draw = W3DModelDraw ModuleTag_01
2114      DefaultConditionState
2115        Model = PMRopeCoil
2116      End
2117      ConditionState = DAMAGED
2118        Model = PMRopeCoil_D
2119      End
2120    End
2121  
2122    ; ***DESIGN parameters ***
2123    DisplayName      = OBJECT:RopeCoil
2124    EditorSorting   = MISC_MAN_MADE
2125    KindOf = IMMOBILE CLEARED_BY_BUILD
2126  
2127    ; *** ENGINEERING Parameters ***  
2128    Body            = ActiveBody ModuleTag_02
2129      MaxHealth       = 1.0
2130      InitialHealth   = 1.0
2131    End
2132    Shadow          = SHADOW_VOLUME
2133    
2134    Behavior = DestroyDie ModuleTag_09
2135      DeathTypes = ALL
2136    End
2137    
2138    ; An Explosive Death
2139    Behavior = FXListDie ModuleTag_10
2140      DeathTypes = ALL -CRUSHED
2141      DeathFX = FX_PropExplode
2142    End
2143  
2144  End
2145  
2146  ;------------------------------------------------------------------------------
2147  Object ShippingContainer01
2148  
2149    ; *** ART Parameters ***
2150    Draw = W3DModelDraw ModuleTag_01
2151      DefaultConditionState
2152        Model = PMContainr1
2153      End
2154      ConditionState = DAMAGED
2155        Model = PMContainr1_D
2156      End
2157    End
2158  
2159    ; ***DESIGN parameters ***
2160    DisplayName      = OBJECT:ShippingContainer
2161    EditorSorting   = MISC_MAN_MADE
2162    KindOf = IMMOBILE
2163  
2164    ; *** ENGINEERING Parameters ***  
2165    Body            = ActiveBody ModuleTag_02
2166      MaxHealth       = 1.0
2167      InitialHealth   = 1.0
2168    End
2169    
2170    Behavior = DestroyDie ModuleTag_09
2171      DeathTypes = ALL
2172    End
2173    
2174    ; An Explosive Death
2175    Behavior = FXListDie ModuleTag_10
2176      DeathTypes = ALL -CRUSHED
2177      DeathFX = FX_GenericCarExplode
2178    End
2179    
2180    Behavior = CreateObjectDie ModuleTag_07
2181      DeathTypes = ALL -CRUSHED
2182      CreationList = OCL_GenericCarExplode
2183    End
2184    
2185    Shadow          = SHADOW_VOLUME
2186    Geometry              = BOX
2187    GeometryMajorRadius   = 29.0
2188    GeometryMinorRadius   = 8.0
2189    GeometryHeight        = 15.0
2190    GeometryIsSmall       = No
2191  
2192  
2193  End
2194  
2195  ;------------------------------------------------------------------------------
2196  Object ShippingContainer02
2197  
2198    ; *** ART Parameters ***
2199    Draw = W3DModelDraw ModuleTag_01
2200      DefaultConditionState
2201        Model = PMContainr2
2202      End
2203      ConditionState = DAMAGED
2204        Model = PMContainr2_D
2205      End
2206    End
2207  
2208    ; ***DESIGN parameters ***
2209    DisplayName      = OBJECT:ShippingContainer
2210    EditorSorting   = MISC_MAN_MADE
2211    KindOf = IMMOBILE
2212  
2213    ; *** ENGINEERING Parameters ***  
2214    Body            = ActiveBody ModuleTag_02
2215      MaxHealth       = 1.0
2216      InitialHealth   = 1.0
2217    End
2218    
2219    Behavior = DestroyDie ModuleTag_09
2220      DeathTypes = ALL
2221    End
2222    
2223    ; An Explosive Death
2224    Behavior = FXListDie ModuleTag_10
2225      DeathTypes = ALL -CRUSHED
2226      DeathFX = FX_GenericCarExplode
2227    End
2228    
2229    Behavior = CreateObjectDie ModuleTag_07
2230      DeathTypes = ALL -CRUSHED 
2231      CreationList = OCL_GenericCarExplode
2232    End
2233    
2234    Shadow          = SHADOW_VOLUME
2235    Geometry              = BOX
2236    GeometryMajorRadius   = 29.0
2237    GeometryMinorRadius   = 8.0
2238    GeometryHeight        = 15.0
2239    GeometryIsSmall       = No
2240  
2241  End
2242  
2243  ;------------------------------------------------------------------------------
2244  Object ShippingContainer03
2245  
2246    ; *** ART Parameters ***
2247    Draw = W3DModelDraw ModuleTag_01
2248      DefaultConditionState
2249        Model = PMContainr3
2250      End
2251      ConditionState = DAMAGED
2252        Model = PMContainr3_D
2253      End
2254    End
2255  
2256    ; ***DESIGN parameters ***
2257    DisplayName      = OBJECT:ShippingContainer
2258    EditorSorting   = MISC_MAN_MADE
2259    KindOf = IMMOBILE
2260  
2261    ; *** ENGINEERING Parameters ***  
2262    Body            = ActiveBody ModuleTag_02
2263      MaxHealth       = 1.0
2264      InitialHealth   = 1.0
2265    End
2266    
2267    Behavior = DestroyDie ModuleTag_09
2268      DeathTypes = ALL
2269    End
2270    
2271    ; An Explosive Death
2272    Behavior = FXListDie ModuleTag_10
2273      DeathTypes = ALL -CRUSHED
2274      DeathFX = FX_GenericCarExplode
2275    End
2276    
2277    Behavior = CreateObjectDie ModuleTag_07
2278      DeathTypes = ALL -CRUSHED
2279      CreationList = OCL_GenericCarExplode
2280    End
2281    
2282    Shadow          = SHADOW_VOLUME
2283    Geometry              = BOX
2284    GeometryMajorRadius   = 29.0
2285    GeometryMinorRadius   = 8.0
2286    GeometryHeight        = 15.0
2287    GeometryIsSmall       = No
2288  
2289  End
2290  
2291  ;------------------------------------------------------------------------------
2292  Object ShippingCrate
2293  
2294    ; *** ART Parameters ***
2295    Draw = W3DModelDraw ModuleTag_01
2296      DefaultConditionState
2297        Model = PMCrates03
2298      End
2299      ConditionState = DAMAGED
2300        Model = PMCrates03_D
2301      End
2302    End
2303  
2304    ; ***DESIGN parameters ***
2305    DisplayName      = OBJECT:ShippingCrate
2306    EditorSorting   = MISC_MAN_MADE
2307    KindOf = IMMOBILE
2308  
2309    ; *** ENGINEERING Parameters ***  
2310    Body            = ActiveBody ModuleTag_02
2311      MaxHealth       = 1.0
2312      InitialHealth   = 1.0
2313    End
2314    Shadow          = SHADOW_VOLUME
2315    
2316    Behavior = DestroyDie ModuleTag_09
2317      DeathTypes = ALL
2318    End
2319    
2320    ; An Explosive Death
2321    Behavior = FXListDie ModuleTag_10
2322      DeathTypes = ALL -CRUSHED
2323      DeathFX = FX_PropExplode
2324    End
2325  
2326  End
2327  ;------------------------------------------------------------------------------
2328  Object RoadBarricade01
2329  
2330    ; *** ART Parameters ***
2331    Draw = W3DModelDraw ModuleTag_01
2332      DefaultConditionState
2333        Model = PMBarRoad01
2334      End
2335    End
2336  
2337    ; ***DESIGN parameters ***
2338    DisplayName      = OBJECT:Prop
2339    EditorSorting   = MISC_MAN_MADE
2340    KindOf = IMMOBILE
2341    
2342  
2343    ; *** ENGINEERING Parameters ***  
2344    Body            = ActiveBody ModuleTag_02
2345      MaxHealth       = 1.0
2346      InitialHealth   = 1.0
2347    End
2348    
2349    
2350    Behavior = DestroyDie ModuleTag_09
2351      DeathTypes = ALL
2352    End
2353    
2354    ; An Explosive Death
2355    Behavior = FXListDie ModuleTag_10
2356      DeathTypes = ALL 
2357      DeathFX = FX_PropExplode
2358    End
2359  
2360    
2361    Shadow          = SHADOW_VOLUME
2362    Geometry = BOX
2363    GeometryMajorRadius = 4.0
2364    GeometryMinorRadius = 16.0
2365    GeometryHeight = 4     
2366    GeometryIsSmall = NO
2367  
2368  End
2369  
2370  ;------------------------------------------------------------------------------
2371  Object RoadBarricade02
2372  
2373    ; *** ART Parameters ***
2374    Draw = W3DModelDraw ModuleTag_01
2375      DefaultConditionState
2376        Model = PMBarRoad02
2377      End
2378    End
2379  
2380    ; ***DESIGN parameters ***
2381    DisplayName      = OBJECT:FruitStand
2382    EditorSorting   = MISC_MAN_MADE
2383    KindOf = IMMOBILE
2384    
2385    ; *** ENGINEERING Parameters ***  
2386    Body            = ActiveBody ModuleTag_02
2387      MaxHealth       = 1.0
2388      InitialHealth   = 1.0
2389    End
2390    
2391    
2392    Behavior = DestroyDie ModuleTag_09
2393      DeathTypes = ALL
2394    End
2395    
2396    ; An Explosive Death
2397    Behavior = FXListDie ModuleTag_10
2398      DeathTypes = ALL
2399      DeathFX = FX_PropExplode
2400    End
2401      
2402    Shadow          = SHADOW_VOLUME
2403    Geometry = BOX
2404    GeometryMajorRadius = 4.0
2405    GeometryMinorRadius = 20.0
2406    GeometryHeight = 4     
2407    GeometryIsSmall = NO
2408  
2409  End
2410  
2411  ;------------------------------------------------------------------------------
2412  Object RoadBarricade03
2413  
2414    ; *** ART Parameters ***
2415    Draw = W3DModelDraw ModuleTag_01
2416      DefaultConditionState
2417        Model = PMBarRoad03
2418      End
2419    End
2420  
2421    ; ***DESIGN parameters ***
2422    DisplayName      = OBJECT:Prop
2423    EditorSorting   = MISC_MAN_MADE
2424    KindOf = IMMOBILE
2425  
2426  
2427    ; *** ENGINEERING Parameters ***  
2428    Body            = ActiveBody ModuleTag_02
2429      MaxHealth       = 1.0
2430      InitialHealth   = 1.0
2431    End
2432    
2433    
2434    Behavior = DestroyDie ModuleTag_09
2435      DeathTypes = ALL
2436    End
2437    
2438    ; An Explosive Death
2439    Behavior = FXListDie ModuleTag_10
2440      DeathTypes = ALL
2441      DeathFX = FX_PropExplode
2442    End
2443    
2444  
2445    Shadow          = SHADOW_VOLUME
2446    Geometry = BOX
2447    GeometryMajorRadius = 4.0
2448    GeometryMinorRadius = 24.0
2449    GeometryHeight = 4     
2450    GeometryIsSmall = NO
2451  
2452  End
2453  
2454  ;------------------------------------------------------------------------------
2455  Object AsianFruitStand01
2456  
2457    ; *** ART Parameters ***
2458    Draw = W3DModelDraw ModuleTag_01
2459      DefaultConditionState
2460        Model = PAFrtStnd01
2461      End
2462      ConditionState = DAMAGED REALLYDAMAGED
2463        Model = PAFrtStnd01_D
2464      End
2465    End
2466  
2467    ; ***DESIGN parameters ***
2468    DisplayName      = OBJECT:Prop
2469    EditorSorting   = MISC_MAN_MADE
2470    KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD
2471    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2472  
2473    ; *** ENGINEERING Parameters ***  
2474    Body            = ActiveBody ModuleTag_02
2475      MaxHealth       = 1.0
2476      InitialHealth   = 1.0
2477    End
2478    
2479    
2480    Behavior = DestroyDie ModuleTag_09
2481      DeathTypes = ALL
2482    End
2483    
2484    ; An Explosive Death
2485    Behavior = FXListDie ModuleTag_10
2486      DeathTypes = ALL -CRUSHED
2487      DeathFX = FX_PropExplode
2488    End
2489    
2490    
2491    ; A crushing defeat
2492    Behavior = FXListDie ModuleTag_11
2493      DeathTypes = NONE +CRUSHED
2494      DeathFX = FX_PropCrush
2495    End
2496    
2497    Shadow          = SHADOW_VOLUME
2498    Geometry = BOX
2499    GeometryMajorRadius = 8.0
2500    GeometryMinorRadius = 4.0
2501    GeometryHeight = 2     
2502    GeometryIsSmall = YES
2503  
2504  End
2505  
2506  ;------------------------------------------------------------------------------
2507  Object AsianFruitStand02
2508  
2509    ; *** ART Parameters ***
2510    Draw = W3DModelDraw ModuleTag_01
2511      DefaultConditionState
2512        Model = PAFrtStnd02
2513      End
2514      ConditionState = DAMAGED
2515        Model = PAFrtStnd02_D
2516      End
2517    End
2518  
2519    ; ***DESIGN parameters ***
2520    DisplayName      = OBJECT:FruitStand
2521    EditorSorting   = MISC_MAN_MADE
2522    KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD
2523    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2524  
2525    ; *** ENGINEERING Parameters ***  
2526    Body            = ActiveBody ModuleTag_02
2527      MaxHealth       = 1.0
2528      InitialHealth   = 1.0
2529    End
2530    
2531    
2532    Behavior = DestroyDie ModuleTag_09
2533      DeathTypes = ALL
2534    End
2535    
2536    ; An Explosive Death
2537    Behavior = FXListDie ModuleTag_10
2538      DeathTypes = ALL -CRUSHED
2539      DeathFX = FX_PropExplode
2540    End
2541    
2542    
2543    ; A crushing defeat
2544    Behavior = FXListDie ModuleTag_11
2545      DeathTypes = NONE +CRUSHED
2546      DeathFX = FX_PropCrush
2547    End
2548    
2549    Shadow          = SHADOW_VOLUME
2550    Geometry = BOX
2551    GeometryMajorRadius = 8.0
2552    GeometryMinorRadius = 4.0
2553    GeometryHeight = 2    
2554    GeometryIsSmall = YES
2555  
2556  End
2557  
2558  ;------------------------------------------------------------------------------
2559  Object AsianFruitStand03
2560  
2561    ; *** ART Parameters ***
2562    Draw = W3DModelDraw ModuleTag_01
2563      DefaultConditionState
2564        Model = PAFrtStnd03
2565      End
2566      ConditionState = DAMAGED
2567        Model = PAFrtStnd03_D
2568      End
2569    End
2570  
2571    ; ***DESIGN parameters ***
2572    DisplayName      = OBJECT:FruitStand
2573    EditorSorting   = MISC_MAN_MADE
2574    KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD
2575    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2576  
2577    ; *** ENGINEERING Parameters ***  
2578    Body            = ActiveBody ModuleTag_02
2579      MaxHealth       = 1.0
2580      InitialHealth   = 1.0
2581    End
2582    
2583    
2584    Behavior = DestroyDie ModuleTag_09
2585      DeathTypes = ALL
2586    End
2587  
2588    ; A crushing defeat
2589    Behavior = FXListDie ModuleTag_10
2590      DeathTypes = NONE +CRUSHED
2591      DeathFX = FX_PropCrush
2592    End
2593    
2594    Shadow          = SHADOW_VOLUME
2595    Geometry = BOX
2596    GeometryMajorRadius = 8.0
2597    GeometryMinorRadius = 4.0
2598    GeometryHeight = 2    
2599    GeometryIsSmall = YES
2600  
2601  End
2602  
2603  ;------------------------------------------------------------------------------
2604  Object AsianStreetLight
2605  
2606    ; *** ART Parameters ***
2607    Draw = W3DModelDraw ModuleTag_01
2608      DefaultConditionState
2609        Model = PAStrtLamp
2610      End
2611      ConditionState = DAMAGED
2612        Model = PAStrtLamp_D
2613      End
2614    End
2615  
2616    ; ***DESIGN parameters ***
2617    DisplayName      = OBJECT:StreetLight
2618    EditorSorting   = MISC_MAN_MADE
2619    KindOf = IMMOBILE CLEARED_BY_BUILD
2620  
2621    ; *** ENGINEERING Parameters ***  
2622    Body            = ActiveBody ModuleTag_02
2623      MaxHealth       = 1.0
2624      InitialHealth   = 1.0
2625    End
2626    Shadow          = SHADOW_VOLUME
2627    Behavior = ToppleUpdate ModuleTag_03
2628      ToppleFX = FX_ToppleLampPost
2629      BounceFX = FX_LampPostBounce
2630    End
2631    Behavior = SlowDeathBehavior ModuleTag_04
2632      DeathTypes = NONE +TOPPLED
2633      SinkRate          = 2     ; in Dist/Sec
2634      SinkDelay         = 14000
2635      DestructionDelay  = 20000
2636    End
2637    Behavior = DestroyDie ModuleTag_05
2638      DeathTypes = ALL -TOPPLED
2639    End
2640  
2641    ; An Explosive Death
2642    Behavior = FXListDie ModuleTag_10
2643      DeathTypes = ALL -CRUSHED
2644      DeathFX = FX_PropExplode
2645    End
2646  
2647  
2648  End
2649  
2650  ;------------------------------------------------------------------------------
2651  Object AsianMailBox
2652  
2653    ; *** ART Parameters ***
2654    Draw = W3DModelDraw ModuleTag_01
2655      DefaultConditionState
2656        Model = PAMailbox03
2657      End
2658      ConditionState = DAMAGED
2659        Model = PAMailbox03_D
2660      End
2661    End
2662  
2663    ; ***DESIGN parameters ***
2664    DisplayName      = OBJECT:MailBox
2665    EditorSorting   = MISC_MAN_MADE
2666    KindOf = IMMOBILE CLEARED_BY_BUILD
2667  
2668    ; *** ENGINEERING Parameters ***  
2669    Body            = ActiveBody ModuleTag_02
2670      MaxHealth       = 1.0
2671      InitialHealth   = 1.0
2672    End
2673    Shadow          = SHADOW_VOLUME
2674    
2675    Behavior = DestroyDie ModuleTag_09
2676      DeathTypes = ALL
2677    End
2678    
2679    ; An Explosive Death
2680    Behavior = FXListDie ModuleTag_10
2681      DeathTypes = ALL -CRUSHED
2682      DeathFX = FX_PropExplode
2683    End
2684  
2685  End
2686  
2687  ;------------------------------------------------------------------------------
2688  Object AsianPhoneBooth
2689  
2690    ; *** ART Parameters ***
2691    Draw = W3DModelDraw ModuleTag_01
2692      DefaultConditionState
2693        Model = PAPhonBoot
2694      End
2695      ConditionState = DAMAGED
2696        Model = PAPhonBoot_D
2697      End
2698    End
2699  
2700    ; ***DESIGN parameters ***
2701    DisplayName      = OBJECT:PhoneBooth
2702    EditorSorting   = MISC_MAN_MADE
2703    KindOf = IMMOBILE CLEARED_BY_BUILD
2704  
2705    ; *** ENGINEERING Parameters ***  
2706    Body            = ActiveBody ModuleTag_02
2707      MaxHealth       = 1.0
2708      InitialHealth   = 1.0
2709    End
2710    Shadow          = SHADOW_VOLUME
2711    
2712    Behavior = DestroyDie ModuleTag_09
2713      DeathTypes = ALL
2714    End
2715    
2716    ; An Explosive Death
2717    Behavior = FXListDie ModuleTag_10
2718      DeathTypes = ALL -CRUSHED
2719      DeathFX = FX_PropExplode
2720    End
2721  
2722  End
2723  
2724  ;------------------------------------------------------------------------------
2725  Object AsianStreetSign
2726  
2727    ; *** ART Parameters ***
2728    Draw = W3DModelDraw ModuleTag_01
2729      DefaultConditionState
2730        Model = PAStrtSign
2731      End
2732      ; srj sez: this model doesn't exist. tired of seeing the assert. it's gone.
2733      ;ConditionState = DAMAGED
2734      ;  Model = PAStrtSign_D
2735      ;End
2736    End
2737  
2738    ; ***DESIGN parameters ***
2739    DisplayName      = OBJECT:StreetSign
2740    EditorSorting   = MISC_MAN_MADE
2741    KindOf = IMMOBILE CLEARED_BY_BUILD
2742  
2743    ; *** ENGINEERING Parameters ***  
2744    Body            = ActiveBody ModuleTag_02
2745      MaxHealth       = 1.0
2746      InitialHealth   = 1.0
2747    End
2748    Shadow          = SHADOW_VOLUME
2749    Behavior = ToppleUpdate ModuleTag_03
2750      ToppleFX = FX_ToppleLampPost
2751      BounceFX = FX_LampPostBounce
2752    End
2753    Behavior = SlowDeathBehavior ModuleTag_04
2754      DeathTypes = NONE +TOPPLED
2755      SinkRate          = 2     ; in Dist/Sec
2756      SinkDelay         = 14000
2757      DestructionDelay  = 20000
2758    End
2759    Behavior = DestroyDie ModuleTag_05
2760      DeathTypes = ALL -TOPPLED
2761    End
2762    
2763    ; An Explosive Death
2764    Behavior = FXListDie ModuleTag_10
2765      DeathTypes = ALL -CRUSHED
2766      DeathFX = FX_PropExplode
2767    End
2768  
2769  
2770  End
2771  
2772  ;------------------------------------------------------------------------------
2773  Object AsianStopLight
2774  
2775    ; *** ART Parameters ***
2776    Draw = W3DModelDraw ModuleTag_01
2777      DefaultConditionState
2778        Model = PAStopLite
2779      End
2780      ConditionState = DAMAGED
2781        Model = PAStopLite_D
2782      End
2783    End
2784  
2785    ; ***DESIGN parameters ***
2786    DisplayName      = OBJECT:StopLight
2787    EditorSorting   = MISC_MAN_MADE
2788    KindOf = IMMOBILE CLEARED_BY_BUILD
2789  
2790    ; *** ENGINEERING Parameters ***  
2791    Body            = ActiveBody ModuleTag_02
2792      MaxHealth       = 1.0
2793      InitialHealth   = 1.0
2794    End
2795    Shadow          = SHADOW_VOLUME
2796    Behavior = ToppleUpdate ModuleTag_03
2797      ToppleFX = FX_ToppleLampPost
2798      BounceFX = FX_LampPostBounce
2799    End
2800    Behavior = SlowDeathBehavior ModuleTag_04
2801      DeathTypes = NONE +TOPPLED
2802      SinkRate          = 2     ; in Dist/Sec
2803      SinkDelay         = 14000
2804      DestructionDelay  = 20000
2805    End
2806    Behavior = DestroyDie ModuleTag_05
2807      DeathTypes = ALL -TOPPLED
2808    End
2809    
2810    ; An Explosive Death
2811    Behavior = FXListDie ModuleTag_10
2812      DeathTypes = ALL -CRUSHED
2813      DeathFX = FX_PropExplode
2814    End
2815  
2816  
2817  End
2818  
2819  ;------------------------------------------------------------------------------
2820  Object AsianTrashDumpster
2821  
2822    ; *** ART Parameters ***
2823    Draw = W3DModelDraw ModuleTag_01
2824      DefaultConditionState
2825        Model = PADumpst
2826      End
2827      ConditionState = DAMAGED
2828        Model = PADumpst_D
2829      End
2830    End
2831  
2832    ; ***DESIGN parameters ***
2833    DisplayName      = OBJECT:HarvardsOffice
2834      EditorSorting   = MISC_MAN_MADE
2835    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
2836    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2837  
2838    ; *** ENGINEERING Parameters ***  
2839    Body            = ActiveBody ModuleTag_02
2840      MaxHealth       = 1.0
2841      InitialHealth   = 1.0
2842    End
2843    
2844    
2845    Behavior = DestroyDie ModuleTag_09
2846      DeathTypes = ALL
2847    End
2848    
2849    ; An Explosive Death
2850    Behavior = FXListDie ModuleTag_10
2851      DeathTypes = ALL -CRUSHED
2852      DeathFX = FX_PropExplode
2853    End
2854    
2855    
2856    ; A crushing defeat
2857    Behavior = FXListDie ModuleTag_11
2858      DeathTypes = NONE +CRUSHED
2859      DeathFX = FX_PropCrush
2860    End
2861    
2862    Shadow          = SHADOW_VOLUME
2863    Geometry = BOX
2864    GeometryMajorRadius = 8.0
2865    GeometryMinorRadius = 4.0
2866    GeometryHeight = 2     
2867    GeometryIsSmall = Yes
2868  
2869  End
2870  
2871  ;------------------------------------------------------------------------------
2872  Object AsianVendingMachine
2873  
2874    ; *** ART Parameters ***
2875    Draw = W3DModelDraw ModuleTag_01
2876      DefaultConditionState
2877        Model = PAVending
2878      End
2879      ConditionState = DAMAGED
2880        Model = PAVending_D
2881      End
2882    End
2883  
2884    ; ***DESIGN parameters ***
2885    DisplayName      = OBJECT:VendingMachine
2886    EditorSorting   = MISC_MAN_MADE
2887    KindOf = IMMOBILE CLEARED_BY_BUILD
2888  
2889    ; *** ENGINEERING Parameters ***  
2890    Body            = ActiveBody ModuleTag_02
2891      MaxHealth       = 1.0
2892      InitialHealth   = 1.0
2893    End
2894    Shadow          = SHADOW_VOLUME
2895    
2896    Behavior = DestroyDie ModuleTag_09
2897      DeathTypes = ALL
2898    End
2899    
2900    ; An Explosive Death
2901    Behavior = FXListDie ModuleTag_10
2902      DeathTypes = ALL -CRUSHED
2903      DeathFX = FX_PropExplode
2904    End
2905  
2906  End
2907  
2908  ;------------------------------------------------------------------------------
2909  Object AmmoCache
2910  
2911    ; *** ART Parameters ***
2912    Draw = W3DModelDraw ModuleTag_01
2913      DefaultConditionState
2914        Model = PMCrates04
2915      End
2916      ConditionState = DAMAGED
2917        Model = PMCrates04_D
2918      End
2919    End
2920  
2921    ; ***DESIGN parameters ***
2922    DisplayName      = OBJECT:AmmoCache
2923    EditorSorting   = MISC_MAN_MADE
2924    KindOf = IMMOBILE CLEARED_BY_BUILD
2925  
2926    ; *** ENGINEERING Parameters ***  
2927    Body            = ActiveBody ModuleTag_02
2928      MaxHealth       = 1.0
2929      InitialHealth   = 1.0
2930    End
2931    Shadow          = SHADOW_VOLUME
2932    
2933    Behavior = DestroyDie ModuleTag_09
2934      DeathTypes = ALL
2935    End
2936    
2937    ; An Explosive Death
2938    Behavior = FXListDie ModuleTag_10
2939      DeathTypes = ALL -CRUSHED
2940      DeathFX = FX_PropExplode
2941    End
2942  
2943  End
2944  
2945  ;------------------------------------------------------------------------------
2946  Object BikeRack
2947  
2948    ; *** ART Parameters ***
2949    Draw = W3DModelDraw ModuleTag_01
2950      DefaultConditionState
2951        Model = PMBikeRck
2952      End
2953      ConditionState = DAMAGED 
2954        Model = PMBikeRck_D
2955      End
2956    End
2957  
2958    ; ***DESIGN parameters ***
2959    DisplayName      = OBJECT:BikeRack
2960    EditorSorting   = MISC_MAN_MADE
2961    KindOf = IMMOBILE CLEARED_BY_BUILD
2962  
2963    ; *** ENGINEERING Parameters ***  
2964    Body            = ActiveBody ModuleTag_02
2965      MaxHealth       = 1.0
2966      InitialHealth   = 1.0
2967    End
2968    Shadow          = SHADOW_VOLUME
2969    
2970    Behavior = DestroyDie ModuleTag_09
2971      DeathTypes = ALL
2972    End
2973    
2974    ; An Explosive Death
2975    Behavior = FXListDie ModuleTag_10
2976      DeathTypes = ALL -CRUSHED
2977      DeathFX = FX_PropExplode
2978    End
2979  
2980  End
2981  
2982  ;------------------------------------------------------------------------------
2983  Object ParkingMeter
2984  
2985    ; *** ART Parameters ***
2986    Draw = W3DModelDraw ModuleTag_01
2987      DefaultConditionState
2988        Model = PMPrkMtr02
2989      End
2990      ConditionState = DAMAGED
2991        Model = PMPrkMtr02_D
2992      End
2993    End
2994  
2995    ; ***DESIGN parameters ***
2996    DisplayName      = OBJECT:ParkingMeter
2997    EditorSorting   = MISC_MAN_MADE
2998    KindOf = IMMOBILE CLEARED_BY_BUILD
2999  
3000    ; *** ENGINEERING Parameters ***  
3001    Body            = ActiveBody ModuleTag_02
3002      MaxHealth       = 1.0
3003      InitialHealth   = 1.0
3004    End
3005    Shadow          = SHADOW_VOLUME
3006    Behavior = ToppleUpdate ModuleTag_03
3007      ToppleFX = FX_ToppleLampPost
3008      BounceFX = FX_LampPostBounce
3009    End
3010    Behavior = SlowDeathBehavior ModuleTag_04
3011      DeathTypes = NONE +TOPPLED
3012      SinkRate          = 2     ; in Dist/Sec
3013      SinkDelay         = 14000
3014      DestructionDelay  = 20000
3015    End
3016    Behavior = DestroyDie ModuleTag_05
3017      DeathTypes = ALL -TOPPLED
3018    End
3019    
3020  
3021    ; An Explosive Death
3022    Behavior = FXListDie ModuleTag_10
3023      DeathTypes = ALL -CRUSHED
3024      DeathFX = FX_PropExplode
3025    End
3026  
3027  End
3028  
3029  ;------------------------------------------------------------------------------
3030  Object SignalLights
3031  
3032    ; *** ART Parameters ***
3033    Draw = W3DModelDraw ModuleTag_01
3034      DefaultConditionState
3035        Model = PMStpLit02
3036      End
3037      ConditionState = DAMAGED
3038        Model = PMStpLit02_D
3039      End
3040    End
3041  
3042    ; ***DESIGN parameters ***
3043    DisplayName      = OBJECT:SignalLights
3044    EditorSorting   = MISC_MAN_MADE
3045    KindOf = IMMOBILE CLEARED_BY_BUILD
3046  
3047    ; *** ENGINEERING Parameters ***  
3048    Body            = ActiveBody ModuleTag_02
3049      MaxHealth       = 1.0
3050      InitialHealth   = 1.0
3051    End
3052    Shadow          = SHADOW_VOLUME
3053    Behavior = ToppleUpdate ModuleTag_03
3054      ToppleFX = FX_ToppleLampPost
3055      BounceFX = FX_LampPostBounce
3056    End
3057    Behavior = SlowDeathBehavior ModuleTag_04
3058      DeathTypes = NONE +TOPPLED
3059      SinkRate          = 2     ; in Dist/Sec
3060      SinkDelay         = 14000
3061      DestructionDelay  = 20000
3062    End
3063    Behavior = DestroyDie ModuleTag_05
3064      DeathTypes = ALL -TOPPLED
3065    End
3066    
3067    ; An Explosive Death
3068    Behavior = FXListDie ModuleTag_10
3069      DeathTypes = ALL -CRUSHED
3070      DeathFX = FX_PropExplode
3071    End
3072  
3073  End
3074  
3075  ;------------------------------------------------------------------------------
3076  Object Billboard01
3077  
3078    ; *** ART Parameters ***
3079    Draw = W3DModelDraw ModuleTag_01
3080      DefaultConditionState
3081        Model = PMBillbrd03
3082      End
3083      ConditionState = DAMAGED
3084        Model = PMBillbrd03_D
3085      End
3086    End
3087  
3088    ; ***DESIGN parameters ***
3089    DisplayName      = OBJECT:Billboard
3090    EditorSorting   = MISC_MAN_MADE
3091    KindOf = IMMOBILE CLEARED_BY_BUILD
3092  
3093    ; *** ENGINEERING Parameters ***  
3094    Body            = ActiveBody ModuleTag_02
3095      MaxHealth       = 1.0
3096      InitialHealth   = 1.0
3097    End
3098    Shadow          = SHADOW_VOLUME
3099    
3100    Behavior = ToppleUpdate ModuleTag_03
3101      ToppleFX = FX_ToppleLampPost
3102      BounceFX = FX_LampPostBounce
3103    End
3104    Behavior = SlowDeathBehavior ModuleTag_04
3105      DeathTypes = NONE +TOPPLED
3106      SinkRate          = 2     ; in Dist/Sec
3107      SinkDelay         = 14000
3108      DestructionDelay  = 20000
3109    End
3110    Behavior = DestroyDie ModuleTag_05
3111      DeathTypes = ALL -TOPPLED
3112    End
3113    
3114    ; An Explosive Death
3115    Behavior = FXListDie ModuleTag_10
3116      DeathTypes = ALL -CRUSHED
3117      DeathFX = FX_PropExplode
3118    End
3119    
3120    Geometry = BOX
3121    GeometryMajorRadius = 1.0
3122    GeometryMinorRadius = 15.0
3123    GeometryHeight = 1     
3124    GeometryIsSmall = Yes
3125  
3126  End
3127  
3128  ;------------------------------------------------------------------------------
3129  Object Billboard02
3130  
3131    ; *** ART Parameters ***
3132    Draw = W3DModelDraw ModuleTag_01
3133      DefaultConditionState
3134        Model = PMBillbrd04
3135      End
3136      ConditionState = DAMAGED
3137        Model = PMBillbrd04_D
3138      End
3139    End
3140  
3141    ; ***DESIGN parameters ***
3142    DisplayName      = OBJECT:Billboard
3143    EditorSorting   = MISC_MAN_MADE
3144    KindOf = IMMOBILE CLEARED_BY_BUILD
3145   
3146    ; *** ENGINEERING Parameters ***  
3147    Body            = ActiveBody ModuleTag_02
3148      MaxHealth       = 1.0
3149      InitialHealth   = 1.0
3150    End
3151    Shadow          = SHADOW_VOLUME
3152    
3153    Behavior = ToppleUpdate ModuleTag_03
3154      ToppleFX = FX_ToppleLampPost
3155      BounceFX = FX_LampPostBounce
3156    End
3157    Behavior = SlowDeathBehavior ModuleTag_04
3158      DeathTypes = NONE +TOPPLED
3159      SinkRate          = 2     ; in Dist/Sec
3160      SinkDelay         = 14000
3161      DestructionDelay  = 20000
3162    End
3163    Behavior = DestroyDie ModuleTag_05
3164      DeathTypes = ALL -TOPPLED
3165    End
3166    
3167    ; An Explosive Death
3168    Behavior = FXListDie ModuleTag_10
3169      DeathTypes = ALL -CRUSHED
3170      DeathFX = FX_PropExplode
3171    End
3172    
3173    Geometry = BOX
3174    GeometryMajorRadius = 1.0
3175    GeometryMinorRadius = 11.0
3176    GeometryHeight = 1     
3177    GeometryIsSmall = Yes
3178  
3179  End
3180  
3181  ;------------------------------------------------------------------------------
3182  Object HighwaySign01
3183  
3184    ; *** ART Parameters ***
3185    Draw = W3DModelDraw ModuleTag_01
3186      DefaultConditionState
3187        Model = PMHwySgn01
3188      End
3189      ConditionState = DAMAGED
3190        Model = PMHwySgn01_D
3191      End
3192    End
3193  
3194    ; ***DESIGN parameters ***
3195    DisplayName      = OBJECT:HighwaySign
3196    EditorSorting   = MISC_MAN_MADE
3197    KindOf = IMMOBILE CLEARED_BY_BUILD
3198  
3199    ; *** ENGINEERING Parameters ***  
3200    Body            = ActiveBody ModuleTag_02
3201      MaxHealth       = 1.0
3202      InitialHealth   = 1.0
3203    End
3204    Shadow          = SHADOW_VOLUME
3205    Behavior = ToppleUpdate ModuleTag_03
3206      ToppleFX = FX_ToppleLampPost
3207      BounceFX = FX_LampPostBounce
3208    End
3209    Behavior = SlowDeathBehavior ModuleTag_04
3210      DeathTypes = NONE +TOPPLED
3211      SinkRate          = 2     ; in Dist/Sec
3212      SinkDelay         = 14000
3213      DestructionDelay  = 20000
3214    End
3215    Behavior = DestroyDie ModuleTag_05
3216      DeathTypes = ALL -TOPPLED
3217    End
3218    
3219  
3220    ; An Explosive Death
3221    Behavior = FXListDie ModuleTag_10
3222      DeathTypes = ALL -CRUSHED
3223      DeathFX = FX_PropExplode
3224    End
3225  
3226  End
3227  
3228  ;------------------------------------------------------------------------------
3229  Object HighwaySign02
3230  
3231    ; *** ART Parameters ***
3232    Draw = W3DModelDraw ModuleTag_01
3233      DefaultConditionState
3234        Model = PMHwySgn02
3235      End
3236      ConditionState = DAMAGED
3237        Model = PMHwySgn02_D
3238      End
3239    End
3240  
3241    ; ***DESIGN parameters ***
3242    DisplayName      = OBJECT:HighwaySign
3243    EditorSorting   = MISC_MAN_MADE
3244    KindOf = IMMOBILE CLEARED_BY_BUILD
3245  
3246    ; *** ENGINEERING Parameters ***  
3247    Body            = ActiveBody ModuleTag_02
3248      MaxHealth       = 1.0
3249      InitialHealth   = 1.0
3250    End
3251    Shadow          = SHADOW_VOLUME
3252    Behavior = ToppleUpdate ModuleTag_03
3253      ToppleFX = FX_ToppleLampPost
3254      BounceFX = FX_LampPostBounce
3255    End
3256    Behavior = SlowDeathBehavior ModuleTag_04
3257      DeathTypes = NONE +TOPPLED
3258      SinkRate          = 2     ; in Dist/Sec
3259      SinkDelay         = 14000
3260      DestructionDelay  = 20000
3261    End
3262    Behavior = DestroyDie ModuleTag_05
3263      DeathTypes = ALL -TOPPLED
3264    End
3265    
3266    ; An Explosive Death
3267    Behavior = FXListDie ModuleTag_10
3268      DeathTypes = ALL -CRUSHED
3269      DeathFX = FX_PropExplode
3270    End
3271  
3272  End
3273  
3274  ;------------------------------------------------------------------------------
3275  Object Tollbooth
3276  
3277    ; *** ART Parameters ***
3278    Draw = W3DModelDraw ModuleTag_01
3279      DefaultConditionState
3280        Model = PMChkPnt
3281      End
3282      ConditionState = DAMAGED
3283        Model = PMChkPnt
3284      End
3285    End
3286  
3287    ; ***DESIGN parameters ***
3288    DisplayName      = OBJECT:Tollbooth
3289    EditorSorting   = MISC_MAN_MADE
3290    KindOf = IMMOBILE CLEARED_BY_BUILD
3291  
3292    ; *** ENGINEERING Parameters ***  
3293    Body            = ActiveBody ModuleTag_02
3294      MaxHealth       = 1.0
3295      InitialHealth   = 1.0
3296    End
3297    Shadow          = SHADOW_VOLUME
3298    
3299    Behavior = DestroyDie ModuleTag_09
3300      DeathTypes = ALL
3301    End
3302    
3303    ; An Explosive Death
3304    Behavior = FXListDie ModuleTag_10
3305      DeathTypes = ALL -CRUSHED
3306      DeathFX = FX_PropExplode
3307    End
3308  
3309  End
3310  
3311  ;------------------------------------------------------------------------------
3312  Object ConstructionBarricade
3313  
3314    ; *** ART Parameters ***
3315    Draw = W3DModelDraw ModuleTag_01
3316      DefaultConditionState
3317        Model         = PMBarrcde
3318        Animation     = PMBarrcde.PMBarrcde
3319        AnimationMode = LOOP
3320      End
3321      ConditionState  = DAMAGED REALLYDAMAGED
3322        Model         = PMBarrcde_D
3323      End
3324    End
3325  
3326    ; ***DESIGN parameters ***
3327    DisplayName      = OBJECT:ConstructionBarricade
3328    EditorSorting   = MISC_MAN_MADE
3329    KindOf = IMMOBILE CLEARED_BY_BUILD
3330  
3331    ; *** ENGINEERING Parameters ***  
3332    Body            = ActiveBody ModuleTag_02
3333      MaxHealth       = 1.0
3334      InitialHealth   = 1.0
3335    End
3336    Shadow          = SHADOW_VOLUME
3337    
3338    Behavior = DestroyDie ModuleTag_09
3339      DeathTypes = ALL
3340    End
3341    
3342    ; An Explosive Death
3343    Behavior = FXListDie ModuleTag_10
3344      DeathTypes = ALL -CRUSHED
3345      DeathFX = FX_PropExplode
3346    End
3347  
3348  End
3349  
3350  ;------------------------------------------------------------------------------
3351  Object ConstructionSupplyPile
3352  
3353    ; *** ART Parameters ***
3354    Draw = W3DModelDraw ModuleTag_01
3355      DefaultConditionState
3356        Model = PMCtrSlpy
3357      End
3358      ConditionState = DAMAGED REALLYDAMAGED
3359        Model = PMCtrSlpy_D
3360      End
3361    End
3362  
3363    ; ***DESIGN parameters ***
3364    DisplayName      = OBJECT:ConstructionBarricade
3365    EditorSorting   = MISC_MAN_MADE
3366    KindOf = IMMOBILE CLEARED_BY_BUILD
3367  
3368    ; *** ENGINEERING Parameters ***  
3369    Body            = ActiveBody ModuleTag_02
3370      MaxHealth       = 1.0
3371      InitialHealth   = 1.0
3372    End
3373    Shadow          = SHADOW_VOLUME
3374    
3375    Behavior = DestroyDie ModuleTag_09
3376      DeathTypes = ALL
3377    End
3378    
3379    ; An Explosive Death
3380    Behavior = FXListDie ModuleTag_10
3381      DeathTypes = ALL -CRUSHED
3382      DeathFX = FX_PropExplode
3383    End
3384  
3385  End
3386  
3387  ;------------------------------------------------------------------------------
3388  Object PlaygroundSet
3389  
3390    ; *** ART Parameters ***
3391    Draw = W3DModelDraw ModuleTag_01
3392      DefaultConditionState
3393        Model = PMPlygdSt
3394      End
3395      ConditionState = DAMAGED REALLYDAMAGED
3396        Model = PMPlygdSt_D
3397      End
3398    End
3399  
3400    ; ***DESIGN parameters ***
3401    DisplayName      = OBJECT:ConstructionBarricade
3402    EditorSorting   = MISC_MAN_MADE
3403    KindOf = IMMOBILE CLEARED_BY_BUILD
3404  
3405  
3406    ; ***AUDIO parameters ***
3407    SoundAmbient = PlaygroundAmbience
3408  
3409  
3410    ; *** ENGINEERING Parameters ***  
3411    Body            = ActiveBody ModuleTag_02
3412      MaxHealth       = 1.0
3413      InitialHealth   = 1.0
3414    End
3415    Shadow          = SHADOW_VOLUME
3416    
3417    Behavior = DestroyDie ModuleTag_09
3418      DeathTypes = ALL
3419    End
3420    
3421    ; An Explosive Death
3422    Behavior = FXListDie ModuleTag_10
3423      DeathTypes = ALL -CRUSHED
3424      DeathFX = FX_PropExplode
3425    End
3426  
3427  End
3428  
3429  ;------------------------------------------------------------------------------
3430  Object Gravel
3431  
3432    ; *** ART Parameters ***
3433    Draw = W3DModelDraw ModuleTag_01
3434      DefaultConditionState
3435        Model = PMGravel
3436      End
3437  ; @todo - missing
3438  ;    ConditionState = DAMAGED
3439  ;      Model = PMGravel_D
3440  ;    End
3441    End
3442  
3443    ; ***DESIGN parameters ***
3444    DisplayName      = OBJECT:Gravel
3445    EditorSorting   = MISC_MAN_MADE
3446    KindOf = IMMOBILE CLEARED_BY_BUILD
3447  
3448    ; *** ENGINEERING Parameters ***  
3449    Body            = ActiveBody ModuleTag_02
3450      MaxHealth       = 1.0
3451      InitialHealth   = 1.0
3452    End
3453    Shadow          = SHADOW_VOLUME
3454    
3455    Behavior = DestroyDie ModuleTag_09
3456      DeathTypes = ALL
3457    End
3458    
3459    ; An Explosive Death
3460    Behavior = FXListDie ModuleTag_10
3461      DeathTypes = ALL -CRUSHED
3462      DeathFX = FX_PropExplode
3463    End
3464  
3465  End
3466  
3467  ;------------------------------------------------------------------------------
3468  Object Lumber
3469  
3470    ; *** ART Parameters ***
3471    Draw = W3DModelDraw ModuleTag_01
3472      DefaultConditionState
3473        Model = PMLumber
3474      End
3475  ; @todo - missing
3476  ;    ConditionState = DAMAGED
3477  ;      Model = PMLumber_D
3478  ;    End
3479    End
3480  
3481    ; ***DESIGN parameters ***
3482    DisplayName      = OBJECT:Lumber
3483    EditorSorting   = MISC_MAN_MADE
3484    KindOf = IMMOBILE CLEARED_BY_BUILD
3485  
3486    ; *** ENGINEERING Parameters ***  
3487    Body            = ActiveBody ModuleTag_02
3488      MaxHealth       = 1.0
3489      InitialHealth   = 1.0
3490    End
3491    Shadow          = SHADOW_VOLUME
3492    
3493    Behavior = DestroyDie ModuleTag_09
3494      DeathTypes = ALL
3495    End
3496    
3497    ; An Explosive Death
3498    Behavior = FXListDie ModuleTag_10
3499      DeathTypes = ALL -CRUSHED
3500      DeathFX = FX_PropExplode
3501    End
3502  
3503  End
3504  
3505  ;------------------------------------------------------------------------------
3506  Object ElectricalTransformer
3507  
3508    ; *** ART Parameters ***
3509    Draw = W3DModelDraw ModuleTag_01
3510      DefaultConditionState
3511        Model = PMTrnfrmr02
3512      End
3513      ConditionState = DAMAGED REALLYDAMAGED
3514        Model = PMTrnfrmr02_D
3515      End
3516    End
3517  
3518    ; ***DESIGN parameters ***
3519    DisplayName      = OBJECT:ElectricalTransformer
3520    EditorSorting   = MISC_MAN_MADE
3521    KindOf = IMMOBILE CLEARED_BY_BUILD
3522  
3523    ; *** ENGINEERING Parameters ***  
3524    Body            = ActiveBody ModuleTag_02
3525      MaxHealth       = 1.0
3526      InitialHealth   = 1.0
3527    End
3528    Shadow          = SHADOW_VOLUME
3529    
3530    Behavior = DestroyDie ModuleTag_09
3531      DeathTypes = ALL
3532    End
3533    
3534    ; An Explosive Death
3535    Behavior = FXListDie ModuleTag_10
3536      DeathTypes = ALL -CRUSHED
3537      DeathFX = FX_PropExplode
3538    End
3539  
3540  End
3541  
3542  ;------------------------------------------------------------------------------
3543  Object Fountain03
3544  
3545    ; *** ART Parameters ***
3546    Draw = W3DModelDraw ModuleTag_01
3547      DefaultConditionState
3548        Model = PMFountn03
3549      End
3550      ConditionState = DAMAGED
3551        Model = PMFountn03_D
3552      End
3553    End
3554  
3555    ; ***DESIGN parameters ***
3556    DisplayName      = OBJECT:Fountain
3557    EditorSorting   = MISC_MAN_MADE
3558    KindOf = IMMOBILE CLEARED_BY_BUILD
3559  
3560    ;*** AUDIO parameters ***
3561    SoundAmbient = Amb_WaterFountainLoop
3562  
3563  
3564    ; *** ENGINEERING Parameters ***  
3565    Body            = ActiveBody ModuleTag_02
3566      MaxHealth       = 1.0
3567      InitialHealth   = 1.0
3568    End
3569    Shadow          = SHADOW_VOLUME
3570    Geometry              = CYLINDER
3571    GeometryMajorRadius   = 16.0
3572    GeometryHeight        = 13.0
3573    GeometryIsSmall       = No
3574  
3575  End
3576  
3577  ;------------------------------------------------------------------------------
3578  Object Fountain04
3579  
3580    ; *** ART Parameters ***
3581    Draw = W3DModelDraw ModuleTag_01
3582      DefaultConditionState
3583        Model = PMFountn04
3584      End
3585      ConditionState = DAMAGED
3586        Model = PMFountn04_D
3587      End
3588    End
3589  
3590    ; ***DESIGN parameters ***
3591    DisplayName      = OBJECT:Fountain
3592    EditorSorting   = MISC_MAN_MADE
3593    KindOf = IMMOBILE CLEARED_BY_BUILD
3594  
3595    ;*** AUDIO parameters ***
3596    SoundAmbient = Amb_WaterFountainLoop
3597  
3598    ; *** ENGINEERING Parameters ***  
3599    Body            = ActiveBody ModuleTag_02
3600      MaxHealth       = 1.0
3601      InitialHealth   = 1.0
3602    End
3603    Shadow          = SHADOW_VOLUME
3604    Geometry              = CYLINDER
3605    GeometryMajorRadius   = 16.0
3606    GeometryHeight        = 19.0
3607    GeometryIsSmall       = No
3608  
3609  End
3610  
3611  ;------------------------------------------------------------------------------
3612  Object JapaneeseLatern
3613  
3614    ; *** ART Parameters ***
3615    Draw = W3DModelDraw ModuleTag_01
3616      DefaultConditionState
3617        Model = PMJpnLntn
3618      End
3619      ConditionState = DAMAGED REALLYDAMAGED
3620        Model = PMJpnLntn_D
3621      End
3622    End
3623  
3624    ; ***DESIGN parameters ***
3625    DisplayName      = OBJECT:JapaneseLantern
3626    EditorSorting   = MISC_MAN_MADE
3627    KindOf = IMMOBILE CLEARED_BY_BUILD
3628  
3629    ; *** ENGINEERING Parameters ***  
3630    Body            = ActiveBody ModuleTag_02
3631      MaxHealth       = 1.0
3632      InitialHealth   = 1.0
3633    End
3634    Shadow          = SHADOW_VOLUME
3635    
3636    Behavior = DestroyDie ModuleTag_09
3637      DeathTypes = ALL
3638    End
3639    
3640    ; An Explosive Death
3641    Behavior = FXListDie ModuleTag_10
3642      DeathTypes = ALL -CRUSHED
3643      DeathFX = FX_PropExplode
3644    End
3645  
3646  End
3647  
3648  ;------------------------------------------------------------------------------
3649  Object ParkGazebo
3650  
3651    ; *** ART Parameters ***
3652    Draw = W3DModelDraw ModuleTag_01
3653      DefaultConditionState
3654        Model = PMGazebo
3655      End
3656      ConditionState = DAMAGED
3657        Model = PMGazebo_D
3658      End
3659    End
3660  
3661    ; ***DESIGN parameters ***
3662    DisplayName      = OBJECT:ParkGazebo
3663    EditorSorting   = MISC_MAN_MADE
3664    KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD
3665    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3666  
3667    ; *** ENGINEERING Parameters ***  
3668    Body            = ActiveBody ModuleTag_02
3669      MaxHealth       = 1.0
3670      InitialHealth   = 1.0
3671    End
3672    
3673    
3674    Behavior = DestroyDie ModuleTag_09
3675      DeathTypes = ALL
3676    End
3677    
3678    ; An Explosive Death
3679    Behavior = FXListDie ModuleTag_10
3680      DeathTypes = ALL -CRUSHED
3681      DeathFX = FX_PropExplode
3682    End
3683    
3684    
3685    ; A crushing defeat
3686    Behavior = FXListDie ModuleTag_11
3687      DeathTypes = NONE +CRUSHED
3688      DeathFX = FX_PropCrush
3689    End
3690    
3691    Shadow          = SHADOW_VOLUME
3692    Geometry = BOX
3693    GeometryMajorRadius = 8.0
3694    GeometryMinorRadius = 4.0
3695    GeometryHeight = 2     
3696    GeometryIsSmall = Yes
3697  
3698  End
3699  
3700  ;------------------------------------------------------------------------------
3701  Object ParkPavilion
3702  
3703    ; *** ART Parameters ***
3704    Draw = W3DModelDraw ModuleTag_01
3705      DefaultConditionState
3706        Model = PMPvilion
3707      End
3708      ConditionState = DAMAGED
3709        Model = PMPvilion_D
3710      End
3711    End
3712  
3713    ; ***DESIGN parameters ***
3714    DisplayName      = OBJECT:ParkPavillion
3715    EditorSorting   = MISC_MAN_MADE
3716    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
3717    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3718  
3719    ; *** ENGINEERING Parameters ***  
3720    Body            = ActiveBody ModuleTag_02
3721      MaxHealth       = 1.0
3722      InitialHealth   = 1.0
3723    End
3724    
3725    
3726    Behavior = DestroyDie ModuleTag_09
3727      DeathTypes = ALL
3728    End
3729    
3730    ; An Explosive Death
3731    Behavior = FXListDie ModuleTag_10
3732      DeathTypes = ALL -CRUSHED
3733      DeathFX = FX_PropExplode
3734    End
3735    
3736    
3737    ; A crushing defeat
3738    Behavior = FXListDie ModuleTag_11
3739      DeathTypes = NONE +CRUSHED
3740      DeathFX = FX_PropCrush
3741    End
3742    
3743    Shadow          = SHADOW_VOLUME
3744    Geometry = CYLINDER
3745    GeometryMajorRadius = 14.0
3746    GeometryHeight = 2     
3747    GeometryIsSmall = Yes
3748  
3749  End
3750  
3751  ;------------------------------------------------------------------------------
3752  Object Slide
3753  
3754    ; *** ART Parameters ***
3755    Draw = W3DModelDraw ModuleTag_01
3756      DefaultConditionState
3757        Model = PMSlide
3758      End
3759      ; srj sez: this model doesn't exist. tired of seeing the assert. it's gone.
3760      ;ConditionState = DAMAGED
3761      ;  Model = PMSlide_D
3762      ;End
3763    End
3764  
3765    ; ***DESIGN parameters ***
3766    DisplayName      = OBJECT:Slide
3767    EditorSorting   = MISC_MAN_MADE
3768    KindOf = IMMOBILE CLEARED_BY_BUILD
3769  
3770    ; *** ENGINEERING Parameters ***  
3771    Body            = ActiveBody ModuleTag_02
3772      MaxHealth       = 1.0
3773      InitialHealth   = 1.0
3774    End
3775    Shadow          = SHADOW_VOLUME
3776    
3777    Behavior = DestroyDie ModuleTag_09
3778      DeathTypes = ALL
3779    End
3780    
3781    ; An Explosive Death
3782    Behavior = FXListDie ModuleTag_10
3783      DeathTypes = ALL -CRUSHED
3784      DeathFX = FX_PropExplode
3785    End
3786  
3787  End
3788  
3789  ;------------------------------------------------------------------------------
3790  Object Swing
3791  
3792    ; *** ART Parameters ***
3793    Draw = W3DModelDraw ModuleTag_01
3794      DefaultConditionState
3795        Model = PMSwing
3796      End
3797      ; srj sez: this model doesn't exist. tired of seeing the assert. it's gone.
3798      ;ConditionState = DAMAGED
3799      ;  Model = PMSwing_D
3800      ;End
3801    End
3802  
3803    ; ***DESIGN parameters ***
3804    DisplayName      = OBJECT:Swing
3805    EditorSorting   = MISC_MAN_MADE
3806    KindOf = IMMOBILE CLEARED_BY_BUILD
3807  
3808    ; *** ENGINEERING Parameters ***  
3809    Body            = ActiveBody ModuleTag_02
3810      MaxHealth       = 1.0
3811      InitialHealth   = 1.0
3812    End
3813    Shadow          = SHADOW_VOLUME
3814    
3815    Behavior = DestroyDie ModuleTag_09
3816      DeathTypes = ALL
3817    End
3818    
3819    ; An Explosive Death
3820    Behavior = FXListDie ModuleTag_10
3821      DeathTypes = ALL -CRUSHED
3822      DeathFX = FX_PropExplode
3823    End
3824  
3825  End
3826  
3827  ;------------------------------------------------------------------------------
3828  Object RoadCone
3829  
3830    ; *** ART Parameters ***
3831    Draw = W3DModelDraw ModuleTag_01
3832      DefaultConditionState
3833        Model = PMCone
3834      End
3835      ConditionState = DAMAGED
3836        Model = PMCone_D
3837      End
3838    End
3839  
3840    ; ***DESIGN parameters ***
3841    DisplayName      = OBJECT:RoadCone
3842    EditorSorting   = MISC_MAN_MADE
3843    KindOf = IMMOBILE CLEARED_BY_BUILD
3844  
3845    ; *** ENGINEERING Parameters ***  
3846    Body            = ActiveBody ModuleTag_02
3847      MaxHealth       = 1.0
3848      InitialHealth   = 1.0
3849    End
3850    Shadow          = SHADOW_VOLUME
3851  
3852  End
3853  
3854  ;------------------------------------------------------------------------------
3855  Object Cart
3856  
3857    ; *** ART Parameters ***
3858    Draw = W3DModelDraw ModuleTag_01
3859      DefaultConditionState
3860        Model = PMCart01
3861      End
3862      ConditionState = DAMAGED
3863        Model = PMCart01
3864      End
3865    End
3866  
3867    ; ***DESIGN parameters ***
3868    DisplayName      = OBJECT:Cart
3869    EditorSorting   = MISC_MAN_MADE
3870    KindOf = IMMOBILE CLEARED_BY_BUILD
3871  
3872    ; *** ENGINEERING Parameters ***  
3873    Body            = ActiveBody ModuleTag_02
3874      MaxHealth       = 1.0
3875      InitialHealth   = 1.0
3876    End
3877    Shadow          = SHADOW_VOLUME
3878    
3879    Behavior = DestroyDie ModuleTag_09
3880      DeathTypes = ALL
3881    End
3882    
3883    ; An Explosive Death
3884    Behavior = FXListDie ModuleTag_10
3885      DeathTypes = ALL -CRUSHED
3886      DeathFX = FX_PropExplode
3887    End
3888  
3889  End
3890  
3891  ;------------------------------------------------------------------------------
3892  Object ClothesLine
3893  
3894    ; *** ART Parameters ***
3895    Draw = W3DModelDraw ModuleTag_01
3896      DefaultConditionState
3897        Model = PMClthLn
3898        Animation     = PMClthLn.PMClthLn
3899        AnimationMode = LOOP
3900      End
3901    End
3902  
3903    ; ***DESIGN parameters ***
3904    DisplayName      = OBJECT:ClothesLine
3905    EditorSorting   = MISC_MAN_MADE
3906    KindOf = IMMOBILE CLEARED_BY_BUILD
3907  
3908    ; *** ENGINEERING Parameters ***  
3909    Body            = ActiveBody ModuleTag_02
3910      MaxHealth       = 1.0
3911      InitialHealth   = 1.0
3912    End
3913    Shadow          = SHADOW_VOLUME
3914    Behavior = ToppleUpdate ModuleTag_03
3915      ToppleFX = FX_ToppleLampPost
3916      BounceFX = FX_LampPostBounce
3917    End
3918    Behavior = SlowDeathBehavior ModuleTag_04
3919      DeathTypes = NONE +TOPPLED
3920      SinkRate          = 2     ; in Dist/Sec
3921      SinkDelay         = 5
3922      DestructionDelay  = 10
3923    End
3924    Behavior = DestroyDie ModuleTag_05
3925      DeathTypes = ALL -TOPPLED
3926    End
3927    
3928    
3929    Geometry = BOX
3930    GeometryMajorRadius = 37.0
3931    GeometryMinorRadius = 1.0
3932    GeometryHeight = 1     
3933    GeometryIsSmall = No
3934  
3935  End
3936  
3937  ;------------------------------------------------------------------------------
3938  Object Crate01
3939  
3940    ; *** ART Parameters ***
3941    Draw = W3DModelDraw ModuleTag_01
3942      DefaultConditionState
3943        Model = PMCrat01
3944      End
3945    End
3946  
3947    ; ***DESIGN parameters ***
3948    DisplayName      = OBJECT:Crate
3949    EditorSorting   = MISC_MAN_MADE
3950    KindOf = IMMOBILE CLEARED_BY_BUILD
3951  
3952    ; *** ENGINEERING Parameters ***  
3953    Body            = ActiveBody ModuleTag_02
3954      MaxHealth       = 1.0
3955      InitialHealth   = 1.0
3956    End
3957    Shadow          = SHADOW_VOLUME
3958    
3959    Behavior = DestroyDie ModuleTag_09
3960      DeathTypes = ALL
3961    End
3962    
3963    ; An Explosive Death
3964    Behavior = FXListDie ModuleTag_10
3965      DeathTypes = ALL -CRUSHED
3966      DeathFX = FX_PropExplode
3967    End
3968  
3969  End
3970  
3971  ;------------------------------------------------------------------------------
3972  Object Crate02
3973  
3974    ; *** ART Parameters ***
3975    Draw = W3DModelDraw ModuleTag_01
3976      DefaultConditionState
3977        Model = PMCrat02
3978      End
3979    End
3980  
3981    ; ***DESIGN parameters ***
3982    DisplayName      = OBJECT:Crate
3983    EditorSorting   = MISC_MAN_MADE
3984    KindOf = IMMOBILE CLEARED_BY_BUILD
3985  
3986    ; *** ENGINEERING Parameters ***  
3987    Body            = ActiveBody ModuleTag_02
3988      MaxHealth       = 1.0
3989      InitialHealth   = 1.0
3990    End
3991    Shadow          = SHADOW_VOLUME
3992    
3993    Behavior = DestroyDie ModuleTag_09
3994      DeathTypes = ALL
3995    End
3996    
3997    ; An Explosive Death
3998    Behavior = FXListDie ModuleTag_10
3999      DeathTypes = ALL -CRUSHED
4000      DeathFX = FX_PropExplode
4001    End
4002    
4003  End
4004  
4005  ;------------------------------------------------------------------------------
4006  Object Tent
4007  
4008    ; *** ART Parameters ***
4009    Draw = W3DModelDraw ModuleTag_01
4010      DefaultConditionState
4011        Model = PMTent01
4012      End
4013    End
4014  
4015    ; ***DESIGN parameters ***
4016    DisplayName      = OBJECT:Tent
4017    EditorSorting   = MISC_MAN_MADE
4018    KindOf = IMMOBILE CLEARED_BY_BUILD
4019  
4020    ; *** ENGINEERING Parameters ***  
4021    Body            = ActiveBody ModuleTag_02
4022      MaxHealth       = 1.0
4023      InitialHealth   = 1.0
4024    End
4025    Shadow          = SHADOW_VOLUME
4026    
4027    Behavior = DestroyDie ModuleTag_09
4028      DeathTypes = ALL
4029    End
4030    
4031    ; An Explosive Death
4032    Behavior = FXListDie ModuleTag_10
4033      DeathTypes = ALL -CRUSHED
4034      DeathFX = FX_PropExplode
4035    End
4036  
4037  End
4038  
4039  ;------------------------------------------------------------------------------
4040  Object Tire
4041  
4042    ; *** ART Parameters ***
4043    Draw = W3DModelDraw ModuleTag_01
4044      DefaultConditionState
4045        Model = PMTire01
4046      End
4047  ; @todo srj -- missing
4048  ;    ConditionState = DAMAGED
4049  ;      Model = PMTire01_D
4050  ;    End
4051    End
4052  
4053    ; ***DESIGN parameters ***
4054    DisplayName      = OBJECT:Tire
4055    EditorSorting   = MISC_MAN_MADE
4056    KindOf = IMMOBILE CLEARED_BY_BUILD
4057  
4058    ; *** ENGINEERING Parameters ***  
4059    Body            = ActiveBody ModuleTag_02
4060      MaxHealth       = 1.0
4061      InitialHealth   = 1.0
4062    End
4063    Shadow          = SHADOW_VOLUME
4064    
4065    Behavior = DestroyDie ModuleTag_09
4066      DeathTypes = ALL
4067    End
4068    
4069    ; An Explosive Death
4070    Behavior = FXListDie ModuleTag_10
4071      DeathTypes = ALL -CRUSHED
4072      DeathFX = FX_PropExplode
4073    End
4074    
4075  End
4076  
4077  ;------------------------------------------------------------------------------
4078  Object Tire02
4079  
4080    ; *** ART Parameters ***
4081    Draw = W3DModelDraw ModuleTag_01
4082      DefaultConditionState
4083        Model = PMTire
4084      End
4085      ConditionState = DAMAGED
4086        Model = PMTire_D
4087      End
4088    End
4089  
4090    ; ***DESIGN parameters ***
4091    DisplayName      = OBJECT:Tire
4092    EditorSorting   = MISC_MAN_MADE
4093    KindOf = IMMOBILE CLEARED_BY_BUILD
4094  
4095    ; *** ENGINEERING Parameters ***  
4096    Body            = ActiveBody ModuleTag_02
4097      MaxHealth       = 1.0
4098      InitialHealth   = 1.0
4099    End
4100    Shadow          = SHADOW_VOLUME
4101    
4102    Behavior = DestroyDie ModuleTag_09
4103      DeathTypes = ALL
4104    End
4105    
4106    ; An Explosive Death
4107    Behavior = FXListDie ModuleTag_10
4108      DeathTypes = ALL -CRUSHED
4109      DeathFX = FX_PropExplode
4110    End
4111  
4112  End
4113  
4114  ;------------------------------------------------------------------------------
4115  Object StreetSign01
4116  
4117    ; *** ART Parameters ***
4118    Draw = W3DModelDraw ModuleTag_01
4119      DefaultConditionState
4120        Model = PMSign01
4121      End
4122  ; @todo - missing
4123  ;    ConditionState = DAMAGED
4124  ;      Model = PMSign01_D
4125  ;    End
4126    End
4127  
4128    ; ***DESIGN parameters ***
4129    DisplayName      = OBJECT:StreetSign
4130    EditorSorting   = MISC_MAN_MADE
4131    KindOf = IMMOBILE CLEARED_BY_BUILD
4132  
4133    ; *** ENGINEERING Parameters ***  
4134    Body            = ActiveBody ModuleTag_02
4135      MaxHealth       = 1.0
4136      InitialHealth   = 1.0
4137    End
4138    Shadow          = SHADOW_VOLUME
4139    Behavior = ToppleUpdate ModuleTag_03
4140      ToppleFX = FX_ToppleLampPost
4141      BounceFX = FX_LampPostBounce
4142    End
4143    Behavior = SlowDeathBehavior ModuleTag_04
4144      DeathTypes = NONE +TOPPLED
4145      SinkRate          = 2     ; in Dist/Sec
4146      SinkDelay         = 14000
4147      DestructionDelay  = 20000
4148    End
4149    Behavior = DestroyDie ModuleTag_05
4150      DeathTypes = ALL -TOPPLED
4151    End
4152    
4153  
4154    ; An Explosive Death
4155    Behavior = FXListDie ModuleTag_10
4156      DeathTypes = ALL -CRUSHED
4157      DeathFX = FX_PropExplode
4158    End
4159  
4160  End
4161  
4162  ;------------------------------------------------------------------------------
4163  Object StreetSign02
4164  
4165    ; *** ART Parameters ***
4166    Draw = W3DModelDraw ModuleTag_01
4167      DefaultConditionState
4168        Model = PMSign02
4169      End
4170  ; @todo - missing
4171  ;    ConditionState = DAMAGED
4172  ;      Model = PMSign02_D
4173  ;    End
4174    End
4175  
4176    ; ***DESIGN parameters ***
4177    DisplayName      = OBJECT:StreetSign
4178    EditorSorting   = MISC_MAN_MADE
4179    KindOf = IMMOBILE CLEARED_BY_BUILD
4180  
4181    ; *** ENGINEERING Parameters ***  
4182    Body            = ActiveBody ModuleTag_02
4183      MaxHealth       = 1.0
4184      InitialHealth   = 1.0
4185    End
4186    Shadow          = SHADOW_VOLUME
4187    Behavior = ToppleUpdate ModuleTag_03
4188      ToppleFX = FX_ToppleLampPost
4189      BounceFX = FX_LampPostBounce
4190    End
4191    Behavior = SlowDeathBehavior ModuleTag_04
4192      DeathTypes = NONE +TOPPLED
4193      SinkRate          = 2     ; in Dist/Sec
4194      SinkDelay         = 14000
4195      DestructionDelay  = 20000
4196    End
4197    Behavior = DestroyDie ModuleTag_05
4198      DeathTypes = ALL -TOPPLED
4199    End
4200    
4201    ; An Explosive Death
4202    Behavior = FXListDie ModuleTag_10
4203      DeathTypes = ALL -CRUSHED
4204      DeathFX = FX_PropExplode
4205    End
4206  
4207  End
4208  
4209  ;------------------------------------------------------------------------------
4210  Object StreetSign03
4211  
4212    ; *** ART Parameters ***
4213    Draw = W3DModelDraw ModuleTag_01
4214      DefaultConditionState
4215        Model = PMSign03
4216      End
4217  ; @todo - missing
4218  ;    ConditionState = DAMAGED
4219  ;      Model = PMSign03_D
4220  ;    End
4221    End
4222  
4223    ; ***DESIGN parameters ***
4224    DisplayName      = OBJECT:StreetSign
4225    EditorSorting   = MISC_MAN_MADE
4226    KindOf = IMMOBILE CLEARED_BY_BUILD
4227  
4228    ; *** ENGINEERING Parameters ***  
4229    Body            = ActiveBody ModuleTag_02
4230      MaxHealth       = 1.0
4231      InitialHealth   = 1.0
4232    End
4233    Shadow          = SHADOW_VOLUME
4234    Behavior = ToppleUpdate ModuleTag_03
4235      ToppleFX = FX_ToppleLampPost
4236      BounceFX = FX_LampPostBounce
4237    End
4238    Behavior = SlowDeathBehavior ModuleTag_04
4239      DeathTypes = NONE +TOPPLED
4240      SinkRate          = 2     ; in Dist/Sec
4241      SinkDelay         = 14000
4242      DestructionDelay  = 20000
4243    End
4244    Behavior = DestroyDie ModuleTag_05
4245      DeathTypes = ALL -TOPPLED
4246    End
4247    
4248    ; An Explosive Death
4249    Behavior = FXListDie ModuleTag_10
4250      DeathTypes = ALL -CRUSHED
4251      DeathFX = FX_PropExplode
4252    End
4253  
4254  End
4255  
4256  ;------------------------------------------------------------------------------
4257  Object StreetSign04
4258  
4259    ; *** ART Parameters ***
4260    Draw = W3DModelDraw ModuleTag_01
4261      DefaultConditionState
4262        Model = PMSign04
4263      End
4264      ;ConditionState = DAMAGED
4265      ;  Model = PMSign04_D
4266      ;End
4267    End
4268  
4269    ; ***DESIGN parameters ***
4270    DisplayName      = OBJECT:StreetSign
4271    EditorSorting   = MISC_MAN_MADE
4272    KindOf = IMMOBILE CLEARED_BY_BUILD
4273  
4274    ; *** ENGINEERING Parameters ***  
4275    Body            = ActiveBody ModuleTag_02
4276      MaxHealth       = 1.0
4277      InitialHealth   = 1.0
4278    End
4279    Shadow          = SHADOW_VOLUME
4280    Behavior = ToppleUpdate ModuleTag_03
4281      ToppleFX = FX_ToppleLampPost
4282      BounceFX = FX_LampPostBounce
4283    End
4284    Behavior = SlowDeathBehavior ModuleTag_04
4285      DeathTypes = NONE +TOPPLED
4286      SinkRate          = 2     ; in Dist/Sec
4287      SinkDelay         = 14000
4288      DestructionDelay  = 20000
4289    End
4290    Behavior = DestroyDie ModuleTag_05
4291      DeathTypes = ALL -TOPPLED
4292    End
4293    
4294    ; An Explosive Death
4295    Behavior = FXListDie ModuleTag_10
4296      DeathTypes = ALL -CRUSHED
4297      DeathFX = FX_PropExplode
4298    End
4299  
4300  End
4301  
4302  ;------------------------------------------------------------------------------
4303  Object StreetLight03
4304  
4305    ; *** ART Parameters ***
4306    Draw = W3DModelDraw ModuleTag_01
4307      DefaultConditionState
4308        Model = PMLitPol01
4309      End
4310      ConditionState = DAMAGED
4311        Model = PMLitPol01_D
4312      End
4313    End
4314  
4315    ; ***DESIGN parameters ***
4316    DisplayName      = OBJECT:StreetLight
4317    EditorSorting   = MISC_MAN_MADE
4318    KindOf = IMMOBILE CLEARED_BY_BUILD
4319  
4320    ; *** ENGINEERING Parameters ***  
4321    Body            = ActiveBody ModuleTag_02
4322      MaxHealth       = 1.0
4323      InitialHealth   = 1.0
4324    End
4325    Shadow          = SHADOW_VOLUME
4326    Behavior = ToppleUpdate ModuleTag_03
4327      ToppleFX = FX_ToppleLampPost
4328      BounceFX = FX_LampPostBounce
4329    End
4330    Behavior = SlowDeathBehavior ModuleTag_04
4331      DeathTypes = NONE +TOPPLED
4332      SinkRate          = 2     ; in Dist/Sec
4333      SinkDelay         = 14000
4334      DestructionDelay  = 20000
4335    End
4336    Behavior = DestroyDie ModuleTag_05
4337      DeathTypes = ALL -TOPPLED
4338    End
4339    
4340    ; An Explosive Death
4341    Behavior = FXListDie ModuleTag_10
4342      DeathTypes = ALL -CRUSHED
4343      DeathFX = FX_PropExplode
4344    End
4345  
4346  End
4347  
4348  ;------------------------------------------------------------------------------
4349  Object StreetLight04
4350  
4351    ; *** ART Parameters ***
4352    Draw = W3DModelDraw ModuleTag_01
4353      DefaultConditionState
4354        Model = PMLitPol02
4355      End
4356      ConditionState = DAMAGED
4357        Model = PMLitPol02_D
4358      End
4359    End
4360  
4361    ; ***DESIGN parameters ***
4362    DisplayName      = OBJECT:StreetLight
4363    EditorSorting   = MISC_MAN_MADE
4364    KindOf = IMMOBILE CLEARED_BY_BUILD
4365  
4366    ; *** ENGINEERING Parameters ***  
4367    Body            = ActiveBody ModuleTag_02
4368      MaxHealth       = 1.0
4369      InitialHealth   = 1.0
4370    End
4371    Shadow          = SHADOW_VOLUME
4372    Behavior = ToppleUpdate ModuleTag_03
4373      ToppleFX = FX_ToppleLampPost
4374      BounceFX = FX_LampPostBounce
4375    End
4376    Behavior = SlowDeathBehavior ModuleTag_04
4377      DeathTypes = NONE +TOPPLED
4378      SinkRate          = 2     ; in Dist/Sec
4379      SinkDelay         = 14000
4380      DestructionDelay  = 20000
4381    End
4382    Behavior = DestroyDie ModuleTag_05
4383      DeathTypes = ALL -TOPPLED
4384    End
4385    
4386    ; An Explosive Death
4387    Behavior = FXListDie ModuleTag_10
4388      DeathTypes = ALL -CRUSHED
4389      DeathFX = FX_PropExplode
4390    End
4391  
4392  End
4393  
4394  ;------------------------------------------------------------------------------
4395  Object StoneWall01
4396  
4397    ; *** ART Parameters ***
4398    Draw = W3DModelDraw ModuleTag_01
4399      DefaultConditionState
4400        Model = PMWallStn1
4401      End
4402      ConditionState = DAMAGED
4403        Model = PMWallStn1_D
4404      End
4405      AliasConditionState = REALLYDAMAGED
4406      ConditionState = RUBBLE
4407        Model = PMWallStn1_R
4408      End
4409    End
4410  
4411    ; ***DESIGN parameters ***
4412    DisplayName       = OBJECT:StoneWall
4413    EditorSorting     = MISC_MAN_MADE
4414    KindOf            = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
4415    FenceWidth        = 20        ; Spacing used by the fence tool in worldbuilder.
4416    FenceXOffset      = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
4417  
4418    ; *** ENGINEERING Parameters ***  
4419    Body            = ActiveBody ModuleTag_02
4420      MaxHealth       = 1.0
4421      InitialHealth   = 1.0
4422    End
4423  
4424    Behavior = ToppleUpdate ModuleTag_03
4425      ToppleFX = FX_StoneWallTopple
4426      ToppleLeftOrRightOnly = Yes
4427      ReorientToppledRubble = Yes
4428      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
4429      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
4430    End
4431    Behavior = SlowDeathBehavior ModuleTag_04
4432      SinkRate          = 2     ; in Dist/Sec
4433      SinkDelay         = 5000
4434      DestructionDelay  = 10000
4435    End
4436  
4437    Geometry              = BOX
4438    GeometryMajorRadius   = 10
4439    GeometryMinorRadius   = 2
4440    GeometryHeight        = 7.0
4441    GeometryIsSmall       = No
4442    Shadow                = SHADOW_VOLUME
4443  
4444  End
4445  
4446  ;------------------------------------------------------------------------------
4447  ObjectReskin StoneWall01_Column StoneWall01
4448  
4449    ; *** ART Parameters ***
4450    Draw = W3DModelDraw ModuleTag_01
4451      DefaultConditionState
4452        Model = PMWalStn1E
4453      End
4454      ConditionState = DAMAGED
4455        Model = PMWalStn1E_D
4456      End
4457      AliasConditionState = REALLYDAMAGED
4458      ConditionState = SNOW
4459        Model = PMWalStn1E_S
4460      End
4461      ConditionState = DAMAGED SNOW
4462        Model = PMWalStn1E_D
4463      End
4464      AliasConditionState = REALLYDAMAGED SNOW
4465      ConditionState = RUBBLE
4466        Model = PMWallStn1_R    ; yep, that's right
4467      End
4468      AliasConditionState = RUBBLE SNOW
4469    End
4470  
4471    FenceWidth            = 3        ; Spacing used by the fence tool in worldbuilder.
4472    FenceXOffset          = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
4473    Geometry              = BOX
4474    GeometryMajorRadius   = 1.5
4475    GeometryMinorRadius   = 1.5
4476    GeometryHeight        = 10.0
4477    GeometryIsSmall       = No
4478  
4479  End
4480  
4481  
4482  ;------------------------------------------------------------------------------
4483  ObjectReskin StoneWall02 StoneWall01
4484  
4485    ; *** ART Parameters ***
4486    Draw = W3DModelDraw ModuleTag_01
4487      DefaultConditionState
4488        Model = PMWallStn2
4489      End
4490      ConditionState = DAMAGED
4491        Model = PMWallStn2_D
4492      End
4493      AliasConditionState = REALLYDAMAGED
4494      ConditionState = SNOW
4495        Model = PMWallStn2_S
4496      End
4497      ConditionState = DAMAGED SNOW
4498        Model = PMWallStn2_D
4499      End
4500      AliasConditionState = REALLYDAMAGED SNOW
4501      ConditionState = RUBBLE
4502        Model = PMWallStn2_R
4503      End
4504    End
4505  
4506    FenceWidth            = 30        ; Spacing used by the fence tool in worldbuilder.
4507    FenceXOffset          = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
4508    Geometry              = BOX
4509    GeometryMajorRadius   = 15
4510    GeometryMinorRadius   = 2
4511    GeometryHeight        = 10
4512    GeometryIsSmall       = No
4513  
4514  End
4515  
4516  ;------------------------------------------------------------------------------
4517  ObjectReskin StoneWall03 StoneWall01
4518  
4519    ; *** ART Parameters ***
4520    Draw = W3DModelDraw ModuleTag_01
4521      DefaultConditionState
4522        Model = PMWallStn3
4523      End
4524      ConditionState = DAMAGED
4525        Model = PMWallStn3_D
4526      End
4527      AliasConditionState = REALLYDAMAGED
4528      ConditionState = SNOW
4529        Model = PMWallStn3_S
4530      End
4531      ConditionState = DAMAGED SNOW
4532        Model = PMWallStn3_D
4533      End
4534      AliasConditionState = REALLYDAMAGED SNOW
4535      ConditionState = RUBBLE
4536        Model = PMWallStn3_R
4537      End
4538    End
4539  
4540    FenceWidth            = 30        ; Spacing used by the fence tool in worldbuilder.
4541    FenceXOffset          = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
4542    Geometry              = BOX
4543    GeometryMajorRadius   = 15
4544    GeometryMinorRadius   = 2
4545    GeometryHeight        = 10
4546    GeometryIsSmall       = No
4547  End
4548  
4549  ;------------------------------------------------------------------------------
4550  ObjectReskin StoneWall04 StoneWall01
4551  
4552    ; *** ART Parameters ***
4553    Draw = W3DModelDraw ModuleTag_01
4554      DefaultConditionState
4555        Model = PMWallStn4
4556      End
4557      ConditionState = DAMAGED
4558        Model = PMWallStn4_D
4559      End
4560      AliasConditionState = REALLYDAMAGED
4561      ConditionState = SNOW
4562        Model = PMWallStn4_S
4563      End
4564      ConditionState = DAMAGED SNOW
4565        Model = PMWallStn4_D
4566      End
4567      AliasConditionState = REALLYDAMAGED SNOW
4568      ConditionState = RUBBLE
4569        Model = PMWallStn2_R   ; yes, that's right
4570      End
4571    End
4572    FenceWidth            = 30        ; Spacing used by the fence tool in worldbuilder.
4573    FenceXOffset          = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
4574    Geometry              = BOX
4575    GeometryMajorRadius   = 15
4576    GeometryMinorRadius   = 2
4577    GeometryHeight        = 10
4578    GeometryIsSmall       = No
4579  End
4580  
4581  ;------------------------------------------------------------------------------
4582  ObjectReskin StoneWall05 StoneWall01
4583  
4584    ; *** ART Parameters ***
4585    Draw = W3DModelDraw ModuleTag_01
4586      DefaultConditionState
4587        Model = PMWallStn5
4588      End
4589      ConditionState = DAMAGED
4590        Model = PMWallStn5_D
4591      End
4592      AliasConditionState = REALLYDAMAGED
4593      ConditionState = SNOW
4594        Model = PMWallStn5_S
4595      End
4596      ConditionState = DAMAGED SNOW
4597        Model = PMWallStn5_D
4598      End
4599      AliasConditionState = REALLYDAMAGED SNOW
4600      ConditionState = RUBBLE
4601        Model = PMWalCmnt1_R    ; yes, that's right
4602      End
4603    End
4604    FenceWidth            = 30        ; Spacing used by the fence tool in worldbuilder.
4605    FenceXOffset          = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
4606    Geometry              = BOX
4607    GeometryMajorRadius   = 15
4608    GeometryMinorRadius   = 2
4609    GeometryHeight        = 10
4610    GeometryIsSmall       = No
4611  End
4612  
4613  ;------------------------------------------------------------------------------
4614  ObjectReskin StoneWall06 StoneWall01
4615  
4616    ; *** ART Parameters ***
4617    Draw = W3DModelDraw ModuleTag_01
4618      DefaultConditionState
4619        Model = PMWallStn6
4620      End
4621      ConditionState = DAMAGED
4622        Model = PMWallStn6_D
4623      End
4624      AliasConditionState = REALLYDAMAGED
4625      ConditionState = RUBBLE
4626        Model = PMWallBrk2_R   ; yes, that's right
4627      End
4628    End
4629    FenceWidth            = 30        ; Spacing used by the fence tool in worldbuilder.
4630    FenceXOffset          = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
4631    Geometry              = BOX
4632    GeometryMajorRadius   = 15
4633    GeometryMinorRadius   = 2
4634    GeometryHeight        = 10
4635    GeometryIsSmall       = No
4636  End
4637  
4638  ;------------------------------------------------------------------------------
4639  ObjectReskin StoneWall06_Corner StoneWall01
4640  
4641    ; *** ART Parameters ***
4642    Draw = W3DModelDraw ModuleTag_01
4643      DefaultConditionState
4644        Model = PMWallStn6_C
4645      End
4646      ConditionState = DAMAGED
4647        Model = PMWallStn6_CD
4648      End
4649      AliasConditionState = REALLYDAMAGED
4650      ConditionState = RUBBLE
4651        Model = PMWallBrk2_R   ; yes, that's right
4652      End
4653    End
4654  
4655    FenceWidth        = 8        ; Spacing used by the fence tool in worldbuilder.
4656    FenceXOffset      = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
4657  
4658    Geometry              = BOX
4659    GeometryMajorRadius   = 4.0
4660    GeometryMinorRadius   = 4
4661    GeometryHeight        = 7.0
4662    GeometryIsSmall       = No
4663  
4664  End
4665  
4666  ;------------------------------------------------------------------------------
4667  ObjectReskin StoneWall06_Arch StoneWall01
4668  
4669    ; *** ART Parameters ***
4670    Draw = W3DModelDraw ModuleTag_01
4671      DefaultConditionState
4672        Model = PMWallStn6_A
4673      End
4674      ConditionState = DAMAGED
4675        Model = PMWallStn6_AD
4676      End
4677      AliasConditionState = REALLYDAMAGED
4678      ConditionState = RUBBLE
4679        Model = PMWallBrk2_R   ; yes, that's right
4680      End
4681    End
4682  
4683    FenceWidth            = 30        ; Spacing used by the fence tool in worldbuilder.
4684    FenceXOffset          = 0         ; Offset used by the fence tool in worldbuilder so corners line up.
4685    Geometry              = BOX
4686    GeometryMajorRadius   = 15
4687    GeometryMinorRadius   = 2
4688    GeometryHeight        = 10
4689    GeometryIsSmall       = No
4690  End
4691  
4692  ;------------------------------------------------------------------------------
4693  Object TrashPile01
4694  
4695    ; *** ART Parameters ***
4696    Draw = W3DModelDraw ModuleTag_01
4697      DefaultConditionState
4698        Model = PMTrshPl01
4699      End
4700    End
4701  
4702    ; ***DESIGN parameters ***
4703    DisplayName      = OBJECT:TrashPile
4704    EditorSorting   = MISC_MAN_MADE
4705    KindOf = IMMOBILE CLEARED_BY_BUILD
4706  
4707    ; *** ENGINEERING Parameters ***  
4708    Body            = ActiveBody ModuleTag_02
4709      MaxHealth       = 1.0
4710      InitialHealth   = 1.0
4711    End
4712   
4713  
4714  End
4715  
4716  ;------------------------------------------------------------------------------
4717  Object TrashPile02
4718  
4719    ; *** ART Parameters ***
4720    Draw = W3DModelDraw ModuleTag_01
4721      DefaultConditionState
4722        Model = PMTrshPl02
4723      End
4724    End
4725  
4726    ; ***DESIGN parameters ***
4727    DisplayName      = OBJECT:TrashPile
4728    EditorSorting   = MISC_MAN_MADE
4729    KindOf = IMMOBILE CLEARED_BY_BUILD
4730  
4731    ; *** ENGINEERING Parameters ***  
4732    Body            = ActiveBody ModuleTag_02
4733      MaxHealth       = 1.0
4734      InitialHealth   = 1.0
4735    End
4736   
4737  
4738  End
4739  
4740  ;------------------------------------------------------------------------------
4741  Object TrashPaper01
4742  
4743    ; *** ART Parameters ***
4744    Draw = W3DModelDraw ModuleTag_01
4745      DefaultConditionState
4746        Model = PMTrshPp01
4747      End
4748    End
4749  
4750    ; ***DESIGN parameters ***
4751    DisplayName      = OBJECT:TrashPaper
4752    EditorSorting   = MISC_MAN_MADE
4753    KindOf = IMMOBILE CLEARED_BY_BUILD
4754  
4755    ; *** ENGINEERING Parameters ***  
4756    Body            = ActiveBody ModuleTag_02
4757      MaxHealth       = 1.0
4758      InitialHealth   = 1.0
4759    End
4760   
4761  
4762  End
4763  
4764  ;------------------------------------------------------------------------------
4765  Object TrashPaper02
4766  
4767    ; *** ART Parameters ***
4768    Draw = W3DModelDraw ModuleTag_01
4769      DefaultConditionState
4770        Model = PMTrshPp02
4771      End
4772    End
4773  
4774    ; ***DESIGN parameters ***
4775    DisplayName      = OBJECT:TrashPaper
4776    EditorSorting   = MISC_MAN_MADE
4777    KindOf = IMMOBILE CLEARED_BY_BUILD
4778  
4779    ; *** ENGINEERING Parameters ***  
4780    Body            = ActiveBody ModuleTag_02
4781      MaxHealth       = 1.0
4782      InitialHealth   = 1.0
4783    End
4784   
4785  
4786  End
4787  
4788  ;------------------------------------------------------------------------------
4789  Object TrashPaper03
4790  
4791    ; *** ART Parameters ***
4792    Draw = W3DModelDraw ModuleTag_01
4793      DefaultConditionState
4794        Model = PMTrshPp03
4795      End
4796    End
4797  
4798    ; ***DESIGN parameters ***
4799    DisplayName      = OBJECT:TrashPaper
4800    EditorSorting   = MISC_MAN_MADE
4801    KindOf = IMMOBILE CLEARED_BY_BUILD
4802  
4803    ; *** ENGINEERING Parameters ***  
4804    Body            = ActiveBody ModuleTag_02
4805      MaxHealth       = 1.0
4806      InitialHealth   = 1.0
4807    End
4808    
4809  
4810  End
4811  
4812  
4813  ;------------------------------------------------------------------------------
4814  Object ConcreteWall01
4815  
4816    ; *** ART Parameters ***
4817    Draw = W3DModelDraw ModuleTag_01
4818      DefaultConditionState
4819        Model = PMWalCmnt1
4820      End
4821      ConditionState = DAMAGED
4822        Model = PMWalCmnt1_D
4823      End
4824      AliasConditionState = REALLYDAMAGED
4825      ConditionState = SNOW
4826        Model = PMWalCmnt1_S
4827      End
4828      ConditionState = DAMAGED SNOW
4829        Model = PMWalCmnt1_DS
4830      End
4831      AliasConditionState = REALLYDAMAGED SNOW
4832      ConditionState = RUBBLE
4833        Model = PMWalCmnt1_R
4834      End
4835    End
4836  
4837    ; ***DESIGN parameters ***
4838    DisplayName       = OBJECT:ConcreteWall
4839    EditorSorting     = MISC_MAN_MADE
4840    KindOf            = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD
4841  
4842    FenceWidth      = 30 ; Spacing used by the fence tool in worldbuilder.
4843    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
4844  
4845    ; *** ENGINEERING Parameters ***  
4846    Body            = ActiveBody ModuleTag_02
4847      MaxHealth       = 1.0
4848      InitialHealth   = 1.0
4849    End
4850    Shadow          = SHADOW_VOLUME
4851  
4852    Behavior = ToppleUpdate ModuleTag_03
4853      ToppleFX = FX_ConcreteWallTopple
4854      ToppleLeftOrRightOnly = Yes
4855      ReorientToppledRubble = Yes
4856      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
4857      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
4858    End
4859    Behavior = SlowDeathBehavior ModuleTag_04
4860      SinkRate          = 2     ; in Dist/Sec
4861      SinkDelay         = 5000
4862      DestructionDelay  = 10000
4863    End
4864  
4865    Geometry            = BOX
4866    GeometryMajorRadius = 15.0
4867    GeometryMinorRadius = 1.0
4868    GeometryHeight      = 10.0
4869    GeometryIsSmall     = No
4870  
4871  End
4872  
4873  ;------------------------------------------------------------------------------
4874  ObjectReskin ConcreteWall02 ConcreteWall01
4875  
4876    ; *** ART Parameters ***
4877    Draw = W3DModelDraw ModuleTag_01
4878      DefaultConditionState
4879        Model = PMWalCmnt2
4880      End
4881      ConditionState = DAMAGED
4882        Model = PMWalCmnt2_D
4883      End
4884      ConditionState = SNOW
4885        Model = PMWalCmnt2_S
4886      End
4887      ConditionState = DAMAGED SNOW
4888        Model = PMWalCmnt2_DS
4889      End
4890      ConditionState = RUBBLE
4891        Model = PMWalCmnt2_R
4892      End
4893    End
4894  
4895  End
4896  
4897  ;------------------------------------------------------------------------------
4898  Object BrickWall01
4899  
4900    ; *** ART Parameters ***
4901    Draw = W3DModelDraw ModuleTag_01
4902      DefaultConditionState
4903        Model = PMWallBrk1
4904      End
4905      ConditionState = DAMAGED
4906        Model = PMWallBrk1_D
4907      End
4908      AliasConditionState = REALLYDAMAGED
4909      ConditionState = SNOW
4910        Model = PMWallBrk1_S
4911      End
4912      ConditionState = DAMAGED SNOW
4913        Model = PMWallBrk1_DS
4914      End
4915      AliasConditionState = REALLYDAMAGED SNOW
4916      ConditionState = RUBBLE
4917        Model = PMWallBrk1_R
4918      End
4919    End
4920  
4921    ; ***DESIGN parameters ***
4922    DisplayName      = OBJECT:BrickWall
4923    EditorSorting   = MISC_MAN_MADE
4924    KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD
4925  
4926    FenceWidth      = 30 ; Spacing used by the fence tool in worldbuilder.
4927    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
4928  
4929    ; *** ENGINEERING Parameters ***  
4930    Body            = ActiveBody ModuleTag_02
4931      MaxHealth       = 1.0
4932      InitialHealth   = 1.0
4933    End
4934    Shadow          = SHADOW_VOLUME
4935  
4936    Behavior = ToppleUpdate ModuleTag_03
4937      ToppleFX = FX_BrickWallTopple
4938      ToppleLeftOrRightOnly = Yes
4939      ReorientToppledRubble = Yes
4940      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
4941      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
4942    End
4943    Behavior = SlowDeathBehavior ModuleTag_04
4944      SinkRate          = 2     ; in Dist/Sec
4945      SinkDelay         = 5000
4946      DestructionDelay  = 10000
4947    End
4948  
4949    Geometry            = BOX
4950    GeometryMajorRadius = 15.0
4951    GeometryMinorRadius = 1.0
4952    GeometryHeight      = 10.0
4953    GeometryIsSmall     = No
4954  
4955  End
4956  
4957  ;------------------------------------------------------------------------------
4958  ObjectReskin BrickWall02 BrickWall01
4959  
4960    ; *** ART Parameters ***
4961    Draw = W3DModelDraw ModuleTag_01
4962      DefaultConditionState
4963        Model = PMWallBrk2
4964      End
4965      ConditionState = DAMAGED
4966        Model = PMWallBrk2_D
4967      End
4968      AliasConditionState = REALLYDAMAGED
4969      ConditionState = SNOW
4970        Model = PMWallBrk2_S
4971      End
4972      ConditionState = DAMAGED SNOW
4973        Model = PMWallBrk2_DS
4974      End
4975      AliasConditionState = REALLYDAMAGED SNOW
4976      ConditionState = RUBBLE
4977        Model = PMWallBrk2_R
4978      End
4979    End
4980  
4981    FenceWidth      = 26 ; Spacing used by the fence tool in worldbuilder.
4982    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
4983  
4984    Geometry            = BOX
4985    GeometryMajorRadius = 13.0
4986    GeometryMinorRadius = 1.0
4987    GeometryHeight      = 10.0
4988    GeometryIsSmall     = No
4989  
4990  End
4991  
4992  ;------------------------------------------------------------------------------
4993  ObjectReskin BrickWall03 BrickWall01
4994  
4995    ; *** ART Parameters ***
4996    Draw = W3DModelDraw ModuleTag_01
4997      DefaultConditionState
4998        Model = PMWallBrk3
4999      End
5000      ConditionState = DAMAGED
5001        Model = PMWallBrk3_D
5002      End
5003      AliasConditionState = REALLYDAMAGED
5004      ConditionState = SNOW
5005        Model = PMWallBrk3_S
5006      End
5007      ConditionState = DAMAGED SNOW
5008        Model = PMWallBrk3_DS
5009      End
5010      AliasConditionState = REALLYDAMAGED SNOW
5011      ConditionState = RUBBLE
5012        Model = PMWallBrk3_R
5013      End
5014    End
5015  
5016    FenceWidth      = 26 ; Spacing used by the fence tool in worldbuilder.
5017    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
5018  
5019    Geometry            = BOX
5020    GeometryMajorRadius = 13.0
5021    GeometryMinorRadius = 1.0
5022    GeometryHeight      = 10.0
5023    GeometryIsSmall     = No
5024  
5025  End
5026  
5027  ;------------------------------------------------------------------------------
5028  ObjectReskin BrickWall04 BrickWall01
5029  
5030    ; *** ART Parameters ***
5031    Draw = W3DModelDraw ModuleTag_01
5032      DefaultConditionState
5033        Model = PMWallBrk4
5034      End
5035      ConditionState = DAMAGED
5036        Model = PMWallBrk4_D
5037      End
5038      AliasConditionState = REALLYDAMAGED
5039      ConditionState = RUBBLE
5040        Model = PMWallBrk4_R
5041      End
5042    End
5043  
5044    FenceWidth      = 37  ; Spacing used by the fence tool in worldbuilder.
5045    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
5046  
5047    Geometry            = BOX
5048    GeometryMajorRadius = 19.0
5049    GeometryMinorRadius = 1.0
5050    GeometryHeight      = 10.0
5051    GeometryIsSmall     = No
5052  
5053  End
5054  
5055  ;------------------------------------------------------------------------------
5056  ObjectReskin BrickWall05 BrickWall01
5057  
5058    ; *** ART Parameters ***
5059    Draw = W3DModelDraw ModuleTag_01
5060      DefaultConditionState
5061        Model = PMWallBrk5
5062      End
5063      ConditionState = DAMAGED
5064        Model = PMWallBrk5_D
5065      End
5066      AliasConditionState = REALLYDAMAGED
5067      ConditionState = RUBBLE
5068        Model = PMWallBrk4_R   ; yes, that's right
5069      End
5070    End
5071  
5072    FenceWidth      = 37 ; Spacing used by the fence tool in worldbuilder.
5073    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
5074  
5075    Geometry            = BOX
5076    GeometryMajorRadius = 19.0
5077    GeometryMinorRadius = 1.0
5078    GeometryHeight      = 10.0
5079    GeometryIsSmall     = No
5080  
5081  End
5082  
5083  ;------------------------------------------------------------------------------
5084  Object WoodWall01
5085  
5086    ; *** ART Parameters ***
5087    Draw = W3DModelDraw ModuleTag_01
5088      DefaultConditionState
5089        Model = PMWallWd1
5090      End
5091      ConditionState = DAMAGED
5092        Model = PMWallWd1_D
5093      End
5094      AliasConditionState = REALLYDAMAGED
5095      ConditionState = SNOW
5096        Model = PMWallWd1_S
5097      End
5098      ConditionState = DAMAGED SNOW
5099        Model = PMWallWd1_D
5100      End
5101      AliasConditionState = REALLYDAMAGED SNOW
5102      ConditionState = RUBBLE
5103        Model = PMWallWd1_R
5104      End
5105    End
5106  
5107    ; ***DESIGN parameters ***
5108    DisplayName      = OBJECT:WoodWall
5109    EditorSorting   = MISC_MAN_MADE
5110    KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD
5111    FenceWidth      = 29 ; Spacing used by the fence tool in worldbuilder.
5112    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
5113  
5114    ; *** ENGINEERING Parameters ***  
5115    Body            = ActiveBody ModuleTag_02
5116      MaxHealth       = 1.0
5117      InitialHealth   = 1.0
5118    End
5119    Shadow          = SHADOW_VOLUME
5120  
5121    Behavior = ToppleUpdate ModuleTag_03
5122      ToppleFX = FX_WoodWallTopple
5123      ToppleLeftOrRightOnly = Yes
5124      ReorientToppledRubble = Yes
5125      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
5126      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
5127    End
5128    Behavior = SlowDeathBehavior ModuleTag_04
5129      SinkRate          = 2     ; in Dist/Sec
5130      SinkDelay         = 5000
5131      DestructionDelay  = 10000
5132    End
5133  
5134    Geometry            = BOX
5135    GeometryMajorRadius = 15.0
5136    GeometryMinorRadius = 1.0
5137    GeometryHeight      = 10.0
5138    GeometryIsSmall     = No
5139  
5140  End
5141  
5142  ;------------------------------------------------------------------------------
5143  ObjectReskin WoodWall02 WoodWall01
5144  
5145    ; *** ART Parameters ***
5146    Draw = W3DModelDraw ModuleTag_01
5147      DefaultConditionState
5148        Model = PMWallWd2
5149      End
5150      ConditionState = DAMAGED
5151        Model = PMWallWd2_D
5152      End
5153      AliasConditionState = REALLYDAMAGED
5154      ConditionState = SNOW
5155        Model = PMWallWd2_S
5156      End
5157      ConditionState = DAMAGED SNOW
5158        Model = PMWallWd2_D
5159      End
5160      AliasConditionState = REALLYDAMAGED SNOW
5161      ConditionState = RUBBLE
5162        Model = PMWallWd1_R   ; yes, that's right
5163      End
5164    End
5165  
5166    FenceWidth      = 30 ; Spacing used by the fence tool in worldbuilder.
5167    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
5168    Geometry            = BOX
5169    GeometryMajorRadius = 15.0
5170    GeometryMinorRadius = 1.0
5171    GeometryHeight      = 10.0
5172    GeometryIsSmall     = No
5173  
5174  End
5175  
5176  ;------------------------------------------------------------------------------
5177  Object PicketFence01
5178  
5179    ; *** ART Parameters ***
5180    Draw = W3DModelDraw ModuleTag_01
5181      DefaultConditionState
5182        Model = PMWalPckt1
5183      End
5184      ConditionState = DAMAGED
5185        Model = PMWalPckt1_D
5186      End
5187      AliasConditionState = REALLYDAMAGED
5188      AliasConditionState = RUBBLE
5189    End
5190  
5191    ; ***DESIGN parameters ***
5192    DisplayName     = OBJECT:PicketFence
5193    EditorSorting   = MISC_MAN_MADE
5194    KindOf          = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
5195    FenceWidth      = 32.75 ; Spacing used by the fence tool in worldbuilder.
5196    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
5197  
5198    ; *** ENGINEERING Parameters ***  
5199    Body            = ActiveBody ModuleTag_02
5200      MaxHealth       = 1.0
5201      InitialHealth   = 1.0
5202    End
5203    Shadow          = SHADOW_VOLUME
5204  
5205    Behavior = ToppleUpdate ModuleTag_03
5206      ToppleFX = FX_WoodWallTopple
5207      ToppleLeftOrRightOnly = Yes
5208      BounceVelocityPercent = 0% ; picket fences don't bounce   (default: 30%)
5209      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
5210    End
5211    Behavior = SlowDeathBehavior ModuleTag_04
5212      DeathTypes = NONE +TOPPLED
5213      SinkRate          = 2     ; in Dist/Sec
5214      SinkDelay         = 5000
5215      DestructionDelay  = 10000
5216    End
5217    Behavior = DestroyDie ModuleTag_05
5218      DeathTypes = ALL -TOPPLED
5219    End
5220  
5221    Geometry            = BOX
5222    GeometryMajorRadius = 16.0
5223    GeometryMinorRadius = 1.0
5224    GeometryHeight      = 10.0
5225    GeometryIsSmall     = No
5226  
5227  End
5228  
5229  ;------------------------------------------------------------------------------
5230  ObjectReskin PicketFence02 PicketFence01
5231  
5232    ; *** ART Parameters ***
5233    Draw = W3DModelDraw ModuleTag_01
5234      DefaultConditionState
5235        Model = PMWalPckt2
5236      End
5237      ConditionState = SNOW
5238        Model = PMWalPckt2_S
5239      End
5240      ConditionState = DAMAGED
5241        Model = PMWalPckt2_D
5242      End
5243      AliasConditionState = REALLYDAMAGED
5244      AliasConditionState = RUBBLE
5245      ConditionState = DAMAGED SNOW
5246        Model = PMWalPckt2_DS
5247      End
5248      AliasConditionState = REALLYDAMAGED SNOW
5249      AliasConditionState = RUBBLE SNOW
5250    End
5251  
5252    FenceWidth      = 29.5 ; Spacing used by the fence tool in worldbuilder.
5253    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
5254  
5255    Geometry            = BOX
5256    GeometryMajorRadius = 15.0
5257    GeometryMinorRadius = 1.0
5258    GeometryHeight      = 10.0
5259    GeometryIsSmall     = No
5260  End
5261  
5262  ;------------------------------------------------------------------------------
5263  Object StanNewsStand
5264  
5265    ; *** ART Parameters ***
5266    Draw = W3DModelDraw ModuleTag_01
5267      DefaultConditionState
5268        Model = PMnewstnd1
5269      End
5270  ; @todo - missing
5271  ;    ConditionState = DAMAGED
5272  ;      Model = PMnewstnd1_D
5273  ;    End
5274    End
5275  
5276    ; ***DESIGN parameters ***
5277    DisplayName      = OBJECT:NewsStand
5278      EditorSorting   = MISC_MAN_MADE
5279    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
5280    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
5281  
5282    ; *** ENGINEERING Parameters ***  
5283    Body            = ActiveBody ModuleTag_02
5284      MaxHealth       = 1.0
5285      InitialHealth   = 1.0
5286    End
5287    
5288    
5289    Behavior = DestroyDie ModuleTag_09
5290      DeathTypes = ALL
5291    End
5292    
5293    ; An Explosive Death
5294    Behavior = FXListDie ModuleTag_10
5295      DeathTypes = ALL -CRUSHED
5296      DeathFX = FX_PropExplode
5297    End
5298    
5299    
5300    ; A crushing defeat
5301    Behavior = FXListDie ModuleTag_11
5302      DeathTypes = NONE +CRUSHED
5303      DeathFX = FX_PropCrush
5304    End
5305    
5306    Shadow          = SHADOW_VOLUME
5307    Geometry = BOX
5308    GeometryMajorRadius = 10.0
5309    GeometryMinorRadius = 10.0
5310    GeometryHeight = 2    
5311    GeometryIsSmall = YES
5312  
5313  
5314  End
5315  
5316  ;------------------------------------------------------------------------------
5317  Object CarJunk01
5318  
5319    ; *** ART Parameters ***
5320    Draw = W3DModelDraw ModuleTag_01
5321      DefaultConditionState
5322        Model = PMBariJunk1_D ; Bones were left out of --> PMBariJunk1
5323        ParticleSysBone        = Flame01 FireSmallContinuous
5324        ParticleSysBone        = Smoke01 SmokeBurningBarricade02
5325        ParticleSysBone        = Smoke02 SmokeBurningBarricade02
5326      End
5327      ConditionState = DAMAGED
5328        Model         = PMBariJunk1_D
5329        ParticleSysBone        = Flame01 FireSmallContinuous
5330        ParticleSysBone        = Smoke01 SmokeBurningBarricade02
5331        ParticleSysBone        = Smoke02 SmokeBurningBarricade02
5332      End
5333      ConditionState = REALLYDAMAGED
5334        Model         = PMBariJunk1_D
5335        ParticleSysBone        = Flame01 FireSmallContinuous
5336        ParticleSysBone        = Smoke01 SmokeBurningBarricade02
5337        ParticleSysBone        = Smoke02 SmokeBurningBarricade02
5338      End
5339      ConditionState = RUBBLE
5340        Model         = PMBariJunk1_D
5341        ParticleSysBone        = Flame01 FireSmallContinuous
5342      End
5343    End
5344  
5345    ; ***DESIGN parameters ***
5346    DisplayName      = OBJECT:JunkCar
5347    EditorSorting   = MISC_MAN_MADE
5348    ArmorSet
5349      Conditions      = None
5350      Armor           = StructureArmor
5351      DamageFX        = EmptyDamageFX   ; just to avoid an assert
5352    End
5353  
5354    ; *** ENGINEERING Parameters ***  
5355    KindOf                = STRUCTURE SELECTABLE IMMOBILE DEFENSIVE_WALL
5356    Body                  = StructureBody ModuleTag_02
5357      MaxHealth       = 200.0
5358      InitialHealth   = 200.0
5359    End
5360  
5361    Behavior = SlowDeathBehavior ModuleTag_03
5362      DestructionDelay = 2000
5363      DestructionDelayVariance = 500
5364      FX             = INITIAL FX_CarWallSmoke
5365      FX             = FINAL FX_CarWallSpark
5366      OCL            = FINAL OCL_CarWallExplode
5367    End
5368  
5369    Shadow              = SHADOW_VOLUME
5370    Geometry            = BOX
5371    GeometryMajorRadius = 20.0
5372    GeometryMinorRadius = 3.0
5373    GeometryHeight      = 12.0
5374    GeometryIsSmall     = No
5375  
5376    FenceWidth      = 40.0 ; Spacing used by the fence tool in worldbuilder.
5377    FenceXOffset    = 15.0 ; Offset used by the fence tool in worldbuilder so corners line up.
5378  
5379  End
5380  
5381  ;------------------------------------------------------------------------------
5382  Object CarJunk02
5383  
5384    ; *** ART Parameters ***
5385    Draw = W3DModelDraw ModuleTag_01
5386      DefaultConditionState
5387        Model = PMBariJunk2_D ; Bones were left out of --> PMBariJunk2
5388        ParticleSysBone        = Flame01 FireSmallContinuous
5389        ParticleSysBone        = Smoke01 SmokeBurningBarricade02
5390        ParticleSysBone        = Smoke02 SmokeBurningBarricade02
5391      End
5392      ConditionState = DAMAGED
5393        Model         = PMBariJunk2_D
5394        ParticleSysBone        = Flame01 FireSmallContinuous
5395        ParticleSysBone        = Smoke01 SmokeBurningBarricade02
5396        ParticleSysBone        = Smoke02 SmokeBurningBarricade02
5397      End
5398      ConditionState = REALLYDAMAGED
5399        Model         = PMBariJunk2_D
5400        ParticleSysBone        = Flame01 FireSmallContinuous
5401        ParticleSysBone        = Smoke01 SmokeBurningBarricade02
5402        ParticleSysBone        = Smoke02 SmokeBurningBarricade02
5403      End
5404      ConditionState = RUBBLE
5405        Model         = PMBariJunk2_D
5406        ParticleSysBone        = Flame01 FireSmallContinuous
5407      End
5408    End
5409  
5410    ; ***DESIGN parameters ***
5411    DisplayName      = OBJECT:JunkCar
5412    EditorSorting   = MISC_MAN_MADE
5413    ArmorSet
5414      Conditions      = None
5415      Armor           = StructureArmor
5416      DamageFX        = EmptyDamageFX   ; just to avoid an assert
5417    End
5418  
5419    ; *** ENGINEERING Parameters ***  
5420    KindOf                = STRUCTURE SELECTABLE IMMOBILE DEFENSIVE_WALL
5421    Body                  = StructureBody ModuleTag_02
5422      MaxHealth       = 200.0
5423      InitialHealth   = 200.0
5424    End
5425  
5426    Behavior = SlowDeathBehavior ModuleTag_03
5427      DestructionDelay = 2000
5428      DestructionDelayVariance = 500
5429      FX             = INITIAL FX_CarWallSmoke
5430      FX             = FINAL FX_CarWallSpark
5431      OCL            = FINAL OCL_CarWallExplode
5432    End
5433  
5434    Shadow              = SHADOW_VOLUME
5435    Geometry            = BOX
5436    GeometryMajorRadius = 20.0
5437    GeometryMinorRadius = 3.0
5438    GeometryHeight      = 12.0
5439    GeometryIsSmall     = No
5440  
5441    FenceWidth      = 40.0 ; Spacing used by the fence tool in worldbuilder.
5442    FenceXOffset    = 15.0 ; Offset used by the fence tool in worldbuilder so corners line up.
5443  
5444  End
5445  
5446  ;------------------------------------------------------------------------------
5447  Object MarketVender01
5448  
5449    ; *** ART Parameters ***
5450    Draw = W3DModelDraw ModuleTag_01
5451      DefaultConditionState
5452        Model = PMOpmarkV1
5453      End
5454  ; @todo srj -- missing
5455  ;    ConditionState = DAMAGED
5456  ;      Model = PMOpmarkV1_D
5457  ;    End
5458    End
5459  
5460    ; ***DESIGN parameters ***
5461    DisplayName      = OBJECT:MarketVendor
5462      EditorSorting   = MISC_MAN_MADE
5463    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
5464    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
5465  
5466    ; *** ENGINEERING Parameters ***  
5467    Body            = ActiveBody ModuleTag_02
5468      MaxHealth       = 1.0
5469      InitialHealth   = 1.0
5470    End
5471    
5472    
5473    Behavior = DestroyDie ModuleTag_09
5474      DeathTypes = ALL
5475    End
5476    
5477    ; An Explosive Death
5478    Behavior = FXListDie ModuleTag_10
5479      DeathTypes = ALL -CRUSHED
5480      DeathFX = FX_PropExplode
5481    End
5482    
5483    
5484    ; A crushing defeat
5485    Behavior = FXListDie ModuleTag_11
5486      DeathTypes = NONE +CRUSHED
5487      DeathFX = FX_PropCrush
5488    End
5489    
5490    Shadow          = SHADOW_VOLUME
5491    Geometry = BOX
5492    GeometryMajorRadius = 10.0
5493    GeometryMinorRadius = 9.0
5494    GeometryHeight = 2 
5495    GeometryIsSmall = Yes 
5496  
5497  
5498  End
5499  
5500  ;------------------------------------------------------------------------------
5501  Object MarketVender02
5502  
5503    ; *** ART Parameters ***
5504    Draw = W3DModelDraw ModuleTag_01
5505      DefaultConditionState
5506        Model = PMOpmarkV2
5507      End
5508  ; @todo srj -- missing
5509  ;    ConditionState = DAMAGED
5510  ;      Model = PMOpmarkV2_D
5511  ;    End
5512    End
5513  
5514    ; ***DESIGN parameters ***
5515    DisplayName      = OBJECT:MarketVendor
5516    EditorSorting   = MISC_MAN_MADE
5517    KindOf = IMMOBILE CLEARED_BY_BUILD
5518  
5519    ; *** ENGINEERING Parameters ***  
5520    Body                = ActiveBody ModuleTag_02
5521      MaxHealth       = 1.0
5522      InitialHealth   = 1.0
5523    End
5524    Shadow              = SHADOW_VOLUME
5525    Geometry            = CYLINDER
5526    GeometryMajorRadius = 3.0
5527    GeometryMinorRadius = 3.0
5528    GeometryHeight      = 12.0
5529    GeometryIsSmall     = Yes
5530    
5531    Behavior = DestroyDie ModuleTag_09
5532      DeathTypes = ALL
5533    End
5534    
5535    ; An Explosive Death
5536    Behavior = FXListDie ModuleTag_10
5537      DeathTypes = ALL -CRUSHED
5538      DeathFX = FX_PropExplode
5539    End
5540  
5541  
5542  End
5543  
5544  ;------------------------------------------------------------------------------
5545  Object MarketVender03
5546  
5547    ; *** ART Parameters ***
5548    Draw = W3DModelDraw ModuleTag_01
5549      DefaultConditionState
5550        Model = PMOpmarkV3
5551      End
5552  ; @todo srj -- missing
5553  ;    ConditionState = DAMAGED
5554  ;      Model = PMOpmarkV3_D
5555  ;    End
5556    End
5557  
5558    ; ***DESIGN parameters ***
5559    DisplayName      = OBJECT:MarketVendor
5560      EditorSorting   = MISC_MAN_MADE
5561    KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
5562    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
5563  
5564    ; *** ENGINEERING Parameters ***  
5565    Body            = ActiveBody ModuleTag_02
5566      MaxHealth       = 1.0
5567      InitialHealth   = 1.0
5568    End
5569    
5570    
5571    Behavior = DestroyDie ModuleTag_09
5572      DeathTypes = ALL
5573    End
5574    
5575    ; An Explosive Death
5576    Behavior = FXListDie ModuleTag_10
5577      DeathTypes = ALL -CRUSHED
5578      DeathFX = FX_PropExplode
5579    End
5580    
5581    
5582    ; A crushing defeat
5583    Behavior = FXListDie ModuleTag_11
5584      DeathTypes = NONE +CRUSHED
5585      DeathFX = FX_PropCrush
5586    End
5587    
5588    Shadow          = SHADOW_VOLUME
5589    Geometry = BOX
5590    GeometryMajorRadius = 10.0
5591    GeometryMinorRadius = 8.0
5592    GeometryHeight = 2     
5593    GeometryIsSmall = YES
5594  
5595  End
5596  
5597  ;------------------------------------------------------------------------------
5598  Object StoneArch01
5599  
5600    ; *** ART Parameters ***
5601    Draw = W3DModelDraw ModuleTag_01
5602      DefaultConditionState
5603        Model = PMWalArcD1
5604      End
5605    End
5606  
5607    ; ***DESIGN parameters ***
5608    DisplayName     = OBJECT:StoneArch
5609    EditorSorting   = MISC_MAN_MADE
5610    ; this is a monster; mark it DEFENSIVE_WALL so we can't just drive thru it
5611    KindOf          = IMMOBILE DEFENSIVE_WALL FORCEATTACKABLE
5612  
5613    FenceWidth      = 44 ; Spacing used by the fence tool in worldbuilder.
5614    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
5615  
5616    ; *** ENGINEERING Parameters ***  
5617    Body            = ActiveBody ModuleTag_02
5618      MaxHealth       = 1.0
5619      InitialHealth   = 1.0
5620    End
5621    Shadow          = SHADOW_VOLUME
5622  
5623  ; can't topple this guy.
5624  ;  Behavior = ToppleUpdate
5625  ;    ToppleFX = FX_StoneWallTopple
5626  ;    ToppleLeftOrRightOnly = Yes
5627  ;    BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
5628  ;    InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
5629  ;  End
5630  ;  Behavior = SlowDeathBehavior
5631  ;    DeathTypes = NONE +TOPPLED
5632  ;    SinkRate          = 2     ; in Dist/Sec
5633  ;    SinkDelay         = 5000
5634  ;    DestructionDelay  = 10000
5635  ;  End
5636  
5637    Geometry            = BOX
5638    GeometryMajorRadius = 0.0
5639    GeometryMinorRadius = 0.0
5640    GeometryHeight      = 0.0
5641    GeometryIsSmall     = No
5642  
5643  End
5644  
5645  ;------------------------------------------------------------------------------
5646  Object BrokenWallPiece02
5647  
5648    ; *** ART Parameters ***
5649    Draw = W3DModelDraw ModuleTag_01
5650      DefaultConditionState
5651        Model = PMWalArcD2
5652      End
5653    End
5654  
5655    ; ***DESIGN parameters ***
5656    DisplayName     = OBJECT:BrokenWall
5657    EditorSorting   = MISC_MAN_MADE
5658    ; this is a monster; mark it DEFENSIVE_WALL so we can't just drive thru it
5659    KindOf          = IMMOBILE DEFENSIVE_WALL FORCEATTACKABLE
5660  
5661    FenceWidth      = 36 ; Spacing used by the fence tool in worldbuilder.
5662    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
5663  
5664    ; *** ENGINEERING Parameters ***  
5665    Body            = ActiveBody ModuleTag_02
5666      MaxHealth       = 1.0
5667      InitialHealth   = 1.0
5668    End
5669    Shadow          = SHADOW_VOLUME
5670  
5671  ; can't topple this guy.
5672  ;  Behavior = ToppleUpdate
5673  ;    ToppleFX = FX_StoneWallTopple
5674  ;    ToppleLeftOrRightOnly = Yes
5675  ;    BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
5676  ;    InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
5677  ;  End
5678  ;  Behavior = SlowDeathBehavior
5679  ;    DeathTypes = NONE +TOPPLED
5680  ;    SinkRate          = 2     ; in Dist/Sec
5681  ;    SinkDelay         = 5000
5682  ;    DestructionDelay  = 10000
5683  ;  End
5684  
5685    Geometry            = BOX
5686    GeometryMajorRadius = 18.0
5687    GeometryMinorRadius = 1.0
5688    GeometryHeight      = 10.0
5689    GeometryIsSmall     = No
5690  
5691  End
5692  
5693  ;------------------------------------------------------------------------------
5694  ObjectReskin BrokenWallPiece03 BrokenWallPiece02
5695  
5696    ; *** ART Parameters ***
5697    Draw = W3DModelDraw ModuleTag_01
5698      DefaultConditionState
5699        Model = PMWalArcD3
5700      End
5701    End
5702  
5703  End
5704  
5705  ;------------------------------------------------------------------------------
5706  ObjectReskin BrokenWallPiece04 BrokenWallPiece02
5707  
5708    ; *** ART Parameters ***
5709    Draw = W3DModelDraw ModuleTag_01
5710      DefaultConditionState
5711        Model = PMWalArcD4
5712      End
5713    End
5714  
5715  End
5716  
5717  ;------------------------------------------------------------------------------
5718  ObjectReskin BrokenWallPiece05 BrokenWallPiece02
5719  
5720    ; *** ART Parameters ***
5721    Draw = W3DModelDraw ModuleTag_01
5722      DefaultConditionState
5723        Model = PMWalArcD5
5724      End
5725    End
5726  
5727  End
5728  
5729  ;------------------------------------------------------------------------------
5730  Object OldWoodenTelephonePoll
5731  
5732  
5733    ; *** ART Parameters ***
5734    Draw = W3DModelDraw ModuleTag_01
5735      DefaultConditionState
5736        Model = PATtelpost
5737      End
5738      ConditionState = DAMAGED
5739        Model = PATtelpost_D
5740      End
5741    End
5742  
5743    ; ***DESIGN parameters ***
5744    DisplayName      = OBJECT:OldWoodenTelephonePole
5745    EditorSorting   = MISC_MAN_MADE
5746    KindOf = IMMOBILE CLEARED_BY_BUILD
5747  
5748    ; *** ENGINEERING Parameters ***  
5749    Body            = ActiveBody ModuleTag_02
5750      MaxHealth       = 1.0
5751      InitialHealth   = 1.0
5752    End
5753    Shadow          = SHADOW_VOLUME
5754    Behavior = ToppleUpdate ModuleTag_03
5755      ToppleFX = FX_ToppleLampPost
5756      BounceFX = FX_LampPostBounce
5757    End
5758    Behavior = SlowDeathBehavior ModuleTag_04
5759      DeathTypes = NONE +TOPPLED
5760      SinkRate          = 2     ; in Dist/Sec
5761      SinkDelay         = 14000
5762      DestructionDelay  = 20000
5763    End
5764    Behavior = DestroyDie ModuleTag_05
5765      DeathTypes = ALL -TOPPLED
5766    End
5767    
5768    ; An Explosive Death
5769    Behavior = FXListDie ModuleTag_10
5770      DeathTypes = ALL -CRUSHED
5771      DeathFX = FX_PropExplode
5772    End
5773  
5774  End
5775  
5776  ;------------------------------------------------------------------------------
5777  Object WoodBeams01
5778  
5779    ; *** ART Parameters ***
5780    Draw = W3DModelDraw ModuleTag_01
5781      DefaultConditionState
5782        Model = PMBalBeam
5783      End
5784      ConditionState = DAMAGED
5785        Model = PMBalBeam_D
5786      End
5787    End
5788  
5789    ; ***DESIGN parameters ***
5790    DisplayName      = OBJECT:WoodBeams
5791    EditorSorting   = MISC_MAN_MADE
5792    KindOf = IMMOBILE CLEARED_BY_BUILD
5793  
5794    ; *** ENGINEERING Parameters ***  
5795    Body            = ActiveBody ModuleTag_02
5796      MaxHealth       = 1.0
5797      InitialHealth   = 1.0
5798    End
5799    Shadow          = SHADOW_VOLUME
5800    
5801    Behavior = DestroyDie ModuleTag_09
5802      DeathTypes = ALL
5803    End
5804    
5805    ; An Explosive Death
5806    Behavior = FXListDie ModuleTag_10
5807      DeathTypes = ALL -CRUSHED
5808      DeathFX = FX_PropExplode
5809    End
5810    
5811  End
5812  
5813  ;------------------------------------------------------------------------------
5814  Object CargoNet02
5815  
5816    ; *** ART Parameters ***
5817    Draw = W3DModelDraw ModuleTag_01
5818      DefaultConditionState
5819        Model = PMCrgoNet
5820      End
5821      ConditionState = DAMAGED
5822        Model = PMCrgoNet_D
5823      End
5824    End
5825  
5826    ; ***DESIGN parameters ***
5827    DisplayName      = OBJECT:CargoNet
5828    EditorSorting   = MISC_MAN_MADE
5829    KindOf = IMMOBILE CLEARED_BY_BUILD
5830  
5831    ; *** ENGINEERING Parameters ***  
5832    Body            = ActiveBody ModuleTag_02
5833      MaxHealth       = 1.0
5834      InitialHealth   = 1.0
5835    End
5836    Shadow          = SHADOW_VOLUME
5837    
5838    Behavior = DestroyDie ModuleTag_09
5839      DeathTypes = ALL
5840    End
5841    
5842    ; An Explosive Death
5843    Behavior = FXListDie ModuleTag_10
5844      DeathTypes = ALL -CRUSHED
5845      DeathFX = FX_PropExplode
5846    End
5847  
5848  End
5849  
5850  ;------------------------------------------------------------------------------
5851  Object WoodBeams02
5852  
5853    ; *** ART Parameters ***
5854    Draw = W3DModelDraw ModuleTag_01
5855      DefaultConditionState
5856        Model = PMWdSwHrs
5857      End
5858      ConditionState = DAMAGED
5859        Model = PMWdSwHrs_D
5860      End
5861    End
5862  
5863    ; ***DESIGN parameters ***
5864    DisplayName      = OBJECT:WoodBeams
5865    EditorSorting   = MISC_MAN_MADE
5866    KindOf = IMMOBILE CLEARED_BY_BUILD
5867  
5868    ; *** ENGINEERING Parameters ***  
5869    Body            = ActiveBody ModuleTag_02
5870      MaxHealth       = 1.0
5871      InitialHealth   = 1.0
5872    End
5873    Shadow          = SHADOW_VOLUME
5874    
5875    Behavior = DestroyDie ModuleTag_09
5876      DeathTypes = ALL
5877    End
5878    
5879    ; An Explosive Death
5880    Behavior = FXListDie ModuleTag_10
5881      DeathTypes = ALL -CRUSHED
5882      DeathFX = FX_PropExplode
5883    End
5884  
5885  End
5886  
5887  ;------------------------------------------------------------------------------
5888  Object RailTie
5889  
5890    ; *** ART Parameters ***
5891    Draw = W3DModelDraw ModuleTag_01
5892      DefaultConditionState
5893        Model = PMRailTie
5894      End
5895      ConditionState = DAMAGED
5896        Model = PMRailTie_D
5897      End
5898    End
5899  
5900    ; ***DESIGN parameters ***
5901    DisplayName      = OBJECT:Prop
5902    EditorSorting   = MISC_MAN_MADE
5903    KindOf = IMMOBILE CLEARED_BY_BUILD
5904  
5905    ; *** ENGINEERING Parameters ***  
5906    Body            = ActiveBody ModuleTag_02
5907      MaxHealth       = 1.0
5908      InitialHealth   = 1.0
5909    End
5910    
5911    Behavior = DestroyDie ModuleTag_09
5912      DeathTypes = ALL
5913    End
5914    
5915    ; An Explosive Death
5916    Behavior = FXListDie ModuleTag_10
5917      DeathTypes = ALL -CRUSHED
5918      DeathFX = FX_PropExplode
5919    End
5920    Shadow          = SHADOW_VOLUME
5921    Geometry              = BOX
5922    GeometryMajorRadius   = 7.0
5923    GeometryMinorRadius   = 9.0
5924    GeometryHeight        = 7.0
5925    GeometryIsSmall       = No
5926  
5927  End
5928  ;------------------------------------------------------------------------------
5929  Object TireObstacle
5930  
5931    ; *** ART Parameters ***
5932    Draw = W3DModelDraw ModuleTag_01
5933      DefaultConditionState
5934        Model = PMObsTire
5935      End
5936      ConditionState = DAMAGED
5937        Model = PMObsTire_D
5938      End
5939    End
5940  
5941    ; ***DESIGN parameters ***
5942    DisplayName      = OBJECT:TireObstacle
5943    EditorSorting   = MISC_MAN_MADE
5944    KindOf = IMMOBILE CLEARED_BY_BUILD
5945  
5946    ; *** ENGINEERING Parameters ***  
5947    Body            = ActiveBody ModuleTag_02
5948      MaxHealth       = 1.0
5949      InitialHealth   = 1.0
5950    End
5951    Shadow          = SHADOW_VOLUME
5952    
5953    Behavior = DestroyDie ModuleTag_09
5954      DeathTypes = ALL
5955    End
5956    
5957    ; An Explosive Death
5958    Behavior = FXListDie ModuleTag_10
5959      DeathTypes = ALL -CRUSHED
5960      DeathFX = FX_PropExplode
5961    End
5962  
5963  End
5964  ;------------------------------------------------------------------------------
5965  Object MoundSand
5966  
5967    ; *** ART Parameters ***
5968    Draw = W3DModelDraw ModuleTag_01
5969      DefaultConditionState
5970        Model = CTMound01
5971      End
5972    End
5973  
5974    ; ***DESIGN parameters ***
5975    DisplayName      = OBJECT:TireObstacle
5976    EditorSorting   = MISC_MAN_MADE
5977    KindOf = IMMOBILE CLEARED_BY_BUILD
5978  
5979    ; *** ENGINEERING Parameters ***  
5980    Body            = ActiveBody ModuleTag_02
5981      MaxHealth       = 1.0
5982      InitialHealth   = 1.0
5983    End
5984    Shadow          = SHADOW_VOLUME
5985  
5986  End
5987  ;------------------------------------------------------------------------------
5988  Object MoundRubble
5989  
5990    ; *** ART Parameters ***
5991    Draw = W3DModelDraw ModuleTag_01
5992      DefaultConditionState
5993        Model = CTMound02
5994      End
5995    End
5996  
5997    ; ***DESIGN parameters ***
5998    DisplayName      = OBJECT:TireObstacle
5999    EditorSorting   = MISC_MAN_MADE
6000    KindOf = IMMOBILE CLEARED_BY_BUILD
6001  
6002    ; *** ENGINEERING Parameters ***  
6003    Body            = ActiveBody ModuleTag_02
6004      MaxHealth       = 1.0
6005      InitialHealth   = 1.0
6006    End
6007    Shadow          = SHADOW_VOLUME
6008  
6009  End
6010  
6011  ;------------------------------------------------------------------------------
6012  Object OilStorageTank01
6013  
6014    ; *** ART Parameters ***
6015    Draw = W3DModelDraw ModuleTag_01
6016      DefaultConditionState
6017        Model = PMOilStTk
6018      End
6019      ConditionState = RUBBLE
6020        Model = PMOilStTk_D
6021      End
6022      AliasConditionState = REALLYDAMAGED
6023      AliasConditionState = DAMAGED
6024   
6025    End
6026  
6027    ; ***DESIGN parameters ***
6028    DisplayName      = OBJECT:StorageTank
6029    EditorSorting   = STRUCTURE
6030    ArmorSet
6031      Conditions      = None
6032      Armor           = StructureArmor
6033      DamageFX        = StructureDamageFXNoShake
6034    End
6035  
6036  
6037    ; *** ENGINEERING Parameters ***  
6038    KindOf                = IMMOBILE
6039    Body                  = ActiveBody ModuleTag_03
6040      MaxHealth       = 1.0
6041      InitialHealth   = 1.0
6042    End
6043    ;Body            = ActiveBody ModuleTag_02
6044    ;  MaxHealth       = 1.0
6045    ;  InitialHealth   = 1.0
6046    ;End
6047  
6048    Behavior = FlammableUpdate ModuleTag_05
6049      FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
6050      FlameDamageExpiration = 2000  ;in a span of this long
6051      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6052      AflameDamageAmount = 25       ; taking this much damage...
6053      AflameDamageDelay = 500       ; this often.
6054    End
6055    
6056    Behavior = FXListDie ModuleTag_06
6057      DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
6058      OrientToObject = No
6059    End
6060    
6061    Behavior = DestroyDie ModuleTag_09
6062      DeathTypes = ALL
6063    End
6064      
6065   ; Behavior                = TransitionDamageFX ModuleTag_07
6066   ;   DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
6067   ;   ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
6068   ; End
6069  
6070    Shadow          = SHADOW_VOLUME
6071    Geometry              = CYLINDER
6072    GeometryMajorRadius   = 35.0
6073    GeometryHeight        = 50.0
6074    GeometryIsSmall       = No
6075  
6076  
6077  End
6078  
6079  ;------------------------------------------------------------------------------
6080  Object WaterStorageTank01
6081  
6082    ; *** ART Parameters ***
6083    Draw = W3DModelDraw ModuleTag_01
6084      DefaultConditionState
6085        Model = PMWtrStTk
6086      End
6087      ConditionState = RUBBLE
6088        Model = PMWtrStTk_D
6089      End
6090      AliasConditionState = REALLYDAMAGED
6091      AliasConditionState = DAMAGED
6092    End
6093  
6094     ; ***DESIGN parameters ***
6095    DisplayName      = OBJECT:StorageTank
6096    EditorSorting   = STRUCTURE
6097    ArmorSet
6098      Conditions      = None
6099      Armor           = StructureArmor
6100      DamageFX        = StructureDamageFXNoShake
6101    End
6102  
6103    ; *** ENGINEERING Parameters ***  
6104    KindOf                = IMMOBILE
6105    ;Body                  = ActiveBody ModuleTag_03
6106    ;  MaxHealth       = 2000.0
6107    ;  InitialHealth   = 2000.0
6108    ;End
6109    Body            = ActiveBody ModuleTag_02
6110      MaxHealth       = 1.0
6111      InitialHealth   = 1.0
6112    End
6113  
6114    Behavior = FlammableUpdate ModuleTag_05
6115      FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
6116      FlameDamageExpiration = 2000  ;in a span of this long
6117      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6118      AflameDamageAmount = 25       ; taking this much damage...
6119      AflameDamageDelay = 500       ; this often.
6120    End
6121    
6122   ; Behavior                = TransitionDamageFX ModuleTag_07
6123   ;   DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
6124   ;   ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
6125   ; End
6126    
6127    Behavior = DestroyDie ModuleTag_09
6128      DeathTypes = ALL
6129    End
6130    
6131    ; An Explosive Death
6132    Behavior = FXListDie ModuleTag_06
6133      DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
6134      OrientToObject = No
6135    End
6136    
6137   ; ; A crushing defeat
6138   ; Behavior = FXListDie ModuleTag_11
6139   ;   DeathTypes = NONE +CRUSHED
6140   ;   DeathFX = FX_PropCrush
6141   ; End
6142  
6143    Shadow          = SHADOW_VOLUME
6144    Geometry              = CYLINDER
6145    GeometryMajorRadius   = 46.0
6146    GeometryHeight        = 41.0
6147    GeometryIsSmall       = No
6148    Shadow                = SHADOW_VOLUME
6149  
6150  End
6151  
6152  ;------------------------------------------------------------------------------
6153  Object GasStorageTank02
6154  
6155    ; *** ART Parameters ***
6156    Draw = W3DModelDraw ModuleTag_01
6157      DefaultConditionState
6158        Model = PMGsStgTk02
6159      End
6160      ConditionState = DAMAGED
6161        Model = PMGsStgTk02_D
6162      End
6163      AliasConditionState = REALLYDAMAGED
6164      AliasConditionState = RUBBLE
6165    End
6166  
6167    ; ***DESIGN parameters ***
6168    DisplayName      = OBJECT:StorageTank
6169    EditorSorting   = STRUCTURE
6170    ArmorSet
6171      Conditions      = None
6172      Armor           = StructureArmor
6173      DamageFX        = StructureDamageFXNoShake
6174    End
6175  
6176    ; *** ENGINEERING Parameters ***  
6177    KindOf                 =   IMMOBILE
6178    ;Body                  = StructureBody ModuleTag_03
6179    ;  MaxHealth       = 2000.0
6180    ;  InitialHealth   = 2000.0
6181    ;End
6182    Body            = ActiveBody ModuleTag_02
6183      MaxHealth       = 1.0
6184      InitialHealth   = 1.0
6185    End
6186  
6187    Behavior = FlammableUpdate ModuleTag_05
6188      FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
6189      FlameDamageExpiration = 2000  ;in a span of this long
6190      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6191      AflameDamageAmount = 25       ; taking this much damage...
6192      AflameDamageDelay = 500       ; this often.
6193    End
6194    
6195    Behavior = DestroyDie ModuleTag_09
6196      DeathTypes = ALL
6197    End
6198    
6199    Behavior = FXListDie ModuleTag_06
6200      DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
6201      OrientToObject = No
6202    End
6203      
6204   ;Behavior                = TransitionDamageFX ModuleTag_07
6205   ;    DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
6206   ;   ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
6207   ; End
6208  
6209    Shadow          = SHADOW_VOLUME
6210    Geometry              = CYLINDER
6211    GeometryMajorRadius   = 40
6212    GeometryHeight        = 60.0
6213    GeometryIsSmall       = No
6214  
6215  
6216  End
6217  
6218  ;------------------------------------------------------------------------------
6219  Object GasStorageTank01
6220  
6221    ; *** ART Parameters ***
6222    Draw = W3DModelDraw ModuleTag_01
6223      DefaultConditionState
6224        Model = PMGsStgTk01
6225      End
6226      ConditionState = DAMAGED
6227        Model = PMGsStgTk01_D
6228      End
6229      AliasConditionState = REALLYDAMAGED
6230      AliasConditionState = RUBBLE
6231    End
6232  
6233    ; ***DESIGN parameters ***
6234    DisplayName      = OBJECT:StorageTank
6235    EditorSorting   = MISC_MAN_MADE
6236    ArmorSet
6237      Conditions      = None
6238      Armor           = StructureArmor
6239      DamageFX        = StructureDamageFXNoShake
6240    End
6241  
6242    ; *** ENGINEERING Parameters ***  
6243    KindOf                 =  IMMOBILE
6244    ;Body                  = StructureBody ModuleTag_03
6245    ;  MaxHealth       = 2000.0
6246    ;  InitialHealth   = 2000.0
6247    ;End
6248    Body            = ActiveBody ModuleTag_02
6249      MaxHealth       = 1.0
6250      InitialHealth   = 1.0
6251    End
6252  
6253    Behavior = FlammableUpdate ModuleTag_05
6254      FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
6255      FlameDamageExpiration = 2000  ;in a span of this long
6256      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6257      AflameDamageAmount = 25       ; taking this much damage...
6258      AflameDamageDelay = 500       ; this often.
6259    End
6260    
6261    Behavior = FXListDie ModuleTag_06
6262      DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
6263      OrientToObject = No
6264    End
6265    
6266    Behavior = DestroyDie ModuleTag_09
6267      DeathTypes = ALL
6268    End
6269      
6270   ; Behavior                = TransitionDamageFX ModuleTag_07
6271   ;   DamagedFXList1        = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
6272   ;   ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath
6273   ; End
6274  
6275    Shadow          = SHADOW_VOLUME
6276    Geometry              = BOX
6277    GeometryMajorRadius   = 25.0
6278    GeometryMinorRadius   = 15.0
6279    GeometryHeight        = 23.0
6280    GeometryIsSmall       = No
6281    
6282  End
6283  
6284  ;------------------------------------------------------------------------------
6285  Object Pump
6286  
6287    ; *** ART Parameters ***
6288    Draw = W3DModelDraw ModuleTag_01
6289      DefaultConditionState
6290        Model = PMPUMP
6291      End
6292      ConditionState = DAMAGED
6293        Model = PMPUMP_D
6294      End
6295    End
6296  
6297    ; ***DESIGN parameters ***
6298    DisplayName      = OBJECT:Prop
6299    EditorSorting   = MISC_MAN_MADE
6300    KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD
6301    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6302  
6303    ; *** ENGINEERING Parameters ***  
6304    Body            = ActiveBody ModuleTag_02
6305      MaxHealth       = 1.0
6306      InitialHealth   = 1.0
6307    End
6308    
6309    
6310    Behavior = DestroyDie ModuleTag_09
6311      DeathTypes = ALL
6312    End
6313    
6314    ; An Explosive Death
6315    Behavior = FXListDie ModuleTag_10
6316      DeathTypes = ALL -CRUSHED
6317      DeathFX = FX_PropExplode
6318    End
6319    
6320    
6321    ; A crushing defeat
6322    Behavior = FXListDie ModuleTag_11
6323      DeathTypes = NONE +CRUSHED
6324      DeathFX = FX_PropCrush
6325    End
6326    
6327    Shadow          = SHADOW_VOLUME
6328    Geometry = BOX
6329    GeometryMajorRadius = 6.0
6330    GeometryMinorRadius = 5.0
6331    GeometryHeight = 2     
6332    GeometryIsSmall = YES
6333    
6334  End
6335  
6336  ;------------------------------------------------------------------------------
6337  Object WineVat
6338  
6339    ; *** ART Parameters ***
6340    Draw = W3DModelDraw ModuleTag_01
6341      DefaultConditionState
6342        Model = PMWineVat
6343      End
6344      ConditionState = DAMAGED
6345        Model = PMWineVat_D
6346      End
6347    End
6348  
6349    ; ***DESIGN parameters ***
6350    DisplayName      = OBJECT:WineVat
6351    EditorSorting   = MISC_MAN_MADE
6352    KindOf = IMMOBILE
6353    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6354  
6355    ; *** ENGINEERING Parameters ***  
6356    Body            = ActiveBody ModuleTag_02
6357      MaxHealth       = 1.0
6358      InitialHealth   = 1.0
6359    End
6360    Shadow          = SHADOW_VOLUME
6361    
6362   ; Behavior = DestroyDie ModuleTag_09
6363   ;   DeathTypes = ALL
6364   ; End
6365   ; 
6366   ; An Explosive Death
6367   ; Behavior = FXListDie ModuleTag_10
6368   ;   DeathTypes = ALL -CRUSHED
6369   ;   DeathFX = FX_PropExplode
6370   ; End
6371   
6372     Behavior = DestroyDie ModuleTagDeath_09
6373      DeathTypes = ALL
6374    End
6375    
6376    ; An Explosive Death
6377    Behavior = FXListDie ModuleTagDeath_10
6378      DeathTypes = ALL -CRUSHED
6379      DeathFX = FX_PropExplode
6380    End
6381    
6382    
6383    ; A crushing defeat
6384    Behavior = FXListDie ModuleTagDeath_11
6385      DeathTypes = NONE +CRUSHED
6386      DeathFX = FX_PropCrush
6387    End
6388    
6389    Geometry              = BOX
6390    GeometryMajorRadius   = 12.0
6391    GeometryMinorRadius   = 8.0
6392    GeometryHeight        = 2.0
6393    GeometryIsSmall       = YES
6394    
6395  End
6396  
6397  ;------------------------------------------------------------------------------
6398  Object WaterTower
6399  
6400    ; *** ART Parameters ***
6401    Draw = W3DModelDraw ModuleTag_01
6402      DefaultConditionState
6403        Model = PMWTRTWR
6404      End
6405      ConditionState = DAMAGED
6406        Model = PMWTRTWR_D
6407      End
6408      AliasConditionState = REALLYDAMAGED
6409      AliasConditionState = RUBBLE
6410    End
6411  
6412    ; ***DESIGN parameters ***
6413    DisplayName      = OBJECT:StorageTank
6414    EditorSorting   = MISC_MAN_MADE
6415    KindOf = IMMOBILE
6416  
6417    ; *** ENGINEERING Parameters ***  
6418    Body            = ActiveBody ModuleTag_02
6419      MaxHealth       = 1.0
6420      InitialHealth   = 1.0
6421    End
6422    
6423    Behavior = DestroyDie ModuleTag_09
6424      DeathTypes = ALL
6425    End
6426    
6427    ; An Explosive Death
6428    Behavior = FXListDie ModuleTag_10
6429      DeathTypes = ALL -CRUSHED
6430      DeathFX = FX_PropExplode
6431    End
6432    
6433    Shadow          = SHADOW_VOLUME
6434    Geometry              = BOX
6435    GeometryMajorRadius   = 14.0
6436    GeometryMinorRadius   = 14.0
6437    GeometryHeight        = 42.0
6438    GeometryIsSmall       = No
6439  
6440  End
6441  
6442  ;------------------------------------------------------------------------------
6443  Object WaterTower02
6444  
6445    ; *** ART Parameters ***
6446    Draw = W3DModelDraw ModuleTag_01
6447      DefaultConditionState
6448        Model = PMWTRTWR02
6449      End
6450      ConditionState = DAMAGED
6451        Model = PMWTRTWR02_D
6452      End
6453      AliasConditionState = REALLYDAMAGED
6454      AliasConditionState = RUBBLE
6455    End
6456  
6457    ; ***DESIGN parameters ***
6458    DisplayName      = OBJECT:StorageTank
6459    EditorSorting   = MISC_MAN_MADE
6460    KindOf = IMMOBILE
6461  
6462    ; *** ENGINEERING Parameters ***  
6463    Body            = ActiveBody ModuleTag_02
6464      MaxHealth       = 1.0
6465      InitialHealth   = 1.0
6466    End
6467    
6468    Behavior = DestroyDie ModuleTag_09
6469      DeathTypes = ALL
6470    End
6471    
6472    ; An Explosive Death
6473    Behavior = FXListDie ModuleTag_10
6474      DeathTypes = ALL -CRUSHED
6475      DeathFX = FX_PropExplode
6476    End
6477    
6478    Shadow          = SHADOW_VOLUME
6479    Geometry              = BOX
6480    GeometryMajorRadius   = 14.0
6481    GeometryMinorRadius   = 14.0
6482    GeometryHeight        = 42.0
6483    GeometryIsSmall       = No
6484    
6485  End
6486  
6487  ;------------------------------------------------------------------------------
6488  Object JunkDealer
6489  
6490    ; *** ART Parameters ***
6491    Draw = W3DModelDraw ModuleTag_01
6492      DefaultConditionState
6493        Model = PAJunkdlr
6494      End
6495  ; @todo srj -- missing
6496  ;    ConditionState = DAMAGED
6497  ;      Model = PAJunkdlr_D
6498  ;    End
6499    End
6500  
6501    ; ***DESIGN parameters ***
6502    DisplayName      = OBJECT:OscarTheGrouch
6503      EditorSorting   = MISC_MAN_MADE
6504    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
6505    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6506  
6507    ; *** ENGINEERING Parameters ***  
6508    Body            = ActiveBody ModuleTag_02
6509      MaxHealth       = 1.0
6510      InitialHealth   = 1.0
6511    End
6512    
6513    
6514    Behavior = DestroyDie ModuleTag_09
6515      DeathTypes = ALL
6516    End
6517    
6518    ; An Explosive Death
6519    Behavior = FXListDie ModuleTag_10
6520      DeathTypes = ALL -CRUSHED
6521      DeathFX = FX_PropExplode
6522    End
6523    
6524    
6525    ; A crushing defeat
6526    Behavior = FXListDie ModuleTag_11
6527      DeathTypes = NONE +CRUSHED
6528      DeathFX = FX_PropCrush
6529    End
6530    
6531    Shadow          = SHADOW_VOLUME
6532    Geometry = BOX
6533    GeometryMajorRadius = 17.0
6534    GeometryMinorRadius = 5.0
6535    GeometryHeight = 2     
6536    GeometryIsSmall = Yes
6537    
6538  End
6539  
6540  ;------------------------------------------------------------------------------
6541  Object JunkDealerStand
6542  
6543    ; *** ART Parameters ***
6544    Draw = W3DModelDraw ModuleTag_01
6545      DefaultConditionState
6546        Model = PMJunkdlr
6547      End
6548      ConditionState = DAMAGED
6549        Model = PMJunkdlr_D
6550      End
6551    End
6552  
6553    ; ***DESIGN parameters ***
6554    DisplayName      = OBJECT:OscarTheGrouch
6555      EditorSorting   = MISC_MAN_MADE
6556    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
6557    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6558  
6559    ; *** ENGINEERING Parameters ***  
6560    Body            = ActiveBody ModuleTag_02
6561      MaxHealth       = 1.0
6562      InitialHealth   = 1.0
6563    End
6564    
6565    
6566    Behavior = DestroyDie ModuleTag_09
6567      DeathTypes = ALL
6568    End
6569    
6570    ; An Explosive Death
6571    Behavior = FXListDie ModuleTag_10
6572      DeathTypes = ALL -CRUSHED
6573      DeathFX = FX_PropExplode
6574    End
6575    
6576    
6577    ; A crushing defeat
6578    Behavior = FXListDie ModuleTag_11
6579      DeathTypes = NONE +CRUSHED
6580      DeathFX = FX_PropCrush
6581    End
6582    
6583    Shadow          = SHADOW_VOLUME
6584    Geometry = BOX
6585    GeometryMajorRadius = 13.0
6586    GeometryMinorRadius = 6.0
6587    GeometryHeight = 2     
6588    GeometryIsSmall = Yes
6589    
6590  End
6591  
6592  ;------------------------------------------------------------------------------
6593  Object SandbagWall
6594  
6595    ; *** ART Parameters ***
6596    Draw = W3DModelDraw ModuleTag_01
6597      DefaultConditionState
6598        Model = CBSandBWY1
6599      End
6600    End
6601  
6602  
6603    ; ***DESIGN parameters ***
6604    EditorSorting   = MISC_MAN_MADE
6605    KindOf = IMMOBILE LOW_OVERLAPPABLE CAN_SEE_THROUGH_STRUCTURE FORCEATTACKABLE
6606    FenceWidth      = 8.4 ; Spacing used by the fence tool in worldbuilder.
6607    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
6608  
6609    ; *** ENGINEERING Parameters ***  
6610    Body            = ActiveBody ModuleTag_02
6611      MaxHealth       = 1.0
6612      InitialHealth   = 1.0
6613    End
6614    Shadow          = SHADOW_VOLUME
6615  
6616    Behavior            = ToppleUpdate ModuleTag_03
6617      KillWhenStartToppling = Yes
6618    End
6619    Behavior                 = DestroyDie ModuleTag_04
6620      ; none
6621    End
6622    Behavior                 = CreateObjectDie ModuleTag_05
6623      CreationList      = OCL_GenericWallSegmentDebris
6624    End
6625    Behavior                 = FXListDie ModuleTag_06
6626      DeathFX           = FX_GenericWallSegmentDeath
6627    End
6628  
6629    Geometry            = BOX
6630    GeometryMajorRadius = 4.0
6631    GeometryMinorRadius = 1.0
6632    GeometryHeight      = 10.0
6633    GeometryIsSmall     = No
6634  
6635  End
6636  
6637  
6638  ;------------------------------------------------------------------------------
6639  Object SandbagWallCorner
6640  
6641    ; *** ART Parameters ***
6642    Draw = W3DModelDraw ModuleTag_01
6643      DefaultConditionState
6644        Model = CBSandBWX
6645      End
6646    End
6647  
6648  
6649    ; ***DESIGN parameters ***
6650    EditorSorting   = MISC_MAN_MADE
6651    KindOf = IMMOBILE LOW_OVERLAPPABLE CAN_SEE_THROUGH_STRUCTURE FORCEATTACKABLE
6652    FenceWidth      = 9.0 ; Spacing used by the fence tool in worldbuilder.
6653    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
6654  
6655    ; *** ENGINEERING Parameters ***  
6656    Body            = ActiveBody ModuleTag_02
6657      MaxHealth       = 1.0
6658      InitialHealth   = 1.0
6659    End
6660    Shadow          = SHADOW_VOLUME
6661  
6662    Behavior            = ToppleUpdate ModuleTag_03
6663      KillWhenStartToppling = Yes
6664    End
6665    Behavior                 = DestroyDie ModuleTag_04
6666      ; none
6667    End
6668    Behavior                 = CreateObjectDie ModuleTag_05
6669      CreationList      = OCL_GenericWallSegmentDebris
6670    End
6671    Behavior                 = FXListDie ModuleTag_06
6672      DeathFX           = FX_GenericWallSegmentDeath
6673    End
6674  
6675    Geometry            = BOX
6676    GeometryMajorRadius = 5.0
6677    GeometryMinorRadius = 1.0
6678    GeometryHeight      = 10.0
6679    GeometryIsSmall     = No
6680  
6681  End
6682  
6683  
6684  ;------------------------------------------------------------------------------
6685  Object SandBagWall01
6686  
6687    ; *** ART Parameters ***
6688    Draw = W3DModelDraw ModuleTag_01
6689      DefaultConditionState
6690        Model = CBSandBW1
6691      End
6692      ConditionState = DAMAGED
6693        Model = CBSandBW1_D
6694      End
6695      ConditionState = REALLYDAMAGED
6696        Model = CBSandBW1_D
6697      End
6698      ConditionState = RUBBLE
6699        Model = CBSandBW1_E
6700      End
6701    End
6702  
6703  
6704    ; ***DESIGN parameters ***
6705    DisplayName      = OBJECT:SandBagWall
6706    EditorSorting   = MISC_MAN_MADE
6707    KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE
6708    FenceWidth      = 26.0 ; Spacing used by the fence tool in worldbuilder.
6709    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
6710  
6711    ; *** ENGINEERING Parameters ***  
6712    Body            = ActiveBody ModuleTag_02
6713      MaxHealth       = 1.0
6714      InitialHealth   = 1.0
6715    End
6716    Shadow          = SHADOW_VOLUME
6717  
6718    Behavior            = ToppleUpdate ModuleTag_03
6719      ToppleFX = FX_SandWallTopple
6720      ToppleLeftOrRightOnly = Yes
6721      ReorientToppledRubble = Yes
6722      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
6723      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
6724    End
6725    Behavior = SlowDeathBehavior ModuleTag_04
6726      SinkRate          = 2     ; in Dist/Sec
6727      SinkDelay         = 5000
6728      DestructionDelay  = 10000
6729    End
6730  
6731    Geometry            = BOX
6732    GeometryMajorRadius = 13.0
6733    GeometryMinorRadius = 4.0
6734    GeometryHeight      = 10.0
6735    GeometryIsSmall     = No
6736  End
6737  
6738  
6739  ;------------------------------------------------------------------------------
6740  Object SandBagWall02
6741  
6742    ; *** ART Parameters ***
6743    Draw = W3DModelDraw ModuleTag_01
6744      DefaultConditionState
6745        Model = CBSandBW2
6746      End
6747      ConditionState = DAMAGED
6748        Model = CBSandBW1_D
6749      End
6750      ConditionState = REALLYDAMAGED
6751        Model = CBSandBW1_D
6752      End
6753      ConditionState = RUBBLE
6754        Model = CBSandBW1_E
6755      End
6756    End
6757  
6758  
6759    ; ***DESIGN parameters ***
6760    DisplayName      = OBJECT:SandBagWall
6761    EditorSorting   = MISC_MAN_MADE
6762    KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE
6763    FenceWidth      = 26.0 ; Spacing used by the fence tool in worldbuilder.
6764    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
6765  
6766    ; *** ENGINEERING Parameters ***  
6767    Body            = ActiveBody ModuleTag_02
6768      MaxHealth       = 1.0
6769      InitialHealth   = 1.0
6770    End
6771    Shadow          = SHADOW_VOLUME
6772  
6773    Behavior            = ToppleUpdate ModuleTag_03
6774      ToppleFX = FX_SandWallTopple
6775      ToppleLeftOrRightOnly = Yes
6776      ReorientToppledRubble = Yes
6777      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
6778      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
6779    End
6780    Behavior = SlowDeathBehavior ModuleTag_04
6781      SinkRate          = 2     ; in Dist/Sec
6782      SinkDelay         = 5000
6783      DestructionDelay  = 10000
6784    End
6785  
6786    Geometry            = BOX
6787    GeometryMajorRadius = 13.0
6788    GeometryMinorRadius = 4.0
6789    GeometryHeight      = 10.0
6790    GeometryIsSmall     = No
6791  
6792  End
6793  
6794  
6795  ;------------------------------------------------------------------------------
6796  Object SandBagWallSmall
6797  
6798    ; *** ART Parameters ***
6799    Draw = W3DModelDraw ModuleTag_01
6800      DefaultConditionState
6801        Model = CBSandBW3s
6802      End
6803      ConditionState = DAMAGED
6804        Model = CBSandBW3s_D
6805      End
6806      ConditionState = REALLYDAMAGED
6807        Model = CBSandBW3s_D
6808      End
6809      ConditionState = RUBBLE
6810        Model = CBSandBW3s_E
6811      End
6812    End
6813  
6814  
6815    ; ***DESIGN parameters ***
6816    DisplayName      = OBJECT:SandBagWall
6817    EditorSorting   = MISC_MAN_MADE
6818    KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE
6819    FenceWidth      = 15.0 ; Spacing used by the fence tool in worldbuilder.
6820    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
6821  
6822    ; *** ENGINEERING Parameters ***  
6823    Body            = ActiveBody ModuleTag_02
6824      MaxHealth       = 1.0
6825      InitialHealth   = 1.0
6826    End
6827    Shadow          = SHADOW_VOLUME
6828  
6829    Behavior            = ToppleUpdate ModuleTag_03
6830      ToppleFX = FX_SandWallTopple
6831      ToppleLeftOrRightOnly = Yes
6832      ReorientToppledRubble = Yes
6833      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
6834      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
6835    End
6836    Behavior = SlowDeathBehavior ModuleTag_04
6837      SinkRate          = 2     ; in Dist/Sec
6838      SinkDelay         = 5000
6839      DestructionDelay  = 10000
6840    End
6841  
6842    Geometry            = BOX
6843    GeometryMajorRadius = 9.5
6844    GeometryMinorRadius = 5.0
6845    GeometryHeight      = 10.0
6846    GeometryIsSmall     = No
6847  
6848  End
6849  
6850  
6851  ;------------------------------------------------------------------------------
6852  Object SandbagWallEnd
6853  
6854    ; *** ART Parameters ***
6855    Draw = W3DModelDraw ModuleTag_01
6856      DefaultConditionState
6857        Model = CBSandBW4c
6858      End
6859      ConditionState = RUBBLE
6860        Model = CBSandBW3s_E  ; yep
6861      End
6862    End
6863  
6864  
6865    ; ***DESIGN parameters ***
6866    DisplayName      = OBJECT:SandBagWall
6867    EditorSorting   = MISC_MAN_MADE
6868    KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE
6869    FenceWidth      = 9.0 ; Spacing used by the fence tool in worldbuilder.
6870    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
6871  
6872    ; *** ENGINEERING Parameters ***  
6873    Body            = ActiveBody ModuleTag_02
6874      MaxHealth       = 1.0
6875      InitialHealth   = 1.0
6876    End
6877    Shadow          = SHADOW_VOLUME
6878  
6879    Behavior            = ToppleUpdate ModuleTag_03
6880      ToppleFX = FX_SandWallTopple
6881      ToppleLeftOrRightOnly = Yes
6882      ReorientToppledRubble = Yes
6883      BounceVelocityPercent = 0% ; most walls shouldn't bounce at all   (default: 30%)
6884      InitialAccelPercent = 3%   ; fences accelerate faster than trees (default: 1%)
6885    End
6886    Behavior = SlowDeathBehavior ModuleTag_04
6887      SinkRate          = 2     ; in Dist/Sec
6888      SinkDelay         = 5000
6889      DestructionDelay  = 10000
6890    End
6891  
6892    Geometry            = BOX
6893    GeometryMajorRadius = 18.5.0
6894    GeometryMinorRadius = 4.0
6895    GeometryHeight      = 10.0
6896    GeometryIsSmall     = No
6897  
6898  End
6899  
6900  
6901  ;------------------------------------------------------------------------------
6902  Object SandbagPile01
6903  
6904    ; *** ART Parameters ***
6905    Draw = W3DModelDraw ModuleTag_01
6906      DefaultConditionState
6907        Model = CBSandBWX1
6908      End
6909      ConditionState = RUBBLE
6910        Model = CBSandBW1_E     ; yes, that's right
6911      End
6912    End
6913  
6914  
6915    ; ***DESIGN parameters ***
6916    EditorSorting   = MISC_MAN_MADE
6917    KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE 
6918    FenceWidth      = 10.0 ; Spacing used by the fence tool in worldbuilder.
6919    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
6920    CrushableLevel  = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6921  
6922    ; *** ENGINEERING Parameters ***  
6923    Body            = ActiveBody ModuleTag_02
6924      MaxHealth       = 1.0
6925      InitialHealth   = 1.0
6926    End
6927    Shadow          = SHADOW_VOLUME
6928  
6929    Behavior = SlowDeathBehavior ModuleTag_03
6930      SinkRate          = 2     ; in Dist/Sec
6931      SinkDelay         = 14000
6932      DestructionDelay  = 20000
6933      FX                = INITIAL FX_SandbagPileGoesPoof
6934    End
6935  
6936    Geometry            = BOX
6937    GeometryMajorRadius = 5.0
6938    GeometryMinorRadius = 1.0
6939    GeometryHeight      = 1.0
6940    GeometryIsSmall     = No
6941  
6942  End
6943  
6944  
6945  ;------------------------------------------------------------------------------
6946  Object SandbagPile02
6947  
6948    ; *** ART Parameters ***
6949    Draw = W3DModelDraw ModuleTag_01
6950      DefaultConditionState
6951        Model = CBSandBWX2
6952      End
6953      ConditionState = RUBBLE
6954        Model = CBSandBW1_E     ; yes, that's right
6955      End
6956    End
6957  
6958  
6959    ; ***DESIGN parameters ***
6960    EditorSorting   = MISC_MAN_MADE
6961    KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE 
6962    FenceWidth      = 7.0 ; Spacing used by the fence tool in worldbuilder.
6963    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
6964    CrushableLevel  = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6965  
6966    ; *** ENGINEERING Parameters ***  
6967    Body            = ActiveBody ModuleTag_02
6968      MaxHealth       = 1.0
6969      InitialHealth   = 1.0
6970    End
6971    Shadow          = SHADOW_VOLUME
6972  
6973    Behavior = SlowDeathBehavior ModuleTag_03
6974      SinkRate          = 2     ; in Dist/Sec
6975      SinkDelay         = 14000
6976      DestructionDelay  = 20000
6977      FX                = INITIAL FX_SandbagPileGoesPoof
6978    End
6979  
6980    Geometry            = BOX
6981    GeometryMajorRadius = 4.0
6982    GeometryMinorRadius = 1.0
6983    GeometryHeight      = 1.0
6984    GeometryIsSmall     = No
6985  
6986  End
6987  
6988  
6989  ;------------------------------------------------------------------------------
6990  Object SandbagPile03
6991  
6992    ; *** ART Parameters ***
6993    Draw = W3DModelDraw ModuleTag_01
6994      DefaultConditionState
6995        Model = CBSandBWX3
6996      End
6997      ConditionState = RUBBLE
6998        Model = CBSandBW1_E     ; yes, that's right
6999      End
7000    End
7001  
7002    ; ***DESIGN parameters ***
7003    EditorSorting   = MISC_MAN_MADE
7004    KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE 
7005    FenceWidth      = 10.0 ; Spacing used by the fence tool in worldbuilder.
7006    FenceXOffset    = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
7007    CrushableLevel  = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7008  
7009    ; *** ENGINEERING Parameters ***  
7010    Body            = ActiveBody ModuleTag_02
7011      MaxHealth       = 1.0
7012      InitialHealth   = 1.0
7013    End
7014    Shadow          = SHADOW_VOLUME
7015  
7016    Behavior = SlowDeathBehavior ModuleTag_03
7017      SinkRate          = 2     ; in Dist/Sec
7018      SinkDelay         = 14000
7019      DestructionDelay  = 20000
7020      FX                = INITIAL FX_SandbagPileGoesPoof
7021    End
7022  
7023    Geometry            = BOX
7024    GeometryMajorRadius = 5.0
7025    GeometryMinorRadius = 1.0
7026    GeometryHeight      = 1.0
7027    GeometryIsSmall     = No
7028  
7029  End
7030  
7031  
7032  ;------------------------------------------------------------------------------
7033  Object DockCommercial
7034  
7035    ; *** ART Parameters ***
7036    Draw = W3DModelDraw ModuleTag_01
7037      DefaultConditionState
7038        Model = PMDock01
7039      End
7040    End
7041  
7042    ; ***DESIGN parameters ***
7043    DisplayName      = OBJECT:Dock
7044    EditorSorting   = MISC_MAN_MADE
7045    KindOf = IMMOBILE
7046  
7047    ;***AUDIO parameters ***
7048    SoundAmbient = DocksUrbanBirdsAmbience
7049  
7050  
7051    ; *** ENGINEERING Parameters ***  
7052    Body            = ActiveBody ModuleTag_02
7053      MaxHealth       = 1.0
7054      InitialHealth   = 1.0
7055    End
7056    Shadow          = SHADOW_VOLUME
7057    
7058  End
7059  
7060  ;------------------------------------------------------------------------------
7061  Object DockPieceStraight
7062  
7063    ; *** ART Parameters ***
7064    Draw = W3DModelDraw ModuleTag_01
7065      DefaultConditionState
7066        Model = PMDock02
7067      End
7068    End
7069  
7070    ; ***DESIGN parameters ***
7071    DisplayName      = OBJECT:Dock
7072    EditorSorting   = MISC_MAN_MADE
7073    KindOf = IMMOBILE
7074  
7075    ; *** ENGINEERING Parameters ***  
7076    Body            = ActiveBody ModuleTag_02
7077      MaxHealth       = 1.0
7078      InitialHealth   = 1.0
7079    End
7080    Shadow          = SHADOW_VOLUME
7081    
7082  End
7083  
7084  ;------------------------------------------------------------------------------
7085  Object DockPieceStraightShort
7086  
7087    ; *** ART Parameters ***
7088    Draw = W3DModelDraw ModuleTag_01
7089      DefaultConditionState
7090        Model = PMDock07
7091      End
7092    End
7093  
7094    ; ***DESIGN parameters ***
7095    DisplayName      = OBJECT:Dock
7096    EditorSorting   = MISC_MAN_MADE
7097    KindOf = IMMOBILE
7098  
7099    ; *** ENGINEERING Parameters ***  
7100    Body            = ActiveBody ModuleTag_02
7101      MaxHealth       = 1.0
7102      InitialHealth   = 1.0
7103    End
7104    Shadow          = SHADOW_VOLUME
7105    
7106  End
7107  
7108  ;------------------------------------------------------------------------------
7109  Object DockPeiceStraightEnd1
7110  
7111    ; *** ART Parameters ***
7112    Draw = W3DModelDraw ModuleTag_01
7113      DefaultConditionState
7114        Model = PMDock03
7115      End
7116    End
7117  
7118    ; ***DESIGN parameters ***
7119    DisplayName      = OBJECT:Dock
7120    EditorSorting   = MISC_MAN_MADE
7121    KindOf = IMMOBILE
7122  
7123    ; *** ENGINEERING Parameters ***  
7124    Body            = ActiveBody ModuleTag_02
7125      MaxHealth       = 1.0
7126      InitialHealth   = 1.0
7127    End
7128    Shadow          = SHADOW_VOLUME
7129    
7130  End
7131  
7132  ;------------------------------------------------------------------------------
7133  Object DockPeiceStraightEnd2
7134  
7135    ; *** ART Parameters ***
7136    Draw = W3DModelDraw ModuleTag_01
7137      DefaultConditionState
7138        Model = PMDock04
7139      End
7140    End
7141  
7142    ; ***DESIGN parameters ***
7143    DisplayName      = OBJECT:Dock
7144    EditorSorting   = MISC_MAN_MADE
7145    KindOf = IMMOBILE
7146  
7147    ; *** ENGINEERING Parameters ***  
7148    Body            = ActiveBody ModuleTag_02
7149      MaxHealth       = 1.0
7150      InitialHealth   = 1.0
7151    End
7152    Shadow          = SHADOW_VOLUME
7153    
7154  End
7155  
7156  ;------------------------------------------------------------------------------
7157  Object DockPeiceCorner1
7158  
7159    ; *** ART Parameters ***
7160    Draw = W3DModelDraw ModuleTag_01
7161      DefaultConditionState
7162        Model = PMDock05
7163      End
7164    End
7165  
7166    ; ***DESIGN parameters ***
7167    DisplayName      = OBJECT:Dock
7168    EditorSorting   = MISC_MAN_MADE
7169    KindOf = IMMOBILE
7170  
7171    ; *** ENGINEERING Parameters ***  
7172    Body            = ActiveBody ModuleTag_02
7173      MaxHealth       = 1.0
7174      InitialHealth   = 1.0
7175    End
7176    Shadow          = SHADOW_VOLUME
7177    
7178  End
7179  
7180  ;------------------------------------------------------------------------------
7181  Object DockPeiceCorner1short
7182  
7183    ; *** ART Parameters ***
7184    Draw = W3DModelDraw ModuleTag_01
7185      DefaultConditionState
7186        Model = PMDock09
7187      End
7188    End
7189  
7190    ; ***DESIGN parameters ***
7191    DisplayName      = OBJECT:Dock
7192    EditorSorting   = MISC_MAN_MADE
7193    KindOf = IMMOBILE
7194  
7195    ; *** ENGINEERING Parameters ***  
7196    Body            = ActiveBody ModuleTag_02
7197      MaxHealth       = 1.0
7198      InitialHealth   = 1.0
7199    End
7200    Shadow          = SHADOW_VOLUME
7201    
7202  End
7203  
7204  ;------------------------------------------------------------------------------
7205  Object DockPeiceCorner2
7206  
7207    ; *** ART Parameters ***
7208    Draw = W3DModelDraw ModuleTag_01
7209      DefaultConditionState
7210        Model = PMDock06
7211      End
7212    End
7213  
7214    ; ***DESIGN parameters ***
7215    DisplayName      = OBJECT:Dock
7216    EditorSorting   = MISC_MAN_MADE
7217    KindOf = IMMOBILE
7218  
7219    ; *** ENGINEERING Parameters ***  
7220    Body            = ActiveBody ModuleTag_02
7221      MaxHealth       = 1.0
7222      InitialHealth   = 1.0
7223    End
7224    Shadow          = SHADOW_VOLUME
7225    
7226  End
7227  
7228  ;------------------------------------------------------------------------------
7229  Object DockPeiceCorner2short
7230  
7231    ; *** ART Parameters ***
7232    Draw = W3DModelDraw ModuleTag_01
7233      DefaultConditionState
7234        Model = PMDock08
7235      End
7236    End
7237  
7238    ; ***DESIGN parameters ***
7239    DisplayName      = OBJECT:Dock
7240    EditorSorting   = MISC_MAN_MADE
7241    KindOf = IMMOBILE
7242  
7243    ; *** ENGINEERING Parameters ***  
7244    Body            = ActiveBody ModuleTag_02
7245      MaxHealth       = 1.0
7246      InitialHealth   = 1.0
7247    End
7248    Shadow          = SHADOW_VOLUME
7249    
7250  End
7251  
7252  ;------------------------------------------------------------------------------
7253  Object GardenWell
7254  
7255    ; *** ART Parameters ***
7256    Draw = W3DModelDraw ModuleTag_01
7257      DefaultConditionState
7258        Model = PAChWell
7259      End
7260      ConditionState = DAMAGED
7261        Model = PAChWell_D
7262      End
7263    End
7264  
7265    ; ***DESIGN parameters ***
7266    DisplayName      = OBJECT:Prop
7267    EditorSorting   = MISC_MAN_MADE
7268    KindOf = IMMOBILE CLEARED_BY_BUILD
7269  
7270    ; *** ENGINEERING Parameters ***  
7271    Body            = ActiveBody ModuleTag_02
7272      MaxHealth       = 1.0
7273      InitialHealth   = 1.0
7274    End
7275    Shadow          = SHADOW_VOLUME
7276    
7277  End
7278  
7279  ;------------------------------------------------------------------------------
7280  Object GardenPathLantern02
7281  
7282    ; *** ART Parameters ***
7283    Draw = W3DModelDraw ModuleTag_01
7284      DefaultConditionState
7285        Model = PAChnLntn02
7286      End
7287      ConditionState = DAMAGED
7288        Model = PAChnLntn02_D
7289      End
7290    End
7291  
7292    ; ***DESIGN parameters ***
7293    DisplayName      = OBJECT:Prop
7294    EditorSorting   = MISC_MAN_MADE
7295    KindOf = IMMOBILE CLEARED_BY_BUILD
7296  
7297    ; *** ENGINEERING Parameters ***  
7298    Body            = ActiveBody ModuleTag_02
7299      MaxHealth       = 1.0
7300      InitialHealth   = 1.0
7301    End
7302    Shadow          = SHADOW_VOLUME
7303    
7304    Behavior = DestroyDie ModuleTag_09
7305      DeathTypes = ALL
7306    End
7307    
7308    ; An Explosive Death
7309    Behavior = FXListDie ModuleTag_10
7310      DeathTypes = ALL -CRUSHED
7311      DeathFX = FX_PropExplode
7312    End
7313    
7314  End
7315  
7316  ;------------------------------------------------------------------------------
7317  Object GardenPathLantern01
7318  
7319    ; *** ART Parameters ***
7320    Draw = W3DModelDraw ModuleTag_01
7321      DefaultConditionState
7322        Model = PAChnLntn01
7323      End
7324      ConditionState = DAMAGED
7325        Model = PAChnLntn01_D
7326      End
7327    End
7328  
7329    ; ***DESIGN parameters ***
7330    DisplayName      = OBJECT:Prop
7331    EditorSorting   = MISC_MAN_MADE
7332    KindOf = IMMOBILE CLEARED_BY_BUILD
7333  
7334    ; *** ENGINEERING Parameters ***  
7335    Body            = ActiveBody ModuleTag_02
7336      MaxHealth       = 1.0
7337      InitialHealth   = 1.0
7338    End
7339    Shadow          = SHADOW_VOLUME
7340    
7341    Behavior = DestroyDie ModuleTag_09
7342      DeathTypes = ALL
7343    End
7344    
7345    ; An Explosive Death
7346    Behavior = FXListDie ModuleTag_10
7347      DeathTypes = ALL -CRUSHED
7348      DeathFX = FX_PropExplode
7349    End
7350    
7351  End
7352  
7353  ;------------------------------------------------------------------------------
7354  Object AncientWoodenGate02
7355  
7356    ; *** ART Parameters ***
7357    Draw = W3DModelDraw ModuleTag_01
7358      DefaultConditionState
7359        Model = PAAnWdGte02
7360      End
7361      ConditionState = DAMAGED
7362        Model = PAAnWdGte02_D
7363      End
7364    End
7365  
7366    ; ***DESIGN parameters ***
7367    DisplayName      = OBJECT:Prop
7368    EditorSorting   = MISC_MAN_MADE
7369    KindOf = IMMOBILE CLEARED_BY_BUILD
7370  
7371    ; *** ENGINEERING Parameters ***  
7372    Body            = ActiveBody ModuleTag_02
7373      MaxHealth       = 1.0
7374      InitialHealth   = 1.0
7375    End
7376    Shadow          = SHADOW_VOLUME
7377    
7378    Behavior = DestroyDie ModuleTag_09
7379      DeathTypes = ALL
7380    End
7381    
7382    ; An Explosive Death
7383    Behavior = FXListDie ModuleTag_10
7384      DeathTypes = ALL -CRUSHED
7385      DeathFX = FX_PropExplode
7386    End
7387    
7388  End
7389  
7390  ;------------------------------------------------------------------------------
7391  Object AncientWoodenGate01
7392  
7393    ; *** ART Parameters ***
7394    Draw = W3DModelDraw ModuleTag_01
7395      DefaultConditionState
7396        Model = PAWdGate
7397      End
7398      ConditionState = DAMAGED
7399        Model = PAWdGate_D
7400      End
7401    End
7402  
7403    ; ***DESIGN parameters ***
7404    DisplayName      = OBJECT:Prop
7405    EditorSorting   = MISC_MAN_MADE
7406    KindOf = IMMOBILE CLEARED_BY_BUILD
7407  
7408    ; *** ENGINEERING Parameters ***  
7409    Body            = ActiveBody ModuleTag_02
7410      MaxHealth       = 1.0
7411      InitialHealth   = 1.0
7412    End
7413    Shadow          = SHADOW_VOLUME
7414    
7415    Behavior = DestroyDie ModuleTag_09
7416      DeathTypes = ALL
7417    End
7418    
7419    ; An Explosive Death
7420    Behavior = FXListDie ModuleTag_10
7421      DeathTypes = ALL -CRUSHED
7422      DeathFX = FX_PropExplode
7423    End
7424    
7425  End
7426  
7427  ;------------------------------------------------------------------------------
7428  Object AncientGiantBell
7429  
7430    ; *** ART Parameters ***
7431    Draw = W3DModelDraw ModuleTag_01
7432      DefaultConditionState
7433        Model = PABell
7434      End
7435      ConditionState = DAMAGED
7436        Model = PABell_D
7437      End
7438    End
7439  
7440    ; ***DESIGN parameters ***
7441    DisplayName      = OBJECT:Prop
7442    EditorSorting   = MISC_MAN_MADE
7443    KindOf = IMMOBILE
7444    ;*** AUDIO parameters ***
7445    SoundAmbient = Amb_MountainBell
7446  
7447    ; *** ENGINEERING Parameters ***  
7448    Body            = ActiveBody ModuleTag_02
7449      MaxHealth       = 1.0
7450      InitialHealth   = 1.0
7451    End
7452    
7453    Behavior = DestroyDie ModuleTag_09
7454      DeathTypes = ALL
7455    End
7456    
7457    ; An Explosive Death
7458    Behavior = FXListDie ModuleTag_10
7459      DeathTypes = ALL -CRUSHED
7460      DeathFX = FX_PropExplode
7461    End
7462    Shadow          = SHADOW_VOLUME
7463    Geometry              = BOX
7464    GeometryMajorRadius   = 16.0
7465    GeometryMinorRadius   = 25.0
7466    GeometryHeight        = 21.0
7467    GeometryIsSmall       = No
7468    
7469  End
7470  
7471  ;------------------------------------------------------------------------------
7472  Object DecorativeBanners
7473  
7474    ; *** ART Parameters ***
7475    Draw = W3DModelDraw ModuleTag_01
7476      DefaultConditionState
7477        Model = PADecBnnr
7478      End
7479      ConditionState = DAMAGED
7480        Model = PADecBnnr_D
7481      End
7482    End
7483  
7484    ; ***DESIGN parameters ***
7485    DisplayName      = OBJECT:Prop
7486    EditorSorting   = MISC_MAN_MADE
7487    KindOf = IMMOBILE CLEARED_BY_BUILD
7488   
7489    ; *** ENGINEERING Parameters ***  
7490    Body            = ActiveBody ModuleTag_02
7491      MaxHealth       = 1.0
7492      InitialHealth   = 1.0
7493    End
7494    
7495    Behavior = ToppleUpdate ModuleTag_03
7496      ToppleFX = FX_ToppleLampPost
7497      BounceFX = FX_LampPostBounce
7498    End
7499    Behavior = SlowDeathBehavior ModuleTag_04
7500      DeathTypes = NONE +TOPPLED
7501      SinkRate          = 2     ; in Dist/Sec
7502      SinkDelay         = 14000
7503      DestructionDelay  = 20000
7504    End
7505    Behavior = DestroyDie ModuleTag_05
7506      DeathTypes = ALL -TOPPLED
7507    End
7508    Shadow          = SHADOW_VOLUME
7509    
7510  End
7511  
7512  ;------------------------------------------------------------------------------
7513  Object AncientPondDock
7514  
7515    ; *** ART Parameters ***
7516    Draw = W3DModelDraw ModuleTag_01
7517      DefaultConditionState
7518        Model = PAWdDock
7519      End
7520      ConditionState = DAMAGED
7521        Model = PAWdDock_D
7522      End
7523    End
7524  
7525    ; ***DESIGN parameters ***
7526    DisplayName      = OBJECT:Prop
7527    EditorSorting   = MISC_MAN_MADE
7528    KindOf = IMMOBILE CLEARED_BY_BUILD
7529  
7530    ; ***AUDIO parameters ***
7531    SoundAmbient = Amb_UrbanParkDucks
7532  
7533    ; *** ENGINEERING Parameters ***  
7534    Body            = ActiveBody ModuleTag_02
7535      MaxHealth       = 1.0
7536      InitialHealth   = 1.0
7537    End
7538    Shadow          = SHADOW_VOLUME
7539    
7540    Behavior = DestroyDie ModuleTag_09
7541      DeathTypes = ALL
7542    End
7543    
7544    ; An Explosive Death
7545    Behavior = FXListDie ModuleTag_10
7546      DeathTypes = ALL -CRUSHED
7547      DeathFX = FX_PropExplode
7548    End
7549    
7550  End
7551  
7552  ;------------------------------------------------------------------------------
7553  Object AncientGazebo
7554  
7555    ; *** ART Parameters ***
7556    Draw = W3DModelDraw ModuleTag_01
7557      DefaultConditionState
7558        Model = PACnsGzbo
7559      End
7560      ConditionState = DAMAGED
7561        Model = PACnsGzbo_D
7562      End
7563    End
7564  
7565    ; ***DESIGN parameters ***
7566    DisplayName      = OBJECT:Prop
7567    EditorSorting   = MISC_MAN_MADE
7568    KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD
7569    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7570  
7571    ; ***AUDIO parameters ***
7572    SoundAmbient = ParkChimes
7573  
7574    ; *** ENGINEERING Parameters ***  
7575    Body            = ActiveBody ModuleTag_02
7576      MaxHealth       = 1.0
7577      InitialHealth   = 1.0
7578    End
7579    
7580    
7581    Behavior = DestroyDie ModuleTag_09
7582      DeathTypes = ALL
7583    End
7584    
7585    ; An Explosive Death
7586    Behavior = FXListDie ModuleTag_10
7587      DeathTypes = ALL -CRUSHED
7588      DeathFX = FX_PropExplode
7589    End
7590    
7591    
7592    ; A crushing defeat
7593    Behavior = FXListDie ModuleTag_11
7594      DeathTypes = NONE +CRUSHED
7595      DeathFX = FX_PropCrush
7596    End
7597    
7598    Shadow          = SHADOW_VOLUME
7599    Geometry = CYLINDER
7600    GeometryMajorRadius = 10.0
7601    GeometryHeight = 2 
7602    GeometryIsSmall = YES
7603    
7604  End
7605  
7606  ;------------------------------------------------------------------------------
7607  Object AncientSoldierStatue01
7608  
7609    ; *** ART Parameters ***
7610    Draw = W3DModelDraw ModuleTag_01
7611      DefaultConditionState
7612        Model = PASoldr
7613      End
7614      ConditionState = DAMAGED
7615        Model = PASoldr_D
7616      End
7617    End
7618  
7619    ; ***DESIGN parameters ***
7620    DisplayName      = OBJECT:Prop
7621    EditorSorting   = MISC_MAN_MADE
7622  
7623    ; *** ENGINEERING Parameters ***  
7624    KindOf                = IMMOBILE CLEARED_BY_BUILD
7625    Body            = ActiveBody ModuleTag_02
7626      MaxHealth       = 1
7627      InitialHealth   = 1
7628    End
7629  
7630  Behavior = ToppleUpdate ModuleTag_03
7631      ToppleFX = FX_ToppleLampPost
7632      BounceFX = FX_LampPostBounce
7633    End
7634    Behavior = SlowDeathBehavior ModuleTag_04
7635      DeathTypes = NONE +TOPPLED
7636      SinkRate          = 2     ; in Dist/Sec
7637      SinkDelay         = 14000
7638      DestructionDelay  = 20000
7639    End
7640    Behavior = DestroyDie ModuleTag_05
7641      DeathTypes = ALL -TOPPLED
7642    End
7643  
7644    
7645  
7646    Shadow          = SHADOW_VOLUME
7647    
7648  End
7649  
7650  ;------------------------------------------------------------------------------
7651  Object AncientSoldierStatue02
7652  
7653    ; *** ART Parameters ***
7654    Draw = W3DModelDraw ModuleTag_01
7655      DefaultConditionState
7656        Model = PATrcSldr02
7657      End
7658      ConditionState = DAMAGED
7659        Model = PATrcSldr02_D
7660      End
7661    End
7662  
7663    ; ***DESIGN parameters ***
7664    DisplayName      = OBJECT:Prop
7665      EditorSorting   = MISC_MAN_MADE
7666    KindOf = IMMOBILE CLEARED_BY_BUILD
7667    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7668  
7669    ; *** ENGINEERING Parameters ***  
7670    Body            = ActiveBody ModuleTag_02
7671    End
7672    
7673    
7674    Behavior = DestroyDie ModuleTag_09
7675      DeathTypes = ALL
7676    End
7677    
7678    ; An Explosive Death
7679    Behavior = FXListDie ModuleTag_10
7680      DeathTypes = ALL -CRUSHED
7681      DeathFX = FX_PropExplode
7682    End
7683    
7684    
7685    ; A crushing defeat
7686    Behavior = FXListDie ModuleTag_11
7687      DeathTypes = NONE +CRUSHED
7688      DeathFX = FX_PropCrush
7689    End
7690    
7691    Shadow          = SHADOW_VOLUME
7692    Geometry              = BOX
7693    GeometryMajorRadius   = 8.0
7694    GeometryMinorRadius   = 3.0
7695    GeometryHeight        = 2
7696    GeometryIsSmall       = YES
7697    
7698  End
7699  
7700  ;------------------------------------------------------------------------------
7701  Object BurningTrashPile
7702  
7703    ; *** ART Parameters ***
7704    Draw = W3DModelDraw ModuleTag_01
7705      DefaultConditionState
7706        Model = PMBrnTrshPl
7707      End
7708    End
7709  
7710    ; ***DESIGN parameters ***
7711    DisplayName      = OBJECT:Prop
7712      EditorSorting   = MISC_MAN_MADE
7713    KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD
7714    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7715  
7716    ; *** ENGINEERING Parameters ***  
7717    Body            = ActiveBody ModuleTag_02
7718      MaxHealth       = 1.0
7719      InitialHealth   = 1.0
7720    End
7721    
7722    
7723    Behavior = DestroyDie ModuleTag_09
7724      DeathTypes = ALL
7725    End
7726    
7727    ; An Explosive Death
7728    Behavior = FXListDie ModuleTag_10
7729      DeathTypes = ALL -CRUSHED
7730      DeathFX = FX_PropExplode
7731    End
7732    
7733    
7734    ; A crushing defeat
7735    Behavior = FXListDie ModuleTag_11
7736      DeathTypes = NONE +CRUSHED
7737      DeathFX = FX_PropCrush
7738    End
7739    
7740    Shadow          = SHADOW_VOLUME
7741    Geometry = BOX
7742    GeometryMajorRadius = 8.0
7743    GeometryMinorRadius = 7.0
7744    GeometryHeight = 2 
7745    GeometryIsSmall = Yes
7746    
7747  End
7748  
7749  ;------------------------------------------------------------------------------
7750  Object BurntRubble01
7751  
7752    ; *** ART Parameters ***
7753    Draw = W3DModelDraw ModuleTag_01
7754      DefaultConditionState
7755        Model = PMRubble1
7756      End
7757    End
7758  
7759    ; ***DESIGN parameters ***
7760    DisplayName      = OBJECT:Prop
7761    EditorSorting   = MISC_MAN_MADE
7762    KindOf = IMMOBILE CLEARED_BY_BUILD
7763  
7764    ; *** ENGINEERING Parameters ***  
7765    Body            = ActiveBody ModuleTag_02
7766      MaxHealth       = 1.0
7767      InitialHealth   = 1.0
7768    End
7769    Shadow          = SHADOW_VOLUME
7770    
7771    Behavior = DestroyDie ModuleTag_09
7772      DeathTypes = ALL
7773    End
7774    
7775    ; An Explosive Death
7776    Behavior = FXListDie ModuleTag_10
7777      DeathTypes = ALL -CRUSHED
7778      DeathFX = FX_PropExplode
7779    End
7780    
7781  End
7782  
7783  ;------------------------------------------------------------------------------
7784  Object BurntRubble02
7785  
7786    ; *** ART Parameters ***
7787    Draw = W3DModelDraw ModuleTag_01
7788      DefaultConditionState
7789        Model = PMRubble2
7790      End
7791    End
7792  
7793    ; ***DESIGN parameters ***
7794    DisplayName      = OBJECT:Prop
7795    EditorSorting   = MISC_MAN_MADE
7796    KindOf = IMMOBILE CLEARED_BY_BUILD
7797  
7798    ; *** ENGINEERING Parameters ***  
7799    Body            = ActiveBody ModuleTag_02
7800      MaxHealth       = 1.0
7801      InitialHealth   = 1.0
7802    End
7803    Shadow          = SHADOW_VOLUME
7804    
7805    Behavior = DestroyDie ModuleTag_09
7806      DeathTypes = ALL
7807    End
7808    
7809    ; An Explosive Death
7810    Behavior = FXListDie ModuleTag_10
7811      DeathTypes = ALL -CRUSHED
7812      DeathFX = FX_PropExplode
7813    End
7814    
7815  End
7816  
7817  ;------------------------------------------------------------------------------
7818  Object BurntTruckHulk
7819  
7820    ; *** ART Parameters ***
7821    Draw = W3DModelDraw ModuleTag_01
7822      DefaultConditionState
7823        Model = PMBrntTrk
7824      End
7825    End
7826  
7827    ; ***DESIGN parameters ***
7828    DisplayName      = OBJECT:Prop
7829      EditorSorting   = MISC_MAN_MADE
7830    KindOf = IMMOBILE SELECTABLE
7831    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7832  
7833    ; *** ENGINEERING Parameters ***  
7834    Body            = ActiveBody ModuleTag_02
7835      MaxHealth       = 1.0
7836      InitialHealth   = 1.0
7837    End
7838    
7839    
7840    Behavior = DestroyDie ModuleTag_09
7841      DeathTypes = ALL
7842    End
7843    
7844    ; An Explosive Death
7845    Behavior = FXListDie ModuleTag_10
7846      DeathTypes = ALL -CRUSHED
7847      DeathFX = FX_PropExplode
7848    End
7849    
7850    
7851    ; A crushing defeat
7852    Behavior = FXListDie ModuleTag_11
7853      DeathTypes = NONE +CRUSHED
7854      DeathFX = FX_PropCrush
7855    End
7856    
7857    Shadow          = SHADOW_VOLUME
7858    Geometry = BOX
7859    GeometryMajorRadius = 14.0
7860    GeometryMinorRadius = 5.0
7861    GeometryHeight = 2     
7862    GeometryIsSmall = Yes
7863    
7864  End
7865  
7866  ;------------------------------------------------------------------------------
7867  Object BurntCarHulk
7868  
7869    ; *** ART Parameters ***
7870    Draw = W3DModelDraw ModuleTag_01
7871      DefaultConditionState
7872        Model = PMburntcar2
7873      End
7874    End
7875  
7876    ; ***DESIGN parameters ***
7877    DisplayName      = OBJECT:Prop
7878    EditorSorting   = MISC_MAN_MADE
7879    KindOf = IMMOBILE
7880  
7881    ; *** ENGINEERING Parameters ***  
7882    Body            = ActiveBody ModuleTag_02
7883      MaxHealth       = 1.0
7884      InitialHealth   = 1.0
7885    End
7886    Shadow          = SHADOW_VOLUME
7887    
7888    Behavior = DestroyDie ModuleTag_09
7889      DeathTypes = ALL
7890    End
7891    
7892    ; An Explosive Death
7893    Behavior = FXListDie ModuleTag_10
7894      DeathTypes = ALL -CRUSHED
7895      DeathFX = FX_PropExplode
7896    End
7897    
7898  End
7899  
7900  ;------------------------------------------------------------------------------
7901  Object CementChunks01
7902  
7903    ; *** ART Parameters ***
7904    Draw = W3DModelDraw ModuleTag_01
7905      DefaultConditionState
7906        Model = PMcemblk1
7907      End
7908      ConditionState = DAMAGED
7909        Model = PMcemblk1_D
7910      End
7911    End
7912  
7913    ; ***DESIGN parameters ***
7914    DisplayName      = OBJECT:Prop
7915    EditorSorting   = MISC_MAN_MADE
7916    KindOf = IMMOBILE CLEARED_BY_BUILD
7917  
7918    ; *** ENGINEERING Parameters ***  
7919    Body            = ActiveBody ModuleTag_02
7920      MaxHealth       = 1.0
7921      InitialHealth   = 1.0
7922    End
7923    Shadow          = SHADOW_VOLUME
7924    
7925    Behavior = DestroyDie ModuleTag_09
7926      DeathTypes = ALL
7927    End
7928    
7929    ; An Explosive Death
7930    Behavior = FXListDie ModuleTag_10
7931      DeathTypes = ALL -CRUSHED
7932      DeathFX = FX_PropExplode
7933    End
7934    
7935  End
7936  
7937  ;------------------------------------------------------------------------------
7938  Object CementChunks02
7939  
7940    ; *** ART Parameters ***
7941    Draw = W3DModelDraw ModuleTag_01
7942      DefaultConditionState
7943        Model = PMcemblk2
7944      End
7945      ConditionState = DAMAGED
7946        Model = PMcemblk2_D
7947      End
7948    End
7949  
7950    ; ***DESIGN parameters ***
7951    DisplayName      = OBJECT:Prop
7952    EditorSorting   = MISC_MAN_MADE
7953    KindOf = IMMOBILE CLEARED_BY_BUILD
7954  
7955    ; *** ENGINEERING Parameters ***  
7956    Body            = ActiveBody ModuleTag_02
7957      MaxHealth       = 1.0
7958      InitialHealth   = 1.0
7959    End
7960    Shadow          = SHADOW_VOLUME
7961    
7962    Behavior = DestroyDie ModuleTag_09
7963      DeathTypes = ALL
7964    End
7965    
7966    ; An Explosive Death
7967    Behavior = FXListDie ModuleTag_10
7968      DeathTypes = ALL -CRUSHED
7969      DeathFX = FX_PropExplode
7970    End
7971    
7972  End
7973  
7974  ;------------------------------------------------------------------------------
7975  Object LongTable01
7976  
7977    ; *** ART Parameters ***
7978    Draw = W3DModelDraw ModuleTag_01
7979      DefaultConditionState
7980        Model = PATlongtbl
7981      End
7982      ConditionState = DAMAGED
7983        Model = PATlongtbl_D
7984      End
7985    End
7986  
7987    ; ***DESIGN parameters ***
7988    DisplayName      = OBJECT:Prop
7989    EditorSorting   = MISC_MAN_MADE
7990    KindOf = IMMOBILE CLEARED_BY_BUILD
7991  
7992    ; *** ENGINEERING Parameters ***  
7993    Body            = ActiveBody ModuleTag_02
7994      MaxHealth       = 1.0
7995      InitialHealth   = 1.0
7996    End
7997    Shadow          = SHADOW_VOLUME
7998    
7999    Behavior = DestroyDie ModuleTag_09
8000      DeathTypes = ALL
8001    End
8002    
8003    ; An Explosive Death
8004    Behavior = FXListDie ModuleTag_10
8005      DeathTypes = ALL -CRUSHED
8006      DeathFX = FX_PropExplode
8007    End
8008    
8009  End
8010  
8011  ;------------------------------------------------------------------------------
8012  Object SidewalkCafeSet
8013  
8014    ; *** ART Parameters ***
8015    Draw = W3DModelDraw ModuleTag_01
8016      DefaultConditionState
8017        Model = pmcafeset
8018      End
8019      ConditionState = DAMAGED
8020        Model = pmcafeset_D
8021      End
8022    End
8023  
8024    ; ***DESIGN parameters ***
8025    DisplayName      = OBJECT:Prop
8026    EditorSorting   = MISC_MAN_MADE
8027    KindOf = IMMOBILE CLEARED_BY_BUILD
8028  
8029    ; *** ENGINEERING Parameters ***  
8030    Body            = ActiveBody ModuleTag_02
8031      MaxHealth       = 1.0
8032      InitialHealth   = 1.0
8033    End
8034    Shadow          = SHADOW_VOLUME
8035    
8036    Behavior = DestroyDie ModuleTag_09
8037      DeathTypes = ALL
8038    End
8039    
8040    ; An Explosive Death
8041    Behavior = FXListDie ModuleTag_10
8042      DeathTypes = ALL -CRUSHED
8043      DeathFX = FX_PropExplode
8044    End
8045    
8046  End
8047  
8048  ;------------------------------------------------------------------------------
8049  Object Banners
8050  
8051    ; *** ART Parameters ***
8052    Draw = W3DModelDraw ModuleTag_01
8053      DefaultConditionState
8054        Model = PMBanner
8055      End
8056      ConditionState = DAMAGED
8057        Model = PMBanner_D
8058      End
8059    End
8060  
8061    ; ***DESIGN parameters ***
8062    DisplayName      = OBJECT:Prop
8063    EditorSorting   = MISC_MAN_MADE
8064    KindOf = IMMOBILE CLEARED_BY_BUILD
8065  
8066    ; *** ENGINEERING Parameters ***  
8067    Body            = ActiveBody ModuleTag_02
8068      MaxHealth       = 1.0
8069      InitialHealth   = 1.0
8070    End
8071    Shadow          = SHADOW_VOLUME
8072    Behavior = ToppleUpdate ModuleTag_03
8073      ToppleFX = FX_ToppleLampPost
8074      BounceFX = FX_LampPostBounce
8075    End
8076    Behavior = SlowDeathBehavior ModuleTag_04
8077      DeathTypes = NONE +TOPPLED
8078      SinkRate          = 2     ; in Dist/Sec
8079      SinkDelay         = 14000
8080      DestructionDelay  = 20000
8081    End
8082    Behavior = DestroyDie ModuleTag_05
8083      DeathTypes = ALL -TOPPLED
8084    End
8085    
8086  End
8087  
8088  ;------------------------------------------------------------------------------
8089  Object Tombstones01
8090  
8091    ; *** ART Parameters ***
8092    Draw = W3DModelDraw ModuleTag_01
8093      DefaultConditionState
8094        Model = pattombstn
8095      End
8096      ConditionState = DAMAGED
8097        Model = pattombstn_D
8098      End
8099    End
8100  
8101    ; ***DESIGN parameters ***
8102    DisplayName      = OBJECT:Prop
8103    EditorSorting   = MISC_MAN_MADE
8104    KindOf = IMMOBILE CLEARED_BY_BUILD
8105  
8106    ; *** ENGINEERING Parameters ***  
8107    Body            = ActiveBody ModuleTag_02
8108      MaxHealth       = 1.0
8109      InitialHealth   = 1.0
8110    End
8111    Shadow          = SHADOW_VOLUME
8112    
8113    Behavior = DestroyDie ModuleTag_09
8114      DeathTypes = ALL
8115    End
8116    
8117    ; An Explosive Death
8118    Behavior = FXListDie ModuleTag_10
8119      DeathTypes = ALL -CRUSHED
8120      DeathFX = FX_PropExplode
8121    End
8122    
8123  End
8124  
8125  ;------------------------------------------------------------------------------
8126  Object Tombs
8127  
8128    ; *** ART Parameters ***
8129    Draw = W3DModelDraw ModuleTag_01
8130      DefaultConditionState
8131        Model = PATtomb
8132      End
8133      ConditionState = DAMAGED
8134        Model = PATtomb_D
8135      End
8136    End
8137  
8138    ; ***DESIGN parameters ***
8139    DisplayName      = OBJECT:Prop
8140    EditorSorting   = MISC_MAN_MADE
8141    KindOf = IMMOBILE CLEARED_BY_BUILD
8142  
8143    ; *** ENGINEERING Parameters ***  
8144    Body            = ActiveBody ModuleTag_02
8145      MaxHealth       = 1.0
8146      InitialHealth   = 1.0
8147    End
8148    Shadow          = SHADOW_VOLUME
8149    
8150    Behavior = DestroyDie ModuleTag_09
8151      DeathTypes = ALL
8152    End
8153    
8154    ; An Explosive Death
8155    Behavior = FXListDie ModuleTag_10
8156      DeathTypes = ALL -CRUSHED
8157      DeathFX = FX_PropExplode
8158    End
8159    
8160  End
8161  
8162  ;------------------------------------------------------------------------------
8163  Object OldStreetLamppost
8164  
8165    ; *** ART Parameters ***
8166    Draw = W3DModelDraw ModuleTag_01
8167      DefaultConditionState
8168        Model = PMOStrLmp
8169      End
8170      ConditionState = DAMAGED
8171        Model = PMOStrLmp_D
8172      End
8173    End
8174  
8175    ; ***DESIGN parameters ***
8176    DisplayName      = OBJECT:Prop
8177    EditorSorting   = MISC_MAN_MADE
8178    KindOf = IMMOBILE CLEARED_BY_BUILD
8179  
8180    ; *** ENGINEERING Parameters ***  
8181    Body            = ActiveBody ModuleTag_02
8182      MaxHealth       = 1.0
8183      InitialHealth   = 1.0
8184    End
8185    Shadow          = SHADOW_VOLUME
8186    
8187  End
8188  
8189  ;------------------------------------------------------------------------------
8190  Object 55GallonDrum
8191  
8192    ; *** ART Parameters ***
8193    Draw = W3DModelDraw ModuleTag_01
8194      DefaultConditionState
8195        Model = PMgaldrum
8196      End
8197      ConditionState = DAMAGED
8198        Model = PMgaldrum_D
8199      End
8200    End
8201  
8202    ; ***DESIGN parameters ***
8203    DisplayName      = OBJECT:Prop
8204    EditorSorting   = MISC_MAN_MADE
8205    KindOf = IMMOBILE CLEARED_BY_BUILD
8206  
8207    ; *** ENGINEERING Parameters ***  
8208    Body            = ActiveBody ModuleTag_02
8209      MaxHealth       = 1.0
8210      InitialHealth   = 1.0
8211    End
8212    Shadow          = SHADOW_VOLUME
8213    
8214    Behavior = DestroyDie ModuleTag_09
8215      DeathTypes = ALL
8216    End
8217    
8218    ; An Explosive Death
8219    Behavior = FXListDie ModuleTag_10
8220      DeathTypes = ALL -CRUSHED
8221      DeathFX = FX_PropExplode
8222    End
8223    
8224  End
8225  
8226  ;------------------------------------------------------------------------------
8227  Object PoliceBarracades
8228  
8229    ; *** ART Parameters ***
8230    Draw = W3DModelDraw ModuleTag_01
8231      DefaultConditionState
8232        Model = PMpolbar
8233      End
8234      ConditionState = DAMAGED
8235        Model = PMpolbar_D
8236      End
8237    End
8238  
8239    ; ***DESIGN parameters ***
8240    DisplayName      = OBJECT:Prop
8241    EditorSorting   = MISC_MAN_MADE
8242    KindOf = IMMOBILE CLEARED_BY_BUILD
8243  
8244    ; *** ENGINEERING Parameters ***  
8245    Body            = ActiveBody ModuleTag_02
8246      MaxHealth       = 1.0
8247      InitialHealth   = 1.0
8248    End
8249    Shadow          = SHADOW_VOLUME
8250    
8251    Behavior = DestroyDie ModuleTag_09
8252      DeathTypes = ALL
8253    End
8254    
8255    ; An Explosive Death
8256    Behavior = FXListDie ModuleTag_10
8257      DeathTypes = ALL -CRUSHED
8258      DeathFX = FX_PropExplode
8259    End
8260    
8261  End
8262  
8263  ;------------------------------------------------------------------------------
8264  Object CanvasSunShader
8265  
8266    ; *** ART Parameters ***
8267    Draw = W3DModelDraw ModuleTag_01
8268      DefaultConditionState
8269        Model = PMCnvsShd
8270      End
8271      ConditionState = DAMAGED
8272        Model = PMCnvsShd_D
8273      End
8274    End
8275  
8276    ; ***DESIGN parameters ***
8277    DisplayName      = OBJECT:Prop
8278    EditorSorting   = MISC_MAN_MADE
8279    KindOf = IMMOBILE CLEARED_BY_BUILD
8280  
8281    ; *** ENGINEERING Parameters ***  
8282    Body            = ActiveBody ModuleTag_02
8283      MaxHealth       = 1.0
8284      InitialHealth   = 1.0
8285    End
8286    Shadow          = SHADOW_VOLUME
8287    
8288    Behavior = DestroyDie ModuleTag_09
8289      DeathTypes = ALL
8290    End
8291    
8292    ; An Explosive Death
8293    Behavior = FXListDie ModuleTag_10
8294      DeathTypes = ALL -CRUSHED
8295      DeathFX = FX_PropExplode
8296    End
8297    
8298  End
8299  
8300  ;------------------------------------------------------------------------------
8301  Object FuelTank
8302  
8303    ; *** ART Parameters ***
8304    Draw = W3DModelDraw ModuleTag_01
8305      DefaultConditionState
8306        Model = PMFuelTnk
8307      End
8308      ConditionState = DAMAGED
8309        Model = PMFuelTnk_D
8310      End
8311      AliasConditionState = REALLYDAMAGED
8312      AliasConditionState = RUBBLE
8313    End
8314  
8315    ; ***DESIGN parameters ***
8316    DisplayName      = OBJECT:Prop
8317    EditorSorting   = MISC_MAN_MADE
8318    KindOf = IMMOBILE 
8319  
8320    ; *** ENGINEERING Parameters ***  
8321    Body            = ActiveBody ModuleTag_02
8322      MaxHealth       = 1.0
8323      InitialHealth   = 1.0
8324    End
8325    
8326    Behavior = DestroyDie ModuleTag_09
8327      DeathTypes = ALL
8328    End
8329    
8330    ; An Explosive Death
8331    Behavior = FXListDie ModuleTag_10
8332      DeathTypes = ALL
8333      DeathFX = FX_StructureSmallDeath
8334    End
8335    
8336    Shadow          = SHADOW_VOLUME
8337    Geometry              = BOX
8338    GeometryMajorRadius   = 11.0
8339    GeometryMinorRadius   = 28.0
8340    GeometryHeight        = 18.0
8341    GeometryIsSmall       = No
8342    
8343  End
8344  
8345  ;------------------------------------------------------------------------------
8346  Object MissleCacheRack
8347  
8348    ; *** ART Parameters ***
8349    Draw = W3DModelDraw ModuleTag_01
8350      DefaultConditionState
8351        Model = PMMsleChe
8352      End
8353      ConditionState = DAMAGED
8354        Model = PMMsleChe_D
8355      End
8356    End
8357  
8358    ; ***DESIGN parameters ***
8359    DisplayName      = OBJECT:Prop
8360    EditorSorting   = MISC_MAN_MADE
8361    KindOf = IMMOBILE CLEARED_BY_BUILD
8362  
8363    ; *** ENGINEERING Parameters ***  
8364    Body            = ActiveBody ModuleTag_02
8365      MaxHealth       = 1.0
8366      InitialHealth   = 1.0
8367    End
8368    Shadow          = SHADOW_VOLUME
8369    
8370    Behavior = DestroyDie ModuleTag_09
8371      DeathTypes = ALL
8372    End
8373    
8374    ; An Explosive Death
8375    Behavior = FXListDie ModuleTag_10
8376      DeathTypes = ALL -CRUSHED
8377      DeathFX = FX_PropExplode
8378    End
8379    
8380  End
8381  
8382  ;------------------------------------------------------------------------------
8383  Object Torches
8384  
8385    ; *** ART Parameters ***
8386    Draw = W3DModelDraw ModuleTag_01
8387      DefaultConditionState
8388        Model = PMTorch
8389      End
8390      ConditionState = DAMAGED
8391        Model = PMTorch_D
8392      End
8393    End
8394  
8395    ; ***DESIGN parameters ***
8396    DisplayName      = OBJECT:Prop
8397    EditorSorting   = MISC_MAN_MADE
8398    KindOf = IMMOBILE CLEARED_BY_BUILD
8399  
8400    ; *** ENGINEERING Parameters ***  
8401    Body            = ActiveBody ModuleTag_02
8402      MaxHealth       = 1.0
8403      InitialHealth   = 1.0
8404    End
8405    Shadow          = SHADOW_VOLUME
8406    
8407  End
8408  
8409  ;------------------------------------------------------------------------------
8410  Object FirePit
8411  
8412    ; *** ART Parameters ***
8413    Draw = W3DModelDraw ModuleTag_01
8414      DefaultConditionState
8415        Model = PMFirepit
8416      End
8417      ConditionState = DAMAGED
8418        Model = PMFirepit_D
8419      End
8420    End
8421  
8422    ; ***DESIGN parameters ***
8423    DisplayName      = OBJECT:Prop
8424    EditorSorting   = MISC_MAN_MADE
8425    KindOf = IMMOBILE CLEARED_BY_BUILD
8426  
8427    ; *** ENGINEERING Parameters ***  
8428    Body            = ActiveBody ModuleTag_02
8429      MaxHealth       = 1.0
8430      InitialHealth   = 1.0
8431    End
8432    Shadow          = SHADOW_VOLUME
8433    
8434    Behavior = DestroyDie ModuleTag_09
8435      DeathTypes = ALL
8436    End
8437    
8438    ; An Explosive Death
8439    Behavior = FXListDie ModuleTag_10
8440      DeathTypes = ALL -CRUSHED
8441      DeathFX = FX_PropExplode
8442    End
8443    
8444  End
8445  
8446  ;------------------------------------------------------------------------------
8447  Object ConcreteBarricade
8448  
8449    ; *** ART Parameters ***
8450    Draw = W3DModelDraw ModuleTag_01
8451      DefaultConditionState
8452        Model = PMDRUM
8453      End
8454      ConditionState = DAMAGED
8455        Model = PMDRUM_D
8456      End
8457    End
8458  
8459    ; ***DESIGN parameters ***
8460    DisplayName      = OBJECT:Prop
8461    EditorSorting   = MISC_MAN_MADE
8462    KindOf = IMMOBILE
8463  
8464    ; *** ENGINEERING Parameters ***  
8465    Body            = ActiveBody ModuleTag_02
8466      MaxHealth       = 1.0
8467      InitialHealth   = 1.0
8468    End
8469    Shadow          = SHADOW_VOLUME
8470    Geometry              = CYLINDER
8471    GeometryMajorRadius   = 12.0
8472    GeometryHeight        = 11.0
8473    GeometryIsSmall       = No
8474    
8475    Behavior = DestroyDie ModuleTag_09
8476      DeathTypes = ALL
8477    End
8478    
8479    ; An Explosive Death
8480    Behavior = FXListDie ModuleTag_10
8481      DeathTypes = ALL -CRUSHED
8482      DeathFX = FX_PropExplode
8483    End
8484    
8485  End
8486  
8487  ;------------------------------------------------------------------------------
8488  Object TirePile
8489  
8490    ; *** ART Parameters ***
8491    Draw = W3DModelDraw ModuleTag_01
8492      DefaultConditionState
8493        Model = pmtire
8494      End
8495      ConditionState = DAMAGED
8496        Model = pmtire_D
8497      End
8498    End
8499  
8500    ; ***DESIGN parameters ***
8501    DisplayName      = OBJECT:Prop
8502    EditorSorting   = MISC_MAN_MADE
8503    KindOf = IMMOBILE CLEARED_BY_BUILD
8504  
8505    ; *** ENGINEERING Parameters ***  
8506    Body            = ActiveBody ModuleTag_02
8507      MaxHealth       = 1.0
8508      InitialHealth   = 1.0
8509    End
8510    Shadow          = SHADOW_VOLUME
8511    
8512    Behavior = DestroyDie ModuleTag_09
8513      DeathTypes = ALL
8514    End
8515    
8516    ; An Explosive Death
8517    Behavior = FXListDie ModuleTag_10
8518      DeathTypes = ALL -CRUSHED
8519      DeathFX = FX_PropExplode
8520    End
8521    
8522  End
8523  
8524  ;------------------------------------------------------------------------------
8525  Object CropBundle
8526  
8527    ; *** ART Parameters ***
8528    Draw = W3DModelDraw ModuleTag_01
8529      DefaultConditionState
8530        Model = PMBundle
8531      End
8532      ConditionState = DAMAGED
8533        Model = PMBundle_D
8534      End
8535    End
8536  
8537    ; ***DESIGN parameters ***
8538    DisplayName      = OBJECT:Prop
8539    EditorSorting   = MISC_MAN_MADE
8540    KindOf = IMMOBILE CLEARED_BY_BUILD
8541  
8542    ; *** ENGINEERING Parameters ***  
8543    Body            = ActiveBody ModuleTag_02
8544      MaxHealth       = 1.0
8545      InitialHealth   = 1.0
8546    End
8547    Shadow          = SHADOW_VOLUME
8548    
8549    Behavior = DestroyDie ModuleTag_09
8550      DeathTypes = ALL
8551    End
8552    
8553    ; An Explosive Death
8554    Behavior = FXListDie ModuleTag_10
8555      DeathTypes = ALL -CRUSHED
8556      DeathFX = FX_PropExplode
8557    End
8558    
8559  End
8560  
8561  ;------------------------------------------------------------------------------
8562  Object ScareCrow
8563  
8564    ; *** ART Parameters ***
8565    Draw = W3DModelDraw ModuleTag_01
8566      DefaultConditionState
8567        Model = PMSCARE
8568      End
8569      ConditionState = DAMAGED
8570        Model = PMSCARE_D
8571      End
8572    End
8573  
8574    ; ***DESIGN parameters ***
8575    DisplayName      = OBJECT:Prop
8576    EditorSorting   = MISC_MAN_MADE
8577    KindOf = IMMOBILE CLEARED_BY_BUILD
8578  
8579    ; *** ENGINEERING Parameters ***  
8580    Body            = ActiveBody ModuleTag_02
8581      MaxHealth       = 1.0
8582      InitialHealth   = 1.0
8583    End
8584    Shadow          = SHADOW_VOLUME
8585    
8586  End
8587  
8588  ;------------------------------------------------------------------------------
8589  Object OutHouse
8590  
8591    ; *** ART Parameters ***
8592    Draw = W3DModelDraw ModuleTag_01
8593      DefaultConditionState
8594        Model = PMOUTHOUS
8595      End
8596      ConditionState = DAMAGED
8597        Model = PMOUTHOUS_D
8598      End
8599    End
8600  
8601    ; ***DESIGN parameters ***
8602    DisplayName      = OBJECT:Prop
8603      EditorSorting   = MISC_MAN_MADE
8604    KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
8605    CrushableLevel         = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
8606  
8607    ; *** ENGINEERING Parameters ***  
8608    Body            = ActiveBody ModuleTag_02
8609      MaxHealth       = 1.0
8610      InitialHealth   = 1.0
8611    End
8612    
8613    
8614    Behavior = DestroyDie ModuleTag_09
8615      DeathTypes = ALL
8616    End
8617    
8618    ; An Explosive Death
8619    Behavior = FXListDie ModuleTag_10
8620      DeathTypes = ALL -CRUSHED
8621      DeathFX = FX_PropExplode
8622    End
8623    
8624    
8625    ; A crushing defeat
8626    Behavior = FXListDie ModuleTag_11
8627      DeathTypes = NONE +CRUSHED
8628      DeathFX = FX_PropCrush
8629    End
8630    
8631    Shadow          = SHADOW_VOLUME
8632    Geometry = BOX
8633    GeometryMajorRadius = 4.0
8634    GeometryMinorRadius = 5.0
8635    GeometryHeight = 2     
8636    GeometryIsSmall = Yes
8637  End
8638  
8639  ;------------------------------------------------------------------------------
8640  Object FeedingTroughs
8641  
8642    ; *** ART Parameters ***
8643    Draw = W3DModelDraw ModuleTag_01
8644      DefaultConditionState
8645        Model = PMTrough
8646      End
8647      ConditionState = DAMAGED
8648        Model = PMTrough_D
8649      End
8650    End
8651  
8652    ; ***DESIGN parameters ***
8653    DisplayName      = OBJECT:Prop
8654    EditorSorting   = MISC_MAN_MADE
8655    KindOf = IMMOBILE CLEARED_BY_BUILD
8656  
8657    ; *** ENGINEERING Parameters ***  
8658    Body            = ActiveBody ModuleTag_02
8659      MaxHealth       = 1.0
8660      InitialHealth   = 1.0
8661    End
8662    Shadow          = SHADOW_VOLUME
8663    
8664    Behavior = DestroyDie ModuleTag_09
8665      DeathTypes = ALL
8666    End
8667    
8668    ; An Explosive Death
8669    Behavior = FXListDie ModuleTag_10
8670      DeathTypes = ALL -CRUSHED
8671      DeathFX = FX_PropExplode
8672    End
8673    
8674  End
8675  
8676  ;------------------------------------------------------------------------------
8677  Object Barrel03
8678  
8679    ; *** ART Parameters ***
8680    Draw = W3DModelDraw ModuleTag_01
8681      DefaultConditionState
8682        Model = PMBarrel
8683      End
8684      ConditionState = DAMAGED
8685        Model = PMBarrel_D
8686      End
8687    End
8688  
8689    ; ***DESIGN parameters ***
8690    DisplayName      = OBJECT:Prop
8691    EditorSorting   = MISC_MAN_MADE
8692    KindOf = IMMOBILE CLEARED_BY_BUILD
8693  
8694    ; *** ENGINEERING Parameters ***  
8695    Body            = ActiveBody ModuleTag_02
8696      MaxHealth       = 1.0
8697      InitialHealth   = 1.0
8698    End
8699    Shadow          = SHADOW_VOLUME
8700    
8701    Behavior = DestroyDie ModuleTag_09
8702      DeathTypes = ALL
8703    End
8704    
8705    ; An Explosive Death
8706    Behavior = FXListDie ModuleTag_10
8707      DeathTypes = ALL -CRUSHED
8708      DeathFX = FX_PropExplode
8709    End
8710    
8711  End
8712  
8713  ;------------------------------------------------------------------------------
8714  Object Haystack
8715  
8716    ; *** ART Parameters ***
8717    Draw = W3DModelDraw ModuleTag_01
8718      DefaultConditionState
8719        Model = PMHayStack
8720      End
8721      ConditionState = DAMAGED
8722        Model = PMHayStack_D
8723      End
8724    End
8725  
8726    ; ***DESIGN parameters ***
8727    DisplayName      = OBJECT:Prop
8728    EditorSorting   = MISC_MAN_MADE
8729    KindOf = IMMOBILE CLEARED_BY_BUILD
8730  
8731    ; *** ENGINEERING Parameters ***  
8732    Body            = ActiveBody ModuleTag_02
8733      MaxHealth       = 1.0
8734      InitialHealth   = 1.0
8735    End
8736    Shadow          = SHADOW_VOLUME
8737    
8738    Behavior = DestroyDie ModuleTag_09
8739      DeathTypes = ALL
8740    End
8741    
8742    ; An Explosive Death
8743    Behavior = FXListDie ModuleTag_10
8744      DeathTypes = ALL -CRUSHED
8745      DeathFX = FX_PropExplode
8746    End
8747    
8748  End
8749  
8750  ;------------------------------------------------------------------------------
8751  Object CropPile
8752  
8753    ; *** ART Parameters ***
8754    Draw = W3DModelDraw ModuleTag_01
8755      DefaultConditionState
8756        Model = PMHaypile
8757      End
8758      ConditionState = DAMAGED
8759        Model = PMHaypile_D
8760      End
8761    End
8762  
8763    ; ***DESIGN parameters ***
8764    DisplayName      = OBJECT:Prop
8765    EditorSorting   = MISC_MAN_MADE
8766    KindOf = IMMOBILE CLEARED_BY_BUILD
8767  
8768    ; *** ENGINEERING Parameters ***  
8769    Body            = ActiveBody ModuleTag_02
8770      MaxHealth       = 1.0
8771      InitialHealth   = 1.0
8772    End
8773    Shadow          = SHADOW_VOLUME
8774    
8775    Behavior = DestroyDie ModuleTag_09
8776      DeathTypes = ALL
8777    End
8778    
8779    ; An Explosive Death
8780    Behavior = FXListDie ModuleTag_10
8781      DeathTypes = ALL -CRUSHED
8782      DeathFX = FX_PropExplode
8783    End
8784    
8785  End
8786  
8787  ;------------------------------------------------------------------------------
8788  Object OldWoodenWagon
8789  
8790    ; *** ART Parameters ***
8791    Draw = W3DModelDraw ModuleTag_01
8792      DefaultConditionState
8793        Model = PM_WdWgn
8794      End
8795     ; ConditionState = DAMAGED
8796     ;   Model = PM_WdWgn_D
8797     ; End
8798    End
8799  
8800    ; ***DESIGN parameters ***
8801    DisplayName      = OBJECT:Prop
8802    EditorSorting   = MISC_MAN_MADE
8803    KindOf = IMMOBILE CLEARED_BY_BUILD
8804  
8805    ; *** ENGINEERING Parameters ***  
8806    Body            = ActiveBody ModuleTag_02
8807      MaxHealth       = 1.0
8808      InitialHealth   = 1.0
8809    End
8810    Shadow          = SHADOW_VOLUME
8811    
8812    Behavior = DestroyDie ModuleTag_09
8813      DeathTypes = ALL
8814    End
8815    
8816    ; An Explosive Death
8817    Behavior = FXListDie ModuleTag_10
8818      DeathTypes = ALL -CRUSHED
8819      DeathFX = FX_PropExplode
8820    End
8821    
8822  End
8823  
8824  ;------------------------------------------------------------------------------
8825  Object BambooPoleTower
8826  
8827    ; *** ART Parameters ***
8828    Draw = W3DModelDraw ModuleTag_01
8829      DefaultConditionState
8830        Model = pmbampltr
8831      End
8832      ConditionState = DAMAGED
8833        Model = pmbampltr_D
8834      End
8835    End
8836  
8837    ; ***DESIGN parameters ***
8838    DisplayName      = OBJECT:Prop
8839    EditorSorting   = MISC_MAN_MADE
8840    KindOf = IMMOBILE
8841  
8842    ; *** ENGINEERING Parameters ***  
8843    Body            = ActiveBody ModuleTag_02
8844      MaxHealth       = 1.0
8845      InitialHealth   = 1.0
8846    End
8847    Shadow          = SHADOW_VOLUME
8848    
8849    Behavior = DestroyDie ModuleTag_09
8850      DeathTypes = ALL
8851    End
8852    
8853    ; An Explosive Death
8854    Behavior = FXListDie ModuleTag_10
8855      DeathTypes = ALL -CRUSHED
8856      DeathFX = FX_PropExplode
8857    End
8858    
8859  End
8860  
8861  ;------------------------------------------------------------------------------
8862  Object TallSmokeStack
8863  
8864    ; *** ART Parameters ***
8865    Draw = W3DModelDraw ModuleTag_01
8866      DefaultConditionState
8867        Model = PMSmkStak
8868      End
8869      ConditionState = DAMAGED
8870        Model = PMSmkStak_D
8871      End
8872    End
8873  
8874    ; ***DESIGN parameters ***
8875    DisplayName      = OBJECT:Prop
8876    EditorSorting   = MISC_MAN_MADE
8877    KindOf = IMMOBILE
8878  
8879    ; *** ENGINEERING Parameters ***  
8880    Body            = ActiveBody ModuleTag_02
8881      MaxHealth       = 1.0
8882      InitialHealth   = 1.0
8883    End
8884    Shadow          = SHADOW_VOLUME
8885    
8886  End
8887  
8888  ;------------------------------------------------------------------------------
8889  Object HangingPlatform
8890  
8891    ; *** ART Parameters ***
8892    Draw = W3DModelDraw ModuleTag_01
8893      DefaultConditionState
8894        Model = PMhangman
8895      End
8896      ConditionState = DAMAGED
8897        Model = PMhangman_D
8898      End
8899    End
8900  
8901    ; ***DESIGN parameters ***
8902    DisplayName      = OBJECT:Prop
8903    EditorSorting   = MISC_MAN_MADE
8904    KindOf = IMMOBILE
8905  
8906    ; *** ENGINEERING Parameters ***  
8907    Body            = ActiveBody ModuleTag_02
8908      MaxHealth       = 1.0
8909      InitialHealth   = 1.0
8910    End
8911    Shadow          = SHADOW_VOLUME
8912    
8913    Behavior = DestroyDie ModuleTag_09
8914      DeathTypes = ALL
8915    End
8916    
8917    ; An Explosive Death
8918    Behavior = FXListDie ModuleTag_10
8919      DeathTypes = ALL -CRUSHED
8920      DeathFX = FX_PropExplode
8921    End
8922    
8923  End
8924  
8925  ;------------------------------------------------------------------------------
8926  Object TorturingRack
8927  
8928    ; *** ART Parameters ***
8929    Draw = W3DModelDraw ModuleTag_01
8930      DefaultConditionState
8931        Model = PMTrtrRack
8932      End
8933      ConditionState = DAMAGED
8934        Model = PMTrtrRack_D
8935      End
8936    End
8937  
8938    ; ***DESIGN parameters ***
8939    DisplayName      = OBJECT:Prop
8940    EditorSorting   = MISC_MAN_MADE
8941    KindOf = IMMOBILE
8942  
8943    ; *** ENGINEERING Parameters ***  
8944    Body            = ActiveBody ModuleTag_02
8945      MaxHealth       = 1.0
8946      InitialHealth   = 1.0
8947    End
8948    Shadow          = SHADOW_VOLUME
8949    
8950    Behavior = DestroyDie ModuleTag_09
8951      DeathTypes = ALL
8952    End
8953    
8954    ; An Explosive Death
8955    Behavior = FXListDie ModuleTag_10
8956      DeathTypes = ALL -CRUSHED
8957      DeathFX = FX_PropExplode
8958    End
8959    
8960  End
8961  
8962  ;------------------------------------------------------------------------------
8963  Object POWPit
8964  
8965    ; *** ART Parameters ***
8966    Draw = W3DModelDraw ModuleTag_01
8967      DefaultConditionState
8968        Model = PMPOWpit
8969      End
8970      ConditionState = DAMAGED
8971        Model = PMPOWpit_D
8972      End
8973    End
8974  
8975    ; ***DESIGN parameters ***
8976    DisplayName      = OBJECT:Prop
8977    EditorSorting   = MISC_MAN_MADE
8978    KindOf = IMMOBILE
8979  
8980    ; *** ENGINEERING Parameters ***  
8981    Body            = ActiveBody ModuleTag_02
8982      MaxHealth       = 1.0
8983      InitialHealth   = 1.0
8984    End
8985    Shadow          = SHADOW_VOLUME
8986    
8987  End
8988  
8989  ;------------------------------------------------------------------------------
8990  Object RRCrossingGate
8991  
8992    ; *** ART Parameters ***
8993    Draw = W3DModelDraw ModuleTag_01
8994      DefaultConditionState
8995        Model = PMRRCrArm
8996      End
8997      ConditionState = DAMAGED
8998        Model = PMRRCrArm_D
8999      End
9000    End
9001  
9002    ; ***DESIGN parameters ***
9003    DisplayName      = OBJECT:Prop
9004    EditorSorting   = MISC_MAN_MADE
9005    KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE
9006  
9007    ; *** ENGINEERING Parameters ***  
9008    Body            = ActiveBody ModuleTag_02
9009      MaxHealth       = 1.0
9010      InitialHealth   = 1.0
9011    End
9012    Shadow          = SHADOW_VOLUME
9013    
9014    Behavior = DestroyDie ModuleTag_09
9015      DeathTypes = ALL
9016    End
9017    
9018    ; An Explosive Death
9019    Behavior = FXListDie ModuleTag_10
9020      DeathTypes = ALL -CRUSHED
9021      DeathFX = FX_PropExplode
9022    End
9023    
9024  End
9025  
9026  ;------------------------------------------------------------------------------
9027  Object RRSign
9028  
9029    ; *** ART Parameters ***
9030    Draw = W3DModelDraw ModuleTag_01
9031      DefaultConditionState
9032        Model = PMRRSign
9033      End
9034      ConditionState = DAMAGED
9035        Model = PMRRSign_D
9036      End
9037    End
9038  
9039    ; ***DESIGN parameters ***
9040    DisplayName      = OBJECT:Prop
9041    EditorSorting   = MISC_MAN_MADE
9042    KindOf = IMMOBILE CLEARED_BY_BUILD
9043  
9044    ; *** ENGINEERING Parameters ***  
9045    Body            = ActiveBody ModuleTag_02
9046      MaxHealth       = 1.0
9047      InitialHealth   = 1.0
9048    End
9049    Shadow          = SHADOW_VOLUME
9050    
9051    Behavior = DestroyDie ModuleTag_09
9052      DeathTypes = ALL
9053    End
9054    
9055    ; An Explosive Death
9056    Behavior = FXListDie ModuleTag_10
9057      DeathTypes = ALL -CRUSHED
9058      DeathFX = FX_PropExplode
9059    End
9060    
9061  End
9062  
9063  ;------------------------------------------------------------------------------
9064  Object SearchLight
9065  
9066    ; *** ART Parameters ***
9067    Draw = W3DModelDraw ModuleTag_01
9068      DefaultConditionState
9069        Model = Searchlight
9070        HideSubObject = SEARCHLIGHTBEAM
9071      End
9072      ConditionState = NIGHT
9073        Model = Searchlight
9074        Animation = Searchlight.Searchlight
9075        AnimationMode = LOOP
9076        ShowSubObject = SEARCHLIGHTBEAM
9077      End
9078    End
9079  
9080    ; ***DESIGN parameters ***
9081    DisplayName      = OBJECT:Prop
9082    EditorSorting   = MISC_MAN_MADE
9083    KindOf = IMMOBILE CLEARED_BY_BUILD
9084   
9085    ; *** ENGINEERING Parameters ***  
9086    Body            = ActiveBody ModuleTag_02
9087      MaxHealth       = 1.0
9088      InitialHealth   = 1.0
9089    End
9090    Shadow          = SHADOW_VOLUME
9091    
9092    Behavior = DestroyDie ModuleTag_09
9093      DeathTypes = ALL
9094    End
9095    
9096    ; An Explosive Death
9097    Behavior = FXListDie ModuleTag_10
9098      DeathTypes = ALL -CRUSHED
9099      DeathFX = FX_PropExplode
9100    End
9101    
9102  End
9103  ;------------------------------------------------------------------------------
9104  Object TempleOfHeavenWallCorners
9105  
9106    ; *** ART Parameters ***
9107    Draw = W3DModelDraw ModuleTag_01
9108      DefaultConditionState
9109        Model = CBNTmHvWL
9110      End
9111    End
9112  
9113    ; ***DESIGN parameters ***
9114    DisplayName      = OBJECT:Prop
9115    EditorSorting   = MISC_MAN_MADE
9116    KindOf = IMMOBILE
9117  
9118    ; *** ENGINEERING Parameters ***  
9119    Body            = ActiveBody ModuleTag_02
9120      MaxHealth       = 1.0
9121      InitialHealth   = 1.0
9122    End
9123    Shadow          = SHADOW_VOLUME
9124    Geometry = BOX
9125    GeometryMajorRadius = 50.0
9126    GeometryMinorRadius = 2.0
9127    GeometryHeight = 11     
9128    GeometryIsSmall = NO
9129    
9130    Behavior = DestroyDie ModuleTag_09
9131      DeathTypes = ALL
9132    End
9133    
9134    ; An Explosive Death
9135    Behavior = FXListDie ModuleTag_10
9136      DeathTypes = ALL -CRUSHED
9137      DeathFX = FX_PropExplode
9138    End
9139    
9140  End
9141  
9142  ;--------------------------------------------------------------------------
9143  Object TempleOfHeavenLargeLantern
9144  
9145    ; *** ART Parameters ***
9146    Draw = W3DModelDraw ModuleTag_01
9147      DefaultConditionState
9148        Model = CBNTmHvLN
9149      End
9150    End
9151  
9152    ; ***DESIGN parameters ***
9153    DisplayName      = OBJECT:Prop
9154    EditorSorting   = MISC_MAN_MADE
9155    KindOf = IMMOBILE
9156  
9157    ; *** ENGINEERING Parameters ***  
9158    Body            = ActiveBody ModuleTag_02
9159      MaxHealth       = 1.0
9160      InitialHealth   = 1.0
9161    End
9162    Shadow          = SHADOW_VOLUME
9163    
9164    Behavior = DestroyDie ModuleTag_09
9165      DeathTypes = ALL
9166    End
9167    
9168    ; An Explosive Death
9169    Behavior = FXListDie ModuleTag_10
9170      DeathTypes = ALL -CRUSHED
9171      DeathFX = FX_PropExplode
9172    End
9173    
9174  End
9175  
9176  ;-------------------------------------------------------------------------
9177  Object TempleOfHeavenSmallLights
9178  
9179    ; *** ART Parameters ***
9180    Draw = W3DModelDraw ModuleTag_01
9181      DefaultConditionState
9182        Model = CBNTmHvLT
9183      End
9184    End
9185  
9186    ; ***DESIGN parameters ***
9187    DisplayName      = OBJECT:Prop
9188    EditorSorting   = MISC_MAN_MADE
9189    KindOf = IMMOBILE
9190  
9191    ; *** ENGINEERING Parameters ***  
9192    Body            = ActiveBody ModuleTag_02
9193      MaxHealth       = 1.0
9194      InitialHealth   = 1.0
9195    End
9196    Shadow          = SHADOW_VOLUME
9197    
9198    Behavior = DestroyDie ModuleTag_09
9199      DeathTypes = ALL
9200    End
9201    
9202    ; An Explosive Death
9203    Behavior = FXListDie ModuleTag_10
9204      DeathTypes = ALL -CRUSHED
9205      DeathFX = FX_PropExplode
9206    End
9207    
9208  End
9209  
9210  ;-------------------------------------------------------------------------
9211  Object DrainPipe
9212  
9213    ; *** ART Parameters ***
9214    Draw = W3DModelDraw ModuleTag_01
9215      DefaultConditionState
9216        Model = PMDrnPipe
9217      End
9218    End
9219  
9220    ; ***DESIGN parameters ***
9221    DisplayName      = OBJECT:Prop
9222    EditorSorting   = MISC_MAN_MADE
9223    KindOf = IMMOBILE
9224  
9225    ; *** ENGINEERING Parameters ***  
9226    Body            = ActiveBody ModuleTag_02
9227      MaxHealth       = 1.0
9228      InitialHealth   = 1.0
9229    End
9230    Shadow          = SHADOW_VOLUME
9231    
9232  End
9233  
9234  ;-------------------------------------------------------------------------
9235  Object TheBomb
9236  
9237    ; *** ART Parameters ***
9238    Draw = W3DModelDraw ModuleTag_01
9239      DefaultConditionState
9240        Model = PMBomb
9241        Animation = PMBomb.PMBomb
9242        AnimationMode = LOOP
9243      End
9244    End
9245  
9246    ; ***DESIGN parameters ***
9247    DisplayName      = OBJECT:Prop
9248    EditorSorting   = MISC_MAN_MADE
9249    KindOf = IMMOBILE
9250  
9251    ; ***AUDIO parameters ***
9252    SoundAmbient = ChinaNightClubLoop
9253  
9254    ; *** ENGINEERING Parameters ***  
9255    Body                = ActiveBody ModuleTag_02
9256      MaxHealth       = 1.0
9257      InitialHealth   = 1.0
9258    End
9259    
9260    
9261    
9262    Shadow              = SHADOW_VOLUME
9263    Geometry            = BOX
9264    GeometryMajorRadius = 1.0
9265    GeometryMinorRadius = 1.0
9266    GeometryHeight      = 1.0
9267    GeometryIsSmall     = Yes
9268  
9269  
9270  End
9271  
9272  
9273  
9274  
9275  


Generated: Sat Mar 28 08:18:23 2009 Cross-referenced by PHPXref 0.7