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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
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