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

   1  ; FILE: CivilianUnit.ini //////////////////////////////////////////////////////
   2  ; This file contains only units that are not part of any specific
   3  ; game faction.  An example is an object with "behavior" that isn't
   4  ; specifically tied to any player/faction such as a bird, bear, or 
   5  ; donkey.  Any related objects to those civilian units also appear in
   6  ; here such as debris or necessary weapon firing objects
   7  ;//////////////////////////////////////////////////////////////////////////////
   8  
   9  
  10  ;------------------------------------------------------------------------------
  11  Object MilitiaTank
  12  
  13    ; *** ART Parameters ***
  14    Draw = W3DTankDraw ModuleTag_01
  15      DefaultConditionState        
  16        Model               = CVTank
  17        Turret              = Turret01
  18        WeaponFireFXBone    = PRIMARY MuzzleFX
  19        WeaponRecoilBone    = PRIMARY Barrel
  20        WeaponMuzzleFlash   = PRIMARY MuzzleFX
  21        WeaponLaunchBone = PRIMARY MuzzleFX
  22      End
  23      ConditionState       = REALLYDAMAGED
  24        Model              = CVTank_D
  25      End
  26      ConditionState       = RUBBLE
  27        Model              = CVTank_D
  28      End
  29  
  30      TrackMarks           = EXTnkTrack.tga
  31      OkToChangeModelColor = Yes
  32    End
  33  
  34    ; ***DESIGN parameters ***
  35    DisplayName      = OBJECT:MilitiaTank
  36    Side                   = Civilian
  37    EditorSorting          = VEHICLE
  38    TransportSlotCount     = 3
  39    WeaponSet
  40      Conditions           = None 
  41      Weapon               = PRIMARY MilitiaTankGun
  42    End
  43    ArmorSet
  44      Conditions           = None
  45      Armor                = TankArmor
  46      DamageFX             = TankDamageFX
  47    End
  48    ArmorSet
  49      Conditions           = PLAYER_UPGRADE
  50      Armor                = UpgradedTankArmor
  51      DamageFX             = TankDamageFX
  52    End
  53    BuildCost              = 500
  54    BuildTime              = 12.0          ;in seconds    
  55    VisionRange            = 150
  56    ShroudClearingRange = 300
  57    Prerequisites
  58      Object = AmericaWarFactory
  59    End
  60    ExperienceValue        = 100 100 200 400 ;Experience point value at each level
  61    ExperienceRequired     = 0 200 300 600 ;Experience points needed to gain each level
  62    IsTrainable            = Yes  ;Can gain experience
  63    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  64    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  65    CommandSet             = GenericCommandSet
  66    
  67    ; *** AUDIO Parameters ***
  68    VoiceSelect           = NoSound ; MilitiaTankVoiceSelect
  69    VoiceMove             = NoSound ; MilitiaTankVoiceMove
  70    VoiceAttack           = NoSound ; MilitiaTankVoiceAttack
  71    SoundMoveStart        = NoSound ; MilitiaTankMoveStart
  72    SoundMoveStartDamaged = NoSound
  73    UnitSpecificSounds
  74      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
  75      TurretMoveStart        = NoSound
  76      TurretMoveLoop         = NoSound
  77    End
  78  
  79    ; *** ENGINEERING Parameters ***
  80    RadarPriority          = UNIT
  81    KindOf                 = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
  82    
  83    Body                   = ActiveBody ModuleTag_02
  84      MaxHealth       = 480
  85      InitialHealth   = 480
  86    End
  87  
  88    Behavior = AIUpdateInterface ModuleTag_03
  89      Turret
  90        TurretTurnRate       = 140 // turn rate, in degrees per sec
  91        ControlledWeaponSlots= PRIMARY
  92      End
  93      AutoAcquireEnemiesWhenIdle = Yes
  94    End
  95    Locomotor            = SET_NORMAL MilitiaTankLocomotor
  96    Behavior = PhysicsBehavior ModuleTag_04
  97      Mass                 = 50.0
  98    End
  99  
 100    Behavior = ProductionUpdate ModuleTag_05
 101      ; nothing
 102    End
 103  
 104    ; Turret fly off death
 105    Behavior = SlowDeathBehavior ModuleTag_06
 106      DeathTypes = ALL -CRUSHED -SPLATTED
 107      ProbabilityModifier  = 50
 108      DestructionDelay  = 500
 109      DestructionDelayVariance  = 100
 110      FX  = INITIAL  FX_GenericTankDeathEffect
 111      OCL = MIDPOINT OCL_MilitiaTankDeathEffect
 112      FX  = FINAL    FX_GenericTankDeathExplosion
 113    End
 114  
 115    ; Catch fire, and explode death
 116    Behavior = SlowDeathBehavior ModuleTag_07
 117      DeathTypes = ALL -CRUSHED -SPLATTED
 118      ProbabilityModifier  = 50
 119      DestructionDelay  = 2000
 120      DestructionDelayVariance  = 300
 121      FX  = INITIAL  FX_CrusaderCatchFire
 122      OCL = FINAL    OCL_MilitiaTankDeathEffect  
 123      FX  = FINAL    FX_GenericTankDeathExplosion 
 124    End
 125  
 126    Behavior                 = TransitionDamageFX ModuleTag_08
 127      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
 128      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition
 129    End
 130  
 131    Behavior = DestroyDie ModuleTag_09
 132      DeathTypes = NONE +CRUSHED +SPLATTED
 133    End
 134  
 135    ; A crushing defeat
 136    Behavior = FXListDie ModuleTag_10
 137      DeathTypes = NONE +CRUSHED +SPLATTED
 138      DeathFX = FX_CarCrush
 139    End
 140  
 141    Behavior = CreateObjectDie ModuleTag_11
 142      DeathTypes = NONE +CRUSHED +SPLATTED
 143      CreationList = OCL_CrusaderTank_CrushEffect
 144    End
 145  
 146    Behavior                    = CreateCrateDie ModuleTag_CratesChange
 147     CrateData             = SalvageCrateData
 148    End
 149  
 150    Behavior = FlammableUpdate ModuleTag_21
 151      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
 152      AflameDamageAmount = 5       ; taking this much damage...
 153      AflameDamageDelay = 500       ; this often.
 154    End
 155  
 156    Geometry               = BOX
 157    GeometryMajorRadius    = 15.0
 158    GeometryMinorRadius    = 10.0
 159    GeometryHeight         = 10.0     
 160    GeometryIsSmall        = Yes    
 161    Shadow = SHADOW_VOLUME
 162    ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length
 163  
 164  End
 165  
 166  ;------------------------------------------------------------------------------
 167  Object MogadishuMaleCivilian01
 168  
 169    ; *** ART Parameters ***
 170    Draw = W3DModelDraw ModuleTag_01
 171      DefaultConditionState
 172        Model = CIUMC01_SKN
 173        IdleAnimation = CIUMC01_SKL.CIUMC01_STN 0 30
 174        IdleAnimation = CIUMC01_SKL.CIUMC01_IDA
 175        AnimationMode = ONCE
 176      End
 177  
 178      ConditionState = MOVING
 179        Animation = CIUMC01_SKL.CIUMC01_WKA 50
 180        AnimationMode = LOOP
 181        Flags = RANDOMSTART
 182      End
 183  
 184      ConditionState = MOVING PANICKING
 185        Animation = CIUMC01_SKL.CIUMC01_PKA 20
 186        AnimationMode = LOOP
 187        Flags = RANDOMSTART
 188      End
 189  
 190      ConditionState = DYING
 191        Animation = CIUMC01_SKL.CIUMC01_DTA
 192        AnimationMode = ONCE
 193      End  
 194    End
 195  
 196    ; ***DESIGN parameters ***
 197    Side = Civilian
 198    EditorSorting = INFANTRY
 199    TransportSlotCount = 1
 200    ArmorSet
 201      Conditions      = None
 202      Armor           = HumanArmor
 203      DamageFX        = None
 204    End
 205    VisionRange = 150
 206    DisplayName = OBJECT:MogadishuMaleCivilian
 207    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 208  
 209    ; *** AUDIO Parameters ***
 210    SoundDie = CivilianArabMaleDie
 211    SoundDieFire = DieByFireGLA
 212    SoundDieToxin = DieByToxinGLA
 213  
 214    ; *** ENGINEERING Parameters ***
 215    RadarPriority = NOT_ON_RADAR
 216    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 
 217  
 218    Body = ActiveBody ModuleTag_02
 219      MaxHealth       = 50.0
 220      InitialHealth   = 50.0
 221    End
 222  
 223    Behavior = AIUpdateInterface ModuleTag_03
 224    End
 225    Locomotor = SET_NORMAL BasicHumanLocomotor
 226    Locomotor = SET_WANDER WanderHumanLocomotor
 227    Locomotor = SET_PANIC PanicHumanLocomotor
 228  
 229    Behavior = PhysicsBehavior ModuleTag_04
 230      Mass = 5.0
 231    End
 232  
 233    Behavior = SlowDeathBehavior ModuleTag_05
 234      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
 235      SinkDelay = 3000
 236      SinkRate = 0.5     ; in Dist/Sec
 237      DestructionDelay = 8000
 238    End
 239  
 240   
 241    Behavior = SquishCollide ModuleTag_06
 242      ;nothing
 243    End
 244  
 245    Behavior = FXListDie ModuleTag_07
 246      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
 247      DeathFX = FX_GIDie
 248    End
 249    Behavior = FXListDie ModuleTag_08
 250      DeathTypes = NONE +CRUSHED +SPLATTED
 251      DeathFX = FX_GIDieCrushed
 252    End
 253    Behavior = SlowDeathBehavior ModuleTag_Death06 
 254      DeathTypes          = NONE +POISONED_BETA
 255      DestructionDelay    = 0
 256      FX                  = INITIAL FX_GIDie
 257      OCL                 = INITIAL OCL_ToxicInfantryBeta 
 258    End
 259    
 260    Behavior = SlowDeathBehavior ModuleTag_Death05
 261      DeathTypes          = NONE +POISONED
 262      DestructionDelay    = 0
 263      FX                  = INITIAL FX_GIDie
 264      OCL                 = INITIAL OCL_ToxicInfantry
 265    End
 266    
 267    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
 268      DeathTypes          = NONE +BURNED
 269      DestructionDelay    = 0
 270      FX                  = INITIAL FX_GIDie
 271      OCL                 = INITIAL OCL_FlamingInfantry
 272    End
 273  
 274    Behavior = PoisonedBehavior ModuleTag_09
 275      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
 276      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
 277    End
 278   
 279    Geometry = CYLINDER
 280    GeometryMajorRadius = 3.0
 281    GeometryMinorRadius = 3.0
 282    GeometryHeight = 12.0
 283    GeometryIsSmall = Yes
 284    Shadow = SHADOW_DECAL
 285    ShadowSizeX = 14;
 286    ShadowSizeY = 14;
 287    ShadowTexture = ShadowI;
 288  
 289  End
 290  
 291  ;------------------------------------------------------------------------------
 292  Object MogadishuMaleCivilian02
 293  
 294    ; *** ART Parameters ***
 295    Draw = W3DModelDraw ModuleTag_01
 296      DefaultConditionState
 297        Model = CISTV01_SKN
 298        IdleAnimation = CISTV01_SKL.CISTV01_STN 0 30
 299        IdleAnimation = CISTV01_SKL.CISTV01_IDA
 300        AnimationMode = ONCE
 301      End
 302  
 303      ConditionState = MOVING
 304        Animation = CISTV01_SKL.CISTV01_WKA 30
 305        AnimationMode = LOOP
 306        Flags = RANDOMSTART
 307      End
 308  
 309      ConditionState = MOVING PANICKING
 310        Animation = CISTV01_SKL.CISTV01_PKA
 311        AnimationMode = LOOP
 312        Flags = RANDOMSTART
 313      End
 314  
 315      ConditionState = DYING
 316        Animation = CISTV01_SKL.CISTV01_DTA
 317        AnimationMode = ONCE
 318      End  
 319    End
 320  
 321    ; ***DESIGN parameters ***
 322    Side = Civilian
 323    EditorSorting = INFANTRY
 324    TransportSlotCount = 1
 325    ArmorSet
 326      Conditions      = None
 327      Armor           = HumanArmor
 328      DamageFX        = None
 329    End
 330    VisionRange = 150
 331    DisplayName = OBJECT:MogadishuMaleCivilian
 332    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 333  
 334    ; *** AUDIO Parameters ***
 335    SoundDie = CivilianArabMaleDie
 336    SoundDieFire = DieByFireGLA
 337    SoundDieToxin = DieByToxinGLA
 338  
 339  
 340    ; *** ENGINEERING Parameters ***
 341    RadarPriority = NOT_ON_RADAR
 342    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
 343  
 344    Body = ActiveBody ModuleTag_02
 345      MaxHealth       = 50.0
 346      InitialHealth   = 50.0
 347    End
 348  
 349    Behavior = AIUpdateInterface ModuleTag_03
 350    End
 351    Locomotor = SET_NORMAL BasicHumanLocomotor
 352    Locomotor = SET_WANDER WanderHumanLocomotor
 353    Locomotor = SET_PANIC PanicHumanLocomotor
 354  
 355    Behavior = PhysicsBehavior ModuleTag_04
 356      Mass = 5.0
 357    End
 358    Behavior = SlowDeathBehavior ModuleTag_05
 359      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
 360      SinkDelay = 3000
 361      SinkRate = 0.5     ; in Dist/Sec
 362      DestructionDelay = 8000
 363    End
 364  
 365   
 366    Behavior = SquishCollide ModuleTag_06
 367      ;nothing
 368    End
 369  
 370    Behavior = FXListDie ModuleTag_07
 371      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
 372      DeathFX = FX_GIDie
 373    End
 374    Behavior = FXListDie ModuleTag_08
 375      DeathTypes = NONE +CRUSHED +SPLATTED
 376      DeathFX = FX_GIDieCrushed
 377    End
 378    Behavior = SlowDeathBehavior ModuleTag_Death06 
 379      DeathTypes          = NONE +POISONED_BETA
 380      DestructionDelay    = 0
 381      FX                  = INITIAL FX_GIDie
 382      OCL                 = INITIAL OCL_ToxicInfantryBeta 
 383    End
 384    
 385    Behavior = SlowDeathBehavior ModuleTag_Death05
 386      DeathTypes          = NONE +POISONED
 387      DestructionDelay    = 0
 388      FX                  = INITIAL FX_GIDie
 389      OCL                 = INITIAL OCL_ToxicInfantry
 390    End
 391    
 392    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
 393      DeathTypes          = NONE +BURNED
 394      DestructionDelay    = 0
 395      FX                  = INITIAL FX_GIDie
 396      OCL                 = INITIAL OCL_FlamingInfantry
 397    End  
 398  
 399    Behavior = PoisonedBehavior ModuleTag_09
 400      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
 401      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
 402    End
 403   
 404    Geometry = CYLINDER
 405    GeometryMajorRadius = 3.0
 406    GeometryMinorRadius = 3.0
 407    GeometryHeight = 12.0
 408    GeometryIsSmall = Yes
 409    Shadow = SHADOW_DECAL
 410    ShadowSizeX = 14;
 411    ShadowSizeY = 14;
 412    ShadowTexture = ShadowI;
 413  
 414  End
 415  
 416  ;------------------------------------------------------------------------------
 417  Object MogadishuMaleCivilian03
 418  
 419    ; *** ART Parameters ***
 420    Draw = W3DModelDraw ModuleTag_01
 421      DefaultConditionState
 422        Model = cisciv02_SKN
 423        IdleAnimation = cisciv02_SKL.cisciv02_STA 0 30
 424        IdleAnimation = cisciv02_SKL.cisciv02_IDA
 425        IdleAnimation = cisciv02_SKL.cisciv02_IDB
 426        AnimationMode = ONCE
 427      End
 428  
 429      ConditionState = MOVING
 430        Animation = cisciv02_SKL.cisciv02_WKA 42
 431        AnimationMode = LOOP
 432        Flags = RANDOMSTART
 433      End
 434  
 435      ConditionState = MOVING PANICKING
 436        Animation = cisciv02_SKL.cisciv02_RNA 
 437        AnimationMode = LOOP
 438        Flags = RANDOMSTART
 439      End
 440  
 441      ConditionState = DYING
 442        Animation = cisciv02_SKL.cisciv02_DTA
 443        Animation = cisciv02_SKL.cisciv02_DTB
 444        AnimationMode = ONCE
 445        TransitionKey = TRANS_Dying
 446      End
 447  
 448      TransitionState = TRANS_Dying TRANS_Flailing
 449        Animation = cisciv02_SKL.cisciv02_ADTA1
 450        AnimationMode = ONCE
 451      End
 452  
 453      ConditionState = DYING EXPLODED_FLAILING
 454        Animation = cisciv02_SKL.cisciv02_ADTA2
 455        AnimationMode = LOOP
 456        TransitionKey = TRANS_Flailing
 457      End
 458  
 459      ConditionState = DYING EXPLODED_BOUNCING
 460        Animation = cisciv02_SKL.cisciv02_ADTA3
 461        AnimationMode = ONCE
 462        TransitionKey = None
 463      End
 464  
 465    End
 466  
 467    ; ***DESIGN parameters ***
 468    Side = Civilian
 469    EditorSorting = INFANTRY
 470    TransportSlotCount = 1
 471    ArmorSet
 472      Conditions      = None
 473      Armor           = HumanArmor
 474      DamageFX        = None
 475    End
 476    VisionRange = 150
 477    DisplayName = OBJECT:MogadishuMaleCivilian
 478    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 479  
 480    ; *** AUDIO Parameters ***
 481    SoundDie = CivilianChinaMaleDie
 482    SoundDieFire = DieByFireChina
 483    SoundDieToxin = DieByToxinChina
 484  
 485  
 486    ; *** ENGINEERING Parameters ***
 487    RadarPriority = NOT_ON_RADAR
 488    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
 489  
 490    Body = ActiveBody ModuleTag_02
 491      MaxHealth       = 50.0
 492      InitialHealth   = 50.0
 493    End
 494  
 495    Behavior = AIUpdateInterface ModuleTag_03
 496    End
 497    Locomotor = SET_NORMAL BasicHumanLocomotor
 498    Locomotor = SET_WANDER WanderHumanLocomotor
 499    Locomotor = SET_PANIC PanicHumanLocomotor
 500  
 501    Behavior = PhysicsBehavior ModuleTag_04
 502      Mass = 5.0
 503    End
 504  
 505   
 506    Behavior = SquishCollide ModuleTag_06
 507      ;nothing
 508    End
 509  
 510  
 511  ; --- begin Death modules ---
 512    Behavior = SlowDeathBehavior ModuleTag_Death01
 513      DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
 514      SinkDelay           = 3000
 515      SinkRate            = 0.5     ; in Dist/Sec
 516      DestructionDelay    = 8000
 517      FX                  = INITIAL FX_GIDie
 518    End
 519    Behavior = SlowDeathBehavior ModuleTag_Death02
 520      DeathTypes          = NONE +CRUSHED +SPLATTED
 521      SinkDelay           = 3000
 522      SinkRate            = 0.5     ; in Dist/Sec
 523      DestructionDelay    = 8000
 524      FX                  = INITIAL FX_GIDieCrushed
 525    End
 526    Behavior = SlowDeathBehavior ModuleTag_Death03
 527      DeathTypes          = NONE +EXPLODED
 528      SinkDelay           = 3000
 529      SinkRate            = 0.5     ; in Dist/Sec
 530      DestructionDelay    = 8000
 531      FX                  = INITIAL FX_GIDie
 532      FlingForce          = 8
 533      FlingForceVariance  = 3
 534      FlingPitch          = 60
 535      FlingPitchVariance  = 10
 536    End
 537    Behavior = SlowDeathBehavior ModuleTag_Death04
 538      DeathTypes          = NONE +BURNED
 539      DestructionDelay    = 0
 540      FX                  = INITIAL FX_GIDie
 541      OCL                 = INITIAL OCL_FlamingInfantry
 542    End
 543    Behavior = SlowDeathBehavior ModuleTag_Death05
 544      DeathTypes          = NONE +POISONED
 545      DestructionDelay    = 0
 546      FX                  = INITIAL FX_GIDie
 547      OCL                 = INITIAL OCL_ToxicInfantry
 548    End
 549    Behavior = SlowDeathBehavior ModuleTag_Death06 
 550      DeathTypes          = NONE +POISONED_BETA
 551      DestructionDelay    = 0
 552      FX                  = INITIAL FX_GIDie
 553      OCL                 = INITIAL OCL_ToxicInfantryBeta 
 554    End
 555  ; --- end Death modules ---
 556  
 557    Behavior = PoisonedBehavior ModuleTag_09
 558      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
 559      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
 560    End
 561   
 562    Geometry = CYLINDER
 563    GeometryMajorRadius = 3.0
 564    GeometryMinorRadius = 3.0
 565    GeometryHeight = 12.0
 566    GeometryIsSmall = Yes
 567    Shadow = SHADOW_DECAL
 568    ShadowSizeX = 14;
 569    ShadowSizeY = 14;
 570    ShadowTexture = ShadowI;
 571  
 572  End
 573  
 574  ;------------------------------------------------------------------------------
 575  Object MogadishuFemaleCivilian02
 576  
 577    ; *** ART Parameters ***
 578    Draw = W3DModelDraw ModuleTag_01
 579       DefaultConditionState
 580        Model = CIUMC3S_SKN
 581        IdleAnimation = CIUMC3S_SKL.CIUMC3S_STA 0 30
 582        IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDA
 583        IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDB
 584        AnimationMode = ONCE
 585        TransitionKey = TRANS_Stand
 586      End
 587  
 588      ConditionState = MOVING
 589        Animation = CIUMC3S_SKL.CIUMC3S_WKA 22
 590        AnimationMode = LOOP 
 591        Flags = RANDOMSTART
 592        TransitionKey = TRANS_STAND
 593      End
 594      
 595      TransitionState = TRANS_Stand TRANS_Panic
 596        Animation = CIUMC3S_SKL.CIUMC3S_RNA
 597        AnimationMode = ONCE
 598      End
 599  
 600      ConditionState = MOVING PANICKING
 601        Animation = CIUMC3S_SKL.CIUMC3S_RNA
 602        AnimationMode = LOOP
 603        Flags = RANDOMSTART
 604        TransitionKey = TRANS_Panic
 605      End
 606  
 607      ConditionState = DYING
 608        Animation = CIUMC3S_SKL.CIUMC3S_DTA
 609        Animation = CIUMC3S_SKL.CIUMC3S_DTB
 610        AnimationMode = ONCE
 611        TransitionKey = TRANS_Dying
 612      End
 613  
 614      TransitionState = TRANS_Dying TRANS_Flailing
 615        Animation = CIUMC3S_SKL.CIUMC3S_ATDE1
 616        AnimationMode = ONCE
 617      End
 618  
 619      ConditionState = DYING EXPLODED_FLAILING
 620        Animation = CIUMC3S_SKL.CIUMC3S_ATDE2
 621        AnimationMode = LOOP
 622        TransitionKey = TRANS_Flailing
 623      End
 624  
 625      ConditionState = DYING EXPLODED_BOUNCING
 626        Animation = CIUMC3S_SKL.CIUMC3S_ATDE3
 627        AnimationMode = ONCE
 628        TransitionKey = None
 629      End
 630    End
 631  
 632    ; ***DESIGN parameters ***
 633    Side = Civilian
 634    EditorSorting = INFANTRY
 635    TransportSlotCount = 1
 636    ArmorSet
 637      Conditions      = None
 638      Armor           = HumanArmor
 639      DamageFX        = None
 640    End
 641    VisionRange = 150
 642    DisplayName = OBJECT:MogadishuFemaleCivilian
 643    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 644  
 645    ; *** AUDIO Parameters ***
 646    SoundDie = CivilianArabFemaleDie
 647    SoundDieFire = DieByFireFemale
 648    SoundDieToxin = DieByToxinFemale
 649  
 650    ; *** ENGINEERING Parameters ***
 651    RadarPriority = NOT_ON_RADAR
 652    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
 653  
 654    Body = ActiveBody ModuleTag_02
 655      MaxHealth       = 50.0
 656      InitialHealth   = 50.0
 657    End
 658  
 659    Behavior = AIUpdateInterface ModuleTag_03
 660    End
 661    Locomotor = SET_NORMAL BasicHumanLocomotor
 662    Locomotor = SET_WANDER WanderHumanLocomotor
 663    Locomotor = SET_PANIC PanicHumanLocomotor
 664  
 665    Behavior = PhysicsBehavior ModuleTag_04
 666      Mass = 5.0
 667    End
 668  
 669  
 670    Behavior = SlowDeathBehavior ModuleTag_05
 671      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
 672      SinkDelay = 3000
 673      SinkRate = 0.5     ; in Dist/Sec
 674      DestructionDelay = 8000
 675    End
 676  
 677   
 678    Behavior = SquishCollide ModuleTag_06
 679      ;nothing
 680    End
 681  
 682    Behavior = FXListDie ModuleTag_07
 683      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED -POISONED_BETA -BURNED
 684      DeathFX = FX_GIDie
 685    End
 686    Behavior = FXListDie ModuleTag_08
 687      DeathTypes = NONE +CRUSHED +SPLATTED
 688      DeathFX = FX_GIDieCrushed
 689    End
 690    Behavior = SlowDeathBehavior ModuleTag_Death06 
 691      DeathTypes          = NONE +POISONED_BETA
 692      DestructionDelay    = 0
 693      FX                  = INITIAL FX_GIDie
 694      OCL                 = INITIAL OCL_ToxicInfantryBeta 
 695    End
 696    
 697    Behavior = SlowDeathBehavior ModuleTag_Death05
 698      DeathTypes          = NONE +POISONED
 699      DestructionDelay    = 0
 700      FX                  = INITIAL FX_GIDie
 701      OCL                 = INITIAL OCL_ToxicInfantry
 702    End
 703    
 704    Behavior = PoisonedBehavior ModuleTag_09
 705      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
 706      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
 707    End
 708    
 709    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
 710      DeathTypes          = NONE +BURNED
 711      DestructionDelay    = 0
 712      FX                  = INITIAL FX_GIDie
 713      OCL                 = INITIAL OCL_FlamingInfantry
 714    End
 715   
 716    Geometry = CYLINDER
 717    GeometryMajorRadius = 3.0
 718    GeometryMinorRadius = 3.0
 719    GeometryHeight = 12.0
 720    GeometryIsSmall = Yes
 721    Shadow = SHADOW_DECAL
 722    ShadowSizeX = 14;
 723    ShadowSizeY = 14;
 724    ShadowTexture = ShadowI;
 725  
 726  End
 727  
 728  ;------------------------------------------------------------------------------
 729  Object MogadishuFemaleCivilian01
 730  
 731    ; *** ART Parameters ***
 732    Draw = W3DModelDraw ModuleTag_01
 733  
 734      DefaultConditionState
 735        Model = CIUC01_SKN
 736        IdleAnimation = CIUC01_SKL.CIUC01_STA 0 5
 737        IdleAnimation = CIUC01_SKL.CIUC01_IDA
 738        AnimationMode = ONCE
 739      End
 740  
 741      ConditionState = MOVING
 742        Animation = CIUC01_SKL.CIUC01_WKA 30 1
 743        Animation = CIUC01_SKL.CIUC01_WKB 10 7
 744        AnimationMode = LOOP
 745        Flags = RANDOMSTART
 746      End
 747  
 748      ConditionState = MOVING PANICKING
 749        Animation = CIUC01_SKL.CIUC01_PNA 30
 750        Animation = CIUC01_SKL.CIUC01_PNB 20
 751        AnimationMode = LOOP
 752        Flags = RANDOMSTART
 753      End
 754  
 755      ConditionState = DYING
 756        Animation = CIUC01_SKL.CIUC01_DTA
 757        Animation = CIUC01_SKL.CIUC01_DTB
 758        AnimationMode = ONCE
 759      End
 760  
 761    End
 762  
 763    ; ***DESIGN parameters ***
 764    Side = Civilian
 765    EditorSorting = INFANTRY
 766    TransportSlotCount = 1
 767    ArmorSet
 768      Conditions      = None
 769      Armor           = HumanArmor
 770      DamageFX        = None
 771    End
 772    VisionRange = 150
 773    DisplayName = OBJECT:MogadishuFemaleCivilian
 774    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 775  
 776    ; *** AUDIO Parameters ***
 777    SoundDie = CivilianArabFemaleDie
 778    SoundDieFire = DieByFireFemale
 779    SoundDieToxin = DieByToxinFemale
 780  
 781    ; *** ENGINEERING Parameters ***
 782    RadarPriority = NOT_ON_RADAR
 783    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
 784  
 785    Body = ActiveBody ModuleTag_02
 786      MaxHealth       = 50.0
 787      InitialHealth   = 50.0
 788    End
 789  
 790    Behavior = AIUpdateInterface ModuleTag_03
 791    End
 792    Locomotor = SET_NORMAL BasicHumanLocomotor
 793    Locomotor = SET_WANDER WanderHumanLocomotor
 794    Locomotor = SET_PANIC PanicHumanLocomotor
 795  
 796    Behavior = PhysicsBehavior ModuleTag_04
 797      Mass = 5.0
 798    End
 799    Behavior = SlowDeathBehavior ModuleTag_05
 800      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
 801      SinkDelay = 3000
 802      SinkRate = 0.5     ; in Dist/Sec
 803      DestructionDelay = 8000
 804    End
 805  
 806   
 807    Behavior = SquishCollide ModuleTag_06
 808      ;nothing
 809    End
 810  
 811    Behavior = FXListDie ModuleTag_07
 812      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
 813      DeathFX = FX_GIDie
 814    End
 815    Behavior = FXListDie ModuleTag_08
 816      DeathTypes = NONE +CRUSHED +SPLATTED
 817      DeathFX = FX_GIDieCrushed
 818    End
 819    Behavior = SlowDeathBehavior ModuleTag_Death06 
 820      DeathTypes          = NONE +POISONED_BETA
 821      DestructionDelay    = 0
 822      FX                  = INITIAL FX_GIDie
 823      OCL                 = INITIAL OCL_ToxicInfantryBeta 
 824    End
 825    
 826    Behavior = SlowDeathBehavior ModuleTag_Death05
 827      DeathTypes          = NONE +POISONED
 828      DestructionDelay    = 0
 829      FX                  = INITIAL FX_GIDie
 830      OCL                 = INITIAL OCL_ToxicInfantry
 831    End
 832  
 833    Behavior = PoisonedBehavior ModuleTag_09
 834      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
 835      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
 836    End
 837    
 838    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
 839      DeathTypes          = NONE +BURNED
 840      DestructionDelay    = 0
 841      FX                  = INITIAL FX_GIDie
 842      OCL                 = INITIAL OCL_FlamingInfantry
 843    End
 844   
 845    Geometry = CYLINDER
 846    GeometryMajorRadius = 3.0
 847    GeometryMinorRadius = 3.0
 848    GeometryHeight = 12.0
 849    GeometryIsSmall = Yes
 850    Shadow = SHADOW_DECAL
 851    ShadowSizeX = 14;
 852    ShadowSizeY = 14;
 853    ShadowTexture = ShadowI;
 854  
 855  End
 856  ;------------------------------------------------------------------------------
 857  Object CarCamaro
 858  
 859    ; *** ART Parameters ***
 860    SelectPortrait         = SUTerrorist_L
 861    ButtonImage            = SUTerrorist
 862  
 863    Draw = W3DModelDraw ModuleTag_01
 864      ConditionState = NONE
 865        Model = CVCamaro
 866      End
 867      ConditionState = FRONTCRUSHED BACKCRUSHED
 868        Model = CVCamaro_d
 869      End
 870      ConditionState = BACKCRUSHED
 871        Model = CVCamaro_d2
 872      End
 873      ConditionState = FRONTCRUSHED
 874        Model = CVCamaro_d1
 875      End
 876    End
 877  
 878    ; ***DESIGN parameters ***
 879    DisplayName      = OBJECT:Camaro
 880    EditorSorting   = VEHICLE
 881  
 882    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
 883    WeaponSet
 884      Conditions = None
 885      Weapon = PRIMARY None
 886    End
 887    WeaponSet
 888      Conditions = CARBOMB
 889      Weapon = PRIMARY  SuicideCarBomb
 890    End
 891  
 892    ArmorSet
 893      Armor           = TruckArmor
 894      DamageFX        = CrushableCarDamageFX
 895    End
 896    VisionRange     = 80
 897    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
 898    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 899    CommandSet = CivilianCarBombCommandSet
 900  
 901    ; *** AUDIO Parameters ***
 902    SoundMoveStart = CarMoveStart
 903  
 904  
 905    ; *** ENGINEERING Parameters ***  
 906    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
 907    RadarPriority   = LOCAL_UNIT_ONLY
 908    
 909    Body            = ActiveBody ModuleTag_02
 910      MaxHealth       = 100.0
 911      InitialHealth   = 100.0
 912    End
 913  
 914  
 915  
 916    Behavior = DestroyDie ModuleTag_03
 917      DeathTypes = ALL -CRUSHED -SPLATTED
 918    End
 919    Behavior = CrushDie ModuleTag_04
 920      DeathTypes = NONE +CRUSHED +SPLATTED
 921      TotalCrushSound     = CarAlarm
 922      BackEndCrushSound   = CarAlarm
 923      FrontEndCrushSound  = CarAlarm
 924      TotalCrushSoundPercent    = 50   
 925      BackEndCrushSoundPercent  = 50
 926      FrontEndCrushSoundPercent = 50
 927    End
 928    Behavior = SlowDeathBehavior ModuleTag_11
 929      DeathTypes = NONE +CRUSHED +SPLATTED
 930      SinkDelay = 14000
 931      SinkRate = 2     ; in Dist/Sec
 932      DestructionDelay = 20000
 933    End
 934  
 935    Behavior = FXListDie ModuleTag_05
 936      DeathTypes = NONE +CRUSHED +SPLATTED
 937      DeathFX = FX_CarCrush
 938    End
 939    Behavior = CreateObjectDie ModuleTag_06
 940      DeathTypes = ALL -CRUSHED -SPLATTED
 941      CreationList = OCL_GenericCarExplode
 942    End
 943    Behavior = FXListDie ModuleTag_07
 944      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
 945      DeathFX = FX_GenericCarExplode
 946    End
 947    Behavior = CreateObjectDie ModuleTag_08
 948      DeathTypes = NONE +SUICIDED
 949      CreationList = OCL_BurnedCarHull
 950    End
 951  
 952    Behavior = AIUpdateInterface ModuleTag_09
 953    End
 954    Locomotor = SET_NORMAL BasicCarLocomotor
 955    Locomotor = SET_WANDER WanderCarLocomotor
 956    Locomotor = SET_PANIC PanicCarLocomotor
 957  
 958    Behavior = PhysicsBehavior ModuleTag_10
 959      Mass = 30.0
 960    End
 961  
 962    Behavior = FlammableUpdate ModuleTag_21
 963      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
 964      AflameDamageAmount = 5       ; taking this much damage...
 965      AflameDamageDelay = 500       ; this often.
 966    End
 967  
 968    Geometry        = BOX
 969    GeometryIsSmall = Yes
 970    GeometryMajorRadius = 11.0
 971    GeometryMinorRadius = 4.0
 972    GeometryHeight  = 7.0
 973    Shadow          = SHADOW_VOLUME
 974  
 975  End
 976  
 977  ;------------------------------------------------------------------------------
 978  Object CarSport01
 979  
 980    ; *** ART Parameters ***
 981    SelectPortrait         = SUTerrorist_L
 982    ButtonImage            = SUTerrorist
 983  
 984    Draw = W3DModelDraw ModuleTag_01
 985      ConditionState = NONE
 986        Model = CVSptCar01
 987      End
 988      ConditionState = FRONTCRUSHED BACKCRUSHED
 989        Model = CVSptCar01_d
 990      End
 991      ConditionState = BACKCRUSHED
 992        Model = CVSptCar01_d2
 993      End
 994      ConditionState = FRONTCRUSHED
 995        Model = CVSptCar01_d1
 996      End
 997    End
 998  
 999    ; ***DESIGN parameters ***
1000    DisplayName      = OBJECT:SportCar
1001    EditorSorting   = VEHICLE
1002   
1003    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
1004    WeaponSet
1005      Conditions = None
1006      Weapon = PRIMARY None
1007    End
1008    WeaponSet
1009      Conditions = CARBOMB
1010      Weapon = PRIMARY  SuicideCarBomb
1011    End
1012   
1013    ArmorSet
1014      Armor           = TruckArmor
1015      DamageFX        = CrushableCarDamageFX
1016    End
1017    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
1018    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1019    CommandSet = CivilianCarBombCommandSet
1020  
1021    ; *** AUDIO Parameters ***
1022    SoundMoveStart = CarMoveStart
1023  
1024  
1025    ; *** ENGINEERING Parameters ***  
1026    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
1027    RadarPriority   = LOCAL_UNIT_ONLY
1028  
1029    Body            = ActiveBody ModuleTag_02
1030      MaxHealth       = 100.0
1031      InitialHealth   = 100.0
1032    End
1033  
1034  
1035  
1036    Behavior = DestroyDie ModuleTag_03
1037      DeathTypes = ALL -CRUSHED -SPLATTED
1038    End
1039    Behavior = CrushDie ModuleTag_04
1040      DeathTypes = NONE +CRUSHED +SPLATTED
1041      TotalCrushSound     = CarAlarm
1042      BackEndCrushSound   = CarAlarm
1043      FrontEndCrushSound  = CarAlarm
1044      TotalCrushSoundPercent    = 50   
1045      BackEndCrushSoundPercent  = 50
1046      FrontEndCrushSoundPercent = 50
1047    End
1048    Behavior = SlowDeathBehavior ModuleTag_11
1049      DeathTypes = NONE +CRUSHED +SPLATTED
1050      SinkDelay = 14000
1051      SinkRate = 2     ; in Dist/Sec
1052      DestructionDelay = 20000
1053    End
1054  
1055    Behavior = FXListDie ModuleTag_05
1056      DeathTypes = NONE +CRUSHED +SPLATTED
1057      DeathFX = FX_CarCrush
1058    End
1059    Behavior = CreateObjectDie ModuleTag_06
1060      DeathTypes = ALL -CRUSHED -SPLATTED
1061      CreationList = OCL_GenericCarExplode
1062    End
1063    Behavior = FXListDie ModuleTag_07
1064      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
1065      DeathFX = FX_GenericCarExplode
1066    End
1067    Behavior = CreateObjectDie ModuleTag_08
1068      DeathTypes = NONE +SUICIDED
1069      CreationList = OCL_BurnedCarHull
1070    End
1071  
1072    Behavior = AIUpdateInterface ModuleTag_09
1073    End
1074    Locomotor = SET_NORMAL BasicCarLocomotor
1075    Locomotor = SET_WANDER WanderCarLocomotor
1076    Locomotor = SET_PANIC PanicCarLocomotor
1077  
1078    Behavior = PhysicsBehavior ModuleTag_10
1079      Mass = 30.0
1080    End
1081  
1082    Behavior = FlammableUpdate ModuleTag_21
1083      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
1084      AflameDamageAmount = 5       ; taking this much damage...
1085      AflameDamageDelay = 500       ; this often.
1086    End
1087  
1088    Geometry        = BOX
1089    GeometryIsSmall = Yes
1090    GeometryMajorRadius = 11.0
1091    GeometryMinorRadius = 4.0
1092    GeometryHeight  = 7.0
1093    Shadow          = SHADOW_VOLUME
1094  
1095  End
1096  
1097  ;------------------------------------------------------------------------------
1098  ; @todo srj -- remove after E3, for demo purposes only
1099  Object CarScrapSuicide
1100  
1101    ; *** ART Parameters ***
1102    SelectPortrait         = SUTerrorist_L
1103    ButtonImage            = SUTerrorist
1104  
1105    Draw = W3DModelDraw ModuleTag_01
1106      ConditionState = NONE
1107        Model = CVScrpCar1
1108      End
1109    End
1110  
1111    ; ***DESIGN parameters ***
1112    DisplayName      = OBJECT:ScrapCar
1113    EditorSorting   = VEHICLE
1114  
1115    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
1116    WeaponSet
1117      Conditions = None
1118      Weapon = PRIMARY SuicideCarBomb
1119    End
1120    ArmorSet
1121      Armor           = TruckArmor
1122      DamageFX        = CrushableCarDamageFX
1123    End
1124    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
1125    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1126    CommandSet = CivilianCarBombCommandSet
1127  
1128    ; *** AUDIO Parameters ***
1129    SoundMoveStart = CarMoveStart
1130  
1131  
1132    ; *** ENGINEERING Parameters ***  
1133    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
1134    RadarPriority   = LOCAL_UNIT_ONLY
1135  
1136    Body            = ActiveBody ModuleTag_02
1137      MaxHealth       = 100.0
1138      InitialHealth   = 100.0
1139    End
1140  
1141  
1142  
1143    Behavior = DestroyDie ModuleTag_03
1144      DeathTypes = ALL -CRUSHED -SPLATTED
1145    End
1146    Behavior = CrushDie ModuleTag_04
1147      DeathTypes = NONE +CRUSHED +SPLATTED
1148      TotalCrushSound     = CarAlarm
1149      BackEndCrushSound   = CarAlarm
1150      FrontEndCrushSound  = CarAlarm
1151      TotalCrushSoundPercent    = 50   
1152      BackEndCrushSoundPercent  = 50
1153      FrontEndCrushSoundPercent = 50
1154    End
1155    Behavior = SlowDeathBehavior ModuleTag_11
1156      DeathTypes = NONE +CRUSHED +SPLATTED
1157      SinkDelay = 14000
1158      SinkRate = 2     ; in Dist/Sec
1159      DestructionDelay = 20000
1160    End
1161  
1162    Behavior = FXListDie ModuleTag_05
1163      DeathTypes = NONE +CRUSHED +SPLATTED
1164      DeathFX = FX_CarCrush
1165    End
1166    Behavior = CreateObjectDie ModuleTag_06
1167      DeathTypes = ALL -CRUSHED -SPLATTED
1168      CreationList = OCL_GenericCarExplode
1169    End
1170    Behavior = FXListDie ModuleTag_07
1171      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
1172      DeathFX = FX_GenericCarExplode
1173    End
1174    Behavior = CreateObjectDie ModuleTag_08
1175      DeathTypes = NONE +SUICIDED
1176      CreationList = OCL_BurnedCarHull
1177    End
1178  
1179    Behavior = AIUpdateInterface ModuleTag_09
1180    End
1181    Locomotor = SET_NORMAL BasicCarLocomotor
1182    Locomotor = SET_WANDER WanderCarLocomotor
1183    Locomotor = SET_PANIC PanicCarLocomotor
1184  
1185    Behavior = PhysicsBehavior ModuleTag_10
1186      Mass = 30.0
1187    End
1188  
1189    Behavior = FlammableUpdate ModuleTag_21
1190      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
1191      AflameDamageAmount = 5       ; taking this much damage...
1192      AflameDamageDelay = 500       ; this often.
1193    End
1194  
1195    Geometry        = BOX
1196    GeometryIsSmall = Yes
1197    GeometryMajorRadius = 11.0
1198    GeometryMinorRadius = 4.0
1199    GeometryHeight  = 7.0
1200    Shadow          = SHADOW_VOLUME
1201  
1202  End
1203  ;------------------------------------------------------------------------------
1204  ;*************************Required For CHI01 INTRO*****************************
1205  Object CINE_CarScrapSuicide
1206  
1207    ; *** ART Parameters ***
1208    SelectPortrait         = SUTerrorist_L
1209    ButtonImage            = SUTerrorist
1210  
1211    Draw = W3DModelDraw ModuleTag_01
1212      ConditionState = NONE
1213        Model = CVScrpCar1
1214      End
1215    End
1216  
1217    ; ***DESIGN parameters ***
1218    DisplayName      = OBJECT:ScrapCar
1219    EditorSorting   = VEHICLE
1220  
1221    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
1222    WeaponSet
1223      Conditions = None
1224      Weapon = PRIMARY SuicideCarBomb
1225    End
1226    ArmorSet
1227      Armor           = TruckArmor
1228      DamageFX        = CrushableCarDamageFX
1229    End
1230    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
1231    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1232    CommandSet = CivilianCarBombCommandSet
1233  
1234    ; *** AUDIO Parameters ***
1235    SoundMoveStart = CarMoveStart
1236  
1237  
1238    ; *** ENGINEERING Parameters ***  
1239    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
1240    RadarPriority   = LOCAL_UNIT_ONLY
1241  
1242    Body            = ActiveBody ModuleTag_02
1243      MaxHealth       = 100.0
1244      InitialHealth   = 100.0
1245    End
1246  
1247  
1248  
1249    Behavior = DestroyDie ModuleTag_03
1250      DeathTypes = ALL -CRUSHED -SPLATTED
1251    End
1252    Behavior = CrushDie ModuleTag_04
1253      DeathTypes = NONE +CRUSHED +SPLATTED
1254      TotalCrushSound     = CarAlarm
1255      BackEndCrushSound   = CarAlarm
1256      FrontEndCrushSound  = CarAlarm
1257      TotalCrushSoundPercent    = 50   
1258      BackEndCrushSoundPercent  = 50
1259      FrontEndCrushSoundPercent = 50
1260    End
1261    Behavior = SlowDeathBehavior ModuleTag_11
1262      DeathTypes = NONE +CRUSHED +SPLATTED
1263      SinkDelay = 14000
1264      SinkRate = 2     ; in Dist/Sec
1265      DestructionDelay = 20000
1266    End
1267  
1268    Behavior = FXListDie ModuleTag_05
1269      DeathTypes = NONE +CRUSHED +SPLATTED
1270      DeathFX = FX_CarCrush
1271    End
1272    Behavior = CreateObjectDie ModuleTag_06
1273      DeathTypes = ALL -CRUSHED -SPLATTED
1274      CreationList = OCL_GenericCarExplode
1275    End
1276    Behavior = FXListDie ModuleTag_07
1277      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
1278      DeathFX = FX_GenericCarExplode
1279    End
1280    Behavior = CreateObjectDie ModuleTag_08
1281      DeathTypes = NONE +SUICIDED
1282      CreationList = OCL_BurnedCarHull
1283    End
1284  
1285    Behavior = AIUpdateInterface ModuleTag_09
1286    End
1287    Locomotor = SET_NORMAL BasicCarLocomotor
1288    Locomotor = SET_WANDER WanderCarLocomotor
1289    Locomotor = SET_PANIC PanicCarLocomotor
1290  
1291    Behavior = PhysicsBehavior ModuleTag_10
1292      Mass = 30.0
1293    End
1294  
1295    Behavior = FlammableUpdate ModuleTag_21
1296      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
1297      AflameDamageAmount = 5       ; taking this much damage...
1298      AflameDamageDelay = 500       ; this often.
1299    End
1300  
1301    Geometry        = BOX
1302    GeometryIsSmall = Yes
1303    GeometryMajorRadius = 11.0
1304    GeometryMinorRadius = 1.0
1305    GeometryHeight  = 7.0
1306    Shadow          = SHADOW_VOLUME
1307  
1308  End
1309  
1310  ;------------------------------------------------------------------------------
1311  ;******************* Cinematic-Only unit **************************************
1312  Object CINE_ConvoyNuke
1313  
1314    ; *** ART Parameters ***
1315    Draw              = W3DTruckDraw ModuleTag_01
1316      ConditionState  = NONE
1317        Model         = CINE_ConvNuke
1318      End
1319      ConditionState  = LOADED
1320        Model         = CINE_ConvNuke
1321      End  
1322  
1323     CabRotationMultiplier = 1.5
1324     TrailerRotationMultiplier = 0.2
1325     CabBone = CAB
1326     TrailerBone = TRAILER
1327     RotationDamping = 0.7
1328  
1329     RightFrontTireBone = Tire01
1330     LeftFrontTireBone = Tire02
1331     MidRightFrontTireBone = Tire03
1332     MidLeftFrontTireBone = Tire04
1333     MidRightMidTireBone = Tire05
1334     MidLeftMidTireBone = Tire06
1335     MidRightRearTireBone = Tire07
1336     MidLeftRearTireBone = Tire08
1337     RightRearTireBone = Tire09
1338     LeftRearTireBone = Tire10;
1339  
1340      TireRotationMultiplier = 0.2   ; this * speed = rotation.
1341      
1342      TrackMarks = EXTireTrack.tga
1343  
1344    End
1345  
1346    ; ***DESIGN parameters ***
1347    DisplayName       = OBJECT:ConvoyTruck
1348    EditorSorting     = VEHICLE
1349    ArmorSet
1350      Armor           = TruckArmor
1351      DamageFX        = CrushableCarDamageFX
1352    End
1353  
1354    WeaponSet
1355      Conditions      = None
1356      Weapon          = PRIMARY CINEConvoyNuke
1357    End
1358    VisionRange       = 150
1359    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
1360    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1361  
1362    ; *** AUDIO Parameters ***
1363    VoiceSelect           = ConvoyTruckSelect
1364    SoundAmbient        = NukeTruckMoveLoop
1365    UnitSpecificSounds
1366      TruckPowerslideSound  = NoSound
1367      TruckLandingSound     = NoSound
1368    End
1369  
1370     ; *** ENGINEERING Parameters ***  
1371    KindOf            = SELECTABLE CAN_ATTACK VEHICLE
1372  
1373    Body              = ActiveBody ModuleTag_03
1374      MaxHealth       = 100.0
1375      InitialHealth   = 100.0
1376    End
1377  
1378    Behavior               = DestroyDie ModuleTag_04
1379                      ;nothing
1380    End
1381    Behavior               = CreateObjectDie ModuleTag_05
1382      DeathTypes = ALL 
1383      CreationList    = OCL_LargeStructureDebris
1384    End
1385  
1386    Behavior = AIUpdateInterface ModuleTag_07
1387    End
1388    Locomotor       = SET_NORMAL CINE_NukeTruckLocomotor
1389    Locomotor       = SET_WANDER WanderCarLocomotor
1390    Locomotor       = SET_PANIC PanicCarLocomotor
1391    Behavior          = PhysicsBehavior ModuleTag_08
1392      Mass            = 30.0
1393    End
1394  
1395    Behavior = FlammableUpdate ModuleTag_21
1396      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
1397      AflameDamageAmount = 5       ; taking this much damage...
1398      AflameDamageDelay = 500       ; this often.
1399    End
1400  
1401    Geometry            = BOX
1402    GeometryIsSmall     = NO
1403    GeometryMajorRadius = 36.0
1404    GeometryMinorRadius = 8.0
1405    GeometryHeight      = 16.0
1406    Shadow              = SHADOW_VOLUME
1407  
1408  End
1409  
1410  ;------------------------------------------------------------------------------
1411  Object CarScrap
1412  
1413    ; *** ART Parameters ***
1414    SelectPortrait         = SUTerrorist_L
1415    ButtonImage            = SUTerrorist
1416  
1417    Draw = W3DModelDraw ModuleTag_01
1418      ConditionState = NONE
1419        Model = CVScrpCar1
1420      End
1421    End
1422  
1423    ; ***DESIGN parameters ***
1424    DisplayName      = OBJECT:ScrapCar
1425    EditorSorting   = VEHICLE
1426  
1427    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
1428    WeaponSet
1429      Conditions = None
1430      Weapon = PRIMARY None
1431    End
1432    WeaponSet
1433      Conditions = CARBOMB
1434      Weapon = PRIMARY  SuicideCarBomb
1435    End
1436  
1437    ArmorSet
1438      Armor           = TruckArmor
1439      DamageFX        = CrushableCarDamageFX
1440    End
1441    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
1442    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1443    CommandSet = CivilianCarBombCommandSet
1444  
1445    ; *** AUDIO Parameters ***
1446    SoundMoveStart = CarMoveStart
1447  
1448  
1449    ; *** ENGINEERING Parameters ***  
1450    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
1451    RadarPriority   = LOCAL_UNIT_ONLY
1452  
1453    Body            = ActiveBody ModuleTag_02
1454      MaxHealth       = 100.0
1455      InitialHealth   = 100.0
1456    End
1457  
1458  
1459  
1460    Behavior = DestroyDie ModuleTag_03
1461      DeathTypes = ALL -CRUSHED -SPLATTED
1462    End
1463    Behavior = CrushDie ModuleTag_04
1464      DeathTypes = NONE +CRUSHED +SPLATTED
1465      TotalCrushSound     = CarAlarm
1466      BackEndCrushSound   = CarAlarm
1467      FrontEndCrushSound  = CarAlarm
1468      TotalCrushSoundPercent    = 50   
1469      BackEndCrushSoundPercent  = 50
1470      FrontEndCrushSoundPercent = 50
1471    End
1472    Behavior = SlowDeathBehavior ModuleTag_11
1473      DeathTypes = NONE +CRUSHED +SPLATTED
1474      SinkDelay = 14000
1475      SinkRate = 2     ; in Dist/Sec
1476      DestructionDelay = 20000
1477    End
1478  
1479    Behavior = FXListDie ModuleTag_05
1480      DeathTypes = NONE +CRUSHED +SPLATTED
1481      DeathFX = FX_CarCrush
1482    End
1483    Behavior = CreateObjectDie ModuleTag_06
1484      DeathTypes = ALL -CRUSHED -SPLATTED
1485      CreationList = OCL_GenericCarExplode
1486    End
1487    Behavior = FXListDie ModuleTag_07
1488      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
1489      DeathFX = FX_GenericCarExplode
1490    End
1491    Behavior = CreateObjectDie ModuleTag_08
1492      DeathTypes = NONE +SUICIDED
1493      CreationList = OCL_BurnedCarHull
1494    End
1495  
1496    Behavior = AIUpdateInterface ModuleTag_09
1497    End
1498    Locomotor = SET_NORMAL BasicCarLocomotor
1499    Locomotor = SET_WANDER WanderCarLocomotor
1500    Locomotor = SET_PANIC PanicCarLocomotor
1501  
1502    Behavior = PhysicsBehavior ModuleTag_10
1503      Mass = 30.0
1504    End
1505  
1506    Behavior = FlammableUpdate ModuleTag_21
1507      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
1508      AflameDamageAmount = 5       ; taking this much damage...
1509      AflameDamageDelay = 500       ; this often.
1510    End
1511  
1512    Geometry        = BOX
1513    GeometryIsSmall = Yes
1514    GeometryMajorRadius = 11.0
1515    GeometryMinorRadius = 4.0
1516    GeometryHeight  = 7.0
1517    Shadow          = SHADOW_VOLUME
1518  
1519  End
1520  
1521  ;------------------------------------------------------------------------------
1522  Object CarLimo1
1523  
1524    ; *** ART Parameters ***
1525    SelectPortrait         = SUTerrorist_L
1526    ButtonImage            = SUTerrorist
1527  
1528    Draw = W3DModelDraw ModuleTag_01
1529      ConditionState = NONE
1530        Model = CVLimo1
1531      End
1532    End
1533  
1534    ; ***DESIGN parameters ***
1535    DisplayName       = OBJECT:Limo
1536    EditorSorting     = VEHICLE
1537    ArmorSet
1538      Conditions      = None
1539      Armor           = TruckArmor
1540      DamageFX        = LimoDamageFX
1541    End
1542    CommandSet        = CivilianVehicleLimoCommandSet
1543  
1544    ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo
1545    ;  Slots = 5
1546    ;End
1547  
1548    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
1549    WeaponSet
1550      Conditions = None
1551      Weapon = PRIMARY None
1552    End
1553    WeaponSet
1554      Conditions = CARBOMB
1555      Weapon = PRIMARY  SuicideCarBomb
1556    End
1557    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
1558    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1559    CommandSet = CivilianCarBombCommandSet
1560  
1561    ; *** AUDIO Parameters ***
1562  
1563  
1564    ; *** ENGINEERING Parameters ***  
1565    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
1566    RadarPriority   = LOCAL_UNIT_ONLY
1567  
1568    Body            = ActiveBody ModuleTag_03
1569      MaxHealth       = 800.0
1570      InitialHealth   = 800.0
1571    End
1572  
1573    Behavior = DestroyDie ModuleTag_DeathTag03
1574      ;nothing
1575    End
1576    
1577    Behavior = CreateObjectDie ModuleTag_DeathTag04
1578      CreationList = OCL_GenericCarExplode
1579    End
1580    
1581    Behavior = FXListDie ModuleTag_DeathTag05
1582      DeathFX = FX_GenericCarExplode
1583    End
1584  
1585  
1586    ;Behavior = DestroyDie ModuleTag_04
1587    ;  DeathTypes = ALL -CRUSHED -SPLATTED
1588    ;End
1589    ;Behavior = CrushDie ModuleTag_05
1590    ;  DeathTypes = NONE +CRUSHED +SPLATTED
1591    ;  TotalCrushSound     = CarAlarm
1592    ;  BackEndCrushSound   = CarAlarm
1593    ;  FrontEndCrushSound  = CarAlarm
1594    ;  TotalCrushSoundPercent    = 50   
1595    ;  BackEndCrushSoundPercent  = 50
1596    ;  FrontEndCrushSoundPercent = 50
1597    ;End
1598    ;Behavior = SlowDeathBehavior ModuleTag_12
1599    ;  DeathTypes = NONE +CRUSHED +SPLATTED
1600    ;  SinkDelay = 14000
1601    ;  SinkRate = 2     ; in Dist/Sec
1602    ;  DestructionDelay = 20000
1603    ;End
1604  
1605   ; Behavior = FXListDie ModuleTag_06
1606   ;   DeathTypes = NONE +CRUSHED +SPLATTED
1607   ;   DeathFX = FX_CarCrush
1608   ; End
1609   ; Behavior = CreateObjectDie ModuleTag_07
1610   ;   DeathTypes = ALL -CRUSHED -SPLATTED
1611   ;   CreationList = OCL_GenericCarExplode
1612   ; End
1613  ;  Behavior = FXListDie ModuleTag_08
1614  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
1615  ;    DeathFX = FX_GenericCarExplode
1616  ;  End
1617  ;  Behavior = CreateObjectDie ModuleTag_09
1618  ;    DeathTypes = NONE +SUICIDED
1619  ;    CreationList = OCL_BurnedCarHull
1620  ;  End
1621  
1622    Behavior = AIUpdateInterface ModuleTag_10
1623    End
1624    Locomotor = SET_NORMAL BasicCarLocomotor
1625    Locomotor = SET_WANDER WanderCarLocomotor
1626    Locomotor = SET_PANIC PanicCarLocomotor
1627  
1628    Behavior = PhysicsBehavior ModuleTag_11
1629      Mass = 30.0
1630    End
1631  
1632    Behavior = FlammableUpdate ModuleTag_21
1633      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
1634      AflameDamageAmount = 5       ; taking this much damage...
1635      AflameDamageDelay = 500       ; this often.
1636    End
1637  
1638    Geometry        = BOX
1639    GeometryIsSmall = Yes
1640    GeometryMajorRadius = 11.0
1641    GeometryMinorRadius = 4.0
1642    GeometryHeight  = 7.0
1643    Shadow          = SHADOW_VOLUME
1644  
1645  End
1646  
1647  ;------------------------------------------------------------------------------
1648  Object CarLimo2
1649  
1650    ; *** ART Parameters ***
1651    SelectPortrait         = SUTerrorist_L
1652    ButtonImage            = SUTerrorist
1653  
1654    Draw = W3DModelDraw ModuleTag_01
1655      ConditionState = NONE
1656        Model = CVLimo2
1657      End
1658    End
1659  
1660    ; ***DESIGN parameters ***
1661    DisplayName      = OBJECT:Limo
1662    EditorSorting   = VEHICLE
1663    ArmorSet
1664      Conditions      = None
1665      Armor           = TruckArmor
1666      DamageFX        = LimoDamageFX
1667    End
1668    CommandSet        = CivilianVehicleLimoCommandSet
1669  
1670    ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo
1671    ;  Slots = 5
1672    ;End
1673  
1674    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
1675    WeaponSet
1676      Conditions = None
1677      Weapon = PRIMARY None
1678    End
1679    WeaponSet
1680      Conditions = CARBOMB
1681      Weapon = PRIMARY  SuicideCarBomb
1682    End
1683    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
1684    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1685    CommandSet = CivilianCarBombCommandSet
1686  
1687    ; *** AUDIO Parameters ***
1688  
1689  
1690    ; *** ENGINEERING Parameters ***  
1691    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
1692    RadarPriority   = LOCAL_UNIT_ONLY
1693  
1694    Body            = ActiveBody ModuleTag_03
1695      MaxHealth       = 800.0
1696      InitialHealth   = 800.0
1697    End
1698    
1699    
1700    Behavior = DestroyDie ModuleTag_DeathTag03
1701      ;nothing
1702    End
1703    Behavior = CreateObjectDie ModuleTag_DeathTag04
1704      CreationList = OCL_GenericCarExplode
1705    End
1706    Behavior = FXListDie ModuleTag_DeathTag05
1707      DeathFX = FX_GenericCarExplode
1708    End
1709  
1710  
1711  
1712   ; Behavior = DestroyDie ModuleTag_04
1713   ;   DeathTypes = ALL -CRUSHED -SPLATTED
1714   ; End
1715   ; Behavior = CrushDie ModuleTag_05
1716   ;   DeathTypes = NONE +CRUSHED +SPLATTED
1717   ;   TotalCrushSound     = CarAlarm
1718   ;   BackEndCrushSound   = CarAlarm
1719   ;   FrontEndCrushSound  = CarAlarm
1720   ;   TotalCrushSoundPercent    = 50   
1721   ;   BackEndCrushSoundPercent  = 50
1722   ;   FrontEndCrushSoundPercent = 50
1723   ; End
1724   ; Behavior = SlowDeathBehavior ModuleTag_12
1725   ;   DeathTypes = NONE +CRUSHED +SPLATTED
1726   ;   SinkDelay = 14000
1727   ;   SinkRate = 2     ; in Dist/Sec
1728   ;   DestructionDelay = 20000
1729   ; End
1730  
1731   ; Behavior = FXListDie ModuleTag_06
1732   ;   DeathTypes = NONE +CRUSHED +SPLATTED
1733   ;   DeathFX = FX_CarCrush
1734   ; End
1735   ; Behavior = CreateObjectDie ModuleTag_07
1736   ;   DeathTypes = ALL -CRUSHED -SPLATTED
1737   ;   CreationList = OCL_GenericCarExplode
1738   ; End
1739   ; Behavior = FXListDie ModuleTag_08
1740   ;   DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
1741   ;   DeathFX = FX_GenericCarExplode
1742   ; End
1743   ; Behavior = CreateObjectDie ModuleTag_09
1744   ;   DeathTypes = NONE +SUICIDED
1745   ;   CreationList = OCL_BurnedCarHull
1746   ; End
1747  
1748    Behavior = AIUpdateInterface ModuleTag_10
1749    End
1750    Locomotor = SET_NORMAL BasicCarLocomotor
1751    Locomotor = SET_WANDER WanderCarLocomotor
1752    Locomotor = SET_PANIC PanicCarLocomotor
1753  
1754    Behavior = PhysicsBehavior ModuleTag_11
1755      Mass = 30.0
1756    End
1757  
1758    Behavior = FlammableUpdate ModuleTag_21
1759      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
1760      AflameDamageAmount = 5       ; taking this much damage...
1761      AflameDamageDelay = 500       ; this often.
1762    End
1763  
1764    Geometry        = BOX
1765    GeometryIsSmall = Yes
1766    GeometryMajorRadius = 11.0
1767    GeometryMinorRadius = 4.0
1768    GeometryHeight  = 7.0
1769    Shadow          = SHADOW_VOLUME
1770  
1771  End
1772  
1773  ;------------------------------------------------------------------------------
1774  Object CarLimo3
1775  
1776    ; *** ART Parameters ***
1777    SelectPortrait         = SUTerrorist_L
1778    ButtonImage            = SUTerrorist
1779  
1780    Draw = W3DModelDraw ModuleTag_01
1781      ConditionState = NONE
1782        Model = CVLimo3
1783      End
1784      ConditionState  = REALLYDAMAGED
1785        Model = CVLimo3_D
1786      End
1787      ConditionState  = RUBBLE
1788        Model = CVLimo3_D
1789      End
1790    End
1791  
1792    ; ***DESIGN parameters ***
1793    DisplayName      = OBJECT:Limo
1794    EditorSorting   = VEHICLE
1795    ArmorSet
1796      Conditions      = None
1797      Armor           = TruckArmor
1798      DamageFX        = LimoDamageFX
1799    End
1800    CommandSet        = CivilianVehicleLimoCommandSet
1801  
1802    WeaponSet
1803      Conditions = None
1804      Weapon = PRIMARY None
1805    End
1806  
1807    ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo
1808    ;  Slots = 5
1809    ;End
1810  
1811    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
1812    WeaponSet
1813      Conditions = CARBOMB
1814      Weapon = PRIMARY  SuicideCarBomb
1815    End
1816    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
1817    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1818    CommandSet = CivilianCarBombCommandSet
1819  
1820    ; *** AUDIO Parameters ***
1821  
1822    ; *** ENGINEERING Parameters ***  
1823    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
1824    RadarPriority   = LOCAL_UNIT_ONLY
1825  
1826    Body            = ActiveBody ModuleTag_03
1827      MaxHealth       = 800.0
1828      InitialHealth   = 800.0
1829    End
1830  
1831    Behavior = DestroyDie ModuleTag_04
1832      DeathTypes = ALL -CRUSHED -SPLATTED
1833    End
1834    Behavior = CrushDie ModuleTag_05
1835      DeathTypes = NONE +CRUSHED +SPLATTED
1836      TotalCrushSound     = CarAlarm
1837      BackEndCrushSound   = CarAlarm
1838      FrontEndCrushSound  = CarAlarm
1839      TotalCrushSoundPercent    = 50   
1840      BackEndCrushSoundPercent  = 50
1841      FrontEndCrushSoundPercent = 50
1842    End
1843    Behavior = SlowDeathBehavior ModuleTag_12
1844      DeathTypes = NONE +CRUSHED +SPLATTED
1845      SinkDelay = 14000
1846      SinkRate = 2     ; in Dist/Sec
1847      DestructionDelay = 20000
1848    End
1849  
1850    Behavior = FXListDie ModuleTag_06
1851      DeathTypes = NONE +CRUSHED +SPLATTED
1852      DeathFX = FX_CarCrush
1853    End
1854    Behavior = CreateObjectDie ModuleTag_07
1855      DeathTypes = ALL -CRUSHED -SPLATTED
1856      CreationList = OCL_LimoExplode
1857    End
1858    Behavior = FXListDie ModuleTag_08
1859      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
1860      DeathFX = FX_LimoExplode
1861    End
1862  ;  Behavior = CreateObjectDie
1863  ;;    DeathTypes = NONE +SUICIDED
1864  ;    CreationList = OCL_BurnedCarHull
1865  ;  End
1866  
1867    Behavior = AIUpdateInterface ModuleTag_09
1868    End
1869    Locomotor = SET_NORMAL BasicCarLocomotor
1870    Locomotor = SET_WANDER WanderCarLocomotor
1871    Locomotor = SET_PANIC PanicCarLocomotor
1872  
1873    Behavior = PhysicsBehavior ModuleTag_10
1874      Mass = 30.0
1875    End
1876  
1877    Behavior = TransitionDamageFX ModuleTag_11
1878      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01
1879      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition
1880    End
1881  
1882    Behavior = FlammableUpdate ModuleTag_21
1883      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
1884      AflameDamageAmount = 5       ; taking this much damage...
1885      AflameDamageDelay = 500       ; this often.
1886    End
1887  
1888    Geometry        = BOX
1889    GeometryIsSmall = Yes
1890    GeometryMajorRadius = 11.0
1891    GeometryMinorRadius = 4.0
1892    GeometryHeight  = 7.0
1893    Shadow          = SHADOW_VOLUME
1894  
1895  End
1896  
1897  ;------------------------------------------------------------------------------
1898  Object CarLimo03DeadHull
1899  
1900    ; *** ART Parameters ***
1901    Draw = W3DModelDraw ModuleTag_01
1902      OkToChangeModelColor = Yes
1903  
1904      ConditionState = NONE
1905        Model = CVLimo3_D1
1906      End
1907    End
1908  
1909    ; ***DESIGN parameters ***
1910    DisplayName      = OBJECT:Limo
1911    EditorSorting   = SYSTEM
1912    TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
1913  
1914    ; *** AUDIO Parameters ***
1915    ; *** ENGINEERING Parameters ***
1916    RadarPriority = UNIT
1917    KindOf = CAN_CAST_REFLECTIONS IMMOBILE
1918  
1919    Body = ActiveBody ModuleTag_02
1920      MaxHealth       = 1.0
1921      InitialHealth   = 1.0
1922    End
1923  
1924  
1925    Behavior = PhysicsBehavior ModuleTag_03
1926      Mass = 50
1927      AllowBouncing = Yes
1928    End
1929  
1930    Behavior = LifetimeUpdate ModuleTag_04
1931      MinLifetime = 0   ; min lifetime in msec
1932      MaxLifetime = 0   ; max lifetime in msec
1933    End
1934  
1935    Behavior = SlowDeathBehavior ModuleTag_05
1936      SinkDelay = 14000
1937      SinkRate = 2     ; in Dist/Sec
1938      DestructionDelay = 20000
1939    End
1940  
1941    Behavior = TransitionDamageFX ModuleTag_06
1942      RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
1943    End
1944  
1945    Geometry = BOX
1946    GeometryMajorRadius = 9.0
1947    GeometryMinorRadius = 6.0
1948    GeometryHeight = 7.5     
1949    GeometryIsSmall = Yes    
1950  
1951  End
1952  
1953  ;------------------------------------------------------------------------------
1954  Object CarLuxury01
1955  
1956    ; *** ART Parameters ***
1957    SelectPortrait         = SUTerrorist_L
1958    ButtonImage            = SUTerrorist
1959  
1960    Draw = W3DModelDraw ModuleTag_01
1961      ConditionState = NONE
1962        Model = CVBMW
1963      End
1964      ConditionState = FRONTCRUSHED BACKCRUSHED
1965        Model = CVBMW_d
1966      End
1967      ConditionState = BACKCRUSHED
1968        Model = CVBMW_d2
1969      End
1970      ConditionState = FRONTCRUSHED
1971        Model = CVBMW_d1
1972      End
1973    End
1974  
1975    ; ***DESIGN parameters ***
1976    DisplayName      = OBJECT:BMW
1977    EditorSorting   = VEHICLE
1978  
1979    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
1980    WeaponSet
1981      Conditions = None
1982      Weapon = PRIMARY None
1983    End
1984    WeaponSet
1985      Conditions = CARBOMB
1986      Weapon = PRIMARY  SuicideCarBomb
1987    End
1988  
1989    ArmorSet
1990      Armor           = TruckArmor
1991      DamageFX        = CrushableCarDamageFX
1992    End
1993    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
1994    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
1995    CommandSet = CivilianCarBombCommandSet
1996  
1997    ; *** AUDIO Parameters ***
1998    SoundMoveStart = CarMoveStart
1999  
2000  
2001    ; *** ENGINEERING Parameters ***  
2002    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
2003    RadarPriority   = LOCAL_UNIT_ONLY
2004  
2005    Body            = ActiveBody ModuleTag_02
2006      MaxHealth       = 100.0
2007      InitialHealth   = 100.0
2008    End
2009  
2010  
2011  
2012    Behavior = DestroyDie ModuleTag_03
2013      DeathTypes = ALL -CRUSHED -SPLATTED
2014    End
2015    Behavior = CrushDie ModuleTag_04
2016      DeathTypes = NONE +CRUSHED +SPLATTED
2017      TotalCrushSound     = CarAlarm
2018      BackEndCrushSound   = CarAlarm
2019      FrontEndCrushSound  = CarAlarm
2020      TotalCrushSoundPercent    = 50   
2021      BackEndCrushSoundPercent  = 50
2022      FrontEndCrushSoundPercent = 50
2023    End
2024    Behavior = SlowDeathBehavior ModuleTag_11
2025      DeathTypes = NONE +CRUSHED +SPLATTED
2026      SinkDelay = 14000
2027      SinkRate = 2     ; in Dist/Sec
2028      DestructionDelay = 20000
2029    End
2030  
2031    Behavior = FXListDie ModuleTag_05
2032      DeathTypes = NONE +CRUSHED +SPLATTED
2033      DeathFX = FX_CarCrush
2034    End
2035    Behavior = CreateObjectDie ModuleTag_06
2036      DeathTypes = ALL -CRUSHED -SPLATTED
2037      CreationList = OCL_GenericCarExplode
2038    End
2039    Behavior = FXListDie ModuleTag_07
2040      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
2041      DeathFX = FX_GenericCarExplode
2042    End
2043    Behavior = CreateObjectDie ModuleTag_08
2044      DeathTypes = NONE +SUICIDED
2045      CreationList = OCL_BurnedCarHull
2046    End
2047  
2048    Behavior = AIUpdateInterface ModuleTag_09
2049    End
2050    Locomotor = SET_NORMAL BasicCarLocomotor
2051    Locomotor = SET_WANDER WanderCarLocomotor
2052    Locomotor = SET_PANIC PanicCarLocomotor
2053  
2054    Behavior = PhysicsBehavior ModuleTag_10
2055      Mass = 30.0
2056    End
2057  
2058    Behavior = FlammableUpdate ModuleTag_21
2059      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
2060      AflameDamageAmount = 5       ; taking this much damage...
2061      AflameDamageDelay = 500       ; this often.
2062    End
2063  
2064    Geometry        = BOX
2065    GeometryIsSmall = Yes
2066    GeometryMajorRadius = 11.0
2067    GeometryMinorRadius = 4.0
2068    GeometryHeight  = 7.0
2069    Shadow          = SHADOW_VOLUME
2070  
2071  End
2072  
2073  ;------------------------------------------------------------------------------
2074  Object CarLuxury02
2075  
2076    ; *** ART Parameters ***
2077    SelectPortrait         = SUTerrorist_L
2078    ButtonImage            = SUTerrorist
2079  
2080    Draw = W3DModelDraw ModuleTag_01
2081      ConditionState = NONE
2082        Model = CVBMW2
2083      End
2084      ConditionState = FRONTCRUSHED BACKCRUSHED
2085        Model = CVBMW2_d
2086      End
2087      ConditionState = BACKCRUSHED
2088        Model = CVBMW2_d2
2089      End
2090      ConditionState = FRONTCRUSHED
2091        Model = CVBMW2_d1
2092      End
2093    End
2094  
2095    ; ***DESIGN parameters ***
2096    DisplayName      = OBJECT:BMW
2097    EditorSorting   = VEHICLE
2098  
2099    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
2100    WeaponSet
2101      Conditions = None
2102      Weapon = PRIMARY None
2103    End
2104    WeaponSet
2105      Conditions = CARBOMB
2106      Weapon = PRIMARY  SuicideCarBomb
2107    End
2108  
2109    ArmorSet
2110      Armor           = TruckArmor
2111      DamageFX        = CrushableCarDamageFX
2112    End
2113    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
2114    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2115    CommandSet = CivilianCarBombCommandSet
2116  
2117    ; *** AUDIO Parameters ***
2118    SoundMoveStart = CarMoveStart
2119  
2120  
2121    ; *** ENGINEERING Parameters ***  
2122    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
2123    RadarPriority   = LOCAL_UNIT_ONLY
2124  
2125    Body            = ActiveBody ModuleTag_02
2126      MaxHealth       = 100.0
2127      InitialHealth   = 100.0
2128    End
2129  
2130  
2131  
2132    Behavior = DestroyDie ModuleTag_03
2133      DeathTypes = ALL -CRUSHED -SPLATTED
2134    End
2135    Behavior = CrushDie ModuleTag_04
2136      DeathTypes = NONE +CRUSHED +SPLATTED
2137      TotalCrushSound     = CarAlarm
2138      BackEndCrushSound   = CarAlarm
2139      FrontEndCrushSound  = CarAlarm
2140      TotalCrushSoundPercent    = 50   
2141      BackEndCrushSoundPercent  = 50
2142      FrontEndCrushSoundPercent = 50
2143    End
2144    Behavior = SlowDeathBehavior ModuleTag_11
2145      DeathTypes = NONE +CRUSHED +SPLATTED
2146      SinkDelay = 14000
2147      SinkRate = 2     ; in Dist/Sec
2148      DestructionDelay = 20000
2149    End
2150  
2151    Behavior = FXListDie ModuleTag_05
2152      DeathTypes = NONE +CRUSHED +SPLATTED
2153      DeathFX = FX_CarCrush
2154    End
2155    Behavior = CreateObjectDie ModuleTag_06
2156      DeathTypes = ALL -CRUSHED -SPLATTED
2157      CreationList = OCL_GenericCarExplode
2158    End
2159    Behavior = FXListDie ModuleTag_07
2160      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
2161      DeathFX = FX_GenericCarExplode
2162    End
2163    Behavior = CreateObjectDie ModuleTag_08
2164      DeathTypes = NONE +SUICIDED
2165      CreationList = OCL_BurnedCarHull
2166    End
2167  
2168    Behavior = AIUpdateInterface ModuleTag_09
2169    End
2170    Locomotor = SET_NORMAL BasicCarLocomotor
2171    Locomotor = SET_WANDER WanderCarLocomotor
2172    Locomotor = SET_PANIC PanicCarLocomotor
2173  
2174    Behavior = PhysicsBehavior ModuleTag_10
2175      Mass = 30.0
2176    End
2177  
2178    Behavior = FlammableUpdate ModuleTag_21
2179      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
2180      AflameDamageAmount = 5       ; taking this much damage...
2181      AflameDamageDelay = 500       ; this often.
2182    End
2183  
2184    Geometry        = BOX
2185    GeometryIsSmall = Yes
2186    GeometryMajorRadius = 11.0
2187    GeometryMinorRadius = 4.0
2188    GeometryHeight  = 7.0
2189    Shadow          = SHADOW_VOLUME
2190  
2191  End
2192  
2193  ;------------------------------------------------------------------------------
2194  Object CarLuxury03
2195  
2196    ; *** ART Parameters ***
2197    SelectPortrait         = SUTerrorist_L
2198    ButtonImage            = SUTerrorist
2199  
2200    Draw = W3DModelDraw ModuleTag_01
2201      ConditionState = NONE
2202        Model = CVBMW3
2203      End
2204          ConditionState = FRONTCRUSHED BACKCRUSHED
2205        Model = CVBMW3_d
2206      End
2207      ConditionState = BACKCRUSHED
2208        Model = CVBMW3_d2
2209      End
2210      ConditionState = FRONTCRUSHED
2211        Model = CVBMW3_d1
2212      End
2213    End
2214  
2215    ; ***DESIGN parameters ***
2216    DisplayName      = OBJECT:BMW
2217    EditorSorting   = VEHICLE
2218  
2219    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
2220    WeaponSet
2221      Conditions = None
2222      Weapon = PRIMARY None
2223    End
2224    WeaponSet
2225      Conditions = CARBOMB
2226      Weapon = PRIMARY  SuicideCarBomb
2227    End
2228  
2229    ArmorSet
2230      Armor           = TruckArmor
2231      DamageFX        = CrushableCarDamageFX
2232    End
2233    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
2234    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2235    CommandSet = CivilianCarBombCommandSet
2236  
2237    ; *** AUDIO Parameters ***
2238    SoundMoveStart = CarMoveStart
2239  
2240  
2241    ; *** ENGINEERING Parameters ***  
2242    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
2243    RadarPriority   = LOCAL_UNIT_ONLY
2244  
2245    Body            = ActiveBody ModuleTag_02
2246      MaxHealth       = 100.0
2247      InitialHealth   = 100.0
2248    End
2249  
2250  
2251  
2252    Behavior = DestroyDie ModuleTag_03
2253      DeathTypes = ALL -CRUSHED -SPLATTED
2254    End
2255    Behavior = CrushDie ModuleTag_04
2256      DeathTypes = NONE +CRUSHED +SPLATTED
2257      TotalCrushSound     = CarAlarm
2258      BackEndCrushSound   = CarAlarm
2259      FrontEndCrushSound  = CarAlarm
2260      TotalCrushSoundPercent    = 50   
2261      BackEndCrushSoundPercent  = 50
2262      FrontEndCrushSoundPercent = 50
2263    End
2264    Behavior = SlowDeathBehavior ModuleTag_11
2265      DeathTypes = NONE +CRUSHED +SPLATTED
2266      SinkDelay = 14000
2267      SinkRate = 2     ; in Dist/Sec
2268      DestructionDelay = 20000
2269    End
2270  
2271    Behavior = FXListDie ModuleTag_05
2272      DeathTypes = NONE +CRUSHED +SPLATTED
2273      DeathFX = FX_CarCrush
2274    End
2275    Behavior = CreateObjectDie ModuleTag_06
2276      DeathTypes = ALL -CRUSHED -SPLATTED
2277      CreationList = OCL_GenericCarExplode
2278    End
2279    Behavior = FXListDie ModuleTag_07
2280      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
2281      DeathFX = FX_GenericCarExplode
2282    End
2283    Behavior = CreateObjectDie ModuleTag_08
2284      DeathTypes = NONE +SUICIDED
2285      CreationList = OCL_BurnedCarHull
2286    End
2287  
2288    Behavior = AIUpdateInterface ModuleTag_09
2289    End
2290    Locomotor = SET_NORMAL BasicCarLocomotor
2291    Locomotor = SET_WANDER WanderCarLocomotor
2292    Locomotor = SET_PANIC PanicCarLocomotor
2293  
2294    Behavior = PhysicsBehavior ModuleTag_10
2295      Mass = 30.0
2296    End
2297  
2298    Behavior = FlammableUpdate ModuleTag_21
2299      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
2300      AflameDamageAmount = 5       ; taking this much damage...
2301      AflameDamageDelay = 500       ; this often.
2302    End
2303  
2304    Geometry        = BOX
2305    GeometryIsSmall = Yes
2306    GeometryMajorRadius = 11.0
2307    GeometryMinorRadius = 4.0
2308    GeometryHeight  = 7.0
2309    Shadow          = SHADOW_VOLUME
2310  
2311  End
2312  
2313  ;------------------------------------------------------------------------------
2314  Object CarLuxury04
2315  
2316    ; *** ART Parameters ***
2317    SelectPortrait         = SUTerrorist_L
2318    ButtonImage            = SUTerrorist
2319  
2320    Draw = W3DModelDraw ModuleTag_01
2321      ConditionState = NONE
2322        Model = CVBMW4
2323      End
2324      ConditionState = FRONTCRUSHED BACKCRUSHED
2325        Model = CVBMW4_d
2326      End
2327      ConditionState = BACKCRUSHED
2328        Model = CVBMW4_d2
2329      End
2330      ConditionState = FRONTCRUSHED
2331        Model = CVBMW4_d1
2332      End
2333    End
2334  
2335    ; ***DESIGN parameters ***
2336    DisplayName      = OBJECT:BMW
2337    EditorSorting   = VEHICLE
2338  
2339    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
2340    WeaponSet
2341      Conditions = None
2342      Weapon = PRIMARY None
2343    End
2344    WeaponSet
2345      Conditions = CARBOMB
2346      Weapon = PRIMARY  SuicideCarBomb
2347    End
2348  
2349    ArmorSet
2350      Armor           = TruckArmor
2351      DamageFX        = CrushableCarDamageFX
2352    End
2353    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
2354    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2355    CommandSet = CivilianCarBombCommandSet
2356  
2357    ; *** AUDIO Parameters ***
2358    SoundMoveStart = CarMoveStart
2359  
2360  
2361    ; *** ENGINEERING Parameters ***  
2362    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
2363    RadarPriority   = LOCAL_UNIT_ONLY
2364  
2365    Body            = ActiveBody ModuleTag_02
2366      MaxHealth       = 100.0
2367      InitialHealth   = 100.0
2368    End
2369  
2370  
2371  
2372    Behavior = DestroyDie ModuleTag_03
2373      DeathTypes = ALL -CRUSHED -SPLATTED
2374    End
2375    Behavior = CrushDie ModuleTag_04
2376      DeathTypes = NONE +CRUSHED +SPLATTED
2377      TotalCrushSound     = CarAlarm
2378      BackEndCrushSound   = CarAlarm
2379      FrontEndCrushSound  = CarAlarm
2380      TotalCrushSoundPercent    = 50   
2381      BackEndCrushSoundPercent  = 50
2382      FrontEndCrushSoundPercent = 50
2383    End
2384    Behavior = SlowDeathBehavior ModuleTag_11
2385      DeathTypes = NONE +CRUSHED +SPLATTED
2386      SinkDelay = 14000
2387      SinkRate = 2     ; in Dist/Sec
2388      DestructionDelay = 20000
2389    End
2390  
2391    Behavior = FXListDie ModuleTag_05
2392      DeathTypes = NONE +CRUSHED +SPLATTED
2393  
2394      DeathFX = FX_CarCrush
2395    End
2396    Behavior = CreateObjectDie ModuleTag_06
2397      DeathTypes = ALL -CRUSHED -SPLATTED
2398      CreationList = OCL_GenericCarExplode
2399    End
2400    Behavior = FXListDie ModuleTag_07
2401      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
2402      DeathFX = FX_GenericCarExplode
2403    End
2404    Behavior = CreateObjectDie ModuleTag_08
2405      DeathTypes = NONE +SUICIDED
2406      CreationList = OCL_BurnedCarHull
2407    End
2408  
2409    Behavior = AIUpdateInterface ModuleTag_09
2410    End
2411    Locomotor = SET_NORMAL BasicCarLocomotor
2412    Locomotor = SET_WANDER WanderCarLocomotor
2413    Locomotor = SET_PANIC PanicCarLocomotor
2414  
2415    Behavior = PhysicsBehavior ModuleTag_10
2416      Mass = 30.0
2417    End
2418  
2419    Behavior = FlammableUpdate ModuleTag_21
2420      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
2421      AflameDamageAmount = 5       ; taking this much damage...
2422      AflameDamageDelay = 500       ; this often.
2423    End
2424  
2425    Geometry        = BOX
2426    GeometryIsSmall = Yes
2427    GeometryMajorRadius = 11.0
2428    GeometryMinorRadius = 4.0
2429    GeometryHeight  = 7.0
2430    Shadow          = SHADOW_VOLUME
2431  
2432  End
2433  
2434  ;------------------------------------------------------------------------------
2435  Object CarSedan01
2436  
2437    ; *** ART Parameters ***
2438    SelectPortrait         = SUTerrorist_L
2439    ButtonImage            = SUTerrorist
2440  
2441    Draw = W3DModelDraw ModuleTag_01
2442      ConditionState = NONE
2443        Model = CVSedan01
2444      End
2445      ConditionState = FRONTCRUSHED BACKCRUSHED
2446        Model = CVSedan01_d
2447      End
2448      ConditionState = BACKCRUSHED
2449        Model = CVSedan01_d2
2450      End
2451      ConditionState = FRONTCRUSHED
2452        Model = CVSedan01_d1
2453      End
2454    End
2455  
2456    ; ***DESIGN parameters ***
2457    DisplayName      = OBJECT:Sedan
2458    EditorSorting   = VEHICLE
2459  
2460    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
2461    WeaponSet
2462      Conditions = None
2463      Weapon = PRIMARY None
2464    End
2465    WeaponSet
2466      Conditions = CARBOMB
2467      Weapon = PRIMARY  SuicideCarBomb
2468    End
2469  
2470    ArmorSet
2471      Armor           = TruckArmor
2472      DamageFX        = CrushableCarDamageFX
2473    End
2474    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
2475    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2476    CommandSet = CivilianCarBombCommandSet
2477  
2478    ; *** AUDIO Parameters ***
2479    SoundMoveStart = CarMoveStart
2480  
2481  
2482    ; *** ENGINEERING Parameters ***  
2483    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
2484    RadarPriority   = LOCAL_UNIT_ONLY
2485  
2486    Body            = ActiveBody ModuleTag_02
2487      MaxHealth       = 100.0
2488      InitialHealth   = 100.0
2489    End
2490  
2491  
2492  
2493    Behavior = DestroyDie ModuleTag_03
2494      DeathTypes = ALL -CRUSHED -SPLATTED
2495    End
2496    Behavior = CrushDie ModuleTag_04
2497      DeathTypes = NONE +CRUSHED +SPLATTED
2498      TotalCrushSound     = CarAlarm
2499      BackEndCrushSound   = CarAlarm
2500      FrontEndCrushSound  = CarAlarm
2501      TotalCrushSoundPercent    = 50   
2502      BackEndCrushSoundPercent  = 50
2503      FrontEndCrushSoundPercent = 50
2504    End
2505    Behavior = SlowDeathBehavior ModuleTag_11
2506      DeathTypes = NONE +CRUSHED +SPLATTED
2507      SinkDelay = 14000
2508      SinkRate = 2     ; in Dist/Sec
2509      DestructionDelay = 20000
2510    End
2511  
2512    Behavior = FXListDie ModuleTag_05
2513      DeathTypes = NONE +CRUSHED +SPLATTED
2514      DeathFX = FX_CarCrush
2515    End
2516    Behavior = CreateObjectDie ModuleTag_06
2517      DeathTypes = ALL -CRUSHED -SPLATTED
2518      CreationList = OCL_GenericCarExplode
2519    End
2520    Behavior = FXListDie ModuleTag_07
2521      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
2522      DeathFX = FX_GenericCarExplode
2523    End
2524    Behavior = CreateObjectDie ModuleTag_08
2525      DeathTypes = NONE +SUICIDED
2526      CreationList = OCL_BurnedCarHull
2527    End
2528  
2529    Behavior = AIUpdateInterface ModuleTag_09
2530    End
2531    Locomotor = SET_NORMAL BasicCarLocomotor
2532    Locomotor = SET_WANDER WanderCarLocomotor
2533    Locomotor = SET_PANIC PanicCarLocomotor
2534  
2535    Behavior = PhysicsBehavior ModuleTag_10
2536      Mass = 30.0
2537    End
2538  
2539    Behavior = FlammableUpdate ModuleTag_21
2540      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
2541      AflameDamageAmount = 5       ; taking this much damage...
2542      AflameDamageDelay = 500       ; this often.
2543    End
2544  
2545    Geometry        = BOX
2546    GeometryIsSmall = Yes
2547    GeometryMajorRadius = 11.0
2548    GeometryMinorRadius = 4.0
2549    GeometryHeight  = 7.0
2550    Shadow          = SHADOW_VOLUME
2551  
2552  End
2553  
2554  
2555  ;------------------------------------------------------------------------------
2556  ; @todo srj -- remove after E3, for demo purposes only
2557  Object CarSUV01Suicide
2558  
2559    ; *** ART Parameters ***
2560    Draw = W3DModelDraw ModuleTag_01
2561      ConditionState = NONE
2562        Model = CVSUV01
2563      End
2564      ConditionState = FRONTCRUSHED BACKCRUSHED
2565        Model = CVSUV01_d
2566      End
2567      ConditionState = BACKCRUSHED
2568        Model = CVSUV01_d2
2569      End
2570      ConditionState = FRONTCRUSHED
2571        Model = CVSUV01_d1
2572      End
2573    End
2574  
2575    ; ***DESIGN parameters ***
2576    DisplayName      = OBJECT:SUV
2577    EditorSorting   = VEHICLE
2578  
2579    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
2580    WeaponSet
2581      Conditions = None
2582      Weapon = PRIMARY SuicideCarBomb
2583    End
2584  
2585    ArmorSet
2586      Armor           = TruckArmor
2587      DamageFX        = CrushableCarDamageFX
2588    End
2589    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
2590    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2591    CommandSet = CivilianCarBombCommandSet
2592  
2593    ; *** AUDIO Parameters ***
2594    SoundMoveStart = CarMoveStart
2595  
2596  
2597    ; *** ENGINEERING Parameters ***  
2598    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
2599    RadarPriority   = LOCAL_UNIT_ONLY
2600  
2601    Body            = ActiveBody ModuleTag_02
2602      MaxHealth       = 100.0
2603      InitialHealth   = 100.0
2604    End
2605  
2606  
2607    
2608    Behavior = DestroyDie ModuleTag_03
2609      DeathTypes = ALL -CRUSHED -SPLATTED
2610    End
2611    Behavior = CrushDie ModuleTag_04
2612      DeathTypes = NONE +CRUSHED +SPLATTED
2613      TotalCrushSound     = CarAlarm
2614      BackEndCrushSound   = CarAlarm
2615      FrontEndCrushSound  = CarAlarm
2616      TotalCrushSoundPercent    = 50   
2617      BackEndCrushSoundPercent  = 50
2618      FrontEndCrushSoundPercent = 50
2619    End
2620    Behavior = SlowDeathBehavior ModuleTag_11
2621      DeathTypes = NONE +CRUSHED +SPLATTED
2622      SinkDelay = 14000
2623      SinkRate = 2     ; in Dist/Sec
2624      DestructionDelay = 20000
2625    End
2626  
2627    Behavior = FXListDie ModuleTag_05
2628      DeathTypes = NONE +CRUSHED +SPLATTED
2629      DeathFX = FX_CarCrush
2630    End
2631    Behavior = CreateObjectDie ModuleTag_06
2632      DeathTypes = ALL -CRUSHED -SPLATTED
2633      CreationList = OCL_GenericCarExplode
2634    End
2635    Behavior = FXListDie ModuleTag_07
2636      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
2637      DeathFX = FX_GenericCarExplode
2638    End
2639    Behavior = CreateObjectDie ModuleTag_08
2640      DeathTypes = NONE +SUICIDED
2641      CreationList = OCL_BurnedCarHull
2642    End
2643  
2644    Behavior = AIUpdateInterface ModuleTag_09
2645    End
2646    Locomotor     = SET_NORMAL BasicCarLocomotor
2647  
2648    Behavior = PhysicsBehavior ModuleTag_10
2649      Mass          = 30.0
2650    End
2651    
2652    Behavior = FlammableUpdate ModuleTag_21
2653      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
2654      AflameDamageAmount = 5       ; taking this much damage...
2655      AflameDamageDelay = 500       ; this often.
2656    End
2657  
2658    Geometry        = BOX
2659    GeometryIsSmall = Yes
2660    GeometryMajorRadius = 11.0
2661    GeometryMinorRadius = 4.0
2662    GeometryHeight  = 7.0
2663    Shadow          = SHADOW_VOLUME
2664  
2665  End
2666  
2667  
2668  ;------------------------------------------------------------------------------
2669  Object CarSUV01
2670  
2671    ; *** ART Parameters ***
2672    SelectPortrait         = SUTerrorist_L
2673    ButtonImage            = SUTerrorist
2674  
2675    Draw = W3DModelDraw ModuleTag_01
2676      ConditionState = NONE
2677        Model = CVSUV01
2678      End
2679      ConditionState = FRONTCRUSHED BACKCRUSHED
2680        Model = CVSUV01_d
2681      End
2682      ConditionState = BACKCRUSHED
2683        Model = CVSUV01_d2
2684      End
2685      ConditionState = FRONTCRUSHED
2686        Model = CVSUV01_d1
2687      End
2688    End
2689  
2690    ; ***DESIGN parameters ***
2691    DisplayName      = OBJECT:SUV
2692    EditorSorting   = VEHICLE
2693  
2694    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
2695    WeaponSet
2696      Conditions = None
2697      Weapon = PRIMARY None
2698    End
2699    WeaponSet
2700      Conditions = CARBOMB
2701      Weapon = PRIMARY  SuicideCarBomb
2702    End
2703  
2704    ArmorSet
2705      Armor           = TruckArmor
2706      DamageFX        = CrushableCarDamageFX
2707    End
2708    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
2709    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2710    CommandSet = CivilianCarBombCommandSet
2711  
2712    ; *** AUDIO Parameters ***
2713    SoundMoveStart = CarMoveStart
2714  
2715  
2716    ; *** ENGINEERING Parameters ***  
2717    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
2718    RadarPriority   = LOCAL_UNIT_ONLY
2719  
2720    Body            = ActiveBody ModuleTag_02
2721      MaxHealth       = 100.0
2722      InitialHealth   = 100.0
2723    End
2724  
2725  
2726    
2727    Behavior = DestroyDie ModuleTag_03
2728      DeathTypes = ALL -CRUSHED -SPLATTED
2729    End
2730    Behavior = CrushDie ModuleTag_04
2731      DeathTypes = NONE +CRUSHED +SPLATTED
2732      TotalCrushSound     = CarAlarm
2733      BackEndCrushSound   = CarAlarm
2734      FrontEndCrushSound  = CarAlarm
2735      TotalCrushSoundPercent    = 50   
2736      BackEndCrushSoundPercent  = 50
2737      FrontEndCrushSoundPercent = 50
2738    End
2739    Behavior = SlowDeathBehavior ModuleTag_11
2740      DeathTypes = NONE +CRUSHED +SPLATTED
2741      SinkDelay = 14000
2742      SinkRate = 2     ; in Dist/Sec
2743      DestructionDelay = 20000
2744    End
2745  
2746    Behavior = FXListDie ModuleTag_05
2747      DeathTypes = NONE +CRUSHED +SPLATTED
2748      DeathFX = FX_CarCrush
2749    End
2750    Behavior = CreateObjectDie ModuleTag_06
2751      DeathTypes = ALL -CRUSHED -SPLATTED
2752      CreationList = OCL_GenericCarExplode
2753    End
2754    Behavior = FXListDie ModuleTag_07
2755      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
2756      DeathFX = FX_GenericCarExplode
2757    End
2758    Behavior = CreateObjectDie ModuleTag_08
2759      DeathTypes = NONE +SUICIDED
2760      CreationList = OCL_BurnedCarHull
2761    End
2762  
2763    Behavior = AIUpdateInterface ModuleTag_09
2764    End
2765    Locomotor     = SET_NORMAL BasicCarLocomotor
2766  
2767    Behavior = PhysicsBehavior ModuleTag_10
2768      Mass          = 30.0
2769    End
2770    
2771    Behavior = FlammableUpdate ModuleTag_21
2772      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
2773      AflameDamageAmount = 5       ; taking this much damage...
2774      AflameDamageDelay = 500       ; this often.
2775    End
2776  
2777    Geometry        = BOX
2778    GeometryIsSmall = Yes
2779    GeometryMajorRadius = 11.0
2780    GeometryMinorRadius = 4.0
2781    GeometryHeight  = 7.0
2782    Shadow          = SHADOW_VOLUME
2783  
2784  End
2785  
2786  
2787  ;------------------------------------------------------------------------------
2788  Object CarCompact
2789  
2790    ; *** ART Parameters ***
2791    SelectPortrait         = SUTerrorist_L
2792    ButtonImage            = SUTerrorist
2793  
2794    Draw = W3DModelDraw ModuleTag_01
2795      ConditionState = NONE
2796        Model = CVCmpCar
2797      End
2798      ConditionState = FRONTCRUSHED BACKCRUSHED
2799        Model = CVCmpCar_d
2800      End
2801      ConditionState = BACKCRUSHED
2802        Model = CVCmpCar_d2
2803      End
2804      ConditionState = FRONTCRUSHED
2805        Model = CVCmpCar_d1
2806      End
2807    End
2808  
2809    ; ***DESIGN parameters ***
2810    DisplayName      = OBJECT:CompactCar
2811    EditorSorting   = VEHICLE
2812  
2813    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
2814    WeaponSet
2815      Conditions = None
2816      Weapon = PRIMARY None
2817    End
2818    WeaponSet
2819      Conditions = CARBOMB
2820      Weapon = PRIMARY  SuicideCarBomb
2821    End
2822  
2823    ArmorSet
2824      Armor           = TruckArmor
2825      DamageFX        = CrushableCarDamageFX
2826    End
2827    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
2828    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2829    CommandSet = CivilianCarBombCommandSet
2830  
2831    ; *** AUDIO Parameters ***
2832    SoundMoveStart = CarMoveStart
2833  
2834  
2835    ; *** ENGINEERING Parameters ***  
2836    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
2837    RadarPriority   = LOCAL_UNIT_ONLY
2838  
2839    Body            = ActiveBody ModuleTag_02
2840      MaxHealth       = 100.0
2841      InitialHealth   = 100.0
2842    End
2843  
2844  
2845  
2846    Behavior = DestroyDie ModuleTag_03
2847      DeathTypes = ALL -CRUSHED -SPLATTED
2848    End
2849    Behavior = CrushDie ModuleTag_04
2850      DeathTypes = NONE +CRUSHED +SPLATTED
2851      TotalCrushSound     = CarAlarm
2852      BackEndCrushSound   = CarAlarm
2853      FrontEndCrushSound  = CarAlarm
2854      TotalCrushSoundPercent    = 50   
2855      BackEndCrushSoundPercent  = 50
2856      FrontEndCrushSoundPercent = 50
2857    End
2858    Behavior = SlowDeathBehavior ModuleTag_11
2859      DeathTypes = NONE +CRUSHED +SPLATTED
2860      SinkDelay = 14000
2861      SinkRate = 2     ; in Dist/Sec
2862      DestructionDelay = 20000
2863    End
2864  
2865    Behavior = FXListDie ModuleTag_05
2866      DeathTypes = NONE +CRUSHED +SPLATTED
2867      DeathFX = FX_CarCrush
2868    End
2869    Behavior = CreateObjectDie ModuleTag_06
2870      DeathTypes = ALL -CRUSHED -SPLATTED
2871      CreationList = OCL_GenericCarExplode
2872    End
2873    Behavior = FXListDie ModuleTag_07
2874      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
2875      DeathFX = FX_GenericCarExplode
2876    End
2877    Behavior = CreateObjectDie ModuleTag_08
2878      DeathTypes = NONE +SUICIDED
2879      CreationList = OCL_BurnedCarHull
2880    End
2881  
2882    Behavior = AIUpdateInterface ModuleTag_09
2883    End
2884    Locomotor = SET_NORMAL BasicCarLocomotor
2885    Locomotor = SET_WANDER WanderCarLocomotor
2886    Locomotor = SET_PANIC PanicCarLocomotor
2887  
2888    Behavior = PhysicsBehavior ModuleTag_10
2889      Mass = 30.0
2890    End
2891  
2892    Behavior = FlammableUpdate ModuleTag_21
2893      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
2894      AflameDamageAmount = 5       ; taking this much damage...
2895      AflameDamageDelay = 500       ; this often.
2896    End
2897  
2898    Geometry        = BOX
2899    GeometryIsSmall = Yes
2900    GeometryMajorRadius = 11.0
2901    GeometryMinorRadius = 4.0
2902    GeometryHeight  = 7.0
2903    Shadow          = SHADOW_VOLUME
2904  
2905  End
2906  
2907  
2908  ;------------------------------------------------------------------------------
2909  Object CarTaxiCab01
2910  
2911    ; *** ART Parameters ***
2912    SelectPortrait         = SUTerrorist_L
2913    ButtonImage            = SUTerrorist
2914  
2915    Draw = W3DModelDraw ModuleTag_01
2916      ConditionState = NONE
2917        Model = CVTaxi01
2918      End
2919      ConditionState = FRONTCRUSHED BACKCRUSHED
2920        Model = CVTaxi01_d
2921      End
2922      ConditionState = BACKCRUSHED
2923        Model = CVTaxi01_d2
2924      End
2925      ConditionState = FRONTCRUSHED
2926        Model = CVTaxi01_d1
2927      End
2928    End
2929  
2930    ; ***DESIGN parameters ***
2931    DisplayName      = OBJECT:TaxiCab
2932    EditorSorting   = VEHICLE
2933  
2934    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
2935    WeaponSet
2936      Conditions = None
2937      Weapon = PRIMARY None
2938    End
2939    WeaponSet
2940      Conditions = CARBOMB
2941      Weapon = PRIMARY  SuicideCarBomb
2942    End
2943  
2944    ArmorSet
2945      Armor           = TruckArmor
2946      DamageFX        = CrushableCarDamageFX
2947    End
2948    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
2949    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
2950    CommandSet = CivilianCarBombCommandSet
2951  
2952    ; *** AUDIO Parameters ***
2953    SoundMoveStart = CarMoveStart
2954  
2955  
2956    ; *** ENGINEERING Parameters ***  
2957    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
2958    RadarPriority   = LOCAL_UNIT_ONLY
2959  
2960    Body            = ActiveBody ModuleTag_02
2961      MaxHealth       = 100.0
2962      InitialHealth   = 100.0
2963    End
2964  
2965  
2966  
2967    Behavior = DestroyDie ModuleTag_03
2968      DeathTypes = ALL -CRUSHED -SPLATTED
2969    End
2970    Behavior = CrushDie ModuleTag_04
2971      DeathTypes = NONE +CRUSHED +SPLATTED
2972      TotalCrushSound     = CarAlarm
2973      BackEndCrushSound   = CarAlarm
2974      FrontEndCrushSound  = CarAlarm
2975      TotalCrushSoundPercent    = 50   
2976      BackEndCrushSoundPercent  = 50
2977      FrontEndCrushSoundPercent = 50
2978    End
2979    Behavior = SlowDeathBehavior ModuleTag_11
2980      DeathTypes = NONE +CRUSHED +SPLATTED
2981      SinkDelay = 14000
2982      SinkRate = 2     ; in Dist/Sec
2983      DestructionDelay = 20000
2984    End
2985  
2986    Behavior = FXListDie ModuleTag_05
2987      DeathTypes = NONE +CRUSHED +SPLATTED
2988      DeathFX = FX_CarCrush
2989    End
2990    Behavior = CreateObjectDie ModuleTag_06
2991      DeathTypes = ALL -CRUSHED -SPLATTED
2992      CreationList = OCL_GenericCarExplode
2993    End
2994    Behavior = FXListDie ModuleTag_07
2995      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
2996      DeathFX = FX_GenericCarExplode
2997    End
2998    Behavior = CreateObjectDie ModuleTag_08
2999      DeathTypes = NONE +SUICIDED
3000      CreationList = OCL_BurnedCarHull
3001    End
3002  
3003    Behavior = AIUpdateInterface ModuleTag_09
3004    End
3005    Locomotor = SET_NORMAL BasicCarLocomotor
3006    Locomotor = SET_WANDER WanderCarLocomotor
3007    Locomotor = SET_PANIC PanicCarLocomotor
3008  
3009    Behavior = PhysicsBehavior ModuleTag_10
3010      Mass = 30.0
3011    End
3012  
3013    Behavior = FlammableUpdate ModuleTag_21
3014      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3015      AflameDamageAmount = 5       ; taking this much damage...
3016      AflameDamageDelay = 500       ; this often.
3017    End
3018  
3019    Geometry        = BOX
3020    GeometryIsSmall = Yes
3021    GeometryMajorRadius = 11.0
3022    GeometryMinorRadius = 4.0
3023    GeometryHeight  = 7.0
3024    Shadow          = SHADOW_VOLUME
3025  
3026  End
3027  
3028  ;------------------------------------------------------------------------------
3029  Object CarTaxiCab02
3030  
3031    ; *** ART Parameters ***
3032    SelectPortrait         = SUTerrorist_L
3033    ButtonImage            = SUTerrorist
3034  
3035    Draw = W3DModelDraw ModuleTag_01
3036      ConditionState = NONE
3037        Model = CVTaxi02
3038      End
3039    End
3040  
3041    ; ***DESIGN parameters ***
3042    DisplayName      = OBJECT:TaxiCab
3043    EditorSorting   = VEHICLE
3044  
3045    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
3046    WeaponSet
3047      Conditions = None
3048      Weapon = PRIMARY None
3049    End
3050    WeaponSet
3051      Conditions = CARBOMB
3052      Weapon = PRIMARY  SuicideCarBomb
3053    End
3054  
3055    ArmorSet
3056      Armor           = TruckArmor
3057      DamageFX        = CrushableCarDamageFX
3058    End
3059    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3060    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3061    CommandSet = CivilianCarBombCommandSet
3062  
3063    ; *** AUDIO Parameters ***
3064    SoundMoveStart = CarMoveStart
3065  
3066  
3067    ; *** ENGINEERING Parameters ***  
3068    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
3069    RadarPriority   = LOCAL_UNIT_ONLY
3070  
3071    Body            = ActiveBody ModuleTag_02
3072      MaxHealth       = 100.0
3073      InitialHealth   = 100.0
3074    End
3075  
3076  
3077    Behavior = CreateObjectDie ModuleTag_DeathTag04
3078    DeathTypes = NONE +CRUSHED +SPLATTED
3079      CreationList = OCL_GenericCarExplode
3080    End
3081    Behavior = FXListDie ModuleTag_DeathTag05
3082    DeathTypes = NONE +CRUSHED +SPLATTED
3083      DeathFX = FX_GenericCarExplode
3084    End
3085  
3086  
3087    Behavior = DestroyDie ModuleTag_03
3088      DeathTypes = ALL
3089    End
3090  ;  Behavior = CrushDie ModuleTag_04
3091  ;    DeathTypes = NONE +CRUSHED +SPLATTED
3092  ;    TotalCrushSound     = CarAlarm
3093  ;    BackEndCrushSound   = CarAlarm
3094  ;    FrontEndCrushSound  = CarAlarm
3095  ;    TotalCrushSoundPercent    = 50   
3096  ;    BackEndCrushSoundPercent  = 50
3097  ;    FrontEndCrushSoundPercent = 50
3098  ;  End
3099  ;  Behavior = SlowDeathBehavior ModuleTag_11
3100  ;    DeathTypes = NONE +CRUSHED +SPLATTED
3101  ;    SinkDelay = 14000
3102  ;    SinkRate = 2     ; in Dist/Sec
3103  ;    DestructionDelay = 20000
3104  ;  End
3105  ;
3106  ;  Behavior = FXListDie ModuleTag_05
3107  ;    DeathTypes = NONE +CRUSHED +SPLATTED
3108  ;    DeathFX = FX_CarCrush
3109  ;  End
3110    Behavior = CreateObjectDie ModuleTag_06
3111      DeathTypes = ALL -CRUSHED -SPLATTED
3112      CreationList = OCL_GenericCarExplode
3113    End
3114    Behavior = FXListDie ModuleTag_07
3115      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
3116      DeathFX = FX_GenericCarExplode
3117    End
3118    Behavior = CreateObjectDie ModuleTag_08
3119      DeathTypes = NONE +SUICIDED
3120      CreationList = OCL_BurnedCarHull
3121    End
3122  
3123    Behavior = AIUpdateInterface ModuleTag_09
3124    End
3125    Locomotor = SET_NORMAL BasicCarLocomotor
3126    Locomotor = SET_WANDER WanderCarLocomotor
3127    Locomotor = SET_PANIC PanicCarLocomotor
3128  
3129    Behavior = PhysicsBehavior ModuleTag_10
3130      Mass = 30.0
3131    End
3132  
3133    Behavior = FlammableUpdate ModuleTag_21
3134      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3135      AflameDamageAmount = 5       ; taking this much damage...
3136      AflameDamageDelay = 500       ; this often.
3137    End
3138  
3139    Geometry        = BOX
3140    GeometryIsSmall = Yes
3141    GeometryMajorRadius = 11.0
3142    GeometryMinorRadius = 4.0
3143    GeometryHeight  = 7.0
3144    Shadow          = SHADOW_VOLUME
3145  
3146  End
3147  
3148  ;------------------------------------------------------------------------------
3149  Object CarTaxiCab03
3150  
3151    ; *** ART Parameters ***
3152    SelectPortrait         = SUTerrorist_L
3153    ButtonImage            = SUTerrorist
3154  
3155    Draw = W3DModelDraw ModuleTag_01
3156      ConditionState = NONE
3157        Model = CVTaxi03g
3158      End
3159    End
3160  
3161    ; ***DESIGN parameters ***
3162    DisplayName      = OBJECT:TaxiCab
3163    EditorSorting   = VEHICLE
3164  
3165    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
3166    WeaponSet
3167      Conditions = None
3168      Weapon = PRIMARY None
3169    End
3170    WeaponSet
3171      Conditions = CARBOMB
3172      Weapon = PRIMARY  SuicideCarBomb
3173    End
3174  
3175    ArmorSet
3176      Armor           = TruckArmor
3177      DamageFX        = CrushableCarDamageFX
3178    End
3179    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3180    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3181    CommandSet = CivilianCarBombCommandSet
3182  
3183    ; *** AUDIO Parameters ***
3184    SoundMoveStart = CarMoveStart
3185  
3186  
3187    ; *** ENGINEERING Parameters ***  
3188    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
3189    RadarPriority   = LOCAL_UNIT_ONLY
3190  
3191    Body            = ActiveBody ModuleTag_02
3192      MaxHealth       = 100.0
3193      InitialHealth   = 100.0
3194    End
3195  
3196  
3197  
3198    Behavior = DestroyDie ModuleTag_03
3199      DeathTypes = ALL -CRUSHED -SPLATTED
3200    End
3201    Behavior = CrushDie ModuleTag_04
3202      DeathTypes = NONE +CRUSHED +SPLATTED
3203      TotalCrushSound     = CarAlarm
3204      BackEndCrushSound   = CarAlarm
3205      FrontEndCrushSound  = CarAlarm
3206      TotalCrushSoundPercent    = 50   
3207      BackEndCrushSoundPercent  = 50
3208      FrontEndCrushSoundPercent = 50
3209    End
3210    Behavior = SlowDeathBehavior ModuleTag_11
3211      DeathTypes = NONE +CRUSHED +SPLATTED
3212      SinkDelay = 14000
3213      SinkRate = 2     ; in Dist/Sec
3214      DestructionDelay = 20000
3215    End
3216  
3217    Behavior = FXListDie ModuleTag_05
3218      DeathTypes = NONE +CRUSHED +SPLATTED
3219      DeathFX = FX_CarCrush
3220    End
3221    Behavior = CreateObjectDie ModuleTag_06
3222      DeathTypes = ALL -CRUSHED -SPLATTED
3223      CreationList = OCL_GenericCarExplode
3224    End
3225    Behavior = FXListDie ModuleTag_07
3226      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
3227      DeathFX = FX_GenericCarExplode
3228    End
3229    Behavior = CreateObjectDie ModuleTag_08
3230      DeathTypes = NONE +SUICIDED
3231      CreationList = OCL_BurnedCarHull
3232    End
3233  
3234    Behavior = AIUpdateInterface ModuleTag_09
3235    End
3236    Locomotor = SET_NORMAL BasicCarLocomotor
3237    Locomotor = SET_WANDER WanderCarLocomotor
3238    Locomotor = SET_PANIC PanicCarLocomotor
3239  
3240    Behavior = PhysicsBehavior ModuleTag_10
3241      Mass = 30.0
3242    End
3243  
3244    Behavior = FlammableUpdate ModuleTag_21
3245      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3246      AflameDamageAmount = 5       ; taking this much damage...
3247      AflameDamageDelay = 500       ; this often.
3248    End
3249  
3250    Geometry        = BOX
3251    GeometryIsSmall = Yes
3252    GeometryMajorRadius = 11.0
3253    GeometryMinorRadius = 4.0
3254    GeometryHeight  = 7.0
3255    Shadow          = SHADOW_VOLUME
3256  
3257  End
3258  
3259  ;------------------------------------------------------------------------------
3260  Object CarTaxiCab04
3261  
3262    ; *** ART Parameters ***
3263    SelectPortrait         = SUTerrorist_L
3264    ButtonImage            = SUTerrorist
3265  
3266    Draw = W3DModelDraw ModuleTag_01
3267      ConditionState = NONE
3268        Model = CVTaxi04r
3269      End
3270    End
3271  
3272    ; ***DESIGN parameters ***
3273    DisplayName      = OBJECT:TaxiCab
3274    EditorSorting   = VEHICLE
3275  
3276    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
3277    WeaponSet
3278      Conditions = None
3279      Weapon = PRIMARY None
3280    End
3281    WeaponSet
3282      Conditions = CARBOMB
3283      Weapon = PRIMARY  SuicideCarBomb
3284    End
3285  
3286    ArmorSet
3287      Armor           = TruckArmor
3288      DamageFX        = CrushableCarDamageFX
3289    End
3290    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3291    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3292    CommandSet = CivilianCarBombCommandSet
3293  
3294    ; *** AUDIO Parameters ***
3295    SoundMoveStart = CarMoveStart
3296  
3297  
3298    ; *** ENGINEERING Parameters ***  
3299    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
3300    RadarPriority   = LOCAL_UNIT_ONLY
3301  
3302    Body            = ActiveBody ModuleTag_02
3303      MaxHealth       = 100.0
3304      InitialHealth   = 100.0
3305    End
3306  
3307  
3308  
3309    Behavior = DestroyDie ModuleTag_03
3310      DeathTypes = ALL -CRUSHED -SPLATTED
3311    End
3312    Behavior = CrushDie ModuleTag_04
3313      DeathTypes = NONE +CRUSHED +SPLATTED
3314      TotalCrushSound     = CarAlarm
3315      BackEndCrushSound   = CarAlarm
3316      FrontEndCrushSound  = CarAlarm
3317      TotalCrushSoundPercent    = 50   
3318      BackEndCrushSoundPercent  = 50
3319      FrontEndCrushSoundPercent = 50
3320    End
3321    Behavior = SlowDeathBehavior ModuleTag_11
3322      DeathTypes = NONE +CRUSHED +SPLATTED
3323      SinkDelay = 14000
3324      SinkRate = 2     ; in Dist/Sec
3325      DestructionDelay = 20000
3326    End
3327  
3328    Behavior = FXListDie ModuleTag_05
3329      DeathTypes = NONE +CRUSHED +SPLATTED
3330      DeathFX = FX_CarCrush
3331    End
3332    Behavior = CreateObjectDie ModuleTag_06
3333      DeathTypes = ALL -CRUSHED -SPLATTED
3334      CreationList = OCL_GenericCarExplode
3335    End
3336    Behavior = FXListDie ModuleTag_07
3337      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
3338      DeathFX = FX_GenericCarExplode
3339    End
3340    Behavior = CreateObjectDie ModuleTag_08
3341      DeathTypes = NONE +SUICIDED
3342      CreationList = OCL_BurnedCarHull
3343    End
3344  
3345    Behavior = AIUpdateInterface ModuleTag_09
3346    End
3347    Locomotor = SET_NORMAL BasicCarLocomotor
3348    Locomotor = SET_WANDER WanderCarLocomotor
3349    Locomotor = SET_PANIC PanicCarLocomotor
3350  
3351    Behavior = PhysicsBehavior ModuleTag_10
3352      Mass = 30.0
3353    End
3354  
3355    Behavior = FlammableUpdate ModuleTag_21
3356      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3357      AflameDamageAmount = 5       ; taking this much damage...
3358      AflameDamageDelay = 500       ; this often.
3359    End
3360  
3361    Geometry        = BOX
3362    GeometryIsSmall = Yes
3363    GeometryMajorRadius = 11.0
3364    GeometryMinorRadius = 4.0
3365    GeometryHeight  = 7.0
3366    Shadow          = SHADOW_VOLUME
3367  
3368  End
3369  
3370  ;------------------------------------------------------------------------------
3371  Object CarTaxiCab05
3372  
3373    ; *** ART Parameters ***
3374    SelectPortrait         = SUTerrorist_L
3375    ButtonImage            = SUTerrorist
3376  
3377    Draw = W3DModelDraw ModuleTag_01
3378      ConditionState = NONE
3379        Model = CVTaxi05
3380      End
3381    End
3382  
3383    ; ***DESIGN parameters ***
3384    DisplayName      = OBJECT:TaxiCab
3385    EditorSorting   = VEHICLE
3386  
3387    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
3388    WeaponSet
3389      Conditions = None
3390      Weapon = PRIMARY None
3391    End
3392    WeaponSet
3393      Conditions = CARBOMB
3394      Weapon = PRIMARY  SuicideCarBomb
3395    End
3396  
3397    ArmorSet
3398      Armor           = TruckArmor
3399      DamageFX        = CrushableCarDamageFX
3400    End
3401    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3402    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3403    CommandSet = CivilianCarBombCommandSet
3404  
3405    ; *** AUDIO Parameters ***
3406    SoundMoveStart = CarMoveStart
3407  
3408  
3409    ; *** ENGINEERING Parameters ***  
3410    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
3411    RadarPriority   = LOCAL_UNIT_ONLY
3412  
3413    Body            = ActiveBody ModuleTag_02
3414      MaxHealth       = 100.0
3415      InitialHealth   = 100.0
3416    End
3417  
3418   Behavior = CreateObjectDie ModuleTag_DeathTag04
3419      DeathTypes = NONE +CRUSHED +SPLATTED
3420      CreationList = OCL_GenericCarExplode
3421    End
3422    Behavior = FXListDie ModuleTag_DeathTag05
3423    DeathTypes = NONE +CRUSHED +SPLATTED
3424      DeathFX = FX_GenericCarExplode
3425    End
3426  
3427    Behavior = DestroyDie ModuleTag_03
3428      DeathTypes = ALL
3429    End
3430  ;  Behavior = CrushDie ModuleTag_04
3431  ;    DeathTypes = NONE +CRUSHED +SPLATTED
3432  ;    TotalCrushSound     = CarAlarm
3433  ;    BackEndCrushSound   = CarAlarm
3434  ;    FrontEndCrushSound  = CarAlarm
3435  ;    TotalCrushSoundPercent    = 50   
3436  ;    BackEndCrushSoundPercent  = 50
3437  ;    FrontEndCrushSoundPercent = 50
3438  ;  End
3439  ;  Behavior = SlowDeathBehavior ModuleTag_11
3440  ;    DeathTypes = NONE +CRUSHED +SPLATTED
3441  ;    SinkDelay = 14000
3442  ;    SinkRate = 2     ; in Dist/Sec
3443  ;    DestructionDelay = 20000
3444  ;  End
3445  ;
3446  ;  Behavior = FXListDie ModuleTag_05
3447  ;    DeathTypes = NONE +CRUSHED +SPLATTED
3448  ;    DeathFX = FX_CarCrush
3449  ;  End
3450    Behavior = CreateObjectDie ModuleTag_06
3451      DeathTypes = ALL -CRUSHED -SPLATTED
3452      CreationList = OCL_GenericCarExplode
3453    End
3454    Behavior = FXListDie ModuleTag_07
3455      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
3456      DeathFX = FX_GenericCarExplode
3457    End
3458    Behavior = CreateObjectDie ModuleTag_08
3459      DeathTypes = NONE +SUICIDED
3460      CreationList = OCL_BurnedCarHull
3461    End
3462  
3463    Behavior = AIUpdateInterface ModuleTag_09
3464    End
3465    Locomotor = SET_NORMAL BasicCarLocomotor
3466    Locomotor = SET_WANDER WanderCarLocomotor
3467    Locomotor = SET_PANIC PanicCarLocomotor
3468  
3469    Behavior = PhysicsBehavior ModuleTag_10
3470      Mass = 30.0
3471    End
3472  
3473    Behavior = FlammableUpdate ModuleTag_21
3474      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3475      AflameDamageAmount = 5       ; taking this much damage...
3476      AflameDamageDelay = 500       ; this often.
3477    End
3478  
3479    Geometry        = BOX
3480    GeometryIsSmall = Yes
3481    GeometryMajorRadius = 11.0
3482    GeometryMinorRadius = 4.0
3483    GeometryHeight  = 7.0
3484    Shadow          = SHADOW_VOLUME
3485  
3486  End
3487  
3488  ;------------------------------------------------------------------------------
3489  Object CarBug1
3490  
3491    ; *** ART Parameters ***
3492    SelectPortrait         = SUTerrorist_L
3493    ButtonImage            = SUTerrorist
3494  
3495  
3496    Draw = W3DModelDraw ModuleTag_01
3497  
3498  
3499  
3500      ConditionState = NONE
3501        Model = CVBug1
3502      End
3503    End
3504  
3505    ; ***DESIGN parameters ***
3506    DisplayName      = OBJECT:CarBug
3507    EditorSorting   = VEHICLE
3508  
3509    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
3510    WeaponSet
3511      Conditions = None
3512      Weapon = PRIMARY None
3513    End
3514    WeaponSet
3515      Conditions = CARBOMB
3516      Weapon = PRIMARY  SuicideCarBomb
3517    End
3518  
3519    ArmorSet
3520      Armor           = TruckArmor
3521      DamageFX        = CrushableCarDamageFX
3522    End
3523    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3524    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3525    CommandSet = CivilianCarBombCommandSet
3526  
3527    ; *** AUDIO Parameters ***
3528    SoundMoveStart = CarMoveStart
3529  
3530  
3531    ; *** ENGINEERING Parameters ***  
3532    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
3533    RadarPriority   = LOCAL_UNIT_ONLY
3534  
3535    Body            = ActiveBody ModuleTag_02
3536      MaxHealth       = 100.0
3537      InitialHealth   = 100.0
3538    End
3539    Behavior = DestroyDie ModuleTag_03
3540      ;nothing
3541    End
3542    Behavior = CreateObjectDie ModuleTag_04
3543      CreationList = OCL_GenericCarExplode
3544    End
3545    Behavior = FXListDie ModuleTag_05
3546      DeathFX = FX_GenericCarExplode
3547    End
3548    Behavior = CreateObjectDie ModuleTag_06
3549      DeathTypes = NONE +SUICIDED
3550      CreationList = OCL_BurnedCarHull
3551    End
3552    Behavior = AIUpdateInterface ModuleTag_07
3553    End
3554    Locomotor = SET_NORMAL BasicCarLocomotor
3555    Locomotor = SET_WANDER WanderCarLocomotor
3556    Locomotor = SET_PANIC PanicCarLocomotor
3557  
3558    Behavior = PhysicsBehavior ModuleTag_08
3559      Mass = 30.0
3560    End
3561  
3562    Behavior = FlammableUpdate ModuleTag_09
3563      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3564      AflameDamageAmount = 5       ; taking this much damage...
3565      AflameDamageDelay = 500       ; this often.
3566    End
3567  
3568    Geometry        = BOX
3569    GeometryIsSmall = Yes
3570    GeometryMajorRadius = 11.0
3571    GeometryMinorRadius = 4.0
3572    GeometryHeight  = 9.0
3573    Shadow          = SHADOW_VOLUME
3574  
3575  End
3576  
3577  ;------------------------------------------------------------------------------
3578  Object CarBug2
3579  
3580    ; *** ART Parameters ***
3581    SelectPortrait         = SUTerrorist_L
3582    ButtonImage            = SUTerrorist
3583  
3584    Draw = W3DModelDraw ModuleTag_01
3585      ConditionState = NONE
3586        Model = CVBug2
3587      End
3588    End
3589  
3590    ; ***DESIGN parameters ***
3591    DisplayName      = OBJECT:CarBug
3592    EditorSorting   = VEHICLE
3593  
3594    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
3595    WeaponSet
3596      Conditions = None
3597      Weapon = PRIMARY None
3598    End
3599    WeaponSet
3600      Conditions = CARBOMB
3601      Weapon = PRIMARY  SuicideCarBomb
3602    End
3603  
3604    ArmorSet
3605      Armor           = TruckArmor
3606      DamageFX        = CrushableCarDamageFX
3607    End
3608    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3609    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3610    CommandSet = CivilianCarBombCommandSet
3611  
3612    ; *** AUDIO Parameters ***
3613    SoundMoveStart = CarMoveStart
3614  
3615    ; *** ENGINEERING Parameters ***  
3616    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
3617    RadarPriority   = LOCAL_UNIT_ONLY
3618  
3619    Body            = ActiveBody ModuleTag_02
3620      MaxHealth       = 100.0
3621      InitialHealth   = 100.0
3622    End
3623  
3624  
3625  
3626    Behavior = DestroyDie ModuleTag_03
3627      ;nothing
3628    End
3629    Behavior = CreateObjectDie ModuleTag_04
3630      CreationList = OCL_GenericCarExplode
3631    End
3632    Behavior = FXListDie ModuleTag_05
3633      DeathFX = FX_GenericCarExplode
3634    End
3635    Behavior = CreateObjectDie ModuleTag_06
3636      DeathTypes = NONE +SUICIDED
3637      CreationList = OCL_BurnedCarHull
3638    End
3639  
3640    Behavior = AIUpdateInterface ModuleTag_07
3641    End
3642    Locomotor = SET_NORMAL BasicCarLocomotor
3643    Locomotor = SET_WANDER WanderCarLocomotor
3644    Locomotor = SET_PANIC PanicCarLocomotor
3645  
3646    Behavior = PhysicsBehavior ModuleTag_08
3647      Mass = 30.0
3648    End
3649  
3650    Behavior = FlammableUpdate ModuleTag_21
3651      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3652      AflameDamageAmount = 5       ; taking this much damage...
3653      AflameDamageDelay = 500       ; this often.
3654    End
3655  
3656    Geometry        = BOX
3657    GeometryIsSmall = Yes
3658    GeometryMajorRadius = 11.0
3659    GeometryMinorRadius = 4.0
3660    GeometryHeight  = 9.0
3661    Shadow          = SHADOW_VOLUME
3662  
3663  End
3664  
3665  ;------------------------------------------------------------------------------
3666  Object CarBug3
3667  
3668    ; *** ART Parameters ***
3669    SelectPortrait         = SUTerrorist_L
3670    ButtonImage            = SUTerrorist
3671  
3672    Draw = W3DModelDraw ModuleTag_01
3673      ConditionState = NONE
3674        Model = CVBug3
3675      End
3676    End
3677  
3678    ; ***DESIGN parameters ***
3679    DisplayName      = OBJECT:CarBug
3680    EditorSorting   = VEHICLE
3681  
3682    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
3683    WeaponSet
3684      Conditions = None
3685      Weapon = PRIMARY None
3686    End
3687    WeaponSet
3688      Conditions = CARBOMB
3689      Weapon = PRIMARY  SuicideCarBomb
3690    End
3691  
3692    ArmorSet
3693      Armor           = TruckArmor
3694      DamageFX        = CrushableCarDamageFX
3695    End
3696    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3697    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3698    CommandSet = CivilianCarBombCommandSet
3699  
3700    ; *** AUDIO Parameters ***
3701    SoundMoveStart = CarMoveStart
3702  
3703    ; *** ENGINEERING Parameters ***  
3704    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
3705    RadarPriority   = LOCAL_UNIT_ONLY
3706  
3707    Body            = ActiveBody ModuleTag_02
3708      MaxHealth       = 100.0
3709      InitialHealth   = 100.0
3710    End
3711  
3712  
3713  
3714    Behavior = DestroyDie ModuleTag_03
3715      ;nothing
3716    End
3717    Behavior = CreateObjectDie ModuleTag_04
3718      CreationList = OCL_GenericCarExplode
3719    End
3720    Behavior = FXListDie ModuleTag_05
3721      DeathFX = FX_GenericCarExplode
3722    End
3723    Behavior = CreateObjectDie ModuleTag_06
3724      DeathTypes = NONE +SUICIDED
3725      CreationList = OCL_BurnedCarHull
3726    End
3727  
3728    Behavior = AIUpdateInterface ModuleTag_07
3729    End
3730    Locomotor = SET_NORMAL BasicCarLocomotor
3731    Locomotor = SET_WANDER WanderCarLocomotor
3732    Locomotor = SET_PANIC PanicCarLocomotor
3733  
3734    Behavior = PhysicsBehavior ModuleTag_08
3735      Mass = 30.0
3736    End
3737  
3738    Behavior = FlammableUpdate ModuleTag_21
3739      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3740      AflameDamageAmount = 5       ; taking this much damage...
3741      AflameDamageDelay = 500       ; this often.
3742    End
3743  
3744    Geometry        = BOX
3745    GeometryIsSmall = Yes
3746    GeometryMajorRadius = 11.0
3747    GeometryMinorRadius = 4.0
3748    GeometryHeight  = 9.0
3749    Shadow          = SHADOW_VOLUME
3750  
3751  End
3752  ;------------------------------------------------------------------------------
3753  Object Humvee1
3754  
3755    ; *** ART Parameters ***
3756    Draw = W3DTruckDraw ModuleTag_01
3757      OkToChangeModelColor = Yes
3758  
3759      DefaultConditionState
3760        Model = CVHUMVEE
3761        Turret = Turret
3762        WeaponFireFXBone = PRIMARY Muzzle
3763        WeaponMuzzleFlash = PRIMARY MuzzleFX
3764      End
3765  
3766      ConditionState = REALLYDAMAGED
3767        Model = CVHUMVEE_D
3768        Turret = Turret
3769        WeaponFireFXBone = PRIMARY Muzzle
3770        WeaponMuzzleFlash = PRIMARY MuzzleFX
3771      End
3772  
3773      ConditionState = RUBBLE
3774        Model = CVHUMVEE_D
3775      End
3776  
3777      LeftFrontTireBone = Tire01
3778      RightFrontTireBone = Tire02
3779      LeftRearTireBone = Tire03
3780      RightRearTireBone = Tire04
3781      TireRotationMultiplier = 0.2   ; this * speed = rotation.
3782      PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.
3783  
3784    End
3785  
3786    ; ***DESIGN parameters ***
3787    Side = Civilian
3788    DisplayName      = OBJECT:UNHumvee
3789    EditorSorting   = VEHICLE
3790    TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
3791    VisionRange     = 200
3792  
3793    WeaponSet
3794      Conditions = None 
3795      Weapon = PRIMARY HumveeGun
3796    End
3797  
3798    ArmorSet
3799      Conditions      = None
3800      Armor           = TruckArmor
3801      DamageFX        = TankDamageFX
3802    End
3803  
3804    CommandSet      = AmericaVehicleHumveeCommandSet
3805    ExperienceValue = 50 100 150 400    ;Experience point value at each level
3806    ExperienceRequired = 0 150 450 900  ;Experience points needed to gain each level
3807    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3808    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3809    IsTrainable = Yes             ;Can gain experience
3810    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
3811    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
3812  
3813    ; *** AUDIO Parameters ***
3814    UnitSpecificSounds
3815      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
3816      ;TurretMoveStart = NoSound
3817      TurretMoveLoop = NoSound
3818      SoundEject = NoSound
3819      VoiceEject = NoSound
3820    ; Required for the W3DTruckDraw module
3821      TruckLandingSound = RocketBuggyLand
3822      TruckPowerslideSound = RocketBuggyPowerslide
3823    End
3824  
3825    ; *** ENGINEERING Parameters ***  
3826    RadarPriority = UNIT
3827    KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT
3828  
3829    Body = ActiveBody ModuleTag_02
3830      MaxHealth       = 200.0
3831      InitialHealth   = 200.0
3832    End
3833  
3834    Behavior = TransportAIUpdate ModuleTag_03
3835       
3836      Turret
3837        TurretTurnRate = 180
3838        RecenterTime = 5000   ; how long to wait during idle before recentering
3839        ControlledWeaponSlots = PRIMARY SECONDARY
3840      End
3841      AutoAcquireEnemiesWhenIdle = Yes
3842    End
3843    Locomotor = SET_NORMAL HumveeLocomotor
3844    Locomotor = SET_WANDER WanderCarSuspensionLocomotor
3845    Locomotor = SET_PANIC PanicCarSuspensionLocomotor
3846  
3847    Behavior = TransportContain ModuleTag_05
3848      PassengersAllowedToFire = Yes
3849      Slots             = 5
3850      EnterSound          = GarrisonEnter
3851      ExitSound           = GarrisonExit
3852      DamagePercentToUnits = 20%
3853      AllowInsideKindOf  = INFANTRY
3854    End
3855  
3856    Behavior = SlowDeathBehavior ModuleTag_06
3857      DeathTypes = ALL -CRUSHED -SPLATTED
3858      ProbabilityModifier = 25
3859      DestructionDelay = 1
3860      FX  = INITIAL  FX_HumveeExplosionOneInitial
3861      OCL = INITIAL  OCL_InitialHumveeDebris
3862      FX  = FINAL    FX_HumveeExplosionOneFinal
3863      OCL = FINAL    OCL_FinalHumveeDebris
3864    End
3865  
3866    Behavior = DestroyDie ModuleTag_07
3867      DeathTypes = NONE +CRUSHED +SPLATTED
3868    End
3869  
3870    Behavior = FXListDie ModuleTag_08
3871      DeathTypes = NONE +CRUSHED +SPLATTED
3872      DeathFX = FX_CarCrush
3873    End
3874  
3875    Behavior = CreateCrateDie ModuleTag_CratesChange
3876      CrateData = SalvageCrateData
3877      ;CrateData = EliteTankCrateData
3878      ;CrateData = HeroicTankCrateData
3879    End
3880  
3881    ;***CUT***
3882    ;Cinematics and civ units don't want to spawn rangers and pilots!
3883    ;Behavior = CreateObjectDie ModuleTag_SoloChange
3884    ;  DeathTypes = ALL -CRUSHED -SPLATTED
3885    ;  CreationList = OCL_AmericanRangerDebris01
3886    ;  ExemptStatus = HIJACKED
3887    ;End
3888    ;Behavior = EjectPilotDie ModuleTag_11
3889    ;  DeathTypes = ALL -CRUSHED -SPLATTED
3890    ;  ExemptStatus = HIJACKED
3891    ;  CreationList = OCL_EjectPilotOnGround
3892    ;End
3893  
3894    Behavior = TransitionDamageFX ModuleTag_12
3895      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
3896      ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01
3897      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition
3898    End
3899  
3900    Behavior = FlammableUpdate ModuleTag_21
3901      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3902      AflameDamageAmount = 5       ; taking this much damage...
3903      AflameDamageDelay = 500       ; this often.
3904    End
3905  
3906    Geometry = BOX
3907    GeometryMajorRadius = 14.0
3908    GeometryMinorRadius = 7.0
3909    GeometryHeight = 11.5     
3910    GeometryIsSmall = Yes 
3911    Shadow = SHADOW_VOLUME   
3912  
3913  
3914    Behavior = PhysicsBehavior ModuleTag_13
3915      Mass = 30.0
3916    End
3917  
3918  End
3919  
3920  ;------------------------------------------------------------------------------
3921  ;****************************Required For Various Intros***********************
3922  Object CINEExplBox
3923  
3924    ; *** ART Parameters ***
3925    Draw = W3DModelDraw ModuleTag_01
3926      ConditionState = NONE
3927        Model = CINEExplBox
3928      End
3929    End
3930  
3931    ; ***DESIGN parameters ***
3932    DisplayName      = OBJECT:Prop
3933    EditorSorting   = VEHICLE
3934  
3935    WeaponSet
3936      Conditions = None
3937      Weapon = PRIMARY None
3938    End
3939  
3940    ; *** ENGINEERING Parameters ***  
3941    KindOf          = SELECTABLE
3942  
3943    Body = ActiveBody ModuleTag_BODY
3944      MaxHealth       = 1.0
3945      InitialHealth   = 1.0
3946    End
3947  
3948    Behavior = InstantDeathBehavior ModuleTag_DIE
3949      DeathTypes = ALL
3950      FX         = FX_GenericCarExplode
3951    End
3952  
3953    Geometry        = BOX
3954    GeometryIsSmall = Yes
3955    GeometryMajorRadius = 4.0
3956    GeometryMinorRadius = 4.0
3957    GeometryHeight  = 4.0
3958  
3959  End
3960  
3961  ;------------------------------------------------------------------------------
3962  ;****************************Required For CHI01********************************
3963  Object CINE_Confetti
3964  
3965    ; *** ART Parameters ***
3966    Draw = W3DModelDraw ModuleTag_01
3967      ConditionState = NONE
3968        Model = CINE_Confetti
3969        ParticleSysBone      = SparksL01 ParadeConfetti
3970      End
3971    End
3972  
3973    ; ***DESIGN parameters ***
3974    DisplayName      = OBJECT:Prop
3975    EditorSorting   = VEHICLE
3976  
3977    WeaponSet
3978      Conditions = None
3979      Weapon = PRIMARY None
3980    End
3981  
3982    ; *** ENGINEERING Parameters ***  
3983    KindOf          = SELECTABLE
3984  
3985    Body            = ActiveBody ModuleTag_02
3986      MaxHealth       = 1.0
3987      InitialHealth   = 1.0
3988    End
3989  
3990    Behavior = DestroyDie ModuleTag_03
3991      ;nothing
3992    End
3993  
3994    Behavior = FXListDie ModuleTag_05
3995      DeathFX = FX_GenericCarExplode
3996    End
3997  
3998    Geometry        = BOX
3999    GeometryIsSmall = Yes
4000    GeometryMajorRadius = 4.0
4001    GeometryMinorRadius = 4.0
4002    GeometryHeight  = 4.0
4003  
4004  End
4005  
4006  ;------------------------------------------------------------------------------
4007  Object Humvee1DeadHull
4008  
4009    ; *** ART Parameters ***
4010    Draw = W3DModelDraw ModuleTag_01
4011      OkToChangeModelColor = Yes
4012  
4013      ConditionState = NONE
4014        Model = CVHUMVEE_D1
4015      End
4016    End
4017  
4018    ; ***DESIGN parameters ***
4019    Side = China
4020    EditorSorting   = SYSTEM
4021    TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
4022  
4023    ; *** AUDIO Parameters ***
4024    ; *** ENGINEERING Parameters ***
4025    RadarPriority = UNIT
4026    KindOf = CAN_CAST_REFLECTIONS IMMOBILE
4027  
4028    Body = ActiveBody ModuleTag_02
4029      MaxHealth       = 1.0
4030      InitialHealth   = 1.0
4031    End
4032  
4033  
4034    Behavior = PhysicsBehavior ModuleTag_03
4035      Mass = 50
4036      AllowBouncing = Yes
4037    End
4038  
4039    Behavior = LifetimeUpdate ModuleTag_04
4040      MinLifetime = 0   ; min lifetime in msec
4041      MaxLifetime = 0   ; max lifetime in msec
4042    End
4043  
4044    Behavior = SlowDeathBehavior ModuleTag_05
4045      SinkDelay = 14000
4046      SinkRate = 2     ; in Dist/Sec
4047      DestructionDelay = 20000
4048    End
4049  
4050    Behavior = TransitionDamageFX ModuleTag_06
4051      RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
4052    End
4053  
4054    Geometry = BOX
4055    GeometryMajorRadius = 9.0
4056    GeometryMinorRadius = 6.0
4057    GeometryHeight = 7.5     
4058    GeometryIsSmall = Yes    
4059  
4060  End
4061  
4062  ;------------------------------------------------------------------------------
4063  Object CarSport02
4064  
4065    ; *** ART Parameters ***
4066    SelectPortrait         = SUTerrorist_L
4067    ButtonImage            = SUTerrorist
4068  
4069    Draw = W3DModelDraw ModuleTag_01
4070      ConditionState = NONE
4071        Model = CVSptCar02
4072      End
4073    End
4074  
4075    ; ***DESIGN parameters ***
4076    DisplayName      = OBJECT:SportCar
4077    EditorSorting   = VEHICLE
4078  
4079    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
4080    WeaponSet
4081      Conditions = None
4082      Weapon = PRIMARY None
4083    End
4084    WeaponSet
4085      Conditions = CARBOMB
4086      Weapon = PRIMARY  SuicideCarBomb
4087    End
4088  
4089    ArmorSet
4090      Armor           = TruckArmor
4091      DamageFX        = CrushableCarDamageFX
4092    End
4093    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
4094    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
4095    CommandSet = CivilianCarBombCommandSet
4096  
4097    ; *** AUDIO Parameters ***
4098    SoundMoveStart = CarMoveStart
4099  
4100  
4101    ; *** ENGINEERING Parameters ***  
4102    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
4103    RadarPriority   = LOCAL_UNIT_ONLY
4104  
4105    Body            = ActiveBody ModuleTag_02
4106      MaxHealth       = 100.0
4107      InitialHealth   = 100.0
4108    End
4109  
4110  
4111  
4112    Behavior = DestroyDie ModuleTag_03
4113      ;nothing
4114    End
4115    Behavior = CreateObjectDie ModuleTag_04
4116      CreationList = OCL_GenericCarExplode
4117    End
4118    Behavior = FXListDie ModuleTag_05
4119      DeathFX = FX_GenericCarExplode
4120    End
4121    Behavior = CreateObjectDie ModuleTag_06
4122      DeathTypes = NONE +SUICIDED
4123      CreationList = OCL_BurnedCarHull
4124    End
4125  
4126    Behavior = AIUpdateInterface ModuleTag_07
4127    End
4128    Locomotor = SET_NORMAL BasicCarLocomotor
4129    Locomotor = SET_WANDER WanderCarLocomotor
4130    Locomotor = SET_PANIC PanicCarLocomotor
4131  
4132    Behavior = PhysicsBehavior ModuleTag_08
4133      Mass = 30.0
4134    End
4135  
4136    Behavior = FlammableUpdate ModuleTag_21
4137      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
4138      AflameDamageAmount = 5       ; taking this much damage...
4139      AflameDamageDelay = 500       ; this often.
4140    End
4141  
4142    Geometry        = BOX
4143    GeometryIsSmall = Yes
4144    GeometryMajorRadius = 11.0
4145    GeometryMinorRadius = 4.0
4146    GeometryHeight  = 9.0
4147    Shadow          = SHADOW_VOLUME
4148  
4149  End
4150  
4151  ;------------------------------------------------------------------------------
4152  Object CarSwatchEuro
4153  
4154    ; *** ART Parameters ***
4155    SelectPortrait         = SUTerrorist_L
4156    ButtonImage            = SUTerrorist
4157  
4158    Draw = W3DModelDraw ModuleTag_01
4159      ConditionState = NONE
4160        Model = CVSwatch01
4161      End
4162    End
4163  
4164    ; ***DESIGN parameters ***
4165    DisplayName      = OBJECT:CarSwatchEuro
4166    EditorSorting   = VEHICLE
4167  
4168    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
4169    WeaponSet
4170      Conditions = None
4171      Weapon = PRIMARY None
4172    End
4173    WeaponSet
4174      Conditions = CARBOMB
4175      Weapon = PRIMARY  SuicideCarBomb
4176    End
4177  
4178    ArmorSet
4179      Armor           = TruckArmor
4180      DamageFX        = CrushableCarDamageFX
4181    End
4182    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
4183    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
4184    CommandSet = CivilianCarBombCommandSet
4185  
4186    ; *** AUDIO Parameters ***
4187    SoundMoveStart = CarMoveStart
4188  
4189  
4190    ; *** ENGINEERING Parameters ***  
4191    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
4192    RadarPriority   = LOCAL_UNIT_ONLY
4193  
4194    Body            = ActiveBody ModuleTag_02
4195      MaxHealth       = 100.0
4196      InitialHealth   = 100.0
4197    End
4198  
4199  
4200  
4201    Behavior = DestroyDie ModuleTag_03
4202      ;nothing
4203    End
4204    Behavior = CreateObjectDie ModuleTag_04
4205      CreationList = OCL_GenericCarExplode
4206    End
4207    Behavior = FXListDie ModuleTag_05
4208      DeathFX = FX_GenericCarExplode
4209    End
4210    Behavior = CreateObjectDie ModuleTag_06
4211      DeathTypes = NONE +SUICIDED
4212      CreationList = OCL_BurnedCarHull
4213    End
4214  
4215    Behavior = AIUpdateInterface ModuleTag_07
4216    End
4217    Locomotor = SET_NORMAL BasicCarLocomotor
4218    Locomotor = SET_WANDER WanderCarLocomotor
4219    Locomotor = SET_PANIC PanicCarLocomotor
4220    Behavior = PhysicsBehavior ModuleTag_08
4221      Mass = 30.0
4222    End
4223  
4224    Behavior = FlammableUpdate ModuleTag_21
4225      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
4226      AflameDamageAmount = 5       ; taking this much damage...
4227      AflameDamageDelay = 500       ; this often.
4228    End
4229  
4230    Geometry        = BOX
4231    GeometryIsSmall = Yes
4232    GeometryMajorRadius = 11.0
4233    GeometryMinorRadius = 4.0
4234    GeometryHeight  = 9.0
4235    Shadow          = SHADOW_VOLUME
4236  
4237  End
4238  
4239  ;------------------------------------------------------------------------------
4240  Object PoliceCar
4241  
4242    ; *** ART Parameters ***
4243    SelectPortrait         = SUTerrorist_L
4244    ButtonImage            = SUTerrorist
4245  
4246    Draw = W3DPoliceCarDraw ModuleTag_01
4247      DefaultConditionState
4248        Model = CVPoliceCar
4249        Animation = CVPoliceCar.CVPoliceCar
4250        AnimationMode = LOOP
4251      End
4252      ConditionState = FRONTCRUSHED BACKCRUSHED
4253        Model = CVPoliceCar_d
4254      End
4255      ConditionState = BACKCRUSHED
4256        Model = CVPoliceCar_d2
4257      End
4258      ConditionState = FRONTCRUSHED
4259        Model = CVPoliceCar_d1
4260      End
4261    End
4262  
4263    ; ***DESIGN parameters ***
4264    DisplayName      = OBJECT:PoliceCar
4265    EditorSorting   = VEHICLE
4266  
4267    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
4268    WeaponSet
4269      Conditions = None
4270      Weapon = PRIMARY None
4271    End
4272    WeaponSet
4273      Conditions = CARBOMB
4274      Weapon = PRIMARY  SuicideCarBomb
4275    End
4276  
4277    ArmorSet
4278      Armor           = TruckArmor
4279      DamageFX        = CrushableCarDamageFX
4280    End
4281    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
4282    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
4283    CommandSet = CivilianCarBombCommandSet
4284  
4285    ; *** AUDIO Parameters ***
4286    SoundMoveStart = CarMoveStart
4287    SoundMoveLoop  = PoliceCarSirenLoop
4288    ;SoundAmbient = PoliceCarSirenLoop
4289  
4290  
4291    ; *** ENGINEERING Parameters ***  
4292    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
4293    RadarPriority   = LOCAL_UNIT_ONLY
4294  
4295    Body            = ActiveBody ModuleTag_02
4296      MaxHealth       = 100.0
4297      InitialHealth   = 100.0
4298    End
4299  
4300  
4301  
4302    Behavior = DestroyDie ModuleTag_03
4303      DeathTypes = ALL -CRUSHED -SPLATTED
4304    End
4305    Behavior = CrushDie ModuleTag_04
4306      DeathTypes = NONE +CRUSHED +SPLATTED
4307      TotalCrushSound     = CarAlarm
4308      BackEndCrushSound   = CarAlarm
4309      FrontEndCrushSound  = CarAlarm
4310      TotalCrushSoundPercent    = 50   
4311      BackEndCrushSoundPercent  = 50
4312      FrontEndCrushSoundPercent = 50
4313    End
4314    Behavior = SlowDeathBehavior ModuleTag_11
4315      DeathTypes = NONE +CRUSHED +SPLATTED
4316      SinkDelay = 14000
4317      SinkRate = 2     ; in Dist/Sec
4318      DestructionDelay = 20000
4319    End
4320  
4321    Behavior = FXListDie ModuleTag_05
4322      DeathTypes = NONE +CRUSHED +SPLATTED
4323      DeathFX = FX_CarCrush
4324    End
4325    Behavior = CreateObjectDie ModuleTag_06
4326      DeathTypes = ALL -CRUSHED -SPLATTED
4327      CreationList = OCL_PoliceCarExplode
4328    End
4329    Behavior = FXListDie ModuleTag_07
4330      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
4331      DeathFX = FX_PoliceCarExplode
4332    End
4333  
4334    Behavior = AIUpdateInterface ModuleTag_08
4335    End
4336    Locomotor = SET_NORMAL BasicCarLocomotor
4337    Locomotor = SET_WANDER WanderCarLocomotor
4338    Locomotor = SET_PANIC PanicCarLocomotor
4339  
4340    Behavior = PhysicsBehavior ModuleTag_09
4341      Mass = 30.0
4342    End
4343  
4344    Behavior = FlammableUpdate ModuleTag_21
4345      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
4346      AflameDamageAmount = 5       ; taking this much damage...
4347      AflameDamageDelay = 500       ; this often.
4348    End
4349  
4350    Geometry        = BOX
4351    GeometryIsSmall = Yes
4352    GeometryMajorRadius = 11.0
4353    GeometryMinorRadius = 4.0
4354    GeometryHeight  = 9.0
4355    Shadow          = SHADOW_VOLUME
4356  
4357  End
4358  
4359  ;------------------------------------------------------------------------------
4360  Object BigRig
4361  
4362    ; *** ART Parameters ***
4363    SelectPortrait         = SUTerrorist_L
4364    ButtonImage            = SUTerrorist
4365  
4366    Draw = W3DTruckDraw ModuleTag_01
4367      ConditionState = NONE
4368        Model = CVBigRig
4369      End
4370      CabRotationMultiplier = 1.5
4371  
4372      TrailerRotationMultiplier = 0.2
4373      CabBone = CAB
4374      TrailerBone = TRAILER
4375      RotationDamping = 0.7
4376  
4377      RightFrontTireBone = Tire01
4378      LeftFrontTireBone = Tire02
4379      MidRightFrontTireBone = Tire03
4380      MidLeftFrontTireBone = Tire04
4381      MidRightMidTireBone = Tire05
4382      MidLeftMidTireBone = Tire06
4383      MidRightRearTireBone = Tire07
4384      MidLeftRearTireBone = Tire08
4385      RightRearTireBone = Tire09
4386      LeftRearTireBone = Tire10
4387  
4388      TireRotationMultiplier = 0.2   ; this * speed = rotation.
4389    End
4390  
4391    ; ***DESIGN parameters ***
4392    DisplayName      = OBJECT:BigRig
4393    EditorSorting   = VEHICLE
4394  
4395    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
4396    WeaponSet
4397      Conditions = None
4398      Weapon = PRIMARY None
4399    End
4400    WeaponSet
4401      Conditions = CARBOMB
4402      Weapon = PRIMARY  SuicideCarBomb
4403    End
4404  
4405    ArmorSet
4406      Armor           = TruckArmor
4407      DamageFX        = CrushableCarDamageFX
4408    End
4409    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
4410    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
4411    CommandSet = CivilianCarBombCommandSet
4412  
4413    ; *** AUDIO Parameters ***
4414    VoiceSelect           = ConvoyTruckSelect
4415    SoundMoveStart        = ConvoyTruckMoveStart
4416    UnitSpecificSounds
4417      TruckPowerslideSound  = NoSound
4418      TruckLandingSound     = NoSound
4419    End
4420  
4421  
4422    ; *** ENGINEERING Parameters ***  
4423    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
4424    RadarPriority   = LOCAL_UNIT_ONLY
4425  
4426    Body            = ActiveBody ModuleTag_02
4427      MaxHealth       = 100.0
4428      InitialHealth   = 100.0
4429    End
4430  
4431  
4432  
4433    Behavior = DestroyDie ModuleTag_03
4434      ;nothing
4435    End
4436    Behavior = CreateObjectDie ModuleTag_04
4437      CreationList = OCL_BigRigExplode
4438    End
4439    Behavior = FXListDie ModuleTag_05
4440      DeathFX = FX_BigRigExplode
4441    End
4442  
4443    Behavior = AIUpdateInterface ModuleTag_06
4444    End
4445    Locomotor = SET_NORMAL SupplyTruckLocomotor
4446  
4447    Behavior = PhysicsBehavior ModuleTag_07
4448      Mass = 30.0
4449    End
4450  
4451    Behavior = FlammableUpdate ModuleTag_21
4452      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
4453      AflameDamageAmount = 5       ; taking this much damage...
4454      AflameDamageDelay = 500       ; this often.
4455    End
4456  
4457    Geometry        = BOX
4458    GeometryIsSmall = Yes
4459    GeometryMajorRadius = 18.0
4460    GeometryMinorRadius = 7.0
4461    GeometryHeight  = 14.0
4462    Shadow          = SHADOW_VOLUME
4463  
4464  End
4465  
4466  
4467  ;------------------------------------------------------------------------------
4468  Object TankerTruck
4469  
4470    ; *** ART Parameters ***
4471    SelectPortrait         = SUTerrorist_L
4472    ButtonImage            = SUTerrorist
4473  
4474    Draw = W3DTruckDraw ModuleTag_01
4475      ConditionState = NONE
4476        Model = CVTanker
4477      End
4478      CabRotationMultiplier = 1.5
4479  
4480      TrailerRotationMultiplier = 0.2
4481      CabBone = CAB
4482      TrailerBone = TRAILER
4483      RotationDamping = 0.7
4484  
4485      RightFrontTireBone = Tire01
4486      LeftFrontTireBone = Tire02
4487      MidRightFrontTireBone = Tire03
4488      MidLeftFrontTireBone = Tire04
4489      MidRightMidTireBone = Tire05
4490      MidLeftMidTireBone = Tire06
4491      MidRightRearTireBone = Tire07
4492      MidLeftRearTireBone = Tire08
4493      RightRearTireBone = Tire09
4494      LeftRearTireBone = Tire10
4495  
4496      TireRotationMultiplier = 0.2   ; this * speed = rotation.
4497    End
4498  
4499    ; ***DESIGN parameters ***
4500    DisplayName      = OBJECT:TankerTruck
4501    EditorSorting   = VEHICLE
4502  
4503    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
4504    WeaponSet
4505      Conditions = None
4506      Weapon = PRIMARY None
4507    End
4508    WeaponSet
4509      Conditions = CARBOMB
4510      Weapon = PRIMARY  SuicideCarBomb
4511    End
4512  
4513    ArmorSet
4514      Armor           = TruckArmor
4515      DamageFX        = CrushableCarDamageFX
4516    End
4517    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
4518    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
4519    CommandSet = CivilianCarBombCommandSet
4520  
4521    ; *** AUDIO Parameters ***
4522    VoiceSelect           = ConvoyTruckSelect
4523    SoundMoveStart        = ConvoyTruckMoveStart
4524    UnitSpecificSounds
4525      TruckPowerslideSound  = NoSound
4526      TruckLandingSound     = NoSound
4527    End
4528  
4529  
4530    ; *** ENGINEERING Parameters ***  
4531    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
4532    RadarPriority   = LOCAL_UNIT_ONLY
4533  
4534    Body            = ActiveBody ModuleTag_02
4535      MaxHealth       = 100.0
4536      InitialHealth   = 100.0
4537    End
4538  
4539  
4540  
4541    Behavior = DestroyDie ModuleTag_03
4542      ;nothing
4543    End
4544    Behavior = CreateObjectDie ModuleTag_04
4545      CreationList = OCL_TankerTruckExplode
4546    End
4547    Behavior = FXListDie ModuleTag_05
4548      DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
4549    End
4550    Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
4551      DeathWeapon = TankerTruckWeapon
4552      StartsActive  = Yes
4553    End
4554  
4555    Behavior = AIUpdateInterface ModuleTag_07
4556    End
4557    Locomotor = SET_NORMAL SupplyTruckLocomotor
4558  
4559    Behavior = PhysicsBehavior ModuleTag_08
4560      Mass = 30.0
4561    End
4562  
4563    Behavior = FlammableUpdate ModuleTag_21
4564      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
4565      AflameDamageAmount = 5       ; taking this much damage...
4566      AflameDamageDelay = 500       ; this often.
4567    End
4568  
4569    Geometry        = BOX
4570    GeometryIsSmall = Yes
4571    GeometryMajorRadius = 18.0
4572    GeometryMinorRadius = 7.0
4573    GeometryHeight  = 14.0
4574    Shadow          = SHADOW_VOLUME
4575  
4576  End
4577  
4578  
4579  ;------ This section is for Ambient Sound Objects-------
4580  
4581  Object AmbientVillage1
4582    EditorSorting = AUDIO
4583    KindOf = IMMOBILE
4584    SoundAmbient = AmbientVillage1
4585    Draw = W3DDefaultDraw ModuleTag_01
4586      ;nothing
4587    End
4588  End
4589  
4590  Object AmbientArabMarket1
4591    EditorSorting = AUDIO
4592    KindOf = IMMOBILE
4593    SoundAmbient = AmbientArabMarket1
4594    Draw = W3DDefaultDraw ModuleTag_01
4595      ;nothing
4596    End
4597  End
4598  
4599  Object AmbientArabMarket2
4600    EditorSorting = AUDIO
4601    KindOf = IMMOBILE
4602    SoundAmbient = AmbientArabMarket2
4603    Draw = W3DDefaultDraw ModuleTag_01
4604      ;nothing
4605    End
4606  End
4607  
4608  Object AmbientArabMarket3
4609    EditorSorting = AUDIO
4610    KindOf = IMMOBILE
4611    SoundAmbient = AmbientArabMarket3
4612    Draw = W3DDefaultDraw ModuleTag_01
4613      ;nothing
4614    End
4615  End
4616  
4617  Object AmbientDogBarking
4618    EditorSorting = AUDIO
4619    KindOf = IMMOBILE
4620    SoundAmbient = AmbientDogBarking
4621    Draw = W3DDefaultDraw ModuleTag_01
4622      ;nothing
4623    End
4624  End
4625  
4626  Object AmbientNightOwl
4627    EditorSorting = AUDIO
4628    KindOf = IMMOBILE
4629    SoundAmbient = AmbientNightOwl
4630    Draw = W3DDefaultDraw ModuleTag_01
4631      ;nothing
4632    End
4633  End
4634  
4635  
4636  Object AmbientWindDesert
4637    EditorSorting = AUDIO
4638    KindOf = IMMOBILE
4639    SoundAmbient = AmbientWindDesert
4640    Draw = W3DDefaultDraw ModuleTag_01
4641      ;nothing
4642    End
4643  End
4644  
4645  Object AmbientWindMountain
4646    EditorSorting = AUDIO
4647    KindOf = IMMOBILE
4648    SoundAmbient = AmbientWindMountain
4649    Draw = W3DDefaultDraw ModuleTag_01
4650      ;nothing
4651    End
4652  End
4653  
4654  Object AmbientWindCold
4655    EditorSorting = AUDIO
4656    KindOf = IMMOBILE
4657    SoundAmbient = AmbientWindCold
4658    Draw = W3DDefaultDraw ModuleTag_01
4659      ;nothing
4660    End
4661  End
4662  
4663  Object AmbientWavesLake
4664    EditorSorting = AUDIO
4665    KindOf = IMMOBILE
4666    SoundAmbient = AmbientWavesLake
4667    Draw = W3DDefaultDraw ModuleTag_01
4668      ;nothing
4669    End
4670  End
4671  
4672  Object AmbientRiver
4673    EditorSorting = AUDIO
4674    KindOf = IMMOBILE
4675    SoundAmbient = AmbientRiver
4676    Draw = W3DDefaultDraw ModuleTag_01
4677      ;nothing
4678    End
4679  End
4680  
4681  Object AmbientMeadow
4682    EditorSorting = AUDIO
4683    KindOf = IMMOBILE
4684    SoundAmbient = AmbientMeadow
4685    Draw = W3DDefaultDraw ModuleTag_01
4686      ;nothing
4687    End
4688  End
4689  
4690  Object AmbientMarsh
4691    EditorSorting = AUDIO
4692    KindOf = IMMOBILE
4693    SoundAmbient = AmbientMarsh
4694    Draw = W3DDefaultDraw ModuleTag_01
4695      ;nothing
4696    End
4697  End
4698  
4699  Object AmbientWavesOcean1
4700    EditorSorting = AUDIO
4701    KindOf = IMMOBILE
4702    SoundAmbient = AmbientWavesOcean1
4703    Draw = W3DDefaultDraw ModuleTag_01
4704      ;nothing
4705    End
4706  End
4707  
4708  Object AmbientInfantryCharge1
4709    EditorSorting = AUDIO
4710    KindOf = IMMOBILE
4711    SoundAmbient = AmbientInfantryCharge1
4712    Draw = W3DDefaultDraw ModuleTag_01
4713      ;nothing
4714    End
4715  End
4716  
4717  Object AmbientCrowdAngryArabs1
4718    EditorSorting = AUDIO
4719    KindOf = IMMOBILE
4720    SoundAmbient = AmbientCrowdAngryArabs1
4721    Draw = W3DDefaultDraw ModuleTag_01
4722      ;nothing
4723    End
4724  End
4725  
4726  Object AmbientGLABase
4727    EditorSorting = AUDIO
4728    KindOf = IMMOBILE
4729    SoundAmbient = AmbientGLABase
4730    Draw = W3DDefaultDraw ModuleTag_01
4731      ;nothing
4732    End
4733  End
4734  
4735  Object Amb_DesertFarmGoat
4736    EditorSorting = AUDIO
4737    KindOf = IMMOBILE
4738    SoundAmbient = Amb_DesertFarmGoat
4739    Draw = W3DDefaultDraw ModuleTag_01
4740      ;nothing
4741    End
4742  End
4743  
4744  Object Amb_DesertFarmAmbience
4745    EditorSorting = AUDIO
4746    KindOf = IMMOBILE
4747    SoundAmbient = FarmAmbientLoop
4748    Draw = W3DDefaultDraw ModuleTag_01
4749      ;nothing
4750    End
4751  End
4752  
4753  Object Amb_DesertFarmCow
4754    EditorSorting = AUDIO
4755    KindOf = IMMOBILE
4756    SoundAmbient = CowAmbience
4757    Draw = W3DDefaultDraw ModuleTag_01
4758      ;nothing
4759    End
4760  End
4761  
4762  Object Amb_DesertFarmSheep
4763    EditorSorting = AUDIO
4764    KindOf = IMMOBILE
4765    SoundAmbient = Amb_DesertFarmSheep
4766    Draw = W3DDefaultDraw ModuleTag_01
4767      ;nothing
4768    End
4769  End
4770  
4771  Object Amb_DesertFarmRooster
4772    EditorSorting = AUDIO
4773    KindOf = IMMOBILE
4774    SoundAmbient = Amb_DesertFarmRooster
4775    Draw = W3DDefaultDraw ModuleTag_01
4776      ;nothing
4777    End
4778  End
4779  
4780  Object Amb_DesertMarketBell
4781    EditorSorting = AUDIO
4782    KindOf = IMMOBILE
4783    SoundAmbient = Amb_DesertMarketBell
4784    Draw = W3DDefaultDraw ModuleTag_01
4785      ;nothing
4786    End
4787  End
4788  
4789  Object Amb_DesertMarketCarHorn
4790    EditorSorting = AUDIO
4791    KindOf = IMMOBILE
4792    SoundAmbient = Amb_DesertMarketCarHorn
4793    Draw = W3DDefaultDraw ModuleTag_01
4794      ;nothing
4795    End
4796  End
4797  
4798  Object Amb_DesertMarketDog
4799    EditorSorting = AUDIO
4800    KindOf = IMMOBILE
4801    SoundAmbient = Amb_DesertMarketDog
4802    Draw = W3DDefaultDraw ModuleTag_01
4803      ;nothing
4804    End
4805  End
4806  
4807  Object Amb_DesertMarketDog2
4808    EditorSorting = AUDIO
4809    KindOf = IMMOBILE
4810    SoundAmbient = Amb_DesertMarketDog2
4811    Draw = W3DDefaultDraw ModuleTag_01
4812      ;nothing
4813    End
4814  End
4815  
4816  
4817  Object Amb_DesertMarketGoat
4818    EditorSorting = AUDIO
4819    KindOf = IMMOBILE
4820    SoundAmbient = Amb_DesertMarketGoat
4821    Draw = W3DDefaultDraw ModuleTag_01
4822      ;nothing
4823    End
4824  End
4825  
4826  Object Amb_DesertMarketMoped
4827    EditorSorting = AUDIO
4828    KindOf = IMMOBILE
4829    SoundAmbient = Amb_DesertMarketMoped
4830    Draw = W3DDefaultDraw ModuleTag_01
4831      ;nothing
4832    End
4833  End
4834  
4835  Object Amb_DesertMarketWallaMusicLoop
4836    EditorSorting = AUDIO
4837    KindOf = IMMOBILE
4838    SoundAmbient = Amb_DesertMarketWallaMusicLoop
4839    Draw = W3DDefaultDraw ModuleTag_01
4840      ;nothing
4841    End
4842  End
4843  
4844  Object Amb_DesertMarketWallaLoop
4845    EditorSorting = AUDIO
4846    KindOf = IMMOBILE
4847    SoundAmbient = Amb_DesertMarketWallaLoop
4848    Draw = W3DDefaultDraw ModuleTag_01
4849      ;nothing
4850    End
4851  End
4852  
4853  Object Amb_DesertMarketWallaWomenLoop
4854    EditorSorting = AUDIO
4855    KindOf = IMMOBILE
4856    SoundAmbient = Amb_DesertMarketWallaWomenLoop
4857    Draw = W3DDefaultDraw ModuleTag_01
4858      ;nothing
4859    End
4860  End
4861  
4862  Object Amb_DesertNatureDayBirds
4863    EditorSorting = AUDIO
4864    KindOf = IMMOBILE
4865    SoundAmbient = Amb_DesertNatureDayBirds
4866    Draw = W3DDefaultDraw ModuleTag_01
4867      ;nothing
4868    End
4869  End
4870  
4871  Object Amb_DesertNatureDayBirds2
4872    EditorSorting = AUDIO
4873    KindOf = IMMOBILE
4874    SoundAmbient = Amb_DesertNatureDayBirds2
4875    Draw = W3DDefaultDraw ModuleTag_01
4876      ;nothing
4877    End
4878  End
4879  
4880  Object Amb_DesertNatureDayInsects
4881    EditorSorting = AUDIO
4882    KindOf = IMMOBILE
4883    SoundAmbient = Amb_DesertNatureDayInsects
4884    Draw = W3DDefaultDraw ModuleTag_01
4885      ;nothing
4886    End
4887  End
4888  
4889  Object Amb_DesertNatureDayInsects2
4890    EditorSorting = AUDIO
4891    KindOf = IMMOBILE
4892    SoundAmbient = Amb_DesertNatureDayInsects2
4893    Draw = W3DDefaultDraw ModuleTag_01
4894      ;nothing
4895    End
4896  End
4897  
4898  Object Amb_DesertNatureDayInsects3
4899    EditorSorting = AUDIO
4900    KindOf = IMMOBILE
4901    SoundAmbient = Amb_DesertNatureDayInsects3
4902    Draw = W3DDefaultDraw ModuleTag_01
4903      ;nothing
4904    End
4905  End
4906  
4907  Object Amb_DesertNatureWindThinLoop
4908    EditorSorting = AUDIO
4909    KindOf = IMMOBILE
4910    SoundAmbient = Amb_DesertNatureWindThinLoop
4911    Draw = W3DDefaultDraw ModuleTag_01
4912      ;nothing
4913    End
4914  End
4915  
4916  Object Amb_DesertNatureWindTreesLoop
4917    EditorSorting = AUDIO
4918    KindOf = IMMOBILE
4919    SoundAmbient = Amb_DesertNatureWindTreesLoop
4920    Draw = W3DDefaultDraw ModuleTag_01
4921      ;nothing
4922    End
4923  End
4924  
4925  Object Amb_DesertNatureWindThickLoop
4926    EditorSorting = AUDIO
4927    KindOf = IMMOBILE
4928    SoundAmbient = Amb_DesertNatureWindThickLoop
4929    Draw = W3DDefaultDraw ModuleTag_01
4930      ;nothing
4931    End
4932  End
4933  
4934  Object Amb_DesertVillageDayBirds
4935    EditorSorting = AUDIO
4936    KindOf = IMMOBILE
4937    SoundAmbient = Amb_DesertVillageDayBirds
4938    Draw = W3DDefaultDraw ModuleTag_01
4939      ;nothing
4940    End
4941  End
4942  
4943  Object Amb_DesertVillageDayBirds2
4944    EditorSorting = AUDIO
4945    KindOf = IMMOBILE
4946    SoundAmbient = Amb_DesertVillageDayBirds2
4947    Draw = W3DDefaultDraw ModuleTag_01
4948      ;nothing
4949    End
4950  End
4951  
4952  Object Amb_DesertVillageDayDog
4953    EditorSorting = AUDIO
4954    KindOf = IMMOBILE
4955    SoundAmbient = Amb_DesertVillageDayDog
4956    Draw = W3DDefaultDraw ModuleTag_01
4957      ;nothing
4958    End
4959  End
4960  
4961  Object Amb_DesertVillageKids
4962    EditorSorting = AUDIO
4963    KindOf = IMMOBILE
4964    SoundAmbient = Amb_DesertVillageKids
4965    Draw = W3DDefaultDraw ModuleTag_01
4966      ;nothing
4967    End
4968  End
4969  
4970  Object Amb_DesertVillageKids2
4971    EditorSorting = AUDIO
4972    KindOf = IMMOBILE
4973    SoundAmbient = Amb_DesertVillageKids2
4974    Draw = W3DDefaultDraw ModuleTag_01
4975      ;nothing
4976    End
4977  End
4978  
4979  ;Object Amb_DesertVillageDayMenLoop
4980  ;  EditorSorting = AUDIO
4981  ;  KindOf = IMMOBILE
4982  ;  SoundAmbient = Amb_DesertVillageDayMenLoop
4983  ;  Draw = W3DDefaultDraw ModuleTag_01
4984  ;    ;nothing
4985  ;  End
4986  ;End
4987  
4988  Object Amb_DesertVillageDayMoped
4989    EditorSorting = AUDIO
4990    KindOf = IMMOBILE
4991    SoundAmbient = Amb_DesertVillageDayMoped
4992    Draw = W3DDefaultDraw ModuleTag_01
4993      ;nothing
4994    End
4995  End
4996  
4997  Object Amb_DesertVillageDayRooster
4998    EditorSorting = AUDIO
4999    KindOf = IMMOBILE
5000    SoundAmbient = Amb_DesertVillageDayRooster
5001    Draw = W3DDefaultDraw ModuleTag_01
5002      ;nothing
5003    End
5004  End
5005  
5006  Object Amb_DesertVillageDayWallaLoop
5007    EditorSorting = AUDIO
5008    KindOf = IMMOBILE
5009    SoundAmbient = Amb_DesertVillageDayWallaLoop
5010    Draw = W3DDefaultDraw ModuleTag_01
5011      ;nothing
5012    End
5013  End
5014  
5015  Object Amb_DesertNatureNightInsectLoop
5016    EditorSorting = AUDIO
5017    KindOf = IMMOBILE
5018    SoundAmbient = Amb_DesertNatureNightInsectLoop
5019    Draw = W3DDefaultDraw ModuleTag_01
5020      ;nothing
5021    End
5022  End
5023  
5024  Object Amb_DesertVillageNightCat
5025    EditorSorting = AUDIO
5026    KindOf = IMMOBILE
5027    SoundAmbient = Amb_DesertVillageNightCat
5028    Draw = W3DDefaultDraw ModuleTag_01
5029      ;nothing
5030    End
5031  End
5032  
5033  Object Amb_DesertVillageNightDog
5034    EditorSorting = AUDIO
5035    KindOf = IMMOBILE
5036    SoundAmbient = Amb_DesertVillageNightDog
5037    Draw = W3DDefaultDraw ModuleTag_01
5038      ;nothing
5039    End
5040  End
5041  
5042  Object Amb_DesertVillageNightDog2
5043    EditorSorting = AUDIO
5044    KindOf = IMMOBILE
5045    SoundAmbient = Amb_DesertVillageNightDog2
5046    Draw = W3DDefaultDraw ModuleTag_01
5047      ;nothing
5048    End
5049  End
5050  
5051  Object Amb_DesertVillageNightDrummerLoop
5052    EditorSorting = AUDIO
5053    KindOf = IMMOBILE
5054    SoundAmbient = Amb_DesertVillageNightDrummerLoop
5055    Draw = W3DDefaultDraw ModuleTag_01
5056      ;nothing
5057    End
5058  End
5059  
5060  Object Amb_DesertVillageNightInsect
5061    EditorSorting = AUDIO
5062    KindOf = IMMOBILE
5063    SoundAmbient = Amb_DesertVillageNightInsect
5064    Draw = W3DDefaultDraw ModuleTag_01
5065      ;nothing
5066    End
5067  End
5068  
5069  Object Amb_DesertVillageNightInsect2
5070    EditorSorting = AUDIO
5071    KindOf = IMMOBILE
5072    SoundAmbient = Amb_DesertVillageNightInsect2
5073    Draw = W3DDefaultDraw ModuleTag_01
5074      ;nothing
5075    End
5076  End
5077  
5078  Object Amb_DesertVillageNightMenLoop
5079    EditorSorting = AUDIO
5080    KindOf = IMMOBILE
5081    SoundAmbient = Amb_DesertVillageNightMenLoop
5082    Draw = W3DDefaultDraw ModuleTag_01
5083      ;nothing
5084    End
5085  End
5086  
5087  Object Amb_DesertVillageNightTrash
5088    EditorSorting = AUDIO
5089    KindOf = IMMOBILE
5090    SoundAmbient = Amb_DesertVillageNightTrash
5091    Draw = W3DDefaultDraw ModuleTag_01
5092      ;nothing
5093    End
5094  End
5095  
5096  Object Amb_UrbanTrainStationAmbientLoop
5097    EditorSorting = AUDIO
5098    KindOf = IMMOBILE
5099    SoundAmbient = Amb_UrbanTrainStationAmbientLoop
5100    Draw = W3DDefaultDraw ModuleTag_01
5101      ;nothing
5102    End
5103  End
5104  
5105  
5106  Object Amb_UrbanTrainStationAmbientLoop2
5107    EditorSorting = AUDIO
5108    KindOf = IMMOBILE
5109    SoundAmbient = Amb_UrbanTrainStationAmbientLoop2
5110    Draw = W3DDefaultDraw ModuleTag_01
5111      ;nothing
5112    End
5113  End
5114  
5115  
5116  
5117  Object Amb_UrbanBusStationAmbientLoop
5118    EditorSorting = AUDIO
5119    KindOf = IMMOBILE
5120    SoundAmbient = Amb_UrbanBusStationAmbientLoop
5121    Draw = W3DDefaultDraw ModuleTag_01
5122      ;nothing
5123    End
5124  End
5125  
5126  Object Amb_UrbanBusStationPAVoice
5127    EditorSorting = AUDIO
5128    KindOf = IMMOBILE
5129    SoundAmbient = Amb_UrbanBusStationPAVoice
5130    Draw = W3DDefaultDraw ModuleTag_01
5131      ;nothing
5132    End
5133  End
5134  
5135  Object Amb_UrbanBusStationBuses
5136    EditorSorting = AUDIO
5137    KindOf = IMMOBILE
5138    SoundAmbient = Amb_UrbanBusStationBuses
5139    Draw = W3DDefaultDraw ModuleTag_01
5140      ;nothing
5141    End
5142  End
5143  
5144  Object Amb_UrbanCemetaryBell
5145    EditorSorting = AUDIO
5146    KindOf = IMMOBILE
5147    SoundAmbient = Amb_UrbanCemetaryBell
5148    Draw = W3DDefaultDraw ModuleTag_01
5149      ;nothing
5150    End
5151  End
5152  
5153  Object Amb_UrbanCemetaryDigging
5154    EditorSorting = AUDIO
5155    KindOf = IMMOBILE
5156    SoundAmbient = Amb_UrbanCemetaryDigging
5157    Draw = W3DDefaultDraw ModuleTag_01
5158      ;nothing
5159    End
5160  End
5161  
5162  Object Amb_UrbanNightChinaBikeBell
5163    EditorSorting = AUDIO
5164    KindOf = IMMOBILE
5165    SoundAmbient = Amb_UrbanNightChinaBikeBell
5166    Draw = W3DDefaultDraw ModuleTag_01
5167      ;nothing
5168    End
5169  End
5170  
5171  Object Amb_UrbanNightChinaClub2
5172    EditorSorting = AUDIO
5173    KindOf = IMMOBILE
5174    SoundAmbient = Amb_UrbanNightChinaClub2
5175    Draw = W3DDefaultDraw ModuleTag_01
5176      ;nothing
5177    End
5178  End
5179  
5180  Object Amb_UrbanParkAmbientLoop
5181    EditorSorting = AUDIO
5182    KindOf = IMMOBILE
5183    SoundAmbient = Amb_UrbanParkAmbientLoop
5184    Draw = W3DDefaultDraw ModuleTag_01
5185      ;nothing
5186    End
5187  End
5188  
5189  Object Amb_UrbanParkBirds
5190    EditorSorting = AUDIO
5191    KindOf = IMMOBILE
5192    SoundAmbient = Amb_UrbanParkBirds
5193    Draw = W3DDefaultDraw ModuleTag_01
5194      ;nothing
5195    End
5196  End
5197  
5198  Object Amb_UrbanParkDucks
5199    EditorSorting = AUDIO
5200    KindOf = IMMOBILE
5201    SoundAmbient = Amb_UrbanParkDucks
5202    Draw = W3DDefaultDraw ModuleTag_01
5203      ;nothing
5204    End
5205  End
5206  
5207  Object Amb_UrbanParkChimes
5208    EditorSorting = AUDIO
5209    KindOf = IMMOBILE
5210    SoundAmbient = Amb_UrbanParkChimes
5211    Draw = W3DDefaultDraw ModuleTag_01
5212      ;nothing
5213    End
5214  End
5215  
5216  Object Amb_UrbanSwimmingPoolAmbientLoop
5217    EditorSorting = AUDIO
5218    KindOf = IMMOBILE
5219    SoundAmbient = HotelAmbientSwimmerLoop
5220    Draw = W3DDefaultDraw ModuleTag_01
5221      ;nothing
5222    End
5223  End
5224  
5225  Object Amb_UrbanSwimmingPoolDiver
5226    EditorSorting = AUDIO
5227    KindOf = IMMOBILE
5228    SoundAmbient = HotelAmbientDiver
5229    Draw = W3DDefaultDraw ModuleTag_01
5230      ;nothing
5231    End
5232  End
5233  
5234  Object Amb_UrbanPoliceSiren
5235    EditorSorting = AUDIO
5236    KindOf = IMMOBILE
5237    SoundAmbient = Amb_UrbanPoliceSiren
5238    Draw = W3DDefaultDraw ModuleTag_01
5239      ;nothing
5240    End
5241  End
5242  
5243  Object Amb_UrbanPoliceSirenLoop
5244    EditorSorting = AUDIO
5245    KindOf = IMMOBILE
5246    SoundAmbient = Amb_UrbanPoliceSirenLoop
5247    Draw = W3DDefaultDraw ModuleTag_01
5248      ;nothing
5249    End
5250  End
5251  
5252  Object Amb_UrbanCityAmbientLoop
5253    EditorSorting = AUDIO
5254    KindOf = IMMOBILE
5255    SoundAmbient = Amb_UrbanCityAmbientLoop
5256    Draw = W3DDefaultDraw ModuleTag_01
5257      ;nothing
5258    End
5259  End
5260  
5261  Object Amb_UrbanCityAmbientLoop2
5262    EditorSorting = AUDIO
5263    KindOf = IMMOBILE
5264    SoundAmbient = Amb_UrbanCityAmbientLoop2
5265    Draw = W3DDefaultDraw ModuleTag_01
5266      ;nothing
5267    End
5268  End
5269  
5270  Object Amb_UrbanDocksBirds
5271    EditorSorting = AUDIO
5272    KindOf = IMMOBILE
5273    SoundAmbient = Amb_UrbanDocksBirds
5274    Draw = W3DDefaultDraw ModuleTag_01
5275      ;nothing
5276    End
5277  End
5278  
5279  Object Amb_UrbanDocksAmbientLoop
5280    EditorSorting = AUDIO
5281    KindOf = IMMOBILE
5282    SoundAmbient = Amb_UrbanDocksAmbientLoop
5283    Draw = W3DDefaultDraw ModuleTag_01
5284      ;nothing
5285    End
5286  End
5287  
5288  Object Amb_UrbanDocksBouy
5289    EditorSorting = AUDIO
5290    KindOf = IMMOBILE
5291    SoundAmbient = Amb_UrbanDocksBouy
5292    Draw = W3DDefaultDraw ModuleTag_01
5293      ;nothing
5294    End
5295  End
5296  
5297  Object Amb_UrbanDocksFoghorn
5298    EditorSorting = AUDIO
5299    KindOf = IMMOBILE
5300    SoundAmbient = Amb_UrbanDocksFoghorn
5301    Draw = W3DDefaultDraw ModuleTag_01
5302      ;nothing
5303    End
5304  End
5305  
5306  Object Amb_UrbanDocksMachineryLoop
5307    EditorSorting = AUDIO
5308    KindOf = IMMOBILE
5309    SoundAmbient = Amb_UrbanDocksMachineryLoop
5310    Draw = W3DDefaultDraw ModuleTag_01
5311      ;nothing
5312    End
5313  End
5314  
5315  Object Amb_WinterNatureWoodpecker
5316    EditorSorting = AUDIO
5317    KindOf = IMMOBILE
5318    SoundAmbient = Amb_WinterNatureWoodpecker
5319    Draw = W3DDefaultDraw ModuleTag_01
5320      ;nothing
5321    End
5322  End
5323  
5324  Object Amb_WinterNatureCrows
5325    EditorSorting = AUDIO
5326    KindOf = IMMOBILE
5327    SoundAmbient = Amb_WinterNatureCrows
5328    Draw = W3DDefaultDraw ModuleTag_01
5329      ;nothing
5330    End
5331  End
5332  
5333  Object Amb_WinterNatureCrows2
5334    EditorSorting = AUDIO
5335    KindOf = IMMOBILE
5336    SoundAmbient = Amb_WinterNatureCrows2
5337    Draw = W3DDefaultDraw ModuleTag_01
5338      ;nothing
5339    End
5340  End
5341  
5342  Object Amb_WinterNatureWindLoop
5343    EditorSorting = AUDIO
5344    KindOf = IMMOBILE
5345    SoundAmbient = Amb_WinterNatureWindLoop
5346    Draw = W3DDefaultDraw ModuleTag_01
5347      ;nothing
5348    End
5349  End
5350  
5351  Object Amb_WinterNatureNightWolves
5352    EditorSorting = AUDIO
5353    KindOf = IMMOBILE
5354    SoundAmbient = Amb_WinterNatureNightWolves
5355    Draw = W3DDefaultDraw ModuleTag_01
5356      ;nothing
5357    End
5358  End
5359  
5360  Object Amb_UrbanIndustrialYardPileDriver
5361    EditorSorting = AUDIO
5362    KindOf = IMMOBILE
5363    SoundAmbient = Amb_UrbanIndustrialYardPileDriver
5364    Draw = W3DDefaultDraw ModuleTag_01
5365      ;nothing
5366    End
5367  End
5368  
5369  Object Amb_UrbanIndustrialYardAmbientLoop
5370    EditorSorting = AUDIO
5371    KindOf = IMMOBILE
5372    SoundAmbient = IndustrialYardAmbientLoop
5373    Draw = W3DDefaultDraw ModuleTag_01
5374      ;nothing
5375    End
5376  End
5377  
5378  ;Object Amb_UrbanIndustrialYardGeneratorLoop
5379  ;  EditorSorting = AUDIO
5380  ;  KindOf = IMMOBILE
5381  ;  SoundAmbient = Amb_UrbanIndustrialYardGeneratorLoop
5382  ;  Draw = W3DDefaultDraw ModuleTag_01
5383  ;    ;nothing
5384  ;  End
5385  ;End
5386  
5387  Object Amb_WaterOceanWaves
5388    EditorSorting = AUDIO
5389    KindOf = IMMOBILE
5390    SoundAmbient = Amb_WaterOceanWaves
5391    Draw = W3DDefaultDraw ModuleTag_01
5392      ;nothing
5393    End
5394  End
5395  
5396  ;Object Amb_WaterLakeWaves
5397  ;  EditorSorting = AUDIO
5398  ;  KindOf = IMMOBILE
5399  ;  SoundAmbient = Amb_WaterLakeWaves
5400  ;  Draw = W3DDefaultDraw ModuleTag_01
5401  ;    ;nothing
5402  ;  End
5403  ;End
5404  
5405  Object Amb_WaterRiverLoop
5406    EditorSorting = AUDIO
5407    KindOf = IMMOBILE
5408    SoundAmbient = Amb_WaterRiverLoop
5409    Draw = W3DDefaultDraw ModuleTag_01
5410      ;nothing
5411    End
5412  End
5413  
5414  Object Amb_WaterStreamLoop
5415    EditorSorting = AUDIO
5416    KindOf = IMMOBILE
5417    SoundAmbient = Amb_WaterStreamLoop
5418    Draw = W3DDefaultDraw ModuleTag_01
5419      ;nothing
5420    End
5421  End
5422  
5423  
5424  Object Amb_WinterNatureWindCold
5425    EditorSorting = AUDIO
5426    KindOf = IMMOBILE
5427    SoundAmbient = Amb_WinterNatureWindCold
5428    Draw = W3DDefaultDraw ModuleTag_01
5429      ;nothing
5430    End
5431  End
5432  
5433  Object Amb_WinterNatureWind
5434    EditorSorting = AUDIO
5435    KindOf = IMMOBILE
5436    SoundAmbient = Amb_WinterNatureWind
5437    Draw = W3DDefaultDraw ModuleTag_01
5438      ;nothing
5439    End
5440  End
5441  
5442  Object Amb_DesertVillageDayDog2
5443    EditorSorting = AUDIO
5444    KindOf = IMMOBILE
5445    SoundAmbient = Amb_DesertVillageDayDog2
5446    Draw = W3DDefaultDraw ModuleTag_01
5447      ;nothing
5448    End
5449  End
5450  
5451  Object Amb_TemperateNightOwl
5452    EditorSorting = AUDIO
5453    KindOf = IMMOBILE
5454    SoundAmbient = Amb_TemperateNightOwl
5455    Draw = W3DDefaultDraw ModuleTag_01
5456      ;nothing
5457    End
5458  End
5459  
5460  Object Amb_DesertNatureWindNight
5461    EditorSorting = AUDIO
5462    KindOf = IMMOBILE
5463    SoundAmbient = Amb_DesertNatureWindNight
5464    Draw = W3DDefaultDraw ModuleTag_01
5465      ;nothing
5466    End
5467  End
5468  
5469  Object Amb_TemperateMeadowAmbientLoop
5470    EditorSorting = AUDIO
5471    KindOf = IMMOBILE
5472    SoundAmbient = Amb_TemperateMeadowAmbientLoop
5473    Draw = W3DDefaultDraw ModuleTag_01
5474      ;nothing
5475    End
5476  End
5477  
5478  Object Amb_TemperateMarshAmbientLoop
5479    EditorSorting = AUDIO
5480    KindOf = IMMOBILE
5481    SoundAmbient = Amb_TemperateMarshAmbientLoop
5482    Draw = W3DDefaultDraw ModuleTag_01
5483      ;nothing
5484    End
5485  End
5486  
5487  Object Amb_DesertMarketWallaLoop2
5488    EditorSorting = AUDIO
5489    KindOf = IMMOBILE
5490    SoundAmbient = Amb_DesertMarketWallaLoop2
5491    Draw = W3DDefaultDraw ModuleTag_01
5492      ;nothing
5493    End
5494  End
5495  
5496  Object Amb_DesertMarketWallaLoop3
5497    EditorSorting = AUDIO
5498    KindOf = IMMOBILE
5499    SoundAmbient = Amb_DesertMarketWallaLoop3
5500    Draw = W3DDefaultDraw ModuleTag_01
5501      ;nothing
5502    End
5503  End
5504  
5505  Object Amb_DesertVillageDayWallaLoop2
5506    EditorSorting = AUDIO
5507    KindOf = IMMOBILE
5508    SoundAmbient = Amb_DesertVillageDayWallaLoop2
5509    Draw = W3DDefaultDraw ModuleTag_01
5510      ;nothing
5511    End
5512  End
5513  
5514  Object Amb_JungleDayDenseAmbientLoop
5515    EditorSorting = AUDIO
5516    KindOf = IMMOBILE
5517    SoundAmbient = Amb_JungleDayDenseAmbientLoop
5518    Draw = W3DDefaultDraw ModuleTag_01
5519      ;nothing
5520    End
5521  End
5522  
5523  
5524  Object Amb_JungleDayDenseAmbientLoop2
5525    EditorSorting = AUDIO
5526    KindOf = IMMOBILE
5527    SoundAmbient = Amb_JungleDayDenseAmbientLoop2
5528    Draw = W3DDefaultDraw ModuleTag_01
5529      ;nothing
5530    End
5531  End
5532  
5533  Object Amb_JungleDayDenseAmbientBirds
5534    EditorSorting = AUDIO
5535    KindOf = IMMOBILE
5536    SoundAmbient = Amb_JungleDayDenseAmbientBirds
5537    Draw = W3DDefaultDraw ModuleTag_01
5538      ;nothing
5539    End
5540  End
5541  
5542  Object Amb_JungleDaySparseAmbientLoop
5543    EditorSorting = AUDIO
5544    KindOf = IMMOBILE
5545    SoundAmbient = Amb_JungleDaySparseAmbientLoop
5546    Draw = W3DDefaultDraw ModuleTag_01
5547      ;nothing
5548    End
5549  End
5550  
5551  
5552  Object Amb_JungleDaySparseAmbientAnimal
5553    EditorSorting = AUDIO
5554    KindOf = IMMOBILE
5555    SoundAmbient = Amb_JungleDaySparseAmbientAnimal
5556    Draw = W3DDefaultDraw ModuleTag_01
5557      ;nothing
5558    End
5559  End
5560  
5561  Object Amb_JungleNightAmbientLoop
5562    EditorSorting = AUDIO
5563    KindOf = IMMOBILE
5564    SoundAmbient = Amb_JungleNightAmbientLoop
5565    Draw = W3DDefaultDraw ModuleTag_01
5566      ;nothing
5567    End
5568  End
5569  
5570  Object Amb_JungleNightAmbientLoop2
5571    EditorSorting = AUDIO
5572    KindOf = IMMOBILE
5573    SoundAmbient = Amb_JungleNightAmbientLoop2
5574    Draw = W3DDefaultDraw ModuleTag_01
5575      ;nothing
5576    End
5577  End
5578  
5579  
5580  Object Amb_MountainNatureAmbientLoop
5581    EditorSorting = AUDIO
5582    KindOf = IMMOBILE
5583    SoundAmbient = Amb_MountainNatureAmbientLoop
5584    Draw = W3DDefaultDraw ModuleTag_01
5585      ;nothing
5586    End
5587  End
5588  
5589  ;Object Amb_MountainBell
5590  ;  EditorSorting = AUDIO
5591  ;  KindOf = IMMOBILE
5592  ;  SoundAmbient = Amb_MountainBell
5593  ;  Draw = W3DDefaultDraw ModuleTag_01
5594  ;    ;nothing
5595  ;  End
5596  ;End
5597  
5598  Object Amb_MountainBirds
5599    EditorSorting = AUDIO
5600    KindOf = IMMOBILE
5601    SoundAmbient = Amb_MountainBirds
5602    Draw = W3DDefaultDraw ModuleTag_01
5603      ;nothing
5604    End
5605  End
5606  
5607  Object Amb_MountainBirds2
5608    EditorSorting = AUDIO
5609    KindOf = IMMOBILE
5610    SoundAmbient = Amb_MountainBirds2
5611    Draw = W3DDefaultDraw ModuleTag_01
5612      ;nothing
5613    End
5614  End
5615  
5616  Object Amb_TemperateForestBirdsLoop
5617    EditorSorting = AUDIO
5618    KindOf = IMMOBILE
5619    SoundAmbient = Amb_TemperateForestBirdsLoop
5620    Draw = W3DDefaultDraw ModuleTag_01
5621      ;nothing
5622    End
5623  End
5624  
5625  Object Amb_TemperateForestBirds
5626    EditorSorting = AUDIO
5627    KindOf = IMMOBILE
5628    SoundAmbient = Amb_TemperateForestBirds
5629    Draw = W3DDefaultDraw ModuleTag_01
5630      ;nothing
5631    End
5632  End
5633  
5634  Object Amb_TemperateForestTreesLoop
5635    EditorSorting = AUDIO
5636    KindOf = IMMOBILE
5637    SoundAmbient = Amb_TemperateForestTreesLoop
5638    Draw = W3DDefaultDraw ModuleTag_01
5639      ;nothing
5640    End
5641  End
5642  
5643  Object Amb_TemperateForestTrees
5644    EditorSorting = AUDIO
5645    KindOf = IMMOBILE
5646    SoundAmbient = Amb_TemperateForestTrees
5647    Draw = W3DDefaultDraw ModuleTag_01
5648      ;nothing
5649    End
5650  End
5651  
5652  
5653  Object Amb_TemperateMeadowBirdsLoop
5654    EditorSorting = AUDIO
5655    KindOf = IMMOBILE
5656    SoundAmbient = Amb_TemperateMeadowBirdsLoop
5657    Draw = W3DDefaultDraw ModuleTag_01
5658      ;nothing
5659    End
5660  End
5661  
5662  Object Amb_TemperateMeadowBirdsLoop2
5663    EditorSorting = AUDIO
5664    KindOf = IMMOBILE
5665    SoundAmbient = Amb_TemperateMeadowBirdsLoop2
5666    Draw = W3DDefaultDraw ModuleTag_01
5667      ;nothing
5668    End
5669  End
5670  
5671  Object Amb_TemperateMeadowBirds
5672    EditorSorting = AUDIO
5673    KindOf = IMMOBILE
5674    SoundAmbient = Amb_TemperateMeadowBirds
5675    Draw = W3DDefaultDraw ModuleTag_01
5676      ;nothing
5677    End
5678  End
5679  
5680  Object Amb_UrbanChinaCourtyardLoop
5681    EditorSorting = AUDIO
5682    KindOf = IMMOBILE
5683    SoundAmbient = Amb_UrbanChinaCourtyardLoop
5684    Draw = W3DDefaultDraw ModuleTag_01
5685      ;nothing
5686    End
5687  End
5688  
5689  Object Amb_UrbanChinaCourtyardBirds
5690    EditorSorting = AUDIO
5691    KindOf = IMMOBILE
5692    SoundAmbient = Amb_UrbanChinaCourtyardBirds
5693    Draw = W3DDefaultDraw ModuleTag_01
5694      ;nothing
5695    End
5696  End
5697  
5698  Object Amb_UrbanChinaCourtyardWallaLoop
5699    EditorSorting = AUDIO
5700    KindOf = IMMOBILE
5701    SoundAmbient = Amb_UrbanChinaCourtyardWallaLoop
5702    Draw = W3DDefaultDraw ModuleTag_01
5703      ;nothing
5704    End
5705  End
5706  
5707  ;Object Amb_WaterFountainLoop
5708  ;  EditorSorting = AUDIO
5709  ;  KindOf = IMMOBILE
5710  ;  SoundAmbient = Amb_WaterFountainLoop
5711  ;  Draw = W3DDefaultDraw ModuleTag_01
5712  ;    ;nothing
5713  ;  End
5714  ;End
5715  
5716  Object Amb_WaterLakeAmbientLoop
5717    EditorSorting = AUDIO
5718    KindOf = IMMOBILE
5719    SoundAmbient = Amb_WaterLakeAmbientLoop
5720    Draw = W3DDefaultDraw ModuleTag_01
5721      ;nothing
5722    End
5723  End
5724  
5725  
5726  Object Amb_WaterLakeLappingLoop
5727    EditorSorting = AUDIO
5728    KindOf = IMMOBILE
5729    SoundAmbient = Amb_WaterLakeLappingLoop
5730    Draw = W3DDefaultDraw ModuleTag_01
5731      ;nothing
5732    End
5733  End
5734  
5735  Object Amb_WaterLakeLapping
5736    EditorSorting = AUDIO
5737    KindOf = IMMOBILE
5738    SoundAmbient = Amb_WaterLakeLapping
5739    Draw = W3DDefaultDraw ModuleTag_01
5740      ;nothing
5741    End
5742  End
5743  
5744  Object Amb_TemperateTownDayAmbientLoop
5745    EditorSorting = AUDIO
5746    KindOf = IMMOBILE
5747    SoundAmbient = Amb_TemperateTownDayAmbientLoop
5748    Draw = W3DDefaultDraw ModuleTag_01
5749      ;nothing
5750    End
5751  End
5752  
5753  Object Amb_TemperateTownDayPigDog
5754    EditorSorting = AUDIO
5755    KindOf = IMMOBILE
5756    SoundAmbient = Amb_TemperateTownDayPigDog
5757    Draw = W3DDefaultDraw ModuleTag_01
5758      ;nothing
5759    End
5760  End
5761  
5762  Object Amb_TemperateTownDayPig
5763    EditorSorting = AUDIO
5764    KindOf = IMMOBILE
5765    SoundAmbient = Amb_TemperateTownDayPig
5766    Draw = W3DDefaultDraw ModuleTag_01
5767      ;nothing
5768    End
5769  End
5770  
5771  Object Amb_DesertVillageMilitary
5772    EditorSorting = AUDIO
5773    KindOf = IMMOBILE
5774    SoundAmbient = Amb_TemperateTownDayPig
5775    Draw = W3DDefaultDraw ModuleTag_01
5776      ;nothing
5777    End
5778  End
5779  
5780  Object Cin_InfantryChargeLoop
5781    EditorSorting = AUDIO
5782    KindOf = IMMOBILE
5783    SoundAmbient = AmbientInfantryCharge1
5784    Draw = W3DDefaultDraw ModuleTag_01
5785      ;nothing
5786    End
5787  End
5788  
5789  Object Cin_TankAmbientLoop
5790    EditorSorting = AUDIO
5791    KindOf = IMMOBILE
5792    SoundAmbient = Cin_TankAmbientLoop
5793    Draw = W3DDefaultDraw ModuleTag_01
5794      ;nothing
5795    End
5796  End
5797  
5798  
5799  
5800  Object Cin_ParadeAmbientLoop
5801    EditorSorting = AUDIO
5802    KindOf = IMMOBILE
5803    SoundAmbient = Cin_ParadeAmbientLoop
5804    Draw = W3DDefaultDraw ModuleTag_01
5805      ;nothing
5806    End
5807  End
5808  
5809  Object Cin_ParadeMarchingLoop
5810    EditorSorting = AUDIO
5811    KindOf = IMMOBILE
5812    SoundAmbient = Cin_ParadeMarchingLoop
5813    Draw = W3DDefaultDraw ModuleTag_01
5814      ;nothing
5815    End
5816  End
5817  
5818  Object Cin_ParadePanicFemaleLoop
5819    EditorSorting = AUDIO
5820    KindOf = IMMOBILE
5821    SoundAmbient = Cin_ParadePanicFemaleLoop
5822    Draw = W3DDefaultDraw ModuleTag_01
5823      ;nothing
5824    End
5825  End
5826  
5827  Object Cin_ParadeCrowdLoop
5828    EditorSorting = AUDIO
5829    KindOf = IMMOBILE
5830    SoundAmbient = Cin_ParadeCrowdLoop
5831    Draw = W3DDefaultDraw ModuleTag_01
5832      ;nothing
5833    End
5834  End
5835  
5836  Object Cin_NukeAftermathAmbientLoop
5837    EditorSorting = AUDIO
5838    KindOf = IMMOBILE
5839    SoundAmbient = Cin_NukeAftermathAmbientLoop
5840    Draw = W3DDefaultDraw ModuleTag_01
5841      ;nothing
5842    End
5843  End
5844  
5845  Object Cin_NukeAftermathAmbientFX
5846    EditorSorting = AUDIO
5847    KindOf = IMMOBILE
5848    SoundAmbient = Cin_NukeAftermathAmbientFX
5849    Draw = W3DDefaultDraw ModuleTag_01
5850      ;nothing
5851    End
5852  End
5853  
5854  Object Cin_ScudStormLaunchAlertLoop
5855    EditorSorting = AUDIO
5856    KindOf = IMMOBILE
5857    SoundAmbient = Cin_ScudStormLaunchAlertLoop
5858    Draw = W3DDefaultDraw ModuleTag_01
5859      ;nothing
5860    End
5861  End
5862  
5863  Object Cin_BridgeDemoChargeBeep
5864    EditorSorting = AUDIO
5865    KindOf = IMMOBILE
5866    SoundAmbient = Cin_BridgeDemoChargeBeep
5867    Draw = W3DDefaultDraw ModuleTag_01
5868      ;nothing
5869    End
5870  End
5871  
5872  Object Cin_BaikonurRocketPadHissLoop
5873    EditorSorting = AUDIO
5874    KindOf = IMMOBILE
5875    SoundAmbient = Cin_BaikonurRocketPadHissLoop
5876    Draw = W3DDefaultDraw ModuleTag_01
5877      ;nothing
5878    End
5879  End
5880  
5881  Object Cin_BaikonurGLACheerSquad
5882    EditorSorting = AUDIO
5883    KindOf = IMMOBILE
5884    SoundAmbient = Cin_BaikonurGLACheerSquad
5885    Draw = W3DDefaultDraw ModuleTag_01
5886      ;nothing
5887    End
5888  End
5889  
5890  
5891  Object Cin_AngryMobAmbientLoop
5892    EditorSorting = AUDIO
5893    KindOf = IMMOBILE
5894    SoundAmbient = Cin_AngryMobAmbientLoop
5895    Draw = W3DDefaultDraw ModuleTag_01
5896      ;nothing
5897    End
5898  End
5899  
5900  
5901  Object Cin_DirtRollingLoop
5902    EditorSorting = AUDIO
5903    KindOf = IMMOBILE
5904    SoundAmbient = Cin_DirtRollingLoop
5905    Draw = W3DDefaultDraw ModuleTag_01
5906      ;nothing
5907    End
5908  End
5909  
5910  Object Cin_TrainRunningLoop
5911    EditorSorting = AUDIO
5912    KindOf = IMMOBILE
5913    SoundAmbient = Cin_TrainRunningLoop
5914    Draw = W3DDefaultDraw ModuleTag_01
5915      ;nothing
5916    End
5917  End
5918  
5919  Object Amb_DesertThunder
5920    EditorSorting = AUDIO
5921    KindOf = IMMOBILE
5922    SoundAmbient = Amb_DesertThunderloop
5923    Draw = W3DDefaultDraw ModuleTag_01
5924      ;nothing
5925    End
5926  End
5927  
5928  Object Amb_BattleSweetener
5929    EditorSorting = AUDIO
5930    KindOf = IMMOBILE
5931    SoundAmbient = Cin_BattleSweetener
5932    Draw = W3DDefaultDraw ModuleTag_01
5933      ;nothing
5934    End
5935  End
5936  
5937  ;------------------------------------------------------------------------------
5938  Object AmphibiousTransport
5939  
5940    ; *** ART Parameters ***
5941    Draw              = W3DModelDraw ModuleTag_01
5942      ConditionState  = NONE
5943        Model         = AVAMPHIB
5944  
5945        Animation     = AVAMPHIB.AVAMPHIB ; fans off
5946        AnimationMode = MANUAL
5947        Flags         = START_FRAME_FIRST
5948      End
5949  
5950      ConditionState  = OVER_WATER
5951        Model         = AVAMPHIB
5952        ParticleSysBone = TreadFX01 AmphibWaveRest
5953        Animation     = AVAMPHIB.AVAMPHIB ; fans off
5954        AnimationMode = MANUAL
5955        Flags         = START_FRAME_FIRST
5956      End
5957  
5958      ConditionState  = MOVING
5959        Model         = AVAMPHIB
5960  ;      ParticleSysBone = Exhaust01 SteamVent ;Want turned off until better solution or final cut solution is reached
5961  ;      ParticleSysBone = Exhaust02 SteamVent
5962         ParticleSysBone = Mist01 AmphibDirt
5963  ;      ParticleSysBone = Mist01 AmphibDirtClods
5964  
5965  ;      ParticleSysBone = TreadFX01 RocketBuggyDust
5966  
5967        Animation     = AVAMPHIB.AVAMPHIB ; fans on
5968        AnimationMode = LOOP
5969        Flags         = START_FRAME_FIRST
5970      End
5971      ConditionState  = MOVING OVER_WATER
5972        Model         = AVAMPHIB
5973  ;      ParticleSysBone = Exhaust01 SteamVent
5974  ;      ParticleSysBone = Exhaust02 SteamVent
5975  
5976        ParticleSysBone = Mist01 AmphibMist
5977        ParticleSysBone = Mist02 AmphibMist
5978        ParticleSysBone = Mist03 AmphibMistSide
5979        ParticleSysBone = Mist04 AmphibMistSide
5980        ParticleSysBone = TreadFX01 AmphibWave
5981        ParticleSysBone = TreadFX02 AmphibWave
5982        Animation     = AVAMPHIB.AVAMPHIB ; fans on
5983        AnimationMode = LOOP
5984        Flags         = START_FRAME_FIRST
5985      End
5986    End
5987  
5988    ; The exit door
5989    Draw = W3DModelDraw ModuleTag_02
5990      DefaultConditionState
5991        Model         = AVAMPHIB_A
5992        Animation     = AVAMPHIB_A.AVAMPHIB_A
5993        AnimationMode = MANUAL
5994        Flags         = START_FRAME_FIRST
5995      End
5996      ConditionState  = DOOR_1_OPENING
5997        Model         = AVAMPHIB_A
5998        Animation     = AVAMPHIB_A.AVAMPHIB_A
5999        AnimationMode = ONCE
6000        Flags         = START_FRAME_FIRST
6001      End
6002      ConditionState  = DOOR_1_CLOSING
6003        Model         = AVAMPHIB_A1
6004        Animation     = AVAMPHIB_A1.AVAMPHIB_A1
6005        AnimationMode = ONCE
6006        Flags         = START_FRAME_FIRST
6007      End
6008    End
6009  
6010    ; ***DESIGN parameters ***
6011    DisplayName       = OBJECT:AmphibiousTransport
6012    EditorSorting     = VEHICLE
6013    CommandSet        = CivilianTransportCommandSet
6014  
6015    
6016    ArmorSet
6017      Armor           = TruckArmor
6018      DamageFX        = DefaultDamageFX
6019    End
6020  
6021    WeaponSet
6022      Conditions      = None
6023      Weapon          = PRIMARY None
6024    End
6025  
6026    VisionRange       = 150
6027    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
6028    CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6029  
6030    ; *** AUDIO Parameters ***
6031    SoundMoveLoop = AmphibiousTransportMoveLoop
6032  
6033    ; *** ENGINEERING Parameters ***  
6034    KindOf            = SELECTABLE VEHICLE TRANSPORT
6035  
6036    Body              = ActiveBody ModuleTag_03
6037      MaxHealth       = 100.0
6038      InitialHealth   = 100.0
6039    End
6040    Behavior              = TransportContain ModuleTag_04
6041      Slots               = 8
6042      AllowInsideKindOf   = INFANTRY VEHICLE
6043      DoorOpenTime        = 2000
6044      ScatterNearbyOnExit = No ; I have bones for exiting
6045    End 
6046    Behavior          = PhysicsBehavior ModuleTag_05
6047      Mass            = 30.0
6048    End
6049    Behavior = TransportAIUpdate ModuleTag_06
6050      ;<NO DATA>
6051    End
6052    Locomotor         = SET_NORMAL BasicAmphibiousLocomotor
6053    Behavior               = DestroyDie ModuleTag_07
6054      ;<NO DATA>
6055    End
6056    Behavior               = CreateObjectDie ModuleTag_08
6057      DeathTypes = ALL
6058      CreationList    = OCL_GenericCarExplode
6059    End
6060    Behavior               = FXListDie ModuleTag_09
6061      DeathTypes = ALL -FLOODED
6062      DeathFX         = FX_GenericCarExplode
6063    End
6064  
6065    Behavior = FlammableUpdate ModuleTag_21
6066      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6067      AflameDamageAmount = 5       ; taking this much damage...
6068      AflameDamageDelay = 500       ; this often.
6069    End
6070  
6071    Geometry            = BOX
6072    Scale = 0.7                            ;Scaling
6073    GeometryIsSmall     = No
6074    GeometryMajorRadius = 23.0
6075    GeometryMinorRadius = 17.0
6076    GeometryHeight      = 20.0
6077    Shadow              = SHADOW_VOLUME
6078  
6079  End
6080  
6081  ;------------------------------------------------------------------------------
6082  Object CivilianVehicleFerry
6083  
6084    ; *** ART Parameters ***
6085    SelectPortrait         = SSFerry_L
6086    Draw                = W3DModelDraw ModuleTag_01
6087    
6088      ConditionState    = NONE
6089        Model           = CVFerry
6090      End
6091  
6092      ConditionState    = OVER_WATER
6093        Model           = CVFerry
6094        ParticleSysBone = Smoke01 FerrySmokeStop
6095      End
6096  
6097      ConditionState    = MOVING OVER_WATER
6098        Model           = CVFerry
6099        ParticleSysBone = Smoke01 FerrySmoke
6100  
6101        ParticleSysBone = TreadFX01 AmphibWave
6102        ParticleSysBone = TreadFX02 AmphibWave
6103      End
6104      
6105    End
6106  
6107    ; ***DESIGN parameters ***
6108    DisplayName         = OBJECT:AutoFerry
6109    EditorSorting       = VEHICLE
6110    CommandSet          = RailedTransportCommandSet
6111    ArmorSet
6112      Armor             = None
6113      DamageFX          = DefaultDamageFX
6114    End
6115    WeaponSet
6116      Conditions        = None
6117      Weapon            = PRIMARY None
6118    End
6119    VisionRange         = 150
6120    CrushableLevel      = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6121  
6122    ; *** AUDIO Parameters ***
6123    SoundMoveLoop       = FerryMoveLoop
6124    SoundAmbient        = Amb_UrbanDocksFoghorn
6125  
6126  
6127    ; *** ENGINEERING Parameters ***  
6128    KindOf              = SELECTABLE TRANSPORT 
6129  
6130    Body                = ActiveBody ModuleTag_02
6131      MaxHealth         = 100.0
6132      InitialHealth     = 100.0
6133    End 
6134    Behavior              = RailedTransportContain ModuleTag_03
6135      Slots               = 10
6136      AllowInsideKindOf   = INFANTRY VEHICLE BOAT
6137      DoorOpenTime        = 2000
6138      ScatterNearbyOnExit = No ; I have bones for exiting
6139    End
6140    Behavior            = PhysicsBehavior ModuleTag_04
6141      Mass              = 30.0
6142    End
6143    Behavior = RailedTransportAIUpdate ModuleTag_05
6144      PathPrefixName    = Ferry
6145    End
6146    Behavior = RailedTransportDockUpdate ModuleTag_06
6147      NumberApproachPositions = 9
6148      PullInsideDuration      = 4500  ; in milliseconds
6149      PushOutsideDuration     = 4500  ; in milliseconds
6150    End
6151    Locomotor           = SET_NORMAL BasicBoatLocomotor
6152    Behavior                 = DestroyDie ModuleTag_07
6153      ;<NO DATA>
6154    End
6155  
6156    Behavior = FlammableUpdate ModuleTag_21
6157      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6158      AflameDamageAmount = 5       ; taking this much damage...
6159      AflameDamageDelay = 500       ; this often.
6160    End
6161  
6162    Behavior = FloatUpdate UpdateTag_01
6163      Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy
6164    End
6165  
6166  
6167    Geometry            = BOX
6168    GeometryIsSmall     = No
6169    GeometryMajorRadius = 72.0
6170    GeometryMinorRadius = 25.0
6171    GeometryHeight      = 20.0
6172    Shadow              = SHADOW_VOLUME
6173  
6174  End
6175  
6176  ;------------------------------------------------------------------------------
6177  Object CivilianVehiclePTBoat
6178  
6179    ; *** ART Parameters ***
6180    Draw              = W3DModelDraw ModuleTag_01 ; Boat 
6181      ConditionState  = NONE
6182        Model         = AVPTBoat
6183      End
6184  
6185      ConditionState  = OVER_WATER
6186        Model         = AVPTBoat
6187      End
6188  
6189      ConditionState  = MOVING OVER_WATER
6190        Model         = AVPTBoat
6191        ParticleSysBone = TreadFX01 AmphibWave
6192      End
6193    End
6194  
6195    Draw = W3DModelDraw             ModuleTag_02 ; Gunner 
6196      OkToChangeModelColor = Yes
6197      AttachToBoneInAnotherModule = Dum_Turret
6198  
6199         DefaultConditionState
6200        Model = UITech_SKN
6201        Turret = Dum-TurManMVR
6202        TurretArtAngle = 180  ; this turret has art pointed 180 degrees backward
6203        HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
6204        IdleAnimation = UITech_SKL.UITech_STA 0 6
6205        IdleAnimation = UITech_SKL.UITech_IDA
6206        IdleAnimation = UITech_SKL.UITech_IDB
6207        AnimationMode = ONCE
6208        ShowSubObject = 20Cal
6209        WeaponMuzzleFlash = PRIMARY MuzzleFX01
6210        WeaponFireFXBone = PRIMARY Muzzle01
6211      End
6212  
6213      ConditionState = RUBBLE MOVING TURRET_ROTATE
6214        Animation = None
6215        HideSubObject = UITech-SKN
6216        ShowSubObject = 20Cal
6217        WeaponMuzzleFlash = PRIMARY MuzzleFX01
6218        WeaponFireFXBone = PRIMARY Muzzle01
6219      End
6220  
6221      ConditionState = MOVING
6222        Animation = UITech_SKL.UITech_MVB
6223        AnimationMode = LOOP
6224        ShowSubObject = 20Cal
6225        WeaponMuzzleFlash = PRIMARY MuzzleFX01
6226        WeaponFireFXBone = PRIMARY Muzzle01
6227      End
6228  
6229      ConditionState = TURRET_ROTATE
6230        Animation = UITech_SKL.UITech_TNA
6231        AnimationMode = LOOP
6232        ShowSubObject = 20Cal
6233        WeaponMuzzleFlash = PRIMARY MuzzleFX01
6234        WeaponFireFXBone = PRIMARY Muzzle01
6235      End
6236      AliasConditionState = TURRET_ROTATE MOVING
6237      AliasConditionState = TURRET_ROTATE FIRING_A
6238      AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
6239      AliasConditionState = TURRET_ROTATE RELOADING_A
6240      AliasConditionState = TURRET_ROTATE MOVING FIRING_A
6241      AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
6242      AliasConditionState = TURRET_ROTATE MOVING RELOADING_A
6243  
6244      ConditionState = FIRING_A 
6245        Animation = UITech_SKL.UITech_ATA
6246        AnimationMode = LOOP
6247        ShowSubObject = 20Cal
6248        WeaponMuzzleFlash = PRIMARY MuzzleFX01
6249        WeaponFireFXBone = PRIMARY Muzzle01
6250      End
6251  
6252      ; AliasConditionState is a new keyword that says,
6253      ; "give me another ConditionState exactly like the previous
6254      ; one, except with different conditions". Useful when you
6255      ; have several states that are the same with only different condition bits.
6256      AliasConditionState = BETWEEN_FIRING_SHOTS_A
6257      AliasConditionState = RELOADING_A
6258  
6259      ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
6260      AliasConditionState = MOVING FIRING_A
6261      AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
6262      AliasConditionState = MOVING RELOADING_A
6263    End  
6264    
6265  
6266    ; ***DESIGN parameters ***
6267    DisplayName       = OBJECT:PTBoat
6268    EditorSorting     = VEHICLE
6269    CommandSet        = GenericCommandSet
6270    
6271    ArmorSet
6272      Armor           = TruckArmor
6273      DamageFX        = DefaultDamageFX
6274    End
6275  
6276    WeaponSet
6277      Conditions      = None
6278      Weapon          = PRIMARY PTBoatGun
6279    End
6280  
6281    VisionRange       = 150
6282    CrusherLevel      = 0  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
6283    CrushableLevel    = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6284  
6285    ; *** AUDIO Parameters ***
6286    SoundMoveLoop = AmphibiousTransportMoveLoop
6287  
6288    ; *** ENGINEERING Parameters ***  
6289    KindOf            = SELECTABLE VEHICLE BOAT
6290  
6291    Body              = ActiveBody ModuleTag_03
6292      MaxHealth       = 100.0
6293      InitialHealth   = 100.0
6294    End
6295    
6296    Behavior               = DestroyDie ModuleTag_04
6297                      ;nothing
6298    End
6299    Behavior               = CreateObjectDie ModuleTag_05
6300      DeathTypes = ALL
6301      CreationList    = OCL_GenericCarExplode
6302    End
6303    Behavior               = FXListDie ModuleTag_06
6304      DeathTypes = ALL -FLOODED
6305      DeathFX         = FX_GenericCarExplode
6306    End
6307  
6308    Behavior = AIUpdateInterface ModuleTag_07
6309      Turret
6310        TurretTurnRate = 180       ; turn rate, in degrees per sec
6311        NaturalTurretAngle = 0
6312        MinIdleScanAngle = 30      ; in degrees off the natural turret angle
6313        MaxIdleScanAngle = 60      ; in degrees off the natural turret angle
6314        MinIdleScanInterval = 5000 ; in milliseconds
6315        MaxIdleScanInterval = 10000 ; in milliseconds
6316        ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
6317      End
6318      AutoAcquireEnemiesWhenIdle = Yes
6319    End
6320    Locomotor       = SET_NORMAL BasicBoatLocomotor
6321  
6322    Behavior          = PhysicsBehavior ModuleTag_08
6323      Mass            = 30.0
6324    End
6325  
6326    Behavior = FlammableUpdate ModuleTag_21
6327      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6328      AflameDamageAmount = 5       ; taking this much damage...
6329      AflameDamageDelay = 500       ; this often.
6330    End
6331  
6332    Behavior = FloatUpdate UpdateTag_01
6333      Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy
6334    End
6335  
6336    Geometry            = BOX
6337    Scale = 1.0                            ;Scaling
6338    GeometryIsSmall     = No
6339    GeometryMajorRadius = 48.0
6340    GeometryMinorRadius = 12.0
6341    GeometryHeight      = 14.0
6342    Shadow              = SHADOW_VOLUME
6343  
6344  End
6345  
6346  ;------------------------------------------------------------------------------
6347  Object ConvoyTruck01
6348  
6349    ; *** ART Parameters ***
6350    SelectPortrait         = SUTerrorist_L
6351    ButtonImage            = SUTerrorist
6352    Draw              = W3DTruckDraw ModuleTag_01
6353      ConditionState  = NONE
6354        Model         = CVConvoy1
6355      End
6356      ConditionState  = LOADED
6357        Model         = CVConvoy2
6358      End
6359      CabRotationMultiplier = 1.5
6360  
6361      TrailerRotationMultiplier = 0.2
6362      CabBone = CAB
6363      TrailerBone = TRAILER
6364      RotationDamping = 0.7
6365  
6366      RightFrontTireBone = Tire01
6367      LeftFrontTireBone = Tire02
6368      MidRightFrontTireBone = Tire03
6369      MidLeftFrontTireBone = Tire04
6370      MidRightMidTireBone = Tire05
6371      MidLeftMidTireBone = Tire06
6372      MidRightRearTireBone = Tire07
6373      MidLeftRearTireBone = Tire08
6374      RightRearTireBone = Tire09
6375      LeftRearTireBone = Tire10
6376  
6377      TireRotationMultiplier = 0.2   ; this * speed = rotation.
6378    End
6379  
6380  
6381    ; ***DESIGN parameters ***
6382    DisplayName       = OBJECT:ConvoyTruck
6383    EditorSorting     = VEHICLE
6384    ArmorSet
6385      Armor           = TruckArmor
6386      DamageFX        = CrushableCarDamageFX
6387    End
6388  
6389    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
6390    WeaponSet
6391      Conditions      = None
6392      Weapon          = PRIMARY None
6393    End
6394    WeaponSet
6395      Conditions      = CARBOMB
6396      Weapon          = PRIMARY SuicideCarBomb
6397    End
6398  
6399    VisionRange       = 150
6400    ShroudClearingRange = 350
6401  
6402    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
6403    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6404    CommandSet = CivilianCarBombCommandSet
6405  
6406    ; *** AUDIO Parameters ***
6407    VoiceSelect             = ConvoyTruckSelect
6408    SoundMoveStart          = ConvoyTruckMoveStart
6409    UnitSpecificSounds
6410      TruckPowerslideSound  = NoSound
6411      TruckLandingSound     = NoSound
6412    End
6413  
6414    ; *** ENGINEERING Parameters ***  
6415    KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
6416    RadarPriority     = LOCAL_UNIT_ONLY
6417  
6418  ;Lorenzen disabled transport on 12/16, please do not restore
6419  ;  Behavior            = TransportContain ModuleTag_TransportContain
6420  ;    Slots             = 8
6421  ;    AllowInsideKindOf = INFANTRY VEHICLE
6422  ;  End
6423  
6424    Body              = ActiveBody ModuleTag_03
6425      MaxHealth       = 100.0
6426      InitialHealth   = 100.0
6427    End
6428    
6429    Behavior               = DestroyDie ModuleTag_04
6430                      ;nothing
6431    End
6432    Behavior               = CreateObjectDie ModuleTag_05
6433      DeathTypes = ALL 
6434      CreationList    = OCL_GenericCarExplode
6435    End
6436    Behavior               = CreateObjectDie ModuleTag_06
6437      DeathTypes = NONE +SUICIDED
6438      CreationList    = OCL_BurnedCarHull
6439    End
6440  
6441    Behavior = AIUpdateInterface ModuleTag_07
6442    End
6443    Locomotor       = SET_NORMAL SupplyTruckLocomotor
6444    Locomotor       = SET_WANDER WanderCarLocomotor
6445    Locomotor       = SET_PANIC PanicCarLocomotor
6446    Behavior          = PhysicsBehavior ModuleTag_08
6447      Mass            = 30.0
6448    End
6449  
6450    Behavior = FXListDie ModuleTag_09
6451      DeathFX = FX_BattleMasterExplosionOneFinal
6452    End
6453  
6454    Behavior = FlammableUpdate ModuleTag_21
6455      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6456      AflameDamageAmount = 5       ; taking this much damage...
6457      AflameDamageDelay = 500       ; this often.
6458    End
6459  
6460    Geometry            = BOX
6461    GeometryIsSmall     = Yes
6462    GeometryMajorRadius = 15.0
6463    GeometryMinorRadius = 4.0
6464    GeometryHeight      = 7.0
6465    Shadow              = SHADOW_VOLUME
6466  
6467  End
6468  
6469  ;------------------------------------------------------------------------------
6470  Object ConvoyTruck02
6471  
6472    ; *** ART Parameters ***
6473    SelectPortrait         = SUTerrorist_L
6474    ButtonImage            = SUTerrorist
6475    Draw              = W3DTruckDraw ModuleTag_01
6476      ConditionState  = NONE
6477        Model         = CVConvoy2
6478      End
6479      ConditionState  = LOADED
6480        Model         = CVConvoy2
6481      End  
6482      CabRotationMultiplier = 1.5
6483  
6484      TrailerRotationMultiplier = 0.2
6485      CabBone = CAB
6486      TrailerBone = TRAILER
6487      RotationDamping = 0.7
6488  
6489      RightFrontTireBone = Tire01
6490      LeftFrontTireBone = Tire02
6491      MidRightFrontTireBone = Tire03
6492      MidLeftFrontTireBone = Tire04
6493      MidRightMidTireBone = Tire05
6494      MidLeftMidTireBone = Tire06
6495      MidRightRearTireBone = Tire07
6496      MidLeftRearTireBone = Tire08
6497      RightRearTireBone = Tire09
6498      LeftRearTireBone = Tire10
6499  
6500      TireRotationMultiplier = 0.2   ; this * speed = rotation.
6501    End
6502  
6503    ; ***DESIGN parameters ***
6504    DisplayName       = OBJECT:ConvoyTruck
6505    EditorSorting     = VEHICLE
6506    ArmorSet
6507      Armor           = TruckArmor
6508      DamageFX        = CrushableCarDamageFX
6509    End
6510  
6511    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
6512    WeaponSet
6513      Conditions      = None
6514      Weapon          = PRIMARY None
6515    End
6516    WeaponSet
6517      Conditions      = CARBOMB
6518      Weapon          = PRIMARY SuicideCarBomb
6519    End
6520  
6521    VisionRange       = 150
6522    ShroudClearingRange = 350
6523  
6524    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
6525    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6526    CommandSet = CivilianCarBombCommandSet
6527  
6528    ; *** AUDIO Parameters ***
6529    VoiceSelect             = ConvoyTruckSelect
6530    SoundMoveStart          = ConvoyTruckMoveStart
6531    UnitSpecificSounds
6532      TruckPowerslideSound  = NoSound
6533      TruckLandingSound     = NoSound
6534    End
6535  
6536     ; *** ENGINEERING Parameters ***  
6537    KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
6538    RadarPriority     = LOCAL_UNIT_ONLY
6539  
6540  ;Lorenzen disabled transport on 12/16, please do not restore
6541  ;  Behavior            = TransportContain ModuleTag_02
6542  ;    Slots             = 8
6543  ;    AllowInsideKindOf = INFANTRY; VEHICLE
6544  ;  End
6545  
6546    Body              = ActiveBody ModuleTag_03
6547      MaxHealth       = 100.0
6548      InitialHealth   = 100.0
6549    End
6550  
6551    Behavior               = DestroyDie ModuleTag_04
6552                      ;nothing
6553    End
6554    Behavior               = CreateObjectDie ModuleTag_05
6555      DeathTypes = ALL 
6556      CreationList    = OCL_GenericCarExplode
6557    End
6558    Behavior               = CreateObjectDie ModuleTag_06
6559      DeathTypes = NONE +SUICIDED
6560      CreationList    = OCL_BurnedCarHull
6561    End
6562  
6563    Behavior = AIUpdateInterface ModuleTag_07
6564    End
6565    Locomotor       = SET_NORMAL SupplyTruckLocomotor
6566    Locomotor       = SET_WANDER WanderCarLocomotor
6567    Locomotor       = SET_PANIC PanicCarLocomotor
6568  
6569    Behavior          = PhysicsBehavior ModuleTag_08
6570      Mass            = 30.0
6571    End
6572  
6573    Behavior = FXListDie ModuleTag_09
6574      DeathFX = FX_BattleMasterExplosionOneFinal
6575    End
6576  
6577    Behavior = FlammableUpdate ModuleTag_21
6578      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6579      AflameDamageAmount = 5       ; taking this much damage...
6580      AflameDamageDelay = 500       ; this often.
6581    End
6582  
6583    Geometry            = BOX
6584    GeometryIsSmall     = Yes
6585    GeometryMajorRadius = 15.0
6586    GeometryMinorRadius = 4.0
6587    GeometryHeight      = 7.0
6588    Shadow              = SHADOW_VOLUME
6589  
6590  End
6591  
6592  ;------------------------------------------------------------------------------
6593  Object ConvoyTruckArmedWithNuke
6594  
6595    ; *** ART Parameters ***
6596    SelectPortrait         = SSConvoy_L
6597    ButtonImage            = SSConvoy_L
6598    Draw              = W3DTruckDraw ModuleTag_01
6599    OkToChangeModelColor = Yes
6600      ConditionState  = NONE
6601        Model         = NVConvoy
6602      End
6603      ConditionState  = LOADED
6604        Model         = NVConvoy
6605      End  
6606      CabRotationMultiplier = 1.5
6607  
6608      TrailerRotationMultiplier = 0.2
6609      ;CabBone = CAB
6610      ;TrailerBone = TRAILER
6611      RotationDamping = 0.7
6612  
6613      RightFrontTireBone = Tire01
6614      LeftFrontTireBone = Tire02
6615      ;MidRightFrontTireBone = Tire03
6616      ;MidLeftFrontTireBone = Tire04
6617      ;MidRightMidTireBone = Tire05
6618      ;MidLeftMidTireBone = Tire06
6619      MidRightRearTireBone = Tire07
6620      MidLeftRearTireBone = Tire08
6621      RightRearTireBone = Tire09
6622      LeftRearTireBone = Tire10
6623  
6624      TireRotationMultiplier = 0.2   ; this * speed = rotation.
6625      
6626      TrackMarks = EXTireTrack.tga
6627      Dust = RocketBuggyDust
6628      DirtSpray = RocketBuggyDirtSpray
6629    End
6630  
6631    ; ***DESIGN parameters ***
6632    DisplayName       = OBJECT:ConvoyTruck
6633    EditorSorting     = VEHICLE
6634    ArmorSet
6635      Armor           = TruckArmor
6636      DamageFX        = CrushableCarDamageFX
6637    End
6638  
6639    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
6640    WeaponSet
6641      Conditions = None 
6642      Weapon = PRIMARY ConvoyTruckSuicideWeapon 
6643    End
6644    VisionRange       = 150
6645    ShroudClearingRange = 350
6646  
6647    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
6648    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6649    CommandSet = CivilianTransportWithNukeCommandSet
6650  
6651    ; *** AUDIO Parameters ***
6652    VoiceSelect             = ConvoyTruckVoiceSelect
6653    VoiceMove               = ConvoyTruckVoiceMove
6654    SoundMoveStart          = ConvoyTruckMoveStart
6655    UnitSpecificSounds
6656      TruckPowerslideSound  = NoSound
6657      TruckLandingSound     = NoSound
6658    End
6659  
6660     ; *** ENGINEERING Parameters ***  
6661    KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 
6662  
6663    Body              = ActiveBody ModuleTag_02
6664      MaxHealth       = 100.0
6665      InitialHealth   = 100.0
6666    End
6667  
6668  ;  Behavior               = DestroyDie ModuleTag_03
6669  ;                    ;nothing
6670  ;  End
6671  ;  Behavior               = CreateObjectDie ModuleTag_04
6672  ;    DeathTypes = ALL 
6673  ;    CreationList    = OCL_GenericCarExplode
6674  ;  End
6675  
6676    Behavior = AIUpdateInterface ModuleTag_06
6677    End
6678    Locomotor       = SET_NORMAL SupplyTruckLocomotor
6679    Locomotor       = SET_WANDER WanderCarLocomotor
6680    Locomotor       = SET_PANIC PanicCarLocomotor
6681  
6682    Behavior          = PhysicsBehavior ModuleTag_07
6683      Mass            = 30.0
6684    End
6685  
6686  ;  Behavior           = OCLSpecialPower ModuleTag_08
6687  ;    SpecialPowerTemplate = SuperweaponDetonateDirtyNuke
6688  ;    OCL                  = SUPERWEAPON_DetonateDirtyNuke
6689  ;    CreateLocation       = USE_OWNER_OBJECT
6690  ;  End
6691  
6692  ; Switched to death weapon so that if killed he will explode right away, 
6693    Behavior = SlowDeathBehavior ModuleTag_09
6694      DeathTypes = NONE +SUICIDED
6695      DestructionDelay = 1500
6696      OCL = FINAL OCL_GenericCarExplode
6697      Weapon = FINAL DirtyNukeCreationWeapon
6698    End
6699    Behavior = SlowDeathBehavior ModuleTag_10
6700      DeathTypes = ALL -SUICIDED
6701      DestructionDelay = 0
6702      OCL = FINAL OCL_GenericCarExplode
6703      Weapon = FINAL DirtyNukeCreationWeapon
6704    End
6705  
6706    Behavior = FlammableUpdate ModuleTag_21
6707      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6708      AflameDamageAmount = 5       ; taking this much damage...
6709      AflameDamageDelay = 500       ; this often.
6710    End
6711  
6712    Geometry            = BOX
6713    GeometryIsSmall     = NO
6714    GeometryMajorRadius = 20.0
6715    GeometryMinorRadius = 8.0
6716    GeometryHeight      = 16.0
6717    Shadow              = SHADOW_VOLUME
6718  
6719  End
6720  
6721  ;------------------------------------------------------------------------------
6722  Object ConvoyTruck04
6723  
6724    ; *** ART Parameters ***
6725    SelectPortrait         = SUTerrorist_L
6726    ButtonImage            = SUTerrorist
6727    Draw              = W3DTruckDraw ModuleTag_01
6728      ConditionState  = NONE
6729        Model         = CVConvoy4
6730      End
6731      ConditionState  = LOADED
6732        Model         = CVConvoy4
6733      End  
6734  
6735      CabRotationMultiplier = 1.5
6736  
6737      TrailerRotationMultiplier = 0.2
6738      CabBone = CAB
6739      TrailerBone = TRAILER
6740      RotationDamping = 0.7
6741  
6742      RightFrontTireBone = Tire01
6743      LeftFrontTireBone = Tire02
6744      MidRightFrontTireBone = Tire03
6745      MidLeftFrontTireBone = Tire04
6746      MidRightMidTireBone = Tire05
6747      MidLeftMidTireBone = Tire06
6748      MidRightRearTireBone = Tire07
6749      MidLeftRearTireBone = Tire08
6750      RightRearTireBone = Tire09
6751      LeftRearTireBone = Tire10
6752  
6753      TireRotationMultiplier = 0.2   ; this * speed = rotation.
6754    End
6755  
6756    ; ***DESIGN parameters ***
6757    DisplayName       = OBJECT:ConvoyTruck
6758    EditorSorting     = VEHICLE
6759    ArmorSet
6760      Armor           = TruckArmor
6761      DamageFX        = CrushableCarDamageFX
6762    End
6763  
6764    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
6765    WeaponSet
6766      Conditions      = None
6767      Weapon          = PRIMARY None
6768    End
6769    WeaponSet
6770      Conditions      = CARBOMB
6771      Weapon          = PRIMARY SuicideCarBomb
6772    End
6773  
6774    VisionRange       = 150
6775    ShroudClearingRange = 350
6776  
6777    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
6778    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6779    CommandSet = CivilianCarBombCommandSet
6780  
6781    ; *** AUDIO Parameters ***
6782    VoiceSelect             = ConvoyTruckSelect
6783    SoundMoveStart          = ConvoyTruckMoveStart
6784    UnitSpecificSounds
6785      TruckPowerslideSound  = NoSound
6786      TruckLandingSound     = NoSound
6787    End
6788  
6789     ; *** ENGINEERING Parameters ***  
6790    KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
6791    RadarPriority     = LOCAL_UNIT_ONLY
6792  
6793  ;Lorenzen disabled transport on 12/16, please do not restore
6794  ;  Behavior            = TransportContain ModuleTag_TransportContain
6795  ;    Slots             = 8
6796  ;    AllowInsideKindOf = INFANTRY; VEHICLE
6797  ;  End
6798  
6799    Body              = ActiveBody ModuleTag_03
6800      MaxHealth       = 100.0
6801      InitialHealth   = 100.0
6802    End
6803  
6804    Behavior               = DestroyDie ModuleTag_04
6805                      ;nothing
6806    End
6807    Behavior               = CreateObjectDie ModuleTag_05
6808      DeathTypes = ALL 
6809      CreationList    = OCL_GenericCarExplode
6810    End
6811    Behavior               = CreateObjectDie ModuleTag_06
6812      DeathTypes = NONE +SUICIDED
6813      CreationList    = OCL_BurnedCarHull
6814    End
6815  
6816    Behavior = AIUpdateInterface ModuleTag_07
6817    End
6818    Locomotor       = SET_NORMAL SupplyTruckLocomotor
6819    Locomotor       = SET_WANDER WanderCarLocomotor
6820    Locomotor       = SET_PANIC PanicCarLocomotor
6821    Behavior          = PhysicsBehavior ModuleTag_08
6822      Mass            = 30.0
6823    End
6824  
6825    Behavior = FXListDie ModuleTag_09
6826      DeathFX = FX_BattleMasterExplosionOneFinal
6827    End
6828  
6829    Behavior = FlammableUpdate ModuleTag_21
6830      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6831      AflameDamageAmount = 5       ; taking this much damage...
6832      AflameDamageDelay = 500       ; this often.
6833    End
6834  
6835    Geometry            = BOX
6836    GeometryIsSmall     = NO
6837    GeometryMajorRadius = 30.0
6838    GeometryMinorRadius = 8.0
6839    GeometryHeight      = 16.0
6840    Shadow              = SHADOW_VOLUME
6841  
6842  End
6843  
6844  ;------------------------------------------------------------------------------
6845  Object Partisan01
6846  
6847      ; *** ART Parameters ***
6848    Draw = W3DModelDraw ModuleTag_01
6849      OkToChangeModelColor = Yes
6850  
6851      DefaultConditionState
6852        Model = UIPART_SKN
6853        Animation = UIPART_SKL.UIPART_STA
6854        AnimationMode = LOOP
6855      End
6856    End
6857  
6858    ; ***DESIGN parameters ***
6859    Side = Civilian
6860    EditorSorting = INFANTRY
6861    TransportSlotCount = 1
6862    ArmorSet
6863      Conditions      = None
6864      Armor           = HumanArmor
6865      DamageFX        = None
6866    End
6867    VisionRange = 150
6868    DisplayName = OBJECT:MogadishuFemaleCivilian
6869    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6870  
6871    ; *** AUDIO Parameters ***
6872    SoundDie = CivilianArabMaleDie
6873    SoundDieFire = DieByFireUSA
6874    SoundDieToxin = DieByToxinUSA
6875  
6876    ; *** ENGINEERING Parameters ***
6877    RadarPriority = NOT_ON_RADAR
6878    KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE
6879  
6880    Body = ActiveBody ModuleTag_02
6881      MaxHealth       = 50.0
6882      InitialHealth   = 50.0
6883    End
6884  
6885    Behavior = AIUpdateInterface ModuleTag_03
6886    End
6887    Locomotor = SET_NORMAL BasicHumanLocomotor
6888    Locomotor = SET_WANDER WanderHumanLocomotor
6889    Locomotor = SET_PANIC PanicHumanLocomotor
6890    Behavior = PhysicsBehavior ModuleTag_04
6891      Mass = 5.0
6892    End
6893    Behavior = SlowDeathBehavior ModuleTag_05
6894      SinkDelay = 3000
6895      SinkRate = 0.5     ; in Dist/Sec
6896      DestructionDelay = 8000
6897    End
6898  
6899   
6900    Behavior = SquishCollide ModuleTag_06
6901      ;nothing
6902    End
6903  
6904    Behavior = FXListDie ModuleTag_07
6905      DeathTypes = ALL -CRUSHED -SPLATTED
6906      DeathFX = FX_GIDie
6907    End
6908    Behavior = FXListDie ModuleTag_08
6909      DeathTypes = NONE +CRUSHED +SPLATTED
6910      DeathFX = FX_GIDieCrushed
6911    End
6912  
6913    Behavior = PoisonedBehavior ModuleTag_09
6914      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
6915      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
6916    End
6917   
6918    Geometry = CYLINDER
6919    GeometryMajorRadius = 3.0
6920    GeometryMinorRadius = 3.0
6921    GeometryHeight = 12.0
6922    GeometryIsSmall = Yes
6923    Shadow = SHADOW_DECAL
6924    ShadowSizeX = 14;
6925    ShadowSizeY = 14;
6926    ShadowTexture = ShadowI;
6927  
6928  End
6929  
6930  ;------------------------------------------------------------------------------
6931  Object Partisan02
6932  
6933      ; *** ART Parameters ***
6934    Draw = W3DModelDraw ModuleTag_01
6935      OkToChangeModelColor = Yes
6936  
6937      DefaultConditionState
6938        Model = UIPART2_SKN
6939        Animation = UIPART2_SKL.UIPART2_STA
6940        AnimationMode = LOOP
6941      End
6942    End
6943  
6944    ; ***DESIGN parameters ***
6945    Side = Civilian
6946    EditorSorting = INFANTRY
6947    TransportSlotCount = 1
6948    ArmorSet
6949      Conditions      = None
6950      Armor           = HumanArmor
6951      DamageFX        = None
6952    End
6953    VisionRange = 150
6954    DisplayName = OBJECT:MogadishuFemaleCivilian
6955    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
6956  
6957    ; *** AUDIO Parameters ***
6958    SoundDie = CivilianArabMaleDie
6959    SoundDieFire = DieByFireGLA
6960    SoundDieToxin = DieByToxinGLA
6961  
6962    ; *** ENGINEERING Parameters ***
6963    RadarPriority = NOT_ON_RADAR
6964    KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE
6965  
6966    Body = ActiveBody ModuleTag_02
6967      MaxHealth       = 50.0
6968      InitialHealth   = 50.0
6969    End
6970  
6971    Behavior = AIUpdateInterface ModuleTag_03
6972    End
6973    Locomotor = SET_NORMAL BasicHumanLocomotor
6974    Locomotor = SET_WANDER WanderHumanLocomotor
6975    Locomotor = SET_PANIC PanicHumanLocomotor
6976    Behavior = PhysicsBehavior ModuleTag_04
6977      Mass = 5.0
6978    End
6979    Behavior = SlowDeathBehavior ModuleTag_05
6980      SinkDelay = 3000
6981      SinkRate = 0.5     ; in Dist/Sec
6982      DestructionDelay = 8000
6983    End
6984  
6985   
6986    Behavior = SquishCollide ModuleTag_06
6987      ;nothing
6988    End
6989  
6990    Behavior = FXListDie ModuleTag_07
6991      DeathTypes = ALL -CRUSHED -SPLATTED
6992      DeathFX = FX_GIDie
6993    End
6994    Behavior = FXListDie ModuleTag_08
6995      DeathTypes = NONE +CRUSHED +SPLATTED
6996      DeathFX = FX_GIDieCrushed
6997    End
6998  
6999    Behavior = PoisonedBehavior ModuleTag_09
7000      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
7001      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
7002    End
7003   
7004    Geometry = CYLINDER
7005    GeometryMajorRadius = 3.0
7006    GeometryMinorRadius = 3.0
7007    GeometryHeight = 12.0
7008    GeometryIsSmall = Yes
7009    Shadow = SHADOW_DECAL
7010    ShadowSizeX = 14;
7011    ShadowSizeY = 14;
7012    ShadowTexture = ShadowI;
7013  
7014  End
7015  
7016  ;------------------------------------------------------------------------------
7017  Object Partisan03
7018  
7019      ; *** ART Parameters ***
7020    Draw = W3DModelDraw ModuleTag_01
7021      OkToChangeModelColor = Yes
7022  
7023      DefaultConditionState
7024        Model = UIPRTSN3_SKN
7025        Animation = UIPRTSN3_SKL.UIPRTSN3_STA
7026        AnimationMode = LOOP
7027      End
7028    End
7029  
7030    ; ***DESIGN parameters ***
7031    Side = Civilian
7032    EditorSorting = INFANTRY
7033    TransportSlotCount = 1
7034    ArmorSet
7035      Conditions      = None
7036      Armor           = HumanArmor
7037      DamageFX        = None
7038    End
7039    VisionRange = 150
7040    DisplayName = OBJECT:MogadishuFemaleCivilian
7041    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7042  
7043    ; *** AUDIO Parameters ***
7044    SoundDie = CivilianArabFemaleDie
7045    SoundDieFire = DieByFireFemale
7046    SoundDieToxin = DieByToxinFemale
7047  
7048    ; *** ENGINEERING Parameters ***
7049    RadarPriority = NOT_ON_RADAR
7050    KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE
7051  
7052    Body = ActiveBody ModuleTag_02
7053      MaxHealth       = 50.0
7054      InitialHealth   = 50.0
7055    End
7056  
7057    Behavior = AIUpdateInterface ModuleTag_03
7058    End
7059    Locomotor = SET_NORMAL BasicHumanLocomotor
7060    Locomotor = SET_WANDER WanderHumanLocomotor
7061    Locomotor = SET_PANIC PanicHumanLocomotor
7062  
7063    Behavior = PhysicsBehavior ModuleTag_04
7064      Mass = 5.0
7065    End
7066    Behavior = SlowDeathBehavior ModuleTag_05
7067      SinkDelay = 3000
7068      SinkRate = 0.5     ; in Dist/Sec
7069      DestructionDelay = 8000
7070    End
7071  
7072   
7073    Behavior = SquishCollide ModuleTag_06
7074      ;nothing
7075    End
7076  
7077    Behavior = FXListDie ModuleTag_07
7078      DeathTypes = ALL -CRUSHED -SPLATTED
7079      DeathFX = FX_GIDie
7080    End
7081    Behavior = FXListDie ModuleTag_08
7082      DeathTypes = NONE +CRUSHED +SPLATTED
7083      DeathFX = FX_GIDieCrushed
7084    End
7085  
7086    Behavior = PoisonedBehavior ModuleTag_09
7087      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
7088      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
7089    End
7090   
7091    Geometry = CYLINDER
7092    GeometryMajorRadius = 3.0
7093    GeometryMinorRadius = 3.0
7094    GeometryHeight = 12.0
7095    GeometryIsSmall = Yes
7096    Shadow = SHADOW_DECAL
7097    ShadowSizeX = 14;
7098    ShadowSizeY = 14;
7099    ShadowTexture = ShadowI;
7100  
7101  End
7102  ;------------------------------------------------------------------------------
7103  Object UNSoldier
7104  
7105    ; *** ART Parameters ***
7106    Draw = W3DModelDraw ModuleTag_01
7107  
7108      OkToChangeModelColor = Yes
7109  
7110      DefaultConditionState
7111        Model             = CIUNSL_SKN
7112        IdleAnimation     = CIUNSL_SKL.CIUNSL_STA 0 21
7113        IdleAnimation     = CIUNSL_SKL.CIUNSL_ID1
7114        IdleAnimation     = CIUNSL_SKL.CIUNSL_ID2
7115        AnimationMode     = ONCE
7116        WeaponFireFXBone  = PRIMARY Muzzle
7117        WeaponMuzzleFlash = PRIMARY MuzzleFX
7118        TransitionKey     = TRANS_Stand
7119      End
7120  
7121      ConditionState      = FIRING_A 
7122        Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
7123        AnimationMode     = LOOP
7124        TransitionKey     = TRANS_FiringA
7125      End
7126      AliasConditionState = BETWEEN_FIRING_SHOTS_A
7127      AliasConditionState = RELOADING_A
7128  
7129      TransitionState     = TRANS_Stand TRANS_FiringA
7130        Animation         = CIUNSL_SKL.CIUNSL_ATA1_ST
7131        AnimationMode     = ONCE
7132        AnimationSpeedFactorRange = 4 4
7133      End
7134  
7135      TransitionState     = TRANS_FiringA TRANS_Stand
7136        Animation         = CIUNSL_SKL.CIUNSL_ATA1_ED
7137        AnimationMode     = ONCE
7138        AnimationSpeedFactorRange = 4 4
7139      End
7140  
7141      ; these aliases handle the attack-move case.
7142      AliasConditionState = MOVING FIRING_A
7143      AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
7144      AliasConditionState = MOVING RELOADING_A
7145  
7146      ConditionState      = FREEFALL
7147        Animation         = CIUNSL_SKL.CIUNSL_PFL
7148        AnimationMode     = LOOP
7149        TransitionKey     = TRANS_Falling
7150      End
7151  
7152      ConditionState      = PARACHUTING
7153        Animation         = CIUNSL_SKL.CIUNSL_PHG
7154        AnimationMode     = LOOP
7155        TransitionKey     = TRANS_Chute
7156      End
7157      AliasConditionState = PARACHUTING DYING
7158  
7159      ConditionState      = MOVING
7160        Animation         = CIUNSL_SKL.CIUNSL_RNA 
7161        AnimationMode     = LOOP
7162        Flags             = RANDOMSTART
7163        TransitionKey     = None
7164      End
7165  
7166      ConditionState      = DYING
7167        Animation         = CIUNSL_SKL.CIUNSL_DTA
7168        Animation         = CIUNSL_SKL.CIUNSL_DTB
7169        AnimationMode     = ONCE
7170        TransitionKey     = TRANS_Dying
7171      End
7172  
7173      TransitionState     = TRANS_Dying TRANS_Flailing
7174        Animation         = CIUNSL_SKL.CIUNSL_ADTA1
7175        AnimationMode     = ONCE
7176      End
7177  
7178      ConditionState      = DYING EXPLODED_FLAILING
7179        Animation         = CIUNSL_SKL.CIUNSL_ADTA2
7180        AnimationMode     = LOOP
7181        TransitionKey     = TRANS_Flailing
7182      End
7183  
7184      ConditionState      = DYING EXPLODED_BOUNCING
7185        Animation         = CIUNSL_SKL.CIUNSL_ADTA3
7186        AnimationMode     = ONCE
7187        TransitionKey     = None
7188      End
7189      AliasConditionState = DYING SPLATTED
7190  
7191      TransitionState     = TRANS_Falling TRANS_Chute
7192        Animation         = CIUNSL_SKL.CIUNSL_POP
7193        AnimationMode     = ONCE
7194      End
7195  
7196      TransitionState     = TRANS_Chute TRANS_Stand
7197        Animation         = CIUNSL_SKL.CIUNSL_PTD
7198        AnimationMode     = ONCE
7199      End
7200  
7201    End
7202  
7203    ; ***DESIGN parameters ***
7204    Side = Civilian
7205    EditorSorting = INFANTRY
7206    TransportSlotCount = 1
7207  
7208    DisplayName      = OBJECT:UNSoldier
7209    EditorSorting = INFANTRY
7210    TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)
7211    
7212    WeaponSet
7213      Conditions = None 
7214      Weapon = PRIMARY RangerAdvancedCombatRifle
7215    End
7216    ArmorSet
7217      Conditions      = None
7218      Armor           = HumanArmor
7219      DamageFX        = InfantryDamageFX
7220    End
7221  
7222    VisionRange = 100
7223    ShroudClearingRange = 300
7224  
7225    ExperienceValue = 20 20 40 60    ;Experience point value at each level
7226    ExperienceRequired = 0 20 40 60 120  ;Experience points needed to gain each level
7227    IsTrainable = Yes             ;Can gain experience
7228    CrushableLevel      = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7229    
7230    ; *** AUDIO Parameters ***
7231    VoiceSelect = RangerVoiceSelect
7232    VoiceMove = RangerVoiceMove
7233    VoiceAttack = RangerVoiceAttack
7234    SoundDie = RangerVoiceDie
7235    SoundDieFire = DieByFireUSA
7236    SoundDieToxin = DieByToxinUSA
7237  
7238    ; *** ENGINEERING Parameters ***
7239    RadarPriority = UNIT
7240    KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY
7241  
7242    Body = ActiveBody ModuleTag_02
7243      MaxHealth       = 125.0
7244      InitialHealth   = 125.0
7245    End
7246  
7247    Behavior = AIUpdateInterface ModuleTag_03
7248      AutoAcquireEnemiesWhenIdle = Yes
7249    End
7250    Locomotor = SET_NORMAL BasicHumanLocomotor
7251  
7252    Behavior = PhysicsBehavior ModuleTag_04
7253      Mass = 5.0
7254    End
7255    Behavior = ProductionUpdate ModuleTag_05
7256      ; nothing
7257    End
7258  
7259    Behavior = SquishCollide ModuleTag_07
7260      ;nothing
7261    End
7262  
7263  
7264  ; --- begin Death modules ---
7265    Behavior = SlowDeathBehavior ModuleTag_Death01
7266      DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
7267      SinkDelay           = 3000
7268      SinkRate            = 0.5     ; in Dist/Sec
7269      DestructionDelay    = 8000
7270      FX                  = INITIAL FX_GIDie
7271    End
7272    Behavior = SlowDeathBehavior ModuleTag_Death02
7273      DeathTypes          = NONE +CRUSHED +SPLATTED
7274      SinkDelay           = 3000
7275      SinkRate            = 0.5     ; in Dist/Sec
7276      DestructionDelay    = 8000
7277      FX                  = INITIAL FX_GIDieCrushed
7278    End
7279    Behavior = SlowDeathBehavior ModuleTag_Death03
7280      DeathTypes          = NONE +EXPLODED
7281      SinkDelay           = 3000
7282      SinkRate            = 0.5     ; in Dist/Sec
7283      DestructionDelay    = 8000
7284      FX                  = INITIAL FX_GIDie
7285      FlingForce          = 8
7286      FlingForceVariance  = 3
7287      FlingPitch          = 60
7288      FlingPitchVariance  = 10
7289    End
7290    Behavior = SlowDeathBehavior ModuleTag_Death04
7291      DeathTypes          = NONE +BURNED
7292      DestructionDelay    = 0
7293      FX                  = INITIAL FX_GIDie
7294      OCL                 = INITIAL OCL_FlamingInfantry
7295    End
7296    Behavior = SlowDeathBehavior ModuleTag_Death05
7297      DeathTypes          = NONE +POISONED
7298      DestructionDelay    = 0
7299      FX                  = INITIAL FX_GIDie
7300      OCL                 = INITIAL OCL_ToxicInfantry
7301    End
7302    Behavior = SlowDeathBehavior ModuleTag_Death06 
7303      DeathTypes          = NONE +POISONED_BETA
7304      DestructionDelay    = 0
7305      FX                  = INITIAL FX_GIDie
7306      OCL                 = INITIAL OCL_ToxicInfantryBeta 
7307    End
7308  
7309  ; --- end Death modules ---
7310  
7311    Behavior = PoisonedBehavior ModuleTag_12
7312      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
7313      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
7314    End
7315   
7316    Geometry = CYLINDER
7317    GeometryMajorRadius = 10.0
7318    GeometryMinorRadius = 10.0
7319    GeometryHeight = 13.0
7320    GeometryIsSmall = Yes
7321    Shadow = SHADOW_DECAL
7322    ShadowSizeX = 14;
7323    ShadowSizeY = 14;
7324    ShadowTexture = ShadowI;
7325    BuildCompletion = APPEARS_AT_RALLY_POINT
7326  
7327  End
7328  ;------------------------------------------------------------------------------
7329  Object GenericMale01
7330  
7331      ; *** ART Parameters ***
7332    Draw = W3DModelDraw ModuleTag_01
7333      OkToChangeModelColor = Yes
7334  
7335      DefaultConditionState
7336        Model = CIAMan01_SKN
7337        IdleAnimation = CIAMan01_SKL.CIAMan01_STA 0 30
7338        IdleAnimation = CIAMan01_SKL.CIAMan01_IDA
7339        IdleAnimation = CIAMan01_SKL.CIAMan01_IDB
7340        AnimationMode = ONCE
7341      End
7342  
7343      ConditionState = MOVING
7344        Animation = CIAMan01_SKL.CIAMan01_WKA 30
7345        AnimationMode = LOOP
7346        Flags = RANDOMSTART
7347      End
7348  
7349      ConditionState = MOVING PANICKING
7350        Animation = CIAMan01_SKL.CIAMan01_RNA 35
7351  
7352        AnimationMode = LOOP
7353        Flags = RANDOMSTART
7354      End
7355  
7356      ConditionState = DYING
7357        Animation = CIAMan01_SKL.CIAMan01_DTA
7358        Animation = CIAMan01_SKL.CIAMan01_DTB
7359        AnimationMode = ONCE
7360        TransitionKey = TRANS_Dying
7361      End
7362  
7363      TransitionState = TRANS_Dying TRANS_Flailing
7364        Animation = CIAMan01_SKL.CIAMan01_ADTD1
7365        AnimationMode = ONCE
7366      End
7367  
7368      ConditionState = DYING EXPLODED_FLAILING
7369        Animation = CIAMan01_SKL.CIAMan01_ADTD2
7370        AnimationMode = LOOP
7371        TransitionKey = TRANS_Flailing
7372      End
7373  
7374      ConditionState = DYING EXPLODED_BOUNCING
7375        Animation = CIAMan01_SKL.CIAMan01_ADTD3
7376        AnimationMode = ONCE
7377        TransitionKey = None
7378      End
7379  
7380    End
7381  
7382    ; ***DESIGN parameters ***
7383    Side = Civilian
7384    EditorSorting = INFANTRY
7385    TransportSlotCount = 1
7386    ArmorSet
7387      Conditions      = None
7388      Armor           = HumanArmor
7389      DamageFX        = None
7390    End
7391    VisionRange = 150
7392    DisplayName = OBJECT:GenericMale
7393    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7394  
7395    ; *** AUDIO Parameters ***
7396    SoundDie = CivilianArabMaleDie
7397    SoundDieFire = DieByFireUSA
7398    SoundDieToxin = DieByToxinUSA
7399  
7400    ; *** ENGINEERING Parameters ***
7401    RadarPriority = NOT_ON_RADAR
7402    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
7403  
7404    Body = ActiveBody ModuleTag_02
7405      MaxHealth       = 50.0
7406      InitialHealth   = 50.0
7407    End
7408  
7409    Behavior = AIUpdateInterface ModuleTag_03
7410    End
7411    Locomotor = SET_NORMAL BasicHumanLocomotor
7412    Locomotor = SET_WANDER WanderHumanLocomotor
7413    Locomotor = SET_PANIC PanicHumanLocomotor
7414    Behavior = PhysicsBehavior ModuleTag_04
7415      Mass = 5.0
7416    End
7417   
7418    Behavior = SquishCollide ModuleTag_06
7419      ;nothing
7420    End
7421  
7422  
7423  ; --- begin Death modules ---
7424    Behavior = SlowDeathBehavior ModuleTag_Death01
7425      DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
7426      SinkDelay           = 3000
7427      SinkRate            = 0.5     ; in Dist/Sec
7428      DestructionDelay    = 8000
7429      FX                  = INITIAL FX_GIDie
7430    End
7431    Behavior = SlowDeathBehavior ModuleTag_Death02
7432      DeathTypes          = NONE +CRUSHED +SPLATTED
7433      SinkDelay           = 3000
7434      SinkRate            = 0.5     ; in Dist/Sec
7435      DestructionDelay    = 8000
7436      FX                  = INITIAL FX_GIDieCrushed
7437    End
7438    Behavior = SlowDeathBehavior ModuleTag_Death03
7439      DeathTypes          = NONE +EXPLODED
7440      SinkDelay           = 3000
7441      SinkRate            = 0.5     ; in Dist/Sec
7442      DestructionDelay    = 8000
7443      FX                  = INITIAL FX_GIDie
7444      FlingForce          = 8
7445      FlingForceVariance  = 3
7446      FlingPitch          = 60
7447      FlingPitchVariance  = 10
7448    End
7449    Behavior = SlowDeathBehavior ModuleTag_Death04
7450      DeathTypes          = NONE +BURNED
7451      DestructionDelay    = 0
7452      FX                  = INITIAL FX_GIDie
7453      OCL                 = INITIAL OCL_FlamingInfantry
7454    End
7455    Behavior = SlowDeathBehavior ModuleTag_Death05
7456      DeathTypes          = NONE +POISONED
7457      DestructionDelay    = 0
7458      FX                  = INITIAL FX_GIDie
7459      OCL                 = INITIAL OCL_ToxicInfantry
7460    End
7461    Behavior = SlowDeathBehavior ModuleTag_Death06 
7462      DeathTypes          = NONE +POISONED_BETA
7463      DestructionDelay    = 0
7464      FX                  = INITIAL FX_GIDie
7465      OCL                 = INITIAL OCL_ToxicInfantryBeta 
7466    End
7467  ; --- end Death modules ---
7468  
7469    Behavior = PoisonedBehavior ModuleTag_09
7470      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
7471      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
7472  
7473    End
7474   
7475    Geometry = CYLINDER
7476    GeometryMajorRadius = 3.0
7477    GeometryMinorRadius = 3.0
7478    GeometryHeight = 12.0
7479    GeometryIsSmall = Yes
7480    Shadow = SHADOW_DECAL
7481    ShadowSizeX = 14;
7482    ShadowSizeY = 14;
7483    ShadowTexture = ShadowI;
7484  
7485  End
7486  ;------------------------------------------------------------------------------
7487  Object GenericFemale01
7488  
7489      ; *** ART Parameters ***
7490    Draw = W3DModelDraw ModuleTag_01
7491      OkToChangeModelColor = Yes
7492  
7493      DefaultConditionState
7494        Model = CIAFem01_SKN
7495        IdleAnimation = CIAFem01_SKL.CIAFem01_STA 0 30
7496        IdleAnimation = CIAFem01_SKL.CIAFem01_IDA
7497        IdleAnimation = CIAFem01_SKL.CIAFem01_IDB
7498        AnimationMode = ONCE
7499      End
7500  
7501      ConditionState = MOVING
7502        Animation = CIAFem01_SKL.CIAFem01_WKA 25
7503        AnimationMode = LOOP
7504        Flags = RANDOMSTART
7505      End
7506  
7507      ConditionState = MOVING PANICKING
7508        Animation = CIAFem01_SKL.CIAFem01_RNA 20
7509        AnimationMode = LOOP
7510        Flags = RANDOMSTART
7511      End
7512  
7513      ConditionState = DYING
7514        Animation = CIAFem01_SKL.CIAFem01_DTA
7515        Animation = CIAFem01_SKL.CIAFem01_DTB
7516        AnimationMode = ONCE
7517        TransitionKey = TRANS_Dying
7518      End
7519  
7520      TransitionState = TRANS_Dying TRANS_Flailing
7521        Animation = CIAFem01_SKL.CIAFem01_ADTE1
7522        AnimationMode = ONCE
7523      End
7524  
7525      ConditionState = DYING EXPLODED_FLAILING
7526        Animation = CIAFem01_SKL.CIAFem01_ADTE2
7527        AnimationMode = LOOP
7528        TransitionKey = TRANS_Flailing
7529      End
7530  
7531      ConditionState = DYING EXPLODED_BOUNCING
7532        Animation = CIAFem01_SKL.CIAFem01_ADTE3
7533        AnimationMode = ONCE
7534        TransitionKey = None
7535      End
7536    End
7537  
7538    ; ***DESIGN parameters ***
7539    Side = Civilian
7540    EditorSorting = INFANTRY
7541    TransportSlotCount = 1
7542    ArmorSet
7543      Conditions      = None
7544      Armor           = HumanArmor
7545      DamageFX        = None
7546    End
7547    VisionRange = 150
7548    DisplayName = OBJECT:GenericFemale
7549    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7550  
7551    ; *** AUDIO Parameters ***
7552    SoundDie = CivilianArabFemaleDie
7553    SoundDieFire = DieByFireFemale
7554    SoundDieToxin = DieByToxinFemale
7555  
7556    ; *** ENGINEERING Parameters ***
7557    RadarPriority = NOT_ON_RADAR
7558    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
7559  
7560    Body = ActiveBody ModuleTag_02
7561      MaxHealth       = 50.0
7562      InitialHealth   = 50.0
7563    End
7564  
7565    Behavior = AIUpdateInterface ModuleTag_03
7566    End
7567    Locomotor = SET_NORMAL BasicHumanLocomotor
7568    Locomotor = SET_WANDER WanderHumanLocomotor
7569    Locomotor = SET_PANIC PanicHumanLocomotor
7570    Behavior = PhysicsBehavior ModuleTag_04
7571      Mass = 5.0
7572    End
7573    Behavior = SlowDeathBehavior ModuleTag_05
7574      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
7575      SinkDelay = 3000
7576      SinkRate = 0.5     ; in Dist/Sec
7577      DestructionDelay = 8000
7578    End
7579  
7580   
7581    Behavior = SquishCollide ModuleTag_06
7582      ;nothing
7583    End
7584  
7585    Behavior = FXListDie ModuleTag_07
7586      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED -POISONED_BETA -BURNED
7587      DeathFX = FX_GIDie
7588    End
7589    Behavior = FXListDie ModuleTag_08
7590      DeathTypes = NONE +CRUSHED +SPLATTED
7591      DeathFX = FX_GIDieCrushed
7592    End
7593    Behavior = SlowDeathBehavior ModuleTag_Death06 
7594      DeathTypes          = NONE +POISONED_BETA
7595      DestructionDelay    = 0
7596      FX                  = INITIAL FX_GIDie
7597      OCL                 = INITIAL OCL_ToxicInfantryBeta 
7598    End
7599    Behavior = SlowDeathBehavior ModuleTag_Death05
7600      DeathTypes          = NONE +POISONED
7601      DestructionDelay    = 0
7602      FX                  = INITIAL FX_GIDie
7603      OCL                 = INITIAL OCL_ToxicInfantry
7604    End
7605    
7606    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
7607      DeathTypes          = NONE +BURNED
7608      DestructionDelay    = 0
7609      FX                  = INITIAL FX_GIDie
7610      OCL                 = INITIAL OCL_FlamingInfantry
7611    End
7612  
7613    Behavior = PoisonedBehavior ModuleTag_09
7614      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
7615      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
7616    End
7617   
7618    Geometry = CYLINDER
7619    GeometryMajorRadius = 3.0
7620    GeometryMinorRadius = 3.0
7621    GeometryHeight = 12.0
7622    GeometryIsSmall = Yes
7623    Shadow = SHADOW_DECAL
7624    ShadowSizeX = 14;
7625    ShadowSizeY = 14;
7626    ShadowTexture = ShadowI;
7627  
7628  End
7629  ;------------------------------------------------------------------------------
7630  ;------------------------------------------------------------------------------
7631  Object AmericanFarmer01
7632  
7633      ; *** ART Parameters ***
7634    Draw = W3DModelDraw ModuleTag_01
7635      OkToChangeModelColor = Yes
7636  
7637       DefaultConditionState
7638        Model = CIEFMR1_SKN
7639        IdleAnimation = CIEFMR1_SKL.CIEFMR1_STA 0 30
7640        IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDA
7641        IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDB
7642        AnimationMode = ONCE
7643      End
7644  
7645      ConditionState = MOVING
7646        Animation = CIEFMR1_SKL.CIEFMR1_WKA 30
7647        AnimationMode = LOOP
7648        Flags = RANDOMSTART
7649      End
7650  
7651      ConditionState = MOVING PANICKING
7652        Animation = CIEFMR1_SKL.CIEFMR1_PNA 35
7653  
7654        AnimationMode = LOOP
7655        Flags = RANDOMSTART
7656      End
7657  
7658      ConditionState = DYING
7659        Animation = CIEFMR1_SKL.CIEFMR1_DTA
7660        Animation = CIEFMR1_SKL.CIEFMR1_DTB
7661        AnimationMode = ONCE
7662        TransitionKey = TRANS_Dying
7663      End
7664  
7665      TransitionState = TRANS_Dying TRANS_Flailing
7666        Animation = CIEFMR1_SKL.CIEFMR1_ATDT1
7667        AnimationMode = ONCE
7668      End
7669  
7670      ConditionState = DYING EXPLODED_FLAILING
7671        Animation = CIEFMR1_SKL.CIEFMR1_ATDT2
7672        AnimationMode = LOOP
7673        TransitionKey = TRANS_Flailing
7674      End
7675  
7676      ConditionState = DYING EXPLODED_BOUNCING
7677        Animation = CIEFMR1_SKL.CIEFMR1_ATDT3
7678        AnimationMode = ONCE
7679        TransitionKey = None
7680      End
7681    End
7682  
7683    ; ***DESIGN parameters ***
7684    Side = Civilian
7685    EditorSorting = INFANTRY
7686    TransportSlotCount = 1
7687    ArmorSet
7688      Conditions      = None
7689      Armor           = HumanArmor
7690      DamageFX        = None
7691    End
7692    VisionRange = 150
7693    DisplayName = OBJECT:MogadishuFemaleCivilian
7694    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7695  
7696    ; *** AUDIO Parameters ***
7697    SoundDie = CivilianArabMaleDie
7698    SoundDieFire = DieByFireUSA
7699    SoundDieToxin = DieByToxinUSA
7700  
7701    ; *** ENGINEERING Parameters ***
7702    RadarPriority = NOT_ON_RADAR
7703    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
7704  
7705    Body = ActiveBody ModuleTag_02
7706      MaxHealth       = 50.0
7707      InitialHealth   = 50.0
7708    End
7709  
7710    Behavior = AIUpdateInterface ModuleTag_03
7711    End
7712    Locomotor = SET_NORMAL BasicHumanLocomotor
7713    Locomotor = SET_WANDER WanderHumanLocomotor
7714    Locomotor = SET_PANIC PanicHumanLocomotor
7715    Behavior = PhysicsBehavior ModuleTag_04
7716      Mass = 5.0
7717    End
7718    Behavior = SlowDeathBehavior ModuleTag_05
7719      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
7720      SinkDelay = 3000
7721      SinkRate = 0.5     ; in Dist/Sec
7722      DestructionDelay = 8000
7723    End
7724  
7725   
7726    Behavior = SquishCollide ModuleTag_06
7727      ;nothing
7728    End
7729  
7730    Behavior = FXListDie ModuleTag_07
7731      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
7732      DeathFX = FX_GIDie
7733    End
7734    Behavior = FXListDie ModuleTag_08
7735      DeathTypes = NONE +CRUSHED +SPLATTED
7736      DeathFX = FX_GIDieCrushed
7737    End
7738    
7739    Behavior = SlowDeathBehavior ModuleTag_Death06 
7740      DeathTypes          = NONE +POISONED_BETA
7741      DestructionDelay    = 0
7742      FX                  = INITIAL FX_GIDie
7743      OCL                 = INITIAL OCL_ToxicInfantryBeta 
7744    End
7745    
7746    Behavior = SlowDeathBehavior ModuleTag_Death05
7747      DeathTypes          = NONE +POISONED
7748      DestructionDelay    = 0
7749      FX                  = INITIAL FX_GIDie
7750      OCL                 = INITIAL OCL_ToxicInfantry
7751    End
7752    
7753    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
7754      DeathTypes          = NONE +BURNED
7755      DestructionDelay    = 0
7756      FX                  = INITIAL FX_GIDie
7757      OCL                 = INITIAL OCL_FlamingInfantry
7758    End
7759  
7760    Behavior = PoisonedBehavior ModuleTag_09
7761      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
7762      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
7763    End
7764   
7765    Geometry = CYLINDER
7766    GeometryMajorRadius = 3.0
7767    GeometryMinorRadius = 3.0
7768    GeometryHeight = 12.0
7769    GeometryIsSmall = Yes
7770    Shadow = SHADOW_DECAL
7771    ShadowSizeX = 14;
7772    ShadowSizeY = 14;
7773    ShadowTexture = ShadowI;
7774  
7775  End
7776  ;------------------------------------------------------------------------------
7777  Object AsianFarmer01
7778  
7779      ; *** ART Parameters ***
7780    Draw = W3DModelDraw ModuleTag_01
7781      OkToChangeModelColor = Yes
7782  
7783      DefaultConditionState
7784        Model = CIUFrm1_SKN
7785        IdleAnimation = CIUFrm1_SKL.CIUFrm1_STA 0 30
7786        IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDA
7787        IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDB
7788        AnimationMode = ONCE
7789        TransitionKey = TRANS_Stand
7790      End
7791  
7792      ConditionState = MOVING
7793        Animation = CIUFrm1_SKL.CIUFrm1_WKA 16
7794        AnimationMode = LOOP 
7795        Flags = RANDOMSTART
7796        TransitionKey = TRANS_STAND
7797      End
7798      
7799      TransitionState = TRANS_Stand TRANS_Panic
7800        Animation = CIUFrm1_SKL.CIUFrm1_PKA_ST
7801        AnimationMode = ONCE
7802      End
7803  
7804      ConditionState = MOVING PANICKING
7805        Animation = CIUFrm1_SKL.CIUFrm1_PKA_LP
7806        AnimationMode = LOOP
7807        Flags = RANDOMSTART
7808        TransitionKey = TRANS_Panic
7809      End
7810  
7811      ConditionState = DYING
7812        Animation = CIUFrm1_SKL.CIUFrm1_DTA
7813        Animation = CIUFrm1_SKL.CIUFrm1_DTB
7814        AnimationMode = ONCE
7815        TransitionKey = TRANS_Dying
7816      End
7817  
7818      TransitionState = TRANS_Dying TRANS_Flailing
7819        Animation = CIUFrm1_SKL.CIUFrm1_ADTA1
7820        AnimationMode = ONCE
7821      End
7822  
7823      ConditionState = DYING EXPLODED_FLAILING
7824        Animation = CIUFrm1_SKL.CIUFrm1_ADTA2
7825        AnimationMode = LOOP
7826        TransitionKey = TRANS_Flailing
7827      End
7828  
7829      ConditionState = DYING EXPLODED_BOUNCING
7830        Animation = CIUFrm1_SKL.CIUFrm1_ADTA3
7831        AnimationMode = ONCE
7832        TransitionKey = None
7833      End
7834  
7835    End
7836  
7837    ; ***DESIGN parameters ***
7838    Side = Civilian
7839    EditorSorting = INFANTRY
7840    TransportSlotCount = 1
7841    ArmorSet
7842      Conditions      = None
7843      Armor           = HumanArmor
7844  
7845      DamageFX        = None
7846    End
7847    VisionRange = 150
7848    DisplayName = OBJECT:MogadishuFemaleCivilian
7849    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
7850  
7851    ; *** AUDIO Parameters ***
7852    SoundDie = CivilianChinaMaleDie
7853    SoundDieFire = DieByFireChina
7854    SoundDieToxin = DieByToxinChina
7855  
7856    ; *** ENGINEERING Parameters ***
7857    RadarPriority = NOT_ON_RADAR
7858    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
7859  
7860    Body = ActiveBody ModuleTag_02
7861      MaxHealth       = 50.0
7862      InitialHealth   = 50.0
7863    End
7864  
7865    Behavior = AIUpdateInterface ModuleTag_03
7866    End
7867    Locomotor = SET_NORMAL BasicHumanLocomotor
7868    Locomotor = SET_WANDER WanderHumanLocomotor
7869    Locomotor = SET_PANIC PanicHumanLocomotor
7870    Behavior = PhysicsBehavior ModuleTag_04
7871      Mass = 5.0
7872    End
7873    Behavior = SlowDeathBehavior ModuleTag_05
7874      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
7875      SinkDelay = 3000
7876      SinkRate = 0.5     ; in Dist/Sec
7877      DestructionDelay = 8000
7878    End
7879  
7880   
7881    Behavior = SquishCollide ModuleTag_06
7882      ;nothing
7883    End
7884  
7885    Behavior = FXListDie ModuleTag_07
7886      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
7887      DeathFX = FX_GIDie
7888    End
7889    Behavior = FXListDie ModuleTag_08
7890      DeathTypes = NONE +CRUSHED +SPLATTED
7891      DeathFX = FX_GIDieCrushed
7892    End
7893    Behavior = SlowDeathBehavior ModuleTag_Death06 
7894      DeathTypes          = NONE +POISONED_BETA
7895      DestructionDelay    = 0
7896      FX                  = INITIAL FX_GIDie
7897      OCL                 = INITIAL OCL_ToxicInfantryBeta 
7898    End
7899    
7900    Behavior = SlowDeathBehavior ModuleTag_Death05
7901      DeathTypes          = NONE +POISONED
7902      DestructionDelay    = 0
7903      FX                  = INITIAL FX_GIDie
7904      OCL                 = INITIAL OCL_ToxicInfantry
7905    End
7906    
7907    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
7908      DeathTypes          = NONE +BURNED
7909      DestructionDelay    = 0
7910      FX                  = INITIAL FX_GIDie
7911      OCL                 = INITIAL OCL_FlamingInfantry
7912    End
7913  
7914    Behavior = PoisonedBehavior ModuleTag_09
7915      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
7916      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
7917    End
7918   
7919    Geometry = CYLINDER
7920    GeometryMajorRadius = 3.0
7921    GeometryMinorRadius = 3.0
7922    GeometryHeight = 12.0
7923    GeometryIsSmall = Yes
7924    Shadow = SHADOW_DECAL
7925    ShadowSizeX = 14;
7926    ShadowSizeY = 14;
7927    ShadowTexture = ShadowI;
7928  
7929  End
7930  ;------------------------------------------------------------------------------
7931  Object HomelessGuy      
7932  
7933      ; *** ART Parameters ***
7934    Draw = W3DModelDraw ModuleTag_01
7935      OkToChangeModelColor = Yes
7936  
7937      DefaultConditionState
7938        Model = CIHMLSS01_SKN
7939        IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_STA 0 35
7940        IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_IDA
7941        AnimationMode = ONCE
7942        TransitionKey = TRANS_Sleep
7943      End
7944      
7945      TransitionState = TRANS_Sleep TRANS_Move
7946        Animation = CIHMLSS01_SKL.CIHMLSS01_STUP
7947        AnimationMode = ONCE
7948      End
7949      
7950      ConditionState = MOVING
7951        Animation = CIHMLSS01_SKL.CIHMLSS01_WKA 
7952        AnimationMode = LOOP 
7953        Flags = RANDOMSTART
7954        TransitionKey = TRANS_Move
7955      End
7956          
7957      TransitionState = TRANS_Move TRANS_Panick
7958        Animation = CIHMLSS01_SKL.CIHMLSS01_RNA
7959        AnimationMode = ONCE
7960      End
7961      
7962      ConditionState = MOVING PANICKING
7963        Animation = CIHMLSS01_SKL.CIHMLSS01_RNA 35
7964        AnimationMode = LOOP
7965        Flags = RANDOMSTART
7966        TransitionKey = TRANS_Panick
7967      End
7968  
7969      ConditionState = DYING
7970        Animation = CIHMLSS01_SKL.CIHMLSS01_DTA
7971        AnimationMode = ONCE
7972        TransitionKey = TRANS_Dying
7973      End
7974  
7975      TransitionState = TRANS_Dying TRANS_Flailing
7976        Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF1
7977        AnimationMode = ONCE
7978      End
7979  
7980      ConditionState = DYING EXPLODED_FLAILING
7981        Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF2
7982        AnimationMode = LOOP
7983        TransitionKey = TRANS_Flailing
7984      End
7985  
7986      ConditionState = DYING EXPLODED_BOUNCING
7987        Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF3
7988        AnimationMode = ONCE
7989        TransitionKey = None
7990      End
7991    End
7992  
7993    ; ***DESIGN parameters ***
7994    Side = Civilian
7995    EditorSorting = INFANTRY
7996    TransportSlotCount = 1
7997    ArmorSet
7998      Conditions      = None
7999      Armor           = HumanArmor
8000  
8001      DamageFX        = None
8002    End
8003    VisionRange = 150
8004    DisplayName = OBJECT:MogadishuFemaleCivilian
8005    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
8006  
8007    ; *** AUDIO Parameters ***
8008    SoundDie = CivilianChinaMaleDie
8009    SoundDieFire = DieByFireChina
8010    SoundDieToxin = DieByToxinChina
8011  
8012    ; *** ENGINEERING Parameters ***
8013    RadarPriority = NOT_ON_RADAR
8014    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
8015  
8016    Body = ActiveBody ModuleTag_02
8017      MaxHealth       = 50.0
8018      InitialHealth   = 50.0
8019    End
8020  
8021    Behavior = AIUpdateInterface ModuleTag_03
8022    End
8023    Locomotor = SET_NORMAL BasicHumanLocomotor
8024    Locomotor = SET_WANDER WanderHumanLocomotor
8025    Locomotor = SET_PANIC PanicHumanLocomotor
8026    Behavior = PhysicsBehavior ModuleTag_04
8027      Mass = 5.0
8028    End
8029    Behavior = SlowDeathBehavior ModuleTag_05
8030      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
8031      SinkDelay = 3000
8032      SinkRate = 0.5     ; in Dist/Sec
8033      DestructionDelay = 8000
8034    End
8035  
8036   
8037    Behavior = SquishCollide ModuleTag_06
8038      ;nothing
8039    End
8040  
8041    Behavior = FXListDie ModuleTag_07
8042      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
8043      DeathFX = FX_GIDie
8044    End
8045    Behavior = FXListDie ModuleTag_08
8046      DeathTypes = NONE +CRUSHED +SPLATTED
8047      DeathFX = FX_GIDieCrushed
8048    End
8049    Behavior = SlowDeathBehavior ModuleTag_Death06 
8050      DeathTypes          = NONE +POISONED_BETA
8051      DestructionDelay    = 0
8052      FX                  = INITIAL FX_GIDie
8053      OCL                 = INITIAL OCL_ToxicInfantryBeta 
8054    End
8055    
8056    Behavior = SlowDeathBehavior ModuleTag_Death05
8057      DeathTypes          = NONE +POISONED
8058      DestructionDelay    = 0
8059      FX                  = INITIAL FX_GIDie
8060      OCL                 = INITIAL OCL_ToxicInfantry
8061    End
8062    
8063    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
8064      DeathTypes          = NONE +BURNED
8065      DestructionDelay    = 0
8066      FX                  = INITIAL FX_GIDie
8067      OCL                 = INITIAL OCL_FlamingInfantry
8068    End
8069    
8070    Behavior = PoisonedBehavior ModuleTag_09
8071      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
8072      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
8073    End
8074   
8075    Geometry = CYLINDER
8076    GeometryMajorRadius = 3.0
8077    GeometryMinorRadius = 3.0
8078    GeometryHeight = 12.0
8079    GeometryIsSmall = Yes
8080    Shadow = SHADOW_DECAL
8081    ShadowSizeX = 14;
8082    ShadowSizeY = 14;
8083    ShadowTexture = ShadowI;
8084  
8085  End
8086  ;------------------------------------------------------------------------------
8087  Object AsianFarmer02
8088  
8089      ; *** ART Parameters ***
8090    Draw = W3DModelDraw ModuleTag_01
8091      OkToChangeModelColor = Yes
8092  
8093      DefaultConditionState
8094        Model = CIUFrm2_SKN
8095        IdleAnimation = CIUFrm2_SKL.CIUFrm2_STA 0 5
8096        IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDA
8097        IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDB
8098        AnimationMode = ONCE
8099        TransitionKey = TRANS_Stand
8100      End
8101  
8102      ConditionState = MOVING
8103        Animation = CIUFrm2_SKL.CIUFrm2_WKA 
8104        AnimationMode = LOOP
8105        Flags = RANDOMSTART
8106        TransitionKey = TRANS_STAND
8107      End
8108  
8109      ConditionState = MOVING PANICKING
8110        Animation = CIUFrm2_SKL.CIUFrm2_PKA
8111        AnimationMode = LOOP
8112        Flags = RANDOMSTART
8113        TransitionKey = TRANS_Panic
8114      End
8115  
8116      ConditionState = DYING
8117        Animation = CIUFrm2_SKL.CIUFrm2_DTA
8118        Animation = CIUFrm2_SKL.CIUFrm2_DTB
8119        Animation = CIUFrm2_SKL.CIUFrm2_DTC
8120        AnimationMode = ONCE
8121        TransitionKey = TRANS_Dying
8122      End
8123  
8124      TransitionState = TRANS_Dying TRANS_Flailing
8125        Animation = CIUFrm2_SKL.CIUFrm2_ADTD1
8126        AnimationMode = ONCE
8127      End
8128  
8129      ConditionState = DYING EXPLODED_FLAILING
8130        Animation = CIUFrm2_SKL.CIUFrm2_ADTD2
8131        AnimationMode = LOOP
8132        TransitionKey = TRANS_Flailing
8133      End
8134  
8135      ConditionState = DYING EXPLODED_BOUNCING
8136        Animation = CIUFrm2_SKL.CIUFrm2_ADTD3
8137        AnimationMode = ONCE
8138        TransitionKey = None
8139      End
8140  End
8141  
8142    ; ***DESIGN parameters ***
8143    Side = Civilian
8144    EditorSorting = INFANTRY
8145    TransportSlotCount = 1
8146    ArmorSet
8147      Conditions      = None
8148      Armor           = HumanArmor
8149      DamageFX        = None
8150    End
8151    VisionRange = 150
8152    DisplayName = OBJECT:MogadishuFemaleCivilian
8153    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
8154  
8155    ; *** AUDIO Parameters ***
8156    SoundDie = CivilianChinaMaleDie
8157    SoundDieFire = DieByFireChina
8158    SoundDieToxin = DieByToxinChina
8159  
8160    ; *** ENGINEERING Parameters ***
8161    RadarPriority = NOT_ON_RADAR
8162    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
8163  
8164    Body = ActiveBody ModuleTag_02
8165      MaxHealth       = 50.0
8166      InitialHealth   = 50.0
8167    End
8168  
8169    Behavior = AIUpdateInterface ModuleTag_03
8170    End
8171    Locomotor = SET_NORMAL BasicHumanLocomotor
8172    Locomotor = SET_WANDER WanderHumanLocomotor
8173    Locomotor = SET_PANIC PanicHumanLocomotor
8174    Behavior = PhysicsBehavior ModuleTag_04
8175      Mass = 5.0
8176    End
8177    Behavior = SlowDeathBehavior ModuleTag_05
8178      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
8179      SinkDelay = 3000
8180      SinkRate = 0.5     ; in Dist/Sec
8181      DestructionDelay = 8000
8182    End
8183  
8184   
8185    Behavior = SquishCollide ModuleTag_06
8186      ;nothing
8187    End
8188  
8189    Behavior = FXListDie ModuleTag_07
8190      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
8191      DeathFX = FX_GIDie
8192    End
8193    Behavior = FXListDie ModuleTag_08
8194      DeathTypes = NONE +CRUSHED +SPLATTED
8195      DeathFX = FX_GIDieCrushed
8196    End
8197    Behavior = SlowDeathBehavior ModuleTag_Death06 
8198      DeathTypes          = NONE +POISONED_BETA
8199      DestructionDelay    = 0
8200      FX                  = INITIAL FX_GIDie
8201      OCL                 = INITIAL OCL_ToxicInfantryBeta 
8202    End
8203    
8204    Behavior = SlowDeathBehavior ModuleTag_Death05
8205      DeathTypes          = NONE +POISONED
8206      DestructionDelay    = 0
8207      FX                  = INITIAL FX_GIDie
8208      OCL                 = INITIAL OCL_ToxicInfantry
8209    End
8210  
8211    Behavior = PoisonedBehavior ModuleTag_09
8212      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
8213      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
8214    End
8215    
8216    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
8217      DeathTypes          = NONE +BURNED
8218      DestructionDelay    = 0
8219      FX                  = INITIAL FX_GIDie
8220      OCL                 = INITIAL OCL_FlamingInfantry
8221    End
8222   
8223    Geometry = CYLINDER
8224    GeometryMajorRadius = 3.0
8225    GeometryMinorRadius = 3.0
8226    GeometryHeight = 12.0
8227    GeometryIsSmall = Yes
8228    Shadow = SHADOW_DECAL
8229    ShadowSizeX = 14;
8230    ShadowSizeY = 14;
8231    ShadowTexture = ShadowI;
8232  
8233  
8234  
8235  End
8236  ;------------------------------------------------------------------------------
8237  Object AsianFarmer3
8238  
8239      ; *** ART Parameters ***
8240    Draw = W3DModelDraw ModuleTag_01
8241      OkToChangeModelColor = Yes
8242  
8243      DefaultConditionState
8244        Model = CIUFrm3_SKN
8245        IdleAnimation = CIUFrm3_SKL.CIUFrm3_STA 0 30
8246        IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDA
8247        IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDB
8248        AnimationMode = ONCE
8249      End
8250  
8251      ConditionState = MOVING
8252        Animation = CIUFrm3_SKL.CIUFrm3_WKA 
8253        AnimationMode = LOOP
8254        Flags = RANDOMSTART
8255      End
8256      
8257      ConditionState = MOVING PANICKING
8258        Animation = CIUFrm3_SKL.CIUFrm3_PKA
8259        AnimationMode = LOOP
8260        Flags = RANDOMSTART
8261      End
8262  
8263      ConditionState = DYING
8264        Animation = CIUFrm3_SKL.CIUFrm3_DTA
8265        Animation = CIUFrm3_SKL.CIUFrm3_DTB
8266        Animation = CIUFrm3_SKL.CIUFrm3_DTC
8267        AnimationMode = ONCE
8268        TransitionKey = TRANS_Dying
8269      End
8270  
8271      TransitionState = TRANS_Dying TRANS_Flailing
8272        Animation = CIUFrm3_SKL.CIUFrm3_ADTE1
8273        AnimationMode = ONCE
8274      End
8275  
8276      ConditionState = DYING EXPLODED_FLAILING
8277        Animation = CIUFrm3_SKL.CIUFrm3_ADTE2
8278        AnimationMode = LOOP
8279        TransitionKey = TRANS_Flailing
8280      End
8281  
8282      ConditionState = DYING EXPLODED_BOUNCING
8283        Animation = CIUFrm3_SKL.CIUFrm3_ADTE3
8284        AnimationMode = ONCE
8285        TransitionKey = None
8286      End
8287    End
8288  
8289    ; ***DESIGN parameters ***
8290    Side = Civilian
8291    EditorSorting = INFANTRY
8292    TransportSlotCount = 1
8293  
8294    ArmorSet
8295      Conditions      = None
8296      Armor           = HumanArmor
8297      DamageFX        = None
8298    End
8299    VisionRange = 150
8300    DisplayName = OBJECT:MogadishuFemaleCivilian
8301    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
8302  
8303    ; *** AUDIO Parameters ***
8304    SoundDie = CivilianChinaMaleDie
8305    SoundDieFire = DieByFireChina
8306    SoundDieToxin = DieByToxinChina
8307  
8308    ; *** ENGINEERING Parameters ***
8309    RadarPriority = NOT_ON_RADAR
8310    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
8311  
8312    Body = ActiveBody ModuleTag_02
8313      MaxHealth       = 50.0
8314      InitialHealth   = 50.0
8315    End
8316  
8317    Behavior = AIUpdateInterface ModuleTag_03
8318    End
8319    Locomotor = SET_NORMAL BasicHumanLocomotor
8320    Locomotor = SET_WANDER WanderHumanLocomotor
8321    Locomotor = SET_PANIC PanicHumanLocomotor
8322    Behavior = PhysicsBehavior ModuleTag_04
8323      Mass = 5.0
8324    End
8325    Behavior = SlowDeathBehavior ModuleTag_05
8326      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
8327      SinkDelay = 3000
8328      SinkRate = 0.5     ; in Dist/Sec
8329      DestructionDelay = 8000
8330    End
8331  
8332    Behavior = SquishCollide ModuleTag_06
8333      ;nothing
8334    End
8335  
8336    Behavior = FXListDie ModuleTag_07
8337      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
8338      DeathFX = FX_GIDie
8339    End
8340    Behavior = FXListDie ModuleTag_08
8341      DeathTypes = NONE +CRUSHED +SPLATTED
8342      DeathFX = FX_GIDieCrushed
8343    End
8344  
8345    Behavior = PoisonedBehavior ModuleTag_09
8346      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
8347      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
8348    End
8349    
8350    Behavior = SlowDeathBehavior ModuleTag_Death06 
8351      DeathTypes          = NONE +POISONED_BETA
8352      DestructionDelay    = 0
8353      FX                  = INITIAL FX_GIDie
8354      OCL                 = INITIAL OCL_ToxicInfantryBeta 
8355    End
8356    
8357    Behavior = SlowDeathBehavior ModuleTag_Death05
8358      DeathTypes          = NONE +POISONED
8359      DestructionDelay    = 0
8360      FX                  = INITIAL FX_GIDie
8361      OCL                 = INITIAL OCL_ToxicInfantry
8362    End
8363    
8364    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
8365      DeathTypes          = NONE +BURNED
8366      DestructionDelay    = 0
8367      FX                  = INITIAL FX_GIDie
8368      OCL                 = INITIAL OCL_FlamingInfantry
8369    End
8370    
8371    Geometry = CYLINDER
8372    GeometryMajorRadius = 3.0
8373    GeometryMinorRadius = 3.0
8374    GeometryHeight = 12.0
8375    GeometryIsSmall = Yes
8376    Shadow = SHADOW_DECAL
8377    ShadowSizeX = 14;
8378    ShadowSizeY = 14;
8379    ShadowTexture = ShadowI;
8380  
8381  End
8382  ;------------------------------------------------------------------------------
8383  
8384  ;------------------------------------------------------------------------------
8385  Object CarAmbulance
8386  
8387    ; *** ART Parameters ***
8388    SelectPortrait         = SUTerrorist_L
8389    ButtonImage            = SUTerrorist
8390  
8391    Draw = W3DModelDraw ModuleTag_01
8392      ConditionState = NONE
8393        Model = CVAMBLNCE
8394      End
8395    End
8396  
8397    ; ***DESIGN parameters ***
8398    DisplayName      = OBJECT:Ambulance
8399    EditorSorting   = VEHICLE
8400   
8401    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
8402    WeaponSet
8403      Conditions = None
8404      Weapon = PRIMARY None
8405    End
8406    WeaponSet
8407      Conditions = CARBOMB
8408      Weapon = PRIMARY  SuicideCarBomb
8409    End
8410   
8411    ArmorSet
8412      Armor           = TruckArmor
8413      DamageFX        = CrushableCarDamageFX
8414    End
8415    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
8416    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
8417    CommandSet = CivilianCarBombCommandSet
8418  
8419    ; *** AUDIO Parameters ***
8420    SoundMoveStart = CarMoveStart
8421  
8422  
8423    ; *** ENGINEERING Parameters ***  
8424    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
8425    RadarPriority   = LOCAL_UNIT_ONLY
8426  
8427    Body            = ActiveBody ModuleTag_02
8428      MaxHealth       = 100.0
8429      InitialHealth   = 100.0
8430    End
8431    
8432    
8433    Behavior = DestroyDie ModuleTag_DeathTag03
8434      ;nothing
8435    End
8436    Behavior = CreateObjectDie ModuleTag_DeathTag04
8437      CreationList = OCL_GenericCarExplode
8438    End
8439    Behavior = FXListDie ModuleTag_DeathTag05
8440      DeathFX = FX_GenericCarExplode
8441    End
8442  
8443  
8444  ;  Behavior = DestroyDie ModuleTag_03
8445  ;    DeathTypes = ALL -CRUSHED -SPLATTED
8446  ;  End
8447  ;  Behavior = CrushDie ModuleTag_04
8448  ;    DeathTypes = NONE +CRUSHED +SPLATTED
8449  ;    TotalCrushSound     = CarAlarm
8450  ;    BackEndCrushSound   = CarAlarm
8451  ;    FrontEndCrushSound  = CarAlarm
8452  ;    TotalCrushSoundPercent    = 50   
8453  ;    BackEndCrushSoundPercent  = 50
8454  ;    FrontEndCrushSoundPercent = 50
8455  ;  End
8456  ;  Behavior = SlowDeathBehavior ModuleTag_11
8457  ;    DeathTypes = NONE +CRUSHED +SPLATTED
8458  ;    SinkDelay = 14000
8459  ;    SinkRate = 2     ; in Dist/Sec
8460  ;    DestructionDelay = 20000
8461  ;  End
8462  ;
8463  ;  Behavior = FXListDie ModuleTag_05
8464  ;    DeathTypes = NONE +CRUSHED +SPLATTED
8465  ;    DeathFX = FX_CarCrush
8466  ;  End
8467  ;  Behavior = CreateObjectDie ModuleTag_06
8468  ;    DeathTypes = ALL -CRUSHED -SPLATTED
8469  ;    CreationList = OCL_GenericCarExplode
8470  ;  End
8471  ;  Behavior = FXListDie ModuleTag_07
8472  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
8473  ;    DeathFX = FX_GenericCarExplode
8474  ;  End
8475  ;  Behavior = CreateObjectDie ModuleTag_08
8476  ;    DeathTypes = NONE +SUICIDED
8477  ;    CreationList = OCL_BurnedCarHull
8478  ;  End
8479  
8480    Behavior = AIUpdateInterface ModuleTag_09
8481    End
8482    Locomotor = SET_NORMAL BasicCarLocomotor
8483    Locomotor = SET_WANDER WanderCarLocomotor
8484    Locomotor = SET_PANIC PanicCarLocomotor
8485  
8486    Behavior = PhysicsBehavior ModuleTag_10
8487      Mass = 30.0
8488    End
8489  
8490    Behavior = FlammableUpdate ModuleTag_21
8491      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
8492      AflameDamageAmount = 5       ; taking this much damage...
8493      AflameDamageDelay = 500       ; this often.
8494    End
8495  
8496    Geometry        = BOX
8497    GeometryIsSmall = Yes
8498    GeometryMajorRadius = 11.0
8499    GeometryMinorRadius = 4.0
8500    GeometryHeight  = 7.0
8501    Shadow          = SHADOW_VOLUME
8502  
8503  End
8504  
8505  ;------------------------------------------------------------------------------
8506  Object CarAsian1
8507  
8508    ; *** ART Parameters ***
8509    SelectPortrait         = SUTerrorist_L
8510    ButtonImage            = SUTerrorist
8511  
8512    Draw = W3DModelDraw ModuleTag_01
8513      ConditionState = NONE
8514        Model = CVASNCAR1
8515      End
8516      
8517      ConditionState = REALLYDAMAGED
8518        Model = CVASNCAR1_D
8519      End
8520      
8521      ConditionState = RUBBLE
8522        Model = CVASNCAR1_D
8523      End
8524    End
8525  
8526    ; ***DESIGN parameters ***
8527    DisplayName      = OBJECT:AsianCar
8528    EditorSorting   = VEHICLE
8529   
8530    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
8531    WeaponSet
8532      Conditions = None
8533      Weapon = PRIMARY None
8534    End
8535    WeaponSet
8536      Conditions = CARBOMB
8537      Weapon = PRIMARY  SuicideCarBomb
8538    End
8539   
8540    ArmorSet
8541      Armor           = TruckArmor
8542      DamageFX        = CrushableCarDamageFX
8543    End
8544    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
8545    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
8546    CommandSet = CivilianCarBombCommandSet
8547  
8548    ; *** AUDIO Parameters ***
8549    SoundMoveStart = CarMoveStart
8550  
8551  
8552    ; *** ENGINEERING Parameters ***  
8553    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
8554    RadarPriority   = LOCAL_UNIT_ONLY
8555  
8556    Body            = ActiveBody ModuleTag_02
8557      MaxHealth       = 100.0
8558      InitialHealth   = 100.0
8559    End
8560  
8561  
8562  
8563    Behavior = DestroyDie ModuleTag_03
8564      DeathTypes = ALL -CRUSHED -SPLATTED
8565    End
8566    Behavior = CrushDie ModuleTag_04
8567      DeathTypes = NONE +CRUSHED +SPLATTED
8568      TotalCrushSound     = CarAlarm
8569      BackEndCrushSound   = CarAlarm
8570      FrontEndCrushSound  = CarAlarm
8571      TotalCrushSoundPercent    = 50   
8572      BackEndCrushSoundPercent  = 50
8573      FrontEndCrushSoundPercent = 50
8574    End
8575    Behavior = SlowDeathBehavior ModuleTag_11
8576      DeathTypes = NONE +CRUSHED +SPLATTED
8577      SinkDelay = 14000
8578      SinkRate = 2     ; in Dist/Sec
8579      DestructionDelay = 20000
8580    End
8581  
8582    Behavior = FXListDie ModuleTag_05
8583      DeathTypes = NONE +CRUSHED +SPLATTED
8584      DeathFX = FX_CarCrush
8585    End
8586    Behavior = CreateObjectDie ModuleTag_06
8587      DeathTypes = ALL -CRUSHED -SPLATTED
8588      CreationList = OCL_GenericCarExplode
8589    End
8590    Behavior = FXListDie ModuleTag_07
8591      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
8592      DeathFX = FX_GenericCarExplode
8593    End
8594    Behavior = CreateObjectDie ModuleTag_08
8595      DeathTypes = NONE +SUICIDED
8596      CreationList = OCL_BurnedCarHull
8597    End
8598  
8599    Behavior = AIUpdateInterface ModuleTag_09
8600    End
8601    Locomotor = SET_NORMAL BasicCarLocomotor
8602    Locomotor = SET_WANDER WanderCarLocomotor
8603    Locomotor = SET_PANIC PanicCarLocomotor
8604  
8605    Behavior = PhysicsBehavior ModuleTag_10
8606      Mass = 30.0
8607    End
8608  
8609    Behavior = FlammableUpdate ModuleTag_21
8610      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
8611      AflameDamageAmount = 5       ; taking this much damage...
8612      AflameDamageDelay = 500       ; this often.
8613    End
8614  
8615    Geometry        = BOX
8616    GeometryIsSmall = Yes
8617    GeometryMajorRadius = 11.0
8618    GeometryMinorRadius = 4.0
8619    GeometryHeight  = 7.0
8620    Shadow          = SHADOW_VOLUME
8621  
8622  End
8623  
8624  
8625  ;------------------------------------------------------------------------------
8626  Object FarmerChickenTruck
8627  
8628    ; *** ART Parameters ***
8629    SelectPortrait         = SUTerrorist_L
8630    ButtonImage            = SUTerrorist
8631  
8632    Draw = W3DModelDraw ModuleTag_01
8633      ConditionState = NONE
8634        Model = CVChkntrk
8635      End
8636      
8637      ConditionState = REALLYDAMAGED
8638        Model = CVChkntrk_D
8639      End
8640      
8641      ConditionState = RUBBLE
8642        Model = CVChkntrk_D
8643      End
8644    End
8645  
8646    ; ***DESIGN parameters ***
8647    DisplayName      = OBJECT:AsianCar
8648    EditorSorting   = VEHICLE
8649   
8650    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
8651    WeaponSet
8652      Conditions = None
8653      Weapon = PRIMARY None
8654    End
8655    WeaponSet
8656      Conditions = CARBOMB
8657      Weapon = PRIMARY  SuicideCarBomb
8658    End
8659   
8660    ArmorSet
8661      Armor           = TruckArmor
8662      DamageFX        = CrushableCarDamageFX
8663    End
8664    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
8665    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
8666    CommandSet = CivilianCarBombCommandSet
8667  
8668    ; *** AUDIO Parameters ***
8669    SoundMoveStart = CarMoveStart
8670  
8671  
8672    ; *** ENGINEERING Parameters ***  
8673    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
8674    RadarPriority   = LOCAL_UNIT_ONLY
8675  
8676    Body            = ActiveBody ModuleTag_02
8677      MaxHealth       = 100.0
8678      InitialHealth   = 100.0
8679    End
8680  
8681  
8682    Behavior = DestroyDie ModuleTag_DeathTag03
8683      ;nothing
8684    End
8685    Behavior = CreateObjectDie ModuleTag_DeathTag04
8686      CreationList = OCL_GenericCarExplode
8687    End
8688    Behavior = FXListDie ModuleTag_DeathTag05
8689      DeathFX = FX_GenericCarExplode
8690    End
8691  
8692  
8693  ;  Behavior = DestroyDie ModuleTag_03
8694  ;    DeathTypes = ALL -CRUSHED -SPLATTED
8695  ;  End
8696  ;  Behavior = CrushDie ModuleTag_04
8697  ;    DeathTypes = NONE +CRUSHED +SPLATTED
8698  ;    TotalCrushSound     = CarAlarm
8699  ;    BackEndCrushSound   = CarAlarm
8700  ;    FrontEndCrushSound  = CarAlarm
8701  ;    TotalCrushSoundPercent    = 50   
8702  ;    BackEndCrushSoundPercent  = 50
8703  ;    FrontEndCrushSoundPercent = 50
8704  ;  End
8705  ;  Behavior = SlowDeathBehavior ModuleTag_11
8706  ;    DeathTypes = NONE +CRUSHED +SPLATTED
8707  ;    SinkDelay = 14000
8708  ;    SinkRate = 2     ; in Dist/Sec
8709  ;    DestructionDelay = 20000
8710  ;  End
8711  ;
8712  ;  Behavior = FXListDie ModuleTag_05
8713  ;    DeathTypes = NONE +CRUSHED +SPLATTED
8714  ;    DeathFX = FX_CarCrush
8715  ;  End
8716  ;  Behavior = CreateObjectDie ModuleTag_06
8717  ;    DeathTypes = ALL -CRUSHED -SPLATTED
8718  ;    CreationList = OCL_GenericCarExplode
8719  ;  End
8720  ;  Behavior = FXListDie ModuleTag_07
8721  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
8722  ;    DeathFX = FX_GenericCarExplode
8723  ;  End
8724  ;  Behavior = CreateObjectDie ModuleTag_08
8725  ;    DeathTypes = NONE +SUICIDED
8726  ;    CreationList = OCL_BurnedCarHull
8727  ;  End
8728  
8729    Behavior = AIUpdateInterface ModuleTag_09
8730    End
8731    Locomotor = SET_NORMAL BasicCarLocomotor
8732    Locomotor = SET_WANDER WanderCarLocomotor
8733    Locomotor = SET_PANIC PanicCarLocomotor
8734  
8735    Behavior = PhysicsBehavior ModuleTag_10
8736      Mass = 30.0
8737    End
8738  
8739    Behavior = FlammableUpdate ModuleTag_21
8740      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
8741      AflameDamageAmount = 5       ; taking this much damage...
8742      AflameDamageDelay = 500       ; this often.
8743    End
8744  
8745    Geometry        = BOX
8746    GeometryIsSmall = Yes
8747    GeometryMajorRadius = 11.0
8748    GeometryMinorRadius = 4.0
8749    GeometryHeight  = 7.0
8750    Shadow          = SHADOW_VOLUME
8751  
8752  End
8753  
8754  
8755  ;-------------------------------------------------------------------
8756  Object FarmerTruck
8757  
8758    ; *** ART Parameters ***
8759    SelectPortrait         = SUTerrorist_L
8760    ButtonImage            = SUTerrorist
8761  
8762    Draw = W3DModelDraw ModuleTag_01
8763      ConditionState = NONE
8764        Model = CVFrmrtk
8765      End
8766      
8767      ConditionState = REALLYDAMAGED
8768        Model = CVFrmrtk_D
8769      End
8770      
8771      ConditionState = RUBBLE
8772        Model = CVFrmrtk_D
8773      End
8774    End
8775  
8776    ; ***DESIGN parameters ***
8777    DisplayName      = OBJECT:AsianCar
8778    EditorSorting   = VEHICLE
8779   
8780    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
8781    WeaponSet
8782      Conditions = None
8783      Weapon = PRIMARY None
8784    End
8785    WeaponSet
8786      Conditions = CARBOMB
8787      Weapon = PRIMARY  SuicideCarBomb
8788    End
8789   
8790    ArmorSet
8791      Armor           = TruckArmor
8792      DamageFX        = CrushableCarDamageFX
8793    End
8794    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
8795    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
8796    CommandSet = CivilianCarBombCommandSet
8797  
8798    ; *** AUDIO Parameters ***
8799    SoundMoveStart = CarMoveStart
8800  
8801  
8802    ; *** ENGINEERING Parameters ***  
8803    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
8804    RadarPriority   = LOCAL_UNIT_ONLY
8805  
8806    Body            = ActiveBody ModuleTag_02
8807      MaxHealth       = 100.0
8808      InitialHealth   = 100.0
8809    End
8810  
8811  
8812  
8813    Behavior = DestroyDie ModuleTag_03
8814      DeathTypes = ALL -CRUSHED -SPLATTED
8815    End
8816    Behavior = CrushDie ModuleTag_04
8817      DeathTypes = NONE +CRUSHED +SPLATTED
8818      TotalCrushSound     = CarAlarm
8819      BackEndCrushSound   = CarAlarm
8820      FrontEndCrushSound  = CarAlarm
8821      TotalCrushSoundPercent    = 50   
8822      BackEndCrushSoundPercent  = 50
8823      FrontEndCrushSoundPercent = 50
8824    End
8825    Behavior = SlowDeathBehavior ModuleTag_11
8826      DeathTypes = NONE +CRUSHED +SPLATTED
8827      SinkDelay = 14000
8828      SinkRate = 2     ; in Dist/Sec
8829      DestructionDelay = 20000
8830    End
8831  
8832    Behavior = FXListDie ModuleTag_05
8833      DeathTypes = NONE +CRUSHED +SPLATTED
8834      DeathFX = FX_CarCrush
8835    End
8836    Behavior = CreateObjectDie ModuleTag_06
8837      DeathTypes = ALL -CRUSHED -SPLATTED
8838      CreationList = OCL_GenericCarExplode
8839    End
8840    Behavior = FXListDie ModuleTag_07
8841      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
8842      DeathFX = FX_GenericCarExplode
8843    End
8844    Behavior = CreateObjectDie ModuleTag_08
8845      DeathTypes = NONE +SUICIDED
8846      CreationList = OCL_BurnedCarHull
8847    End
8848  
8849    Behavior = AIUpdateInterface ModuleTag_09
8850    End
8851    Locomotor = SET_NORMAL BasicCarLocomotor
8852    Locomotor = SET_WANDER WanderCarLocomotor
8853    Locomotor = SET_PANIC PanicCarLocomotor
8854  
8855    Behavior = PhysicsBehavior ModuleTag_10
8856      Mass = 30.0
8857    End
8858  
8859    Behavior = FlammableUpdate ModuleTag_21
8860      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
8861      AflameDamageAmount = 5       ; taking this much damage...
8862      AflameDamageDelay = 500       ; this often.
8863    End
8864  
8865    Geometry        = BOX
8866    GeometryIsSmall = Yes
8867    GeometryMajorRadius = 11.0
8868    GeometryMinorRadius = 4.0
8869    GeometryHeight  = 7.0
8870    Shadow          = SHADOW_VOLUME
8871  
8872  End
8873  
8874  
8875  ;-------------------------------------------------------------------
8876  
8877  Object CarAsian2
8878  
8879    ; *** ART Parameters ***
8880    SelectPortrait         = SUTerrorist_L
8881    ButtonImage            = SUTerrorist
8882  
8883   Draw = W3DModelDraw ModuleTag_01
8884      ConditionState = NONE
8885        Model = CVASNCAR2
8886      End
8887     
8888      ConditionState = REALLYDAMAGED
8889        Model = CVASNCAR2_D
8890      End
8891      
8892      ConditionState = RUBBLE
8893        Model = CVASNCAR2_D
8894      End
8895    End
8896  
8897    ; ***DESIGN parameters ***
8898    DisplayName      = OBJECT:AsianCar
8899    EditorSorting   = VEHICLE
8900   
8901    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
8902    WeaponSet
8903      Conditions = None
8904      Weapon = PRIMARY None
8905    End
8906    WeaponSet
8907      Conditions = CARBOMB
8908      Weapon = PRIMARY  SuicideCarBomb
8909    End
8910   
8911    ArmorSet
8912      Armor           = TruckArmor
8913      DamageFX        = CrushableCarDamageFX
8914    End
8915    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
8916    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
8917    CommandSet = CivilianCarBombCommandSet
8918  
8919    ; *** AUDIO Parameters ***
8920    SoundMoveStart = CarMoveStart
8921  
8922  
8923    ; *** ENGINEERING Parameters ***  
8924    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
8925    RadarPriority   = LOCAL_UNIT_ONLY
8926  
8927    Body            = ActiveBody ModuleTag_02
8928      MaxHealth       = 100.0
8929      InitialHealth   = 100.0
8930    End
8931  
8932  
8933  
8934    Behavior = DestroyDie ModuleTag_03
8935      DeathTypes = ALL -CRUSHED -SPLATTED
8936    End
8937    Behavior = CrushDie ModuleTag_04
8938      DeathTypes = NONE +CRUSHED +SPLATTED
8939      TotalCrushSound     = CarAlarm
8940      BackEndCrushSound   = CarAlarm
8941      FrontEndCrushSound  = CarAlarm
8942      TotalCrushSoundPercent    = 50   
8943      BackEndCrushSoundPercent  = 50
8944      FrontEndCrushSoundPercent = 50
8945    End
8946    Behavior = SlowDeathBehavior ModuleTag_11
8947      DeathTypes = NONE +CRUSHED +SPLATTED
8948      SinkDelay = 14000
8949      SinkRate = 2     ; in Dist/Sec
8950      DestructionDelay = 20000
8951    End
8952  
8953    Behavior = FXListDie ModuleTag_05
8954      DeathTypes = NONE +CRUSHED +SPLATTED
8955      DeathFX = FX_CarCrush
8956    End
8957    Behavior = CreateObjectDie ModuleTag_06
8958      DeathTypes = ALL -CRUSHED -SPLATTED
8959      CreationList = OCL_GenericCarExplode
8960    End
8961    Behavior = FXListDie ModuleTag_07
8962      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
8963      DeathFX = FX_GenericCarExplode
8964    End
8965    Behavior = CreateObjectDie ModuleTag_08
8966      DeathTypes = NONE +SUICIDED
8967      CreationList = OCL_BurnedCarHull
8968    End
8969  
8970    Behavior = AIUpdateInterface ModuleTag_09
8971    End
8972    Locomotor = SET_NORMAL BasicCarLocomotor
8973    Locomotor = SET_WANDER WanderCarLocomotor
8974    Locomotor = SET_PANIC PanicCarLocomotor
8975  
8976    Behavior = PhysicsBehavior ModuleTag_10
8977      Mass = 30.0
8978    End
8979  
8980    Behavior = FlammableUpdate ModuleTag_21
8981      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
8982      AflameDamageAmount = 5       ; taking this much damage...
8983      AflameDamageDelay = 500       ; this often.
8984    End
8985  
8986    Geometry        = BOX
8987    GeometryIsSmall = Yes
8988    GeometryMajorRadius = 11.0
8989    GeometryMinorRadius = 4.0
8990    GeometryHeight  = 7.0
8991    Shadow          = SHADOW_VOLUME
8992  
8993  End
8994  
8995  ;------------------------------------------------------------------------------
8996  Object TractorBackhoe
8997  
8998    ; *** ART Parameters ***
8999    SelectPortrait         = SUTerrorist_L
9000    ButtonImage            = SUTerrorist
9001  
9002    ;Draw = W3DModelDraw ModuleTag_01
9003    Draw = W3DTruckDraw ModuleTag_TruckDraw
9004      ConditionState = NONE
9005        Model = CVBACKHOE
9006      End
9007      
9008      ConditionState = REALLYDAMAGED
9009        Model = CVBACKHOE_D
9010      End
9011      
9012      ConditionState = RUBBLE
9013        Model = CVBACKHOE_D1
9014      End
9015      
9016      LeftFrontTireBone = Tire01
9017      RightFrontTireBone = Tire02
9018      LeftRearTireBone = Tire03
9019      RightRearTireBone = Tire04
9020      TireRotationMultiplier = 0.2   ; this * speed = rotation.
9021      PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.
9022  
9023    End
9024  
9025    ; ***DESIGN parameters ***
9026    DisplayName      = OBJECT:Backhoe
9027    EditorSorting   = VEHICLE
9028   
9029    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
9030    WeaponSet
9031      Conditions = None
9032      Weapon = PRIMARY None
9033    End
9034    WeaponSet
9035      Conditions = CARBOMB
9036      Weapon = PRIMARY  SuicideCarBomb
9037    End
9038   
9039    ArmorSet
9040      Armor           = TruckArmor
9041      DamageFX        = CrushableCarDamageFX
9042    End
9043    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
9044    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
9045    CommandSet = CivilianCarBombCommandSet
9046  
9047    ; *** AUDIO Parameters ***
9048    SoundMoveStart = CarMoveStart
9049  
9050  
9051    ; *** ENGINEERING Parameters ***  
9052    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
9053    RadarPriority   = LOCAL_UNIT_ONLY
9054  
9055    Body            = ActiveBody ModuleTag_02
9056      MaxHealth       = 100.0
9057      InitialHealth   = 100.0
9058    End
9059  
9060    Behavior = DestroyDie ModuleTag_DeathTag03
9061      ;nothing
9062    End
9063    Behavior = CreateObjectDie ModuleTag_DeathTag04
9064      CreationList = OCL_GenericCarExplode
9065    End
9066    Behavior = FXListDie ModuleTag_DeathTag05
9067      DeathFX = FX_GenericCarExplode
9068    End
9069  
9070    ;Behavior = DestroyDie ModuleTag_03
9071    ;  DeathTypes = ALL -CRUSHED -SPLATTED
9072    ;End
9073    ;Behavior = CrushDie ModuleTag_04
9074    ;  DeathTypes = NONE +CRUSHED +SPLATTED
9075    ;  TotalCrushSound     = CarAlarm
9076    ;  BackEndCrushSound   = CarAlarm
9077    ;  FrontEndCrushSound  = CarAlarm
9078    ;  TotalCrushSoundPercent    = 50   
9079    ;  BackEndCrushSoundPercent  = 50
9080    ;  FrontEndCrushSoundPercent = 50
9081    ;End
9082    ;Behavior = SlowDeathBehavior ModuleTag_11
9083    ;  DeathTypes = NONE +CRUSHED +SPLATTED
9084    ;  SinkDelay = 14000
9085    ;  SinkRate = 2     ; in Dist/Sec
9086    ;  DestructionDelay = 20000
9087    ;End
9088  
9089    ;Behavior = FXListDie ModuleTag_05
9090    ;  DeathTypes = NONE +CRUSHED +SPLATTED
9091    ;  DeathFX = FX_CarCrush
9092    ;End
9093    ;Behavior = CreateObjectDie ModuleTag_06
9094    ;  DeathTypes = ALL -CRUSHED -SPLATTED
9095    ;  CreationList = OCL_GenericCarExplode
9096    ;End
9097    ;Behavior = FXListDie ModuleTag_07
9098    ;  DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
9099    ;  DeathFX = FX_GenericCarExplode
9100    ;End
9101    ;Behavior = CreateObjectDie ModuleTag_08
9102    ;  DeathTypes = NONE +SUICIDED
9103    ;  CreationList = OCL_BurnedCarHull
9104    ;End
9105  
9106    Behavior = AIUpdateInterface ModuleTag_09
9107    End
9108    Locomotor = SET_NORMAL BasicCarLocomotor
9109    Locomotor = SET_WANDER WanderCarLocomotor
9110    Locomotor = SET_PANIC PanicCarLocomotor
9111  
9112    Behavior = PhysicsBehavior ModuleTag_10
9113      Mass = 30.0
9114    End
9115  
9116    Behavior = FlammableUpdate ModuleTag_21
9117      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
9118      AflameDamageAmount = 5       ; taking this much damage...
9119      AflameDamageDelay = 500       ; this often.
9120    End
9121  
9122    Geometry        = BOX
9123    GeometryIsSmall = Yes
9124    GeometryMajorRadius = 11.0
9125    GeometryMinorRadius = 4.0
9126    GeometryHeight  = 7.0
9127    Shadow          = SHADOW_VOLUME
9128  
9129  End
9130  
9131  
9132  ;------------------------------------------------------------------------------
9133  Object ForkliftLarge
9134  
9135    ; *** ART Parameters ***
9136    SelectPortrait         = SUTerrorist_L
9137    ButtonImage            = SUTerrorist
9138  
9139    Draw = W3DModelDraw ModuleTag_01
9140      ConditionState = NONE
9141        Model = CVCARGOBM
9142      End
9143    End
9144  
9145    ; ***DESIGN parameters ***
9146    DisplayName      = OBJECT:LargeForklift
9147    EditorSorting   = VEHICLE
9148   
9149    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
9150    WeaponSet
9151      Conditions = None
9152      Weapon = PRIMARY None
9153    End
9154    WeaponSet
9155      Conditions = CARBOMB
9156      Weapon = PRIMARY  SuicideCarBomb
9157    End
9158   
9159    ArmorSet
9160      Armor           = TruckArmor
9161      DamageFX        = CrushableCarDamageFX
9162    End
9163    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
9164    CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
9165    CommandSet = CivilianCarBombCommandSet
9166  
9167    ; *** AUDIO Parameters ***
9168    SoundMoveStart = CarMoveStart
9169  
9170  
9171    ; *** ENGINEERING Parameters ***  
9172    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
9173    RadarPriority   = LOCAL_UNIT_ONLY
9174  
9175    Body            = ActiveBody ModuleTag_02
9176      MaxHealth       = 100.0
9177      InitialHealth   = 100.0
9178    End
9179  
9180    Behavior = DestroyDie ModuleTag_DeathTag03
9181      ;nothing
9182    End
9183    Behavior = CreateObjectDie ModuleTag_DeathTag04
9184      CreationList = OCL_GenericCarExplode
9185    End
9186    Behavior = FXListDie ModuleTag_DeathTag05
9187      DeathFX = FX_GenericCarExplode
9188    End
9189  
9190  
9191  ;  Behavior = DestroyDie ModuleTag_03
9192  ;    DeathTypes = ALL -CRUSHED -SPLATTED
9193  ;  End
9194  ;  Behavior = CrushDie ModuleTag_04
9195  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9196  ;    TotalCrushSound     = CarAlarm
9197  ;    BackEndCrushSound   = CarAlarm
9198  ;    FrontEndCrushSound  = CarAlarm
9199  ;    TotalCrushSoundPercent    = 50   
9200  ;    BackEndCrushSoundPercent  = 50
9201  ;    FrontEndCrushSoundPercent = 50
9202  ;  End
9203  ;  Behavior = SlowDeathBehavior ModuleTag_11
9204  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9205  ;    SinkDelay = 14000
9206  ;    SinkRate = 2     ; in Dist/Sec
9207  ;    DestructionDelay = 20000
9208  ;  End
9209  
9210  ;  Behavior = FXListDie ModuleTag_05
9211  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9212  ;    DeathFX = FX_CarCrush
9213  ;  End
9214  ;  Behavior = CreateObjectDie ModuleTag_06
9215  ;    DeathTypes = ALL -CRUSHED -SPLATTED
9216  ;    CreationList = OCL_GenericCarExplode
9217  ;  End
9218  ;  Behavior = FXListDie ModuleTag_07
9219  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
9220  ;    DeathFX = FX_GenericCarExplode
9221  ;  End
9222  ;  Behavior = CreateObjectDie ModuleTag_08
9223  ;    DeathTypes = NONE +SUICIDED
9224  ;    CreationList = OCL_BurnedCarHull
9225  ;  End
9226  
9227    Behavior = AIUpdateInterface ModuleTag_09
9228    End
9229    Locomotor = SET_NORMAL BasicCarLocomotor
9230    Locomotor = SET_WANDER WanderCarLocomotor
9231    Locomotor = SET_PANIC PanicCarLocomotor
9232  
9233    Behavior = PhysicsBehavior ModuleTag_10
9234      Mass = 30.0
9235    End
9236  
9237    Behavior = FlammableUpdate ModuleTag_21
9238      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
9239      AflameDamageAmount = 5       ; taking this much damage...
9240      AflameDamageDelay = 500       ; this often.
9241    End
9242  
9243    Geometry        = BOX
9244    GeometryIsSmall = Yes
9245    GeometryMajorRadius = 11.0
9246    GeometryMinorRadius = 4.0
9247    GeometryHeight  = 7.0
9248    Shadow          = SHADOW_VOLUME
9249  
9250  End
9251  
9252  ;------------------------------------------------------------------------------
9253  Object AircraftCropDuster
9254  
9255    ; *** ART Parameters ***
9256  
9257    Draw = W3DModelDraw ModuleTag_01
9258      ConditionState = NONE
9259        Model = CVCDTPLN
9260      End
9261      
9262      ConditionState = REALLYDAMAGED
9263        Model = CVCDTPLN_D
9264      End
9265      
9266      ConditionState = RUBBLE
9267        Model = CVCDTPLN
9268      End
9269    End
9270  
9271    ; ***DESIGN parameters ***
9272    DisplayName      = OBJECT:CropDuster
9273    EditorSorting   = VEHICLE
9274   
9275    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
9276    WeaponSet
9277      Conditions = None
9278      Weapon = PRIMARY None
9279    End
9280  ;  WeaponSet
9281  ;    Conditions = CARBOMB
9282  ;    Weapon = PRIMARY  SuicideCarBomb
9283  ;  End
9284   
9285    ArmorSet
9286      Armor           = TruckArmor
9287      DamageFX        = CrushableCarDamageFX
9288    End
9289    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
9290    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
9291    CommandSet = GenericCommandSet
9292  
9293    ; *** AUDIO Parameters ***
9294    SoundAmbient = CivPropPlaneAmbientLoop
9295  
9296  
9297    ; *** ENGINEERING Parameters ***  
9298    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
9299    RadarPriority   = LOCAL_UNIT_ONLY
9300  
9301    Body            = ActiveBody ModuleTag_02
9302      MaxHealth       = 100.0
9303      InitialHealth   = 100.0
9304    End
9305  
9306    Behavior = DestroyDie ModuleTag_DeathTag03
9307      ;nothing
9308    End
9309    Behavior = CreateObjectDie ModuleTag_DeathTag04
9310      CreationList = OCL_GenericCarExplode
9311    End
9312    Behavior = FXListDie ModuleTag_DeathTag05
9313      DeathFX = FX_GenericCarExplode
9314    End
9315  
9316  ;  Behavior = DestroyDie ModuleTag_03
9317  ;    DeathTypes = ALL -CRUSHED -SPLATTED
9318  ;  End
9319  ;  Behavior = CrushDie ModuleTag_04
9320  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9321  ;    TotalCrushSound     = CarAlarm
9322  ;    BackEndCrushSound   = CarAlarm
9323  ;    FrontEndCrushSound  = CarAlarm
9324  ;    TotalCrushSoundPercent    = 50   
9325  ;    BackEndCrushSoundPercent  = 50
9326  ;    FrontEndCrushSoundPercent = 50
9327  ;  End
9328  ;  Behavior = SlowDeathBehavior ModuleTag_11
9329  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9330  ;    SinkDelay = 14000
9331  ;    SinkRate = 2     ; in Dist/Sec
9332  ;    DestructionDelay = 20000
9333  ;  End
9334  ;
9335  ;  Behavior = FXListDie ModuleTag_05
9336  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9337  ;    DeathFX = FX_CarCrush
9338  ;  End
9339  ;  Behavior = CreateObjectDie ModuleTag_06
9340  ;    DeathTypes = ALL -CRUSHED -SPLATTED
9341  ;    CreationList = OCL_GenericCarExplode
9342  ;  End
9343  ;  Behavior = FXListDie ModuleTag_07
9344  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
9345  ;   DeathFX = FX_GenericCarExplode
9346  ;  End
9347  ;  Behavior = CreateObjectDie ModuleTag_08
9348  ;    DeathTypes = NONE +SUICIDED
9349  ;    CreationList = OCL_BurnedCarHull
9350  ;  End
9351  
9352    Behavior = AIUpdateInterface ModuleTag_09
9353    End
9354    Locomotor = SET_NORMAL BasicCarLocomotor
9355    Locomotor = SET_WANDER WanderCarLocomotor
9356    Locomotor = SET_PANIC PanicCarLocomotor
9357  
9358    Behavior = PhysicsBehavior ModuleTag_10
9359      Mass = 30.0
9360    End
9361  
9362    Behavior = FlammableUpdate ModuleTag_21
9363      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
9364      AflameDamageAmount = 5       ; taking this much damage...
9365      AflameDamageDelay = 500       ; this often.
9366    End
9367  
9368    Geometry        = BOX
9369    GeometryIsSmall = Yes
9370    GeometryMajorRadius = 11.0
9371    GeometryMinorRadius = 4.0
9372    GeometryHeight  = 7.0
9373    Shadow          = SHADOW_VOLUME
9374  
9375  End
9376  
9377  ;------------------------------------------------------------------------------
9378  Object AircraftCessna
9379  
9380    ; *** ART Parameters ***
9381  
9382    Draw = W3DModelDraw ModuleTag_01
9383      ConditionState = NONE
9384        Model = CVCESSNA
9385      End
9386      
9387      ConditionState = REALLYDAMAGED
9388        Model = CVCESSNA_D
9389      End
9390      
9391      ConditionState = RUBBLE
9392        Model = CVCESSNA_D
9393      End
9394    End
9395  
9396    ; ***DESIGN parameters ***
9397    DisplayName      = OBJECT:Cessna
9398    EditorSorting   = VEHICLE
9399   
9400    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
9401    WeaponSet
9402      Conditions = None
9403      Weapon = PRIMARY None
9404    End
9405    WeaponSet
9406      Conditions = CARBOMB
9407      Weapon = PRIMARY  SuicideCarBomb
9408    End
9409   
9410    ArmorSet
9411      Armor           = TruckArmor
9412      DamageFX        = CrushableCarDamageFX
9413    End
9414    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
9415    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
9416    CommandSet = CivilianCarBombCommandSet
9417  
9418    ; *** AUDIO Parameters ***
9419    SoundAmbient = CivPropPlaneAmbientLoop
9420  
9421  
9422    ; *** ENGINEERING Parameters ***  
9423    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
9424    RadarPriority   = LOCAL_UNIT_ONLY
9425  
9426    Body            = ActiveBody ModuleTag_02
9427      MaxHealth       = 100.0
9428      InitialHealth   = 100.0
9429    End
9430  
9431  
9432  
9433    Behavior = DestroyDie ModuleTag_03
9434      DeathTypes = ALL -CRUSHED -SPLATTED
9435    End
9436    Behavior = CrushDie ModuleTag_04
9437      DeathTypes = NONE +CRUSHED +SPLATTED
9438      TotalCrushSound     = CarAlarm
9439      BackEndCrushSound   = CarAlarm
9440      FrontEndCrushSound  = CarAlarm
9441      TotalCrushSoundPercent    = 50   
9442      BackEndCrushSoundPercent  = 50
9443      FrontEndCrushSoundPercent = 50
9444    End
9445    Behavior = SlowDeathBehavior ModuleTag_11
9446      DeathTypes = NONE +CRUSHED +SPLATTED
9447      SinkDelay = 14000
9448      SinkRate = 2     ; in Dist/Sec
9449      DestructionDelay = 20000
9450    End
9451  
9452    Behavior = FXListDie ModuleTag_05
9453      DeathTypes = NONE +CRUSHED +SPLATTED
9454      DeathFX = FX_CarCrush
9455    End
9456    Behavior = CreateObjectDie ModuleTag_06
9457      DeathTypes = ALL -CRUSHED -SPLATTED
9458      CreationList = OCL_GenericCarExplode
9459    End
9460    Behavior = FXListDie ModuleTag_07
9461      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
9462      DeathFX = FX_GenericCarExplode
9463    End
9464    Behavior = CreateObjectDie ModuleTag_08
9465      DeathTypes = NONE +SUICIDED
9466      CreationList = OCL_BurnedCarHull
9467    End
9468  
9469    Behavior = AIUpdateInterface ModuleTag_09
9470    End
9471    Locomotor = SET_NORMAL BasicCarLocomotor
9472    Locomotor = SET_WANDER WanderCarLocomotor
9473    Locomotor = SET_PANIC PanicCarLocomotor
9474  
9475    Behavior = PhysicsBehavior ModuleTag_10
9476      Mass = 30.0
9477    End
9478  
9479    Behavior = FlammableUpdate ModuleTag_21
9480      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
9481      AflameDamageAmount = 5       ; taking this much damage...
9482      AflameDamageDelay = 500       ; this often.
9483    End
9484  
9485    Geometry        = BOX
9486    GeometryIsSmall = Yes
9487    GeometryMajorRadius = 11.0
9488    GeometryMinorRadius = 4.0
9489    GeometryHeight  = 7.0
9490    Shadow          = SHADOW_VOLUME
9491  
9492  End
9493  
9494  ;------------------------------------------------------------------------------
9495  Object TruckChicken
9496  
9497    ; *** ART Parameters ***
9498    SelectPortrait         = SUTerrorist_L
9499    ButtonImage            = SUTerrorist
9500  
9501    Draw = W3DModelDraw ModuleTag_01
9502      ConditionState = NONE
9503        Model = CVCHKNTRK
9504      End
9505    End
9506  
9507    ; ***DESIGN parameters ***
9508    DisplayName      = OBJECT:ChickenTruck
9509    EditorSorting   = VEHICLE
9510   
9511    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
9512    WeaponSet
9513      Conditions = None
9514      Weapon = PRIMARY None
9515    End
9516    WeaponSet
9517      Conditions = CARBOMB
9518      Weapon = PRIMARY  SuicideCarBomb
9519    End
9520   
9521    ArmorSet
9522      Armor           = TruckArmor
9523      DamageFX        = CrushableCarDamageFX
9524    End
9525    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
9526    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
9527    CommandSet = CivilianCarBombCommandSet
9528  
9529    ; *** AUDIO Parameters ***
9530    SoundMoveStart = CarMoveStart
9531  
9532  
9533    ; *** ENGINEERING Parameters ***  
9534    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
9535    RadarPriority   = LOCAL_UNIT_ONLY
9536  
9537    Body            = ActiveBody ModuleTag_02
9538      MaxHealth       = 100.0
9539      InitialHealth   = 100.0
9540    End
9541  
9542  
9543    Behavior = DestroyDie ModuleTag_DeathTag03
9544      ;nothing
9545    End
9546    Behavior = CreateObjectDie ModuleTag_DeathTag04
9547      CreationList = OCL_GenericCarExplode
9548    End
9549    Behavior = FXListDie ModuleTag_DeathTag05
9550      DeathFX = FX_GenericCarExplode
9551    End
9552  
9553  
9554  ;  Behavior = DestroyDie ModuleTag_03
9555  ;    DeathTypes = ALL -CRUSHED -SPLATTED
9556  ;  End
9557  ;  Behavior = CrushDie ModuleTag_04
9558  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9559  ;    TotalCrushSound     = CarAlarm
9560  ;    BackEndCrushSound   = CarAlarm
9561  ;    FrontEndCrushSound  = CarAlarm
9562  ;    TotalCrushSoundPercent    = 50   
9563  ;    BackEndCrushSoundPercent  = 50
9564  ;    FrontEndCrushSoundPercent = 50
9565  ;  End
9566  ;  Behavior = SlowDeathBehavior ModuleTag_11
9567  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9568  ;    SinkDelay = 14000
9569  ;    SinkRate = 2     ; in Dist/Sec
9570  ;    DestructionDelay = 20000
9571  ;  End
9572  ;
9573  ;  Behavior = FXListDie ModuleTag_05
9574  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9575  ;    DeathFX = FX_CarCrush
9576  ;  End
9577  ;  Behavior = CreateObjectDie ModuleTag_06
9578  ;    DeathTypes = ALL -CRUSHED -SPLATTED
9579  ;    CreationList = OCL_GenericCarExplode
9580  ;  End
9581  ;  Behavior = FXListDie ModuleTag_07
9582  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
9583  ;    DeathFX = FX_GenericCarExplode
9584  ;  End
9585  ;  Behavior = CreateObjectDie ModuleTag_08
9586  ;    DeathTypes = NONE +SUICIDED
9587  ;    CreationList = OCL_BurnedCarHull
9588  ;  End
9589  
9590    Behavior = AIUpdateInterface ModuleTag_09
9591    End
9592    Locomotor = SET_NORMAL BasicCarLocomotor
9593    Locomotor = SET_WANDER WanderCarLocomotor
9594    Locomotor = SET_PANIC PanicCarLocomotor
9595  
9596    Behavior = PhysicsBehavior ModuleTag_10
9597      Mass = 30.0
9598    End
9599  
9600    Behavior = FlammableUpdate ModuleTag_21
9601      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
9602      AflameDamageAmount = 5       ; taking this much damage...
9603      AflameDamageDelay = 500       ; this often.
9604    End
9605  
9606    Geometry        = BOX
9607    GeometryIsSmall = Yes
9608    GeometryMajorRadius = 11.0
9609    GeometryMinorRadius = 4.0
9610    GeometryHeight  = 7.0
9611    Shadow          = SHADOW_VOLUME
9612  
9613  End
9614  
9615  ;------------------------------------------------------------------------------
9616  Object TractorCombine
9617  
9618    ; *** ART Parameters ***
9619    SelectPortrait         = SUTerrorist_L
9620    ButtonImage            = SUTerrorist
9621  
9622    Draw = W3DModelDraw ModuleTag_01
9623      ConditionState = NONE
9624        Model = CVCOMBINE
9625      End
9626    End
9627  
9628    ; ***DESIGN parameters ***
9629    DisplayName      = OBJECT:Combine
9630    EditorSorting   = VEHICLE
9631   
9632    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
9633    WeaponSet
9634      Conditions = None
9635      Weapon = PRIMARY None
9636    End
9637    WeaponSet
9638      Conditions = CARBOMB
9639      Weapon = PRIMARY  SuicideCarBomb
9640    End
9641   
9642    ArmorSet
9643      Armor           = TruckArmor
9644      DamageFX        = CrushableCarDamageFX
9645    End
9646    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
9647    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
9648    CommandSet = CivilianCarBombCommandSet
9649  
9650    ; *** AUDIO Parameters ***
9651    SoundMoveStart = CarMoveStart
9652  
9653  
9654    ; *** ENGINEERING Parameters ***  
9655    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
9656    RadarPriority   = LOCAL_UNIT_ONLY
9657  
9658    Body            = ActiveBody ModuleTag_02
9659      MaxHealth       = 100.0
9660      InitialHealth   = 100.0
9661    End
9662  
9663    Behavior = DestroyDie ModuleTag_DeathTag03
9664      ;nothing
9665    End
9666    Behavior = CreateObjectDie ModuleTag_DeathTag04
9667      CreationList = OCL_GenericCarExplode
9668    End
9669    Behavior = FXListDie ModuleTag_DeathTag05
9670      DeathFX = FX_GenericCarExplode
9671    End
9672  
9673   ; Behavior = DestroyDie ModuleTag_03
9674   ;   DeathTypes = ALL -CRUSHED -SPLATTED
9675   ; End
9676   ; Behavior = CrushDie ModuleTag_04
9677   ;   DeathTypes = NONE +CRUSHED +SPLATTED
9678   ;   TotalCrushSound     = CarAlarm
9679   ;   BackEndCrushSound   = CarAlarm
9680   ;   FrontEndCrushSound  = CarAlarm
9681   ;   TotalCrushSoundPercent    = 50   
9682   ;   BackEndCrushSoundPercent  = 50
9683   ;   FrontEndCrushSoundPercent = 50
9684   ; End
9685   ; Behavior = SlowDeathBehavior ModuleTag_11
9686   ;   DeathTypes = NONE +CRUSHED +SPLATTED
9687   ;   SinkDelay = 14000
9688   ;   SinkRate = 2     ; in Dist/Sec
9689   ;   DestructionDelay = 20000
9690   ; End
9691   ;
9692   ; Behavior = FXListDie ModuleTag_05
9693   ;   DeathTypes = NONE +CRUSHED +SPLATTED
9694   ;   DeathFX = FX_CarCrush
9695   ; End
9696   ; Behavior = CreateObjectDie ModuleTag_06
9697   ;   DeathTypes = ALL -CRUSHED -SPLATTED
9698   ;   CreationList = OCL_GenericCarExplode
9699   ; End
9700   ; Behavior = FXListDie ModuleTag_07
9701   ;   DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
9702   ;   DeathFX = FX_GenericCarExplode
9703   ; End
9704   ; Behavior = CreateObjectDie ModuleTag_08
9705   ;   DeathTypes = NONE +SUICIDED
9706   ;   CreationList = OCL_BurnedCarHull
9707   ; End
9708  
9709    Behavior = AIUpdateInterface ModuleTag_09
9710    End
9711    Locomotor = SET_NORMAL BasicCarLocomotor
9712    Locomotor = SET_WANDER WanderCarLocomotor
9713    Locomotor = SET_PANIC PanicCarLocomotor
9714  
9715    Behavior = PhysicsBehavior ModuleTag_10
9716      Mass = 30.0
9717    End
9718  
9719    Behavior = FlammableUpdate ModuleTag_21
9720      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
9721      AflameDamageAmount = 5       ; taking this much damage...
9722      AflameDamageDelay = 500       ; this often.
9723    End
9724  
9725    Geometry        = BOX
9726    GeometryIsSmall = Yes
9727    GeometryMajorRadius = 11.0
9728    GeometryMinorRadius = 4.0
9729    GeometryHeight  = 7.0
9730    Shadow          = SHADOW_VOLUME
9731  
9732  End
9733  
9734  ;------------------------------------------------------------------------------
9735  Object CarEuroVan1
9736  
9737    ; *** ART Parameters ***
9738    SelectPortrait         = SUTerrorist_L
9739    ButtonImage            = SUTerrorist
9740  
9741    Draw = W3DModelDraw ModuleTag_01
9742      ConditionState = NONE
9743        Model = CVEUROVAN1
9744      End
9745    End
9746  
9747    ; ***DESIGN parameters ***
9748    DisplayName      = OBJECT:EuroVan
9749    EditorSorting   = VEHICLE
9750   
9751    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
9752    WeaponSet
9753      Conditions = None
9754      Weapon = PRIMARY None
9755    End
9756    WeaponSet
9757      Conditions = CARBOMB
9758      Weapon = PRIMARY  SuicideCarBomb
9759    End
9760   
9761    ArmorSet
9762      Armor           = TruckArmor
9763      DamageFX        = CrushableCarDamageFX
9764    End
9765    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
9766    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
9767    CommandSet = CivilianCarBombCommandSet
9768  
9769    ; *** AUDIO Parameters ***
9770    SoundMoveStart = CarMoveStart
9771  
9772  
9773    ; *** ENGINEERING Parameters ***  
9774    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
9775    RadarPriority   = LOCAL_UNIT_ONLY
9776  
9777    Body            = ActiveBody ModuleTag_02
9778      MaxHealth       = 100.0
9779      InitialHealth   = 100.0
9780    End
9781  
9782    Behavior = DestroyDie ModuleTag_DeathTag03
9783      ;nothing
9784    End
9785    Behavior = CreateObjectDie ModuleTag_DeathTag04
9786      CreationList = OCL_GenericCarExplode
9787    End
9788    Behavior = FXListDie ModuleTag_DeathTag05
9789      DeathFX = FX_GenericCarExplode
9790    End
9791  
9792  ;  Behavior = DestroyDie ModuleTag_03
9793  ;    DeathTypes = ALL -CRUSHED -SPLATTED
9794  ;  End
9795  ;  Behavior = CrushDie ModuleTag_04;
9796  ;   DeathTypes = NONE +CRUSHED +SPLATTED
9797  ;    TotalCrushSound     = CarAlarm
9798  ;    BackEndCrushSound   = CarAlarm
9799  ;    FrontEndCrushSound  = CarAlarm
9800  ;    TotalCrushSoundPercent    = 50   
9801  ;    BackEndCrushSoundPercent  = 50
9802  ;    FrontEndCrushSoundPercent = 50
9803  ;  End
9804  ;  Behavior = SlowDeathBehavior ModuleTag_11
9805  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9806  ;    SinkDelay = 14000
9807  ;    SinkRate = 2     ; in Dist/Sec
9808  ;    DestructionDelay = 20000
9809  ;  End
9810  
9811  ;  Behavior = FXListDie ModuleTag_05
9812  ;    DeathTypes = NONE +CRUSHED +SPLATTED
9813  ;    DeathFX = FX_CarCrush
9814  ;  End
9815  ;  Behavior = CreateObjectDie ModuleTag_06
9816  ;    DeathTypes = ALL -CRUSHED -SPLATTED
9817  ;    CreationList = OCL_GenericCarExplode
9818  ;  End
9819  ;  Behavior = FXListDie ModuleTag_07
9820  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
9821  ;    DeathFX = FX_GenericCarExplode
9822  ;  End
9823  ;  Behavior = CreateObjectDie ModuleTag_08
9824  ;    DeathTypes = NONE +SUICIDED
9825  ;    CreationList = OCL_BurnedCarHull
9826  ;  End
9827  
9828    Behavior = AIUpdateInterface ModuleTag_09
9829    End
9830    Locomotor = SET_NORMAL BasicCarLocomotor
9831    Locomotor = SET_WANDER WanderCarLocomotor
9832    Locomotor = SET_PANIC PanicCarLocomotor
9833  
9834    Behavior = PhysicsBehavior ModuleTag_10
9835      Mass = 30.0
9836    End
9837  
9838    Behavior = FlammableUpdate ModuleTag_21
9839      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
9840      AflameDamageAmount = 5       ; taking this much damage...
9841      AflameDamageDelay = 500       ; this often.
9842    End
9843  
9844    Geometry        = BOX
9845    GeometryIsSmall = Yes
9846    GeometryMajorRadius = 11.0
9847    GeometryMinorRadius = 4.0
9848    GeometryHeight  = 7.0
9849    Shadow          = SHADOW_VOLUME
9850  
9851  End
9852  
9853  ;------------------------------------------------------------------------------
9854  Object CarEuroVan2
9855  
9856    ; *** ART Parameters ***
9857    SelectPortrait         = SUTerrorist_L
9858    ButtonImage            = SUTerrorist
9859  
9860    Draw = W3DModelDraw ModuleTag_01
9861      ConditionState = NONE
9862        Model = CVEUROVAN2
9863      End
9864    End
9865  
9866    ; ***DESIGN parameters ***
9867    DisplayName      = OBJECT:EuroVan
9868    EditorSorting   = VEHICLE
9869   
9870    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
9871    WeaponSet
9872      Conditions = None
9873      Weapon = PRIMARY None
9874    End
9875    WeaponSet
9876      Conditions = CARBOMB
9877      Weapon = PRIMARY  SuicideCarBomb
9878    End
9879   
9880    ArmorSet
9881      Armor           = TruckArmor
9882      DamageFX        = CrushableCarDamageFX
9883    End
9884    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
9885    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
9886    CommandSet = CivilianCarBombCommandSet
9887  
9888    ; *** AUDIO Parameters ***
9889    SoundMoveStart = CarMoveStart
9890  
9891  
9892    ; *** ENGINEERING Parameters ***  
9893    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
9894    RadarPriority   = LOCAL_UNIT_ONLY
9895  
9896    Body            = ActiveBody ModuleTag_02
9897      MaxHealth       = 100.0
9898      InitialHealth   = 100.0
9899    End
9900  
9901    
9902    Behavior = DestroyDie ModuleTag_DeathTag03
9903      ;nothing
9904    End
9905    Behavior = CreateObjectDie ModuleTag_DeathTag04
9906      CreationList = OCL_GenericCarExplode
9907    End
9908    Behavior = FXListDie ModuleTag_DeathTag05
9909      DeathFX = FX_GenericCarExplode
9910    End
9911  
9912   ; Behavior = DestroyDie ModuleTag_03
9913   ;   DeathTypes = ALL -CRUSHED -SPLATTED
9914   ; End
9915   ; Behavior = CrushDie ModuleTag_04
9916   ;   DeathTypes = NONE +CRUSHED +SPLATTED
9917   ;   TotalCrushSound     = CarAlarm
9918   ;   BackEndCrushSound   = CarAlarm
9919   ;   FrontEndCrushSound  = CarAlarm
9920   ;   TotalCrushSoundPercent    = 50   
9921   ;   BackEndCrushSoundPercent  = 50
9922   ;   FrontEndCrushSoundPercent = 50
9923   ; End
9924   ; Behavior = SlowDeathBehavior ModuleTag_11
9925   ;   DeathTypes = NONE +CRUSHED +SPLATTED
9926   ;   SinkDelay = 14000
9927   ;   SinkRate = 2     ; in Dist/Sec
9928   ;   DestructionDelay = 20000
9929   ; End
9930  
9931   ; Behavior = FXListDie ModuleTag_05
9932   ;   DeathTypes = NONE +CRUSHED +SPLATTED
9933   ;   DeathFX = FX_CarCrush
9934   ; End
9935   ; Behavior = CreateObjectDie ModuleTag_06
9936   ;   DeathTypes = ALL -CRUSHED -SPLATTED
9937   ;   CreationList = OCL_GenericCarExplode
9938   ; End
9939   ; Behavior = FXListDie ModuleTag_07
9940   ;   DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
9941   ;   DeathFX = FX_GenericCarExplode
9942   ; End
9943   ; Behavior = CreateObjectDie ModuleTag_08
9944   ;   DeathTypes = NONE +SUICIDED
9945   ;   CreationList = OCL_BurnedCarHull
9946   ; End
9947  
9948    Behavior = AIUpdateInterface ModuleTag_09
9949    End
9950    Locomotor = SET_NORMAL BasicCarLocomotor
9951    Locomotor = SET_WANDER WanderCarLocomotor
9952    Locomotor = SET_PANIC PanicCarLocomotor
9953  
9954    Behavior = PhysicsBehavior ModuleTag_10
9955      Mass = 30.0
9956    End
9957  
9958    Behavior = FlammableUpdate ModuleTag_21
9959      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
9960      AflameDamageAmount = 5       ; taking this much damage...
9961      AflameDamageDelay = 500       ; this often.
9962    End
9963  
9964    Geometry        = BOX
9965    GeometryIsSmall = Yes
9966    GeometryMajorRadius = 11.0
9967    GeometryMinorRadius = 4.0
9968    GeometryHeight  = 7.0
9969    Shadow          = SHADOW_VOLUME
9970  
9971  End
9972  
9973  ;------------------------------------------------------------------------------
9974  Object CarEuroPoliceVan
9975  
9976    ; *** ART Parameters ***
9977    SelectPortrait         = SUTerrorist_L
9978    ButtonImage            = SUTerrorist
9979  
9980    Draw = W3DModelDraw ModuleTag_01
9981      DefaultConditionState
9982        Model = CVEUROVAN3
9983        Animation = CVEUROVAN3.CVEUROVAN3
9984        AnimationMode = LOOP
9985      End
9986    End
9987  
9988    ; ***DESIGN parameters ***
9989    DisplayName      = OBJECT:EuroPoliceVan
9990    EditorSorting   = VEHICLE
9991   
9992    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
9993    WeaponSet
9994      Conditions = None
9995      Weapon = PRIMARY None
9996    End
9997    WeaponSet
9998      Conditions = CARBOMB
9999      Weapon = PRIMARY  SuicideCarBomb
10000    End
10001   
10002    ArmorSet
10003      Armor           = TruckArmor
10004      DamageFX        = CrushableCarDamageFX
10005    End
10006    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
10007    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
10008    CommandSet = CivilianCarBombCommandSet
10009  
10010    ; *** AUDIO Parameters ***
10011    SoundMoveStart = CarMoveStart
10012  
10013  
10014    ; *** ENGINEERING Parameters ***  
10015    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
10016    RadarPriority   = LOCAL_UNIT_ONLY
10017  
10018    Body            = ActiveBody ModuleTag_02
10019      MaxHealth       = 100.0
10020      InitialHealth   = 100.0
10021    End
10022  
10023    Behavior = DestroyDie ModuleTag_DeathTag03
10024      ;nothing
10025    End
10026    Behavior = CreateObjectDie ModuleTag_DeathTag04
10027      CreationList = OCL_GenericCarExplode
10028    End
10029    Behavior = FXListDie ModuleTag_DeathTag05
10030      DeathFX = FX_GenericCarExplode
10031    End
10032  
10033  ;  Behavior = DestroyDie ModuleTag_03
10034  ;    DeathTypes = ALL -CRUSHED -SPLATTED
10035  ;  End
10036  ;  Behavior = CrushDie ModuleTag_04
10037  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10038  ;    TotalCrushSound     = CarAlarm
10039  ;    BackEndCrushSound   = CarAlarm
10040  ;    FrontEndCrushSound  = CarAlarm
10041  ;    TotalCrushSoundPercent    = 50   
10042  ;    BackEndCrushSoundPercent  = 50
10043  ;    FrontEndCrushSoundPercent = 50
10044  ;  End
10045  ;  Behavior = SlowDeathBehavior ModuleTag_11
10046  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10047  ;    SinkDelay = 14000
10048  ;    SinkRate = 2     ; in Dist/Sec
10049  ;    DestructionDelay = 20000
10050  ;  End
10051  ;
10052  ;  Behavior = FXListDie ModuleTag_05
10053  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10054  ;    DeathFX = FX_CarCrush
10055  ;  End
10056  ;  Behavior = CreateObjectDie ModuleTag_06
10057  ;    DeathTypes = ALL -CRUSHED -SPLATTED
10058  ;    CreationList = OCL_GenericCarExplode
10059  ;  End
10060  ;  Behavior = FXListDie ModuleTag_07
10061  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
10062  ;    DeathFX = FX_GenericCarExplode
10063  ;  End
10064  ;  Behavior = CreateObjectDie ModuleTag_08
10065  ;    DeathTypes = NONE +SUICIDED
10066  ;    CreationList = OCL_BurnedCarHull
10067  ;  End
10068  
10069    Behavior = AIUpdateInterface ModuleTag_09
10070    End
10071    Locomotor = SET_NORMAL BasicCarLocomotor
10072    Locomotor = SET_WANDER WanderCarLocomotor
10073    Locomotor = SET_PANIC PanicCarLocomotor
10074  
10075    Behavior = PhysicsBehavior ModuleTag_10
10076      Mass = 30.0
10077    End
10078  
10079    Behavior = FlammableUpdate ModuleTag_21
10080      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10081      AflameDamageAmount = 5       ; taking this much damage...
10082      AflameDamageDelay = 500       ; this often.
10083    End
10084  
10085    Geometry        = BOX
10086    GeometryIsSmall = Yes
10087    GeometryMajorRadius = 11.0
10088    GeometryMinorRadius = 4.0
10089    GeometryHeight  = 7.0
10090    Shadow          = SHADOW_VOLUME
10091  
10092  End
10093  
10094  ;------------------------------------------------------------------------------
10095  Object Firetruck
10096  
10097    ; *** ART Parameters ***
10098    SelectPortrait         = SUTerrorist_L
10099    ButtonImage            = SUTerrorist
10100  
10101    Draw = W3DModelDraw ModuleTag_01
10102      ConditionState = NONE
10103        Model = CVFIRETCK
10104      End
10105      
10106      ConditionState = REALLYDAMAGED
10107        Model = CVFIRETCK_D
10108      End
10109      
10110      ConditionState = RUBBLE
10111        Model = CVFIRETCK_D
10112      End
10113    End
10114  
10115    ; ***DESIGN parameters ***
10116    DisplayName      = OBJECT:FireTruck
10117    EditorSorting   = VEHICLE
10118   
10119    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
10120    WeaponSet
10121      Conditions = None
10122      Weapon = PRIMARY None
10123    End
10124    WeaponSet
10125      Conditions = CARBOMB
10126      Weapon = PRIMARY  SuicideCarBomb
10127    End
10128   
10129    ArmorSet
10130      Armor           = TruckArmor
10131      DamageFX        = CrushableCarDamageFX
10132    End
10133    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
10134    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
10135    CommandSet = CivilianCarBombCommandSet
10136  
10137    ; *** AUDIO Parameters ***
10138    SoundMoveStart = CarMoveStart
10139  
10140  
10141    ; *** ENGINEERING Parameters ***  
10142    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
10143    RadarPriority   = LOCAL_UNIT_ONLY
10144  
10145    Body            = ActiveBody ModuleTag_02
10146      MaxHealth       = 100.0
10147      InitialHealth   = 100.0
10148    End
10149  
10150    Behavior = DestroyDie ModuleTag_DeathTag03
10151      ;nothing
10152    End
10153    Behavior = CreateObjectDie ModuleTag_DeathTag04
10154      CreationList = OCL_GenericCarExplode
10155    End
10156    Behavior = FXListDie ModuleTag_DeathTag05
10157      DeathFX = FX_GenericCarExplode
10158    End
10159  
10160  
10161  ;  Behavior = DestroyDie ModuleTag_03
10162  ;    DeathTypes = ALL -CRUSHED -SPLATTED
10163  ;  End
10164  ;  Behavior = CrushDie ModuleTag_04
10165  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10166  ;    TotalCrushSound     = CarAlarm
10167  ;    BackEndCrushSound   = CarAlarm
10168  ;    FrontEndCrushSound  = CarAlarm
10169  ;    TotalCrushSoundPercent    = 50   
10170  ;    BackEndCrushSoundPercent  = 50
10171  ;    FrontEndCrushSoundPercent = 50
10172  ;  End
10173  ;  Behavior = SlowDeathBehavior ModuleTag_11
10174  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10175  ;    SinkDelay = 14000
10176  ;    SinkRate = 2     ; in Dist/Sec
10177  ;    DestructionDelay = 20000
10178  ;  End
10179  
10180  ;  Behavior = FXListDie ModuleTag_05
10181  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10182  ;    DeathFX = FX_CarCrush
10183  ;  End
10184  ;  Behavior = CreateObjectDie ModuleTag_06
10185  ;    DeathTypes = ALL -CRUSHED -SPLATTED
10186  ;    CreationList = OCL_GenericCarExplode
10187  ;  End
10188  ;  Behavior = FXListDie ModuleTag_07
10189  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
10190  ;    DeathFX = FX_GenericCarExplode
10191  ;  End
10192  ;  Behavior = CreateObjectDie ModuleTag_08
10193  ;    DeathTypes = NONE +SUICIDED
10194  ;    CreationList = OCL_BurnedCarHull
10195  ;  End
10196  
10197    Behavior = AIUpdateInterface ModuleTag_09
10198    End
10199    Locomotor = SET_NORMAL BasicCarLocomotor
10200    Locomotor = SET_WANDER WanderCarLocomotor
10201    Locomotor = SET_PANIC PanicCarLocomotor
10202  
10203    Behavior = PhysicsBehavior ModuleTag_10
10204      Mass = 30.0
10205    End
10206  
10207    Behavior = FlammableUpdate ModuleTag_21
10208      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10209      AflameDamageAmount = 5       ; taking this much damage...
10210      AflameDamageDelay = 500       ; this often.
10211    End
10212  
10213    Geometry        = BOX
10214    GeometryIsSmall = Yes
10215    GeometryMajorRadius = 11.0
10216    GeometryMinorRadius = 4.0
10217    GeometryHeight  = 7.0
10218    Shadow          = SHADOW_VOLUME
10219  
10220  End
10221  
10222  ;------------------------------------------------------------------------------
10223  Object ForkliftSmall
10224  
10225    ; *** ART Parameters ***
10226    SelectPortrait         = SUTerrorist_L
10227    ButtonImage            = SUTerrorist
10228  
10229    Draw = W3DModelDraw ModuleTag_01
10230      ConditionState = NONE
10231        Model = CVFKLT
10232      End
10233      
10234      ConditionState = REALLYDAMAGED
10235        Model = CVFKLT
10236  
10237      End
10238      
10239      ConditionState = RUBBLE
10240        Model = CVFKLT
10241      End
10242    End
10243  
10244    ; ***DESIGN parameters ***
10245    DisplayName      = OBJECT:SmallForklift
10246    EditorSorting   = VEHICLE
10247   
10248    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
10249    WeaponSet
10250      Conditions = None
10251      Weapon = PRIMARY None
10252    End
10253    WeaponSet
10254      Conditions = CARBOMB
10255      Weapon = PRIMARY  SuicideCarBomb
10256    End
10257   
10258    ArmorSet
10259      Armor           = TruckArmor
10260      DamageFX        = CrushableCarDamageFX
10261    End
10262    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
10263    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
10264    CommandSet = CivilianCarBombCommandSet
10265  
10266    ; *** AUDIO Parameters ***
10267    SoundMoveStart = CarMoveStart
10268  
10269  
10270    ; *** ENGINEERING Parameters ***  
10271    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
10272    RadarPriority   = LOCAL_UNIT_ONLY
10273  
10274    Body            = ActiveBody ModuleTag_02
10275      MaxHealth       = 100.0
10276      InitialHealth   = 100.0
10277    End
10278  
10279    Behavior = DestroyDie ModuleTag_DeathTag03
10280      ;nothing
10281    End
10282    Behavior = CreateObjectDie ModuleTag_DeathTag04
10283      CreationList = OCL_GenericCarExplode
10284    End
10285    Behavior = FXListDie ModuleTag_DeathTag05
10286      DeathFX = FX_GenericCarExplode
10287    End
10288  
10289  
10290  ;  Behavior = DestroyDie ModuleTag_03
10291  ;    DeathTypes = ALL -CRUSHED -SPLATTED
10292  ;  End
10293  ;  Behavior = CrushDie ModuleTag_04
10294  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10295  ;    TotalCrushSound     = CarAlarm
10296  ;    BackEndCrushSound   = CarAlarm
10297  ;    FrontEndCrushSound  = CarAlarm
10298  ;    TotalCrushSoundPercent    = 50   
10299  ;    BackEndCrushSoundPercent  = 50
10300  ;    FrontEndCrushSoundPercent = 50
10301  ;  End
10302  ;  Behavior = SlowDeathBehavior ModuleTag_11
10303  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10304  ;    SinkDelay = 14000
10305  ;    SinkRate = 2     ; in Dist/Sec
10306  ;    DestructionDelay = 20000
10307  ;  End
10308  ;
10309  ;  Behavior = FXListDie ModuleTag_05
10310  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10311  ;    DeathFX = FX_CarCrush
10312  ;  End
10313  ;  Behavior = CreateObjectDie ModuleTag_06
10314  ;    DeathTypes = ALL -CRUSHED -SPLATTED
10315  ;    CreationList = OCL_GenericCarExplode
10316  ;  End
10317  ;  Behavior = FXListDie ModuleTag_07
10318  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
10319  ;    DeathFX = FX_GenericCarExplode
10320  ;  End
10321  ;  Behavior = CreateObjectDie ModuleTag_08
10322  ;    DeathTypes = NONE +SUICIDED
10323  ;    CreationList = OCL_BurnedCarHull
10324  ;  End
10325  
10326    Behavior = AIUpdateInterface ModuleTag_09
10327    End
10328    Locomotor = SET_NORMAL BasicForkLiftLocomotor
10329    Locomotor = SET_WANDER BasicForkLiftLocomotor
10330    Locomotor = SET_PANIC BasicForkLiftLocomotor
10331  
10332    Behavior = PhysicsBehavior ModuleTag_10
10333      Mass = 30.0
10334    End
10335  
10336    Behavior = FlammableUpdate ModuleTag_21
10337      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10338      AflameDamageAmount = 5       ; taking this much damage...
10339      AflameDamageDelay = 500       ; this often.
10340    End
10341  
10342    Geometry        = BOX
10343    GeometryIsSmall = Yes
10344    GeometryMajorRadius = 11.0
10345    GeometryMinorRadius = 4.0
10346    GeometryHeight  = 7.0
10347    Shadow          = SHADOW_VOLUME
10348  
10349  End
10350  
10351  ;------------------------------------------------------------------------------
10352  Object TruckFarmer
10353  
10354    ; *** ART Parameters ***
10355    SelectPortrait         = SUTerrorist_L
10356    ButtonImage            = SUTerrorist
10357  
10358    Draw = W3DModelDraw ModuleTag_01
10359      ConditionState = NONE
10360        Model = CVFRMRTRK
10361      End
10362      
10363      ConditionState = REALLYDAMAGED
10364        Model = CVFRMRTRK_D
10365      End
10366      
10367      ConditionState = RUBBLE
10368        Model = CVFRMRTRK_D
10369      End
10370    End
10371  
10372    ; ***DESIGN parameters ***
10373    DisplayName      = OBJECT:FarmerTruck
10374    EditorSorting   = VEHICLE
10375   
10376    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
10377    WeaponSet
10378      Conditions = None
10379      Weapon = PRIMARY None
10380    End
10381    WeaponSet
10382      Conditions = CARBOMB
10383      Weapon = PRIMARY  SuicideCarBomb
10384    End
10385   
10386    ArmorSet
10387      Armor           = TruckArmor
10388      DamageFX        = CrushableCarDamageFX
10389    End
10390    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
10391    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
10392    CommandSet = CivilianCarBombCommandSet
10393  
10394    ; *** AUDIO Parameters ***
10395    SoundMoveStart = CarMoveStart
10396  
10397  
10398    ; *** ENGINEERING Parameters ***  
10399    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
10400    RadarPriority   = LOCAL_UNIT_ONLY
10401  
10402    Body            = ActiveBody ModuleTag_02
10403      MaxHealth       = 100.0
10404      InitialHealth   = 100.0
10405    End
10406  
10407  
10408  
10409    Behavior = DestroyDie ModuleTag_03
10410      DeathTypes = ALL -CRUSHED -SPLATTED
10411    End
10412    Behavior = CrushDie ModuleTag_04
10413      DeathTypes = NONE +CRUSHED +SPLATTED
10414      TotalCrushSound     = CarAlarm
10415      BackEndCrushSound   = CarAlarm
10416      FrontEndCrushSound  = CarAlarm
10417      TotalCrushSoundPercent    = 50   
10418      BackEndCrushSoundPercent  = 50
10419      FrontEndCrushSoundPercent = 50
10420    End
10421    Behavior = SlowDeathBehavior ModuleTag_11
10422      DeathTypes = NONE +CRUSHED +SPLATTED
10423      SinkDelay = 14000
10424      SinkRate = 2     ; in Dist/Sec
10425      DestructionDelay = 20000
10426    End
10427  
10428    Behavior = FXListDie ModuleTag_05
10429      DeathTypes = NONE +CRUSHED +SPLATTED
10430      DeathFX = FX_CarCrush
10431    End
10432    Behavior = CreateObjectDie ModuleTag_06
10433      DeathTypes = ALL -CRUSHED -SPLATTED
10434      CreationList = OCL_GenericCarExplode
10435    End
10436    Behavior = FXListDie ModuleTag_07
10437      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
10438      DeathFX = FX_GenericCarExplode
10439    End
10440    Behavior = CreateObjectDie ModuleTag_08
10441      DeathTypes = NONE +SUICIDED
10442      CreationList = OCL_BurnedCarHull
10443    End
10444  
10445    Behavior = AIUpdateInterface ModuleTag_09
10446    End
10447    Locomotor = SET_NORMAL BasicCarLocomotor
10448    Locomotor = SET_WANDER WanderCarLocomotor
10449    Locomotor = SET_PANIC PanicCarLocomotor
10450  
10451    Behavior = PhysicsBehavior ModuleTag_10
10452      Mass = 30.0
10453    End
10454  
10455    Behavior = FlammableUpdate ModuleTag_21
10456      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10457      AflameDamageAmount = 5       ; taking this much damage...
10458      AflameDamageDelay = 500       ; this often.
10459    End
10460  
10461    Geometry        = BOX
10462    GeometryIsSmall = Yes
10463    GeometryMajorRadius = 11.0
10464    GeometryMinorRadius = 4.0
10465    GeometryHeight  = 7.0
10466    Shadow          = SHADOW_VOLUME
10467  
10468  End
10469  
10470  ;------------------------------------------------------------------------------
10471  Object BoatAsianFishing
10472  
10473    ; *** ART Parameters ***
10474  
10475    Draw = W3DModelDraw ModuleTag_01
10476      ConditionState = NONE
10477        Model = CVJUNK
10478      End
10479      
10480      ConditionState = REALLYDAMAGED
10481        Model = CVJUNK_D
10482      End
10483      
10484      ConditionState = RUBBLE
10485        Model = CVJUNK_D
10486      End
10487    End
10488    
10489  
10490    ; ***DESIGN parameters ***
10491    DisplayName      = OBJECT:AsianFishingBoat
10492    EditorSorting   = VEHICLE
10493   
10494    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
10495    WeaponSet
10496      Conditions = None
10497      Weapon = PRIMARY None
10498    End
10499    WeaponSet
10500      Conditions = CARBOMB
10501      Weapon = PRIMARY  SuicideCarBomb
10502    End
10503   
10504    ArmorSet
10505      Armor           = TruckArmor
10506      DamageFX        = CrushableCarDamageFX
10507    End
10508    CommandSet = CivilianCarBombCommandSet
10509  
10510    ; *** AUDIO Parameters ***
10511  
10512  
10513    ; *** ENGINEERING Parameters ***  
10514    KindOf          = SELECTABLE CAN_ATTACK VEHICLE BOAT
10515    RadarPriority   = LOCAL_UNIT_ONLY
10516  
10517    Body            = ActiveBody ModuleTag_02
10518      MaxHealth       = 100.0
10519      InitialHealth   = 100.0
10520    End
10521  
10522  
10523  
10524    Behavior = DestroyDie ModuleTag_03
10525      DeathTypes = ALL -CRUSHED -SPLATTED
10526    End
10527    Behavior = CrushDie ModuleTag_04
10528      DeathTypes = NONE +CRUSHED +SPLATTED
10529      TotalCrushSound     = CarAlarm
10530      BackEndCrushSound   = CarAlarm
10531      FrontEndCrushSound  = CarAlarm
10532      TotalCrushSoundPercent    = 50   
10533      BackEndCrushSoundPercent  = 50
10534      FrontEndCrushSoundPercent = 50
10535    End
10536    Behavior = SlowDeathBehavior ModuleTag_11
10537      DeathTypes = NONE +CRUSHED +SPLATTED
10538      SinkDelay = 14000
10539      SinkRate = 2     ; in Dist/Sec
10540      DestructionDelay = 20000
10541    End
10542  
10543    Behavior = FXListDie ModuleTag_05
10544      DeathTypes = NONE +CRUSHED +SPLATTED
10545      DeathFX = FX_CarCrush
10546    End
10547    Behavior = CreateObjectDie ModuleTag_06
10548      DeathTypes = ALL -CRUSHED -SPLATTED
10549      CreationList = OCL_GenericCarExplode
10550    End
10551    Behavior = FXListDie ModuleTag_07
10552      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
10553      DeathFX = FX_GenericCarExplode
10554    End
10555    Behavior = CreateObjectDie ModuleTag_08
10556      DeathTypes = NONE +SUICIDED
10557      CreationList = OCL_BurnedCarHull
10558    End
10559  
10560    Behavior = AIUpdateInterface ModuleTag_09
10561    End
10562    Locomotor = SET_NORMAL BasicCarLocomotor
10563    Locomotor = SET_WANDER WanderCarLocomotor
10564    Locomotor = SET_PANIC PanicCarLocomotor
10565  
10566    Behavior = PhysicsBehavior ModuleTag_10
10567      Mass = 30.0
10568    End
10569  
10570  
10571    Behavior = FlammableUpdate ModuleTag_21
10572      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10573      AflameDamageAmount = 5       ; taking this much damage...
10574      AflameDamageDelay = 500       ; this often.
10575    End
10576  
10577    Behavior = FloatUpdate UpdateTag_01
10578      Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy
10579    End
10580  
10581  
10582    Geometry        = BOX
10583    GeometryIsSmall = Yes
10584    GeometryMajorRadius = 11.0
10585    GeometryMinorRadius = 4.0
10586    GeometryHeight  = 7.0
10587    Shadow          = SHADOW_VOLUME
10588  
10589  End
10590  
10591  ;------------------------------------------------------------------------------
10592  Object TourBus
10593  
10594    ; *** ART Parameters ***
10595    SelectPortrait         = SUTerrorist_L
10596    ButtonImage            = SUTerrorist
10597  
10598    Draw = W3DModelDraw ModuleTag_01
10599      ConditionState = NONE
10600        Model = CVTOURBUS
10601      End
10602      
10603      ConditionState = REALLYDAMAGED
10604        Model = CVTOURBUS_D
10605      End
10606      
10607      ConditionState = RUBBLE
10608        Model = CVTOURBUS_D
10609      End
10610    End
10611  
10612    ; ***DESIGN parameters ***
10613    DisplayName      = OBJECT:TourBus
10614    EditorSorting   = VEHICLE
10615   
10616    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
10617    WeaponSet
10618      Conditions = None
10619      Weapon = PRIMARY None
10620    End
10621    WeaponSet
10622      Conditions = CARBOMB
10623      Weapon = PRIMARY  SuicideCarBomb
10624    End
10625   
10626    ArmorSet
10627      Armor           = TruckArmor
10628      DamageFX        = CrushableCarDamageFX
10629    End
10630    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
10631    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
10632    CommandSet = CivilianCarBombCommandSet
10633  
10634    ; *** AUDIO Parameters ***
10635    SoundMoveStart = CarMoveStart
10636  
10637  
10638    ; *** ENGINEERING Parameters ***  
10639    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
10640    RadarPriority   = LOCAL_UNIT_ONLY
10641  
10642    Body            = ActiveBody ModuleTag_02
10643      MaxHealth       = 100.0
10644      InitialHealth   = 100.0
10645    End
10646  
10647  
10648  
10649    Behavior = DestroyDie ModuleTag_03
10650      DeathTypes = ALL -CRUSHED -SPLATTED
10651    End
10652    Behavior = CrushDie ModuleTag_04
10653      DeathTypes = NONE +CRUSHED +SPLATTED
10654      TotalCrushSound     = CarAlarm
10655      BackEndCrushSound   = CarAlarm
10656      FrontEndCrushSound  = CarAlarm
10657      TotalCrushSoundPercent    = 50   
10658      BackEndCrushSoundPercent  = 50
10659      FrontEndCrushSoundPercent = 50
10660    End
10661    Behavior = SlowDeathBehavior ModuleTag_11
10662      DeathTypes = NONE +CRUSHED +SPLATTED
10663      SinkDelay = 14000
10664      SinkRate = 2     ; in Dist/Sec
10665      DestructionDelay = 20000
10666    End
10667  
10668    Behavior = FXListDie ModuleTag_05
10669      DeathTypes = NONE +CRUSHED +SPLATTED
10670      DeathFX = FX_CarCrush
10671    End
10672    Behavior = CreateObjectDie ModuleTag_06
10673      DeathTypes = ALL -CRUSHED -SPLATTED
10674      CreationList = OCL_GenericCarExplode
10675    End
10676    Behavior = FXListDie ModuleTag_07
10677      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
10678      DeathFX = FX_GenericCarExplode
10679    End
10680    Behavior = CreateObjectDie ModuleTag_08
10681      DeathTypes = NONE +SUICIDED
10682      CreationList = OCL_BurnedCarHull
10683    End
10684  
10685    Behavior = AIUpdateInterface ModuleTag_09
10686    End
10687    Locomotor = SET_NORMAL BasicCarLocomotor
10688    Locomotor = SET_WANDER WanderCarLocomotor
10689    Locomotor = SET_PANIC PanicCarLocomotor
10690  
10691    Behavior = PhysicsBehavior ModuleTag_10
10692      Mass = 30.0
10693    End
10694  
10695    Behavior = FlammableUpdate ModuleTag_21
10696      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10697      AflameDamageAmount = 5       ; taking this much damage...
10698      AflameDamageDelay = 500       ; this often.
10699    End
10700  
10701    Geometry        = BOX
10702    GeometryIsSmall = Yes
10703    GeometryMajorRadius = 11.0
10704    GeometryMinorRadius = 4.0
10705    GeometryHeight  = 7.0
10706    Shadow          = SHADOW_VOLUME
10707  
10708  End
10709  
10710  ;------------------------------------------------------------------------------
10711  Object DoubleDeckerTourBus
10712  
10713    ; *** ART Parameters ***
10714    SelectPortrait         = SUTerrorist_L
10715    ButtonImage            = SUTerrorist
10716  
10717    Draw = W3DModelDraw ModuleTag_01
10718      ConditionState = NONE
10719        Model = CVDblBus
10720      End
10721      
10722      ConditionState = REALLYDAMAGED
10723        Model = CVDblBus_D
10724      End
10725      
10726      ConditionState = RUBBLE
10727        Model = CVDblBus_D
10728      End
10729    End
10730  
10731    ; ***DESIGN parameters ***
10732    DisplayName      = OBJECT:TourBus
10733    EditorSorting   = VEHICLE
10734   
10735    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
10736    WeaponSet
10737      Conditions = None
10738      Weapon = PRIMARY None
10739    End
10740    WeaponSet
10741      Conditions = CARBOMB
10742      Weapon = PRIMARY  SuicideCarBomb
10743    End
10744   
10745    ArmorSet
10746      Armor           = TruckArmor
10747      DamageFX        = CrushableCarDamageFX
10748    End
10749    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
10750    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
10751    CommandSet = CivilianCarBombCommandSet
10752  
10753    ; *** AUDIO Parameters ***
10754    SoundMoveStart = CarMoveStart
10755  
10756  
10757    ; *** ENGINEERING Parameters ***  
10758    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
10759    RadarPriority   = LOCAL_UNIT_ONLY
10760  
10761    Body            = ActiveBody ModuleTag_02
10762      MaxHealth       = 100.0
10763      InitialHealth   = 100.0
10764    End
10765    
10766    
10767    Behavior = DestroyDie ModuleTag_DeathTag03
10768      ;nothing
10769    End
10770    Behavior = CreateObjectDie ModuleTag_DeathTag04
10771      CreationList = OCL_GenericCarExplode
10772    End
10773    Behavior = FXListDie ModuleTag_DeathTag05
10774      DeathFX = FX_GenericCarExplode
10775    End
10776  
10777  
10778  
10779  ;  Behavior = DestroyDie ModuleTag_03
10780  ;    DeathTypes = ALL -CRUSHED -SPLATTED
10781  ;  End
10782  ;  Behavior = CrushDie ModuleTag_04
10783  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10784  ;    TotalCrushSound     = CarAlarm
10785  ;    BackEndCrushSound   = CarAlarm
10786  ;    FrontEndCrushSound  = CarAlarm
10787  ;    TotalCrushSoundPercent    = 50   
10788  ;    BackEndCrushSoundPercent  = 50
10789  ;    FrontEndCrushSoundPercent = 50
10790  ;  End
10791  ;  Behavior = SlowDeathBehavior ModuleTag_11
10792  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10793  ;    SinkDelay = 14000
10794  ;    SinkRate = 2     ; in Dist/Sec
10795  ;    DestructionDelay = 20000
10796  ;  End
10797  
10798  ;  Behavior = FXListDie ModuleTag_05
10799  ;    DeathTypes = NONE +CRUSHED +SPLATTED
10800  ;    DeathFX = FX_CarCrush
10801  ;  End
10802  ;  Behavior = CreateObjectDie ModuleTag_06
10803  ;    DeathTypes = ALL -CRUSHED -SPLATTED
10804  ;    ;CreationList = OCL_DoubleDeckerHull
10805  ;  End
10806  ;  Behavior = FXListDie ModuleTag_07
10807  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
10808  ;    DeathFX = FX_GenericCarExplode
10809  ;  End
10810  ;  Behavior = CreateObjectDie ModuleTag_08
10811  ;    DeathTypes = NONE +SUICIDED
10812  ;   CreationList = OCL_DoubleDeckerHull
10813  ;  End
10814  
10815    Behavior = AIUpdateInterface ModuleTag_09
10816    End
10817    Locomotor = SET_NORMAL BasicCarLocomotor
10818    Locomotor = SET_WANDER WanderCarLocomotor
10819    Locomotor = SET_PANIC PanicCarLocomotor
10820  
10821    Behavior = PhysicsBehavior ModuleTag_10
10822      Mass = 30.0
10823    End
10824  
10825    Behavior = FlammableUpdate ModuleTag_21
10826      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10827      AflameDamageAmount = 5       ; taking this much damage...
10828      AflameDamageDelay = 500       ; this often.
10829    End
10830  
10831    Geometry        = BOX
10832    GeometryIsSmall = Yes
10833    GeometryMajorRadius = 11.0
10834    GeometryMinorRadius = 4.0
10835    GeometryHeight  = 7.0
10836    Shadow          = SHADOW_VOLUME
10837  
10838  End
10839  
10840  ;------------------------------------------------------------------------------
10841  Object BoatFishingTrowler
10842  
10843    ; *** ART Parameters ***
10844  
10845   Draw = W3DModelDraw ModuleTag_01
10846      ConditionState = NONE
10847        Model = CVTROWLER
10848      End
10849    End
10850  
10851    ; ***DESIGN parameters ***
10852    DisplayName      = OBJECT:FishingTrowler
10853    EditorSorting   = VEHICLE
10854   
10855    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
10856    WeaponSet
10857      Conditions = None
10858      Weapon = PRIMARY None
10859    End
10860    WeaponSet
10861      Conditions = CARBOMB
10862      Weapon = PRIMARY  SuicideCarBomb
10863    End
10864   
10865    ArmorSet
10866      Armor           = TruckArmor
10867      DamageFX        = CrushableCarDamageFX
10868    End
10869    CommandSet = CivilianCarBombCommandSet
10870  
10871    ; *** AUDIO Parameters ***
10872  
10873  
10874    ; *** ENGINEERING Parameters ***  
10875    KindOf          = SELECTABLE CAN_ATTACK VEHICLE BOAT
10876    RadarPriority   = LOCAL_UNIT_ONLY
10877  
10878    Body            = ActiveBody ModuleTag_02
10879      MaxHealth       = 100.0
10880      InitialHealth   = 100.0
10881    End
10882  
10883  
10884  
10885    Behavior = DestroyDie ModuleTag_03
10886      DeathTypes = ALL -CRUSHED -SPLATTED
10887    End
10888    Behavior = CrushDie ModuleTag_04
10889      DeathTypes = NONE +CRUSHED +SPLATTED
10890      TotalCrushSound     = CarAlarm
10891      BackEndCrushSound   = CarAlarm
10892      FrontEndCrushSound  = CarAlarm
10893      TotalCrushSoundPercent    = 50   
10894      BackEndCrushSoundPercent  = 50
10895      FrontEndCrushSoundPercent = 50
10896    End
10897    Behavior = SlowDeathBehavior ModuleTag_11
10898      DeathTypes = NONE +CRUSHED +SPLATTED
10899      SinkDelay = 14000
10900      SinkRate = 2     ; in Dist/Sec
10901      DestructionDelay = 20000
10902    End
10903  
10904    Behavior = FXListDie ModuleTag_05
10905      DeathTypes = NONE +CRUSHED +SPLATTED
10906      DeathFX = FX_CarCrush
10907    End
10908    Behavior = CreateObjectDie ModuleTag_06
10909      DeathTypes = ALL -CRUSHED -SPLATTED
10910      CreationList = OCL_GenericCarExplode
10911    End
10912    Behavior = FXListDie ModuleTag_07
10913      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
10914      DeathFX = FX_GenericCarExplode
10915    End
10916    Behavior = CreateObjectDie ModuleTag_08
10917      DeathTypes = NONE +SUICIDED
10918      CreationList = OCL_BurnedCarHull
10919    End
10920  
10921    Behavior = AIUpdateInterface ModuleTag_09
10922    End
10923    Locomotor = SET_NORMAL BasicCarLocomotor
10924    Locomotor = SET_WANDER WanderCarLocomotor
10925    Locomotor = SET_PANIC PanicCarLocomotor
10926  
10927    Behavior = PhysicsBehavior ModuleTag_10
10928      Mass = 30.0
10929    End
10930  
10931    Behavior = FlammableUpdate ModuleTag_21
10932      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10933      AflameDamageAmount = 5       ; taking this much damage...
10934      AflameDamageDelay = 500       ; this often.
10935    End
10936  
10937    Behavior = FloatUpdate UpdateTag_01
10938      Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy
10939    End
10940  
10941    Geometry        = BOX
10942    GeometryIsSmall = Yes
10943    GeometryMajorRadius = 11.0
10944    GeometryMinorRadius = 4.0
10945    GeometryHeight  = 7.0
10946    Shadow          = SHADOW_VOLUME
10947  
10948  End
10949  
10950  ;------------------------------------------------------------------------------
10951  Object TruckWork
10952  
10953    ; *** ART Parameters ***
10954    SelectPortrait         = SUTerrorist_L
10955    ButtonImage            = SUTerrorist
10956  
10957    Draw = W3DModelDraw ModuleTag_01
10958      ConditionState = NONE
10959        Model = CVTRUCK
10960      End
10961      
10962      ConditionState = REALLYDAMAGED
10963        Model = CVTRUCK_D
10964      End
10965      
10966      ConditionState = RUBBLE
10967        Model = CVTRUCK_D
10968      End
10969    End
10970  
10971    ; ***DESIGN parameters ***
10972    DisplayName      = OBJECT:WorkTruck
10973    EditorSorting   = VEHICLE
10974   
10975    TransportSlotCount  = 3                ;how many "slots" we take in a transport (0 == not transportable)
10976    WeaponSet
10977      Conditions = None
10978      Weapon = PRIMARY None
10979    End
10980    WeaponSet
10981      Conditions = CARBOMB
10982      Weapon = PRIMARY  SuicideCarBomb
10983    End
10984   
10985    ArmorSet
10986      Armor           = TruckArmor
10987      DamageFX        = CrushableCarDamageFX
10988    End
10989    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
10990    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
10991    CommandSet = CivilianCarBombCommandSet
10992  
10993    ; *** AUDIO Parameters ***
10994    SoundMoveStart = CarMoveStart
10995  
10996  
10997    ; *** ENGINEERING Parameters ***  
10998    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
10999    RadarPriority   = LOCAL_UNIT_ONLY
11000  
11001    Body            = ActiveBody ModuleTag_02
11002      MaxHealth       = 100.0
11003      InitialHealth   = 100.0
11004    End
11005  
11006  
11007  
11008    Behavior = DestroyDie ModuleTag_03
11009      DeathTypes = ALL -CRUSHED -SPLATTED
11010    End
11011    Behavior = CrushDie ModuleTag_04
11012      DeathTypes = NONE +CRUSHED +SPLATTED
11013      TotalCrushSound     = CarAlarm
11014      BackEndCrushSound   = CarAlarm
11015      FrontEndCrushSound  = CarAlarm
11016      TotalCrushSoundPercent    = 50   
11017      BackEndCrushSoundPercent  = 50
11018      FrontEndCrushSoundPercent = 50
11019    End
11020    Behavior = SlowDeathBehavior ModuleTag_11
11021      DeathTypes = NONE +CRUSHED +SPLATTED
11022      SinkDelay = 14000
11023      SinkRate = 2     ; in Dist/Sec
11024      DestructionDelay = 20000
11025    End
11026  
11027    Behavior = FXListDie ModuleTag_05
11028      DeathTypes = NONE +CRUSHED +SPLATTED
11029      DeathFX = FX_CarCrush
11030    End
11031    Behavior = CreateObjectDie ModuleTag_06
11032      DeathTypes = ALL -CRUSHED -SPLATTED
11033      CreationList = OCL_GenericCarExplode
11034    End
11035    Behavior = FXListDie ModuleTag_07
11036      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
11037  
11038      DeathFX = FX_GenericCarExplode
11039    End
11040    Behavior = CreateObjectDie ModuleTag_08
11041      DeathTypes = NONE +SUICIDED
11042      CreationList = OCL_BurnedCarHull
11043    End
11044  
11045    Behavior = AIUpdateInterface ModuleTag_09
11046    End
11047    Locomotor = SET_NORMAL BasicCarLocomotor
11048    Locomotor = SET_WANDER WanderCarLocomotor
11049    Locomotor = SET_PANIC PanicCarLocomotor
11050  
11051    Behavior = PhysicsBehavior ModuleTag_10
11052      Mass = 30.0
11053    End
11054  
11055    Behavior = FlammableUpdate ModuleTag_21
11056      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
11057      AflameDamageAmount = 5       ; taking this much damage...
11058      AflameDamageDelay = 500       ; this often.
11059    End
11060  
11061    Geometry        = BOX
11062    GeometryIsSmall = Yes
11063    GeometryMajorRadius = 11.0
11064    GeometryMinorRadius = 4.0
11065    GeometryHeight  = 7.0
11066    Shadow          = SHADOW_VOLUME
11067  
11068  End
11069  
11070  ;------------------------------------------------------------------------------
11071  Object TruckWork2
11072  
11073    ; *** ART Parameters ***
11074    SelectPortrait         = SUTerrorist_L
11075    ButtonImage            = SUTerrorist
11076  
11077    Draw = W3DModelDraw ModuleTag_01
11078      ConditionState = NONE
11079        Model = CVTRUCK02
11080      End
11081      
11082      ConditionState = REALLYDAMAGED
11083        Model = CVTRUCK02_D
11084      End
11085      
11086      ConditionState = RUBBLE
11087        Model = CVTRUCK02_D
11088      End
11089    End
11090  
11091    ; ***DESIGN parameters ***
11092    DisplayName      = OBJECT:WorkTruck
11093    EditorSorting   = VEHICLE
11094   
11095    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
11096    WeaponSet
11097      Conditions = None
11098      Weapon = PRIMARY None
11099    End
11100    WeaponSet
11101      Conditions = CARBOMB
11102      Weapon = PRIMARY  SuicideCarBomb
11103    End
11104   
11105    ArmorSet
11106      Armor           = TruckArmor
11107      DamageFX        = CrushableCarDamageFX
11108    End
11109    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
11110    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
11111    CommandSet = CivilianCarBombCommandSet
11112  
11113    ; *** AUDIO Parameters ***
11114    SoundMoveStart = CarMoveStart
11115  
11116  
11117    ; *** ENGINEERING Parameters ***  
11118    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
11119    RadarPriority   = LOCAL_UNIT_ONLY
11120  
11121    Body            = ActiveBody ModuleTag_02
11122      MaxHealth       = 100.0
11123      InitialHealth   = 100.0
11124    End
11125  
11126  
11127  
11128    Behavior = DestroyDie ModuleTag_03
11129      DeathTypes = ALL -CRUSHED -SPLATTED
11130    End
11131    Behavior = CrushDie ModuleTag_04
11132      DeathTypes = NONE +CRUSHED +SPLATTED
11133      TotalCrushSound     = CarAlarm
11134      BackEndCrushSound   = CarAlarm
11135      FrontEndCrushSound  = CarAlarm
11136      TotalCrushSoundPercent    = 50   
11137      BackEndCrushSoundPercent  = 50
11138      FrontEndCrushSoundPercent = 50
11139    End
11140    Behavior = SlowDeathBehavior ModuleTag_11
11141      DeathTypes = NONE +CRUSHED +SPLATTED
11142      SinkDelay = 14000
11143      SinkRate = 2     ; in Dist/Sec
11144      DestructionDelay = 20000
11145    End
11146  
11147    Behavior = FXListDie ModuleTag_05
11148      DeathTypes = NONE +CRUSHED +SPLATTED
11149      DeathFX = FX_CarCrush
11150    End
11151    Behavior = CreateObjectDie ModuleTag_06
11152      DeathTypes = ALL -CRUSHED -SPLATTED
11153      CreationList = OCL_GenericCarExplode
11154    End
11155    Behavior = FXListDie ModuleTag_07
11156      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
11157      DeathFX = FX_GenericCarExplode
11158    End
11159    Behavior = CreateObjectDie ModuleTag_08
11160      DeathTypes = NONE +SUICIDED
11161      CreationList = OCL_BurnedCarHull
11162    End
11163  
11164    Behavior = AIUpdateInterface ModuleTag_09
11165    End
11166    Locomotor = SET_NORMAL BasicCarLocomotor
11167    Locomotor = SET_WANDER WanderCarLocomotor
11168    Locomotor = SET_PANIC PanicCarLocomotor
11169  
11170    Behavior = PhysicsBehavior ModuleTag_10
11171      Mass = 30.0
11172    End
11173  
11174    Behavior = FlammableUpdate ModuleTag_21
11175      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
11176      AflameDamageAmount = 5       ; taking this much damage...
11177      AflameDamageDelay = 500       ; this often.
11178    End
11179  
11180    Geometry        = BOX
11181    GeometryIsSmall = Yes
11182    GeometryMajorRadius = 11.0
11183    GeometryMinorRadius = 4.0
11184    GeometryHeight  = 7.0
11185    Shadow          = SHADOW_VOLUME
11186  
11187  End
11188  
11189  ;------------------------------------------------------------------------------
11190  Object BoatTugboat
11191  
11192    ; *** ART Parameters ***
11193  
11194    Draw = W3DModelDraw ModuleTag_01
11195      ConditionState = NONE
11196        Model = CVTUGBOAT
11197      End
11198    End
11199  
11200    ; ***DESIGN parameters ***
11201    DisplayName      = OBJECT:Tugboat
11202  
11203    EditorSorting   = VEHICLE
11204   
11205    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
11206    WeaponSet
11207      Conditions = None
11208      Weapon = PRIMARY None
11209    End
11210    WeaponSet
11211      Conditions = CARBOMB
11212      Weapon = PRIMARY  SuicideCarBomb
11213    End
11214   
11215    ArmorSet
11216      Armor           = TruckArmor
11217      DamageFX        = CrushableCarDamageFX
11218    End
11219    CommandSet = CivilianCarBombCommandSet
11220  
11221    ; *** AUDIO Parameters ***
11222    SoundMoveStart = CarMoveStart
11223  
11224  
11225    ; *** ENGINEERING Parameters ***  
11226    KindOf          = SELECTABLE CAN_ATTACK VEHICLE BOAT
11227    RadarPriority   = LOCAL_UNIT_ONLY
11228  
11229    Body            = ActiveBody ModuleTag_02
11230      MaxHealth       = 100.0
11231      InitialHealth   = 100.0
11232    End
11233  
11234  
11235  
11236    Behavior = DestroyDie ModuleTag_03
11237      DeathTypes = ALL -CRUSHED -SPLATTED
11238    End
11239    Behavior = CrushDie ModuleTag_04
11240      DeathTypes = NONE +CRUSHED +SPLATTED
11241      TotalCrushSound     = CarAlarm
11242      BackEndCrushSound   = CarAlarm
11243      FrontEndCrushSound  = CarAlarm
11244      TotalCrushSoundPercent    = 50   
11245      BackEndCrushSoundPercent  = 50
11246      FrontEndCrushSoundPercent = 50
11247    End
11248    Behavior = SlowDeathBehavior ModuleTag_11
11249      DeathTypes = NONE +CRUSHED +SPLATTED
11250      SinkDelay = 14000
11251      SinkRate = 2     ; in Dist/Sec
11252      DestructionDelay = 20000
11253    End
11254  
11255    Behavior = FXListDie ModuleTag_05
11256      DeathTypes = NONE +CRUSHED +SPLATTED
11257      DeathFX = FX_CarCrush
11258    End
11259    Behavior = CreateObjectDie ModuleTag_06
11260      DeathTypes = ALL -CRUSHED -SPLATTED
11261      CreationList = OCL_GenericCarExplode
11262    End
11263    Behavior = FXListDie ModuleTag_07
11264      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
11265      DeathFX = FX_GenericCarExplode
11266    End
11267    Behavior = CreateObjectDie ModuleTag_08
11268      DeathTypes = NONE +SUICIDED
11269      CreationList = OCL_BurnedCarHull
11270    End
11271  
11272    Behavior = AIUpdateInterface ModuleTag_09
11273    End
11274    Locomotor = SET_NORMAL BasicCarLocomotor
11275    Locomotor = SET_WANDER WanderCarLocomotor
11276    Locomotor = SET_PANIC PanicCarLocomotor
11277  
11278    Behavior = PhysicsBehavior ModuleTag_10
11279      Mass = 30.0
11280    End
11281  
11282    Behavior = FlammableUpdate ModuleTag_21
11283      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
11284      AflameDamageAmount = 5       ; taking this much damage...
11285      AflameDamageDelay = 500       ; this often.
11286    End
11287  
11288    Behavior = FloatUpdate UpdateTag_01
11289      Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy
11290    End
11291  
11292    Geometry        = BOX
11293    GeometryIsSmall = Yes
11294    GeometryMajorRadius = 11.0
11295    GeometryMinorRadius = 4.0
11296    GeometryHeight  = 7.0
11297    Shadow          = SHADOW_VOLUME
11298  
11299  End
11300  ;------------------------------------------------------------------------------
11301  Object TrainEngine
11302  
11303    ; *** ART Parameters ***
11304    Draw = W3DModelDraw ModuleTag_01
11305      ConditionState  = NONE
11306        Model         = CVTrnEng2
11307        ParticleSysBone = Smoke01 LocomotiveSteam
11308        ;ParticleSysBone = Steam02 LocomotiveSteam
11309        ;ParticleSysBone = Steam03 DozerSmokeHeavy
11310      End
11311      ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
11312        Model         = CVTrnEng2
11313      End
11314    End
11315  
11316    ; ***DESIGN parameters ***
11317    DisplayName      = OBJECT:TrainCar
11318    EditorSorting   = VEHICLE
11319  
11320    WeaponSet
11321      Conditions = None
11322      Weapon = PRIMARY None
11323    End
11324  
11325    ArmorSet
11326      Conditions           = None
11327      Armor                = InvulnerableArmor
11328    End
11329    VisionRange            = 300
11330    ShroudClearingRange = 300
11331    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
11332    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
11333  
11334    ; *** AUDIO Parameters ***
11335    SoundMoveStart = ConvoyTruckMoveStart
11336  
11337    ; *** ENGINEERING Parameters ***  
11338    KindOf          = SELECTABLE VEHICLE TRANSPORT 
11339  
11340    Body            = ActiveBody ModuleTag_02
11341      MaxHealth       = 100.0
11342      InitialHealth   = 100.0
11343    End
11344  
11345  
11346    Behavior              = RailroadBehavior ModuleTag_03
11347  
11348      PathPrefixName    = Railroad
11349  
11350      ;=== PARAMETERS FOR ALL CARRIAGES ===    
11351      RunningGarrisonSpeedMax = 1
11352      KillSpeedMin            = 1
11353      Friction                = 0.995
11354      BigMetalBounceSound     = BuildingFallingMetal
11355      SmallMetalBounceSound   = VehicleImpactHeavy
11356      MeatyBounceSound        = InfantryCrush
11357      ClicketyClackSound      = TrainClicketyClack
11358      WhistleSound            = TrainWhistle
11359  
11360      ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
11361      IsLocomotive         = Yes
11362      SpeedMax             = 5
11363      Acceleration         = 1.03
11364      WaitAtStationTime    = 10000     ; ten seconds
11365      Braking              = 0.97
11366      RunningSound         = TrainRunningLoop
11367      CrashFXTemplateName  = SpecialEffectsTrainCrashObject
11368  
11369      CarriageTemplateName = TrainCar03
11370      CarriageTemplateName = TrainCar03
11371      CarriageTemplateName = TrainCoal    
11372      CarriageTemplateName = TrainCab
11373  
11374      ;CarriageTemplateName = TrainCar01
11375      ;CarriageTemplateName = TrainCar02
11376      ;CarriageTemplateName = TrainCar03
11377      ;CarriageTemplateName = TrainCoal    
11378      ;CarriageTemplateName = TrainTank
11379      ;CarriageTemplateName = CabooseFullOfTerrorists
11380    End
11381  
11382  ;Lorenzen made engine ungarrisonable, 12/16, please do not restore
11383  ;  Behavior = GarrisonContain ModuleTag_04
11384  ;    ContainMax          = 5
11385  ;    EnterSound          = GarrisonEnter
11386  ;    ExitSound           = GarrisonExit
11387  ;    DamagePercentToUnits = 50%
11388  ;    MobileGarrison      = Yes
11389  ;  End
11390  
11391    Behavior = DestroyDie ModuleTag_05
11392      ;nothing
11393    End
11394    Behavior = CreateObjectDie ModuleTag_06
11395      CreationList = OCL_TankerTruckExplode
11396    End
11397    Behavior = FXListDie ModuleTag_07
11398      DeathFX = FX_LocomotiveExplode
11399    End
11400  
11401    Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
11402      DeathWeapon = TankerTruckWeapon
11403      StartsActive  = Yes
11404    End
11405  
11406    Behavior = FlammableUpdate ModuleTag_21
11407      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
11408      AflameDamageAmount = 5       ; taking this much damage...
11409      AflameDamageDelay = 500       ; this often.
11410    End
11411  
11412  
11413    Behavior = AIUpdateInterface ModuleTag_22
11414    End
11415  
11416  
11417  
11418    Geometry        = BOX
11419    GeometryIsSmall = No
11420    GeometryMajorRadius = 40.0
11421    GeometryMinorRadius = 10.0
11422    GeometryHeight  = 20.0
11423    Shadow          = SHADOW_VOLUME
11424    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
11425  
11426  End
11427  
11428  
11429  ;------------------------------------------------------------------------------
11430  Object TrainEngineAlpine
11431  
11432    ; *** ART Parameters ***
11433    Draw = W3DModelDraw ModuleTag_01
11434      ConditionState  = NONE
11435        Model         = CVTrnEng2
11436        ParticleSysBone = Smoke01 LocomotiveSteam
11437        ;ParticleSysBone = Steam02 LocomotiveSteam
11438        ;ParticleSysBone = Steam03 DozerSmokeHeavy
11439      End
11440      ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
11441        Model         = CVTrnEng2
11442      End
11443    End
11444  
11445    ; ***DESIGN parameters ***
11446    DisplayName      = OBJECT:TrainCar
11447    EditorSorting   = VEHICLE
11448  
11449    WeaponSet
11450      Conditions = None
11451      Weapon = PRIMARY None
11452    End
11453  
11454    ArmorSet
11455      Conditions           = None
11456      Armor                = InvulnerableArmor
11457    End
11458    VisionRange            = 300
11459    ShroudClearingRange = 300
11460    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
11461    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
11462  
11463    ; *** AUDIO Parameters ***
11464    SoundMoveStart = ConvoyTruckMoveStart
11465  
11466    ; *** ENGINEERING Parameters ***  
11467    KindOf          = SELECTABLE VEHICLE TRANSPORT 
11468  
11469    Body            = ActiveBody ModuleTag_02
11470      MaxHealth       = 100.0
11471      InitialHealth   = 100.0
11472    End
11473  
11474  
11475    Behavior              = RailroadBehavior ModuleTag_03
11476  
11477      PathPrefixName    = Railroad
11478  
11479  
11480  
11481  
11482      ;=== PARAMETERS FOR ALL CARRIAGES ===    
11483      RunningGarrisonSpeedMax = 1
11484      KillSpeedMin            = 1
11485      Friction                = 0.995
11486      BigMetalBounceSound     = BuildingFallingMetal
11487      SmallMetalBounceSound   = VehicleImpactHeavy
11488      MeatyBounceSound        = InfantryCrush
11489      ClicketyClackSound      = TrainClicketyClack
11490      WhistleSound            = TrainWhistle
11491  
11492      ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
11493      IsLocomotive         = Yes
11494      SpeedMax             = 5
11495      Acceleration         = 1.03
11496      WaitAtStationTime    = 10000     ; ten seconds
11497      Braking              = 0.97
11498      RunningSound         = TrainRunningLoop
11499      CrashFXTemplateName  = SpecialEffectsTrainCrashObject
11500  
11501      CarriageTemplateName = TrainCoal    
11502      CarriageTemplateName = TrainCoal    
11503      CarriageTemplateName = TrainCoal    
11504      CarriageTemplateName = TrainCoal    
11505      CarriageTemplateName = TrainCarFlat
11506      CarriageTemplateName = TrainCoal    
11507      CarriageTemplateName = TrainCarFlat
11508      CarriageTemplateName = TrainTank
11509      CarriageTemplateName = TrainTank
11510      CarriageTemplateName = TrainTank
11511      CarriageTemplateName = TrainTank
11512      CarriageTemplateName = TrainCabUngarrisonable
11513  
11514    End
11515  
11516    Behavior = DestroyDie ModuleTag_05
11517      ;nothing
11518    End
11519    Behavior = CreateObjectDie ModuleTag_06
11520      CreationList = OCL_TankerTruckExplode
11521    End
11522    Behavior = FXListDie ModuleTag_07
11523      DeathFX = FX_LocomotiveExplode
11524    End
11525  
11526    Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
11527      DeathWeapon = TankerTruckWeapon
11528      StartsActive  = Yes
11529    End
11530  
11531    Behavior = FlammableUpdate ModuleTag_21
11532      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
11533      AflameDamageAmount = 5       ; taking this much damage...
11534      AflameDamageDelay = 500       ; this often.
11535    End
11536  
11537    Behavior = AIUpdateInterface ModuleTag_22
11538    End
11539  
11540    Geometry        = BOX
11541    GeometryIsSmall = No
11542    GeometryMajorRadius = 40.0
11543    GeometryMinorRadius = 10.0
11544    GeometryHeight  = 20.0
11545    Shadow          = SHADOW_VOLUME
11546    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
11547  
11548  End
11549  
11550  
11551  ;------------------------------------------------------------------------------
11552  Object TrainEngine3
11553  
11554    ; *** ART Parameters ***
11555    Draw = W3DModelDraw ModuleTag_01
11556      ConditionState  = NONE
11557        Model         = CVTrnEng2
11558        ParticleSysBone = Smoke01 LocomotiveSteam
11559        ;ParticleSysBone = Steam02 LocomotiveSteam
11560        ;ParticleSysBone = Steam03 DozerSmokeHeavy
11561      End
11562      ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
11563        Model         = CVTrnEng2
11564      End
11565    End
11566  
11567    ; ***DESIGN parameters ***
11568    DisplayName      = OBJECT:TrainCar
11569    EditorSorting   = VEHICLE
11570  
11571    WeaponSet
11572      Conditions = None
11573      Weapon = PRIMARY None
11574    End
11575  
11576    ArmorSet
11577      Conditions           = None
11578      Armor                = InvulnerableArmor
11579    End
11580  
11581    VisionRange            = 300
11582    ShroudClearingRange    = 300
11583    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
11584    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
11585  
11586  
11587    ; *** ENGINEERING Parameters ***  
11588    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
11589  
11590  
11591    Body            = ActiveBody ModuleTag_02
11592      MaxHealth       = 100.0
11593      InitialHealth   = 100.0
11594    End
11595  
11596  
11597    Behavior              = RailroadBehavior ModuleTag_03
11598  
11599      PathPrefixName    = Railroad
11600  
11601  
11602  
11603  
11604      ;=== PARAMETERS FOR ALL CARRIAGES ===    
11605      RunningGarrisonSpeedMax = 1
11606      KillSpeedMin            = 1
11607      Friction                = 0.995
11608      BigMetalBounceSound     = BuildingFallingMetal
11609      SmallMetalBounceSound   = VehicleImpactHeavy
11610      MeatyBounceSound        = InfantryCrush
11611      ClicketyClackSound      = TrainClicketyClack
11612      WhistleSound            = TrainWhistle
11613  
11614      ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
11615      IsLocomotive         = Yes
11616      SpeedMax             = 5
11617      Acceleration         = 1.03
11618      WaitAtStationTime    = 10000     ; ten seconds
11619      Braking              = 0.97
11620      RunningSound         = TrainRunningLoop
11621      CrashFXTemplateName  = SpecialEffectsTrainCrashObject
11622  
11623      CarriageTemplateName = TrainCar013
11624      CarriageTemplateName = TrainCar033
11625      CarriageTemplateName = TrainTank3
11626      CarriageTemplateName = TrainCar023
11627      CarriageTemplateName = TrainCab3
11628  
11629      ;CarriageTemplateName = TrainCar01
11630      ;CarriageTemplateName = TrainCar02
11631      ;CarriageTemplateName = TrainCar03
11632      ;CarriageTemplateName = TrainCoal    
11633      ;CarriageTemplateName = TrainTank
11634      ;CarriageTemplateName = CabooseFullOfTerrorists
11635    End
11636  
11637  ;Lorenzen made engine ungarrisonable, 12/16, please do not restore
11638  ;  Behavior = GarrisonContain ModuleTag_04
11639  ;    ContainMax          = 5
11640  ;    EnterSound          = GarrisonEnter
11641  ;    ExitSound           = GarrisonExit
11642  ;    DamagePercentToUnits = 50%
11643  ;    MobileGarrison      = Yes
11644  ;  End
11645  
11646    Behavior = DestroyDie ModuleTag_05
11647      ;nothing
11648    End
11649    Behavior = CreateObjectDie ModuleTag_06
11650      CreationList = OCL_TankerTruckExplode
11651    End
11652    Behavior = FXListDie ModuleTag_07
11653      DeathFX = FX_LocomotiveExplode
11654    End
11655  
11656    Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
11657      DeathWeapon = TankerTruckWeapon
11658      StartsActive  = Yes
11659    End
11660  
11661    Behavior = FlammableUpdate ModuleTag_21
11662      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
11663      AflameDamageAmount = 5       ; taking this much damage...
11664      AflameDamageDelay = 500       ; this often.
11665    End
11666  
11667  
11668    Behavior = AIUpdateInterface ModuleTag_22
11669    End
11670  
11671  
11672    Geometry        = BOX
11673    GeometryIsSmall = No
11674    GeometryMajorRadius = 40.0
11675    GeometryMinorRadius = 10.0
11676    GeometryHeight  = 20.0
11677    Shadow          = SHADOW_VOLUME
11678    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
11679  
11680  End
11681  
11682  ;--------------------------------------------------------------------------
11683  Object TrainRocketTransport
11684  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
11685  
11686    ; *** ART Parameters ***
11687  
11688    Draw = W3DModelDraw ModuleTag_01
11689      ConditionState  = NONE
11690        Model         = CVBaikTransNR
11691      End
11692    End
11693  
11694    ; ***DESIGN parameters ***
11695    DisplayName      = OBJECT:TrainCar
11696    EditorSorting   = VEHICLE
11697  
11698    ArmorSet
11699      Armor           = TruckArmor
11700      DamageFX        = CrushableCarDamageFX
11701    End
11702  
11703    VisionRange            = 300
11704    ShroudClearingRange    = 300
11705    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
11706    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
11707    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
11708  
11709  
11710    ; *** ENGINEERING Parameters ***  
11711    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
11712  
11713  
11714    Body            = ActiveBody ModuleTag_02
11715      MaxHealth       = 100.0
11716      InitialHealth   = 100.0
11717    End
11718  
11719  
11720  
11721    Behavior = DestroyDie ModuleTag_03
11722      ;nothing
11723    End
11724    Behavior = CreateObjectDie ModuleTag_04
11725      CreationList = OCL_TankerTruckExplode
11726    End
11727    Behavior = FXListDie ModuleTag_05
11728      DeathFX = FX_TankerTruckExplode
11729    End
11730    Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
11731      DeathWeapon = TankerTruckWeapon
11732      StartsActive  = Yes
11733    End
11734  
11735    Behavior = AIUpdateInterface ModuleTag_07
11736    End
11737    Locomotor = SET_NORMAL 18WheelerLocomotor
11738  
11739    Behavior = PhysicsBehavior ModuleTag_08
11740      Mass = 30.0
11741    End
11742  
11743    Behavior = FlammableUpdate ModuleTag_21
11744      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
11745      AflameDamageAmount = 5       ; taking this much damage...
11746      AflameDamageDelay = 500       ; this often.
11747    End
11748  
11749    Geometry        = BOX
11750    GeometryIsSmall = Yes
11751    GeometryMajorRadius = 18.0
11752    GeometryMinorRadius = 7.0
11753    GeometryHeight  = 14.0
11754    Shadow          = SHADOW_VOLUME
11755  
11756  End
11757  
11758  
11759  ;------------------------------------------------------------------------------
11760  Object TrainEngineVerySlow
11761  
11762    ; *** ART Parameters ***
11763    Draw = W3DModelDraw ModuleTag_01
11764      ConditionState  = NONE
11765        Model         = CVTrnEng2
11766        ParticleSysBone = Smoke01 LocomotiveSteam
11767        ;ParticleSysBone = Steam02 LocomotiveSteam
11768        ;ParticleSysBone = Steam03 DozerSmokeHeavy
11769      End
11770      ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
11771        Model         = CVTrnEng2
11772      End
11773    End
11774  
11775    ; ***DESIGN parameters ***
11776    DisplayName      = OBJECT:TrainCar
11777    EditorSorting   = VEHICLE
11778  
11779    WeaponSet
11780      Conditions = None
11781      Weapon = PRIMARY None
11782    End
11783  
11784    ArmorSet
11785      Conditions           = None
11786      Armor                = InvulnerableArmor
11787    End
11788  
11789    VisionRange            = 300
11790    ShroudClearingRange    = 300
11791    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
11792    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
11793  
11794    ; *** AUDIO Parameters ***
11795    SoundMoveStart = ConvoyTruckMoveStart
11796  
11797    ; *** ENGINEERING Parameters ***  
11798    KindOf          = SELECTABLE VEHICLE TRANSPORT CAN_ATTACK
11799  
11800    Body            = ActiveBody ModuleTag_02
11801      MaxHealth       = 100.0
11802      InitialHealth   = 100.0
11803    End
11804  
11805  
11806    Behavior              = RailroadBehavior ModuleTag_03
11807  
11808      PathPrefixName    = Railroad
11809  
11810  
11811  
11812  
11813      ;=== PARAMETERS FOR ALL CARRIAGES ===    
11814      RunningGarrisonSpeedMax = 2
11815      KillSpeedMin            = 2
11816      Friction                = 0.995
11817      BigMetalBounceSound     = BuildingFallingMetal
11818      SmallMetalBounceSound   = VehicleImpactHeavy
11819      MeatyBounceSound        = InfantryCrush
11820      ClicketyClackSound      = TrainClicketyClack
11821      WhistleSound            = TrainWhistle
11822  
11823      ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
11824      IsLocomotive         = Yes
11825      SpeedMax             = 0.25
11826      Acceleration         = 1.005
11827      WaitAtStationTime    = 10000     ; ten seconds
11828      Braking              = 0.97
11829      CrashFXTemplateName  = SpecialEffectsTrainCrashObject
11830      
11831      CarriageTemplateName = TrainCarFlat
11832      CarriageTemplateName = TrainCarRocket
11833    End
11834  
11835  ;THIS SHOULD BE THE ONLY GARRISONABLE ENGINE
11836    Behavior = GarrisonContain ModuleTag_04
11837      ContainMax          = 5
11838      EnterSound          = GarrisonEnter
11839      ExitSound           = GarrisonExit
11840      DamagePercentToUnits = 50%
11841      MobileGarrison      = Yes
11842    End
11843  
11844    Behavior = DestroyDie ModuleTag_05
11845      ;nothing
11846    End
11847    Behavior = CreateObjectDie ModuleTag_06
11848      CreationList = OCL_TankerTruckExplode
11849    End
11850    Behavior = FXListDie ModuleTag_07
11851      DeathFX = FX_LocomotiveExplode
11852    End
11853  
11854    Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
11855      DeathWeapon = TankerTruckWeapon
11856      StartsActive  = Yes
11857    End
11858  
11859    Behavior = FlammableUpdate ModuleTag_21
11860      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
11861      AflameDamageAmount = 5       ; taking this much damage...
11862      AflameDamageDelay = 500       ; this often.
11863    End
11864  
11865  
11866    Behavior = AIUpdateInterface ModuleTag_22
11867    End
11868  
11869  
11870  
11871    Geometry        = BOX
11872    GeometryIsSmall = No
11873    GeometryMajorRadius = 40.0
11874    GeometryMinorRadius = 10.0
11875    GeometryHeight  = 20.0
11876    Shadow          = SHADOW_VOLUME
11877    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
11878  
11879  End
11880  
11881  
11882  ;------------------------------------------------------------------------------
11883  Object TrainCarFlat
11884  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
11885  
11886    ; *** ART Parameters ***
11887    Draw = W3DModelDraw ModuleTag_01
11888      ConditionState  = NONE
11889        Model         = CVBaikFlat
11890      End
11891    End
11892  
11893    ; ***DESIGN parameters ***
11894    DisplayName      = OBJECT:TrainCar
11895    EditorSorting   = VEHICLE
11896  
11897    ArmorSet
11898      Armor           = TruckArmor
11899      DamageFX        = CrushableCarDamageFX
11900    End
11901  
11902    VisionRange            = 300
11903    ShroudClearingRange    = 300
11904    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
11905    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
11906    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
11907  
11908  
11909    ; *** ENGINEERING Parameters ***  
11910    KindOf          = SELECTABLE CAN_ATTACK VEHICLE 
11911  
11912  
11913    Body            = ActiveBody ModuleTag_02
11914      MaxHealth       = 100.0
11915      InitialHealth   = 100.0
11916    End
11917  
11918    Behavior              = RailroadBehavior ModuleTag_04
11919      IsLocomotive   = No
11920      PathPrefixName    = Railroad
11921  
11922      ;=== PARAMETERS FOR ALL CARRIAGES ===    
11923      RunningGarrisonSpeedMax = 1
11924      KillSpeedMin            = 1
11925      Friction                = 0.995
11926      BigMetalBounceSound     = BuildingFallingMetal
11927      SmallMetalBounceSound   = VehicleImpactHeavy
11928      MeatyBounceSound        = InfantryCrush
11929      ClicketyClackSound      = TrainClicketyClack
11930  
11931    End
11932  
11933    Behavior = DestroyDie ModuleTag_05
11934      ;nothing
11935    End
11936    Behavior = CreateObjectDie ModuleTag_06
11937      CreationList = OCL_TankerTruckExplode
11938    End
11939    Behavior = FXListDie ModuleTag_07
11940      DeathFX = FX_RailroadWoodenCarExplode
11941    End
11942  
11943    Behavior = FlammableUpdate ModuleTag_21
11944      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
11945      AflameDamageAmount = 5       ; taking this much damage...
11946      AflameDamageDelay = 500       ; this often.
11947    End
11948  
11949    Geometry        = BOX
11950    GeometryIsSmall = No
11951    GeometryMajorRadius = 32
11952    GeometryMinorRadius = 10.0
11953    GeometryHeight  = 20.0
11954    Shadow          = SHADOW_VOLUME
11955    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
11956  
11957  End
11958  
11959  ;------------------------------------------------------------------------------
11960  Object TrainCarRocket
11961  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
11962  
11963    ; *** ART Parameters ***
11964    Draw = W3DModelDraw ModuleTag_01
11965      ConditionState  = NONE
11966        Model         = CVBaikRCar
11967      End
11968    End
11969  
11970    ; ***DESIGN parameters ***
11971    DisplayName      = OBJECT:TrainCar
11972    EditorSorting   = VEHICLE
11973  
11974    ArmorSet
11975      Armor           = TruckArmor
11976      DamageFX        = CrushableCarDamageFX
11977    End
11978  
11979    VisionRange            = 300
11980    ShroudClearingRange    = 300
11981    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
11982    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
11983    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
11984  
11985  
11986    ; *** ENGINEERING Parameters ***  
11987    KindOf          = SELECTABLE CAN_ATTACK VEHICLE 
11988  
11989  
11990    Body            = ActiveBody ModuleTag_02
11991      MaxHealth       = 100.0
11992      InitialHealth   = 100.0
11993    End
11994  
11995  
11996    Behavior              = RailroadBehavior ModuleTag_04
11997      IsLocomotive   = No
11998      PathPrefixName    = Railroad
11999  
12000      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12001      RunningGarrisonSpeedMax = 1
12002      KillSpeedMin            = 1
12003      Friction                = 0.995
12004      BigMetalBounceSound     = BuildingFallingMetal
12005      SmallMetalBounceSound   = VehicleImpactHeavy
12006      MeatyBounceSound        = InfantryCrush
12007      ClicketyClackSound      = TrainClicketyClack
12008  
12009    End
12010  
12011    Behavior = DestroyDie ModuleTag_05
12012      ;nothing
12013    End
12014    Behavior = CreateObjectDie ModuleTag_06
12015      CreationList = OCL_TankerTruckExplode
12016    End
12017    Behavior = FXListDie ModuleTag_07
12018      DeathFX = FX_RailroadWoodenCarExplode
12019    End
12020  
12021    Behavior = FlammableUpdate ModuleTag_21
12022      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12023      AflameDamageAmount = 5       ; taking this much damage...
12024      AflameDamageDelay = 500       ; this often.
12025    End
12026  
12027    Geometry        = BOX
12028    GeometryIsSmall = No
12029    GeometryMajorRadius = 43.0
12030    GeometryMinorRadius = 10.0
12031    GeometryHeight  = 20.0
12032    Shadow          = SHADOW_VOLUME
12033    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12034  
12035  End
12036  
12037  ;------------------------------------------------------------------------------
12038  Object TrainRocketTransportWithRocket
12039  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12040  
12041    ; *** ART Parameters ***
12042  
12043    Draw = W3DModelDraw ModuleTag_01
12044      ConditionState  = NONE
12045        Model         = CVBaikTrans
12046      End
12047    End
12048  
12049    ; ***DESIGN parameters ***
12050    DisplayName      = OBJECT:TrainCar
12051    EditorSorting   = VEHICLE
12052  
12053    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
12054  
12055    ArmorSet
12056      Armor           = TruckArmor
12057      DamageFX        = CrushableCarDamageFX
12058    End
12059    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12060    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12061    CommandSet = CivilianCarBombCommandSet
12062  
12063    ; *** AUDIO Parameters ***
12064    SoundMoveStart = ConvoyTruckMoveStart
12065  
12066  
12067    ; *** ENGINEERING Parameters ***  
12068    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
12069    RadarPriority   = LOCAL_UNIT_ONLY
12070  
12071    Body            = ActiveBody ModuleTag_02
12072      MaxHealth       = 100.0
12073      InitialHealth   = 100.0
12074    End
12075  
12076  
12077  
12078    Behavior = DestroyDie ModuleTag_03
12079      ;nothing
12080    End
12081    Behavior = CreateObjectDie ModuleTag_04
12082      CreationList = OCL_TankerTruckExplode
12083    End
12084    Behavior = FXListDie ModuleTag_05
12085      DeathFX = FX_TankerTruckExplode
12086    End
12087    Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
12088      DeathWeapon = TankerTruckWeapon
12089      StartsActive  = Yes
12090    End
12091  
12092    Behavior = AIUpdateInterface ModuleTag_07
12093    End
12094    Locomotor = SET_NORMAL 18WheelerLocomotor
12095  
12096    Behavior = PhysicsBehavior ModuleTag_08
12097      Mass = 30.0
12098    End
12099  
12100    Behavior = FlammableUpdate ModuleTag_21
12101      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12102      AflameDamageAmount = 5       ; taking this much damage...
12103      AflameDamageDelay = 500       ; this often.
12104    End
12105  
12106    Geometry        = BOX
12107    GeometryIsSmall = Yes
12108    GeometryMajorRadius = 18.0
12109    GeometryMinorRadius = 7.0
12110    GeometryHeight  = 14.0
12111    Shadow          = SHADOW_VOLUME
12112  
12113  End
12114  
12115  ;------------------------------------------------------------------------------
12116  Object TrainCar01
12117  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12118  
12119    ; *** ART Parameters ***
12120  
12121    Draw = W3DModelDraw ModuleTag_01
12122      ConditionState  = NONE
12123        Model         = CVTrnBox01
12124      End
12125    End
12126  
12127    ; ***DESIGN parameters ***
12128    DisplayName      = OBJECT:TrainCar
12129    EditorSorting   = VEHICLE
12130  
12131    ArmorSet
12132      Armor           = TruckArmor
12133      DamageFX        = CrushableCarDamageFX
12134    End
12135  
12136    VisionRange            = 300
12137    ShroudClearingRange    = 300
12138    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12139    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12140    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12141  
12142  
12143    ; *** ENGINEERING Parameters ***  
12144    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
12145  
12146  
12147    Body            = ActiveBody ModuleTag_02
12148      MaxHealth       = 100.0
12149      InitialHealth   = 100.0
12150    End
12151  
12152  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
12153  ;  Behavior = GarrisonContain ModuleTag_03
12154  ;    ContainMax          = 10
12155  ;    EnterSound          = GarrisonEnter
12156  ;    ExitSound           = GarrisonExit
12157  ;    DamagePercentToUnits = 50%
12158  ;    MobileGarrison      = Yes
12159  ;  End
12160  
12161    Behavior              = RailroadBehavior ModuleTag_04
12162      IsLocomotive   = No
12163      PathPrefixName    = Railroad
12164  
12165      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12166      RunningGarrisonSpeedMax = 1
12167      KillSpeedMin            = 1
12168      Friction                = 0.995
12169      BigMetalBounceSound     = BuildingFallingMetal
12170      SmallMetalBounceSound   = VehicleImpactHeavy
12171      MeatyBounceSound        = InfantryCrush
12172      ClicketyClackSound      = TrainClicketyClack
12173  
12174    End
12175  
12176    Behavior = DestroyDie ModuleTag_05
12177      ;nothing
12178    End
12179    Behavior = CreateObjectDie ModuleTag_06
12180      CreationList = OCL_TankerTruckExplode
12181    End
12182    Behavior = FXListDie ModuleTag_07
12183      DeathFX = FX_RailroadWoodenCarExplode
12184    End
12185  
12186    Behavior = FlammableUpdate ModuleTag_21
12187      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12188      AflameDamageAmount = 5       ; taking this much damage...
12189      AflameDamageDelay = 500       ; this often.
12190    End
12191  
12192    Geometry        = BOX
12193    GeometryIsSmall = No
12194    GeometryMajorRadius = 28.0
12195    GeometryMinorRadius = 10.0
12196    GeometryHeight  = 20.0
12197    Shadow          = SHADOW_VOLUME
12198    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12199  
12200  End
12201  ;------------------------------------------------------------------------------
12202  Object TrainCar02
12203  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12204  
12205    ; *** ART Parameters ***
12206  
12207    Draw = W3DModelDraw ModuleTag_01
12208      ConditionState  = NONE
12209        Model         = CVTrnBox02
12210      End
12211    End
12212  
12213    ; ***DESIGN parameters ***
12214    DisplayName      = OBJECT:TrainCar
12215    EditorSorting   = VEHICLE
12216  
12217    ArmorSet
12218      Armor           = TruckArmor
12219      DamageFX        = CrushableCarDamageFX
12220    End
12221  
12222    VisionRange            = 300
12223    ShroudClearingRange    = 300
12224    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12225    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12226    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12227  
12228  
12229    ; *** ENGINEERING Parameters ***  
12230    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
12231  
12232  
12233    Body            = ActiveBody ModuleTag_02
12234      MaxHealth       = 100.0
12235      InitialHealth   = 100.0
12236    End
12237  
12238  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
12239  ;  Behavior = GarrisonContain ModuleTag_03
12240  ;    ContainMax          = 10
12241  ;    EnterSound          = GarrisonEnter
12242  ;    ExitSound           = GarrisonExit
12243  ;    DamagePercentToUnits = 50%
12244  ;    MobileGarrison      = Yes
12245  ;  End
12246  
12247    Behavior              = RailroadBehavior ModuleTag_04
12248      IsLocomotive   = No
12249      PathPrefixName    = Railroad
12250  
12251      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12252      RunningGarrisonSpeedMax = 1
12253      KillSpeedMin            = 1
12254      Friction                = 0.995
12255      BigMetalBounceSound     = BuildingFallingMetal
12256      SmallMetalBounceSound   = VehicleImpactHeavy
12257      MeatyBounceSound        = InfantryCrush
12258      ClicketyClackSound      = TrainClicketyClack
12259  
12260    End
12261  
12262    Behavior = DestroyDie ModuleTag_05
12263      ;nothing
12264    End
12265    Behavior = CreateObjectDie ModuleTag_06
12266      CreationList = OCL_TankerTruckExplode
12267    End
12268    Behavior = FXListDie ModuleTag_07
12269      DeathFX = FX_RailroadWoodenCarExplode
12270    End
12271  
12272    Behavior = FlammableUpdate ModuleTag_21
12273      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12274      AflameDamageAmount = 5       ; taking this much damage...
12275      AflameDamageDelay = 500       ; this often.
12276    End
12277  
12278    Geometry        = BOX
12279    GeometryIsSmall = No
12280    GeometryMajorRadius = 28.0
12281    GeometryMinorRadius = 10.0
12282    GeometryHeight  = 20.0
12283    Shadow          = SHADOW_VOLUME
12284    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12285  
12286  End
12287  ;------------------------------------------------------------------------------
12288  Object TrainCar03
12289  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12290  
12291    ; *** ART Parameters ***
12292  
12293    Draw = W3DModelDraw ModuleTag_01
12294      ConditionState  = NONE
12295        Model         = CVTrnBox03
12296      End
12297    End
12298  
12299    ; ***DESIGN parameters ***
12300    DisplayName      = OBJECT:TrainCar
12301    EditorSorting   = VEHICLE
12302  
12303    ArmorSet
12304      Armor           = TruckArmor
12305      DamageFX        = CrushableCarDamageFX
12306    End
12307  
12308    VisionRange            = 300
12309    ShroudClearingRange    = 300
12310    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12311    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12312    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12313  
12314  
12315    ; *** ENGINEERING Parameters ***  
12316    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
12317  
12318  
12319    Body            = ActiveBody ModuleTag_02
12320      MaxHealth       = 100.0
12321      InitialHealth   = 100.0
12322    End
12323  
12324  
12325  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
12326  ;  Behavior = GarrisonContain ModuleTag_03
12327  ;    ContainMax          = 10
12328  ;    EnterSound          = GarrisonEnter
12329  ;    ExitSound           = GarrisonExit
12330  ;    DamagePercentToUnits = 50%
12331  ;    MobileGarrison      = Yes
12332  ;  End
12333  
12334    Behavior              = RailroadBehavior ModuleTag_04
12335      IsLocomotive   = No
12336      PathPrefixName    = Railroad
12337  
12338      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12339      RunningGarrisonSpeedMax = 1
12340      KillSpeedMin            = 1
12341      Friction                = 0.995
12342      BigMetalBounceSound     = BuildingFallingMetal
12343      SmallMetalBounceSound   = VehicleImpactHeavy
12344      MeatyBounceSound        = InfantryCrush
12345      ClicketyClackSound      = TrainClicketyClack
12346  
12347    End
12348  
12349    Behavior = DestroyDie ModuleTag_05
12350      ;nothing
12351    End
12352    Behavior = CreateObjectDie ModuleTag_06
12353      CreationList = OCL_TankerTruckExplode
12354    End
12355    Behavior = FXListDie ModuleTag_07
12356      DeathFX = FX_RailroadWoodenCarExplode
12357    End
12358    Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
12359      DeathWeapon = TankerTruckWeapon
12360      StartsActive  = Yes
12361    End
12362    Behavior = AIUpdateInterface ModuleTag_09
12363    End
12364  
12365    Behavior = FlammableUpdate ModuleTag_21
12366      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12367      AflameDamageAmount = 5       ; taking this much damage...
12368      AflameDamageDelay = 500       ; this often.
12369    End
12370  
12371    Geometry        = BOX
12372    GeometryIsSmall = No
12373    GeometryMajorRadius = 28.0
12374    GeometryMinorRadius = 10.0
12375    GeometryHeight  = 20.0
12376    Shadow          = SHADOW_VOLUME
12377    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12378  
12379  End
12380  ;------------------------------------------------------------------------------
12381  Object TrainCab
12382  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12383  
12384    ; *** ART Parameters ***
12385  
12386    Draw = W3DModelDraw ModuleTag_01
12387      ConditionState  = NONE
12388        Model         = CVTrnCab
12389        Animation     = CVTrnCab.CVTrnCab
12390        AnimationMode = LOOP
12391      End
12392    End
12393  
12394    ; ***DESIGN parameters ***
12395    DisplayName      = OBJECT:TrainCar
12396    EditorSorting   = VEHICLE
12397  
12398    ArmorSet
12399      Armor           = TruckArmor
12400      DamageFX        = CrushableCarDamageFX
12401    End
12402  
12403    VisionRange            = 300
12404    ShroudClearingRange    = 300
12405    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12406    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12407    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12408  
12409  
12410    ; *** ENGINEERING Parameters ***  
12411    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
12412  
12413  
12414  
12415    Body            = ActiveBody ModuleTag_02
12416      MaxHealth       = 100.0
12417      InitialHealth   = 100.0
12418    End
12419  
12420  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
12421  ;  Behavior = GarrisonContain ModuleTag_03
12422  ;    ContainMax          = 10
12423  ;    EnterSound          = GarrisonEnter
12424  ;    ExitSound           = GarrisonExit
12425  ;    DamagePercentToUnits = 50%
12426  ;    MobileGarrison      = Yes
12427  ;  End
12428  
12429    Behavior              = RailroadBehavior ModuleTag_04
12430      IsLocomotive   = No
12431  
12432      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12433      RunningGarrisonSpeedMax = 1
12434      KillSpeedMin            = 1
12435      Friction                = 0.995
12436      BigMetalBounceSound     = BuildingFallingMetal
12437      SmallMetalBounceSound   = VehicleImpactHeavy
12438      MeatyBounceSound        = InfantryCrush
12439      ClicketyClackSound      = TrainClicketyClack
12440  
12441    End
12442  
12443    Behavior = DestroyDie ModuleTag_05
12444      ;nothing
12445    End
12446    Behavior = CreateObjectDie ModuleTag_06
12447      CreationList = OCL_TankerTruckExplode
12448    End
12449    Behavior = FXListDie ModuleTag_07
12450      DeathFX = FX_RailroadWoodenCarExplode
12451    End
12452  
12453    Behavior = AIUpdateInterface ModuleTag_08
12454    End
12455  
12456    Behavior = FlammableUpdate ModuleTag_21
12457      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12458      AflameDamageAmount = 5       ; taking this much damage...
12459      AflameDamageDelay = 500       ; this often.
12460    End
12461  
12462    Geometry        = BOX
12463    GeometryIsSmall = No
12464    GeometryMajorRadius = 25.0
12465    GeometryMinorRadius = 10.0
12466    GeometryHeight  = 20.0
12467    Shadow          = SHADOW_VOLUME
12468    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12469  
12470  End
12471  
12472  
12473  
12474  ;------------------------------------------------------------------------------
12475  Object TrainCabUngarrisonable
12476  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12477  
12478    ; *** ART Parameters ***
12479  
12480    Draw = W3DModelDraw ModuleTag_01
12481      ConditionState  = NONE
12482        Model         = CVTrnCab
12483        Animation     = CVTrnCab.CVTrnCab
12484        AnimationMode = LOOP
12485      End
12486    End
12487  
12488    ; ***DESIGN parameters ***
12489    DisplayName      = OBJECT:TrainCar
12490    EditorSorting   = VEHICLE
12491  
12492    ArmorSet
12493      Armor           = TruckArmor
12494      DamageFX        = CrushableCarDamageFX
12495    End
12496  
12497    VisionRange            = 300
12498    ShroudClearingRange    = 300
12499    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12500    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12501    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12502  
12503  
12504    ; *** ENGINEERING Parameters ***  
12505    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
12506  
12507  
12508  
12509    Body            = ActiveBody ModuleTag_02
12510      MaxHealth       = 100.0
12511      InitialHealth   = 100.0
12512    End
12513  
12514    Behavior              = RailroadBehavior ModuleTag_04
12515      IsLocomotive   = No
12516  
12517      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12518      RunningGarrisonSpeedMax = 1
12519      KillSpeedMin            = 1
12520      Friction                = 0.995
12521      BigMetalBounceSound     = BuildingFallingMetal
12522      SmallMetalBounceSound   = VehicleImpactHeavy
12523      MeatyBounceSound        = InfantryCrush
12524      ClicketyClackSound      = TrainClicketyClack
12525  
12526    End
12527  
12528    Behavior = DestroyDie ModuleTag_05
12529      ;nothing
12530    End
12531    Behavior = CreateObjectDie ModuleTag_06
12532      CreationList = OCL_TankerTruckExplode
12533    End
12534    Behavior = FXListDie ModuleTag_07
12535      DeathFX = FX_RailroadWoodenCarExplode
12536    End
12537  
12538    Behavior = AIUpdateInterface ModuleTag_08
12539    End
12540  
12541    Behavior = FlammableUpdate ModuleTag_21
12542      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12543      AflameDamageAmount = 5       ; taking this much damage...
12544      AflameDamageDelay = 500       ; this often.
12545    End
12546  
12547    Geometry        = BOX
12548    GeometryIsSmall = No
12549    GeometryMajorRadius = 25.0
12550    GeometryMinorRadius = 10.0
12551    GeometryHeight  = 20.0
12552    Shadow          = SHADOW_VOLUME
12553    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12554  
12555  End
12556  
12557  
12558  ;------------------------------------------------------------------------------
12559  Object TrainCoal
12560  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12561  
12562    ; *** ART Parameters ***
12563  
12564    Draw = W3DModelDraw ModuleTag_01
12565      ConditionState  = NONE
12566        Model         = CVTrnCoal
12567      End
12568    End
12569  
12570    ; ***DESIGN parameters ***
12571    DisplayName      = OBJECT:TrainCar
12572    EditorSorting   = VEHICLE
12573  
12574    ArmorSet
12575      Armor           = TruckArmor
12576      DamageFX        = CrushableCarDamageFX
12577    End
12578  
12579    VisionRange            = 300
12580    ShroudClearingRange    = 300
12581    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12582    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12583    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12584  
12585  
12586    ; *** ENGINEERING Parameters ***  
12587    KindOf          = SELECTABLE CAN_ATTACK VEHICLE 
12588  
12589  
12590    Body            = ActiveBody ModuleTag_02
12591      MaxHealth       = 100.0
12592      InitialHealth   = 100.0
12593    End
12594  
12595    Behavior              = RailroadBehavior ModuleTag_03
12596      IsLocomotive   = No
12597      PathPrefixName    = Railroad
12598  
12599      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12600      RunningGarrisonSpeedMax = 1
12601      KillSpeedMin            = 1
12602      Friction                = 0.995
12603      BigMetalBounceSound     = BuildingFallingMetal
12604      SmallMetalBounceSound   = VehicleImpactHeavy
12605      MeatyBounceSound        = InfantryCrush
12606      ClicketyClackSound      = TrainClicketyClack
12607  
12608    End
12609  
12610    Behavior = DestroyDie ModuleTag_04
12611      ;nothing
12612    End
12613    Behavior = CreateObjectDie ModuleTag_05
12614      CreationList = OCL_TankerTruckExplode
12615    End
12616    Behavior = FXListDie ModuleTag_06
12617      DeathFX = FX_RailroadCoalCarExplode
12618    End
12619    Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
12620      DeathWeapon = TankerTruckWeapon
12621      StartsActive  = Yes
12622    End
12623  
12624    Behavior = FlammableUpdate ModuleTag_21
12625      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12626      AflameDamageAmount = 5       ; taking this much damage...
12627      AflameDamageDelay = 500       ; this often.
12628    End
12629  
12630    Geometry        = BOX
12631    GeometryIsSmall = No
12632    GeometryMajorRadius = 28.0
12633    GeometryMinorRadius = 10.0
12634    GeometryHeight  = 20.0
12635    Shadow          = SHADOW_VOLUME
12636    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12637  
12638  End
12639  ;------------------------------------------------------------------------------
12640  Object TrainTank
12641  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12642  
12643    ; *** ART Parameters ***
12644    Draw = W3DModelDraw ModuleTag_01
12645      ConditionState  = NONE
12646        Model         = CVTrnTank
12647      End
12648    End
12649  
12650    ; ***DESIGN parameters ***
12651    DisplayName      = OBJECT:TrainCar
12652    EditorSorting   = VEHICLE
12653  
12654    ArmorSet
12655      Armor           = TruckArmor
12656      DamageFX        = CrushableCarDamageFX
12657    End
12658  
12659    VisionRange            = 300
12660    ShroudClearingRange    = 300
12661    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12662    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12663    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12664  
12665  
12666    ; *** ENGINEERING Parameters ***  
12667    KindOf          = SELECTABLE CAN_ATTACK VEHICLE 
12668  
12669  
12670    Body            = ActiveBody ModuleTag_02
12671      MaxHealth       = 100.0
12672      InitialHealth   = 100.0 
12673    End
12674  
12675    Behavior              = RailroadBehavior ModuleTag_03
12676      IsLocomotive   = No
12677      PathPrefixName    = Railroad
12678  
12679      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12680      RunningGarrisonSpeedMax = 1
12681      KillSpeedMin            = 1
12682      Friction                = 0.995
12683      BigMetalBounceSound     = BuildingFallingMetal
12684      SmallMetalBounceSound   = VehicleImpactHeavy
12685      MeatyBounceSound        = InfantryCrush
12686      ClicketyClackSound      = TrainClicketyClack
12687  
12688    End
12689  
12690    Behavior = DestroyDie ModuleTag_04
12691      ;nothing
12692    End
12693    Behavior = FXListDie ModuleTag_05
12694      DeathFX = FX_RailroadTankCarExplode
12695    End
12696  
12697    Behavior = FlammableUpdate ModuleTag_21
12698      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12699      AflameDamageAmount = 5       ; taking this much damage...
12700      AflameDamageDelay = 500       ; this often.
12701    End
12702  
12703    Geometry        = BOX
12704    GeometryIsSmall = No
12705    GeometryMajorRadius = 28.0
12706    GeometryMinorRadius = 10.0
12707    GeometryHeight  = 20.0
12708    Shadow          = SHADOW_VOLUME
12709    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12710  
12711  End
12712  ;------------------------------------------------------------------------------
12713  Object TrainCar013
12714  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12715  
12716    ; *** ART Parameters ***
12717  
12718    Draw = W3DModelDraw ModuleTag_01
12719      ConditionState  = NONE
12720        Model         = CVTrnBox01
12721      End
12722    End
12723  
12724    ; ***DESIGN parameters ***
12725    DisplayName      = OBJECT:TrainCar
12726    EditorSorting   = VEHICLE
12727  
12728    ArmorSet
12729      Armor           = TruckArmor
12730      DamageFX        = CrushableCarDamageFX
12731    End
12732  
12733    VisionRange            = 300
12734    ShroudClearingRange    = 300
12735    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12736    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12737    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12738  
12739  
12740    ; *** ENGINEERING Parameters ***  
12741    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
12742  
12743  
12744    Body            = ActiveBody ModuleTag_02
12745      MaxHealth       = 100.0
12746      InitialHealth   = 100.0
12747    End
12748  
12749  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
12750  ;  Behavior = GarrisonContain ModuleTag_03
12751  ;    ContainMax          = 10
12752  ;    EnterSound          = GarrisonEnter
12753  ;    ExitSound           = GarrisonExit
12754  ;    DamagePercentToUnits = 50%
12755  ;    MobileGarrison      = Yes
12756  ;  End
12757  
12758    Behavior              = RailroadBehavior ModuleTag_04
12759      IsLocomotive   = No
12760      PathPrefixName    = Railroad
12761  
12762      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12763      RunningGarrisonSpeedMax = 1
12764      KillSpeedMin            = 1
12765      Friction                = 0.995
12766      BigMetalBounceSound     = BuildingFallingMetal
12767      SmallMetalBounceSound   = VehicleImpactHeavy
12768      MeatyBounceSound        = InfantryCrush
12769      ClicketyClackSound      = TrainClicketyClack
12770  
12771    End
12772  
12773    Behavior = DestroyDie ModuleTag_05
12774      ;nothing
12775    End
12776    Behavior = CreateObjectDie ModuleTag_06
12777      CreationList = OCL_TankerTruckExplode
12778    End
12779    Behavior = FXListDie ModuleTag_07
12780      DeathFX = FX_RailroadWoodenCarExplode
12781    End
12782  
12783    Behavior = FlammableUpdate ModuleTag_21
12784      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12785      AflameDamageAmount = 5       ; taking this much damage...
12786      AflameDamageDelay = 500       ; this often.
12787    End
12788  
12789    Geometry        = BOX
12790    GeometryIsSmall = No
12791    GeometryMajorRadius = 28.0
12792    GeometryMinorRadius = 10.0
12793    GeometryHeight  = 20.0
12794    Shadow          = SHADOW_VOLUME
12795    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12796  
12797  End
12798  ;------------------------------------------------------------------------------
12799  Object TrainCar023
12800  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12801  
12802    ; *** ART Parameters ***
12803    Draw = W3DModelDraw ModuleTag_01
12804      ConditionState  = NONE
12805        Model         = CVTrnBox02
12806      End
12807    End
12808  
12809    ; ***DESIGN parameters ***
12810    DisplayName      = OBJECT:TrainCar
12811    EditorSorting   = VEHICLE
12812  
12813    ArmorSet
12814      Armor           = TruckArmor
12815      DamageFX        = CrushableCarDamageFX
12816    End
12817  
12818    VisionRange            = 300
12819    ShroudClearingRange    = 300
12820    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12821    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12822    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12823  
12824  
12825    ; *** ENGINEERING Parameters ***  
12826    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
12827  
12828  
12829    Body            = ActiveBody ModuleTag_02
12830      MaxHealth       = 100.0
12831      InitialHealth   = 100.0
12832    End
12833  
12834  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
12835  ;  Behavior = GarrisonContain ModuleTag_03
12836  ;    ContainMax          = 10
12837  ;    EnterSound          = GarrisonEnter
12838  ;    ExitSound           = GarrisonExit
12839  ;    DamagePercentToUnits = 50%
12840  ;    MobileGarrison      = Yes
12841  ;  End
12842  
12843    Behavior              = RailroadBehavior ModuleTag_04
12844      IsLocomotive   = No
12845      PathPrefixName    = Railroad
12846  
12847      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12848      RunningGarrisonSpeedMax = 1
12849      KillSpeedMin            = 1
12850      Friction                = 0.995
12851      BigMetalBounceSound     = BuildingFallingMetal
12852      SmallMetalBounceSound   = VehicleImpactHeavy
12853      MeatyBounceSound        = InfantryCrush
12854  
12855      ClicketyClackSound      = TrainClicketyClack
12856  
12857    End
12858  
12859    Behavior = DestroyDie ModuleTag_05
12860      ;nothing
12861    End
12862    Behavior = CreateObjectDie ModuleTag_06
12863      CreationList = OCL_TankerTruckExplode
12864    End
12865    Behavior = FXListDie ModuleTag_07
12866      DeathFX = FX_RailroadWoodenCarExplode
12867    End
12868  
12869    Behavior = FlammableUpdate ModuleTag_21
12870      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12871      AflameDamageAmount = 5       ; taking this much damage...
12872      AflameDamageDelay = 500       ; this often.
12873    End
12874  
12875    Geometry        = BOX
12876    GeometryIsSmall = No
12877    GeometryMajorRadius = 28.0
12878    GeometryMinorRadius = 10.0
12879    GeometryHeight  = 20.0
12880    Shadow          = SHADOW_VOLUME
12881    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12882  
12883  End
12884  ;------------------------------------------------------------------------------
12885  Object TrainCar033
12886  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12887  
12888    ; *** ART Parameters ***
12889  
12890    Draw = W3DModelDraw ModuleTag_01
12891      ConditionState  = NONE
12892        Model         = CVTrnBox03
12893      End
12894    End
12895  
12896    ; ***DESIGN parameters ***
12897    DisplayName      = OBJECT:TrainCar
12898    EditorSorting   = VEHICLE
12899  
12900    ArmorSet
12901      Armor           = TruckArmor
12902      DamageFX        = CrushableCarDamageFX
12903    End
12904  
12905    VisionRange            = 300
12906    ShroudClearingRange    = 300
12907    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12908    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
12909    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
12910  
12911  
12912    ; *** ENGINEERING Parameters ***  
12913    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
12914  
12915  
12916    Body            = ActiveBody ModuleTag_02
12917      MaxHealth       = 100.0
12918      InitialHealth   = 100.0
12919    End
12920  
12921  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
12922  ;  Behavior = GarrisonContain ModuleTag_03
12923  ;    ContainMax          = 10
12924  ;    EnterSound          = GarrisonEnter
12925  ;    ExitSound           = GarrisonExit
12926  ;    DamagePercentToUnits = 50%
12927  ;    MobileGarrison      = Yes
12928  ;  End
12929  
12930    Behavior              = RailroadBehavior ModuleTag_04
12931      IsLocomotive   = No
12932      PathPrefixName    = Railroad
12933  
12934      ;=== PARAMETERS FOR ALL CARRIAGES ===    
12935      RunningGarrisonSpeedMax = 1
12936      KillSpeedMin            = 1
12937      Friction                = 0.995
12938      BigMetalBounceSound     = BuildingFallingMetal
12939      SmallMetalBounceSound   = VehicleImpactHeavy
12940      MeatyBounceSound        = InfantryCrush
12941      ClicketyClackSound      = TrainClicketyClack
12942  
12943    End
12944  
12945    Behavior = DestroyDie ModuleTag_05
12946      ;nothing
12947    End
12948    Behavior = CreateObjectDie ModuleTag_06
12949      CreationList = OCL_TankerTruckExplode
12950    End
12951    Behavior = FXListDie ModuleTag_07
12952      DeathFX = FX_RailroadWoodenCarExplode
12953    End
12954    Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
12955      DeathWeapon = TankerTruckWeapon
12956      StartsActive  = Yes
12957    End
12958  
12959    Behavior = FlammableUpdate ModuleTag_21
12960      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12961      AflameDamageAmount = 5       ; taking this much damage...
12962      AflameDamageDelay = 500       ; this often.
12963    End
12964  
12965    Geometry        = BOX
12966    GeometryIsSmall = No
12967    GeometryMajorRadius = 28.0
12968    GeometryMinorRadius = 10.0
12969    GeometryHeight  = 20.0
12970    Shadow          = SHADOW_VOLUME
12971    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
12972  
12973  End
12974  ;------------------------------------------------------------------------------
12975  Object TrainCab3
12976  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
12977  
12978    ; *** ART Parameters ***
12979    Draw = W3DModelDraw ModuleTag_01
12980      ConditionState  = NONE
12981        Model         = CVTrnCab
12982        Animation     = CVTrnCab.CVTrnCab
12983        AnimationMode = LOOP
12984      End
12985    End
12986  
12987    ; ***DESIGN parameters ***
12988    DisplayName      = OBJECT:TrainCar
12989    EditorSorting   = VEHICLE
12990  
12991    ArmorSet
12992      Armor           = TruckArmor
12993      DamageFX        = CrushableCarDamageFX
12994    End
12995  
12996    VisionRange            = 300
12997    ShroudClearingRange    = 300
12998    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
12999    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13000    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13001  
13002  
13003    ; *** ENGINEERING Parameters ***  
13004    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
13005  
13006  
13007    Body            = ActiveBody ModuleTag_02
13008      MaxHealth       = 100.0
13009      InitialHealth   = 100.0
13010    End
13011  
13012  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
13013  ;  Behavior = GarrisonContain ModuleTag_03
13014  ;    ContainMax          = 10
13015  ;    EnterSound          = GarrisonEnter
13016  ;    ExitSound           = GarrisonExit
13017  ;    DamagePercentToUnits = 50%
13018  ;    MobileGarrison      = Yes
13019  ;  End
13020  
13021    Behavior              = RailroadBehavior ModuleTag_04
13022      IsLocomotive   = No
13023      PathPrefixName    = Railroad
13024  
13025      ;=== PARAMETERS FOR ALL CARRIAGES ===    
13026      RunningGarrisonSpeedMax = 1
13027      KillSpeedMin            = 1
13028      Friction                = 0.995
13029      BigMetalBounceSound     = BuildingFallingMetal
13030      SmallMetalBounceSound   = VehicleImpactHeavy
13031      MeatyBounceSound        = InfantryCrush
13032      ClicketyClackSound      = TrainClicketyClack
13033  
13034    End
13035  
13036    Behavior = DestroyDie ModuleTag_05
13037      ;nothing
13038    End
13039    Behavior = CreateObjectDie ModuleTag_06
13040      CreationList = OCL_TankerTruckExplode
13041    End
13042    Behavior = FXListDie ModuleTag_07
13043      DeathFX = FX_RailroadWoodenCarExplode
13044    End
13045  
13046    Behavior = FlammableUpdate ModuleTag_21
13047      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
13048      AflameDamageAmount = 5       ; taking this much damage...
13049      AflameDamageDelay = 500       ; this often.
13050    End
13051  
13052    Geometry        = BOX
13053    GeometryIsSmall = No
13054    GeometryMajorRadius = 25.0
13055    GeometryMinorRadius = 10.0
13056    GeometryHeight  = 20.0
13057    Shadow          = SHADOW_VOLUME
13058    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
13059  
13060  End
13061  ;------------------------------------------------------------------------------
13062  Object TrainCoal3
13063  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
13064  
13065    ; *** ART Parameters ***
13066    Draw = W3DModelDraw ModuleTag_01
13067      ConditionState  = NONE
13068        Model         = CVTrnCoal
13069      End
13070    End
13071  
13072    ; ***DESIGN parameters ***
13073    DisplayName      = OBJECT:TrainCar
13074    EditorSorting   = VEHICLE
13075  
13076    ArmorSet
13077      Armor           = TruckArmor
13078      DamageFX        = CrushableCarDamageFX
13079    End
13080  
13081    VisionRange            = 300
13082    ShroudClearingRange    = 300
13083    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
13084    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13085    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13086  
13087  
13088    ; *** ENGINEERING Parameters ***  
13089    KindOf          = SELECTABLE CAN_ATTACK VEHICLE 
13090  
13091  
13092    Body            = ActiveBody ModuleTag_02
13093      MaxHealth       = 100.0
13094      InitialHealth   = 100.0
13095    End
13096  
13097    Behavior              = RailroadBehavior ModuleTag_03
13098      IsLocomotive   = No
13099      PathPrefixName    = Railroad
13100  
13101      ;=== PARAMETERS FOR ALL CARRIAGES ===    
13102      RunningGarrisonSpeedMax = 1
13103      KillSpeedMin            = 1
13104      Friction                = 0.995
13105      BigMetalBounceSound     = BuildingFallingMetal
13106      SmallMetalBounceSound   = VehicleImpactHeavy
13107      MeatyBounceSound        = InfantryCrush
13108      ClicketyClackSound      = TrainClicketyClack
13109  
13110    End
13111  
13112    Behavior = DestroyDie ModuleTag_04
13113      ;nothing
13114    End
13115    Behavior = CreateObjectDie ModuleTag_05
13116      CreationList = OCL_TankerTruckExplode
13117    End
13118    Behavior = FXListDie ModuleTag_06
13119      DeathFX = FX_RailroadCoalCarExplode
13120    End
13121    Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
13122      DeathWeapon = TankerTruckWeapon
13123      StartsActive  = Yes
13124    End
13125  
13126    Behavior = FlammableUpdate ModuleTag_21
13127      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
13128      AflameDamageAmount = 5       ; taking this much damage...
13129      AflameDamageDelay = 500       ; this often.
13130    End
13131  
13132    Geometry        = BOX
13133    GeometryIsSmall = No
13134    GeometryMajorRadius = 28.0
13135    GeometryMinorRadius = 10.0
13136    GeometryHeight  = 20.0
13137    Shadow          = SHADOW_VOLUME
13138    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
13139  
13140  End
13141  ;------------------------------------------------------------------------------
13142  Object TrainTank3
13143  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
13144  
13145    ; *** ART Parameters ***
13146    Draw = W3DModelDraw ModuleTag_01
13147      ConditionState  = NONE
13148        Model         = CVTrnTank
13149      End
13150    End
13151  
13152    ; ***DESIGN parameters ***
13153    DisplayName      = OBJECT:TrainCar
13154    EditorSorting   = VEHICLE
13155  
13156    ArmorSet
13157      Armor           = TruckArmor
13158      DamageFX        = CrushableCarDamageFX
13159    End
13160  
13161    VisionRange            = 300
13162    ShroudClearingRange    = 300
13163    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
13164    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13165    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13166  
13167  
13168    ; *** ENGINEERING Parameters ***  
13169    KindOf          = SELECTABLE CAN_ATTACK VEHICLE 
13170  
13171  
13172    Body            = ActiveBody ModuleTag_02
13173      MaxHealth       = 100.0
13174      InitialHealth   = 100.0 
13175    End
13176  
13177    Behavior              = RailroadBehavior ModuleTag_03
13178      IsLocomotive   = No
13179      PathPrefixName    = Railroad
13180  
13181      ;=== PARAMETERS FOR ALL CARRIAGES ===    
13182      RunningGarrisonSpeedMax = 1
13183      KillSpeedMin            = 1
13184      Friction                = 0.995
13185      BigMetalBounceSound     = BuildingFallingMetal
13186      SmallMetalBounceSound   = VehicleImpactHeavy
13187      MeatyBounceSound        = InfantryCrush
13188      ClicketyClackSound      = TrainClicketyClack
13189  
13190    End
13191  
13192    Behavior = DestroyDie ModuleTag_04
13193      ;nothing
13194    End
13195    Behavior = FXListDie ModuleTag_05
13196      DeathFX = FX_RailroadTankCarExplode
13197    End
13198  
13199    Behavior = FlammableUpdate ModuleTag_21
13200      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
13201      AflameDamageAmount = 5       ; taking this much damage...
13202      AflameDamageDelay = 500       ; this often.
13203    End
13204  
13205    Geometry        = BOX
13206    GeometryIsSmall = No
13207    GeometryMajorRadius = 28.0
13208    GeometryMinorRadius = 10.0
13209    GeometryHeight  = 20.0
13210    Shadow          = SHADOW_VOLUME
13211    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
13212  
13213  End
13214  
13215  ;------------------------------------------------------------------------------
13216  Object CabooseFullOfTerrorists
13217  
13218    ; *** ART Parameters ***
13219    Draw = W3DModelDraw ModuleTag_01
13220      ConditionState  = NONE
13221        Model         = CVTrnCab
13222        Animation     = CVTrnCab.CVTrnCab
13223        AnimationMode = LOOP
13224      End
13225    End
13226  
13227    ; ***DESIGN parameters ***
13228    DisplayName      = OBJECT:TrainCar
13229    EditorSorting   = VEHICLE
13230  
13231    ArmorSet
13232      Armor           = TruckArmor
13233      DamageFX        = CrushableCarDamageFX
13234    End
13235  
13236    VisionRange            = 300
13237    ShroudClearingRange    = 300
13238    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
13239    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13240    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13241  
13242  
13243    ; *** ENGINEERING Parameters ***  
13244    KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT
13245  
13246  
13247    Body            = ActiveBody ModuleTag_02
13248      MaxHealth       = 100.0
13249      InitialHealth   = 100.0
13250    End
13251    
13252    ;THIS IS THE ONLY TRAIN CARRIAGE THAT SHOULD BE GARRISONABLE
13253    Behavior = GarrisonContain ModuleTag_03
13254      ContainMax          = 10
13255      EnterSound          = GarrisonEnter
13256      ExitSound           = GarrisonExit
13257      DamagePercentToUnits = 50%
13258      MobileGarrison      = Yes
13259      InitialRoster    = GLAInfantryTerrorist 10
13260    End
13261  
13262    Behavior              = RailroadBehavior ModuleTag_04
13263      IsLocomotive   = No
13264      PathPrefixName    = Railroad
13265  
13266      ;=== PARAMETERS FOR ALL CARRIAGES ===    
13267      RunningGarrisonSpeedMax = 1
13268      KillSpeedMin            = 1
13269      Friction                = 0.995
13270      BigMetalBounceSound     = BuildingFallingMetal
13271      SmallMetalBounceSound   = VehicleImpactHeavy
13272      MeatyBounceSound        = InfantryCrush
13273      ClicketyClackSound      = TrainClicketyClack
13274  
13275    End
13276  
13277    Behavior = DestroyDie ModuleTag_05
13278      ;nothing
13279    End
13280    Behavior = FXListDie ModuleTag_06
13281      DeathFX = FX_RailroadWoodenCarExplode
13282    End
13283  
13284    Behavior = FlammableUpdate ModuleTag_21
13285      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
13286      AflameDamageAmount = 5       ; taking this much damage...
13287      AflameDamageDelay = 500       ; this often.
13288    End
13289  
13290    Geometry        = BOX
13291    GeometryIsSmall = No
13292    GeometryMajorRadius = 25.0
13293    GeometryMinorRadius = 10.0
13294    GeometryHeight  = 20.0
13295    Shadow          = SHADOW_VOLUME
13296    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
13297  
13298  End
13299  
13300  ;------------------------------------------------------------------------------
13301  Object Rickshaw
13302    
13303      ; *** ART Parameters ***
13304    SelectPortrait         = SUTerrorist_L
13305    ButtonImage            = SUTerrorist
13306  
13307    Draw = W3DModelDraw ModuleTag_01
13308      DefaultConditionState
13309        Model = cvrksh_SKN
13310        IdleAnimation = cvrksh_SKL.cvrksh_STN
13311        IdleAnimation = cvrksh_SKL.cvrksh_STN
13312        IdleAnimation = cvrksh_SKL.cvrksh_STN
13313        IdleAnimation = cvrksh_SKL.cvrksh_STN
13314        IdleAnimation = cvrksh_SKL.cvrksh_STN
13315        IdleAnimation = cvrksh_SKL.cvrksh_IDL
13316        AnimationMode = ONCE
13317      End
13318  
13319      ConditionState = MOVING
13320        Animation = cvrksh_SKL.cvrksh_WAL
13321        AnimationMode = LOOP
13322        Flags = RANDOMSTART
13323      End
13324  
13325      ConditionState = DYING
13326        Animation = cvrksh_SKL.cvrksh_DEA
13327        AnimationMode = ONCE
13328      End  
13329    End
13330  
13331    ; ***DESIGN parameters ***
13332    DisplayName      = OBJECT:EuroVan
13333    EditorSorting   = VEHICLE
13334   
13335    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
13336    WeaponSet
13337      Conditions = None
13338      Weapon = PRIMARY None
13339    End
13340    WeaponSet
13341      Conditions = CARBOMB
13342      Weapon = PRIMARY  SuicideCarBomb
13343    End
13344   
13345    ArmorSet
13346      Armor           = TruckArmor
13347      DamageFX        = CrushableCarDamageFX
13348    End
13349    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13350    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13351    CommandSet = CivilianCarBombCommandSet
13352  
13353    ; *** AUDIO Parameters ***
13354  
13355  
13356  
13357    ; *** ENGINEERING Parameters ***  
13358    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
13359    RadarPriority   = LOCAL_UNIT_ONLY
13360  
13361    Body            = ActiveBody ModuleTag_02
13362      MaxHealth       = 100.0
13363      InitialHealth   = 100.0
13364    End
13365  
13366  
13367  
13368    Behavior = DestroyDie ModuleTag_03
13369      DeathTypes = ALL -CRUSHED -SPLATTED
13370    End
13371    Behavior = CrushDie ModuleTag_04
13372      DeathTypes = NONE +CRUSHED +SPLATTED
13373      TotalCrushSound     = CarAlarm
13374      BackEndCrushSound   = CarAlarm
13375      FrontEndCrushSound  = CarAlarm
13376      TotalCrushSoundPercent    = 50   
13377      BackEndCrushSoundPercent  = 50
13378      FrontEndCrushSoundPercent = 50
13379    End
13380    Behavior = SlowDeathBehavior ModuleTag_11
13381      DeathTypes = NONE +CRUSHED +SPLATTED
13382      SinkDelay = 14000
13383      SinkRate = 2     ; in Dist/Sec
13384      DestructionDelay = 20000
13385    End
13386  
13387    Behavior = FXListDie ModuleTag_05
13388      DeathTypes = NONE +CRUSHED +SPLATTED
13389      DeathFX = FX_CarCrush
13390    End
13391    Behavior = CreateObjectDie ModuleTag_06
13392      DeathTypes = ALL -CRUSHED -SPLATTED
13393      CreationList = OCL_GenericCarExplode
13394    End
13395    Behavior = FXListDie ModuleTag_07
13396      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
13397      DeathFX = FX_GenericCarExplode
13398    End
13399    Behavior = CreateObjectDie ModuleTag_08
13400      DeathTypes = NONE +SUICIDED
13401      CreationList = OCL_BurnedCarHull
13402    End
13403  
13404    Behavior = AIUpdateInterface ModuleTag_09
13405    End
13406    Locomotor = SET_NORMAL BasicCarLocomotor
13407    Locomotor = SET_WANDER WanderCarLocomotor
13408    Locomotor = SET_PANIC PanicCarLocomotor
13409  
13410    Behavior = PhysicsBehavior ModuleTag_10
13411      Mass = 30.0
13412    End
13413  
13414    Behavior = FlammableUpdate ModuleTag_21
13415      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
13416      AflameDamageAmount = 5       ; taking this much damage...
13417      AflameDamageDelay = 500       ; this often.
13418    End
13419  
13420    Geometry        = BOX
13421    GeometryIsSmall = Yes
13422    GeometryMajorRadius = 11.0
13423    GeometryMinorRadius = 4.0
13424    GeometryHeight  = 7.0
13425    Shadow          = SHADOW_VOLUME
13426  
13427  End
13428  
13429  ;------------------------------------------------------------------------------
13430  Object ConstructionCraneCementBucket
13431  
13432    ; *** ART Parameters ***
13433    Draw = W3DModelDraw ModuleTag_01
13434      ConditionState = NONE
13435        Model = CVCstcn
13436      End
13437      
13438      ConditionState = REALLYDAMAGED
13439        Model = CVCstcn_D
13440      End
13441      
13442      ConditionState = RUBBLE
13443        Model = CVCstcn_D
13444      End
13445    End
13446  
13447    ; ***DESIGN parameters ***
13448    DisplayName      = OBJECT:EuroVan
13449    EditorSorting   = VEHICLE
13450   
13451    WeaponSet
13452      Conditions = None
13453      Weapon = PRIMARY None
13454    End
13455  
13456    ArmorSet
13457      Armor           = TruckArmor
13458      DamageFX        = CrushableCarDamageFX
13459    End
13460    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13461    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13462  
13463    ; *** AUDIO Parameters ***
13464    SoundMoveStart = CarMoveStart
13465  
13466  
13467    ; *** ENGINEERING Parameters ***  
13468    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
13469  
13470    Body            = ActiveBody ModuleTag_02
13471      MaxHealth       = 100.0
13472      InitialHealth   = 100.0
13473    End
13474  
13475  
13476  
13477    Behavior = DestroyDie ModuleTag_03
13478      ;nothing
13479    End
13480  
13481  
13482    Behavior = AIUpdateInterface ModuleTag_04
13483    End
13484    Locomotor = SET_NORMAL BasicCarLocomotor
13485    Locomotor = SET_WANDER WanderCarLocomotor
13486    Locomotor = SET_PANIC PanicCarLocomotor
13487  
13488    Behavior = PhysicsBehavior ModuleTag_05
13489      Mass = 30.0
13490    End
13491  
13492    Behavior = FlammableUpdate ModuleTag_21
13493      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
13494      AflameDamageAmount = 5       ; taking this much damage...
13495      AflameDamageDelay = 500       ; this often.
13496    End
13497  
13498    Geometry        = BOX
13499    GeometryIsSmall = Yes
13500    GeometryMajorRadius = 11.0
13501    GeometryMinorRadius = 4.0
13502    GeometryHeight  = 7.0
13503    Shadow          = SHADOW_VOLUME
13504  
13505  End
13506  
13507  ;------------------------------------------------------------------------------
13508  Object Scooter
13509    
13510      ; *** ART Parameters ***
13511    Draw = W3DModelDraw ModuleTag_01
13512      DefaultConditionState
13513        Model = cvsctr_SKN
13514        IdleAnimation = cvsctr_SKL.cvsctr_STN
13515        IdleAnimation = cvsctr_SKL.cvsctr_STN
13516        IdleAnimation = cvsctr_SKL.cvsctr_STN
13517        IdleAnimation = cvsctr_SKL.cvsctr_STN
13518        IdleAnimation = cvsctr_SKL.cvsctr_STN
13519        IdleAnimation = cvsctr_SKL.cvsctr_IDL
13520        AnimationMode = ONCE
13521      End
13522  
13523      ConditionState = MOVING
13524        Animation = cvsctr_SKL.cvsctr_WAL
13525        AnimationMode = LOOP
13526        Flags = RANDOMSTART
13527      End
13528  
13529      ConditionState = DYING
13530        Animation = cvsctr_SKL.cvsctr_DEA
13531        AnimationMode = ONCE
13532      End  
13533    End
13534  
13535    ; ***DESIGN parameters ***
13536    DisplayName      = OBJECT:EuroVan
13537    EditorSorting   = VEHICLE
13538   
13539    WeaponSet
13540      Conditions = None
13541      Weapon = PRIMARY None
13542    End
13543  
13544    ArmorSet
13545      Armor           = TruckArmor
13546      DamageFX        = CrushableCarDamageFX
13547    End
13548    CrusherLevel           = 0  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13549    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13550  
13551    ; *** AUDIO Parameters ***
13552  
13553  
13554    ; *** ENGINEERING Parameters ***  
13555    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
13556  
13557    Body            = ActiveBody ModuleTag_02
13558      MaxHealth       = 100.0
13559      InitialHealth   = 100.0
13560    End
13561  
13562  
13563  
13564    Behavior = DestroyDie ModuleTag_03
13565      ;nothing
13566    End
13567  
13568  
13569    Behavior = AIUpdateInterface ModuleTag_04
13570    End
13571    Locomotor = SET_NORMAL BasicCarLocomotor
13572    Locomotor = SET_WANDER WanderCarLocomotor
13573    Locomotor = SET_PANIC PanicCarLocomotor
13574  
13575    Behavior = PhysicsBehavior ModuleTag_05
13576      Mass = 30.0
13577    End
13578  
13579    Behavior = FlammableUpdate ModuleTag_21
13580      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
13581      AflameDamageAmount = 5       ; taking this much damage...
13582      AflameDamageDelay = 500       ; this often.
13583    End
13584  
13585    Geometry        = BOX
13586    GeometryIsSmall = Yes
13587    GeometryMajorRadius = 11.0
13588    GeometryMinorRadius = 4.0
13589    GeometryHeight  = 7.0
13590    Shadow          = SHADOW_VOLUME
13591  
13592  End
13593  
13594  ;------------------------------------------------------------------------------
13595  Object CargoCrane
13596  
13597    ; *** ART Parameters ***
13598    Draw = W3DModelDraw ModuleTag_01
13599      ConditionState = NONE
13600        Model = CVCargobrn
13601      End
13602      
13603      ConditionState = REALLYDAMAGED
13604        Model = CVCargobrn_D
13605      End
13606      
13607      ConditionState = RUBBLE
13608        Model = CVCargobrn_D
13609      End
13610    End
13611  
13612    ; ***DESIGN parameters ***
13613    DisplayName      = OBJECT:EuroVan
13614    EditorSorting   = VEHICLE
13615   
13616    WeaponSet
13617      Conditions = None
13618      Weapon = PRIMARY None
13619    End
13620  
13621    ArmorSet
13622      Armor           = TruckArmor
13623      DamageFX        = CrushableCarDamageFX
13624    End
13625    CrusherLevel           = 3  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13626    CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13627  
13628    ; *** AUDIO Parameters ***
13629  
13630  
13631    ; *** ENGINEERING Parameters ***  
13632    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
13633  
13634    Body            = ActiveBody ModuleTag_02
13635      MaxHealth       = 100.0
13636      InitialHealth   = 100.0
13637    End
13638  
13639  
13640  
13641    Behavior = DestroyDie ModuleTag_03
13642      ;nothing
13643    End
13644  
13645  
13646    Behavior = AIUpdateInterface ModuleTag_04
13647    End
13648    Locomotor = SET_NORMAL BasicCarLocomotor
13649    Locomotor = SET_WANDER WanderCarLocomotor
13650    Locomotor = SET_PANIC PanicCarLocomotor
13651  
13652    Behavior = PhysicsBehavior ModuleTag_05
13653      Mass = 30.0
13654    End
13655  
13656    Behavior = FlammableUpdate ModuleTag_21
13657      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
13658      AflameDamageAmount = 5       ; taking this much damage...
13659      AflameDamageDelay = 500       ; this often.
13660    End
13661  
13662    Geometry        = BOX
13663    GeometryIsSmall = Yes
13664    GeometryMajorRadius = 11.0
13665    GeometryMinorRadius = 4.0
13666    GeometryHeight  = 7.0
13667    Shadow          = SHADOW_VOLUME
13668  
13669  End
13670  
13671  ;------------------------------------------------------------------------------
13672  Object CommercialAirliner
13673  
13674    ; *** ART Parameters ***
13675    Draw = W3DModelDraw ModuleTag_01
13676      ConditionState = NONE
13677        Model = CVAirplane
13678      End
13679      
13680      ConditionState = REALLYDAMAGED
13681        Model = CVAirplane_D
13682      End
13683      
13684      ConditionState = RUBBLE
13685        Model = CVAirplane_D
13686      End
13687    End
13688  
13689    ; ***DESIGN parameters ***
13690    DisplayName      = OBJECT:CropDuster
13691    EditorSorting   = VEHICLE
13692   
13693    ArmorSet
13694      Conditions      = None
13695      Armor           = AirplaneArmor
13696      DamageFX        = None
13697    End
13698    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13699    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13700  
13701    ; *** AUDIO Parameters ***
13702  
13703    ; *** ENGINEERING Parameters ***  
13704    KindOf          = CAN_CAST_REFLECTIONS VEHICLE AIRCRAFT
13705  
13706    Body            = ActiveBody ModuleTag_02
13707      MaxHealth       = 100.0
13708      InitialHealth   = 100.0
13709    End
13710    
13711    Behavior = DestroyDie ModuleTag_DeathTag03
13712      ;nothing
13713    End
13714    Behavior = CreateObjectDie ModuleTag_DeathTag04
13715      CreationList = OCL_GenericCarExplode
13716    End
13717    Behavior = FXListDie ModuleTag_DeathTag05
13718      DeathFX = FX_GenericCarExplode
13719    End
13720    
13721    
13722  
13723  ;  Behavior = DestroyDie ModuleTag_03
13724  ;    DeathTypes = ALL -CRUSHED -SPLATTED
13725  ;  End
13726  ;  Behavior = CrushDie ModuleTag_04
13727  ;    DeathTypes = NONE +CRUSHED +SPLATTED
13728  ;    TotalCrushSound     = CarAlarm
13729  ;    BackEndCrushSound   = CarAlarm
13730  ;    FrontEndCrushSound  = CarAlarm
13731  ;    TotalCrushSoundPercent    = 50   
13732  ;    BackEndCrushSoundPercent  = 50
13733  ;    FrontEndCrushSoundPercent = 50
13734  ;  End
13735  ;  Behavior = SlowDeathBehavior ModuleTag_11
13736  ;    DeathTypes = NONE +CRUSHED +SPLATTED
13737   ;   SinkDelay = 14000
13738  ;    SinkRate = 2     ; in Dist/Sec
13739  ;    DestructionDelay = 20000
13740  ;  End
13741  
13742  ;  Behavior = FXListDie ModuleTag_05
13743  ;    DeathTypes = NONE +CRUSHED +SPLATTED
13744  ;    DeathFX = FX_CarCrush
13745  ;  End
13746  ;  Behavior = CreateObjectDie ModuleTag_06
13747  ;    DeathTypes = ALL -CRUSHED -SPLATTED
13748  ;    CreationList = OCL_GenericCarExplode
13749  ;  End
13750  ;  Behavior = FXListDie ModuleTag_07
13751  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
13752  ;    DeathFX = FX_GenericCarExplode
13753  ;  End
13754  ;  Behavior = CreateObjectDie ModuleTag_08
13755  ;    DeathTypes = NONE +SUICIDED
13756  ;    CreationList = OCL_BurnedCarHull
13757  ;  End
13758  
13759    Behavior = AIUpdateInterface ModuleTag_09
13760    End
13761    Locomotor = SET_NORMAL B52Locomotor
13762  
13763    Behavior = PhysicsBehavior ModuleTag_10
13764      Mass = 500.0
13765    End
13766  
13767    Behavior = FlammableUpdate ModuleTag_21
13768      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
13769      AflameDamageAmount = 5       ; taking this much damage...
13770      AflameDamageDelay = 500       ; this often.
13771    End
13772  
13773    Geometry        = CYLINDER
13774    GeometryIsSmall = Yes
13775    GeometryMajorRadius = 7.0
13776    GeometryMinorRadius = 7.0
13777    GeometryHeight  = 7.0
13778    Shadow          = SHADOW_VOLUME
13779    ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length
13780  
13781  End
13782  
13783  ;------------------------------------------------------------------------------
13784  Object Tractor
13785  
13786    ; *** ART Parameters ***
13787    SelectPortrait         = SUTerrorist_L
13788    ButtonImage            = SUTerrorist
13789  
13790    ;Draw = W3DModelDraw ModuleTag_01
13791    Draw = W3DTruckDraw ModuleTag_TruckDraw
13792      ConditionState = NONE
13793        Model = CVTractor
13794      End
13795      
13796      ConditionState = REALLYDAMAGED
13797        Model = CVTractor_D
13798      End
13799      
13800      ConditionState = RUBBLE
13801        Model = CVTractor_D
13802      End
13803    
13804      LeftFrontTireBone = Tire01
13805      RightFrontTireBone = Tire02
13806      LeftRearTireBone = Tire03
13807      RightRearTireBone = Tire04
13808      TireRotationMultiplier = 0.2   ; this * speed = rotation.
13809      PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.
13810  
13811    End
13812  
13813    ; ***DESIGN parameters ***
13814    DisplayName      = OBJECT:Backhoe
13815    EditorSorting   = VEHICLE
13816   
13817    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
13818    WeaponSet
13819      Conditions = None
13820      Weapon = PRIMARY None
13821    End
13822    WeaponSet
13823      Conditions = CARBOMB
13824      Weapon = PRIMARY  SuicideCarBomb
13825    End
13826   
13827    ArmorSet
13828      Armor           = TruckArmor
13829      DamageFX        = CrushableCarDamageFX
13830    End
13831    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13832    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13833    CommandSet = CivilianCarBombCommandSet
13834  
13835    ; *** AUDIO Parameters ***
13836    SoundMoveStart = CarMoveStart
13837  
13838  
13839    ; *** ENGINEERING Parameters ***  
13840    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
13841    RadarPriority   = LOCAL_UNIT_ONLY
13842  
13843    Body            = ActiveBody ModuleTag_02
13844      MaxHealth       = 100.0
13845      InitialHealth   = 100.0
13846    End
13847  
13848  
13849  
13850    Behavior = DestroyDie ModuleTag_03
13851      DeathTypes = ALL -CRUSHED -SPLATTED
13852    End
13853    Behavior = CrushDie ModuleTag_04
13854      DeathTypes = NONE +CRUSHED +SPLATTED
13855      TotalCrushSound     = CarAlarm
13856      BackEndCrushSound   = CarAlarm
13857      FrontEndCrushSound  = CarAlarm
13858      TotalCrushSoundPercent    = 50   
13859      BackEndCrushSoundPercent  = 50
13860      FrontEndCrushSoundPercent = 50
13861    End
13862    Behavior = SlowDeathBehavior ModuleTag_11
13863      DeathTypes = NONE +CRUSHED +SPLATTED
13864      SinkDelay = 14000
13865      SinkRate = 2     ; in Dist/Sec
13866      DestructionDelay = 20000
13867    End
13868  
13869    Behavior = FXListDie ModuleTag_05
13870      DeathTypes = NONE +CRUSHED +SPLATTED
13871      DeathFX = FX_CarCrush
13872    End
13873    Behavior = CreateObjectDie ModuleTag_06
13874      DeathTypes = ALL -CRUSHED -SPLATTED
13875      CreationList = OCL_GenericCarExplode
13876    End
13877    Behavior = FXListDie ModuleTag_07
13878      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
13879      DeathFX = FX_GenericCarExplode
13880    End
13881   ; Behavior = CreateObjectDie ModuleTag_08
13882   ;   DeathTypes = NONE +SUICIDED
13883   ;   CreationList = OCL_BurnedCarHull
13884   ; End
13885  
13886    Behavior = AIUpdateInterface ModuleTag_09
13887    End
13888    Locomotor = SET_NORMAL BasicCarLocomotor
13889    Locomotor = SET_WANDER WanderCarLocomotor
13890    Locomotor = SET_PANIC PanicCarLocomotor
13891  
13892    Behavior = PhysicsBehavior ModuleTag_10
13893      Mass = 30.0
13894    End
13895  
13896    Behavior = FlammableUpdate ModuleTag_21
13897      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
13898      AflameDamageAmount = 5       ; taking this much damage...
13899      AflameDamageDelay = 500       ; this often.
13900    End
13901  
13902    Geometry        = BOX
13903    GeometryIsSmall = Yes
13904    GeometryMajorRadius = 11.0
13905    GeometryMinorRadius = 4.0
13906    GeometryHeight  = 7.0
13907    Shadow          = SHADOW_VOLUME
13908  
13909  End
13910  
13911  
13912  ;------------------------------------------------------------------------------
13913  Object OxPlow
13914  
13915    ; *** ART Parameters ***
13916    SelectPortrait         = SUTerrorist_L
13917    ButtonImage            = SUTerrorist
13918  
13919    Draw = W3DModelDraw ModuleTag_01
13920      DefaultConditionState
13921        Model = cvoxpl_SKN
13922        IdleAnimation = cvoxpl_SKL.cvoxpl_STN
13923        IdleAnimation = cvoxpl_SKL.cvoxpl_STN
13924        IdleAnimation = cvoxpl_SKL.cvoxpl_STN
13925        IdleAnimation = cvoxpl_SKL.cvoxpl_STN
13926        IdleAnimation = cvoxpl_SKL.cvoxpl_STN
13927        IdleAnimation = cvoxpl_SKL.cvoxpl_IDL
13928        AnimationMode = ONCE
13929      End
13930  
13931      ConditionState = MOVING
13932        Animation = cvoxpl_SKL.cvoxpl_WAL
13933        AnimationMode = LOOP
13934        Flags = RANDOMSTART
13935      End
13936  
13937      ConditionState = DYING
13938        Animation = cvoxpl_SKL.cvoxpl_DEA
13939        AnimationMode = ONCE
13940      End  
13941    End
13942  
13943    ; ***DESIGN parameters ***
13944    DisplayName      = OBJECT:Backhoe
13945    EditorSorting   = VEHICLE
13946   
13947    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
13948    WeaponSet
13949      Conditions = None
13950      Weapon = PRIMARY None
13951    End
13952    WeaponSet
13953      Conditions = CARBOMB
13954      Weapon = PRIMARY  SuicideCarBomb
13955    End
13956   
13957    ArmorSet
13958      Armor           = TruckArmor
13959      DamageFX        = CrushableCarDamageFX
13960    End
13961    CrusherLevel           = 0  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
13962    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
13963    CommandSet = CivilianCarBombCommandSet
13964  
13965    ; *** AUDIO Parameters ***
13966    SoundAmbient = CowAmbience
13967  
13968  
13969    ; *** ENGINEERING Parameters ***  
13970    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
13971    RadarPriority   = LOCAL_UNIT_ONLY
13972  
13973    Body            = ActiveBody ModuleTag_02
13974      MaxHealth       = 100.0
13975      InitialHealth   = 100.0
13976    End
13977  
13978  
13979  
13980    ;Behavior = DestroyDie ModuleTag_03
13981    ;  DeathTypes = ALL
13982    ;End
13983    
13984   ; Behavior = CrushDie ModuleTag_04
13985   ;   DeathTypes = NONE +CRUSHED +SPLATTED
13986   ;   TotalCrushSound     = CarAlarm
13987   ;   BackEndCrushSound   = CarAlarm
13988   ;   FrontEndCrushSound  = CarAlarm
13989   ;   TotalCrushSoundPercent    = 50   
13990   ;   BackEndCrushSoundPercent  = 50
13991   ;   FrontEndCrushSoundPercent = 50
13992   ; End
13993    
13994    Behavior = SlowDeathBehavior ModuleTag_11
13995      DeathTypes = ALL
13996      SinkDelay = 14000
13997      SinkRate = 2     ; in Dist/Sec
13998      DestructionDelay = 20000
13999    End
14000    
14001  ; Behavior = FXListDie ModuleTag_05
14002  ;   DeathTypes = NONE +CRUSHED +SPLATTED
14003  ;    DeathFX = FX_CarCrush
14004  ;  End
14005  ;  Behavior = CreateObjectDie ModuleTag_06
14006  ;    DeathTypes = ALL -CRUSHED -SPLATTED
14007  ;    CreationList = OCL_GenericCarExplode
14008  ;  End
14009  ;  Behavior = FXListDie ModuleTag_07
14010  ;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
14011  ;    DeathFX = FX_GenericCarExplode
14012  ;  End
14013  ;  Behavior = CreateObjectDie ModuleTag_08
14014  ;    DeathTypes = NONE +SUICIDED
14015  ;    CreationList = OCL_BurnedCarHull
14016  ;  End
14017  
14018    Behavior = AIUpdateInterface ModuleTag_09
14019    End
14020    Locomotor = SET_NORMAL BasicCarLocomotor
14021    Locomotor = SET_WANDER WanderCarLocomotor
14022    Locomotor = SET_PANIC PanicCarLocomotor
14023  
14024    Behavior = PhysicsBehavior ModuleTag_10
14025      Mass = 30.0
14026    End
14027  
14028    Behavior = FlammableUpdate ModuleTag_21
14029      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
14030      AflameDamageAmount = 5       ; taking this much damage...
14031      AflameDamageDelay = 500       ; this often.
14032    End
14033  
14034    Geometry        = BOX
14035    GeometryIsSmall = Yes
14036    GeometryMajorRadius = 11.0
14037    GeometryMinorRadius = 4.0
14038    GeometryHeight  = 7.0
14039    Shadow          = SHADOW_VOLUME
14040  
14041  End
14042  
14043  
14044  ;------------------------------------------------------------------------------
14045  Object HorseDrawnCart
14046  
14047    ; *** ART Parameters ***
14048    SelectPortrait         = SUTerrorist_L
14049    ButtonImage            = SUTerrorist
14050  
14051    Draw = W3DModelDraw ModuleTag_01
14052      DefaultConditionState
14053        Model = CVHRSE_SKN
14054        IdleAnimation = CVHRSE_SKL.CVHRSE_STN
14055        IdleAnimation = CVHRSE_SKL.CVHRSE_STN
14056        IdleAnimation = CVHRSE_SKL.CVHRSE_STN
14057        IdleAnimation = CVHRSE_SKL.CVHRSE_STN
14058        IdleAnimation = CVHRSE_SKL.CVHRSE_STN
14059        IdleAnimation = CVHRSE_SKL.CVHRSE_IDL
14060        AnimationMode = ONCE
14061      End
14062  
14063      ConditionState = MOVING
14064        Animation = CVHRSE_SKL.CVHRSE_WAL
14065        AnimationMode = LOOP
14066        Flags = RANDOMSTART
14067      End
14068  
14069      ConditionState = DYING
14070        Animation = CVHRSE_SKL.CVHRSE_DEA
14071        AnimationMode = ONCE
14072      End  
14073    End
14074  
14075  
14076    ; ***DESIGN parameters ***
14077    DisplayName      = OBJECT:Backhoe
14078    EditorSorting   = VEHICLE
14079   
14080    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
14081    WeaponSet
14082      Conditions = None
14083      Weapon = PRIMARY None
14084    End
14085    WeaponSet
14086      Conditions = CARBOMB
14087      Weapon = PRIMARY  SuicideCarBomb
14088    End
14089   
14090    ArmorSet
14091      Armor           = TruckArmor
14092      DamageFX        = CrushableCarDamageFX
14093    End
14094    CrusherLevel           = 0  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
14095    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
14096    CommandSet = CivilianCarBombCommandSet
14097  
14098    ; *** AUDIO Parameters ***
14099  
14100  
14101    ; *** ENGINEERING Parameters ***  
14102    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
14103    RadarPriority   = LOCAL_UNIT_ONLY
14104  
14105    Body            = ActiveBody ModuleTag_02
14106      MaxHealth       = 100.0
14107      InitialHealth   = 100.0
14108    End
14109  
14110  
14111  
14112    Behavior = DestroyDie ModuleTag_03
14113      DeathTypes = ALL -CRUSHED -SPLATTED
14114    End
14115    Behavior = CrushDie ModuleTag_04
14116      DeathTypes = NONE +CRUSHED +SPLATTED
14117      TotalCrushSound     = CarAlarm
14118      BackEndCrushSound   = CarAlarm
14119      FrontEndCrushSound  = CarAlarm
14120      TotalCrushSoundPercent    = 50   
14121      BackEndCrushSoundPercent  = 50
14122      FrontEndCrushSoundPercent = 50
14123    End
14124    Behavior = SlowDeathBehavior ModuleTag_11
14125      DeathTypes = NONE +CRUSHED +SPLATTED
14126      SinkDelay = 14000
14127      SinkRate = 2     ; in Dist/Sec
14128      DestructionDelay = 20000
14129    End
14130  
14131    Behavior = FXListDie ModuleTag_05
14132      DeathTypes = NONE +CRUSHED +SPLATTED
14133      DeathFX = FX_CarCrush
14134    End
14135    Behavior = CreateObjectDie ModuleTag_06
14136      DeathTypes = ALL -CRUSHED -SPLATTED
14137      CreationList = OCL_GenericCarExplode
14138    End
14139    Behavior = FXListDie ModuleTag_07
14140      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
14141      DeathFX = FX_GenericCarExplode
14142    End
14143    Behavior = CreateObjectDie ModuleTag_08
14144      DeathTypes = NONE +SUICIDED
14145      CreationList = OCL_BurnedCarHull
14146    End
14147  
14148    Behavior = AIUpdateInterface ModuleTag_09
14149    End
14150    Locomotor = SET_NORMAL BasicCarLocomotor
14151    Locomotor = SET_WANDER WanderCarLocomotor
14152    Locomotor = SET_PANIC PanicCarLocomotor
14153  
14154    Behavior = PhysicsBehavior ModuleTag_10
14155      Mass = 30.0
14156    End
14157  
14158    Behavior = FlammableUpdate ModuleTag_21
14159      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
14160      AflameDamageAmount = 5       ; taking this much damage...
14161      AflameDamageDelay = 500       ; this often.
14162    End
14163  
14164    Geometry        = BOX
14165    GeometryIsSmall = Yes
14166    GeometryMajorRadius = 11.0
14167    GeometryMinorRadius = 4.0
14168    GeometryHeight  = 7.0
14169    Shadow          = SHADOW_VOLUME
14170  
14171  End
14172  
14173  ;------------------------------------------------------------------------------
14174  Object TrainCoalOrnament
14175  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
14176  
14177    ; *** ART Parameters ***
14178    Draw = W3DModelDraw ModuleTag_01
14179      ConditionState  = NONE
14180        Model         = CVTrnCoal
14181      End
14182    End
14183  
14184    ; ***DESIGN parameters ***
14185    DisplayName      = OBJECT:TrainCar
14186    EditorSorting   = VEHICLE
14187    ArmorSet
14188      Armor           = TruckArmor
14189      DamageFX        = CrushableCarDamageFX
14190    End
14191    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
14192    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
14193  
14194    ; *** AUDIO Parameters ***
14195    SoundMoveStart = ConvoyTruckMoveStart
14196  
14197  
14198    ; *** ENGINEERING Parameters ***  
14199    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
14200  
14201    Body            = ActiveBody ModuleTag_02
14202      MaxHealth       = 100.0
14203      InitialHealth   = 100.0
14204    End
14205  
14206    Behavior = DestroyDie ModuleTag_03
14207      ;nothing
14208    End
14209    Behavior = CreateObjectDie ModuleTag_04
14210      CreationList = OCL_TankerTruckExplode
14211    End
14212    Behavior = FXListDie ModuleTag_05
14213      DeathFX = FX_RailroadCoalCarExplode
14214    End
14215    Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
14216      DeathWeapon = TankerTruckWeapon
14217      StartsActive  = Yes
14218    End
14219  
14220    Behavior = FlammableUpdate ModuleTag_21
14221      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
14222      AflameDamageAmount = 5       ; taking this much damage...
14223      AflameDamageDelay = 500       ; this often.
14224    End
14225  
14226    Geometry        = BOX
14227    GeometryIsSmall = No
14228    GeometryMajorRadius = 28.0
14229    GeometryMinorRadius = 10.0
14230    GeometryHeight  = 20.0
14231    Shadow          = SHADOW_VOLUME
14232  
14233  End
14234  ;------------------------------------------------------------------------------
14235  Object TrainTankOrnament
14236  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
14237  
14238    ; *** ART Parameters ***
14239    Draw = W3DModelDraw ModuleTag_01
14240      ConditionState  = NONE
14241        Model         = CVTrnTank
14242  
14243      End
14244    End
14245  
14246    ; ***DESIGN parameters ***
14247    DisplayName      = OBJECT:TrainCar
14248    EditorSorting   = VEHICLE
14249    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
14250    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
14251  
14252  
14253    ArmorSet
14254      Armor           = TruckArmor
14255      DamageFX        = CrushableCarDamageFX
14256    End
14257  
14258    ; *** AUDIO Parameters ***
14259    SoundMoveStart = ConvoyTruckMoveStart
14260  
14261  
14262    ; *** ENGINEERING Parameters ***  
14263    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
14264  
14265    Body            = ActiveBody ModuleTag_02
14266      MaxHealth       = 100.0
14267      InitialHealth   = 100.0
14268    End
14269  
14270    Behavior = DestroyDie ModuleTag_03
14271      ;nothing
14272    End
14273    Behavior = FXListDie ModuleTag_04
14274      DeathFX = FX_RailroadTankCarExplode
14275    End
14276  
14277    Behavior = FlammableUpdate ModuleTag_21
14278      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
14279      AflameDamageAmount = 5       ; taking this much damage...
14280      AflameDamageDelay = 500       ; this often.
14281    End
14282  
14283    Geometry        = BOX
14284    GeometryIsSmall = No
14285    GeometryMajorRadius = 28.0
14286    GeometryMinorRadius = 10.0
14287    GeometryHeight  = 20.0
14288    Shadow          = SHADOW_VOLUME
14289  
14290  End
14291  
14292  ;------------------------------------------------------------------------------
14293  Object AvalancheChunk
14294  
14295    ; *** ART Parameters ***
14296    Draw = W3DModelDraw ModuleTag_01
14297      DefaultConditionState 
14298        Model         = EXSnow01
14299      End
14300      ConditionState  = POST_COLLAPSE MOVING FREEFALL 
14301        ParticleSysBone = none AvalancheMistLight
14302      End
14303    End
14304  
14305    ; ***DESIGN parameters ***
14306    EditorSorting   = SYSTEM
14307  
14308  
14309    ; *** AUDIO Parameters ***
14310  
14311    ; *** ENGINEERING Parameters ***  
14312    KindOf          = IGNORED_IN_GUI  
14313  
14314    Body            = ActiveBody ModuleTag_02
14315      MaxHealth       = 100.0
14316      InitialHealth   = 100.0
14317    End
14318  
14319    ArmorSet
14320      Armor           = AvalancheArmor
14321    End
14322  
14323    Behavior = TensileFormationUpdate ModuleTag_06
14324      Enabled = No ; Any hurt to any member of the formation will enable them all
14325      CrackSound = AvalancheCrack 
14326    End
14327  
14328    Behavior = FireWeaponWhenDamagedBehavior ModuleTag_03
14329      StartsActive                    = Yes
14330      ContinuousWeaponDamaged         = AvalancheWeapon
14331      ContinuousWeaponReallyDamaged   = AvalancheWeapon
14332    End
14333  
14334  
14335    Geometry        = CYLINDER
14336    GeometryIsSmall = No
14337    GeometryMajorRadius = 30.0
14338    GeometryHeight  = 20.0
14339    Shadow          = NONE
14340    ShadowSizeX = 1;
14341    ShadowSizeY = 1;
14342    ShadowTexture = None;
14343  
14344  End
14345  
14346  ;------------------------------------------------------------------------------
14347  Object AvalancheLeadChunk
14348  
14349    ; *** ART Parameters ***
14350    Draw = W3DModelDraw ModuleTag_01
14351      DefaultConditionState 
14352        Model         = EXSnow01
14353      End
14354      ConditionState  = POST_COLLAPSE  
14355        ParticleSysBone = none AvalancheMistLight
14356      End
14357      ConditionState  = POST_COLLAPSE MOVING 
14358        ParticleSysBone = none AvalancheMistMedium
14359      End
14360      ConditionState  = POST_COLLAPSE MOVING FREEFALL 
14361        ParticleSysBone = none AvalancheMistHeavy
14362      End
14363    End
14364  
14365    ; ***DESIGN parameters ***
14366    EditorSorting   = SYSTEM
14367  
14368  
14369    ; *** AUDIO Parameters ***
14370  
14371    ; *** ENGINEERING Parameters ***  
14372    KindOf          = IGNORED_IN_GUI  
14373  
14374    Body            = ActiveBody ModuleTag_02
14375      MaxHealth       = 100.0
14376      InitialHealth   = 100.0
14377    End
14378  
14379    ArmorSet
14380      Armor           = AvalancheArmor
14381    End
14382  
14383    Behavior = TensileFormationUpdate ModuleTag_06
14384      Enabled = No ; Damage condition amt ofhurt to any member of the formation will enable them all
14385      CrackSound = AvalancheCrack 
14386    End
14387  
14388    Behavior = FireWeaponWhenDamagedBehavior ModuleTag_07
14389      StartsActive                    = Yes
14390      ContinuousWeaponDamaged         = AvalancheWeapon
14391      ContinuousWeaponReallyDamaged   = AvalancheWeapon
14392    End
14393  
14394  
14395    Geometry        = CYLINDER
14396    GeometryIsSmall = No
14397    GeometryMajorRadius = 30.0
14398    GeometryHeight  = 20.0
14399    Shadow          = NONE
14400    ShadowSizeX = 1;
14401    ShadowSizeY = 1;
14402    ShadowTexture = None;
14403  
14404  End
14405  
14406  ;------------------------------------------------------------------------------
14407  ; an invisible object that exists solely for the Battleship to target.
14408  Object 300MeterShroudClearObject
14409  
14410    ; *** ART Parameters ***
14411    Draw = W3DModelDraw ModuleTag_01
14412      DefaultConditionState
14413        Model = None
14414      End    
14415    End
14416  
14417    ; ***DESIGN parameters ***
14418    EditorSorting   = STRUCTURE
14419    Side = Civilian
14420    ArmorSet
14421      Conditions      = None
14422      Armor           = InvulnerableArmor
14423      DamageFX        = None
14424    End
14425    VisionRange = 300
14426  
14427    ; *** ENGINEERING Parameters ***  
14428    RadarPriority       = NOT_ON_RADAR
14429    KindOf              = IMMOBILE
14430  
14431    Body                = ImmortalBody ModuleTag_02
14432      MaxHealth         = 99999.0
14433      InitialHealth     = 99999.0
14434    End
14435  
14436  
14437    Geometry            = SPHERE
14438    GeometryMajorRadius = 10.0
14439    GeometryIsSmall     = Yes
14440  
14441  End
14442  
14443  ;------------------------------------------------------------------------------
14444  ; ************************ Cinematic-only unit ********************************
14445  Object CINE_TrainEngine
14446  
14447    ; *** ART Parameters ***
14448    Draw = W3DModelDraw ModuleTag_01
14449      ConditionState  = NONE
14450        Model         = CVTrnEng2
14451        ParticleSysBone = Smoke01 LocomotiveSteam
14452        ;ParticleSysBone = Steam02 LocomotiveSteam
14453        ;sParticleSysBone = Steam03 DozerSmokeHeavy
14454      End
14455      ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
14456        Model         = CVTrnEng2
14457      End
14458    End
14459  
14460    ; ***DESIGN parameters ***
14461    DisplayName      = OBJECT:TrainCar
14462    EditorSorting   = VEHICLE
14463  
14464    WeaponSet
14465      Conditions = None
14466      Weapon = PRIMARY None
14467    End
14468  
14469    ArmorSet
14470      Conditions           = None
14471      Armor                = InvulnerableArmor
14472    End
14473  
14474    VisionRange            = 300
14475    ShroudClearingRange    = 300
14476    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
14477    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
14478    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
14479  
14480    ; *** AUDIO Parameters ***
14481    SoundMoveStart = ConvoyTruckMoveStart
14482  
14483    ; *** ENGINEERING Parameters ***  
14484    KindOf          = SELECTABLE VEHICLE TRANSPORT 
14485  
14486    Body            = ActiveBody ModuleTag_02
14487      MaxHealth       = 100.0
14488      InitialHealth   = 100.0
14489    End
14490  
14491  
14492    Behavior              = RailroadBehavior ModuleTag_03
14493  
14494      PathPrefixName    = Railroad
14495  
14496  
14497  
14498  
14499      ;=== PARAMETERS FOR ALL CARRIAGES ===    
14500      RunningGarrisonSpeedMax = 1
14501      KillSpeedMin            = 1
14502      Friction                = 0.995
14503      BigMetalBounceSound     = BuildingFallingMetal
14504      SmallMetalBounceSound   = VehicleImpactHeavy
14505      MeatyBounceSound        = InfantryCrush
14506      ClicketyClackSound      = TrainClicketyClack
14507      WhistleSound            = TrainWhistle
14508  
14509      ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
14510      IsLocomotive         = Yes
14511      SpeedMax             = 5
14512      Acceleration         = 1.03
14513      WaitAtStationTime    = 10000     ; ten seconds
14514      Braking              = 0.97
14515      RunningSound         = TrainRunningLoop
14516      CrashFXTemplateName  = SpecialEffectsTrainCrashObject
14517  
14518      CarriageTemplateName = TrainCar03
14519      CarriageTemplateName = TrainCar03
14520      CarriageTemplateName = TrainCoal    
14521      CarriageTemplateName = TrainCab
14522  
14523      ;CarriageTemplateName = TrainCar01
14524      ;CarriageTemplateName = TrainCar02
14525      ;CarriageTemplateName = TrainCar03
14526      ;CarriageTemplateName = TrainCoal    
14527      ;CarriageTemplateName = TrainTank
14528      ;CarriageTemplateName = CabooseFullOfTerrorists
14529    End
14530  
14531  
14532  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
14533  ;  Behavior = GarrisonContain ModuleTag_04
14534  ;    ContainMax          = 5
14535  ;    EnterSound          = GarrisonEnter
14536  ;    ExitSound           = GarrisonExit
14537  ;    DamagePercentToUnits = 50%
14538  ;    MobileGarrison      = Yes
14539  ;  End
14540  
14541    Behavior = DestroyDie ModuleTag_05
14542      ;nothing
14543    End
14544    Behavior = CreateObjectDie ModuleTag_06
14545      CreationList = OCL_TankerTruckExplode
14546    End
14547    Behavior = FXListDie ModuleTag_07
14548      DeathFX = FX_LocomotiveExplode
14549    End
14550  
14551    Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
14552      DeathWeapon = TankerTruckWeapon
14553      StartsActive  = Yes
14554    End
14555  
14556    Behavior = FlammableUpdate ModuleTag_21
14557      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
14558      AflameDamageAmount = 5       ; taking this much damage...
14559      AflameDamageDelay = 500       ; this often.
14560    End
14561  
14562  
14563    Behavior = AIUpdateInterface ModuleTag_22
14564    End
14565  
14566  
14567  
14568    Geometry        = BOX
14569    GeometryIsSmall = No
14570    GeometryMajorRadius = 40.0
14571    GeometryMinorRadius = 10.0
14572    GeometryHeight  = 20.0
14573    Shadow          = SHADOW_VOLUME
14574    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
14575  
14576  End
14577  
14578  ;------------------------------------------------------------------------------
14579  ; ************************ Cinematic-only unit ********************************
14580  Object CINE_TrainCarFlat
14581  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
14582  
14583    ; *** ART Parameters ***
14584    Draw = W3DModelDraw ModuleTag_01
14585      ConditionState  = NONE
14586        Model         = CVBaikFlat
14587      End
14588    End
14589  
14590    ; ***DESIGN parameters ***
14591    DisplayName      = OBJECT:TrainCar
14592    EditorSorting   = VEHICLE
14593  
14594    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
14595    ArmorSet
14596      Armor           = TruckArmor
14597      DamageFX        = CrushableCarDamageFX
14598    End
14599    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
14600    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
14601    CommandSet = CivilianCarBombCommandSet
14602  
14603    ; *** AUDIO Parameters ***
14604    SoundMoveStart = ConvoyTruckMoveStart
14605  
14606  
14607    ; *** ENGINEERING Parameters ***  
14608    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
14609    RadarPriority   = LOCAL_UNIT_ONLY
14610  
14611    Body            = ActiveBody ModuleTag_02
14612      MaxHealth       = 100.0
14613      InitialHealth   = 100.0
14614    End
14615  
14616  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
14617  ;  Behavior = GarrisonContain ModuleTag_03
14618  ;    ContainMax          = 10
14619  ;    EnterSound          = GarrisonEnter
14620  ;    ExitSound           = GarrisonExit
14621  ;    DamagePercentToUnits = 50%
14622  ;    MobileGarrison      = Yes
14623  ;  End
14624  
14625    Behavior              = RailroadBehavior ModuleTag_04
14626      IsLocomotive   = No
14627      PathPrefixName    = Railroad
14628  
14629      ;=== PARAMETERS FOR ALL CARRIAGES ===    
14630      RunningGarrisonSpeedMax = 1
14631      KillSpeedMin            = 1
14632      Friction                = 0.995
14633      BigMetalBounceSound     = BuildingFallingMetal
14634      SmallMetalBounceSound   = VehicleImpactHeavy
14635      MeatyBounceSound        = InfantryCrush
14636      ClicketyClackSound      = TrainClicketyClack
14637  
14638    End
14639  
14640    Behavior = DestroyDie ModuleTag_05
14641      ;nothing
14642    End
14643    Behavior = CreateObjectDie ModuleTag_06
14644      CreationList = OCL_TankerTruckExplode
14645    End
14646    Behavior = FXListDie ModuleTag_07
14647      DeathFX = FX_RailroadWoodenCarExplode
14648    End
14649  
14650    Behavior = FlammableUpdate ModuleTag_21
14651      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
14652      AflameDamageAmount = 5       ; taking this much damage...
14653      AflameDamageDelay = 500       ; this often.
14654    End
14655  
14656    Geometry        = BOX
14657    GeometryIsSmall = No
14658    GeometryMajorRadius = 32
14659    GeometryMinorRadius = 10.0
14660    GeometryHeight  = 20.0
14661    Shadow          = SHADOW_VOLUME
14662    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
14663  
14664  End
14665  
14666  ;------------------------------------------------------------------------------
14667  ; ************************ Cinematic-only unit ********************************
14668  Object CINE_TrainCarRocket
14669  ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB
14670  
14671    ; *** ART Parameters ***
14672    Draw = W3DModelDraw ModuleTag_01
14673      ConditionState  = NONE
14674        Model         = CVRCarCINE
14675      End
14676    End
14677  
14678    ; ***DESIGN parameters ***
14679    DisplayName      = OBJECT:TrainCar
14680    EditorSorting   = VEHICLE
14681  
14682    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
14683    ArmorSet
14684      Armor           = TruckArmor
14685      DamageFX        = CrushableCarDamageFX
14686    End
14687    CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
14688    CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
14689    CommandSet = CivilianCarBombCommandSet
14690  
14691    ; *** AUDIO Parameters ***
14692    SoundMoveStart = ConvoyTruckMoveStart
14693  
14694  
14695    ; *** ENGINEERING Parameters ***  
14696    KindOf          = SELECTABLE CAN_ATTACK VEHICLE
14697    RadarPriority   = LOCAL_UNIT_ONLY
14698  
14699    Body            = ActiveBody ModuleTag_02
14700      MaxHealth       = 100.0
14701      InitialHealth   = 100.0
14702    End
14703  
14704  ;Lorenzen made this ungarrisonable, 12/16, please do not restore
14705  ;  Behavior = GarrisonContain ModuleTag_03
14706  ;    ContainMax          = 10
14707  ;    EnterSound          = GarrisonEnter
14708  ;    ExitSound           = GarrisonExit
14709  ;    DamagePercentToUnits = 50%
14710  ;    MobileGarrison      = Yes
14711  ;  End
14712  
14713    Behavior              = RailroadBehavior ModuleTag_04
14714      IsLocomotive   = No
14715      PathPrefixName    = Railroad
14716  
14717      ;=== PARAMETERS FOR ALL CARRIAGES ===    
14718      RunningGarrisonSpeedMax = 1
14719      KillSpeedMin            = 1
14720      Friction                = 0.995
14721      BigMetalBounceSound     = BuildingFallingMetal
14722      SmallMetalBounceSound   = VehicleImpactHeavy
14723      MeatyBounceSound        = InfantryCrush
14724      ClicketyClackSound      = TrainClicketyClack
14725  
14726    End
14727  
14728    Behavior = DestroyDie ModuleTag_05
14729      ;nothing
14730    End
14731    Behavior = CreateObjectDie ModuleTag_06
14732      CreationList = OCL_TankerTruckExplode
14733    End
14734    Behavior = FXListDie ModuleTag_07
14735      DeathFX = FX_RailroadWoodenCarExplode
14736    End
14737  
14738    Behavior = FlammableUpdate ModuleTag_21
14739      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
14740      AflameDamageAmount = 5       ; taking this much damage...
14741      AflameDamageDelay = 500       ; this often.
14742    End
14743  
14744    Geometry        = BOX
14745    GeometryIsSmall = No
14746    GeometryMajorRadius = 43.0
14747    GeometryMinorRadius = 10.0
14748    GeometryHeight  = 20.0
14749    Shadow          = SHADOW_VOLUME
14750    ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length
14751  
14752  End
14753  ;------------------------------------------------------------------------------
14754  Object GenericMale02
14755  
14756      ; *** ART Parameters ***
14757    Draw = W3DModelDraw ModuleTag_01
14758      OkToChangeModelColor = Yes
14759  
14760      DefaultConditionState
14761        Model = CINMCIV01_SKN
14762        IdleAnimation = CINMCIV01_SKL.CINMCIV01_STA 0 30
14763        IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDA
14764        IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDB
14765        IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDC
14766        IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDD
14767        AnimationMode = ONCE
14768        TransitionKey = TRANS_Stand
14769      End
14770  
14771      ConditionState = MOVING
14772        Animation = CINMCIV01_SKL.CINMCIV01_WKA 16
14773        AnimationMode = LOOP 
14774        Flags = RANDOMSTART
14775        TransitionKey = TRANS_STAND
14776      End
14777      
14778      TransitionState = TRANS_Stand TRANS_Panic
14779        Animation = CINMCIV01_SKL.CINMCIV01_PKA
14780        AnimationMode = ONCE
14781      End
14782  
14783      ConditionState = MOVING PANICKING
14784        Animation = CINMCIV01_SKL.CINMCIV01_PKA
14785        AnimationMode = LOOP
14786        Flags = RANDOMSTART
14787        TransitionKey = TRANS_Panic
14788      End
14789  
14790      ConditionState = DYING
14791        Animation = CINMCIV01_SKL.CINMCIV01_DTA
14792        Animation = CINMCIV01_SKL.CINMCIV01_DTB
14793        AnimationMode = ONCE
14794        TransitionKey = TRANS_Dying
14795      End
14796  
14797      TransitionState = TRANS_Dying TRANS_Flailing
14798        Animation = CINMCIV01_SKL.CINMCIV01_ADTA1
14799        AnimationMode = ONCE
14800      End
14801  
14802      ConditionState = DYING EXPLODED_FLAILING
14803        Animation = CINMCIV01_SKL.CINMCIV01_ADTA2
14804        AnimationMode = LOOP
14805        TransitionKey = TRANS_Flailing
14806      End
14807  
14808      ConditionState = DYING EXPLODED_BOUNCING
14809        Animation = CINMCIV01_SKL.CINMCIV01_ADTA3
14810        AnimationMode = ONCE
14811        TransitionKey = None
14812      End
14813  
14814    End
14815  
14816    ; ***DESIGN parameters ***
14817    Side = Civilian
14818    EditorSorting = INFANTRY
14819    TransportSlotCount = 1
14820    ArmorSet
14821      Conditions      = None
14822      Armor           = HumanArmor
14823  
14824      DamageFX        = None
14825    End
14826    VisionRange = 150
14827    DisplayName = OBJECT:MogadishuFemaleCivilian
14828    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
14829  
14830    ; *** AUDIO Parameters ***
14831    SoundDie = CivilianChinaMaleDie
14832    SoundDieFire = DieByFireChina
14833    SoundDieToxin = DieByToxinChina
14834  
14835    ; *** ENGINEERING Parameters ***
14836    RadarPriority = NOT_ON_RADAR
14837    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
14838  
14839    Body = ActiveBody ModuleTag_02
14840      MaxHealth       = 50.0
14841      InitialHealth   = 50.0
14842    End
14843  
14844    Behavior = AIUpdateInterface ModuleTag_03
14845    End
14846    Locomotor = SET_NORMAL BasicHumanLocomotor
14847    Locomotor = SET_WANDER WanderHumanLocomotor
14848    Locomotor = SET_PANIC PanicHumanLocomotor
14849    Behavior = PhysicsBehavior ModuleTag_04
14850      Mass = 5.0
14851    End
14852    Behavior = SlowDeathBehavior ModuleTag_05
14853      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
14854      SinkDelay = 3000
14855      SinkRate = 0.5     ; in Dist/Sec
14856      DestructionDelay = 8000
14857    End
14858  
14859   
14860    Behavior = SquishCollide ModuleTag_06
14861      ;nothing
14862    End
14863  
14864    Behavior = FXListDie ModuleTag_07
14865      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
14866      DeathFX = FX_GIDie
14867    End
14868    Behavior = FXListDie ModuleTag_08
14869      DeathTypes = NONE +CRUSHED +SPLATTED
14870      DeathFX = FX_GIDieCrushed
14871    End
14872    Behavior = SlowDeathBehavior ModuleTag_Death06 
14873      DeathTypes          = NONE +POISONED_BETA
14874      DestructionDelay    = 0
14875      FX                  = INITIAL FX_GIDie
14876      OCL                 = INITIAL OCL_ToxicInfantryBeta 
14877    End
14878    
14879    Behavior = SlowDeathBehavior ModuleTag_Death05
14880      DeathTypes          = NONE +POISONED
14881      DestructionDelay    = 0
14882      FX                  = INITIAL FX_GIDie
14883      OCL                 = INITIAL OCL_ToxicInfantry
14884    End
14885    
14886    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
14887      DeathTypes          = NONE +BURNED
14888      DestructionDelay    = 0
14889      FX                  = INITIAL FX_GIDie
14890      OCL                 = INITIAL OCL_FlamingInfantry
14891    End
14892  
14893    Behavior = PoisonedBehavior ModuleTag_09
14894      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
14895      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
14896    End
14897   
14898    Geometry = CYLINDER
14899    GeometryMajorRadius = 3.0
14900    GeometryMinorRadius = 3.0
14901    GeometryHeight = 12.0
14902    GeometryIsSmall = Yes
14903    Shadow = SHADOW_DECAL
14904    ShadowSizeX = 14;
14905    ShadowSizeY = 14;
14906    ShadowTexture = ShadowI;
14907  
14908  End
14909  ;------------------------------------------------------------------------------
14910  Object GenericFemale02
14911  
14912      ; *** ART Parameters ***
14913    Draw = W3DModelDraw ModuleTag_01
14914      OkToChangeModelColor = Yes
14915  
14916      DefaultConditionState
14917        Model = CINFCIV01_SKN
14918        IdleAnimation = CINFCIV01_SKL.CINFCIV01_STD 0 30
14919        IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDA
14920        IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDB
14921        IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDC
14922        IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDD
14923        AnimationMode = ONCE
14924        TransitionKey = TRANS_Stand
14925      End
14926  
14927      ConditionState = MOVING
14928        Animation = CINFCIV01_SKL.CINFCIV01_WKA 16
14929        AnimationMode = LOOP 
14930        Flags = RANDOMSTART
14931        TransitionKey = TRANS_STAND
14932      End
14933      
14934      TransitionState = TRANS_Stand TRANS_Panic
14935        Animation = CINFCIV01_SKL.CINFCIV01_PKA
14936        AnimationMode = ONCE
14937      End
14938  
14939      ConditionState = MOVING PANICKING
14940        Animation = CINFCIV01_SKL.CINFCIV01_PKA
14941        AnimationMode = LOOP
14942        Flags = RANDOMSTART
14943        TransitionKey = TRANS_Panic
14944      End
14945  
14946      ConditionState = DYING
14947        Animation = CINFCIV01_SKL.CINFCIV01_DTA
14948        Animation = CINFCIV01_SKL.CINFCIV01_DTB
14949        AnimationMode = ONCE
14950        TransitionKey = TRANS_Dying
14951      End
14952  
14953      TransitionState = TRANS_Dying TRANS_Flailing
14954        Animation = CINFCIV01_SKL.CINFCIV01_ADTA1
14955        AnimationMode = ONCE
14956      End
14957  
14958      ConditionState = DYING EXPLODED_FLAILING
14959        Animation = CINFCIV01_SKL.CINFCIV01_ADTA2
14960        AnimationMode = LOOP
14961        TransitionKey = TRANS_Flailing
14962      End
14963  
14964      ConditionState = DYING EXPLODED_BOUNCING
14965        Animation = CINFCIV01_SKL.CINFCIV01_ADTA3
14966        AnimationMode = ONCE
14967        TransitionKey = None
14968      End
14969  
14970    End
14971  
14972    ; ***DESIGN parameters ***
14973    Side = Civilian
14974    EditorSorting = INFANTRY
14975    TransportSlotCount = 1
14976    ArmorSet
14977      Conditions      = None
14978      Armor           = HumanArmor
14979  
14980      DamageFX        = None
14981    End
14982    VisionRange = 150
14983    DisplayName = OBJECT:MogadishuFemaleCivilian
14984    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
14985  
14986    ; *** AUDIO Parameters ***
14987    SoundDie = CivilianChinaFemaleDie
14988    SoundDieFire = DieByFireChina
14989    SoundDieToxin = DieByToxinChina
14990  
14991    ; *** ENGINEERING Parameters ***
14992    RadarPriority = NOT_ON_RADAR
14993    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
14994  
14995    Body = ActiveBody ModuleTag_02
14996      MaxHealth       = 50.0
14997      InitialHealth   = 50.0
14998    End
14999  
15000    Behavior = AIUpdateInterface ModuleTag_03
15001    End
15002    Locomotor = SET_NORMAL BasicHumanLocomotor
15003    Locomotor = SET_WANDER WanderHumanLocomotor
15004    Locomotor = SET_PANIC PanicHumanLocomotor
15005    Behavior = PhysicsBehavior ModuleTag_04
15006      Mass = 5.0
15007    End
15008    Behavior = SlowDeathBehavior ModuleTag_05
15009      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
15010      SinkDelay = 3000
15011      SinkRate = 0.5     ; in Dist/Sec
15012      DestructionDelay = 8000
15013    End
15014  
15015   
15016    Behavior = SquishCollide ModuleTag_06
15017      ;nothing
15018    End
15019  
15020    Behavior = FXListDie ModuleTag_07
15021      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
15022      DeathFX = FX_GIDie
15023    End
15024    Behavior = FXListDie ModuleTag_08
15025      DeathTypes = NONE +CRUSHED +SPLATTED
15026      DeathFX = FX_GIDieCrushed
15027    End
15028    Behavior = SlowDeathBehavior ModuleTag_Death06 
15029      DeathTypes          = NONE +POISONED_BETA
15030      DestructionDelay    = 0
15031      FX                  = INITIAL FX_GIDie
15032      OCL                 = INITIAL OCL_ToxicInfantryBeta 
15033    End
15034    
15035    Behavior = SlowDeathBehavior ModuleTag_Death05
15036      DeathTypes          = NONE +POISONED
15037      DestructionDelay    = 0
15038      FX                  = INITIAL FX_GIDie
15039      OCL                 = INITIAL OCL_ToxicInfantry
15040    End
15041    
15042    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
15043      DeathTypes          = NONE +BURNED
15044      DestructionDelay    = 0
15045      FX                  = INITIAL FX_GIDie
15046      OCL                 = INITIAL OCL_FlamingInfantry
15047    End
15048  
15049    Behavior = PoisonedBehavior ModuleTag_09
15050      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
15051      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
15052    End
15053   
15054    Geometry = CYLINDER
15055    GeometryMajorRadius = 3.0
15056    GeometryMinorRadius = 3.0
15057    GeometryHeight = 12.0
15058    GeometryIsSmall = Yes
15059    Shadow = SHADOW_DECAL
15060    ShadowSizeX = 14;
15061    ShadowSizeY = 14;
15062    ShadowTexture = ShadowI;
15063  
15064  End
15065  
15066  ;------------------------------------------------------------------------------
15067  ;******************************* Cinematic Unit Only **************************
15068  Object CINE_CheeringGenericMale02
15069  
15070      ; *** ART Parameters ***
15071    Draw = W3DModelDraw ModuleTag_01
15072      OkToChangeModelColor = Yes
15073  
15074      DefaultConditionState
15075        Model = CINMCIV01_SKN
15076        IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 0 30
15077        IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB
15078        IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA
15079        IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB
15080        IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA
15081        AnimationMode = ONCE
15082        TransitionKey = TRANS_Stand
15083      End
15084  
15085      ConditionState = MOVING
15086        Animation = CINMCIV01_SKL.CINMCIV01_WKA 16
15087        AnimationMode = LOOP 
15088        Flags = RANDOMSTART
15089        TransitionKey = TRANS_STAND
15090      End
15091      
15092      TransitionState = TRANS_Stand TRANS_Panic
15093        Animation = CINMCIV01_SKL.CINMCIV01_PKA
15094        AnimationMode = ONCE
15095      End
15096  
15097      ConditionState = MOVING PANICKING
15098        Animation = CINMCIV01_SKL.CINMCIV01_PKA
15099        AnimationMode = LOOP
15100        Flags = RANDOMSTART
15101        TransitionKey = TRANS_Panic
15102      End
15103  
15104      ConditionState = DYING
15105        Animation = CINMCIV01_SKL.CINMCIV01_DTA
15106        Animation = CINMCIV01_SKL.CINMCIV01_DTB
15107        AnimationMode = ONCE
15108        TransitionKey = TRANS_Dying
15109      End
15110  
15111      TransitionState = TRANS_Dying TRANS_Flailing
15112        Animation = CINMCIV01_SKL.CINMCIV01_ADTA1
15113        AnimationMode = ONCE
15114      End
15115  
15116      ConditionState = DYING EXPLODED_FLAILING
15117        Animation = CINMCIV01_SKL.CINMCIV01_ADTA2
15118        AnimationMode = LOOP
15119        TransitionKey = TRANS_Flailing
15120      End
15121  
15122      ConditionState = DYING EXPLODED_BOUNCING
15123        Animation = CINMCIV01_SKL.CINMCIV01_ADTA3
15124        AnimationMode = ONCE
15125        TransitionKey = None
15126      End
15127  
15128    End
15129  
15130    ; ***DESIGN parameters ***
15131    Side = Civilian
15132    EditorSorting = INFANTRY
15133    TransportSlotCount = 1
15134    ArmorSet
15135      Conditions      = None
15136      Armor           = HumanArmor
15137  
15138      DamageFX        = None
15139    End
15140    VisionRange = 150
15141    DisplayName = OBJECT:MogadishuFemaleCivilian
15142    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
15143  
15144    ; *** AUDIO Parameters ***
15145    SoundDie = CivilianChinaMaleDie
15146    SoundDieFire = DieByFireChina
15147    SoundDieToxin = DieByToxinChina
15148  
15149    ; *** ENGINEERING Parameters ***
15150    RadarPriority = NOT_ON_RADAR
15151    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
15152  
15153    Body = ActiveBody ModuleTag_02
15154      MaxHealth       = 50.0
15155      InitialHealth   = 50.0
15156    End
15157  
15158    Behavior = AIUpdateInterface ModuleTag_03
15159    End
15160    Locomotor = SET_NORMAL BasicHumanLocomotor
15161    Locomotor = SET_WANDER WanderHumanLocomotor
15162    Locomotor = SET_PANIC PanicHumanLocomotor
15163    Behavior = PhysicsBehavior ModuleTag_04
15164      Mass = 5.0
15165    End
15166    Behavior = SlowDeathBehavior ModuleTag_05
15167      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
15168      SinkDelay = 3000
15169      SinkRate = 0.5     ; in Dist/Sec
15170      DestructionDelay = 8000
15171    End
15172    
15173    Behavior = SquishCollide ModuleTag_06
15174      ;nothing
15175    End
15176   
15177    Behavior = FXListDie ModuleTag_07
15178      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
15179      DeathFX = FX_GIDie
15180    End
15181    Behavior = FXListDie ModuleTag_08
15182      DeathTypes = NONE +CRUSHED +SPLATTED
15183      DeathFX = FX_GIDieCrushed
15184    End
15185    Behavior = SlowDeathBehavior ModuleTag_Death06 
15186      DeathTypes          = NONE +POISONED_BETA
15187      DestructionDelay    = 0
15188      FX                  = INITIAL FX_GIDie
15189      OCL                 = INITIAL OCL_ToxicInfantryBeta 
15190    End
15191    
15192    Behavior = SlowDeathBehavior ModuleTag_Death05
15193      DeathTypes          = NONE +POISONED
15194      DestructionDelay    = 0
15195      FX                  = INITIAL FX_GIDie
15196      OCL                 = INITIAL OCL_ToxicInfantry
15197    End
15198    
15199    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
15200      DeathTypes          = NONE +BURNED
15201      DestructionDelay    = 0
15202      FX                  = INITIAL FX_GIDie
15203      OCL                 = INITIAL OCL_FlamingInfantry
15204    End
15205  
15206    Behavior = PoisonedBehavior ModuleTag_09
15207      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
15208      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
15209    End
15210   
15211    Geometry = CYLINDER
15212    GeometryMajorRadius = 3.0
15213    GeometryMinorRadius = 3.0
15214    GeometryHeight = 12.0
15215    GeometryIsSmall = Yes
15216    Shadow = SHADOW_DECAL
15217    ShadowSizeX = 14;
15218    ShadowSizeY = 14;
15219    ShadowTexture = ShadowI;
15220  
15221  End
15222  
15223  ;------------------------------------------------------------------------------
15224  ;******************************* Cinematic Unit Only **************************
15225  Object CINE_CheeringGenericFemale02
15226  
15227      ; *** ART Parameters ***
15228    Draw = W3DModelDraw ModuleTag_01
15229      OkToChangeModelColor = Yes
15230  
15231      DefaultConditionState
15232        Model = CINFCIV01_SKN
15233        IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 0 30
15234        IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB
15235        IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA
15236        IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB
15237        IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA
15238        AnimationMode = ONCE
15239        TransitionKey = TRANS_Stand
15240      End
15241  
15242      ConditionState = MOVING
15243        Animation = CINFCIV01_SKL.CINFCIV01_WKA 16
15244        AnimationMode = LOOP 
15245        Flags = RANDOMSTART
15246        TransitionKey = TRANS_STAND
15247      End
15248      
15249      TransitionState = TRANS_Stand TRANS_Panic
15250        Animation = CINFCIV01_SKL.CINFCIV01_PKA
15251        AnimationMode = ONCE
15252      End
15253  
15254      ConditionState = MOVING PANICKING
15255        Animation = CINFCIV01_SKL.CINFCIV01_PKA
15256        AnimationMode = LOOP
15257        Flags = RANDOMSTART
15258        TransitionKey = TRANS_Panic
15259      End
15260  
15261      ConditionState = DYING
15262        Animation = CINFCIV01_SKL.CINFCIV01_DTA
15263        Animation = CINFCIV01_SKL.CINFCIV01_DTB
15264        AnimationMode = ONCE
15265        TransitionKey = TRANS_Dying
15266      End
15267  
15268      TransitionState = TRANS_Dying TRANS_Flailing
15269        Animation = CINFCIV01_SKL.CINFCIV01_ADTA1
15270        AnimationMode = ONCE
15271      End
15272  
15273      ConditionState = DYING EXPLODED_FLAILING
15274        Animation = CINFCIV01_SKL.CINFCIV01_ADTA2
15275        AnimationMode = LOOP
15276        TransitionKey = TRANS_Flailing
15277      End
15278  
15279      ConditionState = DYING EXPLODED_BOUNCING
15280        Animation = CINFCIV01_SKL.CINFCIV01_ADTA3
15281        AnimationMode = ONCE
15282        TransitionKey = None
15283      End
15284  
15285    End
15286  
15287    ; ***DESIGN parameters ***
15288    Side = Civilian
15289    EditorSorting = INFANTRY
15290    TransportSlotCount = 1
15291    ArmorSet
15292      Conditions      = None
15293      Armor           = HumanArmor
15294  
15295      DamageFX        = None
15296    End
15297    VisionRange = 150
15298    DisplayName = OBJECT:MogadishuFemaleCivilian
15299    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
15300  
15301    ; *** AUDIO Parameters ***
15302    SoundDie = CivilianChinaFemaleDie
15303    SoundDieFire = DieByFireChina
15304    SoundDieToxin = DieByToxinChina
15305  
15306    ; *** ENGINEERING Parameters ***
15307    RadarPriority = NOT_ON_RADAR
15308    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
15309  
15310    Body = ActiveBody ModuleTag_02
15311      MaxHealth       = 50.0
15312      InitialHealth   = 50.0
15313    End
15314  
15315    Behavior = AIUpdateInterface ModuleTag_03
15316    End
15317    Locomotor = SET_NORMAL BasicHumanLocomotor
15318    Locomotor = SET_WANDER WanderHumanLocomotor
15319    Locomotor = SET_PANIC PanicHumanLocomotor
15320    Behavior = PhysicsBehavior ModuleTag_04
15321      Mass = 5.0
15322    End
15323    Behavior = SlowDeathBehavior ModuleTag_05
15324      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
15325      SinkDelay = 3000
15326      SinkRate = 0.5     ; in Dist/Sec
15327      DestructionDelay = 8000
15328    End
15329  
15330   
15331    Behavior = SquishCollide ModuleTag_06
15332      ;nothing
15333    End
15334   
15335    Behavior = FXListDie ModuleTag_07
15336      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
15337      DeathFX = FX_GIDie
15338    End
15339    Behavior = FXListDie ModuleTag_08
15340      DeathTypes = NONE +CRUSHED +SPLATTED
15341      DeathFX = FX_GIDieCrushed
15342    End
15343    Behavior = SlowDeathBehavior ModuleTag_Death06 
15344      DeathTypes          = NONE +POISONED_BETA
15345      DestructionDelay    = 0
15346      FX                  = INITIAL FX_GIDie
15347      OCL                 = INITIAL OCL_ToxicInfantryBeta 
15348    End
15349    
15350    Behavior = SlowDeathBehavior ModuleTag_Death05
15351      DeathTypes          = NONE +POISONED
15352      DestructionDelay    = 0
15353      FX                  = INITIAL FX_GIDie
15354      OCL                 = INITIAL OCL_ToxicInfantry
15355    End
15356    
15357    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
15358      DeathTypes          = NONE +BURNED
15359      DestructionDelay    = 0
15360      FX                  = INITIAL FX_GIDie
15361      OCL                 = INITIAL OCL_FlamingInfantry
15362    End
15363  
15364    Behavior = PoisonedBehavior ModuleTag_09
15365      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
15366      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
15367    End
15368    
15369    
15370    Geometry = CYLINDER
15371    GeometryMajorRadius = 3.0
15372    GeometryMinorRadius = 3.0
15373    GeometryHeight = 12.0
15374    GeometryIsSmall = Yes
15375    Shadow = SHADOW_DECAL
15376    ShadowSizeX = 14;
15377    ShadowSizeY = 14;
15378    ShadowTexture = ShadowI;
15379  
15380  End
15381  
15382  ;------------------------------------------------------------------------------
15383  ;************************** Cinematic-only unit *******************************
15384  Object CINE_Humvee
15385  
15386    ; *** ART Parameters ***
15387    Draw = W3DTruckDraw ModuleTag_01
15388      OkToChangeModelColor = Yes
15389  
15390      DefaultConditionState
15391        Model = CVHUMVEE
15392        Turret = Turret
15393        WeaponFireFXBone = PRIMARY Muzzle
15394        WeaponMuzzleFlash = PRIMARY MuzzleFX
15395      End
15396  
15397      ConditionState = REALLYDAMAGED
15398        Model = CVHUMVEE_D
15399        Turret = Turret
15400        WeaponFireFXBone = PRIMARY Muzzle
15401        WeaponMuzzleFlash = PRIMARY MuzzleFX
15402      End
15403  
15404      ConditionState = RUBBLE
15405        Model = CVHUMVEE_D
15406      End
15407  
15408      LeftFrontTireBone = Tire01
15409      RightFrontTireBone = Tire02
15410      LeftRearTireBone = Tire03
15411      RightRearTireBone = Tire04
15412      TireRotationMultiplier = 0.2   ; this * speed = rotation.
15413      PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.
15414  
15415    End
15416  
15417    ; ***DESIGN parameters ***
15418    Side = Civilian
15419    DisplayName      = OBJECT:HumVee
15420    EditorSorting   = VEHICLE
15421    TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
15422    VisionRange     = 200
15423  
15424    WeaponSet
15425      Conditions = None 
15426      Weapon = PRIMARY HumveeGun
15427    End
15428  
15429    ArmorSet
15430      Conditions      = None
15431      Armor           = TruckArmor
15432      DamageFX        = TankDamageFX
15433    End
15434  
15435    CommandSet      = AmericaVehicleHumveeCommandSet
15436    ExperienceValue = 50 100 150 400    ;Experience point value at each level
15437    ExperienceRequired = 0 150 450 900  ;Experience points needed to gain each level
15438    IsTrainable = Yes             ;Can gain experience
15439    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
15440    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
15441  
15442    ; *** AUDIO Parameters ***
15443    UnitSpecificSounds
15444      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
15445      ;TurretMoveStart = NoSound
15446      TurretMoveLoop = NoSound
15447      SoundEject = NoSound
15448      VoiceEject = NoSound
15449    ; Required for the W3DTruckDraw module
15450      TruckLandingSound = RocketBuggyLand
15451      TruckPowerslideSound = RocketBuggyPowerslide
15452    End
15453  
15454    ; *** ENGINEERING Parameters ***  
15455    RadarPriority = UNIT
15456    KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT
15457  
15458    Body = ActiveBody ModuleTag_02
15459      MaxHealth       = 200.0
15460      InitialHealth   = 200.0
15461    End
15462  
15463    Behavior = TransportAIUpdate ModuleTag_03
15464      Turret
15465        TurretTurnRate = 180
15466        RecenterTime = 5000   ; how long to wait during idle before recentering
15467        ControlledWeaponSlots = PRIMARY SECONDARY
15468      End
15469      AutoAcquireEnemiesWhenIdle = Yes
15470    End
15471    Locomotor = SET_NORMAL CINE_HumveeLocomotor
15472    Locomotor = SET_WANDER WanderCarSuspensionLocomotor
15473    Locomotor = SET_PANIC PanicCarSuspensionLocomotor
15474  
15475    Behavior = PhysicsBehavior ModuleTag_04
15476      Mass = 30.0
15477    End
15478  
15479    Behavior = TransportContain ModuleTag_05
15480      PassengersAllowedToFire = Yes
15481      Slots             = 5
15482      EnterSound          = GarrisonEnter
15483      ExitSound           = GarrisonExit
15484      DamagePercentToUnits = 20%
15485      AllowInsideKindOf  = INFANTRY
15486    End
15487  
15488    Behavior = SlowDeathBehavior ModuleTag_06
15489      DeathTypes = ALL -CRUSHED -SPLATTED
15490      ProbabilityModifier = 25
15491      DestructionDelay = 1
15492      FX  = INITIAL  FX_HumveeExplosionOneInitial
15493      OCL = INITIAL  OCL_InitialHumveeDebris
15494      FX  = FINAL    FX_HumveeExplosionOneFinal
15495      OCL = FINAL    OCL_FinalHumveeDebris
15496    End
15497  
15498    Behavior = DestroyDie ModuleTag_07
15499      DeathTypes = NONE +CRUSHED +SPLATTED
15500    End
15501  
15502    Behavior = FXListDie ModuleTag_08
15503      DeathTypes = NONE +CRUSHED +SPLATTED
15504      DeathFX = FX_CarCrush
15505    End
15506  
15507    Behavior = CreateCrateDie ModuleTag_CratesChange
15508      CrateData = SalvageCrateData
15509      ;CrateData = EliteTankCrateData
15510      ;CrateData = HeroicTankCrateData
15511    End
15512  
15513    ;***CUT***
15514    ;Cinematics and civ units don't want to spawn rangers and pilots!
15515    ;Behavior = CreateObjectDie ModuleTag_SoloChange
15516    ;  DeathTypes = ALL -CRUSHED -SPLATTED
15517    ;  CreationList = OCL_AmericanRangerDebris01
15518    ;  ExemptStatus = HIJACKED
15519    ;End
15520    ;
15521    ;Behavior = EjectPilotDie ModuleTag_11
15522    ;  DeathTypes = ALL -CRUSHED -SPLATTED
15523    ;  ExemptStatus = HIJACKED
15524    ;  CreationList = OCL_EjectPilotOnGround
15525    ;End
15526  
15527    Behavior = TransitionDamageFX ModuleTag_12
15528      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
15529      ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01
15530      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition
15531    End
15532  
15533    Behavior = FlammableUpdate ModuleTag_21
15534      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
15535      AflameDamageAmount = 5       ; taking this much damage...
15536      AflameDamageDelay = 500       ; this often.
15537    End
15538  
15539    Geometry = BOX
15540    GeometryMajorRadius = 14.0
15541    GeometryMinorRadius = 7.0
15542    GeometryHeight = 11.5     
15543    GeometryIsSmall = Yes 
15544    Shadow = SHADOW_VOLUME   
15545  
15546  End
15547  
15548  ;------------------------------------------------------------------------------
15549  ;************************** Cinematic-only unit *******************************
15550  Object CINE_ConvoyTruck
15551  
15552    ; *** ART Parameters ***
15553    SelectPortrait         = SUTerrorist_L
15554    ButtonImage            = SUTerrorist
15555    Draw              = W3DTruckDraw ModuleTag_01
15556      ConditionState  = NONE
15557        Model         = CINE_ConvNuke
15558      End
15559      ConditionState  = LOADED
15560        Model         = CINE_ConvNuke
15561      End  
15562  
15563      CabRotationMultiplier = 1.5
15564  
15565      TrailerRotationMultiplier = 0.2
15566      CabBone = CAB
15567      TrailerBone = TRAILER
15568      RotationDamping = 0.7
15569  
15570      RightFrontTireBone = Tire01
15571      LeftFrontTireBone = Tire02
15572      MidRightFrontTireBone = Tire03
15573      MidLeftFrontTireBone = Tire04
15574      MidRightMidTireBone = Tire05
15575      MidLeftMidTireBone = Tire06
15576      MidRightRearTireBone = Tire07
15577      MidLeftRearTireBone = Tire08
15578      RightRearTireBone = Tire09
15579      LeftRearTireBone = Tire10
15580  
15581      TireRotationMultiplier = 0.2   ; this * speed = rotation.
15582    End
15583  
15584    ; ***DESIGN parameters ***
15585    DisplayName       = OBJECT:ConvoyTruck
15586    EditorSorting     = VEHICLE
15587    ArmorSet
15588      Armor           = TruckArmor
15589      DamageFX        = CrushableCarDamageFX
15590    End
15591  
15592    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
15593    WeaponSet
15594      Conditions      = None
15595      Weapon          = PRIMARY None
15596    End
15597    WeaponSet
15598      Conditions      = CARBOMB
15599      Weapon          = PRIMARY SuicideCarBomb
15600    End
15601  
15602    VisionRange       = 150
15603    ShroudClearingRange = 350
15604  
15605    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
15606    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
15607    CommandSet = CivilianCarBombCommandSet
15608  
15609    ; *** AUDIO Parameters ***
15610    VoiceSelect             = ConvoyTruckSelect
15611    SoundMoveStart          = ConvoyTruckMoveStart
15612    UnitSpecificSounds
15613      TruckPowerslideSound  = NoSound
15614      TruckLandingSound     = NoSound
15615    End
15616  
15617     ; *** ENGINEERING Parameters ***  
15618    KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
15619    RadarPriority     = LOCAL_UNIT_ONLY
15620  
15621  ;Lorenzen disabled transport on 12/16, please do not restore
15622  ;  Behavior            = TransportContain ModuleTag_TransportContain
15623  ;    Slots             = 8
15624  ;    AllowInsideKindOf = INFANTRY; VEHICLE
15625  ;  End
15626  
15627    Body              = ActiveBody ModuleTag_03
15628      MaxHealth       = 100.0
15629      InitialHealth   = 100.0
15630    End
15631  
15632    Behavior               = DestroyDie ModuleTag_04
15633                      ;nothing
15634    End
15635    Behavior               = CreateObjectDie ModuleTag_05
15636      DeathTypes = ALL 
15637      CreationList    = OCL_GenericCarExplode
15638    End
15639    Behavior               = CreateObjectDie ModuleTag_06
15640      DeathTypes = NONE +SUICIDED
15641      CreationList    = OCL_BurnedCarHull
15642    End
15643  
15644    Behavior = AIUpdateInterface ModuleTag_07
15645    End
15646    Locomotor       = SET_NORMAL CINE_ConvoyTruckLocomotor
15647    Locomotor       = SET_WANDER WanderCarLocomotor
15648    Locomotor       = SET_PANIC PanicCarLocomotor
15649    Behavior          = PhysicsBehavior ModuleTag_08
15650      Mass            = 30.0
15651    End
15652  
15653    Behavior = FlammableUpdate ModuleTag_21
15654      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
15655      AflameDamageAmount = 5       ; taking this much damage...
15656      AflameDamageDelay = 500       ; this often.
15657    End
15658  
15659    Geometry            = BOX
15660    GeometryIsSmall     = NO
15661    GeometryMajorRadius = 1
15662    GeometryMinorRadius = 1
15663    GeometryHeight      = 1
15664    Shadow              = SHADOW_VOLUME
15665  
15666  End
15667  
15668  ;------------------------------------------------------------------------------
15669  ;************************** Cinematic-only unit *******************************
15670  Object CINE_PoliceCar
15671  
15672    ; *** ART Parameters ***
15673    SelectPortrait         = SUTerrorist_L
15674    ButtonImage            = SUTerrorist
15675  
15676    Draw = W3DPoliceCarDraw ModuleTag_01
15677      DefaultConditionState
15678        Model = CVPoliceCar2
15679        Animation = CVPoliceCar2.CVPoliceCar2
15680        AnimationMode = LOOP
15681      End
15682      ConditionState = FRONTCRUSHED BACKCRUSHED
15683        Model = CVPoliceCar_d
15684      End
15685      ConditionState = BACKCRUSHED
15686        Model = CVPoliceCar_d2
15687      End
15688      ConditionState = FRONTCRUSHED
15689        Model = CVPoliceCar_d1
15690      End
15691  
15692      LeftFrontTireBone = Tire01
15693      RightFrontTireBone = Tire04
15694      LeftRearTireBone = Tire03
15695      RightRearTireBone = Tire05
15696      TireRotationMultiplier = 0.2   ; this * speed = rotation.
15697      PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.
15698    End
15699  
15700    ; ***DESIGN parameters ***
15701    DisplayName      = OBJECT:PoliceCar
15702    EditorSorting   = VEHICLE
15703  
15704    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
15705    WeaponSet
15706      Conditions = None
15707      Weapon = PRIMARY None
15708    End
15709    WeaponSet
15710      Conditions = CARBOMB
15711      Weapon = PRIMARY  SuicideCarBomb
15712    End
15713  
15714    ArmorSet
15715      Armor           = DozerArmor
15716      DamageFX        = CrushableCarDamageFX
15717    End
15718    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
15719    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
15720    CommandSet = CivilianCarBombCommandSet
15721  
15722    ; *** AUDIO Parameters ***
15723    SoundMoveStart = CarMoveStart
15724    SoundAmbient   = PoliceCarSirenLoop
15725  
15726    ; *** ENGINEERING Parameters ***  
15727    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
15728    RadarPriority   = LOCAL_UNIT_ONLY
15729  
15730    Body            = ActiveBody ModuleTag_02
15731      MaxHealth       = 100.0
15732      InitialHealth   = 100.0
15733    End
15734  
15735  
15736  
15737    Behavior = DestroyDie ModuleTag_03
15738      DeathTypes = ALL -CRUSHED -SPLATTED
15739    End
15740    Behavior = CrushDie ModuleTag_04
15741      DeathTypes = NONE +CRUSHED +SPLATTED
15742      TotalCrushSound     = CarAlarm
15743      BackEndCrushSound   = CarAlarm
15744      FrontEndCrushSound  = CarAlarm
15745      TotalCrushSoundPercent    = 50   
15746      BackEndCrushSoundPercent  = 50
15747      FrontEndCrushSoundPercent = 50
15748    End
15749    Behavior = SlowDeathBehavior ModuleTag_11
15750      DeathTypes = NONE +CRUSHED +SPLATTED
15751      SinkDelay = 14000
15752      SinkRate = 2     ; in Dist/Sec
15753      DestructionDelay = 20000
15754    End
15755  
15756    Behavior = FXListDie ModuleTag_05
15757      DeathTypes = NONE +CRUSHED +SPLATTED
15758      DeathFX = FX_CarCrush
15759    End
15760    Behavior = CreateObjectDie ModuleTag_06
15761      DeathTypes = ALL -CRUSHED -SPLATTED
15762      CreationList = OCL_PoliceCarExplode
15763    End
15764    Behavior = FXListDie ModuleTag_07
15765      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
15766      DeathFX = FX_PoliceCarExplode
15767    End
15768  
15769    Behavior = AIUpdateInterface ModuleTag_08
15770    End
15771    Locomotor = SET_NORMAL CINE_BasicCarLocomotor
15772    Locomotor = SET_WANDER WanderCarLocomotor
15773    Locomotor = SET_PANIC PanicCarLocomotor
15774  
15775    Behavior = PhysicsBehavior ModuleTag_09
15776      Mass = 30.0
15777    End
15778  
15779    Behavior = FlammableUpdate ModuleTag_21
15780      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
15781      AflameDamageAmount = 5       ; taking this much damage...
15782      AflameDamageDelay = 500       ; this often.
15783    End
15784  
15785    Geometry        = BOX
15786    GeometryIsSmall = Yes
15787    GeometryMajorRadius = 11.0
15788    GeometryMinorRadius = 4.0
15789    GeometryHeight  = 9.0
15790    Shadow          = SHADOW_VOLUME
15791  
15792  End
15793  
15794  ;------------------------------------------------------------------------------
15795  ;********************** Cinematic-only unit ***********************************
15796  Object CINE_CarLimo3
15797  
15798    ; *** ART Parameters ***
15799    SelectPortrait         = SUTerrorist_L
15800    ButtonImage            = SUTerrorist
15801  
15802    Draw = W3DModelDraw ModuleTag_01
15803      ConditionState = NONE
15804        Model = CVLimo3
15805      End
15806      ConditionState  = REALLYDAMAGED
15807        Model = CVLimo3_D
15808      End
15809      ConditionState  = RUBBLE
15810        Model = CVLimo3_D
15811      End
15812    End
15813  
15814    ; ***DESIGN parameters ***
15815    DisplayName      = OBJECT:Limo
15816    EditorSorting   = VEHICLE
15817    ArmorSet
15818      Conditions      = None
15819      Armor           = TruckArmor
15820      DamageFX        = LimoDamageFX
15821    End
15822    CommandSet        = CivilianVehicleLimoCommandSet
15823  
15824    WeaponSet
15825      Conditions = None
15826      Weapon = PRIMARY None
15827    End
15828  
15829    Behavior = TransportContain ModuleTag_02
15830      Slots = 5
15831    End
15832  
15833    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
15834    WeaponSet
15835      Conditions = CARBOMB
15836      Weapon = PRIMARY  SuicideCarBomb
15837    End
15838    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
15839    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
15840    CommandSet = CivilianCarBombCommandSet
15841  
15842    ; *** AUDIO Parameters ***
15843  
15844    ; *** ENGINEERING Parameters ***  
15845    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
15846    RadarPriority   = LOCAL_UNIT_ONLY
15847  
15848    Body            = ActiveBody ModuleTag_03
15849      MaxHealth       = 800.0
15850      InitialHealth   = 800.0
15851    End
15852  
15853    Behavior = DestroyDie ModuleTag_04
15854      DeathTypes = ALL -CRUSHED -SPLATTED
15855    End
15856    Behavior = CrushDie ModuleTag_05
15857      DeathTypes = NONE +CRUSHED +SPLATTED
15858      TotalCrushSound     = CarAlarm
15859      BackEndCrushSound   = CarAlarm
15860      FrontEndCrushSound  = CarAlarm
15861      TotalCrushSoundPercent    = 50   
15862      BackEndCrushSoundPercent  = 50
15863      FrontEndCrushSoundPercent = 50
15864    End
15865    Behavior = SlowDeathBehavior ModuleTag_12
15866      DeathTypes = NONE +CRUSHED +SPLATTED
15867      SinkDelay = 14000
15868      SinkRate = 2     ; in Dist/Sec
15869      DestructionDelay = 20000
15870    End
15871  
15872    Behavior = FXListDie ModuleTag_06
15873      DeathTypes = NONE +CRUSHED +SPLATTED
15874      DeathFX = FX_CarCrush
15875    End
15876    Behavior = CreateObjectDie ModuleTag_07
15877      DeathTypes = ALL -CRUSHED -SPLATTED
15878      CreationList = OCL_LimoExplode
15879    End
15880    Behavior = FXListDie ModuleTag_08
15881      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
15882      DeathFX = FX_LimoExplode
15883    End
15884  ;  Behavior = CreateObjectDie
15885  ;;    DeathTypes = NONE +SUICIDED
15886  ;    CreationList = OCL_BurnedCarHull
15887  ;  End
15888  
15889    Behavior = AIUpdateInterface ModuleTag_09
15890    End
15891    Locomotor = SET_NORMAL CINE_BasicCarLocomotor
15892    Locomotor = SET_WANDER WanderCarLocomotor
15893    Locomotor = SET_PANIC PanicCarLocomotor
15894  
15895    Behavior = PhysicsBehavior ModuleTag_10
15896      Mass = 30.0
15897    End
15898  
15899    Behavior = TransitionDamageFX ModuleTag_11
15900      ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01
15901      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition
15902    End
15903  
15904    Behavior = FlammableUpdate ModuleTag_21
15905      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
15906      AflameDamageAmount = 5       ; taking this much damage...
15907      AflameDamageDelay = 500       ; this often.
15908    End
15909  
15910    Geometry        = BOX
15911    GeometryIsSmall = Yes
15912    GeometryMajorRadius = 11.0
15913    GeometryMinorRadius = 4.0
15914    GeometryHeight  = 7.0
15915    Shadow          = SHADOW_VOLUME
15916  
15917  End
15918  
15919  ;------------------------------------------------------------------------------
15920  ;*************************** Cinematic-only unit ******************************
15921  Object CINE_TankerTruck
15922  
15923    ; *** ART Parameters ***
15924    SelectPortrait         = SUTerrorist_L
15925    ButtonImage            = SUTerrorist
15926  
15927    Draw = W3DTruckDraw ModuleTag_01
15928      ConditionState = NONE
15929        Model = CVTankerCN
15930      End
15931      CabRotationMultiplier = 1.5
15932  
15933      TrailerRotationMultiplier = 0.2
15934      CabBone = CAB
15935      TrailerBone = TRAILER
15936      RotationDamping = 0.7
15937  
15938      RightFrontTireBone = Tire01
15939      LeftFrontTireBone = Tire02
15940      MidRightFrontTireBone = Tire03
15941      MidLeftFrontTireBone = Tire04
15942      MidRightMidTireBone = Tire05
15943      MidLeftMidTireBone = Tire06
15944      MidRightRearTireBone = Tire07
15945      MidLeftRearTireBone = Tire08
15946      RightRearTireBone = Tire09
15947      LeftRearTireBone = Tire10
15948  
15949      TireRotationMultiplier = 0.2   ; this * speed = rotation.
15950    End
15951  
15952    ; ***DESIGN parameters ***
15953    DisplayName      = OBJECT:TankerTruck
15954    EditorSorting   = VEHICLE
15955  
15956    TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
15957    WeaponSet
15958      Conditions = None
15959      Weapon = PRIMARY None
15960    End
15961    WeaponSet
15962      Conditions = CARBOMB
15963      Weapon = PRIMARY  SuicideCarBomb
15964    End
15965  
15966    ArmorSet
15967      Armor           = TruckArmor
15968      DamageFX        = CrushableCarDamageFX
15969    End
15970    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
15971    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
15972    CommandSet = CivilianCarBombCommandSet
15973  
15974    ; *** AUDIO Parameters ***
15975    VoiceSelect           = ConvoyTruckSelect
15976    SoundMoveStart        = ConvoyTruckMoveStart
15977    SoundAmbient          = BaikonurTruckMoveLoop
15978  
15979    UnitSpecificSounds
15980      TruckPowerslideSound  = NoSound
15981      TruckLandingSound     = NoSound
15982    End
15983  
15984  
15985    ; *** ENGINEERING Parameters ***  
15986    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
15987    RadarPriority   = LOCAL_UNIT_ONLY
15988  
15989    Body            = ActiveBody ModuleTag_02
15990      MaxHealth       = 100.0
15991      InitialHealth   = 100.0
15992    End
15993  
15994  
15995  
15996    Behavior = DestroyDie ModuleTag_03
15997      ;nothing
15998    End
15999    Behavior = CreateObjectDie ModuleTag_04
16000      CreationList = OCL_TankerTruckExplode
16001    End
16002    Behavior = FXListDie ModuleTag_05
16003      DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
16004    End
16005    Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
16006      DeathWeapon = TankerTruckWeapon
16007      StartsActive  = Yes
16008    End
16009  
16010    Behavior = AIUpdateInterface ModuleTag_07
16011    End
16012    Locomotor = SET_NORMAL CINE_SupplyTruckLocomotor
16013  
16014    Behavior = PhysicsBehavior ModuleTag_08
16015      Mass = 30.0
16016    End
16017  
16018    Behavior = FlammableUpdate ModuleTag_21
16019      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
16020      AflameDamageAmount = 5       ; taking this much damage...
16021      AflameDamageDelay = 500       ; this often.
16022    End
16023  
16024    Geometry        = BOX
16025    GeometryIsSmall = Yes
16026    GeometryMajorRadius = 18.0
16027    GeometryMinorRadius = 7.0
16028    GeometryHeight  = 14.0
16029    Shadow          = SHADOW_VOLUME
16030  
16031  End
16032  
16033  ;------------------------------------------------------------------------------
16034  ;************************ Cinematic-only unit *********************************
16035  Object CINE_ConvoyTruckArmedWithNuke
16036  
16037    ; *** ART Parameters ***
16038    SelectPortrait         = SSConvoy_L
16039    ButtonImage            = SSConvoy_L
16040    Draw              = W3DTruckDraw ModuleTag_01
16041    OkToChangeModelColor = Yes
16042      ConditionState  = NONE
16043        Model         = NVConvoy
16044      End
16045      ConditionState  = LOADED
16046        Model         = NVConvoy
16047      End  
16048      CabRotationMultiplier = 1.5
16049  
16050      TrailerRotationMultiplier = 0.2
16051      ;CabBone = CAB
16052      ;TrailerBone = TRAILER
16053      RotationDamping = 0.7
16054  
16055      RightFrontTireBone = Tire01
16056      LeftFrontTireBone = Tire02
16057      ;MidRightFrontTireBone = Tire03
16058      ;MidLeftFrontTireBone = Tire04
16059      ;MidRightMidTireBone = Tire05
16060      ;MidLeftMidTireBone = Tire06
16061      MidRightRearTireBone = Tire07
16062      MidLeftRearTireBone = Tire08
16063      RightRearTireBone = Tire09
16064      LeftRearTireBone = Tire10
16065  
16066      TireRotationMultiplier = 0.2   ; this * speed = rotation.
16067      
16068      TrackMarks = EXTireTrack.tga
16069      Dust = RocketBuggyDust
16070      DirtSpray = RocketBuggyDirtSpray
16071    End
16072  
16073    ; ***DESIGN parameters ***
16074    DisplayName       = OBJECT:ConvoyTruck
16075    EditorSorting     = VEHICLE
16076    ArmorSet
16077      Armor           = TruckArmor
16078      DamageFX        = CrushableCarDamageFX
16079    End
16080  
16081    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
16082    WeaponSet
16083      Conditions      = None
16084      Weapon          = PRIMARY None
16085    End
16086    WeaponSet
16087      Conditions      = CARBOMB
16088      Weapon          = PRIMARY SuicideCarBomb
16089    End
16090  
16091    VisionRange       = 150
16092    ShroudClearingRange = 350
16093  
16094    CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
16095    CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
16096    CommandSet = CivilianTransportWithNukeCommandSet
16097  
16098    ; *** AUDIO Parameters ***
16099    VoiceSelect             = ConvoyTruckSelect
16100    SoundMoveStart          = ConvoyTruckMoveStart
16101    UnitSpecificSounds
16102      TruckPowerslideSound  = NoSound
16103      TruckLandingSound     = NoSound
16104    End
16105  
16106     ; *** ENGINEERING Parameters ***  
16107    KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 
16108  
16109    Body              = ActiveBody ModuleTag_02
16110      MaxHealth       = 100.0
16111      InitialHealth   = 100.0
16112    End
16113  
16114    Behavior               = DestroyDie ModuleTag_03
16115                      ;nothing
16116    End
16117    Behavior               = CreateObjectDie ModuleTag_04
16118      DeathTypes = ALL 
16119      CreationList    = OCL_GenericCarExplode
16120    End
16121    Behavior               = CreateObjectDie ModuleTag_05
16122      DeathTypes = NONE +SUICIDED
16123      CreationList    = OCL_BurnedCarHull
16124    End
16125  
16126    Behavior = AIUpdateInterface ModuleTag_06
16127    End
16128    Locomotor       = SET_NORMAL CINE_SupplyTruckLocomotor
16129    Locomotor       = SET_WANDER WanderCarLocomotor
16130    Locomotor       = SET_PANIC PanicCarLocomotor
16131  
16132    Behavior          = PhysicsBehavior ModuleTag_07
16133      Mass            = 30.0
16134    End
16135  
16136    Behavior           = OCLSpecialPower ModuleTag_08
16137      SpecialPowerTemplate = SuperweaponDetonateDirtyNuke
16138      OCL                  = SUPERWEAPON_DetonateDirtyNuke
16139      CreateLocation       = USE_OWNER_OBJECT
16140    End
16141  
16142    Behavior = FlammableUpdate ModuleTag_21
16143      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
16144      AflameDamageAmount = 5       ; taking this much damage...
16145      AflameDamageDelay = 500       ; this often.
16146    End
16147  
16148    Geometry            = BOX
16149    GeometryIsSmall     = NO
16150    GeometryMajorRadius = 20.0
16151    GeometryMinorRadius = 8.0
16152    GeometryHeight      = 16.0
16153    Shadow              = SHADOW_VOLUME
16154  
16155  End
16156  
16157  ;------------------------------------------------------------------------------
16158  ;************************ Cinematic-only unit *********************************
16159  Object CINE_CarTaxiCab01
16160  
16161    ; *** ART Parameters ***
16162    SelectPortrait         = SUTerrorist_L
16163    ButtonImage            = SUTerrorist
16164  
16165    Draw = W3DModelDraw ModuleTag_01
16166      ConditionState = NONE
16167        Model = CVTaxi01
16168      End
16169      ConditionState = FRONTCRUSHED BACKCRUSHED
16170        Model = CVTaxi01_d
16171      End
16172      ConditionState = BACKCRUSHED
16173        Model = CVTaxi01_d2
16174      End
16175      ConditionState = FRONTCRUSHED
16176        Model = CVTaxi01_d1
16177      End
16178    End
16179  
16180    ; ***DESIGN parameters ***
16181    DisplayName      = OBJECT:TaxiCab
16182    EditorSorting   = VEHICLE
16183  
16184    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
16185    WeaponSet
16186      Conditions = None
16187      Weapon = PRIMARY None
16188    End
16189    WeaponSet
16190      Conditions = CARBOMB
16191      Weapon = PRIMARY  SuicideCarBomb
16192    End
16193  
16194    ArmorSet
16195      Armor           = TruckArmor
16196      DamageFX        = CrushableCarDamageFX
16197    End
16198    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
16199    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
16200    CommandSet = CivilianCarBombCommandSet
16201  
16202    ; *** AUDIO Parameters ***
16203    SoundMoveStart = CarMoveStart
16204  
16205  
16206    ; *** ENGINEERING Parameters ***  
16207    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
16208    RadarPriority   = LOCAL_UNIT_ONLY
16209  
16210    Body            = ActiveBody ModuleTag_02
16211      MaxHealth       = 100.0
16212      InitialHealth   = 100.0
16213    End
16214  
16215  
16216  
16217    Behavior = DestroyDie ModuleTag_03
16218      DeathTypes = ALL -CRUSHED -SPLATTED
16219    End
16220    Behavior = CrushDie ModuleTag_04
16221      DeathTypes = NONE +CRUSHED +SPLATTED
16222      TotalCrushSound     = CarAlarm
16223      BackEndCrushSound   = CarAlarm
16224      FrontEndCrushSound  = CarAlarm
16225      TotalCrushSoundPercent    = 50   
16226      BackEndCrushSoundPercent  = 50
16227      FrontEndCrushSoundPercent = 50
16228    End
16229    Behavior = SlowDeathBehavior ModuleTag_11
16230      DeathTypes = NONE +CRUSHED +SPLATTED
16231      SinkDelay = 14000
16232      SinkRate = 2     ; in Dist/Sec
16233      DestructionDelay = 20000
16234    End
16235  
16236    Behavior = FXListDie ModuleTag_05
16237      DeathTypes = NONE +CRUSHED +SPLATTED
16238      DeathFX = FX_CarCrush
16239    End
16240    Behavior = CreateObjectDie ModuleTag_06
16241      DeathTypes = ALL -CRUSHED -SPLATTED
16242      CreationList = OCL_GenericCarExplode
16243    End
16244    Behavior = FXListDie ModuleTag_07
16245      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
16246      DeathFX = FX_GenericCarExplode
16247    End
16248    Behavior = CreateObjectDie ModuleTag_08
16249      DeathTypes = NONE +SUICIDED
16250      CreationList = OCL_BurnedCarHull
16251    End
16252  
16253    Behavior = AIUpdateInterface ModuleTag_09
16254    End
16255    Locomotor = SET_NORMAL CINE_BasicCarLocomotor
16256    Locomotor = SET_WANDER WanderCarLocomotor
16257    Locomotor = SET_PANIC PanicCarLocomotor
16258  
16259    Behavior = PhysicsBehavior ModuleTag_10
16260      Mass = 30.0
16261    End
16262  
16263    Behavior = FlammableUpdate ModuleTag_21
16264      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
16265      AflameDamageAmount = 5       ; taking this much damage...
16266      AflameDamageDelay = 500       ; this often.
16267    End
16268  
16269    Geometry        = BOX
16270    GeometryIsSmall = Yes
16271    GeometryMajorRadius = 11.0
16272    GeometryMinorRadius = 4.0
16273    GeometryHeight  = 7.0
16274    Shadow          = SHADOW_VOLUME
16275  
16276  End
16277  
16278  ;------------------------------------------------------------------------------
16279  ;************************ Cinematic-only unit *********************************
16280  Object CINE_CarTaxiCab02
16281  
16282    ; *** ART Parameters ***
16283    SelectPortrait         = SUTerrorist_L
16284    ButtonImage            = SUTerrorist
16285  
16286    Draw = W3DModelDraw ModuleTag_01
16287      ConditionState = NONE
16288        Model = CVTaxi02
16289      End
16290    End
16291  
16292    ; ***DESIGN parameters ***
16293    DisplayName      = OBJECT:TaxiCab
16294    EditorSorting   = VEHICLE
16295  
16296    TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
16297    WeaponSet
16298      Conditions = None
16299      Weapon = PRIMARY None
16300    End
16301    WeaponSet
16302      Conditions = CARBOMB
16303      Weapon = PRIMARY  SuicideCarBomb
16304    End
16305  
16306    ArmorSet
16307      Armor           = TruckArmor
16308      DamageFX        = CrushableCarDamageFX
16309    End
16310    CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
16311    CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
16312    CommandSet = CivilianCarBombCommandSet
16313  
16314    ; *** AUDIO Parameters ***
16315    SoundMoveStart = CarMoveStart
16316  
16317  
16318    ; *** ENGINEERING Parameters ***  
16319    KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
16320    RadarPriority   = LOCAL_UNIT_ONLY
16321  
16322    Body            = ActiveBody ModuleTag_02
16323      MaxHealth       = 100.0
16324      InitialHealth   = 100.0
16325    End
16326  
16327  
16328  
16329    Behavior = DestroyDie ModuleTag_03
16330      DeathTypes = ALL -CRUSHED -SPLATTED
16331    End
16332    Behavior = CrushDie ModuleTag_04
16333      DeathTypes = NONE +CRUSHED +SPLATTED
16334      TotalCrushSound     = CarAlarm
16335      BackEndCrushSound   = CarAlarm
16336      FrontEndCrushSound  = CarAlarm
16337      TotalCrushSoundPercent    = 50   
16338      BackEndCrushSoundPercent  = 50
16339      FrontEndCrushSoundPercent = 50
16340    End
16341    Behavior = SlowDeathBehavior ModuleTag_11
16342      DeathTypes = NONE +CRUSHED +SPLATTED
16343      SinkDelay = 14000
16344      SinkRate = 2     ; in Dist/Sec
16345      DestructionDelay = 20000
16346    End
16347  
16348    Behavior = FXListDie ModuleTag_05
16349      DeathTypes = NONE +CRUSHED +SPLATTED
16350      DeathFX = FX_CarCrush
16351    End
16352    Behavior = CreateObjectDie ModuleTag_06
16353      DeathTypes = ALL -CRUSHED -SPLATTED
16354      CreationList = OCL_GenericCarExplode
16355    End
16356    Behavior = FXListDie ModuleTag_07
16357      DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
16358      DeathFX = FX_GenericCarExplode
16359    End
16360    Behavior = CreateObjectDie ModuleTag_08
16361      DeathTypes = NONE +SUICIDED
16362      CreationList = OCL_BurnedCarHull
16363    End
16364  
16365    Behavior = AIUpdateInterface ModuleTag_09
16366    End
16367    Locomotor = SET_NORMAL CINE_BasicCarLocomotor
16368    Locomotor = SET_WANDER WanderCarLocomotor
16369    Locomotor = SET_PANIC PanicCarLocomotor
16370  
16371    Behavior = PhysicsBehavior ModuleTag_10
16372      Mass = 30.0
16373    End
16374  
16375    Behavior = FlammableUpdate ModuleTag_21
16376      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
16377      AflameDamageAmount = 5       ; taking this much damage...
16378      AflameDamageDelay = 500       ; this often.
16379    End
16380  
16381    Geometry        = BOX
16382    GeometryIsSmall = Yes
16383    GeometryMajorRadius = 11.0
16384    GeometryMinorRadius = 4.0
16385    GeometryHeight  = 7.0
16386    Shadow          = SHADOW_VOLUME
16387  
16388  End
16389  
16390  ;------------------------------------------------------------------------------
16391  ;************************* Cinematic-only unit ********************************
16392  Object CINE_CheeringGenericMale01
16393  
16394      ; *** ART Parameters ***
16395    Draw = W3DModelDraw ModuleTag_01
16396      OkToChangeModelColor = Yes
16397  
16398      DefaultConditionState
16399        Model = CIAMan01_SKN
16400        IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 0 30
16401        IdleAnimation = CIAMan01_SKL.CIAMan01_CHA
16402        IdleAnimation = CIAMan01_SKL.CIAMan01_CHA
16403        AnimationMode = ONCE
16404      End
16405  
16406      ConditionState = MOVING
16407        Animation = CIAMan01_SKL.CIAMan01_WKA 30
16408        AnimationMode = LOOP
16409        Flags = RANDOMSTART
16410      End
16411  
16412      ConditionState = MOVING PANICKING
16413        Animation = CIAMan01_SKL.CIAMan01_RNA 35
16414  
16415        AnimationMode = LOOP
16416        Flags = RANDOMSTART
16417      End
16418  
16419      ConditionState = DYING
16420        Animation = CIAMan01_SKL.CIAMan01_DTA
16421        Animation = CIAMan01_SKL.CIAMan01_DTB
16422        AnimationMode = ONCE
16423        TransitionKey = TRANS_Dying
16424      End
16425  
16426      TransitionState = TRANS_Dying TRANS_Flailing
16427        Animation = CIAMan01_SKL.CIAMan01_ADTD1
16428        AnimationMode = ONCE
16429      End
16430  
16431      ConditionState = DYING EXPLODED_FLAILING
16432        Animation = CIAMan01_SKL.CIAMan01_ADTD2
16433        AnimationMode = LOOP
16434        TransitionKey = TRANS_Flailing
16435      End
16436  
16437      ConditionState = DYING EXPLODED_BOUNCING
16438        Animation = CIAMan01_SKL.CIAMan01_ADTD3
16439        AnimationMode = ONCE
16440        TransitionKey = None
16441      End
16442  
16443    End
16444  
16445    ; ***DESIGN parameters ***
16446    Side = Civilian
16447    EditorSorting = INFANTRY
16448    TransportSlotCount = 1
16449    ArmorSet
16450      Conditions      = None
16451      Armor           = HumanArmor
16452      DamageFX        = None
16453    End
16454    VisionRange = 150
16455    DisplayName = OBJECT:GenericMale
16456    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
16457  
16458    ; *** AUDIO Parameters ***
16459    SoundDie = CivilianArabMaleDie
16460    SoundDieFire = DieByFireUSA
16461    SoundDieToxin = DieByToxinUSA
16462  
16463    ; *** ENGINEERING Parameters ***
16464    RadarPriority = NOT_ON_RADAR
16465    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
16466  
16467    Body = ActiveBody ModuleTag_02
16468      MaxHealth       = 50.0
16469      InitialHealth   = 50.0
16470    End
16471  
16472    Behavior = AIUpdateInterface ModuleTag_03
16473    End
16474    Locomotor = SET_NORMAL BasicHumanLocomotor
16475    Locomotor = SET_WANDER WanderHumanLocomotor
16476    Locomotor = SET_PANIC PanicHumanLocomotor
16477    Behavior = PhysicsBehavior ModuleTag_04
16478      Mass = 5.0
16479    End
16480   
16481    Behavior = SquishCollide ModuleTag_06
16482      ;nothing
16483    End
16484  
16485  
16486  ; --- begin Death modules ---
16487    Behavior = SlowDeathBehavior ModuleTag_Death01
16488      DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED
16489      SinkDelay           = 3000
16490      SinkRate            = 0.5     ; in Dist/Sec
16491      DestructionDelay    = 8000
16492      FX                  = INITIAL FX_GIDie
16493    End
16494    Behavior = SlowDeathBehavior ModuleTag_Death02
16495      DeathTypes          = NONE +CRUSHED +SPLATTED
16496      SinkDelay           = 3000
16497      SinkRate            = 0.5     ; in Dist/Sec
16498      DestructionDelay    = 8000
16499      FX                  = INITIAL FX_GIDieCrushed
16500    End
16501    Behavior = SlowDeathBehavior ModuleTag_Death03
16502      DeathTypes          = NONE +EXPLODED
16503      SinkDelay           = 3000
16504      SinkRate            = 0.5     ; in Dist/Sec
16505      DestructionDelay    = 8000
16506      FX                  = INITIAL FX_GIDie
16507      FlingForce          = 8
16508      FlingForceVariance  = 3
16509      FlingPitch          = 60
16510      FlingPitchVariance  = 10
16511    End
16512    Behavior = SlowDeathBehavior ModuleTag_Death04
16513      DeathTypes          = NONE +BURNED
16514      DestructionDelay    = 0
16515      FX                  = INITIAL FX_GIDie
16516      OCL                 = INITIAL OCL_FlamingInfantry
16517    End
16518    Behavior = SlowDeathBehavior ModuleTag_Death05
16519      DeathTypes          = NONE +POISONED
16520      DestructionDelay    = 0
16521      FX                  = INITIAL FX_GIDie
16522      OCL                 = INITIAL OCL_ToxicInfantry
16523    End
16524  ; --- end Death modules ---
16525  
16526    Behavior = PoisonedBehavior ModuleTag_09
16527      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
16528      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
16529  
16530    End
16531   
16532    Geometry = CYLINDER
16533    GeometryMajorRadius = 3.0
16534    GeometryMinorRadius = 3.0
16535    GeometryHeight = 12.0
16536    GeometryIsSmall = Yes
16537    Shadow = SHADOW_DECAL
16538    ShadowSizeX = 14;
16539    ShadowSizeY = 14;
16540    ShadowTexture = ShadowI;
16541  
16542  End
16543  
16544  ;------------------------------------------------------------------------------
16545  ;************************* Cinematic-only unit ********************************
16546  Object CINE_CheeringGenericFemale01
16547  
16548      ; *** ART Parameters ***
16549    Draw = W3DModelDraw ModuleTag_01
16550      OkToChangeModelColor = Yes
16551  
16552      DefaultConditionState
16553        Model = CIAFem01_SKN
16554        IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 0 30
16555        IdleAnimation = CIAFem01_SKL.CIAFem01_CHA
16556        IdleAnimation = CIAFem01_SKL.CIAFem01_CHA
16557        AnimationMode = ONCE
16558      End
16559  
16560      ConditionState = MOVING
16561        Animation = CIAFem01_SKL.CIAFem01_WKA 25
16562        AnimationMode = LOOP
16563        Flags = RANDOMSTART
16564      End
16565  
16566      ConditionState = MOVING PANICKING
16567        Animation = CIAFem01_SKL.CIAFem01_RNA 20
16568        AnimationMode = LOOP
16569        Flags = RANDOMSTART
16570      End
16571  
16572      ConditionState = DYING
16573        Animation = CIAFem01_SKL.CIAFem01_DTA
16574        Animation = CIAFem01_SKL.CIAFem01_DTB
16575        AnimationMode = ONCE
16576        TransitionKey = TRANS_Dying
16577      End
16578  
16579      TransitionState = TRANS_Dying TRANS_Flailing
16580        Animation = CIAFem01_SKL.CIAFem01_ADTE1
16581        AnimationMode = ONCE
16582      End
16583  
16584      ConditionState = DYING EXPLODED_FLAILING
16585        Animation = CIAFem01_SKL.CIAFem01_ADTE2
16586        AnimationMode = LOOP
16587        TransitionKey = TRANS_Flailing
16588      End
16589  
16590      ConditionState = DYING EXPLODED_BOUNCING
16591        Animation = CIAFem01_SKL.CIAFem01_ADTE3
16592        AnimationMode = ONCE
16593        TransitionKey = None
16594      End
16595    End
16596  
16597    ; ***DESIGN parameters ***
16598    Side = Civilian
16599    EditorSorting = INFANTRY
16600    TransportSlotCount = 1
16601    ArmorSet
16602      Conditions      = None
16603      Armor           = HumanArmor
16604      DamageFX        = None
16605    End
16606    VisionRange = 150
16607    DisplayName = OBJECT:GenericFemale
16608    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
16609  
16610    ; *** AUDIO Parameters ***
16611    SoundDie = CivilianArabFemaleDie
16612    SoundDieFire = DieByFireFemale
16613    SoundDieToxin = DieByToxinFemale
16614  
16615    ; *** ENGINEERING Parameters ***
16616    RadarPriority = NOT_ON_RADAR
16617    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
16618  
16619    Body = ActiveBody ModuleTag_02
16620      MaxHealth       = 50.0
16621      InitialHealth   = 50.0
16622    End
16623  
16624    Behavior = AIUpdateInterface ModuleTag_03
16625    End
16626    Locomotor = SET_NORMAL BasicHumanLocomotor
16627    Locomotor = SET_WANDER WanderHumanLocomotor
16628    Locomotor = SET_PANIC PanicHumanLocomotor
16629    Behavior = PhysicsBehavior ModuleTag_04
16630      Mass = 5.0
16631    End
16632    Behavior = SlowDeathBehavior ModuleTag_05
16633      SinkDelay = 3000
16634      SinkRate = 0.5     ; in Dist/Sec
16635      DestructionDelay = 8000
16636    End
16637  
16638   
16639    Behavior = SquishCollide ModuleTag_06
16640      ;nothing
16641    End
16642  
16643    Behavior = FXListDie ModuleTag_07
16644      DeathTypes = ALL -CRUSHED -SPLATTED
16645      DeathFX = FX_GIDie
16646    End
16647    Behavior = FXListDie ModuleTag_08
16648      DeathTypes = NONE +CRUSHED +SPLATTED
16649      DeathFX = FX_GIDieCrushed
16650    End
16651  
16652    Behavior = PoisonedBehavior ModuleTag_09
16653      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
16654      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
16655    End
16656   
16657    Geometry = CYLINDER
16658    GeometryMajorRadius = 3.0
16659    GeometryMinorRadius = 3.0
16660    GeometryHeight = 12.0
16661    GeometryIsSmall = Yes
16662    Shadow = SHADOW_DECAL
16663    ShadowSizeX = 14;
16664    ShadowSizeY = 14;
16665    ShadowTexture = ShadowI;
16666  
16667  End
16668  
16669  ;------------------------------------------------------------------------------
16670  ;************************* Cinematic-only unit ********************************
16671  Object CINE_CheeringAsianFarmer3
16672  
16673      ; *** ART Parameters ***
16674    Draw = W3DModelDraw ModuleTag_01
16675      OkToChangeModelColor = Yes
16676  
16677      DefaultConditionState
16678        Model = CIUFrm3_SKN
16679        IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 0 30
16680        IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB
16681        IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB
16682        AnimationMode = ONCE
16683      End
16684  
16685      ConditionState = MOVING
16686        Animation = CIUFrm3_SKL.CIUFrm3_WKA 
16687        AnimationMode = LOOP
16688        Flags = RANDOMSTART
16689      End
16690      
16691      ConditionState = MOVING PANICKING
16692        Animation = CIUFrm3_SKL.CIUFrm3_PKA
16693        AnimationMode = LOOP
16694        Flags = RANDOMSTART
16695      End
16696  
16697      ConditionState = DYING
16698        Animation = CIUFrm3_SKL.CIUFrm3_DTA
16699        Animation = CIUFrm3_SKL.CIUFrm3_DTB
16700        Animation = CIUFrm3_SKL.CIUFrm3_DTC
16701        AnimationMode = ONCE
16702        TransitionKey = TRANS_Dying
16703      End
16704  
16705      TransitionState = TRANS_Dying TRANS_Flailing
16706        Animation = CIUFrm3_SKL.CIUFrm3_ADTE1
16707        AnimationMode = ONCE
16708      End
16709  
16710      ConditionState = DYING EXPLODED_FLAILING
16711        Animation = CIUFrm3_SKL.CIUFrm3_ADTE2
16712        AnimationMode = LOOP
16713        TransitionKey = TRANS_Flailing
16714      End
16715  
16716      ConditionState = DYING EXPLODED_BOUNCING
16717        Animation = CIUFrm3_SKL.CIUFrm3_ADTE3
16718        AnimationMode = ONCE
16719        TransitionKey = None
16720      End
16721    End
16722  
16723    ; ***DESIGN parameters ***
16724    Side = Civilian
16725    EditorSorting = INFANTRY
16726    TransportSlotCount = 1
16727  
16728    ArmorSet
16729      Conditions      = None
16730      Armor           = HumanArmor
16731      DamageFX        = None
16732    End
16733    VisionRange = 150
16734    DisplayName = OBJECT:MogadishuFemaleCivilian
16735    CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
16736  
16737    ; *** AUDIO Parameters ***
16738    SoundDie = CivilianChinaMaleDie
16739    SoundDieFire = DieByFireChina
16740    SoundDieToxin = DieByToxinChina
16741  
16742    ; *** ENGINEERING Parameters ***
16743    RadarPriority = NOT_ON_RADAR
16744    KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED
16745  
16746    Body = ActiveBody ModuleTag_02
16747      MaxHealth       = 50.0
16748      InitialHealth   = 50.0
16749    End
16750  
16751    Behavior = AIUpdateInterface ModuleTag_03
16752    End
16753    Locomotor = SET_NORMAL BasicHumanLocomotor
16754    Locomotor = SET_WANDER WanderHumanLocomotor
16755    Locomotor = SET_PANIC PanicHumanLocomotor
16756    Behavior = PhysicsBehavior ModuleTag_04
16757      Mass = 5.0
16758    End
16759    Behavior = SlowDeathBehavior ModuleTag_05
16760      DeathTypes = ALL -POISONED_BETA -POISONED -BURNED
16761      SinkDelay = 3000
16762      SinkRate = 0.5     ; in Dist/Sec
16763      DestructionDelay = 8000
16764    End
16765  
16766    
16767      Behavior = SquishCollide ModuleTag_06
16768      ;nothing
16769    End
16770   
16771    Behavior = FXListDie ModuleTag_07
16772      DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED
16773      DeathFX = FX_GIDie
16774    End
16775    Behavior = FXListDie ModuleTag_08
16776      DeathTypes = NONE +CRUSHED +SPLATTED
16777      DeathFX = FX_GIDieCrushed
16778    End
16779    Behavior = SlowDeathBehavior ModuleTag_Death06 
16780      DeathTypes          = NONE +POISONED_BETA
16781      DestructionDelay    = 0
16782      FX                  = INITIAL FX_GIDie
16783      OCL                 = INITIAL OCL_ToxicInfantryBeta 
16784    End
16785    
16786    Behavior = SlowDeathBehavior ModuleTag_Death05
16787      DeathTypes          = NONE +POISONED
16788      DestructionDelay    = 0
16789      FX                  = INITIAL FX_GIDie
16790      OCL                 = INITIAL OCL_ToxicInfantry
16791    End
16792    
16793    Behavior = SlowDeathBehavior ModuleTag_DeathBurned
16794      DeathTypes          = NONE +BURNED
16795      DestructionDelay    = 0
16796      FX                  = INITIAL FX_GIDie
16797      OCL                 = INITIAL OCL_FlamingInfantry
16798    End
16799  
16800    Behavior = PoisonedBehavior ModuleTag_09
16801      PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
16802      PoisonDuration = 3000       ; ... for this long after last hit by poison damage
16803    End
16804   
16805    Geometry = CYLINDER
16806    GeometryMajorRadius = 3.0
16807    GeometryMinorRadius = 3.0
16808    GeometryHeight = 12.0
16809    GeometryIsSmall = Yes
16810    Shadow = SHADOW_DECAL
16811    ShadowSizeX = 14;
16812    ShadowSizeY = 14;
16813    ShadowTexture = ShadowI;
16814  
16815  End
16816  
16817  ;------------------------------------------------------------------------------
16818  Object RocketBomb
16819  
16820    ; *** ART Parameters ***
16821    Draw = W3DModelDraw ModuleTag_01
16822      DefaultConditionState
16823        Model = CV8BombCN
16824        Animation = CV8BombCN.CV8BombCN
16825        AnimationMode = ONCE
16826        ParticleSysBone = SmokeM01 WarheadTrail02
16827        ParticleSysBone = SmokeS01 WarheadTrail
16828        ParticleSysBone = SmokeS02 WarheadTrail
16829        ParticleSysBone = SmokeS03 WarheadTrail
16830      End
16831    End
16832  
16833    ; ***DESIGN parameters ***
16834    DisplayName      = OBJECT:RocketBomb
16835    Side                   = Civilian
16836    EditorSorting          = VEHICLE
16837    KindOf = IMMOBILE
16838  
16839    ;; ***AUDIO parameters ***
16840    ;SoundAmbient = ChinaNightClubLoop
16841  
16842    ; *** ENGINEERING Parameters ***  
16843    Body                = ActiveBody ModuleTag_02
16844      MaxHealth       = 1.0
16845      InitialHealth   = 1.0
16846    End
16847    
16848    ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
16849    End  
16850    
16851    Shadow              = SHADOW_VOLUME
16852    Geometry            = BOX
16853    GeometryMajorRadius = 1.0
16854    GeometryMinorRadius = 1.0
16855    GeometryHeight      = 1.0
16856    GeometryIsSmall     = Yes
16857  
16858  
16859  End
16860  
16861  ;------------------------------------------------------------------------------
16862  Object RocketDrop
16863  
16864    ; *** ART Parameters ***
16865    Draw = W3DModelDraw ModuleTag_01
16866      DefaultConditionState
16867        Model = CV8DropCN
16868        Animation = CV8DropCN.CV8DropCN
16869        AnimationMode = ONCE
16870  
16871        ParticleSysBone = SmokeS02 WarheadTrail
16872      End
16873    End
16874  
16875    ; ***DESIGN parameters ***
16876    DisplayName      = OBJECT:RocketDrop
16877    Side                   = Civilian
16878    EditorSorting          = VEHICLE
16879    KindOf = IMMOBILE
16880  
16881    ;; ***AUDIO parameters ***
16882    ;SoundAmbient = ChinaNightClubLoop
16883  
16884    ; *** ENGINEERING Parameters ***  
16885    Body                = ActiveBody ModuleTag_02
16886      MaxHealth       = 1.0
16887      InitialHealth   = 1.0
16888    End
16889    
16890    ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
16891    End  
16892    
16893    Shadow              = SHADOW_VOLUME
16894    Geometry            = BOX
16895    GeometryMajorRadius = 1.0
16896    GeometryMinorRadius = 1.0
16897    GeometryHeight      = 1.0
16898    GeometryIsSmall     = Yes
16899  
16900  
16901  End


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