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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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