; FILE: CivilianUnit.ini ////////////////////////////////////////////////////// ; This file contains only units that are not part of any specific ; game faction. An example is an object with "behavior" that isn't ; specifically tied to any player/faction such as a bird, bear, or ; donkey. Any related objects to those civilian units also appear in ; here such as debris or necessary weapon firing objects ;////////////////////////////////////////////////////////////////////////////// ;------------------------------------------------------------------------------ Object MilitiaTank ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 DefaultConditionState Model = CVTank Turret = Turret01 WeaponFireFXBone = PRIMARY MuzzleFX WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = CVTank_D End ConditionState = RUBBLE Model = CVTank_D End TrackMarks = EXTnkTrack.tga OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:MilitiaTank Side = Civilian EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY MilitiaTankGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = UpgradedTankArmor DamageFX = TankDamageFX End BuildCost = 500 BuildTime = 12.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = AmericaWarFactory End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GenericCommandSet ; *** AUDIO Parameters *** VoiceSelect = NoSound ; MilitiaTankVoiceSelect VoiceMove = NoSound ; MilitiaTankVoiceMove VoiceAttack = NoSound ; MilitiaTankVoiceAttack SoundMoveStart = NoSound ; MilitiaTankMoveStart SoundMoveStartDamaged = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 480 InitialHealth = 480 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 140 // turn rate, in degrees per sec ControlledWeaponSlots= PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL MilitiaTankLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = ProductionUpdate ModuleTag_05 ; nothing End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_MilitiaTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_MilitiaTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition End Behavior = DestroyDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object MogadishuMaleCivilian01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIUMC01_SKN IdleAnimation = CIUMC01_SKL.CIUMC01_STN 0 30 IdleAnimation = CIUMC01_SKL.CIUMC01_IDA AnimationMode = ONCE End ConditionState = MOVING Animation = CIUMC01_SKL.CIUMC01_WKA 50 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIUMC01_SKL.CIUMC01_PKA 20 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIUMC01_SKL.CIUMC01_DTA AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabMaleDie SoundDieFire = DieByFireGLA SoundDieToxin = DieByToxinGLA ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object MogadishuMaleCivilian02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CISTV01_SKN IdleAnimation = CISTV01_SKL.CISTV01_STN 0 30 IdleAnimation = CISTV01_SKL.CISTV01_IDA AnimationMode = ONCE End ConditionState = MOVING Animation = CISTV01_SKL.CISTV01_WKA 30 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CISTV01_SKL.CISTV01_PKA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CISTV01_SKL.CISTV01_DTA AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabMaleDie SoundDieFire = DieByFireGLA SoundDieToxin = DieByToxinGLA ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object MogadishuMaleCivilian03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = cisciv02_SKN IdleAnimation = cisciv02_SKL.cisciv02_STA 0 30 IdleAnimation = cisciv02_SKL.cisciv02_IDA IdleAnimation = cisciv02_SKL.cisciv02_IDB AnimationMode = ONCE End ConditionState = MOVING Animation = cisciv02_SKL.cisciv02_WKA 42 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = cisciv02_SKL.cisciv02_RNA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = cisciv02_SKL.cisciv02_DTA Animation = cisciv02_SKL.cisciv02_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = cisciv02_SKL.cisciv02_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = cisciv02_SKL.cisciv02_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = cisciv02_SKL.cisciv02_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuMaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianChinaMaleDie SoundDieFire = DieByFireChina SoundDieToxin = DieByToxinChina ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SquishCollide ModuleTag_06 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object MogadishuFemaleCivilian02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIUMC3S_SKN IdleAnimation = CIUMC3S_SKL.CIUMC3S_STA 0 30 IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDA IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CIUMC3S_SKL.CIUMC3S_WKA 22 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CIUMC3S_SKL.CIUMC3S_RNA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CIUMC3S_SKL.CIUMC3S_RNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CIUMC3S_SKL.CIUMC3S_DTA Animation = CIUMC3S_SKL.CIUMC3S_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUMC3S_SKL.CIUMC3S_ATDE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUMC3S_SKL.CIUMC3S_ATDE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUMC3S_SKL.CIUMC3S_ATDE3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabFemaleDie SoundDieFire = DieByFireFemale SoundDieToxin = DieByToxinFemale ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED -POISONED_BETA -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object MogadishuFemaleCivilian01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIUC01_SKN IdleAnimation = CIUC01_SKL.CIUC01_STA 0 5 IdleAnimation = CIUC01_SKL.CIUC01_IDA AnimationMode = ONCE End ConditionState = MOVING Animation = CIUC01_SKL.CIUC01_WKA 30 1 Animation = CIUC01_SKL.CIUC01_WKB 10 7 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIUC01_SKL.CIUC01_PNA 30 Animation = CIUC01_SKL.CIUC01_PNB 20 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIUC01_SKL.CIUC01_DTA Animation = CIUC01_SKL.CIUC01_DTB AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabFemaleDie SoundDieFire = DieByFireFemale SoundDieToxin = DieByToxinFemale ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object CarCamaro ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCamaro End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVCamaro_d End ConditionState = BACKCRUSHED Model = CVCamaro_d2 End ConditionState = FRONTCRUSHED Model = CVCamaro_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Camaro EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 80 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarSport01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSptCar01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVSptCar01_d End ConditionState = BACKCRUSHED Model = CVSptCar01_d2 End ConditionState = FRONTCRUSHED Model = CVSptCar01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:SportCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ; @todo srj -- remove after E3, for demo purposes only Object CarScrapSuicide ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVScrpCar1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScrapCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;*************************Required For CHI01 INTRO***************************** Object CINE_CarScrapSuicide ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVScrpCar1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScrapCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 1.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;******************* Cinematic-Only unit ************************************** Object CINE_ConvoyNuke ; *** ART Parameters *** Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CINE_ConvNuke End ConditionState = LOADED Model = CINE_ConvNuke End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10; TireRotationMultiplier = 0.2 ; this * speed = rotation. TrackMarks = EXTireTrack.tga End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End WeaponSet Conditions = None Weapon = PRIMARY CINEConvoyNuke End VisionRange = 150 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundAmbient = NukeTruckMoveLoop UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_LargeStructureDebris End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL CINE_NukeTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 36.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarScrap ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVScrpCar1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScrapCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLimo1 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVLimo1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = VEHICLE ArmorSet Conditions = None Armor = TruckArmor DamageFX = LimoDamageFX End CommandSet = CivilianVehicleLimoCommandSet ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo ; Slots = 5 ;End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_03 MaxHealth = 800.0 InitialHealth = 800.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ;Behavior = DestroyDie ModuleTag_04 ; DeathTypes = ALL -CRUSHED -SPLATTED ;End ;Behavior = CrushDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ;End ;Behavior = SlowDeathBehavior ModuleTag_12 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ;End ; Behavior = FXListDie ModuleTag_06 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_08 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_09 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_10 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_11 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLimo2 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVLimo2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = VEHICLE ArmorSet Conditions = None Armor = TruckArmor DamageFX = LimoDamageFX End CommandSet = CivilianVehicleLimoCommandSet ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo ; Slots = 5 ;End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_03 MaxHealth = 800.0 InitialHealth = 800.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_04 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_12 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_06 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_08 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_09 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_10 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_11 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLimo3 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVLimo3 End ConditionState = REALLYDAMAGED Model = CVLimo3_D End ConditionState = RUBBLE Model = CVLimo3_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = VEHICLE ArmorSet Conditions = None Armor = TruckArmor DamageFX = LimoDamageFX End CommandSet = CivilianVehicleLimoCommandSet WeaponSet Conditions = None Weapon = PRIMARY None End ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo ; Slots = 5 ;End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_03 MaxHealth = 800.0 InitialHealth = 800.0 End Behavior = DestroyDie ModuleTag_04 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_LimoExplode End Behavior = FXListDie ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_LimoExplode End ; Behavior = CreateObjectDie ;; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLimo03DeadHull ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CVLimo3_D1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = SYSTEM TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = CAN_CAST_REFLECTIONS IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 50 AllowBouncing = Yes End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 0 ; min lifetime in msec MaxLifetime = 0 ; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = TransitionDamageFX ModuleTag_06 RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 6.0 GeometryHeight = 7.5 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object CarLuxury01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBMW End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVBMW_d End ConditionState = BACKCRUSHED Model = CVBMW_d2 End ConditionState = FRONTCRUSHED Model = CVBMW_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BMW EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLuxury02 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBMW2 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVBMW2_d End ConditionState = BACKCRUSHED Model = CVBMW2_d2 End ConditionState = FRONTCRUSHED Model = CVBMW2_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BMW EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLuxury03 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBMW3 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVBMW3_d End ConditionState = BACKCRUSHED Model = CVBMW3_d2 End ConditionState = FRONTCRUSHED Model = CVBMW3_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BMW EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarLuxury04 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBMW4 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVBMW4_d End ConditionState = BACKCRUSHED Model = CVBMW4_d2 End ConditionState = FRONTCRUSHED Model = CVBMW4_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BMW EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarSedan01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSedan01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVSedan01_d End ConditionState = BACKCRUSHED Model = CVSedan01_d2 End ConditionState = FRONTCRUSHED Model = CVSedan01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Sedan EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ; @todo srj -- remove after E3, for demo purposes only Object CarSUV01Suicide ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSUV01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVSUV01_d End ConditionState = BACKCRUSHED Model = CVSUV01_d2 End ConditionState = FRONTCRUSHED Model = CVSUV01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:SUV EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarSUV01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSUV01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVSUV01_d End ConditionState = BACKCRUSHED Model = CVSUV01_d2 End ConditionState = FRONTCRUSHED Model = CVSUV01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:SUV EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarCompact ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCmpCar End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVCmpCar_d End ConditionState = BACKCRUSHED Model = CVCmpCar_d2 End ConditionState = FRONTCRUSHED Model = CVCmpCar_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:CompactCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarTaxiCab01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVTaxi01_d End ConditionState = BACKCRUSHED Model = CVTaxi01_d2 End ConditionState = FRONTCRUSHED Model = CVTaxi01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarTaxiCab02 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = CreateObjectDie ModuleTag_DeathTag04 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GenericCarExplode End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarTaxiCab03 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi03g End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarTaxiCab04 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi04r End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarTaxiCab05 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi05 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = CreateObjectDie ModuleTag_DeathTag04 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GenericCarExplode End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarBug1 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBug1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarBug EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_09 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarBug2 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBug2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarBug EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarBug3 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBug3 End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarBug EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Humvee1 ; *** ART Parameters *** Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CVHUMVEE Turret = Turret WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = CVHUMVEE_D Turret = Turret WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = RUBBLE Model = CVHUMVEE_D End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** Side = Civilian DisplayName = OBJECT:UNHumvee EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200 WeaponSet Conditions = None Weapon = PRIMARY HumveeGun End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End CommandSet = AmericaVehicleHumveeCommandSet ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound TurretMoveLoop = NoSound SoundEject = NoSound VoiceEject = NoSound ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL HumveeLocomotor Locomotor = SET_WANDER WanderCarSuspensionLocomotor Locomotor = SET_PANIC PanicCarSuspensionLocomotor Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 20% AllowInsideKindOf = INFANTRY End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 FX = INITIAL FX_HumveeExplosionOneInitial OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_HumveeExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ;***CUT*** ;Cinematics and civ units don't want to spawn rangers and pilots! ;Behavior = CreateObjectDie ModuleTag_SoloChange ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ;End ;Behavior = EjectPilotDie ModuleTag_11 ; DeathTypes = ALL -CRUSHED -SPLATTED ; ExemptStatus = HIJACKED ; CreationList = OCL_EjectPilotOnGround ;End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME Behavior = PhysicsBehavior ModuleTag_13 Mass = 30.0 End End ;------------------------------------------------------------------------------ ;****************************Required For Various Intros*********************** Object CINEExplBox ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CINEExplBox End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE Body = ActiveBody ModuleTag_BODY MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = InstantDeathBehavior ModuleTag_DIE DeathTypes = ALL FX = FX_GenericCarExplode End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 4.0 End ;------------------------------------------------------------------------------ ;****************************Required For CHI01******************************** Object CINE_Confetti ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CINE_Confetti ParticleSysBone = SparksL01 ParadeConfetti End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 4.0 End ;------------------------------------------------------------------------------ Object Humvee1DeadHull ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CVHUMVEE_D1 End End ; ***DESIGN parameters *** Side = China EditorSorting = SYSTEM TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = CAN_CAST_REFLECTIONS IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 50 AllowBouncing = Yes End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 0 ; min lifetime in msec MaxLifetime = 0 ; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = TransitionDamageFX ModuleTag_06 RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 6.0 GeometryHeight = 7.5 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object CarSport02 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSptCar02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:SportCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarSwatchEuro ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVSwatch01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarSwatchEuro EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PoliceCar ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DPoliceCarDraw ModuleTag_01 DefaultConditionState Model = CVPoliceCar Animation = CVPoliceCar.CVPoliceCar AnimationMode = LOOP End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVPoliceCar_d End ConditionState = BACKCRUSHED Model = CVPoliceCar_d2 End ConditionState = FRONTCRUSHED Model = CVPoliceCar_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:PoliceCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart SoundMoveLoop = PoliceCarSirenLoop ;SoundAmbient = PoliceCarSirenLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_PoliceCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_PoliceCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BigRig ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVBigRig End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:BigRig EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_BigRigExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_BigRigExplode End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 18.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TankerTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVTanker End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:TankerTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 18.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------ This section is for Ambient Sound Objects------- Object AmbientVillage1 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientVillage1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientArabMarket1 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientArabMarket1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientArabMarket2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientArabMarket2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientArabMarket3 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientArabMarket3 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientDogBarking EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientDogBarking Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientNightOwl EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientNightOwl Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientWindDesert EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientWindDesert Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientWindMountain EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientWindMountain Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientWindCold EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientWindCold Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientWavesLake EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientWavesLake Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientRiver EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientRiver Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientMeadow EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientMeadow Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientMarsh EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientMarsh Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientWavesOcean1 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientWavesOcean1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientInfantryCharge1 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientInfantryCharge1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientCrowdAngryArabs1 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientCrowdAngryArabs1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object AmbientGLABase EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientGLABase Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertFarmGoat EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertFarmGoat Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertFarmAmbience EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = FarmAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertFarmCow EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = CowAmbience Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertFarmSheep EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertFarmSheep Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertFarmRooster EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertFarmRooster Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketBell EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketBell Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketCarHorn EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketCarHorn Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketDog EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketDog Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketDog2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketDog2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketGoat EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketGoat Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketMoped EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketMoped Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketWallaMusicLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketWallaMusicLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketWallaLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketWallaLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketWallaWomenLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketWallaWomenLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureDayBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureDayBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureDayBirds2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureDayBirds2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureDayInsects EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureDayInsects Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureDayInsects2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureDayInsects2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureDayInsects3 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureDayInsects3 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureWindThinLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureWindThinLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureWindTreesLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureWindTreesLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureWindThickLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureWindThickLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayBirds2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayBirds2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayDog EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayDog Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageKids EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageKids Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageKids2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageKids2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;Object Amb_DesertVillageDayMenLoop ; EditorSorting = AUDIO ; KindOf = IMMOBILE ; SoundAmbient = Amb_DesertVillageDayMenLoop ; Draw = W3DDefaultDraw ModuleTag_01 ; ;nothing ; End ;End Object Amb_DesertVillageDayMoped EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayMoped Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayRooster EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayRooster Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayWallaLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayWallaLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureNightInsectLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureNightInsectLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightCat EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightCat Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightDog EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightDog Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightDog2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightDog2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightDrummerLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightDrummerLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightInsect EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightInsect Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightInsect2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightInsect2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightMenLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightMenLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageNightTrash EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageNightTrash Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanTrainStationAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanTrainStationAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanTrainStationAmbientLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanTrainStationAmbientLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanBusStationAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanBusStationAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanBusStationPAVoice EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanBusStationPAVoice Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanBusStationBuses EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanBusStationBuses Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanCemetaryBell EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanCemetaryBell Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanCemetaryDigging EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanCemetaryDigging Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanNightChinaBikeBell EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanNightChinaBikeBell Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanNightChinaClub2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanNightChinaClub2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanParkAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanParkAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanParkBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanParkBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanParkDucks EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanParkDucks Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanParkChimes EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanParkChimes Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanSwimmingPoolAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = HotelAmbientSwimmerLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanSwimmingPoolDiver EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = HotelAmbientDiver Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanPoliceSiren EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanPoliceSiren Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanPoliceSirenLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanPoliceSirenLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanCityAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanCityAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanCityAmbientLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanCityAmbientLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanDocksBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanDocksBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanDocksAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanDocksAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanDocksBouy EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanDocksBouy Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanDocksFoghorn EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanDocksFoghorn Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanDocksMachineryLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanDocksMachineryLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureWoodpecker EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureWoodpecker Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureCrows EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureCrows Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureCrows2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureCrows2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureWindLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureWindLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureNightWolves EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureNightWolves Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanIndustrialYardPileDriver EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanIndustrialYardPileDriver Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanIndustrialYardAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = IndustrialYardAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;Object Amb_UrbanIndustrialYardGeneratorLoop ; EditorSorting = AUDIO ; KindOf = IMMOBILE ; SoundAmbient = Amb_UrbanIndustrialYardGeneratorLoop ; Draw = W3DDefaultDraw ModuleTag_01 ; ;nothing ; End ;End Object Amb_WaterOceanWaves EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterOceanWaves Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;Object Amb_WaterLakeWaves ; EditorSorting = AUDIO ; KindOf = IMMOBILE ; SoundAmbient = Amb_WaterLakeWaves ; Draw = W3DDefaultDraw ModuleTag_01 ; ;nothing ; End ;End Object Amb_WaterRiverLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterRiverLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WaterStreamLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterStreamLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureWindCold EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureWindCold Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WinterNatureWind EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WinterNatureWind Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayDog2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayDog2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateNightOwl EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateNightOwl Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertNatureWindNight EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertNatureWindNight Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateMeadowAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateMeadowAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateMarshAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateMarshAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketWallaLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketWallaLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertMarketWallaLoop3 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertMarketWallaLoop3 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageDayWallaLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertVillageDayWallaLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleDayDenseAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleDayDenseAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleDayDenseAmbientLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleDayDenseAmbientLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleDayDenseAmbientBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleDayDenseAmbientBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleDaySparseAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleDaySparseAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleDaySparseAmbientAnimal EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleDaySparseAmbientAnimal Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleNightAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleNightAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_JungleNightAmbientLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_JungleNightAmbientLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_MountainNatureAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_MountainNatureAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;Object Amb_MountainBell ; EditorSorting = AUDIO ; KindOf = IMMOBILE ; SoundAmbient = Amb_MountainBell ; Draw = W3DDefaultDraw ModuleTag_01 ; ;nothing ; End ;End Object Amb_MountainBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_MountainBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_MountainBirds2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_MountainBirds2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateForestBirdsLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateForestBirdsLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateForestBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateForestBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateForestTreesLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateForestTreesLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateForestTrees EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateForestTrees Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateMeadowBirdsLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateMeadowBirdsLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateMeadowBirdsLoop2 EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateMeadowBirdsLoop2 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateMeadowBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateMeadowBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanChinaCourtyardLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanChinaCourtyardLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanChinaCourtyardBirds EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanChinaCourtyardBirds Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_UrbanChinaCourtyardWallaLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_UrbanChinaCourtyardWallaLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;Object Amb_WaterFountainLoop ; EditorSorting = AUDIO ; KindOf = IMMOBILE ; SoundAmbient = Amb_WaterFountainLoop ; Draw = W3DDefaultDraw ModuleTag_01 ; ;nothing ; End ;End Object Amb_WaterLakeAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterLakeAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WaterLakeLappingLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterLakeLappingLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_WaterLakeLapping EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_WaterLakeLapping Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateTownDayAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateTownDayAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateTownDayPigDog EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateTownDayPigDog Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_TemperateTownDayPig EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateTownDayPig Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertVillageMilitary EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_TemperateTownDayPig Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_InfantryChargeLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = AmbientInfantryCharge1 Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_TankAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_TankAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_ParadeAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_ParadeAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_ParadeMarchingLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_ParadeMarchingLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_ParadePanicFemaleLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_ParadePanicFemaleLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_ParadeCrowdLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_ParadeCrowdLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_NukeAftermathAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_NukeAftermathAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_NukeAftermathAmbientFX EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_NukeAftermathAmbientFX Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_ScudStormLaunchAlertLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_ScudStormLaunchAlertLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_BridgeDemoChargeBeep EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_BridgeDemoChargeBeep Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_BaikonurRocketPadHissLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_BaikonurRocketPadHissLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_BaikonurGLACheerSquad EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_BaikonurGLACheerSquad Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_AngryMobAmbientLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_AngryMobAmbientLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_DirtRollingLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_DirtRollingLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Cin_TrainRunningLoop EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_TrainRunningLoop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_DesertThunder EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Amb_DesertThunderloop Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End Object Amb_BattleSweetener EditorSorting = AUDIO KindOf = IMMOBILE SoundAmbient = Cin_BattleSweetener Draw = W3DDefaultDraw ModuleTag_01 ;nothing End End ;------------------------------------------------------------------------------ Object AmphibiousTransport ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVAMPHIB Animation = AVAMPHIB.AVAMPHIB ; fans off AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = OVER_WATER Model = AVAMPHIB ParticleSysBone = TreadFX01 AmphibWaveRest Animation = AVAMPHIB.AVAMPHIB ; fans off AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = MOVING Model = AVAMPHIB ; ParticleSysBone = Exhaust01 SteamVent ;Want turned off until better solution or final cut solution is reached ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibDirt ; ParticleSysBone = Mist01 AmphibDirtClods ; ParticleSysBone = TreadFX01 RocketBuggyDust Animation = AVAMPHIB.AVAMPHIB ; fans on AnimationMode = LOOP Flags = START_FRAME_FIRST End ConditionState = MOVING OVER_WATER Model = AVAMPHIB ; ParticleSysBone = Exhaust01 SteamVent ; ParticleSysBone = Exhaust02 SteamVent ParticleSysBone = Mist01 AmphibMist ParticleSysBone = Mist02 AmphibMist ParticleSysBone = Mist03 AmphibMistSide ParticleSysBone = Mist04 AmphibMistSide ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave Animation = AVAMPHIB.AVAMPHIB ; fans on AnimationMode = LOOP Flags = START_FRAME_FIRST End End ; The exit door Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = AVAMPHIB_A Animation = AVAMPHIB_A.AVAMPHIB_A AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = AVAMPHIB_A Animation = AVAMPHIB_A.AVAMPHIB_A AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = AVAMPHIB_A1 Animation = AVAMPHIB_A1.AVAMPHIB_A1 AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** DisplayName = OBJECT:AmphibiousTransport EditorSorting = VEHICLE CommandSet = CivilianTransportCommandSet ArmorSet Armor = TruckArmor DamageFX = DefaultDamageFX End WeaponSet Conditions = None Weapon = PRIMARY None End VisionRange = 150 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveLoop = AmphibiousTransportMoveLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = TransportContain ModuleTag_04 Slots = 8 AllowInsideKindOf = INFANTRY VEHICLE DoorOpenTime = 2000 ScatterNearbyOnExit = No ; I have bones for exiting End Behavior = PhysicsBehavior ModuleTag_05 Mass = 30.0 End Behavior = TransportAIUpdate ModuleTag_06 ; End Locomotor = SET_NORMAL BasicAmphibiousLocomotor Behavior = DestroyDie ModuleTag_07 ; End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_09 DeathTypes = ALL -FLOODED DeathFX = FX_GenericCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX Scale = 0.7 ;Scaling GeometryIsSmall = No GeometryMajorRadius = 23.0 GeometryMinorRadius = 17.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianVehicleFerry ; *** ART Parameters *** SelectPortrait = SSFerry_L Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVFerry End ConditionState = OVER_WATER Model = CVFerry ParticleSysBone = Smoke01 FerrySmokeStop End ConditionState = MOVING OVER_WATER Model = CVFerry ParticleSysBone = Smoke01 FerrySmoke ParticleSysBone = TreadFX01 AmphibWave ParticleSysBone = TreadFX02 AmphibWave End End ; ***DESIGN parameters *** DisplayName = OBJECT:AutoFerry EditorSorting = VEHICLE CommandSet = RailedTransportCommandSet ArmorSet Armor = None DamageFX = DefaultDamageFX End WeaponSet Conditions = None Weapon = PRIMARY None End VisionRange = 150 CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveLoop = FerryMoveLoop SoundAmbient = Amb_UrbanDocksFoghorn ; *** ENGINEERING Parameters *** KindOf = SELECTABLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailedTransportContain ModuleTag_03 Slots = 10 AllowInsideKindOf = INFANTRY VEHICLE BOAT DoorOpenTime = 2000 ScatterNearbyOnExit = No ; I have bones for exiting End Behavior = PhysicsBehavior ModuleTag_04 Mass = 30.0 End Behavior = RailedTransportAIUpdate ModuleTag_05 PathPrefixName = Ferry End Behavior = RailedTransportDockUpdate ModuleTag_06 NumberApproachPositions = 9 PullInsideDuration = 4500 ; in milliseconds PushOutsideDuration = 4500 ; in milliseconds End Locomotor = SET_NORMAL BasicBoatLocomotor Behavior = DestroyDie ModuleTag_07 ; End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FloatUpdate UpdateTag_01 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 72.0 GeometryMinorRadius = 25.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianVehiclePTBoat ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ; Boat ConditionState = NONE Model = AVPTBoat End ConditionState = OVER_WATER Model = AVPTBoat End ConditionState = MOVING OVER_WATER Model = AVPTBoat ParticleSysBone = TreadFX01 AmphibWave End End Draw = W3DModelDraw ModuleTag_02 ; Gunner OkToChangeModelColor = Yes AttachToBoneInAnotherModule = Dum_Turret DefaultConditionState Model = UITech_SKN Turret = Dum-TurManMVR TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 IdleAnimation = UITech_SKL.UITech_STA 0 6 IdleAnimation = UITech_SKL.UITech_IDA IdleAnimation = UITech_SKL.UITech_IDB AnimationMode = ONCE ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = RUBBLE MOVING TURRET_ROTATE Animation = None HideSubObject = UITech-SKN ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = MOVING Animation = UITech_SKL.UITech_MVB AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = TURRET_ROTATE Animation = UITech_SKL.UITech_TNA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End AliasConditionState = TURRET_ROTATE MOVING AliasConditionState = TURRET_ROTATE FIRING_A AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE RELOADING_A AliasConditionState = TURRET_ROTATE MOVING FIRING_A AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = TURRET_ROTATE MOVING RELOADING_A ConditionState = FIRING_A Animation = UITech_SKL.UITech_ATA AnimationMode = LOOP ShowSubObject = 20Cal WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ; AliasConditionState is a new keyword that says, ; "give me another ConditionState exactly like the previous ; one, except with different conditions". Useful when you ; have several states that are the same with only different condition bits. AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A End ; ***DESIGN parameters *** DisplayName = OBJECT:PTBoat EditorSorting = VEHICLE CommandSet = GenericCommandSet ArmorSet Armor = TruckArmor DamageFX = DefaultDamageFX End WeaponSet Conditions = None Weapon = PRIMARY PTBoatGun End VisionRange = 150 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveLoop = AmphibiousTransportMoveLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE BOAT Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_06 DeathTypes = ALL -FLOODED DeathFX = FX_GenericCarExplode End Behavior = AIUpdateInterface ModuleTag_07 Turret TurretTurnRate = 180 ; turn rate, in degrees per sec NaturalTurretAngle = 0 MinIdleScanAngle = 30 ; in degrees off the natural turret angle MaxIdleScanAngle = 60 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasicBoatLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FloatUpdate UpdateTag_01 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy End Geometry = BOX Scale = 1.0 ;Scaling GeometryIsSmall = No GeometryMajorRadius = 48.0 GeometryMinorRadius = 12.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConvoyTruck01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVConvoy1 End ConditionState = LOADED Model = CVConvoy2 End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End VisionRange = 150 ShroudClearingRange = 350 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY ;Lorenzen disabled transport on 12/16, please do not restore ; Behavior = TransportContain ModuleTag_TransportContain ; Slots = 8 ; AllowInsideKindOf = INFANTRY VEHICLE ; End Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FXListDie ModuleTag_09 DeathFX = FX_BattleMasterExplosionOneFinal End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 15.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConvoyTruck02 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVConvoy2 End ConditionState = LOADED Model = CVConvoy2 End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End VisionRange = 150 ShroudClearingRange = 350 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY ;Lorenzen disabled transport on 12/16, please do not restore ; Behavior = TransportContain ModuleTag_02 ; Slots = 8 ; AllowInsideKindOf = INFANTRY; VEHICLE ; End Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FXListDie ModuleTag_09 DeathFX = FX_BattleMasterExplosionOneFinal End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 15.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConvoyTruckArmedWithNuke ; *** ART Parameters *** SelectPortrait = SSConvoy_L ButtonImage = SSConvoy_L Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVConvoy End ConditionState = LOADED Model = NVConvoy End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 ;CabBone = CAB ;TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 ;MidRightFrontTireBone = Tire03 ;MidLeftFrontTireBone = Tire04 ;MidRightMidTireBone = Tire05 ;MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY ConvoyTruckSuicideWeapon End VisionRange = 150 ShroudClearingRange = 350 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianTransportWithNukeCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckVoiceSelect VoiceMove = ConvoyTruckVoiceMove SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; Behavior = DestroyDie ModuleTag_03 ; ;nothing ; End ; Behavior = CreateObjectDie ModuleTag_04 ; DeathTypes = ALL ; CreationList = OCL_GenericCarExplode ; End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 30.0 End ; Behavior = OCLSpecialPower ModuleTag_08 ; SpecialPowerTemplate = SuperweaponDetonateDirtyNuke ; OCL = SUPERWEAPON_DetonateDirtyNuke ; CreateLocation = USE_OWNER_OBJECT ; End ; Switched to death weapon so that if killed he will explode right away, Behavior = SlowDeathBehavior ModuleTag_09 DeathTypes = NONE +SUICIDED DestructionDelay = 1500 OCL = FINAL OCL_GenericCarExplode Weapon = FINAL DirtyNukeCreationWeapon End Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -SUICIDED DestructionDelay = 0 OCL = FINAL OCL_GenericCarExplode Weapon = FINAL DirtyNukeCreationWeapon End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 20.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConvoyTruck04 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVConvoy4 End ConditionState = LOADED Model = CVConvoy4 End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End VisionRange = 150 ShroudClearingRange = 350 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY ;Lorenzen disabled transport on 12/16, please do not restore ; Behavior = TransportContain ModuleTag_TransportContain ; Slots = 8 ; AllowInsideKindOf = INFANTRY; VEHICLE ; End Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FXListDie ModuleTag_09 DeathFX = FX_BattleMasterExplosionOneFinal End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 30.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Partisan01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UIPART_SKN Animation = UIPART_SKL.UIPART_STA AnimationMode = LOOP End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabMaleDie SoundDieFire = DieByFireUSA SoundDieToxin = DieByToxinUSA ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object Partisan02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UIPART2_SKN Animation = UIPART2_SKL.UIPART2_STA AnimationMode = LOOP End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabMaleDie SoundDieFire = DieByFireGLA SoundDieToxin = DieByToxinGLA ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object Partisan03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UIPRTSN3_SKN Animation = UIPRTSN3_SKL.UIPRTSN3_STA AnimationMode = LOOP End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabFemaleDie SoundDieFire = DieByFireFemale SoundDieToxin = DieByToxinFemale ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object UNSoldier ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUNSL_SKN IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21 IdleAnimation = CIUNSL_SKL.CIUNSL_ID1 IdleAnimation = CIUNSL_SKL.CIUNSL_ID2 AnimationMode = ONCE WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX TransitionKey = TRANS_Stand End ConditionState = FIRING_A Animation = CIUNSL_SKL.CIUNSL_ATA1_LP AnimationMode = LOOP TransitionKey = TRANS_FiringA End AliasConditionState = BETWEEN_FIRING_SHOTS_A AliasConditionState = RELOADING_A TransitionState = TRANS_Stand TRANS_FiringA Animation = CIUNSL_SKL.CIUNSL_ATA1_ST AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End TransitionState = TRANS_FiringA TRANS_Stand Animation = CIUNSL_SKL.CIUNSL_ATA1_ED AnimationMode = ONCE AnimationSpeedFactorRange = 4 4 End ; these aliases handle the attack-move case. AliasConditionState = MOVING FIRING_A AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A AliasConditionState = MOVING RELOADING_A ConditionState = FREEFALL Animation = CIUNSL_SKL.CIUNSL_PFL AnimationMode = LOOP TransitionKey = TRANS_Falling End ConditionState = PARACHUTING Animation = CIUNSL_SKL.CIUNSL_PHG AnimationMode = LOOP TransitionKey = TRANS_Chute End AliasConditionState = PARACHUTING DYING ConditionState = MOVING Animation = CIUNSL_SKL.CIUNSL_RNA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = None End ConditionState = DYING Animation = CIUNSL_SKL.CIUNSL_DTA Animation = CIUNSL_SKL.CIUNSL_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUNSL_SKL.CIUNSL_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUNSL_SKL.CIUNSL_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUNSL_SKL.CIUNSL_ADTA3 AnimationMode = ONCE TransitionKey = None End AliasConditionState = DYING SPLATTED TransitionState = TRANS_Falling TRANS_Chute Animation = CIUNSL_SKL.CIUNSL_POP AnimationMode = ONCE End TransitionState = TRANS_Chute TRANS_Stand Animation = CIUNSL_SKL.CIUNSL_PTD AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 DisplayName = OBJECT:UNSoldier EditorSorting = INFANTRY TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY RangerAdvancedCombatRifle End ArmorSet Conditions = None Armor = HumanArmor DamageFX = InfantryDamageFX End VisionRange = 100 ShroudClearingRange = 300 ExperienceValue = 20 20 40 60 ;Experience point value at each level ExperienceRequired = 0 20 40 60 120 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = RangerVoiceSelect VoiceMove = RangerVoiceMove VoiceAttack = RangerVoiceAttack SoundDie = RangerVoiceDie SoundDieFire = DieByFireUSA SoundDieToxin = DieByToxinUSA ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY Body = ActiveBody ModuleTag_02 MaxHealth = 125.0 InitialHealth = 125.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = ProductionUpdate ModuleTag_05 ; nothing End Behavior = SquishCollide ModuleTag_07 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_12 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 13.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; BuildCompletion = APPEARS_AT_RALLY_POINT End ;------------------------------------------------------------------------------ Object GenericMale01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIAMan01_SKN IdleAnimation = CIAMan01_SKL.CIAMan01_STA 0 30 IdleAnimation = CIAMan01_SKL.CIAMan01_IDA IdleAnimation = CIAMan01_SKL.CIAMan01_IDB AnimationMode = ONCE End ConditionState = MOVING Animation = CIAMan01_SKL.CIAMan01_WKA 30 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIAMan01_SKL.CIAMan01_RNA 35 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIAMan01_SKL.CIAMan01_DTA Animation = CIAMan01_SKL.CIAMan01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIAMan01_SKL.CIAMan01_ADTD1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIAMan01_SKL.CIAMan01_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIAMan01_SKL.CIAMan01_ADTD3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:GenericMale CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabMaleDie SoundDieFire = DieByFireUSA SoundDieToxin = DieByToxinUSA ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SquishCollide ModuleTag_06 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object GenericFemale01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIAFem01_SKN IdleAnimation = CIAFem01_SKL.CIAFem01_STA 0 30 IdleAnimation = CIAFem01_SKL.CIAFem01_IDA IdleAnimation = CIAFem01_SKL.CIAFem01_IDB AnimationMode = ONCE End ConditionState = MOVING Animation = CIAFem01_SKL.CIAFem01_WKA 25 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIAFem01_SKL.CIAFem01_RNA 20 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIAFem01_SKL.CIAFem01_DTA Animation = CIAFem01_SKL.CIAFem01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIAFem01_SKL.CIAFem01_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIAFem01_SKL.CIAFem01_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIAFem01_SKL.CIAFem01_ADTE3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:GenericFemale CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabFemaleDie SoundDieFire = DieByFireFemale SoundDieToxin = DieByToxinFemale ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED -POISONED_BETA -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object AmericanFarmer01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIEFMR1_SKN IdleAnimation = CIEFMR1_SKL.CIEFMR1_STA 0 30 IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDA IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDB AnimationMode = ONCE End ConditionState = MOVING Animation = CIEFMR1_SKL.CIEFMR1_WKA 30 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIEFMR1_SKL.CIEFMR1_PNA 35 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIEFMR1_SKL.CIEFMR1_DTA Animation = CIEFMR1_SKL.CIEFMR1_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIEFMR1_SKL.CIEFMR1_ATDT1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIEFMR1_SKL.CIEFMR1_ATDT2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIEFMR1_SKL.CIEFMR1_ATDT3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabMaleDie SoundDieFire = DieByFireUSA SoundDieToxin = DieByToxinUSA ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object AsianFarmer01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUFrm1_SKN IdleAnimation = CIUFrm1_SKL.CIUFrm1_STA 0 30 IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDA IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CIUFrm1_SKL.CIUFrm1_WKA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CIUFrm1_SKL.CIUFrm1_PKA_ST AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CIUFrm1_SKL.CIUFrm1_PKA_LP AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CIUFrm1_SKL.CIUFrm1_DTA Animation = CIUFrm1_SKL.CIUFrm1_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUFrm1_SKL.CIUFrm1_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUFrm1_SKL.CIUFrm1_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUFrm1_SKL.CIUFrm1_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianChinaMaleDie SoundDieFire = DieByFireChina SoundDieToxin = DieByToxinChina ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object HomelessGuy ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIHMLSS01_SKN IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_STA 0 35 IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_IDA AnimationMode = ONCE TransitionKey = TRANS_Sleep End TransitionState = TRANS_Sleep TRANS_Move Animation = CIHMLSS01_SKL.CIHMLSS01_STUP AnimationMode = ONCE End ConditionState = MOVING Animation = CIHMLSS01_SKL.CIHMLSS01_WKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Move End TransitionState = TRANS_Move TRANS_Panick Animation = CIHMLSS01_SKL.CIHMLSS01_RNA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CIHMLSS01_SKL.CIHMLSS01_RNA 35 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panick End ConditionState = DYING Animation = CIHMLSS01_SKL.CIHMLSS01_DTA AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianChinaMaleDie SoundDieFire = DieByFireChina SoundDieToxin = DieByToxinChina ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object AsianFarmer02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUFrm2_SKN IdleAnimation = CIUFrm2_SKL.CIUFrm2_STA 0 5 IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDA IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CIUFrm2_SKL.CIUFrm2_WKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End ConditionState = MOVING PANICKING Animation = CIUFrm2_SKL.CIUFrm2_PKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CIUFrm2_SKL.CIUFrm2_DTA Animation = CIUFrm2_SKL.CIUFrm2_DTB Animation = CIUFrm2_SKL.CIUFrm2_DTC AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUFrm2_SKL.CIUFrm2_ADTD1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUFrm2_SKL.CIUFrm2_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUFrm2_SKL.CIUFrm2_ADTD3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianChinaMaleDie SoundDieFire = DieByFireChina SoundDieToxin = DieByToxinChina ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object AsianFarmer3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUFrm3_SKN IdleAnimation = CIUFrm3_SKL.CIUFrm3_STA 0 30 IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDA IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDB AnimationMode = ONCE End ConditionState = MOVING Animation = CIUFrm3_SKL.CIUFrm3_WKA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIUFrm3_SKL.CIUFrm3_PKA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIUFrm3_SKL.CIUFrm3_DTA Animation = CIUFrm3_SKL.CIUFrm3_DTB Animation = CIUFrm3_SKL.CIUFrm3_DTC AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUFrm3_SKL.CIUFrm3_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUFrm3_SKL.CIUFrm3_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUFrm3_SKL.CIUFrm3_ADTE3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianChinaMaleDie SoundDieFire = DieByFireChina SoundDieToxin = DieByToxinChina ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object CarAmbulance ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVAMBLNCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Ambulance EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarAsian1 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVASNCAR1 End ConditionState = REALLYDAMAGED Model = CVASNCAR1_D End ConditionState = RUBBLE Model = CVASNCAR1_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AsianCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FarmerChickenTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVChkntrk End ConditionState = REALLYDAMAGED Model = CVChkntrk_D End ConditionState = RUBBLE Model = CVChkntrk_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AsianCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object FarmerTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVFrmrtk End ConditionState = REALLYDAMAGED Model = CVFrmrtk_D End ConditionState = RUBBLE Model = CVFrmrtk_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AsianCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object CarAsian2 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVASNCAR2 End ConditionState = REALLYDAMAGED Model = CVASNCAR2_D End ConditionState = RUBBLE Model = CVASNCAR2_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AsianCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TractorBackhoe ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist ;Draw = W3DModelDraw ModuleTag_01 Draw = W3DTruckDraw ModuleTag_TruckDraw ConditionState = NONE Model = CVBACKHOE End ConditionState = REALLYDAMAGED Model = CVBACKHOE_D End ConditionState = RUBBLE Model = CVBACKHOE_D1 End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Backhoe EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ;Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ;End ;Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ;End ;Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ;End ;Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ;End ;Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ;End ;Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ;End ;Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ;End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ForkliftLarge ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCARGOBM End End ; ***DESIGN parameters *** DisplayName = OBJECT:LargeForklift EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AircraftCropDuster ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCDTPLN End ConditionState = REALLYDAMAGED Model = CVCDTPLN_D End ConditionState = RUBBLE Model = CVCDTPLN End End ; ***DESIGN parameters *** DisplayName = OBJECT:CropDuster EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End ; WeaponSet ; Conditions = CARBOMB ; Weapon = PRIMARY SuicideCarBomb ; End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GenericCommandSet ; *** AUDIO Parameters *** SoundAmbient = CivPropPlaneAmbientLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AircraftCessna ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCESSNA End ConditionState = REALLYDAMAGED Model = CVCESSNA_D End ConditionState = RUBBLE Model = CVCESSNA_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Cessna EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundAmbient = CivPropPlaneAmbientLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TruckChicken ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCHKNTRK End End ; ***DESIGN parameters *** DisplayName = OBJECT:ChickenTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TractorCombine ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCOMBINE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Combine EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarEuroVan1 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVEUROVAN1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroVan EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04; ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarEuroVan2 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVEUROVAN2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroVan EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CarEuroPoliceVan ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CVEUROVAN3 Animation = CVEUROVAN3.CVEUROVAN3 AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroPoliceVan EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Firetruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVFIRETCK End ConditionState = REALLYDAMAGED Model = CVFIRETCK_D End ConditionState = RUBBLE Model = CVFIRETCK_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:FireTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ForkliftSmall ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVFKLT End ConditionState = REALLYDAMAGED Model = CVFKLT End ConditionState = RUBBLE Model = CVFKLT End End ; ***DESIGN parameters *** DisplayName = OBJECT:SmallForklift EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicForkLiftLocomotor Locomotor = SET_WANDER BasicForkLiftLocomotor Locomotor = SET_PANIC BasicForkLiftLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TruckFarmer ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVFRMRTRK End ConditionState = REALLYDAMAGED Model = CVFRMRTRK_D End ConditionState = RUBBLE Model = CVFRMRTRK_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:FarmerTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BoatAsianFishing ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVJUNK End ConditionState = REALLYDAMAGED Model = CVJUNK_D End ConditionState = RUBBLE Model = CVJUNK_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AsianFishingBoat EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE BOAT RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FloatUpdate UpdateTag_01 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TourBus ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTOURBUS End ConditionState = REALLYDAMAGED Model = CVTOURBUS_D End ConditionState = RUBBLE Model = CVTOURBUS_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:TourBus EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object DoubleDeckerTourBus ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVDblBus End ConditionState = REALLYDAMAGED Model = CVDblBus_D End ConditionState = RUBBLE Model = CVDblBus_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:TourBus EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; ;CreationList = OCL_DoubleDeckerHull ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_DoubleDeckerHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BoatFishingTrowler ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTROWLER End End ; ***DESIGN parameters *** DisplayName = OBJECT:FishingTrowler EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE BOAT RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FloatUpdate UpdateTag_01 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TruckWork ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTRUCK End ConditionState = REALLYDAMAGED Model = CVTRUCK_D End ConditionState = RUBBLE Model = CVTRUCK_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:WorkTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TruckWork2 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTRUCK02 End ConditionState = REALLYDAMAGED Model = CVTRUCK02_D End ConditionState = RUBBLE Model = CVTRUCK02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:WorkTruck EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BoatTugboat ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTUGBOAT End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tugboat EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE BOAT RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FloatUpdate UpdateTag_01 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrainEngine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;ParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 5 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 RunningSound = TrainRunningLoop CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCar03 CarriageTemplateName = TrainCar03 CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCab ;CarriageTemplateName = TrainCar01 ;CarriageTemplateName = TrainCar02 ;CarriageTemplateName = TrainCar03 ;CarriageTemplateName = TrainCoal ;CarriageTemplateName = TrainTank ;CarriageTemplateName = CabooseFullOfTerrorists End ;Lorenzen made engine ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_04 ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainEngineAlpine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;ParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 5 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 RunningSound = TrainRunningLoop CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCarFlat CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCarFlat CarriageTemplateName = TrainTank CarriageTemplateName = TrainTank CarriageTemplateName = TrainTank CarriageTemplateName = TrainTank CarriageTemplateName = TrainCabUngarrisonable End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainEngine3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;ParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 5 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 RunningSound = TrainRunningLoop CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCar013 CarriageTemplateName = TrainCar033 CarriageTemplateName = TrainTank3 CarriageTemplateName = TrainCar023 CarriageTemplateName = TrainCab3 ;CarriageTemplateName = TrainCar01 ;CarriageTemplateName = TrainCar02 ;CarriageTemplateName = TrainCar03 ;CarriageTemplateName = TrainCoal ;CarriageTemplateName = TrainTank ;CarriageTemplateName = CabooseFullOfTerrorists End ;Lorenzen made engine ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_04 ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;-------------------------------------------------------------------------- Object TrainRocketTransport ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBaikTransNR End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_TankerTruckExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL 18WheelerLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 18.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrainEngineVerySlow ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;ParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT CAN_ATTACK Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 2 KillSpeedMin = 2 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 0.25 Acceleration = 1.005 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCarFlat CarriageTemplateName = TrainCarRocket End ;THIS SHOULD BE THE ONLY GARRISONABLE ENGINE Behavior = GarrisonContain ModuleTag_04 ContainMax = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 50% MobileGarrison = Yes End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCarFlat ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBaikFlat End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 32 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCarRocket ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBaikRCar End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 43.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainRocketTransportWithRocket ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBaikTrans End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_TankerTruckExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL 18WheelerLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 18.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrainCar01 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar02 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar03 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox03 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_09 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCab ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCab Animation = CVTrnCab.CVTrnCab AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 25.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCabUngarrisonable ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCab Animation = CVTrnCab.CVTrnCab AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 25.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCoal ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCoal End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_06 DeathFX = FX_RailroadCoalCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainTank ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnTank End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = FXListDie ModuleTag_05 DeathFX = FX_RailroadTankCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar013 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar023 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCar033 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnBox03 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCab3 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCab Animation = CVTrnCab.CVTrnCab AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 25.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainCoal3 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCoal End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_06 DeathFX = FX_RailroadCoalCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TrainTank3 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnTank End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = FXListDie ModuleTag_05 DeathFX = FX_RailroadTankCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object CabooseFullOfTerrorists ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCab Animation = CVTrnCab.CVTrnCab AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;THIS IS THE ONLY TRAIN CARRIAGE THAT SHOULD BE GARRISONABLE Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 50% MobileGarrison = Yes InitialRoster = GLAInfantryTerrorist 10 End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = FXListDie ModuleTag_06 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 25.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Rickshaw ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = cvrksh_SKN IdleAnimation = cvrksh_SKL.cvrksh_STN IdleAnimation = cvrksh_SKL.cvrksh_STN IdleAnimation = cvrksh_SKL.cvrksh_STN IdleAnimation = cvrksh_SKL.cvrksh_STN IdleAnimation = cvrksh_SKL.cvrksh_STN IdleAnimation = cvrksh_SKL.cvrksh_IDL AnimationMode = ONCE End ConditionState = MOVING Animation = cvrksh_SKL.cvrksh_WAL AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = cvrksh_SKL.cvrksh_DEA AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroVan EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConstructionCraneCementBucket ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCstcn End ConditionState = REALLYDAMAGED Model = CVCstcn_D End ConditionState = RUBBLE Model = CVCstcn_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroVan EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = AIUpdateInterface ModuleTag_04 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Scooter ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = cvsctr_SKN IdleAnimation = cvsctr_SKL.cvsctr_STN IdleAnimation = cvsctr_SKL.cvsctr_STN IdleAnimation = cvsctr_SKL.cvsctr_STN IdleAnimation = cvsctr_SKL.cvsctr_STN IdleAnimation = cvsctr_SKL.cvsctr_STN IdleAnimation = cvsctr_SKL.cvsctr_IDL AnimationMode = ONCE End ConditionState = MOVING Animation = cvsctr_SKL.cvsctr_WAL AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = cvsctr_SKL.cvsctr_DEA AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroVan EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = AIUpdateInterface ModuleTag_04 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CargoCrane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVCargobrn End ConditionState = REALLYDAMAGED Model = CVCargobrn_D End ConditionState = RUBBLE Model = CVCargobrn_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:EuroVan EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = AIUpdateInterface ModuleTag_04 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CommercialAirliner ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVAirplane End ConditionState = REALLYDAMAGED Model = CVAirplane_D End ConditionState = RUBBLE Model = CVAirplane_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:CropDuster EditorSorting = VEHICLE ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS VEHICLE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_DeathTag03 ;nothing End Behavior = CreateObjectDie ModuleTag_DeathTag04 CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_DeathTag05 DeathFX = FX_GenericCarExplode End ; Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL -CRUSHED -SPLATTED ; End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End ; Behavior = SlowDeathBehavior ModuleTag_11 ; DeathTypes = NONE +CRUSHED +SPLATTED ; SinkDelay = 14000 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 20000 ; End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL B52Locomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 500.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object Tractor ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist ;Draw = W3DModelDraw ModuleTag_01 Draw = W3DTruckDraw ModuleTag_TruckDraw ConditionState = NONE Model = CVTractor End ConditionState = REALLYDAMAGED Model = CVTractor_D End ConditionState = RUBBLE Model = CVTractor_D End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Backhoe EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object OxPlow ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = cvoxpl_SKN IdleAnimation = cvoxpl_SKL.cvoxpl_STN IdleAnimation = cvoxpl_SKL.cvoxpl_STN IdleAnimation = cvoxpl_SKL.cvoxpl_STN IdleAnimation = cvoxpl_SKL.cvoxpl_STN IdleAnimation = cvoxpl_SKL.cvoxpl_STN IdleAnimation = cvoxpl_SKL.cvoxpl_IDL AnimationMode = ONCE End ConditionState = MOVING Animation = cvoxpl_SKL.cvoxpl_WAL AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = cvoxpl_SKL.cvoxpl_DEA AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Backhoe EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundAmbient = CowAmbience ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Behavior = DestroyDie ModuleTag_03 ; DeathTypes = ALL ;End ; Behavior = CrushDie ModuleTag_04 ; DeathTypes = NONE +CRUSHED +SPLATTED ; TotalCrushSound = CarAlarm ; BackEndCrushSound = CarAlarm ; FrontEndCrushSound = CarAlarm ; TotalCrushSoundPercent = 50 ; BackEndCrushSoundPercent = 50 ; FrontEndCrushSoundPercent = 50 ; End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End ; Behavior = FXListDie ModuleTag_05 ; DeathTypes = NONE +CRUSHED +SPLATTED ; DeathFX = FX_CarCrush ; End ; Behavior = CreateObjectDie ModuleTag_06 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericCarExplode ; End ; Behavior = FXListDie ModuleTag_07 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED ; DeathFX = FX_GenericCarExplode ; End ; Behavior = CreateObjectDie ModuleTag_08 ; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object HorseDrawnCart ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CVHRSE_SKN IdleAnimation = CVHRSE_SKL.CVHRSE_STN IdleAnimation = CVHRSE_SKL.CVHRSE_STN IdleAnimation = CVHRSE_SKL.CVHRSE_STN IdleAnimation = CVHRSE_SKL.CVHRSE_STN IdleAnimation = CVHRSE_SKL.CVHRSE_STN IdleAnimation = CVHRSE_SKL.CVHRSE_IDL AnimationMode = ONCE End ConditionState = MOVING Animation = CVHRSE_SKL.CVHRSE_WAL AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CVHRSE_SKL.CVHRSE_DEA AnimationMode = ONCE End End ; ***DESIGN parameters *** DisplayName = OBJECT:Backhoe EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrainCoalOrnament ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnCoal End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_RailroadCoalCarExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrainTankOrnament ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnTank End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = FXListDie ModuleTag_04 DeathFX = FX_RailroadTankCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 28.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AvalancheChunk ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXSnow01 End ConditionState = POST_COLLAPSE MOVING FREEFALL ParticleSysBone = none AvalancheMistLight End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = IGNORED_IN_GUI Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ArmorSet Armor = AvalancheArmor End Behavior = TensileFormationUpdate ModuleTag_06 Enabled = No ; Any hurt to any member of the formation will enable them all CrackSound = AvalancheCrack End Behavior = FireWeaponWhenDamagedBehavior ModuleTag_03 StartsActive = Yes ContinuousWeaponDamaged = AvalancheWeapon ContinuousWeaponReallyDamaged = AvalancheWeapon End Geometry = CYLINDER GeometryIsSmall = No GeometryMajorRadius = 30.0 GeometryHeight = 20.0 Shadow = NONE ShadowSizeX = 1; ShadowSizeY = 1; ShadowTexture = None; End ;------------------------------------------------------------------------------ Object AvalancheLeadChunk ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXSnow01 End ConditionState = POST_COLLAPSE ParticleSysBone = none AvalancheMistLight End ConditionState = POST_COLLAPSE MOVING ParticleSysBone = none AvalancheMistMedium End ConditionState = POST_COLLAPSE MOVING FREEFALL ParticleSysBone = none AvalancheMistHeavy End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = IGNORED_IN_GUI Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ArmorSet Armor = AvalancheArmor End Behavior = TensileFormationUpdate ModuleTag_06 Enabled = No ; Damage condition amt ofhurt to any member of the formation will enable them all CrackSound = AvalancheCrack End Behavior = FireWeaponWhenDamagedBehavior ModuleTag_07 StartsActive = Yes ContinuousWeaponDamaged = AvalancheWeapon ContinuousWeaponReallyDamaged = AvalancheWeapon End Geometry = CYLINDER GeometryIsSmall = No GeometryMajorRadius = 30.0 GeometryHeight = 20.0 Shadow = NONE ShadowSizeX = 1; ShadowSizeY = 1; ShadowTexture = None; End ;------------------------------------------------------------------------------ ; an invisible object that exists solely for the Battleship to target. Object 300MeterShroudClearObject ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = None End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = None End VisionRange = 300 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = IMMOBILE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 InitialHealth = 99999.0 End Geometry = SPHERE GeometryMajorRadius = 10.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ ; ************************ Cinematic-only unit ******************************** Object CINE_TrainEngine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTrnEng2 ParticleSysBone = Smoke01 LocomotiveSteam ;ParticleSysBone = Steam02 LocomotiveSteam ;sParticleSysBone = Steam03 DozerSmokeHeavy End ConditionState = OVER_WATER ; in a tunnel, actually, but close enough Model = CVTrnEng2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = InvulnerableArmor End VisionRange = 300 ShroudClearingRange = 300 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = RailroadBehavior ModuleTag_03 PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack WhistleSound = TrainWhistle ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes IsLocomotive = Yes SpeedMax = 5 Acceleration = 1.03 WaitAtStationTime = 10000 ; ten seconds Braking = 0.97 RunningSound = TrainRunningLoop CrashFXTemplateName = SpecialEffectsTrainCrashObject CarriageTemplateName = TrainCar03 CarriageTemplateName = TrainCar03 CarriageTemplateName = TrainCoal CarriageTemplateName = TrainCab ;CarriageTemplateName = TrainCar01 ;CarriageTemplateName = TrainCar02 ;CarriageTemplateName = TrainCar03 ;CarriageTemplateName = TrainCoal ;CarriageTemplateName = TrainTank ;CarriageTemplateName = CabooseFullOfTerrorists End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_04 ; ContainMax = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_LocomotiveExplode End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AIUpdateInterface ModuleTag_22 End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ; ************************ Cinematic-only unit ******************************** Object CINE_TrainCarFlat ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVBaikFlat End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 32 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ; ************************ Cinematic-only unit ******************************** Object CINE_TrainCarRocket ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVRCarCINE End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrainCar EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = ConvoyTruckMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;Lorenzen made this ungarrisonable, 12/16, please do not restore ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; DamagePercentToUnits = 50% ; MobileGarrison = Yes ; End Behavior = RailroadBehavior ModuleTag_04 IsLocomotive = No PathPrefixName = Railroad ;=== PARAMETERS FOR ALL CARRIAGES === RunningGarrisonSpeedMax = 1 KillSpeedMin = 1 Friction = 0.995 BigMetalBounceSound = BuildingFallingMetal SmallMetalBounceSound = VehicleImpactHeavy MeatyBounceSound = InfantryCrush ClicketyClackSound = TrainClicketyClack End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_07 DeathFX = FX_RailroadWoodenCarExplode End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = No GeometryMajorRadius = 43.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 Shadow = SHADOW_VOLUME ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object GenericMale02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CINMCIV01_SKN IdleAnimation = CINMCIV01_SKL.CINMCIV01_STA 0 30 IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDA IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDB IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDC IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDD AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CINMCIV01_SKL.CINMCIV01_WKA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CINMCIV01_SKL.CINMCIV01_PKA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CINMCIV01_SKL.CINMCIV01_PKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CINMCIV01_SKL.CINMCIV01_DTA Animation = CINMCIV01_SKL.CINMCIV01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CINMCIV01_SKL.CINMCIV01_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CINMCIV01_SKL.CINMCIV01_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CINMCIV01_SKL.CINMCIV01_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianChinaMaleDie SoundDieFire = DieByFireChina SoundDieToxin = DieByToxinChina ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object GenericFemale02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CINFCIV01_SKN IdleAnimation = CINFCIV01_SKL.CINFCIV01_STD 0 30 IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDA IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDB IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDC IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDD AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CINFCIV01_SKL.CINFCIV01_WKA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CINFCIV01_SKL.CINFCIV01_PKA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CINFCIV01_SKL.CINFCIV01_PKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CINFCIV01_SKL.CINFCIV01_DTA Animation = CINFCIV01_SKL.CINFCIV01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CINFCIV01_SKL.CINFCIV01_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CINFCIV01_SKL.CINFCIV01_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CINFCIV01_SKL.CINFCIV01_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianChinaFemaleDie SoundDieFire = DieByFireChina SoundDieToxin = DieByToxinChina ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;******************************* Cinematic Unit Only ************************** Object CINE_CheeringGenericMale02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CINMCIV01_SKN IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 0 30 IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CINMCIV01_SKL.CINMCIV01_WKA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CINMCIV01_SKL.CINMCIV01_PKA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CINMCIV01_SKL.CINMCIV01_PKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CINMCIV01_SKL.CINMCIV01_DTA Animation = CINMCIV01_SKL.CINMCIV01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CINMCIV01_SKL.CINMCIV01_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CINMCIV01_SKL.CINMCIV01_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CINMCIV01_SKL.CINMCIV01_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianChinaMaleDie SoundDieFire = DieByFireChina SoundDieToxin = DieByToxinChina ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;******************************* Cinematic Unit Only ************************** Object CINE_CheeringGenericFemale02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CINFCIV01_SKN IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 0 30 IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA AnimationMode = ONCE TransitionKey = TRANS_Stand End ConditionState = MOVING Animation = CINFCIV01_SKL.CINFCIV01_WKA 16 AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_STAND End TransitionState = TRANS_Stand TRANS_Panic Animation = CINFCIV01_SKL.CINFCIV01_PKA AnimationMode = ONCE End ConditionState = MOVING PANICKING Animation = CINFCIV01_SKL.CINFCIV01_PKA AnimationMode = LOOP Flags = RANDOMSTART TransitionKey = TRANS_Panic End ConditionState = DYING Animation = CINFCIV01_SKL.CINFCIV01_DTA Animation = CINFCIV01_SKL.CINFCIV01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CINFCIV01_SKL.CINFCIV01_ADTA1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CINFCIV01_SKL.CINFCIV01_ADTA2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CINFCIV01_SKL.CINFCIV01_ADTA3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianChinaFemaleDie SoundDieFire = DieByFireChina SoundDieToxin = DieByToxinChina ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Object CINE_Humvee ; *** ART Parameters *** Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CVHUMVEE Turret = Turret WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = CVHUMVEE_D Turret = Turret WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = RUBBLE Model = CVHUMVEE_D End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** Side = Civilian DisplayName = OBJECT:HumVee EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200 WeaponSet Conditions = None Weapon = PRIMARY HumveeGun End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End CommandSet = AmericaVehicleHumveeCommandSet ExperienceValue = 50 100 150 400 ;Experience point value at each level ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound TurretMoveLoop = NoSound SoundEject = NoSound VoiceEject = NoSound ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CINE_HumveeLocomotor Locomotor = SET_WANDER WanderCarSuspensionLocomotor Locomotor = SET_PANIC PanicCarSuspensionLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 30.0 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit DamagePercentToUnits = 20% AllowInsideKindOf = INFANTRY End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 FX = INITIAL FX_HumveeExplosionOneInitial OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_HumveeExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_07 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ;***CUT*** ;Cinematics and civ units don't want to spawn rangers and pilots! ;Behavior = CreateObjectDie ModuleTag_SoloChange ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ;End ; ;Behavior = EjectPilotDie ModuleTag_11 ; DeathTypes = ALL -CRUSHED -SPLATTED ; ExemptStatus = HIJACKED ; CreationList = OCL_EjectPilotOnGround ;End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Object CINE_ConvoyTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CINE_ConvNuke End ConditionState = LOADED Model = CINE_ConvNuke End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End VisionRange = 150 ShroudClearingRange = 350 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY ;Lorenzen disabled transport on 12/16, please do not restore ; Behavior = TransportContain ModuleTag_TransportContain ; Slots = 8 ; AllowInsideKindOf = INFANTRY; VEHICLE ; End Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL CINE_ConvoyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 1 GeometryMinorRadius = 1 GeometryHeight = 1 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Object CINE_PoliceCar ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DPoliceCarDraw ModuleTag_01 DefaultConditionState Model = CVPoliceCar2 Animation = CVPoliceCar2.CVPoliceCar2 AnimationMode = LOOP End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVPoliceCar_d End ConditionState = BACKCRUSHED Model = CVPoliceCar_d2 End ConditionState = FRONTCRUSHED Model = CVPoliceCar_d1 End LeftFrontTireBone = Tire01 RightFrontTireBone = Tire04 LeftRearTireBone = Tire03 RightRearTireBone = Tire05 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:PoliceCar EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = DozerArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart SoundAmbient = PoliceCarSirenLoop ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_PoliceCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_PoliceCarExplode End Behavior = AIUpdateInterface ModuleTag_08 End Locomotor = SET_NORMAL CINE_BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_09 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;********************** Cinematic-only unit *********************************** Object CINE_CarLimo3 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVLimo3 End ConditionState = REALLYDAMAGED Model = CVLimo3_D End ConditionState = RUBBLE Model = CVLimo3_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Limo EditorSorting = VEHICLE ArmorSet Conditions = None Armor = TruckArmor DamageFX = LimoDamageFX End CommandSet = CivilianVehicleLimoCommandSet WeaponSet Conditions = None Weapon = PRIMARY None End Behavior = TransportContain ModuleTag_02 Slots = 5 End TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_03 MaxHealth = 800.0 InitialHealth = 800.0 End Behavior = DestroyDie ModuleTag_04 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_06 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_LimoExplode End Behavior = FXListDie ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_LimoExplode End ; Behavior = CreateObjectDie ;; DeathTypes = NONE +SUICIDED ; CreationList = OCL_BurnedCarHull ; End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL CINE_BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;*************************** Cinematic-only unit ****************************** Object CINE_TankerTruck ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = CVTankerCN End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 CabBone = CAB TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire03 MidLeftFrontTireBone = Tire04 MidRightMidTireBone = Tire05 MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. End ; ***DESIGN parameters *** DisplayName = OBJECT:TankerTruck EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart SoundAmbient = BaikonurTruckMoveLoop UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_TankerTruckExplode End Behavior = FXListDie ModuleTag_05 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = AIUpdateInterface ModuleTag_07 End Locomotor = SET_NORMAL CINE_SupplyTruckLocomotor Behavior = PhysicsBehavior ModuleTag_08 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 18.0 GeometryMinorRadius = 7.0 GeometryHeight = 14.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************ Cinematic-only unit ********************************* Object CINE_ConvoyTruckArmedWithNuke ; *** ART Parameters *** SelectPortrait = SSConvoy_L ButtonImage = SSConvoy_L Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVConvoy End ConditionState = LOADED Model = NVConvoy End CabRotationMultiplier = 1.5 TrailerRotationMultiplier = 0.2 ;CabBone = CAB ;TrailerBone = TRAILER RotationDamping = 0.7 RightFrontTireBone = Tire01 LeftFrontTireBone = Tire02 ;MidRightFrontTireBone = Tire03 ;MidLeftFrontTireBone = Tire04 ;MidRightMidTireBone = Tire05 ;MidLeftMidTireBone = Tire06 MidRightRearTireBone = Tire07 MidLeftRearTireBone = Tire08 RightRearTireBone = Tire09 LeftRearTireBone = Tire10 TireRotationMultiplier = 0.2 ; this * speed = rotation. TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray End ; ***DESIGN parameters *** DisplayName = OBJECT:ConvoyTruck EditorSorting = VEHICLE ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End VisionRange = 150 ShroudClearingRange = 350 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianTransportWithNukeCommandSet ; *** AUDIO Parameters *** VoiceSelect = ConvoyTruckSelect SoundMoveStart = ConvoyTruckMoveStart UnitSpecificSounds TruckPowerslideSound = NoSound TruckLandingSound = NoSound End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 DeathTypes = ALL CreationList = OCL_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_05 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL CINE_SupplyTruckLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_07 Mass = 30.0 End Behavior = OCLSpecialPower ModuleTag_08 SpecialPowerTemplate = SuperweaponDetonateDirtyNuke OCL = SUPERWEAPON_DetonateDirtyNuke CreateLocation = USE_OWNER_OBJECT End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = NO GeometryMajorRadius = 20.0 GeometryMinorRadius = 8.0 GeometryHeight = 16.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************ Cinematic-only unit ********************************* Object CINE_CarTaxiCab01 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi01 End ConditionState = FRONTCRUSHED BACKCRUSHED Model = CVTaxi01_d End ConditionState = BACKCRUSHED Model = CVTaxi01_d2 End ConditionState = FRONTCRUSHED Model = CVTaxi01_d1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL CINE_BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************ Cinematic-only unit ********************************* Object CINE_CarTaxiCab02 ; *** ART Parameters *** SelectPortrait = SUTerrorist_L ButtonImage = SUTerrorist Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVTaxi02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TaxiCab EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2 ; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL CINE_BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************* Cinematic-only unit ******************************** Object CINE_CheeringGenericMale01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIAMan01_SKN IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 0 30 IdleAnimation = CIAMan01_SKL.CIAMan01_CHA IdleAnimation = CIAMan01_SKL.CIAMan01_CHA AnimationMode = ONCE End ConditionState = MOVING Animation = CIAMan01_SKL.CIAMan01_WKA 30 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIAMan01_SKL.CIAMan01_RNA 35 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIAMan01_SKL.CIAMan01_DTA Animation = CIAMan01_SKL.CIAMan01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIAMan01_SKL.CIAMan01_ADTD1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIAMan01_SKL.CIAMan01_ADTD2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIAMan01_SKL.CIAMan01_ADTD3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:GenericMale CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabMaleDie SoundDieFire = DieByFireUSA SoundDieToxin = DieByToxinUSA ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SquishCollide ModuleTag_06 ;nothing End ; --- begin Death modules --- Behavior = SlowDeathBehavior ModuleTag_Death01 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie End Behavior = SlowDeathBehavior ModuleTag_Death02 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death03 DeathTypes = NONE +EXPLODED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 FX = INITIAL FX_GIDie FlingForce = 8 FlingForceVariance = 3 FlingPitch = 60 FlingPitchVariance = 10 End Behavior = SlowDeathBehavior ModuleTag_Death04 DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End ; --- end Death modules --- Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;************************* Cinematic-only unit ******************************** Object CINE_CheeringGenericFemale01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIAFem01_SKN IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 0 30 IdleAnimation = CIAFem01_SKL.CIAFem01_CHA IdleAnimation = CIAFem01_SKL.CIAFem01_CHA AnimationMode = ONCE End ConditionState = MOVING Animation = CIAFem01_SKL.CIAFem01_WKA 25 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIAFem01_SKL.CIAFem01_RNA 20 AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIAFem01_SKL.CIAFem01_DTA Animation = CIAFem01_SKL.CIAFem01_DTB AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIAFem01_SKL.CIAFem01_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIAFem01_SKL.CIAFem01_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIAFem01_SKL.CIAFem01_ADTE3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:GenericFemale CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianArabFemaleDie SoundDieFire = DieByFireFemale SoundDieToxin = DieByToxinFemale ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ ;************************* Cinematic-only unit ******************************** Object CINE_CheeringAsianFarmer3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = CIUFrm3_SKN IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 0 30 IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB AnimationMode = ONCE End ConditionState = MOVING Animation = CIUFrm3_SKL.CIUFrm3_WKA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = MOVING PANICKING Animation = CIUFrm3_SKL.CIUFrm3_PKA AnimationMode = LOOP Flags = RANDOMSTART End ConditionState = DYING Animation = CIUFrm3_SKL.CIUFrm3_DTA Animation = CIUFrm3_SKL.CIUFrm3_DTB Animation = CIUFrm3_SKL.CIUFrm3_DTC AnimationMode = ONCE TransitionKey = TRANS_Dying End TransitionState = TRANS_Dying TRANS_Flailing Animation = CIUFrm3_SKL.CIUFrm3_ADTE1 AnimationMode = ONCE End ConditionState = DYING EXPLODED_FLAILING Animation = CIUFrm3_SKL.CIUFrm3_ADTE2 AnimationMode = LOOP TransitionKey = TRANS_Flailing End ConditionState = DYING EXPLODED_BOUNCING Animation = CIUFrm3_SKL.CIUFrm3_ADTE3 AnimationMode = ONCE TransitionKey = None End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = INFANTRY TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:MogadishuFemaleCivilian CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** SoundDie = CivilianChinaMaleDie SoundDieFire = DieByFireChina SoundDieToxin = DieByToxinChina ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL BasicHumanLocomotor Locomotor = SET_WANDER WanderHumanLocomotor Locomotor = SET_PANIC PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED SinkDelay = 3000 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 8000 End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Behavior = SlowDeathBehavior ModuleTag_Death06 DeathTypes = NONE +POISONED_BETA DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantryBeta End Behavior = SlowDeathBehavior ModuleTag_Death05 DeathTypes = NONE +POISONED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_ToxicInfantry End Behavior = SlowDeathBehavior ModuleTag_DeathBurned DeathTypes = NONE +BURNED DestructionDelay = 0 FX = INITIAL FX_GIDie OCL = INITIAL OCL_FlamingInfantry End Behavior = PoisonedBehavior ModuleTag_09 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... PoisonDuration = 3000 ; ... for this long after last hit by poison damage End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 14; ShadowSizeY = 14; ShadowTexture = ShadowI; End ;------------------------------------------------------------------------------ Object RocketBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CV8BombCN Animation = CV8BombCN.CV8BombCN AnimationMode = ONCE ParticleSysBone = SmokeM01 WarheadTrail02 ParticleSysBone = SmokeS01 WarheadTrail ParticleSysBone = SmokeS02 WarheadTrail ParticleSysBone = SmokeS03 WarheadTrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:RocketBomb Side = Civilian EditorSorting = VEHICLE KindOf = IMMOBILE ;; ***AUDIO parameters *** ;SoundAmbient = ChinaNightClubLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object RocketDrop ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CV8DropCN Animation = CV8DropCN.CV8DropCN AnimationMode = ONCE ParticleSysBone = SmokeS02 WarheadTrail End End ; ***DESIGN parameters *** DisplayName = OBJECT:RocketDrop Side = Civilian EditorSorting = VEHICLE KindOf = IMMOBILE ;; ***AUDIO parameters *** ;SoundAmbient = ChinaNightClubLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End