[ Index ] WAROFGENERALS

PHP Cross Reference of WAROFGENERALS MODS SOURCES

title

Body

[close]

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

   1  ; FILE: System.ini ////////////////////////////////////////////////////////////
   2  ; This file contains only objects that are of use to the game code from
   3  ; an engineering standpoint.  They are not general objects that a designer
   4  ; would place in a map.
   5  ;
   6  ; EVERYTHING in this file should use "EditorSorting = SYSTEM".
   7  ; If it doesn't, it shouldn't be in this file.
   8  ;
   9  ;//////////////////////////////////////////////////////////////////////////////
  10  
  11  ;------------------------------------------------------------------------------
  12  Object GenericTracer
  13  
  14    KindOf = DRAWABLE_ONLY
  15    EditorSorting = SYSTEM
  16    Draw          = W3DTracerDraw            ModuleTag_01
  17      ;nothing
  18    End
  19    
  20  End
  21  
  22  ;------------------------------------------------------------------------------
  23  Object GenericRope
  24  
  25    KindOf = DRAWABLE_ONLY
  26    EditorSorting = SYSTEM
  27    Draw          = W3DRopeDraw            ModuleTag_01
  28      ;nothing
  29    End
  30    
  31  End
  32  
  33  
  34  ;------------------------------------------------------------------------------
  35  Object EMPPulseEffectSpheroid
  36  
  37    KindOf = NO_COLLIDE
  38    EditorSorting = SYSTEM
  39    Draw                = W3DModelDraw ModuleTag_01
  40      ConditionState    = None
  41        Model           = EXEMPSphere
  42        Animation       = EXEMPSphere.EXEMPSphere
  43      End
  44    End
  45  
  46    Behavior = EMPUpdate ModuleTag_02
  47      DisabledDuration    = 30000
  48      Lifetime            = 3000
  49      StartFadeTime       = 300
  50      StartScale          = 0.01  
  51      TargetScaleMin      = 6.00
  52      TargetScaleMax      = 7.00
  53  ;   SpinRateMax         = 0.05; NIX'D by MLorenzen, nov 11
  54      StartColor          = R:32 G:64 B:255
  55      EndColor            = R:0 G:0 B:0
  56  
  57      DisableFXParticleSystem = EMPSparks
  58  
  59    End
  60  
  61    Geometry            = SPHERE
  62    GeometryMajorRadius = 30.0
  63    GeometryIsSmall     = No
  64  
  65  End
  66  
  67  ;------------------------------------------------------------------------------
  68  Object RallyPointMarker
  69  
  70    ; *** ART Parameters ***
  71    Draw = W3DModelDraw ModuleTag_01
  72      OkToChangeModelColor = Yes
  73      DefaultConditionState
  74        Model              = SCMRally
  75        Animation          = SCMRally.SCMRally
  76        AnimationMode      = LOOP
  77      End
  78    End
  79  
  80    ; *** DESIGN parameters ***
  81    EditorSorting = SYSTEM
  82    KindOf = DRAWABLE_ONLY
  83  
  84    ; *** ENGINEERING parameters ***
  85  
  86  End
  87  
  88  ;------------------------------------------------------------------------------
  89  Object WaypointNode
  90    ; *** ART Parameters ***
  91    Draw = W3DModelDraw ModuleTag_01
  92      OkToChangeModelColor = Yes
  93      DefaultConditionState
  94        Model              = SCMRally
  95        Animation          = SCMRally.SCMRally
  96        AnimationMode      = LOOP
  97      End
  98    End
  99  
 100    ; *** DESIGN parameters ***
 101    EditorSorting = SYSTEM
 102    KindOf = DRAWABLE_ONLY
 103  
 104    ; *** ENGINEERING parameters ***
 105  End
 106  
 107  ;------------------------------------------------------------------------------
 108  Object WaypointLine
 109  
 110    ; *** ART Parameters ***
 111    Draw = W3DLaserDraw ModuleTag_01
 112      Texture = EXLaser.tga
 113      NumBeams = 1                    ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
 114      InnerBeamWidth = 1.0            ;The total width of beam
 115      InnerColor = R:255 G:255 B:255 A:250  ;The inside color of the laser (hot)
 116      OuterBeamWidth = 1.0            ;The total width of beam
 117      OuterColor = R:255 G:0 B:0  A:150 ;The outside color of the laser (cool)
 118    End
 119  
 120    ; *** DESIGN parameters ***
 121    EditorSorting = SYSTEM
 122    KindOf = DRAWABLE_ONLY
 123  
 124    ; *** ENGINEERING parameters ***
 125  End
 126  
 127  ;------------------------------------------------------------------------------
 128  Object VerticalArrow
 129  
 130    ; *** ART Parameters ***
 131  
 132    ; *** DESIGN parameters ***
 133    EditorSorting = SYSTEM
 134    KindOf = NO_COLLIDE INERT
 135  
 136    ; *** ENGINEERING parameters ***
 137    Draw = W3DModelDraw ModuleTag_01
 138      OkToChangeModelColor = Yes
 139      DefaultConditionState
 140        Model              = SCMArrow
 141        Animation          = SCMArrow.SCMArrow
 142        AnimationMode      = LOOP
 143        AnimationSpeedFactorRange = 0.5 0.5
 144      End
 145    End
 146  
 147    Behavior = PhysicsBehavior ModuleTag_02
 148      Mass = 5.0
 149    End
 150  
 151    Behavior = AIUpdateInterface ModuleTag_03
 152    End
 153    Locomotor = SET_NORMAL ArrowLocomotor
 154  
 155  End
 156  
 157  ;------------------------------------------------------------------------------
 158  Object HorizontalArrow
 159  
 160    ; *** ART Parameters ***
 161  
 162    ; *** DESIGN parameters ***
 163    EditorSorting = SYSTEM
 164    KindOf = NO_COLLIDE INERT
 165  
 166    ; *** ENGINEERING parameters ***
 167    Draw = W3DModelDraw ModuleTag_01
 168      OkToChangeModelColor = Yes
 169      DefaultConditionState
 170        Model              = SCMHArrow
 171        Animation          = SCMHArrow.SCMHArrow
 172        AnimationMode      = LOOP
 173      End
 174    End
 175  
 176    Behavior = PhysicsBehavior ModuleTag_02
 177      Mass = 5.0
 178    End
 179  
 180    Behavior = AIUpdateInterface ModuleTag_03
 181    End
 182    Locomotor = SET_NORMAL ArrowLocomotor
 183  
 184  End
 185  
 186  ;------------------------------------------------------------------------------
 187  Object LockonCursor
 188  
 189    ; *** ART Parameters ***
 190  
 191    ; *** DESIGN parameters ***
 192    EditorSorting = SYSTEM
 193    KindOf = DRAWABLE_ONLY
 194  
 195    ; *** ENGINEERING parameters ***
 196    Draw = W3DModelDraw ModuleTag_01
 197      DefaultConditionState
 198        Model              = SCMHArrow
 199        ; no animation, thanks
 200      End
 201    End
 202    Scale = 0.5
 203  
 204  End
 205  
 206  ;------------------------------------------------------------------------------
 207  Object MoveHint
 208  
 209    ; *** ART Parameters ***
 210  
 211    ; *** DESIGN parameters ***
 212    EditorSorting = SYSTEM
 213    KindOf = DRAWABLE_ONLY
 214  
 215    ; *** ENGINEERING parameters ***
 216    Draw = W3DModelDraw ModuleTag_01
 217      DefaultConditionState
 218        Model = SCMoveHint
 219      End
 220    End
 221  
 222  End
 223  
 224  ;------------------------------------------------------------------------------
 225  Object AttackHint
 226  
 227    ; *** ART Parameters ***
 228  
 229    ; *** DESIGN parameters ***
 230    EditorSorting = SYSTEM
 231    KindOf = DRAWABLE_ONLY
 232  
 233    ; *** ENGINEERING parameters ***
 234    Draw = W3DModelDraw ModuleTag_01
 235      DefaultConditionState
 236        Model = SCAttckHnt
 237      End
 238    End
 239  
 240  End
 241  
 242  ;------------------------------------------------------------------------------
 243  Object SpySatellitePing
 244  
 245    ; ***DESIGN parameters ***
 246    VisionRange     = 300.0
 247    EditorSorting   = SYSTEM
 248    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
 249  
 250    ; *** ENGINEERING Parameters ***
 251    Body = ImmortalBody ModuleTag_01
 252      MaxHealth = 1    
 253      InitialHealth = 1
 254    End
 255  
 256    Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02
 257      FinalVision = 0.0 
 258      ShrinkDelay = 10000
 259      ShrinkTime = 5000
 260      GrowDelay = 0
 261      GrowTime = 1000
 262      GrowInterval = 10 ; Faster than most
 263      ChangeInterval = 80 ; Faster than most
 264      GridDecalTemplate
 265        Texture           = EXGrid
 266        Style             = SHADOW_ADDITIVE_DECAL
 267        OpacityMin        = 50%
 268        OpacityMax        = 100%
 269        OpacityThrobTime  = 500
 270        Color             = R:32 G:64 B:128 A:0 //dim blue, additive
 271      End
 272    End
 273  
 274    Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
 275      MinLifetime = 13000   ; InitialDelay + TransitionTime for Vision Update
 276      MaxLifetime = 13000   
 277    End
 278  
 279    Behavior = StealthDetectorUpdate ModuleTag_04
 280      DetectionRate = 500   ; how often to rescan for stealthed things in my sight (msec)
 281    End
 282  End
 283  
 284  ;------------------------------------------------------------------------------
 285  Object RepairVehiclesInArea_InvisibleMarker_Level1
 286    ; ***DESIGN parameters ***
 287    VisionRange     = 0.0
 288    EditorSorting   = SYSTEM
 289    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE
 290  
 291    ; *** ENGINEERING Parameters ***
 292    Body = ImmortalBody ModuleTag_01
 293      MaxHealth = 1    
 294      InitialHealth = 1
 295    End
 296  
 297    Behavior = AutoHealBehavior ModuleTag_02
 298      HealingAmount     = 150
 299      HealingDelay      = 1 ; msec ; essentially sleep forever, since lifetime is 0, below
 300      Radius            = 100.0f
 301      StartsActive      = Yes
 302      KindOf            = VEHICLE
 303      SingleBurst       = Yes
 304    End
 305  
 306    Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
 307      MinLifetime = 0 ;one pulse
 308      MaxLifetime = 0   
 309    End
 310  End
 311  
 312  ;------------------------------------------------------------------------------
 313  Object RepairVehiclesInArea_InvisibleMarker_Level2
 314    ; ***DESIGN parameters ***
 315    VisionRange     = 0.0
 316    EditorSorting   = SYSTEM
 317    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE
 318  
 319    ; *** ENGINEERING Parameters ***
 320    Body = ImmortalBody ModuleTag_01
 321      MaxHealth = 1    
 322      InitialHealth = 1
 323    End
 324  
 325    Behavior = AutoHealBehavior ModuleTag_02
 326      HealingAmount     = 300
 327      HealingDelay      = 1 ; msec ; essentially sleep forever, since lifetime is 0, below
 328      Radius            = 100.0f
 329      StartsActive      = Yes
 330      KindOf            = VEHICLE
 331      SingleBurst       = Yes
 332    End
 333  
 334    Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
 335      MinLifetime = 0
 336      MaxLifetime = 0   
 337    End
 338  End
 339  
 340  ;------------------------------------------------------------------------------
 341  Object RepairVehiclesInArea_InvisibleMarker_Level3
 342    ; ***DESIGN parameters ***
 343    VisionRange     = 0.0
 344    EditorSorting   = SYSTEM
 345    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE
 346  
 347    ; *** ENGINEERING Parameters ***
 348    Body = ImmortalBody ModuleTag_01
 349      MaxHealth = 1    
 350      InitialHealth = 1
 351    End
 352  
 353    Behavior = AutoHealBehavior ModuleTag_02
 354      HealingAmount     = 450
 355      HealingDelay      = 1 ; msec ; essentially sleep forever, since lifetime is 0, below
 356      Radius            = 100.0f
 357      StartsActive      = Yes
 358      KindOf            = VEHICLE
 359      SingleBurst       = Yes
 360    End
 361  
 362    Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
 363      MinLifetime = 0
 364      MaxLifetime = 0   
 365    End
 366  End
 367  
 368  ;------------------------------------------------------------------------------
 369  Object RadarVanPing
 370  
 371    ; ***DESIGN parameters ***
 372    VisionRange     = 150.0
 373    EditorSorting   = SYSTEM
 374    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
 375  
 376    ; *** ENGINEERING Parameters ***
 377    Body = ImmortalBody ModuleTag_01
 378      MaxHealth = 1    
 379      InitialHealth = 1
 380    End
 381  
 382    Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02
 383      FinalVision = 0.0 
 384      ShrinkDelay = 7500
 385      ShrinkTime = 2500
 386      ChangeInterval = 50
 387    End
 388  
 389    Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
 390      MinLifetime = 10000   ; InitialDelay + TransitionTime for Vision Update
 391      MaxLifetime = 10000   
 392    End
 393  
 394    Behavior = StealthDetectorUpdate ModuleTag_04
 395      DetectionRate = 500   ; how often to rescan for stealthed things in my sight (msec)
 396    End
 397  End
 398  
 399  ;------------------------------------------------------------------------------
 400  Object SuperweaponPing
 401  
 402    ; ***DESIGN parameters ***
 403    ShroudClearingRange     = 150.0
 404    EditorSorting   = SYSTEM
 405    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
 406  
 407    ; *** ENGINEERING Parameters ***
 408    Body = ImmortalBody ModuleTag_01
 409      MaxHealth = 1    
 410      InitialHealth = 1
 411    End
 412  
 413    Behavior = DeletionUpdate ModuleTag_02 ; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
 414      MinLifetime = 10000   ; InitialDelay + TransitionTime for Vision Update
 415      MaxLifetime = 10000   
 416    End
 417  
 418  
 419    Geometry            = BOX
 420    GeometryMajorRadius = 10.0
 421    GeometryMinorRadius = 1.0
 422    GeometryHeight      = 3.0
 423    GeometryIsSmall     = No
 424    Shadow              = NONE ; doesn't actually have a model...
 425  
 426  
 427  End
 428  
 429  ;------------------------------------------------------------------------------
 430  Object SelectIcon
 431  
 432    ; *** ART Parameters ***
 433  
 434    ; *** DESIGN parameters ***
 435    EditorSorting = SYSTEM
 436    KindOf = DRAWABLE_ONLY
 437  
 438    ; *** ENGINEERING parameters ***
 439    ;Scale = 0.5
 440  
 441    Draw = W3DModelDraw ModuleTag_01
 442      DefaultConditionState
 443        Model = SCSelect
 444      End
 445    End
 446  
 447  End
 448  
 449  ;------------------------------------------------------------------------------
 450  Object AIMarkTile
 451  
 452    ; *** ART Parameters ***
 453  
 454    ; *** DESIGN parameters ***
 455    EditorSorting = SYSTEM
 456    KindOf = DRAWABLE_ONLY
 457  
 458    ; *** ENGINEERING parameters ***
 459    Draw = W3DModelDraw ModuleTag_01
 460      DefaultConditionState
 461        Model = AIPathTile
 462      End
 463    End
 464    Behavior = LifetimeUpdate ModuleTag_02
 465      MinLifetime = 5000   ; min lifetime in msec
 466      MaxLifetime = 5000   ; max lifetime in msec
 467    End
 468  
 469  End
 470  
 471  ;------------------------------------------------------------------------------
 472  Object AIPathTile
 473  
 474    ; *** ART Parameters ***
 475  
 476    ; *** DESIGN parameters ***
 477    EditorSorting   = SYSTEM
 478    KindOf = DRAWABLE_ONLY
 479  
 480    ; *** ENGINEERING parameters ***
 481    Scale = 0.33
 482    Draw = W3DModelDraw ModuleTag_01
 483      DefaultConditionState
 484        Model = AIPathTile
 485      End
 486    End
 487    Behavior = LifetimeUpdate ModuleTag_02
 488      MinLifetime = 5000   ; min lifetime in msec
 489      MaxLifetime = 5000   ; max lifetime in msec
 490    End
 491  
 492  End
 493  
 494  ;------------------------------------------------------------------------------
 495  Object AISearchOpenTile
 496  
 497    ; *** ART Parameters ***
 498  
 499    ; *** DESIGN parameters ***
 500    EditorSorting = SYSTEM
 501    KindOf = DRAWABLE_ONLY
 502  
 503    ; *** ENGINEERING parameters ***
 504    Draw = W3DModelDraw ModuleTag_01
 505      DefaultConditionState
 506        Model = AISearchOTile
 507      End
 508    End
 509    Behavior = LifetimeUpdate ModuleTag_02
 510      MinLifetime = 5000   ; min lifetime in msec
 511      MaxLifetime = 5000   ; max lifetime in msec
 512    End
 513  
 514  End
 515  
 516  ;------------------------------------------------------------------------------
 517  Object AISearchClosedTile
 518  
 519    ; *** ART Parameters ***
 520  
 521    ; *** DESIGN parameters ***
 522    EditorSorting = SYSTEM
 523    KindOf = DRAWABLE_ONLY
 524  
 525    ; *** ENGINEERING parameters ***
 526    Draw = W3DModelDraw ModuleTag_01
 527      DefaultConditionState
 528        Model = AISearchCTile
 529      End
 530    End
 531    Behavior = LifetimeUpdate ModuleTag_02
 532      MinLifetime = 5000   ; min lifetime in msec
 533      MaxLifetime = 5000   ; max lifetime in msec
 534    End
 535  
 536  End
 537  
 538  ;------------------------------------------------------------------------------
 539  Object AICliffTile
 540  
 541    ; *** ART Parameters ***
 542  
 543    ; *** DESIGN parameters ***
 544    EditorSorting = SYSTEM
 545    KindOf = DRAWABLE_ONLY
 546  
 547    ; *** ENGINEERING parameters ***
 548    Draw = W3DModelDraw ModuleTag_01
 549      DefaultConditionState
 550        Model = AICliffTile
 551      End
 552    End
 553  
 554  End
 555  
 556  ;------------------------------------------------------------------------------
 557  Object AIWaterTile
 558  
 559    ; *** ART Parameters ***
 560  
 561    ; *** DESIGN parameters ***
 562    EditorSorting = SYSTEM
 563    KindOf = DRAWABLE_ONLY
 564  
 565    ; *** ENGINEERING parameters ***
 566    Draw = W3DModelDraw ModuleTag_01
 567      DefaultConditionState
 568        Model = AIWaterTile
 569      End
 570    End
 571  
 572  End
 573  
 574  ;------------------------------------------------------------------------------
 575  Object AIBlockTile
 576  
 577    ; *** ART Parameters ***
 578  
 579    ; *** DESIGN parameters ***
 580    EditorSorting = SYSTEM
 581    KindOf = DRAWABLE_ONLY
 582  
 583    ; *** ENGINEERING parameters ***
 584    Draw = W3DModelDraw ModuleTag_01
 585      DefaultConditionState
 586        Model = AIBlockTile
 587      End
 588    End
 589  
 590  End
 591  
 592  ;------------------------------------------------------------------------------
 593  Object GenericDebris
 594  
 595    ; *** ART Parameters ***
 596    Draw                  = W3DDebrisDraw ModuleTag_01
 597      ;nothing
 598    End
 599  
 600    ; ***DESIGN parameters ***
 601    EditorSorting = SYSTEM
 602  
 603    ; *** AUDIO Parameters ***
 604    SoundDie = NoSound
 605  
 606    ; *** ENGINEERING Parameters ***
 607    KindOf                = UNATTACKABLE
 608  
 609    Behavior = PhysicsBehavior ModuleTag_03
 610      AllowBouncing           = Yes
 611      KillWhenRestingOnGround = Yes
 612    End
 613  
 614    Behavior = SlowDeathBehavior ModuleTag_04
 615      SinkDelay        = 1000
 616      SinkRate            = 1     ; in Dist/Sec
 617      DestructionDelay = 2000
 618    End
 619  
 620  End
 621  
 622  ;------------------------------------------------------------------------------
 623  Object GenericBridge ; object for the damage system.
 624  
 625    ; *** ART Parameters ***
 626    Draw                = W3DDefaultDraw ModuleTag_01
 627      ;nothing
 628    End; The bridge system actually draws it.
 629  
 630      ; ***DESIGN parameters ***
 631    EditorSorting       = SYSTEM ; not available in the editor.
 632    ArmorSet
 633      Conditions        = None
 634      Armor             = StructureArmor
 635      DamageFX          = StructureDamageFX
 636    End
 637  
 638    ; *** ENGINEERING Parameters ***  
 639    RadarPriority       = NOT_ON_RADAR
 640    KindOf              = STRUCTURE IMMOBILE BRIDGE
 641    Body                = ImmortalBody ModuleTag_02
 642      MaxHealth         = 1.0
 643      InitialHealth     = 1.0
 644    End
 645  
 646    Behavior                = BridgeBehavior ModuleTag_03
 647      LateralScaffoldSpeed  = 100.0
 648      VerticalScaffoldSpeed = 70.0
 649    End
 650    
 651    ; Note that structures with "RUBBLE" states should not use 
 652    ; DestroyDie; such buildings are never truly
 653    ; destroyed, even when reduced to zero health.
 654    Geometry            = BOX
 655    GeometryMajorRadius = 1.0
 656    GeometryMinorRadius = 1.0
 657    GeometryHeight      = 1.0
 658    GeometryIsSmall     = No
 659    Shadow              = NONE ; doesn't actually have a model...
 660  End
 661  
 662  ;------------------------------------------------------------------------------
 663  Object BridgeScaffold01
 664  
 665    ; *** ART Parameters ***
 666    Draw                = W3DModelDraw ModuleTag_01
 667      DefaultConditionState
 668        Model           = CBBridScaf01_T
 669      End
 670    End
 671  
 672      ; ***DESIGN parameters ***
 673    EditorSorting       = SYSTEM ; not available in the editor.
 674  
 675    ; *** ENGINEERING Parameters ***  
 676    KindOf              = NONE
 677  
 678    Behavior            = BridgeScaffoldBehavior ModuleTag_02
 679      ;<NO DATA>
 680    End
 681    
 682    Geometry            = BOX
 683    GeometryMajorRadius = 37.0
 684    GeometryMinorRadius = 58.0
 685    GeometryHeight      = 70.0
 686    GeometryIsSmall     = No
 687    Shadow              = SHADOW_VOLUME
 688    
 689  End
 690  
 691  ;------------------------------------------------------------------------------
 692  Object BridgeScaffoldSupport01
 693  
 694    ; *** ART Parameters ***
 695    Draw                = W3DModelDraw ModuleTag_01
 696      DefaultConditionState
 697        Model           = CBBridScaf01_B
 698      End
 699    End
 700  
 701      ; ***DESIGN parameters ***
 702    EditorSorting       = SYSTEM ; not available in the editor.
 703  
 704    ; *** ENGINEERING Parameters ***  
 705    KindOf              = NONE
 706  
 707    Behavior            = BridgeScaffoldBehavior ModuleTag_02
 708      ;<NO DATA>
 709    End
 710    
 711    Geometry            = BOX
 712    GeometryMajorRadius = 37.0
 713    GeometryMinorRadius = 58.0
 714    GeometryHeight      = 53.0
 715    GeometryIsSmall     = No
 716    Shadow              = SHADOW_VOLUME
 717    
 718  End
 719  
 720  ;------------------------------------------------------------------------------
 721  Object BridgeScaffold02
 722  
 723    ; *** ART Parameters ***
 724    Draw                = W3DModelDraw ModuleTag_01
 725      DefaultConditionState
 726        Model           = CBBridScaf02_T
 727      End
 728    End
 729  
 730      ; ***DESIGN parameters ***
 731    EditorSorting       = SYSTEM ; not available in the editor.
 732  
 733    ; *** ENGINEERING Parameters ***  
 734    KindOf              = NONE
 735  
 736    Behavior            = BridgeScaffoldBehavior ModuleTag_02
 737      ;<NO DATA>
 738    End
 739    
 740    Geometry            = BOX
 741    GeometryMajorRadius = 37.0
 742    GeometryMinorRadius = 58.0
 743    GeometryHeight      = 70.0
 744    GeometryIsSmall     = No
 745    Shadow              = SHADOW_VOLUME
 746    
 747  End
 748  
 749  ;------------------------------------------------------------------------------
 750  Object BridgeScaffoldSupport02
 751  
 752    ; *** ART Parameters ***
 753    Draw                = W3DModelDraw ModuleTag_01
 754      DefaultConditionState
 755        Model           = CBBridScaf02_B
 756      End
 757    End
 758  
 759      ; ***DESIGN parameters ***
 760    EditorSorting       = SYSTEM ; not available in the editor.
 761  
 762    ; *** ENGINEERING Parameters ***  
 763    KindOf              = NONE
 764  
 765    Behavior            = BridgeScaffoldBehavior ModuleTag_02
 766      ;<NO DATA>
 767    End
 768    
 769    Geometry            = BOX
 770    GeometryMajorRadius = 37.0
 771    GeometryMinorRadius = 58.0
 772    GeometryHeight      = 30.0
 773    GeometryIsSmall     = No
 774    Shadow              = SHADOW_VOLUME
 775    
 776  End
 777  
 778  ; -----------------------------------------------------------------------------
 779  Object WaveGuide
 780    
 781    ; *** ART Parameters ***
 782    
 783    ; *** DESIGN Parameters ***
 784    EditorSorting       = SYSTEM
 785  
 786    ; *** AUDIO Parameters ***
 787      
 788    ; *** ENGINEERING Parameters ***
 789    KindOf              = WAVEGUIDE
 790    Body                = ImmortalBody ModuleTag_01
 791      MaxHealth         = 1.0
 792      InitialHealth     = 1.0
 793    End  
 794    Behavior = AIUpdateInterface ModuleTag_02
 795    End
 796    Locomotor         = SET_NORMAL WaterWaveLocomotor
 797  
 798    Behavior            = PhysicsBehavior ModuleTag_03
 799      Mass              = 50.0
 800    End
 801    Behavior = WaveGuideUpdate ModuleTag_04
 802      WaveDelay                  = 750    ;(in milliseconds)delay till wave starts moving
 803      YSize                      = 650.0  ;size in Y
 804      LinearWaveSpacing          = 15.0   ;linear waves get pushed up at these intervals across
 805      WaveBendMagnitude          = 500.0  ;shape of wave (larger # = more flat and 0 = straight line)
 806      WaterVelocity              = 2.7    ;in dist per sec, velocity to "push up" the water 
 807      PreferredHeight            = 37.3   ;water level we want to be after the wave
 808      ShorelineEffectDistance     = 5.0   ;this far behind the wave we "hit" the shores
 809      DamageRadius               = 25.0   ;damage things this far from us
 810      DamageAmount               = 99999  ;do this much damage
 811      ToppleForce                = 0.25   ;force strength we topple things with
 812      RandomSplashSound          = WaveRandomSplash
 813      RandomSplashSoundFrequency = 50     ;every so often a # from 1-100 is chosen, if above this number the sound will play
 814      BridgeParticle             = WaveHitBridge01 ;particle system when wave hits a bridge
 815      BridgeParticleAngleFudge   = -95.0  ;angle to offset the bridge particle angle
 816      LoopingSound               = DamBreakWaveLoop
 817    End 
 818    Geometry            = SPHERE
 819    GeometryMajorRadius = 1.0
 820    GeometryIsSmall     = Yes
 821    
 822  End
 823  
 824  
 825  ; -----------------------------------------------------------------------------
 826  Object WaveGuideGLA01
 827    
 828    ; *** ART Parameters ***
 829    
 830    ; *** DESIGN Parameters ***
 831    EditorSorting       = SYSTEM
 832  
 833    ; *** AUDIO Parameters ***
 834      
 835    ; *** ENGINEERING Parameters ***
 836    KindOf              = WAVEGUIDE
 837    Body                = ImmortalBody ModuleTag_01
 838      MaxHealth         = 1.0
 839      InitialHealth     = 1.0
 840    End  
 841    Behavior = AIUpdateInterface ModuleTag_02
 842    End
 843    Locomotor         = SET_NORMAL WaterWaveLocomotor
 844  
 845    Behavior            = PhysicsBehavior ModuleTag_03
 846      Mass              = 50.0
 847    End
 848    Behavior = WaveGuideUpdate ModuleTag_04
 849      WaveDelay                  = 750    ;(in milliseconds)delay till wave starts moving
 850      YSize                      = 650.0  ;size in Y
 851      LinearWaveSpacing          = 15.0   ;linear waves get pushed up at these intervals across
 852      WaveBendMagnitude          = 500.0  ;shape of wave (larger # = more flat and 0 = straight line)
 853      WaterVelocity              = 1.0 ;2.7    ;in dist per sec, velocity to "push up" the water 
 854      PreferredHeight            = 35.0   ;water level we want to be after the wave
 855      ShorelineEffectDistance     = 5.0   ;this far behind the wave we "hit" the shores
 856      DamageRadius               = 25.0   ;damage things this far from us
 857      DamageAmount               = 99999  ;do this much damage
 858      ToppleForce                = 0.25   ;force strength we topple things with
 859      RandomSplashSound          = WaveRandomSplash
 860      RandomSplashSoundFrequency = 50     ;every so often a # from 1-100 is chosen, if above this number the sound will play
 861      BridgeParticle             = WaveHitBridge01 ;particle system when wave hits a bridge
 862      BridgeParticleAngleFudge   = -95.0  ;angle to offset the bridge particle angle
 863      LoopingSound               = DamBreakWaveLoop
 864    End 
 865    Geometry            = SPHERE
 866    GeometryMajorRadius = 1.0
 867    GeometryIsSmall     = Yes
 868    
 869  End
 870  
 871  ; -----------------------------------------------------------------------------
 872  Object NukeTestObject
 873    
 874    ; *** ART Parameters ***
 875    
 876    ; *** DESIGN Parameters ***
 877    EditorSorting       = SYSTEM
 878    
 879    ; *** ENGINEERING Parameters ***
 880    KindOf              = SELECTABLE IMMOBILE
 881    Draw                = W3DModelDraw ModuleTag_01
 882      DefaultConditionState
 883        Model           = SCAttckHnt
 884      End
 885    End
 886  
 887    Body               = ActiveBody ModuleTag_02
 888      MaxHealth        = 1.0
 889      InitialHealth    = 1.0
 890    End
 891  
 892    Behavior = FXListDie ModuleTag_03
 893      DeathTypes = ALL -CRUSHED -SPLATTED
 894      DeathFX = FX_Nuke
 895    End
 896    
 897    Geometry            = SPHERE
 898    GeometryMajorRadius = 1.0
 899    GeometryIsSmall     = Yes
 900    
 901  End
 902  
 903  ; -----------------------------------------------------------------------------
 904  Object FirestormTestObject
 905    
 906    ; *** ART Parameters ***
 907    
 908    ; *** DESIGN Parameters ***
 909    EditorSorting       = SYSTEM
 910    
 911    ; *** ENGINEERING Parameters ***
 912    KindOf              = SELECTABLE IMMOBILE
 913    Draw                = W3DModelDraw ModuleTag_01
 914      DefaultConditionState
 915        Model           = SCAttckHnt
 916      End
 917    End
 918  
 919    Body               = ActiveBody ModuleTag_02
 920      MaxHealth        = 1.0
 921      InitialHealth    = 1.0
 922    End
 923  
 924    Behavior = FXListDie ModuleTag_03
 925      DeathTypes = ALL -CRUSHED -SPLATTED
 926      DeathFX = FX_FireStorm
 927    End
 928    
 929    Geometry            = SPHERE
 930    GeometryMajorRadius = 1.0
 931    GeometryIsSmall     = Yes
 932    
 933  End
 934  
 935  ;------------------------------------------------------------------------------
 936  Object FlamingInfantry
 937  
 938    ; *** ART Parameters ***
 939    Draw = W3DModelDraw ModuleTag_01
 940  
 941      DefaultConditionState
 942        Model = CIBURN_SKN
 943        Animation = CIBURN_SKL.CIBURN_RNA 
 944        AnimationMode = LOOP
 945        Flags = RANDOMSTART
 946        ParticleSysBone = Bone_FX1 FireInfantrySmall
 947      End
 948  
 949      ConditionState = DYING
 950        Animation = CIBURN_SKL.CIBURN_FLA
 951        AnimationMode = ONCE
 952        Flags = START_FRAME_FIRST ; anything not listed will get the default above.  Random would be bad.
 953        ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration)
 954        ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122
 955        ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134
 956        ParticleSysBone = Bone_FX3 FireInfantrySmallSub4 ; 135 - 179
 957        ParticleSysBone = Bone_FX5 FireInfantrySmallSub5 ; 180 - 185
 958        ParticleSysBone = Bone_FX6 FireInfantrySmallSub6 ; 186 - 235
 959        ParticleSysBone = Bone_FX5 FireInfantrySmallSub7 ; 236 - 243
 960        ParticleSysBone = Bone_FX8 FireInfantrySmallSub8 ; 244 - 246
 961        ParticleSysBone = Bone_FX7 FireInfantrySmallSub9 ; 247 - 292
 962        ParticleSysBone = Bone_FX8 FireInfantrySmallSub10; 293 - 388
 963        AnimationSpeedFactorRange = 0.85 1.15
 964      End  
 965    End
 966  
 967    ; ***DESIGN parameters ***
 968    Side = Civilian
 969    EditorSorting = SYSTEM
 970    TransportSlotCount = 1
 971    ArmorSet
 972      Conditions      = None
 973      Armor           = HumanArmor
 974      DamageFX        = None
 975    End
 976    VisionRange = 150
 977    DisplayName = OBJECT:FlamingInfantry
 978  
 979    ; *** AUDIO Parameters ***
 980  
 981    ; *** ENGINEERING Parameters ***
 982    RadarPriority = NOT_ON_RADAR
 983    KindOf = CAN_CAST_REFLECTIONS INFANTRY UNATTACKABLE
 984  
 985    Body = ActiveBody ModuleTag_02
 986      MaxHealth       = 50.0
 987      InitialHealth   = 50.0
 988    End
 989  
 990    Behavior = WanderAIUpdate ModuleTag_03
 991    End
 992    Locomotor = SET_NORMAL PanicHumanLocomotor
 993  
 994    Behavior = PhysicsBehavior ModuleTag_04
 995      Mass = 5.0
 996    End
 997  
 998    Behavior = LifetimeUpdate ModuleTag_05
 999      MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles
1000      MaxLifetime = 3000
1001    End
1002  
1003    Behavior = SlowDeathBehavior ModuleTag_06
1004      SinkDelay = 4500
1005      SinkRate = 0.5     ; in Dist/Sec
1006      DestructionDelay = 9500
1007    End
1008  
1009   
1010    Behavior = SquishCollide ModuleTag_07
1011      ;nothing
1012    End
1013  
1014  
1015    Behavior = FXListDie ModuleTag_08
1016      DeathTypes = ALL -CRUSHED -SPLATTED
1017      DeathFX = FX_GIDie
1018    End
1019    Behavior = FXListDie ModuleTag_09
1020      DeathTypes = NONE +CRUSHED +SPLATTED
1021      DeathFX = FX_GIDieCrushed
1022    End
1023  
1024    Geometry = CYLINDER
1025    GeometryMajorRadius = 3.0
1026    GeometryMinorRadius = 3.0
1027    GeometryHeight = 12.0
1028    GeometryIsSmall = Yes
1029  
1030  End
1031  
1032  ;------------------------------------------------------------------------------
1033  Object ToxicInfantry
1034    ; *** ART Parameters ***
1035    Draw = W3DModelDraw ModuleTag_01
1036  
1037      DefaultConditionState
1038        Model = CITOXDTH_SKN
1039        Animation = CITOXDTH_SKL.CITOXDTH_DTA
1040        AnimationSpeedFactorRange = 0.9 1.3
1041        AnimationMode = ONCE
1042      End
1043    End
1044  
1045  
1046    ; ***DESIGN parameters ***
1047    Side = Civilian
1048    EditorSorting = SYSTEM
1049    TransportSlotCount = 1
1050    ArmorSet
1051      Conditions      = None
1052      Armor           = HumanArmor
1053      DamageFX        = None
1054    End
1055    VisionRange = 150
1056    DisplayName = OBJECT:ToxicInfantry
1057  
1058    ; *** AUDIO Parameters ***
1059  
1060    ; *** ENGINEERING Parameters ***
1061    RadarPriority = NOT_ON_RADAR
1062    KindOf = CAN_CAST_REFLECTIONS INFANTRY UNATTACKABLE
1063  
1064    Body = ActiveBody ModuleTag_02
1065      MaxHealth       = 50.0
1066      InitialHealth   = 50.0
1067    End
1068  
1069    Behavior = PhysicsBehavior ModuleTag_04
1070      Mass = 5.0
1071    End
1072  
1073    Behavior = LifetimeUpdate ModuleTag_05
1074      MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles
1075      MaxLifetime = 3000
1076    End
1077  
1078    Behavior = SlowDeathBehavior ModuleTag_06
1079      SinkDelay = 4500
1080      SinkRate = 0.5     ; in Dist/Sec
1081      DestructionDelay = 9500
1082    End
1083  
1084    Behavior = SquishCollide ModuleTag_07
1085      ;nothing
1086    End
1087  
1088    Behavior = FXListDie ModuleTag_08
1089      DeathTypes = ALL -CRUSHED -SPLATTED
1090      DeathFX = FX_GIDie
1091    End
1092    Behavior = FXListDie ModuleTag_09
1093      DeathTypes = NONE +CRUSHED +SPLATTED
1094      DeathFX = FX_GIDieCrushed
1095    End
1096  
1097    Geometry = CYLINDER
1098    GeometryMajorRadius = 3.0
1099    GeometryMinorRadius = 3.0
1100    GeometryHeight = 12.0
1101    GeometryIsSmall = Yes
1102  End
1103  
1104  ;------------------------------------------------------------------------------
1105  ; This object is used when the water wave hits a bridge ... the bridge is
1106  ; replaced with this art that has super special animations of the bridge
1107  ; getting "swept" downstream with the water
1108  ;------------------------------------------------------------------------------
1109  Object WaterWaveBridge
1110  
1111    ; *** ART Parameters ***
1112    Draw = W3DModelDraw ModuleTag_01
1113      DefaultConditionState
1114        Model         = CMFldBrdg_A
1115        Animation     = CMFldBrdg_A.CMFldBrdg_A
1116        AnimationMode = ONCE
1117        Flags         = START_FRAME_FIRST     
1118      End    
1119    End
1120    
1121    ; ***DESIGN parameters ***
1122    EditorSorting   = SYSTEM ; not available in the editor.
1123  
1124    ; *** ENGINEERING Parameters ***  
1125    KindOf              = IMMOBILE
1126  
1127    Geometry            = BOX
1128    GeometryMajorRadius = 1.0
1129    GeometryMinorRadius = 1.0
1130    GeometryHeight      = 1.0
1131    GeometryIsSmall     = Yes
1132    Shadow              = NONE
1133    
1134  End
1135  ;------------------------------------------------------------------------------
1136  Object ToxicInfantryBeta
1137    ; *** ART Parameters ***
1138    Draw = W3DModelDraw ModuleTag_01
1139  
1140      DefaultConditionState
1141        Model = CITOXDTH_SKNB
1142        Animation = CITOXDTH_SKL.CITOXDTH_DTA
1143        AnimationSpeedFactorRange = 0.9 1.3
1144        AnimationMode = ONCE
1145      End
1146    End
1147  
1148  
1149    ; ***DESIGN parameters ***
1150    Side = Civilian
1151    EditorSorting = SYSTEM
1152    TransportSlotCount = 1
1153    ArmorSet
1154      Conditions      = None
1155      Armor           = HumanArmor
1156      DamageFX        = None
1157    End
1158    VisionRange = 150
1159    DisplayName = OBJECT:ToxicInfantry
1160  
1161    ; *** AUDIO Parameters ***
1162  
1163    ; *** ENGINEERING Parameters ***
1164    RadarPriority = NOT_ON_RADAR
1165    KindOf = CAN_CAST_REFLECTIONS INFANTRY UNATTACKABLE
1166  
1167    Body = ActiveBody ModuleTag_02
1168      MaxHealth       = 50.0
1169      InitialHealth   = 50.0
1170    End
1171  
1172    Behavior = PhysicsBehavior ModuleTag_04
1173      Mass = 5.0
1174    End
1175  
1176    Behavior = LifetimeUpdate ModuleTag_05
1177      MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles
1178      MaxLifetime = 3000
1179    End
1180  
1181    Behavior = SlowDeathBehavior ModuleTag_06
1182      SinkDelay = 4500
1183      SinkRate = 0.5     ; in Dist/Sec
1184      DestructionDelay = 9500
1185    End
1186  
1187    Behavior = SquishCollide ModuleTag_07
1188      ;nothing
1189    End
1190  
1191    Behavior = FXListDie ModuleTag_08
1192      DeathTypes = ALL -CRUSHED -SPLATTED
1193      DeathFX = FX_GIDie
1194    End
1195    Behavior = FXListDie ModuleTag_09
1196      DeathTypes = NONE +CRUSHED +SPLATTED
1197      DeathFX = FX_GIDieCrushed
1198    End
1199  
1200    Geometry = CYLINDER
1201    GeometryMajorRadius = 3.0
1202    GeometryMinorRadius = 3.0
1203    GeometryHeight = 12.0
1204    GeometryIsSmall = Yes
1205  End
1206  
1207  ;------------------------------------------------------------------------------
1208  Object FirestormSmall
1209  
1210    ; *** ART Parameters ***
1211    Draw = W3DModelDraw ModuleTag_01
1212      DefaultConditionState
1213        Model = NONE
1214      End
1215    End
1216  
1217    ; ***DESIGN parameters ***
1218    DisplayName     = OBJECT:FireStorm
1219    EditorSorting = SYSTEM
1220    KindOf = IMMOBILE NO_COLLIDE
1221  
1222  ;   ***AUDIO parameters ***
1223  ;  SoundAmbient= FireStormLoop
1224  
1225  
1226    ; *** ENGINEERING Parameters ***  
1227    Body = InactiveBody ModuleTag_02
1228      ;nothing
1229    End
1230    Behavior = FirestormDynamicGeometryInfoUpdate ModuleTag_03
1231      InitialDelay       = 800
1232      InitialHeight      = 10.0
1233      InitialMajorRadius = 1.0
1234  
1235      FinalHeight        = 10.0
1236      FinalMajorRadius   = 90.0
1237  
1238      TransitionTime     = 3000
1239      ReverseAtTransitionTime = Yes
1240  
1241      ScorchSize      = 100.0
1242      ParticleOffsetZ = 0.1
1243      ParticleSystem1 = FireStormMain
1244      ParticleSystem2 = FireStormMainRing
1245      FXList          = FX_FireStorm
1246      
1247      DelayBetweenDamageFrames = 500  ;(in milliseconds)
1248      DamageAmount             = 100.0
1249      
1250    End
1251  
1252    Behavior = LifetimeUpdate ModuleTag_04
1253      MinLifetime = 6000
1254      MaxLifetime = 6000
1255    End
1256    
1257    Geometry            = CYLINDER
1258    GeometryMajorRadius = 1.0
1259    GeometryMinorRadius = 1.0
1260    GeometryHeight      = 1.0
1261    GeometryIsSmall     = No
1262    
1263  End
1264  
1265  ;------------------------------------------------------------------------------
1266  Object BlackNapalmFirestormSmall
1267  
1268    ; *** ART Parameters ***
1269    Draw = W3DModelDraw ModuleTag_01
1270      DefaultConditionState
1271        Model = NONE
1272      End
1273    End
1274  
1275    ; ***DESIGN parameters ***
1276    DisplayName     = OBJECT:FireStorm
1277    EditorSorting = SYSTEM
1278    KindOf = IMMOBILE NO_COLLIDE
1279  
1280    ; ***AUDIO parameters ***
1281  ;  SoundAmbient= FireStormLoop
1282  
1283  
1284    ; *** ENGINEERING Parameters ***  
1285    Body = InactiveBody ModuleTag_02
1286      ;nothing
1287    End
1288    Behavior = FirestormDynamicGeometryInfoUpdate ModuleTag_03
1289      InitialDelay       = 800
1290      InitialHeight      = 10.0
1291      InitialMajorRadius = 1.0
1292  
1293      FinalHeight        = 10.0
1294      FinalMajorRadius   = 90.0
1295  
1296      TransitionTime     = 3000
1297      ReverseAtTransitionTime = Yes
1298  
1299      ScorchSize      = 100.0
1300      ParticleOffsetZ = 0.1
1301      ParticleSystem1 = FireStormMainUpgraded
1302      ParticleSystem2 = FireStormMainRingUpgraded
1303      FXList          = FX_BlackNapalmFireStorm
1304      
1305      DelayBetweenDamageFrames = 500  ;(in milliseconds)
1306      DamageAmount             = 150.0
1307      
1308    End
1309  
1310    Behavior = LifetimeUpdate ModuleTag_04
1311      MinLifetime = 6000
1312      MaxLifetime = 6000
1313    End
1314    
1315    Geometry            = CYLINDER
1316    GeometryMajorRadius = 1.0
1317    GeometryMinorRadius = 1.0
1318    GeometryHeight      = 1.0
1319    GeometryIsSmall     = No
1320  End
1321    
1322  ;------------------------------------------------------------------------------
1323  Object FireWallSegment
1324  
1325    ; *** ART Parameters ***
1326    Draw = W3DModelDraw ModuleTag_01
1327      DefaultConditionState
1328        Model = NONE
1329        ParticleSysBone = None FireWallSegmentSystem
1330      End
1331    End
1332  
1333    ; ***DESIGN parameters ***
1334    EditorSorting = SYSTEM
1335    KindOf = NO_COLLIDE UNATTACKABLE
1336  
1337    ; *** ENGINEERING Parameters ***  
1338    Body = ImmortalBody ModuleTag_02
1339      MaxHealth        = 50.0
1340      InitialHealth    = 50.0
1341    End
1342  
1343    Behavior = PhysicsBehavior ModuleTag_03
1344      Mass = 50.0
1345    End
1346    Behavior = WanderAIUpdate ModuleTag_04
1347    End
1348    Locomotor = SET_NORMAL InchForwardLocomotor
1349  
1350    Behavior = FireWeaponUpdate ModuleTag_05
1351      Weapon = FireWallSegmentWeapon
1352    End
1353  
1354    Behavior = DeletionUpdate ModuleTag_06
1355      MinLifetime = 4000
1356      MaxLifetime = 4000
1357    End
1358    
1359    Geometry            = CYLINDER
1360    GeometryMajorRadius = 1.0
1361    GeometryMinorRadius = 1.0
1362    GeometryHeight      = 1.0
1363    GeometryIsSmall     = No
1364    
1365  End
1366  
1367  ;------------------------------------------------------------------------------
1368  Object FireWallSegmentUpgraded
1369  
1370    ; *** ART Parameters ***
1371    Draw = W3DModelDraw ModuleTag_01
1372      DefaultConditionState
1373        Model = NONE
1374        ParticleSysBone = None FireWallSegmentUpgradedSystem
1375      End
1376    End
1377  
1378    ; ***DESIGN parameters ***
1379    EditorSorting = SYSTEM
1380    KindOf = NO_COLLIDE UNATTACKABLE
1381  
1382    ; *** ENGINEERING Parameters ***  
1383    Body = ImmortalBody ModuleTag_02
1384      MaxHealth        = 50.0
1385      InitialHealth    = 50.0
1386    End
1387  
1388    Behavior = PhysicsBehavior ModuleTag_03
1389      Mass = 50.0
1390    End
1391    Behavior = WanderAIUpdate ModuleTag_04
1392    End
1393    Locomotor = SET_NORMAL InchForwardLocomotor
1394  
1395    Behavior = FireWeaponUpdate ModuleTag_05
1396      Weapon = FireWallSegmentUpgradedWeapon
1397    End
1398  
1399    Behavior = DeletionUpdate ModuleTag_06
1400      MinLifetime = 4000
1401      MaxLifetime = 4000
1402    End
1403    
1404    Geometry            = CYLINDER
1405    GeometryMajorRadius = 1.0
1406    GeometryMinorRadius = 1.0
1407    GeometryHeight      = 1.0
1408    GeometryIsSmall     = No
1409    
1410  End
1411  
1412  ;------------------------------------------------------------------------------
1413  Object FireFieldSmall
1414  
1415    ; *** ART Parameters ***
1416    Draw = W3DModelDraw ModuleTag_01
1417      DefaultConditionState
1418        Model = NONE
1419        ParticleSysBone = None InfernoCannonFire
1420        ParticleSysBone = None InfernoCannonFlare
1421        ParticleSysBone = None InfernoCannonRing
1422      End
1423    End
1424  
1425    ; ***DESIGN parameters ***
1426    EditorSorting = SYSTEM
1427    KindOf = IMMOBILE NO_COLLIDE
1428  
1429    ; *** ENGINEERING Parameters ***  
1430    Body = InactiveBody ModuleTag_02
1431      ;nothing
1432    End
1433    Behavior = FireWeaponUpdate ModuleTag_03
1434      Weapon = SmallFireFieldWeapon
1435    End
1436  
1437    Behavior = DeletionUpdate ModuleTag_04
1438      MinLifetime = 2500
1439      MaxLifetime = 2500
1440    End
1441    
1442    Geometry            = CYLINDER
1443    GeometryMajorRadius = 1.0
1444    GeometryMinorRadius = 1.0
1445    GeometryHeight      = 1.0
1446    GeometryIsSmall     = No
1447    
1448  End
1449  
1450  ;------------------------------------------------------------------------------
1451  Object FireFieldUpgradedSmall
1452  
1453    ; *** ART Parameters ***
1454    Draw = W3DModelDraw ModuleTag_01
1455      DefaultConditionState
1456        Model = NONE
1457        ParticleSysBone = None InfernoCannonFireUpgraded
1458        ParticleSysBone = None InfernoCannonFlareUpgraded
1459        ParticleSysBone = None InfernoCannonRingUpgraded
1460      End
1461    End
1462  
1463    ; ***DESIGN parameters ***
1464    EditorSorting = SYSTEM
1465    KindOf = IMMOBILE NO_COLLIDE
1466  
1467    ; *** ENGINEERING Parameters ***  
1468    Body = InactiveBody ModuleTag_02
1469      ;nothing
1470    End
1471    Behavior = FireWeaponUpdate ModuleTag_03
1472      Weapon = SmallFireFieldWeaponUpgraded
1473    End
1474  
1475    Behavior = DeletionUpdate ModuleTag_04
1476      MinLifetime = 2500
1477      MaxLifetime = 2500
1478    End
1479    
1480    Geometry            = CYLINDER
1481    GeometryMajorRadius = 1.0
1482    GeometryMinorRadius = 1.0
1483    GeometryHeight      = 1.0
1484    GeometryIsSmall     = No
1485    
1486  End
1487  
1488  ;------------------------------------------------------------------------------
1489  Object PoisonFieldLarge
1490  
1491    ; *** ART Parameters ***
1492    Draw = W3DModelDraw ModuleTag_01
1493      DefaultConditionState
1494        Model = NONE
1495      End
1496    End
1497  
1498    ; ***DESIGN parameters ***
1499    EditorSorting = SYSTEM
1500    KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
1501    ArmorSet
1502      Conditions      = None
1503      Armor           = HazardousMaterialArmor
1504    End
1505  
1506    ; ***AUDIO parameters ***
1507    SoundAmbient      = ToxicPoolAmbientLoop
1508    SoundDie          = ToxicPoolDie
1509  
1510    ; *** ENGINEERING Parameters ***  
1511    Body = ActiveBody ModuleTag_02
1512      MaxHealth        = 100.0
1513      InitialHealth    = 100.0
1514    End
1515    Behavior = FireWeaponUpdate ModuleTag_03
1516      Weapon = LargePoisonFieldWeapon
1517    End
1518  
1519    Behavior = LifetimeUpdate ModuleTag_04
1520      MinLifetime = 45000  ; 45 seconds
1521      MaxLifetime = 45000
1522    End
1523    
1524    Behavior = FireWeaponUpdate ModuleTag_05
1525      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
1526    End
1527  
1528    Behavior = DestroyDie ModuleTag_06
1529    End
1530  
1531    Geometry            = CYLINDER
1532    GeometryMajorRadius = 70.0
1533    GeometryHeight      = 1.0
1534    GeometryIsSmall     = No
1535    
1536  End
1537  
1538  ;------------------------------------------------------------------------------
1539  Object PoisonFieldMedium
1540  
1541    ; *** ART Parameters ***
1542    Draw = W3DModelDraw ModuleTag_01
1543      DefaultConditionState
1544        Model = NONE
1545      End
1546    End
1547  
1548    ; ***DESIGN parameters ***
1549    EditorSorting = SYSTEM
1550    KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
1551  
1552    ; ***AUDIO parameters ***
1553    SoundAmbient      = ToxicPoolAmbientLoop
1554    SoundDie          = ToxicPoolDie
1555  
1556    ; *** ENGINEERING Parameters ***  
1557    ArmorSet
1558      Conditions      = None
1559      Armor           = HazardousMaterialArmor
1560    End
1561  
1562    ; *** ENGINEERING Parameters ***  
1563    Body = ActiveBody ModuleTag_02
1564      MaxHealth        = 100.0
1565      InitialHealth    = 100.0
1566    End
1567  
1568    Behavior = FireWeaponUpdate ModuleTag_03
1569      Weapon = MediumPoisonFieldWeapon
1570    End
1571  
1572    Behavior = LifetimeUpdate ModuleTag_04
1573      MinLifetime = 30000 ; 30 seconds.
1574      MaxLifetime = 30000
1575    End
1576    
1577    Behavior = FireWeaponUpdate ModuleTag_05
1578      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
1579    End
1580  
1581    Behavior = DestroyDie ModuleTag_06
1582    End
1583  
1584    Geometry            = CYLINDER
1585    GeometryMajorRadius = 40.0
1586    GeometryHeight      = 1.0
1587    GeometryIsSmall     = No
1588    
1589  End
1590  
1591  ;------------------------------------------------------------------------------
1592  Object PoisonFieldSmall
1593  
1594    ; *** ART Parameters ***
1595    Draw = W3DModelDraw ModuleTag_01
1596      DefaultConditionState
1597        Model = NONE
1598      End
1599    End
1600  
1601    ; ***DESIGN parameters ***
1602    EditorSorting = SYSTEM
1603    KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
1604  
1605    ArmorSet
1606      Conditions      = None
1607      Armor           = HazardousMaterialArmor
1608    End
1609  
1610    ; ***AUDIO parameters ***
1611    SoundAmbient      = ToxicPoolAmbientLoop
1612    SoundDie          = ToxicPoolDie
1613  
1614  
1615    ; *** ENGINEERING Parameters ***  
1616    Body = ActiveBody ModuleTag_02
1617      MaxHealth        = 100.0
1618      InitialHealth    = 100.0
1619    End
1620    Behavior = FireWeaponUpdate ModuleTag_03
1621      Weapon = SmallPoisonFieldWeapon
1622    End
1623  
1624    Behavior = LifetimeUpdate ModuleTag_04
1625      MinLifetime = 10000 ; 10 seconds.
1626      MaxLifetime = 10000
1627    End
1628    
1629    Behavior = FireWeaponUpdate ModuleTag_05
1630      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
1631    End
1632  
1633    Behavior = DestroyDie ModuleTag_06
1634    End
1635  
1636    Geometry            = CYLINDER
1637    GeometryMajorRadius = 6.0
1638    GeometryHeight      = 1.0
1639    GeometryIsSmall     = No
1640    
1641  End
1642  
1643  ;------------------------------------------------------------------------------
1644  Object PoisonFieldUpgradedLarge
1645  
1646    ; *** ART Parameters ***
1647    Draw = W3DModelDraw ModuleTag_01
1648      DefaultConditionState
1649        Model = NONE
1650      End
1651    End
1652  
1653    ; ***DESIGN parameters ***
1654    EditorSorting = SYSTEM
1655    KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
1656    ArmorSet
1657      Conditions      = None
1658      Armor           = HazardousMaterialArmor
1659    End
1660  
1661    ; ***AUDIO parameters ***
1662    SoundAmbient      = AnthraxPoolAmbientLoop
1663    SoundDie          = AnthraxPoolDie
1664  
1665    ; *** ENGINEERING Parameters ***
1666    Body = ActiveBody ModuleTag_02
1667      MaxHealth        = 120.0
1668      InitialHealth    = 120.0
1669    End
1670    Behavior = FireWeaponUpdate ModuleTag_03
1671      Weapon = LargePoisonFieldWeaponUpgraded
1672    End
1673  
1674    Behavior = LifetimeUpdate ModuleTag_04
1675      MinLifetime = 45000
1676      MaxLifetime = 45000
1677    End
1678    
1679    Behavior = FireWeaponUpdate ModuleTag_05
1680      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
1681    End
1682  
1683    Behavior = DestroyDie ModuleTag_06
1684    End
1685  
1686    Geometry            = CYLINDER
1687    GeometryMajorRadius = 70.0
1688    GeometryHeight      = 1.0
1689    GeometryIsSmall     = No
1690    
1691  End
1692  
1693  ;------------------------------------------------------------------------------
1694  Object PoisonFieldUpgradedMedium
1695  
1696    ; *** ART Parameters ***
1697    Draw = W3DModelDraw ModuleTag_01
1698      DefaultConditionState
1699        Model = NONE
1700      End
1701    End
1702  
1703    ; ***DESIGN parameters ***
1704    EditorSorting = SYSTEM
1705    KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
1706    ArmorSet
1707      Conditions      = None
1708      Armor           = HazardousMaterialArmor
1709    End
1710  
1711    ; ***AUDIO parameters ***
1712    SoundAmbient      = AnthraxPoolAmbientLoop
1713    SoundDie          = AnthraxPoolDie
1714  
1715  
1716    ; *** ENGINEERING Parameters ***
1717    Body = ActiveBody ModuleTag_02
1718      MaxHealth        = 120.0
1719      InitialHealth    = 120.0
1720    End
1721    Behavior = FireWeaponUpdate ModuleTag_03
1722      Weapon = MediumPoisonFieldWeaponUpgraded
1723    End
1724  
1725    Behavior = LifetimeUpdate ModuleTag_04
1726      MinLifetime = 30000
1727      MaxLifetime = 30000
1728    End
1729    
1730    Behavior = FireWeaponUpdate ModuleTag_05
1731      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
1732    End
1733  
1734    Behavior = DestroyDie ModuleTag_06
1735    End
1736  
1737    Geometry            = CYLINDER
1738    GeometryMajorRadius = 40.0
1739    GeometryHeight      = 1.0
1740    GeometryIsSmall     = No
1741    
1742  End
1743  
1744  ;------------------------------------------------------------------------------
1745  Object PoisonFieldUpgradedSmall
1746  
1747    ; *** ART Parameters ***
1748    Draw = W3DModelDraw ModuleTag_01
1749      DefaultConditionState
1750        Model = NONE
1751      End
1752    End
1753  
1754    ; ***DESIGN parameters ***
1755    EditorSorting = SYSTEM
1756    KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
1757    ArmorSet
1758      Conditions      = None
1759      Armor           = HazardousMaterialArmor
1760    End
1761  
1762    ; ***AUDIO parameters ***
1763    SoundAmbient      = AnthraxPoolAmbientLoop
1764    SoundDie          = AnthraxPoolDie
1765  
1766  
1767    ; *** ENGINEERING Parameters ***
1768    Body = ActiveBody ModuleTag_02
1769      MaxHealth        = 120.0
1770      InitialHealth    = 120.0
1771    End
1772    Behavior = FireWeaponUpdate ModuleTag_03
1773      Weapon = SmallPoisonFieldWeaponUpgraded
1774    End
1775  
1776    Behavior = LifetimeUpdate ModuleTag_04
1777      MinLifetime = 10000
1778      MaxLifetime = 10000
1779    End
1780    
1781    Behavior = FireWeaponUpdate ModuleTag_05
1782      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
1783    End
1784  
1785    Behavior = DestroyDie ModuleTag_06
1786    End
1787  
1788    Geometry            = CYLINDER
1789    GeometryMajorRadius = 4.0
1790    GeometryHeight      = 1.0
1791    GeometryIsSmall     = No
1792    
1793  End
1794  
1795  ;------------------------------------------------------------------------------
1796  Object PoisonFieldAnthraxBomb
1797  
1798    ; *** ART Parameters ***
1799    Draw = W3DModelDraw ModuleTag_01
1800      DefaultConditionState
1801        Model = NONE
1802      End
1803    End
1804  
1805    ; ***DESIGN parameters ***
1806    EditorSorting = SYSTEM
1807    KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
1808    ArmorSet
1809      Conditions      = None
1810      Armor           = HazardousMaterialArmor
1811    End
1812  
1813    ; ***AUDIO parameters ***
1814    SoundAmbient      = AnthraxPoolAmbientLoop
1815    SoundDie          = AnthraxPoolDie
1816  
1817    ; *** ENGINEERING Parameters ***
1818    Body = ActiveBody ModuleTag_02
1819      MaxHealth        = 120.0
1820      InitialHealth    = 120.0
1821    End
1822    Behavior = FireWeaponUpdate ModuleTag_03
1823      Weapon = AnthraxBombPoisonFieldWeapon
1824    End
1825  
1826    Behavior = LifetimeUpdate ModuleTag_04
1827      MinLifetime = 60000
1828      MaxLifetime = 60000
1829    End
1830    
1831    Behavior = FireWeaponUpdate ModuleTag_05
1832      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
1833    End
1834  
1835    Behavior = DestroyDie ModuleTag_06
1836    End
1837  
1838    Geometry            = CYLINDER
1839    GeometryMajorRadius = 150.0
1840    GeometryHeight      = 1.0
1841    GeometryIsSmall     = No
1842    
1843  End
1844  
1845  ;------------------------------------------------------------------------------
1846  Object RadiationFieldLarge
1847  
1848    ; *** ART Parameters ***
1849    Draw = W3DModelDraw ModuleTag_01
1850      DefaultConditionState
1851        Model = NONE
1852      End
1853    End
1854  
1855    ; ***DESIGN parameters ***
1856    EditorSorting = SYSTEM
1857    ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE?
1858    KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE
1859    ArmorSet
1860      Conditions      = None
1861      Armor           = HazardousMaterialArmor
1862    End
1863  
1864    ; ***AUDIO parameters ***
1865    SoundAmbient      = RadiationPoolAmbientLoop
1866    SoundDie          = RadiationPoolDie
1867  
1868  
1869    ; *** ENGINEERING Parameters ***  
1870    Body = ActiveBody ModuleTag_02
1871      MaxHealth        = 150.0
1872      InitialHealth    = 150.0
1873    End
1874    Behavior = FireWeaponUpdate ModuleTag_03
1875      Weapon = LargeRadiationFieldWeapon
1876    End
1877  
1878    Behavior = LifetimeUpdate ModuleTag_04
1879      MinLifetime = 30000
1880      MaxLifetime = 30000
1881    End
1882    
1883    Behavior = FireWeaponUpdate ModuleTag_05
1884      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
1885    End
1886  
1887    Behavior = DestroyDie ModuleTag_06
1888    End
1889  
1890    Geometry            = CYLINDER
1891    GeometryMajorRadius = 100.0
1892    GeometryHeight      = 1.0
1893    GeometryIsSmall     = No
1894    
1895  End
1896  
1897  ;------------------------------------------------------------------------------
1898  Object RadiationFieldMedium
1899  
1900    ; *** ART Parameters ***
1901    Draw = W3DModelDraw ModuleTag_01
1902      DefaultConditionState
1903        Model = NONE
1904      End
1905    End
1906  
1907    ; ***DESIGN parameters ***
1908    EditorSorting = SYSTEM
1909    ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE?
1910    KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE
1911    ArmorSet
1912      Conditions      = None
1913      Armor           = HazardousMaterialArmor
1914    End
1915  
1916    ; ***AUDIO parameters ***
1917    SoundAmbient      = RadiationPoolAmbientLoop
1918    SoundDie          = RadiationPoolDie
1919  
1920    ; *** ENGINEERING Parameters ***
1921    Body = ActiveBody ModuleTag_02
1922      MaxHealth        = 120.0
1923      InitialHealth    = 120.0
1924    End
1925    Behavior = FireWeaponUpdate ModuleTag_03
1926      Weapon = MediumRadiationFieldWeapon
1927    End
1928  
1929    Behavior = LifetimeUpdate ModuleTag_04
1930      MinLifetime = 30000
1931      MaxLifetime = 30000
1932    End
1933    
1934    Behavior = FireWeaponUpdate ModuleTag_05
1935      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
1936    End
1937  
1938    Behavior = DestroyDie ModuleTag_06
1939    End
1940  
1941    Geometry            = CYLINDER
1942    GeometryMajorRadius = 25.0
1943    GeometryHeight      = 1.0
1944    GeometryIsSmall     = No
1945    
1946  End
1947  
1948  ;------------------------------------------------------------------------------
1949  Object RadiationFieldSmall
1950  
1951    ; *** ART Parameters ***
1952    Draw = W3DModelDraw ModuleTag_01
1953      DefaultConditionState
1954        Model = NONE
1955      End
1956    End
1957  
1958    ; ***DESIGN parameters ***
1959    EditorSorting = SYSTEM
1960    ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE?
1961    KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE
1962    ArmorSet
1963      Conditions      = None
1964      Armor           = HazardousMaterialArmor
1965    End
1966  
1967    ; ***AUDIO parameters ***
1968    SoundAmbient      = RadiationPoolAmbientLoop
1969    SoundDie          = RadiationPoolDie
1970  
1971  
1972    ; *** ENGINEERING Parameters ***
1973    Body = ActiveBody ModuleTag_02
1974      MaxHealth        = 120.0
1975      InitialHealth    = 120.0
1976    End
1977    Behavior = FireWeaponUpdate ModuleTag_03
1978      Weapon = SmallRadiationFieldWeapon
1979    End
1980  
1981    Behavior = LifetimeUpdate ModuleTag_04
1982      MinLifetime = 2500
1983      MaxLifetime = 2500
1984    End
1985    
1986    Behavior = FireWeaponUpdate ModuleTag_05
1987      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
1988    End
1989  
1990    Behavior = DestroyDie ModuleTag_06
1991    End
1992  
1993    Geometry            = CYLINDER
1994    GeometryMajorRadius = 10.0
1995    GeometryHeight      = 1.0
1996    GeometryIsSmall     = No
1997    
1998  End
1999  
2000  ;------------------------------------------------------------------------------
2001  Object NukeRadiationFieldWeapon
2002  
2003    ; *** ART Parameters ***
2004    Draw = W3DModelDraw ModuleTag_01
2005      DefaultConditionState
2006        Model = NONE
2007      End
2008    End
2009  
2010    ; ***DESIGN parameters ***
2011    EditorSorting = SYSTEM
2012    ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE?
2013    KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE
2014    ArmorSet
2015      Conditions      = None
2016      Armor           = HazardousMaterialArmor
2017    End
2018  
2019    ; ***AUDIO parameters ***
2020    SoundAmbient      = RadiationPoolAmbientLoop
2021    SoundDie          = RadiationPoolDie
2022  
2023  
2024    ; *** ENGINEERING Parameters ***  
2025    Body = ActiveBody ModuleTag_02
2026      MaxHealth        = 150.0
2027      InitialHealth    = 150.0
2028    End
2029    Behavior = FireWeaponUpdate ModuleTag_03
2030      Weapon = NukeRadiationFieldWeapon
2031    End
2032  
2033    Behavior = LifetimeUpdate ModuleTag_04
2034      MinLifetime = 30000
2035      MaxLifetime = 30000
2036    End
2037    
2038    Behavior = FireWeaponUpdate ModuleTag_05
2039      Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
2040    End
2041  
2042    Behavior = DestroyDie ModuleTag_06
2043    End
2044  
2045    Geometry            = CYLINDER
2046    GeometryMajorRadius = 100.0
2047    GeometryHeight      = 1.0
2048    GeometryIsSmall     = No
2049    
2050  End
2051  
2052  ; -----------------------------------------------------------------------------
2053  Object ParticleFXTestObject
2054    
2055    ; *** ART Parameters ***
2056    
2057    ; *** DESIGN Parameters ***
2058    EditorSorting = SYSTEM
2059    
2060    ; *** ENGINEERING Parameters ***
2061    KindOf              = SELECTABLE IMMOBILE
2062    Draw                = W3DModelDraw ModuleTag_01
2063      DefaultConditionState
2064        Model           = SCAttckHnt
2065      End
2066    End
2067  
2068    Body               = ActiveBody ModuleTag_02
2069      MaxHealth        = 1.0
2070      InitialHealth    = 1.0
2071    End
2072  
2073    Behavior = FXListDie ModuleTag_03
2074      DeathTypes = ALL
2075      DeathFX = FX_ParticleTestFX
2076    End
2077    
2078    Geometry            = SPHERE
2079    GeometryMajorRadius = 1.0
2080    GeometryIsSmall     = Yes
2081    
2082  End
2083  
2084  ;------------------------------------------------------------------------------
2085  Object GarrisonGun
2086    
2087    ; *** ART Parameters ***
2088    
2089    ; *** DESIGN Parameters ***
2090    EditorSorting = SYSTEM
2091    
2092    ; *** ENGINEERING Parameters ***
2093    KindOf              = SELECTABLE IMMOBILE
2094    Draw                = W3DModelDraw ModuleTag_01
2095      DefaultConditionState
2096        Model           = EXGunBrrl
2097      End
2098      ConditionState    = FIRING_A
2099        Model           = EXGunBrrl
2100      End
2101    End
2102    Draw                = W3DModelDraw ModuleTag_02
2103      DefaultConditionState
2104        Model           = None
2105      End
2106      ConditionState    = FIRING_A
2107        Model           = EXMzlFlash
2108      End
2109    End
2110  
2111    Body                = InactiveBody ModuleTag_03
2112      ;no data
2113    End
2114    
2115    Geometry            = SPHERE
2116    GeometryMajorRadius = 1.0
2117    GeometryIsSmall     = Yes
2118    
2119  End
2120  
2121  
2122  ;-----------------------------------------------------------------------------
2123  
2124  
2125  ;------------------------------------------------------------------------------
2126  ;------------------------------------------------------------------------------
2127  Object CivilianVehicleTrainGuide
2128  
2129    ; ***DESIGN parameters ***
2130    DisplayName         = OBJECT:TrainGuide
2131    EditorSorting       = SYSTEM
2132  
2133    ; *** AUDIO Parameters ***
2134  
2135    ; *** ENGINEERING Parameters ***  
2136    
2137    Behavior                 = DestroyDie ModuleTag_01
2138      ;<NO DATA>
2139    End
2140  
2141  End
2142  
2143  ;------------------------------------------------------------------------------
2144  Object SpecialEffectsTrainCrashObject
2145    
2146    ; *** ART Parameters ***
2147    IsBridge            = Yes
2148    KindOf              = SELECTABLE IMMOBILE BRIDGE
2149    Draw                = W3DModelDraw ModuleTag_01
2150  
2151      ExtraPublicBone    Splash01                        
2152      ExtraPublicBone    Splash02
2153      ExtraPublicBone    Splash03
2154      ExtraPublicBone    Splash04
2155      ExtraPublicBone    Splash05
2156      ExtraPublicBone    Splash06
2157      ExtraPublicBone    Explosion01
2158      ExtraPublicBone    Smoke01
2159  
2160      DefaultConditionState
2161        Model              = CVTrainCRSH
2162        ;ParticleSysBone    = Smoke01 LocomotiveSteam
2163      End
2164   
2165      ConditionState       = RUBBLE
2166        Model              = CVTrainCRSH
2167        Animation          = CVTrainCRSH.CVTrainCRSH
2168        AnimationMode      = ONCE
2169        ParticleSysBone    = SMOKE01 TrainWreckSmoke
2170        ParticleSysBone    = Crash02 TrainWreckSmoke
2171        ParticleSysBone    = Coal02  TrainWreckSmoke
2172        ParticleSysBone    = Smoke01 LocomotiveSteam
2173  
2174      End
2175  
2176   End
2177  
2178    ;*** AUDIO Parameters ***
2179    SoundDie = TrainWhistle
2180  
2181    ; *** DESIGN Parameters ***
2182    DisplayName         = OBJECT:TrainWreckBridge
2183    EditorSorting       = SYSTEM
2184     ArmorSet
2185      Conditions        = None
2186      Armor             = StructureArmor
2187      DamageFX          = EmptyDamageFX   ; just to avoid an assert
2188    End 
2189  
2190  
2191    ; *** ENGINEERING Parameters ***
2192    KindOf              = SELECTABLE IMMOBILE STRUCTURE BRIDGE LANDMARK_BRIDGE 
2193    Body                = StructureBody ModuleTag_02
2194      MaxHealth         = 2000.0
2195      InitialHealth     = 2000.0
2196    End  
2197  
2198    ClientUpdate        = AnimatedParticleSysBoneClientUpdate ModuleTag_03
2199    End
2200  
2201    Behavior      = FXListDie ModuleTag_04
2202      DeathFX     = FX_SpectacularTrainWreck
2203    End
2204  
2205    Behavior                = BridgeBehavior ModuleTag_05
2206      LateralScaffoldSpeed  = 100.0
2207      VerticalScaffoldSpeed = 70.0
2208      BridgeDieFX           = FX:FX_TrainWreckExplosion         Delay: 3260 Bone:Explosion01
2209  
2210      BridgeDieFX            = FX:FX_TrainWreckSplash         Delay: 5700 Bone:Splash01
2211      BridgeDieFX            = FX:FX_TrainWreckSplash         Delay: 6400 Bone:Splash02
2212      BridgeDieFX            = FX:FX_TrainWreckSplash         Delay: 6630 Bone:Splash03
2213      BridgeDieFX            = FX:FX_TrainWreckSplash         Delay: 7333 Bone:Splash02
2214      BridgeDieFX            = FX:FX_TrainWreckSplash         Delay: 8066 Bone:Splash04
2215      BridgeDieFX            = FX:FX_TrainWreckSplash         Delay: 8360 Bone:Splash05
2216      BridgeDieFX            = FX:FX_TrainWreckSplash         Delay: 9160 Bone:Splash06
2217    End
2218  
2219    Geometry            = BOX
2220    GeometryMajorRadius = 500.0
2221    GeometryMinorRadius = 36.0
2222    GeometryHeight      = 200.0
2223    GeometryIsSmall     = No
2224    Shadow              = SHADOW_VOLUME
2225  End
2226  
2227  ;------------------------------------------------------------------------------
2228  ;This object is used as a generic vision object when we want to reveal
2229  ;shroud areas for players 
2230  ; -----------------------------------------------------------------------------
2231  Object VisionObject
2232  
2233    ; ***DESIGN parameters ***
2234    ShroudClearingRange = 100 ;default value, you can override this in code
2235    EditorSorting       = SYSTEM
2236    KindOf              = NO_COLLIDE IMMOBILE UNATTACKABLE REVEAL_TO_ALL INERT
2237  
2238    SoundAmbient = PingSound
2239  
2240    ; *** ENGINEERING Parameters ***
2241    Body            = ImmortalBody ModuleTag_01
2242      MaxHealth     = 1    
2243      InitialHealth = 1
2244    End
2245  
2246  End
2247  
2248  ;------------------------------------------------------------------------------
2249  Object BaikonurRocketDetonation
2250  
2251    ; *** ART Parameters ***
2252  
2253    ; ***DESIGN parameters ***
2254    VisionRange         = 1000
2255    ShroudClearingRange = 1000 
2256    EditorSorting       = SYSTEM
2257    KindOf              = NO_COLLIDE IMMOBILE UNATTACKABLE
2258  
2259    ; *** AUDIO Parameters ***
2260    
2261    ; *** ENGINEERING Parameters ***
2262    Body = ActiveBody ModuleTag_01
2263      MaxHealth        = 1.0
2264      InitialHealth    = 1.0
2265    End
2266  
2267    Behavior = LifetimeUpdate ModuleTag_02
2268      MinLifetime = 0
2269      MaxLifetime = 0   
2270    End
2271  
2272    Behavior = SpecialPowerCompletionDie ModuleTag_03
2273      SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
2274    End
2275  
2276    Behavior = NeutronMissileSlowDeathBehavior ModuleTag_08
2277      DestructionDelay    = 3501
2278      ScorchMarkSize      = 320
2279      FXList              = FX_BaikonurNuke
2280      
2281      Blast1Enabled       = Yes
2282      Blast1Delay         = 580     ;in milliseconds
2283      Blast1ScorchDelay   = 100     ;in milliseconds
2284      Blast1InnerRadius   = 60.0    ;objects inside this get the full damage
2285      Blast1OuterRadius   = 60.0    ;objects inside this get some of the full damage
2286      Blast1MaxDamage     = 0.0     ;damage within inner radius of blast
2287      Blast1MinDamage     = 0.0     ;always do at least this much damage to objects
2288      Blast1ToppleSpeed   = 0.5     ;higher #'s topple faster
2289      Blast1PushForce     = 10.0    ;higher #'s push more
2290      
2291      Blast2Enabled       = Yes
2292      Blast2Delay         = 660    ;in milliseconds
2293      Blast2ScorchDelay   = 180     ;in milliseconds
2294      Blast2InnerRadius   = 90.0    ;objects inside this get the full damage
2295      Blast2OuterRadius   = 90.0    ;objects inside this get some of the full damage
2296      Blast2MaxDamage     = 0.0     ;damage within inner radius of blast
2297      Blast2MinDamage     = 0.0     ;always do at least this much damage to objects
2298      Blast2ToppleSpeed   = 0.45    ;higher #'s topple faster
2299      Blast2PushForce     = 8.0     ;higher #'s push more
2300      
2301      Blast3Enabled       = Yes
2302      Blast3Delay         = 720    ;in milliseconds
2303      Blast3ScorchDelay   = 260     ;in milliseconds
2304      Blast3InnerRadius   = 120.0   ;objects inside this get the full damage
2305      Blast3OuterRadius   = 120.0   ;objects inside this get some of the full damage
2306      Blast3MaxDamage     = 0.0     ;damage within inner radius of blast
2307      Blast3MinDamage     = 0.0     ;always do at least this much damage to objects
2308      Blast3ToppleSpeed   = 0.42    ;higher #'s topple faster
2309      Blast3PushForce     = 6.0     ;higher #'s push more
2310  
2311      Blast4Enabled       = Yes
2312      Blast4Delay         = 850    ;in milliseconds
2313      Blast4ScorchDelay   = 340     ;in milliseconds
2314      Blast4InnerRadius   = 150.0   ;objects inside this get the full damage
2315      Blast4OuterRadius   = 150.0   ;objects inside this get some of the full damage
2316      Blast4MaxDamage     = 0.0     ;damage within inner radius of blast
2317      Blast4MinDamage     = 0.0     ;always do at least this much damage to objects
2318      Blast4ToppleSpeed   = 0.40    ;higher #'s topple faster
2319      Blast4PushForce     = 6.0     ;higher #'s push more
2320  
2321      Blast5Enabled       = Yes
2322      Blast5Delay         = 1000    ;in milliseconds
2323      Blast5ScorchDelay   = 420     ;in milliseconds
2324      Blast5InnerRadius   = 180.0   ;objects inside this get the full damage
2325      Blast5OuterRadius   = 180.0   ;objects inside this get some of the full damage
2326      Blast5MaxDamage     = 0.0     ;damage within inner radius of blast
2327      Blast5MinDamage     = 0.0     ;always do at least this much damage to objects
2328      Blast5ToppleSpeed   = 0.38    ;higher #'s topple faster
2329      Blast5PushForce     = 6.0     ;higher #'s push more
2330      
2331      Blast6Enabled       = Yes
2332      Blast6Delay         = 1180    ;in milliseconds
2333      Blast6ScorchDelay   = 500     ;in milliseconds
2334      Blast6InnerRadius   = 60.0    ;objects inside this get the full damage
2335      Blast6OuterRadius   = 210.0   ;objects inside this get some of the full damage
2336      Blast6MaxDamage     = 3500.0  ;damage within inner radius of blast
2337      Blast6MinDamage     = 300.0   ;always do at least this much damage to objects
2338      Blast6ToppleSpeed   = 0.35    ;higher #'s topple faster
2339      Blast6PushForce     = 4.0     ;higher #'s push more
2340  
2341      Blast7Enabled       = Yes
2342      Blast7Delay         = 999999  ;in milliseconds, don't do the damage wave
2343      Blast7ScorchDelay   = 620     ;in milliseconds
2344      Blast7OuterRadius   = 210.0   ;objects inside this get some of the full damage
2345  
2346      Blast8Enabled       = Yes
2347      Blast8Delay         = 999999  ;in milliseconds, don't do the damage wave    
2348      Blast8ScorchDelay   = 700     ;in milliseconds
2349      Blast8OuterRadius   = 210.0   ;objects inside this get some of the full damage
2350  
2351      Blast9Enabled       = Yes
2352      Blast9Delay         = 999999  ;in milliseconds, don't do the damage wave    
2353      Blast9ScorchDelay   = 800     ;in milliseconds
2354      Blast9OuterRadius   = 210.0   ;objects inside this get some of the full damage
2355      
2356      OCL            = MIDPOINT   OCL_PoisonFieldLarge
2357  
2358    End
2359  
2360    Geometry = CYLINDER
2361    GeometryIsSmall = Yes
2362    GeometryMajorRadius = 7.0
2363    GeometryHeight = 60.0
2364  
2365  End
2366  
2367  ;------------------------------------------------------------------------------
2368  Object ParticleUplinkCannonTrailRemnant
2369  
2370    ; *** ART Parameters ***
2371  
2372    ; ***DESIGN parameters ***
2373    EditorSorting = SYSTEM
2374    KindOf = NO_COLLIDE UNATTACKABLE IMMOBILE
2375  
2376    ; *** ENGINEERING Parameters ***  
2377    Body = ImmortalBody ModuleTag_01
2378      MaxHealth        = 50.0
2379      InitialHealth    = 50.0
2380    End
2381  
2382    Behavior = FireWeaponUpdate ModuleTag_02
2383      Weapon = ParticleUplinkCannonBeamTrailRemnantWeapon
2384    End
2385  
2386    Behavior = DeletionUpdate ModuleTag_03
2387      MinLifetime = 4000
2388      MaxLifetime = 4000
2389    End
2390  End
2391  
2392  ; ************* Nova System Objects ****************
2393  
2394  ;------------------------------------------------------------------------------
2395  Object BombTruckNukeVision
2396  
2397    ; ***DESIGN parameters ***
2398    VisionRange     = 250.0
2399    EditorSorting   = SYSTEM
2400    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
2401  
2402    ; *** ENGINEERING Parameters ***
2403    Body = ImmortalBody ModuleTag_01
2404      MaxHealth = 1    
2405      InitialHealth = 1
2406    End
2407  
2408    Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02
2409      FinalVision = 0.0 
2410      ShrinkDelay = 20000
2411      ShrinkTime = 2500
2412      ChangeInterval = 50
2413    End
2414  
2415    Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
2416      MinLifetime = 10000   ; InitialDelay + TransitionTime for Vision Update
2417      MaxLifetime = 10000   
2418    End
2419  
2420    Behavior = StealthDetectorUpdate ModuleTag_04
2421      DetectionRate = 500   ; how often to rescan for stealthed things in my sight (msec)
2422    End
2423  End
2424  
2425  ;------------------------------------------------------------------------------
2426  Object NovaShellMapArtillaryShell
2427  
2428    ; *** ART Parameters ***
2429    Draw = W3DModelDraw ModuleTag_01
2430      ConditionState        = NONE
2431        Model               = None ;AVTankShel
2432        ParticleSysBone     = None InfantryStingerMissileLenzflare
2433      End
2434    End
2435  
2436    ; *** AUDIO Parameters ***
2437    ;SoundAmbient = 
2438  
2439    ; ***DESIGN parameters ***
2440    DisplayName       = OBJECT:TankShell
2441    EditorSorting     = SYSTEM
2442    ArmorSet
2443      Armor = ProjectileArmor
2444    End
2445    VisionRange = 0.0  
2446  
2447    ; *** ENGINEERING Parameters ***
2448    KindOf = PROJECTILE
2449    Body = ActiveBody ModuleTag_02
2450      MaxHealth       = 100.0
2451      InitialHealth   = 100.0
2452    End
2453  
2454    Behavior = DestroyDie ModuleTag_03
2455      ;nothing
2456    End
2457      
2458    Behavior = DumbProjectileBehavior ModuleTag_09
2459      DetonateCallsKill = Yes
2460      FirstHeight = 50
2461      SecondHeight = 400
2462      FirstPercentIndent = 20%
2463      SecondPercentIndent = 90%
2464      FlightPathAdjustDistPerSecond   = 0
2465    End
2466  
2467    Behavior = PhysicsBehavior ModuleTag_05
2468      Mass = 10
2469    End
2470  
2471    Behavior = HeightDieUpdate ModuleTag_06
2472      TargetHeight = 400.0
2473      TargetHeightIncludesStructures = Yes
2474      OnlyWhenMovingDown = No
2475      InitialDelay = 1000
2476    End
2477  
2478    Behavior = LifetimeUpdate ModuleTag_10
2479      MinLifetime = 5000   ; min lifetime in msec
2480      MaxLifetime = 5000   ; max lifetime in msec
2481    End
2482  
2483    Geometry = Sphere
2484    GeometryIsSmall = Yes
2485    GeometryMajorRadius = 1.0
2486  
2487  End
2488  
2489  ;------------------------------------------------------------------------------
2490  Object AmericaDozerCommandSetRelease
2491  
2492    ; ***DESIGN parameters ***
2493    VisionRange     = 0.0
2494    EditorSorting   = SYSTEM
2495    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
2496  
2497    ; *** ENGINEERING Parameters ***
2498    Body = InactiveBody ModuleTag_01
2499      ;nothing
2500    End
2501  
2502    Behavior = UpgradeDie  ModuleTag_02
2503      DeathTypes = ALL
2504      UpgradeToRemove = Upgrade_AmericaDozerUpgrade ModuleTag_05
2505    End
2506  
2507    Behavior = UpgradeDie  ModuleTag_03
2508      DeathTypes = ALL
2509      UpgradeToRemove = Upgrade_AmericaDozerUpgradeDefault ModuleTag_06
2510    End
2511  
2512    Behavior = LifetimeUpdate ModuleTag_04
2513      MinLifetime = 50
2514      MaxLifetime = 50
2515    End
2516  
2517  End
2518  
2519  ;------------------------------------------------------------------------------
2520  Object ChinaDozerCommandSetRelease
2521  
2522    ; ***DESIGN parameters ***
2523    VisionRange     = 0.0
2524    EditorSorting   = SYSTEM
2525    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
2526  
2527    ; *** ENGINEERING Parameters ***
2528    Body = InactiveBody ModuleTag_01
2529      ;nothing
2530    End
2531  
2532    Behavior = UpgradeDie  ModuleTag_02
2533      DeathTypes = ALL
2534      UpgradeToRemove = Upgrade_ChinaDozerUpgrade ModuleTag_05
2535    End
2536  
2537    Behavior = UpgradeDie  ModuleTag_03
2538      DeathTypes = ALL
2539      UpgradeToRemove = Upgrade_ChinaDozerUpgradeDefault ModuleTag_06
2540    End
2541  
2542    Behavior = LifetimeUpdate ModuleTag_04
2543      MinLifetime = 50
2544      MaxLifetime = 50
2545    End
2546  
2547  End
2548  
2549  ;------------------------------------------------------------------------------
2550  Object GLAWorkerCommandSetRelease
2551  
2552    ; ***DESIGN parameters ***
2553    VisionRange     = 0.0
2554    EditorSorting   = SYSTEM
2555    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
2556  
2557    ; *** ENGINEERING Parameters ***
2558    Body = InactiveBody ModuleTag_01
2559      ;nothing
2560    End
2561  
2562    Behavior = UpgradeDie  ModuleTag_02
2563      DeathTypes = ALL
2564      UpgradeToRemove = Upgrade_GLAWorkerUpgrade ModuleTag_05
2565    End
2566  
2567    Behavior = UpgradeDie  ModuleTag_03
2568      DeathTypes = ALL
2569      UpgradeToRemove = Upgrade_GLAWorkerUpgradeDefault ModuleTag_06
2570    End
2571  
2572    Behavior = LifetimeUpdate ModuleTag_04
2573      MinLifetime = 50
2574      MaxLifetime = 50
2575    End
2576  
2577  End
2578  
2579  ;------------------------------------------------------------------------------
2580  Object SuperweaponRevealer
2581  
2582    ; ***DESIGN parameters ***
2583    ShroudClearingRange     = 80.0
2584    EditorSorting   = SYSTEM
2585    KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT REVEAL_TO_ALL
2586  
2587    ; *** ENGINEERING Parameters ***
2588    Body = ImmortalBody ModuleTag_01
2589      MaxHealth = 1    
2590      InitialHealth = 1
2591    End
2592  
2593    Geometry            = BOX
2594    GeometryMajorRadius = 10.0
2595    GeometryMinorRadius = 1.0
2596    GeometryHeight      = 3.0
2597    GeometryIsSmall     = No
2598    Shadow              = NONE ; doesn't actually have a model...
2599  
2600  End


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