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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
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