; FILE: System.ini //////////////////////////////////////////////////////////// ; This file contains only objects that are of use to the game code from ; an engineering standpoint. They are not general objects that a designer ; would place in a map. ; ; EVERYTHING in this file should use "EditorSorting = SYSTEM". ; If it doesn't, it shouldn't be in this file. ; ;////////////////////////////////////////////////////////////////////////////// ;------------------------------------------------------------------------------ Object GenericTracer KindOf = DRAWABLE_ONLY EditorSorting = SYSTEM Draw = W3DTracerDraw ModuleTag_01 ;nothing End End ;------------------------------------------------------------------------------ Object GenericRope KindOf = DRAWABLE_ONLY EditorSorting = SYSTEM Draw = W3DRopeDraw ModuleTag_01 ;nothing End End ;------------------------------------------------------------------------------ Object EMPPulseEffectSpheroid KindOf = NO_COLLIDE EditorSorting = SYSTEM Draw = W3DModelDraw ModuleTag_01 ConditionState = None Model = EXEMPSphere Animation = EXEMPSphere.EXEMPSphere End End Behavior = EMPUpdate ModuleTag_02 DisabledDuration = 30000 Lifetime = 3000 StartFadeTime = 300 StartScale = 0.01 TargetScaleMin = 6.00 TargetScaleMax = 7.00 ; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11 StartColor = R:32 G:64 B:255 EndColor = R:0 G:0 B:0 DisableFXParticleSystem = EMPSparks End Geometry = SPHERE GeometryMajorRadius = 30.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object RallyPointMarker ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = SCMRally Animation = SCMRally.SCMRally AnimationMode = LOOP End End ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** End ;------------------------------------------------------------------------------ Object WaypointNode ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = SCMRally Animation = SCMRally.SCMRally AnimationMode = LOOP End End ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** End ;------------------------------------------------------------------------------ Object WaypointLine ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 1.0 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 1.0 ;The total width of beam OuterColor = R:255 G:0 B:0 A:150 ;The outside color of the laser (cool) End ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** End ;------------------------------------------------------------------------------ Object VerticalArrow ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = NO_COLLIDE INERT ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = SCMArrow Animation = SCMArrow.SCMArrow AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 End End Behavior = PhysicsBehavior ModuleTag_02 Mass = 5.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL ArrowLocomotor End ;------------------------------------------------------------------------------ Object HorizontalArrow ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = NO_COLLIDE INERT ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = SCMHArrow Animation = SCMHArrow.SCMHArrow AnimationMode = LOOP End End Behavior = PhysicsBehavior ModuleTag_02 Mass = 5.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL ArrowLocomotor End ;------------------------------------------------------------------------------ Object LockonCursor ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = SCMHArrow ; no animation, thanks End End Scale = 0.5 End ;------------------------------------------------------------------------------ Object MoveHint ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = SCMoveHint End End End ;------------------------------------------------------------------------------ Object AttackHint ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = SCAttckHnt End End End ;------------------------------------------------------------------------------ Object SpySatellitePing ; ***DESIGN parameters *** VisionRange = 300.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 InitialHealth = 1 End Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02 FinalVision = 0.0 ShrinkDelay = 10000 ShrinkTime = 5000 GrowDelay = 0 GrowTime = 1000 GrowInterval = 10 ; Faster than most ChangeInterval = 80 ; Faster than most GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL OpacityMin = 50% OpacityMax = 100% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 //dim blue, additive End End Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 13000 ; InitialDelay + TransitionTime for Vision Update MaxLifetime = 13000 End Behavior = StealthDetectorUpdate ModuleTag_04 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) End End ;------------------------------------------------------------------------------ Object RepairVehiclesInArea_InvisibleMarker_Level1 ; ***DESIGN parameters *** VisionRange = 0.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 InitialHealth = 1 End Behavior = AutoHealBehavior ModuleTag_02 HealingAmount = 150 HealingDelay = 1 ; msec ; essentially sleep forever, since lifetime is 0, below Radius = 100.0f StartsActive = Yes KindOf = VEHICLE SingleBurst = Yes End Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 0 ;one pulse MaxLifetime = 0 End End ;------------------------------------------------------------------------------ Object RepairVehiclesInArea_InvisibleMarker_Level2 ; ***DESIGN parameters *** VisionRange = 0.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 InitialHealth = 1 End Behavior = AutoHealBehavior ModuleTag_02 HealingAmount = 300 HealingDelay = 1 ; msec ; essentially sleep forever, since lifetime is 0, below Radius = 100.0f StartsActive = Yes KindOf = VEHICLE SingleBurst = Yes End Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 0 MaxLifetime = 0 End End ;------------------------------------------------------------------------------ Object RepairVehiclesInArea_InvisibleMarker_Level3 ; ***DESIGN parameters *** VisionRange = 0.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 InitialHealth = 1 End Behavior = AutoHealBehavior ModuleTag_02 HealingAmount = 450 HealingDelay = 1 ; msec ; essentially sleep forever, since lifetime is 0, below Radius = 100.0f StartsActive = Yes KindOf = VEHICLE SingleBurst = Yes End Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 0 MaxLifetime = 0 End End ;------------------------------------------------------------------------------ Object RadarVanPing ; ***DESIGN parameters *** VisionRange = 150.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 InitialHealth = 1 End Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02 FinalVision = 0.0 ShrinkDelay = 7500 ShrinkTime = 2500 ChangeInterval = 50 End Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 ; InitialDelay + TransitionTime for Vision Update MaxLifetime = 10000 End Behavior = StealthDetectorUpdate ModuleTag_04 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) End End ;------------------------------------------------------------------------------ Object SuperweaponPing ; ***DESIGN parameters *** ShroudClearingRange = 150.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 InitialHealth = 1 End Behavior = DeletionUpdate ModuleTag_02 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 ; InitialDelay + TransitionTime for Vision Update MaxLifetime = 10000 End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End ;------------------------------------------------------------------------------ Object SelectIcon ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** ;Scale = 0.5 Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = SCSelect End End End ;------------------------------------------------------------------------------ Object AIMarkTile ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AIPathTile End End Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 5000 ; min lifetime in msec MaxLifetime = 5000 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object AIPathTile ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** Scale = 0.33 Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AIPathTile End End Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 5000 ; min lifetime in msec MaxLifetime = 5000 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object AISearchOpenTile ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AISearchOTile End End Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 5000 ; min lifetime in msec MaxLifetime = 5000 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object AISearchClosedTile ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AISearchCTile End End Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 5000 ; min lifetime in msec MaxLifetime = 5000 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object AICliffTile ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AICliffTile End End End ;------------------------------------------------------------------------------ Object AIWaterTile ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AIWaterTile End End End ;------------------------------------------------------------------------------ Object AIBlockTile ; *** ART Parameters *** ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY ; *** ENGINEERING parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AIBlockTile End End End ;------------------------------------------------------------------------------ Object GenericDebris ; *** ART Parameters *** Draw = W3DDebrisDraw ModuleTag_01 ;nothing End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; *** AUDIO Parameters *** SoundDie = NoSound ; *** ENGINEERING Parameters *** KindOf = UNATTACKABLE Behavior = PhysicsBehavior ModuleTag_03 AllowBouncing = Yes KillWhenRestingOnGround = Yes End Behavior = SlowDeathBehavior ModuleTag_04 SinkDelay = 1000 SinkRate = 1 ; in Dist/Sec DestructionDelay = 2000 End End ;------------------------------------------------------------------------------ Object GenericBridge ; object for the damage system. ; *** ART Parameters *** Draw = W3DDefaultDraw ModuleTag_01 ;nothing End; The bridge system actually draws it. ; ***DESIGN parameters *** EditorSorting = SYSTEM ; not available in the editor. ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFX End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = STRUCTURE IMMOBILE BRIDGE Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End ;------------------------------------------------------------------------------ Object BridgeScaffold01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBBridScaf01_T End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; not available in the editor. ; *** ENGINEERING Parameters *** KindOf = NONE Behavior = BridgeScaffoldBehavior ModuleTag_02 ; End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 58.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BridgeScaffoldSupport01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBBridScaf01_B End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; not available in the editor. ; *** ENGINEERING Parameters *** KindOf = NONE Behavior = BridgeScaffoldBehavior ModuleTag_02 ; End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 58.0 GeometryHeight = 53.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BridgeScaffold02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBBridScaf02_T End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; not available in the editor. ; *** ENGINEERING Parameters *** KindOf = NONE Behavior = BridgeScaffoldBehavior ModuleTag_02 ; End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 58.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BridgeScaffoldSupport02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBBridScaf02_B End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; not available in the editor. ; *** ENGINEERING Parameters *** KindOf = NONE Behavior = BridgeScaffoldBehavior ModuleTag_02 ; End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 58.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ; ----------------------------------------------------------------------------- Object WaveGuide ; *** ART Parameters *** ; *** DESIGN Parameters *** EditorSorting = SYSTEM ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = WAVEGUIDE Body = ImmortalBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = AIUpdateInterface ModuleTag_02 End Locomotor = SET_NORMAL WaterWaveLocomotor Behavior = PhysicsBehavior ModuleTag_03 Mass = 50.0 End Behavior = WaveGuideUpdate ModuleTag_04 WaveDelay = 750 ;(in milliseconds)delay till wave starts moving YSize = 650.0 ;size in Y LinearWaveSpacing = 15.0 ;linear waves get pushed up at these intervals across WaveBendMagnitude = 500.0 ;shape of wave (larger # = more flat and 0 = straight line) WaterVelocity = 2.7 ;in dist per sec, velocity to "push up" the water PreferredHeight = 37.3 ;water level we want to be after the wave ShorelineEffectDistance = 5.0 ;this far behind the wave we "hit" the shores DamageRadius = 25.0 ;damage things this far from us DamageAmount = 99999 ;do this much damage ToppleForce = 0.25 ;force strength we topple things with RandomSplashSound = WaveRandomSplash RandomSplashSoundFrequency = 50 ;every so often a # from 1-100 is chosen, if above this number the sound will play BridgeParticle = WaveHitBridge01 ;particle system when wave hits a bridge BridgeParticleAngleFudge = -95.0 ;angle to offset the bridge particle angle LoopingSound = DamBreakWaveLoop End Geometry = SPHERE GeometryMajorRadius = 1.0 GeometryIsSmall = Yes End ; ----------------------------------------------------------------------------- Object WaveGuideGLA01 ; *** ART Parameters *** ; *** DESIGN Parameters *** EditorSorting = SYSTEM ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = WAVEGUIDE Body = ImmortalBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = AIUpdateInterface ModuleTag_02 End Locomotor = SET_NORMAL WaterWaveLocomotor Behavior = PhysicsBehavior ModuleTag_03 Mass = 50.0 End Behavior = WaveGuideUpdate ModuleTag_04 WaveDelay = 750 ;(in milliseconds)delay till wave starts moving YSize = 650.0 ;size in Y LinearWaveSpacing = 15.0 ;linear waves get pushed up at these intervals across WaveBendMagnitude = 500.0 ;shape of wave (larger # = more flat and 0 = straight line) WaterVelocity = 1.0 ;2.7 ;in dist per sec, velocity to "push up" the water PreferredHeight = 35.0 ;water level we want to be after the wave ShorelineEffectDistance = 5.0 ;this far behind the wave we "hit" the shores DamageRadius = 25.0 ;damage things this far from us DamageAmount = 99999 ;do this much damage ToppleForce = 0.25 ;force strength we topple things with RandomSplashSound = WaveRandomSplash RandomSplashSoundFrequency = 50 ;every so often a # from 1-100 is chosen, if above this number the sound will play BridgeParticle = WaveHitBridge01 ;particle system when wave hits a bridge BridgeParticleAngleFudge = -95.0 ;angle to offset the bridge particle angle LoopingSound = DamBreakWaveLoop End Geometry = SPHERE GeometryMajorRadius = 1.0 GeometryIsSmall = Yes End ; ----------------------------------------------------------------------------- Object NukeTestObject ; *** ART Parameters *** ; *** DESIGN Parameters *** EditorSorting = SYSTEM ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = SCAttckHnt End End Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = FXListDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_Nuke End Geometry = SPHERE GeometryMajorRadius = 1.0 GeometryIsSmall = Yes End ; ----------------------------------------------------------------------------- Object FirestormTestObject ; *** ART Parameters *** ; *** DESIGN Parameters *** EditorSorting = SYSTEM ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = SCAttckHnt End End Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = FXListDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_FireStorm End Geometry = SPHERE GeometryMajorRadius = 1.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object FlamingInfantry ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CIBURN_SKN Animation = CIBURN_SKL.CIBURN_RNA AnimationMode = LOOP Flags = RANDOMSTART ParticleSysBone = Bone_FX1 FireInfantrySmall End ConditionState = DYING Animation = CIBURN_SKL.CIBURN_FLA AnimationMode = ONCE Flags = START_FRAME_FIRST ; anything not listed will get the default above. Random would be bad. ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration) ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122 ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134 ParticleSysBone = Bone_FX3 FireInfantrySmallSub4 ; 135 - 179 ParticleSysBone = Bone_FX5 FireInfantrySmallSub5 ; 180 - 185 ParticleSysBone = Bone_FX6 FireInfantrySmallSub6 ; 186 - 235 ParticleSysBone = Bone_FX5 FireInfantrySmallSub7 ; 236 - 243 ParticleSysBone = Bone_FX8 FireInfantrySmallSub8 ; 244 - 246 ParticleSysBone = Bone_FX7 FireInfantrySmallSub9 ; 247 - 292 ParticleSysBone = Bone_FX8 FireInfantrySmallSub10; 293 - 388 AnimationSpeedFactorRange = 0.85 1.15 End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:FlamingInfantry ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY UNATTACKABLE Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = WanderAIUpdate ModuleTag_03 End Locomotor = SET_NORMAL PanicHumanLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = LifetimeUpdate ModuleTag_05 MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles MaxLifetime = 3000 End Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 4500 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 9500 End Behavior = SquishCollide ModuleTag_07 ;nothing End Behavior = FXListDie ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object ToxicInfantry ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CITOXDTH_SKN Animation = CITOXDTH_SKL.CITOXDTH_DTA AnimationSpeedFactorRange = 0.9 1.3 AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:ToxicInfantry ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY UNATTACKABLE Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = LifetimeUpdate ModuleTag_05 MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles MaxLifetime = 3000 End Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 4500 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 9500 End Behavior = SquishCollide ModuleTag_07 ;nothing End Behavior = FXListDie ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ ; This object is used when the water wave hits a bridge ... the bridge is ; replaced with this art that has super special animations of the bridge ; getting "swept" downstream with the water ;------------------------------------------------------------------------------ Object WaterWaveBridge ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CMFldBrdg_A Animation = CMFldBrdg_A.CMFldBrdg_A AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; not available in the editor. ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes Shadow = NONE End ;------------------------------------------------------------------------------ Object ToxicInfantryBeta ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CITOXDTH_SKNB Animation = CITOXDTH_SKL.CITOXDTH_DTA AnimationSpeedFactorRange = 0.9 1.3 AnimationMode = ONCE End End ; ***DESIGN parameters *** Side = Civilian EditorSorting = SYSTEM TransportSlotCount = 1 ArmorSet Conditions = None Armor = HumanArmor DamageFX = None End VisionRange = 150 DisplayName = OBJECT:ToxicInfantry ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = CAN_CAST_REFLECTIONS INFANTRY UNATTACKABLE Body = ActiveBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = PhysicsBehavior ModuleTag_04 Mass = 5.0 End Behavior = LifetimeUpdate ModuleTag_05 MinLifetime = 3000 ; randomness for these means going out of sync of the animation and particles MaxLifetime = 3000 End Behavior = SlowDeathBehavior ModuleTag_06 SinkDelay = 4500 SinkRate = 0.5 ; in Dist/Sec DestructionDelay = 9500 End Behavior = SquishCollide ModuleTag_07 ;nothing End Behavior = FXListDie ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_GIDie End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_GIDieCrushed End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object FirestormSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** DisplayName = OBJECT:FireStorm EditorSorting = SYSTEM KindOf = IMMOBILE NO_COLLIDE ; ***AUDIO parameters *** ; SoundAmbient= FireStormLoop ; *** ENGINEERING Parameters *** Body = InactiveBody ModuleTag_02 ;nothing End Behavior = FirestormDynamicGeometryInfoUpdate ModuleTag_03 InitialDelay = 800 InitialHeight = 10.0 InitialMajorRadius = 1.0 FinalHeight = 10.0 FinalMajorRadius = 90.0 TransitionTime = 3000 ReverseAtTransitionTime = Yes ScorchSize = 100.0 ParticleOffsetZ = 0.1 ParticleSystem1 = FireStormMain ParticleSystem2 = FireStormMainRing FXList = FX_FireStorm DelayBetweenDamageFrames = 500 ;(in milliseconds) DamageAmount = 100.0 End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 6000 MaxLifetime = 6000 End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object BlackNapalmFirestormSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** DisplayName = OBJECT:FireStorm EditorSorting = SYSTEM KindOf = IMMOBILE NO_COLLIDE ; ***AUDIO parameters *** ; SoundAmbient= FireStormLoop ; *** ENGINEERING Parameters *** Body = InactiveBody ModuleTag_02 ;nothing End Behavior = FirestormDynamicGeometryInfoUpdate ModuleTag_03 InitialDelay = 800 InitialHeight = 10.0 InitialMajorRadius = 1.0 FinalHeight = 10.0 FinalMajorRadius = 90.0 TransitionTime = 3000 ReverseAtTransitionTime = Yes ScorchSize = 100.0 ParticleOffsetZ = 0.1 ParticleSystem1 = FireStormMainUpgraded ParticleSystem2 = FireStormMainRingUpgraded FXList = FX_BlackNapalmFireStorm DelayBetweenDamageFrames = 500 ;(in milliseconds) DamageAmount = 150.0 End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 6000 MaxLifetime = 6000 End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object FireWallSegment ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE ParticleSysBone = None FireWallSegmentSystem End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = NO_COLLIDE UNATTACKABLE ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 50.0 End Behavior = WanderAIUpdate ModuleTag_04 End Locomotor = SET_NORMAL InchForwardLocomotor Behavior = FireWeaponUpdate ModuleTag_05 Weapon = FireWallSegmentWeapon End Behavior = DeletionUpdate ModuleTag_06 MinLifetime = 4000 MaxLifetime = 4000 End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object FireWallSegmentUpgraded ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE ParticleSysBone = None FireWallSegmentUpgradedSystem End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = NO_COLLIDE UNATTACKABLE ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 50.0 End Behavior = WanderAIUpdate ModuleTag_04 End Locomotor = SET_NORMAL InchForwardLocomotor Behavior = FireWeaponUpdate ModuleTag_05 Weapon = FireWallSegmentUpgradedWeapon End Behavior = DeletionUpdate ModuleTag_06 MinLifetime = 4000 MaxLifetime = 4000 End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object FireFieldSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE ParticleSysBone = None InfernoCannonFire ParticleSysBone = None InfernoCannonFlare ParticleSysBone = None InfernoCannonRing End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE NO_COLLIDE ; *** ENGINEERING Parameters *** Body = InactiveBody ModuleTag_02 ;nothing End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = SmallFireFieldWeapon End Behavior = DeletionUpdate ModuleTag_04 MinLifetime = 2500 MaxLifetime = 2500 End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object FireFieldUpgradedSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE ParticleSysBone = None InfernoCannonFireUpgraded ParticleSysBone = None InfernoCannonFlareUpgraded ParticleSysBone = None InfernoCannonRingUpgraded End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE NO_COLLIDE ; *** ENGINEERING Parameters *** Body = InactiveBody ModuleTag_02 ;nothing End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = SmallFireFieldWeaponUpgraded End Behavior = DeletionUpdate ModuleTag_04 MinLifetime = 2500 MaxLifetime = 2500 End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object PoisonFieldLarge ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = ToxicPoolAmbientLoop SoundDie = ToxicPoolDie ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = LargePoisonFieldWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 45000 ; 45 seconds MaxLifetime = 45000 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 70.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object PoisonFieldMedium ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE ; ***AUDIO parameters *** SoundAmbient = ToxicPoolAmbientLoop SoundDie = ToxicPoolDie ; *** ENGINEERING Parameters *** ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = MediumPoisonFieldWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 30000 ; 30 seconds. MaxLifetime = 30000 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 40.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object PoisonFieldSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = ToxicPoolAmbientLoop SoundDie = ToxicPoolDie ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = SmallPoisonFieldWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 10000 ; 10 seconds. MaxLifetime = 10000 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 6.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object PoisonFieldUpgradedLarge ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = AnthraxPoolAmbientLoop SoundDie = AnthraxPoolDie ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = LargePoisonFieldWeaponUpgraded End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 45000 MaxLifetime = 45000 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 70.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object PoisonFieldUpgradedMedium ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = AnthraxPoolAmbientLoop SoundDie = AnthraxPoolDie ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = MediumPoisonFieldWeaponUpgraded End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 30000 MaxLifetime = 30000 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 40.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object PoisonFieldUpgradedSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = AnthraxPoolAmbientLoop SoundDie = AnthraxPoolDie ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = SmallPoisonFieldWeaponUpgraded End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 10000 MaxLifetime = 10000 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 4.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object PoisonFieldAnthraxBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = AnthraxPoolAmbientLoop SoundDie = AnthraxPoolDie ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = AnthraxBombPoisonFieldWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 60000 MaxLifetime = 60000 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 150.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object RadiationFieldLarge ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE? KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = RadiationPoolAmbientLoop SoundDie = RadiationPoolDie ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 150.0 InitialHealth = 150.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = LargeRadiationFieldWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 30000 MaxLifetime = 30000 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 100.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object RadiationFieldMedium ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE? KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = RadiationPoolAmbientLoop SoundDie = RadiationPoolDie ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = MediumRadiationFieldWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 30000 MaxLifetime = 30000 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 25.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object RadiationFieldSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE? KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = RadiationPoolAmbientLoop SoundDie = RadiationPoolDie ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 120.0 InitialHealth = 120.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = SmallRadiationFieldWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 2500 MaxLifetime = 2500 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object NukeRadiationFieldWeapon ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; srj asks: should this also be STICK_TO_TERRAIN_SLOPE? KindOf = IMMOBILE CLEANUP_HAZARD INERT NO_COLLIDE ArmorSet Conditions = None Armor = HazardousMaterialArmor End ; ***AUDIO parameters *** SoundAmbient = RadiationPoolAmbientLoop SoundDie = RadiationPoolDie ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 150.0 InitialHealth = 150.0 End Behavior = FireWeaponUpdate ModuleTag_03 Weapon = NukeRadiationFieldWeapon End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 30000 MaxLifetime = 30000 End Behavior = FireWeaponUpdate ModuleTag_05 Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup End Behavior = DestroyDie ModuleTag_06 End Geometry = CYLINDER GeometryMajorRadius = 100.0 GeometryHeight = 1.0 GeometryIsSmall = No End ; ----------------------------------------------------------------------------- Object ParticleFXTestObject ; *** ART Parameters *** ; *** DESIGN Parameters *** EditorSorting = SYSTEM ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = SCAttckHnt End End Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = FXListDie ModuleTag_03 DeathTypes = ALL DeathFX = FX_ParticleTestFX End Geometry = SPHERE GeometryMajorRadius = 1.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object GarrisonGun ; *** ART Parameters *** ; *** DESIGN Parameters *** EditorSorting = SYSTEM ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXGunBrrl End ConditionState = FIRING_A Model = EXGunBrrl End End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = None End ConditionState = FIRING_A Model = EXMzlFlash End End Body = InactiveBody ModuleTag_03 ;no data End Geometry = SPHERE GeometryMajorRadius = 1.0 GeometryIsSmall = Yes End ;----------------------------------------------------------------------------- ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object CivilianVehicleTrainGuide ; ***DESIGN parameters *** DisplayName = OBJECT:TrainGuide EditorSorting = SYSTEM ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** Behavior = DestroyDie ModuleTag_01 ; End End ;------------------------------------------------------------------------------ Object SpecialEffectsTrainCrashObject ; *** ART Parameters *** IsBridge = Yes KindOf = SELECTABLE IMMOBILE BRIDGE Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone Splash01 ExtraPublicBone Splash02 ExtraPublicBone Splash03 ExtraPublicBone Splash04 ExtraPublicBone Splash05 ExtraPublicBone Splash06 ExtraPublicBone Explosion01 ExtraPublicBone Smoke01 DefaultConditionState Model = CVTrainCRSH ;ParticleSysBone = Smoke01 LocomotiveSteam End ConditionState = RUBBLE Model = CVTrainCRSH Animation = CVTrainCRSH.CVTrainCRSH AnimationMode = ONCE ParticleSysBone = SMOKE01 TrainWreckSmoke ParticleSysBone = Crash02 TrainWreckSmoke ParticleSysBone = Coal02 TrainWreckSmoke ParticleSysBone = Smoke01 LocomotiveSteam End End ;*** AUDIO Parameters *** SoundDie = TrainWhistle ; *** DESIGN Parameters *** DisplayName = OBJECT:TrainWreckBridge EditorSorting = SYSTEM ArmorSet Conditions = None Armor = StructureArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE STRUCTURE BRIDGE LANDMARK_BRIDGE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_03 End Behavior = FXListDie ModuleTag_04 DeathFX = FX_SpectacularTrainWreck End Behavior = BridgeBehavior ModuleTag_05 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 BridgeDieFX = FX:FX_TrainWreckExplosion Delay: 3260 Bone:Explosion01 BridgeDieFX = FX:FX_TrainWreckSplash Delay: 5700 Bone:Splash01 BridgeDieFX = FX:FX_TrainWreckSplash Delay: 6400 Bone:Splash02 BridgeDieFX = FX:FX_TrainWreckSplash Delay: 6630 Bone:Splash03 BridgeDieFX = FX:FX_TrainWreckSplash Delay: 7333 Bone:Splash02 BridgeDieFX = FX:FX_TrainWreckSplash Delay: 8066 Bone:Splash04 BridgeDieFX = FX:FX_TrainWreckSplash Delay: 8360 Bone:Splash05 BridgeDieFX = FX:FX_TrainWreckSplash Delay: 9160 Bone:Splash06 End Geometry = BOX GeometryMajorRadius = 500.0 GeometryMinorRadius = 36.0 GeometryHeight = 200.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;This object is used as a generic vision object when we want to reveal ;shroud areas for players ; ----------------------------------------------------------------------------- Object VisionObject ; ***DESIGN parameters *** ShroudClearingRange = 100 ;default value, you can override this in code EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE REVEAL_TO_ALL INERT SoundAmbient = PingSound ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 InitialHealth = 1 End End ;------------------------------------------------------------------------------ Object BaikonurRocketDetonation ; *** ART Parameters *** ; ***DESIGN parameters *** VisionRange = 1000 ShroudClearingRange = 1000 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 0 MaxLifetime = 0 End Behavior = SpecialPowerCompletionDie ModuleTag_03 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket End Behavior = NeutronMissileSlowDeathBehavior ModuleTag_08 DestructionDelay = 3501 ScorchMarkSize = 320 FXList = FX_BaikonurNuke Blast1Enabled = Yes Blast1Delay = 580 ;in milliseconds Blast1ScorchDelay = 100 ;in milliseconds Blast1InnerRadius = 60.0 ;objects inside this get the full damage Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage Blast1MaxDamage = 0.0 ;damage within inner radius of blast Blast1MinDamage = 0.0 ;always do at least this much damage to objects Blast1ToppleSpeed = 0.5 ;higher #'s topple faster Blast1PushForce = 10.0 ;higher #'s push more Blast2Enabled = Yes Blast2Delay = 660 ;in milliseconds Blast2ScorchDelay = 180 ;in milliseconds Blast2InnerRadius = 90.0 ;objects inside this get the full damage Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage Blast2MaxDamage = 0.0 ;damage within inner radius of blast Blast2MinDamage = 0.0 ;always do at least this much damage to objects Blast2ToppleSpeed = 0.45 ;higher #'s topple faster Blast2PushForce = 8.0 ;higher #'s push more Blast3Enabled = Yes Blast3Delay = 720 ;in milliseconds Blast3ScorchDelay = 260 ;in milliseconds Blast3InnerRadius = 120.0 ;objects inside this get the full damage Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage Blast3MaxDamage = 0.0 ;damage within inner radius of blast Blast3MinDamage = 0.0 ;always do at least this much damage to objects Blast3ToppleSpeed = 0.42 ;higher #'s topple faster Blast3PushForce = 6.0 ;higher #'s push more Blast4Enabled = Yes Blast4Delay = 850 ;in milliseconds Blast4ScorchDelay = 340 ;in milliseconds Blast4InnerRadius = 150.0 ;objects inside this get the full damage Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage Blast4MaxDamage = 0.0 ;damage within inner radius of blast Blast4MinDamage = 0.0 ;always do at least this much damage to objects Blast4ToppleSpeed = 0.40 ;higher #'s topple faster Blast4PushForce = 6.0 ;higher #'s push more Blast5Enabled = Yes Blast5Delay = 1000 ;in milliseconds Blast5ScorchDelay = 420 ;in milliseconds Blast5InnerRadius = 180.0 ;objects inside this get the full damage Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage Blast5MaxDamage = 0.0 ;damage within inner radius of blast Blast5MinDamage = 0.0 ;always do at least this much damage to objects Blast5ToppleSpeed = 0.38 ;higher #'s topple faster Blast5PushForce = 6.0 ;higher #'s push more Blast6Enabled = Yes Blast6Delay = 1180 ;in milliseconds Blast6ScorchDelay = 500 ;in milliseconds Blast6InnerRadius = 60.0 ;objects inside this get the full damage Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ;damage within inner radius of blast Blast6MinDamage = 300.0 ;always do at least this much damage to objects Blast6ToppleSpeed = 0.35 ;higher #'s topple faster Blast6PushForce = 4.0 ;higher #'s push more Blast7Enabled = Yes Blast7Delay = 999999 ;in milliseconds, don't do the damage wave Blast7ScorchDelay = 620 ;in milliseconds Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage Blast8Enabled = Yes Blast8Delay = 999999 ;in milliseconds, don't do the damage wave Blast8ScorchDelay = 700 ;in milliseconds Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage Blast9Enabled = Yes Blast9Delay = 999999 ;in milliseconds, don't do the damage wave Blast9ScorchDelay = 800 ;in milliseconds Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage OCL = MIDPOINT OCL_PoisonFieldLarge End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 60.0 End ;------------------------------------------------------------------------------ Object ParticleUplinkCannonTrailRemnant ; *** ART Parameters *** ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = NO_COLLIDE UNATTACKABLE IMMOBILE ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 50.0 InitialHealth = 50.0 End Behavior = FireWeaponUpdate ModuleTag_02 Weapon = ParticleUplinkCannonBeamTrailRemnantWeapon End Behavior = DeletionUpdate ModuleTag_03 MinLifetime = 4000 MaxLifetime = 4000 End End ; ************* Nova System Objects **************** ;------------------------------------------------------------------------------ Object BombTruckNukeVision ; ***DESIGN parameters *** VisionRange = 250.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 InitialHealth = 1 End Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02 FinalVision = 0.0 ShrinkDelay = 20000 ShrinkTime = 2500 ChangeInterval = 50 End Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 ; InitialDelay + TransitionTime for Vision Update MaxLifetime = 10000 End Behavior = StealthDetectorUpdate ModuleTag_04 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) End End ;------------------------------------------------------------------------------ Object NovaShellMapArtillaryShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = None ;AVTankShel ParticleSysBone = None InfantryStingerMissileLenzflare End End ; *** AUDIO Parameters *** ;SoundAmbient = ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_09 DetonateCallsKill = Yes FirstHeight = 50 SecondHeight = 400 FirstPercentIndent = 20% SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 0 End Behavior = PhysicsBehavior ModuleTag_05 Mass = 10 End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 400.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = No InitialDelay = 1000 End Behavior = LifetimeUpdate ModuleTag_10 MinLifetime = 5000 ; min lifetime in msec MaxLifetime = 5000 ; max lifetime in msec End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object AmericaDozerCommandSetRelease ; ***DESIGN parameters *** VisionRange = 0.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ; *** ENGINEERING Parameters *** Body = InactiveBody ModuleTag_01 ;nothing End Behavior = UpgradeDie ModuleTag_02 DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaDozerUpgrade ModuleTag_05 End Behavior = UpgradeDie ModuleTag_03 DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaDozerUpgradeDefault ModuleTag_06 End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 50 MaxLifetime = 50 End End ;------------------------------------------------------------------------------ Object ChinaDozerCommandSetRelease ; ***DESIGN parameters *** VisionRange = 0.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ; *** ENGINEERING Parameters *** Body = InactiveBody ModuleTag_01 ;nothing End Behavior = UpgradeDie ModuleTag_02 DeathTypes = ALL UpgradeToRemove = Upgrade_ChinaDozerUpgrade ModuleTag_05 End Behavior = UpgradeDie ModuleTag_03 DeathTypes = ALL UpgradeToRemove = Upgrade_ChinaDozerUpgradeDefault ModuleTag_06 End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 50 MaxLifetime = 50 End End ;------------------------------------------------------------------------------ Object GLAWorkerCommandSetRelease ; ***DESIGN parameters *** VisionRange = 0.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ; *** ENGINEERING Parameters *** Body = InactiveBody ModuleTag_01 ;nothing End Behavior = UpgradeDie ModuleTag_02 DeathTypes = ALL UpgradeToRemove = Upgrade_GLAWorkerUpgrade ModuleTag_05 End Behavior = UpgradeDie ModuleTag_03 DeathTypes = ALL UpgradeToRemove = Upgrade_GLAWorkerUpgradeDefault ModuleTag_06 End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 50 MaxLifetime = 50 End End ;------------------------------------------------------------------------------ Object SuperweaponRevealer ; ***DESIGN parameters *** ShroudClearingRange = 80.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT REVEAL_TO_ALL ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 InitialHealth = 1 End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End