;////////////////////////////////////////////////////////////////////////////// ;FILE: ObjectCreationList.ini (SYSTEM) //////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// ; ------------------------------------------------ ObjectCreationList OCL_CreateDamagedBarrel CreateDebris ModelNames = PMBarrel01_D1 Offset = X:0 Y:0 Z:0 Mass = 2 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 5 MaxForceMagnitude = 7 SpinRate = 180 MinForcePitch = 75 MaxForcePitch = 90 ParticleSystem = BlackTrail End End ; ---------------------------------------------- ObjectCreationList OCL_FireWallSegment CreateObject ObjectNames = FireWallSegment Disposition = LIKE_EXISTING INHERIT_VELOCITY PreserveLayer = Yes End End ; ---------------------------------------------- ObjectCreationList OCL_FireWallSegmentUpgraded CreateObject ObjectNames = FireWallSegmentUpgraded Disposition = LIKE_EXISTING INHERIT_VELOCITY PreserveLayer = Yes End End ; ---------------------------------------------- ObjectCreationList OCL_FireFieldSmall CreateObject ObjectNames = FireFieldSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_FireFieldUpgradedSmall CreateObject ObjectNames = FireFieldUpgradedSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldLarge CreateObject ObjectNames = PoisonFieldLarge Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldMedium CreateObject ObjectNames = PoisonFieldMedium Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldSmall CreateObject ObjectNames = PoisonFieldSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldAnthraxBomb CreateObject ObjectNames = PoisonFieldAnthraxBomb Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldUpgradedLarge CreateObject ObjectNames = PoisonFieldUpgradedLarge Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldUpgradedMedium CreateObject ObjectNames = PoisonFieldUpgradedMedium Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_PoisonFieldUpgradedSmall CreateObject ObjectNames = PoisonFieldUpgradedSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_RadiationFieldLarge CreateObject ObjectNames = RadiationFieldLarge Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_RadiationFieldMedium CreateObject ObjectNames = RadiationFieldMedium Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_RadiationFieldSmall CreateObject ObjectNames = RadiationFieldSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_NukeRadiationField CreateObject ObjectNames = NukeRadiationFieldWeapon Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_FirestormSmall CreateObject ObjectNames = FirestormSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_BlackNapalmFirestormSmall CreateObject ObjectNames = BlackNapalmFirestormSmall Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_TankerTruckExplode CreateDebris ModelNames = CVTanker_d03 Offset = x: -16.887 y:2.588 z: 6.751 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d09 Offset = x: -10.682 y: 4.327 z: 2.929 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d10 Offset = x: -10.682 y: -4.272 z: 2.929 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d11 ; wheel Offset = x: -2.651 y: -4.119 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d12 ; wheel Offset = x: -2.651 y: 4.062 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d13 ; wheel Offset = x: 2.73 y: 4.062 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d14 ; wheel Offset = x: 2.73 y: -4.119 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d15 Offset = x: -7.869 y: .07 z: 3.663 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d16 ; wheel Offset = x: -17.47 y: 4.423 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d17 ; wheel Offset = x: -17.47 y: -4.374 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d20 Offset = x: -.773 y: .07 z: 3.663 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d21 Offset = x: 34.293 y: -.009 z: 3.673 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d22 ; wheel Offset = x: 31.646 y: 4.062 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d23 ; wheel Offset = x: 31.646 y: -4.119 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d24 ; wheel Offset = x: 37.026 y: 4.062 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d25 ; wheel Offset = x: 37.026 y: -4.119 z: 2.203 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d26 Offset = x: 42.924 y: -.016 z: 2.854 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d27 Offset = x: 40.859 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d28 Offset = x: 40.859 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d29 Offset = x: 35.111 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d30 Offset = x: 28.222 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d31 Offset = x: 21.665 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d32 Offset = x: 14.347 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d33 Offset = x: 7.173 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVTanker_d34 Offset = x: -.105 y: .128 z: 13.615 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End End ; ---------------------------------------------- ObjectCreationList OCL_BigRigExplode CreateDebris ModelNames = CVBigRig_d01 Offset = X:-12.5 Y:-2 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d02 Offset = X:-12.5 Y:3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d03 Offset = X:-17 Y:2.5 Z:7 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d04 Offset = X:-20 Y:-1.5 Z:5 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d05 Offset = X:-17 Y:-2.75 Z:7 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d06 Offset = X:-20.5 Y:2 Z:5.5 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d07 Offset = X:-18 Y:-4 Z:4 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d08 Offset = X:-18 Y:4 Z:4 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d09 Offset = X:-10 Y:4 Z:3 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d10 Offset = X:-10 Y:-4 Z:3 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d11 Offset = X:-3 Y:-4 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d12 Offset = X:-3 Y:4 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d13 Offset = X:3 Y:4 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d14 Offset = X:3 Y:-4 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d15 Offset = X:-8 Y:0 Z:3.5 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d16 Offset = X:-17.5 Y:4.5 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d17 Offset = X:-17.5 Y:-4.5 Z:2 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d18 Offset = X:-9 Y:4.5 Z:13.5 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d19 Offset = X:-9 Y:4.5 Z:8 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d03 Offset = X:-1 Y:0 Z:3.5 Mass = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d04 Offset = X:36 Y:3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d05 Offset = X:35 Y:3 Z:13 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d06 Offset = X:35 Y:-3 Z:13 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d03 Offset = X:36 Y:-3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d04 Offset = X:19 Y:3.5 Z:13.5 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d05 Offset = X:19 Y:-3.5 Z:13 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d27 Offset = X:18.5 Y:-4 Z:7 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d28 Offset = X:34 Y:0 Z:3.5 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d03 Offset = X:4 Y:-3.5 Z:13 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d04 Offset = X:4 Y:3 Z:13 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d05 Offset = X:2 Y:3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d06 Offset = X:2 Y:-3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d33 Offset = X:31.5 Y:4 Z:2 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d34 Offset = X:31.5 Y:-4 Z:2 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d35 Offset = X:37 Y:4 Z:2 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d36 Offset = X:37 Y:-4 Z:2 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d37 Offset = X:43 Y:0 Z:3 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End CreateDebris ModelNames = CVBigRig_d38 Offset = X:19 Y:3 Z:8 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End End ; ---------------------------------------------- ObjectCreationList OCL_PoliceCarExplode CreateDebris ModelNames = CVPoliceCar_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X08 Offset = X:-7.615 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X09 Offset = X:-2.032 Y:3.638 Z:3.925 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X10 Offset = X:0.776 Y:-0.960 Z:5.601 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X12 Offset = X:-1.164 Y:-1.128 Z:7.401 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X13 Offset = X:-1.164 Y:-1.498 Z:7.401 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X14 Offset = X:-3.074 Y:-0.303 Z:6.468 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X15 Offset = X:2.602 Y:3.652 Z:3.923 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = CVPoliceCar_X16 Offset = X:-9.828 Y:-1.889 Z:2.636 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Crusader tank ObjectCreationList OCL_CrusaderTank_CrushEffect CreateObject ObjectNames = DeadCrusaderHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Technical Jeep ObjectCreationList OCL_TechnicalJeep_CrushEffect CreateObject ObjectNames = DeadTechnicalJeepHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Technical Van ObjectCreationList OCL_TechnicalVan_CrushEffect CreateObject ObjectNames = DeadTechnicalVanHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Technical Truck ObjectCreationList OCL_TechnicalTruck_CrushEffect CreateObject ObjectNames = DeadTechnicalTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Technical Truck ObjectCreationList OCL_RocketBuggy_CrushEffect CreateObject ObjectNames = DeadRocketBuggyHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_SCUDLauncherDeathEffect CreateObject ObjectNames = DeadSCUDLauncherHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVScudLchr_d2 Offset = X:17.58 Y:1.971 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVScudLchr_d3 Offset = X:8.581 Y:1.943 Z:9.081 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVScudLchr_d4 Offset = X:-9.828 Y:-1.889 Z:2.636 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_SCUDLauncherDeathEffect CreateObject ObjectNames = DeadSCUDLauncherHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVScudLchr_d2 Offset = X:17.58 Y:1.971 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVScudLchr_d3 Offset = X:8.581 Y:1.943 Z:9.081 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVScudLchr_d4 Offset = X:-9.828 Y:-1.889 Z:2.636 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End End ; --------------------------------------------------------------------------------------- ; The crushed hulk of the Crusader tank ObjectCreationList OCL_ChinaSupplyTruck_CrushEffect CreateObject ObjectNames = DeadChinaSupplyTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_ChinaSupplyTruckDeathEffect CreateObject ObjectNames = DeadChinaSupplyTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = NVSSupplyTk_d2 Offset = X:-6.544 Y:7.281 Z:11.163 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = NVSSupplyTk_d3 Offset = X:-6.283 Y:5.099 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = NVSSupplyTk_d4 Offset = X:-1.235 Y:-4.169 Z:10.355 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = NVSSupplyTk_d5 Offset = X:5.819 Y:5.481 Z:10.425 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End End ; ------------------------------------------------------------- ObjectCreationList OCL_InfernoCannonDeathEffect CreateObject ObjectNames = InfernoCannonHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = NVInferno_d2 Offset = X:-7.44 Y:0.0 Z:12.79 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVInferno_d3 Offset = X:-17.06 Y:-5.874 Z:12.5 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_ToxinTractorDeathEffect CreateObject ObjectNames = DeadToxinTractorHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVToxinTrk_d2 Offset = X:-4.96 Y:0.0 Z:16.449 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVToxinTrk_d3 Offset = X:8.748 Y:5.123 Z:2.563 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVToxinTrk_d3 Offset = X:8.748 Y:-5.123 Z:2.563 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVToxinTrk_d4 Offset = X:-8.734 Y:7.505 Z:5.078 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = UVToxinTrk_d4 Offset = X:-8.734 Y:-7.505 Z:5.078 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = UVToxinTrk_d5 Offset = X:1.886 Y:4.701 Z:6.593 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End CreateDebris ModelNames = UVToxinTrk_d5 Offset = X:1.886 Y:-4.701 Z:6.593 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_GLAPOWTruckDeathEffect CreateObject ObjectNames = DeadGLAPOWTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVPOWTruck_d2 Offset = X:4.807 Y:0.0 Z:12.799 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:11.005 Y:6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:11.005 Y:-6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:-7.348 Y:6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:-7.348 Y:-6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:13.758 Y:6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVPOWTruck_d3 Offset = X:-13.758 Y:-6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_ChinaPOWTruckDeathEffect CreateObject ObjectNames = DeadChinaPOWTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = NVPOWTrck_d2 Offset = X:10.298 Y:0.002 Z:13.928 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = NVPOWTrck_d3 Offset = X:-11.159 Y:5.155 Z:2.16 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = NVPOWTrck_d4 Offset = X:11.51 Y:-5.176 Z:2.16 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = NVPOWTrck_d5 Offset = X:-11.159 Y:-5.155 Z:2.16 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_BombTruckDeathEffect CreateObject ObjectNames = DeadBombTruckHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVBmbTruk_d2 Offset = X:-7.248 Y:6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVBmbTruk_d2 Offset = X:-7.248 Y:-6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVBmbTruk_d2 Offset = X:-13.758 Y:6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVBmbTruk_d2 Offset = X:-13.758 Y:-6.75 Z:2.645 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVBmbTruk_d3 Offset = X:19.09 Y:0.0 Z:3.863 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = UVBmbTruk_d4 Offset = X:-18.792 Y:0.0 Z:3.863 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.83333333333 End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_GenericTankDeathEffect CreateObject ObjectNames = DeadCrusaderHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = GXMammoth_D01 Offset = X:17.58 Y:1.971 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D02 Offset = X:8.581 Y:1.943 Z:9.081 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D03 Offset = X:19.641 Y:2.261 Z:10.569 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D04 Offset = X:13.587 Y:-2.29 Z:9.715 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D05 Offset = X:6.764 Y:-2.233 Z:8.873 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.4 End CreateDebris ModelNames = GXMammoth_D06 Offset = X:2.755 Y:-0.99 Z:8.462 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D07 Offset = X:-1.818 Y:-3.702 Z:8.837 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 End CreateDebris ModelNames = GXMammoth_D08 Offset = X:-2.867 Y:-3.701 Z:8.741 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D09 Offset = X:-3.894 Y:0.942 Z:8.463 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 End CreateDebris ModelNames = GXMammoth_D10 Offset = X:2.963 Y:2.839 Z:8.454 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 BounceSound = VehicleDebris End CreateDebris ModelNames = GXMammoth_D11 Offset = X:-4.679 Y:2.206 Z:9.613 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D12 Offset = X:-3.606 Y:-3.174 Z:10.986 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_MaruaderTankDeathEffect CreateObject ObjectNames = DeadMarauderHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVMarauder_D2 Offset = X:21.593 Y:-0.018 Z:9.867 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVMarauder_D3 Offset = X:-13.092 Y:-9.332 Z:9.367 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End CreateDebris ModelNames = UVMarauder_D4 Offset = X:6.323 Y:-0.027 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_PaladinTankDeathEffect CreateObject ObjectNames = DeadPaladinHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = AVPaladin_D2 Offset = X:-3.599 Y:-0.056 Z:9.982 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End CreateDebris ModelNames = AVPaladin_D3 Offset = X:14.031 Y:0.039 Z:10.322 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = DebrisBigMetal End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_ScorpionTankDeathEffect CreateObject ObjectNames = DeadScorpionHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = AVPowTruck_d2 Offset = X:-4.678 Y:6.497 Z:2.993 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = AVPowTruck_d3 Offset = X:-19.262 Y:0 Z:6.23 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = AVPowTruck_d4 Offset = X:8.721 Y:0.131 Z:14.81 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_MilitiaTankDeathEffect CreateObject ObjectNames = DestroyedMilitiaTank Offset = X:-4.2 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = CVTank_D2 Offset = X:-2.647 Y:0.0 Z:6.966 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = CVTank_D3 Offset = X:6.929 Y:0.015 Z:8.772 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End CreateDebris ModelNames = CVTank_D4 Offset = X:-2.503 Y:-1.224 Z:12.018 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 BounceSound = VehicleDebris End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_RadarVanDeathEffect CreateObject ObjectNames = DeadRadarVanHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVRadarVan_d2 Offset = X:-9.721 Y:-3.801 Z:22.679 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVRadarVan_d3 Offset = X:8.551 Y:0.072 Z:16.693 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVRadarVan_d4 Offset = X:9.495 Y:5.169 Z:2.185 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_QuadCannonDeathEffect CreateObject ObjectNames = DeadQuadCannonHulk Offset = X:0 Y:0 Z:0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End CreateDebris ModelNames = UVQuadCann_d2 Offset = X:-9.721 Y:-3.801 Z:22.679 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVQuadCann_d3 Offset = X:8.551 Y:0.072 Z:16.693 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = UVQuadCann_d4 Offset = X:9.495 Y:5.169 Z:2.185 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_QuadCannon_NormalExplosion CreateDebris ModelNames = GXMammoth_D01 Offset = X:17.58 Y:1.971 Z:10.282 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D02 Offset = X:8.581 Y:1.943 Z:9.081 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D03 Offset = X:19.641 Y:2.261 Z:10.569 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D04 Offset = X:13.587 Y:-2.29 Z:9.715 Mass = 5.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End CreateDebris ModelNames = GXMammoth_D05 Offset = X:6.764 Y:-2.233 Z:8.873 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.4 End CreateDebris ModelNames = GXMammoth_D06 Offset = X:2.755 Y:-0.99 Z:8.462 Mass = 7.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 2.3 End End ;--------------------------------------------------------------------------------------- ObjectCreationList OCL_AmericaVehicleTomahawkDie CreateObject ObjectNames = AmericaVehicleTomahawkHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING DispositionIntensity = 0.5 End CreateDebris ModelNames = AVTomahawk_D2 Offset = X:-3.001 Y:5.79 Z:12.829 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = DebrisBigMetal End CreateDebris ModelNames = AVTomahawk_D3 Offset = X:-2.643 Y:-0.349 Z:9.954 Mass = 0.2 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = DebrisBigMetal End CreateDebris ModelNames = AVTomahawk_D4 Offset = X:-3.499 Y:-3.779 Z:8.132 Mass = 1 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = DebrisBigMetal End End ; ---------------------------------------------- ObjectCreationList OCL_ChinaVehicleNukeCannonDie CreateObject ObjectNames = ChinaVehicleNukeCannonHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING DispositionIntensity = 0.5 End CreateDebris ModelNames = NVNukeCn_D2 Offset = X:3.191 Y:0 Z:7.094 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVNukeCn_D3 Offset = X:11.018 Y:0 Z:6.837 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVNukeCn_D4 Offset = X:4.195 Y:-4.84 Z:13.178 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End End ; ---------------------------------------------- ObjectCreationList OCL_FireHydrantExplode CreateObject ObjectNames = WaterSpray Disposition = ON_GROUND_ALIGNED End End ; ---------------------------------------------- ObjectCreationList OCL_GenericCarExplode CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X08 Offset = X:-7.615 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X09 Offset = X:-2.032 Y:3.638 Z:3.925 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X10 Offset = X:0.776 Y:-0.960 Z:5.601 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X12 Offset = X:-3.074 Y:-0.303 Z:6.468 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X13 Offset = X:2.602 Y:3.652 Z:3.923 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X14 Offset = X:-9.828 Y:-1.889 Z:2.636 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_GenericCarFloatDebris CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X08 Offset = X:-7.615 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X09 Offset = X:-2.032 Y:3.638 Z:3.925 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X10 Offset = X:0.776 Y:-0.960 Z:5.601 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X11 Offset = X:-0.897 Y:-3.735 Z:2.994 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X12 Offset = X:-3.074 Y:-0.303 Z:6.468 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X13 Offset = X:2.602 Y:3.652 Z:3.923 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X14 Offset = X:-9.828 Y:-1.889 Z:2.636 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING FLOATING DispositionIntensity = 0.8 End End ; ---------------------------------------------- ObjectCreationList OCL_LimoExplode CreateDebris ModelNames = CVLimo3_D2 Offset = X:-15.962 Y:0.019 Z:4.649 Mass = 40 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 130 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End CreateDebris ModelNames = CVLimo3_D3 Offset = X:13.202 Y:5.126 Z:1.975 Mass = 40 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 130 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End CreateDebris ModelNames = CVLimo3_D4 Offset = X:-12.731 Y:-5.12 Z:1.975 Mass = 40 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 130 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End CreateDebris ModelNames = CVLimo3_D5 Offset = X:13.62 Y:-0.013 Z:5.302 Mass = 40 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 130 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End CreateObject ObjectNames = CarLimo03DeadHull Offset = X:0 Y:0 Z:0 Count = 1 Disposition = RANDOM_FORCE End End ; ---------------------------------------------- ObjectCreationList OCL_SmallStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:5 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:5 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:15 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:15 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:15 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:15 Mass = 40 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:0 Y:0 Z:25 Mass = 40 Count = 10 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:40 Mass = 40 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End End ; ---------------------------------------------- ObjectCreationList OCL_ParticleUplinkDeathFinal ; SlowDeath treats two listings as an OR, so this combines the two it was using. OCL_ABPowerPlantExplode & OCL_AmericanRangerDebris06 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 6 RequiresLivePlayer = Yes End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:0 Y:0 Z:25 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:40 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End End ; ---------------------------------------------- ObjectCreationList OCL_GenericWallSegmentDebris ; @todo srj -- nothing for now. ; CreateDebris ; ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 ; Offset = X:0 Y:0 Z:40 ; Mass = 40 ; Count = 5 ; Disposition = SEND_IT_FLYING ; DispositionIntensity = 3 ; End End ; ----------------------------------------------------------------------------- ; American Rangers can spawn slaved scout drones ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericanScoutDrone CreateObject Offset = X:-8 Y:0 Z:10 ;Spawn at backpack offset ObjectNames = AmericaVehicleScoutDrone IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; Certain American vehicles can spawn slaved battle drones ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericanBattleDrone CreateObject Offset = X:0 Y:0 Z:10 ObjectNames = AmericaVehicleBattleDrone IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; American buildings spawn rangers upon death ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericanRangerDebris01 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 1 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris02 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 2 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris03 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 3 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris04 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 4 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris05 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 2 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris06 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 6 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris07 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 7 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris08 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 8 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris09 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 9 RequiresLivePlayer = Yes End End ObjectCreationList OCL_AmericanRangerDebris10 CreateObject ObjectNames = AmericaInfantryRanger IgnorePrimaryObstacle = Yes Disposition = SEND_IT_OUT DispositionIntensity = 4 Count = 10 RequiresLivePlayer = Yes End End ; ---------------------------------------------- ; The death of a large structure ObjectCreationList OCL_LargeStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:0 Y:0 Z:25 Mass = 40.0 Count = 10 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:40 Mass = 40.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End End ; ---------------------------------------------- ; The death of a larger structure ObjectCreationList OCL_VeryLargeStructureDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:15 Mass = 40.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:-15 Y:15 Z:40 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:15 Y:-15 Z:40 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:-15 Y:-15 Z:40 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:15 Y:15 Z:40 Mass = 40.0 Count = 7 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:80 Mass = 40.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:100 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 7 BounceSound = BuildingDebris End End ; ----------------------------------------------------------------------------- ; America War Factory Debris ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaWarFactoryDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:45 Y:-11 Z:15 Mass = 30.0 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-33 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-11 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-45 Y:-33 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-45 Y:11 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:33 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-11 Z:25 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-33 Z:20 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:-45 Y:-11 Z:20 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:-15 Y:11 Z:20 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End End ; ---------------------------------------------- ObjectCreationList OCL_ABPowerPlantExplode CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:15 Mass = 30.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:0 Y:0 Z:25 Mass = 30.0 Count = 10 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:40 Mass = 30.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_ABStingerSiteDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:5 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:-15 Y:15 Z:5 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:5 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:15 Y:15 Z:5 Mass = 20.0 Count = 3 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:20 Mass = 20.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_ABTunnelNetworkDebris CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:15 Y:-15 Z:0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING DispositionIntensity = 3 End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:-15 Y:15 Z:0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 Offset = X:-15 Y:-15 Z:0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20 Offset = X:15 Y:15 Z:0 Mass = 20.0 Count = 2 Disposition = SEND_IT_FLYING DispositionIntensity = 3 BounceSound = BuildingDebris End CreateDebris ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30 Offset = X:0 Y:0 Z:15 Mass = 20.0 Count = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 5 BounceSound = BuildingDebris End End ; ---------------------------------------------------------------------------- ; GLA Death ; ---------------------------------------------------------------------------- ObjectCreationList OCL_TechnicalAirDeathStart ApplyRandomForce MinForceMagnitude = 60 MaxForceMagnitude = 100 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 120 End CreateDebris ModelNames = UITech_Man_SKN AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3 AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3 AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj) ;ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 70 MaxForcePitch = 80 End End ; ---------------------------------------------------------------------------- ; GLA Terrorist Suicide-bomber Death (the high version) ; ---------------------------------------------------------------------------- ObjectCreationList OCL_TerroristDeathHigh ApplyRandomForce MinForceMagnitude = 50 MaxForceMagnitude = 70 MinForcePitch = 100 MaxForcePitch = 130 SpinRate = 120 End CreateDebris ModelNames = UITRST_SKN AnimationSet = UITRST_SKL.UITRST_DTB1 UITRST_SKL.UITRST_DTB2 UITRST_SKL.UITRST_DTB3 FXFinal = FX_TechnicalGunnerHitsGround OkToChangeModelColor = Yes IgnorePrimaryObstacle = Yes Mass = 5.0 Disposition = RANDOM_FORCE OrientInForceDirection = Yes ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ExtraFriction = -3 ; reduce his ground friction a bit (friction/sec) MinForceMagnitude = 12 MaxForceMagnitude = 15 MinForcePitch = 100 MaxForcePitch = 130 End End ; ---------------------------------------------------------------------------- ; GLARocketBuggy Death ; ---------------------------------------------------------------------------- ObjectCreationList OCL_RocketBuggyAirDeathStart CreateObject ObjectNames = GLARocketBuggyFullDebris Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 200 MinForcePitch = 70 MaxForcePitch = 90 SpinRate = 180 End End ; ---------------------------------------------------------------------------- ObjectCreationList OCL_RocketBuggyAirDeath CreateDebris ModelNames = UVRockBug_D2 ;Tire Mass = 2.0 ExtraBounciness = 0.1 ; positive makes it extra bouncy, negative makes it less bouncy Count = 4 Disposition = RANDOM_FORCE MinForceMagnitude = 4 MaxForceMagnitude = 6 MinForcePitch = 0 MaxForcePitch = 360 SpinRate = 180 End CreateDebris ModelNames = UVRockBug_D3 ; scrap Mass = 4.0 ExtraBounciness = -0.15 ; positive makes it extra bouncy, negative makes it less bouncy Count = 8 Disposition = RANDOM_FORCE MinForceMagnitude = 4 MaxForceMagnitude = 6 MinForcePitch = 0 MaxForcePitch = 360 SpinRate = 180 BounceSound = VehicleDebris End End ; ---------------------------------------------- ObjectCreationList OCL_BuggyRocketScatter CreateObject ObjectNames = RocketBuggyMissileDebris Count = 5 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 60 MinForcePitch = 70 MaxForcePitch = 90 End End ; ---------------------------------------------- ObjectCreationList OCL_BurnedCarHull CreateDebris ModelNames = CVCarHulk Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 200 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 200 BounceSound = DebrisBigMetal End End ; ---------------------------------------------- ObjectCreationList OCL_CarWallExplode CreateDebris ModelNames = CVCarHulk Offset = X:10 Y:0 Z:2 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 20 MaxForceMagnitude = 30 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 100 End CreateDebris ModelNames = CVCarHulk Offset = X:0 Y:0 Z:2 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 20 MaxForceMagnitude = 30 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 100 End CreateDebris ModelNames = CVCarHulk Offset = X:-10 Y:0 Z:2 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 20 MaxForceMagnitude = 30 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 100 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_BurningEmbers CreateObject ObjectNames = BurningEmber Offset = X:0 Y:0 Z:20 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 2 MaxForceMagnitude = 4 MinForcePitch = 60 MaxForcePitch = 70 ExtraBounciness = -1.0 ; we don't want this guy to bounce at all. ExtraFriction = 30 ; or slide (friction/sec) End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_CrusaderTurret CreateDebris ModelNames = AVLeopard_D2 Offset = X:0.491 Y:0.028 Z:7.717 Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 150 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 300 BounceSound = DebrisBigMetal End CreateDebris ModelNames = AVLeopard_D3 Offset = X:15.684 Y:0.942 Z:8.729 Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 150 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 300 BounceSound = DebrisBigMetal End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_OverlordTurret CreateDebris ModelNames = AVCrusader_D2 Count = 1 Mass = 60.0 Disposition = RANDOM_FORCE MinForceMagnitude = 150 MaxForceMagnitude = 225 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 200 BounceSound = DebrisBigMetal End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_OverlordGattlingCannon CreateObject ObjectNames = ChinaTankOverlordGattlingCannon Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_OverlordPropagandaTower CreateObject ObjectNames = ChinaTankOverlordPropagandaTower Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_OverlordBattleBunker CreateObject ObjectNames = ChinaTankOverlordBattleBunker Count = 1 ContainInsideSourceObject = Yes End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_DragonDebris CreateDebris ModelNames = NVDragon_D2 Offset = X:-5.699 Y:3.342 Z:4.488 Count = 1 Mass = 3.5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 BounceSound = VehicleDebris End CreateDebris ModelNames = NVDragon_D2 Offset = X:-5.699 Y:-3.738 Z:4.488 Count = 1 Mass = 40 Disposition = RANDOM_FORCE MinForceMagnitude = 80 MaxForceMagnitude = 100 SpinRate = 180 MinForcePitch = 75 MaxForcePitch = 90 End CreateDebris ModelNames = NVDragon_D2 Offset = X:-7.364 Y:0.0 Z:8.32 Count = 1 Mass = 3.5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 BounceSound = VehicleDebris End CreateDebris ModelNames = NVDragon_D3 Offset = X:3.655 Y:0.0 Z:11.703 Count = 1 Mass = 4.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1 BounceSound = VehicleDebris End CreateObject ObjectNames = ChinaTankDragonDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End End ; ---------------------------------------------- ObjectCreationList OCL_StructureToppleInitial CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End End ; ---------------------------------------------- ObjectCreationList OCL_StructureToppleDelay CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End End ; ---------------------------------------------- ObjectCreationList OCL_StructureToppleCrush CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End End ; ---------------------------------------------- ObjectCreationList OCL_StructureCollapseInitial CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End End ; ---------------------------------------------- ObjectCreationList OCL_StructureCollapseDelay CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X04 Offset = X:5.804 Y:-3.499 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X05 Offset = X:5.815 Y:3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X06 Offset = X:-7.615 Y:-3.508 Z:1.245 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = CVGeneric_X07 Offset = X:-8.281 Y:1.964 Z:3.926 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End End ; ---------------------------------------------- ObjectCreationList OCL_StructureCollapseFinal CreateDebris ModelNames = CVGeneric_X01 Offset = X:6.7 Y:2.098 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X02 Offset = X:6.824 Y:-0.988 Z:2.972 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = CVGeneric_X03 Offset = X:-7.314 Y:-1.325 Z:4.546 Mass = 1.2 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ComancheBlades CreateObject ObjectNames = ComancheBlades Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 SpinRate = 50 MinLifetime = 99999999 ; we destroy in the object collide MaxLifetime = 99999999 ; with ground module End End ; ----------------------------------------------------------------------------- ; Helicopter starting death sequence ; ----------------------------------------------------------------------------- ObjectCreationList OCL_HelicopterStartDeath CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 2.5 End End ; ----------------------------------------------------------------------------- ; Helicopter "blade" explosion phase in a chopper spirialing down to death ; Also, escape pod is ejected ; ----------------------------------------------------------------------------- ObjectCreationList OCL_HelicopterBladeExplosion CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 3 Mass = 10.0 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 ParticleSystem = BuggyDebrisTireTrail End CreateDebris ModelNames = GXMammoth_D05 GXMammoth_D06 GXMammoth_D07 GXMammoth_D08 Count = 3 Mass = 10.0 Disposition = SEND_IT_FLYING DispositionIntensity = 0.1 End End ; ----------------------------------------------------------------------------- ; The helicopter hit ground effect ; ----------------------------------------------------------------------------- ObjectCreationList OCL_HelicopterHitGround CreateDebris ModelNames = AVComanche_D5 ; These are the helicopter blades Count = 4 Mass = 6.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; The helicopter on the ground finally blows up effect ; ----------------------------------------------------------------------------- ObjectCreationList OCL_GroundedHelicopterBlowUp CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D05 GXMammoth_D06 GXMammoth_D07 GXMammoth_D08 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Count = 4 Mass = 5.0 Disposition = SEND_IT_UP DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; Eject a pilot via placing him the ground near the dead hulk. ; ----------------------------------------------------------------------------- ObjectCreationList OCL_EjectPilotOnGround CreateObject ObjectNames = AmericaInfantryPilot IgnorePrimaryObstacle = Yes InheritsVeterancy = Yes Disposition = RANDOM_FORCE MinForceMagnitude = 2 MaxForceMagnitude = 3 MinForcePitch = 50 MaxForcePitch = 60 SpinRate = 0 InvulnerableTime = 2000;milliseconds RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; Eject a pilot via direct paradrop. ; ----------------------------------------------------------------------------- ObjectCreationList OCL_EjectPilotViaParachute CreateObject ObjectNames = AmericaInfantryPilot PutInContainer = AmericaParachute IgnorePrimaryObstacle = Yes InheritsVeterancy = Yes Disposition = RANDOM_FORCE MinForceMagnitude = 10 MaxForceMagnitude = 12 MinForcePitch = 50 MaxForcePitch = 60 SpinRate = 0 InvulnerableTime = 2000;milliseconds RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ; Eject a cinematic pilot via direct paradrop. ; ----------------------------------------------------------------------------- ObjectCreationList OCL_CINE_EjectPilotViaParachute CreateObject ObjectNames = CINE_AmericaInfantryPilot PutInContainer = AmericaParachute IgnorePrimaryObstacle = Yes InheritsVeterancy = Yes Disposition = RANDOM_FORCE MinForceMagnitude = 10 MaxForceMagnitude = 12 MinForcePitch = 50 MaxForcePitch = 60 SpinRate = 0 InvulnerableTime = 2000;milliseconds RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_DaisyCutter DeliverPayload Transport = AmericaJetB52 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 Payload = DaisyCutterBomb DeliveryDistance = 140 DeliveryDecalRadius = 100 DeliveryDecal Texture = SCCFuelAirBomb_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_NeutronMissile FireWeapon Weapon = NeutronMissileWeapon End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ScudStorm Attack WeaponSlot = PRIMARY NumberOfShots = 9 DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius DeliveryDecal Texture = SCCScudStorm_GLA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ArtilleryBarrage1 DeliverPayload Transport = ChinaArtilleryCannon FormationSize = 12 FormationSpacing = 1.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. WeaponErrorRadius = 100 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. VisibleNumBones = 1 ;Number of bones. VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' DeliveryDecalRadius = 125 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ArtilleryBarrage2 DeliverPayload Transport = ChinaArtilleryCannon FormationSize = 24 FormationSpacing = 1.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. WeaponErrorRadius = 100 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. VisibleNumBones = 1 ;Number of bones. VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' DeliveryDecalRadius = 125 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ArtilleryBarrage3 DeliverPayload Transport = ChinaArtilleryCannon FormationSize = 36 FormationSpacing = 1.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DeliveryDistance = 250 ;distance from target allowed to start/stop dropping. WeaponErrorRadius = 100 ; how bad the artillerist is DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!" VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped. VisibleNumBones = 1 ;Number of bones. VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped. VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!' DeliveryDecalRadius = 125 DeliveryDecal Texture = SCCArtilleryBarrage_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_NapalmStrike DeliverPayload Transport = ChinaJetMIGNapalmStriker FormationSize = 5 FormationSpacing = 35.0 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 Payload = NapalmMissile 2 FireWeapon = Yes DeliveryDistance = 300 WeaponConvergenceFactor = 1.0 DeliveryDecalRadius = 100 DeliveryDecal Texture = SCCNapalmStrike_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1 DeliverPayload Transport = AmericaJetA10Thunderbolt FormationSize = 1 FormationSpacing = 35.0 WeaponConvergenceFactor = 0.5 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DropDelay = 500 ;time in between each set of items dropped (if more than one) DeliveryDistance = 450 ;distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped. VisibleNumBones = 6 ;Number of bones. VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. DiveStartDistance = 500 DiveEndDistance = 300 StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range) StrafeLength = 450 StrafeWeaponFX = FX_DamageTankStruckSmallArms DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2 DeliverPayload Transport = AmericaJetA10Thunderbolt FormationSize = 2 FormationSpacing = 35.0 WeaponConvergenceFactor = 0.5 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DropDelay = 500 ;time in between each set of items dropped (if more than one) DeliveryDistance = 450 ;distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped. VisibleNumBones = 6 ;Number of bones. VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. DiveStartDistance = 500 DiveEndDistance = 300 StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range) StrafeLength = 450 StrafeWeaponFX = FX_DamageTankStruckSmallArms DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3 DeliverPayload Transport = AmericaJetA10Thunderbolt FormationSize = 3 FormationSpacing = 35.0 WeaponConvergenceFactor = 0.5 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 ;max attempts DropDelay = 500 ;time in between each set of items dropped (if more than one) DeliveryDistance = 450 ;distance from target allowed to start/stop dropping. VisibleItemsDroppedPerInterval = 2 ;Drops two bombs at a time VisibleDropBoneBaseName = WeaponA ;The bombs are created and dropped at this bone base VisibleSubObjectBaseName = Missile ;The bombs are visible until dropped. VisibleNumBones = 6 ;Number of bones. VisiblePayloadTemplateName = A10ThunderboltMissile ;Created when payload is dropped. VisiblePayloadWeaponTemplate = A10ThunderboltMissileWeapon InheritTransportVelocity = Yes ;The bombs will start at transport velocity. ExitPitchRate = 30 ;The bomb will pitch down. DiveStartDistance = 500 DiveEndDistance = 300 StrafingWeaponSlot = PRIMARY ;Strafe while diving (so long target point is within weapon range) StrafeLength = 450 StrafeWeaponFX = FX_DamageTankStruckSmallArms DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_TerrorCell CreateObject ObjectNames = GLAInfantryTerrorist Count = 5 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 FadeSound = TerrorCellActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RepairVehicles1 CreateObject ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level1 Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RepairVehicles2 CreateObject ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level2 Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RepairVehicles3 CreateObject ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level3 Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_SpySatellite CreateObject ObjectNames = SpySatellitePing Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_SpyDrone CreateObject ObjectNames = AmericaVehicleSpyDrone Disposition = LIKE_EXISTING Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RadarVanScan CreateObject ObjectNames = RadarVanPing Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RebelAmbush1 CreateObject ObjectNames = GLAInfantryRebel Count = 3 ;4 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End CreateObject ObjectNames = GLAInfantryTunnelDefender Count = 1 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RebelAmbush2 CreateObject ObjectNames = GLAInfantryRebel Count = 6 ;8 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End CreateObject ObjectNames = GLAInfantryTunnelDefender Count = 2 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_RebelAmbush3 CreateObject ObjectNames = GLAInfantryRebel Count = 10 ;16 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End CreateObject ObjectNames = GLAInfantryTunnelDefender Count = 6 SpreadFormation = Yes MinDistanceAFormation = 20.0 MinDistanceBFormation = 30.0 MaxDistanceFormation = 400.0 FadeIn = Yes FadeTime = 3000 ; FadeSound = RebelAmbushActivated End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ; The black market nuke doesn't have any art yet so right now it is going ; to use the daisy cutter animation/bomb stuff -- only because this is going ; to be a nuke dropped from a plane ObjectCreationList SUPERWEAPON_BlackMarketNuke DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 Payload = BlackMarketNuke DeliveryDistance = 140 DeliveryDecalRadius = 100 DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_DetonateDirtyNuke CreateObject ObjectNames = CargoTruckNuke MinLifetime = 3000 ; min lifetime in msec MaxLifetime = 3000 ; max lifetime in msec End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_DirtyNuke CreateObject ObjectNames = CargoTruckNuke MinLifetime = 1 ; min lifetime in msec MaxLifetime = 1 ; max lifetime in msec End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ; The anthrax bomb doesn't have any art yet so right now it is going ; to use the daisy cutter animation/bomb stuff -- only because this is going ; to be a nuke dropped from a plane ObjectCreationList SUPERWEAPON_AnthraxBomb DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 Payload = AnthraxBomb DeliveryDistance = 140 DeliveryDecalRadius = 200 DeliveryDecal Texture = SCCAnthraxBomb_GLA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:33 G:255 B:67 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_Paradrop1 DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 150 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 5 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_Paradrop2 DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_Paradrop3 DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = No MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 80 ; time in between each item dropped (if more than one) ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch PutInContainer = AmericaParachute Payload = AmericaInfantryRanger 10 DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery DeliveryDecalRadius = 50 DeliveryDecal Texture = SCCParadrop_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:227 G:229 B:22 A:255 OnlyVisibleToOwningPlayer = Yes End ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_ClusterMines DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:20 Y:20 Z:0 Payload = ClusterMinesBomb 1 DeliveryDistance = 140 DeliveryDecalRadius = 100 DeliveryDecal Texture = SCCClusterMines_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_EMPPulse DeliverPayload Transport = ChinaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:20 Y:20 Z:0 Payload = EMPPulseBomb 1 DeliveryDistance = 150 DeliveryDecalRadius = 200 DeliveryDecal Texture = SCCEMPPulse_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:40 G:110 B:210 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_CrateDrop DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute Payload = 200DollarCrate 10 DeliveryDistance = 250 DeliveryDecalRadius = 100 DeliveryDecal Texture = EXTargeterAlpha Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_CarpetBomb DeliverPayload Transport = AmericaJetB52 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:30 Y:40 Z:0 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) Payload = CarpetBomb 15 DeliveryDistance = 400 DeliveryDecalRadius = 100 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:156 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaSupplyDropZoneCrateDrop DeliverPayload Transport = AmericaJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-5 DropDelay = 350 PutInContainer = AmericaCrateParachute Payload = SupplyDropZoneCrate 6 ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch ; up on the target instead of parachuting to the spot below their drop point. DeliveryDistance = 410 End End ; ----------------------------------------------------------------------------- ; The daisy cutter bomb blows up and releases these objects to continue ; the "weapon bomb" process ; ----------------------------------------------------------------------------- ObjectCreationList OCL_DaisyCutterExplode ; This daisy cutter gas is the actual object that does the damage CreateObject ObjectNames = DaisyCutterGas Disposition = LIKE_EXISTING End ; Random debris for the bomb shell breaking up CreateDebris ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; The EMP bomb blows up and releases these objects to continue ; the "weapon bomb" process ; ----------------------------------------------------------------------------- ObjectCreationList OCL_EMPPulseEffectSpheroids CreateObject ObjectNames = EMPPulseEffectSpheroid Count = 1; Used to be 3... MLorenzen changed, Monday Nov. 11 End End ; ----------------------------------------------------------------------------- ; Infantry who die to flame damage create this ; ----------------------------------------------------------------------------- ObjectCreationList OCL_FlamingInfantry CreateObject ObjectNames = FlamingInfantry Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ----------------------------------------------------------------------------- ; Infantry who die to toxic damage create this ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ToxicInfantry CreateObject ObjectNames = ToxicInfantry Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ----------------------------------------------------------------------------- ; Infantry who die to toxic anthrax beta damage create this ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ToxicInfantryBeta CreateObject ObjectNames = ToxicInfantryBeta Disposition = LIKE_EXISTING SkipIfSignificantlyAirborne = Yes End End ; ----------------------------------------------------------------------------- ; The windmill blades and the roof of the hut for the GLA power plant ; ----------------------------------------------------------------------------- ObjectCreationList OCL_GLAPowerPlantDeathFinal ; Hut roof CreateDebris ModelNames = UBPwrPlant_D2 Offset = X:-9.08 Y:-8.547 Z:16.598 Count = 1 Mass = 50.0 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 150 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = BuildingDebris End ;Windmill blades CreateObject ObjectNames = GLAPowerPlantWindmillBlade Offset = X:-3.532 Y:37.388 Z:27.822 Count = 3 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 150 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 1000 End End ; ----------------------------------------------------------------------------- ; Chunks of Humvee ; ----------------------------------------------------------------------------- ObjectCreationList OCL_InitialHumveeDebris CreateObject ObjectNames = AmericaVehicleHumveeDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End End ObjectCreationList OCL_FinalHumveeDebris CreateDebris ModelNames = AVHUMMER_D2 ;tire Offset = X:-7.098 Y:5.7 Z:2.9 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = AVHUMMER_D2 ;tire Offset = X:10.407 Y:-5.7 Z:2.9 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = AVHUMMER_D3 ;door Offset = X:.071 Y:6.73 Z:7.273 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 60 MaxForcePitch = 70 SpinRate = 90 BounceSound = VehicleDebris End ; Random debris CreateDebris ModelNames = AVHUMMER_D3 ;door Offset = X:.071 Y:-6.73 Z:7.273 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 60 MinForcePitch = 60 MaxForcePitch = 70 SpinRate = 90 BounceSound = VehicleDebris End ;extra generic bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; Chunks of Ambulance ; ----------------------------------------------------------------------------- ObjectCreationList OCL_FinalAmbulanceDebris CreateObject ObjectNames = AmericaVehicleAmbulanceDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End CreateDebris ModelNames = AVAmbulance_D2 ;tire Offset = X:-7.098 Y:5.7 Z:2.9 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = AVAmbulance_D2 ;tire Offset = X:10.407 Y:-5.7 Z:2.9 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = AVAmbulance_D3 ;door Offset = X:.071 Y:6.73 Z:7.273 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 60 MaxForcePitch = 70 SpinRate = 90 BounceSound = VehicleDebris End ; Random debris CreateDebris ModelNames = AVAmbulance_D3 ;door Offset = X:.071 Y:-6.73 Z:7.273 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 60 MinForcePitch = 60 MaxForcePitch = 70 SpinRate = 90 BounceSound = VehicleDebris End ;extra generic bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; Chunks of Troop Crawler ; ----------------------------------------------------------------------------- ObjectCreationList OCL_InitialTroopCrawlerDebris CreateObject ObjectNames = ChinaVehicleTroopCrawlerDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End End ObjectCreationList OCL_FinalTroopCrawlerDebris ;extra generic bits CreateObject ObjectNames = ChinaVehicleTroopCrawlerDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End CreateDebris ModelNames = NVTCRAWLER_D2 ;tire Offset = X:3.869 Y:-6.784 Z:3.215 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D3 ;tire Offset = X:-14.729 Y:-6.924 Z:3.452 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D4 ;tire Offset = X:-15.097 Y:6.728 Z:3.585 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End CreateDebris ModelNames = NVTCRAWLER_D5 ;tire Offset = X:11.096 Y:6.894 Z:3.145 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = VehicleDebris End ;extra generic bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; BattleMaster death ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ChinaTankBattleMasterDebris CreateObject ObjectNames = ChinaVehicleBattleMasterDeadHull Offset = X:0 Y:0.0 Z:0 Count = 1 Disposition = RANDOM_FORCE End CreateDebris ModelNames = NVBtMstr_D2 Offset = X:2.506 Y:0.0 Z:7.044 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVBtMstr_D3 Offset = X:7.366 Y:0.0 Z:9.024 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Extra bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; The radar dish and the gun barrel debris for the overlord tank ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ChinaTankOverlordDebris ; Radar Dish CreateDebris ModelNames = NVOvrlrd_D2 Offset = X:-1.492 Y:0.0 Z:17.946 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Random debris CreateDebris ModelNames = NVOvrlrd_D3 Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Random debris CreateDebris ModelNames = NVOvrlrd_D4 Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Gun Barrel CreateObject ObjectNames = ChinaTankOverlordBarrelDebris Offset = X:-8.84 Y:-7.283 Z:12.54 Count = 1 Disposition = RANDOM_FORCE MinForceMagnitude = 100 MaxForceMagnitude = 150 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 45 End ; Burned out hull CreateObject ObjectNames = ChinaTankOverlordDeadHull Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = RANDOM_FORCE End End ; ----------------------------------------------------------------------------- ; The exploding gattling tank debris ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ChinaTankGattlingDebris CreateObject ObjectNames = DeadChinaGattlingTankHulk Offset = X:-6.62 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING End CreateDebris ModelNames = NVGattTank_D2 ; borrowing a turret body debris from batmaster Offset = X:2.506 Y:0.0 Z:7.044 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 40 MaxForceMagnitude = 50 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End CreateDebris ModelNames = NVGattTank_D3 ; borrowing a turret barrel debris Offset = X:7.366 Y:0.0 Z:9.024 Count = 1 Mass = 20.0 Disposition = RANDOM_FORCE MinForceMagnitude = 50 MaxForceMagnitude = 60 MinForcePitch = 85 MaxForcePitch = 90 SpinRate = 90 BounceSound = DebrisBigMetal End ; Extra bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ; The dam breaking creates the waveguide object ; ----------------------------------------------------------------------------- ObjectCreationList OCL_DamDie CreateObject ObjectNames = WaveGuide Count = 1 Disposition = LIKE_EXISTING End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ChinaDozerExplode CreateObject ObjectNames = ChinaDeadDozerHulk Offset = X:-6.62 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING End CreateDebris ModelNames = nvconstdoz_D2 Offset = X:8.93 Y:0.0 Z:4.13 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End CreateDebris ModelNames = nvconstdoz_D3 Offset = X:5.224 Y:-3.613 Z:10.611 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.6 End CreateDebris ModelNames = nvconstdoz_D4 Offset = X:-2.588 Y:-9.683 Z:3.87 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = AVScrap2 Offset = X:-0.805 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = AVScrap2 Offset = X:-14.235 Y:-3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = AVScrap2 Offset = X:-14.901 Y:1.964 Z:3.926 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = AVScrap5 Offset = X:-14.235 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.7 End CreateDebris ModelNames = AVScrap5 Offset = X:-8.652 Y:3.638 Z:3.925 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = AVScrap5 Offset = X:-5.844 Y:-0.960 Z:5.601 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.7 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaDozerExplode CreateObject ObjectNames = AmericaDeadDozerHulk Offset = X:-7.962 Y:0.0 Z:0.0 Count = 1 Disposition = LIKE_EXISTING End CreateDebris ModelNames = avconstdoz_D2 Offset = X:3.38 Y:-5.0 Z:1.0 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End CreateDebris ModelNames = avconstdoz_D2 Offset = X:-17.962 Y:-5.0 Z:1.0 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End CreateDebris ModelNames = avconstdoz_D2 Offset = X:-17.962 Y:5.0 Z:1.0 Mass = 10 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.8 End CreateDebris ModelNames = avconstdoz_D3 Offset = X:8.93 Y:0.0 Z:4.13 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.6 End CreateDebris ModelNames = avconstdoz_D4 Offset = X:-2.588 Y:-9.683 Z:3.87 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = avconstdoz_D5 Offset = X:-0.805 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = AVScrap2 Offset = X:-14.235 Y:-3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.8 End CreateDebris ModelNames = AVScrap2 Offset = X:-14.901 Y:1.964 Z:3.926 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.5 End CreateDebris ModelNames = AVScrap5 Offset = X:-14.235 Y:3.508 Z:1.245 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 0.7 End CreateDebris ModelNames = AVScrap5 Offset = X:-8.652 Y:3.638 Z:3.925 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.0 End CreateDebris ModelNames = AVScrap5 Offset = X:-5.844 Y:-0.960 Z:5.601 Mass = 5 Count = 1 Disposition = SEND_IT_FLYING DispositionIntensity = 1.7 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaScoutDroneExplode CreateObject ObjectNames = AmericaScoutDroneHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.5 End CreateDebris ModelNames = AVScoutDr_D2 ;propellor Offset = X:-8.5 Y:0.0 Z:2.4 Mass = 8 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY MinForceMagnitude = 5 MaxForceMagnitude = 6 MinForcePitch = 60 MaxForcePitch = 90 SpinRate = 100 End CreateDebris ModelNames = AVScoutDr_D3 ;wing 1 of 2 Offset = X:0.0 Y:5.0 Z:0.0 Mass = 4.2 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = VehicleDebris End CreateDebris ModelNames = AVScoutDr_D3 ;wing 2 of 2 Offset = X:0.0 Y:-5.0 Z:0.0 Mass = 2.2 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = VehicleDebris End CreateDebris ModelNames = AVScoutDr_D4 ;flat panel? Offset = X:-7.75 Y:-2.1 Z:1.16 Mass = 4 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = VehicleDebris End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaBattleDroneExplode CreateObject ObjectNames = AmericaBattleDroneHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.5 End CreateDebris ModelNames = AVBattleDr_D2 Offset = X:-8.5 Y:0.0 Z:2.4 Mass = 8 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY BounceSound = VehicleDebris End CreateDebris ModelNames = AVBattleDr_D3 Offset = X:0.0 Y:5.0 Z:0.0 Mass = 4 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 0.7 BounceSound = VehicleDebris End End ;------------------------------------------------------------------------------ ;Raptor has just been killed ;------------------------------------------------------------------------------ ObjectCreationList OCL_RaptorDeathInitial ;The left wing broken off CreateDebris ModelNames = AVRaptor_D4 Offset = X:-5.598 Y:8.188 Z:0.04 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 40.0 SpinRate = 20.0 End End ;------------------------------------------------------------------------------ ;Secondary explosion to take place after a delay specified in the ;JetSlowDeathBehavior module ;------------------------------------------------------------------------------ ObjectCreationList OCL_RaptorDeathSecondary End ;------------------------------------------------------------------------------ ;Dying raptor just hit the ground ;------------------------------------------------------------------------------ ObjectCreationList OCL_RaptorDeathHitGround ; ;This is the main fuselage of the raptor ;The subobject will explode on impact... and can have ;effects while it crashes. ; ;This is the vertical stabilizer that rips off CreateDebris ModelNames = AVRaptor_D2 Offset = X:-7.999 Y:4.314 Z:2.86 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 20.0 SpinRate = 50.0 End ;The horizontal stabilizer broken off CreateDebris ModelNames = AVRaptor_D3 Offset = X:-12.822 Y:-6.425 Z:0.234 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 30.0 SpinRate = 30.0 End ;The left wing broken off CreateDebris ModelNames = AVRaptor_D4 Offset = X:-5.598 Y:8.188 Z:0.04 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 40.0 SpinRate = 20.0 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_RaptorDeathFinalBlowUp CreateObject ObjectNames = AmericaJetRaptorHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ObjectCreationList OCL_BigPlaneDeath CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-40.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-20.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:20.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:40.0 Y:0.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-30.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-15.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:15.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:30.0 Z:0.0 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.5 End End ;------------------------------------------------------------------------------ ObjectCreationList OCL_AmericaJetCargoDeathStart ; CreateObject ; ObjectNames = AmericaJetCargoHulk ; Offset = X:0.0 Y:0.0 Z:0.0 ; Count = 1 ; Disposition = LIKE_EXISTING INHERIT_VELOCITY ; End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-40.0 Y:0.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-20.0 Y:0.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:0.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:20.0 Y:0.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:40.0 Y:0.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-30.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-15.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1600 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:15.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:30.0 Z:0.0 Count = 3 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = 1.0 ParticleSystem = JetExplosionTrailDebris MinLifetime = 400 MaxLifetime = 1100 End End ;------------------------------------------------------------------------------ ObjectCreationList OCL_AmericaJetCargoHulkDeath CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-40.0 Y:0.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:-20.0 Y:0.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:0.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:20.0 Y:0.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:40.0 Y:0.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-30.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:-15.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:15.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Offset = X:0.0 Y:30.0 Z:0.0 Count = 2 Mass = 5.0 Disposition = SEND_IT_FLYING INHERIT_VELOCITY DispositionIntensity = .66 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_A10DeathFinalBlowUp CreateObject ObjectNames = AmericaJetA10Hulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_A10DeathHitGround ;wings that rips off CreateDebris ModelNames = AVWarthog_D2 Offset = X:-7.999 Y:4.314 Z:2.86 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 MinForcePitch = 0.0 MaxForcePitch = 20.0 SpinRate = 50.0 MinLifetime = 4000 MaxLifetime = 6000 End CreateDebris ModelNames = AVWarthog_D2 Offset = X:7.999 Y:4.314 Z:2.86 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 MinForcePitch = 0.0 MaxForcePitch = 20.0 SpinRate = 50.0 MinLifetime = 4000 MaxLifetime = 6000 End ;engines rip off CreateDebris ModelNames = AVWarthog_D3 Offset = X:-2.822 Y:-6.425 Z:0.234 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 MinForcePitch = 0.0 MaxForcePitch = 30.0 SpinRate = 30.0 MinLifetime = 4000 MaxLifetime = 6000 End CreateDebris ModelNames = AVWarthog_D3 Offset = X:2.822 Y:-6.425 Z:0.234 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1.5 MinForcePitch = 0.0 MaxForcePitch = 30.0 SpinRate = 30.0 MinLifetime = 4000 MaxLifetime = 6000 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_StealthDeathFinalBlowUp CreateObject ObjectNames = AmericaJetStealthHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_AuroraDeathFinalBlowUp CreateObject ObjectNames = AmericaJetAuroraHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ;MIG has just been killed ;------------------------------------------------------------------------------ ObjectCreationList OCL_MIGDeathInitial ;The left wing broken off CreateDebris ModelNames = NVMIG_D4 Offset = X:7.027 Y:-3.033 Z:3.008 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 40.0 SpinRate = 20.0 End End ;------------------------------------------------------------------------------ ;Secondary explosion to take place after a delay specified in the ;JetSlowDeathBehavior module ;------------------------------------------------------------------------------ ObjectCreationList OCL_MIGDeathSecondary End ;------------------------------------------------------------------------------ ;Dying MIG just hit the ground ;------------------------------------------------------------------------------ ObjectCreationList OCL_MIGDeathHitGround ; ;This is the main fuselage of the MIG ;The subobject will explode on impact... and can have ;effects while it crashes. ; ;This is the vertical stabilizer that rips off CreateDebris ModelNames = NVMIG_D2 Offset = X:-10.388 Y:3.573 Z:2.872 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 20.0 SpinRate = 50.0 End ;The horizontal stabilizer broken off CreateDebris ModelNames = NVMIG_D3 Offset = x:-9.536 Y:3.573 Z:1.334 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 30.0 SpinRate = 30.0 End ;The left wing broken off CreateDebris ModelNames = NVMIG_D4 Offset = X:7.027 Y:-3.033 Z:3.008 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.5 MinForcePitch = 0.0 MaxForcePitch = 40.0 SpinRate = 20.0 End End ;------------------------------------------------------------------------------ ;After hitting the ground, a delay defined by the JetSlowDeathBehavior module ;determines when the jet is finally destroyed and removed from the game world ;------------------------------------------------------------------------------ ObjectCreationList OCL_MIGDeathFinalBlowUp CreateObject ObjectNames = ChinaJetMIGHulk Offset = X:0.0 Y:0.0 Z:0.0 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 0.4 MinForcePitch = 0.0 MaxForcePitch = 10.0 RollRate = 0.0 PitchRate = 0.0 YawRate = 0.0 End End ;------------------------------------------------------------------------------ ;This one blows up glamerously with no hulk! Lots of fragments. ;------------------------------------------------------------------------------ ObjectCreationList OCL_MIGDeathFinalBlowUp_CinematicVersion ;extra generic bits CreateDebris ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5 Count = 4 Mass = 5.0 Disposition = SEND_IT_FLYING RANDOM_FORCE DispositionIntensity = .5 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_BridgeDamaged01 CreateDebris ModelNames = CVTanker_d15 Offset = x: -7.869 y: .07 z: 3.663 Mass = 5 Disposition = SEND_IT_FLYING DispositionIntensity = 1 End End ; ----------------------------------------------------------------------------- ObjectCreationList OCL_BridgeRepaired01 End ; ---------------------------------------------- ; This is what happens to a missile when shot down ; by a point defense laser! Should be quick and ; cheap. ObjectCreationList OCL_GenericMissileDisintegrate ; CreateDebris ; ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04 ; Count = 1 ; Mass = 5.0 ; Disposition = SEND_IT_FLYING ; DispositionIntensity = 1.5 ; End CreateDebris ModelNames = GXMammoth_D01 Offset = X:0 Y:0 Z:0 Mass = 2 Count = 1 Disposition = RANDOM_FORCE INHERIT_VELOCITY MinForceMagnitude = 1 MaxForceMagnitude = 2 SpinRate = 180 MinForcePitch = 75 MaxForcePitch = 90 End End ; ----------------------------------------------------------------------------- ; The animated trainwreck object... THIS IS ONLY FOR TEST ; ----------------------------------------------------------------------------- ObjectCreationList OCL_TrainWreck CreateObject ObjectNames = SpecialEffectsTrainCrashObject Count = 1 Disposition = LIKE_EXISTING End End ; ----------------------------------------------------------------------------- ; The vehicle-crashes-into-building effect ; ----------------------------------------------------------------------------- ObjectCreationList OCL_VehicleCrashesIntoBuilding CreateDebris ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12 Count = 6 Mass = 5.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 End End ; ----------------------------------------------------------------------------- ; Tsing Ma bridge destruction object debris pieces ; ----------------------------------------------------------------------------- ObjectCreationList OCL_TsingMaExplosion CreateDebris ModelNames = CMTsingMa_d04 CMTsingMa_d05 Count = 35 Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 Offset = X:10 Y:0 Z:0 End CreateDebris ModelNames = CMTsingMa_d03 Count = 5 Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 Offset = X:10 Y:0 Z:0 End CreateDebris ModelNames = CMTsingMa_d01 CMTsingMa_d02 Count = 3 Mass = 50.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 SpinRate = 10.0 Offset = X:10 Y:0 Z:0 MinLifetime = 40000 MaxLifetime = 60000 End End ; --------------------------------------------------------------------------------------- ; The Tanks that drive over the Tsing Ma Bridge Cinematic Sequence ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_TsingMaTankColumn CreateObject ObjectNames = TsingMaTankColumn Disposition = LIKE_EXISTING Count = 1 End End ; --------------------------------------------------------------------------------------- ; The Infantry that run over the Tsing Ma Bridge Cinematic Sequence ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_TsingMaInfantryColumn CreateObject ObjectNames = TsingMaInfantryColumn Disposition = LIKE_EXISTING Count = 1 End End ; ----------------------------------------------------------------------------- ; Train Wreck bridge destruction object debris pieces ; ----------------------------------------------------------------------------- ObjectCreationList OCL_TrainWreckExplosion CreateDebris ModelNames = CMTsingMa_d03 CMTsingMa_d04 CMTsingMa_d05 Count = 35 Mass = 3.0 Disposition = SEND_IT_FLYING DispositionIntensity = 1.5 Offset = X:10 Y:0 Z:0 End End ; --------------------------------------------------------------------------------------- ; The Lasers that fire out of the SDIUplink when dying ; --------------------------------------------------------------------------------------- ObjectCreationList OCL_SDILinkLasers CreateObject ObjectNames = SDILasers Disposition = LIKE_EXISTING Count = 1 MinLifetime = 3000 MaxLifetime = 3000 Offset = X:30 Y:0 Z:0 End End ; ************** Nova OCLs **************** ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_NeutronMissileOP FireWeapon Weapon = NeutronMissileWeaponOP End End ; ---------------------------------------------- ObjectCreationList OCL_BombTruckNukeRadiationAndVision CreateObject ObjectNames = RadiationFieldLarge Disposition = ON_GROUND_ALIGNED End CreateObject ObjectNames = BombTruckNukeVision Count = 1 End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_NeutronBomb DeliverPayload Transport = GLAJetCargoPlane StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-10 Payload = NeutronBomb DeliveryDistance = 140 DeliveryDecalRadius = 200 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:200 G:200 B:200 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ---------------------------------------------- ObjectCreationList OCL_NeutronEmission CreateObject ObjectNames = NeutronEmissionField Disposition = ON_GROUND_ALIGNED End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList SUPERWEAPON_B52TomahawkStrike DeliverPayload Transport = AmericaJetB52 StartAtPreferredHeight = Yes StartAtMaxSpeed = Yes MaxAttempts = 1 DropOffset = X:0 Y:0 Z:-2 DropVariance = X:30 Y:40 Z:0 DropDelay = 1200 ; time in between each item dropped (if more than one) Payload = TomahawkMissileFromB52 8 FireWeapon = Yes WeaponConvergenceFactor = 0.6 DeliveryDistance = 1500 ;WeaponErrorRadius = 1000 DelayDeliveryMax = 500 DeliveryDecalRadius = 100 DeliveryDecal Texture = SCCA10Strike_USA Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:200 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_AmericaCommandsetupgraderelease CreateObject Offset = X:0 Y:0 Z:50 ObjectNames = AmericaDozerCommandSetRelease IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_ChinaCommandsetupgraderelease CreateObject Offset = X:0 Y:0 Z:50 ObjectNames = ChinaDozerCommandSetRelease IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End ; ----------------------------------------------------------------------------- ; ----------------------------------------------------------------------------- ObjectCreationList OCL_GLACommandsetupgraderelease CreateObject Offset = X:0 Y:0 Z:50 ObjectNames = GLAWorkerCommandSetRelease IgnorePrimaryObstacle = Yes Disposition = LIKE_EXISTING Count = 1 RequiresLivePlayer = Yes End End