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1 ; FILE: CivilianUnit.ini ////////////////////////////////////////////////////// 2 ; This file contains only units that are not part of any specific 3 ; game faction. An example is an object with "behavior" that isn't 4 ; specifically tied to any player/faction such as a bird, bear, or 5 ; donkey. Any related objects to those civilian units also appear in 6 ; here such as debris or necessary weapon firing objects 7 ;////////////////////////////////////////////////////////////////////////////// 8 ;------------------------------------------------------------------------------ 9 ;---------------------Eddited by Chris T Hill (04/04/03)----------------------- 10 ;------------------------------------------------------------------------------ 11 Object MilitiaTank 12 13 ; *** ART Parameters *** 14 Draw = W3DTankDraw ModuleTag_01 15 DefaultConditionState 16 Model = CVTank 17 Turret = Turret01 18 WeaponFireFXBone = PRIMARY MuzzleFX 19 WeaponRecoilBone = PRIMARY Barrel 20 WeaponMuzzleFlash = PRIMARY MuzzleFX 21 WeaponLaunchBone = PRIMARY MuzzleFX 22 End 23 ConditionState = REALLYDAMAGED 24 Model = CVTank_D 25 End 26 ConditionState = RUBBLE 27 Model = CVTank_D 28 End 29 30 TrackMarks = EXTnkTrack.tga 31 OkToChangeModelColor = Yes 32 End 33 34 ; ***DESIGN parameters *** 35 DisplayName = OBJECT:MilitiaTank 36 Side = Civilian 37 EditorSorting = VEHICLE 38 TransportSlotCount = 3 39 WeaponSet 40 Conditions = None 41 Weapon = PRIMARY MilitiaTankGun 42 End 43 ArmorSet 44 Conditions = None 45 Armor = TankArmor 46 DamageFX = TankDamageFX 47 End 48 ArmorSet 49 Conditions = PLAYER_UPGRADE 50 Armor = UpgradedTankArmor 51 DamageFX = TankDamageFX 52 End 53 BuildCost = 500 54 BuildTime = 12.0 ;in seconds 55 VisionRange = 150 56 ShroudClearingRange = 300 57 Prerequisites 58 Object = AmericaWarFactory 59 End 60 ExperienceValue = 100 100 200 400 ;Experience point value at each level 61 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 62 IsTrainable = Yes ;Can gain experience 63 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 64 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 65 CommandSet = GenericCommandSet 66 67 ; *** AUDIO Parameters *** 68 VoiceSelect = NoSound ; MilitiaTankVoiceSelect 69 VoiceMove = NoSound ; MilitiaTankVoiceMove 70 VoiceAttack = NoSound ; MilitiaTankVoiceAttack 71 SoundMoveStart = NoSound ; MilitiaTankMoveStart 72 SoundMoveStartDamaged = NoSound 73 UnitSpecificSounds 74 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 75 TurretMoveStart = NoSound 76 TurretMoveLoop = NoSound 77 End 78 79 ; *** ENGINEERING Parameters *** 80 RadarPriority = UNIT 81 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 82 83 Body = ActiveBody ModuleTag_02 84 MaxHealth = 480 85 InitialHealth = 480 86 End 87 88 Behavior = AIUpdateInterface ModuleTag_03 89 Turret 90 TurretTurnRate = 140 // turn rate, in degrees per sec 91 ControlledWeaponSlots= PRIMARY 92 End 93 AutoAcquireEnemiesWhenIdle = Yes 94 End 95 Locomotor = SET_NORMAL MilitiaTankLocomotor 96 Behavior = PhysicsBehavior ModuleTag_04 97 Mass = 50.0 98 End 99 100 Behavior = ProductionUpdate ModuleTag_05 101 ; nothing 102 End 103 104 ; Turret fly off death 105 Behavior = SlowDeathBehavior ModuleTag_06 106 DeathTypes = ALL -CRUSHED -SPLATTED 107 ProbabilityModifier = 50 108 DestructionDelay = 500 109 DestructionDelayVariance = 100 110 FX = INITIAL FX_GenericTankDeathEffect 111 OCL = MIDPOINT OCL_MilitiaTankDeathEffect 112 FX = FINAL FX_GenericTankDeathExplosion 113 End 114 115 ; Catch fire, and explode death 116 Behavior = SlowDeathBehavior ModuleTag_07 117 DeathTypes = ALL -CRUSHED -SPLATTED 118 ProbabilityModifier = 50 119 DestructionDelay = 2000 120 DestructionDelayVariance = 300 121 FX = INITIAL FX_CrusaderCatchFire 122 OCL = FINAL OCL_MilitiaTankDeathEffect 123 FX = FINAL FX_GenericTankDeathExplosion 124 End 125 126 Behavior = TransitionDamageFX ModuleTag_08 127 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 128 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition 129 End 130 131 Behavior = DestroyDie ModuleTag_09 132 DeathTypes = NONE +CRUSHED +SPLATTED 133 End 134 135 ; A crushing defeat 136 Behavior = FXListDie ModuleTag_10 137 DeathTypes = NONE +CRUSHED +SPLATTED 138 DeathFX = FX_CarCrush 139 End 140 141 Behavior = CreateObjectDie ModuleTag_11 142 DeathTypes = NONE +CRUSHED +SPLATTED 143 CreationList = OCL_CrusaderTank_CrushEffect 144 End 145 146 Behavior = CreateCrateDie ModuleTag_CratesChange 147 CrateData = SalvageCrateData 148 End 149 150 Behavior = FlammableUpdate ModuleTag_21 151 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 152 AflameDamageAmount = 5 ; taking this much damage... 153 AflameDamageDelay = 500 ; this often. 154 End 155 156 Geometry = BOX 157 GeometryMajorRadius = 15.0 158 GeometryMinorRadius = 10.0 159 GeometryHeight = 10.0 160 GeometryIsSmall = Yes 161 Shadow = SHADOW_VOLUME 162 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 163 164 End 165 166 ;------------------------------------------------------------------------------ 167 Object MogadishuMaleCivilian01 168 169 ; *** ART Parameters *** 170 Draw = W3DModelDraw ModuleTag_01 171 DefaultConditionState 172 Model = CIUMC01_SKN 173 IdleAnimation = CIUMC01_SKL.CIUMC01_STN 0 30 174 IdleAnimation = CIUMC01_SKL.CIUMC01_IDA 175 AnimationMode = ONCE 176 End 177 178 ConditionState = MOVING 179 Animation = CIUMC01_SKL.CIUMC01_WKA 50 180 AnimationMode = LOOP 181 Flags = RANDOMSTART 182 End 183 184 ConditionState = MOVING PANICKING 185 Animation = CIUMC01_SKL.CIUMC01_PKA 20 186 AnimationMode = LOOP 187 Flags = RANDOMSTART 188 End 189 190 ConditionState = DYING 191 Animation = CIUMC01_SKL.CIUMC01_DTA 192 AnimationMode = ONCE 193 End 194 End 195 196 ; ***DESIGN parameters *** 197 Side = Civilian 198 EditorSorting = INFANTRY 199 TransportSlotCount = 1 200 ArmorSet 201 Conditions = None 202 Armor = HumanArmor 203 DamageFX = None 204 End 205 VisionRange = 150 206 DisplayName = OBJECT:MogadishuMaleCivilian 207 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 208 209 ; *** AUDIO Parameters *** 210 SoundDie = CivilianArabMaleDie 211 SoundDieFire = DieByFireGLA 212 SoundDieToxin = DieByToxinGLA 213 214 ; *** ENGINEERING Parameters *** 215 RadarPriority = NOT_ON_RADAR 216 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 217 218 Body = ActiveBody ModuleTag_02 219 MaxHealth = 50.0 220 InitialHealth = 50.0 221 End 222 223 Behavior = AIUpdateInterface ModuleTag_03 224 End 225 Locomotor = SET_NORMAL BasicHumanLocomotor 226 Locomotor = SET_WANDER WanderHumanLocomotor 227 Locomotor = SET_PANIC PanicHumanLocomotor 228 229 Behavior = PhysicsBehavior ModuleTag_04 230 Mass = 5.0 231 End 232 233 Behavior = SlowDeathBehavior ModuleTag_05 234 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 235 SinkDelay = 3000 236 SinkRate = 0.5 ; in Dist/Sec 237 DestructionDelay = 8000 238 End 239 240 241 Behavior = SquishCollide ModuleTag_06 242 ;nothing 243 End 244 245 Behavior = FXListDie ModuleTag_07 246 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 247 DeathFX = FX_GIDie 248 End 249 Behavior = FXListDie ModuleTag_08 250 DeathTypes = NONE +CRUSHED +SPLATTED 251 DeathFX = FX_GIDieCrushed 252 End 253 Behavior = SlowDeathBehavior ModuleTag_Death06 254 DeathTypes = NONE +POISONED_BETA 255 DestructionDelay = 0 256 FX = INITIAL FX_GIDie 257 OCL = INITIAL OCL_ToxicInfantryBeta 258 End 259 260 Behavior = SlowDeathBehavior ModuleTag_Death05 261 DeathTypes = NONE +POISONED 262 DestructionDelay = 0 263 FX = INITIAL FX_GIDie 264 OCL = INITIAL OCL_ToxicInfantry 265 End 266 267 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 268 DeathTypes = NONE +BURNED 269 DestructionDelay = 0 270 FX = INITIAL FX_GIDie 271 OCL = INITIAL OCL_FlamingInfantry 272 End 273 274 Behavior = PoisonedBehavior ModuleTag_09 275 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 276 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 277 End 278 279 Geometry = CYLINDER 280 Scale = 0.95 ;Scaling 281 GeometryMajorRadius = 1.0 282 GeometryMinorRadius = 1.0 283 GeometryHeight = 8.0 284 GeometryIsSmall = Yes 285 Shadow = SHADOW_DECAL 286 ShadowSizeX = 9; 287 ShadowSizeY = 9; 288 ShadowTexture = ShadowI; 289 290 End 291 292 ;------------------------------------------------------------------------------ 293 Object MogadishuMaleCivilian02 294 295 ; *** ART Parameters *** 296 Draw = W3DModelDraw ModuleTag_01 297 DefaultConditionState 298 Model = CISTV01_SKN 299 IdleAnimation = CISTV01_SKL.CISTV01_STN 0 30 300 IdleAnimation = CISTV01_SKL.CISTV01_IDA 301 AnimationMode = ONCE 302 End 303 304 ConditionState = MOVING 305 Animation = CISTV01_SKL.CISTV01_WKA 30 306 AnimationMode = LOOP 307 Flags = RANDOMSTART 308 End 309 310 ConditionState = MOVING PANICKING 311 Animation = CISTV01_SKL.CISTV01_PKA 312 AnimationMode = LOOP 313 Flags = RANDOMSTART 314 End 315 316 ConditionState = DYING 317 Animation = CISTV01_SKL.CISTV01_DTA 318 AnimationMode = ONCE 319 End 320 End 321 322 ; ***DESIGN parameters *** 323 Side = Civilian 324 EditorSorting = INFANTRY 325 TransportSlotCount = 1 326 ArmorSet 327 Conditions = None 328 Armor = HumanArmor 329 DamageFX = None 330 End 331 VisionRange = 150 332 DisplayName = OBJECT:MogadishuMaleCivilian 333 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 334 335 ; *** AUDIO Parameters *** 336 SoundDie = CivilianArabMaleDie 337 SoundDieFire = DieByFireGLA 338 SoundDieToxin = DieByToxinGLA 339 340 341 ; *** ENGINEERING Parameters *** 342 RadarPriority = NOT_ON_RADAR 343 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 344 345 Body = ActiveBody ModuleTag_02 346 MaxHealth = 50.0 347 InitialHealth = 50.0 348 End 349 350 Behavior = AIUpdateInterface ModuleTag_03 351 End 352 Locomotor = SET_NORMAL BasicHumanLocomotor 353 Locomotor = SET_WANDER WanderHumanLocomotor 354 Locomotor = SET_PANIC PanicHumanLocomotor 355 356 Behavior = PhysicsBehavior ModuleTag_04 357 Mass = 5.0 358 End 359 Behavior = SlowDeathBehavior ModuleTag_05 360 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 361 SinkDelay = 3000 362 SinkRate = 0.5 ; in Dist/Sec 363 DestructionDelay = 8000 364 End 365 366 367 Behavior = SquishCollide ModuleTag_06 368 ;nothing 369 End 370 371 Behavior = FXListDie ModuleTag_07 372 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 373 DeathFX = FX_GIDie 374 End 375 Behavior = FXListDie ModuleTag_08 376 DeathTypes = NONE +CRUSHED +SPLATTED 377 DeathFX = FX_GIDieCrushed 378 End 379 Behavior = SlowDeathBehavior ModuleTag_Death06 380 DeathTypes = NONE +POISONED_BETA 381 DestructionDelay = 0 382 FX = INITIAL FX_GIDie 383 OCL = INITIAL OCL_ToxicInfantryBeta 384 End 385 386 Behavior = SlowDeathBehavior ModuleTag_Death05 387 DeathTypes = NONE +POISONED 388 DestructionDelay = 0 389 FX = INITIAL FX_GIDie 390 OCL = INITIAL OCL_ToxicInfantry 391 End 392 393 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 394 DeathTypes = NONE +BURNED 395 DestructionDelay = 0 396 FX = INITIAL FX_GIDie 397 OCL = INITIAL OCL_FlamingInfantry 398 End 399 400 Behavior = PoisonedBehavior ModuleTag_09 401 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 402 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 403 End 404 405 Geometry = CYLINDER 406 Scale = 0.95 ;Scaling 407 GeometryMajorRadius = 1.0 408 GeometryMinorRadius = 1.0 409 GeometryHeight = 8.0 410 GeometryIsSmall = Yes 411 Shadow = SHADOW_DECAL 412 ShadowSizeX = 9; 413 ShadowSizeY = 9; 414 ShadowTexture = ShadowI; 415 416 End 417 418 ;------------------------------------------------------------------------------ 419 Object MogadishuMaleCivilian03 420 421 ; *** ART Parameters *** 422 Draw = W3DModelDraw ModuleTag_01 423 DefaultConditionState 424 Model = cisciv02_SKN 425 IdleAnimation = cisciv02_SKL.cisciv02_STA 0 30 426 IdleAnimation = cisciv02_SKL.cisciv02_IDA 427 IdleAnimation = cisciv02_SKL.cisciv02_IDB 428 AnimationMode = ONCE 429 End 430 431 ConditionState = MOVING 432 Animation = cisciv02_SKL.cisciv02_WKA 42 433 AnimationMode = LOOP 434 Flags = RANDOMSTART 435 End 436 437 ConditionState = MOVING PANICKING 438 Animation = cisciv02_SKL.cisciv02_RNA 439 AnimationMode = LOOP 440 Flags = RANDOMSTART 441 End 442 443 ConditionState = DYING 444 Animation = cisciv02_SKL.cisciv02_DTA 445 Animation = cisciv02_SKL.cisciv02_DTB 446 AnimationMode = ONCE 447 TransitionKey = TRANS_Dying 448 End 449 450 TransitionState = TRANS_Dying TRANS_Flailing 451 Animation = cisciv02_SKL.cisciv02_ADTA1 452 AnimationMode = ONCE 453 End 454 455 ConditionState = DYING EXPLODED_FLAILING 456 Animation = cisciv02_SKL.cisciv02_ADTA2 457 AnimationMode = LOOP 458 TransitionKey = TRANS_Flailing 459 End 460 461 ConditionState = DYING EXPLODED_BOUNCING 462 Animation = cisciv02_SKL.cisciv02_ADTA3 463 AnimationMode = ONCE 464 TransitionKey = None 465 End 466 467 End 468 469 ; ***DESIGN parameters *** 470 Side = Civilian 471 EditorSorting = INFANTRY 472 TransportSlotCount = 1 473 ArmorSet 474 Conditions = None 475 Armor = HumanArmor 476 DamageFX = None 477 End 478 VisionRange = 150 479 DisplayName = OBJECT:MogadishuMaleCivilian 480 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 481 482 ; *** AUDIO Parameters *** 483 SoundDie = CivilianChinaMaleDie 484 SoundDieFire = DieByFireChina 485 SoundDieToxin = DieByToxinChina 486 487 488 ; *** ENGINEERING Parameters *** 489 RadarPriority = NOT_ON_RADAR 490 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 491 492 Body = ActiveBody ModuleTag_02 493 MaxHealth = 50.0 494 InitialHealth = 50.0 495 End 496 497 Behavior = AIUpdateInterface ModuleTag_03 498 End 499 Locomotor = SET_NORMAL BasicHumanLocomotor 500 Locomotor = SET_WANDER WanderHumanLocomotor 501 Locomotor = SET_PANIC PanicHumanLocomotor 502 503 Behavior = PhysicsBehavior ModuleTag_04 504 Mass = 5.0 505 End 506 507 508 Behavior = SquishCollide ModuleTag_06 509 ;nothing 510 End 511 512 513 ; --- begin Death modules --- 514 Behavior = SlowDeathBehavior ModuleTag_Death01 515 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA 516 SinkDelay = 3000 517 SinkRate = 0.5 ; in Dist/Sec 518 DestructionDelay = 8000 519 FX = INITIAL FX_GIDie 520 End 521 Behavior = SlowDeathBehavior ModuleTag_Death02 522 DeathTypes = NONE +CRUSHED +SPLATTED 523 SinkDelay = 3000 524 SinkRate = 0.5 ; in Dist/Sec 525 DestructionDelay = 8000 526 FX = INITIAL FX_GIDieCrushed 527 End 528 Behavior = SlowDeathBehavior ModuleTag_Death03 529 DeathTypes = NONE +EXPLODED 530 SinkDelay = 3000 531 SinkRate = 0.5 ; in Dist/Sec 532 DestructionDelay = 8000 533 FX = INITIAL FX_GIDie 534 FlingForce = 8 535 FlingForceVariance = 3 536 FlingPitch = 60 537 FlingPitchVariance = 10 538 End 539 Behavior = SlowDeathBehavior ModuleTag_Death04 540 DeathTypes = NONE +BURNED 541 DestructionDelay = 0 542 FX = INITIAL FX_GIDie 543 OCL = INITIAL OCL_FlamingInfantry 544 End 545 Behavior = SlowDeathBehavior ModuleTag_Death05 546 DeathTypes = NONE +POISONED 547 DestructionDelay = 0 548 FX = INITIAL FX_GIDie 549 OCL = INITIAL OCL_ToxicInfantry 550 End 551 Behavior = SlowDeathBehavior ModuleTag_Death06 552 DeathTypes = NONE +POISONED_BETA 553 DestructionDelay = 0 554 FX = INITIAL FX_GIDie 555 OCL = INITIAL OCL_ToxicInfantryBeta 556 End 557 ; --- end Death modules --- 558 559 Behavior = PoisonedBehavior ModuleTag_09 560 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 561 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 562 End 563 564 Geometry = CYLINDER 565 Scale = 0.95 ;Scaling 566 GeometryMajorRadius = 1.0 567 GeometryMinorRadius = 1.0 568 GeometryHeight = 8.0 569 GeometryIsSmall = Yes 570 Shadow = SHADOW_DECAL 571 ShadowSizeX = 9; 572 ShadowSizeY = 9; 573 ShadowTexture = ShadowI; 574 575 End 576 577 ;------------------------------------------------------------------------------ 578 Object MogadishuFemaleCivilian02 579 580 ; *** ART Parameters *** 581 Draw = W3DModelDraw ModuleTag_01 582 DefaultConditionState 583 Model = CIUMC3S_SKN 584 IdleAnimation = CIUMC3S_SKL.CIUMC3S_STA 0 30 585 IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDA 586 IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDB 587 AnimationMode = ONCE 588 TransitionKey = TRANS_Stand 589 End 590 591 ConditionState = MOVING 592 Animation = CIUMC3S_SKL.CIUMC3S_WKA 22 593 AnimationMode = LOOP 594 Flags = RANDOMSTART 595 TransitionKey = TRANS_STAND 596 End 597 598 TransitionState = TRANS_Stand TRANS_Panic 599 Animation = CIUMC3S_SKL.CIUMC3S_RNA 600 AnimationMode = ONCE 601 End 602 603 ConditionState = MOVING PANICKING 604 Animation = CIUMC3S_SKL.CIUMC3S_RNA 605 AnimationMode = LOOP 606 Flags = RANDOMSTART 607 TransitionKey = TRANS_Panic 608 End 609 610 ConditionState = DYING 611 Animation = CIUMC3S_SKL.CIUMC3S_DTA 612 Animation = CIUMC3S_SKL.CIUMC3S_DTB 613 AnimationMode = ONCE 614 TransitionKey = TRANS_Dying 615 End 616 617 TransitionState = TRANS_Dying TRANS_Flailing 618 Animation = CIUMC3S_SKL.CIUMC3S_ATDE1 619 AnimationMode = ONCE 620 End 621 622 ConditionState = DYING EXPLODED_FLAILING 623 Animation = CIUMC3S_SKL.CIUMC3S_ATDE2 624 AnimationMode = LOOP 625 TransitionKey = TRANS_Flailing 626 End 627 628 ConditionState = DYING EXPLODED_BOUNCING 629 Animation = CIUMC3S_SKL.CIUMC3S_ATDE3 630 AnimationMode = ONCE 631 TransitionKey = None 632 End 633 End 634 635 ; ***DESIGN parameters *** 636 Side = Civilian 637 EditorSorting = INFANTRY 638 TransportSlotCount = 1 639 ArmorSet 640 Conditions = None 641 Armor = HumanArmor 642 DamageFX = None 643 End 644 VisionRange = 150 645 DisplayName = OBJECT:MogadishuFemaleCivilian 646 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 647 648 ; *** AUDIO Parameters *** 649 SoundDie = CivilianArabFemaleDie 650 SoundDieFire = DieByFireFemale 651 SoundDieToxin = DieByToxinFemale 652 653 ; *** ENGINEERING Parameters *** 654 RadarPriority = NOT_ON_RADAR 655 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 656 657 Body = ActiveBody ModuleTag_02 658 MaxHealth = 50.0 659 InitialHealth = 50.0 660 End 661 662 Behavior = AIUpdateInterface ModuleTag_03 663 End 664 Locomotor = SET_NORMAL BasicHumanLocomotor 665 Locomotor = SET_WANDER WanderHumanLocomotor 666 Locomotor = SET_PANIC PanicHumanLocomotor 667 668 Behavior = PhysicsBehavior ModuleTag_04 669 Mass = 5.0 670 End 671 672 673 Behavior = SlowDeathBehavior ModuleTag_05 674 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 675 SinkDelay = 3000 676 SinkRate = 0.5 ; in Dist/Sec 677 DestructionDelay = 8000 678 End 679 680 681 Behavior = SquishCollide ModuleTag_06 682 ;nothing 683 End 684 685 Behavior = FXListDie ModuleTag_07 686 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED -POISONED_BETA -BURNED 687 DeathFX = FX_GIDie 688 End 689 Behavior = FXListDie ModuleTag_08 690 DeathTypes = NONE +CRUSHED +SPLATTED 691 DeathFX = FX_GIDieCrushed 692 End 693 Behavior = SlowDeathBehavior ModuleTag_Death06 694 DeathTypes = NONE +POISONED_BETA 695 DestructionDelay = 0 696 FX = INITIAL FX_GIDie 697 OCL = INITIAL OCL_ToxicInfantryBeta 698 End 699 700 Behavior = SlowDeathBehavior ModuleTag_Death05 701 DeathTypes = NONE +POISONED 702 DestructionDelay = 0 703 FX = INITIAL FX_GIDie 704 OCL = INITIAL OCL_ToxicInfantry 705 End 706 707 Behavior = PoisonedBehavior ModuleTag_09 708 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 709 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 710 End 711 712 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 713 DeathTypes = NONE +BURNED 714 DestructionDelay = 0 715 FX = INITIAL FX_GIDie 716 OCL = INITIAL OCL_FlamingInfantry 717 End 718 719 Geometry = CYLINDER 720 Scale = 0.95 ;Scaling 721 GeometryMajorRadius = 1.0 722 GeometryMinorRadius = 1.0 723 GeometryHeight = 8.0 724 GeometryIsSmall = Yes 725 Shadow = SHADOW_DECAL 726 ShadowSizeX = 9; 727 ShadowSizeY = 9; 728 ShadowTexture = ShadowI; 729 730 End 731 732 ;------------------------------------------------------------------------------ 733 Object MogadishuFemaleCivilian01 734 735 ; *** ART Parameters *** 736 Draw = W3DModelDraw ModuleTag_01 737 738 DefaultConditionState 739 Model = CIUC01_SKN 740 IdleAnimation = CIUC01_SKL.CIUC01_STA 0 5 741 IdleAnimation = CIUC01_SKL.CIUC01_IDA 742 AnimationMode = ONCE 743 End 744 745 ConditionState = MOVING 746 Animation = CIUC01_SKL.CIUC01_WKA 30 1 747 Animation = CIUC01_SKL.CIUC01_WKB 10 7 748 AnimationMode = LOOP 749 Flags = RANDOMSTART 750 End 751 752 ConditionState = MOVING PANICKING 753 Animation = CIUC01_SKL.CIUC01_PNA 30 754 Animation = CIUC01_SKL.CIUC01_PNB 20 755 AnimationMode = LOOP 756 Flags = RANDOMSTART 757 End 758 759 ConditionState = DYING 760 Animation = CIUC01_SKL.CIUC01_DTA 761 Animation = CIUC01_SKL.CIUC01_DTB 762 AnimationMode = ONCE 763 End 764 765 End 766 767 ; ***DESIGN parameters *** 768 Side = Civilian 769 EditorSorting = INFANTRY 770 TransportSlotCount = 1 771 ArmorSet 772 Conditions = None 773 Armor = HumanArmor 774 DamageFX = None 775 End 776 VisionRange = 150 777 DisplayName = OBJECT:MogadishuFemaleCivilian 778 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 779 780 ; *** AUDIO Parameters *** 781 SoundDie = CivilianArabFemaleDie 782 SoundDieFire = DieByFireFemale 783 SoundDieToxin = DieByToxinFemale 784 785 ; *** ENGINEERING Parameters *** 786 RadarPriority = NOT_ON_RADAR 787 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 788 789 Body = ActiveBody ModuleTag_02 790 MaxHealth = 50.0 791 InitialHealth = 50.0 792 End 793 794 Behavior = AIUpdateInterface ModuleTag_03 795 End 796 Locomotor = SET_NORMAL BasicHumanLocomotor 797 Locomotor = SET_WANDER WanderHumanLocomotor 798 Locomotor = SET_PANIC PanicHumanLocomotor 799 800 Behavior = PhysicsBehavior ModuleTag_04 801 Mass = 5.0 802 End 803 Behavior = SlowDeathBehavior ModuleTag_05 804 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 805 SinkDelay = 3000 806 SinkRate = 0.5 ; in Dist/Sec 807 DestructionDelay = 8000 808 End 809 810 811 Behavior = SquishCollide ModuleTag_06 812 ;nothing 813 End 814 815 Behavior = FXListDie ModuleTag_07 816 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 817 DeathFX = FX_GIDie 818 End 819 Behavior = FXListDie ModuleTag_08 820 DeathTypes = NONE +CRUSHED +SPLATTED 821 DeathFX = FX_GIDieCrushed 822 End 823 Behavior = SlowDeathBehavior ModuleTag_Death06 824 DeathTypes = NONE +POISONED_BETA 825 DestructionDelay = 0 826 FX = INITIAL FX_GIDie 827 OCL = INITIAL OCL_ToxicInfantryBeta 828 End 829 830 Behavior = SlowDeathBehavior ModuleTag_Death05 831 DeathTypes = NONE +POISONED 832 DestructionDelay = 0 833 FX = INITIAL FX_GIDie 834 OCL = INITIAL OCL_ToxicInfantry 835 End 836 837 Behavior = PoisonedBehavior ModuleTag_09 838 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 839 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 840 End 841 842 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 843 DeathTypes = NONE +BURNED 844 DestructionDelay = 0 845 FX = INITIAL FX_GIDie 846 OCL = INITIAL OCL_FlamingInfantry 847 End 848 849 Geometry = CYLINDER 850 Scale = 0.95 ;Scaling 851 GeometryMajorRadius = 1.0 852 GeometryMinorRadius = 1.0 853 GeometryHeight = 8.0 854 GeometryIsSmall = Yes 855 Shadow = SHADOW_DECAL 856 ShadowSizeX = 9; 857 ShadowSizeY = 9; 858 ShadowTexture = ShadowI; 859 860 End 861 ;------------------------------------------------------------------------------ 862 Object CarCamaro 863 864 ; *** ART Parameters *** 865 SelectPortrait = SUTerrorist_L 866 ButtonImage = SUTerrorist 867 868 Draw = W3DModelDraw ModuleTag_01 869 ConditionState = NONE 870 Model = CVCamaro 871 End 872 ConditionState = FRONTCRUSHED BACKCRUSHED 873 Model = CVCamaro_d 874 End 875 ConditionState = BACKCRUSHED 876 Model = CVCamaro_d2 877 End 878 ConditionState = FRONTCRUSHED 879 Model = CVCamaro_d1 880 End 881 End 882 883 ; ***DESIGN parameters *** 884 DisplayName = OBJECT:Camaro 885 EditorSorting = VEHICLE 886 887 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 888 WeaponSet 889 Conditions = None 890 Weapon = PRIMARY None 891 End 892 WeaponSet 893 Conditions = CARBOMB 894 Weapon = PRIMARY SuicideCarBomb 895 End 896 897 ArmorSet 898 Armor = TruckArmor 899 DamageFX = CrushableCarDamageFX 900 End 901 VisionRange = 80 902 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 903 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 904 CommandSet = CivilianCarBombCommandSet 905 906 ; *** AUDIO Parameters *** 907 SoundMoveStart = CarMoveStart 908 909 910 ; *** ENGINEERING Parameters *** 911 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 912 RadarPriority = LOCAL_UNIT_ONLY 913 914 Body = ActiveBody ModuleTag_02 915 MaxHealth = 100.0 916 InitialHealth = 100.0 917 End 918 919 920 921 Behavior = DestroyDie ModuleTag_03 922 DeathTypes = ALL -CRUSHED -SPLATTED 923 End 924 Behavior = CrushDie ModuleTag_04 925 DeathTypes = NONE +CRUSHED +SPLATTED 926 TotalCrushSound = CarAlarm 927 BackEndCrushSound = CarAlarm 928 FrontEndCrushSound = CarAlarm 929 TotalCrushSoundPercent = 50 930 BackEndCrushSoundPercent = 50 931 FrontEndCrushSoundPercent = 50 932 End 933 Behavior = SlowDeathBehavior ModuleTag_11 934 DeathTypes = NONE +CRUSHED +SPLATTED 935 SinkDelay = 14000 936 SinkRate = 2 ; in Dist/Sec 937 DestructionDelay = 20000 938 End 939 940 Behavior = FXListDie ModuleTag_05 941 DeathTypes = NONE +CRUSHED +SPLATTED 942 DeathFX = FX_CarCrush 943 End 944 Behavior = CreateObjectDie ModuleTag_06 945 DeathTypes = ALL -CRUSHED -SPLATTED 946 CreationList = OCL_GenericCarExplode 947 End 948 Behavior = FXListDie ModuleTag_07 949 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 950 DeathFX = FX_GenericCarExplode 951 End 952 Behavior = CreateObjectDie ModuleTag_08 953 DeathTypes = NONE +SUICIDED 954 CreationList = OCL_BurnedCarHull 955 End 956 957 Behavior = AIUpdateInterface ModuleTag_09 958 End 959 Locomotor = SET_NORMAL BasicCarLocomotor 960 Locomotor = SET_WANDER WanderCarLocomotor 961 Locomotor = SET_PANIC PanicCarLocomotor 962 963 Behavior = PhysicsBehavior ModuleTag_10 964 Mass = 30.0 965 End 966 967 Behavior = FlammableUpdate ModuleTag_21 968 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 969 AflameDamageAmount = 5 ; taking this much damage... 970 AflameDamageDelay = 500 ; this often. 971 End 972 973 Geometry = BOX 974 GeometryIsSmall = Yes 975 GeometryMajorRadius = 11.0 976 GeometryMinorRadius = 4.0 977 GeometryHeight = 7.0 978 Shadow = SHADOW_VOLUME 979 980 End 981 982 ;------------------------------------------------------------------------------ 983 Object CarSport01 984 985 ; *** ART Parameters *** 986 SelectPortrait = SUTerrorist_L 987 ButtonImage = SUTerrorist 988 989 Draw = W3DModelDraw ModuleTag_01 990 ConditionState = NONE 991 Model = CVSptCar01 992 End 993 ConditionState = FRONTCRUSHED BACKCRUSHED 994 Model = CVSptCar01_d 995 End 996 ConditionState = BACKCRUSHED 997 Model = CVSptCar01_d2 998 End 999 ConditionState = FRONTCRUSHED 1000 Model = CVSptCar01_d1 1001 End 1002 End 1003 1004 ; ***DESIGN parameters *** 1005 DisplayName = OBJECT:SportCar 1006 EditorSorting = VEHICLE 1007 1008 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1009 WeaponSet 1010 Conditions = None 1011 Weapon = PRIMARY None 1012 End 1013 WeaponSet 1014 Conditions = CARBOMB 1015 Weapon = PRIMARY SuicideCarBomb 1016 End 1017 1018 ArmorSet 1019 Armor = TruckArmor 1020 DamageFX = CrushableCarDamageFX 1021 End 1022 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1023 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1024 CommandSet = CivilianCarBombCommandSet 1025 1026 ; *** AUDIO Parameters *** 1027 SoundMoveStart = CarMoveStart 1028 1029 1030 ; *** ENGINEERING Parameters *** 1031 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 1032 RadarPriority = LOCAL_UNIT_ONLY 1033 1034 Body = ActiveBody ModuleTag_02 1035 MaxHealth = 100.0 1036 InitialHealth = 100.0 1037 End 1038 1039 1040 1041 Behavior = DestroyDie ModuleTag_03 1042 DeathTypes = ALL -CRUSHED -SPLATTED 1043 End 1044 Behavior = CrushDie ModuleTag_04 1045 DeathTypes = NONE +CRUSHED +SPLATTED 1046 TotalCrushSound = CarAlarm 1047 BackEndCrushSound = CarAlarm 1048 FrontEndCrushSound = CarAlarm 1049 TotalCrushSoundPercent = 50 1050 BackEndCrushSoundPercent = 50 1051 FrontEndCrushSoundPercent = 50 1052 End 1053 Behavior = SlowDeathBehavior ModuleTag_11 1054 DeathTypes = NONE +CRUSHED +SPLATTED 1055 SinkDelay = 14000 1056 SinkRate = 2 ; in Dist/Sec 1057 DestructionDelay = 20000 1058 End 1059 1060 Behavior = FXListDie ModuleTag_05 1061 DeathTypes = NONE +CRUSHED +SPLATTED 1062 DeathFX = FX_CarCrush 1063 End 1064 Behavior = CreateObjectDie ModuleTag_06 1065 DeathTypes = ALL -CRUSHED -SPLATTED 1066 CreationList = OCL_GenericCarExplode 1067 End 1068 Behavior = FXListDie ModuleTag_07 1069 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 1070 DeathFX = FX_GenericCarExplode 1071 End 1072 Behavior = CreateObjectDie ModuleTag_08 1073 DeathTypes = NONE +SUICIDED 1074 CreationList = OCL_BurnedCarHull 1075 End 1076 1077 Behavior = AIUpdateInterface ModuleTag_09 1078 End 1079 Locomotor = SET_NORMAL BasicCarLocomotor 1080 Locomotor = SET_WANDER WanderCarLocomotor 1081 Locomotor = SET_PANIC PanicCarLocomotor 1082 1083 Behavior = PhysicsBehavior ModuleTag_10 1084 Mass = 30.0 1085 End 1086 1087 Behavior = FlammableUpdate ModuleTag_21 1088 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1089 AflameDamageAmount = 5 ; taking this much damage... 1090 AflameDamageDelay = 500 ; this often. 1091 End 1092 1093 Geometry = BOX 1094 GeometryIsSmall = Yes 1095 GeometryMajorRadius = 11.0 1096 GeometryMinorRadius = 4.0 1097 GeometryHeight = 7.0 1098 Shadow = SHADOW_VOLUME 1099 1100 End 1101 1102 ;------------------------------------------------------------------------------ 1103 ; @todo srj -- remove after E3, for demo purposes only 1104 Object CarScrapSuicide 1105 1106 ; *** ART Parameters *** 1107 SelectPortrait = SUTerrorist_L 1108 ButtonImage = SUTerrorist 1109 1110 Draw = W3DModelDraw ModuleTag_01 1111 ConditionState = NONE 1112 Model = CVScrpCar1 1113 End 1114 End 1115 1116 ; ***DESIGN parameters *** 1117 DisplayName = OBJECT:ScrapCar 1118 EditorSorting = VEHICLE 1119 1120 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1121 WeaponSet 1122 Conditions = None 1123 Weapon = PRIMARY SuicideCarBomb 1124 End 1125 ArmorSet 1126 Armor = TruckArmor 1127 DamageFX = CrushableCarDamageFX 1128 End 1129 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1130 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1131 CommandSet = CivilianCarBombCommandSet 1132 1133 ; *** AUDIO Parameters *** 1134 SoundMoveStart = CarMoveStart 1135 1136 1137 ; *** ENGINEERING Parameters *** 1138 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 1139 RadarPriority = LOCAL_UNIT_ONLY 1140 1141 Body = ActiveBody ModuleTag_02 1142 MaxHealth = 100.0 1143 InitialHealth = 100.0 1144 End 1145 1146 1147 1148 Behavior = DestroyDie ModuleTag_03 1149 DeathTypes = ALL -CRUSHED -SPLATTED 1150 End 1151 Behavior = CrushDie ModuleTag_04 1152 DeathTypes = NONE +CRUSHED +SPLATTED 1153 TotalCrushSound = CarAlarm 1154 BackEndCrushSound = CarAlarm 1155 FrontEndCrushSound = CarAlarm 1156 TotalCrushSoundPercent = 50 1157 BackEndCrushSoundPercent = 50 1158 FrontEndCrushSoundPercent = 50 1159 End 1160 Behavior = SlowDeathBehavior ModuleTag_11 1161 DeathTypes = NONE +CRUSHED +SPLATTED 1162 SinkDelay = 14000 1163 SinkRate = 2 ; in Dist/Sec 1164 DestructionDelay = 20000 1165 End 1166 1167 Behavior = FXListDie ModuleTag_05 1168 DeathTypes = NONE +CRUSHED +SPLATTED 1169 DeathFX = FX_CarCrush 1170 End 1171 Behavior = CreateObjectDie ModuleTag_06 1172 DeathTypes = ALL -CRUSHED -SPLATTED 1173 CreationList = OCL_GenericCarExplode 1174 End 1175 Behavior = FXListDie ModuleTag_07 1176 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 1177 DeathFX = FX_GenericCarExplode 1178 End 1179 Behavior = CreateObjectDie ModuleTag_08 1180 DeathTypes = NONE +SUICIDED 1181 CreationList = OCL_BurnedCarHull 1182 End 1183 1184 Behavior = AIUpdateInterface ModuleTag_09 1185 End 1186 Locomotor = SET_NORMAL BasicCarLocomotor 1187 Locomotor = SET_WANDER WanderCarLocomotor 1188 Locomotor = SET_PANIC PanicCarLocomotor 1189 1190 Behavior = PhysicsBehavior ModuleTag_10 1191 Mass = 30.0 1192 End 1193 1194 Behavior = FlammableUpdate ModuleTag_21 1195 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1196 AflameDamageAmount = 5 ; taking this much damage... 1197 AflameDamageDelay = 500 ; this often. 1198 End 1199 1200 Geometry = BOX 1201 GeometryIsSmall = Yes 1202 GeometryMajorRadius = 11.0 1203 GeometryMinorRadius = 4.0 1204 GeometryHeight = 7.0 1205 Shadow = SHADOW_VOLUME 1206 1207 End 1208 ;------------------------------------------------------------------------------ 1209 ;*************************Required For CHI01 INTRO***************************** 1210 Object CINE_CarScrapSuicide 1211 1212 ; *** ART Parameters *** 1213 SelectPortrait = SUTerrorist_L 1214 ButtonImage = SUTerrorist 1215 1216 Draw = W3DModelDraw ModuleTag_01 1217 ConditionState = NONE 1218 Model = CVScrpCar1 1219 End 1220 End 1221 1222 ; ***DESIGN parameters *** 1223 DisplayName = OBJECT:ScrapCar 1224 EditorSorting = VEHICLE 1225 1226 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1227 WeaponSet 1228 Conditions = None 1229 Weapon = PRIMARY SuicideCarBomb 1230 End 1231 ArmorSet 1232 Armor = TruckArmor 1233 DamageFX = CrushableCarDamageFX 1234 End 1235 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1236 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1237 CommandSet = CivilianCarBombCommandSet 1238 1239 ; *** AUDIO Parameters *** 1240 SoundMoveStart = CarMoveStart 1241 1242 1243 ; *** ENGINEERING Parameters *** 1244 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 1245 RadarPriority = LOCAL_UNIT_ONLY 1246 1247 Body = ActiveBody ModuleTag_02 1248 MaxHealth = 100.0 1249 InitialHealth = 100.0 1250 End 1251 1252 1253 1254 Behavior = DestroyDie ModuleTag_03 1255 DeathTypes = ALL -CRUSHED -SPLATTED 1256 End 1257 Behavior = CrushDie ModuleTag_04 1258 DeathTypes = NONE +CRUSHED +SPLATTED 1259 TotalCrushSound = CarAlarm 1260 BackEndCrushSound = CarAlarm 1261 FrontEndCrushSound = CarAlarm 1262 TotalCrushSoundPercent = 50 1263 BackEndCrushSoundPercent = 50 1264 FrontEndCrushSoundPercent = 50 1265 End 1266 Behavior = SlowDeathBehavior ModuleTag_11 1267 DeathTypes = NONE +CRUSHED +SPLATTED 1268 SinkDelay = 14000 1269 SinkRate = 2 ; in Dist/Sec 1270 DestructionDelay = 20000 1271 End 1272 1273 Behavior = FXListDie ModuleTag_05 1274 DeathTypes = NONE +CRUSHED +SPLATTED 1275 DeathFX = FX_CarCrush 1276 End 1277 Behavior = CreateObjectDie ModuleTag_06 1278 DeathTypes = ALL -CRUSHED -SPLATTED 1279 CreationList = OCL_GenericCarExplode 1280 End 1281 Behavior = FXListDie ModuleTag_07 1282 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 1283 DeathFX = FX_GenericCarExplode 1284 End 1285 Behavior = CreateObjectDie ModuleTag_08 1286 DeathTypes = NONE +SUICIDED 1287 CreationList = OCL_BurnedCarHull 1288 End 1289 1290 Behavior = AIUpdateInterface ModuleTag_09 1291 End 1292 Locomotor = SET_NORMAL BasicCarLocomotor 1293 Locomotor = SET_WANDER WanderCarLocomotor 1294 Locomotor = SET_PANIC PanicCarLocomotor 1295 1296 Behavior = PhysicsBehavior ModuleTag_10 1297 Mass = 30.0 1298 End 1299 1300 Behavior = FlammableUpdate ModuleTag_21 1301 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1302 AflameDamageAmount = 5 ; taking this much damage... 1303 AflameDamageDelay = 500 ; this often. 1304 End 1305 1306 Geometry = BOX 1307 GeometryIsSmall = Yes 1308 GeometryMajorRadius = 11.0 1309 GeometryMinorRadius = 1.0 1310 GeometryHeight = 7.0 1311 Shadow = SHADOW_VOLUME 1312 1313 End 1314 1315 ;------------------------------------------------------------------------------ 1316 ;******************* Cinematic-Only unit ************************************** 1317 Object CINE_ConvoyNuke 1318 1319 ; *** ART Parameters *** 1320 Draw = W3DTruckDraw ModuleTag_01 1321 ConditionState = NONE 1322 Model = CINE_ConvNuke 1323 End 1324 ConditionState = LOADED 1325 Model = CINE_ConvNuke 1326 End 1327 1328 CabRotationMultiplier = 1.5 1329 TrailerRotationMultiplier = 0.2 1330 CabBone = CAB 1331 TrailerBone = TRAILER 1332 RotationDamping = 0.7 1333 1334 RightFrontTireBone = Tire01 1335 LeftFrontTireBone = Tire02 1336 MidRightFrontTireBone = Tire03 1337 MidLeftFrontTireBone = Tire04 1338 MidRightMidTireBone = Tire05 1339 MidLeftMidTireBone = Tire06 1340 MidRightRearTireBone = Tire07 1341 MidLeftRearTireBone = Tire08 1342 RightRearTireBone = Tire09 1343 LeftRearTireBone = Tire10; 1344 1345 TireRotationMultiplier = 0.2 ; this * speed = rotation. 1346 1347 TrackMarks = EXTireTrack.tga 1348 1349 End 1350 1351 ; ***DESIGN parameters *** 1352 DisplayName = OBJECT:ConvoyTruck 1353 EditorSorting = VEHICLE 1354 ArmorSet 1355 Armor = TruckArmor 1356 DamageFX = CrushableCarDamageFX 1357 End 1358 1359 WeaponSet 1360 Conditions = None 1361 Weapon = PRIMARY CINEConvoyNuke 1362 End 1363 VisionRange = 150 1364 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1365 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1366 1367 ; *** AUDIO Parameters *** 1368 VoiceSelect = ConvoyTruckSelect 1369 SoundAmbient = NukeTruckMoveLoop 1370 UnitSpecificSounds 1371 TruckPowerslideSound = NoSound 1372 TruckLandingSound = NoSound 1373 End 1374 1375 ; *** ENGINEERING Parameters *** 1376 KindOf = SELECTABLE CAN_ATTACK VEHICLE 1377 1378 Body = ActiveBody ModuleTag_03 1379 MaxHealth = 100.0 1380 InitialHealth = 100.0 1381 End 1382 1383 Behavior = DestroyDie ModuleTag_04 1384 ;nothing 1385 End 1386 Behavior = CreateObjectDie ModuleTag_05 1387 DeathTypes = ALL 1388 CreationList = OCL_LargeStructureDebris 1389 End 1390 1391 Behavior = AIUpdateInterface ModuleTag_07 1392 End 1393 Locomotor = SET_NORMAL CINE_NukeTruckLocomotor 1394 Locomotor = SET_WANDER WanderCarLocomotor 1395 Locomotor = SET_PANIC PanicCarLocomotor 1396 Behavior = PhysicsBehavior ModuleTag_08 1397 Mass = 30.0 1398 End 1399 1400 Behavior = FlammableUpdate ModuleTag_21 1401 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1402 AflameDamageAmount = 5 ; taking this much damage... 1403 AflameDamageDelay = 500 ; this often. 1404 End 1405 1406 Geometry = BOX 1407 GeometryIsSmall = NO 1408 GeometryMajorRadius = 36.0 1409 GeometryMinorRadius = 8.0 1410 GeometryHeight = 16.0 1411 Shadow = SHADOW_VOLUME 1412 1413 End 1414 1415 ;------------------------------------------------------------------------------ 1416 Object CarScrap 1417 1418 ; *** ART Parameters *** 1419 SelectPortrait = SUTerrorist_L 1420 ButtonImage = SUTerrorist 1421 1422 Draw = W3DModelDraw ModuleTag_01 1423 ConditionState = NONE 1424 Model = CVScrpCar1 1425 End 1426 End 1427 1428 ; ***DESIGN parameters *** 1429 DisplayName = OBJECT:ScrapCar 1430 EditorSorting = VEHICLE 1431 1432 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1433 WeaponSet 1434 Conditions = None 1435 Weapon = PRIMARY None 1436 End 1437 WeaponSet 1438 Conditions = CARBOMB 1439 Weapon = PRIMARY SuicideCarBomb 1440 End 1441 1442 ArmorSet 1443 Armor = TruckArmor 1444 DamageFX = CrushableCarDamageFX 1445 End 1446 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1447 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1448 CommandSet = CivilianCarBombCommandSet 1449 1450 ; *** AUDIO Parameters *** 1451 SoundMoveStart = CarMoveStart 1452 1453 1454 ; *** ENGINEERING Parameters *** 1455 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 1456 RadarPriority = LOCAL_UNIT_ONLY 1457 1458 Body = ActiveBody ModuleTag_02 1459 MaxHealth = 100.0 1460 InitialHealth = 100.0 1461 End 1462 1463 1464 1465 Behavior = DestroyDie ModuleTag_03 1466 DeathTypes = ALL -CRUSHED -SPLATTED 1467 End 1468 Behavior = CrushDie ModuleTag_04 1469 DeathTypes = NONE +CRUSHED +SPLATTED 1470 TotalCrushSound = CarAlarm 1471 BackEndCrushSound = CarAlarm 1472 FrontEndCrushSound = CarAlarm 1473 TotalCrushSoundPercent = 50 1474 BackEndCrushSoundPercent = 50 1475 FrontEndCrushSoundPercent = 50 1476 End 1477 Behavior = SlowDeathBehavior ModuleTag_11 1478 DeathTypes = NONE +CRUSHED +SPLATTED 1479 SinkDelay = 14000 1480 SinkRate = 2 ; in Dist/Sec 1481 DestructionDelay = 20000 1482 End 1483 1484 Behavior = FXListDie ModuleTag_05 1485 DeathTypes = NONE +CRUSHED +SPLATTED 1486 DeathFX = FX_CarCrush 1487 End 1488 Behavior = CreateObjectDie ModuleTag_06 1489 DeathTypes = ALL -CRUSHED -SPLATTED 1490 CreationList = OCL_GenericCarExplode 1491 End 1492 Behavior = FXListDie ModuleTag_07 1493 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 1494 DeathFX = FX_GenericCarExplode 1495 End 1496 Behavior = CreateObjectDie ModuleTag_08 1497 DeathTypes = NONE +SUICIDED 1498 CreationList = OCL_BurnedCarHull 1499 End 1500 1501 Behavior = AIUpdateInterface ModuleTag_09 1502 End 1503 Locomotor = SET_NORMAL BasicCarLocomotor 1504 Locomotor = SET_WANDER WanderCarLocomotor 1505 Locomotor = SET_PANIC PanicCarLocomotor 1506 1507 Behavior = PhysicsBehavior ModuleTag_10 1508 Mass = 30.0 1509 End 1510 1511 Behavior = FlammableUpdate ModuleTag_21 1512 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1513 AflameDamageAmount = 5 ; taking this much damage... 1514 AflameDamageDelay = 500 ; this often. 1515 End 1516 1517 Geometry = BOX 1518 GeometryIsSmall = Yes 1519 GeometryMajorRadius = 11.0 1520 GeometryMinorRadius = 4.0 1521 GeometryHeight = 7.0 1522 Shadow = SHADOW_VOLUME 1523 1524 End 1525 1526 ;------------------------------------------------------------------------------ 1527 Object CarLimo1 1528 1529 ; *** ART Parameters *** 1530 SelectPortrait = SUTerrorist_L 1531 ButtonImage = SUTerrorist 1532 1533 Draw = W3DModelDraw ModuleTag_01 1534 ConditionState = NONE 1535 Model = CVLimo1 1536 End 1537 End 1538 1539 ; ***DESIGN parameters *** 1540 DisplayName = OBJECT:Limo 1541 EditorSorting = VEHICLE 1542 ArmorSet 1543 Conditions = None 1544 Armor = TruckArmor 1545 DamageFX = LimoDamageFX 1546 End 1547 CommandSet = CivilianVehicleLimoCommandSet 1548 1549 ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo 1550 ; Slots = 5 1551 ;End 1552 1553 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1554 WeaponSet 1555 Conditions = None 1556 Weapon = PRIMARY None 1557 End 1558 WeaponSet 1559 Conditions = CARBOMB 1560 Weapon = PRIMARY SuicideCarBomb 1561 End 1562 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1563 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1564 CommandSet = CivilianCarBombCommandSet 1565 1566 ; *** AUDIO Parameters *** 1567 1568 1569 ; *** ENGINEERING Parameters *** 1570 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 1571 RadarPriority = LOCAL_UNIT_ONLY 1572 1573 Body = ActiveBody ModuleTag_03 1574 MaxHealth = 800.0 1575 InitialHealth = 800.0 1576 End 1577 1578 Behavior = DestroyDie ModuleTag_DeathTag03 1579 ;nothing 1580 End 1581 1582 Behavior = CreateObjectDie ModuleTag_DeathTag04 1583 CreationList = OCL_GenericCarExplode 1584 End 1585 1586 Behavior = FXListDie ModuleTag_DeathTag05 1587 DeathFX = FX_GenericCarExplode 1588 End 1589 1590 1591 ;Behavior = DestroyDie ModuleTag_04 1592 ; DeathTypes = ALL -CRUSHED -SPLATTED 1593 ;End 1594 ;Behavior = CrushDie ModuleTag_05 1595 ; DeathTypes = NONE +CRUSHED +SPLATTED 1596 ; TotalCrushSound = CarAlarm 1597 ; BackEndCrushSound = CarAlarm 1598 ; FrontEndCrushSound = CarAlarm 1599 ; TotalCrushSoundPercent = 50 1600 ; BackEndCrushSoundPercent = 50 1601 ; FrontEndCrushSoundPercent = 50 1602 ;End 1603 ;Behavior = SlowDeathBehavior ModuleTag_12 1604 ; DeathTypes = NONE +CRUSHED +SPLATTED 1605 ; SinkDelay = 14000 1606 ; SinkRate = 2 ; in Dist/Sec 1607 ; DestructionDelay = 20000 1608 ;End 1609 1610 ; Behavior = FXListDie ModuleTag_06 1611 ; DeathTypes = NONE +CRUSHED +SPLATTED 1612 ; DeathFX = FX_CarCrush 1613 ; End 1614 ; Behavior = CreateObjectDie ModuleTag_07 1615 ; DeathTypes = ALL -CRUSHED -SPLATTED 1616 ; CreationList = OCL_GenericCarExplode 1617 ; End 1618 ; Behavior = FXListDie ModuleTag_08 1619 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 1620 ; DeathFX = FX_GenericCarExplode 1621 ; End 1622 ; Behavior = CreateObjectDie ModuleTag_09 1623 ; DeathTypes = NONE +SUICIDED 1624 ; CreationList = OCL_BurnedCarHull 1625 ; End 1626 1627 Behavior = AIUpdateInterface ModuleTag_10 1628 End 1629 Locomotor = SET_NORMAL BasicCarLocomotor 1630 Locomotor = SET_WANDER WanderCarLocomotor 1631 Locomotor = SET_PANIC PanicCarLocomotor 1632 1633 Behavior = PhysicsBehavior ModuleTag_11 1634 Mass = 30.0 1635 End 1636 1637 Behavior = FlammableUpdate ModuleTag_21 1638 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1639 AflameDamageAmount = 5 ; taking this much damage... 1640 AflameDamageDelay = 500 ; this often. 1641 End 1642 1643 Geometry = BOX 1644 GeometryIsSmall = Yes 1645 GeometryMajorRadius = 11.0 1646 GeometryMinorRadius = 4.0 1647 GeometryHeight = 7.0 1648 Shadow = SHADOW_VOLUME 1649 1650 End 1651 1652 ;------------------------------------------------------------------------------ 1653 Object CarLimo2 1654 1655 ; *** ART Parameters *** 1656 SelectPortrait = SUTerrorist_L 1657 ButtonImage = SUTerrorist 1658 1659 Draw = W3DModelDraw ModuleTag_01 1660 ConditionState = NONE 1661 Model = CVLimo2 1662 End 1663 End 1664 1665 ; ***DESIGN parameters *** 1666 DisplayName = OBJECT:Limo 1667 EditorSorting = VEHICLE 1668 ArmorSet 1669 Conditions = None 1670 Armor = TruckArmor 1671 DamageFX = LimoDamageFX 1672 End 1673 CommandSet = CivilianVehicleLimoCommandSet 1674 1675 ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo 1676 ; Slots = 5 1677 ;End 1678 1679 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1680 WeaponSet 1681 Conditions = None 1682 Weapon = PRIMARY None 1683 End 1684 WeaponSet 1685 Conditions = CARBOMB 1686 Weapon = PRIMARY SuicideCarBomb 1687 End 1688 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1689 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1690 CommandSet = CivilianCarBombCommandSet 1691 1692 ; *** AUDIO Parameters *** 1693 1694 1695 ; *** ENGINEERING Parameters *** 1696 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 1697 RadarPriority = LOCAL_UNIT_ONLY 1698 1699 Body = ActiveBody ModuleTag_03 1700 MaxHealth = 800.0 1701 InitialHealth = 800.0 1702 End 1703 1704 1705 Behavior = DestroyDie ModuleTag_DeathTag03 1706 ;nothing 1707 End 1708 Behavior = CreateObjectDie ModuleTag_DeathTag04 1709 CreationList = OCL_GenericCarExplode 1710 End 1711 Behavior = FXListDie ModuleTag_DeathTag05 1712 DeathFX = FX_GenericCarExplode 1713 End 1714 1715 1716 1717 ; Behavior = DestroyDie ModuleTag_04 1718 ; DeathTypes = ALL -CRUSHED -SPLATTED 1719 ; End 1720 ; Behavior = CrushDie ModuleTag_05 1721 ; DeathTypes = NONE +CRUSHED +SPLATTED 1722 ; TotalCrushSound = CarAlarm 1723 ; BackEndCrushSound = CarAlarm 1724 ; FrontEndCrushSound = CarAlarm 1725 ; TotalCrushSoundPercent = 50 1726 ; BackEndCrushSoundPercent = 50 1727 ; FrontEndCrushSoundPercent = 50 1728 ; End 1729 ; Behavior = SlowDeathBehavior ModuleTag_12 1730 ; DeathTypes = NONE +CRUSHED +SPLATTED 1731 ; SinkDelay = 14000 1732 ; SinkRate = 2 ; in Dist/Sec 1733 ; DestructionDelay = 20000 1734 ; End 1735 1736 ; Behavior = FXListDie ModuleTag_06 1737 ; DeathTypes = NONE +CRUSHED +SPLATTED 1738 ; DeathFX = FX_CarCrush 1739 ; End 1740 ; Behavior = CreateObjectDie ModuleTag_07 1741 ; DeathTypes = ALL -CRUSHED -SPLATTED 1742 ; CreationList = OCL_GenericCarExplode 1743 ; End 1744 ; Behavior = FXListDie ModuleTag_08 1745 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 1746 ; DeathFX = FX_GenericCarExplode 1747 ; End 1748 ; Behavior = CreateObjectDie ModuleTag_09 1749 ; DeathTypes = NONE +SUICIDED 1750 ; CreationList = OCL_BurnedCarHull 1751 ; End 1752 1753 Behavior = AIUpdateInterface ModuleTag_10 1754 End 1755 Locomotor = SET_NORMAL BasicCarLocomotor 1756 Locomotor = SET_WANDER WanderCarLocomotor 1757 Locomotor = SET_PANIC PanicCarLocomotor 1758 1759 Behavior = PhysicsBehavior ModuleTag_11 1760 Mass = 30.0 1761 End 1762 1763 Behavior = FlammableUpdate ModuleTag_21 1764 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1765 AflameDamageAmount = 5 ; taking this much damage... 1766 AflameDamageDelay = 500 ; this often. 1767 End 1768 1769 Geometry = BOX 1770 GeometryIsSmall = Yes 1771 GeometryMajorRadius = 11.0 1772 GeometryMinorRadius = 4.0 1773 GeometryHeight = 7.0 1774 Shadow = SHADOW_VOLUME 1775 1776 End 1777 1778 ;------------------------------------------------------------------------------ 1779 Object CarLimo3 1780 1781 ; *** ART Parameters *** 1782 SelectPortrait = SUTerrorist_L 1783 ButtonImage = SUTerrorist 1784 1785 Draw = W3DModelDraw ModuleTag_01 1786 ConditionState = NONE 1787 Model = CVLimo3 1788 End 1789 ConditionState = REALLYDAMAGED 1790 Model = CVLimo3_D 1791 End 1792 ConditionState = RUBBLE 1793 Model = CVLimo3_D 1794 End 1795 End 1796 1797 ; ***DESIGN parameters *** 1798 DisplayName = OBJECT:Limo 1799 EditorSorting = VEHICLE 1800 ArmorSet 1801 Conditions = None 1802 Armor = TruckArmor 1803 DamageFX = LimoDamageFX 1804 End 1805 CommandSet = CivilianVehicleLimoCommandSet 1806 1807 WeaponSet 1808 Conditions = None 1809 Weapon = PRIMARY None 1810 End 1811 1812 ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo 1813 ; Slots = 5 1814 ;End 1815 1816 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1817 WeaponSet 1818 Conditions = CARBOMB 1819 Weapon = PRIMARY SuicideCarBomb 1820 End 1821 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1822 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1823 CommandSet = CivilianCarBombCommandSet 1824 1825 ; *** AUDIO Parameters *** 1826 1827 ; *** ENGINEERING Parameters *** 1828 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 1829 RadarPriority = LOCAL_UNIT_ONLY 1830 1831 Body = ActiveBody ModuleTag_03 1832 MaxHealth = 800.0 1833 InitialHealth = 800.0 1834 End 1835 1836 Behavior = DestroyDie ModuleTag_04 1837 DeathTypes = ALL -CRUSHED -SPLATTED 1838 End 1839 Behavior = CrushDie ModuleTag_05 1840 DeathTypes = NONE +CRUSHED +SPLATTED 1841 TotalCrushSound = CarAlarm 1842 BackEndCrushSound = CarAlarm 1843 FrontEndCrushSound = CarAlarm 1844 TotalCrushSoundPercent = 50 1845 BackEndCrushSoundPercent = 50 1846 FrontEndCrushSoundPercent = 50 1847 End 1848 Behavior = SlowDeathBehavior ModuleTag_12 1849 DeathTypes = NONE +CRUSHED +SPLATTED 1850 SinkDelay = 14000 1851 SinkRate = 2 ; in Dist/Sec 1852 DestructionDelay = 20000 1853 End 1854 1855 Behavior = FXListDie ModuleTag_06 1856 DeathTypes = NONE +CRUSHED +SPLATTED 1857 DeathFX = FX_CarCrush 1858 End 1859 Behavior = CreateObjectDie ModuleTag_07 1860 DeathTypes = ALL -CRUSHED -SPLATTED 1861 CreationList = OCL_LimoExplode 1862 End 1863 Behavior = FXListDie ModuleTag_08 1864 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 1865 DeathFX = FX_LimoExplode 1866 End 1867 ; Behavior = CreateObjectDie 1868 ;; DeathTypes = NONE +SUICIDED 1869 ; CreationList = OCL_BurnedCarHull 1870 ; End 1871 1872 Behavior = AIUpdateInterface ModuleTag_09 1873 End 1874 Locomotor = SET_NORMAL BasicCarLocomotor 1875 Locomotor = SET_WANDER WanderCarLocomotor 1876 Locomotor = SET_PANIC PanicCarLocomotor 1877 1878 Behavior = PhysicsBehavior ModuleTag_10 1879 Mass = 30.0 1880 End 1881 1882 Behavior = TransitionDamageFX ModuleTag_11 1883 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01 1884 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition 1885 End 1886 1887 Behavior = FlammableUpdate ModuleTag_21 1888 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1889 AflameDamageAmount = 5 ; taking this much damage... 1890 AflameDamageDelay = 500 ; this often. 1891 End 1892 1893 Geometry = BOX 1894 GeometryIsSmall = Yes 1895 GeometryMajorRadius = 11.0 1896 GeometryMinorRadius = 4.0 1897 GeometryHeight = 7.0 1898 Shadow = SHADOW_VOLUME 1899 1900 End 1901 1902 ;------------------------------------------------------------------------------ 1903 Object CarLimo03DeadHull 1904 1905 ; *** ART Parameters *** 1906 Draw = W3DModelDraw ModuleTag_01 1907 OkToChangeModelColor = Yes 1908 1909 ConditionState = NONE 1910 Model = CVLimo3_D1 1911 End 1912 End 1913 1914 ; ***DESIGN parameters *** 1915 DisplayName = OBJECT:Limo 1916 EditorSorting = SYSTEM 1917 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1918 1919 ; *** AUDIO Parameters *** 1920 ; *** ENGINEERING Parameters *** 1921 RadarPriority = UNIT 1922 KindOf = CAN_CAST_REFLECTIONS IMMOBILE 1923 1924 Body = ActiveBody ModuleTag_02 1925 MaxHealth = 1.0 1926 InitialHealth = 1.0 1927 End 1928 1929 1930 Behavior = PhysicsBehavior ModuleTag_03 1931 Mass = 50 1932 AllowBouncing = Yes 1933 End 1934 1935 Behavior = LifetimeUpdate ModuleTag_04 1936 MinLifetime = 0 ; min lifetime in msec 1937 MaxLifetime = 0 ; max lifetime in msec 1938 End 1939 1940 Behavior = SlowDeathBehavior ModuleTag_05 1941 SinkDelay = 14000 1942 SinkRate = 2 ; in Dist/Sec 1943 DestructionDelay = 20000 1944 End 1945 1946 Behavior = TransitionDamageFX ModuleTag_06 1947 RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 1948 End 1949 1950 Geometry = BOX 1951 GeometryMajorRadius = 9.0 1952 GeometryMinorRadius = 6.0 1953 GeometryHeight = 7.5 1954 GeometryIsSmall = Yes 1955 1956 End 1957 1958 ;------------------------------------------------------------------------------ 1959 Object CarLuxury01 1960 1961 ; *** ART Parameters *** 1962 SelectPortrait = SUTerrorist_L 1963 ButtonImage = SUTerrorist 1964 1965 Draw = W3DModelDraw ModuleTag_01 1966 ConditionState = NONE 1967 Model = CVBMW 1968 End 1969 ConditionState = FRONTCRUSHED BACKCRUSHED 1970 Model = CVBMW_d 1971 End 1972 ConditionState = BACKCRUSHED 1973 Model = CVBMW_d2 1974 End 1975 ConditionState = FRONTCRUSHED 1976 Model = CVBMW_d1 1977 End 1978 End 1979 1980 ; ***DESIGN parameters *** 1981 DisplayName = OBJECT:BMW 1982 EditorSorting = VEHICLE 1983 1984 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1985 WeaponSet 1986 Conditions = None 1987 Weapon = PRIMARY None 1988 End 1989 WeaponSet 1990 Conditions = CARBOMB 1991 Weapon = PRIMARY SuicideCarBomb 1992 End 1993 1994 ArmorSet 1995 Armor = TruckArmor 1996 DamageFX = CrushableCarDamageFX 1997 End 1998 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1999 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2000 CommandSet = CivilianCarBombCommandSet 2001 2002 ; *** AUDIO Parameters *** 2003 SoundMoveStart = CarMoveStart 2004 2005 2006 ; *** ENGINEERING Parameters *** 2007 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 2008 RadarPriority = LOCAL_UNIT_ONLY 2009 2010 Body = ActiveBody ModuleTag_02 2011 MaxHealth = 100.0 2012 InitialHealth = 100.0 2013 End 2014 2015 2016 2017 Behavior = DestroyDie ModuleTag_03 2018 DeathTypes = ALL -CRUSHED -SPLATTED 2019 End 2020 Behavior = CrushDie ModuleTag_04 2021 DeathTypes = NONE +CRUSHED +SPLATTED 2022 TotalCrushSound = CarAlarm 2023 BackEndCrushSound = CarAlarm 2024 FrontEndCrushSound = CarAlarm 2025 TotalCrushSoundPercent = 50 2026 BackEndCrushSoundPercent = 50 2027 FrontEndCrushSoundPercent = 50 2028 End 2029 Behavior = SlowDeathBehavior ModuleTag_11 2030 DeathTypes = NONE +CRUSHED +SPLATTED 2031 SinkDelay = 14000 2032 SinkRate = 2 ; in Dist/Sec 2033 DestructionDelay = 20000 2034 End 2035 2036 Behavior = FXListDie ModuleTag_05 2037 DeathTypes = NONE +CRUSHED +SPLATTED 2038 DeathFX = FX_CarCrush 2039 End 2040 Behavior = CreateObjectDie ModuleTag_06 2041 DeathTypes = ALL -CRUSHED -SPLATTED 2042 CreationList = OCL_GenericCarExplode 2043 End 2044 Behavior = FXListDie ModuleTag_07 2045 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 2046 DeathFX = FX_GenericCarExplode 2047 End 2048 Behavior = CreateObjectDie ModuleTag_08 2049 DeathTypes = NONE +SUICIDED 2050 CreationList = OCL_BurnedCarHull 2051 End 2052 2053 Behavior = AIUpdateInterface ModuleTag_09 2054 End 2055 Locomotor = SET_NORMAL BasicCarLocomotor 2056 Locomotor = SET_WANDER WanderCarLocomotor 2057 Locomotor = SET_PANIC PanicCarLocomotor 2058 2059 Behavior = PhysicsBehavior ModuleTag_10 2060 Mass = 30.0 2061 End 2062 2063 Behavior = FlammableUpdate ModuleTag_21 2064 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2065 AflameDamageAmount = 5 ; taking this much damage... 2066 AflameDamageDelay = 500 ; this often. 2067 End 2068 2069 Geometry = BOX 2070 GeometryIsSmall = Yes 2071 GeometryMajorRadius = 11.0 2072 GeometryMinorRadius = 4.0 2073 GeometryHeight = 7.0 2074 Shadow = SHADOW_VOLUME 2075 2076 End 2077 2078 ;------------------------------------------------------------------------------ 2079 Object CarLuxury02 2080 2081 ; *** ART Parameters *** 2082 SelectPortrait = SUTerrorist_L 2083 ButtonImage = SUTerrorist 2084 2085 Draw = W3DModelDraw ModuleTag_01 2086 ConditionState = NONE 2087 Model = CVBMW2 2088 End 2089 ConditionState = FRONTCRUSHED BACKCRUSHED 2090 Model = CVBMW2_d 2091 End 2092 ConditionState = BACKCRUSHED 2093 Model = CVBMW2_d2 2094 End 2095 ConditionState = FRONTCRUSHED 2096 Model = CVBMW2_d1 2097 End 2098 End 2099 2100 ; ***DESIGN parameters *** 2101 DisplayName = OBJECT:BMW 2102 EditorSorting = VEHICLE 2103 2104 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2105 WeaponSet 2106 Conditions = None 2107 Weapon = PRIMARY None 2108 End 2109 WeaponSet 2110 Conditions = CARBOMB 2111 Weapon = PRIMARY SuicideCarBomb 2112 End 2113 2114 ArmorSet 2115 Armor = TruckArmor 2116 DamageFX = CrushableCarDamageFX 2117 End 2118 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2119 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2120 CommandSet = CivilianCarBombCommandSet 2121 2122 ; *** AUDIO Parameters *** 2123 SoundMoveStart = CarMoveStart 2124 2125 2126 ; *** ENGINEERING Parameters *** 2127 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 2128 RadarPriority = LOCAL_UNIT_ONLY 2129 2130 Body = ActiveBody ModuleTag_02 2131 MaxHealth = 100.0 2132 InitialHealth = 100.0 2133 End 2134 2135 2136 2137 Behavior = DestroyDie ModuleTag_03 2138 DeathTypes = ALL -CRUSHED -SPLATTED 2139 End 2140 Behavior = CrushDie ModuleTag_04 2141 DeathTypes = NONE +CRUSHED +SPLATTED 2142 TotalCrushSound = CarAlarm 2143 BackEndCrushSound = CarAlarm 2144 FrontEndCrushSound = CarAlarm 2145 TotalCrushSoundPercent = 50 2146 BackEndCrushSoundPercent = 50 2147 FrontEndCrushSoundPercent = 50 2148 End 2149 Behavior = SlowDeathBehavior ModuleTag_11 2150 DeathTypes = NONE +CRUSHED +SPLATTED 2151 SinkDelay = 14000 2152 SinkRate = 2 ; in Dist/Sec 2153 DestructionDelay = 20000 2154 End 2155 2156 Behavior = FXListDie ModuleTag_05 2157 DeathTypes = NONE +CRUSHED +SPLATTED 2158 DeathFX = FX_CarCrush 2159 End 2160 Behavior = CreateObjectDie ModuleTag_06 2161 DeathTypes = ALL -CRUSHED -SPLATTED 2162 CreationList = OCL_GenericCarExplode 2163 End 2164 Behavior = FXListDie ModuleTag_07 2165 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 2166 DeathFX = FX_GenericCarExplode 2167 End 2168 Behavior = CreateObjectDie ModuleTag_08 2169 DeathTypes = NONE +SUICIDED 2170 CreationList = OCL_BurnedCarHull 2171 End 2172 2173 Behavior = AIUpdateInterface ModuleTag_09 2174 End 2175 Locomotor = SET_NORMAL BasicCarLocomotor 2176 Locomotor = SET_WANDER WanderCarLocomotor 2177 Locomotor = SET_PANIC PanicCarLocomotor 2178 2179 Behavior = PhysicsBehavior ModuleTag_10 2180 Mass = 30.0 2181 End 2182 2183 Behavior = FlammableUpdate ModuleTag_21 2184 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2185 AflameDamageAmount = 5 ; taking this much damage... 2186 AflameDamageDelay = 500 ; this often. 2187 End 2188 2189 Geometry = BOX 2190 GeometryIsSmall = Yes 2191 GeometryMajorRadius = 11.0 2192 GeometryMinorRadius = 4.0 2193 GeometryHeight = 7.0 2194 Shadow = SHADOW_VOLUME 2195 2196 End 2197 2198 ;------------------------------------------------------------------------------ 2199 Object CarLuxury03 2200 2201 ; *** ART Parameters *** 2202 SelectPortrait = SUTerrorist_L 2203 ButtonImage = SUTerrorist 2204 2205 Draw = W3DModelDraw ModuleTag_01 2206 ConditionState = NONE 2207 Model = CVBMW3 2208 End 2209 ConditionState = FRONTCRUSHED BACKCRUSHED 2210 Model = CVBMW3_d 2211 End 2212 ConditionState = BACKCRUSHED 2213 Model = CVBMW3_d2 2214 End 2215 ConditionState = FRONTCRUSHED 2216 Model = CVBMW3_d1 2217 End 2218 End 2219 2220 ; ***DESIGN parameters *** 2221 DisplayName = OBJECT:BMW 2222 EditorSorting = VEHICLE 2223 2224 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2225 WeaponSet 2226 Conditions = None 2227 Weapon = PRIMARY None 2228 End 2229 WeaponSet 2230 Conditions = CARBOMB 2231 Weapon = PRIMARY SuicideCarBomb 2232 End 2233 2234 ArmorSet 2235 Armor = TruckArmor 2236 DamageFX = CrushableCarDamageFX 2237 End 2238 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2239 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2240 CommandSet = CivilianCarBombCommandSet 2241 2242 ; *** AUDIO Parameters *** 2243 SoundMoveStart = CarMoveStart 2244 2245 2246 ; *** ENGINEERING Parameters *** 2247 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 2248 RadarPriority = LOCAL_UNIT_ONLY 2249 2250 Body = ActiveBody ModuleTag_02 2251 MaxHealth = 100.0 2252 InitialHealth = 100.0 2253 End 2254 2255 2256 2257 Behavior = DestroyDie ModuleTag_03 2258 DeathTypes = ALL -CRUSHED -SPLATTED 2259 End 2260 Behavior = CrushDie ModuleTag_04 2261 DeathTypes = NONE +CRUSHED +SPLATTED 2262 TotalCrushSound = CarAlarm 2263 BackEndCrushSound = CarAlarm 2264 FrontEndCrushSound = CarAlarm 2265 TotalCrushSoundPercent = 50 2266 BackEndCrushSoundPercent = 50 2267 FrontEndCrushSoundPercent = 50 2268 End 2269 Behavior = SlowDeathBehavior ModuleTag_11 2270 DeathTypes = NONE +CRUSHED +SPLATTED 2271 SinkDelay = 14000 2272 SinkRate = 2 ; in Dist/Sec 2273 DestructionDelay = 20000 2274 End 2275 2276 Behavior = FXListDie ModuleTag_05 2277 DeathTypes = NONE +CRUSHED +SPLATTED 2278 DeathFX = FX_CarCrush 2279 End 2280 Behavior = CreateObjectDie ModuleTag_06 2281 DeathTypes = ALL -CRUSHED -SPLATTED 2282 CreationList = OCL_GenericCarExplode 2283 End 2284 Behavior = FXListDie ModuleTag_07 2285 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 2286 DeathFX = FX_GenericCarExplode 2287 End 2288 Behavior = CreateObjectDie ModuleTag_08 2289 DeathTypes = NONE +SUICIDED 2290 CreationList = OCL_BurnedCarHull 2291 End 2292 2293 Behavior = AIUpdateInterface ModuleTag_09 2294 End 2295 Locomotor = SET_NORMAL BasicCarLocomotor 2296 Locomotor = SET_WANDER WanderCarLocomotor 2297 Locomotor = SET_PANIC PanicCarLocomotor 2298 2299 Behavior = PhysicsBehavior ModuleTag_10 2300 Mass = 30.0 2301 End 2302 2303 Behavior = FlammableUpdate ModuleTag_21 2304 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2305 AflameDamageAmount = 5 ; taking this much damage... 2306 AflameDamageDelay = 500 ; this often. 2307 End 2308 2309 Geometry = BOX 2310 GeometryIsSmall = Yes 2311 GeometryMajorRadius = 11.0 2312 GeometryMinorRadius = 4.0 2313 GeometryHeight = 7.0 2314 Shadow = SHADOW_VOLUME 2315 2316 End 2317 2318 ;------------------------------------------------------------------------------ 2319 Object CarLuxury04 2320 2321 ; *** ART Parameters *** 2322 SelectPortrait = SUTerrorist_L 2323 ButtonImage = SUTerrorist 2324 2325 Draw = W3DModelDraw ModuleTag_01 2326 ConditionState = NONE 2327 Model = CVBMW4 2328 End 2329 ConditionState = FRONTCRUSHED BACKCRUSHED 2330 Model = CVBMW4_d 2331 End 2332 ConditionState = BACKCRUSHED 2333 Model = CVBMW4_d2 2334 End 2335 ConditionState = FRONTCRUSHED 2336 Model = CVBMW4_d1 2337 End 2338 End 2339 2340 ; ***DESIGN parameters *** 2341 DisplayName = OBJECT:BMW 2342 EditorSorting = VEHICLE 2343 2344 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2345 WeaponSet 2346 Conditions = None 2347 Weapon = PRIMARY None 2348 End 2349 WeaponSet 2350 Conditions = CARBOMB 2351 Weapon = PRIMARY SuicideCarBomb 2352 End 2353 2354 ArmorSet 2355 Armor = TruckArmor 2356 DamageFX = CrushableCarDamageFX 2357 End 2358 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2359 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2360 CommandSet = CivilianCarBombCommandSet 2361 2362 ; *** AUDIO Parameters *** 2363 SoundMoveStart = CarMoveStart 2364 2365 2366 ; *** ENGINEERING Parameters *** 2367 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 2368 RadarPriority = LOCAL_UNIT_ONLY 2369 2370 Body = ActiveBody ModuleTag_02 2371 MaxHealth = 100.0 2372 InitialHealth = 100.0 2373 End 2374 2375 2376 2377 Behavior = DestroyDie ModuleTag_03 2378 DeathTypes = ALL -CRUSHED -SPLATTED 2379 End 2380 Behavior = CrushDie ModuleTag_04 2381 DeathTypes = NONE +CRUSHED +SPLATTED 2382 TotalCrushSound = CarAlarm 2383 BackEndCrushSound = CarAlarm 2384 FrontEndCrushSound = CarAlarm 2385 TotalCrushSoundPercent = 50 2386 BackEndCrushSoundPercent = 50 2387 FrontEndCrushSoundPercent = 50 2388 End 2389 Behavior = SlowDeathBehavior ModuleTag_11 2390 DeathTypes = NONE +CRUSHED +SPLATTED 2391 SinkDelay = 14000 2392 SinkRate = 2 ; in Dist/Sec 2393 DestructionDelay = 20000 2394 End 2395 2396 Behavior = FXListDie ModuleTag_05 2397 DeathTypes = NONE +CRUSHED +SPLATTED 2398 2399 DeathFX = FX_CarCrush 2400 End 2401 Behavior = CreateObjectDie ModuleTag_06 2402 DeathTypes = ALL -CRUSHED -SPLATTED 2403 CreationList = OCL_GenericCarExplode 2404 End 2405 Behavior = FXListDie ModuleTag_07 2406 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 2407 DeathFX = FX_GenericCarExplode 2408 End 2409 Behavior = CreateObjectDie ModuleTag_08 2410 DeathTypes = NONE +SUICIDED 2411 CreationList = OCL_BurnedCarHull 2412 End 2413 2414 Behavior = AIUpdateInterface ModuleTag_09 2415 End 2416 Locomotor = SET_NORMAL BasicCarLocomotor 2417 Locomotor = SET_WANDER WanderCarLocomotor 2418 Locomotor = SET_PANIC PanicCarLocomotor 2419 2420 Behavior = PhysicsBehavior ModuleTag_10 2421 Mass = 30.0 2422 End 2423 2424 Behavior = FlammableUpdate ModuleTag_21 2425 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2426 AflameDamageAmount = 5 ; taking this much damage... 2427 AflameDamageDelay = 500 ; this often. 2428 End 2429 2430 Geometry = BOX 2431 GeometryIsSmall = Yes 2432 GeometryMajorRadius = 11.0 2433 GeometryMinorRadius = 4.0 2434 GeometryHeight = 7.0 2435 Shadow = SHADOW_VOLUME 2436 2437 End 2438 2439 ;------------------------------------------------------------------------------ 2440 Object CarSedan01 2441 2442 ; *** ART Parameters *** 2443 SelectPortrait = SUTerrorist_L 2444 ButtonImage = SUTerrorist 2445 2446 Draw = W3DModelDraw ModuleTag_01 2447 ConditionState = NONE 2448 Model = CVSedan01 2449 End 2450 ConditionState = FRONTCRUSHED BACKCRUSHED 2451 Model = CVSedan01_d 2452 End 2453 ConditionState = BACKCRUSHED 2454 Model = CVSedan01_d2 2455 End 2456 ConditionState = FRONTCRUSHED 2457 Model = CVSedan01_d1 2458 End 2459 End 2460 2461 ; ***DESIGN parameters *** 2462 DisplayName = OBJECT:Sedan 2463 EditorSorting = VEHICLE 2464 2465 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2466 WeaponSet 2467 Conditions = None 2468 Weapon = PRIMARY None 2469 End 2470 WeaponSet 2471 Conditions = CARBOMB 2472 Weapon = PRIMARY SuicideCarBomb 2473 End 2474 2475 ArmorSet 2476 Armor = TruckArmor 2477 DamageFX = CrushableCarDamageFX 2478 End 2479 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2480 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2481 CommandSet = CivilianCarBombCommandSet 2482 2483 ; *** AUDIO Parameters *** 2484 SoundMoveStart = CarMoveStart 2485 2486 2487 ; *** ENGINEERING Parameters *** 2488 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 2489 RadarPriority = LOCAL_UNIT_ONLY 2490 2491 Body = ActiveBody ModuleTag_02 2492 MaxHealth = 100.0 2493 InitialHealth = 100.0 2494 End 2495 2496 2497 2498 Behavior = DestroyDie ModuleTag_03 2499 DeathTypes = ALL -CRUSHED -SPLATTED 2500 End 2501 Behavior = CrushDie ModuleTag_04 2502 DeathTypes = NONE +CRUSHED +SPLATTED 2503 TotalCrushSound = CarAlarm 2504 BackEndCrushSound = CarAlarm 2505 FrontEndCrushSound = CarAlarm 2506 TotalCrushSoundPercent = 50 2507 BackEndCrushSoundPercent = 50 2508 FrontEndCrushSoundPercent = 50 2509 End 2510 Behavior = SlowDeathBehavior ModuleTag_11 2511 DeathTypes = NONE +CRUSHED +SPLATTED 2512 SinkDelay = 14000 2513 SinkRate = 2 ; in Dist/Sec 2514 DestructionDelay = 20000 2515 End 2516 2517 Behavior = FXListDie ModuleTag_05 2518 DeathTypes = NONE +CRUSHED +SPLATTED 2519 DeathFX = FX_CarCrush 2520 End 2521 Behavior = CreateObjectDie ModuleTag_06 2522 DeathTypes = ALL -CRUSHED -SPLATTED 2523 CreationList = OCL_GenericCarExplode 2524 End 2525 Behavior = FXListDie ModuleTag_07 2526 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 2527 DeathFX = FX_GenericCarExplode 2528 End 2529 Behavior = CreateObjectDie ModuleTag_08 2530 DeathTypes = NONE +SUICIDED 2531 CreationList = OCL_BurnedCarHull 2532 End 2533 2534 Behavior = AIUpdateInterface ModuleTag_09 2535 End 2536 Locomotor = SET_NORMAL BasicCarLocomotor 2537 Locomotor = SET_WANDER WanderCarLocomotor 2538 Locomotor = SET_PANIC PanicCarLocomotor 2539 2540 Behavior = PhysicsBehavior ModuleTag_10 2541 Mass = 30.0 2542 End 2543 2544 Behavior = FlammableUpdate ModuleTag_21 2545 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2546 AflameDamageAmount = 5 ; taking this much damage... 2547 AflameDamageDelay = 500 ; this often. 2548 End 2549 2550 Geometry = BOX 2551 GeometryIsSmall = Yes 2552 GeometryMajorRadius = 11.0 2553 GeometryMinorRadius = 4.0 2554 GeometryHeight = 7.0 2555 Shadow = SHADOW_VOLUME 2556 2557 End 2558 2559 2560 ;------------------------------------------------------------------------------ 2561 ; @todo srj -- remove after E3, for demo purposes only 2562 Object CarSUV01Suicide 2563 2564 ; *** ART Parameters *** 2565 Draw = W3DModelDraw ModuleTag_01 2566 ConditionState = NONE 2567 Model = CVSUV01 2568 End 2569 ConditionState = FRONTCRUSHED BACKCRUSHED 2570 Model = CVSUV01_d 2571 End 2572 ConditionState = BACKCRUSHED 2573 Model = CVSUV01_d2 2574 End 2575 ConditionState = FRONTCRUSHED 2576 Model = CVSUV01_d1 2577 End 2578 End 2579 2580 ; ***DESIGN parameters *** 2581 DisplayName = OBJECT:SUV 2582 EditorSorting = VEHICLE 2583 2584 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2585 WeaponSet 2586 Conditions = None 2587 Weapon = PRIMARY SuicideCarBomb 2588 End 2589 2590 ArmorSet 2591 Armor = TruckArmor 2592 DamageFX = CrushableCarDamageFX 2593 End 2594 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2595 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2596 CommandSet = CivilianCarBombCommandSet 2597 2598 ; *** AUDIO Parameters *** 2599 SoundMoveStart = CarMoveStart 2600 2601 2602 ; *** ENGINEERING Parameters *** 2603 KindOf = SELECTABLE CAN_ATTACK VEHICLE 2604 RadarPriority = LOCAL_UNIT_ONLY 2605 2606 Body = ActiveBody ModuleTag_02 2607 MaxHealth = 100.0 2608 InitialHealth = 100.0 2609 End 2610 2611 2612 2613 Behavior = DestroyDie ModuleTag_03 2614 DeathTypes = ALL -CRUSHED -SPLATTED 2615 End 2616 Behavior = CrushDie ModuleTag_04 2617 DeathTypes = NONE +CRUSHED +SPLATTED 2618 TotalCrushSound = CarAlarm 2619 BackEndCrushSound = CarAlarm 2620 FrontEndCrushSound = CarAlarm 2621 TotalCrushSoundPercent = 50 2622 BackEndCrushSoundPercent = 50 2623 FrontEndCrushSoundPercent = 50 2624 End 2625 Behavior = SlowDeathBehavior ModuleTag_11 2626 DeathTypes = NONE +CRUSHED +SPLATTED 2627 SinkDelay = 14000 2628 SinkRate = 2 ; in Dist/Sec 2629 DestructionDelay = 20000 2630 End 2631 2632 Behavior = FXListDie ModuleTag_05 2633 DeathTypes = NONE +CRUSHED +SPLATTED 2634 DeathFX = FX_CarCrush 2635 End 2636 Behavior = CreateObjectDie ModuleTag_06 2637 DeathTypes = ALL -CRUSHED -SPLATTED 2638 CreationList = OCL_GenericCarExplode 2639 End 2640 Behavior = FXListDie ModuleTag_07 2641 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 2642 DeathFX = FX_GenericCarExplode 2643 End 2644 Behavior = CreateObjectDie ModuleTag_08 2645 DeathTypes = NONE +SUICIDED 2646 CreationList = OCL_BurnedCarHull 2647 End 2648 2649 Behavior = AIUpdateInterface ModuleTag_09 2650 End 2651 Locomotor = SET_NORMAL BasicCarLocomotor 2652 2653 Behavior = PhysicsBehavior ModuleTag_10 2654 Mass = 30.0 2655 End 2656 2657 Behavior = FlammableUpdate ModuleTag_21 2658 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2659 AflameDamageAmount = 5 ; taking this much damage... 2660 AflameDamageDelay = 500 ; this often. 2661 End 2662 2663 Geometry = BOX 2664 GeometryIsSmall = Yes 2665 GeometryMajorRadius = 11.0 2666 GeometryMinorRadius = 4.0 2667 GeometryHeight = 7.0 2668 Shadow = SHADOW_VOLUME 2669 2670 End 2671 2672 2673 ;------------------------------------------------------------------------------ 2674 Object CarSUV01 2675 2676 ; *** ART Parameters *** 2677 SelectPortrait = SUTerrorist_L 2678 ButtonImage = SUTerrorist 2679 2680 Draw = W3DModelDraw ModuleTag_01 2681 ConditionState = NONE 2682 Model = CVSUV01 2683 End 2684 ConditionState = FRONTCRUSHED BACKCRUSHED 2685 Model = CVSUV01_d 2686 End 2687 ConditionState = BACKCRUSHED 2688 Model = CVSUV01_d2 2689 End 2690 ConditionState = FRONTCRUSHED 2691 Model = CVSUV01_d1 2692 End 2693 End 2694 2695 ; ***DESIGN parameters *** 2696 DisplayName = OBJECT:SUV 2697 EditorSorting = VEHICLE 2698 2699 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2700 WeaponSet 2701 Conditions = None 2702 Weapon = PRIMARY None 2703 End 2704 WeaponSet 2705 Conditions = CARBOMB 2706 Weapon = PRIMARY SuicideCarBomb 2707 End 2708 2709 ArmorSet 2710 Armor = TruckArmor 2711 DamageFX = CrushableCarDamageFX 2712 End 2713 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2714 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2715 CommandSet = CivilianCarBombCommandSet 2716 2717 ; *** AUDIO Parameters *** 2718 SoundMoveStart = CarMoveStart 2719 2720 2721 ; *** ENGINEERING Parameters *** 2722 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 2723 RadarPriority = LOCAL_UNIT_ONLY 2724 2725 Body = ActiveBody ModuleTag_02 2726 MaxHealth = 100.0 2727 InitialHealth = 100.0 2728 End 2729 2730 2731 2732 Behavior = DestroyDie ModuleTag_03 2733 DeathTypes = ALL -CRUSHED -SPLATTED 2734 End 2735 Behavior = CrushDie ModuleTag_04 2736 DeathTypes = NONE +CRUSHED +SPLATTED 2737 TotalCrushSound = CarAlarm 2738 BackEndCrushSound = CarAlarm 2739 FrontEndCrushSound = CarAlarm 2740 TotalCrushSoundPercent = 50 2741 BackEndCrushSoundPercent = 50 2742 FrontEndCrushSoundPercent = 50 2743 End 2744 Behavior = SlowDeathBehavior ModuleTag_11 2745 DeathTypes = NONE +CRUSHED +SPLATTED 2746 SinkDelay = 14000 2747 SinkRate = 2 ; in Dist/Sec 2748 DestructionDelay = 20000 2749 End 2750 2751 Behavior = FXListDie ModuleTag_05 2752 DeathTypes = NONE +CRUSHED +SPLATTED 2753 DeathFX = FX_CarCrush 2754 End 2755 Behavior = CreateObjectDie ModuleTag_06 2756 DeathTypes = ALL -CRUSHED -SPLATTED 2757 CreationList = OCL_GenericCarExplode 2758 End 2759 Behavior = FXListDie ModuleTag_07 2760 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 2761 DeathFX = FX_GenericCarExplode 2762 End 2763 Behavior = CreateObjectDie ModuleTag_08 2764 DeathTypes = NONE +SUICIDED 2765 CreationList = OCL_BurnedCarHull 2766 End 2767 2768 Behavior = AIUpdateInterface ModuleTag_09 2769 End 2770 Locomotor = SET_NORMAL BasicCarLocomotor 2771 2772 Behavior = PhysicsBehavior ModuleTag_10 2773 Mass = 30.0 2774 End 2775 2776 Behavior = FlammableUpdate ModuleTag_21 2777 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2778 AflameDamageAmount = 5 ; taking this much damage... 2779 AflameDamageDelay = 500 ; this often. 2780 End 2781 2782 Geometry = BOX 2783 GeometryIsSmall = Yes 2784 GeometryMajorRadius = 11.0 2785 GeometryMinorRadius = 4.0 2786 GeometryHeight = 7.0 2787 Shadow = SHADOW_VOLUME 2788 2789 End 2790 2791 2792 ;------------------------------------------------------------------------------ 2793 Object CarCompact 2794 2795 ; *** ART Parameters *** 2796 SelectPortrait = SUTerrorist_L 2797 ButtonImage = SUTerrorist 2798 2799 Draw = W3DModelDraw ModuleTag_01 2800 ConditionState = NONE 2801 Model = CVCmpCar 2802 End 2803 ConditionState = FRONTCRUSHED BACKCRUSHED 2804 Model = CVCmpCar_d 2805 End 2806 ConditionState = BACKCRUSHED 2807 Model = CVCmpCar_d2 2808 End 2809 ConditionState = FRONTCRUSHED 2810 Model = CVCmpCar_d1 2811 End 2812 End 2813 2814 ; ***DESIGN parameters *** 2815 DisplayName = OBJECT:CompactCar 2816 EditorSorting = VEHICLE 2817 2818 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2819 WeaponSet 2820 Conditions = None 2821 Weapon = PRIMARY None 2822 End 2823 WeaponSet 2824 Conditions = CARBOMB 2825 Weapon = PRIMARY SuicideCarBomb 2826 End 2827 2828 ArmorSet 2829 Armor = TruckArmor 2830 DamageFX = CrushableCarDamageFX 2831 End 2832 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2833 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2834 CommandSet = CivilianCarBombCommandSet 2835 2836 ; *** AUDIO Parameters *** 2837 SoundMoveStart = CarMoveStart 2838 2839 2840 ; *** ENGINEERING Parameters *** 2841 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 2842 RadarPriority = LOCAL_UNIT_ONLY 2843 2844 Body = ActiveBody ModuleTag_02 2845 MaxHealth = 100.0 2846 InitialHealth = 100.0 2847 End 2848 2849 2850 2851 Behavior = DestroyDie ModuleTag_03 2852 DeathTypes = ALL -CRUSHED -SPLATTED 2853 End 2854 Behavior = CrushDie ModuleTag_04 2855 DeathTypes = NONE +CRUSHED +SPLATTED 2856 TotalCrushSound = CarAlarm 2857 BackEndCrushSound = CarAlarm 2858 FrontEndCrushSound = CarAlarm 2859 TotalCrushSoundPercent = 50 2860 BackEndCrushSoundPercent = 50 2861 FrontEndCrushSoundPercent = 50 2862 End 2863 Behavior = SlowDeathBehavior ModuleTag_11 2864 DeathTypes = NONE +CRUSHED +SPLATTED 2865 SinkDelay = 14000 2866 SinkRate = 2 ; in Dist/Sec 2867 DestructionDelay = 20000 2868 End 2869 2870 Behavior = FXListDie ModuleTag_05 2871 DeathTypes = NONE +CRUSHED +SPLATTED 2872 DeathFX = FX_CarCrush 2873 End 2874 Behavior = CreateObjectDie ModuleTag_06 2875 DeathTypes = ALL -CRUSHED -SPLATTED 2876 CreationList = OCL_GenericCarExplode 2877 End 2878 Behavior = FXListDie ModuleTag_07 2879 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 2880 DeathFX = FX_GenericCarExplode 2881 End 2882 Behavior = CreateObjectDie ModuleTag_08 2883 DeathTypes = NONE +SUICIDED 2884 CreationList = OCL_BurnedCarHull 2885 End 2886 2887 Behavior = AIUpdateInterface ModuleTag_09 2888 End 2889 Locomotor = SET_NORMAL BasicCarLocomotor 2890 Locomotor = SET_WANDER WanderCarLocomotor 2891 Locomotor = SET_PANIC PanicCarLocomotor 2892 2893 Behavior = PhysicsBehavior ModuleTag_10 2894 Mass = 30.0 2895 End 2896 2897 Behavior = FlammableUpdate ModuleTag_21 2898 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2899 AflameDamageAmount = 5 ; taking this much damage... 2900 AflameDamageDelay = 500 ; this often. 2901 End 2902 2903 Geometry = BOX 2904 GeometryIsSmall = Yes 2905 GeometryMajorRadius = 11.0 2906 GeometryMinorRadius = 4.0 2907 GeometryHeight = 7.0 2908 Shadow = SHADOW_VOLUME 2909 2910 End 2911 2912 2913 ;------------------------------------------------------------------------------ 2914 Object CarTaxiCab01 2915 2916 ; *** ART Parameters *** 2917 SelectPortrait = SUTerrorist_L 2918 ButtonImage = SUTerrorist 2919 2920 Draw = W3DModelDraw ModuleTag_01 2921 ConditionState = NONE 2922 Model = CVTaxi01 2923 End 2924 ConditionState = FRONTCRUSHED BACKCRUSHED 2925 Model = CVTaxi01_d 2926 End 2927 ConditionState = BACKCRUSHED 2928 Model = CVTaxi01_d2 2929 End 2930 ConditionState = FRONTCRUSHED 2931 Model = CVTaxi01_d1 2932 End 2933 End 2934 2935 ; ***DESIGN parameters *** 2936 DisplayName = OBJECT:TaxiCab 2937 EditorSorting = VEHICLE 2938 2939 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2940 WeaponSet 2941 Conditions = None 2942 Weapon = PRIMARY None 2943 End 2944 WeaponSet 2945 Conditions = CARBOMB 2946 Weapon = PRIMARY SuicideCarBomb 2947 End 2948 2949 ArmorSet 2950 Armor = TruckArmor 2951 DamageFX = CrushableCarDamageFX 2952 End 2953 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2954 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2955 CommandSet = CivilianCarBombCommandSet 2956 2957 ; *** AUDIO Parameters *** 2958 SoundMoveStart = CarMoveStart 2959 2960 2961 ; *** ENGINEERING Parameters *** 2962 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 2963 RadarPriority = LOCAL_UNIT_ONLY 2964 2965 Body = ActiveBody ModuleTag_02 2966 MaxHealth = 100.0 2967 InitialHealth = 100.0 2968 End 2969 2970 2971 2972 Behavior = DestroyDie ModuleTag_03 2973 DeathTypes = ALL -CRUSHED -SPLATTED 2974 End 2975 Behavior = CrushDie ModuleTag_04 2976 DeathTypes = NONE +CRUSHED +SPLATTED 2977 TotalCrushSound = CarAlarm 2978 BackEndCrushSound = CarAlarm 2979 FrontEndCrushSound = CarAlarm 2980 TotalCrushSoundPercent = 50 2981 BackEndCrushSoundPercent = 50 2982 FrontEndCrushSoundPercent = 50 2983 End 2984 Behavior = SlowDeathBehavior ModuleTag_11 2985 DeathTypes = NONE +CRUSHED +SPLATTED 2986 SinkDelay = 14000 2987 SinkRate = 2 ; in Dist/Sec 2988 DestructionDelay = 20000 2989 End 2990 2991 Behavior = FXListDie ModuleTag_05 2992 DeathTypes = NONE +CRUSHED +SPLATTED 2993 DeathFX = FX_CarCrush 2994 End 2995 Behavior = CreateObjectDie ModuleTag_06 2996 DeathTypes = ALL -CRUSHED -SPLATTED 2997 CreationList = OCL_GenericCarExplode 2998 End 2999 Behavior = FXListDie ModuleTag_07 3000 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 3001 DeathFX = FX_GenericCarExplode 3002 End 3003 Behavior = CreateObjectDie ModuleTag_08 3004 DeathTypes = NONE +SUICIDED 3005 CreationList = OCL_BurnedCarHull 3006 End 3007 3008 Behavior = AIUpdateInterface ModuleTag_09 3009 End 3010 Locomotor = SET_NORMAL BasicCarLocomotor 3011 Locomotor = SET_WANDER WanderCarLocomotor 3012 Locomotor = SET_PANIC PanicCarLocomotor 3013 3014 Behavior = PhysicsBehavior ModuleTag_10 3015 Mass = 30.0 3016 End 3017 3018 Behavior = FlammableUpdate ModuleTag_21 3019 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3020 AflameDamageAmount = 5 ; taking this much damage... 3021 AflameDamageDelay = 500 ; this often. 3022 End 3023 3024 Geometry = BOX 3025 GeometryIsSmall = Yes 3026 GeometryMajorRadius = 11.0 3027 GeometryMinorRadius = 4.0 3028 GeometryHeight = 7.0 3029 Shadow = SHADOW_VOLUME 3030 3031 End 3032 3033 ;------------------------------------------------------------------------------ 3034 Object CarTaxiCab02 3035 3036 ; *** ART Parameters *** 3037 SelectPortrait = SUTerrorist_L 3038 ButtonImage = SUTerrorist 3039 3040 Draw = W3DModelDraw ModuleTag_01 3041 ConditionState = NONE 3042 Model = CVTaxi02 3043 End 3044 End 3045 3046 ; ***DESIGN parameters *** 3047 DisplayName = OBJECT:TaxiCab 3048 EditorSorting = VEHICLE 3049 3050 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3051 WeaponSet 3052 Conditions = None 3053 Weapon = PRIMARY None 3054 End 3055 WeaponSet 3056 Conditions = CARBOMB 3057 Weapon = PRIMARY SuicideCarBomb 3058 End 3059 3060 ArmorSet 3061 Armor = TruckArmor 3062 DamageFX = CrushableCarDamageFX 3063 End 3064 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3065 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3066 CommandSet = CivilianCarBombCommandSet 3067 3068 ; *** AUDIO Parameters *** 3069 SoundMoveStart = CarMoveStart 3070 3071 3072 ; *** ENGINEERING Parameters *** 3073 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 3074 RadarPriority = LOCAL_UNIT_ONLY 3075 3076 Body = ActiveBody ModuleTag_02 3077 MaxHealth = 100.0 3078 InitialHealth = 100.0 3079 End 3080 3081 3082 Behavior = CreateObjectDie ModuleTag_DeathTag04 3083 DeathTypes = NONE +CRUSHED +SPLATTED 3084 CreationList = OCL_GenericCarExplode 3085 End 3086 Behavior = FXListDie ModuleTag_DeathTag05 3087 DeathTypes = NONE +CRUSHED +SPLATTED 3088 DeathFX = FX_GenericCarExplode 3089 End 3090 3091 3092 Behavior = DestroyDie ModuleTag_03 3093 DeathTypes = ALL 3094 End 3095 ; Behavior = CrushDie ModuleTag_04 3096 ; DeathTypes = NONE +CRUSHED +SPLATTED 3097 ; TotalCrushSound = CarAlarm 3098 ; BackEndCrushSound = CarAlarm 3099 ; FrontEndCrushSound = CarAlarm 3100 ; TotalCrushSoundPercent = 50 3101 ; BackEndCrushSoundPercent = 50 3102 ; FrontEndCrushSoundPercent = 50 3103 ; End 3104 ; Behavior = SlowDeathBehavior ModuleTag_11 3105 ; DeathTypes = NONE +CRUSHED +SPLATTED 3106 ; SinkDelay = 14000 3107 ; SinkRate = 2 ; in Dist/Sec 3108 ; DestructionDelay = 20000 3109 ; End 3110 ; 3111 ; Behavior = FXListDie ModuleTag_05 3112 ; DeathTypes = NONE +CRUSHED +SPLATTED 3113 ; DeathFX = FX_CarCrush 3114 ; End 3115 Behavior = CreateObjectDie ModuleTag_06 3116 DeathTypes = ALL -CRUSHED -SPLATTED 3117 CreationList = OCL_GenericCarExplode 3118 End 3119 Behavior = FXListDie ModuleTag_07 3120 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 3121 DeathFX = FX_GenericCarExplode 3122 End 3123 Behavior = CreateObjectDie ModuleTag_08 3124 DeathTypes = NONE +SUICIDED 3125 CreationList = OCL_BurnedCarHull 3126 End 3127 3128 Behavior = AIUpdateInterface ModuleTag_09 3129 End 3130 Locomotor = SET_NORMAL BasicCarLocomotor 3131 Locomotor = SET_WANDER WanderCarLocomotor 3132 Locomotor = SET_PANIC PanicCarLocomotor 3133 3134 Behavior = PhysicsBehavior ModuleTag_10 3135 Mass = 30.0 3136 End 3137 3138 Behavior = FlammableUpdate ModuleTag_21 3139 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3140 AflameDamageAmount = 5 ; taking this much damage... 3141 AflameDamageDelay = 500 ; this often. 3142 End 3143 3144 Geometry = BOX 3145 GeometryIsSmall = Yes 3146 GeometryMajorRadius = 11.0 3147 GeometryMinorRadius = 4.0 3148 GeometryHeight = 7.0 3149 Shadow = SHADOW_VOLUME 3150 3151 End 3152 3153 ;------------------------------------------------------------------------------ 3154 Object CarTaxiCab03 3155 3156 ; *** ART Parameters *** 3157 SelectPortrait = SUTerrorist_L 3158 ButtonImage = SUTerrorist 3159 3160 Draw = W3DModelDraw ModuleTag_01 3161 ConditionState = NONE 3162 Model = CVTaxi03g 3163 End 3164 End 3165 3166 ; ***DESIGN parameters *** 3167 DisplayName = OBJECT:TaxiCab 3168 EditorSorting = VEHICLE 3169 3170 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3171 WeaponSet 3172 Conditions = None 3173 Weapon = PRIMARY None 3174 End 3175 WeaponSet 3176 Conditions = CARBOMB 3177 Weapon = PRIMARY SuicideCarBomb 3178 End 3179 3180 ArmorSet 3181 Armor = TruckArmor 3182 DamageFX = CrushableCarDamageFX 3183 End 3184 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3185 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3186 CommandSet = CivilianCarBombCommandSet 3187 3188 ; *** AUDIO Parameters *** 3189 SoundMoveStart = CarMoveStart 3190 3191 3192 ; *** ENGINEERING Parameters *** 3193 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 3194 RadarPriority = LOCAL_UNIT_ONLY 3195 3196 Body = ActiveBody ModuleTag_02 3197 MaxHealth = 100.0 3198 InitialHealth = 100.0 3199 End 3200 3201 3202 3203 Behavior = DestroyDie ModuleTag_03 3204 DeathTypes = ALL -CRUSHED -SPLATTED 3205 End 3206 Behavior = CrushDie ModuleTag_04 3207 DeathTypes = NONE +CRUSHED +SPLATTED 3208 TotalCrushSound = CarAlarm 3209 BackEndCrushSound = CarAlarm 3210 FrontEndCrushSound = CarAlarm 3211 TotalCrushSoundPercent = 50 3212 BackEndCrushSoundPercent = 50 3213 FrontEndCrushSoundPercent = 50 3214 End 3215 Behavior = SlowDeathBehavior ModuleTag_11 3216 DeathTypes = NONE +CRUSHED +SPLATTED 3217 SinkDelay = 14000 3218 SinkRate = 2 ; in Dist/Sec 3219 DestructionDelay = 20000 3220 End 3221 3222 Behavior = FXListDie ModuleTag_05 3223 DeathTypes = NONE +CRUSHED +SPLATTED 3224 DeathFX = FX_CarCrush 3225 End 3226 Behavior = CreateObjectDie ModuleTag_06 3227 DeathTypes = ALL -CRUSHED -SPLATTED 3228 CreationList = OCL_GenericCarExplode 3229 End 3230 Behavior = FXListDie ModuleTag_07 3231 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 3232 DeathFX = FX_GenericCarExplode 3233 End 3234 Behavior = CreateObjectDie ModuleTag_08 3235 DeathTypes = NONE +SUICIDED 3236 CreationList = OCL_BurnedCarHull 3237 End 3238 3239 Behavior = AIUpdateInterface ModuleTag_09 3240 End 3241 Locomotor = SET_NORMAL BasicCarLocomotor 3242 Locomotor = SET_WANDER WanderCarLocomotor 3243 Locomotor = SET_PANIC PanicCarLocomotor 3244 3245 Behavior = PhysicsBehavior ModuleTag_10 3246 Mass = 30.0 3247 End 3248 3249 Behavior = FlammableUpdate ModuleTag_21 3250 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3251 AflameDamageAmount = 5 ; taking this much damage... 3252 AflameDamageDelay = 500 ; this often. 3253 End 3254 3255 Geometry = BOX 3256 GeometryIsSmall = Yes 3257 GeometryMajorRadius = 11.0 3258 GeometryMinorRadius = 4.0 3259 GeometryHeight = 7.0 3260 Shadow = SHADOW_VOLUME 3261 3262 End 3263 3264 ;------------------------------------------------------------------------------ 3265 Object CarTaxiCab04 3266 3267 ; *** ART Parameters *** 3268 SelectPortrait = SUTerrorist_L 3269 ButtonImage = SUTerrorist 3270 3271 Draw = W3DModelDraw ModuleTag_01 3272 ConditionState = NONE 3273 Model = CVTaxi04r 3274 End 3275 End 3276 3277 ; ***DESIGN parameters *** 3278 DisplayName = OBJECT:TaxiCab 3279 EditorSorting = VEHICLE 3280 3281 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3282 WeaponSet 3283 Conditions = None 3284 Weapon = PRIMARY None 3285 End 3286 WeaponSet 3287 Conditions = CARBOMB 3288 Weapon = PRIMARY SuicideCarBomb 3289 End 3290 3291 ArmorSet 3292 Armor = TruckArmor 3293 DamageFX = CrushableCarDamageFX 3294 End 3295 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3296 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3297 CommandSet = CivilianCarBombCommandSet 3298 3299 ; *** AUDIO Parameters *** 3300 SoundMoveStart = CarMoveStart 3301 3302 3303 ; *** ENGINEERING Parameters *** 3304 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 3305 RadarPriority = LOCAL_UNIT_ONLY 3306 3307 Body = ActiveBody ModuleTag_02 3308 MaxHealth = 100.0 3309 InitialHealth = 100.0 3310 End 3311 3312 3313 3314 Behavior = DestroyDie ModuleTag_03 3315 DeathTypes = ALL -CRUSHED -SPLATTED 3316 End 3317 Behavior = CrushDie ModuleTag_04 3318 DeathTypes = NONE +CRUSHED +SPLATTED 3319 TotalCrushSound = CarAlarm 3320 BackEndCrushSound = CarAlarm 3321 FrontEndCrushSound = CarAlarm 3322 TotalCrushSoundPercent = 50 3323 BackEndCrushSoundPercent = 50 3324 FrontEndCrushSoundPercent = 50 3325 End 3326 Behavior = SlowDeathBehavior ModuleTag_11 3327 DeathTypes = NONE +CRUSHED +SPLATTED 3328 SinkDelay = 14000 3329 SinkRate = 2 ; in Dist/Sec 3330 DestructionDelay = 20000 3331 End 3332 3333 Behavior = FXListDie ModuleTag_05 3334 DeathTypes = NONE +CRUSHED +SPLATTED 3335 DeathFX = FX_CarCrush 3336 End 3337 Behavior = CreateObjectDie ModuleTag_06 3338 DeathTypes = ALL -CRUSHED -SPLATTED 3339 CreationList = OCL_GenericCarExplode 3340 End 3341 Behavior = FXListDie ModuleTag_07 3342 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 3343 DeathFX = FX_GenericCarExplode 3344 End 3345 Behavior = CreateObjectDie ModuleTag_08 3346 DeathTypes = NONE +SUICIDED 3347 CreationList = OCL_BurnedCarHull 3348 End 3349 3350 Behavior = AIUpdateInterface ModuleTag_09 3351 End 3352 Locomotor = SET_NORMAL BasicCarLocomotor 3353 Locomotor = SET_WANDER WanderCarLocomotor 3354 Locomotor = SET_PANIC PanicCarLocomotor 3355 3356 Behavior = PhysicsBehavior ModuleTag_10 3357 Mass = 30.0 3358 End 3359 3360 Behavior = FlammableUpdate ModuleTag_21 3361 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3362 AflameDamageAmount = 5 ; taking this much damage... 3363 AflameDamageDelay = 500 ; this often. 3364 End 3365 3366 Geometry = BOX 3367 GeometryIsSmall = Yes 3368 GeometryMajorRadius = 11.0 3369 GeometryMinorRadius = 4.0 3370 GeometryHeight = 7.0 3371 Shadow = SHADOW_VOLUME 3372 3373 End 3374 3375 ;------------------------------------------------------------------------------ 3376 Object CarTaxiCab05 3377 3378 ; *** ART Parameters *** 3379 SelectPortrait = SUTerrorist_L 3380 ButtonImage = SUTerrorist 3381 3382 Draw = W3DModelDraw ModuleTag_01 3383 ConditionState = NONE 3384 Model = CVTaxi05 3385 End 3386 End 3387 3388 ; ***DESIGN parameters *** 3389 DisplayName = OBJECT:TaxiCab 3390 EditorSorting = VEHICLE 3391 3392 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3393 WeaponSet 3394 Conditions = None 3395 Weapon = PRIMARY None 3396 End 3397 WeaponSet 3398 Conditions = CARBOMB 3399 Weapon = PRIMARY SuicideCarBomb 3400 End 3401 3402 ArmorSet 3403 Armor = TruckArmor 3404 DamageFX = CrushableCarDamageFX 3405 End 3406 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3407 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3408 CommandSet = CivilianCarBombCommandSet 3409 3410 ; *** AUDIO Parameters *** 3411 SoundMoveStart = CarMoveStart 3412 3413 3414 ; *** ENGINEERING Parameters *** 3415 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 3416 RadarPriority = LOCAL_UNIT_ONLY 3417 3418 Body = ActiveBody ModuleTag_02 3419 MaxHealth = 100.0 3420 InitialHealth = 100.0 3421 End 3422 3423 Behavior = CreateObjectDie ModuleTag_DeathTag04 3424 DeathTypes = NONE +CRUSHED +SPLATTED 3425 CreationList = OCL_GenericCarExplode 3426 End 3427 Behavior = FXListDie ModuleTag_DeathTag05 3428 DeathTypes = NONE +CRUSHED +SPLATTED 3429 DeathFX = FX_GenericCarExplode 3430 End 3431 3432 Behavior = DestroyDie ModuleTag_03 3433 DeathTypes = ALL 3434 End 3435 ; Behavior = CrushDie ModuleTag_04 3436 ; DeathTypes = NONE +CRUSHED +SPLATTED 3437 ; TotalCrushSound = CarAlarm 3438 ; BackEndCrushSound = CarAlarm 3439 ; FrontEndCrushSound = CarAlarm 3440 ; TotalCrushSoundPercent = 50 3441 ; BackEndCrushSoundPercent = 50 3442 ; FrontEndCrushSoundPercent = 50 3443 ; End 3444 ; Behavior = SlowDeathBehavior ModuleTag_11 3445 ; DeathTypes = NONE +CRUSHED +SPLATTED 3446 ; SinkDelay = 14000 3447 ; SinkRate = 2 ; in Dist/Sec 3448 ; DestructionDelay = 20000 3449 ; End 3450 ; 3451 ; Behavior = FXListDie ModuleTag_05 3452 ; DeathTypes = NONE +CRUSHED +SPLATTED 3453 ; DeathFX = FX_CarCrush 3454 ; End 3455 Behavior = CreateObjectDie ModuleTag_06 3456 DeathTypes = ALL -CRUSHED -SPLATTED 3457 CreationList = OCL_GenericCarExplode 3458 End 3459 Behavior = FXListDie ModuleTag_07 3460 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 3461 DeathFX = FX_GenericCarExplode 3462 End 3463 Behavior = CreateObjectDie ModuleTag_08 3464 DeathTypes = NONE +SUICIDED 3465 CreationList = OCL_BurnedCarHull 3466 End 3467 3468 Behavior = AIUpdateInterface ModuleTag_09 3469 End 3470 Locomotor = SET_NORMAL BasicCarLocomotor 3471 Locomotor = SET_WANDER WanderCarLocomotor 3472 Locomotor = SET_PANIC PanicCarLocomotor 3473 3474 Behavior = PhysicsBehavior ModuleTag_10 3475 Mass = 30.0 3476 End 3477 3478 Behavior = FlammableUpdate ModuleTag_21 3479 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3480 AflameDamageAmount = 5 ; taking this much damage... 3481 AflameDamageDelay = 500 ; this often. 3482 End 3483 3484 Geometry = BOX 3485 GeometryIsSmall = Yes 3486 GeometryMajorRadius = 11.0 3487 GeometryMinorRadius = 4.0 3488 GeometryHeight = 7.0 3489 Shadow = SHADOW_VOLUME 3490 3491 End 3492 3493 ;------------------------------------------------------------------------------ 3494 Object CarBug1 3495 3496 ; *** ART Parameters *** 3497 SelectPortrait = SUTerrorist_L 3498 ButtonImage = SUTerrorist 3499 3500 3501 Draw = W3DModelDraw ModuleTag_01 3502 3503 3504 3505 ConditionState = NONE 3506 Model = CVBug1 3507 End 3508 End 3509 3510 ; ***DESIGN parameters *** 3511 DisplayName = OBJECT:CarBug 3512 EditorSorting = VEHICLE 3513 3514 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3515 WeaponSet 3516 Conditions = None 3517 Weapon = PRIMARY None 3518 End 3519 WeaponSet 3520 Conditions = CARBOMB 3521 Weapon = PRIMARY SuicideCarBomb 3522 End 3523 3524 ArmorSet 3525 Armor = TruckArmor 3526 DamageFX = CrushableCarDamageFX 3527 End 3528 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3529 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3530 CommandSet = CivilianCarBombCommandSet 3531 3532 ; *** AUDIO Parameters *** 3533 SoundMoveStart = CarMoveStart 3534 3535 3536 ; *** ENGINEERING Parameters *** 3537 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 3538 RadarPriority = LOCAL_UNIT_ONLY 3539 3540 Body = ActiveBody ModuleTag_02 3541 MaxHealth = 100.0 3542 InitialHealth = 100.0 3543 End 3544 Behavior = DestroyDie ModuleTag_03 3545 ;nothing 3546 End 3547 Behavior = CreateObjectDie ModuleTag_04 3548 CreationList = OCL_GenericCarExplode 3549 End 3550 Behavior = FXListDie ModuleTag_05 3551 DeathFX = FX_GenericCarExplode 3552 End 3553 Behavior = CreateObjectDie ModuleTag_06 3554 DeathTypes = NONE +SUICIDED 3555 CreationList = OCL_BurnedCarHull 3556 End 3557 Behavior = AIUpdateInterface ModuleTag_07 3558 End 3559 Locomotor = SET_NORMAL BasicCarLocomotor 3560 Locomotor = SET_WANDER WanderCarLocomotor 3561 Locomotor = SET_PANIC PanicCarLocomotor 3562 3563 Behavior = PhysicsBehavior ModuleTag_08 3564 Mass = 30.0 3565 End 3566 3567 Behavior = FlammableUpdate ModuleTag_09 3568 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3569 AflameDamageAmount = 5 ; taking this much damage... 3570 AflameDamageDelay = 500 ; this often. 3571 End 3572 3573 Geometry = BOX 3574 GeometryIsSmall = Yes 3575 GeometryMajorRadius = 11.0 3576 GeometryMinorRadius = 4.0 3577 GeometryHeight = 9.0 3578 Shadow = SHADOW_VOLUME 3579 3580 End 3581 3582 ;------------------------------------------------------------------------------ 3583 Object CarBug2 3584 3585 ; *** ART Parameters *** 3586 SelectPortrait = SUTerrorist_L 3587 ButtonImage = SUTerrorist 3588 3589 Draw = W3DModelDraw ModuleTag_01 3590 ConditionState = NONE 3591 Model = CVBug2 3592 End 3593 End 3594 3595 ; ***DESIGN parameters *** 3596 DisplayName = OBJECT:CarBug 3597 EditorSorting = VEHICLE 3598 3599 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3600 WeaponSet 3601 Conditions = None 3602 Weapon = PRIMARY None 3603 End 3604 WeaponSet 3605 Conditions = CARBOMB 3606 Weapon = PRIMARY SuicideCarBomb 3607 End 3608 3609 ArmorSet 3610 Armor = TruckArmor 3611 DamageFX = CrushableCarDamageFX 3612 End 3613 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3614 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3615 CommandSet = CivilianCarBombCommandSet 3616 3617 ; *** AUDIO Parameters *** 3618 SoundMoveStart = CarMoveStart 3619 3620 ; *** ENGINEERING Parameters *** 3621 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 3622 RadarPriority = LOCAL_UNIT_ONLY 3623 3624 Body = ActiveBody ModuleTag_02 3625 MaxHealth = 100.0 3626 InitialHealth = 100.0 3627 End 3628 3629 3630 3631 Behavior = DestroyDie ModuleTag_03 3632 ;nothing 3633 End 3634 Behavior = CreateObjectDie ModuleTag_04 3635 CreationList = OCL_GenericCarExplode 3636 End 3637 Behavior = FXListDie ModuleTag_05 3638 DeathFX = FX_GenericCarExplode 3639 End 3640 Behavior = CreateObjectDie ModuleTag_06 3641 DeathTypes = NONE +SUICIDED 3642 CreationList = OCL_BurnedCarHull 3643 End 3644 3645 Behavior = AIUpdateInterface ModuleTag_07 3646 End 3647 Locomotor = SET_NORMAL BasicCarLocomotor 3648 Locomotor = SET_WANDER WanderCarLocomotor 3649 Locomotor = SET_PANIC PanicCarLocomotor 3650 3651 Behavior = PhysicsBehavior ModuleTag_08 3652 Mass = 30.0 3653 End 3654 3655 Behavior = FlammableUpdate ModuleTag_21 3656 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3657 AflameDamageAmount = 5 ; taking this much damage... 3658 AflameDamageDelay = 500 ; this often. 3659 End 3660 3661 Geometry = BOX 3662 GeometryIsSmall = Yes 3663 GeometryMajorRadius = 11.0 3664 GeometryMinorRadius = 4.0 3665 GeometryHeight = 9.0 3666 Shadow = SHADOW_VOLUME 3667 3668 End 3669 3670 ;------------------------------------------------------------------------------ 3671 Object CarBug3 3672 3673 ; *** ART Parameters *** 3674 SelectPortrait = SUTerrorist_L 3675 ButtonImage = SUTerrorist 3676 3677 Draw = W3DModelDraw ModuleTag_01 3678 ConditionState = NONE 3679 Model = CVBug3 3680 End 3681 End 3682 3683 ; ***DESIGN parameters *** 3684 DisplayName = OBJECT:CarBug 3685 EditorSorting = VEHICLE 3686 3687 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3688 WeaponSet 3689 Conditions = None 3690 Weapon = PRIMARY None 3691 End 3692 WeaponSet 3693 Conditions = CARBOMB 3694 Weapon = PRIMARY SuicideCarBomb 3695 End 3696 3697 ArmorSet 3698 Armor = TruckArmor 3699 DamageFX = CrushableCarDamageFX 3700 End 3701 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3702 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3703 CommandSet = CivilianCarBombCommandSet 3704 3705 ; *** AUDIO Parameters *** 3706 SoundMoveStart = CarMoveStart 3707 3708 ; *** ENGINEERING Parameters *** 3709 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 3710 RadarPriority = LOCAL_UNIT_ONLY 3711 3712 Body = ActiveBody ModuleTag_02 3713 MaxHealth = 100.0 3714 InitialHealth = 100.0 3715 End 3716 3717 3718 3719 Behavior = DestroyDie ModuleTag_03 3720 ;nothing 3721 End 3722 Behavior = CreateObjectDie ModuleTag_04 3723 CreationList = OCL_GenericCarExplode 3724 End 3725 Behavior = FXListDie ModuleTag_05 3726 DeathFX = FX_GenericCarExplode 3727 End 3728 Behavior = CreateObjectDie ModuleTag_06 3729 DeathTypes = NONE +SUICIDED 3730 CreationList = OCL_BurnedCarHull 3731 End 3732 3733 Behavior = AIUpdateInterface ModuleTag_07 3734 End 3735 Locomotor = SET_NORMAL BasicCarLocomotor 3736 Locomotor = SET_WANDER WanderCarLocomotor 3737 Locomotor = SET_PANIC PanicCarLocomotor 3738 3739 Behavior = PhysicsBehavior ModuleTag_08 3740 Mass = 30.0 3741 End 3742 3743 Behavior = FlammableUpdate ModuleTag_21 3744 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3745 AflameDamageAmount = 5 ; taking this much damage... 3746 AflameDamageDelay = 500 ; this often. 3747 End 3748 3749 Geometry = BOX 3750 GeometryIsSmall = Yes 3751 GeometryMajorRadius = 11.0 3752 GeometryMinorRadius = 4.0 3753 GeometryHeight = 9.0 3754 Shadow = SHADOW_VOLUME 3755 3756 End 3757 ;------------------------------------------------------------------------------ 3758 Object Humvee1 3759 3760 ; *** ART Parameters *** 3761 Draw = W3DTruckDraw ModuleTag_01 3762 OkToChangeModelColor = Yes 3763 3764 DefaultConditionState 3765 Model = CVHUMVEE 3766 Turret = Turret 3767 WeaponFireFXBone = PRIMARY Muzzle 3768 WeaponMuzzleFlash = PRIMARY MuzzleFX 3769 End 3770 3771 ConditionState = REALLYDAMAGED 3772 Model = CVHUMVEE_D 3773 Turret = Turret 3774 WeaponFireFXBone = PRIMARY Muzzle 3775 WeaponMuzzleFlash = PRIMARY MuzzleFX 3776 End 3777 3778 ConditionState = RUBBLE 3779 Model = CVHUMVEE_D 3780 End 3781 3782 LeftFrontTireBone = Tire01 3783 RightFrontTireBone = Tire02 3784 LeftRearTireBone = Tire03 3785 RightRearTireBone = Tire04 3786 TireRotationMultiplier = 0.2 ; this * speed = rotation. 3787 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 3788 3789 End 3790 3791 ; ***DESIGN parameters *** 3792 Side = Civilian 3793 DisplayName = OBJECT:UNHumvee 3794 EditorSorting = VEHICLE 3795 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3796 VisionRange = 200 3797 3798 WeaponSet 3799 Conditions = None 3800 Weapon = PRIMARY HumveeGun 3801 End 3802 3803 ArmorSet 3804 Conditions = None 3805 Armor = TruckArmor 3806 DamageFX = TankDamageFX 3807 End 3808 3809 CommandSet = AmericaVehicleHumveeCommandSet 3810 ExperienceValue = 50 100 150 400 ;Experience point value at each level 3811 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 3812 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3813 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3814 IsTrainable = Yes ;Can gain experience 3815 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3816 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3817 3818 ; *** AUDIO Parameters *** 3819 UnitSpecificSounds 3820 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3821 ;TurretMoveStart = NoSound 3822 TurretMoveLoop = NoSound 3823 SoundEject = NoSound 3824 VoiceEject = NoSound 3825 ; Required for the W3DTruckDraw module 3826 TruckLandingSound = RocketBuggyLand 3827 TruckPowerslideSound = RocketBuggyPowerslide 3828 End 3829 3830 ; *** ENGINEERING Parameters *** 3831 RadarPriority = UNIT 3832 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT 3833 3834 Body = ActiveBody ModuleTag_02 3835 MaxHealth = 200.0 3836 InitialHealth = 200.0 3837 End 3838 3839 Behavior = TransportAIUpdate ModuleTag_03 3840 3841 Turret 3842 TurretTurnRate = 180 3843 RecenterTime = 5000 ; how long to wait during idle before recentering 3844 ControlledWeaponSlots = PRIMARY SECONDARY 3845 End 3846 AutoAcquireEnemiesWhenIdle = Yes 3847 End 3848 Locomotor = SET_NORMAL HumveeLocomotor 3849 Locomotor = SET_WANDER WanderCarSuspensionLocomotor 3850 Locomotor = SET_PANIC PanicCarSuspensionLocomotor 3851 3852 Behavior = TransportContain ModuleTag_05 3853 PassengersAllowedToFire = Yes 3854 Slots = 5 3855 EnterSound = GarrisonEnter 3856 ExitSound = GarrisonExit 3857 DamagePercentToUnits = 20% 3858 AllowInsideKindOf = INFANTRY 3859 End 3860 3861 Behavior = SlowDeathBehavior ModuleTag_06 3862 DeathTypes = ALL -CRUSHED -SPLATTED 3863 ProbabilityModifier = 25 3864 DestructionDelay = 1 3865 FX = INITIAL FX_HumveeExplosionOneInitial 3866 OCL = INITIAL OCL_InitialHumveeDebris 3867 FX = FINAL FX_HumveeExplosionOneFinal 3868 OCL = FINAL OCL_FinalHumveeDebris 3869 End 3870 3871 Behavior = DestroyDie ModuleTag_07 3872 DeathTypes = NONE +CRUSHED +SPLATTED 3873 End 3874 3875 Behavior = FXListDie ModuleTag_08 3876 DeathTypes = NONE +CRUSHED +SPLATTED 3877 DeathFX = FX_CarCrush 3878 End 3879 3880 Behavior = CreateCrateDie ModuleTag_CratesChange 3881 CrateData = SalvageCrateData 3882 ;CrateData = EliteTankCrateData 3883 ;CrateData = HeroicTankCrateData 3884 End 3885 3886 ;***CUT*** 3887 ;Cinematics and civ units don't want to spawn rangers and pilots! 3888 ;Behavior = CreateObjectDie ModuleTag_SoloChange 3889 ; DeathTypes = ALL -CRUSHED -SPLATTED 3890 ; CreationList = OCL_AmericanRangerDebris01 3891 ; ExemptStatus = HIJACKED 3892 ;End 3893 ;Behavior = EjectPilotDie ModuleTag_11 3894 ; DeathTypes = ALL -CRUSHED -SPLATTED 3895 ; ExemptStatus = HIJACKED 3896 ; CreationList = OCL_EjectPilotOnGround 3897 ;End 3898 3899 Behavior = TransitionDamageFX ModuleTag_12 3900 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 3901 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01 3902 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition 3903 End 3904 3905 Behavior = FlammableUpdate ModuleTag_21 3906 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3907 AflameDamageAmount = 5 ; taking this much damage... 3908 AflameDamageDelay = 500 ; this often. 3909 End 3910 3911 Geometry = BOX 3912 GeometryMajorRadius = 14.0 3913 GeometryMinorRadius = 7.0 3914 GeometryHeight = 11.5 3915 GeometryIsSmall = Yes 3916 Shadow = SHADOW_VOLUME 3917 3918 3919 Behavior = PhysicsBehavior ModuleTag_13 3920 Mass = 30.0 3921 End 3922 3923 End 3924 3925 ;------------------------------------------------------------------------------ 3926 ;****************************Required For Various Intros*********************** 3927 Object CINEExplBox 3928 3929 ; *** ART Parameters *** 3930 Draw = W3DModelDraw ModuleTag_01 3931 ConditionState = NONE 3932 Model = CINEExplBox 3933 End 3934 End 3935 3936 ; ***DESIGN parameters *** 3937 DisplayName = OBJECT:Prop 3938 EditorSorting = VEHICLE 3939 3940 WeaponSet 3941 Conditions = None 3942 Weapon = PRIMARY None 3943 End 3944 3945 ; *** ENGINEERING Parameters *** 3946 KindOf = SELECTABLE 3947 3948 Body = ActiveBody ModuleTag_BODY 3949 MaxHealth = 1.0 3950 InitialHealth = 1.0 3951 End 3952 3953 Behavior = InstantDeathBehavior ModuleTag_DIE 3954 DeathTypes = ALL 3955 FX = FX_GenericCarExplode 3956 End 3957 3958 Geometry = BOX 3959 GeometryIsSmall = Yes 3960 GeometryMajorRadius = 4.0 3961 GeometryMinorRadius = 4.0 3962 GeometryHeight = 4.0 3963 3964 End 3965 3966 ;------------------------------------------------------------------------------ 3967 ;****************************Required For CHI01******************************** 3968 Object CINE_Confetti 3969 3970 ; *** ART Parameters *** 3971 Draw = W3DModelDraw ModuleTag_01 3972 ConditionState = NONE 3973 Model = CINE_Confetti 3974 ParticleSysBone = SparksL01 ParadeConfetti 3975 End 3976 End 3977 3978 ; ***DESIGN parameters *** 3979 DisplayName = OBJECT:Prop 3980 EditorSorting = VEHICLE 3981 3982 WeaponSet 3983 Conditions = None 3984 Weapon = PRIMARY None 3985 End 3986 3987 ; *** ENGINEERING Parameters *** 3988 KindOf = SELECTABLE 3989 3990 Body = ActiveBody ModuleTag_02 3991 MaxHealth = 1.0 3992 InitialHealth = 1.0 3993 End 3994 3995 Behavior = DestroyDie ModuleTag_03 3996 ;nothing 3997 End 3998 3999 Behavior = FXListDie ModuleTag_05 4000 DeathFX = FX_GenericCarExplode 4001 End 4002 4003 Geometry = BOX 4004 GeometryIsSmall = Yes 4005 GeometryMajorRadius = 4.0 4006 GeometryMinorRadius = 4.0 4007 GeometryHeight = 4.0 4008 4009 End 4010 4011 ;------------------------------------------------------------------------------ 4012 Object Humvee1DeadHull 4013 4014 ; *** ART Parameters *** 4015 Draw = W3DModelDraw ModuleTag_01 4016 OkToChangeModelColor = Yes 4017 4018 ConditionState = NONE 4019 Model = CVHUMVEE_D1 4020 End 4021 End 4022 4023 ; ***DESIGN parameters *** 4024 Side = China 4025 EditorSorting = SYSTEM 4026 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4027 4028 ; *** AUDIO Parameters *** 4029 ; *** ENGINEERING Parameters *** 4030 RadarPriority = UNIT 4031 KindOf = CAN_CAST_REFLECTIONS IMMOBILE 4032 4033 Body = ActiveBody ModuleTag_02 4034 MaxHealth = 1.0 4035 InitialHealth = 1.0 4036 End 4037 4038 4039 Behavior = PhysicsBehavior ModuleTag_03 4040 Mass = 50 4041 AllowBouncing = Yes 4042 End 4043 4044 Behavior = LifetimeUpdate ModuleTag_04 4045 MinLifetime = 0 ; min lifetime in msec 4046 MaxLifetime = 0 ; max lifetime in msec 4047 End 4048 4049 Behavior = SlowDeathBehavior ModuleTag_05 4050 SinkDelay = 14000 4051 SinkRate = 2 ; in Dist/Sec 4052 DestructionDelay = 20000 4053 End 4054 4055 Behavior = TransitionDamageFX ModuleTag_06 4056 RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 4057 End 4058 4059 Geometry = BOX 4060 GeometryMajorRadius = 9.0 4061 GeometryMinorRadius = 6.0 4062 GeometryHeight = 7.5 4063 GeometryIsSmall = Yes 4064 4065 End 4066 4067 ;------------------------------------------------------------------------------ 4068 Object CarSport02 4069 4070 ; *** ART Parameters *** 4071 SelectPortrait = SUTerrorist_L 4072 ButtonImage = SUTerrorist 4073 4074 Draw = W3DModelDraw ModuleTag_01 4075 ConditionState = NONE 4076 Model = CVSptCar02 4077 End 4078 End 4079 4080 ; ***DESIGN parameters *** 4081 DisplayName = OBJECT:SportCar 4082 EditorSorting = VEHICLE 4083 4084 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4085 WeaponSet 4086 Conditions = None 4087 Weapon = PRIMARY None 4088 End 4089 WeaponSet 4090 Conditions = CARBOMB 4091 Weapon = PRIMARY SuicideCarBomb 4092 End 4093 4094 ArmorSet 4095 Armor = TruckArmor 4096 DamageFX = CrushableCarDamageFX 4097 End 4098 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4099 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4100 CommandSet = CivilianCarBombCommandSet 4101 4102 ; *** AUDIO Parameters *** 4103 SoundMoveStart = CarMoveStart 4104 4105 4106 ; *** ENGINEERING Parameters *** 4107 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 4108 RadarPriority = LOCAL_UNIT_ONLY 4109 4110 Body = ActiveBody ModuleTag_02 4111 MaxHealth = 100.0 4112 InitialHealth = 100.0 4113 End 4114 4115 4116 4117 Behavior = DestroyDie ModuleTag_03 4118 ;nothing 4119 End 4120 Behavior = CreateObjectDie ModuleTag_04 4121 CreationList = OCL_GenericCarExplode 4122 End 4123 Behavior = FXListDie ModuleTag_05 4124 DeathFX = FX_GenericCarExplode 4125 End 4126 Behavior = CreateObjectDie ModuleTag_06 4127 DeathTypes = NONE +SUICIDED 4128 CreationList = OCL_BurnedCarHull 4129 End 4130 4131 Behavior = AIUpdateInterface ModuleTag_07 4132 End 4133 Locomotor = SET_NORMAL BasicCarLocomotor 4134 Locomotor = SET_WANDER WanderCarLocomotor 4135 Locomotor = SET_PANIC PanicCarLocomotor 4136 4137 Behavior = PhysicsBehavior ModuleTag_08 4138 Mass = 30.0 4139 End 4140 4141 Behavior = FlammableUpdate ModuleTag_21 4142 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4143 AflameDamageAmount = 5 ; taking this much damage... 4144 AflameDamageDelay = 500 ; this often. 4145 End 4146 4147 Geometry = BOX 4148 GeometryIsSmall = Yes 4149 GeometryMajorRadius = 11.0 4150 GeometryMinorRadius = 4.0 4151 GeometryHeight = 9.0 4152 Shadow = SHADOW_VOLUME 4153 4154 End 4155 4156 ;------------------------------------------------------------------------------ 4157 Object CarSwatchEuro 4158 4159 ; *** ART Parameters *** 4160 SelectPortrait = SUTerrorist_L 4161 ButtonImage = SUTerrorist 4162 4163 Draw = W3DModelDraw ModuleTag_01 4164 ConditionState = NONE 4165 Model = CVSwatch01 4166 End 4167 End 4168 4169 ; ***DESIGN parameters *** 4170 DisplayName = OBJECT:CarSwatchEuro 4171 EditorSorting = VEHICLE 4172 4173 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4174 WeaponSet 4175 Conditions = None 4176 Weapon = PRIMARY None 4177 End 4178 WeaponSet 4179 Conditions = CARBOMB 4180 Weapon = PRIMARY SuicideCarBomb 4181 End 4182 4183 ArmorSet 4184 Armor = TruckArmor 4185 DamageFX = CrushableCarDamageFX 4186 End 4187 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4188 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4189 CommandSet = CivilianCarBombCommandSet 4190 4191 ; *** AUDIO Parameters *** 4192 SoundMoveStart = CarMoveStart 4193 4194 4195 ; *** ENGINEERING Parameters *** 4196 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 4197 RadarPriority = LOCAL_UNIT_ONLY 4198 4199 Body = ActiveBody ModuleTag_02 4200 MaxHealth = 100.0 4201 InitialHealth = 100.0 4202 End 4203 4204 4205 4206 Behavior = DestroyDie ModuleTag_03 4207 ;nothing 4208 End 4209 Behavior = CreateObjectDie ModuleTag_04 4210 CreationList = OCL_GenericCarExplode 4211 End 4212 Behavior = FXListDie ModuleTag_05 4213 DeathFX = FX_GenericCarExplode 4214 End 4215 Behavior = CreateObjectDie ModuleTag_06 4216 DeathTypes = NONE +SUICIDED 4217 CreationList = OCL_BurnedCarHull 4218 End 4219 4220 Behavior = AIUpdateInterface ModuleTag_07 4221 End 4222 Locomotor = SET_NORMAL BasicCarLocomotor 4223 Locomotor = SET_WANDER WanderCarLocomotor 4224 Locomotor = SET_PANIC PanicCarLocomotor 4225 Behavior = PhysicsBehavior ModuleTag_08 4226 Mass = 30.0 4227 End 4228 4229 Behavior = FlammableUpdate ModuleTag_21 4230 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4231 AflameDamageAmount = 5 ; taking this much damage... 4232 AflameDamageDelay = 500 ; this often. 4233 End 4234 4235 Geometry = BOX 4236 GeometryIsSmall = Yes 4237 GeometryMajorRadius = 11.0 4238 GeometryMinorRadius = 4.0 4239 GeometryHeight = 9.0 4240 Shadow = SHADOW_VOLUME 4241 4242 End 4243 4244 4245 ;------------------------------------------------------------------------------ 4246 ;---------------------Eddited by Chris T Hill (04/04/03)----------------------- 4247 ;------------------------------------------------------------------------------ 4248 4249 4250 ;------------------------------------------------------------------------------ 4251 Object PoliceCar 4252 4253 ; *** ART Parameters *** 4254 SelectPortrait = SUTerrorist_L 4255 ButtonImage = SUTerrorist 4256 4257 Draw = W3DPoliceCarDraw ModuleTag_01 4258 DefaultConditionState 4259 Model = CVPoliceCar 4260 Animation = CVPoliceCar.CVPoliceCar 4261 AnimationMode = LOOP 4262 End 4263 ConditionState = FRONTCRUSHED BACKCRUSHED 4264 Model = CVPoliceCar_d 4265 End 4266 ConditionState = BACKCRUSHED 4267 Model = CVPoliceCar_d2 4268 End 4269 ConditionState = FRONTCRUSHED 4270 Model = CVPoliceCar_d1 4271 End 4272 End 4273 4274 ; ***DESIGN parameters *** 4275 DisplayName = OBJECT:PoliceCar 4276 EditorSorting = VEHICLE 4277 4278 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4279 WeaponSet 4280 Conditions = None 4281 Weapon = PRIMARY None 4282 End 4283 WeaponSet 4284 Conditions = CARBOMB 4285 Weapon = PRIMARY SuicideCarBomb 4286 End 4287 4288 ArmorSet 4289 Armor = TruckArmor 4290 DamageFX = CrushableCarDamageFX 4291 End 4292 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4293 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4294 CommandSet = CivilianCarBombCommandSet 4295 4296 ; *** AUDIO Parameters *** 4297 SoundMoveStart = CarMoveStart 4298 SoundAmbient = PoliceCarSirenLoop 4299 4300 4301 ; *** ENGINEERING Parameters *** 4302 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 4303 RadarPriority = LOCAL_UNIT_ONLY 4304 4305 Body = ActiveBody ModuleTag_02 4306 MaxHealth = 100.0 4307 InitialHealth = 100.0 4308 End 4309 4310 4311 4312 Behavior = DestroyDie ModuleTag_03 4313 DeathTypes = ALL -CRUSHED -SPLATTED 4314 End 4315 Behavior = CrushDie ModuleTag_04 4316 DeathTypes = NONE +CRUSHED +SPLATTED 4317 TotalCrushSound = CarAlarm 4318 BackEndCrushSound = CarAlarm 4319 FrontEndCrushSound = CarAlarm 4320 TotalCrushSoundPercent = 50 4321 BackEndCrushSoundPercent = 50 4322 FrontEndCrushSoundPercent = 50 4323 End 4324 Behavior = SlowDeathBehavior ModuleTag_11 4325 DeathTypes = NONE +CRUSHED +SPLATTED 4326 SinkDelay = 14000 4327 SinkRate = 2 ; in Dist/Sec 4328 DestructionDelay = 20000 4329 End 4330 4331 Behavior = FXListDie ModuleTag_05 4332 DeathTypes = NONE +CRUSHED +SPLATTED 4333 DeathFX = FX_CarCrush 4334 End 4335 Behavior = CreateObjectDie ModuleTag_06 4336 DeathTypes = ALL -CRUSHED -SPLATTED 4337 CreationList = OCL_PoliceCarExplode 4338 End 4339 Behavior = FXListDie ModuleTag_07 4340 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 4341 DeathFX = FX_PoliceCarExplode 4342 End 4343 4344 Behavior = AIUpdateInterface ModuleTag_08 4345 End 4346 Locomotor = SET_NORMAL BasicCarLocomotor 4347 Locomotor = SET_WANDER WanderCarLocomotor 4348 Locomotor = SET_PANIC PanicCarLocomotor 4349 4350 Behavior = PhysicsBehavior ModuleTag_09 4351 Mass = 30.0 4352 End 4353 4354 Behavior = FlammableUpdate ModuleTag_21 4355 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4356 AflameDamageAmount = 5 ; taking this much damage... 4357 AflameDamageDelay = 500 ; this often. 4358 End 4359 4360 Geometry = BOX 4361 GeometryIsSmall = Yes 4362 GeometryMajorRadius = 11.0 4363 GeometryMinorRadius = 4.0 4364 GeometryHeight = 9.0 4365 Shadow = SHADOW_VOLUME 4366 4367 End 4368 4369 ;------------------------------------------------------------------------------ 4370 Object BigRig 4371 4372 ; *** ART Parameters *** 4373 SelectPortrait = SUTerrorist_L 4374 ButtonImage = SUTerrorist 4375 4376 Draw = W3DTruckDraw ModuleTag_01 4377 ConditionState = NONE 4378 Model = CVBigRig 4379 End 4380 CabRotationMultiplier = 1.5 4381 4382 TrailerRotationMultiplier = 0.2 4383 CabBone = CAB 4384 TrailerBone = TRAILER 4385 RotationDamping = 0.7 4386 4387 RightFrontTireBone = Tire01 4388 LeftFrontTireBone = Tire02 4389 MidRightFrontTireBone = Tire03 4390 MidLeftFrontTireBone = Tire04 4391 MidRightMidTireBone = Tire05 4392 MidLeftMidTireBone = Tire06 4393 MidRightRearTireBone = Tire07 4394 MidLeftRearTireBone = Tire08 4395 RightRearTireBone = Tire09 4396 LeftRearTireBone = Tire10 4397 4398 TireRotationMultiplier = 0.2 ; this * speed = rotation. 4399 End 4400 4401 ; ***DESIGN parameters *** 4402 DisplayName = OBJECT:BigRig 4403 EditorSorting = VEHICLE 4404 4405 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4406 WeaponSet 4407 Conditions = None 4408 Weapon = PRIMARY None 4409 End 4410 WeaponSet 4411 Conditions = CARBOMB 4412 Weapon = PRIMARY SuicideCarBomb 4413 End 4414 4415 ArmorSet 4416 Armor = TruckArmor 4417 DamageFX = CrushableCarDamageFX 4418 End 4419 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4420 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4421 CommandSet = CivilianCarBombCommandSet 4422 4423 ; *** AUDIO Parameters *** 4424 VoiceSelect = ConvoyTruckSelect 4425 SoundMoveStart = ConvoyTruckMoveStart 4426 UnitSpecificSounds 4427 TruckPowerslideSound = NoSound 4428 TruckLandingSound = NoSound 4429 End 4430 4431 4432 ; *** ENGINEERING Parameters *** 4433 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 4434 RadarPriority = LOCAL_UNIT_ONLY 4435 4436 Body = ActiveBody ModuleTag_02 4437 MaxHealth = 100.0 4438 InitialHealth = 100.0 4439 End 4440 4441 4442 4443 Behavior = DestroyDie ModuleTag_03 4444 ;nothing 4445 End 4446 Behavior = CreateObjectDie ModuleTag_04 4447 CreationList = OCL_BigRigExplode 4448 End 4449 Behavior = FXListDie ModuleTag_05 4450 DeathFX = FX_BigRigExplode 4451 End 4452 4453 Behavior = AIUpdateInterface ModuleTag_06 4454 End 4455 Locomotor = SET_NORMAL SupplyTruckLocomotor 4456 4457 Behavior = PhysicsBehavior ModuleTag_07 4458 Mass = 30.0 4459 End 4460 4461 Behavior = FlammableUpdate ModuleTag_21 4462 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4463 AflameDamageAmount = 5 ; taking this much damage... 4464 AflameDamageDelay = 500 ; this often. 4465 End 4466 4467 Geometry = BOX 4468 GeometryIsSmall = Yes 4469 GeometryMajorRadius = 18.0 4470 GeometryMinorRadius = 7.0 4471 GeometryHeight = 14.0 4472 Shadow = SHADOW_VOLUME 4473 4474 End 4475 4476 4477 ;------------------------------------------------------------------------------ 4478 Object TankerTruck 4479 4480 ; *** ART Parameters *** 4481 SelectPortrait = SUTerrorist_L 4482 ButtonImage = SUTerrorist 4483 4484 Draw = W3DTruckDraw ModuleTag_01 4485 ConditionState = NONE 4486 Model = CVTanker 4487 End 4488 CabRotationMultiplier = 1.5 4489 4490 TrailerRotationMultiplier = 0.2 4491 CabBone = CAB 4492 TrailerBone = TRAILER 4493 RotationDamping = 0.7 4494 4495 RightFrontTireBone = Tire01 4496 LeftFrontTireBone = Tire02 4497 MidRightFrontTireBone = Tire03 4498 MidLeftFrontTireBone = Tire04 4499 MidRightMidTireBone = Tire05 4500 MidLeftMidTireBone = Tire06 4501 MidRightRearTireBone = Tire07 4502 MidLeftRearTireBone = Tire08 4503 RightRearTireBone = Tire09 4504 LeftRearTireBone = Tire10 4505 4506 TireRotationMultiplier = 0.2 ; this * speed = rotation. 4507 End 4508 4509 ; ***DESIGN parameters *** 4510 DisplayName = OBJECT:TankerTruck 4511 EditorSorting = VEHICLE 4512 4513 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4514 WeaponSet 4515 Conditions = None 4516 Weapon = PRIMARY None 4517 End 4518 WeaponSet 4519 Conditions = CARBOMB 4520 Weapon = PRIMARY SuicideCarBomb 4521 End 4522 4523 ArmorSet 4524 Armor = TruckArmor 4525 DamageFX = CrushableCarDamageFX 4526 End 4527 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4528 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4529 CommandSet = CivilianCarBombCommandSet 4530 4531 ; *** AUDIO Parameters *** 4532 VoiceSelect = ConvoyTruckSelect 4533 SoundMoveStart = ConvoyTruckMoveStart 4534 UnitSpecificSounds 4535 TruckPowerslideSound = NoSound 4536 TruckLandingSound = NoSound 4537 End 4538 4539 4540 ; *** ENGINEERING Parameters *** 4541 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 4542 RadarPriority = LOCAL_UNIT_ONLY 4543 4544 Body = ActiveBody ModuleTag_02 4545 MaxHealth = 100.0 4546 InitialHealth = 100.0 4547 End 4548 4549 4550 4551 Behavior = DestroyDie ModuleTag_03 4552 ;nothing 4553 End 4554 Behavior = CreateObjectDie ModuleTag_04 4555 CreationList = OCL_TankerTruckExplode 4556 End 4557 Behavior = FXListDie ModuleTag_05 4558 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation 4559 End 4560 Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 4561 DeathWeapon = TankerTruckWeapon 4562 StartsActive = Yes 4563 End 4564 4565 Behavior = AIUpdateInterface ModuleTag_07 4566 End 4567 Locomotor = SET_NORMAL SupplyTruckLocomotor 4568 4569 Behavior = PhysicsBehavior ModuleTag_08 4570 Mass = 30.0 4571 End 4572 4573 Behavior = FlammableUpdate ModuleTag_21 4574 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4575 AflameDamageAmount = 5 ; taking this much damage... 4576 AflameDamageDelay = 500 ; this often. 4577 End 4578 4579 Geometry = BOX 4580 GeometryIsSmall = Yes 4581 GeometryMajorRadius = 18.0 4582 GeometryMinorRadius = 7.0 4583 GeometryHeight = 14.0 4584 Shadow = SHADOW_VOLUME 4585 4586 End 4587 4588 4589 ;------ This section is for Ambient Sound Objects------- 4590 4591 Object AmbientVillage1 4592 EditorSorting = AUDIO 4593 KindOf = IMMOBILE 4594 SoundAmbient = AmbientVillage1 4595 Draw = W3DDefaultDraw ModuleTag_01 4596 ;nothing 4597 End 4598 End 4599 4600 Object AmbientArabMarket1 4601 EditorSorting = AUDIO 4602 KindOf = IMMOBILE 4603 SoundAmbient = AmbientArabMarket1 4604 Draw = W3DDefaultDraw ModuleTag_01 4605 ;nothing 4606 End 4607 End 4608 4609 Object AmbientArabMarket2 4610 EditorSorting = AUDIO 4611 KindOf = IMMOBILE 4612 SoundAmbient = AmbientArabMarket2 4613 Draw = W3DDefaultDraw ModuleTag_01 4614 ;nothing 4615 End 4616 End 4617 4618 Object AmbientArabMarket3 4619 EditorSorting = AUDIO 4620 KindOf = IMMOBILE 4621 SoundAmbient = AmbientArabMarket3 4622 Draw = W3DDefaultDraw ModuleTag_01 4623 ;nothing 4624 End 4625 End 4626 4627 Object AmbientDogBarking 4628 EditorSorting = AUDIO 4629 KindOf = IMMOBILE 4630 SoundAmbient = AmbientDogBarking 4631 Draw = W3DDefaultDraw ModuleTag_01 4632 ;nothing 4633 End 4634 End 4635 4636 Object AmbientNightOwl 4637 EditorSorting = AUDIO 4638 KindOf = IMMOBILE 4639 SoundAmbient = AmbientNightOwl 4640 Draw = W3DDefaultDraw ModuleTag_01 4641 ;nothing 4642 End 4643 End 4644 4645 4646 Object AmbientWindDesert 4647 EditorSorting = AUDIO 4648 KindOf = IMMOBILE 4649 SoundAmbient = AmbientWindDesert 4650 Draw = W3DDefaultDraw ModuleTag_01 4651 ;nothing 4652 End 4653 End 4654 4655 Object AmbientWindMountain 4656 EditorSorting = AUDIO 4657 KindOf = IMMOBILE 4658 SoundAmbient = AmbientWindMountain 4659 Draw = W3DDefaultDraw ModuleTag_01 4660 ;nothing 4661 End 4662 End 4663 4664 Object AmbientWindCold 4665 EditorSorting = AUDIO 4666 KindOf = IMMOBILE 4667 SoundAmbient = AmbientWindCold 4668 Draw = W3DDefaultDraw ModuleTag_01 4669 ;nothing 4670 End 4671 End 4672 4673 Object AmbientWavesLake 4674 EditorSorting = AUDIO 4675 KindOf = IMMOBILE 4676 SoundAmbient = AmbientWavesLake 4677 Draw = W3DDefaultDraw ModuleTag_01 4678 ;nothing 4679 End 4680 End 4681 4682 Object AmbientRiver 4683 EditorSorting = AUDIO 4684 KindOf = IMMOBILE 4685 SoundAmbient = AmbientRiver 4686 Draw = W3DDefaultDraw ModuleTag_01 4687 ;nothing 4688 End 4689 End 4690 4691 Object AmbientMeadow 4692 EditorSorting = AUDIO 4693 KindOf = IMMOBILE 4694 SoundAmbient = AmbientMeadow 4695 Draw = W3DDefaultDraw ModuleTag_01 4696 ;nothing 4697 End 4698 End 4699 4700 Object AmbientMarsh 4701 EditorSorting = AUDIO 4702 KindOf = IMMOBILE 4703 SoundAmbient = AmbientMarsh 4704 Draw = W3DDefaultDraw ModuleTag_01 4705 ;nothing 4706 End 4707 End 4708 4709 Object AmbientWavesOcean1 4710 EditorSorting = AUDIO 4711 KindOf = IMMOBILE 4712 SoundAmbient = AmbientWavesOcean1 4713 Draw = W3DDefaultDraw ModuleTag_01 4714 ;nothing 4715 End 4716 End 4717 4718 Object AmbientInfantryCharge1 4719 EditorSorting = AUDIO 4720 KindOf = IMMOBILE 4721 SoundAmbient = AmbientInfantryCharge1 4722 Draw = W3DDefaultDraw ModuleTag_01 4723 ;nothing 4724 End 4725 End 4726 4727 Object AmbientCrowdAngryArabs1 4728 EditorSorting = AUDIO 4729 KindOf = IMMOBILE 4730 SoundAmbient = AmbientCrowdAngryArabs1 4731 Draw = W3DDefaultDraw ModuleTag_01 4732 ;nothing 4733 End 4734 End 4735 4736 Object AmbientGLABase 4737 EditorSorting = AUDIO 4738 KindOf = IMMOBILE 4739 SoundAmbient = AmbientGLABase 4740 Draw = W3DDefaultDraw ModuleTag_01 4741 ;nothing 4742 End 4743 End 4744 4745 Object Amb_DesertFarmGoat 4746 EditorSorting = AUDIO 4747 KindOf = IMMOBILE 4748 SoundAmbient = Amb_DesertFarmGoat 4749 Draw = W3DDefaultDraw ModuleTag_01 4750 ;nothing 4751 End 4752 End 4753 4754 Object Amb_DesertFarmAmbience 4755 EditorSorting = AUDIO 4756 KindOf = IMMOBILE 4757 SoundAmbient = FarmAmbientLoop 4758 Draw = W3DDefaultDraw ModuleTag_01 4759 ;nothing 4760 End 4761 End 4762 4763 Object Amb_DesertFarmCow 4764 EditorSorting = AUDIO 4765 KindOf = IMMOBILE 4766 SoundAmbient = CowAmbience 4767 Draw = W3DDefaultDraw ModuleTag_01 4768 ;nothing 4769 End 4770 End 4771 4772 Object Amb_DesertFarmSheep 4773 EditorSorting = AUDIO 4774 KindOf = IMMOBILE 4775 SoundAmbient = Amb_DesertFarmSheep 4776 Draw = W3DDefaultDraw ModuleTag_01 4777 ;nothing 4778 End 4779 End 4780 4781 Object Amb_DesertFarmRooster 4782 EditorSorting = AUDIO 4783 KindOf = IMMOBILE 4784 SoundAmbient = Amb_DesertFarmRooster 4785 Draw = W3DDefaultDraw ModuleTag_01 4786 ;nothing 4787 End 4788 End 4789 4790 Object Amb_DesertMarketBell 4791 EditorSorting = AUDIO 4792 KindOf = IMMOBILE 4793 SoundAmbient = Amb_DesertMarketBell 4794 Draw = W3DDefaultDraw ModuleTag_01 4795 ;nothing 4796 End 4797 End 4798 4799 Object Amb_DesertMarketCarHorn 4800 EditorSorting = AUDIO 4801 KindOf = IMMOBILE 4802 SoundAmbient = Amb_DesertMarketCarHorn 4803 Draw = W3DDefaultDraw ModuleTag_01 4804 ;nothing 4805 End 4806 End 4807 4808 Object Amb_DesertMarketDog 4809 EditorSorting = AUDIO 4810 KindOf = IMMOBILE 4811 SoundAmbient = Amb_DesertMarketDog 4812 Draw = W3DDefaultDraw ModuleTag_01 4813 ;nothing 4814 End 4815 End 4816 4817 Object Amb_DesertMarketDog2 4818 EditorSorting = AUDIO 4819 KindOf = IMMOBILE 4820 SoundAmbient = Amb_DesertMarketDog2 4821 Draw = W3DDefaultDraw ModuleTag_01 4822 ;nothing 4823 End 4824 End 4825 4826 4827 Object Amb_DesertMarketGoat 4828 EditorSorting = AUDIO 4829 KindOf = IMMOBILE 4830 SoundAmbient = Amb_DesertMarketGoat 4831 Draw = W3DDefaultDraw ModuleTag_01 4832 ;nothing 4833 End 4834 End 4835 4836 Object Amb_DesertMarketMoped 4837 EditorSorting = AUDIO 4838 KindOf = IMMOBILE 4839 SoundAmbient = Amb_DesertMarketMoped 4840 Draw = W3DDefaultDraw ModuleTag_01 4841 ;nothing 4842 End 4843 End 4844 4845 Object Amb_DesertMarketWallaMusicLoop 4846 EditorSorting = AUDIO 4847 KindOf = IMMOBILE 4848 SoundAmbient = Amb_DesertMarketWallaMusicLoop 4849 Draw = W3DDefaultDraw ModuleTag_01 4850 ;nothing 4851 End 4852 End 4853 4854 Object Amb_DesertMarketWallaLoop 4855 EditorSorting = AUDIO 4856 KindOf = IMMOBILE 4857 SoundAmbient = Amb_DesertMarketWallaLoop 4858 Draw = W3DDefaultDraw ModuleTag_01 4859 ;nothing 4860 End 4861 End 4862 4863 Object Amb_DesertMarketWallaWomenLoop 4864 EditorSorting = AUDIO 4865 KindOf = IMMOBILE 4866 SoundAmbient = Amb_DesertMarketWallaWomenLoop 4867 Draw = W3DDefaultDraw ModuleTag_01 4868 ;nothing 4869 End 4870 End 4871 4872 Object Amb_DesertNatureDayBirds 4873 EditorSorting = AUDIO 4874 KindOf = IMMOBILE 4875 SoundAmbient = Amb_DesertNatureDayBirds 4876 Draw = W3DDefaultDraw ModuleTag_01 4877 ;nothing 4878 End 4879 End 4880 4881 Object Amb_DesertNatureDayBirds2 4882 EditorSorting = AUDIO 4883 KindOf = IMMOBILE 4884 SoundAmbient = Amb_DesertNatureDayBirds2 4885 Draw = W3DDefaultDraw ModuleTag_01 4886 ;nothing 4887 End 4888 End 4889 4890 Object Amb_DesertNatureDayInsects 4891 EditorSorting = AUDIO 4892 KindOf = IMMOBILE 4893 SoundAmbient = Amb_DesertNatureDayInsects 4894 Draw = W3DDefaultDraw ModuleTag_01 4895 ;nothing 4896 End 4897 End 4898 4899 Object Amb_DesertNatureDayInsects2 4900 EditorSorting = AUDIO 4901 KindOf = IMMOBILE 4902 SoundAmbient = Amb_DesertNatureDayInsects2 4903 Draw = W3DDefaultDraw ModuleTag_01 4904 ;nothing 4905 End 4906 End 4907 4908 Object Amb_DesertNatureDayInsects3 4909 EditorSorting = AUDIO 4910 KindOf = IMMOBILE 4911 SoundAmbient = Amb_DesertNatureDayInsects3 4912 Draw = W3DDefaultDraw ModuleTag_01 4913 ;nothing 4914 End 4915 End 4916 4917 Object Amb_DesertNatureWindThinLoop 4918 EditorSorting = AUDIO 4919 KindOf = IMMOBILE 4920 SoundAmbient = Amb_DesertNatureWindThinLoop 4921 Draw = W3DDefaultDraw ModuleTag_01 4922 ;nothing 4923 End 4924 End 4925 4926 Object Amb_DesertNatureWindTreesLoop 4927 EditorSorting = AUDIO 4928 KindOf = IMMOBILE 4929 SoundAmbient = Amb_DesertNatureWindTreesLoop 4930 Draw = W3DDefaultDraw ModuleTag_01 4931 ;nothing 4932 End 4933 End 4934 4935 Object Amb_DesertNatureWindThickLoop 4936 EditorSorting = AUDIO 4937 KindOf = IMMOBILE 4938 SoundAmbient = Amb_DesertNatureWindThickLoop 4939 Draw = W3DDefaultDraw ModuleTag_01 4940 ;nothing 4941 End 4942 End 4943 4944 Object Amb_DesertVillageDayBirds 4945 EditorSorting = AUDIO 4946 KindOf = IMMOBILE 4947 SoundAmbient = Amb_DesertVillageDayBirds 4948 Draw = W3DDefaultDraw ModuleTag_01 4949 ;nothing 4950 End 4951 End 4952 4953 Object Amb_DesertVillageDayBirds2 4954 EditorSorting = AUDIO 4955 KindOf = IMMOBILE 4956 SoundAmbient = Amb_DesertVillageDayBirds2 4957 Draw = W3DDefaultDraw ModuleTag_01 4958 ;nothing 4959 End 4960 End 4961 4962 Object Amb_DesertVillageDayDog 4963 EditorSorting = AUDIO 4964 KindOf = IMMOBILE 4965 SoundAmbient = Amb_DesertVillageDayDog 4966 Draw = W3DDefaultDraw ModuleTag_01 4967 ;nothing 4968 End 4969 End 4970 4971 Object Amb_DesertVillageKids 4972 EditorSorting = AUDIO 4973 KindOf = IMMOBILE 4974 SoundAmbient = Amb_DesertVillageKids 4975 Draw = W3DDefaultDraw ModuleTag_01 4976 ;nothing 4977 End 4978 End 4979 4980 Object Amb_DesertVillageKids2 4981 EditorSorting = AUDIO 4982 KindOf = IMMOBILE 4983 SoundAmbient = Amb_DesertVillageKids2 4984 Draw = W3DDefaultDraw ModuleTag_01 4985 ;nothing 4986 End 4987 End 4988 4989 ;Object Amb_DesertVillageDayMenLoop 4990 ; EditorSorting = AUDIO 4991 ; KindOf = IMMOBILE 4992 ; SoundAmbient = Amb_DesertVillageDayMenLoop 4993 ; Draw = W3DDefaultDraw ModuleTag_01 4994 ; ;nothing 4995 ; End 4996 ;End 4997 4998 Object Amb_DesertVillageDayMoped 4999 EditorSorting = AUDIO 5000 KindOf = IMMOBILE 5001 SoundAmbient = Amb_DesertVillageDayMoped 5002 Draw = W3DDefaultDraw ModuleTag_01 5003 ;nothing 5004 End 5005 End 5006 5007 Object Amb_DesertVillageDayRooster 5008 EditorSorting = AUDIO 5009 KindOf = IMMOBILE 5010 SoundAmbient = Amb_DesertVillageDayRooster 5011 Draw = W3DDefaultDraw ModuleTag_01 5012 ;nothing 5013 End 5014 End 5015 5016 Object Amb_DesertVillageDayWallaLoop 5017 EditorSorting = AUDIO 5018 KindOf = IMMOBILE 5019 SoundAmbient = Amb_DesertVillageDayWallaLoop 5020 Draw = W3DDefaultDraw ModuleTag_01 5021 ;nothing 5022 End 5023 End 5024 5025 Object Amb_DesertNatureNightInsectLoop 5026 EditorSorting = AUDIO 5027 KindOf = IMMOBILE 5028 SoundAmbient = Amb_DesertNatureNightInsectLoop 5029 Draw = W3DDefaultDraw ModuleTag_01 5030 ;nothing 5031 End 5032 End 5033 5034 Object Amb_DesertVillageNightCat 5035 EditorSorting = AUDIO 5036 KindOf = IMMOBILE 5037 SoundAmbient = Amb_DesertVillageNightCat 5038 Draw = W3DDefaultDraw ModuleTag_01 5039 ;nothing 5040 End 5041 End 5042 5043 Object Amb_DesertVillageNightDog 5044 EditorSorting = AUDIO 5045 KindOf = IMMOBILE 5046 SoundAmbient = Amb_DesertVillageNightDog 5047 Draw = W3DDefaultDraw ModuleTag_01 5048 ;nothing 5049 End 5050 End 5051 5052 Object Amb_DesertVillageNightDog2 5053 EditorSorting = AUDIO 5054 KindOf = IMMOBILE 5055 SoundAmbient = Amb_DesertVillageNightDog2 5056 Draw = W3DDefaultDraw ModuleTag_01 5057 ;nothing 5058 End 5059 End 5060 5061 Object Amb_DesertVillageNightDrummerLoop 5062 EditorSorting = AUDIO 5063 KindOf = IMMOBILE 5064 SoundAmbient = Amb_DesertVillageNightDrummerLoop 5065 Draw = W3DDefaultDraw ModuleTag_01 5066 ;nothing 5067 End 5068 End 5069 5070 Object Amb_DesertVillageNightInsect 5071 EditorSorting = AUDIO 5072 KindOf = IMMOBILE 5073 SoundAmbient = Amb_DesertVillageNightInsect 5074 Draw = W3DDefaultDraw ModuleTag_01 5075 ;nothing 5076 End 5077 End 5078 5079 Object Amb_DesertVillageNightInsect2 5080 EditorSorting = AUDIO 5081 KindOf = IMMOBILE 5082 SoundAmbient = Amb_DesertVillageNightInsect2 5083 Draw = W3DDefaultDraw ModuleTag_01 5084 ;nothing 5085 End 5086 End 5087 5088 Object Amb_DesertVillageNightMenLoop 5089 EditorSorting = AUDIO 5090 KindOf = IMMOBILE 5091 SoundAmbient = Amb_DesertVillageNightMenLoop 5092 Draw = W3DDefaultDraw ModuleTag_01 5093 ;nothing 5094 End 5095 End 5096 5097 Object Amb_DesertVillageNightTrash 5098 EditorSorting = AUDIO 5099 KindOf = IMMOBILE 5100 SoundAmbient = Amb_DesertVillageNightTrash 5101 Draw = W3DDefaultDraw ModuleTag_01 5102 ;nothing 5103 End 5104 End 5105 5106 Object Amb_UrbanTrainStationAmbientLoop 5107 EditorSorting = AUDIO 5108 KindOf = IMMOBILE 5109 SoundAmbient = Amb_UrbanTrainStationAmbientLoop 5110 Draw = W3DDefaultDraw ModuleTag_01 5111 ;nothing 5112 End 5113 End 5114 5115 5116 Object Amb_UrbanTrainStationAmbientLoop2 5117 EditorSorting = AUDIO 5118 KindOf = IMMOBILE 5119 SoundAmbient = Amb_UrbanTrainStationAmbientLoop2 5120 Draw = W3DDefaultDraw ModuleTag_01 5121 ;nothing 5122 End 5123 End 5124 5125 5126 5127 Object Amb_UrbanBusStationAmbientLoop 5128 EditorSorting = AUDIO 5129 KindOf = IMMOBILE 5130 SoundAmbient = Amb_UrbanBusStationAmbientLoop 5131 Draw = W3DDefaultDraw ModuleTag_01 5132 ;nothing 5133 End 5134 End 5135 5136 Object Amb_UrbanBusStationPAVoice 5137 EditorSorting = AUDIO 5138 KindOf = IMMOBILE 5139 SoundAmbient = Amb_UrbanBusStationPAVoice 5140 Draw = W3DDefaultDraw ModuleTag_01 5141 ;nothing 5142 End 5143 End 5144 5145 Object Amb_UrbanBusStationBuses 5146 EditorSorting = AUDIO 5147 KindOf = IMMOBILE 5148 SoundAmbient = Amb_UrbanBusStationBuses 5149 Draw = W3DDefaultDraw ModuleTag_01 5150 ;nothing 5151 End 5152 End 5153 5154 Object Amb_UrbanCemetaryBell 5155 EditorSorting = AUDIO 5156 KindOf = IMMOBILE 5157 SoundAmbient = Amb_UrbanCemetaryBell 5158 Draw = W3DDefaultDraw ModuleTag_01 5159 ;nothing 5160 End 5161 End 5162 5163 Object Amb_UrbanCemetaryDigging 5164 EditorSorting = AUDIO 5165 KindOf = IMMOBILE 5166 SoundAmbient = Amb_UrbanCemetaryDigging 5167 Draw = W3DDefaultDraw ModuleTag_01 5168 ;nothing 5169 End 5170 End 5171 5172 Object Amb_UrbanNightChinaBikeBell 5173 EditorSorting = AUDIO 5174 KindOf = IMMOBILE 5175 SoundAmbient = Amb_UrbanNightChinaBikeBell 5176 Draw = W3DDefaultDraw ModuleTag_01 5177 ;nothing 5178 End 5179 End 5180 5181 Object Amb_UrbanNightChinaClub2 5182 EditorSorting = AUDIO 5183 KindOf = IMMOBILE 5184 SoundAmbient = Amb_UrbanNightChinaClub2 5185 Draw = W3DDefaultDraw ModuleTag_01 5186 ;nothing 5187 End 5188 End 5189 5190 Object Amb_UrbanParkAmbientLoop 5191 EditorSorting = AUDIO 5192 KindOf = IMMOBILE 5193 SoundAmbient = Amb_UrbanParkAmbientLoop 5194 Draw = W3DDefaultDraw ModuleTag_01 5195 ;nothing 5196 End 5197 End 5198 5199 Object Amb_UrbanParkBirds 5200 EditorSorting = AUDIO 5201 KindOf = IMMOBILE 5202 SoundAmbient = Amb_UrbanParkBirds 5203 Draw = W3DDefaultDraw ModuleTag_01 5204 ;nothing 5205 End 5206 End 5207 5208 Object Amb_UrbanParkDucks 5209 EditorSorting = AUDIO 5210 KindOf = IMMOBILE 5211 SoundAmbient = Amb_UrbanParkDucks 5212 Draw = W3DDefaultDraw ModuleTag_01 5213 ;nothing 5214 End 5215 End 5216 5217 Object Amb_UrbanParkChimes 5218 EditorSorting = AUDIO 5219 KindOf = IMMOBILE 5220 SoundAmbient = Amb_UrbanParkChimes 5221 Draw = W3DDefaultDraw ModuleTag_01 5222 ;nothing 5223 End 5224 End 5225 5226 Object Amb_UrbanSwimmingPoolAmbientLoop 5227 EditorSorting = AUDIO 5228 KindOf = IMMOBILE 5229 SoundAmbient = HotelAmbientSwimmerLoop 5230 Draw = W3DDefaultDraw ModuleTag_01 5231 ;nothing 5232 End 5233 End 5234 5235 Object Amb_UrbanSwimmingPoolDiver 5236 EditorSorting = AUDIO 5237 KindOf = IMMOBILE 5238 SoundAmbient = HotelAmbientDiver 5239 Draw = W3DDefaultDraw ModuleTag_01 5240 ;nothing 5241 End 5242 End 5243 5244 Object Amb_UrbanPoliceSiren 5245 EditorSorting = AUDIO 5246 KindOf = IMMOBILE 5247 SoundAmbient = Amb_UrbanPoliceSiren 5248 Draw = W3DDefaultDraw ModuleTag_01 5249 ;nothing 5250 End 5251 End 5252 5253 Object Amb_UrbanPoliceSirenLoop 5254 EditorSorting = AUDIO 5255 KindOf = IMMOBILE 5256 SoundAmbient = Amb_UrbanPoliceSirenLoop 5257 Draw = W3DDefaultDraw ModuleTag_01 5258 ;nothing 5259 End 5260 End 5261 5262 Object Amb_UrbanCityAmbientLoop 5263 EditorSorting = AUDIO 5264 KindOf = IMMOBILE 5265 SoundAmbient = Amb_UrbanCityAmbientLoop 5266 Draw = W3DDefaultDraw ModuleTag_01 5267 ;nothing 5268 End 5269 End 5270 5271 Object Amb_UrbanCityAmbientLoop2 5272 EditorSorting = AUDIO 5273 KindOf = IMMOBILE 5274 SoundAmbient = Amb_UrbanCityAmbientLoop2 5275 Draw = W3DDefaultDraw ModuleTag_01 5276 ;nothing 5277 End 5278 End 5279 5280 Object Amb_UrbanDocksBirds 5281 EditorSorting = AUDIO 5282 KindOf = IMMOBILE 5283 SoundAmbient = Amb_UrbanDocksBirds 5284 Draw = W3DDefaultDraw ModuleTag_01 5285 ;nothing 5286 End 5287 End 5288 5289 Object Amb_UrbanDocksAmbientLoop 5290 EditorSorting = AUDIO 5291 KindOf = IMMOBILE 5292 SoundAmbient = Amb_UrbanDocksAmbientLoop 5293 Draw = W3DDefaultDraw ModuleTag_01 5294 ;nothing 5295 End 5296 End 5297 5298 Object Amb_UrbanDocksBouy 5299 EditorSorting = AUDIO 5300 KindOf = IMMOBILE 5301 SoundAmbient = Amb_UrbanDocksBouy 5302 Draw = W3DDefaultDraw ModuleTag_01 5303 ;nothing 5304 End 5305 End 5306 5307 Object Amb_UrbanDocksFoghorn 5308 EditorSorting = AUDIO 5309 KindOf = IMMOBILE 5310 SoundAmbient = Amb_UrbanDocksFoghorn 5311 Draw = W3DDefaultDraw ModuleTag_01 5312 ;nothing 5313 End 5314 End 5315 5316 Object Amb_UrbanDocksMachineryLoop 5317 EditorSorting = AUDIO 5318 KindOf = IMMOBILE 5319 SoundAmbient = Amb_UrbanDocksMachineryLoop 5320 Draw = W3DDefaultDraw ModuleTag_01 5321 ;nothing 5322 End 5323 End 5324 5325 Object Amb_WinterNatureWoodpecker 5326 EditorSorting = AUDIO 5327 KindOf = IMMOBILE 5328 SoundAmbient = Amb_WinterNatureWoodpecker 5329 Draw = W3DDefaultDraw ModuleTag_01 5330 ;nothing 5331 End 5332 End 5333 5334 Object Amb_WinterNatureCrows 5335 EditorSorting = AUDIO 5336 KindOf = IMMOBILE 5337 SoundAmbient = Amb_WinterNatureCrows 5338 Draw = W3DDefaultDraw ModuleTag_01 5339 ;nothing 5340 End 5341 End 5342 5343 Object Amb_WinterNatureCrows2 5344 EditorSorting = AUDIO 5345 KindOf = IMMOBILE 5346 SoundAmbient = Amb_WinterNatureCrows2 5347 Draw = W3DDefaultDraw ModuleTag_01 5348 ;nothing 5349 End 5350 End 5351 5352 Object Amb_WinterNatureWindLoop 5353 EditorSorting = AUDIO 5354 KindOf = IMMOBILE 5355 SoundAmbient = Amb_WinterNatureWindLoop 5356 Draw = W3DDefaultDraw ModuleTag_01 5357 ;nothing 5358 End 5359 End 5360 5361 Object Amb_WinterNatureNightWolves 5362 EditorSorting = AUDIO 5363 KindOf = IMMOBILE 5364 SoundAmbient = Amb_WinterNatureNightWolves 5365 Draw = W3DDefaultDraw ModuleTag_01 5366 ;nothing 5367 End 5368 End 5369 5370 Object Amb_UrbanIndustrialYardPileDriver 5371 EditorSorting = AUDIO 5372 KindOf = IMMOBILE 5373 SoundAmbient = Amb_UrbanIndustrialYardPileDriver 5374 Draw = W3DDefaultDraw ModuleTag_01 5375 ;nothing 5376 End 5377 End 5378 5379 Object Amb_UrbanIndustrialYardAmbientLoop 5380 EditorSorting = AUDIO 5381 KindOf = IMMOBILE 5382 SoundAmbient = IndustrialYardAmbientLoop 5383 Draw = W3DDefaultDraw ModuleTag_01 5384 ;nothing 5385 End 5386 End 5387 5388 ;Object Amb_UrbanIndustrialYardGeneratorLoop 5389 ; EditorSorting = AUDIO 5390 ; KindOf = IMMOBILE 5391 ; SoundAmbient = Amb_UrbanIndustrialYardGeneratorLoop 5392 ; Draw = W3DDefaultDraw ModuleTag_01 5393 ; ;nothing 5394 ; End 5395 ;End 5396 5397 Object Amb_WaterOceanWaves 5398 EditorSorting = AUDIO 5399 KindOf = IMMOBILE 5400 SoundAmbient = Amb_WaterOceanWaves 5401 Draw = W3DDefaultDraw ModuleTag_01 5402 ;nothing 5403 End 5404 End 5405 5406 ;Object Amb_WaterLakeWaves 5407 ; EditorSorting = AUDIO 5408 ; KindOf = IMMOBILE 5409 ; SoundAmbient = Amb_WaterLakeWaves 5410 ; Draw = W3DDefaultDraw ModuleTag_01 5411 ; ;nothing 5412 ; End 5413 ;End 5414 5415 Object Amb_WaterRiverLoop 5416 EditorSorting = AUDIO 5417 KindOf = IMMOBILE 5418 SoundAmbient = Amb_WaterRiverLoop 5419 Draw = W3DDefaultDraw ModuleTag_01 5420 ;nothing 5421 End 5422 End 5423 5424 Object Amb_WaterStreamLoop 5425 EditorSorting = AUDIO 5426 KindOf = IMMOBILE 5427 SoundAmbient = Amb_WaterStreamLoop 5428 Draw = W3DDefaultDraw ModuleTag_01 5429 ;nothing 5430 End 5431 End 5432 5433 5434 Object Amb_WinterNatureWindCold 5435 EditorSorting = AUDIO 5436 KindOf = IMMOBILE 5437 SoundAmbient = Amb_WinterNatureWindCold 5438 Draw = W3DDefaultDraw ModuleTag_01 5439 ;nothing 5440 End 5441 End 5442 5443 Object Amb_WinterNatureWind 5444 EditorSorting = AUDIO 5445 KindOf = IMMOBILE 5446 SoundAmbient = Amb_WinterNatureWind 5447 Draw = W3DDefaultDraw ModuleTag_01 5448 ;nothing 5449 End 5450 End 5451 5452 Object Amb_DesertVillageDayDog2 5453 EditorSorting = AUDIO 5454 KindOf = IMMOBILE 5455 SoundAmbient = Amb_DesertVillageDayDog2 5456 Draw = W3DDefaultDraw ModuleTag_01 5457 ;nothing 5458 End 5459 End 5460 5461 Object Amb_TemperateNightOwl 5462 EditorSorting = AUDIO 5463 KindOf = IMMOBILE 5464 SoundAmbient = Amb_TemperateNightOwl 5465 Draw = W3DDefaultDraw ModuleTag_01 5466 ;nothing 5467 End 5468 End 5469 5470 Object Amb_DesertNatureWindNight 5471 EditorSorting = AUDIO 5472 KindOf = IMMOBILE 5473 SoundAmbient = Amb_DesertNatureWindNight 5474 Draw = W3DDefaultDraw ModuleTag_01 5475 ;nothing 5476 End 5477 End 5478 5479 Object Amb_TemperateMeadowAmbientLoop 5480 EditorSorting = AUDIO 5481 KindOf = IMMOBILE 5482 SoundAmbient = Amb_TemperateMeadowAmbientLoop 5483 Draw = W3DDefaultDraw ModuleTag_01 5484 ;nothing 5485 End 5486 End 5487 5488 Object Amb_TemperateMarshAmbientLoop 5489 EditorSorting = AUDIO 5490 KindOf = IMMOBILE 5491 SoundAmbient = Amb_TemperateMarshAmbientLoop 5492 Draw = W3DDefaultDraw ModuleTag_01 5493 ;nothing 5494 End 5495 End 5496 5497 Object Amb_DesertMarketWallaLoop2 5498 EditorSorting = AUDIO 5499 KindOf = IMMOBILE 5500 SoundAmbient = Amb_DesertMarketWallaLoop2 5501 Draw = W3DDefaultDraw ModuleTag_01 5502 ;nothing 5503 End 5504 End 5505 5506 Object Amb_DesertMarketWallaLoop3 5507 EditorSorting = AUDIO 5508 KindOf = IMMOBILE 5509 SoundAmbient = Amb_DesertMarketWallaLoop3 5510 Draw = W3DDefaultDraw ModuleTag_01 5511 ;nothing 5512 End 5513 End 5514 5515 Object Amb_DesertVillageDayWallaLoop2 5516 EditorSorting = AUDIO 5517 KindOf = IMMOBILE 5518 SoundAmbient = Amb_DesertVillageDayWallaLoop2 5519 Draw = W3DDefaultDraw ModuleTag_01 5520 ;nothing 5521 End 5522 End 5523 5524 Object Amb_JungleDayDenseAmbientLoop 5525 EditorSorting = AUDIO 5526 KindOf = IMMOBILE 5527 SoundAmbient = Amb_JungleDayDenseAmbientLoop 5528 Draw = W3DDefaultDraw ModuleTag_01 5529 ;nothing 5530 End 5531 End 5532 5533 5534 Object Amb_JungleDayDenseAmbientLoop2 5535 EditorSorting = AUDIO 5536 KindOf = IMMOBILE 5537 SoundAmbient = Amb_JungleDayDenseAmbientLoop2 5538 Draw = W3DDefaultDraw ModuleTag_01 5539 ;nothing 5540 End 5541 End 5542 5543 Object Amb_JungleDayDenseAmbientBirds 5544 EditorSorting = AUDIO 5545 KindOf = IMMOBILE 5546 SoundAmbient = Amb_JungleDayDenseAmbientBirds 5547 Draw = W3DDefaultDraw ModuleTag_01 5548 ;nothing 5549 End 5550 End 5551 5552 Object Amb_JungleDaySparseAmbientLoop 5553 EditorSorting = AUDIO 5554 KindOf = IMMOBILE 5555 SoundAmbient = Amb_JungleDaySparseAmbientLoop 5556 Draw = W3DDefaultDraw ModuleTag_01 5557 ;nothing 5558 End 5559 End 5560 5561 5562 Object Amb_JungleDaySparseAmbientAnimal 5563 EditorSorting = AUDIO 5564 KindOf = IMMOBILE 5565 SoundAmbient = Amb_JungleDaySparseAmbientAnimal 5566 Draw = W3DDefaultDraw ModuleTag_01 5567 ;nothing 5568 End 5569 End 5570 5571 Object Amb_JungleNightAmbientLoop 5572 EditorSorting = AUDIO 5573 KindOf = IMMOBILE 5574 SoundAmbient = Amb_JungleNightAmbientLoop 5575 Draw = W3DDefaultDraw ModuleTag_01 5576 ;nothing 5577 End 5578 End 5579 5580 Object Amb_JungleNightAmbientLoop2 5581 EditorSorting = AUDIO 5582 KindOf = IMMOBILE 5583 SoundAmbient = Amb_JungleNightAmbientLoop2 5584 Draw = W3DDefaultDraw ModuleTag_01 5585 ;nothing 5586 End 5587 End 5588 5589 5590 Object Amb_MountainNatureAmbientLoop 5591 EditorSorting = AUDIO 5592 KindOf = IMMOBILE 5593 SoundAmbient = Amb_MountainNatureAmbientLoop 5594 Draw = W3DDefaultDraw ModuleTag_01 5595 ;nothing 5596 End 5597 End 5598 5599 ;Object Amb_MountainBell 5600 ; EditorSorting = AUDIO 5601 ; KindOf = IMMOBILE 5602 ; SoundAmbient = Amb_MountainBell 5603 ; Draw = W3DDefaultDraw ModuleTag_01 5604 ; ;nothing 5605 ; End 5606 ;End 5607 5608 Object Amb_MountainBirds 5609 EditorSorting = AUDIO 5610 KindOf = IMMOBILE 5611 SoundAmbient = Amb_MountainBirds 5612 Draw = W3DDefaultDraw ModuleTag_01 5613 ;nothing 5614 End 5615 End 5616 5617 Object Amb_MountainBirds2 5618 EditorSorting = AUDIO 5619 KindOf = IMMOBILE 5620 SoundAmbient = Amb_MountainBirds2 5621 Draw = W3DDefaultDraw ModuleTag_01 5622 ;nothing 5623 End 5624 End 5625 5626 Object Amb_TemperateForestBirdsLoop 5627 EditorSorting = AUDIO 5628 KindOf = IMMOBILE 5629 SoundAmbient = Amb_TemperateForestBirdsLoop 5630 Draw = W3DDefaultDraw ModuleTag_01 5631 ;nothing 5632 End 5633 End 5634 5635 Object Amb_TemperateForestBirds 5636 EditorSorting = AUDIO 5637 KindOf = IMMOBILE 5638 SoundAmbient = Amb_TemperateForestBirds 5639 Draw = W3DDefaultDraw ModuleTag_01 5640 ;nothing 5641 End 5642 End 5643 5644 Object Amb_TemperateForestTreesLoop 5645 EditorSorting = AUDIO 5646 KindOf = IMMOBILE 5647 SoundAmbient = Amb_TemperateForestTreesLoop 5648 Draw = W3DDefaultDraw ModuleTag_01 5649 ;nothing 5650 End 5651 End 5652 5653 Object Amb_TemperateForestTrees 5654 EditorSorting = AUDIO 5655 KindOf = IMMOBILE 5656 SoundAmbient = Amb_TemperateForestTrees 5657 Draw = W3DDefaultDraw ModuleTag_01 5658 ;nothing 5659 End 5660 End 5661 5662 5663 Object Amb_TemperateMeadowBirdsLoop 5664 EditorSorting = AUDIO 5665 KindOf = IMMOBILE 5666 SoundAmbient = Amb_TemperateMeadowBirdsLoop 5667 Draw = W3DDefaultDraw ModuleTag_01 5668 ;nothing 5669 End 5670 End 5671 5672 Object Amb_TemperateMeadowBirdsLoop2 5673 EditorSorting = AUDIO 5674 KindOf = IMMOBILE 5675 SoundAmbient = Amb_TemperateMeadowBirdsLoop2 5676 Draw = W3DDefaultDraw ModuleTag_01 5677 ;nothing 5678 End 5679 End 5680 5681 Object Amb_TemperateMeadowBirds 5682 EditorSorting = AUDIO 5683 KindOf = IMMOBILE 5684 SoundAmbient = Amb_TemperateMeadowBirds 5685 Draw = W3DDefaultDraw ModuleTag_01 5686 ;nothing 5687 End 5688 End 5689 5690 Object Amb_UrbanChinaCourtyardLoop 5691 EditorSorting = AUDIO 5692 KindOf = IMMOBILE 5693 SoundAmbient = Amb_UrbanChinaCourtyardLoop 5694 Draw = W3DDefaultDraw ModuleTag_01 5695 ;nothing 5696 End 5697 End 5698 5699 Object Amb_UrbanChinaCourtyardBirds 5700 EditorSorting = AUDIO 5701 KindOf = IMMOBILE 5702 SoundAmbient = Amb_UrbanChinaCourtyardBirds 5703 Draw = W3DDefaultDraw ModuleTag_01 5704 ;nothing 5705 End 5706 End 5707 5708 Object Amb_UrbanChinaCourtyardWallaLoop 5709 EditorSorting = AUDIO 5710 KindOf = IMMOBILE 5711 SoundAmbient = Amb_UrbanChinaCourtyardWallaLoop 5712 Draw = W3DDefaultDraw ModuleTag_01 5713 ;nothing 5714 End 5715 End 5716 5717 ;Object Amb_WaterFountainLoop 5718 ; EditorSorting = AUDIO 5719 ; KindOf = IMMOBILE 5720 ; SoundAmbient = Amb_WaterFountainLoop 5721 ; Draw = W3DDefaultDraw ModuleTag_01 5722 ; ;nothing 5723 ; End 5724 ;End 5725 5726 Object Amb_WaterLakeAmbientLoop 5727 EditorSorting = AUDIO 5728 KindOf = IMMOBILE 5729 SoundAmbient = Amb_WaterLakeAmbientLoop 5730 Draw = W3DDefaultDraw ModuleTag_01 5731 ;nothing 5732 End 5733 End 5734 5735 5736 Object Amb_WaterLakeLappingLoop 5737 EditorSorting = AUDIO 5738 KindOf = IMMOBILE 5739 SoundAmbient = Amb_WaterLakeLappingLoop 5740 Draw = W3DDefaultDraw ModuleTag_01 5741 ;nothing 5742 End 5743 End 5744 5745 Object Amb_WaterLakeLapping 5746 EditorSorting = AUDIO 5747 KindOf = IMMOBILE 5748 SoundAmbient = Amb_WaterLakeLapping 5749 Draw = W3DDefaultDraw ModuleTag_01 5750 ;nothing 5751 End 5752 End 5753 5754 Object Amb_TemperateTownDayAmbientLoop 5755 EditorSorting = AUDIO 5756 KindOf = IMMOBILE 5757 SoundAmbient = Amb_TemperateTownDayAmbientLoop 5758 Draw = W3DDefaultDraw ModuleTag_01 5759 ;nothing 5760 End 5761 End 5762 5763 Object Amb_TemperateTownDayPigDog 5764 EditorSorting = AUDIO 5765 KindOf = IMMOBILE 5766 SoundAmbient = Amb_TemperateTownDayPigDog 5767 Draw = W3DDefaultDraw ModuleTag_01 5768 ;nothing 5769 End 5770 End 5771 5772 Object Amb_TemperateTownDayPig 5773 EditorSorting = AUDIO 5774 KindOf = IMMOBILE 5775 SoundAmbient = Amb_TemperateTownDayPig 5776 Draw = W3DDefaultDraw ModuleTag_01 5777 ;nothing 5778 End 5779 End 5780 5781 Object Amb_DesertVillageMilitary 5782 EditorSorting = AUDIO 5783 KindOf = IMMOBILE 5784 SoundAmbient = Amb_TemperateTownDayPig 5785 Draw = W3DDefaultDraw ModuleTag_01 5786 ;nothing 5787 End 5788 End 5789 5790 Object Cin_InfantryChargeLoop 5791 EditorSorting = AUDIO 5792 KindOf = IMMOBILE 5793 SoundAmbient = AmbientInfantryCharge1 5794 Draw = W3DDefaultDraw ModuleTag_01 5795 ;nothing 5796 End 5797 End 5798 5799 Object Cin_TankAmbientLoop 5800 EditorSorting = AUDIO 5801 KindOf = IMMOBILE 5802 SoundAmbient = Cin_TankAmbientLoop 5803 Draw = W3DDefaultDraw ModuleTag_01 5804 ;nothing 5805 End 5806 End 5807 5808 5809 5810 Object Cin_ParadeAmbientLoop 5811 EditorSorting = AUDIO 5812 KindOf = IMMOBILE 5813 SoundAmbient = Cin_ParadeAmbientLoop 5814 Draw = W3DDefaultDraw ModuleTag_01 5815 ;nothing 5816 End 5817 End 5818 5819 Object Cin_ParadeMarchingLoop 5820 EditorSorting = AUDIO 5821 KindOf = IMMOBILE 5822 SoundAmbient = Cin_ParadeMarchingLoop 5823 Draw = W3DDefaultDraw ModuleTag_01 5824 ;nothing 5825 End 5826 End 5827 5828 Object Cin_ParadePanicFemaleLoop 5829 EditorSorting = AUDIO 5830 KindOf = IMMOBILE 5831 SoundAmbient = Cin_ParadePanicFemaleLoop 5832 Draw = W3DDefaultDraw ModuleTag_01 5833 ;nothing 5834 End 5835 End 5836 5837 Object Cin_ParadeCrowdLoop 5838 EditorSorting = AUDIO 5839 KindOf = IMMOBILE 5840 SoundAmbient = Cin_ParadeCrowdLoop 5841 Draw = W3DDefaultDraw ModuleTag_01 5842 ;nothing 5843 End 5844 End 5845 5846 Object Cin_NukeAftermathAmbientLoop 5847 EditorSorting = AUDIO 5848 KindOf = IMMOBILE 5849 SoundAmbient = Cin_NukeAftermathAmbientLoop 5850 Draw = W3DDefaultDraw ModuleTag_01 5851 ;nothing 5852 End 5853 End 5854 5855 Object Cin_NukeAftermathAmbientFX 5856 EditorSorting = AUDIO 5857 KindOf = IMMOBILE 5858 SoundAmbient = Cin_NukeAftermathAmbientFX 5859 Draw = W3DDefaultDraw ModuleTag_01 5860 ;nothing 5861 End 5862 End 5863 5864 Object Cin_ScudStormLaunchAlertLoop 5865 EditorSorting = AUDIO 5866 KindOf = IMMOBILE 5867 SoundAmbient = Cin_ScudStormLaunchAlertLoop 5868 Draw = W3DDefaultDraw ModuleTag_01 5869 ;nothing 5870 End 5871 End 5872 5873 Object Cin_BridgeDemoChargeBeep 5874 EditorSorting = AUDIO 5875 KindOf = IMMOBILE 5876 SoundAmbient = Cin_BridgeDemoChargeBeep 5877 Draw = W3DDefaultDraw ModuleTag_01 5878 ;nothing 5879 End 5880 End 5881 5882 Object Cin_BaikonurRocketPadHissLoop 5883 EditorSorting = AUDIO 5884 KindOf = IMMOBILE 5885 SoundAmbient = Cin_BaikonurRocketPadHissLoop 5886 Draw = W3DDefaultDraw ModuleTag_01 5887 ;nothing 5888 End 5889 End 5890 5891 Object Cin_BaikonurGLACheerSquad 5892 EditorSorting = AUDIO 5893 KindOf = IMMOBILE 5894 SoundAmbient = Cin_BaikonurGLACheerSquad 5895 Draw = W3DDefaultDraw ModuleTag_01 5896 ;nothing 5897 End 5898 End 5899 5900 5901 Object Cin_AngryMobAmbientLoop 5902 EditorSorting = AUDIO 5903 KindOf = IMMOBILE 5904 SoundAmbient = Cin_AngryMobAmbientLoop 5905 Draw = W3DDefaultDraw ModuleTag_01 5906 ;nothing 5907 End 5908 End 5909 5910 5911 Object Cin_DirtRollingLoop 5912 EditorSorting = AUDIO 5913 KindOf = IMMOBILE 5914 SoundAmbient = Cin_DirtRollingLoop 5915 Draw = W3DDefaultDraw ModuleTag_01 5916 ;nothing 5917 End 5918 End 5919 5920 Object Cin_TrainRunningLoop 5921 EditorSorting = AUDIO 5922 KindOf = IMMOBILE 5923 SoundAmbient = Cin_TrainRunningLoop 5924 Draw = W3DDefaultDraw ModuleTag_01 5925 ;nothing 5926 End 5927 End 5928 5929 5930 5931 5932 5933 ;------------------------------------------------------------------------------ 5934 Object AmphibiousTransport 5935 5936 ; *** ART Parameters *** 5937 Draw = W3DModelDraw ModuleTag_01 5938 ConditionState = NONE 5939 Model = AVAMPHIB 5940 5941 Animation = AVAMPHIB.AVAMPHIB ; fans off 5942 AnimationMode = MANUAL 5943 Flags = START_FRAME_FIRST 5944 End 5945 5946 ConditionState = OVER_WATER 5947 Model = AVAMPHIB 5948 ParticleSysBone = TreadFX01 AmphibWaveRest 5949 Animation = AVAMPHIB.AVAMPHIB ; fans off 5950 AnimationMode = MANUAL 5951 Flags = START_FRAME_FIRST 5952 End 5953 5954 ConditionState = MOVING 5955 Model = AVAMPHIB 5956 ; ParticleSysBone = Exhaust01 SteamVent ;Want turned off until better solution or final cut solution is reached 5957 ; ParticleSysBone = Exhaust02 SteamVent 5958 ParticleSysBone = Mist01 AmphibDirt 5959 ; ParticleSysBone = Mist01 AmphibDirtClods 5960 5961 ; ParticleSysBone = TreadFX01 RocketBuggyDust 5962 5963 Animation = AVAMPHIB.AVAMPHIB ; fans on 5964 AnimationMode = LOOP 5965 Flags = START_FRAME_FIRST 5966 End 5967 ConditionState = MOVING OVER_WATER 5968 Model = AVAMPHIB 5969 ; ParticleSysBone = Exhaust01 SteamVent 5970 ; ParticleSysBone = Exhaust02 SteamVent 5971 5972 ParticleSysBone = Mist01 AmphibMist 5973 ParticleSysBone = Mist02 AmphibMist 5974 ParticleSysBone = Mist03 AmphibMistSide 5975 ParticleSysBone = Mist04 AmphibMistSide 5976 ParticleSysBone = TreadFX01 AmphibWave 5977 ParticleSysBone = TreadFX02 AmphibWave 5978 Animation = AVAMPHIB.AVAMPHIB ; fans on 5979 AnimationMode = LOOP 5980 Flags = START_FRAME_FIRST 5981 End 5982 End 5983 5984 ; The exit door 5985 Draw = W3DModelDraw ModuleTag_02 5986 DefaultConditionState 5987 Model = AVAMPHIB_A 5988 Animation = AVAMPHIB_A.AVAMPHIB_A 5989 AnimationMode = MANUAL 5990 Flags = START_FRAME_FIRST 5991 End 5992 ConditionState = DOOR_1_OPENING 5993 Model = AVAMPHIB_A 5994 Animation = AVAMPHIB_A.AVAMPHIB_A 5995 AnimationMode = ONCE 5996 Flags = START_FRAME_FIRST 5997 End 5998 ConditionState = DOOR_1_CLOSING 5999 Model = AVAMPHIB_A1 6000 Animation = AVAMPHIB_A1.AVAMPHIB_A1 6001 AnimationMode = ONCE 6002 Flags = START_FRAME_FIRST 6003 End 6004 End 6005 6006 ; ***DESIGN parameters *** 6007 DisplayName = OBJECT:AmphibiousTransport 6008 EditorSorting = VEHICLE 6009 CommandSet = CivilianTransportCommandSet 6010 6011 6012 ArmorSet 6013 Armor = TruckArmor 6014 DamageFX = DefaultDamageFX 6015 End 6016 6017 WeaponSet 6018 Conditions = None 6019 Weapon = PRIMARY None 6020 End 6021 6022 VisionRange = 150 6023 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6024 CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6025 6026 ; *** AUDIO Parameters *** 6027 SoundMoveLoop = AmphibiousTransportMoveLoop 6028 6029 ; *** ENGINEERING Parameters *** 6030 KindOf = SELECTABLE VEHICLE TRANSPORT 6031 6032 Body = ActiveBody ModuleTag_03 6033 MaxHealth = 100.0 6034 InitialHealth = 100.0 6035 End 6036 Behavior = TransportContain ModuleTag_04 6037 Slots = 8 6038 AllowInsideKindOf = INFANTRY VEHICLE 6039 DoorOpenTime = 2000 6040 ScatterNearbyOnExit = No ; I have bones for exiting 6041 End 6042 Behavior = PhysicsBehavior ModuleTag_05 6043 Mass = 30.0 6044 End 6045 Behavior = TransportAIUpdate ModuleTag_06 6046 ;<NO DATA> 6047 End 6048 Locomotor = SET_NORMAL BasicAmphibiousLocomotor 6049 Behavior = DestroyDie ModuleTag_07 6050 ;<NO DATA> 6051 End 6052 Behavior = CreateObjectDie ModuleTag_08 6053 DeathTypes = ALL 6054 CreationList = OCL_GenericCarExplode 6055 End 6056 Behavior = FXListDie ModuleTag_09 6057 DeathTypes = ALL -FLOODED 6058 DeathFX = FX_GenericCarExplode 6059 End 6060 6061 Behavior = FlammableUpdate ModuleTag_21 6062 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6063 AflameDamageAmount = 5 ; taking this much damage... 6064 AflameDamageDelay = 500 ; this often. 6065 End 6066 6067 Geometry = BOX 6068 Scale = 0.7 ;Scaling 6069 GeometryIsSmall = No 6070 GeometryMajorRadius = 23.0 6071 GeometryMinorRadius = 17.0 6072 GeometryHeight = 20.0 6073 Shadow = SHADOW_VOLUME 6074 6075 End 6076 6077 ;------------------------------------------------------------------------------ 6078 Object CivilianVehicleFerry 6079 6080 ; *** ART Parameters *** 6081 SelectPortrait = SSFerry_L 6082 Draw = W3DModelDraw ModuleTag_01 6083 6084 ConditionState = NONE 6085 Model = CVFerry 6086 End 6087 6088 ConditionState = OVER_WATER 6089 Model = CVFerry 6090 ParticleSysBone = Smoke01 FerrySmokeStop 6091 End 6092 6093 ConditionState = MOVING OVER_WATER 6094 Model = CVFerry 6095 ParticleSysBone = Smoke01 FerrySmoke 6096 6097 ParticleSysBone = TreadFX01 AmphibWave 6098 ParticleSysBone = TreadFX02 AmphibWave 6099 End 6100 6101 End 6102 6103 ; ***DESIGN parameters *** 6104 DisplayName = OBJECT:AutoFerry 6105 EditorSorting = VEHICLE 6106 CommandSet = RailedTransportCommandSet 6107 ArmorSet 6108 Armor = None 6109 DamageFX = DefaultDamageFX 6110 End 6111 WeaponSet 6112 Conditions = None 6113 Weapon = PRIMARY None 6114 End 6115 VisionRange = 150 6116 CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6117 6118 ; *** AUDIO Parameters *** 6119 SoundMoveLoop = FerryMoveLoop 6120 SoundAmbient = Amb_UrbanDocksFoghorn 6121 6122 6123 ; *** ENGINEERING Parameters *** 6124 KindOf = SELECTABLE TRANSPORT 6125 6126 Body = ActiveBody ModuleTag_02 6127 MaxHealth = 100.0 6128 InitialHealth = 100.0 6129 End 6130 Behavior = RailedTransportContain ModuleTag_03 6131 Slots = 10 6132 AllowInsideKindOf = INFANTRY VEHICLE BOAT 6133 DoorOpenTime = 2000 6134 ScatterNearbyOnExit = No ; I have bones for exiting 6135 End 6136 Behavior = PhysicsBehavior ModuleTag_04 6137 Mass = 30.0 6138 End 6139 Behavior = RailedTransportAIUpdate ModuleTag_05 6140 PathPrefixName = Ferry 6141 End 6142 Behavior = RailedTransportDockUpdate ModuleTag_06 6143 NumberApproachPositions = 9 6144 PullInsideDuration = 4500 ; in milliseconds 6145 PushOutsideDuration = 4500 ; in milliseconds 6146 End 6147 Locomotor = SET_NORMAL BasicBoatLocomotor 6148 Behavior = DestroyDie ModuleTag_07 6149 ;<NO DATA> 6150 End 6151 6152 Behavior = FlammableUpdate ModuleTag_21 6153 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6154 AflameDamageAmount = 5 ; taking this much damage... 6155 AflameDamageDelay = 500 ; this often. 6156 End 6157 6158 Behavior = FloatUpdate UpdateTag_01 6159 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy 6160 End 6161 6162 6163 Geometry = BOX 6164 GeometryIsSmall = No 6165 GeometryMajorRadius = 72.0 6166 GeometryMinorRadius = 25.0 6167 GeometryHeight = 20.0 6168 Shadow = SHADOW_VOLUME 6169 6170 End 6171 6172 ;------------------------------------------------------------------------------ 6173 Object CivilianVehiclePTBoat 6174 6175 ; *** ART Parameters *** 6176 Draw = W3DModelDraw ModuleTag_01 ; Boat 6177 ConditionState = NONE 6178 Model = AVPTBoat 6179 End 6180 6181 ConditionState = OVER_WATER 6182 Model = AVPTBoat 6183 End 6184 6185 ConditionState = MOVING OVER_WATER 6186 Model = AVPTBoat 6187 ParticleSysBone = TreadFX01 AmphibWave 6188 End 6189 End 6190 6191 Draw = W3DModelDraw ModuleTag_02 ; Gunner 6192 OkToChangeModelColor = Yes 6193 AttachToBoneInAnotherModule = Dum_Turret 6194 6195 DefaultConditionState 6196 Model = UITech_SKN 6197 Turret = Dum-TurManMVR 6198 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 6199 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 6200 IdleAnimation = UITech_SKL.UITech_STA 0 6 6201 IdleAnimation = UITech_SKL.UITech_IDA 6202 IdleAnimation = UITech_SKL.UITech_IDB 6203 AnimationMode = ONCE 6204 ShowSubObject = 20Cal 6205 WeaponMuzzleFlash = PRIMARY MuzzleFX01 6206 WeaponFireFXBone = PRIMARY Muzzle01 6207 End 6208 6209 ConditionState = RUBBLE MOVING TURRET_ROTATE 6210 Animation = None 6211 HideSubObject = UITech-SKN 6212 ShowSubObject = 20Cal 6213 WeaponMuzzleFlash = PRIMARY MuzzleFX01 6214 WeaponFireFXBone = PRIMARY Muzzle01 6215 End 6216 6217 ConditionState = MOVING 6218 Animation = UITech_SKL.UITech_MVB 6219 AnimationMode = LOOP 6220 ShowSubObject = 20Cal 6221 WeaponMuzzleFlash = PRIMARY MuzzleFX01 6222 WeaponFireFXBone = PRIMARY Muzzle01 6223 End 6224 6225 ConditionState = TURRET_ROTATE 6226 Animation = UITech_SKL.UITech_TNA 6227 AnimationMode = LOOP 6228 ShowSubObject = 20Cal 6229 WeaponMuzzleFlash = PRIMARY MuzzleFX01 6230 WeaponFireFXBone = PRIMARY Muzzle01 6231 End 6232 AliasConditionState = TURRET_ROTATE MOVING 6233 AliasConditionState = TURRET_ROTATE FIRING_A 6234 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 6235 AliasConditionState = TURRET_ROTATE RELOADING_A 6236 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 6237 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 6238 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 6239 6240 ConditionState = FIRING_A 6241 Animation = UITech_SKL.UITech_ATA 6242 AnimationMode = LOOP 6243 ShowSubObject = 20Cal 6244 WeaponMuzzleFlash = PRIMARY MuzzleFX01 6245 WeaponFireFXBone = PRIMARY Muzzle01 6246 End 6247 6248 ; AliasConditionState is a new keyword that says, 6249 ; "give me another ConditionState exactly like the previous 6250 ; one, except with different conditions". Useful when you 6251 ; have several states that are the same with only different condition bits. 6252 AliasConditionState = BETWEEN_FIRING_SHOTS_A 6253 AliasConditionState = RELOADING_A 6254 6255 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 6256 AliasConditionState = MOVING FIRING_A 6257 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 6258 AliasConditionState = MOVING RELOADING_A 6259 End 6260 6261 6262 ; ***DESIGN parameters *** 6263 DisplayName = OBJECT:PTBoat 6264 EditorSorting = VEHICLE 6265 CommandSet = GenericCommandSet 6266 6267 ArmorSet 6268 Armor = TruckArmor 6269 DamageFX = DefaultDamageFX 6270 End 6271 6272 WeaponSet 6273 Conditions = None 6274 Weapon = PRIMARY PTBoatGun 6275 End 6276 6277 VisionRange = 150 6278 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6279 CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6280 6281 ; *** AUDIO Parameters *** 6282 SoundMoveLoop = AmphibiousTransportMoveLoop 6283 6284 ; *** ENGINEERING Parameters *** 6285 KindOf = SELECTABLE VEHICLE BOAT 6286 6287 Body = ActiveBody ModuleTag_03 6288 MaxHealth = 100.0 6289 InitialHealth = 100.0 6290 End 6291 6292 Behavior = DestroyDie ModuleTag_04 6293 ;nothing 6294 End 6295 Behavior = CreateObjectDie ModuleTag_05 6296 DeathTypes = ALL 6297 CreationList = OCL_GenericCarExplode 6298 End 6299 Behavior = FXListDie ModuleTag_06 6300 DeathTypes = ALL -FLOODED 6301 DeathFX = FX_GenericCarExplode 6302 End 6303 6304 Behavior = AIUpdateInterface ModuleTag_07 6305 Turret 6306 TurretTurnRate = 180 ; turn rate, in degrees per sec 6307 NaturalTurretAngle = 0 6308 MinIdleScanAngle = 30 ; in degrees off the natural turret angle 6309 MaxIdleScanAngle = 60 ; in degrees off the natural turret angle 6310 MinIdleScanInterval = 5000 ; in milliseconds 6311 MaxIdleScanInterval = 10000 ; in milliseconds 6312 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 6313 End 6314 AutoAcquireEnemiesWhenIdle = Yes 6315 End 6316 Locomotor = SET_NORMAL BasicBoatLocomotor 6317 6318 Behavior = PhysicsBehavior ModuleTag_08 6319 Mass = 30.0 6320 End 6321 6322 Behavior = FlammableUpdate ModuleTag_21 6323 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6324 AflameDamageAmount = 5 ; taking this much damage... 6325 AflameDamageDelay = 500 ; this often. 6326 End 6327 6328 Behavior = FloatUpdate UpdateTag_01 6329 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy 6330 End 6331 6332 Geometry = BOX 6333 Scale = 1.0 ;Scaling 6334 GeometryIsSmall = No 6335 GeometryMajorRadius = 48.0 6336 GeometryMinorRadius = 12.0 6337 GeometryHeight = 14.0 6338 Shadow = SHADOW_VOLUME 6339 6340 End 6341 6342 ;------------------------------------------------------------------------------ 6343 Object ConvoyTruck01 6344 6345 ; *** ART Parameters *** 6346 SelectPortrait = SUTerrorist_L 6347 ButtonImage = SUTerrorist 6348 Draw = W3DTruckDraw ModuleTag_01 6349 ConditionState = NONE 6350 Model = CVConvoy1 6351 End 6352 ConditionState = LOADED 6353 Model = CVConvoy2 6354 End 6355 CabRotationMultiplier = 1.5 6356 6357 TrailerRotationMultiplier = 0.2 6358 CabBone = CAB 6359 TrailerBone = TRAILER 6360 RotationDamping = 0.7 6361 6362 RightFrontTireBone = Tire01 6363 LeftFrontTireBone = Tire02 6364 MidRightFrontTireBone = Tire03 6365 MidLeftFrontTireBone = Tire04 6366 MidRightMidTireBone = Tire05 6367 MidLeftMidTireBone = Tire06 6368 MidRightRearTireBone = Tire07 6369 MidLeftRearTireBone = Tire08 6370 RightRearTireBone = Tire09 6371 LeftRearTireBone = Tire10 6372 6373 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6374 End 6375 6376 6377 ; ***DESIGN parameters *** 6378 DisplayName = OBJECT:ConvoyTruck 6379 EditorSorting = VEHICLE 6380 ArmorSet 6381 Armor = TruckArmor 6382 DamageFX = CrushableCarDamageFX 6383 End 6384 6385 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 6386 WeaponSet 6387 Conditions = None 6388 Weapon = PRIMARY None 6389 End 6390 WeaponSet 6391 Conditions = CARBOMB 6392 Weapon = PRIMARY SuicideCarBomb 6393 End 6394 6395 VisionRange = 150 6396 ShroudClearingRange = 350 6397 6398 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6399 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6400 CommandSet = CivilianCarBombCommandSet 6401 6402 ; *** AUDIO Parameters *** 6403 VoiceSelect = ConvoyTruckSelect 6404 SoundMoveStart = ConvoyTruckMoveStart 6405 UnitSpecificSounds 6406 TruckPowerslideSound = NoSound 6407 TruckLandingSound = NoSound 6408 End 6409 6410 ; *** ENGINEERING Parameters *** 6411 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 6412 RadarPriority = LOCAL_UNIT_ONLY 6413 6414 ;Lorenzen disabled transport on 12/16, please do not restore 6415 ; Behavior = TransportContain ModuleTag_TransportContain 6416 ; Slots = 8 6417 ; AllowInsideKindOf = INFANTRY VEHICLE 6418 ; End 6419 6420 Body = ActiveBody ModuleTag_03 6421 MaxHealth = 100.0 6422 InitialHealth = 100.0 6423 End 6424 6425 Behavior = DestroyDie ModuleTag_04 6426 ;nothing 6427 End 6428 Behavior = CreateObjectDie ModuleTag_05 6429 DeathTypes = ALL 6430 CreationList = OCL_GenericCarExplode 6431 End 6432 Behavior = CreateObjectDie ModuleTag_06 6433 DeathTypes = NONE +SUICIDED 6434 CreationList = OCL_BurnedCarHull 6435 End 6436 6437 Behavior = AIUpdateInterface ModuleTag_07 6438 End 6439 Locomotor = SET_NORMAL SupplyTruckLocomotor 6440 Locomotor = SET_WANDER WanderCarLocomotor 6441 Locomotor = SET_PANIC PanicCarLocomotor 6442 Behavior = PhysicsBehavior ModuleTag_08 6443 Mass = 30.0 6444 End 6445 6446 Behavior = FXListDie ModuleTag_09 6447 DeathFX = FX_BattleMasterExplosionOneFinal 6448 End 6449 6450 Behavior = FlammableUpdate ModuleTag_21 6451 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6452 AflameDamageAmount = 5 ; taking this much damage... 6453 AflameDamageDelay = 500 ; this often. 6454 End 6455 6456 Geometry = BOX 6457 GeometryIsSmall = Yes 6458 GeometryMajorRadius = 15.0 6459 GeometryMinorRadius = 4.0 6460 GeometryHeight = 7.0 6461 Shadow = SHADOW_VOLUME 6462 6463 End 6464 6465 ;------------------------------------------------------------------------------ 6466 Object ConvoyTruck02 6467 6468 ; *** ART Parameters *** 6469 SelectPortrait = SUTerrorist_L 6470 ButtonImage = SUTerrorist 6471 Draw = W3DTruckDraw ModuleTag_01 6472 ConditionState = NONE 6473 Model = CVConvoy2 6474 End 6475 ConditionState = LOADED 6476 Model = CVConvoy2 6477 End 6478 CabRotationMultiplier = 1.5 6479 6480 TrailerRotationMultiplier = 0.2 6481 CabBone = CAB 6482 TrailerBone = TRAILER 6483 RotationDamping = 0.7 6484 6485 RightFrontTireBone = Tire01 6486 LeftFrontTireBone = Tire02 6487 MidRightFrontTireBone = Tire03 6488 MidLeftFrontTireBone = Tire04 6489 MidRightMidTireBone = Tire05 6490 MidLeftMidTireBone = Tire06 6491 MidRightRearTireBone = Tire07 6492 MidLeftRearTireBone = Tire08 6493 RightRearTireBone = Tire09 6494 LeftRearTireBone = Tire10 6495 6496 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6497 End 6498 6499 ; ***DESIGN parameters *** 6500 DisplayName = OBJECT:ConvoyTruck 6501 EditorSorting = VEHICLE 6502 ArmorSet 6503 Armor = TruckArmor 6504 DamageFX = CrushableCarDamageFX 6505 End 6506 6507 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 6508 WeaponSet 6509 Conditions = None 6510 Weapon = PRIMARY None 6511 End 6512 WeaponSet 6513 Conditions = CARBOMB 6514 Weapon = PRIMARY SuicideCarBomb 6515 End 6516 6517 VisionRange = 150 6518 ShroudClearingRange = 350 6519 6520 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6521 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6522 CommandSet = CivilianCarBombCommandSet 6523 6524 ; *** AUDIO Parameters *** 6525 VoiceSelect = ConvoyTruckSelect 6526 SoundMoveStart = ConvoyTruckMoveStart 6527 UnitSpecificSounds 6528 TruckPowerslideSound = NoSound 6529 TruckLandingSound = NoSound 6530 End 6531 6532 ; *** ENGINEERING Parameters *** 6533 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 6534 RadarPriority = LOCAL_UNIT_ONLY 6535 6536 ;Lorenzen disabled transport on 12/16, please do not restore 6537 ; Behavior = TransportContain ModuleTag_02 6538 ; Slots = 8 6539 ; AllowInsideKindOf = INFANTRY; VEHICLE 6540 ; End 6541 6542 Body = ActiveBody ModuleTag_03 6543 MaxHealth = 100.0 6544 InitialHealth = 100.0 6545 End 6546 6547 Behavior = DestroyDie ModuleTag_04 6548 ;nothing 6549 End 6550 Behavior = CreateObjectDie ModuleTag_05 6551 DeathTypes = ALL 6552 CreationList = OCL_GenericCarExplode 6553 End 6554 Behavior = CreateObjectDie ModuleTag_06 6555 DeathTypes = NONE +SUICIDED 6556 CreationList = OCL_BurnedCarHull 6557 End 6558 6559 Behavior = AIUpdateInterface ModuleTag_07 6560 End 6561 Locomotor = SET_NORMAL SupplyTruckLocomotor 6562 Locomotor = SET_WANDER WanderCarLocomotor 6563 Locomotor = SET_PANIC PanicCarLocomotor 6564 6565 Behavior = PhysicsBehavior ModuleTag_08 6566 Mass = 30.0 6567 End 6568 6569 Behavior = FXListDie ModuleTag_09 6570 DeathFX = FX_BattleMasterExplosionOneFinal 6571 End 6572 6573 Behavior = FlammableUpdate ModuleTag_21 6574 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6575 AflameDamageAmount = 5 ; taking this much damage... 6576 AflameDamageDelay = 500 ; this often. 6577 End 6578 6579 Geometry = BOX 6580 GeometryIsSmall = Yes 6581 GeometryMajorRadius = 15.0 6582 GeometryMinorRadius = 4.0 6583 GeometryHeight = 7.0 6584 Shadow = SHADOW_VOLUME 6585 6586 End 6587 6588 ;------------------------------------------------------------------------------ 6589 Object ConvoyTruckArmedWithNuke 6590 6591 ; *** ART Parameters *** 6592 SelectPortrait = SSConvoy_L 6593 ButtonImage = SSConvoy_L 6594 Draw = W3DTruckDraw ModuleTag_01 6595 OkToChangeModelColor = Yes 6596 ConditionState = NONE 6597 Model = NVConvoy 6598 End 6599 ConditionState = LOADED 6600 Model = NVConvoy 6601 End 6602 CabRotationMultiplier = 1.5 6603 6604 TrailerRotationMultiplier = 0.2 6605 ;CabBone = CAB 6606 ;TrailerBone = TRAILER 6607 RotationDamping = 0.7 6608 6609 RightFrontTireBone = Tire01 6610 LeftFrontTireBone = Tire02 6611 ;MidRightFrontTireBone = Tire03 6612 ;MidLeftFrontTireBone = Tire04 6613 ;MidRightMidTireBone = Tire05 6614 ;MidLeftMidTireBone = Tire06 6615 MidRightRearTireBone = Tire07 6616 MidLeftRearTireBone = Tire08 6617 RightRearTireBone = Tire09 6618 LeftRearTireBone = Tire10 6619 6620 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6621 6622 TrackMarks = EXTireTrack.tga 6623 Dust = RocketBuggyDust 6624 DirtSpray = RocketBuggyDirtSpray 6625 End 6626 6627 ; ***DESIGN parameters *** 6628 DisplayName = OBJECT:ConvoyTruck 6629 EditorSorting = VEHICLE 6630 ArmorSet 6631 Armor = TruckArmor 6632 DamageFX = CrushableCarDamageFX 6633 End 6634 6635 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 6636 WeaponSet 6637 Conditions = None 6638 Weapon = PRIMARY ConvoyTruckSuicideWeapon 6639 End 6640 VisionRange = 150 6641 ShroudClearingRange = 350 6642 6643 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6644 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6645 CommandSet = CivilianTransportWithNukeCommandSet 6646 6647 ; *** AUDIO Parameters *** 6648 VoiceSelect = ConvoyTruckVoiceSelect 6649 VoiceMove = ConvoyTruckVoiceMove 6650 SoundMoveStart = ConvoyTruckMoveStart 6651 UnitSpecificSounds 6652 TruckPowerslideSound = NoSound 6653 TruckLandingSound = NoSound 6654 End 6655 6656 ; *** ENGINEERING Parameters *** 6657 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 6658 6659 Body = ActiveBody ModuleTag_02 6660 MaxHealth = 100.0 6661 InitialHealth = 100.0 6662 End 6663 6664 ; Behavior = DestroyDie ModuleTag_03 6665 ; ;nothing 6666 ; End 6667 ; Behavior = CreateObjectDie ModuleTag_04 6668 ; DeathTypes = ALL 6669 ; CreationList = OCL_GenericCarExplode 6670 ; End 6671 6672 Behavior = AIUpdateInterface ModuleTag_06 6673 End 6674 Locomotor = SET_NORMAL SupplyTruckLocomotor 6675 Locomotor = SET_WANDER WanderCarLocomotor 6676 Locomotor = SET_PANIC PanicCarLocomotor 6677 6678 Behavior = PhysicsBehavior ModuleTag_07 6679 Mass = 30.0 6680 End 6681 6682 ; Behavior = OCLSpecialPower ModuleTag_08 6683 ; SpecialPowerTemplate = SuperweaponDetonateDirtyNuke 6684 ; OCL = SUPERWEAPON_DetonateDirtyNuke 6685 ; CreateLocation = USE_OWNER_OBJECT 6686 ; End 6687 6688 ; Switched to death weapon so that if killed he will explode right away, 6689 Behavior = SlowDeathBehavior ModuleTag_09 6690 DeathTypes = NONE +SUICIDED 6691 DestructionDelay = 1500 6692 OCL = FINAL OCL_GenericCarExplode 6693 Weapon = FINAL DirtyNukeCreationWeapon 6694 End 6695 Behavior = SlowDeathBehavior ModuleTag_10 6696 DeathTypes = ALL -SUICIDED 6697 DestructionDelay = 0 6698 OCL = FINAL OCL_GenericCarExplode 6699 Weapon = FINAL DirtyNukeCreationWeapon 6700 End 6701 6702 Behavior = FlammableUpdate ModuleTag_21 6703 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6704 AflameDamageAmount = 5 ; taking this much damage... 6705 AflameDamageDelay = 500 ; this often. 6706 End 6707 6708 Geometry = BOX 6709 GeometryIsSmall = NO 6710 GeometryMajorRadius = 20.0 6711 GeometryMinorRadius = 8.0 6712 GeometryHeight = 16.0 6713 Shadow = SHADOW_VOLUME 6714 6715 End 6716 6717 ;------------------------------------------------------------------------------ 6718 Object ConvoyTruck04 6719 6720 ; *** ART Parameters *** 6721 SelectPortrait = SUTerrorist_L 6722 ButtonImage = SUTerrorist 6723 Draw = W3DTruckDraw ModuleTag_01 6724 ConditionState = NONE 6725 Model = CVConvoy4 6726 End 6727 ConditionState = LOADED 6728 Model = CVConvoy4 6729 End 6730 6731 CabRotationMultiplier = 1.5 6732 6733 TrailerRotationMultiplier = 0.2 6734 CabBone = CAB 6735 TrailerBone = TRAILER 6736 RotationDamping = 0.7 6737 6738 RightFrontTireBone = Tire01 6739 LeftFrontTireBone = Tire02 6740 MidRightFrontTireBone = Tire03 6741 MidLeftFrontTireBone = Tire04 6742 MidRightMidTireBone = Tire05 6743 MidLeftMidTireBone = Tire06 6744 MidRightRearTireBone = Tire07 6745 MidLeftRearTireBone = Tire08 6746 RightRearTireBone = Tire09 6747 LeftRearTireBone = Tire10 6748 6749 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6750 End 6751 6752 ; ***DESIGN parameters *** 6753 DisplayName = OBJECT:ConvoyTruck 6754 EditorSorting = VEHICLE 6755 ArmorSet 6756 Armor = TruckArmor 6757 DamageFX = CrushableCarDamageFX 6758 End 6759 6760 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 6761 WeaponSet 6762 Conditions = None 6763 Weapon = PRIMARY None 6764 End 6765 WeaponSet 6766 Conditions = CARBOMB 6767 Weapon = PRIMARY SuicideCarBomb 6768 End 6769 6770 VisionRange = 150 6771 ShroudClearingRange = 350 6772 6773 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6774 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6775 CommandSet = CivilianCarBombCommandSet 6776 6777 ; *** AUDIO Parameters *** 6778 VoiceSelect = ConvoyTruckSelect 6779 SoundMoveStart = ConvoyTruckMoveStart 6780 UnitSpecificSounds 6781 TruckPowerslideSound = NoSound 6782 TruckLandingSound = NoSound 6783 End 6784 6785 ; *** ENGINEERING Parameters *** 6786 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 6787 RadarPriority = LOCAL_UNIT_ONLY 6788 6789 ;Lorenzen disabled transport on 12/16, please do not restore 6790 ; Behavior = TransportContain ModuleTag_TransportContain 6791 ; Slots = 8 6792 ; AllowInsideKindOf = INFANTRY; VEHICLE 6793 ; End 6794 6795 Body = ActiveBody ModuleTag_03 6796 MaxHealth = 100.0 6797 InitialHealth = 100.0 6798 End 6799 6800 Behavior = DestroyDie ModuleTag_04 6801 ;nothing 6802 End 6803 Behavior = CreateObjectDie ModuleTag_05 6804 DeathTypes = ALL 6805 CreationList = OCL_GenericCarExplode 6806 End 6807 Behavior = CreateObjectDie ModuleTag_06 6808 DeathTypes = NONE +SUICIDED 6809 CreationList = OCL_BurnedCarHull 6810 End 6811 6812 Behavior = AIUpdateInterface ModuleTag_07 6813 End 6814 Locomotor = SET_NORMAL SupplyTruckLocomotor 6815 Locomotor = SET_WANDER WanderCarLocomotor 6816 Locomotor = SET_PANIC PanicCarLocomotor 6817 Behavior = PhysicsBehavior ModuleTag_08 6818 Mass = 30.0 6819 End 6820 6821 Behavior = FXListDie ModuleTag_09 6822 DeathFX = FX_BattleMasterExplosionOneFinal 6823 End 6824 6825 Behavior = FlammableUpdate ModuleTag_21 6826 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6827 AflameDamageAmount = 5 ; taking this much damage... 6828 AflameDamageDelay = 500 ; this often. 6829 End 6830 6831 Geometry = BOX 6832 GeometryIsSmall = NO 6833 GeometryMajorRadius = 30.0 6834 GeometryMinorRadius = 8.0 6835 GeometryHeight = 16.0 6836 Shadow = SHADOW_VOLUME 6837 6838 End 6839 6840 ;------------------------------------------------------------------------------ 6841 Object Partisan01 6842 6843 ; *** ART Parameters *** 6844 Draw = W3DModelDraw ModuleTag_01 6845 OkToChangeModelColor = Yes 6846 6847 DefaultConditionState 6848 Model = UIPART_SKN 6849 Animation = UIPART_SKL.UIPART_STA 6850 AnimationMode = LOOP 6851 End 6852 End 6853 6854 ; ***DESIGN parameters *** 6855 Side = Civilian 6856 EditorSorting = INFANTRY 6857 TransportSlotCount = 1 6858 ArmorSet 6859 Conditions = None 6860 Armor = HumanArmor 6861 DamageFX = None 6862 End 6863 VisionRange = 150 6864 DisplayName = OBJECT:MogadishuFemaleCivilian 6865 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6866 6867 ; *** AUDIO Parameters *** 6868 SoundDie = CivilianArabMaleDie 6869 SoundDieFire = DieByFireUSA 6870 SoundDieToxin = DieByToxinUSA 6871 6872 ; *** ENGINEERING Parameters *** 6873 RadarPriority = NOT_ON_RADAR 6874 KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE 6875 6876 Body = ActiveBody ModuleTag_02 6877 MaxHealth = 50.0 6878 InitialHealth = 50.0 6879 End 6880 6881 Behavior = AIUpdateInterface ModuleTag_03 6882 End 6883 Locomotor = SET_NORMAL BasicHumanLocomotor 6884 Locomotor = SET_WANDER WanderHumanLocomotor 6885 Locomotor = SET_PANIC PanicHumanLocomotor 6886 Behavior = PhysicsBehavior ModuleTag_04 6887 Mass = 5.0 6888 End 6889 Behavior = SlowDeathBehavior ModuleTag_05 6890 SinkDelay = 3000 6891 SinkRate = 0.5 ; in Dist/Sec 6892 DestructionDelay = 8000 6893 End 6894 6895 6896 Behavior = SquishCollide ModuleTag_06 6897 ;nothing 6898 End 6899 6900 Behavior = FXListDie ModuleTag_07 6901 DeathTypes = ALL -CRUSHED -SPLATTED 6902 DeathFX = FX_GIDie 6903 End 6904 Behavior = FXListDie ModuleTag_08 6905 DeathTypes = NONE +CRUSHED +SPLATTED 6906 DeathFX = FX_GIDieCrushed 6907 End 6908 6909 Behavior = PoisonedBehavior ModuleTag_09 6910 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 6911 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 6912 End 6913 6914 Geometry = CYLINDER 6915 Scale = 0.95 ;Scaling 6916 GeometryMajorRadius = 1.0 6917 GeometryMinorRadius = 1.0 6918 GeometryHeight = 8.0 6919 GeometryIsSmall = Yes 6920 Shadow = SHADOW_DECAL 6921 ShadowSizeX = 9; 6922 ShadowSizeY = 9; 6923 ShadowTexture = ShadowI; 6924 6925 End 6926 6927 ;------------------------------------------------------------------------------ 6928 Object Partisan02 6929 6930 ; *** ART Parameters *** 6931 Draw = W3DModelDraw ModuleTag_01 6932 OkToChangeModelColor = Yes 6933 6934 DefaultConditionState 6935 Model = UIPART2_SKN 6936 Animation = UIPART2_SKL.UIPART2_STA 6937 AnimationMode = LOOP 6938 End 6939 End 6940 6941 ; ***DESIGN parameters *** 6942 Side = Civilian 6943 EditorSorting = INFANTRY 6944 TransportSlotCount = 1 6945 ArmorSet 6946 Conditions = None 6947 Armor = HumanArmor 6948 DamageFX = None 6949 End 6950 VisionRange = 150 6951 DisplayName = OBJECT:MogadishuFemaleCivilian 6952 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6953 6954 ; *** AUDIO Parameters *** 6955 SoundDie = CivilianArabMaleDie 6956 SoundDieFire = DieByFireGLA 6957 SoundDieToxin = DieByToxinGLA 6958 6959 ; *** ENGINEERING Parameters *** 6960 RadarPriority = NOT_ON_RADAR 6961 KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE 6962 6963 Body = ActiveBody ModuleTag_02 6964 MaxHealth = 50.0 6965 InitialHealth = 50.0 6966 End 6967 6968 Behavior = AIUpdateInterface ModuleTag_03 6969 End 6970 Locomotor = SET_NORMAL BasicHumanLocomotor 6971 Locomotor = SET_WANDER WanderHumanLocomotor 6972 Locomotor = SET_PANIC PanicHumanLocomotor 6973 Behavior = PhysicsBehavior ModuleTag_04 6974 Mass = 5.0 6975 End 6976 Behavior = SlowDeathBehavior ModuleTag_05 6977 SinkDelay = 3000 6978 SinkRate = 0.5 ; in Dist/Sec 6979 DestructionDelay = 8000 6980 End 6981 6982 6983 Behavior = SquishCollide ModuleTag_06 6984 ;nothing 6985 End 6986 6987 Behavior = FXListDie ModuleTag_07 6988 DeathTypes = ALL -CRUSHED -SPLATTED 6989 DeathFX = FX_GIDie 6990 End 6991 Behavior = FXListDie ModuleTag_08 6992 DeathTypes = NONE +CRUSHED +SPLATTED 6993 DeathFX = FX_GIDieCrushed 6994 End 6995 6996 Behavior = PoisonedBehavior ModuleTag_09 6997 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 6998 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 6999 End 7000 7001 Geometry = CYLINDER 7002 Scale = 0.95 ;Scaling 7003 GeometryMajorRadius = 1.0 7004 GeometryMinorRadius = 1.0 7005 GeometryHeight = 8.0 7006 GeometryIsSmall = Yes 7007 Shadow = SHADOW_DECAL 7008 ShadowSizeX = 9; 7009 ShadowSizeY = 9; 7010 ShadowTexture = ShadowI; 7011 7012 End 7013 7014 ;------------------------------------------------------------------------------ 7015 Object Partisan03 7016 7017 ; *** ART Parameters *** 7018 Draw = W3DModelDraw ModuleTag_01 7019 OkToChangeModelColor = Yes 7020 7021 DefaultConditionState 7022 Model = UIPRTSN3_SKN 7023 Animation = UIPRTSN3_SKL.UIPRTSN3_STA 7024 AnimationMode = LOOP 7025 End 7026 End 7027 7028 ; ***DESIGN parameters *** 7029 Side = Civilian 7030 EditorSorting = INFANTRY 7031 TransportSlotCount = 1 7032 ArmorSet 7033 Conditions = None 7034 Armor = HumanArmor 7035 DamageFX = None 7036 End 7037 VisionRange = 150 7038 DisplayName = OBJECT:MogadishuFemaleCivilian 7039 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 7040 7041 ; *** AUDIO Parameters *** 7042 SoundDie = CivilianArabFemaleDie 7043 SoundDieFire = DieByFireFemale 7044 SoundDieToxin = DieByToxinFemale 7045 7046 ; *** ENGINEERING Parameters *** 7047 RadarPriority = NOT_ON_RADAR 7048 KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE 7049 7050 Body = ActiveBody ModuleTag_02 7051 MaxHealth = 50.0 7052 InitialHealth = 50.0 7053 End 7054 7055 Behavior = AIUpdateInterface ModuleTag_03 7056 End 7057 Locomotor = SET_NORMAL BasicHumanLocomotor 7058 Locomotor = SET_WANDER WanderHumanLocomotor 7059 Locomotor = SET_PANIC PanicHumanLocomotor 7060 7061 Behavior = PhysicsBehavior ModuleTag_04 7062 Mass = 5.0 7063 End 7064 Behavior = SlowDeathBehavior ModuleTag_05 7065 SinkDelay = 3000 7066 SinkRate = 0.5 ; in Dist/Sec 7067 DestructionDelay = 8000 7068 End 7069 7070 7071 Behavior = SquishCollide ModuleTag_06 7072 ;nothing 7073 End 7074 7075 Behavior = FXListDie ModuleTag_07 7076 DeathTypes = ALL -CRUSHED -SPLATTED 7077 DeathFX = FX_GIDie 7078 End 7079 Behavior = FXListDie ModuleTag_08 7080 DeathTypes = NONE +CRUSHED +SPLATTED 7081 DeathFX = FX_GIDieCrushed 7082 End 7083 7084 Behavior = PoisonedBehavior ModuleTag_09 7085 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 7086 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 7087 End 7088 7089 Geometry = CYLINDER 7090 Scale = 0.95 ;Scaling 7091 GeometryMajorRadius = 1.0 7092 GeometryMinorRadius = 1.0 7093 GeometryHeight = 8.0 7094 GeometryIsSmall = Yes 7095 Shadow = SHADOW_DECAL 7096 ShadowSizeX = 9; 7097 ShadowSizeY = 9; 7098 ShadowTexture = ShadowI; 7099 7100 End 7101 ;------------------------------------------------------------------------------ 7102 Object UNSoldier 7103 7104 ; *** ART Parameters *** 7105 Draw = W3DModelDraw ModuleTag_01 7106 7107 OkToChangeModelColor = Yes 7108 7109 DefaultConditionState 7110 Model = CIUNSL_SKN 7111 IdleAnimation = CIUNSL_SKL.CIUNSL_STA 0 21 7112 IdleAnimation = CIUNSL_SKL.CIUNSL_ID1 7113 IdleAnimation = CIUNSL_SKL.CIUNSL_ID2 7114 AnimationMode = ONCE 7115 WeaponFireFXBone = PRIMARY Muzzle 7116 WeaponMuzzleFlash = PRIMARY MuzzleFX 7117 TransitionKey = TRANS_Stand 7118 End 7119 7120 ConditionState = FIRING_A 7121 Animation = CIUNSL_SKL.CIUNSL_ATA1_LP 7122 AnimationMode = LOOP 7123 TransitionKey = TRANS_FiringA 7124 End 7125 AliasConditionState = BETWEEN_FIRING_SHOTS_A 7126 AliasConditionState = RELOADING_A 7127 7128 TransitionState = TRANS_Stand TRANS_FiringA 7129 Animation = CIUNSL_SKL.CIUNSL_ATA1_ST 7130 AnimationMode = ONCE 7131 AnimationSpeedFactorRange = 4 4 7132 End 7133 7134 TransitionState = TRANS_FiringA TRANS_Stand 7135 Animation = CIUNSL_SKL.CIUNSL_ATA1_ED 7136 AnimationMode = ONCE 7137 AnimationSpeedFactorRange = 4 4 7138 End 7139 7140 ; these aliases handle the attack-move case. 7141 AliasConditionState = MOVING FIRING_A 7142 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 7143 AliasConditionState = MOVING RELOADING_A 7144 7145 ConditionState = FREEFALL 7146 Animation = CIUNSL_SKL.CIUNSL_PFL 7147 AnimationMode = LOOP 7148 TransitionKey = TRANS_Falling 7149 End 7150 7151 ConditionState = PARACHUTING 7152 Animation = CIUNSL_SKL.CIUNSL_PHG 7153 AnimationMode = LOOP 7154 TransitionKey = TRANS_Chute 7155 End 7156 AliasConditionState = PARACHUTING DYING 7157 7158 ConditionState = MOVING 7159 Animation = CIUNSL_SKL.CIUNSL_RNA 7160 AnimationMode = LOOP 7161 Flags = RANDOMSTART 7162 TransitionKey = None 7163 End 7164 7165 ConditionState = DYING 7166 Animation = CIUNSL_SKL.CIUNSL_DTA 7167 Animation = CIUNSL_SKL.CIUNSL_DTB 7168 AnimationMode = ONCE 7169 TransitionKey = TRANS_Dying 7170 End 7171 7172 TransitionState = TRANS_Dying TRANS_Flailing 7173 Animation = CIUNSL_SKL.CIUNSL_ADTA1 7174 AnimationMode = ONCE 7175 End 7176 7177 ConditionState = DYING EXPLODED_FLAILING 7178 Animation = CIUNSL_SKL.CIUNSL_ADTA2 7179 AnimationMode = LOOP 7180 TransitionKey = TRANS_Flailing 7181 End 7182 7183 ConditionState = DYING EXPLODED_BOUNCING 7184 Animation = CIUNSL_SKL.CIUNSL_ADTA3 7185 AnimationMode = ONCE 7186 TransitionKey = None 7187 End 7188 AliasConditionState = DYING SPLATTED 7189 7190 TransitionState = TRANS_Falling TRANS_Chute 7191 Animation = CIUNSL_SKL.CIUNSL_POP 7192 AnimationMode = ONCE 7193 End 7194 7195 TransitionState = TRANS_Chute TRANS_Stand 7196 Animation = CIUNSL_SKL.CIUNSL_PTD 7197 AnimationMode = ONCE 7198 End 7199 7200 End 7201 7202 ; ***DESIGN parameters *** 7203 Side = Civilian 7204 EditorSorting = INFANTRY 7205 TransportSlotCount = 1 7206 7207 DisplayName = OBJECT:UNSoldier 7208 EditorSorting = INFANTRY 7209 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 7210 7211 WeaponSet 7212 Conditions = None 7213 Weapon = PRIMARY RangerAdvancedCombatRifle 7214 End 7215 ArmorSet 7216 Conditions = None 7217 Armor = HumanArmor 7218 DamageFX = InfantryDamageFX 7219 End 7220 7221 VisionRange = 100 7222 ShroudClearingRange = 300 7223 7224 ExperienceValue = 20 20 40 60 ;Experience point value at each level 7225 ExperienceRequired = 0 20 40 60 120 ;Experience points needed to gain each level 7226 IsTrainable = Yes ;Can gain experience 7227 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 7228 7229 ; *** AUDIO Parameters *** 7230 VoiceSelect = RangerVoiceSelect 7231 VoiceMove = RangerVoiceMove 7232 VoiceAttack = RangerVoiceAttack 7233 SoundDie = RangerVoiceDie 7234 SoundDieFire = DieByFireUSA 7235 SoundDieToxin = DieByToxinUSA 7236 7237 ; *** ENGINEERING Parameters *** 7238 RadarPriority = UNIT 7239 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY 7240 7241 Body = ActiveBody ModuleTag_02 7242 MaxHealth = 125.0 7243 InitialHealth = 125.0 7244 End 7245 7246 Behavior = AIUpdateInterface ModuleTag_03 7247 AutoAcquireEnemiesWhenIdle = Yes 7248 End 7249 Locomotor = SET_NORMAL BasicHumanLocomotor 7250 7251 Behavior = PhysicsBehavior ModuleTag_04 7252 Mass = 5.0 7253 End 7254 Behavior = ProductionUpdate ModuleTag_05 7255 ; nothing 7256 End 7257 7258 Behavior = SquishCollide ModuleTag_07 7259 ;nothing 7260 End 7261 7262 7263 ; --- begin Death modules --- 7264 Behavior = SlowDeathBehavior ModuleTag_Death01 7265 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA 7266 SinkDelay = 3000 7267 SinkRate = 0.5 ; in Dist/Sec 7268 DestructionDelay = 8000 7269 FX = INITIAL FX_GIDie 7270 End 7271 Behavior = SlowDeathBehavior ModuleTag_Death02 7272 DeathTypes = NONE +CRUSHED +SPLATTED 7273 SinkDelay = 3000 7274 SinkRate = 0.5 ; in Dist/Sec 7275 DestructionDelay = 8000 7276 FX = INITIAL FX_GIDieCrushed 7277 End 7278 Behavior = SlowDeathBehavior ModuleTag_Death03 7279 DeathTypes = NONE +EXPLODED 7280 SinkDelay = 3000 7281 SinkRate = 0.5 ; in Dist/Sec 7282 DestructionDelay = 8000 7283 FX = INITIAL FX_GIDie 7284 FlingForce = 8 7285 FlingForceVariance = 3 7286 FlingPitch = 60 7287 FlingPitchVariance = 10 7288 End 7289 Behavior = SlowDeathBehavior ModuleTag_Death04 7290 DeathTypes = NONE +BURNED 7291 DestructionDelay = 0 7292 FX = INITIAL FX_GIDie 7293 OCL = INITIAL OCL_FlamingInfantry 7294 End 7295 Behavior = SlowDeathBehavior ModuleTag_Death05 7296 DeathTypes = NONE +POISONED 7297 DestructionDelay = 0 7298 FX = INITIAL FX_GIDie 7299 OCL = INITIAL OCL_ToxicInfantry 7300 End 7301 Behavior = SlowDeathBehavior ModuleTag_Death06 7302 DeathTypes = NONE +POISONED_BETA 7303 DestructionDelay = 0 7304 FX = INITIAL FX_GIDie 7305 OCL = INITIAL OCL_ToxicInfantryBeta 7306 End 7307 7308 ; --- end Death modules --- 7309 7310 Behavior = PoisonedBehavior ModuleTag_12 7311 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 7312 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 7313 End 7314 7315 Geometry = CYLINDER 7316 Scale = 0.95 ;Scaling 7317 GeometryMajorRadius = 1.0 7318 GeometryMinorRadius = 1.0 7319 GeometryHeight = 8.0 7320 GeometryIsSmall = Yes 7321 Shadow = SHADOW_DECAL 7322 ShadowSizeX = 9; 7323 ShadowSizeY = 9; 7324 ShadowTexture = ShadowI; 7325 BuildCompletion = APPEARS_AT_RALLY_POINT 7326 7327 End 7328 ;------------------------------------------------------------------------------ 7329 Object GenericMale01 7330 7331 ; *** ART Parameters *** 7332 Draw = W3DModelDraw ModuleTag_01 7333 OkToChangeModelColor = Yes 7334 7335 DefaultConditionState 7336 Model = CIAMan01_SKN 7337 IdleAnimation = CIAMan01_SKL.CIAMan01_STA 0 30 7338 IdleAnimation = CIAMan01_SKL.CIAMan01_IDA 7339 IdleAnimation = CIAMan01_SKL.CIAMan01_IDB 7340 AnimationMode = ONCE 7341 End 7342 7343 ConditionState = MOVING 7344 Animation = CIAMan01_SKL.CIAMan01_WKA 30 7345 AnimationMode = LOOP 7346 Flags = RANDOMSTART 7347 End 7348 7349 ConditionState = MOVING PANICKING 7350 Animation = CIAMan01_SKL.CIAMan01_RNA 35 7351 7352 AnimationMode = LOOP 7353 Flags = RANDOMSTART 7354 End 7355 7356 ConditionState = DYING 7357 Animation = CIAMan01_SKL.CIAMan01_DTA 7358 Animation = CIAMan01_SKL.CIAMan01_DTB 7359 AnimationMode = ONCE 7360 TransitionKey = TRANS_Dying 7361 End 7362 7363 TransitionState = TRANS_Dying TRANS_Flailing 7364 Animation = CIAMan01_SKL.CIAMan01_ADTD1 7365 AnimationMode = ONCE 7366 End 7367 7368 ConditionState = DYING EXPLODED_FLAILING 7369 Animation = CIAMan01_SKL.CIAMan01_ADTD2 7370 AnimationMode = LOOP 7371 TransitionKey = TRANS_Flailing 7372 End 7373 7374 ConditionState = DYING EXPLODED_BOUNCING 7375 Animation = CIAMan01_SKL.CIAMan01_ADTD3 7376 AnimationMode = ONCE 7377 TransitionKey = None 7378 End 7379 7380 End 7381 7382 ; ***DESIGN parameters *** 7383 Side = Civilian 7384 EditorSorting = INFANTRY 7385 TransportSlotCount = 1 7386 ArmorSet 7387 Conditions = None 7388 Armor = HumanArmor 7389 DamageFX = None 7390 End 7391 VisionRange = 150 7392 DisplayName = OBJECT:GenericMale 7393 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 7394 7395 ; *** AUDIO Parameters *** 7396 SoundDie = CivilianArabMaleDie 7397 SoundDieFire = DieByFireUSA 7398 SoundDieToxin = DieByToxinUSA 7399 7400 ; *** ENGINEERING Parameters *** 7401 RadarPriority = NOT_ON_RADAR 7402 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 7403 7404 Body = ActiveBody ModuleTag_02 7405 MaxHealth = 50.0 7406 InitialHealth = 50.0 7407 End 7408 7409 Behavior = AIUpdateInterface ModuleTag_03 7410 End 7411 Locomotor = SET_NORMAL BasicHumanLocomotor 7412 Locomotor = SET_WANDER WanderHumanLocomotor 7413 Locomotor = SET_PANIC PanicHumanLocomotor 7414 Behavior = PhysicsBehavior ModuleTag_04 7415 Mass = 5.0 7416 End 7417 7418 Behavior = SquishCollide ModuleTag_06 7419 ;nothing 7420 End 7421 7422 7423 ; --- begin Death modules --- 7424 Behavior = SlowDeathBehavior ModuleTag_Death01 7425 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA 7426 SinkDelay = 3000 7427 SinkRate = 0.5 ; in Dist/Sec 7428 DestructionDelay = 8000 7429 FX = INITIAL FX_GIDie 7430 End 7431 Behavior = SlowDeathBehavior ModuleTag_Death02 7432 DeathTypes = NONE +CRUSHED +SPLATTED 7433 SinkDelay = 3000 7434 SinkRate = 0.5 ; in Dist/Sec 7435 DestructionDelay = 8000 7436 FX = INITIAL FX_GIDieCrushed 7437 End 7438 Behavior = SlowDeathBehavior ModuleTag_Death03 7439 DeathTypes = NONE +EXPLODED 7440 SinkDelay = 3000 7441 SinkRate = 0.5 ; in Dist/Sec 7442 DestructionDelay = 8000 7443 FX = INITIAL FX_GIDie 7444 FlingForce = 8 7445 FlingForceVariance = 3 7446 FlingPitch = 60 7447 FlingPitchVariance = 10 7448 End 7449 Behavior = SlowDeathBehavior ModuleTag_Death04 7450 DeathTypes = NONE +BURNED 7451 DestructionDelay = 0 7452 FX = INITIAL FX_GIDie 7453 OCL = INITIAL OCL_FlamingInfantry 7454 End 7455 Behavior = SlowDeathBehavior ModuleTag_Death05 7456 DeathTypes = NONE +POISONED 7457 DestructionDelay = 0 7458 FX = INITIAL FX_GIDie 7459 OCL = INITIAL OCL_ToxicInfantry 7460 End 7461 Behavior = SlowDeathBehavior ModuleTag_Death06 7462 DeathTypes = NONE +POISONED_BETA 7463 DestructionDelay = 0 7464 FX = INITIAL FX_GIDie 7465 OCL = INITIAL OCL_ToxicInfantryBeta 7466 End 7467 ; --- end Death modules --- 7468 7469 Behavior = PoisonedBehavior ModuleTag_09 7470 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 7471 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 7472 7473 End 7474 7475 Geometry = CYLINDER 7476 Scale = 0.95 ;Scaling 7477 GeometryMajorRadius = 1.0 7478 GeometryMinorRadius = 1.0 7479 GeometryHeight = 8.0 7480 GeometryIsSmall = Yes 7481 Shadow = SHADOW_DECAL 7482 ShadowSizeX = 9; 7483 ShadowSizeY = 9; 7484 ShadowTexture = ShadowI; 7485 7486 End 7487 ;------------------------------------------------------------------------------ 7488 Object GenericFemale01 7489 7490 ; *** ART Parameters *** 7491 Draw = W3DModelDraw ModuleTag_01 7492 OkToChangeModelColor = Yes 7493 7494 DefaultConditionState 7495 Model = CIAFem01_SKN 7496 IdleAnimation = CIAFem01_SKL.CIAFem01_STA 0 30 7497 IdleAnimation = CIAFem01_SKL.CIAFem01_IDA 7498 IdleAnimation = CIAFem01_SKL.CIAFem01_IDB 7499 AnimationMode = ONCE 7500 End 7501 7502 ConditionState = MOVING 7503 Animation = CIAFem01_SKL.CIAFem01_WKA 25 7504 AnimationMode = LOOP 7505 Flags = RANDOMSTART 7506 End 7507 7508 ConditionState = MOVING PANICKING 7509 Animation = CIAFem01_SKL.CIAFem01_RNA 20 7510 AnimationMode = LOOP 7511 Flags = RANDOMSTART 7512 End 7513 7514 ConditionState = DYING 7515 Animation = CIAFem01_SKL.CIAFem01_DTA 7516 Animation = CIAFem01_SKL.CIAFem01_DTB 7517 AnimationMode = ONCE 7518 TransitionKey = TRANS_Dying 7519 End 7520 7521 TransitionState = TRANS_Dying TRANS_Flailing 7522 Animation = CIAFem01_SKL.CIAFem01_ADTE1 7523 AnimationMode = ONCE 7524 End 7525 7526 ConditionState = DYING EXPLODED_FLAILING 7527 Animation = CIAFem01_SKL.CIAFem01_ADTE2 7528 AnimationMode = LOOP 7529 TransitionKey = TRANS_Flailing 7530 End 7531 7532 ConditionState = DYING EXPLODED_BOUNCING 7533 Animation = CIAFem01_SKL.CIAFem01_ADTE3 7534 AnimationMode = ONCE 7535 TransitionKey = None 7536 End 7537 End 7538 7539 ; ***DESIGN parameters *** 7540 Side = Civilian 7541 EditorSorting = INFANTRY 7542 TransportSlotCount = 1 7543 ArmorSet 7544 Conditions = None 7545 Armor = HumanArmor 7546 DamageFX = None 7547 End 7548 VisionRange = 150 7549 DisplayName = OBJECT:GenericFemale 7550 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 7551 7552 ; *** AUDIO Parameters *** 7553 SoundDie = CivilianArabFemaleDie 7554 SoundDieFire = DieByFireFemale 7555 SoundDieToxin = DieByToxinFemale 7556 7557 ; *** ENGINEERING Parameters *** 7558 RadarPriority = NOT_ON_RADAR 7559 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 7560 7561 Body = ActiveBody ModuleTag_02 7562 MaxHealth = 50.0 7563 InitialHealth = 50.0 7564 End 7565 7566 Behavior = AIUpdateInterface ModuleTag_03 7567 End 7568 Locomotor = SET_NORMAL BasicHumanLocomotor 7569 Locomotor = SET_WANDER WanderHumanLocomotor 7570 Locomotor = SET_PANIC PanicHumanLocomotor 7571 Behavior = PhysicsBehavior ModuleTag_04 7572 Mass = 5.0 7573 End 7574 Behavior = SlowDeathBehavior ModuleTag_05 7575 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 7576 SinkDelay = 3000 7577 SinkRate = 0.5 ; in Dist/Sec 7578 DestructionDelay = 8000 7579 End 7580 7581 7582 Behavior = SquishCollide ModuleTag_06 7583 ;nothing 7584 End 7585 7586 Behavior = FXListDie ModuleTag_07 7587 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED -POISONED_BETA -BURNED 7588 DeathFX = FX_GIDie 7589 End 7590 Behavior = FXListDie ModuleTag_08 7591 DeathTypes = NONE +CRUSHED +SPLATTED 7592 DeathFX = FX_GIDieCrushed 7593 End 7594 Behavior = SlowDeathBehavior ModuleTag_Death06 7595 DeathTypes = NONE +POISONED_BETA 7596 DestructionDelay = 0 7597 FX = INITIAL FX_GIDie 7598 OCL = INITIAL OCL_ToxicInfantryBeta 7599 End 7600 Behavior = SlowDeathBehavior ModuleTag_Death05 7601 DeathTypes = NONE +POISONED 7602 DestructionDelay = 0 7603 FX = INITIAL FX_GIDie 7604 OCL = INITIAL OCL_ToxicInfantry 7605 End 7606 7607 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 7608 DeathTypes = NONE +BURNED 7609 DestructionDelay = 0 7610 FX = INITIAL FX_GIDie 7611 OCL = INITIAL OCL_FlamingInfantry 7612 End 7613 7614 Behavior = PoisonedBehavior ModuleTag_09 7615 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 7616 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 7617 End 7618 7619 Geometry = CYLINDER 7620 Scale = 0.95 ;Scaling 7621 GeometryMajorRadius = 1.0 7622 GeometryMinorRadius = 1.0 7623 GeometryHeight = 8.0 7624 GeometryIsSmall = Yes 7625 Shadow = SHADOW_DECAL 7626 ShadowSizeX = 9; 7627 ShadowSizeY = 9; 7628 ShadowTexture = ShadowI; 7629 7630 End 7631 ;------------------------------------------------------------------------------ 7632 ;------------------------------------------------------------------------------ 7633 Object AmericanFarmer01 7634 7635 ; *** ART Parameters *** 7636 Draw = W3DModelDraw ModuleTag_01 7637 OkToChangeModelColor = Yes 7638 7639 DefaultConditionState 7640 Model = CIEFMR1_SKN 7641 IdleAnimation = CIEFMR1_SKL.CIEFMR1_STA 0 30 7642 IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDA 7643 IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDB 7644 AnimationMode = ONCE 7645 End 7646 7647 ConditionState = MOVING 7648 Animation = CIEFMR1_SKL.CIEFMR1_WKA 30 7649 AnimationMode = LOOP 7650 Flags = RANDOMSTART 7651 End 7652 7653 ConditionState = MOVING PANICKING 7654 Animation = CIEFMR1_SKL.CIEFMR1_PNA 35 7655 7656 AnimationMode = LOOP 7657 Flags = RANDOMSTART 7658 End 7659 7660 ConditionState = DYING 7661 Animation = CIEFMR1_SKL.CIEFMR1_DTA 7662 Animation = CIEFMR1_SKL.CIEFMR1_DTB 7663 AnimationMode = ONCE 7664 TransitionKey = TRANS_Dying 7665 End 7666 7667 TransitionState = TRANS_Dying TRANS_Flailing 7668 Animation = CIEFMR1_SKL.CIEFMR1_ATDT1 7669 AnimationMode = ONCE 7670 End 7671 7672 ConditionState = DYING EXPLODED_FLAILING 7673 Animation = CIEFMR1_SKL.CIEFMR1_ATDT2 7674 AnimationMode = LOOP 7675 TransitionKey = TRANS_Flailing 7676 End 7677 7678 ConditionState = DYING EXPLODED_BOUNCING 7679 Animation = CIEFMR1_SKL.CIEFMR1_ATDT3 7680 AnimationMode = ONCE 7681 TransitionKey = None 7682 End 7683 End 7684 7685 ; ***DESIGN parameters *** 7686 Side = Civilian 7687 EditorSorting = INFANTRY 7688 TransportSlotCount = 1 7689 ArmorSet 7690 Conditions = None 7691 Armor = HumanArmor 7692 DamageFX = None 7693 End 7694 VisionRange = 150 7695 DisplayName = OBJECT:MogadishuFemaleCivilian 7696 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 7697 7698 ; *** AUDIO Parameters *** 7699 SoundDie = CivilianArabMaleDie 7700 SoundDieFire = DieByFireUSA 7701 SoundDieToxin = DieByToxinUSA 7702 7703 ; *** ENGINEERING Parameters *** 7704 RadarPriority = NOT_ON_RADAR 7705 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 7706 7707 Body = ActiveBody ModuleTag_02 7708 MaxHealth = 50.0 7709 InitialHealth = 50.0 7710 End 7711 7712 Behavior = AIUpdateInterface ModuleTag_03 7713 End 7714 Locomotor = SET_NORMAL BasicHumanLocomotor 7715 Locomotor = SET_WANDER WanderHumanLocomotor 7716 Locomotor = SET_PANIC PanicHumanLocomotor 7717 Behavior = PhysicsBehavior ModuleTag_04 7718 Mass = 5.0 7719 End 7720 Behavior = SlowDeathBehavior ModuleTag_05 7721 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 7722 SinkDelay = 3000 7723 SinkRate = 0.5 ; in Dist/Sec 7724 DestructionDelay = 8000 7725 End 7726 7727 7728 Behavior = SquishCollide ModuleTag_06 7729 ;nothing 7730 End 7731 7732 Behavior = FXListDie ModuleTag_07 7733 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 7734 DeathFX = FX_GIDie 7735 End 7736 Behavior = FXListDie ModuleTag_08 7737 DeathTypes = NONE +CRUSHED +SPLATTED 7738 DeathFX = FX_GIDieCrushed 7739 End 7740 7741 Behavior = SlowDeathBehavior ModuleTag_Death06 7742 DeathTypes = NONE +POISONED_BETA 7743 DestructionDelay = 0 7744 FX = INITIAL FX_GIDie 7745 OCL = INITIAL OCL_ToxicInfantryBeta 7746 End 7747 7748 Behavior = SlowDeathBehavior ModuleTag_Death05 7749 DeathTypes = NONE +POISONED 7750 DestructionDelay = 0 7751 FX = INITIAL FX_GIDie 7752 OCL = INITIAL OCL_ToxicInfantry 7753 End 7754 7755 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 7756 DeathTypes = NONE +BURNED 7757 DestructionDelay = 0 7758 FX = INITIAL FX_GIDie 7759 OCL = INITIAL OCL_FlamingInfantry 7760 End 7761 7762 Behavior = PoisonedBehavior ModuleTag_09 7763 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 7764 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 7765 End 7766 7767 Geometry = CYLINDER 7768 Scale = 0.95 ;Scaling 7769 GeometryMajorRadius = 1.0 7770 GeometryMinorRadius = 1.0 7771 GeometryHeight = 8.0 7772 GeometryIsSmall = Yes 7773 Shadow = SHADOW_DECAL 7774 ShadowSizeX = 9; 7775 ShadowSizeY = 9; 7776 ShadowTexture = ShadowI; 7777 7778 End 7779 ;------------------------------------------------------------------------------ 7780 Object AsianFarmer01 7781 7782 ; *** ART Parameters *** 7783 Draw = W3DModelDraw ModuleTag_01 7784 OkToChangeModelColor = Yes 7785 7786 DefaultConditionState 7787 Model = CIUFrm1_SKN 7788 IdleAnimation = CIUFrm1_SKL.CIUFrm1_STA 0 30 7789 IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDA 7790 IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDB 7791 AnimationMode = ONCE 7792 TransitionKey = TRANS_Stand 7793 End 7794 7795 ConditionState = MOVING 7796 Animation = CIUFrm1_SKL.CIUFrm1_WKA 16 7797 AnimationMode = LOOP 7798 Flags = RANDOMSTART 7799 TransitionKey = TRANS_STAND 7800 End 7801 7802 TransitionState = TRANS_Stand TRANS_Panic 7803 Animation = CIUFrm1_SKL.CIUFrm1_PKA_ST 7804 AnimationMode = ONCE 7805 End 7806 7807 ConditionState = MOVING PANICKING 7808 Animation = CIUFrm1_SKL.CIUFrm1_PKA_LP 7809 AnimationMode = LOOP 7810 Flags = RANDOMSTART 7811 TransitionKey = TRANS_Panic 7812 End 7813 7814 ConditionState = DYING 7815 Animation = CIUFrm1_SKL.CIUFrm1_DTA 7816 Animation = CIUFrm1_SKL.CIUFrm1_DTB 7817 AnimationMode = ONCE 7818 TransitionKey = TRANS_Dying 7819 End 7820 7821 TransitionState = TRANS_Dying TRANS_Flailing 7822 Animation = CIUFrm1_SKL.CIUFrm1_ADTA1 7823 AnimationMode = ONCE 7824 End 7825 7826 ConditionState = DYING EXPLODED_FLAILING 7827 Animation = CIUFrm1_SKL.CIUFrm1_ADTA2 7828 AnimationMode = LOOP 7829 TransitionKey = TRANS_Flailing 7830 End 7831 7832 ConditionState = DYING EXPLODED_BOUNCING 7833 Animation = CIUFrm1_SKL.CIUFrm1_ADTA3 7834 AnimationMode = ONCE 7835 TransitionKey = None 7836 End 7837 7838 End 7839 7840 ; ***DESIGN parameters *** 7841 Side = Civilian 7842 EditorSorting = INFANTRY 7843 TransportSlotCount = 1 7844 ArmorSet 7845 Conditions = None 7846 Armor = HumanArmor 7847 7848 DamageFX = None 7849 End 7850 VisionRange = 150 7851 DisplayName = OBJECT:MogadishuFemaleCivilian 7852 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 7853 7854 ; *** AUDIO Parameters *** 7855 SoundDie = CivilianChinaMaleDie 7856 SoundDieFire = DieByFireChina 7857 SoundDieToxin = DieByToxinChina 7858 7859 ; *** ENGINEERING Parameters *** 7860 RadarPriority = NOT_ON_RADAR 7861 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 7862 7863 Body = ActiveBody ModuleTag_02 7864 MaxHealth = 50.0 7865 InitialHealth = 50.0 7866 End 7867 7868 Behavior = AIUpdateInterface ModuleTag_03 7869 End 7870 Locomotor = SET_NORMAL BasicHumanLocomotor 7871 Locomotor = SET_WANDER WanderHumanLocomotor 7872 Locomotor = SET_PANIC PanicHumanLocomotor 7873 Behavior = PhysicsBehavior ModuleTag_04 7874 Mass = 5.0 7875 End 7876 Behavior = SlowDeathBehavior ModuleTag_05 7877 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 7878 SinkDelay = 3000 7879 SinkRate = 0.5 ; in Dist/Sec 7880 DestructionDelay = 8000 7881 End 7882 7883 7884 Behavior = SquishCollide ModuleTag_06 7885 ;nothing 7886 End 7887 7888 Behavior = FXListDie ModuleTag_07 7889 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 7890 DeathFX = FX_GIDie 7891 End 7892 Behavior = FXListDie ModuleTag_08 7893 DeathTypes = NONE +CRUSHED +SPLATTED 7894 DeathFX = FX_GIDieCrushed 7895 End 7896 Behavior = SlowDeathBehavior ModuleTag_Death06 7897 DeathTypes = NONE +POISONED_BETA 7898 DestructionDelay = 0 7899 FX = INITIAL FX_GIDie 7900 OCL = INITIAL OCL_ToxicInfantryBeta 7901 End 7902 7903 Behavior = SlowDeathBehavior ModuleTag_Death05 7904 DeathTypes = NONE +POISONED 7905 DestructionDelay = 0 7906 FX = INITIAL FX_GIDie 7907 OCL = INITIAL OCL_ToxicInfantry 7908 End 7909 7910 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 7911 DeathTypes = NONE +BURNED 7912 DestructionDelay = 0 7913 FX = INITIAL FX_GIDie 7914 OCL = INITIAL OCL_FlamingInfantry 7915 End 7916 7917 Behavior = PoisonedBehavior ModuleTag_09 7918 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 7919 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 7920 End 7921 7922 Geometry = CYLINDER 7923 Scale = 0.95 ;Scaling 7924 GeometryMajorRadius = 1.0 7925 GeometryMinorRadius = 1.0 7926 GeometryHeight = 8.0 7927 GeometryIsSmall = Yes 7928 Shadow = SHADOW_DECAL 7929 ShadowSizeX = 9; 7930 ShadowSizeY = 9; 7931 ShadowTexture = ShadowI; 7932 7933 End 7934 ;------------------------------------------------------------------------------ 7935 Object HomelessGuy 7936 7937 ; *** ART Parameters *** 7938 Draw = W3DModelDraw ModuleTag_01 7939 OkToChangeModelColor = Yes 7940 7941 DefaultConditionState 7942 Model = CIHMLSS01_SKN 7943 IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_STA 0 35 7944 IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_IDA 7945 AnimationMode = ONCE 7946 TransitionKey = TRANS_Sleep 7947 End 7948 7949 TransitionState = TRANS_Sleep TRANS_Move 7950 Animation = CIHMLSS01_SKL.CIHMLSS01_STUP 7951 AnimationMode = ONCE 7952 End 7953 7954 ConditionState = MOVING 7955 Animation = CIHMLSS01_SKL.CIHMLSS01_WKA 7956 AnimationMode = LOOP 7957 Flags = RANDOMSTART 7958 TransitionKey = TRANS_Move 7959 End 7960 7961 TransitionState = TRANS_Move TRANS_Panick 7962 Animation = CIHMLSS01_SKL.CIHMLSS01_RNA 7963 AnimationMode = ONCE 7964 End 7965 7966 ConditionState = MOVING PANICKING 7967 Animation = CIHMLSS01_SKL.CIHMLSS01_RNA 35 7968 AnimationMode = LOOP 7969 Flags = RANDOMSTART 7970 TransitionKey = TRANS_Panick 7971 End 7972 7973 ConditionState = DYING 7974 Animation = CIHMLSS01_SKL.CIHMLSS01_DTA 7975 AnimationMode = ONCE 7976 TransitionKey = TRANS_Dying 7977 End 7978 7979 TransitionState = TRANS_Dying TRANS_Flailing 7980 Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF1 7981 AnimationMode = ONCE 7982 End 7983 7984 ConditionState = DYING EXPLODED_FLAILING 7985 Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF2 7986 AnimationMode = LOOP 7987 TransitionKey = TRANS_Flailing 7988 End 7989 7990 ConditionState = DYING EXPLODED_BOUNCING 7991 Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF3 7992 AnimationMode = ONCE 7993 TransitionKey = None 7994 End 7995 End 7996 7997 ; ***DESIGN parameters *** 7998 Side = Civilian 7999 EditorSorting = INFANTRY 8000 TransportSlotCount = 1 8001 ArmorSet 8002 Conditions = None 8003 Armor = HumanArmor 8004 8005 DamageFX = None 8006 End 8007 VisionRange = 150 8008 DisplayName = OBJECT:MogadishuFemaleCivilian 8009 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 8010 8011 ; *** AUDIO Parameters *** 8012 SoundDie = CivilianChinaMaleDie 8013 SoundDieFire = DieByFireChina 8014 SoundDieToxin = DieByToxinChina 8015 8016 ; *** ENGINEERING Parameters *** 8017 RadarPriority = NOT_ON_RADAR 8018 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 8019 8020 Body = ActiveBody ModuleTag_02 8021 MaxHealth = 50.0 8022 InitialHealth = 50.0 8023 End 8024 8025 Behavior = AIUpdateInterface ModuleTag_03 8026 End 8027 Locomotor = SET_NORMAL BasicHumanLocomotor 8028 Locomotor = SET_WANDER WanderHumanLocomotor 8029 Locomotor = SET_PANIC PanicHumanLocomotor 8030 Behavior = PhysicsBehavior ModuleTag_04 8031 Mass = 5.0 8032 End 8033 Behavior = SlowDeathBehavior ModuleTag_05 8034 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 8035 SinkDelay = 3000 8036 SinkRate = 0.5 ; in Dist/Sec 8037 DestructionDelay = 8000 8038 End 8039 8040 8041 Behavior = SquishCollide ModuleTag_06 8042 ;nothing 8043 End 8044 8045 Behavior = FXListDie ModuleTag_07 8046 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 8047 DeathFX = FX_GIDie 8048 End 8049 Behavior = FXListDie ModuleTag_08 8050 DeathTypes = NONE +CRUSHED +SPLATTED 8051 DeathFX = FX_GIDieCrushed 8052 End 8053 Behavior = SlowDeathBehavior ModuleTag_Death06 8054 DeathTypes = NONE +POISONED_BETA 8055 DestructionDelay = 0 8056 FX = INITIAL FX_GIDie 8057 OCL = INITIAL OCL_ToxicInfantryBeta 8058 End 8059 8060 Behavior = SlowDeathBehavior ModuleTag_Death05 8061 DeathTypes = NONE +POISONED 8062 DestructionDelay = 0 8063 FX = INITIAL FX_GIDie 8064 OCL = INITIAL OCL_ToxicInfantry 8065 End 8066 8067 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 8068 DeathTypes = NONE +BURNED 8069 DestructionDelay = 0 8070 FX = INITIAL FX_GIDie 8071 OCL = INITIAL OCL_FlamingInfantry 8072 End 8073 8074 Behavior = PoisonedBehavior ModuleTag_09 8075 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 8076 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 8077 End 8078 8079 Geometry = CYLINDER 8080 Scale = 0.95 ;Scaling 8081 GeometryMajorRadius = 1.0 8082 GeometryMinorRadius = 1.0 8083 GeometryHeight = 8.0 8084 GeometryIsSmall = Yes 8085 Shadow = SHADOW_DECAL 8086 ShadowSizeX = 9; 8087 ShadowSizeY = 9; 8088 ShadowTexture = ShadowI; 8089 8090 End 8091 ;------------------------------------------------------------------------------ 8092 Object AsianFarmer02 8093 8094 ; *** ART Parameters *** 8095 Draw = W3DModelDraw ModuleTag_01 8096 OkToChangeModelColor = Yes 8097 8098 DefaultConditionState 8099 Model = CIUFrm2_SKN 8100 IdleAnimation = CIUFrm2_SKL.CIUFrm2_STA 0 5 8101 IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDA 8102 IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDB 8103 AnimationMode = ONCE 8104 TransitionKey = TRANS_Stand 8105 End 8106 8107 ConditionState = MOVING 8108 Animation = CIUFrm2_SKL.CIUFrm2_WKA 8109 AnimationMode = LOOP 8110 Flags = RANDOMSTART 8111 TransitionKey = TRANS_STAND 8112 End 8113 8114 ConditionState = MOVING PANICKING 8115 Animation = CIUFrm2_SKL.CIUFrm2_PKA 8116 AnimationMode = LOOP 8117 Flags = RANDOMSTART 8118 TransitionKey = TRANS_Panic 8119 End 8120 8121 ConditionState = DYING 8122 Animation = CIUFrm2_SKL.CIUFrm2_DTA 8123 Animation = CIUFrm2_SKL.CIUFrm2_DTB 8124 Animation = CIUFrm2_SKL.CIUFrm2_DTC 8125 AnimationMode = ONCE 8126 TransitionKey = TRANS_Dying 8127 End 8128 8129 TransitionState = TRANS_Dying TRANS_Flailing 8130 Animation = CIUFrm2_SKL.CIUFrm2_ADTD1 8131 AnimationMode = ONCE 8132 End 8133 8134 ConditionState = DYING EXPLODED_FLAILING 8135 Animation = CIUFrm2_SKL.CIUFrm2_ADTD2 8136 AnimationMode = LOOP 8137 TransitionKey = TRANS_Flailing 8138 End 8139 8140 ConditionState = DYING EXPLODED_BOUNCING 8141 Animation = CIUFrm2_SKL.CIUFrm2_ADTD3 8142 AnimationMode = ONCE 8143 TransitionKey = None 8144 End 8145 End 8146 8147 ; ***DESIGN parameters *** 8148 Side = Civilian 8149 EditorSorting = INFANTRY 8150 TransportSlotCount = 1 8151 ArmorSet 8152 Conditions = None 8153 Armor = HumanArmor 8154 DamageFX = None 8155 End 8156 VisionRange = 150 8157 DisplayName = OBJECT:MogadishuFemaleCivilian 8158 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 8159 8160 ; *** AUDIO Parameters *** 8161 SoundDie = CivilianChinaMaleDie 8162 SoundDieFire = DieByFireChina 8163 SoundDieToxin = DieByToxinChina 8164 8165 ; *** ENGINEERING Parameters *** 8166 RadarPriority = NOT_ON_RADAR 8167 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 8168 8169 Body = ActiveBody ModuleTag_02 8170 MaxHealth = 50.0 8171 InitialHealth = 50.0 8172 End 8173 8174 Behavior = AIUpdateInterface ModuleTag_03 8175 End 8176 Locomotor = SET_NORMAL BasicHumanLocomotor 8177 Locomotor = SET_WANDER WanderHumanLocomotor 8178 Locomotor = SET_PANIC PanicHumanLocomotor 8179 Behavior = PhysicsBehavior ModuleTag_04 8180 Mass = 5.0 8181 End 8182 Behavior = SlowDeathBehavior ModuleTag_05 8183 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 8184 SinkDelay = 3000 8185 SinkRate = 0.5 ; in Dist/Sec 8186 DestructionDelay = 8000 8187 End 8188 8189 8190 Behavior = SquishCollide ModuleTag_06 8191 ;nothing 8192 End 8193 8194 Behavior = FXListDie ModuleTag_07 8195 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 8196 DeathFX = FX_GIDie 8197 End 8198 Behavior = FXListDie ModuleTag_08 8199 DeathTypes = NONE +CRUSHED +SPLATTED 8200 DeathFX = FX_GIDieCrushed 8201 End 8202 Behavior = SlowDeathBehavior ModuleTag_Death06 8203 DeathTypes = NONE +POISONED_BETA 8204 DestructionDelay = 0 8205 FX = INITIAL FX_GIDie 8206 OCL = INITIAL OCL_ToxicInfantryBeta 8207 End 8208 8209 Behavior = SlowDeathBehavior ModuleTag_Death05 8210 DeathTypes = NONE +POISONED 8211 DestructionDelay = 0 8212 FX = INITIAL FX_GIDie 8213 OCL = INITIAL OCL_ToxicInfantry 8214 End 8215 8216 Behavior = PoisonedBehavior ModuleTag_09 8217 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 8218 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 8219 End 8220 8221 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 8222 DeathTypes = NONE +BURNED 8223 DestructionDelay = 0 8224 FX = INITIAL FX_GIDie 8225 OCL = INITIAL OCL_FlamingInfantry 8226 End 8227 8228 Geometry = CYLINDER 8229 GeometryMajorRadius = 1.0 8230 GeometryMinorRadius = 1.0 8231 GeometryHeight = 8.0 8232 GeometryIsSmall = Yes 8233 Shadow = SHADOW_DECAL 8234 ShadowSizeX = 9; 8235 ShadowSizeY = 9; 8236 ShadowTexture = ShadowI; 8237 8238 8239 8240 End 8241 ;------------------------------------------------------------------------------ 8242 Object AsianFarmer3 8243 8244 ; *** ART Parameters *** 8245 Draw = W3DModelDraw ModuleTag_01 8246 OkToChangeModelColor = Yes 8247 8248 DefaultConditionState 8249 Model = CIUFrm3_SKN 8250 IdleAnimation = CIUFrm3_SKL.CIUFrm3_STA 0 30 8251 IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDA 8252 IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDB 8253 AnimationMode = ONCE 8254 End 8255 8256 ConditionState = MOVING 8257 Animation = CIUFrm3_SKL.CIUFrm3_WKA 8258 AnimationMode = LOOP 8259 Flags = RANDOMSTART 8260 End 8261 8262 ConditionState = MOVING PANICKING 8263 Animation = CIUFrm3_SKL.CIUFrm3_PKA 8264 AnimationMode = LOOP 8265 Flags = RANDOMSTART 8266 End 8267 8268 ConditionState = DYING 8269 Animation = CIUFrm3_SKL.CIUFrm3_DTA 8270 Animation = CIUFrm3_SKL.CIUFrm3_DTB 8271 Animation = CIUFrm3_SKL.CIUFrm3_DTC 8272 AnimationMode = ONCE 8273 TransitionKey = TRANS_Dying 8274 End 8275 8276 TransitionState = TRANS_Dying TRANS_Flailing 8277 Animation = CIUFrm3_SKL.CIUFrm3_ADTE1 8278 AnimationMode = ONCE 8279 End 8280 8281 ConditionState = DYING EXPLODED_FLAILING 8282 Animation = CIUFrm3_SKL.CIUFrm3_ADTE2 8283 AnimationMode = LOOP 8284 TransitionKey = TRANS_Flailing 8285 End 8286 8287 ConditionState = DYING EXPLODED_BOUNCING 8288 Animation = CIUFrm3_SKL.CIUFrm3_ADTE3 8289 AnimationMode = ONCE 8290 TransitionKey = None 8291 End 8292 End 8293 8294 ; ***DESIGN parameters *** 8295 Side = Civilian 8296 EditorSorting = INFANTRY 8297 TransportSlotCount = 1 8298 8299 ArmorSet 8300 Conditions = None 8301 Armor = HumanArmor 8302 DamageFX = None 8303 End 8304 VisionRange = 150 8305 DisplayName = OBJECT:MogadishuFemaleCivilian 8306 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 8307 8308 ; *** AUDIO Parameters *** 8309 SoundDie = CivilianChinaMaleDie 8310 SoundDieFire = DieByFireChina 8311 SoundDieToxin = DieByToxinChina 8312 8313 ; *** ENGINEERING Parameters *** 8314 RadarPriority = NOT_ON_RADAR 8315 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 8316 8317 Body = ActiveBody ModuleTag_02 8318 MaxHealth = 50.0 8319 InitialHealth = 50.0 8320 End 8321 8322 Behavior = AIUpdateInterface ModuleTag_03 8323 End 8324 Locomotor = SET_NORMAL BasicHumanLocomotor 8325 Locomotor = SET_WANDER WanderHumanLocomotor 8326 Locomotor = SET_PANIC PanicHumanLocomotor 8327 Behavior = PhysicsBehavior ModuleTag_04 8328 Mass = 5.0 8329 End 8330 Behavior = SlowDeathBehavior ModuleTag_05 8331 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 8332 SinkDelay = 3000 8333 SinkRate = 0.5 ; in Dist/Sec 8334 DestructionDelay = 8000 8335 End 8336 8337 Behavior = SquishCollide ModuleTag_06 8338 ;nothing 8339 End 8340 8341 Behavior = FXListDie ModuleTag_07 8342 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 8343 DeathFX = FX_GIDie 8344 End 8345 Behavior = FXListDie ModuleTag_08 8346 DeathTypes = NONE +CRUSHED +SPLATTED 8347 DeathFX = FX_GIDieCrushed 8348 End 8349 8350 Behavior = PoisonedBehavior ModuleTag_09 8351 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 8352 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 8353 End 8354 8355 Behavior = SlowDeathBehavior ModuleTag_Death06 8356 DeathTypes = NONE +POISONED_BETA 8357 DestructionDelay = 0 8358 FX = INITIAL FX_GIDie 8359 OCL = INITIAL OCL_ToxicInfantryBeta 8360 End 8361 8362 Behavior = SlowDeathBehavior ModuleTag_Death05 8363 DeathTypes = NONE +POISONED 8364 DestructionDelay = 0 8365 FX = INITIAL FX_GIDie 8366 OCL = INITIAL OCL_ToxicInfantry 8367 End 8368 8369 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 8370 DeathTypes = NONE +BURNED 8371 DestructionDelay = 0 8372 FX = INITIAL FX_GIDie 8373 OCL = INITIAL OCL_FlamingInfantry 8374 End 8375 8376 Geometry = CYLINDER 8377 Scale = 0.95 ;Scaling 8378 GeometryMajorRadius = 1.0 8379 GeometryMinorRadius = 1.0 8380 GeometryHeight = 8.0 8381 GeometryIsSmall = Yes 8382 Shadow = SHADOW_DECAL 8383 ShadowSizeX = 9; 8384 ShadowSizeY = 9; 8385 ShadowTexture = ShadowI; 8386 8387 End 8388 ;------------------------------------------------------------------------------ 8389 8390 ;------------------------------------------------------------------------------ 8391 Object CarAmbulance 8392 8393 ; *** ART Parameters *** 8394 SelectPortrait = SUTerrorist_L 8395 ButtonImage = SUTerrorist 8396 8397 Draw = W3DModelDraw ModuleTag_01 8398 ConditionState = NONE 8399 Model = CVAMBLNCE 8400 End 8401 End 8402 8403 ; ***DESIGN parameters *** 8404 DisplayName = OBJECT:Ambulance 8405 EditorSorting = VEHICLE 8406 8407 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 8408 WeaponSet 8409 Conditions = None 8410 Weapon = PRIMARY None 8411 End 8412 WeaponSet 8413 Conditions = CARBOMB 8414 Weapon = PRIMARY SuicideCarBomb 8415 End 8416 8417 ArmorSet 8418 Armor = TruckArmor 8419 DamageFX = CrushableCarDamageFX 8420 End 8421 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 8422 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 8423 CommandSet = CivilianCarBombCommandSet 8424 8425 ; *** AUDIO Parameters *** 8426 SoundMoveStart = CarMoveStart 8427 8428 8429 ; *** ENGINEERING Parameters *** 8430 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 8431 RadarPriority = LOCAL_UNIT_ONLY 8432 8433 Body = ActiveBody ModuleTag_02 8434 MaxHealth = 100.0 8435 InitialHealth = 100.0 8436 End 8437 8438 8439 Behavior = DestroyDie ModuleTag_DeathTag03 8440 ;nothing 8441 End 8442 Behavior = CreateObjectDie ModuleTag_DeathTag04 8443 CreationList = OCL_GenericCarExplode 8444 End 8445 Behavior = FXListDie ModuleTag_DeathTag05 8446 DeathFX = FX_GenericCarExplode 8447 End 8448 8449 8450 ; Behavior = DestroyDie ModuleTag_03 8451 ; DeathTypes = ALL -CRUSHED -SPLATTED 8452 ; End 8453 ; Behavior = CrushDie ModuleTag_04 8454 ; DeathTypes = NONE +CRUSHED +SPLATTED 8455 ; TotalCrushSound = CarAlarm 8456 ; BackEndCrushSound = CarAlarm 8457 ; FrontEndCrushSound = CarAlarm 8458 ; TotalCrushSoundPercent = 50 8459 ; BackEndCrushSoundPercent = 50 8460 ; FrontEndCrushSoundPercent = 50 8461 ; End 8462 ; Behavior = SlowDeathBehavior ModuleTag_11 8463 ; DeathTypes = NONE +CRUSHED +SPLATTED 8464 ; SinkDelay = 14000 8465 ; SinkRate = 2 ; in Dist/Sec 8466 ; DestructionDelay = 20000 8467 ; End 8468 ; 8469 ; Behavior = FXListDie ModuleTag_05 8470 ; DeathTypes = NONE +CRUSHED +SPLATTED 8471 ; DeathFX = FX_CarCrush 8472 ; End 8473 ; Behavior = CreateObjectDie ModuleTag_06 8474 ; DeathTypes = ALL -CRUSHED -SPLATTED 8475 ; CreationList = OCL_GenericCarExplode 8476 ; End 8477 ; Behavior = FXListDie ModuleTag_07 8478 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 8479 ; DeathFX = FX_GenericCarExplode 8480 ; End 8481 ; Behavior = CreateObjectDie ModuleTag_08 8482 ; DeathTypes = NONE +SUICIDED 8483 ; CreationList = OCL_BurnedCarHull 8484 ; End 8485 8486 Behavior = AIUpdateInterface ModuleTag_09 8487 End 8488 Locomotor = SET_NORMAL BasicCarLocomotor 8489 Locomotor = SET_WANDER WanderCarLocomotor 8490 Locomotor = SET_PANIC PanicCarLocomotor 8491 8492 Behavior = PhysicsBehavior ModuleTag_10 8493 Mass = 30.0 8494 End 8495 8496 Behavior = FlammableUpdate ModuleTag_21 8497 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8498 AflameDamageAmount = 5 ; taking this much damage... 8499 AflameDamageDelay = 500 ; this often. 8500 End 8501 8502 Geometry = BOX 8503 GeometryIsSmall = Yes 8504 GeometryMajorRadius = 11.0 8505 GeometryMinorRadius = 4.0 8506 GeometryHeight = 7.0 8507 Shadow = SHADOW_VOLUME 8508 8509 End 8510 8511 ;------------------------------------------------------------------------------ 8512 Object CarAsian1 8513 8514 ; *** ART Parameters *** 8515 SelectPortrait = SUTerrorist_L 8516 ButtonImage = SUTerrorist 8517 8518 Draw = W3DModelDraw ModuleTag_01 8519 ConditionState = NONE 8520 Model = CVASNCAR1 8521 End 8522 8523 ConditionState = REALLYDAMAGED 8524 Model = CVASNCAR1_D 8525 End 8526 8527 ConditionState = RUBBLE 8528 Model = CVASNCAR1_D 8529 End 8530 End 8531 8532 ; ***DESIGN parameters *** 8533 DisplayName = OBJECT:AsianCar 8534 EditorSorting = VEHICLE 8535 8536 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 8537 WeaponSet 8538 Conditions = None 8539 Weapon = PRIMARY None 8540 End 8541 WeaponSet 8542 Conditions = CARBOMB 8543 Weapon = PRIMARY SuicideCarBomb 8544 End 8545 8546 ArmorSet 8547 Armor = TruckArmor 8548 DamageFX = CrushableCarDamageFX 8549 End 8550 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 8551 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 8552 CommandSet = CivilianCarBombCommandSet 8553 8554 ; *** AUDIO Parameters *** 8555 SoundMoveStart = CarMoveStart 8556 8557 8558 ; *** ENGINEERING Parameters *** 8559 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 8560 RadarPriority = LOCAL_UNIT_ONLY 8561 8562 Body = ActiveBody ModuleTag_02 8563 MaxHealth = 100.0 8564 InitialHealth = 100.0 8565 End 8566 8567 8568 8569 Behavior = DestroyDie ModuleTag_03 8570 DeathTypes = ALL -CRUSHED -SPLATTED 8571 End 8572 Behavior = CrushDie ModuleTag_04 8573 DeathTypes = NONE +CRUSHED +SPLATTED 8574 TotalCrushSound = CarAlarm 8575 BackEndCrushSound = CarAlarm 8576 FrontEndCrushSound = CarAlarm 8577 TotalCrushSoundPercent = 50 8578 BackEndCrushSoundPercent = 50 8579 FrontEndCrushSoundPercent = 50 8580 End 8581 Behavior = SlowDeathBehavior ModuleTag_11 8582 DeathTypes = NONE +CRUSHED +SPLATTED 8583 SinkDelay = 14000 8584 SinkRate = 2 ; in Dist/Sec 8585 DestructionDelay = 20000 8586 End 8587 8588 Behavior = FXListDie ModuleTag_05 8589 DeathTypes = NONE +CRUSHED +SPLATTED 8590 DeathFX = FX_CarCrush 8591 End 8592 Behavior = CreateObjectDie ModuleTag_06 8593 DeathTypes = ALL -CRUSHED -SPLATTED 8594 CreationList = OCL_GenericCarExplode 8595 End 8596 Behavior = FXListDie ModuleTag_07 8597 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 8598 DeathFX = FX_GenericCarExplode 8599 End 8600 Behavior = CreateObjectDie ModuleTag_08 8601 DeathTypes = NONE +SUICIDED 8602 CreationList = OCL_BurnedCarHull 8603 End 8604 8605 Behavior = AIUpdateInterface ModuleTag_09 8606 End 8607 Locomotor = SET_NORMAL BasicCarLocomotor 8608 Locomotor = SET_WANDER WanderCarLocomotor 8609 Locomotor = SET_PANIC PanicCarLocomotor 8610 8611 Behavior = PhysicsBehavior ModuleTag_10 8612 Mass = 30.0 8613 End 8614 8615 Behavior = FlammableUpdate ModuleTag_21 8616 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8617 AflameDamageAmount = 5 ; taking this much damage... 8618 AflameDamageDelay = 500 ; this often. 8619 End 8620 8621 Geometry = BOX 8622 GeometryIsSmall = Yes 8623 GeometryMajorRadius = 11.0 8624 GeometryMinorRadius = 4.0 8625 GeometryHeight = 7.0 8626 Shadow = SHADOW_VOLUME 8627 8628 End 8629 8630 8631 ;------------------------------------------------------------------------------ 8632 Object FarmerChickenTruck 8633 8634 ; *** ART Parameters *** 8635 SelectPortrait = SUTerrorist_L 8636 ButtonImage = SUTerrorist 8637 8638 Draw = W3DModelDraw ModuleTag_01 8639 ConditionState = NONE 8640 Model = CVChkntrk 8641 End 8642 8643 ConditionState = REALLYDAMAGED 8644 Model = CVChkntrk_D 8645 End 8646 8647 ConditionState = RUBBLE 8648 Model = CVChkntrk_D 8649 End 8650 End 8651 8652 ; ***DESIGN parameters *** 8653 DisplayName = OBJECT:AsianCar 8654 EditorSorting = VEHICLE 8655 8656 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 8657 WeaponSet 8658 Conditions = None 8659 Weapon = PRIMARY None 8660 End 8661 WeaponSet 8662 Conditions = CARBOMB 8663 Weapon = PRIMARY SuicideCarBomb 8664 End 8665 8666 ArmorSet 8667 Armor = TruckArmor 8668 DamageFX = CrushableCarDamageFX 8669 End 8670 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 8671 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 8672 CommandSet = CivilianCarBombCommandSet 8673 8674 ; *** AUDIO Parameters *** 8675 SoundMoveStart = CarMoveStart 8676 8677 8678 ; *** ENGINEERING Parameters *** 8679 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 8680 RadarPriority = LOCAL_UNIT_ONLY 8681 8682 Body = ActiveBody ModuleTag_02 8683 MaxHealth = 100.0 8684 InitialHealth = 100.0 8685 End 8686 8687 8688 Behavior = DestroyDie ModuleTag_DeathTag03 8689 ;nothing 8690 End 8691 Behavior = CreateObjectDie ModuleTag_DeathTag04 8692 CreationList = OCL_GenericCarExplode 8693 End 8694 Behavior = FXListDie ModuleTag_DeathTag05 8695 DeathFX = FX_GenericCarExplode 8696 End 8697 8698 8699 ; Behavior = DestroyDie ModuleTag_03 8700 ; DeathTypes = ALL -CRUSHED -SPLATTED 8701 ; End 8702 ; Behavior = CrushDie ModuleTag_04 8703 ; DeathTypes = NONE +CRUSHED +SPLATTED 8704 ; TotalCrushSound = CarAlarm 8705 ; BackEndCrushSound = CarAlarm 8706 ; FrontEndCrushSound = CarAlarm 8707 ; TotalCrushSoundPercent = 50 8708 ; BackEndCrushSoundPercent = 50 8709 ; FrontEndCrushSoundPercent = 50 8710 ; End 8711 ; Behavior = SlowDeathBehavior ModuleTag_11 8712 ; DeathTypes = NONE +CRUSHED +SPLATTED 8713 ; SinkDelay = 14000 8714 ; SinkRate = 2 ; in Dist/Sec 8715 ; DestructionDelay = 20000 8716 ; End 8717 ; 8718 ; Behavior = FXListDie ModuleTag_05 8719 ; DeathTypes = NONE +CRUSHED +SPLATTED 8720 ; DeathFX = FX_CarCrush 8721 ; End 8722 ; Behavior = CreateObjectDie ModuleTag_06 8723 ; DeathTypes = ALL -CRUSHED -SPLATTED 8724 ; CreationList = OCL_GenericCarExplode 8725 ; End 8726 ; Behavior = FXListDie ModuleTag_07 8727 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 8728 ; DeathFX = FX_GenericCarExplode 8729 ; End 8730 ; Behavior = CreateObjectDie ModuleTag_08 8731 ; DeathTypes = NONE +SUICIDED 8732 ; CreationList = OCL_BurnedCarHull 8733 ; End 8734 8735 Behavior = AIUpdateInterface ModuleTag_09 8736 End 8737 Locomotor = SET_NORMAL BasicCarLocomotor 8738 Locomotor = SET_WANDER WanderCarLocomotor 8739 Locomotor = SET_PANIC PanicCarLocomotor 8740 8741 Behavior = PhysicsBehavior ModuleTag_10 8742 Mass = 30.0 8743 End 8744 8745 Behavior = FlammableUpdate ModuleTag_21 8746 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8747 AflameDamageAmount = 5 ; taking this much damage... 8748 AflameDamageDelay = 500 ; this often. 8749 End 8750 8751 Geometry = BOX 8752 GeometryIsSmall = Yes 8753 GeometryMajorRadius = 11.0 8754 GeometryMinorRadius = 4.0 8755 GeometryHeight = 7.0 8756 Shadow = SHADOW_VOLUME 8757 8758 End 8759 8760 8761 ;------------------------------------------------------------------- 8762 Object FarmerTruck 8763 8764 ; *** ART Parameters *** 8765 SelectPortrait = SUTerrorist_L 8766 ButtonImage = SUTerrorist 8767 8768 Draw = W3DModelDraw ModuleTag_01 8769 ConditionState = NONE 8770 Model = CVFrmrtk 8771 End 8772 8773 ConditionState = REALLYDAMAGED 8774 Model = CVFrmrtk_D 8775 End 8776 8777 ConditionState = RUBBLE 8778 Model = CVFrmrtk_D 8779 End 8780 End 8781 8782 ; ***DESIGN parameters *** 8783 DisplayName = OBJECT:AsianCar 8784 EditorSorting = VEHICLE 8785 8786 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 8787 WeaponSet 8788 Conditions = None 8789 Weapon = PRIMARY None 8790 End 8791 WeaponSet 8792 Conditions = CARBOMB 8793 Weapon = PRIMARY SuicideCarBomb 8794 End 8795 8796 ArmorSet 8797 Armor = TruckArmor 8798 DamageFX = CrushableCarDamageFX 8799 End 8800 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 8801 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 8802 CommandSet = CivilianCarBombCommandSet 8803 8804 ; *** AUDIO Parameters *** 8805 SoundMoveStart = CarMoveStart 8806 8807 8808 ; *** ENGINEERING Parameters *** 8809 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 8810 RadarPriority = LOCAL_UNIT_ONLY 8811 8812 Body = ActiveBody ModuleTag_02 8813 MaxHealth = 100.0 8814 InitialHealth = 100.0 8815 End 8816 8817 8818 8819 Behavior = DestroyDie ModuleTag_03 8820 DeathTypes = ALL -CRUSHED -SPLATTED 8821 End 8822 Behavior = CrushDie ModuleTag_04 8823 DeathTypes = NONE +CRUSHED +SPLATTED 8824 TotalCrushSound = CarAlarm 8825 BackEndCrushSound = CarAlarm 8826 FrontEndCrushSound = CarAlarm 8827 TotalCrushSoundPercent = 50 8828 BackEndCrushSoundPercent = 50 8829 FrontEndCrushSoundPercent = 50 8830 End 8831 Behavior = SlowDeathBehavior ModuleTag_11 8832 DeathTypes = NONE +CRUSHED +SPLATTED 8833 SinkDelay = 14000 8834 SinkRate = 2 ; in Dist/Sec 8835 DestructionDelay = 20000 8836 End 8837 8838 Behavior = FXListDie ModuleTag_05 8839 DeathTypes = NONE +CRUSHED +SPLATTED 8840 DeathFX = FX_CarCrush 8841 End 8842 Behavior = CreateObjectDie ModuleTag_06 8843 DeathTypes = ALL -CRUSHED -SPLATTED 8844 CreationList = OCL_GenericCarExplode 8845 End 8846 Behavior = FXListDie ModuleTag_07 8847 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 8848 DeathFX = FX_GenericCarExplode 8849 End 8850 Behavior = CreateObjectDie ModuleTag_08 8851 DeathTypes = NONE +SUICIDED 8852 CreationList = OCL_BurnedCarHull 8853 End 8854 8855 Behavior = AIUpdateInterface ModuleTag_09 8856 End 8857 Locomotor = SET_NORMAL BasicCarLocomotor 8858 Locomotor = SET_WANDER WanderCarLocomotor 8859 Locomotor = SET_PANIC PanicCarLocomotor 8860 8861 Behavior = PhysicsBehavior ModuleTag_10 8862 Mass = 30.0 8863 End 8864 8865 Behavior = FlammableUpdate ModuleTag_21 8866 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8867 AflameDamageAmount = 5 ; taking this much damage... 8868 AflameDamageDelay = 500 ; this often. 8869 End 8870 8871 Geometry = BOX 8872 GeometryIsSmall = Yes 8873 GeometryMajorRadius = 11.0 8874 GeometryMinorRadius = 4.0 8875 GeometryHeight = 7.0 8876 Shadow = SHADOW_VOLUME 8877 8878 End 8879 8880 8881 ;------------------------------------------------------------------- 8882 8883 Object CarAsian2 8884 8885 ; *** ART Parameters *** 8886 SelectPortrait = SUTerrorist_L 8887 ButtonImage = SUTerrorist 8888 8889 Draw = W3DModelDraw ModuleTag_01 8890 ConditionState = NONE 8891 Model = CVASNCAR2 8892 End 8893 8894 ConditionState = REALLYDAMAGED 8895 Model = CVASNCAR2_D 8896 End 8897 8898 ConditionState = RUBBLE 8899 Model = CVASNCAR2_D 8900 End 8901 End 8902 8903 ; ***DESIGN parameters *** 8904 DisplayName = OBJECT:AsianCar 8905 EditorSorting = VEHICLE 8906 8907 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 8908 WeaponSet 8909 Conditions = None 8910 Weapon = PRIMARY None 8911 End 8912 WeaponSet 8913 Conditions = CARBOMB 8914 Weapon = PRIMARY SuicideCarBomb 8915 End 8916 8917 ArmorSet 8918 Armor = TruckArmor 8919 DamageFX = CrushableCarDamageFX 8920 End 8921 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 8922 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 8923 CommandSet = CivilianCarBombCommandSet 8924 8925 ; *** AUDIO Parameters *** 8926 SoundMoveStart = CarMoveStart 8927 8928 8929 ; *** ENGINEERING Parameters *** 8930 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 8931 RadarPriority = LOCAL_UNIT_ONLY 8932 8933 Body = ActiveBody ModuleTag_02 8934 MaxHealth = 100.0 8935 InitialHealth = 100.0 8936 End 8937 8938 8939 8940 Behavior = DestroyDie ModuleTag_03 8941 DeathTypes = ALL -CRUSHED -SPLATTED 8942 End 8943 Behavior = CrushDie ModuleTag_04 8944 DeathTypes = NONE +CRUSHED +SPLATTED 8945 TotalCrushSound = CarAlarm 8946 BackEndCrushSound = CarAlarm 8947 FrontEndCrushSound = CarAlarm 8948 TotalCrushSoundPercent = 50 8949 BackEndCrushSoundPercent = 50 8950 FrontEndCrushSoundPercent = 50 8951 End 8952 Behavior = SlowDeathBehavior ModuleTag_11 8953 DeathTypes = NONE +CRUSHED +SPLATTED 8954 SinkDelay = 14000 8955 SinkRate = 2 ; in Dist/Sec 8956 DestructionDelay = 20000 8957 End 8958 8959 Behavior = FXListDie ModuleTag_05 8960 DeathTypes = NONE +CRUSHED +SPLATTED 8961 DeathFX = FX_CarCrush 8962 End 8963 Behavior = CreateObjectDie ModuleTag_06 8964 DeathTypes = ALL -CRUSHED -SPLATTED 8965 CreationList = OCL_GenericCarExplode 8966 End 8967 Behavior = FXListDie ModuleTag_07 8968 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 8969 DeathFX = FX_GenericCarExplode 8970 End 8971 Behavior = CreateObjectDie ModuleTag_08 8972 DeathTypes = NONE +SUICIDED 8973 CreationList = OCL_BurnedCarHull 8974 End 8975 8976 Behavior = AIUpdateInterface ModuleTag_09 8977 End 8978 Locomotor = SET_NORMAL BasicCarLocomotor 8979 Locomotor = SET_WANDER WanderCarLocomotor 8980 Locomotor = SET_PANIC PanicCarLocomotor 8981 8982 Behavior = PhysicsBehavior ModuleTag_10 8983 Mass = 30.0 8984 End 8985 8986 Behavior = FlammableUpdate ModuleTag_21 8987 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8988 AflameDamageAmount = 5 ; taking this much damage... 8989 AflameDamageDelay = 500 ; this often. 8990 End 8991 8992 Geometry = BOX 8993 GeometryIsSmall = Yes 8994 GeometryMajorRadius = 11.0 8995 GeometryMinorRadius = 4.0 8996 GeometryHeight = 7.0 8997 Shadow = SHADOW_VOLUME 8998 8999 End 9000 9001 ;------------------------------------------------------------------------------ 9002 Object TractorBackhoe 9003 9004 ; *** ART Parameters *** 9005 SelectPortrait = SUTerrorist_L 9006 ButtonImage = SUTerrorist 9007 9008 ;Draw = W3DModelDraw ModuleTag_01 9009 Draw = W3DTruckDraw ModuleTag_TruckDraw 9010 ConditionState = NONE 9011 Model = CVBACKHOE 9012 End 9013 9014 ConditionState = REALLYDAMAGED 9015 Model = CVBACKHOE_D 9016 End 9017 9018 ConditionState = RUBBLE 9019 Model = CVBACKHOE_D1 9020 End 9021 9022 LeftFrontTireBone = Tire01 9023 RightFrontTireBone = Tire02 9024 LeftRearTireBone = Tire03 9025 RightRearTireBone = Tire04 9026 TireRotationMultiplier = 0.2 ; this * speed = rotation. 9027 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 9028 9029 End 9030 9031 ; ***DESIGN parameters *** 9032 DisplayName = OBJECT:Backhoe 9033 EditorSorting = VEHICLE 9034 9035 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 9036 WeaponSet 9037 Conditions = None 9038 Weapon = PRIMARY None 9039 End 9040 WeaponSet 9041 Conditions = CARBOMB 9042 Weapon = PRIMARY SuicideCarBomb 9043 End 9044 9045 ArmorSet 9046 Armor = TruckArmor 9047 DamageFX = CrushableCarDamageFX 9048 End 9049 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 9050 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 9051 CommandSet = CivilianCarBombCommandSet 9052 9053 ; *** AUDIO Parameters *** 9054 SoundMoveStart = CarMoveStart 9055 9056 9057 ; *** ENGINEERING Parameters *** 9058 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 9059 RadarPriority = LOCAL_UNIT_ONLY 9060 9061 Body = ActiveBody ModuleTag_02 9062 MaxHealth = 100.0 9063 InitialHealth = 100.0 9064 End 9065 9066 Behavior = DestroyDie ModuleTag_DeathTag03 9067 ;nothing 9068 End 9069 Behavior = CreateObjectDie ModuleTag_DeathTag04 9070 CreationList = OCL_GenericCarExplode 9071 End 9072 Behavior = FXListDie ModuleTag_DeathTag05 9073 DeathFX = FX_GenericCarExplode 9074 End 9075 9076 ;Behavior = DestroyDie ModuleTag_03 9077 ; DeathTypes = ALL -CRUSHED -SPLATTED 9078 ;End 9079 ;Behavior = CrushDie ModuleTag_04 9080 ; DeathTypes = NONE +CRUSHED +SPLATTED 9081 ; TotalCrushSound = CarAlarm 9082 ; BackEndCrushSound = CarAlarm 9083 ; FrontEndCrushSound = CarAlarm 9084 ; TotalCrushSoundPercent = 50 9085 ; BackEndCrushSoundPercent = 50 9086 ; FrontEndCrushSoundPercent = 50 9087 ;End 9088 ;Behavior = SlowDeathBehavior ModuleTag_11 9089 ; DeathTypes = NONE +CRUSHED +SPLATTED 9090 ; SinkDelay = 14000 9091 ; SinkRate = 2 ; in Dist/Sec 9092 ; DestructionDelay = 20000 9093 ;End 9094 9095 ;Behavior = FXListDie ModuleTag_05 9096 ; DeathTypes = NONE +CRUSHED +SPLATTED 9097 ; DeathFX = FX_CarCrush 9098 ;End 9099 ;Behavior = CreateObjectDie ModuleTag_06 9100 ; DeathTypes = ALL -CRUSHED -SPLATTED 9101 ; CreationList = OCL_GenericCarExplode 9102 ;End 9103 ;Behavior = FXListDie ModuleTag_07 9104 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 9105 ; DeathFX = FX_GenericCarExplode 9106 ;End 9107 ;Behavior = CreateObjectDie ModuleTag_08 9108 ; DeathTypes = NONE +SUICIDED 9109 ; CreationList = OCL_BurnedCarHull 9110 ;End 9111 9112 Behavior = AIUpdateInterface ModuleTag_09 9113 End 9114 Locomotor = SET_NORMAL BasicCarLocomotor 9115 Locomotor = SET_WANDER WanderCarLocomotor 9116 Locomotor = SET_PANIC PanicCarLocomotor 9117 9118 Behavior = PhysicsBehavior ModuleTag_10 9119 Mass = 30.0 9120 End 9121 9122 Behavior = FlammableUpdate ModuleTag_21 9123 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9124 AflameDamageAmount = 5 ; taking this much damage... 9125 AflameDamageDelay = 500 ; this often. 9126 End 9127 9128 Geometry = BOX 9129 GeometryIsSmall = Yes 9130 GeometryMajorRadius = 11.0 9131 GeometryMinorRadius = 4.0 9132 GeometryHeight = 7.0 9133 Shadow = SHADOW_VOLUME 9134 9135 End 9136 9137 9138 ;------------------------------------------------------------------------------ 9139 Object ForkliftLarge 9140 9141 ; *** ART Parameters *** 9142 SelectPortrait = SUTerrorist_L 9143 ButtonImage = SUTerrorist 9144 9145 Draw = W3DModelDraw ModuleTag_01 9146 ConditionState = NONE 9147 Model = CVCARGOBM 9148 End 9149 End 9150 9151 ; ***DESIGN parameters *** 9152 DisplayName = OBJECT:LargeForklift 9153 EditorSorting = VEHICLE 9154 9155 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 9156 WeaponSet 9157 Conditions = None 9158 Weapon = PRIMARY None 9159 End 9160 WeaponSet 9161 Conditions = CARBOMB 9162 Weapon = PRIMARY SuicideCarBomb 9163 End 9164 9165 ArmorSet 9166 Armor = TruckArmor 9167 DamageFX = CrushableCarDamageFX 9168 End 9169 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 9170 CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 9171 CommandSet = CivilianCarBombCommandSet 9172 9173 ; *** AUDIO Parameters *** 9174 SoundMoveStart = CarMoveStart 9175 9176 9177 ; *** ENGINEERING Parameters *** 9178 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 9179 RadarPriority = LOCAL_UNIT_ONLY 9180 9181 Body = ActiveBody ModuleTag_02 9182 MaxHealth = 100.0 9183 InitialHealth = 100.0 9184 End 9185 9186 Behavior = DestroyDie ModuleTag_DeathTag03 9187 ;nothing 9188 End 9189 Behavior = CreateObjectDie ModuleTag_DeathTag04 9190 CreationList = OCL_GenericCarExplode 9191 End 9192 Behavior = FXListDie ModuleTag_DeathTag05 9193 DeathFX = FX_GenericCarExplode 9194 End 9195 9196 9197 ; Behavior = DestroyDie ModuleTag_03 9198 ; DeathTypes = ALL -CRUSHED -SPLATTED 9199 ; End 9200 ; Behavior = CrushDie ModuleTag_04 9201 ; DeathTypes = NONE +CRUSHED +SPLATTED 9202 ; TotalCrushSound = CarAlarm 9203 ; BackEndCrushSound = CarAlarm 9204 ; FrontEndCrushSound = CarAlarm 9205 ; TotalCrushSoundPercent = 50 9206 ; BackEndCrushSoundPercent = 50 9207 ; FrontEndCrushSoundPercent = 50 9208 ; End 9209 ; Behavior = SlowDeathBehavior ModuleTag_11 9210 ; DeathTypes = NONE +CRUSHED +SPLATTED 9211 ; SinkDelay = 14000 9212 ; SinkRate = 2 ; in Dist/Sec 9213 ; DestructionDelay = 20000 9214 ; End 9215 9216 ; Behavior = FXListDie ModuleTag_05 9217 ; DeathTypes = NONE +CRUSHED +SPLATTED 9218 ; DeathFX = FX_CarCrush 9219 ; End 9220 ; Behavior = CreateObjectDie ModuleTag_06 9221 ; DeathTypes = ALL -CRUSHED -SPLATTED 9222 ; CreationList = OCL_GenericCarExplode 9223 ; End 9224 ; Behavior = FXListDie ModuleTag_07 9225 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 9226 ; DeathFX = FX_GenericCarExplode 9227 ; End 9228 ; Behavior = CreateObjectDie ModuleTag_08 9229 ; DeathTypes = NONE +SUICIDED 9230 ; CreationList = OCL_BurnedCarHull 9231 ; End 9232 9233 Behavior = AIUpdateInterface ModuleTag_09 9234 End 9235 Locomotor = SET_NORMAL BasicCarLocomotor 9236 Locomotor = SET_WANDER WanderCarLocomotor 9237 Locomotor = SET_PANIC PanicCarLocomotor 9238 9239 Behavior = PhysicsBehavior ModuleTag_10 9240 Mass = 30.0 9241 End 9242 9243 Behavior = FlammableUpdate ModuleTag_21 9244 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9245 AflameDamageAmount = 5 ; taking this much damage... 9246 AflameDamageDelay = 500 ; this often. 9247 End 9248 9249 Geometry = BOX 9250 GeometryIsSmall = Yes 9251 GeometryMajorRadius = 11.0 9252 GeometryMinorRadius = 4.0 9253 GeometryHeight = 7.0 9254 Shadow = SHADOW_VOLUME 9255 9256 End 9257 9258 ;------------------------------------------------------------------------------ 9259 Object AircraftCropDuster 9260 9261 ; *** ART Parameters *** 9262 9263 Draw = W3DModelDraw ModuleTag_01 9264 ConditionState = NONE 9265 Model = CVCDTPLN 9266 End 9267 9268 ConditionState = REALLYDAMAGED 9269 Model = CVCDTPLN_D 9270 End 9271 9272 ConditionState = RUBBLE 9273 Model = CVCDTPLN 9274 End 9275 End 9276 9277 ; ***DESIGN parameters *** 9278 DisplayName = OBJECT:CropDuster 9279 EditorSorting = VEHICLE 9280 9281 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 9282 WeaponSet 9283 Conditions = None 9284 Weapon = PRIMARY None 9285 End 9286 ; WeaponSet 9287 ; Conditions = CARBOMB 9288 ; Weapon = PRIMARY SuicideCarBomb 9289 ; End 9290 9291 ArmorSet 9292 Armor = TruckArmor 9293 DamageFX = CrushableCarDamageFX 9294 End 9295 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 9296 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 9297 CommandSet = GenericCommandSet 9298 9299 ; *** AUDIO Parameters *** 9300 SoundAmbient = CivPropPlaneAmbientLoop 9301 9302 9303 ; *** ENGINEERING Parameters *** 9304 KindOf = SELECTABLE CAN_ATTACK VEHICLE 9305 RadarPriority = LOCAL_UNIT_ONLY 9306 9307 Body = ActiveBody ModuleTag_02 9308 MaxHealth = 100.0 9309 InitialHealth = 100.0 9310 End 9311 9312 Behavior = DestroyDie ModuleTag_DeathTag03 9313 ;nothing 9314 End 9315 Behavior = CreateObjectDie ModuleTag_DeathTag04 9316 CreationList = OCL_GenericCarExplode 9317 End 9318 Behavior = FXListDie ModuleTag_DeathTag05 9319 DeathFX = FX_GenericCarExplode 9320 End 9321 9322 ; Behavior = DestroyDie ModuleTag_03 9323 ; DeathTypes = ALL -CRUSHED -SPLATTED 9324 ; End 9325 ; Behavior = CrushDie ModuleTag_04 9326 ; DeathTypes = NONE +CRUSHED +SPLATTED 9327 ; TotalCrushSound = CarAlarm 9328 ; BackEndCrushSound = CarAlarm 9329 ; FrontEndCrushSound = CarAlarm 9330 ; TotalCrushSoundPercent = 50 9331 ; BackEndCrushSoundPercent = 50 9332 ; FrontEndCrushSoundPercent = 50 9333 ; End 9334 ; Behavior = SlowDeathBehavior ModuleTag_11 9335 ; DeathTypes = NONE +CRUSHED +SPLATTED 9336 ; SinkDelay = 14000 9337 ; SinkRate = 2 ; in Dist/Sec 9338 ; DestructionDelay = 20000 9339 ; End 9340 ; 9341 ; Behavior = FXListDie ModuleTag_05 9342 ; DeathTypes = NONE +CRUSHED +SPLATTED 9343 ; DeathFX = FX_CarCrush 9344 ; End 9345 ; Behavior = CreateObjectDie ModuleTag_06 9346 ; DeathTypes = ALL -CRUSHED -SPLATTED 9347 ; CreationList = OCL_GenericCarExplode 9348 ; End 9349 ; Behavior = FXListDie ModuleTag_07 9350 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 9351 ; DeathFX = FX_GenericCarExplode 9352 ; End 9353 ; Behavior = CreateObjectDie ModuleTag_08 9354 ; DeathTypes = NONE +SUICIDED 9355 ; CreationList = OCL_BurnedCarHull 9356 ; End 9357 9358 Behavior = AIUpdateInterface ModuleTag_09 9359 End 9360 Locomotor = SET_NORMAL BasicCarLocomotor 9361 Locomotor = SET_WANDER WanderCarLocomotor 9362 Locomotor = SET_PANIC PanicCarLocomotor 9363 9364 Behavior = PhysicsBehavior ModuleTag_10 9365 Mass = 30.0 9366 End 9367 9368 Behavior = FlammableUpdate ModuleTag_21 9369 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9370 AflameDamageAmount = 5 ; taking this much damage... 9371 AflameDamageDelay = 500 ; this often. 9372 End 9373 9374 Geometry = BOX 9375 GeometryIsSmall = Yes 9376 GeometryMajorRadius = 11.0 9377 GeometryMinorRadius = 4.0 9378 GeometryHeight = 7.0 9379 Shadow = SHADOW_VOLUME 9380 9381 End 9382 9383 ;------------------------------------------------------------------------------ 9384 Object AircraftCessna 9385 9386 ; *** ART Parameters *** 9387 9388 Draw = W3DModelDraw ModuleTag_01 9389 ConditionState = NONE 9390 Model = CVCESSNA 9391 End 9392 9393 ConditionState = REALLYDAMAGED 9394 Model = CVCESSNA_D 9395 End 9396 9397 ConditionState = RUBBLE 9398 Model = CVCESSNA_D 9399 End 9400 End 9401 9402 ; ***DESIGN parameters *** 9403 DisplayName = OBJECT:Cessna 9404 EditorSorting = VEHICLE 9405 9406 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 9407 WeaponSet 9408 Conditions = None 9409 Weapon = PRIMARY None 9410 End 9411 WeaponSet 9412 Conditions = CARBOMB 9413 Weapon = PRIMARY SuicideCarBomb 9414 End 9415 9416 ArmorSet 9417 Armor = TruckArmor 9418 DamageFX = CrushableCarDamageFX 9419 End 9420 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 9421 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 9422 CommandSet = CivilianCarBombCommandSet 9423 9424 ; *** AUDIO Parameters *** 9425 SoundAmbient = CivPropPlaneAmbientLoop 9426 9427 9428 ; *** ENGINEERING Parameters *** 9429 KindOf = SELECTABLE CAN_ATTACK VEHICLE 9430 RadarPriority = LOCAL_UNIT_ONLY 9431 9432 Body = ActiveBody ModuleTag_02 9433 MaxHealth = 100.0 9434 InitialHealth = 100.0 9435 End 9436 9437 9438 9439 Behavior = DestroyDie ModuleTag_03 9440 DeathTypes = ALL -CRUSHED -SPLATTED 9441 End 9442 Behavior = CrushDie ModuleTag_04 9443 DeathTypes = NONE +CRUSHED +SPLATTED 9444 TotalCrushSound = CarAlarm 9445 BackEndCrushSound = CarAlarm 9446 FrontEndCrushSound = CarAlarm 9447 TotalCrushSoundPercent = 50 9448 BackEndCrushSoundPercent = 50 9449 FrontEndCrushSoundPercent = 50 9450 End 9451 Behavior = SlowDeathBehavior ModuleTag_11 9452 DeathTypes = NONE +CRUSHED +SPLATTED 9453 SinkDelay = 14000 9454 SinkRate = 2 ; in Dist/Sec 9455 DestructionDelay = 20000 9456 End 9457 9458 Behavior = FXListDie ModuleTag_05 9459 DeathTypes = NONE +CRUSHED +SPLATTED 9460 DeathFX = FX_CarCrush 9461 End 9462 Behavior = CreateObjectDie ModuleTag_06 9463 DeathTypes = ALL -CRUSHED -SPLATTED 9464 CreationList = OCL_GenericCarExplode 9465 End 9466 Behavior = FXListDie ModuleTag_07 9467 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 9468 DeathFX = FX_GenericCarExplode 9469 End 9470 Behavior = CreateObjectDie ModuleTag_08 9471 DeathTypes = NONE +SUICIDED 9472 CreationList = OCL_BurnedCarHull 9473 End 9474 9475 Behavior = AIUpdateInterface ModuleTag_09 9476 End 9477 Locomotor = SET_NORMAL BasicCarLocomotor 9478 Locomotor = SET_WANDER WanderCarLocomotor 9479 Locomotor = SET_PANIC PanicCarLocomotor 9480 9481 Behavior = PhysicsBehavior ModuleTag_10 9482 Mass = 30.0 9483 End 9484 9485 Behavior = FlammableUpdate ModuleTag_21 9486 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9487 AflameDamageAmount = 5 ; taking this much damage... 9488 AflameDamageDelay = 500 ; this often. 9489 End 9490 9491 Geometry = BOX 9492 GeometryIsSmall = Yes 9493 GeometryMajorRadius = 11.0 9494 GeometryMinorRadius = 4.0 9495 GeometryHeight = 7.0 9496 Shadow = SHADOW_VOLUME 9497 9498 End 9499 9500 ;------------------------------------------------------------------------------ 9501 Object TruckChicken 9502 9503 ; *** ART Parameters *** 9504 SelectPortrait = SUTerrorist_L 9505 ButtonImage = SUTerrorist 9506 9507 Draw = W3DModelDraw ModuleTag_01 9508 ConditionState = NONE 9509 Model = CVCHKNTRK 9510 End 9511 End 9512 9513 ; ***DESIGN parameters *** 9514 DisplayName = OBJECT:ChickenTruck 9515 EditorSorting = VEHICLE 9516 9517 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 9518 WeaponSet 9519 Conditions = None 9520 Weapon = PRIMARY None 9521 End 9522 WeaponSet 9523 Conditions = CARBOMB 9524 Weapon = PRIMARY SuicideCarBomb 9525 End 9526 9527 ArmorSet 9528 Armor = TruckArmor 9529 DamageFX = CrushableCarDamageFX 9530 End 9531 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 9532 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 9533 CommandSet = CivilianCarBombCommandSet 9534 9535 ; *** AUDIO Parameters *** 9536 SoundMoveStart = CarMoveStart 9537 9538 9539 ; *** ENGINEERING Parameters *** 9540 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 9541 RadarPriority = LOCAL_UNIT_ONLY 9542 9543 Body = ActiveBody ModuleTag_02 9544 MaxHealth = 100.0 9545 InitialHealth = 100.0 9546 End 9547 9548 9549 Behavior = DestroyDie ModuleTag_DeathTag03 9550 ;nothing 9551 End 9552 Behavior = CreateObjectDie ModuleTag_DeathTag04 9553 CreationList = OCL_GenericCarExplode 9554 End 9555 Behavior = FXListDie ModuleTag_DeathTag05 9556 DeathFX = FX_GenericCarExplode 9557 End 9558 9559 9560 ; Behavior = DestroyDie ModuleTag_03 9561 ; DeathTypes = ALL -CRUSHED -SPLATTED 9562 ; End 9563 ; Behavior = CrushDie ModuleTag_04 9564 ; DeathTypes = NONE +CRUSHED +SPLATTED 9565 ; TotalCrushSound = CarAlarm 9566 ; BackEndCrushSound = CarAlarm 9567 ; FrontEndCrushSound = CarAlarm 9568 ; TotalCrushSoundPercent = 50 9569 ; BackEndCrushSoundPercent = 50 9570 ; FrontEndCrushSoundPercent = 50 9571 ; End 9572 ; Behavior = SlowDeathBehavior ModuleTag_11 9573 ; DeathTypes = NONE +CRUSHED +SPLATTED 9574 ; SinkDelay = 14000 9575 ; SinkRate = 2 ; in Dist/Sec 9576 ; DestructionDelay = 20000 9577 ; End 9578 ; 9579 ; Behavior = FXListDie ModuleTag_05 9580 ; DeathTypes = NONE +CRUSHED +SPLATTED 9581 ; DeathFX = FX_CarCrush 9582 ; End 9583 ; Behavior = CreateObjectDie ModuleTag_06 9584 ; DeathTypes = ALL -CRUSHED -SPLATTED 9585 ; CreationList = OCL_GenericCarExplode 9586 ; End 9587 ; Behavior = FXListDie ModuleTag_07 9588 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 9589 ; DeathFX = FX_GenericCarExplode 9590 ; End 9591 ; Behavior = CreateObjectDie ModuleTag_08 9592 ; DeathTypes = NONE +SUICIDED 9593 ; CreationList = OCL_BurnedCarHull 9594 ; End 9595 9596 Behavior = AIUpdateInterface ModuleTag_09 9597 End 9598 Locomotor = SET_NORMAL BasicCarLocomotor 9599 Locomotor = SET_WANDER WanderCarLocomotor 9600 Locomotor = SET_PANIC PanicCarLocomotor 9601 9602 Behavior = PhysicsBehavior ModuleTag_10 9603 Mass = 30.0 9604 End 9605 9606 Behavior = FlammableUpdate ModuleTag_21 9607 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9608 AflameDamageAmount = 5 ; taking this much damage... 9609 AflameDamageDelay = 500 ; this often. 9610 End 9611 9612 Geometry = BOX 9613 GeometryIsSmall = Yes 9614 GeometryMajorRadius = 11.0 9615 GeometryMinorRadius = 4.0 9616 GeometryHeight = 7.0 9617 Shadow = SHADOW_VOLUME 9618 9619 End 9620 9621 9622 ;------------------------------------------------------------------------------ 9623 ;---------------------Eddited by Chris T Hill (04/04/03)----------------------- 9624 ;------------------------------------------------------------------------------ 9625 9626 ;------------------------------------------------------------------------------ 9627 Object TractorCombine 9628 9629 ; *** ART Parameters *** 9630 SelectPortrait = SUTerrorist_L 9631 ButtonImage = SUTerrorist 9632 9633 Draw = W3DModelDraw ModuleTag_01 9634 ConditionState = NONE 9635 Model = CVCOMBINE 9636 End 9637 End 9638 9639 ; ***DESIGN parameters *** 9640 DisplayName = OBJECT:Combine 9641 EditorSorting = VEHICLE 9642 9643 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 9644 WeaponSet 9645 Conditions = None 9646 Weapon = PRIMARY None 9647 End 9648 WeaponSet 9649 Conditions = CARBOMB 9650 Weapon = PRIMARY SuicideCarBomb 9651 End 9652 9653 ArmorSet 9654 Armor = TruckArmor 9655 DamageFX = CrushableCarDamageFX 9656 End 9657 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 9658 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 9659 CommandSet = CivilianCarBombCommandSet 9660 9661 ; *** AUDIO Parameters *** 9662 SoundMoveStart = CarMoveStart 9663 9664 9665 ; *** ENGINEERING Parameters *** 9666 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 9667 RadarPriority = LOCAL_UNIT_ONLY 9668 9669 Body = ActiveBody ModuleTag_02 9670 MaxHealth = 100.0 9671 InitialHealth = 100.0 9672 End 9673 9674 Behavior = DestroyDie ModuleTag_DeathTag03 9675 ;nothing 9676 End 9677 Behavior = CreateObjectDie ModuleTag_DeathTag04 9678 CreationList = OCL_GenericCarExplode 9679 End 9680 Behavior = FXListDie ModuleTag_DeathTag05 9681 DeathFX = FX_GenericCarExplode 9682 End 9683 9684 ; Behavior = DestroyDie ModuleTag_03 9685 ; DeathTypes = ALL -CRUSHED -SPLATTED 9686 ; End 9687 ; Behavior = CrushDie ModuleTag_04 9688 ; DeathTypes = NONE +CRUSHED +SPLATTED 9689 ; TotalCrushSound = CarAlarm 9690 ; BackEndCrushSound = CarAlarm 9691 ; FrontEndCrushSound = CarAlarm 9692 ; TotalCrushSoundPercent = 50 9693 ; BackEndCrushSoundPercent = 50 9694 ; FrontEndCrushSoundPercent = 50 9695 ; End 9696 ; Behavior = SlowDeathBehavior ModuleTag_11 9697 ; DeathTypes = NONE +CRUSHED +SPLATTED 9698 ; SinkDelay = 14000 9699 ; SinkRate = 2 ; in Dist/Sec 9700 ; DestructionDelay = 20000 9701 ; End 9702 ; 9703 ; Behavior = FXListDie ModuleTag_05 9704 ; DeathTypes = NONE +CRUSHED +SPLATTED 9705 ; DeathFX = FX_CarCrush 9706 ; End 9707 ; Behavior = CreateObjectDie ModuleTag_06 9708 ; DeathTypes = ALL -CRUSHED -SPLATTED 9709 ; CreationList = OCL_GenericCarExplode 9710 ; End 9711 ; Behavior = FXListDie ModuleTag_07 9712 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 9713 ; DeathFX = FX_GenericCarExplode 9714 ; End 9715 ; Behavior = CreateObjectDie ModuleTag_08 9716 ; DeathTypes = NONE +SUICIDED 9717 ; CreationList = OCL_BurnedCarHull 9718 ; End 9719 9720 Behavior = AIUpdateInterface ModuleTag_09 9721 End 9722 Locomotor = SET_NORMAL BasicCarLocomotor 9723 Locomotor = SET_WANDER WanderCarLocomotor 9724 Locomotor = SET_PANIC PanicCarLocomotor 9725 9726 Behavior = PhysicsBehavior ModuleTag_10 9727 Mass = 30.0 9728 End 9729 9730 Behavior = FlammableUpdate ModuleTag_21 9731 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9732 AflameDamageAmount = 5 ; taking this much damage... 9733 AflameDamageDelay = 500 ; this often. 9734 End 9735 9736 Geometry = BOX 9737 GeometryIsSmall = Yes 9738 GeometryMajorRadius = 11.0 9739 GeometryMinorRadius = 4.0 9740 GeometryHeight = 7.0 9741 Shadow = SHADOW_VOLUME 9742 9743 End 9744 9745 ;------------------------------------------------------------------------------ 9746 Object CarEuroVan1 9747 9748 ; *** ART Parameters *** 9749 SelectPortrait = SUTerrorist_L 9750 ButtonImage = SUTerrorist 9751 9752 Draw = W3DModelDraw ModuleTag_01 9753 ConditionState = NONE 9754 Model = CVEUROVAN1 9755 End 9756 End 9757 9758 ; ***DESIGN parameters *** 9759 DisplayName = OBJECT:EuroVan 9760 EditorSorting = VEHICLE 9761 9762 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 9763 WeaponSet 9764 Conditions = None 9765 Weapon = PRIMARY None 9766 End 9767 WeaponSet 9768 Conditions = CARBOMB 9769 Weapon = PRIMARY SuicideCarBomb 9770 End 9771 9772 ArmorSet 9773 Armor = TruckArmor 9774 DamageFX = CrushableCarDamageFX 9775 End 9776 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 9777 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 9778 CommandSet = CivilianCarBombCommandSet 9779 9780 ; *** AUDIO Parameters *** 9781 SoundMoveStart = CarMoveStart 9782 9783 9784 ; *** ENGINEERING Parameters *** 9785 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 9786 RadarPriority = LOCAL_UNIT_ONLY 9787 9788 Body = ActiveBody ModuleTag_02 9789 MaxHealth = 100.0 9790 InitialHealth = 100.0 9791 End 9792 9793 Behavior = DestroyDie ModuleTag_DeathTag03 9794 ;nothing 9795 End 9796 Behavior = CreateObjectDie ModuleTag_DeathTag04 9797 CreationList = OCL_GenericCarExplode 9798 End 9799 Behavior = FXListDie ModuleTag_DeathTag05 9800 DeathFX = FX_GenericCarExplode 9801 End 9802 9803 ; Behavior = DestroyDie ModuleTag_03 9804 ; DeathTypes = ALL -CRUSHED -SPLATTED 9805 ; End 9806 ; Behavior = CrushDie ModuleTag_04; 9807 ; DeathTypes = NONE +CRUSHED +SPLATTED 9808 ; TotalCrushSound = CarAlarm 9809 ; BackEndCrushSound = CarAlarm 9810 ; FrontEndCrushSound = CarAlarm 9811 ; TotalCrushSoundPercent = 50 9812 ; BackEndCrushSoundPercent = 50 9813 ; FrontEndCrushSoundPercent = 50 9814 ; End 9815 ; Behavior = SlowDeathBehavior ModuleTag_11 9816 ; DeathTypes = NONE +CRUSHED +SPLATTED 9817 ; SinkDelay = 14000 9818 ; SinkRate = 2 ; in Dist/Sec 9819 ; DestructionDelay = 20000 9820 ; End 9821 9822 ; Behavior = FXListDie ModuleTag_05 9823 ; DeathTypes = NONE +CRUSHED +SPLATTED 9824 ; DeathFX = FX_CarCrush 9825 ; End 9826 ; Behavior = CreateObjectDie ModuleTag_06 9827 ; DeathTypes = ALL -CRUSHED -SPLATTED 9828 ; CreationList = OCL_GenericCarExplode 9829 ; End 9830 ; Behavior = FXListDie ModuleTag_07 9831 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 9832 ; DeathFX = FX_GenericCarExplode 9833 ; End 9834 ; Behavior = CreateObjectDie ModuleTag_08 9835 ; DeathTypes = NONE +SUICIDED 9836 ; CreationList = OCL_BurnedCarHull 9837 ; End 9838 9839 Behavior = AIUpdateInterface ModuleTag_09 9840 End 9841 Locomotor = SET_NORMAL BasicCarLocomotor 9842 Locomotor = SET_WANDER WanderCarLocomotor 9843 Locomotor = SET_PANIC PanicCarLocomotor 9844 9845 Behavior = PhysicsBehavior ModuleTag_10 9846 Mass = 30.0 9847 End 9848 9849 Behavior = FlammableUpdate ModuleTag_21 9850 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9851 AflameDamageAmount = 5 ; taking this much damage... 9852 AflameDamageDelay = 500 ; this often. 9853 End 9854 9855 Geometry = BOX 9856 GeometryIsSmall = Yes 9857 GeometryMajorRadius = 11.0 9858 GeometryMinorRadius = 4.0 9859 GeometryHeight = 7.0 9860 Shadow = SHADOW_VOLUME 9861 9862 End 9863 9864 ;------------------------------------------------------------------------------ 9865 Object CarEuroVan2 9866 9867 ; *** ART Parameters *** 9868 SelectPortrait = SUTerrorist_L 9869 ButtonImage = SUTerrorist 9870 9871 Draw = W3DModelDraw ModuleTag_01 9872 ConditionState = NONE 9873 Model = CVEUROVAN2 9874 End 9875 End 9876 9877 ; ***DESIGN parameters *** 9878 DisplayName = OBJECT:EuroVan 9879 EditorSorting = VEHICLE 9880 9881 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 9882 WeaponSet 9883 Conditions = None 9884 Weapon = PRIMARY None 9885 End 9886 WeaponSet 9887 Conditions = CARBOMB 9888 Weapon = PRIMARY SuicideCarBomb 9889 End 9890 9891 ArmorSet 9892 Armor = TruckArmor 9893 DamageFX = CrushableCarDamageFX 9894 End 9895 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 9896 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 9897 CommandSet = CivilianCarBombCommandSet 9898 9899 ; *** AUDIO Parameters *** 9900 SoundMoveStart = CarMoveStart 9901 9902 9903 ; *** ENGINEERING Parameters *** 9904 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 9905 RadarPriority = LOCAL_UNIT_ONLY 9906 9907 Body = ActiveBody ModuleTag_02 9908 MaxHealth = 100.0 9909 InitialHealth = 100.0 9910 End 9911 9912 9913 Behavior = DestroyDie ModuleTag_DeathTag03 9914 ;nothing 9915 End 9916 Behavior = CreateObjectDie ModuleTag_DeathTag04 9917 CreationList = OCL_GenericCarExplode 9918 End 9919 Behavior = FXListDie ModuleTag_DeathTag05 9920 DeathFX = FX_GenericCarExplode 9921 End 9922 9923 ; Behavior = DestroyDie ModuleTag_03 9924 ; DeathTypes = ALL -CRUSHED -SPLATTED 9925 ; End 9926 ; Behavior = CrushDie ModuleTag_04 9927 ; DeathTypes = NONE +CRUSHED +SPLATTED 9928 ; TotalCrushSound = CarAlarm 9929 ; BackEndCrushSound = CarAlarm 9930 ; FrontEndCrushSound = CarAlarm 9931 ; TotalCrushSoundPercent = 50 9932 ; BackEndCrushSoundPercent = 50 9933 ; FrontEndCrushSoundPercent = 50 9934 ; End 9935 ; Behavior = SlowDeathBehavior ModuleTag_11 9936 ; DeathTypes = NONE +CRUSHED +SPLATTED 9937 ; SinkDelay = 14000 9938 ; SinkRate = 2 ; in Dist/Sec 9939 ; DestructionDelay = 20000 9940 ; End 9941 9942 ; Behavior = FXListDie ModuleTag_05 9943 ; DeathTypes = NONE +CRUSHED +SPLATTED 9944 ; DeathFX = FX_CarCrush 9945 ; End 9946 ; Behavior = CreateObjectDie ModuleTag_06 9947 ; DeathTypes = ALL -CRUSHED -SPLATTED 9948 ; CreationList = OCL_GenericCarExplode 9949 ; End 9950 ; Behavior = FXListDie ModuleTag_07 9951 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 9952 ; DeathFX = FX_GenericCarExplode 9953 ; End 9954 ; Behavior = CreateObjectDie ModuleTag_08 9955 ; DeathTypes = NONE +SUICIDED 9956 ; CreationList = OCL_BurnedCarHull 9957 ; End 9958 9959 Behavior = AIUpdateInterface ModuleTag_09 9960 End 9961 Locomotor = SET_NORMAL BasicCarLocomotor 9962 Locomotor = SET_WANDER WanderCarLocomotor 9963 Locomotor = SET_PANIC PanicCarLocomotor 9964 9965 Behavior = PhysicsBehavior ModuleTag_10 9966 Mass = 30.0 9967 End 9968 9969 Behavior = FlammableUpdate ModuleTag_21 9970 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9971 AflameDamageAmount = 5 ; taking this much damage... 9972 AflameDamageDelay = 500 ; this often. 9973 End 9974 9975 Geometry = BOX 9976 GeometryIsSmall = Yes 9977 GeometryMajorRadius = 11.0 9978 GeometryMinorRadius = 4.0 9979 GeometryHeight = 7.0 9980 Shadow = SHADOW_VOLUME 9981 9982 End 9983 9984 ;------------------------------------------------------------------------------ 9985 Object CarEuroPoliceVan 9986 9987 ; *** ART Parameters *** 9988 SelectPortrait = SUTerrorist_L 9989 ButtonImage = SUTerrorist 9990 9991 Draw = W3DModelDraw ModuleTag_01 9992 DefaultConditionState 9993 Model = CVEUROVAN3 9994 Animation = CVEUROVAN3.CVEUROVAN3 9995 AnimationMode = LOOP 9996 End 9997 End 9998 9999 ; ***DESIGN parameters *** 10000 DisplayName = OBJECT:EuroPoliceVan 10001 EditorSorting = VEHICLE 10002 10003 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 10004 WeaponSet 10005 Conditions = None 10006 Weapon = PRIMARY None 10007 End 10008 WeaponSet 10009 Conditions = CARBOMB 10010 Weapon = PRIMARY SuicideCarBomb 10011 End 10012 10013 ArmorSet 10014 Armor = TruckArmor 10015 DamageFX = CrushableCarDamageFX 10016 End 10017 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 10018 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 10019 CommandSet = CivilianCarBombCommandSet 10020 10021 ; *** AUDIO Parameters *** 10022 SoundMoveStart = CarMoveStart 10023 10024 10025 ; *** ENGINEERING Parameters *** 10026 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 10027 RadarPriority = LOCAL_UNIT_ONLY 10028 10029 Body = ActiveBody ModuleTag_02 10030 MaxHealth = 100.0 10031 InitialHealth = 100.0 10032 End 10033 10034 Behavior = DestroyDie ModuleTag_DeathTag03 10035 ;nothing 10036 End 10037 Behavior = CreateObjectDie ModuleTag_DeathTag04 10038 CreationList = OCL_GenericCarExplode 10039 End 10040 Behavior = FXListDie ModuleTag_DeathTag05 10041 DeathFX = FX_GenericCarExplode 10042 End 10043 10044 ; Behavior = DestroyDie ModuleTag_03 10045 ; DeathTypes = ALL -CRUSHED -SPLATTED 10046 ; End 10047 ; Behavior = CrushDie ModuleTag_04 10048 ; DeathTypes = NONE +CRUSHED +SPLATTED 10049 ; TotalCrushSound = CarAlarm 10050 ; BackEndCrushSound = CarAlarm 10051 ; FrontEndCrushSound = CarAlarm 10052 ; TotalCrushSoundPercent = 50 10053 ; BackEndCrushSoundPercent = 50 10054 ; FrontEndCrushSoundPercent = 50 10055 ; End 10056 ; Behavior = SlowDeathBehavior ModuleTag_11 10057 ; DeathTypes = NONE +CRUSHED +SPLATTED 10058 ; SinkDelay = 14000 10059 ; SinkRate = 2 ; in Dist/Sec 10060 ; DestructionDelay = 20000 10061 ; End 10062 ; 10063 ; Behavior = FXListDie ModuleTag_05 10064 ; DeathTypes = NONE +CRUSHED +SPLATTED 10065 ; DeathFX = FX_CarCrush 10066 ; End 10067 ; Behavior = CreateObjectDie ModuleTag_06 10068 ; DeathTypes = ALL -CRUSHED -SPLATTED 10069 ; CreationList = OCL_GenericCarExplode 10070 ; End 10071 ; Behavior = FXListDie ModuleTag_07 10072 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 10073 ; DeathFX = FX_GenericCarExplode 10074 ; End 10075 ; Behavior = CreateObjectDie ModuleTag_08 10076 ; DeathTypes = NONE +SUICIDED 10077 ; CreationList = OCL_BurnedCarHull 10078 ; End 10079 10080 Behavior = AIUpdateInterface ModuleTag_09 10081 End 10082 Locomotor = SET_NORMAL BasicCarLocomotor 10083 Locomotor = SET_WANDER WanderCarLocomotor 10084 Locomotor = SET_PANIC PanicCarLocomotor 10085 10086 Behavior = PhysicsBehavior ModuleTag_10 10087 Mass = 30.0 10088 End 10089 10090 Behavior = FlammableUpdate ModuleTag_21 10091 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10092 AflameDamageAmount = 5 ; taking this much damage... 10093 AflameDamageDelay = 500 ; this often. 10094 End 10095 10096 Geometry = BOX 10097 GeometryIsSmall = Yes 10098 GeometryMajorRadius = 11.0 10099 GeometryMinorRadius = 4.0 10100 GeometryHeight = 7.0 10101 Shadow = SHADOW_VOLUME 10102 10103 End 10104 10105 ;------------------------------------------------------------------------------ 10106 Object Firetruck 10107 10108 ; *** ART Parameters *** 10109 SelectPortrait = SUTerrorist_L 10110 ButtonImage = SUTerrorist 10111 10112 Draw = W3DModelDraw ModuleTag_01 10113 ConditionState = NONE 10114 Model = CVFIRETCK 10115 End 10116 10117 ConditionState = REALLYDAMAGED 10118 Model = CVFIRETCK_D 10119 End 10120 10121 ConditionState = RUBBLE 10122 Model = CVFIRETCK_D 10123 End 10124 End 10125 10126 ; ***DESIGN parameters *** 10127 DisplayName = OBJECT:FireTruck 10128 EditorSorting = VEHICLE 10129 10130 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 10131 WeaponSet 10132 Conditions = None 10133 Weapon = PRIMARY None 10134 End 10135 WeaponSet 10136 Conditions = CARBOMB 10137 Weapon = PRIMARY SuicideCarBomb 10138 End 10139 10140 ArmorSet 10141 Armor = TruckArmor 10142 DamageFX = CrushableCarDamageFX 10143 End 10144 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 10145 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 10146 CommandSet = CivilianCarBombCommandSet 10147 10148 ; *** AUDIO Parameters *** 10149 SoundMoveStart = CarMoveStart 10150 10151 10152 ; *** ENGINEERING Parameters *** 10153 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 10154 RadarPriority = LOCAL_UNIT_ONLY 10155 10156 Body = ActiveBody ModuleTag_02 10157 MaxHealth = 100.0 10158 InitialHealth = 100.0 10159 End 10160 10161 Behavior = DestroyDie ModuleTag_DeathTag03 10162 ;nothing 10163 End 10164 Behavior = CreateObjectDie ModuleTag_DeathTag04 10165 CreationList = OCL_GenericCarExplode 10166 End 10167 Behavior = FXListDie ModuleTag_DeathTag05 10168 DeathFX = FX_GenericCarExplode 10169 End 10170 10171 10172 ; Behavior = DestroyDie ModuleTag_03 10173 ; DeathTypes = ALL -CRUSHED -SPLATTED 10174 ; End 10175 ; Behavior = CrushDie ModuleTag_04 10176 ; DeathTypes = NONE +CRUSHED +SPLATTED 10177 ; TotalCrushSound = CarAlarm 10178 ; BackEndCrushSound = CarAlarm 10179 ; FrontEndCrushSound = CarAlarm 10180 ; TotalCrushSoundPercent = 50 10181 ; BackEndCrushSoundPercent = 50 10182 ; FrontEndCrushSoundPercent = 50 10183 ; End 10184 ; Behavior = SlowDeathBehavior ModuleTag_11 10185 ; DeathTypes = NONE +CRUSHED +SPLATTED 10186 ; SinkDelay = 14000 10187 ; SinkRate = 2 ; in Dist/Sec 10188 ; DestructionDelay = 20000 10189 ; End 10190 10191 ; Behavior = FXListDie ModuleTag_05 10192 ; DeathTypes = NONE +CRUSHED +SPLATTED 10193 ; DeathFX = FX_CarCrush 10194 ; End 10195 ; Behavior = CreateObjectDie ModuleTag_06 10196 ; DeathTypes = ALL -CRUSHED -SPLATTED 10197 ; CreationList = OCL_GenericCarExplode 10198 ; End 10199 ; Behavior = FXListDie ModuleTag_07 10200 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 10201 ; DeathFX = FX_GenericCarExplode 10202 ; End 10203 ; Behavior = CreateObjectDie ModuleTag_08 10204 ; DeathTypes = NONE +SUICIDED 10205 ; CreationList = OCL_BurnedCarHull 10206 ; End 10207 10208 Behavior = AIUpdateInterface ModuleTag_09 10209 End 10210 Locomotor = SET_NORMAL BasicCarLocomotor 10211 Locomotor = SET_WANDER WanderCarLocomotor 10212 Locomotor = SET_PANIC PanicCarLocomotor 10213 10214 Behavior = PhysicsBehavior ModuleTag_10 10215 Mass = 30.0 10216 End 10217 10218 Behavior = FlammableUpdate ModuleTag_21 10219 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10220 AflameDamageAmount = 5 ; taking this much damage... 10221 AflameDamageDelay = 500 ; this often. 10222 End 10223 10224 Geometry = BOX 10225 GeometryIsSmall = Yes 10226 GeometryMajorRadius = 11.0 10227 GeometryMinorRadius = 4.0 10228 GeometryHeight = 7.0 10229 Shadow = SHADOW_VOLUME 10230 10231 End 10232 10233 ;------------------------------------------------------------------------------ 10234 Object ForkliftSmall 10235 10236 ; *** ART Parameters *** 10237 SelectPortrait = SUTerrorist_L 10238 ButtonImage = SUTerrorist 10239 10240 Draw = W3DModelDraw ModuleTag_01 10241 ConditionState = NONE 10242 Model = CVFKLT 10243 End 10244 10245 ConditionState = REALLYDAMAGED 10246 Model = CVFKLT 10247 10248 End 10249 10250 ConditionState = RUBBLE 10251 Model = CVFKLT 10252 End 10253 End 10254 10255 ; ***DESIGN parameters *** 10256 DisplayName = OBJECT:SmallForklift 10257 EditorSorting = VEHICLE 10258 10259 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 10260 WeaponSet 10261 Conditions = None 10262 Weapon = PRIMARY None 10263 End 10264 WeaponSet 10265 Conditions = CARBOMB 10266 Weapon = PRIMARY SuicideCarBomb 10267 End 10268 10269 ArmorSet 10270 Armor = TruckArmor 10271 DamageFX = CrushableCarDamageFX 10272 End 10273 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 10274 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 10275 CommandSet = CivilianCarBombCommandSet 10276 10277 ; *** AUDIO Parameters *** 10278 SoundMoveStart = CarMoveStart 10279 10280 10281 ; *** ENGINEERING Parameters *** 10282 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 10283 RadarPriority = LOCAL_UNIT_ONLY 10284 10285 Body = ActiveBody ModuleTag_02 10286 MaxHealth = 100.0 10287 InitialHealth = 100.0 10288 End 10289 10290 Behavior = DestroyDie ModuleTag_DeathTag03 10291 ;nothing 10292 End 10293 Behavior = CreateObjectDie ModuleTag_DeathTag04 10294 CreationList = OCL_GenericCarExplode 10295 End 10296 Behavior = FXListDie ModuleTag_DeathTag05 10297 DeathFX = FX_GenericCarExplode 10298 End 10299 10300 10301 ; Behavior = DestroyDie ModuleTag_03 10302 ; DeathTypes = ALL -CRUSHED -SPLATTED 10303 ; End 10304 ; Behavior = CrushDie ModuleTag_04 10305 ; DeathTypes = NONE +CRUSHED +SPLATTED 10306 ; TotalCrushSound = CarAlarm 10307 ; BackEndCrushSound = CarAlarm 10308 ; FrontEndCrushSound = CarAlarm 10309 ; TotalCrushSoundPercent = 50 10310 ; BackEndCrushSoundPercent = 50 10311 ; FrontEndCrushSoundPercent = 50 10312 ; End 10313 ; Behavior = SlowDeathBehavior ModuleTag_11 10314 ; DeathTypes = NONE +CRUSHED +SPLATTED 10315 ; SinkDelay = 14000 10316 ; SinkRate = 2 ; in Dist/Sec 10317 ; DestructionDelay = 20000 10318 ; End 10319 ; 10320 ; Behavior = FXListDie ModuleTag_05 10321 ; DeathTypes = NONE +CRUSHED +SPLATTED 10322 ; DeathFX = FX_CarCrush 10323 ; End 10324 ; Behavior = CreateObjectDie ModuleTag_06 10325 ; DeathTypes = ALL -CRUSHED -SPLATTED 10326 ; CreationList = OCL_GenericCarExplode 10327 ; End 10328 ; Behavior = FXListDie ModuleTag_07 10329 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 10330 ; DeathFX = FX_GenericCarExplode 10331 ; End 10332 ; Behavior = CreateObjectDie ModuleTag_08 10333 ; DeathTypes = NONE +SUICIDED 10334 ; CreationList = OCL_BurnedCarHull 10335 ; End 10336 10337 Behavior = AIUpdateInterface ModuleTag_09 10338 End 10339 Locomotor = SET_NORMAL BasicForkLiftLocomotor 10340 Locomotor = SET_WANDER BasicForkLiftLocomotor 10341 Locomotor = SET_PANIC BasicForkLiftLocomotor 10342 10343 Behavior = PhysicsBehavior ModuleTag_10 10344 Mass = 30.0 10345 End 10346 10347 Behavior = FlammableUpdate ModuleTag_21 10348 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10349 AflameDamageAmount = 5 ; taking this much damage... 10350 AflameDamageDelay = 500 ; this often. 10351 End 10352 10353 Geometry = BOX 10354 GeometryIsSmall = Yes 10355 GeometryMajorRadius = 11.0 10356 GeometryMinorRadius = 4.0 10357 GeometryHeight = 7.0 10358 Shadow = SHADOW_VOLUME 10359 10360 End 10361 10362 ;------------------------------------------------------------------------------ 10363 Object TruckFarmer 10364 10365 ; *** ART Parameters *** 10366 SelectPortrait = SUTerrorist_L 10367 ButtonImage = SUTerrorist 10368 10369 Draw = W3DModelDraw ModuleTag_01 10370 ConditionState = NONE 10371 Model = CVFRMRTRK 10372 End 10373 10374 ConditionState = REALLYDAMAGED 10375 Model = CVFRMRTRK_D 10376 End 10377 10378 ConditionState = RUBBLE 10379 Model = CVFRMRTRK_D 10380 End 10381 End 10382 10383 ; ***DESIGN parameters *** 10384 DisplayName = OBJECT:FarmerTruck 10385 EditorSorting = VEHICLE 10386 10387 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 10388 WeaponSet 10389 Conditions = None 10390 Weapon = PRIMARY None 10391 End 10392 WeaponSet 10393 Conditions = CARBOMB 10394 Weapon = PRIMARY SuicideCarBomb 10395 End 10396 10397 ArmorSet 10398 Armor = TruckArmor 10399 DamageFX = CrushableCarDamageFX 10400 End 10401 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 10402 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 10403 CommandSet = CivilianCarBombCommandSet 10404 10405 ; *** AUDIO Parameters *** 10406 SoundMoveStart = CarMoveStart 10407 10408 10409 ; *** ENGINEERING Parameters *** 10410 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 10411 RadarPriority = LOCAL_UNIT_ONLY 10412 10413 Body = ActiveBody ModuleTag_02 10414 MaxHealth = 100.0 10415 InitialHealth = 100.0 10416 End 10417 10418 10419 10420 Behavior = DestroyDie ModuleTag_03 10421 DeathTypes = ALL -CRUSHED -SPLATTED 10422 End 10423 Behavior = CrushDie ModuleTag_04 10424 DeathTypes = NONE +CRUSHED +SPLATTED 10425 TotalCrushSound = CarAlarm 10426 BackEndCrushSound = CarAlarm 10427 FrontEndCrushSound = CarAlarm 10428 TotalCrushSoundPercent = 50 10429 BackEndCrushSoundPercent = 50 10430 FrontEndCrushSoundPercent = 50 10431 End 10432 Behavior = SlowDeathBehavior ModuleTag_11 10433 DeathTypes = NONE +CRUSHED +SPLATTED 10434 SinkDelay = 14000 10435 SinkRate = 2 ; in Dist/Sec 10436 DestructionDelay = 20000 10437 End 10438 10439 Behavior = FXListDie ModuleTag_05 10440 DeathTypes = NONE +CRUSHED +SPLATTED 10441 DeathFX = FX_CarCrush 10442 End 10443 Behavior = CreateObjectDie ModuleTag_06 10444 DeathTypes = ALL -CRUSHED -SPLATTED 10445 CreationList = OCL_GenericCarExplode 10446 End 10447 Behavior = FXListDie ModuleTag_07 10448 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 10449 DeathFX = FX_GenericCarExplode 10450 End 10451 Behavior = CreateObjectDie ModuleTag_08 10452 DeathTypes = NONE +SUICIDED 10453 CreationList = OCL_BurnedCarHull 10454 End 10455 10456 Behavior = AIUpdateInterface ModuleTag_09 10457 End 10458 Locomotor = SET_NORMAL BasicCarLocomotor 10459 Locomotor = SET_WANDER WanderCarLocomotor 10460 Locomotor = SET_PANIC PanicCarLocomotor 10461 10462 Behavior = PhysicsBehavior ModuleTag_10 10463 Mass = 30.0 10464 End 10465 10466 Behavior = FlammableUpdate ModuleTag_21 10467 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10468 AflameDamageAmount = 5 ; taking this much damage... 10469 AflameDamageDelay = 500 ; this often. 10470 End 10471 10472 Geometry = BOX 10473 GeometryIsSmall = Yes 10474 GeometryMajorRadius = 11.0 10475 GeometryMinorRadius = 4.0 10476 GeometryHeight = 7.0 10477 Shadow = SHADOW_VOLUME 10478 10479 End 10480 10481 ;------------------------------------------------------------------------------ 10482 Object BoatAsianFishing 10483 10484 ; *** ART Parameters *** 10485 10486 Draw = W3DModelDraw ModuleTag_01 10487 ConditionState = NONE 10488 Model = CVJUNK 10489 End 10490 10491 ConditionState = REALLYDAMAGED 10492 Model = CVJUNK_D 10493 End 10494 10495 ConditionState = RUBBLE 10496 Model = CVJUNK_D 10497 End 10498 End 10499 10500 10501 ; ***DESIGN parameters *** 10502 DisplayName = OBJECT:AsianFishingBoat 10503 EditorSorting = VEHICLE 10504 10505 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 10506 WeaponSet 10507 Conditions = None 10508 Weapon = PRIMARY None 10509 End 10510 WeaponSet 10511 Conditions = CARBOMB 10512 Weapon = PRIMARY SuicideCarBomb 10513 End 10514 10515 ArmorSet 10516 Armor = TruckArmor 10517 DamageFX = CrushableCarDamageFX 10518 End 10519 CommandSet = CivilianCarBombCommandSet 10520 10521 ; *** AUDIO Parameters *** 10522 10523 10524 ; *** ENGINEERING Parameters *** 10525 KindOf = SELECTABLE CAN_ATTACK VEHICLE BOAT 10526 RadarPriority = LOCAL_UNIT_ONLY 10527 10528 Body = ActiveBody ModuleTag_02 10529 MaxHealth = 100.0 10530 InitialHealth = 100.0 10531 End 10532 10533 10534 10535 Behavior = DestroyDie ModuleTag_03 10536 DeathTypes = ALL -CRUSHED -SPLATTED 10537 End 10538 Behavior = CrushDie ModuleTag_04 10539 DeathTypes = NONE +CRUSHED +SPLATTED 10540 TotalCrushSound = CarAlarm 10541 BackEndCrushSound = CarAlarm 10542 FrontEndCrushSound = CarAlarm 10543 TotalCrushSoundPercent = 50 10544 BackEndCrushSoundPercent = 50 10545 FrontEndCrushSoundPercent = 50 10546 End 10547 Behavior = SlowDeathBehavior ModuleTag_11 10548 DeathTypes = NONE +CRUSHED +SPLATTED 10549 SinkDelay = 14000 10550 SinkRate = 2 ; in Dist/Sec 10551 DestructionDelay = 20000 10552 End 10553 10554 Behavior = FXListDie ModuleTag_05 10555 DeathTypes = NONE +CRUSHED +SPLATTED 10556 DeathFX = FX_CarCrush 10557 End 10558 Behavior = CreateObjectDie ModuleTag_06 10559 DeathTypes = ALL -CRUSHED -SPLATTED 10560 CreationList = OCL_GenericCarExplode 10561 End 10562 Behavior = FXListDie ModuleTag_07 10563 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 10564 DeathFX = FX_GenericCarExplode 10565 End 10566 Behavior = CreateObjectDie ModuleTag_08 10567 DeathTypes = NONE +SUICIDED 10568 CreationList = OCL_BurnedCarHull 10569 End 10570 10571 Behavior = AIUpdateInterface ModuleTag_09 10572 End 10573 Locomotor = SET_NORMAL BasicCarLocomotor 10574 Locomotor = SET_WANDER WanderCarLocomotor 10575 Locomotor = SET_PANIC PanicCarLocomotor 10576 10577 Behavior = PhysicsBehavior ModuleTag_10 10578 Mass = 30.0 10579 End 10580 10581 10582 Behavior = FlammableUpdate ModuleTag_21 10583 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10584 AflameDamageAmount = 5 ; taking this much damage... 10585 AflameDamageDelay = 500 ; this often. 10586 End 10587 10588 Behavior = FloatUpdate UpdateTag_01 10589 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy 10590 End 10591 10592 10593 Geometry = BOX 10594 GeometryIsSmall = Yes 10595 GeometryMajorRadius = 11.0 10596 GeometryMinorRadius = 4.0 10597 GeometryHeight = 7.0 10598 Shadow = SHADOW_VOLUME 10599 10600 End 10601 10602 ;------------------------------------------------------------------------------ 10603 Object TourBus 10604 10605 ; *** ART Parameters *** 10606 SelectPortrait = SUTerrorist_L 10607 ButtonImage = SUTerrorist 10608 10609 Draw = W3DModelDraw ModuleTag_01 10610 ConditionState = NONE 10611 Model = CVTOURBUS 10612 End 10613 10614 ConditionState = REALLYDAMAGED 10615 Model = CVTOURBUS_D 10616 End 10617 10618 ConditionState = RUBBLE 10619 Model = CVTOURBUS_D 10620 End 10621 End 10622 10623 ; ***DESIGN parameters *** 10624 DisplayName = OBJECT:TourBus 10625 EditorSorting = VEHICLE 10626 10627 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 10628 WeaponSet 10629 Conditions = None 10630 Weapon = PRIMARY None 10631 End 10632 WeaponSet 10633 Conditions = CARBOMB 10634 Weapon = PRIMARY SuicideCarBomb 10635 End 10636 10637 ArmorSet 10638 Armor = TruckArmor 10639 DamageFX = CrushableCarDamageFX 10640 End 10641 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 10642 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 10643 CommandSet = CivilianCarBombCommandSet 10644 10645 ; *** AUDIO Parameters *** 10646 SoundMoveStart = CarMoveStart 10647 10648 10649 ; *** ENGINEERING Parameters *** 10650 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 10651 RadarPriority = LOCAL_UNIT_ONLY 10652 10653 Body = ActiveBody ModuleTag_02 10654 MaxHealth = 100.0 10655 InitialHealth = 100.0 10656 End 10657 10658 10659 10660 Behavior = DestroyDie ModuleTag_03 10661 DeathTypes = ALL -CRUSHED -SPLATTED 10662 End 10663 Behavior = CrushDie ModuleTag_04 10664 DeathTypes = NONE +CRUSHED +SPLATTED 10665 TotalCrushSound = CarAlarm 10666 BackEndCrushSound = CarAlarm 10667 FrontEndCrushSound = CarAlarm 10668 TotalCrushSoundPercent = 50 10669 BackEndCrushSoundPercent = 50 10670 FrontEndCrushSoundPercent = 50 10671 End 10672 Behavior = SlowDeathBehavior ModuleTag_11 10673 DeathTypes = NONE +CRUSHED +SPLATTED 10674 SinkDelay = 14000 10675 SinkRate = 2 ; in Dist/Sec 10676 DestructionDelay = 20000 10677 End 10678 10679 Behavior = FXListDie ModuleTag_05 10680 DeathTypes = NONE +CRUSHED +SPLATTED 10681 DeathFX = FX_CarCrush 10682 End 10683 Behavior = CreateObjectDie ModuleTag_06 10684 DeathTypes = ALL -CRUSHED -SPLATTED 10685 CreationList = OCL_GenericCarExplode 10686 End 10687 Behavior = FXListDie ModuleTag_07 10688 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 10689 DeathFX = FX_GenericCarExplode 10690 End 10691 Behavior = CreateObjectDie ModuleTag_08 10692 DeathTypes = NONE +SUICIDED 10693 CreationList = OCL_BurnedCarHull 10694 End 10695 10696 Behavior = AIUpdateInterface ModuleTag_09 10697 End 10698 Locomotor = SET_NORMAL BasicCarLocomotor 10699 Locomotor = SET_WANDER WanderCarLocomotor 10700 Locomotor = SET_PANIC PanicCarLocomotor 10701 10702 Behavior = PhysicsBehavior ModuleTag_10 10703 Mass = 30.0 10704 End 10705 10706 Behavior = FlammableUpdate ModuleTag_21 10707 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10708 AflameDamageAmount = 5 ; taking this much damage... 10709 AflameDamageDelay = 500 ; this often. 10710 End 10711 10712 Geometry = BOX 10713 GeometryIsSmall = Yes 10714 GeometryMajorRadius = 11.0 10715 GeometryMinorRadius = 4.0 10716 GeometryHeight = 7.0 10717 Shadow = SHADOW_VOLUME 10718 10719 End 10720 10721 ;------------------------------------------------------------------------------ 10722 Object DoubleDeckerTourBus 10723 10724 ; *** ART Parameters *** 10725 SelectPortrait = SUTerrorist_L 10726 ButtonImage = SUTerrorist 10727 10728 Draw = W3DModelDraw ModuleTag_01 10729 ConditionState = NONE 10730 Model = CVDblBus 10731 End 10732 10733 ConditionState = REALLYDAMAGED 10734 Model = CVDblBus_D 10735 End 10736 10737 ConditionState = RUBBLE 10738 Model = CVDblBus_D 10739 End 10740 End 10741 10742 ; ***DESIGN parameters *** 10743 DisplayName = OBJECT:TourBus 10744 EditorSorting = VEHICLE 10745 10746 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 10747 WeaponSet 10748 Conditions = None 10749 Weapon = PRIMARY None 10750 End 10751 WeaponSet 10752 Conditions = CARBOMB 10753 Weapon = PRIMARY SuicideCarBomb 10754 End 10755 10756 ArmorSet 10757 Armor = TruckArmor 10758 DamageFX = CrushableCarDamageFX 10759 End 10760 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 10761 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 10762 CommandSet = CivilianCarBombCommandSet 10763 10764 ; *** AUDIO Parameters *** 10765 SoundMoveStart = CarMoveStart 10766 10767 10768 ; *** ENGINEERING Parameters *** 10769 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 10770 RadarPriority = LOCAL_UNIT_ONLY 10771 10772 Body = ActiveBody ModuleTag_02 10773 MaxHealth = 100.0 10774 InitialHealth = 100.0 10775 End 10776 10777 10778 Behavior = DestroyDie ModuleTag_DeathTag03 10779 ;nothing 10780 End 10781 Behavior = CreateObjectDie ModuleTag_DeathTag04 10782 CreationList = OCL_GenericCarExplode 10783 End 10784 Behavior = FXListDie ModuleTag_DeathTag05 10785 DeathFX = FX_GenericCarExplode 10786 End 10787 10788 10789 10790 ; Behavior = DestroyDie ModuleTag_03 10791 ; DeathTypes = ALL -CRUSHED -SPLATTED 10792 ; End 10793 ; Behavior = CrushDie ModuleTag_04 10794 ; DeathTypes = NONE +CRUSHED +SPLATTED 10795 ; TotalCrushSound = CarAlarm 10796 ; BackEndCrushSound = CarAlarm 10797 ; FrontEndCrushSound = CarAlarm 10798 ; TotalCrushSoundPercent = 50 10799 ; BackEndCrushSoundPercent = 50 10800 ; FrontEndCrushSoundPercent = 50 10801 ; End 10802 ; Behavior = SlowDeathBehavior ModuleTag_11 10803 ; DeathTypes = NONE +CRUSHED +SPLATTED 10804 ; SinkDelay = 14000 10805 ; SinkRate = 2 ; in Dist/Sec 10806 ; DestructionDelay = 20000 10807 ; End 10808 10809 ; Behavior = FXListDie ModuleTag_05 10810 ; DeathTypes = NONE +CRUSHED +SPLATTED 10811 ; DeathFX = FX_CarCrush 10812 ; End 10813 ; Behavior = CreateObjectDie ModuleTag_06 10814 ; DeathTypes = ALL -CRUSHED -SPLATTED 10815 ; ;CreationList = OCL_DoubleDeckerHull 10816 ; End 10817 ; Behavior = FXListDie ModuleTag_07 10818 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 10819 ; DeathFX = FX_GenericCarExplode 10820 ; End 10821 ; Behavior = CreateObjectDie ModuleTag_08 10822 ; DeathTypes = NONE +SUICIDED 10823 ; CreationList = OCL_DoubleDeckerHull 10824 ; End 10825 10826 Behavior = AIUpdateInterface ModuleTag_09 10827 End 10828 Locomotor = SET_NORMAL BasicCarLocomotor 10829 Locomotor = SET_WANDER WanderCarLocomotor 10830 Locomotor = SET_PANIC PanicCarLocomotor 10831 10832 Behavior = PhysicsBehavior ModuleTag_10 10833 Mass = 30.0 10834 End 10835 10836 Behavior = FlammableUpdate ModuleTag_21 10837 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10838 AflameDamageAmount = 5 ; taking this much damage... 10839 AflameDamageDelay = 500 ; this often. 10840 End 10841 10842 Geometry = BOX 10843 GeometryIsSmall = Yes 10844 GeometryMajorRadius = 11.0 10845 GeometryMinorRadius = 4.0 10846 GeometryHeight = 7.0 10847 Shadow = SHADOW_VOLUME 10848 10849 End 10850 10851 ;------------------------------------------------------------------------------ 10852 Object BoatFishingTrowler 10853 10854 ; *** ART Parameters *** 10855 10856 Draw = W3DModelDraw ModuleTag_01 10857 ConditionState = NONE 10858 Model = CVTROWLER 10859 End 10860 End 10861 10862 ; ***DESIGN parameters *** 10863 DisplayName = OBJECT:FishingTrowler 10864 EditorSorting = VEHICLE 10865 10866 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 10867 WeaponSet 10868 Conditions = None 10869 Weapon = PRIMARY None 10870 End 10871 WeaponSet 10872 Conditions = CARBOMB 10873 Weapon = PRIMARY SuicideCarBomb 10874 End 10875 10876 ArmorSet 10877 Armor = TruckArmor 10878 DamageFX = CrushableCarDamageFX 10879 End 10880 CommandSet = CivilianCarBombCommandSet 10881 10882 ; *** AUDIO Parameters *** 10883 10884 10885 ; *** ENGINEERING Parameters *** 10886 KindOf = SELECTABLE CAN_ATTACK VEHICLE BOAT 10887 RadarPriority = LOCAL_UNIT_ONLY 10888 10889 Body = ActiveBody ModuleTag_02 10890 MaxHealth = 100.0 10891 InitialHealth = 100.0 10892 End 10893 10894 10895 10896 Behavior = DestroyDie ModuleTag_03 10897 DeathTypes = ALL -CRUSHED -SPLATTED 10898 End 10899 Behavior = CrushDie ModuleTag_04 10900 DeathTypes = NONE +CRUSHED +SPLATTED 10901 TotalCrushSound = CarAlarm 10902 BackEndCrushSound = CarAlarm 10903 FrontEndCrushSound = CarAlarm 10904 TotalCrushSoundPercent = 50 10905 BackEndCrushSoundPercent = 50 10906 FrontEndCrushSoundPercent = 50 10907 End 10908 Behavior = SlowDeathBehavior ModuleTag_11 10909 DeathTypes = NONE +CRUSHED +SPLATTED 10910 SinkDelay = 14000 10911 SinkRate = 2 ; in Dist/Sec 10912 DestructionDelay = 20000 10913 End 10914 10915 Behavior = FXListDie ModuleTag_05 10916 DeathTypes = NONE +CRUSHED +SPLATTED 10917 DeathFX = FX_CarCrush 10918 End 10919 Behavior = CreateObjectDie ModuleTag_06 10920 DeathTypes = ALL -CRUSHED -SPLATTED 10921 CreationList = OCL_GenericCarExplode 10922 End 10923 Behavior = FXListDie ModuleTag_07 10924 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 10925 DeathFX = FX_GenericCarExplode 10926 End 10927 Behavior = CreateObjectDie ModuleTag_08 10928 DeathTypes = NONE +SUICIDED 10929 CreationList = OCL_BurnedCarHull 10930 End 10931 10932 Behavior = AIUpdateInterface ModuleTag_09 10933 End 10934 Locomotor = SET_NORMAL BasicCarLocomotor 10935 Locomotor = SET_WANDER WanderCarLocomotor 10936 Locomotor = SET_PANIC PanicCarLocomotor 10937 10938 Behavior = PhysicsBehavior ModuleTag_10 10939 Mass = 30.0 10940 End 10941 10942 Behavior = FlammableUpdate ModuleTag_21 10943 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10944 AflameDamageAmount = 5 ; taking this much damage... 10945 AflameDamageDelay = 500 ; this often. 10946 End 10947 10948 Behavior = FloatUpdate UpdateTag_01 10949 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy 10950 End 10951 10952 Geometry = BOX 10953 GeometryIsSmall = Yes 10954 GeometryMajorRadius = 11.0 10955 GeometryMinorRadius = 4.0 10956 GeometryHeight = 7.0 10957 Shadow = SHADOW_VOLUME 10958 10959 End 10960 10961 ;------------------------------------------------------------------------------ 10962 Object TruckWork 10963 10964 ; *** ART Parameters *** 10965 SelectPortrait = SUTerrorist_L 10966 ButtonImage = SUTerrorist 10967 10968 Draw = W3DModelDraw ModuleTag_01 10969 ConditionState = NONE 10970 Model = CVTRUCK 10971 End 10972 10973 ConditionState = REALLYDAMAGED 10974 Model = CVTRUCK_D 10975 End 10976 10977 ConditionState = RUBBLE 10978 Model = CVTRUCK_D 10979 End 10980 End 10981 10982 ; ***DESIGN parameters *** 10983 DisplayName = OBJECT:WorkTruck 10984 EditorSorting = VEHICLE 10985 10986 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 10987 WeaponSet 10988 Conditions = None 10989 Weapon = PRIMARY None 10990 End 10991 WeaponSet 10992 Conditions = CARBOMB 10993 Weapon = PRIMARY SuicideCarBomb 10994 End 10995 10996 ArmorSet 10997 Armor = TruckArmor 10998 DamageFX = CrushableCarDamageFX 10999 End 11000 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 11001 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11002 CommandSet = CivilianCarBombCommandSet 11003 11004 ; *** AUDIO Parameters *** 11005 SoundMoveStart = CarMoveStart 11006 11007 11008 ; *** ENGINEERING Parameters *** 11009 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 11010 RadarPriority = LOCAL_UNIT_ONLY 11011 11012 Body = ActiveBody ModuleTag_02 11013 MaxHealth = 100.0 11014 InitialHealth = 100.0 11015 End 11016 11017 11018 11019 Behavior = DestroyDie ModuleTag_03 11020 DeathTypes = ALL -CRUSHED -SPLATTED 11021 End 11022 Behavior = CrushDie ModuleTag_04 11023 DeathTypes = NONE +CRUSHED +SPLATTED 11024 TotalCrushSound = CarAlarm 11025 BackEndCrushSound = CarAlarm 11026 FrontEndCrushSound = CarAlarm 11027 TotalCrushSoundPercent = 50 11028 BackEndCrushSoundPercent = 50 11029 FrontEndCrushSoundPercent = 50 11030 End 11031 Behavior = SlowDeathBehavior ModuleTag_11 11032 DeathTypes = NONE +CRUSHED +SPLATTED 11033 SinkDelay = 14000 11034 SinkRate = 2 ; in Dist/Sec 11035 DestructionDelay = 20000 11036 End 11037 11038 Behavior = FXListDie ModuleTag_05 11039 DeathTypes = NONE +CRUSHED +SPLATTED 11040 DeathFX = FX_CarCrush 11041 End 11042 Behavior = CreateObjectDie ModuleTag_06 11043 DeathTypes = ALL -CRUSHED -SPLATTED 11044 CreationList = OCL_GenericCarExplode 11045 End 11046 Behavior = FXListDie ModuleTag_07 11047 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 11048 11049 DeathFX = FX_GenericCarExplode 11050 End 11051 Behavior = CreateObjectDie ModuleTag_08 11052 DeathTypes = NONE +SUICIDED 11053 CreationList = OCL_BurnedCarHull 11054 End 11055 11056 Behavior = AIUpdateInterface ModuleTag_09 11057 End 11058 Locomotor = SET_NORMAL BasicCarLocomotor 11059 Locomotor = SET_WANDER WanderCarLocomotor 11060 Locomotor = SET_PANIC PanicCarLocomotor 11061 11062 Behavior = PhysicsBehavior ModuleTag_10 11063 Mass = 30.0 11064 End 11065 11066 Behavior = FlammableUpdate ModuleTag_21 11067 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11068 AflameDamageAmount = 5 ; taking this much damage... 11069 AflameDamageDelay = 500 ; this often. 11070 End 11071 11072 Geometry = BOX 11073 GeometryIsSmall = Yes 11074 GeometryMajorRadius = 11.0 11075 GeometryMinorRadius = 4.0 11076 GeometryHeight = 7.0 11077 Shadow = SHADOW_VOLUME 11078 11079 End 11080 11081 ;------------------------------------------------------------------------------ 11082 Object TruckWork2 11083 11084 ; *** ART Parameters *** 11085 SelectPortrait = SUTerrorist_L 11086 ButtonImage = SUTerrorist 11087 11088 Draw = W3DModelDraw ModuleTag_01 11089 ConditionState = NONE 11090 Model = CVTRUCK02 11091 End 11092 11093 ConditionState = REALLYDAMAGED 11094 Model = CVTRUCK02_D 11095 End 11096 11097 ConditionState = RUBBLE 11098 Model = CVTRUCK02_D 11099 End 11100 End 11101 11102 ; ***DESIGN parameters *** 11103 DisplayName = OBJECT:WorkTruck 11104 EditorSorting = VEHICLE 11105 11106 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 11107 WeaponSet 11108 Conditions = None 11109 Weapon = PRIMARY None 11110 End 11111 WeaponSet 11112 Conditions = CARBOMB 11113 Weapon = PRIMARY SuicideCarBomb 11114 End 11115 11116 ArmorSet 11117 Armor = TruckArmor 11118 DamageFX = CrushableCarDamageFX 11119 End 11120 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 11121 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11122 CommandSet = CivilianCarBombCommandSet 11123 11124 ; *** AUDIO Parameters *** 11125 SoundMoveStart = CarMoveStart 11126 11127 11128 ; *** ENGINEERING Parameters *** 11129 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 11130 RadarPriority = LOCAL_UNIT_ONLY 11131 11132 Body = ActiveBody ModuleTag_02 11133 MaxHealth = 100.0 11134 InitialHealth = 100.0 11135 End 11136 11137 11138 11139 Behavior = DestroyDie ModuleTag_03 11140 DeathTypes = ALL -CRUSHED -SPLATTED 11141 End 11142 Behavior = CrushDie ModuleTag_04 11143 DeathTypes = NONE +CRUSHED +SPLATTED 11144 TotalCrushSound = CarAlarm 11145 BackEndCrushSound = CarAlarm 11146 FrontEndCrushSound = CarAlarm 11147 TotalCrushSoundPercent = 50 11148 BackEndCrushSoundPercent = 50 11149 FrontEndCrushSoundPercent = 50 11150 End 11151 Behavior = SlowDeathBehavior ModuleTag_11 11152 DeathTypes = NONE +CRUSHED +SPLATTED 11153 SinkDelay = 14000 11154 SinkRate = 2 ; in Dist/Sec 11155 DestructionDelay = 20000 11156 End 11157 11158 Behavior = FXListDie ModuleTag_05 11159 DeathTypes = NONE +CRUSHED +SPLATTED 11160 DeathFX = FX_CarCrush 11161 End 11162 Behavior = CreateObjectDie ModuleTag_06 11163 DeathTypes = ALL -CRUSHED -SPLATTED 11164 CreationList = OCL_GenericCarExplode 11165 End 11166 Behavior = FXListDie ModuleTag_07 11167 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 11168 DeathFX = FX_GenericCarExplode 11169 End 11170 Behavior = CreateObjectDie ModuleTag_08 11171 DeathTypes = NONE +SUICIDED 11172 CreationList = OCL_BurnedCarHull 11173 End 11174 11175 Behavior = AIUpdateInterface ModuleTag_09 11176 End 11177 Locomotor = SET_NORMAL BasicCarLocomotor 11178 Locomotor = SET_WANDER WanderCarLocomotor 11179 Locomotor = SET_PANIC PanicCarLocomotor 11180 11181 Behavior = PhysicsBehavior ModuleTag_10 11182 Mass = 30.0 11183 End 11184 11185 Behavior = FlammableUpdate ModuleTag_21 11186 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11187 AflameDamageAmount = 5 ; taking this much damage... 11188 AflameDamageDelay = 500 ; this often. 11189 End 11190 11191 Geometry = BOX 11192 GeometryIsSmall = Yes 11193 GeometryMajorRadius = 11.0 11194 GeometryMinorRadius = 4.0 11195 GeometryHeight = 7.0 11196 Shadow = SHADOW_VOLUME 11197 11198 End 11199 11200 ;------------------------------------------------------------------------------ 11201 Object BoatTugboat 11202 11203 ; *** ART Parameters *** 11204 11205 Draw = W3DModelDraw ModuleTag_01 11206 ConditionState = NONE 11207 Model = CVTUGBOAT 11208 End 11209 End 11210 11211 ; ***DESIGN parameters *** 11212 DisplayName = OBJECT:Tugboat 11213 11214 EditorSorting = VEHICLE 11215 11216 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 11217 WeaponSet 11218 Conditions = None 11219 Weapon = PRIMARY None 11220 End 11221 WeaponSet 11222 Conditions = CARBOMB 11223 Weapon = PRIMARY SuicideCarBomb 11224 End 11225 11226 ArmorSet 11227 Armor = TruckArmor 11228 DamageFX = CrushableCarDamageFX 11229 End 11230 CommandSet = CivilianCarBombCommandSet 11231 11232 ; *** AUDIO Parameters *** 11233 SoundMoveStart = CarMoveStart 11234 11235 11236 ; *** ENGINEERING Parameters *** 11237 KindOf = SELECTABLE CAN_ATTACK VEHICLE BOAT 11238 RadarPriority = LOCAL_UNIT_ONLY 11239 11240 Body = ActiveBody ModuleTag_02 11241 MaxHealth = 100.0 11242 InitialHealth = 100.0 11243 End 11244 11245 11246 11247 Behavior = DestroyDie ModuleTag_03 11248 DeathTypes = ALL -CRUSHED -SPLATTED 11249 End 11250 Behavior = CrushDie ModuleTag_04 11251 DeathTypes = NONE +CRUSHED +SPLATTED 11252 TotalCrushSound = CarAlarm 11253 BackEndCrushSound = CarAlarm 11254 FrontEndCrushSound = CarAlarm 11255 TotalCrushSoundPercent = 50 11256 BackEndCrushSoundPercent = 50 11257 FrontEndCrushSoundPercent = 50 11258 End 11259 Behavior = SlowDeathBehavior ModuleTag_11 11260 DeathTypes = NONE +CRUSHED +SPLATTED 11261 SinkDelay = 14000 11262 SinkRate = 2 ; in Dist/Sec 11263 DestructionDelay = 20000 11264 End 11265 11266 Behavior = FXListDie ModuleTag_05 11267 DeathTypes = NONE +CRUSHED +SPLATTED 11268 DeathFX = FX_CarCrush 11269 End 11270 Behavior = CreateObjectDie ModuleTag_06 11271 DeathTypes = ALL -CRUSHED -SPLATTED 11272 CreationList = OCL_GenericCarExplode 11273 End 11274 Behavior = FXListDie ModuleTag_07 11275 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 11276 DeathFX = FX_GenericCarExplode 11277 End 11278 Behavior = CreateObjectDie ModuleTag_08 11279 DeathTypes = NONE +SUICIDED 11280 CreationList = OCL_BurnedCarHull 11281 End 11282 11283 Behavior = AIUpdateInterface ModuleTag_09 11284 End 11285 Locomotor = SET_NORMAL BasicCarLocomotor 11286 Locomotor = SET_WANDER WanderCarLocomotor 11287 Locomotor = SET_PANIC PanicCarLocomotor 11288 11289 Behavior = PhysicsBehavior ModuleTag_10 11290 Mass = 30.0 11291 End 11292 11293 Behavior = FlammableUpdate ModuleTag_21 11294 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11295 AflameDamageAmount = 5 ; taking this much damage... 11296 AflameDamageDelay = 500 ; this often. 11297 End 11298 11299 Behavior = FloatUpdate UpdateTag_01 11300 Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy 11301 End 11302 11303 Geometry = BOX 11304 GeometryIsSmall = Yes 11305 GeometryMajorRadius = 11.0 11306 GeometryMinorRadius = 4.0 11307 GeometryHeight = 7.0 11308 Shadow = SHADOW_VOLUME 11309 11310 End 11311 ;------------------------------------------------------------------------------ 11312 Object TrainEngine 11313 11314 ; *** ART Parameters *** 11315 Draw = W3DModelDraw ModuleTag_01 11316 ConditionState = NONE 11317 Model = CVTrnEng2 11318 ParticleSysBone = Smoke01 LocomotiveSteam 11319 ;ParticleSysBone = Steam02 LocomotiveSteam 11320 ;ParticleSysBone = Steam03 DozerSmokeHeavy 11321 End 11322 ConditionState = OVER_WATER ; in a tunnel, actually, but close enough 11323 Model = CVTrnEng2 11324 End 11325 End 11326 11327 ; ***DESIGN parameters *** 11328 DisplayName = OBJECT:TrainCar 11329 EditorSorting = VEHICLE 11330 11331 WeaponSet 11332 Conditions = None 11333 Weapon = PRIMARY None 11334 End 11335 11336 ArmorSet 11337 Conditions = None 11338 Armor = InvulnerableArmor 11339 End 11340 VisionRange = 300 11341 ShroudClearingRange = 300 11342 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 11343 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11344 11345 ; *** AUDIO Parameters *** 11346 SoundMoveStart = ConvoyTruckMoveStart 11347 11348 ; *** ENGINEERING Parameters *** 11349 KindOf = SELECTABLE VEHICLE TRANSPORT 11350 11351 Body = ActiveBody ModuleTag_02 11352 MaxHealth = 100.0 11353 InitialHealth = 100.0 11354 End 11355 11356 11357 Behavior = RailroadBehavior ModuleTag_03 11358 11359 PathPrefixName = Railroad 11360 11361 ;=== PARAMETERS FOR ALL CARRIAGES === 11362 RunningGarrisonSpeedMax = 1 11363 KillSpeedMin = 1 11364 Friction = 0.995 11365 BigMetalBounceSound = BuildingFallingMetal 11366 SmallMetalBounceSound = VehicleImpactHeavy 11367 MeatyBounceSound = InfantryCrush 11368 ClicketyClackSound = TrainClicketyClack 11369 WhistleSound = TrainWhistle 11370 11371 ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes 11372 IsLocomotive = Yes 11373 SpeedMax = 5 11374 Acceleration = 1.03 11375 WaitAtStationTime = 10000 ; ten seconds 11376 Braking = 0.97 11377 RunningSound = TrainRunningLoop 11378 CrashFXTemplateName = SpecialEffectsTrainCrashObject 11379 11380 CarriageTemplateName = TrainCar03 11381 CarriageTemplateName = TrainCar03 11382 CarriageTemplateName = TrainCoal 11383 CarriageTemplateName = TrainCab 11384 11385 ;CarriageTemplateName = TrainCar01 11386 ;CarriageTemplateName = TrainCar02 11387 ;CarriageTemplateName = TrainCar03 11388 ;CarriageTemplateName = TrainCoal 11389 ;CarriageTemplateName = TrainTank 11390 ;CarriageTemplateName = CabooseFullOfTerrorists 11391 End 11392 11393 ;Lorenzen made engine ungarrisonable, 12/16, please do not restore 11394 ; Behavior = GarrisonContain ModuleTag_04 11395 ; ContainMax = 5 11396 ; EnterSound = GarrisonEnter 11397 ; ExitSound = GarrisonExit 11398 ; DamagePercentToUnits = 50% 11399 ; MobileGarrison = Yes 11400 ; End 11401 11402 Behavior = DestroyDie ModuleTag_05 11403 ;nothing 11404 End 11405 Behavior = CreateObjectDie ModuleTag_06 11406 CreationList = OCL_TankerTruckExplode 11407 End 11408 Behavior = FXListDie ModuleTag_07 11409 DeathFX = FX_LocomotiveExplode 11410 End 11411 11412 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 11413 DeathWeapon = TankerTruckWeapon 11414 StartsActive = Yes 11415 End 11416 11417 Behavior = FlammableUpdate ModuleTag_21 11418 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11419 AflameDamageAmount = 5 ; taking this much damage... 11420 AflameDamageDelay = 500 ; this often. 11421 End 11422 11423 11424 Behavior = AIUpdateInterface ModuleTag_22 11425 End 11426 11427 11428 11429 Geometry = BOX 11430 GeometryIsSmall = No 11431 GeometryMajorRadius = 40.0 11432 GeometryMinorRadius = 10.0 11433 GeometryHeight = 20.0 11434 Shadow = SHADOW_VOLUME 11435 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 11436 11437 End 11438 11439 11440 ;------------------------------------------------------------------------------ 11441 Object TrainEngineAlpine 11442 11443 ; *** ART Parameters *** 11444 Draw = W3DModelDraw ModuleTag_01 11445 ConditionState = NONE 11446 Model = CVTrnEng2 11447 ParticleSysBone = Smoke01 LocomotiveSteam 11448 ;ParticleSysBone = Steam02 LocomotiveSteam 11449 ;ParticleSysBone = Steam03 DozerSmokeHeavy 11450 End 11451 ConditionState = OVER_WATER ; in a tunnel, actually, but close enough 11452 Model = CVTrnEng2 11453 End 11454 End 11455 11456 ; ***DESIGN parameters *** 11457 DisplayName = OBJECT:TrainCar 11458 EditorSorting = VEHICLE 11459 11460 WeaponSet 11461 Conditions = None 11462 Weapon = PRIMARY None 11463 End 11464 11465 ArmorSet 11466 Conditions = None 11467 Armor = InvulnerableArmor 11468 End 11469 VisionRange = 300 11470 ShroudClearingRange = 300 11471 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 11472 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11473 11474 ; *** AUDIO Parameters *** 11475 SoundMoveStart = ConvoyTruckMoveStart 11476 11477 ; *** ENGINEERING Parameters *** 11478 KindOf = SELECTABLE VEHICLE TRANSPORT 11479 11480 Body = ActiveBody ModuleTag_02 11481 MaxHealth = 100.0 11482 InitialHealth = 100.0 11483 End 11484 11485 11486 Behavior = RailroadBehavior ModuleTag_03 11487 11488 PathPrefixName = Railroad 11489 11490 11491 11492 11493 ;=== PARAMETERS FOR ALL CARRIAGES === 11494 RunningGarrisonSpeedMax = 1 11495 KillSpeedMin = 1 11496 Friction = 0.995 11497 BigMetalBounceSound = BuildingFallingMetal 11498 SmallMetalBounceSound = VehicleImpactHeavy 11499 MeatyBounceSound = InfantryCrush 11500 ClicketyClackSound = TrainClicketyClack 11501 WhistleSound = TrainWhistle 11502 11503 ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes 11504 IsLocomotive = Yes 11505 SpeedMax = 5 11506 Acceleration = 1.03 11507 WaitAtStationTime = 10000 ; ten seconds 11508 Braking = 0.97 11509 RunningSound = TrainRunningLoop 11510 CrashFXTemplateName = SpecialEffectsTrainCrashObject 11511 11512 CarriageTemplateName = TrainCoal 11513 CarriageTemplateName = TrainCoal 11514 CarriageTemplateName = TrainCoal 11515 CarriageTemplateName = TrainCoal 11516 CarriageTemplateName = TrainCarFlat 11517 CarriageTemplateName = TrainCoal 11518 CarriageTemplateName = TrainCarFlat 11519 CarriageTemplateName = TrainTank 11520 CarriageTemplateName = TrainTank 11521 CarriageTemplateName = TrainTank 11522 CarriageTemplateName = TrainTank 11523 CarriageTemplateName = TrainCabUngarrisonable 11524 11525 End 11526 11527 Behavior = DestroyDie ModuleTag_05 11528 ;nothing 11529 End 11530 Behavior = CreateObjectDie ModuleTag_06 11531 CreationList = OCL_TankerTruckExplode 11532 End 11533 Behavior = FXListDie ModuleTag_07 11534 DeathFX = FX_LocomotiveExplode 11535 End 11536 11537 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 11538 DeathWeapon = TankerTruckWeapon 11539 StartsActive = Yes 11540 End 11541 11542 Behavior = FlammableUpdate ModuleTag_21 11543 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11544 AflameDamageAmount = 5 ; taking this much damage... 11545 AflameDamageDelay = 500 ; this often. 11546 End 11547 11548 Behavior = AIUpdateInterface ModuleTag_22 11549 End 11550 11551 Geometry = BOX 11552 GeometryIsSmall = No 11553 GeometryMajorRadius = 40.0 11554 GeometryMinorRadius = 10.0 11555 GeometryHeight = 20.0 11556 Shadow = SHADOW_VOLUME 11557 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 11558 11559 End 11560 11561 11562 ;------------------------------------------------------------------------------ 11563 Object TrainEngine3 11564 11565 ; *** ART Parameters *** 11566 Draw = W3DModelDraw ModuleTag_01 11567 ConditionState = NONE 11568 Model = CVTrnEng2 11569 ParticleSysBone = Smoke01 LocomotiveSteam 11570 ;ParticleSysBone = Steam02 LocomotiveSteam 11571 ;ParticleSysBone = Steam03 DozerSmokeHeavy 11572 End 11573 ConditionState = OVER_WATER ; in a tunnel, actually, but close enough 11574 Model = CVTrnEng2 11575 End 11576 End 11577 11578 ; ***DESIGN parameters *** 11579 DisplayName = OBJECT:TrainCar 11580 EditorSorting = VEHICLE 11581 11582 WeaponSet 11583 Conditions = None 11584 Weapon = PRIMARY None 11585 End 11586 11587 ArmorSet 11588 Conditions = None 11589 Armor = InvulnerableArmor 11590 End 11591 11592 VisionRange = 300 11593 ShroudClearingRange = 300 11594 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 11595 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11596 11597 11598 ; *** ENGINEERING Parameters *** 11599 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 11600 11601 11602 Body = ActiveBody ModuleTag_02 11603 MaxHealth = 100.0 11604 InitialHealth = 100.0 11605 End 11606 11607 11608 Behavior = RailroadBehavior ModuleTag_03 11609 11610 PathPrefixName = Railroad 11611 11612 11613 11614 11615 ;=== PARAMETERS FOR ALL CARRIAGES === 11616 RunningGarrisonSpeedMax = 1 11617 KillSpeedMin = 1 11618 Friction = 0.995 11619 BigMetalBounceSound = BuildingFallingMetal 11620 SmallMetalBounceSound = VehicleImpactHeavy 11621 MeatyBounceSound = InfantryCrush 11622 ClicketyClackSound = TrainClicketyClack 11623 WhistleSound = TrainWhistle 11624 11625 ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes 11626 IsLocomotive = Yes 11627 SpeedMax = 5 11628 Acceleration = 1.03 11629 WaitAtStationTime = 10000 ; ten seconds 11630 Braking = 0.97 11631 RunningSound = TrainRunningLoop 11632 CrashFXTemplateName = SpecialEffectsTrainCrashObject 11633 11634 CarriageTemplateName = TrainCar013 11635 CarriageTemplateName = TrainCar033 11636 CarriageTemplateName = TrainTank3 11637 CarriageTemplateName = TrainCar023 11638 CarriageTemplateName = TrainCab3 11639 11640 ;CarriageTemplateName = TrainCar01 11641 ;CarriageTemplateName = TrainCar02 11642 ;CarriageTemplateName = TrainCar03 11643 ;CarriageTemplateName = TrainCoal 11644 ;CarriageTemplateName = TrainTank 11645 ;CarriageTemplateName = CabooseFullOfTerrorists 11646 End 11647 11648 ;Lorenzen made engine ungarrisonable, 12/16, please do not restore 11649 ; Behavior = GarrisonContain ModuleTag_04 11650 ; ContainMax = 5 11651 ; EnterSound = GarrisonEnter 11652 ; ExitSound = GarrisonExit 11653 ; DamagePercentToUnits = 50% 11654 ; MobileGarrison = Yes 11655 ; End 11656 11657 Behavior = DestroyDie ModuleTag_05 11658 ;nothing 11659 End 11660 Behavior = CreateObjectDie ModuleTag_06 11661 CreationList = OCL_TankerTruckExplode 11662 End 11663 Behavior = FXListDie ModuleTag_07 11664 DeathFX = FX_LocomotiveExplode 11665 End 11666 11667 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 11668 DeathWeapon = TankerTruckWeapon 11669 StartsActive = Yes 11670 End 11671 11672 Behavior = FlammableUpdate ModuleTag_21 11673 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11674 AflameDamageAmount = 5 ; taking this much damage... 11675 AflameDamageDelay = 500 ; this often. 11676 End 11677 11678 11679 Behavior = AIUpdateInterface ModuleTag_22 11680 End 11681 11682 11683 Geometry = BOX 11684 GeometryIsSmall = No 11685 GeometryMajorRadius = 40.0 11686 GeometryMinorRadius = 10.0 11687 GeometryHeight = 20.0 11688 Shadow = SHADOW_VOLUME 11689 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 11690 11691 End 11692 11693 ;-------------------------------------------------------------------------- 11694 Object TrainRocketTransport 11695 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 11696 11697 ; *** ART Parameters *** 11698 11699 Draw = W3DModelDraw ModuleTag_01 11700 ConditionState = NONE 11701 Model = CVBaikTransNR 11702 End 11703 End 11704 11705 ; ***DESIGN parameters *** 11706 DisplayName = OBJECT:TrainCar 11707 EditorSorting = VEHICLE 11708 11709 ArmorSet 11710 Armor = TruckArmor 11711 DamageFX = CrushableCarDamageFX 11712 End 11713 11714 VisionRange = 300 11715 ShroudClearingRange = 300 11716 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 11717 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 11718 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11719 11720 11721 ; *** ENGINEERING Parameters *** 11722 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 11723 11724 11725 Body = ActiveBody ModuleTag_02 11726 MaxHealth = 100.0 11727 InitialHealth = 100.0 11728 End 11729 11730 11731 11732 Behavior = DestroyDie ModuleTag_03 11733 ;nothing 11734 End 11735 Behavior = CreateObjectDie ModuleTag_04 11736 CreationList = OCL_TankerTruckExplode 11737 End 11738 Behavior = FXListDie ModuleTag_05 11739 DeathFX = FX_TankerTruckExplode 11740 End 11741 Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 11742 DeathWeapon = TankerTruckWeapon 11743 StartsActive = Yes 11744 End 11745 11746 Behavior = AIUpdateInterface ModuleTag_07 11747 End 11748 Locomotor = SET_NORMAL 18WheelerLocomotor 11749 11750 Behavior = PhysicsBehavior ModuleTag_08 11751 Mass = 30.0 11752 End 11753 11754 Behavior = FlammableUpdate ModuleTag_21 11755 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11756 AflameDamageAmount = 5 ; taking this much damage... 11757 AflameDamageDelay = 500 ; this often. 11758 End 11759 11760 Geometry = BOX 11761 GeometryIsSmall = Yes 11762 GeometryMajorRadius = 18.0 11763 GeometryMinorRadius = 7.0 11764 GeometryHeight = 14.0 11765 Shadow = SHADOW_VOLUME 11766 11767 End 11768 11769 11770 ;------------------------------------------------------------------------------ 11771 Object TrainEngineVerySlow 11772 11773 ; *** ART Parameters *** 11774 Draw = W3DModelDraw ModuleTag_01 11775 ConditionState = NONE 11776 Model = CVTrnEng2 11777 ParticleSysBone = Smoke01 LocomotiveSteam 11778 ;ParticleSysBone = Steam02 LocomotiveSteam 11779 ;ParticleSysBone = Steam03 DozerSmokeHeavy 11780 End 11781 ConditionState = OVER_WATER ; in a tunnel, actually, but close enough 11782 Model = CVTrnEng2 11783 End 11784 End 11785 11786 ; ***DESIGN parameters *** 11787 DisplayName = OBJECT:TrainCar 11788 EditorSorting = VEHICLE 11789 11790 WeaponSet 11791 Conditions = None 11792 Weapon = PRIMARY None 11793 End 11794 11795 ArmorSet 11796 Conditions = None 11797 Armor = InvulnerableArmor 11798 End 11799 11800 VisionRange = 300 11801 ShroudClearingRange = 300 11802 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 11803 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11804 11805 ; *** AUDIO Parameters *** 11806 SoundMoveStart = ConvoyTruckMoveStart 11807 11808 ; *** ENGINEERING Parameters *** 11809 KindOf = SELECTABLE VEHICLE TRANSPORT CAN_ATTACK 11810 11811 Body = ActiveBody ModuleTag_02 11812 MaxHealth = 100.0 11813 InitialHealth = 100.0 11814 End 11815 11816 11817 Behavior = RailroadBehavior ModuleTag_03 11818 11819 PathPrefixName = Railroad 11820 11821 11822 11823 11824 ;=== PARAMETERS FOR ALL CARRIAGES === 11825 RunningGarrisonSpeedMax = 2 11826 KillSpeedMin = 2 11827 Friction = 0.995 11828 BigMetalBounceSound = BuildingFallingMetal 11829 SmallMetalBounceSound = VehicleImpactHeavy 11830 MeatyBounceSound = InfantryCrush 11831 ClicketyClackSound = TrainClicketyClack 11832 WhistleSound = TrainWhistle 11833 11834 ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes 11835 IsLocomotive = Yes 11836 SpeedMax = 0.25 11837 Acceleration = 1.005 11838 WaitAtStationTime = 10000 ; ten seconds 11839 Braking = 0.97 11840 CrashFXTemplateName = SpecialEffectsTrainCrashObject 11841 11842 CarriageTemplateName = TrainCarFlat 11843 CarriageTemplateName = TrainCarRocket 11844 End 11845 11846 ;THIS SHOULD BE THE ONLY GARRISONABLE ENGINE 11847 Behavior = GarrisonContain ModuleTag_04 11848 ContainMax = 5 11849 EnterSound = GarrisonEnter 11850 ExitSound = GarrisonExit 11851 DamagePercentToUnits = 50% 11852 MobileGarrison = Yes 11853 End 11854 11855 Behavior = DestroyDie ModuleTag_05 11856 ;nothing 11857 End 11858 Behavior = CreateObjectDie ModuleTag_06 11859 CreationList = OCL_TankerTruckExplode 11860 End 11861 Behavior = FXListDie ModuleTag_07 11862 DeathFX = FX_LocomotiveExplode 11863 End 11864 11865 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 11866 DeathWeapon = TankerTruckWeapon 11867 StartsActive = Yes 11868 End 11869 11870 Behavior = FlammableUpdate ModuleTag_21 11871 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11872 AflameDamageAmount = 5 ; taking this much damage... 11873 AflameDamageDelay = 500 ; this often. 11874 End 11875 11876 11877 Behavior = AIUpdateInterface ModuleTag_22 11878 End 11879 11880 11881 11882 Geometry = BOX 11883 GeometryIsSmall = No 11884 GeometryMajorRadius = 40.0 11885 GeometryMinorRadius = 10.0 11886 GeometryHeight = 20.0 11887 Shadow = SHADOW_VOLUME 11888 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 11889 11890 End 11891 11892 11893 ;------------------------------------------------------------------------------ 11894 Object TrainCarFlat 11895 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 11896 11897 ; *** ART Parameters *** 11898 Draw = W3DModelDraw ModuleTag_01 11899 ConditionState = NONE 11900 Model = CVBaikFlat 11901 End 11902 End 11903 11904 ; ***DESIGN parameters *** 11905 DisplayName = OBJECT:TrainCar 11906 EditorSorting = VEHICLE 11907 11908 ArmorSet 11909 Armor = TruckArmor 11910 DamageFX = CrushableCarDamageFX 11911 End 11912 11913 VisionRange = 300 11914 ShroudClearingRange = 300 11915 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 11916 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 11917 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11918 11919 11920 ; *** ENGINEERING Parameters *** 11921 KindOf = SELECTABLE CAN_ATTACK VEHICLE 11922 11923 11924 Body = ActiveBody ModuleTag_02 11925 MaxHealth = 100.0 11926 InitialHealth = 100.0 11927 End 11928 11929 Behavior = RailroadBehavior ModuleTag_04 11930 IsLocomotive = No 11931 PathPrefixName = Railroad 11932 11933 ;=== PARAMETERS FOR ALL CARRIAGES === 11934 RunningGarrisonSpeedMax = 1 11935 KillSpeedMin = 1 11936 Friction = 0.995 11937 BigMetalBounceSound = BuildingFallingMetal 11938 SmallMetalBounceSound = VehicleImpactHeavy 11939 MeatyBounceSound = InfantryCrush 11940 ClicketyClackSound = TrainClicketyClack 11941 11942 End 11943 11944 Behavior = DestroyDie ModuleTag_05 11945 ;nothing 11946 End 11947 Behavior = CreateObjectDie ModuleTag_06 11948 CreationList = OCL_TankerTruckExplode 11949 End 11950 Behavior = FXListDie ModuleTag_07 11951 DeathFX = FX_RailroadWoodenCarExplode 11952 End 11953 11954 Behavior = FlammableUpdate ModuleTag_21 11955 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11956 AflameDamageAmount = 5 ; taking this much damage... 11957 AflameDamageDelay = 500 ; this often. 11958 End 11959 11960 Geometry = BOX 11961 GeometryIsSmall = No 11962 GeometryMajorRadius = 32 11963 GeometryMinorRadius = 10.0 11964 GeometryHeight = 20.0 11965 Shadow = SHADOW_VOLUME 11966 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 11967 11968 End 11969 11970 ;------------------------------------------------------------------------------ 11971 Object TrainCarRocket 11972 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 11973 11974 ; *** ART Parameters *** 11975 Draw = W3DModelDraw ModuleTag_01 11976 ConditionState = NONE 11977 Model = CVBaikRCar 11978 End 11979 End 11980 11981 ; ***DESIGN parameters *** 11982 DisplayName = OBJECT:TrainCar 11983 EditorSorting = VEHICLE 11984 11985 ArmorSet 11986 Armor = TruckArmor 11987 DamageFX = CrushableCarDamageFX 11988 End 11989 11990 VisionRange = 300 11991 ShroudClearingRange = 300 11992 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 11993 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 11994 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11995 11996 11997 ; *** ENGINEERING Parameters *** 11998 KindOf = SELECTABLE CAN_ATTACK VEHICLE 11999 12000 12001 Body = ActiveBody ModuleTag_02 12002 MaxHealth = 100.0 12003 InitialHealth = 100.0 12004 End 12005 12006 12007 Behavior = RailroadBehavior ModuleTag_04 12008 IsLocomotive = No 12009 PathPrefixName = Railroad 12010 12011 ;=== PARAMETERS FOR ALL CARRIAGES === 12012 RunningGarrisonSpeedMax = 1 12013 KillSpeedMin = 1 12014 Friction = 0.995 12015 BigMetalBounceSound = BuildingFallingMetal 12016 SmallMetalBounceSound = VehicleImpactHeavy 12017 MeatyBounceSound = InfantryCrush 12018 ClicketyClackSound = TrainClicketyClack 12019 12020 End 12021 12022 Behavior = DestroyDie ModuleTag_05 12023 ;nothing 12024 End 12025 Behavior = CreateObjectDie ModuleTag_06 12026 CreationList = OCL_TankerTruckExplode 12027 End 12028 Behavior = FXListDie ModuleTag_07 12029 DeathFX = FX_RailroadWoodenCarExplode 12030 End 12031 12032 Behavior = FlammableUpdate ModuleTag_21 12033 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12034 AflameDamageAmount = 5 ; taking this much damage... 12035 AflameDamageDelay = 500 ; this often. 12036 End 12037 12038 Geometry = BOX 12039 GeometryIsSmall = No 12040 GeometryMajorRadius = 43.0 12041 GeometryMinorRadius = 10.0 12042 GeometryHeight = 20.0 12043 Shadow = SHADOW_VOLUME 12044 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12045 12046 End 12047 12048 ;------------------------------------------------------------------------------ 12049 Object TrainRocketTransportWithRocket 12050 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12051 12052 ; *** ART Parameters *** 12053 12054 Draw = W3DModelDraw ModuleTag_01 12055 ConditionState = NONE 12056 Model = CVBaikTrans 12057 End 12058 End 12059 12060 ; ***DESIGN parameters *** 12061 DisplayName = OBJECT:TrainCar 12062 EditorSorting = VEHICLE 12063 12064 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 12065 12066 ArmorSet 12067 Armor = TruckArmor 12068 DamageFX = CrushableCarDamageFX 12069 End 12070 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12071 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12072 CommandSet = CivilianCarBombCommandSet 12073 12074 ; *** AUDIO Parameters *** 12075 SoundMoveStart = ConvoyTruckMoveStart 12076 12077 12078 ; *** ENGINEERING Parameters *** 12079 KindOf = SELECTABLE CAN_ATTACK VEHICLE 12080 RadarPriority = LOCAL_UNIT_ONLY 12081 12082 Body = ActiveBody ModuleTag_02 12083 MaxHealth = 100.0 12084 InitialHealth = 100.0 12085 End 12086 12087 12088 12089 Behavior = DestroyDie ModuleTag_03 12090 ;nothing 12091 End 12092 Behavior = CreateObjectDie ModuleTag_04 12093 CreationList = OCL_TankerTruckExplode 12094 End 12095 Behavior = FXListDie ModuleTag_05 12096 DeathFX = FX_TankerTruckExplode 12097 End 12098 Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 12099 DeathWeapon = TankerTruckWeapon 12100 StartsActive = Yes 12101 End 12102 12103 Behavior = AIUpdateInterface ModuleTag_07 12104 End 12105 Locomotor = SET_NORMAL 18WheelerLocomotor 12106 12107 Behavior = PhysicsBehavior ModuleTag_08 12108 Mass = 30.0 12109 End 12110 12111 Behavior = FlammableUpdate ModuleTag_21 12112 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12113 AflameDamageAmount = 5 ; taking this much damage... 12114 AflameDamageDelay = 500 ; this often. 12115 End 12116 12117 Geometry = BOX 12118 GeometryIsSmall = Yes 12119 GeometryMajorRadius = 18.0 12120 GeometryMinorRadius = 7.0 12121 GeometryHeight = 14.0 12122 Shadow = SHADOW_VOLUME 12123 12124 End 12125 12126 ;------------------------------------------------------------------------------ 12127 Object TrainCar01 12128 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12129 12130 ; *** ART Parameters *** 12131 12132 Draw = W3DModelDraw ModuleTag_01 12133 ConditionState = NONE 12134 Model = CVTrnBox01 12135 End 12136 End 12137 12138 ; ***DESIGN parameters *** 12139 DisplayName = OBJECT:TrainCar 12140 EditorSorting = VEHICLE 12141 12142 ArmorSet 12143 Armor = TruckArmor 12144 DamageFX = CrushableCarDamageFX 12145 End 12146 12147 VisionRange = 300 12148 ShroudClearingRange = 300 12149 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12150 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12151 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12152 12153 12154 ; *** ENGINEERING Parameters *** 12155 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 12156 12157 12158 Body = ActiveBody ModuleTag_02 12159 MaxHealth = 100.0 12160 InitialHealth = 100.0 12161 End 12162 12163 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 12164 ; Behavior = GarrisonContain ModuleTag_03 12165 ; ContainMax = 10 12166 ; EnterSound = GarrisonEnter 12167 ; ExitSound = GarrisonExit 12168 ; DamagePercentToUnits = 50% 12169 ; MobileGarrison = Yes 12170 ; End 12171 12172 Behavior = RailroadBehavior ModuleTag_04 12173 IsLocomotive = No 12174 PathPrefixName = Railroad 12175 12176 ;=== PARAMETERS FOR ALL CARRIAGES === 12177 RunningGarrisonSpeedMax = 1 12178 KillSpeedMin = 1 12179 Friction = 0.995 12180 BigMetalBounceSound = BuildingFallingMetal 12181 SmallMetalBounceSound = VehicleImpactHeavy 12182 MeatyBounceSound = InfantryCrush 12183 ClicketyClackSound = TrainClicketyClack 12184 12185 End 12186 12187 Behavior = DestroyDie ModuleTag_05 12188 ;nothing 12189 End 12190 Behavior = CreateObjectDie ModuleTag_06 12191 CreationList = OCL_TankerTruckExplode 12192 End 12193 Behavior = FXListDie ModuleTag_07 12194 DeathFX = FX_RailroadWoodenCarExplode 12195 End 12196 12197 Behavior = FlammableUpdate ModuleTag_21 12198 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12199 AflameDamageAmount = 5 ; taking this much damage... 12200 AflameDamageDelay = 500 ; this often. 12201 End 12202 12203 Geometry = BOX 12204 GeometryIsSmall = No 12205 GeometryMajorRadius = 28.0 12206 GeometryMinorRadius = 10.0 12207 GeometryHeight = 20.0 12208 Shadow = SHADOW_VOLUME 12209 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12210 12211 End 12212 ;------------------------------------------------------------------------------ 12213 Object TrainCar02 12214 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12215 12216 ; *** ART Parameters *** 12217 12218 Draw = W3DModelDraw ModuleTag_01 12219 ConditionState = NONE 12220 Model = CVTrnBox02 12221 End 12222 End 12223 12224 ; ***DESIGN parameters *** 12225 DisplayName = OBJECT:TrainCar 12226 EditorSorting = VEHICLE 12227 12228 ArmorSet 12229 Armor = TruckArmor 12230 DamageFX = CrushableCarDamageFX 12231 End 12232 12233 VisionRange = 300 12234 ShroudClearingRange = 300 12235 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12236 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12237 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12238 12239 12240 ; *** ENGINEERING Parameters *** 12241 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 12242 12243 12244 Body = ActiveBody ModuleTag_02 12245 MaxHealth = 100.0 12246 InitialHealth = 100.0 12247 End 12248 12249 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 12250 ; Behavior = GarrisonContain ModuleTag_03 12251 ; ContainMax = 10 12252 ; EnterSound = GarrisonEnter 12253 ; ExitSound = GarrisonExit 12254 ; DamagePercentToUnits = 50% 12255 ; MobileGarrison = Yes 12256 ; End 12257 12258 Behavior = RailroadBehavior ModuleTag_04 12259 IsLocomotive = No 12260 PathPrefixName = Railroad 12261 12262 ;=== PARAMETERS FOR ALL CARRIAGES === 12263 RunningGarrisonSpeedMax = 1 12264 KillSpeedMin = 1 12265 Friction = 0.995 12266 BigMetalBounceSound = BuildingFallingMetal 12267 SmallMetalBounceSound = VehicleImpactHeavy 12268 MeatyBounceSound = InfantryCrush 12269 ClicketyClackSound = TrainClicketyClack 12270 12271 End 12272 12273 Behavior = DestroyDie ModuleTag_05 12274 ;nothing 12275 End 12276 Behavior = CreateObjectDie ModuleTag_06 12277 CreationList = OCL_TankerTruckExplode 12278 End 12279 Behavior = FXListDie ModuleTag_07 12280 DeathFX = FX_RailroadWoodenCarExplode 12281 End 12282 12283 Behavior = FlammableUpdate ModuleTag_21 12284 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12285 AflameDamageAmount = 5 ; taking this much damage... 12286 AflameDamageDelay = 500 ; this often. 12287 End 12288 12289 Geometry = BOX 12290 GeometryIsSmall = No 12291 GeometryMajorRadius = 28.0 12292 GeometryMinorRadius = 10.0 12293 GeometryHeight = 20.0 12294 Shadow = SHADOW_VOLUME 12295 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12296 12297 End 12298 ;------------------------------------------------------------------------------ 12299 Object TrainCar03 12300 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12301 12302 ; *** ART Parameters *** 12303 12304 Draw = W3DModelDraw ModuleTag_01 12305 ConditionState = NONE 12306 Model = CVTrnBox03 12307 End 12308 End 12309 12310 ; ***DESIGN parameters *** 12311 DisplayName = OBJECT:TrainCar 12312 EditorSorting = VEHICLE 12313 12314 ArmorSet 12315 Armor = TruckArmor 12316 DamageFX = CrushableCarDamageFX 12317 End 12318 12319 VisionRange = 300 12320 ShroudClearingRange = 300 12321 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12322 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12323 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12324 12325 12326 ; *** ENGINEERING Parameters *** 12327 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 12328 12329 12330 Body = ActiveBody ModuleTag_02 12331 MaxHealth = 100.0 12332 InitialHealth = 100.0 12333 End 12334 12335 12336 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 12337 ; Behavior = GarrisonContain ModuleTag_03 12338 ; ContainMax = 10 12339 ; EnterSound = GarrisonEnter 12340 ; ExitSound = GarrisonExit 12341 ; DamagePercentToUnits = 50% 12342 ; MobileGarrison = Yes 12343 ; End 12344 12345 Behavior = RailroadBehavior ModuleTag_04 12346 IsLocomotive = No 12347 PathPrefixName = Railroad 12348 12349 ;=== PARAMETERS FOR ALL CARRIAGES === 12350 RunningGarrisonSpeedMax = 1 12351 KillSpeedMin = 1 12352 Friction = 0.995 12353 BigMetalBounceSound = BuildingFallingMetal 12354 SmallMetalBounceSound = VehicleImpactHeavy 12355 MeatyBounceSound = InfantryCrush 12356 ClicketyClackSound = TrainClicketyClack 12357 12358 End 12359 12360 Behavior = DestroyDie ModuleTag_05 12361 ;nothing 12362 End 12363 Behavior = CreateObjectDie ModuleTag_06 12364 CreationList = OCL_TankerTruckExplode 12365 End 12366 Behavior = FXListDie ModuleTag_07 12367 DeathFX = FX_RailroadWoodenCarExplode 12368 End 12369 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 12370 DeathWeapon = TankerTruckWeapon 12371 StartsActive = Yes 12372 End 12373 Behavior = AIUpdateInterface ModuleTag_09 12374 End 12375 12376 Behavior = FlammableUpdate ModuleTag_21 12377 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12378 AflameDamageAmount = 5 ; taking this much damage... 12379 AflameDamageDelay = 500 ; this often. 12380 End 12381 12382 Geometry = BOX 12383 GeometryIsSmall = No 12384 GeometryMajorRadius = 28.0 12385 GeometryMinorRadius = 10.0 12386 GeometryHeight = 20.0 12387 Shadow = SHADOW_VOLUME 12388 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12389 12390 End 12391 ;------------------------------------------------------------------------------ 12392 Object TrainCab 12393 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12394 12395 ; *** ART Parameters *** 12396 12397 Draw = W3DModelDraw ModuleTag_01 12398 ConditionState = NONE 12399 Model = CVTrnCab 12400 Animation = CVTrnCab.CVTrnCab 12401 AnimationMode = LOOP 12402 End 12403 End 12404 12405 ; ***DESIGN parameters *** 12406 DisplayName = OBJECT:TrainCar 12407 EditorSorting = VEHICLE 12408 12409 ArmorSet 12410 Armor = TruckArmor 12411 DamageFX = CrushableCarDamageFX 12412 End 12413 12414 VisionRange = 300 12415 ShroudClearingRange = 300 12416 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12417 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12418 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12419 12420 12421 ; *** ENGINEERING Parameters *** 12422 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 12423 12424 12425 12426 Body = ActiveBody ModuleTag_02 12427 MaxHealth = 100.0 12428 InitialHealth = 100.0 12429 End 12430 12431 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 12432 ; Behavior = GarrisonContain ModuleTag_03 12433 ; ContainMax = 10 12434 ; EnterSound = GarrisonEnter 12435 ; ExitSound = GarrisonExit 12436 ; DamagePercentToUnits = 50% 12437 ; MobileGarrison = Yes 12438 ; End 12439 12440 Behavior = RailroadBehavior ModuleTag_04 12441 IsLocomotive = No 12442 12443 ;=== PARAMETERS FOR ALL CARRIAGES === 12444 RunningGarrisonSpeedMax = 1 12445 KillSpeedMin = 1 12446 Friction = 0.995 12447 BigMetalBounceSound = BuildingFallingMetal 12448 SmallMetalBounceSound = VehicleImpactHeavy 12449 MeatyBounceSound = InfantryCrush 12450 ClicketyClackSound = TrainClicketyClack 12451 12452 End 12453 12454 Behavior = DestroyDie ModuleTag_05 12455 ;nothing 12456 End 12457 Behavior = CreateObjectDie ModuleTag_06 12458 CreationList = OCL_TankerTruckExplode 12459 End 12460 Behavior = FXListDie ModuleTag_07 12461 DeathFX = FX_RailroadWoodenCarExplode 12462 End 12463 12464 Behavior = AIUpdateInterface ModuleTag_08 12465 End 12466 12467 Behavior = FlammableUpdate ModuleTag_21 12468 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12469 AflameDamageAmount = 5 ; taking this much damage... 12470 AflameDamageDelay = 500 ; this often. 12471 End 12472 12473 Geometry = BOX 12474 GeometryIsSmall = No 12475 GeometryMajorRadius = 25.0 12476 GeometryMinorRadius = 10.0 12477 GeometryHeight = 20.0 12478 Shadow = SHADOW_VOLUME 12479 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12480 12481 End 12482 12483 12484 12485 ;------------------------------------------------------------------------------ 12486 Object TrainCabUngarrisonable 12487 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12488 12489 ; *** ART Parameters *** 12490 12491 Draw = W3DModelDraw ModuleTag_01 12492 ConditionState = NONE 12493 Model = CVTrnCab 12494 Animation = CVTrnCab.CVTrnCab 12495 AnimationMode = LOOP 12496 End 12497 End 12498 12499 ; ***DESIGN parameters *** 12500 DisplayName = OBJECT:TrainCar 12501 EditorSorting = VEHICLE 12502 12503 ArmorSet 12504 Armor = TruckArmor 12505 DamageFX = CrushableCarDamageFX 12506 End 12507 12508 VisionRange = 300 12509 ShroudClearingRange = 300 12510 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12511 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12512 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12513 12514 12515 ; *** ENGINEERING Parameters *** 12516 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 12517 12518 12519 12520 Body = ActiveBody ModuleTag_02 12521 MaxHealth = 100.0 12522 InitialHealth = 100.0 12523 End 12524 12525 Behavior = RailroadBehavior ModuleTag_04 12526 IsLocomotive = No 12527 12528 ;=== PARAMETERS FOR ALL CARRIAGES === 12529 RunningGarrisonSpeedMax = 1 12530 KillSpeedMin = 1 12531 Friction = 0.995 12532 BigMetalBounceSound = BuildingFallingMetal 12533 SmallMetalBounceSound = VehicleImpactHeavy 12534 MeatyBounceSound = InfantryCrush 12535 ClicketyClackSound = TrainClicketyClack 12536 12537 End 12538 12539 Behavior = DestroyDie ModuleTag_05 12540 ;nothing 12541 End 12542 Behavior = CreateObjectDie ModuleTag_06 12543 CreationList = OCL_TankerTruckExplode 12544 End 12545 Behavior = FXListDie ModuleTag_07 12546 DeathFX = FX_RailroadWoodenCarExplode 12547 End 12548 12549 Behavior = AIUpdateInterface ModuleTag_08 12550 End 12551 12552 Behavior = FlammableUpdate ModuleTag_21 12553 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12554 AflameDamageAmount = 5 ; taking this much damage... 12555 AflameDamageDelay = 500 ; this often. 12556 End 12557 12558 Geometry = BOX 12559 GeometryIsSmall = No 12560 GeometryMajorRadius = 25.0 12561 GeometryMinorRadius = 10.0 12562 GeometryHeight = 20.0 12563 Shadow = SHADOW_VOLUME 12564 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12565 12566 End 12567 12568 12569 ;------------------------------------------------------------------------------ 12570 Object TrainCoal 12571 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12572 12573 ; *** ART Parameters *** 12574 12575 Draw = W3DModelDraw ModuleTag_01 12576 ConditionState = NONE 12577 Model = CVTrnCoal 12578 End 12579 End 12580 12581 ; ***DESIGN parameters *** 12582 DisplayName = OBJECT:TrainCar 12583 EditorSorting = VEHICLE 12584 12585 ArmorSet 12586 Armor = TruckArmor 12587 DamageFX = CrushableCarDamageFX 12588 End 12589 12590 VisionRange = 300 12591 ShroudClearingRange = 300 12592 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12593 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12594 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12595 12596 12597 ; *** ENGINEERING Parameters *** 12598 KindOf = SELECTABLE CAN_ATTACK VEHICLE 12599 12600 12601 Body = ActiveBody ModuleTag_02 12602 MaxHealth = 100.0 12603 InitialHealth = 100.0 12604 End 12605 12606 Behavior = RailroadBehavior ModuleTag_03 12607 IsLocomotive = No 12608 PathPrefixName = Railroad 12609 12610 ;=== PARAMETERS FOR ALL CARRIAGES === 12611 RunningGarrisonSpeedMax = 1 12612 KillSpeedMin = 1 12613 Friction = 0.995 12614 BigMetalBounceSound = BuildingFallingMetal 12615 SmallMetalBounceSound = VehicleImpactHeavy 12616 MeatyBounceSound = InfantryCrush 12617 ClicketyClackSound = TrainClicketyClack 12618 12619 End 12620 12621 Behavior = DestroyDie ModuleTag_04 12622 ;nothing 12623 End 12624 Behavior = CreateObjectDie ModuleTag_05 12625 CreationList = OCL_TankerTruckExplode 12626 End 12627 Behavior = FXListDie ModuleTag_06 12628 DeathFX = FX_RailroadCoalCarExplode 12629 End 12630 Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 12631 DeathWeapon = TankerTruckWeapon 12632 StartsActive = Yes 12633 End 12634 12635 Behavior = FlammableUpdate ModuleTag_21 12636 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12637 AflameDamageAmount = 5 ; taking this much damage... 12638 AflameDamageDelay = 500 ; this often. 12639 End 12640 12641 Geometry = BOX 12642 GeometryIsSmall = No 12643 GeometryMajorRadius = 28.0 12644 GeometryMinorRadius = 10.0 12645 GeometryHeight = 20.0 12646 Shadow = SHADOW_VOLUME 12647 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12648 12649 End 12650 ;------------------------------------------------------------------------------ 12651 Object TrainTank 12652 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12653 12654 ; *** ART Parameters *** 12655 Draw = W3DModelDraw ModuleTag_01 12656 ConditionState = NONE 12657 Model = CVTrnTank 12658 End 12659 End 12660 12661 ; ***DESIGN parameters *** 12662 DisplayName = OBJECT:TrainCar 12663 EditorSorting = VEHICLE 12664 12665 ArmorSet 12666 Armor = TruckArmor 12667 DamageFX = CrushableCarDamageFX 12668 End 12669 12670 VisionRange = 300 12671 ShroudClearingRange = 300 12672 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12673 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12674 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12675 12676 12677 ; *** ENGINEERING Parameters *** 12678 KindOf = SELECTABLE CAN_ATTACK VEHICLE 12679 12680 12681 Body = ActiveBody ModuleTag_02 12682 MaxHealth = 100.0 12683 InitialHealth = 100.0 12684 End 12685 12686 Behavior = RailroadBehavior ModuleTag_03 12687 IsLocomotive = No 12688 PathPrefixName = Railroad 12689 12690 ;=== PARAMETERS FOR ALL CARRIAGES === 12691 RunningGarrisonSpeedMax = 1 12692 KillSpeedMin = 1 12693 Friction = 0.995 12694 BigMetalBounceSound = BuildingFallingMetal 12695 SmallMetalBounceSound = VehicleImpactHeavy 12696 MeatyBounceSound = InfantryCrush 12697 ClicketyClackSound = TrainClicketyClack 12698 12699 End 12700 12701 Behavior = DestroyDie ModuleTag_04 12702 ;nothing 12703 End 12704 Behavior = FXListDie ModuleTag_05 12705 DeathFX = FX_RailroadTankCarExplode 12706 End 12707 12708 Behavior = FlammableUpdate ModuleTag_21 12709 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12710 AflameDamageAmount = 5 ; taking this much damage... 12711 AflameDamageDelay = 500 ; this often. 12712 End 12713 12714 Geometry = BOX 12715 GeometryIsSmall = No 12716 GeometryMajorRadius = 28.0 12717 GeometryMinorRadius = 10.0 12718 GeometryHeight = 20.0 12719 Shadow = SHADOW_VOLUME 12720 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12721 12722 End 12723 ;------------------------------------------------------------------------------ 12724 Object TrainCar013 12725 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12726 12727 ; *** ART Parameters *** 12728 12729 Draw = W3DModelDraw ModuleTag_01 12730 ConditionState = NONE 12731 Model = CVTrnBox01 12732 End 12733 End 12734 12735 ; ***DESIGN parameters *** 12736 DisplayName = OBJECT:TrainCar 12737 EditorSorting = VEHICLE 12738 12739 ArmorSet 12740 Armor = TruckArmor 12741 DamageFX = CrushableCarDamageFX 12742 End 12743 12744 VisionRange = 300 12745 ShroudClearingRange = 300 12746 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12747 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12748 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12749 12750 12751 ; *** ENGINEERING Parameters *** 12752 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 12753 12754 12755 Body = ActiveBody ModuleTag_02 12756 MaxHealth = 100.0 12757 InitialHealth = 100.0 12758 End 12759 12760 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 12761 ; Behavior = GarrisonContain ModuleTag_03 12762 ; ContainMax = 10 12763 ; EnterSound = GarrisonEnter 12764 ; ExitSound = GarrisonExit 12765 ; DamagePercentToUnits = 50% 12766 ; MobileGarrison = Yes 12767 ; End 12768 12769 Behavior = RailroadBehavior ModuleTag_04 12770 IsLocomotive = No 12771 PathPrefixName = Railroad 12772 12773 ;=== PARAMETERS FOR ALL CARRIAGES === 12774 RunningGarrisonSpeedMax = 1 12775 KillSpeedMin = 1 12776 Friction = 0.995 12777 BigMetalBounceSound = BuildingFallingMetal 12778 SmallMetalBounceSound = VehicleImpactHeavy 12779 MeatyBounceSound = InfantryCrush 12780 ClicketyClackSound = TrainClicketyClack 12781 12782 End 12783 12784 Behavior = DestroyDie ModuleTag_05 12785 ;nothing 12786 End 12787 Behavior = CreateObjectDie ModuleTag_06 12788 CreationList = OCL_TankerTruckExplode 12789 End 12790 Behavior = FXListDie ModuleTag_07 12791 DeathFX = FX_RailroadWoodenCarExplode 12792 End 12793 12794 Behavior = FlammableUpdate ModuleTag_21 12795 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12796 AflameDamageAmount = 5 ; taking this much damage... 12797 AflameDamageDelay = 500 ; this often. 12798 End 12799 12800 Geometry = BOX 12801 GeometryIsSmall = No 12802 GeometryMajorRadius = 28.0 12803 GeometryMinorRadius = 10.0 12804 GeometryHeight = 20.0 12805 Shadow = SHADOW_VOLUME 12806 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12807 12808 End 12809 ;------------------------------------------------------------------------------ 12810 Object TrainCar023 12811 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12812 12813 ; *** ART Parameters *** 12814 Draw = W3DModelDraw ModuleTag_01 12815 ConditionState = NONE 12816 Model = CVTrnBox02 12817 End 12818 End 12819 12820 ; ***DESIGN parameters *** 12821 DisplayName = OBJECT:TrainCar 12822 EditorSorting = VEHICLE 12823 12824 ArmorSet 12825 Armor = TruckArmor 12826 DamageFX = CrushableCarDamageFX 12827 End 12828 12829 VisionRange = 300 12830 ShroudClearingRange = 300 12831 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12832 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12833 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12834 12835 12836 ; *** ENGINEERING Parameters *** 12837 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 12838 12839 12840 Body = ActiveBody ModuleTag_02 12841 MaxHealth = 100.0 12842 InitialHealth = 100.0 12843 End 12844 12845 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 12846 ; Behavior = GarrisonContain ModuleTag_03 12847 ; ContainMax = 10 12848 ; EnterSound = GarrisonEnter 12849 ; ExitSound = GarrisonExit 12850 ; DamagePercentToUnits = 50% 12851 ; MobileGarrison = Yes 12852 ; End 12853 12854 Behavior = RailroadBehavior ModuleTag_04 12855 IsLocomotive = No 12856 PathPrefixName = Railroad 12857 12858 ;=== PARAMETERS FOR ALL CARRIAGES === 12859 RunningGarrisonSpeedMax = 1 12860 KillSpeedMin = 1 12861 Friction = 0.995 12862 BigMetalBounceSound = BuildingFallingMetal 12863 SmallMetalBounceSound = VehicleImpactHeavy 12864 MeatyBounceSound = InfantryCrush 12865 12866 ClicketyClackSound = TrainClicketyClack 12867 12868 End 12869 12870 Behavior = DestroyDie ModuleTag_05 12871 ;nothing 12872 End 12873 Behavior = CreateObjectDie ModuleTag_06 12874 CreationList = OCL_TankerTruckExplode 12875 End 12876 Behavior = FXListDie ModuleTag_07 12877 DeathFX = FX_RailroadWoodenCarExplode 12878 End 12879 12880 Behavior = FlammableUpdate ModuleTag_21 12881 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12882 AflameDamageAmount = 5 ; taking this much damage... 12883 AflameDamageDelay = 500 ; this often. 12884 End 12885 12886 Geometry = BOX 12887 GeometryIsSmall = No 12888 GeometryMajorRadius = 28.0 12889 GeometryMinorRadius = 10.0 12890 GeometryHeight = 20.0 12891 Shadow = SHADOW_VOLUME 12892 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12893 12894 End 12895 ;------------------------------------------------------------------------------ 12896 Object TrainCar033 12897 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12898 12899 ; *** ART Parameters *** 12900 12901 Draw = W3DModelDraw ModuleTag_01 12902 ConditionState = NONE 12903 Model = CVTrnBox03 12904 End 12905 End 12906 12907 ; ***DESIGN parameters *** 12908 DisplayName = OBJECT:TrainCar 12909 EditorSorting = VEHICLE 12910 12911 ArmorSet 12912 Armor = TruckArmor 12913 DamageFX = CrushableCarDamageFX 12914 End 12915 12916 VisionRange = 300 12917 ShroudClearingRange = 300 12918 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 12919 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 12920 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12921 12922 12923 ; *** ENGINEERING Parameters *** 12924 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 12925 12926 12927 Body = ActiveBody ModuleTag_02 12928 MaxHealth = 100.0 12929 InitialHealth = 100.0 12930 End 12931 12932 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 12933 ; Behavior = GarrisonContain ModuleTag_03 12934 ; ContainMax = 10 12935 ; EnterSound = GarrisonEnter 12936 ; ExitSound = GarrisonExit 12937 ; DamagePercentToUnits = 50% 12938 ; MobileGarrison = Yes 12939 ; End 12940 12941 Behavior = RailroadBehavior ModuleTag_04 12942 IsLocomotive = No 12943 PathPrefixName = Railroad 12944 12945 ;=== PARAMETERS FOR ALL CARRIAGES === 12946 RunningGarrisonSpeedMax = 1 12947 KillSpeedMin = 1 12948 Friction = 0.995 12949 BigMetalBounceSound = BuildingFallingMetal 12950 SmallMetalBounceSound = VehicleImpactHeavy 12951 MeatyBounceSound = InfantryCrush 12952 ClicketyClackSound = TrainClicketyClack 12953 12954 End 12955 12956 Behavior = DestroyDie ModuleTag_05 12957 ;nothing 12958 End 12959 Behavior = CreateObjectDie ModuleTag_06 12960 CreationList = OCL_TankerTruckExplode 12961 End 12962 Behavior = FXListDie ModuleTag_07 12963 DeathFX = FX_RailroadWoodenCarExplode 12964 End 12965 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 12966 DeathWeapon = TankerTruckWeapon 12967 StartsActive = Yes 12968 End 12969 12970 Behavior = FlammableUpdate ModuleTag_21 12971 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12972 AflameDamageAmount = 5 ; taking this much damage... 12973 AflameDamageDelay = 500 ; this often. 12974 End 12975 12976 Geometry = BOX 12977 GeometryIsSmall = No 12978 GeometryMajorRadius = 28.0 12979 GeometryMinorRadius = 10.0 12980 GeometryHeight = 20.0 12981 Shadow = SHADOW_VOLUME 12982 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 12983 12984 End 12985 ;------------------------------------------------------------------------------ 12986 Object TrainCab3 12987 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 12988 12989 ; *** ART Parameters *** 12990 Draw = W3DModelDraw ModuleTag_01 12991 ConditionState = NONE 12992 Model = CVTrnCab 12993 Animation = CVTrnCab.CVTrnCab 12994 AnimationMode = LOOP 12995 End 12996 End 12997 12998 ; ***DESIGN parameters *** 12999 DisplayName = OBJECT:TrainCar 13000 EditorSorting = VEHICLE 13001 13002 ArmorSet 13003 Armor = TruckArmor 13004 DamageFX = CrushableCarDamageFX 13005 End 13006 13007 VisionRange = 300 13008 ShroudClearingRange = 300 13009 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 13010 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13011 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13012 13013 13014 ; *** ENGINEERING Parameters *** 13015 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 13016 13017 13018 Body = ActiveBody ModuleTag_02 13019 MaxHealth = 100.0 13020 InitialHealth = 100.0 13021 End 13022 13023 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 13024 ; Behavior = GarrisonContain ModuleTag_03 13025 ; ContainMax = 10 13026 ; EnterSound = GarrisonEnter 13027 ; ExitSound = GarrisonExit 13028 ; DamagePercentToUnits = 50% 13029 ; MobileGarrison = Yes 13030 ; End 13031 13032 Behavior = RailroadBehavior ModuleTag_04 13033 IsLocomotive = No 13034 PathPrefixName = Railroad 13035 13036 ;=== PARAMETERS FOR ALL CARRIAGES === 13037 RunningGarrisonSpeedMax = 1 13038 KillSpeedMin = 1 13039 Friction = 0.995 13040 BigMetalBounceSound = BuildingFallingMetal 13041 SmallMetalBounceSound = VehicleImpactHeavy 13042 MeatyBounceSound = InfantryCrush 13043 ClicketyClackSound = TrainClicketyClack 13044 13045 End 13046 13047 Behavior = DestroyDie ModuleTag_05 13048 ;nothing 13049 End 13050 Behavior = CreateObjectDie ModuleTag_06 13051 CreationList = OCL_TankerTruckExplode 13052 End 13053 Behavior = FXListDie ModuleTag_07 13054 DeathFX = FX_RailroadWoodenCarExplode 13055 End 13056 13057 Behavior = FlammableUpdate ModuleTag_21 13058 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13059 AflameDamageAmount = 5 ; taking this much damage... 13060 AflameDamageDelay = 500 ; this often. 13061 End 13062 13063 Geometry = BOX 13064 GeometryIsSmall = No 13065 GeometryMajorRadius = 25.0 13066 GeometryMinorRadius = 10.0 13067 GeometryHeight = 20.0 13068 Shadow = SHADOW_VOLUME 13069 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 13070 13071 End 13072 ;------------------------------------------------------------------------------ 13073 Object TrainCoal3 13074 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 13075 13076 ; *** ART Parameters *** 13077 Draw = W3DModelDraw ModuleTag_01 13078 ConditionState = NONE 13079 Model = CVTrnCoal 13080 End 13081 End 13082 13083 ; ***DESIGN parameters *** 13084 DisplayName = OBJECT:TrainCar 13085 EditorSorting = VEHICLE 13086 13087 ArmorSet 13088 Armor = TruckArmor 13089 DamageFX = CrushableCarDamageFX 13090 End 13091 13092 VisionRange = 300 13093 ShroudClearingRange = 300 13094 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 13095 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13096 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13097 13098 13099 ; *** ENGINEERING Parameters *** 13100 KindOf = SELECTABLE CAN_ATTACK VEHICLE 13101 13102 13103 Body = ActiveBody ModuleTag_02 13104 MaxHealth = 100.0 13105 InitialHealth = 100.0 13106 End 13107 13108 Behavior = RailroadBehavior ModuleTag_03 13109 IsLocomotive = No 13110 PathPrefixName = Railroad 13111 13112 ;=== PARAMETERS FOR ALL CARRIAGES === 13113 RunningGarrisonSpeedMax = 1 13114 KillSpeedMin = 1 13115 Friction = 0.995 13116 BigMetalBounceSound = BuildingFallingMetal 13117 SmallMetalBounceSound = VehicleImpactHeavy 13118 MeatyBounceSound = InfantryCrush 13119 ClicketyClackSound = TrainClicketyClack 13120 13121 End 13122 13123 Behavior = DestroyDie ModuleTag_04 13124 ;nothing 13125 End 13126 Behavior = CreateObjectDie ModuleTag_05 13127 CreationList = OCL_TankerTruckExplode 13128 End 13129 Behavior = FXListDie ModuleTag_06 13130 DeathFX = FX_RailroadCoalCarExplode 13131 End 13132 Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 13133 DeathWeapon = TankerTruckWeapon 13134 StartsActive = Yes 13135 End 13136 13137 Behavior = FlammableUpdate ModuleTag_21 13138 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13139 AflameDamageAmount = 5 ; taking this much damage... 13140 AflameDamageDelay = 500 ; this often. 13141 End 13142 13143 Geometry = BOX 13144 GeometryIsSmall = No 13145 GeometryMajorRadius = 28.0 13146 GeometryMinorRadius = 10.0 13147 GeometryHeight = 20.0 13148 Shadow = SHADOW_VOLUME 13149 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 13150 13151 End 13152 ;------------------------------------------------------------------------------ 13153 Object TrainTank3 13154 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 13155 13156 ; *** ART Parameters *** 13157 Draw = W3DModelDraw ModuleTag_01 13158 ConditionState = NONE 13159 Model = CVTrnTank 13160 End 13161 End 13162 13163 ; ***DESIGN parameters *** 13164 DisplayName = OBJECT:TrainCar 13165 EditorSorting = VEHICLE 13166 13167 ArmorSet 13168 Armor = TruckArmor 13169 DamageFX = CrushableCarDamageFX 13170 End 13171 13172 VisionRange = 300 13173 ShroudClearingRange = 300 13174 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 13175 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13176 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13177 13178 13179 ; *** ENGINEERING Parameters *** 13180 KindOf = SELECTABLE CAN_ATTACK VEHICLE 13181 13182 13183 Body = ActiveBody ModuleTag_02 13184 MaxHealth = 100.0 13185 InitialHealth = 100.0 13186 End 13187 13188 Behavior = RailroadBehavior ModuleTag_03 13189 IsLocomotive = No 13190 PathPrefixName = Railroad 13191 13192 ;=== PARAMETERS FOR ALL CARRIAGES === 13193 RunningGarrisonSpeedMax = 1 13194 KillSpeedMin = 1 13195 Friction = 0.995 13196 BigMetalBounceSound = BuildingFallingMetal 13197 SmallMetalBounceSound = VehicleImpactHeavy 13198 MeatyBounceSound = InfantryCrush 13199 ClicketyClackSound = TrainClicketyClack 13200 13201 End 13202 13203 Behavior = DestroyDie ModuleTag_04 13204 ;nothing 13205 End 13206 Behavior = FXListDie ModuleTag_05 13207 DeathFX = FX_RailroadTankCarExplode 13208 End 13209 13210 Behavior = FlammableUpdate ModuleTag_21 13211 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13212 AflameDamageAmount = 5 ; taking this much damage... 13213 AflameDamageDelay = 500 ; this often. 13214 End 13215 13216 Geometry = BOX 13217 GeometryIsSmall = No 13218 GeometryMajorRadius = 28.0 13219 GeometryMinorRadius = 10.0 13220 GeometryHeight = 20.0 13221 Shadow = SHADOW_VOLUME 13222 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 13223 13224 End 13225 13226 ;------------------------------------------------------------------------------ 13227 Object CabooseFullOfTerrorists 13228 13229 ; *** ART Parameters *** 13230 Draw = W3DModelDraw ModuleTag_01 13231 ConditionState = NONE 13232 Model = CVTrnCab 13233 Animation = CVTrnCab.CVTrnCab 13234 AnimationMode = LOOP 13235 End 13236 End 13237 13238 ; ***DESIGN parameters *** 13239 DisplayName = OBJECT:TrainCar 13240 EditorSorting = VEHICLE 13241 13242 ArmorSet 13243 Armor = TruckArmor 13244 DamageFX = CrushableCarDamageFX 13245 End 13246 13247 VisionRange = 300 13248 ShroudClearingRange = 300 13249 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 13250 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13251 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13252 13253 13254 ; *** ENGINEERING Parameters *** 13255 KindOf = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT 13256 13257 13258 Body = ActiveBody ModuleTag_02 13259 MaxHealth = 100.0 13260 InitialHealth = 100.0 13261 End 13262 13263 ;THIS IS THE ONLY TRAIN CARRIAGE THAT SHOULD BE GARRISONABLE 13264 Behavior = GarrisonContain ModuleTag_03 13265 ContainMax = 10 13266 EnterSound = GarrisonEnter 13267 ExitSound = GarrisonExit 13268 DamagePercentToUnits = 50% 13269 MobileGarrison = Yes 13270 InitialRoster = GLAInfantryTerrorist 10 13271 End 13272 13273 Behavior = RailroadBehavior ModuleTag_04 13274 IsLocomotive = No 13275 PathPrefixName = Railroad 13276 13277 ;=== PARAMETERS FOR ALL CARRIAGES === 13278 RunningGarrisonSpeedMax = 1 13279 KillSpeedMin = 1 13280 Friction = 0.995 13281 BigMetalBounceSound = BuildingFallingMetal 13282 SmallMetalBounceSound = VehicleImpactHeavy 13283 MeatyBounceSound = InfantryCrush 13284 ClicketyClackSound = TrainClicketyClack 13285 13286 End 13287 13288 Behavior = DestroyDie ModuleTag_05 13289 ;nothing 13290 End 13291 Behavior = FXListDie ModuleTag_06 13292 DeathFX = FX_RailroadWoodenCarExplode 13293 End 13294 13295 Behavior = FlammableUpdate ModuleTag_21 13296 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13297 AflameDamageAmount = 5 ; taking this much damage... 13298 AflameDamageDelay = 500 ; this often. 13299 End 13300 13301 Geometry = BOX 13302 GeometryIsSmall = No 13303 GeometryMajorRadius = 25.0 13304 GeometryMinorRadius = 10.0 13305 GeometryHeight = 20.0 13306 Shadow = SHADOW_VOLUME 13307 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 13308 13309 End 13310 13311 ;------------------------------------------------------------------------------ 13312 Object Rickshaw 13313 13314 ; *** ART Parameters *** 13315 SelectPortrait = SUTerrorist_L 13316 ButtonImage = SUTerrorist 13317 13318 Draw = W3DModelDraw ModuleTag_01 13319 DefaultConditionState 13320 Model = cvrksh_SKN 13321 IdleAnimation = cvrksh_SKL.cvrksh_STN 13322 IdleAnimation = cvrksh_SKL.cvrksh_STN 13323 IdleAnimation = cvrksh_SKL.cvrksh_STN 13324 IdleAnimation = cvrksh_SKL.cvrksh_STN 13325 IdleAnimation = cvrksh_SKL.cvrksh_STN 13326 IdleAnimation = cvrksh_SKL.cvrksh_IDL 13327 AnimationMode = ONCE 13328 End 13329 13330 ConditionState = MOVING 13331 Animation = cvrksh_SKL.cvrksh_WAL 13332 AnimationMode = LOOP 13333 Flags = RANDOMSTART 13334 End 13335 13336 ConditionState = DYING 13337 Animation = cvrksh_SKL.cvrksh_DEA 13338 AnimationMode = ONCE 13339 End 13340 End 13341 13342 ; ***DESIGN parameters *** 13343 DisplayName = OBJECT:EuroVan 13344 EditorSorting = VEHICLE 13345 13346 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 13347 WeaponSet 13348 Conditions = None 13349 Weapon = PRIMARY None 13350 End 13351 WeaponSet 13352 Conditions = CARBOMB 13353 Weapon = PRIMARY SuicideCarBomb 13354 End 13355 13356 ArmorSet 13357 Armor = TruckArmor 13358 DamageFX = CrushableCarDamageFX 13359 End 13360 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13361 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13362 CommandSet = CivilianCarBombCommandSet 13363 13364 ; *** AUDIO Parameters *** 13365 13366 13367 13368 ; *** ENGINEERING Parameters *** 13369 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 13370 RadarPriority = LOCAL_UNIT_ONLY 13371 13372 Body = ActiveBody ModuleTag_02 13373 MaxHealth = 100.0 13374 InitialHealth = 100.0 13375 End 13376 13377 13378 13379 Behavior = DestroyDie ModuleTag_03 13380 DeathTypes = ALL -CRUSHED -SPLATTED 13381 End 13382 Behavior = CrushDie ModuleTag_04 13383 DeathTypes = NONE +CRUSHED +SPLATTED 13384 TotalCrushSound = CarAlarm 13385 BackEndCrushSound = CarAlarm 13386 FrontEndCrushSound = CarAlarm 13387 TotalCrushSoundPercent = 50 13388 BackEndCrushSoundPercent = 50 13389 FrontEndCrushSoundPercent = 50 13390 End 13391 Behavior = SlowDeathBehavior ModuleTag_11 13392 DeathTypes = NONE +CRUSHED +SPLATTED 13393 SinkDelay = 14000 13394 SinkRate = 2 ; in Dist/Sec 13395 DestructionDelay = 20000 13396 End 13397 13398 Behavior = FXListDie ModuleTag_05 13399 DeathTypes = NONE +CRUSHED +SPLATTED 13400 DeathFX = FX_CarCrush 13401 End 13402 Behavior = CreateObjectDie ModuleTag_06 13403 DeathTypes = ALL -CRUSHED -SPLATTED 13404 CreationList = OCL_GenericCarExplode 13405 End 13406 Behavior = FXListDie ModuleTag_07 13407 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 13408 DeathFX = FX_GenericCarExplode 13409 End 13410 Behavior = CreateObjectDie ModuleTag_08 13411 DeathTypes = NONE +SUICIDED 13412 CreationList = OCL_BurnedCarHull 13413 End 13414 13415 Behavior = AIUpdateInterface ModuleTag_09 13416 End 13417 Locomotor = SET_NORMAL BasicCarLocomotor 13418 Locomotor = SET_WANDER WanderCarLocomotor 13419 Locomotor = SET_PANIC PanicCarLocomotor 13420 13421 Behavior = PhysicsBehavior ModuleTag_10 13422 Mass = 30.0 13423 End 13424 13425 Behavior = FlammableUpdate ModuleTag_21 13426 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13427 AflameDamageAmount = 5 ; taking this much damage... 13428 AflameDamageDelay = 500 ; this often. 13429 End 13430 13431 Geometry = BOX 13432 GeometryIsSmall = Yes 13433 GeometryMajorRadius = 11.0 13434 GeometryMinorRadius = 4.0 13435 GeometryHeight = 7.0 13436 Shadow = SHADOW_VOLUME 13437 13438 End 13439 13440 ;------------------------------------------------------------------------------ 13441 Object ConstructionCraneCementBucket 13442 13443 ; *** ART Parameters *** 13444 Draw = W3DModelDraw ModuleTag_01 13445 ConditionState = NONE 13446 Model = CVCstcn 13447 End 13448 13449 ConditionState = REALLYDAMAGED 13450 Model = CVCstcn_D 13451 End 13452 13453 ConditionState = RUBBLE 13454 Model = CVCstcn_D 13455 End 13456 End 13457 13458 ; ***DESIGN parameters *** 13459 DisplayName = OBJECT:EuroVan 13460 EditorSorting = VEHICLE 13461 13462 WeaponSet 13463 Conditions = None 13464 Weapon = PRIMARY None 13465 End 13466 13467 ArmorSet 13468 Armor = TruckArmor 13469 DamageFX = CrushableCarDamageFX 13470 End 13471 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13472 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13473 13474 ; *** AUDIO Parameters *** 13475 SoundMoveStart = CarMoveStart 13476 13477 13478 ; *** ENGINEERING Parameters *** 13479 KindOf = SELECTABLE CAN_ATTACK VEHICLE 13480 13481 Body = ActiveBody ModuleTag_02 13482 MaxHealth = 100.0 13483 InitialHealth = 100.0 13484 End 13485 13486 13487 13488 Behavior = DestroyDie ModuleTag_03 13489 ;nothing 13490 End 13491 13492 13493 Behavior = AIUpdateInterface ModuleTag_04 13494 End 13495 Locomotor = SET_NORMAL BasicCarLocomotor 13496 Locomotor = SET_WANDER WanderCarLocomotor 13497 Locomotor = SET_PANIC PanicCarLocomotor 13498 13499 Behavior = PhysicsBehavior ModuleTag_05 13500 Mass = 30.0 13501 End 13502 13503 Behavior = FlammableUpdate ModuleTag_21 13504 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13505 AflameDamageAmount = 5 ; taking this much damage... 13506 AflameDamageDelay = 500 ; this often. 13507 End 13508 13509 Geometry = BOX 13510 GeometryIsSmall = Yes 13511 GeometryMajorRadius = 11.0 13512 GeometryMinorRadius = 4.0 13513 GeometryHeight = 7.0 13514 Shadow = SHADOW_VOLUME 13515 13516 End 13517 13518 ;------------------------------------------------------------------------------ 13519 Object Scooter 13520 13521 ; *** ART Parameters *** 13522 Draw = W3DModelDraw ModuleTag_01 13523 DefaultConditionState 13524 Model = cvsctr_SKN 13525 IdleAnimation = cvsctr_SKL.cvsctr_STN 13526 IdleAnimation = cvsctr_SKL.cvsctr_STN 13527 IdleAnimation = cvsctr_SKL.cvsctr_STN 13528 IdleAnimation = cvsctr_SKL.cvsctr_STN 13529 IdleAnimation = cvsctr_SKL.cvsctr_STN 13530 IdleAnimation = cvsctr_SKL.cvsctr_IDL 13531 AnimationMode = ONCE 13532 End 13533 13534 ConditionState = MOVING 13535 Animation = cvsctr_SKL.cvsctr_WAL 13536 AnimationMode = LOOP 13537 Flags = RANDOMSTART 13538 End 13539 13540 ConditionState = DYING 13541 Animation = cvsctr_SKL.cvsctr_DEA 13542 AnimationMode = ONCE 13543 End 13544 End 13545 13546 ; ***DESIGN parameters *** 13547 DisplayName = OBJECT:EuroVan 13548 EditorSorting = VEHICLE 13549 13550 WeaponSet 13551 Conditions = None 13552 Weapon = PRIMARY None 13553 End 13554 13555 ArmorSet 13556 Armor = TruckArmor 13557 DamageFX = CrushableCarDamageFX 13558 End 13559 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13560 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13561 13562 ; *** AUDIO Parameters *** 13563 13564 13565 ; *** ENGINEERING Parameters *** 13566 KindOf = SELECTABLE CAN_ATTACK VEHICLE 13567 13568 Body = ActiveBody ModuleTag_02 13569 MaxHealth = 100.0 13570 InitialHealth = 100.0 13571 End 13572 13573 13574 13575 Behavior = DestroyDie ModuleTag_03 13576 ;nothing 13577 End 13578 13579 13580 Behavior = AIUpdateInterface ModuleTag_04 13581 End 13582 Locomotor = SET_NORMAL BasicCarLocomotor 13583 Locomotor = SET_WANDER WanderCarLocomotor 13584 Locomotor = SET_PANIC PanicCarLocomotor 13585 13586 Behavior = PhysicsBehavior ModuleTag_05 13587 Mass = 30.0 13588 End 13589 13590 Behavior = FlammableUpdate ModuleTag_21 13591 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13592 AflameDamageAmount = 5 ; taking this much damage... 13593 AflameDamageDelay = 500 ; this often. 13594 End 13595 13596 Geometry = BOX 13597 GeometryIsSmall = Yes 13598 GeometryMajorRadius = 11.0 13599 GeometryMinorRadius = 4.0 13600 GeometryHeight = 7.0 13601 Shadow = SHADOW_VOLUME 13602 13603 End 13604 13605 ;------------------------------------------------------------------------------ 13606 Object CargoCrane 13607 13608 ; *** ART Parameters *** 13609 Draw = W3DModelDraw ModuleTag_01 13610 ConditionState = NONE 13611 Model = CVCargobrn 13612 End 13613 13614 ConditionState = REALLYDAMAGED 13615 Model = CVCargobrn_D 13616 End 13617 13618 ConditionState = RUBBLE 13619 Model = CVCargobrn_D 13620 End 13621 End 13622 13623 ; ***DESIGN parameters *** 13624 DisplayName = OBJECT:EuroVan 13625 EditorSorting = VEHICLE 13626 13627 WeaponSet 13628 Conditions = None 13629 Weapon = PRIMARY None 13630 End 13631 13632 ArmorSet 13633 Armor = TruckArmor 13634 DamageFX = CrushableCarDamageFX 13635 End 13636 CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13637 CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13638 13639 ; *** AUDIO Parameters *** 13640 13641 13642 ; *** ENGINEERING Parameters *** 13643 KindOf = SELECTABLE CAN_ATTACK VEHICLE 13644 13645 Body = ActiveBody ModuleTag_02 13646 MaxHealth = 100.0 13647 InitialHealth = 100.0 13648 End 13649 13650 13651 13652 Behavior = DestroyDie ModuleTag_03 13653 ;nothing 13654 End 13655 13656 13657 Behavior = AIUpdateInterface ModuleTag_04 13658 End 13659 Locomotor = SET_NORMAL BasicCarLocomotor 13660 Locomotor = SET_WANDER WanderCarLocomotor 13661 Locomotor = SET_PANIC PanicCarLocomotor 13662 13663 Behavior = PhysicsBehavior ModuleTag_05 13664 Mass = 30.0 13665 End 13666 13667 Behavior = FlammableUpdate ModuleTag_21 13668 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13669 AflameDamageAmount = 5 ; taking this much damage... 13670 AflameDamageDelay = 500 ; this often. 13671 End 13672 13673 Geometry = BOX 13674 GeometryIsSmall = Yes 13675 GeometryMajorRadius = 11.0 13676 GeometryMinorRadius = 4.0 13677 GeometryHeight = 7.0 13678 Shadow = SHADOW_VOLUME 13679 13680 End 13681 13682 ;------------------------------------------------------------------------------ 13683 Object CommercialAirliner 13684 13685 ; *** ART Parameters *** 13686 Draw = W3DModelDraw ModuleTag_01 13687 ConditionState = NONE 13688 Model = CVAirplane 13689 End 13690 13691 ConditionState = REALLYDAMAGED 13692 Model = CVAirplane_D 13693 End 13694 13695 ConditionState = RUBBLE 13696 Model = CVAirplane_D 13697 End 13698 End 13699 13700 ; ***DESIGN parameters *** 13701 DisplayName = OBJECT:CropDuster 13702 EditorSorting = VEHICLE 13703 13704 ArmorSet 13705 Conditions = None 13706 Armor = AirplaneArmor 13707 DamageFX = None 13708 End 13709 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13710 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13711 13712 ; *** AUDIO Parameters *** 13713 13714 ; *** ENGINEERING Parameters *** 13715 KindOf = CAN_CAST_REFLECTIONS VEHICLE AIRCRAFT 13716 13717 Body = ActiveBody ModuleTag_02 13718 MaxHealth = 100.0 13719 InitialHealth = 100.0 13720 End 13721 13722 Behavior = DestroyDie ModuleTag_DeathTag03 13723 ;nothing 13724 End 13725 Behavior = CreateObjectDie ModuleTag_DeathTag04 13726 CreationList = OCL_GenericCarExplode 13727 End 13728 Behavior = FXListDie ModuleTag_DeathTag05 13729 DeathFX = FX_GenericCarExplode 13730 End 13731 13732 13733 13734 ; Behavior = DestroyDie ModuleTag_03 13735 ; DeathTypes = ALL -CRUSHED -SPLATTED 13736 ; End 13737 ; Behavior = CrushDie ModuleTag_04 13738 ; DeathTypes = NONE +CRUSHED +SPLATTED 13739 ; TotalCrushSound = CarAlarm 13740 ; BackEndCrushSound = CarAlarm 13741 ; FrontEndCrushSound = CarAlarm 13742 ; TotalCrushSoundPercent = 50 13743 ; BackEndCrushSoundPercent = 50 13744 ; FrontEndCrushSoundPercent = 50 13745 ; End 13746 ; Behavior = SlowDeathBehavior ModuleTag_11 13747 ; DeathTypes = NONE +CRUSHED +SPLATTED 13748 ; SinkDelay = 14000 13749 ; SinkRate = 2 ; in Dist/Sec 13750 ; DestructionDelay = 20000 13751 ; End 13752 13753 ; Behavior = FXListDie ModuleTag_05 13754 ; DeathTypes = NONE +CRUSHED +SPLATTED 13755 ; DeathFX = FX_CarCrush 13756 ; End 13757 ; Behavior = CreateObjectDie ModuleTag_06 13758 ; DeathTypes = ALL -CRUSHED -SPLATTED 13759 ; CreationList = OCL_GenericCarExplode 13760 ; End 13761 ; Behavior = FXListDie ModuleTag_07 13762 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 13763 ; DeathFX = FX_GenericCarExplode 13764 ; End 13765 ; Behavior = CreateObjectDie ModuleTag_08 13766 ; DeathTypes = NONE +SUICIDED 13767 ; CreationList = OCL_BurnedCarHull 13768 ; End 13769 13770 Behavior = AIUpdateInterface ModuleTag_09 13771 End 13772 Locomotor = SET_NORMAL B52Locomotor 13773 13774 Behavior = PhysicsBehavior ModuleTag_10 13775 Mass = 500.0 13776 End 13777 13778 Behavior = FlammableUpdate ModuleTag_21 13779 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13780 AflameDamageAmount = 5 ; taking this much damage... 13781 AflameDamageDelay = 500 ; this often. 13782 End 13783 13784 Geometry = CYLINDER 13785 GeometryIsSmall = Yes 13786 GeometryMajorRadius = 7.0 13787 GeometryMinorRadius = 7.0 13788 GeometryHeight = 7.0 13789 Shadow = SHADOW_VOLUME 13790 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 13791 13792 End 13793 13794 ;------------------------------------------------------------------------------ 13795 Object Tractor 13796 13797 ; *** ART Parameters *** 13798 SelectPortrait = SUTerrorist_L 13799 ButtonImage = SUTerrorist 13800 13801 ;Draw = W3DModelDraw ModuleTag_01 13802 Draw = W3DTruckDraw ModuleTag_TruckDraw 13803 ConditionState = NONE 13804 Model = CVTractor 13805 End 13806 13807 ConditionState = REALLYDAMAGED 13808 Model = CVTractor_D 13809 End 13810 13811 ConditionState = RUBBLE 13812 Model = CVTractor_D 13813 End 13814 13815 LeftFrontTireBone = Tire01 13816 RightFrontTireBone = Tire02 13817 LeftRearTireBone = Tire03 13818 RightRearTireBone = Tire04 13819 TireRotationMultiplier = 0.2 ; this * speed = rotation. 13820 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 13821 13822 End 13823 13824 ; ***DESIGN parameters *** 13825 DisplayName = OBJECT:Backhoe 13826 EditorSorting = VEHICLE 13827 13828 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 13829 WeaponSet 13830 Conditions = None 13831 Weapon = PRIMARY None 13832 End 13833 WeaponSet 13834 Conditions = CARBOMB 13835 Weapon = PRIMARY SuicideCarBomb 13836 End 13837 13838 ArmorSet 13839 Armor = TruckArmor 13840 DamageFX = CrushableCarDamageFX 13841 End 13842 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13843 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13844 CommandSet = CivilianCarBombCommandSet 13845 13846 ; *** AUDIO Parameters *** 13847 SoundMoveStart = CarMoveStart 13848 13849 13850 ; *** ENGINEERING Parameters *** 13851 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 13852 RadarPriority = LOCAL_UNIT_ONLY 13853 13854 Body = ActiveBody ModuleTag_02 13855 MaxHealth = 100.0 13856 InitialHealth = 100.0 13857 End 13858 13859 13860 13861 Behavior = DestroyDie ModuleTag_03 13862 DeathTypes = ALL -CRUSHED -SPLATTED 13863 End 13864 Behavior = CrushDie ModuleTag_04 13865 DeathTypes = NONE +CRUSHED +SPLATTED 13866 TotalCrushSound = CarAlarm 13867 BackEndCrushSound = CarAlarm 13868 FrontEndCrushSound = CarAlarm 13869 TotalCrushSoundPercent = 50 13870 BackEndCrushSoundPercent = 50 13871 FrontEndCrushSoundPercent = 50 13872 End 13873 Behavior = SlowDeathBehavior ModuleTag_11 13874 DeathTypes = NONE +CRUSHED +SPLATTED 13875 SinkDelay = 14000 13876 SinkRate = 2 ; in Dist/Sec 13877 DestructionDelay = 20000 13878 End 13879 13880 Behavior = FXListDie ModuleTag_05 13881 DeathTypes = NONE +CRUSHED +SPLATTED 13882 DeathFX = FX_CarCrush 13883 End 13884 Behavior = CreateObjectDie ModuleTag_06 13885 DeathTypes = ALL -CRUSHED -SPLATTED 13886 CreationList = OCL_GenericCarExplode 13887 End 13888 Behavior = FXListDie ModuleTag_07 13889 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 13890 DeathFX = FX_GenericCarExplode 13891 End 13892 ; Behavior = CreateObjectDie ModuleTag_08 13893 ; DeathTypes = NONE +SUICIDED 13894 ; CreationList = OCL_BurnedCarHull 13895 ; End 13896 13897 Behavior = AIUpdateInterface ModuleTag_09 13898 End 13899 Locomotor = SET_NORMAL BasicCarLocomotor 13900 Locomotor = SET_WANDER WanderCarLocomotor 13901 Locomotor = SET_PANIC PanicCarLocomotor 13902 13903 Behavior = PhysicsBehavior ModuleTag_10 13904 Mass = 30.0 13905 End 13906 13907 Behavior = FlammableUpdate ModuleTag_21 13908 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13909 AflameDamageAmount = 5 ; taking this much damage... 13910 AflameDamageDelay = 500 ; this often. 13911 End 13912 13913 Geometry = BOX 13914 GeometryIsSmall = Yes 13915 GeometryMajorRadius = 11.0 13916 GeometryMinorRadius = 4.0 13917 GeometryHeight = 7.0 13918 Shadow = SHADOW_VOLUME 13919 13920 End 13921 13922 13923 ;------------------------------------------------------------------------------ 13924 Object OxPlow 13925 13926 ; *** ART Parameters *** 13927 SelectPortrait = SUTerrorist_L 13928 ButtonImage = SUTerrorist 13929 13930 Draw = W3DModelDraw ModuleTag_01 13931 DefaultConditionState 13932 Model = cvoxpl_SKN 13933 IdleAnimation = cvoxpl_SKL.cvoxpl_STN 13934 IdleAnimation = cvoxpl_SKL.cvoxpl_STN 13935 IdleAnimation = cvoxpl_SKL.cvoxpl_STN 13936 IdleAnimation = cvoxpl_SKL.cvoxpl_STN 13937 IdleAnimation = cvoxpl_SKL.cvoxpl_STN 13938 IdleAnimation = cvoxpl_SKL.cvoxpl_IDL 13939 AnimationMode = ONCE 13940 End 13941 13942 ConditionState = MOVING 13943 Animation = cvoxpl_SKL.cvoxpl_WAL 13944 AnimationMode = LOOP 13945 Flags = RANDOMSTART 13946 End 13947 13948 ConditionState = DYING 13949 Animation = cvoxpl_SKL.cvoxpl_DEA 13950 AnimationMode = ONCE 13951 End 13952 End 13953 13954 ; ***DESIGN parameters *** 13955 DisplayName = OBJECT:Backhoe 13956 EditorSorting = VEHICLE 13957 13958 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 13959 WeaponSet 13960 Conditions = None 13961 Weapon = PRIMARY None 13962 End 13963 WeaponSet 13964 Conditions = CARBOMB 13965 Weapon = PRIMARY SuicideCarBomb 13966 End 13967 13968 ArmorSet 13969 Armor = TruckArmor 13970 DamageFX = CrushableCarDamageFX 13971 End 13972 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 13973 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13974 CommandSet = CivilianCarBombCommandSet 13975 13976 ; *** AUDIO Parameters *** 13977 SoundAmbient = CowAmbience 13978 13979 13980 ; *** ENGINEERING Parameters *** 13981 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 13982 RadarPriority = LOCAL_UNIT_ONLY 13983 13984 Body = ActiveBody ModuleTag_02 13985 MaxHealth = 100.0 13986 InitialHealth = 100.0 13987 End 13988 13989 13990 13991 ;Behavior = DestroyDie ModuleTag_03 13992 ; DeathTypes = ALL 13993 ;End 13994 13995 ; Behavior = CrushDie ModuleTag_04 13996 ; DeathTypes = NONE +CRUSHED +SPLATTED 13997 ; TotalCrushSound = CarAlarm 13998 ; BackEndCrushSound = CarAlarm 13999 ; FrontEndCrushSound = CarAlarm 14000 ; TotalCrushSoundPercent = 50 14001 ; BackEndCrushSoundPercent = 50 14002 ; FrontEndCrushSoundPercent = 50 14003 ; End 14004 14005 Behavior = SlowDeathBehavior ModuleTag_11 14006 DeathTypes = ALL 14007 SinkDelay = 14000 14008 SinkRate = 2 ; in Dist/Sec 14009 DestructionDelay = 20000 14010 End 14011 14012 ; Behavior = FXListDie ModuleTag_05 14013 ; DeathTypes = NONE +CRUSHED +SPLATTED 14014 ; DeathFX = FX_CarCrush 14015 ; End 14016 ; Behavior = CreateObjectDie ModuleTag_06 14017 ; DeathTypes = ALL -CRUSHED -SPLATTED 14018 ; CreationList = OCL_GenericCarExplode 14019 ; End 14020 ; Behavior = FXListDie ModuleTag_07 14021 ; DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 14022 ; DeathFX = FX_GenericCarExplode 14023 ; End 14024 ; Behavior = CreateObjectDie ModuleTag_08 14025 ; DeathTypes = NONE +SUICIDED 14026 ; CreationList = OCL_BurnedCarHull 14027 ; End 14028 14029 Behavior = AIUpdateInterface ModuleTag_09 14030 End 14031 Locomotor = SET_NORMAL BasicCarLocomotor 14032 Locomotor = SET_WANDER WanderCarLocomotor 14033 Locomotor = SET_PANIC PanicCarLocomotor 14034 14035 Behavior = PhysicsBehavior ModuleTag_10 14036 Mass = 30.0 14037 End 14038 14039 Behavior = FlammableUpdate ModuleTag_21 14040 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14041 AflameDamageAmount = 5 ; taking this much damage... 14042 AflameDamageDelay = 500 ; this often. 14043 End 14044 14045 Geometry = BOX 14046 GeometryIsSmall = Yes 14047 GeometryMajorRadius = 11.0 14048 GeometryMinorRadius = 4.0 14049 GeometryHeight = 7.0 14050 Shadow = SHADOW_VOLUME 14051 14052 End 14053 14054 14055 ;------------------------------------------------------------------------------ 14056 Object HorseDrawnCart 14057 14058 ; *** ART Parameters *** 14059 SelectPortrait = SUTerrorist_L 14060 ButtonImage = SUTerrorist 14061 14062 Draw = W3DModelDraw ModuleTag_01 14063 DefaultConditionState 14064 Model = CVHRSE_SKN 14065 IdleAnimation = CVHRSE_SKL.CVHRSE_STN 14066 IdleAnimation = CVHRSE_SKL.CVHRSE_STN 14067 IdleAnimation = CVHRSE_SKL.CVHRSE_STN 14068 IdleAnimation = CVHRSE_SKL.CVHRSE_STN 14069 IdleAnimation = CVHRSE_SKL.CVHRSE_STN 14070 IdleAnimation = CVHRSE_SKL.CVHRSE_IDL 14071 AnimationMode = ONCE 14072 End 14073 14074 ConditionState = MOVING 14075 Animation = CVHRSE_SKL.CVHRSE_WAL 14076 AnimationMode = LOOP 14077 Flags = RANDOMSTART 14078 End 14079 14080 ConditionState = DYING 14081 Animation = CVHRSE_SKL.CVHRSE_DEA 14082 AnimationMode = ONCE 14083 End 14084 End 14085 14086 14087 ; ***DESIGN parameters *** 14088 DisplayName = OBJECT:Backhoe 14089 EditorSorting = VEHICLE 14090 14091 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 14092 WeaponSet 14093 Conditions = None 14094 Weapon = PRIMARY None 14095 End 14096 WeaponSet 14097 Conditions = CARBOMB 14098 Weapon = PRIMARY SuicideCarBomb 14099 End 14100 14101 ArmorSet 14102 Armor = TruckArmor 14103 DamageFX = CrushableCarDamageFX 14104 End 14105 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 14106 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14107 CommandSet = CivilianCarBombCommandSet 14108 14109 ; *** AUDIO Parameters *** 14110 14111 14112 ; *** ENGINEERING Parameters *** 14113 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 14114 RadarPriority = LOCAL_UNIT_ONLY 14115 14116 Body = ActiveBody ModuleTag_02 14117 MaxHealth = 100.0 14118 InitialHealth = 100.0 14119 End 14120 14121 14122 14123 Behavior = DestroyDie ModuleTag_03 14124 DeathTypes = ALL -CRUSHED -SPLATTED 14125 End 14126 Behavior = CrushDie ModuleTag_04 14127 DeathTypes = NONE +CRUSHED +SPLATTED 14128 TotalCrushSound = CarAlarm 14129 BackEndCrushSound = CarAlarm 14130 FrontEndCrushSound = CarAlarm 14131 TotalCrushSoundPercent = 50 14132 BackEndCrushSoundPercent = 50 14133 FrontEndCrushSoundPercent = 50 14134 End 14135 Behavior = SlowDeathBehavior ModuleTag_11 14136 DeathTypes = NONE +CRUSHED +SPLATTED 14137 SinkDelay = 14000 14138 SinkRate = 2 ; in Dist/Sec 14139 DestructionDelay = 20000 14140 End 14141 14142 Behavior = FXListDie ModuleTag_05 14143 DeathTypes = NONE +CRUSHED +SPLATTED 14144 DeathFX = FX_CarCrush 14145 End 14146 Behavior = CreateObjectDie ModuleTag_06 14147 DeathTypes = ALL -CRUSHED -SPLATTED 14148 CreationList = OCL_GenericCarExplode 14149 End 14150 Behavior = FXListDie ModuleTag_07 14151 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 14152 DeathFX = FX_GenericCarExplode 14153 End 14154 Behavior = CreateObjectDie ModuleTag_08 14155 DeathTypes = NONE +SUICIDED 14156 CreationList = OCL_BurnedCarHull 14157 End 14158 14159 Behavior = AIUpdateInterface ModuleTag_09 14160 End 14161 Locomotor = SET_NORMAL BasicCarLocomotor 14162 Locomotor = SET_WANDER WanderCarLocomotor 14163 Locomotor = SET_PANIC PanicCarLocomotor 14164 14165 Behavior = PhysicsBehavior ModuleTag_10 14166 Mass = 30.0 14167 End 14168 14169 Behavior = FlammableUpdate ModuleTag_21 14170 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14171 AflameDamageAmount = 5 ; taking this much damage... 14172 AflameDamageDelay = 500 ; this often. 14173 End 14174 14175 Geometry = BOX 14176 GeometryIsSmall = Yes 14177 GeometryMajorRadius = 11.0 14178 GeometryMinorRadius = 4.0 14179 GeometryHeight = 7.0 14180 Shadow = SHADOW_VOLUME 14181 14182 End 14183 14184 ;------------------------------------------------------------------------------ 14185 Object TrainCoalOrnament 14186 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 14187 14188 ; *** ART Parameters *** 14189 Draw = W3DModelDraw ModuleTag_01 14190 ConditionState = NONE 14191 Model = CVTrnCoal 14192 End 14193 End 14194 14195 ; ***DESIGN parameters *** 14196 DisplayName = OBJECT:TrainCar 14197 EditorSorting = VEHICLE 14198 ArmorSet 14199 Armor = TruckArmor 14200 DamageFX = CrushableCarDamageFX 14201 End 14202 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 14203 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14204 14205 ; *** AUDIO Parameters *** 14206 SoundMoveStart = ConvoyTruckMoveStart 14207 14208 14209 ; *** ENGINEERING Parameters *** 14210 KindOf = SELECTABLE CAN_ATTACK VEHICLE 14211 14212 Body = ActiveBody ModuleTag_02 14213 MaxHealth = 100.0 14214 InitialHealth = 100.0 14215 End 14216 14217 Behavior = DestroyDie ModuleTag_03 14218 ;nothing 14219 End 14220 Behavior = CreateObjectDie ModuleTag_04 14221 CreationList = OCL_TankerTruckExplode 14222 End 14223 Behavior = FXListDie ModuleTag_05 14224 DeathFX = FX_RailroadCoalCarExplode 14225 End 14226 Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 14227 DeathWeapon = TankerTruckWeapon 14228 StartsActive = Yes 14229 End 14230 14231 Behavior = FlammableUpdate ModuleTag_21 14232 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14233 AflameDamageAmount = 5 ; taking this much damage... 14234 AflameDamageDelay = 500 ; this often. 14235 End 14236 14237 Geometry = BOX 14238 GeometryIsSmall = No 14239 GeometryMajorRadius = 28.0 14240 GeometryMinorRadius = 10.0 14241 GeometryHeight = 20.0 14242 Shadow = SHADOW_VOLUME 14243 14244 End 14245 ;------------------------------------------------------------------------------ 14246 Object TrainTankOrnament 14247 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 14248 14249 ; *** ART Parameters *** 14250 Draw = W3DModelDraw ModuleTag_01 14251 ConditionState = NONE 14252 Model = CVTrnTank 14253 14254 End 14255 End 14256 14257 ; ***DESIGN parameters *** 14258 DisplayName = OBJECT:TrainCar 14259 EditorSorting = VEHICLE 14260 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 14261 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14262 14263 14264 ArmorSet 14265 Armor = TruckArmor 14266 DamageFX = CrushableCarDamageFX 14267 End 14268 14269 ; *** AUDIO Parameters *** 14270 SoundMoveStart = ConvoyTruckMoveStart 14271 14272 14273 ; *** ENGINEERING Parameters *** 14274 KindOf = SELECTABLE CAN_ATTACK VEHICLE 14275 14276 Body = ActiveBody ModuleTag_02 14277 MaxHealth = 100.0 14278 InitialHealth = 100.0 14279 End 14280 14281 Behavior = DestroyDie ModuleTag_03 14282 ;nothing 14283 End 14284 Behavior = FXListDie ModuleTag_04 14285 DeathFX = FX_RailroadTankCarExplode 14286 End 14287 14288 Behavior = FlammableUpdate ModuleTag_21 14289 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14290 AflameDamageAmount = 5 ; taking this much damage... 14291 AflameDamageDelay = 500 ; this often. 14292 End 14293 14294 Geometry = BOX 14295 GeometryIsSmall = No 14296 GeometryMajorRadius = 28.0 14297 GeometryMinorRadius = 10.0 14298 GeometryHeight = 20.0 14299 Shadow = SHADOW_VOLUME 14300 14301 End 14302 14303 ;------------------------------------------------------------------------------ 14304 Object AvalancheChunk 14305 14306 ; *** ART Parameters *** 14307 Draw = W3DModelDraw ModuleTag_01 14308 DefaultConditionState 14309 Model = EXSnow01 14310 End 14311 ConditionState = POST_COLLAPSE MOVING FREEFALL 14312 ParticleSysBone = none AvalancheMistLight 14313 End 14314 End 14315 14316 ; ***DESIGN parameters *** 14317 EditorSorting = SYSTEM 14318 14319 14320 ; *** AUDIO Parameters *** 14321 14322 ; *** ENGINEERING Parameters *** 14323 KindOf = IGNORED_IN_GUI 14324 14325 Body = ActiveBody ModuleTag_02 14326 MaxHealth = 100.0 14327 InitialHealth = 100.0 14328 End 14329 14330 ArmorSet 14331 Armor = AvalancheArmor 14332 End 14333 14334 Behavior = TensileFormationUpdate ModuleTag_06 14335 Enabled = No ; Any hurt to any member of the formation will enable them all 14336 CrackSound = AvalancheCrack 14337 End 14338 14339 Behavior = FireWeaponWhenDamagedBehavior ModuleTag_03 14340 StartsActive = Yes 14341 ContinuousWeaponDamaged = AvalancheWeapon 14342 ContinuousWeaponReallyDamaged = AvalancheWeapon 14343 End 14344 14345 14346 Geometry = CYLINDER 14347 GeometryIsSmall = No 14348 GeometryMajorRadius = 30.0 14349 GeometryHeight = 20.0 14350 Shadow = NONE 14351 ShadowSizeX = 1; 14352 ShadowSizeY = 1; 14353 ShadowTexture = None; 14354 14355 End 14356 14357 ;------------------------------------------------------------------------------ 14358 Object AvalancheLeadChunk 14359 14360 ; *** ART Parameters *** 14361 Draw = W3DModelDraw ModuleTag_01 14362 DefaultConditionState 14363 Model = EXSnow01 14364 End 14365 ConditionState = POST_COLLAPSE 14366 ParticleSysBone = none AvalancheMistLight 14367 End 14368 ConditionState = POST_COLLAPSE MOVING 14369 ParticleSysBone = none AvalancheMistMedium 14370 End 14371 ConditionState = POST_COLLAPSE MOVING FREEFALL 14372 ParticleSysBone = none AvalancheMistHeavy 14373 End 14374 End 14375 14376 ; ***DESIGN parameters *** 14377 EditorSorting = SYSTEM 14378 14379 14380 ; *** AUDIO Parameters *** 14381 14382 ; *** ENGINEERING Parameters *** 14383 KindOf = IGNORED_IN_GUI 14384 14385 Body = ActiveBody ModuleTag_02 14386 MaxHealth = 100.0 14387 InitialHealth = 100.0 14388 End 14389 14390 ArmorSet 14391 Armor = AvalancheArmor 14392 End 14393 14394 Behavior = TensileFormationUpdate ModuleTag_06 14395 Enabled = No ; Damage condition amt ofhurt to any member of the formation will enable them all 14396 CrackSound = AvalancheCrack 14397 End 14398 14399 Behavior = FireWeaponWhenDamagedBehavior ModuleTag_07 14400 StartsActive = Yes 14401 ContinuousWeaponDamaged = AvalancheWeapon 14402 ContinuousWeaponReallyDamaged = AvalancheWeapon 14403 End 14404 14405 14406 Geometry = CYLINDER 14407 GeometryIsSmall = No 14408 GeometryMajorRadius = 30.0 14409 GeometryHeight = 20.0 14410 Shadow = NONE 14411 ShadowSizeX = 1; 14412 ShadowSizeY = 1; 14413 ShadowTexture = None; 14414 14415 End 14416 14417 ;------------------------------------------------------------------------------ 14418 ; an invisible object that exists solely for the Battleship to target. 14419 Object 300MeterShroudClearObject 14420 14421 ; *** ART Parameters *** 14422 Draw = W3DModelDraw ModuleTag_01 14423 DefaultConditionState 14424 Model = None 14425 End 14426 End 14427 14428 ; ***DESIGN parameters *** 14429 EditorSorting = STRUCTURE 14430 Side = Civilian 14431 ArmorSet 14432 Conditions = None 14433 Armor = InvulnerableArmor 14434 DamageFX = None 14435 End 14436 VisionRange = 300 14437 14438 ; *** ENGINEERING Parameters *** 14439 RadarPriority = NOT_ON_RADAR 14440 KindOf = IMMOBILE 14441 14442 Body = ImmortalBody ModuleTag_02 14443 MaxHealth = 99999.0 14444 InitialHealth = 99999.0 14445 End 14446 14447 14448 Geometry = SPHERE 14449 GeometryMajorRadius = 10.0 14450 GeometryIsSmall = Yes 14451 14452 End 14453 14454 ;------------------------------------------------------------------------------ 14455 ; ************************ Cinematic-only unit ******************************** 14456 Object CINE_TrainEngine 14457 14458 ; *** ART Parameters *** 14459 Draw = W3DModelDraw ModuleTag_01 14460 ConditionState = NONE 14461 Model = CVTrnEng2 14462 ParticleSysBone = Smoke01 LocomotiveSteam 14463 ;ParticleSysBone = Steam02 LocomotiveSteam 14464 ;sParticleSysBone = Steam03 DozerSmokeHeavy 14465 End 14466 ConditionState = OVER_WATER ; in a tunnel, actually, but close enough 14467 Model = CVTrnEng2 14468 End 14469 End 14470 14471 ; ***DESIGN parameters *** 14472 DisplayName = OBJECT:TrainCar 14473 EditorSorting = VEHICLE 14474 14475 WeaponSet 14476 Conditions = None 14477 Weapon = PRIMARY None 14478 End 14479 14480 ArmorSet 14481 Conditions = None 14482 Armor = InvulnerableArmor 14483 End 14484 14485 VisionRange = 300 14486 ShroudClearingRange = 300 14487 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 14488 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 14489 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14490 14491 ; *** AUDIO Parameters *** 14492 SoundMoveStart = ConvoyTruckMoveStart 14493 14494 ; *** ENGINEERING Parameters *** 14495 KindOf = SELECTABLE VEHICLE TRANSPORT 14496 14497 Body = ActiveBody ModuleTag_02 14498 MaxHealth = 100.0 14499 InitialHealth = 100.0 14500 End 14501 14502 14503 Behavior = RailroadBehavior ModuleTag_03 14504 14505 PathPrefixName = Railroad 14506 14507 14508 14509 14510 ;=== PARAMETERS FOR ALL CARRIAGES === 14511 RunningGarrisonSpeedMax = 1 14512 KillSpeedMin = 1 14513 Friction = 0.995 14514 BigMetalBounceSound = BuildingFallingMetal 14515 SmallMetalBounceSound = VehicleImpactHeavy 14516 MeatyBounceSound = InfantryCrush 14517 ClicketyClackSound = TrainClicketyClack 14518 WhistleSound = TrainWhistle 14519 14520 ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes 14521 IsLocomotive = Yes 14522 SpeedMax = 5 14523 Acceleration = 1.03 14524 WaitAtStationTime = 10000 ; ten seconds 14525 Braking = 0.97 14526 RunningSound = TrainRunningLoop 14527 CrashFXTemplateName = SpecialEffectsTrainCrashObject 14528 14529 CarriageTemplateName = TrainCar03 14530 CarriageTemplateName = TrainCar03 14531 CarriageTemplateName = TrainCoal 14532 CarriageTemplateName = TrainCab 14533 14534 ;CarriageTemplateName = TrainCar01 14535 ;CarriageTemplateName = TrainCar02 14536 ;CarriageTemplateName = TrainCar03 14537 ;CarriageTemplateName = TrainCoal 14538 ;CarriageTemplateName = TrainTank 14539 ;CarriageTemplateName = CabooseFullOfTerrorists 14540 End 14541 14542 14543 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 14544 ; Behavior = GarrisonContain ModuleTag_04 14545 ; ContainMax = 5 14546 ; EnterSound = GarrisonEnter 14547 ; ExitSound = GarrisonExit 14548 ; DamagePercentToUnits = 50% 14549 ; MobileGarrison = Yes 14550 ; End 14551 14552 Behavior = DestroyDie ModuleTag_05 14553 ;nothing 14554 End 14555 Behavior = CreateObjectDie ModuleTag_06 14556 CreationList = OCL_TankerTruckExplode 14557 End 14558 Behavior = FXListDie ModuleTag_07 14559 DeathFX = FX_LocomotiveExplode 14560 End 14561 14562 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 14563 DeathWeapon = TankerTruckWeapon 14564 StartsActive = Yes 14565 End 14566 14567 Behavior = FlammableUpdate ModuleTag_21 14568 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14569 AflameDamageAmount = 5 ; taking this much damage... 14570 AflameDamageDelay = 500 ; this often. 14571 End 14572 14573 14574 Behavior = AIUpdateInterface ModuleTag_22 14575 End 14576 14577 14578 14579 Geometry = BOX 14580 GeometryIsSmall = No 14581 GeometryMajorRadius = 40.0 14582 GeometryMinorRadius = 10.0 14583 GeometryHeight = 20.0 14584 Shadow = SHADOW_VOLUME 14585 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 14586 14587 End 14588 14589 ;------------------------------------------------------------------------------ 14590 ; ************************ Cinematic-only unit ******************************** 14591 Object CINE_TrainCarFlat 14592 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 14593 14594 ; *** ART Parameters *** 14595 Draw = W3DModelDraw ModuleTag_01 14596 ConditionState = NONE 14597 Model = CVBaikFlat 14598 End 14599 End 14600 14601 ; ***DESIGN parameters *** 14602 DisplayName = OBJECT:TrainCar 14603 EditorSorting = VEHICLE 14604 14605 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 14606 ArmorSet 14607 Armor = TruckArmor 14608 DamageFX = CrushableCarDamageFX 14609 End 14610 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 14611 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14612 CommandSet = CivilianCarBombCommandSet 14613 14614 ; *** AUDIO Parameters *** 14615 SoundMoveStart = ConvoyTruckMoveStart 14616 14617 14618 ; *** ENGINEERING Parameters *** 14619 KindOf = SELECTABLE CAN_ATTACK VEHICLE 14620 RadarPriority = LOCAL_UNIT_ONLY 14621 14622 Body = ActiveBody ModuleTag_02 14623 MaxHealth = 100.0 14624 InitialHealth = 100.0 14625 End 14626 14627 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 14628 ; Behavior = GarrisonContain ModuleTag_03 14629 ; ContainMax = 10 14630 ; EnterSound = GarrisonEnter 14631 ; ExitSound = GarrisonExit 14632 ; DamagePercentToUnits = 50% 14633 ; MobileGarrison = Yes 14634 ; End 14635 14636 Behavior = RailroadBehavior ModuleTag_04 14637 IsLocomotive = No 14638 PathPrefixName = Railroad 14639 14640 ;=== PARAMETERS FOR ALL CARRIAGES === 14641 RunningGarrisonSpeedMax = 1 14642 KillSpeedMin = 1 14643 Friction = 0.995 14644 BigMetalBounceSound = BuildingFallingMetal 14645 SmallMetalBounceSound = VehicleImpactHeavy 14646 MeatyBounceSound = InfantryCrush 14647 ClicketyClackSound = TrainClicketyClack 14648 14649 End 14650 14651 Behavior = DestroyDie ModuleTag_05 14652 ;nothing 14653 End 14654 Behavior = CreateObjectDie ModuleTag_06 14655 CreationList = OCL_TankerTruckExplode 14656 End 14657 Behavior = FXListDie ModuleTag_07 14658 DeathFX = FX_RailroadWoodenCarExplode 14659 End 14660 14661 Behavior = FlammableUpdate ModuleTag_21 14662 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14663 AflameDamageAmount = 5 ; taking this much damage... 14664 AflameDamageDelay = 500 ; this often. 14665 End 14666 14667 Geometry = BOX 14668 GeometryIsSmall = No 14669 GeometryMajorRadius = 32 14670 GeometryMinorRadius = 10.0 14671 GeometryHeight = 20.0 14672 Shadow = SHADOW_VOLUME 14673 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 14674 14675 End 14676 14677 ;------------------------------------------------------------------------------ 14678 ; ************************ Cinematic-only unit ******************************** 14679 Object CINE_TrainCarRocket 14680 ;-Train stuff put in for Art to review, this will need an engineer's touch. -GB 14681 14682 ; *** ART Parameters *** 14683 Draw = W3DModelDraw ModuleTag_01 14684 ConditionState = NONE 14685 Model = CVRCarCINE 14686 End 14687 End 14688 14689 ; ***DESIGN parameters *** 14690 DisplayName = OBJECT:TrainCar 14691 EditorSorting = VEHICLE 14692 14693 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 14694 ArmorSet 14695 Armor = TruckArmor 14696 DamageFX = CrushableCarDamageFX 14697 End 14698 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 14699 CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14700 CommandSet = CivilianCarBombCommandSet 14701 14702 ; *** AUDIO Parameters *** 14703 SoundMoveStart = ConvoyTruckMoveStart 14704 14705 14706 ; *** ENGINEERING Parameters *** 14707 KindOf = SELECTABLE CAN_ATTACK VEHICLE 14708 RadarPriority = LOCAL_UNIT_ONLY 14709 14710 Body = ActiveBody ModuleTag_02 14711 MaxHealth = 100.0 14712 InitialHealth = 100.0 14713 End 14714 14715 ;Lorenzen made this ungarrisonable, 12/16, please do not restore 14716 ; Behavior = GarrisonContain ModuleTag_03 14717 ; ContainMax = 10 14718 ; EnterSound = GarrisonEnter 14719 ; ExitSound = GarrisonExit 14720 ; DamagePercentToUnits = 50% 14721 ; MobileGarrison = Yes 14722 ; End 14723 14724 Behavior = RailroadBehavior ModuleTag_04 14725 IsLocomotive = No 14726 PathPrefixName = Railroad 14727 14728 ;=== PARAMETERS FOR ALL CARRIAGES === 14729 RunningGarrisonSpeedMax = 1 14730 KillSpeedMin = 1 14731 Friction = 0.995 14732 BigMetalBounceSound = BuildingFallingMetal 14733 SmallMetalBounceSound = VehicleImpactHeavy 14734 MeatyBounceSound = InfantryCrush 14735 ClicketyClackSound = TrainClicketyClack 14736 14737 End 14738 14739 Behavior = DestroyDie ModuleTag_05 14740 ;nothing 14741 End 14742 Behavior = CreateObjectDie ModuleTag_06 14743 CreationList = OCL_TankerTruckExplode 14744 End 14745 Behavior = FXListDie ModuleTag_07 14746 DeathFX = FX_RailroadWoodenCarExplode 14747 End 14748 14749 Behavior = FlammableUpdate ModuleTag_21 14750 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14751 AflameDamageAmount = 5 ; taking this much damage... 14752 AflameDamageDelay = 500 ; this often. 14753 End 14754 14755 Geometry = BOX 14756 GeometryIsSmall = No 14757 GeometryMajorRadius = 43.0 14758 GeometryMinorRadius = 10.0 14759 GeometryHeight = 20.0 14760 Shadow = SHADOW_VOLUME 14761 ShadowSizeX = 42 ; minimum elevation angle above horizon. Used to limit shadow length 14762 14763 End 14764 ;------------------------------------------------------------------------------ 14765 Object GenericMale02 14766 14767 ; *** ART Parameters *** 14768 Draw = W3DModelDraw ModuleTag_01 14769 OkToChangeModelColor = Yes 14770 14771 DefaultConditionState 14772 Model = CINMCIV01_SKN 14773 IdleAnimation = CINMCIV01_SKL.CINMCIV01_STA 0 30 14774 IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDA 14775 IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDB 14776 IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDC 14777 IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDD 14778 AnimationMode = ONCE 14779 TransitionKey = TRANS_Stand 14780 End 14781 14782 ConditionState = MOVING 14783 Animation = CINMCIV01_SKL.CINMCIV01_WKA 16 14784 AnimationMode = LOOP 14785 Flags = RANDOMSTART 14786 TransitionKey = TRANS_STAND 14787 End 14788 14789 TransitionState = TRANS_Stand TRANS_Panic 14790 Animation = CINMCIV01_SKL.CINMCIV01_PKA 14791 AnimationMode = ONCE 14792 End 14793 14794 ConditionState = MOVING PANICKING 14795 Animation = CINMCIV01_SKL.CINMCIV01_PKA 14796 AnimationMode = LOOP 14797 Flags = RANDOMSTART 14798 TransitionKey = TRANS_Panic 14799 End 14800 14801 ConditionState = DYING 14802 Animation = CINMCIV01_SKL.CINMCIV01_DTA 14803 Animation = CINMCIV01_SKL.CINMCIV01_DTB 14804 AnimationMode = ONCE 14805 TransitionKey = TRANS_Dying 14806 End 14807 14808 TransitionState = TRANS_Dying TRANS_Flailing 14809 Animation = CINMCIV01_SKL.CINMCIV01_ADTA1 14810 AnimationMode = ONCE 14811 End 14812 14813 ConditionState = DYING EXPLODED_FLAILING 14814 Animation = CINMCIV01_SKL.CINMCIV01_ADTA2 14815 AnimationMode = LOOP 14816 TransitionKey = TRANS_Flailing 14817 End 14818 14819 ConditionState = DYING EXPLODED_BOUNCING 14820 Animation = CINMCIV01_SKL.CINMCIV01_ADTA3 14821 AnimationMode = ONCE 14822 TransitionKey = None 14823 End 14824 14825 End 14826 14827 ; ***DESIGN parameters *** 14828 Side = Civilian 14829 EditorSorting = INFANTRY 14830 TransportSlotCount = 1 14831 ArmorSet 14832 Conditions = None 14833 Armor = HumanArmor 14834 14835 DamageFX = None 14836 End 14837 VisionRange = 150 14838 DisplayName = OBJECT:MogadishuFemaleCivilian 14839 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14840 14841 ; *** AUDIO Parameters *** 14842 SoundDie = CivilianChinaMaleDie 14843 SoundDieFire = DieByFireChina 14844 SoundDieToxin = DieByToxinChina 14845 14846 ; *** ENGINEERING Parameters *** 14847 RadarPriority = NOT_ON_RADAR 14848 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 14849 14850 Body = ActiveBody ModuleTag_02 14851 MaxHealth = 50.0 14852 InitialHealth = 50.0 14853 End 14854 14855 Behavior = AIUpdateInterface ModuleTag_03 14856 End 14857 Locomotor = SET_NORMAL BasicHumanLocomotor 14858 Locomotor = SET_WANDER WanderHumanLocomotor 14859 Locomotor = SET_PANIC PanicHumanLocomotor 14860 Behavior = PhysicsBehavior ModuleTag_04 14861 Mass = 5.0 14862 End 14863 Behavior = SlowDeathBehavior ModuleTag_05 14864 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 14865 SinkDelay = 3000 14866 SinkRate = 0.5 ; in Dist/Sec 14867 DestructionDelay = 8000 14868 End 14869 14870 14871 Behavior = SquishCollide ModuleTag_06 14872 ;nothing 14873 End 14874 14875 Behavior = FXListDie ModuleTag_07 14876 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 14877 DeathFX = FX_GIDie 14878 End 14879 Behavior = FXListDie ModuleTag_08 14880 DeathTypes = NONE +CRUSHED +SPLATTED 14881 DeathFX = FX_GIDieCrushed 14882 End 14883 Behavior = SlowDeathBehavior ModuleTag_Death06 14884 DeathTypes = NONE +POISONED_BETA 14885 DestructionDelay = 0 14886 FX = INITIAL FX_GIDie 14887 OCL = INITIAL OCL_ToxicInfantryBeta 14888 End 14889 14890 Behavior = SlowDeathBehavior ModuleTag_Death05 14891 DeathTypes = NONE +POISONED 14892 DestructionDelay = 0 14893 FX = INITIAL FX_GIDie 14894 OCL = INITIAL OCL_ToxicInfantry 14895 End 14896 14897 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 14898 DeathTypes = NONE +BURNED 14899 DestructionDelay = 0 14900 FX = INITIAL FX_GIDie 14901 OCL = INITIAL OCL_FlamingInfantry 14902 End 14903 14904 Behavior = PoisonedBehavior ModuleTag_09 14905 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 14906 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 14907 End 14908 14909 Geometry = CYLINDER 14910 Scale = 0.95 ;Scaling 14911 GeometryMajorRadius = 1.0 14912 GeometryMinorRadius = 1.0 14913 GeometryHeight = 8.0 14914 GeometryIsSmall = Yes 14915 Shadow = SHADOW_DECAL 14916 ShadowSizeX = 9; 14917 ShadowSizeY = 9; 14918 ShadowTexture = ShadowI; 14919 14920 End 14921 ;------------------------------------------------------------------------------ 14922 Object GenericFemale02 14923 14924 ; *** ART Parameters *** 14925 Draw = W3DModelDraw ModuleTag_01 14926 OkToChangeModelColor = Yes 14927 14928 DefaultConditionState 14929 Model = CINFCIV01_SKN 14930 IdleAnimation = CINFCIV01_SKL.CINFCIV01_STD 0 30 14931 IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDA 14932 IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDB 14933 IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDC 14934 IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDD 14935 AnimationMode = ONCE 14936 TransitionKey = TRANS_Stand 14937 End 14938 14939 ConditionState = MOVING 14940 Animation = CINFCIV01_SKL.CINFCIV01_WKA 16 14941 AnimationMode = LOOP 14942 Flags = RANDOMSTART 14943 TransitionKey = TRANS_STAND 14944 End 14945 14946 TransitionState = TRANS_Stand TRANS_Panic 14947 Animation = CINFCIV01_SKL.CINFCIV01_PKA 14948 AnimationMode = ONCE 14949 End 14950 14951 ConditionState = MOVING PANICKING 14952 Animation = CINFCIV01_SKL.CINFCIV01_PKA 14953 AnimationMode = LOOP 14954 Flags = RANDOMSTART 14955 TransitionKey = TRANS_Panic 14956 End 14957 14958 ConditionState = DYING 14959 Animation = CINFCIV01_SKL.CINFCIV01_DTA 14960 Animation = CINFCIV01_SKL.CINFCIV01_DTB 14961 AnimationMode = ONCE 14962 TransitionKey = TRANS_Dying 14963 End 14964 14965 TransitionState = TRANS_Dying TRANS_Flailing 14966 Animation = CINFCIV01_SKL.CINFCIV01_ADTA1 14967 AnimationMode = ONCE 14968 End 14969 14970 ConditionState = DYING EXPLODED_FLAILING 14971 Animation = CINFCIV01_SKL.CINFCIV01_ADTA2 14972 AnimationMode = LOOP 14973 TransitionKey = TRANS_Flailing 14974 End 14975 14976 ConditionState = DYING EXPLODED_BOUNCING 14977 Animation = CINFCIV01_SKL.CINFCIV01_ADTA3 14978 AnimationMode = ONCE 14979 TransitionKey = None 14980 End 14981 14982 End 14983 14984 ; ***DESIGN parameters *** 14985 Side = Civilian 14986 EditorSorting = INFANTRY 14987 TransportSlotCount = 1 14988 ArmorSet 14989 Conditions = None 14990 Armor = HumanArmor 14991 14992 DamageFX = None 14993 End 14994 VisionRange = 150 14995 DisplayName = OBJECT:MogadishuFemaleCivilian 14996 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14997 14998 ; *** AUDIO Parameters *** 14999 SoundDie = CivilianChinaFemaleDie 15000 SoundDieFire = DieByFireChina 15001 SoundDieToxin = DieByToxinChina 15002 15003 ; *** ENGINEERING Parameters *** 15004 RadarPriority = NOT_ON_RADAR 15005 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 15006 15007 Body = ActiveBody ModuleTag_02 15008 MaxHealth = 50.0 15009 InitialHealth = 50.0 15010 End 15011 15012 Behavior = AIUpdateInterface ModuleTag_03 15013 End 15014 Locomotor = SET_NORMAL BasicHumanLocomotor 15015 Locomotor = SET_WANDER WanderHumanLocomotor 15016 Locomotor = SET_PANIC PanicHumanLocomotor 15017 Behavior = PhysicsBehavior ModuleTag_04 15018 Mass = 5.0 15019 End 15020 Behavior = SlowDeathBehavior ModuleTag_05 15021 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 15022 SinkDelay = 3000 15023 SinkRate = 0.5 ; in Dist/Sec 15024 DestructionDelay = 8000 15025 End 15026 15027 15028 Behavior = SquishCollide ModuleTag_06 15029 ;nothing 15030 End 15031 15032 Behavior = FXListDie ModuleTag_07 15033 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 15034 DeathFX = FX_GIDie 15035 End 15036 Behavior = FXListDie ModuleTag_08 15037 DeathTypes = NONE +CRUSHED +SPLATTED 15038 DeathFX = FX_GIDieCrushed 15039 End 15040 Behavior = SlowDeathBehavior ModuleTag_Death06 15041 DeathTypes = NONE +POISONED_BETA 15042 DestructionDelay = 0 15043 FX = INITIAL FX_GIDie 15044 OCL = INITIAL OCL_ToxicInfantryBeta 15045 End 15046 15047 Behavior = SlowDeathBehavior ModuleTag_Death05 15048 DeathTypes = NONE +POISONED 15049 DestructionDelay = 0 15050 FX = INITIAL FX_GIDie 15051 OCL = INITIAL OCL_ToxicInfantry 15052 End 15053 15054 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 15055 DeathTypes = NONE +BURNED 15056 DestructionDelay = 0 15057 FX = INITIAL FX_GIDie 15058 OCL = INITIAL OCL_FlamingInfantry 15059 End 15060 15061 Behavior = PoisonedBehavior ModuleTag_09 15062 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15063 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15064 End 15065 15066 Geometry = CYLINDER 15067 Scale = 0.95 ;Scaling 15068 GeometryMajorRadius = 1.0 15069 GeometryMinorRadius = 1.0 15070 GeometryHeight = 8.0 15071 GeometryIsSmall = Yes 15072 Shadow = SHADOW_DECAL 15073 ShadowSizeX = 9; 15074 ShadowSizeY = 9; 15075 ShadowTexture = ShadowI; 15076 15077 End 15078 15079 ;------------------------------------------------------------------------------ 15080 ;---------------------Eddited by Chris T Hill (04/04/03)----------------------- 15081 ;------------------------------------------------------------------------------ 15082 15083 15084 ;------------------------------------------------------------------------------ 15085 ;******************************* Cinematic Unit Only ************************** 15086 Object CINE_CheeringGenericMale02 15087 15088 ; *** ART Parameters *** 15089 Draw = W3DModelDraw ModuleTag_01 15090 OkToChangeModelColor = Yes 15091 15092 DefaultConditionState 15093 Model = CINMCIV01_SKN 15094 IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 0 30 15095 IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB 15096 IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 15097 IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB 15098 IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 15099 AnimationMode = ONCE 15100 TransitionKey = TRANS_Stand 15101 End 15102 15103 ConditionState = MOVING 15104 Animation = CINMCIV01_SKL.CINMCIV01_WKA 16 15105 AnimationMode = LOOP 15106 Flags = RANDOMSTART 15107 TransitionKey = TRANS_STAND 15108 End 15109 15110 TransitionState = TRANS_Stand TRANS_Panic 15111 Animation = CINMCIV01_SKL.CINMCIV01_PKA 15112 AnimationMode = ONCE 15113 End 15114 15115 ConditionState = MOVING PANICKING 15116 Animation = CINMCIV01_SKL.CINMCIV01_PKA 15117 AnimationMode = LOOP 15118 Flags = RANDOMSTART 15119 TransitionKey = TRANS_Panic 15120 End 15121 15122 ConditionState = DYING 15123 Animation = CINMCIV01_SKL.CINMCIV01_DTA 15124 Animation = CINMCIV01_SKL.CINMCIV01_DTB 15125 AnimationMode = ONCE 15126 TransitionKey = TRANS_Dying 15127 End 15128 15129 TransitionState = TRANS_Dying TRANS_Flailing 15130 Animation = CINMCIV01_SKL.CINMCIV01_ADTA1 15131 AnimationMode = ONCE 15132 End 15133 15134 ConditionState = DYING EXPLODED_FLAILING 15135 Animation = CINMCIV01_SKL.CINMCIV01_ADTA2 15136 AnimationMode = LOOP 15137 TransitionKey = TRANS_Flailing 15138 End 15139 15140 ConditionState = DYING EXPLODED_BOUNCING 15141 Animation = CINMCIV01_SKL.CINMCIV01_ADTA3 15142 AnimationMode = ONCE 15143 TransitionKey = None 15144 End 15145 15146 End 15147 15148 ; ***DESIGN parameters *** 15149 Side = Civilian 15150 EditorSorting = INFANTRY 15151 TransportSlotCount = 1 15152 ArmorSet 15153 Conditions = None 15154 Armor = HumanArmor 15155 15156 DamageFX = None 15157 End 15158 VisionRange = 150 15159 DisplayName = OBJECT:MogadishuFemaleCivilian 15160 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15161 15162 ; *** AUDIO Parameters *** 15163 SoundDie = CivilianChinaMaleDie 15164 SoundDieFire = DieByFireChina 15165 SoundDieToxin = DieByToxinChina 15166 15167 ; *** ENGINEERING Parameters *** 15168 RadarPriority = NOT_ON_RADAR 15169 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 15170 15171 Body = ActiveBody ModuleTag_02 15172 MaxHealth = 50.0 15173 InitialHealth = 50.0 15174 End 15175 15176 Behavior = AIUpdateInterface ModuleTag_03 15177 End 15178 Locomotor = SET_NORMAL BasicHumanLocomotor 15179 Locomotor = SET_WANDER WanderHumanLocomotor 15180 Locomotor = SET_PANIC PanicHumanLocomotor 15181 Behavior = PhysicsBehavior ModuleTag_04 15182 Mass = 5.0 15183 End 15184 Behavior = SlowDeathBehavior ModuleTag_05 15185 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 15186 SinkDelay = 3000 15187 SinkRate = 0.5 ; in Dist/Sec 15188 DestructionDelay = 8000 15189 End 15190 15191 Behavior = SquishCollide ModuleTag_06 15192 ;nothing 15193 End 15194 15195 Behavior = FXListDie ModuleTag_07 15196 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 15197 DeathFX = FX_GIDie 15198 End 15199 Behavior = FXListDie ModuleTag_08 15200 DeathTypes = NONE +CRUSHED +SPLATTED 15201 DeathFX = FX_GIDieCrushed 15202 End 15203 Behavior = SlowDeathBehavior ModuleTag_Death06 15204 DeathTypes = NONE +POISONED_BETA 15205 DestructionDelay = 0 15206 FX = INITIAL FX_GIDie 15207 OCL = INITIAL OCL_ToxicInfantryBeta 15208 End 15209 15210 Behavior = SlowDeathBehavior ModuleTag_Death05 15211 DeathTypes = NONE +POISONED 15212 DestructionDelay = 0 15213 FX = INITIAL FX_GIDie 15214 OCL = INITIAL OCL_ToxicInfantry 15215 End 15216 15217 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 15218 DeathTypes = NONE +BURNED 15219 DestructionDelay = 0 15220 FX = INITIAL FX_GIDie 15221 OCL = INITIAL OCL_FlamingInfantry 15222 End 15223 15224 Behavior = PoisonedBehavior ModuleTag_09 15225 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15226 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15227 End 15228 15229 Geometry = CYLINDER 15230 Scale = 0.95 ;Scaling 15231 GeometryMajorRadius = 1.0 15232 GeometryMinorRadius = 1.0 15233 GeometryHeight = 8.0 15234 GeometryIsSmall = Yes 15235 Shadow = SHADOW_DECAL 15236 ShadowSizeX = 9; 15237 ShadowSizeY = 9; 15238 ShadowTexture = ShadowI; 15239 15240 End 15241 15242 ;------------------------------------------------------------------------------ 15243 ;******************************* Cinematic Unit Only ************************** 15244 Object CINE_CheeringGenericFemale02 15245 15246 ; *** ART Parameters *** 15247 Draw = W3DModelDraw ModuleTag_01 15248 OkToChangeModelColor = Yes 15249 15250 DefaultConditionState 15251 Model = CINFCIV01_SKN 15252 IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 0 30 15253 IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB 15254 IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 15255 IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB 15256 IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 15257 AnimationMode = ONCE 15258 TransitionKey = TRANS_Stand 15259 End 15260 15261 ConditionState = MOVING 15262 Animation = CINFCIV01_SKL.CINFCIV01_WKA 16 15263 AnimationMode = LOOP 15264 Flags = RANDOMSTART 15265 TransitionKey = TRANS_STAND 15266 End 15267 15268 TransitionState = TRANS_Stand TRANS_Panic 15269 Animation = CINFCIV01_SKL.CINFCIV01_PKA 15270 AnimationMode = ONCE 15271 End 15272 15273 ConditionState = MOVING PANICKING 15274 Animation = CINFCIV01_SKL.CINFCIV01_PKA 15275 AnimationMode = LOOP 15276 Flags = RANDOMSTART 15277 TransitionKey = TRANS_Panic 15278 End 15279 15280 ConditionState = DYING 15281 Animation = CINFCIV01_SKL.CINFCIV01_DTA 15282 Animation = CINFCIV01_SKL.CINFCIV01_DTB 15283 AnimationMode = ONCE 15284 TransitionKey = TRANS_Dying 15285 End 15286 15287 TransitionState = TRANS_Dying TRANS_Flailing 15288 Animation = CINFCIV01_SKL.CINFCIV01_ADTA1 15289 AnimationMode = ONCE 15290 End 15291 15292 ConditionState = DYING EXPLODED_FLAILING 15293 Animation = CINFCIV01_SKL.CINFCIV01_ADTA2 15294 AnimationMode = LOOP 15295 TransitionKey = TRANS_Flailing 15296 End 15297 15298 ConditionState = DYING EXPLODED_BOUNCING 15299 Animation = CINFCIV01_SKL.CINFCIV01_ADTA3 15300 AnimationMode = ONCE 15301 TransitionKey = None 15302 End 15303 15304 End 15305 15306 ; ***DESIGN parameters *** 15307 Side = Civilian 15308 EditorSorting = INFANTRY 15309 TransportSlotCount = 1 15310 ArmorSet 15311 Conditions = None 15312 Armor = HumanArmor 15313 15314 DamageFX = None 15315 End 15316 VisionRange = 150 15317 DisplayName = OBJECT:MogadishuFemaleCivilian 15318 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15319 15320 ; *** AUDIO Parameters *** 15321 SoundDie = CivilianChinaFemaleDie 15322 SoundDieFire = DieByFireChina 15323 SoundDieToxin = DieByToxinChina 15324 15325 ; *** ENGINEERING Parameters *** 15326 RadarPriority = NOT_ON_RADAR 15327 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 15328 15329 Body = ActiveBody ModuleTag_02 15330 MaxHealth = 50.0 15331 InitialHealth = 50.0 15332 End 15333 15334 Behavior = AIUpdateInterface ModuleTag_03 15335 End 15336 Locomotor = SET_NORMAL BasicHumanLocomotor 15337 Locomotor = SET_WANDER WanderHumanLocomotor 15338 Locomotor = SET_PANIC PanicHumanLocomotor 15339 Behavior = PhysicsBehavior ModuleTag_04 15340 Mass = 5.0 15341 End 15342 Behavior = SlowDeathBehavior ModuleTag_05 15343 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 15344 SinkDelay = 3000 15345 SinkRate = 0.5 ; in Dist/Sec 15346 DestructionDelay = 8000 15347 End 15348 15349 15350 Behavior = SquishCollide ModuleTag_06 15351 ;nothing 15352 End 15353 15354 Behavior = FXListDie ModuleTag_07 15355 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 15356 DeathFX = FX_GIDie 15357 End 15358 Behavior = FXListDie ModuleTag_08 15359 DeathTypes = NONE +CRUSHED +SPLATTED 15360 DeathFX = FX_GIDieCrushed 15361 End 15362 Behavior = SlowDeathBehavior ModuleTag_Death06 15363 DeathTypes = NONE +POISONED_BETA 15364 DestructionDelay = 0 15365 FX = INITIAL FX_GIDie 15366 OCL = INITIAL OCL_ToxicInfantryBeta 15367 End 15368 15369 Behavior = SlowDeathBehavior ModuleTag_Death05 15370 DeathTypes = NONE +POISONED 15371 DestructionDelay = 0 15372 FX = INITIAL FX_GIDie 15373 OCL = INITIAL OCL_ToxicInfantry 15374 End 15375 15376 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 15377 DeathTypes = NONE +BURNED 15378 DestructionDelay = 0 15379 FX = INITIAL FX_GIDie 15380 OCL = INITIAL OCL_FlamingInfantry 15381 End 15382 15383 Behavior = PoisonedBehavior ModuleTag_09 15384 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15385 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15386 End 15387 15388 15389 Geometry = CYLINDER 15390 Scale = 0.95 ;Scaling 15391 GeometryMajorRadius = 1.0 15392 GeometryMinorRadius = 1.0 15393 GeometryHeight = 8.0 15394 GeometryIsSmall = Yes 15395 Shadow = SHADOW_DECAL 15396 ShadowSizeX = 9; 15397 ShadowSizeY = 9; 15398 ShadowTexture = ShadowI; 15399 15400 End 15401 15402 ;------------------------------------------------------------------------------ 15403 ;************************** Cinematic-only unit ******************************* 15404 Object CINE_Humvee 15405 15406 ; *** ART Parameters *** 15407 Draw = W3DTruckDraw ModuleTag_01 15408 OkToChangeModelColor = Yes 15409 15410 DefaultConditionState 15411 Model = CVHUMVEE 15412 Turret = Turret 15413 WeaponFireFXBone = PRIMARY Muzzle 15414 WeaponMuzzleFlash = PRIMARY MuzzleFX 15415 End 15416 15417 ConditionState = REALLYDAMAGED 15418 Model = CVHUMVEE_D 15419 Turret = Turret 15420 WeaponFireFXBone = PRIMARY Muzzle 15421 WeaponMuzzleFlash = PRIMARY MuzzleFX 15422 End 15423 15424 ConditionState = RUBBLE 15425 Model = CVHUMVEE_D 15426 End 15427 15428 LeftFrontTireBone = Tire01 15429 RightFrontTireBone = Tire02 15430 LeftRearTireBone = Tire03 15431 RightRearTireBone = Tire04 15432 TireRotationMultiplier = 0.2 ; this * speed = rotation. 15433 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 15434 15435 End 15436 15437 ; ***DESIGN parameters *** 15438 Side = Civilian 15439 DisplayName = OBJECT:HumVee 15440 EditorSorting = VEHICLE 15441 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 15442 VisionRange = 200 15443 15444 WeaponSet 15445 Conditions = None 15446 Weapon = PRIMARY HumveeGun 15447 End 15448 15449 ArmorSet 15450 Conditions = None 15451 Armor = TruckArmor 15452 DamageFX = TankDamageFX 15453 End 15454 15455 CommandSet = AmericaVehicleHumveeCommandSet 15456 ExperienceValue = 50 100 150 400 ;Experience point value at each level 15457 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 15458 IsTrainable = Yes ;Can gain experience 15459 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15460 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15461 15462 ; *** AUDIO Parameters *** 15463 UnitSpecificSounds 15464 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 15465 ;TurretMoveStart = NoSound 15466 TurretMoveLoop = NoSound 15467 SoundEject = NoSound 15468 VoiceEject = NoSound 15469 ; Required for the W3DTruckDraw module 15470 TruckLandingSound = RocketBuggyLand 15471 TruckPowerslideSound = RocketBuggyPowerslide 15472 End 15473 15474 ; *** ENGINEERING Parameters *** 15475 RadarPriority = UNIT 15476 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT 15477 15478 Body = ActiveBody ModuleTag_02 15479 MaxHealth = 200.0 15480 InitialHealth = 200.0 15481 End 15482 15483 Behavior = TransportAIUpdate ModuleTag_03 15484 Turret 15485 TurretTurnRate = 180 15486 RecenterTime = 5000 ; how long to wait during idle before recentering 15487 ControlledWeaponSlots = PRIMARY SECONDARY 15488 End 15489 AutoAcquireEnemiesWhenIdle = Yes 15490 End 15491 Locomotor = SET_NORMAL CINE_HumveeLocomotor 15492 Locomotor = SET_WANDER WanderCarSuspensionLocomotor 15493 Locomotor = SET_PANIC PanicCarSuspensionLocomotor 15494 15495 Behavior = PhysicsBehavior ModuleTag_04 15496 Mass = 30.0 15497 End 15498 15499 Behavior = TransportContain ModuleTag_05 15500 PassengersAllowedToFire = Yes 15501 Slots = 5 15502 EnterSound = GarrisonEnter 15503 ExitSound = GarrisonExit 15504 DamagePercentToUnits = 20% 15505 AllowInsideKindOf = INFANTRY 15506 End 15507 15508 Behavior = SlowDeathBehavior ModuleTag_06 15509 DeathTypes = ALL -CRUSHED -SPLATTED 15510 ProbabilityModifier = 25 15511 DestructionDelay = 1 15512 FX = INITIAL FX_HumveeExplosionOneInitial 15513 OCL = INITIAL OCL_InitialHumveeDebris 15514 FX = FINAL FX_HumveeExplosionOneFinal 15515 OCL = FINAL OCL_FinalHumveeDebris 15516 End 15517 15518 Behavior = DestroyDie ModuleTag_07 15519 DeathTypes = NONE +CRUSHED +SPLATTED 15520 End 15521 15522 Behavior = FXListDie ModuleTag_08 15523 DeathTypes = NONE +CRUSHED +SPLATTED 15524 DeathFX = FX_CarCrush 15525 End 15526 15527 Behavior = CreateCrateDie ModuleTag_CratesChange 15528 CrateData = SalvageCrateData 15529 ;CrateData = EliteTankCrateData 15530 ;CrateData = HeroicTankCrateData 15531 End 15532 15533 ;***CUT*** 15534 ;Cinematics and civ units don't want to spawn rangers and pilots! 15535 ;Behavior = CreateObjectDie ModuleTag_SoloChange 15536 ; DeathTypes = ALL -CRUSHED -SPLATTED 15537 ; CreationList = OCL_AmericanRangerDebris01 15538 ; ExemptStatus = HIJACKED 15539 ;End 15540 ; 15541 ;Behavior = EjectPilotDie ModuleTag_11 15542 ; DeathTypes = ALL -CRUSHED -SPLATTED 15543 ; ExemptStatus = HIJACKED 15544 ; CreationList = OCL_EjectPilotOnGround 15545 ;End 15546 15547 Behavior = TransitionDamageFX ModuleTag_12 15548 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 15549 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01 15550 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition 15551 End 15552 15553 Behavior = FlammableUpdate ModuleTag_21 15554 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15555 AflameDamageAmount = 5 ; taking this much damage... 15556 AflameDamageDelay = 500 ; this often. 15557 End 15558 15559 Geometry = BOX 15560 GeometryMajorRadius = 14.0 15561 GeometryMinorRadius = 7.0 15562 GeometryHeight = 11.5 15563 GeometryIsSmall = Yes 15564 Shadow = SHADOW_VOLUME 15565 15566 End 15567 15568 ;------------------------------------------------------------------------------ 15569 ;************************** Cinematic-only unit ******************************* 15570 Object CINE_ConvoyTruck 15571 15572 ; *** ART Parameters *** 15573 SelectPortrait = SUTerrorist_L 15574 ButtonImage = SUTerrorist 15575 Draw = W3DTruckDraw ModuleTag_01 15576 ConditionState = NONE 15577 Model = CINE_ConvNuke 15578 End 15579 ConditionState = LOADED 15580 Model = CINE_ConvNuke 15581 End 15582 15583 CabRotationMultiplier = 1.5 15584 15585 TrailerRotationMultiplier = 0.2 15586 CabBone = CAB 15587 TrailerBone = TRAILER 15588 RotationDamping = 0.7 15589 15590 RightFrontTireBone = Tire01 15591 LeftFrontTireBone = Tire02 15592 MidRightFrontTireBone = Tire03 15593 MidLeftFrontTireBone = Tire04 15594 MidRightMidTireBone = Tire05 15595 MidLeftMidTireBone = Tire06 15596 MidRightRearTireBone = Tire07 15597 MidLeftRearTireBone = Tire08 15598 RightRearTireBone = Tire09 15599 LeftRearTireBone = Tire10 15600 15601 TireRotationMultiplier = 0.2 ; this * speed = rotation. 15602 End 15603 15604 ; ***DESIGN parameters *** 15605 DisplayName = OBJECT:ConvoyTruck 15606 EditorSorting = VEHICLE 15607 ArmorSet 15608 Armor = TruckArmor 15609 DamageFX = CrushableCarDamageFX 15610 End 15611 15612 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 15613 WeaponSet 15614 Conditions = None 15615 Weapon = PRIMARY None 15616 End 15617 WeaponSet 15618 Conditions = CARBOMB 15619 Weapon = PRIMARY SuicideCarBomb 15620 End 15621 15622 VisionRange = 150 15623 ShroudClearingRange = 350 15624 15625 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15626 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15627 CommandSet = CivilianCarBombCommandSet 15628 15629 ; *** AUDIO Parameters *** 15630 VoiceSelect = ConvoyTruckSelect 15631 SoundMoveStart = ConvoyTruckMoveStart 15632 UnitSpecificSounds 15633 TruckPowerslideSound = NoSound 15634 TruckLandingSound = NoSound 15635 End 15636 15637 ; *** ENGINEERING Parameters *** 15638 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 15639 RadarPriority = LOCAL_UNIT_ONLY 15640 15641 ;Lorenzen disabled transport on 12/16, please do not restore 15642 ; Behavior = TransportContain ModuleTag_TransportContain 15643 ; Slots = 8 15644 ; AllowInsideKindOf = INFANTRY; VEHICLE 15645 ; End 15646 15647 Body = ActiveBody ModuleTag_03 15648 MaxHealth = 100.0 15649 InitialHealth = 100.0 15650 End 15651 15652 Behavior = DestroyDie ModuleTag_04 15653 ;nothing 15654 End 15655 Behavior = CreateObjectDie ModuleTag_05 15656 DeathTypes = ALL 15657 CreationList = OCL_GenericCarExplode 15658 End 15659 Behavior = CreateObjectDie ModuleTag_06 15660 DeathTypes = NONE +SUICIDED 15661 CreationList = OCL_BurnedCarHull 15662 End 15663 15664 Behavior = AIUpdateInterface ModuleTag_07 15665 End 15666 Locomotor = SET_NORMAL CINE_ConvoyTruckLocomotor 15667 Locomotor = SET_WANDER WanderCarLocomotor 15668 Locomotor = SET_PANIC PanicCarLocomotor 15669 Behavior = PhysicsBehavior ModuleTag_08 15670 Mass = 30.0 15671 End 15672 15673 Behavior = FlammableUpdate ModuleTag_21 15674 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15675 AflameDamageAmount = 5 ; taking this much damage... 15676 AflameDamageDelay = 500 ; this often. 15677 End 15678 15679 Geometry = BOX 15680 GeometryIsSmall = NO 15681 GeometryMajorRadius = 1 15682 GeometryMinorRadius = 1 15683 GeometryHeight = 1 15684 Shadow = SHADOW_VOLUME 15685 15686 End 15687 15688 ;------------------------------------------------------------------------------ 15689 ;************************** Cinematic-only unit ******************************* 15690 Object CINE_PoliceCar 15691 15692 ; *** ART Parameters *** 15693 SelectPortrait = SUTerrorist_L 15694 ButtonImage = SUTerrorist 15695 15696 Draw = W3DPoliceCarDraw ModuleTag_01 15697 DefaultConditionState 15698 Model = CVPoliceCar2 15699 Animation = CVPoliceCar2.CVPoliceCar2 15700 AnimationMode = LOOP 15701 End 15702 ConditionState = FRONTCRUSHED BACKCRUSHED 15703 Model = CVPoliceCar_d 15704 End 15705 ConditionState = BACKCRUSHED 15706 Model = CVPoliceCar_d2 15707 End 15708 ConditionState = FRONTCRUSHED 15709 Model = CVPoliceCar_d1 15710 End 15711 15712 LeftFrontTireBone = Tire01 15713 RightFrontTireBone = Tire04 15714 LeftRearTireBone = Tire03 15715 RightRearTireBone = Tire05 15716 TireRotationMultiplier = 0.2 ; this * speed = rotation. 15717 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 15718 End 15719 15720 ; ***DESIGN parameters *** 15721 DisplayName = OBJECT:PoliceCar 15722 EditorSorting = VEHICLE 15723 15724 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 15725 WeaponSet 15726 Conditions = None 15727 Weapon = PRIMARY None 15728 End 15729 WeaponSet 15730 Conditions = CARBOMB 15731 Weapon = PRIMARY SuicideCarBomb 15732 End 15733 15734 ArmorSet 15735 Armor = DozerArmor 15736 DamageFX = CrushableCarDamageFX 15737 End 15738 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15739 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15740 CommandSet = CivilianCarBombCommandSet 15741 15742 ; *** AUDIO Parameters *** 15743 SoundMoveStart = CarMoveStart 15744 SoundAmbient = PoliceCarSirenLoop 15745 15746 ; *** ENGINEERING Parameters *** 15747 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 15748 RadarPriority = LOCAL_UNIT_ONLY 15749 15750 Body = ActiveBody ModuleTag_02 15751 MaxHealth = 100.0 15752 InitialHealth = 100.0 15753 End 15754 15755 15756 15757 Behavior = DestroyDie ModuleTag_03 15758 DeathTypes = ALL -CRUSHED -SPLATTED 15759 End 15760 Behavior = CrushDie ModuleTag_04 15761 DeathTypes = NONE +CRUSHED +SPLATTED 15762 TotalCrushSound = CarAlarm 15763 BackEndCrushSound = CarAlarm 15764 FrontEndCrushSound = CarAlarm 15765 TotalCrushSoundPercent = 50 15766 BackEndCrushSoundPercent = 50 15767 FrontEndCrushSoundPercent = 50 15768 End 15769 Behavior = SlowDeathBehavior ModuleTag_11 15770 DeathTypes = NONE +CRUSHED +SPLATTED 15771 SinkDelay = 14000 15772 SinkRate = 2 ; in Dist/Sec 15773 DestructionDelay = 20000 15774 End 15775 15776 Behavior = FXListDie ModuleTag_05 15777 DeathTypes = NONE +CRUSHED +SPLATTED 15778 DeathFX = FX_CarCrush 15779 End 15780 Behavior = CreateObjectDie ModuleTag_06 15781 DeathTypes = ALL -CRUSHED -SPLATTED 15782 CreationList = OCL_PoliceCarExplode 15783 End 15784 Behavior = FXListDie ModuleTag_07 15785 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 15786 DeathFX = FX_PoliceCarExplode 15787 End 15788 15789 Behavior = AIUpdateInterface ModuleTag_08 15790 End 15791 Locomotor = SET_NORMAL CINE_BasicCarLocomotor 15792 Locomotor = SET_WANDER WanderCarLocomotor 15793 Locomotor = SET_PANIC PanicCarLocomotor 15794 15795 Behavior = PhysicsBehavior ModuleTag_09 15796 Mass = 30.0 15797 End 15798 15799 Behavior = FlammableUpdate ModuleTag_21 15800 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15801 AflameDamageAmount = 5 ; taking this much damage... 15802 AflameDamageDelay = 500 ; this often. 15803 End 15804 15805 Geometry = BOX 15806 GeometryIsSmall = Yes 15807 GeometryMajorRadius = 11.0 15808 GeometryMinorRadius = 4.0 15809 GeometryHeight = 9.0 15810 Shadow = SHADOW_VOLUME 15811 15812 End 15813 15814 ;------------------------------------------------------------------------------ 15815 ;********************** Cinematic-only unit *********************************** 15816 Object CINE_CarLimo3 15817 15818 ; *** ART Parameters *** 15819 SelectPortrait = SUTerrorist_L 15820 ButtonImage = SUTerrorist 15821 15822 Draw = W3DModelDraw ModuleTag_01 15823 ConditionState = NONE 15824 Model = CVLimo3 15825 End 15826 ConditionState = REALLYDAMAGED 15827 Model = CVLimo3_D 15828 End 15829 ConditionState = RUBBLE 15830 Model = CVLimo3_D 15831 End 15832 End 15833 15834 ; ***DESIGN parameters *** 15835 DisplayName = OBJECT:Limo 15836 EditorSorting = VEHICLE 15837 ArmorSet 15838 Conditions = None 15839 Armor = TruckArmor 15840 DamageFX = LimoDamageFX 15841 End 15842 CommandSet = CivilianVehicleLimoCommandSet 15843 15844 WeaponSet 15845 Conditions = None 15846 Weapon = PRIMARY None 15847 End 15848 15849 Behavior = TransportContain ModuleTag_02 15850 Slots = 5 15851 End 15852 15853 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 15854 WeaponSet 15855 Conditions = CARBOMB 15856 Weapon = PRIMARY SuicideCarBomb 15857 End 15858 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15859 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15860 CommandSet = CivilianCarBombCommandSet 15861 15862 ; *** AUDIO Parameters *** 15863 15864 ; *** ENGINEERING Parameters *** 15865 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 15866 RadarPriority = LOCAL_UNIT_ONLY 15867 15868 Body = ActiveBody ModuleTag_03 15869 MaxHealth = 800.0 15870 InitialHealth = 800.0 15871 End 15872 15873 Behavior = DestroyDie ModuleTag_04 15874 DeathTypes = ALL -CRUSHED -SPLATTED 15875 End 15876 Behavior = CrushDie ModuleTag_05 15877 DeathTypes = NONE +CRUSHED +SPLATTED 15878 TotalCrushSound = CarAlarm 15879 BackEndCrushSound = CarAlarm 15880 FrontEndCrushSound = CarAlarm 15881 TotalCrushSoundPercent = 50 15882 BackEndCrushSoundPercent = 50 15883 FrontEndCrushSoundPercent = 50 15884 End 15885 Behavior = SlowDeathBehavior ModuleTag_12 15886 DeathTypes = NONE +CRUSHED +SPLATTED 15887 SinkDelay = 14000 15888 SinkRate = 2 ; in Dist/Sec 15889 DestructionDelay = 20000 15890 End 15891 15892 Behavior = FXListDie ModuleTag_06 15893 DeathTypes = NONE +CRUSHED +SPLATTED 15894 DeathFX = FX_CarCrush 15895 End 15896 Behavior = CreateObjectDie ModuleTag_07 15897 DeathTypes = ALL -CRUSHED -SPLATTED 15898 CreationList = OCL_LimoExplode 15899 End 15900 Behavior = FXListDie ModuleTag_08 15901 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 15902 DeathFX = FX_LimoExplode 15903 End 15904 ; Behavior = CreateObjectDie 15905 ;; DeathTypes = NONE +SUICIDED 15906 ; CreationList = OCL_BurnedCarHull 15907 ; End 15908 15909 Behavior = AIUpdateInterface ModuleTag_09 15910 End 15911 Locomotor = SET_NORMAL CINE_BasicCarLocomotor 15912 Locomotor = SET_WANDER WanderCarLocomotor 15913 Locomotor = SET_PANIC PanicCarLocomotor 15914 15915 Behavior = PhysicsBehavior ModuleTag_10 15916 Mass = 30.0 15917 End 15918 15919 Behavior = TransitionDamageFX ModuleTag_11 15920 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01 15921 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition 15922 End 15923 15924 Behavior = FlammableUpdate ModuleTag_21 15925 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15926 AflameDamageAmount = 5 ; taking this much damage... 15927 AflameDamageDelay = 500 ; this often. 15928 End 15929 15930 Geometry = BOX 15931 GeometryIsSmall = Yes 15932 GeometryMajorRadius = 11.0 15933 GeometryMinorRadius = 4.0 15934 GeometryHeight = 7.0 15935 Shadow = SHADOW_VOLUME 15936 15937 End 15938 15939 ;------------------------------------------------------------------------------ 15940 ;*************************** Cinematic-only unit ****************************** 15941 Object CINE_TankerTruck 15942 15943 ; *** ART Parameters *** 15944 SelectPortrait = SUTerrorist_L 15945 ButtonImage = SUTerrorist 15946 15947 Draw = W3DTruckDraw ModuleTag_01 15948 ConditionState = NONE 15949 Model = CVTankerCN 15950 End 15951 CabRotationMultiplier = 1.5 15952 15953 TrailerRotationMultiplier = 0.2 15954 CabBone = CAB 15955 TrailerBone = TRAILER 15956 RotationDamping = 0.7 15957 15958 RightFrontTireBone = Tire01 15959 LeftFrontTireBone = Tire02 15960 MidRightFrontTireBone = Tire03 15961 MidLeftFrontTireBone = Tire04 15962 MidRightMidTireBone = Tire05 15963 MidLeftMidTireBone = Tire06 15964 MidRightRearTireBone = Tire07 15965 MidLeftRearTireBone = Tire08 15966 RightRearTireBone = Tire09 15967 LeftRearTireBone = Tire10 15968 15969 TireRotationMultiplier = 0.2 ; this * speed = rotation. 15970 End 15971 15972 ; ***DESIGN parameters *** 15973 DisplayName = OBJECT:TankerTruck 15974 EditorSorting = VEHICLE 15975 15976 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 15977 WeaponSet 15978 Conditions = None 15979 Weapon = PRIMARY None 15980 End 15981 WeaponSet 15982 Conditions = CARBOMB 15983 Weapon = PRIMARY SuicideCarBomb 15984 End 15985 15986 ArmorSet 15987 Armor = TruckArmor 15988 DamageFX = CrushableCarDamageFX 15989 End 15990 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15991 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15992 CommandSet = CivilianCarBombCommandSet 15993 15994 ; *** AUDIO Parameters *** 15995 VoiceSelect = ConvoyTruckSelect 15996 SoundMoveStart = ConvoyTruckMoveStart 15997 SoundAmbient = BaikonurTruckMoveLoop 15998 15999 UnitSpecificSounds 16000 TruckPowerslideSound = NoSound 16001 TruckLandingSound = NoSound 16002 End 16003 16004 16005 ; *** ENGINEERING Parameters *** 16006 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 16007 RadarPriority = LOCAL_UNIT_ONLY 16008 16009 Body = ActiveBody ModuleTag_02 16010 MaxHealth = 100.0 16011 InitialHealth = 100.0 16012 End 16013 16014 16015 16016 Behavior = DestroyDie ModuleTag_03 16017 ;nothing 16018 End 16019 Behavior = CreateObjectDie ModuleTag_04 16020 CreationList = OCL_TankerTruckExplode 16021 End 16022 Behavior = FXListDie ModuleTag_05 16023 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation 16024 End 16025 Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 16026 DeathWeapon = TankerTruckWeapon 16027 StartsActive = Yes 16028 End 16029 16030 Behavior = AIUpdateInterface ModuleTag_07 16031 End 16032 Locomotor = SET_NORMAL CINE_SupplyTruckLocomotor 16033 16034 Behavior = PhysicsBehavior ModuleTag_08 16035 Mass = 30.0 16036 End 16037 16038 Behavior = FlammableUpdate ModuleTag_21 16039 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16040 AflameDamageAmount = 5 ; taking this much damage... 16041 AflameDamageDelay = 500 ; this often. 16042 End 16043 16044 Geometry = BOX 16045 GeometryIsSmall = Yes 16046 GeometryMajorRadius = 18.0 16047 GeometryMinorRadius = 7.0 16048 GeometryHeight = 14.0 16049 Shadow = SHADOW_VOLUME 16050 16051 End 16052 16053 ;------------------------------------------------------------------------------ 16054 ;************************ Cinematic-only unit ********************************* 16055 Object CINE_ConvoyTruckArmedWithNuke 16056 16057 ; *** ART Parameters *** 16058 SelectPortrait = SSConvoy_L 16059 ButtonImage = SSConvoy_L 16060 Draw = W3DTruckDraw ModuleTag_01 16061 OkToChangeModelColor = Yes 16062 ConditionState = NONE 16063 Model = NVConvoy 16064 End 16065 ConditionState = LOADED 16066 Model = NVConvoy 16067 End 16068 CabRotationMultiplier = 1.5 16069 16070 TrailerRotationMultiplier = 0.2 16071 ;CabBone = CAB 16072 ;TrailerBone = TRAILER 16073 RotationDamping = 0.7 16074 16075 RightFrontTireBone = Tire01 16076 LeftFrontTireBone = Tire02 16077 ;MidRightFrontTireBone = Tire03 16078 ;MidLeftFrontTireBone = Tire04 16079 ;MidRightMidTireBone = Tire05 16080 ;MidLeftMidTireBone = Tire06 16081 MidRightRearTireBone = Tire07 16082 MidLeftRearTireBone = Tire08 16083 RightRearTireBone = Tire09 16084 LeftRearTireBone = Tire10 16085 16086 TireRotationMultiplier = 0.2 ; this * speed = rotation. 16087 16088 TrackMarks = EXTireTrack.tga 16089 Dust = RocketBuggyDust 16090 DirtSpray = RocketBuggyDirtSpray 16091 End 16092 16093 ; ***DESIGN parameters *** 16094 DisplayName = OBJECT:ConvoyTruck 16095 EditorSorting = VEHICLE 16096 ArmorSet 16097 Armor = TruckArmor 16098 DamageFX = CrushableCarDamageFX 16099 End 16100 16101 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16102 WeaponSet 16103 Conditions = None 16104 Weapon = PRIMARY None 16105 End 16106 WeaponSet 16107 Conditions = CARBOMB 16108 Weapon = PRIMARY SuicideCarBomb 16109 End 16110 16111 VisionRange = 150 16112 ShroudClearingRange = 350 16113 16114 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16115 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16116 CommandSet = CivilianTransportWithNukeCommandSet 16117 16118 ; *** AUDIO Parameters *** 16119 VoiceSelect = ConvoyTruckSelect 16120 SoundMoveStart = ConvoyTruckMoveStart 16121 UnitSpecificSounds 16122 TruckPowerslideSound = NoSound 16123 TruckLandingSound = NoSound 16124 End 16125 16126 ; *** ENGINEERING Parameters *** 16127 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 16128 16129 Body = ActiveBody ModuleTag_02 16130 MaxHealth = 100.0 16131 InitialHealth = 100.0 16132 End 16133 16134 Behavior = DestroyDie ModuleTag_03 16135 ;nothing 16136 End 16137 Behavior = CreateObjectDie ModuleTag_04 16138 DeathTypes = ALL 16139 CreationList = OCL_GenericCarExplode 16140 End 16141 Behavior = CreateObjectDie ModuleTag_05 16142 DeathTypes = NONE +SUICIDED 16143 CreationList = OCL_BurnedCarHull 16144 End 16145 16146 Behavior = AIUpdateInterface ModuleTag_06 16147 End 16148 Locomotor = SET_NORMAL CINE_SupplyTruckLocomotor 16149 Locomotor = SET_WANDER WanderCarLocomotor 16150 Locomotor = SET_PANIC PanicCarLocomotor 16151 16152 Behavior = PhysicsBehavior ModuleTag_07 16153 Mass = 30.0 16154 End 16155 16156 Behavior = OCLSpecialPower ModuleTag_08 16157 SpecialPowerTemplate = SuperweaponDetonateDirtyNuke 16158 OCL = SUPERWEAPON_DetonateDirtyNuke 16159 CreateLocation = USE_OWNER_OBJECT 16160 End 16161 16162 Behavior = FlammableUpdate ModuleTag_21 16163 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16164 AflameDamageAmount = 5 ; taking this much damage... 16165 AflameDamageDelay = 500 ; this often. 16166 End 16167 16168 Geometry = BOX 16169 GeometryIsSmall = NO 16170 GeometryMajorRadius = 20.0 16171 GeometryMinorRadius = 8.0 16172 GeometryHeight = 16.0 16173 Shadow = SHADOW_VOLUME 16174 16175 End 16176 16177 ;------------------------------------------------------------------------------ 16178 ;************************ Cinematic-only unit ********************************* 16179 Object CINE_CarTaxiCab01 16180 16181 ; *** ART Parameters *** 16182 SelectPortrait = SUTerrorist_L 16183 ButtonImage = SUTerrorist 16184 16185 Draw = W3DModelDraw ModuleTag_01 16186 ConditionState = NONE 16187 Model = CVTaxi01 16188 End 16189 ConditionState = FRONTCRUSHED BACKCRUSHED 16190 Model = CVTaxi01_d 16191 End 16192 ConditionState = BACKCRUSHED 16193 Model = CVTaxi01_d2 16194 End 16195 ConditionState = FRONTCRUSHED 16196 Model = CVTaxi01_d1 16197 End 16198 End 16199 16200 ; ***DESIGN parameters *** 16201 DisplayName = OBJECT:TaxiCab 16202 EditorSorting = VEHICLE 16203 16204 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16205 WeaponSet 16206 Conditions = None 16207 Weapon = PRIMARY None 16208 End 16209 WeaponSet 16210 Conditions = CARBOMB 16211 Weapon = PRIMARY SuicideCarBomb 16212 End 16213 16214 ArmorSet 16215 Armor = TruckArmor 16216 DamageFX = CrushableCarDamageFX 16217 End 16218 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16219 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16220 CommandSet = CivilianCarBombCommandSet 16221 16222 ; *** AUDIO Parameters *** 16223 SoundMoveStart = CarMoveStart 16224 16225 16226 ; *** ENGINEERING Parameters *** 16227 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 16228 RadarPriority = LOCAL_UNIT_ONLY 16229 16230 Body = ActiveBody ModuleTag_02 16231 MaxHealth = 100.0 16232 InitialHealth = 100.0 16233 End 16234 16235 16236 16237 Behavior = DestroyDie ModuleTag_03 16238 DeathTypes = ALL -CRUSHED -SPLATTED 16239 End 16240 Behavior = CrushDie ModuleTag_04 16241 DeathTypes = NONE +CRUSHED +SPLATTED 16242 TotalCrushSound = CarAlarm 16243 BackEndCrushSound = CarAlarm 16244 FrontEndCrushSound = CarAlarm 16245 TotalCrushSoundPercent = 50 16246 BackEndCrushSoundPercent = 50 16247 FrontEndCrushSoundPercent = 50 16248 End 16249 Behavior = SlowDeathBehavior ModuleTag_11 16250 DeathTypes = NONE +CRUSHED +SPLATTED 16251 SinkDelay = 14000 16252 SinkRate = 2 ; in Dist/Sec 16253 DestructionDelay = 20000 16254 End 16255 16256 Behavior = FXListDie ModuleTag_05 16257 DeathTypes = NONE +CRUSHED +SPLATTED 16258 DeathFX = FX_CarCrush 16259 End 16260 Behavior = CreateObjectDie ModuleTag_06 16261 DeathTypes = ALL -CRUSHED -SPLATTED 16262 CreationList = OCL_GenericCarExplode 16263 End 16264 Behavior = FXListDie ModuleTag_07 16265 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 16266 DeathFX = FX_GenericCarExplode 16267 End 16268 Behavior = CreateObjectDie ModuleTag_08 16269 DeathTypes = NONE +SUICIDED 16270 CreationList = OCL_BurnedCarHull 16271 End 16272 16273 Behavior = AIUpdateInterface ModuleTag_09 16274 End 16275 Locomotor = SET_NORMAL CINE_BasicCarLocomotor 16276 Locomotor = SET_WANDER WanderCarLocomotor 16277 Locomotor = SET_PANIC PanicCarLocomotor 16278 16279 Behavior = PhysicsBehavior ModuleTag_10 16280 Mass = 30.0 16281 End 16282 16283 Behavior = FlammableUpdate ModuleTag_21 16284 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16285 AflameDamageAmount = 5 ; taking this much damage... 16286 AflameDamageDelay = 500 ; this often. 16287 End 16288 16289 Geometry = BOX 16290 GeometryIsSmall = Yes 16291 GeometryMajorRadius = 11.0 16292 GeometryMinorRadius = 4.0 16293 GeometryHeight = 7.0 16294 Shadow = SHADOW_VOLUME 16295 16296 End 16297 16298 ;------------------------------------------------------------------------------ 16299 ;************************ Cinematic-only unit ********************************* 16300 Object CINE_CarTaxiCab02 16301 16302 ; *** ART Parameters *** 16303 SelectPortrait = SUTerrorist_L 16304 ButtonImage = SUTerrorist 16305 16306 Draw = W3DModelDraw ModuleTag_01 16307 ConditionState = NONE 16308 Model = CVTaxi02 16309 End 16310 End 16311 16312 ; ***DESIGN parameters *** 16313 DisplayName = OBJECT:TaxiCab 16314 EditorSorting = VEHICLE 16315 16316 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16317 WeaponSet 16318 Conditions = None 16319 Weapon = PRIMARY None 16320 End 16321 WeaponSet 16322 Conditions = CARBOMB 16323 Weapon = PRIMARY SuicideCarBomb 16324 End 16325 16326 ArmorSet 16327 Armor = TruckArmor 16328 DamageFX = CrushableCarDamageFX 16329 End 16330 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16331 CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16332 CommandSet = CivilianCarBombCommandSet 16333 16334 ; *** AUDIO Parameters *** 16335 SoundMoveStart = CarMoveStart 16336 16337 16338 ; *** ENGINEERING Parameters *** 16339 KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 16340 RadarPriority = LOCAL_UNIT_ONLY 16341 16342 Body = ActiveBody ModuleTag_02 16343 MaxHealth = 100.0 16344 InitialHealth = 100.0 16345 End 16346 16347 16348 16349 Behavior = DestroyDie ModuleTag_03 16350 DeathTypes = ALL -CRUSHED -SPLATTED 16351 End 16352 Behavior = CrushDie ModuleTag_04 16353 DeathTypes = NONE +CRUSHED +SPLATTED 16354 TotalCrushSound = CarAlarm 16355 BackEndCrushSound = CarAlarm 16356 FrontEndCrushSound = CarAlarm 16357 TotalCrushSoundPercent = 50 16358 BackEndCrushSoundPercent = 50 16359 FrontEndCrushSoundPercent = 50 16360 End 16361 Behavior = SlowDeathBehavior ModuleTag_11 16362 DeathTypes = NONE +CRUSHED +SPLATTED 16363 SinkDelay = 14000 16364 SinkRate = 2 ; in Dist/Sec 16365 DestructionDelay = 20000 16366 End 16367 16368 Behavior = FXListDie ModuleTag_05 16369 DeathTypes = NONE +CRUSHED +SPLATTED 16370 DeathFX = FX_CarCrush 16371 End 16372 Behavior = CreateObjectDie ModuleTag_06 16373 DeathTypes = ALL -CRUSHED -SPLATTED 16374 CreationList = OCL_GenericCarExplode 16375 End 16376 Behavior = FXListDie ModuleTag_07 16377 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED 16378 DeathFX = FX_GenericCarExplode 16379 End 16380 Behavior = CreateObjectDie ModuleTag_08 16381 DeathTypes = NONE +SUICIDED 16382 CreationList = OCL_BurnedCarHull 16383 End 16384 16385 Behavior = AIUpdateInterface ModuleTag_09 16386 End 16387 Locomotor = SET_NORMAL CINE_BasicCarLocomotor 16388 Locomotor = SET_WANDER WanderCarLocomotor 16389 Locomotor = SET_PANIC PanicCarLocomotor 16390 16391 Behavior = PhysicsBehavior ModuleTag_10 16392 Mass = 30.0 16393 End 16394 16395 Behavior = FlammableUpdate ModuleTag_21 16396 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16397 AflameDamageAmount = 5 ; taking this much damage... 16398 AflameDamageDelay = 500 ; this often. 16399 End 16400 16401 Geometry = BOX 16402 GeometryIsSmall = Yes 16403 GeometryMajorRadius = 11.0 16404 GeometryMinorRadius = 4.0 16405 GeometryHeight = 7.0 16406 Shadow = SHADOW_VOLUME 16407 16408 End 16409 16410 ;------------------------------------------------------------------------------ 16411 ;************************* Cinematic-only unit ******************************** 16412 Object CINE_CheeringGenericMale01 16413 16414 ; *** ART Parameters *** 16415 Draw = W3DModelDraw ModuleTag_01 16416 OkToChangeModelColor = Yes 16417 16418 DefaultConditionState 16419 Model = CIAMan01_SKN 16420 IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 0 30 16421 IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 16422 IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 16423 AnimationMode = ONCE 16424 End 16425 16426 ConditionState = MOVING 16427 Animation = CIAMan01_SKL.CIAMan01_WKA 30 16428 AnimationMode = LOOP 16429 Flags = RANDOMSTART 16430 End 16431 16432 ConditionState = MOVING PANICKING 16433 Animation = CIAMan01_SKL.CIAMan01_RNA 35 16434 16435 AnimationMode = LOOP 16436 Flags = RANDOMSTART 16437 End 16438 16439 ConditionState = DYING 16440 Animation = CIAMan01_SKL.CIAMan01_DTA 16441 Animation = CIAMan01_SKL.CIAMan01_DTB 16442 AnimationMode = ONCE 16443 TransitionKey = TRANS_Dying 16444 End 16445 16446 TransitionState = TRANS_Dying TRANS_Flailing 16447 Animation = CIAMan01_SKL.CIAMan01_ADTD1 16448 AnimationMode = ONCE 16449 End 16450 16451 ConditionState = DYING EXPLODED_FLAILING 16452 Animation = CIAMan01_SKL.CIAMan01_ADTD2 16453 AnimationMode = LOOP 16454 TransitionKey = TRANS_Flailing 16455 End 16456 16457 ConditionState = DYING EXPLODED_BOUNCING 16458 Animation = CIAMan01_SKL.CIAMan01_ADTD3 16459 AnimationMode = ONCE 16460 TransitionKey = None 16461 End 16462 16463 End 16464 16465 ; ***DESIGN parameters *** 16466 Side = Civilian 16467 EditorSorting = INFANTRY 16468 TransportSlotCount = 1 16469 ArmorSet 16470 Conditions = None 16471 Armor = HumanArmor 16472 DamageFX = None 16473 End 16474 VisionRange = 150 16475 DisplayName = OBJECT:GenericMale 16476 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16477 16478 ; *** AUDIO Parameters *** 16479 SoundDie = CivilianArabMaleDie 16480 SoundDieFire = DieByFireUSA 16481 SoundDieToxin = DieByToxinUSA 16482 16483 ; *** ENGINEERING Parameters *** 16484 RadarPriority = NOT_ON_RADAR 16485 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 16486 16487 Body = ActiveBody ModuleTag_02 16488 MaxHealth = 50.0 16489 InitialHealth = 50.0 16490 End 16491 16492 Behavior = AIUpdateInterface ModuleTag_03 16493 End 16494 Locomotor = SET_NORMAL BasicHumanLocomotor 16495 Locomotor = SET_WANDER WanderHumanLocomotor 16496 Locomotor = SET_PANIC PanicHumanLocomotor 16497 Behavior = PhysicsBehavior ModuleTag_04 16498 Mass = 5.0 16499 End 16500 16501 Behavior = SquishCollide ModuleTag_06 16502 ;nothing 16503 End 16504 16505 16506 ; --- begin Death modules --- 16507 Behavior = SlowDeathBehavior ModuleTag_Death01 16508 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED 16509 SinkDelay = 3000 16510 SinkRate = 0.5 ; in Dist/Sec 16511 DestructionDelay = 8000 16512 FX = INITIAL FX_GIDie 16513 End 16514 Behavior = SlowDeathBehavior ModuleTag_Death02 16515 DeathTypes = NONE +CRUSHED +SPLATTED 16516 SinkDelay = 3000 16517 SinkRate = 0.5 ; in Dist/Sec 16518 DestructionDelay = 8000 16519 FX = INITIAL FX_GIDieCrushed 16520 End 16521 Behavior = SlowDeathBehavior ModuleTag_Death03 16522 DeathTypes = NONE +EXPLODED 16523 SinkDelay = 3000 16524 SinkRate = 0.5 ; in Dist/Sec 16525 DestructionDelay = 8000 16526 FX = INITIAL FX_GIDie 16527 FlingForce = 8 16528 FlingForceVariance = 3 16529 FlingPitch = 60 16530 FlingPitchVariance = 10 16531 End 16532 Behavior = SlowDeathBehavior ModuleTag_Death04 16533 DeathTypes = NONE +BURNED 16534 DestructionDelay = 0 16535 FX = INITIAL FX_GIDie 16536 OCL = INITIAL OCL_FlamingInfantry 16537 End 16538 Behavior = SlowDeathBehavior ModuleTag_Death05 16539 DeathTypes = NONE +POISONED 16540 DestructionDelay = 0 16541 FX = INITIAL FX_GIDie 16542 OCL = INITIAL OCL_ToxicInfantry 16543 End 16544 ; --- end Death modules --- 16545 16546 Behavior = PoisonedBehavior ModuleTag_09 16547 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 16548 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 16549 16550 End 16551 16552 Geometry = CYLINDER 16553 Scale = 0.95 ;Scaling 16554 GeometryMajorRadius = 1.0 16555 GeometryMinorRadius = 1.0 16556 GeometryHeight = 8.0 16557 GeometryIsSmall = Yes 16558 Shadow = SHADOW_DECAL 16559 ShadowSizeX = 9; 16560 ShadowSizeY = 9; 16561 ShadowTexture = ShadowI; 16562 16563 End 16564 16565 ;------------------------------------------------------------------------------ 16566 ;************************* Cinematic-only unit ******************************** 16567 Object CINE_CheeringGenericFemale01 16568 16569 ; *** ART Parameters *** 16570 Draw = W3DModelDraw ModuleTag_01 16571 OkToChangeModelColor = Yes 16572 16573 DefaultConditionState 16574 Model = CIAFem01_SKN 16575 IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 0 30 16576 IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 16577 IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 16578 AnimationMode = ONCE 16579 End 16580 16581 ConditionState = MOVING 16582 Animation = CIAFem01_SKL.CIAFem01_WKA 25 16583 AnimationMode = LOOP 16584 Flags = RANDOMSTART 16585 End 16586 16587 ConditionState = MOVING PANICKING 16588 Animation = CIAFem01_SKL.CIAFem01_RNA 20 16589 AnimationMode = LOOP 16590 Flags = RANDOMSTART 16591 End 16592 16593 ConditionState = DYING 16594 Animation = CIAFem01_SKL.CIAFem01_DTA 16595 Animation = CIAFem01_SKL.CIAFem01_DTB 16596 AnimationMode = ONCE 16597 TransitionKey = TRANS_Dying 16598 End 16599 16600 TransitionState = TRANS_Dying TRANS_Flailing 16601 Animation = CIAFem01_SKL.CIAFem01_ADTE1 16602 AnimationMode = ONCE 16603 End 16604 16605 ConditionState = DYING EXPLODED_FLAILING 16606 Animation = CIAFem01_SKL.CIAFem01_ADTE2 16607 AnimationMode = LOOP 16608 TransitionKey = TRANS_Flailing 16609 End 16610 16611 ConditionState = DYING EXPLODED_BOUNCING 16612 Animation = CIAFem01_SKL.CIAFem01_ADTE3 16613 AnimationMode = ONCE 16614 TransitionKey = None 16615 End 16616 End 16617 16618 ; ***DESIGN parameters *** 16619 Side = Civilian 16620 EditorSorting = INFANTRY 16621 TransportSlotCount = 1 16622 ArmorSet 16623 Conditions = None 16624 Armor = HumanArmor 16625 DamageFX = None 16626 End 16627 VisionRange = 150 16628 DisplayName = OBJECT:GenericFemale 16629 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16630 16631 ; *** AUDIO Parameters *** 16632 SoundDie = CivilianArabFemaleDie 16633 SoundDieFire = DieByFireFemale 16634 SoundDieToxin = DieByToxinFemale 16635 16636 ; *** ENGINEERING Parameters *** 16637 RadarPriority = NOT_ON_RADAR 16638 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 16639 16640 Body = ActiveBody ModuleTag_02 16641 MaxHealth = 50.0 16642 InitialHealth = 50.0 16643 End 16644 16645 Behavior = AIUpdateInterface ModuleTag_03 16646 End 16647 Locomotor = SET_NORMAL BasicHumanLocomotor 16648 Locomotor = SET_WANDER WanderHumanLocomotor 16649 Locomotor = SET_PANIC PanicHumanLocomotor 16650 Behavior = PhysicsBehavior ModuleTag_04 16651 Mass = 5.0 16652 End 16653 Behavior = SlowDeathBehavior ModuleTag_05 16654 SinkDelay = 3000 16655 SinkRate = 0.5 ; in Dist/Sec 16656 DestructionDelay = 8000 16657 End 16658 16659 16660 Behavior = SquishCollide ModuleTag_06 16661 ;nothing 16662 End 16663 16664 Behavior = FXListDie ModuleTag_07 16665 DeathTypes = ALL -CRUSHED -SPLATTED 16666 DeathFX = FX_GIDie 16667 End 16668 Behavior = FXListDie ModuleTag_08 16669 DeathTypes = NONE +CRUSHED +SPLATTED 16670 DeathFX = FX_GIDieCrushed 16671 End 16672 16673 Behavior = PoisonedBehavior ModuleTag_09 16674 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 16675 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 16676 End 16677 16678 Geometry = CYLINDER 16679 Scale = 0.95 ;Scaling 16680 GeometryMajorRadius = 1.0 16681 GeometryMinorRadius = 1.0 16682 GeometryHeight = 8.0 16683 GeometryIsSmall = Yes 16684 Shadow = SHADOW_DECAL 16685 ShadowSizeX = 9; 16686 ShadowSizeY = 9; 16687 ShadowTexture = ShadowI; 16688 16689 End 16690 16691 ;------------------------------------------------------------------------------ 16692 ;************************* Cinematic-only unit ******************************** 16693 Object CINE_CheeringAsianFarmer3 16694 16695 ; *** ART Parameters *** 16696 Draw = W3DModelDraw ModuleTag_01 16697 OkToChangeModelColor = Yes 16698 16699 DefaultConditionState 16700 Model = CIUFrm3_SKN 16701 IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 0 30 16702 IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 16703 IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 16704 AnimationMode = ONCE 16705 End 16706 16707 ConditionState = MOVING 16708 Animation = CIUFrm3_SKL.CIUFrm3_WKA 16709 AnimationMode = LOOP 16710 Flags = RANDOMSTART 16711 End 16712 16713 ConditionState = MOVING PANICKING 16714 Animation = CIUFrm3_SKL.CIUFrm3_PKA 16715 AnimationMode = LOOP 16716 Flags = RANDOMSTART 16717 End 16718 16719 ConditionState = DYING 16720 Animation = CIUFrm3_SKL.CIUFrm3_DTA 16721 Animation = CIUFrm3_SKL.CIUFrm3_DTB 16722 Animation = CIUFrm3_SKL.CIUFrm3_DTC 16723 AnimationMode = ONCE 16724 TransitionKey = TRANS_Dying 16725 End 16726 16727 TransitionState = TRANS_Dying TRANS_Flailing 16728 Animation = CIUFrm3_SKL.CIUFrm3_ADTE1 16729 AnimationMode = ONCE 16730 End 16731 16732 ConditionState = DYING EXPLODED_FLAILING 16733 Animation = CIUFrm3_SKL.CIUFrm3_ADTE2 16734 AnimationMode = LOOP 16735 TransitionKey = TRANS_Flailing 16736 End 16737 16738 ConditionState = DYING EXPLODED_BOUNCING 16739 Animation = CIUFrm3_SKL.CIUFrm3_ADTE3 16740 AnimationMode = ONCE 16741 TransitionKey = None 16742 End 16743 End 16744 16745 ; ***DESIGN parameters *** 16746 Side = Civilian 16747 EditorSorting = INFANTRY 16748 TransportSlotCount = 1 16749 16750 ArmorSet 16751 Conditions = None 16752 Armor = HumanArmor 16753 DamageFX = None 16754 End 16755 VisionRange = 150 16756 DisplayName = OBJECT:MogadishuFemaleCivilian 16757 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16758 16759 ; *** AUDIO Parameters *** 16760 SoundDie = CivilianChinaMaleDie 16761 SoundDieFire = DieByFireChina 16762 SoundDieToxin = DieByToxinChina 16763 16764 ; *** ENGINEERING Parameters *** 16765 RadarPriority = NOT_ON_RADAR 16766 KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 16767 16768 Body = ActiveBody ModuleTag_02 16769 MaxHealth = 50.0 16770 InitialHealth = 50.0 16771 End 16772 16773 Behavior = AIUpdateInterface ModuleTag_03 16774 End 16775 Locomotor = SET_NORMAL BasicHumanLocomotor 16776 Locomotor = SET_WANDER WanderHumanLocomotor 16777 Locomotor = SET_PANIC PanicHumanLocomotor 16778 Behavior = PhysicsBehavior ModuleTag_04 16779 Mass = 5.0 16780 End 16781 Behavior = SlowDeathBehavior ModuleTag_05 16782 DeathTypes = ALL -POISONED_BETA -POISONED -BURNED 16783 SinkDelay = 3000 16784 SinkRate = 0.5 ; in Dist/Sec 16785 DestructionDelay = 8000 16786 End 16787 16788 16789 Behavior = SquishCollide ModuleTag_06 16790 ;nothing 16791 End 16792 16793 Behavior = FXListDie ModuleTag_07 16794 DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED 16795 DeathFX = FX_GIDie 16796 End 16797 Behavior = FXListDie ModuleTag_08 16798 DeathTypes = NONE +CRUSHED +SPLATTED 16799 DeathFX = FX_GIDieCrushed 16800 End 16801 Behavior = SlowDeathBehavior ModuleTag_Death06 16802 DeathTypes = NONE +POISONED_BETA 16803 DestructionDelay = 0 16804 FX = INITIAL FX_GIDie 16805 OCL = INITIAL OCL_ToxicInfantryBeta 16806 End 16807 16808 Behavior = SlowDeathBehavior ModuleTag_Death05 16809 DeathTypes = NONE +POISONED 16810 DestructionDelay = 0 16811 FX = INITIAL FX_GIDie 16812 OCL = INITIAL OCL_ToxicInfantry 16813 End 16814 16815 Behavior = SlowDeathBehavior ModuleTag_DeathBurned 16816 DeathTypes = NONE +BURNED 16817 DestructionDelay = 0 16818 FX = INITIAL FX_GIDie 16819 OCL = INITIAL OCL_FlamingInfantry 16820 End 16821 16822 Behavior = PoisonedBehavior ModuleTag_09 16823 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 16824 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 16825 End 16826 16827 Geometry = CYLINDER 16828 Scale = 0.95 ;Scaling 16829 GeometryMajorRadius = 1.0 16830 GeometryMinorRadius = 1.0 16831 GeometryHeight = 8.0 16832 GeometryIsSmall = Yes 16833 Shadow = SHADOW_DECAL 16834 ShadowSizeX = 9; 16835 ShadowSizeY = 9; 16836 ShadowTexture = ShadowI; 16837 16838 End 16839 16840 ;------------------------------------------------------------------------------ 16841 Object RocketBomb 16842 16843 ; *** ART Parameters *** 16844 Draw = W3DModelDraw ModuleTag_01 16845 DefaultConditionState 16846 Model = CV8BombCN 16847 Animation = CV8BombCN.CV8BombCN 16848 AnimationMode = ONCE 16849 ParticleSysBone = SmokeM01 WarheadTrail02 16850 ParticleSysBone = SmokeS01 WarheadTrail 16851 ParticleSysBone = SmokeS02 WarheadTrail 16852 ParticleSysBone = SmokeS03 WarheadTrail 16853 End 16854 End 16855 16856 ; ***DESIGN parameters *** 16857 DisplayName = OBJECT:RocketBomb 16858 Side = Civilian 16859 EditorSorting = VEHICLE 16860 KindOf = IMMOBILE 16861 16862 ;; ***AUDIO parameters *** 16863 ;SoundAmbient = ChinaNightClubLoop 16864 16865 ; *** ENGINEERING Parameters *** 16866 Body = ActiveBody ModuleTag_02 16867 MaxHealth = 1.0 16868 InitialHealth = 1.0 16869 End 16870 16871 ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 16872 End 16873 16874 Shadow = SHADOW_VOLUME 16875 Geometry = BOX 16876 GeometryMajorRadius = 1.0 16877 GeometryMinorRadius = 1.0 16878 GeometryHeight = 1.0 16879 GeometryIsSmall = Yes 16880 16881 16882 End 16883 16884 ;------------------------------------------------------------------------------ 16885 Object RocketDrop 16886 16887 ; *** ART Parameters *** 16888 Draw = W3DModelDraw ModuleTag_01 16889 DefaultConditionState 16890 Model = CV8DropCN 16891 Animation = CV8DropCN.CV8DropCN 16892 AnimationMode = ONCE 16893 16894 ParticleSysBone = SmokeS02 WarheadTrail 16895 End 16896 End 16897 16898 ; ***DESIGN parameters *** 16899 DisplayName = OBJECT:RocketDrop 16900 Side = Civilian 16901 EditorSorting = VEHICLE 16902 KindOf = IMMOBILE 16903 16904 ;; ***AUDIO parameters *** 16905 ;SoundAmbient = ChinaNightClubLoop 16906 16907 ; *** ENGINEERING Parameters *** 16908 Body = ActiveBody ModuleTag_02 16909 MaxHealth = 1.0 16910 InitialHealth = 1.0 16911 End 16912 16913 ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 16914 End 16915 16916 Shadow = SHADOW_VOLUME 16917 Geometry = BOX 16918 GeometryMajorRadius = 1.0 16919 GeometryMinorRadius = 1.0 16920 GeometryHeight = 1.0 16921 GeometryIsSmall = Yes 16922 16923 16924 End 16925 16926 ;------------------------------------------------------------------------------ 16927 ;---------------------Eddited by Chris T Hill (04/04/03)----------------------- 16928 ;------------------------------------------------------------------------------
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