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/Command and conquer Generals/Stargate SG1/INI/Object/ -> CivilianUnit.ini (source)

   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  ;------------------------------------------------------------------------------


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