| [ Index ] | WAROFGENERALS |
PHP Cross Reference of WAROFGENERALS MODS SOURCES |
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1 ;------------------------------------------------------------------------------------------------ 2 3 4 Object supplytechoil 5 6 7 8 9 SelectPortrait = T45 10 ButtonImage = T45 11 12 ;UpgradeCameo1 = Upgrade_SeaRepair 13 ;UpgradeCameo2 = Upgrade_SeaArmour 14 ;UpgradeCameo3 = NONE 15 ;UpgradeCameo4 = NONE 16 ;UpgradeCameo5 = NONE 17 18 19 20 ; *** ART Parameters *** 21 Draw = W3DTankDraw ModuleTag_01 22 23 24 OkToChangeModelColor = Yes 25 26 27 ConditionState = NONE 28 Model = supplydock 29 Animation = supplydock.supplydock 30 AnimationMode = LOOP 31 32 End 33 34 ConditionState = MOVING 35 Model = supplydock 36 Animation = supplydock.supplydock 37 AnimationMode = LOOP 38 39 End 40 41 ConditionState = OVER_WATER 42 Model = supplydock 43 Animation = supplydock.supplydock 44 AnimationMode = LOOP 45 46 End 47 48 ConditionState = MOVING OVER_WATER 49 Model = supplydock 50 Animation = supplydock.supplydock 51 AnimationMode = LOOP 52 53 ParticleSysBone = Smoke01 SmolderingSmoke 54 ParticleSysBone = Smoke02 SmolderingSmoke 55 ParticleSysBone = Smoke03 SmolderingSmoke 56 ParticleSysBone = Smoke04 SmolderingSmoke 57 ParticleSysBone = Smoke01 SmolderingFire 58 ParticleSysBone = Smoke02 SmolderingFire 59 ParticleSysBone = Smoke03 SmolderingFire 60 ParticleSysBone = Smoke04 SmolderingFire 61 End 62 63 End 64 PlacementViewAngle = -45 65 66 ; ***DESIGN parameters *** 67 DisplayName = OBJECT:supplytechoil 68 Side = America 69 Side = America 70 Prerequisites 71 Object = AmericaPowerPlant 72 End 73 74 75 BuildCost = 2000 76 RefundValue = 400 ; With nothing (or zero) listed, we sell for half price. 77 BuildTime = 10.0 ; in seconds 78 EnergyProduction = -1 79 CommandSet = AmericaSupplyCenterCommandSet 80 VisionRange = 200.0 ; Shroud clearing distance 81 ShroudClearingRange = 200 82 ArmorSet 83 Conditions = None 84 Armor = StructureArmor 85 DamageFX = StructureDamageFXNoShake 86 End 87 ExperienceValue = 200 200 200 200 ; Experience point value at each level 88 89 ; *** AUDIO Parameters *** 90 VoiceSelect = SupplyCenterUSASelect 91 SoundDie = BuildingDie 92 SoundOnDamaged = BuildingDamagedStateLight 93 SoundOnReallyDamaged = BuildingDestroy 94 95 UnitSpecificSounds 96 UnderConstruction = UnderConstructionLoop 97 End 98 99 ; *** ENGINEERING Parameters *** 100 ; *** ENGINEERING Parameters *** 101 RadarPriority = UNIT 102 KindOf = PRELOAD SELECTABLE FS_FACTORY VEHICLE IMMUNE_TO_CAPTURE COMMANDCENTER SCORE MP_COUNT_FOR_VICTORY 103 104 Body = StructureBody ModuleTag_02 105 MaxHealth = 2000.0 106 InitialHealth = 2000.0 107 End 108 ;--------------------------permet le deplassement du batiment------- 109 Behavior = AIUpdateInterface ModuleTag_05 110 AutoAcquireEnemiesWhenIdle = Yes 111 End 112 113 Locomotor = SET_NORMAL BasicNONELocomotor 114 115 Behavior = PhysicsBehavior ModuleTag_04 116 Mass = 5000.0 117 End 118 Behavior = SlowDeathBehavior ModuleTag_16 119 ProbabilityModifier = 25 120 DestructionDelay = 200 121 DestructionDelayVariance = 100 122 OCL = FINAL OCL_FirestormSmall 123 FX = FINAL WeaponFX_NapalmMissileDetonation 124 End 125 ;--------------------------permet le deplassement du batiment------- 126 127 Behavior = SupplyCenterCreate ModuleTag_06 128 ;nothing 129 End 130 Behavior = DestroyDie ModuleTag_07 131 ;nothing 132 End 133 Behavior = CreateObjectDie ModuleTag_08 134 CreationList = OCL_AmericanRangerDebris03 135 ExemptStatus = UNDER_CONSTRUCTION 136 End 137 Behavior = ProductionUpdate ModuleTag_09 138 ; nothing 139 End 140 Behavior = SupplyCenterProductionExitUpdate ModuleTag_10 141 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 142 NaturalRallyPoint = X: 44.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 143 End 144 Behavior = BaseRegenerateUpdate ModuleTag_11 145 ;No data 146 End 147 Behavior = SpawnBehavior ModuleTag_12 148 SpawnNumber = 1 149 SpawnReplaceDelay = 9999 150 SpawnTemplateName = AmericaVehicleChinook 151 OneShot = Yes 152 CanReclaimOrphans = No 153 End 154 155 Behavior = SupplyCenterDockUpdate ModuleTag_13 156 NumberApproachPositions = 9 ; There are 9 approach bones in the art 157 End 158 159 Behavior = FlammableUpdate ModuleTag_15 160 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 161 AflameDamageAmount = 5 ; taking this much damage... 162 AflameDamageDelay = 500 ; this often. 163 End 164 165 Behavior = CreateObjectDie ModuleTag_16 166 CreationList = OCL_LargeStructureDebris 167 End 168 Behavior = FXListDie ModuleTag_17 169 DeathFX = FX_StructureSmallDeath 170 End 171 172 Behavior = TransitionDamageFX ModuleTag_18 173 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 174 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 175 ;--------------------------------------------------------------------------------------- 176 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 177 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 178 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 179 End 180 181 Geometry = BOX 182 GeometryMajorRadius = 44.0 183 GeometryMinorRadius = 45.0 184 GeometryHeight = 24.0 185 GeometryIsSmall = No 186 Shadow = SHADOW_VOLUME 187 BuildCompletion = PLACED_BY_PLAYER 188 189 End 190 191 ;------------------------------------------------------------------------------
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