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1 2 ;------------------------------------------------------------------------------ 3 Object AmericaVehicleHumvee 4 5 ; *** ART Parameters *** 6 SelectPortrait = SAHummer_L 7 ButtonImage = SAHummer 8 9 UpgradeCameo1 = Upgrade_AmericaBattleDrone 10 UpgradeCameo2 = Upgrade_AmericaScoutDrone 11 UpgradeCameo3 = Upgrade_AmericaTOWMissile 12 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 13 UpgradeCameo5 = Upgrade_AmericaHellfireDrone 14 15 Draw = W3DTruckDraw ModuleTag_01 16 OkToChangeModelColor = Yes 17 18 ConditionState = NONE 19 Model = AVHUMMER 20 Turret = Turret 21 ShowSubObject = Turret 22 HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 23 WeaponFireFXBone = PRIMARY Muzzle 24 WeaponMuzzleFlash = PRIMARY MuzzleFX 25 End 26 27 ConditionState = REALLYDAMAGED 28 Model = AVHUMMER_d 29 Turret = Turret 30 ShowSubObject = Turret 31 HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 32 WeaponFireFXBone = PRIMARY Muzzle 33 WeaponMuzzleFlash = PRIMARY MuzzleFX 34 End 35 36 ConditionState = WEAPONSET_PLAYER_UPGRADE 37 Model = AVHUMMER 38 Turret = TurretUp01 39 HideSubObject = Turret MuzzleFX01 40 ShowSubObject = TurretUp01 Housecolor03 41 WeaponFireFXBone = PRIMARY MuzzleUp 42 WeaponMuzzleFlash = PRIMARY MuzzleFXUp 43 WeaponFireFXBone = SECONDARY WeaponB 44 WeaponLaunchBone = SECONDARY WeaponB 45 WeaponFireFXBone = TERTIARY WeaponB 46 WeaponLaunchBone = TERTIARY WeaponB 47 End 48 49 ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 50 Model = AVHUMMER_d 51 Turret = TurretUp01 52 HideSubObject = Turret MuzzleFX01 53 ShowSubObject = TurretUp01 Housecolor03 54 WeaponFireFXBone = PRIMARY MuzzleUp 55 WeaponMuzzleFlash = PRIMARY MuzzleFXUp 56 WeaponFireFXBone = SECONDARY WeaponB 57 WeaponLaunchBone = SECONDARY WeaponB 58 WeaponFireFXBone = TERTIARY WeaponB 59 WeaponLaunchBone = TERTIARY WeaponB 60 End 61 62 TrackMarks = EXTireTrack.tga 63 64 Dust = RocketBuggyDust 65 DirtSpray = RocketBuggyDirtSpray 66 PowerslideSpray = RocketBuggyDirtPowerSlide 67 68 ; These parameters are only used if the model has a separate suspension, 69 ; and the locomotor has HasSuspension = Yes. 70 LeftFrontTireBone = Tire01 71 RightFrontTireBone = Tire02 72 LeftRearTireBone = Tire03 73 RightRearTireBone = Tire04 74 TireRotationMultiplier = 0.2 ; this * speed = rotation. 75 PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding. 76 77 End 78 79 ; ***DESIGN parameters *** 80 DisplayName = OBJECT:Humvee 81 Side = America 82 EditorSorting = VEHICLE 83 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 84 WeaponSet 85 Conditions = None 86 Weapon = PRIMARY HumveeGun 87 End 88 WeaponSet 89 Conditions = PLAYER_UPGRADE 90 Weapon = PRIMARY HumveeGun 91 Weapon = SECONDARY HumveeMissileWeapon 92 Weapon = TERTIARY HumveeMissileWeaponAir 93 PreferredAgainst = TERTIARY AIRCRAFT 94 End 95 ArmorSet 96 Conditions = None 97 Armor = HumveeArmor 98 DamageFX = TruckDamageFX 99 End 100 BuildCost = 700 101 BuildTime = 10.0 ;in seconds 102 VisionRange = 150 103 ShroudClearingRange = 320 104 Prerequisites 105 Object = AmericaWarFactory 106 End 107 ExperienceValue = 50 50 100 150 ;Experience point value at each level 108 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 109 IsTrainable = Yes ;Can gain experience 110 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 111 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 112 CommandSet = AmericaVehicleHumveeCommandSet 113 114 ; *** AUDIO Parameters *** 115 VoiceSelect = HumveeVoiceSelect 116 VoiceMove = HumveeVoiceMove 117 VoiceGuard = HumveeVoiceMove 118 VoiceAttack = HumveeVoiceAttack 119 VoiceAttackAir = HumveeVoiceAttackTOW 120 SoundMoveStart = HumveeMoveStart 121 SoundMoveStartDamaged = HumveeMoveStart 122 SoundEnter = HumveeEnter 123 SoundExit = HumveeExit 124 125 UnitSpecificSounds 126 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 127 ;TurretMoveStart = NoSound 128 VoiceCreate = HumveeVoiceCreate 129 TurretMoveLoop = TurretMoveLoop 130 SoundEject = PilotSoundEject 131 VoiceEject = PilotVoiceEject 132 VoiceCrush = HumveeVoiceCrush 133 ; Required for the W3DTruckDraw module 134 TruckLandingSound = RocketBuggyLand 135 TruckPowerslideSound = RocketBuggyPowerslide 136 VoiceUnload = HumveeVoiceUnload 137 VoiceEnter = HumveeVoiceMove 138 End 139 140 141 ; *** ENGINEERING Parameters *** 142 RadarPriority = UNIT 143 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT 144 145 Body = ActiveBody ModuleTag_02 146 MaxHealth = 240.0 147 InitialHealth = 240.0 148 149 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 150 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 151 SubdualDamageCap = 480 152 SubdualDamageHealRate = 500 153 SubdualDamageHealAmount = 50 154 End 155 Behavior = TransportAIUpdate ModuleTag_03 156 Turret 157 TurretTurnRate = 180 158 RecenterTime = 5000 ; how long to wait during idle before recentering 159 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 160 End 161 AutoAcquireEnemiesWhenIdle = Yes 162 MoodAttackCheckRate = 250 163 End 164 Locomotor = SET_NORMAL HumveeLocomotor 165 166 Behavior = PhysicsBehavior ModuleTag_04 167 Mass = 50.0 168 End 169 170 Behavior = TransportContain ModuleTag_05 171 PassengersAllowedToFire = Yes 172 Slots = 5 173 ; EnterSound = GarrisonEnter 174 ; ExitSound = GarrisonExit 175 DamagePercentToUnits = 100% ;10% 176 AllowInsideKindOf = INFANTRY 177 ExitDelay = 250 178 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 179 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 180 End 181 182 Behavior = ObjectCreationUpgrade ModuleTag_06 183 UpgradeObject = OCL_AmericanBattleDrone 184 TriggeredBy = Upgrade_AmericaBattleDrone 185 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 186 End 187 Behavior = ObjectCreationUpgrade ModuleTag_07 188 UpgradeObject = OCL_AmericanScoutDrone 189 TriggeredBy = Upgrade_AmericaScoutDrone 190 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 191 End 192 Behavior = ObjectCreationUpgrade ModuleTag_14 193 UpgradeObject = OCL_AmericanHellfireDrone 194 TriggeredBy = Upgrade_AmericaHellfireDrone 195 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 196 End 197 198 Behavior = ProductionUpdate ModuleTag_08 199 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 200 End 201 202 Behavior = WeaponSetUpgrade ModuleTag_09 203 TriggeredBy = Upgrade_AmericaTOWMissile 204 End 205 Behavior = ExperienceScalarUpgrade ModuleTag_10 206 TriggeredBy = Upgrade_AmericaAdvancedTraining 207 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 208 End 209 210 Behavior = SlowDeathBehavior ModuleTag_11 211 DeathTypes = ALL -CRUSHED -SPLATTED 212 ProbabilityModifier = 25 213 DestructionDelay = 1 214 OCL = INITIAL OCL_InitialHumveeDebris 215 FX = FINAL FX_BattleMasterExplosionOneFinal 216 OCL = FINAL OCL_FinalHumveeDebris 217 End 218 219 Behavior = DestroyDie ModuleTag_12 220 DeathTypes = NONE +CRUSHED +SPLATTED 221 End 222 223 Behavior = FXListDie ModuleTag_13 224 DeathTypes = NONE +CRUSHED +SPLATTED 225 DeathFX = FX_CarCrush 226 End 227 228 Behavior = CreateCrateDie ModuleTag_CratesChange 229 CrateData = SalvageCrateData 230 ;CrateData = EliteTankCrateData 231 ;CrateData = HeroicTankCrateData 232 End 233 234 ; This is commented out per hotlist request 10/9 ML 235 ; Behavior = CreateObjectDie ModuleTag_15 236 ; DeathTypes = ALL -CRUSHED -SPLATTED 237 ; CreationList = OCL_AmericanRangerDebris01 238 ; ExemptStatus = HIJACKED 239 ; End 240 241 Behavior = EjectPilotDie ModuleTag_16 242 DeathTypes = ALL -CRUSHED -SPLATTED 243 ExemptStatus = HIJACKED 244 ; The following added out per hotlist request 10/9 as above ML 245 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 246 GroundCreationList = OCL_EjectPilotOnGround 247 AirCreationList = OCL_EjectPilotViaParachute 248 End 249 250 Behavior = TransitionDamageFX ModuleTag_17 251 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 252 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 253 End 254 255 Behavior = FlammableUpdate ModuleTag_21 256 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 257 AflameDamageAmount = 3 ; taking this much damage... 258 AflameDamageDelay = 500 ; this often. 259 End 260 261 Geometry = BOX 262 GeometryMajorRadius = 14.0 263 GeometryMinorRadius = 7.0 264 GeometryHeight = 11.5 265 GeometryIsSmall = Yes 266 Shadow = SHADOW_VOLUME 267 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 268 269 End 270 271 272 273 274 275 276 277 278 279 280 281 282 283 ;---------------------------------------------------------- 284 Object AmericaVehicleTomahawk 285 286 ; *** ART Parameters *** 287 SelectPortrait = SACTomahawk_L 288 ButtonImage = SACTomahawk 289 290 UpgradeCameo1 = Upgrade_AmericaScoutDrone 291 UpgradeCameo2 = Upgrade_AmericaBattleDrone 292 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 293 UpgradeCameo4 = Upgrade_AmericaHellfireDrone 294 ;UpgradeCameo5 = XXX 295 296 Draw = W3DTankDraw ModuleTag_01 297 OkToChangeModelColor = Yes 298 299 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 300 301 DefaultConditionState 302 Model = AVTomahawk 303 Turret = TURRET 304 TurretPitch = TURRETEL 305 WeaponLaunchBone = PRIMARY WeaponA 306 WeaponHideShowBone = PRIMARY MISSILE 307 End 308 309 ConditionState = REALLYDAMAGED 310 Model = AVTomahawk_D 311 End 312 AliasConditionState = RUBBLE 313 314 TrackMarks = EXTnkTrack.tga 315 316 End 317 318 ; ***DESIGN parameters *** 319 DisplayName = OBJECT:Tomahawk 320 Side = America 321 EditorSorting = VEHICLE 322 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 323 BuildCost = 1200 324 BuildTime = 20.0 ;in seconds 325 VisionRange = 180 326 ShroudClearingRange = 200 327 Prerequisites 328 Object = AmericaWarFactory 329 Object = AmericaStrategyCenter 330 End 331 ExperienceValue = 50 50 100 150 ;Experience point value at each level 332 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 333 IsTrainable = Yes ;Can gain experience 334 WeaponSet 335 Conditions = None 336 Weapon = PRIMARY TomahawkMissileWeapon 337 End 338 ArmorSet 339 Conditions = None 340 Armor = TruckArmor 341 DamageFX = TankDamageFX 342 End 343 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 344 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 345 CommandSet = AmericaVehicleTomahawkCommandSet 346 347 ; *** AUDIO Parameters *** 348 VoiceSelect = TomahawkVoiceSelect 349 VoiceMove = TomahawkVoiceMove 350 VoiceGuard = TomahawkVoiceMove 351 VoiceAttack = TomahawkVoiceAttack 352 SoundMoveStart = TomahawkMoveStart 353 SoundMoveStartDamaged = TomahawkMoveStart 354 355 UnitSpecificSounds 356 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 357 VoiceCreate = TomahawkVoiceCreate 358 TurretMoveStart = NoSound 359 TurretMoveLoop = TurretMoveLoopLoud 360 SoundEject = PilotSoundEject 361 VoiceEject = PilotVoiceEject 362 VoiceCrush = TomahawkVoiceCrush 363 VoiceEnter = TomahawkVoiceMove 364 VoiceBombard = TomahawkVoiceAttack 365 End 366 367 ; *** ENGINEERING Parameters *** 368 RadarPriority = UNIT 369 KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 370 371 Body = ActiveBody ModuleTag_02 372 MaxHealth = 180.0 373 InitialHealth = 180.0 374 375 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 376 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 377 SubdualDamageCap = 360 378 SubdualDamageHealRate = 500 379 SubdualDamageHealAmount = 50 380 End 381 382 Behavior = AIUpdateInterface ModuleTag_03 383 Turret 384 TurretTurnRate = 60 ; turn rate, in degrees per sec 385 TurretPitchRate = 60 386 FirePitch = 70 ; Instead of aiming pitchwise at the target, it will aim here 387 AllowsPitch = Yes 388 ControlledWeaponSlots = PRIMARY 389 End 390 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 391 End 392 Locomotor = SET_NORMAL TomahawkLocomotor 393 394 Behavior = PhysicsBehavior ModuleTag_04 395 Mass = 50.0 396 End 397 Behavior = SlowDeathBehavior ModuleTag_05 398 DeathTypes = ALL -CRUSHED -SPLATTED 399 DestructionDelay = 500 400 DestructionDelayVariance = 100 401 FX = INITIAL FX_GenericTankDeathEffect 402 OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie 403 FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion 404 End 405 406 Behavior = ObjectCreationUpgrade ModuleTag_06 407 UpgradeObject = OCL_AmericanBattleDrone 408 TriggeredBy = Upgrade_AmericaBattleDrone 409 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 410 End 411 Behavior = ObjectCreationUpgrade ModuleTag_07 412 UpgradeObject = OCL_AmericanScoutDrone 413 TriggeredBy = Upgrade_AmericaScoutDrone 414 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 415 End 416 Behavior = ObjectCreationUpgrade ModuleTag_15 417 UpgradeObject = OCL_AmericanHellfireDrone 418 TriggeredBy = Upgrade_AmericaHellfireDrone 419 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 420 End 421 422 Behavior = ProductionUpdate ModuleTag_08 423 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 424 End 425 426 Behavior = ExperienceScalarUpgrade ModuleTag_09 427 TriggeredBy = Upgrade_AmericaAdvancedTraining 428 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 429 End 430 431 Behavior = DestroyDie ModuleTag_10 432 DeathTypes = NONE +CRUSHED +SPLATTED 433 End 434 435 Behavior = FXListDie ModuleTag_11 436 DeathTypes = NONE +CRUSHED +SPLATTED 437 DeathFX = FX_CarCrush 438 End 439 440 Behavior = CreateObjectDie ModuleTag_12 441 DeathTypes = NONE +CRUSHED +SPLATTED 442 CreationList = OCL_CrusaderTank_CrushEffect 443 End 444 445 ; Behavior = FXListDie 446 ; DeathTypes = ALL -CRUSHED -SPLATTED 447 ; DeathFX = FX_GenericTankDeathEffect 448 ; End 449 ; Behavior = CreateObjectDie 450 ; DeathTypes = ALL -CRUSHED -SPLATTED 451 ; CreationList = OCL_GenericTankDeathEffect 452 ; End 453 Behavior = EjectPilotDie ModuleTag_13 454 DeathTypes = ALL -CRUSHED -SPLATTED 455 ExemptStatus = HIJACKED 456 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 457 GroundCreationList = OCL_EjectPilotOnGround 458 AirCreationList = OCL_EjectPilotViaParachute 459 End 460 461 Behavior = TransitionDamageFX ModuleTag_14 462 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 463 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 464 End 465 466 Behavior = FlammableUpdate ModuleTag_21 467 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 468 AflameDamageAmount = 3 ; taking this much damage... 469 AflameDamageDelay = 500 ; this often. 470 End 471 472 Geometry = BOX 473 GeometryMajorRadius = 15.0 474 GeometryMinorRadius = 10.0 475 GeometryHeight = 10.0 476 GeometryIsSmall = Yes 477 Shadow = SHADOW_VOLUME 478 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 479 480 End 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 ;------------------------------------------------------------------------------ 496 ; Also known as the Ambulance 497 Object AmericaVehicleMedic 498 499 ; *** ART Parameters *** 500 SelectPortrait = SAAmbulance_L 501 ButtonImage = SAAmbulance 502 503 UpgradeCameo1 = Upgrade_AmericaBattleDrone 504 UpgradeCameo2 = Upgrade_AmericaScoutDrone 505 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 506 ;UpgradeCameo4 = NONE 507 ;UpgradeCameo5 = NONE 508 509 Draw = W3DTruckDraw ModuleTag_01 510 511 ConditionState = NONE 512 Model = AVAmbulance 513 Turret = Turret 514 TurretPitch = TurretEL 515 WeaponFireFXBone = PRIMARY WeaponA 516 WeaponLaunchBone = PRIMARY WeaponA 517 End 518 ConditionState = REALLYDAMAGED 519 Model = AVAmbulance_D 520 Turret = Turret 521 TurretPitch = TurretEL 522 WeaponFireFXBone = PRIMARY WeaponA 523 WeaponLaunchBone = PRIMARY WeaponA 524 End 525 526 ConditionState = RUBBLE 527 Model = AVAmbulance_D 528 End 529 530 TrackMarks = EXTireTrack.tga 531 OkToChangeModelColor = Yes 532 533 Dust = RocketBuggyDust 534 DirtSpray = RocketBuggyDirtSpray 535 PowerslideSpray = RocketBuggyDirtPowerSlide 536 537 ; These parameters are only used if the model has a separate suspension, 538 ; and the locomotor has HasSuspension = Yes. 539 LeftFrontTireBone = Tire01 540 RightFrontTireBone = Tire02 541 LeftRearTireBone = Tire03 542 RightRearTireBone = Tire04 543 TireRotationMultiplier = 0.2 ; this * speed = rotation. 544 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 545 546 547 End 548 549 ; ***DESIGN parameters *** 550 DisplayName = OBJECT:Medic 551 Side = America 552 EditorSorting = VEHICLE 553 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 554 WeaponSet 555 ;*** Fully automated and driven by the CleanupHazardUpdate *** 556 Conditions = None 557 Weapon = PRIMARY AmbulanceCleanHazardWeapon 558 AutoChooseSources = PRIMARY NONE 559 End 560 ArmorSet 561 Conditions = None 562 Armor = ToxinTruckArmor 563 DamageFX = TruckDamageFX 564 End 565 BuildCost = 600 566 BuildTime = 10.0 ;in seconds 567 VisionRange = 100 568 ShroudClearingRange = 400 569 Prerequisites 570 Object = AmericaWarFactory 571 End 572 ExperienceValue = 50 50 50 50 ;Experience point value at each level 573 IsTrainable = No 574 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 575 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 576 CommandSet = AmericaVehicleAmbulanceCommandSet 577 578 ; *** AUDIO Parameters *** 579 VoiceSelect = AmbulanceVoiceSelect 580 VoiceMove = AmbulanceVoiceMove 581 VoiceGuard = AmbulanceVoiceMove 582 VoiceAttack = AmbulanceVoiceDetox 583 SoundMoveStart = HumveeMoveStart 584 SoundMoveStartDamaged = HumveeMoveStart 585 SoundEnter = HumveeEnter 586 SoundExit = HumveeExit 587 588 UnitSpecificSounds 589 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 590 VoiceCreate = AmbulanceVoiceCreate 591 TurretMoveStart = NoSound 592 TurretMoveLoop = TurretMoveLoop 593 ; Required for the W3DTruckDraw module 594 TruckLandingSound = RocketBuggyLand 595 TruckPowerslideSound = RocketBuggyPowerslide 596 VoiceCrush = AmbulanceVoiceCrush 597 VoiceEnter = AmbulanceVoiceMove 598 End 599 600 601 ; *** ENGINEERING Parameters *** 602 RadarPriority = UNIT 603 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT 604 605 Body = ActiveBody ModuleTag_02 606 MaxHealth = 240.0 607 InitialHealth = 240.0 608 609 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 610 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 611 SubdualDamageCap = 480 612 SubdualDamageHealRate = 500 613 SubdualDamageHealAmount = 50 614 End 615 616 Behavior = CleanupHazardUpdate ModuleTag_03 617 WeaponSlot = PRIMARY 618 ScanRate = 1000 619 ScanRange = 100.0 ;If this range exceeds the AmbulanceCleanHazardWeapon AttackRange, it'll move! 620 End 621 622 ;Can be ordered to clean up a larger area with the ability to move around at an extended range. 623 Behavior = CleanupAreaPower ModuleTag_04 624 SpecialPowerTemplate = SpecialAbilityAmbulanceCleanupArea 625 MaxMoveDistanceFromLocation = 300.0 ;allows the unit to move around while cleaning up 626 InitiateSound = AmbulanceVoiceDetox 627 End 628 629 Behavior = TransportAIUpdate ModuleTag_05 630 AutoAcquireEnemiesWhenIdle = No ;CleanupHazardUpdate handles this... 631 Turret 632 TurretTurnRate = 180 633 TurretPitchRate = 180 634 AllowsPitch = Yes 635 MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 636 TurretFireAngleSweep = PRIMARY 25 637 ControlledWeaponSlots = PRIMARY 638 End 639 End 640 Locomotor = SET_NORMAL HumveeLocomotor 641 642 Behavior = TransportContain ModuleTag_06 643 Slots = 3 644 HealthRegen%PerSec = 25 645 DamagePercentToUnits = 10% 646 AllowInsideKindOf = INFANTRY 647 AllowAlliesInside = Yes 648 AllowNeutralInside = No 649 AllowEnemiesInside = No 650 ExitDelay = 250 651 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 652 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 653 End 654 655 Behavior = PhysicsBehavior ModuleTag_07 656 Mass = 50.0 657 End 658 Behavior = SlowDeathBehavior ModuleTag_08 659 DeathTypes = ALL -CRUSHED -SPLATTED 660 DestructionDelay = 0 661 FX = FINAL FX_GenericTankDeathExplosion 662 OCL = FINAL OCL_FinalAmbulanceDebris 663 End 664 665 Behavior = ObjectCreationUpgrade ModuleTag_09 666 UpgradeObject = OCL_AmericanBattleDrone 667 TriggeredBy = Upgrade_AmericaBattleDrone 668 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 669 End 670 Behavior = ObjectCreationUpgrade ModuleTag_10 671 UpgradeObject = OCL_AmericanScoutDrone 672 TriggeredBy = Upgrade_AmericaScoutDrone 673 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 674 End 675 Behavior = ObjectCreationUpgrade ModuleTag_19 676 UpgradeObject = OCL_AmericanHellfireDrone 677 TriggeredBy = Upgrade_AmericaHellfireDrone 678 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 679 End 680 Behavior = ProductionUpdate ModuleTag_11 681 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 682 End 683 684 Behavior = DestroyDie ModuleTag_12 685 DeathTypes = NONE +CRUSHED +SPLATTED 686 End 687 688 Behavior = FXListDie ModuleTag_13 689 DeathTypes = NONE +CRUSHED +SPLATTED 690 DeathFX = FX_CarCrush 691 End 692 693 Behavior = CreateObjectDie ModuleTag_14 694 DeathTypes = NONE +CRUSHED +SPLATTED 695 CreationList = OCL_CrusaderTank_CrushEffect 696 End 697 698 Behavior = FXListDie ModuleTag_15 699 DeathTypes = ALL -CRUSHED -SPLATTED 700 DeathFX = FX_GenericTankDeathEffect 701 End 702 703 Behavior = CreateCrateDie ModuleTag_16 704 CrateData = SalvageCrateData 705 ;CrateData = EliteTankCrateData 706 ;CrateData = HeroicTankCrateData 707 End 708 709 Behavior = ExperienceScalarUpgrade ModuleTag_17 710 TriggeredBy = Upgrade_AmericaAdvancedTraining 711 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 712 End 713 714 Behavior = TransitionDamageFX ModuleTag_18 715 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 716 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 717 End 718 719 Behavior = FlammableUpdate ModuleTag_21 720 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 721 AflameDamageAmount = 3 ; taking this much damage... 722 AflameDamageDelay = 500 ; this often. 723 724 End 725 726 Behavior = AutoHealBehavior ModuleTag_22 727 HealingAmount = 4 728 HealingDelay = 1000 ; msec 729 Radius = 100.0f 730 StartsActive = Yes 731 KindOf = INFANTRY 732 End 733 Behavior = AutoHealBehavior ModuleTag_23 734 HealingAmount = 8 735 HealingDelay = 1000 ; msec 736 Radius = 100.0f 737 StartsActive = Yes 738 KindOf = VEHICLE 739 ForbiddenKindOf = AIRCRAFT 740 SkipSelfForHealing = Yes 741 End 742 743 Geometry = BOX 744 GeometryMajorRadius = 14.0 745 GeometryMinorRadius = 7.0 746 GeometryHeight = 12.0 ; height set to allow clear clipping of projectile streams 747 GeometryIsSmall = Yes 748 Shadow = SHADOW_VOLUME 749 750 End 751 752 ;------------------------------------------------------------------------------ 753 Object AmericaVehicleBattleDrone 754 755 ; *** ART Parameters *** 756 SelectPortrait = SABattleDrone_L 757 ButtonImage = SABattleDrone 758 759 UpgradeCameo1 = Upgrade_AmericaDroneArmor 760 ;UpgradeCameo2 = NONE 761 ;UpgradeCameo3 = NONE 762 ;UpgradeCameo4 = NONE 763 ;UpgradeCameo5 = NONE 764 765 ;MAIN CHASSIS 766 Draw = W3DModelDraw ModuleTag_01 767 OkToChangeModelColor = Yes 768 769 DefaultConditionState 770 Model = AVBATTLEDR 771 Animation = AVBATTLEDR.AVBATTLEDR 772 AnimationMode = LOOP 773 Turret = Turret01 774 TurretPitch = TurretEL01 775 WeaponMuzzleFlash = PRIMARY TurretFX01 776 WeaponFireFXBone = PRIMARY Muzzle01 777 End 778 779 ConditionState = REALLYDAMAGED 780 Model = AVBATTLEDR_D 781 Animation = AVBATTLEDR_D.AVBATTLEDR_D 782 AnimationMode = LOOP 783 End 784 End 785 786 ;EXTENDING ARM (FOR REPAIRING) 787 Draw = W3DModelDraw ModuleTag_02 788 OkToChangeModelColor = Yes 789 790 DefaultConditionState 791 Model = AVBATTLEDR_A 792 End 793 794 ;Unloading the arm (before starting to repair) 795 ConditionState = UNPACKING 796 Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 797 AnimationMode = ONCE 798 End 799 800 ;Loading the arm (after reparing complete) 801 ConditionState = PACKING 802 Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 803 AnimationMode = ONCE_BACKWARDS 804 Flags = START_FRAME_LAST 805 End 806 807 ;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set) 808 ConditionState = FIRING_B 809 Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 810 AnimationMode = ONCE 811 End 812 813 814 ;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set) 815 ConditionState = FIRING_C 816 Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 817 AnimationMode = ONCE_BACKWARDS 818 Flags = START_FRAME_LAST 819 End 820 821 End 822 823 824 ; ***DESIGN parameters *** 825 DisplayName = OBJECT:BattleDrone 826 Side = America 827 EditorSorting = VEHICLE 828 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 829 WeaponSet 830 Conditions = None 831 Weapon = PRIMARY BattleDroneMachineGun 832 End 833 ArmorSet 834 Conditions = None 835 Armor = TankArmor 836 DamageFX = SmallTankDamageFX 837 End 838 839 BuildCost = 200 840 BuildTime = 5.0 ;in seconds 841 VisionRange = 150 842 ShroudClearingRange = 150 843 Prerequisites 844 Object = AmericaWarFactory 845 End 846 ExperienceValue = 10 10 10 10 ;Experience point value at each level 847 IsTrainable = No 848 849 ; *** AUDIO Parameters *** 850 VoiceSelect = NoSound 851 VoiceMove = NoSound 852 VoiceAttack = NoSound 853 SoundMoveStart = NoSound 854 UnitSpecificSounds 855 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 856 TurretMoveStart = NoSound 857 TurretMoveLoop = TurretMoveLoop 858 End 859 860 ; *** ENGINEERING Parameters *** 861 RadarPriority = UNIT 862 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT 863 Body = ActiveBody ModuleTag_03 864 MaxHealth = 100.0 865 InitialHealth = 100.0 866 End 867 868 Behavior = AIUpdateInterface ModuleTag_04 869 Turret 870 TurretTurnRate = 360 // turn rate, in degrees per sec 871 TurretPitchRate = 360 872 MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 873 AllowsPitch = Yes 874 ControlledWeaponSlots = PRIMARY 875 End 876 AutoAcquireEnemiesWhenIdle = Yes 877 End 878 Locomotor = SET_NORMAL BattleDroneLocomotor 879 Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy) 880 Behavior = PhysicsBehavior ModuleTag_05 881 Mass = 50.0 882 KillWhenRestingOnGround = Yes 883 AllowBouncing = No 884 End 885 886 Behavior = MaxHealthUpgrade ModuleTag_06 887 TriggeredBy = Upgrade_AmericaDroneArmor 888 AddMaxHealth = 50.0 889 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 890 End 891 892 Behavior = SlavedUpdate ModuleTag_07 893 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 894 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 895 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 896 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 897 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 898 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 899 RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) 900 RepairMinAltitude = 18.0 ;My minimum repair hover altitude. 901 RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. 902 RepairRatePerSecond = 5.0 ;How many health points can I repair per second. 903 RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing. 904 RepairMinReadyTime = 300 905 RepairMaxReadyTime = 750 906 RepairMinWeldTime = 250 907 RepairMaxWeldTime = 500 908 RepairWeldingSys = BlueSparks 909 RepairWeldingFXBone = Muzzle02 910 StayOnSameLayerAsMaster = Yes 911 End 912 913 Behavior = DestroyDie ModuleTag_08 914 DeathTypes = ALL 915 End 916 Behavior = CreateObjectDie ModuleTag_09 917 DeathTypes = ALL 918 CreationList = OCL_AmericaBattleDroneExplode 919 End 920 921 Behavior = TransitionDamageFX ModuleTag_10 922 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 923 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 924 End 925 926 Behavior = FXListDie ModuleTag_11 927 DeathTypes = ALL 928 DeathFX = FX_AmericaBattleDroneExplode 929 End 930 931 Behavior = UpgradeDie ModuleTag_12 932 ;This frees the object based upgrade for the producer object. 933 DeathTypes = ALL 934 UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_13 935 End 936 937 Behavior = FlammableUpdate ModuleTag_21 938 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 939 AflameDamageAmount = 3 ; taking this much damage... 940 AflameDamageDelay = 500 ; this often. 941 End 942 943 Geometry = CYLINDER 944 GeometryMajorRadius = 5 945 GeometryMinorRadius = 5 946 GeometryHeight = 10.0 947 GeometryIsSmall = Yes 948 Shadow = SHADOW_VOLUME 949 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 950 951 End 952 953 954 ;------------------------------------------------------------------------------ 955 Object AmericaVehicleScoutDrone 956 957 ; *** ART Parameters *** 958 SelectPortrait = SAScout_L 959 ButtonImage = SAScout 960 961 UpgradeCameo1 = Upgrade_AmericaDroneArmor 962 ;UpgradeCameo2 = NONE 963 ;UpgradeCameo3 = NONE 964 ;UpgradeCameo4 = NONE 965 ;UpgradeCameo5 = NONE 966 967 Draw = W3DModelDraw ModuleTag_01 968 OkToChangeModelColor = Yes 969 970 ConditionState = NONE 971 Model = AVScoutDr 972 Animation = AVScoutDr.AVScoutDr 973 AnimationMode = LOOP 974 End 975 976 ConditionState = REALLYDAMAGED 977 Model = AVScoutDr_d 978 Animation = AVScoutDr_d.AVScoutDr_d 979 AnimationMode = LOOP 980 End 981 End 982 983 ; ***DESIGN parameters *** 984 DisplayName = OBJECT:ScoutDrone 985 Side = America 986 EditorSorting = VEHICLE 987 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 988 ArmorSet 989 Conditions = None 990 Armor = TankArmor 991 DamageFX = SmallTankDamageFX 992 End 993 BuildCost = 100 994 BuildTime = 5.0 ;in seconds 995 VisionRange = 150 996 ShroudClearingRange = 500 997 IsTrainable = No ;Can gain experience 998 999 ; *** AUDIO Parameters *** 1000 VoiceSelect = NoSound 1001 VoiceMove = NoSound 1002 VoiceAttack = NoSound 1003 SoundMoveStart = NoSound 1004 1005 UnitSpecificSounds 1006 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1007 TurretMoveStart = NoSound 1008 TurretMoveLoop = TurretMoveLoop 1009 End 1010 1011 1012 ; *** ENGINEERING Parameters *** 1013 RadarPriority = UNIT 1014 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE DRONE NO_SELECT 1015 1016 Body = ActiveBody ModuleTag_02 1017 MaxHealth = 100.0 1018 InitialHealth = 100.0 1019 End 1020 1021 Behavior = AIUpdateInterface ModuleTag_03 1022 Turret 1023 TurretTurnRate = 60 // turn rate, in degrees per sec 1024 ControlledWeaponSlots = PRIMARY 1025 End 1026 AutoAcquireEnemiesWhenIdle = Yes 1027 End 1028 Locomotor = SET_NORMAL DroneLocomotor 1029 Behavior = StealthDetectorUpdate ModuleTag_04 1030 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 1031 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 1032 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 1033 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 1034 End 1035 Behavior = PhysicsBehavior ModuleTag_05 1036 Mass = 50.0 1037 KillWhenRestingOnGround = Yes 1038 AllowBouncing = No 1039 End 1040 1041 Behavior = SlavedUpdate ModuleTag_06 1042 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 1043 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 1044 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 1045 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 1046 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 1047 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 1048 DistToTargetToGrantRangeBonus = 20 ;How close I have to be to the master's target in order to grant master a range bonus. 1049 StayOnSameLayerAsMaster = Yes 1050 End 1051 1052 Behavior = MaxHealthUpgrade ModuleTag_07 1053 TriggeredBy = Upgrade_AmericaDroneArmor 1054 AddMaxHealth = 50.0 1055 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 1056 End 1057 1058 Behavior = DestroyDie ModuleTag_08 1059 DeathTypes = ALL 1060 End 1061 Behavior = CreateObjectDie ModuleTag_09 1062 DeathTypes = ALL 1063 CreationList = OCL_AmericaScoutDroneExplode 1064 End 1065 Behavior = FXListDie ModuleTag_10 1066 DeathTypes = ALL 1067 DeathFX = FX_AmericaScoutDroneExplode 1068 End 1069 1070 Behavior = TransitionDamageFX ModuleTag_11 1071 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 1072 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 1073 End 1074 1075 Behavior = UpgradeDie ModuleTag_12 1076 ;This frees the object based upgrade for the producer object. 1077 DeathTypes = ALL 1078 UpgradeToRemove = Upgrade_AmericaScoutDrone ModuleTag_13 1079 End 1080 1081 1082 Behavior = FlammableUpdate ModuleTag_21 1083 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1084 AflameDamageAmount = 3 ; taking this much damage... 1085 AflameDamageDelay = 500 ; this often. 1086 End 1087 1088 Geometry = CYLINDER 1089 GeometryMajorRadius = 5.0 1090 GeometryMinorRadius = 6.0 1091 GeometryHeight = 3.0 1092 GeometryIsSmall = Yes 1093 Shadow = SHADOW_VOLUME 1094 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1095 1096 End 1097 1098 ;------------------------------------------------------------------------------ 1099 Object AmericaVehicleHellfireDrone 1100 1101 ; *** ART Parameters *** 1102 SelectPortrait = SAHellfire_L 1103 ButtonImage = SAHellfire 1104 1105 UpgradeCameo1 = Upgrade_AmericaDroneArmor 1106 ;UpgradeCameo2 = NONE 1107 ;UpgradeCameo3 = NONE 1108 ;UpgradeCameo4 = NONE 1109 ;UpgradeCameo5 = NONE 1110 1111 Draw = W3DModelDraw ModuleTag_01 1112 OkToChangeModelColor = Yes 1113 1114 DefaultConditionState 1115 Model = AVHellDrone 1116 WeaponLaunchBone = PRIMARY WeaponA 1117 End 1118 1119 ConditionState = REALLYDAMAGED 1120 Model = AVHellDrone_d 1121 End 1122 End 1123 1124 ; ***DESIGN parameters *** 1125 DisplayName = OBJECT:HellfireDrone 1126 Side = America 1127 EditorSorting = VEHICLE 1128 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1129 ArmorSet 1130 Conditions = None 1131 Armor = TankArmor 1132 DamageFX = SmallTankDamageFX 1133 End 1134 BuildCost = 500 1135 BuildTime = 5.0 ;in seconds 1136 VisionRange = 100 1137 ShroudClearingRange = 500 1138 IsTrainable = No ;Can gain experience 1139 1140 ; *** AUDIO Parameters *** 1141 VoiceSelect = NoSound 1142 VoiceMove = NoSound 1143 VoiceAttack = NoSound 1144 SoundMoveStart = NoSound 1145 1146 WeaponSet 1147 Conditions = NONE 1148 Weapon = PRIMARY HellfireMissileWeapon 1149 End 1150 1151 1152 ; *** ENGINEERING Parameters *** 1153 RadarPriority = UNIT 1154 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT 1155 1156 Body = ActiveBody ModuleTag_02 1157 MaxHealth = 100.0 1158 InitialHealth = 100.0 1159 End 1160 1161 Behavior = AIUpdateInterface ModuleTag_03 1162 Turret 1163 TurretTurnRate = 360 // turn rate, in degrees per sec 1164 TurretPitchRate = 360 1165 ControlledWeaponSlots = PRIMARY 1166 End 1167 AutoAcquireEnemiesWhenIdle = Yes 1168 End 1169 Locomotor = SET_NORMAL HellfireDroneLocomotor 1170 Behavior = PhysicsBehavior ModuleTag_05 1171 Mass = 50.0 1172 KillWhenRestingOnGround = Yes 1173 AllowBouncing = No 1174 End 1175 Behavior = SlavedUpdate ModuleTag_06 1176 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) 1177 GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. 1178 AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. 1179 AttackWanderRange = 10 ;How far I'm allowed to wander from target. 1180 ScoutRange = 75 ;How far away from master I'm allowed when master is moving. 1181 ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. 1182 StayOnSameLayerAsMaster = Yes 1183 End 1184 1185 Behavior = MaxHealthUpgrade ModuleTag_07 1186 TriggeredBy = Upgrade_AmericaDroneArmor 1187 AddMaxHealth = 50.0 1188 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 1189 End 1190 1191 Behavior = DestroyDie ModuleTag_08 1192 DeathTypes = ALL 1193 End 1194 Behavior = CreateObjectDie ModuleTag_09 1195 DeathTypes = ALL 1196 CreationList = OCL_AmericaScoutDroneExplode 1197 End 1198 Behavior = FXListDie ModuleTag_10 1199 DeathTypes = ALL 1200 DeathFX = FX_AmericaScoutDroneExplode 1201 End 1202 1203 Behavior = TransitionDamageFX ModuleTag_11 1204 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 1205 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall 1206 End 1207 1208 Behavior = UpgradeDie ModuleTag_12 1209 ;This frees the object based upgrade for the producer object. 1210 DeathTypes = ALL 1211 UpgradeToRemove = Upgrade_AmericaHellfireDrone ModuleTag_13 1212 End 1213 1214 1215 Behavior = FlammableUpdate ModuleTag_21 1216 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1217 AflameDamageAmount = 3 ; taking this much damage... 1218 AflameDamageDelay = 500 ; this often. 1219 End 1220 1221 Geometry = CYLINDER 1222 GeometryMajorRadius = 5.0 1223 GeometryMinorRadius = 6.0 1224 GeometryHeight = 3.0 1225 GeometryIsSmall = Yes 1226 Shadow = SHADOW_VOLUME 1227 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1228 1229 End 1230 1231 1232 1233 ;------------------------------------------------------------------------------ 1234 Object AmericaVehicleSpyDrone 1235 1236 ; *** ART Parameters *** 1237 SelectPortrait = SAScout_L 1238 ButtonImage = SAScout 1239 Draw = W3DModelDraw ModuleTag_01 1240 OkToChangeModelColor = Yes 1241 1242 ConditionState = NONE 1243 Model = AVSpyDrone 1244 Animation = AVSpyDrone.AVSpyDrone 1245 AnimationMode = LOOP 1246 End 1247 1248 ; Damage state waiting for pristine's approval (or may just not need one) 1249 ; ConditionState = REALLYDAMAGED 1250 ; Model = AVSpyDrone_d 1251 ; Animation = AVSpyDrone_d.AVSpyDrone_d 1252 ; AnimationMode = LOOP 1253 ; End 1254 End 1255 1256 ; ***DESIGN parameters *** 1257 DisplayName = OBJECT:SpyDrone 1258 Side = America 1259 EditorSorting = VEHICLE 1260 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1261 ArmorSet 1262 Conditions = None 1263 Armor = AirplaneArmor 1264 DamageFX = SmallTankDamageFX 1265 End 1266 VisionRange = 250 1267 ShroudClearingRange = 0; Dynamic range below 1268 IsTrainable = No 1269 1270 ; *** AUDIO Parameters *** 1271 VoiceSelect = NoSound 1272 VoiceMove = NoSound 1273 VoiceAttack = NoSound 1274 SoundMoveStart = NoSound 1275 1276 UnitSpecificSounds 1277 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1278 TurretMoveStart = NoSound 1279 TurretMoveLoop = TurretMoveLoop 1280 End 1281 1282 1283 ; *** ENGINEERING Parameters *** 1284 RadarPriority = UNIT 1285 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE SELECTABLE INERT NO_SELECT 1286 1287 Body = ActiveBody ModuleTag_02 1288 MaxHealth = 200.0 1289 InitialHealth = 200.0 1290 End 1291 1292 Behavior = AIUpdateInterface ModuleTag_03 1293 AutoAcquireEnemiesWhenIdle = No 1294 End 1295 1296 Locomotor = SET_NORMAL SpyDroneLocomtor 1297 1298 Behavior = DynamicShroudClearingRangeUpdate ModuleTag_04 1299 FinalVision = 250.0 1300 ChangeInterval = 50 1301 ShrinkDelay = 2000 1302 ShrinkTime = 1000 1303 GrowDelay = 0 1304 GrowTime = 1000 1305 GrowInterval = 10 ; Faster than most 1306 1307 GridDecalTemplate 1308 Texture = EXGrid 1309 Style = SHADOW_ADDITIVE_DECAL 1310 OpacityMin = 50% 1311 OpacityMax = 100% 1312 OpacityThrobTime = 500 1313 Color = R:32 G:64 B:128 A:0 //dim blue, additive 1314 End 1315 1316 End 1317 1318 Behavior = StealthDetectorUpdate ModuleTag_05 1319 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 1320 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 1321 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 1322 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 1323 End 1324 Behavior = PhysicsBehavior ModuleTag_06 1325 Mass = 50.0 1326 End 1327 1328 Behavior = DestroyDie ModuleTag_07 1329 DeathTypes = ALL 1330 End 1331 Behavior = CreateObjectDie ModuleTag_08 1332 DeathTypes = ALL 1333 CreationList = OCL_AmericaScoutDroneExplode 1334 End 1335 Behavior = StealthUpdate ModuleTag_09 1336 StealthDelay = 0 ; msec 1337 StealthForbiddenConditions = NONE 1338 InnateStealth = Yes 1339 OrderIdleEnemiesToAttackMeUponReveal = Yes 1340 End 1341 Behavior = MaxHealthUpgrade ModuleTag_10 1342 TriggeredBy = Upgrade_AmericaDroneArmor 1343 AddMaxHealth = 50.0 1344 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 1345 End 1346 1347 Behavior = FlammableUpdate ModuleTag_21 1348 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1349 AflameDamageAmount = 3 ; taking this much damage... 1350 AflameDamageDelay = 500 ; this often. 1351 End 1352 1353 Geometry = CYLINDER 1354 GeometryMajorRadius = 5.0 1355 GeometryMinorRadius = 6.0 1356 GeometryHeight = 3.0 1357 GeometryIsSmall = Yes 1358 Shadow = SHADOW_VOLUME 1359 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1360 1361 End 1362 1363 ;------------------------------------------------------------------------------ 1364 Object AmericaTankCrusader 1365 1366 ; *** ART Parameters *** 1367 SelectPortrait = SACLeopard_L 1368 ButtonImage = SACLeopard 1369 1370 UpgradeCameo1 = Upgrade_AmericaBattleDrone 1371 UpgradeCameo2 = Upgrade_AmericaScoutDrone 1372 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 1373 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 1374 UpgradeCameo5 = Upgrade_AmericaCompositeArmor 1375 1376 Draw = W3DTankDraw ModuleTag_01 1377 DefaultConditionState 1378 Model = AVLeopard 1379 Turret = Turret 1380 WeaponFireFXBone = PRIMARY TurretMS 1381 WeaponRecoilBone = PRIMARY Barrel 1382 WeaponMuzzleFlash = PRIMARY TurretFX 1383 WeaponLaunchBone = PRIMARY TurretMS 1384 End 1385 ConditionState = REALLYDAMAGED 1386 Model = AVLeopard_D 1387 End 1388 ConditionState = RUBBLE 1389 Model = AVLeopard_D 1390 End 1391 1392 TrackMarks = EXTnkTrack.tga 1393 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 1394 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 1395 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 1396 OkToChangeModelColor = Yes 1397 End 1398 1399 ; ***DESIGN parameters *** 1400 DisplayName = OBJECT:Crusader 1401 Side = America 1402 EditorSorting = VEHICLE 1403 TransportSlotCount = 3 1404 WeaponSet 1405 Conditions = None 1406 Weapon = PRIMARY CrusaderTankGun 1407 ; Uncomment this when we want the crusader to have a machine too again 1408 ;Weapon = SECONDARY CrusaderMachineGun 1409 End 1410 ArmorSet 1411 Conditions = None 1412 Armor = TankArmor 1413 DamageFX = TankDamageFX 1414 End 1415 ;ArmorSet 1416 ; Conditions = PLAYER_UPGRADE 1417 ; Armor = UpgradedTankArmor 1418 ; DamageFX = TankDamageFX 1419 ;End 1420 BuildCost = 900 1421 BuildTime = 10.0 ;in seconds 1422 VisionRange = 150 1423 ShroudClearingRange = 300 1424 Prerequisites 1425 Object = AmericaWarFactory 1426 End 1427 ExperienceValue = 100 100 200 400 ;Experience point value at each level 1428 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 1429 IsTrainable = Yes ;Can gain experience 1430 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1431 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1432 CommandSet = AmericaTankCrusaderCommandSet 1433 1434 ; *** AUDIO Parameters *** 1435 VoiceSelect = CrusaderTankVoiceSelect 1436 VoiceMove = CrusaderTankVoiceMove 1437 VoiceGuard = CrusaderTankVoiceMove 1438 VoiceAttack = CrusaderTankVoiceAttack 1439 SoundMoveStart = CrusaderTankMoveStart 1440 SoundMoveStartDamaged = CrusaderTankMoveStart 1441 UnitSpecificSounds 1442 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1443 VoiceCreate = CrusaderTankVoiceCreate 1444 VoiceEnter = CrusaderTankVoiceMove 1445 TurretMoveStart = NoSound 1446 TurretMoveLoop = TurretMoveLoop 1447 SoundEject = PilotSoundEject 1448 VoiceEject = PilotVoiceEject 1449 VoiceCrush = CrusaderTankVoiceCrush 1450 End 1451 1452 ; *** ENGINEERING Parameters *** 1453 RadarPriority = UNIT 1454 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 1455 1456 Body = ActiveBody ModuleTag_02 1457 MaxHealth = 480 1458 InitialHealth = 480 1459 1460 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1461 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1462 SubdualDamageCap = 960 1463 SubdualDamageHealRate = 500 1464 SubdualDamageHealAmount = 50 1465 End 1466 1467 Behavior = AIUpdateInterface ModuleTag_03 1468 Turret 1469 TurretTurnRate = 180 ;60 // turn rate, in degrees per sec 1470 ControlledWeaponSlots= PRIMARY 1471 End 1472 AutoAcquireEnemiesWhenIdle = Yes 1473 End 1474 Locomotor = SET_NORMAL CrusaderLocomotor 1475 Behavior = PhysicsBehavior ModuleTag_04 1476 Mass = 50.0 1477 End 1478 1479 Behavior = ObjectCreationUpgrade ModuleTag_05 1480 UpgradeObject = OCL_AmericanBattleDrone 1481 TriggeredBy = Upgrade_AmericaBattleDrone 1482 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 1483 End 1484 Behavior = ObjectCreationUpgrade ModuleTag_06 1485 UpgradeObject = OCL_AmericanScoutDrone 1486 TriggeredBy = Upgrade_AmericaScoutDrone 1487 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 1488 End 1489 Behavior = ObjectCreationUpgrade ModuleTag_20 1490 UpgradeObject = OCL_AmericanHellfireDrone 1491 TriggeredBy = Upgrade_AmericaHellfireDrone 1492 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 1493 End 1494 Behavior = ProductionUpdate ModuleTag_07 1495 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 1496 End 1497 1498 Behavior = ExperienceScalarUpgrade ModuleTag_08 1499 TriggeredBy = Upgrade_AmericaAdvancedTraining 1500 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1501 End 1502 Behavior = MaxHealthUpgrade ModuleTag_09 1503 TriggeredBy = Upgrade_AmericaCompositeArmor 1504 AddMaxHealth = 100.0 1505 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 1506 End 1507 1508 ; Turret fly off death 1509 Behavior = SlowDeathBehavior ModuleTag_10 1510 DeathTypes = ALL -CRUSHED -SPLATTED 1511 ProbabilityModifier = 50 1512 DestructionDelay = 500 1513 DestructionDelayVariance = 100 1514 FX = INITIAL FX_GenericTankDeathEffect 1515 OCL = MIDPOINT OCL_GenericTankDeathEffect 1516 FX = FINAL FX_GenericTankDeathExplosion 1517 OCL = FINAL OCL_CrusaderTurret 1518 End 1519 1520 ; Catch fire, and explode death 1521 Behavior = SlowDeathBehavior ModuleTag_11 1522 DeathTypes = ALL -CRUSHED -SPLATTED 1523 ProbabilityModifier = 50 1524 DestructionDelay = 2000 1525 DestructionDelayVariance = 300 1526 FX = INITIAL FX_CrusaderCatchFire 1527 OCL = FINAL OCL_GenericTankDeathEffect 1528 FX = FINAL FX_GenericTankDeathExplosion 1529 End 1530 1531 Behavior = TransitionDamageFX ModuleTag_12 1532 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 1533 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 1534 End 1535 1536 Behavior = DestroyDie ModuleTag_13 1537 DeathTypes = NONE +CRUSHED +SPLATTED 1538 End 1539 1540 ; A crushing defeat 1541 Behavior = FXListDie ModuleTag_14 1542 DeathTypes = NONE +CRUSHED +SPLATTED 1543 DeathFX = FX_CarCrush 1544 End 1545 1546 Behavior = CreateObjectDie ModuleTag_15 1547 DeathTypes = NONE +CRUSHED +SPLATTED 1548 CreationList = OCL_CrusaderTank_CrushEffect 1549 End 1550 1551 Behavior = CreateCrateDie ModuleTag_CratesChange 1552 CrateData = SalvageCrateData 1553 ;CrateData = EliteTankCrateData 1554 ;CrateData = HeroicTankCrateData 1555 End 1556 1557 Behavior = EjectPilotDie ModuleTag_17 1558 GroundCreationList = OCL_EjectPilotOnGround 1559 AirCreationList = OCL_EjectPilotViaParachute 1560 ExemptStatus = HIJACKED 1561 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 1562 End 1563 1564 Behavior = MaxHealthUpgrade ModuleTag_18 1565 TriggeredBy = Upgrade_AmericaCompositeArmor 1566 AddMaxHealth = 100.0 1567 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 1568 End 1569 1570 Behavior = FlammableUpdate ModuleTag_21 1571 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1572 AflameDamageAmount = 3 ; taking this much damage... 1573 AflameDamageDelay = 500 ; this often. 1574 End 1575 1576 Geometry = BOX 1577 GeometryMajorRadius = 15.0 1578 GeometryMinorRadius = 10.0 1579 GeometryHeight = 10.0 1580 GeometryIsSmall = Yes 1581 Shadow = SHADOW_VOLUME 1582 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 1583 1584 End 1585 1586 1587 1588 1589 1590 ;------------------------------------------------------------------------------ 1591 ;USA Construction Dozer or USDozer 1592 Object AmericaVehicleDozer 1593 1594 ; *** ART Parameters *** 1595 SelectPortrait = SACDozer_L 1596 ButtonImage = SACDozer 1597 1598 ;UpgradeCameo1 = NONE 1599 ;UpgradeCameo2 = NONE 1600 ;UpgradeCameo3 = NONE 1601 ;UpgradeCameo4 = NONE 1602 ;UpgradeCameo5 = NONE 1603 1604 Draw = W3DTruckDraw ModuleTag_01 1605 1606 OkToChangeModelColor = Yes 1607 1608 DefaultConditionState 1609 Model = AVCONSTDOZ_A 1610 ParticleSysBone = EXHAUSTFX01 DozerSmokeLight 1611 WaitForStateToFinishIfPossible = TRANS_DIGGING 1612 End 1613 1614 ConditionState = PREATTACK_A 1615 Animation = AVCONSTDOZ_A.AVCONSTDOZ_A 1616 AnimationMode = ONCE 1617 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 1618 ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt 1619 TransitionKey = TRANS_DIGGING 1620 End 1621 1622 ConditionState = MOVING 1623 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 1624 WaitForStateToFinishIfPossible = TRANS_DIGGING 1625 End 1626 1627 ConditionState = REALLYDAMAGED RUBBLE 1628 Model = AVCONSTDOZ_AD 1629 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 1630 WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED 1631 End 1632 1633 ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE 1634 Model = AVCONSTDOZ_AD 1635 Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD 1636 AnimationMode = ONCE 1637 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 1638 TransitionKey = TRANS_DIGGING_DAMAGED 1639 End 1640 1641 ConditionState = MOVING REALLYDAMAGED RUBBLE 1642 Model = AVCONSTDOZ_AD 1643 ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy 1644 WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED 1645 End 1646 1647 1648 TrackMarks = EXTireTrack2.tga 1649 Dust = RocketBuggyDust 1650 DirtSpray = RocketBuggyDirtSpray 1651 1652 ; These parameters are only used if the model has a separate suspension, 1653 ; and the locomotor has HasSuspension = Yes. 1654 1655 LeftFrontTireBone = TIRE01 1656 RightFrontTireBone = TIRE02 1657 LeftRearTireBone = TIRE03 1658 RightRearTireBone = TIRE04 1659 1660 TireRotationMultiplier = 0.2 ; this * speed = rotation. 1661 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 1662 1663 ParticlesAttachedToAnimatedBones = Yes 1664 1665 1666 End 1667 1668 1669 1670 ; ***DESIGN parameters *** 1671 DisplayName = OBJECT:Dozer 1672 Side = America 1673 EditorSorting = VEHICLE 1674 TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) 1675 BuildCost = 1000 1676 BuildTime = 5.0 ; in seconds 1677 VisionRange = 200 1678 ShroudClearingRange = 200 1679 1680 WeaponSet 1681 Conditions = None 1682 Weapon = PRIMARY None 1683 End 1684 WeaponSet 1685 Conditions = MINE_CLEARING_DETAIL 1686 Weapon = PRIMARY DozerMineDisarmingWeapon 1687 End 1688 1689 ArmorSet 1690 Conditions = None 1691 Armor = DozerArmor ;Special Explosion-Proof Armor 1692 DamageFX = TankDamageFX 1693 End 1694 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1695 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1696 CommandSet = AmericaDozerCommandSet 1697 1698 ; *** AUDIO Parameters *** 1699 VoiceSelect = DozerUSAVoiceSelect 1700 VoiceMove = DozerUSAVoiceMove 1701 VoiceGuard = DozerUSAVoiceMove 1702 VoiceTaskComplete = DozerUSAVoiceBuildComplete 1703 SoundMoveStart = DozerUSAMoveStart 1704 SoundMoveStartDamaged = DozerUSAMoveStart 1705 UnitSpecificSounds 1706 VoiceCreate = DozerUSAVoiceCreate 1707 VoiceNoBuild = DozerUSAVoiceBuildNot 1708 VoiceCrush = DozerUSAVoiceCrush 1709 VoiceRepair = DozerUSAVoiceRepair 1710 VoiceDisarm = DozerUSAVoiceClearMine 1711 TruckLandingSound = NoSound 1712 TruckPowerslideSound = NoSound 1713 VoiceEnter = DozerUSAVoiceMove 1714 VoiceBuildResponse = DozerUSAVoiceBuild 1715 End 1716 1717 ; *** ENGINEERING Parameters *** 1718 RadarPriority = UNIT 1719 KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 1720 1721 Body = ActiveBody ModuleTag_02 1722 MaxHealth = 250.0 1723 InitialHealth = 250.0 1724 1725 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1726 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1727 SubdualDamageCap = 500 1728 SubdualDamageHealRate = 500 1729 SubdualDamageHealAmount = 50 1730 End 1731 Behavior = DozerAIUpdate ModuleTag_03 1732 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 1733 BoredTime = 5000 ; in milliseconds 1734 BoredRange = 150 ; when bored, we look this far away to do something 1735 ; the only "enemies" that workers can acquire are mines, to be disarmed... 1736 AutoAcquireEnemiesWhenIdle = Yes 1737 End 1738 1739 Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor 1740 1741 Behavior = PhysicsBehavior ModuleTag_04 1742 Mass = 75.0 1743 End 1744 1745 Behavior = StealthDetectorUpdate ModuleTag_05 1746 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 1747 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 1748 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 1749 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 1750 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 1751 End 1752 1753 Behavior = TransitionDamageFX ModuleTag_06 1754 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 1755 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 1756 End 1757 1758 ; Catch fire, and explode death 1759 Behavior = SlowDeathBehavior ModuleTag_07 1760 DeathTypes = ALL -CRUSHED -SPLATTED 1761 ProbabilityModifier = 100 1762 DestructionDelay = 1500 1763 DestructionDelayVariance = 600 1764 FX = INITIAL FX_CrusaderCatchFire 1765 OCL = FINAL OCL_AmericaDozerExplode 1766 FX = FINAL FX_BattleMasterExplosionOneFinal 1767 End 1768 1769 Behavior = CreateCrateDie ModuleTag_CratesChange 1770 CrateData = SalvageCrateData 1771 End 1772 1773 Behavior = FlammableUpdate ModuleTag_21 1774 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1775 AflameDamageAmount = 3 ; taking this much damage... 1776 AflameDamageDelay = 500 ; this often. 1777 End 1778 1779 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 1780 ;;;;;;;; End 1781 1782 Behavior = FXListDie ModuleTag_23 1783 DeathTypes = NONE +CRUSHED +SPLATTED 1784 DeathFX = FX_CarCrush 1785 End 1786 1787 Behavior = DestroyDie ModuleTag_24 1788 DeathTypes = NONE +CRUSHED +SPLATTED 1789 End 1790 1791 Geometry = BOX 1792 GeometryMajorRadius = 15.0 1793 GeometryMinorRadius = 10.0 1794 GeometryHeight = 15.0 1795 GeometryIsSmall = Yes 1796 Shadow = SHADOW_VOLUME 1797 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 1798 1799 End 1800 1801 1802 1803 1804 ;------------------------------------------------------------------------------ 1805 Object AmericaTankPaladin 1806 1807 ; *** ART Parameters *** 1808 SelectPortrait = SAPaladin_L 1809 ButtonImage = SAPaladin 1810 1811 UpgradeCameo1 = Upgrade_AmericaBattleDrone 1812 UpgradeCameo2 = Upgrade_AmericaScoutDrone 1813 UpgradeCameo3 = Upgrade_AmericaAdvancedTraining 1814 UpgradeCameo4 = Upgrade_AmericaCompositeArmor 1815 UpgradeCameo5 = Upgrade_AmericaHallfireDrone 1816 1817 Draw = W3DTankDraw ModuleTag_01 1818 1819 ExtraPublicBone = Laser 1820 1821 ConditionState = NONE 1822 Model = AVPaladin 1823 Turret = Turret01 1824 WeaponFireFXBone = PRIMARY TurretMS 1825 WeaponRecoilBone = PRIMARY Barrel 1826 WeaponMuzzleFlash = PRIMARY TurretFX 1827 WeaponLaunchBone = PRIMARY TurretMS 1828 End 1829 1830 ConditionState = REALLYDAMAGED 1831 Model = AVPaladin_D 1832 Turret = Turret01 1833 WeaponFireFXBone = PRIMARY TurretMS 1834 WeaponRecoilBone = PRIMARY Barrel 1835 WeaponMuzzleFlash = PRIMARY TurretFX 1836 WeaponLaunchBone = PRIMARY TurretMS 1837 End 1838 1839 ConditionState = RUBBLE 1840 Model = AVPaladin_D 1841 Turret = Turret01 1842 WeaponFireFXBone = PRIMARY TurretMS 1843 WeaponRecoilBone = PRIMARY Barrel 1844 WeaponMuzzleFlash = PRIMARY TurretFX 1845 WeaponLaunchBone = PRIMARY TurretMS 1846 End 1847 1848 TrackMarks = EXTnkTrack.tga 1849 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 1850 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 1851 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 1852 OkToChangeModelColor = Yes 1853 End 1854 1855 ; ***DESIGN parameters *** 1856 DisplayName = OBJECT:Paladin 1857 Side = America 1858 EditorSorting = VEHICLE 1859 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1860 WeaponSet 1861 Conditions = None 1862 Weapon = PRIMARY PaladinTankGun 1863 End 1864 ArmorSet 1865 Conditions = None 1866 Armor = TankArmor 1867 DamageFX = TankDamageFX 1868 End 1869 ;ArmorSet 1870 ; Conditions = PLAYER_UPGRADE 1871 ; Armor = UpgradedTankArmor 1872 ; DamageFX = TankDamageFX 1873 ;End 1874 BuildCost = 1100 1875 BuildTime = 12.0 ;in seconds 1876 VisionRange = 150 1877 ShroudClearingRange = 300 1878 Prerequisites 1879 Object = AmericaWarFactory 1880 Science = SCIENCE_PaladinTank 1881 End 1882 1883 ExperienceValue = 100 100 200 400 ;Experience point value at each level 1884 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 1885 1886 IsTrainable = Yes ;Can gain experience 1887 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1888 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1889 CommandSet = AmericaTankPaladinCommandSet 1890 1891 ; *** AUDIO Parameters *** 1892 VoiceSelect = PaladinTankVoiceSelect 1893 VoiceMove = PaladinTankVoiceMove 1894 VoiceGuard = PaladinTankVoiceMove 1895 VoiceAttack = PaladinTankVoiceAttack 1896 SoundMoveStart = PaladinTankMoveStart 1897 SoundMoveStartDamaged = PaladinTankMoveStart 1898 1899 UnitSpecificSounds 1900 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1901 VoiceCreate = PaladinTankVoiceCreate 1902 TurretMoveLoop = TurretMoveLoop 1903 SoundEject = PilotSoundEject 1904 VoiceEject = PilotVoiceEject 1905 VoiceCrush = PaladinTankVoiceCrush 1906 VoiceEnter = PaladinTankVoiceMove 1907 End 1908 1909 ; *** ENGINEERING Parameters *** 1910 RadarPriority = UNIT 1911 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 1912 1913 Body = ActiveBody ModuleTag_02 1914 MaxHealth = 500.0 1915 InitialHealth = 500.0 1916 1917 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1918 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1919 SubdualDamageCap = 1000 1920 SubdualDamageHealRate = 500 1921 SubdualDamageHealAmount = 50 1922 End 1923 1924 Behavior = AIUpdateInterface ModuleTag_03 1925 Turret 1926 TurretTurnRate = 180 ;60 // turn rate, in degrees per sec 1927 ControlledWeaponSlots = PRIMARY 1928 End 1929 ;AltTurret 1930 ; TurretTurnRate = 9000; 1931 ; ControlledWeaponSlots = SECONDARY 1932 ;End 1933 AutoAcquireEnemiesWhenIdle = Yes 1934 End 1935 Locomotor = SET_NORMAL CrusaderLocomotor 1936 Behavior = PhysicsBehavior ModuleTag_04 1937 Mass = 50.0 1938 End 1939 1940 ; Turret fly off death 1941 Behavior = SlowDeathBehavior ModuleTag_05 1942 DeathTypes = ALL -CRUSHED -SPLATTED 1943 ProbabilityModifier = 50 1944 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely 1945 DestructionDelay = 500 1946 DestructionDelayVariance = 100 1947 FX = INITIAL FX_GenericTankDeathEffect 1948 FX = FINAL FX_GenericTankDeathExplosion 1949 OCL = FINAL OCL_PaladinTankDeathEffect 1950 End 1951 1952 ; Catch fire, and explode death 1953 Behavior = SlowDeathBehavior ModuleTag_06 1954 DeathTypes = ALL -CRUSHED -SPLATTED 1955 ProbabilityModifier = 50 1956 DestructionDelay = 2000 1957 DestructionDelayVariance = 300 1958 FX = INITIAL FX_CrusaderCatchFire 1959 OCL = FINAL OCL_PaladinTankDeathEffect 1960 FX = FINAL FX_GenericTankDeathExplosion 1961 End 1962 1963 Behavior = PointDefenseLaserUpdate ModuleTag_07 1964 WeaponTemplate = PaladinPointDefenseLaser 1965 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 1966 SecondaryTargetTypes = INFANTRY 1967 ScanRate = 500 1968 ScanRange = 120.0 1969 PredictTargetVelocityFactor = 3.0 1970 End 1971 1972 Behavior = ObjectCreationUpgrade ModuleTag_08 1973 UpgradeObject = OCL_AmericanBattleDrone 1974 TriggeredBy = Upgrade_AmericaBattleDrone 1975 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 1976 End 1977 Behavior = ObjectCreationUpgrade ModuleTag_09 1978 UpgradeObject = OCL_AmericanScoutDrone 1979 TriggeredBy = Upgrade_AmericaScoutDrone 1980 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 1981 End 1982 Behavior = ObjectCreationUpgrade ModuleTag_19 1983 UpgradeObject = OCL_AmericanHellfireDrone 1984 TriggeredBy = Upgrade_AmericaHellfireDrone 1985 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 1986 End Upgrade_AmericaHallfireDrone 1987 1988 Behavior = ProductionUpdate ModuleTag_10 1989 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 1990 End 1991 1992 Behavior = ExperienceScalarUpgrade ModuleTag_11 1993 TriggeredBy = Upgrade_AmericaAdvancedTraining 1994 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1995 End 1996 1997 Behavior = TransitionDamageFX ModuleTag_12 1998 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 1999 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2000 End 2001 2002 Behavior = FXListDie ModuleTag_13 2003 DeathTypes = NONE +CRUSHED +SPLATTED 2004 DeathFX = FX_CarCrush 2005 End 2006 Behavior = CreateObjectDie ModuleTag_14 2007 DeathTypes = NONE +CRUSHED +SPLATTED 2008 CreationList = OCL_CrusaderTank_CrushEffect 2009 End 2010 Behavior = DestroyDie ModuleTag_15 2011 DeathTypes = NONE +CRUSHED +SPLATTED 2012 End 2013 Behavior = CreateCrateDie ModuleTag_16 2014 CrateData = SalvageCrateData 2015 ;CrateData = EliteTankCrateData 2016 ;CrateData = HeroicTankCrateData 2017 End 2018 Behavior = EjectPilotDie ModuleTag_17 2019 DeathTypes = ALL -CRUSHED -SPLATTED 2020 ExemptStatus = HIJACKED 2021 GroundCreationList = OCL_EjectPilotOnGround 2022 AirCreationList = OCL_EjectPilotViaParachute 2023 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 2024 End 2025 2026 Behavior = MaxHealthUpgrade ModuleTag_18 2027 TriggeredBy = Upgrade_AmericaCompositeArmor 2028 AddMaxHealth = 100.0 2029 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 2030 End 2031 2032 Behavior = FlammableUpdate ModuleTag_21 2033 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2034 AflameDamageAmount = 3 ; taking this much damage... 2035 AflameDamageDelay = 500 ; this often. 2036 End 2037 2038 Geometry = BOX 2039 GeometryMajorRadius = 15.0 2040 GeometryMinorRadius = 10.0 2041 GeometryHeight = 10.0 2042 GeometryIsSmall = Yes 2043 Shadow = SHADOW_VOLUME 2044 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2045 2046 End 2047 2048 ;------------------------------------------------------------------------------ 2049 ;Sentry Drone 2050 Object AmericaVehicleSentryDrone 2051 2052 ; *** ART Parameters *** 2053 SelectPortrait = SAsentry_L 2054 ButtonImage = SAsentry 2055 2056 UpgradeCameo1 = Upgrade_AmericaSentryDroneGun 2057 ;UpgradeCameo2 = NONE 2058 ;UpgradeCameo3 = NONE 2059 ;UpgradeCameo4 = NONE 2060 ;UpgradeCameo5 = NONE 2061 2062 Draw = W3DTankDraw ModuleTag_01 2063 2064 InitialRecoilSpeed = 10 2065 MaxRecoilDistance = 1.5 2066 RecoilSettleSpeed = 3 2067 2068 OkToChangeModelColor = Yes 2069 2070 DefaultConditionState 2071 Model = AVSENTRY 2072 Animation = AVSENTRY.AVSENTRY 2073 AnimationMode = LOOP 2074 Turret = TURRET01 2075 HideSubObject = TURRETUP09 ;Hide controlled turret 2076 WeaponFireFXBone = PRIMARY TurretFX 2077 WeaponMuzzleFlash = PRIMARY TurretFX 2078 WeaponRecoilBone = PRIMARY TurretUp 2079 End 2080 ConditionState = REALLYDAMAGED 2081 Turret = TURRET01 2082 Model = AVSENTRY_D 2083 Animation = AVSENTRY_D.AVSENTRY_D 2084 AnimationMode = LOOP 2085 HideSubObject = TURRETUP09 ;Hide controlled turret 2086 End 2087 ConditionState = RUBBLE 2088 Model = AVSENTRY_D1 2089 HideSubObject = TURRETUP09 ;Hide controlled turret 2090 End 2091 AliasConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE 2092 2093 ConditionState = WEAPONSET_PLAYER_UPGRADE 2094 Model = AVSENTRY 2095 Animation = AVSENTRY.AVSENTRY 2096 AnimationMode = LOOP 2097 ShowSubObject = TURRETUP09 2098 End 2099 2100 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 2101 Model = AVSENTRY_D 2102 Animation = AVSENTRY_D.AVSENTRY_D 2103 AnimationMode = LOOP 2104 ShowSubObject = TURRETUP09 2105 End 2106 2107 TrackMarks = EXTnkTrack.tga 2108 TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft 2109 TreadDebrisRight = SentryDroneTrackDebrisDirtRight 2110 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 2111 End 2112 2113 ; ***DESIGN parameters *** 2114 DisplayName = OBJECT:SentryDrone 2115 Side = America 2116 EditorSorting = VEHICLE 2117 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 2118 WeaponSet 2119 Conditions = None 2120 Weapon = PRIMARY None 2121 End 2122 WeaponSet 2123 Conditions = PLAYER_UPGRADE 2124 Weapon = PRIMARY SentryDroneGun 2125 End 2126 ArmorSet 2127 Conditions = None 2128 Armor = SentryDroneArmor 2129 DamageFX = TruckDamageFX 2130 End 2131 BuildCost = 800 2132 BuildTime = 10.0 ;in seconds 2133 VisionRange = 200 2134 ShroudClearingRange = 350 2135 Prerequisites 2136 Object = AmericaWarFactory 2137 End 2138 2139 ExperienceValue = 50 50 100 150 ;Experience point value at each level 2140 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 2141 IsTrainable = No ;Can gain experience 2142 CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2143 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2144 CommandSet = AmericaVehicleSentryDroneCommandSet 2145 2146 ; *** AUDIO Parameters *** 2147 VoiceSelect = SentryDroneVoiceSelect 2148 VoiceMove = SentryDroneVoiceMove 2149 VoiceGuard = SentryDroneVoiceMove 2150 VoiceAttack = SentryDroneVoiceMove 2151 SoundMoveStart = SentryDroneMoveStart 2152 SoundMoveStartDamaged = NoSound 2153 UnitSpecificSounds 2154 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2155 VoiceCreate = NoSound 2156 TurretMoveStart = NoSound 2157 TurretMoveLoop = NoSound 2158 VoiceEnter = NoSound 2159 Deploy = NoSound 2160 Undeploy = NoSound 2161 End 2162 Behavior = WeaponSetUpgrade ModuleTag_03 2163 TriggeredBy = Upgrade_AmericaSentryDroneGun 2164 End 2165 2166 2167 ; *** ENGINEERING Parameters *** 2168 RadarPriority = UNIT 2169 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE 2170 2171 Body = ActiveBody ModuleTag_02 2172 MaxHealth = 300.0 2173 InitialHealth = 300.0 2174 2175 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2176 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2177 SubdualDamageCap = 480 2178 SubdualDamageHealRate = 500 2179 SubdualDamageHealAmount = 50 2180 End 2181 Behavior = DeployStyleAIUpdate ModuleTag_04 2182 Turret 2183 TurretTurnRate = 180 2184 TurretPitchRate = 180 2185 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here 2186 AllowsPitch = No 2187 RecenterTime = 1000 ; how long to wait during idle before recentering 2188 ControlledWeaponSlots = PRIMARY 2189 NaturalTurretAngle = 0 2190 InitiallyDisabled = No 2191 MinIdleScanInterval = 250 ; in milliseconds 2192 MaxIdleScanInterval = 250 ; in milliseconds 2193 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 2194 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 2195 End 2196 AutoAcquireEnemiesWhenIdle = Yes Stealthed ; Means "Yes when idle, even if I am stealthed" 2197 PackTime = 1000 2198 UnpackTime = 1000 2199 TurretsFunctionOnlyWhenDeployed = Yes 2200 TurretsMustCenterBeforePacking = Yes 2201 End 2202 2203 Locomotor = SET_NORMAL SentryLocomotor 2204 Behavior = PhysicsBehavior ModuleTag_05 2205 Mass = 50.0 2206 End 2207 Behavior = StealthUpdate ModuleTag_06 2208 StealthDelay = 2000 ; msec 2209 StealthForbiddenConditions = FIRING_PRIMARY MOVING 2210 HintDetectableConditions = IS_FIRING_WEAPON 2211 FriendlyOpacityMin = 50.0% 2212 FriendlyOpacityMax = 100.0% 2213 InnateStealth = Yes 2214 OrderIdleEnemiesToAttackMeUponReveal = Yes 2215 End 2216 2217 Behavior = SlowDeathBehavior ModuleTag_07 2218 DeathTypes = ALL -CRUSHED -SPLATTED 2219 DestructionDelay = 500 2220 DestructionDelayVariance = 100 2221 FX = INITIAL FX_GenericTankDeathEffect 2222 OCL = MIDPOINT OCL_AmericaVehicleSentryDroneDie 2223 FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion 2224 End 2225 2226 Behavior = DestroyDie ModuleTag_08 2227 DeathTypes = NONE +CRUSHED +SPLATTED 2228 End 2229 2230 Behavior = FXListDie ModuleTag_09 2231 DeathTypes = NONE +CRUSHED +SPLATTED 2232 DeathFX = FX_CarCrush 2233 End 2234 2235 Behavior = CreateCrateDie ModuleTag_CratesChange 2236 CrateData = SalvageCrateData 2237 ;CrateData = EliteTankCrateData 2238 ;CrateData = HeroicTankCrateData 2239 End 2240 2241 Behavior = TransitionDamageFX ModuleTag_10 2242 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 2243 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2244 End 2245 2246 Behavior = FlammableUpdate ModuleTag_11 2247 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2248 AflameDamageAmount = 3 ; taking this much damage... 2249 AflameDamageDelay = 500 ; this often. 2250 End 2251 Behavior = StealthDetectorUpdate ModuleTag_12 2252 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 2253 DetectionRange = 225 ;Dustin, enable this for independant balancing! 2254 End 2255 Geometry = BOX 2256 GeometryMajorRadius = 9.0 2257 GeometryMinorRadius = 7.0 2258 GeometryHeight = 11.5 2259 GeometryIsSmall = Yes 2260 Shadow = SHADOW_VOLUME 2261 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2262 2263 2264 End 2265 2266 ;------------------------------------------------------------------------------ 2267 Object AmericaTankAvengerLaserTurret ; Seperate turret object so it can attack independantly 2268 2269 ; *** ART Parameters *** 2270 SelectPortrait = SNPropSpeaker_L 2271 ButtonImage = SNPropSpeaker 2272 2273 UpgradeCameo1 = Upgrade_Nationalism 2274 UpgradeCameo2 = Upgrade_ChinaUraniumShells 2275 UpgradeCameo3 = Upgrade_ChinaNuclearTanks 2276 ;UpgradeCameo4 = NONE 2277 UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower 2278 2279 Draw = W3DDependencyModelDraw ModuleTag_01 2280 OkToChangeModelColor = Yes 2281 ExtraPublicBone = TurretFX01 2282 ExtraPublicBone = TurretFX02 2283 ExtraPublicBone = TURRET01 2284 ExtraPublicBone = TURRETEL 2285 ExtraPublicBone = TURRETEL01 2286 2287 AttachToBoneInContainer = FIREPOINT01 2288 2289 DefaultConditionState 2290 Model = AVAVNGER_G 2291 Turret = TURRET01 2292 TurretPitch = TURRETEL01 2293 End 2294 2295 ConditionState = REALLYDAMAGED 2296 Model = AVAVNGER_GD 2297 Turret = TURRET01 2298 TurretPitch = TURRETEL01 2299 End 2300 End 2301 2302 PlacementViewAngle = -45 2303 2304 ; ***DESIGN parameters *** 2305 Side = America 2306 EditorSorting = SYSTEM 2307 TransportSlotCount = 1 2308 2309 WeaponSet 2310 Conditions = None 2311 Weapon = PRIMARY AvengerAirLaserOne 2312 Weapon = SECONDARY AvengerAirLaserTwo 2313 End 2314 2315 ArmorSet 2316 Conditions = None 2317 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module 2318 End 2319 VisionRange = 200 2320 2321 ; *** AUDIO Parameters *** 2322 UnitSpecificSounds 2323 TurretMoveStart = NoSound 2324 TurretMoveLoop = NoSound ;TurretMoveLoop 2325 End 2326 2327 ; *** ENGINEERING Parameters *** 2328 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI 2329 Body = StructureBody ModuleTag_02 2330 MaxHealth = 100.0 2331 InitialHealth = 100.0 2332 End 2333 2334 Behavior = AIUpdateInterface ModuleTag_03 2335 Turret 2336 ControlledWeaponSlots = PRIMARY SECONDARY 2337 TurretTurnRate = 180 // turn rate, in degrees per sec 2338 TurretPitchRate = 180 2339 AllowsPitch = Yes 2340 NaturalTurretPitch = 45 2341 End 2342 AutoAcquireEnemiesWhenIdle = Yes 2343 MoodAttackCheckRate = 500 ; default is 2000 2344 End 2345 2346 Behavior = DestroyDie ModuleTag_05 2347 ;<No Data> 2348 End 2349 2350 Geometry = BOX 2351 GeometryMajorRadius = 6.0 2352 GeometryMinorRadius = 6.0 2353 GeometryHeight = 10.0 2354 GeometryIsSmall = No 2355 Shadow = SHADOW_VOLUME 2356 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2357 2358 End 2359 2360 ;------------------------------------------------------------------------------ 2361 Object AmericaTankAvenger 2362 2363 ; *** ART Parameters *** 2364 SelectPortrait = SAAvnger_L 2365 ButtonImage = SAAvnger 2366 2367 UpgradeCameo1 = Upgrade_AmericaBattleDrone 2368 UpgradeCameo2 = Upgrade_AmericaScoutDrone 2369 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 2370 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 2371 UpgradeCameo5 = Upgrade_AmericaCompositeArmor 2372 2373 Draw = W3DOverlordTruckDraw ModuleTag_01 2374 OkToChangeModelColor = Yes 2375 ExtraPublicBone = TurretFX03 2376 ExtraPublicBone = LazerSpot01 2377 ExtraPublicBone = LazerSpot02 2378 DefaultConditionState 2379 Model = AVAVNGER 2380 End 2381 2382 ConditionState = REALLYDAMAGED 2383 Model = AVAVNGER_D 2384 End 2385 2386 ConditionState = RUBBLE 2387 Model = AVAVNGER_D1 2388 End 2389 2390 Dust = RocketBuggyDust 2391 DirtSpray = RocketBuggyDirtSpray 2392 PowerslideSpray = RocketBuggyDirtPowerSlide 2393 2394 ; These parameters are only used if the model has a separate suspension, 2395 ; and the locomotor has HasSuspension = Yes. 2396 LeftFrontTireBone = Tire01 2397 RightFrontTireBone = Tire02 2398 LeftRearTireBone = Tire03 2399 RightRearTireBone = Tire04 2400 TireRotationMultiplier = 0.2 ; this * speed = rotation. 2401 PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. 2402 End 2403 2404 ; ***DESIGN parameters *** 2405 DisplayName = OBJECT:Avenger 2406 Side = America 2407 EditorSorting = VEHICLE 2408 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2409 WeaponSet 2410 Conditions = None 2411 Weapon = PRIMARY AvengerTargetDesignator 2412 End 2413 ArmorSet 2414 Conditions = None 2415 Armor = AntiAirVehicle 2416 DamageFX = TankDamageFX 2417 End 2418 BuildCost = 2000 2419 BuildTime = 10.0 ;in seconds 2420 VisionRange = 150 2421 ShroudClearingRange = 300 2422 Prerequisites 2423 Object = AmericaWarFactory 2424 Object = AmericaStrategyCenter 2425 End 2426 2427 ExperienceValue = 100 100 200 400 ;Experience point value at each level 2428 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 2429 2430 IsTrainable = Yes 2431 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2432 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2433 CommandSet = AmericaTankAvengerCommandSet 2434 2435 ; *** AUDIO Parameters *** 2436 VoiceSelect = AvengerVoiceSelect 2437 VoiceMove = AvengerVoiceMove 2438 VoiceGuard = AvengerVoiceMove 2439 VoiceAttack = AvengerVoicePaint 2440 VoiceAttackAir = AvengerVoiceAttack 2441 SoundMoveStart = HumveeMoveStart 2442 SoundMoveStartDamaged = HumveeMoveStart 2443 2444 UnitSpecificSounds 2445 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2446 VoiceCreate = AvengerVoiceCreate 2447 TurretMoveLoop = NoSound 2448 SoundEject = PilotSoundEject 2449 VoiceEject = PilotVoiceEject 2450 VoiceCrush = NoSound 2451 VoiceEnter = AvengerVoiceMove 2452 End 2453 2454 ; *** ENGINEERING Parameters *** 2455 RadarPriority = UNIT 2456 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE 2457 2458 Body = ActiveBody ModuleTag_02 2459 MaxHealth = 300.0 2460 InitialHealth = 300.0 2461 2462 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2463 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2464 SubdualDamageCap = 1000 2465 SubdualDamageHealRate = 500 2466 SubdualDamageHealAmount = 50 2467 End 2468 2469 Behavior = AIUpdateInterface ModuleTag_03 2470 AutoAcquireEnemiesWhenIdle = Yes 2471 End 2472 Locomotor = SET_NORMAL AvengerLocomotor 2473 Behavior = PhysicsBehavior ModuleTag_04 2474 Mass = 50.0 2475 End 2476 2477 ; Turret fly off death 2478 Behavior = SlowDeathBehavior ModuleTag_05 2479 DeathTypes = ALL -CRUSHED -SPLATTED 2480 ProbabilityModifier = 50 2481 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely 2482 DestructionDelay = 500 2483 DestructionDelayVariance = 100 2484 FX = INITIAL FX_GenericTankDeathEffect 2485 FX = FINAL FX_GenericTankDeathExplosion 2486 OCL = FINAL OCL_AvengerTankDeathEffect 2487 End 2488 2489 ; Catch fire, and explode death 2490 Behavior = SlowDeathBehavior ModuleTag_06 2491 DeathTypes = ALL -CRUSHED -SPLATTED 2492 ProbabilityModifier = 50 2493 DestructionDelay = 2000 2494 DestructionDelayVariance = 300 2495 FX = INITIAL FX_CrusaderCatchFire 2496 FX = FINAL FX_GenericTankDeathExplosion 2497 OCL = FINAL OCL_AvengerTankDeathEffect 2498 End 2499 2500 Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One 2501 WeaponTemplate = AvengerPointDefenseLaserOne 2502 PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 2503 ScanRate = 0 2504 ScanRange = 200.0 2505 PredictTargetVelocityFactor = 1.0 2506 End 2507 2508 ; Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two 2509 ; WeaponTemplate = AvengerPointDefenseLaserTwo 2510 ; PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE 2511 ; ScanRate = 100 2512 ; ScanRange = 200.0 2513 ; PredictTargetVelocityFactor = 1.0 2514 ; End 2515 2516 Behavior = OverlordContain ModuleTag_OverlordContain 2517 Slots = 1 2518 DamagePercentToUnits = 100% 2519 AllowInsideKindOf = PORTABLE_STRUCTURE 2520 PassengersAllowedToFire = Yes 2521 PayloadTemplateName = AmericaTankAvengerLaserTurret 2522 ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills 2523 End 2524 2525 Behavior = ObjectCreationUpgrade ModuleTag_08 2526 UpgradeObject = OCL_AmericanBattleDrone 2527 TriggeredBy = Upgrade_AmericaBattleDrone 2528 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 2529 End 2530 Behavior = ObjectCreationUpgrade ModuleTag_09 2531 UpgradeObject = OCL_AmericanScoutDrone 2532 TriggeredBy = Upgrade_AmericaScoutDrone 2533 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 2534 End 2535 Behavior = ObjectCreationUpgrade ModuleTag_19 2536 UpgradeObject = OCL_AmericanHellfireDrone 2537 TriggeredBy = Upgrade_AmericaHellfireDrone 2538 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 2539 End 2540 2541 Behavior = ProductionUpdate ModuleTag_10 2542 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 2543 End 2544 2545 Behavior = ExperienceScalarUpgrade ModuleTag_11 2546 TriggeredBy = Upgrade_AmericaAdvancedTraining 2547 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 2548 End 2549 2550 Behavior = TransitionDamageFX ModuleTag_12 2551 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 2552 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2553 End 2554 2555 Behavior = FXListDie ModuleTag_13 2556 DeathTypes = NONE +CRUSHED +SPLATTED 2557 DeathFX = FX_CarCrush 2558 End 2559 Behavior = CreateObjectDie ModuleTag_14 2560 DeathTypes = NONE +CRUSHED +SPLATTED 2561 CreationList = OCL_CrusaderTank_CrushEffect 2562 End 2563 Behavior = DestroyDie ModuleTag_15 2564 DeathTypes = NONE +CRUSHED +SPLATTED 2565 End 2566 Behavior = CreateCrateDie ModuleTag_16 2567 CrateData = SalvageCrateData 2568 ;CrateData = EliteTankCrateData 2569 ;CrateData = HeroicTankCrateData 2570 End 2571 Behavior = EjectPilotDie ModuleTag_17 2572 DeathTypes = ALL -CRUSHED -SPLATTED 2573 ExemptStatus = HIJACKED 2574 GroundCreationList = OCL_EjectPilotOnGround 2575 AirCreationList = OCL_EjectPilotViaParachute 2576 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 2577 End 2578 2579 Behavior = FlammableUpdate ModuleTag_22 2580 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2581 AflameDamageAmount = 3 ; taking this much damage... 2582 AflameDamageDelay = 500 ; this often. 2583 End 2584 2585 Geometry = BOX 2586 GeometryMajorRadius = 15.0 2587 GeometryMinorRadius = 10.0 2588 GeometryHeight = 10.0 2589 GeometryIsSmall = Yes 2590 Shadow = SHADOW_VOLUME 2591 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2592 2593 End 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 ;------------------------------------------------------------------------------ 2609 Object AmericaTankMicrowave 2610 2611 ; *** ART Parameters *** 2612 SelectPortrait = SAThunderBolt_L 2613 ButtonImage = SAThunderBolt 2614 2615 UpgradeCameo1 = Upgrade_AmericaBattleDrone 2616 UpgradeCameo2 = Upgrade_AmericaScoutDrone 2617 UpgradeCameo3 = Upgrade_AmericaHellfireDrone 2618 UpgradeCameo4 = Upgrade_AmericaAdvancedTraining 2619 UpgradeCameo5 = Upgrade_AmericaCompositeArmor 2620 2621 Draw = W3DTankDraw ModuleTag_01 2622 2623 ExtraPublicBone = WEAPON02 2624 OkToChangeModelColor = Yes 2625 2626 ConditionState = NONE 2627 Model = AVTHUNDRBLT 2628 ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare 2629 ParticleSysBone = NONE MicrowaveRotisserie 2630 End 2631 ConditionState = USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C 2632 Model = AVTHUNDRBLT 2633 End 2634 ConditionState = REALLYDAMAGED RUBBLE 2635 Model = AVTHUNDRBLT_D 2636 ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare 2637 ParticleSysBone = NONE MicrowaveRotisserie 2638 End 2639 ConditionState = REALLYDAMAGED RUBBLE USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C 2640 Model = AVTHUNDRBLT_D 2641 End 2642 2643 TrackMarks = EXTnkTrack.tga 2644 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 2645 End 2646 2647 ; ***DESIGN parameters *** 2648 DisplayName = OBJECT:Microwave 2649 Side = America 2650 EditorSorting = VEHICLE 2651 TransportSlotCount = 3 2652 ArmorSet 2653 Conditions = None 2654 Armor = TankArmor 2655 DamageFX = TankDamageFX 2656 End 2657 2658 WeaponSet 2659 Conditions = None 2660 ; Weapon = PRIMARY MicrowaveTankVehicleDisabler 2661 Weapon = PRIMARY MicrowaveTankBuildingDisabler ;SECONDARY MicrowaveTankBuildingDisabler 2662 Weapon = SECONDARY MicrowaveTankBuildingClearer ;TERTIARY MicrowaveTankBuildingClearer 2663 End 2664 2665 BuildCost = 800 2666 BuildTime = 10.0 ;in seconds 2667 VisionRange = 200 2668 ShroudClearingRange = 300 2669 Prerequisites 2670 Object = AmericaWarFactory 2671 Object = AmericaStrategyCenter 2672 End 2673 ExperienceValue = 100 100 200 400 ;Experience point value at each level 2674 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 2675 IsTrainable = Yes ;Can gain experience 2676 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2677 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2678 CommandSet = AmericaTankMicrowaveCommandSet 2679 2680 ; *** AUDIO Parameters *** 2681 VoiceSelect = MicrowaveTankVoiceSelect 2682 VoiceMove = MicrowaveTankVoiceMove 2683 VoiceGuard = MicrowaveTankVoiceMove 2684 VoiceAttack = MicrowaveTankVoiceAttack 2685 SoundMoveStart = MicrowaveTankMoveStart 2686 SoundMoveStartDamaged = MicrowaveTankMoveStart 2687 UnitSpecificSounds 2688 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2689 VoiceCreate = MicrowaveTankVoiceCreate 2690 VoiceEnter = MicrowaveTankVoiceMove 2691 SoundEject = PilotSoundEject 2692 VoiceEject = PilotVoiceEject 2693 VoiceCrush = MicrowaveTankVoiceMove 2694 End 2695 2696 ; *** ENGINEERING Parameters *** 2697 RadarPriority = UNIT 2698 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE 2699 2700 Body = ActiveBody ModuleTag_02 2701 MaxHealth = 480 2702 InitialHealth = 480 2703 2704 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2705 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2706 SubdualDamageCap = 960 2707 SubdualDamageHealRate = 500 2708 SubdualDamageHealAmount = 50 2709 End 2710 2711 Behavior = AIUpdateInterface ModuleTag_03 2712 AutoAcquireEnemiesWhenIdle = Yes 2713 End 2714 Locomotor = SET_NORMAL CrusaderLocomotor 2715 Behavior = PhysicsBehavior ModuleTag_04 2716 Mass = 50.0 2717 End 2718 2719 ; Turret fly off death 2720 Behavior = SlowDeathBehavior ModuleTag_10 2721 DeathTypes = ALL -CRUSHED -SPLATTED 2722 ProbabilityModifier = 50 2723 DestructionDelay = 500 2724 DestructionDelayVariance = 100 2725 FX = INITIAL FX_GenericTankDeathEffect 2726 OCL = MIDPOINT OCL_MicrowaveTankDeath 2727 FX = FINAL FX_GenericTankDeathExplosion 2728 End 2729 2730 Behavior = TransitionDamageFX ModuleTag_12 2731 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 2732 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2733 End 2734 2735 Behavior = DestroyDie ModuleTag_13 2736 DeathTypes = NONE +CRUSHED +SPLATTED 2737 End 2738 2739 ; A crushing defeat 2740 Behavior = FXListDie ModuleTag_14 2741 DeathTypes = NONE +CRUSHED +SPLATTED 2742 DeathFX = FX_CarCrush 2743 End 2744 2745 Behavior = CreateObjectDie ModuleTag_15 2746 DeathTypes = NONE +CRUSHED +SPLATTED 2747 CreationList = OCL_MicrowaveTankDeath_CrushEffect 2748 End 2749 2750 Behavior = CreateCrateDie ModuleTag_CratesChange 2751 CrateData = SalvageCrateData 2752 ;CrateData = EliteTankCrateData 2753 ;CrateData = HeroicTankCrateData 2754 End 2755 2756 Behavior = EjectPilotDie ModuleTag_17 2757 GroundCreationList = OCL_EjectPilotOnGround 2758 AirCreationList = OCL_EjectPilotViaParachute 2759 ExemptStatus = HIJACKED 2760 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 2761 End 2762 2763 Behavior = MaxHealthUpgrade ModuleTag_18 2764 TriggeredBy = Upgrade_AmericaCompositeArmor 2765 AddMaxHealth = 100.0 2766 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 2767 End 2768 Behavior = ExperienceScalarUpgrade ModuleTag_Upgrade01 2769 TriggeredBy = Upgrade_AmericaAdvancedTraining 2770 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 2771 End 2772 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade02 2773 UpgradeObject = OCL_AmericanBattleDrone 2774 TriggeredBy = Upgrade_AmericaBattleDrone 2775 ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone 2776 End 2777 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade03 2778 UpgradeObject = OCL_AmericanScoutDrone 2779 TriggeredBy = Upgrade_AmericaScoutDrone 2780 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone 2781 End 2782 Behavior = ObjectCreationUpgrade ModuleTag_Upgrade04 2783 UpgradeObject = OCL_AmericanHellfireDrone 2784 TriggeredBy = Upgrade_AmericaHellfireDrone 2785 ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone 2786 End 2787 Behavior = ProductionUpdate ModuleTag_Prod01 2788 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 2789 End 2790 2791 Behavior = FlammableUpdate ModuleTag_21 2792 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2793 AflameDamageAmount = 3 ; taking this much damage... 2794 AflameDamageDelay = 500 ; this often. 2795 End 2796 2797 Behavior = FireWeaponUpdate ModuleTag_22 2798 Weapon = MicrowaveTankEmitterWeapon 2799 ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long 2800 End 2801 2802 Behavior = CommandButtonHuntUpdate ModuleTag_24 ; allows use of command button hunt script with this unit. 2803 End 2804 2805 Geometry = BOX 2806 GeometryMajorRadius = 15.0 2807 GeometryMinorRadius = 10.0 2808 GeometryHeight = 10.0 2809 GeometryIsSmall = Yes 2810 Shadow = SHADOW_VOLUME 2811 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2812 2813 End 2814
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