[ Index ] | WAROFGENERALS |
PHP Cross Reference of WAROFGENERALS MODS SOURCES |
[Summary view] [Print] [Text view]
1 ;---------------------------------------------------------------------------------------------------------- 2 Object ChinaVehicleHelix 3 4 ; *** ART Parameters *** 5 SelectPortrait = SNHelix_L 6 ButtonImage = SNHelix 7 8 UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon 9 UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower 10 UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker 11 12 Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures 13 14 ParticlesAttachedToAnimatedBones = Yes 15 16 DefaultConditionState 17 Model = NVHELIX 18 Animation = NVHELIX.NVHELIX 19 AnimationMode = LOOP 20 WeaponFireFXBone = PRIMARY Muzzle03 21 WeaponMuzzleFlash = PRIMARY TurretFX03 22 HideSubObject = BombWing 23 End 24 25 ConditionState = MOVING 26 ParticleSysBone = SMOKE01 HelixExhaust 27 ParticleSysBone = SMOKE02 HelixExhaust 28 End 29 30 ConditionState = REALLYDAMAGED 31 Model = NVHELIX_d 32 Animation = NVHELIX_d.NVHELIX_d 33 AnimationMode = LOOP 34 End 35 ConditionState = REALLYDAMAGED MOVING 36 Model = NVHELIX_d 37 Animation = NVHELIX_d.NVHELIX_d 38 AnimationMode = LOOP 39 ParticleSysBone = SMOKE01 HelixExhaust 40 ParticleSysBone = SMOKE02 HelixExhaust 41 End 42 43 ConditionState = RUBBLE 44 Model = NVHELIX_d 45 Animation = NVHELIX_d.NVHELIX_d 46 AnimationMode = LOOP 47 End 48 ConditionState = RUBBLE MOVING 49 Model = NVHELIX_d 50 Animation = NVHELIX_d.NVHELIX_d 51 AnimationMode = LOOP 52 ParticleSysBone = SMOKE01 HelixExhaust 53 ParticleSysBone = SMOKE02 HelixExhaust 54 End 55 56 ConditionState = RUBBLE SPECIAL_DAMAGED 57 Model = NVHELIX_d 58 End 59 60 OkToChangeModelColor = Yes 61 End 62 63 64 ; ***DESIGN parameters *** 65 DisplayName = OBJECT:Helix 66 EditorSorting = VEHICLE 67 Side = China 68 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 69 VisionRange = 200.0 70 ShroudClearingRange = 600 71 BuildCost = 1500 72 BuildTime = 20.0 ;in seconds 73 Prerequisites 74 Object = ChinaAirfield 75 End 76 ExperienceValue = 50 100 150 200 ;Experience point value at each level 77 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 78 IsTrainable = Yes 79 CommandSet = ChinaVehicleHelixCommandSet 80 81 82 ArmorSet 83 Conditions = None 84 Armor = ChinookArmor 85 DamageFX = None 86 End 87 88 89 WeaponSet 90 Conditions = None 91 ;---------------------------- 92 Weapon = PRIMARY HelixMinigunWeapon 93 PreferredAgainst = PRIMARY INFANTRY 94 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 95 ;---------------------------- 96 End 97 98 WeaponSet 99 Conditions = PLAYER_UPGRADE 100 ;---------------------------- 101 Weapon = PRIMARY HelixMinigunWeapon 102 PreferredAgainst = PRIMARY INFANTRY 103 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 104 ;---------------------------- 105 End 106 107 108 109 ; *** AUDIO Parameters *** 110 VoiceSelect = HelixVoiceSelect 111 VoiceMove = HelixVoiceMove 112 VoiceAttack = HelixVoiceAttack 113 SoundAmbient = HelixAmbientLoop 114 SoundEnter = HumveeEnter 115 SoundExit = HumveeExit 116 UnitSpecificSounds 117 VoiceCreate = HelixVoiceCreate 118 VoiceUnload = HelixVoiceUnload 119 VoiceGarrison = HelixVoiceMove 120 End 121 122 123 124 ; *** ENGINEERING Parameters *** 125 RadarPriority = UNIT 126 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 127 128 Body = ActiveBody ModuleTag_03 129 MaxHealth = 300.0 130 InitialHealth = 300.0 131 End 132 133 Behavior = FXListDie ModuleTag_05 134 DeathFX = FX_HelicopterStartDeath 135 End 136 137 Behavior = TransitionDamageFX ModuleTag_06 138 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 139 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 140 End 141 142 Behavior = ChinookAIUpdate ModuleTag_07 143 AutoAcquireEnemiesWhenIdle = Yes 144 RotorWashParticleSystem = HelixRotorWashRing 145 End 146 Locomotor = SET_NORMAL HelixLocomotor 147 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 148 149 150 Behavior = PhysicsBehavior ModuleTag_09 151 Mass = 50.0 152 End 153 154 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 155 DestructionDelay = 99999999 ; the destruction delay 156 SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral 157 SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral 158 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 159 MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) 160 SoundDeathLoop = HelixDamagedLoop 161 MinSelfSpin = 40 ; in degrees per second 162 MaxSelfSpin = 120 ; in degrees per second 163 SelfSpinUpdateDelay = 300 ; in milliseconds 164 SelfSpinUpdateAmount = 5 ; in degrees 165 FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall 166 MinBladeFlyOffDelay = 1000 ; in milliseconds 167 MaxBladeFlyOffDelay = 1000 ; in milliseconds 168 AttachParticle = SootySmokeTrail 169 AttachParticleBone = Propeller02 170 BladeObjectName = HelixBlades 171 BladeBoneName = Propeller01 172 FXBlade = FX_HelicopterBladeExplosion 173 OCLBlade = OCL_HelicopterBladeExplosion 174 FXHitGround = FX_HelicopterHitGround 175 OCLHitGround = OCL_HelicopterHitGround 176 FXFinalBlowUp = FX_HelixHelicopterBlowUpBig 177 OCLFinalBlowUp = OCL_HelixBlades 178 DelayFromGroundToFinalDeath = 30 179 FinalRubbleObject = HelixRubbleHull 180 End 181 182 Behavior = FlammableUpdate ModuleTag_21 183 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 184 AflameDamageAmount = 3 ; taking this much damage... 185 AflameDamageDelay = 500 ; this often. 186 End 187 188 189 190 Behavior = ProductionUpdate ModuleTag_25 191 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 192 End 193 194 195 196 197 198 ;-------------------------- 199 Behavior = ObjectCreationUpgrade ModuleTag_22 200 UpgradeObject = OCL_HelixGattlingCannon 201 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 202 ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 203 End 204 Behavior = CommandSetUpgrade ModuleTag_26 205 CommandSet = ChinaHelixGattlingCannonCommandSet 206 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 207 ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 208 End 209 Behavior = WeaponSetUpgrade ModuleTag_35 210 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 211 End 212 ; lorenzen commented out 8/4... the helix now keeps its minigun, even when upgraded to gattling 213 ; Behavior = SubObjectsUpgrade ModuleTag_36 214 ; TriggeredBy = Upgrade_ChinaHelixGattlingCannon 215 ; ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 216 ; HideSubObjects = MINIGUN 217 ; End 218 ;-------------------------- 219 Behavior = ObjectCreationUpgrade ModuleTag_23 220 UpgradeObject = OCL_HelixPropagandaTower 221 TriggeredBy = Upgrade_ChinaHelixPropagandaTower 222 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker 223 End 224 Behavior = CommandSetUpgrade ModuleTag_27 225 CommandSet = ChinaHelixPropagandaTowerCommandSet 226 TriggeredBy = Upgrade_ChinaHelixPropagandaTower 227 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker 228 End 229 ;-------------------------- 230 Behavior = ObjectCreationUpgrade ModuleTag_24 231 UpgradeObject = OCL_HelixBattleBunker 232 TriggeredBy = Upgrade_ChinaHelixBattleBunker 233 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower 234 End 235 Behavior = CommandSetUpgrade ModuleTag_28 236 CommandSet = ChinaHelixBattleBunkerCommandSet 237 TriggeredBy = Upgrade_ChinaHelixBattleBunker 238 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower 239 End 240 Behavior = PassengersFireUpgrade ModuleTag_34 241 TriggeredBy = Upgrade_ChinaHelixBattleBunker 242 End 243 ;-------------------------- 244 245 Behavior = HelixContain ModuleTag_29 246 Slots = 5 247 DamagePercentToUnits = 100% 248 AllowInsideKindOf = INFANTRY VEHICLE PORTABLE_STRUCTURE 249 ForbidInsideKindOf = AIRCRAFT 250 ExitDelay = 100 251 NumberOfExitPaths = 1 252 PassengersAllowedToFire = No 253 End 254 255 256 Behavior = WeaponSetUpgrade ModuleTag_30 257 TriggeredBy = Upgrade_ChinaBlackNapalm 258 End 259 260 261 Behavior = SpecialAbility ModuleTag_32 262 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 263 UpdateModuleStartsAttack = Yes 264 StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on 265 InitiateSound = HelixVoiceAttack 266 End 267 Behavior = SpecialAbilityUpdate ModuleTag_33 268 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 269 StartAbilityRange = 3.0 270 PreparationTime = 0 271 SpecialObject = NapalmBomb 272 MaxSpecialObjects = 1 273 SpecialObjectsPersistWhenOwnerDies = Yes 274 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 275 UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object. 276 UnpackTime = 500 ;slight delay to drop bomb 277 FlipOwnerAfterUnpacking = No 278 FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability 279 UnpackSound = NoSound 280 LoseStealthOnTrigger = No 281 ApproachRequiresLOS = No ; we are a helicopter, we can see everything 282 NeedToFaceTarget = No ; can drop the bomb at any angle to target 283 284 PersistentPrepTime = 100 285 PersistenceRequiresRecharge = Yes 286 287 End 288 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38 289 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 290 TriggeredBy = Upgrade_HelixNapalmBomb 291 End 292 Behavior = SubObjectsUpgrade ModuleTag_39 293 TriggeredBy = Upgrade_HelixNapalmBomb 294 ShowSubObjects = BombWing 295 End 296 297 298 299 300 301 Geometry = CYLINDER 302 GeometryMajorRadius = 35.0 303 GeometryHeight = 30.0 304 GeometryIsSmall = No 305 Shadow = SHADOW_VOLUME 306 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 307 308 End 309 310 311 312 313 314 315 316 ;------------------------------------------------------------------------------ 317 Object ChinaHelixGattlingCannon 318 319 ; *** ART Parameters *** 320 SelectPortrait = SNGatTower_L 321 ButtonImage = SNGatTower 322 323 324 325 Draw = W3DDependencyModelDraw ModuleTag_01 326 OkToChangeModelColor = Yes 327 AttachToBoneInContainer = CHASSISBONE 328 329 DefaultConditionState 330 Model = NVHelix_G 331 Turret = TURRET01 332 TurretPitch = TURRETEL 333 WeaponFireFXBone = PRIMARY Muzzle 334 WeaponMuzzleFlash = PRIMARY MuzzleFX 335 End 336 ConditionState = CONTINUOUS_FIRE_SLOW 337 Model = NVHelix_G 338 Animation = NVHelix_G.NVHelix_G 339 AnimationMode = LOOP 340 AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y 341 End 342 ConditionState = CONTINUOUS_FIRE_MEAN 343 Model = NVHelix_G 344 Animation = NVHelix_G.NVHelix_G 345 AnimationMode = LOOP 346 AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast 347 End 348 ConditionState = CONTINUOUS_FIRE_FAST 349 Model = NVHelix_G 350 Animation = NVHelix_G.NVHelix_G 351 AnimationMode = LOOP 352 AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst 353 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 354 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 355 End 356 357 ConditionState = REALLYDAMAGED 358 Model = NVHelix_GD 359 Turret = TURRET01 360 TurretPitch = TURRETEL 361 WeaponFireFXBone = PRIMARY Muzzle 362 WeaponMuzzleFlash = PRIMARY MuzzleFX 363 ParticleSysBone = Smoke01 SmokeFactionMedium 364 ParticleSysBone = Smoke02 SmokeFactionMedium 365 ParticleSysBone = Smoke03 SmokeFactionMedium 366 ParticleSysBone = SparkM01 SparksMedium 367 ParticleSysBone = SparkM02 SparksMedium 368 End 369 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED 370 Model = NVHelix_GD 371 Animation = NVHelix_GD.NVHelix_GD 372 AnimationMode = LOOP 373 AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y 374 End 375 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED 376 Model = NVHelix_GD 377 Animation = NVHelix_GD.NVHelix_GD 378 AnimationMode = LOOP 379 AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast 380 End 381 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED 382 Model = NVHelix_GD 383 Animation = NVHelix_GD.NVHelix_GD 384 AnimationMode = LOOP 385 AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst 386 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 387 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 388 End 389 390 End 391 392 ; ***DESIGN parameters *** 393 Side = China 394 EditorSorting = SYSTEM 395 TransportSlotCount = 1 396 WeaponSet 397 Conditions = None 398 Weapon = PRIMARY GattlingBuildingGun 399 PreferredAgainst = PRIMARY INFANTRY 400 Weapon = SECONDARY GattlingBuildingGunAir 401 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 402 End 403 404 ArmorSet 405 Conditions = None 406 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 407 End 408 VisionRange = 200 409 410 ; *** AUDIO Parameters *** 411 UnitSpecificSounds 412 TurretMoveStart = NoSound 413 TurretMoveLoop = NoSound ;TurretMoveLoop 414 VoiceRapidFire = NoSound 415 End 416 417 ; *** ENGINEERING Parameters *** 418 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 419 420 Body = StructureBody ModuleTag_02 421 MaxHealth = 100.0 422 InitialHealth = 100.0 423 End 424 425 Behavior = StealthDetectorUpdate ModuleTag_SDU 426 DetectionRate = 1500 ; how often to rescan for stealthed things in my sight (msec) 427 DetectionRange = 200 428 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 429 CanDetectWhileContained = Yes ;Contained means being in a transport or tunnel network. 430 End 431 432 433 Behavior = AIUpdateInterface ModuleTag_03 434 Turret 435 ControlledWeaponSlots = PRIMARY 436 TurretTurnRate = 60 // turn rate, in degrees per sec 437 TurretPitchRate = 60 438 AllowsPitch = Yes 439 End 440 AutoAcquireEnemiesWhenIdle = Yes 441 End 442 443 Behavior = DestroyDie ModuleTag_04 444 ;nothing 445 End 446 447 Behavior = WeaponBonusUpgrade ModuleTag_05 448 TriggeredBy = Upgrade_ChinaChainGuns 449 End 450 451 452 Geometry = BOX 453 GeometryMajorRadius = 8.0 454 GeometryMinorRadius = 8.0 455 GeometryHeight = 9.0 456 GeometryIsSmall = No 457 Shadow = SHADOW_VOLUME 458 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 459 460 End 461 462 ;------------------------------------------------------------------------------ 463 Object ChinaHelixPropagandaTower 464 465 ; *** ART Parameters *** 466 SelectPortrait = SNPropSpeaker_L 467 ButtonImage = SNPropSpeaker 468 469 470 Draw = W3DDependencyModelDraw ModuleTag_01 471 OkToChangeModelColor = Yes 472 AttachToBoneInContainer = CHASSISBONE 473 474 ConditionState = NONE 475 Model = NVHELIX_S 476 Animation = NVHELIX_S.NVHELIX_S 477 AnimationMode = LOOP 478 End 479 ConditionState = REALLYDAMAGED 480 Model = NVHELIX_SD 481 ParticleSysBone = Smoke01 SmolderingSmoke 482 ParticleSysBone = Smoke02 SmolderingSmoke 483 ParticleSysBone = Flame01 SmolderingFire 484 ParticleSysBone = Flame01 SmolderingFlameCore 485 ParticleSysBone = Spark01 LiveWireSparks 486 End 487 ; night 488 ConditionState = NIGHT 489 Model = NVHELIX_S 490 Animation = NVHELIX_S.NVHELIX_S 491 AnimationMode = LOOP 492 End 493 End 494 495 PlacementViewAngle = -45 496 497 ; ***DESIGN parameters *** 498 Side = China 499 EditorSorting = SYSTEM 500 TransportSlotCount = 1 501 502 ArmorSet 503 Conditions = None 504 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 505 End 506 VisionRange = 200 507 508 ; *** AUDIO Parameters *** 509 UnitSpecificSounds 510 TurretMoveStart = NoSound 511 TurretMoveLoop = NoSound ;TurretMoveLoop 512 End 513 514 ; *** ENGINEERING Parameters *** 515 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 516 Body = StructureBody ModuleTag_02 517 MaxHealth = 100.0 518 InitialHealth = 100.0 519 End 520 521 Behavior = AIUpdateInterface ModuleTag_03 522 ;<No Data> 523 End 524 525 Behavior = PropagandaTowerBehavior ModuleTag_04 526 Radius = 150.0 527 DelayBetweenUpdates = 2000 ; in milliseconds 528 HealPercentEachSecond = 1% ; get this % of max health every second 529 PulseFX = FX_HelixPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 530 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 531 UpgradedHealPercentEachSecond = 2% ; get this % of max health every second 532 UpgradedPulseFX = FX_HelixPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 533 534 End 535 536 Behavior = DestroyDie ModuleTag_05 537 ;<No Data> 538 End 539 540 Geometry = BOX 541 GeometryMajorRadius = 6.0 542 GeometryMinorRadius = 6.0 543 GeometryHeight = 10.0 544 GeometryIsSmall = No 545 Shadow = SHADOW_VOLUME 546 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 547 548 End 549 550 ;------------------------------------------------------------------------------ 551 Object ChinaHelixBattleBunker 552 553 ; *** ART Parameters *** 554 SelectPortrait = SNBunker_L 555 ButtonImage = SNBunker 556 557 558 Draw = W3DDependencyModelDraw ModuleTag_01 559 OkToChangeModelColor = Yes 560 AttachToBoneInContainer = CHASSISBONE 561 562 ConditionState = NONE 563 Model = NVHELIX_B 564 End 565 ConditionState = REALLYDAMAGED 566 Model = NVHELIX_BD 567 ParticleSysBone = Smoke01 SmolderingSmoke 568 ParticleSysBone = Smoke02 SmolderingSmoke 569 ParticleSysBone = Flame01 SmolderingFire 570 ParticleSysBone = Flame01 SmolderingFlameCore 571 ParticleSysBone = Spark01 LiveWireSparks 572 End 573 ; night 574 ConditionState = NIGHT 575 Model = NVHELIX_B 576 End 577 ConditionState = NIGHT REALLYDAMAGED 578 Model = NVHELIX_BD 579 ParticleSysBone = Smoke01 SmolderingSmoke 580 ParticleSysBone = Smoke02 SmolderingSmoke 581 ParticleSysBone = Flame01 SmolderingFire 582 ParticleSysBone = Flame01 SmolderingFlameCore 583 ParticleSysBone = Spark01 LiveWireSparks 584 End 585 End 586 587 PlacementViewAngle = -45 588 589 ; ***DESIGN parameters *** 590 Side = China 591 EditorSorting = SYSTEM 592 TransportSlotCount = 1 593 594 ArmorSet 595 Conditions = None 596 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 597 End 598 VisionRange = 200 599 600 ; *** AUDIO Parameters *** 601 UnitSpecificSounds 602 TurretMoveStart = NoSound 603 TurretMoveLoop = NoSound ;TurretMoveLoop 604 VoiceUnload = OverlordTankVoiceUnload 605 End 606 607 ; *** ENGINEERING Parameters *** 608 KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI 609 Body = StructureBody ModuleTag_02 610 MaxHealth = 100.0 611 InitialHealth = 100.0 612 End 613 614 615 Behavior = DestroyDie ModuleTag_04 616 ;nothing 617 End 618 619 Geometry = BOX 620 GeometryMajorRadius = 6.0 621 GeometryMinorRadius = 6.0 622 GeometryHeight = 10.0 623 GeometryIsSmall = No 624 Shadow = SHADOW_VOLUME 625 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 626 627 End 628 629 630 631 632 633 634 ;------------------------------------------------------------------------------ 635 Object ChinaJetMIG 636 637 ; *** ART Parameters *** 638 SelectPortrait = T12 639 ButtonImage = T12 640 641 UpgradeCameo1 = Upgrade_ChinaAircraftArmor 642 UpgradeCameo2 = Upgrade_ChinaBlackNapalm 643 ;UpgradeCameo3 = NONE 644 ;UpgradeCameo4 = NONE 645 ;UpgradeCameo5 = NONE 646 647 Draw = W3DModelDraw ModuleTag_01 648 649 OkToChangeModelColor = Yes 650 651 DefaultConditionState 652 Model = NVMIG 653 HideSubObject = BurnerFX01 BurnerFX02 654 WeaponLaunchBone = PRIMARY WeaponA 655 End 656 657 ConditionState = JETEXHAUST 658 ParticleSysBone = Wingtip01 JetContrail 659 ParticleSysBone = Wingtip02 JetContrail 660 End 661 662 ConditionState = JETEXHAUST JETAFTERBURNER 663 ShowSubObject = BurnerFX01 BurnerFX02 664 ParticleSysBone = Exhaust01 JetExhaust 665 ParticleSysBone = Exhaust02 JetExhaust 666 ParticleSysBone = Wingtip01 JetContrail 667 ParticleSysBone = Wingtip02 JetContrail 668 End 669 670 ConditionState = REALLYDAMAGED 671 Model = NVMIG 672 ParticleSysBone = Wingtip01 JetContrail 673 ParticleSysBone = Wingtip02 JetContrail 674 End 675 676 ConditionState = RUBBLE 677 Model = NVMIG 678 End 679 680 ConditionState = REALLYDAMAGED JETEXHAUST 681 Model = NVMIG 682 ParticleSysBone = Wingtip01 JetContrail 683 ParticleSysBone = Wingtip02 JetContrail 684 End 685 686 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 687 Model = NVMIG 688 ShowSubObject = BurnerFX01 BurnerFX02 689 ParticleSysBone = Engine01 JetExhaust 690 ParticleSysBone = Engine02 JetExhaust 691 ParticleSysBone = Wingtip01 JetContrail 692 ParticleSysBone = Wingtip02 JetContrail 693 End 694 695 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 696 ; @todo srj -- model missing 697 ;Model = NVMIG 698 Model = NVMIG 699 ;HideSubObject is needed cause there're inherited from default condition state 700 HideSubObject = None 701 ShowSubObject = None 702 ParticleSysBone = Engine01 JetExhaust 703 ParticleSysBone = Engine02 JetExhaust 704 ParticleSysBone = Wingtip01 JetContrail 705 ParticleSysBone = Wingtip02 JetContrail 706 End 707 708 End 709 710 ; ***DESIGN parameters *** 711 DisplayName = OBJECT:MIG 712 EditorSorting = VEHICLE 713 Side = China 714 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 715 VisionRange = 200.0 716 ShroudClearingRange = 300.0 717 718 Prerequisites 719 Object = ChinaAirfield 720 End 721 722 WeaponSet 723 Conditions = None 724 Weapon = PRIMARY NapalmMissileWeapon 725 ; AutoChooseSources = PRIMARY NONE 726 End 727 WeaponSet 728 Conditions = PLAYER_UPGRADE 729 Weapon = PRIMARY BlackNapalmMissileWeapon 730 ; AutoChooseSources = PRIMARY NONE 731 End 732 733 ArmorSet 734 Conditions = None 735 Armor = AirplaneArmor 736 DamageFX = None 737 End 738 739 BuildCost = 1200 740 BuildTime = 10 741 ExperienceValue = 50 50 100 150 ;Experience point value at each level 742 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 743 IsTrainable = Yes ;Can gain experience 744 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 745 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 746 CommandSet = ChinaJetMIGCommandSet 747 748 ; *** AUDIO Parameters *** 749 VoiceSelect = MigVoiceSelect 750 VoiceMove = MigVoiceMove 751 VoiceAttack = MigVoiceAttack 752 VoiceAttackAir = MigVoiceAttackAir 753 VoiceGuard = MigVoiceAirPatrol 754 SoundAmbient = MigAmbientLoop 755 UnitSpecificSounds 756 VoiceCreate = MigVoiceCreate 757 Afterburner = RaptorAfterburner 758 VoiceGarrison = MigVoiceMove 759 End 760 761 ; *** ENGINEERING Parameters *** 762 RadarPriority = UNIT 763 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 764 Body = ActiveBody ModuleTag_02 765 MaxHealth = 160.0 766 InitialHealth = 160.0 767 End 768 769 Behavior = JetSlowDeathBehavior ModuleTag_03 770 FXOnGroundDeath = FX_JetOnGroundDeath 771 OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp 772 DestructionDelay = 99999999 ; destruction will happen when we 773 RollRate = 0.2 774 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 775 PitchRate = 0.0 776 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 777 FXInitialDeath = FX_MigDeathInitial 778 OCLInitialDeath = OCL_MIGDeathInitial 779 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 780 FXSecondary = FX_JetDeathSecondary 781 OCLSecondary = OCL_MIGDeathSecondary 782 FXHitGround = FX_JetDeathHitGround 783 OCLHitGround = OCL_MIGDeathHitGround 784 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 785 FXFinalBlowUp = FX_JetDeathFinalBlowUp 786 OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp 787 End 788 789 Behavior = WeaponSetUpgrade ModuleTag_04 790 TriggeredBy = Upgrade_ChinaBlackNapalm 791 End 792 793 Behavior = PhysicsBehavior ModuleTag_05 794 Mass = 500.0 795 End 796 797 Behavior = JetAIUpdate ModuleTag_06 798 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 799 ; note that it's expressed as a percent of max health, not an absolute 800 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 801 TakeoffPause = 500 802 MinHeight = 5 803 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 804 End 805 806 Locomotor = SET_NORMAL MIGLocomotor 807 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 808 809 810 Behavior = FlammableUpdate ModuleTag_08 811 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 812 AflameDamageAmount = 3 ; taking this much damage... 813 AflameDamageDelay = 500 ; this often. 814 End 815 816 Behavior = TransitionDamageFX ModuleTag_09 817 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 818 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 819 End 820 821 Behavior = MaxHealthUpgrade ModuleTag_10 822 TriggeredBy = Upgrade_ChinaAircraftArmor 823 AddMaxHealth = 40.0 824 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH 825 End 826 827 828 829 Geometry = Box 830 GeometryIsSmall = Yes 831 GeometryMajorRadius = 14.0 832 GeometryMinorRadius = 7.0 833 GeometryHeight = 5.0 834 Shadow = SHADOW_VOLUME 835 836 Shadow = SHADOW_VOLUME 837 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 838 839 End 840 841 842 843 844 ;------------------------------------------------------------------------------ 845 Object ChinaJetCargoPlane 846 847 ; *** ART Parameters *** 848 Draw = W3DModelDraw ModuleTag_01 849 DefaultConditionState 850 Model = NVCargoPln 851 Animation = NVCargoPln.NVCargoPln 852 AnimationMode = LOOP 853 ParticleSysBone = Propeller01 JetBlackTrailThin 854 ParticleSysBone = Propeller02 JetBlackTrailThin 855 ParticleSysBone = Propeller03 JetBlackTrailThin 856 ParticleSysBone = Propeller04 JetBlackTrailThin 857 ParticleSysBone = WingTip01 JetContrailThin 858 ParticleSysBone = WingTip02 JetContrailThin 859 End 860 ConditionState = DAMAGED 861 Model = NVCargoPln_D 862 Animation = NVCargoPln_D.NVCargoPln_D 863 AnimationMode = MANUAL 864 Flags = START_FRAME_FIRST 865 ParticleSysBone = Smoke01 JetFireLarge 866 ParticleSysBone = Smoke03 JetFireLarge 867 ParticleSysBone = Propeller01 JetBlackTrailThin 868 ParticleSysBone = Propeller02 JetBlackTrailThin 869 ParticleSysBone = Propeller03 JetBlackTrailThin 870 ParticleSysBone = Propeller04 JetBlackTrailThin 871 ParticleSysBone = Smoke01 JetSmokeLarge 872 ParticleSysBone = Smoke03 JetSmokeLarge 873 ParticleSysBone = WingTip01 JetContrailThin 874 ParticleSysBone = WingTip02 JetContrailThin 875 End 876 ConditionState = REALLYDAMAGED 877 Model = NVCargoPln_D 878 Animation = NVCargoPln_D.NVCargoPln_D 879 AnimationMode = MANUAL 880 Flags = START_FRAME_FIRST 881 ParticleSysBone = Smoke01 JetFireLarge 882 ParticleSysBone = Smoke03 JetFireLarge 883 ParticleSysBone = Smoke04 JetFireLarge 884 ParticleSysBone = Propeller03 JetBlackTrailThin 885 ParticleSysBone = Propeller04 JetBlackTrailThin 886 ParticleSysBone = Smoke01 JetSmokeLarge 887 ParticleSysBone = Smoke03 JetSmokeLarge 888 ParticleSysBone = Smoke04 JetSmokeLarge 889 ParticleSysBone = WingTip01 JetContrailThin 890 ParticleSysBone = WingTip02 JetContrailThin 891 End 892 ConditionState = RUBBLE 893 Model = NVCargoPln_D1 894 ParticleSysBone = Smoke01 JetFireLarge 895 ParticleSysBone = Smoke06 JetFireLarge 896 ParticleSysBone = Smoke03 JetFireLarge 897 ParticleSysBone = Smoke04 JetFireLarge 898 ParticleSysBone = Smoke01 JetSmokeLarge 899 ParticleSysBone = Smoke06 JetSmokeLarge 900 ParticleSysBone = Smoke03 JetSmokeLarge 901 ParticleSysBone = Smoke04 JetSmokeLarge 902 End 903 904 OkToChangeModelColor = Yes 905 ParticlesAttachedToAnimatedBones = Yes 906 907 End 908 909 Draw = W3DModelDraw ModuleTag_02 910 DefaultConditionState 911 Model = NVCargoPln_A2 912 Animation = NVCargoPln_A2.NVCargoPln_A2 913 AnimationMode = MANUAL 914 Flags = START_FRAME_FIRST 915 End 916 ConditionState = DOOR_1_OPENING 917 Model = NVCargoPln_A2 918 Animation = NVCargoPln_A2.NVCargoPln_A2 919 AnimationMode = ONCE 920 Flags = START_FRAME_FIRST 921 End 922 ConditionState = DOOR_1_CLOSING 923 Model = NVCargoPln_A2 924 Animation = NVCargoPln_A2.NVCargoPln_A2 925 AnimationMode = ONCE_BACKWARDS 926 Flags = START_FRAME_LAST 927 End 928 End 929 930 931 ; ***DESIGN parameters *** 932 DisplayName = OBJECT:CargoPlane 933 EditorSorting = VEHICLE 934 Side = China 935 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 936 VisionRange = 0.0 937 ArmorSet 938 Conditions = None 939 Armor = AirplaneArmor 940 DamageFX = None 941 End 942 CommandSet = Command_ScriptedTransportDrops 943 944 ; *** AUDIO Parameters *** 945 SoundAmbient = C130AmbientLoop 946 SoundAmbientRubble = NoSound 947 948 ; *** ENGINEERING Parameters *** 949 RadarPriority = UNIT 950 KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE TRANSPORT AIRCRAFT SCORE FORCEATTACKABLE IGNORED_IN_GUI CAN_ATTACK EMP_HARDENED 951 Body = ActiveBody ModuleTag_03 952 MaxHealth = 1000.0 953 InitialHealth = 1000.0 954 End 955 956 ExperienceValue = 40 40 40 40 ; Experience point value at each level 957 958 Behavior = PhysicsBehavior ModuleTag_04 959 Mass = 500.0 960 End 961 962 Behavior = DeliverPayloadAIUpdate ModuleTag_05 963 DoorDelay = 500 964 MaxAttempts = 4 965 DropOffset = X:0 Y:0 Z:-10 966 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) 967 PutInContainer = AmericaParachute 968 DeliveryDistance = 150 969 End 970 Locomotor = SET_NORMAL B52Locomotor 971 972 Behavior = TransportContain ModuleTag_06 973 Slots = 100 ; hey, it's a BIG transport 974 ScatterNearbyOnExit = No 975 OrientLikeContainerOnExit = Yes 976 KeepContainerVelocityOnExit = Yes 977 ExitPitchRate = 30 978 ExitBone = WeaponA01 979 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 980 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 981 NumberOfExitPaths = 0 982 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 983 End 984 985 ;SCRIPTED SUPPORT: These special powers are triggered directly 986 ;from the transport without creating a transport. This is done 987 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 988 ;which also prevents creating the payload transport. 989 Behavior = OCLSpecialPower ModuleTag_07 990 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 991 OCL = SUPERWEAPON_DaisyCutter 992 CreateLocation = USE_OWNER_OBJECT 993 ScriptedSpecialPowerOnly = Yes 994 End 995 Behavior = OCLSpecialPower ModuleTag_08 996 SpecialPowerTemplate = SuperweaponParadropAmerica 997 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 998 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 999 OCL = SUPERWEAPON_Paradrop1 1000 CreateLocation = USE_OWNER_OBJECT 1001 ScriptedSpecialPowerOnly = Yes 1002 End 1003 Behavior = OCLSpecialPower ModuleTag_09 1004 SpecialPowerTemplate = SuperweaponCarpetBomb 1005 OCL = SUPERWEAPON_CarpetBomb 1006 CreateLocation = USE_OWNER_OBJECT 1007 ScriptedSpecialPowerOnly = Yes 1008 End 1009 Behavior = OCLSpecialPower ModuleTag_10 1010 SpecialPowerTemplate = SuperweaponClusterMines 1011 OCL = SUPERWEAPON_ClusterMines 1012 CreateLocation = USE_OWNER_OBJECT 1013 ScriptedSpecialPowerOnly = Yes 1014 End 1015 Behavior = OCLSpecialPower ModuleTag_11 1016 SpecialPowerTemplate = SuperweaponEMPPulse 1017 OCL = SUPERWEAPON_EMPPulse 1018 CreateLocation = USE_OWNER_OBJECT 1019 ScriptedSpecialPowerOnly = Yes 1020 End 1021 1022 Behavior = JetSlowDeathBehavior ModuleTag_12 1023 DestructionDelay = 2000 1024 RollRate = 0.0 1025 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1026 PitchRate = 0 1027 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1028 FXInitialDeath = FX_JetBigDeathInitial 1029 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 1030 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 1031 OCLSecondary = OCL_AmericaJetCargoHulkDeath 1032 FXSecondary = FX_BigPlaneDeath 1033 End 1034 1035 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_13 1036 ;;;;;;;; End 1037 1038 Behavior = TransitionDamageFX ModuleTag_14 1039 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 1040 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 1041 End 1042 1043 Geometry = Box 1044 GeometryIsSmall = No 1045 GeometryMajorRadius = 40.0 1046 GeometryMinorRadius = 10.0 1047 GeometryHeight = 10.0 1048 Shadow = SHADOW_VOLUME 1049 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1050 1051 End
title
Description
Body
title
Description
Body
title
Description
Body
title
Body
Generated: Sat Mar 28 08:18:23 2009 | Cross-referenced by PHPXref 0.7 |