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PHP Cross Reference of WAROFGENERALS MODS SOURCES |
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1 2 ;------------------------------------------------------------------------------ 3 Object ChinaTankBattleMaster 4 5 ; *** ART Parameters *** 6 SelectPortrait = SNBattlemaster_L 7 ButtonImage = SNBattlemaster 8 9 UpgradeCameo1 = Upgrade_Nationalism 10 UpgradeCameo2 = Upgrade_ChinaUraniumShells 11 UpgradeCameo3 = Upgrade_ChinaNuclearTanks 12 ;UpgradeCameo4 = NONE 13 ;UpgradeCameo5 = NONE 14 15 Draw = W3DTankDraw ModuleTag_01 16 OkToChangeModelColor = Yes 17 DefaultConditionState 18 Model = NVBtMstr 19 Turret = Turret01 20 WeaponFireFXBone = PRIMARY Muzzle 21 WeaponRecoilBone = PRIMARY Barrel 22 WeaponMuzzleFlash = PRIMARY MuzzleFX 23 WeaponLaunchBone = PRIMARY Muzzle 24 End 25 ConditionState = REALLYDAMAGED 26 Model = NVBtMstr_D 27 Turret = Turret01 28 WeaponFireFXBone = PRIMARY Muzzle 29 WeaponRecoilBone = PRIMARY Barrel 30 WeaponMuzzleFlash = PRIMARY MuzzleFX 31 WeaponLaunchBone = PRIMARY Muzzle 32 End 33 ConditionState = RUBBLE 34 Model = NVBtMstr_D 35 Turret = Turret01 36 End 37 38 TrackMarks = EXTnkTrack.tga 39 End 40 41 ; ***DESIGN parameters *** 42 DisplayName = OBJECT:BattleMaster 43 Side = China 44 EditorSorting = VEHICLE 45 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 46 WeaponSet 47 Conditions = None 48 Weapon = PRIMARY BattleMasterTankGun 49 End 50 ArmorSet 51 Conditions = None 52 Armor = TankArmor 53 DamageFX = TankDamageFX 54 End 55 BuildCost = 800 56 BuildTime = 10.0 ;in seconds 57 VisionRange = 150 58 ShroudClearingRange = 300 59 Prerequisites 60 Object = ChinaWarFactory 61 End 62 63 ExperienceValue = 100 100 200 400 ;Experience point value at each level 64 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 65 IsTrainable = Yes ;Can gain experience 66 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 67 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 68 CommandSet = ChinaVehicleBattleMasterCommandSet 69 70 ; *** AUDIO Parameters *** 71 VoiceSelect = BattleMasterTankVoiceSelect 72 VoiceMove = BattleMasterTankVoiceMove 73 VoiceGuard = BattleMasterTankVoiceMove 74 VoiceAttack = BattleMasterTankVoiceAttack 75 SoundMoveStart = BattleMasterTankMoveStart 76 SoundMoveStartDamaged = BattleMasterTankMoveStart 77 78 UnitSpecificSounds 79 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 80 VoiceCreate = BattleMasterTankVoiceCreate 81 TurretMoveStart = NoSound 82 TurretMoveLoop = TurretMoveLoop 83 VoiceCrush = BattleMasterTankVoiceCrush 84 VoiceEnter = BattleMasterTankVoiceMove 85 End 86 87 ; *** ENGINEERING Parameters *** 88 RadarPriority = UNIT 89 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 90 91 Body = ActiveBody ModuleTag_02 92 MaxHealth = 400.0 93 InitialHealth = 400.0 94 95 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 96 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 97 SubdualDamageCap = 800 98 SubdualDamageHealRate = 500 99 SubdualDamageHealAmount = 50 100 End 101 102 Behavior = AIUpdateInterface ModuleTag_03 103 Turret 104 TurretTurnRate = 120 ; turn rate, in degrees per sec 105 ControlledWeaponSlots = PRIMARY 106 End 107 AutoAcquireEnemiesWhenIdle = Yes 108 End 109 110 Locomotor = SET_NORMAL BattleMasterLocomotor 111 Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor 112 113 Behavior = HordeUpdate ModuleTag_04 114 RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 115 UpdateRate = 1000 ; how often to recheck horde status (msec) 116 Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 117 KindOf = VEHICLE ; what KindOf's must match to count towards horde-ness 118 AlliesOnly = Yes ; do we only count allies towards horde status? 119 ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) 120 Count = 5 ; how many units must be within Radius to grant us horde-ness 121 Action = HORDE ; when horde-ing, grant us the HORDE bonus 122 End 123 124 Behavior = PhysicsBehavior ModuleTag_05 125 Mass = 40.0 126 End 127 128 Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 129 DeathWeapon = NuclearTankDeathWeapon 130 StartsActive = No ; turned on by upgrade 131 TriggeredBy = Upgrade_ChinaNuclearTanks 132 End 133 Behavior = LocomotorSetUpgrade ModuleTag_07 134 TriggeredBy = Upgrade_ChinaNuclearTanks 135 End 136 137 Behavior = VeterancyGainCreate ModuleVet_01 138 StartingLevel = ELITE 139 ScienceRequired = SCIENCE_BattlemasterTraining 140 End 141 142 ; A crushing defeat 143 Behavior = DestroyDie ModuleTag_08 144 DeathTypes = NONE +CRUSHED +SPLATTED 145 End 146 Behavior = FXListDie ModuleTag_09 147 DeathTypes = NONE +CRUSHED +SPLATTED 148 DeathFX = FX_CarCrush 149 End 150 Behavior = CreateObjectDie ModuleTag_10 151 DeathTypes = NONE +CRUSHED +SPLATTED 152 CreationList = OCL_CrusaderTank_CrushEffect 153 End 154 Behavior = CreateCrateDie ModuleTag_11 155 CrateData = SalvageCrateData 156 ;CrateData = EliteTankCrateData 157 ;CrateData = HeroicTankCrateData 158 End 159 160 161 Behavior = SlowDeathBehavior ModuleTag_12 162 DeathTypes = ALL -CRUSHED -SPLATTED 163 ProbabilityModifier = 25 164 DestructionDelay = 200 165 DestructionDelayVariance = 100 166 OCL = FINAL OCL_ChinaTankBattleMasterDebris 167 FX = FINAL FX_BattleMasterExplosionOneFinal 168 End 169 170 Behavior = TransitionDamageFX ModuleTag_13 171 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 172 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 173 End 174 175 Behavior = FlammableUpdate ModuleTag_21 176 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 177 AflameDamageAmount = 3 ; taking this much damage... 178 AflameDamageDelay = 500 ; this often. 179 End 180 181 Geometry = BOX 182 GeometryMajorRadius = 13.0 183 GeometryMinorRadius = 9.0 184 GeometryHeight = 10 185 GeometryIsSmall = Yes 186 Shadow = SHADOW_VOLUME 187 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 188 189 End 190 191 192 193 194 195 196 ;------------------------------------------------------------------------------ 197 Object ChinaTankOverlord 198 199 ; *** ART Parameters *** 200 SelectPortrait = SNOverlord_L 201 ButtonImage = SNOverlord 202 203 UpgradeCameo1 = Upgrade_ChinaUraniumShells 204 UpgradeCameo2 = Upgrade_ChinaNuclearTanks 205 UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker 206 UpgradeCameo4 = Upgrade_ChinaOverlordGattlingCannon 207 UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower 208 209 210 Draw = W3DOverlordTankDraw ModuleTag_01 211 ConditionState = NONE 212 Model = NVOvrlrd 213 Animation = NVOvrlrd.NVOvrlrd 214 AnimationMode = LOOP 215 Turret = Turret01 216 WeaponFireFXBone = PRIMARY Muzzle 217 WeaponRecoilBone = PRIMARY Barrel 218 WeaponMuzzleFlash = PRIMARY MuzzleFX 219 WeaponLaunchBone = PRIMARY Muzzle 220 End 221 ConditionState = REALLYDAMAGED 222 Model = NVOvrlrd_d 223 Animation = NVOvrlrd_d.NVOvrlrd_d 224 AnimationMode = LOOP 225 Turret = Turret01 226 WeaponFireFXBone = PRIMARY Muzzle 227 WeaponRecoilBone = PRIMARY Barrel 228 WeaponMuzzleFlash = PRIMARY MuzzleFX 229 WeaponLaunchBone = PRIMARY Muzzle 230 End 231 232 ConditionState = RUBBLE 233 Model = NVOvrlrd_d 234 Turret = Turret01 235 WeaponFireFXBone = PRIMARY Muzzle 236 WeaponRecoilBone = PRIMARY Barrel 237 WeaponMuzzleFlash = PRIMARY MuzzleFX 238 WeaponLaunchBone = PRIMARY Muzzle 239 End 240 241 TrackMarks = EXTnkTrack.tga 242 OkToChangeModelColor = Yes 243 TreadAnimationRate = 2.0; amount of tread texture to move per second 244 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 245 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 246 End 247 248 ; ***DESIGN parameters *** 249 DisplayName = OBJECT:Overlord 250 Side = China 251 EditorSorting = VEHICLE 252 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 253 WeaponSet 254 Conditions = None 255 Weapon = PRIMARY OverlordTankGun 256 End 257 WeaponSet 258 Conditions = PLAYER_UPGRADE 259 Weapon = PRIMARY OverlordTankGun 260 Weapon = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range 261 ;gattling cannon upgrade has been made. 262 End 263 ArmorSet 264 Conditions = None 265 Armor = TankArmor 266 DamageFX = TankDamageFX 267 End 268 BuildCost = 2000 269 BuildTime = 20.0 ;in seconds 270 VisionRange = 150 271 ShroudClearingRange = 200 272 Prerequisites 273 Object = ChinaWarFactory 274 Object = ChinaPropagandaCenter 275 End 276 277 ExperienceValue = 200 200 400 600 ;Experience point value at each level 278 ExperienceRequired = 0 400 600 1200 ;Experience points needed to gain each level 279 IsTrainable = Yes ;Can gain experience 280 CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 281 CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 282 CommandSet = ChinaTankOverlordDefaultCommandSet 283 284 ; *** AUDIO Parameters *** 285 VoiceSelect = OverlordTankVoiceSelect 286 SoundMoveStart = OverlordTankMoveStart 287 SoundMoveStartDamaged = OverlordTankMoveStart 288 VoiceMove = OverlordTankVoiceMove 289 VoiceGuard = OverlordTankVoiceMove 290 VoiceAttack = OverlordTankVoiceAttack 291 292 UnitSpecificSounds 293 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 294 VoiceCreate = OverlordTankVoiceCreate 295 TurretMoveStart = NoSound 296 TurretMoveLoop = OverlordTankTurretMoveLoop 297 VoiceCrush = OverlordTankVoiceCrush 298 VoiceEnter = OverlordTankVoiceMove 299 VoiceUnload = OverlordTankVoiceUnload 300 End 301 302 ; *** ENGINEERING Parameters *** 303 RadarPriority = UNIT 304 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE 305 306 Body = ActiveBody ModuleTag_02 307 MaxHealth = 1100.0 308 InitialHealth = 1100.0 309 310 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 311 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 312 SubdualDamageCap = 2200 313 SubdualDamageHealRate = 500 314 SubdualDamageHealAmount = 50 315 End 316 317 Behavior = TransportAIUpdate ModuleTag_03 318 Turret 319 TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec 320 ControlledWeaponSlots = PRIMARY 321 End 322 AutoAcquireEnemiesWhenIdle = Yes 323 End 324 325 Locomotor = SET_NORMAL OverlordLocomotor 326 Locomotor = SET_NORMAL_UPGRADED NuclearOverlordLocomotor 327 328 Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 329 DeathWeapon = NuclearTankDeathWeapon 330 StartsActive = No ; turned on by upgrade 331 TriggeredBy = Upgrade_ChinaNuclearTanks 332 End 333 Behavior = LocomotorSetUpgrade ModuleTag_05 334 TriggeredBy = Upgrade_ChinaNuclearTanks 335 End 336 337 Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) 338 Slots = 1 339 DamagePercentToUnits = 100% 340 AllowInsideKindOf = PORTABLE_STRUCTURE 341 PassengersAllowedToFire = Yes 342 PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are 343 ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills 344 End 345 346 Behavior = ObjectCreationUpgrade ModuleTag_07 347 UpgradeObject = OCL_OverlordGattlingCannon 348 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon 349 ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker 350 End 351 Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01 352 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon 353 ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker 354 End 355 Behavior = ObjectCreationUpgrade ModuleTag_08 356 UpgradeObject = OCL_OverlordPropagandaTower 357 TriggeredBy = Upgrade_ChinaOverlordPropagandaTower 358 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker 359 End 360 Behavior = ObjectCreationUpgrade ModuleTag_09 361 UpgradeObject = OCL_OverlordBattleBunker 362 TriggeredBy = Upgrade_ChinaOverlordBattleBunker 363 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower 364 End 365 Behavior = ProductionUpdate ModuleTag_10 366 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 367 End 368 Behavior = CommandSetUpgrade ModuleTag_11 369 CommandSet = ChinaTankOverlordGattlingCannonCommandSet 370 TriggeredBy = Upgrade_ChinaOverlordGattlingCannon 371 ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker 372 End 373 Behavior = CommandSetUpgrade ModuleTag_12 374 CommandSet = ChinaTankOverlordPropagandaTowerCommandSet 375 TriggeredBy = Upgrade_ChinaOverlordPropagandaTower 376 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker 377 End 378 Behavior = CommandSetUpgrade ModuleTag_13 379 CommandSet = ChinaTankOverlordBattleBunkerCommandSet 380 TriggeredBy = Upgrade_ChinaOverlordBattleBunker 381 ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower 382 End 383 384 Behavior = PhysicsBehavior ModuleTag_14 385 Mass = 50.0 386 End 387 388 389 390 ; Smoke for a bit then explode 391 ; Behavior = SlowDeathBehavior 392 ;; ProbabilityModifier = 25 393 ; DestructionDelay = 1500 394 ; DestructionDelayVariance = 500 395 ; FX = INITIAL FX_OverlordSmoke 396 ; OCL = FINAL OCL_ChinaTankOverlordDebris 397 ; FX = FINAL FX_GenericTankDeathExplosion 398 ; End 399 400 ; Catch fire, and explode death 401 ; Behavior = SlowDeathBehavior 402 ;; ProbabilityModifier = 25 403 ; DestructionDelay = 2000 404 ; DestructionDelayVariance = 300 405 ; FX = INITIAL FX_CrusaderCatchFire 406 ; OCL = FINAL OCL_ChinaTankOverlordDebris 407 ; FX = FINAL FX_GenericTankDeathExplosion 408 ; End 409 410 ; Just explode death 411 Behavior = SlowDeathBehavior ModuleTag_16 412 ProbabilityModifier = 25 413 DestructionDelay = 200 414 DestructionDelayVariance = 100 415 OCL = FINAL OCL_ChinaTankOverlordDebris 416 FX = FINAL FX_OverlordExplosionOneFinal 417 End 418 Behavior = CreateCrateDie ModuleTag_17 419 CrateData = SalvageCrateData 420 ;CrateData = EliteTankCrateData 421 ;CrateData = HeroicTankCrateData 422 End 423 424 Behavior = TransitionDamageFX ModuleTag_18 425 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 426 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition 427 End 428 429 Behavior = FlammableUpdate ModuleTag_21 430 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 431 AflameDamageAmount = 3 ; taking this much damage... 432 AflameDamageDelay = 500 ; this often. 433 End 434 435 Geometry = BOX 436 GeometryMajorRadius = 26.0 437 GeometryMinorRadius = 13.0 438 GeometryHeight = 15.0 439 GeometryIsSmall = No 440 Shadow = SHADOW_VOLUME 441 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 442 443 End 444 445 ;------------------------------------------------------------------------------ 446 Object ChinaTankOverlordGattlingCannon 447 448 ; *** ART Parameters *** 449 SelectPortrait = SNGatTower_L 450 ButtonImage = SNGatTower 451 452 ;UpgradeCameo1 = Upgrade_Nationalism 453 UpgradeCameo1 = Upgrade_ChinaUraniumShells 454 UpgradeCameo2 = Upgrade_ChinaNuclearTanks 455 ;UpgradeCameo4 = NONE 456 UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon 457 458 459 Draw = W3DDependencyModelDraw ModuleTag_01 460 OkToChangeModelColor = Yes 461 AttachToBoneInContainer = FIREPOINT01 462 463 DefaultConditionState 464 Model = NVOvrlrd_G 465 Turret = TURRET01 466 TurretPitch = TURRETEL 467 WeaponFireFXBone = PRIMARY Muzzle 468 WeaponMuzzleFlash = PRIMARY MuzzleFX 469 WeaponFireFXBone = SECONDARY Muzzle 470 WeaponMuzzleFlash = SECONDARY MuzzleFX 471 End 472 ConditionState = CONTINUOUS_FIRE_SLOW 473 Model = NVOvrlrd_G 474 Animation = NVOvrlrd_G.NVOvrlrd_G 475 AnimationMode = LOOP 476 AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y 477 End 478 ConditionState = CONTINUOUS_FIRE_MEAN 479 Model = NVOvrlrd_G 480 Animation = NVOvrlrd_G.NVOvrlrd_G 481 AnimationMode = LOOP 482 AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast 483 End 484 ConditionState = CONTINUOUS_FIRE_FAST 485 Model = NVOvrlrd_G 486 Animation = NVOvrlrd_G.NVOvrlrd_G 487 AnimationMode = LOOP 488 AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst 489 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 490 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 491 End 492 493 ConditionState = REALLYDAMAGED 494 Model = NVOvrlrd_GD 495 Turret = TURRET01 496 TurretPitch = TURRETEL 497 WeaponFireFXBone = PRIMARY Muzzle 498 WeaponMuzzleFlash = PRIMARY MuzzleFX 499 WeaponFireFXBone = SECONDARY Muzzle 500 WeaponMuzzleFlash = SECONDARY MuzzleFX 501 ParticleSysBone = Smoke01 SmokeFactionMedium 502 ParticleSysBone = Smoke02 SmokeFactionMedium 503 ParticleSysBone = Smoke03 SmokeFactionMedium 504 ParticleSysBone = SparkM01 SparksMedium 505 ParticleSysBone = SparkM02 SparksMedium 506 End 507 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED 508 Model = NVOvrlrd_GD 509 Animation = NVOvrlrd_G.NVOvrlrd_G 510 AnimationMode = LOOP 511 AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y 512 End 513 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED 514 Model = NVOvrlrd_GD 515 Animation = NVOvrlrd_G.NVOvrlrd_G 516 AnimationMode = LOOP 517 AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast 518 End 519 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED 520 Model = NVOvrlrd_GD 521 Animation = NVOvrlrd_G.NVOvrlrd_G 522 AnimationMode = LOOP 523 AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst 524 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 525 ParticleSysBone = Muzzle02 GattlingMuzzleSmoke 526 End 527 528 End 529 530 ; ***DESIGN parameters *** 531 Side = China 532 EditorSorting = SYSTEM 533 TransportSlotCount = 1 534 WeaponSet 535 Conditions = None 536 Weapon = PRIMARY GattlingBuildingGun 537 Weapon = SECONDARY GattlingBuildingGunAir 538 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 539 End 540 541 ArmorSet 542 Conditions = None 543 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 544 End 545 VisionRange = 200 546 547 ; *** AUDIO Parameters *** 548 UnitSpecificSounds 549 TurretMoveStart = NoSound 550 TurretMoveLoop = NoSound ;TurretMoveLoop 551 VoiceRapidFire = NoSound 552 End 553 554 ; *** ENGINEERING Parameters *** 555 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI 556 Body = StructureBody ModuleTag_02 557 MaxHealth = 100.0 558 InitialHealth = 100.0 559 End 560 561 Behavior = AIUpdateInterface ModuleTag_03 562 Turret 563 ControlledWeaponSlots = PRIMARY SECONDARY 564 TurretTurnRate = 60 // turn rate, in degrees per sec 565 TurretPitchRate = 60 566 AllowsPitch = Yes 567 End 568 AutoAcquireEnemiesWhenIdle = Yes 569 End 570 571 Behavior = DestroyDie ModuleTag_04 572 ;nothing 573 End 574 575 Behavior = WeaponBonusUpgrade ModuleTag_05 576 TriggeredBy = Upgrade_ChinaChainGuns 577 End 578 579 Behavior = StealthDetectorUpdate ModuleTag_06 580 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 581 ;DetectionRange = ??? ; Defaults to VisionRange 582 CanDetectWhileContained = Yes 583 End 584 585 Geometry = BOX 586 GeometryMajorRadius = 8.0 587 GeometryMinorRadius = 8.0 588 GeometryHeight = 9.0 589 GeometryIsSmall = No 590 Shadow = SHADOW_VOLUME 591 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 592 593 End 594 595 ;------------------------------------------------------------------------------ 596 Object ChinaTankOverlordPropagandaTower 597 598 ; *** ART Parameters *** 599 SelectPortrait = SNPropSpeaker_L 600 ButtonImage = SNPropSpeaker 601 602 UpgradeCameo1 = Upgrade_Nationalism 603 UpgradeCameo2 = Upgrade_ChinaUraniumShells 604 UpgradeCameo3 = Upgrade_ChinaNuclearTanks 605 ;UpgradeCameo4 = NONE 606 UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower 607 608 Draw = W3DDependencyModelDraw ModuleTag_01 609 OkToChangeModelColor = Yes 610 AttachToBoneInContainer = FIREPOINT01 611 612 ConditionState = NONE 613 Model = NVOvrlrd_S 614 Animation = NVOvrlrd_S.NVOvrlrd_S 615 AnimationMode = LOOP 616 End 617 ConditionState = REALLYDAMAGED 618 Model = NVOvrlrd_SD 619 ParticleSysBone = Smoke01 SmolderingSmoke 620 ParticleSysBone = Smoke02 SmolderingSmoke 621 ParticleSysBone = Flame01 SmolderingFire 622 ParticleSysBone = Flame01 SmolderingFlameCore 623 ParticleSysBone = Spark01 LiveWireSparks 624 End 625 ; night 626 ConditionState = NIGHT 627 Model = NVOvrlrd_S 628 Animation = NVOvrlrd_S.NVOvrlrd_S 629 AnimationMode = LOOP 630 End 631 End 632 633 PlacementViewAngle = -45 634 635 ; ***DESIGN parameters *** 636 Side = China 637 EditorSorting = SYSTEM 638 TransportSlotCount = 1 639 640 ArmorSet 641 Conditions = None 642 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 643 End 644 VisionRange = 200 645 646 ; *** AUDIO Parameters *** 647 UnitSpecificSounds 648 TurretMoveStart = NoSound 649 TurretMoveLoop = NoSound ;TurretMoveLoop 650 End 651 652 ; *** ENGINEERING Parameters *** 653 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 654 Body = StructureBody ModuleTag_02 655 MaxHealth = 100.0 656 InitialHealth = 100.0 657 End 658 659 Behavior = AIUpdateInterface ModuleTag_03 660 ;<No Data> 661 End 662 663 Behavior = PropagandaTowerBehavior ModuleTag_04 664 Radius = 150.0 665 DelayBetweenUpdates = 2000 ; in milliseconds 666 HealPercentEachSecond = 1% ; get this % of max health every second 667 PulseFX = FX_OverlordPropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates 668 UpgradeRequired = Upgrade_ChinaSubliminalMessaging 669 UpgradedHealPercentEachSecond = 2% ; get this % of max health every second 670 UpgradedPulseFX = FX_OverlordPropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates 671 672 End 673 674 Behavior = DestroyDie ModuleTag_05 675 ;<No Data> 676 End 677 678 Geometry = BOX 679 GeometryMajorRadius = 6.0 680 GeometryMinorRadius = 6.0 681 GeometryHeight = 10.0 682 GeometryIsSmall = No 683 Shadow = SHADOW_VOLUME 684 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 685 686 End 687 688 ;------------------------------------------------------------------------------ 689 Object ChinaTankOverlordBattleBunker 690 691 ; *** ART Parameters *** 692 SelectPortrait = SNBunker_L 693 ButtonImage = SNBunker 694 695 ;UpgradeCameo1 = Upgrade_Nationalism 696 UpgradeCameo1 = Upgrade_ChinaUraniumShells 697 UpgradeCameo2 = Upgrade_ChinaNuclearTanks 698 ;UpgradeCameo4 = NONE 699 UpgradeCameo5 = Upgrade_ChinaOverlordBattleBunker 700 701 Draw = W3DDependencyModelDraw ModuleTag_01 702 OkToChangeModelColor = Yes 703 AttachToBoneInContainer = FIREPOINT01 704 705 ConditionState = NONE 706 Model = NVOvrlrd_B 707 End 708 ConditionState = REALLYDAMAGED 709 Model = NVOvrlrd_BD 710 ParticleSysBone = Smoke01 SmolderingSmoke 711 ParticleSysBone = Smoke02 SmolderingSmoke 712 ParticleSysBone = Flame01 SmolderingFire 713 ParticleSysBone = Flame01 SmolderingFlameCore 714 ParticleSysBone = Spark01 LiveWireSparks 715 End 716 ; night 717 ConditionState = NIGHT 718 Model = NVOvrlrd_B 719 End 720 ConditionState = NIGHT REALLYDAMAGED 721 Model = NVOvrlrd_BD 722 ParticleSysBone = Smoke01 SmolderingSmoke 723 ParticleSysBone = Smoke02 SmolderingSmoke 724 ParticleSysBone = Flame01 SmolderingFire 725 ParticleSysBone = Flame01 SmolderingFlameCore 726 ParticleSysBone = Spark01 LiveWireSparks 727 End 728 End 729 730 PlacementViewAngle = -45 731 732 ; ***DESIGN parameters *** 733 Side = China 734 EditorSorting = SYSTEM 735 TransportSlotCount = 1 736 737 ArmorSet 738 Conditions = None 739 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 740 End 741 VisionRange = 200 742 743 ; *** AUDIO Parameters *** 744 UnitSpecificSounds 745 TurretMoveStart = NoSound 746 TurretMoveLoop = NoSound ;TurretMoveLoop 747 VoiceUnload = OverlordTankVoiceUnload 748 End 749 750 ; *** ENGINEERING Parameters *** 751 KindOf = PRELOAD PORTABLE_STRUCTURE CLICK_THROUGH IGNORED_IN_GUI 752 Body = StructureBody ModuleTag_02 753 MaxHealth = 100.0 754 InitialHealth = 100.0 755 End 756 757 Behavior = TransportContain ModuleTag_03 758 Slots = 5 759 PassengersAllowedToFire = Yes 760 AllowInsideKindOf = INFANTRY 761 EnterSound = GarrisonEnter 762 ExitSound = GarrisonExit 763 DamagePercentToUnits = 50% 764 End 765 766 Behavior = DestroyDie ModuleTag_04 767 ;nothing 768 End 769 770 Geometry = BOX 771 GeometryMajorRadius = 6.0 772 GeometryMinorRadius = 6.0 773 GeometryHeight = 10.0 774 GeometryIsSmall = No 775 Shadow = SHADOW_VOLUME 776 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 777 778 End 779 780 781 782 783 ;------------------------------------------------------------------------------ 784 ;China Dragon Tank 785 Object ChinaTankDragon 786 787 ; *** ART Parameters *** 788 SelectPortrait = SNDragonTank_L 789 ButtonImage = SNDragonTank 790 791 UpgradeCameo1 = Upgrade_ChinaBlackNapalm 792 ;UpgradeCameo2 = NONE 793 ;UpgradeCameo3 = NONE 794 ;UpgradeCameo4 = NONE 795 ;UpgradeCameo5 = NONE 796 797 Draw = W3DTankDraw ModuleTag_01 798 OkToChangeModelColor = Yes 799 800 DefaultConditionState 801 Model = NVDragon 802 Turret = Turret 803 TurretPitch = TURRETEL 804 WeaponFireFXBone = PRIMARY WeaponA 805 WeaponLaunchBone = PRIMARY WeaponA 806 WeaponFireFXBone = SECONDARY WeaponA 807 WeaponLaunchBone = SECONDARY WeaponA 808 End 809 ConditionState = REALLYDAMAGED 810 Model = NVDragon_D 811 Turret = Turret 812 TurretPitch = TURRETEL 813 WeaponFireFXBone = PRIMARY WeaponA 814 WeaponLaunchBone = PRIMARY WeaponA 815 WeaponFireFXBone = SECONDARY WeaponA 816 WeaponLaunchBone = SECONDARY WeaponA 817 End 818 ConditionState = RUBBLE 819 Model = NVDragon_D 820 Turret = Turret 821 TurretPitch = TURRETEL 822 WeaponFireFXBone = PRIMARY WeaponA 823 WeaponLaunchBone = PRIMARY WeaponA 824 WeaponFireFXBone = SECONDARY WeaponA 825 WeaponLaunchBone = SECONDARY WeaponA 826 End 827 828 TrackMarks = EXTnkTrack.tga 829 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 830 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 831 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 832 End 833 834 ; ***DESIGN parameters *** 835 DisplayName = OBJECT:Dragon 836 Side = China 837 EditorSorting = VEHICLE 838 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 839 840 WeaponSet 841 Conditions = None 842 Weapon = PRIMARY DragonTankFlameWeapon 843 Weapon = SECONDARY DragonTankFireWallWeapon 844 AutoChooseSources = SECONDARY NONE 845 End 846 WeaponSet 847 Conditions = PLAYER_UPGRADE 848 Weapon = PRIMARY DragonTankFlameWeaponUpgraded 849 Weapon = SECONDARY DragonTankFireWallWeaponUpgraded 850 AutoChooseSources = SECONDARY NONE 851 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 852 End 853 854 ArmorSet 855 Conditions = None 856 Armor = DragonTankArmor 857 DamageFX = TankDamageFX 858 End 859 BuildCost = 800 860 BuildTime = 10.0 ;in seconds 861 VisionRange = 100 862 ShroudClearingRange = 200 863 Prerequisites 864 Object = ChinaWarFactory 865 End 866 867 ExperienceValue = 50 50 100 150 ;Experience point value at each level 868 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 869 IsTrainable = Yes ;Can gain experience 870 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 871 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 872 CommandSet = ChinaTankDragonCommandSet 873 874 ; *** AUDIO Parameters *** 875 VoiceSelect = DragonTankVoiceSelect 876 VoiceMove = DragonTankVoiceMove 877 VoiceGuard = DragonTankVoiceMove 878 VoiceAttack = DragonTankVoiceAttack 879 SoundMoveStart = DragonTankMoveStart 880 SoundMoveStartDamaged = DragonTankMoveStart 881 882 UnitSpecificSounds 883 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 884 VoiceCreate = DragonTankVoiceCreate 885 TurretMoveStart = NoSound 886 TurretMoveLoop = TurretMoveLoop 887 VoiceEnter = DragonTankVoiceMove 888 VoiceFlameLocation = DragonTankVoiceFireStorm 889 End 890 891 892 ; *** ENGINEERING Parameters *** 893 RadarPriority = UNIT 894 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 895 896 Body = ActiveBody ModuleTag_02 897 MaxHealth = 280.0 898 InitialHealth = 280.0 899 900 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 901 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 902 SubdualDamageCap = 560 903 SubdualDamageHealRate = 500 904 SubdualDamageHealAmount = 50 905 End 906 Behavior = AIUpdateInterface ModuleTag_03 907 Turret 908 TurretTurnRate = 120 909 TurretPitchRate = 120 910 AllowsPitch = Yes 911 MinPhysicalPitch = -15 912 913 TurretFireAngleSweep = PRIMARY 10 914 TurretFireAngleSweep = SECONDARY 60 915 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) 916 TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn 917 ControlledWeaponSlots = PRIMARY SECONDARY 918 End 919 AutoAcquireEnemiesWhenIdle = Yes 920 End 921 Locomotor = SET_NORMAL DragonLocomotor 922 Behavior = PhysicsBehavior ModuleTag_04 923 Mass = 50.0 924 End 925 926 927 Behavior = WeaponSetUpgrade ModuleTag_05 928 TriggeredBy = Upgrade_ChinaBlackNapalm 929 End 930 931 ; A crushing defeat 932 Behavior = DestroyDie ModuleTag_06 933 DeathTypes = NONE +CRUSHED +SPLATTED 934 End 935 Behavior = FXListDie ModuleTag_07 936 DeathTypes = NONE +CRUSHED +SPLATTED 937 DeathFX = FX_CarCrush 938 End 939 Behavior = CreateObjectDie ModuleTag_08 940 DeathTypes = NONE +CRUSHED +SPLATTED 941 CreationList = OCL_CrusaderTank_CrushEffect 942 End 943 Behavior = CreateCrateDie ModuleTag_09 944 CrateData = SalvageCrateData 945 ;CrateData = EliteTankCrateData 946 ;CrateData = HeroicTankCrateData 947 End 948 949 950 ; just explode death 951 Behavior = SlowDeathBehavior ModuleTag_10 952 DeathTypes = ALL -CRUSHED -SPLATTED 953 ; ProbabilityModifier = 33 954 DestructionDelay = 500 955 DestructionDelayVariance = 500 956 FX = INITIAL FX_BattleMasterExplosionOneFinal 957 OCL = FINAL OCL_DragonDebris 958 FX = FINAL FX_DragonTankDeathExplosionFinal 959 End 960 961 ; Catch fire, and explode death 962 ; Behavior = SlowDeathBehavior 963 ; DeathTypes = ALL -CRUSHED -SPLATTED 964 ;; ProbabilityModifier = 33 965 ; DestructionDelay = 2000 966 ; DestructionDelayVariance = 300 967 ; FX = INITIAL FX_CrusaderCatchFire 968 ; OCL = FINAL OCL_DragonDebris 969 ; FX = FINAL FX_GenericTankDeathExplosion 970 ; End 971 972 ; Napalm spills out, and explode death 973 ; Behavior = SlowDeathBehavior 974 ; DeathTypes = ALL -CRUSHED -SPLATTED 975 ;; ProbabilityModifier = 34 976 ; DestructionDelay = 2000 977 ; DestructionDelayVariance = 300 978 ; FX = INITIAL FX_DragonNapalmSpill 979 ; OCL = FINAL OCL_DragonDebris 980 ; FX = FINAL FX_DragonTankDeathExplosionFinal 981 ; End 982 983 ; Turret fly off death 984 ; Behavior = SlowDeathBehavior 985 ; DeathTypes = ALL -CRUSHED -SPLATTED 986 ;; ProbabilityModifier = 25 987 ; DestructionDelay = 500 988 ; DestructionDelayVariance = 100 989 ; FX = INITIAL FX_GenericTankDeathEffect 990 ; OCL = MIDPOINT OCL_DragonDebris 991 ; FX = FINAL FX_GenericTankDeathExplosionFinal 992 ; End 993 994 995 Behavior = FlammableUpdate ModuleTag_12 996 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 997 AflameDamageAmount = 3 ; taking this much damage... 998 AflameDamageDelay = 500 ; this often. 999 End 1000 1001 Behavior = TransitionDamageFX ModuleTag_13 1002 ; ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1003 ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes Psys:DragonTransitionFire 1004 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_DragonDamageTransition 1005 End 1006 1007 Geometry = BOX 1008 GeometryMajorRadius = 15.0 1009 GeometryMinorRadius = 10.0 1010 GeometryHeight = 11.0 ; Height set to allow clear clipping of projectile stream 1011 GeometryIsSmall = Yes 1012 Shadow = SHADOW_VOLUME 1013 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 1014 1015 End 1016 1017 1018 1019 1020 1021 ;------------------------------------------------------------------------------ 1022 Object ChinaVehicleTroopCrawler 1023 1024 ; *** ART Parameters *** 1025 SelectPortrait = SNTransport_L 1026 ButtonImage = SNTransport 1027 1028 ;UpgradeCameo1 = NONE 1029 ;UpgradeCameo2 = NONE 1030 ;UpgradeCameo3 = NONE 1031 ;UpgradeCameo4 = NONE 1032 ;UpgradeCameo5 = NONE 1033 1034 Draw = W3DTruckDraw ModuleTag_01 1035 OkToChangeModelColor = Yes 1036 ConditionState = NONE 1037 Model = NVTCrawler 1038 ;note, the IRSonar particle system is added in StealthDetectorUpdate.cpp, not here 1039 End 1040 ConditionState = REALLYDAMAGED RUBBLE ; THIS IS VERY IMPORTANT... DO NOT REMOVE 'RUBBLE' 1041 ; @todo find out why a non-animating model like this has such trouble matching 1042 ; reallydamaged against moving against rubble, etc. 1043 Model = NVTCrawler_D 1044 End 1045 1046 TrackMarks = EXTireTrack.tga 1047 1048 Dust = RocketBuggyDust 1049 DirtSpray = RocketBuggyDirtSpray 1050 ; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide 1051 1052 ; These parameters are only used if the model has a separate suspension, 1053 ; and the locomotor has HasSuspension = Yes. 1054 LeftFrontTireBone = Wheel01 1055 RightFrontTireBone = Wheel08 1056 LeftRearTireBone = Wheel03 1057 RightRearTireBone = Wheel05 1058 MidLeftFrontTireBone = Wheel02 1059 MidRightFrontTireBone = Wheel07 1060 MidLeftRearTireBone = Wheel04 1061 MidRightRearTireBone = Wheel06 1062 1063 TireRotationMultiplier = 0.2 ; this * speed = rotation. 1064 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 1065 1066 End 1067 1068 1069 ; ***DESIGN parameters *** 1070 DisplayName = OBJECT:TroopCrawler 1071 Side = China 1072 EditorSorting = VEHICLE 1073 TransportSlotCount = 8 ;Just enough to fit into a Chinook. 1074 WeaponSet 1075 Conditions = None 1076 Weapon = PRIMARY TroopCrawlerAssault 1077 End 1078 ArmorSet 1079 Conditions = None 1080 Armor = TankArmor 1081 DamageFX = TankDamageFX 1082 End 1083 BuildCost = 1400 1084 BuildTime = 15.0 ;in seconds 1085 VisionRange = 175 ;Needs to see farther and match it's weapon range -- else troop crawlers will get slaughtered against tanks! 1086 ShroudClearingRange = 400 1087 Prerequisites 1088 Object = ChinaWarFactory 1089 End 1090 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1091 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1092 CommandSet = ChinaTroopCrawlerCommandSet 1093 1094 ; *** AUDIO Parameters *** 1095 VoiceSelect = TroopCrawlerVoiceSelect 1096 VoiceMove = TroopCrawlerVoiceMove 1097 VoiceGuard = TroopCrawlerVoiceMove 1098 VoiceAttack = TroopCrawlerVoiceAttack 1099 SoundMoveStart = TroopCrawlerMoveStart 1100 SoundMoveStartDamaged = TroopCrawlerMoveStart 1101 SoundEnter = HumveeEnter 1102 SoundExit = HumveeExit 1103 UnitSpecificSounds 1104 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1105 VoiceCreate = TroopCrawlerVoiceCreate 1106 TurretMoveStart = NoSound 1107 TurretMoveLoop = TurretMoveLoop 1108 TruckLandingSound = NoSound ;RocketBuggyLand 1109 TruckPowerslideSound = NoSound ;RocketBuggyPowerslide 1110 VoiceCrush = TroopCrawlerVoiceCrush 1111 VoiceUnload = TroopCrawlerVoiceUnload 1112 VoiceEnter = TroopCrawlerVoiceMove 1113 End 1114 1115 1116 ; *** ENGINEERING Parameters *** 1117 RadarPriority = UNIT 1118 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE 1119 1120 Body = ActiveBody ModuleTag_02 1121 MaxHealth = 240.0 1122 InitialHealth = 240.0 1123 1124 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1125 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1126 SubdualDamageCap = 480 1127 SubdualDamageHealRate = 500 1128 SubdualDamageHealAmount = 50 1129 End 1130 Behavior = StealthDetectorUpdate ModuleTag_03 1131 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 1132 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 1133 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 1134 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 1135 PingSound = IRPing 1136 LoudPingSound = IRPingLoud 1137 ;;; IRParticleSysName = IRDetectSonar 1138 ;;; IRBrightParticleSysName = IRDetectSonarBright 1139 ;;; IRGridParticleSysName = IRDetectGrid 1140 IRBeaconParticleSysName = IRLenzflare 1141 IRParticleSysBone = IRFX 1142 End 1143 1144 ;OBSOLETE 1145 ; Behavior = AIUpdateInterface ModuleTag_04 1146 ; Turret 1147 ; ControlledWeaponSlots = PRIMARY 1148 ; End 1149 ; End 1150 Behavior = AssaultTransportAIUpdate ModuleTag_NewAI 1151 MembersGetHealedAtLifeRatio = 0.5 1152 End 1153 1154 Locomotor = SET_NORMAL TroopCrawlerLocomotor 1155 Behavior = PhysicsBehavior ModuleTag_05 1156 Mass = 50.0 1157 End 1158 Behavior = TransportContain ModuleTag_06 1159 Slots = 8 1160 InitialPayload = ChinaInfantryRedguard 8 1161 ScatterNearbyOnExit = No 1162 HealthRegen%PerSec = 10 1163 DamagePercentToUnits = 10% 1164 AllowInsideKindOf = INFANTRY 1165 ExitDelay = 250 1166 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 1167 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 1168 End 1169 1170 Behavior = SlowDeathBehavior ModuleTag_07 1171 DeathTypes = ALL -CRUSHED -SPLATTED 1172 DestructionDelay = 1 1173 FX = FINAL FX_SupplyTruckExplosionOneFinal 1174 OCL = FINAL OCL_FinalTroopCrawlerDebris 1175 End 1176 1177 Behavior = TransitionDamageFX ModuleTag_08 1178 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 1179 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 1180 End 1181 1182 Behavior = DestroyDie ModuleTag_09 1183 DeathTypes = NONE +CRUSHED +SPLATTED 1184 End 1185 1186 Behavior = FXListDie ModuleTag_10 1187 DeathTypes = NONE +CRUSHED +SPLATTED 1188 DeathFX = FX_CarCrush 1189 End 1190 1191 ; A crushing defeat 1192 Behavior = FXListDie ModuleTag_11 1193 DeathTypes = NONE +CRUSHED +SPLATTED 1194 DeathFX = FX_CarCrush 1195 End 1196 1197 Behavior = CreateCrateDie ModuleTag_12 1198 CrateData = SalvageCrateData 1199 ;CrateData = EliteTankCrateData 1200 ;CrateData = HeroicTankCrateData 1201 End 1202 1203 Behavior = FlammableUpdate ModuleTag_21 1204 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1205 AflameDamageAmount = 3 ; taking this much damage... 1206 AflameDamageDelay = 500 ; this often. 1207 End 1208 1209 Geometry = BOX 1210 GeometryMajorRadius = 22.0 1211 GeometryMinorRadius = 9.0 1212 GeometryHeight = 13.0 1213 GeometryIsSmall = No 1214 Shadow = SHADOW_VOLUME 1215 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 1216 1217 End 1218 1219 1220 1221 1222 1223 1224 ;------------------------------------------------------------------------------ 1225 Object ChinaVehicleInfernoCannon 1226 1227 ; *** ART Parameters *** 1228 SelectPortrait = SNInferno_L 1229 ButtonImage = SNInferno 1230 1231 UpgradeCameo1 = Upgrade_ChinaBlackNapalm 1232 ;UpgradeCameo2 = NONE 1233 ;UpgradeCameo3 = NONE 1234 ;UpgradeCameo4 = NONE 1235 ;UpgradeCameo5 = NONE 1236 1237 Draw = W3DTankDraw ModuleTag_01 1238 OkToChangeModelColor = Yes 1239 ConditionState = NONE 1240 Model = NVInferno 1241 Turret = Turret 1242 TurretPitch = TurretEL 1243 WeaponFireFXBone = PRIMARY Muzzle 1244 WeaponRecoilBone = PRIMARY Barrel 1245 WeaponMuzzleFlash = PRIMARY MuzzleFX 1246 WeaponLaunchBone = PRIMARY Muzzle 1247 End 1248 1249 ConditionState = RUBBLE REALLYDAMAGED 1250 Model = NVInferno_D 1251 Turret = Turret 1252 TurretPitch = TurretEL 1253 WeaponFireFXBone = PRIMARY Muzzle 1254 WeaponRecoilBone = PRIMARY Barrel 1255 WeaponMuzzleFlash = PRIMARY MuzzleFX 1256 WeaponLaunchBone = PRIMARY Muzzle 1257 End 1258 1259 TrackMarks = EXTnkTrack.tga 1260 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 1261 End 1262 1263 ; ***DESIGN parameters *** 1264 DisplayName = OBJECT:InfernoCannon 1265 Side = China 1266 EditorSorting = VEHICLE 1267 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1268 WeaponSet 1269 Conditions = None 1270 Weapon = PRIMARY InfernoCannonGun 1271 End 1272 WeaponSet 1273 Conditions = PLAYER_UPGRADE 1274 Weapon = PRIMARY InfernoCannonGunUpgraded 1275 End 1276 ArmorSet 1277 Conditions = None 1278 Armor = TankArmor 1279 DamageFX = TankDamageFX 1280 End 1281 BuildCost = 900 1282 BuildTime = 15.0 ;in seconds 1283 VisionRange = 180 1284 ShroudClearingRange = 300 1285 Prerequisites 1286 Object = ChinaWarFactory 1287 Object = ChinaPropagandaCenter 1288 End 1289 1290 ExperienceValue = 50 50 100 150 ;Experience point value at each level 1291 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 1292 IsTrainable = Yes ;Can gain experience 1293 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1294 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1295 CommandSet = ChinaVehicleInfernoCannonCommandSet 1296 1297 ; *** AUDIO Parameters *** 1298 VoiceSelect = InfernoCannonVoiceSelect 1299 VoiceMove = InfernoCannonVoiceMove 1300 VoiceGuard = InfernoCannonVoiceMove 1301 VoiceAttack = InfernoCannonVoiceAttack 1302 SoundMoveStart = InfernoCannonMoveStart 1303 SoundMoveStartDamaged = InfernoCannonMoveStart 1304 UnitSpecificSounds 1305 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1306 VoiceCreate = InfernoCannonVoiceCreate 1307 TurretMoveStart = NoSound 1308 TurretMoveLoop = NoSound 1309 VoiceCrush = InfernoCannonVoiceCrush 1310 VoiceEnter = InfernoCannonVoiceMove 1311 End 1312 1313 1314 ; *** ENGINEERING Parameters *** 1315 RadarPriority = UNIT 1316 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 1317 1318 Body = ActiveBody ModuleTag_02 1319 MaxHealth = 120.0 1320 InitialHealth = 120.0 1321 1322 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1323 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1324 SubdualDamageCap = 240 1325 SubdualDamageHealRate = 500 1326 SubdualDamageHealAmount = 50 1327 End 1328 1329 Behavior = VeterancyGainCreate ModuleTag_03 1330 StartingLevel = VETERAN 1331 ScienceRequired = SCIENCE_ArtilleryTraining 1332 End 1333 1334 Behavior = AIUpdateInterface ModuleTag_04 1335 Turret 1336 TurretTurnRate = 100 1337 TurretPitchRate = 100 1338 AllowsPitch = Yes 1339 FirePitch = 45 1340 ControlledWeaponSlots = PRIMARY 1341 End 1342 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 1343 End 1344 Locomotor = SET_NORMAL InfernoLocomotor 1345 Behavior = PhysicsBehavior ModuleTag_05 1346 Mass = 50.0 1347 End 1348 1349 ; A crushing defeat 1350 Behavior = FXListDie ModuleTag_06 1351 DeathTypes = NONE +CRUSHED +SPLATTED 1352 DeathFX = FX_CarCrush 1353 End 1354 Behavior = CreateObjectDie ModuleTag_07 1355 DeathTypes = NONE +CRUSHED +SPLATTED 1356 CreationList = OCL_CrusaderTank_CrushEffect 1357 End 1358 Behavior = SlowDeathBehavior ModuleTag_08 1359 DeathTypes = ALL -CRUSHED -SPLATTED 1360 ProbabilityModifier = 50 1361 DestructionDelay = 2000 1362 DestructionDelayVariance = 300 1363 FX = INITIAL FX_CrusaderCatchFire 1364 FX = FINAL FX_GenericTankDeathExplosion 1365 OCL = FINAL OCL_InfernoCannonDeathEffect 1366 End 1367 1368 Behavior = TransitionDamageFX ModuleTag_09 1369 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 1370 ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 1371 End 1372 1373 Behavior = CreateCrateDie ModuleTag_10 1374 CrateData = SalvageCrateData 1375 ;CrateData = EliteTankCrateData 1376 ;CrateData = HeroicTankCrateData 1377 End 1378 1379 Behavior = WeaponSetUpgrade ModuleTag_11 1380 TriggeredBy = Upgrade_ChinaBlackNapalm 1381 End 1382 1383 Behavior = FlammableUpdate ModuleTag_21 1384 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1385 AflameDamageAmount = 3 ; taking this much damage... 1386 AflameDamageDelay = 500 ; this often. 1387 End 1388 1389 Behavior = DestroyDie ModuleTag_22 1390 DeathTypes = NONE +CRUSHED +SPLATTED 1391 End 1392 1393 Geometry = BOX 1394 GeometryMajorRadius = 15.0 1395 GeometryMinorRadius = 10.0 1396 GeometryHeight = 15.0 1397 GeometryIsSmall = Yes 1398 Shadow = SHADOW_VOLUME 1399 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 1400 1401 End 1402 1403 1404 1405 1406 1407 1408 1409 ;------------------------------------------------------------------------------ 1410 ;Also called NukeCannon 1411 Object ChinaVehicleNukeLauncher 1412 1413 ; *** ART Parameters *** 1414 SelectPortrait = SNNukeCannon_L 1415 ButtonImage = SNNukeCannon 1416 1417 UpgradeCameo1 = Upgrade_ChinaNeutronShells 1418 ;UpgradeCameo2 = NONE 1419 ;UpgradeCameo3 = NONE 1420 ;UpgradeCameo4 = NONE 1421 ;UpgradeCameo5 = NONE 1422 1423 Draw = W3DTankDraw ModuleTag_01 1424 1425 InitialRecoilSpeed = 120 1426 MaxRecoilDistance = 8 1427 RecoilSettleSpeed = 6 1428 1429 OkToChangeModelColor = Yes 1430 1431 ExtraPublicBone = Turret01 1432 1433 DefaultConditionState 1434 Model = NVNukeCn 1435 WeaponLaunchBone = PRIMARY Muzzle 1436 WeaponMuzzleFlash = PRIMARY MuzzleFX 1437 WeaponFireFXBone = PRIMARY Muzzle 1438 WeaponRecoilBone = PRIMARY Barrel 1439 WeaponLaunchBone = SECONDARY Muzzle 1440 WeaponMuzzleFlash = SECONDARY MuzzleFX 1441 WeaponFireFXBone = SECONDARY Muzzle 1442 WeaponRecoilBone = SECONDARY Barrel 1443 HideSubObject = TURRET01 ;Hide controlled turret 1444 ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret 1445 Turret = Turret01 1446 TurretPitch = TurretEL 1447 End 1448 1449 ConditionState = RUBBLE 1450 Model = NVNukeCn_D1 1451 WeaponLaunchBone = PRIMARY Muzzle 1452 WeaponMuzzleFlash = PRIMARY MuzzleFX 1453 WeaponRecoilBone = PRIMARY Barrel 1454 WeaponLaunchBone = SECONDARY Muzzle 1455 WeaponMuzzleFlash = SECONDARY MuzzleFX 1456 WeaponRecoilBone = SECONDARY Barrel 1457 HideSubObject = TURRET01 ;Hide controlled turret 1458 ShowSubObject = TURRETFRONT TURRETBACK ;Show pack/unpack animated turret 1459 Turret = Turret01 1460 TurretPitch = TurretEL 1461 End 1462 1463 ;*** PACKED STATE -- ready to move *** 1464 ConditionState = MOVING 1465 Animation = NVNukeCn.NVNukeCn 1466 AnimationMode = ONCE_BACKWARDS 1467 Flags = START_FRAME_FIRST 1468 End 1469 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 1470 AliasConditionState = BETWEEN_FIRING_SHOTS_A 1471 ;*** 1472 ConditionState = REALLYDAMAGED MOVING 1473 Model = NVNukeCn_D 1474 Animation = NVNukeCn_D.NVNukeCn_D 1475 AnimationMode = ONCE_BACKWARDS 1476 Flags = START_FRAME_FIRST 1477 End 1478 AliasConditionState = REALLYDAMAGED MOVING BETWEEN_FIRING_SHOTS_A ;Very long shot delay -- possibly moving 1479 1480 1481 ;*** UNPACKING STATE -- preparing to fire *** 1482 ConditionState = UNPACKING 1483 Animation = NVNukeCn.NVNukeCn 1484 AnimationMode = MANUAL 1485 End 1486 AliasConditionState = UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 1487 ;*** 1488 ConditionState = REALLYDAMAGED UNPACKING 1489 Model = NVNukeCn_D 1490 Animation = NVNukeCn_D.NVNukeCn_D 1491 AnimationMode = MANUAL 1492 End 1493 AliasConditionState = REALLYDAMAGED UNPACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 1494 1495 ;*** PACKING STATE -- preparing to move *** 1496 ConditionState = PACKING 1497 Animation = NVNukeCn.NVNukeCn 1498 AnimationMode = MANUAL 1499 End 1500 1501 AliasConditionState = PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 1502 ;*** 1503 ConditionState = REALLYDAMAGED PACKING 1504 Model = NVNukeCn_D 1505 Animation = NVNukeCn_D.NVNukeCn_D 1506 AnimationMode = MANUAL 1507 End 1508 AliasConditionState = REALLYDAMAGED PACKING BETWEEN_FIRING_SHOTS_A ;Very long shot delay 1509 1510 ;*** DEPLOYED STATE -- ready to fire *** 1511 ConditionState = DEPLOYED 1512 Animation = NVNukeCn.NVNukeCn 1513 AnimationMode = ONCE 1514 Flags = START_FRAME_LAST 1515 TransitionKey = TRANS_FIRING_A 1516 HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret 1517 ShowSubObject = TURRET01 ;Show controlled turret 1518 End 1519 AliasConditionState = DEPLOYED FIRING_A 1520 AliasConditionState = DEPLOYED BETWEEN_FIRING_SHOTS_A 1521 AliasConditionState = DEPLOYED RELOADING_A 1522 AliasConditionState = DEPLOYED MOVING 1523 1524 ConditionState = DEPLOYED REALLYDAMAGED 1525 Model = NVNukeCn_D 1526 Animation = NVNukeCn_D.NVNukeCn_D 1527 AnimationMode = ONCE 1528 Flags = START_FRAME_LAST 1529 TransitionKey = TRANS_FIRING_A 1530 HideSubObject = TURRETFRONT TURRETBACK ;Hide pack/unpack animated turret 1531 ShowSubObject = TURRET01 ;Show controlled turret 1532 End 1533 AliasConditionState = DEPLOYED REALLYDAMAGED FIRING_A 1534 AliasConditionState = DEPLOYED REALLYDAMAGED BETWEEN_FIRING_SHOTS_A 1535 AliasConditionState = DEPLOYED REALLYDAMAGED RELOADING_A 1536 AliasConditionState = DEPLOYED REALLYDAMAGED MOVING 1537 1538 TrackMarks = EXTnkTrack.tga 1539 TreadAnimationRate = 4.0 ; amount of tread texture to move per second 1540 End 1541 1542 ; ***DESIGN parameters *** 1543 DisplayName = OBJECT:NukeLauncher 1544 Side = China 1545 EditorSorting = VEHICLE 1546 TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) 1547 WeaponSet 1548 Conditions = None 1549 Weapon = PRIMARY NukeCannonGun 1550 Weapon = SECONDARY NukeCannonNeutronWeapon 1551 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 1552 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 1553 ShareWeaponReloadTime = Yes 1554 End 1555 1556 1557 ArmorSet 1558 Conditions = None 1559 Armor = TankArmor 1560 DamageFX = TankDamageFX 1561 End 1562 BuildCost = 1600 1563 BuildTime = 20.0 ;in seconds 1564 VisionRange = 180 1565 ShroudClearingRange = 350 1566 Prerequisites 1567 Object = ChinaWarFactory 1568 Object = ChinaPropagandaCenter 1569 Science = SCIENCE_NukeLauncher 1570 End 1571 1572 ExperienceValue = 50 100 200 400 ;Experience point value at each level 1573 ExperienceRequired = 0 400 600 1000 ;Experience points needed to gain each level 1574 IsTrainable = Yes ;Can gain experience 1575 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1576 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1577 CommandSet = ChinaVehicleNukeCannonCommandSet 1578 1579 ; *** AUDIO Parameters *** 1580 VoiceSelect = NukeCannonVoiceSelect 1581 VoiceMove = NukeCannonVoiceMove 1582 VoiceGuard = NukeCannonVoiceMove 1583 VoiceAttack = NukeCannonVoiceAttack 1584 SoundMoveStart = NukeCannonMoveStart 1585 SoundMoveStartDamaged = NukeCannonMoveStart 1586 UnitSpecificSounds 1587 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1588 VoiceCreate = NukeCannonVoiceCreate 1589 TurretMoveStart = NoSound 1590 TurretMoveLoop = NukeCannonTurretMoveLoop 1591 VoiceEnter = NukeCannonVoiceMove 1592 Deploy = NukeCannonDeploy 1593 Undeploy = NukeCannonUnDeploy 1594 End 1595 1596 1597 ; *** ENGINEERING Parameters *** 1598 RadarPriority = UNIT 1599 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE 1600 1601 Body = ActiveBody ModuleTag_02 1602 MaxHealth = 240.0 1603 InitialHealth = 240.0 1604 1605 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1606 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1607 SubdualDamageCap = 480 1608 SubdualDamageHealRate = 500 1609 SubdualDamageHealAmount = 50 1610 End 1611 1612 Behavior = VeterancyGainCreate ModuleTag_03 1613 StartingLevel = VETERAN 1614 ScienceRequired = SCIENCE_ArtilleryTraining 1615 End 1616 1617 Behavior = DeployStyleAIUpdate ModuleTag_04 1618 Turret 1619 TurretTurnRate = 80 1620 TurretPitchRate = 80 1621 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here 1622 AllowsPitch = Yes 1623 RecenterTime = 5000 ; how long to wait during idle before recentering 1624 ControlledWeaponSlots = PRIMARY SECONDARY 1625 NaturalTurretAngle = 0 1626 InitiallyDisabled = Yes 1627 End 1628 AutoAcquireEnemiesWhenIdle = No 1629 PackTime = 3333 1630 UnpackTime = 3333 1631 TurretsFunctionOnlyWhenDeployed = Yes 1632 TurretsMustCenterBeforePacking = Yes 1633 ManualDeployAnimations = Yes 1634 End 1635 1636 Locomotor = SET_NORMAL ChinaNukeCannonLocomotor 1637 Behavior = PhysicsBehavior ModuleTag_05 1638 Mass = 50.0 1639 End 1640 1641 Behavior = SlowDeathBehavior ModuleTag_06 1642 DeathTypes = ALL -CRUSHED -SPLATTED 1643 DestructionDelay = 500 1644 DestructionDelayVariance = 100 1645 FX = INITIAL FX_BattleMasterExplosionOneFinal 1646 OCL = INITIAL OCL_RadiationFieldSmall 1647 OCL = MIDPOINT OCL_ChinaVehicleNukeCannonDie 1648 OCL = FINAL OCL_RadiationFieldSmall 1649 FX = FINAL FX_ChinaVehicleNukeCannonDeathExplosion 1650 End 1651 1652 ; A crushing defeat 1653 Behavior = FXListDie ModuleTag_07 1654 DeathTypes = NONE +CRUSHED +SPLATTED 1655 DeathFX = FX_CarCrush 1656 End 1657 Behavior = CreateObjectDie ModuleTag_08 1658 DeathTypes = NONE +CRUSHED +SPLATTED 1659 CreationList = OCL_CrusaderTank_CrushEffect 1660 End 1661 Behavior = CreateCrateDie ModuleTag_09 1662 CrateData = SalvageCrateData 1663 ;CrateData = EliteTankCrateData 1664 ;CrateData = HeroicTankCrateData 1665 End 1666 1667 Behavior = TransitionDamageFX ModuleTag_10 1668 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 1669 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 1670 End 1671 1672 Behavior = DestroyDie ModuleTag_11 1673 DeathTypes = NONE +CRUSHED +SPLATTED 1674 End 1675 1676 Behavior = FlammableUpdate ModuleTag_21 1677 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1678 AflameDamageAmount = 3 ; taking this much damage... 1679 AflameDamageDelay = 500 ; this often. 1680 End 1681 1682 Behavior = ProductionUpdate ModuleTag_12 1683 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 1684 End 1685 1686 Geometry = BOX 1687 GeometryMajorRadius = 32.0 1688 GeometryMinorRadius = 10.0 1689 GeometryHeight = 17.0 1690 GeometryIsSmall = No 1691 Shadow = SHADOW_VOLUME 1692 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 1693 1694 End 1695 1696 1697 1698 1699 1700 ;------------------------------------------------------------------------------ 1701 Object ChinaTankGattling 1702 1703 ; *** ART Parameters *** 1704 SelectPortrait = SNGatlingTank_L 1705 ButtonImage = SNGatlingTank 1706 1707 ;UpgradeCameo1 = Upgrade_Nationalism 1708 UpgradeCameo1 = Upgrade_ChinaChainGuns 1709 ;UpgradeCameo3 = NONE 1710 ;UpgradeCameo4 = NONE 1711 ;UpgradeCameo5 = NONE 1712 1713 Draw = W3DTankDraw ModuleTag_01 1714 OkToChangeModelColor = Yes 1715 1716 DefaultConditionState 1717 Model = NVGattTank 1718 Animation = NVGattTank.NVGattTank 1719 AnimationMode = MANUAL 1720 Turret = TURRET01 1721 TurretPitch = TURRETEL01 1722 WeaponMuzzleFlash = PRIMARY MuzzleFX 1723 WeaponFireFXBone = PRIMARY Muzzle 1724 WeaponMuzzleFlash = SECONDARY MuzzleFX 1725 WeaponFireFXBone = SECONDARY Muzzle 1726 End 1727 1728 ConditionState = REALLYDAMAGED RUBBLE 1729 Model = NVGattTank_D 1730 End 1731 1732 1733 ;-----pristine attacking---------------------- 1734 ConditionState = ATTACKING 1735 Model = NVGattTank 1736 Animation = NVGattTank.NVGattTank 1737 AnimationMode = LOOP 1738 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y 1739 End 1740 1741 ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING 1742 Model = NVGattTank 1743 Animation = NVGattTank.NVGattTank 1744 AnimationMode = LOOP 1745 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 1746 End 1747 1748 ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING 1749 Model = NVGattTank 1750 Animation = NVGattTank.NVGattTank 1751 AnimationMode = LOOP 1752 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 1753 End 1754 1755 ConditionState = CONTINUOUS_FIRE_FAST ATTACKING 1756 Model = NVGattTank 1757 Animation = NVGattTank.NVGattTank 1758 AnimationMode = LOOP 1759 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 1760 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 1761 End 1762 1763 ;-----damaged attacking---------------------- 1764 ConditionState REALLYDAMAGED ATTACKING 1765 Model = NVGattTank_D 1766 Animation = NVGattTank_D.NVGattTank_D 1767 AnimationMode = LOOP 1768 AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate extemely sloowly 1769 End 1770 ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING 1771 Model = NVGattTank_D 1772 Animation = NVGattTank_D.NVGattTank_D 1773 AnimationMode = LOOP 1774 AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y 1775 End 1776 1777 ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING 1778 Model = NVGattTank_D 1779 Animation = NVGattTank_D.NVGattTank_D 1780 AnimationMode = LOOP 1781 AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast 1782 End 1783 1784 ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING 1785 Model = NVGattTank_D 1786 Animation = NVGattTank_D.NVGattTank_D 1787 AnimationMode = LOOP 1788 ParticleSysBone = Muzzle01 GattlingMuzzleSmoke 1789 AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst 1790 End 1791 1792 1793 1794 1795 TrackMarks = EXTnkTrack.tga 1796 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 1797 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 1798 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 1799 End 1800 1801 ; ***DESIGN parameters *** 1802 DisplayName = OBJECT:GattlingTank 1803 Side = China 1804 EditorSorting = VEHICLE 1805 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 1806 1807 WeaponSet 1808 Conditions = None 1809 Weapon = PRIMARY GattlingTankGun 1810 PreferredAgainst = PRIMARY AIRCRAFT 1811 Weapon = SECONDARY GattlingTankGunAir 1812 End 1813 1814 ArmorSet 1815 Conditions = None 1816 Armor = AntiAirVehicle 1817 DamageFX = TankDamageFX 1818 End 1819 BuildCost = 800 1820 BuildTime = 10.0 ;in seconds 1821 VisionRange = 150 1822 ShroudClearingRange = 360 1823 Prerequisites 1824 Object = ChinaWarFactory 1825 End 1826 1827 ExperienceValue = 50 50 100 150 ;Experience point value at each level 1828 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 1829 IsTrainable = Yes ;Can gain experience 1830 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1831 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1832 CommandSet = ChinaVehicleGattlingTankCommandSet 1833 1834 1835 ; *** AUDIO Parameters *** 1836 VoiceSelect = GattlingTankVoiceSelect 1837 VoiceMove = GattlingTankVoiceMove 1838 VoiceGuard = GattlingTankVoiceMove 1839 VoiceAttack = GattlingTankVoiceAttack 1840 SoundMoveStart = GattlingTankMoveStart 1841 SoundMoveStartDamaged = GattlingTankMoveStart 1842 1843 UnitSpecificSounds 1844 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1845 VoiceCreate = GattlingTankVoiceCreate 1846 TurretMoveStart = NoSound 1847 TurretMoveLoop = TurretMoveLoopLoud 1848 VoiceCrush = GattlingTankVoiceCrush 1849 VoiceEnter = GattlingTankVoiceMove 1850 VoiceRapidFire = GattlingTankVoiceRapid 1851 End 1852 1853 ; *** ENGINEERING Parameters *** 1854 RadarPriority = UNIT 1855 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 1856 1857 Body = ActiveBody ModuleTag_02 1858 MaxHealth = 300.0 1859 InitialHealth = 300.0 1860 1861 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1862 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1863 SubdualDamageCap = 600 1864 SubdualDamageHealRate = 500 1865 SubdualDamageHealAmount = 50 1866 End 1867 Behavior = AIUpdateInterface ModuleTag_03 1868 Turret 1869 ControlledWeaponSlots = PRIMARY SECONDARY 1870 TurretTurnRate = 180 // turn rate, in degrees per sec 1871 TurretPitchRate = 180 1872 AllowsPitch = Yes 1873 FiresWhileTurning = Yes 1874 NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 1875 ; since you never know from whence cometh danger 1876 End 1877 AutoAcquireEnemiesWhenIdle = Yes 1878 MoodAttackCheckRate = 250 1879 End 1880 1881 Locomotor = SET_NORMAL GattlingTankLocomotor 1882 Behavior = PhysicsBehavior ModuleTag_04 1883 Mass = 40.0 1884 End 1885 1886 ; Behavior = DestroyDie 1887 ; ;nothing 1888 ; End 1889 1890 ; Just explode death 1891 Behavior = SlowDeathBehavior ModuleTag_05 1892 ProbabilityModifier = 19 1893 DestructionDelay = 200 1894 DestructionDelayVariance = 100 1895 1896 SinkRate = 0.5 ; in Dist/Sec 1897 1898 OCL = FINAL OCL_ChinaTankGattlingDebris 1899 FX = FINAL FX_GattlingExplosionOneFinal 1900 End 1901 1902 Behavior = CreateCrateDie ModuleTag_06 1903 CrateData = SalvageCrateData 1904 ;CrateData = EliteTankCrateData 1905 ;CrateData = HeroicTankCrateData 1906 End 1907 1908 Behavior = TransitionDamageFX ModuleTag_07 1909 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 1910 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 1911 End 1912 1913 Behavior = FlammableUpdate ModuleTag_21 1914 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1915 AflameDamageAmount = 3 ; taking this much damage... 1916 AflameDamageDelay = 500 ; this often. 1917 End 1918 1919 Behavior = WeaponBonusUpgrade ModuleTag_22 1920 TriggeredBy = Upgrade_ChinaChainGuns 1921 End 1922 1923 Geometry = BOX 1924 GeometryMajorRadius = 15.0 1925 GeometryMinorRadius = 10.0 1926 1927 GeometryHeight = 15.0 1928 GeometryIsSmall = Yes 1929 Shadow = SHADOW_VOLUME 1930 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 1931 1932 End 1933 1934 1935 1936 ;------------------------------------------------------------------------------ 1937 ;China Supply Truck 1938 Object ChinaVehicleSupplyTruck 1939 1940 ; *** ART Parameters *** 1941 1942 SelectPortrait = SNSupplyTruck_L 1943 ButtonImage = SNSupplyTruck 1944 1945 ;UpgradeCameo1 = NONE 1946 ;UpgradeCameo2 = NONE 1947 ;UpgradeCameo3 = NONE 1948 ;UpgradeCameo4 = NONE 1949 ;UpgradeCameo5 = NONE 1950 1951 Draw = W3DTruckDraw ModuleTag_01 1952 OkToChangeModelColor = Yes 1953 1954 DefaultConditionState 1955 Model = NVSSUPPLYTK 1956 HideSubObject = Cargo01 1957 End 1958 1959 ConditionState = REALLYDAMAGED 1960 Model = NVSSUPPLYTK_D 1961 End 1962 1963 ConditionState = RUBBLE 1964 Model = NVSSUPPLYTK_D 1965 End 1966 1967 ConditionState = CARRYING 1968 ShowSubObject = Cargo01 1969 End 1970 1971 ConditionState = REALLYDAMAGED CARRYING 1972 Model = NVSSUPPLYTK_D 1973 ShowSubObject = Cargo01 1974 End 1975 1976 ConditionState = RUBBLE CARRYING 1977 Model = NVSSUPPLYTK_D 1978 ShowSubObject = Cargo01 1979 End 1980 1981 TrackMarks = EXTireTrack.tga 1982 1983 LeftFrontTireBone = Tire01 1984 RightFrontTireBone = Tire02 1985 MidLeftRearTireBone = Tire03 1986 MidRightRearTireBone = Tire04 1987 LeftRearTireBone = Tire05 1988 RightRearTireBone = Tire06 1989 TireRotationMultiplier = 0.2 ; this * speed = rotation. 1990 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 1991 1992 Dust = RocketBuggyDust 1993 DirtSpray = RocketBuggyDirtSpray 1994 PowerslideSpray = RocketBuggyDirtPowerSlide 1995 1996 End 1997 1998 ; ***DESIGN parameters *** 1999 DisplayName = OBJECT:SupplyTruck 2000 Side = China 2001 EditorSorting = VEHICLE 2002 TransportSlotCount = 2 ;how many "slots" we take in a transport (0 == not transportable) 2003 BuildCost = 600 2004 BuildTime = 10.0 ;in seconds 2005 VisionRange = 150 2006 ShroudClearingRange = 300 2007 Prerequisites 2008 Object = ChinaSupplyCenter 2009 End 2010 2011 ArmorSet 2012 Conditions = None 2013 Armor = TruckArmor 2014 DamageFX = TankDamageFX 2015 End 2016 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2017 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2018 CommandSet = ChinaSupplyTruckCommandSet 2019 ; *** AUDIO Parameters *** 2020 VoiceSelect = SupplyTruckVoiceSelect 2021 VoiceMove = SupplyTruckVoiceMove 2022 VoiceAttack = NoSound 2023 SoundMoveStart = SupplyTruckMoveStart 2024 SoundMoveStartDamaged = SupplyTruckMoveStart 2025 UnitSpecificSounds 2026 VoiceCreate = SupplyTruckVoiceCreate 2027 TruckLandingSound = NoSound 2028 TruckPowerslideSound = NoSound 2029 VoiceSupply = SupplyTruckVoiceSupply 2030 VoiceCrush = SupplyTruckVoiceCrush 2031 VoiceEnter = SupplyTruckVoiceMove 2032 2033 End 2034 2035 ; *** ENGINEERING Parameters *** 2036 RadarPriority = UNIT 2037 ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok? 2038 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE 2039 2040 Body = ActiveBody ModuleTag_02 2041 MaxHealth = 300.0 2042 InitialHealth = 300.0 2043 2044 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2045 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2046 SubdualDamageCap = 600 2047 SubdualDamageHealRate = 500 2048 SubdualDamageHealAmount = 50 2049 End 2050 Behavior = SupplyTruckAIUpdate ModuleTag_03 2051 MaxBoxes = 4 2052 SupplyCenterActionDelay = 400 ; ms for whole thing (one transaction) 2053 SupplyWarehouseActionDelay = 1000 ; ms per box (many small transactions) 2054 SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) 2055 SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted 2056 End 2057 Locomotor = SET_NORMAL SupplyTruckLocomotor 2058 Behavior = PhysicsBehavior ModuleTag_04 2059 Mass = 5.0 2060 End 2061 2062 ExperienceValue = 50 50 50 50 ;Experience point value at each level 2063 2064 Behavior = SlowDeathBehavior ModuleTag_05 2065 DeathTypes = ALL -CRUSHED -SPLATTED 2066 DestructionDelay = 200 2067 DestructionDelayVariance = 100 2068 FX = FINAL FX_SupplyTruckExplosionOneFinal 2069 OCL = FINAL OCL_ChinaSupplyTruckDeathEffect 2070 End 2071 2072 Behavior = FXListDie ModuleTag_06 2073 DeathTypes = NONE +CRUSHED +SPLATTED 2074 DeathFX = FX_CarCrush 2075 End 2076 2077 Behavior = CreateObjectDie ModuleTag_07 2078 DeathTypes = NONE +CRUSHED +SPLATTED 2079 CreationList = OCL_ChinaSupplyTruck_CrushEffect 2080 End 2081 2082 Behavior = TransitionDamageFX ModuleTag_08 2083 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 2084 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 2085 End 2086 2087 Behavior = FlammableUpdate ModuleTag_10 2088 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2089 AflameDamageAmount = 3 ; taking this much damage... 2090 AflameDamageDelay = 500 ; this often. 2091 End 2092 2093 ; A crushing defeat 2094 Behavior = DestroyDie ModuleTag_11 2095 DeathTypes = NONE +CRUSHED +SPLATTED 2096 End 2097 2098 Behavior = CreateCrateDie ModuleTag_12 2099 CrateData = SalvageCrateData 2100 End 2101 2102 Geometry = BOX 2103 GeometryMajorRadius = 17.0 2104 GeometryMinorRadius = 7.0 2105 GeometryHeight = 14.0 2106 GeometryIsSmall = No 2107 Shadow = SHADOW_VOLUME 2108 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2109 2110 End 2111 2112 2113 2114 ;------------------------------------------------------------------------------ 2115 ;China Construction Dozer 2116 Object ChinaVehicleDozer 2117 2118 ; *** ART Parameters *** 2119 SelectPortrait = SNDozer_L 2120 ButtonImage = SNDozer 2121 2122 ;UpgradeCameo1 = NONE 2123 ;UpgradeCameo2 = NONE 2124 ;UpgradeCameo3 = NONE 2125 ;UpgradeCameo4 = NONE 2126 ;UpgradeCameo5 = NONE 2127 2128 Draw = W3DTankDraw ModuleTag_01 2129 2130 OkToChangeModelColor = Yes 2131 2132 DefaultConditionState 2133 Model = NVCONSTDOZ_A 2134 ParticleSysBone = EXHAUST01 DozerSmokeLight 2135 End 2136 ConditionState = MOVING 2137 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 2138 End 2139 ConditionState = FIRING_A MOVING PREATTACK_A 2140 Model = NVCONSTDOZ_A 2141 Animation = NVCONSTDOZ_A.NVCONSTDOZ_A 2142 AnimationMode = ONCE 2143 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 2144 ParticleSysBone = DIRTFX01 DozerDirtFall 2145 End 2146 AliasConditionState = ATTACKING FIRING_A MOVING 2147 2148 ConditionState = REALLYDAMAGED RUBBLE 2149 Model = NVCONSTDOZ_AD 2150 End 2151 ConditionState = MOVING REALLYDAMAGED RUBBLE 2152 Model = NVCONSTDOZ_AD 2153 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 2154 End 2155 ConditionState = FIRING_A MOVING PREATTACK_A REALLYDAMAGED RUBBLE 2156 Model = NVCONSTDOZ_AD 2157 Animation = NVCONSTDOZ_AD.NVCONSTDOZ_AD 2158 AnimationMode = ONCE 2159 ParticleSysBone = EXHAUST01 DozerSmokeHeavy 2160 ParticleSysBone = DIRTFX01 DozerDirtFall 2161 End 2162 AliasConditionState = ATTACKING FIRING_A MOVING REALLYDAMAGED RUBBLE 2163 2164 TrackMarks = EXTnkTrack.tga 2165 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 2166 End 2167 2168 ; ***DESIGN parameters *** 2169 DisplayName = OBJECT:Dozer 2170 Side = China 2171 EditorSorting = VEHICLE 2172 TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) 2173 BuildCost = 1000 2174 BuildTime = 5.0 ;in seconds 2175 VisionRange = 150 2176 ShroudClearingRange = 300 2177 2178 WeaponSet 2179 Conditions = None 2180 Weapon = PRIMARY None 2181 End 2182 WeaponSet 2183 Conditions = MINE_CLEARING_DETAIL 2184 Weapon = PRIMARY DozerMineDisarmingWeapon 2185 End 2186 2187 ArmorSet 2188 Conditions = None 2189 Armor = DozerArmor ;Special Explosion-Proof Armor 2190 DamageFX = TankDamageFX 2191 End 2192 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2193 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2194 CommandSet = ChinaDozerCommandSet 2195 2196 ; *** AUDIO Parameters *** 2197 VoiceSelect = DozerChinaVoiceSelect 2198 VoiceMove = DozerChinaVoiceMove 2199 VoiceEnter = DozerChinaVoiceMove 2200 VoiceTaskComplete = DozerChinaVoiceBuildComplete 2201 SoundMoveStart = DozerChinaMoveStart 2202 SoundMoveStartDamaged = DozerChinaMoveStart 2203 2204 UnitSpecificSounds 2205 VoiceCreate = DozerChinaVoiceCreate 2206 VoiceCrush = DozerChinaVoiceCrush 2207 VoiceNoBuild = DozerChinaVoiceBuildNot 2208 VoiceRepair = DozerChinaVoiceRepair 2209 VoiceDisarm = DozerChinaVoiceClearMine 2210 VoiceEnter = DozerChinaVoiceMove 2211 VoiceBuildResponse = DozerChinaVoiceBuild 2212 End 2213 2214 2215 2216 ; *** ENGINEERING Parameters *** 2217 RadarPriority = UNIT 2218 KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 2219 2220 Body = ActiveBody ModuleTag_02 2221 MaxHealth = 250.0 2222 InitialHealth = 250.0 2223 2224 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2225 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2226 SubdualDamageCap = 500 2227 SubdualDamageHealRate = 500 2228 SubdualDamageHealAmount = 50 2229 End 2230 Behavior = DozerAIUpdate ModuleTag_03 2231 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 2232 BoredTime = 5000 ; in milliseconds 2233 BoredRange = 150 ; when bored, we look this far away to do something 2234 ; the only "enemies" that workers can acquire are mines, to be disarmed... 2235 AutoAcquireEnemiesWhenIdle = Yes 2236 End 2237 Locomotor = SET_NORMAL ChinaVehicleDozerLocomotor 2238 Behavior = PhysicsBehavior ModuleTag_04 2239 Mass = 75.0 2240 End 2241 2242 Behavior = StealthDetectorUpdate ModuleTag_05 2243 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 2244 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 2245 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 2246 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 2247 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 2248 End 2249 2250 Behavior = TransitionDamageFX ModuleTag_06 2251 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 2252 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2253 End 2254 2255 ; Catch fire, and explode death 2256 Behavior = SlowDeathBehavior ModuleTag_07 2257 DeathTypes = ALL -CRUSHED -SPLATTED 2258 ProbabilityModifier = 100 2259 DestructionDelay = 1500 2260 DestructionDelayVariance = 600 2261 FX = INITIAL FX_CrusaderCatchFire 2262 OCL = FINAL OCL_ChinaDozerExplode 2263 FX = FINAL FX_BattleMasterExplosionOneFinal 2264 End 2265 2266 Behavior = CreateCrateDie ModuleTag_09 2267 CrateData = SalvageCrateData 2268 End 2269 2270 Behavior = FlammableUpdate ModuleTag_21 2271 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2272 AflameDamageAmount = 3 ; taking this much damage... 2273 AflameDamageDelay = 500 ; this often. 2274 End 2275 2276 Behavior = FXListDie ModuleTag_22 2277 DeathTypes = NONE +CRUSHED +SPLATTED 2278 DeathFX = FX_CarCrush 2279 End 2280 2281 Behavior = DestroyDie ModuleTag_23 2282 DeathTypes = NONE +CRUSHED +SPLATTED 2283 End 2284 2285 Geometry = BOX 2286 GeometryMajorRadius = 17.0;new radius to align mine sweeping position 2287 ;GeometryMajorRadius = 21.0;old radius 2288 GeometryMinorRadius = 10.0 2289 GeometryHeight = 15.0 2290 GeometryIsSmall = NO 2291 Shadow = SHADOW_VOLUME 2292 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2293 2294 End 2295 2296 ;-------------------- ¸ÄΪT98---------------------------------------------------------- 2297 Object ChinaTankECM 2298 2299 ; *** ART Parameters *** 2300 SelectPortrait = T13 2301 ButtonImage = T13 2302 2303 UpgradeCameo1 = Upgrade_Nationalism 2304 UpgradeCameo2 = Upgrade_ChinaUraniumShells 2305 UpgradeCameo3 = Upgrade_ChinaNuclearTanks 2306 ;UpgradeCameo4 = NONE 2307 ;UpgradeCameo5 = NONE 2308 2309 Draw = W3DTankDraw ModuleTag_01 2310 OkToChangeModelColor = Yes 2311 DefaultConditionState 2312 Model = NVT98 2313 Turret = Turret01 2314 WeaponFireFXBone = PRIMARY Muzzle 2315 WeaponRecoilBone = PRIMARY Barrel 2316 WeaponMuzzleFlash = PRIMARY MuzzleFX 2317 WeaponLaunchBone = PRIMARY Muzzle 2318 AltTurret = GUN 2319 WeaponFireFXBone = SECONDARY GUN 2320 WeaponLaunchBone = SECONDARY GUN 2321 End 2322 2323 ConditionState = REALLYDAMAGED 2324 Model = NVT98 2325 Turret = Turret01 2326 WeaponFireFXBone = PRIMARY Muzzle 2327 WeaponRecoilBone = PRIMARY Barrel 2328 WeaponMuzzleFlash = PRIMARY MuzzleFX 2329 WeaponLaunchBone = PRIMARY Muzzle 2330 AltTurret = GUN 2331 WeaponFireFXBone = SECONDARY GUN 2332 WeaponLaunchBone = SECONDARY GUN 2333 End 2334 2335 ConditionState = WEAPONSET_PLAYER_UPGRADE 2336 Model = NVT98 2337 Turret = Turret01 2338 WeaponFireFXBone = PRIMARY Muzzle 2339 WeaponRecoilBone = PRIMARY Barrel 2340 WeaponMuzzleFlash = PRIMARY MuzzleFX 2341 WeaponLaunchBone = PRIMARY Muzzle 2342 AltTurret = GUN 2343 WeaponFireFXBone = SECONDARY GUN 2344 WeaponLaunchBone = SECONDARY GUN 2345 WeaponFireFXBone = TERTIARY GUN 2346 WeaponLaunchBone = TERTIARY GUN 2347 2348 End 2349 2350 ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 2351 Model = NVT98 2352 Turret = Turret01 2353 WeaponFireFXBone = PRIMARY Muzzle 2354 WeaponRecoilBone = PRIMARY Barrel 2355 WeaponMuzzleFlash = PRIMARY MuzzleFX 2356 WeaponLaunchBone = PRIMARY Muzzle 2357 AltTurret = GUN 2358 WeaponFireFXBone = SECONDARY GUN 2359 WeaponLaunchBone = SECONDARY GUN 2360 WeaponFireFXBone = TERTIARY GUN 2361 WeaponLaunchBone = TERTIARY GUN 2362 End 2363 2364 ConditionState = RUBBLE 2365 Model = NVT98 2366 Turret = Turret01 2367 End 2368 2369 TrackMarks = EXTnkTrack.tga 2370 End 2371 2372 ; ***DESIGN parameters *** 2373 DisplayName = OBJECT:ECMTank 2374 Side = China 2375 EditorSorting = VEHICLE 2376 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 2377 2378 WeaponSet 2379 Conditions = None 2380 Weapon = PRIMARY BattleMasterTankGun 2381 2382 Weapon = SECONDARY ECMTankVehicleDisabler 2383 2384 2385 End 2386 2387 WeaponSet 2388 Conditions = PLAYER_UPGRADE 2389 Weapon = PRIMARY BattleMasterTankGun 2390 Weapon = SECONDARY ECMTankVehicleDisabler 2391 2392 End 2393 2394 ArmorSet 2395 Conditions = None 2396 Armor = TankArmor 2397 DamageFX = TankDamageFX 2398 End 2399 2400 BuildCost = 1500 2401 BuildTime = 20.0 ;in seconds 2402 VisionRange = 150 2403 ShroudClearingRange = 300 2404 2405 Prerequisites 2406 Object = ChinaWarFactory 2407 Object = ChinaPropagandaCenter 2408 2409 End 2410 2411 ExperienceValue = 100 100 200 400 ;Experience point value at each level 2412 ExperienceRequired = 0 20 30 60 ;Experience points needed to gain each level 2413 IsTrainable = Yes ;Can gain experience 2414 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2415 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2416 CommandSet = ChinaVehicleECMTankCommandSet 2417 2418 2419 ; *** AUDIO Parameters *** 2420 VoiceSelect = BattleMasterTankVoiceSelect 2421 VoiceMove = BattleMasterTankVoiceMove 2422 VoiceGuard = BattleMasterTankVoiceMove 2423 VoiceAttack = BattleMasterTankVoiceAttack 2424 SoundMoveStart = BattleMasterTankMoveStart 2425 SoundMoveStartDamaged = BattleMasterTankMoveStart 2426 2427 UnitSpecificSounds 2428 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2429 VoiceCreate = BattleMasterTankVoiceCreate 2430 TurretMoveStart = NoSound 2431 TurretMoveLoop = TurretMoveLoop 2432 VoiceCrush = BattleMasterTankVoiceCrush 2433 VoiceEnter = BattleMasterTankVoiceMove 2434 End 2435 2436 ; *** ENGINEERING Parameters *** 2437 RadarPriority = UNIT 2438 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE 2439 2440 Body = ActiveBody ModuleTag_02 2441 MaxHealth = 700.0 2442 InitialHealth = 700.0 2443 End 2444 2445 Behavior = AIUpdateInterface ModuleTag_03 2446 Turret 2447 TurretTurnRate = 120 ; turn rate, in degrees per sec 2448 ControlledWeaponSlots = PRIMARY 2449 End 2450 2451 AltTurret 2452 TurretTurnRate = 360 ; turn rate, in degrees per sec 2453 ControlledWeaponSlots = SECONDARY TERTIARY 2454 End 2455 AutoAcquireEnemiesWhenIdle = Yes 2456 End 2457 2458 Locomotor = SET_NORMAL BattleMasterLocomotor 2459 Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor 2460 2461 Behavior = HordeUpdate ModuleTag_04 2462 RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 2463 UpdateRate = 1000 ; how often to recheck horde status (msec) 2464 Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 2465 KindOf = VEHICLE ; what KindOf's must match to count towards horde-ness 2466 AlliesOnly = Yes ; do we only count allies towards horde status? 2467 ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) 2468 Count = 5 ; how many units must be within Radius to grant us horde-ness 2469 Action = HORDE ; when horde-ing, grant us the HORDE bonus 2470 End 2471 2472 Behavior = PhysicsBehavior ModuleTag_05 2473 Mass = 40.0 2474 End 2475 2476 Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 2477 DeathWeapon = NuclearTankDeathWeapon 2478 StartsActive = No ; turned on by upgrade 2479 TriggeredBy = Upgrade_ChinaNuclearTanks 2480 End 2481 Behavior = LocomotorSetUpgrade ModuleTag_07 2482 TriggeredBy = Upgrade_ChinaNuclearTanks 2483 End 2484 2485 ; A crushing defeat 2486 Behavior = DestroyDie ModuleTag_08 2487 DeathTypes = NONE +CRUSHED +SPLATTED 2488 End 2489 Behavior = FXListDie ModuleTag_09 2490 DeathTypes = NONE +CRUSHED +SPLATTED 2491 DeathFX = FX_CarCrush 2492 End 2493 Behavior = CreateObjectDie ModuleTag_10 2494 DeathTypes = NONE +CRUSHED +SPLATTED 2495 CreationList = OCL_CrusaderTank_CrushEffect 2496 End 2497 Behavior = CreateCrateDie ModuleTag_11 2498 CrateData = SalvageCrateData 2499 ;CrateData = EliteTankCrateData 2500 ;CrateData = HeroicTankCrateData 2501 End 2502 2503 2504 Behavior = SlowDeathBehavior ModuleTag_12 2505 DeathTypes = ALL -CRUSHED -SPLATTED 2506 ProbabilityModifier = 25 2507 DestructionDelay = 200 2508 DestructionDelayVariance = 100 2509 OCL = FINAL OCL_ChinaTankBattleMasterDebris 2510 FX = FINAL FX_BattleMasterExplosionOneFinal 2511 End 2512 2513 Behavior = TransitionDamageFX ModuleTag_13 2514 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 2515 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2516 End 2517 2518 2519 2520 Behavior = FlammableUpdate ModuleTag_21 2521 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2522 AflameDamageAmount = 3 ; taking this much damage... 2523 AflameDamageDelay = 500 ; this often. 2524 End 2525 2526 Geometry = BOX 2527 GeometryMajorRadius = 13.0 2528 GeometryMinorRadius = 9.0 2529 GeometryHeight = 10 2530 GeometryIsSmall = Yes 2531 Shadow = SHADOW_VOLUME 2532 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2533 2534 End 2535 ;------------------------------------------------------------------------------ 2536 Object ChinaVehicleListeningOutpost 2537 2538 ; *** ART Parameters *** 2539 SelectPortrait = NVLOutpost_L 2540 ButtonImage = NVLOutpost 2541 2542 Draw = W3DTruckDraw ModuleTag_01 2543 OkToChangeModelColor = Yes 2544 2545 ExtraPublicBone = IRFX 2546 2547 ConditionState = NONE 2548 Model = NVLOUTPOST 2549 End 2550 2551 ConditionState = REALLYDAMAGED 2552 Model = NVLOUTPOST_D 2553 End 2554 2555 2556 ConditionState = RUBBLE 2557 Model = NVLOUTPOST_D1 2558 HideSubObject = TURRET01 ;Hide the dish, since an ocl makes an airborne one is slow death behavior 2559 End 2560 2561 TrackMarks = EXTireTrack.tga 2562 2563 Dust = RocketBuggyDust 2564 DirtSpray = RocketBuggyDirtSpray 2565 LeftFrontTireBone = TIRE01 2566 RightFrontTireBone = TIRE02 2567 LeftRearTireBone = TIRE03 2568 RightRearTireBone = TIRE04 2569 TireRotationMultiplier = 0.2 ; this * speed = rotation. 2570 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 2571 End 2572 2573 Draw = W3DModelDraw ModuleTag_33 2574 OkToChangeModelColor = Yes 2575 2576 ConditionState = NONE 2577 Model = NVLOUTPOST_B 2578 Animation = NVLOUTPOST_B.NVLOUTPOST_B 2579 AnimationMode = LOOP 2580 TransitionKey = Trans_Deployed 2581 End 2582 ConditionState = REALLYDAMAGED 2583 Model = NVLOUTPOST_BD 2584 Animation = NVLOUTPOST_BD.NVLOUTPOST_BD 2585 AnimationMode = LOOP 2586 TransitionKey = Trans_Deployed_ReallyDamaged 2587 End 2588 2589 ConditionState = MOVING 2590 Model = NVLOUTPOST_A 2591 Animation = NVLOUTPOST_A.NVLOUTPOST_A 2592 AnimationMode = LOOP 2593 TransitionKey = Trans_Moving 2594 End 2595 ConditionState = REALLYDAMAGED MOVING 2596 Model = NVLOUTPOST_AD 2597 Animation = NVLOUTPOST_AD.NVLOUTPOST_AD 2598 AnimationMode = LOOP 2599 TransitionKey = Trans_Moving_ReallyDamaged 2600 End 2601 2602 ConditionState = RUBBLE 2603 Model = NONE 2604 End 2605 AliasConditionState = RUBBLE MOVING 2606 2607 ;**** PACKING AND UNPACKING MODES *** 2608 TransitionState = Trans_Moving Trans_Deployed 2609 Model = NVLOUTPOST_C 2610 Animation = NVLOUTPOST_C.NVLOUTPOST_C 2611 AnimationMode = ONCE 2612 End 2613 TransitionState = Trans_Moving_ReallyDamaged Trans_Deployed_ReallyDamaged 2614 Model = NVLOUTPOST_CD 2615 Animation = NVLOUTPOST_CD.NVLOUTPOST_CD 2616 AnimationMode = ONCE 2617 End 2618 2619 TransitionState = Trans_Deployed Trans_Moving 2620 Model = NVLOUTPOST_C 2621 Animation = NVLOUTPOST_C.NVLOUTPOST_C 2622 AnimationMode = ONCE_BACKWARDS 2623 End 2624 TransitionState = Trans_Deployed_ReallyDamaged Trans_Moving_ReallyDamaged 2625 Model = NVLOUTPOST_CD 2626 Animation = NVLOUTPOST_CD.NVLOUTPOST_CD 2627 AnimationMode = ONCE_BACKWARDS 2628 End 2629 End 2630 2631 2632 ; ***DESIGN parameters *** 2633 DisplayName = OBJECT:ListeningOutpost 2634 Side = China 2635 EditorSorting = VEHICLE 2636 TransportSlotCount = 8 ;Just enough to fit into a Chinook. 2637 2638 ;********************************************************************** 2639 WeaponSet 2640 Conditions = None 2641 Weapon = PRIMARY NONE 2642 End 2643 WeaponSet 2644 Conditions = PLAYER_UPGRADE 2645 Weapon = PRIMARY ListeningOutpostUpgradedDummyWeapon 2646 End 2647 ;********************************************************************** 2648 2649 ArmorSet 2650 Conditions = None 2651 Armor = TankArmor 2652 DamageFX = TankDamageFX 2653 End 2654 BuildCost = 800 2655 BuildTime = 15.0 ;in seconds 2656 VisionRange = 250 2657 ShroudClearingRange = 500 2658 Prerequisites 2659 Object = ChinaWarFactory 2660 End 2661 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2662 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2663 CommandSet = ChinaListeningOutpostCommandSet 2664 2665 ; *** AUDIO Parameters *** 2666 VoiceSelect = ListeningOutpostVoiceSelect 2667 VoiceMove = ListeningOutpostVoiceMove 2668 VoiceGuard = ListeningOutpostVoiceMove 2669 VoiceAttack = ListeningOutpostVoiceAttack 2670 SoundMoveStart = RadarVanMoveStart 2671 SoundMoveStartDamaged = RadarVanMoveStart 2672 SoundEnter = HumveeEnter 2673 SoundExit = HumveeExit 2674 UnitSpecificSounds 2675 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2676 VoiceCreate = ListeningOutpostVoiceCreate 2677 TurretMoveStart = NoSound 2678 TurretMoveLoop = TurretMoveLoop 2679 TruckLandingSound = NoSound ;RocketBuggyLand 2680 TruckPowerslideSound = NoSound ;RocketBuggyPowerslide 2681 VoiceCrush = NoSound 2682 VoiceUnload = NoSound ; nothing recorded 2683 VoiceEnter = ListeningOutpostVoiceMove 2684 End 2685 2686 2687 ; *** ENGINEERING Parameters *** 2688 RadarPriority = UNIT 2689 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS TRANSPORT VEHICLE SCORE REVEALS_ENEMY_PATHS CANNOT_RETALIATE 2690 2691 Body = ActiveBody ModuleTag_02 2692 MaxHealth = 240.0 2693 InitialHealth = 240.0 2694 2695 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2696 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2697 SubdualDamageCap = 480 2698 SubdualDamageHealRate = 500 2699 SubdualDamageHealAmount = 50 2700 End 2701 Behavior = StealthDetectorUpdate ModuleTag_03 2702 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) 2703 DetectionRange = 300 ;John, enable this for independant balancing! 2704 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 2705 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 2706 PingSound = IRPing 2707 LoudPingSound = IRPingLoud 2708 ;;;IRParticleSysName = IRDetectSonar 2709 ;;;IRBrightParticleSysName = IRDetectSonarBright 2710 ;;;IRGridParticleSysName = IRDetectGrid 2711 IRBeaconParticleSysName = IRLenzflare 2712 IRParticleSysBone = IRFX 2713 End 2714 2715 Behavior = TransportAIUpdate ModuleTag_99 2716 AutoAcquireEnemiesWhenIdle = No ; let the contained do it for themselves 2717 End 2718 2719 Behavior = StealthUpdate ModuleTag_04 2720 StealthDelay = 2000 ; msec 2721 StealthForbiddenConditions = MOVING RIDERS_ATTACKING 2722 FriendlyOpacityMin = 50.0% 2723 FriendlyOpacityMax = 100.0% 2724 InnateStealth = Yes 2725 OrderIdleEnemiesToAttackMeUponReveal = Yes 2726 End 2727 2728 Locomotor = SET_NORMAL ListeningOutpostLocomotor 2729 Behavior = PhysicsBehavior ModuleTag_05 2730 Mass = 90.0 2731 End 2732 Behavior = TransportContain ModuleTag_06 2733 PassengersAllowedToFire = Yes 2734 Slots = 2 2735 InitialPayload = ChinaInfantryTankHunter 2 2736 ScatterNearbyOnExit = No 2737 HealthRegen%PerSec = 10 2738 DamagePercentToUnits = 10% 2739 AllowInsideKindOf = INFANTRY 2740 ExitDelay = 250 2741 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 2742 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 2743 ArmedRidersUpgradeMyWeaponSet = Yes 2744 End 2745 2746 Behavior = SlowDeathBehavior ModuleTag_07 2747 DeathTypes = ALL -CRUSHED -SPLATTED 2748 DestructionDelay = 1789 2749 FX = INITIAL FX_SupplyTruckExplosionOneFinal 2750 OCL = INITIAL OCL_InitialListeningOutpostDebris 2751 FX = FINAL FX_SupplyTruckExplosionOneFinal 2752 OCL = FINAL OCL_FinalListeningOutpostDebris 2753 End 2754 2755 Behavior = TransitionDamageFX ModuleTag_08 2756 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 2757 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition 2758 End 2759 2760 Behavior = DestroyDie ModuleTag_09 2761 DeathTypes = NONE +CRUSHED +SPLATTED 2762 End 2763 2764 Behavior = FXListDie ModuleTag_10 2765 DeathTypes = NONE +CRUSHED +SPLATTED 2766 DeathFX = FX_CarCrush 2767 End 2768 2769 ; A crushing defeat 2770 Behavior = FXListDie ModuleTag_11 2771 DeathTypes = NONE +CRUSHED +SPLATTED 2772 DeathFX = FX_CarCrush 2773 End 2774 2775 Behavior = CreateCrateDie ModuleTag_12 2776 CrateData = SalvageCrateData 2777 ;CrateData = EliteTankCrateData 2778 ;CrateData = HeroicTankCrateData 2779 End 2780 2781 Behavior = FlammableUpdate ModuleTag_21 2782 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2783 AflameDamageAmount = 3 ; taking this much damage... 2784 AflameDamageDelay = 500 ; this often. 2785 End 2786 2787 Geometry = BOX 2788 GeometryMajorRadius = 20.0 2789 GeometryMinorRadius = 10.0 2790 GeometryHeight = 22.0 2791 GeometryIsSmall = No 2792 Shadow = SHADOW_VOLUME 2793 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2794 2795 End
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