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1 2 ;------------------------------------------------------------------------------ 3 Object GLATankScorpion 4 5 ; *** ART Parameters *** 6 SelectPortrait = SUScorpion_L 7 ButtonImage = SUScorpion 8 9 UpgradeCameo1 = Upgrade_GLAScorpionRocket 10 UpgradeCameo2 = Upgrade_GLAAPRockets 11 UpgradeCameo3 = Upgrade_GLAToxinShells 12 UpgradeCameo4 = Upgrade_GLAJunkRepair 13 ;UpgradeCameo5 = NONE 14 15 Draw = W3DTankDraw ModuleTag_01 16 OkToChangeModelColor = Yes 17 18 ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 19 20 ; ------------ Normal 21 DefaultConditionState 22 Model = UVLiteTank 23 Turret = Turret ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks 24 ; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack! 25 ShowSubObject = Turret01 26 HideSubObject = MissleRack01 MissleRack02 TurretUP01; MissileRack misspelled in the Art 27 WeaponFireFXBone = PRIMARY Muzzle 28 WeaponRecoilBone = PRIMARY Barrel 29 WeaponMuzzleFlash = PRIMARY MuzzleFX 30 WeaponLaunchBone = PRIMARY Muzzle 31 End 32 33 ConditionState = REALLYDAMAGED 34 Model = UVLiteTank_d 35 End 36 AliasConditionState = RUBBLE 37 38 ; ------------ With big turret 39 ConditionState = WEAPONSET_CRATEUPGRADE_ONE ; one or two crates is a turret switch 40 ShowSubObject = TurretUP01 41 HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art 42 End 43 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO 44 45 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 46 Model = UVLiteTank_d 47 ShowSubObject = TurretUP01 48 HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art 49 End 50 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 51 52 ; ---------- With missile 53 ConditionState = WEAPONSET_PLAYER_UPGRADE 54 ShowSubObject = MissleRack01 Turret01 55 HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art 56 WeaponFireFXBone = SECONDARY WeaponA 57 WeaponLaunchBone = SECONDARY WeaponA 58 End 59 60 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 61 Model = UVLiteTank_d 62 ShowSubObject = MissleRack01 Turret01 63 HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art 64 WeaponFireFXBone = SECONDARY WeaponA 65 WeaponLaunchBone = SECONDARY WeaponA 66 End 67 68 ; ---------- With missile and big turret 69 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 70 ShowSubObject = MissleRack01 TurretUP01 71 HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art 72 WeaponFireFXBone = SECONDARY WeaponA 73 WeaponLaunchBone = SECONDARY WeaponA 74 End 75 76 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 77 Model = UVLiteTank_d 78 ShowSubObject = MissleRack01 TurretUP01 79 HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art 80 WeaponFireFXBone = SECONDARY WeaponA 81 WeaponLaunchBone = SECONDARY WeaponA 82 End 83 84 ; ---------- With two missiles and big turret 85 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 86 ShowSubObject = MissleRack01 MissleRack02 TurretUP01 87 HideSubObject = Turret01; MissileRack misspelled in the Art 88 WeaponFireFXBone = SECONDARY WeaponA 89 WeaponLaunchBone = SECONDARY WeaponA 90 End 91 92 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 93 Model = UVLiteTank_d 94 ShowSubObject = MissleRack01 MissleRack02 TurretUP01 95 HideSubObject = Turret01; MissileRack misspelled in the Art 96 WeaponFireFXBone = SECONDARY WeaponA 97 WeaponLaunchBone = SECONDARY WeaponA 98 End 99 100 TrackMarks = EXTnkTrack.tga 101 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 102 End 103 104 ; ***DESIGN parameters *** 105 DisplayName = OBJECT:Scorpion 106 Side = GLA 107 EditorSorting = VEHICLE 108 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 109 110 WeaponSet 111 Conditions = None 112 Weapon = PRIMARY ScorpionTankGun 113 Weapon = SECONDARY None 114 End 115 WeaponSet 116 Conditions = PLAYER_UPGRADE 117 Weapon = PRIMARY ScorpionTankGun 118 Weapon = SECONDARY ScorpionMissileWeapon 119 End 120 WeaponSet 121 Conditions = CRATEUPGRADE_ONE 122 Weapon = PRIMARY ScorpionTankGunPlusOne 123 Weapon = SECONDARY None 124 End 125 WeaponSet 126 Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE 127 Weapon = PRIMARY ScorpionTankGunPlusOne 128 Weapon = SECONDARY ScorpionMissileWeapon ; No bonus at Plus One 129 End 130 WeaponSet 131 Conditions = CRATEUPGRADE_TWO 132 Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two 133 Weapon = SECONDARY None 134 End 135 WeaponSet 136 Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE 137 Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two 138 Weapon = SECONDARY ScorpionMissileWeaponPlusTwo 139 End 140 141 ArmorSet 142 Conditions = None 143 Armor = TankArmor 144 DamageFX = TankDamageFX 145 End 146 BuildCost = 600 147 BuildTime = 7.0 ;in seconds 148 VisionRange = 125 149 ShroudClearingRange = 300 150 Prerequisites 151 Object = GLAArmsDealer 152 End 153 154 ExperienceValue = 60 60 120 200 ;Experience point value at each level 155 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 156 IsTrainable = Yes ;Can gain experience 157 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 158 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 159 CommandSet = GLATankScorpionCommandSet 160 161 ; *** AUDIO Parameters *** 162 VoiceSelect = ScorpionTankVoiceSelect 163 VoiceMove = ScorpionTankVoiceMove 164 VoiceAttack = ScorpionTankVoiceAttack 165 SoundMoveStart = ScorpionTankMoveStart 166 SoundMoveStartDamaged = ScorpionTankMoveStart 167 VoiceGuard = ScorpionTankVoiceMove 168 169 UnitSpecificSounds 170 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 171 VoiceCreate = ScorpionTankVoiceCreate 172 ;TurretMoveStart = NoSound 173 TurretMoveLoop = TurretMoveLoop 174 VoiceEnter = ScorpionTankVoiceMove 175 End 176 177 ; *** ENGINEERING Parameters *** 178 RadarPriority = UNIT 179 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 180 181 Body = ActiveBody ModuleTag_02 182 MaxHealth = 370.0 183 InitialHealth = 370.0 184 185 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 186 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 187 SubdualDamageCap = 740 188 SubdualDamageHealRate = 500 189 SubdualDamageHealAmount = 50 190 End 191 192 Behavior = AIUpdateInterface ModuleTag_03 193 Turret 194 TurretTurnRate = 100 195 RecenterTime = 5000 ; how long to wait during idle before recentering 196 ControlledWeaponSlots = PRIMARY SECONDARY 197 End 198 AutoAcquireEnemiesWhenIdle = Yes 199 End 200 Locomotor = SET_NORMAL ScorpionLocomotor 201 Behavior = PhysicsBehavior ModuleTag_04 202 Mass = 50.0 203 End 204 Behavior = AutoHealBehavior ModuleTag_05 205 HealingAmount = 2 206 HealingDelay = 1000 ; msec 207 TriggeredBy = Upgrade_GLAJunkRepair 208 End 209 210 ; Catch fire, and explode death 211 Behavior = SlowDeathBehavior ModuleTag_06 212 DeathTypes = ALL -CRUSHED -SPLATTED 213 ProbabilityModifier = 50 214 DestructionDelay = 2000 215 DestructionDelayVariance = 300 216 FX = INITIAL FX_CrusaderCatchFire 217 OCL = FINAL OCL_ScorpionTankDeathEffect 218 FX = FINAL FX_BattleMasterExplosionOneFinal 219 End 220 221 Behavior = WeaponSetUpgrade ModuleTag_07 222 TriggeredBy = Upgrade_GLAScorpionRocket 223 End 224 225 Behavior = DestroyDie ModuleTag_09 226 DeathTypes = NONE +CRUSHED +SPLATTED 227 End 228 229 ; A crushing defeat 230 Behavior = FXListDie ModuleTag_10 231 DeathTypes = NONE +CRUSHED +SPLATTED 232 DeathFX = FX_CarCrush 233 End 234 Behavior = CreateObjectDie ModuleTag_11 235 DeathTypes = NONE +CRUSHED +SPLATTED 236 CreationList = OCL_CrusaderTank_CrushEffect 237 End 238 Behavior = CreateCrateDie ModuleTag_12 239 CrateData = SalvageCrateData 240 ;CrateData = EliteTankCrateData 241 ;CrateData = HeroicTankCrateData 242 End 243 244 Behavior = TransitionDamageFX ModuleTag_13 245 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 246 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 247 End 248 249 Behavior = FlammableUpdate ModuleTag_21 250 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 251 AflameDamageAmount = 3 ; taking this much damage... 252 AflameDamageDelay = 500 ; this often. 253 End 254 255 Geometry = BOX 256 GeometryMajorRadius = 14.0 257 GeometryMinorRadius = 9.0 258 GeometryHeight = 10.5 259 GeometryIsSmall = Yes 260 Shadow = SHADOW_VOLUME 261 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 262 263 End 264 265 ;------------------------------------------------------------------------------ 266 ;GLA Rocket Buggy 267 Object GLAVehicleRocketBuggy 268 269 ; *** ART Parameters *** 270 SelectPortrait = SURocketBuggy_L 271 ButtonImage = SURocketBuggy 272 273 UpgradeCameo1 = Upgrade_GLABuggyAmmo 274 UpgradeCameo2 = Upgrade_GLAAPRockets 275 UpgradeCameo3 = Upgrade_GLAJunkRepair 276 ;UpgradeCameo4 = NONE 277 ;UpgradeCameo5 = NONE 278 279 Draw = W3DTruckDraw ModuleTag_01 280 OkToChangeModelColor = Yes 281 282 DefaultConditionState 283 Model = UVRockBug 284 Turret = Turret 285 ShowSubObject = Turret 286 HideSubObject = TurretUp01 287 WeaponFireFXBone = PRIMARY WeaponA 288 WeaponLaunchBone = PRIMARY WeaponA 289 End 290 291 ConditionState = REALLYDAMAGED 292 Model = UVRockBug_D 293 Turret = Turret 294 ShowSubObject = Turret 295 HideSubObject = TurretUp01 296 WeaponFireFXBone = PRIMARY WeaponA 297 WeaponLaunchBone = PRIMARY WeaponA 298 End 299 300 ConditionState = RUBBLE 301 Model = UVRockBug_D 302 Turret = Turret 303 ShowSubObject = Turret 304 HideSubObject = TurretUp01 305 WeaponFireFXBone = PRIMARY WeaponA 306 WeaponLaunchBone = PRIMARY WeaponA 307 End 308 309 ConditionState = WEAPONSET_PLAYER_UPGRADE 310 Model = UVRockBug 311 Turret = TurretUp01 312 ShowSubObject = TurretUp01 313 HideSubObject = Turret 314 WeaponFireFXBone = PRIMARY WeaponB 315 WeaponLaunchBone = PRIMARY WeaponB 316 End 317 318 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 319 Model = UVRockBug_D 320 Turret = TurretUp01 321 ShowSubObject = TurretUp01 322 HideSubObject = Turret 323 WeaponFireFXBone = PRIMARY WeaponB 324 WeaponLaunchBone = PRIMARY WeaponB 325 End 326 327 ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE 328 Model = UVRockBug_D 329 Turret = TurretUp01 330 ShowSubObject = TurretUp01 331 HideSubObject = Turret 332 WeaponFireFXBone = PRIMARY WeaponB 333 WeaponLaunchBone = PRIMARY WeaponB 334 End 335 336 TrackMarks = EXTireTrack.tga 337 338 Dust = RocketBuggyDust 339 DirtSpray = RocketBuggyDirtSpray 340 PowerslideSpray = RocketBuggyDirtPowerSlide 341 342 ; These parameters are only used if the model has a separate suspension, 343 ; and the locomotor has HasSuspension = Yes. 344 LeftFrontTireBone = Tire01 345 RightFrontTireBone = Tire02 346 LeftRearTireBone = Tire03 347 RightRearTireBone = Tire04 348 TireRotationMultiplier = 0.2 ; this * speed = rotation. 349 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 350 351 End 352 353 ; ***DESIGN parameters *** 354 DisplayName = OBJECT:RocketBuggy 355 Side = GLA 356 EditorSorting = VEHICLE 357 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 358 WeaponSet 359 Conditions = None 360 Weapon = PRIMARY BuggyRocketWeapon 361 End 362 WeaponSet 363 Conditions = PLAYER_UPGRADE 364 Weapon = PRIMARY BuggyRocketWeaponUpgraded 365 End 366 ArmorSet 367 Conditions = None 368 Armor = TruckArmor 369 DamageFX = TankDamageFX 370 End 371 BuildCost = 900 372 BuildTime = 10.0 ;in seconds 373 VisionRange = 180 374 ShroudClearingRange = 300 375 Prerequisites 376 Object = GLAArmsDealer 377 Object = GLAPalace 378 End 379 380 ExperienceValue = 50 50 100 150 ;Experience point value at each level 381 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 382 IsTrainable = Yes ;Can gain experience 383 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 384 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 385 CommandSet = GLAVehicleRocketBuggyCommandSet 386 387 ; *** AUDIO Parameters *** 388 VoiceSelect = RocketBuggyVoiceSelect 389 VoiceMove = RocketBuggyVoiceMove 390 VoiceAttack = RocketBuggyVoiceAttack 391 SoundMoveStart = RocketBuggyMoveStart 392 SoundMoveStartDamaged = RocketBuggyMoveStart 393 VoiceGuard = RocketBuggyVoiceMove 394 395 396 UnitSpecificSounds 397 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 398 VoiceCreate = RocketBuggyVoiceCreate 399 TurretMoveStart = NoSound 400 TurretMoveLoop = TurretMoveLoop 401 ; Required for the W3DTruckDraw module 402 TruckLandingSound = RocketBuggyLand 403 TruckPowerslideSound = RocketBuggyPowerslide 404 VoiceCrush = RocketBuggyVoiceCrush 405 VoiceEnter = RocketBuggyVoiceMove 406 End 407 408 ; *** ENGINEERING Parameters *** 409 RadarPriority = UNIT 410 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE 411 412 Body = ActiveBody ModuleTag_02 413 MaxHealth = 120 414 InitialHealth = 120 415 416 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 417 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 418 SubdualDamageCap = 240 419 SubdualDamageHealRate = 500 420 SubdualDamageHealAmount = 50 421 End 422 Behavior = AIUpdateInterface ModuleTag_03 423 Turret 424 TurretTurnRate = 90 425 ControlledWeaponSlots = PRIMARY 426 End 427 AutoAcquireEnemiesWhenIdle = Yes 428 End 429 Locomotor = SET_NORMAL RocketBuggyLocomotor 430 Behavior = PhysicsBehavior ModuleTag_04 431 Mass = 50.0 432 End 433 434 ; The pop up AirDeath 435 Behavior = SlowDeathBehavior ModuleTag_05 436 DeathTypes = ALL -CRUSHED -SPLATTED 437 ProbabilityModifier = 5 438 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 439 DestructionDelay = 0 440 FX = INITIAL FX_BuggyNewDeathExplosion 441 OCL = FINAL OCL_RocketBuggyAirDeathStart 442 End 443 444 Behavior = AutoHealBehavior ModuleTag_08 445 HealingAmount = 2 446 HealingDelay = 1000 ; msec 447 TriggeredBy = Upgrade_GLAJunkRepair 448 End 449 450 Behavior = WeaponSetUpgrade ModuleTag_09 451 TriggeredBy = Upgrade_GLABuggyAmmo 452 End 453 454 Behavior = DestroyDie ModuleTag_11 455 DeathTypes = NONE +CRUSHED +SPLATTED 456 End 457 458 ; A crushing defeat 459 Behavior = FXListDie ModuleTag_12 460 DeathTypes = NONE +CRUSHED +SPLATTED 461 DeathFX = FX_CarCrush 462 End 463 Behavior = CreateObjectDie ModuleTag_13 464 DeathTypes = NONE +CRUSHED +SPLATTED 465 CreationList = OCL_RocketBuggy_CrushEffect 466 End 467 Behavior = CreateCrateDie ModuleTag_14 468 CrateData = SalvageCrateData 469 ;CrateData = EliteTankCrateData 470 ;CrateData = HeroicTankCrateData 471 End 472 473 Behavior = TransitionDamageFX ModuleTag_15 474 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 475 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 476 End 477 478 Behavior = FlammableUpdate ModuleTag_21 479 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 480 AflameDamageAmount = 3 ; taking this much damage... 481 AflameDamageDelay = 500 ; this often. 482 End 483 484 Geometry = BOX 485 GeometryMajorRadius = 13.0 486 GeometryMinorRadius = 9.0 487 GeometryHeight = 7.5 488 GeometryIsSmall = Yes 489 490 Shadow = SHADOW_VOLUME 491 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 492 493 End 494 495 496 497 498 499 ;------------------------------------------------------------------------------ 500 ;GLA Combat Bike 501 Object GLAVehicleCombatBike 502 503 ; *** ART Parameters *** 504 SelectPortrait = SUComBike_L 505 ButtonImage = SUComBike 506 507 UpgradeCameo1 = Upgrade_GLAJunkRepair 508 ;UpgradeCameo2 = NONE 509 ;UpgradeCameo3 = NONE 510 ;UpgradeCameo4 = NONE 511 ;UpgradeCameo5 = NONE 512 513 514 Draw = W3DTruckDraw ModuleTag_01 515 OkToChangeModelColor = Yes 516 517 ;Normal Bike 518 ;------------------------------ 519 DefaultConditionState 520 Model = UVComBike 521 WeaponFireFXBone = PRIMARY Muzzle_B 522 WeaponLaunchBone = PRIMARY RocketFX03 523 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 524 ParticleSysBone = SMOKE CombatBikeSmokeLight 525 526 HideSubObject = BOMBBIKE ; Hide from all states except terrorist (rider 5) 527 528 529 End 530 AliasConditionState RIDER1 531 AliasConditionState RIDER1 MOVING 532 AliasConditionState RIDER6 533 AliasConditionState RIDER6 MOVING 534 AliasConditionState RIDER7 535 AliasConditionState RIDER7 MOVING 536 ConditionState = REALLYDAMAGED 537 Model = UVComBike_d 538 End 539 AliasConditionState RIDER1 REALLYDAMAGED 540 AliasConditionState RIDER1 MOVING REALLYDAMAGED 541 AliasConditionState RIDER6 REALLYDAMAGED 542 AliasConditionState RIDER6 MOVING REALLYDAMAGED 543 AliasConditionState RIDER7 REALLYDAMAGED 544 AliasConditionState RIDER7 MOVING REALLYDAMAGED 545 546 ConditionState = TOPPLED 547 Model = UVComBike_F 548 Animation = UVComBike_F.UVComBike_F 549 AnimationMode = ONCE 550 End 551 ConditionState = TOPPLED REALLYDAMAGED 552 Model = UVComBike_dF 553 Animation = UVComBike_DF.UVComBike_DF 554 AnimationMode = ONCE 555 End 556 557 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 558 Model = UVComBike_A1 559 Animation = UVComBike_A1.UVComBike_A1 560 AnimationMode = ONCE 561 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 562 End 563 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT 564 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT 565 ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED 566 Model = UVComBike_A1d 567 Animation = UVComBike_A1D.UVComBike_A1D 568 AnimationMode = ONCE 569 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 570 End 571 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED 572 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED 573 574 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 575 Model = UVComBike_A1 576 Animation = UVComBike_A1.UVComBike_A1 577 AnimationMode = ONCE_BACKWARDS 578 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 579 End 580 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER 581 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER 582 ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED 583 Model = UVComBike_A1d 584 Animation = UVComBike_A1D.UVComBike_A1D 585 AnimationMode = ONCE_BACKWARDS 586 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 587 End 588 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED 589 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED 590 591 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 592 Model = UVComBike_A2 593 Animation = UVComBike_A2.UVComBike_A2 594 AnimationMode = ONCE 595 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 596 End 597 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT 598 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT 599 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED 600 Model = UVComBike_A2d 601 Animation = UVComBike_A2D.UVComBike_A2D 602 AnimationMode = ONCE 603 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 604 End 605 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED 606 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED 607 608 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 609 Model = UVComBike_A2 610 Animation = UVComBike_A2.UVComBike_A2 611 AnimationMode = ONCE_BACKWARDS 612 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 613 End 614 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER 615 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER 616 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED 617 Model = UVComBike_A2d 618 Animation = UVComBike_A2D.UVComBike_A2D 619 AnimationMode = ONCE_BACKWARDS 620 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 621 End 622 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED 623 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED 624 625 626 627 628 629 630 ;Terror Bike 631 ;------------------------------ 632 ConditionState RIDER5 633 Model = UVComBike 634 WeaponFireFXBone = PRIMARY Muzzle_B 635 WeaponLaunchBone = PRIMARY RocketFX03 636 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 637 ParticleSysBone = SMOKE CombatBikeSmokeLight 638 ShowSubObject = BOMBBIKE 639 End 640 AliasConditionState RIDER5 MOVING 641 642 ConditionState = REALLYDAMAGED RIDER5 643 Model = UVComBike_d 644 ShowSubObject = BOMBBIKE 645 End 646 AliasConditionState RIDER5 MOVING REALLYDAMAGED 647 648 ConditionState = TOPPLED RIDER5 649 Model = UVComBike_F 650 Animation = UVComBike_F.UVComBike_F 651 AnimationMode = ONCE 652 ShowSubObject = BOMBBIKE 653 End 654 ConditionState = TOPPLED REALLYDAMAGED RIDER5 655 Model = UVComBike_dF 656 Animation = UVComBike_DF.UVComBike_DF 657 AnimationMode = ONCE 658 ShowSubObject = BOMBBIKE 659 End 660 661 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 662 Model = UVComBike_A1 663 Animation = UVComBike_A1.UVComBike_A1 664 AnimationMode = ONCE 665 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 666 ShowSubObject = BOMBBIKE 667 End 668 669 ConditionState = RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED 670 Model = UVComBike_A1d 671 Animation = UVComBike_A1D.UVComBike_A1D 672 AnimationMode = ONCE 673 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 674 ShowSubObject = BOMBBIKE 675 End 676 677 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 678 Model = UVComBike_A1 679 Animation = UVComBike_A1.UVComBike_A1 680 AnimationMode = ONCE_BACKWARDS 681 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 682 ShowSubObject = BOMBBIKE 683 End 684 685 ConditionState = RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED 686 Model = UVComBike_A1d 687 Animation = UVComBike_A1D.UVComBike_A1D 688 AnimationMode = ONCE_BACKWARDS 689 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 690 ShowSubObject = BOMBBIKE 691 End 692 693 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 694 Model = UVComBike_A2 695 Animation = UVComBike_A2.UVComBike_A2 696 AnimationMode = ONCE 697 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 698 ShowSubObject = BOMBBIKE 699 End 700 701 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED 702 Model = UVComBike_A2d 703 Animation = UVComBike_A2D.UVComBike_A2D 704 AnimationMode = ONCE 705 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 706 ShowSubObject = BOMBBIKE 707 End 708 709 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 710 Model = UVComBike_A2 711 Animation = UVComBike_A2.UVComBike_A2 712 AnimationMode = ONCE_BACKWARDS 713 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 714 ShowSubObject = BOMBBIKE 715 End 716 717 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED 718 Model = UVComBike_A2d 719 Animation = UVComBike_A2D.UVComBike_A2D 720 AnimationMode = ONCE_BACKWARDS 721 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 722 ShowSubObject = BOMBBIKE 723 End 724 725 726 727 728 729 730 731 732 ;Gun Bike 733 ;------------------------------ 734 ConditionState = RIDER2 735 Model = UVComBikeG 736 End 737 AliasConditionState RIDER2 MOVING 738 AliasConditionState RIDER4 739 AliasConditionState RIDER4 MOVING 740 ConditionState = RIDER2 REALLYDAMAGED 741 Model = UVComBikeG_d 742 End 743 AliasConditionState RIDER2 MOVING REALLYDAMAGED 744 AliasConditionState RIDER4 REALLYDAMAGED 745 AliasConditionState RIDER4 MOVING REALLYDAMAGED 746 747 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 748 Model = UVComBikeG 749 Animation = UVComBikeG_A1.UVComBikeG_A1 750 AnimationMode = ONCE 751 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 752 End 753 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT 754 ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED 755 Model = UVComBikeG_d 756 Animation = UVComBikeG_A1.UVComBikeG_A1 757 AnimationMode = ONCE 758 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 759 End 760 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED 761 762 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 763 Model = UVComBikeG 764 Animation = UVComBikeG_A1.UVComBikeG_A1 765 AnimationMode = ONCE_BACKWARDS 766 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 767 End 768 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER 769 ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED 770 Model = UVComBikeG_d 771 Animation = UVComBikeG_A1.UVComBikeG_A1 772 AnimationMode = ONCE_BACKWARDS 773 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 774 End 775 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED 776 777 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 778 Model = UVComBikeG 779 Animation = UVComBikeG_A2.UVComBikeG_A2 780 AnimationMode = ONCE 781 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 782 End 783 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT 784 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED 785 Model = UVComBikeG_d 786 Animation = UVComBikeG_A2.UVComBikeG_A2 787 AnimationMode = ONCE 788 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 789 End 790 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED 791 792 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 793 Model = UVComBikeG 794 Animation = UVComBikeG_A2.UVComBikeG_A2 795 AnimationMode = ONCE_BACKWARDS 796 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 797 End 798 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER 799 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED 800 Model = UVComBikeG_d 801 Animation = UVComBikeG_A2.UVComBikeG_A2 802 AnimationMode = ONCE_BACKWARDS 803 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 804 End 805 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED 806 807 ;Missile Bike 808 ;------------------------------ 809 ConditionState = RIDER3 810 Model = UVComBikeTN 811 End 812 AliasConditionState RIDER3 MOVING 813 ConditionState = RIDER3 REALLYDAMAGED 814 Model = UVComBikeTN_d 815 End 816 AliasConditionState RIDER3 MOVING REALLYDAMAGED 817 818 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 819 Model = UVComBikeTN_A1 820 Animation = UVComBikeTN_A1.UVComBikeTN_A1 821 AnimationMode = ONCE 822 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 823 End 824 ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED 825 Model = UVComBikeTN_A1d 826 Animation = UVComBikeTN_A1D.UVComBikeTN_A1D 827 AnimationMode = ONCE 828 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 829 End 830 831 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 832 Model = UVComBikeTN_A1 833 Animation = UVComBikeTN_A1.UVComBikeTN_A1 834 AnimationMode = ONCE_BACKWARDS 835 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 836 End 837 ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED 838 Model = UVComBikeTN_A1d 839 Animation = UVComBikeTN_A1D.UVComBikeTN_A1D 840 AnimationMode = ONCE_BACKWARDS 841 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 842 End 843 844 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 845 Model = UVComBikeTN_A2 846 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 847 AnimationMode = ONCE 848 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 849 End 850 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED 851 Model = UVComBikeTN_A2d 852 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 853 AnimationMode = ONCE 854 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 855 End 856 857 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 858 Model = UVComBikeTN_A2 859 Animation = UVComBikeTN_A2.UVComBikeTN_A2 860 AnimationMode = ONCE_BACKWARDS 861 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 862 End 863 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED 864 Model = UVComBikeTN_A2d 865 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 866 AnimationMode = ONCE_BACKWARDS 867 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 868 End 869 870 TrackMarks = EXTireTrack03.tga 871 872 Dust = CombatBikeDust 873 DirtSpray = CombatBikeDirtSpray 874 PowerslideSpray = CombatBikeDirtPowerSlide 875 876 ; These parameters are only used if the model has a separate suspension, 877 ; and the locomotor has HasSuspension = Yes. 878 LeftFrontTireBone = Tire01 879 LeftRearTireBone = Tire00 880 TireRotationMultiplier = 0.2 ; this * speed = rotation. 881 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 882 883 End 884 885 Draw = W3DModelDraw ModuleTag_Rider01 886 OkToChangeModelColor = Yes 887 888 DefaultConditionState 889 ;************************************************** 890 ;*** Must have a default model in order to see 891 ;*** house color!!! 892 ;************************************************** 893 Model = UIWrkr_SKN 894 ;WeaponFireFXBone = PRIMARY Muzzle 895 ;WeaponLaunchBone = PRIMARY Muzzle 896 WeaponMuzzleFlash = PRIMARY MuzzleFX 897 End 898 AliasConditionState MOVING 899 900 ;Worker animations 901 ;----------------------- 902 ConditionState = RIDER1 903 Model = UIWrkr_SKN 904 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 905 AnimationMode = LOOP 906 End 907 ConditionState = RIDER1 MOVING 908 Model = UIWrkr_SKN 909 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 910 AnimationMode = LOOP 911 End 912 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 913 Model = UIWrkr_SKN 914 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 915 AnimationMode = ONCE 916 End 917 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 918 Model = UIWrkr_SKN 919 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 920 AnimationMode = ONCE_BACKWARDS 921 End 922 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 923 Model = UIWrkr_SKN 924 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 925 AnimationMode = ONCE 926 End 927 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 928 Model = UIWrkr_SKN 929 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 930 AnimationMode = ONCE_BACKWARDS 931 End 932 933 934 ;Rebel animations 935 ;----------------------- 936 ConditionState = RIDER2 937 Model = UIRGrd_SKN 938 Animation = UIRGrd_SKL.UIRGrd_CmBk_A5 939 AnimationMode = LOOP 940 End 941 ConditionState = RIDER2 MOVING 942 Model = UIRGrd_SKN 943 Animation = UIRGrd_SKL.UIRGrd_CmBk_A4 944 AnimationMode = LOOP 945 End 946 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 947 Model = UIRGrd_SKN 948 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 949 AnimationMode = ONCE 950 End 951 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 952 Model = UIRGrd_SKN 953 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 954 AnimationMode = ONCE_BACKWARDS 955 End 956 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 957 Model = UIRGrd_SKN 958 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 959 AnimationMode = ONCE 960 End 961 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 962 Model = UIRGrd_SKN 963 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 964 AnimationMode = ONCE_BACKWARDS 965 End 966 967 ;RPG Trooper animations 968 ;----------------------- 969 ConditionState = RIDER3 970 Model = UITunF_SKN2 971 Animation = UITunF_SKL.UITunF_CmBk_A5 972 AnimationMode = LOOP 973 End 974 ConditionState = RIDER3 MOVING 975 Model = UITunF_SKN2 976 Animation = UITunF_SKL.UITunF_CmBk_A4 977 AnimationMode = LOOP 978 End 979 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 980 Model = UITunF_SKN2 981 Animation = UITunF_SKL.UITunF_CmBk_A1 982 AnimationMode = ONCE 983 End 984 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 985 Model = UITunF_SKN2 986 Animation = UITunF_SKL.UITunF_CmBk_A1 987 AnimationMode = ONCE_BACKWARDS 988 End 989 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 990 Model = UITunF_SKN2 991 Animation = UITunF_SKL.UITunF_CmBk_A2 992 AnimationMode = ONCE 993 End 994 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 995 Model = UITunF_SKN2 996 Animation = UITunF_SKL.UITunF_CmBk_A2 997 AnimationMode = ONCE_BACKWARDS 998 End 999 1000 ;Jarmen Kell animations 1001 ;----------------------- 1002 ConditionState = RIDER4 1003 Model = UIHERO_SKN 1004 Animation = UIHERO_SKL.UIHERO_CmBk_A5 1005 AnimationMode = LOOP 1006 End 1007 ConditionState = RIDER4 MOVING 1008 Model = UIHERO_SKN 1009 Animation = UIHERO_SKL.UIHERO_CmBk_A4 1010 AnimationMode = LOOP 1011 End 1012 ConditionState = RIDER4 MOVING CENTER_TO_LEFT 1013 Model = UIHERO_SKN 1014 Animation = UIHERO_SKL.UIHERO_CmBk_A1 1015 AnimationMode = ONCE 1016 End 1017 ConditionState = RIDER4 MOVING LEFT_TO_CENTER 1018 Model = UIHERO_SKN 1019 Animation = UIHERO_SKL.UIHERO_CmBk_A1 1020 AnimationMode = ONCE_BACKWARDS 1021 End 1022 ConditionState = RIDER4 MOVING CENTER_TO_RIGHT 1023 Model = UIHERO_SKN 1024 Animation = UIHERO_SKL.UIHERO_CmBk_A2 1025 AnimationMode = ONCE 1026 End 1027 ConditionState = RIDER4 MOVING RIGHT_TO_CENTER 1028 Model = UIHERO_SKN 1029 Animation = UIHERO_SKL.UIHERO_CmBk_A2 1030 AnimationMode = ONCE_BACKWARDS 1031 End 1032 1033 ;Terrorist animations 1034 ;----------------------- 1035 ConditionState = RIDER5 1036 Model = UITer_Local_SKN 1037 Animation = UITer_Local_SKL.UITER_Local_A5 1038 AnimationMode = LOOP 1039 End 1040 ConditionState = RIDER5 MOVING 1041 Model = UITer_Local_SKN 1042 Animation = UITer_Local_SKL.UITER_Local_A4 1043 AnimationMode = LOOP 1044 End 1045 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 1046 Model = UITer_Local_SKN 1047 Animation = UITer_Local_SKL.UITER_Local_A1 1048 AnimationMode = ONCE 1049 End 1050 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 1051 Model = UITer_Local_SKN 1052 Animation = UITer_Local_SKL.UITER_Local_A1 1053 AnimationMode = ONCE_BACKWARDS 1054 End 1055 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 1056 Model = UITer_Local_SKN 1057 Animation = UITer_Local_SKL.UITER_Local_A2 1058 AnimationMode = ONCE 1059 End 1060 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 1061 Model = UITer_Local_SKN 1062 Animation = UITer_Local_SKL.UITER_Local_A2 1063 AnimationMode = ONCE_BACKWARDS 1064 End 1065 1066 1067 ;Hijacker animations 1068 ;----------------------- 1069 ConditionState = RIDER6 1070 Model = UIHJCK_SKN 1071 Animation = UIHJCK_SKL.UIHJACK_CmBk_A5 1072 AnimationMode = LOOP 1073 End 1074 ConditionState = RIDER6 MOVING 1075 Model = UIHJCK_SKN 1076 Animation = UIHJCK_SKL.UIHJACK_CmBk_A4 1077 AnimationMode = LOOP 1078 End 1079 ConditionState = RIDER6 MOVING CENTER_TO_LEFT 1080 Model = UIHJCK_SKN 1081 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 1082 AnimationMode = ONCE 1083 End 1084 ConditionState = RIDER6 MOVING LEFT_TO_CENTER 1085 Model = UIHJCK_SKN 1086 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 1087 AnimationMode = ONCE_BACKWARDS 1088 End 1089 ConditionState = RIDER6 MOVING CENTER_TO_RIGHT 1090 Model = UIHJCK_SKN 1091 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 1092 AnimationMode = ONCE 1093 End 1094 ConditionState = RIDER6 MOVING RIGHT_TO_CENTER 1095 Model = UIHJCK_SKN 1096 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 1097 AnimationMode = ONCE_BACKWARDS 1098 End 1099 1100 ;Saboteur animations 1101 ;----------------------- 1102 ConditionState = RIDER7 1103 Model = UISabotr_SKN 1104 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 1105 AnimationMode = LOOP 1106 End 1107 ConditionState = RIDER7 MOVING 1108 Model = UISabotr_SKN 1109 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 1110 AnimationMode = LOOP 1111 End 1112 ConditionState = RIDER7 MOVING CENTER_TO_LEFT 1113 Model = UISabotr_SKN 1114 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 1115 AnimationMode = ONCE 1116 End 1117 ConditionState = RIDER7 MOVING LEFT_TO_CENTER 1118 Model = UISabotr_SKN 1119 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 1120 AnimationMode = ONCE_BACKWARDS 1121 End 1122 ConditionState = RIDER7 MOVING CENTER_TO_RIGHT 1123 Model = UISabotr_SKN 1124 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 1125 AnimationMode = ONCE 1126 End 1127 ConditionState = RIDER7 MOVING RIGHT_TO_CENTER 1128 Model = UISabotr_SKN 1129 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 1130 AnimationMode = ONCE_BACKWARDS 1131 End 1132 1133 ConditionState = TOPPLED 1134 Model = None 1135 End 1136 AliasConditionState TOPPLED MOVING 1137 1138 End 1139 1140 ; ***DESIGN parameters *** 1141 DisplayName = OBJECT:CombatBike 1142 Side = GLA 1143 EditorSorting = VEHICLE 1144 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 1145 WeaponSet 1146 Conditions = None 1147 Weapon = PRIMARY NONE 1148 End 1149 WeaponSet 1150 Conditions = WEAPON_RIDER2 1151 Weapon = PRIMARY GLARebelBikerMachineGun 1152 End 1153 WeaponSet 1154 Conditions = WEAPON_RIDER3 1155 Weapon = PRIMARY TunnelDefenderBikerRocketWeapon 1156 End 1157 WeaponSet 1158 Conditions = WEAPON_RIDER4 1159 Weapon = PRIMARY GLABikerKellSniperRifle 1160 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 1161 AutoChooseSources = SECONDARY NONE 1162 End 1163 WeaponSet 1164 ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE 1165 ;damage to do ini logic for type of death to play -- unresistable for success. 1166 Conditions = WEAPON_RIDER5 1167 Weapon = PRIMARY TerroristSuicideWeapon 1168 End 1169 ArmorSet 1170 Conditions = None 1171 Armor = TruckArmor 1172 DamageFX = TankDamageFX 1173 End 1174 BuildCost = 500 1175 BuildTime = 4.0 ;in seconds 1176 VisionRange = 180 1177 ShroudClearingRange = 300 1178 Prerequisites 1179 Object = GLAArmsDealer 1180 End 1181 1182 ExperienceValue = 50 50 100 150 ;Experience point value at each level 1183 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 1184 IsTrainable = Yes ;Can gain experience 1185 ;CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1186 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1187 ;CommandSet = GLAVehicleCombatBikeCommandSet ****COMMANDSET is overwritten in RiderChangeContain! 1188 1189 ; *** AUDIO Parameters *** 1190 VoiceSelect = CombatCycleVoiceSelect 1191 VoiceMove = CombatCycleVoiceMove 1192 VoiceAttack = CombatCycleVoiceAttack 1193 SoundMoveStart = CombatBikeMoveStart 1194 SoundMoveStartDamaged = CombatBikeMoveStart 1195 VoiceGuard = CombatCycleVoiceMove 1196 SoundEnter = CombatCycleSwitchRider 1197 1198 UnitSpecificSounds 1199 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1200 VoiceCreate = CombatCycleVoiceCreate 1201 TurretMoveStart = NoSound 1202 TurretMoveLoop = TurretMoveLoop 1203 ; Required for the W3DTruckDraw module 1204 TruckLandingSound = RocketBuggyLand 1205 TruckPowerslideSound = CombatBikeMoveStart 1206 VoiceCrush = CombatCycleVoiceMove 1207 VoiceEnter = CombatCycleVoiceMove 1208 End 1209 1210 ; *** ENGINEERING Parameters *** 1211 RadarPriority = UNIT 1212 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER 1213 1214 Body = ActiveBody ModuleTag_02 1215 MaxHealth = 100 1216 InitialHealth = 100 1217 1218 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1219 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1220 SubdualDamageCap = 200 1221 SubdualDamageHealRate = 500 1222 SubdualDamageHealAmount = 50 1223 End 1224 Behavior = AIUpdateInterface ModuleTag_03 1225 Turret 1226 TurretTurnRate = 0 ; turn rate, in degrees per sec 1227 NaturalTurretAngle = 0 1228 ControlledWeaponSlots = PRIMARY SECONDARY 1229 End 1230 AutoAcquireEnemiesWhenIdle = No 1231 End 1232 Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor 1233 Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor 1234 Behavior = PhysicsBehavior ModuleTag_04 1235 Mass = 15.0 1236 End 1237 1238 Behavior = SlowDeathBehavior DeathTag_04 1239 ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7 1240 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 1241 DestructionDelay = 0 1242 FX = INITIAL FX_BuggyNewDeathExplosion 1243 OCL = FINAL OCL_CombatBikeAirDeathStart 1244 End 1245 Behavior = SlowDeathBehavior DeathTag_05 1246 RequiredStatus = STATUS_RIDER1 1247 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 1248 DestructionDelay = 0 1249 FX = INITIAL FX_BuggyNewDeathExplosion 1250 OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart 1251 OCL = FINAL OCL_CombatBikeAirDeathStart 1252 End 1253 Behavior = SlowDeathBehavior DeathTag_06 1254 RequiredStatus = STATUS_RIDER2 1255 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 1256 DestructionDelay = 0 1257 FX = INITIAL FX_BuggyNewDeathExplosion 1258 OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart 1259 OCL = FINAL OCL_CombatBikeAirDeathStart 1260 End 1261 Behavior = SlowDeathBehavior DeathTag_07 1262 RequiredStatus = STATUS_RIDER3 1263 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 1264 DestructionDelay = 0 1265 FX = INITIAL FX_BuggyNewDeathExplosion 1266 OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart 1267 OCL = FINAL OCL_CombatBikeAirDeathStart 1268 End 1269 Behavior = SlowDeathBehavior DeathTag_08 1270 RequiredStatus = STATUS_RIDER4 1271 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 1272 DestructionDelay = 0 1273 FX = INITIAL FX_BuggyNewDeathExplosion 1274 OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart 1275 OCL = FINAL OCL_CombatBikeAirDeathStart 1276 End 1277 Behavior = SlowDeathBehavior DeathTag_09 1278 RequiredStatus = STATUS_RIDER5 1279 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 1280 DestructionDelay = 0 1281 FX = INITIAL FX_BuggyNewDeathExplosion 1282 OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart 1283 OCL = FINAL OCL_CombatBikeAirDeathStart 1284 End 1285 Behavior = SlowDeathBehavior DeathTag_10 1286 RequiredStatus = STATUS_RIDER6 1287 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 1288 DestructionDelay = 0 1289 FX = INITIAL FX_BuggyNewDeathExplosion 1290 OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart 1291 OCL = FINAL OCL_CombatBikeAirDeathStart 1292 End 1293 Behavior = SlowDeathBehavior DeathTag_11 1294 RequiredStatus = STATUS_RIDER7 1295 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 1296 DestructionDelay = 0 1297 FX = INITIAL FX_BuggyNewDeathExplosion 1298 OCL = INITIAL OCL_SaboteurFlyingOffBikeDeathStart 1299 OCL = FINAL OCL_CombatBikeAirDeathStart 1300 End 1301 1302 Behavior = AutoHealBehavior ModuleTag_08 1303 HealingAmount = 2 1304 HealingDelay = 1000 ; msec 1305 TriggeredBy = Upgrade_GLAJunkRepair 1306 End 1307 1308 Behavior = WeaponSetUpgrade ModuleTag_09 1309 TriggeredBy = Upgrade_GLABuggyAmmo 1310 End 1311 1312 ;Create the hulk after the toppling is complete (not killed until topple anim finished). 1313 Behavior = CreateObjectDie ModuleTag_10 1314 DeathTypes = NONE +TOPPLED 1315 CreationList = OCL_CombatBike_ToppledHulk 1316 End 1317 1318 Behavior = DestroyDie ModuleTag_11 1319 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED 1320 End 1321 1322 ; A crushing defeat 1323 Behavior = FXListDie ModuleTag_12 1324 DeathTypes = NONE +CRUSHED +SPLATTED 1325 DeathFX = FX_CarCrush 1326 End 1327 Behavior = CreateObjectDie ModuleTag_13 1328 DeathTypes = NONE +CRUSHED +SPLATTED 1329 CreationList = OCL_RocketBuggy_CrushEffect 1330 End 1331 Behavior = CreateCrateDie ModuleTag_14 1332 CrateData = SalvageCrateData 1333 ;CrateData = EliteTankCrateData 1334 ;CrateData = HeroicTankCrateData 1335 End 1336 1337 Behavior = TransitionDamageFX ModuleTag_15 1338 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 1339 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 1340 End 1341 1342 Behavior = RiderChangeContain ModuleTag_16 1343 ;A list of each valid rider that is allowed to ride this object. Each rider is 1344 ;assigned a modelcondition state, a weaponset flag, an object status bit, and 1345 ;a commandset override. The actual object is hidden inside the container so the 1346 ;visible rider is fluff. Also riders are deleted (not killed) when the bike is 1347 ;destroyed, so all deaths must be OCLs on the bike. 1348 Rider1 = GLAInfantryWorker RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 1349 Rider2 = GLAInfantryRebel RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 1350 Rider3 = GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 1351 Rider4 = GLAInfantryJarmenKell RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL 1352 Rider5 = GLAInfantryTerrorist RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH 1353 Rider6 = GLAInfantryHijacker RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 1354 Rider7 = GLAInfantrySaboteur RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 1355 ScuttleDelay = 1500 1356 ScuttleStatus = TOPPLED 1357 1358 ;Standard TransportContain stuff 1359 Slots = 1 1360 InitialPayload = GLAInfantryRebel 1 1361 ScatterNearbyOnExit = No 1362 HealthRegen%PerSec = 0 1363 DamagePercentToUnits = 100% ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. 1364 BurnedDeathToUnits = No ; And no Burned death. 1365 AllowInsideKindOf = INFANTRY 1366 ExitDelay = 250 1367 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 1368 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 1369 DoorOpenTime = 0 1370 End 1371 1372 Behavior = AnimationSteeringUpdate ModuleTag_17 1373 MinTransitionTime = 300 1374 End 1375 1376 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 1377 RequiredStatus = STATUS_RIDER5 1378 DeathWeapon = SuicideBikeBomb 1379 StartsActive = Yes 1380 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 1381 End 1382 1383 Behavior = StealthUpdate ModuleTag_19 1384 UseRiderStealth = Yes 1385 ;StealthDelay = 2000 ; msec 1386 ;StealthForbiddenConditions = ATTACKING 1387 ;InnateStealth = Yes 1388 ;OrderIdleEnemiesToAttackMeUponReveal = Yes 1389 End 1390 1391 Behavior = FlammableUpdate ModuleTag_21 1392 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1393 AflameDamageAmount = 3 ; taking this much damage... 1394 AflameDamageDelay = 500 ; this often. 1395 End 1396 1397 Behavior = FXListDie ModuleDieSoundTag_22 1398 DeathTypes = ALL -TOPPLED ; Not if we are "dying" by being abandoned by our human. Nobody left to scream 1399 DeathFX = FX_CombatCycleDie 1400 End 1401 Behavior = FXListDie ModuleDieSoundTag_23 1402 DeathTypes = NONE +TOPPLED 1403 DeathFX = FX_CombatCycleDieNoScream 1404 End 1405 1406 1407 Geometry = BOX 1408 GeometryMajorRadius = 11.0 1409 GeometryMinorRadius = 2.5 1410 GeometryHeight = 7.5 1411 GeometryIsSmall = Yes 1412 1413 Shadow = SHADOW_VOLUME 1414 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 1415 1416 End 1417 1418 ;------------------------------------------------------------------------------ 1419 ;GLA Combat Bike with Tunnel Defender 1420 Object GLAVehicleCombatBikeRocket 1421 1422 ; *** ART Parameters *** 1423 SelectPortrait = SUComBike_L 1424 ButtonImage = SUComBike 1425 1426 UpgradeCameo1 = Upgrade_GLAJunkRepair 1427 ;UpgradeCameo2 = NONE 1428 ;UpgradeCameo3 = NONE 1429 ;UpgradeCameo4 = NONE 1430 ;UpgradeCameo5 = NONE 1431 1432 1433 Draw = W3DTruckDraw ModuleTag_01 1434 OkToChangeModelColor = Yes 1435 1436 ;Normal Bike 1437 ;------------------------------ 1438 DefaultConditionState 1439 Model = UVComBike 1440 WeaponFireFXBone = PRIMARY Muzzle_B 1441 WeaponLaunchBone = PRIMARY RocketFX03 1442 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 1443 ParticleSysBone = SMOKE CombatBikeSmokeLight 1444 End 1445 AliasConditionState RIDER1 1446 AliasConditionState RIDER1 MOVING 1447 AliasConditionState RIDER5 1448 AliasConditionState RIDER5 MOVING 1449 AliasConditionState RIDER6 1450 AliasConditionState RIDER6 MOVING 1451 AliasConditionState RIDER7 1452 AliasConditionState RIDER7 MOVING 1453 ConditionState = REALLYDAMAGED 1454 Model = UVComBike_d 1455 End 1456 AliasConditionState RIDER1 REALLYDAMAGED 1457 AliasConditionState RIDER1 MOVING REALLYDAMAGED 1458 AliasConditionState RIDER5 REALLYDAMAGED 1459 AliasConditionState RIDER5 MOVING REALLYDAMAGED 1460 AliasConditionState RIDER6 REALLYDAMAGED 1461 AliasConditionState RIDER6 MOVING REALLYDAMAGED 1462 AliasConditionState RIDER7 REALLYDAMAGED 1463 AliasConditionState RIDER7 MOVING REALLYDAMAGED 1464 1465 ConditionState = TOPPLED 1466 Model = UVComBike 1467 Animation = UVComBike_F.UVComBike_F 1468 AnimationMode = ONCE 1469 End 1470 ConditionState = TOPPLED REALLYDAMAGED 1471 Model = UVComBike_d 1472 Animation = UVComBike_F.UVComBike_F 1473 AnimationMode = ONCE 1474 End 1475 1476 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 1477 Model = UVComBike 1478 Animation = UVComBike_A1.UVComBike_A1 1479 AnimationMode = ONCE 1480 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1481 End 1482 AliasConditionState RIDER5 MOVING CENTER_TO_LEFT 1483 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT 1484 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT 1485 ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED 1486 Model = UVComBike_d 1487 Animation = UVComBike_A1.UVComBike_A1 1488 AnimationMode = ONCE 1489 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1490 End 1491 AliasConditionState RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED 1492 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED 1493 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED 1494 1495 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 1496 Model = UVComBike 1497 Animation = UVComBike_A1.UVComBike_A1 1498 AnimationMode = ONCE_BACKWARDS 1499 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1500 End 1501 AliasConditionState RIDER5 MOVING LEFT_TO_CENTER 1502 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER 1503 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER 1504 ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED 1505 Model = UVComBike_d 1506 Animation = UVComBike_A1.UVComBike_A1 1507 AnimationMode = ONCE_BACKWARDS 1508 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1509 End 1510 AliasConditionState RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED 1511 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED 1512 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED 1513 1514 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 1515 Model = UVComBike 1516 Animation = UVComBike_A2.UVComBike_A2 1517 AnimationMode = ONCE 1518 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1519 End 1520 AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT 1521 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT 1522 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT 1523 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED 1524 Model = UVComBike_d 1525 Animation = UVComBike_A2.UVComBike_A2 1526 AnimationMode = ONCE 1527 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1528 End 1529 AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED 1530 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED 1531 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED 1532 1533 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 1534 Model = UVComBike 1535 Animation = UVComBike_A2.UVComBike_A2 1536 AnimationMode = ONCE_BACKWARDS 1537 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1538 End 1539 AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER 1540 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER 1541 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER 1542 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED 1543 Model = UVComBike_d 1544 Animation = UVComBike_A2.UVComBike_A2 1545 AnimationMode = ONCE_BACKWARDS 1546 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1547 End 1548 AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED 1549 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED 1550 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED 1551 1552 1553 ;Gun Bike 1554 ;------------------------------ 1555 ConditionState = RIDER2 1556 Model = UVComBikeG 1557 End 1558 AliasConditionState RIDER2 MOVING 1559 AliasConditionState RIDER4 1560 AliasConditionState RIDER4 MOVING 1561 ConditionState = RIDER2 REALLYDAMAGED 1562 Model = UVComBikeG_d 1563 End 1564 AliasConditionState RIDER2 MOVING REALLYDAMAGED 1565 AliasConditionState RIDER4 REALLYDAMAGED 1566 AliasConditionState RIDER4 MOVING REALLYDAMAGED 1567 1568 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 1569 Model = UVComBikeG 1570 Animation = UVComBikeG_A1.UVComBikeG_A1 1571 AnimationMode = ONCE 1572 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1573 End 1574 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT 1575 ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED 1576 Model = UVComBikeG_d 1577 Animation = UVComBikeG_A1.UVComBikeG_A1 1578 AnimationMode = ONCE 1579 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1580 End 1581 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED 1582 1583 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 1584 Model = UVComBikeG 1585 Animation = UVComBikeG_A1.UVComBikeG_A1 1586 AnimationMode = ONCE_BACKWARDS 1587 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1588 End 1589 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER 1590 ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED 1591 Model = UVComBikeG_d 1592 Animation = UVComBikeG_A1.UVComBikeG_A1 1593 AnimationMode = ONCE_BACKWARDS 1594 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1595 End 1596 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED 1597 1598 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 1599 Model = UVComBikeG 1600 Animation = UVComBikeG_A2.UVComBikeG_A2 1601 AnimationMode = ONCE 1602 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1603 End 1604 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT 1605 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED 1606 Model = UVComBikeG_d 1607 Animation = UVComBikeG_A2.UVComBikeG_A2 1608 AnimationMode = ONCE 1609 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1610 End 1611 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED 1612 1613 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 1614 Model = UVComBikeG 1615 Animation = UVComBikeG_A2.UVComBikeG_A2 1616 AnimationMode = ONCE_BACKWARDS 1617 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1618 End 1619 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER 1620 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED 1621 Model = UVComBikeG_d 1622 Animation = UVComBikeG_A2.UVComBikeG_A2 1623 AnimationMode = ONCE_BACKWARDS 1624 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1625 End 1626 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED 1627 1628 ;Missile Bike 1629 ;------------------------------ 1630 ConditionState = RIDER3 1631 Model = UVComBikeTN 1632 End 1633 AliasConditionState RIDER3 MOVING 1634 ConditionState = RIDER3 REALLYDAMAGED 1635 Model = UVComBikeTN_d 1636 End 1637 AliasConditionState RIDER3 MOVING REALLYDAMAGED 1638 1639 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 1640 Model = UVComBikeTN 1641 Animation = UVComBikeTN_A1.UVComBikeTN_A1 1642 AnimationMode = ONCE 1643 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1644 End 1645 ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED 1646 Model = UVComBikeTN_d 1647 Animation = UVComBikeTN_A1.UVComBikeTN_A1 1648 AnimationMode = ONCE 1649 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1650 End 1651 1652 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 1653 Model = UVComBikeTN 1654 Animation = UVComBikeTN_A1.UVComBikeTN_A1 1655 AnimationMode = ONCE_BACKWARDS 1656 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1657 End 1658 ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED 1659 Model = UVComBikeTN_d 1660 Animation = UVComBikeTN_A1.UVComBikeTN_A1 1661 AnimationMode = ONCE_BACKWARDS 1662 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1663 End 1664 1665 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 1666 Model = UVComBikeTN 1667 Animation = UVComBikeTN_A2.UVComBikeTN_A2 1668 AnimationMode = ONCE 1669 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1670 End 1671 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED 1672 Model = UVComBikeTN_d 1673 Animation = UVComBikeTN_A2.UVComBikeTN_A2 1674 AnimationMode = ONCE 1675 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1676 End 1677 1678 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 1679 Model = UVComBikeTN 1680 Animation = UVComBikeTN_A2.UVComBikeTN_A2 1681 AnimationMode = ONCE_BACKWARDS 1682 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1683 End 1684 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED 1685 Model = UVComBikeTN_d 1686 Animation = UVComBikeTN_A2.UVComBikeTN_A2 1687 AnimationMode = ONCE_BACKWARDS 1688 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 1689 End 1690 1691 TrackMarks = EXTireTrack03.tga 1692 1693 Dust = CombatBikeDust 1694 DirtSpray = CombatBikeDirtSpray 1695 PowerslideSpray = CombatBikeDirtPowerSlide 1696 1697 ; These parameters are only used if the model has a separate suspension, 1698 ; and the locomotor has HasSuspension = Yes. 1699 LeftFrontTireBone = Tire01 1700 LeftRearTireBone = Tire00 1701 TireRotationMultiplier = 0.2 ; this * speed = rotation. 1702 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 1703 1704 End 1705 1706 Draw = W3DModelDraw ModuleTag_Rider01 1707 OkToChangeModelColor = Yes 1708 1709 DefaultConditionState 1710 ;************************************************** 1711 ;*** Must have a default model in order to see 1712 ;*** house color!!! 1713 ;************************************************** 1714 Model = UIWrkr_SKN 1715 ;WeaponFireFXBone = PRIMARY Muzzle 1716 ;WeaponLaunchBone = PRIMARY Muzzle 1717 WeaponMuzzleFlash = PRIMARY MuzzleFX 1718 End 1719 AliasConditionState MOVING 1720 1721 ;Worker animations 1722 ;----------------------- 1723 ConditionState = RIDER1 1724 Model = UIWrkr_SKN 1725 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 1726 AnimationMode = LOOP 1727 End 1728 ConditionState = RIDER1 MOVING 1729 Model = UIWrkr_SKN 1730 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 1731 AnimationMode = LOOP 1732 End 1733 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 1734 Model = UIWrkr_SKN 1735 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 1736 AnimationMode = ONCE 1737 End 1738 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 1739 Model = UIWrkr_SKN 1740 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 1741 AnimationMode = ONCE_BACKWARDS 1742 End 1743 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 1744 Model = UIWrkr_SKN 1745 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 1746 AnimationMode = ONCE 1747 End 1748 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 1749 Model = UIWrkr_SKN 1750 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 1751 AnimationMode = ONCE_BACKWARDS 1752 End 1753 1754 1755 ;Rebel animations 1756 ;----------------------- 1757 ConditionState = RIDER2 1758 Model = UIRGrd_SKN 1759 Animation = UIRGrd_SKL.UIRGrd_CmBk_A5 1760 AnimationMode = LOOP 1761 End 1762 ConditionState = RIDER2 MOVING 1763 Model = UIRGrd_SKN 1764 Animation = UIRGrd_SKL.UIRGrd_CmBk_A4 1765 AnimationMode = LOOP 1766 End 1767 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 1768 Model = UIRGrd_SKN 1769 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 1770 AnimationMode = ONCE 1771 End 1772 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 1773 Model = UIRGrd_SKN 1774 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 1775 AnimationMode = ONCE_BACKWARDS 1776 End 1777 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 1778 Model = UIRGrd_SKN 1779 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 1780 AnimationMode = ONCE 1781 End 1782 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 1783 Model = UIRGrd_SKN 1784 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 1785 AnimationMode = ONCE_BACKWARDS 1786 End 1787 1788 ;RPG Trooper animations 1789 ;----------------------- 1790 ConditionState = RIDER3 1791 Model = UITunF_SKN2 1792 Animation = UITunF_SKL.UITunF_CmBk_A5 1793 AnimationMode = LOOP 1794 End 1795 ConditionState = RIDER3 MOVING 1796 Model = UITunF_SKN2 1797 Animation = UITunF_SKL.UITunF_CmBk_A4 1798 AnimationMode = LOOP 1799 End 1800 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 1801 Model = UITunF_SKN2 1802 Animation = UITunF_SKL.UITunF_CmBk_A1 1803 AnimationMode = ONCE 1804 End 1805 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 1806 Model = UITunF_SKN2 1807 Animation = UITunF_SKL.UITunF_CmBk_A1 1808 AnimationMode = ONCE_BACKWARDS 1809 End 1810 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 1811 Model = UITunF_SKN2 1812 Animation = UITunF_SKL.UITunF_CmBk_A2 1813 AnimationMode = ONCE 1814 End 1815 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 1816 Model = UITunF_SKN2 1817 Animation = UITunF_SKL.UITunF_CmBk_A2 1818 AnimationMode = ONCE_BACKWARDS 1819 End 1820 1821 ;Jarmen Kell animations 1822 ;----------------------- 1823 ConditionState = RIDER4 1824 Model = UIHERO_SKN 1825 Animation = UIHERO_SKL.UIHERO_CmBk_A5 1826 AnimationMode = LOOP 1827 End 1828 ConditionState = RIDER4 MOVING 1829 Model = UIHERO_SKN 1830 Animation = UIHERO_SKL.UIHERO_CmBk_A4 1831 AnimationMode = LOOP 1832 End 1833 ConditionState = RIDER4 MOVING CENTER_TO_LEFT 1834 Model = UIHERO_SKN 1835 Animation = UIHERO_SKL.UIHERO_CmBk_A1 1836 AnimationMode = ONCE 1837 End 1838 ConditionState = RIDER4 MOVING LEFT_TO_CENTER 1839 Model = UIHERO_SKN 1840 Animation = UIHERO_SKL.UIHERO_CmBk_A1 1841 AnimationMode = ONCE_BACKWARDS 1842 End 1843 ConditionState = RIDER4 MOVING CENTER_TO_RIGHT 1844 Model = UIHERO_SKN 1845 Animation = UIHERO_SKL.UIHERO_CmBk_A2 1846 AnimationMode = ONCE 1847 End 1848 ConditionState = RIDER4 MOVING RIGHT_TO_CENTER 1849 Model = UIHERO_SKN 1850 Animation = UIHERO_SKL.UIHERO_CmBk_A2 1851 AnimationMode = ONCE_BACKWARDS 1852 End 1853 1854 ;Terrorist animations 1855 ;----------------------- 1856 ConditionState = RIDER5 1857 Model = UITRST_SKN 1858 Animation = UITRST_SKL.UITER_CmBk_A5 1859 AnimationMode = LOOP 1860 End 1861 ConditionState = RIDER5 MOVING 1862 Model = UITRST_SKN 1863 Animation = UITRST_SKL.UITER_CmBk_A4 1864 AnimationMode = LOOP 1865 End 1866 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 1867 Model = UITRST_SKN 1868 Animation = UITRST_SKL.UITER_CmBk_A1 1869 AnimationMode = ONCE 1870 End 1871 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 1872 Model = UITRST_SKN 1873 Animation = UITRST_SKL.UITER_CmBk_A1 1874 AnimationMode = ONCE_BACKWARDS 1875 End 1876 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 1877 Model = UITRST_SKN 1878 Animation = UITRST_SKL.UITER_CmBk_A2 1879 AnimationMode = ONCE 1880 End 1881 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 1882 Model = UITRST_SKN 1883 Animation = UITRST_SKL.UITER_CmBk_A2 1884 AnimationMode = ONCE_BACKWARDS 1885 End 1886 1887 ;Hijacker animations 1888 ;----------------------- 1889 ConditionState = RIDER6 1890 Model = UIHJCK_SKN 1891 Animation = UIHJCK_SKL.UIHJACK_CmBk_A5 1892 AnimationMode = LOOP 1893 End 1894 ConditionState = RIDER6 MOVING 1895 Model = UIHJCK_SKN 1896 Animation = UIHJCK_SKL.UIHJACK_CmBk_A4 1897 AnimationMode = LOOP 1898 End 1899 ConditionState = RIDER6 MOVING CENTER_TO_LEFT 1900 Model = UIHJCK_SKN 1901 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 1902 AnimationMode = ONCE 1903 End 1904 ConditionState = RIDER6 MOVING LEFT_TO_CENTER 1905 Model = UIHJCK_SKN 1906 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 1907 AnimationMode = ONCE_BACKWARDS 1908 End 1909 ConditionState = RIDER6 MOVING CENTER_TO_RIGHT 1910 Model = UIHJCK_SKN 1911 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 1912 AnimationMode = ONCE 1913 End 1914 ConditionState = RIDER6 MOVING RIGHT_TO_CENTER 1915 Model = UIHJCK_SKN 1916 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 1917 AnimationMode = ONCE_BACKWARDS 1918 End 1919 1920 ;Saboteur animations 1921 ;----------------------- 1922 ConditionState = RIDER7 1923 Model = UISabotr_SKN 1924 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 1925 AnimationMode = LOOP 1926 End 1927 ConditionState = RIDER7 MOVING 1928 Model = UISabotr_SKN 1929 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 1930 AnimationMode = LOOP 1931 End 1932 ConditionState = RIDER7 MOVING CENTER_TO_LEFT 1933 Model = UISabotr_SKN 1934 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 1935 AnimationMode = ONCE 1936 End 1937 ConditionState = RIDER7 MOVING LEFT_TO_CENTER 1938 Model = UISabotr_SKN 1939 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 1940 AnimationMode = ONCE_BACKWARDS 1941 End 1942 ConditionState = RIDER7 MOVING CENTER_TO_RIGHT 1943 Model = UISabotr_SKN 1944 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 1945 AnimationMode = ONCE 1946 End 1947 ConditionState = RIDER7 MOVING RIGHT_TO_CENTER 1948 Model = UISabotr_SKN 1949 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 1950 AnimationMode = ONCE_BACKWARDS 1951 End 1952 1953 ConditionState = TOPPLED 1954 Model = None 1955 End 1956 AliasConditionState TOPPLED MOVING 1957 1958 End 1959 1960 ; ***DESIGN parameters *** 1961 DisplayName = OBJECT:CombatBike 1962 Side = GLA 1963 EditorSorting = VEHICLE 1964 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 1965 WeaponSet 1966 Conditions = None 1967 Weapon = PRIMARY NONE 1968 End 1969 WeaponSet 1970 Conditions = WEAPON_RIDER2 1971 Weapon = PRIMARY GLARebelBikerMachineGun 1972 End 1973 WeaponSet 1974 Conditions = WEAPON_RIDER3 1975 Weapon = PRIMARY TunnelDefenderBikerRocketWeapon 1976 End 1977 WeaponSet 1978 Conditions = WEAPON_RIDER4 1979 Weapon = PRIMARY GLABikerKellSniperRifle 1980 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 1981 AutoChooseSources = SECONDARY NONE 1982 End 1983 WeaponSet 1984 ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE 1985 ;damage to do ini logic for type of death to play -- unresistable for success. 1986 Conditions = WEAPON_RIDER5 1987 Weapon = PRIMARY TerroristSuicideWeapon 1988 End 1989 ArmorSet 1990 Conditions = None 1991 Armor = TruckArmor 1992 DamageFX = TankDamageFX 1993 End 1994 BuildCost = 500 1995 BuildTime = 8.0 ;in seconds 1996 VisionRange = 180 1997 ShroudClearingRange = 300 1998 Prerequisites 1999 Object = GLAArmsDealer 2000 Object = GLAPalace 2001 End 2002 2003 ExperienceValue = 50 50 100 150 ;Experience point value at each level 2004 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 2005 IsTrainable = Yes ;Can gain experience 2006 ;CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2007 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2008 ;CommandSet = GLAVehicleCombatBikeCommandSet 2009 2010 ; *** AUDIO Parameters *** 2011 VoiceSelect = CombatCycleVoiceSelect 2012 VoiceMove = CombatCycleVoiceMove 2013 VoiceAttack = CombatCycleVoiceAttack 2014 SoundMoveStart = CombatBikeMoveStart 2015 SoundMoveStartDamaged = CombatBikeMoveStart 2016 VoiceGuard = CombatCycleVoiceMove 2017 2018 2019 UnitSpecificSounds 2020 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2021 VoiceCreate = RocketBuggyVoiceCreate 2022 TurretMoveStart = NoSound 2023 TurretMoveLoop = TurretMoveLoop 2024 ; Required for the W3DTruckDraw module 2025 TruckLandingSound = RocketBuggyLand 2026 TruckPowerslideSound = CombatBikeMoveStart 2027 VoiceCrush = CombatCycleVoiceMove 2028 VoiceEnter = CombatCycleVoiceMove 2029 End 2030 2031 ; *** ENGINEERING Parameters *** 2032 RadarPriority = UNIT 2033 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER 2034 2035 Body = ActiveBody ModuleTag_02 2036 MaxHealth = 100 2037 InitialHealth = 100 2038 2039 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2040 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2041 SubdualDamageCap = 200 2042 SubdualDamageHealRate = 500 2043 SubdualDamageHealAmount = 50 2044 End 2045 Behavior = AIUpdateInterface ModuleTag_03 2046 Turret 2047 TurretTurnRate = 0 ; turn rate, in degrees per sec 2048 NaturalTurretAngle = 0 2049 ControlledWeaponSlots = PRIMARY SECONDARY 2050 End 2051 AutoAcquireEnemiesWhenIdle = No 2052 End 2053 Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor 2054 Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor 2055 Behavior = PhysicsBehavior ModuleTag_04 2056 Mass = 15.0 2057 End 2058 2059 Behavior = SlowDeathBehavior DeathTag_04 2060 ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7 2061 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2062 DestructionDelay = 0 2063 FX = INITIAL FX_BuggyNewDeathExplosion 2064 OCL = FINAL OCL_CombatBikeAirDeathStart 2065 End 2066 Behavior = SlowDeathBehavior DeathTag_05 2067 RequiredStatus = STATUS_RIDER1 2068 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2069 DestructionDelay = 0 2070 FX = INITIAL FX_BuggyNewDeathExplosion 2071 OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart 2072 OCL = FINAL OCL_CombatBikeAirDeathStart 2073 End 2074 Behavior = SlowDeathBehavior DeathTag_06 2075 RequiredStatus = STATUS_RIDER2 2076 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2077 DestructionDelay = 0 2078 FX = INITIAL FX_BuggyNewDeathExplosion 2079 OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart 2080 OCL = FINAL OCL_CombatBikeAirDeathStart 2081 End 2082 Behavior = SlowDeathBehavior DeathTag_07 2083 RequiredStatus = STATUS_RIDER3 2084 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2085 DestructionDelay = 0 2086 FX = INITIAL FX_BuggyNewDeathExplosion 2087 OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart 2088 OCL = FINAL OCL_CombatBikeAirDeathStart 2089 End 2090 Behavior = SlowDeathBehavior DeathTag_08 2091 RequiredStatus = STATUS_RIDER4 2092 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2093 DestructionDelay = 0 2094 FX = INITIAL FX_BuggyNewDeathExplosion 2095 OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart 2096 OCL = FINAL OCL_CombatBikeAirDeathStart 2097 End 2098 Behavior = SlowDeathBehavior DeathTag_09 2099 RequiredStatus = STATUS_RIDER5 2100 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2101 DestructionDelay = 0 2102 FX = INITIAL FX_BuggyNewDeathExplosion 2103 OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart 2104 OCL = FINAL OCL_CombatBikeAirDeathStart 2105 End 2106 Behavior = SlowDeathBehavior DeathTag_10 2107 RequiredStatus = STATUS_RIDER6 2108 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2109 DestructionDelay = 0 2110 FX = INITIAL FX_BuggyNewDeathExplosion 2111 OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart 2112 OCL = FINAL OCL_CombatBikeAirDeathStart 2113 End 2114 2115 Behavior = AutoHealBehavior ModuleTag_08 2116 HealingAmount = 2 2117 HealingDelay = 1000 ; msec 2118 TriggeredBy = Upgrade_GLAJunkRepair 2119 End 2120 2121 Behavior = WeaponSetUpgrade ModuleTag_09 2122 TriggeredBy = Upgrade_GLABuggyAmmo 2123 End 2124 2125 ;Create the hulk after the toppling is complete (not killed until topple anim finished). 2126 Behavior = CreateObjectDie ModuleTag_10 2127 DeathTypes = NONE +TOPPLED 2128 CreationList = OCL_CombatBike_ToppledHulk 2129 End 2130 2131 Behavior = DestroyDie ModuleTag_11 2132 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED 2133 End 2134 2135 ; A crushing defeat 2136 Behavior = FXListDie ModuleTag_12 2137 DeathTypes = NONE +CRUSHED +SPLATTED 2138 DeathFX = FX_CarCrush 2139 End 2140 Behavior = CreateObjectDie ModuleTag_13 2141 DeathTypes = NONE +CRUSHED +SPLATTED 2142 CreationList = OCL_RocketBuggy_CrushEffect 2143 End 2144 Behavior = CreateCrateDie ModuleTag_14 2145 CrateData = SalvageCrateData 2146 ;CrateData = EliteTankCrateData 2147 ;CrateData = HeroicTankCrateData 2148 End 2149 2150 Behavior = TransitionDamageFX ModuleTag_15 2151 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 2152 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2153 End 2154 2155 Behavior = RiderChangeContain ModuleTag_16 2156 ;A list of each valid rider that is allowed to ride this object. Each rider is 2157 ;assigned a modelcondition state, a weaponset flag, an object status bit, and 2158 ;a commandset override. The actual object is hidden inside the container so the 2159 ;visible rider is fluff. Also riders are deleted (not killed) when the bike is 2160 ;destroyed, so all deaths must be OCLs on the bike. 2161 Rider1 = GLAInfantryWorker RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 2162 Rider2 = GLAInfantryRebel RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 2163 Rider3 = GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 2164 Rider4 = GLAInfantryJarmenKell RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL 2165 Rider5 = GLAInfantryTerrorist RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH 2166 Rider6 = GLAInfantryHijacker RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 2167 Rider7 = GLAInfantrySaboteur RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 2168 ScuttleDelay = 1500 2169 ScuttleStatus = TOPPLED 2170 2171 ;Standard TransportContain stuff 2172 Slots = 1 2173 InitialPayload = GLAInfantryTunnelDefender 1 2174 ScatterNearbyOnExit = No 2175 HealthRegen%PerSec = 0 2176 DamagePercentToUnits = 100% ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. 2177 BurnedDeathToUnits = No ; And no Burned death. 2178 AllowInsideKindOf = INFANTRY 2179 ExitDelay = 250 2180 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 2181 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 2182 DoorOpenTime = 0 2183 End 2184 2185 Behavior = AnimationSteeringUpdate ModuleTag_17 2186 MinTransitionTime = 300 2187 End 2188 2189 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 2190 RequiredStatus = STATUS_RIDER5 2191 DeathWeapon = SuicideBikeBomb 2192 StartsActive = Yes 2193 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 2194 End 2195 2196 Behavior = StealthUpdate ModuleTag_19 2197 UseRiderStealth = Yes 2198 ;StealthDelay = 2000 ; msec 2199 ;StealthForbiddenConditions = ATTACKING 2200 ;InnateStealth = Yes 2201 ;OrderIdleEnemiesToAttackMeUponReveal = Yes 2202 End 2203 2204 Behavior = FlammableUpdate ModuleTag_21 2205 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2206 AflameDamageAmount = 3 ; taking this much damage... 2207 AflameDamageDelay = 500 ; this often. 2208 End 2209 2210 Geometry = BOX 2211 GeometryMajorRadius = 11.0 2212 GeometryMinorRadius = 2.5 2213 GeometryHeight = 7.5 2214 GeometryIsSmall = Yes 2215 2216 Shadow = SHADOW_VOLUME 2217 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 2218 2219 End 2220 2221 ;------------------------------------------------------------------------------ 2222 ;GLA Combat Bike with Terrorist 2223 Object GLAVehicleCombatBikeTerrorist 2224 2225 ; *** ART Parameters *** 2226 SelectPortrait = SUComBike_L 2227 ButtonImage = SUComBike 2228 2229 UpgradeCameo1 = Upgrade_GLAJunkRepair 2230 ;UpgradeCameo2 = NONE 2231 ;UpgradeCameo3 = NONE 2232 ;UpgradeCameo4 = NONE 2233 ;UpgradeCameo5 = NONE 2234 2235 2236 Draw = W3DTruckDraw ModuleTag_01 2237 OkToChangeModelColor = Yes 2238 2239 ;Normal Bike 2240 ;------------------------------ 2241 DefaultConditionState 2242 Model = UVComBike 2243 WeaponFireFXBone = PRIMARY Muzzle_B 2244 WeaponLaunchBone = PRIMARY RocketFX03 2245 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 2246 ParticleSysBone = SMOKE CombatBikeSmokeLight 2247 End 2248 AliasConditionState RIDER1 2249 AliasConditionState RIDER1 MOVING 2250 AliasConditionState RIDER5 2251 AliasConditionState RIDER5 MOVING 2252 AliasConditionState RIDER6 2253 AliasConditionState RIDER6 MOVING 2254 AliasConditionState RIDER7 2255 AliasConditionState RIDER7 MOVING 2256 ConditionState = REALLYDAMAGED 2257 Model = UVComBike_d 2258 End 2259 AliasConditionState RIDER1 REALLYDAMAGED 2260 AliasConditionState RIDER1 MOVING REALLYDAMAGED 2261 AliasConditionState RIDER5 REALLYDAMAGED 2262 AliasConditionState RIDER5 MOVING REALLYDAMAGED 2263 AliasConditionState RIDER6 REALLYDAMAGED 2264 AliasConditionState RIDER6 MOVING REALLYDAMAGED 2265 AliasConditionState RIDER7 REALLYDAMAGED 2266 AliasConditionState RIDER7 MOVING REALLYDAMAGED 2267 2268 ConditionState = TOPPLED 2269 Model = UVComBike 2270 Animation = UVComBike_F.UVComBike_F 2271 AnimationMode = ONCE 2272 End 2273 ConditionState = TOPPLED REALLYDAMAGED 2274 Model = UVComBike_d 2275 Animation = UVComBike_F.UVComBike_F 2276 AnimationMode = ONCE 2277 End 2278 2279 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 2280 Model = UVComBike 2281 Animation = UVComBike_A1.UVComBike_A1 2282 AnimationMode = ONCE 2283 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2284 End 2285 AliasConditionState RIDER5 MOVING CENTER_TO_LEFT 2286 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT 2287 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT 2288 ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED 2289 Model = UVComBike_d 2290 Animation = UVComBike_A1.UVComBike_A1 2291 AnimationMode = ONCE 2292 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2293 End 2294 AliasConditionState RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED 2295 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED 2296 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED 2297 2298 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 2299 Model = UVComBike 2300 Animation = UVComBike_A1.UVComBike_A1 2301 AnimationMode = ONCE_BACKWARDS 2302 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2303 End 2304 AliasConditionState RIDER5 MOVING LEFT_TO_CENTER 2305 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER 2306 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER 2307 ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED 2308 Model = UVComBike_d 2309 Animation = UVComBike_A1.UVComBike_A1 2310 AnimationMode = ONCE_BACKWARDS 2311 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2312 End 2313 AliasConditionState RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED 2314 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED 2315 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED 2316 2317 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 2318 Model = UVComBike 2319 Animation = UVComBike_A2.UVComBike_A2 2320 AnimationMode = ONCE 2321 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2322 End 2323 AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT 2324 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT 2325 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT 2326 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED 2327 Model = UVComBike_d 2328 Animation = UVComBike_A2.UVComBike_A2 2329 AnimationMode = ONCE 2330 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2331 End 2332 AliasConditionState RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED 2333 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED 2334 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED 2335 2336 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 2337 Model = UVComBike 2338 Animation = UVComBike_A2.UVComBike_A2 2339 AnimationMode = ONCE_BACKWARDS 2340 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2341 End 2342 AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER 2343 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER 2344 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER 2345 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED 2346 Model = UVComBike_d 2347 Animation = UVComBike_A2.UVComBike_A2 2348 AnimationMode = ONCE_BACKWARDS 2349 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2350 End 2351 AliasConditionState RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED 2352 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED 2353 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED 2354 2355 2356 ;Gun Bike 2357 ;------------------------------ 2358 ConditionState = RIDER2 2359 Model = UVComBikeG 2360 End 2361 AliasConditionState RIDER2 MOVING 2362 AliasConditionState RIDER4 2363 AliasConditionState RIDER4 MOVING 2364 ConditionState = RIDER2 REALLYDAMAGED 2365 Model = UVComBikeG_d 2366 End 2367 AliasConditionState RIDER2 MOVING REALLYDAMAGED 2368 AliasConditionState RIDER4 REALLYDAMAGED 2369 AliasConditionState RIDER4 MOVING REALLYDAMAGED 2370 2371 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 2372 Model = UVComBikeG 2373 Animation = UVComBikeG_A1.UVComBikeG_A1 2374 AnimationMode = ONCE 2375 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2376 End 2377 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT 2378 ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED 2379 Model = UVComBikeG_d 2380 Animation = UVComBikeG_A1.UVComBikeG_A1 2381 AnimationMode = ONCE 2382 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2383 End 2384 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED 2385 2386 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 2387 Model = UVComBikeG 2388 Animation = UVComBikeG_A1.UVComBikeG_A1 2389 AnimationMode = ONCE_BACKWARDS 2390 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2391 End 2392 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER 2393 ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED 2394 Model = UVComBikeG_d 2395 Animation = UVComBikeG_A1.UVComBikeG_A1 2396 AnimationMode = ONCE_BACKWARDS 2397 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2398 End 2399 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED 2400 2401 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 2402 Model = UVComBikeG 2403 Animation = UVComBikeG_A2.UVComBikeG_A2 2404 AnimationMode = ONCE 2405 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2406 End 2407 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT 2408 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED 2409 Model = UVComBikeG_d 2410 Animation = UVComBikeG_A2.UVComBikeG_A2 2411 AnimationMode = ONCE 2412 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2413 End 2414 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED 2415 2416 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 2417 Model = UVComBikeG 2418 Animation = UVComBikeG_A2.UVComBikeG_A2 2419 AnimationMode = ONCE_BACKWARDS 2420 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2421 End 2422 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER 2423 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED 2424 Model = UVComBikeG_d 2425 Animation = UVComBikeG_A2.UVComBikeG_A2 2426 AnimationMode = ONCE_BACKWARDS 2427 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2428 End 2429 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED 2430 2431 ;Missile Bike 2432 ;------------------------------ 2433 ConditionState = RIDER3 2434 Model = UVComBikeTN 2435 End 2436 AliasConditionState RIDER3 MOVING 2437 ConditionState = RIDER3 REALLYDAMAGED 2438 Model = UVComBikeTN_d 2439 End 2440 AliasConditionState RIDER3 MOVING REALLYDAMAGED 2441 2442 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 2443 Model = UVComBikeTN 2444 Animation = UVComBikeTN_A1.UVComBikeTN_A1 2445 AnimationMode = ONCE 2446 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2447 End 2448 ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED 2449 Model = UVComBikeTN_d 2450 Animation = UVComBikeTN_A1.UVComBikeTN_A1 2451 AnimationMode = ONCE 2452 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2453 End 2454 2455 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 2456 Model = UVComBikeTN 2457 Animation = UVComBikeTN_A1.UVComBikeTN_A1 2458 AnimationMode = ONCE_BACKWARDS 2459 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2460 End 2461 ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED 2462 Model = UVComBikeTN_d 2463 Animation = UVComBikeTN_A1.UVComBikeTN_A1 2464 AnimationMode = ONCE_BACKWARDS 2465 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2466 End 2467 2468 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 2469 Model = UVComBikeTN 2470 Animation = UVComBikeTN_A2.UVComBikeTN_A2 2471 AnimationMode = ONCE 2472 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2473 End 2474 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED 2475 Model = UVComBikeTN_d 2476 Animation = UVComBikeTN_A2.UVComBikeTN_A2 2477 AnimationMode = ONCE 2478 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2479 End 2480 2481 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 2482 Model = UVComBikeTN 2483 Animation = UVComBikeTN_A2.UVComBikeTN_A2 2484 AnimationMode = ONCE_BACKWARDS 2485 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2486 End 2487 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED 2488 Model = UVComBikeTN_d 2489 Animation = UVComBikeTN_A2.UVComBikeTN_A2 2490 AnimationMode = ONCE_BACKWARDS 2491 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 2492 End 2493 2494 TrackMarks = EXTireTrack03.tga 2495 2496 Dust = CombatBikeDust 2497 DirtSpray = CombatBikeDirtSpray 2498 PowerslideSpray = CombatBikeDirtPowerSlide 2499 2500 ; These parameters are only used if the model has a separate suspension, 2501 ; and the locomotor has HasSuspension = Yes. 2502 LeftFrontTireBone = Tire01 2503 LeftRearTireBone = Tire00 2504 TireRotationMultiplier = 0.2 ; this * speed = rotation. 2505 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 2506 2507 End 2508 2509 Draw = W3DModelDraw ModuleTag_Rider01 2510 OkToChangeModelColor = Yes 2511 2512 DefaultConditionState 2513 ;************************************************** 2514 ;*** Must have a default model in order to see 2515 ;*** house color!!! 2516 ;************************************************** 2517 Model = UIWrkr_SKN 2518 ;WeaponFireFXBone = PRIMARY Muzzle 2519 ;WeaponLaunchBone = PRIMARY Muzzle 2520 WeaponMuzzleFlash = PRIMARY MuzzleFX 2521 End 2522 AliasConditionState MOVING 2523 2524 ;Worker animations 2525 ;----------------------- 2526 ConditionState = RIDER1 2527 Model = UIWrkr_SKN 2528 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 2529 AnimationMode = LOOP 2530 End 2531 ConditionState = RIDER1 MOVING 2532 Model = UIWrkr_SKN 2533 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 2534 AnimationMode = LOOP 2535 End 2536 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 2537 Model = UIWrkr_SKN 2538 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 2539 AnimationMode = ONCE 2540 End 2541 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 2542 Model = UIWrkr_SKN 2543 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 2544 AnimationMode = ONCE_BACKWARDS 2545 End 2546 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 2547 Model = UIWrkr_SKN 2548 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 2549 AnimationMode = ONCE 2550 End 2551 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 2552 Model = UIWrkr_SKN 2553 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 2554 AnimationMode = ONCE_BACKWARDS 2555 End 2556 2557 2558 ;Rebel animations 2559 ;----------------------- 2560 ConditionState = RIDER2 2561 Model = UIRGrd_SKN 2562 Animation = UIRGrd_SKL.UIRGrd_CmBk_A5 2563 AnimationMode = LOOP 2564 End 2565 ConditionState = RIDER2 MOVING 2566 Model = UIRGrd_SKN 2567 Animation = UIRGrd_SKL.UIRGrd_CmBk_A4 2568 AnimationMode = LOOP 2569 End 2570 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 2571 Model = UIRGrd_SKN 2572 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 2573 AnimationMode = ONCE 2574 End 2575 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 2576 Model = UIRGrd_SKN 2577 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 2578 AnimationMode = ONCE_BACKWARDS 2579 End 2580 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 2581 Model = UIRGrd_SKN 2582 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 2583 AnimationMode = ONCE 2584 End 2585 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 2586 Model = UIRGrd_SKN 2587 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 2588 AnimationMode = ONCE_BACKWARDS 2589 End 2590 2591 ;RPG Trooper animations 2592 ;----------------------- 2593 ConditionState = RIDER3 2594 Model = UITunF_SKN2 2595 Animation = UITunF_SKL.UITunF_CmBk_A5 2596 AnimationMode = LOOP 2597 End 2598 ConditionState = RIDER3 MOVING 2599 Model = UITunF_SKN2 2600 Animation = UITunF_SKL.UITunF_CmBk_A4 2601 AnimationMode = LOOP 2602 End 2603 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 2604 Model = UITunF_SKN2 2605 Animation = UITunF_SKL.UITunF_CmBk_A1 2606 AnimationMode = ONCE 2607 End 2608 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 2609 Model = UITunF_SKN2 2610 Animation = UITunF_SKL.UITunF_CmBk_A1 2611 AnimationMode = ONCE_BACKWARDS 2612 End 2613 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 2614 Model = UITunF_SKN2 2615 Animation = UITunF_SKL.UITunF_CmBk_A2 2616 AnimationMode = ONCE 2617 End 2618 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 2619 Model = UITunF_SKN2 2620 Animation = UITunF_SKL.UITunF_CmBk_A2 2621 AnimationMode = ONCE_BACKWARDS 2622 End 2623 2624 ;Jarmen Kell animations 2625 ;----------------------- 2626 ConditionState = RIDER4 2627 Model = UIHERO_SKN 2628 Animation = UIHERO_SKL.UIHERO_CmBk_A5 2629 AnimationMode = LOOP 2630 End 2631 ConditionState = RIDER4 MOVING 2632 Model = UIHERO_SKN 2633 Animation = UIHERO_SKL.UIHERO_CmBk_A4 2634 AnimationMode = LOOP 2635 End 2636 ConditionState = RIDER4 MOVING CENTER_TO_LEFT 2637 Model = UIHERO_SKN 2638 Animation = UIHERO_SKL.UIHERO_CmBk_A1 2639 AnimationMode = ONCE 2640 End 2641 ConditionState = RIDER4 MOVING LEFT_TO_CENTER 2642 Model = UIHERO_SKN 2643 Animation = UIHERO_SKL.UIHERO_CmBk_A1 2644 AnimationMode = ONCE_BACKWARDS 2645 End 2646 ConditionState = RIDER4 MOVING CENTER_TO_RIGHT 2647 Model = UIHERO_SKN 2648 Animation = UIHERO_SKL.UIHERO_CmBk_A2 2649 AnimationMode = ONCE 2650 End 2651 ConditionState = RIDER4 MOVING RIGHT_TO_CENTER 2652 Model = UIHERO_SKN 2653 Animation = UIHERO_SKL.UIHERO_CmBk_A2 2654 AnimationMode = ONCE_BACKWARDS 2655 End 2656 2657 ;Terrorist animations 2658 ;----------------------- 2659 ConditionState = RIDER5 2660 Model = UITRST_SKN 2661 Animation = UITRST_SKL.UITER_CmBk_A5 2662 AnimationMode = LOOP 2663 End 2664 ConditionState = RIDER5 MOVING 2665 Model = UITRST_SKN 2666 Animation = UITRST_SKL.UITER_CmBk_A4 2667 AnimationMode = LOOP 2668 End 2669 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 2670 Model = UITRST_SKN 2671 Animation = UITRST_SKL.UITER_CmBk_A1 2672 AnimationMode = ONCE 2673 End 2674 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 2675 Model = UITRST_SKN 2676 Animation = UITRST_SKL.UITER_CmBk_A1 2677 AnimationMode = ONCE_BACKWARDS 2678 End 2679 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 2680 Model = UITRST_SKN 2681 Animation = UITRST_SKL.UITER_CmBk_A2 2682 AnimationMode = ONCE 2683 End 2684 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 2685 Model = UITRST_SKN 2686 Animation = UITRST_SKL.UITER_CmBk_A2 2687 AnimationMode = ONCE_BACKWARDS 2688 End 2689 2690 ;Hijacker animations 2691 ;----------------------- 2692 ConditionState = RIDER6 2693 Model = UIHJCK_SKN 2694 Animation = UIHJCK_SKL.UIHJACK_CmBk_A5 2695 AnimationMode = LOOP 2696 End 2697 ConditionState = RIDER6 MOVING 2698 Model = UIHJCK_SKN 2699 Animation = UIHJCK_SKL.UIHJACK_CmBk_A4 2700 AnimationMode = LOOP 2701 End 2702 ConditionState = RIDER6 MOVING CENTER_TO_LEFT 2703 Model = UIHJCK_SKN 2704 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 2705 AnimationMode = ONCE 2706 End 2707 ConditionState = RIDER6 MOVING LEFT_TO_CENTER 2708 Model = UIHJCK_SKN 2709 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 2710 AnimationMode = ONCE_BACKWARDS 2711 End 2712 ConditionState = RIDER6 MOVING CENTER_TO_RIGHT 2713 Model = UIHJCK_SKN 2714 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 2715 AnimationMode = ONCE 2716 End 2717 ConditionState = RIDER6 MOVING RIGHT_TO_CENTER 2718 Model = UIHJCK_SKN 2719 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 2720 AnimationMode = ONCE_BACKWARDS 2721 End 2722 2723 ;Saboteur animations 2724 ;----------------------- 2725 ConditionState = RIDER7 2726 Model = UISabotr_SKN 2727 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 2728 AnimationMode = LOOP 2729 End 2730 ConditionState = RIDER7 MOVING 2731 Model = UISabotr_SKN 2732 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 2733 AnimationMode = LOOP 2734 End 2735 ConditionState = RIDER7 MOVING CENTER_TO_LEFT 2736 Model = UISabotr_SKN 2737 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 2738 AnimationMode = ONCE 2739 End 2740 ConditionState = RIDER7 MOVING LEFT_TO_CENTER 2741 Model = UISabotr_SKN 2742 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 2743 AnimationMode = ONCE_BACKWARDS 2744 End 2745 ConditionState = RIDER7 MOVING CENTER_TO_RIGHT 2746 Model = UISabotr_SKN 2747 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 2748 AnimationMode = ONCE 2749 End 2750 ConditionState = RIDER7 MOVING RIGHT_TO_CENTER 2751 Model = UISabotr_SKN 2752 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 2753 AnimationMode = ONCE_BACKWARDS 2754 End 2755 2756 ConditionState = TOPPLED 2757 Model = None 2758 End 2759 AliasConditionState TOPPLED MOVING 2760 2761 End 2762 2763 ; ***DESIGN parameters *** 2764 DisplayName = OBJECT:CombatBike 2765 Side = GLA 2766 EditorSorting = VEHICLE 2767 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 2768 WeaponSet 2769 Conditions = None 2770 Weapon = PRIMARY NONE 2771 End 2772 WeaponSet 2773 Conditions = WEAPON_RIDER2 2774 Weapon = PRIMARY GLARebelBikerMachineGun 2775 End 2776 WeaponSet 2777 Conditions = WEAPON_RIDER3 2778 Weapon = PRIMARY TunnelDefenderBikerRocketWeapon 2779 End 2780 WeaponSet 2781 Conditions = WEAPON_RIDER4 2782 Weapon = PRIMARY GLABikerKellSniperRifle 2783 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 2784 AutoChooseSources = SECONDARY NONE 2785 End 2786 WeaponSet 2787 ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE 2788 ;damage to do ini logic for type of death to play -- unresistable for success. 2789 Conditions = WEAPON_RIDER5 2790 Weapon = PRIMARY TerroristSuicideWeapon 2791 End 2792 ArmorSet 2793 Conditions = None 2794 Armor = TruckArmor 2795 DamageFX = TankDamageFX 2796 End 2797 BuildCost = 500 2798 BuildTime = 8.0 ;in seconds 2799 VisionRange = 180 2800 ShroudClearingRange = 300 2801 ; Remove - JMC 8/6/03 - This is not usable by the player but I can use it for any AI if the prereqs are gone. 2802 ; Prerequisites 2803 ; Object = GLAArmsDealer 2804 ; Object = GLAPalace 2805 ; End 2806 2807 ExperienceValue = 50 50 100 150 ;Experience point value at each level 2808 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 2809 IsTrainable = Yes ;Can gain experience 2810 ;CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 2811 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 2812 ;CommandSet = GLAVehicleCombatBikeCommandSet 2813 2814 ; *** AUDIO Parameters *** 2815 VoiceSelect = CombatCycleVoiceSelect 2816 VoiceMove = CombatCycleVoiceMove 2817 VoiceAttack = CombatCycleVoiceAttack 2818 SoundMoveStart = CombatBikeMoveStart 2819 SoundMoveStartDamaged = CombatBikeMoveStart 2820 VoiceGuard = CombatCycleVoiceMove 2821 2822 2823 UnitSpecificSounds 2824 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 2825 VoiceCreate = RocketBuggyVoiceCreate 2826 TurretMoveStart = NoSound 2827 TurretMoveLoop = TurretMoveLoop 2828 ; Required for the W3DTruckDraw module 2829 TruckLandingSound = RocketBuggyLand 2830 TruckPowerslideSound = CombatBikeMoveStart 2831 VoiceCrush = CombatCycleVoiceMove 2832 VoiceEnter = CombatCycleVoiceMove 2833 End 2834 2835 ; *** ENGINEERING Parameters *** 2836 RadarPriority = UNIT 2837 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER 2838 2839 Body = ActiveBody ModuleTag_02 2840 MaxHealth = 100 2841 InitialHealth = 100 2842 2843 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2844 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2845 SubdualDamageCap = 200 2846 SubdualDamageHealRate = 500 2847 SubdualDamageHealAmount = 50 2848 End 2849 Behavior = AIUpdateInterface ModuleTag_03 2850 Turret 2851 TurretTurnRate = 0 ; turn rate, in degrees per sec 2852 NaturalTurretAngle = 0 2853 ControlledWeaponSlots = PRIMARY SECONDARY 2854 End 2855 AutoAcquireEnemiesWhenIdle = No 2856 End 2857 Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor 2858 Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor 2859 Behavior = PhysicsBehavior ModuleTag_04 2860 Mass = 15.0 2861 End 2862 2863 Behavior = SlowDeathBehavior DeathTag_04 2864 ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7 2865 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2866 DestructionDelay = 0 2867 FX = INITIAL FX_BuggyNewDeathExplosion 2868 OCL = FINAL OCL_CombatBikeAirDeathStart 2869 End 2870 Behavior = SlowDeathBehavior DeathTag_05 2871 RequiredStatus = STATUS_RIDER1 2872 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2873 DestructionDelay = 0 2874 FX = INITIAL FX_BuggyNewDeathExplosion 2875 OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart 2876 OCL = FINAL OCL_CombatBikeAirDeathStart 2877 End 2878 Behavior = SlowDeathBehavior DeathTag_06 2879 RequiredStatus = STATUS_RIDER2 2880 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2881 DestructionDelay = 0 2882 FX = INITIAL FX_BuggyNewDeathExplosion 2883 OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart 2884 OCL = FINAL OCL_CombatBikeAirDeathStart 2885 End 2886 Behavior = SlowDeathBehavior DeathTag_07 2887 RequiredStatus = STATUS_RIDER3 2888 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2889 DestructionDelay = 0 2890 FX = INITIAL FX_BuggyNewDeathExplosion 2891 OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart 2892 OCL = FINAL OCL_CombatBikeAirDeathStart 2893 End 2894 Behavior = SlowDeathBehavior DeathTag_08 2895 RequiredStatus = STATUS_RIDER4 2896 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2897 DestructionDelay = 0 2898 FX = INITIAL FX_BuggyNewDeathExplosion 2899 OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart 2900 OCL = FINAL OCL_CombatBikeAirDeathStart 2901 End 2902 Behavior = SlowDeathBehavior DeathTag_09 2903 RequiredStatus = STATUS_RIDER5 2904 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2905 DestructionDelay = 0 2906 FX = INITIAL FX_BuggyNewDeathExplosion 2907 OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart 2908 OCL = FINAL OCL_CombatBikeAirDeathStart 2909 End 2910 Behavior = SlowDeathBehavior DeathTag_10 2911 RequiredStatus = STATUS_RIDER6 2912 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 2913 DestructionDelay = 0 2914 FX = INITIAL FX_BuggyNewDeathExplosion 2915 OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart 2916 OCL = FINAL OCL_CombatBikeAirDeathStart 2917 End 2918 2919 Behavior = AutoHealBehavior ModuleTag_08 2920 HealingAmount = 2 2921 HealingDelay = 1000 ; msec 2922 TriggeredBy = Upgrade_GLAJunkRepair 2923 End 2924 2925 Behavior = WeaponSetUpgrade ModuleTag_09 2926 TriggeredBy = Upgrade_GLABuggyAmmo 2927 End 2928 2929 ;Create the hulk after the toppling is complete (not killed until topple anim finished). 2930 Behavior = CreateObjectDie ModuleTag_10 2931 DeathTypes = NONE +TOPPLED 2932 CreationList = OCL_CombatBike_ToppledHulk 2933 End 2934 2935 Behavior = DestroyDie ModuleTag_11 2936 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED 2937 End 2938 2939 ; A crushing defeat 2940 Behavior = FXListDie ModuleTag_12 2941 DeathTypes = NONE +CRUSHED +SPLATTED 2942 DeathFX = FX_CarCrush 2943 End 2944 Behavior = CreateObjectDie ModuleTag_13 2945 DeathTypes = NONE +CRUSHED +SPLATTED 2946 CreationList = OCL_RocketBuggy_CrushEffect 2947 End 2948 Behavior = CreateCrateDie ModuleTag_14 2949 CrateData = SalvageCrateData 2950 ;CrateData = EliteTankCrateData 2951 ;CrateData = HeroicTankCrateData 2952 End 2953 2954 Behavior = TransitionDamageFX ModuleTag_15 2955 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 2956 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 2957 End 2958 2959 Behavior = RiderChangeContain ModuleTag_16 2960 ;A list of each valid rider that is allowed to ride this object. Each rider is 2961 ;assigned a modelcondition state, a weaponset flag, an object status bit, and 2962 ;a commandset override. The actual object is hidden inside the container so the 2963 ;visible rider is fluff. Also riders are deleted (not killed) when the bike is 2964 ;destroyed, so all deaths must be OCLs on the bike. 2965 Rider1 = GLAInfantryWorker RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 2966 Rider2 = GLAInfantryRebel RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 2967 Rider3 = GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 2968 Rider4 = GLAInfantryJarmenKell RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL 2969 Rider5 = GLAInfantryTerrorist RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH 2970 Rider6 = GLAInfantryHijacker RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 2971 Rider7 = GLAInfantrySaboteur RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 2972 ScuttleDelay = 1500 2973 ScuttleStatus = TOPPLED 2974 2975 ;Standard TransportContain stuff 2976 Slots = 1 2977 InitialPayload = GLAInfantryTerrorist 1 2978 ScatterNearbyOnExit = No 2979 HealthRegen%PerSec = 0 2980 DamagePercentToUnits = 100% ; This module will Delete the rider on death, but we need to kill him as well so he doesn't pick up the bike's salvage crate. 2981 BurnedDeathToUnits = No ; And no Burned death. 2982 AllowInsideKindOf = INFANTRY 2983 ExitDelay = 250 2984 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 2985 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 2986 DoorOpenTime = 0 2987 End 2988 2989 Behavior = AnimationSteeringUpdate ModuleTag_17 2990 MinTransitionTime = 300 2991 End 2992 2993 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 2994 RequiredStatus = STATUS_RIDER5 2995 DeathWeapon = SuicideBikeBomb 2996 StartsActive = Yes 2997 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 2998 End 2999 3000 Behavior = StealthUpdate ModuleTag_19 3001 UseRiderStealth = Yes 3002 ;StealthDelay = 2000 ; msec 3003 ;StealthForbiddenConditions = ATTACKING 3004 ;InnateStealth = Yes 3005 ;OrderIdleEnemiesToAttackMeUponReveal = Yes 3006 End 3007 3008 Behavior = FlammableUpdate ModuleTag_21 3009 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3010 AflameDamageAmount = 3 ; taking this much damage... 3011 AflameDamageDelay = 500 ; this often. 3012 End 3013 3014 Geometry = BOX 3015 GeometryMajorRadius = 11.0 3016 GeometryMinorRadius = 2.5 3017 GeometryHeight = 7.5 3018 GeometryIsSmall = Yes 3019 3020 Shadow = SHADOW_VOLUME 3021 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 3022 3023 End 3024 3025 3026 3027 ;------------------------------------------------------------------------------ 3028 Object GLAVehicleQuadCannon 3029 3030 ; *** ART Parameters *** 3031 SelectPortrait = SUQuadCannon_L 3032 ButtonImage = SUQuadCannon 3033 3034 UpgradeCameo1 = Upgrade_GLAAPBullets 3035 UpgradeCameo2 = Upgrade_GLAJunkRepair 3036 ;UpgradeCameo3 = XXX 3037 ;UpgradeCameo4 = XXX 3038 ;UpgradeCameo5 = XXX 3039 3040 Draw = W3DTankTruckDraw ModuleTag_01 3041 OkToChangeModelColor = Yes 3042 3043 ConditionState = NONE 3044 Model = UVQuadCann 3045 Turret = TURRET 3046 TurretPitch = TURRETEL 3047 WeaponFireFXBone = PRIMARY BarrelMS 3048 WeaponMuzzleFlash = PRIMARY BarrelFX 3049 WeaponRecoilBone = PRIMARY Barrel 3050 WeaponFireFXBone = SECONDARY BarrelMS 3051 WeaponMuzzleFlash = SECONDARY BarrelFX 3052 WeaponRecoilBone = SECONDARY Barrel 3053 ShowSubObject = TURRET 3054 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash 3055 End 3056 3057 ConditionState = REALLYDAMAGED 3058 Model = UVQuadCann_D 3059 Turret = TURRET 3060 TurretPitch = TURRETEL 3061 WeaponFireFXBone = PRIMARY BarrelMS 3062 WeaponMuzzleFlash = PRIMARY BarrelFX 3063 WeaponRecoilBone = PRIMARY Barrel 3064 WeaponFireFXBone = SECONDARY BarrelMS 3065 WeaponMuzzleFlash = SECONDARY BarrelFX 3066 WeaponRecoilBone = SECONDARY Barrel 3067 ShowSubObject = TURRET 3068 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 3069 End 3070 3071 ConditionState = RUBBLE 3072 Model = UVQuadCann_D 3073 Turret = TURRET 3074 TurretPitch = TURRETEL 3075 WeaponFireFXBone = PRIMARY BarrelMS 3076 WeaponMuzzleFlash = PRIMARY BarrelFX 3077 WeaponRecoilBone = PRIMARY Barrel 3078 WeaponFireFXBone = SECONDARY BarrelMS 3079 WeaponMuzzleFlash = SECONDARY BarrelFX 3080 WeaponRecoilBone = SECONDARY Barrel 3081 ShowSubObject = TURRET 3082 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 3083 End 3084 3085 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 3086 Model = UVQuadCann 3087 Turret = TURRETUP01 3088 TurretPitch = TURRETEL01 3089 WeaponFireFXBone = PRIMARY BarrelUp01MS 3090 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 3091 WeaponRecoilBone = PRIMARY BarrelUp01 3092 WeaponFireFXBone = SECONDARY BarrelUp01MS 3093 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 3094 WeaponRecoilBone = SECONDARY BarrelUp01 3095 ShowSubObject = TURRETUP01 3096 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 3097 End 3098 3099 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 3100 Model = UVQuadCann 3101 Turret = TURRETUP01 3102 TurretPitch = TURRETEL01 3103 WeaponFireFXBone = PRIMARY BarrelUp01MS 3104 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 3105 WeaponRecoilBone = PRIMARY BarrelUp01 3106 WeaponFireFXBone = SECONDARY BarrelUp01MS 3107 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 3108 WeaponRecoilBone = SECONDARY BarrelUp01 3109 ShowSubObject = TURRETUP01 3110 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 3111 End 3112 3113 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE 3114 Model = UVQuadCann 3115 Turret = TURRETUP01 3116 TurretPitch = TURRETEL01 3117 WeaponFireFXBone = PRIMARY BarrelUp01MS 3118 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 3119 WeaponRecoilBone = PRIMARY BarrelUp01 3120 WeaponFireFXBone = SECONDARY BarrelUp01MS 3121 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 3122 WeaponRecoilBone = SECONDARY BarrelUp01 3123 ShowSubObject = TURRETUP01 3124 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 3125 End 3126 3127 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 3128 Model = UVQuadCann 3129 Turret = TURRETUP02 3130 TurretPitch = TURRETEL02 3131 WeaponFireFXBone = PRIMARY BarrelUp02MS 3132 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 3133 WeaponRecoilBone = PRIMARY BarrelUp02 3134 WeaponFireFXBone = SECONDARY BarrelUp02MS 3135 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 3136 WeaponRecoilBone = SECONDARY BarrelUp02 3137 ShowSubObject = TURRETUP02 3138 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 3139 End 3140 3141 ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 3142 Model = UVQuadCann_D 3143 Turret = TURRETUP02 3144 TurretPitch = TURRETEL02 3145 WeaponFireFXBone = PRIMARY BarrelUp02MS 3146 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 3147 WeaponRecoilBone = PRIMARY BarrelUp02 3148 WeaponFireFXBone = SECONDARY BarrelUp02MS 3149 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 3150 WeaponRecoilBone = SECONDARY BarrelUp02 3151 ShowSubObject = TURRETUP02 3152 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 3153 End 3154 3155 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE 3156 Model = UVQuadCann_D 3157 Turret = TURRETUP02 3158 TurretPitch = TURRETEL02 3159 WeaponFireFXBone = PRIMARY BarrelUp02MS 3160 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 3161 WeaponRecoilBone = PRIMARY BarrelUp02 3162 WeaponFireFXBone = SECONDARY BarrelUp02MS 3163 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 3164 WeaponRecoilBone = SECONDARY BarrelUp02 3165 ShowSubObject = TURRETUP02 3166 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 3167 End 3168 3169 TrackMarks = EXTnkTrack.tga 3170 3171 TreadAnimationRate = 2.0; amount of tread texture to move per second 3172 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 3173 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 3174 3175 Dust = RocketBuggyDust 3176 DirtSpray = RocketBuggyDirtSpray 3177 3178 ; These parameters are only used if the model has a separate suspension, 3179 ; and the locomotor has HasSuspension = Yes. 3180 LeftFrontTireBone = Tire01 3181 RightFrontTireBone = Tire02 3182 TireRotationMultiplier = 0.2 ; this * speed = rotation. 3183 PowerslideRotationAddition = 0 ; This unit doesn't powerslide. 3184 End 3185 3186 ; ***DESIGN parameters *** 3187 DisplayName = OBJECT:QuadCannon 3188 Side = GLA 3189 EditorSorting = VEHICLE 3190 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3191 WeaponSet 3192 Conditions = None 3193 Weapon = PRIMARY QuadCannonGun 3194 Weapon = SECONDARY QuadCannonGunAir 3195 End 3196 WeaponSet 3197 Conditions = CRATEUPGRADE_ONE 3198 Weapon = PRIMARY QuadCannonGunUpgradeOne 3199 Weapon = SECONDARY QuadCannonGunUpgradeOneAir 3200 End 3201 WeaponSet 3202 Conditions = CRATEUPGRADE_TWO 3203 Weapon = PRIMARY QuadCannonGunUpgradeTwo 3204 Weapon = SECONDARY QuadCannonGunUpgradeTwoAir 3205 End 3206 ArmorSet 3207 Conditions = None 3208 Armor = HumveeArmor 3209 DamageFX = TankDamageFX 3210 End 3211 BuildCost = 700 3212 BuildTime = 6.0 ;in seconds 3213 VisionRange = 150 3214 ShroudClearingRange = 300 3215 Prerequisites 3216 Object = GLAArmsDealer 3217 End 3218 3219 CommandSet = GLAVehicleQuadCannon 3220 3221 ExperienceValue = 50 50 100 150 ;Experience point value at each level 3222 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 3223 IsTrainable = Yes ;Can gain experience 3224 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3225 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3226 3227 ; *** AUDIO Parameters *** 3228 VoiceSelect = QuadCannonVoiceSelect 3229 VoiceMove = QuadCannonVoiceMove 3230 VoiceAttack = QuadCannonVoiceAttack 3231 VoiceAttackAir = QuadCannonVoiceAttackAir 3232 SoundMoveStart = QuadCannonMoveStart 3233 SoundMoveStartDamaged = QuadCannonMoveStart 3234 VoiceGuard = QuadCannonVoiceMove 3235 UnitSpecificSounds 3236 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3237 VoiceCreate = QuadCannonVoiceCreate 3238 TurretMoveStart = NoSound 3239 TurretMoveLoop = TurretMoveLoop 3240 ; Required for the W3DTruckDraw module 3241 TruckLandingSound = NoSound 3242 TruckPowerslideSound = NoSound 3243 VoiceSalvage = QuadCannonVoiceSalvage 3244 VoiceCrush = QuadCannonVoiceCrush 3245 VoiceEnter = QuadCannonVoiceMove 3246 End 3247 3248 3249 ; *** ENGINEERING Parameters *** 3250 RadarPriority = UNIT 3251 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE 3252 3253 Body = ActiveBody ModuleTag_02 3254 MaxHealth = 300.0 3255 InitialHealth = 300.0 3256 3257 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3258 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3259 SubdualDamageCap = 440 3260 SubdualDamageHealRate = 500 3261 SubdualDamageHealAmount = 50 3262 End 3263 3264 Behavior = AIUpdateInterface ModuleTag_03 3265 Turret 3266 TurretTurnRate = 360 3267 TurretPitchRate = 360 3268 AllowsPitch = Yes 3269 ControlledWeaponSlots = PRIMARY SECONDARY 3270 End 3271 AutoAcquireEnemiesWhenIdle = Yes Stealthed 3272 MoodAttackCheckRate = 250 3273 End 3274 3275 Locomotor = SET_NORMAL QuadCannonLocomotor 3276 3277 Behavior = PhysicsBehavior ModuleTag_04 3278 Mass = 40.0 3279 End 3280 3281 ; Catch fire, and explode death 3282 Behavior = SlowDeathBehavior ModuleTag_05 3283 DeathTypes = ALL -CRUSHED -SPLATTED 3284 ProbabilityModifier = 411 3285 DestructionDelay = 150 3286 DestructionDelayVariance = 250 3287 OCL = FINAL OCL_QuadCannonDeathEffect 3288 FX = FINAL FX_BattleMasterExplosionOneFinal 3289 End 3290 3291 Behavior = AutoHealBehavior ModuleTag_06 3292 HealingAmount = 2 3293 HealingDelay = 1000 ; msec 3294 TriggeredBy = Upgrade_GLAJunkRepair 3295 End 3296 3297 Behavior = FlammableUpdate ModuleTag_08 3298 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3299 AflameDamageAmount = 3 ; taking this much damage... 3300 AflameDamageDelay = 500 ; this often. 3301 End 3302 3303 Behavior = TransitionDamageFX ModuleTag_09 3304 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 3305 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 3306 End 3307 3308 3309 ; A crushing defeat 3310 Behavior = FXListDie ModuleTag_10 3311 DeathTypes = NONE +CRUSHED +SPLATTED 3312 DeathFX = FX_CarCrush 3313 End 3314 3315 Behavior = CreateCrateDie ModuleTag_11 3316 CrateData = SalvageCrateData 3317 ;CrateData = EliteTankCrateData 3318 ;CrateData = HeroicTankCrateData 3319 End 3320 3321 Behavior = WeaponBonusUpgrade ModuleTag_12 3322 TriggeredBy = Upgrade_GLAAPBullets 3323 End 3324 3325 Behavior = DestroyDie ModuleTag_13 3326 DeathTypes = NONE +CRUSHED +SPLATTED 3327 End 3328 3329 Geometry = BOX 3330 GeometryMajorRadius = 18.0 3331 GeometryMinorRadius = 7.0 3332 GeometryHeight = 11.5 3333 GeometryIsSmall = No 3334 Shadow = SHADOW_VOLUME 3335 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 3336 3337 End 3338 3339 ;------------------------------------------------------------------------------ 3340 ;Also called Toxin Tractor && ToxinTractor 3341 Object GLAVehicleToxinTruck 3342 3343 ; *** ART Parameters *** 3344 SelectPortrait = SUToxinTractor_L 3345 ButtonImage = SUToxinTractor 3346 3347 UpgradeCameo1 = Upgrade_GLAAnthraxBeta 3348 UpgradeCameo2 = Upgrade_GLAJunkRepair 3349 ;UpgradeCameo3 = NONE 3350 ;UpgradeCameo4 = NONE 3351 ;UpgradeCameo5 = NONE 3352 3353 Draw = W3DTruckDraw ModuleTag_01 3354 OkToChangeModelColor = Yes 3355 3356 DefaultConditionState 3357 Model = UVToxinTrk 3358 Turret = Turret 3359 TurretPitch = TurretEL 3360 ShowSubObject = Turret 3361 HideSubObject = TurretUP01 TurretUP02 3362 WeaponFireFXBone = PRIMARY WeaponA 3363 WeaponLaunchBone = PRIMARY WeaponA 3364 WeaponFireFXBone = SECONDARY Spigot 3365 WeaponLaunchBone = SECONDARY Spigot 3366 End 3367 AliasConditionState WEAPONSET_PLAYER_UPGRADE 3368 3369 ConditionState = USING_WEAPON_B 3370 Model = UVToxinTrk 3371 ParticleSysBone = none ToxinPuddleContinuous 3372 END 3373 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE 3374 Model = UVToxinTrk 3375 ParticleSysBone = none AnthraxPuddleContinuous 3376 END 3377 3378 ConditionState = REALLYDAMAGED 3379 Model = UVToxinTrk_D 3380 End 3381 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 3382 AliasConditionState RUBBLE 3383 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE 3384 3385 ConditionState = USING_WEAPON_B REALLYDAMAGED 3386 Model = UVToxinTrk_D 3387 ParticleSysBone = none ToxinPuddleContinuous 3388 END 3389 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 3390 Model = UVToxinTrk_D 3391 ParticleSysBone = none AnthraxPuddleContinuous 3392 END 3393 3394 ; -------------- Turret change #1 3395 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 3396 Turret = TurretUP01 3397 TurretPitch = TurretEL01 3398 ShowSubObject = TurretUP01 3399 HideSubObject = Turret TurretUP02 3400 WeaponFireFXBone = PRIMARY WeaponB 3401 WeaponLaunchBone = PRIMARY WeaponB 3402 End 3403 AliasConditionState WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 3404 3405 ConditionState = USING_WEAPON_B WEAPONSET_CRATEUPGRADE_ONE 3406 Turret = TurretUP01 3407 TurretPitch = TurretEL01 3408 ShowSubObject = TurretUP01 3409 HideSubObject = Turret TurretUP02 3410 WeaponFireFXBone = PRIMARY WeaponB 3411 WeaponLaunchBone = PRIMARY WeaponB 3412 ParticleSysBone = none ToxinPuddleContinuous 3413 END 3414 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 3415 Turret = TurretUP01 3416 TurretPitch = TurretEL01 3417 ShowSubObject = TurretUP01 3418 HideSubObject = Turret TurretUP02 3419 WeaponFireFXBone = PRIMARY WeaponB 3420 WeaponLaunchBone = PRIMARY WeaponB 3421 ParticleSysBone = none AnthraxPuddleContinuous 3422 END 3423 3424 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 3425 Model = UVToxinTrk_D 3426 Turret = TurretUP01 3427 TurretPitch = TurretEL01 3428 ShowSubObject = TurretUP01 3429 HideSubObject = Turret TurretUP02 3430 WeaponFireFXBone = PRIMARY WeaponB 3431 WeaponLaunchBone = PRIMARY WeaponB 3432 End 3433 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 3434 AliasConditionState RUBBLE WEAPONSET_CRATEUPGRADE_ONE 3435 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_ONE 3436 3437 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 3438 Model = UVToxinTrk_D 3439 Turret = TurretUP01 3440 TurretPitch = TurretEL01 3441 ShowSubObject = TurretUP01 3442 HideSubObject = Turret TurretUP02 3443 WeaponFireFXBone = PRIMARY WeaponB 3444 WeaponLaunchBone = PRIMARY WeaponB 3445 ParticleSysBone = none ToxinPuddleContinuous 3446 END 3447 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 3448 Model = UVToxinTrk_D 3449 Turret = TurretUP01 3450 TurretPitch = TurretEL01 3451 ShowSubObject = TurretUP01 3452 HideSubObject = Turret TurretUP02 3453 WeaponFireFXBone = PRIMARY WeaponB 3454 WeaponLaunchBone = PRIMARY WeaponB 3455 ParticleSysBone = none AnthraxPuddleContinuous 3456 END 3457 3458 ; -------------- Turret change #2 3459 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 3460 Turret = TurretUP02 3461 TurretPitch = TurretEL02 3462 ShowSubObject = TurretUP02 3463 HideSubObject = TurretUP01 Turret 3464 WeaponFireFXBone = PRIMARY WeaponC 3465 WeaponLaunchBone = PRIMARY WeaponC 3466 End 3467 AliasConditionState WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 3468 3469 ConditionState = USING_WEAPON_B WEAPONSET_CRATEUPGRADE_TWO 3470 Turret = TurretUP02 3471 TurretPitch = TurretEL02 3472 ShowSubObject = TurretUP02 3473 HideSubObject = TurretUP01 Turret 3474 WeaponFireFXBone = PRIMARY WeaponC 3475 WeaponLaunchBone = PRIMARY WeaponC 3476 ParticleSysBone = none ToxinPuddleContinuous 3477 END 3478 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 3479 Turret = TurretUP02 3480 TurretPitch = TurretEL02 3481 ShowSubObject = TurretUP02 3482 HideSubObject = TurretUP01 Turret 3483 WeaponFireFXBone = PRIMARY WeaponC 3484 WeaponLaunchBone = PRIMARY WeaponC 3485 ParticleSysBone = none AnthraxPuddleContinuous 3486 END 3487 3488 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 3489 Model = UVToxinTrk_D 3490 Turret = TurretUP02 3491 TurretPitch = TurretEL02 3492 ShowSubObject = TurretUP02 3493 HideSubObject = TurretUP01 Turret 3494 WeaponFireFXBone = PRIMARY WeaponC 3495 WeaponLaunchBone = PRIMARY WeaponC 3496 End 3497 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 3498 AliasConditionState RUBBLE WEAPONSET_CRATEUPGRADE_TWO 3499 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_TWO 3500 3501 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 3502 Model = UVToxinTrk_D 3503 Turret = TurretUP02 3504 TurretPitch = TurretEL02 3505 ShowSubObject = TurretUP02 3506 HideSubObject = TurretUP01 Turret 3507 WeaponFireFXBone = PRIMARY WeaponC 3508 WeaponLaunchBone = PRIMARY WeaponC 3509 ParticleSysBone = none ToxinPuddleContinuous 3510 END 3511 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 3512 Model = UVToxinTrk_D 3513 Turret = TurretUP02 3514 TurretPitch = TurretEL02 3515 ShowSubObject = TurretUP02 3516 HideSubObject = TurretUP01 Turret 3517 WeaponFireFXBone = PRIMARY WeaponC 3518 WeaponLaunchBone = PRIMARY WeaponC 3519 ParticleSysBone = none AnthraxPuddleContinuous 3520 END 3521 3522 TrackMarks = EXTireTrack.tga 3523 LeftFrontTireBone = Tire01 3524 RightFrontTireBone = Tire02 3525 LeftRearTireBone = Tire03 3526 RightRearTireBone = Tire04 3527 3528 TireRotationMultiplier = 0.2 ; this * speed = rotation. 3529 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 3530 3531 Dust = RocketBuggyDust 3532 DirtSpray = RocketBuggyDirtSpray 3533 3534 End 3535 3536 ; ***DESIGN parameters *** 3537 DisplayName = OBJECT:ToxinTruck 3538 Side = GLA 3539 EditorSorting = VEHICLE 3540 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3541 3542 WeaponSet 3543 Conditions = None 3544 Weapon = PRIMARY ToxinTruckGun 3545 Weapon = SECONDARY ToxinTruckSprayer 3546 AutoChooseSources = SECONDARY NONE ;Special attack only 3547 End 3548 WeaponSet 3549 Conditions = PLAYER_UPGRADE 3550 Weapon = PRIMARY ToxinTruckGunUpgraded 3551 Weapon = SECONDARY ToxinTruckSprayerUpgraded 3552 AutoChooseSources = SECONDARY NONE ;Special attack only 3553 End 3554 WeaponSet 3555 Conditions = CRATEUPGRADE_ONE 3556 Weapon = PRIMARY ToxinTruckGunPlusOne 3557 Weapon = SECONDARY ToxinTruckSprayerPlusOne 3558 AutoChooseSources = SECONDARY NONE ;Special attack only 3559 End 3560 WeaponSet 3561 Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE 3562 Weapon = PRIMARY ToxinTruckGunUpgradedPlusOne 3563 Weapon = SECONDARY ToxinTruckSprayerUpgradedPlusOne 3564 AutoChooseSources = SECONDARY NONE ;Special attack only 3565 End 3566 WeaponSet 3567 Conditions = CRATEUPGRADE_TWO 3568 Weapon = PRIMARY ToxinTruckGunPlusTwo 3569 Weapon = SECONDARY ToxinTruckSprayerPlusTwo 3570 AutoChooseSources = SECONDARY NONE ;Special attack only 3571 End 3572 WeaponSet 3573 Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE 3574 Weapon = PRIMARY ToxinTruckGunUpgradedPlusTwo 3575 Weapon = SECONDARY ToxinTruckSprayerUpgradedPlusTwo 3576 AutoChooseSources = SECONDARY NONE ;Special attack only 3577 End 3578 3579 ArmorSet 3580 Conditions = None 3581 Armor = ToxinTruckArmor 3582 DamageFX = TruckDamageFX 3583 End 3584 BuildCost = 600 3585 BuildTime = 5.0 ;in seconds 3586 VisionRange = 100 3587 ShroudClearingRange = 200 3588 Prerequisites 3589 Object = GLAArmsDealer 3590 End 3591 3592 ExperienceValue = 50 50 100 150 ;Experience point value at each level 3593 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 3594 IsTrainable = Yes ;Can gain experience 3595 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3596 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3597 CommandSet = GLAVehicleToxinTruckCommandSet 3598 3599 ; *** AUDIO Parameters *** 3600 VoiceSelect = ToxinTractorVoiceSelect 3601 VoiceMove = ToxinTractorVoiceMove 3602 VoiceGuard = ToxinTractorVoiceMove 3603 VoiceAttack = ToxinTractorVoiceAttack 3604 SoundMoveStart = ToxinTractorMoveStart 3605 SoundMoveStartDamaged = ToxinTractorMoveStart 3606 3607 UnitSpecificSounds 3608 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3609 VoiceCreate = ToxinTractorVoiceCreate 3610 TurretMoveStart = NoSound 3611 TurretMoveLoop = TurretMoveLoop 3612 TruckLandingSound = NoSound 3613 TruckPowerslideSound = NoSound 3614 VoiceCrush = ToxinTractorVoiceCrush 3615 VoiceEnter = ToxinTractorVoiceMove 3616 VoicePoisonLocation = ToxinTractorVoiceAttackContam 3617 3618 End 3619 3620 ; *** ENGINEERING Parameters *** 3621 RadarPriority = UNIT 3622 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 3623 3624 Body = ActiveBody ModuleTag_02 3625 MaxHealth = 240.0 3626 InitialHealth = 240.0 3627 3628 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3629 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3630 SubdualDamageCap = 480 3631 SubdualDamageHealRate = 500 3632 SubdualDamageHealAmount = 50 3633 End 3634 3635 Behavior = AIUpdateInterface ModuleTag_03 3636 AutoAcquireEnemiesWhenIdle = Yes 3637 Turret 3638 TurretTurnRate = 180 3639 TurretPitchRate = 180 3640 AllowsPitch = Yes 3641 MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 3642 TurretFireAngleSweep = PRIMARY 8 3643 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn 3644 ControlledWeaponSlots = PRIMARY 3645 End 3646 End 3647 Locomotor = SET_NORMAL ToxinTruckLocomotor 3648 Behavior = PhysicsBehavior ModuleTag_04 3649 Mass = 50.0 3650 End 3651 3652 Behavior = SlowDeathBehavior ModuleTag_05 3653 DeathTypes = ALL -CRUSHED -SPLATTED 3654 ProbabilityModifier = 5 3655 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 3656 DestructionDelay = 0 3657 DestructionDelayVariance = 200 3658 FX = INITIAL FX_ToxinTractorDie 3659 OCL = INITIAL OCL_ToxinTractorDeathEffect 3660 FX = FINAL FX_ToxinTruckExplosionOneFinal 3661 End 3662 Behavior = InstantDeathBehavior ModuleTag_06 3663 DeathTypes = NONE +CRUSHED +SPLATTED 3664 FX = FX_CarCrush 3665 OCL = OCL_CrusaderTank_CrushEffect 3666 End 3667 3668 Behavior = CreateCrateDie ModuleTag_07 3669 CrateData = SalvageCrateData 3670 ;CrateData = EliteTankCrateData 3671 ;CrateData = HeroicTankCrateData 3672 End 3673 3674 Behavior = WeaponSetUpgrade ModuleTag_08 3675 ; the Toxin Tractor gets this upgrade if we either buy the upgrade, 3676 ; or if it gets HEROIC status 3677 TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_Veterancy_HEROIC 3678 End 3679 3680 Behavior = TransitionDamageFX ModuleTag_11 3681 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 3682 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 3683 End 3684 3685 Behavior = AutoHealBehavior ModuleTag_12 3686 HealingAmount = 2 3687 HealingDelay = 1000 ; msec 3688 TriggeredBy = Upgrade_GLAJunkRepair 3689 End 3690 3691 Behavior = FlammableUpdate ModuleTag_21 3692 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3693 AflameDamageAmount = 3 ; taking this much damage... 3694 AflameDamageDelay = 500 ; this often. 3695 End 3696 3697 Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_13 3698 WeaponSlot = SECONDARY 3699 ConflictsWith = Upgrade_GLAAnthraxBeta Upgrade_Veterancy_HEROIC 3700 OCL = OCL_PoisonFieldMedium 3701 MinShotsToCreateOCL = 4 3702 OCLLifetimePerSecond = 10000 3703 OCLLifetimeMaxCap = 180000 3704 End 3705 Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_14 3706 WeaponSlot = SECONDARY 3707 TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_Veterancy_HEROIC 3708 OCL = OCL_PoisonFieldUpgradedMedium 3709 MinShotsToCreateOCL = 4 3710 OCLLifetimePerSecond = 10000 3711 OCLLifetimeMaxCap = 180000 3712 End 3713 3714 Behavior = FireWeaponWhenDeadBehavior ModuleTag_15 ;These two make the right damage field at death 3715 DeathWeapon = ToxinShellWeapon 3716 StartsActive = Yes 3717 ConflictsWith = Upgrade_GLAAnthraxBeta 3718 End 3719 Behavior = FireWeaponWhenDeadBehavior ModuleTag_16 3720 DeathWeapon = ToxinShellWeaponUpgraded 3721 StartsActive = No 3722 TriggeredBy = Upgrade_GLAAnthraxBeta 3723 End 3724 3725 Geometry = BOX 3726 GeometryMajorRadius = 13.0 3727 GeometryMinorRadius = 9.0 3728 GeometryHeight = 10.0 ; set to make the projectile stream look right 3729 GeometryIsSmall = Yes 3730 Shadow = SHADOW_VOLUME 3731 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 3732 3733 End 3734 3735 3736 3737 3738 ;------------------------------------------------------------------------------ 3739 Object GLAVehicleBombTruck 3740 3741 ; *** ART Parameters *** 3742 SelectPortrait = SUBombTruck_L 3743 ButtonImage = SUBombTruck 3744 3745 UpgradeCameo1 = Upgrade_GLABombTruckHighExplosiveBomb 3746 UpgradeCameo2 = Upgrade_GLABombTruckBioBomb 3747 UpgradeCameo3 = Upgrade_GLAJunkRepair 3748 ;UpgradeCameo4 = NONE 3749 ;UpgradeCameo5 = NONE 3750 3751 3752 Draw = W3DTruckDraw ModuleTag_01 3753 OkToChangeModelColor = Yes 3754 TrackMarks = EXTireTrack.tga 3755 3756 DefaultConditionState 3757 Model = UVBMBTRUK 3758 Animation = UVBMBTRUK.UVBMBTRUK 3759 AnimationMode = LOOP 3760 3761 ;Display the default bombload -- and the upgrades will handle the rest! 3762 HideSubObject = Bombload02 Bombload03 Bombload04 3763 End 3764 3765 ConditionState = REALLYDAMAGED 3766 Model = UVBMBTRUK_D 3767 Animation = UVBMBTRUK_D.UVBMBTRUK_D 3768 AnimationMode = LOOP 3769 End 3770 3771 ConditionState = RUBBLE 3772 Model = UVBMBTRUK_D 3773 End 3774 3775 LeftFrontTireBone = Tire01 3776 RightFrontTireBone = Tire02 3777 MidLeftFrontTireBone = Tire03 3778 MidRightFrontTireBone = Tire04 3779 LeftRearTireBone = Tire05 3780 RightRearTireBone = Tire06 3781 TireRotationMultiplier = 0.2 ; this * speed = rotation. 3782 3783 Dust = RocketBuggyDust 3784 DirtSpray = RocketBuggyDirtSpray 3785 PowerslideSpray = RocketBuggyDirtPowerSlide 3786 3787 End 3788 3789 ; ***DESIGN parameters *** 3790 DisplayName = OBJECT:BombTruck 3791 Side = GLA 3792 EditorSorting = VEHICLE 3793 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 3794 WeaponSet 3795 Conditions = None 3796 Weapon = PRIMARY SuicideWeapon 3797 End 3798 ArmorSet 3799 Conditions = None 3800 Armor = TruckArmor 3801 DamageFX = TruckDamageFX 3802 End 3803 BuildCost = 1200 3804 BuildTime = 15.0 ;in seconds 3805 VisionRange = 150 ; Used in attack move targeting 3806 ShroudClearingRange = 200 3807 Prerequisites 3808 Object = GLAArmsDealer 3809 Object = GLAPalace 3810 End 3811 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 3812 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 3813 CommandSet = GLAVehicleBombTruckCommandSet 3814 3815 ; *** AUDIO Parameters *** 3816 VoiceSelect = BombTruckVoiceSelect 3817 VoiceMove = BombTruckVoiceMove 3818 VoiceGuard = BombTruckVoiceMove 3819 VoiceAttack = BombTruckVoiceAttack 3820 SoundMoveStart = BombTruckMoveStart 3821 SoundMoveStartDamaged = BombTruckMoveStart 3822 UnitSpecificSounds 3823 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 3824 VoiceCreate = BombTruckVoiceCreate 3825 TurretMoveStart = NoSound 3826 TurretMoveLoop = NoSound 3827 TruckLandingSound = RocketBuggyLand 3828 TruckPowerslideSound = NoSound 3829 DisguiseStarted = BombTruckDisguiseStarted 3830 DisguiseRevealedSuccess = BombTruckDisguiseRevealedSuccess 3831 DisguiseRevealedFailure = BombTruckDisguiseRevealedFailure 3832 VoiceEnter = BombTruckVoiceMove 3833 End 3834 3835 ; *** ENGINEERING Parameters *** 3836 RadarPriority = UNIT 3837 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE DISGUISER CANNOT_RETALIATE 3838 3839 Body = ActiveBody ModuleTag_02 3840 MaxHealth = 220.0 3841 InitialHealth = 220.0 3842 3843 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3844 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3845 SubdualDamageCap = 440 3846 SubdualDamageHealRate = 500 3847 SubdualDamageHealAmount = 50 3848 End 3849 3850 ExperienceValue = 50 50 50 50 ; Experience point value at each level 3851 IsTrainable = No 3852 3853 ;Kris: Um, bomb trucks don't gain experience. 3854 ;Behavior = VeterancyGainCreate ModuleTag_03 3855 ; StartingLevel = VETERAN 3856 ;End 3857 3858 Behavior = AIUpdateInterface ModuleTag_04 3859 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS 3860 End 3861 Locomotor = SET_NORMAL BombTruckLocomotor 3862 3863 Behavior = PhysicsBehavior ModuleTag_05 3864 Mass = 40.0 3865 End 3866 3867 Behavior = AutoHealBehavior ModuleTag_06 3868 HealingAmount = 2 3869 HealingDelay = 1000 ; msec 3870 TriggeredBy = Upgrade_GLAJunkRepair 3871 End 3872 3873 Behavior = ProductionUpdate ModuleTag_07 3874 ; nothing 3875 End 3876 3877 Behavior = SlowDeathBehavior ModuleTag_08 3878 DeathTypes = ALL -CRUSHED -SPLATTED 3879 ProbabilityModifier = 5 3880 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 3881 DestructionDelay = 0 3882 DestructionDelayVariance = 200 3883 FX = FINAL FX_BuggyNewDeathExplosion 3884 OCL = FINAL OCL_BombTruckDeathEffect 3885 End 3886 3887 ;Behavior = DestroyDie 3888 ;nothing 3889 ;End 3890 3891 3892 ;************************************************************************************************ 3893 ;* WHICH BOMB DO WE USE??? 3894 ;* We have 2 damage possibilities -- (normal OR high explosive) 3895 ;* So part 1 is inflicting the damage itself without creating effects 3896 ;* The complicated part is the part where we have 6 possible effect explosions based on 3897 ;* all the possible upgrade combinations. Note that bio weapons don't inflict damage through 3898 ;* the explosion. 3899 ;* 3900 ;* DAMAGE COMBINATIONS (NO EFFECTS): 3901 ;* 1) Normal (doesn't have high explosive upgrade) 3902 ;* 2) High explosive (has high-explosive upgrade) 3903 ;* 3904 ;* EFFECT COMBINATIONS (NO DAMAGE): 3905 ;* 1) Normal (no upgrades) 3906 ;* 2) Bio (bio-bomb upgrade) 3907 ;* 3) Anthrax (bio-bomb and anthrax upgrade) 3908 ;* 4) High explosive (high explosive upgrade) 3909 ;* 5) High explosive bio (high explosive and bio-bomb upgrade) 3910 ;* 6) High explosive anthrax (high explosive, bio-bomb, and anthrax upgrades) 3911 ;************************************************************************************************ 3912 3913 ;************************************************************************************************ 3914 ;* EXCLUSIVE DAMAGE POSSIBILITY 1 -- Normal explosion (can't have high-explosive upgrade) 3915 ;************************************************************************************************ 3916 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 3917 DeathWeapon = BombTruckDefaultBombDamage 3918 StartsActive = Yes ; turned on by upgrade 3919 ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb 3920 End 3921 3922 ;************************************************************************************************ 3923 ;* EXCLUSIVE DAMAGE POSSIBILITY 2 -- High explosion (always plays if it has high-explosive upgrade) 3924 ;************************************************************************************************ 3925 Behavior = FireWeaponWhenDeadBehavior ModuleTag_10 3926 DeathWeapon = BombTruckHighExplosionBombDamage 3927 StartsActive = No ; turned on by upgrade 3928 TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb 3929 End 3930 3931 ;************************************************************************************************ 3932 ;* EXCLUSIVE EFFECT COMBINATION 1 - Regular explosion (no upgrades) 3933 ;************************************************************************************************ 3934 Behavior = FireWeaponWhenDeadBehavior ModuleTag_11 3935 DeathWeapon = BombTruckDefaultBombEffect 3936 StartsActive = Yes ; turned on by upgrade 3937 ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLABombTruckBioBomb 3938 End 3939 3940 ;************************************************************************************************ 3941 ;* EXCLUSIVE EFFECT COMBINATION 2 - Bio explosion 3942 ;* Requires: Bio upgrade 3943 ;* Can't have: Anthrax upgrade, high explosive upgrade 3944 ;************************************************************************************************ 3945 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 3946 DeathWeapon = BombTruckBioBombEffect 3947 StartsActive = No ; turned on by upgrade 3948 TriggeredBy = Upgrade_GLABombTruckBioBomb 3949 ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLAAnthraxBeta 3950 RequiresAllTriggers = Yes 3951 End 3952 3953 ;************************************************************************************************ 3954 ;* EXCLUSIVE EFFECT COMBINATION 3 - Anthrax explosion 3955 ;* Requires: Bio upgrade and anthrax upgrade 3956 ;* Can't have: High explosive upgrade 3957 ;************************************************************************************************ 3958 Behavior = FireWeaponWhenDeadBehavior ModuleTag_13 3959 DeathWeapon = BombTruckAnthraxBombEffect 3960 StartsActive = No ; turned on by upgrade 3961 TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLAAnthraxBeta 3962 ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb 3963 RequiresAllTriggers = Yes 3964 End 3965 3966 ;************************************************************************************************ 3967 ;* EXCLUSIVE EFFECT COMBINATION 4 - High explosion 3968 ;* Requires: High explosive upgrade 3969 ;* Can't have: Bio upgrade and anthrax upgrade 3970 ;************************************************************************************************ 3971 Behavior = FireWeaponWhenDeadBehavior ModuleTag_14 3972 DeathWeapon = BombTruckHighExplosiveBombEffect 3973 StartsActive = No ; turned on by upgrade 3974 TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb 3975 ConflictsWith = Upgrade_GLABombTruckBioBomb 3976 RequiresAllTriggers = Yes 3977 End 3978 3979 ;************************************************************************************************ 3980 ;* EXCLUSIVE EFFECT COMBINATION 5 - High explosive bio explosion 3981 ;* Requires: High explosive upgrade and bio upgrade 3982 ;* Can't have: Anthrax upgrade 3983 ;************************************************************************************************ 3984 Behavior = FireWeaponWhenDeadBehavior ModuleTag_15 3985 DeathWeapon = BombTruckHighExplosiveBioBombEffect 3986 StartsActive = No ; turned on by upgrade 3987 TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLABombTruckBioBomb 3988 ConflictsWith = Upgrade_GLAAnthraxBeta 3989 RequiresAllTriggers = Yes 3990 End 3991 3992 ;************************************************************************************************ 3993 ;* EXCLUSIVE EFFECT COMBINATION 6 - High explosive Anthrax explosion 3994 ;* Requires: High explosive, Bio, and anthrax upgrade 3995 ;************************************************************************************************ 3996 Behavior = FireWeaponWhenDeadBehavior ModuleTag_16 3997 DeathWeapon = BombTruckHighExplosiveAnthraxBombEffect 3998 StartsActive = No ; turned on by upgrade 3999 TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLAAnthraxBeta 4000 RequiresAllTriggers = Yes 4001 End 4002 4003 ;------------------------------------------------------------------- 4004 ; Now we get to display the payload based on upgrades!!! 4005 ;------------------------------------------------------------------- 4006 Behavior = SubObjectsUpgrade ModuleTag_17 4007 ;*** Bio bomb load *** 4008 TriggeredBy = Upgrade_GLABombTruckBioBomb 4009 ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb 4010 ShowSubObjects = Bombload02 4011 HideSubObjects = Bombload01 Bombload03 Bombload04 4012 End 4013 Behavior = SubObjectsUpgrade ModuleTag_18 4014 ;*** High-explosive bomb load *** 4015 TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb 4016 ConflictsWith = Upgrade_GLABombTruckBioBomb 4017 ShowSubObjects = Bombload03 4018 HideSubObjects = Bombload01 Bombload02 Bombload04 4019 End 4020 Behavior = SubObjectsUpgrade ModuleTag_19 4021 ;*** High-explosive bio bomb load *** 4022 TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb 4023 ShowSubObjects = Bombload04 4024 HideSubObjects = Bombload01 Bombload02 Bombload03 4025 RequiresAllTriggers = Yes 4026 End 4027 ;------------------------------------------------------------------- 4028 4029 4030 Behavior = SpecialAbility ModuleTag_20 4031 SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle 4032 UpdateModuleStartsAttack = Yes 4033 InitiateSound = BombTruckVoiceDisguise 4034 End 4035 Behavior = SpecialAbilityUpdate ModuleTag_21 4036 SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle 4037 StartAbilityRange = 1000000.0 4038 ApproachRequiresLOS = No 4039 End 4040 4041 Behavior = StealthUpdate ModuleTag_22 4042 StealthDelay = 1 4043 DisguisesAsTeam = Yes 4044 RevealDistanceFromTarget = 100.0f 4045 OrderIdleEnemiesToAttackMeUponReveal = Yes 4046 DisguiseFX = FX_BombTruckDisguise 4047 DisguiseRevealFX = FX_BombTruckDisguiseReveal 4048 InnateStealth = Yes 4049 DisguiseTransitionTime = 2000 4050 DisguiseRevealTransitionTime = 1000 4051 End 4052 4053 ; A crushing defeat 4054 Behavior = FXListDie ModuleTag_23 4055 DeathTypes = NONE +CRUSHED +SPLATTED 4056 DeathFX = FX_CarCrush 4057 End 4058 Behavior = CreateObjectDie ModuleTag_24 4059 DeathTypes = NONE +CRUSHED +SPLATTED 4060 CreationList = OCL_CrusaderTank_CrushEffect 4061 End 4062 Behavior = CreateCrateDie ModuleTag_25 4063 CrateData = SalvageCrateData 4064 ;CrateData = EliteTankCrateData 4065 ;CrateData = HeroicTankCrateData 4066 End 4067 4068 Behavior = TransitionDamageFX ModuleTag_26 4069 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 4070 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 4071 End 4072 4073 Behavior = FlammableUpdate ModuleTag_28 4074 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4075 AflameDamageAmount = 3 ; taking this much damage... 4076 AflameDamageDelay = 500 ; this often. 4077 End 4078 4079 Behavior = DestroyDie ModuleTag_29 4080 DeathTypes = NONE +CRUSHED +SPLATTED 4081 End 4082 4083 Geometry = BOX 4084 GeometryMajorRadius = 19.0 4085 GeometryMinorRadius = 8.0 4086 GeometryHeight = 11.5 4087 GeometryIsSmall = No 4088 Shadow = SHADOW_VOLUME 4089 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 4090 4091 End 4092 4093 ;------------------------------------------------------------------------------ 4094 Object GLAVehicleScudLauncher 4095 4096 ; *** ART Parameters *** 4097 SelectPortrait = SUScudLauncher_L 4098 ButtonImage = SUScudLauncher 4099 4100 UpgradeCameo1 = Upgrade_GLAJunkRepair 4101 UpgradeCameo2 = Upgrade_GLAAnthraxBeta 4102 ;UpgradeCameo3 = NONE 4103 ;UpgradeCameo4 = NONE 4104 ;UpgradeCameo5 = NONE 4105 4106 Draw = W3DTruckDraw ModuleTag_01 4107 OkToChangeModelColor = Yes 4108 4109 ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 4110 4111 DefaultConditionState 4112 Model = UVScudLchr 4113 Turret = TURRET 4114 TurretPitch = TURRETEL 4115 ShowSubObject = TURRET 4116 HideSubObject = TURRETUP01 TURRETUP02 4117 WeaponLaunchBone = PRIMARY WeaponA 4118 WeaponLaunchBone = SECONDARY WeaponA 4119 End 4120 4121 ConditionState = REALLYDAMAGED 4122 Model = UVScudLchr_d 4123 End 4124 AliasConditionState = RUBBLE 4125 4126 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 4127 Model = UVScudLchr 4128 Turret = TURRETUP01 4129 TurretPitch = TURRETEL01 4130 ShowSubObject = TURRETUP01 4131 HideSubObject = TURRET TURRETUP02 4132 WeaponLaunchBone = PRIMARY WeaponB 4133 WeaponLaunchBone = SECONDARY WeaponB 4134 End 4135 4136 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 4137 Model = UVScudLchr_d 4138 Turret = TURRETUP01 4139 TurretPitch = TURRETEL01 4140 ShowSubObject = TURRETUP01 4141 HideSubObject = TURRET TURRETUP02 4142 WeaponLaunchBone = PRIMARY WeaponB 4143 WeaponLaunchBone = SECONDARY WeaponB 4144 End 4145 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE 4146 4147 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 4148 Model = UVScudLchr 4149 Turret = TURRETUP02 4150 TurretPitch = TURRETEL02 4151 ShowSubObject = TURRETUP02 4152 HideSubObject = TURRET TURRETUP01 4153 WeaponLaunchBone = PRIMARY WeaponC 4154 WeaponLaunchBone = SECONDARY WeaponC 4155 End 4156 4157 ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 4158 Model = UVScudLchr_d 4159 Turret = TURRETUP02 4160 TurretPitch = TURRETEL02 4161 ShowSubObject = TURRETUP02 4162 HideSubObject = TURRET TURRETUP01 4163 WeaponLaunchBone = PRIMARY WeaponC 4164 WeaponLaunchBone = SECONDARY WeaponC 4165 End 4166 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE 4167 4168 TrackMarks = EXTireTrack.tga 4169 4170 Dust = ScudLauncherDust 4171 DirtSpray = RocketBuggyDirtSpray 4172 PowerslideSpray = RocketBuggyDirtPowerSlide 4173 4174 ; These parameters are only used if the model has a separate suspension, 4175 ; and the locomotor has HasSuspension = Yes. 4176 LeftFrontTireBone = Tire01 4177 RightFrontTireBone = Tire05 4178 LeftRearTireBone = Tire04 4179 RightRearTireBone = Tire08 4180 MidLeftFrontTireBone = Tire02 4181 MidRightFrontTireBone = Tire06 4182 MidLeftRearTireBone = Tire03 4183 MidRightRearTireBone = Tire07 4184 4185 TireRotationMultiplier = 0.2 ; this * speed = rotation. 4186 ;PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. 4187 4188 End 4189 4190 4191 ; ***DESIGN parameters *** 4192 4193 DisplayName = OBJECT:ScudLauncher 4194 Side = GLA 4195 EditorSorting = VEHICLE 4196 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4197 4198 WeaponSet 4199 Conditions = None 4200 Weapon = PRIMARY SCUDLauncherGunExplosive 4201 Weapon = SECONDARY SCUDLauncherGunToxin 4202 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 4203 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 4204 PreferredAgainst = SECONDARY INFANTRY 4205 ShareWeaponReloadTime = Yes 4206 End 4207 WeaponSet 4208 Conditions = PLAYER_UPGRADE 4209 Weapon = PRIMARY SCUDLauncherGunExplosive 4210 Weapon = SECONDARY SCUDLauncherGunAnthrax 4211 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 4212 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 4213 PreferredAgainst = SECONDARY INFANTRY 4214 ShareWeaponReloadTime = Yes 4215 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 4216 End 4217 WeaponSet 4218 Conditions = CRATEUPGRADE_ONE 4219 Weapon = PRIMARY SCUDLauncherGunExplosivePlusOne 4220 Weapon = SECONDARY SCUDLauncherGunToxinPlusOne 4221 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 4222 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 4223 PreferredAgainst = SECONDARY INFANTRY 4224 ShareWeaponReloadTime = Yes 4225 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 4226 End 4227 WeaponSet 4228 Conditions = PLAYER_UPGRADE CRATEUPGRADE_ONE 4229 Weapon = PRIMARY SCUDLauncherGunExplosivePlusOne 4230 Weapon = SECONDARY SCUDLauncherGunAnthraxPlusOne 4231 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 4232 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 4233 PreferredAgainst = SECONDARY INFANTRY 4234 ShareWeaponReloadTime = Yes 4235 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 4236 End 4237 WeaponSet 4238 Conditions = CRATEUPGRADE_TWO 4239 Weapon = PRIMARY SCUDLauncherGunExplosivePlusTwo 4240 Weapon = SECONDARY SCUDLauncherGunToxinPlusTwo 4241 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 4242 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 4243 PreferredAgainst = SECONDARY INFANTRY 4244 ShareWeaponReloadTime = Yes 4245 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 4246 End 4247 WeaponSet 4248 Conditions = PLAYER_UPGRADE CRATEUPGRADE_TWO 4249 Weapon = PRIMARY SCUDLauncherGunExplosivePlusTwo 4250 Weapon = SECONDARY SCUDLauncherGunAnthraxPlusTwo 4251 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 4252 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 4253 PreferredAgainst = SECONDARY INFANTRY 4254 ShareWeaponReloadTime = Yes 4255 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 4256 End 4257 4258 ArmorSet 4259 Conditions = None 4260 Armor = TruckArmor 4261 DamageFX = TankDamageFX 4262 End 4263 BuildCost = 1200 4264 BuildTime = 15.0 ;in seconds 4265 VisionRange = 180 4266 ShroudClearingRange = 300 4267 Prerequisites 4268 Object = GLAArmsDealer 4269 Object = GLAPalace 4270 Science = SCIENCE_ScudLauncher 4271 End 4272 4273 ExperienceValue = 50 50 100 150 ;Experience point value at each level 4274 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 4275 IsTrainable = Yes ;Can gain experience 4276 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4277 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4278 CommandSet = GLAVehicleScudLauncherCommandSet 4279 4280 ; *** AUDIO Parameters *** 4281 VoiceSelect = ScudLauncherVoiceSelect 4282 VoiceMove = ScudLauncherVoiceMove 4283 VoiceGuard = ScudLauncherVoiceMove 4284 VoiceAttack = ScudLauncherVoiceAttack 4285 SoundMoveStart = ScudLauncherMoveStart 4286 SoundMoveStartDamaged = ScudLauncherMoveStart 4287 UnitSpecificSounds 4288 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4289 VoiceCreate = ScudLauncherVoiceCreate 4290 TurretMoveStart = NoSound 4291 TurretMoveLoop = TurretMoveLoop 4292 TruckLandingSound = NoSound 4293 TruckPowerslideSound = NoSound 4294 VoiceCrush = ScudLauncherVoiceCrush 4295 VoiceEnter = ScudLauncherVoiceMove 4296 VoicePrimaryWeaponMode = ScudLauncherVoiceModeHiEx 4297 VoiceSecondaryWeaponMode = ScudLauncherVoiceModeAnthrax 4298 End 4299 4300 ; *** ENGINEERING Parameters *** 4301 RadarPriority = UNIT 4302 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 4303 4304 Body = ActiveBody ModuleTag_02 4305 MaxHealth = 180.0 4306 InitialHealth = 180.0 4307 4308 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4309 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4310 SubdualDamageCap = 360 4311 SubdualDamageHealRate = 500 4312 SubdualDamageHealAmount = 50 4313 End 4314 4315 Behavior = AIUpdateInterface ModuleTag_03 4316 Turret 4317 TurretTurnRate = 60 ; turn rate, in degrees per sec 4318 TurretPitchRate = 60 4319 FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here 4320 AllowsPitch = Yes 4321 ControlledWeaponSlots = PRIMARY SECONDARY 4322 End 4323 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 4324 End 4325 4326 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 4327 End 4328 4329 Locomotor = SET_NORMAL ScudLauncherLocomotor 4330 Behavior = PhysicsBehavior ModuleTag_05 4331 Mass = 40.0 4332 End 4333 4334 Behavior = AutoHealBehavior ModuleTag_06 4335 HealingAmount = 2 4336 HealingDelay = 1000 ; msec 4337 TriggeredBy = Upgrade_GLAJunkRepair 4338 End 4339 4340 Behavior = TransitionDamageFX ModuleTag_08 4341 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 4342 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ScudLauncherDamageTransition 4343 End 4344 4345 ; Catch fire, and explode death 4346 Behavior = SlowDeathBehavior ModuleTag_09 4347 DeathTypes = ALL -CRUSHED -SPLATTED 4348 ProbabilityModifier = 50 4349 DestructionDelay = 2000 4350 DestructionDelayVariance = 300 4351 FX = INITIAL FX_CrusaderCatchFire 4352 OCL = FINAL OCL_SCUDLauncherDeathEffect 4353 FX = FINAL FX_ScudLauncherExplosionOneFinal 4354 End 4355 4356 ; A crushing defeat 4357 Behavior = FXListDie ModuleTag_10 4358 DeathTypes = NONE +CRUSHED +SPLATTED 4359 DeathFX = FX_CarCrush 4360 End 4361 4362 Behavior = CreateObjectDie ModuleTag_11 4363 DeathTypes = NONE +CRUSHED +SPLATTED 4364 CreationList = OCL_CrusaderTank_CrushEffect 4365 End 4366 4367 Behavior = FlammableUpdate ModuleTag_21 4368 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4369 AflameDamageAmount = 3 ; taking this much damage... 4370 AflameDamageDelay = 500 ; this often. 4371 End 4372 4373 Behavior = DestroyDie ModuleTag_22 4374 DeathTypes = NONE +CRUSHED +SPLATTED 4375 End 4376 4377 Behavior = WeaponSetUpgrade ModuleTag_23 4378 TriggeredBy = Upgrade_GLAAnthraxBeta 4379 End 4380 4381 Behavior = LockWeaponCreate ModuleTag_24 4382 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. 4383 End 4384 4385 Geometry = BOX 4386 GeometryMajorRadius = 14.0 4387 GeometryMinorRadius = 7.0 4388 GeometryHeight = 11.5 4389 GeometryIsSmall = No 4390 Shadow = SHADOW_VOLUME 4391 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 4392 4393 End 4394 4395 4396 4397 4398 4399 ;------------------------------------------------------------------------------ 4400 ; this unit is never really "built"; building one triggers the random building of 4401 ; one of the other chassis. If you want a *specific* chassis, choose it explicitly; 4402 ; if you want a chassis at random, specify this. 4403 Object GLAVehicleTechnical 4404 4405 ; *** ART Parameters *** 4406 SelectPortrait = SUTechnical_L 4407 ButtonImage = SUTechnical 4408 4409 Draw = W3DModelDraw ModuleTag_01 4410 DefaultConditionState 4411 ; give it a model so it'll show up in WB 4412 Model = UVTechTrck 4413 End 4414 End 4415 4416 ; set cost and time fields here or else they won't work 4417 BuildCost = 500 4418 BuildTime = 3.0 ;in seconds 4419 4420 ; Needed to get the Veterancy Overlays on top of the Technical with his build variations. 4421 ;------------------------------------------------------------ 4422 Behavior = VeterancyGainCreate ModuleTag_03 4423 StartingLevel = VETERAN 4424 ScienceRequired = SCIENCE_TechnicalTraining 4425 End 4426 4427 Side = GLA 4428 EditorSorting = VEHICLE 4429 BuildVariations = GLAVehicleTechnicalChassisOne GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisThree 4430 4431 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE TRANSPORT 4432 4433 End 4434 4435 ;------------------------------------------------------------------------------ 4436 Object GLAVehicleTechnicalChassisOne 4437 4438 ; *** ART Parameters *** 4439 SelectPortrait = SUTechnical_L 4440 ButtonImage = SUTechnical 4441 4442 UpgradeCameo1 = Upgrade_GLAAPBullets 4443 UpgradeCameo2 = Upgrade_GLAJunkRepair 4444 ;UpgradeCameo3 = NONE 4445 ;UpgradeCameo4 = NONE 4446 ;UpgradeCameo5 = NONE 4447 4448 Draw = W3DTruckDraw ModuleTag_01 4449 4450 ExtraPublicBone = Dum_Turret 4451 4452 DefaultConditionState 4453 Model = UVTechTrck 4454 End 4455 ConditionState = REALLYDAMAGED 4456 Model = UVTechTrck_d 4457 End 4458 ConditionState = RUBBLE 4459 Model = UVTechTrck_d 4460 End 4461 4462 OkToChangeModelColor = Yes 4463 TrackMarks = EXTireTrack.tga 4464 Dust = TechnicalDust 4465 DirtSpray = RocketBuggyDirtSpray 4466 PowerslideSpray = RocketBuggyDirtPowerSlide 4467 4468 ; These parameters are only used if the model has a separate suspension, 4469 ; and the locomotor has HasSuspension = Yes. 4470 LeftFrontTireBone = Tire01 4471 RightFrontTireBone = Tire02 4472 LeftRearTireBone = Tire03 4473 RightRearTireBone = Tire04 4474 TireRotationMultiplier = 0.2 ; this * speed = rotation. 4475 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 4476 End 4477 4478 Draw = W3DModelDraw ModuleTag_02 4479 4480 OkToChangeModelColor = Yes 4481 AttachToBoneInAnotherModule = Dum_Turret 4482 4483 ; ------------------ basic technical ------------------------ 4484 DefaultConditionState 4485 Model = UITech_SKN 4486 Turret = Dum-TurManMVR 4487 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 4488 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 4489 IdleAnimation = UITech_SKL.UITech_STA 0 6 4490 IdleAnimation = UITech_SKL.UITech_IDA 4491 IdleAnimation = UITech_SKL.UITech_IDB 4492 AnimationMode = ONCE 4493 ShowSubObject = 20Cal 4494 WeaponMuzzleFlash = PRIMARY MuzzleFX01 4495 WeaponFireFXBone = PRIMARY Muzzle01 4496 End 4497 4498 ConditionState = RUBBLE MOVING TURRET_ROTATE 4499 Animation = None 4500 HideSubObject = UITech-SKN 4501 ShowSubObject = 20Cal 4502 WeaponMuzzleFlash = PRIMARY MuzzleFX01 4503 WeaponFireFXBone = PRIMARY Muzzle01 4504 End 4505 4506 ConditionState = MOVING 4507 Animation = UITech_SKL.UITech_MVB 4508 AnimationMode = LOOP 4509 ShowSubObject = 20Cal 4510 WeaponMuzzleFlash = PRIMARY MuzzleFX01 4511 WeaponFireFXBone = PRIMARY Muzzle01 4512 End 4513 4514 ConditionState = TURRET_ROTATE 4515 Animation = UITech_SKL.UITech_TNA 4516 AnimationMode = LOOP 4517 ShowSubObject = 20Cal 4518 WeaponMuzzleFlash = PRIMARY MuzzleFX01 4519 WeaponFireFXBone = PRIMARY Muzzle01 4520 End 4521 AliasConditionState = TURRET_ROTATE MOVING 4522 AliasConditionState = TURRET_ROTATE FIRING_A 4523 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 4524 AliasConditionState = TURRET_ROTATE RELOADING_A 4525 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 4526 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 4527 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 4528 4529 ConditionState = FIRING_A 4530 Animation = UITech_SKL.UITech_ATA 4531 AnimationMode = LOOP 4532 ShowSubObject = 20Cal 4533 WeaponMuzzleFlash = PRIMARY MuzzleFX01 4534 WeaponFireFXBone = PRIMARY Muzzle01 4535 End 4536 4537 ; AliasConditionState is a new keyword that says, 4538 ; "give me another ConditionState exactly like the previous 4539 ; one, except with different conditions". Useful when you 4540 ; have several states that are the same with only different condition bits. 4541 AliasConditionState = BETWEEN_FIRING_SHOTS_A 4542 AliasConditionState = RELOADING_A 4543 4544 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 4545 AliasConditionState = MOVING FIRING_A 4546 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 4547 AliasConditionState = MOVING RELOADING_A 4548 4549 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 4550 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 4551 IdleAnimation = UITech_SKL.UITech_STA 0 6 4552 IdleAnimation = UITech_SKL.UITech_IDA 4553 IdleAnimation = UITech_SKL.UITech_IDB 4554 AnimationMode = ONCE 4555 ShowSubObject = 50Cal 4556 WeaponMuzzleFlash = PRIMARY MuzzleFX02 4557 WeaponFireFXBone = PRIMARY Muzzle02 4558 WeaponLaunchBone = PRIMARY Muzzle02 4559 End 4560 4561 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 4562 Animation = None 4563 HideSubObject = UITech-SKN 4564 ShowSubObject = 50Cal 4565 WeaponMuzzleFlash = PRIMARY MuzzleFX02 4566 WeaponFireFXBone = PRIMARY Muzzle02 4567 WeaponLaunchBone = PRIMARY Muzzle02 4568 End 4569 4570 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 4571 Animation = UITech_SKL.UITech_MVB 4572 AnimationMode = LOOP 4573 ShowSubObject = 50Cal 4574 WeaponMuzzleFlash = PRIMARY MuzzleFX02 4575 WeaponFireFXBone = PRIMARY Muzzle02 4576 WeaponLaunchBone = PRIMARY Muzzle02 4577 End 4578 4579 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 4580 Animation = UITech_SKL.UITech_TNA 4581 AnimationMode = LOOP 4582 ShowSubObject = 50Cal 4583 WeaponMuzzleFlash = PRIMARY MuzzleFX02 4584 WeaponFireFXBone = PRIMARY Muzzle02 4585 WeaponLaunchBone = PRIMARY Muzzle02 4586 End 4587 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 4588 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 4589 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 4590 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 4591 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 4592 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 4593 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 4594 4595 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 4596 Animation = UITech_SKL.UITech_ATA 4597 AnimationMode = LOOP 4598 ShowSubObject = 50Cal 4599 WeaponMuzzleFlash = PRIMARY MuzzleFX02 4600 WeaponFireFXBone = PRIMARY Muzzle02 4601 WeaponLaunchBone = PRIMARY Muzzle02 4602 End 4603 4604 ; AliasConditionState is a new keyword that says, 4605 ; "give me another ConditionState exactly like the previous 4606 ; one, except with different conditions". Useful when you 4607 ; have several states that are the same with only different condition bits. 4608 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 4609 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 4610 4611 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 4612 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 4613 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 4614 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 4615 4616 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 4617 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 4618 IdleAnimation = UITech_SKL.UITech_STA 0 6 4619 IdleAnimation = UITech_SKL.UITech_IDA 4620 IdleAnimation = UITech_SKL.UITech_IDB 4621 AnimationMode = ONCE 4622 ShowSubObject = RPG 4623 WeaponFireFXBone = PRIMARY Muzzle03 4624 WeaponLaunchBone = PRIMARY Muzzle03 4625 End 4626 4627 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 4628 Animation = None 4629 HideSubObject = UITech-SKN 4630 ShowSubObject = RPG 4631 WeaponFireFXBone = PRIMARY Muzzle03 4632 WeaponLaunchBone = PRIMARY Muzzle03 4633 End 4634 4635 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 4636 Animation = UITech_SKL.UITech_MVB 4637 AnimationMode = LOOP 4638 ShowSubObject = RPG 4639 WeaponFireFXBone = PRIMARY Muzzle03 4640 WeaponLaunchBone = PRIMARY Muzzle03 4641 End 4642 4643 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 4644 Animation = UITech_SKL.UITech_TNA 4645 AnimationMode = LOOP 4646 ShowSubObject = RPG 4647 WeaponFireFXBone = PRIMARY Muzzle03 4648 WeaponLaunchBone = PRIMARY Muzzle03 4649 End 4650 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 4651 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 4652 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 4653 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 4654 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 4655 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 4656 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 4657 4658 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 4659 Animation = UITech_SKL.UITech_ATA 4660 AnimationMode = LOOP 4661 ShowSubObject = RPG 4662 WeaponFireFXBone = PRIMARY Muzzle03 4663 WeaponLaunchBone = PRIMARY Muzzle03 4664 End 4665 4666 ; AliasConditionState is a new keyword that says, 4667 ; "give me another ConditionState exactly like the previous 4668 ; one, except with different conditions". Useful when you 4669 ; have several states that are the same with only different condition bits. 4670 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 4671 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 4672 4673 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 4674 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 4675 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 4676 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 4677 4678 End 4679 4680 ; ***DESIGN parameters *** 4681 DisplayName = OBJECT:Technical 4682 Side = GLA 4683 EditorSorting = VEHICLE 4684 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 4685 4686 WeaponSet 4687 Conditions = None 4688 Weapon = PRIMARY TechnicalMachineGunWeapon 4689 End 4690 WeaponSet 4691 Conditions = CRATEUPGRADE_ONE 4692 Weapon = PRIMARY TechnicalCannonWeapon 4693 End 4694 WeaponSet 4695 Conditions = CRATEUPGRADE_TWO 4696 Weapon = PRIMARY TechnicalRPGWeapon 4697 End 4698 ArmorSet 4699 Conditions = None 4700 Armor = TruckArmor 4701 DamageFX = TruckDamageFX 4702 End 4703 ;update cost and time fields in Object GLAVehicleTechnical, or else they won't work 4704 ;BuildCost = 300 4705 ;BuildTime = 5.0 ;in seconds 4706 VisionRange = 150 4707 ShroudClearingRange = 300 4708 Prerequisites 4709 Object = GLAArmsDealer 4710 End 4711 4712 ExperienceValue = 25 25 50 100 ;Experience point value at each level 4713 ExperienceRequired = 0 50 75 150 ;Experience points needed to gain each level 4714 IsTrainable = Yes ;Can gain experience 4715 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 4716 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 4717 CommandSet = GLAVehicleTechnicalCommandSet 4718 4719 ; *** AUDIO Parameters *** 4720 VoiceSelect = TechnicalVoiceSelect 4721 VoiceMove = TechnicalVoiceMove 4722 VoiceGuard = TechnicalVoiceMove 4723 VoiceAttack = TechnicalVoiceAttack 4724 SoundMoveStart = TechnicalMoveStart 4725 SoundMoveStartDamaged = TechnicalMoveStart 4726 SoundEnter = HumveeEnter 4727 SoundExit = HumveeExit 4728 4729 UnitSpecificSounds 4730 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4731 VoiceCreate = TechnicalVoiceCreate 4732 TurretMoveStart = NoSound 4733 TurretMoveLoop = TurretMoveLoop 4734 TruckLandingSound = RocketBuggyLand 4735 TruckPowerslideSound = RocketBuggyPowerslide 4736 VoiceSalvage = TechnicalVoiceSalvage 4737 VoiceCrush = TechnicalVoiceCrush 4738 VoiceUnload = TechnicalVoiceUnload 4739 VoiceEnter = TechnicalVoiceMove 4740 End 4741 4742 ; *** ENGINEERING Parameters *** 4743 RadarPriority = UNIT 4744 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT 4745 4746 Behavior = VeterancyGainCreate ModuleTag_03 4747 StartingLevel = VETERAN 4748 ScienceRequired = SCIENCE_TechnicalTraining 4749 End 4750 4751 Body = ActiveBody ModuleTag_04 4752 MaxHealth = 180 4753 InitialHealth = 180 4754 4755 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4756 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4757 SubdualDamageCap = 360 4758 SubdualDamageHealRate = 500 4759 SubdualDamageHealAmount = 50 4760 End 4761 Behavior = AIUpdateInterface ModuleTag_05 4762 Turret 4763 TurretTurnRate = 240 ; turn rate, in degrees per sec 4764 NaturalTurretAngle = 0 4765 MinIdleScanAngle = 30 ; in degrees off the natural turret angle 4766 MaxIdleScanAngle = 60 ; in degrees off the natural turret angle 4767 MinIdleScanInterval = 5000 ; in milliseconds 4768 MaxIdleScanInterval = 10000 ; in milliseconds 4769 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 4770 End 4771 AutoAcquireEnemiesWhenIdle = Yes 4772 End 4773 Locomotor = SET_NORMAL TechnicalLocomotor 4774 Behavior = PhysicsBehavior ModuleTag_06 4775 Mass = 40.0 4776 End 4777 Behavior = AutoHealBehavior ModuleTag_07 4778 HealingAmount = 2 4779 HealingDelay = 1000 ; msec 4780 TriggeredBy = Upgrade_GLAJunkRepair 4781 End 4782 4783 Behavior = FlammableUpdate ModuleTag_09 4784 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4785 AflameDamageAmount = 3 ; taking this much damage... 4786 AflameDamageDelay = 500 ; this often. 4787 End 4788 4789 Behavior = TransitionDamageFX ModuleTag_10 4790 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 4791 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 4792 End 4793 4794 Behavior = DestroyDie ModuleTag_11 4795 DeathTypes = NONE +CRUSHED +SPLATTED 4796 End 4797 4798 ; A crushing defeat 4799 Behavior = FXListDie ModuleTag_12 4800 DeathTypes = NONE +CRUSHED +SPLATTED 4801 DeathFX = FX_CarCrush 4802 End 4803 Behavior = CreateObjectDie ModuleTag_13 4804 DeathTypes = NONE +CRUSHED +SPLATTED 4805 CreationList = OCL_TechnicalJeep_CrushEffect 4806 End 4807 Behavior = CreateCrateDie ModuleTag_14 4808 CrateData = SalvageCrateData 4809 ;CrateData = EliteTankCrateData 4810 ;CrateData = HeroicTankCrateData 4811 End 4812 4813 Behavior = SlowDeathBehavior ModuleTag_15 4814 DeathTypes = ALL -CRUSHED -SPLATTED 4815 DestructionDelay = 500 4816 DestructionDelayVariance = 1500 4817 OCL = INITIAL OCL_TechnicalAirDeathStart 4818 FX = INITIAL FX_TechnicalAirDeathGroundPart 4819 OCL = FINAL OCL_RocketBuggyAirDeath 4820 FX = FINAL FX_RocketBuggyAirDeathAirPart ; This happens in the air 4821 End 4822 4823 Behavior = TransportContain ModuleTag_16 4824 Slots = 5 4825 AllowInsideKindOf = INFANTRY 4826 DamagePercentToUnits = 10% 4827 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 4828 End 4829 4830 Behavior = WeaponBonusUpgrade ModuleTag_17 ; Not a full weapon set switch, just a number tweak reflected in a weapon. 4831 TriggeredBy = Upgrade_GLAAPBullets 4832 End 4833 4834 Geometry = BOX 4835 GeometryMajorRadius = 18.0 4836 GeometryMinorRadius = 9.0 4837 GeometryHeight = 7.5 4838 GeometryIsSmall = No 4839 Shadow = SHADOW_VOLUME 4840 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 4841 4842 End 4843 4844 ;------------------------------------------------------------------------------ 4845 ObjectReskin GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisOne 4846 4847 ; *** ART Parameters *** 4848 Draw = W3DTruckDraw ModuleTag_01 4849 4850 ExtraPublicBone = Dum_Turret 4851 4852 DefaultConditionState 4853 Model = UVTechVan 4854 End 4855 4856 ConditionState = REALLYDAMAGED 4857 Model = UVTechVan_d 4858 End 4859 ConditionState = RUBBLE 4860 Model = UVTechVan_d 4861 End 4862 4863 OkToChangeModelColor = Yes 4864 TrackMarks = EXTireTrack.tga 4865 Dust = TechnicalDust 4866 4867 ;DirtSpray = RocketBuggyDirtSpray 4868 PowerslideSpray = RocketBuggyDirtPowerSlide 4869 4870 ; These parameters are only used if the model has a separate suspension, 4871 ; and the locomotor has HasSuspension = Yes. 4872 LeftFrontTireBone = Tire01 4873 RightFrontTireBone = Tire02 4874 LeftRearTireBone = Tire03 4875 RightRearTireBone = Tire04 4876 TireRotationMultiplier = 0.2 ; this * speed = rotation. 4877 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 4878 End 4879 4880 Draw = W3DModelDraw ModuleTag_02 4881 OkToChangeModelColor = Yes 4882 AttachToBoneInAnotherModule = Dum_Turret 4883 4884 ; ------------------ basic technical ------------------------ 4885 DefaultConditionState 4886 Model = UITech_SKN 4887 Turret = Dum-TurManMVR 4888 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 4889 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 4890 IdleAnimation = UITech_SKL.UITech_STA 0 6 4891 IdleAnimation = UITech_SKL.UITech_IDA 4892 IdleAnimation = UITech_SKL.UITech_IDB 4893 AnimationMode = ONCE 4894 ShowSubObject = 20Cal 4895 WeaponMuzzleFlash = PRIMARY MuzzleFX01 4896 WeaponFireFXBone = PRIMARY Muzzle01 4897 End 4898 4899 ConditionState = RUBBLE MOVING TURRET_ROTATE 4900 Animation = None 4901 HideSubObject = UITech-SKN 4902 ShowSubObject = 20Cal 4903 WeaponMuzzleFlash = PRIMARY MuzzleFX01 4904 WeaponFireFXBone = PRIMARY Muzzle01 4905 End 4906 4907 ConditionState = MOVING 4908 Animation = UITech_SKL.UITech_MVB 4909 AnimationMode = LOOP 4910 ShowSubObject = 20Cal 4911 WeaponMuzzleFlash = PRIMARY MuzzleFX01 4912 WeaponFireFXBone = PRIMARY Muzzle01 4913 End 4914 4915 ConditionState = TURRET_ROTATE 4916 Animation = UITech_SKL.UITech_TNA 4917 AnimationMode = LOOP 4918 ShowSubObject = 20Cal 4919 WeaponMuzzleFlash = PRIMARY MuzzleFX01 4920 WeaponFireFXBone = PRIMARY Muzzle01 4921 End 4922 AliasConditionState = TURRET_ROTATE MOVING 4923 AliasConditionState = TURRET_ROTATE FIRING_A 4924 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 4925 AliasConditionState = TURRET_ROTATE RELOADING_A 4926 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 4927 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 4928 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 4929 4930 ConditionState = FIRING_A 4931 Animation = UITech_SKL.UITech_ATA 4932 AnimationMode = LOOP 4933 ShowSubObject = 20Cal 4934 WeaponMuzzleFlash = PRIMARY MuzzleFX01 4935 WeaponFireFXBone = PRIMARY Muzzle01 4936 End 4937 4938 ; AliasConditionState is a new keyword that says, 4939 ; "give me another ConditionState exactly like the previous 4940 ; one, except with different conditions". Useful when you 4941 ; have several states that are the same with only different condition bits. 4942 AliasConditionState = BETWEEN_FIRING_SHOTS_A 4943 AliasConditionState = RELOADING_A 4944 4945 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 4946 AliasConditionState = MOVING FIRING_A 4947 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 4948 AliasConditionState = MOVING RELOADING_A 4949 4950 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 4951 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 4952 IdleAnimation = UITech_SKL.UITech_STA 0 6 4953 IdleAnimation = UITech_SKL.UITech_IDA 4954 IdleAnimation = UITech_SKL.UITech_IDB 4955 AnimationMode = ONCE 4956 ShowSubObject = 50Cal 4957 WeaponMuzzleFlash = PRIMARY MuzzleFX02 4958 WeaponFireFXBone = PRIMARY Muzzle02 4959 WeaponLaunchBone = PRIMARY Muzzle02 4960 End 4961 4962 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 4963 Animation = None 4964 HideSubObject = UITech-SKN 4965 ShowSubObject = 50Cal 4966 WeaponMuzzleFlash = PRIMARY MuzzleFX02 4967 WeaponFireFXBone = PRIMARY Muzzle02 4968 WeaponLaunchBone = PRIMARY Muzzle02 4969 End 4970 4971 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 4972 Animation = UITech_SKL.UITech_MVB 4973 AnimationMode = LOOP 4974 ShowSubObject = 50Cal 4975 WeaponMuzzleFlash = PRIMARY MuzzleFX02 4976 WeaponFireFXBone = PRIMARY Muzzle02 4977 WeaponLaunchBone = PRIMARY Muzzle02 4978 End 4979 4980 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 4981 Animation = UITech_SKL.UITech_TNA 4982 AnimationMode = LOOP 4983 ShowSubObject = 50Cal 4984 WeaponMuzzleFlash = PRIMARY MuzzleFX02 4985 WeaponFireFXBone = PRIMARY Muzzle02 4986 WeaponLaunchBone = PRIMARY Muzzle02 4987 End 4988 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 4989 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 4990 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 4991 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 4992 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 4993 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 4994 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 4995 4996 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 4997 Animation = UITech_SKL.UITech_ATA 4998 AnimationMode = LOOP 4999 ShowSubObject = 50Cal 5000 WeaponMuzzleFlash = PRIMARY MuzzleFX02 5001 WeaponFireFXBone = PRIMARY Muzzle02 5002 WeaponLaunchBone = PRIMARY Muzzle02 5003 End 5004 5005 ; AliasConditionState is a new keyword that says, 5006 ; "give me another ConditionState exactly like the previous 5007 ; one, except with different conditions". Useful when you 5008 ; have several states that are the same with only different condition bits. 5009 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 5010 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 5011 5012 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 5013 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 5014 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 5015 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 5016 5017 5018 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 5019 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 5020 IdleAnimation = UITech_SKL.UITech_STA 0 6 5021 IdleAnimation = UITech_SKL.UITech_IDA 5022 IdleAnimation = UITech_SKL.UITech_IDB 5023 AnimationMode = ONCE 5024 ShowSubObject = RPG 5025 WeaponFireFXBone = PRIMARY Muzzle03 5026 WeaponLaunchBone = PRIMARY Muzzle03 5027 End 5028 5029 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 5030 Animation = None 5031 HideSubObject = UITech-SKN 5032 ShowSubObject = RPG 5033 WeaponFireFXBone = PRIMARY Muzzle03 5034 WeaponLaunchBone = PRIMARY Muzzle03 5035 End 5036 5037 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 5038 Animation = UITech_SKL.UITech_MVB 5039 AnimationMode = LOOP 5040 ShowSubObject = RPG 5041 WeaponFireFXBone = PRIMARY Muzzle03 5042 WeaponLaunchBone = PRIMARY Muzzle03 5043 End 5044 5045 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 5046 Animation = UITech_SKL.UITech_TNA 5047 AnimationMode = LOOP 5048 ShowSubObject = RPG 5049 WeaponFireFXBone = PRIMARY Muzzle03 5050 WeaponLaunchBone = PRIMARY Muzzle03 5051 End 5052 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 5053 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 5054 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 5055 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 5056 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 5057 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 5058 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 5059 5060 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 5061 Animation = UITech_SKL.UITech_ATA 5062 AnimationMode = LOOP 5063 ShowSubObject = RPG 5064 WeaponFireFXBone = PRIMARY Muzzle03 5065 WeaponLaunchBone = PRIMARY Muzzle03 5066 End 5067 5068 ; AliasConditionState is a new keyword that says, 5069 ; "give me another ConditionState exactly like the previous 5070 ; one, except with different conditions". Useful when you 5071 ; have several states that are the same with only different condition bits. 5072 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 5073 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 5074 5075 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 5076 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 5077 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 5078 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 5079 5080 End 5081 5082 ; Behavior = CreateObjectDie ModuleTag_13 5083 ; DeathTypes = NONE +CRUSHED +SPLATTED 5084 ; CreationList = OCL_TechnicalVan_CrushEffect 5085 ; End 5086 5087 Geometry = BOX 5088 GeometryMajorRadius = 16.0 5089 GeometryMinorRadius = 8.0 5090 GeometryHeight = 7.5 5091 GeometryIsSmall = Yes 5092 5093 5094 End 5095 5096 ;------------------------------------------------------------------------------ 5097 ObjectReskin GLAVehicleTechnicalChassisThree GLAVehicleTechnicalChassisOne 5098 5099 ; *** ART Parameters *** 5100 Draw = W3DTruckDraw ModuleTag_01 5101 5102 ExtraPublicBone = Dum_Turret 5103 5104 DefaultConditionState 5105 Model = UVTechJeep 5106 End 5107 5108 ConditionState = REALLYDAMAGED 5109 Model = UVTechJeep_d 5110 End 5111 ConditionState = RUBBLE 5112 Model = UVTechJeep_d 5113 End 5114 5115 OkToChangeModelColor = Yes 5116 TrackMarks = EXTireTrack.tga 5117 Dust = TechnicalDust 5118 5119 ;DirtSpray = RocketBuggyDirtSpray 5120 PowerslideSpray = RocketBuggyDirtPowerSlide 5121 5122 ; These parameters are only used if the model has a separate suspension, 5123 ; and the locomotor has HasSuspension = Yes. 5124 LeftFrontTireBone = Tire01 5125 RightFrontTireBone = Tire02 5126 LeftRearTireBone = Tire03 5127 RightRearTireBone = Tire04 5128 TireRotationMultiplier = 0.2 ; this * speed = rotation. 5129 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 5130 End 5131 5132 Draw = W3DModelDraw ModuleTag_02 5133 OkToChangeModelColor = Yes 5134 AttachToBoneInAnotherModule = Dum_Turret 5135 5136 ; ------------------ basic technical ------------------------ 5137 DefaultConditionState 5138 Model = UITech_SKN 5139 Turret = Dum-TurManMVR 5140 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 5141 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 5142 IdleAnimation = UITech_SKL.UITech_STA 0 6 5143 IdleAnimation = UITech_SKL.UITech_IDA 5144 IdleAnimation = UITech_SKL.UITech_IDB 5145 AnimationMode = ONCE 5146 ShowSubObject = 20Cal 5147 WeaponMuzzleFlash = PRIMARY MuzzleFX01 5148 WeaponFireFXBone = PRIMARY Muzzle01 5149 End 5150 5151 ConditionState = RUBBLE MOVING TURRET_ROTATE 5152 Animation = None 5153 HideSubObject = UITech-SKN 5154 ShowSubObject = 20Cal 5155 WeaponMuzzleFlash = PRIMARY MuzzleFX01 5156 WeaponFireFXBone = PRIMARY Muzzle01 5157 End 5158 5159 ConditionState = MOVING 5160 Animation = UITech_SKL.UITech_MVB 5161 AnimationMode = LOOP 5162 ShowSubObject = 20Cal 5163 WeaponMuzzleFlash = PRIMARY MuzzleFX01 5164 WeaponFireFXBone = PRIMARY Muzzle01 5165 End 5166 5167 ConditionState = TURRET_ROTATE 5168 Animation = UITech_SKL.UITech_TNA 5169 AnimationMode = LOOP 5170 ShowSubObject = 20Cal 5171 WeaponMuzzleFlash = PRIMARY MuzzleFX01 5172 WeaponFireFXBone = PRIMARY Muzzle01 5173 End 5174 AliasConditionState = TURRET_ROTATE MOVING 5175 AliasConditionState = TURRET_ROTATE FIRING_A 5176 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 5177 AliasConditionState = TURRET_ROTATE RELOADING_A 5178 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 5179 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 5180 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 5181 5182 ConditionState = FIRING_A 5183 Animation = UITech_SKL.UITech_ATA 5184 AnimationMode = LOOP 5185 ShowSubObject = 20Cal 5186 WeaponMuzzleFlash = PRIMARY MuzzleFX01 5187 WeaponFireFXBone = PRIMARY Muzzle01 5188 End 5189 5190 ; AliasConditionState is a new keyword that says, 5191 ; "give me another ConditionState exactly like the previous 5192 ; one, except with different conditions". Useful when you 5193 ; have several states that are the same with only different condition bits. 5194 AliasConditionState = BETWEEN_FIRING_SHOTS_A 5195 AliasConditionState = RELOADING_A 5196 5197 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 5198 AliasConditionState = MOVING FIRING_A 5199 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 5200 AliasConditionState = MOVING RELOADING_A 5201 5202 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 5203 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 5204 IdleAnimation = UITech_SKL.UITech_STA 0 6 5205 IdleAnimation = UITech_SKL.UITech_IDA 5206 IdleAnimation = UITech_SKL.UITech_IDB 5207 AnimationMode = ONCE 5208 ShowSubObject = 50Cal 5209 WeaponMuzzleFlash = PRIMARY MuzzleFX02 5210 WeaponFireFXBone = PRIMARY Muzzle02 5211 WeaponLaunchBone = PRIMARY Muzzle02 5212 End 5213 5214 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 5215 Animation = None 5216 HideSubObject = UITech-SKN 5217 ShowSubObject = 50Cal 5218 WeaponMuzzleFlash = PRIMARY MuzzleFX02 5219 WeaponFireFXBone = PRIMARY Muzzle02 5220 WeaponLaunchBone = PRIMARY Muzzle02 5221 End 5222 5223 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 5224 Animation = UITech_SKL.UITech_MVB 5225 AnimationMode = LOOP 5226 ShowSubObject = 50Cal 5227 WeaponMuzzleFlash = PRIMARY MuzzleFX02 5228 WeaponFireFXBone = PRIMARY Muzzle02 5229 WeaponLaunchBone = PRIMARY Muzzle02 5230 End 5231 5232 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 5233 Animation = UITech_SKL.UITech_TNA 5234 AnimationMode = LOOP 5235 ShowSubObject = 50Cal 5236 WeaponMuzzleFlash = PRIMARY MuzzleFX02 5237 WeaponFireFXBone = PRIMARY Muzzle02 5238 WeaponLaunchBone = PRIMARY Muzzle02 5239 End 5240 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 5241 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 5242 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 5243 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 5244 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 5245 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 5246 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 5247 5248 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 5249 Animation = UITech_SKL.UITech_ATA 5250 AnimationMode = LOOP 5251 ShowSubObject = 50Cal 5252 WeaponMuzzleFlash = PRIMARY MuzzleFX02 5253 WeaponFireFXBone = PRIMARY Muzzle02 5254 WeaponLaunchBone = PRIMARY Muzzle02 5255 End 5256 5257 ; AliasConditionState is a new keyword that says, 5258 ; "give me another ConditionState exactly like the previous 5259 ; one, except with different conditions". Useful when you 5260 ; have several states that are the same with only different condition bits. 5261 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 5262 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 5263 5264 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 5265 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 5266 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 5267 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 5268 5269 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 5270 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 5271 IdleAnimation = UITech_SKL.UITech_STA 0 6 5272 IdleAnimation = UITech_SKL.UITech_IDA 5273 IdleAnimation = UITech_SKL.UITech_IDB 5274 AnimationMode = ONCE 5275 ShowSubObject = RPG 5276 WeaponFireFXBone = PRIMARY Muzzle03 5277 WeaponLaunchBone = PRIMARY Muzzle03 5278 End 5279 5280 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 5281 Animation = None 5282 HideSubObject = UITech-SKN 5283 ShowSubObject = RPG 5284 WeaponFireFXBone = PRIMARY Muzzle03 5285 WeaponLaunchBone = PRIMARY Muzzle03 5286 End 5287 5288 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 5289 Animation = UITech_SKL.UITech_MVB 5290 AnimationMode = LOOP 5291 ShowSubObject = RPG 5292 WeaponFireFXBone = PRIMARY Muzzle03 5293 WeaponLaunchBone = PRIMARY Muzzle03 5294 End 5295 5296 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 5297 Animation = UITech_SKL.UITech_TNA 5298 AnimationMode = LOOP 5299 ShowSubObject = RPG 5300 WeaponFireFXBone = PRIMARY Muzzle03 5301 WeaponLaunchBone = PRIMARY Muzzle03 5302 End 5303 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 5304 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 5305 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 5306 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 5307 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 5308 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 5309 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 5310 5311 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 5312 Animation = UITech_SKL.UITech_ATA 5313 AnimationMode = LOOP 5314 ShowSubObject = RPG 5315 WeaponFireFXBone = PRIMARY Muzzle03 5316 WeaponLaunchBone = PRIMARY Muzzle03 5317 End 5318 5319 ; AliasConditionState is a new keyword that says, 5320 ; "give me another ConditionState exactly like the previous 5321 ; one, except with different conditions". Useful when you 5322 ; have several states that are the same with only different condition bits. 5323 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 5324 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 5325 5326 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 5327 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 5328 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 5329 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 5330 5331 End 5332 5333 ; Behavior = CreateObjectDie ModuleTag_13 5334 ; DeathTypes = NONE +CRUSHED +SPLATTED 5335 ; CreationList = OCL_TechnicalJeep_CrushEffect 5336 ; End 5337 5338 Geometry = BOX 5339 GeometryMajorRadius = 14.0 5340 GeometryMinorRadius = 9.0 5341 GeometryHeight = 9.5 5342 GeometryIsSmall = Yes 5343 5344 5345 End 5346 5347 5348 5349 5350 ;------------------------------------------------------------------------------ 5351 Object GLALightTank 5352 5353 ; *** ART Parameters *** 5354 Draw = W3DTankDraw ModuleTag_01 5355 OkToChangeModelColor = Yes 5356 5357 DefaultConditionState 5358 Model = UVLiteTank 5359 WeaponMuzzleFlash = PRIMARY MuzzleFX 5360 End 5361 5362 TrackMarks = EXTnkTrack.tga 5363 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 5364 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 5365 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 5366 End 5367 5368 ; ***DESIGN parameters *** 5369 DisplayName = OBJECT:Scorpion 5370 Side = GLA 5371 EditorSorting = VEHICLE 5372 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 5373 WeaponSet 5374 Conditions = None 5375 Weapon = PRIMARY CrusaderTankGun 5376 End 5377 ArmorSet 5378 Conditions = None 5379 Armor = TruckArmor 5380 DamageFX = TankDamageFX 5381 End 5382 BuildCost = 900 5383 BuildTime = 10.0 ;in seconds 5384 VisionRange = 200 5385 ShroudClearingRange = 200 5386 Prerequisites 5387 Object = GLAArmsDealer 5388 End 5389 5390 ExperienceValue = 50 100 150 400 ;Experience point value at each level 5391 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 5392 IsTrainable = Yes ;Can gain experience 5393 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 5394 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 5395 5396 ; *** AUDIO Parameters *** 5397 5398 VoiceSelect = ScorpionTankVoiceSelect 5399 VoiceMove = ScorpionTankVoiceMove 5400 VoiceGuard = ScorpionTankVoiceMove 5401 VoiceAttack = ScorpionTankVoiceAttack 5402 SoundMoveStart = ScorpionTankMoveStart 5403 SoundMoveStartDamaged = ScorpionTankMoveStart 5404 5405 UnitSpecificSounds 5406 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5407 VoiceCreate = ScorpionTankVoiceCreate 5408 TurretMoveStart = NoSound 5409 TurretMoveLoop = TurretMoveLoop 5410 VoiceCrush = ScorpionTankVoiceCrush 5411 VoiceEnter = ScorpionTankVoiceMove 5412 End 5413 5414 ; *** ENGINEERING Parameters *** 5415 RadarPriority = UNIT 5416 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE 5417 5418 Body = ActiveBody ModuleTag_02 5419 MaxHealth = 200.0 5420 InitialHealth = 200.0 5421 5422 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5423 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5424 SubdualDamageCap = 400 5425 SubdualDamageHealRate = 500 5426 SubdualDamageHealAmount = 50 5427 End 5428 Behavior = AIUpdateInterface ModuleTag_03 5429 Turret 5430 ControlledWeaponSlots = PRIMARY 5431 End 5432 AutoAcquireEnemiesWhenIdle = Yes 5433 End 5434 Locomotor = SET_NORMAL BasicTankLocomotor 5435 Behavior = PhysicsBehavior ModuleTag_04 5436 Mass = 40.0 5437 End 5438 5439 Behavior = DestroyDie ModuleTag_05 5440 ;nothing 5441 End 5442 5443 ; A crushing defeat 5444 Behavior = FXListDie ModuleTag_06 5445 DeathTypes = NONE +CRUSHED +SPLATTED 5446 DeathFX = FX_CarCrush 5447 End 5448 Behavior = CreateObjectDie ModuleTag_07 5449 DeathTypes = NONE +CRUSHED +SPLATTED 5450 CreationList = OCL_CrusaderTank_CrushEffect 5451 End 5452 Behavior = CreateCrateDie ModuleTag_08 5453 CrateData = SalvageCrateData 5454 ;CrateData = EliteTankCrateData 5455 ;CrateData = HeroicTankCrateData 5456 End 5457 5458 Behavior = FlammableUpdate ModuleTag_21 5459 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5460 AflameDamageAmount = 3 ; taking this much damage... 5461 AflameDamageDelay = 500 ; this often. 5462 End 5463 5464 5465 Geometry = BOX 5466 GeometryMajorRadius = 15.0 5467 GeometryMinorRadius = 10.0 5468 5469 GeometryHeight = 15.0 5470 GeometryIsSmall = Yes 5471 Shadow = SHADOW_VOLUME 5472 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 5473 5474 End 5475 5476 5477 5478 5479 ;------------------------------------------------------------------------------ 5480 ; Note, this is really a Civ dozer that's used only for eye-candy purposes. 5481 ; It doesn't have mine-disarming ability. It probably shouldn't even have Dozer 5482 ; ability, but I have left that in for now. But don't use this for true Dozer purposes. 5483 ; 5484 Object GLAVehicleDozer 5485 5486 ; *** ART Parameters *** 5487 SelectPortrait = SNDozer_L 5488 ButtonImage = SNDozer 5489 Draw = W3DModelDraw ModuleTag_01 5490 OkToChangeModelColor = Yes 5491 DefaultConditionState 5492 Model = AVCONSTDOZ 5493 End 5494 End 5495 5496 ; ***DESIGN parameters *** 5497 DisplayName = OBJECT:Dozer 5498 Side = GLA 5499 EditorSorting = VEHICLE 5500 TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) 5501 BuildCost = 100 5502 BuildTime = 5.0 ;in seconds 5503 VisionRange = 150 5504 ShroudClearingRange = 300 5505 5506 ArmorSet 5507 Conditions = None 5508 Armor = TankArmor 5509 DamageFX = TankDamageFX 5510 End 5511 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 5512 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 5513 ;CommandSet = GLADozerCommandSet 5514 5515 ; *** AUDIO Parameters *** 5516 SoundMoveStart = NoSound 5517 5518 ; *** ENGINEERING Parameters *** 5519 RadarPriority = UNIT 5520 KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER 5521 5522 Body = ActiveBody ModuleTag_02 5523 MaxHealth = 1000.0 5524 InitialHealth = 1000.0 5525 End 5526 Behavior = DozerAIUpdate ModuleTag_03 5527 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 5528 BoredTime = 5000 ; in milliseconds 5529 BoredRange = 150 ; when bored, we look this far away to do something 5530 End 5531 Locomotor = SET_NORMAL BasicTankLocomotor 5532 Behavior = PhysicsBehavior ModuleTag_04 5533 Mass = 75.0 5534 End 5535 5536 Behavior = DestroyDie ModuleTag_05 5537 ;nothing 5538 End 5539 5540 Behavior = FlammableUpdate ModuleTag_21 5541 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5542 AflameDamageAmount = 3 ; taking this much damage... 5543 AflameDamageDelay = 500 ; this often. 5544 End 5545 5546 Geometry = BOX 5547 GeometryMajorRadius = 15.0 5548 GeometryMinorRadius = 10.0 5549 GeometryHeight = 15.0 5550 GeometryIsSmall = Yes 5551 Shadow = SHADOW_VOLUME 5552 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 5553 5554 End 5555 5556 5557 5558 ;------------------------------------------------------------------------------ 5559 ;The Marauder Tank, for the Warlord General. 5560 Object GLATankMarauder 5561 5562 ; *** ART Parameters *** 5563 SelectPortrait = SUMarauder_L 5564 ButtonImage = SUMarauder 5565 5566 UpgradeCameo1 = Upgrade_GLAToxinShells 5567 UpgradeCameo2 = Upgrade_GLAJunkRepair 5568 ;UpgradeCameo3 = NONE 5569 ;UpgradeCameo4 = NONE 5570 ;UpgradeCameo5 = NONE 5571 5572 Draw = W3DTankDraw ModuleTag_01 5573 OkToChangeModelColor = Yes 5574 5575 ; no crate upgrade 5576 ConditionState = NONE 5577 Model = UVMarauder 5578 Turret = Turret 5579 ShowSubObject = Turret 5580 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash 5581 WeaponFireFXBone = PRIMARY BarrelMS 5582 WeaponRecoilBone = PRIMARY Barrel 5583 WeaponMuzzleFlash = PRIMARY BarrelFX 5584 WeaponLaunchBone = PRIMARY BarrelMS 5585 End 5586 5587 ConditionState = REALLYDAMAGED 5588 Model = UVMarauder_d 5589 Turret = Turret 5590 ShowSubObject = Turret 5591 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 5592 WeaponFireFXBone = PRIMARY BarrelMS 5593 WeaponRecoilBone = PRIMARY Barrel 5594 WeaponMuzzleFlash = PRIMARY BarrelFX 5595 WeaponLaunchBone = PRIMARY BarrelMS 5596 End 5597 5598 ConditionState = RUBBLE 5599 Model = UVMarauder_d 5600 Turret = Turret 5601 ShowSubObject = Turret 5602 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 5603 WeaponFireFXBone = PRIMARY BarrelMS 5604 WeaponRecoilBone = PRIMARY Barrel 5605 WeaponMuzzleFlash = PRIMARY BarrelFX 5606 WeaponLaunchBone = PRIMARY BarrelMS 5607 End 5608 5609 ; crate upgrade 1 5610 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 5611 Model = UVMarauder 5612 Turret = TurretUp01 5613 ShowSubObject = TurretUp01 5614 HideSubObject = Turret TurretUp02 BarrelUp01FX01 5615 WeaponFireFXBone = PRIMARY BarrelUp01MS 5616 WeaponRecoilBone = PRIMARY BarrelUp01 5617 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 5618 WeaponLaunchBone = PRIMARY BarrelUp01MS 5619 End 5620 5621 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 5622 Model = UVMarauder_d 5623 Turret = TurretUp01 5624 ShowSubObject = TurretUp01 5625 HideSubObject = Turret TurretUp02 BarrelUp01FX01 5626 WeaponFireFXBone = PRIMARY BarrelUp01MS 5627 WeaponRecoilBone = PRIMARY BarrelUp01 5628 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 5629 WeaponLaunchBone = PRIMARY BarrelUp01MS 5630 End 5631 5632 ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE 5633 Model = UVMarauder_d 5634 Turret = TurretUp01 5635 ShowSubObject = TurretUp01 5636 HideSubObject = Turret TurretUp02 BarrelUp01FX01 5637 WeaponFireFXBone = PRIMARY BarrelUp01MS 5638 WeaponRecoilBone = PRIMARY BarrelUp01 5639 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 5640 WeaponLaunchBone = PRIMARY BarrelUp01MS 5641 End 5642 5643 ; crate upgrade 2 5644 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 5645 Model = UVMarauder 5646 Turret = TurretUp02 5647 ShowSubObject = TurretUp02 5648 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 5649 WeaponFireFXBone = PRIMARY BarrelUp02MS 5650 WeaponRecoilBone = PRIMARY BarrelUp02 5651 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 5652 WeaponLaunchBone = PRIMARY BarrelUp02MS 5653 End 5654 5655 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 5656 Model = UVMarauder_d 5657 Turret = TurretUp02 5658 ShowSubObject = TurretUp02 5659 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 5660 WeaponFireFXBone = PRIMARY BarrelUp02MS 5661 WeaponRecoilBone = PRIMARY BarrelUp02 5662 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 5663 WeaponLaunchBone = PRIMARY BarrelUp02MS 5664 End 5665 5666 ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO 5667 Model = UVMarauder_d 5668 Turret = TurretUp02 5669 ShowSubObject = TurretUp02 5670 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 5671 WeaponFireFXBone = PRIMARY BarrelUp02MS 5672 WeaponRecoilBone = PRIMARY BarrelUp02 5673 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 5674 WeaponLaunchBone = PRIMARY BarrelUp02MS 5675 End 5676 5677 TrackMarks = EXTnkTrack.tga 5678 TreadAnimationRate = 2.0; amount of tread texture to move per second 5679 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 5680 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 5681 5682 End 5683 5684 ; ***DESIGN parameters *** 5685 DisplayName = OBJECT:Marauder 5686 Side = GLA 5687 EditorSorting = VEHICLE 5688 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 5689 WeaponSet 5690 Conditions = None 5691 Weapon = PRIMARY MarauderTankGun 5692 End 5693 WeaponSet 5694 Conditions = CRATEUPGRADE_ONE 5695 Weapon = PRIMARY MarauderTankGunUpgradeOne 5696 5697 End 5698 WeaponSet 5699 Conditions = CRATEUPGRADE_TWO 5700 Weapon = PRIMARY MarauderTankGunUpgradeTwo 5701 End 5702 ArmorSet 5703 Conditions = None 5704 Armor = TankArmor 5705 DamageFX = TankDamageFX 5706 End 5707 BuildCost = 800 5708 BuildTime = 10.0 ;in seconds 5709 VisionRange = 125 5710 ShroudClearingRange = 300 5711 Prerequisites 5712 Object = GLAArmsDealer 5713 Science = SCIENCE_MarauderTank 5714 End 5715 5716 ExperienceValue = 100 100 200 300 ;Experience point value at each level 5717 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 5718 IsTrainable = Yes ;Can gain experience 5719 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 5720 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 5721 CommandSet = GLATankMarauderCommandSet 5722 5723 ; *** AUDIO Parameters *** 5724 VoiceSelect = MarauderTankVoiceSelect 5725 VoiceMove = MarauderTankVoiceMove 5726 VoiceGuard = MarauderTankVoiceMove 5727 VoiceAttack = MarauderTankVoiceAttack 5728 SoundMoveStart = MarauderTankMoveStart 5729 SoundMoveStartDamaged = MarauderTankMoveStart 5730 5731 UnitSpecificSounds 5732 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5733 VoiceCreate = MarauderTankVoiceCreate 5734 ;TurretMoveStart = NoSound 5735 TurretMoveLoop = TurretMoveLoop 5736 VoiceSalvage = MarauderTankVoiceSalvage 5737 VoiceCrush = MarauderTankVoiceCrush 5738 VoiceEnter = MarauderTankVoiceMove 5739 End 5740 5741 ; *** ENGINEERING Parameters *** 5742 RadarPriority = UNIT 5743 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE 5744 5745 Body = ActiveBody ModuleTag_02 5746 MaxHealth = 430.0 5747 InitialHealth = 430.0 5748 5749 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5750 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5751 SubdualDamageCap = 860 5752 SubdualDamageHealRate = 500 5753 SubdualDamageHealAmount = 50 5754 End 5755 5756 Behavior = AIUpdateInterface ModuleTag_03 5757 AutoAcquireEnemiesWhenIdle = Yes 5758 End 5759 Locomotor = SET_NORMAL MarauderLocomotor 5760 Behavior = PhysicsBehavior ModuleTag_04 5761 Mass = 50.0 5762 End 5763 Behavior = AutoHealBehavior ModuleTag_05 5764 HealingAmount = 2 5765 HealingDelay = 1000 ; msec 5766 TriggeredBy = Upgrade_GLAJunkRepair 5767 End 5768 5769 ; Catch fire, and explode death 5770 Behavior = SlowDeathBehavior ModuleTag_06 5771 DeathTypes = ALL -CRUSHED -SPLATTED 5772 ProbabilityModifier = 50 5773 DestructionDelay = 1000 5774 DestructionDelayVariance = 300 5775 FX = INITIAL FX_CrusaderCatchFire 5776 OCL = FINAL OCL_MarauderTankDeathEffect 5777 FX = FINAL FX_BattleMasterExplosionOneFinal 5778 End 5779 5780 5781 Behavior = CreateCrateDie ModuleTag_07 5782 CrateData = SalvageCrateData 5783 ;CrateData = EliteTankCrateData 5784 ;CrateData = HeroicTankCrateData 5785 End 5786 5787 Behavior = TransitionDamageFX ModuleTag_08 5788 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 5789 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 5790 End 5791 5792 ; A crushing defeat 5793 Behavior = FXListDie ModuleTag_09 5794 DeathTypes = NONE +CRUSHED +SPLATTED 5795 DeathFX = FX_CarCrush 5796 End 5797 5798 Behavior = FlammableUpdate ModuleTag_21 5799 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5800 AflameDamageAmount = 3 ; taking this much damage... 5801 AflameDamageDelay = 500 ; this often. 5802 End 5803 5804 Geometry = BOX 5805 GeometryMajorRadius = 17.0 5806 GeometryMinorRadius = 10.0 5807 GeometryHeight = 9.5 5808 GeometryIsSmall = Yes 5809 Shadow = SHADOW_VOLUME 5810 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 5811 5812 End 5813 5814 5815 5816 ;------------------------------------------------------------------------------ 5817 ;GLA Radar Van 5818 Object GLAVehicleRadarVan 5819 5820 ; *** ART Parameters *** 5821 SelectPortrait = SURadarVan_L 5822 ButtonImage = SURadarVan 5823 5824 UpgradeCameo1 = Upgrade_GLARadarVanScan 5825 UpgradeCameo2 = Upgrade_GLAJunkRepair 5826 ;UpgradeCameo3 = NONE 5827 ;UpgradeCameo4 = NONE 5828 ;UpgradeCameo5 = NONE 5829 5830 Draw = W3DTruckDraw ModuleTag_01 5831 OkToChangeModelColor = Yes 5832 5833 DefaultConditionState 5834 Model = UVRadarVan 5835 Animation = UVRadarVan.UVRadarVan 5836 AnimationMode = LOOP 5837 End 5838 5839 ConditionState = REALLYDAMAGED 5840 Model = UVRadarVan_D 5841 Animation = UVRadarVan_D.UVRadarVan_D 5842 AnimationMode = LOOP 5843 End 5844 5845 ConditionState = RUBBLE 5846 Model = UVRadarVan_D 5847 Animation = UVRadarVan_D.UVRadarVan_D 5848 AnimationMode = LOOP 5849 End 5850 5851 TrackMarks = EXTireTrack.tga 5852 5853 ; These parameters are only used if the model has a separate suspension, 5854 ; and the locomotor has HasSuspension = Yes. 5855 LeftFrontTireBone = Tire01 5856 RightFrontTireBone = Tire02 5857 LeftRearTireBone = Tire03 5858 RightRearTireBone = Tire04 5859 TireRotationMultiplier = 0.2 ; this * speed = rotation. 5860 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 5861 End 5862 5863 ; ***DESIGN parameters *** 5864 DisplayName = OBJECT:RadarVan 5865 Side = GLA 5866 EditorSorting = VEHICLE 5867 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 5868 ArmorSet 5869 Conditions = None 5870 Armor = TruckArmor 5871 DamageFX = TankDamageFX 5872 End 5873 BuildCost = 500 5874 BuildTime = 10.0 ;in seconds 5875 VisionRange = 200 5876 ShroudClearingRange = 500 5877 Prerequisites 5878 Object = GLAArmsDealer 5879 End 5880 IsTrainable = No 5881 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 5882 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 5883 CommandSet = GLAVehicleRadarVanCommandSet 5884 5885 ; *** AUDIO Parameters *** 5886 VoiceSelect = RadarVanVoiceSelect 5887 VoiceMove = RadarVanVoiceMove 5888 VoiceAttack = RadarVanVoiceMove 5889 SoundMoveStart = RadarVanMoveStart 5890 SoundMoveStartDamaged = RadarVanMoveStart 5891 5892 UnitSpecificSounds 5893 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 5894 VoiceCreate = RadarVanVoiceCreate 5895 TurretMoveStart = NoSound 5896 TurretMoveLoop = TurretMoveLoop 5897 ; Required for the W3DTruckDraw module 5898 TruckLandingSound = NoSound ;RocketBuggyLand 5899 TruckPowerslideSound = NoSound ;RocketBuggyPowerslide 5900 VoiceCrush = RadarVanVoiceCrush 5901 VoiceEnter = RadarVanVoiceMove 5902 End 5903 5904 ; *** ENGINEERING Parameters *** 5905 RadarPriority = UNIT 5906 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL 5907 5908 Body = ActiveBody ModuleTag_02 5909 MaxHealth = 200 5910 InitialHealth = 200 5911 5912 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5913 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5914 SubdualDamageCap = 400 5915 SubdualDamageHealRate = 500 5916 SubdualDamageHealAmount = 50 5917 End 5918 5919 ExperienceValue = 20 20 20 20 ; Experience point value at each level 5920 5921 Behavior = GrantUpgradeCreate ModuleTag_03 5922 UpgradeToGrant = Upgrade_GLARadar 5923 End 5924 Behavior = RadarUpgrade ModuleTag_05 5925 TriggeredBy = Upgrade_GLARadar 5926 DisableProof = Yes ; Won't be disabled by power low 5927 End 5928 5929 Behavior = OCLSpecialPower ModuleTag_06 5930 SpecialPowerTemplate = SpecialPowerRadarVanScan 5931 OCL = SUPERWEAPON_RadarVanScan 5932 CreateLocation = CREATE_AT_LOCATION 5933 StartsPaused = Yes ; Unpaused by upgrade module 5934 End 5935 5936 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_07 5937 SpecialPowerTemplate = SpecialPowerRadarVanScan 5938 TriggeredBy = Upgrade_GLARadarVanScan 5939 End 5940 5941 Behavior = AutoHealBehavior ModuleTag_08 5942 HealingAmount = 2 5943 HealingDelay = 1000 ; msec 5944 TriggeredBy = Upgrade_GLAJunkRepair 5945 End 5946 5947 Behavior = AIUpdateInterface ModuleTag_09 5948 Turret 5949 TurretTurnRate = 100 5950 ControlledWeaponSlots = PRIMARY 5951 End 5952 End 5953 Locomotor = SET_NORMAL RadarVanLocomotor 5954 5955 Behavior = PhysicsBehavior ModuleTag_10 5956 Mass = 50.0 5957 End 5958 5959 ; The default explosion 5960 Behavior = SlowDeathBehavior ModuleTag_11 5961 DeathTypes = ALL -CRUSHED -SPLATTED 5962 ProbabilityModifier = 5 5963 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 5964 DestructionDelay = 0 5965 DestructionDelayVariance = 200 5966 FX = FINAL FX_BuggyNewDeathExplosion 5967 OCL = FINAL OCL_RadarVanDeathEffect 5968 End 5969 5970 5971 Behavior = FlammableUpdate ModuleTag_13 5972 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5973 AflameDamageAmount = 3 ; taking this much damage... 5974 AflameDamageDelay = 500 ; this often. 5975 End 5976 5977 Behavior = DestroyDie ModuleTag_14 5978 DeathTypes = NONE +CRUSHED +SPLATTED 5979 End 5980 Behavior = CreateCrateDie ModuleTag_15 5981 CrateData = SalvageCrateData 5982 ;CrateData = EliteTankCrateData 5983 ;CrateData = HeroicTankCrateData 5984 End 5985 5986 Behavior = StealthDetectorUpdate ModuleTag_16 5987 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 5988 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 5989 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 5990 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 5991 End 5992 5993 ; A crushing defeat 5994 Behavior = FXListDie ModuleTag_17 5995 DeathTypes = NONE +CRUSHED +SPLATTED 5996 DeathFX = FX_CarCrush 5997 End 5998 Behavior = CreateObjectDie ModuleTag_18 5999 DeathTypes = NONE +CRUSHED +SPLATTED 6000 CreationList = OCL_CrusaderTank_CrushEffect 6001 End 6002 6003 Behavior = TransitionDamageFX ModuleTag_19 6004 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 6005 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition 6006 End 6007 6008 Geometry = BOX 6009 GeometryMajorRadius = 16.0 6010 GeometryMinorRadius = 6.0 6011 GeometryHeight = 12.5 6012 GeometryIsSmall = Yes 6013 Shadow = SHADOW_VOLUME 6014 ShadowSizeX = 45 ;minimum elevation angle above horizon. Used to limit shadow length 6015 6016 End 6017 6018 ;------------------------------------------------------------------------------ 6019 Object GLAVehicleBattleBus 6020 6021 ; *** ART Parameters *** 6022 SelectPortrait = SUbattlebus_L 6023 ButtonImage = SUbattlebus 6024 6025 UpgradeCameo1 = Upgrade_GLAJunkRepair 6026 6027 6028 Draw = W3DTruckDraw ModuleTag_01 6029 OkToChangeModelColor = Yes 6030 TrackMarks = EXTireTrack.tga 6031 ExtraPublicBone = BUSUP01 6032 ExtraPublicBone = BUSUP02 6033 6034 DefaultConditionState 6035 Model = UVBATTBUS 6036 HideSubObject = BUSUP01 BUSUP02 6037 Animation = UVBATTBUS.UVBATTBUS 6038 AnimationMode = MANUAL 6039 End 6040 ConditionState = MOVING 6041 Model = UVBATTBUS 6042 Animation = UVBATTBUS.UVBATTBUS 6043 AnimationMode = LOOP 6044 End 6045 6046 ConditionState = REALLYDAMAGED 6047 Model = UVBATTBUS_D 6048 Animation = UVBATTBUS_D.UVBATTBUS_D 6049 AnimationMode = MANUAL 6050 End 6051 ConditionState = REALLYDAMAGED MOVING 6052 Model = UVBATTBUS_D 6053 Animation = UVBATTBUS_D.UVBATTBUS_D 6054 AnimationMode = LOOP 6055 End 6056 6057 ConditionState = SECOND_LIFE ; Set after our first death, natch 6058 Model = UVBATTBUS_D1 6059 Animation = UVBATTBUS_D1.UVBATTBUS_D1 6060 AnimationMode = MANUAL 6061 End 6062 AliasConditionState = REALLYDAMAGED SECOND_LIFE 6063 AliasConditionState = RUBBLE SECOND_LIFE 6064 6065 ConditionState = RUBBLE 6066 Model = UVBATTBUS_D 6067 End 6068 6069 ;--------- One crates 6070 ConditionState = ARMORSET_CRATEUPGRADE_ONE 6071 Model = UVBATTBUS 6072 ShowSubObject = BUSUP01 6073 HideSubObject = BUSUP02 6074 Animation = UVBATTBUS.UVBATTBUS 6075 AnimationMode = MANUAL 6076 End 6077 ConditionState = MOVING ARMORSET_CRATEUPGRADE_ONE 6078 Model = UVBATTBUS 6079 ShowSubObject = BUSUP01 6080 HideSubObject = BUSUP02 6081 Animation = UVBATTBUS.UVBATTBUS 6082 AnimationMode = LOOP 6083 End 6084 6085 ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_ONE 6086 Model = UVBATTBUS_D 6087 ShowSubObject = BUSUP01 6088 HideSubObject = BUSUP02 6089 Animation = UVBATTBUS_D.UVBATTBUS_D 6090 AnimationMode = MANUAL 6091 End 6092 ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_ONE 6093 Model = UVBATTBUS_D 6094 ShowSubObject = BUSUP01 6095 HideSubObject = BUSUP02 6096 Animation = UVBATTBUS_D.UVBATTBUS_D 6097 AnimationMode = LOOP 6098 End 6099 6100 ConditionState = SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 6101 Model = UVBATTBUS_D1 6102 ShowSubObject = BUSUP01 6103 HideSubObject = BUSUP02 6104 Animation = UVBATTBUS_D1.UVBATTBUS_D1 6105 AnimationMode = MANUAL 6106 End 6107 AliasConditionState = REALLYDAMAGED SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 6108 AliasConditionState = RUBBLE SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 6109 6110 ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_ONE 6111 Model = UVBATTBUS_D 6112 ShowSubObject = BUSUP01 6113 HideSubObject = BUSUP02 6114 End 6115 6116 ;--------- Two crates 6117 ConditionState = ARMORSET_CRATEUPGRADE_TWO 6118 Model = UVBATTBUS 6119 ShowSubObject = BUSUP01 BUSUP02 6120 Animation = UVBATTBUS.UVBATTBUS 6121 AnimationMode = MANUAL 6122 End 6123 ConditionState = MOVING ARMORSET_CRATEUPGRADE_TWO 6124 Model = UVBATTBUS 6125 ShowSubObject = BUSUP01 BUSUP02 6126 Animation = UVBATTBUS.UVBATTBUS 6127 AnimationMode = LOOP 6128 End 6129 6130 ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_TWO 6131 Model = UVBATTBUS_D 6132 ShowSubObject = BUSUP01 BUSUP02 6133 Animation = UVBATTBUS_D.UVBATTBUS_D 6134 AnimationMode = MANUAL 6135 End 6136 ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_TWO 6137 Model = UVBATTBUS_D 6138 ShowSubObject = BUSUP01 BUSUP02 6139 Animation = UVBATTBUS_D.UVBATTBUS_D 6140 AnimationMode = LOOP 6141 End 6142 6143 ConditionState = SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 6144 Model = UVBATTBUS_D1 6145 ShowSubObject = BUSUP01 BUSUP02 6146 Animation = UVBATTBUS_D1.UVBATTBUS_D1 6147 AnimationMode = MANUAL 6148 End 6149 AliasConditionState = REALLYDAMAGED SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 6150 AliasConditionState = RUBBLE SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 6151 6152 ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_TWO 6153 Model = UVBATTBUS_D 6154 ShowSubObject = BUSUP01 BUSUP02 6155 End 6156 6157 LeftFrontTireBone = Tire01 6158 RightFrontTireBone = Tire04 6159 LeftRearTireBone = Tire02 6160 RightRearTireBone = Tire03 6161 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6162 6163 Dust = RocketBuggyDust 6164 DirtSpray = RocketBuggyDirtSpray 6165 PowerslideSpray = RocketBuggyDirtPowerSlide 6166 6167 End 6168 PlacementViewAngle = 180 6169 ; ***DESIGN parameters *** 6170 DisplayName = OBJECT:BattleBus 6171 Side = GLA 6172 EditorSorting = VEHICLE 6173 TransportSlotCount = 8 ;how many "slots" we take in a transport (0 == not transportable) 6174 WeaponSet 6175 Conditions = None 6176 Weapon = PRIMARY None 6177 End 6178 WeaponSet 6179 Conditions = PLAYER_UPGRADE 6180 Weapon = PRIMARY BattleBusPassengerDummyWeapon 6181 End 6182 6183 ArmorSet 6184 Conditions = None 6185 Armor = BattleBusTruckArmor 6186 DamageFX = TruckDamageFX 6187 End 6188 ArmorSet 6189 Conditions = SECOND_LIFE ; Set after our first death, natch 6190 Armor = BattleBusStructureArmorTough 6191 DamageFX = StructureDamageFX 6192 End 6193 6194 ArmorSet 6195 Conditions = CRATE_UPGRADE_ONE 6196 Armor = BattleBusTruckArmorPlusOne 6197 DamageFX = TruckDamageFX 6198 End 6199 ArmorSet 6200 Conditions = CRATE_UPGRADE_ONE SECOND_LIFE ; Set after our first death, natch 6201 Armor = BattleBusStructureArmorToughPlusOne 6202 DamageFX = StructureDamageFX 6203 End 6204 6205 ArmorSet 6206 Conditions = CRATE_UPGRADE_TWO 6207 Armor = BattleBusTruckArmorPlusTwo 6208 DamageFX = TruckDamageFX 6209 End 6210 ArmorSet 6211 Conditions = CRATE_UPGRADE_TWO SECOND_LIFE ; Set after our first death, natch 6212 Armor = BattleBusStructureArmorToughPlusTwo 6213 DamageFX = StructureDamageFX 6214 End 6215 6216 BuildCost = 1000 6217 BuildTime = 15.0 ;in seconds 6218 VisionRange = 150 ; Used in attack move targeting 6219 ShroudClearingRange = 200 6220 Prerequisites 6221 Object = GLAArmsDealer 6222 Object = GLAPalace 6223 End 6224 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6225 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6226 CommandSet = GLAVehicleBattleBusCommandSet 6227 6228 ; *** AUDIO Parameters *** 6229 VoiceSelect = BattleBusVoiceSelect 6230 VoiceMove = BattleBusVoiceMove 6231 VoiceGuard = BattleBusVoiceMove 6232 VoiceAttack = BattleBusVoiceAttack 6233 SoundMoveStart = BattleBusMoveStart 6234 SoundMoveStartDamaged = BattleBusMoveStart 6235 SoundEnter = HumveeEnter 6236 SoundExit = HumveeExit 6237 UnitSpecificSounds 6238 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6239 VoiceCreate= BattleBusVoiceCreate 6240 TurretMoveStart = NoSound 6241 TurretMoveLoop = NoSound 6242 TruckLandingSound = RocketBuggyLand 6243 TruckPowerslideSound = NoSound 6244 VoiceUnload = BattleBusVoiceUnload 6245 End 6246 6247 ; *** ENGINEERING Parameters *** 6248 RadarPriority = UNIT 6249 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER ARMOR_SALVAGER SCORE 6250 6251 Body = UndeadBody ModuleTag_02 ; Body module that treats the first death as a state change 6252 MaxHealth = 400.0 6253 InitialHealth = 400.0 6254 6255 SecondLifeMaxHealth = 650.0 6256 6257 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6258 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6259 SubdualDamageCap = 750 6260 SubdualDamageHealRate = 500 6261 SubdualDamageHealAmount = 50 6262 End 6263 6264 IsTrainable = No 6265 ExperienceValue = 50 50 50 50 ; Experience point value at each level 6266 6267 Behavior = AIUpdateInterface ModuleTag_04 6268 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS 6269 End 6270 6271 Behavior = PhysicsBehavior ModuleTag_05 6272 Mass = 40.0 6273 End 6274 6275 Behavior = AutoHealBehavior ModuleTag_06 6276 HealingAmount = 2 6277 HealingDelay = 1000 ; msec 6278 TriggeredBy = Upgrade_GLAJunkRepair 6279 End 6280 6281 Locomotor = SET_NORMAL BattleBusLocomotor 6282 6283 Behavior = BattleBusSlowDeathBehavior ModuleTag_08 6284 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 6285 ProbabilityModifier = 5 6286 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 6287 6288 ; Part the first, uses when killed the first time from non-system (unresistable) damage 6289 FXStartUndeath = FX_BattleBusStartUndeath 6290 OCLStartUndeath = OCL_BattleBusStartUndeath 6291 FXHitGround = FX_BattleBusHitGround 6292 OCLHitGround = OCL_BattleBusHitGround 6293 ThrowForce = 100.0 6294 PercentDamageToPassengers = 50% 6295 EmptyHulkDestructionDelay = 1000 ; If non-zero, msec of emptiness before we kill ourselves with Penalty damage 6296 6297 ; Part the second, normal fields of a SlowDeathBehavior 6298 DestructionDelay = 0 6299 DestructionDelayVariance = 200 6300 FX = FINAL FX_BuggyNewDeathExplosion 6301 OCL = FINAL OCL_BattleBusDeath 6302 End 6303 6304 Behavior = TransportContain ModuleTag_10 6305 PassengersAllowedToFire = Yes 6306 Slots = 8 6307 DamagePercentToUnits = 100% 6308 AllowInsideKindOf = INFANTRY 6309 ExitDelay = 250 6310 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 6311 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 6312 WeaponBonusPassedToPassengers = Yes 6313 DelayExitInAir = Yes 6314 ArmedRidersUpgradeMyWeaponSet = Yes 6315 End 6316 6317 ; Module 11 cut. 6318 ; Behavior = HordeUpdate ModuleTag_11 6319 ; RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 6320 ; UpdateRate = 1000 ; how often to recheck horde status (msec) 6321 ; Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 6322 ; AlliesOnly = Yes ; do we only count allies towards horde status? 6323 ; ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) 6324 ; Count = 5 ; how many units must be within Radius to grant us horde-ness 6325 ; Action = HORDE ; when horde-ing, grant us the HORDE bonus 6326 ; End 6327 6328 ; A crushing defeat 6329 Behavior = FXListDie ModuleTag_23 6330 DeathTypes = NONE +CRUSHED +SPLATTED 6331 DeathFX = FX_CarCrush 6332 End 6333 Behavior = CreateObjectDie ModuleTag_24 6334 DeathTypes = NONE +CRUSHED +SPLATTED 6335 CreationList = OCL_CrusaderTank_CrushEffect 6336 End 6337 Behavior = CreateCrateDie ModuleTag_25 6338 CrateData = SalvageCrateData 6339 End 6340 6341 Behavior = FlammableUpdate ModuleTag_28 6342 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6343 AflameDamageAmount = 3 ; taking this much damage... 6344 AflameDamageDelay = 500 ; this often. 6345 End 6346 6347 Behavior = DestroyDie ModuleTag_29 6348 DeathTypes = NONE +CRUSHED +SPLATTED 6349 End 6350 6351 Behavior = SlowDeathBehavior ModuleTag_30 // Empty Hulk sinking away 6352 DeathTypes = NONE +EXTRA_4 6353 6354 SinkDelay = 1 6355 SinkRate = 2.5 6356 DestructionDelay = 5000 6357 End 6358 6359 Behavior = TransitionDamageFX ModuleTag_31 6360 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 6361 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 6362 End 6363 6364 Geometry = BOX 6365 GeometryMajorRadius = 19.0 6366 GeometryMinorRadius = 8.0 6367 GeometryHeight = 11.5 6368 GeometryIsSmall = No 6369 Shadow = SHADOW_VOLUME 6370 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6371 6372 End 6373 ;------------------------------------------------------------------------------;------------------------------------------------------------------------------ 6374 Object GLAVehicleScudLauncherHiDef 6375 6376 ; *** ART Parameters *** 6377 SelectPortrait = SUScudLauncher_L 6378 ButtonImage = SUScudLauncher 6379 6380 UpgradeCameo1 = Upgrade_GLAJunkRepair 6381 UpgradeCameo2 = Upgrade_GLAAnthraxBeta 6382 ;UpgradeCameo3 = NONE 6383 ;UpgradeCameo4 = NONE 6384 ;UpgradeCameo5 = NONE 6385 6386 Draw = W3DTruckDraw ModuleTag_01 6387 OkToChangeModelColor = Yes 6388 6389 ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 6390 6391 DefaultConditionState 6392 Model = UVScudLchrHD 6393 Turret = TURRET 6394 TurretPitch = TURRETEL 6395 WeaponLaunchBone = PRIMARY WeaponA 6396 WeaponLaunchBone = SECONDARY WeaponA 6397 WeaponHideShowBone = PRIMARY MISSILE 6398 WeaponHideShowBone = SECONDARY MISSILE 6399 End 6400 6401 ConditionState = REALLYDAMAGED 6402 Model = UVScudLchr_d 6403 End 6404 AliasConditionState = RUBBLE 6405 6406 TrackMarks = EXTireTrack.tga 6407 6408 Dust = ScudLauncherDust 6409 DirtSpray = RocketBuggyDirtSpray 6410 PowerslideSpray = RocketBuggyDirtPowerSlide 6411 6412 ; These parameters are only used if the model has a separate suspension, 6413 ; and the locomotor has HasSuspension = Yes. 6414 LeftFrontTireBone = Tire01 6415 RightFrontTireBone = Tire05 6416 LeftRearTireBone = Tire04 6417 RightRearTireBone = Tire08 6418 MidLeftFrontTireBone = Tire02 6419 MidRightFrontTireBone = Tire06 6420 MidLeftRearTireBone = Tire03 6421 MidRightRearTireBone = Tire07 6422 6423 TireRotationMultiplier = 0.2 ; this * speed = rotation. 6424 ;PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. 6425 6426 End 6427 6428 6429 ; ***DESIGN parameters *** 6430 6431 DisplayName = OBJECT:ScudLauncherHiDef 6432 Side = GLAToxinGeneral 6433 EditorSorting = VEHICLE 6434 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 6435 WeaponSet 6436 Conditions = None 6437 ;Weapon = PRIMARY SCUDLauncherGunExplosive 6438 Weapon = PRIMARY SCUDLauncherGunAnthrax 6439 Weapon = SECONDARY SCUDLauncherGunAnthrax 6440 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI 6441 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 6442 PreferredAgainst = SECONDARY INFANTRY 6443 ShareWeaponReloadTime = Yes 6444 End 6445 WeaponSet 6446 Conditions = PLAYER_UPGRADE 6447 ;Weapon = PRIMARY SCUDLauncherGunExplosive 6448 Weapon = PRIMARY Chem_SCUDLauncherGunAnthraxGamma 6449 Weapon = SECONDARY Chem_SCUDLauncherGunAnthraxGamma 6450 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 6451 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 6452 PreferredAgainst = SECONDARY INFANTRY 6453 ShareWeaponReloadTime = Yes 6454 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 6455 End 6456 ArmorSet 6457 Conditions = None 6458 Armor = TruckArmor 6459 DamageFX = TankDamageFX 6460 End 6461 BuildCost = 1200 6462 BuildTime = 20.0 ;in seconds 6463 VisionRange = 180 6464 ShroudClearingRange = 300 6465 Prerequisites 6466 Object = Chem_GLAArmsDealer 6467 Object = Chem_GLAPalace 6468 Science = SCIENCE_ScudLauncher 6469 End 6470 6471 ExperienceValue = 50 50 100 150 ;Experience point value at each level 6472 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 6473 IsTrainable = Yes ;Can gain experience 6474 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 6475 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 6476 CommandSet = Chem_GLAVehicleScudLauncherCommandSet 6477 6478 ; *** AUDIO Parameters *** 6479 VoiceSelect = ScudLauncherVoiceSelect 6480 VoiceMove = ScudLauncherVoiceMove 6481 VoiceGuard = ScudLauncherVoiceMove 6482 VoiceAttack = ScudLauncherVoiceAttack 6483 SoundMoveStart = ScudLauncherMoveStart 6484 SoundMoveStartDamaged = ScudLauncherMoveStart 6485 UnitSpecificSounds 6486 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 6487 VoiceCreate = ScudLauncherVoiceCreate 6488 TurretMoveStart = NoSound 6489 TurretMoveLoop = TurretMoveLoop 6490 TruckLandingSound = NoSound 6491 TruckPowerslideSound = NoSound 6492 VoiceCrush = ScudLauncherVoiceCrush 6493 VoiceEnter = ScudLauncherVoiceMove 6494 VoicePrimaryWeaponMode = ScudLauncherVoiceModeHiEx 6495 VoiceSecondaryWeaponMode = ScudLauncherVoiceModeAnthrax 6496 End 6497 6498 ; *** ENGINEERING Parameters *** 6499 RadarPriority = UNIT 6500 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE 6501 6502 Body = ActiveBody ModuleTag_02 6503 MaxHealth = 180.0 6504 InitialHealth = 180.0 6505 End 6506 6507 Behavior = AIUpdateInterface ModuleTag_03 6508 Turret 6509 TurretTurnRate = 60 ; turn rate, in degrees per sec 6510 TurretPitchRate = 60 6511 FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here 6512 AllowsPitch = Yes 6513 ControlledWeaponSlots = PRIMARY SECONDARY 6514 End 6515 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 6516 End 6517 6518 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 6519 End 6520 6521 Locomotor = SET_NORMAL ScudLauncherLocomotor 6522 Behavior = PhysicsBehavior ModuleTag_05 6523 Mass = 40.0 6524 End 6525 6526 Behavior = AutoHealBehavior ModuleTag_06 6527 HealingAmount = 2 6528 HealingDelay = 1000 ; msec 6529 TriggeredBy = Upgrade_GLAJunkRepair 6530 End 6531 6532 Behavior = TransitionDamageFX ModuleTag_08 6533 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 6534 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ScudLauncherDamageTransition 6535 End 6536 6537 ; Catch fire, and explode death 6538 Behavior = SlowDeathBehavior ModuleTag_09 6539 DeathTypes = ALL -CRUSHED -SPLATTED 6540 ProbabilityModifier = 50 6541 DestructionDelay = 2000 6542 DestructionDelayVariance = 300 6543 FX = INITIAL FX_CrusaderCatchFire 6544 OCL = FINAL OCL_SCUDLauncherDeathEffect 6545 FX = FINAL FX_ScudLauncherExplosionOneFinal 6546 End 6547 6548 ; A crushing defeat 6549 Behavior = FXListDie ModuleTag_10 6550 DeathTypes = NONE +CRUSHED +SPLATTED 6551 DeathFX = FX_CarCrush 6552 End 6553 6554 Behavior = CreateObjectDie ModuleTag_11 6555 DeathTypes = NONE +CRUSHED +SPLATTED 6556 CreationList = OCL_CrusaderTank_CrushEffect 6557 End 6558 6559 Behavior = FlammableUpdate ModuleTag_21 6560 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6561 AflameDamageAmount = 3 ; taking this much damage... 6562 AflameDamageDelay = 500 ; this often. 6563 End 6564 6565 Behavior = DestroyDie ModuleTag_22 6566 DeathTypes = NONE +CRUSHED +SPLATTED 6567 End 6568 6569 Behavior = WeaponSetUpgrade ModuleTag_23 6570 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma 6571 End 6572 6573 Behavior = LockWeaponCreate ModuleTag_24 6574 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. 6575 End 6576 6577 Geometry = BOX 6578 GeometryMajorRadius = 14.0 6579 GeometryMinorRadius = 7.0 6580 GeometryHeight = 11.5 6581 GeometryIsSmall = No 6582 Shadow = SHADOW_VOLUME 6583 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 6584 6585 End 6586 6587 6588 6589 6590 6591 6592 ;------------------------------------------------------------------------------
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