[ Index ] | WAROFGENERALS |
PHP Cross Reference of WAROFGENERALS MODS SOURCES |
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1 Object Slth_GLAHole 2 3 ; *** ART Parameters *** 4 SelectPortrait = SUHole_L 5 ButtonImage = SUHole_L 6 Draw = W3DModelDraw ModuleTag_01 7 OkToChangeModelColor = Yes 8 ConditionState = NONE 9 Model = UBHole 10 End 11 ConditionState = DAMAGED 12 Model = UBHole_D 13 ParticleSysBone = Smoke01 SteamVent 14 End 15 ConditionState = REALLYDAMAGED 16 Model = UBHole_E 17 ParticleSysBone = Smoke01 SteamVent 18 ParticleSysBone = Smoke02 SteamVent 19 ParticleSysBone = Fire01 GLAPowerPlantFlame 20 ParticleSysBone = Fire02 GLAPowerPlantFlame 21 ParticleSysBone = Fire03 GLAPowerPlantFlame 22 End 23 End 24 25 ; ----------------- the door ------------------- 26 Draw = W3DModelDraw ModuleTag_02 27 OkToChangeModelColor = Yes 28 DefaultConditionState 29 Model = UBHole_A1 30 Animation = UBHole_A1.UBHole_A1 31 AnimationMode = MANUAL 32 Flags = START_FRAME_FIRST 33 End 34 ConditionState = SOLD 35 Model = NONE 36 End 37 ConditionState = SOLD SNOW 38 Model = NONE 39 End 40 41 ConditionState = SOLD NIGHT 42 Model = NONE 43 End 44 45 ConditionState = SOLD NIGHT SNOW 46 Model = NONE 47 End 48 ConditionState = DAMAGED 49 Model = UBHole_A1D 50 Animation = UBHole_A1D.UBHole_A1D 51 AnimationMode = MANUAL 52 Flags = START_FRAME_FIRST 53 End 54 ConditionState = DOOR_1_OPENING 55 Model = UBHole_A1 56 Animation = UBHole_A1.UBHole_A1 57 AnimationMode = ONCE 58 Flags = START_FRAME_FIRST 59 End 60 ConditionState = DOOR_1_OPENING DAMAGED 61 Model = UBHole_A1D 62 Animation = UBHole_A1D.UBHole_A1D 63 AnimationMode = ONCE 64 Flags = START_FRAME_FIRST 65 End 66 ConditionState = DOOR_1_CLOSING 67 Model = UBHole_A1 68 Animation = UBHole_A1.UBHole_A1 69 AnimationMode = ONCE_BACKWARDS 70 Flags = START_FRAME_LAST 71 End 72 ConditionState = DOOR_1_CLOSING DAMAGED 73 Model = UBHole_A1D 74 Animation = UBHole_A1D.UBHole_A1D 75 AnimationMode = ONCE_BACKWARDS 76 Flags = START_FRAME_LAST 77 End 78 ConditionState = DOOR_1_WAITING_OPEN 79 Model = UBHole_A1 80 Animation = UBHole_A1.UBHole_A1 81 AnimationMode = MANUAL 82 Flags = START_FRAME_LAST 83 End 84 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 85 Model = UBHole_A1D 86 Animation = UBHole_A1D.UBHole_A1D 87 AnimationMode = MANUAL 88 Flags = START_FRAME_LAST 89 End 90 End 91 92 PlacementViewAngle = -135 93 94 ; ***DESIGN parameters *** 95 DisplayName = OBJECT:GLAHole 96 Side = GLAStealthGeneral 97 EditorSorting = SYSTEM 98 Prerequisites 99 Object = Slth_GLACommandCenter 100 End 101 BuildCost = 100 102 BuildTime = 10.0 ; in seconds 103 EnergyProduction = 0 104 VisionRange = 50.0 ; Shroud clearing distance 105 ShroudClearingRange = 50 106 ArmorSet 107 Conditions = None 108 Armor = StructureArmor 109 DamageFX = StructureDamageFXNoShake 110 End 111 112 ; *** AUDIO Parameters *** 113 VoiceSelect = TunnelNetworkSelect 114 SoundOnDamaged = BuildingDamagedStateLight 115 SoundOnReallyDamaged = BuildingDestroy 116 117 UnitSpecificSounds 118 UnderConstruction = UnderConstructionLoop 119 End 120 121 ; *** ENGINEERING Parameters *** 122 RadarPriority = STRUCTURE 123 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE IMMUNE_TO_CAPTURE SCORE_DESTROY MP_COUNT_FOR_VICTORY 124 Body = StructureBody ModuleTag_03 125 ; To set the health for a particular hole, edit the entry in the object 126 ; that will leave the hole behind (edit the RebuildHoleExposeDie entry) 127 MaxHealth = 9999999.9 ;bigger than anything realistic we use 128 InitialHealth = 9999999.9 ;bigger than anything realistic we use 129 End 130 Behavior = RebuildHoleBehavior ModuleTag_04 131 WorkerObjectName = GLAInfantryWorker 132 WorkerRespawnDelay = 20000 ;in milliseconds 133 HoleHealthRegen%PerSecond = 0.5% ;regen this % of HoleMaxHealth per second 134 End 135 136 Behavior = CreateObjectDie ModuleTag_13 137 CreationList = OCL_LargeStructureDebris 138 End 139 Behavior = FXListDie ModuleTag_14 140 DeathFX = FX_StructureSmallDeath 141 End 142 143 144 145 Geometry = CYLINDER 146 GeometryMajorRadius = 25.0 147 GeometryHeight = 5.0 148 GeometryIsSmall = No 149 Shadow = SHADOW_VOLUME 150 BuildCompletion = PLACED_BY_PLAYER 151 152 End 153 154 155 156 157 158 159 ;------------------------------------------------------------------------------ 160 ;GLA Command Center 161 Object Slth_GLACommandCenter 162 163 ; *** ART Parameters *** 164 SelectPortrait = SUHeadquarters_L 165 ButtonImage = SUHeadquarters 166 167 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 168 UpgradeCameo1 = Upgrade_GLACamoNetting 169 170 ; ----- The actual command center 171 Draw = W3DModelDraw ModuleTag_01 172 173 OkToChangeModelColor = Yes 174 175 ; day 176 ConditionState = NONE 177 Model = UBCmdHQS 178 ParticleSysBone = Smoke01 SteamVent 179 ParticleSysBone = Fire01 SmolderingFire 180 ParticleSysBone = Fire01 SmolderingSmoke 181 Animation = UBCmdHQS.UBCmdHQS 182 AnimationMode = LOOP 183 End 184 185 ConditionState = DAMAGED 186 Model = UBCmdHQS_D 187 Animation = UBCmdHQS_D.UBCmdHQS_D 188 AnimationMode = LOOP 189 End 190 ConditionState = REALLYDAMAGED RUBBLE 191 Model = UBCmdHQS_E 192 Animation = UBCmdHQS_E.UBCmdHQS_E 193 AnimationMode = LOOP 194 End 195 ConditionState = GARRISONED 196 Model = UBCmdHQSE 197 ParticleSysBone = Smoke01 SmolderingSmoke 198 Animation = UBCmdHQSE.UBCmdHQSE 199 AnimationMode = LOOP 200 End 201 ConditionState = DAMAGED GARRISONED 202 Model = UBCmdHQSE_D 203 ParticleSysBone = Smoke01 SmolderingSmoke 204 Animation = UBCmdHQSE_D.UBCmdHQSE_D 205 AnimationMode = LOOP 206 End 207 ConditionState = REALLYDAMAGED GARRISONED 208 Model = UBCmdHQSE_E 209 ParticleSysBone = Smoke01 SmolderingSmoke 210 Animation = UBCmdHQSE_E.UBCmdHQSE_E 211 AnimationMode = LOOP 212 End 213 214 ; night 215 ConditionState = NIGHT 216 Model = UBCmdHQS_N 217 ParticleSysBone = Smoke01 SteamVent 218 ParticleSysBone = Fire01 SmolderingFire 219 ParticleSysBone = Fire01 SmolderingSmoke 220 Animation = UBCmdHQS_N.UBCmdHQS_N 221 AnimationMode = LOOP 222 End 223 ConditionState = DAMAGED NIGHT 224 Model = UBCmdHQS_DN 225 Animation = UBCmdHQS_DN.UBCmdHQS_DN 226 AnimationMode = LOOP 227 End 228 ConditionState = REALLYDAMAGED RUBBLE NIGHT 229 Model = UBCmdHQS_EN 230 Animation = UBCmdHQS_EN.UBCmdHQS_EN 231 AnimationMode = LOOP 232 End 233 ConditionState = GARRISONED NIGHT 234 Model = UBCmdHQSE_N 235 ParticleSysBone = Smoke01 SmolderingSmoke 236 Animation = UBCmdHQSE_N.UBCmdHQSE_N 237 AnimationMode = LOOP 238 End 239 ConditionState = DAMAGED GARRISONED NIGHT 240 Model = UBCmdHQSE_DN 241 ParticleSysBone = Smoke01 SmolderingSmoke 242 Animation = UBCmdHQSE_DN.UBCmdHQSE_DN 243 AnimationMode = LOOP 244 End 245 ConditionState = REALLYDAMAGED GARRISONED NIGHT 246 Model = UBCmdHQSE_EN 247 ParticleSysBone = Smoke01 SmolderingSmoke 248 Animation = UBCmdHQSE_EN.UBCmdHQSE_EN 249 AnimationMode = LOOP 250 End 251 252 ; day snow 253 ConditionState = SNOW 254 Model = UBCmdHQS_S 255 ParticleSysBone = Smoke01 SteamVent 256 ParticleSysBone = Fire01 SmolderingFire 257 ParticleSysBone = Fire01 SmolderingSmoke 258 Animation = UBCmdHQS_S.UBCmdHQS_S 259 AnimationMode = LOOP 260 End 261 ConditionState = DAMAGED SNOW 262 Model = UBCmdHQS_DS 263 Animation = UBCmdHQS_DS.UBCmdHQS_DS 264 AnimationMode = LOOP 265 End 266 ConditionState = REALLYDAMAGED RUBBLE SNOW 267 Model = UBCmdHQS_ES 268 Animation = UBCmdHQS_ES.UBCmdHQS_ES 269 AnimationMode = LOOP 270 End 271 ConditionState = GARRISONED SNOW 272 Model = UBCmdHQSE_S 273 ParticleSysBone = Smoke01 SmolderingSmoke 274 Animation = UBCmdHQSE_S.UBCmdHQSE_S 275 AnimationMode = LOOP 276 End 277 ConditionState = DAMAGED GARRISONED SNOW 278 Model = UBCmdHQSE_DS 279 ParticleSysBone = Smoke01 SmolderingSmoke 280 Animation = UBCmdHQSE_DS.UBCmdHQSE_DS 281 AnimationMode = LOOP 282 End 283 ConditionState = REALLYDAMAGED GARRISONED SNOW 284 Model = UBCmdHQSE_ES 285 ParticleSysBone = Smoke01 SmolderingSmoke 286 Animation = UBCmdHQSE_ES.UBCmdHQSE_ES 287 AnimationMode = LOOP 288 End 289 290 ; night snow 291 ConditionState = NIGHT SNOW 292 Model = UBCmdHQS_NS 293 ParticleSysBone = Smoke01 SteamVent 294 ParticleSysBone = Fire01 SmolderingFire 295 ParticleSysBone = Fire01 SmolderingSmoke 296 Animation = UBCmdHQS_NS.UBCmdHQS_NS 297 AnimationMode = LOOP 298 End 299 ConditionState = DAMAGED NIGHT SNOW 300 Model = UBCmdHQS_DNS 301 Animation = UBCmdHQS_DNS.UBCmdHQS_DNS 302 AnimationMode = LOOP 303 End 304 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 305 Model = UBCmdHQS_ENS 306 Animation = UBCmdHQS_ENS.UBCmdHQS_ENS 307 AnimationMode = LOOP 308 End 309 ConditionState = GARRISONED NIGHT SNOW 310 Model = UBCmdHQSE_NS 311 ParticleSysBone = Smoke01 SmolderingSmoke 312 Animation = UBCmdHQSE_NS.UBCmdHQSE_NS 313 AnimationMode = LOOP 314 End 315 ConditionState = DAMAGED GARRISONED NIGHT SNOW 316 Model = UBCmdHQSE_DNS 317 ParticleSysBone = Smoke01 SmolderingSmoke 318 Animation = UBCmdHQSE_DNS.UBCmdHQSE_DNS 319 AnimationMode = LOOP 320 End 321 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 322 Model = UBCmdHQSE_ENS 323 ParticleSysBone = Smoke01 SmolderingSmoke 324 Animation = UBCmdHQSE_ENS.UBCmdHQSE_ENS 325 AnimationMode = LOOP 326 End 327 328 329 ;************************************************************************************************************************** 330 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 331 ;for this draw module 332 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 333 Model = UBCmdHQS 334 Animation = UBCmdHQS.UBCmdHQS 335 AnimationMode = LOOP 336 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 337 End 338 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 339 Model = UBCmdHQS_D 340 Animation = UBCmdHQS_D.UBCmdHQS_D 341 AnimationMode = LOOP 342 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 343 End 344 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 345 Model = UBCmdHQS_E 346 Animation = UBCmdHQS_E.UBCmdHQS_E 347 AnimationMode = LOOP 348 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 349 End 350 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 351 Model = UBCmdHQS_N 352 Animation = UBCmdHQS_N.UBCmdHQS_N 353 AnimationMode = LOOP 354 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 355 End 356 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 357 Model = UBCmdHQS_DN 358 Animation = UBCmdHQS_DN.UBCmdHQS_DN 359 AnimationMode = LOOP 360 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 361 End 362 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 363 Model = UBCmdHQS_EN 364 Animation = UBCmdHQS_EN.UBCmdHQS_EN 365 AnimationMode = LOOP 366 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 367 End 368 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 369 Model = UBCmdHQS_S 370 Animation = UBCmdHQS_S.UBCmdHQS_S 371 AnimationMode = LOOP 372 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 373 End 374 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 375 Model = UBCmdHQS_DS 376 Animation = UBCmdHQS_DS.UBCmdHQS_DS 377 AnimationMode = LOOP 378 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 379 End 380 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 381 Model = UBCmdHQS_ES 382 Animation = UBCmdHQS_ES.UBCmdHQS_ES 383 AnimationMode = LOOP 384 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 385 End 386 387 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 388 Model = UBCmdHQS_NS 389 Animation = UBCmdHQS_NS.UBCmdHQS_NS 390 AnimationMode = LOOP 391 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 392 End 393 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 394 Model = UBCmdHQS_DNS 395 Animation = UBCmdHQS_DNS.UBCmdHQS_DNS 396 AnimationMode = LOOP 397 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 398 End 399 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 400 Model = UBCmdHQS_ENS 401 Animation = UBCmdHQS_ENS.UBCmdHQS_ENS 402 AnimationMode = LOOP 403 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 404 End 405 406 ConditionState = AWAITING_CONSTRUCTION 407 Model = NONE 408 End 409 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 410 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 411 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 412 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 413 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 414 AliasConditionState = AWAITING_CONSTRUCTION SNOW 415 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 416 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 417 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 418 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 419 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 420 AliasConditionState = SOLD 421 AliasConditionState = SOLD DAMAGED 422 AliasConditionState = SOLD REALLYDAMAGED 423 AliasConditionState = SOLD NIGHT 424 AliasConditionState = SOLD NIGHT DAMAGED 425 AliasConditionState = SOLD NIGHT REALLYDAMAGED 426 AliasConditionState = SOLD SNOW 427 AliasConditionState = SOLD SNOW DAMAGED 428 AliasConditionState = SOLD SNOW REALLYDAMAGED 429 AliasConditionState = SOLD NIGHT SNOW 430 AliasConditionState = SOLD NIGHT SNOW DAMAGED 431 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 432 AliasConditionState = GARRISONED SOLD 433 AliasConditionState = GARRISONED SOLD DAMAGED 434 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 435 AliasConditionState = GARRISONED SOLD NIGHT 436 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 437 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 438 AliasConditionState = GARRISONED SOLD SNOW 439 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 440 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 441 AliasConditionState = GARRISONED SOLD NIGHT SNOW 442 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 443 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 444 ;************************************************************************************************************************** 445 End 446 447 PlacementViewAngle = -135 448 449 ; ------------ construction done flashing lights ---------- 450 ; Draw = W3DModelDraw 451 ; DefaultConditionState 452 ; Model = None 453 ; End 454 ; ConditionState = SOLD 455 ; Model = NONE 456 ; End 457 ; ConditionState = CONSTRUCTION_COMPLETE 458 ; Model = ABWarFact_A2 459 ; Animation = ABWarFact_A2.ABWarFact_A2 460 ; AnimationMode = LOOP 461 ; Flags = START_FRAME_FIRST 462 ; End 463 ; End 464 465 ; ------------ construction-zone fence ----------------- 466 Draw = W3DModelDraw ModuleTag_02 467 AnimationsRequirePower = No 468 DefaultConditionState 469 Model = None 470 TransitionKey = DOWN_DEFAULT 471 End 472 ConditionState = NIGHT 473 Model = None 474 TransitionKey = DOWN_DEFAULT 475 End 476 ConditionState = SNOW 477 Model = None 478 TransitionKey = DOWN_DEFAULT 479 End 480 ConditionState = SNOW NIGHT 481 Model = None 482 TransitionKey = DOWN_DEFAULT 483 End 484 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 485 Model = UBCmdHQ_A4 486 Animation = UBCmdHQ_A4.UBCmdHQ_A4 487 AnimationMode = MANUAL 488 Flags = START_FRAME_LAST 489 TransitionKey = UP_DAY 490 End 491 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 492 Model = UBCmdHQ_A4N 493 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 494 AnimationMode = MANUAL 495 Flags = START_FRAME_LAST 496 TransitionKey = UP_NIGHT 497 End 498 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 499 Model = UBCmdHQ_A4S 500 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 501 AnimationMode = MANUAL 502 Flags = START_FRAME_LAST 503 TransitionKey = UP_SNOW 504 End 505 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 506 Model = UBCmdHQ_A4SN 507 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 508 AnimationMode = MANUAL 509 Flags = START_FRAME_LAST 510 TransitionKey = UP_SNOWNIGHT 511 End 512 TransitionState = DOWN_DEFAULT UP_DAY 513 Model = UBCmdHQ_A4 514 Animation = UBCmdHQ_A4.UBCmdHQ_A4 515 AnimationMode = ONCE 516 AnimationSpeedFactorRange = 1.0 1.0 517 Flags = START_FRAME_FIRST 518 End 519 TransitionState = DOWN_DEFAULT UP_NIGHT 520 Model = UBCmdHQ_A4N 521 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 522 AnimationMode = ONCE 523 AnimationSpeedFactorRange = 1.0 1.0 524 Flags = START_FRAME_FIRST 525 End 526 TransitionState = DOWN_DEFAULT UP_SNOW 527 Model = UBCmdHQ_A4S 528 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 529 AnimationMode = ONCE 530 AnimationSpeedFactorRange = 1.0 1.0 531 Flags = START_FRAME_FIRST 532 End 533 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 534 Model = UBCmdHQ_A4SN 535 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 536 AnimationMode = ONCE 537 AnimationSpeedFactorRange = 1.0 1.0 538 Flags = START_FRAME_FIRST 539 End 540 TransitionState = UP_DAY DOWN_DEFAULT 541 Model = UBCmdHQ_A4 542 Animation = UBCmdHQ_A4.UBCmdHQ_A4 543 AnimationMode = ONCE_BACKWARDS 544 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 545 Flags = START_FRAME_LAST 546 End 547 TransitionState = UP_NIGHT DOWN_DEFAULT 548 Model = UBCmdHQ_A4N 549 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 550 AnimationMode = ONCE_BACKWARDS 551 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 552 Flags = START_FRAME_LAST 553 End 554 TransitionState = UP_SNOW DOWN_DEFAULT 555 Model = UBCmdHQ_A4S 556 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 557 AnimationMode = ONCE_BACKWARDS 558 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 559 Flags = START_FRAME_LAST 560 End 561 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 562 Model = UBCmdHQ_A4SN 563 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 564 AnimationMode = ONCE_BACKWARDS 565 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 566 Flags = START_FRAME_LAST 567 End 568 End 569 570 ; ------------ under-construction scaffolding ----------------- 571 Draw = W3DModelDraw ModuleTag_03 572 AnimationsRequirePower = No 573 MinLODRequired = MEDIUM 574 DefaultConditionState 575 Model = None 576 TransitionKey = DOWN_DEFAULT 577 End 578 ConditionState = NIGHT 579 Model = None 580 TransitionKey = DOWN_DEFAULT 581 End 582 ConditionState = SNOW 583 Model = None 584 TransitionKey = DOWN_DEFAULT 585 End 586 ConditionState = SNOW NIGHT 587 Model = None 588 TransitionKey = DOWN_DEFAULT 589 End 590 ConditionState = PARTIALLY_CONSTRUCTED 591 Model = UBCmdHQ_A6 592 Animation = UBCmdHQ_A6.UBCmdHQ_A6 593 AnimationMode = MANUAL 594 Flags = START_FRAME_LAST 595 TransitionKey = UP_DAY 596 ParticleSysBone = Dust01 BuildingDust 597 ParticleSysBone = Smoke01 BuildUpSmoke 598 ParticleSysBone = Smoke02 BuildUpSmoke 599 ParticleSysBone = Smoke03 BuildUpSmoke 600 End 601 ConditionState = SNOW PARTIALLY_CONSTRUCTED 602 Model = UBCmdHQ_A6S 603 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 604 AnimationMode = MANUAL 605 Flags = START_FRAME_LAST 606 TransitionKey = UP_SNOW 607 ParticleSysBone = Dust01 BuildingSnowDust 608 ParticleSysBone = Smoke01 BuildUpSnowSmoke 609 ParticleSysBone = Smoke02 BuildUpSnowSmoke 610 ParticleSysBone = Smoke03 BuildUpSnowSmoke 611 End 612 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 613 Model = UBCmdHQ_A6N 614 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 615 AnimationMode = MANUAL 616 Flags = START_FRAME_LAST 617 TransitionKey = UP_NIGHT 618 ParticleSysBone = Dust01 BuildingDust 619 ParticleSysBone = Smoke01 BuildUpSmoke 620 ParticleSysBone = Smoke02 BuildUpSmoke 621 ParticleSysBone = Smoke03 BuildUpSmoke 622 End 623 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 624 Model = UBCmdHQ_A6SN 625 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 626 AnimationMode = MANUAL 627 Flags = START_FRAME_LAST 628 TransitionKey = UP_SNOWNIGHT 629 ParticleSysBone = Dust01 BuildingNightSnowDust 630 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 631 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 632 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 633 End 634 TransitionState = DOWN_DEFAULT UP_DAY 635 Model = UBCmdHQ_A6 636 Animation = UBCmdHQ_A6.UBCmdHQ_A6 637 AnimationMode = ONCE 638 AnimationSpeedFactorRange = 1.0 1.0 639 Flags = START_FRAME_FIRST 640 End 641 TransitionState = DOWN_DEFAULT UP_NIGHT 642 Model = UBCmdHQ_A6N 643 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 644 AnimationMode = ONCE 645 AnimationSpeedFactorRange = 1.0 1.0 646 Flags = START_FRAME_FIRST 647 End 648 TransitionState = DOWN_DEFAULT UP_SNOW 649 Model = UBCmdHQ_A6S 650 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 651 AnimationMode = ONCE 652 AnimationSpeedFactorRange = 1.0 1.0 653 Flags = START_FRAME_FIRST 654 End 655 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 656 Model = UBCmdHQ_A6SN 657 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 658 AnimationMode = ONCE 659 AnimationSpeedFactorRange = 1.0 1.0 660 Flags = START_FRAME_FIRST 661 End 662 TransitionState = UP_DAY DOWN_DEFAULT 663 Model = UBCmdHQ_A6 664 Animation = UBCmdHQ_A6.UBCmdHQ_A6 665 AnimationMode = ONCE_BACKWARDS 666 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 667 Flags = START_FRAME_LAST 668 End 669 TransitionState = UP_NIGHT DOWN_DEFAULT 670 Model = UBCmdHQ_A6N 671 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 672 AnimationMode = ONCE_BACKWARDS 673 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 674 Flags = START_FRAME_LAST 675 End 676 TransitionState = UP_SNOW DOWN_DEFAULT 677 Model = UBCmdHQ_A6S 678 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 679 AnimationMode = ONCE_BACKWARDS 680 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 681 Flags = START_FRAME_LAST 682 End 683 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 684 Model = UBCmdHQ_A6SN 685 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 686 AnimationMode = ONCE_BACKWARDS 687 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 688 Flags = START_FRAME_LAST 689 End 690 End 691 692 ; Officers club flag 693 Draw = W3DModelDraw ModuleTag_OfficersClub 694 OkToChangeModelColor = No 695 696 ConditionState = NONE 697 Model = None 698 End 699 AliasConditionState = DAMAGED 700 AliasConditionState = REALLYDAMAGED 701 AliasConditionState = RUBBLE 702 AliasConditionState = REALLYDAMAGED RUBBLE 703 ConditionState = PREORDER 704 Model = OCFlagGLA 705 Animation = OCFlagGLA.OCFlagGLA 706 AnimationMode = LOOP 707 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 708 End 709 ; ConditionState = PREORDER DAMAGED 710 ; Model = OCFlagGLA_D 711 ; Animation = OCFlagGLA_D.OCFlagGLA_D 712 ; AnimationMode = LOOP 713 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 714 ; End 715 ; ConditionState = PREORDER REALLYDAMAGED RUBBLE 716 ; Model = OCFlagGLA_E 717 ; Animation = OCFlagGLA_E.OCFlagGLA_E 718 ; AnimationMode = LOOP 719 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 720 ; End 721 End 722 723 ; ***DESIGN parameters *** 724 DisplayName = OBJECT:CommandCenter 725 Side = GLAStealthGeneral 726 EditorSorting = STRUCTURE 727 BuildCost = 2000 728 BuildTime = 45.0 ; in seconds 729 EnergyProduction = 0 ;Command center should be free 730 CommandSet = Slth_GLACommandCenterCommandSet 731 VisionRange = 300.0 ; Shroud clearing distance 732 ShroudClearingRange = 300 733 ArmorSet 734 Conditions = None 735 Armor = StructureArmorTough 736 DamageFX = StructureDamageFXNoShake 737 End 738 ArmorSet 739 Conditions = PLAYER_UPGRADE 740 Armor = GLAUpgradedStructureArmorTough 741 DamageFX = StructureDamageFXNoShake 742 End 743 744 ExperienceValue = 200 200 200 200 ; Experience point value at each level 745 746 ; *** AUDIO Parameters *** 747 VoiceSelect = CommandCenterGLASelect 748 SoundOnDamaged = BuildingDamagedStateLight 749 SoundOnReallyDamaged = BuildingDestroy 750 751 UnitSpecificSounds 752 UnderConstruction = UnderConstructionLoop 753 End 754 755 756 ; *** ENGINEERING Parameters *** 757 RadarPriority = STRUCTURE 758 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE 759 Body = StructureBody ModuleTag_04 760 MaxHealth = 5000.0 761 InitialHealth = 5000.0 762 763 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 764 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 765 SubdualDamageCap = 5200 766 SubdualDamageHealRate = 500 767 SubdualDamageHealAmount = 100 768 End 769 770 Behavior = ArmorUpgrade ModuleTag_Armor01 771 TriggeredBy = Upgrade_GLAFortifiedStructure 772 End 773 774 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 775 ConditionFlag = GARRISONED 776 TriggeredBy = Upgrade_GLAFortifiedStructure 777 End 778 779 Behavior = PreorderCreate ModuleTag_PreorderCreate 780 End 781 782 Behavior = ProductionUpdate ModuleTag_05 783 ; nothing 784 End 785 Behavior = DefaultProductionExitUpdate ModuleTag_06 786 UnitCreatePoint = X: 25.0 Y: 0.0 Z:0.0 787 NaturalRallyPoint = X: 65.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 788 End 789 Behavior = RebuildHoleExposeDie ModuleTag_07 790 HoleName = GLAHoleCommandCenter 791 HoleMaxHealth = 500.0 792 End 793 Behavior = DestroyDie ModuleTag_08 794 ;nothing 795 End 796 Behavior = CreateObjectDie ModuleTag_09 797 CreationList = OCL_LargeStructureDebris 798 End 799 Behavior = FXListDie ModuleTag_10 800 DeathFX = FX_StructureMediumDeath 801 End 802 803 Behavior = OCLSpecialPower ModuleTag_11 804 SpecialPowerTemplate = SuperweaponRebelAmbush 805 UpgradeOCL = SCIENCE_RebelAmbush3 Slth_SUPERWEAPON_RebelAmbush3 806 UpgradeOCL = SCIENCE_RebelAmbush2 Slth_SUPERWEAPON_RebelAmbush2 807 OCL = Slth_SUPERWEAPON_RebelAmbush1 808 CreateLocation = CREATE_AT_LOCATION 809 OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. 810 End 811 812 Behavior = OCLSpecialPower ModuleTag_12 813 SpecialPowerTemplate = SuperweaponBlackMarketNuke 814 OCL = SUPERWEAPON_BlackMarketNuke 815 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 816 End 817 818 Behavior = OCLSpecialPower ModuleTag_13 819 SpecialPowerTemplate = SuperweaponAnthraxBomb 820 OCL = SUPERWEAPON_AnthraxBomb 821 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE 822 End 823 Behavior = OCLSpecialPower ModuleTag_14 824 SpecialPowerTemplate = Early_SuperweaponEmergencyRepair 825 UpgradeOCL = Early_SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 826 UpgradeOCL = Early_SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 827 OCL = SUPERWEAPON_RepairVehicles1 828 CreateLocation = CREATE_AT_LOCATION 829 End 830 Behavior = OCLSpecialPower ModuleTag_21 831 SpecialPowerTemplate = SuperweaponSneakAttack 832 OCL = OCL_CreateSneakAttackTunnelStart 833 ReferenceObject = GLASneakAttackTunnelNetwork ;So we know what the final product is for script placement calculations 834 CreateLocation = CREATE_AT_LOCATION 835 End 836 Behavior = OCLSpecialPower ModuleTag_22 837 SpecialPowerTemplate = Slth_SuperweaponGPSScrambler 838 OCL = SUPERWEAPON_GPSScrambler 839 CreateLocation = CREATE_AT_LOCATION 840 End 841 842 843 Behavior = CashBountyPower ModuleTag_15 844 SpecialPowerTemplate = SpecialAbilityCashBounty1 845 Bounty = 5% 846 End 847 Behavior = CashBountyPower ModuleTag_16 848 SpecialPowerTemplate = SpecialAbilityCashBounty2 849 Bounty = 10% 850 End 851 Behavior = CashBountyPower ModuleTag_17 852 SpecialPowerTemplate = SpecialAbilityCashBounty3 853 Bounty = 20% 854 End 855 856 Behavior = FlammableUpdate ModuleTag_19 857 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 858 AflameDamageAmount = 5 ; taking this much damage... 859 AflameDamageDelay = 500 ; this often. 860 End 861 862 Behavior = TransitionDamageFX ModuleTag_20 863 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 864 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 865 ;--------------------------------------------------------------------------------------- 866 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 867 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 868 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 869 End 870 871 Behavior = StealthUpdate ModuleStealth_09 872 StealthDelay = 2500 ; msec 873 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 874 InnateStealth = No ;Requires upgrade first 875 OrderIdleEnemiesToAttackMeUponReveal = Yes 876 End 877 Behavior = StealthUpgrade ModuleTag_23 878 TriggeredBy = Upgrade_GLACamoNetting 879 END 880 881 Geometry = BOX 882 GeometryMajorRadius = 65.0 883 GeometryMinorRadius = 65.0 884 GeometryHeight = 54.0 885 FactoryExitWidth = 25 886 GeometryIsSmall = No 887 Shadow = SHADOW_VOLUME 888 BuildCompletion = PLACED_BY_PLAYER 889 890 891 892 End 893 894 ;------------------------------------------------------------------------------ 895 ObjectReskin Slth_GLAHoleCommandCenter Slth_GLAHole 896 Draw = W3DModelDraw ModuleTag_01 897 OkToChangeModelColor = Yes 898 ConditionState = NONE 899 Model = UBHole 900 End 901 ConditionState = DAMAGED 902 Model = UBHole_D 903 ParticleSysBone = Smoke01 SteamVent 904 End 905 ConditionState = REALLYDAMAGED RUBBLE 906 Model = UBHole_E 907 ParticleSysBone = Smoke01 SteamVent 908 ParticleSysBone = Smoke02 SteamVent 909 ParticleSysBone = Fire01 GLAPowerPlantFlame 910 ParticleSysBone = Fire02 GLAPowerPlantFlame 911 ParticleSysBone = Fire03 GLAPowerPlantFlame 912 End 913 End 914 Draw = W3DModelDraw ModuleTag_02 915 OkToChangeModelColor = Yes 916 ConditionState = NONE 917 Model = UBCmdHQ_R 918 ParticleSysBone = Smoke01 SmolderingSmoke 919 ParticleSysBone = Smoke02 SmolderingSmoke 920 ParticleSysBone = Smoke03 SmolderingSmoke 921 ParticleSysBone = Smoke04 SmolderingSmoke 922 End 923 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 924 Model = UBCmdHQ_R 925 ParticleSysBone = Smoke01 SmolderingSmoke 926 ParticleSysBone = Smoke02 SmolderingSmoke 927 ParticleSysBone = Smoke03 SmolderingSmoke 928 ParticleSysBone = Smoke04 SmolderingSmoke 929 End 930 End 931 End 932 933 934 935 936 ;------------------------------------------------------------------------------ 937 ;Fake GLA Command Center 938 Object Slth_FakeGLACommandCenter 939 940 ; *** ART Parameters *** 941 SelectPortrait = SUHeadquarters_L 942 ButtonImage = SUHeadquarters 943 944 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 945 UpgradeCameo1 = Upgrade_GLACamoNetting 946 ; ----- The actual command center 947 Draw = W3DModelDraw ModuleTag_01 948 949 OkToChangeModelColor = Yes 950 951 ; day 952 ConditionState = NONE 953 Model = UBCmdHQS 954 ParticleSysBone = Smoke01 SteamVent 955 ParticleSysBone = Fire01 SmolderingFire 956 ParticleSysBone = Fire01 SmolderingSmoke 957 Animation = UBCmdHQS.UBCmdHQS 958 AnimationMode = LOOP 959 End 960 961 ConditionState = DAMAGED 962 Model = UBCmdHQS_D 963 Animation = UBCmdHQS_D.UBCmdHQS_D 964 AnimationMode = LOOP 965 End 966 ConditionState = REALLYDAMAGED RUBBLE 967 Model = UBCmdHQS_E 968 Animation = UBCmdHQS_E.UBCmdHQS_E 969 AnimationMode = LOOP 970 End 971 ConditionState = GARRISONED 972 Model = UBCmdHQEG 973 ParticleSysBone = Smoke01 SmolderingSmoke 974 Animation = UBCmdHQEG.UBCmdHQEG 975 AnimationMode = LOOP 976 End 977 ConditionState = DAMAGED GARRISONED 978 Model = UBCmdHQEG_D 979 ParticleSysBone = Smoke01 SmolderingSmoke 980 Animation = UBCmdHQEG_D.UBCmdHQEG_D 981 AnimationMode = LOOP 982 End 983 ConditionState = REALLYDAMAGED GARRISONED 984 Model = UBCmdHQEG_E 985 ParticleSysBone = Smoke01 SmolderingSmoke 986 Animation = UBCmdHQEG_E.UBCmdHQEG_E 987 AnimationMode = LOOP 988 End 989 990 ; night 991 ConditionState = NIGHT 992 Model = UBCmdHQS_N 993 ParticleSysBone = Smoke01 SteamVent 994 ParticleSysBone = Fire01 SmolderingFire 995 ParticleSysBone = Fire01 SmolderingSmoke 996 Animation = UBCmdHQS_N.UBCmdHQS_N 997 AnimationMode = LOOP 998 End 999 ConditionState = DAMAGED NIGHT 1000 Model = UBCmdHQS_DN 1001 Animation = UBCmdHQS_DN.UBCmdHQS_DN 1002 AnimationMode = LOOP 1003 End 1004 ConditionState = REALLYDAMAGED RUBBLE NIGHT 1005 Model = UBCmdHQS_EN 1006 Animation = UBCmdHQS_EN.UBCmdHQS_EN 1007 AnimationMode = LOOP 1008 End 1009 ConditionState = GARRISONED NIGHT 1010 Model = UBCmdHQEG_N 1011 ParticleSysBone = Smoke01 SmolderingSmoke 1012 Animation = UBCmdHQEG_N.UBCmdHQEG_N 1013 AnimationMode = LOOP 1014 End 1015 ConditionState = DAMAGED GARRISONED NIGHT 1016 Model = UBCmdHQEG_DN 1017 ParticleSysBone = Smoke01 SmolderingSmoke 1018 Animation = UBCmdHQEG_DN.UBCmdHQEG_DN 1019 AnimationMode = LOOP 1020 End 1021 ConditionState = REALLYDAMAGED GARRISONED NIGHT 1022 Model = UBCmdHQEG_EN 1023 ParticleSysBone = Smoke01 SmolderingSmoke 1024 Animation = UBCmdHQEG_EN.UBCmdHQEG_EN 1025 AnimationMode = LOOP 1026 End 1027 1028 ; day snow 1029 ConditionState = SNOW 1030 Model = UBCmdHQS_S 1031 ParticleSysBone = Smoke01 SteamVent 1032 ParticleSysBone = Fire01 SmolderingFire 1033 ParticleSysBone = Fire01 SmolderingSmoke 1034 Animation = UBCmdHQS_S.UBCmdHQS_S 1035 AnimationMode = LOOP 1036 End 1037 ConditionState = DAMAGED SNOW 1038 Model = UBCmdHQS_DS 1039 Animation = UBCmdHQS_DS.UBCmdHQS_DS 1040 AnimationMode = LOOP 1041 End 1042 ConditionState = REALLYDAMAGED RUBBLE SNOW 1043 Model = UBCmdHQS_ES 1044 Animation = UBCmdHQS_ES.UBCmdHQS_ES 1045 AnimationMode = LOOP 1046 End 1047 ConditionState = GARRISONED SNOW 1048 Model = UBCmdHQEG_S 1049 ParticleSysBone = Smoke01 SmolderingSmoke 1050 Animation = UBCmdHQEG_S.UBCmdHQEG_S 1051 AnimationMode = LOOP 1052 End 1053 ConditionState = DAMAGED GARRISONED SNOW 1054 Model = UBCmdHQEG_DS 1055 ParticleSysBone = Smoke01 SmolderingSmoke 1056 Animation = UBCmdHQEG_DS.UBCmdHQEG_DS 1057 AnimationMode = LOOP 1058 End 1059 ConditionState = REALLYDAMAGED GARRISONED SNOW 1060 Model = UBCmdHQEG_ES 1061 ParticleSysBone = Smoke01 SmolderingSmoke 1062 Animation = UBCmdHQEG_ES.UBCmdHQEG_ES 1063 AnimationMode = LOOP 1064 End 1065 1066 ; night snow 1067 ConditionState = NIGHT SNOW 1068 Model = UBCmdHQS_NS 1069 ParticleSysBone = Smoke01 SteamVent 1070 ParticleSysBone = Fire01 SmolderingFire 1071 ParticleSysBone = Fire01 SmolderingSmoke 1072 Animation = UBCmdHQS_NS.UBCmdHQS_NS 1073 AnimationMode = LOOP 1074 End 1075 ConditionState = DAMAGED NIGHT SNOW 1076 Model = UBCmdHQS_DNS 1077 Animation = UBCmdHQS_DNS.UBCmdHQS_DNS 1078 AnimationMode = LOOP 1079 End 1080 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 1081 Model = UBCmdHQS_ENS 1082 Animation = UBCmdHQS_ENS.UBCmdHQS_ENS 1083 AnimationMode = LOOP 1084 End 1085 ConditionState = GARRISONED NIGHT SNOW 1086 Model = UBCmdHQEG_NS 1087 ParticleSysBone = Smoke01 SmolderingSmoke 1088 Animation = UBCmdHQEG_NS.UBCmdHQEG_NS 1089 AnimationMode = LOOP 1090 End 1091 ConditionState = DAMAGED GARRISONED NIGHT SNOW 1092 Model = UBCmdHQEG_DNS 1093 ParticleSysBone = Smoke01 SmolderingSmoke 1094 Animation = UBCmdHQEG_DNS.UBCmdHQEG_DNS 1095 AnimationMode = LOOP 1096 End 1097 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 1098 Model = UBCmdHQEG_ENS 1099 ParticleSysBone = Smoke01 SmolderingSmoke 1100 Animation = UBCmdHQEG_ENS.UBCmdHQEG_ENS 1101 AnimationMode = LOOP 1102 End 1103 1104 1105 ;************************************************************************************************************************** 1106 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1107 ;for this draw module 1108 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1109 Model = UBCmdHQS 1110 Animation = UBCmdHQS.UBCmdHQS 1111 AnimationMode = LOOP 1112 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1113 End 1114 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1115 Model = UBCmdHQS_D 1116 Animation = UBCmdHQS_D.UBCmdHQS_D 1117 AnimationMode = LOOP 1118 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1119 End 1120 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1121 Model = UBCmdHQS_E 1122 Animation = UBCmdHQS_E.UBCmdHQS_E 1123 AnimationMode = LOOP 1124 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1125 End 1126 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1127 Model = UBCmdHQS_N 1128 Animation = UBCmdHQS_N.UBCmdHQS_N 1129 AnimationMode = LOOP 1130 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1131 End 1132 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 1133 Model = UBCmdHQS_DN 1134 Animation = UBCmdHQS_DN.UBCmdHQS_DN 1135 AnimationMode = LOOP 1136 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1137 End 1138 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 1139 Model = UBCmdHQS_EN 1140 Animation = UBCmdHQS_EN.UBCmdHQS_EN 1141 AnimationMode = LOOP 1142 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1143 End 1144 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1145 Model = UBCmdHQS_S 1146 Animation = UBCmdHQS_S.UBCmdHQS_S 1147 AnimationMode = LOOP 1148 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1149 End 1150 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 1151 Model = UBCmdHQS_DS 1152 Animation = UBCmdHQS_DS.UBCmdHQS_DS 1153 AnimationMode = LOOP 1154 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1155 End 1156 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 1157 Model = UBCmdHQS_ES 1158 Animation = UBCmdHQS_ES.UBCmdHQS_ES 1159 AnimationMode = LOOP 1160 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1161 End 1162 1163 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 1164 Model = UBCmdHQS_NS 1165 Animation = UBCmdHQS_NS.UBCmdHQS_NS 1166 AnimationMode = LOOP 1167 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1168 End 1169 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 1170 Model = UBCmdHQS_DNS 1171 Animation = UBCmdHQS_DNS.UBCmdHQS_DNS 1172 AnimationMode = LOOP 1173 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1174 End 1175 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 1176 Model = UBCmdHQS_ENS 1177 Animation = UBCmdHQS_ENS.UBCmdHQS_ENS 1178 AnimationMode = LOOP 1179 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1180 End 1181 1182 ConditionState = AWAITING_CONSTRUCTION 1183 Model = NONE 1184 End 1185 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1186 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1187 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1188 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1189 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1190 AliasConditionState = AWAITING_CONSTRUCTION SNOW 1191 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 1192 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 1193 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1194 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1195 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1196 AliasConditionState = SOLD 1197 AliasConditionState = SOLD DAMAGED 1198 AliasConditionState = SOLD REALLYDAMAGED 1199 AliasConditionState = SOLD NIGHT 1200 AliasConditionState = SOLD NIGHT DAMAGED 1201 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1202 AliasConditionState = SOLD SNOW 1203 AliasConditionState = SOLD SNOW DAMAGED 1204 AliasConditionState = SOLD SNOW REALLYDAMAGED 1205 AliasConditionState = SOLD NIGHT SNOW 1206 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1207 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1208 AliasConditionState = GARRISONED SOLD 1209 AliasConditionState = GARRISONED SOLD DAMAGED 1210 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 1211 AliasConditionState = GARRISONED SOLD NIGHT 1212 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 1213 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 1214 AliasConditionState = GARRISONED SOLD SNOW 1215 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 1216 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 1217 AliasConditionState = GARRISONED SOLD NIGHT SNOW 1218 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 1219 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 1220 ;************************************************************************************************************************** 1221 End 1222 1223 PlacementViewAngle = -135 1224 1225 ; ------------ construction done flashing lights ---------- 1226 ; Draw = W3DModelDraw 1227 ; DefaultConditionState 1228 ; Model = None 1229 ; End 1230 ; ConditionState = SOLD 1231 ; Model = NONE 1232 ; End 1233 ; ConditionState = CONSTRUCTION_COMPLETE 1234 ; Model = ABWarFact_A2 1235 ; Animation = ABWarFact_A2.ABWarFact_A2 1236 ; AnimationMode = LOOP 1237 ; Flags = START_FRAME_FIRST 1238 ; End 1239 ; End 1240 1241 ; ------------ construction-zone fence ----------------- 1242 Draw = W3DModelDraw ModuleTag_02 1243 AnimationsRequirePower = No 1244 DefaultConditionState 1245 Model = None 1246 TransitionKey = DOWN_DEFAULT 1247 End 1248 ConditionState = NIGHT 1249 Model = None 1250 TransitionKey = DOWN_DEFAULT 1251 End 1252 ConditionState = SNOW 1253 Model = None 1254 TransitionKey = DOWN_DEFAULT 1255 End 1256 ConditionState = SNOW NIGHT 1257 Model = None 1258 TransitionKey = DOWN_DEFAULT 1259 End 1260 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1261 Model = UBCmdHQ_A4 1262 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1263 AnimationMode = MANUAL 1264 Flags = START_FRAME_LAST 1265 TransitionKey = UP_DAY 1266 End 1267 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1268 Model = UBCmdHQ_A4N 1269 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1270 AnimationMode = MANUAL 1271 Flags = START_FRAME_LAST 1272 TransitionKey = UP_NIGHT 1273 End 1274 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1275 Model = UBCmdHQ_A4S 1276 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1277 AnimationMode = MANUAL 1278 Flags = START_FRAME_LAST 1279 TransitionKey = UP_SNOW 1280 End 1281 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1282 Model = UBCmdHQ_A4SN 1283 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1284 AnimationMode = MANUAL 1285 Flags = START_FRAME_LAST 1286 TransitionKey = UP_SNOWNIGHT 1287 End 1288 TransitionState = DOWN_DEFAULT UP_DAY 1289 Model = UBCmdHQ_A4 1290 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1291 AnimationMode = ONCE 1292 AnimationSpeedFactorRange = 1.0 1.0 1293 Flags = START_FRAME_FIRST 1294 End 1295 TransitionState = DOWN_DEFAULT UP_NIGHT 1296 Model = UBCmdHQ_A4N 1297 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1298 AnimationMode = ONCE 1299 AnimationSpeedFactorRange = 1.0 1.0 1300 Flags = START_FRAME_FIRST 1301 End 1302 TransitionState = DOWN_DEFAULT UP_SNOW 1303 Model = UBCmdHQ_A4S 1304 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1305 AnimationMode = ONCE 1306 AnimationSpeedFactorRange = 1.0 1.0 1307 Flags = START_FRAME_FIRST 1308 End 1309 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1310 Model = UBCmdHQ_A4SN 1311 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1312 AnimationMode = ONCE 1313 AnimationSpeedFactorRange = 1.0 1.0 1314 Flags = START_FRAME_FIRST 1315 End 1316 TransitionState = UP_DAY DOWN_DEFAULT 1317 Model = UBCmdHQ_A4 1318 Animation = UBCmdHQ_A4.UBCmdHQ_A4 1319 AnimationMode = ONCE_BACKWARDS 1320 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1321 Flags = START_FRAME_LAST 1322 End 1323 TransitionState = UP_NIGHT DOWN_DEFAULT 1324 Model = UBCmdHQ_A4N 1325 Animation = UBCmdHQ_A4N.UBCmdHQ_A4N 1326 AnimationMode = ONCE_BACKWARDS 1327 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1328 Flags = START_FRAME_LAST 1329 End 1330 TransitionState = UP_SNOW DOWN_DEFAULT 1331 Model = UBCmdHQ_A4S 1332 Animation = UBCmdHQ_A4S.UBCmdHQ_A4S 1333 AnimationMode = ONCE_BACKWARDS 1334 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1335 Flags = START_FRAME_LAST 1336 End 1337 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1338 Model = UBCmdHQ_A4SN 1339 Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN 1340 AnimationMode = ONCE_BACKWARDS 1341 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1342 Flags = START_FRAME_LAST 1343 End 1344 End 1345 1346 ; ------------ under-construction scaffolding ----------------- 1347 Draw = W3DModelDraw ModuleTag_03 1348 AnimationsRequirePower = No 1349 MinLODRequired = MEDIUM 1350 DefaultConditionState 1351 Model = None 1352 TransitionKey = DOWN_DEFAULT 1353 End 1354 ConditionState = NIGHT 1355 Model = None 1356 TransitionKey = DOWN_DEFAULT 1357 End 1358 ConditionState = SNOW 1359 Model = None 1360 TransitionKey = DOWN_DEFAULT 1361 End 1362 ConditionState = SNOW NIGHT 1363 Model = None 1364 TransitionKey = DOWN_DEFAULT 1365 End 1366 ConditionState = PARTIALLY_CONSTRUCTED 1367 Model = UBCmdHQ_A6 1368 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1369 AnimationMode = MANUAL 1370 Flags = START_FRAME_LAST 1371 TransitionKey = UP_DAY 1372 ParticleSysBone = Dust01 BuildingDust 1373 ParticleSysBone = Smoke01 BuildUpSmoke 1374 ParticleSysBone = Smoke02 BuildUpSmoke 1375 ParticleSysBone = Smoke03 BuildUpSmoke 1376 End 1377 ConditionState = SNOW PARTIALLY_CONSTRUCTED 1378 Model = UBCmdHQ_A6S 1379 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1380 AnimationMode = MANUAL 1381 Flags = START_FRAME_LAST 1382 TransitionKey = UP_SNOW 1383 ParticleSysBone = Dust01 BuildingSnowDust 1384 ParticleSysBone = Smoke01 BuildUpSnowSmoke 1385 ParticleSysBone = Smoke02 BuildUpSnowSmoke 1386 ParticleSysBone = Smoke03 BuildUpSnowSmoke 1387 End 1388 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 1389 Model = UBCmdHQ_A6N 1390 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1391 AnimationMode = MANUAL 1392 Flags = START_FRAME_LAST 1393 TransitionKey = UP_NIGHT 1394 ParticleSysBone = Dust01 BuildingDust 1395 ParticleSysBone = Smoke01 BuildUpSmoke 1396 ParticleSysBone = Smoke02 BuildUpSmoke 1397 ParticleSysBone = Smoke03 BuildUpSmoke 1398 End 1399 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 1400 Model = UBCmdHQ_A6SN 1401 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1402 AnimationMode = MANUAL 1403 Flags = START_FRAME_LAST 1404 TransitionKey = UP_SNOWNIGHT 1405 ParticleSysBone = Dust01 BuildingNightSnowDust 1406 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 1407 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 1408 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 1409 End 1410 TransitionState = DOWN_DEFAULT UP_DAY 1411 Model = UBCmdHQ_A6 1412 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1413 AnimationMode = ONCE 1414 AnimationSpeedFactorRange = 1.0 1.0 1415 Flags = START_FRAME_FIRST 1416 End 1417 TransitionState = DOWN_DEFAULT UP_NIGHT 1418 Model = UBCmdHQ_A6N 1419 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1420 AnimationMode = ONCE 1421 AnimationSpeedFactorRange = 1.0 1.0 1422 Flags = START_FRAME_FIRST 1423 End 1424 TransitionState = DOWN_DEFAULT UP_SNOW 1425 Model = UBCmdHQ_A6S 1426 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1427 AnimationMode = ONCE 1428 AnimationSpeedFactorRange = 1.0 1.0 1429 Flags = START_FRAME_FIRST 1430 End 1431 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 1432 Model = UBCmdHQ_A6SN 1433 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1434 AnimationMode = ONCE 1435 AnimationSpeedFactorRange = 1.0 1.0 1436 Flags = START_FRAME_FIRST 1437 End 1438 TransitionState = UP_DAY DOWN_DEFAULT 1439 Model = UBCmdHQ_A6 1440 Animation = UBCmdHQ_A6.UBCmdHQ_A6 1441 AnimationMode = ONCE_BACKWARDS 1442 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1443 Flags = START_FRAME_LAST 1444 End 1445 TransitionState = UP_NIGHT DOWN_DEFAULT 1446 Model = UBCmdHQ_A6N 1447 Animation = UBCmdHQ_A6N.UBCmdHQ_A6N 1448 AnimationMode = ONCE_BACKWARDS 1449 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1450 Flags = START_FRAME_LAST 1451 End 1452 TransitionState = UP_SNOW DOWN_DEFAULT 1453 Model = UBCmdHQ_A6S 1454 Animation = UBCmdHQ_A6S.UBCmdHQ_A6S 1455 AnimationMode = ONCE_BACKWARDS 1456 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1457 Flags = START_FRAME_LAST 1458 End 1459 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 1460 Model = UBCmdHQ_A6SN 1461 Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN 1462 AnimationMode = ONCE_BACKWARDS 1463 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 1464 Flags = START_FRAME_LAST 1465 End 1466 End 1467 1468 ; Officers club flag 1469 Draw = W3DModelDraw ModuleTag_OfficersClub 1470 OkToChangeModelColor = No 1471 1472 ConditionState = NONE 1473 Model = None 1474 End 1475 AliasConditionState = DAMAGED 1476 AliasConditionState = REALLYDAMAGED 1477 AliasConditionState = RUBBLE 1478 AliasConditionState = REALLYDAMAGED RUBBLE 1479 ConditionState = PREORDER 1480 Model = OCFlagGLA 1481 Animation = OCFlagGLA.OCFlagGLA 1482 AnimationMode = LOOP 1483 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1484 End 1485 ; ConditionState = PREORDER DAMAGED 1486 ; Model = OCFlagGLA_D 1487 ; Animation = OCFlagGLA_D.OCFlagGLA_D 1488 ; AnimationMode = LOOP 1489 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1490 ; End 1491 ; ConditionState = PREORDER REALLYDAMAGED RUBBLE 1492 ; Model = OCFlagGLA_E 1493 ; Animation = OCFlagGLA_E.OCFlagGLA_E 1494 ; AnimationMode = LOOP 1495 ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1496 ; End 1497 End 1498 1499 ; ***DESIGN parameters *** 1500 DisplayName = OBJECT:CommandCenter 1501 Side = GLAStealthGeneral 1502 EditorSorting = STRUCTURE 1503 Prerequisites 1504 Object = Slth_GLACommandCenter 1505 End 1506 BuildCost = 500 1507 BuildTime = 30.0 ; in seconds 1508 EnergyProduction = 0 ;Command center should be free 1509 CommandSet = FakeGLACommandCenterCommandSet 1510 VisionRange = 300.0 ; Shroud clearing distance 1511 ShroudClearingRange = 300 1512 WeaponSet 1513 Conditions = None 1514 Weapon = PRIMARY SuicideWeapon 1515 AutoChooseSources = PRIMARY None 1516 End 1517 1518 ArmorSet 1519 Conditions = None 1520 Armor = StructureArmorTough 1521 DamageFX = StructureDamageFXNoShake 1522 End 1523 ExperienceValue = 50 50 50 50 ; Experience point value at each level 1524 1525 ; *** AUDIO Parameters *** 1526 VoiceSelect = CommandCenterGLASelect 1527 SoundOnDamaged = BuildingDamagedStateLight 1528 SoundOnReallyDamaged = BuildingDestroy 1529 1530 UnitSpecificSounds 1531 UnderConstruction = UnderConstructionLoop 1532 End 1533 1534 1535 ; *** ENGINEERING Parameters *** 1536 RadarPriority = STRUCTURE 1537 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 1538 Body = StructureBody ModuleTag_04 1539 MaxHealth = 1250.0 1540 InitialHealth = 1250.0 1541 1542 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 1543 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 1544 SubdualDamageCap = 1450 1545 SubdualDamageHealRate = 500 1546 SubdualDamageHealAmount = 100 1547 End 1548 1549 Behavior = PreorderCreate ModuleTag_PreorderCreate 1550 End 1551 1552 Behavior = ProductionUpdate ModuleTag_05 1553 ; nothing 1554 End 1555 Behavior = AIUpdateInterface ModuleTag_06 1556 AutoAcquireEnemiesWhenIdle = No 1557 End 1558 1559 Behavior = CreateObjectDie ModuleTag_09 1560 CreationList = OCL_LargeStructureDebris 1561 End 1562 Behavior = FXListDie ModuleTag_10 1563 DeathFX = FX_StructureMediumDeath 1564 End 1565 1566 Behavior = SlowDeathBehavior ModuleTag_11 1567 ExemptStatus = UNDER_CONSTRUCTION 1568 DestructionDelay = 0 1569 Weapon = FINAL FakeStructureDetonationWeapon 1570 End 1571 Behavior = DestroyDie ModuleTag_SlowDeathException 1572 RequiredStatus = UNDER_CONSTRUCTION 1573 End 1574 1575 Behavior = ReplaceObjectUpgrade ModuleTag_12 1576 ReplaceObject = Slth_GLACommandCenter 1577 TriggeredBy = Upgrade_BecomeRealGLACommandCenter 1578 End 1579 1580 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 1581 ConditionFlag = GARRISONED 1582 TriggeredBy = Upgrade_GLAFortifiedStructure 1583 End 1584 1585 Behavior = FlammableUpdate ModuleTag_13 1586 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1587 AflameDamageAmount = 5 ; taking this much damage... 1588 AflameDamageDelay = 500 ; this often. 1589 End 1590 1591 Behavior = TransitionDamageFX ModuleTag_14 1592 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 1593 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1594 ;--------------------------------------------------------------------------------------- 1595 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1596 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1597 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1598 End 1599 1600 Behavior = StealthUpdate ModuleStealth_09 1601 StealthDelay = 2500 ; msec 1602 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 1603 InnateStealth = No ;Requires upgrade first 1604 OrderIdleEnemiesToAttackMeUponReveal = Yes 1605 End 1606 Behavior = StealthUpgrade ModuleTag_15 1607 TriggeredBy = Upgrade_GLACamoNetting 1608 END 1609 1610 Geometry = BOX 1611 GeometryMajorRadius = 65.0 1612 GeometryMinorRadius = 65.0 1613 GeometryHeight = 54.0 1614 FactoryExitWidth = 25 1615 GeometryIsSmall = No 1616 Shadow = SHADOW_VOLUME 1617 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 1618 ShadowSizeX = 165 1619 ShadowSizeY = 145 1620 BuildCompletion = PLACED_BY_PLAYER 1621 1622 End 1623 1624 1625 1626 1627 1628 ;------------------------------------------------------------------------------ 1629 Object Slth_GLABlackMarket 1630 1631 ; *** ART Parameters *** 1632 SelectPortrait = SUBlackMarket_L 1633 ButtonImage = SUBlackMarket 1634 1635 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 1636 UpgradeCameo1 = Upgrade_GLACamoNetting 1637 Draw = W3DModelDraw ModuleTag_01 1638 OkToChangeModelColor = Yes 1639 1640 ; day 1641 ConditionState = NONE 1642 Model = UBBlackMkt 1643 Animation = UBBlackMkt.UBBlackMkt 1644 AnimationMode = LOOP 1645 ParticleSysBone = Smoke01 SmolderingSmoke 1646 End 1647 ConditionState = DAMAGED 1648 Model = UBBlackMkt_D 1649 Animation = UBBlackMkt_D.UBBlackMkt_D 1650 AnimationMode = LOOP 1651 ParticleSysBone = Smoke01 SmolderingSmoke 1652 ParticleSysBone = Smoke02 SmolderingSmoke 1653 ParticleSysBone = Smoke03 SmolderingSmoke 1654 ParticleSysBone = Smoke04 SmolderingSmoke 1655 ParticleSysBone = Smoke05 SmolderingSmoke 1656 ParticleSysBone = Smoke06 SmolderingSmoke 1657 ParticleSysBone = Fire02 SmolderingFire 1658 ParticleSysBone = Fire03 SmolderingFire 1659 ParticleSysBone = Fire04 SmolderingFire 1660 ParticleSysBone = Fire05 SmolderingFire 1661 ParticleSysBone = Fire06 SmolderingFire 1662 End 1663 ConditionState = REALLYDAMAGED RUBBLE 1664 Model = UBBlackMkt_E 1665 Animation = UBBlackMkt_E.UBBlackMkt_E 1666 AnimationMode = LOOP 1667 ParticleSysBone = Smoke01 SmolderingSmoke 1668 ParticleSysBone = Smoke02 SmolderingSmoke 1669 ParticleSysBone = Smoke03 SmolderingSmoke 1670 ParticleSysBone = Smoke04 SmolderingSmoke 1671 ParticleSysBone = Smoke05 SmolderingSmoke 1672 ParticleSysBone = Smoke06 SmolderingSmoke 1673 ParticleSysBone = Smoke07 SmolderingSmoke 1674 ParticleSysBone = Fire02 SmolderingFire 1675 ParticleSysBone = Fire03 SmolderingFire 1676 ParticleSysBone = Fire04 SmolderingFire 1677 ParticleSysBone = Fire05 SmolderingFire 1678 ParticleSysBone = Fire06 SmolderingFire 1679 ParticleSysBone = Fire07 SmolderingFire 1680 End 1681 ConditionState = GARRISONED 1682 Model = UBBlkMktEG 1683 ParticleSysBone = Smoke01 SmolderingSmoke 1684 Animation = UBBlkMktEG.UBBlkMktEG 1685 AnimationMode = LOOP 1686 End 1687 ConditionState = DAMAGED GARRISONED 1688 Model = UBBlkMktEG_D 1689 ParticleSysBone = Smoke01 SmolderingSmoke 1690 Animation = UBBlkMktEG_D.UBBlkMktEG_D 1691 AnimationMode = LOOP 1692 End 1693 ConditionState = REALLYDAMAGED GARRISONED 1694 Model = UBBlkMktEG_E 1695 ParticleSysBone = Smoke01 SmolderingSmoke 1696 Animation = UBBlkMktEG_E.UBBlkMktEG_E 1697 AnimationMode = LOOP 1698 End 1699 1700 ; day snow 1701 ConditionState = SNOW 1702 Model = UBBlackMkt_S 1703 Animation = UBBlackMkt_S.UBBlackMkt_S 1704 AnimationMode = LOOP 1705 ParticleSysBone = Smoke01 SmolderingSmoke 1706 End 1707 ConditionState = DAMAGED SNOW 1708 Model = UBBlackMkt_DS 1709 Animation = UBBlackMkt_DS.UBBlackMkt_DS 1710 AnimationMode = LOOP 1711 ParticleSysBone = Smoke01 SmolderingSmoke 1712 ParticleSysBone = Smoke02 SmolderingSmoke 1713 ParticleSysBone = Smoke03 SmolderingSmoke 1714 ParticleSysBone = Smoke04 SmolderingSmoke 1715 ParticleSysBone = Smoke05 SmolderingSmoke 1716 ParticleSysBone = Smoke06 SmolderingSmoke 1717 ParticleSysBone = Fire02 SmolderingFire 1718 ParticleSysBone = Fire03 SmolderingFire 1719 ParticleSysBone = Fire04 SmolderingFire 1720 ParticleSysBone = Fire05 SmolderingFire 1721 ParticleSysBone = Fire06 SmolderingFire 1722 End 1723 ConditionState = REALLYDAMAGED RUBBLE SNOW 1724 Model = UBBlackMkt_ES 1725 Animation = UBBlackMkt_ES.UBBlackMkt_ES 1726 AnimationMode = LOOP 1727 ParticleSysBone = Smoke01 SmolderingSmoke 1728 ParticleSysBone = Smoke02 SmolderingSmoke 1729 ParticleSysBone = Smoke03 SmolderingSmoke 1730 ParticleSysBone = Smoke04 SmolderingSmoke 1731 ParticleSysBone = Smoke05 SmolderingSmoke 1732 ParticleSysBone = Smoke06 SmolderingSmoke 1733 ParticleSysBone = Smoke07 SmolderingSmoke 1734 ParticleSysBone = Fire02 SmolderingFire 1735 ParticleSysBone = Fire03 SmolderingFire 1736 ParticleSysBone = Fire04 SmolderingFire 1737 ParticleSysBone = Fire05 SmolderingFire 1738 ParticleSysBone = Fire06 SmolderingFire 1739 ParticleSysBone = Fire07 SmolderingFire 1740 End 1741 ConditionState = GARRISONED SNOW 1742 Model = UBBlkMktEG_S 1743 ParticleSysBone = Smoke01 SmolderingSmoke 1744 Animation = UBBlkMktEG_S.UBBlkMktEG_S 1745 AnimationMode = LOOP 1746 End 1747 ConditionState = DAMAGED GARRISONED SNOW 1748 Model = UBBlkMktEG_DS 1749 ParticleSysBone = Smoke01 SmolderingSmoke 1750 Animation = UBBlkMktEG_DS.UBBlkMktEG_DS 1751 AnimationMode = LOOP 1752 End 1753 ConditionState = REALLYDAMAGED GARRISONED SNOW 1754 Model = UBBlkMktEG_ES 1755 ParticleSysBone = Smoke01 SmolderingSmoke 1756 Animation = UBBlkMktEG_ES.UBBlkMktEG_ES 1757 AnimationMode = LOOP 1758 End 1759 1760 ; night 1761 ConditionState = NIGHT 1762 Model = UBBlackMkt_N 1763 Animation = UBBlackMkt_N.UBBlackMkt_N 1764 AnimationMode = LOOP 1765 ParticleSysBone = Smoke01 SmolderingSmoke 1766 End 1767 ConditionState = DAMAGED NIGHT 1768 Model = UBBlackMkt_DN 1769 Animation = UBBlackMkt_DN.UBBlackMkt_DN 1770 AnimationMode = LOOP 1771 ParticleSysBone = Smoke01 SmolderingSmoke 1772 ParticleSysBone = Smoke02 SmolderingSmoke 1773 ParticleSysBone = Smoke03 SmolderingSmoke 1774 ParticleSysBone = Smoke04 SmolderingSmoke 1775 ParticleSysBone = Smoke05 SmolderingSmoke 1776 ParticleSysBone = Smoke06 SmolderingSmoke 1777 ParticleSysBone = Fire02 SmolderingFire 1778 ParticleSysBone = Fire03 SmolderingFire 1779 ParticleSysBone = Fire04 SmolderingFire 1780 ParticleSysBone = Fire05 SmolderingFire 1781 ParticleSysBone = Fire06 SmolderingFire 1782 End 1783 ConditionState = REALLYDAMAGED RUBBLE NIGHT 1784 Model = UBBlackMkt_EN 1785 Animation = UBBlackMkt_EN.UBBlackMkt_EN 1786 AnimationMode = LOOP 1787 ParticleSysBone = Smoke01 SmolderingSmoke 1788 ParticleSysBone = Smoke02 SmolderingSmoke 1789 ParticleSysBone = Smoke03 SmolderingSmoke 1790 ParticleSysBone = Smoke04 SmolderingSmoke 1791 ParticleSysBone = Smoke05 SmolderingSmoke 1792 ParticleSysBone = Smoke06 SmolderingSmoke 1793 ParticleSysBone = Smoke07 SmolderingSmoke 1794 ParticleSysBone = Fire02 SmolderingFire 1795 ParticleSysBone = Fire03 SmolderingFire 1796 ParticleSysBone = Fire04 SmolderingFire 1797 ParticleSysBone = Fire05 SmolderingFire 1798 ParticleSysBone = Fire06 SmolderingFire 1799 ParticleSysBone = Fire07 SmolderingFire 1800 End 1801 ConditionState = GARRISONED NIGHT 1802 Model = UBBlkMktEG_N 1803 ParticleSysBone = Smoke01 SmolderingSmoke 1804 Animation = UBBlkMktEG_N.UBBlkMktEG_N 1805 AnimationMode = LOOP 1806 End 1807 ConditionState = DAMAGED GARRISONED NIGHT 1808 Model = UBBlkMktEG_DN 1809 ParticleSysBone = Smoke01 SmolderingSmoke 1810 Animation = UBBlkMktEG_DN.UBBlkMktEG_DN 1811 AnimationMode = LOOP 1812 End 1813 ConditionState = REALLYDAMAGED GARRISONED NIGHT 1814 Model = UBBlkMktEG_EN 1815 ParticleSysBone = Smoke01 SmolderingSmoke 1816 Animation = UBBlkMktEG_EN.UBBlkMktEG_EN 1817 AnimationMode = LOOP 1818 End 1819 1820 ; night snow 1821 ConditionState = NIGHT SNOW 1822 Model = UBBlackMkt_NS 1823 Animation = UBBlackMkt_NS.UBBlackMkt_NS 1824 AnimationMode = LOOP 1825 ParticleSysBone = Smoke01 SmolderingSmoke 1826 End 1827 ConditionState = DAMAGED NIGHT SNOW 1828 Model = UBBlackMkt_DNS 1829 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 1830 AnimationMode = LOOP 1831 ParticleSysBone = Smoke01 SmolderingSmoke 1832 ParticleSysBone = Smoke02 SmolderingSmoke 1833 ParticleSysBone = Smoke03 SmolderingSmoke 1834 ParticleSysBone = Smoke04 SmolderingSmoke 1835 ParticleSysBone = Smoke05 SmolderingSmoke 1836 ParticleSysBone = Smoke06 SmolderingSmoke 1837 ParticleSysBone = Fire02 SmolderingFire 1838 ParticleSysBone = Fire03 SmolderingFire 1839 ParticleSysBone = Fire04 SmolderingFire 1840 ParticleSysBone = Fire05 SmolderingFire 1841 ParticleSysBone = Fire06 SmolderingFire 1842 End 1843 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 1844 Model = UBBlackMkt_ENS 1845 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 1846 AnimationMode = LOOP 1847 ParticleSysBone = Smoke01 SmolderingSmoke 1848 ParticleSysBone = Smoke02 SmolderingSmoke 1849 ParticleSysBone = Smoke03 SmolderingSmoke 1850 ParticleSysBone = Smoke04 SmolderingSmoke 1851 ParticleSysBone = Smoke05 SmolderingSmoke 1852 ParticleSysBone = Smoke06 SmolderingSmoke 1853 ParticleSysBone = Smoke07 SmolderingSmoke 1854 ParticleSysBone = Fire02 SmolderingFire 1855 ParticleSysBone = Fire03 SmolderingFire 1856 ParticleSysBone = Fire04 SmolderingFire 1857 ParticleSysBone = Fire05 SmolderingFire 1858 ParticleSysBone = Fire06 SmolderingFire 1859 ParticleSysBone = Fire07 SmolderingFire 1860 End 1861 ConditionState = GARRISONED NIGHT SNOW 1862 Model = UBBlkMktEG_NS 1863 ParticleSysBone = Smoke01 SmolderingSmoke 1864 Animation = UBBlkMktEG_NS.UBBlkMktEG_NS 1865 AnimationMode = LOOP 1866 End 1867 ConditionState = DAMAGED GARRISONED NIGHT SNOW 1868 Model = UBBlkMktEG_DNS 1869 ParticleSysBone = Smoke01 SmolderingSmoke 1870 Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS 1871 AnimationMode = LOOP 1872 End 1873 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 1874 Model = UBBlkMktEG_ENS 1875 ParticleSysBone = Smoke01 SmolderingSmoke 1876 Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS 1877 AnimationMode = LOOP 1878 End 1879 1880 ;************************************************************************************************************************** 1881 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 1882 ;for this draw module 1883 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 1884 Model = UBBlackMkt 1885 Animation = UBBlackMkt.UBBlackMkt 1886 AnimationMode = LOOP 1887 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1888 End 1889 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 1890 Model = UBBlackMkt_D 1891 Animation = UBBlackMkt_D.UBBlackMkt_D 1892 AnimationMode = LOOP 1893 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1894 End 1895 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 1896 Model = UBBlackMkt_E 1897 Animation = UBBlackMkt_E.UBBlackMkt_E 1898 AnimationMode = LOOP 1899 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1900 End 1901 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 1902 Model = UBBlackMkt_N 1903 Animation = UBBlackMkt_N.UBBlackMkt_N 1904 AnimationMode = LOOP 1905 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1906 End 1907 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 1908 Model = UBBlackMkt_DN 1909 Animation = UBBlackMkt_DN.UBBlackMkt_DN 1910 AnimationMode = LOOP 1911 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1912 End 1913 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 1914 Model = UBBlackMkt_EN 1915 Animation = UBBlackMkt_EN.UBBlackMkt_EN 1916 AnimationMode = LOOP 1917 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1918 End 1919 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 1920 Model = UBBlackMkt_S 1921 Animation = UBBlackMkt_S.UBBlackMkt_S 1922 AnimationMode = LOOP 1923 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1924 End 1925 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 1926 Model = UBBlackMkt_DS 1927 Animation = UBBlackMkt_DS.UBBlackMkt_DS 1928 AnimationMode = LOOP 1929 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1930 End 1931 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 1932 Model = UBBlackMkt_ES 1933 Animation = UBBlackMkt_ES.UBBlackMkt_ES 1934 AnimationMode = LOOP 1935 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1936 End 1937 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 1938 Model = UBBlackMkt_NS 1939 Animation = UBBlackMkt_NS.UBBlackMkt_NS 1940 AnimationMode = LOOP 1941 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1942 End 1943 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 1944 Model = UBBlackMkt_DNS 1945 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 1946 AnimationMode = LOOP 1947 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1948 End 1949 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 1950 Model = UBBlackMkt_ENS 1951 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 1952 AnimationMode = LOOP 1953 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 1954 End 1955 1956 ConditionState = AWAITING_CONSTRUCTION 1957 Model = NONE 1958 End 1959 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 1960 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 1961 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 1962 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 1963 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 1964 AliasConditionState = AWAITING_CONSTRUCTION SNOW 1965 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 1966 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 1967 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 1968 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 1969 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 1970 AliasConditionState = SOLD 1971 AliasConditionState = SOLD DAMAGED 1972 AliasConditionState = SOLD REALLYDAMAGED 1973 AliasConditionState = SOLD NIGHT 1974 AliasConditionState = SOLD NIGHT DAMAGED 1975 AliasConditionState = SOLD NIGHT REALLYDAMAGED 1976 AliasConditionState = SOLD SNOW 1977 AliasConditionState = SOLD SNOW DAMAGED 1978 AliasConditionState = SOLD SNOW REALLYDAMAGED 1979 AliasConditionState = SOLD NIGHT SNOW 1980 AliasConditionState = SOLD NIGHT SNOW DAMAGED 1981 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 1982 AliasConditionState = GARRISONED SOLD 1983 AliasConditionState = GARRISONED SOLD DAMAGED 1984 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 1985 AliasConditionState = GARRISONED SOLD NIGHT 1986 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 1987 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 1988 AliasConditionState = GARRISONED SOLD SNOW 1989 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 1990 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 1991 AliasConditionState = GARRISONED SOLD NIGHT SNOW 1992 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 1993 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 1994 ;************************************************************************************************************************** 1995 1996 End 1997 1998 ; ------------ construction-zone fence ----------------- 1999 Draw = W3DModelDraw ModuleTag_02 2000 AnimationsRequirePower = No 2001 DefaultConditionState 2002 Model = None 2003 TransitionKey = DOWN_DEFAULT 2004 2005 End 2006 ConditionState = NIGHT 2007 Model = None 2008 TransitionKey = DOWN_DEFAULT 2009 End 2010 ConditionState = SNOW 2011 Model = None 2012 TransitionKey = DOWN_DEFAULT 2013 End 2014 ConditionState = SNOW NIGHT 2015 Model = None 2016 TransitionKey = DOWN_DEFAULT 2017 End 2018 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2019 Model = UBBlackMkt_A4 2020 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2021 AnimationMode = MANUAL 2022 Flags = START_FRAME_LAST 2023 TransitionKey = UP_DAY 2024 End 2025 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2026 Model = UBBlackMkt_A4N 2027 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2028 AnimationMode = MANUAL 2029 Flags = START_FRAME_LAST 2030 TransitionKey = UP_NIGHT 2031 End 2032 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2033 Model = UBBlackMkt_A4S 2034 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2035 AnimationMode = MANUAL 2036 Flags = START_FRAME_LAST 2037 TransitionKey = UP_SNOW 2038 End 2039 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2040 Model = UBBlackMkt_A4SN 2041 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2042 AnimationMode = MANUAL 2043 Flags = START_FRAME_LAST 2044 TransitionKey = UP_SNOWNIGHT 2045 End 2046 TransitionState = DOWN_DEFAULT UP_DAY 2047 Model = UBBlackMkt_A4 2048 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2049 AnimationMode = ONCE 2050 AnimationSpeedFactorRange = 1.0 1.0 2051 Flags = START_FRAME_FIRST 2052 End 2053 TransitionState = DOWN_DEFAULT UP_NIGHT 2054 Model = UBBlackMkt_A4N 2055 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2056 AnimationMode = ONCE 2057 AnimationSpeedFactorRange = 1.0 1.0 2058 Flags = START_FRAME_FIRST 2059 End 2060 TransitionState = DOWN_DEFAULT UP_SNOW 2061 Model = UBBlackMkt_A4S 2062 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2063 AnimationMode = ONCE 2064 AnimationSpeedFactorRange = 1.0 1.0 2065 Flags = START_FRAME_FIRST 2066 End 2067 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2068 Model = UBBlackMkt_A4SN 2069 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2070 AnimationMode = ONCE 2071 AnimationSpeedFactorRange = 1.0 1.0 2072 Flags = START_FRAME_FIRST 2073 End 2074 TransitionState = UP_DAY DOWN_DEFAULT 2075 Model = UBBlackMkt_A4 2076 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2077 AnimationMode = ONCE_BACKWARDS 2078 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2079 Flags = START_FRAME_LAST 2080 End 2081 TransitionState = UP_NIGHT DOWN_DEFAULT 2082 Model = UBBlackMkt_A4N 2083 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2084 AnimationMode = ONCE_BACKWARDS 2085 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2086 Flags = START_FRAME_LAST 2087 End 2088 TransitionState = UP_SNOW DOWN_DEFAULT 2089 Model = UBBlackMkt_A4S 2090 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2091 AnimationMode = ONCE_BACKWARDS 2092 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2093 Flags = START_FRAME_LAST 2094 End 2095 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2096 Model = UBBlackMkt_A4SN 2097 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2098 AnimationMode = ONCE_BACKWARDS 2099 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2100 Flags = START_FRAME_LAST 2101 End 2102 End 2103 2104 ; ------------ under-construction scaffolding ----------------- 2105 Draw = W3DModelDraw ModuleTag_03 2106 AnimationsRequirePower = No 2107 MinLODRequired = MEDIUM 2108 DefaultConditionState 2109 Model = None 2110 TransitionKey = DOWN_DEFAULT 2111 End 2112 ConditionState = NIGHT 2113 Model = None 2114 TransitionKey = DOWN_DEFAULT 2115 End 2116 ConditionState = SNOW 2117 Model = None 2118 TransitionKey = DOWN_DEFAULT 2119 End 2120 ConditionState = SNOW NIGHT 2121 Model = None 2122 TransitionKey = DOWN_DEFAULT 2123 End 2124 ConditionState = PARTIALLY_CONSTRUCTED 2125 Model = UBBlackMkt_A6 2126 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2127 AnimationMode = MANUAL 2128 Flags = START_FRAME_LAST 2129 TransitionKey = UP_DAY 2130 ParticleSysBone = Dust01 BuildingDust 2131 ParticleSysBone = Smoke01 BuildUpSmoke 2132 ParticleSysBone = Smoke02 BuildUpSmoke 2133 ParticleSysBone = Smoke03 BuildUpSmoke 2134 ParticleSysBone = Smoke04 BuildUpSmoke 2135 End 2136 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 2137 Model = UBBlackMkt_A6N 2138 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2139 AnimationMode = MANUAL 2140 Flags = START_FRAME_LAST 2141 TransitionKey = UP_NIGHT 2142 ParticleSysBone = Dust01 BuildingDust 2143 ParticleSysBone = Smoke01 BuildUpSmoke 2144 ParticleSysBone = Smoke02 BuildUpSmoke 2145 ParticleSysBone = Smoke03 BuildUpSmoke 2146 ParticleSysBone = Smoke04 BuildUpSmoke 2147 End 2148 ConditionState = SNOW PARTIALLY_CONSTRUCTED 2149 Model = UBBlackMkt_A6S 2150 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2151 AnimationMode = MANUAL 2152 Flags = START_FRAME_LAST 2153 TransitionKey = UP_SNOW 2154 ParticleSysBone = Dust01 BuildingSnowDust 2155 ParticleSysBone = Smoke01 BuildUpSnowSmoke 2156 ParticleSysBone = Smoke02 BuildUpSnowSmoke 2157 ParticleSysBone = Smoke03 BuildUpSnowSmoke 2158 ParticleSysBone = Smoke04 BuildUpSnowSmoke 2159 End 2160 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 2161 Model = UBBlackMkt_A6SN 2162 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2163 AnimationMode = MANUAL 2164 Flags = START_FRAME_LAST 2165 TransitionKey = UP_SNOWNIGHT 2166 ParticleSysBone = Dust01 BuildingNightSnowDust 2167 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 2168 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 2169 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 2170 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 2171 End 2172 TransitionState = DOWN_DEFAULT UP_DAY 2173 Model = UBBlackMkt_A6 2174 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2175 AnimationMode = ONCE 2176 AnimationSpeedFactorRange = 1.0 1.0 2177 Flags = START_FRAME_FIRST 2178 End 2179 TransitionState = DOWN_DEFAULT UP_NIGHT 2180 Model = UBBlackMkt_A6N 2181 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2182 AnimationMode = ONCE 2183 AnimationSpeedFactorRange = 1.0 1.0 2184 Flags = START_FRAME_FIRST 2185 End 2186 TransitionState = DOWN_DEFAULT UP_SNOW 2187 Model = UBBlackMkt_A6S 2188 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2189 AnimationMode = ONCE 2190 AnimationSpeedFactorRange = 1.0 1.0 2191 Flags = START_FRAME_FIRST 2192 End 2193 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2194 Model = UBBlackMkt_A6SN 2195 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2196 AnimationMode = ONCE 2197 AnimationSpeedFactorRange = 1.0 1.0 2198 Flags = START_FRAME_FIRST 2199 End 2200 TransitionState = UP_DAY DOWN_DEFAULT 2201 Model = UBBlackMkt_A6 2202 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2203 AnimationMode = ONCE_BACKWARDS 2204 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2205 Flags = START_FRAME_LAST 2206 End 2207 TransitionState = UP_NIGHT DOWN_DEFAULT 2208 Model = UBBlackMkt_A6N 2209 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2210 AnimationMode = ONCE_BACKWARDS 2211 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2212 Flags = START_FRAME_LAST 2213 End 2214 TransitionState = UP_SNOW DOWN_DEFAULT 2215 Model = UBBlackMkt_A6S 2216 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2217 AnimationMode = ONCE_BACKWARDS 2218 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2219 Flags = START_FRAME_LAST 2220 End 2221 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2222 Model = UBBlackMkt_A6SN 2223 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2224 AnimationMode = ONCE_BACKWARDS 2225 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2226 Flags = START_FRAME_LAST 2227 End 2228 End 2229 PlacementViewAngle = -45 2230 2231 ; ***DESIGN parameters *** 2232 DisplayName = OBJECT:BlackMarket 2233 Side = GLAStealthGeneral 2234 EditorSorting = STRUCTURE 2235 Prerequisites 2236 Object = Slth_GLAPalace 2237 End 2238 BuildCost = 2500 2239 BuildTime = 30.0 ; in seconds 2240 EnergyProduction = 0 2241 CommandSet = Slth_GLABlackMarketCommandSet 2242 VisionRange = 200.0 ; Shroud clearing distance 2243 ShroudClearingRange = 200 2244 ArmorSet 2245 Conditions = None 2246 Armor = StructureArmor 2247 DamageFX = StructureDamageFXNoShake 2248 End 2249 ArmorSet 2250 Conditions = PLAYER_UPGRADE 2251 Armor = GLAUpgradedStructureArmor 2252 DamageFX = StructureDamageFXNoShake 2253 End 2254 ExperienceValue = 200 200 200 200 ; Experience point value at each level 2255 2256 ; *** AUDIO Parameters *** 2257 VoiceSelect = BlackMarketSelect 2258 SoundOnDamaged = BuildingDamagedStateLight 2259 SoundOnReallyDamaged = BuildingDestroy 2260 2261 UnitSpecificSounds 2262 UnderConstruction = UnderConstructionLoop 2263 End 2264 2265 ; *** ENGINEERING Parameters *** 2266 RadarPriority = STRUCTURE 2267 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BLACK_MARKET 2268 Body = StructureBody ModuleTag_04 2269 MaxHealth = 1000.0 2270 InitialHealth = 1000.0 2271 2272 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2273 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2274 SubdualDamageCap = 1200 2275 SubdualDamageHealRate = 500 2276 SubdualDamageHealAmount = 100 2277 End 2278 2279 Behavior = ArmorUpgrade ModuleTag_Armor01 2280 TriggeredBy = Upgrade_GLAFortifiedStructure 2281 End 2282 2283 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 2284 ConditionFlag = GARRISONED 2285 TriggeredBy = Upgrade_GLAFortifiedStructure 2286 End 2287 2288 Behavior = AutoDepositUpdate ModuleTag_05 2289 DepositTiming = 2000 ; in milliseconds 2290 DepositAmount = 20 ; cash amount to deposit every DepositTiming 2291 InitialCaptureBonus = 0 ; no initial bonus 2292 End 2293 2294 Behavior = ProductionUpdate ModuleTag_06 2295 ; nothing 2296 End 2297 2298 Behavior = DestroyDie ModuleTag_07 2299 ;nothing 2300 End 2301 Behavior = RebuildHoleExposeDie ModuleTag_08 2302 HoleName = GLAHoleBlackMarket 2303 HoleMaxHealth = 500.0 2304 End 2305 Behavior = CreateObjectDie ModuleTag_09 2306 CreationList = OCL_ABPowerPlantExplode 2307 End 2308 Behavior = FXListDie ModuleTag_10 2309 DeathFX = FX_StructureSmallDeath 2310 End 2311 2312 Behavior = FlammableUpdate ModuleTag_12 2313 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2314 AflameDamageAmount = 5 ; taking this much damage... 2315 AflameDamageDelay = 500 ; this often. 2316 End 2317 2318 Behavior = TransitionDamageFX ModuleTag_13 2319 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 2320 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2321 ;--------------------------------------------------------------------------------------- 2322 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2323 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2324 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2325 End 2326 2327 Behavior = StealthUpdate ModuleStealth_09 2328 StealthDelay = 2500 ; msec 2329 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 2330 InnateStealth = No ;Requires upgrade first 2331 OrderIdleEnemiesToAttackMeUponReveal = Yes 2332 End 2333 Behavior = StealthUpgrade ModuleTag_14 2334 TriggeredBy = Upgrade_GLACamoNetting 2335 END 2336 2337 Geometry = BOX 2338 GeometryMajorRadius = 35.0 2339 GeometryMinorRadius = 35.0 2340 GeometryHeight = 35.0 2341 GeometryIsSmall = No 2342 Shadow = SHADOW_VOLUME 2343 BuildCompletion = PLACED_BY_PLAYER 2344 2345 End 2346 2347 ;------------------------------------------------------------------------------ 2348 ObjectReskin Slth_GLAHoleBlackMarket Slth_GLAHole 2349 Draw = W3DModelDraw ModuleTag_01 2350 OkToChangeModelColor = Yes 2351 ConditionState = NONE 2352 Model = UBHole 2353 End 2354 ConditionState = DAMAGED 2355 Model = UBHole_D 2356 ParticleSysBone = Smoke01 SteamVent 2357 End 2358 ConditionState = REALLYDAMAGED RUBBLE 2359 Model = UBHole_E 2360 ParticleSysBone = Smoke01 SteamVent 2361 ParticleSysBone = Smoke02 SteamVent 2362 ParticleSysBone = Fire01 GLAPowerPlantFlame 2363 ParticleSysBone = Fire02 GLAPowerPlantFlame 2364 ParticleSysBone = Fire03 GLAPowerPlantFlame 2365 End 2366 End 2367 Draw = W3DModelDraw ModuleTag_02 2368 OkToChangeModelColor = Yes 2369 ConditionState = NONE 2370 Model = UBBlackMkt_R 2371 ParticleSysBone = Smoke01 SmolderingSmoke 2372 ParticleSysBone = Smoke03 SmolderingSmoke 2373 ParticleSysBone = Smoke04 SmolderingSmoke 2374 End 2375 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 2376 Model = UBBlackMkt_R 2377 ParticleSysBone = Smoke01 SmolderingSmoke 2378 ParticleSysBone = Smoke03 SmolderingSmoke 2379 ParticleSysBone = Smoke04 SmolderingSmoke 2380 End 2381 End 2382 End 2383 2384 ;------------------------------------------------------------------------------ 2385 Object Slth_FakeGLABlackMarket 2386 2387 ; *** ART Parameters *** 2388 SelectPortrait = SUBlackMarket_L 2389 ButtonImage = SUBlackMarket 2390 2391 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 2392 UpgradeCameo1 = Upgrade_GLACamoNetting 2393 2394 Draw = W3DModelDraw ModuleTag_01 2395 OkToChangeModelColor = Yes 2396 2397 ; day 2398 ConditionState = NONE 2399 Model = UBBlackMkt 2400 Animation = UBBlackMkt.UBBlackMkt 2401 AnimationMode = LOOP 2402 ParticleSysBone = Smoke01 SmolderingSmoke 2403 End 2404 ConditionState = DAMAGED 2405 Model = UBBlackMkt_D 2406 Animation = UBBlackMkt_D.UBBlackMkt_D 2407 AnimationMode = LOOP 2408 ParticleSysBone = Smoke01 SmolderingSmoke 2409 ParticleSysBone = Smoke02 SmolderingSmoke 2410 ParticleSysBone = Smoke03 SmolderingSmoke 2411 ParticleSysBone = Smoke04 SmolderingSmoke 2412 ParticleSysBone = Smoke05 SmolderingSmoke 2413 ParticleSysBone = Smoke06 SmolderingSmoke 2414 ParticleSysBone = Fire02 SmolderingFire 2415 ParticleSysBone = Fire03 SmolderingFire 2416 ParticleSysBone = Fire04 SmolderingFire 2417 ParticleSysBone = Fire05 SmolderingFire 2418 ParticleSysBone = Fire06 SmolderingFire 2419 End 2420 ConditionState = REALLYDAMAGED RUBBLE 2421 Model = UBBlackMkt_E 2422 Animation = UBBlackMkt_E.UBBlackMkt_E 2423 AnimationMode = LOOP 2424 ParticleSysBone = Smoke01 SmolderingSmoke 2425 ParticleSysBone = Smoke02 SmolderingSmoke 2426 ParticleSysBone = Smoke03 SmolderingSmoke 2427 ParticleSysBone = Smoke04 SmolderingSmoke 2428 ParticleSysBone = Smoke05 SmolderingSmoke 2429 ParticleSysBone = Smoke06 SmolderingSmoke 2430 ParticleSysBone = Smoke07 SmolderingSmoke 2431 ParticleSysBone = Fire02 SmolderingFire 2432 ParticleSysBone = Fire03 SmolderingFire 2433 ParticleSysBone = Fire04 SmolderingFire 2434 ParticleSysBone = Fire05 SmolderingFire 2435 ParticleSysBone = Fire06 SmolderingFire 2436 ParticleSysBone = Fire07 SmolderingFire 2437 End 2438 ConditionState = GARRISONED 2439 Model = UBBlkMktEG 2440 ParticleSysBone = Smoke01 SmolderingSmoke 2441 Animation = UBBlkMktEG.UBBlkMktEG 2442 AnimationMode = LOOP 2443 End 2444 ConditionState = DAMAGED GARRISONED 2445 Model = UBBlkMktEG_D 2446 ParticleSysBone = Smoke01 SmolderingSmoke 2447 Animation = UBBlkMktEG_D.UBBlkMktEG_D 2448 AnimationMode = LOOP 2449 End 2450 ConditionState = REALLYDAMAGED GARRISONED 2451 Model = UBBlkMktEG_E 2452 ParticleSysBone = Smoke01 SmolderingSmoke 2453 Animation = UBBlkMktEG_E.UBBlkMktEG_E 2454 AnimationMode = LOOP 2455 End 2456 2457 ; day snow 2458 ConditionState = SNOW 2459 Model = UBBlackMkt_S 2460 Animation = UBBlackMkt_S.UBBlackMkt_S 2461 AnimationMode = LOOP 2462 ParticleSysBone = Smoke01 SmolderingSmoke 2463 End 2464 ConditionState = DAMAGED SNOW 2465 Model = UBBlackMkt_DS 2466 Animation = UBBlackMkt_DS.UBBlackMkt_DS 2467 AnimationMode = LOOP 2468 ParticleSysBone = Smoke01 SmolderingSmoke 2469 ParticleSysBone = Smoke02 SmolderingSmoke 2470 ParticleSysBone = Smoke03 SmolderingSmoke 2471 ParticleSysBone = Smoke04 SmolderingSmoke 2472 ParticleSysBone = Smoke05 SmolderingSmoke 2473 ParticleSysBone = Smoke06 SmolderingSmoke 2474 ParticleSysBone = Fire02 SmolderingFire 2475 ParticleSysBone = Fire03 SmolderingFire 2476 ParticleSysBone = Fire04 SmolderingFire 2477 ParticleSysBone = Fire05 SmolderingFire 2478 ParticleSysBone = Fire06 SmolderingFire 2479 End 2480 ConditionState = REALLYDAMAGED RUBBLE SNOW 2481 Model = UBBlackMkt_ES 2482 Animation = UBBlackMkt_ES.UBBlackMkt_ES 2483 AnimationMode = LOOP 2484 ParticleSysBone = Smoke01 SmolderingSmoke 2485 ParticleSysBone = Smoke02 SmolderingSmoke 2486 ParticleSysBone = Smoke03 SmolderingSmoke 2487 ParticleSysBone = Smoke04 SmolderingSmoke 2488 ParticleSysBone = Smoke05 SmolderingSmoke 2489 ParticleSysBone = Smoke06 SmolderingSmoke 2490 ParticleSysBone = Smoke07 SmolderingSmoke 2491 ParticleSysBone = Fire02 SmolderingFire 2492 ParticleSysBone = Fire03 SmolderingFire 2493 ParticleSysBone = Fire04 SmolderingFire 2494 ParticleSysBone = Fire05 SmolderingFire 2495 ParticleSysBone = Fire06 SmolderingFire 2496 ParticleSysBone = Fire07 SmolderingFire 2497 End 2498 ConditionState = GARRISONED SNOW 2499 Model = UBBlkMktEG_S 2500 ParticleSysBone = Smoke01 SmolderingSmoke 2501 Animation = UBBlkMktEG_S.UBBlkMktEG_S 2502 AnimationMode = LOOP 2503 End 2504 ConditionState = DAMAGED GARRISONED SNOW 2505 Model = UBBlkMktEG_DS 2506 ParticleSysBone = Smoke01 SmolderingSmoke 2507 Animation = UBBlkMktEG_DS.UBBlkMktEG_DS 2508 AnimationMode = LOOP 2509 End 2510 ConditionState = REALLYDAMAGED GARRISONED SNOW 2511 Model = UBBlkMktEG_ES 2512 ParticleSysBone = Smoke01 SmolderingSmoke 2513 Animation = UBBlkMktEG_ES.UBBlkMktEG_ES 2514 AnimationMode = LOOP 2515 End 2516 2517 ; night 2518 ConditionState = NIGHT 2519 Model = UBBlackMkt_N 2520 Animation = UBBlackMkt_N.UBBlackMkt_N 2521 AnimationMode = LOOP 2522 ParticleSysBone = Smoke01 SmolderingSmoke 2523 End 2524 ConditionState = DAMAGED NIGHT 2525 Model = UBBlackMkt_DN 2526 Animation = UBBlackMkt_DN.UBBlackMkt_DN 2527 AnimationMode = LOOP 2528 ParticleSysBone = Smoke01 SmolderingSmoke 2529 ParticleSysBone = Smoke02 SmolderingSmoke 2530 ParticleSysBone = Smoke03 SmolderingSmoke 2531 ParticleSysBone = Smoke04 SmolderingSmoke 2532 ParticleSysBone = Smoke05 SmolderingSmoke 2533 ParticleSysBone = Smoke06 SmolderingSmoke 2534 ParticleSysBone = Fire02 SmolderingFire 2535 ParticleSysBone = Fire03 SmolderingFire 2536 ParticleSysBone = Fire04 SmolderingFire 2537 ParticleSysBone = Fire05 SmolderingFire 2538 ParticleSysBone = Fire06 SmolderingFire 2539 End 2540 ConditionState = REALLYDAMAGED RUBBLE NIGHT 2541 Model = UBBlackMkt_EN 2542 Animation = UBBlackMkt_EN.UBBlackMkt_EN 2543 AnimationMode = LOOP 2544 ParticleSysBone = Smoke01 SmolderingSmoke 2545 ParticleSysBone = Smoke02 SmolderingSmoke 2546 ParticleSysBone = Smoke03 SmolderingSmoke 2547 ParticleSysBone = Smoke04 SmolderingSmoke 2548 ParticleSysBone = Smoke05 SmolderingSmoke 2549 ParticleSysBone = Smoke06 SmolderingSmoke 2550 ParticleSysBone = Smoke07 SmolderingSmoke 2551 ParticleSysBone = Fire02 SmolderingFire 2552 ParticleSysBone = Fire03 SmolderingFire 2553 ParticleSysBone = Fire04 SmolderingFire 2554 ParticleSysBone = Fire05 SmolderingFire 2555 ParticleSysBone = Fire06 SmolderingFire 2556 ParticleSysBone = Fire07 SmolderingFire 2557 End 2558 ConditionState = GARRISONED NIGHT 2559 Model = UBBlkMktEG_N 2560 ParticleSysBone = Smoke01 SmolderingSmoke 2561 Animation = UBBlkMktEG_N.UBBlkMktEG_N 2562 AnimationMode = LOOP 2563 End 2564 ConditionState = DAMAGED GARRISONED NIGHT 2565 Model = UBBlkMktEG_DN 2566 ParticleSysBone = Smoke01 SmolderingSmoke 2567 Animation = UBBlkMktEG_DN.UBBlkMktEG_DN 2568 AnimationMode = LOOP 2569 End 2570 ConditionState = REALLYDAMAGED GARRISONED NIGHT 2571 Model = UBBlkMktEG_EN 2572 ParticleSysBone = Smoke01 SmolderingSmoke 2573 Animation = UBBlkMktEG_EN.UBBlkMktEG_EN 2574 AnimationMode = LOOP 2575 End 2576 2577 ; night snow 2578 ConditionState = NIGHT SNOW 2579 Model = UBBlackMkt_NS 2580 Animation = UBBlackMkt_NS.UBBlackMkt_NS 2581 AnimationMode = LOOP 2582 ParticleSysBone = Smoke01 SmolderingSmoke 2583 End 2584 ConditionState = DAMAGED NIGHT SNOW 2585 Model = UBBlackMkt_DNS 2586 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 2587 AnimationMode = LOOP 2588 ParticleSysBone = Smoke01 SmolderingSmoke 2589 ParticleSysBone = Smoke02 SmolderingSmoke 2590 ParticleSysBone = Smoke03 SmolderingSmoke 2591 ParticleSysBone = Smoke04 SmolderingSmoke 2592 ParticleSysBone = Smoke05 SmolderingSmoke 2593 ParticleSysBone = Smoke06 SmolderingSmoke 2594 ParticleSysBone = Fire02 SmolderingFire 2595 ParticleSysBone = Fire03 SmolderingFire 2596 ParticleSysBone = Fire04 SmolderingFire 2597 ParticleSysBone = Fire05 SmolderingFire 2598 ParticleSysBone = Fire06 SmolderingFire 2599 End 2600 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 2601 Model = UBBlackMkt_ENS 2602 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 2603 AnimationMode = LOOP 2604 ParticleSysBone = Smoke01 SmolderingSmoke 2605 ParticleSysBone = Smoke02 SmolderingSmoke 2606 ParticleSysBone = Smoke03 SmolderingSmoke 2607 ParticleSysBone = Smoke04 SmolderingSmoke 2608 ParticleSysBone = Smoke05 SmolderingSmoke 2609 ParticleSysBone = Smoke06 SmolderingSmoke 2610 ParticleSysBone = Smoke07 SmolderingSmoke 2611 ParticleSysBone = Fire02 SmolderingFire 2612 ParticleSysBone = Fire03 SmolderingFire 2613 ParticleSysBone = Fire04 SmolderingFire 2614 ParticleSysBone = Fire05 SmolderingFire 2615 ParticleSysBone = Fire06 SmolderingFire 2616 ParticleSysBone = Fire07 SmolderingFire 2617 End 2618 ConditionState = GARRISONED NIGHT SNOW 2619 Model = UBBlkMktEG_NS 2620 ParticleSysBone = Smoke01 SmolderingSmoke 2621 Animation = UBBlkMktEG_NS.UBBlkMktEG_NS 2622 AnimationMode = LOOP 2623 End 2624 ConditionState = DAMAGED GARRISONED NIGHT SNOW 2625 Model = UBBlkMktEG_DNS 2626 ParticleSysBone = Smoke01 SmolderingSmoke 2627 Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS 2628 AnimationMode = LOOP 2629 End 2630 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 2631 Model = UBBlkMktEG_ENS 2632 ParticleSysBone = Smoke01 SmolderingSmoke 2633 Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS 2634 AnimationMode = LOOP 2635 End 2636 2637 ;************************************************************************************************************************** 2638 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 2639 ;for this draw module 2640 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2641 Model = UBBlackMkt 2642 Animation = UBBlackMkt.UBBlackMkt 2643 AnimationMode = LOOP 2644 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2645 End 2646 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 2647 Model = UBBlackMkt_D 2648 Animation = UBBlackMkt_D.UBBlackMkt_D 2649 AnimationMode = LOOP 2650 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2651 End 2652 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 2653 Model = UBBlackMkt_E 2654 Animation = UBBlackMkt_E.UBBlackMkt_E 2655 AnimationMode = LOOP 2656 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2657 End 2658 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 2659 Model = UBBlackMkt_N 2660 Animation = UBBlackMkt_N.UBBlackMkt_N 2661 AnimationMode = LOOP 2662 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2663 End 2664 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 2665 Model = UBBlackMkt_DN 2666 Animation = UBBlackMkt_DN.UBBlackMkt_DN 2667 AnimationMode = LOOP 2668 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2669 End 2670 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 2671 Model = UBBlackMkt_EN 2672 Animation = UBBlackMkt_EN.UBBlackMkt_EN 2673 AnimationMode = LOOP 2674 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2675 End 2676 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 2677 Model = UBBlackMkt_S 2678 Animation = UBBlackMkt_S.UBBlackMkt_S 2679 AnimationMode = LOOP 2680 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2681 End 2682 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 2683 Model = UBBlackMkt_DS 2684 Animation = UBBlackMkt_DS.UBBlackMkt_DS 2685 AnimationMode = LOOP 2686 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2687 End 2688 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 2689 Model = UBBlackMkt_ES 2690 Animation = UBBlackMkt_ES.UBBlackMkt_ES 2691 AnimationMode = LOOP 2692 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2693 End 2694 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 2695 Model = UBBlackMkt_NS 2696 Animation = UBBlackMkt_NS.UBBlackMkt_NS 2697 AnimationMode = LOOP 2698 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2699 End 2700 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 2701 Model = UBBlackMkt_DNS 2702 Animation = UBBlackMkt_DNS.UBBlackMkt_DNS 2703 AnimationMode = LOOP 2704 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2705 End 2706 ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 2707 Model = UBBlackMkt_ENS 2708 Animation = UBBlackMkt_ENS.UBBlackMkt_ENS 2709 AnimationMode = LOOP 2710 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 2711 End 2712 2713 ConditionState = AWAITING_CONSTRUCTION 2714 Model = NONE 2715 End 2716 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 2717 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 2718 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 2719 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 2720 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 2721 AliasConditionState = AWAITING_CONSTRUCTION SNOW 2722 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 2723 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 2724 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 2725 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 2726 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 2727 AliasConditionState = SOLD 2728 AliasConditionState = SOLD DAMAGED 2729 AliasConditionState = SOLD REALLYDAMAGED 2730 AliasConditionState = SOLD NIGHT 2731 AliasConditionState = SOLD NIGHT DAMAGED 2732 AliasConditionState = SOLD NIGHT REALLYDAMAGED 2733 AliasConditionState = SOLD SNOW 2734 AliasConditionState = SOLD SNOW DAMAGED 2735 AliasConditionState = SOLD SNOW REALLYDAMAGED 2736 AliasConditionState = SOLD NIGHT SNOW 2737 AliasConditionState = SOLD NIGHT SNOW DAMAGED 2738 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 2739 AliasConditionState = GARRISONED SOLD 2740 AliasConditionState = GARRISONED SOLD DAMAGED 2741 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 2742 AliasConditionState = GARRISONED SOLD NIGHT 2743 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 2744 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 2745 AliasConditionState = GARRISONED SOLD SNOW 2746 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 2747 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 2748 AliasConditionState = GARRISONED SOLD NIGHT SNOW 2749 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 2750 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 2751 ;************************************************************************************************************************** 2752 2753 End 2754 2755 ; ------------ construction-zone fence ----------------- 2756 Draw = W3DModelDraw ModuleTag_02 2757 AnimationsRequirePower = No 2758 DefaultConditionState 2759 Model = None 2760 TransitionKey = DOWN_DEFAULT 2761 2762 End 2763 ConditionState = NIGHT 2764 Model = None 2765 TransitionKey = DOWN_DEFAULT 2766 End 2767 ConditionState = SNOW 2768 Model = None 2769 TransitionKey = DOWN_DEFAULT 2770 End 2771 ConditionState = SNOW NIGHT 2772 Model = None 2773 TransitionKey = DOWN_DEFAULT 2774 End 2775 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2776 Model = UBBlackMkt_A4 2777 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2778 AnimationMode = MANUAL 2779 Flags = START_FRAME_LAST 2780 TransitionKey = UP_DAY 2781 End 2782 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2783 Model = UBBlackMkt_A4N 2784 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2785 AnimationMode = MANUAL 2786 Flags = START_FRAME_LAST 2787 TransitionKey = UP_NIGHT 2788 End 2789 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2790 Model = UBBlackMkt_A4S 2791 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2792 AnimationMode = MANUAL 2793 Flags = START_FRAME_LAST 2794 TransitionKey = UP_SNOW 2795 End 2796 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 2797 Model = UBBlackMkt_A4SN 2798 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2799 AnimationMode = MANUAL 2800 Flags = START_FRAME_LAST 2801 TransitionKey = UP_SNOWNIGHT 2802 End 2803 TransitionState = DOWN_DEFAULT UP_DAY 2804 Model = UBBlackMkt_A4 2805 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2806 AnimationMode = ONCE 2807 AnimationSpeedFactorRange = 1.0 1.0 2808 Flags = START_FRAME_FIRST 2809 End 2810 TransitionState = DOWN_DEFAULT UP_NIGHT 2811 Model = UBBlackMkt_A4N 2812 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2813 AnimationMode = ONCE 2814 AnimationSpeedFactorRange = 1.0 1.0 2815 Flags = START_FRAME_FIRST 2816 End 2817 TransitionState = DOWN_DEFAULT UP_SNOW 2818 Model = UBBlackMkt_A4S 2819 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2820 AnimationMode = ONCE 2821 AnimationSpeedFactorRange = 1.0 1.0 2822 Flags = START_FRAME_FIRST 2823 End 2824 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2825 Model = UBBlackMkt_A4SN 2826 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2827 AnimationMode = ONCE 2828 AnimationSpeedFactorRange = 1.0 1.0 2829 Flags = START_FRAME_FIRST 2830 End 2831 TransitionState = UP_DAY DOWN_DEFAULT 2832 Model = UBBlackMkt_A4 2833 Animation = UBBlackMkt_A4.UBBlackMkt_A4 2834 AnimationMode = ONCE_BACKWARDS 2835 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2836 Flags = START_FRAME_LAST 2837 End 2838 TransitionState = UP_NIGHT DOWN_DEFAULT 2839 Model = UBBlackMkt_A4N 2840 Animation = UBBlackMkt_A4N.UBBlackMkt_A4N 2841 AnimationMode = ONCE_BACKWARDS 2842 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2843 Flags = START_FRAME_LAST 2844 End 2845 TransitionState = UP_SNOW DOWN_DEFAULT 2846 Model = UBBlackMkt_A4S 2847 Animation = UBBlackMkt_A4S.UBBlackMkt_A4S 2848 AnimationMode = ONCE_BACKWARDS 2849 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2850 Flags = START_FRAME_LAST 2851 End 2852 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2853 Model = UBBlackMkt_A4SN 2854 Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN 2855 AnimationMode = ONCE_BACKWARDS 2856 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2857 Flags = START_FRAME_LAST 2858 End 2859 End 2860 2861 ; ------------ under-construction scaffolding ----------------- 2862 Draw = W3DModelDraw ModuleTag_03 2863 AnimationsRequirePower = No 2864 MinLODRequired = MEDIUM 2865 DefaultConditionState 2866 Model = None 2867 TransitionKey = DOWN_DEFAULT 2868 End 2869 ConditionState = NIGHT 2870 Model = None 2871 TransitionKey = DOWN_DEFAULT 2872 End 2873 ConditionState = SNOW 2874 Model = None 2875 TransitionKey = DOWN_DEFAULT 2876 End 2877 ConditionState = SNOW NIGHT 2878 Model = None 2879 TransitionKey = DOWN_DEFAULT 2880 End 2881 ConditionState = PARTIALLY_CONSTRUCTED 2882 Model = UBBlackMkt_A6 2883 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2884 AnimationMode = MANUAL 2885 Flags = START_FRAME_LAST 2886 TransitionKey = UP_DAY 2887 ParticleSysBone = Dust01 BuildingDust 2888 ParticleSysBone = Smoke01 BuildUpSmoke 2889 ParticleSysBone = Smoke02 BuildUpSmoke 2890 ParticleSysBone = Smoke03 BuildUpSmoke 2891 ParticleSysBone = Smoke04 BuildUpSmoke 2892 End 2893 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 2894 Model = UBBlackMkt_A6N 2895 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2896 AnimationMode = MANUAL 2897 Flags = START_FRAME_LAST 2898 TransitionKey = UP_NIGHT 2899 ParticleSysBone = Dust01 BuildingDust 2900 ParticleSysBone = Smoke01 BuildUpSmoke 2901 ParticleSysBone = Smoke02 BuildUpSmoke 2902 ParticleSysBone = Smoke03 BuildUpSmoke 2903 ParticleSysBone = Smoke04 BuildUpSmoke 2904 End 2905 ConditionState = SNOW PARTIALLY_CONSTRUCTED 2906 Model = UBBlackMkt_A6S 2907 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2908 AnimationMode = MANUAL 2909 Flags = START_FRAME_LAST 2910 TransitionKey = UP_SNOW 2911 ParticleSysBone = Dust01 BuildingSnowDust 2912 ParticleSysBone = Smoke01 BuildUpSnowSmoke 2913 ParticleSysBone = Smoke02 BuildUpSnowSmoke 2914 ParticleSysBone = Smoke03 BuildUpSnowSmoke 2915 ParticleSysBone = Smoke04 BuildUpSnowSmoke 2916 End 2917 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 2918 Model = UBBlackMkt_A6SN 2919 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2920 AnimationMode = MANUAL 2921 Flags = START_FRAME_LAST 2922 TransitionKey = UP_SNOWNIGHT 2923 ParticleSysBone = Dust01 BuildingNightSnowDust 2924 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 2925 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 2926 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 2927 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 2928 End 2929 TransitionState = DOWN_DEFAULT UP_DAY 2930 Model = UBBlackMkt_A6 2931 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2932 AnimationMode = ONCE 2933 AnimationSpeedFactorRange = 1.0 1.0 2934 Flags = START_FRAME_FIRST 2935 End 2936 TransitionState = DOWN_DEFAULT UP_NIGHT 2937 Model = UBBlackMkt_A6N 2938 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2939 AnimationMode = ONCE 2940 AnimationSpeedFactorRange = 1.0 1.0 2941 Flags = START_FRAME_FIRST 2942 End 2943 TransitionState = DOWN_DEFAULT UP_SNOW 2944 Model = UBBlackMkt_A6S 2945 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2946 AnimationMode = ONCE 2947 AnimationSpeedFactorRange = 1.0 1.0 2948 Flags = START_FRAME_FIRST 2949 End 2950 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 2951 Model = UBBlackMkt_A6SN 2952 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2953 AnimationMode = ONCE 2954 AnimationSpeedFactorRange = 1.0 1.0 2955 Flags = START_FRAME_FIRST 2956 End 2957 TransitionState = UP_DAY DOWN_DEFAULT 2958 Model = UBBlackMkt_A6 2959 Animation = UBBlackMkt_A6.UBBlackMkt_A6 2960 AnimationMode = ONCE_BACKWARDS 2961 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2962 Flags = START_FRAME_LAST 2963 End 2964 TransitionState = UP_NIGHT DOWN_DEFAULT 2965 Model = UBBlackMkt_A6N 2966 Animation = UBBlackMkt_A6N.UBBlackMkt_A6N 2967 AnimationMode = ONCE_BACKWARDS 2968 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2969 Flags = START_FRAME_LAST 2970 End 2971 TransitionState = UP_SNOW DOWN_DEFAULT 2972 Model = UBBlackMkt_A6S 2973 Animation = UBBlackMkt_A6S.UBBlackMkt_A6S 2974 AnimationMode = ONCE_BACKWARDS 2975 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2976 Flags = START_FRAME_LAST 2977 End 2978 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 2979 Model = UBBlackMkt_A6SN 2980 Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN 2981 AnimationMode = ONCE_BACKWARDS 2982 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 2983 Flags = START_FRAME_LAST 2984 End 2985 End 2986 PlacementViewAngle = -45 2987 2988 ; ***DESIGN parameters *** 2989 DisplayName = OBJECT:BlackMarket 2990 Side = GLAStealthGeneral 2991 EditorSorting = STRUCTURE 2992 Prerequisites 2993 Object = Slth_GLAPalace 2994 End 2995 BuildCost = 625 2996 BuildTime = 20.0 ; in seconds 2997 EnergyProduction = 0 2998 CommandSet = FakeGLABlackMarketCommandSet 2999 VisionRange = 200.0 ; Shroud clearing distance 3000 ShroudClearingRange = 200 3001 3002 WeaponSet 3003 Conditions = None 3004 Weapon = PRIMARY SuicideWeapon 3005 AutoChooseSources = PRIMARY None 3006 End 3007 3008 ArmorSet 3009 Conditions = None 3010 Armor = StructureArmor 3011 DamageFX = StructureDamageFXNoShake 3012 End 3013 ExperienceValue = 50 50 50 50 ; Experience point value at each level 3014 3015 ; *** AUDIO Parameters *** 3016 VoiceSelect = BlackMarketSelect 3017 SoundOnDamaged = BuildingDamagedStateLight 3018 SoundOnReallyDamaged = BuildingDestroy 3019 3020 UnitSpecificSounds 3021 UnderConstruction = UnderConstructionLoop 3022 End 3023 3024 ; *** ENGINEERING Parameters *** 3025 RadarPriority = STRUCTURE 3026 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 3027 Body = StructureBody ModuleTag_04 3028 MaxHealth = 125.0 3029 InitialHealth = 125.0 3030 3031 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3032 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3033 SubdualDamageCap = 325 3034 SubdualDamageHealRate = 500 3035 SubdualDamageHealAmount = 100 3036 End 3037 3038 Behavior = AIUpdateInterface ModuleTag_05 3039 AutoAcquireEnemiesWhenIdle = No 3040 End 3041 3042 Behavior = ProductionUpdate ModuleTag_06 3043 ; nothing 3044 End 3045 3046 Behavior = SlowDeathBehavior ModuleTag_07 3047 ExemptStatus = UNDER_CONSTRUCTION 3048 DestructionDelay = 0 3049 Weapon = FINAL FakeStructureDetonationWeapon 3050 End 3051 Behavior = DestroyDie ModuleTag_SlowDeathException 3052 RequiredStatus = UNDER_CONSTRUCTION 3053 End 3054 3055 Behavior = ReplaceObjectUpgrade ModuleTag_08 3056 ReplaceObject = Slth_GLABlackMarket 3057 TriggeredBy = Upgrade_BecomeRealGLABlackMarket 3058 End 3059 3060 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 3061 ConditionFlag = GARRISONED 3062 TriggeredBy = Upgrade_GLAFortifiedStructure 3063 End 3064 3065 Behavior = CreateObjectDie ModuleTag_09 3066 CreationList = OCL_ABPowerPlantExplode 3067 End 3068 Behavior = FXListDie ModuleTag_10 3069 DeathFX = FX_StructureSmallDeath 3070 End 3071 3072 Behavior = FlammableUpdate ModuleTag_12 3073 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3074 AflameDamageAmount = 5 ; taking this much damage... 3075 AflameDamageDelay = 500 ; this often. 3076 End 3077 3078 Behavior = TransitionDamageFX ModuleTag_13 3079 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 3080 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3081 ;--------------------------------------------------------------------------------------- 3082 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3083 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3084 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3085 End 3086 3087 Behavior = StealthUpdate ModuleStealth_09 3088 StealthDelay = 2500 ; msec 3089 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 3090 InnateStealth = No ;Requires upgrade first 3091 OrderIdleEnemiesToAttackMeUponReveal = Yes 3092 End 3093 Behavior = StealthUpgrade ModuleTag_14 3094 TriggeredBy = Upgrade_GLACamoNetting 3095 END 3096 3097 Behavior = AutoDepositUpdate ModuleTag_FakeMoney 3098 DepositTiming = 2000 ; in milliseconds 3099 DepositAmount = 20 ; cash amount to deposit every DepositTiming 3100 InitialCaptureBonus = 0 ; no initial bonus 3101 ActualMoney = No ; Display only so I look like a BlackMarket 3102 End 3103 3104 Geometry = BOX 3105 GeometryMajorRadius = 35.0 3106 GeometryMinorRadius = 35.0 3107 GeometryHeight = 35.0 3108 GeometryIsSmall = No 3109 Shadow = SHADOW_VOLUME 3110 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 3111 ShadowSizeX = 108 3112 ShadowSizeY = 96 3113 BuildCompletion = PLACED_BY_PLAYER 3114 3115 End 3116 3117 ;------------------------------------------------------------------------------ 3118 Object Slth_GLAScudStorm 3119 3120 UpgradeCameo1 = Upgrade_GLACamoNetting 3121 3122 ; *** ART Parameters *** 3123 SelectPortrait = SUScudStorm_L 3124 ButtonImage = SUScudStorm 3125 Draw = W3DModelDraw ModuleTag_01 3126 OkToChangeModelColor = Yes 3127 ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 3128 3129 ; day 3130 ConditionState = NONE ; lying around 3131 Model = UBScudStrm_A1 3132 Animation = UBScudStrm_A1.UBScudStrm_A1 3133 AnimationMode = MANUAL 3134 Flags = START_FRAME_FIRST 3135 WeaponLaunchBone = PRIMARY WeaponA 3136 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3137 TransitionKey = Trans_READY 3138 3139 ParticleSysBone = SteamM01 SteamLarge 3140 ParticleSysBone = SteamS01 SteamMedium 3141 End 3142 3143 TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up 3144 Model = UBScudStrm_A1 3145 Animation = UBScudStrm_A1.UBScudStrm_A1 3146 AnimationMode = ONCE 3147 Flags = MAINTAIN_FRAME_ACROSS_STATES 3148 WeaponLaunchBone = PRIMARY WeaponA 3149 3150 ParticleSysBone = SteamM01 SteamLarge 3151 ParticleSysBone = SteamS01 SteamMedium 3152 3153 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3154 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3155 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3156 End 3157 3158 ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot 3159 Model = UBScudStrm_A2 3160 Animation = UBScudStrm_A2.UBScudStrm_A2 3161 AnimationMode = MANUAL 3162 Flags = START_FRAME_FIRST 3163 WeaponLaunchBone = PRIMARY WeaponA 3164 TransitionKey = Trans_ATTACKING 3165 3166 ParticleSysBone = SteamM01 SteamLarge 3167 ParticleSysBone = SteamS01 SteamMedium 3168 3169 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3170 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3171 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3172 End 3173 AliasConditionState = ATTACKING FIRING_A 3174 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A 3175 3176 TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people 3177 Model = UBScudStrm_A3 3178 Animation = UBScudStrm_A3.UBScudStrm_A3 3179 AnimationMode = ONCE 3180 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3181 3182 ParticleSysBone = SteamM01 SteamVent 3183 ParticleSysBone = SteamS01 SteamVent 3184 End 3185 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 3186 Model = UBScudStrm 3187 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3188 End 3189 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 3190 Model = UBScudStrm_D 3191 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3192 End 3193 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 3194 Model = UBScudStrm_E 3195 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3196 End 3197 3198 ;------------------------------------------------------------------------------------------------------------------------- 3199 ; day 3200 ConditionState = DAMAGED 3201 Model = UBScudStrm_DA1 3202 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3203 AnimationMode = MANUAL 3204 Flags = START_FRAME_FIRST 3205 WeaponLaunchBone = PRIMARY WeaponA 3206 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3207 TransitionKey = Trans_READY_DAMAGED 3208 3209 ParticleSysBone = SteamM01 SteamLarge 3210 ParticleSysBone = SteamS01 SteamMedium 3211 End 3212 3213 TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED 3214 Model = UBScudStrm_DA1 3215 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3216 AnimationMode = ONCE 3217 Flags = MAINTAIN_FRAME_ACROSS_STATES 3218 WeaponLaunchBone = PRIMARY WeaponA 3219 3220 ParticleSysBone = SteamM01 SteamLarge 3221 ParticleSysBone = SteamS01 SteamMedium 3222 3223 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3224 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3225 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3226 End 3227 3228 ConditionState = ATTACKING DAMAGED 3229 Model = UBScudStrm_DA2 3230 Animation = UBScudStrm_DA2.UBScudStrm_DA2 3231 AnimationMode = MANUAL 3232 Flags = START_FRAME_FIRST 3233 WeaponLaunchBone = PRIMARY WeaponA 3234 TransitionKey = Trans_ATTACKING_DAMAGED 3235 3236 ParticleSysBone = SteamM01 SteamLarge 3237 ParticleSysBone = SteamS01 SteamMedium 3238 3239 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3240 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3241 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3242 End 3243 AliasConditionState = ATTACKING FIRING_A DAMAGED 3244 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED 3245 3246 TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED 3247 Model = UBScudStrm_DA3 3248 Animation = UBScudStrm_DA3.UBScudStrm_DA3 3249 AnimationMode = ONCE 3250 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3251 3252 ParticleSysBone = SteamM01 SteamVent 3253 ParticleSysBone = SteamS01 SteamVent 3254 End 3255 3256 ;------------------------------------------------------------------------------------------------------------------------- 3257 ConditionState = REALLYDAMAGED RUBBLE 3258 Model = UBScudStrm_EA1 3259 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3260 AnimationMode = MANUAL 3261 Flags = START_FRAME_FIRST 3262 WeaponLaunchBone = PRIMARY WeaponA 3263 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3264 TransitionKey = Trans_READY_REALLYDAMAGED 3265 3266 ParticleSysBone = SteamM01 SteamLarge 3267 ParticleSysBone = SteamS01 SteamMedium 3268 End 3269 3270 TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED 3271 Model = UBScudStrm_EA1 3272 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3273 AnimationMode = ONCE 3274 Flags = MAINTAIN_FRAME_ACROSS_STATES 3275 WeaponLaunchBone = PRIMARY WeaponA 3276 3277 ParticleSysBone = SteamM01 SteamLarge 3278 ParticleSysBone = SteamS01 SteamMedium 3279 3280 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3281 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3282 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3283 End 3284 3285 ConditionState = ATTACKING REALLYDAMAGED RUBBLE 3286 Model = UBScudStrm_EA2 3287 Animation = UBScudStrm_EA2.UBScudStrm_EA2 3288 AnimationMode = MANUAL 3289 Flags = START_FRAME_FIRST 3290 WeaponLaunchBone = PRIMARY WeaponA 3291 TransitionKey = Trans_ATTACKING_REALLYDAMAGED 3292 3293 ParticleSysBone = SteamM01 SteamLarge 3294 ParticleSysBone = SteamS01 SteamMedium 3295 3296 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3297 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3298 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3299 End 3300 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE 3301 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE 3302 3303 TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED 3304 Model = UBScudStrm_EA3 3305 Animation = UBScudStrm_EA3.UBScudStrm_EA3 3306 AnimationMode = ONCE 3307 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3308 3309 ParticleSysBone = SteamM01 SteamVent 3310 ParticleSysBone = SteamS01 SteamVent 3311 End 3312 3313 ;------------------------------------------------------------------------------------------------------------------------- 3314 ; SNOW 3315 ConditionState = SNOW ; from underground to lying around 3316 Model = UBScudStrm_A1S 3317 Animation = UBScudStrm_A1S.UBScudStrm_A1S 3318 AnimationMode = MANUAL 3319 Flags = START_FRAME_FIRST 3320 WeaponLaunchBone = PRIMARY WeaponA 3321 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3322 TransitionKey = Trans_READY_SNOW 3323 3324 ParticleSysBone = SteamM01 SteamLarge 3325 ParticleSysBone = SteamS01 SteamMedium 3326 End 3327 3328 TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW 3329 Model = UBScudStrm_A1S 3330 Animation = UBScudStrm_A1S.UBScudStrm_A1S 3331 AnimationMode = ONCE 3332 Flags = MAINTAIN_FRAME_ACROSS_STATES 3333 WeaponLaunchBone = PRIMARY WeaponA 3334 3335 ParticleSysBone = SteamM01 SteamLarge 3336 ParticleSysBone = SteamS01 SteamMedium 3337 3338 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3339 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3340 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3341 End 3342 3343 ConditionState = ATTACKING SNOW ; Projectile feedback code selectively hiding missiles as they shoot 3344 Model = UBScudStrm_A2S 3345 Animation = UBScudStrm_A2S.UBScudStrm_A2S 3346 AnimationMode = MANUAL 3347 Flags = START_FRAME_FIRST 3348 WeaponLaunchBone = PRIMARY WeaponA 3349 TransitionKey = Trans_ATTACKING_SNOW 3350 3351 ParticleSysBone = SteamM01 SteamLarge 3352 ParticleSysBone = SteamS01 SteamMedium 3353 3354 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3355 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3356 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3357 End 3358 AliasConditionState = ATTACKING FIRING_A SNOW 3359 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A SNOW 3360 3361 TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground 3362 Model = UBScudStrm_A3S 3363 Animation = UBScudStrm_A3S.UBScudStrm_A3S 3364 AnimationMode = ONCE 3365 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3366 3367 ParticleSysBone = SteamM01 SteamVent 3368 ParticleSysBone = SteamS01 SteamVent 3369 End 3370 3371 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 3372 Model = UBScudStrm 3373 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3374 End 3375 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 3376 Model = UBScudStrm_D 3377 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3378 End 3379 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 3380 Model = UBScudStrm_E 3381 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3382 End 3383 3384 ;------------------------------------------------------------------------------------------------------------------------- 3385 ConditionState = DAMAGED SNOW 3386 Model = UBScudStrm_DA1 3387 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3388 AnimationMode = MANUAL 3389 Flags = START_FRAME_FIRST 3390 WeaponLaunchBone = PRIMARY WeaponA 3391 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3392 TransitionKey = Trans_READY_DAMAGED_SNOW 3393 3394 ParticleSysBone = SteamM01 SteamLarge 3395 ParticleSysBone = SteamS01 SteamMedium 3396 End 3397 3398 TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW 3399 Model = UBScudStrm_DA1 3400 Animation = UBScudStrm_DA1.UBScudStrm_DA1 3401 AnimationMode = ONCE 3402 Flags = MAINTAIN_FRAME_ACROSS_STATES 3403 WeaponLaunchBone = PRIMARY WeaponA 3404 3405 ParticleSysBone = SteamM01 SteamLarge 3406 ParticleSysBone = SteamS01 SteamMedium 3407 3408 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3409 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3410 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3411 End 3412 3413 ConditionState = ATTACKING DAMAGED SNOW 3414 Model = UBScudStrm_DA2 3415 Animation = UBScudStrm_DA2.UBScudStrm_DA2 3416 AnimationMode = MANUAL 3417 Flags = START_FRAME_FIRST 3418 WeaponLaunchBone = PRIMARY WeaponA 3419 TransitionKey = Trans_ATTACKING_DAMAGED_SNOW 3420 3421 ParticleSysBone = SteamM01 SteamLarge 3422 ParticleSysBone = SteamS01 SteamMedium 3423 3424 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3425 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3426 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3427 End 3428 AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW 3429 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW 3430 3431 TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW 3432 Model = UBScudStrm_DA3 3433 Animation = UBScudStrm_DA3.UBScudStrm_DA3 3434 AnimationMode = ONCE 3435 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3436 3437 ParticleSysBone = SteamM01 SteamVent 3438 ParticleSysBone = SteamS01 SteamVent 3439 End 3440 3441 ;------------------------------------------------------------------------------------------------------------------------- 3442 3443 ConditionState = REALLYDAMAGED RUBBLE SNOW 3444 Model = UBScudStrm_EA1 3445 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3446 AnimationMode = MANUAL 3447 Flags = START_FRAME_FIRST 3448 WeaponLaunchBone = PRIMARY WeaponA 3449 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3450 TransitionKey = Trans_READY_REALLYDAMAGED_SNOW 3451 3452 ParticleSysBone = SteamM01 SteamLarge 3453 ParticleSysBone = SteamS01 SteamMedium 3454 End 3455 3456 TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW 3457 Model = UBScudStrm_EA1 3458 Animation = UBScudStrm_EA1.UBScudStrm_EA1 3459 AnimationMode = ONCE 3460 Flags = MAINTAIN_FRAME_ACROSS_STATES 3461 WeaponLaunchBone = PRIMARY WeaponA 3462 3463 ParticleSysBone = SteamM01 SteamLarge 3464 ParticleSysBone = SteamS01 SteamMedium 3465 3466 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3467 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3468 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3469 End 3470 3471 3472 ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW 3473 Model = UBScudStrm_EA2 3474 Animation = UBScudStrm_EA2.UBScudStrm_EA2 3475 AnimationMode = MANUAL 3476 Flags = START_FRAME_FIRST 3477 WeaponLaunchBone = PRIMARY WeaponA 3478 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW 3479 3480 ParticleSysBone = SteamM01 SteamLarge 3481 ParticleSysBone = SteamS01 SteamMedium 3482 3483 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3484 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3485 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3486 End 3487 AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW 3488 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW 3489 3490 TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW 3491 Model = UBScudStrm_EA3 3492 Animation = UBScudStrm_EA3.UBScudStrm_EA3 3493 AnimationMode = ONCE 3494 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3495 3496 ParticleSysBone = SteamM01 SteamVent 3497 ParticleSysBone = SteamS01 SteamVent 3498 End 3499 3500 ;------------------------------------------------------------------------------------------------------------------------- 3501 ; NIGHT 3502 ConditionState = NIGHT ; from underground to lying around 3503 Model = UBScudStrm_A1 3504 Animation = UBScudStrm_A1.UBScudStrm_A1 3505 AnimationMode = MANUAL 3506 Flags = START_FRAME_FIRST 3507 WeaponLaunchBone = PRIMARY WeaponA 3508 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3509 TransitionKey = Trans_READY_NIGHT 3510 3511 ParticleSysBone = SteamM01 SteamLarge 3512 ParticleSysBone = SteamS01 SteamMedium 3513 End 3514 3515 TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT 3516 Model = UBScudStrm_A1 3517 Animation = UBScudStrm_A1.UBScudStrm_A1 3518 AnimationMode = ONCE 3519 Flags = MAINTAIN_FRAME_ACROSS_STATES 3520 WeaponLaunchBone = PRIMARY WeaponA 3521 3522 ParticleSysBone = SteamM01 SteamLarge 3523 ParticleSysBone = SteamS01 SteamMedium 3524 3525 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3526 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3527 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3528 End 3529 3530 ConditionState = ATTACKING NIGHT ; Projectile feedback code selectively hiding missiles as they shoot 3531 Model = UBScudStrm_A2 3532 Animation = UBScudStrm_A2.UBScudStrm_A2 3533 AnimationMode = MANUAL 3534 Flags = START_FRAME_FIRST 3535 WeaponLaunchBone = PRIMARY WeaponA 3536 TransitionKey = Trans_ATTACKING_NIGHT 3537 3538 ParticleSysBone = SteamM01 SteamLarge 3539 ParticleSysBone = SteamS01 SteamMedium 3540 3541 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3542 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3543 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3544 End 3545 AliasConditionState = ATTACKING FIRING_A NIGHT 3546 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT 3547 3548 TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground 3549 Model = UBScudStrm_A3 3550 Animation = UBScudStrm_A3.UBScudStrm_A3 3551 AnimationMode = ONCE 3552 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3553 3554 ParticleSysBone = SteamM01 SteamVent 3555 ParticleSysBone = SteamS01 SteamVent 3556 End 3557 3558 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 3559 Model = UBScudStrm 3560 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3561 End 3562 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 3563 Model = UBScudStrm_D 3564 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3565 End 3566 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 3567 Model = UBScudStrm_E 3568 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3569 End 3570 3571 ;------------------------------------------------------------------------------------------------------------------------- 3572 ConditionState = DAMAGED NIGHT 3573 Model = UBScudStrm_DA1N 3574 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3575 AnimationMode = MANUAL 3576 Flags = START_FRAME_FIRST 3577 WeaponLaunchBone = PRIMARY WeaponA 3578 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3579 TransitionKey = Trans_READY_DAMAGED_NIGHT 3580 3581 ParticleSysBone = SteamM01 SteamLarge 3582 ParticleSysBone = SteamS01 SteamMedium 3583 End 3584 3585 TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT 3586 Model = UBScudStrm_DA1N 3587 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3588 AnimationMode = ONCE 3589 Flags = MAINTAIN_FRAME_ACROSS_STATES 3590 WeaponLaunchBone = PRIMARY WeaponA 3591 3592 ParticleSysBone = SteamM01 SteamLarge 3593 ParticleSysBone = SteamS01 SteamMedium 3594 3595 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3596 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3597 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3598 End 3599 3600 ConditionState = ATTACKING DAMAGED NIGHT 3601 Model = UBScudStrm_DA2N 3602 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 3603 AnimationMode = MANUAL 3604 Flags = START_FRAME_FIRST 3605 WeaponLaunchBone = PRIMARY WeaponA 3606 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT 3607 3608 ParticleSysBone = SteamM01 SteamLarge 3609 ParticleSysBone = SteamS01 SteamMedium 3610 3611 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3612 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3613 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3614 End 3615 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED 3616 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED 3617 3618 TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT 3619 Model = UBScudStrm_DA3N 3620 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 3621 AnimationMode = ONCE 3622 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3623 3624 ParticleSysBone = SteamM01 SteamVent 3625 ParticleSysBone = SteamS01 SteamVent 3626 End 3627 3628 ;------------------------------------------------------------------------------------------------------------------------- 3629 3630 ConditionState = REALLYDAMAGED RUBBLE NIGHT 3631 Model = UBScudStrm_EA1N 3632 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3633 AnimationMode = MANUAL 3634 Flags = START_FRAME_FIRST 3635 WeaponLaunchBone = PRIMARY WeaponA 3636 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3637 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT 3638 3639 ParticleSysBone = SteamM01 SteamLarge 3640 ParticleSysBone = SteamS01 SteamMedium 3641 End 3642 3643 TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT 3644 Model = UBScudStrm_EA1N 3645 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3646 AnimationMode = ONCE 3647 Flags = MAINTAIN_FRAME_ACROSS_STATES 3648 WeaponLaunchBone = PRIMARY WeaponA 3649 3650 ParticleSysBone = SteamM01 SteamLarge 3651 ParticleSysBone = SteamS01 SteamMedium 3652 3653 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3654 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3655 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3656 End 3657 3658 3659 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT 3660 Model = UBScudStrm_EA2N 3661 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 3662 AnimationMode = MANUAL 3663 Flags = START_FRAME_FIRST 3664 WeaponLaunchBone = PRIMARY WeaponA 3665 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT 3666 3667 ParticleSysBone = SteamM01 SteamLarge 3668 ParticleSysBone = SteamS01 SteamMedium 3669 3670 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3671 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3672 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3673 End 3674 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE 3675 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE 3676 3677 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT 3678 Model = UBScudStrm_EA3N 3679 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 3680 AnimationMode = ONCE 3681 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3682 3683 ParticleSysBone = SteamM01 SteamVent 3684 ParticleSysBone = SteamS01 SteamVent 3685 End 3686 3687 ;------------------------------------------------------------------------------------------------------------------------- 3688 ; NIGHT SNOW 3689 ConditionState = NIGHT SNOW ; from underground to lying around 3690 Model = UBScudStrm_A1NS 3691 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 3692 AnimationMode = MANUAL 3693 Flags = START_FRAME_FIRST 3694 WeaponLaunchBone = PRIMARY WeaponA 3695 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3696 TransitionKey = Trans_READY_NIGHTSNOW 3697 3698 ParticleSysBone = SteamM01 SteamLarge 3699 ParticleSysBone = SteamS01 SteamMedium 3700 End 3701 3702 TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW 3703 Model = UBScudStrm_A1NS 3704 Animation = UBScudStrm_A1NS.UBScudStrm_A1NS 3705 AnimationMode = ONCE 3706 Flags = MAINTAIN_FRAME_ACROSS_STATES 3707 WeaponLaunchBone = PRIMARY WeaponA 3708 3709 ParticleSysBone = SteamM01 SteamLarge 3710 ParticleSysBone = SteamS01 SteamMedium 3711 3712 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3713 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3714 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3715 End 3716 3717 ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot 3718 Model = UBScudStrm_A2NS 3719 Animation = UBScudStrm_A2NS.UBScudStrm_A2NS 3720 AnimationMode = MANUAL 3721 Flags = START_FRAME_FIRST 3722 WeaponLaunchBone = PRIMARY WeaponA 3723 TransitionKey = Trans_ATTACKING_NIGHTSNOW 3724 3725 ParticleSysBone = SteamM01 SteamLarge 3726 ParticleSysBone = SteamS01 SteamMedium 3727 3728 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3729 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3730 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3731 End 3732 AliasConditionState = ATTACKING FIRING_A NIGHT SNOW 3733 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW 3734 3735 TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground 3736 Model = UBScudStrm_A3NS 3737 Animation = UBScudStrm_A3NS.UBScudStrm_A3NS 3738 AnimationMode = ONCE 3739 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3740 3741 ParticleSysBone = SteamM01 SteamVent 3742 ParticleSysBone = SteamS01 SteamVent 3743 End 3744 3745 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 3746 Model = UBScudStrm 3747 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3748 End 3749 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 3750 Model = UBScudStrm_D 3751 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3752 End 3753 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 3754 Model = UBScudStrm_E 3755 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 3756 End 3757 3758 ;------------------------------------------------------------------------------------------------------------------------- 3759 ConditionState = DAMAGED NIGHT SNOW 3760 Model = UBScudStrm_DA1N 3761 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3762 AnimationMode = MANUAL 3763 Flags = START_FRAME_FIRST 3764 WeaponLaunchBone = PRIMARY WeaponA 3765 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3766 TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW 3767 3768 ParticleSysBone = SteamM01 SteamLarge 3769 ParticleSysBone = SteamS01 SteamMedium 3770 End 3771 3772 TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW 3773 Model = UBScudStrm_DA1N 3774 Animation = UBScudStrm_DA1N.UBScudStrm_DA1N 3775 AnimationMode = ONCE 3776 Flags = MAINTAIN_FRAME_ACROSS_STATES 3777 WeaponLaunchBone = PRIMARY WeaponA 3778 3779 ParticleSysBone = SteamM01 SteamLarge 3780 ParticleSysBone = SteamS01 SteamMedium 3781 3782 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3783 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3784 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3785 End 3786 3787 ConditionState = ATTACKING DAMAGED NIGHT SNOW 3788 Model = UBScudStrm_DA2N 3789 Animation = UBScudStrm_DA2N.UBScudStrm_DA2N 3790 AnimationMode = MANUAL 3791 Flags = START_FRAME_FIRST 3792 WeaponLaunchBone = PRIMARY WeaponA 3793 TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW 3794 3795 ParticleSysBone = SteamM01 SteamLarge 3796 ParticleSysBone = SteamS01 SteamMedium 3797 3798 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3799 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3800 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3801 End 3802 AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW 3803 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW 3804 3805 TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW 3806 Model = UBScudStrm_DA3N 3807 Animation = UBScudStrm_DA3N.UBScudStrm_DA3N 3808 AnimationMode = ONCE 3809 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3810 3811 ParticleSysBone = SteamM01 SteamVent 3812 ParticleSysBone = SteamS01 SteamVent 3813 End 3814 3815 ;------------------------------------------------------------------------------------------------------------------------- 3816 3817 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 3818 Model = UBScudStrm_EA1N 3819 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3820 AnimationMode = MANUAL 3821 Flags = START_FRAME_FIRST 3822 WeaponLaunchBone = PRIMARY WeaponA 3823 ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 3824 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW 3825 3826 ParticleSysBone = SteamM01 SteamLarge 3827 ParticleSysBone = SteamS01 SteamMedium 3828 End 3829 3830 TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 3831 Model = UBScudStrm_EA1N 3832 Animation = UBScudStrm_EA1N.UBScudStrm_EA1N 3833 AnimationMode = ONCE 3834 Flags = MAINTAIN_FRAME_ACROSS_STATES 3835 WeaponLaunchBone = PRIMARY WeaponA 3836 3837 ParticleSysBone = SteamM01 SteamLarge 3838 ParticleSysBone = SteamS01 SteamMedium 3839 3840 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3841 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3842 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3843 End 3844 3845 3846 ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW 3847 Model = UBScudStrm_EA2N 3848 Animation = UBScudStrm_EA2N.UBScudStrm_EA2N 3849 AnimationMode = MANUAL 3850 Flags = START_FRAME_FIRST 3851 WeaponLaunchBone = PRIMARY WeaponA 3852 TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW 3853 3854 ParticleSysBone = SteamM01 SteamLarge 3855 ParticleSysBone = SteamS01 SteamMedium 3856 3857 ParticleSysBone = FXBone01 ScudStormBuildingGoo 3858 ParticleSysBone = FXBone02 ScudStormBuildingGoo 3859 ParticleSysBone = FXBone03 ScudStormBuildingGoo 3860 End 3861 AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW 3862 AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW 3863 3864 TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW 3865 Model = UBScudStrm_EA3N 3866 Animation = UBScudStrm_EA3N.UBScudStrm_EA3N 3867 AnimationMode = ONCE 3868 Flags = MAINTAIN_FRAME_ACROSS_STATES2 3869 3870 ParticleSysBone = SteamM01 SteamVent 3871 ParticleSysBone = SteamS01 SteamVent 3872 End 3873 3874 3875 ConditionState = SOLD 3876 Model = NONE 3877 End 3878 AliasConditionState = SOLD DAMAGED 3879 AliasConditionState = SOLD REALLYDAMAGED 3880 AliasConditionState = SOLD SNOW 3881 AliasConditionState = SOLD DAMAGED SNOW 3882 AliasConditionState = SOLD REALLYDAMAGED SNOW 3883 AliasConditionState = SOLD NIGHT 3884 AliasConditionState = SOLD DAMAGED NIGHT 3885 AliasConditionState = SOLD REALLYDAMAGED NIGHT 3886 AliasConditionState = SOLD NIGHT SNOW 3887 AliasConditionState = SOLD DAMAGED NIGHT SNOW 3888 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 3889 End 3890 3891 ;------------------------------------------------------------------------------------------------------------------------- 3892 ;------------------------------------------------------------------------------------------------------------------------- 3893 ;------------------------------------------------------------------------------------------------------------------------- 3894 Draw = W3DModelDraw ModuleTag_02 3895 OkToChangeModelColor = Yes 3896 3897 ConditionState = None 3898 Model = UBScudStrm_A5 3899 Animation = UBScudStrm_A5.UBScudStrm_A5 3900 AnimationMode = MANUAL 3901 Flags = START_FRAME_FIRST 3902 End 3903 3904 ConditionState = SOLD 3905 Model = NONE 3906 End 3907 ConditionState = SOLD SNOW 3908 Model = NONE 3909 End 3910 ConditionState = SOLD NIGHT 3911 Model = NONE 3912 End 3913 ConditionState = SOLD NIGHT SNOW 3914 Model = NONE 3915 End 3916 3917 ConditionState = PREATTACK_A ATTACKING 3918 Model = UBScudStrm_A5 3919 Animation = UBScudStrm_A5.UBScudStrm_A5 3920 AnimationMode = LOOP 3921 Flags = START_FRAME_FIRST 3922 End 3923 3924 ConditionState = ATTACKING 3925 Model = UBScudStrm_A5 3926 Animation = UBScudStrm_A5.UBScudStrm_A5 3927 AnimationMode = LOOP 3928 Flags = START_FRAME_FIRST 3929 End 3930 3931 ;These assets are missing (KM: removed to get rid of assert) 3932 ;ConditionState = DAMAGED 3933 ; Model = UBScudStrm_DA5 3934 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 3935 ; AnimationMode = MANUAL 3936 ; Flags = START_FRAME_FIRST 3937 ;End 3938 3939 ;These assets are missing (KM: removed to get rid of assert) 3940 ;ConditionState = PREATTACK_A ATTACKING DAMAGED 3941 ; Model = UBScudStrm_DA5 3942 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 3943 ; AnimationMode = LOOP 3944 ; Flags = START_FRAME_FIRST 3945 ;End 3946 3947 ;These assets are missing (KM: removed to get rid of assert) 3948 ;ConditionState = ATTACKING DAMAGED 3949 ; Model = UBScudStrm_DA5 3950 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 3951 ; AnimationMode = LOOP 3952 ; Flags = START_FRAME_FIRST 3953 ;End 3954 3955 ;These assets are missing (KM: removed to get rid of assert) 3956 ;ConditionState = REALLYDAMAGED 3957 ; Model = UBScudStrm_EA5 3958 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 3959 ; AnimationMode = MANUAL 3960 ; Flags = START_FRAME_FIRST 3961 ;End 3962 3963 ;These assets are missing (KM: removed to get rid of assert) 3964 ;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED 3965 ; Model = UBScudStrm_EA5 3966 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 3967 ; AnimationMode = LOOP 3968 ; Flags = START_FRAME_FIRST 3969 ;End 3970 3971 ;These assets are missing (KM: removed to get rid of assert) 3972 ;ConditionState = ATTACKING REALLYDAMAGED 3973 ; Model = UBScudStrm_EA5 3974 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 3975 ; AnimationMode = LOOP 3976 ; Flags = START_FRAME_FIRST 3977 ;End 3978 3979 End 3980 3981 Draw = W3DModelDraw ModuleTag_03 3982 OkToChangeModelColor = Yes 3983 3984 ConditionState = None 3985 Model = UBScudStrm_A6 3986 Animation = UBScudStrm_A6.UBScudStrm_A6 3987 AnimationMode = LOOP 3988 Flags = MAINTAIN_FRAME_ACROSS_STATES 3989 End 3990 3991 ConditionState = DAMAGED 3992 Model = UBScudStrm_DA6 3993 Animation = UBScudStrm_DA6.UBScudStrm_DA6 3994 AnimationMode = LOOP 3995 Flags = MAINTAIN_FRAME_ACROSS_STATES 3996 End 3997 3998 ConditionState = REALLYDAMAGED RUBBLE 3999 Model = UBScudStrm_EA6 4000 Animation = UBScudStrm_EA6.UBScudStrm_EA6 4001 AnimationMode = LOOP 4002 Flags = MAINTAIN_FRAME_ACROSS_STATES 4003 End 4004 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4005 Model = UBScudStrm_A6 4006 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4007 End 4008 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4009 4010 Model = UBScudStrm_DA6 4011 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4012 End 4013 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 4014 Model = UBScudStrm_EA6 4015 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4016 End 4017 4018 ConditionState = SOLD 4019 Model = NONE 4020 End 4021 ConditionState = SOLD SNOW 4022 Model = NONE 4023 End 4024 ConditionState = SOLD NIGHT 4025 Model = NONE 4026 End 4027 ConditionState = SOLD NIGHT SNOW 4028 Model = NONE 4029 End 4030 4031 End 4032 4033 Draw = W3DModelDraw ModuleTag_04 4034 OkToChangeModelColor = Yes 4035 4036 ConditionState = None 4037 Model = UBScudStrm_F 4038 Animation = UBScudStrm_F.UBScudStrm_F 4039 AnimationMode = LOOP 4040 Flags = MAINTAIN_FRAME_ACROSS_STATES 4041 End 4042 4043 ConditionState = DAMAGED 4044 Model = UBScudStrm_DF 4045 Animation = UBScudStrm_DF.UBScudStrm_DF 4046 AnimationMode = LOOP 4047 Flags = MAINTAIN_FRAME_ACROSS_STATES 4048 End 4049 4050 ConditionState = REALLYDAMAGED RUBBLE 4051 Model = UBScudStrm_EF 4052 Animation = UBScudStrm_EF.UBScudStrm_EF 4053 AnimationMode = LOOP 4054 Flags = MAINTAIN_FRAME_ACROSS_STATES 4055 End 4056 4057 ConditionState = SOLD 4058 Model = NONE 4059 End 4060 AliasConditionState = SOLD DAMAGED 4061 AliasConditionState = SOLD REALLYDAMAGED 4062 AliasConditionState = SOLD SNOW 4063 AliasConditionState = SOLD DAMAGED SNOW 4064 AliasConditionState = SOLD REALLYDAMAGED SNOW 4065 AliasConditionState = SOLD NIGHT 4066 AliasConditionState = SOLD DAMAGED NIGHT 4067 AliasConditionState = SOLD REALLYDAMAGED NIGHT 4068 AliasConditionState = SOLD NIGHT SNOW 4069 AliasConditionState = SOLD DAMAGED NIGHT SNOW 4070 AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW 4071 End 4072 4073 ; ------------ construction-zone fence ----------------- 4074 Draw = W3DModelDraw ModuleTag_05 4075 AnimationsRequirePower = No 4076 DefaultConditionState 4077 Model = None 4078 TransitionKey = DOWN_DEFAULT 4079 End 4080 ConditionState = NIGHT 4081 Model = None 4082 TransitionKey = DOWN_DEFAULT 4083 End 4084 ConditionState = SNOW 4085 Model = None 4086 TransitionKey = DOWN_DEFAULT 4087 End 4088 ConditionState = SNOW NIGHT 4089 Model = None 4090 TransitionKey = DOWN_DEFAULT 4091 End 4092 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4093 Model = UBScudStrm_AB 4094 Animation = UBScudStrm_AB.UBScudStrm_AB 4095 AnimationMode = MANUAL 4096 Flags = START_FRAME_LAST 4097 TransitionKey = UP_DAY 4098 End 4099 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4100 Model = UBScudStrm_ABN 4101 Animation = UBScudStrm_ABN.UBScudStrm_ABN 4102 AnimationMode = MANUAL 4103 Flags = START_FRAME_LAST 4104 TransitionKey = UP_NIGHT 4105 End 4106 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4107 Model = UBScudStrm_ABS 4108 Animation = UBScudStrm_ABS.UBScudStrm_ABS 4109 AnimationMode = MANUAL 4110 Flags = START_FRAME_LAST 4111 TransitionKey = UP_SNOW 4112 End 4113 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4114 Model = UBScudStrm_ABSN 4115 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 4116 AnimationMode = MANUAL 4117 Flags = START_FRAME_LAST 4118 TransitionKey = UP_SNOWNIGHT 4119 End 4120 TransitionState = DOWN_DEFAULT UP_DAY 4121 Model = UBScudStrm_AB 4122 Animation = UBScudStrm_AB.UBScudStrm_AB 4123 AnimationMode = ONCE 4124 AnimationSpeedFactorRange = 1.0 1.0 4125 Flags = START_FRAME_FIRST 4126 End 4127 TransitionState = DOWN_DEFAULT UP_NIGHT 4128 Model = UBScudStrm_ABN 4129 Animation = UBScudStrm_ABN.UBScudStrm_ABN 4130 AnimationMode = ONCE 4131 AnimationSpeedFactorRange = 1.0 1.0 4132 Flags = START_FRAME_FIRST 4133 End 4134 TransitionState = DOWN_DEFAULT UP_SNOW 4135 Model = UBScudStrm_ABS 4136 Animation = UBScudStrm_ABS.UBScudStrm_ABS 4137 AnimationMode = ONCE 4138 AnimationSpeedFactorRange = 1.0 1.0 4139 Flags = START_FRAME_FIRST 4140 End 4141 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4142 Model = UBScudStrm_ABSN 4143 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 4144 AnimationMode = ONCE 4145 AnimationSpeedFactorRange = 1.0 1.0 4146 Flags = START_FRAME_FIRST 4147 End 4148 TransitionState = UP_DAY DOWN_DEFAULT 4149 Model = UBScudStrm_AB 4150 Animation = UBScudStrm_AB.UBScudStrm_AB 4151 AnimationMode = ONCE_BACKWARDS 4152 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4153 Flags = START_FRAME_LAST 4154 End 4155 TransitionState = UP_NIGHT DOWN_DEFAULT 4156 Model = UBScudStrm_ABN 4157 Animation = UBScudStrm_ABN.UBScudStrm_ABN 4158 AnimationMode = ONCE_BACKWARDS 4159 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4160 Flags = START_FRAME_LAST 4161 End 4162 TransitionState = UP_SNOW DOWN_DEFAULT 4163 Model = UBScudStrm_ABS 4164 Animation = UBScudStrm_ABS.UBScudStrm_ABS 4165 AnimationMode = ONCE_BACKWARDS 4166 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4167 Flags = START_FRAME_LAST 4168 End 4169 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4170 Model = UBScudStrm_ABSN 4171 Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 4172 AnimationMode = ONCE_BACKWARDS 4173 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4174 Flags = START_FRAME_LAST 4175 End 4176 End 4177 4178 ; ------------ under-construction scaffolding ----------------- 4179 Draw = W3DModelDraw ModuleTag_06 4180 AnimationsRequirePower = No 4181 MinLODRequired = MEDIUM 4182 DefaultConditionState 4183 Model = None 4184 TransitionKey = DOWN_DEFAULT 4185 End 4186 ConditionState = NIGHT 4187 Model = None 4188 TransitionKey = DOWN_DEFAULT 4189 End 4190 ConditionState = SNOW 4191 Model = None 4192 TransitionKey = DOWN_DEFAULT 4193 End 4194 ConditionState = SNOW NIGHT 4195 Model = None 4196 TransitionKey = DOWN_DEFAULT 4197 End 4198 ConditionState = PARTIALLY_CONSTRUCTED 4199 Model = UBScudStrm_AC 4200 Animation = UBScudStrm_AC.UBScudStrm_AC 4201 AnimationMode = MANUAL 4202 Flags = START_FRAME_LAST 4203 TransitionKey = UP_DAY 4204 ParticleSysBone = Dust01 BuildingDust 4205 ParticleSysBone = Smoke01 BuildUpSmoke 4206 ParticleSysBone = Smoke02 BuildUpSmoke 4207 ParticleSysBone = Smoke03 BuildUpSmoke 4208 ParticleSysBone = Smoke04 BuildUpSmoke 4209 End 4210 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 4211 Model = UBScudStrm_ACN 4212 Animation = UBScudStrm_ACN.UBScudStrm_ACN 4213 AnimationMode = MANUAL 4214 Flags = START_FRAME_LAST 4215 TransitionKey = UP_NIGHT 4216 ParticleSysBone = Dust01 BuildingDust 4217 ParticleSysBone = Smoke01 BuildUpSmoke 4218 ParticleSysBone = Smoke02 BuildUpSmoke 4219 ParticleSysBone = Smoke03 BuildUpSmoke 4220 ParticleSysBone = Smoke04 BuildUpSmoke 4221 End 4222 ConditionState = SNOW PARTIALLY_CONSTRUCTED 4223 Model = UBScudStrm_ACS 4224 Animation = UBScudStrm_ACS.UBScudStrm_ACS 4225 AnimationMode = MANUAL 4226 Flags = START_FRAME_LAST 4227 TransitionKey = UP_SNOW 4228 ParticleSysBone = Dust01 BuildingSnowDust 4229 ParticleSysBone = Smoke01 BuildUpSnowSmoke 4230 ParticleSysBone = Smoke02 BuildUpSnowSmoke 4231 ParticleSysBone = Smoke03 BuildUpSnowSmoke 4232 ParticleSysBone = Smoke04 BuildUpSnowSmoke 4233 End 4234 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 4235 Model = UBScudStrm_ACSN 4236 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 4237 AnimationMode = MANUAL 4238 Flags = START_FRAME_LAST 4239 TransitionKey = UP_SNOWNIGHT 4240 ParticleSysBone = Dust01 BuildingNightSnowDust 4241 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 4242 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 4243 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 4244 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 4245 End 4246 TransitionState = DOWN_DEFAULT UP_DAY 4247 Model = UBScudStrm_AC 4248 Animation = UBScudStrm_AC.UBScudStrm_AC 4249 AnimationMode = ONCE 4250 AnimationSpeedFactorRange = 1.0 1.0 4251 Flags = START_FRAME_FIRST 4252 End 4253 TransitionState = DOWN_DEFAULT UP_NIGHT 4254 Model = UBScudStrm_ACN 4255 Animation = UBScudStrm_ACN.UBScudStrm_ACN 4256 AnimationMode = ONCE 4257 AnimationSpeedFactorRange = 1.0 1.0 4258 Flags = START_FRAME_FIRST 4259 End 4260 TransitionState = DOWN_DEFAULT UP_SNOW 4261 Model = UBScudStrm_ACS 4262 Animation = UBScudStrm_ACS.UBScudStrm_ACS 4263 AnimationMode = ONCE 4264 AnimationSpeedFactorRange = 1.0 1.0 4265 Flags = START_FRAME_FIRST 4266 End 4267 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4268 Model = UBScudStrm_ACSN 4269 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 4270 AnimationMode = ONCE 4271 AnimationSpeedFactorRange = 1.0 1.0 4272 Flags = START_FRAME_FIRST 4273 End 4274 TransitionState = UP_DAY DOWN_DEFAULT 4275 Model = UBScudStrm_AC 4276 Animation = UBScudStrm_AC.UBScudStrm_AC 4277 AnimationMode = ONCE_BACKWARDS 4278 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4279 Flags = START_FRAME_LAST 4280 End 4281 TransitionState = UP_NIGHT DOWN_DEFAULT 4282 Model = UBScudStrm_ACN 4283 Animation = UBScudStrm_ACN.UBScudStrm_ACN 4284 AnimationMode = ONCE_BACKWARDS 4285 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4286 Flags = START_FRAME_LAST 4287 End 4288 TransitionState = UP_SNOW DOWN_DEFAULT 4289 Model = UBScudStrm_ACS 4290 Animation = UBScudStrm_ACS.UBScudStrm_ACS 4291 AnimationMode = ONCE_BACKWARDS 4292 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4293 Flags = START_FRAME_LAST 4294 End 4295 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4296 Model = UBScudStrm_ACSN 4297 Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 4298 AnimationMode = ONCE_BACKWARDS 4299 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4300 Flags = START_FRAME_LAST 4301 End 4302 End 4303 4304 PlacementViewAngle = -45 4305 4306 ; ***DESIGN parameters *** 4307 DisplayName = OBJECT:ScudStorm 4308 Side = GLAStealthGeneral 4309 EditorSorting = STRUCTURE 4310 Prerequisites 4311 Object = Slth_GLAPalace 4312 End 4313 BuildCost = 5000 4314 BuildTime = 60.0 ; in seconds 4315 EnergyProduction = 0 4316 CommandSet = Slth_GLAScudStormCommandSet 4317 VisionRange = 200.0 ; Shroud clearing distance 4318 ShroudClearingRange = 200 4319 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. 4320 ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! 4321 WeaponSet 4322 Conditions = None 4323 Weapon = PRIMARY ScudStormWeapon 4324 AutoChooseSources = PRIMARY NONE 4325 End 4326 ArmorSet 4327 Conditions = None 4328 Armor = StructureArmorTough 4329 DamageFX = StructureDamageFXNoShake 4330 End 4331 ExperienceValue = 400 400 400 400 ; Experience point value at each level 4332 MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games 4333 MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType 4334 4335 ; *** AUDIO Parameters *** 4336 VoiceSelect = ScudStormSelect 4337 SoundOnDamaged = BuildingDamagedStateLight 4338 SoundOnReallyDamaged = BuildingDestroy 4339 4340 UnitSpecificSounds 4341 UnderConstruction = UnderConstructionLoop 4342 End 4343 4344 UnitSpecificSounds 4345 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 4346 TurretMoveStart = NoSound 4347 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 4348 End 4349 4350 ; *** ENGINEERING Parameters *** 4351 RadarPriority = STRUCTURE 4352 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON 4353 Body = StructureBody ModuleTag_07 4354 MaxHealth = 4000.0 4355 InitialHealth = 4000.0 4356 4357 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4358 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4359 SubdualDamageCap = 4200 4360 SubdualDamageHealRate = 500 4361 SubdualDamageHealAmount = 100 4362 End 4363 Behavior = RebuildHoleExposeDie ModuleTag_08 4364 HoleName = GLAHoleScudStorm 4365 HoleMaxHealth = 500.0 4366 End 4367 4368 Behavior = AIUpdateInterface ModuleTag_09 4369 End 4370 4371 Behavior = OCLSpecialPower ModuleTag_10 4372 SpecialPowerTemplate = SuperweaponScudStorm 4373 OCL = SUPERWEAPON_ScudStorm 4374 End 4375 Behavior = SpecialPowerCreate ModuleTag_11 4376 ;nothing 4377 End 4378 4379 Behavior = DestroyDie ModuleTag_12 4380 ;nothing 4381 End 4382 Behavior = CreateObjectDie ModuleTag_13 4383 CreationList = OCL_PoisonFieldMedium 4384 ExemptStatus = UNDER_CONSTRUCTION 4385 End 4386 Behavior = FXListDie ModuleTag_14 4387 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 4388 ExemptStatus = UNDER_CONSTRUCTION 4389 End 4390 4391 Behavior = FlammableUpdate ModuleTag_16 4392 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4393 AflameDamageAmount = 5 ; taking this much damage... 4394 AflameDamageDelay = 500 ; this often. 4395 End 4396 4397 Behavior = RadiusDecalUpdate ModuleTag_17 4398 ; nothing 4399 End 4400 4401 Behavior = TransitionDamageFX ModuleTag_18 4402 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 4403 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4404 ;--------------------------------------------------------------------------------------- 4405 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 4406 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 4407 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 4408 End 4409 4410 Behavior = FXListDie ModuleTag_19 4411 DeathFX = FX_BuildingDie 4412 End 4413 4414 ; Behavior = GrantUpgradeCreate ModuleTag_900 4415 ; UpgradeToGrant = Upgrade_GLACamoNetting 4416 ; End 4417 4418 4419 Behavior = ProductionUpdate ModuleTag_21 4420 ; nothing 4421 End 4422 4423 Behavior = StealthUpdate ModuleStealth_09 4424 StealthDelay = 2500 ; msec 4425 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 4426 InnateStealth = No ;Requires upgrade first 4427 OrderIdleEnemiesToAttackMeUponReveal = Yes 4428 End 4429 Behavior = StealthUpgrade ModuleTag_20 4430 TriggeredBy = Upgrade_GLACamoNetting 4431 END 4432 4433 Geometry = BOX 4434 GeometryMajorRadius = 71.0 4435 GeometryMinorRadius = 67.0 4436 GeometryHeight = 25.0 4437 GeometryIsSmall = No 4438 Shadow = SHADOW_VOLUME 4439 BuildCompletion = PLACED_BY_PLAYER 4440 4441 End 4442 4443 4444 4445 ;------------------------------------------------------------------------------ 4446 ;GLA Slth Trap 4447 4448 Object Slth_GLADemoTrap 4449 4450 ; *** ART Parameters *** 4451 SelectPortrait = SSHideBomb 4452 ButtonImage = SSHideBomb 4453 Draw = W3DModelDraw ModuleTag_01 4454 OkToChangeModelColor = Yes 4455 DefaultConditionState 4456 Model = EXHideBomb 4457 End 4458 AliasConditionState = DAMAGED 4459 AliasConditionState = REALLYDAMAGED 4460 AliasConditionState = RUBBLE 4461 AliasConditionState = NIGHT 4462 AliasConditionState = SNOW 4463 AliasConditionState = NIGHT SNOW 4464 AliasConditionState = NIGHT DAMAGED 4465 AliasConditionState = SNOW DAMAGED 4466 AliasConditionState = NIGHT SNOW DAMAGED 4467 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 4468 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 4469 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 4470 4471 ;************************************************************************************************************************** 4472 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4473 ;for this draw module 4474 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4475 Model = EXHideBomb 4476 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4477 End 4478 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4479 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4480 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4481 4482 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4483 Model = EXHideBomb 4484 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4485 End 4486 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 4487 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 4488 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 4489 4490 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4491 Model = EXHideBomb 4492 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4493 End 4494 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 4495 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 4496 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 4497 4498 ConditionState = AWAITING_CONSTRUCTION 4499 Model = NONE 4500 End 4501 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4502 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4503 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4504 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4505 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4506 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4507 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4508 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4509 AliasConditionState = SOLD DAMAGED 4510 AliasConditionState = SOLD REALLYDAMAGED 4511 AliasConditionState = SOLD NIGHT 4512 AliasConditionState = SOLD NIGHT DAMAGED 4513 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4514 AliasConditionState = SOLD NIGHT SNOW 4515 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4516 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4517 ;************************************************************************************************************************** 4518 4519 4520 End 4521 PlacementViewAngle = -45 4522 4523 ; ***DESIGN parameters *** 4524 DisplayName = OBJECT:DemoTrap 4525 Side = GLAStealthGeneral 4526 EditorSorting = STRUCTURE 4527 Prerequisites 4528 Object = Slth_GLAArmsDealer 4529 End 4530 BuildCost = 400 4531 BuildTime = 5.0 ; in seconds 4532 EnergyProduction = 0 4533 VisionRange = 150.0 ; Shroud clearing distance 4534 ShroudClearingRange = 150.0 ; Shroud clearing distance 4535 ExperienceValue = 50 50 50 50 ; Experience point value at each level 4536 4537 WeaponSet 4538 ;The weapon set is used to determine detonation mode 4539 Conditions = None 4540 Weapon = PRIMARY DummyWeapon ;Used for mode matching only (when to detonate) 4541 Weapon = SECONDARY DummyWeapon ;Used for mode matching only (when to detonate) 4542 Weapon = TERTIARY DummyWeapon ;Used for mode matching only (when to detonate) 4543 AutoChooseSources = PRIMARY NONE 4544 AutoChooseSources = SECONDARY NONE 4545 AutoChooseSources = TERTIARY NONE 4546 End 4547 ArmorSet 4548 Conditions = None 4549 Armor = StructureArmor 4550 DamageFX = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent 4551 End 4552 4553 CommandSet = Slth_GLADemoTrapCommandSet 4554 4555 ; *** AUDIO Parameters *** 4556 VoiceSelect = UndergroundGeneratorSelect 4557 SoundOnDamaged = NoSound 4558 SoundOnReallyDamaged = NoSound 4559 4560 UnitSpecificSounds 4561 UnderConstruction = UnderConstructionLoop 4562 End 4563 4564 ; *** ENGINEERING Parameters *** 4565 RadarPriority = STRUCTURE 4566 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE DEMOTRAP 4567 Body = StructureBody ModuleTag_02 4568 MaxHealth = 100.0 4569 InitialHealth = 100.0 4570 End 4571 4572 Behavior = StealthUpdate ModuleTag_03 4573 StealthDelay = 0 ; msec 4574 StealthForbiddenConditions = NONE 4575 FriendlyOpacityMin = 100.0% 4576 OrderIdleEnemiesToAttackMeUponReveal = Yes 4577 End 4578 4579 Behavior = DemoTrapUpdate ModuleTag_04 4580 DefaultProximityMode = Yes ;If yes, defaults to proximity mode, otherwise defaults to manual. 4581 DetonationWeaponSlot = PRIMARY ;The slot the weapon is in when it detonates. 4582 ProximityModeWeaponSlot = SECONDARY ;The slot proximity mode is determined by (bogus weapon) 4583 ManualModeWeaponSlot = TERTIARY ;The slot manual mode is determined by (bogus weapon) 4584 TriggerDetonationRange = 40.0 ;Detonation range when in proximity mode (and must be on ground) 4585 IgnoreTargetTypes = PROJECTILE UNATTACKABLE 4586 AutoDetonationWithFriendsInvolved = Yes ;GLA are low tech 4587 ; DetonationWeapon = DemoTrapDetonationWeapon 4588 DetonateWhenKilled = Yes 4589 End 4590 4591 Behavior = SlowDeathBehavior ModuleTag_05 4592 ExemptStatus = UNDER_CONSTRUCTION 4593 DestructionDelay = 1000 4594 FX = INITIAL FX_GLADemoTrapWarning 4595 Weapon = FINAL DemoTrapDetonationWeapon 4596 End 4597 4598 Behavior = FlammableUpdate ModuleTag_07 4599 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4600 AflameDamageAmount = 5 ; taking this much damage... 4601 AflameDamageDelay = 500 ; this often. 4602 End 4603 4604 Behavior = InstantDeathBehavior ModuleTag_08 4605 ; if we are under construction, use this death instead 4606 RequiredStatus = UNDER_CONSTRUCTION 4607 ; no effect 4608 End 4609 4610 BuildCompletion = PLACED_BY_PLAYER 4611 4612 Shadow = SHADOW_VOLUME 4613 Geometry = CYLINDER 4614 GeometryMajorRadius = 4.0 4615 GeometryHeight = 9 4616 GeometryIsSmall = Yes 4617 4618 End 4619 4620 ;------------------------------------------------------------------------------ 4621 ObjectReskin Slth_GLAHoleDemoTrap Slth_GLAHole 4622 Draw = W3DModelDraw ModuleTag_01 4623 OkToChangeModelColor = Yes 4624 ConditionState = NONE 4625 Model = UBHole 4626 End 4627 ConditionState = DAMAGED 4628 Model = UBHole_D 4629 ParticleSysBone = Smoke01 SteamVent 4630 End 4631 ConditionState = REALLYDAMAGED 4632 Model = UBHole_E 4633 ParticleSysBone = Smoke01 SteamVent 4634 ParticleSysBone = Smoke02 SteamVent 4635 ParticleSysBone = Fire01 GLAPowerPlantFlame 4636 ParticleSysBone = Fire02 GLAPowerPlantFlame 4637 ParticleSysBone = Fire03 GLAPowerPlantFlame 4638 End 4639 End 4640 ;Remove comments for this section and replace the model entries for the 4641 ;pristine, and damage/reallydamaged rubble around the GLA hole below 4642 ; Draw = W3DModelDraw 4643 ; OkToChangeModelColor = Yes 4644 ; ConditionState = NONE 4645 ; Model = UBSupply_R 4646 ; End 4647 ; ConditionState = DAMAGED REALLYDAMAGED 4648 ; Model = UBSupply_R 4649 ; End 4650 ; End 4651 End 4652 4653 4654 4655 4656 4657 ; ----------------------------------------------------------------------------- 4658 Object Slth_GLATunnelNetwork 4659 4660 ; *** ART Parameters *** 4661 SelectPortrait = SUTunnel_L 4662 ButtonImage = SUTunnel 4663 4664 UpgradeCameo1 = Upgrade_GLACamoNetting 4665 ;UpgradeCameo2 = NONE 4666 ;UpgradeCameo3 = NONE 4667 ;UpgradeCameo4 = NONE 4668 ;UpgradeCameo5 = NONE 4669 4670 Draw = W3DModelDraw ModuleTag_01 4671 OkToChangeModelColor = Yes 4672 4673 DefaultConditionState 4674 Model = UBUndTunn 4675 Turret = Turret01 4676 WeaponFireFXBone = PRIMARY BarrelMS 4677 WeaponMuzzleFlash = PRIMARY BarrelFX 4678 End 4679 ConditionState = DAMAGED 4680 Model = UBUndTunn_D 4681 End 4682 ConditionState = REALLYDAMAGED RUBBLE 4683 Model = UBUndTunn_E 4684 ParticleSysBone = Steam01 SteamVent 4685 End 4686 4687 4688 ConditionState = SNOW 4689 Model = UBUndTunn_S 4690 End 4691 ConditionState = DAMAGED SNOW 4692 Model = UBUndTunn_DS 4693 End 4694 ConditionState = REALLYDAMAGED RUBBLE SNOW 4695 Model = UBUndTunn_ES 4696 ParticleSysBone = Steam01 SteamVent 4697 End 4698 4699 4700 4701 4702 ConditionState = NIGHT 4703 Model = UBUndTunn_N 4704 End 4705 ConditionState = DAMAGED NIGHT 4706 Model = UBUndTunn_DN 4707 End 4708 ConditionState = REALLYDAMAGED RUBBLE NIGHT 4709 Model = UBUndTunn_EN 4710 ParticleSysBone = Steam01 SteamVent 4711 End 4712 4713 4714 ConditionState = SNOW NIGHT 4715 Model = UBUndTunn_NS 4716 End 4717 ConditionState = DAMAGED SNOW NIGHT 4718 Model = UBUndTunn_DNS 4719 End 4720 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 4721 Model = UBUndTunn_ENS 4722 ParticleSysBone = Steam01 SteamVent 4723 End 4724 4725 ;************************************************************************************************************************** 4726 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 4727 ;for this draw module 4728 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4729 Model = UBUndTunn 4730 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4731 End 4732 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 4733 Model = UBUndTunn_D 4734 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4735 End 4736 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 4737 Model = UBUndTunn_E 4738 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4739 End 4740 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 4741 Model = UBUndTunn_N 4742 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4743 End 4744 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 4745 Model = UBUndTunn_DN 4746 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4747 End 4748 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 4749 Model = UBUndTunn_EN 4750 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4751 End 4752 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 4753 Model = UBUndTunn_S 4754 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4755 End 4756 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 4757 Model = UBUndTunn_DS 4758 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4759 End 4760 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 4761 Model = UBUndTunn_ES 4762 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4763 End 4764 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 4765 Model = UBUndTunn_NS 4766 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4767 End 4768 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 4769 Model = UBUndTunn_DNS 4770 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4771 End 4772 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 4773 Model = UBUndTunn_ENS 4774 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 4775 End 4776 4777 ConditionState = AWAITING_CONSTRUCTION 4778 Model = NONE 4779 End 4780 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 4781 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 4782 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 4783 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 4784 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 4785 AliasConditionState = AWAITING_CONSTRUCTION SNOW 4786 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 4787 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 4788 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 4789 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 4790 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 4791 AliasConditionState = SOLD 4792 AliasConditionState = SOLD DAMAGED 4793 AliasConditionState = SOLD REALLYDAMAGED 4794 AliasConditionState = SOLD NIGHT 4795 AliasConditionState = SOLD NIGHT DAMAGED 4796 AliasConditionState = SOLD NIGHT REALLYDAMAGED 4797 AliasConditionState = SOLD SNOW 4798 AliasConditionState = SOLD SNOW DAMAGED 4799 AliasConditionState = SOLD SNOW REALLYDAMAGED 4800 AliasConditionState = SOLD NIGHT SNOW 4801 AliasConditionState = SOLD NIGHT SNOW DAMAGED 4802 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 4803 ;************************************************************************************************************************** 4804 4805 End 4806 4807 ; ------------ construction-zone fence ----------------- 4808 Draw = W3DModelDraw ModuleTag_02 4809 AnimationsRequirePower = No 4810 DefaultConditionState 4811 Model = None 4812 TransitionKey = DOWN_DEFAULT 4813 End 4814 ConditionState = NIGHT 4815 Model = None 4816 TransitionKey = DOWN_DEFAULT 4817 End 4818 ConditionState = SNOW 4819 Model = None 4820 TransitionKey = DOWN_DEFAULT 4821 End 4822 ConditionState = SNOW NIGHT 4823 Model = None 4824 TransitionKey = DOWN_DEFAULT 4825 End 4826 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4827 Model = UBUndTunn_A4 4828 Animation = UBUndTunn_A4.UBUndTunn_A4 4829 AnimationMode = MANUAL 4830 Flags = START_FRAME_LAST 4831 TransitionKey = UP_DAY 4832 End 4833 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4834 Model = UBUndTunn_A4N 4835 Animation = UBUndTunn_A4N.UBUndTunn_A4N 4836 AnimationMode = MANUAL 4837 Flags = START_FRAME_LAST 4838 TransitionKey = UP_NIGHT 4839 End 4840 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4841 Model = UBUndTunn_A4S 4842 Animation = UBUndTunn_A4S.UBUndTunn_A4S 4843 AnimationMode = MANUAL 4844 Flags = START_FRAME_LAST 4845 TransitionKey = UP_SNOW 4846 End 4847 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 4848 Model = UBUndTunn_A4SN 4849 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 4850 AnimationMode = MANUAL 4851 Flags = START_FRAME_LAST 4852 TransitionKey = UP_SNOWNIGHT 4853 End 4854 TransitionState = DOWN_DEFAULT UP_DAY 4855 Model = UBUndTunn_A4 4856 Animation = UBUndTunn_A4.UBUndTunn_A4 4857 AnimationMode = ONCE 4858 AnimationSpeedFactorRange = 1.0 1.0 4859 Flags = START_FRAME_FIRST 4860 End 4861 TransitionState = DOWN_DEFAULT UP_NIGHT 4862 Model = UBUndTunn_A4N 4863 Animation = UBUndTunn_A4N.UBUndTunn_A4N 4864 AnimationMode = ONCE 4865 AnimationSpeedFactorRange = 1.0 1.0 4866 Flags = START_FRAME_FIRST 4867 End 4868 TransitionState = DOWN_DEFAULT UP_SNOW 4869 Model = UBUndTunn_A4S 4870 Animation = UBUndTunn_A4S.UBUndTunn_A4S 4871 AnimationMode = ONCE 4872 AnimationSpeedFactorRange = 1.0 1.0 4873 Flags = START_FRAME_FIRST 4874 End 4875 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4876 Model = UBUndTunn_A4SN 4877 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 4878 AnimationMode = ONCE 4879 AnimationSpeedFactorRange = 1.0 1.0 4880 Flags = START_FRAME_FIRST 4881 End 4882 TransitionState = UP_DAY DOWN_DEFAULT 4883 Model = UBUndTunn_A4 4884 Animation = UBUndTunn_A4.UBUndTunn_A4 4885 AnimationMode = ONCE_BACKWARDS 4886 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4887 Flags = START_FRAME_LAST 4888 End 4889 TransitionState = UP_NIGHT DOWN_DEFAULT 4890 Model = UBUndTunn_A4N 4891 Animation = UBUndTunn_A4N.UBUndTunn_A4N 4892 AnimationMode = ONCE_BACKWARDS 4893 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4894 Flags = START_FRAME_LAST 4895 End 4896 TransitionState = UP_SNOW DOWN_DEFAULT 4897 Model = UBUndTunn_A4S 4898 Animation = UBUndTunn_A4S.UBUndTunn_A4S 4899 AnimationMode = ONCE_BACKWARDS 4900 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4901 Flags = START_FRAME_LAST 4902 End 4903 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 4904 Model = UBUndTunn_A4SN 4905 Animation = UBUndTunn_A4SN.UBUndTunn_A4SN 4906 AnimationMode = ONCE_BACKWARDS 4907 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4908 Flags = START_FRAME_LAST 4909 End 4910 End 4911 4912 ; ------------ under-construction scaffolding ----------------- 4913 Draw = W3DModelDraw ModuleTag_03 4914 AnimationsRequirePower = No 4915 DefaultConditionState 4916 Model = None 4917 TransitionKey = DOWN_DEFAULT 4918 End 4919 ConditionState = NIGHT 4920 Model = None 4921 TransitionKey = DOWN_DEFAULT 4922 End 4923 ConditionState = SNOW 4924 Model = None 4925 TransitionKey = DOWN_DEFAULT 4926 End 4927 ConditionState = SNOW NIGHT 4928 Model = None 4929 TransitionKey = DOWN_DEFAULT 4930 End 4931 ConditionState = PARTIALLY_CONSTRUCTED 4932 Model = UBUndTunn_A6 4933 Animation = UBUndTunn_A6.UBUndTunn_A6 4934 AnimationMode = MANUAL 4935 Flags = START_FRAME_LAST 4936 TransitionKey = UP_DAY 4937 End 4938 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 4939 Model = UBUndTunn_A6N 4940 Animation = UBUndTunn_A6N.UBUndTunn_A6N 4941 AnimationMode = MANUAL 4942 Flags = START_FRAME_LAST 4943 TransitionKey = UP_NIGHT 4944 End 4945 ConditionState = SNOW PARTIALLY_CONSTRUCTED 4946 Model = UBUndTunn_A6S 4947 Animation = UBUndTunn_A6S.UBUndTunn_A6S 4948 AnimationMode = MANUAL 4949 Flags = START_FRAME_LAST 4950 TransitionKey = UP_SNOW 4951 End 4952 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 4953 Model = UBUndTunn_A6SN 4954 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 4955 AnimationMode = MANUAL 4956 Flags = START_FRAME_LAST 4957 TransitionKey = UP_SNOWNIGHT 4958 End 4959 TransitionState = DOWN_DEFAULT UP_DAY 4960 Model = UBUndTunn_A6 4961 Animation = UBUndTunn_A6.UBUndTunn_A6 4962 AnimationMode = ONCE 4963 AnimationSpeedFactorRange = 1.0 1.0 4964 Flags = START_FRAME_FIRST 4965 End 4966 TransitionState = DOWN_DEFAULT UP_NIGHT 4967 Model = UBUndTunn_A6N 4968 Animation = UBUndTunn_A6N.UBUndTunn_A6N 4969 AnimationMode = ONCE 4970 AnimationSpeedFactorRange = 1.0 1.0 4971 Flags = START_FRAME_FIRST 4972 End 4973 TransitionState = DOWN_DEFAULT UP_SNOW 4974 Model = UBUndTunn_A6S 4975 Animation = UBUndTunn_A6S.UBUndTunn_A6S 4976 AnimationMode = ONCE 4977 AnimationSpeedFactorRange = 1.0 1.0 4978 Flags = START_FRAME_FIRST 4979 End 4980 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 4981 Model = UBUndTunn_A6SN 4982 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 4983 AnimationMode = ONCE 4984 AnimationSpeedFactorRange = 1.0 1.0 4985 Flags = START_FRAME_FIRST 4986 End 4987 TransitionState = UP_DAY DOWN_DEFAULT 4988 Model = UBUndTunn_A6 4989 Animation = UBUndTunn_A6.UBUndTunn_A6 4990 AnimationMode = ONCE_BACKWARDS 4991 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4992 Flags = START_FRAME_LAST 4993 End 4994 TransitionState = UP_NIGHT DOWN_DEFAULT 4995 Model = UBUndTunn_A6N 4996 Animation = UBUndTunn_A6N.UBUndTunn_A6N 4997 AnimationMode = ONCE_BACKWARDS 4998 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 4999 Flags = START_FRAME_LAST 5000 End 5001 TransitionState = UP_SNOW DOWN_DEFAULT 5002 Model = UBUndTunn_A6S 5003 Animation = UBUndTunn_A6S.UBUndTunn_A6S 5004 AnimationMode = ONCE_BACKWARDS 5005 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5006 Flags = START_FRAME_LAST 5007 End 5008 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5009 Model = UBUndTunn_A6SN 5010 Animation = UBUndTunn_A6SN.UBUndTunn_A6SN 5011 AnimationMode = ONCE_BACKWARDS 5012 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5013 Flags = START_FRAME_LAST 5014 End 5015 End 5016 5017 PlacementViewAngle = -135 5018 5019 ; ***DESIGN parameters *** 5020 DisplayName = OBJECT:TunnelNetwork 5021 Side = GLAStealthGeneral 5022 EditorSorting = STRUCTURE 5023 Prerequisites 5024 Object = Slth_GLABarracks 5025 End 5026 BuildCost = 800 5027 RefundValue = 100 ; With nothing (or zero) listed, we sell for half price. 5028 BuildTime = 5.0 ; in seconds 5029 EnergyProduction = 0 5030 VisionRange = 200.0 ; Shroud clearing distance 5031 ShroudClearingRange = 200 5032 ArmorSet 5033 Conditions = None 5034 Armor = StructureArmor 5035 DamageFX = StructureDamageFXNoShake 5036 End 5037 WeaponSet 5038 Conditions = None 5039 Weapon = PRIMARY TunnelNetworkGun 5040 End 5041 5042 CommandSet = Slth_GLATunnelNetworkCommandSet 5043 ExperienceValue = 100 100 100 100 ; Experience point value at each level 5044 5045 ; *** AUDIO Parameters *** 5046 VoiceSelect = TunnelNetworkSelect 5047 SoundOnDamaged = BuildingDamagedStateLight 5048 SoundOnReallyDamaged = BuildingDestroy 5049 SoundEnter = GarrisonEnter 5050 SoundExit = GarrisonExit 5051 5052 UnitSpecificSounds 5053 UnderConstruction = UnderConstructionLoop 5054 TurretMoveLoop = NoSound 5055 End 5056 5057 ; *** ENGINEERING Parameters *** 5058 RadarPriority = STRUCTURE 5059 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT 5060 Body = StructureBody ModuleTag_04 5061 MaxHealth = 1000.0 5062 InitialHealth = 1000.0 5063 5064 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5065 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5066 SubdualDamageCap = 1200 5067 SubdualDamageHealRate = 500 5068 SubdualDamageHealAmount = 100 5069 End 5070 5071 Behavior = StealthDetectorUpdate ModuleTag_13 5072 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 5073 DetectionRange = 150 ;Dustin, enable this for independant balancing! 5074 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 5075 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 5076 End 5077 5078 Behavior = AIUpdateInterface ModuleTag_16 5079 Turret 5080 TurretTurnRate = 180 // turn rate, in degrees per sec 5081 ControlledWeaponSlots = PRIMARY 5082 End 5083 5084 AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon 5085 End 5086 5087 Behavior = TunnelContain ModuleTag_05 5088 TimeForFullHeal = 5000 ;(in milliseconds) 5089 End 5090 5091 ;Kris: Removed this module from because units exiting the container would extract information 5092 ;from the wrong exit interface. And we don't appear to need it for the spawns because they 5093 ;use OpenContain instead. 5094 ;Behavior = DefaultProductionExitUpdate ModuleTag_06 5095 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 5096 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 5097 ;End 5098 5099 Behavior = SpawnBehavior ModuleTag_07 5100 SpawnNumber = 2 5101 SpawnReplaceDelay = 9999 5102 SpawnTemplateName = Slth_GLAInfantryTunnelDefender 5103 OneShot = Yes 5104 CanReclaimOrphans = No 5105 SlavesHaveFreeWill = Yes 5106 End 5107 Behavior = RebuildHoleExposeDie ModuleTag_09 5108 HoleName = GLAHoleTunnelNetwork 5109 HoleMaxHealth = 500.0 5110 End 5111 Behavior = DestroyDie ModuleTag_10 5112 ;nothing 5113 End 5114 Behavior = CreateObjectDie ModuleTag_11 5115 CreationList = OCL_ABTunnelNetworkDebris 5116 End 5117 Behavior = FXListDie ModuleTag_12 5118 DeathFX = FX_StructureSmallDeath 5119 End 5120 5121 Behavior = FlammableUpdate ModuleTag_15 5122 5123 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5124 AflameDamageAmount = 5 ; taking this much damage... 5125 AflameDamageDelay = 500 ; this often. 5126 End 5127 Behavior = StealthUpdate ModuleTag_17 5128 StealthDelay = 2500 ; msec 5129 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 5130 MoveThresholdSpeed = 3 5131 InnateStealth = Yes ;Require the upgrade first 5132 OrderIdleEnemiesToAttackMeUponReveal = Yes 5133 End 5134 Behavior = GrantUpgradeCreate ModuleTag_18 5135 UpgradeToGrant = Upgrade_GLACamoNetting 5136 End 5137 Behavior = ProductionUpdate ModuleTag_19 5138 End 5139 5140 Behavior = TransitionDamageFX ModuleTag_20 5141 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 5142 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5143 ;--------------------------------------------------------------------------------------- 5144 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5145 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 5146 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 5147 End 5148 5149 Geometry = CYLINDER 5150 GeometryMajorRadius = 25.0 5151 GeometryHeight = 20.0 5152 GeometryIsSmall = No 5153 Shadow = SHADOW_VOLUME 5154 BuildCompletion = PLACED_BY_PLAYER 5155 5156 End 5157 5158 ;------------------------------------------------------------------------------ 5159 ObjectReskin Slth_GLAHoleTunnelNetwork Slth_GLAHole 5160 Draw = W3DModelDraw ModuleTag_01 5161 OkToChangeModelColor = Yes 5162 ConditionState = NONE 5163 Model = UBHole 5164 End 5165 ConditionState = DAMAGED 5166 Model = UBHole_D 5167 ParticleSysBone = Smoke01 SteamVent 5168 End 5169 ConditionState = REALLYDAMAGED 5170 Model = UBHole_E 5171 ParticleSysBone = Smoke01 SteamVent 5172 ParticleSysBone = Smoke02 SteamVent 5173 ParticleSysBone = Fire01 GLAPowerPlantFlame 5174 ParticleSysBone = Fire02 GLAPowerPlantFlame 5175 ParticleSysBone = Fire03 GLAPowerPlantFlame 5176 End 5177 End 5178 Draw = W3DModelDraw ModuleTag_02 5179 OkToChangeModelColor = Yes 5180 ConditionState = NONE 5181 Model = UBUndTunn_R 5182 End 5183 ConditionState = DAMAGED REALLYDAMAGED 5184 Model = UBUndTunn_R 5185 End 5186 End 5187 End 5188 5189 5190 5191 5192 ;------------------------------------------------------------------------------ 5193 Object Slth_GLAStingerSite 5194 5195 ; *** ART Parameters *** 5196 SelectPortrait = SUStinger_L 5197 ButtonImage = SUStinger 5198 5199 UpgradeCameo1 = Upgrade_GLAAPRockets 5200 UpgradeCameo2 = Upgrade_GLACamoNetting 5201 ;UpgradeCameo3 = NONE 5202 ;UpgradeCameo4 = NONE 5203 ;UpgradeCameo5 = NONE 5204 5205 Draw = W3DModelDraw ModuleTag_01 5206 OkToChangeModelColor = Yes 5207 5208 ; day ************************************ 5209 ConditionState = NONE 5210 Model = UBStingerS 5211 End 5212 5213 ConditionState = DAMAGED 5214 Model = UBStingerS_D 5215 End 5216 5217 ConditionState = REALLYDAMAGED RUBBLE 5218 Model = UBStingerS_E 5219 End 5220 5221 ; day snow ************************************ 5222 ConditionState = SNOW 5223 Model = UBStingerS_S 5224 End 5225 5226 ConditionState = DAMAGED SNOW 5227 Model = UBStingerS_DS 5228 End 5229 5230 ConditionState = REALLYDAMAGED SNOW RUBBLE 5231 Model = UBStingerS_ES 5232 End 5233 5234 ; night ********************************** 5235 ConditionState = NIGHT 5236 Model = UBStingerS_N 5237 End 5238 5239 ConditionState = DAMAGED NIGHT 5240 Model = UBStingerS_DN 5241 End 5242 5243 ConditionState = REALLYDAMAGED NIGHT RUBBLE 5244 Model = UBStingerS_EN 5245 End 5246 5247 ; night snow ********************************** 5248 ConditionState = NIGHT SNOW 5249 Model = UBStingerS_NS 5250 End 5251 5252 ConditionState = DAMAGED NIGHT SNOW 5253 Model = UBStingerS_DNS 5254 End 5255 5256 ConditionState = REALLYDAMAGED NIGHT SNOW RUBBLE 5257 Model = UBStingerS_ENS 5258 End 5259 5260 5261 ;************************************************************************************************************************** 5262 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 5263 ;for this draw module 5264 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5265 Model = UBStingerS 5266 ; Animation = UBStingerS.UBStingerS 5267 ; AnimationMode = LOOP 5268 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5269 End 5270 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 5271 Model = UBStingerS_D 5272 ; Animation = UBStingerS_D.UBStingerS_D 5273 ; AnimationMode = LOOP 5274 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5275 End 5276 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 5277 Model = UBStingerS_E 5278 ; Animation = UBStingerS_E.UBStingerS_E 5279 ; AnimationMode = LOOP 5280 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5281 End 5282 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 5283 Model = UBStingerS_N 5284 ; Animation = UBStingerS_N.UBStingerS_N 5285 ; AnimationMode = LOOP 5286 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5287 End 5288 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 5289 Model = UBStingerS_DN 5290 ; Animation = UBStingerS_DN.UBStingerS_DN 5291 ; AnimationMode = LOOP 5292 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5293 End 5294 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 5295 Model = UBStingerS_EN 5296 ; Animation = UBStingerS_EN.UBStingerS_EN 5297 ; AnimationMode = LOOP 5298 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5299 End 5300 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 5301 Model = UBStingerS_S 5302 ; Animation = UBStingerS_S.UBStingerS_S 5303 ; AnimationMode = LOOP 5304 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5305 End 5306 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 5307 Model = UBStingerS_DS 5308 ; Animation = UBStingerS_DS.UBStingerS_DS 5309 ; AnimationMode = LOOP 5310 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5311 End 5312 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 5313 Model = UBStingerS_ES 5314 ; Animation = UBStingerS_ES.UBStingerS_ES 5315 ; AnimationMode = LOOP 5316 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5317 End 5318 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 5319 Model = UBStingerS_NS 5320 ; Animation = UBStingerS_NS.UBStingerS_NS 5321 ; AnimationMode = LOOP 5322 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5323 End 5324 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 5325 Model = UBStingerS_DNS 5326 ; Animation = UBStingerS_DNS.UBStingerS_DNS 5327 ; AnimationMode = LOOP 5328 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5329 End 5330 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 5331 Model = UBStingerS_ENS 5332 ; Animation = UBStingerS_ENS.UBStingerS_ENS 5333 ; AnimationMode = LOOP 5334 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 5335 End 5336 5337 ConditionState = AWAITING_CONSTRUCTION 5338 Model = NONE 5339 End 5340 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 5341 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 5342 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 5343 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 5344 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 5345 AliasConditionState = AWAITING_CONSTRUCTION SNOW 5346 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 5347 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 5348 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 5349 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 5350 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 5351 AliasConditionState = SOLD 5352 AliasConditionState = SOLD DAMAGED 5353 AliasConditionState = SOLD REALLYDAMAGED 5354 AliasConditionState = SOLD NIGHT 5355 AliasConditionState = SOLD NIGHT DAMAGED 5356 AliasConditionState = SOLD NIGHT REALLYDAMAGED 5357 AliasConditionState = SOLD SNOW 5358 AliasConditionState = SOLD SNOW DAMAGED 5359 AliasConditionState = SOLD SNOW REALLYDAMAGED 5360 AliasConditionState = SOLD NIGHT SNOW 5361 AliasConditionState = SOLD NIGHT SNOW DAMAGED 5362 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 5363 ;************************************************************************************************************************** 5364 5365 5366 End 5367 ; ------------ construction-zone fence ----------------- 5368 Draw = W3DModelDraw ModuleTag_02 5369 AnimationsRequirePower = No 5370 DefaultConditionState 5371 Model = None 5372 TransitionKey = DOWN_DEFAULT 5373 End 5374 ConditionState = NIGHT 5375 Model = None 5376 TransitionKey = DOWN_DEFAULT 5377 End 5378 ConditionState = SNOW 5379 Model = None 5380 TransitionKey = DOWN_DEFAULT 5381 End 5382 ConditionState = SNOW NIGHT 5383 Model = None 5384 TransitionKey = DOWN_DEFAULT 5385 End 5386 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5387 Model = UBStingerS_A4 5388 Animation = UBStingerS_A4.UBStingerS_A4 5389 AnimationMode = MANUAL 5390 Flags = START_FRAME_LAST 5391 TransitionKey = UP_DAY 5392 End 5393 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5394 Model = UBStingerS_A4N 5395 Animation = UBStingerS_A4N.UBStingerS_A4N 5396 AnimationMode = MANUAL 5397 Flags = START_FRAME_LAST 5398 TransitionKey = UP_NIGHT 5399 End 5400 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5401 Model = UBStingerS_A4S 5402 Animation = UBStingerS_A4S.UBStingerS_A4S 5403 AnimationMode = MANUAL 5404 Flags = START_FRAME_LAST 5405 TransitionKey = UP_SNOW 5406 End 5407 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 5408 Model = UBStingerS_A4SN 5409 Animation = UBStingerS_A4SN.UBStingerS_A4SN 5410 AnimationMode = MANUAL 5411 Flags = START_FRAME_LAST 5412 TransitionKey = UP_SNOWNIGHT 5413 End 5414 TransitionState = DOWN_DEFAULT UP_DAY 5415 Model = UBStingerS_A4 5416 Animation = UBStingerS_A4.UBStingerS_A4 5417 AnimationMode = ONCE 5418 AnimationSpeedFactorRange = 1.0 1.0 5419 Flags = START_FRAME_FIRST 5420 End 5421 TransitionState = DOWN_DEFAULT UP_NIGHT 5422 Model = UBStingerS_A4N 5423 Animation = UBStingerS_A4N.UBStingerS_A4N 5424 AnimationMode = ONCE 5425 AnimationSpeedFactorRange = 1.0 1.0 5426 Flags = START_FRAME_FIRST 5427 End 5428 TransitionState = DOWN_DEFAULT UP_SNOW 5429 Model = UBStingerS_A4S 5430 Animation = UBStingerS_A4S.UBStingerS_A4S 5431 AnimationMode = ONCE 5432 AnimationSpeedFactorRange = 1.0 1.0 5433 Flags = START_FRAME_FIRST 5434 End 5435 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5436 Model = UBStingerS_A4SN 5437 Animation = UBStingerS_A4SN.UBStingerS_A4SN 5438 AnimationMode = ONCE 5439 AnimationSpeedFactorRange = 1.0 1.0 5440 Flags = START_FRAME_FIRST 5441 End 5442 TransitionState = UP_DAY DOWN_DEFAULT 5443 Model = UBStingerS_A4 5444 Animation = UBStingerS_A4.UBStingerS_A4 5445 AnimationMode = ONCE_BACKWARDS 5446 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5447 Flags = START_FRAME_LAST 5448 End 5449 TransitionState = UP_NIGHT DOWN_DEFAULT 5450 Model = UBStingerS_A4N 5451 Animation = UBStingerS_A4N.UBStingerS_A4N 5452 AnimationMode = ONCE_BACKWARDS 5453 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5454 Flags = START_FRAME_LAST 5455 End 5456 TransitionState = UP_SNOW DOWN_DEFAULT 5457 Model = UBStingerS_A4S 5458 Animation = UBStingerS_A4S.UBStingerS_A4S 5459 AnimationMode = ONCE_BACKWARDS 5460 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5461 Flags = START_FRAME_LAST 5462 End 5463 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5464 Model = UBStingerS_A4SN 5465 Animation = UBStingerS_A4SN.UBStingerS_A4SN 5466 AnimationMode = ONCE_BACKWARDS 5467 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5468 Flags = START_FRAME_LAST 5469 End 5470 End 5471 5472 ; ------------ under-construction scaffolding ----------------- 5473 Draw = W3DModelDraw ModuleTag_03 5474 AnimationsRequirePower = No 5475 MinLODRequired = MEDIUM 5476 DefaultConditionState 5477 Model = None 5478 TransitionKey = DOWN_DEFAULT 5479 End 5480 ConditionState = NIGHT 5481 Model = None 5482 TransitionKey = DOWN_DEFAULT 5483 End 5484 ConditionState = SNOW 5485 Model = None 5486 TransitionKey = DOWN_DEFAULT 5487 End 5488 ConditionState = SNOW NIGHT 5489 Model = None 5490 TransitionKey = DOWN_DEFAULT 5491 End 5492 ConditionState = PARTIALLY_CONSTRUCTED 5493 Model = UBStingerS_A6 5494 Animation = UBStingerS_A6.UBStingerS_A6 5495 AnimationMode = MANUAL 5496 Flags = START_FRAME_LAST 5497 TransitionKey = UP_DAY 5498 ParticleSysBone = Smoke01 BuildUpSmoke 5499 ParticleSysBone = Smoke02 BuildUpSmoke 5500 ParticleSysBone = Smoke03 BuildUpSmoke 5501 End 5502 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 5503 Model = UBStingerS_A6N 5504 Animation = UBStingerS_A6N.UBStingerS_A6N 5505 AnimationMode = MANUAL 5506 Flags = START_FRAME_LAST 5507 TransitionKey = UP_NIGHT 5508 ParticleSysBone = Smoke01 BuildUpSmoke 5509 ParticleSysBone = Smoke02 BuildUpSmoke 5510 ParticleSysBone = Smoke03 BuildUpSmoke 5511 End 5512 ConditionState = SNOW PARTIALLY_CONSTRUCTED 5513 Model = UBStingerS_A6S 5514 Animation = UBStingerS_A6S.UBStingerS_A6S 5515 AnimationMode = MANUAL 5516 Flags = START_FRAME_LAST 5517 TransitionKey = UP_SNOW 5518 ParticleSysBone = Smoke01 BuildUpSnowSmoke 5519 ParticleSysBone = Smoke02 BuildUpSnowSmoke 5520 ParticleSysBone = Smoke03 BuildUpSnowSmoke 5521 End 5522 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 5523 Model = UBStingerS_A6SN 5524 Animation = UBStingerS_A6SN.UBStingerS_A6SN 5525 AnimationMode = MANUAL 5526 Flags = START_FRAME_LAST 5527 TransitionKey = UP_SNOWNIGHT 5528 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 5529 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 5530 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 5531 End 5532 TransitionState = DOWN_DEFAULT UP_DAY 5533 Model = UBStingerS_A6 5534 Animation = UBStingerS_A6.UBStingerS_A6 5535 AnimationMode = ONCE 5536 AnimationSpeedFactorRange = 1.0 1.0 5537 Flags = START_FRAME_FIRST 5538 End 5539 TransitionState = DOWN_DEFAULT UP_NIGHT 5540 Model = UBStingerS_A6N 5541 Animation = UBStingerS_A6N.UBStingerS_A6N 5542 AnimationMode = ONCE 5543 AnimationSpeedFactorRange = 1.0 1.0 5544 Flags = START_FRAME_FIRST 5545 End 5546 TransitionState = DOWN_DEFAULT UP_SNOW 5547 Model = UBStingerS_A6S 5548 Animation = UBStingerS_A6S.UBStingerS_A6S 5549 AnimationMode = ONCE 5550 AnimationSpeedFactorRange = 1.0 1.0 5551 Flags = START_FRAME_FIRST 5552 End 5553 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 5554 Model = UBStingerS_A6SN 5555 Animation = UBStingerS_A6SN.UBStingerS_A6SN 5556 AnimationMode = ONCE 5557 AnimationSpeedFactorRange = 1.0 1.0 5558 Flags = START_FRAME_FIRST 5559 End 5560 TransitionState = UP_DAY DOWN_DEFAULT 5561 Model = UBStingerS_A6 5562 Animation = UBStingerS_A6.UBStingerS_A6 5563 AnimationMode = ONCE_BACKWARDS 5564 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5565 Flags = START_FRAME_LAST 5566 End 5567 TransitionState = UP_NIGHT DOWN_DEFAULT 5568 Model = UBStingerS_A6N 5569 Animation = UBStingerS_A6N.UBStingerS_A6N 5570 AnimationMode = ONCE_BACKWARDS 5571 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5572 Flags = START_FRAME_LAST 5573 End 5574 TransitionState = UP_SNOW DOWN_DEFAULT 5575 Model = UBStingerS_A6S 5576 Animation = UBStingerS_A6S.UBStingerS_A6S 5577 AnimationMode = ONCE_BACKWARDS 5578 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5579 Flags = START_FRAME_LAST 5580 End 5581 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 5582 Model = UBStingerS_A6SN 5583 Animation = UBStingerS_A6SN.UBStingerS_A6SN 5584 AnimationMode = ONCE_BACKWARDS 5585 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 5586 Flags = START_FRAME_LAST 5587 End 5588 End 5589 5590 PlacementViewAngle = -45 5591 5592 ; ***DESIGN parameters *** 5593 DisplayName = OBJECT:StingerSite 5594 Side = GLAStealthGeneral 5595 EditorSorting = STRUCTURE 5596 Prerequisites 5597 Object = Slth_GLABarracks 5598 End 5599 BuildCost = 900 5600 BuildTime = 15.0 ; in seconds 5601 EnergyProduction = 0 5602 VisionRange = 600.0 ; Shroud clearing distance 5603 ShroudClearingRange = 400 5604 ArmorSet 5605 Conditions = None 5606 Armor = StingerSiteArmor 5607 DamageFX = StructureDamageFXNoShake 5608 End 5609 CommandSet = Slth_GLAStingerSiteCommandSet 5610 ExperienceValue = 200 200 200 200 ; Experience point value at each level 5611 5612 ; *** AUDIO Parameters *** 5613 VoiceSelect = StingerSiteSelect 5614 SoundOnDamaged = BuildingDamagedStateLight 5615 SoundOnReallyDamaged = BuildingDestroy 5616 5617 UnitSpecificSounds 5618 UnderConstruction = UnderConstructionLoop 5619 End 5620 5621 ; *** ENGINEERING Parameters *** 5622 RadarPriority = STRUCTURE 5623 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS SCORE_CREATE 5624 5625 Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior! 5626 MaxHealth = 1000.0 5627 InitialHealth = 1000.0 5628 ;**Careful with these damage types -- because area damage types will already 5629 ;**damage slaves. 5630 PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER 5631 SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to 5632 5633 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 5634 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 5635 SubdualDamageCap = 1200 5636 SubdualDamageHealRate = 500 5637 SubdualDamageHealAmount = 100 5638 End 5639 5640 Behavior = SpawnPointProductionExitUpdate ModuleTag_05 5641 SpawnPointBoneName = SpawnPoint 5642 End 5643 5644 Behavior = SpawnBehavior ModuleTag_06 5645 SpawnNumber = 3 5646 SpawnReplaceDelay = 30000 ;msec 5647 SpawnTemplateName = Slth_GLAInfantryStingerSoldier 5648 CanReclaimOrphans = No 5649 SpawnedRequireSpawner = Yes 5650 SlavesHaveFreeWill = No 5651 End 5652 Behavior = RebuildHoleExposeDie ModuleTag_08 5653 HoleName = GLAHoleStingerSite 5654 HoleMaxHealth = 500.0 5655 End 5656 Behavior = DestroyDie ModuleTag_09 5657 ;<NO DATA> 5658 End 5659 Behavior = CreateObjectDie ModuleTag_10 5660 CreationList = OCL_ABStingerSiteDebris 5661 End 5662 Behavior = FXListDie ModuleTag_11 5663 DeathFX = FX_StructureSmallDeath 5664 End 5665 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 5666 DeathWeapon = StingerSiteDeathConcussion 5667 StartsActive = Yes 5668 End 5669 Behavior = StealthUpdate ModuleStealth_09 5670 StealthDelay = 2500 ; msec 5671 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 5672 InnateStealth = Yes; requires upgrade 5673 OrderIdleEnemiesToAttackMeUponReveal = Yes 5674 End 5675 Behavior = GrantUpgradeCreate ModuleTag_18 5676 UpgradeToGrant = Upgrade_GLACamoNetting 5677 End 5678 Behavior = ProductionUpdate ModuleTag_19 5679 End 5680 5681 Behavior = FlammableUpdate ModuleTag_16 5682 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5683 AflameDamageAmount = 5 ; taking this much damage... 5684 AflameDamageDelay = 500 ; this often. 5685 End 5686 5687 Behavior = TransitionDamageFX ModuleTag_17 5688 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 5689 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5690 ;--------------------------------------------------------------------------------------- 5691 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 5692 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 5693 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 5694 End 5695 5696 Geometry = CYLINDER 5697 GeometryMajorRadius = 36.0 5698 GeometryHeight = 9.0 5699 GeometryIsSmall = No 5700 Shadow = SHADOW_VOLUME 5701 BuildCompletion = PLACED_BY_PLAYER 5702 5703 End 5704 5705 ;------------------------------------------------------------------------------ 5706 ObjectReskin Slth_GLAHoleStingerSite Slth_GLAHole 5707 Draw = W3DModelDraw ModuleTag_01 5708 OkToChangeModelColor = Yes 5709 ConditionState = NONE 5710 Model = UBHole 5711 End 5712 ConditionState = DAMAGED 5713 Model = UBHole_D 5714 ParticleSysBone = Smoke01 SteamVent 5715 End 5716 ConditionState = REALLYDAMAGED 5717 Model = UBHole_E 5718 ParticleSysBone = Smoke01 SteamVent 5719 ParticleSysBone = Smoke02 SteamVent 5720 ParticleSysBone = Fire01 GLAPowerPlantFlame 5721 ParticleSysBone = Fire02 GLAPowerPlantFlame 5722 ParticleSysBone = Fire03 GLAPowerPlantFlame 5723 End 5724 End 5725 Draw = W3DModelDraw ModuleTag_02 5726 OkToChangeModelColor = Yes 5727 ConditionState = NONE 5728 Model = UBStingerS_R 5729 End 5730 ConditionState = DAMAGED REALLYDAMAGED 5731 Model = UBStingerS_R 5732 End 5733 End 5734 End 5735 5736 ;------------------------------------------------------------------------------ 5737 Object Slth_GLAPalace 5738 5739 UpgradeCameo1 = Upgrade_GLACamoNetting 5740 5741 ; *** ART Parameters *** 5742 SelectPortrait = SUPalace_L 5743 ButtonImage = SUPalace 5744 Draw = W3DModelDraw ModuleTag_01 5745 OkToChangeModelColor = Yes 5746 5747 ; day 5748 ConditionState = NONE 5749 Model = UBPalace 5750 ParticleSysBone = Smoke01 SmolderingSmoke 5751 Animation = UBPalace.UBPalace 5752 AnimationMode = LOOP 5753 End 5754 ConditionState = DAMAGED 5755 Model = UBPalace_D 5756 ParticleSysBone = Smoke01 SmolderingSmoke 5757 Animation = UBPalace_D.UBPalace_D 5758 AnimationMode = LOOP 5759 End 5760 ConditionState = REALLYDAMAGED RUBBLE 5761 Model = UBPalace_E 5762 ParticleSysBone = Smoke01 SmolderingSmoke 5763 End 5764 5765 ConditionState = GARRISONED 5766 Model = UBPalace_G 5767 ParticleSysBone = Smoke01 SmolderingSmoke 5768 Animation = UBPalace_G.UBPalace_G 5769 AnimationMode = LOOP 5770 End 5771 ConditionState = USER_1 5772 Model = UBPalaceEG 5773 ParticleSysBone = Smoke01 SmolderingSmoke 5774 Animation = UBPalaceEG.UBPalaceEG 5775 AnimationMode = LOOP 5776 End 5777 ConditionState = USER_1 GARRISONED 5778 Model = UBPalaceEGX 5779 ParticleSysBone = Smoke01 SmolderingSmoke 5780 Animation = UBPalaceEGX.UBPalaceEGX 5781 AnimationMode = LOOP 5782 End 5783 ConditionState = DAMAGED GARRISONED 5784 Model = UBPalace_DG 5785 ParticleSysBone = Smoke01 SmolderingSmoke 5786 Animation = UBPalace_DG.UBPalace_DG 5787 AnimationMode = LOOP 5788 End 5789 ConditionState = DAMAGED USER_1 5790 Model = UBPalaceEG_D 5791 ParticleSysBone = Smoke01 SmolderingSmoke 5792 Animation = UBPalaceEG_D.UBPalaceEG_D 5793 AnimationMode = LOOP 5794 End 5795 ConditionState = DAMAGED USER_1 GARRISONED 5796 Model = UBPalaceEGX_D 5797 ParticleSysBone = Smoke01 SmolderingSmoke 5798 Animation = UBPalaceEGX_D.UBPalaceEGX_D 5799 AnimationMode = LOOP 5800 End 5801 5802 ConditionState = REALLYDAMAGED GARRISONED 5803 Model = UBPalace_EG 5804 ParticleSysBone = Smoke01 SmolderingSmoke 5805 End 5806 ConditionState = REALLYDAMAGED USER_1 5807 Model = UBPalaceEG_E 5808 ParticleSysBone = Smoke01 SmolderingSmoke 5809 End 5810 ConditionState = REALLYDAMAGED USER_1 GARRISONED 5811 Model = UBPalaceEGX_E 5812 ParticleSysBone = Smoke01 SmolderingSmoke 5813 End 5814 5815 ; day snow 5816 ConditionState = SNOW 5817 Model = UBPalace_S 5818 ParticleSysBone = Smoke01 SmolderingSmoke 5819 Animation = UBPalace_S.UBPalace_S 5820 AnimationMode = LOOP 5821 End 5822 ConditionState = DAMAGED SNOW 5823 Model = UBPalace_DS 5824 ParticleSysBone = Smoke01 SmolderingSmoke 5825 Animation = UBPalace_DS.UBPalace_DS 5826 AnimationMode = LOOP 5827 End 5828 ConditionState = REALLYDAMAGED RUBBLE SNOW 5829 Model = UBPalace_ES 5830 ParticleSysBone = Smoke01 SmolderingSmoke 5831 End 5832 5833 ConditionState = GARRISONED SNOW 5834 Model = UBPalace_SG 5835 ParticleSysBone = Smoke01 SmolderingSmoke 5836 Animation = UBPalace_SG.UBPalace_SG 5837 AnimationMode = LOOP 5838 End 5839 ConditionState = USER_1 SNOW 5840 Model = UBPalaceEG_S 5841 ParticleSysBone = Smoke01 SmolderingSmoke 5842 Animation = UBPalaceEG_S.UBPalaceEG_S 5843 AnimationMode = LOOP 5844 End 5845 ConditionState = USER_1 SNOW GARRISONED 5846 Model = UBPalaceEGX_S 5847 ParticleSysBone = Smoke01 SmolderingSmoke 5848 Animation = UBPalaceEGX_S.UBPalaceEGX_S 5849 AnimationMode = LOOP 5850 End 5851 5852 ConditionState = DAMAGED GARRISONED SNOW 5853 Model = UBPalace_DSG 5854 ParticleSysBone = Smoke01 SmolderingSmoke 5855 Animation = UBPalace_DSG.UBPalace_DSG 5856 AnimationMode = LOOP 5857 End 5858 ConditionState = DAMAGED USER_1 SNOW 5859 Model = UBPalaceEG_DS 5860 ParticleSysBone = Smoke01 SmolderingSmoke 5861 Animation = UBPalaceEG_DS.UBPalaceEG_DS 5862 AnimationMode = LOOP 5863 End 5864 ConditionState = DAMAGED USER_1 SNOW GARRISONED 5865 Model = UBPalaceEGX_DS 5866 ParticleSysBone = Smoke01 SmolderingSmoke 5867 Animation = UBPalaceEGX_DSG.UBPalaceEGX_DS 5868 AnimationMode = LOOP 5869 End 5870 5871 ConditionState = REALLYDAMAGED GARRISONED SNOW 5872 Model = UBPalace_ESG 5873 ParticleSysBone = Smoke01 SmolderingSmoke 5874 End 5875 ConditionState = REALLYDAMAGED USER_1 SNOW 5876 Model = UBPalaceEG_ES 5877 ParticleSysBone = Smoke01 SmolderingSmoke 5878 End 5879 ConditionState = REALLYDAMAGED USER_1 GARRISONED SNOW 5880 Model = UBPalaceEGX_ES 5881 ParticleSysBone = Smoke01 SmolderingSmoke 5882 End 5883 5884 ; night 5885 ConditionState = NIGHT 5886 Model = UBPalace_N 5887 ParticleSysBone = Smoke01 SmolderingSmoke 5888 Animation = UBPalace_N.UBPalace_N 5889 AnimationMode = LOOP 5890 End 5891 ConditionState = DAMAGED NIGHT 5892 Model = UBPalace_DN 5893 ParticleSysBone = Smoke01 SmolderingSmoke 5894 Animation = UBPalace_DN.UBPalace_DN 5895 AnimationMode = LOOP 5896 End 5897 ConditionState = REALLYDAMAGED RUBBLE NIGHT 5898 Model = UBPalace_EN 5899 ParticleSysBone = Smoke01 SmolderingSmoke 5900 End 5901 5902 ConditionState = GARRISONED NIGHT 5903 Model = UBPalace_NG 5904 ParticleSysBone = Smoke01 SmolderingSmoke 5905 Animation = UBPalace_NG.UBPalace_NG 5906 AnimationMode = LOOP 5907 End 5908 ConditionState = USER_1 NIGHT 5909 Model = UBPalaceEG_N 5910 ParticleSysBone = Smoke01 SmolderingSmoke 5911 Animation = UBPalaceEG_N.UBPalaceEG_N 5912 AnimationMode = LOOP 5913 End 5914 ; commented out until we get the right state (garrison + elite guard) 5915 ConditionState = USER_1 NIGHT GARRISONED 5916 Model = UBPalaceEGX_N 5917 ParticleSysBone = Smoke01 SmolderingSmoke 5918 Animation = UBPalaceEGX_N.UBPalaceEGX_N 5919 AnimationMode = LOOP 5920 End 5921 5922 ConditionState = DAMAGED GARRISONED NIGHT 5923 Model = UBPalace_DGN 5924 ParticleSysBone = Smoke01 SmolderingSmoke 5925 Animation = UBPalace_DGN.UBPalace_DGN 5926 AnimationMode = LOOP 5927 End 5928 ConditionState = DAMAGED USER_1 NIGHT 5929 Model = UBPalaceEG_DN 5930 ParticleSysBone = Smoke01 SmolderingSmoke 5931 Animation = UBPalaceEG_DN.UBPalaceEG_DN 5932 AnimationMode = LOOP 5933 End 5934 ConditionState = DAMAGED USER_1 NIGHT GARRISONED 5935 Model = UBPalaceEGX_DN 5936 ParticleSysBone = Smoke01 SmolderingSmoke 5937 Animation = UBPalaceEGX_DN.UBPalaceEGX_DN 5938 AnimationMode = LOOP 5939 End 5940 5941 ConditionState = REALLYDAMAGED GARRISONED NIGHT 5942 Model = UBPalace_ENG 5943 ParticleSysBone = Smoke01 SmolderingSmoke 5944 End 5945 ConditionState = REALLYDAMAGED USER_1 NIGHT 5946 Model = UBPalaceEG_EN 5947 ParticleSysBone = Smoke01 SmolderingSmoke 5948 End 5949 ConditionState = REALLYDAMAGED USER_1 NIGHT GARRISONED 5950 Model = UBPalaceEGX_EN 5951 ParticleSysBone = Smoke01 SmolderingSmoke 5952 End 5953 5954 ; night snow 5955 ConditionState = SNOW NIGHT 5956 Model = UBPalace_NS 5957 ParticleSysBone = Smoke01 SmolderingSmoke 5958 Animation = UBPalace_NS.UBPalace_NS 5959 AnimationMode = LOOP 5960 End 5961 ConditionState = DAMAGED SNOW NIGHT 5962 Model = UBPalace_DNS 5963 ParticleSysBone = Smoke01 SmolderingSmoke 5964 Animation = UBPalace_DNS.UBPalace_DNS 5965 AnimationMode = LOOP 5966 End 5967 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 5968 Model = UBPalace_ENS 5969 ParticleSysBone = Smoke01 SmolderingSmoke 5970 End 5971 5972 ConditionState = GARRISONED SNOW NIGHT 5973 Model = UBPalace_GNS 5974 ParticleSysBone = Smoke01 SmolderingSmoke 5975 Animation = UBPalace_GNS.UBPalace_GNS 5976 AnimationMode = LOOP 5977 End 5978 ConditionState = USER_1 SNOW NIGHT 5979 Model = UBPalaceEG_NS 5980 ParticleSysBone = Smoke01 SmolderingSmoke 5981 Animation = UBPalaceEG_NS.UBPalaceEG_NS 5982 AnimationMode = LOOP 5983 End 5984 ConditionState = USER_1 SNOW NIGHT GARRISONED 5985 Model = UBPalaceEGX_NS 5986 ParticleSysBone = Smoke01 SmolderingSmoke 5987 Animation = UBPalaceEGX_NS.UBPalaceEGX_NS 5988 AnimationMode = LOOP 5989 End 5990 5991 ConditionState = DAMAGED GARRISONED SNOW NIGHT 5992 Model = UBPalace_DGNS 5993 ParticleSysBone = Smoke01 SmolderingSmoke 5994 Animation = UBPalace_DGNS.UBPalace_DGNS 5995 AnimationMode = LOOP 5996 End 5997 ConditionState = DAMAGED USER_1 SNOW NIGHT 5998 Model = UBPalaceEG_DNS 5999 ParticleSysBone = Smoke01 SmolderingSmoke 6000 Animation = UBPalaceEG_DNS.UBPalaceEG_DNS 6001 AnimationMode = LOOP 6002 End 6003 ConditionState = DAMAGED USER_1 SNOW NIGHT GARRISONED 6004 Model = UBPalaceEGX_DNS 6005 ParticleSysBone = Smoke01 SmolderingSmoke 6006 Animation = UBPalaceEGX_DNS.UBPalaceEGX_DNS 6007 AnimationMode = LOOP 6008 End 6009 6010 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 6011 Model = UBPalace_ENSG 6012 ParticleSysBone = Smoke01 SmolderingSmoke 6013 End 6014 ConditionState = REALLYDAMAGED USER_1 SNOW NIGHT 6015 Model = UBPalaceEG_ENS 6016 ParticleSysBone = Smoke01 SmolderingSmoke 6017 End 6018 ConditionState = REALLYDAMAGED USER_1 SNOW NIGHT GARRISONED 6019 Model = UBPalaceEGX_ENS 6020 ParticleSysBone = Smoke01 SmolderingSmoke 6021 End 6022 6023 ;************************************************************************************************************************** 6024 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6025 ;for this draw module 6026 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6027 Model = UBPalace 6028 Animation = UBPalace.UBPalace 6029 AnimationMode = LOOP 6030 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6031 End 6032 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6033 Model = UBPalace_D 6034 Animation = UBPalace_D.UBPalace_D 6035 AnimationMode = LOOP 6036 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6037 End 6038 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6039 Model = UBPalace_E 6040 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6041 End 6042 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6043 Model = UBPalace_N 6044 Animation = UBPalace_N.UBPalace_N 6045 AnimationMode = LOOP 6046 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6047 End 6048 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 6049 Model = UBPalace_DN 6050 Animation = UBPalace_DN.UBPalace_DN 6051 AnimationMode = LOOP 6052 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6053 End 6054 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 6055 Model = UBPalace_EN 6056 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6057 End 6058 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6059 Model = UBPalace_S 6060 Animation = UBPalace_S.UBPalace_S 6061 AnimationMode = LOOP 6062 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6063 End 6064 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 6065 Model = UBPalace_DS 6066 Animation = UBPalace_DS.UBPalace_DS 6067 AnimationMode = LOOP 6068 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6069 End 6070 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 6071 Model = UBPalace_ES 6072 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6073 End 6074 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6075 Model = UBPalace_NS 6076 Animation = UBPalace_NS.UBPalace_NS 6077 AnimationMode = LOOP 6078 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6079 End 6080 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 6081 Model = UBPalace_DNS 6082 Animation = UBPalace_DNS.UBPalace_DNS 6083 AnimationMode = LOOP 6084 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6085 End 6086 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 6087 Model = UBPalace_ENS 6088 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6089 End 6090 6091 ConditionState = AWAITING_CONSTRUCTION 6092 Model = NONE 6093 End 6094 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6095 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6096 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6097 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6098 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6099 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6100 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6101 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6102 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6103 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6104 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6105 AliasConditionState = SOLD 6106 AliasConditionState = SOLD DAMAGED 6107 AliasConditionState = SOLD REALLYDAMAGED 6108 AliasConditionState = SOLD NIGHT 6109 AliasConditionState = SOLD NIGHT DAMAGED 6110 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6111 AliasConditionState = SOLD SNOW 6112 AliasConditionState = SOLD SNOW DAMAGED 6113 AliasConditionState = SOLD SNOW REALLYDAMAGED 6114 AliasConditionState = SOLD NIGHT SNOW 6115 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6116 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6117 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED USER_1 6118 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 6119 AliasConditionState = AWAITING_CONSTRUCTION NIGHT USER_1 6120 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 6121 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 6122 AliasConditionState = AWAITING_CONSTRUCTION SNOW USER_1 6123 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 6124 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 6125 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 6126 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 6127 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 6128 AliasConditionState = SOLD USER_1 6129 AliasConditionState = SOLD DAMAGED USER_1 6130 AliasConditionState = SOLD REALLYDAMAGED USER_1 6131 AliasConditionState = SOLD NIGHT USER_1 6132 AliasConditionState = SOLD NIGHT DAMAGED USER_1 6133 AliasConditionState = SOLD NIGHT REALLYDAMAGED USER_1 6134 AliasConditionState = SOLD SNOW USER_1 6135 AliasConditionState = SOLD SNOW DAMAGED USER_1 6136 AliasConditionState = SOLD SNOW REALLYDAMAGED USER_1 6137 AliasConditionState = SOLD NIGHT SNOW USER_1 6138 AliasConditionState = SOLD NIGHT SNOW DAMAGED USER_1 6139 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED USER_1 6140 AliasConditionState = GARRISONED SOLD 6141 AliasConditionState = GARRISONED SOLD DAMAGED 6142 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 6143 AliasConditionState = GARRISONED SOLD NIGHT 6144 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 6145 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 6146 AliasConditionState = GARRISONED SOLD SNOW 6147 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 6148 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 6149 AliasConditionState = GARRISONED SOLD NIGHT SNOW 6150 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 6151 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 6152 AliasConditionState = GARRISONED SOLD USER_1 6153 AliasConditionState = GARRISONED SOLD DAMAGED USER_1 6154 AliasConditionState = GARRISONED SOLD REALLYDAMAGED USER_1 6155 AliasConditionState = GARRISONED SOLD NIGHT USER_1 6156 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED USER_1 6157 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED USER_1 6158 AliasConditionState = GARRISONED SOLD SNOW USER_1 6159 AliasConditionState = GARRISONED SOLD SNOW DAMAGED USER_1 6160 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED USER_1 6161 AliasConditionState = GARRISONED SOLD NIGHT SNOW USER_1 6162 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED USER_1 6163 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED USER_1 6164 ;************************************************************************************************************************** 6165 6166 End 6167 PlacementViewAngle = -45 6168 6169 ; ------------ construction-zone fence ----------------- 6170 Draw = W3DModelDraw ModuleTag_02 6171 AnimationsRequirePower = No 6172 DefaultConditionState 6173 Model = None 6174 TransitionKey = DOWN_DEFAULT 6175 End 6176 ConditionState = NIGHT 6177 Model = None 6178 TransitionKey = DOWN_DEFAULT 6179 End 6180 ConditionState = SNOW 6181 Model = None 6182 TransitionKey = DOWN_DEFAULT 6183 End 6184 ConditionState = SNOW NIGHT 6185 Model = None 6186 TransitionKey = DOWN_DEFAULT 6187 End 6188 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6189 Model = UBPalace_A4 6190 Animation = UBPalace_A4.UBPalace_A4 6191 AnimationMode = MANUAL 6192 Flags = START_FRAME_LAST 6193 TransitionKey = UP_DAY 6194 End 6195 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6196 Model = UBPalace_A4N 6197 Animation = UBPalace_A4N.UBPalace_A4N 6198 AnimationMode = MANUAL 6199 Flags = START_FRAME_LAST 6200 TransitionKey = UP_NIGHT 6201 End 6202 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6203 Model = UBPalace_A4S 6204 Animation = UBPalace_A4S.UBPalace_A4S 6205 AnimationMode = MANUAL 6206 Flags = START_FRAME_LAST 6207 TransitionKey = UP_SNOW 6208 End 6209 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6210 Model = UBPalace_A4SN 6211 Animation = UBPalace_A4SN.UBPalace_A4SN 6212 AnimationMode = MANUAL 6213 Flags = START_FRAME_LAST 6214 TransitionKey = UP_SNOWNIGHT 6215 End 6216 TransitionState = DOWN_DEFAULT UP_DAY 6217 Model = UBPalace_A4 6218 Animation = UBPalace_A4.UBPalace_A4 6219 AnimationMode = ONCE 6220 AnimationSpeedFactorRange = 1.0 1.0 6221 Flags = START_FRAME_FIRST 6222 End 6223 TransitionState = DOWN_DEFAULT UP_NIGHT 6224 Model = UBPalace_A4N 6225 Animation = UBPalace_A4N.UBPalace_A4N 6226 AnimationMode = ONCE 6227 AnimationSpeedFactorRange = 1.0 1.0 6228 Flags = START_FRAME_FIRST 6229 End 6230 TransitionState = DOWN_DEFAULT UP_SNOW 6231 Model = UBPalace_A4S 6232 Animation = UBPalace_A4S.UBPalace_A4S 6233 AnimationMode = ONCE 6234 AnimationSpeedFactorRange = 1.0 1.0 6235 Flags = START_FRAME_FIRST 6236 End 6237 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6238 Model = UBPalace_A4SN 6239 Animation = UBPalace_A4SN.UBPalace_A4SN 6240 AnimationMode = ONCE 6241 AnimationSpeedFactorRange = 1.0 1.0 6242 Flags = START_FRAME_FIRST 6243 End 6244 TransitionState = UP_DAY DOWN_DEFAULT 6245 Model = UBPalace_A4 6246 Animation = UBPalace_A4.UBPalace_A4 6247 AnimationMode = ONCE_BACKWARDS 6248 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6249 Flags = START_FRAME_LAST 6250 End 6251 TransitionState = UP_NIGHT DOWN_DEFAULT 6252 Model = UBPalace_A4N 6253 Animation = UBPalace_A4N.UBPalace_A4N 6254 AnimationMode = ONCE_BACKWARDS 6255 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6256 Flags = START_FRAME_LAST 6257 End 6258 TransitionState = UP_SNOW DOWN_DEFAULT 6259 Model = UBPalace_A4S 6260 Animation = UBPalace_A4S.UBPalace_A4S 6261 AnimationMode = ONCE_BACKWARDS 6262 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6263 Flags = START_FRAME_LAST 6264 End 6265 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6266 Model = UBPalace_A4SN 6267 Animation = UBPalace_A4SN.UBPalace_A4SN 6268 AnimationMode = ONCE_BACKWARDS 6269 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6270 Flags = START_FRAME_LAST 6271 End 6272 End 6273 6274 ; ------------ under-construction scaffolding ----------------- 6275 Draw = W3DModelDraw ModuleTag_03 6276 AnimationsRequirePower = No 6277 MinLODRequired = MEDIUM 6278 DefaultConditionState 6279 Model = None 6280 TransitionKey = DOWN_DEFAULT 6281 End 6282 ConditionState = NIGHT 6283 Model = None 6284 TransitionKey = DOWN_DEFAULT 6285 End 6286 ConditionState = SNOW 6287 Model = None 6288 TransitionKey = DOWN_DEFAULT 6289 End 6290 ConditionState = SNOW NIGHT 6291 Model = None 6292 TransitionKey = DOWN_DEFAULT 6293 End 6294 ConditionState = PARTIALLY_CONSTRUCTED 6295 Model = UBPalace_A6 6296 Animation = UBPalace_A6.UBPalace_A6 6297 AnimationMode = MANUAL 6298 Flags = START_FRAME_LAST 6299 TransitionKey = UP_DAY 6300 ParticleSysBone = Dust01 BuildingDust 6301 ParticleSysBone = Smoke01 BuildUpSmoke 6302 ParticleSysBone = Smoke02 BuildUpSmoke 6303 ParticleSysBone = Smoke03 BuildUpSmoke 6304 ParticleSysBone = Smoke04 BuildUpSmoke 6305 ParticleSysBone = Smoke05 BuildUpSmoke 6306 End 6307 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 6308 Model = UBPalace_A6N 6309 Animation = UBPalace_A6N.UBPalace_A6N 6310 AnimationMode = MANUAL 6311 Flags = START_FRAME_LAST 6312 TransitionKey = UP_NIGHT 6313 ParticleSysBone = Dust01 BuildingDust 6314 ParticleSysBone = Smoke01 BuildUpSmoke 6315 ParticleSysBone = Smoke02 BuildUpSmoke 6316 ParticleSysBone = Smoke03 BuildUpSmoke 6317 ParticleSysBone = Smoke04 BuildUpSmoke 6318 ParticleSysBone = Smoke05 BuildUpSmoke 6319 End 6320 ConditionState = SNOW PARTIALLY_CONSTRUCTED 6321 Model = UBPalace_A6S 6322 Animation = UBPalace_A6S.UBPalace_A6S 6323 AnimationMode = MANUAL 6324 Flags = START_FRAME_LAST 6325 TransitionKey = UP_SNOW 6326 ParticleSysBone = Dust01 BuildingSnowDust 6327 ParticleSysBone = Smoke01 BuildUpSnowSmoke 6328 ParticleSysBone = Smoke02 BuildUpSnowSmoke 6329 ParticleSysBone = Smoke03 BuildUpSnowSmoke 6330 ParticleSysBone = Smoke04 BuildUpSnowSmoke 6331 ParticleSysBone = Smoke05 BuildUpSnowSmoke 6332 End 6333 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 6334 Model = UBPalace_A6SN 6335 Animation = UBPalace_A6SN.UBPalace_A6SN 6336 AnimationMode = MANUAL 6337 Flags = START_FRAME_LAST 6338 TransitionKey = UP_SNOWNIGHT 6339 ParticleSysBone = Dust01 BuildingNightSnowDust 6340 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 6341 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 6342 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 6343 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 6344 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 6345 End 6346 TransitionState = DOWN_DEFAULT UP_DAY 6347 Model = UBPalace_A6 6348 Animation = UBPalace_A6.UBPalace_A6 6349 AnimationMode = ONCE 6350 AnimationSpeedFactorRange = 1.0 1.0 6351 Flags = START_FRAME_FIRST 6352 End 6353 TransitionState = DOWN_DEFAULT UP_NIGHT 6354 Model = UBPalace_A6N 6355 Animation = UBPalace_A6N.UBPalace_A6N 6356 AnimationMode = ONCE 6357 AnimationSpeedFactorRange = 1.0 1.0 6358 Flags = START_FRAME_FIRST 6359 End 6360 TransitionState = DOWN_DEFAULT UP_SNOW 6361 Model = UBPalace_A6S 6362 Animation = UBPalace_A6S.UBPalace_A6S 6363 AnimationMode = ONCE 6364 AnimationSpeedFactorRange = 1.0 1.0 6365 Flags = START_FRAME_FIRST 6366 End 6367 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6368 Model = UBPalace_A6SN 6369 Animation = UBPalace_A6SN.UBPalace_A6SN 6370 AnimationMode = ONCE 6371 AnimationSpeedFactorRange = 1.0 1.0 6372 Flags = START_FRAME_FIRST 6373 End 6374 TransitionState = UP_DAY DOWN_DEFAULT 6375 Model = UBPalace_A6 6376 Animation = UBPalace_A6.UBPalace_A6 6377 AnimationMode = ONCE_BACKWARDS 6378 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6379 Flags = START_FRAME_LAST 6380 End 6381 TransitionState = UP_NIGHT DOWN_DEFAULT 6382 Model = UBPalace_A6N 6383 Animation = UBPalace_A6N.UBPalace_A6N 6384 AnimationMode = ONCE_BACKWARDS 6385 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6386 Flags = START_FRAME_LAST 6387 End 6388 TransitionState = UP_SNOW DOWN_DEFAULT 6389 Model = UBPalace_A6S 6390 Animation = UBPalace_A6S.UBPalace_A6S 6391 AnimationMode = ONCE_BACKWARDS 6392 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6393 Flags = START_FRAME_LAST 6394 End 6395 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6396 Model = UBPalace_A6SN 6397 Animation = UBPalace_A6SN.UBPalace_A6SN 6398 AnimationMode = ONCE_BACKWARDS 6399 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6400 Flags = START_FRAME_LAST 6401 End 6402 End 6403 6404 ; ***DESIGN parameters *** 6405 DisplayName = OBJECT:Palace 6406 Side = GLAStealthGeneral 6407 EditorSorting = STRUCTURE 6408 Prerequisites 6409 Object = Slth_GLAArmsDealer 6410 End 6411 BuildCost = 2500 6412 BuildTime = 45.0 ; in seconds 6413 EnergyProduction = 0 6414 VisionRange = 300.0 ; Shroud clearing distance 6415 ShroudClearingRange = 300 6416 ArmorSet 6417 Conditions = None 6418 Armor = StructureArmor 6419 DamageFX = StructureDamageFXNoShake 6420 End 6421 ArmorSet 6422 Conditions = PLAYER_UPGRADE 6423 Armor = GLAUpgradedStructureArmor 6424 DamageFX = StructureDamageFXNoShake 6425 End 6426 CommandSet = Slth_GLAPalaceCommandSet 6427 ExperienceValue = 300 300 300 300 ; Experience point value at each level 6428 6429 ; *** AUDIO Parameters *** 6430 VoiceSelect = PalaceSelect 6431 SoundOnDamaged = BuildingDamagedStateLight 6432 SoundOnReallyDamaged = BuildingDestroy 6433 6434 UnitSpecificSounds 6435 UnderConstruction = UnderConstructionLoop 6436 End 6437 6438 ; *** ENGINEERING Parameters *** 6439 RadarPriority = STRUCTURE 6440 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE FS_ADVANCED_TECH 6441 Body = StructureBody ModuleTag_04 6442 MaxHealth = 3000.0 6443 InitialHealth = 3000.0 6444 6445 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 6446 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 6447 SubdualDamageCap = 3200 6448 SubdualDamageHealRate = 500 6449 SubdualDamageHealAmount = 100 6450 End 6451 Behavior = ArmorUpgrade ModuleTag_Armor01 6452 TriggeredBy = Upgrade_GLAFortifiedStructure 6453 End 6454 6455 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 6456 ConditionFlag = USER_1 6457 TriggeredBy = Upgrade_GLAFortifiedStructure 6458 End 6459 Behavior = ProductionUpdate ModuleTag_05 6460 ; nothing 6461 End 6462 6463 Behavior = CreateObjectDie ModuleTag_08 6464 CreationList = OCL_SmallStructureDebris 6465 End 6466 Behavior = FXListDie ModuleTag_09 6467 DeathFX = FX_StructureMediumDeath 6468 End 6469 6470 Behavior = GarrisonContain ModuleTag_10 6471 ContainMax = 5 6472 EnterSound = GarrisonEnter 6473 ExitSound = GarrisonExit 6474 ImmuneToClearBuildingAttacks = Yes 6475 End 6476 6477 Behavior = FlammableUpdate ModuleTag_11 6478 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6479 AflameDamageAmount = 5 ; taking this much damage... 6480 AflameDamageDelay = 500 ; this often. 6481 End 6482 6483 Behavior = RebuildHoleExposeDie ModuleTag_06 6484 HoleName = GLAHolePalace 6485 HoleMaxHealth = 500.0 6486 End 6487 Behavior = DestroyDie ModuleTag_07 6488 ;nothing 6489 End 6490 6491 Behavior = TransitionDamageFX ModuleTag_12 6492 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 6493 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6494 ;--------------------------------------------------------------------------------------- 6495 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6496 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 6497 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 6498 End 6499 6500 Behavior = StealthUpdate ModuleStealth_09 6501 StealthDelay = 2500 ; msec 6502 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 6503 InnateStealth = No ;Requires upgrade first 6504 OrderIdleEnemiesToAttackMeUponReveal = Yes 6505 End 6506 Behavior = StealthUpgrade ModuleUpgrade_13 6507 TriggeredBy = Upgrade_GLACamoNetting 6508 END 6509 6510 Geometry = BOX 6511 GeometryMajorRadius = 43.0 6512 GeometryMinorRadius = 58.0 6513 GeometryHeight = 30.0 6514 GeometryIsSmall = No 6515 Shadow = SHADOW_VOLUME 6516 BuildCompletion = PLACED_BY_PLAYER 6517 6518 End 6519 6520 ;------------------------------------------------------------------------------ 6521 ObjectReskin Slth_GLAHolePalace Slth_GLAHole 6522 Draw = W3DModelDraw ModuleTag_01 6523 OkToChangeModelColor = Yes 6524 ConditionState = NONE 6525 Model = UBHole 6526 End 6527 ConditionState = DAMAGED 6528 Model = UBHole_D 6529 ParticleSysBone = Smoke01 SteamVent 6530 End 6531 ConditionState = REALLYDAMAGED RUBBLE 6532 Model = UBHole_E 6533 ParticleSysBone = Smoke01 SteamVent 6534 ParticleSysBone = Smoke02 SteamVent 6535 ParticleSysBone = Fire01 GLAPowerPlantFlame 6536 ParticleSysBone = Fire02 GLAPowerPlantFlame 6537 ParticleSysBone = Fire03 GLAPowerPlantFlame 6538 End 6539 End 6540 Draw = W3DModelDraw ModuleTag_02 6541 OkToChangeModelColor = Yes 6542 ConditionState = NONE 6543 Model = UBPalace_R 6544 ParticleSysBone = Smoke01 SmolderingSmoke 6545 ParticleSysBone = Smoke02 SmolderingSmoke 6546 ParticleSysBone = Flame01 FireBurningBarricade01 6547 End 6548 ConditionState = DAMAGED REALLYDAMAGED 6549 Model = UBPalace_R 6550 ParticleSysBone = Smoke01 SmolderingSmoke 6551 End 6552 End 6553 End 6554 6555 6556 6557 6558 ;------------------------------------------------------------------------------ 6559 Object Slth_GLASupplyStash 6560 6561 UpgradeCameo1 = Upgrade_GLACamoNetting 6562 6563 ; *** ART Parameters *** 6564 SelectPortrait = SUSupplyCenter_L 6565 ButtonImage = SUSupplyCenter 6566 6567 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 6568 6569 Draw = W3DModelDraw ModuleTag_01 6570 OkToChangeModelColor = Yes 6571 ; day 6572 ConditionState = NONE 6573 Model = UBSupply 6574 ParticleSysBone = Smoke01 SteamVent 6575 Animation = UBSupply.UBSupply 6576 AnimationMode = LOOP 6577 End 6578 ConditionState = DAMAGED 6579 Model = UBSupply_D 6580 ParticleSysBone = Smoke01 SteamVent 6581 Animation = UBSupply_D.UBSupply_D 6582 AnimationMode = LOOP 6583 End 6584 ConditionState = REALLYDAMAGED RUBBLE 6585 Model = UBSupply_E 6586 ParticleSysBone = Smoke01 SteamVent 6587 End 6588 ConditionState = GARRISONED 6589 Model = UBSpplyEG 6590 ParticleSysBone = Smoke01 SmolderingSmoke 6591 Animation = UBSpplyEG.UBSpplyEG 6592 AnimationMode = LOOP 6593 End 6594 ConditionState = DAMAGED GARRISONED 6595 Model = UBSpplyEG_D 6596 ParticleSysBone = Smoke01 SmolderingSmoke 6597 Animation = UBSpplyEG_D.UBSpplyEG_D 6598 AnimationMode = LOOP 6599 End 6600 ConditionState = REALLYDAMAGED GARRISONED 6601 Model = UBSpplyEG_E 6602 ParticleSysBone = Smoke01 SmolderingSmoke 6603 Animation = UBSpplyEG_E.UBSpplyEG_E 6604 AnimationMode = LOOP 6605 End 6606 6607 ; SNOW 6608 ConditionState = SNOW 6609 Model = UBSupply_S 6610 ParticleSysBone = Smoke01 SteamVent 6611 Animation = UBSupply_S.UBSupply_S 6612 AnimationMode = LOOP 6613 End 6614 ConditionState = DAMAGED SNOW 6615 Model = UBSupply_DS 6616 ParticleSysBone = Smoke01 SteamVent 6617 Animation = UBSupply_DS.UBSupply_DS 6618 AnimationMode = LOOP 6619 End 6620 ConditionState = REALLYDAMAGED RUBBLE SNOW 6621 Model = UBSupply_ES 6622 ParticleSysBone = Smoke01 SteamVent 6623 End 6624 ConditionState = GARRISONED SNOW 6625 Model = UBSpplyEG_S 6626 ParticleSysBone = Smoke01 SmolderingSmoke 6627 Animation = UBSpplyEG_S.UBSpplyEG_S 6628 AnimationMode = LOOP 6629 End 6630 ConditionState = DAMAGED GARRISONED SNOW 6631 Model = UBSpplyEG_DS 6632 ParticleSysBone = Smoke01 SmolderingSmoke 6633 Animation = UBSpplyEG_DS.UBSpplyEG_DS 6634 AnimationMode = LOOP 6635 End 6636 ConditionState = REALLYDAMAGED GARRISONED SNOW 6637 Model = UBSpplyEG_ES 6638 ParticleSysBone = Smoke01 SmolderingSmoke 6639 Animation = UBSpplyEG_ES.UBSpplyEG_ES 6640 AnimationMode = LOOP 6641 End 6642 6643 ; night 6644 ConditionState = NIGHT 6645 Model = UBSupply_N 6646 Animation = UBSupply_N.UBSupply_N 6647 AnimationMode = LOOP 6648 ParticleSysBone = Smoke01 SteamVent 6649 End 6650 ConditionState = DAMAGED NIGHT 6651 Model = UBSupply_DN 6652 Animation = UBSupply_DN.UBSupply_DN 6653 AnimationMode = LOOP 6654 ParticleSysBone = Smoke01 SteamVent 6655 ParticleSysBone = Smoke02 SmolderingSmoke 6656 ParticleSysBone = Smoke03 SmolderingSmoke 6657 ParticleSysBone = Smoke04 SmolderingSmoke 6658 ParticleSysBone = Fire01 SmolderingFire 6659 End 6660 ConditionState = REALLYDAMAGED RUBBLE NIGHT 6661 Model = UBSupply_EN 6662 ParticleSysBone = Smoke01 SteamVent 6663 ParticleSysBone = Smoke02 SmolderingSmoke 6664 ParticleSysBone = Smoke03 SmolderingSmoke 6665 ParticleSysBone = Smoke04 SmolderingSmoke 6666 ParticleSysBone = Smoke05 SmolderingSmoke 6667 ParticleSysBone = Smoke06 SmolderingSmoke 6668 ParticleSysBone = Fire01 SmolderingFire 6669 ParticleSysBone = Fire02 SmolderingFire 6670 ParticleSysBone = Fire03 SmolderingFire 6671 End 6672 ConditionState = GARRISONED NIGHT 6673 Model = UBSpplyEG_N 6674 ParticleSysBone = Smoke01 SmolderingSmoke 6675 Animation = UBSpplyEG_N.UBSpplyEG_N 6676 AnimationMode = LOOP 6677 End 6678 ConditionState = DAMAGED GARRISONED NIGHT 6679 Model = UBSpplyEG_DN 6680 ParticleSysBone = Smoke01 SmolderingSmoke 6681 Animation = UBSpplyEG_DN.UBSpplyEG_DN 6682 AnimationMode = LOOP 6683 End 6684 ConditionState = REALLYDAMAGED GARRISONED NIGHT 6685 Model = UBSpplyEG_EN 6686 ParticleSysBone = Smoke01 SmolderingSmoke 6687 Animation = UBSpplyEG_EN.UBSpplyEG_EN 6688 AnimationMode = LOOP 6689 End 6690 6691 ; night snow 6692 ConditionState = NIGHT SNOW 6693 Model = UBSupply_NS 6694 Animation = UBSupply_NS.UBSupply_NS 6695 AnimationMode = LOOP 6696 ParticleSysBone = Smoke01 SteamVent 6697 End 6698 ConditionState = DAMAGED NIGHT SNOW 6699 Model = UBSupply_DNS 6700 Animation = UBSupply_DNS.UBSupply_DNS 6701 AnimationMode = LOOP 6702 ParticleSysBone = Smoke01 SteamVent 6703 ParticleSysBone = Smoke02 SmolderingSmoke 6704 ParticleSysBone = Smoke03 SmolderingSmoke 6705 ParticleSysBone = Smoke04 SmolderingSmoke 6706 ParticleSysBone = Fire01 SmolderingFire 6707 End 6708 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 6709 Model = UBSupply_ENS 6710 ParticleSysBone = Smoke01 SteamVent 6711 ParticleSysBone = Smoke02 SmolderingSmoke 6712 ParticleSysBone = Smoke03 SmolderingSmoke 6713 ParticleSysBone = Smoke04 SmolderingSmoke 6714 ParticleSysBone = Smoke05 SmolderingSmoke 6715 ParticleSysBone = Smoke06 SmolderingSmoke 6716 ParticleSysBone = Fire01 SmolderingFire 6717 ParticleSysBone = Fire02 SmolderingFire 6718 ParticleSysBone = Fire03 SmolderingFire 6719 End 6720 ConditionState = GARRISONED SNOW NIGHT 6721 Model = UBSpplyEG_NS 6722 ParticleSysBone = Smoke01 SmolderingSmoke 6723 Animation = UBSpplyEG_NS.UBSpplyEG_NS 6724 AnimationMode = LOOP 6725 End 6726 ConditionState = DAMAGED GARRISONED SNOW NIGHT 6727 Model = UBSpplyEG_DNS 6728 ParticleSysBone = Smoke01 SmolderingSmoke 6729 Animation = UBSpplyEG_DNS.UBSpplyEG_DNS 6730 AnimationMode = LOOP 6731 End 6732 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 6733 Model = UBSpplyEG_ENS 6734 ParticleSysBone = Smoke01 SmolderingSmoke 6735 Animation = UBSpplyEG_ENS.UBSpplyEG_ENS 6736 AnimationMode = LOOP 6737 End 6738 6739 ;************************************************************************************************************************** 6740 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 6741 ;for this draw module 6742 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6743 Model = UBSupply 6744 Animation = UBSupply.UBSupply 6745 AnimationMode = LOOP 6746 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6747 End 6748 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 6749 Model = UBSupply_D 6750 Animation = UBSupply_D.UBSupply_D 6751 AnimationMode = LOOP 6752 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6753 End 6754 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 6755 Model = UBSupply_E 6756 ;Animation = UBSupply_E.UBSupply_E 6757 ;AnimationMode = LOOP 6758 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6759 End 6760 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 6761 Model = UBSupply_N 6762 Animation = UBSupply_N.UBSupply_N 6763 AnimationMode = LOOP 6764 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6765 End 6766 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 6767 Model = UBSupply_DN 6768 Animation = UBSupply_DN.UBSupply_DN 6769 AnimationMode = LOOP 6770 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6771 End 6772 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 6773 Model = UBSupply_EN 6774 ;Animation = UBSupply_EN.UBSupply_EN 6775 ;AnimationMode = LOOP 6776 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6777 End 6778 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 6779 Model = UBSupply_S 6780 Animation = UBSupply_S.UBSupply_S 6781 AnimationMode = LOOP 6782 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6783 End 6784 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 6785 Model = UBSupply_DS 6786 Animation = UBSupply_DS.UBSupply_DS 6787 AnimationMode = LOOP 6788 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6789 End 6790 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 6791 Model = UBSupply_ES 6792 ;Animation = UBSupply_ES.UBSupply_ES 6793 ;AnimationMode = LOOP 6794 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6795 End 6796 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 6797 Model = UBSupply_NS 6798 Animation = UBSupply_NS.UBSupply_NS 6799 AnimationMode = LOOP 6800 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6801 End 6802 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 6803 Model = UBSupply_DNS 6804 Animation = UBSupply_DNS.UBSupply_DNS 6805 AnimationMode = LOOP 6806 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6807 End 6808 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 6809 Model = UBSupply_ENS 6810 ;Animation = UBSupply_ENS.UBSupply_ENS 6811 ;AnimationMode = LOOP 6812 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 6813 End 6814 6815 ConditionState = AWAITING_CONSTRUCTION 6816 Model = NONE 6817 End 6818 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 6819 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 6820 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 6821 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 6822 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 6823 AliasConditionState = AWAITING_CONSTRUCTION SNOW 6824 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 6825 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 6826 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 6827 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 6828 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 6829 AliasConditionState = SOLD 6830 AliasConditionState = SOLD DAMAGED 6831 AliasConditionState = SOLD REALLYDAMAGED 6832 AliasConditionState = SOLD NIGHT 6833 AliasConditionState = SOLD NIGHT DAMAGED 6834 AliasConditionState = SOLD NIGHT REALLYDAMAGED 6835 AliasConditionState = SOLD SNOW 6836 AliasConditionState = SOLD SNOW DAMAGED 6837 AliasConditionState = SOLD SNOW REALLYDAMAGED 6838 AliasConditionState = SOLD NIGHT SNOW 6839 AliasConditionState = SOLD NIGHT SNOW DAMAGED 6840 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 6841 AliasConditionState = GARRISONED SOLD 6842 AliasConditionState = GARRISONED SOLD DAMAGED 6843 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 6844 AliasConditionState = GARRISONED SOLD NIGHT 6845 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 6846 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 6847 AliasConditionState = GARRISONED SOLD SNOW 6848 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 6849 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 6850 AliasConditionState = GARRISONED SOLD NIGHT SNOW 6851 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 6852 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 6853 ;************************************************************************************************************************** 6854 6855 End 6856 6857 ; ------------ construction-zone fence ----------------- 6858 Draw = W3DModelDraw ModuleTag_02 6859 AnimationsRequirePower = No 6860 DefaultConditionState 6861 Model = None 6862 TransitionKey = DOWN_DEFAULT 6863 End 6864 ConditionState = NIGHT 6865 Model = None 6866 TransitionKey = DOWN_DEFAULT 6867 End 6868 ConditionState = SNOW 6869 Model = None 6870 TransitionKey = DOWN_DEFAULT 6871 End 6872 ConditionState = SNOW NIGHT 6873 Model = None 6874 TransitionKey = DOWN_DEFAULT 6875 End 6876 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6877 Model = UBSupply_A4 6878 Animation = UBSupply_A4.UBSupply_A4 6879 AnimationMode = MANUAL 6880 Flags = START_FRAME_LAST 6881 TransitionKey = UP_DAY 6882 End 6883 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6884 Model = UBSupply_A4N 6885 Animation = UBSupply_A4N.UBSupply_A4N 6886 AnimationMode = MANUAL 6887 Flags = START_FRAME_LAST 6888 TransitionKey = UP_NIGHT 6889 End 6890 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6891 Model = UBSupply_A4S 6892 Animation = UBSupply_A4S.UBSupply_A4S 6893 AnimationMode = MANUAL 6894 Flags = START_FRAME_LAST 6895 TransitionKey = UP_SNOW 6896 End 6897 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 6898 Model = UBSupply_A4SN 6899 Animation = UBSupply_A4SN.UBSupply_A4SN 6900 AnimationMode = MANUAL 6901 Flags = START_FRAME_LAST 6902 TransitionKey = UP_SNOWNIGHT 6903 End 6904 TransitionState = DOWN_DEFAULT UP_DAY 6905 Model = UBSupply_A4 6906 Animation = UBSupply_A4.UBSupply_A4 6907 AnimationMode = ONCE 6908 AnimationSpeedFactorRange = 1.0 1.0 6909 Flags = START_FRAME_FIRST 6910 End 6911 TransitionState = DOWN_DEFAULT UP_NIGHT 6912 Model = UBSupply_A4N 6913 Animation = UBSupply_A4N.UBSupply_A4N 6914 AnimationMode = ONCE 6915 AnimationSpeedFactorRange = 1.0 1.0 6916 Flags = START_FRAME_FIRST 6917 End 6918 TransitionState = DOWN_DEFAULT UP_SNOW 6919 Model = UBSupply_A4S 6920 Animation = UBSupply_A4S.UBSupply_A4S 6921 AnimationMode = ONCE 6922 AnimationSpeedFactorRange = 1.0 1.0 6923 Flags = START_FRAME_FIRST 6924 End 6925 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 6926 Model = UBSupply_A4SN 6927 Animation = UBSupply_A4SN.UBSupply_A4SN 6928 AnimationMode = ONCE 6929 AnimationSpeedFactorRange = 1.0 1.0 6930 Flags = START_FRAME_FIRST 6931 End 6932 TransitionState = UP_DAY DOWN_DEFAULT 6933 Model = UBSupply_A4 6934 Animation = UBSupply_A4.UBSupply_A4 6935 AnimationMode = ONCE_BACKWARDS 6936 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6937 Flags = START_FRAME_LAST 6938 End 6939 TransitionState = UP_NIGHT DOWN_DEFAULT 6940 Model = UBSupply_A4N 6941 Animation = UBSupply_A4N.UBSupply_A4N 6942 AnimationMode = ONCE_BACKWARDS 6943 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6944 Flags = START_FRAME_LAST 6945 End 6946 TransitionState = UP_SNOW DOWN_DEFAULT 6947 Model = UBSupply_A4S 6948 Animation = UBSupply_A4S.UBSupply_A4S 6949 AnimationMode = ONCE_BACKWARDS 6950 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6951 Flags = START_FRAME_LAST 6952 End 6953 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 6954 Model = UBSupply_A4SN 6955 Animation = UBSupply_A4SN.UBSupply_A4SN 6956 AnimationMode = ONCE_BACKWARDS 6957 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 6958 Flags = START_FRAME_LAST 6959 End 6960 End 6961 6962 ; ------------ under-construction scaffolding ----------------- 6963 Draw = W3DModelDraw ModuleTag_03 6964 AnimationsRequirePower = No 6965 MinLODRequired = MEDIUM 6966 DefaultConditionState 6967 Model = None 6968 TransitionKey = DOWN_DEFAULT 6969 End 6970 ConditionState = NIGHT 6971 Model = None 6972 TransitionKey = DOWN_DEFAULT 6973 End 6974 ConditionState = SNOW 6975 Model = None 6976 TransitionKey = DOWN_DEFAULT 6977 End 6978 ConditionState = SNOW NIGHT 6979 Model = None 6980 TransitionKey = DOWN_DEFAULT 6981 End 6982 ConditionState = PARTIALLY_CONSTRUCTED 6983 Model = UBSupply_A6 6984 Animation = UBSupply_A6.UBSupply_A6 6985 AnimationMode = MANUAL 6986 Flags = START_FRAME_LAST 6987 TransitionKey = UP_DAY 6988 ParticleSysBone = Dust01 BuildingDust 6989 ParticleSysBone = Smoke01 BuildUpSmoke 6990 ParticleSysBone = Smoke02 BuildUpSmoke 6991 ParticleSysBone = Smoke03 BuildUpSmoke 6992 ParticleSysBone = Smoke04 BuildUpSmoke 6993 End 6994 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 6995 Model = UBSupply_A6N 6996 Animation = UBSupply_A6N.UBSupply_A6N 6997 AnimationMode = MANUAL 6998 Flags = START_FRAME_LAST 6999 TransitionKey = UP_NIGHT 7000 ParticleSysBone = Dust01 BuildingDust 7001 ParticleSysBone = Smoke01 BuildUpSmoke 7002 ParticleSysBone = Smoke02 BuildUpSmoke 7003 ParticleSysBone = Smoke03 BuildUpSmoke 7004 ParticleSysBone = Smoke04 BuildUpSmoke 7005 End 7006 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7007 Model = UBSupply_A6S 7008 Animation = UBSupply_A6S.UBSupply_A6S 7009 AnimationMode = MANUAL 7010 Flags = START_FRAME_LAST 7011 TransitionKey = UP_SNOW 7012 ParticleSysBone = Dust01 BuildingSnowDust 7013 ParticleSysBone = Smoke01 BuildUpSnowSmoke 7014 ParticleSysBone = Smoke02 BuildUpSnowSmoke 7015 ParticleSysBone = Smoke03 BuildUpSnowSmoke 7016 ParticleSysBone = Smoke04 BuildUpSnowSmoke 7017 End 7018 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7019 Model = UBSupply_A6SN 7020 Animation = UBSupply_A6SN.UBSupply_A6SN 7021 AnimationMode = MANUAL 7022 Flags = START_FRAME_LAST 7023 TransitionKey = UP_SNOWNIGHT 7024 ParticleSysBone = Dust01 BuildingNightSnowDust 7025 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 7026 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 7027 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 7028 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 7029 End 7030 TransitionState = DOWN_DEFAULT UP_DAY 7031 Model = UBSupply_A6 7032 Animation = UBSupply_A6.UBSupply_A6 7033 AnimationMode = ONCE 7034 AnimationSpeedFactorRange = 1.0 1.0 7035 Flags = START_FRAME_FIRST 7036 End 7037 TransitionState = DOWN_DEFAULT UP_NIGHT 7038 Model = UBSupply_A6N 7039 Animation = UBSupply_A6N.UBSupply_A6N 7040 AnimationMode = ONCE 7041 AnimationSpeedFactorRange = 1.0 1.0 7042 Flags = START_FRAME_FIRST 7043 End 7044 TransitionState = DOWN_DEFAULT UP_SNOW 7045 Model = UBSupply_A6S 7046 Animation = UBSupply_A6S.UBSupply_A6S 7047 AnimationMode = ONCE 7048 AnimationSpeedFactorRange = 1.0 1.0 7049 Flags = START_FRAME_FIRST 7050 End 7051 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7052 Model = UBSupply_A6SN 7053 Animation = UBSupply_A6SN.UBSupply_A6SN 7054 AnimationMode = ONCE 7055 AnimationSpeedFactorRange = 1.0 1.0 7056 Flags = START_FRAME_FIRST 7057 End 7058 TransitionState = UP_DAY DOWN_DEFAULT 7059 Model = UBSupply_A6 7060 Animation = UBSupply_A6.UBSupply_A6 7061 AnimationMode = ONCE_BACKWARDS 7062 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7063 Flags = START_FRAME_LAST 7064 End 7065 TransitionState = UP_NIGHT DOWN_DEFAULT 7066 Model = UBSupply_A6N 7067 Animation = UBSupply_A6N.UBSupply_A6N 7068 AnimationMode = ONCE_BACKWARDS 7069 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7070 Flags = START_FRAME_LAST 7071 7072 End 7073 TransitionState = UP_SNOW DOWN_DEFAULT 7074 Model = UBSupply_A6S 7075 Animation = UBSupply_A6S.UBSupply_A6S 7076 AnimationMode = ONCE_BACKWARDS 7077 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7078 Flags = START_FRAME_LAST 7079 End 7080 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7081 Model = UBSupply_A6SN 7082 Animation = UBSupply_A6SN.UBSupply_A6SN 7083 AnimationMode = ONCE_BACKWARDS 7084 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7085 Flags = START_FRAME_LAST 7086 End 7087 End 7088 7089 PlacementViewAngle = -45 7090 7091 ; ***DESIGN parameters *** 7092 DisplayName = OBJECT:SupplyStash 7093 Side = GLAStealthGeneral 7094 EditorSorting = STRUCTURE 7095 BuildCost = 1500 7096 RefundValue = 650 ; With nothing (or zero) listed, we sell for half price. 7097 BuildTime = 10.0 ; in seconds 7098 EnergyProduction = 0 7099 CommandSet = Slth_GLASupplyStashCommandSet 7100 VisionRange = 200.0 ; Shroud clearing distance 7101 ShroudClearingRange = 200 7102 ArmorSet 7103 Conditions = None 7104 Armor = StructureArmor 7105 DamageFX = StructureDamageFXNoShake 7106 End 7107 ArmorSet 7108 Conditions = PLAYER_UPGRADE 7109 Armor = GLAUpgradedStructureArmor 7110 DamageFX = StructureDamageFXNoShake 7111 End 7112 ExperienceValue = 200 200 200 200 ; Experience point value at each level 7113 7114 ; *** AUDIO Parameters *** 7115 VoiceSelect = SupplyCenterGLASelect 7116 SoundOnDamaged = BuildingDamagedStateLight 7117 SoundOnReallyDamaged = BuildingDestroy 7118 7119 UnitSpecificSounds 7120 UnderConstruction = UnderConstructionLoop 7121 End 7122 7123 ; *** ENGINEERING Parameters *** 7124 RadarPriority = STRUCTURE 7125 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER 7126 Body = StructureBody ModuleTag_04 7127 MaxHealth = 2000.0 7128 InitialHealth = 2000.0 7129 7130 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7131 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7132 SubdualDamageCap = 2200 7133 SubdualDamageHealRate = 500 7134 SubdualDamageHealAmount = 100 7135 End 7136 7137 Behavior = ArmorUpgrade ModuleTag_Armor01 7138 TriggeredBy = Upgrade_GLAFortifiedStructure 7139 End 7140 7141 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 7142 ConditionFlag = GARRISONED 7143 TriggeredBy = Upgrade_GLAFortifiedStructure 7144 End 7145 7146 Behavior = SupplyCenterCreate ModuleTag_05 7147 ;nothing 7148 End 7149 7150 Behavior = RebuildHoleExposeDie ModuleTag_06 7151 HoleName = GLAHoleSupplyStash 7152 HoleMaxHealth = 500.0 7153 End 7154 Behavior = DestroyDie ModuleTag_07 7155 ;nothing 7156 End 7157 Behavior = CreateObjectDie ModuleTag_08 7158 CreationList = OCL_SmallStructureDebris 7159 End 7160 Behavior = FXListDie ModuleTag_09 7161 DeathFX = FX_StructureSmallDeath 7162 End 7163 Behavior = ProductionUpdate ModuleTag_10 7164 ; nothing 7165 End 7166 Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 7167 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 7168 NaturalRallyPoint = X: 36.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 7169 GrantTemporaryStealth = 20000 ;Give temporary stealth to the harvester whenever created. Loses it when player order given. 7170 End 7171 7172 Behavior = SpawnBehavior ModuleTag_12 7173 SpawnNumber = 1 7174 SpawnReplaceDelay = 9999 7175 SpawnTemplateName = Slth_GLAInfantryWorker 7176 OneShot = Yes 7177 CanReclaimOrphans = No 7178 SlavesHaveFreeWill = Yes 7179 End 7180 7181 Behavior = SupplyCenterDockUpdate ModuleTag_13 7182 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 7183 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 7184 GrantTemporaryStealth = 20000 ;Give temporary stealth to the harvester whenever he drops off cash. Loses it when player order given. 7185 End 7186 7187 Behavior = FlammableUpdate ModuleTag_15 7188 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7189 AflameDamageAmount = 5 ; taking this much damage... 7190 AflameDamageDelay = 500 ; this often. 7191 End 7192 7193 Behavior = TransitionDamageFX ModuleTag_16 7194 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 7195 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7196 ;--------------------------------------------------------------------------------------- 7197 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7198 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7199 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7200 End 7201 7202 Behavior = StealthUpdate ModuleStealth_09 7203 StealthDelay = 2500 ; msec 7204 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 7205 InnateStealth = No ;Requires upgrade first 7206 OrderIdleEnemiesToAttackMeUponReveal = Yes 7207 End 7208 Behavior = StealthUpgrade ModuleTag_17 7209 TriggeredBy = Upgrade_GLACamoNetting 7210 END 7211 7212 ;Dont forget to edit the GLA Hole geometry for this object too 7213 Geometry = BOX 7214 GeometryMajorRadius = 36.0 7215 GeometryMinorRadius = 35.0 7216 GeometryHeight = 30.0 7217 GeometryIsSmall = No 7218 ;FactoryExtraBibWidth= 1.0 ; extra placement border. 7219 Shadow = SHADOW_VOLUME 7220 BuildCompletion = PLACED_BY_PLAYER 7221 7222 End 7223 7224 ;------------------------------------------------------------------------------ 7225 ObjectReskin Slth_GLAHoleSupplyStash Slth_GLAHole 7226 Draw = W3DModelDraw ModuleTag_01 7227 OkToChangeModelColor = Yes 7228 ConditionState = NONE 7229 Model = UBHole 7230 End 7231 ConditionState = DAMAGED 7232 Model = UBHole_D 7233 ParticleSysBone = Smoke01 SteamVent 7234 End 7235 ConditionState = REALLYDAMAGED RUBBLE 7236 Model = UBHole_E 7237 ParticleSysBone = Smoke01 SteamVent 7238 ParticleSysBone = Smoke02 SteamVent 7239 ParticleSysBone = Fire01 GLAPowerPlantFlame 7240 ParticleSysBone = Fire02 GLAPowerPlantFlame 7241 ParticleSysBone = Fire03 GLAPowerPlantFlame 7242 End 7243 End 7244 Draw = W3DModelDraw ModuleTag_02 7245 OkToChangeModelColor = Yes 7246 ConditionState = NONE 7247 Model = UBSupply_R 7248 ParticleSysBone = Smoke02 SmolderingSmoke 7249 ParticleSysBone = Smoke03 SmolderingSmoke 7250 ParticleSysBone = Smoke04 SmolderingSmoke 7251 ParticleSysBone = Smoke05 SmolderingSmoke 7252 ParticleSysBone = Smoke06 SmolderingSmoke 7253 End 7254 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 7255 Model = UBSupply_R 7256 ParticleSysBone = Smoke02 SmolderingSmoke 7257 ParticleSysBone = Smoke03 SmolderingSmoke 7258 ParticleSysBone = Smoke04 SmolderingSmoke 7259 ParticleSysBone = Smoke05 SmolderingSmoke 7260 ParticleSysBone = Smoke06 SmolderingSmoke 7261 End 7262 End 7263 End 7264 7265 ;------------------------------------------------------------------------------ 7266 Object Slth_FakeGLASupplyStash 7267 7268 UpgradeCameo1 = Upgrade_GLACamoNetting 7269 7270 ; *** ART Parameters *** 7271 SelectPortrait = SUSupplyCenter_L 7272 ButtonImage = SUSupplyCenter 7273 7274 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 7275 7276 Draw = W3DModelDraw ModuleTag_01 7277 OkToChangeModelColor = Yes 7278 ; day 7279 ConditionState = NONE 7280 Model = UBSupply 7281 ParticleSysBone = Smoke01 SteamVent 7282 Animation = UBSupply.UBSupply 7283 AnimationMode = LOOP 7284 End 7285 ConditionState = DAMAGED 7286 Model = UBSupply_D 7287 ParticleSysBone = Smoke01 SteamVent 7288 Animation = UBSupply_D.UBSupply_D 7289 AnimationMode = LOOP 7290 End 7291 ConditionState = REALLYDAMAGED RUBBLE 7292 Model = UBSupply_E 7293 ParticleSysBone = Smoke01 SteamVent 7294 End 7295 ConditionState = GARRISONED 7296 Model = UBSpplyEG 7297 ParticleSysBone = Smoke01 SmolderingSmoke 7298 Animation = UBSpplyEG.UBSpplyEG 7299 AnimationMode = LOOP 7300 End 7301 ConditionState = DAMAGED GARRISONED 7302 Model = UBSpplyEG_D 7303 ParticleSysBone = Smoke01 SmolderingSmoke 7304 Animation = UBSpplyEG_D.UBSpplyEG_D 7305 AnimationMode = LOOP 7306 End 7307 ConditionState = REALLYDAMAGED GARRISONED 7308 Model = UBSpplyEG_E 7309 ParticleSysBone = Smoke01 SmolderingSmoke 7310 Animation = UBSpplyEG_E.UBSpplyEG_E 7311 AnimationMode = LOOP 7312 End 7313 7314 ; SNOW 7315 ConditionState = SNOW 7316 Model = UBSupply_S 7317 ParticleSysBone = Smoke01 SteamVent 7318 Animation = UBSupply_S.UBSupply_S 7319 AnimationMode = LOOP 7320 End 7321 ConditionState = DAMAGED SNOW 7322 Model = UBSupply_DS 7323 ParticleSysBone = Smoke01 SteamVent 7324 Animation = UBSupply_DS.UBSupply_DS 7325 AnimationMode = LOOP 7326 End 7327 ConditionState = REALLYDAMAGED RUBBLE SNOW 7328 Model = UBSupply_ES 7329 ParticleSysBone = Smoke01 SteamVent 7330 End 7331 ConditionState = GARRISONED SNOW 7332 Model = UBSpplyEG_S 7333 ParticleSysBone = Smoke01 SmolderingSmoke 7334 Animation = UBSpplyEG_S.UBSpplyEG_S 7335 AnimationMode = LOOP 7336 End 7337 ConditionState = DAMAGED GARRISONED SNOW 7338 Model = UBSpplyEG_DS 7339 ParticleSysBone = Smoke01 SmolderingSmoke 7340 Animation = UBSpplyEG_DS.UBSpplyEG_DS 7341 AnimationMode = LOOP 7342 End 7343 ConditionState = REALLYDAMAGED GARRISONED SNOW 7344 Model = UBSpplyEG_ES 7345 ParticleSysBone = Smoke01 SmolderingSmoke 7346 Animation = UBSpplyEG_ES.UBSpplyEG_ES 7347 AnimationMode = LOOP 7348 End 7349 7350 ; night 7351 ConditionState = NIGHT 7352 Model = UBSupply_N 7353 Animation = UBSupply_N.UBSupply_N 7354 AnimationMode = LOOP 7355 ParticleSysBone = Smoke01 SteamVent 7356 End 7357 ConditionState = DAMAGED NIGHT 7358 Model = UBSupply_DN 7359 Animation = UBSupply_DN.UBSupply_DN 7360 AnimationMode = LOOP 7361 ParticleSysBone = Smoke01 SteamVent 7362 ParticleSysBone = Smoke02 SmolderingSmoke 7363 ParticleSysBone = Smoke03 SmolderingSmoke 7364 ParticleSysBone = Smoke04 SmolderingSmoke 7365 ParticleSysBone = Fire01 SmolderingFire 7366 End 7367 ConditionState = REALLYDAMAGED RUBBLE NIGHT 7368 Model = UBSupply_EN 7369 ParticleSysBone = Smoke01 SteamVent 7370 ParticleSysBone = Smoke02 SmolderingSmoke 7371 ParticleSysBone = Smoke03 SmolderingSmoke 7372 ParticleSysBone = Smoke04 SmolderingSmoke 7373 ParticleSysBone = Smoke05 SmolderingSmoke 7374 ParticleSysBone = Smoke06 SmolderingSmoke 7375 ParticleSysBone = Fire01 SmolderingFire 7376 ParticleSysBone = Fire02 SmolderingFire 7377 ParticleSysBone = Fire03 SmolderingFire 7378 End 7379 ConditionState = GARRISONED NIGHT 7380 Model = UBSpplyEG_N 7381 ParticleSysBone = Smoke01 SmolderingSmoke 7382 Animation = UBSpplyEG_N.UBSpplyEG_N 7383 AnimationMode = LOOP 7384 End 7385 ConditionState = DAMAGED GARRISONED NIGHT 7386 Model = UBSpplyEG_DN 7387 ParticleSysBone = Smoke01 SmolderingSmoke 7388 Animation = UBSpplyEG_DN.UBSpplyEG_DN 7389 AnimationMode = LOOP 7390 End 7391 ConditionState = REALLYDAMAGED GARRISONED NIGHT 7392 Model = UBSpplyEG_EN 7393 ParticleSysBone = Smoke01 SmolderingSmoke 7394 Animation = UBSpplyEG_EN.UBSpplyEG_EN 7395 AnimationMode = LOOP 7396 End 7397 7398 ; night snow 7399 ConditionState = NIGHT SNOW 7400 Model = UBSupply_NS 7401 Animation = UBSupply_NS.UBSupply_NS 7402 AnimationMode = LOOP 7403 ParticleSysBone = Smoke01 SteamVent 7404 End 7405 ConditionState = DAMAGED NIGHT SNOW 7406 Model = UBSupply_DNS 7407 Animation = UBSupply_DNS.UBSupply_DNS 7408 AnimationMode = LOOP 7409 ParticleSysBone = Smoke01 SteamVent 7410 ParticleSysBone = Smoke02 SmolderingSmoke 7411 ParticleSysBone = Smoke03 SmolderingSmoke 7412 ParticleSysBone = Smoke04 SmolderingSmoke 7413 ParticleSysBone = Fire01 SmolderingFire 7414 End 7415 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 7416 Model = UBSupply_ENS 7417 ParticleSysBone = Smoke01 SteamVent 7418 ParticleSysBone = Smoke02 SmolderingSmoke 7419 ParticleSysBone = Smoke03 SmolderingSmoke 7420 ParticleSysBone = Smoke04 SmolderingSmoke 7421 ParticleSysBone = Smoke05 SmolderingSmoke 7422 ParticleSysBone = Smoke06 SmolderingSmoke 7423 ParticleSysBone = Fire01 SmolderingFire 7424 ParticleSysBone = Fire02 SmolderingFire 7425 ParticleSysBone = Fire03 SmolderingFire 7426 End 7427 ConditionState = GARRISONED SNOW NIGHT 7428 Model = UBSpplyEG_NS 7429 ParticleSysBone = Smoke01 SmolderingSmoke 7430 Animation = UBSpplyEG_S.UBSpplyEG_S 7431 AnimationMode = LOOP 7432 End 7433 ConditionState = DAMAGED GARRISONED SNOW NIGHT 7434 Model = UBSpplyEG_DNS 7435 ParticleSysBone = Smoke01 SmolderingSmoke 7436 Animation = UBSpplyEG_DNS.UBSpplyEG_DNS 7437 AnimationMode = LOOP 7438 End 7439 ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT 7440 Model = UBSpplyEG_ENS 7441 ParticleSysBone = Smoke01 SmolderingSmoke 7442 Animation = UBSpplyEG_ENS.UBSpplyEG_ENS 7443 AnimationMode = LOOP 7444 End 7445 7446 ;************************************************************************************************************************** 7447 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 7448 ;for this draw module 7449 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7450 Model = UBSupply 7451 Animation = UBSupply.UBSupply 7452 AnimationMode = LOOP 7453 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7454 End 7455 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 7456 Model = UBSupply_D 7457 Animation = UBSupply_D.UBSupply_D 7458 AnimationMode = LOOP 7459 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7460 End 7461 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 7462 Model = UBSupply_E 7463 ;Animation = UBSupply_E.UBSupply_E 7464 ;AnimationMode = LOOP 7465 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7466 End 7467 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 7468 Model = UBSupply_N 7469 Animation = UBSupply_N.UBSupply_N 7470 AnimationMode = LOOP 7471 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7472 End 7473 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 7474 Model = UBSupply_DN 7475 Animation = UBSupply_DN.UBSupply_DN 7476 AnimationMode = LOOP 7477 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7478 End 7479 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 7480 Model = UBSupply_EN 7481 ;Animation = UBSupply_EN.UBSupply_EN 7482 ;AnimationMode = LOOP 7483 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7484 End 7485 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 7486 Model = UBSupply_S 7487 Animation = UBSupply_S.UBSupply_S 7488 AnimationMode = LOOP 7489 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7490 End 7491 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 7492 Model = UBSupply_DS 7493 Animation = UBSupply_DS.UBSupply_DS 7494 AnimationMode = LOOP 7495 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7496 End 7497 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 7498 Model = UBSupply_ES 7499 ;Animation = UBSupply_ES.UBSupply_ES 7500 ;AnimationMode = LOOP 7501 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7502 End 7503 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 7504 Model = UBSupply_NS 7505 Animation = UBSupply_NS.UBSupply_NS 7506 AnimationMode = LOOP 7507 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7508 End 7509 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 7510 Model = UBSupply_DNS 7511 Animation = UBSupply_DNS.UBSupply_DNS 7512 AnimationMode = LOOP 7513 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7514 End 7515 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 7516 Model = UBSupply_ENS 7517 ;Animation = UBSupply_ENS.UBSupply_ENS 7518 ;AnimationMode = LOOP 7519 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 7520 End 7521 7522 ConditionState = AWAITING_CONSTRUCTION 7523 Model = NONE 7524 End 7525 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 7526 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 7527 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 7528 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 7529 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 7530 AliasConditionState = AWAITING_CONSTRUCTION SNOW 7531 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 7532 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 7533 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 7534 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 7535 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 7536 AliasConditionState = SOLD 7537 AliasConditionState = SOLD DAMAGED 7538 AliasConditionState = SOLD REALLYDAMAGED 7539 AliasConditionState = SOLD NIGHT 7540 AliasConditionState = SOLD NIGHT DAMAGED 7541 AliasConditionState = SOLD NIGHT REALLYDAMAGED 7542 AliasConditionState = SOLD SNOW 7543 AliasConditionState = SOLD SNOW DAMAGED 7544 AliasConditionState = SOLD SNOW REALLYDAMAGED 7545 AliasConditionState = SOLD NIGHT SNOW 7546 AliasConditionState = SOLD NIGHT SNOW DAMAGED 7547 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 7548 AliasConditionState = GARRISONED SOLD 7549 AliasConditionState = GARRISONED SOLD DAMAGED 7550 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 7551 AliasConditionState = GARRISONED SOLD NIGHT 7552 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 7553 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 7554 AliasConditionState = GARRISONED SOLD SNOW 7555 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 7556 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 7557 AliasConditionState = GARRISONED SOLD NIGHT SNOW 7558 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 7559 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 7560 ;************************************************************************************************************************** 7561 7562 End 7563 7564 ; ------------ construction-zone fence ----------------- 7565 Draw = W3DModelDraw ModuleTag_02 7566 AnimationsRequirePower = No 7567 DefaultConditionState 7568 Model = None 7569 TransitionKey = DOWN_DEFAULT 7570 End 7571 ConditionState = NIGHT 7572 Model = None 7573 TransitionKey = DOWN_DEFAULT 7574 End 7575 ConditionState = SNOW 7576 Model = None 7577 TransitionKey = DOWN_DEFAULT 7578 End 7579 ConditionState = SNOW NIGHT 7580 Model = None 7581 TransitionKey = DOWN_DEFAULT 7582 End 7583 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7584 Model = UBSupply_A4 7585 Animation = UBSupply_A4.UBSupply_A4 7586 AnimationMode = MANUAL 7587 Flags = START_FRAME_LAST 7588 TransitionKey = UP_DAY 7589 End 7590 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7591 Model = UBSupply_A4N 7592 Animation = UBSupply_A4N.UBSupply_A4N 7593 AnimationMode = MANUAL 7594 Flags = START_FRAME_LAST 7595 TransitionKey = UP_NIGHT 7596 End 7597 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7598 Model = UBSupply_A4S 7599 Animation = UBSupply_A4S.UBSupply_A4S 7600 AnimationMode = MANUAL 7601 Flags = START_FRAME_LAST 7602 TransitionKey = UP_SNOW 7603 End 7604 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 7605 Model = UBSupply_A4SN 7606 Animation = UBSupply_A4SN.UBSupply_A4SN 7607 AnimationMode = MANUAL 7608 Flags = START_FRAME_LAST 7609 TransitionKey = UP_SNOWNIGHT 7610 End 7611 TransitionState = DOWN_DEFAULT UP_DAY 7612 Model = UBSupply_A4 7613 Animation = UBSupply_A4.UBSupply_A4 7614 AnimationMode = ONCE 7615 AnimationSpeedFactorRange = 1.0 1.0 7616 Flags = START_FRAME_FIRST 7617 End 7618 TransitionState = DOWN_DEFAULT UP_NIGHT 7619 Model = UBSupply_A4N 7620 Animation = UBSupply_A4N.UBSupply_A4N 7621 AnimationMode = ONCE 7622 AnimationSpeedFactorRange = 1.0 1.0 7623 Flags = START_FRAME_FIRST 7624 End 7625 TransitionState = DOWN_DEFAULT UP_SNOW 7626 Model = UBSupply_A4S 7627 Animation = UBSupply_A4S.UBSupply_A4S 7628 AnimationMode = ONCE 7629 AnimationSpeedFactorRange = 1.0 1.0 7630 Flags = START_FRAME_FIRST 7631 End 7632 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7633 Model = UBSupply_A4SN 7634 Animation = UBSupply_A4SN.UBSupply_A4SN 7635 AnimationMode = ONCE 7636 AnimationSpeedFactorRange = 1.0 1.0 7637 Flags = START_FRAME_FIRST 7638 End 7639 TransitionState = UP_DAY DOWN_DEFAULT 7640 Model = UBSupply_A4 7641 Animation = UBSupply_A4.UBSupply_A4 7642 AnimationMode = ONCE_BACKWARDS 7643 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7644 Flags = START_FRAME_LAST 7645 End 7646 TransitionState = UP_NIGHT DOWN_DEFAULT 7647 Model = UBSupply_A4N 7648 Animation = UBSupply_A4N.UBSupply_A4N 7649 AnimationMode = ONCE_BACKWARDS 7650 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7651 Flags = START_FRAME_LAST 7652 End 7653 TransitionState = UP_SNOW DOWN_DEFAULT 7654 Model = UBSupply_A4S 7655 Animation = UBSupply_A4S.UBSupply_A4S 7656 AnimationMode = ONCE_BACKWARDS 7657 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7658 Flags = START_FRAME_LAST 7659 End 7660 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7661 Model = UBSupply_A4SN 7662 Animation = UBSupply_A4SN.UBSupply_A4SN 7663 AnimationMode = ONCE_BACKWARDS 7664 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7665 Flags = START_FRAME_LAST 7666 End 7667 End 7668 7669 ; ------------ under-construction scaffolding ----------------- 7670 Draw = W3DModelDraw ModuleTag_03 7671 AnimationsRequirePower = No 7672 MinLODRequired = MEDIUM 7673 DefaultConditionState 7674 Model = None 7675 TransitionKey = DOWN_DEFAULT 7676 End 7677 ConditionState = NIGHT 7678 Model = None 7679 TransitionKey = DOWN_DEFAULT 7680 End 7681 ConditionState = SNOW 7682 Model = None 7683 TransitionKey = DOWN_DEFAULT 7684 End 7685 ConditionState = SNOW NIGHT 7686 Model = None 7687 TransitionKey = DOWN_DEFAULT 7688 End 7689 ConditionState = PARTIALLY_CONSTRUCTED 7690 Model = UBSupply_A6 7691 Animation = UBSupply_A6.UBSupply_A6 7692 AnimationMode = MANUAL 7693 Flags = START_FRAME_LAST 7694 TransitionKey = UP_DAY 7695 ParticleSysBone = Dust01 BuildingDust 7696 ParticleSysBone = Smoke01 BuildUpSmoke 7697 ParticleSysBone = Smoke02 BuildUpSmoke 7698 ParticleSysBone = Smoke03 BuildUpSmoke 7699 ParticleSysBone = Smoke04 BuildUpSmoke 7700 End 7701 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 7702 Model = UBSupply_A6N 7703 Animation = UBSupply_A6N.UBSupply_A6N 7704 AnimationMode = MANUAL 7705 Flags = START_FRAME_LAST 7706 TransitionKey = UP_NIGHT 7707 ParticleSysBone = Dust01 BuildingDust 7708 ParticleSysBone = Smoke01 BuildUpSmoke 7709 ParticleSysBone = Smoke02 BuildUpSmoke 7710 ParticleSysBone = Smoke03 BuildUpSmoke 7711 ParticleSysBone = Smoke04 BuildUpSmoke 7712 End 7713 ConditionState = SNOW PARTIALLY_CONSTRUCTED 7714 Model = UBSupply_A6S 7715 Animation = UBSupply_A6S.UBSupply_A6S 7716 AnimationMode = MANUAL 7717 Flags = START_FRAME_LAST 7718 TransitionKey = UP_SNOW 7719 ParticleSysBone = Dust01 BuildingSnowDust 7720 ParticleSysBone = Smoke01 BuildUpSnowSmoke 7721 ParticleSysBone = Smoke02 BuildUpSnowSmoke 7722 ParticleSysBone = Smoke03 BuildUpSnowSmoke 7723 ParticleSysBone = Smoke04 BuildUpSnowSmoke 7724 End 7725 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 7726 Model = UBSupply_A6SN 7727 Animation = UBSupply_A6SN.UBSupply_A6SN 7728 AnimationMode = MANUAL 7729 Flags = START_FRAME_LAST 7730 TransitionKey = UP_SNOWNIGHT 7731 ParticleSysBone = Dust01 BuildingNightSnowDust 7732 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 7733 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 7734 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 7735 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 7736 End 7737 TransitionState = DOWN_DEFAULT UP_DAY 7738 Model = UBSupply_A6 7739 Animation = UBSupply_A6.UBSupply_A6 7740 AnimationMode = ONCE 7741 AnimationSpeedFactorRange = 1.0 1.0 7742 Flags = START_FRAME_FIRST 7743 End 7744 TransitionState = DOWN_DEFAULT UP_NIGHT 7745 Model = UBSupply_A6N 7746 Animation = UBSupply_A6N.UBSupply_A6N 7747 AnimationMode = ONCE 7748 AnimationSpeedFactorRange = 1.0 1.0 7749 Flags = START_FRAME_FIRST 7750 End 7751 TransitionState = DOWN_DEFAULT UP_SNOW 7752 Model = UBSupply_A6S 7753 Animation = UBSupply_A6S.UBSupply_A6S 7754 AnimationMode = ONCE 7755 AnimationSpeedFactorRange = 1.0 1.0 7756 Flags = START_FRAME_FIRST 7757 End 7758 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 7759 Model = UBSupply_A6SN 7760 Animation = UBSupply_A6SN.UBSupply_A6SN 7761 AnimationMode = ONCE 7762 AnimationSpeedFactorRange = 1.0 1.0 7763 Flags = START_FRAME_FIRST 7764 End 7765 TransitionState = UP_DAY DOWN_DEFAULT 7766 Model = UBSupply_A6 7767 Animation = UBSupply_A6.UBSupply_A6 7768 AnimationMode = ONCE_BACKWARDS 7769 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7770 Flags = START_FRAME_LAST 7771 End 7772 TransitionState = UP_NIGHT DOWN_DEFAULT 7773 Model = UBSupply_A6N 7774 Animation = UBSupply_A6N.UBSupply_A6N 7775 AnimationMode = ONCE_BACKWARDS 7776 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7777 Flags = START_FRAME_LAST 7778 7779 End 7780 TransitionState = UP_SNOW DOWN_DEFAULT 7781 Model = UBSupply_A6S 7782 Animation = UBSupply_A6S.UBSupply_A6S 7783 AnimationMode = ONCE_BACKWARDS 7784 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7785 Flags = START_FRAME_LAST 7786 End 7787 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 7788 Model = UBSupply_A6SN 7789 Animation = UBSupply_A6SN.UBSupply_A6SN 7790 AnimationMode = ONCE_BACKWARDS 7791 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 7792 Flags = START_FRAME_LAST 7793 End 7794 End 7795 7796 PlacementViewAngle = -45 7797 7798 ; ***DESIGN parameters *** 7799 DisplayName = OBJECT:SupplyStash 7800 Side = GLAStealthGeneral 7801 EditorSorting = STRUCTURE 7802 Prerequisites 7803 Object = Slth_GLACommandCenter 7804 End 7805 BuildCost = 375 7806 BuildTime = 5.0 ; in seconds 7807 EnergyProduction = 0 7808 CommandSet = FakeGLASupplyStashCommandSet 7809 VisionRange = 200.0 ; Shroud clearing distance 7810 ShroudClearingRange = 200 7811 7812 WeaponSet 7813 Conditions = None 7814 Weapon = PRIMARY SuicideWeapon 7815 AutoChooseSources = PRIMARY None 7816 End 7817 7818 ArmorSet 7819 Conditions = None 7820 Armor = StructureArmor 7821 DamageFX = StructureDamageFXNoShake 7822 End 7823 ExperienceValue = 50 50 50 50 ; Experience point value at each level 7824 7825 ; *** AUDIO Parameters *** 7826 VoiceSelect = SupplyCenterGLASelect 7827 SoundOnDamaged = BuildingDamagedStateLight 7828 SoundOnReallyDamaged = BuildingDestroy 7829 7830 UnitSpecificSounds 7831 UnderConstruction = UnderConstructionLoop 7832 End 7833 7834 ; *** ENGINEERING Parameters *** 7835 RadarPriority = STRUCTURE 7836 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 7837 Body = StructureBody ModuleTag_04 7838 MaxHealth = 250.0 7839 InitialHealth = 250.0 7840 7841 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 7842 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 7843 SubdualDamageCap = 450 7844 SubdualDamageHealRate = 500 7845 SubdualDamageHealAmount = 100 7846 End 7847 7848 Behavior = CreateObjectDie ModuleTag_08 7849 CreationList = OCL_SmallStructureDebris 7850 End 7851 Behavior = FXListDie ModuleTag_09 7852 DeathFX = FX_StructureSmallDeath 7853 End 7854 Behavior = ProductionUpdate ModuleTag_10 7855 ; nothing 7856 End 7857 Behavior = AIUpdateInterface ModuleTag_11 7858 AutoAcquireEnemiesWhenIdle = No 7859 End 7860 7861 Behavior = SlowDeathBehavior ModuleTag_12 7862 ExemptStatus = UNDER_CONSTRUCTION 7863 DestructionDelay = 0 7864 Weapon = FINAL FakeStructureDetonationWeapon 7865 End 7866 Behavior = DestroyDie ModuleTag_SlowDeathException 7867 RequiredStatus = UNDER_CONSTRUCTION 7868 End 7869 7870 Behavior = ReplaceObjectUpgrade ModuleTag_13 7871 ReplaceObject = Slth_GLASupplyStash 7872 TriggeredBy = Upgrade_BecomeRealGLASupplyStash 7873 End 7874 7875 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 7876 ConditionFlag = GARRISONED 7877 TriggeredBy = Upgrade_GLAFortifiedStructure 7878 End 7879 7880 Behavior = FlammableUpdate ModuleTag_15 7881 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7882 AflameDamageAmount = 5 ; taking this much damage... 7883 AflameDamageDelay = 500 ; this often. 7884 End 7885 7886 Behavior = TransitionDamageFX ModuleTag_16 7887 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 7888 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7889 ;--------------------------------------------------------------------------------------- 7890 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7891 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7892 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7893 End 7894 7895 Behavior = StealthUpdate ModuleStealth_09 7896 StealthDelay = 2500 ; msec 7897 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 7898 InnateStealth = No ;Requires upgrade first 7899 OrderIdleEnemiesToAttackMeUponReveal = Yes 7900 End 7901 Behavior = StealthUpgrade ModuleTag_17 7902 TriggeredBy = Upgrade_GLACamoNetting 7903 END 7904 7905 ;Dont forget to edit the GLA Hole geometry for this object too 7906 Geometry = BOX 7907 GeometryMajorRadius = 36.0 7908 GeometryMinorRadius = 35.0 7909 GeometryHeight = 30.0 7910 GeometryIsSmall = No 7911 ;FactoryExtraBibWidth= 1.0 ; extra placement border. 7912 Shadow = SHADOW_VOLUME 7913 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 7914 ShadowSizeX = 105 7915 ShadowSizeY = 105 7916 BuildCompletion = PLACED_BY_PLAYER 7917 7918 End 7919 7920 7921 7922 7923 7924 7925 ;------------------------------------------------------------------------------ 7926 ;GLA Barracks 7927 Object Slth_GLABarracks 7928 7929 UpgradeCameo1 = Upgrade_GLACamoNetting 7930 7931 ; *** ART Parameters *** 7932 SelectPortrait = SUBarracks_L 7933 ButtonImage = SUBarracks 7934 7935 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 7936 7937 Draw = W3DModelDraw ModuleTag_01 7938 OkToChangeModelColor = Yes 7939 ; day 7940 ConditionState = NONE 7941 Model = UBBARRACKS 7942 ParticleSysBone = Smoke01 ChimneySmokeSmall 7943 ParticleSysBone = Smoke02 SteamVent 7944 Animation = UBBarracks.UBBarracks 7945 AnimationMode = LOOP 7946 End 7947 ConditionState = DAMAGED 7948 Model = UBBarracks_D 7949 ParticleSysBone = Smoke01 ChimneySmokeSmall 7950 ParticleSysBone = Smoke02 SteamVent 7951 ; ParticleSysBone = Smoke03 SmokeFactionMedium 7952 ; ParticleSysBone = Flame01 FireFactionMedium 7953 Animation = UBBarracks_D.UBBarracks_D 7954 AnimationMode = LOOP 7955 End 7956 ConditionState = REALLYDAMAGED RUBBLE 7957 Model = UBBarracks_E 7958 ParticleSysBone = Smoke01 ChimneySmokeSmall 7959 ; ParticleSysBone = Smoke02 SteamVent 7960 ; ParticleSysBone = Smoke03 SmokeFactionMedium 7961 ; ParticleSysBone = Smoke04 SmokeFactionLarge 7962 ; ParticleSysBone = Smoke05 SmokeFactionLarge 7963 ; ParticleSysBone = Flame01 FireFactionMedium 7964 ; ParticleSysBone = Flame02 FireFactionLarge 7965 Animation = UBBarracks_E.UBBarracks_E 7966 AnimationMode = LOOP 7967 End 7968 ConditionState = GARRISONED 7969 Model = UBBarrksEG 7970 ParticleSysBone = Smoke01 SmolderingSmoke 7971 Animation = UBBarrksEG.UBBarrksEG 7972 AnimationMode = LOOP 7973 End 7974 ConditionState = DAMAGED GARRISONED 7975 Model = UBBarrksEG_D 7976 ParticleSysBone = Smoke01 SmolderingSmoke 7977 Animation = UBBarrksEG_D.UBBarrksEG_D 7978 AnimationMode = LOOP 7979 End 7980 ConditionState = REALLYDAMAGED GARRISONED 7981 Model = UBBarrksEG_E 7982 ParticleSysBone = Smoke01 SmolderingSmoke 7983 Animation = UBBarrksEG_E.UBBarrksEG_E 7984 AnimationMode = LOOP 7985 End 7986 7987 ; day 7988 ConditionState = SNOW 7989 Model = UBBARRACKS_S 7990 ParticleSysBone = Smoke01 ChimneySmokeSmall 7991 ParticleSysBone = Smoke02 SteamVent 7992 Animation = UBBarracks_S.UBBarracks_S 7993 AnimationMode = LOOP 7994 End 7995 ConditionState = DAMAGED SNOW 7996 Model = UBBarracks_DS 7997 ParticleSysBone = Smoke01 ChimneySmokeSmall 7998 ParticleSysBone = Smoke02 SteamVent 7999 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8000 ; ParticleSysBone = Flame01 FireFactionMedium 8001 Animation = UBBarracks_DS.UBBarracks_DS 8002 AnimationMode = LOOP 8003 End 8004 ConditionState = REALLYDAMAGED RUBBLE SNOW 8005 Model = UBBarracks_ES 8006 ParticleSysBone = Smoke01 ChimneySmokeSmall 8007 ; ParticleSysBone = Smoke02 SteamVent 8008 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8009 ; ParticleSysBone = Smoke04 SmokeFactionLarge 8010 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8011 ; ParticleSysBone = Flame01 FireFactionMedium 8012 ; ParticleSysBone = Flame02 FireFactionLarge 8013 Animation = UBBarracks_ES.UBBarracks_ES 8014 AnimationMode = LOOP 8015 End 8016 ConditionState = GARRISONED SNOW 8017 Model = UBBarrksEG_S 8018 ParticleSysBone = Smoke01 SmolderingSmoke 8019 Animation = UBBarrksEG_S.UBBarrksEG_S 8020 AnimationMode = LOOP 8021 End 8022 ConditionState = DAMAGED GARRISONED SNOW 8023 Model = UBBarrksEG_DS 8024 ParticleSysBone = Smoke01 SmolderingSmoke 8025 Animation = UBBarrksEG_DS.UBBarrksEG_DS 8026 AnimationMode = LOOP 8027 End 8028 ConditionState = REALLYDAMAGED GARRISONED SNOW 8029 Model = UBBarrksEG_ES 8030 ParticleSysBone = Smoke01 SmolderingSmoke 8031 Animation = UBBarrksEG_ES.UBBarrksEG_ES 8032 AnimationMode = LOOP 8033 End 8034 8035 ; night 8036 ConditionState = NIGHT 8037 Model = UBBARRACKS_N 8038 ParticleSysBone = Smoke01 ChimneySmokeSmall 8039 ParticleSysBone = Smoke02 SteamVent 8040 Animation = UBBarracks_N.UBBarracks_N 8041 AnimationMode = LOOP 8042 End 8043 ConditionState = DAMAGED NIGHT 8044 Model = UBBarracks_DN 8045 ParticleSysBone = Smoke01 ChimneySmokeSmall 8046 ParticleSysBone = Smoke02 SteamVent 8047 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8048 ParticleSysBone = Flame01 GLAPowerPlantFlame 8049 Animation = UBBarracks_DN.UBBarracks_DN 8050 AnimationMode = LOOP 8051 End 8052 ConditionState = REALLYDAMAGED RUBBLE NIGHT 8053 Model = UBBarracks_EN 8054 ParticleSysBone = Smoke01 ChimneySmokeSmall 8055 ParticleSysBone = Smoke02 SteamVent 8056 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8057 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 8058 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 8059 ParticleSysBone = Flame01 FireSmallContinuous 8060 ParticleSysBone = Flame02 GLAPowerPlantFlame 8061 Animation = UBBarracks_EN.UBBarracks_EN 8062 AnimationMode = LOOP 8063 End 8064 ConditionState = GARRISONED NIGHT 8065 Model = UBBarrksEG_N 8066 ParticleSysBone = Smoke01 SmolderingSmoke 8067 Animation = UBBarrksEG_N.UBBarrksEG_N 8068 AnimationMode = LOOP 8069 End 8070 ConditionState = DAMAGED GARRISONED NIGHT 8071 Model = UBBarrksEG_DN 8072 ParticleSysBone = Smoke01 SmolderingSmoke 8073 Animation = UBBarrksEG_DN.UBBarrksEG_DN 8074 AnimationMode = LOOP 8075 End 8076 ConditionState = REALLYDAMAGED GARRISONED NIGHT 8077 Model = UBBarrksEG_EN 8078 ParticleSysBone = Smoke01 SmolderingSmoke 8079 Animation = UBBarrksEG_EN.UBBarrksEG_EN 8080 AnimationMode = LOOP 8081 End 8082 8083 ; night snow 8084 ConditionState = NIGHT SNOW 8085 Model = UBBARRACKS_NS 8086 ParticleSysBone = Smoke01 ChimneySmokeSmall 8087 ParticleSysBone = Smoke02 SteamVent 8088 Animation = UBBarracks_NS.UBBarracks_NS 8089 AnimationMode = LOOP 8090 End 8091 ConditionState = DAMAGED NIGHT SNOW 8092 Model = UBBarracks_DNS 8093 ParticleSysBone = Smoke01 ChimneySmokeSmall 8094 ParticleSysBone = Smoke02 SteamVent 8095 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8096 ParticleSysBone = Flame01 GLAPowerPlantFlame 8097 Animation = UBBarracks_DNS.UBBarracks_DNS 8098 AnimationMode = LOOP 8099 End 8100 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 8101 Model = UBBarracks_ENS 8102 ParticleSysBone = Smoke01 ChimneySmokeSmall 8103 ParticleSysBone = Smoke02 SteamVent 8104 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8105 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 8106 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 8107 ParticleSysBone = Flame01 FireSmallContinuous 8108 ParticleSysBone = Flame02 GLAPowerPlantFlame 8109 Animation = UBBarracks_ENS.UBBarracks_ENS 8110 AnimationMode = LOOP 8111 End 8112 ConditionState = GARRISONED NIGHT SNOW 8113 Model = UBBarrksEG_NS 8114 ParticleSysBone = Smoke01 SmolderingSmoke 8115 Animation = UBBarrksEG_NS.UBBarrksEG_NS 8116 AnimationMode = LOOP 8117 End 8118 ConditionState = DAMAGED GARRISONED NIGHT SNOW 8119 Model = UBBarrksEG_DNS 8120 ParticleSysBone = Smoke01 SmolderingSmoke 8121 Animation = UBBarrksEG_DNS.UBBarrksEG_DNS 8122 AnimationMode = LOOP 8123 End 8124 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 8125 Model = UBBarrksEG_ENS 8126 ParticleSysBone = Smoke01 SmolderingSmoke 8127 Animation = UBBarrksEG_ENS.UBBarrksEG_ENS 8128 AnimationMode = LOOP 8129 End 8130 8131 ;************************************************************************************************************************** 8132 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8133 ;for this draw module 8134 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8135 Model = UBBarracks 8136 Animation = UBBarracks.UBBarracks 8137 AnimationMode = LOOP 8138 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8139 End 8140 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8141 Model = UBBarracks_D 8142 Animation = UBBarracks_D.UBBarracks_D 8143 AnimationMode = LOOP 8144 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8145 End 8146 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8147 Model = UBBarracks_E 8148 Animation = UBBarracks_E.UBBarracks_E 8149 AnimationMode = LOOP 8150 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8151 End 8152 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8153 Model = UBBarracks_N 8154 Animation = UBBarracks_N.UBBarracks_N 8155 AnimationMode = LOOP 8156 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8157 End 8158 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8159 Model = UBBarracks_DN 8160 Animation = UBBarracks_DN.UBBarracks_DN 8161 AnimationMode = LOOP 8162 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8163 End 8164 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8165 Model = UBBarracks_EN 8166 Animation = UBBarracks_EN.UBBarracks_EN 8167 AnimationMode = LOOP 8168 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8169 End 8170 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8171 Model = UBBarracks_S 8172 Animation = UBBarracks_S.UBBarracks_S 8173 AnimationMode = LOOP 8174 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8175 End 8176 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8177 Model = UBBarracks_DS 8178 Animation = UBBarracks_DS.UBBarracks_DS 8179 AnimationMode = LOOP 8180 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8181 End 8182 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8183 Model = UBBarracks_ES 8184 Animation = UBBarracks_ES.UBBarracks_ES 8185 AnimationMode = LOOP 8186 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8187 End 8188 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8189 Model = UBBarracks_NS 8190 Animation = UBBarracks_NS.UBBarracks_NS 8191 AnimationMode = LOOP 8192 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8193 End 8194 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8195 Model = UBBarracks_DNS 8196 Animation = UBBarracks_DNS.UBBarracks_DNS 8197 AnimationMode = LOOP 8198 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8199 End 8200 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8201 Model = UBBarracks_ENS 8202 Animation = UBBarracks_ENS.UBBarracks_ENS 8203 AnimationMode = LOOP 8204 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8205 End 8206 8207 ConditionState = AWAITING_CONSTRUCTION 8208 Model = NONE 8209 End 8210 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8211 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8212 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8213 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8214 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8215 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8216 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8217 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8218 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8219 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8220 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8221 AliasConditionState = SOLD 8222 AliasConditionState = SOLD DAMAGED 8223 AliasConditionState = SOLD REALLYDAMAGED 8224 AliasConditionState = SOLD NIGHT 8225 AliasConditionState = SOLD NIGHT DAMAGED 8226 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8227 AliasConditionState = SOLD SNOW 8228 AliasConditionState = SOLD SNOW DAMAGED 8229 AliasConditionState = SOLD SNOW REALLYDAMAGED 8230 AliasConditionState = SOLD NIGHT SNOW 8231 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8232 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8233 AliasConditionState = GARRISONED SOLD 8234 AliasConditionState = GARRISONED SOLD DAMAGED 8235 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 8236 AliasConditionState = GARRISONED SOLD NIGHT 8237 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 8238 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 8239 AliasConditionState = GARRISONED SOLD SNOW 8240 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 8241 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 8242 AliasConditionState = GARRISONED SOLD NIGHT SNOW 8243 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 8244 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 8245 ;************************************************************************************************************************** 8246 End 8247 ; ------------ construction-zone fence ----------------- 8248 Draw = W3DModelDraw ModuleTag_02 8249 AnimationsRequirePower = No 8250 DefaultConditionState 8251 Model = None 8252 TransitionKey = DOWN_DEFAULT 8253 End 8254 ConditionState = NIGHT 8255 Model = None 8256 TransitionKey = DOWN_DEFAULT 8257 End 8258 ConditionState = SNOW 8259 Model = None 8260 TransitionKey = DOWN_DEFAULT 8261 End 8262 ConditionState = SNOW NIGHT 8263 Model = None 8264 TransitionKey = DOWN_DEFAULT 8265 End 8266 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8267 Model = UBBarracks_A4 8268 Animation = UBBarracks_A4.UBBarracks_A4 8269 AnimationMode = MANUAL 8270 Flags = START_FRAME_LAST 8271 TransitionKey = UP_DAY 8272 End 8273 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8274 Model = UBBarracks_A4N 8275 Animation = UBBarracks_A4N.UBBarracks_A4N 8276 AnimationMode = MANUAL 8277 Flags = START_FRAME_LAST 8278 TransitionKey = UP_NIGHT 8279 End 8280 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8281 Model = UBBarracks_A4S 8282 Animation = UBBarracks_A4S.UBBarracks_A4S 8283 AnimationMode = MANUAL 8284 Flags = START_FRAME_LAST 8285 TransitionKey = UP_SNOW 8286 End 8287 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8288 Model = UBBarracks_A4SN 8289 Animation = UBBarracks_A4SN.UBBarracks_A4SN 8290 AnimationMode = MANUAL 8291 Flags = START_FRAME_LAST 8292 TransitionKey = UP_SNOWNIGHT 8293 End 8294 TransitionState = DOWN_DEFAULT UP_DAY 8295 Model = UBBarracks_A4 8296 Animation = UBBarracks_A4.UBBarracks_A4 8297 AnimationMode = ONCE 8298 AnimationSpeedFactorRange = 1.0 1.0 8299 Flags = START_FRAME_FIRST 8300 End 8301 TransitionState = DOWN_DEFAULT UP_NIGHT 8302 Model = UBBarracks_A4N 8303 Animation = UBBarracks_A4N.UBBarracks_A4N 8304 AnimationMode = ONCE 8305 AnimationSpeedFactorRange = 1.0 1.0 8306 Flags = START_FRAME_FIRST 8307 End 8308 TransitionState = DOWN_DEFAULT UP_SNOW 8309 Model = UBBarracks_A4S 8310 Animation = UBBarracks_A4S.UBBarracks_A4S 8311 AnimationMode = ONCE 8312 AnimationSpeedFactorRange = 1.0 1.0 8313 Flags = START_FRAME_FIRST 8314 End 8315 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8316 Model = UBBarracks_A4SN 8317 Animation = UBBarracks_A4SN.UBBarracks_A4SN 8318 AnimationMode = ONCE 8319 AnimationSpeedFactorRange = 1.0 1.0 8320 Flags = START_FRAME_FIRST 8321 End 8322 TransitionState = UP_DAY DOWN_DEFAULT 8323 Model = UBBarracks_A4 8324 Animation = UBBarracks_A4.UBBarracks_A4 8325 AnimationMode = ONCE_BACKWARDS 8326 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8327 Flags = START_FRAME_LAST 8328 End 8329 TransitionState = UP_NIGHT DOWN_DEFAULT 8330 Model = UBBarracks_A4N 8331 Animation = UBBarracks_A4N.UBBarracks_A4N 8332 AnimationMode = ONCE_BACKWARDS 8333 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8334 Flags = START_FRAME_LAST 8335 End 8336 TransitionState = UP_SNOW DOWN_DEFAULT 8337 Model = UBBarracks_A4S 8338 Animation = UBBarracks_A4S.UBBarracks_A4S 8339 AnimationMode = ONCE_BACKWARDS 8340 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8341 Flags = START_FRAME_LAST 8342 End 8343 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8344 Model = UBBarracks_A4SN 8345 Animation = UBBarracks_A4SN.UBBarracks_A4SN 8346 AnimationMode = ONCE_BACKWARDS 8347 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8348 Flags = START_FRAME_LAST 8349 End 8350 End 8351 8352 ; ------------ under-construction scaffolding ----------------- 8353 Draw = W3DModelDraw ModuleTag_03 8354 AnimationsRequirePower = No 8355 MinLODRequired = MEDIUM 8356 DefaultConditionState 8357 Model = None 8358 TransitionKey = DOWN_DEFAULT 8359 End 8360 ConditionState = NIGHT 8361 Model = None 8362 TransitionKey = DOWN_DEFAULT 8363 End 8364 ConditionState = SNOW 8365 Model = None 8366 TransitionKey = DOWN_DEFAULT 8367 End 8368 ConditionState = SNOW NIGHT 8369 Model = None 8370 TransitionKey = DOWN_DEFAULT 8371 End 8372 ConditionState = PARTIALLY_CONSTRUCTED 8373 Model = UBBarracks_A6 8374 Animation = UBBarracks_A6.UBBarracks_A6 8375 AnimationMode = MANUAL 8376 Flags = START_FRAME_LAST 8377 TransitionKey = UP_DAY 8378 ParticleSysBone = Dust01 BuildingDust 8379 ParticleSysBone = Smoke01 BuildUpSmoke 8380 ParticleSysBone = Smoke02 BuildUpSmoke 8381 ParticleSysBone = Smoke03 BuildUpSmoke 8382 ParticleSysBone = Smoke04 BuildUpSmoke 8383 ParticleSysBone = Smoke05 BuildUpSmoke 8384 ParticleSysBone = Smoke06 BuildUpSmoke 8385 End 8386 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 8387 Model = UBBarracks_A6N 8388 Animation = UBBarracks_A6N.UBBarracks_A6N 8389 AnimationMode = MANUAL 8390 Flags = START_FRAME_LAST 8391 TransitionKey = UP_NIGHT 8392 ParticleSysBone = Dust01 BuildingDust 8393 ParticleSysBone = Smoke01 BuildUpSmoke 8394 ParticleSysBone = Smoke02 BuildUpSmoke 8395 ParticleSysBone = Smoke03 BuildUpSmoke 8396 ParticleSysBone = Smoke04 BuildUpSmoke 8397 ParticleSysBone = Smoke05 BuildUpSmoke 8398 ParticleSysBone = Smoke06 BuildUpSmoke 8399 End 8400 ConditionState = SNOW PARTIALLY_CONSTRUCTED 8401 Model = UBBarracks_A6S 8402 Animation = UBBarracks_A6S.UBBarracks_A6S 8403 AnimationMode = MANUAL 8404 Flags = START_FRAME_LAST 8405 TransitionKey = UP_SNOW 8406 ParticleSysBone = Dust01 BuildingSnowDust 8407 ParticleSysBone = Smoke01 BuildUpSnowSmoke 8408 ParticleSysBone = Smoke02 BuildUpSnowSmoke 8409 ParticleSysBone = Smoke03 BuildUpSnowSmoke 8410 ParticleSysBone = Smoke04 BuildUpSnowSmoke 8411 ParticleSysBone = Smoke05 BuildUpSnowSmoke 8412 ParticleSysBone = Smoke06 BuildUpSnowSmoke 8413 End 8414 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 8415 Model = UBBarracks_A6SN 8416 Animation = UBBarracks_A6SN.UBBarracks_A6SN 8417 AnimationMode = MANUAL 8418 Flags = START_FRAME_LAST 8419 TransitionKey = UP_SNOWNIGHT 8420 ParticleSysBone = Dust01 BuildingNightSnowDust 8421 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 8422 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 8423 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 8424 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 8425 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 8426 ParticleSysBone = Smoke06 BuildUpNightSnowSmoke 8427 End 8428 TransitionState = DOWN_DEFAULT UP_DAY 8429 Model = UBBarracks_A6 8430 Animation = UBBarracks_A6.UBBarracks_A6 8431 AnimationMode = ONCE 8432 AnimationSpeedFactorRange = 1.0 1.0 8433 Flags = START_FRAME_FIRST 8434 End 8435 TransitionState = DOWN_DEFAULT UP_NIGHT 8436 Model = UBBarracks_A6N 8437 Animation = UBBarracks_A6N.UBBarracks_A6N 8438 AnimationMode = ONCE 8439 AnimationSpeedFactorRange = 1.0 1.0 8440 Flags = START_FRAME_FIRST 8441 End 8442 TransitionState = DOWN_DEFAULT UP_SNOW 8443 Model = UBBarracks_A6S 8444 Animation = UBBarracks_A6S.UBBarracks_A6S 8445 AnimationMode = ONCE 8446 AnimationSpeedFactorRange = 1.0 1.0 8447 Flags = START_FRAME_FIRST 8448 End 8449 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 8450 Model = UBBarracks_A6SN 8451 Animation = UBBarracks_A6SN.UBBarracks_A6SN 8452 AnimationMode = ONCE 8453 AnimationSpeedFactorRange = 1.0 1.0 8454 Flags = START_FRAME_FIRST 8455 End 8456 TransitionState = UP_DAY DOWN_DEFAULT 8457 Model = UBBarracks_A6 8458 Animation = UBBarracks_A6.UBBarracks_A6 8459 AnimationMode = ONCE_BACKWARDS 8460 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8461 Flags = START_FRAME_LAST 8462 End 8463 TransitionState = UP_NIGHT DOWN_DEFAULT 8464 Model = UBBarracks_A6N 8465 Animation = UBBarracks_A6N.UBBarracks_A6N 8466 AnimationMode = ONCE_BACKWARDS 8467 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8468 Flags = START_FRAME_LAST 8469 End 8470 TransitionState = UP_SNOW DOWN_DEFAULT 8471 Model = UBBarracks_A6S 8472 Animation = UBBarracks_A6S.UBBarracks_A6S 8473 AnimationMode = ONCE_BACKWARDS 8474 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8475 Flags = START_FRAME_LAST 8476 End 8477 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 8478 Model = UBBarracks_A6SN 8479 Animation = UBBarracks_A6SN.UBBarracks_A6SN 8480 AnimationMode = ONCE_BACKWARDS 8481 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 8482 Flags = START_FRAME_LAST 8483 End 8484 End 8485 8486 PlacementViewAngle = -135 8487 8488 ; ***DESIGN parameters *** 8489 DisplayName = OBJECT:Barracks 8490 Side = GLAStealthGeneral 8491 EditorSorting = STRUCTURE 8492 BuildCost = 500 8493 BuildTime = 10.0 ; in seconds 8494 EnergyProduction = 0 8495 CommandSet = Slth_GLABarracksCommandSet 8496 VisionRange = 200.0 ; Shroud clearing distance 8497 ShroudClearingRange = 200 8498 ArmorSet 8499 Conditions = None 8500 Armor = StructureArmor 8501 DamageFX = StructureDamageFXNoShake 8502 End 8503 ArmorSet 8504 Conditions = PLAYER_UPGRADE 8505 Armor = GLAUpgradedStructureArmor 8506 DamageFX = StructureDamageFXNoShake 8507 End 8508 ExperienceValue = 100 100 100 100 ; Experience point value at each level 8509 8510 Prerequisites 8511 ; Object = Slth_GLASupplyStash 8512 End 8513 8514 8515 ; *** AUDIO Parameters *** 8516 VoiceSelect = BarracksGLASelect 8517 SoundOnDamaged = BuildingDamagedStateLight 8518 SoundOnReallyDamaged = BuildingDestroy 8519 8520 UnitSpecificSounds 8521 UnderConstruction = UnderConstructionLoop 8522 End 8523 8524 ; *** ENGINEERING Parameters *** 8525 RadarPriority = STRUCTURE 8526 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BARRACKS 8527 Body = StructureBody ModuleTag_04 8528 MaxHealth = 1000.0 8529 InitialHealth = 1000.0 8530 8531 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 8532 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 8533 SubdualDamageCap = 1200 8534 SubdualDamageHealRate = 500 8535 SubdualDamageHealAmount = 100 8536 End 8537 8538 Behavior = ArmorUpgrade ModuleTag_Armor01 8539 TriggeredBy = Upgrade_GLAFortifiedStructure 8540 End 8541 8542 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 8543 ConditionFlag = GARRISONED 8544 TriggeredBy = Upgrade_GLAFortifiedStructure 8545 End 8546 8547 Behavior = HealContain ModuleTag_05 8548 ContainMax = 10 ;way bigger than the # of objects we can have 8549 TimeForFullHeal = 2000 ;(in milliseconds) 8550 AllowInsideKindOf = INFANTRY 8551 AllowAlliesInside = Yes 8552 AllowNeutralInside = No 8553 AllowEnemiesInside = No 8554 End 8555 8556 Behavior = RebuildHoleExposeDie ModuleTag_06 8557 HoleName = GLAHoleBarracks 8558 HoleMaxHealth = 500.0 8559 End 8560 Behavior = DestroyDie ModuleTag_07 8561 ;nothing 8562 End 8563 Behavior = CreateObjectDie ModuleTag_08 8564 CreationList = OCL_LargeStructureDebris 8565 End 8566 Behavior = FXListDie ModuleTag_09 8567 DeathFX = FX_StructureSmallDeath 8568 End 8569 Behavior = ProductionUpdate ModuleTag_10 8570 ; nothing 8571 End 8572 Behavior = DefaultProductionExitUpdate ModuleTag_11 8573 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 8574 NaturalRallyPoint = X: 42.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML 8575 End 8576 8577 Behavior = FlammableUpdate ModuleTag_13 8578 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8579 AflameDamageAmount = 5 ; taking this much damage... 8580 AflameDamageDelay = 500 ; this often. 8581 End 8582 8583 Behavior = TransitionDamageFX ModuleTag_16 8584 ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS------------------- 8585 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8586 ;--------------------------------------------------------------------------------------- 8587 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8588 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 8589 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 8590 End 8591 8592 Behavior = GrantUpgradeCreate ModuleTag_17 8593 UpgradeToGrant = Upgrade_AmericaRadar 8594 ExemptStatus = UNDER_CONSTRUCTION 8595 End 8596 8597 Behavior = StealthUpdate ModuleStealth_09 8598 StealthDelay = 2500 ; msec 8599 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 8600 InnateStealth = No ;Requires upgrade first 8601 OrderIdleEnemiesToAttackMeUponReveal = Yes 8602 End 8603 Behavior = StealthUpgrade ModuleTag_18 8604 TriggeredBy = Upgrade_GLACamoNetting 8605 END 8606 8607 Geometry = BOX 8608 GeometryMajorRadius = 42.0 8609 GeometryMinorRadius = 52.0 8610 GeometryHeight = 20.0 8611 GeometryIsSmall = No 8612 FactoryExitWidth = 25 8613 Shadow = SHADOW_VOLUME 8614 BuildCompletion = PLACED_BY_PLAYER 8615 8616 End 8617 8618 ;------------------------------------------------------------------------------ 8619 ;Fake GLA Barracks 8620 Object Slth_FakeGLABarracks 8621 8622 UpgradeCameo1 = Upgrade_GLACamoNetting 8623 8624 ; *** ART Parameters *** 8625 SelectPortrait = SUBarracks_L 8626 ButtonImage = SUBarracks 8627 8628 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 8629 8630 Draw = W3DModelDraw ModuleTag_01 8631 OkToChangeModelColor = Yes 8632 ; day 8633 ConditionState = NONE 8634 Model = UBBARRACKS 8635 ParticleSysBone = Smoke01 ChimneySmokeSmall 8636 ParticleSysBone = Smoke02 SteamVent 8637 Animation = UBBarracks.UBBarracks 8638 AnimationMode = LOOP 8639 End 8640 ConditionState = DAMAGED 8641 Model = UBBarracks_D 8642 ParticleSysBone = Smoke01 ChimneySmokeSmall 8643 ParticleSysBone = Smoke02 SteamVent 8644 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8645 ; ParticleSysBone = Flame01 FireFactionMedium 8646 Animation = UBBarracks_D.UBBarracks_D 8647 AnimationMode = LOOP 8648 End 8649 ConditionState = REALLYDAMAGED RUBBLE 8650 Model = UBBarracks_E 8651 ParticleSysBone = Smoke01 ChimneySmokeSmall 8652 ; ParticleSysBone = Smoke02 SteamVent 8653 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8654 ; ParticleSysBone = Smoke04 SmokeFactionLarge 8655 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8656 ; ParticleSysBone = Flame01 FireFactionMedium 8657 ; ParticleSysBone = Flame02 FireFactionLarge 8658 Animation = UBBarracks_E.UBBarracks_E 8659 AnimationMode = LOOP 8660 End 8661 ConditionState = GARRISONED 8662 Model = UBBarrksEG 8663 ParticleSysBone = Smoke01 SmolderingSmoke 8664 Animation = UBBarrksEG.UBBarrksEG 8665 AnimationMode = LOOP 8666 End 8667 ConditionState = DAMAGED GARRISONED 8668 Model = UBBarrksEG_D 8669 ParticleSysBone = Smoke01 SmolderingSmoke 8670 Animation = UBBarrksEG_D.UBBarrksEG_D 8671 AnimationMode = LOOP 8672 End 8673 ConditionState = REALLYDAMAGED GARRISONED 8674 Model = UBBarrksEG_E 8675 ParticleSysBone = Smoke01 SmolderingSmoke 8676 Animation = UBBarrksEG_E.UBBarrksEG_E 8677 AnimationMode = LOOP 8678 End 8679 8680 ; day 8681 ConditionState = SNOW 8682 Model = UBBARRACKS_S 8683 ParticleSysBone = Smoke01 ChimneySmokeSmall 8684 ParticleSysBone = Smoke02 SteamVent 8685 Animation = UBBarracks_S.UBBarracks_S 8686 AnimationMode = LOOP 8687 End 8688 ConditionState = DAMAGED SNOW 8689 Model = UBBarracks_DS 8690 ParticleSysBone = Smoke01 ChimneySmokeSmall 8691 ParticleSysBone = Smoke02 SteamVent 8692 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8693 ; ParticleSysBone = Flame01 FireFactionMedium 8694 Animation = UBBarracks_DS.UBBarracks_DS 8695 AnimationMode = LOOP 8696 End 8697 ConditionState = REALLYDAMAGED RUBBLE SNOW 8698 Model = UBBarracks_ES 8699 ParticleSysBone = Smoke01 ChimneySmokeSmall 8700 ; ParticleSysBone = Smoke02 SteamVent 8701 ; ParticleSysBone = Smoke03 SmokeFactionMedium 8702 ; ParticleSysBone = Smoke04 SmokeFactionLarge 8703 ; ParticleSysBone = Smoke05 SmokeFactionLarge 8704 ; ParticleSysBone = Flame01 FireFactionMedium 8705 ; ParticleSysBone = Flame02 FireFactionLarge 8706 Animation = UBBarracks_ES.UBBarracks_ES 8707 AnimationMode = LOOP 8708 End 8709 ConditionState = GARRISONED SNOW 8710 Model = UBBarrksEG_S 8711 ParticleSysBone = Smoke01 SmolderingSmoke 8712 Animation = UBBarrksEG_S.UBBarrksEG_S 8713 AnimationMode = LOOP 8714 End 8715 ConditionState = DAMAGED GARRISONED SNOW 8716 Model = UBBarrksEG_DS 8717 ParticleSysBone = Smoke01 SmolderingSmoke 8718 Animation = UBBarrksEG_DS.UBBarrksEG_DS 8719 AnimationMode = LOOP 8720 End 8721 ConditionState = REALLYDAMAGED GARRISONED SNOW 8722 Model = UBBarrksEG_ES 8723 ParticleSysBone = Smoke01 SmolderingSmoke 8724 Animation = UBBarrksEG_ES.UBBarrksEG_ES 8725 AnimationMode = LOOP 8726 End 8727 8728 ; night 8729 ConditionState = NIGHT 8730 Model = UBBARRACKS_N 8731 ParticleSysBone = Smoke01 ChimneySmokeSmall 8732 ParticleSysBone = Smoke02 SteamVent 8733 Animation = UBBarracks_N.UBBarracks_N 8734 AnimationMode = LOOP 8735 End 8736 ConditionState = DAMAGED NIGHT 8737 Model = UBBarracks_DN 8738 ParticleSysBone = Smoke01 ChimneySmokeSmall 8739 ParticleSysBone = Smoke02 SteamVent 8740 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8741 ParticleSysBone = Flame01 GLAPowerPlantFlame 8742 Animation = UBBarracks_DN.UBBarracks_DN 8743 AnimationMode = LOOP 8744 End 8745 ConditionState = REALLYDAMAGED RUBBLE NIGHT 8746 Model = UBBarracks_EN 8747 ParticleSysBone = Smoke01 ChimneySmokeSmall 8748 ParticleSysBone = Smoke02 SteamVent 8749 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8750 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 8751 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 8752 ParticleSysBone = Flame01 FireSmallContinuous 8753 ParticleSysBone = Flame02 GLAPowerPlantFlame 8754 Animation = UBBarracks_EN.UBBarracks_EN 8755 AnimationMode = LOOP 8756 End 8757 ConditionState = GARRISONED NIGHT 8758 Model = UBBarrksEG_N 8759 ParticleSysBone = Smoke01 SmolderingSmoke 8760 Animation = UBBarrksEG_N.UBBarrksEG_N 8761 AnimationMode = LOOP 8762 End 8763 ConditionState = DAMAGED GARRISONED NIGHT 8764 Model = UBBarrksEG_DN 8765 ParticleSysBone = Smoke01 SmolderingSmoke 8766 Animation = UBBarrksEG_DN.UBBarrksEG_DN 8767 AnimationMode = LOOP 8768 End 8769 ConditionState = REALLYDAMAGED GARRISONED NIGHT 8770 Model = UBBarrksEG_EN 8771 ParticleSysBone = Smoke01 SmolderingSmoke 8772 Animation = UBBarrksEG_EN.UBBarrksEG_EN 8773 AnimationMode = LOOP 8774 End 8775 8776 ; night snow 8777 ConditionState = NIGHT SNOW 8778 Model = UBBARRACKS_NS 8779 ParticleSysBone = Smoke01 ChimneySmokeSmall 8780 ParticleSysBone = Smoke02 SteamVent 8781 Animation = UBBarracks_NS.UBBarracks_NS 8782 AnimationMode = LOOP 8783 End 8784 ConditionState = DAMAGED NIGHT SNOW 8785 Model = UBBarracks_DNS 8786 ParticleSysBone = Smoke01 ChimneySmokeSmall 8787 ParticleSysBone = Smoke02 SteamVent 8788 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8789 ParticleSysBone = Flame01 GLAPowerPlantFlame 8790 Animation = UBBarracks_DNS.UBBarracks_DNS 8791 AnimationMode = LOOP 8792 End 8793 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 8794 Model = UBBarracks_ENS 8795 ParticleSysBone = Smoke01 ChimneySmokeSmall 8796 ParticleSysBone = Smoke02 SteamVent 8797 ParticleSysBone = Smoke03 GLAPowerPlantSmoke 8798 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 8799 ParticleSysBone = Smoke05 GLAPowerPlantSmoke 8800 ParticleSysBone = Flame01 FireSmallContinuous 8801 ParticleSysBone = Flame02 GLAPowerPlantFlame 8802 Animation = UBBarracks_ENS.UBBarracks_ENS 8803 AnimationMode = LOOP 8804 End 8805 ConditionState = GARRISONED NIGHT SNOW 8806 Model = UBBarrksEG_NS 8807 ParticleSysBone = Smoke01 SmolderingSmoke 8808 Animation = UBBarrksEG_NS.UBBarrksEG_NS 8809 AnimationMode = LOOP 8810 End 8811 ConditionState = DAMAGED GARRISONED NIGHT SNOW 8812 Model = UBBarrksEG_DNS 8813 ParticleSysBone = Smoke01 SmolderingSmoke 8814 Animation = UBBarrksEG_DNS.UBBarrksEG_DNS 8815 AnimationMode = LOOP 8816 End 8817 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 8818 Model = UBBarrksEG_ENS 8819 ParticleSysBone = Smoke01 SmolderingSmoke 8820 Animation = UBBarrksEG_ENS.UBBarrksEG_ENS 8821 AnimationMode = LOOP 8822 End 8823 8824 ;************************************************************************************************************************** 8825 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 8826 ;for this draw module 8827 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8828 Model = UBBarracks 8829 Animation = UBBarracks.UBBarracks 8830 AnimationMode = LOOP 8831 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8832 End 8833 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 8834 Model = UBBarracks_D 8835 Animation = UBBarracks_D.UBBarracks_D 8836 AnimationMode = LOOP 8837 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8838 End 8839 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 8840 Model = UBBarracks_E 8841 Animation = UBBarracks_E.UBBarracks_E 8842 AnimationMode = LOOP 8843 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8844 End 8845 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 8846 Model = UBBarracks_N 8847 Animation = UBBarracks_N.UBBarracks_N 8848 AnimationMode = LOOP 8849 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8850 End 8851 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 8852 Model = UBBarracks_DN 8853 Animation = UBBarracks_DN.UBBarracks_DN 8854 AnimationMode = LOOP 8855 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8856 End 8857 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 8858 Model = UBBarracks_EN 8859 Animation = UBBarracks_EN.UBBarracks_EN 8860 AnimationMode = LOOP 8861 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8862 End 8863 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 8864 Model = UBBarracks_S 8865 Animation = UBBarracks_S.UBBarracks_S 8866 AnimationMode = LOOP 8867 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8868 End 8869 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 8870 Model = UBBarracks_DS 8871 Animation = UBBarracks_DS.UBBarracks_DS 8872 AnimationMode = LOOP 8873 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8874 End 8875 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 8876 Model = UBBarracks_ES 8877 Animation = UBBarracks_ES.UBBarracks_ES 8878 AnimationMode = LOOP 8879 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8880 End 8881 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 8882 Model = UBBarracks_NS 8883 Animation = UBBarracks_NS.UBBarracks_NS 8884 AnimationMode = LOOP 8885 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8886 End 8887 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 8888 Model = UBBarracks_DNS 8889 Animation = UBBarracks_DNS.UBBarracks_DNS 8890 AnimationMode = LOOP 8891 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8892 End 8893 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 8894 Model = UBBarracks_ENS 8895 Animation = UBBarracks_ENS.UBBarracks_ENS 8896 AnimationMode = LOOP 8897 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 8898 End 8899 8900 ConditionState = AWAITING_CONSTRUCTION 8901 Model = NONE 8902 End 8903 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 8904 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 8905 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 8906 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 8907 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 8908 AliasConditionState = AWAITING_CONSTRUCTION SNOW 8909 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 8910 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 8911 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 8912 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 8913 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 8914 AliasConditionState = SOLD 8915 AliasConditionState = SOLD DAMAGED 8916 AliasConditionState = SOLD REALLYDAMAGED 8917 AliasConditionState = SOLD NIGHT 8918 AliasConditionState = SOLD NIGHT DAMAGED 8919 AliasConditionState = SOLD NIGHT REALLYDAMAGED 8920 AliasConditionState = SOLD SNOW 8921 AliasConditionState = SOLD SNOW DAMAGED 8922 AliasConditionState = SOLD SNOW REALLYDAMAGED 8923 AliasConditionState = SOLD NIGHT SNOW 8924 AliasConditionState = SOLD NIGHT SNOW DAMAGED 8925 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 8926 AliasConditionState = GARRISONED SOLD 8927 AliasConditionState = GARRISONED SOLD DAMAGED 8928 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 8929 AliasConditionState = GARRISONED SOLD NIGHT 8930 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 8931 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 8932 AliasConditionState = GARRISONED SOLD SNOW 8933 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 8934 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 8935 AliasConditionState = GARRISONED SOLD NIGHT SNOW 8936 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 8937 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 8938 ;************************************************************************************************************************** 8939 End 8940 ; ------------ construction-zone fence ----------------- 8941 Draw = W3DModelDraw ModuleTag_02 8942 AnimationsRequirePower = No 8943 DefaultConditionState 8944 Model = None 8945 TransitionKey = DOWN_DEFAULT 8946 End 8947 ConditionState = NIGHT 8948 Model = None 8949 TransitionKey = DOWN_DEFAULT 8950 End 8951 ConditionState = SNOW 8952 Model = None 8953 TransitionKey = DOWN_DEFAULT 8954 End 8955 ConditionState = SNOW NIGHT 8956 Model = None 8957 TransitionKey = DOWN_DEFAULT 8958 End 8959 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8960 Model = UBBarracks_A4 8961 Animation = UBBarracks_A4.UBBarracks_A4 8962 AnimationMode = MANUAL 8963 Flags = START_FRAME_LAST 8964 TransitionKey = UP_DAY 8965 End 8966 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8967 Model = UBBarracks_A4N 8968 Animation = UBBarracks_A4N.UBBarracks_A4N 8969 AnimationMode = MANUAL 8970 Flags = START_FRAME_LAST 8971 TransitionKey = UP_NIGHT 8972 End 8973 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8974 Model = UBBarracks_A4S 8975 Animation = UBBarracks_A4S.UBBarracks_A4S 8976 AnimationMode = MANUAL 8977 Flags = START_FRAME_LAST 8978 TransitionKey = UP_SNOW 8979 End 8980 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 8981 Model = UBBarracks_A4SN 8982 Animation = UBBarracks_A4SN.UBBarracks_A4SN 8983 AnimationMode = MANUAL 8984 Flags = START_FRAME_LAST 8985 TransitionKey = UP_SNOWNIGHT 8986 End 8987 TransitionState = DOWN_DEFAULT UP_DAY 8988 Model = UBBarracks_A4 8989 Animation = UBBarracks_A4.UBBarracks_A4 8990 AnimationMode = ONCE 8991 AnimationSpeedFactorRange = 1.0 1.0 8992 Flags = START_FRAME_FIRST 8993 End 8994 TransitionState = DOWN_DEFAULT UP_NIGHT 8995 Model = UBBarracks_A4N 8996 Animation = UBBarracks_A4N.UBBarracks_A4N 8997 AnimationMode = ONCE 8998 AnimationSpeedFactorRange = 1.0 1.0 8999 Flags = START_FRAME_FIRST 9000 End 9001 TransitionState = DOWN_DEFAULT UP_SNOW 9002 Model = UBBarracks_A4S 9003 Animation = UBBarracks_A4S.UBBarracks_A4S 9004 AnimationMode = ONCE 9005 AnimationSpeedFactorRange = 1.0 1.0 9006 Flags = START_FRAME_FIRST 9007 End 9008 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9009 Model = UBBarracks_A4SN 9010 Animation = UBBarracks_A4SN.UBBarracks_A4SN 9011 AnimationMode = ONCE 9012 AnimationSpeedFactorRange = 1.0 1.0 9013 Flags = START_FRAME_FIRST 9014 End 9015 TransitionState = UP_DAY DOWN_DEFAULT 9016 Model = UBBarracks_A4 9017 Animation = UBBarracks_A4.UBBarracks_A4 9018 AnimationMode = ONCE_BACKWARDS 9019 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9020 Flags = START_FRAME_LAST 9021 End 9022 TransitionState = UP_NIGHT DOWN_DEFAULT 9023 Model = UBBarracks_A4N 9024 Animation = UBBarracks_A4N.UBBarracks_A4N 9025 AnimationMode = ONCE_BACKWARDS 9026 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9027 Flags = START_FRAME_LAST 9028 End 9029 TransitionState = UP_SNOW DOWN_DEFAULT 9030 Model = UBBarracks_A4S 9031 Animation = UBBarracks_A4S.UBBarracks_A4S 9032 AnimationMode = ONCE_BACKWARDS 9033 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9034 Flags = START_FRAME_LAST 9035 End 9036 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9037 Model = UBBarracks_A4SN 9038 Animation = UBBarracks_A4SN.UBBarracks_A4SN 9039 AnimationMode = ONCE_BACKWARDS 9040 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9041 Flags = START_FRAME_LAST 9042 End 9043 End 9044 9045 ; ------------ under-construction scaffolding ----------------- 9046 Draw = W3DModelDraw ModuleTag_03 9047 AnimationsRequirePower = No 9048 MinLODRequired = MEDIUM 9049 DefaultConditionState 9050 Model = None 9051 TransitionKey = DOWN_DEFAULT 9052 End 9053 ConditionState = NIGHT 9054 Model = None 9055 TransitionKey = DOWN_DEFAULT 9056 End 9057 ConditionState = SNOW 9058 Model = None 9059 TransitionKey = DOWN_DEFAULT 9060 End 9061 ConditionState = SNOW NIGHT 9062 Model = None 9063 TransitionKey = DOWN_DEFAULT 9064 End 9065 ConditionState = PARTIALLY_CONSTRUCTED 9066 Model = UBBarracks_A6 9067 Animation = UBBarracks_A6.UBBarracks_A6 9068 AnimationMode = MANUAL 9069 Flags = START_FRAME_LAST 9070 TransitionKey = UP_DAY 9071 ParticleSysBone = Dust01 BuildingDust 9072 ParticleSysBone = Smoke01 BuildUpSmoke 9073 ParticleSysBone = Smoke02 BuildUpSmoke 9074 ParticleSysBone = Smoke03 BuildUpSmoke 9075 ParticleSysBone = Smoke04 BuildUpSmoke 9076 ParticleSysBone = Smoke05 BuildUpSmoke 9077 ParticleSysBone = Smoke06 BuildUpSmoke 9078 End 9079 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9080 Model = UBBarracks_A6N 9081 Animation = UBBarracks_A6N.UBBarracks_A6N 9082 AnimationMode = MANUAL 9083 Flags = START_FRAME_LAST 9084 TransitionKey = UP_NIGHT 9085 ParticleSysBone = Dust01 BuildingDust 9086 ParticleSysBone = Smoke01 BuildUpSmoke 9087 ParticleSysBone = Smoke02 BuildUpSmoke 9088 ParticleSysBone = Smoke03 BuildUpSmoke 9089 ParticleSysBone = Smoke04 BuildUpSmoke 9090 ParticleSysBone = Smoke05 BuildUpSmoke 9091 ParticleSysBone = Smoke06 BuildUpSmoke 9092 End 9093 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9094 Model = UBBarracks_A6S 9095 Animation = UBBarracks_A6S.UBBarracks_A6S 9096 AnimationMode = MANUAL 9097 Flags = START_FRAME_LAST 9098 TransitionKey = UP_SNOW 9099 ParticleSysBone = Dust01 BuildingSnowDust 9100 ParticleSysBone = Smoke01 BuildUpSnowSmoke 9101 ParticleSysBone = Smoke02 BuildUpSnowSmoke 9102 ParticleSysBone = Smoke03 BuildUpSnowSmoke 9103 ParticleSysBone = Smoke04 BuildUpSnowSmoke 9104 ParticleSysBone = Smoke05 BuildUpSnowSmoke 9105 ParticleSysBone = Smoke06 BuildUpSnowSmoke 9106 End 9107 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9108 Model = UBBarracks_A6SN 9109 Animation = UBBarracks_A6SN.UBBarracks_A6SN 9110 AnimationMode = MANUAL 9111 Flags = START_FRAME_LAST 9112 TransitionKey = UP_SNOWNIGHT 9113 ParticleSysBone = Dust01 BuildingNightSnowDust 9114 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 9115 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 9116 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 9117 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 9118 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 9119 ParticleSysBone = Smoke06 BuildUpNightSnowSmoke 9120 End 9121 TransitionState = DOWN_DEFAULT UP_DAY 9122 Model = UBBarracks_A6 9123 Animation = UBBarracks_A6.UBBarracks_A6 9124 AnimationMode = ONCE 9125 AnimationSpeedFactorRange = 1.0 1.0 9126 Flags = START_FRAME_FIRST 9127 End 9128 TransitionState = DOWN_DEFAULT UP_NIGHT 9129 Model = UBBarracks_A6N 9130 Animation = UBBarracks_A6N.UBBarracks_A6N 9131 AnimationMode = ONCE 9132 AnimationSpeedFactorRange = 1.0 1.0 9133 Flags = START_FRAME_FIRST 9134 End 9135 TransitionState = DOWN_DEFAULT UP_SNOW 9136 Model = UBBarracks_A6S 9137 Animation = UBBarracks_A6S.UBBarracks_A6S 9138 AnimationMode = ONCE 9139 AnimationSpeedFactorRange = 1.0 1.0 9140 Flags = START_FRAME_FIRST 9141 End 9142 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9143 Model = UBBarracks_A6SN 9144 Animation = UBBarracks_A6SN.UBBarracks_A6SN 9145 AnimationMode = ONCE 9146 AnimationSpeedFactorRange = 1.0 1.0 9147 Flags = START_FRAME_FIRST 9148 End 9149 TransitionState = UP_DAY DOWN_DEFAULT 9150 Model = UBBarracks_A6 9151 Animation = UBBarracks_A6.UBBarracks_A6 9152 AnimationMode = ONCE_BACKWARDS 9153 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9154 Flags = START_FRAME_LAST 9155 End 9156 TransitionState = UP_NIGHT DOWN_DEFAULT 9157 Model = UBBarracks_A6N 9158 Animation = UBBarracks_A6N.UBBarracks_A6N 9159 AnimationMode = ONCE_BACKWARDS 9160 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9161 Flags = START_FRAME_LAST 9162 End 9163 TransitionState = UP_SNOW DOWN_DEFAULT 9164 Model = UBBarracks_A6S 9165 Animation = UBBarracks_A6S.UBBarracks_A6S 9166 AnimationMode = ONCE_BACKWARDS 9167 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9168 Flags = START_FRAME_LAST 9169 End 9170 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9171 Model = UBBarracks_A6SN 9172 Animation = UBBarracks_A6SN.UBBarracks_A6SN 9173 AnimationMode = ONCE_BACKWARDS 9174 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9175 Flags = START_FRAME_LAST 9176 End 9177 End 9178 9179 PlacementViewAngle = -135 9180 9181 ; ***DESIGN parameters *** 9182 DisplayName = OBJECT:Barracks 9183 Side = GLAStealthGeneral 9184 EditorSorting = STRUCTURE 9185 Prerequisites 9186 Object = Slth_GLACommandCenter 9187 End 9188 BuildCost = 125 9189 BuildTime = 5.0 ; in seconds 9190 EnergyProduction = 0 9191 CommandSet = FakeGLABarracksCommandSet 9192 VisionRange = 200.0 ; Shroud clearing distance 9193 ShroudClearingRange = 200 9194 9195 WeaponSet 9196 Conditions = None 9197 Weapon = PRIMARY SuicideWeapon 9198 AutoChooseSources = PRIMARY None 9199 End 9200 9201 ArmorSet 9202 Conditions = None 9203 Armor = StructureArmor 9204 DamageFX = StructureDamageFXNoShake 9205 End 9206 ExperienceValue = 25 25 25 25 ; Experience point value at each level 9207 9208 ; *** AUDIO Parameters *** 9209 VoiceSelect = BarracksGLASelect 9210 SoundOnDamaged = BuildingDamagedStateLight 9211 SoundOnReallyDamaged = BuildingDestroy 9212 9213 UnitSpecificSounds 9214 UnderConstruction = UnderConstructionLoop 9215 End 9216 9217 ; *** ENGINEERING Parameters *** 9218 RadarPriority = STRUCTURE 9219 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 9220 Body = StructureBody ModuleTag_04 9221 MaxHealth = 125.0 9222 InitialHealth = 125.0 9223 9224 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 9225 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 9226 SubdualDamageCap = 325 9227 SubdualDamageHealRate = 500 9228 SubdualDamageHealAmount = 100 9229 End 9230 9231 Behavior = AIUpdateInterface ModuleTag_06 9232 AutoAcquireEnemiesWhenIdle = No 9233 End 9234 9235 Behavior = CreateObjectDie ModuleTag_08 9236 CreationList = OCL_LargeStructureDebris 9237 End 9238 Behavior = FXListDie ModuleTag_09 9239 DeathFX = FX_StructureSmallDeath 9240 End 9241 9242 Behavior = ProductionUpdate ModuleTag_10 9243 ; nothing 9244 End 9245 9246 Behavior = FlammableUpdate ModuleTag_11 9247 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9248 AflameDamageAmount = 5 ; taking this much damage... 9249 AflameDamageDelay = 500 ; this often. 9250 End 9251 9252 Behavior = TransitionDamageFX ModuleTag_12 9253 ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS------------------- 9254 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9255 ;--------------------------------------------------------------------------------------- 9256 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9257 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9258 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9259 End 9260 9261 Behavior = SlowDeathBehavior ModuleTag_13 9262 ExemptStatus = UNDER_CONSTRUCTION 9263 DestructionDelay = 0 9264 Weapon = FINAL FakeStructureDetonationWeapon 9265 End 9266 Behavior = DestroyDie ModuleTag_SlowDeathException 9267 RequiredStatus = UNDER_CONSTRUCTION 9268 End 9269 9270 Behavior = ReplaceObjectUpgrade ModuleTag_14 9271 ReplaceObject = Slth_GLABarracks 9272 TriggeredBy = Upgrade_BecomeRealGLABarracks 9273 End 9274 9275 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 9276 ConditionFlag = GARRISONED 9277 TriggeredBy = Upgrade_GLAFortifiedStructure 9278 End 9279 9280 Behavior = StealthUpdate ModuleStealth_09 9281 StealthDelay = 2500 ; msec 9282 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 9283 InnateStealth = No ;Requires upgrade first 9284 OrderIdleEnemiesToAttackMeUponReveal = Yes 9285 End 9286 Behavior = StealthUpgrade ModuleTag_15 9287 TriggeredBy = Upgrade_GLACamoNetting 9288 END 9289 9290 Geometry = BOX 9291 GeometryMajorRadius = 42.0 9292 GeometryMinorRadius = 52.0 9293 GeometryHeight = 20.0 9294 GeometryIsSmall = No 9295 FactoryExitWidth = 25 9296 Shadow = SHADOW_VOLUME 9297 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 9298 ShadowSizeX = 120 9299 ShadowSizeY = 110 9300 BuildCompletion = PLACED_BY_PLAYER 9301 9302 End 9303 9304 ;------------------------------------------------------------------------------ 9305 ObjectReskin Slth_GLAHoleBarracks Slth_GLAHole 9306 Draw = W3DModelDraw ModuleTag_01 9307 OkToChangeModelColor = Yes 9308 ConditionState = NONE 9309 Model = UBHole 9310 End 9311 ConditionState = DAMAGED 9312 Model = UBHole_D 9313 ParticleSysBone = Smoke01 SteamVent 9314 End 9315 ConditionState = REALLYDAMAGED 9316 Model = UBHole_E 9317 ParticleSysBone = Smoke01 SteamVent 9318 ParticleSysBone = Smoke02 SteamVent 9319 ParticleSysBone = Fire01 GLAPowerPlantFlame 9320 ParticleSysBone = Fire02 GLAPowerPlantFlame 9321 ParticleSysBone = Fire03 GLAPowerPlantFlame 9322 End 9323 End 9324 Draw = W3DModelDraw ModuleTag_02 9325 OkToChangeModelColor = Yes 9326 ConditionState = NONE 9327 Model = UBBarracks_R 9328 ParticleSysBone = FLame01 FireSmallContinuous 9329 ParticleSysBone = Flame02 FireSmallContinuous 9330 ParticleSysBone = Smoke01 SmolderingSmoke 9331 ParticleSysBone = Smoke02 SmolderingSmoke 9332 ParticleSysBone = Smoke04 SmolderingSmoke 9333 ParticleSysBone = Smoke05 SmolderingSmoke 9334 End 9335 ConditionState = DAMAGED REALLYDAMAGED 9336 Model = UBBarracks_R 9337 ParticleSysBone = FLame01 FireSmallContinuous 9338 ParticleSysBone = Flame02 FireSmallContinuous 9339 ParticleSysBone = Smoke01 SmolderingSmoke 9340 ParticleSysBone = Smoke02 SmolderingSmoke 9341 ParticleSysBone = Smoke04 SmolderingSmoke 9342 ParticleSysBone = Smoke05 SmolderingSmoke 9343 End 9344 End 9345 End 9346 9347 9348 9349 9350 ;------------------------------------------------------------------------------ 9351 ;GLA Arms Dealer 9352 Object Slth_GLAArmsDealer 9353 9354 UpgradeCameo1 = Upgrade_GLACamoNetting 9355 9356 ; *** ART Parameters *** 9357 SelectPortrait = SUArmsDealer_L 9358 ButtonImage = SUArmsDealer 9359 9360 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 9361 9362 ; ----------------- Main Building ------------------- 9363 Draw = W3DModelDraw ModuleTag_01 9364 OkToChangeModelColor = Yes 9365 ; day 9366 ConditionState = NONE 9367 Model = UBArmDeal 9368 Animation = UBArmDeal.UBArmDeal 9369 AnimationMode = LOOP 9370 ParticleSysBone = Smoke01 SmolderingSmoke 9371 ParticleSysBone = Steam01 SteamVent 9372 End 9373 ;damaged 9374 ConditionState = DAMAGED 9375 Model = UBArmDeal_D 9376 Animation = UBArmDeal_D.UBArmDeal_D 9377 AnimationMode = LOOP 9378 ParticleSysBone = Smoke01 SmolderingSmoke 9379 ; ParticleSysBone = Smoke02 SmolderingSmoke 9380 ; ParticleSysBone = Smoke03 SmolderingSmoke 9381 ; ParticleSysBone = Smoke04 SmolderingSmoke 9382 ; ParticleSysBone = Smoke05 SmolderingSmoke 9383 ; ParticleSysBone = Smoke06 SmolderingSmoke 9384 ; ParticleSysBone = Fire02 SmolderingFire 9385 ; ParticleSysBone = Fire03 SmolderingFire 9386 ; ParticleSysBone = Fire04 SmolderingFire 9387 ; ParticleSysBone = Fire05 SmolderingFire 9388 ; ParticleSysBone = Fire06 SmolderingFire 9389 End 9390 ;really damaged 9391 ConditionState = REALLYDAMAGED RUBBLE 9392 Model = UBArmDeal_E 9393 Animation = UBArmDeal_E.UBArmDeal_E 9394 AnimationMode = LOOP 9395 ParticleSysBone = Smoke01 SmolderingSmoke 9396 ; ParticleSysBone = Smoke02 SmolderingSmoke 9397 ; ParticleSysBone = Smoke03 SmolderingSmoke 9398 ; ParticleSysBone = Smoke04 SmolderingSmoke 9399 ; ParticleSysBone = Smoke05 SmokeFactionLarge 9400 ; ParticleSysBone = Smoke06 SmolderingSmoke 9401 ; ParticleSysBone = Smoke07 SmolderingSmoke 9402 ; ParticleSysBone = Fire02 SmolderingFire 9403 ; ParticleSysBone = Fire03 SmolderingFire 9404 ; ParticleSysBone = Fire04 SmolderingFire 9405 ; ParticleSysBone = Fire05 FireFactionLarge 9406 ; ParticleSysBone = Fire06 SmolderingFire 9407 ; ParticleSysBone = Fire07 SmolderingFire 9408 End 9409 ConditionState = GARRISONED 9410 Model = UBArmDlEG 9411 ParticleSysBone = Smoke01 SmolderingSmoke 9412 Animation = UBArmDlEG.UBArmDlEG 9413 AnimationMode = LOOP 9414 End 9415 ConditionState = DAMAGED GARRISONED 9416 Model = UBArmDlEG_D 9417 ParticleSysBone = Smoke01 SmolderingSmoke 9418 Animation = UBArmDlEG_D.UBArmDlEG_D 9419 AnimationMode = LOOP 9420 End 9421 ConditionState = REALLYDAMAGED GARRISONED 9422 Model = UBArmDlEG_E 9423 ParticleSysBone = Smoke01 SmolderingSmoke 9424 Animation = UBArmDlEG_E.UBArmDlEG_E 9425 AnimationMode = LOOP 9426 End 9427 9428 ; snow 9429 ConditionState = SNOW 9430 Model = UBArmDeal_S 9431 Animation = UBArmDeal_S.UBArmDeal_S 9432 AnimationMode = LOOP 9433 ParticleSysBone = Smoke01 SmolderingSmoke 9434 ParticleSysBone = Steam01 SteamVent 9435 End 9436 ;damaged 9437 ConditionState = DAMAGED SNOW 9438 Model = UBArmDeal_DS 9439 Animation = UBArmDeal_DS.UBArmDeal_DS 9440 AnimationMode = LOOP 9441 ParticleSysBone = Smoke01 SmolderingSmoke 9442 ; ParticleSysBone = Smoke02 SmolderingSmoke 9443 ; ParticleSysBone = Smoke03 SmolderingSmoke 9444 ; ParticleSysBone = Smoke04 SmolderingSmoke 9445 ; ParticleSysBone = Smoke05 SmolderingSmoke 9446 ; ParticleSysBone = Smoke06 SmolderingSmoke 9447 ; ParticleSysBone = Fire02 SmolderingFire 9448 ; ParticleSysBone = Fire03 SmolderingFire 9449 ; ParticleSysBone = Fire04 SmolderingFire 9450 ; ParticleSysBone = Fire05 SmolderingFire 9451 ; ParticleSysBone = Fire06 SmolderingFire 9452 End 9453 ;really damaged 9454 ConditionState = REALLYDAMAGED RUBBLE SNOW 9455 Model = UBArmDeal_ES 9456 Animation = UBArmDeal_ES.UBArmDeal_ES 9457 AnimationMode = LOOP 9458 ParticleSysBone = Smoke01 SmolderingSmoke 9459 ; ParticleSysBone = Smoke02 SmolderingSmoke 9460 ; ParticleSysBone = Smoke03 SmolderingSmoke 9461 ; ParticleSysBone = Smoke04 SmolderingSmoke 9462 ; ParticleSysBone = Smoke05 SmokeFactionLarge 9463 ; ParticleSysBone = Smoke06 SmolderingSmoke 9464 ; ParticleSysBone = Smoke07 SmolderingSmoke 9465 ; ParticleSysBone = Fire02 SmolderingFire 9466 ; ParticleSysBone = Fire03 SmolderingFire 9467 ; ParticleSysBone = Fire04 SmolderingFire 9468 ; ParticleSysBone = Fire05 FireFactionLarge 9469 ; ParticleSysBone = Fire06 SmolderingFire 9470 ; ParticleSysBone = Fire07 SmolderingFire 9471 End 9472 ConditionState = GARRISONED SNOW 9473 Model = UBArmDlEG_S 9474 ParticleSysBone = Smoke01 SmolderingSmoke 9475 Animation = UBArmDlEG_S.UBArmDlEG_S 9476 AnimationMode = LOOP 9477 End 9478 ConditionState = DAMAGED GARRISONED SNOW 9479 Model = UBArmDlEG_DS 9480 ParticleSysBone = Smoke01 SmolderingSmoke 9481 Animation = UBArmDlEG_DS.UBArmDlEG_DS 9482 AnimationMode = LOOP 9483 End 9484 ConditionState = REALLYDAMAGED GARRISONED SNOW 9485 Model = UBArmDlEG_ES 9486 ParticleSysBone = Smoke01 SmolderingSmoke 9487 Animation = UBArmDlEG_ES.UBArmDlEG_ES 9488 AnimationMode = LOOP 9489 End 9490 9491 ; night 9492 ConditionState = NIGHT 9493 Model = UBArmDeal_N 9494 Animation = UBArmDeal_N.UBArmDeal_N 9495 AnimationMode = LOOP 9496 ParticleSysBone = Smoke01 SmolderingSmoke 9497 ParticleSysBone = Steam01 SteamVent 9498 End 9499 ConditionState = DAMAGED NIGHT 9500 Model = UBArmDeal_DN 9501 Animation = UBArmDeal_DN.UBArmDeal_DN 9502 AnimationMode = LOOP 9503 ParticleSysBone = Smoke01 SmolderingSmoke 9504 End 9505 ConditionState = REALLYDAMAGED RUBBLE NIGHT 9506 Model = UBArmDeal_EN 9507 Animation = UBArmDeal_EN.UBArmDeal_EN 9508 AnimationMode = LOOP 9509 ParticleSysBone = Smoke01 SmolderingSmoke 9510 End 9511 ConditionState = GARRISONED NIGHT 9512 Model = UBArmDlEG_N 9513 ParticleSysBone = Smoke01 SmolderingSmoke 9514 Animation = UBArmDlEG_N.UBArmDlEG_N 9515 AnimationMode = LOOP 9516 End 9517 ConditionState = DAMAGED GARRISONED NIGHT 9518 Model = UBArmDlEG_DN 9519 ParticleSysBone = Smoke01 SmolderingSmoke 9520 Animation = UBArmDlEG_DN.UBArmDlEG_DN 9521 AnimationMode = LOOP 9522 End 9523 ConditionState = REALLYDAMAGED GARRISONED NIGHT 9524 Model = UBArmDlEG_EN 9525 ParticleSysBone = Smoke01 SmolderingSmoke 9526 Animation = UBArmDlEG_EN.UBArmDlEG_EN 9527 AnimationMode = LOOP 9528 End 9529 9530 ; night snow 9531 ConditionState = NIGHT SNOW 9532 Model = UBArmDeal_NS 9533 Animation = UBArmDeal_NS.UBArmDeal_NS 9534 AnimationMode = LOOP 9535 ParticleSysBone = Smoke01 SmolderingSmoke 9536 ParticleSysBone = Steam01 SteamVent 9537 End 9538 ConditionState = DAMAGED NIGHT SNOW 9539 Model = UBArmDeal_DNS 9540 Animation = UBArmDeal_DNS.UBArmDeal_DNS 9541 AnimationMode = LOOP 9542 ParticleSysBone = Smoke01 SmolderingSmoke 9543 End 9544 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 9545 Model = UBArmDeal_ENS 9546 Animation = UBArmDeal_ENS.UBArmDeal_ENS 9547 AnimationMode = LOOP 9548 ParticleSysBone = Smoke01 SmolderingSmoke 9549 End 9550 ConditionState = GARRISONED NIGHT SNOW 9551 Model = UBArmDlEG_NS 9552 ParticleSysBone = Smoke01 SmolderingSmoke 9553 Animation = UBArmDlEG_NS.UBArmDlEG_NS 9554 AnimationMode = LOOP 9555 End 9556 ConditionState = DAMAGED GARRISONED NIGHT SNOW 9557 Model = UBArmDlEG_DNS 9558 ParticleSysBone = Smoke01 SmolderingSmoke 9559 Animation = UBArmDlEG_DNS.UBArmDlEG_DNS 9560 AnimationMode = LOOP 9561 End 9562 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 9563 Model = UBArmDlEG_ENS 9564 ParticleSysBone = Smoke01 SmolderingSmoke 9565 Animation = UBArmDlEG_ENS.UBArmDlEG_ENS 9566 AnimationMode = LOOP 9567 End 9568 9569 ;************************************************************************************************************************** 9570 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 9571 ;for this draw module 9572 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9573 Model = UBArmDeal 9574 Animation = UBArmDeal.UBArmDeal 9575 AnimationMode = LOOP 9576 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9577 End 9578 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 9579 Model = UBArmDeal_D 9580 Animation = UBArmDeal_D.UBArmDeal_D 9581 AnimationMode = LOOP 9582 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9583 End 9584 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 9585 Model = UBArmDeal_E 9586 Animation = UBArmDeal_E.UBArmDeal_E 9587 AnimationMode = LOOP 9588 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9589 End 9590 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 9591 Model = UBArmDeal_N 9592 Animation = UBArmDeal_N.UBArmDeal_N 9593 AnimationMode = LOOP 9594 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9595 End 9596 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 9597 Model = UBArmDeal_DN 9598 Animation = UBArmDeal_DN.UBArmDeal_DN 9599 AnimationMode = LOOP 9600 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9601 End 9602 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 9603 Model = UBArmDeal_EN 9604 Animation = UBArmDeal_EN.UBArmDeal_EN 9605 AnimationMode = LOOP 9606 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9607 End 9608 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 9609 Model = UBArmDeal_S 9610 Animation = UBArmDeal_S.UBArmDeal_S 9611 AnimationMode = LOOP 9612 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9613 End 9614 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 9615 Model = UBArmDeal_DS 9616 Animation = UBArmDeal_DS.UBArmDeal_DS 9617 AnimationMode = LOOP 9618 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9619 End 9620 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 9621 Model = UBArmDeal_ES 9622 Animation = UBArmDeal_ES.UBArmDeal_ES 9623 AnimationMode = LOOP 9624 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9625 End 9626 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 9627 Model = UBArmDeal_NS 9628 Animation = UBArmDeal_NS.UBArmDeal_NS 9629 AnimationMode = LOOP 9630 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9631 End 9632 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 9633 Model = UBArmDeal_DNS 9634 Animation = UBArmDeal_DNS.UBArmDeal_DNS 9635 AnimationMode = LOOP 9636 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9637 End 9638 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 9639 Model = UBArmDeal_ENS 9640 Animation = UBArmDeal_ENS.UBArmDeal_ENS 9641 AnimationMode = LOOP 9642 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 9643 End 9644 9645 ConditionState = AWAITING_CONSTRUCTION 9646 Model = NONE 9647 End 9648 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 9649 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 9650 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 9651 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 9652 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 9653 AliasConditionState = AWAITING_CONSTRUCTION SNOW 9654 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 9655 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 9656 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 9657 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 9658 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 9659 AliasConditionState = SOLD 9660 AliasConditionState = SOLD DAMAGED 9661 AliasConditionState = SOLD REALLYDAMAGED 9662 AliasConditionState = SOLD NIGHT 9663 AliasConditionState = SOLD NIGHT DAMAGED 9664 AliasConditionState = SOLD NIGHT REALLYDAMAGED 9665 AliasConditionState = SOLD SNOW 9666 AliasConditionState = SOLD SNOW DAMAGED 9667 AliasConditionState = SOLD SNOW REALLYDAMAGED 9668 AliasConditionState = SOLD NIGHT SNOW 9669 AliasConditionState = SOLD NIGHT SNOW DAMAGED 9670 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 9671 AliasConditionState = GARRISONED SOLD 9672 AliasConditionState = GARRISONED SOLD DAMAGED 9673 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 9674 AliasConditionState = GARRISONED SOLD NIGHT 9675 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 9676 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 9677 AliasConditionState = GARRISONED SOLD SNOW 9678 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 9679 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 9680 AliasConditionState = GARRISONED SOLD NIGHT SNOW 9681 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 9682 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 9683 ;************************************************************************************************************************** 9684 9685 9686 End 9687 9688 ; ------------ construction-zone fence ----------------- 9689 Draw = W3DModelDraw ModuleTag_02 9690 AnimationsRequirePower = No 9691 DefaultConditionState 9692 Model = None 9693 TransitionKey = DOWN_DEFAULT 9694 End 9695 ConditionState = NIGHT 9696 Model = None 9697 TransitionKey = DOWN_DEFAULT 9698 End 9699 ConditionState = SNOW 9700 Model = None 9701 TransitionKey = DOWN_DEFAULT 9702 End 9703 ConditionState = SNOW NIGHT 9704 Model = None 9705 TransitionKey = DOWN_DEFAULT 9706 End 9707 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9708 Model = UBArmDeal_A4 9709 Animation = UBArmDeal_A4.UBArmDeal_A4 9710 AnimationMode = MANUAL 9711 Flags = START_FRAME_LAST 9712 TransitionKey = UP_DAY 9713 End 9714 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9715 Model = UBArmDeal_A4N 9716 Animation = UBArmDeal_A4N.UBArmDeal_A4N 9717 AnimationMode = MANUAL 9718 Flags = START_FRAME_LAST 9719 TransitionKey = UP_NIGHT 9720 End 9721 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9722 Model = UBArmDeal_A4S 9723 Animation = UBArmDeal_A4S.UBArmDeal_A4S 9724 AnimationMode = MANUAL 9725 Flags = START_FRAME_LAST 9726 TransitionKey = UP_SNOW 9727 End 9728 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 9729 Model = UBArmDeal_A4SN 9730 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 9731 AnimationMode = MANUAL 9732 Flags = START_FRAME_LAST 9733 TransitionKey = UP_SNOWNIGHT 9734 End 9735 TransitionState = DOWN_DEFAULT UP_DAY 9736 Model = UBArmDeal_A4 9737 Animation = UBArmDeal_A4.UBArmDeal_A4 9738 AnimationMode = ONCE 9739 AnimationSpeedFactorRange = 1.0 1.0 9740 Flags = START_FRAME_FIRST 9741 End 9742 TransitionState = DOWN_DEFAULT UP_NIGHT 9743 Model = UBArmDeal_A4N 9744 Animation = UBArmDeal_A4N.UBArmDeal_A4N 9745 AnimationMode = ONCE 9746 AnimationSpeedFactorRange = 1.0 1.0 9747 Flags = START_FRAME_FIRST 9748 End 9749 TransitionState = DOWN_DEFAULT UP_SNOW 9750 Model = UBArmDeal_A4S 9751 ; @todo srj -- anim missing 9752 Animation = UBArmDeal_A4S.UBArmDeal_A4S 9753 AnimationMode = ONCE 9754 AnimationSpeedFactorRange = 1.0 1.0 9755 Flags = START_FRAME_FIRST 9756 End 9757 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9758 Model = UBArmDeal_A4SN 9759 ; @todo srj -- anim missing 9760 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 9761 AnimationMode = ONCE 9762 AnimationSpeedFactorRange = 1.0 1.0 9763 Flags = START_FRAME_FIRST 9764 End 9765 TransitionState = UP_DAY DOWN_DEFAULT 9766 Model = UBArmDeal_A4 9767 Animation = UBArmDeal_A4.UBArmDeal_A4 9768 AnimationMode = ONCE_BACKWARDS 9769 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9770 Flags = START_FRAME_LAST 9771 End 9772 TransitionState = UP_NIGHT DOWN_DEFAULT 9773 Model = UBArmDeal_A4N 9774 Animation = UBArmDeal_A4N.UBArmDeal_A4N 9775 AnimationMode = ONCE_BACKWARDS 9776 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9777 Flags = START_FRAME_LAST 9778 End 9779 9780 TransitionState = UP_SNOW DOWN_DEFAULT 9781 Model = UBArmDeal_A4S 9782 ; @todo srj -- anim missing 9783 Animation = UBArmDeal_A4S.UBArmDeal_A4S 9784 AnimationMode = ONCE_BACKWARDS 9785 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9786 Flags = START_FRAME_LAST 9787 End 9788 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9789 Model = UBArmDeal_A4SN 9790 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 9791 AnimationMode = ONCE_BACKWARDS 9792 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9793 Flags = START_FRAME_LAST 9794 End 9795 End 9796 9797 ; ------------ under-construction scaffolding ----------------- 9798 Draw = W3DModelDraw ModuleTag_03 9799 AnimationsRequirePower = No 9800 MinLODRequired = MEDIUM 9801 DefaultConditionState 9802 Model = None 9803 TransitionKey = DOWN_DEFAULT 9804 End 9805 ConditionState = NIGHT 9806 Model = None 9807 TransitionKey = DOWN_DEFAULT 9808 End 9809 ConditionState = SNOW 9810 Model = None 9811 TransitionKey = DOWN_DEFAULT 9812 End 9813 ConditionState = SNOW NIGHT 9814 Model = None 9815 TransitionKey = DOWN_DEFAULT 9816 End 9817 ConditionState = PARTIALLY_CONSTRUCTED 9818 Model = UBArmDeal_A6 9819 Animation = UBArmDeal_A6.UBArmDeal_A6 9820 AnimationMode = MANUAL 9821 Flags = START_FRAME_LAST 9822 TransitionKey = UP_DAY 9823 ParticleSysBone = Dust01 BuildingDust 9824 ParticleSysBone = Smoke01 BuildUpSmoke 9825 ParticleSysBone = Smoke02 BuildUpSmoke 9826 ParticleSysBone = Smoke03 BuildUpSmoke 9827 ParticleSysBone = Smoke04 BuildUpSmoke 9828 End 9829 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 9830 Model = UBArmDeal_A6N 9831 Animation = UBArmDeal_A6N.UBArmDeal_A6N 9832 AnimationMode = MANUAL 9833 Flags = START_FRAME_LAST 9834 TransitionKey = UP_NIGHT 9835 ParticleSysBone = Dust01 BuildingDust 9836 ParticleSysBone = Smoke01 BuildUpSmoke 9837 ParticleSysBone = Smoke02 BuildUpSmoke 9838 ParticleSysBone = Smoke03 BuildUpSmoke 9839 ParticleSysBone = Smoke04 BuildUpSmoke 9840 End 9841 ConditionState = SNOW PARTIALLY_CONSTRUCTED 9842 Model = UBArmDeal_A6S 9843 Animation = UBArmDeal_A6S.UBArmDeal_A6S 9844 AnimationMode = MANUAL 9845 Flags = START_FRAME_LAST 9846 TransitionKey = UP_SNOW 9847 ParticleSysBone = Dust01 BuildingSnowDust 9848 ParticleSysBone = Smoke01 BuildUpSnowSmoke 9849 ParticleSysBone = Smoke02 BuildUpSnowSmoke 9850 ParticleSysBone = Smoke03 BuildUpSnowSmoke 9851 ParticleSysBone = Smoke04 BuildUpSnowSmoke 9852 End 9853 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 9854 Model = UBArmDeal_A6SN 9855 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 9856 AnimationMode = MANUAL 9857 Flags = START_FRAME_LAST 9858 TransitionKey = UP_SNOWNIGHT 9859 ParticleSysBone = Dust01 BuildingNightSnowDust 9860 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 9861 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 9862 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 9863 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 9864 End 9865 TransitionState = DOWN_DEFAULT UP_DAY 9866 Model = UBArmDeal_A6 9867 Animation = UBArmDeal_A6.UBArmDeal_A6 9868 AnimationMode = ONCE 9869 AnimationSpeedFactorRange = 1.0 1.0 9870 Flags = START_FRAME_FIRST 9871 End 9872 TransitionState = DOWN_DEFAULT UP_NIGHT 9873 Model = UBArmDeal_A6N 9874 Animation = UBArmDeal_A6N.UBArmDeal_A6N 9875 AnimationMode = ONCE 9876 AnimationSpeedFactorRange = 1.0 1.0 9877 Flags = START_FRAME_FIRST 9878 End 9879 TransitionState = DOWN_DEFAULT UP_SNOW 9880 Model = UBArmDeal_A6S 9881 Animation = UBArmDeal_A6S.UBArmDeal_A6S 9882 AnimationMode = ONCE 9883 AnimationSpeedFactorRange = 1.0 1.0 9884 Flags = START_FRAME_FIRST 9885 End 9886 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 9887 Model = UBArmDeal_A6SN 9888 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 9889 AnimationMode = ONCE 9890 AnimationSpeedFactorRange = 1.0 1.0 9891 Flags = START_FRAME_FIRST 9892 End 9893 TransitionState = UP_DAY DOWN_DEFAULT 9894 Model = UBArmDeal_A6 9895 Animation = UBArmDeal_A6.UBArmDeal_A6 9896 AnimationMode = ONCE_BACKWARDS 9897 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9898 Flags = START_FRAME_LAST 9899 End 9900 TransitionState = UP_NIGHT DOWN_DEFAULT 9901 Model = UBArmDeal_A6N 9902 Animation = UBArmDeal_A6N.UBArmDeal_A6N 9903 AnimationMode = ONCE_BACKWARDS 9904 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9905 Flags = START_FRAME_LAST 9906 End 9907 TransitionState = UP_SNOW DOWN_DEFAULT 9908 Model = UBArmDeal_A6S 9909 Animation = UBArmDeal_A6S.UBArmDeal_A6S 9910 AnimationMode = ONCE_BACKWARDS 9911 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9912 Flags = START_FRAME_LAST 9913 End 9914 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 9915 Model = UBArmDeal_A6SN 9916 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 9917 AnimationMode = ONCE_BACKWARDS 9918 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 9919 Flags = START_FRAME_LAST 9920 End 9921 End 9922 9923 ; ----------------- the door ----------------------- 9924 Draw = W3DModelDraw ModuleTag_04 9925 DefaultConditionState 9926 Model = UBArmDeal_A7 9927 Animation = UBArmDeal_A7.UBArmDeal_A7 9928 AnimationMode = MANUAL 9929 Flags = START_FRAME_FIRST 9930 End 9931 AliasConditionState = NIGHT 9932 AliasConditionState = SNOW 9933 AliasConditionState = NIGHT SNOW 9934 9935 ConditionState = DAMAGED 9936 Model = UBArmDeal_A7D 9937 Animation = UBArmDeal_A7D.UBArmDeal_A7D 9938 AnimationMode = MANUAL 9939 Flags = START_FRAME_FIRST 9940 End 9941 AliasConditionState = NIGHT DAMAGED 9942 AliasConditionState = SNOW DAMAGED 9943 AliasConditionState = SNOW NIGHT DAMAGED 9944 9945 ConditionState = REALLYDAMAGED RUBBLE 9946 Model = UBArmDeal_A7E 9947 Animation = UBArmDeal_A7E.UBArmDeal_A7E 9948 AnimationMode = MANUAL 9949 Flags = START_FRAME_FIRST 9950 End 9951 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 9952 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 9953 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 9954 9955 9956 9957 ConditionState = DOOR_1_OPENING 9958 Model = UBArmDeal_A7 9959 Animation = UBArmDeal_A7.UBArmDeal_A7 9960 AnimationMode = ONCE 9961 Flags = START_FRAME_FIRST 9962 End 9963 AliasConditionState = NIGHT DOOR_1_OPENING 9964 AliasConditionState = SNOW DOOR_1_OPENING 9965 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 9966 9967 ConditionState = DOOR_1_OPENING DAMAGED 9968 Model = UBArmDeal_A7D 9969 Animation = UBArmDeal_A7D.UBArmDeal_A7D 9970 AnimationMode = ONCE 9971 Flags = START_FRAME_FIRST 9972 End 9973 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 9974 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 9975 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 9976 9977 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 9978 Model = UBArmDeal_A7E 9979 Animation = UBArmDeal_A7E.UBArmDeal_A7E 9980 AnimationMode = ONCE 9981 Flags = START_FRAME_FIRST 9982 End 9983 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 9984 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 9985 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 9986 9987 9988 9989 ConditionState = DOOR_1_CLOSING 9990 Model = UBArmDeal_A7 9991 Animation = UBArmDeal_A7.UBArmDeal_A7 9992 AnimationMode = ONCE_BACKWARDS 9993 Flags = START_FRAME_LAST 9994 End 9995 AliasConditionState = NIGHT DOOR_1_CLOSING 9996 AliasConditionState = SNOW DOOR_1_CLOSING 9997 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 9998 9999 ConditionState = DOOR_1_CLOSING DAMAGED 10000 Model = UBArmDeal_A7D 10001 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10002 AnimationMode = ONCE_BACKWARDS 10003 Flags = START_FRAME_LAST 10004 End 10005 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 10006 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 10007 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 10008 10009 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10010 Model = UBArmDeal_A7E 10011 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10012 AnimationMode = ONCE_BACKWARDS 10013 Flags = START_FRAME_LAST 10014 End 10015 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10016 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10017 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10018 10019 10020 10021 ConditionState = DOOR_1_WAITING_OPEN 10022 Model = UBArmDeal_A7 10023 Animation = UBArmDeal_A7.UBArmDeal_A7 10024 AnimationMode = MANUAL 10025 Flags = START_FRAME_LAST 10026 End 10027 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 10028 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 10029 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 10030 10031 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 10032 Model = UBArmDeal_A7D 10033 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10034 AnimationMode = MANUAL 10035 Flags = START_FRAME_LAST 10036 End 10037 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 10038 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 10039 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 10040 10041 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10042 Model = UBArmDeal_A7E 10043 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10044 AnimationMode = MANUAL 10045 Flags = START_FRAME_LAST 10046 End 10047 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10048 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10049 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10050 10051 ;************************************************************************************************************************** 10052 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10053 ;for this draw module 10054 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10055 Model = UBArmDeal_A7 10056 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10057 End 10058 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10059 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10060 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10061 10062 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10063 Model = UBArmDeal_A7D 10064 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10065 End 10066 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 10067 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 10068 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 10069 10070 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10071 Model = UBArmDeal_A7E 10072 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10073 End 10074 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 10075 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 10076 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 10077 10078 ConditionState = AWAITING_CONSTRUCTION 10079 Model = NONE 10080 End 10081 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10082 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10083 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10084 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10085 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10086 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10087 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10088 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10089 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10090 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10091 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10092 AliasConditionState = SOLD DAMAGED 10093 AliasConditionState = SOLD REALLYDAMAGED 10094 AliasConditionState = SOLD NIGHT 10095 AliasConditionState = SOLD NIGHT DAMAGED 10096 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10097 AliasConditionState = SOLD SNOW 10098 AliasConditionState = SOLD SNOW DAMAGED 10099 AliasConditionState = SOLD SNOW REALLYDAMAGED 10100 AliasConditionState = SOLD NIGHT SNOW 10101 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10102 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10103 ;************************************************************************************************************************** 10104 10105 10106 End 10107 10108 PlacementViewAngle = -135 10109 10110 ; ***DESIGN parameters *** 10111 DisplayName = OBJECT:ArmsDealer 10112 Side = GLAStealthGeneral 10113 EditorSorting = STRUCTURE 10114 Prerequisites 10115 Object = Slth_GLASupplyStash 10116 End 10117 BuildCost = 2500 10118 BuildTime = 15.0 ; in seconds 10119 EnergyProduction = 0 10120 CommandSet = Slth_GLAArmsDealerCommandSet 10121 VisionRange = 200.0 ; Shroud clearing distance 10122 ShroudClearingRange = 200 10123 ArmorSet 10124 Conditions = None 10125 Armor = StructureArmor 10126 DamageFX = StructureDamageFXNoShake 10127 End 10128 ArmorSet 10129 Conditions = PLAYER_UPGRADE 10130 Armor = GLAUpgradedStructureArmor 10131 DamageFX = StructureDamageFXNoShake 10132 End 10133 10134 ExperienceValue = 200 200 200 200 ; Experience point value at each level 10135 10136 ; *** AUDIO Parameters *** 10137 VoiceSelect = WarFactoryGLASelect 10138 SoundOnDamaged = BuildingDamagedStateLight 10139 SoundOnReallyDamaged = BuildingDestroy 10140 10141 UnitSpecificSounds 10142 UnderConstruction = UnderConstructionLoop 10143 End 10144 10145 ; *** ENGINEERING Parameters *** 10146 RadarPriority = STRUCTURE 10147 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY FS_WARFACTORY 10148 Body = StructureBody ModuleTag_05 10149 MaxHealth = 2000.0 10150 InitialHealth = 2000.0 10151 10152 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 10153 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 10154 SubdualDamageCap = 2200 10155 SubdualDamageHealRate = 500 10156 SubdualDamageHealAmount = 100 10157 End 10158 10159 Behavior = ArmorUpgrade ModuleTag_Armor01 10160 TriggeredBy = Upgrade_GLAFortifiedStructure 10161 End 10162 10163 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 10164 ConditionFlag = GARRISONED 10165 TriggeredBy = Upgrade_GLAFortifiedStructure 10166 End 10167 10168 Behavior = RebuildHoleExposeDie ModuleTag_06 10169 HoleName = GLAHoleArmsDealer 10170 HoleMaxHealth = 500.0 10171 End 10172 Behavior = DestroyDie ModuleTag_07 10173 ;nothing 10174 End 10175 Behavior = CreateObjectDie ModuleTag_08 10176 CreationList = OCL_LargeStructureDebris 10177 End 10178 Behavior = FXListDie ModuleTag_09 10179 DeathFX = FX_StructureMediumDeath 10180 End 10181 Behavior = ProductionUpdate ModuleTag_10 10182 NumDoorAnimations = 1 10183 DoorOpeningTime = 2000 ;in mSeconds 10184 DoorWaitOpenTime = 3000 ;in mSeconds 10185 DoorCloseTime = 2000 ;in mSeconds 10186 ConstructionCompleteDuration = 1500 ;in mSeconds 10187 End 10188 Behavior = DefaultProductionExitUpdate ModuleTag_11 10189 UnitCreatePoint = X: -20.0 Y:-15.0 Z:0.0 10190 NaturalRallyPoint = X: 40.0 Y:-15.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML 10191 End 10192 Behavior = RepairDockUpdate ModuleTag_12 10193 TimeForFullHeal = 5000 ;(in milliseconds) 10194 NumberApproachPositions = 5 10195 End 10196 10197 Behavior = FlammableUpdate ModuleTag_14 10198 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10199 AflameDamageAmount = 5 ; taking this much damage... 10200 AflameDamageDelay = 500 ; this often. 10201 End 10202 10203 Behavior = TransitionDamageFX ModuleTag_31 10204 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 10205 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10206 ;--------------------------------------------------------------------------------------- 10207 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 10208 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 10209 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 10210 End 10211 10212 Behavior = StealthUpdate ModuleStealth_09 10213 StealthDelay = 2500 ; msec 10214 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 10215 InnateStealth = No ;Requires upgrade first 10216 OrderIdleEnemiesToAttackMeUponReveal = Yes 10217 End 10218 Behavior = StealthUpgrade ModuleTag_32 10219 TriggeredBy = Upgrade_GLACamoNetting 10220 END 10221 10222 Geometry = BOX 10223 GeometryMajorRadius = 40.0 10224 GeometryMinorRadius = 62.0 10225 GeometryHeight = 25.0 10226 GeometryIsSmall = No 10227 FactoryExitWidth = 25 10228 Shadow = SHADOW_VOLUME 10229 BuildCompletion = PLACED_BY_PLAYER 10230 10231 End 10232 10233 10234 ;------------------------------------------------------------------------------ 10235 ObjectReskin Slth_GLAHoleArmsDealer Slth_GLAHole 10236 Draw = W3DModelDraw ModuleTag_01 10237 OkToChangeModelColor = Yes 10238 ConditionState = NONE 10239 Model = UBHole 10240 End 10241 ConditionState = DAMAGED 10242 Model = UBHole_D 10243 ParticleSysBone = Smoke01 SteamVent 10244 End 10245 ConditionState = REALLYDAMAGED 10246 Model = UBHole_E 10247 ParticleSysBone = Smoke01 SteamVent 10248 ParticleSysBone = Smoke02 SteamVent 10249 ParticleSysBone = Fire01 GLAPowerPlantFlame 10250 ParticleSysBone = Fire02 GLAPowerPlantFlame 10251 ParticleSysBone = Fire03 GLAPowerPlantFlame 10252 End 10253 End 10254 Draw = W3DModelDraw ModuleTag_02 10255 OkToChangeModelColor = Yes 10256 ConditionState = NONE 10257 Model = UBArmDeal_R 10258 ParticleSysBone = Smoke04 SmolderingSmoke 10259 ParticleSysBone = Smoke01 SmolderingSmoke 10260 ParticleSysBone = Smoke03 SmolderingSmoke 10261 End 10262 ConditionState = DAMAGED REALLYDAMAGED 10263 Model = UBArmDeal_R 10264 ParticleSysBone = Smoke04 SmolderingSmoke 10265 ParticleSysBone = Smoke01 SmolderingSmoke 10266 ParticleSysBone = Smoke03 SmolderingSmoke 10267 End 10268 End 10269 End 10270 10271 ;------------------------------------------------------------------------------ 10272 ;GLA Arms Dealer 10273 Object Slth_FakeGLAArmsDealer 10274 10275 UpgradeCameo1 = Upgrade_GLACamoNetting 10276 10277 ; *** ART Parameters *** 10278 SelectPortrait = SUArmsDealer_L 10279 ButtonImage = SUArmsDealer 10280 10281 ; UpgradeCameo1 = Upgrade_GLAFortifiedStructure 10282 10283 ; ----------------- Main Building ------------------- 10284 Draw = W3DModelDraw ModuleTag_01 10285 OkToChangeModelColor = Yes 10286 ; day 10287 ConditionState = NONE 10288 Model = UBArmDeal 10289 Animation = UBArmDeal.UBArmDeal 10290 AnimationMode = LOOP 10291 ParticleSysBone = Smoke01 SmolderingSmoke 10292 ParticleSysBone = Steam01 SteamVent 10293 End 10294 ;damaged 10295 ConditionState = DAMAGED 10296 Model = UBArmDeal_D 10297 Animation = UBArmDeal_D.UBArmDeal_D 10298 AnimationMode = LOOP 10299 ParticleSysBone = Smoke01 SmolderingSmoke 10300 ; ParticleSysBone = Smoke02 SmolderingSmoke 10301 ; ParticleSysBone = Smoke03 SmolderingSmoke 10302 ; ParticleSysBone = Smoke04 SmolderingSmoke 10303 ; ParticleSysBone = Smoke05 SmolderingSmoke 10304 ; ParticleSysBone = Smoke06 SmolderingSmoke 10305 ; ParticleSysBone = Fire02 SmolderingFire 10306 ; ParticleSysBone = Fire03 SmolderingFire 10307 ; ParticleSysBone = Fire04 SmolderingFire 10308 ; ParticleSysBone = Fire05 SmolderingFire 10309 ; ParticleSysBone = Fire06 SmolderingFire 10310 End 10311 ;really damaged 10312 ConditionState = REALLYDAMAGED RUBBLE 10313 Model = UBArmDeal_E 10314 Animation = UBArmDeal_E.UBArmDeal_E 10315 AnimationMode = LOOP 10316 ParticleSysBone = Smoke01 SmolderingSmoke 10317 ; ParticleSysBone = Smoke02 SmolderingSmoke 10318 ; ParticleSysBone = Smoke03 SmolderingSmoke 10319 ; ParticleSysBone = Smoke04 SmolderingSmoke 10320 ; ParticleSysBone = Smoke05 SmokeFactionLarge 10321 ; ParticleSysBone = Smoke06 SmolderingSmoke 10322 ; ParticleSysBone = Smoke07 SmolderingSmoke 10323 ; ParticleSysBone = Fire02 SmolderingFire 10324 ; ParticleSysBone = Fire03 SmolderingFire 10325 ; ParticleSysBone = Fire04 SmolderingFire 10326 ; ParticleSysBone = Fire05 FireFactionLarge 10327 ; ParticleSysBone = Fire06 SmolderingFire 10328 ; ParticleSysBone = Fire07 SmolderingFire 10329 End 10330 ConditionState = GARRISONED 10331 Model = UBArmDlEG 10332 ParticleSysBone = Smoke01 SmolderingSmoke 10333 Animation = UBArmDlEG.UBArmDlEG 10334 AnimationMode = LOOP 10335 End 10336 ConditionState = DAMAGED GARRISONED 10337 Model = UBArmDlEG_D 10338 ParticleSysBone = Smoke01 SmolderingSmoke 10339 Animation = UBArmDlEG_D.UBArmDlEG_D 10340 AnimationMode = LOOP 10341 End 10342 ConditionState = REALLYDAMAGED GARRISONED 10343 Model = UBArmDlEG_E 10344 ParticleSysBone = Smoke01 SmolderingSmoke 10345 Animation = UBArmDlEG_E.UBArmDlEG_E 10346 AnimationMode = LOOP 10347 End 10348 10349 ; snow 10350 ConditionState = SNOW 10351 Model = UBArmDeal_S 10352 Animation = UBArmDeal_S.UBArmDeal_S 10353 AnimationMode = LOOP 10354 ParticleSysBone = Smoke01 SmolderingSmoke 10355 ParticleSysBone = Steam01 SteamVent 10356 End 10357 ;damaged 10358 ConditionState = DAMAGED SNOW 10359 Model = UBArmDeal_DS 10360 Animation = UBArmDeal_DS.UBArmDeal_DS 10361 AnimationMode = LOOP 10362 ParticleSysBone = Smoke01 SmolderingSmoke 10363 ; ParticleSysBone = Smoke02 SmolderingSmoke 10364 ; ParticleSysBone = Smoke03 SmolderingSmoke 10365 ; ParticleSysBone = Smoke04 SmolderingSmoke 10366 ; ParticleSysBone = Smoke05 SmolderingSmoke 10367 ; ParticleSysBone = Smoke06 SmolderingSmoke 10368 ; ParticleSysBone = Fire02 SmolderingFire 10369 ; ParticleSysBone = Fire03 SmolderingFire 10370 ; ParticleSysBone = Fire04 SmolderingFire 10371 ; ParticleSysBone = Fire05 SmolderingFire 10372 ; ParticleSysBone = Fire06 SmolderingFire 10373 End 10374 ;really damaged 10375 ConditionState = REALLYDAMAGED RUBBLE SNOW 10376 Model = UBArmDeal_ES 10377 Animation = UBArmDeal_ES.UBArmDeal_ES 10378 AnimationMode = LOOP 10379 ParticleSysBone = Smoke01 SmolderingSmoke 10380 ; ParticleSysBone = Smoke02 SmolderingSmoke 10381 ; ParticleSysBone = Smoke03 SmolderingSmoke 10382 ; ParticleSysBone = Smoke04 SmolderingSmoke 10383 ; ParticleSysBone = Smoke05 SmokeFactionLarge 10384 ; ParticleSysBone = Smoke06 SmolderingSmoke 10385 ; ParticleSysBone = Smoke07 SmolderingSmoke 10386 ; ParticleSysBone = Fire02 SmolderingFire 10387 ; ParticleSysBone = Fire03 SmolderingFire 10388 ; ParticleSysBone = Fire04 SmolderingFire 10389 ; ParticleSysBone = Fire05 FireFactionLarge 10390 ; ParticleSysBone = Fire06 SmolderingFire 10391 ; ParticleSysBone = Fire07 SmolderingFire 10392 End 10393 ConditionState = GARRISONED SNOW 10394 Model = UBArmDlEG_S 10395 ParticleSysBone = Smoke01 SmolderingSmoke 10396 Animation = UBArmDlEG_S.UBArmDlEG_S 10397 AnimationMode = LOOP 10398 End 10399 ConditionState = DAMAGED GARRISONED SNOW 10400 Model = UBArmDlEG_DS 10401 ParticleSysBone = Smoke01 SmolderingSmoke 10402 Animation = UBArmDlEG_DS.UBArmDlEG_DS 10403 AnimationMode = LOOP 10404 End 10405 ConditionState = REALLYDAMAGED GARRISONED SNOW 10406 Model = UBArmDlEG_ES 10407 ParticleSysBone = Smoke01 SmolderingSmoke 10408 Animation = UBArmDlEG_ES.UBArmDlEG_ES 10409 AnimationMode = LOOP 10410 End 10411 10412 ; night 10413 ConditionState = NIGHT 10414 Model = UBArmDeal_N 10415 Animation = UBArmDeal_N.UBArmDeal_N 10416 AnimationMode = LOOP 10417 ParticleSysBone = Smoke01 SmolderingSmoke 10418 ParticleSysBone = Steam01 SteamVent 10419 End 10420 ConditionState = DAMAGED NIGHT 10421 Model = UBArmDeal_DN 10422 Animation = UBArmDeal_DN.UBArmDeal_DN 10423 AnimationMode = LOOP 10424 ParticleSysBone = Smoke01 SmolderingSmoke 10425 End 10426 ConditionState = REALLYDAMAGED RUBBLE NIGHT 10427 Model = UBArmDeal_EN 10428 Animation = UBArmDeal_EN.UBArmDeal_EN 10429 AnimationMode = LOOP 10430 ParticleSysBone = Smoke01 SmolderingSmoke 10431 End 10432 ConditionState = GARRISONED NIGHT 10433 Model = UBArmDlEG_N 10434 ParticleSysBone = Smoke01 SmolderingSmoke 10435 Animation = UBArmDlEG_N.UBArmDlEG_N 10436 AnimationMode = LOOP 10437 End 10438 ConditionState = DAMAGED GARRISONED NIGHT 10439 Model = UBArmDlEG_DN 10440 ParticleSysBone = Smoke01 SmolderingSmoke 10441 Animation = UBArmDlEG_DN.UBArmDlEG_DN 10442 AnimationMode = LOOP 10443 End 10444 ConditionState = REALLYDAMAGED GARRISONED NIGHT 10445 Model = UBArmDlEG_EN 10446 ParticleSysBone = Smoke01 SmolderingSmoke 10447 Animation = UBArmDlEG_EN.UBArmDlEG_EN 10448 AnimationMode = LOOP 10449 End 10450 10451 ; night snow 10452 ConditionState = NIGHT SNOW 10453 Model = UBArmDeal_NS 10454 Animation = UBArmDeal_NS.UBArmDeal_NS 10455 AnimationMode = LOOP 10456 ParticleSysBone = Smoke01 SmolderingSmoke 10457 ParticleSysBone = Steam01 SteamVent 10458 End 10459 ConditionState = DAMAGED NIGHT SNOW 10460 Model = UBArmDeal_DNS 10461 Animation = UBArmDeal_DNS.UBArmDeal_DNS 10462 AnimationMode = LOOP 10463 ParticleSysBone = Smoke01 SmolderingSmoke 10464 End 10465 ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW 10466 Model = UBArmDeal_ENS 10467 Animation = UBArmDeal_ENS.UBArmDeal_ENS 10468 AnimationMode = LOOP 10469 ParticleSysBone = Smoke01 SmolderingSmoke 10470 End 10471 ConditionState = GARRISONED NIGHT SNOW 10472 Model = UBArmDlEG_NS 10473 ParticleSysBone = Smoke01 SmolderingSmoke 10474 Animation = UBArmDlEG_NS.UBArmDlEG_NS 10475 AnimationMode = LOOP 10476 End 10477 ConditionState = DAMAGED GARRISONED NIGHT SNOW 10478 Model = UBArmDlEG_DNS 10479 ParticleSysBone = Smoke01 SmolderingSmoke 10480 Animation = UBArmDlEG_DNS.UBArmDlEG_DNS 10481 AnimationMode = LOOP 10482 End 10483 ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW 10484 Model = UBArmDlEG_ENS 10485 ParticleSysBone = Smoke01 SmolderingSmoke 10486 Animation = UBArmDlEG_ENS.UBArmDlEG_ENS 10487 AnimationMode = LOOP 10488 End 10489 10490 ;************************************************************************************************************************** 10491 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10492 ;for this draw module 10493 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10494 Model = UBArmDeal 10495 Animation = UBArmDeal.UBArmDeal 10496 AnimationMode = LOOP 10497 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10498 End 10499 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10500 Model = UBArmDeal_D 10501 Animation = UBArmDeal_D.UBArmDeal_D 10502 AnimationMode = LOOP 10503 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10504 End 10505 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10506 Model = UBArmDeal_E 10507 Animation = UBArmDeal_E.UBArmDeal_E 10508 AnimationMode = LOOP 10509 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10510 End 10511 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10512 Model = UBArmDeal_N 10513 Animation = UBArmDeal_N.UBArmDeal_N 10514 AnimationMode = LOOP 10515 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10516 End 10517 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 10518 Model = UBArmDeal_DN 10519 Animation = UBArmDeal_DN.UBArmDeal_DN 10520 AnimationMode = LOOP 10521 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10522 End 10523 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 10524 Model = UBArmDeal_EN 10525 Animation = UBArmDeal_EN.UBArmDeal_EN 10526 AnimationMode = LOOP 10527 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10528 End 10529 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10530 Model = UBArmDeal_S 10531 Animation = UBArmDeal_S.UBArmDeal_S 10532 AnimationMode = LOOP 10533 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10534 End 10535 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED 10536 Model = UBArmDeal_DS 10537 Animation = UBArmDeal_DS.UBArmDeal_DS 10538 AnimationMode = LOOP 10539 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10540 End 10541 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED 10542 Model = UBArmDeal_ES 10543 Animation = UBArmDeal_ES.UBArmDeal_ES 10544 AnimationMode = LOOP 10545 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10546 End 10547 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10548 Model = UBArmDeal_NS 10549 Animation = UBArmDeal_NS.UBArmDeal_NS 10550 AnimationMode = LOOP 10551 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10552 End 10553 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED 10554 Model = UBArmDeal_DNS 10555 Animation = UBArmDeal_DNS.UBArmDeal_DNS 10556 AnimationMode = LOOP 10557 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10558 End 10559 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED 10560 Model = UBArmDeal_ENS 10561 Animation = UBArmDeal_ENS.UBArmDeal_ENS 10562 AnimationMode = LOOP 10563 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10564 End 10565 10566 ConditionState = AWAITING_CONSTRUCTION 10567 Model = NONE 10568 End 10569 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 10570 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 10571 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 10572 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 10573 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 10574 AliasConditionState = AWAITING_CONSTRUCTION SNOW 10575 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 10576 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 10577 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 10578 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 10579 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 10580 AliasConditionState = SOLD 10581 AliasConditionState = SOLD DAMAGED 10582 AliasConditionState = SOLD REALLYDAMAGED 10583 AliasConditionState = SOLD NIGHT 10584 AliasConditionState = SOLD NIGHT DAMAGED 10585 AliasConditionState = SOLD NIGHT REALLYDAMAGED 10586 AliasConditionState = SOLD SNOW 10587 AliasConditionState = SOLD SNOW DAMAGED 10588 AliasConditionState = SOLD SNOW REALLYDAMAGED 10589 AliasConditionState = SOLD NIGHT SNOW 10590 AliasConditionState = SOLD NIGHT SNOW DAMAGED 10591 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 10592 AliasConditionState = GARRISONED SOLD 10593 AliasConditionState = GARRISONED SOLD DAMAGED 10594 AliasConditionState = GARRISONED SOLD REALLYDAMAGED 10595 AliasConditionState = GARRISONED SOLD NIGHT 10596 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED 10597 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED 10598 AliasConditionState = GARRISONED SOLD SNOW 10599 AliasConditionState = GARRISONED SOLD SNOW DAMAGED 10600 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED 10601 AliasConditionState = GARRISONED SOLD NIGHT SNOW 10602 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED 10603 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED 10604 ;************************************************************************************************************************** 10605 10606 10607 End 10608 10609 ; ------------ construction-zone fence ----------------- 10610 Draw = W3DModelDraw ModuleTag_02 10611 AnimationsRequirePower = No 10612 DefaultConditionState 10613 Model = None 10614 TransitionKey = DOWN_DEFAULT 10615 End 10616 ConditionState = NIGHT 10617 Model = None 10618 TransitionKey = DOWN_DEFAULT 10619 End 10620 ConditionState = SNOW 10621 Model = None 10622 TransitionKey = DOWN_DEFAULT 10623 End 10624 ConditionState = SNOW NIGHT 10625 Model = None 10626 TransitionKey = DOWN_DEFAULT 10627 End 10628 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10629 Model = UBArmDeal_A4 10630 Animation = UBArmDeal_A4.UBArmDeal_A4 10631 AnimationMode = MANUAL 10632 Flags = START_FRAME_LAST 10633 TransitionKey = UP_DAY 10634 End 10635 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10636 Model = UBArmDeal_A4N 10637 Animation = UBArmDeal_A4N.UBArmDeal_A4N 10638 AnimationMode = MANUAL 10639 Flags = START_FRAME_LAST 10640 TransitionKey = UP_NIGHT 10641 End 10642 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10643 Model = UBArmDeal_A4S 10644 Animation = UBArmDeal_A4S.UBArmDeal_A4S 10645 AnimationMode = MANUAL 10646 Flags = START_FRAME_LAST 10647 TransitionKey = UP_SNOW 10648 End 10649 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10650 Model = UBArmDeal_A4SN 10651 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 10652 AnimationMode = MANUAL 10653 Flags = START_FRAME_LAST 10654 TransitionKey = UP_SNOWNIGHT 10655 End 10656 TransitionState = DOWN_DEFAULT UP_DAY 10657 Model = UBArmDeal_A4 10658 Animation = UBArmDeal_A4.UBArmDeal_A4 10659 AnimationMode = ONCE 10660 AnimationSpeedFactorRange = 1.0 1.0 10661 Flags = START_FRAME_FIRST 10662 End 10663 TransitionState = DOWN_DEFAULT UP_NIGHT 10664 Model = UBArmDeal_A4N 10665 Animation = UBArmDeal_A4N.UBArmDeal_A4N 10666 AnimationMode = ONCE 10667 AnimationSpeedFactorRange = 1.0 1.0 10668 Flags = START_FRAME_FIRST 10669 End 10670 TransitionState = DOWN_DEFAULT UP_SNOW 10671 Model = UBArmDeal_A4S 10672 ; @todo srj -- anim missing 10673 Animation = UBArmDeal_A4S.UBArmDeal_A4S 10674 AnimationMode = ONCE 10675 AnimationSpeedFactorRange = 1.0 1.0 10676 Flags = START_FRAME_FIRST 10677 End 10678 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10679 Model = UBArmDeal_A4SN 10680 ; @todo srj -- anim missing 10681 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 10682 AnimationMode = ONCE 10683 AnimationSpeedFactorRange = 1.0 1.0 10684 Flags = START_FRAME_FIRST 10685 End 10686 TransitionState = UP_DAY DOWN_DEFAULT 10687 Model = UBArmDeal_A4 10688 Animation = UBArmDeal_A4.UBArmDeal_A4 10689 AnimationMode = ONCE_BACKWARDS 10690 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10691 Flags = START_FRAME_LAST 10692 End 10693 TransitionState = UP_NIGHT DOWN_DEFAULT 10694 Model = UBArmDeal_A4N 10695 Animation = UBArmDeal_A4N.UBArmDeal_A4N 10696 AnimationMode = ONCE_BACKWARDS 10697 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10698 Flags = START_FRAME_LAST 10699 End 10700 10701 TransitionState = UP_SNOW DOWN_DEFAULT 10702 Model = UBArmDeal_A4S 10703 ; @todo srj -- anim missing 10704 Animation = UBArmDeal_A4S.UBArmDeal_A4S 10705 AnimationMode = ONCE_BACKWARDS 10706 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10707 Flags = START_FRAME_LAST 10708 End 10709 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10710 Model = UBArmDeal_A4SN 10711 Animation = UBArmDeal_A4SN.UBArmDeal_A4SN 10712 AnimationMode = ONCE_BACKWARDS 10713 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10714 Flags = START_FRAME_LAST 10715 End 10716 End 10717 10718 ; ------------ under-construction scaffolding ----------------- 10719 Draw = W3DModelDraw ModuleTag_03 10720 AnimationsRequirePower = No 10721 MinLODRequired = MEDIUM 10722 DefaultConditionState 10723 Model = None 10724 TransitionKey = DOWN_DEFAULT 10725 End 10726 ConditionState = NIGHT 10727 Model = None 10728 TransitionKey = DOWN_DEFAULT 10729 End 10730 ConditionState = SNOW 10731 Model = None 10732 TransitionKey = DOWN_DEFAULT 10733 End 10734 ConditionState = SNOW NIGHT 10735 Model = None 10736 TransitionKey = DOWN_DEFAULT 10737 End 10738 ConditionState = PARTIALLY_CONSTRUCTED 10739 Model = UBArmDeal_A6 10740 Animation = UBArmDeal_A6.UBArmDeal_A6 10741 AnimationMode = MANUAL 10742 Flags = START_FRAME_LAST 10743 TransitionKey = UP_DAY 10744 ParticleSysBone = Dust01 BuildingDust 10745 ParticleSysBone = Smoke01 BuildUpSmoke 10746 ParticleSysBone = Smoke02 BuildUpSmoke 10747 ParticleSysBone = Smoke03 BuildUpSmoke 10748 ParticleSysBone = Smoke04 BuildUpSmoke 10749 End 10750 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 10751 Model = UBArmDeal_A6N 10752 Animation = UBArmDeal_A6N.UBArmDeal_A6N 10753 AnimationMode = MANUAL 10754 Flags = START_FRAME_LAST 10755 TransitionKey = UP_NIGHT 10756 ParticleSysBone = Dust01 BuildingDust 10757 ParticleSysBone = Smoke01 BuildUpSmoke 10758 ParticleSysBone = Smoke02 BuildUpSmoke 10759 ParticleSysBone = Smoke03 BuildUpSmoke 10760 ParticleSysBone = Smoke04 BuildUpSmoke 10761 End 10762 ConditionState = SNOW PARTIALLY_CONSTRUCTED 10763 Model = UBArmDeal_A6S 10764 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10765 AnimationMode = MANUAL 10766 Flags = START_FRAME_LAST 10767 TransitionKey = UP_SNOW 10768 ParticleSysBone = Dust01 BuildingSnowDust 10769 ParticleSysBone = Smoke01 BuildUpSnowSmoke 10770 ParticleSysBone = Smoke02 BuildUpSnowSmoke 10771 ParticleSysBone = Smoke03 BuildUpSnowSmoke 10772 ParticleSysBone = Smoke04 BuildUpSnowSmoke 10773 End 10774 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 10775 Model = UBArmDeal_A6SN 10776 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10777 AnimationMode = MANUAL 10778 Flags = START_FRAME_LAST 10779 TransitionKey = UP_SNOWNIGHT 10780 ParticleSysBone = Dust01 BuildingNightSnowDust 10781 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 10782 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 10783 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 10784 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 10785 End 10786 TransitionState = DOWN_DEFAULT UP_DAY 10787 Model = UBArmDeal_A6 10788 Animation = UBArmDeal_A6.UBArmDeal_A6 10789 AnimationMode = ONCE 10790 AnimationSpeedFactorRange = 1.0 1.0 10791 Flags = START_FRAME_FIRST 10792 End 10793 TransitionState = DOWN_DEFAULT UP_NIGHT 10794 Model = UBArmDeal_A6N 10795 Animation = UBArmDeal_A6N.UBArmDeal_A6N 10796 AnimationMode = ONCE 10797 AnimationSpeedFactorRange = 1.0 1.0 10798 Flags = START_FRAME_FIRST 10799 End 10800 TransitionState = DOWN_DEFAULT UP_SNOW 10801 Model = UBArmDeal_A6S 10802 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10803 AnimationMode = ONCE 10804 AnimationSpeedFactorRange = 1.0 1.0 10805 Flags = START_FRAME_FIRST 10806 End 10807 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 10808 Model = UBArmDeal_A6SN 10809 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10810 AnimationMode = ONCE 10811 AnimationSpeedFactorRange = 1.0 1.0 10812 Flags = START_FRAME_FIRST 10813 End 10814 TransitionState = UP_DAY DOWN_DEFAULT 10815 Model = UBArmDeal_A6 10816 Animation = UBArmDeal_A6.UBArmDeal_A6 10817 AnimationMode = ONCE_BACKWARDS 10818 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10819 Flags = START_FRAME_LAST 10820 End 10821 TransitionState = UP_NIGHT DOWN_DEFAULT 10822 Model = UBArmDeal_A6N 10823 Animation = UBArmDeal_A6N.UBArmDeal_A6N 10824 AnimationMode = ONCE_BACKWARDS 10825 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10826 Flags = START_FRAME_LAST 10827 End 10828 TransitionState = UP_SNOW DOWN_DEFAULT 10829 Model = UBArmDeal_A6S 10830 Animation = UBArmDeal_A6S.UBArmDeal_A6S 10831 AnimationMode = ONCE_BACKWARDS 10832 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10833 Flags = START_FRAME_LAST 10834 End 10835 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 10836 Model = UBArmDeal_A6SN 10837 Animation = UBArmDeal_A6SN.UBArmDeal_A6SN 10838 AnimationMode = ONCE_BACKWARDS 10839 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 10840 Flags = START_FRAME_LAST 10841 End 10842 End 10843 10844 ; ----------------- the door ----------------------- 10845 Draw = W3DModelDraw ModuleTag_04 10846 DefaultConditionState 10847 Model = UBArmDeal_A7 10848 Animation = UBArmDeal_A7.UBArmDeal_A7 10849 AnimationMode = MANUAL 10850 Flags = START_FRAME_FIRST 10851 End 10852 AliasConditionState = NIGHT 10853 AliasConditionState = SNOW 10854 AliasConditionState = NIGHT SNOW 10855 10856 ConditionState = DAMAGED 10857 Model = UBArmDeal_A7D 10858 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10859 AnimationMode = MANUAL 10860 Flags = START_FRAME_FIRST 10861 End 10862 AliasConditionState = NIGHT DAMAGED 10863 AliasConditionState = SNOW DAMAGED 10864 AliasConditionState = SNOW NIGHT DAMAGED 10865 10866 ConditionState = REALLYDAMAGED RUBBLE 10867 Model = UBArmDeal_A7E 10868 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10869 AnimationMode = MANUAL 10870 Flags = START_FRAME_FIRST 10871 End 10872 AliasConditionState = NIGHT REALLYDAMAGED RUBBLE 10873 AliasConditionState = SNOW REALLYDAMAGED RUBBLE 10874 AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 10875 10876 10877 10878 ConditionState = DOOR_1_OPENING 10879 Model = UBArmDeal_A7 10880 Animation = UBArmDeal_A7.UBArmDeal_A7 10881 AnimationMode = ONCE 10882 Flags = START_FRAME_FIRST 10883 End 10884 AliasConditionState = NIGHT DOOR_1_OPENING 10885 AliasConditionState = SNOW DOOR_1_OPENING 10886 AliasConditionState = SNOW NIGHT DOOR_1_OPENING 10887 10888 ConditionState = DOOR_1_OPENING DAMAGED 10889 Model = UBArmDeal_A7D 10890 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10891 AnimationMode = ONCE 10892 Flags = START_FRAME_FIRST 10893 End 10894 AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED 10895 AliasConditionState = SNOW DOOR_1_OPENING DAMAGED 10896 AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED 10897 10898 ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE 10899 Model = UBArmDeal_A7E 10900 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10901 AnimationMode = ONCE 10902 Flags = START_FRAME_FIRST 10903 End 10904 AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 10905 AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE 10906 AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE 10907 10908 10909 10910 ConditionState = DOOR_1_CLOSING 10911 Model = UBArmDeal_A7 10912 Animation = UBArmDeal_A7.UBArmDeal_A7 10913 AnimationMode = ONCE_BACKWARDS 10914 Flags = START_FRAME_LAST 10915 End 10916 AliasConditionState = NIGHT DOOR_1_CLOSING 10917 AliasConditionState = SNOW DOOR_1_CLOSING 10918 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING 10919 10920 ConditionState = DOOR_1_CLOSING DAMAGED 10921 Model = UBArmDeal_A7D 10922 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10923 AnimationMode = ONCE_BACKWARDS 10924 Flags = START_FRAME_LAST 10925 End 10926 AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED 10927 AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED 10928 AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED 10929 10930 ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10931 Model = UBArmDeal_A7E 10932 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10933 AnimationMode = ONCE_BACKWARDS 10934 Flags = START_FRAME_LAST 10935 End 10936 AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10937 AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10938 AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE 10939 10940 10941 10942 ConditionState = DOOR_1_WAITING_OPEN 10943 Model = UBArmDeal_A7 10944 Animation = UBArmDeal_A7.UBArmDeal_A7 10945 AnimationMode = MANUAL 10946 Flags = START_FRAME_LAST 10947 End 10948 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN 10949 AliasConditionState = SNOW DOOR_1_WAITING_OPEN 10950 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN 10951 10952 ConditionState = DOOR_1_WAITING_OPEN DAMAGED 10953 Model = UBArmDeal_A7D 10954 Animation = UBArmDeal_A7D.UBArmDeal_A7D 10955 AnimationMode = MANUAL 10956 Flags = START_FRAME_LAST 10957 End 10958 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED 10959 AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED 10960 AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED 10961 10962 ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10963 Model = UBArmDeal_A7E 10964 Animation = UBArmDeal_A7E.UBArmDeal_A7E 10965 AnimationMode = MANUAL 10966 Flags = START_FRAME_LAST 10967 End 10968 AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10969 AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10970 AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 10971 10972 ;************************************************************************************************************************** 10973 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 10974 ;for this draw module 10975 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 10976 Model = UBArmDeal_A7 10977 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10978 End 10979 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 10980 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 10981 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 10982 10983 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 10984 Model = UBArmDeal_A7D 10985 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10986 End 10987 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 10988 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 10989 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 10990 10991 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 10992 Model = UBArmDeal_A7E 10993 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 10994 End 10995 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 10996 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 10997 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 10998 10999 ConditionState = AWAITING_CONSTRUCTION 11000 Model = NONE 11001 End 11002 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 11003 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 11004 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 11005 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 11006 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 11007 AliasConditionState = AWAITING_CONSTRUCTION SNOW 11008 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 11009 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 11010 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 11011 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 11012 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 11013 AliasConditionState = SOLD DAMAGED 11014 AliasConditionState = SOLD REALLYDAMAGED 11015 AliasConditionState = SOLD NIGHT 11016 AliasConditionState = SOLD NIGHT DAMAGED 11017 AliasConditionState = SOLD NIGHT REALLYDAMAGED 11018 AliasConditionState = SOLD SNOW 11019 AliasConditionState = SOLD SNOW DAMAGED 11020 AliasConditionState = SOLD SNOW REALLYDAMAGED 11021 AliasConditionState = SOLD NIGHT SNOW 11022 AliasConditionState = SOLD NIGHT SNOW DAMAGED 11023 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 11024 ;************************************************************************************************************************** 11025 11026 11027 End 11028 11029 PlacementViewAngle = -135 11030 11031 ; ***DESIGN parameters *** 11032 DisplayName = OBJECT:ArmsDealer 11033 Side = GLAStealthGeneral 11034 EditorSorting = STRUCTURE 11035 Prerequisites 11036 Object = Slth_GLASupplyStash 11037 End 11038 BuildCost = 625 11039 BuildTime = 10.0 ; in seconds 11040 EnergyProduction = 0 11041 CommandSet = FakeGLAArmsDealerCommandSet 11042 VisionRange = 200.0 ; Shroud clearing distance 11043 ShroudClearingRange = 200 11044 11045 WeaponSet 11046 Conditions = None 11047 Weapon = PRIMARY SuicideWeapon 11048 AutoChooseSources = PRIMARY None 11049 End 11050 11051 ArmorSet 11052 Conditions = None 11053 Armor = StructureArmor 11054 DamageFX = StructureDamageFXNoShake 11055 End 11056 11057 ExperienceValue = 50 50 50 50 ; Experience point value at each level 11058 11059 ; *** AUDIO Parameters *** 11060 VoiceSelect = WarFactoryGLASelect 11061 SoundOnDamaged = BuildingDamagedStateLight 11062 SoundOnReallyDamaged = BuildingDestroy 11063 11064 UnitSpecificSounds 11065 UnderConstruction = UnderConstructionLoop 11066 End 11067 11068 ; *** ENGINEERING Parameters *** 11069 RadarPriority = STRUCTURE 11070 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE 11071 Body = StructureBody ModuleTag_05 11072 MaxHealth = 500.0 11073 InitialHealth = 500.0 11074 11075 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 11076 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 11077 SubdualDamageCap = 700 11078 SubdualDamageHealRate = 500 11079 SubdualDamageHealAmount = 100 11080 End 11081 11082 Behavior = CreateObjectDie ModuleTag_08 11083 CreationList = OCL_LargeStructureDebris 11084 End 11085 Behavior = FXListDie ModuleTag_09 11086 DeathFX = FX_StructureMediumDeath 11087 End 11088 Behavior = AIUpdateInterface ModuleTag_10 11089 AutoAcquireEnemiesWhenIdle = No 11090 End 11091 11092 Behavior = ProductionUpdate ModuleTag_11 11093 ; nothing 11094 End 11095 11096 Behavior = SlowDeathBehavior ModuleTag_12 11097 ExemptStatus = UNDER_CONSTRUCTION 11098 DestructionDelay = 0 11099 Weapon = FINAL FakeStructureDetonationWeapon 11100 End 11101 Behavior = DestroyDie ModuleTag_SlowDeathException 11102 RequiredStatus = UNDER_CONSTRUCTION 11103 End 11104 11105 Behavior = ReplaceObjectUpgrade ModuleTag_13 11106 ReplaceObject = Slth_GLAArmsDealer 11107 TriggeredBy = Upgrade_BecomeRealGLAArmsDealer 11108 End 11109 11110 Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual 11111 ConditionFlag = GARRISONED 11112 TriggeredBy = Upgrade_GLAFortifiedStructure 11113 End 11114 11115 Behavior = FlammableUpdate ModuleTag_14 11116 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11117 AflameDamageAmount = 5 ; taking this much damage... 11118 AflameDamageDelay = 500 ; this often. 11119 End 11120 11121 Behavior = TransitionDamageFX ModuleTag_31 11122 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 11123 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11124 ;--------------------------------------------------------------------------------------- 11125 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 11126 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 11127 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 11128 End 11129 11130 Behavior = StealthUpdate ModuleStealth_09 11131 StealthDelay = 2500 ; msec 11132 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 11133 InnateStealth = No ;Requires upgrade first 11134 OrderIdleEnemiesToAttackMeUponReveal = Yes 11135 End 11136 Behavior = StealthUpgrade ModuleTag_32 11137 TriggeredBy = Upgrade_GLACamoNetting 11138 END 11139 11140 Geometry = BOX 11141 GeometryMajorRadius = 40.0 11142 GeometryMinorRadius = 62.0 11143 GeometryHeight = 25.0 11144 GeometryIsSmall = No 11145 FactoryExitWidth = 25 11146 Shadow = SHADOW_VOLUME 11147 ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. 11148 ShadowSizeX = 127 11149 ShadowSizeY = 144 11150 BuildCompletion = PLACED_BY_PLAYER 11151 11152 End 11153 11154 11155 11156 ; ----------------------------------------------------------------------------- 11157 11158 Object Slth_GLASneakAttackTunnelNetworkStart 11159 11160 ; *** ART Parameters *** 11161 11162 SelectPortrait = SUTunnel_L 11163 ButtonImage = SUTunnel 11164 Draw = W3DModelDraw ModuleTag_01 11165 OkToChangeModelColor = Yes 11166 11167 ;***NONE 11168 11169 ConditionState = NONE 11170 Model = UBSNKATK_1ANM 11171 Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 11172 AnimationMode = ONCE 11173 ParticleSysBone = DIRT SneakAttackCrackDust 11174 ;;;ParticleSysBone = DIRT SneakAttackDirt ; steveM commented out 8.4.03 11175 ParticleSysBone = DIRT SneakAttackCrackDust1 11176 ParticleSysBone = DIRT SneakAttackDebris 11177 ParticleSysBone = DIRT SneakAttackDebris0 11178 ParticleSysBone = DIRT SneakAttackDebris1 11179 ParticleSysBone = DIRT SneakAttackCrackDust0 11180 ParticleSysBone = DIRT SneakAttackSteamVent 11181 End 11182 11183 ; ConditionState 11184 ; Model = UBSNKATK_1ANM 11185 ; Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 11186 ; AnimationMode = ONCE 11187 ; End 11188 11189 ConditionState = DAMAGED 11190 Model = UBSNATK_E 11191 ParticleSysBone = DIRT SneakAttackCrackDust 11192 ParticleSysBone = DIRT SneakAttackDirt 11193 ParticleSysBone = DIRT SneakAttackCrackDust1 11194 ParticleSysBone = DIRT SneakAttackDebris 11195 ParticleSysBone = DIRT SneakAttackDebris0 11196 ParticleSysBone = DIRT SneakAttackDebris1 11197 ParticleSysBone = DIRT SneakAttackCrackDust0 11198 ParticleSysBone = DIRT SneakAttackSteamVent 11199 End 11200 ConditionState = REALLYDAMAGED RUBBLE 11201 Model = UBSNATK_R 11202 End 11203 ConditionState = SNOW 11204 Model = UBSNATK_Sanm 11205 Animation = UBSNATK_Sanm.UBSNATK_Sanm 11206 AnimationMode = ONCE 11207 ParticleSysBone = DIRT SneakAttackCrackDustSnow 11208 ParticleSysBone = DIRT SneakAttackDirtSnow 11209 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 11210 ParticleSysBone = DIRT SneakAttackDebrisSnow 11211 ParticleSysBone = DIRT SneakAttackDebris0Snow 11212 ParticleSysBone = DIRT SneakAttackDebris1Snow 11213 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 11214 ParticleSysBone = DIRT SneakAttackSteamVent 11215 End 11216 ConditionState = DAMAGED SNOW 11217 Model = UBSNATK_ES 11218 ParticleSysBone = DIRT SneakAttackCrackDustSnow 11219 ParticleSysBone = DIRT SneakAttackDirtSnow 11220 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 11221 ParticleSysBone = DIRT SneakAttackDebrisSnow 11222 ParticleSysBone = DIRT SneakAttackDebris0Snow 11223 ParticleSysBone = DIRT SneakAttackDebris1Snow 11224 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 11225 ParticleSysBone = DIRT SneakAttackSteamVent 11226 End 11227 ConditionState = REALLYDAMAGED RUBBLE SNOW 11228 Model = UBSNATK_RS 11229 ParticleSysBone = DIRT SneakAttackCrackDustSnow 11230 ParticleSysBone = DIRT SneakAttackDirtSnow 11231 ParticleSysBone = DIRT SneakAttackCrackDust1Snow 11232 ParticleSysBone = DIRT SneakAttackDebrisSnow 11233 ParticleSysBone = DIRT SneakAttackDebris0Snow 11234 ParticleSysBone = DIRT SneakAttackDebris1Snow 11235 ParticleSysBone = DIRT SneakAttackCrackDust0Snow 11236 ParticleSysBone = DIRT SneakAttackSteamVent 11237 End 11238 ConditionState = NIGHT 11239 Model = UBSNKATK_1ANM 11240 Animation = UBSNKATK_1ANM.UBSNKATK_1ANM 11241 AnimationMode = ONCE 11242 End 11243 ConditionState = DAMAGED NIGHT 11244 Model = UBSNATK_E 11245 End 11246 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11247 Model = UBSNATK_R 11248 End 11249 ConditionState = SNOW NIGHT 11250 Model = UBSNATK_Sanm 11251 Animation = UBSNATK_Sanm.UBSNATK_Sanm 11252 AnimationMode = ONCE 11253 End 11254 ConditionState = DAMAGED SNOW NIGHT 11255 Model = UBSNATK_ES 11256 End 11257 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 11258 Model = UBSNATK_RS 11259 End 11260 End 11261 PlacementViewAngle = -44 11262 11263 ; ***DESIGN parameters *** 11264 DisplayName = OBJECT:TunnelNetwork 11265 Side = GLAStealthGeneral 11266 EditorSorting = STRUCTURE 11267 Prerequisites 11268 ;None 11269 End 11270 EnergyProduction = 0 11271 VisionRange = 200.0 ; Shroud clearing distance 11272 ShroudClearingRange = 200 11273 11274 ArmorSet 11275 Conditions = None 11276 Armor = StructureArmor 11277 DamageFX = DamageFX_Empty 11278 End 11279 11280 ExperienceValue = 100 100 100 100 ; Experience point value at each level 11281 11282 ; *** AUDIO Parameters *** 11283 VoiceSelect = TunnelNetworkSelect 11284 SoundOnDamaged = BuildingDamagedStateLight 11285 SoundOnReallyDamaged = BuildingDestroy 11286 SoundEnter = GarrisonEnter 11287 SoundExit = GarrisonExit 11288 11289 ; *** ENGINEERING Parameters *** 11290 RadarPriority = STRUCTURE 11291 KindOf = PRELOAD STRUCTURE IMMOBILE IMMUNE_TO_CAPTURE 11292 Body = ActiveBody ModuleTag_04 11293 MaxHealth = 99999.0 11294 InitialHealth = 99999.0 11295 End 11296 11297 11298 Behavior = DestroyDie ModuleTag_10 11299 ;nothing 11300 End 11301 Behavior = CreateObjectDie ModuleTag_11 11302 CreationList = OCL_CreateSneakAttackTunnel 11303 End 11304 11305 Behavior = FlammableUpdate ModuleTag_15 11306 11307 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11308 AflameDamageAmount = 5 ; taking this much damage... 11309 AflameDamageDelay = 500 ; this often. 11310 End 11311 11312 Behavior = LifetimeUpdate ModuleTag_16 11313 MinLifetime = 5000 ; min lifetime in msec 11314 MaxLifetime = 5000 ; max lifetime in msec 11315 End 11316 11317 Behavior = FireWeaponUpdate ModuleTag_17 11318 Weapon = SneakAttackShockwaveWeaponSmall 11319 InitialDelay = 10; 11320 End 11321 11322 Behavior = FireWeaponUpdate ModuleTag_18 11323 Weapon = SneakAttackShockwaveWeaponBig 11324 InitialDelay = 1000; 11325 End 11326 11327 Behavior = FireWeaponUpdate ModuleTag_19 11328 Weapon = SneakAttackShockwaveWeaponBig 11329 InitialDelay = 2500; 11330 End 11331 11332 11333 ; IMPORTANT: DO NOT GIVE THIS OBJECT ANY EXTENTS -ML 11334 11335 Geometry = CYLINDER 11336 GeometryMajorRadius = 25.0 11337 GeometryHeight = 20.0 11338 GeometryIsSmall = No 11339 FactoryExtraBibWidth = 25.0 11340 Shadow = SHADOW_VOLUME 11341 BuildCompletion = PLACED_BY_PLAYER 11342 11343 End 11344 11345 11346 ; ----------------------------------------------------------------------------- 11347 Object Slth_GLASneakAttackTunnelNetwork 11348 11349 ; *** ART Parameters *** 11350 SelectPortrait = SUSneakAttack_L 11351 ButtonImage = SUSneakAttack 11352 Draw = W3DModelDraw ModuleTag_01 11353 OkToChangeModelColor = Yes 11354 ;***DEFAULT 11355 ;DefaultConditionState 11356 ConditionState 11357 Model = UBSNATK_1 11358 End 11359 ConditionState = DAMAGED 11360 Model = UBSNATK_E 11361 End 11362 ConditionState = REALLYDAMAGED RUBBLE 11363 Model = UBSNATK_R 11364 ;ParticleSysBone = Mound SteamVent 11365 End 11366 ConditionState = SNOW 11367 Model = UBSNATK_S 11368 End 11369 ConditionState = DAMAGED SNOW 11370 Model = UBSNATK_ES 11371 End 11372 ConditionState = REALLYDAMAGED RUBBLE SNOW 11373 Model = UBSNATK_RS 11374 ;ParticleSysBone = Mound SteamVent 11375 End 11376 ConditionState = NIGHT 11377 Model = UBSNATK_N 11378 End 11379 ConditionState = DAMAGED NIGHT 11380 Model = UBSNATK_E 11381 End 11382 ConditionState = REALLYDAMAGED RUBBLE NIGHT 11383 Model = UBSNATK_R 11384 ;ParticleSysBone = Mound SteamVent 11385 End 11386 ConditionState = SNOW NIGHT 11387 Model = UBSNATK_NS 11388 End 11389 ConditionState = DAMAGED SNOW NIGHT 11390 Model = UBSNATK_ES 11391 End 11392 ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT 11393 Model = UBSNATK_RS 11394 ;ParticleSysBone = Mound SteamVent 11395 End 11396 End 11397 11398 PlacementViewAngle = -44 11399 11400 ; ***DESIGN parameters *** 11401 DisplayName = OBJECT:TunnelNetwork 11402 Side = GLAStealthGeneral 11403 EditorSorting = STRUCTURE 11404 Prerequisites 11405 ;None 11406 End 11407 EnergyProduction = 0 11408 VisionRange = 200.0 ; Shroud clearing distance 11409 ShroudClearingRange = 200 11410 WeaponSet 11411 Conditions = None 11412 Weapon = PRIMARY TunnelNetworkGunDUMMY ;So AI can attack from it in guard mode. 11413 End 11414 ArmorSet 11415 Conditions = None 11416 Armor = StructureArmor 11417 DamageFX = StructureDamageFXNoShake 11418 End 11419 CommandSet = GLASneakAttackTunnelCommandSet 11420 ExperienceValue = 100 100 100 100 ; Experience point value at each level 11421 11422 ; *** AUDIO Parameters *** 11423 VoiceSelect = TunnelNetworkSelect 11424 SoundOnDamaged = BuildingDamagedStateLight 11425 SoundOnReallyDamaged = BuildingDestroy 11426 SoundEnter = GarrisonEnter 11427 SoundExit = GarrisonExit 11428 11429 ; *** ENGINEERING Parameters *** 11430 RadarPriority = STRUCTURE 11431 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT 11432 Body = StructureBody ModuleTag_04 11433 MaxHealth = 1000.0 11434 InitialHealth = 1000.0 11435 11436 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 11437 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 11438 SubdualDamageCap = 1200 11439 SubdualDamageHealRate = 500 11440 SubdualDamageHealAmount = 100 11441 End 11442 11443 Behavior = StealthDetectorUpdate ModuleTag_13 11444 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 11445 DetectionRange = 150 ;Dustin, enable this for independant balancing! 11446 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 11447 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 11448 End 11449 11450 Behavior = TunnelContain ModuleTag_05 11451 TimeForFullHeal = 5000 ;(in milliseconds) 11452 End 11453 11454 Behavior = AIUpdateInterface ModuleTag_AI 11455 Turret 11456 TurretTurnRate = 180 // turn rate, in degrees per sec 11457 ControlledWeaponSlots = PRIMARY 11458 End 11459 AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon 11460 End 11461 11462 ;Kris: Removed this module because units exiting the container would extract information from 11463 ;the wrong exit interface. Because TunnelContain has the proper information for exiting properly 11464 ;we don't need this one. Plus sneak attack tunnels don't produce units anyway. 11465 ;Behavior = DefaultProductionExitUpdate ModuleTag_06 11466 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 11467 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 11468 ;End 11469 11470 Behavior = DestroyDie ModuleTag_10 11471 ;nothing 11472 End 11473 Behavior = CreateObjectDie ModuleTag_11 11474 CreationList = OCL_ABTunnelNetworkDebris 11475 End 11476 Behavior = FXListDie ModuleTag_12 11477 DeathFX = FX_StructureSmallDeath 11478 End 11479 11480 Behavior = FlammableUpdate ModuleTag_15 11481 11482 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11483 AflameDamageAmount = 5 ; taking this much damage... 11484 AflameDamageDelay = 500 ; this often. 11485 End 11486 11487 11488 Behavior = TransitionDamageFX ModuleTag_17 11489 ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS------------------- 11490 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11491 ;--------------------------------------------------------------------------------------- 11492 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11493 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11494 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11495 End 11496 11497 Geometry = CYLINDER 11498 GeometryMajorRadius = 25.0 11499 GeometryHeight = 20.0 11500 GeometryIsSmall = No 11501 FactoryExtraBibWidth = 25.0 11502 Shadow = SHADOW_VOLUME 11503 BuildCompletion = PLACED_BY_PLAYER 11504 11505 End 11506 11507 11508 11509 11510 11511 11512 11513 11514 11515 11516 11517 11518 11519 11520 11521 11522 11523 11524 11525 11526 11527 11528 11529 11530 11531 11532 11533 11534 11535 11536 11537 11538 11539 ;------------------------------------------------------------------------------ 11540 Object Slth_GLAInfantryRebel 11541 11542 ; *** ART Parameters *** 11543 SelectPortrait = SURebel_L 11544 ButtonImage = SURebel 11545 11546 UpgradeCameo1 = Upgrade_GLAAPBullets 11547 ;UpgradeCameo2 = Upgrade_GLACamouflage 11548 UpgradeCameo3 = Upgrade_InfantryCaptureBuilding 11549 ;UpgradeCameo4 = NONE 11550 ;UpgradeCameo5 = NONE 11551 11552 Draw = W3DModelDraw ModuleTag_01 11553 11554 OkToChangeModelColor = Yes 11555 11556 ; this says "we don't use these condition states at all, so completely 11557 ; ignore them for purposes of matchmaking"... this is useful to help 11558 ; reduce the number of AliasConditionState clauses you must add in 11559 ; order to avoid ambiguity in some cases. 11560 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 11561 11562 ; ---- standing 11563 DefaultConditionState 11564 Model = UIRGrd_SKN 11565 IdleAnimation = UIRGrd_SKL.UIRGrd_STN 0 35 11566 IdleAnimation = UIRGrd_SKL.UIRGrd_IDA 11567 IdleAnimation = UIRGrd_SKL.UIRGrd_IDB 11568 AnimationMode = ONCE 11569 WeaponFireFXBone = PRIMARY Muzzle 11570 WeaponMuzzleFlash = PRIMARY MuzzleFX 11571 TransitionKey = TRANS_Standing 11572 End 11573 11574 ConditionState = REALLYDAMAGED 11575 IdleAnimation = UIRGrd_SKL.UIRGrd_STB 0 35 11576 IdleAnimation = UIRGrd_SKL.UIRGrd_IDC 11577 IdleAnimation = UIRGrd_SKL.UIRGrd_IDD 11578 AnimationMode = ONCE 11579 TransitionKey = TRANS_StandingHurt 11580 End 11581 11582 ; ---- moving 11583 ConditionState = MOVING 11584 Animation = UIRGrd_SKL.UIRGrd_RNA 15 11585 AnimationMode = LOOP 11586 TransitionKey = TRANS_Walking 11587 ParticleSysBone = None InfantryDustTrails 11588 End 11589 AliasConditionState = MOVING ATTACKING 11590 11591 ConditionState = MOVING REALLYDAMAGED 11592 Animation = UIRGrd_SKL.UIRGrd_RNB 25 11593 AnimationMode = LOOP 11594 TransitionKey = TRANS_WalkingHurt 11595 ParticleSysBone = None InfantryDustTrails 11596 End 11597 AliasConditionState = MOVING ATTACKING REALLYDAMAGED 11598 11599 ; ---- dying 11600 ConditionState = DYING 11601 Animation = UIRGrd_SKL.UIRGrd_DTA 11602 Animation = UIRGrd_SKL.UIRGrd_DTB 11603 AnimationMode = ONCE 11604 TransitionKey = TRANS_Dying 11605 End 11606 11607 TransitionState = TRANS_Dying TRANS_Flailing 11608 Animation = UIRGrd_SKL.UIRGrd_ADTE1 11609 AnimationMode = ONCE 11610 End 11611 11612 ConditionState = DYING EXPLODED_FLAILING 11613 Animation = UIRGrd_SKL.UIRGrd_ADTE2 11614 AnimationMode = LOOP 11615 TransitionKey = TRANS_Flailing 11616 End 11617 11618 ConditionState = DYING EXPLODED_BOUNCING 11619 Animation = UIRGrd_SKL.UIRGrd_ADTE3 11620 AnimationMode = ONCE 11621 TransitionKey = None 11622 End 11623 11624 ConditionState = SPECIAL_CHEERING 11625 Animation = UIRGrd_SKL.UIRGrd_IDB 11626 End 11627 11628 ; ---- firing 11629 ConditionState = USING_WEAPON_A 11630 Animation = UIRGrd_SKL.UIRGrd_ATA 11631 AnimationMode = LOOP 11632 TransitionKey = TRANS_Firing 11633 End 11634 11635 ConditionState = USING_WEAPON_A REALLYDAMAGED 11636 Animation = UIRGrd_SKL.UIRGrd_ATA2 11637 AnimationMode = LOOP 11638 TransitionKey = TRANS_FiringHurt 11639 End 11640 11641 TransitionState = TRANS_Standing TRANS_Firing 11642 Animation = UIRGrd_SKL.UIRGrd_ATAST 11643 AnimationMode = ONCE 11644 End 11645 11646 TransitionState = TRANS_Firing TRANS_Standing 11647 Animation = UIRGrd_SKL.UIRGrd_ATAED 11648 AnimationMode = ONCE 11649 End 11650 11651 TransitionState = TRANS_StandingHurt TRANS_FiringHurt 11652 Animation = UIRGrd_SKL.UIRGrd_ATA2ED 11653 AnimationMode = ONCE_BACKWARDS 11654 End 11655 11656 TransitionState = TRANS_FiringHurt TRANS_StandingHurt 11657 Animation = UIRGrd_SKL.UIRGrd_ATA2ED 11658 AnimationMode = ONCE 11659 End 11660 11661 TransitionState = TRANS_Standing TRANS_StandingHurt 11662 Animation = UIRGrd_SKL.UIRGrd_ATA2ED 11663 AnimationMode = ONCE 11664 End 11665 11666 11667 11668 ; ------- Bldg-capture 11669 11670 ConditionState = UNPACKING 11671 Model = UIRGrd_F_SKN 11672 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 11673 AnimationMode = ONCE 11674 End 11675 AliasConditionState = UNPACKING REALLYDAMAGED 11676 11677 ConditionState = RAISING_FLAG 11678 Model = UIRGrd_F_SKN 11679 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 11680 AnimationMode = ONCE 11681 TransitionKey = TRANS_Raising 11682 End 11683 AliasConditionState = RAISING_FLAG REALLYDAMAGED 11684 11685 ConditionState = PACKING 11686 Model = UIRGrd_F_SKN 11687 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP1 11688 AnimationMode = ONCE_BACKWARDS 11689 Flags = START_FRAME_LAST 11690 TransitionKey = TRANS_Packing 11691 End 11692 AliasConditionState = PACKING REALLYDAMAGED 11693 11694 TransitionState = TRANS_Raising TRANS_Packing 11695 Model = UIRGrd_F_SKN 11696 Animation = UIRGrd_F_SKL.UIRGrd_F_FDP2 11697 AnimationMode = ONCE_BACKWARDS 11698 Flags = START_FRAME_LAST 11699 End 11700 11701 End 11702 11703 ; ***DESIGN parameters *** 11704 DisplayName = OBJECT:Rebel 11705 Side = GLAStealthGeneral 11706 EditorSorting = INFANTRY 11707 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 11708 11709 WeaponSet 11710 Conditions = None 11711 Weapon = PRIMARY GLARebelMachineGun 11712 End 11713 ArmorSet 11714 Conditions = None 11715 Armor = HumanArmor 11716 DamageFX = InfantryDamageFX 11717 End 11718 VisionRange = 150 11719 ShroudClearingRange = 300 11720 Prerequisites 11721 Object = Slth_GLABarracks 11722 End 11723 BuildCost = 200 11724 BuildTime = 5.0 ;in seconds 11725 11726 ExperienceValue = 15 15 30 40 ;Experience point value at each level 11727 ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level 11728 IsTrainable = Yes ;Can gain experience 11729 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 11730 CommandSet = Slth_GLAInfantryRebelCommandSet 11731 11732 ; *** AUDIO Parameters *** 11733 VoiceSelect = RebelVoiceSelect 11734 VoiceMove = RebelVoiceMove 11735 VoiceGuard = RebelVoiceMove 11736 VoiceAttack = RebelVoiceAttack 11737 SoundStealthOn = StealthOn 11738 SoundStealthOff = StealthOff 11739 VoiceFear = RebelVoiceFear 11740 VoiceTaskComplete = RebelVoiceCaptureComplete 11741 UnitSpecificSounds 11742 VoiceCreate = RebelVoiceCreate 11743 VoiceSubdue = RebelVoiceSubdue 11744 VoiceGarrison = RebelVoiceGarrison 11745 VoiceEnter = RebelVoiceMove 11746 VoiceEnterHostile = RebelVoiceMove 11747 VoiceGetHealed = RebelVoiceMove 11748 End 11749 11750 ; *** ENGINEERING Parameters *** 11751 RadarPriority = UNIT 11752 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 11753 11754 Body = ActiveBody ModuleTag_02 11755 MaxHealth = 120.0 11756 InitialHealth = 120.0 11757 End 11758 11759 Behavior = AIUpdateInterface ModuleTag_03 11760 AutoAcquireEnemiesWhenIdle = Yes 11761 End 11762 11763 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 11764 End 11765 11766 Locomotor = SET_NORMAL BasicHumanLocomotor 11767 11768 Behavior = PhysicsBehavior ModuleTag_05 11769 Mass = 5.0 11770 End 11771 Behavior = StealthUpdate ModuleTag_07 11772 StealthDelay = 2500 ; msec 11773 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 11774 MoveThresholdSpeed = 3 11775 InnateStealth = Yes ;doesnt Require upgrade first 11776 OrderIdleEnemiesToAttackMeUponReveal = Yes 11777 End 11778 11779 Behavior = WeaponBonusUpgrade ModuleTag_09 11780 TriggeredBy = Upgrade_GLAAPBullets 11781 End 11782 Behavior = GrantUpgradeCreate ModuleTag_10 11783 UpgradeToGrant = Upgrade_GLACamouflage 11784 End 11785 11786 Behavior = SquishCollide ModuleTag_11 11787 ;nothing 11788 End 11789 11790 11791 ; --- begin Death modules --- 11792 Behavior = SlowDeathBehavior ModuleTag_Death01 11793 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 11794 SinkDelay = 3000 11795 SinkRate = 0.5 ; in Dist/Sec 11796 DestructionDelay = 8000 11797 FX = INITIAL FX_RebelDie 11798 End 11799 Behavior = SlowDeathBehavior ModuleTag_Death02 11800 DeathTypes = NONE +CRUSHED +SPLATTED 11801 SinkDelay = 3000 11802 SinkRate = 0.5 ; in Dist/Sec 11803 DestructionDelay = 8000 11804 FX = INITIAL FX_GIDieCrushed 11805 End 11806 Behavior = SlowDeathBehavior ModuleTag_Death03 11807 DeathTypes = NONE +EXPLODED 11808 SinkDelay = 3000 11809 SinkRate = 0.5 ; in Dist/Sec 11810 DestructionDelay = 8000 11811 FX = INITIAL FX_RebelDie 11812 FlingForce = 8 11813 FlingForceVariance = 3 11814 FlingPitch = 60 11815 FlingPitchVariance = 10 11816 End 11817 Behavior = SlowDeathBehavior ModuleTag_Death04 11818 DeathTypes = NONE +BURNED 11819 DestructionDelay = 0 11820 FX = INITIAL FX_DieByFireGLA 11821 OCL = INITIAL OCL_FlamingInfantry 11822 End 11823 Behavior = SlowDeathBehavior ModuleTag_Death05 11824 DeathTypes = NONE +POISONED 11825 DestructionDelay = 0 11826 FX = INITIAL FX_DieByToxinGLA 11827 OCL = INITIAL OCL_ToxicInfantry 11828 End 11829 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 11830 DeathTypes = NONE +POISONED_BETA 11831 DestructionDelay = 0 11832 FX = INITIAL FX_DieByToxinGLA 11833 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 11834 End 11835 Behavior = SlowDeathBehavior ModuleTag_Death07 11836 DeathTypes = NONE +POISONED_GAMMA 11837 DestructionDelay = 0 11838 FX = INITIAL FX_DieByToxinGLA 11839 OCL = INITIAL OCL_ToxicInfantryGamma 11840 End 11841 ; --- end Death modules --- 11842 11843 Behavior = PoisonedBehavior ModuleTag_16 11844 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 11845 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 11846 End 11847 11848 Behavior = SpecialAbility ModuleTag_17 11849 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 11850 UpdateModuleStartsAttack = Yes 11851 StartsPaused = Yes 11852 InitiateSound = RebelVoiceCapture 11853 End 11854 Behavior = SpecialAbilityUpdate ModuleTag_18 11855 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 11856 StartAbilityRange = 5.0 11857 UnpackTime = 3000 ; (changing this will scale anim speed) 11858 PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 11859 PackTime = 2000 ; (changing this will scale anim speed) 11860 DoCaptureFX = Yes 11861 AwardXPForTriggering = 12 11862 ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 11863 End 11864 11865 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_19 11866 SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 11867 TriggeredBy = Upgrade_InfantryCaptureBuilding 11868 End 11869 11870 Behavior = SpecialAbility ModuleTag_20 11871 SpecialPowerTemplate = SpecialAbilityBoobyTrap 11872 UpdateModuleStartsAttack = Yes 11873 StartsPaused = Yes 11874 ; InitiateSound = TankHunterVoiceTNT 11875 End 11876 Behavior = SpecialAbilityUpdate ModuleTag_21 11877 SpecialPowerTemplate = SpecialAbilityBoobyTrap 11878 StartAbilityRange = 5.0 11879 PreparationTime = 0 11880 SpecialObject = BoobyTrap 11881 MaxSpecialObjects = 100 11882 SpecialObjectsPersistWhenOwnerDies = Yes 11883 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 11884 ; Not implemented UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object. 11885 End 11886 11887 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_22 11888 SpecialPowerTemplate = SpecialAbilityBoobyTrap 11889 TriggeredBy = Upgrade_GLAInfantryRebelBoobyTrapAttack 11890 End 11891 11892 Geometry = CYLINDER 11893 GeometryMajorRadius = 10.0 11894 GeometryMinorRadius = 10.0 11895 GeometryHeight = 12.0 11896 GeometryIsSmall = Yes 11897 Shadow = SHADOW_DECAL 11898 ShadowSizeX = 14; 11899 ShadowSizeY = 14; 11900 ShadowTexture = ShadowI; 11901 BuildCompletion = APPEARS_AT_RALLY_POINT 11902 11903 End 11904 11905 ;---------------------------------------------------------------------------- 11906 Object Slth_GLAInfantryJarmenKell 11907 11908 ; *** ART Parameters *** 11909 SelectPortrait = SUJermanKell1_L ;NOTE: Asset spelling mistake 11910 ButtonImage = SUJermanKell1 11911 11912 UpgradeCameo1 = Upgrade_GLAAPBullets 11913 ;UpgradeCameo2 = NONE 11914 ;UpgradeCameo3 = NONE 11915 ;UpgradeCameo4 = NONE 11916 ;UpgradeCameo5 = NONE 11917 11918 Draw = W3DModelDraw ModuleTag_01 11919 OkToChangeModelColor = Yes 11920 11921 ; --- idle 11922 DefaultConditionState 11923 Model = UIHERO_SKN 11924 IdleAnimation = UIHERO_SKL.UIHERO_STA 0 21 11925 IdleAnimation = UIHERO_SKL.UIHERO_IDA 11926 IdleAnimation = UIHERO_SKL.UIHERO_IDB 11927 AnimationMode = ONCE 11928 WeaponFireFXBone = PRIMARY Muzzle 11929 WeaponMuzzleFlash = PRIMARY MuzzleFX 11930 TransitionKey = TRANS_Stand 11931 End 11932 11933 ConditionState = REALLYDAMAGED 11934 IdleAnimation = UIHERO_SKL.UIHERO_ISTA 0 30 11935 IdleAnimation = UIHERO_SKL.UIHERO_IIDA 11936 IdleAnimation = UIHERO_SKL.UIHERO_IIDB 11937 AnimationMode = ONCE 11938 TransitionKey = TRANS_StandInjured 11939 End 11940 11941 TransitionState = TRANS_Stand TRANS_StandInjured 11942 Animation = UIHERO_SKL.UIHERO_ISTAHIT 11943 AnimationMode = ONCE 11944 End 11945 11946 ; --- attack 11947 11948 ConditionState = FIRING_A 11949 Animation = UIHERO_SKL.UIHERO_ATA 11950 AnimationMode = ONCE 11951 TransitionKey = TRANS_FiringA 11952 AnimationSpeedFactorRange = 1.5 1.5 11953 End 11954 11955 ConditionState = BETWEEN_FIRING_SHOTS_A 11956 Animation = UIHERO_SKL.UIHERO_STA 11957 AnimationMode = ONCE 11958 WaitForStateToFinishIfPossible = TRANS_FiringA 11959 End 11960 AliasConditionState = RELOADING_A 11961 11962 ConditionState = FIRING_A REALLYDAMAGED 11963 Animation = UIHERO_SKL.UIHERO_IATA2 11964 AnimationMode = ONCE 11965 TransitionKey = TRANS_FiringAInjured 11966 AnimationSpeedFactorRange = 1.5 1.5 11967 End 11968 11969 ConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 11970 Animation = UIHERO_SKL.UIHERO_IATA2 11971 AnimationMode = MANUAL 11972 Flags = START_FRAME_LAST 11973 WaitForStateToFinishIfPossible = TRANS_FiringAInjured 11974 End 11975 AliasConditionState = RELOADING_A REALLYDAMAGED 11976 11977 TransitionState = TRANS_FiringA TRANS_FiringAInjured 11978 Animation = UIHERO_SKL.UIHERO_IATAHIT 11979 AnimationMode = ONCE 11980 End 11981 11982 ; --- moving 11983 ConditionState = MOVING 11984 Animation = UIHERO_SKL.UIHERO_RNA2 30 11985 AnimationMode = LOOP 11986 Flags = RANDOMSTART 11987 TransitionKey = None 11988 ParticleSysBone = None InfantryDustTrails 11989 End 11990 AliasConditionState = MOVING FIRING_A 11991 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 11992 AliasConditionState = MOVING RELOADING_A 11993 AliasConditionState = MOVING DOCKING 11994 AliasConditionState = MOVING DOCKING_BEGINNING 11995 AliasConditionState = MOVING DOCKING_ACTIVE 11996 11997 ConditionState = MOVING REALLYDAMAGED 11998 Animation = UIHERO_SKL.UIHERO_IRNA 30 11999 AnimationMode = LOOP 12000 Flags = RANDOMSTART 12001 TransitionKey = None 12002 ParticleSysBone = None InfantryDustTrails 12003 End 12004 AliasConditionState = MOVING FIRING_A REALLYDAMAGED 12005 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED 12006 AliasConditionState = MOVING RELOADING_A REALLYDAMAGED 12007 12008 ; --- cheering 12009 ConditionState = SPECIAL_CHEERING 12010 Animation = UIHERO_SKL.UIHERO_CHA 12011 AnimationMode = LOOP 12012 End 12013 12014 ConditionState = SPECIAL_CHEERING REALLYDAMAGED 12015 Animation = UIHERO_SKL.UIHERO_ICHA 12016 AnimationMode = LOOP 12017 End 12018 12019 ; --- dying 12020 ConditionState = DYING 12021 Animation = UIHERO_SKL.UIHERO_DTA 12022 Animation = UIHERO_SKL.UIHERO_DTB 12023 Animation = UIHERO_SKL.UIHERO_IDTA 12024 Animation = UIHERO_SKL.UIHERO_IDTB 12025 AnimationMode = ONCE 12026 TransitionKey = TRANS_Dying 12027 End 12028 12029 TransitionState = TRANS_Dying TRANS_Flailing 12030 Animation = UIHERO_SKL.UIHERO_ADTG21 12031 AnimationMode = ONCE 12032 End 12033 12034 ConditionState = DYING EXPLODED_FLAILING 12035 Animation = UIHERO_SKL.UIHERO_ADTG22 12036 AnimationMode = LOOP 12037 TransitionKey = TRANS_Flailing 12038 End 12039 12040 ConditionState = DYING EXPLODED_BOUNCING 12041 Animation = UIHERO_SKL.UIHERO_ADTG23 12042 AnimationMode = ONCE 12043 TransitionKey = None 12044 End 12045 12046 ; --- falling 12047 ConditionState = FREEFALL 12048 Animation = UIHERO_SKL.UIHERO_PFL 12049 AnimationMode = LOOP 12050 TransitionKey = TRANS_Falling 12051 End 12052 AliasConditionState = FREEFALL REALLYDAMAGED 12053 AliasConditionState = FREEFALL DYING 12054 12055 ConditionState = PARACHUTING 12056 Animation = UIHERO_SKL.UIHERO_PHG 12057 AnimationMode = LOOP 12058 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 12059 TransitionKey = TRANS_Chute 12060 End 12061 AliasConditionState = PARACHUTING REALLYDAMAGED 12062 AliasConditionState = PARACHUTING DYING 12063 12064 TransitionState = TRANS_Falling TRANS_Chute 12065 Animation = UIHERO_SKL.UIHERO_POP 12066 AnimationMode = ONCE 12067 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 12068 End 12069 12070 TransitionState = TRANS_Chute TRANS_Stand 12071 Animation = UIHERO_SKL.UIHERO_PTD 12072 AnimationMode = ONCE 12073 End 12074 12075 TransitionState = TRANS_Chute TRANS_StandInjured 12076 Animation = UIHERO_SKL.UIHERO_PTD 12077 AnimationMode = ONCE 12078 End 12079 12080 End 12081 12082 ; ***DESIGN parameters *** 12083 DisplayName = OBJECT:JarmenKell 12084 Side = GLAStealthGeneral 12085 EditorSorting = INFANTRY 12086 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 12087 MaxSimultaneousOfType = 1 12088 12089 WeaponSet 12090 Conditions = None 12091 Weapon = PRIMARY GLAJarmenKellRifle 12092 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 12093 AutoChooseSources = SECONDARY NONE 12094 End 12095 12096 ArmorSet 12097 Conditions = None 12098 Armor = HumanArmor 12099 DamageFX = InfantryDamageFX 12100 End 12101 VisionRange = 200 12102 ShroudClearingRange = 400 12103 Prerequisites 12104 Object = Slth_GLABarracks 12105 Object = Slth_GLAPalace 12106 End 12107 BuildCost = 1500 12108 BuildTime = 20.0 ;in seconds 12109 12110 ExperienceValue = 50 50 100 150 ;Experience point value at each level 12111 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 12112 IsTrainable = Yes ;Can gain experience 12113 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12114 CommandSet = Slth_GLAInfantryJarmenKellCommandSet 12115 12116 ; *** AUDIO Parameters *** 12117 VoiceSelect = JarmenKellVoiceSelect 12118 VoiceMove = JarmenKellVoiceMove 12119 VoiceGuard = JarmenKellVoiceMove 12120 VoiceAttack = JarmenKellVoiceAttack 12121 VoiceFear = JarmenKellVoiceFear 12122 SoundStealthOn = StealthOn 12123 SoundStealthOff = StealthOff 12124 12125 UnitSpecificSounds 12126 VoiceCreate = JarmenKellVoiceCreate 12127 VoiceSnipePilot = JarmenKellVoiceSnipe 12128 VoiceGarrison = JarmenKellVoiceGarrison 12129 VoiceEnter = JarmenKellVoiceMove 12130 VoiceEnterHostile = JarmenKellVoiceMove 12131 VoiceGetHealed = JarmenKellVoiceMove 12132 End 12133 12134 12135 ; *** ENGINEERING Parameters *** 12136 RadarPriority = UNIT 12137 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER STEALTH_GARRISON SCORE HERO CANNOT_RETALIATE 12138 12139 Body = ActiveBody ModuleTag_02 12140 MaxHealth = 200.0 12141 InitialHealth = 200.0 12142 End 12143 12144 Behavior = AIUpdateInterface ModuleTag_03 12145 AutoAcquireEnemiesWhenIdle = Yes 12146 End 12147 Locomotor = SET_NORMAL JarmenKellLocomotor 12148 12149 Behavior = PhysicsBehavior ModuleTag_04 12150 Mass = 5.0 12151 End 12152 12153 Behavior = StealthDetectorUpdate ModuleTag_StealthDetect 12154 DetectionRate = 750 ;How often to rescan for stealthed things in my sight (msec) 12155 DetectionRange = 150 ;Enable this for independant balancing! 12156 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 12157 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 12158 End 12159 12160 Behavior = StealthUpdate ModuleTag_06 12161 StealthDelay = 2000 ; msec 12162 StealthForbiddenConditions = ATTACKING 12163 InnateStealth = Yes 12164 OrderIdleEnemiesToAttackMeUponReveal = Yes 12165 EnemyDetectionEvaEvent = EnemyJarmenKellDetected 12166 OwnDetectionEvaEvent = OwnJarmenKellDetected 12167 End 12168 12169 Behavior = CommandButtonHuntUpdate ModuleTag_07 ; allows use of command button hunt script with this unit. 12170 End 12171 12172 Behavior = WeaponBonusUpgrade ModuleTag_08 12173 TriggeredBy = Upgrade_GLAAPBullets 12174 End 12175 12176 ;Hero units can't be squished! 12177 ;Behavior = SquishCollide ModuleTag_09 12178 ; ;nothing 12179 ;End 12180 12181 12182 ; --- begin Death modules --- 12183 Behavior = SlowDeathBehavior ModuleTag_Death01 12184 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 12185 SinkDelay = 3000 12186 SinkRate = 0.5 ; in Dist/Sec 12187 DestructionDelay = 8000 12188 FX = INITIAL FX_JarmenKellDie 12189 End 12190 Behavior = SlowDeathBehavior ModuleTag_Death02 12191 DeathTypes = NONE +CRUSHED +SPLATTED 12192 SinkDelay = 3000 12193 SinkRate = 0.5 ; in Dist/Sec 12194 DestructionDelay = 8000 12195 FX = INITIAL FX_GIDieCrushed 12196 End 12197 Behavior = SlowDeathBehavior ModuleTag_Death03 12198 DeathTypes = NONE +EXPLODED 12199 SinkDelay = 3000 12200 SinkRate = 0.5 ; in Dist/Sec 12201 DestructionDelay = 8000 12202 FX = INITIAL FX_JarmenKellDie 12203 FlingForce = 8 12204 FlingForceVariance = 3 12205 FlingPitch = 60 12206 FlingPitchVariance = 10 12207 End 12208 Behavior = SlowDeathBehavior ModuleTag_Death04 12209 DeathTypes = NONE +BURNED 12210 DestructionDelay = 0 12211 FX = INITIAL FX_DieByFireGLA 12212 OCL = INITIAL OCL_FlamingInfantry 12213 End 12214 Behavior = SlowDeathBehavior ModuleTag_Death05 12215 DeathTypes = NONE +POISONED 12216 DestructionDelay = 0 12217 FX = INITIAL FX_DieByToxinGLA 12218 OCL = INITIAL OCL_ToxicInfantry 12219 End 12220 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 12221 DeathTypes = NONE +POISONED_BETA 12222 DestructionDelay = 0 12223 FX = INITIAL FX_DieByToxinGLA 12224 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 12225 End 12226 Behavior = SlowDeathBehavior ModuleTag_Death07 12227 DeathTypes = NONE +POISONED_GAMMA 12228 DestructionDelay = 0 12229 FX = INITIAL FX_DieByToxinGLA 12230 OCL = INITIAL OCL_ToxicInfantryGamma 12231 End 12232 ; --- end Death modules --- 12233 12234 Behavior = PoisonedBehavior ModuleTag_14 12235 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 12236 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 12237 End 12238 12239 Geometry = CYLINDER 12240 GeometryMajorRadius = 10.0 12241 GeometryMinorRadius = 10.0 12242 GeometryHeight = 12.0 12243 GeometryIsSmall = Yes 12244 Shadow = SHADOW_DECAL 12245 ShadowSizeX = 14; 12246 ShadowSizeY = 14; 12247 ShadowTexture = ShadowI; 12248 BuildCompletion = APPEARS_AT_RALLY_POINT 12249 12250 End 12251 12252 12253 12254 12255 12256 12257 12258 ;------------------------------------------------------------------------------ 12259 ;Tunnel Fanatic ;Now called the RPG Trooper 12260 Object Slth_GLAInfantryTunnelDefender 12261 12262 ; *** ART Parameters *** 12263 SelectPortrait = SURPG_L 12264 ButtonImage = SURPG 12265 12266 UpgradeCameo1 = Upgrade_GLAAPRockets 12267 UpgradeCameo2 = Upgrade_GLACamouflage 12268 ;UpgradeCameo3 = NONE 12269 ;UpgradeCameo4 = NONE 12270 ;UpgradeCameo5 = NONE 12271 12272 Draw = W3DModelDraw ModuleTag_01 12273 OkToChangeModelColor = Yes 12274 12275 DefaultConditionState 12276 Model = UITunF_SKN 12277 IdleAnimation = UITunF_SKL.UITunF_STA 0 20 12278 IdleAnimation = UITunF_SKL.UITunF_IDA 12279 IdleAnimation = UITunF_SKL.UITunF_IDB 12280 IdleAnimation = UITunF_SKL.UITunF_IDC 12281 AnimationMode = ONCE 12282 WeaponMuzzleFlash = PRIMARY MuzzleFX 12283 WeaponFireFXBone = PRIMARY Muzzle 12284 WeaponLaunchBone = PRIMARY Muzzle 12285 End 12286 12287 ConditionState = MOVING 12288 Animation = UITunF_SKL.UITunF_WKA 16 12289 Animation = UITunF_SKL.UITunF_WKB 30 12290 Animation = UITunF_SKL.UITunF_WKC 30 12291 Animation = UITunF_SKL.UITunF_RNA 15 12292 Animation = UITunF_SKL.UITunF_RNB 25 12293 AnimationMode = LOOP 12294 ParticleSysBone = None InfantryDustTrails 12295 End 12296 12297 ConditionState = DYING 12298 Animation = UITunF_SKL.UITunF_DTA 12299 Animation = UITunF_SKL.UITunF_DTB 12300 AnimationMode = ONCE 12301 TransitionKey = TRANS_Dying 12302 End 12303 12304 TransitionState = TRANS_Dying TRANS_Flailing 12305 Animation = UITunF_SKL.UITunF_ADTA1 12306 Animation = UITunF_SKL.UITunF_ADTE1 12307 Animation = UITunF_SKL.UITunF_ADTF1 12308 AnimationMode = ONCE 12309 End 12310 12311 ConditionState = DYING EXPLODED_FLAILING 12312 Animation = UITunF_SKL.UITunF_ADTA2 12313 Animation = UITunF_SKL.UITunF_ADTE2 12314 Animation = UITunF_SKL.UITunF_ADTF2 12315 AnimationMode = LOOP 12316 TransitionKey = TRANS_Flailing 12317 End 12318 12319 ConditionState = DYING EXPLODED_BOUNCING 12320 Animation = UITunF_SKL.UITunF_ADTA3 12321 Animation = UITunF_SKL.UITunF_ADTE3 12322 Animation = UITunF_SKL.UITunF_ADTF3 12323 AnimationMode = ONCE 12324 TransitionKey = None 12325 End 12326 12327 ConditionState = FIRING_A 12328 Animation = UITunF_SKL.UITunF_ATA 12329 AnimationMode = ONCE 12330 TransitionKey = TRANS_START_FIRING 12331 End 12332 ConditionState = BETWEEN_FIRING_SHOTS_A 12333 Animation = UITunF_SKL.UITunF_STA 12334 AnimationMode = ONCE 12335 ; this is basically a trick: this guy has a nontrivial animation for firing, 12336 ; and a long recycle time between shots. we want him to finish his fire animation 12337 ; (unless he's ordered to do something else), so this is just a handy trick that 12338 ; says, "if the previous state had this transition key, allow it to finish before 12339 ; switching to us, if possible". 12340 WaitForStateToFinishIfPossible = TRANS_START_FIRING 12341 End 12342 AliasConditionState = RELOADING_A 12343 12344 ConditionState = SPECIAL_CHEERING 12345 Animation = UITUNF_SKL.UITUNF_CHA 12346 AnimationMode = LOOP 12347 End 12348 12349 End 12350 12351 ; ***DESIGN parameters *** 12352 DisplayName = OBJECT:TunnelDefender 12353 Side = GLAStealthGeneral 12354 EditorSorting = INFANTRY 12355 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 12356 WeaponSet 12357 Conditions = None 12358 Weapon = PRIMARY TunnelDefenderRocketWeapon 12359 End 12360 ArmorSet 12361 Conditions = None 12362 Armor = HumanArmor 12363 DamageFX = InfantryDamageFX 12364 End 12365 VisionRange = 150 12366 ShroudClearingRange = 400 12367 ; Prerequisites 12368 ; Object = Slth_GLATunnelNetwork 12369 ; End 12370 BuildCost = 300 12371 BuildTime = 5.0 ;in seconds 12372 12373 ExperienceValue = 20 20 40 60 ;Experience point value at each level 12374 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 12375 IsTrainable = Yes ;Can gain experience 12376 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12377 CommandSet = Slth_GLAInfantryTunnelDefenderCommandSet 12378 12379 ; *** AUDIO Parameters *** 12380 VoiceSelect = RPGTrooperVoiceSelect 12381 VoiceMove = RPGTrooperVoiceMove 12382 VoiceGuard = RPGTrooperVoiceMove 12383 VoiceAttack = RPGTrooperVoiceAttack 12384 VoiceFear = RPGTrooperVoiceFear 12385 UnitSpecificSounds 12386 VoiceCreate = RPGTrooperVoiceCreate 12387 VoiceGarrison = RPGTrooperVoiceGarrison 12388 VoiceEnter = RPGTrooperVoiceMove 12389 VoiceEnterHostile = RPGTrooperVoiceMove 12390 VoiceGetHealed = RPGTrooperVoiceMove 12391 End 12392 12393 12394 ; *** ENGINEERING Parameters *** 12395 RadarPriority = UNIT 12396 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 12397 12398 Body = ActiveBody ModuleTag_02 12399 MaxHealth = 100.0 12400 InitialHealth = 100.0 12401 End 12402 12403 Behavior = AIUpdateInterface ModuleTag_03 12404 AutoAcquireEnemiesWhenIdle = Yes 12405 End 12406 Locomotor = SET_NORMAL MissileDefenderLocomotor 12407 12408 Behavior = PhysicsBehavior ModuleTag_04 12409 Mass = 5.0 12410 End 12411 12412 Behavior = SquishCollide ModuleTag_06 12413 ;nothing 12414 End 12415 Behavior = StealthUpdate ModuleTag_07 12416 StealthDelay = 2500 ; msec 12417 StealthForbiddenConditions = ATTACKING USING_ABILITY 12418 MoveThresholdSpeed = 3 12419 InnateStealth = No ;Requires upgrade first 12420 OrderIdleEnemiesToAttackMeUponReveal = Yes 12421 End 12422 12423 Behavior = StealthUpgrade ModuleTag_08 12424 TriggeredBy = Upgrade_GLACamouflage 12425 End 12426 ; --- begin Death modules --- 12427 Behavior = SlowDeathBehavior ModuleTag_Death01 12428 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 12429 SinkDelay = 3000 12430 SinkRate = 0.5 ; in Dist/Sec 12431 DestructionDelay = 8000 12432 FX = INITIAL FX_RPGTrooperDie 12433 End 12434 Behavior = SlowDeathBehavior ModuleTag_Death02 12435 DeathTypes = NONE +CRUSHED +SPLATTED 12436 SinkDelay = 3000 12437 SinkRate = 0.5 ; in Dist/Sec 12438 DestructionDelay = 8000 12439 FX = INITIAL FX_GIDieCrushed 12440 End 12441 Behavior = SlowDeathBehavior ModuleTag_Death03 12442 DeathTypes = NONE +EXPLODED 12443 SinkDelay = 3000 12444 SinkRate = 0.5 ; in Dist/Sec 12445 DestructionDelay = 8000 12446 FX = INITIAL FX_RPGTrooperDie 12447 FlingForce = 8 12448 FlingForceVariance = 3 12449 FlingPitch = 60 12450 FlingPitchVariance = 10 12451 End 12452 Behavior = SlowDeathBehavior ModuleTag_Death04 12453 DeathTypes = NONE +BURNED 12454 DestructionDelay = 0 12455 FX = INITIAL FX_DieByFireGLA 12456 OCL = INITIAL OCL_FlamingInfantry 12457 End 12458 Behavior = SlowDeathBehavior ModuleTag_Death05 12459 DeathTypes = NONE +POISONED 12460 DestructionDelay = 0 12461 FX = INITIAL FX_DieByToxinGLA 12462 OCL = INITIAL OCL_ToxicInfantry 12463 End 12464 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 12465 DeathTypes = NONE +POISONED_BETA 12466 DestructionDelay = 0 12467 FX = INITIAL FX_DieByToxinGLA 12468 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 12469 End 12470 Behavior = SlowDeathBehavior ModuleTag_Death07 12471 DeathTypes = NONE +POISONED_GAMMA 12472 DestructionDelay = 0 12473 FX = INITIAL FX_DieByToxinGLA 12474 OCL = INITIAL OCL_ToxicInfantryGamma 12475 End 12476 ; --- end Death modules --- 12477 12478 Behavior = PoisonedBehavior ModuleTag_12 12479 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 12480 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 12481 End 12482 12483 Geometry = CYLINDER 12484 GeometryMajorRadius = 10.0 12485 GeometryMinorRadius = 10.0 12486 GeometryHeight = 12.0 12487 GeometryIsSmall = Yes 12488 Shadow = SHADOW_DECAL 12489 ShadowSizeX = 14; 12490 ShadowSizeY = 14; 12491 ShadowTexture = ShadowI; 12492 BuildCompletion = APPEARS_AT_RALLY_POINT 12493 12494 End 12495 12496 ;------------------------------------------------------------------------------ 12497 ;***THESE UNITS ARE NOT SELECTABLE ANYMORE! To kill them, you must target 12498 ; the stinger site. If the weapon does particular types of damage, it'll 12499 ; kill guys inside first, then the site. 12500 Object Slth_GLAInfantryStingerSoldier 12501 12502 ; *** ART Parameters *** 12503 SelectPortrait = SUStinger_L 12504 ButtonImage = SUStinger 12505 12506 Draw = W3DModelDraw ModuleTag_01 12507 OkToChangeModelColor = Yes 12508 12509 DefaultConditionState 12510 Model = UISmsd_SKN 12511 IdleAnimation = UISmsd_SKL.UISmsd_STA 0 45 12512 IdleAnimation = UISmsd_SKL.UISmsd_IDA 12513 IdleAnimation = UISmsd_SKL.UISmsd_IDB 12514 IdleAnimation = UISmsd_SKL.UISmsd_IDC 12515 IdleAnimation = UISmsd_SKL.UISmsd_IDD 12516 AnimationMode = ONCE 12517 WeaponMuzzleFlash = PRIMARY MuzzleFX 12518 WeaponFireFXBone = PRIMARY Exhaust 12519 WeaponLaunchBone = PRIMARY Muzzle 12520 WeaponFireFXBone = SECONDARY Exhaust 12521 WeaponLaunchBone = SECONDARY Muzzle 12522 12523 WaitForStateToFinishIfPossible = TRANS_START_FIRING 12524 12525 End 12526 AliasConditionState = BETWEEN_FIRING_SHOTS_A 12527 AliasConditionState = BETWEEN_FIRING_SHOTS_B 12528 AliasConditionState = RELOADING_A 12529 AliasConditionState = RELOADING_B 12530 12531 ConditionState = MOVING 12532 Animation = UISmsd_SKL.UISmsd_WKB 25 12533 AnimationMode = LOOP 12534 End 12535 12536 ConditionState = DYING 12537 Animation = UISmsd_SKL.UISmsd_DTA 12538 Animation = UISmsd_SKL.UISmsd_DTB 12539 AnimationMode = ONCE 12540 TransitionKey = TRANS_Dying 12541 WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish 12542 End 12543 12544 TransitionState = TRANS_Dying TRANS_Flailing 12545 Animation = UISmsd_SKL.UISmsd_ADTF1 12546 Animation = UISmsd_SKL.UISmsd_ADTG21 12547 AnimationMode = ONCE 12548 End 12549 12550 ConditionState = DYING EXPLODED_FLAILING 12551 Animation = UISmsd_SKL.UISmsd_ADTF2 12552 Animation = UISmsd_SKL.UISmsd_ADTG22 12553 AnimationMode = LOOP 12554 TransitionKey = TRANS_Flailing 12555 WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish 12556 End 12557 12558 ConditionState = DYING EXPLODED_BOUNCING 12559 Animation = UISmsd_SKL.UISmsd_ADTF3 12560 Animation = UISmsd_SKL.UISmsd_ADTG23 12561 AnimationMode = ONCE 12562 TransitionKey = None 12563 WaitForStateToFinishIfPossible = NONE ; We got a Key from Default state, but Death does not need to wait for firing to finish 12564 End 12565 12566 ConditionState = FIRING_A 12567 Animation = UISmsd_SKL.UISmsd_ATA 12568 AnimationMode = ONCE 12569 TransitionKey = TRANS_START_FIRING 12570 End 12571 ; AliasConditionState is a new keyword that says, 12572 ; "give me another ConditionState exactly like the previous 12573 ; one, except with different conditions". Useful when you 12574 ; have several states that are the same with only different condition bits. 12575 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 12576 AliasConditionState = MOVING FIRING_A 12577 AliasConditionState = MOVING RELOADING_A 12578 12579 ConditionState = FIRING_B 12580 Animation = UISmsd_SKL.UISmsd_ATB 12581 AnimationMode = ONCE 12582 TransitionKey = TRANS_START_FIRINGB 12583 End 12584 ; AliasConditionState is a new keyword that says, 12585 ; "give me another ConditionState exactly like the previous 12586 ; one, except with different conditions". Useful when you 12587 ; have several states that are the same with only different condition bits. 12588 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 12589 AliasConditionState = MOVING FIRING_B 12590 AliasConditionState = MOVING RELOADING_B 12591 12592 12593 ConditionState = SPECIAL_CHEERING 12594 Animation = UISMSD_SKL.UISMSD_CHA 12595 AnimationMode = LOOP 12596 End 12597 12598 End 12599 12600 ; ***DESIGN parameters *** 12601 DisplayName = OBJECT:StingerSoldier 12602 Side = GLAStealthGeneral 12603 EditorSorting = INFANTRY 12604 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 12605 WeaponSet 12606 Conditions = None 12607 Weapon = PRIMARY StingerMissileWeapon 12608 AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT 12609 Weapon = SECONDARY StingerMissileWeaponAir 12610 PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT 12611 End 12612 ArmorSet 12613 Conditions = None 12614 Armor = StingerSoldierArmor ;Extra protection due to being enclosed by the stinger site. 12615 DamageFX = None 12616 End 12617 VisionRange = 400.0 12618 ShroudClearingRange = 400 12619 12620 Prerequisites 12621 Object = Slth_GLABarracks 12622 End 12623 BuildCost = 100 12624 BuildTime = 1.0 ;in seconds 12625 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12626 12627 ; CommandSet = Slth_GLAInfantryRebelCommandSet 12628 12629 ; *** AUDIO Parameters *** 12630 VoiceSelect = StingerSoldierVoiceSelect 12631 VoiceMove = StingerSoldierVoiceMove 12632 VoiceAttack = StingerSoldierVoiceAttack 12633 12634 ; *** ENGINEERING Parameters *** 12635 RadarPriority = UNIT 12636 KindOf = PRELOAD CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER CLICK_THROUGH SPAWNS_ARE_THE_WEAPONS 12637 12638 Body = ActiveBody ModuleTag_02 12639 MaxHealth = 100.0 12640 InitialHealth = 100.0 12641 End 12642 12643 Behavior = StealthDetectorUpdate ModuleTag_16 12644 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 12645 DetectionRange = 200 ;Dustin, enable this for independant balancing! 12646 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 12647 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 12648 End 12649 12650 Behavior = AIUpdateInterface ModuleTag_03 12651 AutoAcquireEnemiesWhenIdle = Yes Stealthed ATTACK_BUILDINGS 12652 MoodAttackCheckRate = 250 12653 End 12654 Locomotor = SET_NORMAL BasicHumanLocomotor 12655 Behavior = PhysicsBehavior ModuleTag_04 12656 Mass = 5.0 12657 End 12658 Behavior = SlavedUpdate ModuleTag_06 12659 ;nothing 12660 End 12661 ; Behavior = ProneUpdate ModuleTag_07 12662 ; DamageToFramesRatio = 5.0 ; I take 20 damage, I go prone for 100. For this guy, if any of my buds or my building take damage too (I have SlaveUpdate + ProneUpdate) Prone may get cut by itself though 12663 ; End 12664 12665 Behavior = SquishCollide ModuleTag_08 12666 ;nothing 12667 End 12668 12669 Behavior = StealthUpdate ModuleTag_09 12670 StealthDelay = 2500 ; msec 12671 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 12672 MoveThresholdSpeed = 3 12673 InnateStealth = Yes ;Requires upgrade first 12674 OrderIdleEnemiesToAttackMeUponReveal = Yes 12675 End 12676 Behavior = GrantUpgradeCreate ModuleUpgrade_18 12677 UpgradeToGrant = Upgrade_GLACamoNetting 12678 End 12679 12680 12681 ; --- begin Death modules --- 12682 Behavior = SlowDeathBehavior ModuleTag_Death01 12683 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 12684 SinkDelay = 3000 12685 SinkRate = 0.5 ; in Dist/Sec 12686 DestructionDelay = 8000 12687 FX = INITIAL FX_StingerSoldierDie 12688 End 12689 Behavior = SlowDeathBehavior ModuleTag_Death02 12690 DeathTypes = NONE +CRUSHED +SPLATTED 12691 SinkDelay = 3000 12692 SinkRate = 0.5 ; in Dist/Sec 12693 DestructionDelay = 8000 12694 FX = INITIAL FX_GIDieCrushed 12695 End 12696 Behavior = SlowDeathBehavior ModuleTag_Death03 12697 DeathTypes = NONE +EXPLODED 12698 SinkDelay = 3000 12699 SinkRate = 0.5 ; in Dist/Sec 12700 DestructionDelay = 8000 12701 FX = INITIAL FX_StingerSoldierDie 12702 FlingForce = 8 12703 FlingForceVariance = 3 12704 FlingPitch = 60 12705 FlingPitchVariance = 10 12706 End 12707 Behavior = SlowDeathBehavior ModuleTag_Death04 12708 DeathTypes = NONE +BURNED 12709 DestructionDelay = 0 12710 FX = INITIAL FX_DieByFireGLA 12711 OCL = INITIAL OCL_FlamingInfantry 12712 End 12713 Behavior = SlowDeathBehavior ModuleTag_Death05 12714 DeathTypes = NONE +POISONED 12715 DestructionDelay = 0 12716 FX = INITIAL FX_DieByToxinGLA 12717 OCL = INITIAL OCL_ToxicInfantry 12718 End 12719 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 12720 DeathTypes = NONE +POISONED_BETA 12721 DestructionDelay = 0 12722 FX = INITIAL FX_DieByToxinGLA 12723 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 12724 End 12725 Behavior = SlowDeathBehavior ModuleTag_Death07 12726 DeathTypes = NONE +POISONED_GAMMA 12727 DestructionDelay = 0 12728 FX = INITIAL FX_DieByToxinGLA 12729 OCL = INITIAL OCL_ToxicInfantryGamma 12730 End 12731 ; --- end Death modules --- 12732 12733 Behavior = PoisonedBehavior ModuleTag_14 12734 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 12735 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 12736 End 12737 12738 Geometry = CYLINDER 12739 GeometryMajorRadius = 10.0 12740 GeometryMinorRadius = 10.0 12741 GeometryHeight = 12.0 12742 GeometryIsSmall = Yes 12743 Shadow = SHADOW_DECAL 12744 ShadowSizeX = 14 12745 ShadowSizeY = 14 12746 ShadowTexture = ShadowI; 12747 BuildCompletion = APPEARS_AT_RALLY_POINT 12748 12749 End 12750 12751 12752 12753 12754 12755 12756 ;------------------------------------------------------------------------------ 12757 Object Slth_GLAInfantryTerrorist 12758 12759 ; *** ART Parameters *** 12760 SelectPortrait = SUTerrorist_L 12761 ButtonImage = SUTerrorist 12762 12763 UpgradeCameo1 = Upgrade_GLACamouflage 12764 ;UpgradeCameo2 = NONE 12765 ;UpgradeCameo3 = NONE 12766 ;UpgradeCameo4 = NONE 12767 ;UpgradeCameo5 = NONE 12768 12769 Draw = W3DModelDraw ModuleTag_01 12770 OkToChangeModelColor = Yes 12771 DefaultConditionState 12772 Model = UITRST_SKN 12773 IdleAnimation = UITRST_SKL.UITRST_STA 0 25 12774 ;Regular spice animations 12775 IdleAnimation = UITRST_SKL.UITRST_IDA 12776 IdleAnimation = UITRST_SKL.UITRST_IDB 12777 AnimationMode = ONCE 12778 TransitionKey = TRANS_Stand 12779 End 12780 12781 ConditionState = REALLYDAMAGED 12782 Animation = UITRST_SKL.UITRST_STA 12783 AnimationMode = LOOP 12784 TransitionKey = TRANS_Stand 12785 End 12786 12787 ConditionState = FREEFALL 12788 Animation = UITRST_SKL.UITRST_PFL 12789 AnimationMode = LOOP 12790 TransitionKey = TRANS_Falling 12791 End 12792 AliasConditionState = FREEFALL REALLYDAMAGED 12793 AliasConditionState = FREEFALL DYING 12794 12795 ConditionState = PARACHUTING 12796 Animation = UITRST_SKL.UITRST_PHG 12797 AnimationMode = LOOP 12798 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 12799 TransitionKey = TRANS_Chute 12800 End 12801 AliasConditionState = PARACHUTING REALLYDAMAGED 12802 AliasConditionState = PARACHUTING DYING 12803 12804 ConditionState = MOVING 12805 Animation = UITRST_SKL.UITRST_RNA 15 12806 AnimationMode = LOOP 12807 Flags = RANDOMSTART 12808 TransitionKey = None 12809 ParticleSysBone = None InfantryDustTrails 12810 End 12811 AliasConditionState = MOVING REALLYDAMAGED 12812 12813 ConditionState = ATTACKING MOVING 12814 Animation = UITRST_SKL.UITRST_RNB 10 12815 AnimationMode = LOOP 12816 Flags = RANDOMSTART 12817 TransitionKey = None 12818 End 12819 AliasConditionState = ATTACKING MOVING REALLYDAMAGED 12820 12821 ConditionState = PREATTACK_A 12822 Animation = UITRST_SKL.UITRST_ATA 12823 AnimationMode = ONCE 12824 End 12825 AliasConditionState = PREATTACK_A MOVING 12826 12827 ConditionState = DYING 12828 Animation = UITRST_SKL.UITRST_DTA 12829 Animation = UITRST_SKL.UITRST_DTC 12830 AnimationMode = ONCE 12831 TransitionKey = TRANS_Dying 12832 End 12833 12834 TransitionState = TRANS_Dying TRANS_Flailing 12835 Animation = UITRST_SKL.UITRST_ADTE1 12836 AnimationMode = ONCE 12837 End 12838 12839 ConditionState = DYING EXPLODED_FLAILING 12840 Animation = UITRST_SKL.UITRST_ADTE2 12841 AnimationMode = LOOP 12842 TransitionKey = TRANS_Flailing 12843 End 12844 12845 ConditionState = DYING EXPLODED_BOUNCING 12846 Animation = UITRST_SKL.UITRST_ADTE3 12847 AnimationMode = ONCE 12848 TransitionKey = None 12849 End 12850 12851 ConditionState = SPECIAL_CHEERING 12852 Animation = UITRST_SKL.UITRST_CHA 12853 AnimationMode = LOOP 12854 End 12855 12856 TransitionState = TRANS_Falling TRANS_Chute 12857 Animation = UITRST_SKL.UITRST_POP 12858 AnimationMode = ONCE 12859 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 12860 End 12861 12862 TransitionState = TRANS_Chute TRANS_Stand 12863 Animation = UITRST_SKL.UITRST_PTD 12864 AnimationMode = ONCE 12865 End 12866 12867 End 12868 12869 ; ***DESIGN parameters *** 12870 DisplayName = OBJECT:Terrorist 12871 Side = GLAStealthGeneral 12872 EditorSorting = INFANTRY 12873 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 12874 WeaponSet 12875 Conditions = None 12876 ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE 12877 ;damage to do ini logic for type of death to play -- unresistable for success. 12878 Weapon = PRIMARY TerroristSuicideWeapon 12879 End 12880 ArmorSet 12881 Conditions = None 12882 Armor = HumanArmor 12883 DamageFX = InfantryDamageFX 12884 End 12885 VisionRange = 150 12886 ShroudClearingRange = 200 12887 Prerequisites 12888 Object = Slth_GLABarracks 12889 End 12890 BuildCost = 200 12891 BuildTime = 5.0 ;in seconds 12892 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 12893 CommandSet = Slth_GLAInfantryTerroristCommandSet 12894 12895 ; *** AUDIO Parameters *** 12896 VoiceSelect = TerroristVoiceSelect 12897 VoiceMove = TerroristVoiceMove 12898 VoiceAttack = TerroristVoiceAttack 12899 VoiceFear = TerroristVoiceFear 12900 VoiceGuard = TerroristVoiceMove 12901 UnitSpecificSounds 12902 VoiceGarrison = TerroristVoiceMove 12903 VoiceCreate = TerroristVoiceCreate 12904 VoiceEnter = TerroristVoiceEnter 12905 VoiceEnterHostile = TerroristVoiceEnterHostile 12906 VoiceGetHealed = TerroristVoiceMove 12907 End 12908 12909 ; *** ENGINEERING Parameters *** 12910 RadarPriority = UNIT 12911 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 12912 12913 Body = ActiveBody ModuleTag_02 12914 MaxHealth = 120.0 12915 InitialHealth = 120.0 12916 End 12917 12918 ExperienceValue = 20 20 20 20 ; Experience point value at each level 12919 12920 Behavior = AIUpdateInterface ModuleTag_03 12921 AutoAcquireEnemiesWhenIdle = Yes 12922 End 12923 Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit. 12924 End 12925 Locomotor = SET_NORMAL FastHumanLocomotor 12926 Behavior = PhysicsBehavior ModuleTag_04 12927 Mass = 5.0 12928 End 12929 12930 ;Kris 12931 Behavior = ConvertToCarBombCrateCollide ModuleTag_06 12932 RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with 12933 ;ForbiddenKindOf = TRANSPORT DOZER ; but not to TRANSPORTs or DOZERs! 12934 FXList = FX_MakeCarBombSuccess 12935 End 12936 12937 Behavior = SquishCollide ModuleTag_07 12938 ;nothing 12939 End 12940 Behavior = StealthUpdate ModuleTag_07 12941 StealthDelay = 2500 ; msec 12942 StealthForbiddenConditions = ATTACKING USING_ABILITY 12943 MoveThresholdSpeed = 3 12944 InnateStealth = No ;Requires upgrade first 12945 OrderIdleEnemiesToAttackMeUponReveal = Yes 12946 End 12947 12948 Behavior = StealthUpgrade ModuleTag_08 12949 TriggeredBy = Upgrade_GLACamouflage 12950 End 12951 ; --- begin Death modules --- 12952 Behavior = SlowDeathBehavior ModuleTag_Death01 12953 DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA 12954 SinkDelay = 3000 12955 SinkRate = 0.5 ; in Dist/Sec 12956 DestructionDelay = 8000 12957 FX = INITIAL FX_TerroristDie 12958 End 12959 12960 12961 ;POISON_DEATHS POISON_DEATHS POISON_DEATHS POISON_DEATHS 12962 Behavior = SlowDeathBehavior ModuleTag_Death02 12963 DeathTypes = NONE +POISONED 12964 DestructionDelay = 0 12965 FX = INITIAL FX_DieByToxinGLA 12966 OCL = INITIAL OCL_ToxicInfantry_TerroristOnly 12967 End 12968 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 12969 DeathTypes = NONE +POISONED_BETA 12970 DestructionDelay = 0 12971 FX = INITIAL FX_DieByToxinGLA 12972 OCL = INITIAL OCL_ToxicInfantryBeta_TerroristOnly ;you'll have to create this OCL and make it use the blue guys instead of green ones 12973 End 12974 Behavior = SlowDeathBehavior ModuleTag_Death07 12975 DeathTypes = NONE +POISONED_GAMMA 12976 DestructionDelay = 0 12977 FX = INITIAL FX_DieByToxinGLA 12978 OCL = INITIAL OCL_ToxicInfantryGamma_TerroristOnly 12979 End 12980 ;POISON_DEATHS POISON_DEATHS POISON_DEATHS POISON_DEATHS 12981 12982 12983 ; I have just pulled my ripcord, and this ain't no parachute! 12984 Behavior = SlowDeathBehavior ModuleTag_Death03 12985 DeathTypes = NONE +SUICIDED 12986 SinkDelay = 3000 12987 SinkRate = 0.5 ; in Dist/Sec 12988 DestructionDelay = 8000 12989 FX = INITIAL FX_TerroristExplode 12990 FlingForce = 8 12991 FlingForceVariance = 3 12992 FlingPitch = 60 12993 FlingPitchVariance = 10 12994 End 12995 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death04 12996 DeathWeapon = SuicideDynamitePack 12997 StartsActive = Yes ; turned on by upgrade 12998 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 12999 End 13000 ; --- end Death modules --- 13001 13002 Behavior = PoisonedBehavior ModuleTag_14 13003 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 13004 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 13005 End 13006 13007 Geometry = CYLINDER 13008 GeometryMajorRadius = 10.0 13009 GeometryMinorRadius = 10.0 13010 GeometryHeight = 12.0 13011 GeometryIsSmall = Yes 13012 Shadow = SHADOW_DECAL 13013 ShadowSizeX = 14; 13014 ShadowSizeY = 14; 13015 ShadowTexture = ShadowI; 13016 BuildCompletion = APPEARS_AT_RALLY_POINT 13017 13018 End 13019 13020 13021 13022 13023 13024 13025 13026 13027 ;------------------------------------------------------------------------------ 13028 ;------------------------------------------------------------------------------ 13029 Object Slth_GLAInfantryAngryMobNexus 13030 13031 ;**** ART Parameters ************************** 13032 SelectPortrait = SUAngryMob_L 13033 ButtonImage = SUAngryMob 13034 13035 UpgradeCameo1 = Upgrade_GLAArmTheMob 13036 ;UpgradeCameo2 = NONE 13037 ;UpgradeCameo3 = NONE 13038 ;UpgradeCameo4 = NONE 13039 ;UpgradeCameo5 = NONE 13040 13041 Draw = W3DModelDraw ModuleTag_01 13042 OkToChangeModelColor = Yes 13043 DefaultConditionState 13044 Model = None 13045 ; Model = AVBomber_B 13046 End 13047 End 13048 13049 13050 ;****DESIGN parameters ************************** 13051 13052 DisplayName = OBJECT:AngryMobNexus 13053 Side = GLAStealthGeneral 13054 13055 RadarPriority = NOT_ON_RADAR 13056 13057 EditorSorting = INFANTRY 13058 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 13059 13060 WeaponSet 13061 Conditions = None 13062 Weapon = PRIMARY GLAAngryMobNexusHarmlessWeapon 13063 Weapon = SECONDARY GLAAngryMobNexusHarmlessWeapon 13064 Weapon = TERTIARY GLAAngryMobNexusHarmlessWeapon 13065 End 13066 13067 13068 ArmorSet 13069 Conditions = None 13070 Armor = InvulnerableAllArmor 13071 DamageFX = None 13072 End 13073 13074 BuildCost = 800 13075 BuildTime = 15.0 ;in seconds 13076 VisionRange = 150 ; it can scout for the spawn 13077 ShroudClearingRange = 0 13078 13079 Prerequisites 13080 Object = Slth_GLABarracks 13081 Object = Slth_GLAPalace 13082 End 13083 13084 ExperienceValue = 5 5 5 5 ;Experience point value at each level 13085 13086 IsTrainable = No 13087 13088 13089 13090 CommandSet = Slth_GLAInfantryAngryMobCommandSet; 13091 13092 ;**** AUDIO Parameters ***************************** 13093 VoiceSelect = AngryMobVoiceSelect 13094 VoiceMove = AngryMobVoiceMove 13095 VoiceGuard = AngryMobVoiceMove 13096 VoiceAttack = AngryMobVoiceAttack 13097 SoundMoveStart = NoSound 13098 SoundAmbient = AngryMobAmbientLoop 13099 SoundAmbientRubble = NoSound 13100 UnitSpecificSounds 13101 VoiceCreate = AngryMobVoiceCreate 13102 End 13103 13104 13105 ;**** ENGINEERING Parameters ****************************** 13106 13107 RadarPriority = UNIT 13108 KindOf = PRELOAD CAN_ATTACK INFANTRY MOB_NEXUS ATTACK_NEEDS_LINE_OF_SIGHT NO_COLLIDE SELECTABLE SCORE 13109 Body = ImmortalBody ModuleTag_02 13110 MaxHealth = 99999.0 13111 InitialHealth = 99999.0 13112 End 13113 13114 Behavior = AIUpdateInterface ModuleTag_03 13115 AutoAcquireEnemiesWhenIdle = Yes 13116 End 13117 13118 Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 13119 Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 13120 Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster! 13121 13122 ; Locomotor = SET_NORMAL WanderHumanLocomotor ;Important! don't make the Nexus any faster! 13123 ; Locomotor = SET_WANDER WanderHumanLocomotor ;Important! don't make the Nexus any faster! 13124 ; Locomotor = SET_PANIC WanderHumanLocomotor ;Important! don't make the Nexus any faster! 13125 13126 Behavior = PhysicsBehavior ModuleTag_04 13127 Mass = 50.0 13128 End 13129 13130 Behavior = SpawnBehavior ModuleTag_05 13131 SpawnNumber = 10 13132 SpawnReplaceDelay = 30000 ; 30 seconds 13133 13134 SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin 13135 SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume 13136 SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce 13137 SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret 13138 SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top 13139 SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce 13140 SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil 13141 13142 13143 13144 ExitByBudding = Yes;! 13145 13146 InitialBurst = 5 ; the first set of 5 will not delay 13147 OneShot = No 13148 AggregateHealth = Yes 13149 SlavesHaveFreeWill = Yes 13150 End 13151 13152 Behavior = QueueProductionExitUpdate ModuleTag_06 13153 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 13154 NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0 13155 ExitDelay = 5000 ; 5 sec 13156 InitialBurst = 5 ; the first set of 5 will not delay 13157 End 13158 13159 Behavior = DestroyDie ModuleTag_07 13160 DeathTypes = ALL 13161 End 13162 13163 Geometry = CYLINDER 13164 GeometryMajorRadius = 1.0 13165 GeometryMinorRadius = 1.0 13166 GeometryHeight = 1.0 13167 GeometryIsSmall = Yes 13168 Shadow = SHADOW_VOLUME 13169 13170 End 13171 13172 13173 13174 13175 13176 ;------------------------------------------------------------------------------ 13177 ;------------------------------------------------------------------------------ 13178 Object Slth_GLAInfantryAngryMobPistol01 13179 13180 ;**** ART Parameters *** 13181 Draw = W3DModelDraw DrawTag_01 13182 OkToChangeModelColor = Yes 13183 13184 ; WHILE CARRYING PISTOL 13185 ;--------------------------------------------------------- 13186 DefaultConditionState ;Idle with Pistol Holstered 13187 Model = UIMOB01_SKN 13188 IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12 13189 IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5 13190 IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5 13191 IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5 13192 AnimationMode = ONCE 13193 AnimationSpeedFactorRange 0.9 1.1 13194 TransitionKey = TRANS_STAND_A 13195 13196 WeaponFireFXBone = PRIMARY Muzzle 13197 WeaponMuzzleFlash = PRIMARY MuzzleFX 13198 WeaponFireFXBone = SECONDARY MuzzleAK 13199 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13200 End 13201 13202 ; Drawing pistol 13203 ConditionState = PREATTACK_A 13204 Animation = UIMOB01_SKL.UIMOB01_ATA1_ST ; start firing 13205 AnimationMode = ONCE 13206 End 13207 AliasConditionState = PREATTACK_A FIRING_A 13208 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 13209 13210 ; Firing pistol 13211 ConditionState = FIRING_A 13212 Animation = UIMOB01_SKL.UIMOB01_ATA1_LP ; looping firing 13213 AnimationMode = LOOP 13214 TransitionKey = TRANS_FIRING_A 13215 End 13216 AliasConditionState = BETWEEN_FIRING_SHOTS_A 13217 13218 ConditionState = RELOADING_A 13219 Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing 13220 AnimationMode = ONCE 13221 End 13222 13223 ; This transition allows him to put his gun away when he's finished attacking. 13224 TransitionState = TRANS_FIRING_A TRANS_STAND_A 13225 Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing 13226 AnimationMode = ONCE 13227 End 13228 13229 ConditionState = MOVING 13230 Animation = UIMOB01_SKL.UIMOB01_RNA 13231 AnimationMode = LOOP 13232 Flags = RANDOMSTART 13233 TransitionKey = MOVING 13234 ParticleSysBone = None InfantryDustTrails 13235 End 13236 AliasConditionState = MOVING RELOADING_A 13237 AliasConditionState = MOVING PREATTACK_A 13238 AliasConditionState = MOVING FIRING_A 13239 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 13240 AliasConditionState = MOVING RELOADING_C RELOADING_A 13241 AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A 13242 13243 ConditionState = DYING 13244 Animation = UIMOB01_SKL.UIMOB01_DA1 13245 Animation = UIMOB01_SKL.UIMOB01_DA2 13246 AnimationMode = ONCE 13247 TransitionKey = TRANS_Dying 13248 End 13249 13250 13251 ConditionState = SPECIAL_CHEERING 13252 Animation = UIMOB01_SKL.UIMOB01_CHA 13253 AnimationMode = ONCE 13254 End 13255 13256 ;-------------------------------------------------------- 13257 ; TRANSITION FROM PISTOL TO AK47 13258 TransitionState = TRANS_STAND_A TRANS_STAND_AK 13259 Animation = UIMOB01_SKL.UIMOB01_TA-D 13260 AnimationMode = ONCE 13261 End 13262 13263 ; WHILE CARRYING AK47 13264 ;--------------------------------------------------------- 13265 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 13266 Model = UIMOB01_SKN 13267 IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6 13268 IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6 13269 IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6 13270 IdleAnimation = UIMOB01_SKL.UIMOB01_STD 13271 AnimationMode = ONCE 13272 AnimationSpeedFactorRange 0.9 1.1 13273 TransitionKey = TRANS_STAND_AK 13274 End 13275 13276 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 13277 Animation = UIMOB01_SKL.UIMOB01_RND 13278 AnimationMode = LOOP 13279 Flags = RANDOMSTART 13280 TransitionKey = MOVING_AK 13281 End 13282 13283 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 13284 Animation = UIMOB01_SKL.UIMOB01_DD1 13285 Animation = UIMOB01_SKL.UIMOB01_DD2 13286 AnimationMode = ONCE 13287 TransitionKey = TRANS_Dying 13288 End 13289 13290 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 13291 Animation = UIMOB01_SKL.UIMOB01_CHD 13292 AnimationMode = ONCE 13293 End 13294 13295 ; Drawing AK47 13296 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 13297 Animation = UIMOB01_SKL.UIMOB01_ATD1_ST ; start firing 13298 AnimationMode = ONCE 13299 End 13300 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 13301 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13302 13303 ; Firing Gun 13304 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 13305 Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ; looping firing 13306 AnimationMode = LOOP 13307 WeaponFireFXBone = SECONDARY MuzzleAK 13308 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13309 TransitionKey = TRANS_FIRING_AK 13310 End 13311 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13312 13313 13314 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 13315 Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing 13316 AnimationMode = ONCE 13317 End 13318 13319 13320 ; This transition allows him to put his gun away when he's finished attacking. 13321 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 13322 Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing 13323 AnimationMode = ONCE 13324 End 13325 13326 ; ;Throwing bottle---------------------------------------------------------------- 13327 ; ConditionState = PREATTACK_C 13328 ; Animation = UIMOB01_SKL.UIMOB01_ATCA_BF ; the wind up 13329 ; End 13330 ; AliasConditionState = PREATTACK_C FIRING_A 13331 ; AliasConditionState = PREATTACK_C RELOADING_A 13332 ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A 13333 ; 13334 ; ConditionState = FIRING_C 13335 ; Animation = UIMOB01_SKL.UIMOB01_ATCA_AF ; the release and follow-thru 13336 ; TransitionKey = TRANS_THROW 13337 ; End 13338 ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A 13339 ; 13340 ; ConditionState RELOADING_C 13341 ; Animation =UIMOB01_SKL.UIMOB01_IDA1 13342 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru 13343 ; End 13344 ; AliasConditionState = RELOADING_C RELOADING_A 13345 ; AliasConditionState = RELOADING_C FIRING_A 13346 ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A 13347 13348 13349 ; TransitionState = TRANSXXX TRANS_THROW 13350 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway gun and take out bottle 13351 ; End 13352 13353 ; TransitionState = TRANS_THROW TRANS_FIRING_A 13354 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get PISTOL 13355 ; End 13356 13357 ; TransitionState = TRANSXXXAK TRANS_THROW 13358 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway AK and take out bottle 13359 ; End 13360 13361 ; TransitionState = TRANS_THROW TRANS_FIRING_AK 13362 ; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get AK 13363 ; End 13364 13365 ;-------------------------------------------------------- 13366 13367 TransitionState = TRANS_Dying TRANS_Flailing 13368 Animation = UIMOB01_SKL.UIMOB01_A_ADTE1 13369 Animation = UIMOB01_SKL.UIMOB01_D_ADTE1 13370 AnimationMode = ONCE 13371 End 13372 13373 ConditionState = DYING EXPLODED_FLAILING 13374 Animation = UIMOB01_SKL.UIMOB01_A_ADTE2 13375 Animation = UIMOB01_SKL.UIMOB01_D_ADTE2 13376 AnimationMode = LOOP 13377 TransitionKey = TRANS_Flailing 13378 End 13379 13380 ConditionState = DYING EXPLODED_BOUNCING 13381 Animation = UIMOB01_SKL.UIMOB01_A_ADTE3 13382 Animation = UIMOB01_SKL.UIMOB01_D_ADTE3 13383 AnimationMode = ONCE 13384 TransitionKey = None 13385 End 13386 End 13387 13388 ;**** DESIGN parameters *** 13389 13390 DisplayName = OBJECT:AngryMob 13391 Side = GLAStealthGeneral 13392 EditorSorting = INFANTRY 13393 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 13394 13395 WeaponSet 13396 Conditions = None 13397 Weapon = PRIMARY GLAAngryMobPistolWeapon 13398 End 13399 13400 WeaponSet 13401 Conditions = PLAYER_UPGRADE 13402 Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions 13403 Weapon = SECONDARY GLAAngryMobAK47Weapon 13404 End 13405 13406 ArmorSet 13407 Conditions = None 13408 Armor = HumanArmor 13409 DamageFX = InfantryDamageFX 13410 End 13411 13412 VisionRange = 150 13413 ShroudClearingRange = 150 13414 Prerequisites 13415 Object = Slth_GLABarracks 13416 End 13417 BuildCost = 100 13418 BuildTime = 0.0 13419 13420 ExperienceValue = 5 5 5 5 ;Experience point value at each level 13421 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 13422 IsTrainable = Yes ;Can gain experience 13423 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13424 13425 ; *** AUDIO Parameters *** 13426 VoiceSelect = NoSound 13427 VoiceMove = NoSound 13428 VoiceAttack = NoSound 13429 13430 ;**** ENGINEERING Parameters *** ;MOB01 13431 RadarPriority = UNIT 13432 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables 13433 13434 Body = ActiveBody BodyTag_01 13435 MaxHealth = 50.0 13436 InitialHealth = 50.0 13437 End 13438 13439 Behavior = AIUpdateInterface ModuleTag_03 13440 AutoAcquireEnemiesWhenIdle = Yes 13441 End 13442 13443 Behavior = MobMemberSlavedUpdate ModuleTag_04 13444 MustCatchUpRadius = 40 13445 NoNeedToCatchUpRadius = 15 13446 Squirrelliness = 0.05 13447 CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames 13448 End 13449 13450 Locomotor = SET_NORMAL AngryMobNormalLocomotor 13451 Locomotor = SET_WANDER AngryMobWanderLocomotor 13452 Locomotor = SET_PANIC AngryMobPanicLocomotor 13453 13454 Behavior = PhysicsBehavior BehaviorTag_01 13455 Mass = 5.0 13456 End 13457 13458 Behavior = SquishCollide ModuleTag_08 13459 ;nothing 13460 End 13461 13462 Behavior = WeaponSetUpgrade UpgradeTag_01 13463 TriggeredBy = Upgrade_GLAArmTheMob 13464 End 13465 13466 13467 ; --- begin Death modules --- 13468 Behavior = SlowDeathBehavior DeathTag_01 13469 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 13470 SinkDelay = 3000 13471 SinkRate = 0.5 ; in Dist/Sec 13472 DestructionDelay = 8000 13473 FX = INITIAL FX_CivilianArabMaleDie 13474 End 13475 Behavior = SlowDeathBehavior DeathTag_02 13476 DeathTypes = NONE +CRUSHED +SPLATTED 13477 SinkDelay = 3000 13478 SinkRate = 0.5 ; in Dist/Sec 13479 DestructionDelay = 8000 13480 FX = INITIAL FX_GIDieCrushed 13481 End 13482 Behavior = SlowDeathBehavior DeathTag_03 13483 DeathTypes = NONE +EXPLODED 13484 SinkDelay = 3000 13485 SinkRate = 0.5 ; in Dist/Sec 13486 DestructionDelay = 8000 13487 FX = INITIAL FX_CivilianArabMaleDie 13488 FlingForce = 8 13489 FlingForceVariance = 3 13490 FlingPitch = 60 13491 FlingPitchVariance = 10 13492 End 13493 Behavior = SlowDeathBehavior DeathTag_04 13494 DeathTypes = NONE +BURNED 13495 DestructionDelay = 0 13496 FX = INITIAL FX_GIDie 13497 OCL = INITIAL OCL_FlamingInfantry 13498 End 13499 Behavior = SlowDeathBehavior ModuleTag_Death05 13500 DeathTypes = NONE +POISONED 13501 DestructionDelay = 0 13502 FX = INITIAL FX_DieByToxinGLA 13503 OCL = INITIAL OCL_ToxicInfantry 13504 End 13505 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 13506 DeathTypes = NONE +POISONED_BETA 13507 DestructionDelay = 0 13508 FX = INITIAL FX_DieByToxinGLA 13509 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 13510 End 13511 Behavior = SlowDeathBehavior ModuleTag_Death07 13512 DeathTypes = NONE +POISONED_GAMMA 13513 DestructionDelay = 0 13514 FX = INITIAL FX_DieByToxinGLA 13515 OCL = INITIAL OCL_ToxicInfantryGamma 13516 End 13517 ; --- end Death modules --- 13518 13519 Behavior = PoisonedBehavior BehaviorTag_02 13520 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 13521 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 13522 End 13523 13524 Geometry = CYLINDER 13525 GeometryMajorRadius = 4.0 ; very thin 13526 GeometryHeight = 12.0 13527 GeometryIsSmall = Yes 13528 Shadow = SHADOW_DECAL 13529 ShadowSizeX = 14; 13530 ShadowSizeY = 14; 13531 ShadowTexture = ShadowI; 13532 BuildCompletion = APPEARS_AT_RALLY_POINT 13533 13534 End 13535 13536 13537 ;------------------------------------------------------------------------------ 13538 ;------------------------------------------------------------------------------ 13539 Object Slth_GLAInfantryAngryMobRock02 13540 13541 ;**** ART Parameters *** 13542 Draw = W3DModelDraw ModuleTag_01 13543 OkToChangeModelColor = Yes 13544 13545 ; WHILE CARRYING ROCK 13546 ;--------------------------------------------------------- 13547 DefaultConditionState 13548 Model = UIMOB02_SKN 13549 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 13550 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 13551 IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 13552 IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 13553 AnimationMode = ONCE 13554 AnimationSpeedFactorRange 0.9 1.1 13555 TransitionKey = TRANS_STAND_A 13556 13557 ;WeaponFireFXBone = PRIMARY "UIMOB02 R HAND" 13558 ;WeaponMuzzleFlash = PRIMARY "UIMOB02 R HAND" 13559 WeaponFireFXBone = SECONDARY MuzzleAK 13560 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13561 End 13562 13563 13564 ; Drawing rock 13565 ConditionState = PREATTACK_A 13566 Animation = UIMOB02_SKL.UIMOB02_ATB2_BF ; wind up 13567 AnimationMode = ONCE 13568 End 13569 AliasConditionState = PREATTACK_A FIRING_A 13570 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 13571 13572 ; throwing rock 13573 ConditionState = FIRING_A 13574 Animation = UIMOB02_SKL.UIMOB02_ATB1_AF ; throw 13575 Animation = UIMOB02_SKL.UIMOB02_ATB2_AF ; throw 13576 AnimationMode = ONCE 13577 TransitionKey = TRANS_FIRING_A 13578 End 13579 13580 ConditionState = BETWEEN_FIRING_SHOTS_A 13581 Animation = UIMOB02_SKL.UIMOB02_STB 13582 AnimationMode = ONCE 13583 ; this is basically a trick: this guy has a nontrivial animation for firing, 13584 ; and a long recycle time between shots. we want him to finish his fire animation 13585 ; (unless he's ordered to do something else), so this is just a handy trick that 13586 ; says, "if the previous state had this transition key, allow it to finish before 13587 ; switching to us, if possible". 13588 WaitForStateToFinishIfPossible = TRANS_FIRING_A 13589 End 13590 AliasConditionState = RELOADING_A 13591 13592 13593 ConditionState = MOVING 13594 Animation = UIMOB02_SKL.UIMOB02_RNB 13595 AnimationMode = LOOP 13596 Flags = RANDOMSTART 13597 TransitionKey = MOVING 13598 ParticleSysBone = None InfantryDustTrails 13599 End 13600 13601 ConditionState = DYING 13602 Animation = UIMOB02_SKL.UIMOB02_DB1 13603 Animation = UIMOB02_SKL.UIMOB02_DB2 13604 AnimationMode = ONCE 13605 TransitionKey = TRANS_Dying 13606 End 13607 13608 ConditionState = SPECIAL_CHEERING 13609 Animation = UIMOB02_SKL.UIMOB02_CHB 13610 Flags = RANDOMSTART 13611 AnimationMode = LOOP 13612 End 13613 13614 13615 ;-------------------------------------------------------- 13616 ; TRANSITION FROM PISTOL TO AK47 13617 TransitionState = TRANS_STAND_A TRANS_STAND_AK 13618 Animation = UIMOB02_SKL.UIMOB02_TB-D 13619 AnimationMode = ONCE 13620 End 13621 13622 13623 ; WHILE CARRYING AK47 13624 ;--------------------------------------------------------- 13625 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 13626 Model = UIMOB02_SKN 13627 IdleAnimation = UIMOB02_SKL.UIMOB02_IDD1 0 6 13628 IdleAnimation = UIMOB02_SKL.UIMOB02_IDD2 0 6 13629 IdleAnimation = UIMOB02_SKL.UIMOB02_CHD 0 6 13630 IdleAnimation = UIMOB02_SKL.UIMOB02_STD 13631 AnimationMode = ONCE 13632 AnimationSpeedFactorRange 0.9 1.1 13633 TransitionKey = TRANS_STAND_AK 13634 End 13635 13636 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 13637 Animation = UIMOB02_SKL.UIMOB02_RND 13638 AnimationMode = LOOP 13639 Flags = RANDOMSTART 13640 TransitionKey = MOVING_AK 13641 End 13642 13643 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 13644 Animation = UIMOB02_SKL.UIMOB02_DD1 13645 Animation = UIMOB02_SKL.UIMOB02_DD2 13646 AnimationMode = ONCE 13647 TransitionKey = TRANS_Dying 13648 End 13649 13650 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 13651 Animation = UIMOB02_SKL.UIMOB02_CHD 13652 AnimationMode = ONCE 13653 End 13654 13655 ; Drawing AK47 13656 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 13657 Animation = UIMOB02_SKL.UIMOB02_ATD1_ST ; start firing 13658 AnimationMode = ONCE 13659 End 13660 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 13661 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13662 13663 ; Firing Gun 13664 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 13665 Animation = UIMOB02_SKL.UIMOB02_ATD1_LP ; looping firing 13666 AnimationMode = LOOP 13667 WeaponFireFXBone = SECONDARY MuzzleAK 13668 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13669 TransitionKey = TRANS_FIRING_AK 13670 End 13671 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13672 13673 13674 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 13675 Animation = UIMOB02_SKL.UIMOB02_ATD1_ED ; end firing 13676 AnimationMode = ONCE 13677 End 13678 13679 13680 ; This transition allows him to put his gun away when he's finished attacking. 13681 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 13682 Animation = UIMOB02_SKL.UIMOB02_ATD1_ED ; end firing 13683 AnimationMode = ONCE 13684 End 13685 13686 13687 13688 13689 TransitionState = TRANS_Dying TRANS_Flailing 13690 Animation = UIMOB02_SKL.UIMOB02_B_ADTA1 13691 Animation = UIMOB02_SKL.UIMOB02_D_ADTA1 13692 AnimationMode = ONCE 13693 End 13694 13695 ConditionState = DYING EXPLODED_FLAILING 13696 Animation = UIMOB02_SKL.UIMOB02_B_ADTA2 13697 Animation = UIMOB02_SKL.UIMOB02_D_ADTA2 13698 AnimationMode = LOOP 13699 TransitionKey = TRANS_Flailing 13700 End 13701 13702 ConditionState = DYING EXPLODED_BOUNCING 13703 Animation = UIMOB02_SKL.UIMOB02_B_ADTA3 13704 Animation = UIMOB02_SKL.UIMOB02_D_ADTA3 13705 AnimationMode = ONCE 13706 TransitionKey = None 13707 End 13708 13709 13710 End 13711 13712 13713 ;**** DESIGN parameters *** 13714 13715 DisplayName = OBJECT:AngryMob 13716 Side = GLAStealthGeneral 13717 EditorSorting = INFANTRY 13718 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 13719 13720 WeaponSet 13721 Conditions = None 13722 Weapon = PRIMARY GLAAngryMobRockProjectileWeapon 13723 End 13724 13725 WeaponSet 13726 Conditions = PLAYER_UPGRADE 13727 Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions 13728 Weapon = SECONDARY GLAAngryMobAK47Weapon 13729 End 13730 13731 ArmorSet 13732 Conditions = None 13733 Armor = HumanArmor 13734 DamageFX = InfantryDamageFX 13735 End 13736 13737 VisionRange = 150 13738 ShroudClearingRange = 150 13739 Prerequisites 13740 Object = Slth_GLABarracks 13741 End 13742 BuildCost = 100 13743 BuildTime = 0.0 13744 13745 ExperienceValue = 5 5 5 5 ;Experience point value at each level 13746 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 13747 IsTrainable = Yes ;Can gain experience 13748 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 13749 13750 ; *** AUDIO Parameters *** 13751 VoiceSelect = NoSound 13752 VoiceMove = NoSound 13753 VoiceAttack = NoSound 13754 13755 ;**** ENGINEERING Parameters *** ;MOB02 13756 RadarPriority = UNIT 13757 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables 13758 13759 Body = ActiveBody BodyTag_01 13760 MaxHealth = 50.0 13761 InitialHealth = 50.0 13762 End 13763 13764 Behavior = AIUpdateInterface ModuleTag_03 13765 AutoAcquireEnemiesWhenIdle = Yes 13766 End 13767 13768 Behavior = MobMemberSlavedUpdate ModuleTag_04 13769 MustCatchUpRadius = 40 13770 NoNeedToCatchUpRadius = 15 13771 Squirrelliness = 0.05 13772 CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames 13773 End 13774 13775 Locomotor = SET_NORMAL AngryMobNormalLocomotor 13776 Locomotor = SET_WANDER AngryMobWanderLocomotor 13777 Locomotor = SET_PANIC AngryMobPanicLocomotor 13778 13779 Behavior = PhysicsBehavior ModuleTag_05 13780 Mass = 5.0 13781 End 13782 13783 Behavior = SquishCollide ModuleTag_08 13784 ;nothing 13785 End 13786 13787 Behavior = WeaponSetUpgrade UpgradeTag_01 13788 TriggeredBy = Upgrade_GLAArmTheMob 13789 End 13790 13791 13792 ; --- begin Death modules --- 13793 Behavior = SlowDeathBehavior ModuleTag_Death01 13794 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 13795 SinkDelay = 3000 13796 SinkRate = 0.5 ; in Dist/Sec 13797 DestructionDelay = 8000 13798 FX = INITIAL FX_CivilianArabFemaleDie 13799 End 13800 Behavior = SlowDeathBehavior ModuleTag_Death02 13801 DeathTypes = NONE +CRUSHED +SPLATTED 13802 SinkDelay = 3000 13803 SinkRate = 0.5 ; in Dist/Sec 13804 DestructionDelay = 8000 13805 FX = INITIAL FX_GIDieCrushed 13806 End 13807 Behavior = SlowDeathBehavior ModuleTag_Death03 13808 DeathTypes = NONE +EXPLODED 13809 SinkDelay = 3000 13810 SinkRate = 0.5 ; in Dist/Sec 13811 DestructionDelay = 8000 13812 FX = INITIAL FX_CivilianArabFemaleDie 13813 FlingForce = 8 13814 FlingForceVariance = 3 13815 FlingPitch = 60 13816 FlingPitchVariance = 10 13817 End 13818 Behavior = SlowDeathBehavior ModuleTag_Death04 13819 DeathTypes = NONE +BURNED 13820 DestructionDelay = 0 13821 FX = INITIAL FX_GIDie 13822 OCL = INITIAL OCL_FlamingInfantry 13823 End 13824 Behavior = SlowDeathBehavior ModuleTag_Death05 13825 DeathTypes = NONE +POISONED 13826 DestructionDelay = 0 13827 FX = INITIAL FX_DieByToxinGLA 13828 OCL = INITIAL OCL_ToxicInfantry 13829 End 13830 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 13831 DeathTypes = NONE +POISONED_BETA 13832 DestructionDelay = 0 13833 FX = INITIAL FX_DieByToxinGLA 13834 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 13835 End 13836 Behavior = SlowDeathBehavior ModuleTag_Death07 13837 DeathTypes = NONE +POISONED_GAMMA 13838 DestructionDelay = 0 13839 FX = INITIAL FX_DieByToxinGLA 13840 OCL = INITIAL OCL_ToxicInfantryGamma 13841 End 13842 ; --- end Death modules --- 13843 13844 Behavior = PoisonedBehavior ModuleTag_13 13845 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 13846 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 13847 End 13848 13849 Geometry = CYLINDER 13850 GeometryMajorRadius = 4.0 ; very thin 13851 GeometryHeight = 12.0 13852 GeometryIsSmall = Yes 13853 Shadow = SHADOW_DECAL 13854 ShadowSizeX = 14; 13855 ShadowSizeY = 14; 13856 ShadowTexture = ShadowI; 13857 BuildCompletion = APPEARS_AT_RALLY_POINT 13858 13859 End 13860 13861 ;------------------------------------------------------------------------------ 13862 ;------------------------------------------------------------------------------ 13863 13864 ObjectReskin Slth_GLAInfantryAngryMobPistol03 Slth_GLAInfantryAngryMobPistol01 13865 13866 ;**** ART Parameters *** 13867 Draw = W3DModelDraw DrawTag_01 13868 OkToChangeModelColor = Yes 13869 13870 13871 13872 ; WHILE CARRYING PISTOL 13873 ;--------------------------------------------------------- 13874 DefaultConditionState ;Idle with Pistol Holstered 13875 Model = UIMOB03_SKN 13876 IdleAnimation = UIMOB03_SKL.UIMOB03_IDA1 0 12 13877 IdleAnimation = UIMOB03_SKL.UIMOB03_IDA2 0 5 13878 IdleAnimation = UIMOB03_SKL.UIMOB03_CHA 0 5 13879 IdleAnimation = UIMOB03_SKL.UIMOB03_STA 0 5 13880 AnimationMode = ONCE 13881 AnimationSpeedFactorRange 0.9 1.1 13882 TransitionKey = TRANS_STAND_A 13883 13884 WeaponFireFXBone = PRIMARY Muzzle 13885 WeaponMuzzleFlash = PRIMARY MuzzleFX 13886 WeaponFireFXBone = SECONDARY MuzzleAK 13887 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13888 WeaponFireFXBone = TERTIARY "UIMOB03 R HAND" 13889 End 13890 13891 ; Drawing pistol 13892 ConditionState = PREATTACK_A 13893 Animation = UIMOB03_SKL.UIMOB03_ATA1_ST ; start firing 13894 AnimationMode = ONCE 13895 End 13896 AliasConditionState = PREATTACK_A FIRING_A 13897 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 13898 13899 ; Firing pistol 13900 ConditionState = FIRING_A 13901 Animation = UIMOB03_SKL.UIMOB03_ATA1_LP ; looping firing 13902 AnimationMode = LOOP 13903 TransitionKey = TRANS_FIRING_A 13904 End 13905 AliasConditionState = BETWEEN_FIRING_SHOTS_A 13906 13907 ConditionState = RELOADING_A 13908 Animation = UIMOB03_SKL.UIMOB03_ATA1_ED ; end firing 13909 AnimationMode = ONCE 13910 End 13911 13912 ; This transition allows him to put his gun away when he's finished attacking. 13913 TransitionState = TRANS_FIRING_A TRANS_STAND_A 13914 Animation = UIMOB03_SKL.UIMOB03_ATA1_ED ; end firing 13915 AnimationMode = ONCE 13916 End 13917 13918 ConditionState = MOVING 13919 Animation = UIMOB03_SKL.UIMOB03_RNA 13920 AnimationMode = LOOP 13921 Flags = RANDOMSTART 13922 TransitionKey = MOVING 13923 ParticleSysBone = None InfantryDustTrails 13924 End 13925 AliasConditionState = MOVING RELOADING_A 13926 AliasConditionState = MOVING PREATTACK_A 13927 AliasConditionState = MOVING FIRING_A 13928 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 13929 AliasConditionState = MOVING RELOADING_C RELOADING_A 13930 AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A 13931 13932 ConditionState = DYING 13933 Animation = UIMOB03_SKL.UIMOB03_DA1 13934 Animation = UIMOB03_SKL.UIMOB03_DA2 13935 AnimationMode = ONCE 13936 TransitionKey = TRANS_Dying 13937 End 13938 13939 13940 ConditionState = SPECIAL_CHEERING 13941 Animation = UIMOB03_SKL.UIMOB03_CHA 13942 AnimationMode = ONCE 13943 End 13944 13945 ;-------------------------------------------------------- 13946 ; TRANSITION FROM PISTOL TO AK47 13947 TransitionState = TRANS_STAND_A TRANS_STAND_AK 13948 Animation = UIMOB03_SKL.UIMOB03_TA-D 13949 AnimationMode = ONCE 13950 End 13951 13952 13953 ; WHILE CARRYING AK47 13954 ;--------------------------------------------------------- 13955 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 13956 Model = UIMOB03_SKN 13957 IdleAnimation = UIMOB03_SKL.UIMOB03_IDD1 0 6 13958 IdleAnimation = UIMOB03_SKL.UIMOB03_IDD2 0 6 13959 IdleAnimation = UIMOB03_SKL.UIMOB03_CHD 0 6 13960 IdleAnimation = UIMOB03_SKL.UIMOB03_STD 13961 AnimationMode = ONCE 13962 AnimationSpeedFactorRange 0.9 1.1 13963 TransitionKey = TRANS_STAND_AK 13964 End 13965 13966 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 13967 Animation = UIMOB03_SKL.UIMOB03_RND 13968 AnimationMode = LOOP 13969 Flags = RANDOMSTART 13970 TransitionKey = MOVING_AK 13971 End 13972 13973 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 13974 Animation = UIMOB03_SKL.UIMOB03_DD1 13975 Animation = UIMOB03_SKL.UIMOB03_DD2 13976 AnimationMode = ONCE 13977 TransitionKey = TRANS_Dying 13978 End 13979 13980 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 13981 Animation = UIMOB03_SKL.UIMOB03_CHD 13982 AnimationMode = ONCE 13983 End 13984 13985 ; Drawing AK47 13986 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 13987 Animation = UIMOB03_SKL.UIMOB03_ATD_ST ; start firing 13988 AnimationMode = ONCE 13989 End 13990 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 13991 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 13992 13993 ; Firing Gun 13994 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 13995 Animation = UIMOB03_SKL.UIMOB03_ATD_LP ; looping firing 13996 AnimationMode = LOOP 13997 WeaponFireFXBone = SECONDARY MuzzleAK 13998 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 13999 TransitionKey = TRANS_FIRING_AK 14000 End 14001 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14002 14003 14004 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 14005 Animation = UIMOB03_SKL.UIMOB03_ATD_ED ; end firing 14006 AnimationMode = ONCE 14007 End 14008 14009 14010 ; This transition allows him to put his gun away when he's finished attacking. 14011 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 14012 Animation = UIMOB03_SKL.UIMOB03_ATD_ED ; end firing 14013 AnimationMode = ONCE 14014 End 14015 14016 14017 ; ;Throwing bottle---------------------------------------------------------------- 14018 ; ConditionState = PREATTACK_C 14019 ; Animation = UIMOB03_SKL.UIMOB03_ATCA_BF ; the wind up 14020 ; End 14021 ; AliasConditionState = PREATTACK_C FIRING_A 14022 ; AliasConditionState = PREATTACK_C RELOADING_A 14023 ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A 14024 ; 14025 ; ConditionState = FIRING_C 14026 ; Animation = UIMOB03_SKL.UIMOB03_ATCA_AF ; the release and follow-thru 14027 ; TransitionKey = TRANS_THROW 14028 ; End 14029 ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A 14030 ; 14031 ; ConditionState RELOADING_C 14032 ; Animation =UIMOB03_SKL.UIMOB03_IDA1 14033 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru 14034 ; 14035 ; End 14036 ; AliasConditionState = RELOADING_C RELOADING_A 14037 ; AliasConditionState = RELOADING_C FIRING_A 14038 ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A 14039 14040 14041 ; TransitionState = TRANSXXX TRANS_THROW 14042 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway gun and take out bottle 14043 ; End 14044 14045 ; TransitionState = TRANS_THROW TRANS_FIRING_A 14046 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get PISTOL 14047 ; End 14048 14049 ; TransitionState = TRANSXXXAK TRANS_THROW 14050 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway AK and take out bottle 14051 ; End 14052 14053 ; TransitionState = TRANS_THROW TRANS_FIRING_AK 14054 ; Animation = UIMOB03_SKL.UIMOB03_XXXXXXXXputaway bottle and get AK 14055 ; End 14056 14057 14058 14059 14060 14061 ;-------------------------------------------------------- 14062 14063 14064 14065 14066 14067 14068 TransitionState = TRANS_Dying TRANS_Flailing 14069 Animation = UIMOB03_SKL.UIMOB03_A_ADTD1 14070 Animation = UIMOB03_SKL.UIMOB03_D_ADTD1 14071 AnimationMode = ONCE 14072 End 14073 14074 ConditionState = DYING EXPLODED_FLAILING 14075 Animation = UIMOB03_SKL.UIMOB03_A_ADTD2 14076 Animation = UIMOB03_SKL.UIMOB03_D_ADTD2 14077 AnimationMode = LOOP 14078 TransitionKey = TRANS_Flailing 14079 End 14080 14081 ConditionState = DYING EXPLODED_BOUNCING 14082 Animation = UIMOB03_SKL.UIMOB03_A_ADTD3 14083 Animation = UIMOB03_SKL.UIMOB03_D_ADTD3 14084 AnimationMode = ONCE 14085 TransitionKey = None 14086 End 14087 14088 14089 End 14090 14091 14092 Geometry = CYLINDER 14093 GeometryMajorRadius = 3.0 ; very thin 14094 GeometryMinorRadius = 3.0 ; very thinD 14095 GeometryHeight = 12.0 14096 GeometryIsSmall = Yes 14097 14098 End 14099 14100 ;------------------------------------------------------------------------------ 14101 ;------------------------------------------------------------------------------ 14102 ObjectReskin Slth_GLAInfantryAngryMobRock04 Slth_GLAInfantryAngryMobRock02 14103 14104 ;**** ART Parameters *** 14105 Draw = W3DModelDraw ModuleTag_01 14106 OkToChangeModelColor = Yes 14107 14108 ; WHILE CARRYING ROCK 14109 ;--------------------------------------------------------- 14110 DefaultConditionState 14111 Model = UIMOB04_SKN 14112 IdleAnimation = UIMOB04_SKL.UIMOB04_IDB1 0 12 14113 IdleAnimation = UIMOB04_SKL.UIMOB04_IDB2 0 5 14114 IdleAnimation = UIMOB04_SKL.UIMOB04_CHB 0 5 14115 IdleAnimation = UIMOB04_SKL.UIMOB04_STB 0 12 14116 AnimationMode = ONCE 14117 AnimationSpeedFactorRange 0.9 1.1 14118 TransitionKey = TRANS_STAND_A 14119 WaitForStateToFinishIfPossible TRANS_FIRING_A 14120 14121 ;WeaponFireFXBone = PRIMARY "UIMOB04 R HAND" 14122 ;WeaponMuzzleFlash = PRIMARY "UIMOB04 R HAND" 14123 WeaponFireFXBone = SECONDARY MuzzleAK 14124 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 14125 End 14126 14127 14128 ; Drawing rock 14129 ConditionState = PREATTACK_A 14130 Animation = UIMOB04_SKL.UIMOB04_ATB2_BF ; wind up 14131 AnimationMode = ONCE 14132 AnimationSpeedFactorRange 1.0 1.0 14133 End 14134 AliasConditionState = PREATTACK_A FIRING_A 14135 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 14136 14137 ; throwing rock 14138 ConditionState = FIRING_A 14139 Animation = UIMOB04_SKL.UIMOB04_ATB1_AF ; throw 14140 Animation = UIMOB04_SKL.UIMOB04_ATB2_AF ; throw 14141 AnimationMode = ONCE 14142 TransitionKey = TRANS_FIRING_A 14143 End 14144 14145 ConditionState = BETWEEN_FIRING_SHOTS_A 14146 Animation = UIMOB04_SKL.UIMOB04_STB 14147 AnimationMode = ONCE 14148 ; this is basically a trick: this guy has a nontrivial animation for firing, 14149 ; and a long recycle time between shots. we want him to finish his fire animation 14150 ; (unless he's ordered to do something else), so this is just a handy trick that 14151 ; says, "if the previous state had this transition key, allow it to finish before 14152 ; switching to us, if possible". 14153 WaitForStateToFinishIfPossible = TRANS_FIRING_A 14154 End 14155 AliasConditionState = RELOADING_A 14156 14157 ConditionState = MOVING 14158 Animation = UIMOB04_SKL.UIMOB04_RUN 14159 AnimationMode = LOOP 14160 Flags = RANDOMSTART 14161 TransitionKey = MOVING 14162 ParticleSysBone = None InfantryDustTrails 14163 End 14164 14165 ConditionState = DYING 14166 Animation = UIMOB04_SKL.UIMOB04_DB1 14167 Animation = UIMOB04_SKL.UIMOB04_DB2 14168 AnimationMode = ONCE 14169 TransitionKey = TRANS_Dying 14170 End 14171 14172 ConditionState = SPECIAL_CHEERING 14173 Animation = UIMOB04_SKL.UIMOB04_CHB 14174 Flags = RANDOMSTART 14175 AnimationMode = LOOP 14176 End 14177 14178 14179 14180 14181 14182 14183 14184 14185 ;-------------------------------------------------------- 14186 ; TRANSITION FROM PISTOL TO AK47 14187 TransitionState = TRANS_STAND_A TRANS_STAND_AK 14188 Animation = UIMOB04_SKL.UIMOB04_TB-D 14189 AnimationMode = ONCE 14190 End 14191 14192 14193 ; WHILE CARRYING AK47 14194 ;--------------------------------------------------------- 14195 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 14196 Model = UIMOB04_SKN 14197 IdleAnimation = UIMOB04_SKL.UIMOB04_IDD1 0 6 14198 IdleAnimation = UIMOB04_SKL.UIMOB04_IDD2 0 6 14199 IdleAnimation = UIMOB04_SKL.UIMOB04_CHD 0 6 14200 IdleAnimation = UIMOB04_SKL.UIMOB04_STD 14201 AnimationMode = ONCE 14202 AnimationSpeedFactorRange 0.9 1.1 14203 TransitionKey = TRANS_STAND_AK 14204 WeaponFireFXBone = SECONDARY MuzzleAK 14205 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 14206 End 14207 14208 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 14209 Animation = UIMOB04_SKL.UIMOB04_RND 14210 AnimationMode = LOOP 14211 Flags = RANDOMSTART 14212 TransitionKey = MOVING_AK 14213 End 14214 14215 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 14216 Animation = UIMOB04_SKL.UIMOB04_DD1 14217 Animation = UIMOB04_SKL.UIMOB04_DD2 14218 AnimationMode = ONCE 14219 TransitionKey = TRANS_Dying 14220 End 14221 14222 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 14223 Animation = UIMOB04_SKL.UIMOB04_CHD 14224 AnimationMode = ONCE 14225 End 14226 14227 ; Drawing AK47 14228 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 14229 Animation = UIMOB04_SKL.UIMOB04_ATD1_ST ; start firing 14230 AnimationMode = ONCE 14231 End 14232 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 14233 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14234 14235 ; Firing Gun 14236 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 14237 Animation = UIMOB04_SKL.UIMOB04_ATD1_LP ; looping firing 14238 AnimationMode = LOOP 14239 WeaponFireFXBone = PRIMARY MuzzleAK 14240 WeaponMuzzleFlash = PRIMARY MuzzleAKFX 14241 TransitionKey = TRANS_FIRING_AK 14242 End 14243 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14244 14245 14246 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 14247 Animation = UIMOB04_SKL.UIMOB04_ATD1_ED ; end firing 14248 AnimationMode = ONCE 14249 End 14250 14251 14252 ; This transition allows him to put his gun away when he's finished attacking. 14253 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 14254 Animation = UIMOB04_SKL.UIMOB04_ATD1_ED ; end firing 14255 AnimationMode = ONCE 14256 End 14257 14258 14259 14260 14261 14262 14263 14264 14265 14266 14267 TransitionState = TRANS_Dying TRANS_Flailing 14268 Animation = UIMOB04_SKL.UIMOB04_B_ADTF1 14269 Animation = UIMOB04_SKL.UIMOB04_D_ADTF1 14270 AnimationMode = ONCE 14271 End 14272 14273 ConditionState = DYING EXPLODED_FLAILING 14274 Animation = UIMOB04_SKL.UIMOB04_B_ADTF2 14275 Animation = UIMOB04_SKL.UIMOB04_D_ADTF2 14276 AnimationMode = LOOP 14277 TransitionKey = TRANS_Flailing 14278 End 14279 14280 ConditionState = DYING EXPLODED_BOUNCING 14281 Animation = UIMOB04_SKL.UIMOB04_B_ADTF3 14282 Animation = UIMOB04_SKL.UIMOB04_D_ADTF3 14283 AnimationMode = ONCE 14284 TransitionKey = None 14285 End 14286 14287 14288 End 14289 14290 Geometry = CYLINDER 14291 GeometryMajorRadius = 5.0 ; kinda thin 14292 GeometryMinorRadius = 5.0 ; kinda thinD 14293 GeometryHeight = 12.0 14294 GeometryIsSmall = Yes 14295 14296 End 14297 14298 ;------------------------------------------------------------------------------ 14299 ;------------------------------------------------------------------------------ 14300 ObjectReskin Slth_GLAInfantryAngryMobPistol05 Slth_GLAInfantryAngryMobPistol01 14301 14302 ;**** ART Parameters *** 14303 Draw = W3DModelDraw DrawTag_01 14304 OkToChangeModelColor = Yes 14305 14306 14307 14308 ; WHILE CARRYING PISTOL 14309 ;--------------------------------------------------------- 14310 DefaultConditionState ;Idle with Pistol Holstered 14311 Model = UIMOB05_SKN 14312 IdleAnimation = UIMOB05_SKL.UIMOB05_IDA1 0 12 14313 IdleAnimation = UIMOB05_SKL.UIMOB05_IDA2 0 5 14314 IdleAnimation = UIMOB05_SKL.UIMOB05_CHA 0 5 14315 IdleAnimation = UIMOB05_SKL.UIMOB05_STA 0 5 14316 AnimationMode = ONCE 14317 AnimationSpeedFactorRange 0.9 1.1 14318 TransitionKey = TRANS_STAND_A 14319 14320 WeaponFireFXBone = PRIMARY Muzzle01 14321 WeaponMuzzleFlash = PRIMARY Muzzle01 14322 End 14323 14324 ; Drawing pistol 14325 ConditionState = PREATTACK_A 14326 Animation = UIMOB05_SKL.UIMOB05_ATA1_ST ; start firing 14327 AnimationMode = ONCE 14328 End 14329 AliasConditionState = PREATTACK_A FIRING_A 14330 AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A 14331 14332 ; Firing pistol 14333 ConditionState = FIRING_A 14334 Animation = UIMOB05_SKL.UIMOB05_ATA1_LP ; looping firing 14335 AnimationMode = LOOP 14336 TransitionKey = TRANS_FIRING_A 14337 End 14338 AliasConditionState = BETWEEN_FIRING_SHOTS_A 14339 14340 ConditionState = RELOADING_A 14341 Animation = UIMOB05_SKL.UIMOB05_ATA1_ED ; end firing 14342 AnimationMode = ONCE 14343 End 14344 14345 ; This transition allows him to put his gun away when he's finished attacking. 14346 TransitionState = TRANS_FIRING_A TRANS_STAND_A 14347 Animation = UIMOB05_SKL.UIMOB05_ATA1_ED ; end firing 14348 AnimationMode = ONCE 14349 End 14350 14351 ConditionState = MOVING 14352 Animation = UIMOB05_SKL.UIMOB05_RNA 14353 AnimationMode = LOOP 14354 Flags = RANDOMSTART 14355 TransitionKey = MOVING 14356 ParticleSysBone = None InfantryDustTrails 14357 End 14358 AliasConditionState = MOVING RELOADING_A 14359 AliasConditionState = MOVING PREATTACK_A 14360 AliasConditionState = MOVING FIRING_A 14361 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 14362 AliasConditionState = MOVING RELOADING_C RELOADING_A 14363 AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A 14364 14365 ConditionState = DYING 14366 Animation = UIMOB05_SKL.UIMOB05_DA1 14367 Animation = UIMOB05_SKL.UIMOB05_DA2 14368 AnimationMode = ONCE 14369 TransitionKey = TRANS_Dying 14370 End 14371 14372 14373 ConditionState = SPECIAL_CHEERING 14374 Animation = UIMOB05_SKL.UIMOB05_CHA 14375 AnimationMode = ONCE 14376 End 14377 14378 ;-------------------------------------------------------- 14379 14380 ; TRANSITION FROM PISTOL TO AK47 14381 TransitionState = TRANS_STAND_A TRANS_STAND_AK 14382 Animation = UIMOB05_SKL.UIMOB05_TA-D 14383 AnimationMode = ONCE 14384 End 14385 14386 14387 ; WHILE CARRYING AK47 14388 ;--------------------------------------------------------- 14389 ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung 14390 Model = UIMOB05_SKN 14391 IdleAnimation = UIMOB05_SKL.UIMOB05_IDD1 0 6 14392 IdleAnimation = UIMOB05_SKL.UIMOB05_IDD2 0 6 14393 IdleAnimation = UIMOB05_SKL.UIMOB05_CHD 0 6 14394 IdleAnimation = UIMOB05_SKL.UIMOB05_STD 14395 AnimationMode = ONCE 14396 AnimationSpeedFactorRange 0.9 1.1 14397 TransitionKey = TRANS_STAND_AK 14398 WeaponFireFXBone = SECONDARY MuzzleAK 14399 WeaponMuzzleFlash = SECONDARY MuzzleAKFX 14400 End 14401 14402 ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE 14403 Animation = UIMOB05_SKL.UIMOB05_RND 14404 AnimationMode = LOOP 14405 Flags = RANDOMSTART 14406 TransitionKey = MOVING_AK 14407 End 14408 14409 ConditionState = DYING WEAPONSET_PLAYER_UPGRADE 14410 Animation = UIMOB05_SKL.UIMOB05_DD1 14411 Animation = UIMOB05_SKL.UIMOB05_DD2 14412 AnimationMode = ONCE 14413 TransitionKey = TRANS_Dying 14414 End 14415 14416 ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE 14417 Animation = UIMOB05_SKL.UIMOB05_CHD 14418 AnimationMode = ONCE 14419 End 14420 14421 ; Drawing AK47 14422 ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE 14423 Animation = UIMOB05_SKL.UIMOB05_ATD1_ST ; start firing 14424 AnimationMode = ONCE 14425 End 14426 AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE 14427 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14428 14429 ; Firing Gun 14430 ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE 14431 Animation = UIMOB05_SKL.UIMOB05_ATD1_LP ; looping firing 14432 AnimationMode = LOOP 14433 WeaponFireFXBone = PRIMARY MuzzleAK 14434 WeaponMuzzleFlash = PRIMARY MuzzleAKFX 14435 TransitionKey = TRANS_FIRING_AK 14436 End 14437 AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE 14438 14439 14440 ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE 14441 Animation = UIMOB05_SKL.UIMOB05_ATD1_ED ; end firing 14442 AnimationMode = ONCE 14443 End 14444 14445 14446 ; This transition allows him to put his gun away when he's finished attacking. 14447 TransitionState = TRANS_FIRING_AK TRANS_STAND_AK 14448 Animation = UIMOB05_SKL.UIMOB05_ATD1_ED ; end firing 14449 AnimationMode = ONCE 14450 End 14451 14452 14453 ; ;Throwing bottle---------------------------------------------------------------- 14454 ; ConditionState = PREATTACK_C 14455 ; Animation = UIMOB05_SKL.UIMOB05_ATCA_BF ; the wind up 14456 ; End 14457 ; AliasConditionState = PREATTACK_C FIRING_A 14458 ; AliasConditionState = PREATTACK_C RELOADING_A 14459 ; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A 14460 ; 14461 ; ConditionState = FIRING_C 14462 ; Animation = UIMOB05_SKL.UIMOB05_ATCA_AF ; the release and follow-thru 14463 ; TransitionKey = TRANS_THROW 14464 ; End 14465 ; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A 14466 ; 14467 ; ConditionState RELOADING_C 14468 ; Animation =UIMOB05_SKL.UIMOB05_IDA1 14469 ; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru 14470 ; End 14471 ; AliasConditionState = RELOADING_C RELOADING_A 14472 ; AliasConditionState = RELOADING_C FIRING_A 14473 ; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A 14474 14475 14476 ; TransitionState = TRANSXXX TRANS_THROW 14477 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway gun and take out bottle 14478 ; End 14479 14480 ; TransitionState = TRANS_THROW TRANS_FIRING_A 14481 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway bottle and get PISTOL 14482 ; End 14483 14484 ; TransitionState = TRANSXXXAK TRANS_THROW 14485 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway AK and take out bottle 14486 ; End 14487 14488 14489 ; TransitionState = TRANS_THROW TRANS_FIRING_AK 14490 ; Animation = UIMOB05_SKL.UIMOB05_XXXXXXXXputaway bottle and get AK 14491 ; End 14492 14493 14494 14495 14496 14497 ;-------------------------------------------------------- 14498 14499 14500 14501 14502 14503 14504 TransitionState = TRANS_Dying TRANS_Flailing 14505 Animation = UIMOB05_SKL.UIMOB05_A_ADTA1 14506 Animation = UIMOB05_SKL.UIMOB05_D_ADTA1 14507 AnimationMode = ONCE 14508 End 14509 14510 ConditionState = DYING EXPLODED_FLAILING 14511 Animation = UIMOB05_SKL.UIMOB05_A_ADTA2 14512 Animation = UIMOB05_SKL.UIMOB05_D_ADTA2 14513 AnimationMode = LOOP 14514 TransitionKey = TRANS_Flailing 14515 End 14516 14517 ConditionState = DYING EXPLODED_BOUNCING 14518 Animation = UIMOB05_SKL.UIMOB05_A_ADTA3 14519 Animation = UIMOB05_SKL.UIMOB05_D_ADTA3 14520 AnimationMode = ONCE 14521 TransitionKey = None 14522 End 14523 14524 14525 End 14526 14527 14528 14529 Geometry = CYLINDER 14530 GeometryMajorRadius = 3.0 ; very thin 14531 GeometryMinorRadius = 3.0 ; very thinD 14532 GeometryHeight = 12.0 14533 GeometryIsSmall = Yes 14534 14535 End 14536 14537 14538 ;------------------------------------------------------------------------------ 14539 ;------------------------------------------------------------------------------ 14540 Object Slth_GLAInfantryAngryMobMolotov02 14541 14542 ;**** ART Parameters *** 14543 Draw = W3DModelDraw ModuleTag_01 14544 OkToChangeModelColor = Yes 14545 14546 ; WHILE CARRYING ROCK 14547 ;--------------------------------------------------------- 14548 DefaultConditionState 14549 Model = UIMOB02_SKN 14550 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB1 0 12 14551 IdleAnimation = UIMOB02_SKL.UIMOB02_IDB2 0 5 14552 IdleAnimation = UIMOB02_SKL.UIMOB02_CHB 0 5 14553 IdleAnimation = UIMOB02_SKL.UIMOB02_STB 0 12 14554 AnimationMode = ONCE 14555 AnimationSpeedFactorRange 0.9 1.1 14556 TransitionKey = TRANS_STAND_B 14557 14558 WeaponFireFXBone = SECONDARY "UIMOB02 R HAND" 14559 14560 End 14561 14562 14563 ; Drawing rock 14564 ConditionState = PREATTACK_B 14565 Animation = UIMOB02_SKL.UIMOB02_ATCB_BF ; wind up 14566 AnimationMode = ONCE 14567 End 14568 AliasConditionState = PREATTACK_B FIRING_B 14569 AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B 14570 14571 ; throwing rock 14572 ConditionState = FIRING_B 14573 Animation = UIMOB02_SKL.UIMOB02_ATCB_AF ; throw 14574 AnimationMode = ONCE 14575 TransitionKey = TRANS_FIRING_B 14576 End 14577 14578 ConditionState = BETWEEN_FIRING_SHOTS_B 14579 Animation = UIMOB02_SKL.UIMOB02_STB 14580 AnimationMode = ONCE 14581 ; this is basically a trick: this guy has a nontrivial animation for firing, 14582 ; and a long recycle time between shots. we want him to finish his fire animation 14583 ; (unless he's ordered to do something else), so this is just a handy trick that 14584 ; says, "if the previous state had this transition key, allow it to finish before 14585 ; switching to us, if possible". 14586 WaitForStateToFinishIfPossible = TRANS_FIRING_B 14587 End 14588 AliasConditionState = RELOADING_B 14589 14590 14591 ConditionState = MOVING 14592 Animation = UIMOB02_SKL.UIMOB02_RNB 14593 AnimationMode = LOOP 14594 Flags = RANDOMSTART 14595 TransitionKey = MOVING 14596 ParticleSysBone = None InfantryDustTrails 14597 End 14598 14599 ConditionState = DYING 14600 Animation = UIMOB02_SKL.UIMOB02_DB1 14601 Animation = UIMOB02_SKL.UIMOB02_DB2 14602 AnimationMode = ONCE 14603 TransitionKey = TRANS_Dying 14604 End 14605 14606 ConditionState = SPECIAL_CHEERING 14607 Animation = UIMOB02_SKL.UIMOB02_CHB 14608 Flags = RANDOMSTART 14609 AnimationMode = LOOP 14610 End 14611 14612 14613 14614 14615 14616 14617 TransitionState = TRANS_Dying TRANS_Flailing 14618 Animation = UIMOB02_SKL.UIMOB02_B_ADTA1 14619 Animation = UIMOB02_SKL.UIMOB02_D_ADTA1 14620 AnimationMode = ONCE 14621 End 14622 14623 ConditionState = DYING EXPLODED_FLAILING 14624 Animation = UIMOB02_SKL.UIMOB02_B_ADTA2 14625 Animation = UIMOB02_SKL.UIMOB02_D_ADTA2 14626 AnimationMode = LOOP 14627 TransitionKey = TRANS_Flailing 14628 End 14629 14630 ConditionState = DYING EXPLODED_BOUNCING 14631 Animation = UIMOB02_SKL.UIMOB02_B_ADTA3 14632 Animation = UIMOB02_SKL.UIMOB02_D_ADTA3 14633 AnimationMode = ONCE 14634 TransitionKey = None 14635 End 14636 14637 14638 End 14639 14640 14641 ;**** DESIGN parameters *** 14642 14643 DisplayName = OBJECT:AngryMob 14644 Side = GLAStealthGeneral 14645 EditorSorting = INFANTRY 14646 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 14647 14648 WeaponSet 14649 Conditions = None 14650 Weapon = PRIMARY GLAAngryMobMolotovCocktailProjectileWeapon ; all she does is throw molotovs 14651 End 14652 14653 ArmorSet 14654 Conditions = None 14655 Armor = HumanArmor 14656 DamageFX = InfantryDamageFX 14657 End 14658 14659 VisionRange = 150 14660 ShroudClearingRange = 150 14661 Prerequisites 14662 Object = Slth_GLABarracks 14663 14664 End 14665 BuildCost = 100 14666 BuildTime = 0.0 14667 14668 ExperienceValue = 5 5 5 5 ;Experience point value at each level 14669 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 14670 IsTrainable = Yes ;Can gain experience 14671 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14672 14673 ; *** AUDIO Parameters *** 14674 VoiceSelect = NoSound 14675 VoiceMove = NoSound 14676 VoiceAttack = NoSound 14677 14678 ;**** ENGINEERING Parameters *** ;MOB02 14679 RadarPriority = UNIT 14680 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables 14681 14682 Body = ActiveBody BodyTag_01 14683 MaxHealth = 50.0 14684 InitialHealth = 50.0 14685 End 14686 14687 Behavior = AIUpdateInterface ModuleTag_03 14688 AutoAcquireEnemiesWhenIdle = Yes 14689 End 14690 14691 Behavior = MobMemberSlavedUpdate ModuleTag_04 14692 MustCatchUpRadius = 40 14693 NoNeedToCatchUpRadius = 15 14694 Squirrelliness = 0.05 14695 CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames 14696 End 14697 14698 Locomotor = SET_NORMAL AngryMobNormalLocomotor 14699 Locomotor = SET_WANDER AngryMobWanderLocomotor 14700 Locomotor = SET_PANIC AngryMobPanicLocomotor 14701 14702 Behavior = PhysicsBehavior ModuleTag_05 14703 Mass = 5.0 14704 End 14705 14706 Behavior = SquishCollide ModuleTag_08 14707 ;nothing 14708 End 14709 14710 Behavior = WeaponSetUpgrade UpgradeTag_01 14711 TriggeredBy = Upgrade_GLAArmTheMob 14712 End 14713 14714 14715 ; --- begin Death modules --- 14716 Behavior = SlowDeathBehavior ModuleTag_Death01 14717 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 14718 SinkDelay = 3000 14719 SinkRate = 0.5 ; in Dist/Sec 14720 DestructionDelay = 8000 14721 FX = INITIAL FX_CivilianArabFemaleDie 14722 End 14723 Behavior = SlowDeathBehavior ModuleTag_Death02 14724 DeathTypes = NONE +CRUSHED +SPLATTED 14725 SinkDelay = 3000 14726 SinkRate = 0.5 ; in Dist/Sec 14727 DestructionDelay = 8000 14728 FX = INITIAL FX_GIDieCrushed 14729 End 14730 Behavior = SlowDeathBehavior ModuleTag_Death03 14731 DeathTypes = NONE +EXPLODED 14732 SinkDelay = 3000 14733 SinkRate = 0.5 ; in Dist/Sec 14734 DestructionDelay = 8000 14735 FX = INITIAL FX_CivilianArabFemaleDie 14736 FlingForce = 8 14737 FlingForceVariance = 3 14738 FlingPitch = 60 14739 FlingPitchVariance = 10 14740 End 14741 Behavior = SlowDeathBehavior ModuleTag_Death04 14742 DeathTypes = NONE +BURNED 14743 DestructionDelay = 0 14744 FX = INITIAL FX_GIDie 14745 OCL = INITIAL OCL_FlamingInfantry 14746 End 14747 Behavior = SlowDeathBehavior ModuleTag_Death05 14748 DeathTypes = NONE +POISONED 14749 DestructionDelay = 0 14750 FX = INITIAL FX_DieByToxinGLA 14751 OCL = INITIAL OCL_ToxicInfantry 14752 End 14753 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 14754 DeathTypes = NONE +POISONED_BETA 14755 DestructionDelay = 0 14756 FX = INITIAL FX_DieByToxinGLA 14757 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 14758 End 14759 Behavior = SlowDeathBehavior ModuleTag_Death07 14760 DeathTypes = NONE +POISONED_GAMMA 14761 DestructionDelay = 0 14762 FX = INITIAL FX_DieByToxinGLA 14763 OCL = INITIAL OCL_ToxicInfantryGamma 14764 End 14765 ; --- end Death modules --- 14766 14767 Behavior = PoisonedBehavior ModuleTag_13 14768 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 14769 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 14770 End 14771 14772 Geometry = CYLINDER 14773 GeometryMajorRadius = 4.0 ; very thin 14774 GeometryHeight = 12.0 14775 GeometryIsSmall = Yes 14776 Shadow = SHADOW_DECAL 14777 ShadowSizeX = 14; 14778 ShadowSizeY = 14; 14779 ShadowTexture = ShadowI; 14780 BuildCompletion = APPEARS_AT_RALLY_POINT 14781 14782 End 14783 14784 ;------------------------------------------------------------------------------ 14785 ;------------------------------------------------------------------------------ 14786 14787 14788 14789 ;------------------------------------------------------------------------------ 14790 ;------------------------------------------------------------------------------ 14791 ;------------------------------------------------------------------------------ 14792 Object Slth_GLAInfantryHijacker 14793 14794 ; *** ART Parameters *** 14795 SelectPortrait = SUHijacker_L 14796 ButtonImage = SUHijacker 14797 14798 ;UpgradeCameo1 = NONE 14799 ;UpgradeCameo2 = NONE 14800 ;UpgradeCameo3 = NONE 14801 ;UpgradeCameo4 = NONE 14802 ;UpgradeCameo5 = NONE 14803 14804 Draw = W3DModelDraw ModuleTag_01 14805 OkToChangeModelColor = Yes 14806 14807 DefaultConditionState 14808 Model = UIHJCK_SKN 14809 IdleAnimation = UIHJCK_SKL.UIHJCK_STA 0 25 14810 IdleAnimation = UIHJCK_SKL.UIHJCK_IDA 14811 IdleAnimation = UIHJCK_SKL.UIHJCK_IDB 14812 AnimationMode = ONCE 14813 TransitionKey = TRANS_Stand 14814 End 14815 AliasConditionState = REALLYDAMAGED 14816 14817 ConditionState = MOVING 14818 Animation = UIHJCK_SKL.UIHJCK_RUN 14819 AnimationMode = LOOP 14820 Flags = RANDOMSTART 14821 TransitionKey = None 14822 ParticleSysBone = None InfantryDustTrails 14823 End 14824 AliasConditionState = REALLYDAMAGED MOVING 14825 14826 14827 ConditionState = DYING 14828 Animation = UIHJCK_SKL.UIHJCK_DTA 14829 Animation = UIHJCK_SKL.UIHJCK_DTB 14830 AnimationMode = ONCE 14831 TransitionKey = TRANS_Dying 14832 End 14833 14834 TransitionState = TRANS_Dying TRANS_Flailing 14835 Animation = UIHJCK_SKL.UIHJCK_ADTE1 14836 AnimationMode = ONCE 14837 End 14838 14839 ConditionState = DYING EXPLODED_FLAILING 14840 Animation = UIHJCK_SKL.UIHJCK_ADTE2 14841 AnimationMode = LOOP 14842 TransitionKey = TRANS_Flailing 14843 End 14844 14845 ConditionState = DYING EXPLODED_BOUNCING 14846 Animation = UIHJCK_SKL.UIHJCK_ADTE3 14847 AnimationMode = ONCE 14848 TransitionKey = None 14849 End 14850 14851 ConditionState = SPECIAL_CHEERING 14852 Animation = UIHJCK_SKL.UIHJCK_CHA 14853 AnimationMode = LOOP 14854 End 14855 14856 14857 ConditionState = PARACHUTING 14858 Animation = UIHJCK_SKL.UIHJCK_PHG 14859 AnimationMode = LOOP 14860 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 14861 TransitionKey = TRANS_Chute 14862 End 14863 AliasConditionState = PARACHUTING REALLYDAMAGED 14864 AliasConditionState = PARACHUTING DYING 14865 TransitionState = TRANS_Falling TRANS_Chute 14866 Animation = UIHJCK_SKL.UIHJCK_POP 14867 AnimationMode = ONCE 14868 Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first 14869 End 14870 TransitionState = TRANS_Chute TRANS_Stand 14871 Animation = UIHJCK_SKL.UIHJCK_PTD 14872 AnimationMode = ONCE 14873 End 14874 14875 14876 End 14877 14878 ; ***DESIGN parameters *** 14879 DisplayName = OBJECT:Hijacker 14880 Side = GLAStealthGeneral 14881 EditorSorting = INFANTRY 14882 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 14883 14884 14885 14886 ArmorSet 14887 Conditions = None 14888 Armor = HumanArmor 14889 DamageFX = InfantryDamageFX 14890 End 14891 14892 VisionRange = 100 14893 ShroudClearingRange = 200 14894 Prerequisites 14895 Object = Slth_GLABarracks 14896 End 14897 14898 BuildCost = 600 14899 BuildTime = 15.0 ;in seconds 14900 14901 14902 14903 14904 ExperienceValue = 50 100 150 400 ;Experience point value at each level 14905 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 14906 IsTrainable = No ;Can gain experience 14907 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 14908 CommandSet = Slth_GLAInfantryHijackerCommandSet 14909 14910 ; *** AUDIO Parameters *** 14911 VoiceSelect = HijackerVoiceSelect 14912 VoiceMove = HijackerVoiceMove 14913 VoiceGuard = HijackerVoiceMove 14914 VoiceAttack = HijackerVoiceAttack 14915 VoiceFear = HijackerVoiceFear 14916 UnitSpecificSounds 14917 VoiceGarrison = HijackerVoiceGarrison 14918 VoiceCreate = HijackerVoiceCreate 14919 VoiceEnter = HijackerVoiceEnter 14920 VoiceEnterHostile = HijackerVoiceEnterHostile 14921 VoiceGetHealed = HijackerVoiceMove 14922 End 14923 14924 14925 ; *** ENGINEERING Parameters *** 14926 RadarPriority = UNIT 14927 EnterGuard = Yes 14928 HijackGuard = Yes 14929 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE STEALTH_GARRISON 14930 ;STEALTH_GARRISON Added per Dustin, 12/14--ML 14931 14932 14933 Behavior = StealthUpdate ModuleTag_02 14934 StealthDelay = 500 ; half second delay before stealthy 14935 StealthForbiddenConditions = None ;MOVING only stealthy while stationary 14936 MoveThresholdSpeed = 3 14937 InnateStealth = Yes 14938 OrderIdleEnemiesToAttackMeUponReveal = Yes 14939 End 14940 14941 Body = ActiveBody ModuleTag_03 14942 MaxHealth = 100.0 14943 InitialHealth = 100.0 14944 End 14945 14946 Behavior = HijackerUpdate ModuleTag_04 14947 ParachuteName = AmericaParachute 14948 End 14949 14950 Behavior = AIUpdateInterface ModuleTag_05 14951 AutoAcquireEnemiesWhenIdle = Yes 14952 End 14953 Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit. 14954 End 14955 Locomotor = SET_NORMAL JarmenKellLocomotor 14956 14957 Behavior = PhysicsBehavior ModuleTag_06 14958 Mass = 5.0 14959 End 14960 14961 Behavior = ConvertToHijackedVehicleCrateCollide ModuleTag_08 14962 RequiredKindOf = VEHICLE ; This is my car now, infidel! 14963 End 14964 14965 Behavior = SquishCollide ModuleTag_09 14966 ;nothing 14967 End 14968 14969 14970 ; --- begin Death modules --- 14971 Behavior = SlowDeathBehavior ModuleTag_Death01 14972 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 14973 SinkDelay = 3000 14974 SinkRate = 0.5 ; in Dist/Sec 14975 DestructionDelay = 8000 14976 FX = INITIAL FX_HijackerDie 14977 End 14978 Behavior = SlowDeathBehavior ModuleTag_Death02 14979 DeathTypes = NONE +CRUSHED +SPLATTED 14980 SinkDelay = 3000 14981 SinkRate = 0.5 ; in Dist/Sec 14982 DestructionDelay = 8000 14983 FX = INITIAL FX_GIDieCrushed 14984 End 14985 Behavior = SlowDeathBehavior ModuleTag_Death03 14986 DeathTypes = NONE +EXPLODED 14987 SinkDelay = 3000 14988 SinkRate = 0.5 ; in Dist/Sec 14989 DestructionDelay = 8000 14990 FX = INITIAL FX_HijackerDie 14991 FlingForce = 8 14992 FlingForceVariance = 3 14993 FlingPitch = 60 14994 FlingPitchVariance = 10 14995 End 14996 Behavior = SlowDeathBehavior ModuleTag_Death04 14997 DeathTypes = NONE +BURNED 14998 DestructionDelay = 0 14999 FX = INITIAL FX_DieByFireGLA 15000 OCL = INITIAL OCL_FlamingInfantry 15001 End 15002 Behavior = SlowDeathBehavior ModuleTag_Death05 15003 DeathTypes = NONE +POISONED 15004 DestructionDelay = 0 15005 FX = INITIAL FX_DieByToxinGLA 15006 OCL = INITIAL OCL_ToxicInfantry 15007 End 15008 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 15009 DeathTypes = NONE +POISONED_BETA 15010 DestructionDelay = 0 15011 FX = INITIAL FX_DieByToxinGLA 15012 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 15013 End 15014 Behavior = SlowDeathBehavior ModuleTag_Death07 15015 DeathTypes = NONE +POISONED_GAMMA 15016 DestructionDelay = 0 15017 FX = INITIAL FX_DieByToxinGLA 15018 OCL = INITIAL OCL_ToxicInfantryGamma 15019 End 15020 ; --- end Death modules --- 15021 15022 Behavior = PoisonedBehavior ModuleTag_14 15023 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15024 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15025 End 15026 15027 Geometry = CYLINDER 15028 GeometryMajorRadius = 10.0 15029 GeometryMinorRadius = 10.0 15030 GeometryHeight = 12.0 15031 GeometryIsSmall = Yes 15032 Shadow = SHADOW_DECAL 15033 ShadowSizeX = 14; 15034 ShadowSizeY = 14; 15035 ShadowTexture = ShadowI; 15036 BuildCompletion = APPEARS_AT_RALLY_POINT 15037 15038 End 15039 15040 15041 15042 15043 15044 ;------------------------------------------------------------------------------ 15045 Object Slth_GLAInfantryWorker 15046 15047 ; *** ART Parameters *** 15048 SelectPortrait = SUWorker_L 15049 ButtonImage = SUWorker 15050 15051 UpgradeCameo1 = Upgrade_GLAWorkerShoes 15052 UpgradeCameo2 = Upgrade_GLACamouflage 15053 ;UpgradeCameo3 = NONE 15054 ;UpgradeCameo4 = NONE 15055 ;UpgradeCameo5 = NONE 15056 15057 Draw = W3DModelDraw ModuleTag_01 15058 OkToChangeModelColor = Yes 15059 15060 DefaultConditionState 15061 Model = UIWRKR_SKN 15062 IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 15063 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA 15064 AnimationMode = ONCE 15065 TransitionKey = TRANS_Stand 15066 End 15067 15068 ConditionState = MOVING 15069 Animation = UIWRKR_SKL.UIWRKR_RNA 16 15070 AnimationMode = LOOP 15071 Flags = RANDOMSTART 15072 TransitionKey = TRANS_Moving 15073 ParticleSysBone = None InfantryDustTrails 15074 End 15075 ; it is legal to be ACTIVELY_CONSTRUCTING and MOVING at the same time, 15076 ; since we flip the bit once we get pretty close to the target. but it looks 15077 ; funky to do the construction animation while moving. 15078 ; so just use the normal move animation in that case. 15079 AliasConditionState = ACTIVELY_CONSTRUCTING MOVING 15080 15081 ConditionState = ATTACKING 15082 ShowSubObject = MINED_SKIN 15083 Animation = UIWRKR_SKL.UIWRKR_MS 15084 AnimationMode = LOOP 15085 Flags = RANDOMSTART 15086 TransitionKey = TRANS_MetalDetector_Standing 15087 End 15088 15089 ConditionState = MOVING ATTACKING 15090 ShowSubObject = MINED_SKIN 15091 Animation = UIWRKR_SKL.UIWRKR_MSW 50 15092 AnimationMode = LOOP 15093 Flags = RANDOMSTART 15094 TransitionKey = TRANS_MetalDetector_Moving 15095 ParticleSysBone = None InfantryDustTrails 15096 End 15097 AliasConditionState = MOVING ATTACKING CARRYING 15098 15099 TransitionState = TRANS_Stand TRANS_MetalDetector_Standing ;STANDING -> ATTACKING 15100 ShowSubObject = MINED_SKIN 15101 Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing 15102 AnimationMode = ONCE 15103 End 15104 TransitionState = TRANS_MetalDetector_Standing TRANS_Stand ;ATTACKING -> STANDING 15105 ShowSubObject = MINED_SKIN 15106 Animation = UIWRKR_SKL.UIWRKR_TRB2;put away standing 15107 AnimationMode = ONCE 15108 End 15109 15110 TransitionState = TRANS_Carry TRANS_MetalDetector_Standing ;CARRYING -> ATTACKING 15111 ShowSubObject = MINED_SKIN 15112 Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing 15113 AnimationMode = ONCE 15114 End 15115 TransitionState = TRANS_MetalDetector_Standing TRANS_Carry ;ATTACKING -> CARRYING 15116 ShowSubObject = MINED_SKIN 15117 Animation = UIWRKR_SKL.UIWRKR_TRB2;put away standing 15118 AnimationMode = ONCE 15119 End 15120 TransitionState = TRANS_Carry TRANS_MetalDetector_Moving ;CARRYING -> MOVING ATTACKING 15121 ShowSubObject = MINED_SKIN 15122 Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] 15123 AnimationMode = ONCE 15124 AnimationSpeedFactorRange = 2.0 2.0 15125 End 15126 15127 TransitionState = TRANS_MetalDetector_Moving TRANS_Stand ;MOVING ATTACKING -> STANDING 15128 ShowSubObject = MINED_SKIN 15129 Animation = UIWRKR_SKL.UIWRKR_TRB2;put away moving 15130 AnimationMode = ONCE 15131 End 15132 TransitionState = TRANS_Stand TRANS_MetalDetector_Moving ;STANDING -> MOVING ATTACKING 15133 ShowSubObject = MINED_SKIN 15134 Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] 15135 AnimationMode = ONCE 15136 AnimationSpeedFactorRange = 2.0 2.0 15137 End 15138 15139 TransitionState = TRANS_Moving TRANS_MetalDetector_Standing ;MOVING -> ATTACKING [STANDING] 15140 ShowSubObject = MINED_SKIN 15141 Animation = UIWRKR_SKL.UIWRKR_TRB1;take out standing 15142 AnimationMode = ONCE 15143 End 15144 TransitionState = TRANS_MetalDetector_Standing TRANS_Moving ;ATTACKING [STANDING] -> MOVING 15145 ShowSubObject = MINED_SKIN 15146 Animation = UIWRKR_SKL.UIWRKR_TRC2;put away moving [NEW NON-SKATING ANIMATION] 15147 AnimationMode = ONCE 15148 AnimationSpeedFactorRange = 2.0 2.0 15149 End 15150 15151 TransitionState = TRANS_Moving TRANS_MetalDetector_Moving ;MOVING -> MOVING ATTACKING 15152 ShowSubObject = MINED_SKIN 15153 Animation = UIWRKR_SKL.UIWRKR_TRC1;take out moving [NEW NON-SKATING ANIMATION] 15154 AnimationMode = ONCE 15155 AnimationSpeedFactorRange = 2.0 2.0 15156 End 15157 TransitionState = TRANS_MetalDetector_Moving TRANS_Moving ;MOVING ATTACKING -> MOVING 15158 ShowSubObject = MINED_SKIN 15159 Animation = UIWRKR_SKL.UIWRKR_TRC2;put away moving [NEW NON-SKATING ANIMATION] 15160 AnimationMode = ONCE 15161 AnimationSpeedFactorRange = 2.0 2.0 15162 End 15163 15164 15165 ConditionState = MOVING CARRYING 15166 ShowSubObject = BOX 15167 Animation = UIWRKR_SKL.UIWRKR_CARY 12 15168 AnimationMode = LOOP 15169 Flags = RANDOMSTART 15170 TransitionKey = TRANS_Carry 15171 ParticleSysBone = None InfantryDustTrails 15172 End 15173 ; it is legal to be ACTIVELY_CONSTRUCTING and MOVING at the same time, 15174 ; since we flip the bit once we get pretty close to the target. but it looks 15175 ; funky to do the construction animation while moving. 15176 ; so just use the normal move animation in that case. 15177 AliasConditionState = ACTIVELY_CONSTRUCTING MOVING CARRYING 15178 15179 ConditionState = CARRYING 15180 ShowSubObject = BOX 15181 Animation = UIWRKR_SKL.UIWRKR_CARST 30 15182 AnimationMode = LOOP 15183 Flags = RANDOMSTART 15184 TransitionKey = TRANS_Carry 15185 End 15186 15187 ConditionState = DYING 15188 Animation = UIWRKR_SKL.UIWRKR_DTA 15189 AnimationMode = ONCE 15190 TransitionKey = TRANS_Dying 15191 End 15192 AliasConditionState = DYING CARRYING 15193 15194 TransitionState = TRANS_Dying TRANS_Flailing 15195 Animation = UIWRKR_SKL.UIWRKR_ADTE1 15196 AnimationMode = ONCE 15197 End 15198 15199 ConditionState = DYING EXPLODED_FLAILING 15200 Animation = UIWRKR_SKL.UIWRKR_ADTE2 15201 AnimationMode = LOOP 15202 TransitionKey = TRANS_Flailing 15203 End 15204 15205 ConditionState = DYING EXPLODED_BOUNCING 15206 Animation = UIWRKR_SKL.UIWRKR_ADTE3 15207 AnimationMode = ONCE 15208 TransitionKey = None 15209 End 15210 15211 ConditionState = SPECIAL_CHEERING 15212 Animation = UIWRKR_SKL.UIWRKR_CHA 15213 AnimationMode = ONCE 15214 End 15215 15216 ConditionState = ACTIVELY_CONSTRUCTING 15217 Animation = UIWRKR_SKL.UIWRKR_BDA 15218 AnimationMode = LOOP 15219 TransitionKey = TRANS_Constructing 15220 End 15221 AliasConditionState = ACTIVELY_CONSTRUCTING CARRYING 15222 15223 ; -------------------- 15224 15225 TransitionState = TRANS_Stand TRANS_Carry 15226 ShowSubObject = BOX 15227 Animation = UIWRKR_SKL.UIWRKR_PIK 15228 AnimationMode = ONCE 15229 End 15230 15231 TransitionState = TRANS_Carry TRANS_Stand 15232 ShowSubObject = BOX 15233 Animation = UIWRKR_SKL.UIWRKR_PIK 15234 AnimationMode = ONCE_BACKWARDS 15235 Flags = START_FRAME_LAST 15236 End 15237 15238 TransitionState = TRANS_Stand TRANS_Constructing 15239 Animation = UIWRKR_SKL.UIWRKR_TRA1 15240 AnimationMode = ONCE 15241 End 15242 15243 TransitionState = TRANS_Constructing TRANS_Stand 15244 Animation = UIWRKR_SKL.UIWRKR_TRA2 15245 AnimationMode = ONCE 15246 End 15247 End 15248 15249 ; ***DESIGN parameters *** 15250 DisplayName = OBJECT:Worker 15251 Side = GLAStealthGeneral 15252 EditorSorting = INFANTRY 15253 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 15254 15255 15256 WeaponSet 15257 Conditions = None 15258 Weapon = PRIMARY None 15259 End 15260 WeaponSet 15261 Conditions = MINE_CLEARING_DETAIL 15262 Weapon = PRIMARY WorkerMineDisarmingWeapon 15263 End 15264 15265 15266 ArmorSet 15267 Conditions = None 15268 Armor = HumanArmor 15269 DamageFX = InfantryDamageFX 15270 End 15271 VisionRange = 100 15272 ShroudClearingRange = 200 15273 ;Prerequisites 15274 ; Object = Slth_GLABarracks GLASupplyStash ;commented out, or else you can't build from Con Yard as Dozer. 15275 ;End 15276 BuildCost = 200 15277 BuildTime = 3.0 ;in seconds 15278 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15279 CommandSet = Slth_GLAWorkerCommandSet 15280 15281 ; *** AUDIO Parameters *** 15282 VoiceSelect = WorkerVoiceSelect 15283 VoiceMove = WorkerVoiceMove 15284 VoiceAttack = WorkerVoiceMove 15285 VoiceGuard = WorkerVoiceMove 15286 VoiceFear = WorkerVoiceFear 15287 VoiceTaskComplete = WorkerVoiceBuildComplete 15288 UnitSpecificSounds 15289 VoiceEnter = WorkerVoiceMoveUpgraded 15290 VoiceEnterHostile = WorkerVoiceMoveUpgraded 15291 VoiceGarrison = WorkerVoiceGarrison 15292 VoiceCreate = WorkerVoiceCreate 15293 VoiceSupply = WorkerVoiceSupply 15294 VoiceNoBuild = WorkerVoiceBuildNot 15295 VoiceRepair = WorkerVoiceRepair 15296 VoiceDisarm = WorkerVoiceClearMine 15297 VoiceBuildResponse = WorkerVoiceBuild 15298 VoiceGetHealed = WorkerVoiceMoveUpgraded 15299 VoiceMoveUpgraded = WorkerVoiceMoveUpgraded 15300 End 15301 15302 ; *** ENGINEERING Parameters *** 15303 RadarPriority = UNIT 15304 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SALVAGER DOZER HARVESTER SCORE 15305 15306 Body = ActiveBody ModuleTag_02 15307 MaxHealth = 100.0 15308 InitialHealth = 100.0 15309 End 15310 15311 Behavior = WorkerAIUpdate ModuleTag_03 15312 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second 15313 BoredTime = 5000 ; in milliseconds 15314 BoredRange = 150 ; when bored, we look this far away to do something 15315 MaxBoxes = 1 15316 UpgradedSupplyBoost = 8 ; gives this much more cash for every box collected 15317 SupplyCenterActionDelay = 150 ;400 ; ms for whole thing (one transaction) 15318 SupplyWarehouseActionDelay = 150 ;400 ;ms per box (many small transactions) 15319 SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) 15320 SuppliesDepletedVoice = WorkerVoiceSuppliesDepleted 15321 ; the only "enemies" that workers can acquire are mines, to be disarmed... 15322 AutoAcquireEnemiesWhenIdle = Yes 15323 End 15324 Locomotor = SET_NORMAL FastHumanLocomotor 15325 Locomotor = SET_NORMAL_UPGRADED WorkerShoesLocomotor 15326 Behavior = PhysicsBehavior ModuleTag_04 15327 Mass = 5.0 15328 End 15329 15330 Behavior = SquishCollide ModuleTag_06 15331 ;nothing 15332 End 15333 Behavior = LocomotorSetUpgrade ModuleTag_07 15334 TriggeredBy = Upgrade_GLAWorkerShoes 15335 End 15336 Behavior = StealthUpdate ModuleTag_07 15337 StealthDelay = 2500 ; msec 15338 StealthForbiddenConditions = ATTACKING USING_ABILITY 15339 MoveThresholdSpeed = 3 15340 InnateStealth = No ;Requires upgrade first 15341 OrderIdleEnemiesToAttackMeUponReveal = Yes 15342 End 15343 15344 Behavior = StealthUpgrade ModuleTag_08 15345 TriggeredBy = Upgrade_GLACamouflage 15346 End 15347 15348 ; --- begin Death modules --- 15349 Behavior = SlowDeathBehavior ModuleTag_Death01 15350 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 15351 SinkDelay = 3000 15352 SinkRate = 0.5 ; in Dist/Sec 15353 DestructionDelay = 8000 15354 FX = INITIAL FX_WorkerDie 15355 End 15356 Behavior = SlowDeathBehavior ModuleTag_Death02 15357 DeathTypes = NONE +CRUSHED +SPLATTED 15358 SinkDelay = 3000 15359 SinkRate = 0.5 ; in Dist/Sec 15360 DestructionDelay = 8000 15361 FX = INITIAL FX_GIDieCrushed 15362 End 15363 Behavior = SlowDeathBehavior ModuleTag_Death03 15364 DeathTypes = NONE +EXPLODED 15365 SinkDelay = 3000 15366 SinkRate = 0.5 ; in Dist/Sec 15367 DestructionDelay = 8000 15368 FX = INITIAL FX_WorkerDie 15369 FlingForce = 8 15370 FlingForceVariance = 3 15371 FlingPitch = 60 15372 FlingPitchVariance = 10 15373 End 15374 Behavior = SlowDeathBehavior ModuleTag_Death04 15375 DeathTypes = NONE +BURNED 15376 DestructionDelay = 0 15377 FX = INITIAL FX_DieByFireGLA 15378 OCL = INITIAL OCL_FlamingInfantry 15379 End 15380 Behavior = SlowDeathBehavior ModuleTag_Death05 15381 DeathTypes = NONE +POISONED 15382 DestructionDelay = 0 15383 FX = INITIAL FX_DieByToxinGLA 15384 OCL = INITIAL OCL_ToxicInfantry 15385 End 15386 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 15387 DeathTypes = NONE +POISONED_BETA 15388 DestructionDelay = 0 15389 FX = INITIAL FX_DieByToxinGLA 15390 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 15391 End 15392 Behavior = SlowDeathBehavior ModuleTag_Death07 15393 DeathTypes = NONE +POISONED_GAMMA 15394 DestructionDelay = 0 15395 FX = INITIAL FX_DieByToxinGLA 15396 OCL = INITIAL OCL_ToxicInfantryGamma 15397 End 15398 ; --- end Death modules --- 15399 15400 Behavior = StealthDetectorUpdate ModuleTag_12 15401 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 15402 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 15403 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 15404 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 15405 ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things 15406 End 15407 15408 Behavior = PoisonedBehavior ModuleTag_13 15409 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15410 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15411 End 15412 15413 Behavior = CommandSetUpgrade ModuleTag_14 15414 TriggeredBy = Upgrade_GLAWorkerFakeCommandSet 15415 RemovesUpgrades = Upgrade_GLAWorkerRealCommandSet 15416 CommandSet = Slth_GLAWorkerFakeBuildingsCommandSet 15417 End 15418 15419 Behavior = CommandSetUpgrade ModuleTag_15 15420 TriggeredBy = Upgrade_GLAWorkerRealCommandSet 15421 RemovesUpgrades = Upgrade_GLAWorkerFakeCommandSet Upgrade_GLAWorkerRealCommandSet 15422 CommandSet = Slth_GLAWorkerCommandSet 15423 End 15424 15425 Behavior = ProductionUpdate ModuleTag_16 15426 MaxQueueEntries = 1; For the command set switching upgrade 15427 End 15428 15429 Geometry = CYLINDER 15430 GeometryMajorRadius = 10.0 15431 GeometryMinorRadius = 10.0 15432 GeometryHeight = 12.0 15433 GeometryIsSmall = Yes 15434 Shadow = SHADOW_DECAL 15435 ShadowSizeX = 14; 15436 ShadowSizeY = 14; 15437 ShadowTexture = ShadowI; 15438 BuildCompletion = APPEARS_AT_RALLY_POINT 15439 15440 End 15441 15442 ;------------------------------------------------------------------------------ 15443 Object Slth_GLAInfantrySaboteur 15444 15445 ; *** ART Parameters *** 15446 SelectPortrait = SUSaboteur_L 15447 ButtonImage = SUSaboteur 15448 15449 ;UpgradeCameo1 = NONE 15450 ;UpgradeCameo2 = NONE 15451 ;UpgradeCameo3 = NONE 15452 ;UpgradeCameo4 = NONE 15453 ;UpgradeCameo5 = NONE 15454 15455 Draw = W3DModelDraw ModuleTag_01 15456 15457 OkToChangeModelColor = Yes 15458 15459 ; this says "we don't use these condition states at all, so completely 15460 ; ignore them for purposes of matchmaking"... this is useful to help 15461 ; reduce the number of AliasConditionState clauses you must add in 15462 ; order to avoid ambiguity in some cases. 15463 IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A 15464 15465 ; ---- standing 15466 DefaultConditionState 15467 Model = UISabotr_SKN 15468 IdleAnimation = UIWRKR_SKL.UIWRKR_STA 0 9 15469 IdleAnimation = UIWRKR_SKL.UIWRKR_IDA 15470 AnimationMode = ONCE 15471 TransitionKey = TRANS_Stand 15472 End 15473 15474 ConditionState = MOVING 15475 Animation = UIWRKR_SKL.UIWRKR_RNA 16 15476 AnimationMode = LOOP 15477 Flags = RANDOMSTART 15478 TransitionKey = TRANS_Moving 15479 ParticleSysBone = None InfantryDustTrails 15480 End 15481 15482 ConditionState = DYING 15483 Animation = UIWRKR_SKL.UIWRKR_DTA 15484 AnimationMode = ONCE 15485 TransitionKey = TRANS_Dying 15486 End 15487 15488 TransitionState = TRANS_Dying TRANS_Flailing 15489 Animation = UIWRKR_SKL.UIWRKR_ADTE1 15490 AnimationMode = ONCE 15491 End 15492 15493 ConditionState = DYING EXPLODED_FLAILING 15494 Animation = UIWRKR_SKL.UIWRKR_ADTE2 15495 AnimationMode = LOOP 15496 TransitionKey = TRANS_Flailing 15497 End 15498 15499 ConditionState = DYING EXPLODED_BOUNCING 15500 Animation = UIWRKR_SKL.UIWRKR_ADTE3 15501 AnimationMode = ONCE 15502 TransitionKey = None 15503 End 15504 15505 ConditionState = SPECIAL_CHEERING 15506 Animation = UIWRKR_SKL.UIWRKR_CHA 15507 AnimationMode = ONCE 15508 End 15509 15510 End 15511 15512 ; ***DESIGN parameters *** 15513 DisplayName = OBJECT:Saboteur 15514 Side = GLAStealthGeneral 15515 EditorSorting = INFANTRY 15516 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 15517 15518 ArmorSet 15519 Conditions = None 15520 Armor = HumanArmor 15521 DamageFX = InfantryDamageFX 15522 End 15523 VisionRange = 150 15524 ShroudClearingRange = 300 15525 Prerequisites 15526 Object = Slth_GLAPalace 15527 End 15528 BuildCost = 800 15529 BuildTime = 15.0 ;in seconds 15530 15531 ExperienceValue = 15 15 30 40 ;Experience point value at each level 15532 ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level 15533 IsTrainable = Yes ;Can gain experience 15534 CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15535 CommandSet = GLAInfantrySaboteurCommandSet 15536 15537 ; *** AUDIO Parameters *** 15538 VoiceSelect = SaboteurVoiceSelect 15539 VoiceMove = SaboteurVoiceMove 15540 VoiceGuard = SaboteurVoiceMove 15541 VoiceAttack = SaboteurVoiceAttack 15542 SoundStealthOn = StealthOn 15543 SoundStealthOff = StealthOff 15544 VoiceFear = SaboteurVoiceFear 15545 VoiceTaskComplete = NoSound 15546 UnitSpecificSounds 15547 VoiceCreate = SaboteurVoiceCreate 15548 VoiceSubdue = SaboteurVoiceMove 15549 VoiceGarrison = SaboteurVoiceMove 15550 VoiceEnter = SaboteurVoiceMove 15551 VoiceEnterHostile = SaboteurVoiceAttack 15552 VoiceGetHealed = SaboteurVoiceMove 15553 End 15554 15555 ; *** ENGINEERING Parameters *** 15556 RadarPriority = UNIT 15557 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE 15558 15559 Body = ActiveBody ModuleTag_02 15560 MaxHealth = 120.0 15561 InitialHealth = 120.0 15562 End 15563 15564 Behavior = AIUpdateInterface ModuleTag_03 15565 AutoAcquireEnemiesWhenIdle = Yes 15566 End 15567 15568 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 15569 End 15570 15571 Locomotor = SET_NORMAL SaboteurGroundLocomotor SaboteurCliffLocomotor 15572 15573 Behavior = PhysicsBehavior ModuleTag_05 15574 Mass = 5.0 15575 End 15576 Behavior = StealthUpdate ModuleTag_07 15577 StealthDelay = 2500 ; msec 15578 StealthForbiddenConditions = None 15579 InnateStealth = Yes ;Requires upgrade first 15580 OrderIdleEnemiesToAttackMeUponReveal = Yes 15581 End 15582 15583 Behavior = SquishCollide ModuleTag_11 15584 ;nothing 15585 End 15586 15587 Behavior = SabotagePowerPlantCrateCollide SabotageTag_01 15588 BuildingPickup = Yes 15589 SabotagePowerDuration = 30000 15590 End 15591 ;Behavior = SabotageSupplyDropzoneCrateCollide SabotageTag_02 15592 ; BuildingPickup = Yes 15593 ; StealCashAmount = 800 15594 ;End 15595 Behavior = SabotageSuperweaponCrateCollide SabotageTag_03 15596 BuildingPickup = Yes 15597 End 15598 Behavior = SabotageCommandCenterCrateCollide SabotageTag_04 15599 BuildingPickup = Yes 15600 End 15601 Behavior = SabotageSupplyCenterCrateCollide SabotageTag_05 15602 BuildingPickup = Yes 15603 StealCashAmount = 1000 15604 End 15605 Behavior = SabotageMilitaryFactoryCrateCollide SabotageTag_06 15606 BuildingPickup = Yes 15607 SabotageDuration = 30000 15608 End 15609 15610 ; --- begin Death modules --- 15611 Behavior = SlowDeathBehavior ModuleTag_Death01 15612 DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA 15613 SinkDelay = 3000 15614 SinkRate = 0.5 ; in Dist/Sec 15615 DestructionDelay = 8000 15616 FX = INITIAL FX_RebelDie 15617 End 15618 Behavior = SlowDeathBehavior ModuleTag_Death02 15619 DeathTypes = NONE +CRUSHED +SPLATTED 15620 SinkDelay = 3000 15621 SinkRate = 0.5 ; in Dist/Sec 15622 DestructionDelay = 8000 15623 FX = INITIAL FX_GIDieCrushed 15624 End 15625 Behavior = SlowDeathBehavior ModuleTag_Death03 15626 DeathTypes = NONE +EXPLODED 15627 SinkDelay = 3000 15628 SinkRate = 0.5 ; in Dist/Sec 15629 DestructionDelay = 8000 15630 FX = INITIAL FX_RebelDie 15631 FlingForce = 8 15632 FlingForceVariance = 3 15633 FlingPitch = 60 15634 FlingPitchVariance = 10 15635 End 15636 Behavior = SlowDeathBehavior ModuleTag_Death04 15637 DeathTypes = NONE +BURNED 15638 DestructionDelay = 0 15639 FX = INITIAL FX_DieByFireGLA 15640 OCL = INITIAL OCL_FlamingInfantry 15641 End 15642 Behavior = SlowDeathBehavior ModuleTag_Death05 15643 DeathTypes = NONE +POISONED 15644 DestructionDelay = 0 15645 FX = INITIAL FX_DieByToxinGLA 15646 OCL = INITIAL OCL_ToxicInfantry 15647 End 15648 Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag 15649 DeathTypes = NONE +POISONED_BETA 15650 DestructionDelay = 0 15651 FX = INITIAL FX_DieByToxinGLA 15652 OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones 15653 End 15654 Behavior = SlowDeathBehavior ModuleTag_Death07 15655 DeathTypes = NONE +POISONED_GAMMA 15656 DestructionDelay = 0 15657 FX = INITIAL FX_DieByToxinGLA 15658 OCL = INITIAL OCL_ToxicInfantryGamma 15659 End 15660 ; --- end Death modules --- 15661 15662 Behavior = PoisonedBehavior ModuleTag_16 15663 PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me... 15664 PoisonDuration = 3000 ; ... for this long after last hit by poison damage 15665 End 15666 15667 ; Behavior = SpecialAbility ModuleTag_17 15668 ; SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 15669 ; UpdateModuleStartsAttack = Yes 15670 ; StartsPaused = Yes 15671 ; InitiateSound = RebelVoiceCapture 15672 ; End 15673 ; Behavior = SpecialAbilityUpdate ModuleTag_18 15674 ; SpecialPowerTemplate = SpecialAbilityRebelCaptureBuilding 15675 ; StartAbilityRange = 5.0 15676 ; UnpackTime = 3000 ; (changing this will scale anim speed) 15677 ; PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed) 15678 ; PackTime = 2000 ; (changing this will scale anim speed) 15679 ; DoCaptureFX = Yes 15680 ; AwardXPForTriggering = 12 15681 ; ;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values. 15682 ; End 15683 15684 Geometry = CYLINDER 15685 GeometryMajorRadius = 10.0 15686 GeometryMinorRadius = 10.0 15687 GeometryHeight = 12.0 15688 GeometryIsSmall = Yes 15689 Shadow = SHADOW_DECAL 15690 ShadowSizeX = 14; 15691 ShadowSizeY = 14; 15692 ShadowTexture = ShadowI; 15693 BuildCompletion = APPEARS_AT_RALLY_POINT 15694 15695 End 15696 15697 15698 15699 15700 15701 15702 15703 15704 15705 15706 15707 15708 15709 15710 15711 15712 15713 15714 15715 15716 15717 15718 15719 15720 15721 15722 15723 15724 15725 15726 15727 15728 15729 15730 ;------------------------------------------------------------------------------ 15731 Object Slth_GLATankScorpion 15732 15733 ; *** ART Parameters *** 15734 SelectPortrait = SUScorpion_L 15735 ButtonImage = SUScorpion 15736 15737 UpgradeCameo1 = Upgrade_GLAScorpionRocket 15738 UpgradeCameo2 = Upgrade_GLAAPRockets 15739 UpgradeCameo3 = Upgrade_GLAToxinShells 15740 UpgradeCameo4 = Upgrade_GLAJunkRepair 15741 ;UpgradeCameo5 = NONE 15742 15743 Draw = W3DTankDraw ModuleTag_01 15744 OkToChangeModelColor = Yes 15745 15746 ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 15747 15748 ; ------------ Normal 15749 DefaultConditionState 15750 Model = UVLiteTank 15751 Turret = Turret ; Logic twist bone is always this, both turrets are subobjects of it, as are both missile racks 15752 ; note, order-dependent: we must hide/show Missile AFTER we hide/show MissileRack! 15753 ShowSubObject = Turret01 15754 HideSubObject = MissleRack01 MissleRack02 TurretUP01; MissileRack misspelled in the Art 15755 WeaponFireFXBone = PRIMARY Muzzle 15756 WeaponRecoilBone = PRIMARY Barrel 15757 WeaponMuzzleFlash = PRIMARY MuzzleFX 15758 WeaponLaunchBone = PRIMARY Muzzle 15759 End 15760 15761 ConditionState = REALLYDAMAGED 15762 Model = UVLiteTank_d 15763 End 15764 AliasConditionState = RUBBLE 15765 15766 ; ------------ With big turret 15767 ConditionState = WEAPONSET_CRATEUPGRADE_ONE ; one or two crates is a turret switch 15768 ShowSubObject = TurretUP01 15769 HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art 15770 End 15771 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO 15772 15773 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 15774 Model = UVLiteTank_d 15775 ShowSubObject = TurretUP01 15776 HideSubObject = MissleRack01 MissleRack02 Turret01 ; MissileRack misspelled in the Art 15777 End 15778 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 15779 15780 ; ---------- With missile 15781 ConditionState = WEAPONSET_PLAYER_UPGRADE 15782 ShowSubObject = MissleRack01 Turret01 15783 HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art 15784 WeaponFireFXBone = SECONDARY WeaponA 15785 WeaponLaunchBone = SECONDARY WeaponA 15786 End 15787 15788 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 15789 Model = UVLiteTank_d 15790 ShowSubObject = MissleRack01 Turret01 15791 HideSubObject = MissleRack02 TurretUP01; MissileRack misspelled in the Art 15792 WeaponFireFXBone = SECONDARY WeaponA 15793 WeaponLaunchBone = SECONDARY WeaponA 15794 End 15795 15796 ; ---------- With missile and big turret 15797 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 15798 ShowSubObject = MissleRack01 TurretUP01 15799 HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art 15800 WeaponFireFXBone = SECONDARY WeaponA 15801 WeaponLaunchBone = SECONDARY WeaponA 15802 End 15803 15804 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 15805 Model = UVLiteTank_d 15806 ShowSubObject = MissleRack01 TurretUP01 15807 HideSubObject = MissleRack02 Turret01; MissileRack misspelled in the Art 15808 WeaponFireFXBone = SECONDARY WeaponA 15809 WeaponLaunchBone = SECONDARY WeaponA 15810 End 15811 15812 ; ---------- With two missiles and big turret 15813 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 15814 ShowSubObject = MissleRack01 MissleRack02 TurretUP01 15815 HideSubObject = Turret01; MissileRack misspelled in the Art 15816 WeaponFireFXBone = SECONDARY WeaponA 15817 WeaponLaunchBone = SECONDARY WeaponA 15818 End 15819 15820 ConditionState = WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 15821 Model = UVLiteTank_d 15822 ShowSubObject = MissleRack01 MissleRack02 TurretUP01 15823 HideSubObject = Turret01; MissileRack misspelled in the Art 15824 WeaponFireFXBone = SECONDARY WeaponA 15825 WeaponLaunchBone = SECONDARY WeaponA 15826 End 15827 15828 TrackMarks = EXTnkTrack.tga 15829 TreadAnimationRate = 2.0 ; amount of tread texture to move per second 15830 End 15831 15832 ; ***DESIGN parameters *** 15833 DisplayName = OBJECT:Scorpion 15834 Side = GLAStealthGeneral 15835 EditorSorting = VEHICLE 15836 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 15837 15838 WeaponSet 15839 Conditions = None 15840 Weapon = PRIMARY ScorpionTankGun 15841 Weapon = SECONDARY None 15842 End 15843 WeaponSet 15844 Conditions = PLAYER_UPGRADE 15845 Weapon = PRIMARY ScorpionTankGun 15846 Weapon = SECONDARY ScorpionMissileWeapon 15847 End 15848 WeaponSet 15849 Conditions = CRATEUPGRADE_ONE 15850 Weapon = PRIMARY ScorpionTankGunPlusOne 15851 Weapon = SECONDARY None 15852 End 15853 WeaponSet 15854 Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE 15855 Weapon = PRIMARY ScorpionTankGunPlusOne 15856 Weapon = SECONDARY ScorpionMissileWeapon ; No bonus at Plus One 15857 End 15858 WeaponSet 15859 Conditions = CRATEUPGRADE_TWO 15860 Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two 15861 Weapon = SECONDARY None 15862 End 15863 WeaponSet 15864 Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE 15865 Weapon = PRIMARY ScorpionTankGunPlusOne ; No further bonus at plus two 15866 Weapon = SECONDARY ScorpionMissileWeaponPlusTwo 15867 End 15868 15869 ArmorSet 15870 Conditions = None 15871 Armor = TankArmor 15872 DamageFX = TankDamageFX 15873 End 15874 BuildCost = 600 15875 BuildTime = 7.0 ;in seconds 15876 VisionRange = 125 15877 ShroudClearingRange = 300 15878 Prerequisites 15879 Object = Slth_GLAArmsDealer 15880 End 15881 15882 ExperienceValue = 60 60 120 200 ;Experience point value at each level 15883 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 15884 IsTrainable = Yes ;Can gain experience 15885 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 15886 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 15887 CommandSet = GLATankScorpionCommandSet 15888 15889 ; *** AUDIO Parameters *** 15890 VoiceSelect = ScorpionTankVoiceSelect 15891 VoiceMove = ScorpionTankVoiceMove 15892 VoiceAttack = ScorpionTankVoiceAttack 15893 SoundMoveStart = ScorpionTankMoveStart 15894 SoundMoveStartDamaged = ScorpionTankMoveStart 15895 VoiceGuard = ScorpionTankVoiceMove 15896 15897 UnitSpecificSounds 15898 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 15899 VoiceCreate = ScorpionTankVoiceCreate 15900 ;TurretMoveStart = NoSound 15901 TurretMoveLoop = TurretMoveLoop 15902 VoiceEnter = ScorpionTankVoiceMove 15903 End 15904 15905 ; *** ENGINEERING Parameters *** 15906 RadarPriority = UNIT 15907 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 15908 15909 Body = ActiveBody ModuleTag_02 15910 MaxHealth = 370.0 15911 InitialHealth = 370.0 15912 15913 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 15914 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 15915 SubdualDamageCap = 740 15916 SubdualDamageHealRate = 500 15917 SubdualDamageHealAmount = 50 15918 End 15919 15920 Behavior = AIUpdateInterface ModuleTag_03 15921 Turret 15922 TurretTurnRate = 100 15923 RecenterTime = 5000 ; how long to wait during idle before recentering 15924 ControlledWeaponSlots = PRIMARY SECONDARY 15925 End 15926 AutoAcquireEnemiesWhenIdle = Yes 15927 End 15928 Locomotor = SET_NORMAL ScorpionLocomotor 15929 Behavior = PhysicsBehavior ModuleTag_04 15930 Mass = 50.0 15931 End 15932 Behavior = AutoHealBehavior ModuleTag_05 15933 HealingAmount = 2 15934 HealingDelay = 1000 ; msec 15935 TriggeredBy = Upgrade_GLAJunkRepair 15936 End 15937 15938 ; Catch fire, and explode death 15939 Behavior = SlowDeathBehavior ModuleTag_06 15940 DeathTypes = ALL -CRUSHED -SPLATTED 15941 ProbabilityModifier = 50 15942 DestructionDelay = 2000 15943 DestructionDelayVariance = 300 15944 FX = INITIAL FX_CrusaderCatchFire 15945 OCL = FINAL OCL_ScorpionTankDeathEffect 15946 FX = FINAL FX_BattleMasterExplosionOneFinal 15947 End 15948 15949 Behavior = WeaponSetUpgrade ModuleTag_07 15950 TriggeredBy = Upgrade_GLAScorpionRocket 15951 End 15952 15953 Behavior = DestroyDie ModuleTag_09 15954 DeathTypes = NONE +CRUSHED +SPLATTED 15955 End 15956 15957 ; A crushing defeat 15958 Behavior = FXListDie ModuleTag_10 15959 DeathTypes = NONE +CRUSHED +SPLATTED 15960 DeathFX = FX_CarCrush 15961 End 15962 Behavior = CreateObjectDie ModuleTag_11 15963 DeathTypes = NONE +CRUSHED +SPLATTED 15964 CreationList = OCL_CrusaderTank_CrushEffect 15965 End 15966 Behavior = CreateCrateDie ModuleTag_12 15967 CrateData = SalvageCrateData 15968 ;CrateData = EliteTankCrateData 15969 ;CrateData = HeroicTankCrateData 15970 End 15971 15972 Behavior = TransitionDamageFX ModuleTag_13 15973 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 15974 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 15975 End 15976 15977 Behavior = FlammableUpdate ModuleTag_21 15978 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15979 AflameDamageAmount = 3 ; taking this much damage... 15980 AflameDamageDelay = 500 ; this often. 15981 End 15982 15983 Geometry = BOX 15984 GeometryMajorRadius = 14.0 15985 GeometryMinorRadius = 9.0 15986 GeometryHeight = 10.5 15987 GeometryIsSmall = Yes 15988 Shadow = SHADOW_VOLUME 15989 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 15990 15991 End 15992 15993 ;------------------------------------------------------------------------------ 15994 ;GLA Rocket Buggy 15995 Object Slth_GLAVehicleRocketBuggy 15996 15997 ; *** ART Parameters *** 15998 SelectPortrait = SURocketBuggy_L 15999 ButtonImage = SURocketBuggy 16000 16001 UpgradeCameo1 = Upgrade_GLABuggyAmmo 16002 UpgradeCameo2 = Upgrade_GLAAPRockets 16003 UpgradeCameo3 = Upgrade_GLAJunkRepair 16004 ;UpgradeCameo4 = NONE 16005 ;UpgradeCameo5 = NONE 16006 16007 Draw = W3DTruckDraw ModuleTag_01 16008 OkToChangeModelColor = Yes 16009 16010 DefaultConditionState 16011 Model = UVRockBug 16012 Turret = Turret 16013 ShowSubObject = Turret 16014 HideSubObject = TurretUp01 16015 WeaponFireFXBone = PRIMARY WeaponA 16016 WeaponLaunchBone = PRIMARY WeaponA 16017 End 16018 16019 ConditionState = REALLYDAMAGED 16020 Model = UVRockBug_D 16021 Turret = Turret 16022 ShowSubObject = Turret 16023 HideSubObject = TurretUp01 16024 WeaponFireFXBone = PRIMARY WeaponA 16025 WeaponLaunchBone = PRIMARY WeaponA 16026 End 16027 16028 ConditionState = RUBBLE 16029 Model = UVRockBug_D 16030 Turret = Turret 16031 ShowSubObject = Turret 16032 HideSubObject = TurretUp01 16033 WeaponFireFXBone = PRIMARY WeaponA 16034 WeaponLaunchBone = PRIMARY WeaponA 16035 End 16036 16037 ConditionState = WEAPONSET_PLAYER_UPGRADE 16038 Model = UVRockBug 16039 Turret = TurretUp01 16040 ShowSubObject = TurretUp01 16041 HideSubObject = Turret 16042 WeaponFireFXBone = PRIMARY WeaponB 16043 WeaponLaunchBone = PRIMARY WeaponB 16044 End 16045 16046 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 16047 Model = UVRockBug_D 16048 Turret = TurretUp01 16049 ShowSubObject = TurretUp01 16050 HideSubObject = Turret 16051 WeaponFireFXBone = PRIMARY WeaponB 16052 WeaponLaunchBone = PRIMARY WeaponB 16053 End 16054 16055 ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE 16056 Model = UVRockBug_D 16057 Turret = TurretUp01 16058 ShowSubObject = TurretUp01 16059 HideSubObject = Turret 16060 WeaponFireFXBone = PRIMARY WeaponB 16061 WeaponLaunchBone = PRIMARY WeaponB 16062 End 16063 16064 TrackMarks = EXTireTrack.tga 16065 16066 Dust = RocketBuggyDust 16067 DirtSpray = RocketBuggyDirtSpray 16068 PowerslideSpray = RocketBuggyDirtPowerSlide 16069 16070 ; These parameters are only used if the model has a separate suspension, 16071 ; and the locomotor has HasSuspension = Yes. 16072 LeftFrontTireBone = Tire01 16073 RightFrontTireBone = Tire02 16074 LeftRearTireBone = Tire03 16075 RightRearTireBone = Tire04 16076 TireRotationMultiplier = 0.2 ; this * speed = rotation. 16077 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 16078 16079 End 16080 16081 ; ***DESIGN parameters *** 16082 DisplayName = OBJECT:RocketBuggy 16083 Side = GLAStealthGeneral 16084 EditorSorting = VEHICLE 16085 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 16086 WeaponSet 16087 Conditions = None 16088 Weapon = PRIMARY BuggyRocketWeapon 16089 End 16090 WeaponSet 16091 Conditions = PLAYER_UPGRADE 16092 Weapon = PRIMARY BuggyRocketWeaponUpgraded 16093 End 16094 ArmorSet 16095 Conditions = None 16096 Armor = TruckArmor 16097 DamageFX = TankDamageFX 16098 End 16099 BuildCost = 900 16100 BuildTime = 10.0 ;in seconds 16101 VisionRange = 180 16102 ShroudClearingRange = 300 16103 Prerequisites 16104 Object = Slth_GLAArmsDealer 16105 Object = Slth_GLAPalace 16106 End 16107 16108 ExperienceValue = 50 50 100 150 ;Experience point value at each level 16109 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 16110 IsTrainable = Yes ;Can gain experience 16111 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16112 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16113 CommandSet = GLAVehicleRocketBuggyCommandSet 16114 16115 ; *** AUDIO Parameters *** 16116 VoiceSelect = RocketBuggyVoiceSelect 16117 VoiceMove = RocketBuggyVoiceMove 16118 VoiceAttack = RocketBuggyVoiceAttack 16119 SoundMoveStart = RocketBuggyMoveStart 16120 SoundMoveStartDamaged = RocketBuggyMoveStart 16121 VoiceGuard = RocketBuggyVoiceMove 16122 16123 16124 UnitSpecificSounds 16125 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16126 VoiceCreate = RocketBuggyVoiceCreate 16127 TurretMoveStart = NoSound 16128 TurretMoveLoop = TurretMoveLoop 16129 ; Required for the W3DTruckDraw module 16130 TruckLandingSound = RocketBuggyLand 16131 TruckPowerslideSound = RocketBuggyPowerslide 16132 VoiceCrush = RocketBuggyVoiceCrush 16133 VoiceEnter = RocketBuggyVoiceMove 16134 End 16135 16136 ; *** ENGINEERING Parameters *** 16137 RadarPriority = UNIT 16138 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE 16139 16140 Body = ActiveBody ModuleTag_02 16141 MaxHealth = 120 16142 InitialHealth = 120 16143 16144 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16145 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16146 SubdualDamageCap = 240 16147 SubdualDamageHealRate = 500 16148 SubdualDamageHealAmount = 50 16149 End 16150 Behavior = AIUpdateInterface ModuleTag_03 16151 Turret 16152 TurretTurnRate = 90 16153 ControlledWeaponSlots = PRIMARY 16154 End 16155 AutoAcquireEnemiesWhenIdle = Yes 16156 End 16157 Locomotor = SET_NORMAL RocketBuggyLocomotor 16158 Behavior = PhysicsBehavior ModuleTag_04 16159 Mass = 50.0 16160 End 16161 16162 ; The pop up AirDeath 16163 Behavior = SlowDeathBehavior ModuleTag_05 16164 DeathTypes = ALL -CRUSHED -SPLATTED 16165 ProbabilityModifier = 5 16166 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 16167 DestructionDelay = 0 16168 FX = INITIAL FX_BuggyNewDeathExplosion 16169 OCL = FINAL OCL_RocketBuggyAirDeathStart 16170 End 16171 16172 Behavior = AutoHealBehavior ModuleTag_08 16173 HealingAmount = 2 16174 HealingDelay = 1000 ; msec 16175 TriggeredBy = Upgrade_GLAJunkRepair 16176 End 16177 16178 Behavior = WeaponSetUpgrade ModuleTag_09 16179 TriggeredBy = Upgrade_GLABuggyAmmo 16180 End 16181 16182 Behavior = DestroyDie ModuleTag_11 16183 DeathTypes = NONE +CRUSHED +SPLATTED 16184 End 16185 16186 ; A crushing defeat 16187 Behavior = FXListDie ModuleTag_12 16188 DeathTypes = NONE +CRUSHED +SPLATTED 16189 DeathFX = FX_CarCrush 16190 End 16191 Behavior = CreateObjectDie ModuleTag_13 16192 DeathTypes = NONE +CRUSHED +SPLATTED 16193 CreationList = OCL_RocketBuggy_CrushEffect 16194 End 16195 Behavior = CreateCrateDie ModuleTag_14 16196 CrateData = SalvageCrateData 16197 ;CrateData = EliteTankCrateData 16198 ;CrateData = HeroicTankCrateData 16199 End 16200 16201 Behavior = TransitionDamageFX ModuleTag_15 16202 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 16203 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 16204 End 16205 16206 Behavior = FlammableUpdate ModuleTag_21 16207 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16208 AflameDamageAmount = 3 ; taking this much damage... 16209 AflameDamageDelay = 500 ; this often. 16210 End 16211 16212 Geometry = BOX 16213 GeometryMajorRadius = 13.0 16214 GeometryMinorRadius = 9.0 16215 GeometryHeight = 7.5 16216 GeometryIsSmall = Yes 16217 16218 Shadow = SHADOW_VOLUME 16219 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 16220 16221 End 16222 16223 16224 16225 16226 16227 ;------------------------------------------------------------------------------ 16228 ;GLA Combat Bike 16229 Object Slth_GLAVehicleCombatBike 16230 16231 ; *** ART Parameters *** 16232 SelectPortrait = SUComBike_L 16233 ButtonImage = SUComBike 16234 16235 UpgradeCameo1 = Upgrade_GLAJunkRepair 16236 ;UpgradeCameo2 = NONE 16237 ;UpgradeCameo3 = NONE 16238 ;UpgradeCameo4 = NONE 16239 ;UpgradeCameo5 = NONE 16240 16241 16242 Draw = W3DTruckDraw ModuleTag_01 16243 OkToChangeModelColor = Yes 16244 16245 ;Normal Bike 16246 ;------------------------------ 16247 DefaultConditionState 16248 Model = UVComBike 16249 WeaponFireFXBone = PRIMARY Muzzle_B 16250 WeaponLaunchBone = PRIMARY RocketFX03 16251 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 16252 ParticleSysBone = SMOKE CombatBikeSmokeLight 16253 16254 HideSubObject = BOMBBIKE ; Hide from all states except terrorist (rider 5) 16255 16256 16257 End 16258 AliasConditionState RIDER1 16259 AliasConditionState RIDER1 MOVING 16260 AliasConditionState RIDER6 16261 AliasConditionState RIDER6 MOVING 16262 AliasConditionState RIDER7 16263 AliasConditionState RIDER7 MOVING 16264 ConditionState = REALLYDAMAGED 16265 Model = UVComBike_d 16266 End 16267 AliasConditionState RIDER1 REALLYDAMAGED 16268 AliasConditionState RIDER1 MOVING REALLYDAMAGED 16269 AliasConditionState RIDER6 REALLYDAMAGED 16270 AliasConditionState RIDER6 MOVING REALLYDAMAGED 16271 AliasConditionState RIDER7 REALLYDAMAGED 16272 AliasConditionState RIDER7 MOVING REALLYDAMAGED 16273 16274 ConditionState = TOPPLED 16275 Model = UVComBike_F 16276 Animation = UVComBike_F.UVComBike_F 16277 AnimationMode = ONCE 16278 End 16279 ConditionState = TOPPLED REALLYDAMAGED 16280 Model = UVComBike_dF 16281 Animation = UVComBike_DF.UVComBike_DF 16282 AnimationMode = ONCE 16283 End 16284 16285 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 16286 Model = UVComBike_A1 16287 Animation = UVComBike_A1.UVComBike_A1 16288 AnimationMode = ONCE 16289 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16290 End 16291 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT 16292 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT 16293 ConditionState = RIDER1 MOVING CENTER_TO_LEFT REALLYDAMAGED 16294 Model = UVComBike_A1d 16295 Animation = UVComBike_A1D.UVComBike_A1D 16296 AnimationMode = ONCE 16297 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16298 End 16299 AliasConditionState RIDER6 MOVING CENTER_TO_LEFT REALLYDAMAGED 16300 AliasConditionState RIDER7 MOVING CENTER_TO_LEFT REALLYDAMAGED 16301 16302 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 16303 Model = UVComBike_A1 16304 Animation = UVComBike_A1.UVComBike_A1 16305 AnimationMode = ONCE_BACKWARDS 16306 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16307 End 16308 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER 16309 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER 16310 ConditionState = RIDER1 MOVING LEFT_TO_CENTER REALLYDAMAGED 16311 Model = UVComBike_A1d 16312 Animation = UVComBike_A1D.UVComBike_A1D 16313 AnimationMode = ONCE_BACKWARDS 16314 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16315 End 16316 AliasConditionState RIDER6 MOVING LEFT_TO_CENTER REALLYDAMAGED 16317 AliasConditionState RIDER7 MOVING LEFT_TO_CENTER REALLYDAMAGED 16318 16319 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 16320 Model = UVComBike_A2 16321 Animation = UVComBike_A2.UVComBike_A2 16322 AnimationMode = ONCE 16323 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16324 End 16325 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT 16326 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT 16327 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16328 Model = UVComBike_A2d 16329 Animation = UVComBike_A2D.UVComBike_A2D 16330 AnimationMode = ONCE 16331 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16332 End 16333 AliasConditionState RIDER6 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16334 AliasConditionState RIDER7 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16335 16336 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 16337 Model = UVComBike_A2 16338 Animation = UVComBike_A2.UVComBike_A2 16339 AnimationMode = ONCE_BACKWARDS 16340 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16341 End 16342 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER 16343 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER 16344 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16345 Model = UVComBike_A2d 16346 Animation = UVComBike_A2D.UVComBike_A2D 16347 AnimationMode = ONCE_BACKWARDS 16348 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16349 End 16350 AliasConditionState RIDER6 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16351 AliasConditionState RIDER7 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16352 16353 16354 16355 16356 16357 16358 ;Terror Bike 16359 ;------------------------------ 16360 ConditionState RIDER5 16361 Model = UVComBike 16362 WeaponFireFXBone = PRIMARY Muzzle_B 16363 WeaponLaunchBone = PRIMARY RocketFX03 16364 WeaponMuzzleFlash = PRIMARY MuzzleFX_B 16365 ParticleSysBone = SMOKE CombatBikeSmokeLight 16366 ShowSubObject = BOMBBIKE 16367 End 16368 AliasConditionState RIDER5 MOVING 16369 16370 ConditionState = REALLYDAMAGED RIDER5 16371 Model = UVComBike_d 16372 ShowSubObject = BOMBBIKE 16373 End 16374 AliasConditionState RIDER5 MOVING REALLYDAMAGED 16375 16376 ConditionState = TOPPLED RIDER5 16377 Model = UVComBike_F 16378 Animation = UVComBike_F.UVComBike_F 16379 AnimationMode = ONCE 16380 ShowSubObject = BOMBBIKE 16381 End 16382 ConditionState = TOPPLED REALLYDAMAGED RIDER5 16383 Model = UVComBike_dF 16384 Animation = UVComBike_DF.UVComBike_DF 16385 AnimationMode = ONCE 16386 ShowSubObject = BOMBBIKE 16387 End 16388 16389 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 16390 Model = UVComBike_A1 16391 Animation = UVComBike_A1.UVComBike_A1 16392 AnimationMode = ONCE 16393 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16394 ShowSubObject = BOMBBIKE 16395 End 16396 16397 ConditionState = RIDER5 MOVING CENTER_TO_LEFT REALLYDAMAGED 16398 Model = UVComBike_A1d 16399 Animation = UVComBike_A1D.UVComBike_A1D 16400 AnimationMode = ONCE 16401 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16402 ShowSubObject = BOMBBIKE 16403 End 16404 16405 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 16406 Model = UVComBike_A1 16407 Animation = UVComBike_A1.UVComBike_A1 16408 AnimationMode = ONCE_BACKWARDS 16409 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16410 ShowSubObject = BOMBBIKE 16411 End 16412 16413 ConditionState = RIDER5 MOVING LEFT_TO_CENTER REALLYDAMAGED 16414 Model = UVComBike_A1d 16415 Animation = UVComBike_A1D.UVComBike_A1D 16416 AnimationMode = ONCE_BACKWARDS 16417 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16418 ShowSubObject = BOMBBIKE 16419 End 16420 16421 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 16422 Model = UVComBike_A2 16423 Animation = UVComBike_A2.UVComBike_A2 16424 AnimationMode = ONCE 16425 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16426 ShowSubObject = BOMBBIKE 16427 End 16428 16429 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16430 Model = UVComBike_A2d 16431 Animation = UVComBike_A2D.UVComBike_A2D 16432 AnimationMode = ONCE 16433 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16434 ShowSubObject = BOMBBIKE 16435 End 16436 16437 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 16438 Model = UVComBike_A2 16439 Animation = UVComBike_A2.UVComBike_A2 16440 AnimationMode = ONCE_BACKWARDS 16441 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16442 ShowSubObject = BOMBBIKE 16443 End 16444 16445 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16446 Model = UVComBike_A2d 16447 Animation = UVComBike_A2D.UVComBike_A2D 16448 AnimationMode = ONCE_BACKWARDS 16449 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16450 ShowSubObject = BOMBBIKE 16451 End 16452 16453 16454 16455 ;Gun Bike 16456 ;------------------------------ 16457 ConditionState = RIDER2 16458 Model = UVComBikeG 16459 End 16460 AliasConditionState RIDER2 MOVING 16461 AliasConditionState RIDER4 16462 AliasConditionState RIDER4 MOVING 16463 ConditionState = RIDER2 REALLYDAMAGED 16464 Model = UVComBikeG_d 16465 End 16466 AliasConditionState RIDER2 MOVING REALLYDAMAGED 16467 AliasConditionState RIDER4 REALLYDAMAGED 16468 AliasConditionState RIDER4 MOVING REALLYDAMAGED 16469 16470 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 16471 Model = UVComBikeG 16472 Animation = UVComBikeG_A1.UVComBikeG_A1 16473 AnimationMode = ONCE 16474 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16475 End 16476 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT 16477 ConditionState = RIDER2 MOVING CENTER_TO_LEFT REALLYDAMAGED 16478 Model = UVComBikeG_d 16479 Animation = UVComBikeG_A1.UVComBikeG_A1 16480 AnimationMode = ONCE 16481 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16482 End 16483 AliasConditionState RIDER4 MOVING CENTER_TO_LEFT REALLYDAMAGED 16484 16485 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 16486 Model = UVComBikeG 16487 Animation = UVComBikeG_A1.UVComBikeG_A1 16488 AnimationMode = ONCE_BACKWARDS 16489 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16490 End 16491 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER 16492 ConditionState = RIDER2 MOVING LEFT_TO_CENTER REALLYDAMAGED 16493 Model = UVComBikeG_d 16494 Animation = UVComBikeG_A1.UVComBikeG_A1 16495 AnimationMode = ONCE_BACKWARDS 16496 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16497 End 16498 AliasConditionState RIDER4 MOVING LEFT_TO_CENTER REALLYDAMAGED 16499 16500 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 16501 Model = UVComBikeG 16502 Animation = UVComBikeG_A2.UVComBikeG_A2 16503 AnimationMode = ONCE 16504 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16505 End 16506 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT 16507 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16508 Model = UVComBikeG_d 16509 Animation = UVComBikeG_A2.UVComBikeG_A2 16510 AnimationMode = ONCE 16511 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16512 End 16513 AliasConditionState RIDER4 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16514 16515 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 16516 Model = UVComBikeG 16517 Animation = UVComBikeG_A2.UVComBikeG_A2 16518 AnimationMode = ONCE_BACKWARDS 16519 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16520 End 16521 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER 16522 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16523 Model = UVComBikeG_d 16524 Animation = UVComBikeG_A2.UVComBikeG_A2 16525 AnimationMode = ONCE_BACKWARDS 16526 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16527 End 16528 AliasConditionState RIDER4 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16529 16530 ;Missile Bike 16531 ;------------------------------ 16532 ConditionState = RIDER3 16533 Model = UVComBikeTN 16534 End 16535 AliasConditionState RIDER3 MOVING 16536 ConditionState = RIDER3 REALLYDAMAGED 16537 Model = UVComBikeTN_d 16538 End 16539 AliasConditionState RIDER3 MOVING REALLYDAMAGED 16540 16541 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 16542 Model = UVComBikeTN_A1 16543 Animation = UVComBikeTN_A1.UVComBikeTN_A1 16544 AnimationMode = ONCE 16545 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16546 End 16547 ConditionState = RIDER3 MOVING CENTER_TO_LEFT REALLYDAMAGED 16548 Model = UVComBikeTN_A1d 16549 Animation = UVComBikeTN_A1D.UVComBikeTN_A1D 16550 AnimationMode = ONCE 16551 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16552 End 16553 16554 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 16555 Model = UVComBikeTN_A1 16556 Animation = UVComBikeTN_A1.UVComBikeTN_A1 16557 AnimationMode = ONCE_BACKWARDS 16558 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16559 End 16560 ConditionState = RIDER3 MOVING LEFT_TO_CENTER REALLYDAMAGED 16561 Model = UVComBikeTN_A1d 16562 Animation = UVComBikeTN_A1D.UVComBikeTN_A1D 16563 AnimationMode = ONCE_BACKWARDS 16564 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16565 End 16566 16567 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 16568 Model = UVComBikeTN_A2 16569 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 16570 AnimationMode = ONCE 16571 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16572 End 16573 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT REALLYDAMAGED 16574 Model = UVComBikeTN_A2d 16575 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 16576 AnimationMode = ONCE 16577 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16578 End 16579 16580 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 16581 Model = UVComBikeTN_A2 16582 Animation = UVComBikeTN_A2.UVComBikeTN_A2 16583 AnimationMode = ONCE_BACKWARDS 16584 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16585 End 16586 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER REALLYDAMAGED 16587 Model = UVComBikeTN_A2d 16588 Animation = UVComBikeTN_A2D.UVComBikeTN_A2D 16589 AnimationMode = ONCE_BACKWARDS 16590 ParticleSysBone = SMOKE CombatBikeSmokeHeavy 16591 End 16592 16593 TrackMarks = EXTireTrack03.tga 16594 16595 Dust = CombatBikeDust 16596 DirtSpray = CombatBikeDirtSpray 16597 PowerslideSpray = CombatBikeDirtPowerSlide 16598 16599 ; These parameters are only used if the model has a separate suspension, 16600 ; and the locomotor has HasSuspension = Yes. 16601 LeftFrontTireBone = Tire01 16602 LeftRearTireBone = Tire00 16603 TireRotationMultiplier = 0.2 ; this * speed = rotation. 16604 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 16605 16606 End 16607 16608 Draw = W3DModelDraw ModuleTag_Rider01 16609 OkToChangeModelColor = Yes 16610 16611 DefaultConditionState 16612 ;************************************************** 16613 ;*** Must have a default model in order to see 16614 ;*** house color!!! 16615 ;************************************************** 16616 Model = UIWrkr_SKN 16617 ;WeaponFireFXBone = PRIMARY Muzzle 16618 ;WeaponLaunchBone = PRIMARY Muzzle 16619 WeaponMuzzleFlash = PRIMARY MuzzleFX 16620 End 16621 AliasConditionState MOVING 16622 16623 ;Worker animations 16624 ;----------------------- 16625 ConditionState = RIDER1 16626 Model = UIWrkr_SKN 16627 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 16628 AnimationMode = LOOP 16629 End 16630 ConditionState = RIDER1 MOVING 16631 Model = UIWrkr_SKN 16632 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 16633 AnimationMode = LOOP 16634 End 16635 ConditionState = RIDER1 MOVING CENTER_TO_LEFT 16636 Model = UIWrkr_SKN 16637 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 16638 AnimationMode = ONCE 16639 End 16640 ConditionState = RIDER1 MOVING LEFT_TO_CENTER 16641 Model = UIWrkr_SKN 16642 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 16643 AnimationMode = ONCE_BACKWARDS 16644 End 16645 ConditionState = RIDER1 MOVING CENTER_TO_RIGHT 16646 Model = UIWrkr_SKN 16647 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 16648 AnimationMode = ONCE 16649 End 16650 ConditionState = RIDER1 MOVING RIGHT_TO_CENTER 16651 Model = UIWrkr_SKN 16652 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 16653 AnimationMode = ONCE_BACKWARDS 16654 End 16655 16656 16657 ;Rebel animations 16658 ;----------------------- 16659 ConditionState = RIDER2 16660 Model = UIRGrd_SKN 16661 Animation = UIRGrd_SKL.UIRGrd_CmBk_A5 16662 AnimationMode = LOOP 16663 End 16664 ConditionState = RIDER2 MOVING 16665 Model = UIRGrd_SKN 16666 Animation = UIRGrd_SKL.UIRGrd_CmBk_A4 16667 AnimationMode = LOOP 16668 End 16669 ConditionState = RIDER2 MOVING CENTER_TO_LEFT 16670 Model = UIRGrd_SKN 16671 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 16672 AnimationMode = ONCE 16673 End 16674 ConditionState = RIDER2 MOVING LEFT_TO_CENTER 16675 Model = UIRGrd_SKN 16676 Animation = UIRGrd_SKL.UIRGrd_CmBk_A1 16677 AnimationMode = ONCE_BACKWARDS 16678 End 16679 ConditionState = RIDER2 MOVING CENTER_TO_RIGHT 16680 Model = UIRGrd_SKN 16681 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 16682 AnimationMode = ONCE 16683 End 16684 ConditionState = RIDER2 MOVING RIGHT_TO_CENTER 16685 Model = UIRGrd_SKN 16686 Animation = UIRGrd_SKL.UIRGrd_CmBk_A2 16687 AnimationMode = ONCE_BACKWARDS 16688 End 16689 16690 ;RPG Trooper animations 16691 ;----------------------- 16692 ConditionState = RIDER3 16693 Model = UITunF_SKN2 16694 Animation = UITunF_SKL.UITunF_CmBk_A5 16695 AnimationMode = LOOP 16696 End 16697 ConditionState = RIDER3 MOVING 16698 Model = UITunF_SKN2 16699 Animation = UITunF_SKL.UITunF_CmBk_A4 16700 AnimationMode = LOOP 16701 End 16702 ConditionState = RIDER3 MOVING CENTER_TO_LEFT 16703 Model = UITunF_SKN2 16704 Animation = UITunF_SKL.UITunF_CmBk_A1 16705 AnimationMode = ONCE 16706 End 16707 ConditionState = RIDER3 MOVING LEFT_TO_CENTER 16708 Model = UITunF_SKN2 16709 Animation = UITunF_SKL.UITunF_CmBk_A1 16710 AnimationMode = ONCE_BACKWARDS 16711 End 16712 ConditionState = RIDER3 MOVING CENTER_TO_RIGHT 16713 Model = UITunF_SKN2 16714 Animation = UITunF_SKL.UITunF_CmBk_A2 16715 AnimationMode = ONCE 16716 End 16717 ConditionState = RIDER3 MOVING RIGHT_TO_CENTER 16718 Model = UITunF_SKN2 16719 Animation = UITunF_SKL.UITunF_CmBk_A2 16720 AnimationMode = ONCE_BACKWARDS 16721 End 16722 16723 ;Jarmen Kell animations 16724 ;----------------------- 16725 ConditionState = RIDER4 16726 Model = UIHERO_SKN 16727 Animation = UIHERO_SKL.UIHERO_CmBk_A5 16728 AnimationMode = LOOP 16729 End 16730 ConditionState = RIDER4 MOVING 16731 Model = UIHERO_SKN 16732 Animation = UIHERO_SKL.UIHERO_CmBk_A4 16733 AnimationMode = LOOP 16734 End 16735 ConditionState = RIDER4 MOVING CENTER_TO_LEFT 16736 Model = UIHERO_SKN 16737 Animation = UIHERO_SKL.UIHERO_CmBk_A1 16738 AnimationMode = ONCE 16739 End 16740 ConditionState = RIDER4 MOVING LEFT_TO_CENTER 16741 Model = UIHERO_SKN 16742 Animation = UIHERO_SKL.UIHERO_CmBk_A1 16743 AnimationMode = ONCE_BACKWARDS 16744 End 16745 ConditionState = RIDER4 MOVING CENTER_TO_RIGHT 16746 Model = UIHERO_SKN 16747 Animation = UIHERO_SKL.UIHERO_CmBk_A2 16748 AnimationMode = ONCE 16749 End 16750 ConditionState = RIDER4 MOVING RIGHT_TO_CENTER 16751 Model = UIHERO_SKN 16752 Animation = UIHERO_SKL.UIHERO_CmBk_A2 16753 AnimationMode = ONCE_BACKWARDS 16754 End 16755 16756 ;Terrorist animations 16757 ;----------------------- 16758 ConditionState = RIDER5 16759 Model = UITer_Local_SKN 16760 Animation = UITer_Local_SKL.UITER_Local_A5 16761 AnimationMode = LOOP 16762 End 16763 ConditionState = RIDER5 MOVING 16764 Model = UITer_Local_SKN 16765 Animation = UITer_Local_SKL.UITER_Local_A4 16766 AnimationMode = LOOP 16767 End 16768 ConditionState = RIDER5 MOVING CENTER_TO_LEFT 16769 Model = UITer_Local_SKN 16770 Animation = UITer_Local_SKL.UITER_Local_A1 16771 AnimationMode = ONCE 16772 End 16773 ConditionState = RIDER5 MOVING LEFT_TO_CENTER 16774 Model = UITer_Local_SKN 16775 Animation = UITer_Local_SKL.UITER_Local_A1 16776 AnimationMode = ONCE_BACKWARDS 16777 End 16778 ConditionState = RIDER5 MOVING CENTER_TO_RIGHT 16779 Model = UITer_Local_SKN 16780 Animation = UITer_Local_SKL.UITER_Local_A2 16781 AnimationMode = ONCE 16782 End 16783 ConditionState = RIDER5 MOVING RIGHT_TO_CENTER 16784 Model = UITer_Local_SKN 16785 Animation = UITer_Local_SKL.UITER_Local_A2 16786 AnimationMode = ONCE_BACKWARDS 16787 End 16788 16789 ;Hijacker animations 16790 ;----------------------- 16791 ConditionState = RIDER6 16792 Model = UIHJCK_SKN 16793 Animation = UIHJCK_SKL.UIHJACK_CmBk_A5 16794 AnimationMode = LOOP 16795 End 16796 ConditionState = RIDER6 MOVING 16797 Model = UIHJCK_SKN 16798 Animation = UIHJCK_SKL.UIHJACK_CmBk_A4 16799 AnimationMode = LOOP 16800 End 16801 ConditionState = RIDER6 MOVING CENTER_TO_LEFT 16802 Model = UIHJCK_SKN 16803 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 16804 AnimationMode = ONCE 16805 End 16806 ConditionState = RIDER6 MOVING LEFT_TO_CENTER 16807 Model = UIHJCK_SKN 16808 Animation = UIHJCK_SKL.UIHJACK_CmBk_A1 16809 AnimationMode = ONCE_BACKWARDS 16810 End 16811 ConditionState = RIDER6 MOVING CENTER_TO_RIGHT 16812 Model = UIHJCK_SKN 16813 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 16814 AnimationMode = ONCE 16815 End 16816 ConditionState = RIDER6 MOVING RIGHT_TO_CENTER 16817 Model = UIHJCK_SKN 16818 Animation = UIHJCK_SKL.UIHJACK_CmBk_A2 16819 AnimationMode = ONCE_BACKWARDS 16820 End 16821 16822 ;Saboteur animations 16823 ;----------------------- 16824 ConditionState = RIDER7 16825 Model = UISabotr_SKN 16826 Animation = UIWrkr_SKL.UIWrkr_CmBk_A5 16827 AnimationMode = LOOP 16828 End 16829 ConditionState = RIDER7 MOVING 16830 Model = UISabotr_SKN 16831 Animation = UIWrkr_SKL.UIWrkr_CmBk_A4 16832 AnimationMode = LOOP 16833 End 16834 ConditionState = RIDER7 MOVING CENTER_TO_LEFT 16835 Model = UISabotr_SKN 16836 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 16837 AnimationMode = ONCE 16838 End 16839 ConditionState = RIDER7 MOVING LEFT_TO_CENTER 16840 Model = UISabotr_SKN 16841 Animation = UIWrkr_SKL.UIWrkr_CmBk_A1 16842 AnimationMode = ONCE_BACKWARDS 16843 End 16844 ConditionState = RIDER7 MOVING CENTER_TO_RIGHT 16845 Model = UISabotr_SKN 16846 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 16847 AnimationMode = ONCE 16848 End 16849 ConditionState = RIDER7 MOVING RIGHT_TO_CENTER 16850 Model = UISabotr_SKN 16851 Animation = UIWrkr_SKL.UIWrkr_CmBk_A2 16852 AnimationMode = ONCE_BACKWARDS 16853 End 16854 16855 ConditionState = TOPPLED 16856 Model = None 16857 End 16858 AliasConditionState TOPPLED MOVING 16859 16860 End 16861 16862 ; ***DESIGN parameters *** 16863 DisplayName = OBJECT:CombatBike 16864 Side = GLAStealthGeneral 16865 EditorSorting = VEHICLE 16866 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 16867 WeaponSet 16868 Conditions = None 16869 Weapon = PRIMARY NONE 16870 End 16871 WeaponSet 16872 Conditions = WEAPON_RIDER2 16873 Weapon = PRIMARY GLARebelBikerMachineGun 16874 End 16875 WeaponSet 16876 Conditions = WEAPON_RIDER3 16877 Weapon = PRIMARY TunnelDefenderBikerRocketWeapon 16878 End 16879 WeaponSet 16880 Conditions = WEAPON_RIDER4 16881 Weapon = PRIMARY GLABikerKellSniperRifle 16882 Weapon = SECONDARY GLAJarmenKellVehiclePilotSniperRifle 16883 AutoChooseSources = SECONDARY NONE 16884 End 16885 WeaponSet 16886 ;Kill himself so we can use FireWeaponWhenDead to fire the real weapon -- and use UNRESISTABLE 16887 ;damage to do ini logic for type of death to play -- unresistable for success. 16888 Conditions = WEAPON_RIDER5 16889 Weapon = PRIMARY TerroristSuicideWeapon 16890 End 16891 ArmorSet 16892 Conditions = None 16893 Armor = TruckArmor 16894 DamageFX = TankDamageFX 16895 End 16896 BuildCost = 550 16897 BuildTime = 4.0 ;in seconds 16898 VisionRange = 180 16899 ShroudClearingRange = 300 16900 Prerequisites 16901 Object = Slth_GLAArmsDealer 16902 End 16903 16904 ExperienceValue = 50 50 100 150 ;Experience point value at each level 16905 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 16906 IsTrainable = Yes ;Can gain experience 16907 ;CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 16908 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 16909 ;CommandSet = Slth_GLAVehicleCombatBikeCommandSet ****COMMANDSET is overwritten in RiderChangeContain! 16910 16911 ; *** AUDIO Parameters *** 16912 VoiceSelect = CombatCycleVoiceSelect 16913 VoiceMove = CombatCycleVoiceMove 16914 VoiceAttack = CombatCycleVoiceAttack 16915 SoundMoveStart = CombatBikeMoveStart 16916 SoundMoveStartDamaged = CombatBikeMoveStart 16917 VoiceGuard = CombatCycleVoiceMove 16918 SoundEnter = CombatCycleSwitchRider 16919 16920 16921 UnitSpecificSounds 16922 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 16923 VoiceCreate = CombatCycleVoiceCreate 16924 TurretMoveStart = NoSound 16925 TurretMoveLoop = TurretMoveLoop 16926 ; Required for the W3DTruckDraw module 16927 TruckLandingSound = RocketBuggyLand 16928 TruckPowerslideSound = CombatBikeMoveStart 16929 VoiceCrush = CombatCycleVoiceMove 16930 VoiceEnter = CombatCycleVoiceMove 16931 End 16932 16933 ; *** ENGINEERING Parameters *** 16934 RadarPriority = UNIT 16935 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE CLIFF_JUMPER 16936 16937 Body = ActiveBody ModuleTag_02 16938 MaxHealth = 100 16939 InitialHealth = 100 16940 16941 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 16942 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 16943 SubdualDamageCap = 200 16944 SubdualDamageHealRate = 500 16945 SubdualDamageHealAmount = 50 16946 End 16947 Behavior = AIUpdateInterface ModuleTag_03 16948 Turret 16949 TurretTurnRate = 0 ; turn rate, in degrees per sec 16950 NaturalTurretAngle = 0 16951 ControlledWeaponSlots = PRIMARY SECONDARY 16952 End 16953 AutoAcquireEnemiesWhenIdle = No 16954 End 16955 Locomotor = SET_NORMAL CombatBikeGroundLocomotor CombatBikeCliffLocomotor 16956 Locomotor = SET_SLUGGISH CombatBikeTerroristGroundLocomotor CombatBikeTerroristCliffLocomotor 16957 Behavior = PhysicsBehavior ModuleTag_04 16958 Mass = 15.0 16959 End 16960 16961 Behavior = SlowDeathBehavior DeathTag_04 16962 ExemptStatus = STATUS_RIDER1 STATUS_RIDER2 STATUS_RIDER3 STATUS_RIDER4 STATUS_RIDER5 STATUS_RIDER6 STATUS_RIDER7 16963 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 16964 DestructionDelay = 0 16965 FX = INITIAL FX_BuggyNewDeathExplosion 16966 OCL = FINAL OCL_CombatBikeAirDeathStart 16967 End 16968 Behavior = SlowDeathBehavior DeathTag_05 16969 RequiredStatus = STATUS_RIDER1 16970 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 16971 DestructionDelay = 0 16972 FX = INITIAL FX_BuggyNewDeathExplosion 16973 OCL = INITIAL OCL_WorkerFlyingOffBikeDeathStart 16974 OCL = FINAL OCL_CombatBikeAirDeathStart 16975 End 16976 Behavior = SlowDeathBehavior DeathTag_06 16977 RequiredStatus = STATUS_RIDER2 16978 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 16979 DestructionDelay = 0 16980 FX = INITIAL FX_BuggyNewDeathExplosion 16981 OCL = INITIAL OCL_RebelFlyingOffBikeDeathStart 16982 OCL = FINAL OCL_CombatBikeAirDeathStart 16983 End 16984 Behavior = SlowDeathBehavior DeathTag_07 16985 RequiredStatus = STATUS_RIDER3 16986 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 16987 DestructionDelay = 0 16988 FX = INITIAL FX_BuggyNewDeathExplosion 16989 OCL = INITIAL OCL_TunnelDefenderFlyingOffBikeDeathStart 16990 OCL = FINAL OCL_CombatBikeAirDeathStart 16991 End 16992 Behavior = SlowDeathBehavior DeathTag_08 16993 RequiredStatus = STATUS_RIDER4 16994 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 16995 DestructionDelay = 0 16996 FX = INITIAL FX_BuggyNewDeathExplosion 16997 OCL = INITIAL OCL_JarmenKellFlyingOffBikeDeathStart 16998 OCL = FINAL OCL_CombatBikeAirDeathStart 16999 End 17000 Behavior = SlowDeathBehavior DeathTag_09 17001 RequiredStatus = STATUS_RIDER5 17002 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 17003 DestructionDelay = 0 17004 FX = INITIAL FX_BuggyNewDeathExplosion 17005 OCL = INITIAL OCL_TerroristFlyingOffBikeDeathStart 17006 OCL = FINAL OCL_CombatBikeAirDeathStart 17007 End 17008 Behavior = SlowDeathBehavior DeathTag_10 17009 RequiredStatus = STATUS_RIDER6 17010 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 17011 DestructionDelay = 0 17012 FX = INITIAL FX_BuggyNewDeathExplosion 17013 OCL = INITIAL OCL_HijackerFlyingOffBikeDeathStart 17014 OCL = FINAL OCL_CombatBikeAirDeathStart 17015 End 17016 Behavior = SlowDeathBehavior DeathTag_11 17017 RequiredStatus = STATUS_RIDER7 17018 DeathTypes = ALL -CRUSHED -SPLATTED -TOPPLED 17019 DestructionDelay = 0 17020 FX = INITIAL FX_BuggyNewDeathExplosion 17021 OCL = INITIAL OCL_SaboteurFlyingOffBikeDeathStart 17022 OCL = FINAL OCL_CombatBikeAirDeathStart 17023 End 17024 17025 Behavior = AutoHealBehavior ModuleTag_08 17026 HealingAmount = 2 17027 HealingDelay = 1000 ; msec 17028 TriggeredBy = Upgrade_GLAJunkRepair 17029 End 17030 17031 Behavior = WeaponSetUpgrade ModuleTag_09 17032 TriggeredBy = Upgrade_GLABuggyAmmo 17033 End 17034 17035 ;Create the hulk after the toppling is complete (not killed until topple anim finished). 17036 Behavior = CreateObjectDie ModuleTag_10 17037 DeathTypes = NONE +TOPPLED 17038 CreationList = OCL_CombatBike_ToppledHulk 17039 End 17040 17041 Behavior = DestroyDie ModuleTag_11 17042 DeathTypes = NONE +CRUSHED +SPLATTED +TOPPLED 17043 End 17044 17045 ; A crushing defeat 17046 Behavior = FXListDie ModuleTag_12 17047 DeathTypes = NONE +CRUSHED +SPLATTED 17048 DeathFX = FX_CarCrush 17049 End 17050 Behavior = CreateObjectDie ModuleTag_13 17051 DeathTypes = NONE +CRUSHED +SPLATTED 17052 CreationList = OCL_RocketBuggy_CrushEffect 17053 End 17054 Behavior = CreateCrateDie ModuleTag_14 17055 CrateData = SalvageCrateData 17056 ;CrateData = EliteTankCrateData 17057 ;CrateData = HeroicTankCrateData 17058 End 17059 17060 Behavior = TransitionDamageFX ModuleTag_15 17061 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 17062 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 17063 End 17064 17065 Behavior = RiderChangeContain ModuleTag_16 17066 ;A list of each valid rider that is allowed to ride this object. Each rider is 17067 ;assigned a modelcondition state, a weaponset flag, an object status bit, and 17068 ;a commandset override. The actual object is hidden inside the container so the 17069 ;visible rider is fluff. Also riders are deleted (not killed) when the bike is 17070 ;destroyed, so all deaths must be OCLs on the bike. 17071 Rider1 = Slth_GLAInfantryWorker RIDER1 WEAPON_RIDER1 STATUS_RIDER1 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 17072 Rider2 = Slth_GLAInfantryRebel RIDER2 WEAPON_RIDER2 STATUS_RIDER2 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 17073 Rider3 = Slth_GLAInfantryTunnelDefender RIDER3 WEAPON_RIDER3 STATUS_RIDER3 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 17074 Rider4 = Slth_GLAInfantryJarmenKell RIDER4 WEAPON_RIDER4 STATUS_RIDER4 GLAVehicleCombatBikeJarmenKellCommandSet SET_NORMAL 17075 Rider5 = Slth_GLAInfantryTerrorist RIDER5 WEAPON_RIDER5 STATUS_RIDER5 GLAVehicleCombatBikeDefaultCommandSet SET_SLUGGISH 17076 Rider6 = Slth_GLAInfantryHijacker RIDER6 WEAPON_RIDER6 STATUS_RIDER6 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 17077 Rider7 = Slth_GLAInfantrySaboteur RIDER7 WEAPON_RIDER7 STATUS_RIDER7 GLAVehicleCombatBikeDefaultCommandSet SET_NORMAL 17078 ScuttleDelay = 1500 17079 ScuttleStatus = TOPPLED 17080 17081 ;Standard TransportContain stuff 17082 Slots = 1 17083 InitialPayload = Slth_GLAInfantryRebel 1 17084 ScatterNearbyOnExit = No 17085 HealthRegen%PerSec = 0 17086 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. 17087 BurnedDeathToUnits = No ; And no Burned death. 17088 AllowInsideKindOf = INFANTRY 17089 ExitDelay = 250 17090 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 17091 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 17092 End 17093 17094 Behavior = AnimationSteeringUpdate ModuleTag_17 17095 MinTransitionTime = 300 17096 End 17097 17098 Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death18 17099 RequiredStatus = STATUS_RIDER5 17100 DeathWeapon = SuicideBikeBomb 17101 StartsActive = Yes 17102 DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED 17103 End 17104 17105 Behavior = StealthUpdate ModuleTag_19 17106 UseRiderStealth = Yes 17107 ;StealthDelay = 2000 ; msec 17108 ;StealthForbiddenConditions = ATTACKING 17109 ;InnateStealth = Yes 17110 ;OrderIdleEnemiesToAttackMeUponReveal = Yes 17111 End 17112 17113 Behavior = FlammableUpdate ModuleTag_21 17114 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17115 AflameDamageAmount = 3 ; taking this much damage... 17116 AflameDamageDelay = 500 ; this often. 17117 End 17118 17119 Geometry = BOX 17120 GeometryMajorRadius = 11.0 17121 GeometryMinorRadius = 2.5 17122 GeometryHeight = 7.5 17123 GeometryIsSmall = Yes 17124 17125 Shadow = SHADOW_VOLUME 17126 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 17127 17128 End 17129 17130 17131 ;------------------------------------------------------------------------------ 17132 Object Slth_GLAVehicleQuadCannon 17133 17134 ; *** ART Parameters *** 17135 SelectPortrait = SUQuadCannon_L 17136 ButtonImage = SUQuadCannon 17137 17138 UpgradeCameo1 = Upgrade_GLAAPBullets 17139 UpgradeCameo2 = Upgrade_GLAJunkRepair 17140 ;UpgradeCameo3 = XXX 17141 ;UpgradeCameo4 = XXX 17142 ;UpgradeCameo5 = XXX 17143 17144 Draw = W3DTankTruckDraw ModuleTag_01 17145 OkToChangeModelColor = Yes 17146 17147 ConditionState = NONE 17148 Model = UVQuadCann 17149 Turret = TURRET 17150 TurretPitch = TURRETEL 17151 WeaponFireFXBone = PRIMARY BarrelMS 17152 WeaponMuzzleFlash = PRIMARY BarrelFX 17153 WeaponRecoilBone = PRIMARY Barrel 17154 WeaponFireFXBone = SECONDARY BarrelMS 17155 WeaponMuzzleFlash = SECONDARY BarrelFX 17156 WeaponRecoilBone = SECONDARY Barrel 17157 ShowSubObject = TURRET 17158 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash 17159 End 17160 17161 ConditionState = REALLYDAMAGED 17162 Model = UVQuadCann_D 17163 Turret = TURRET 17164 TurretPitch = TURRETEL 17165 WeaponFireFXBone = PRIMARY BarrelMS 17166 WeaponMuzzleFlash = PRIMARY BarrelFX 17167 WeaponRecoilBone = PRIMARY Barrel 17168 WeaponFireFXBone = SECONDARY BarrelMS 17169 WeaponMuzzleFlash = SECONDARY BarrelFX 17170 WeaponRecoilBone = SECONDARY Barrel 17171 ShowSubObject = TURRET 17172 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 17173 End 17174 17175 ConditionState = RUBBLE 17176 Model = UVQuadCann_D 17177 Turret = TURRET 17178 TurretPitch = TURRETEL 17179 WeaponFireFXBone = PRIMARY BarrelMS 17180 WeaponMuzzleFlash = PRIMARY BarrelFX 17181 WeaponRecoilBone = PRIMARY Barrel 17182 WeaponFireFXBone = SECONDARY BarrelMS 17183 WeaponMuzzleFlash = SECONDARY BarrelFX 17184 WeaponRecoilBone = SECONDARY Barrel 17185 ShowSubObject = TURRET 17186 HideSubObject = TURRETUP01 TURRETUP02 BarrelFX01 BarrelFX02 BarrelFX03 BarrelFX04 17187 End 17188 17189 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 17190 Model = UVQuadCann 17191 Turret = TURRETUP01 17192 TurretPitch = TURRETEL01 17193 WeaponFireFXBone = PRIMARY BarrelUp01MS 17194 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 17195 WeaponRecoilBone = PRIMARY BarrelUp01 17196 WeaponFireFXBone = SECONDARY BarrelUp01MS 17197 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 17198 WeaponRecoilBone = SECONDARY BarrelUp01 17199 ShowSubObject = TURRETUP01 17200 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 17201 End 17202 17203 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 17204 Model = UVQuadCann 17205 Turret = TURRETUP01 17206 TurretPitch = TURRETEL01 17207 WeaponFireFXBone = PRIMARY BarrelUp01MS 17208 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 17209 WeaponRecoilBone = PRIMARY BarrelUp01 17210 WeaponFireFXBone = SECONDARY BarrelUp01MS 17211 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 17212 WeaponRecoilBone = SECONDARY BarrelUp01 17213 ShowSubObject = TURRETUP01 17214 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 17215 End 17216 17217 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE 17218 Model = UVQuadCann 17219 Turret = TURRETUP01 17220 TurretPitch = TURRETEL01 17221 WeaponFireFXBone = PRIMARY BarrelUp01MS 17222 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 17223 WeaponRecoilBone = PRIMARY BarrelUp01 17224 WeaponFireFXBone = SECONDARY BarrelUp01MS 17225 WeaponMuzzleFlash = SECONDARY BarrelUp01FX 17226 WeaponRecoilBone = SECONDARY BarrelUp01 17227 ShowSubObject = TURRETUP01 17228 HideSubObject = TURRET TURRETUP02 BarrelUp01FX01 BarrelUp01FX02 BarrelUp01FX03 BarrelUp01FX04 17229 End 17230 17231 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 17232 Model = UVQuadCann 17233 Turret = TURRETUP02 17234 TurretPitch = TURRETEL02 17235 WeaponFireFXBone = PRIMARY BarrelUp02MS 17236 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 17237 WeaponRecoilBone = PRIMARY BarrelUp02 17238 WeaponFireFXBone = SECONDARY BarrelUp02MS 17239 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 17240 WeaponRecoilBone = SECONDARY BarrelUp02 17241 ShowSubObject = TURRETUP02 17242 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 17243 End 17244 17245 ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 17246 Model = UVQuadCann_D 17247 Turret = TURRETUP02 17248 TurretPitch = TURRETEL02 17249 WeaponFireFXBone = PRIMARY BarrelUp02MS 17250 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 17251 WeaponRecoilBone = PRIMARY BarrelUp02 17252 WeaponFireFXBone = SECONDARY BarrelUp02MS 17253 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 17254 WeaponRecoilBone = SECONDARY BarrelUp02 17255 ShowSubObject = TURRETUP02 17256 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 17257 End 17258 17259 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE 17260 Model = UVQuadCann_D 17261 Turret = TURRETUP02 17262 TurretPitch = TURRETEL02 17263 WeaponFireFXBone = PRIMARY BarrelUp02MS 17264 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 17265 WeaponRecoilBone = PRIMARY BarrelUp02 17266 WeaponFireFXBone = SECONDARY BarrelUp02MS 17267 WeaponMuzzleFlash = SECONDARY BarrelUp02FX 17268 WeaponRecoilBone = SECONDARY BarrelUp02 17269 ShowSubObject = TURRETUP02 17270 HideSubObject = TURRETUP01 TURRET BarrelUp02FX01 BarrelUp02FX02 BarrelUp02FX03 BarrelUp02FX04 17271 End 17272 17273 TrackMarks = EXTnkTrack.tga 17274 17275 TreadAnimationRate = 2.0; amount of tread texture to move per second 17276 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 17277 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 17278 17279 Dust = RocketBuggyDust 17280 DirtSpray = RocketBuggyDirtSpray 17281 17282 ; These parameters are only used if the model has a separate suspension, 17283 ; and the locomotor has HasSuspension = Yes. 17284 LeftFrontTireBone = Tire01 17285 RightFrontTireBone = Tire02 17286 TireRotationMultiplier = 0.2 ; this * speed = rotation. 17287 PowerslideRotationAddition = 0 ; This unit doesn't powerslide. 17288 End 17289 17290 ; ***DESIGN parameters *** 17291 DisplayName = OBJECT:QuadCannon 17292 Side = GLAStealthGeneral 17293 EditorSorting = VEHICLE 17294 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 17295 WeaponSet 17296 Conditions = None 17297 Weapon = PRIMARY QuadCannonGun 17298 Weapon = SECONDARY QuadCannonGunAir 17299 End 17300 WeaponSet 17301 Conditions = CRATEUPGRADE_ONE 17302 Weapon = PRIMARY QuadCannonGunUpgradeOne 17303 Weapon = SECONDARY QuadCannonGunUpgradeOneAir 17304 End 17305 WeaponSet 17306 Conditions = CRATEUPGRADE_TWO 17307 Weapon = PRIMARY QuadCannonGunUpgradeTwo 17308 Weapon = SECONDARY QuadCannonGunUpgradeTwoAir 17309 End 17310 ArmorSet 17311 Conditions = None 17312 Armor = HumveeArmor 17313 DamageFX = TankDamageFX 17314 End 17315 BuildCost = 700 17316 BuildTime = 6.0 ;in seconds 17317 VisionRange = 150 17318 ShroudClearingRange = 300 17319 Prerequisites 17320 Object = Slth_GLAArmsDealer 17321 End 17322 17323 CommandSet = Slth_GLAVehicleQuadCannon 17324 17325 ExperienceValue = 50 50 100 150 ;Experience point value at each level 17326 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 17327 IsTrainable = Yes ;Can gain experience 17328 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 17329 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 17330 17331 ; *** AUDIO Parameters *** 17332 VoiceSelect = QuadCannonVoiceSelect 17333 VoiceMove = QuadCannonVoiceMove 17334 VoiceAttack = QuadCannonVoiceAttack 17335 VoiceAttackAir = QuadCannonVoiceAttackAir 17336 SoundMoveStart = QuadCannonMoveStart 17337 SoundMoveStartDamaged = QuadCannonMoveStart 17338 VoiceGuard = QuadCannonVoiceMove 17339 UnitSpecificSounds 17340 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 17341 VoiceCreate = QuadCannonVoiceCreate 17342 TurretMoveStart = NoSound 17343 TurretMoveLoop = TurretMoveLoop 17344 ; Required for the W3DTruckDraw module 17345 TruckLandingSound = NoSound 17346 TruckPowerslideSound = NoSound 17347 VoiceSalvage = QuadCannonVoiceSalvage 17348 VoiceCrush = QuadCannonVoiceCrush 17349 VoiceEnter = QuadCannonVoiceMove 17350 End 17351 17352 17353 ; *** ENGINEERING Parameters *** 17354 RadarPriority = UNIT 17355 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE 17356 17357 Body = ActiveBody ModuleTag_02 17358 MaxHealth = 300.0 17359 InitialHealth = 300.0 17360 17361 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 17362 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 17363 SubdualDamageCap = 440 17364 SubdualDamageHealRate = 500 17365 SubdualDamageHealAmount = 50 17366 End 17367 17368 Behavior = AIUpdateInterface ModuleTag_03 17369 Turret 17370 TurretTurnRate = 360 17371 TurretPitchRate = 360 17372 AllowsPitch = Yes 17373 ControlledWeaponSlots = PRIMARY SECONDARY 17374 End 17375 AutoAcquireEnemiesWhenIdle = Yes Stealthed 17376 MoodAttackCheckRate = 250 17377 End 17378 17379 Locomotor = SET_NORMAL QuadCannonLocomotor 17380 17381 Behavior = PhysicsBehavior ModuleTag_04 17382 Mass = 40.0 17383 End 17384 17385 ; Catch fire, and explode death 17386 Behavior = SlowDeathBehavior ModuleTag_05 17387 DeathTypes = ALL -CRUSHED -SPLATTED 17388 ProbabilityModifier = 411 17389 DestructionDelay = 150 17390 DestructionDelayVariance = 250 17391 OCL = FINAL OCL_QuadCannonDeathEffect 17392 FX = FINAL FX_BattleMasterExplosionOneFinal 17393 End 17394 17395 Behavior = AutoHealBehavior ModuleTag_06 17396 HealingAmount = 2 17397 HealingDelay = 1000 ; msec 17398 TriggeredBy = Upgrade_GLAJunkRepair 17399 End 17400 17401 Behavior = FlammableUpdate ModuleTag_08 17402 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17403 AflameDamageAmount = 3 ; taking this much damage... 17404 AflameDamageDelay = 500 ; this often. 17405 End 17406 17407 Behavior = TransitionDamageFX ModuleTag_09 17408 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 17409 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 17410 End 17411 17412 17413 ; A crushing defeat 17414 Behavior = FXListDie ModuleTag_10 17415 DeathTypes = NONE +CRUSHED +SPLATTED 17416 DeathFX = FX_CarCrush 17417 End 17418 17419 Behavior = CreateCrateDie ModuleTag_11 17420 CrateData = SalvageCrateData 17421 ;CrateData = EliteTankCrateData 17422 ;CrateData = HeroicTankCrateData 17423 End 17424 17425 Behavior = WeaponBonusUpgrade ModuleTag_12 17426 TriggeredBy = Upgrade_GLAAPBullets 17427 End 17428 17429 Behavior = DestroyDie ModuleTag_13 17430 DeathTypes = NONE +CRUSHED +SPLATTED 17431 End 17432 17433 Geometry = BOX 17434 GeometryMajorRadius = 18.0 17435 GeometryMinorRadius = 7.0 17436 GeometryHeight = 11.5 17437 GeometryIsSmall = No 17438 Shadow = SHADOW_VOLUME 17439 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 17440 17441 End 17442 17443 ;------------------------------------------------------------------------------ 17444 ;Also called Toxin Tractor && ToxinTractor 17445 Object Slth_GLAVehicleToxinTruck 17446 17447 ; *** ART Parameters *** 17448 SelectPortrait = SUToxinTractor_L 17449 ButtonImage = SUToxinTractor 17450 17451 UpgradeCameo1 = Upgrade_GLAAnthraxBeta 17452 UpgradeCameo2 = Upgrade_GLAJunkRepair 17453 ;UpgradeCameo3 = NONE 17454 ;UpgradeCameo4 = NONE 17455 ;UpgradeCameo5 = NONE 17456 17457 Draw = W3DTruckDraw ModuleTag_01 17458 OkToChangeModelColor = Yes 17459 17460 DefaultConditionState 17461 Model = UVToxinTrk 17462 Turret = Turret 17463 TurretPitch = TurretEL 17464 ShowSubObject = Turret 17465 HideSubObject = TurretUP01 TurretUP02 17466 WeaponFireFXBone = PRIMARY WeaponA 17467 WeaponLaunchBone = PRIMARY WeaponA 17468 WeaponFireFXBone = SECONDARY Spigot 17469 WeaponLaunchBone = SECONDARY Spigot 17470 End 17471 AliasConditionState WEAPONSET_PLAYER_UPGRADE 17472 17473 ConditionState = USING_WEAPON_B 17474 Model = UVToxinTrk 17475 ParticleSysBone = none ToxinPuddleContinuous 17476 END 17477 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE 17478 Model = UVToxinTrk 17479 ParticleSysBone = none AnthraxPuddleContinuous 17480 END 17481 17482 ConditionState = REALLYDAMAGED 17483 Model = UVToxinTrk_D 17484 End 17485 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 17486 AliasConditionState RUBBLE 17487 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE 17488 17489 ConditionState = USING_WEAPON_B REALLYDAMAGED 17490 Model = UVToxinTrk_D 17491 ParticleSysBone = none ToxinPuddleContinuous 17492 END 17493 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE 17494 Model = UVToxinTrk_D 17495 ParticleSysBone = none AnthraxPuddleContinuous 17496 END 17497 17498 ; -------------- Turret change #1 17499 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 17500 Turret = TurretUP01 17501 TurretPitch = TurretEL01 17502 ShowSubObject = TurretUP01 17503 HideSubObject = Turret TurretUP02 17504 WeaponFireFXBone = PRIMARY WeaponB 17505 WeaponLaunchBone = PRIMARY WeaponB 17506 End 17507 AliasConditionState WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 17508 17509 ConditionState = USING_WEAPON_B WEAPONSET_CRATEUPGRADE_ONE 17510 Turret = TurretUP01 17511 TurretPitch = TurretEL01 17512 ShowSubObject = TurretUP01 17513 HideSubObject = Turret TurretUP02 17514 WeaponFireFXBone = PRIMARY WeaponB 17515 WeaponLaunchBone = PRIMARY WeaponB 17516 ParticleSysBone = none ToxinPuddleContinuous 17517 END 17518 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 17519 Turret = TurretUP01 17520 TurretPitch = TurretEL01 17521 ShowSubObject = TurretUP01 17522 HideSubObject = Turret TurretUP02 17523 WeaponFireFXBone = PRIMARY WeaponB 17524 WeaponLaunchBone = PRIMARY WeaponB 17525 ParticleSysBone = none AnthraxPuddleContinuous 17526 END 17527 17528 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 17529 Model = UVToxinTrk_D 17530 Turret = TurretUP01 17531 TurretPitch = TurretEL01 17532 ShowSubObject = TurretUP01 17533 HideSubObject = Turret TurretUP02 17534 WeaponFireFXBone = PRIMARY WeaponB 17535 WeaponLaunchBone = PRIMARY WeaponB 17536 End 17537 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 17538 AliasConditionState RUBBLE WEAPONSET_CRATEUPGRADE_ONE 17539 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_ONE 17540 17541 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 17542 Model = UVToxinTrk_D 17543 Turret = TurretUP01 17544 TurretPitch = TurretEL01 17545 ShowSubObject = TurretUP01 17546 HideSubObject = Turret TurretUP02 17547 WeaponFireFXBone = PRIMARY WeaponB 17548 WeaponLaunchBone = PRIMARY WeaponB 17549 ParticleSysBone = none ToxinPuddleContinuous 17550 END 17551 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_ONE 17552 Model = UVToxinTrk_D 17553 Turret = TurretUP01 17554 TurretPitch = TurretEL01 17555 ShowSubObject = TurretUP01 17556 HideSubObject = Turret TurretUP02 17557 WeaponFireFXBone = PRIMARY WeaponB 17558 WeaponLaunchBone = PRIMARY WeaponB 17559 ParticleSysBone = none AnthraxPuddleContinuous 17560 END 17561 17562 ; -------------- Turret change #2 17563 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 17564 Turret = TurretUP02 17565 TurretPitch = TurretEL02 17566 ShowSubObject = TurretUP02 17567 HideSubObject = TurretUP01 Turret 17568 WeaponFireFXBone = PRIMARY WeaponC 17569 WeaponLaunchBone = PRIMARY WeaponC 17570 End 17571 AliasConditionState WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 17572 17573 ConditionState = USING_WEAPON_B WEAPONSET_CRATEUPGRADE_TWO 17574 Turret = TurretUP02 17575 TurretPitch = TurretEL02 17576 ShowSubObject = TurretUP02 17577 HideSubObject = TurretUP01 Turret 17578 WeaponFireFXBone = PRIMARY WeaponC 17579 WeaponLaunchBone = PRIMARY WeaponC 17580 ParticleSysBone = none ToxinPuddleContinuous 17581 END 17582 ConditionState = USING_WEAPON_B WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 17583 Turret = TurretUP02 17584 TurretPitch = TurretEL02 17585 ShowSubObject = TurretUP02 17586 HideSubObject = TurretUP01 Turret 17587 WeaponFireFXBone = PRIMARY WeaponC 17588 WeaponLaunchBone = PRIMARY WeaponC 17589 ParticleSysBone = none AnthraxPuddleContinuous 17590 END 17591 17592 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 17593 Model = UVToxinTrk_D 17594 Turret = TurretUP02 17595 TurretPitch = TurretEL02 17596 ShowSubObject = TurretUP02 17597 HideSubObject = TurretUP01 Turret 17598 WeaponFireFXBone = PRIMARY WeaponC 17599 WeaponLaunchBone = PRIMARY WeaponC 17600 End 17601 AliasConditionState REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 17602 AliasConditionState RUBBLE WEAPONSET_CRATEUPGRADE_TWO 17603 AliasConditionState WEAPONSET_PLAYER_UPGRADE RUBBLE WEAPONSET_CRATEUPGRADE_TWO 17604 17605 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 17606 Model = UVToxinTrk_D 17607 Turret = TurretUP02 17608 TurretPitch = TurretEL02 17609 ShowSubObject = TurretUP02 17610 HideSubObject = TurretUP01 Turret 17611 WeaponFireFXBone = PRIMARY WeaponC 17612 WeaponLaunchBone = PRIMARY WeaponC 17613 ParticleSysBone = none ToxinPuddleContinuous 17614 END 17615 ConditionState = USING_WEAPON_B REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE WEAPONSET_CRATEUPGRADE_TWO 17616 Model = UVToxinTrk_D 17617 Turret = TurretUP02 17618 TurretPitch = TurretEL02 17619 ShowSubObject = TurretUP02 17620 HideSubObject = TurretUP01 Turret 17621 WeaponFireFXBone = PRIMARY WeaponC 17622 WeaponLaunchBone = PRIMARY WeaponC 17623 ParticleSysBone = none AnthraxPuddleContinuous 17624 END 17625 17626 TrackMarks = EXTireTrack.tga 17627 LeftFrontTireBone = Tire01 17628 RightFrontTireBone = Tire02 17629 LeftRearTireBone = Tire03 17630 RightRearTireBone = Tire04 17631 17632 TireRotationMultiplier = 0.2 ; this * speed = rotation. 17633 PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. 17634 17635 Dust = RocketBuggyDust 17636 DirtSpray = RocketBuggyDirtSpray 17637 17638 End 17639 17640 ; ***DESIGN parameters *** 17641 DisplayName = OBJECT:ToxinTruck 17642 Side = GLAStealthGeneral 17643 EditorSorting = VEHICLE 17644 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 17645 17646 WeaponSet 17647 Conditions = None 17648 Weapon = PRIMARY ToxinTruckGun 17649 Weapon = SECONDARY ToxinTruckSprayer 17650 AutoChooseSources = SECONDARY NONE ;Special attack only 17651 End 17652 WeaponSet 17653 Conditions = PLAYER_UPGRADE 17654 Weapon = PRIMARY ToxinTruckGunUpgraded 17655 Weapon = SECONDARY ToxinTruckSprayerUpgraded 17656 AutoChooseSources = SECONDARY NONE ;Special attack only 17657 End 17658 WeaponSet 17659 Conditions = CRATEUPGRADE_ONE 17660 Weapon = PRIMARY ToxinTruckGunPlusOne 17661 Weapon = SECONDARY ToxinTruckSprayerPlusOne 17662 AutoChooseSources = SECONDARY NONE ;Special attack only 17663 End 17664 WeaponSet 17665 Conditions = CRATEUPGRADE_ONE PLAYER_UPGRADE 17666 Weapon = PRIMARY ToxinTruckGunUpgradedPlusOne 17667 Weapon = SECONDARY ToxinTruckSprayerUpgradedPlusOne 17668 AutoChooseSources = SECONDARY NONE ;Special attack only 17669 End 17670 WeaponSet 17671 Conditions = CRATEUPGRADE_TWO 17672 Weapon = PRIMARY ToxinTruckGunPlusTwo 17673 Weapon = SECONDARY ToxinTruckSprayerPlusTwo 17674 AutoChooseSources = SECONDARY NONE ;Special attack only 17675 End 17676 WeaponSet 17677 Conditions = CRATEUPGRADE_TWO PLAYER_UPGRADE 17678 Weapon = PRIMARY ToxinTruckGunUpgradedPlusTwo 17679 Weapon = SECONDARY ToxinTruckSprayerUpgradedPlusTwo 17680 AutoChooseSources = SECONDARY NONE ;Special attack only 17681 End 17682 17683 ArmorSet 17684 Conditions = None 17685 Armor = ToxinTruckArmor 17686 DamageFX = TruckDamageFX 17687 End 17688 BuildCost = 600 17689 BuildTime = 5.0 ;in seconds 17690 VisionRange = 100 17691 ShroudClearingRange = 200 17692 Prerequisites 17693 Object = Slth_GLAArmsDealer 17694 End 17695 17696 ExperienceValue = 50 50 100 150 ;Experience point value at each level 17697 ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level 17698 IsTrainable = Yes ;Can gain experience 17699 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 17700 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 17701 CommandSet = GLAVehicleToxinTruckCommandSet 17702 17703 ; *** AUDIO Parameters *** 17704 VoiceSelect = ToxinTractorVoiceSelect 17705 VoiceMove = ToxinTractorVoiceMove 17706 VoiceGuard = ToxinTractorVoiceMove 17707 VoiceAttack = ToxinTractorVoiceAttack 17708 SoundMoveStart = ToxinTractorMoveStart 17709 SoundMoveStartDamaged = ToxinTractorMoveStart 17710 17711 UnitSpecificSounds 17712 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 17713 VoiceCreate = ToxinTractorVoiceCreate 17714 TurretMoveStart = NoSound 17715 TurretMoveLoop = TurretMoveLoop 17716 TruckLandingSound = NoSound 17717 TruckPowerslideSound = NoSound 17718 VoiceCrush = ToxinTractorVoiceCrush 17719 VoiceEnter = ToxinTractorVoiceMove 17720 VoicePoisonLocation = ToxinTractorVoiceAttackContam 17721 17722 End 17723 17724 ; *** ENGINEERING Parameters *** 17725 RadarPriority = UNIT 17726 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 17727 17728 Body = ActiveBody ModuleTag_02 17729 MaxHealth = 240.0 17730 InitialHealth = 240.0 17731 17732 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 17733 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 17734 SubdualDamageCap = 480 17735 SubdualDamageHealRate = 500 17736 SubdualDamageHealAmount = 50 17737 End 17738 17739 Behavior = AIUpdateInterface ModuleTag_03 17740 AutoAcquireEnemiesWhenIdle = Yes 17741 Turret 17742 TurretTurnRate = 180 17743 TurretPitchRate = 180 17744 AllowsPitch = Yes 17745 MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) 17746 TurretFireAngleSweep = PRIMARY 8 17747 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn 17748 ControlledWeaponSlots = PRIMARY 17749 End 17750 End 17751 Locomotor = SET_NORMAL ToxinTruckLocomotor 17752 Behavior = PhysicsBehavior ModuleTag_04 17753 Mass = 50.0 17754 End 17755 17756 Behavior = SlowDeathBehavior ModuleTag_05 17757 DeathTypes = ALL -CRUSHED -SPLATTED 17758 ProbabilityModifier = 5 17759 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 17760 DestructionDelay = 0 17761 DestructionDelayVariance = 200 17762 FX = INITIAL FX_ToxinTractorDie 17763 OCL = INITIAL OCL_ToxinTractorDeathEffect 17764 FX = FINAL FX_ToxinTruckExplosionOneFinal 17765 End 17766 Behavior = InstantDeathBehavior ModuleTag_06 17767 DeathTypes = NONE +CRUSHED +SPLATTED 17768 FX = FX_CarCrush 17769 OCL = OCL_CrusaderTank_CrushEffect 17770 End 17771 17772 Behavior = CreateCrateDie ModuleTag_07 17773 CrateData = SalvageCrateData 17774 ;CrateData = EliteTankCrateData 17775 ;CrateData = HeroicTankCrateData 17776 End 17777 17778 Behavior = WeaponSetUpgrade ModuleTag_08 17779 ; the Toxin Tractor gets this upgrade if we either buy the upgrade, 17780 ; or if it gets HEROIC status 17781 TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_Veterancy_HEROIC 17782 End 17783 17784 Behavior = TransitionDamageFX ModuleTag_11 17785 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 17786 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 17787 End 17788 17789 Behavior = AutoHealBehavior ModuleTag_12 17790 HealingAmount = 2 17791 HealingDelay = 1000 ; msec 17792 TriggeredBy = Upgrade_GLAJunkRepair 17793 End 17794 17795 Behavior = FlammableUpdate ModuleTag_21 17796 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17797 AflameDamageAmount = 3 ; taking this much damage... 17798 AflameDamageDelay = 500 ; this often. 17799 End 17800 17801 Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_13 17802 WeaponSlot = SECONDARY 17803 ConflictsWith = Upgrade_GLAAnthraxBeta Upgrade_Veterancy_HEROIC 17804 OCL = OCL_PoisonFieldMedium 17805 MinShotsToCreateOCL = 4 17806 OCLLifetimePerSecond = 10000 17807 OCLLifetimeMaxCap = 180000 17808 End 17809 Behavior = FireOCLAfterWeaponCooldownUpdate ModuleTag_14 17810 WeaponSlot = SECONDARY 17811 TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_Veterancy_HEROIC 17812 OCL = OCL_PoisonFieldUpgradedMedium 17813 MinShotsToCreateOCL = 4 17814 OCLLifetimePerSecond = 10000 17815 OCLLifetimeMaxCap = 180000 17816 End 17817 17818 Behavior = FireWeaponWhenDeadBehavior ModuleTag_15 ;These two make the right damage field at death 17819 DeathWeapon = ToxinShellWeapon 17820 StartsActive = Yes 17821 ConflictsWith = Upgrade_GLAAnthraxBeta 17822 End 17823 Behavior = FireWeaponWhenDeadBehavior ModuleTag_16 17824 DeathWeapon = ToxinShellWeaponUpgraded 17825 StartsActive = No 17826 TriggeredBy = Upgrade_GLAAnthraxBeta 17827 End 17828 17829 Geometry = BOX 17830 GeometryMajorRadius = 13.0 17831 GeometryMinorRadius = 9.0 17832 GeometryHeight = 10.0 ; set to make the projectile stream look right 17833 GeometryIsSmall = Yes 17834 Shadow = SHADOW_VOLUME 17835 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 17836 17837 End 17838 17839 17840 17841 17842 ;------------------------------------------------------------------------------ 17843 Object Slth_GLAVehicleBombTruck 17844 17845 ; *** ART Parameters *** 17846 SelectPortrait = SUBombTruck_L 17847 ButtonImage = SUBombTruck 17848 17849 UpgradeCameo1 = Upgrade_GLABombTruckHighExplosiveBomb 17850 UpgradeCameo2 = Upgrade_GLABombTruckBioBomb 17851 UpgradeCameo3 = Upgrade_GLAJunkRepair 17852 ;UpgradeCameo4 = NONE 17853 ;UpgradeCameo5 = NONE 17854 17855 17856 Draw = W3DTruckDraw ModuleTag_01 17857 OkToChangeModelColor = Yes 17858 TrackMarks = EXTireTrack.tga 17859 17860 DefaultConditionState 17861 Model = UVBMBTRUK 17862 Animation = UVBMBTRUK.UVBMBTRUK 17863 AnimationMode = LOOP 17864 17865 ;Display the default bombload -- and the upgrades will handle the rest! 17866 HideSubObject = Bombload02 Bombload03 Bombload04 17867 End 17868 17869 ConditionState = REALLYDAMAGED 17870 Model = UVBMBTRUK_D 17871 Animation = UVBMBTRUK_D.UVBMBTRUK_D 17872 AnimationMode = LOOP 17873 End 17874 17875 ConditionState = RUBBLE 17876 Model = UVBMBTRUK_D 17877 End 17878 17879 LeftFrontTireBone = Tire01 17880 RightFrontTireBone = Tire02 17881 MidLeftFrontTireBone = Tire03 17882 MidRightFrontTireBone = Tire04 17883 LeftRearTireBone = Tire05 17884 RightRearTireBone = Tire06 17885 TireRotationMultiplier = 0.2 ; this * speed = rotation. 17886 17887 Dust = RocketBuggyDust 17888 DirtSpray = RocketBuggyDirtSpray 17889 PowerslideSpray = RocketBuggyDirtPowerSlide 17890 17891 End 17892 17893 ; ***DESIGN parameters *** 17894 DisplayName = OBJECT:BombTruck 17895 Side = GLAStealthGeneral 17896 EditorSorting = VEHICLE 17897 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 17898 WeaponSet 17899 Conditions = None 17900 Weapon = PRIMARY SuicideWeapon 17901 End 17902 ArmorSet 17903 Conditions = None 17904 Armor = TruckArmor 17905 DamageFX = TruckDamageFX 17906 End 17907 BuildCost = 1200 17908 BuildTime = 15.0 ;in seconds 17909 VisionRange = 150 ; Used in attack move targeting 17910 ShroudClearingRange = 200 17911 Prerequisites 17912 Object = Slth_GLAArmsDealer 17913 Object = Slth_GLAPalace 17914 End 17915 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 17916 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 17917 CommandSet = Slth_GLAVehicleBombTruckCommandSet 17918 17919 ; *** AUDIO Parameters *** 17920 VoiceSelect = BombTruckVoiceSelect 17921 VoiceMove = BombTruckVoiceMove 17922 VoiceGuard = BombTruckVoiceMove 17923 VoiceAttack = BombTruckVoiceAttack 17924 SoundMoveStart = BombTruckMoveStart 17925 SoundMoveStartDamaged = BombTruckMoveStart 17926 UnitSpecificSounds 17927 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 17928 VoiceCreate = BombTruckVoiceCreate 17929 TurretMoveStart = NoSound 17930 TurretMoveLoop = NoSound 17931 TruckLandingSound = RocketBuggyLand 17932 TruckPowerslideSound = NoSound 17933 DisguiseStarted = BombTruckDisguiseStarted 17934 DisguiseRevealedSuccess = BombTruckDisguiseRevealedSuccess 17935 DisguiseRevealedFailure = BombTruckDisguiseRevealedFailure 17936 VoiceEnter = BombTruckVoiceMove 17937 End 17938 17939 ; *** ENGINEERING Parameters *** 17940 RadarPriority = UNIT 17941 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE DISGUISER CANNOT_RETALIATE 17942 17943 Body = ActiveBody ModuleTag_02 17944 MaxHealth = 220.0 17945 InitialHealth = 220.0 17946 17947 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 17948 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 17949 SubdualDamageCap = 440 17950 SubdualDamageHealRate = 500 17951 SubdualDamageHealAmount = 50 17952 End 17953 17954 ExperienceValue = 50 50 50 50 ; Experience point value at each level 17955 IsTrainable = No 17956 17957 ;Kris: Um, bomb trucks don't gain experience. 17958 ;Behavior = VeterancyGainCreate ModuleTag_03 17959 ; StartingLevel = VETERAN 17960 ;End 17961 17962 Behavior = AIUpdateInterface ModuleTag_04 17963 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS 17964 End 17965 Locomotor = SET_NORMAL BombTruckLocomotor 17966 17967 Behavior = PhysicsBehavior ModuleTag_05 17968 Mass = 40.0 17969 End 17970 17971 Behavior = AutoHealBehavior ModuleTag_06 17972 HealingAmount = 2 17973 HealingDelay = 1000 ; msec 17974 TriggeredBy = Upgrade_GLAJunkRepair 17975 End 17976 17977 Behavior = ProductionUpdate ModuleTag_07 17978 ; nothing 17979 End 17980 17981 Behavior = SlowDeathBehavior ModuleTag_08 17982 DeathTypes = ALL -CRUSHED -SPLATTED 17983 ProbabilityModifier = 5 17984 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 17985 DestructionDelay = 0 17986 DestructionDelayVariance = 200 17987 FX = FINAL FX_BuggyNewDeathExplosion 17988 OCL = FINAL OCL_BombTruckDeathEffect 17989 End 17990 17991 ;Behavior = DestroyDie 17992 ;nothing 17993 ;End 17994 17995 17996 ;************************************************************************************************ 17997 ;* WHICH BOMB DO WE USE??? 17998 ;* We have 2 damage possibilities -- (normal OR high explosive) 17999 ;* So part 1 is inflicting the damage itself without creating effects 18000 ;* The complicated part is the part where we have 6 possible effect explosions based on 18001 ;* all the possible upgrade combinations. Note that bio weapons don't inflict damage through 18002 ;* the explosion. 18003 ;* 18004 ;* DAMAGE COMBINATIONS (NO EFFECTS): 18005 ;* 1) Normal (doesn't have high explosive upgrade) 18006 ;* 2) High explosive (has high-explosive upgrade) 18007 ;* 18008 ;* EFFECT COMBINATIONS (NO DAMAGE): 18009 ;* 1) Normal (no upgrades) 18010 ;* 2) Bio (bio-bomb upgrade) 18011 ;* 3) Anthrax (bio-bomb and anthrax upgrade) 18012 ;* 4) High explosive (high explosive upgrade) 18013 ;* 5) High explosive bio (high explosive and bio-bomb upgrade) 18014 ;* 6) High explosive anthrax (high explosive, bio-bomb, and anthrax upgrades) 18015 ;************************************************************************************************ 18016 18017 ;************************************************************************************************ 18018 ;* EXCLUSIVE DAMAGE POSSIBILITY 1 -- Normal explosion (can't have high-explosive upgrade) 18019 ;************************************************************************************************ 18020 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 18021 DeathWeapon = BombTruckDefaultBombDamage 18022 StartsActive = Yes ; turned on by upgrade 18023 ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb 18024 End 18025 18026 ;************************************************************************************************ 18027 ;* EXCLUSIVE DAMAGE POSSIBILITY 2 -- High explosion (always plays if it has high-explosive upgrade) 18028 ;************************************************************************************************ 18029 Behavior = FireWeaponWhenDeadBehavior ModuleTag_10 18030 DeathWeapon = BombTruckHighExplosionBombDamage 18031 StartsActive = No ; turned on by upgrade 18032 TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb 18033 End 18034 18035 ;************************************************************************************************ 18036 ;* EXCLUSIVE EFFECT COMBINATION 1 - Regular explosion (no upgrades) 18037 ;************************************************************************************************ 18038 Behavior = FireWeaponWhenDeadBehavior ModuleTag_11 18039 DeathWeapon = BombTruckDefaultBombEffect 18040 StartsActive = Yes ; turned on by upgrade 18041 ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLABombTruckBioBomb 18042 End 18043 18044 ;************************************************************************************************ 18045 ;* EXCLUSIVE EFFECT COMBINATION 2 - Bio explosion 18046 ;* Requires: Bio upgrade 18047 ;* Can't have: Anthrax upgrade, high explosive upgrade 18048 ;************************************************************************************************ 18049 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 18050 DeathWeapon = BombTruckBioBombEffect 18051 StartsActive = No ; turned on by upgrade 18052 TriggeredBy = Upgrade_GLABombTruckBioBomb 18053 ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLAAnthraxBeta 18054 RequiresAllTriggers = Yes 18055 End 18056 18057 ;************************************************************************************************ 18058 ;* EXCLUSIVE EFFECT COMBINATION 3 - Anthrax explosion 18059 ;* Requires: Bio upgrade and anthrax upgrade 18060 ;* Can't have: High explosive upgrade 18061 ;************************************************************************************************ 18062 Behavior = FireWeaponWhenDeadBehavior ModuleTag_13 18063 DeathWeapon = BombTruckAnthraxBombEffect 18064 StartsActive = No ; turned on by upgrade 18065 TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLAAnthraxBeta 18066 ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb 18067 RequiresAllTriggers = Yes 18068 End 18069 18070 ;************************************************************************************************ 18071 ;* EXCLUSIVE EFFECT COMBINATION 4 - High explosion 18072 ;* Requires: High explosive upgrade 18073 ;* Can't have: Bio upgrade and anthrax upgrade 18074 ;************************************************************************************************ 18075 Behavior = FireWeaponWhenDeadBehavior ModuleTag_14 18076 DeathWeapon = BombTruckHighExplosiveBombEffect 18077 StartsActive = No ; turned on by upgrade 18078 TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb 18079 ConflictsWith = Upgrade_GLABombTruckBioBomb 18080 RequiresAllTriggers = Yes 18081 End 18082 18083 ;************************************************************************************************ 18084 ;* EXCLUSIVE EFFECT COMBINATION 5 - High explosive bio explosion 18085 ;* Requires: High explosive upgrade and bio upgrade 18086 ;* Can't have: Anthrax upgrade 18087 ;************************************************************************************************ 18088 Behavior = FireWeaponWhenDeadBehavior ModuleTag_15 18089 DeathWeapon = BombTruckHighExplosiveBioBombEffect 18090 StartsActive = No ; turned on by upgrade 18091 TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLABombTruckBioBomb 18092 ConflictsWith = Upgrade_GLAAnthraxBeta 18093 RequiresAllTriggers = Yes 18094 End 18095 18096 ;************************************************************************************************ 18097 ;* EXCLUSIVE EFFECT COMBINATION 6 - High explosive Anthrax explosion 18098 ;* Requires: High explosive, Bio, and anthrax upgrade 18099 ;************************************************************************************************ 18100 Behavior = FireWeaponWhenDeadBehavior ModuleTag_16 18101 DeathWeapon = BombTruckHighExplosiveAnthraxBombEffect 18102 StartsActive = No ; turned on by upgrade 18103 TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb Upgrade_GLAAnthraxBeta 18104 RequiresAllTriggers = Yes 18105 End 18106 18107 ;------------------------------------------------------------------- 18108 ; Now we get to display the payload based on upgrades!!! 18109 ;------------------------------------------------------------------- 18110 Behavior = SubObjectsUpgrade ModuleTag_17 18111 ;*** Bio bomb load *** 18112 TriggeredBy = Upgrade_GLABombTruckBioBomb 18113 ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb 18114 ShowSubObjects = Bombload02 18115 HideSubObjects = Bombload01 Bombload03 Bombload04 18116 End 18117 Behavior = SubObjectsUpgrade ModuleTag_18 18118 ;*** High-explosive bomb load *** 18119 TriggeredBy = Upgrade_GLABombTruckHighExplosiveBomb 18120 ConflictsWith = Upgrade_GLABombTruckBioBomb 18121 ShowSubObjects = Bombload03 18122 HideSubObjects = Bombload01 Bombload02 Bombload04 18123 End 18124 Behavior = SubObjectsUpgrade ModuleTag_19 18125 ;*** High-explosive bio bomb load *** 18126 TriggeredBy = Upgrade_GLABombTruckBioBomb Upgrade_GLABombTruckHighExplosiveBomb 18127 ShowSubObjects = Bombload04 18128 HideSubObjects = Bombload01 Bombload02 Bombload03 18129 RequiresAllTriggers = Yes 18130 End 18131 ;------------------------------------------------------------------- 18132 18133 18134 Behavior = SpecialAbility ModuleTag_20 18135 SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle 18136 UpdateModuleStartsAttack = Yes 18137 InitiateSound = BombTruckVoiceDisguise 18138 End 18139 Behavior = SpecialAbilityUpdate ModuleTag_21 18140 SpecialPowerTemplate = SpecialAbilityDisguiseAsVehicle 18141 StartAbilityRange = 1000000.0 18142 ApproachRequiresLOS = No 18143 End 18144 18145 Behavior = StealthUpdate ModuleTag_22 18146 StealthDelay = 1 18147 DisguisesAsTeam = Yes 18148 RevealDistanceFromTarget = 100.0f 18149 OrderIdleEnemiesToAttackMeUponReveal = Yes 18150 DisguiseFX = FX_BombTruckDisguise 18151 DisguiseRevealFX = FX_BombTruckDisguiseReveal 18152 InnateStealth = Yes 18153 DisguiseTransitionTime = 2000 18154 DisguiseRevealTransitionTime = 1000 18155 End 18156 18157 ; A crushing defeat 18158 Behavior = FXListDie ModuleTag_23 18159 DeathTypes = NONE +CRUSHED +SPLATTED 18160 DeathFX = FX_CarCrush 18161 End 18162 Behavior = CreateObjectDie ModuleTag_24 18163 DeathTypes = NONE +CRUSHED +SPLATTED 18164 CreationList = OCL_CrusaderTank_CrushEffect 18165 End 18166 Behavior = CreateCrateDie ModuleTag_25 18167 CrateData = SalvageCrateData 18168 ;CrateData = EliteTankCrateData 18169 ;CrateData = HeroicTankCrateData 18170 End 18171 18172 Behavior = TransitionDamageFX ModuleTag_26 18173 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 18174 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 18175 End 18176 18177 Behavior = FlammableUpdate ModuleTag_28 18178 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18179 AflameDamageAmount = 3 ; taking this much damage... 18180 AflameDamageDelay = 500 ; this often. 18181 End 18182 18183 Behavior = DestroyDie ModuleTag_29 18184 DeathTypes = NONE +CRUSHED +SPLATTED 18185 End 18186 18187 Geometry = BOX 18188 GeometryMajorRadius = 19.0 18189 GeometryMinorRadius = 8.0 18190 GeometryHeight = 11.5 18191 GeometryIsSmall = No 18192 Shadow = SHADOW_VOLUME 18193 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 18194 18195 End 18196 18197 ;------------------------------------------------------------------------------ 18198 Object Slth_GLAVehicleScudLauncher 18199 18200 ; *** ART Parameters *** 18201 SelectPortrait = SUScudLauncher_L 18202 ButtonImage = SUScudLauncher 18203 18204 UpgradeCameo1 = Upgrade_GLAJunkRepair 18205 UpgradeCameo2 = Upgrade_GLAAnthraxBeta 18206 ;UpgradeCameo3 = NONE 18207 ;UpgradeCameo4 = NONE 18208 ;UpgradeCameo5 = NONE 18209 18210 Draw = W3DTruckDraw ModuleTag_01 18211 OkToChangeModelColor = Yes 18212 18213 ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset 18214 18215 DefaultConditionState 18216 Model = UVScudLchr 18217 Turret = TURRET 18218 TurretPitch = TURRETEL 18219 ShowSubObject = TURRET 18220 HideSubObject = TURRETUP01 TURRETUP02 18221 WeaponLaunchBone = PRIMARY WeaponA 18222 WeaponLaunchBone = SECONDARY WeaponA 18223 End 18224 18225 ConditionState = REALLYDAMAGED 18226 Model = UVScudLchr_d 18227 End 18228 AliasConditionState = RUBBLE 18229 18230 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 18231 Model = UVScudLchr 18232 Turret = TURRETUP01 18233 TurretPitch = TURRETEL01 18234 ShowSubObject = TURRETUP01 18235 HideSubObject = TURRET TURRETUP02 18236 WeaponLaunchBone = PRIMARY WeaponB 18237 WeaponLaunchBone = SECONDARY WeaponB 18238 End 18239 18240 ConditionState = WEAPONSET_CRATEUPGRADE_ONE REALLYDAMAGED 18241 Model = UVScudLchr_d 18242 Turret = TURRETUP01 18243 TurretPitch = TURRETEL01 18244 ShowSubObject = TURRETUP01 18245 HideSubObject = TURRET TURRETUP02 18246 WeaponLaunchBone = PRIMARY WeaponB 18247 WeaponLaunchBone = SECONDARY WeaponB 18248 End 18249 18250 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 18251 Model = UVScudLchr 18252 Turret = TURRETUP02 18253 TurretPitch = TURRETEL02 18254 ShowSubObject = TURRETUP02 18255 HideSubObject = TURRET TURRETUP01 18256 WeaponLaunchBone = PRIMARY WeaponC 18257 WeaponLaunchBone = SECONDARY WeaponC 18258 End 18259 18260 ConditionState = WEAPONSET_CRATEUPGRADE_TWO REALLYDAMAGED 18261 Model = UVScudLchr_d 18262 Turret = TURRETUP02 18263 TurretPitch = TURRETEL02 18264 ShowSubObject = TURRETUP02 18265 HideSubObject = TURRET TURRETUP01 18266 WeaponLaunchBone = PRIMARY WeaponC 18267 WeaponLaunchBone = SECONDARY WeaponC 18268 End 18269 18270 TrackMarks = EXTireTrack.tga 18271 18272 Dust = ScudLauncherDust 18273 DirtSpray = RocketBuggyDirtSpray 18274 PowerslideSpray = RocketBuggyDirtPowerSlide 18275 18276 ; These parameters are only used if the model has a separate suspension, 18277 ; and the locomotor has HasSuspension = Yes. 18278 LeftFrontTireBone = Tire01 18279 RightFrontTireBone = Tire05 18280 LeftRearTireBone = Tire04 18281 RightRearTireBone = Tire08 18282 MidLeftFrontTireBone = Tire02 18283 MidRightFrontTireBone = Tire06 18284 MidLeftRearTireBone = Tire03 18285 MidRightRearTireBone = Tire07 18286 18287 TireRotationMultiplier = 0.2 ; this * speed = rotation. 18288 ;PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. 18289 18290 End 18291 18292 18293 ; ***DESIGN parameters *** 18294 18295 DisplayName = OBJECT:ScudLauncher 18296 Side = GLAStealthGeneral 18297 EditorSorting = VEHICLE 18298 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 18299 18300 WeaponSet 18301 Conditions = None 18302 Weapon = PRIMARY SCUDLauncherGunExplosive 18303 Weapon = SECONDARY SCUDLauncherGunToxin 18304 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 18305 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 18306 PreferredAgainst = SECONDARY INFANTRY 18307 ShareWeaponReloadTime = Yes 18308 End 18309 WeaponSet 18310 Conditions = PLAYER_UPGRADE 18311 Weapon = PRIMARY SCUDLauncherGunExplosive 18312 Weapon = SECONDARY SCUDLauncherGunAnthrax 18313 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 18314 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 18315 PreferredAgainst = SECONDARY INFANTRY 18316 ShareWeaponReloadTime = Yes 18317 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 18318 End 18319 WeaponSet 18320 Conditions = CRATEUPGRADE_ONE 18321 Weapon = PRIMARY SCUDLauncherGunExplosivePlusOne 18322 Weapon = SECONDARY SCUDLauncherGunToxinPlusOne 18323 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 18324 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 18325 PreferredAgainst = SECONDARY INFANTRY 18326 ShareWeaponReloadTime = Yes 18327 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 18328 End 18329 WeaponSet 18330 Conditions = PLAYER_UPGRADE CRATEUPGRADE_ONE 18331 Weapon = PRIMARY SCUDLauncherGunExplosivePlusOne 18332 Weapon = SECONDARY SCUDLauncherGunAnthraxPlusOne 18333 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 18334 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 18335 PreferredAgainst = SECONDARY INFANTRY 18336 ShareWeaponReloadTime = Yes 18337 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 18338 End 18339 WeaponSet 18340 Conditions = CRATEUPGRADE_TWO 18341 Weapon = PRIMARY SCUDLauncherGunExplosivePlusTwo 18342 Weapon = SECONDARY SCUDLauncherGunToxinPlusTwo 18343 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 18344 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 18345 PreferredAgainst = SECONDARY INFANTRY 18346 ShareWeaponReloadTime = Yes 18347 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 18348 End 18349 WeaponSet 18350 Conditions = PLAYER_UPGRADE CRATEUPGRADE_TWO 18351 Weapon = PRIMARY SCUDLauncherGunExplosivePlusTwo 18352 Weapon = SECONDARY SCUDLauncherGunAnthraxPlusTwo 18353 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON 18354 AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI 18355 PreferredAgainst = SECONDARY INFANTRY 18356 ShareWeaponReloadTime = Yes 18357 WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock 18358 End 18359 18360 ArmorSet 18361 Conditions = None 18362 Armor = TruckArmor 18363 DamageFX = TankDamageFX 18364 End 18365 BuildCost = 1200 18366 BuildTime = 15.0 ;in seconds 18367 VisionRange = 180 18368 ShroudClearingRange = 300 18369 Prerequisites 18370 Object = Slth_GLAArmsDealer 18371 Object = Slth_GLAPalace 18372 Science = SCIENCE_ScudLauncher 18373 End 18374 18375 ExperienceValue = 50 50 100 150 ;Experience point value at each level 18376 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 18377 IsTrainable = Yes ;Can gain experience 18378 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 18379 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18380 CommandSet = Slth_GLAVehicleScudLauncherCommandSet 18381 18382 ; *** AUDIO Parameters *** 18383 VoiceSelect = ScudLauncherVoiceSelect 18384 VoiceMove = ScudLauncherVoiceMove 18385 VoiceGuard = ScudLauncherVoiceMove 18386 VoiceAttack = ScudLauncherVoiceAttack 18387 SoundMoveStart = ScudLauncherMoveStart 18388 SoundMoveStartDamaged = ScudLauncherMoveStart 18389 UnitSpecificSounds 18390 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 18391 VoiceCreate = ScudLauncherVoiceCreate 18392 TurretMoveStart = NoSound 18393 TurretMoveLoop = TurretMoveLoop 18394 TruckLandingSound = NoSound 18395 TruckPowerslideSound = NoSound 18396 VoiceCrush = ScudLauncherVoiceCrush 18397 VoiceEnter = ScudLauncherVoiceMove 18398 VoicePrimaryWeaponMode = ScudLauncherVoiceModeHiEx 18399 VoiceSecondaryWeaponMode = ScudLauncherVoiceModeAnthrax 18400 End 18401 18402 ; *** ENGINEERING Parameters *** 18403 RadarPriority = UNIT 18404 KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE 18405 18406 Body = ActiveBody ModuleTag_02 18407 MaxHealth = 180.0 18408 InitialHealth = 180.0 18409 18410 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18411 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18412 SubdualDamageCap = 360 18413 SubdualDamageHealRate = 500 18414 SubdualDamageHealAmount = 50 18415 End 18416 18417 Behavior = AIUpdateInterface ModuleTag_03 18418 Turret 18419 TurretTurnRate = 60 ; turn rate, in degrees per sec 18420 TurretPitchRate = 60 18421 FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here 18422 AllowsPitch = Yes 18423 ControlledWeaponSlots = PRIMARY SECONDARY 18424 End 18425 AutoAcquireEnemiesWhenIdle = No NotWhileAttacking 18426 End 18427 18428 Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit. 18429 End 18430 18431 Locomotor = SET_NORMAL ScudLauncherLocomotor 18432 Behavior = PhysicsBehavior ModuleTag_05 18433 Mass = 40.0 18434 End 18435 18436 Behavior = AutoHealBehavior ModuleTag_06 18437 HealingAmount = 2 18438 HealingDelay = 1000 ; msec 18439 TriggeredBy = Upgrade_GLAJunkRepair 18440 End 18441 18442 Behavior = TransitionDamageFX ModuleTag_08 18443 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 18444 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ScudLauncherDamageTransition 18445 End 18446 18447 ; Catch fire, and explode death 18448 Behavior = SlowDeathBehavior ModuleTag_09 18449 DeathTypes = ALL -CRUSHED -SPLATTED 18450 ProbabilityModifier = 50 18451 DestructionDelay = 2000 18452 DestructionDelayVariance = 300 18453 FX = INITIAL FX_CrusaderCatchFire 18454 OCL = FINAL OCL_SCUDLauncherDeathEffect 18455 FX = FINAL FX_ScudLauncherExplosionOneFinal 18456 End 18457 18458 ; A crushing defeat 18459 Behavior = FXListDie ModuleTag_10 18460 DeathTypes = NONE +CRUSHED +SPLATTED 18461 DeathFX = FX_CarCrush 18462 End 18463 18464 Behavior = CreateObjectDie ModuleTag_11 18465 DeathTypes = NONE +CRUSHED +SPLATTED 18466 CreationList = OCL_CrusaderTank_CrushEffect 18467 End 18468 18469 Behavior = FlammableUpdate ModuleTag_21 18470 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18471 AflameDamageAmount = 3 ; taking this much damage... 18472 AflameDamageDelay = 500 ; this often. 18473 End 18474 18475 Behavior = DestroyDie ModuleTag_22 18476 DeathTypes = NONE +CRUSHED +SPLATTED 18477 End 18478 18479 Behavior = WeaponSetUpgrade ModuleTag_23 18480 TriggeredBy = Upgrade_GLAAnthraxBeta 18481 End 18482 18483 Behavior = LockWeaponCreate ModuleTag_24 18484 SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack. 18485 End 18486 18487 Geometry = BOX 18488 GeometryMajorRadius = 14.0 18489 GeometryMinorRadius = 7.0 18490 GeometryHeight = 11.5 18491 GeometryIsSmall = No 18492 Shadow = SHADOW_VOLUME 18493 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 18494 18495 End 18496 18497 18498 18499 18500 18501 ;------------------------------------------------------------------------------ 18502 ; this unit is never really "built"; building one triggers the random building of 18503 ; one of the other chassis. If you want a *specific* chassis, choose it explicitly; 18504 ; if you want a chassis at random, specify this. 18505 Object Slth_GLAVehicleTechnical 18506 18507 ; *** ART Parameters *** 18508 SelectPortrait = SUTechnical_L 18509 ButtonImage = SUTechnical 18510 18511 Draw = W3DModelDraw ModuleTag_01 18512 DefaultConditionState 18513 ; give it a model so it'll show up in WB 18514 Model = UVTechTrck 18515 End 18516 End 18517 18518 ; set cost and time fields here or else they won't work 18519 BuildCost = 500 18520 BuildTime = 3.0 ;in seconds 18521 18522 ; Needed to get the Veterancy Overlays on top of the Technical with his build variations. 18523 ;------------------------------------------------------------ 18524 Behavior = VeterancyGainCreate ModuleTag_03 18525 StartingLevel = VETERAN 18526 ScienceRequired = SCIENCE_TechnicalTraining 18527 End 18528 18529 Side = GLAStealthGeneral 18530 EditorSorting = VEHICLE 18531 BuildVariations = GLAVehicleTechnicalChassisOne GLAVehicleTechnicalChassisTwo GLAVehicleTechnicalChassisThree 18532 18533 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE TRANSPORT 18534 18535 End 18536 18537 ;------------------------------------------------------------------------------ 18538 Object Slth_GLAVehicleTechnicalChassisOne 18539 18540 ; *** ART Parameters *** 18541 SelectPortrait = SUTechnical_L 18542 ButtonImage = SUTechnical 18543 18544 UpgradeCameo1 = Upgrade_GLAAPBullets 18545 UpgradeCameo2 = Upgrade_GLAJunkRepair 18546 ;UpgradeCameo3 = NONE 18547 ;UpgradeCameo4 = NONE 18548 ;UpgradeCameo5 = NONE 18549 18550 Draw = W3DTruckDraw ModuleTag_01 18551 18552 ExtraPublicBone = Dum_Turret 18553 18554 DefaultConditionState 18555 Model = UVTechTrck 18556 End 18557 ConditionState = REALLYDAMAGED 18558 Model = UVTechTrck_d 18559 End 18560 ConditionState = RUBBLE 18561 Model = UVTechTrck_d 18562 End 18563 18564 OkToChangeModelColor = Yes 18565 TrackMarks = EXTireTrack.tga 18566 Dust = TechnicalDust 18567 DirtSpray = RocketBuggyDirtSpray 18568 PowerslideSpray = RocketBuggyDirtPowerSlide 18569 18570 ; These parameters are only used if the model has a separate suspension, 18571 ; and the locomotor has HasSuspension = Yes. 18572 LeftFrontTireBone = Tire01 18573 RightFrontTireBone = Tire02 18574 LeftRearTireBone = Tire03 18575 RightRearTireBone = Tire04 18576 TireRotationMultiplier = 0.2 ; this * speed = rotation. 18577 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 18578 End 18579 18580 Draw = W3DModelDraw ModuleTag_02 18581 18582 OkToChangeModelColor = Yes 18583 AttachToBoneInAnotherModule = Dum_Turret 18584 18585 ; ------------------ basic technical ------------------------ 18586 DefaultConditionState 18587 Model = UITech_SKN 18588 Turret = Dum-TurManMVR 18589 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 18590 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 18591 IdleAnimation = UITech_SKL.UITech_STA 0 6 18592 IdleAnimation = UITech_SKL.UITech_IDA 18593 IdleAnimation = UITech_SKL.UITech_IDB 18594 AnimationMode = ONCE 18595 ShowSubObject = 20Cal 18596 WeaponMuzzleFlash = PRIMARY MuzzleFX01 18597 WeaponFireFXBone = PRIMARY Muzzle01 18598 End 18599 18600 ConditionState = RUBBLE MOVING TURRET_ROTATE 18601 Animation = None 18602 HideSubObject = UITech-SKN 18603 ShowSubObject = 20Cal 18604 WeaponMuzzleFlash = PRIMARY MuzzleFX01 18605 WeaponFireFXBone = PRIMARY Muzzle01 18606 End 18607 18608 ConditionState = MOVING 18609 Animation = UITech_SKL.UITech_MVB 18610 AnimationMode = LOOP 18611 ShowSubObject = 20Cal 18612 WeaponMuzzleFlash = PRIMARY MuzzleFX01 18613 WeaponFireFXBone = PRIMARY Muzzle01 18614 End 18615 18616 ConditionState = TURRET_ROTATE 18617 Animation = UITech_SKL.UITech_TNA 18618 AnimationMode = LOOP 18619 ShowSubObject = 20Cal 18620 WeaponMuzzleFlash = PRIMARY MuzzleFX01 18621 WeaponFireFXBone = PRIMARY Muzzle01 18622 End 18623 AliasConditionState = TURRET_ROTATE MOVING 18624 AliasConditionState = TURRET_ROTATE FIRING_A 18625 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 18626 AliasConditionState = TURRET_ROTATE RELOADING_A 18627 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 18628 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 18629 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 18630 18631 ConditionState = FIRING_A 18632 Animation = UITech_SKL.UITech_ATA 18633 AnimationMode = LOOP 18634 ShowSubObject = 20Cal 18635 WeaponMuzzleFlash = PRIMARY MuzzleFX01 18636 WeaponFireFXBone = PRIMARY Muzzle01 18637 End 18638 18639 ; AliasConditionState is a new keyword that says, 18640 ; "give me another ConditionState exactly like the previous 18641 ; one, except with different conditions". Useful when you 18642 ; have several states that are the same with only different condition bits. 18643 AliasConditionState = BETWEEN_FIRING_SHOTS_A 18644 AliasConditionState = RELOADING_A 18645 18646 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 18647 AliasConditionState = MOVING FIRING_A 18648 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 18649 AliasConditionState = MOVING RELOADING_A 18650 18651 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 18652 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 18653 IdleAnimation = UITech_SKL.UITech_STA 0 6 18654 IdleAnimation = UITech_SKL.UITech_IDA 18655 IdleAnimation = UITech_SKL.UITech_IDB 18656 AnimationMode = ONCE 18657 ShowSubObject = 50Cal 18658 WeaponMuzzleFlash = PRIMARY MuzzleFX02 18659 WeaponFireFXBone = PRIMARY Muzzle02 18660 WeaponLaunchBone = PRIMARY Muzzle02 18661 End 18662 18663 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 18664 Animation = None 18665 HideSubObject = UITech-SKN 18666 ShowSubObject = 50Cal 18667 WeaponMuzzleFlash = PRIMARY MuzzleFX02 18668 WeaponFireFXBone = PRIMARY Muzzle02 18669 WeaponLaunchBone = PRIMARY Muzzle02 18670 End 18671 18672 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 18673 Animation = UITech_SKL.UITech_MVB 18674 AnimationMode = LOOP 18675 ShowSubObject = 50Cal 18676 WeaponMuzzleFlash = PRIMARY MuzzleFX02 18677 WeaponFireFXBone = PRIMARY Muzzle02 18678 WeaponLaunchBone = PRIMARY Muzzle02 18679 End 18680 18681 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 18682 Animation = UITech_SKL.UITech_TNA 18683 AnimationMode = LOOP 18684 ShowSubObject = 50Cal 18685 WeaponMuzzleFlash = PRIMARY MuzzleFX02 18686 WeaponFireFXBone = PRIMARY Muzzle02 18687 WeaponLaunchBone = PRIMARY Muzzle02 18688 End 18689 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 18690 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 18691 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 18692 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 18693 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 18694 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 18695 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 18696 18697 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 18698 Animation = UITech_SKL.UITech_ATA 18699 AnimationMode = LOOP 18700 ShowSubObject = 50Cal 18701 WeaponMuzzleFlash = PRIMARY MuzzleFX02 18702 WeaponFireFXBone = PRIMARY Muzzle02 18703 WeaponLaunchBone = PRIMARY Muzzle02 18704 End 18705 18706 ; AliasConditionState is a new keyword that says, 18707 ; "give me another ConditionState exactly like the previous 18708 ; one, except with different conditions". Useful when you 18709 ; have several states that are the same with only different condition bits. 18710 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 18711 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 18712 18713 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 18714 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 18715 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 18716 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 18717 18718 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 18719 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 18720 IdleAnimation = UITech_SKL.UITech_STA 0 6 18721 IdleAnimation = UITech_SKL.UITech_IDA 18722 IdleAnimation = UITech_SKL.UITech_IDB 18723 AnimationMode = ONCE 18724 ShowSubObject = RPG 18725 WeaponFireFXBone = PRIMARY Muzzle03 18726 WeaponLaunchBone = PRIMARY Muzzle03 18727 End 18728 18729 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 18730 Animation = None 18731 HideSubObject = UITech-SKN 18732 ShowSubObject = RPG 18733 WeaponFireFXBone = PRIMARY Muzzle03 18734 WeaponLaunchBone = PRIMARY Muzzle03 18735 End 18736 18737 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 18738 Animation = UITech_SKL.UITech_MVB 18739 AnimationMode = LOOP 18740 ShowSubObject = RPG 18741 WeaponFireFXBone = PRIMARY Muzzle03 18742 WeaponLaunchBone = PRIMARY Muzzle03 18743 End 18744 18745 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 18746 Animation = UITech_SKL.UITech_TNA 18747 AnimationMode = LOOP 18748 ShowSubObject = RPG 18749 WeaponFireFXBone = PRIMARY Muzzle03 18750 WeaponLaunchBone = PRIMARY Muzzle03 18751 End 18752 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 18753 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 18754 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 18755 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 18756 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 18757 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 18758 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 18759 18760 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 18761 Animation = UITech_SKL.UITech_ATA 18762 AnimationMode = LOOP 18763 ShowSubObject = RPG 18764 WeaponFireFXBone = PRIMARY Muzzle03 18765 WeaponLaunchBone = PRIMARY Muzzle03 18766 End 18767 18768 ; AliasConditionState is a new keyword that says, 18769 ; "give me another ConditionState exactly like the previous 18770 ; one, except with different conditions". Useful when you 18771 ; have several states that are the same with only different condition bits. 18772 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 18773 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 18774 18775 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 18776 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 18777 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 18778 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 18779 18780 End 18781 18782 ; ***DESIGN parameters *** 18783 DisplayName = OBJECT:Technical 18784 Side = GLAStealthGeneral 18785 EditorSorting = VEHICLE 18786 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 18787 18788 WeaponSet 18789 Conditions = None 18790 Weapon = PRIMARY TechnicalMachineGunWeapon 18791 End 18792 WeaponSet 18793 Conditions = CRATEUPGRADE_ONE 18794 Weapon = PRIMARY TechnicalCannonWeapon 18795 End 18796 WeaponSet 18797 Conditions = CRATEUPGRADE_TWO 18798 Weapon = PRIMARY TechnicalRPGWeapon 18799 End 18800 ArmorSet 18801 Conditions = None 18802 Armor = TruckArmor 18803 DamageFX = TruckDamageFX 18804 End 18805 ;update cost and time fields in Object GLAVehicleTechnical, or else they won't work 18806 ;BuildCost = 300 18807 ;BuildTime = 5.0 ;in seconds 18808 VisionRange = 150 18809 ShroudClearingRange = 300 18810 Prerequisites 18811 Object = Slth_GLAArmsDealer 18812 End 18813 18814 ExperienceValue = 25 25 50 100 ;Experience point value at each level 18815 ExperienceRequired = 0 50 75 150 ;Experience points needed to gain each level 18816 IsTrainable = Yes ;Can gain experience 18817 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 18818 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 18819 CommandSet = GLAVehicleTechnicalCommandSet 18820 18821 ; *** AUDIO Parameters *** 18822 VoiceSelect = TechnicalVoiceSelect 18823 VoiceMove = TechnicalVoiceMove 18824 VoiceGuard = TechnicalVoiceMove 18825 VoiceAttack = TechnicalVoiceAttack 18826 SoundMoveStart = TechnicalMoveStart 18827 SoundMoveStartDamaged = TechnicalMoveStart 18828 SoundEnter = HumveeEnter 18829 SoundExit = HumveeExit 18830 18831 UnitSpecificSounds 18832 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 18833 VoiceCreate = TechnicalVoiceCreate 18834 TurretMoveStart = NoSound 18835 TurretMoveLoop = TurretMoveLoop 18836 TruckLandingSound = RocketBuggyLand 18837 TruckPowerslideSound = RocketBuggyPowerslide 18838 VoiceSalvage = TechnicalVoiceSalvage 18839 VoiceCrush = TechnicalVoiceCrush 18840 VoiceUnload = TechnicalVoiceUnload 18841 VoiceEnter = TechnicalVoiceMove 18842 End 18843 18844 ; *** ENGINEERING Parameters *** 18845 RadarPriority = UNIT 18846 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT 18847 18848 Behavior = VeterancyGainCreate ModuleTag_03 18849 StartingLevel = VETERAN 18850 ScienceRequired = SCIENCE_TechnicalTraining 18851 End 18852 18853 Body = ActiveBody ModuleTag_04 18854 MaxHealth = 180 18855 InitialHealth = 180 18856 18857 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 18858 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 18859 SubdualDamageCap = 360 18860 SubdualDamageHealRate = 500 18861 SubdualDamageHealAmount = 50 18862 End 18863 Behavior = AIUpdateInterface ModuleTag_05 18864 Turret 18865 TurretTurnRate = 240 ; turn rate, in degrees per sec 18866 NaturalTurretAngle = 0 18867 MinIdleScanAngle = 30 ; in degrees off the natural turret angle 18868 MaxIdleScanAngle = 60 ; in degrees off the natural turret angle 18869 MinIdleScanInterval = 5000 ; in milliseconds 18870 MaxIdleScanInterval = 10000 ; in milliseconds 18871 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 18872 End 18873 AutoAcquireEnemiesWhenIdle = Yes 18874 End 18875 Locomotor = SET_NORMAL TechnicalLocomotor 18876 Behavior = PhysicsBehavior ModuleTag_06 18877 Mass = 40.0 18878 End 18879 Behavior = AutoHealBehavior ModuleTag_07 18880 HealingAmount = 2 18881 HealingDelay = 1000 ; msec 18882 TriggeredBy = Upgrade_GLAJunkRepair 18883 End 18884 18885 Behavior = FlammableUpdate ModuleTag_09 18886 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18887 AflameDamageAmount = 3 ; taking this much damage... 18888 AflameDamageDelay = 500 ; this often. 18889 End 18890 18891 Behavior = TransitionDamageFX ModuleTag_10 18892 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 18893 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 18894 End 18895 18896 Behavior = DestroyDie ModuleTag_11 18897 DeathTypes = NONE +CRUSHED +SPLATTED 18898 End 18899 18900 ; A crushing defeat 18901 Behavior = FXListDie ModuleTag_12 18902 DeathTypes = NONE +CRUSHED +SPLATTED 18903 DeathFX = FX_CarCrush 18904 End 18905 Behavior = CreateObjectDie ModuleTag_13 18906 DeathTypes = NONE +CRUSHED +SPLATTED 18907 CreationList = OCL_TechnicalJeep_CrushEffect 18908 End 18909 Behavior = CreateCrateDie ModuleTag_14 18910 CrateData = SalvageCrateData 18911 ;CrateData = EliteTankCrateData 18912 ;CrateData = HeroicTankCrateData 18913 End 18914 18915 Behavior = SlowDeathBehavior ModuleTag_15 18916 DeathTypes = ALL -CRUSHED -SPLATTED 18917 DestructionDelay = 500 18918 DestructionDelayVariance = 1500 18919 OCL = INITIAL OCL_TechnicalAirDeathStart 18920 FX = INITIAL FX_TechnicalAirDeathGroundPart 18921 OCL = FINAL OCL_RocketBuggyAirDeath 18922 FX = FINAL FX_RocketBuggyAirDeathAirPart ; This happens in the air 18923 End 18924 18925 Behavior = TransportContain ModuleTag_16 18926 Slots = 5 18927 AllowInsideKindOf = INFANTRY 18928 DamagePercentToUnits = 10% 18929 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 18930 End 18931 18932 Behavior = WeaponBonusUpgrade ModuleTag_17 ; Not a full weapon set switch, just a number tweak reflected in a weapon. 18933 TriggeredBy = Upgrade_GLAAPBullets 18934 End 18935 18936 Geometry = BOX 18937 GeometryMajorRadius = 18.0 18938 GeometryMinorRadius = 9.0 18939 GeometryHeight = 7.5 18940 GeometryIsSmall = No 18941 Shadow = SHADOW_VOLUME 18942 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 18943 18944 End 18945 18946 ;------------------------------------------------------------------------------ 18947 ObjectReskin Slth_GLAVehicleTechnicalChassisTwo Slth_GLAVehicleTechnicalChassisOne 18948 18949 ; *** ART Parameters *** 18950 Draw = W3DTruckDraw ModuleTag_01 18951 18952 ExtraPublicBone = Dum_Turret 18953 18954 DefaultConditionState 18955 Model = UVTechVan 18956 End 18957 18958 ConditionState = REALLYDAMAGED 18959 Model = UVTechVan_d 18960 End 18961 ConditionState = RUBBLE 18962 Model = UVTechVan_d 18963 End 18964 18965 OkToChangeModelColor = Yes 18966 TrackMarks = EXTireTrack.tga 18967 Dust = TechnicalDust 18968 18969 ;DirtSpray = RocketBuggyDirtSpray 18970 PowerslideSpray = RocketBuggyDirtPowerSlide 18971 18972 ; These parameters are only used if the model has a separate suspension, 18973 ; and the locomotor has HasSuspension = Yes. 18974 LeftFrontTireBone = Tire01 18975 RightFrontTireBone = Tire02 18976 LeftRearTireBone = Tire03 18977 RightRearTireBone = Tire04 18978 TireRotationMultiplier = 0.2 ; this * speed = rotation. 18979 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 18980 End 18981 18982 Draw = W3DModelDraw ModuleTag_02 18983 OkToChangeModelColor = Yes 18984 AttachToBoneInAnotherModule = Dum_Turret 18985 18986 ; ------------------ basic technical ------------------------ 18987 DefaultConditionState 18988 Model = UITech_SKN 18989 Turret = Dum-TurManMVR 18990 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 18991 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 18992 IdleAnimation = UITech_SKL.UITech_STA 0 6 18993 IdleAnimation = UITech_SKL.UITech_IDA 18994 IdleAnimation = UITech_SKL.UITech_IDB 18995 AnimationMode = ONCE 18996 ShowSubObject = 20Cal 18997 WeaponMuzzleFlash = PRIMARY MuzzleFX01 18998 WeaponFireFXBone = PRIMARY Muzzle01 18999 End 19000 19001 ConditionState = RUBBLE MOVING TURRET_ROTATE 19002 Animation = None 19003 HideSubObject = UITech-SKN 19004 ShowSubObject = 20Cal 19005 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19006 WeaponFireFXBone = PRIMARY Muzzle01 19007 End 19008 19009 ConditionState = MOVING 19010 Animation = UITech_SKL.UITech_MVB 19011 AnimationMode = LOOP 19012 ShowSubObject = 20Cal 19013 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19014 WeaponFireFXBone = PRIMARY Muzzle01 19015 End 19016 19017 ConditionState = TURRET_ROTATE 19018 Animation = UITech_SKL.UITech_TNA 19019 AnimationMode = LOOP 19020 ShowSubObject = 20Cal 19021 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19022 WeaponFireFXBone = PRIMARY Muzzle01 19023 End 19024 AliasConditionState = TURRET_ROTATE MOVING 19025 AliasConditionState = TURRET_ROTATE FIRING_A 19026 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19027 AliasConditionState = TURRET_ROTATE RELOADING_A 19028 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 19029 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19030 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 19031 19032 ConditionState = FIRING_A 19033 Animation = UITech_SKL.UITech_ATA 19034 AnimationMode = LOOP 19035 ShowSubObject = 20Cal 19036 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19037 WeaponFireFXBone = PRIMARY Muzzle01 19038 End 19039 19040 ; AliasConditionState is a new keyword that says, 19041 ; "give me another ConditionState exactly like the previous 19042 ; one, except with different conditions". Useful when you 19043 ; have several states that are the same with only different condition bits. 19044 AliasConditionState = BETWEEN_FIRING_SHOTS_A 19045 AliasConditionState = RELOADING_A 19046 19047 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19048 AliasConditionState = MOVING FIRING_A 19049 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 19050 AliasConditionState = MOVING RELOADING_A 19051 19052 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 19053 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 19054 IdleAnimation = UITech_SKL.UITech_STA 0 6 19055 IdleAnimation = UITech_SKL.UITech_IDA 19056 IdleAnimation = UITech_SKL.UITech_IDB 19057 AnimationMode = ONCE 19058 ShowSubObject = 50Cal 19059 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19060 WeaponFireFXBone = PRIMARY Muzzle02 19061 WeaponLaunchBone = PRIMARY Muzzle02 19062 End 19063 19064 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 19065 Animation = None 19066 HideSubObject = UITech-SKN 19067 ShowSubObject = 50Cal 19068 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19069 WeaponFireFXBone = PRIMARY Muzzle02 19070 WeaponLaunchBone = PRIMARY Muzzle02 19071 End 19072 19073 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 19074 Animation = UITech_SKL.UITech_MVB 19075 AnimationMode = LOOP 19076 ShowSubObject = 50Cal 19077 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19078 WeaponFireFXBone = PRIMARY Muzzle02 19079 WeaponLaunchBone = PRIMARY Muzzle02 19080 End 19081 19082 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 19083 Animation = UITech_SKL.UITech_TNA 19084 AnimationMode = LOOP 19085 ShowSubObject = 50Cal 19086 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19087 WeaponFireFXBone = PRIMARY Muzzle02 19088 WeaponLaunchBone = PRIMARY Muzzle02 19089 End 19090 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 19091 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 19092 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19093 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 19094 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 19095 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19096 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 19097 19098 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 19099 Animation = UITech_SKL.UITech_ATA 19100 AnimationMode = LOOP 19101 ShowSubObject = 50Cal 19102 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19103 WeaponFireFXBone = PRIMARY Muzzle02 19104 WeaponLaunchBone = PRIMARY Muzzle02 19105 End 19106 19107 ; AliasConditionState is a new keyword that says, 19108 ; "give me another ConditionState exactly like the previous 19109 ; one, except with different conditions". Useful when you 19110 ; have several states that are the same with only different condition bits. 19111 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 19112 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 19113 19114 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19115 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 19116 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 19117 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 19118 19119 19120 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 19121 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 19122 IdleAnimation = UITech_SKL.UITech_STA 0 6 19123 IdleAnimation = UITech_SKL.UITech_IDA 19124 IdleAnimation = UITech_SKL.UITech_IDB 19125 AnimationMode = ONCE 19126 ShowSubObject = RPG 19127 WeaponFireFXBone = PRIMARY Muzzle03 19128 WeaponLaunchBone = PRIMARY Muzzle03 19129 End 19130 19131 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 19132 Animation = None 19133 HideSubObject = UITech-SKN 19134 ShowSubObject = RPG 19135 WeaponFireFXBone = PRIMARY Muzzle03 19136 WeaponLaunchBone = PRIMARY Muzzle03 19137 End 19138 19139 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 19140 Animation = UITech_SKL.UITech_MVB 19141 AnimationMode = LOOP 19142 ShowSubObject = RPG 19143 WeaponFireFXBone = PRIMARY Muzzle03 19144 WeaponLaunchBone = PRIMARY Muzzle03 19145 End 19146 19147 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 19148 Animation = UITech_SKL.UITech_TNA 19149 AnimationMode = LOOP 19150 ShowSubObject = RPG 19151 WeaponFireFXBone = PRIMARY Muzzle03 19152 WeaponLaunchBone = PRIMARY Muzzle03 19153 End 19154 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 19155 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 19156 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19157 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 19158 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 19159 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19160 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 19161 19162 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 19163 Animation = UITech_SKL.UITech_ATA 19164 AnimationMode = LOOP 19165 ShowSubObject = RPG 19166 WeaponFireFXBone = PRIMARY Muzzle03 19167 WeaponLaunchBone = PRIMARY Muzzle03 19168 End 19169 19170 ; AliasConditionState is a new keyword that says, 19171 ; "give me another ConditionState exactly like the previous 19172 ; one, except with different conditions". Useful when you 19173 ; have several states that are the same with only different condition bits. 19174 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 19175 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 19176 19177 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19178 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 19179 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 19180 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 19181 19182 End 19183 19184 ; Behavior = CreateObjectDie ModuleTag_13 19185 ; DeathTypes = NONE +CRUSHED +SPLATTED 19186 ; CreationList = OCL_TechnicalVan_CrushEffect 19187 ; End 19188 19189 Geometry = BOX 19190 GeometryMajorRadius = 16.0 19191 GeometryMinorRadius = 8.0 19192 GeometryHeight = 7.5 19193 GeometryIsSmall = Yes 19194 19195 19196 End 19197 19198 ;------------------------------------------------------------------------------ 19199 ObjectReskin Slth_GLAVehicleTechnicalChassisThree Slth_GLAVehicleTechnicalChassisOne 19200 19201 ; *** ART Parameters *** 19202 Draw = W3DTruckDraw ModuleTag_01 19203 19204 ExtraPublicBone = Dum_Turret 19205 19206 DefaultConditionState 19207 Model = UVTechJeep 19208 End 19209 19210 ConditionState = REALLYDAMAGED 19211 Model = UVTechJeep_d 19212 End 19213 ConditionState = RUBBLE 19214 Model = UVTechJeep_d 19215 End 19216 19217 OkToChangeModelColor = Yes 19218 TrackMarks = EXTireTrack.tga 19219 Dust = TechnicalDust 19220 19221 ;DirtSpray = RocketBuggyDirtSpray 19222 PowerslideSpray = RocketBuggyDirtPowerSlide 19223 19224 ; These parameters are only used if the model has a separate suspension, 19225 ; and the locomotor has HasSuspension = Yes. 19226 LeftFrontTireBone = Tire01 19227 RightFrontTireBone = Tire02 19228 LeftRearTireBone = Tire03 19229 RightRearTireBone = Tire04 19230 TireRotationMultiplier = 0.2 ; this * speed = rotation. 19231 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 19232 End 19233 19234 Draw = W3DModelDraw ModuleTag_02 19235 OkToChangeModelColor = Yes 19236 AttachToBoneInAnotherModule = Dum_Turret 19237 19238 ; ------------------ basic technical ------------------------ 19239 DefaultConditionState 19240 Model = UITech_SKN 19241 Turret = Dum-TurManMVR 19242 TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward 19243 HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03 19244 IdleAnimation = UITech_SKL.UITech_STA 0 6 19245 IdleAnimation = UITech_SKL.UITech_IDA 19246 IdleAnimation = UITech_SKL.UITech_IDB 19247 AnimationMode = ONCE 19248 ShowSubObject = 20Cal 19249 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19250 WeaponFireFXBone = PRIMARY Muzzle01 19251 End 19252 19253 ConditionState = RUBBLE MOVING TURRET_ROTATE 19254 Animation = None 19255 HideSubObject = UITech-SKN 19256 ShowSubObject = 20Cal 19257 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19258 WeaponFireFXBone = PRIMARY Muzzle01 19259 End 19260 19261 ConditionState = MOVING 19262 Animation = UITech_SKL.UITech_MVB 19263 AnimationMode = LOOP 19264 ShowSubObject = 20Cal 19265 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19266 WeaponFireFXBone = PRIMARY Muzzle01 19267 End 19268 19269 ConditionState = TURRET_ROTATE 19270 Animation = UITech_SKL.UITech_TNA 19271 AnimationMode = LOOP 19272 ShowSubObject = 20Cal 19273 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19274 WeaponFireFXBone = PRIMARY Muzzle01 19275 End 19276 AliasConditionState = TURRET_ROTATE MOVING 19277 AliasConditionState = TURRET_ROTATE FIRING_A 19278 AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19279 AliasConditionState = TURRET_ROTATE RELOADING_A 19280 AliasConditionState = TURRET_ROTATE MOVING FIRING_A 19281 AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19282 AliasConditionState = TURRET_ROTATE MOVING RELOADING_A 19283 19284 ConditionState = FIRING_A 19285 Animation = UITech_SKL.UITech_ATA 19286 AnimationMode = LOOP 19287 ShowSubObject = 20Cal 19288 WeaponMuzzleFlash = PRIMARY MuzzleFX01 19289 WeaponFireFXBone = PRIMARY Muzzle01 19290 End 19291 19292 ; AliasConditionState is a new keyword that says, 19293 ; "give me another ConditionState exactly like the previous 19294 ; one, except with different conditions". Useful when you 19295 ; have several states that are the same with only different condition bits. 19296 AliasConditionState = BETWEEN_FIRING_SHOTS_A 19297 AliasConditionState = RELOADING_A 19298 19299 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19300 AliasConditionState = MOVING FIRING_A 19301 AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A 19302 AliasConditionState = MOVING RELOADING_A 19303 19304 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------ 19305 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 19306 IdleAnimation = UITech_SKL.UITech_STA 0 6 19307 IdleAnimation = UITech_SKL.UITech_IDA 19308 IdleAnimation = UITech_SKL.UITech_IDB 19309 AnimationMode = ONCE 19310 ShowSubObject = 50Cal 19311 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19312 WeaponFireFXBone = PRIMARY Muzzle02 19313 WeaponLaunchBone = PRIMARY Muzzle02 19314 End 19315 19316 ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE 19317 Animation = None 19318 HideSubObject = UITech-SKN 19319 ShowSubObject = 50Cal 19320 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19321 WeaponFireFXBone = PRIMARY Muzzle02 19322 WeaponLaunchBone = PRIMARY Muzzle02 19323 End 19324 19325 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE 19326 Animation = UITech_SKL.UITech_MVB 19327 AnimationMode = LOOP 19328 ShowSubObject = 50Cal 19329 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19330 WeaponFireFXBone = PRIMARY Muzzle02 19331 WeaponLaunchBone = PRIMARY Muzzle02 19332 End 19333 19334 ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE 19335 Animation = UITech_SKL.UITech_TNA 19336 AnimationMode = LOOP 19337 ShowSubObject = 50Cal 19338 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19339 WeaponFireFXBone = PRIMARY Muzzle02 19340 WeaponLaunchBone = PRIMARY Muzzle02 19341 End 19342 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING 19343 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A 19344 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19345 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A 19346 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A 19347 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19348 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A 19349 19350 ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 19351 Animation = UITech_SKL.UITech_ATA 19352 AnimationMode = LOOP 19353 ShowSubObject = 50Cal 19354 WeaponMuzzleFlash = PRIMARY MuzzleFX02 19355 WeaponFireFXBone = PRIMARY Muzzle02 19356 WeaponLaunchBone = PRIMARY Muzzle02 19357 End 19358 19359 ; AliasConditionState is a new keyword that says, 19360 ; "give me another ConditionState exactly like the previous 19361 ; one, except with different conditions". Useful when you 19362 ; have several states that are the same with only different condition bits. 19363 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A 19364 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A 19365 19366 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19367 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A 19368 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A 19369 AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A 19370 19371 ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------ 19372 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 19373 IdleAnimation = UITech_SKL.UITech_STA 0 6 19374 IdleAnimation = UITech_SKL.UITech_IDA 19375 IdleAnimation = UITech_SKL.UITech_IDB 19376 AnimationMode = ONCE 19377 ShowSubObject = RPG 19378 WeaponFireFXBone = PRIMARY Muzzle03 19379 WeaponLaunchBone = PRIMARY Muzzle03 19380 End 19381 19382 ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE 19383 Animation = None 19384 HideSubObject = UITech-SKN 19385 ShowSubObject = RPG 19386 WeaponFireFXBone = PRIMARY Muzzle03 19387 WeaponLaunchBone = PRIMARY Muzzle03 19388 End 19389 19390 ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO 19391 Animation = UITech_SKL.UITech_MVB 19392 AnimationMode = LOOP 19393 ShowSubObject = RPG 19394 WeaponFireFXBone = PRIMARY Muzzle03 19395 WeaponLaunchBone = PRIMARY Muzzle03 19396 End 19397 19398 ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE 19399 Animation = UITech_SKL.UITech_TNA 19400 AnimationMode = LOOP 19401 ShowSubObject = RPG 19402 WeaponFireFXBone = PRIMARY Muzzle03 19403 WeaponLaunchBone = PRIMARY Muzzle03 19404 End 19405 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING 19406 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A 19407 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A 19408 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A 19409 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A 19410 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A 19411 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A 19412 19413 ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 19414 Animation = UITech_SKL.UITech_ATA 19415 AnimationMode = LOOP 19416 ShowSubObject = RPG 19417 WeaponFireFXBone = PRIMARY Muzzle03 19418 WeaponLaunchBone = PRIMARY Muzzle03 19419 End 19420 19421 ; AliasConditionState is a new keyword that says, 19422 ; "give me another ConditionState exactly like the previous 19423 ; one, except with different conditions". Useful when you 19424 ; have several states that are the same with only different condition bits. 19425 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A 19426 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A 19427 19428 ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.). 19429 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A 19430 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A 19431 AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A 19432 19433 End 19434 19435 ; Behavior = CreateObjectDie ModuleTag_13 19436 ; DeathTypes = NONE +CRUSHED +SPLATTED 19437 ; CreationList = OCL_TechnicalJeep_CrushEffect 19438 ; End 19439 19440 Geometry = BOX 19441 GeometryMajorRadius = 14.0 19442 GeometryMinorRadius = 9.0 19443 GeometryHeight = 9.5 19444 GeometryIsSmall = Yes 19445 19446 19447 End 19448 19449 19450 19451 19452 19453 19454 ;------------------------------------------------------------------------------ 19455 ;The Marauder Tank, for the Warlord General. 19456 Object Slth_GLATankMarauder 19457 19458 ; *** ART Parameters *** 19459 SelectPortrait = SUMarauder_L 19460 ButtonImage = SUMarauder 19461 19462 UpgradeCameo1 = Upgrade_GLAToxinShells 19463 UpgradeCameo2 = Upgrade_GLAJunkRepair 19464 ;UpgradeCameo3 = NONE 19465 ;UpgradeCameo4 = NONE 19466 ;UpgradeCameo5 = NONE 19467 19468 Draw = W3DTankDraw ModuleTag_01 19469 OkToChangeModelColor = Yes 19470 19471 ; no crate upgrade 19472 ConditionState = NONE 19473 Model = UVMarauder 19474 Turret = Turret 19475 ShowSubObject = Turret 19476 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 ; Since we are showing one of three turrets, we need to then hide the subobject muzzleflash 19477 WeaponFireFXBone = PRIMARY BarrelMS 19478 WeaponRecoilBone = PRIMARY Barrel 19479 WeaponMuzzleFlash = PRIMARY BarrelFX 19480 WeaponLaunchBone = PRIMARY BarrelMS 19481 End 19482 19483 ConditionState = REALLYDAMAGED 19484 Model = UVMarauder_d 19485 Turret = Turret 19486 ShowSubObject = Turret 19487 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 19488 WeaponFireFXBone = PRIMARY BarrelMS 19489 WeaponRecoilBone = PRIMARY Barrel 19490 WeaponMuzzleFlash = PRIMARY BarrelFX 19491 WeaponLaunchBone = PRIMARY BarrelMS 19492 End 19493 19494 ConditionState = RUBBLE 19495 Model = UVMarauder_d 19496 Turret = Turret 19497 ShowSubObject = Turret 19498 HideSubObject = TurretUp01 TurretUp02 BarrelFX01 19499 WeaponFireFXBone = PRIMARY BarrelMS 19500 WeaponRecoilBone = PRIMARY Barrel 19501 WeaponMuzzleFlash = PRIMARY BarrelFX 19502 WeaponLaunchBone = PRIMARY BarrelMS 19503 End 19504 19505 ; crate upgrade 1 19506 ConditionState = WEAPONSET_CRATEUPGRADE_ONE 19507 Model = UVMarauder 19508 Turret = TurretUp01 19509 ShowSubObject = TurretUp01 19510 HideSubObject = Turret TurretUp02 BarrelUp01FX01 19511 WeaponFireFXBone = PRIMARY BarrelUp01MS 19512 WeaponRecoilBone = PRIMARY BarrelUp01 19513 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 19514 WeaponLaunchBone = PRIMARY BarrelUp01MS 19515 End 19516 19517 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_ONE 19518 Model = UVMarauder_d 19519 Turret = TurretUp01 19520 ShowSubObject = TurretUp01 19521 HideSubObject = Turret TurretUp02 BarrelUp01FX01 19522 WeaponFireFXBone = PRIMARY BarrelUp01MS 19523 WeaponRecoilBone = PRIMARY BarrelUp01 19524 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 19525 WeaponLaunchBone = PRIMARY BarrelUp01MS 19526 End 19527 19528 ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_ONE 19529 Model = UVMarauder_d 19530 Turret = TurretUp01 19531 ShowSubObject = TurretUp01 19532 HideSubObject = Turret TurretUp02 BarrelUp01FX01 19533 WeaponFireFXBone = PRIMARY BarrelUp01MS 19534 WeaponRecoilBone = PRIMARY BarrelUp01 19535 WeaponMuzzleFlash = PRIMARY BarrelUp01FX 19536 WeaponLaunchBone = PRIMARY BarrelUp01MS 19537 End 19538 19539 ; crate upgrade 2 19540 ConditionState = WEAPONSET_CRATEUPGRADE_TWO 19541 Model = UVMarauder 19542 Turret = TurretUp02 19543 ShowSubObject = TurretUp02 19544 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 19545 WeaponFireFXBone = PRIMARY BarrelUp02MS 19546 WeaponRecoilBone = PRIMARY BarrelUp02 19547 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 19548 WeaponLaunchBone = PRIMARY BarrelUp02MS 19549 End 19550 19551 ConditionState = REALLYDAMAGED WEAPONSET_CRATEUPGRADE_TWO 19552 Model = UVMarauder_d 19553 Turret = TurretUp02 19554 ShowSubObject = TurretUp02 19555 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 19556 WeaponFireFXBone = PRIMARY BarrelUp02MS 19557 WeaponRecoilBone = PRIMARY BarrelUp02 19558 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 19559 WeaponLaunchBone = PRIMARY BarrelUp02MS 19560 End 19561 19562 ConditionState = RUBBLE WEAPONSET_CRATEUPGRADE_TWO 19563 Model = UVMarauder_d 19564 Turret = TurretUp02 19565 ShowSubObject = TurretUp02 19566 HideSubObject = Turret TurretUp01 BarrelUp02FX01 BarrelUp02FX02 19567 WeaponFireFXBone = PRIMARY BarrelUp02MS 19568 WeaponRecoilBone = PRIMARY BarrelUp02 19569 WeaponMuzzleFlash = PRIMARY BarrelUp02FX 19570 WeaponLaunchBone = PRIMARY BarrelUp02MS 19571 End 19572 19573 TrackMarks = EXTnkTrack.tga 19574 TreadAnimationRate = 2.0; amount of tread texture to move per second 19575 TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. 19576 TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. 19577 19578 End 19579 19580 ; ***DESIGN parameters *** 19581 DisplayName = OBJECT:Marauder 19582 Side = GLAStealthGeneral 19583 EditorSorting = VEHICLE 19584 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 19585 WeaponSet 19586 Conditions = None 19587 Weapon = PRIMARY MarauderTankGun 19588 End 19589 WeaponSet 19590 Conditions = CRATEUPGRADE_ONE 19591 Weapon = PRIMARY MarauderTankGunUpgradeOne 19592 19593 End 19594 WeaponSet 19595 Conditions = CRATEUPGRADE_TWO 19596 Weapon = PRIMARY MarauderTankGunUpgradeTwo 19597 End 19598 ArmorSet 19599 Conditions = None 19600 Armor = TankArmor 19601 DamageFX = TankDamageFX 19602 End 19603 BuildCost = 800 19604 BuildTime = 10.0 ;in seconds 19605 VisionRange = 125 19606 ShroudClearingRange = 300 19607 Prerequisites 19608 Object = Slth_GLAArmsDealer 19609 Science = SCIENCE_MarauderTank 19610 End 19611 19612 ExperienceValue = 100 100 200 300 ;Experience point value at each level 19613 ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level 19614 IsTrainable = Yes ;Can gain experience 19615 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 19616 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 19617 CommandSet = GLATankMarauderCommandSet 19618 19619 ; *** AUDIO Parameters *** 19620 VoiceSelect = MarauderTankVoiceSelect 19621 VoiceMove = MarauderTankVoiceMove 19622 VoiceGuard = MarauderTankVoiceMove 19623 VoiceAttack = MarauderTankVoiceAttack 19624 SoundMoveStart = MarauderTankMoveStart 19625 SoundMoveStartDamaged = MarauderTankMoveStart 19626 19627 UnitSpecificSounds 19628 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 19629 VoiceCreate = MarauderTankVoiceCreate 19630 ;TurretMoveStart = NoSound 19631 TurretMoveLoop = TurretMoveLoop 19632 VoiceSalvage = MarauderTankVoiceSalvage 19633 VoiceCrush = MarauderTankVoiceCrush 19634 VoiceEnter = MarauderTankVoiceMove 19635 End 19636 19637 ; *** ENGINEERING Parameters *** 19638 RadarPriority = UNIT 19639 KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE 19640 19641 Body = ActiveBody ModuleTag_02 19642 MaxHealth = 430.0 19643 InitialHealth = 430.0 19644 19645 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 19646 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 19647 SubdualDamageCap = 860 19648 SubdualDamageHealRate = 500 19649 SubdualDamageHealAmount = 50 19650 End 19651 19652 Behavior = AIUpdateInterface ModuleTag_03 19653 AutoAcquireEnemiesWhenIdle = Yes 19654 End 19655 Locomotor = SET_NORMAL MarauderLocomotor 19656 Behavior = PhysicsBehavior ModuleTag_04 19657 Mass = 50.0 19658 End 19659 Behavior = AutoHealBehavior ModuleTag_05 19660 HealingAmount = 2 19661 HealingDelay = 1000 ; msec 19662 TriggeredBy = Upgrade_GLAJunkRepair 19663 End 19664 19665 ; Catch fire, and explode death 19666 Behavior = SlowDeathBehavior ModuleTag_06 19667 DeathTypes = ALL -CRUSHED -SPLATTED 19668 ProbabilityModifier = 50 19669 DestructionDelay = 1000 19670 DestructionDelayVariance = 300 19671 FX = INITIAL FX_CrusaderCatchFire 19672 OCL = FINAL OCL_MarauderTankDeathEffect 19673 FX = FINAL FX_BattleMasterExplosionOneFinal 19674 End 19675 19676 19677 Behavior = CreateCrateDie ModuleTag_07 19678 CrateData = SalvageCrateData 19679 ;CrateData = EliteTankCrateData 19680 ;CrateData = HeroicTankCrateData 19681 End 19682 19683 Behavior = TransitionDamageFX ModuleTag_08 19684 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 19685 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 19686 End 19687 19688 ; A crushing defeat 19689 Behavior = FXListDie ModuleTag_09 19690 DeathTypes = NONE +CRUSHED +SPLATTED 19691 DeathFX = FX_CarCrush 19692 End 19693 19694 Behavior = FlammableUpdate ModuleTag_21 19695 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19696 AflameDamageAmount = 3 ; taking this much damage... 19697 AflameDamageDelay = 500 ; this often. 19698 End 19699 19700 Geometry = BOX 19701 GeometryMajorRadius = 17.0 19702 GeometryMinorRadius = 10.0 19703 GeometryHeight = 9.5 19704 GeometryIsSmall = Yes 19705 Shadow = SHADOW_VOLUME 19706 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 19707 19708 End 19709 19710 19711 19712 ;------------------------------------------------------------------------------ 19713 ;GLA Radar Van 19714 Object Slth_GLAVehicleRadarVan 19715 19716 ; *** ART Parameters *** 19717 SelectPortrait = SURadarVan_L 19718 ButtonImage = SURadarVan 19719 19720 UpgradeCameo1 = Upgrade_GLARadarVanScan 19721 UpgradeCameo2 = Upgrade_GLAJunkRepair 19722 ;UpgradeCameo3 = NONE 19723 ;UpgradeCameo4 = NONE 19724 ;UpgradeCameo5 = NONE 19725 19726 Draw = W3DTruckDraw ModuleTag_01 19727 OkToChangeModelColor = Yes 19728 19729 DefaultConditionState 19730 Model = UVRadarVan 19731 Animation = UVRadarVan.UVRadarVan 19732 AnimationMode = LOOP 19733 End 19734 19735 ConditionState = REALLYDAMAGED 19736 Model = UVRadarVan_D 19737 Animation = UVRadarVan_D.UVRadarVan_D 19738 AnimationMode = LOOP 19739 End 19740 19741 ConditionState = RUBBLE 19742 Model = UVRadarVan_D 19743 Animation = UVRadarVan_D.UVRadarVan_D 19744 AnimationMode = LOOP 19745 End 19746 19747 TrackMarks = EXTireTrack.tga 19748 19749 ; These parameters are only used if the model has a separate suspension, 19750 ; and the locomotor has HasSuspension = Yes. 19751 LeftFrontTireBone = Tire01 19752 RightFrontTireBone = Tire02 19753 LeftRearTireBone = Tire03 19754 RightRearTireBone = Tire04 19755 TireRotationMultiplier = 0.2 ; this * speed = rotation. 19756 PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. 19757 End 19758 19759 ; ***DESIGN parameters *** 19760 DisplayName = OBJECT:RadarVan 19761 Side = GLAStealthGeneral 19762 EditorSorting = VEHICLE 19763 TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) 19764 ArmorSet 19765 Conditions = None 19766 Armor = TruckArmor 19767 DamageFX = TankDamageFX 19768 End 19769 BuildCost = 500 19770 BuildTime = 10.0 ;in seconds 19771 VisionRange = 200 19772 ShroudClearingRange = 500 19773 Prerequisites 19774 Object = Slth_GLAArmsDealer 19775 End 19776 IsTrainable = No 19777 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 19778 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 19779 CommandSet = Slth_GLAVehicleRadarVanCommandSet 19780 19781 ; *** AUDIO Parameters *** 19782 VoiceSelect = RadarVanVoiceSelect 19783 VoiceMove = RadarVanVoiceMove 19784 VoiceAttack = RadarVanVoiceMove 19785 SoundMoveStart = RadarVanMoveStart 19786 SoundMoveStartDamaged = RadarVanMoveStart 19787 19788 UnitSpecificSounds 19789 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 19790 VoiceCreate = RadarVanVoiceCreate 19791 TurretMoveStart = NoSound 19792 TurretMoveLoop = TurretMoveLoop 19793 ; Required for the W3DTruckDraw module 19794 TruckLandingSound = NoSound ;RocketBuggyLand 19795 TruckPowerslideSound = NoSound ;RocketBuggyPowerslide 19796 VoiceCrush = RadarVanVoiceCrush 19797 VoiceEnter = RadarVanVoiceMove 19798 End 19799 19800 ; *** ENGINEERING Parameters *** 19801 RadarPriority = UNIT 19802 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SALVAGER SCORE IGNORES_SELECT_ALL 19803 19804 Body = ActiveBody ModuleTag_02 19805 MaxHealth = 200 19806 InitialHealth = 200 19807 19808 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 19809 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 19810 SubdualDamageCap = 400 19811 SubdualDamageHealRate = 500 19812 SubdualDamageHealAmount = 50 19813 End 19814 19815 ExperienceValue = 20 20 20 20 ; Experience point value at each level 19816 19817 Behavior = GrantUpgradeCreate ModuleTag_03 19818 UpgradeToGrant = Upgrade_GLARadar 19819 End 19820 Behavior = RadarUpgrade ModuleTag_05 19821 TriggeredBy = Upgrade_GLARadar 19822 DisableProof = Yes ; Won't be disabled by power low 19823 End 19824 19825 Behavior = OCLSpecialPower ModuleTag_06 19826 SpecialPowerTemplate = SpecialPowerRadarVanScan 19827 OCL = SUPERWEAPON_RadarVanScan 19828 CreateLocation = CREATE_AT_LOCATION 19829 StartsPaused = Yes ; Unpaused by upgrade module 19830 End 19831 19832 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_07 19833 SpecialPowerTemplate = SpecialPowerRadarVanScan 19834 TriggeredBy = Upgrade_GLARadarVanScan 19835 End 19836 19837 Behavior = AutoHealBehavior ModuleTag_08 19838 HealingAmount = 2 19839 HealingDelay = 1000 ; msec 19840 TriggeredBy = Upgrade_GLAJunkRepair 19841 End 19842 19843 Behavior = AIUpdateInterface ModuleTag_09 19844 Turret 19845 TurretTurnRate = 100 19846 ControlledWeaponSlots = PRIMARY 19847 End 19848 End 19849 Locomotor = SET_NORMAL RadarVanLocomotor 19850 19851 Behavior = PhysicsBehavior ModuleTag_10 19852 Mass = 50.0 19853 End 19854 19855 ; The default explosion 19856 Behavior = SlowDeathBehavior ModuleTag_11 19857 DeathTypes = ALL -CRUSHED -SPLATTED 19858 ProbabilityModifier = 5 19859 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 19860 DestructionDelay = 0 19861 DestructionDelayVariance = 200 19862 FX = FINAL FX_BuggyNewDeathExplosion 19863 OCL = FINAL OCL_RadarVanDeathEffect 19864 End 19865 19866 19867 Behavior = FlammableUpdate ModuleTag_13 19868 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19869 AflameDamageAmount = 3 ; taking this much damage... 19870 AflameDamageDelay = 500 ; this often. 19871 End 19872 19873 Behavior = DestroyDie ModuleTag_14 19874 DeathTypes = NONE +CRUSHED +SPLATTED 19875 End 19876 Behavior = CreateCrateDie ModuleTag_15 19877 CrateData = SalvageCrateData 19878 ;CrateData = EliteTankCrateData 19879 ;CrateData = HeroicTankCrateData 19880 End 19881 19882 Behavior = StealthDetectorUpdate ModuleTag_16 19883 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 19884 ;DetectionRange = ??? ;Dustin, enable this for independant balancing! 19885 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 19886 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 19887 End 19888 19889 ; A crushing defeat 19890 Behavior = FXListDie ModuleTag_17 19891 DeathTypes = NONE +CRUSHED +SPLATTED 19892 DeathFX = FX_CarCrush 19893 End 19894 Behavior = CreateObjectDie ModuleTag_18 19895 DeathTypes = NONE +CRUSHED +SPLATTED 19896 CreationList = OCL_CrusaderTank_CrushEffect 19897 End 19898 19899 Behavior = TransitionDamageFX ModuleTag_19 19900 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 19901 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition 19902 End 19903 19904 Geometry = BOX 19905 GeometryMajorRadius = 16.0 19906 GeometryMinorRadius = 6.0 19907 GeometryHeight = 12.5 19908 GeometryIsSmall = Yes 19909 Shadow = SHADOW_VOLUME 19910 ShadowSizeX = 45 ;minimum elevation angle above horizon. Used to limit shadow length 19911 19912 End 19913 19914 ;------------------------------------------------------------------------------ 19915 Object Slth_GLAVehicleBattleBus 19916 19917 ; *** ART Parameters *** 19918 SelectPortrait = SUbattlebus_L 19919 ButtonImage = SUbattlebus 19920 19921 UpgradeCameo1 = Upgrade_GLAJunkRepair 19922 19923 19924 Draw = W3DTruckDraw ModuleTag_01 19925 OkToChangeModelColor = Yes 19926 TrackMarks = EXTireTrack.tga 19927 ExtraPublicBone = BUSUP01 19928 ExtraPublicBone = BUSUP02 19929 19930 DefaultConditionState 19931 Model = UVBATTBUS 19932 HideSubObject = BUSUP01 BUSUP02 19933 Animation = UVBATTBUS.UVBATTBUS 19934 AnimationMode = MANUAL 19935 End 19936 ConditionState = MOVING 19937 Model = UVBATTBUS 19938 Animation = UVBATTBUS.UVBATTBUS 19939 AnimationMode = LOOP 19940 End 19941 19942 ConditionState = REALLYDAMAGED 19943 Model = UVBATTBUS_D 19944 Animation = UVBATTBUS_D.UVBATTBUS_D 19945 AnimationMode = MANUAL 19946 End 19947 ConditionState = REALLYDAMAGED MOVING 19948 Model = UVBATTBUS_D 19949 Animation = UVBATTBUS_D.UVBATTBUS_D 19950 AnimationMode = LOOP 19951 End 19952 19953 ConditionState = SECOND_LIFE ; Set after our first death, natch 19954 Model = UVBATTBUS_D1 19955 Animation = UVBATTBUS_D1.UVBATTBUS_D1 19956 AnimationMode = MANUAL 19957 End 19958 AliasConditionState = REALLYDAMAGED SECOND_LIFE 19959 AliasConditionState = RUBBLE SECOND_LIFE 19960 19961 ConditionState = RUBBLE 19962 Model = UVBATTBUS_D 19963 End 19964 19965 ;--------- One crates 19966 ConditionState = ARMORSET_CRATEUPGRADE_ONE 19967 Model = UVBATTBUS 19968 ShowSubObject = BUSUP01 19969 HideSubObject = BUSUP02 19970 Animation = UVBATTBUS.UVBATTBUS 19971 AnimationMode = MANUAL 19972 End 19973 ConditionState = MOVING ARMORSET_CRATEUPGRADE_ONE 19974 Model = UVBATTBUS 19975 ShowSubObject = BUSUP01 19976 HideSubObject = BUSUP02 19977 Animation = UVBATTBUS.UVBATTBUS 19978 AnimationMode = LOOP 19979 End 19980 19981 ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_ONE 19982 Model = UVBATTBUS_D 19983 ShowSubObject = BUSUP01 19984 HideSubObject = BUSUP02 19985 Animation = UVBATTBUS_D.UVBATTBUS_D 19986 AnimationMode = MANUAL 19987 End 19988 ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_ONE 19989 Model = UVBATTBUS_D 19990 ShowSubObject = BUSUP01 19991 HideSubObject = BUSUP02 19992 Animation = UVBATTBUS_D.UVBATTBUS_D 19993 AnimationMode = LOOP 19994 End 19995 19996 ConditionState = SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 19997 Model = UVBATTBUS_D1 19998 ShowSubObject = BUSUP01 19999 HideSubObject = BUSUP02 20000 Animation = UVBATTBUS_D1.UVBATTBUS_D1 20001 AnimationMode = MANUAL 20002 End 20003 AliasConditionState = REALLYDAMAGED SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 20004 AliasConditionState = RUBBLE SECOND_LIFE ARMORSET_CRATEUPGRADE_ONE 20005 20006 ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_ONE 20007 Model = UVBATTBUS_D 20008 ShowSubObject = BUSUP01 20009 HideSubObject = BUSUP02 20010 End 20011 20012 ;--------- Two crates 20013 ConditionState = ARMORSET_CRATEUPGRADE_TWO 20014 Model = UVBATTBUS 20015 ShowSubObject = BUSUP01 BUSUP02 20016 Animation = UVBATTBUS.UVBATTBUS 20017 AnimationMode = MANUAL 20018 End 20019 ConditionState = MOVING ARMORSET_CRATEUPGRADE_TWO 20020 Model = UVBATTBUS 20021 ShowSubObject = BUSUP01 BUSUP02 20022 Animation = UVBATTBUS.UVBATTBUS 20023 AnimationMode = LOOP 20024 End 20025 20026 ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_TWO 20027 Model = UVBATTBUS_D 20028 ShowSubObject = BUSUP01 BUSUP02 20029 Animation = UVBATTBUS_D.UVBATTBUS_D 20030 AnimationMode = MANUAL 20031 End 20032 ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_TWO 20033 Model = UVBATTBUS_D 20034 ShowSubObject = BUSUP01 BUSUP02 20035 Animation = UVBATTBUS_D.UVBATTBUS_D 20036 AnimationMode = LOOP 20037 End 20038 20039 ConditionState = SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 20040 Model = UVBATTBUS_D1 20041 ShowSubObject = BUSUP01 BUSUP02 20042 Animation = UVBATTBUS_D1.UVBATTBUS_D1 20043 AnimationMode = MANUAL 20044 End 20045 AliasConditionState = REALLYDAMAGED SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 20046 AliasConditionState = RUBBLE SECOND_LIFE ARMORSET_CRATEUPGRADE_TWO 20047 20048 ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_TWO 20049 Model = UVBATTBUS_D 20050 ShowSubObject = BUSUP01 BUSUP02 20051 End 20052 20053 LeftFrontTireBone = Tire01 20054 RightFrontTireBone = Tire04 20055 LeftRearTireBone = Tire02 20056 RightRearTireBone = Tire03 20057 TireRotationMultiplier = 0.2 ; this * speed = rotation. 20058 20059 Dust = RocketBuggyDust 20060 DirtSpray = RocketBuggyDirtSpray 20061 PowerslideSpray = RocketBuggyDirtPowerSlide 20062 20063 End 20064 PlacementViewAngle = 180 20065 ; ***DESIGN parameters *** 20066 DisplayName = OBJECT:BattleBus 20067 Side = GLAStealthGeneral 20068 EditorSorting = VEHICLE 20069 TransportSlotCount = 8 ;how many "slots" we take in a transport (0 == not transportable) 20070 WeaponSet 20071 Conditions = None 20072 Weapon = PRIMARY None 20073 End 20074 WeaponSet 20075 Conditions = PLAYER_UPGRADE 20076 Weapon = PRIMARY BattleBusPassengerDummyWeapon 20077 End 20078 20079 ArmorSet 20080 Conditions = None 20081 Armor = BattleBusTruckArmor 20082 DamageFX = TruckDamageFX 20083 End 20084 ArmorSet 20085 Conditions = SECOND_LIFE ; Set after our first death, natch 20086 Armor = BattleBusStructureArmorTough 20087 DamageFX = StructureDamageFX 20088 End 20089 20090 ArmorSet 20091 Conditions = CRATE_UPGRADE_ONE 20092 Armor = BattleBusTruckArmorPlusOne 20093 DamageFX = TruckDamageFX 20094 End 20095 ArmorSet 20096 Conditions = CRATE_UPGRADE_ONE SECOND_LIFE ; Set after our first death, natch 20097 Armor = BattleBusStructureArmorToughPlusOne 20098 DamageFX = StructureDamageFX 20099 End 20100 20101 ArmorSet 20102 Conditions = CRATE_UPGRADE_TWO 20103 Armor = BattleBusTruckArmorPlusTwo 20104 DamageFX = TruckDamageFX 20105 End 20106 ArmorSet 20107 Conditions = CRATE_UPGRADE_TWO SECOND_LIFE ; Set after our first death, natch 20108 Armor = BattleBusStructureArmorToughPlusTwo 20109 DamageFX = StructureDamageFX 20110 End 20111 20112 BuildCost = 1000 20113 BuildTime = 15.0 ;in seconds 20114 VisionRange = 150 ; Used in attack move targeting 20115 ShroudClearingRange = 200 20116 Prerequisites 20117 Object = Slth_GLAArmsDealer 20118 Object = Slth_GLAPalace 20119 End 20120 CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 20121 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 20122 CommandSet = Slth_GLAVehicleBattleBusCommandSet 20123 20124 ; *** AUDIO Parameters *** 20125 VoiceSelect = BattleBusVoiceSelect 20126 VoiceMove = BattleBusVoiceMove 20127 VoiceGuard = BattleBusVoiceMove 20128 VoiceAttack = BattleBusVoiceAttack 20129 SoundMoveStart = BattleBusMoveStart 20130 SoundMoveStartDamaged = BattleBusMoveStart 20131 SoundEnter = HumveeEnter 20132 SoundExit = HumveeExit 20133 20134 UnitSpecificSounds 20135 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 20136 VoiceCreate = BattleBusVoiceCreate 20137 TurretMoveStart = NoSound 20138 TurretMoveLoop = NoSound 20139 TruckLandingSound = RocketBuggyLand 20140 TruckPowerslideSound = RocketBuggyPowerslide 20141 VoiceUnload = BattleBusVoiceUnload 20142 End 20143 20144 ; *** ENGINEERING Parameters *** 20145 RadarPriority = UNIT 20146 KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER ARMOR_SALVAGER SCORE 20147 20148 Body = UndeadBody ModuleTag_02 ; Body module that treats the first death as a state change 20149 MaxHealth = 400.0 20150 InitialHealth = 400.0 20151 20152 SecondLifeMaxHealth = 650.0 20153 20154 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 20155 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 20156 SubdualDamageCap = 750 20157 SubdualDamageHealRate = 500 20158 SubdualDamageHealAmount = 50 20159 End 20160 20161 IsTrainable = No 20162 ExperienceValue = 50 50 50 50 ; Experience point value at each level 20163 20164 Behavior = AIUpdateInterface ModuleTag_04 20165 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS 20166 End 20167 20168 Behavior = PhysicsBehavior ModuleTag_05 20169 Mass = 40.0 20170 End 20171 20172 Behavior = AutoHealBehavior ModuleTag_06 20173 HealingAmount = 2 20174 HealingDelay = 1000 ; msec 20175 TriggeredBy = Upgrade_GLAJunkRepair 20176 End 20177 20178 Locomotor = SET_NORMAL BattleBusLocomotor 20179 20180 Behavior = BattleBusSlowDeathBehavior ModuleTag_08 20181 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 20182 ProbabilityModifier = 5 20183 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely 20184 20185 ; Part the first, uses when killed the first time from non-system (unresistable) damage 20186 FXStartUndeath = FX_BattleBusStartUndeath 20187 OCLStartUndeath = OCL_BattleBusStartUndeath 20188 FXHitGround = FX_BattleBusHitGround 20189 OCLHitGround = OCL_BattleBusHitGround 20190 ThrowForce = 100.0 20191 PercentDamageToPassengers = 50% 20192 EmptyHulkDestructionDelay = 1000 ; If non-zero, msec of emptiness before we kill ourselves with Penalty damage 20193 20194 ; Part the second, normal fields of a SlowDeathBehavior 20195 DestructionDelay = 0 20196 DestructionDelayVariance = 200 20197 FX = FINAL FX_BuggyNewDeathExplosion 20198 OCL = FINAL OCL_BattleBusDeath 20199 End 20200 20201 Behavior = TransportContain ModuleTag_10 20202 PassengersAllowedToFire = Yes 20203 Slots = 8 20204 DamagePercentToUnits = 100% 20205 AllowInsideKindOf = INFANTRY 20206 ExitDelay = 250 20207 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn 20208 GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting 20209 WeaponBonusPassedToPassengers = Yes 20210 DelayExitInAir = Yes 20211 ArmedRidersUpgradeMyWeaponSet = Yes 20212 End 20213 20214 ; Module 11 cut. 20215 ; Behavior = HordeUpdate ModuleTag_11 20216 ; RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman 20217 ; UpdateRate = 1000 ; how often to recheck horde status (msec) 20218 ; Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so) 20219 ; AlliesOnly = Yes ; do we only count allies towards horde status? 20220 ; ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof) 20221 ; Count = 5 ; how many units must be within Radius to grant us horde-ness 20222 ; Action = HORDE ; when horde-ing, grant us the HORDE bonus 20223 ; End 20224 20225 ; A crushing defeat 20226 Behavior = FXListDie ModuleTag_23 20227 DeathTypes = NONE +CRUSHED +SPLATTED 20228 DeathFX = FX_CarCrush 20229 End 20230 Behavior = CreateObjectDie ModuleTag_24 20231 DeathTypes = NONE +CRUSHED +SPLATTED 20232 CreationList = OCL_CrusaderTank_CrushEffect 20233 End 20234 Behavior = CreateCrateDie ModuleTag_25 20235 CrateData = SalvageCrateData 20236 End 20237 20238 Behavior = FlammableUpdate ModuleTag_28 20239 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20240 AflameDamageAmount = 3 ; taking this much damage... 20241 AflameDamageDelay = 500 ; this often. 20242 End 20243 20244 Behavior = DestroyDie ModuleTag_29 20245 DeathTypes = NONE +CRUSHED +SPLATTED 20246 End 20247 20248 Behavior = SlowDeathBehavior ModuleTag_30 // Empty Hulk sinking away 20249 DeathTypes = NONE +EXTRA_4 20250 20251 SinkDelay = 1 20252 SinkRate = 2.5 20253 DestructionDelay = 5000 20254 End 20255 20256 Behavior = TransitionDamageFX ModuleTag_31 20257 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn 20258 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition 20259 End 20260 20261 Geometry = BOX 20262 GeometryMajorRadius = 19.0 20263 GeometryMinorRadius = 8.0 20264 GeometryHeight = 11.5 20265 GeometryIsSmall = No 20266 Shadow = SHADOW_VOLUME 20267 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 20268 20269 End 20270 20271 Object Slth_GLAAirport 20272 20273 ; *** ART Parameters *** 20274 SelectPortrait = T4 20275 ButtonImage = T4 20276 UpgradeCameo1 = Upgrade_GLACamoNetting 20277 Draw = W3DModelDraw ModuleTag_01 20278 20279 ExtraPublicBone = Runway1Parking1 20280 ExtraPublicBone = Runway1Parking2 20281 ExtraPublicBone = Runway2Parking1 20282 ExtraPublicBone = Runway2Parking2 20283 ExtraPublicBone = Runway1Park1Han 20284 ExtraPublicBone = Runway1Park2Han 20285 ExtraPublicBone = Runway2Park1Han 20286 ExtraPublicBone = Runway2Park2Han 20287 ExtraPublicBone = Runway1Prep1 20288 ExtraPublicBone = Runway1Prep2 20289 ExtraPublicBone = Runway2Prep1 20290 ExtraPublicBone = Runway2Prep2 20291 ExtraPublicBone = RunwayStart1 20292 ExtraPublicBone = RunwayStart2 20293 ExtraPublicBone = RunwayEnd1 20294 ExtraPublicBone = RunwayEnd2 20295 ExtraPublicBone = HeliPark01 20296 20297 OkToChangeModelColor = Yes 20298 20299 ; day ******************************************** 20300 DefaultConditionState 20301 Model = UBAIRF 20302 Animation = UBAIRF.UBAIRF 20303 AnimationMode = LOOP 20304 End 20305 ConditionState = DAMAGED 20306 Model = UBAIRF 20307 Animation = UBAIRF.UBAIRF 20308 AnimationMode = LOOP 20309 ParticleSysBone = Smoke01 SmolderingSmoke 20310 ParticleSysBone = Fire01 SmolderingFire 20311 End 20312 ConditionState = REALLYDAMAGED RUBBLE 20313 Model = UBAIRF 20314 Animation = UBAIRF.UBAIRF 20315 AnimationMode = LOOP 20316 ParticleSysBone = Smoke01 SmolderingSmoke 20317 ParticleSysBone = Fire01 SmolderingFire 20318 ParticleSysBone = Spark01 SparksLarge 20319 End 20320 20321 20322 ; night ****************************************** 20323 ConditionState = NIGHT 20324 Model = UBAIRF 20325 Animation = UBAIRF.UBAIRF 20326 AnimationMode = LOOP 20327 End 20328 ConditionState = DAMAGED NIGHT 20329 Model = UBAIRF 20330 Animation = UBAIRF.UBAIRF 20331 AnimationMode = LOOP 20332 End 20333 ConditionState = REALLYDAMAGED RUBBLE NIGHT 20334 Model = UBAIRF 20335 Animation = UBAIRF.UBAIRF 20336 AnimationMode = LOOP 20337 End 20338 20339 20340 ;************************************************************************************************************************** 20341 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 20342 ;for this draw module 20343 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20344 Model = UBAIRF 20345 Animation = UBAIRF.UBAIRF 20346 AnimationMode = LOOP 20347 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20348 End 20349 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 20350 Model = UBAIRF 20351 Animation = UBAIRF.UBAIRF 20352 AnimationMode = LOOP 20353 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20354 End 20355 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 20356 Model = UBAIRF 20357 Animation = UBAIRF.UBAIRF 20358 AnimationMode = LOOP 20359 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20360 End 20361 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 20362 Model = UBAIRF 20363 Animation = UBAIRF.UBAIRF 20364 AnimationMode = LOOP 20365 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20366 End 20367 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED 20368 Model = UBAIRF 20369 Animation = UBAIRF.UBAIRF 20370 AnimationMode = LOOP 20371 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20372 End 20373 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED 20374 Model = UBAIRF 20375 Animation = UBAIRF.UBAIRF 20376 AnimationMode = LOOP 20377 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 20378 End 20379 20380 ConditionState = AWAITING_CONSTRUCTION 20381 Model = NONE 20382 End 20383 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 20384 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 20385 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 20386 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 20387 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 20388 AliasConditionState = SOLD 20389 AliasConditionState = SOLD DAMAGED 20390 AliasConditionState = SOLD REALLYDAMAGED 20391 AliasConditionState = SOLD NIGHT 20392 AliasConditionState = SOLD NIGHT DAMAGED 20393 AliasConditionState = SOLD NIGHT REALLYDAMAGED 20394 ;************************************************************************************************************************** 20395 20396 End 20397 20398 ; ------------ construction-zone fence ----------------- 20399 Draw = W3DModelDraw ModuleTag_07 20400 AnimationsRequirePower = No 20401 DefaultConditionState 20402 Model = None 20403 TransitionKey = DOWN_DEFAULT 20404 End 20405 ConditionState = NIGHT 20406 Model = None 20407 TransitionKey = DOWN_DEFAULT 20408 End 20409 20410 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 20411 Model = UBAIRF 20412 Animation = UBAIRF.UBAIRF 20413 AnimationMode = MANUAL 20414 Flags = START_FRAME_LAST 20415 TransitionKey = UP_DAY 20416 ParticleSysBone = SmokeS01 SmokeBuildingSmall 20417 ParticleSysBone = SparksS01 LiveWireSparks02 20418 End 20419 20420 TransitionState = DOWN_DEFAULT UP_DAY 20421 Model = UBAIRF 20422 Animation = UBAIRF.UBAIRF 20423 AnimationMode = ONCE 20424 AnimationSpeedFactorRange = 1.0 1.0 20425 Flags = START_FRAME_FIRST 20426 End 20427 20428 TransitionState = UP_DAY DOWN_DEFAULT 20429 Model = UBAIRF 20430 Animation = UBAIRF.UBAIRF 20431 AnimationMode = ONCE_BACKWARDS 20432 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20433 Flags = START_FRAME_LAST 20434 End 20435 End 20436 20437 ; ------------ under-construction scaffolding ----------------- 20438 Draw = W3DModelDraw ModuleTag_08 20439 AnimationsRequirePower = No 20440 MinLODRequired = MEDIUM 20441 DefaultConditionState 20442 Model = None 20443 TransitionKey = DOWN_DEFAULT 20444 End 20445 ConditionState = NIGHT 20446 Model = None 20447 TransitionKey = DOWN_DEFAULT 20448 End 20449 ConditionState = SNOW 20450 Model = None 20451 TransitionKey = DOWN_DEFAULT 20452 End 20453 ConditionState = SNOW NIGHT 20454 Model = None 20455 TransitionKey = DOWN_DEFAULT 20456 End 20457 ConditionState = PARTIALLY_CONSTRUCTED 20458 Model = UBPalace_A6 20459 Animation = UBPalace_A6.UBPalace_A6 20460 AnimationMode = MANUAL 20461 Flags = START_FRAME_LAST 20462 TransitionKey = UP_DAY 20463 ParticleSysBone = Dust01 BuildingDust 20464 ParticleSysBone = Smoke01 BuildUpSmoke 20465 ParticleSysBone = Smoke02 BuildUpSmoke 20466 ParticleSysBone = Smoke03 BuildUpSmoke 20467 ParticleSysBone = Smoke04 BuildUpSmoke 20468 ParticleSysBone = Smoke05 BuildUpSmoke 20469 End 20470 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 20471 Model = UBPalace_A6N 20472 Animation = UBPalace_A6N.UBPalace_A6N 20473 AnimationMode = MANUAL 20474 Flags = START_FRAME_LAST 20475 TransitionKey = UP_NIGHT 20476 ParticleSysBone = Dust01 BuildingDust 20477 ParticleSysBone = Smoke01 BuildUpSmoke 20478 ParticleSysBone = Smoke02 BuildUpSmoke 20479 ParticleSysBone = Smoke03 BuildUpSmoke 20480 ParticleSysBone = Smoke04 BuildUpSmoke 20481 ParticleSysBone = Smoke05 BuildUpSmoke 20482 End 20483 ConditionState = SNOW PARTIALLY_CONSTRUCTED 20484 Model = UBPalace_A6S 20485 Animation = UBPalace_A6S.UBPalace_A6S 20486 AnimationMode = MANUAL 20487 Flags = START_FRAME_LAST 20488 TransitionKey = UP_SNOW 20489 ParticleSysBone = Dust01 BuildingSnowDust 20490 ParticleSysBone = Smoke01 BuildUpSnowSmoke 20491 ParticleSysBone = Smoke02 BuildUpSnowSmoke 20492 ParticleSysBone = Smoke03 BuildUpSnowSmoke 20493 ParticleSysBone = Smoke04 BuildUpSnowSmoke 20494 ParticleSysBone = Smoke05 BuildUpSnowSmoke 20495 End 20496 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 20497 Model = UBPalace_A6SN 20498 Animation = UBPalace_A6SN.UBPalace_A6SN 20499 AnimationMode = MANUAL 20500 Flags = START_FRAME_LAST 20501 TransitionKey = UP_SNOWNIGHT 20502 ParticleSysBone = Dust01 BuildingNightSnowDust 20503 ParticleSysBone = Smoke01 BuildUpNightSnowSmoke 20504 ParticleSysBone = Smoke02 BuildUpNightSnowSmoke 20505 ParticleSysBone = Smoke03 BuildUpNightSnowSmoke 20506 ParticleSysBone = Smoke04 BuildUpNightSnowSmoke 20507 ParticleSysBone = Smoke05 BuildUpNightSnowSmoke 20508 End 20509 TransitionState = DOWN_DEFAULT UP_DAY 20510 Model = UBPalace_A6 20511 Animation = UBPalace_A6.UBPalace_A6 20512 AnimationMode = ONCE 20513 AnimationSpeedFactorRange = 1.0 1.0 20514 Flags = START_FRAME_FIRST 20515 End 20516 TransitionState = DOWN_DEFAULT UP_NIGHT 20517 Model = UBPalace_A6N 20518 Animation = UBPalace_A6N.UBPalace_A6N 20519 AnimationMode = ONCE 20520 AnimationSpeedFactorRange = 1.0 1.0 20521 Flags = START_FRAME_FIRST 20522 End 20523 TransitionState = DOWN_DEFAULT UP_SNOW 20524 Model = UBPalace_A6S 20525 Animation = UBPalace_A6S.UBPalace_A6S 20526 AnimationMode = ONCE 20527 AnimationSpeedFactorRange = 1.0 1.0 20528 Flags = START_FRAME_FIRST 20529 End 20530 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 20531 Model = UBPalace_A6SN 20532 Animation = UBPalace_A6SN.UBPalace_A6SN 20533 AnimationMode = ONCE 20534 AnimationSpeedFactorRange = 1.0 1.0 20535 Flags = START_FRAME_FIRST 20536 End 20537 TransitionState = UP_DAY DOWN_DEFAULT 20538 Model = UBPalace_A6 20539 Animation = UBPalace_A6.UBPalace_A6 20540 AnimationMode = ONCE_BACKWARDS 20541 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20542 Flags = START_FRAME_LAST 20543 End 20544 TransitionState = UP_NIGHT DOWN_DEFAULT 20545 Model = UBPalace_A6N 20546 Animation = UBPalace_A6N.UBPalace_A6N 20547 AnimationMode = ONCE_BACKWARDS 20548 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20549 Flags = START_FRAME_LAST 20550 End 20551 TransitionState = UP_SNOW DOWN_DEFAULT 20552 Model = UBPalace_A6S 20553 Animation = UBPalace_A6S.UBPalace_A6S 20554 AnimationMode = ONCE_BACKWARDS 20555 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20556 Flags = START_FRAME_LAST 20557 End 20558 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 20559 Model = UBPalace_A6SN 20560 Animation = UBPalace_A6SN.UBPalace_A6SN 20561 AnimationMode = ONCE_BACKWARDS 20562 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 20563 Flags = START_FRAME_LAST 20564 End 20565 End 20566 20567 ; ------------ being-constructed crane ----------------- 20568 Draw = W3DModelDraw ModuleTag_09 20569 AnimationsRequirePower = No 20570 DefaultConditionState 20571 Model = None 20572 TransitionKey = DOWN_DEFAULT 20573 End 20574 ConditionState = NIGHT 20575 Model = None 20576 TransitionKey = DOWN_DEFAULT 20577 End 20578 20579 ConditionState = SOLD 20580 Model = NONE 20581 End 20582 20583 ConditionState = ACTIVELY_BEING_CONSTRUCTED 20584 Model = UBAIRF 20585 Animation = UBAIRF.UBAIRF 20586 AnimationMode = LOOP 20587 TransitionKey = UP_DAY 20588 End 20589 20590 End 20591 20592 PlacementViewAngle = -45 20593 20594 ; ***DESIGN parameters *** 20595 DisplayName = OBJECT:Airfield 20596 Side = GLAStealthGenera 20597 EditorSorting = STRUCTURE 20598 Prerequisites 20599 Object = Slth_GLASupplyStash 20600 End 20601 20602 BuildCost = 300 20603 BuildTime = 10.0 ; in seconds 20604 EnergyProduction = 0 20605 CommandSet = Slth_GLAAirPortCommandSet 20606 VisionRange = 200.0 ; Shroud clearing distance 20607 ShroudClearingRange = 200 20608 ArmorSet 20609 Conditions = None 20610 Armor = StructureArmor 20611 DamageFX = StructureDamageFXNoShake 20612 End 20613 ExperienceValue = 150 150 150 150 ; Experience point value at each level 20614 20615 ; *** AUDIO Parameters *** 20616 VoiceSelect = WarFactoryGLASelect 20617 SoundOnDamaged = BuildingDamagedStateLight 20618 SoundOnReallyDamaged = BuildingDestroy 20619 20620 UnitSpecificSounds 20621 UnderConstruction = UnderConstructionLoop 20622 End 20623 20624 ; *** ENGINEERING Parameters *** 20625 RadarPriority = STRUCTURE 20626 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD 20627 Body = StructureBody ModuleTag_10 20628 MaxHealth = 1000.0 20629 InitialHealth = 1000.0 20630 20631 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 20632 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 20633 SubdualDamageCap = 1700 20634 SubdualDamageHealRate = 500 20635 SubdualDamageHealAmount = 100 20636 End 20637 20638 Behavior = ParkingPlaceBehavior ModuleTag_11 20639 HealAmountPerSecond = 10 20640 NumRows = 1 20641 20642 NumCols = 1 20643 HasRunways = Yes 20644 ApproachHeight = 50 20645 End 20646 20647 Behavior = ProductionUpdate ModuleTag_12 20648 NumDoorAnimations = 4 20649 DoorOpeningTime = 1 ;in mSeconds 20650 DoorWaitOpenTime = 1 ;in mSeconds 20651 DoorCloseTime = 1 ;in mSeconds 20652 ConstructionCompleteDuration = 1000 ;in mSeconds 20653 End 20654 20655 Behavior = BaseRegenerateUpdate ModuleTag_13 20656 ;No data 20657 End 20658 20659 Behavior = DestroyDie ModuleTag_14 20660 ;nothing 20661 End 20662 Behavior = CreateObjectDie ModuleTag_15 20663 CreationList = OCL_ABPowerPlantExplode 20664 End 20665 20666 Behavior = FXListDie ModuleTag_17 20667 DeathFX = FX_StructureMediumDeath 20668 End 20669 20670 Behavior = FlammableUpdate ModuleTag_19 20671 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20672 AflameDamageAmount = 5 ; taking this much damage... 20673 AflameDamageDelay = 500 ; this often. 20674 End 20675 20676 Behavior = TransitionDamageFX ModuleTag_31 20677 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 20678 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 20679 ;--------------------------------------------------------------------------------------- 20680 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 20681 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 20682 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 20683 End 20684 Behavior = StealthUpdate ModuleStealth_09 20685 StealthDelay = 2500 ; msec 20686 StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE 20687 InnateStealth = No ;Requires upgrade first 20688 OrderIdleEnemiesToAttackMeUponReveal = Yes 20689 End 20690 Behavior = StealthUpgrade ModuleTag_23 20691 TriggeredBy = Upgrade_GLACamoNetting 20692 END 20693 Geometry = BOX 20694 GeometryMajorRadius = 75.0 20695 GeometryMinorRadius = 60.0 20696 GeometryHeight = 30.0 20697 GeometryIsSmall = No 20698 FactoryExitWidth = 25 20699 Shadow = SHADOW_VOLUME 20700 BuildCompletion = PLACED_BY_PLAYER 20701 20702 End 20703 20704 20705 Object GLAVehicleBalloon 20706 20707 ; *** ART Parameters *** 20708 SelectPortrait = T32 20709 ButtonImage = T32 20710 20711 UpgradeCameo1 = Upgrade_GLACamouflage 20712 ;UpgradeCameo3 = Upgrade_ChinaHelixGattlingCannon 20713 ;UpgradeCameo4 = Upgrade_ChinaHelixPropagandaTower 20714 ;UpgradeCameo5 = Upgrade_ChinaHelixBattleBunker 20715 20716 Draw = W3DOverlordAircraftDraw ModuleTag_01; Works with the dependencyModelDraw of the upgrade portable structures 20717 20718 ParticlesAttachedToAnimatedBones = Yes 20719 20720 DefaultConditionState 20721 Model = nvballoon 20722 Animation = nvballoon.nvballoon 20723 AnimationMode = LOOP 20724 WeaponFireFXBone = PRIMARY Muzzle03 20725 WeaponMuzzleFlash = PRIMARY TurretFX03 20726 HideSubObject = BombWing 20727 End 20728 20729 ConditionState = MOVING 20730 ParticleSysBone = SMOKE01 HelixExhaust 20731 ParticleSysBone = SMOKE02 HelixExhaust 20732 End 20733 20734 ConditionState = REALLYDAMAGED 20735 Model = nvballoon 20736 Animation = nvballoon.nvballoon 20737 AnimationMode = LOOP 20738 End 20739 ConditionState = REALLYDAMAGED MOVING 20740 Model = nvballoon 20741 Animation = nvballoon.nvballoon 20742 AnimationMode = LOOP 20743 ParticleSysBone = SMOKE01 HelixExhaust 20744 ParticleSysBone = SMOKE02 HelixExhaust 20745 End 20746 20747 ConditionState = RUBBLE 20748 Model = nvballoon_d 20749 Animation = nvballoon_d.nvballoon_d 20750 AnimationMode = LOOP 20751 End 20752 ConditionState = RUBBLE MOVING 20753 Model = nvballoon_d 20754 Animation = nvballoon_d.nvballoon_d 20755 AnimationMode = LOOP 20756 ParticleSysBone = SMOKE01 HelixExhaust 20757 ParticleSysBone = SMOKE02 HelixExhaust 20758 End 20759 20760 ConditionState = RUBBLE SPECIAL_DAMAGED 20761 Model = nvballoon_d 20762 End 20763 20764 OkToChangeModelColor = Yes 20765 End 20766 20767 20768 ; ***DESIGN parameters *** 20769 DisplayName = OBJECT:Balloon 20770 EditorSorting = VEHICLE 20771 Side = GLAStealthGeneral 20772 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 20773 VisionRange = 200.0 20774 ShroudClearingRange = 600 20775 BuildCost = 500 20776 BuildTime = 10.0 ;in seconds 20777 Prerequisites 20778 Object = Slth_GLAAirport 20779 End 20780 ExperienceValue = 50 100 150 200 ;Experience point value at each level 20781 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 20782 IsTrainable = Yes 20783 CommandSet = BalloonCommandSet 20784 20785 20786 ArmorSet 20787 Conditions = None 20788 Armor = ChinookArmor 20789 DamageFX = None 20790 End 20791 20792 20793 WeaponSet 20794 Conditions = None 20795 ; ----- 20796 Weapon = PRIMARY NONE 20797 AutoChooseSources = PRIMARY NONE 20798 20799 End 20800 20801 20802 20803 20804 20805 ; *** ENGINEERING Parameters *** 20806 RadarPriority = UNIT 20807 ; note that, although Helixes aren't produced at helipads, we want to set this KINDOF so that they can land at 20808 ; (well, "near" actually) an Airfield to get healed... 20809 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE HUGE_VEHICLE TRANSPORT AIRCRAFT SCORE PRODUCED_AT_HELIPAD CAN_ATTACK 20810 20811 Body = ActiveBody ModuleTag_03 20812 MaxHealth = 50.0 20813 InitialHealth = 50.0 20814 End 20815 20816 Behavior = FXListDie ModuleTag_05 20817 DeathFX = FX_HelicopterStartDeath 20818 End 20819 20820 Behavior = TransitionDamageFX ModuleTag_06 20821 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 20822 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 20823 End 20824 20825 Behavior = ChinookAIUpdate ModuleTag_07 20826 AutoAcquireEnemiesWhenIdle = Yes 20827 RotorWashParticleSystem = HelixRotorWashRing 20828 End 20829 Locomotor = SET_NORMAL BalloonLocomotor 20830 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 20831 20832 20833 Behavior = PhysicsBehavior ModuleTag_09 20834 Mass = 50.0 20835 End 20836 20837 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 20838 DestructionDelay = 99999999 ; the destruction delay 20839 SpiralOrbitTurnRate = 80.0 ; in degrees per second, bigger # = tighter spiral 20840 SpiralOrbitForwardSpeed = 110.0 ; bigger # = larger spiral 20841 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 20842 MaxBraking = 210 ; max braking we can use during death spiral (lower num = wilder spiral) 20843 SoundDeathLoop = HelixDamagedLoop 20844 MinSelfSpin = 40 ; in degrees per second 20845 MaxSelfSpin = 120 ; in degrees per second 20846 SelfSpinUpdateDelay = 300 ; in milliseconds 20847 SelfSpinUpdateAmount = 5 ; in degrees 20848 FallHowFast = 8.0% ; fraction of gravity, lower = take longer to fall 20849 MinBladeFlyOffDelay = 1000 ; in milliseconds 20850 MaxBladeFlyOffDelay = 1000 ; in milliseconds 20851 AttachParticle = SootySmokeTrail 20852 AttachParticleBone = Propeller02 20853 BladeObjectName = HelixBlades 20854 BladeBoneName = Propeller01 20855 FXBlade = FX_HelicopterBladeExplosion 20856 OCLBlade = OCL_HelicopterBladeExplosion 20857 FXHitGround = FX_HelicopterHitGround 20858 OCLHitGround = OCL_HelicopterHitGround 20859 FXFinalBlowUp = FX_HelixHelicopterBlowUpBig 20860 OCLFinalBlowUp = OCL_HelixBlades 20861 DelayFromGroundToFinalDeath = 30 20862 FinalRubbleObject = GLAVehicleBalloonHulk 20863 End 20864 20865 Behavior = FlammableUpdate ModuleTag_21 20866 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20867 AflameDamageAmount = 3 ; taking this much damage... 20868 AflameDamageDelay = 500 ; this often. 20869 End 20870 20871 20872 20873 Behavior = ProductionUpdate ModuleTag_25 20874 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame 20875 End 20876 20877 20878 20879 20880 20881 ;-------------------------- 20882 Behavior = ObjectCreationUpgrade ModuleTag_22 20883 UpgradeObject = OCL_HelixGattlingCannon 20884 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 20885 ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 20886 End 20887 Behavior = CommandSetUpgrade ModuleTag_26 20888 CommandSet = ChinaHelixGattlingCannonCommandSet 20889 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 20890 ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 20891 End 20892 Behavior = WeaponSetUpgrade ModuleTag_35 20893 TriggeredBy = Upgrade_ChinaHelixGattlingCannon 20894 End 20895 ; lorenzen commented out 8/4... the helix now keeps its minigun, even when upgraded to gattling 20896 ; Behavior = SubObjectsUpgrade ModuleTag_36 20897 ; TriggeredBy = Upgrade_ChinaHelixGattlingCannon 20898 ; ConflictsWith = Upgrade_ChinaHelixPropagandaTower Upgrade_ChinaHelixBattleBunker 20899 ; HideSubObjects = MINIGUN 20900 ; End 20901 ;-------------------------- 20902 Behavior = ObjectCreationUpgrade ModuleTag_23 20903 UpgradeObject = OCL_HelixPropagandaTower 20904 TriggeredBy = Upgrade_ChinaHelixPropagandaTower 20905 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker 20906 End 20907 Behavior = CommandSetUpgrade ModuleTag_27 20908 CommandSet = ChinaHelixPropagandaTowerCommandSet 20909 TriggeredBy = Upgrade_ChinaHelixPropagandaTower 20910 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixBattleBunker 20911 End 20912 ;-------------------------- 20913 Behavior = ObjectCreationUpgrade ModuleTag_24 20914 UpgradeObject = OCL_HelixBattleBunker 20915 TriggeredBy = Upgrade_ChinaHelixBattleBunker 20916 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower 20917 End 20918 Behavior = CommandSetUpgrade ModuleTag_28 20919 CommandSet = ChinaHelixBattleBunkerCommandSet 20920 TriggeredBy = Upgrade_ChinaHelixBattleBunker 20921 ConflictsWith = Upgrade_ChinaHelixGattlingCannon Upgrade_ChinaHelixPropagandaTower 20922 End 20923 Behavior = PassengersFireUpgrade ModuleTag_34 20924 TriggeredBy = Upgrade_ChinaHelixBattleBunker 20925 End 20926 ;-------------------------- 20927 20928 Behavior = TransportContain ModuleTag_29 20929 Slots = 2 20930 20931 DamagePercentToUnits = 100% 20932 AllowInsideKindOf = INFANTRY 20933 ForbidInsideKindOf = AIRCRAFT 20934 ExitDelay = 100 20935 NumberOfExitPaths = 1 20936 PassengersAllowedToFire = Yes ; the 20937 End 20938 20939 20940 Behavior = WeaponSetUpgrade ModuleTag_30 20941 TriggeredBy = Upgrade_ChinaBlackNapalm 20942 End 20943 20944 20945 Behavior = SpecialAbility ModuleTag_32 20946 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 20947 UpdateModuleStartsAttack = Yes 20948 StartsPaused = Yes; so the UnpauseSpecialPowerUpgrade, below can turn it on 20949 InitiateSound = HelixVoiceAttack 20950 End 20951 Behavior = SpecialAbilityUpdate ModuleTag_33 20952 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 20953 StartAbilityRange = 3.0 20954 PreparationTime = 0 20955 SpecialObject = NapalmBomb 20956 MaxSpecialObjects = 1 20957 SpecialObjectsPersistWhenOwnerDies = Yes 20958 SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them. 20959 UniqueSpecialObjectTargets = No ;This would prevent multiple charges placed on the same object. 20960 UnpackTime = 500 ;slight delay to drop bomb 20961 FlipOwnerAfterUnpacking = No 20962 FleeRangeAfterCompletion = 0.0 ;DOes not run away after finishing ability 20963 UnpackSound = NoSound 20964 LoseStealthOnTrigger = No 20965 ApproachRequiresLOS = No ; we are a helicopter, we can see everything 20966 NeedToFaceTarget = No ; can drop the bomb at any angle to target 20967 20968 PersistentPrepTime = 100 20969 PersistenceRequiresRecharge = Yes 20970 20971 End 20972 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_38 20973 SpecialPowerTemplate = SpecialAbilityHelixNapalmBomb 20974 TriggeredBy = Upgrade_HelixNapalmBomb 20975 End 20976 Behavior = SubObjectsUpgrade ModuleTag_39 20977 TriggeredBy = Upgrade_HelixNapalmBomb 20978 ShowSubObjects = BombWing 20979 End 20980 Behavior = StealthUpdate ModuleTag_07 20981 StealthDelay = 2500 ; msec 20982 StealthForbiddenConditions = ATTACKING USING_ABILITY 20983 MoveThresholdSpeed = 3 20984 InnateStealth = No ;Requires upgrade first 20985 OrderIdleEnemiesToAttackMeUponReveal = Yes 20986 End 20987 20988 Behavior = StealthUpgrade ModuleTag_08 20989 TriggeredBy = Upgrade_GLACamouflage 20990 End 20991 Scale = 1.95 ;Scaling 20992 GeometryMajorRadius = 1.0 20993 GeometryMinorRadius = 1.0 20994 GeometryHeight = 8.0 20995 20996 20997 20998 20999 Geometry = CYLINDER 21000 GeometryMajorRadius = 35.0 21001 GeometryHeight = 30.0 21002 GeometryIsSmall = No 21003 Shadow = SHADOW_VOLUME 21004 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 21005 21006 End 21007 21008 21009 ;------------------------------------------------------------------ 21010 Object GLAVehicleBalloonHulk 21011 21012 ; *** ART Parameters *** 21013 Draw = W3DModelDraw ModuleTag_01 ; Helicopter 21014 DefaultConditionState 21015 Model = nvballoon_d 21016 End 21017 End 21018 21019 ; ***DESIGN parameters *** 21020 DisplayName = OBJECT:Chinook 21021 Side = GLA 21022 21023 ; *** ENGINEERING Parameters *** 21024 KindOf = IMMOBILE NO_COLLIDE HULK 21025 21026 Behavior = PhysicsBehavior ModuleTag_02 21027 Mass = 15.0 21028 AllowBouncing = Yes 21029 End 21030 21031 Behavior = LifetimeUpdate ModuleTag_03 21032 MinLifetime = 3000 ; min lifetime in msec 21033 MaxLifetime = 3000 ; max lifetime in msec 21034 End 21035 21036 End 21037 21038 ;------------------------------------------------------------------------------ 21039 Object GLASAMBattery 21040 21041 ; *** ART Parameters *** 21042 SelectPortrait = T3 21043 ButtonImage = T3 21044 Draw = W3DModelDraw ModuleTag_01 21045 21046 OkToChangeModelColor = Yes 21047 ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY TERTIARY; WeaponLaunchBone will be shown/hidden, not just used for firing offset 21048 DefaultConditionState 21049 Model = NBSAM 21050 Turret = TURRET01 21051 TurretPitch = TURRETEL 21052 WeaponHideShowBone = PRIMARY MISSILE01 21053 WeaponLaunchBone = PRIMARY WeaponA01 21054 WeaponFireFXBone = PRIMARY WeaponA01 21055 End 21056 AliasConditionState = NIGHT 21057 21058 ConditionState = DAMAGED 21059 Model = NBSAM 21060 End 21061 AliasConditionState = DAMAGED NIGHT 21062 21063 ConditionState = REALLYDAMAGED RUBBLE 21064 Model = NBSAM 21065 End 21066 AliasConditionState = REALLYDAMAGED RUBBLE NIGHT 21067 21068 21069 ConditionState = SNOW 21070 Model = NBSAM 21071 End 21072 AliasConditionState = SNOW NIGHT 21073 21074 ConditionState = DAMAGED SNOW 21075 Model = NBSAM 21076 End 21077 AliasConditionState = SNOW NIGHT DAMAGED 21078 21079 ConditionState = REALLYDAMAGED RUBBLE SNOW 21080 Model = NBSAM 21081 End 21082 AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 21083 21084 ;************************************************************************************************************************** 21085 ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states 21086 ;for this draw module 21087 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21088 Model = NBSAM 21089 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21090 End 21091 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 21092 21093 21094 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW 21095 Model = NBSAM 21096 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21097 End 21098 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW 21099 21100 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 21101 Model = NBSAM 21102 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21103 End 21104 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT 21105 21106 21107 21108 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW 21109 Model = NBSAM 21110 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21111 End 21112 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW 21113 21114 21115 21116 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED 21117 Model = NBSAM 21118 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21119 End 21120 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT 21121 21122 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW 21123 Model = NBSAM 21124 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 21125 End 21126 AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW 21127 21128 21129 21130 ConditionState = AWAITING_CONSTRUCTION 21131 Model = NONE 21132 End 21133 AliasConditionState = AWAITING_CONSTRUCTION DAMAGED 21134 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED 21135 AliasConditionState = AWAITING_CONSTRUCTION NIGHT 21136 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED 21137 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED 21138 AliasConditionState = AWAITING_CONSTRUCTION SNOW 21139 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED 21140 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED 21141 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW 21142 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED 21143 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED 21144 AliasConditionState = SOLD DAMAGED 21145 AliasConditionState = SOLD REALLYDAMAGED 21146 AliasConditionState = SOLD NIGHT 21147 AliasConditionState = SOLD NIGHT DAMAGED 21148 AliasConditionState = SOLD NIGHT REALLYDAMAGED 21149 AliasConditionState = SOLD SNOW 21150 AliasConditionState = SOLD SNOW DAMAGED 21151 AliasConditionState = SOLD SNOW REALLYDAMAGED 21152 AliasConditionState = SOLD NIGHT SNOW 21153 AliasConditionState = SOLD NIGHT SNOW DAMAGED 21154 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED 21155 ;************************************************************************************************************************** 21156 21157 21158 21159 End 21160 21161 ; ------------ construction-zone fence ----------------- 21162 Draw = W3DModelDraw ModuleTag_02 21163 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 21164 DefaultConditionState 21165 Model = None 21166 TransitionKey = DOWN_DEFAULT 21167 End 21168 ConditionState = NIGHT 21169 Model = None 21170 TransitionKey = DOWN_DEFAULT 21171 End 21172 ConditionState = SNOW 21173 Model = None 21174 TransitionKey = DOWN_DEFAULT 21175 End 21176 ConditionState = SNOW NIGHT 21177 Model = None 21178 TransitionKey = DOWN_DEFAULT 21179 End 21180 ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21181 Model = ABPatriot_A4 21182 Animation = ABPatriot_A4.ABPatriot_A4 21183 AnimationMode = MANUAL 21184 Flags = START_FRAME_LAST 21185 TransitionKey = UP_DAY 21186 End 21187 ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21188 Model = ABPatriot_A4N 21189 Animation = ABPatriot_A4N.ABPatriot_A4N 21190 AnimationMode = MANUAL 21191 Flags = START_FRAME_LAST 21192 TransitionKey = UP_NIGHT 21193 End 21194 ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21195 Model = ABPatriot_A4S 21196 Animation = ABPatriot_A4S.ABPatriot_A4S 21197 AnimationMode = MANUAL 21198 Flags = START_FRAME_LAST 21199 TransitionKey = UP_SNOW 21200 End 21201 ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 21202 Model = ABPatriot_A4SN 21203 Animation = ABPatriot_A4SN.ABPatriot_A4SN 21204 AnimationMode = MANUAL 21205 Flags = START_FRAME_LAST 21206 TransitionKey = UP_SNOWNIGHT 21207 End 21208 TransitionState = DOWN_DEFAULT UP_DAY 21209 Model = ABPatriot_A4 21210 Animation = ABPatriot_A4.ABPatriot_A4 21211 AnimationMode = ONCE 21212 AnimationSpeedFactorRange = 1.0 1.0 21213 Flags = START_FRAME_FIRST 21214 End 21215 TransitionState = DOWN_DEFAULT UP_NIGHT 21216 Model = ABPatriot_A4N 21217 Animation = ABPatriot_A4N.ABPatriot_A4N 21218 AnimationMode = ONCE 21219 AnimationSpeedFactorRange = 1.0 1.0 21220 Flags = START_FRAME_FIRST 21221 End 21222 TransitionState = DOWN_DEFAULT UP_SNOW 21223 Model = ABPatriot_A4S 21224 Animation = ABPatriot_A4S.ABPatriot_A4S 21225 AnimationMode = ONCE 21226 AnimationSpeedFactorRange = 1.0 1.0 21227 Flags = START_FRAME_FIRST 21228 End 21229 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21230 Model = ABPatriot_A4SN 21231 Animation = ABPatriot_A4SN.ABPatriot_A4SN 21232 AnimationMode = ONCE 21233 AnimationSpeedFactorRange = 1.0 1.0 21234 Flags = START_FRAME_FIRST 21235 End 21236 TransitionState = UP_DAY DOWN_DEFAULT 21237 Model = ABPatriot_A4 21238 Animation = ABPatriot_A4.ABPatriot_A4 21239 AnimationMode = ONCE_BACKWARDS 21240 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21241 Flags = START_FRAME_LAST 21242 End 21243 TransitionState = UP_NIGHT DOWN_DEFAULT 21244 Model = ABPatriot_A4N 21245 Animation = ABPatriot_A4N.ABPatriot_A4N 21246 AnimationMode = ONCE_BACKWARDS 21247 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21248 Flags = START_FRAME_LAST 21249 End 21250 TransitionState = UP_SNOW DOWN_DEFAULT 21251 Model = ABPatriot_A4S 21252 Animation = ABPatriot_A4S.ABPatriot_A4S 21253 AnimationMode = ONCE_BACKWARDS 21254 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21255 Flags = START_FRAME_LAST 21256 End 21257 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21258 Model = ABPatriot_A4SN 21259 Animation = ABPatriot_A4SN.ABPatriot_A4SN 21260 AnimationMode = ONCE_BACKWARDS 21261 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21262 Flags = START_FRAME_LAST 21263 End 21264 End 21265 21266 ; ------------ under-construction scaffolding ----------------- 21267 Draw = W3DModelDraw ModuleTag_03 21268 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled 21269 MinLODRequired = MEDIUM 21270 DefaultConditionState 21271 Model = None 21272 TransitionKey = DOWN_DEFAULT 21273 End 21274 ConditionState = NIGHT 21275 Model = None 21276 TransitionKey = DOWN_DEFAULT 21277 End 21278 ConditionState = SNOW 21279 Model = None 21280 TransitionKey = DOWN_DEFAULT 21281 End 21282 ConditionState = SNOW NIGHT 21283 Model = None 21284 TransitionKey = DOWN_DEFAULT 21285 End 21286 ConditionState = PARTIALLY_CONSTRUCTED 21287 Model = ABPatriot_A6 21288 Animation = ABPatriot_A6.ABPatriot_A6 21289 AnimationMode = MANUAL 21290 Flags = START_FRAME_LAST 21291 TransitionKey = UP_DAY 21292 ParticleSysBone = Sparks01 BuildUpBlueSpark 21293 ParticleSysBone = Sparks02 BuildUpBlueSpark 21294 End 21295 ConditionState = NIGHT PARTIALLY_CONSTRUCTED 21296 Model = ABPatriot_A6N 21297 Animation = ABPatriot_A6N.ABPatriot_A6N 21298 AnimationMode = MANUAL 21299 Flags = START_FRAME_LAST 21300 TransitionKey = UP_NIGHT 21301 ParticleSysBone = Sparks01 BuildUpBlueSpark 21302 ParticleSysBone = Sparks02 BuildUpBlueSpark 21303 End 21304 ConditionState = SNOW PARTIALLY_CONSTRUCTED 21305 Model = ABPatriot_A6S 21306 Animation = ABPatriot_A6S.ABPatriot_A6S 21307 AnimationMode = MANUAL 21308 Flags = START_FRAME_LAST 21309 TransitionKey = UP_SNOW 21310 ParticleSysBone = Sparks01 BuildUpBlueSpark 21311 ParticleSysBone = Sparks02 BuildUpBlueSpark 21312 End 21313 ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED 21314 Model = ABPatriot_A6SN 21315 Animation = ABPatriot_A6SN.ABPatriot_A6SN 21316 AnimationMode = MANUAL 21317 Flags = START_FRAME_LAST 21318 TransitionKey = UP_SNOWNIGHT 21319 ParticleSysBone = Sparks01 BuildUpBlueSpark 21320 ParticleSysBone = Sparks02 BuildUpBlueSpark 21321 End 21322 TransitionState = DOWN_DEFAULT UP_DAY 21323 Model = ABPatriot_A6 21324 Animation = ABPatriot_A6.ABPatriot_A6 21325 AnimationMode = ONCE 21326 AnimationSpeedFactorRange = 1.0 1.0 21327 Flags = START_FRAME_FIRST 21328 End 21329 TransitionState = DOWN_DEFAULT UP_NIGHT 21330 Model = ABPatriot_A6N 21331 Animation = ABPatriot_A6N.ABPatriot_A6N 21332 AnimationMode = ONCE 21333 AnimationSpeedFactorRange = 1.0 1.0 21334 Flags = START_FRAME_FIRST 21335 End 21336 TransitionState = DOWN_DEFAULT UP_SNOW 21337 Model = ABPatriot_A6S 21338 Animation = ABPatriot_A6S.ABPatriot_A6S 21339 AnimationMode = ONCE 21340 AnimationSpeedFactorRange = 1.0 1.0 21341 Flags = START_FRAME_FIRST 21342 End 21343 TransitionState = DOWN_DEFAULT UP_SNOWNIGHT 21344 Model = ABPatriot_A6SN 21345 Animation = ABPatriot_A6SN.ABPatriot_A6SN 21346 AnimationMode = ONCE 21347 AnimationSpeedFactorRange = 1.0 1.0 21348 Flags = START_FRAME_FIRST 21349 End 21350 TransitionState = UP_DAY DOWN_DEFAULT 21351 Model = ABPatriot_A6 21352 Animation = ABPatriot_A6.ABPatriot_A6 21353 AnimationMode = ONCE_BACKWARDS 21354 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21355 Flags = START_FRAME_LAST 21356 End 21357 TransitionState = UP_NIGHT DOWN_DEFAULT 21358 Model = ABPatriot_A6N 21359 Animation = ABPatriot_A6N.ABPatriot_A6N 21360 AnimationMode = ONCE_BACKWARDS 21361 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21362 Flags = START_FRAME_LAST 21363 End 21364 TransitionState = UP_SNOW DOWN_DEFAULT 21365 Model = ABPatriot_A6S 21366 Animation = ABPatriot_A6S.ABPatriot_A6S 21367 AnimationMode = ONCE_BACKWARDS 21368 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21369 Flags = START_FRAME_LAST 21370 End 21371 TransitionState = UP_SNOWNIGHT DOWN_DEFAULT 21372 Model = ABPatriot_A6SN 21373 Animation = ABPatriot_A6SN.ABPatriot_A6SN 21374 AnimationMode = ONCE_BACKWARDS 21375 AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly 21376 Flags = START_FRAME_LAST 21377 End 21378 End 21379 21380 PlacementViewAngle = -45 21381 21382 ; ***DESIGN parameters *** 21383 DisplayName = OBJECT:SAMBattery 21384 Side = GLAStealthGeneral 21385 EditorSorting = STRUCTURE 21386 Prerequisites 21387 Object = Slth_GLASupplyStash 21388 Object = Slth_GLAPalace 21389 End 21390 BuildCost = 700 21391 BuildTime = 15.0 ; in seconds 21392 EnergyProduction = -3 21393 WeaponSet 21394 Conditions = None 21395 Weapon = PRIMARY SAMMissileWeaponAir 21396 21397 End 21398 VisionRange = 360.0 ; Shroud clearing distance AND targeting range 21399 ShroudClearingRange = 360 21400 ArmorSet 21401 Conditions = None 21402 Armor = BaseDefenseArmor 21403 DamageFX = StructureDamageFXNoShake 21404 End 21405 CommandSet = AmericaPatriotBatteryCommandSet 21406 ExperienceValue = 200 200 200 200 ; Experience point value at each level 21407 21408 ;Behavior = AIUpdateInterface ModuleTag_20 21409 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS 21410 ; MoodAttackCheckRate = 250 21411 ;End 21412 21413 ; *** AUDIO Parameters *** 21414 VoiceSelect = PatriotBatterySelect 21415 SoundOnDamaged = BuildingDamagedStateLight 21416 SoundOnReallyDamaged = BuildingDestroy 21417 21418 UnitSpecificSounds 21419 UnderConstruction = UnderConstructionLoop 21420 End 21421 21422 UnitSpecificSounds 21423 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 21424 TurretMoveStart = NoSound 21425 TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud 21426 End 21427 21428 ; *** ENGINEERING Parameters *** 21429 RadarPriority = STRUCTURE 21430 KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY 21431 Body = StructureBody ModuleTag_04 21432 MaxHealth = 1000.0 21433 InitialHealth = 1000.0 21434 21435 21436 End 21437 21438 Behavior = StealthDetectorUpdate ModuleTag_13 21439 DetectionRate = 0 ; how often to rescan for stealthed things in my sight (msec) 21440 DetectionRange = 0 ;Dustin, enable this for independant balancing! 21441 CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. 21442 CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. 21443 End 21444 21445 Behavior = BaseRegenerateUpdate ModuleTag_05 21446 ;No data 21447 End 21448 Behavior = AIUpdateInterface ModuleTag_06 21449 Turret 21450 TurretTurnRate = 180 // turn rate, in degrees per sec 21451 TurretPitchRate = 180 21452 AllowsPitch = Yes 21453 NaturalTurretPitch = 45 21454 GroundUnitPitch = 40 21455 MinPhysicalPitch = -20 21456 ControlledWeaponSlots = PRIMARY 21457 MinIdleScanInterval = 250 ; in milliseconds 21458 MaxIdleScanInterval = 250 ; in milliseconds 21459 MinIdleScanAngle = 0 ; in degrees off the natural turret angle 21460 MaxIdleScanAngle = 360 ; in degrees off the natural turret angle 21461 End 21462 21463 AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon 21464 MoodAttackCheckRate = 250 21465 End 21466 21467 21468 21469 Behavior = DestroyDie ModuleTag_08 21470 ;nothing 21471 End 21472 21473 Behavior = FXListDie ModuleTag_10 21474 DeathFX = FX_StructureTinyDeath 21475 End 21476 21477 Behavior = FlammableUpdate ModuleTag_12 21478 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21479 AflameDamageAmount = 5 ; taking this much damage... 21480 AflameDamageDelay = 500 ; this often. 21481 End 21482 21483 Behavior = TransitionDamageFX ModuleTag_14 21484 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- 21485 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 21486 ;--------------------------------------------------------------------------------------- 21487 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke 21488 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion 21489 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave 21490 End 21491 21492 Geometry = CYLINDER 21493 GeometryMajorRadius = 12.0 21494 GeometryMinorRadius = 1.0 21495 GeometryHeight = 14.0 21496 GeometryIsSmall = No 21497 Shadow = SHADOW_VOLUME 21498 BuildCompletion = PLACED_BY_PLAYER 21499 21500 End 21501
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