[ Index ] | WAROFGENERALS |
PHP Cross Reference of WAROFGENERALS MODS SOURCES |
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1 ;------------------------------------------------------------------------------ 2 Object MOAB 3 4 ; *** ART Parameters *** 5 Draw = W3DModelDraw ModuleTag_01 6 OkToChangeModelColor = Yes 7 DefaultConditionState 8 Model = PMMoab 9 End 10 End 11 12 ; ***DESIGN parameters *** 13 DisplayName = OBJECT:DaisyCutterBomb 14 EditorSorting = SYSTEM 15 TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) 16 VisionRange = 300.0 17 ShroudClearingRange = 0 18 ArmorSet 19 Conditions = None 20 Armor = ProjectileArmor 21 DamageFX = None 22 End 23 24 ; *** AUDIO Parameters *** 25 SoundFallingFromPlane = DaisyCutterWeapon 26 27 ; *** ENGINEERING Parameters *** 28 KindOf = PROJECTILE 29 Body = ActiveBody ModuleTag_02 30 MaxHealth = 100.0 31 InitialHealth = 100.0 32 End 33 34 ;;;;;;; Behavior = CreateObjectDie ModuleTag_03 ; Lorenzen Killed 5/31 35 ;;;;;;; CreationList = OCL_MOABExplode 36 ;;;;;;; End 37 ;;;;;;; Behavior = CreateObjectDie ModuleTag_10 38 ;;;;;;; CreationList = OCL_MOABEffectSpheroid 39 ;;;;;;; End 40 41 ;Duplicate effect, exists in FireFX for WeaponFX_MOAB_Blast 42 ;Behavior = FXListDie ModuleTag_04 43 ; DeathFX = WeaponFX_MOAB_Blast 44 ;End 45 46 Behavior = DestroyDie ModuleTag_05 47 ;nothing 48 End 49 50 Behavior = AIUpdateInterface ModuleTag_06 51 End 52 Locomotor = SET_NORMAL None 53 Behavior = PhysicsBehavior ModuleTag_07 54 Mass = 75.0 55 AerodynamicFriction = 1 ; this is now friction-per-sec 56 ForwardFriction = 33 ; this is now friction-per-sec 57 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 58 End 59 Behavior = HeightDieUpdate ModuleTag_08 60 TargetHeight = 5.0 ;;; changed from previous, 50 61 TargetHeightIncludesStructures = Yes 62 End 63 64 Behavior = SpecialPowerCompletionDie ModuleTag_09 65 SpecialPowerTemplate = SuperweaponMOAB 66 End 67 68 Behavior = FireWeaponWhenDeadBehavior ModuleTag_10 69 DeathWeapon = MOABDetonationWeapon 70 StartsActive = Yes 71 End 72 73 Behavior = SmartBombTargetHomingUpdate ModuleTag_11 74 CourseCorrectionScalar = 0.99 ; 1=no homing, 0=snapto; 0.99=smooth, 0.95=too-fast 75 End 76 77 78 79 80 81 Geometry = Sphere 82 GeometryIsSmall = Yes 83 GeometryMajorRadius = 12.0 84 85 End 86 87 ;------------------------------------------------------------------------------ 88 Object MOABGas 89 90 ; *** ART Parameters *** 91 ; Draw = W3DModelDraw 92 ;; ConditionState = NONE 93 ; Model = PMDumpst04 94 ; End 95 ; End 96 97 ; *** DESIGN Parameters *** 98 99 ; *** ENGINEERING Parameters *** 100 KindOf = IMMOBILE 101 Body = ActiveBody ModuleTag_01 102 MaxHealth = 1.0 103 InitialHealth = 1.0 104 End 105 106 Behavior = PhysicsBehavior ModuleTag_02 107 Mass = 150.0 108 AerodynamicFriction = 7 ; this is now friction-per-sec 109 ForwardFriction = 200 ; this is now friction-per-sec 110 End 111 Behavior = HeightDieUpdate ModuleTag_03 112 TargetHeight = 40.0 113 TargetHeightIncludesStructures = Yes 114 DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this 115 End 116 Behavior = SlowDeathBehavior ModuleTag_04 117 DestructionDelay = 1000 118 DestructionDelayVariance = 100 119 FX = INITIAL FX_MOABIgnite 120 FX = FINAL FX_MOABFinalExplosion 121 Weapon = MIDPOINT MOABFlameWeapon ; Just a spot of flame to light trees on fire 122 Weapon = FINAL MOABDetonationWeapon 123 End 124 125 End 126 127 128 ;------------------------------------------------------------------------------ 129 ;This beam destroys incoming missles 130 ;------------------------------------------------------------------------------ 131 Object AvengerPointDefenseLaserBeam 132 ; *** ART Parameters *** 133 Draw = W3DLaserDraw ModuleTag_01 134 Texture = EXLaser4.tga 135 NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 136 InnerBeamWidth = 0.005 ;The total width of beam 137 InnerColor = R:255 G:180 B:100 A:120 ;The inside color of the laser (hot) 138 OuterBeamWidth = 10 ;The total width of beam 139 OuterColor = R:100 G:100 B:100 A:60 ;The outside color of the laser (cool) 140 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 141 ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) 142 Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 143 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio 144 TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 145 146 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 147 ;FadeLifetime = 250 ;Laser will fade and delete. 148 ;@todo -- add shot ability functionality (instead of instant point A to B) 149 End 150 151 KindOf = IMMOBILE INERT 152 ClientUpdate = LaserUpdate ModuleTag_02 153 MuzzleParticleSystem = PaladinPointDefenseLaserFlare 154 TargetParticleSystem = AvengerDestroySmoke 155 End 156 157 ;Used as a weapon, this is essentially a fast pulse laser. Adjusting 158 ;the lifetime values will determine how long it renders. The damage 159 ;is applied immediately, so lifetime doesn't matter. 160 Behavior = LifetimeUpdate ModuleTag_03 161 MinLifetime = 95 ; min lifetime in msec 162 MaxLifetime = 95 ; max lifetime in msec 163 End 164 Behavior = DestroyDie ModuleTag_04 165 ;nothing 166 End 167 End 168 169 170 171 ;------------------------------------------------------------------------------ 172 ;This beam destroys enemy aircraft 173 ;------------------------------------------------------------------------------ 174 Object AvengerLaserBeam 175 ; *** ART Parameters *** 176 Draw = W3DLaserDraw ModuleTag_01 177 Texture = EXLaser4.tga 178 NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 179 InnerBeamWidth = 0.005 ;The total width of beam 180 InnerColor = R:100 G:0 B:0 A:100 ;The inside color of the laser (hot) 181 OuterBeamWidth = 15 ;The total width of beam 182 OuterColor = R:100 G:0 B:0 A:0 ;The outside color of the laser (cool) 183 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 184 ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) 185 Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 186 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio 187 TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 188 189 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 190 ;FadeLifetime = 0 ;Laser will fade and delete. 191 ;@todo -- add shot ability functionality (instead of instant point A to B) 192 End 193 194 KindOf = IMMOBILE INERT 195 Geometry = Sphere 196 GeometryIsSmall = Yes 197 GeometryMajorRadius = 2.0 198 ClientUpdate = LaserUpdate ModuleTag_07 199 MuzzleParticleSystem = PaladinPointDefenseLaserFlare 200 TargetParticleSystem = AvengerStarburst 201 PunchThroughScalar = 1.3 ; If our target dies, we get this much bigger so it looks like we punched through 202 End 203 204 Behavior = DestroyDie ModuleTag_03 205 ;nothing 206 End 207 Behavior = LifetimeUpdate ModuleTag_04 208 MinLifetime = 205 ; min lifetime in msec 209 MaxLifetime = 205 ; max lifetime in msec 210 End 211 End 212 213 ;------------------------------------------------------------------------------ 214 ;This beam targets troops and passes the info to other weapon systems 215 ;------------------------------------------------------------------------------ 216 Object AvengerTargetingLaserBeam 217 ; *** ART Parameters *** 218 Draw = W3DLaserDraw ModuleTag_01 219 220 Texture = EXLaser4.tga 221 NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 222 223 InnerBeamWidth = 5 ;The total width of beam 224 InnerColor = R:50 G:50 B:255 A:50 ;The inside color of the laser (hot) 225 226 OuterBeamWidth = 1 ;The total width of beam 227 OuterColor = R:255 G:0 B:126 A:150 ;The outside color of the laser (cool) 228 229 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 230 ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) 231 Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 232 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio 233 TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 234 235 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 236 ;FadeLifetime = 0 ;Laser will fade and delete. 237 238 ;@todo -- add shot ability functionality (instead of instant point A to B) 239 End 240 241 KindOf = IMMOBILE INERT 242 ClientUpdate = LaserUpdate ModuleTag_02 243 MuzzleParticleSystem = GenericBlueLaserFlare 244 TargetParticleSystem = GenericBlueLaserFlare 245 End 246 247 ;Used as a weapon, this is essentially a fast pulse laser. Adjusting 248 ;the lifetime values will determine how long it renders. The damage 249 ;is applied immediately, so lifetime doesn't matter. 250 Behavior = LifetimeUpdate ModuleTag_03 251 MinLifetime = 210 ; min lifetime in msec 252 MaxLifetime = 210 ; max lifetime in msec 253 End 254 Behavior = DestroyDie ModuleTag_04 255 ;nothing 256 End 257 End 258 259 ;------------------------------------------------------------------------------ 260 Object MicrowaveDisableStream 261 ; *** ART Parameters *** 262 Draw = W3DLaserDraw ModuleTag_01 263 Texture = EXSineWave.tga 264 265 Tile = Yes 266 TilingScalar = .5 267 ScrollRate = -10 ;Scrolls the texture offset this fast -- towards(-) away(+) 268 NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 269 InnerBeamWidth = 8 ;The total width of beam 270 InnerColor = R:100 G:200 B:100 A:50 ;The inside color of the laser (hot) 271 OuterBeamWidth = 5.0 ;The total width of beam 272 OuterColor = R:96 G:255 B:96 A:5 ;The outside color of the laser (cool) 273 End 274 275 276 KindOf = IMMOBILE 277 ClientUpdate = LaserUpdate ModuleTag_02 278 MuzzleParticleSystem = GenericGreenLaserFlare 279 TargetParticleSystem = HackFlare 280 End 281 282 Behavior = DeletionUpdate ModuleTag_03 283 MinLifetime = 126 ; min lifetime in msec 284 MaxLifetime = 126 ; max lifetime in msec 285 End 286 End 287 288 ;-------------------------------------------------------------------------------------------------------------- 289 Object ECMDisableStream 290 ; *** ART Parameters *** 291 Draw = W3DLaserDraw ModuleTag_01 292 Texture = EXLaser4.tga 293 NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 294 InnerBeamWidth = 1 ;The total width of beam 295 InnerColor = R:5 G:25 B:5 A:100 ;The inside color of the laser (hot) 296 OuterBeamWidth = 50 ;The total width of beam 297 OuterColor = R:10 G:100 B:10 A:75 ;The outside color of the laser (cool) 298 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 299 ScrollRate = 35 ;Scrolls the texture offset this fast -- towards(-) away(+) 300 Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 301 SegmentOverlapRatio = 1 ;This value overlaps(+) or separates(-) the segments by ratio 302 TilingScalar = 0.05 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 303 304 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 305 ;FadeLifetime = 0 ;Laser will fade and delete. 306 ;@todo -- add shot ability functionality (instead of instant point A to B) 307 End 308 309 KindOf = IMMOBILE 310 ClientUpdate = LaserUpdate ModuleTag_02 311 MuzzleParticleSystem = GenericGreenLaserFlare 312 TargetParticleSystem = GenericGreenLaserFlare 313 End 314 315 ;Used as a weapon, this is essentially a fast pulse laser. Adjusting 316 ;the lifetime values will determine how long it renders. The damage 317 ;is applied immediately, so lifetime doesn't matter. 318 Behavior = LifetimeUpdate ModuleTag_03 319 MinLifetime = 210 ; min lifetime in msec 320 MaxLifetime = 640 ; max lifetime in msec 321 End 322 Behavior = DestroyDie ModuleTag_04 323 ;nothing 324 End 325 End 326 327 ;------------------------------------------------------------------------------ 328 329 ;------------------------------------------------------------------------------ 330 Object ChinaCarpetBomb 331 332 ; *** ART Parameters *** 333 Draw = W3DModelDraw ModuleTag_01 334 DefaultConditionState 335 Model = EXCarptBmb 336 End 337 End 338 339 ; ***DESIGN parameters *** 340 DisplayName = OBJECT:CarpetBomb 341 Side = America 342 EditorSorting = SYSTEM 343 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 344 VisionRange = 300.0 345 ArmorSet 346 Conditions = None 347 Armor = ProjectileArmor 348 DamageFX = None 349 End 350 351 ; *** AUDIO Parameters *** 352 SoundFallingFromPlane = DaisyCutterWeapon 353 354 ; *** ENGINEERING Parameters *** 355 KindOf = PROJECTILE 356 Body = ActiveBody ModuleTag_02 357 MaxHealth = 2000.0 358 InitialHealth = 2000.0 359 End 360 361 Behavior = AIUpdateInterface ModuleTag_03 362 End 363 Locomotor = SET_NORMAL None 364 365 Behavior = PhysicsBehavior ModuleTag_04 366 367 Mass = 75.0 368 AerodynamicFriction = 1 ; this is now friction-per-sec 369 ForwardFriction = 33 ; this is now friction-per-sec 370 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 371 End 372 373 Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 374 DeathWeapon = ChinaCarpetBombWeapon 375 StartsActive = Yes 376 End 377 378 Behavior = HeightDieUpdate ModuleTag_06 379 TargetHeight = 1.0 380 TargetHeightIncludesStructures = No 381 End 382 383 Behavior = SpecialPowerCompletionDie ModuleTag_07 384 SpecialPowerTemplate = SuperweaponChinaCarpetBomb 385 End 386 387 Behavior = FXListDie ModuleTag_08 388 DeathFX = FX_CarpetBomb 389 End 390 Behavior = DestroyDie ModuleTag_09 391 ;nothing 392 End 393 394 End 395 396 397 398 ;------------------------------------------------------------------------------ 399 ;------------------------------------------------------------------------------ 400 ;------------------------------------------------------------------------------ 401 Object SpectreHowitzerShell 402 403 ; *** ART Parameters *** 404 Draw = W3DModelDraw ModuleTag_01 405 OkToChangeModelColor = Yes 406 ConditionState = NONE 407 Model = AVSpectreShell1 408 End 409 End 410 411 ; ***DESIGN parameters *** 412 DisplayName = OBJECT:Missile 413 EditorSorting = SYSTEM 414 VisionRange = 0.0 415 ArmorSet 416 Conditions = None 417 Armor = ProjectileArmor 418 DamageFX = None 419 End 420 421 ; *** ENGINEERING Parameters *** 422 KindOf = PROJECTILE 423 Body = ActiveBody ModuleTag_02 424 MaxHealth = 100.0 425 InitialHealth = 100.0 426 End 427 428 429 Behavior = HeightDieUpdate ModuleTag_04 430 TargetHeight = 1.0 431 TargetHeightIncludesStructures = No 432 OnlyWhenMovingDown = Yes 433 InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad 434 End 435 436 ; ---- begin Projectile death behaviors 437 Behavior = InstantDeathBehavior DeathModuleTag_01 438 DeathTypes = NONE +DETONATED 439 ; we detonated normally. 440 FX = FX_NukeGLA 441 End 442 Behavior = InstantDeathBehavior DeathModuleTag_02 443 DeathTypes = NONE +LASERED 444 ; shot down by laser. 445 FX = FX_GenericMissileDisintegrate 446 OCL = OCL_GenericMissileDisintegrate 447 End 448 Behavior = InstantDeathBehavior DeathModuleTag_03 449 DeathTypes = ALL -LASERED -DETONATED 450 ; shot down by nonlaser. 451 FX = FX_GenericMissileDeath 452 End 453 ; ---- end Projectile death behaviors 454 455 Behavior = PhysicsBehavior ModuleTag_09 456 Mass = 1 457 End 458 459 460 461 462 Behavior = DumbProjectileBehavior ModuleTag_10 463 End 464 465 466 467 468 469 ; Locomotor = SET_NORMAL SpectreHowitzerShellLocomotor 470 471 Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake 472 GeometryMajorRadius = 4.0 473 GeometryHeight = 4.0 474 GeometryIsSmall = Yes 475 476 477 Scale = 0.6 ;Scaling 478 479 Shadow = SHADOW_DECAL 480 End 481 482 483 484 ;------------------------------------------------------------------------------ 485 Object HumveeMissile 486 487 ; *** ART Parameters *** 488 Draw = W3DModelDraw ModuleTag_01 489 OkToChangeModelColor = Yes 490 DefaultConditionState 491 Model = UVRockBug_m 492 End 493 ConditionState = JAMMED 494 ParticleSysBone = None SparksMedium 495 End 496 End 497 498 ; ***DESIGN parameters *** 499 500 EditorSorting = SYSTEM 501 VisionRange = 0.0 502 ArmorSet 503 Conditions = None 504 Armor = ProjectileArmor 505 DamageFX = None 506 End 507 508 ; *** ENGINEERING Parameters *** 509 KindOf = PROJECTILE SMALL_MISSILE 510 Body = ActiveBody ModuleTag_02 511 MaxHealth = 100.0 512 InitialHealth = 100.0 513 514 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 515 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 516 ; A projectile is not disabled, but instead loses target and scatters 517 SubdualDamageCap = 200 518 SubdualDamageHealRate = 100000 519 SubdualDamageHealAmount = 50 520 End 521 522 ; ---- begin Projectile death behaviors 523 Behavior = InstantDeathBehavior DeathModuleTag_01 524 DeathTypes = NONE +DETONATED 525 ; we detonated normally. 526 ; no FX, just quiet destroy ourselves 527 End 528 Behavior = InstantDeathBehavior DeathModuleTag_02 529 DeathTypes = NONE +LASERED 530 ; shot down by laser. 531 FX = FX_GenericMissileDisintegrate 532 OCL = OCL_GenericMissileDisintegrate 533 End 534 Behavior = InstantDeathBehavior DeathModuleTag_03 535 DeathTypes = ALL -LASERED -DETONATED 536 ; shot down by nonlaser. 537 FX = FX_GenericMissileDeath 538 End 539 ; ---- end Projectile death behaviors 540 541 Behavior = PhysicsBehavior ModuleTag_06 542 Mass = 1 543 End 544 Behavior = MissileAIUpdate ModuleTag_07 545 TryToFollowTarget = No 546 FuelLifetime = 1000 547 InitialVelocity = 150 ; in dist/sec 548 IgnitionDelay = 0 549 DistanceToTravelBeforeTurning = 3 550 IgnitionFX = FX_HumveeMissileIgnition 551 End 552 Locomotor = SET_NORMAL RocketBuggyMissileLocomotor 553 554 Geometry = Sphere 555 GeometryIsSmall = Yes 556 GeometryMajorRadius = 2.0 557 558 End 559 560 ; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini 561 ;------------------------------------------------------------------------------ 562 Object PatriotMissile 563 564 ; *** ART Parameters *** 565 Draw = W3DModelDraw ModuleTag_01 566 OkToChangeModelColor = Yes 567 DefaultConditionState 568 Model = AVRaptor_M 569 End 570 ConditionState = JAMMED 571 ParticleSysBone = None SparksMedium 572 End 573 End 574 575 ; ***DESIGN parameters *** 576 DisplayName = OBJECT:PatriotMissile 577 EditorSorting = VEHICLE 578 VisionRange = 300.0 579 ShroudClearingRange = 0 580 581 ArmorSet 582 Conditions = None 583 Armor = ProjectileArmor 584 DamageFX = None 585 End 586 ; *** ENGINEERING Parameters *** 587 KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 588 Body = ActiveBody ModuleTag_02 589 MaxHealth = 100.0 590 InitialHealth = 100.0 591 592 SubdualDamageCap = 200 593 SubdualDamageHealRate = 100000 594 SubdualDamageHealAmount = 50 595 End 596 597 ; ---- begin Projectile death behaviors 598 Behavior = InstantDeathBehavior DeathModuleTag_01 599 DeathTypes = NONE +DETONATED 600 ; we detonated normally. 601 ; no FX, just quiet destroy ourselves 602 End 603 Behavior = InstantDeathBehavior DeathModuleTag_02 604 DeathTypes = NONE +LASERED 605 ; shot down by laser. 606 FX = FX_GenericMissileDisintegrate 607 OCL = OCL_GenericMissileDisintegrate 608 End 609 Behavior = InstantDeathBehavior DeathModuleTag_03 610 DeathTypes = ALL -LASERED -DETONATED 611 ; shot down by nonlaser. 612 FX = FX_GenericMissileDeath 613 End 614 ; ---- end Projectile death behaviors 615 616 Behavior = PhysicsBehavior ModuleTag_04 617 Mass = 1 618 End 619 Behavior = MissileAIUpdate ModuleTag_05 620 TryToFollowTarget = Yes 621 FuelLifetime = 10000 622 InitialVelocity = 50 ; in dist/sec 623 IgnitionDelay = 0 624 DistanceToTravelBeforeTurning = 5 625 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. 626 End 627 Locomotor = SET_NORMAL PatriotMissileLocomotor 628 Geometry = Sphere 629 GeometryIsSmall = Yes 630 GeometryMajorRadius = 2.0 631 632 End 633 634 ;------------------------------------------------------------------------------ 635 Object A10ThunderboltMissile 636 637 ; *** ART Parameters *** 638 Draw = W3DModelDraw ModuleTag_01 639 OkToChangeModelColor = Yes 640 DefaultConditionState 641 Model = AVWarthog_M 642 ParticleSysBone = NONE MissileExhaust 643 End 644 ConditionState = JAMMED 645 ParticleSysBone = None SparksMedium 646 End 647 End 648 649 ; ***DESIGN parameters *** 650 DisplayName = OBJECT:Missile 651 Side = America 652 EditorSorting = SYSTEM 653 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 654 VisionRange = 0.0 655 ArmorSet 656 Conditions = None 657 Armor = ProjectileArmor 658 DamageFX = None 659 End 660 661 ; *** AUDIO Parameters *** 662 663 ; *** ENGINEERING Parameters *** 664 KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 665 Body = ActiveBody ModuleTag_02 666 MaxHealth = 100.0 667 InitialHealth = 100.0 668 669 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 670 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 671 ; A projectile is not disabled, but instead loses target and scatters 672 SubdualDamageCap = 200 673 SubdualDamageHealRate = 100000 674 SubdualDamageHealAmount = 50 675 End 676 677 ; ---- begin Projectile death behaviors 678 Behavior = InstantDeathBehavior DeathModuleTag_01 679 DeathTypes = NONE +DETONATED 680 ; we detonated normally. 681 ; no FX, just quiet destroy ourselves 682 End 683 Behavior = InstantDeathBehavior DeathModuleTag_02 684 DeathTypes = NONE +LASERED 685 ; shot down by laser. 686 FX = FX_GenericMissileDisintegrate 687 OCL = OCL_GenericMissileDisintegrate 688 End 689 Behavior = InstantDeathBehavior DeathModuleTag_03 690 DeathTypes = ALL -LASERED -DETONATED 691 ; shot down by nonlaser. 692 FX = FX_GenericMissileDeath 693 End 694 ; ---- end Projectile death behaviors 695 696 ; The weapon is in OCL.ini. This makes it do double damage secretly. 697 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 698 ; DeathWeapon = A10ThunderboltMissileWeapon 699 ; StartsActive = Yes 700 ; End 701 702 Behavior = PhysicsBehavior ModuleTag_08 703 Mass = 1 704 End 705 Behavior = MissileAIUpdate ModuleTag_09 706 TryToFollowTarget = Yes 707 FuelLifetime = 10000 708 InitialVelocity = 30 ; in dist/sec 709 IgnitionDelay = 0 710 IgnitionFX = FX_A10ThunderboltMissileIgnition 711 End 712 ; It's a missile, it needs to hit so it can +DETONATED 713 ; Behavior = HeightDieUpdate ModuleTag_10 714 ; TargetHeight = 1.0 715 ; TargetHeightIncludesStructures = No 716 ; End 717 Locomotor = SET_NORMAL A10ThunderboltMissileLocomotor 718 719 Geometry = Sphere 720 GeometryIsSmall = Yes 721 GeometryMajorRadius = 1.0 722 723 Behavior = SpecialPowerCompletionDie ModuleTag_11 724 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike 725 End 726 727 ; Geometry = Sphere 728 ; GeometryIsSmall = Yes 729 ;GeometryMajorRadius = 12.0 730 731 End 732 733 734 735 736 737 738 739 ;------------------------------------------------------------------------------ 740 Object RaptorJetMissile 741 742 ; *** ART Parameters *** 743 Draw = W3DModelDraw ModuleTag_01 744 OkToChangeModelColor = Yes 745 DefaultConditionState 746 Model = AVRaptor_M 747 End 748 ConditionState = JAMMED 749 ParticleSysBone = None SparksMedium 750 End 751 End 752 753 ; ***DESIGN parameters *** 754 DisplayName = OBJECT:Missile 755 EditorSorting = SYSTEM 756 VisionRange = 0.0 757 758 ArmorSet 759 Conditions = None 760 Armor = ProjectileArmor 761 DamageFX = None 762 End 763 ; *** ENGINEERING Parameters *** 764 KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 765 Body = ActiveBody ModuleTag_02 766 MaxHealth = 100.0 767 InitialHealth = 100.0 768 769 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 770 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 771 ; A projectile is not disabled, but instead loses target and scatters 772 SubdualDamageCap = 200 773 SubdualDamageHealRate = 100000 774 SubdualDamageHealAmount = 50 775 End 776 777 ; ---- begin Projectile death behaviors 778 Behavior = InstantDeathBehavior DeathModuleTag_01 779 DeathTypes = NONE +DETONATED 780 ; we detonated normally. 781 ; no FX, just quiet destroy ourselves 782 End 783 Behavior = InstantDeathBehavior DeathModuleTag_02 784 DeathTypes = NONE +LASERED 785 ; shot down by laser. 786 FX = FX_GenericMissileDisintegrate 787 OCL = OCL_GenericMissileDisintegrate 788 End 789 Behavior = InstantDeathBehavior DeathModuleTag_03 790 DeathTypes = ALL -LASERED -DETONATED 791 ; shot down by nonlaser. 792 FX = FX_GenericMissileDeath 793 End 794 ; ---- end Projectile death behaviors 795 796 Behavior = PhysicsBehavior ModuleTag_07 797 Mass = 1 798 End 799 Behavior = MissileAIUpdate ModuleTag_08 800 TryToFollowTarget = Yes 801 FuelLifetime = 10000 802 InitialVelocity = 75 ; in dist/sec 803 IgnitionDelay = 30 804 IgnitionFX = FX_JetMissileIgnition 805 End 806 Locomotor = SET_NORMAL RaptorJetMissileLocomotor 807 808 Geometry = Sphere 809 GeometryIsSmall = Yes 810 GeometryMajorRadius = 1.0 811 812 End 813 814 815 816 817 ;------------------------------------------------------------------------------ 818 Object StealthJetMissile 819 820 ; *** ART Parameters *** 821 Draw = W3DModelDraw ModuleTag_01 822 OkToChangeModelColor = Yes 823 DefaultConditionState 824 Model = AVStealth_M 825 End 826 ConditionState = JAMMED 827 ParticleSysBone = None SparksMedium 828 End 829 End 830 831 ; ***DESIGN parameters *** 832 DisplayName = OBJECT:Missile 833 EditorSorting = SYSTEM 834 VisionRange = 0.0 835 836 ArmorSet 837 Conditions = None 838 Armor = ProjectileArmor 839 DamageFX = None 840 End 841 842 ; *** ENGINEERING Parameters *** 843 KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 844 Body = ActiveBody ModuleTag_02 845 MaxHealth = 100.0 846 InitialHealth = 100.0 847 848 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 849 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 850 ; A projectile is not disabled, but instead loses target and scatters 851 SubdualDamageCap = 200 852 SubdualDamageHealRate = 100000 853 SubdualDamageHealAmount = 50 854 End 855 856 ; ---- begin Projectile death behaviors 857 Behavior = InstantDeathBehavior DeathModuleTag_01 858 DeathTypes = NONE +DETONATED 859 ; we detonated normally. 860 ; no FX, just quiet destroy ourselves 861 End 862 Behavior = InstantDeathBehavior DeathModuleTag_02 863 DeathTypes = NONE +LASERED 864 ; shot down by laser. 865 FX = FX_GenericMissileDisintegrate 866 OCL = OCL_GenericMissileDisintegrate 867 End 868 Behavior = InstantDeathBehavior DeathModuleTag_03 869 DeathTypes = ALL -LASERED -DETONATED 870 ; shot down by nonlaser. 871 FX = FX_GenericMissileDeath 872 End 873 ; ---- end Projectile death behaviors 874 875 Behavior = BunkerBusterBehavior ModuleTag_04 876 UpgradeRequired = Upgrade_AmericaBunkerBusters 877 DetonationFX = FX_BunkerBusterExplosion ; the big detonation kaboom at the bottom 878 CrashThroughBunkerFX = WeaponFX_BunkerBusterIntialImpact ; the crash bang crunch FX on the way through the bunker ceiling 879 CrashThroughBunkerFXFrequency = 571 ; msec... how often to play the crash bang crunch FX on the way through the bunker ceiling 880 881 SeismicEffectRadius = 200 882 SeismicEffectMagnitude = 5 883 884 ShockwaveWeaponTemplate = BunkerBusterShockwaveWeaponSmall 885 OccupantDamageWeaponTemplate = BunkerBusterAntiTunnelGarrisonWeaponWithABigName 886 887 End 888 889 Behavior = PhysicsBehavior ModuleTag_07 890 Mass = 1 891 End 892 Behavior = MissileAIUpdate ModuleTag_08 893 TryToFollowTarget = Yes 894 FuelLifetime = 10000 895 InitialVelocity = 75 ; in dist/sec 896 IgnitionDelay = 30 897 IgnitionFX = FX_JetMissileIgnition 898 DetonateCallsKill = Yes 899 KillSelfDelay = 2000 ;two seconds of crash bang crunch before we actually detonate 900 End 901 Locomotor = SET_NORMAL StealthJetMissileLocomotor 902 903 904 ; Behavior = HeightDieUpdate ModuleTag_09 905 ; TargetHeight = -20.0 906 ; TargetHeightIncludesStructures = Yes 907 ; End 908 909 910 Geometry = Sphere 911 GeometryIsSmall = Yes 912 GeometryMajorRadius = 1.0 913 914 End 915 916 917 918 919 920 921 922 ;------------------------------------------------------------------------------ 923 Object CarpetBomb 924 925 ; *** ART Parameters *** 926 Draw = W3DModelDraw ModuleTag_01 927 DefaultConditionState 928 Model = EXCarptBmb 929 End 930 End 931 932 ; ***DESIGN parameters *** 933 DisplayName = OBJECT:CarpetBomb 934 Side = America 935 EditorSorting = SYSTEM 936 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 937 VisionRange = 300.0 938 ArmorSet 939 Conditions = None 940 Armor = ProjectileArmor 941 DamageFX = None 942 End 943 944 ; *** AUDIO Parameters *** 945 SoundFallingFromPlane = DaisyCutterWeapon 946 947 ; *** ENGINEERING Parameters *** 948 KindOf = PROJECTILE 949 Body = ActiveBody ModuleTag_02 950 MaxHealth = 100.0 951 InitialHealth = 100.0 952 End 953 954 Behavior = AIUpdateInterface ModuleTag_03 955 End 956 Locomotor = SET_NORMAL None 957 958 Behavior = PhysicsBehavior ModuleTag_04 959 960 Mass = 75.0 961 AerodynamicFriction = 1 ; this is now friction-per-sec 962 ForwardFriction = 33 ; this is now friction-per-sec 963 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 964 End 965 966 Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 967 DeathWeapon = CarpetBombWeapon 968 StartsActive = Yes 969 End 970 971 Behavior = HeightDieUpdate ModuleTag_06 972 TargetHeight = 1.0 973 TargetHeightIncludesStructures = No 974 End 975 976 Behavior = SpecialPowerCompletionDie ModuleTag_07 977 SpecialPowerTemplate = SuperweaponCarpetBomb 978 End 979 980 Behavior = FXListDie ModuleTag_08 981 DeathFX = FX_CarpetBomb 982 End 983 Behavior = DestroyDie ModuleTag_09 984 ;nothing 985 End 986 987 End 988 989 ;------------------------------------------------------------------------------ 990 Object AuroraBomb 991 992 ; *** ART Parameters *** 993 Draw = W3DModelDraw ModuleTag_01 994 DefaultConditionState 995 Model = EXCarptBmb 996 End 997 End 998 999 ; ***DESIGN parameters *** 1000 Side = America 1001 EditorSorting = SYSTEM 1002 ArmorSet 1003 Conditions = None 1004 Armor = ProjectileArmor 1005 DamageFX = None 1006 End 1007 VisionRange = 0.0 1008 1009 ; *** AUDIO Parameters *** 1010 1011 ; *** ENGINEERING Parameters *** 1012 KindOf = PROJECTILE 1013 Body = ActiveBody ModuleTag_02 1014 MaxHealth = 100.0 1015 InitialHealth = 100.0 1016 End 1017 1018 Behavior = PhysicsBehavior ModuleTag_03 1019 Mass = 75.0 1020 AerodynamicFriction = 2 ; this is now friction-per-sec 1021 ForwardFriction = 2 ; this is now friction-per-sec 1022 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 1023 End 1024 1025 ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor, 1026 ; but there's a good reason: the Aurora moves so freakin' fast that it's really 1027 ; hard to (1) find a reliable drop location, and (2) actually get it close enough to 1028 ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle) 1029 ; navigation on the way down. This works pretty well and actually looks much better 1030 ; than you might think. (srj) 1031 Behavior = MissileAIUpdate ModuleTag_04 1032 TryToFollowTarget = No 1033 FuelLifetime = 0 1034 IgnitionDelay = 0 1035 InitialVelocity = 0 ; in dist/sec 1036 DistanceToTravelBeforeTurning = 0 1037 DistanceToTargetBeforeDiving = 0 1038 End 1039 Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. 1040 1041 Geometry = Sphere 1042 GeometryIsSmall = Yes 1043 GeometryMajorRadius = 2.0 1044 1045 End 1046 1047 ;------------------------------------------------------------------------------ 1048 ; this is the "standard" mine used for building upgrades 1049 Object ChinaStandardMine 1050 1051 ; *** ART Parameters *** 1052 Draw = W3DModelDraw ModuleTag_01 1053 OkToChangeModelColor = Yes 1054 ; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState! 1055 ; fix someday! (srj) 1056 ConditionState = NONE 1057 Model = EXAMineGroup 1058 ParticleSysBone = Mine01 MineFX 1059 ParticleSysBone = Mine02 MineFX 1060 ParticleSysBone = Mine03 MineFX 1061 ParticleSysBone = Mine04 MineFX 1062 ParticleSysBone = Mine05 MineFX 1063 ParticleSysBone = Mine06 MineFX 1064 ParticleSysBone = Mine07 MineFX 1065 ParticleSysBone = Mine08 MineFX 1066 End 1067 ConditionState = RUBBLE 1068 Model = None 1069 End 1070 End 1071 1072 ; ***DESIGN parameters *** 1073 DisplayName = OBJECT:StructureMine 1074 EditorSorting = MISC_MAN_MADE 1075 KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON 1076 ArmorSet 1077 Conditions = None 1078 Armor = MineArmor 1079 DamageFX = None 1080 End 1081 1082 ; *** ENGINEERING Parameters *** 1083 Body = ActiveBody ModuleTag_02 1084 MaxHealth = 100.0 1085 InitialHealth = 100.0 1086 End 1087 1088 Behavior = StealthUpdate ModuleTag_03 1089 StealthDelay = 0 ; msec 1090 StealthForbiddenConditions = NONE 1091 FriendlyOpacityMin = 0.0% 1092 FriendlyOpacityMax = 0.0% 1093 InnateStealth = Yes 1094 OrderIdleEnemiesToAttackMeUponReveal = No 1095 End 1096 1097 ; this is a misleading name, since it's really single-Mine Behavior... 1098 Behavior = MinefieldBehavior ModuleTag_04 1099 DetonationWeapon = StructureMineWeapon ; what happens when we detonate 1100 DetonatedBy = ENEMIES NEUTRAL 1101 ; we no longer want the "scoot" behavior. it looks funky with current art. (srj) 1102 ;ScootFromStartingPointTime = 500 1103 RepeatDetonateMoveThresh = 5.0 1104 NumVirtualMines = 8 1105 Regenerates = Yes ; Standard mines DO regenerate. 1106 StopsRegenAfterCreatorDies = Yes 1107 DegenPercentPerSecondAfterCreatorDies = 3.33% ; take about 30 seconds to die. 1108 End 1109 1110 ; Standard mines DO heal. 1111 Behavior = AutoHealBehavior ModuleTag_05 1112 StartsActive = Yes 1113 HealingAmount = 2 1114 HealingDelay = 5000 ; msec 1115 StartHealingDelay = 15000 ; wait this long after we are damaged to start healing 1116 End 1117 1118 Geometry = CYLINDER 1119 GeometryMajorRadius = 30.0 1120 GeometryHeight = 1.0 1121 GeometryIsSmall = No 1122 1123 End 1124 1125 ;------------------------------------------------------------------------------ 1126 ; this is the "EMP" mine used for building upgrades 1127 Object ChinaEMPMine 1128 1129 ; *** ART Parameters *** 1130 Draw = W3DModelDraw ModuleTag_01 1131 OkToChangeModelColor = Yes 1132 ; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState! 1133 ; fix someday! (srj) 1134 ConditionState = NONE 1135 Model = EXAMineGroup 1136 ParticleSysBone = Mine01 MineFXPurple 1137 ParticleSysBone = Mine02 MineFXPurple 1138 ParticleSysBone = Mine03 MineFXPurple 1139 ParticleSysBone = Mine04 MineFXPurple 1140 ParticleSysBone = Mine05 MineFXPurple 1141 ParticleSysBone = Mine06 MineFXPurple 1142 ParticleSysBone = Mine07 MineFXPurple 1143 ParticleSysBone = Mine08 MineFXPurple 1144 End 1145 ConditionState = RUBBLE 1146 Model = None 1147 End 1148 End 1149 1150 ; ***DESIGN parameters *** 1151 DisplayName = OBJECT:StructureEMPMine 1152 EditorSorting = MISC_MAN_MADE 1153 KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON 1154 ArmorSet 1155 Conditions = None 1156 Armor = MineArmor 1157 DamageFX = None 1158 End 1159 1160 ; *** ENGINEERING Parameters *** 1161 Body = ActiveBody ModuleTag_02 1162 MaxHealth = 100.0 1163 InitialHealth = 100.0 1164 End 1165 1166 Behavior = StealthUpdate ModuleTag_03 1167 StealthDelay = 0 ; msec 1168 StealthForbiddenConditions = NONE 1169 FriendlyOpacityMin = 0.0% 1170 FriendlyOpacityMax = 0.0% 1171 InnateStealth = Yes 1172 OrderIdleEnemiesToAttackMeUponReveal = No 1173 End 1174 1175 ;this is a misleading name, since it's really single-Mine Behavior... 1176 Behavior = MinefieldBehavior ModuleTag_04 1177 ;DetonationWeapon = StructureUpgradeEMPMineWeapon ; what happens when we detonate 1178 DetonationWeapon = NeutronMineWeapon 1179 DetonatedBy = ENEMIES NEUTRAL 1180 RepeatDetonateMoveThresh = 5.0 1181 NumVirtualMines = 8 1182 Regenerates = Yes ; Standard mines DO regenerate. 1183 StopsRegenAfterCreatorDies = Yes 1184 DegenPercentPerSecondAfterCreatorDies = 3.33% ; take about 30 seconds to die. 1185 ;CreationList = OCL_EMPMineEffectSpheroid 1186 End 1187 1188 ; Standard mines DO heal. 1189 Behavior = AutoHealBehavior ModuleTag_05 1190 StartsActive = Yes 1191 HealingAmount = 2 1192 HealingDelay = 5000 ; msec 1193 StartHealingDelay = 15000 ; wait this long after we are damaged to start healing 1194 End 1195 1196 1197 1198 Geometry = CYLINDER 1199 GeometryMajorRadius = 30.0 1200 GeometryHeight = 1.0 1201 GeometryIsSmall = No 1202 1203 End 1204 1205 Object NeutronBlastObject 1206 1207 ; *** ART Parameters *** 1208 ; ***DESIGN parameters *** 1209 DisplayName = OBJECT:NeutronMissile 1210 KindOf = UNATTACKABLE 1211 EditorSorting = SYSTEM 1212 VisionRange = 300.0 1213 ShroudClearingRange = 0 1214 TransportSlotCount = 10 1215 1216 ; *** ENGINEERING Parameters *** 1217 Body = ActiveBody ModuleTag_02 1218 MaxHealth = 99999999.0 1219 InitialHealth = 99999999.0 1220 End 1221 1222 Behavior = HeightDieUpdate ModuleTag_04 1223 TargetHeight = 100.0 1224 TargetHeightIncludesStructures = No 1225 OnlyWhenMovingDown = No 1226 SnapToGroundOnDeath = Yes 1227 InitialDelay = 0 ; Can't explode in the first second so we don't explode on the pad 1228 End 1229 1230 Behavior = NeutronBlastBehavior ModuleTag_06 1231 BlastRadius = 20 1232 AffectAirborne = No 1233 AffectAllies = No 1234 End 1235 1236 ; Behavior = FXListDie ModuleTag_07 1237 ; DeathFX = Neutron_WeaponFX_Mine 1238 ; OrientToObject = Yes 1239 ; End 1240 1241 Geometry = CYLINDER 1242 GeometryMajorRadius = 1.0 1243 GeometryHeight = 1.0 1244 GeometryIsSmall = Yes 1245 End 1246 1247 1248 ;------------------------------------------------------------------------------ 1249 Object ChinaClusterMine 1250 1251 ; *** ART Parameters *** 1252 Draw = W3DModelDraw ModuleTag_01 1253 OkToChangeModelColor = Yes 1254 ; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState! 1255 ; fix someday! (srj) 1256 ConditionState = NONE 1257 Model = EXAMineGroup 1258 ParticleSysBone = Mine01 MineFX 1259 ParticleSysBone = Mine02 MineFX 1260 ParticleSysBone = Mine03 MineFX 1261 ParticleSysBone = Mine04 MineFX 1262 ParticleSysBone = Mine05 MineFX 1263 ParticleSysBone = Mine06 MineFX 1264 ParticleSysBone = Mine07 MineFX 1265 ParticleSysBone = Mine08 MineFX 1266 End 1267 ConditionState = RUBBLE 1268 Model = None 1269 End 1270 End 1271 1272 ; ***DESIGN parameters *** 1273 DisplayName = OBJECT:ClusterMine 1274 EditorSorting = MISC_MAN_MADE 1275 KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON 1276 ArmorSet 1277 Conditions = None 1278 Armor = MineArmor 1279 DamageFX = None 1280 End 1281 1282 ; *** ENGINEERING Parameters *** 1283 Body = ActiveBody ModuleTag_02 1284 MaxHealth = 100.0 1285 InitialHealth = 100.0 1286 End 1287 1288 Behavior = StealthUpdate ModuleTag_03 1289 StealthDelay = 0 ; msec 1290 StealthForbiddenConditions = NONE 1291 FriendlyOpacityMin = 0.0% 1292 FriendlyOpacityMax = 0.0% 1293 InnateStealth = Yes 1294 OrderIdleEnemiesToAttackMeUponReveal = No 1295 End 1296 1297 ; this is a misleading name, since it's really single-Mine Behavior... 1298 Behavior = MinefieldBehavior ModuleTag_04 1299 DetonationWeapon = ClusterMineWeapon ; what happens when we detonate 1300 DetonatedBy = ENEMIES NEUTRAL 1301 ScootFromStartingPointTime = 1000 1302 RepeatDetonateMoveThresh = 5.0 1303 NumVirtualMines = 8 1304 Regenerates = No ; Cluster mines do not regenerate. 1305 End 1306 Geometry = CYLINDER 1307 GeometryMajorRadius = 30.0 1308 GeometryHeight = 1.0 1309 GeometryIsSmall = No 1310 1311 End 1312 1313 ;------------------------------------------------------------------------------ 1314 Object ClusterMinesBomb 1315 1316 ; *** ART Parameters *** 1317 Draw = W3DModelDraw ModuleTag_01 1318 OkToChangeModelColor = Yes 1319 DefaultConditionState 1320 Model = EXAMine_A 1321 End 1322 End 1323 1324 ; ***DESIGN parameters *** 1325 DisplayName = OBJECT:ClusterMinesBomb 1326 Side = China 1327 EditorSorting = SYSTEM 1328 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 1329 VisionRange = 0 1330 ArmorSet 1331 Conditions = None 1332 Armor = ProjectileArmor 1333 DamageFX = None 1334 End 1335 1336 ; *** AUDIO Parameters *** 1337 1338 ; *** ENGINEERING Parameters *** 1339 KindOf = PROJECTILE 1340 Body = ActiveBody ModuleTag_02 1341 MaxHealth = 100.0 1342 InitialHealth = 100.0 1343 End 1344 1345 ; alas, this DOES need ai... 1346 Behavior = AIUpdateInterface ModuleTag_03 1347 End 1348 1349 Locomotor = SET_NORMAL None 1350 1351 Behavior = PhysicsBehavior ModuleTag_04 1352 Mass = 75.0 1353 AerodynamicFriction = 1 ; this is now friction-per-sec 1354 ForwardFriction = 33 ; this is now friction-per-sec 1355 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 1356 End 1357 1358 Behavior = GenerateMinefieldBehavior ModuleTag_05 1359 MineName = ChinaClusterMine 1360 DistanceAroundObject = 80 1361 GenerateOnlyOnDeath = Yes 1362 SmartBorder = Yes 1363 SmartBorderSkipInterior = No 1364 AlwaysCircular = Yes 1365 GenerationFX = WeaponFX_ClusterMineImpact 1366 End 1367 1368 1369 Behavior = HeightDieUpdate ModuleTag_06 1370 TargetHeight = 60.0 1371 TargetHeightIncludesStructures = No 1372 End 1373 1374 Behavior = DestroyDie ModuleTag_07 1375 ;nothing 1376 End 1377 1378 Geometry = SPHERE ;Collision geometry 1379 GeometryMajorRadius = 1.0 ;Collision major radius 1380 GeometryMinorRadius = 1.0 ;Collision minor radius 1381 GeometryHeight = 1.0 ;Height for geometry 1382 GeometryIsSmall = Yes ;Is small geometry 1383 1384 End 1385 1386 1387 ;------------------------------------------------------------------------------ 1388 Object EMPPulseBomb 1389 1390 ; *** ART Parameters *** 1391 Draw = W3DModelDraw ModuleTag_01 1392 OkToChangeModelColor = Yes 1393 DefaultConditionState 1394 Model = EXAMine_A 1395 End 1396 End 1397 1398 ; ***DESIGN parameters *** 1399 DisplayName = OBJECT:EMPPulseBomb 1400 Side = China 1401 EditorSorting = SYSTEM 1402 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 1403 VisionRange = 0 1404 ArmorSet 1405 Conditions = None 1406 Armor = ProjectileArmor 1407 DamageFX = None 1408 End 1409 1410 ; *** AUDIO Parameters *** 1411 1412 ; *** ENGINEERING Parameters *** 1413 KindOf = PROJECTILE 1414 Body = ActiveBody ModuleTag_02 1415 MaxHealth = 100.0 1416 InitialHealth = 100.0 1417 End 1418 1419 ; alas, this DOES need ai... 1420 Behavior = AIUpdateInterface ModuleTag_03 1421 End 1422 1423 Locomotor = SET_NORMAL None 1424 1425 Behavior = PhysicsBehavior ModuleTag_04 1426 Mass = 75.0 1427 AerodynamicFriction = 1 ; this is now friction-per-sec 1428 ForwardFriction = 33 ; this is now friction-per-sec 1429 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 1430 End 1431 1432 1433 Behavior = HeightDieUpdate ModuleTag_05 1434 TargetHeight = 15.0 1435 TargetHeightIncludesStructures = No 1436 End 1437 1438 Behavior = CreateObjectDie ModuleTag_06 1439 CreationList = OCL_EMPPulseEffectSpheroids 1440 End 1441 1442 Behavior = FXListDie ModuleTag_07 1443 DeathFX = WeaponFX_EMPPulseImpact 1444 OrientToObject = No 1445 End 1446 1447 Behavior = DestroyDie ModuleTag_08 1448 ;nothing 1449 End 1450 1451 Geometry = SPHERE ;Collision geometry 1452 GeometryMajorRadius = 1.0 ;Collision major radius 1453 GeometryMinorRadius = 1.0 ;Collision minor radius 1454 GeometryHeight = 1.0 ;Height for geometry 1455 GeometryIsSmall = Yes ;Is small geometry 1456 1457 End 1458 1459 1460 1461 ;------------------------------------------------------------------------------ 1462 Object BlackMarketNuke 1463 1464 ; *** ART Parameters *** 1465 Draw = W3DModelDraw ModuleTag_01 1466 OkToChangeModelColor = Yes 1467 DefaultConditionState 1468 Model = AVBomber_B 1469 End 1470 End 1471 1472 ; ***DESIGN parameters *** 1473 DisplayName = OBJECT:BlackMarketNuke 1474 Side = GLA 1475 EditorSorting = SYSTEM 1476 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 1477 ArmorSet 1478 Conditions = None 1479 Armor = ProjectileArmor 1480 DamageFX = None 1481 End 1482 1483 ; *** AUDIO Parameters *** 1484 1485 ; *** ENGINEERING Parameters *** 1486 KindOf = PROJECTILE 1487 Body = ActiveBody ModuleTag_02 1488 MaxHealth = 100.0 1489 InitialHealth = 100.0 1490 End 1491 1492 Behavior = AIUpdateInterface ModuleTag_03 1493 End 1494 1495 Locomotor = SET_NORMAL None 1496 1497 Behavior = PhysicsBehavior ModuleTag_04 1498 Mass = 75.0 1499 AerodynamicFriction = 1 ; this is now friction-per-sec 1500 ForwardFriction = 33 ; this is now friction-per-sec 1501 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 1502 End 1503 1504 Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 1505 DeathWeapon = BlackMarketNukeWeapon 1506 StartsActive = Yes 1507 End 1508 1509 Behavior = HeightDieUpdate ModuleTag_06 1510 TargetHeight = 1.0 1511 TargetHeightIncludesStructures = No 1512 End 1513 1514 Behavior = SpecialPowerCompletionDie ModuleTag_07 1515 SpecialPowerTemplate = SuperweaponBlackMarketNuke 1516 End 1517 1518 Behavior = DestroyDie ModuleTag_08 1519 ;nothing 1520 End 1521 1522 Behavior = FXListDie ModuleTag_09 1523 DeathFX = FX_NukeGLA 1524 OrientToObject = No 1525 End 1526 1527 Geometry = Sphere 1528 GeometryIsSmall = Yes 1529 GeometryMajorRadius = 12.0 1530 1531 End 1532 1533 ;------------------------------------------------------------------------------ 1534 Object AnthraxBomb 1535 1536 ; *** ART Parameters *** 1537 Draw = W3DModelDraw ModuleTag_01 1538 OkToChangeModelColor = Yes 1539 DefaultConditionState 1540 Model = AVBomber_B 1541 End 1542 End 1543 1544 ; ***DESIGN parameters *** 1545 DisplayName = OBJECT:AnthraxBomb 1546 Side = GLA 1547 EditorSorting = SYSTEM 1548 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 1549 VisionRange = 300.0 1550 ShroudClearingRange = 0 1551 ArmorSet 1552 Conditions = None 1553 Armor = ProjectileArmor 1554 DamageFX = None 1555 End 1556 1557 ; *** AUDIO Parameters *** 1558 SoundFallingFromPlane = DaisyCutterWeapon 1559 1560 ; *** ENGINEERING Parameters *** 1561 KindOf = PROJECTILE 1562 Body = ActiveBody ModuleTag_02 1563 MaxHealth = 100.0 1564 InitialHealth = 100.0 1565 End 1566 1567 Behavior = AIUpdateInterface ModuleTag_03 1568 End 1569 Locomotor = SET_NORMAL None 1570 1571 Behavior = PhysicsBehavior ModuleTag_04 1572 Mass = 75.0 1573 AerodynamicFriction = 1 ; this is now friction-per-sec 1574 ForwardFriction = 33 ; this is now friction-per-sec 1575 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 1576 End 1577 1578 Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 1579 DeathWeapon = AnthraxBombWeapon 1580 StartsActive = Yes 1581 End 1582 1583 Behavior = HeightDieUpdate ModuleTag_06 1584 TargetHeight = 40.0 1585 TargetHeightIncludesStructures = No 1586 End 1587 1588 Behavior = SpecialPowerCompletionDie ModuleTag_07 1589 SpecialPowerTemplate = SuperweaponAnthraxBomb 1590 End 1591 Behavior = DestroyDie ModuleTag_08 1592 ;nothing 1593 End 1594 1595 Behavior = FXListDie ModuleTag_09 1596 DeathFX = FX_AnthraxBomb 1597 End 1598 1599 ; Geometry = Sphere 1600 ; GeometryIsSmall = Yes 1601 ;GeometryMajorRadius = 12.0 1602 1603 End 1604 1605 ;------------------------------------------------------------------------------ 1606 Object DaisyCutterBomb 1607 1608 ; *** ART Parameters *** 1609 Draw = W3DModelDraw ModuleTag_01 1610 OkToChangeModelColor = Yes 1611 DefaultConditionState 1612 Model = AVBomber_B 1613 End 1614 End 1615 1616 ; ***DESIGN parameters *** 1617 DisplayName = OBJECT:DaisyCutterBomb 1618 EditorSorting = SYSTEM 1619 TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) 1620 VisionRange = 300.0 1621 ShroudClearingRange = 0 1622 ArmorSet 1623 Conditions = None 1624 Armor = ProjectileArmor 1625 DamageFX = None 1626 End 1627 1628 ; *** AUDIO Parameters *** 1629 SoundFallingFromPlane = DaisyCutterWeapon 1630 1631 ; *** ENGINEERING Parameters *** 1632 KindOf = PROJECTILE 1633 Body = ActiveBody ModuleTag_02 1634 MaxHealth = 100.0 1635 InitialHealth = 100.0 1636 End 1637 1638 Behavior = CreateObjectDie ModuleTag_03 1639 CreationList = OCL_DaisyCutterExplode 1640 End 1641 Behavior = FXListDie ModuleTag_04 1642 DeathFX = FX_DaisyCutterExplode 1643 End 1644 Behavior = DestroyDie ModuleTag_05 1645 ;nothing 1646 End 1647 1648 Behavior = AIUpdateInterface ModuleTag_06 1649 End 1650 Locomotor = SET_NORMAL None 1651 Behavior = PhysicsBehavior ModuleTag_07 1652 Mass = 75.0 1653 AerodynamicFriction = 1 ; this is now friction-per-sec 1654 ForwardFriction = 33 ; this is now friction-per-sec 1655 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 1656 End 1657 Behavior = HeightDieUpdate ModuleTag_08 1658 TargetHeight = 50.0 1659 TargetHeightIncludesStructures = Yes 1660 End 1661 1662 Behavior = SpecialPowerCompletionDie ModuleTag_09 1663 SpecialPowerTemplate = SuperweaponDaisyCutter 1664 End 1665 1666 Geometry = Sphere 1667 GeometryIsSmall = Yes 1668 GeometryMajorRadius = 12.0 1669 1670 End 1671 1672 ;------------------------------------------------------------------------------ 1673 Object DaisyCutterGas 1674 1675 ; *** ART Parameters *** 1676 ; Draw = W3DModelDraw 1677 ;; ConditionState = NONE 1678 ; Model = PMDumpst04 1679 ; End 1680 ; End 1681 1682 ; *** DESIGN Parameters *** 1683 1684 ; *** ENGINEERING Parameters *** 1685 KindOf = IMMOBILE 1686 Body = ActiveBody ModuleTag_01 1687 MaxHealth = 1.0 1688 InitialHealth = 1.0 1689 End 1690 1691 Behavior = PhysicsBehavior ModuleTag_02 1692 Mass = 150.0 1693 AerodynamicFriction = 7 ; this is now friction-per-sec 1694 ForwardFriction = 200 ; this is now friction-per-sec 1695 End 1696 Behavior = HeightDieUpdate ModuleTag_03 1697 TargetHeight = 40.0 1698 TargetHeightIncludesStructures = Yes 1699 DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this 1700 End 1701 Behavior = SlowDeathBehavior ModuleTag_04 1702 DestructionDelay = 1000 1703 DestructionDelayVariance = 100 1704 FX = INITIAL FX_DaisyCutterIgnite 1705 FX = FINAL FX_DaisyCutterFinalExplosion 1706 Weapon = MIDPOINT DaisyCutterFlameWeapon ; Just a spot of flame to light trees on fire 1707 Weapon = FINAL DaisyCutterDetonationWeapon 1708 End 1709 1710 End 1711 1712 ;------------------------------------------------------------------------------ 1713 Object NeutronMissile 1714 1715 ; *** ART Parameters *** 1716 Draw = W3DModelDraw ModuleTag_01 1717 OkToChangeModelColor = Yes 1718 ConditionState = NONE 1719 Model = NBNRocket 1720 End 1721 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 1722 Model = NONE 1723 End 1724 1725 End 1726 1727 ; ***DESIGN parameters *** 1728 DisplayName = OBJECT:NeutronMissile 1729 KindOf = UNATTACKABLE 1730 EditorSorting = SYSTEM 1731 VisionRange = 300.0 1732 ShroudClearingRange = 0 1733 TransportSlotCount = 10 1734 ArmorSet 1735 Conditions = None 1736 Armor = ProjectileArmor 1737 DamageFX = None 1738 End 1739 1740 ; *** AUDIO Parameters *** 1741 ; SoundFallingFromPlane = DaisyCutterWeapon 1742 1743 ; *** ENGINEERING Parameters *** 1744 Body = ActiveBody ModuleTag_02 1745 MaxHealth = 99999999.0 1746 InitialHealth = 99999999.0 1747 End 1748 1749 Behavior = NeutronMissileUpdate ModuleTag_03 1750 DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first 1751 MaxTurnRate = 7200 ; huge, since it turns off-camera 1752 ForwardDamping = 0.1 1753 RelativeSpeed = 2.0 1754 LaunchFX = FX_NeutronMissileLaunch 1755 IgnitionFX = FX_NeutronMissileIgnition 1756 TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it 1757 SpecialAccelFactor = 1 1758 SpecialSpeedTime = 1500 1759 SpecialSpeedHeight = 160 1760 SpecialJitterDistance = 0.4 1761 DeliveryDecalRadius = 210 1762 DeliveryDecal 1763 Texture = SCCNuclearMissile_China 1764 Style = SHADOW_ALPHA_DECAL 1765 OpacityMin = 25% 1766 OpacityMax = 50% 1767 OpacityThrobTime = 500 1768 Color = R:255 G:0 B:0 A:255 1769 OnlyVisibleToOwningPlayer = Yes 1770 End 1771 End 1772 1773 Behavior = HeightDieUpdate ModuleTag_04 1774 TargetHeight = 100.0 1775 TargetHeightIncludesStructures = No 1776 OnlyWhenMovingDown = Yes 1777 SnapToGroundOnDeath = Yes 1778 InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad 1779 End 1780 1781 Behavior = SpecialPowerCompletionDie ModuleTag_05 1782 SpecialPowerTemplate = SuperweaponNeutronMissile 1783 End 1784 1785 Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 1786 DestructionDelay = 3501 1787 ScorchMarkSize = 320 1788 FXList = FX_Nuke 1789 1790 Blast1Enabled = Yes 1791 Blast1Delay = 580 ;in milliseconds 1792 Blast1ScorchDelay = 100 ;in milliseconds 1793 Blast1InnerRadius = 60.0 ;objects inside this get the full damage 1794 Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage 1795 Blast1MaxDamage = 0.0 ;damage within inner radius of blast 1796 Blast1MinDamage = 0.0 ;always do at least this much damage to objects 1797 Blast1ToppleSpeed = 0.5 ;higher #'s topple faster 1798 Blast1PushForce = 10.0 ;higher #'s push more 1799 1800 Blast2Enabled = Yes 1801 Blast2Delay = 660 ;in milliseconds 1802 Blast2ScorchDelay = 180 ;in milliseconds 1803 Blast2InnerRadius = 90.0 ;objects inside this get the full damage 1804 Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage 1805 Blast2MaxDamage = 0.0 ;damage within inner radius of blast 1806 Blast2MinDamage = 0.0 ;always do at least this much damage to objects 1807 Blast2ToppleSpeed = 0.45 ;higher #'s topple faster 1808 Blast2PushForce = 8.0 ;higher #'s push more 1809 1810 Blast3Enabled = Yes 1811 Blast3Delay = 720 ;in milliseconds 1812 Blast3ScorchDelay = 260 ;in milliseconds 1813 Blast3InnerRadius = 120.0 ;objects inside this get the full damage 1814 Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage 1815 Blast3MaxDamage = 0.0 ;damage within inner radius of blast 1816 Blast3MinDamage = 0.0 ;always do at least this much damage to objects 1817 Blast3ToppleSpeed = 0.42 ;higher #'s topple faster 1818 Blast3PushForce = 6.0 ;higher #'s push more 1819 1820 Blast4Enabled = Yes 1821 Blast4Delay = 850 ;in milliseconds 1822 Blast4ScorchDelay = 340 ;in milliseconds 1823 Blast4InnerRadius = 150.0 ;objects inside this get the full damage 1824 Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage 1825 Blast4MaxDamage = 0.0 ;damage within inner radius of blast 1826 Blast4MinDamage = 0.0 ;always do at least this much damage to objects 1827 Blast4ToppleSpeed = 0.40 ;higher #'s topple faster 1828 Blast4PushForce = 6.0 ;higher #'s push more 1829 1830 Blast5Enabled = Yes 1831 Blast5Delay = 1000 ;in milliseconds 1832 Blast5ScorchDelay = 420 ;in milliseconds 1833 Blast5InnerRadius = 180.0 ;objects inside this get the full damage 1834 Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage 1835 Blast5MaxDamage = 0.0 ;damage within inner radius of blast 1836 Blast5MinDamage = 0.0 ;always do at least this much damage to objects 1837 Blast5ToppleSpeed = 0.38 ;higher #'s topple faster 1838 Blast5PushForce = 6.0 ;higher #'s push more 1839 1840 Blast6Enabled = Yes 1841 Blast6Delay = 1180 ;in milliseconds 1842 Blast6ScorchDelay = 500 ;in milliseconds 1843 Blast6InnerRadius = 60.0 ;objects inside this get the full damage 1844 Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage 1845 Blast6MaxDamage = 3500.0 ;damage within inner radius of blast 1846 Blast6MinDamage = 300.0 ;always do at least this much damage to objects 1847 Blast6ToppleSpeed = 0.35 ;higher #'s topple faster 1848 Blast6PushForce = 4.0 ;higher #'s push more 1849 1850 Blast7Enabled = Yes 1851 Blast7Delay = 999999 ;in milliseconds, don't do the damage wave 1852 Blast7ScorchDelay = 620 ;in milliseconds 1853 Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage 1854 1855 Blast8Enabled = Yes 1856 Blast8Delay = 999999 ;in milliseconds, don't do the damage wave 1857 Blast8ScorchDelay = 700 ;in milliseconds 1858 Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage 1859 1860 Blast9Enabled = Yes 1861 Blast9Delay = 999999 ;in milliseconds, don't do the damage wave 1862 Blast9ScorchDelay = 800 ;in milliseconds 1863 Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage 1864 1865 OCL = MIDPOINT OCL_NukeRadiationField 1866 End 1867 1868 Geometry = CYLINDER 1869 GeometryIsSmall = Yes 1870 GeometryMajorRadius = 7.0 1871 GeometryHeight = 60.0 1872 1873 End 1874 1875 ;------------------------------------------------------------------------------ 1876 Object CargoTruckNuke 1877 1878 ; ***DESIGN parameters *** 1879 DisplayName = OBJECT:NeutronMissile 1880 EditorSorting = SYSTEM 1881 VisionRange = 300.0 1882 ShroudClearingRange = 0 1883 ArmorSet 1884 Conditions = None 1885 Armor = ProjectileArmor 1886 DamageFX = None 1887 End 1888 1889 ; *** AUDIO Parameters *** 1890 ; SoundFallingFromPlane = DaisyCutterWeapon 1891 1892 ; *** ENGINEERING Parameters *** 1893 Body = ActiveBody ModuleTag_01 1894 MaxHealth = 99999999.0 1895 InitialHealth = 99999999.0 1896 End 1897 1898 1899 ;The lifetime delays the explosion with enough time to play an audio cue. 1900 ;NOTE: The lifetime update is set in the ObjectCreationList that creates 1901 ; this object!!! 1902 Behavior = LifetimeUpdate ModuleTag_02 1903 MinLifetime = 3000 ; min lifetime in msec 1904 MaxLifetime = 3000 ; max lifetime in msec 1905 End 1906 1907 Behavior = NeutronMissileSlowDeathBehavior ModuleTag_03 1908 DestructionDelay = 3501 1909 ScorchMarkSize = 320 1910 FXList = FX_Nuke 1911 1912 Blast1Enabled = Yes 1913 Blast1Delay = 580 ;in milliseconds 1914 Blast1ScorchDelay = 100 ;in milliseconds 1915 Blast1InnerRadius = 60.0 ;objects inside this get the full damage 1916 Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage 1917 Blast1MaxDamage = 0.0 ;damage within inner radius of blast 1918 Blast1MinDamage = 0.0 ;always do at least this much damage to objects 1919 Blast1ToppleSpeed = 0.5 ;higher #'s topple faster 1920 Blast1PushForce = 10.0 ;higher #'s push more 1921 1922 Blast2Enabled = Yes 1923 Blast2Delay = 660 ;in milliseconds 1924 Blast2ScorchDelay = 180 ;in milliseconds 1925 Blast2InnerRadius = 90.0 ;objects inside this get the full damage 1926 Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage 1927 Blast2MaxDamage = 0.0 ;damage within inner radius of blast 1928 Blast2MinDamage = 0.0 ;always do at least this much damage to objects 1929 Blast2ToppleSpeed = 0.45 ;higher #'s topple faster 1930 Blast2PushForce = 8.0 ;higher #'s push more 1931 1932 Blast3Enabled = Yes 1933 Blast3Delay = 720 ;in milliseconds 1934 Blast3ScorchDelay = 260 ;in milliseconds 1935 Blast3InnerRadius = 120.0 ;objects inside this get the full damage 1936 Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage 1937 Blast3MaxDamage = 0.0 ;damage within inner radius of blast 1938 Blast3MinDamage = 0.0 ;always do at least this much damage to objects 1939 Blast3ToppleSpeed = 0.42 ;higher #'s topple faster 1940 Blast3PushForce = 6.0 ;higher #'s push more 1941 1942 Blast4Enabled = Yes 1943 Blast4Delay = 850 ;in milliseconds 1944 Blast4ScorchDelay = 340 ;in milliseconds 1945 Blast4InnerRadius = 150.0 ;objects inside this get the full damage 1946 Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage 1947 Blast4MaxDamage = 0.0 ;damage within inner radius of blast 1948 Blast4MinDamage = 0.0 ;always do at least this much damage to objects 1949 Blast4ToppleSpeed = 0.40 ;higher #'s topple faster 1950 Blast4PushForce = 6.0 ;higher #'s push more 1951 1952 Blast5Enabled = Yes 1953 Blast5Delay = 1000 ;in milliseconds 1954 Blast5ScorchDelay = 420 ;in milliseconds 1955 Blast5InnerRadius = 180.0 ;objects inside this get the full damage 1956 Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage 1957 Blast5MaxDamage = 0.0 ;damage within inner radius of blast 1958 Blast5MinDamage = 0.0 ;always do at least this much damage to objects 1959 Blast5ToppleSpeed = 0.38 ;higher #'s topple faster 1960 Blast5PushForce = 6.0 ;higher #'s push more 1961 1962 Blast6Enabled = Yes 1963 Blast6Delay = 1180 ;in milliseconds 1964 Blast6ScorchDelay = 500 ;in milliseconds 1965 Blast6InnerRadius = 60.0 ;objects inside this get the full damage 1966 Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage 1967 Blast6MaxDamage = 3500.0 ;damage within inner radius of blast 1968 Blast6MinDamage = 200.0 ;always do at least this much damage to objects 1969 Blast6ToppleSpeed = 0.35 ;higher #'s topple faster 1970 Blast6PushForce = 4.0 ;higher #'s push more 1971 1972 Blast7Enabled = Yes 1973 Blast7Delay = 999999 ;in milliseconds, don't do the damage wave 1974 Blast7ScorchDelay = 620 ;in milliseconds 1975 Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage 1976 1977 Blast8Enabled = Yes 1978 Blast8Delay = 999999 ;in milliseconds, don't do the damage wave 1979 Blast8ScorchDelay = 700 ;in milliseconds 1980 Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage 1981 1982 Blast9Enabled = Yes 1983 Blast9Delay = 999999 ;in milliseconds, don't do the damage wave 1984 Blast9ScorchDelay = 800 ;in milliseconds 1985 Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage 1986 1987 End 1988 1989 Geometry = Cylinder 1990 GeometryIsSmall = Yes 1991 GeometryMajorRadius = 7.0 1992 GeometryHeight = 60.0 1993 End 1994 1995 ;------------------------------------------------------------------------------ 1996 Object ScudStormMissile 1997 1998 ; *** ART Parameters *** 1999 Draw = W3DModelDraw ModuleTag_01 2000 OkToChangeModelColor = Yes 2001 DefaultConditionState 2002 Model = UBScudStrm_M 2003 End 2004 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 2005 Model = NONE 2006 End 2007 2008 End 2009 2010 ; ***DESIGN parameters *** 2011 KindOf = PROJECTILE ;BALLISTIC_MISSILE 2012 EditorSorting = SYSTEM 2013 VisionRange = 300.0 2014 ShroudClearingRange = 0 2015 TransportSlotCount = 10 2016 ArmorSet 2017 Conditions = None 2018 Armor = ProjectileArmor 2019 DamageFX = None 2020 End 2021 2022 ; *** AUDIO Parameters *** 2023 ; SoundFallingFromPlane = DaisyCutterWeapon 2024 2025 ; *** ENGINEERING Parameters *** 2026 Body = ActiveBody ModuleTag_02 2027 MaxHealth = 10000.0 2028 InitialHealth = 10000.0 2029 End 2030 2031 Behavior = PhysicsBehavior ModuleTag_03 2032 Mass = 500.0 2033 End 2034 2035 Behavior = MissileAIUpdate ModuleTag_04 2036 TryToFollowTarget = No 2037 FuelLifetime = 0 ; zero is infinite 2038 InitialVelocity = 0 ; in dist/sec 2039 IgnitionFX = FX_ScudStormIgnition 2040 DistanceToTravelBeforeTurning = 500 2041 DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. 2042 End 2043 Locomotor = SET_NORMAL SCUDStormMissileLocomotor 2044 2045 Behavior = HeightDieUpdate ModuleTag_05 2046 TargetHeight = 15.0 2047 TargetHeightIncludesStructures = No 2048 OnlyWhenMovingDown = Yes 2049 SnapToGroundOnDeath = Yes 2050 InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad 2051 End 2052 2053 Behavior = DestroyDie ModuleTag_06 2054 ;nothing 2055 End 2056 2057 Behavior = SpecialPowerCompletionDie ModuleTag_07 2058 SpecialPowerTemplate = SuperweaponScudStorm 2059 End 2060 2061 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 2062 DeathWeapon = ScudStormDamageWeapon 2063 StartsActive = Yes 2064 ConflictsWith = Upgrade_GLAAnthraxBeta 2065 End 2066 2067 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 2068 DeathWeapon = ScudStormDamageWeaponUpgraded 2069 StartsActive = No ; turned on by upgrade 2070 TriggeredBy = Upgrade_GLAAnthraxBeta 2071 End 2072 2073 2074 Geometry = Cylinder 2075 GeometryIsSmall = Yes 2076 GeometryMajorRadius = 7.0 2077 GeometryHeight = 30.0 2078 2079 End 2080 2081 2082 2083 2084 2085 2086 ;------------------------------------------------------------------------------ 2087 Object NapalmMissile 2088 2089 ; *** ART Parameters *** 2090 Draw = W3DModelDraw ModuleTag_01 2091 OkToChangeModelColor = Yes 2092 DefaultConditionState 2093 Model = AVRaptor_M 2094 End 2095 ConditionState = JAMMED 2096 ParticleSysBone = None SparksMedium 2097 End 2098 End 2099 2100 ; ***DESIGN parameters *** 2101 DisplayName = OBJECT:Missile 2102 EditorSorting = SYSTEM 2103 VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to* 2104 TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon 2105 ArmorSet 2106 Conditions = None 2107 Armor = ProjectileArmor 2108 DamageFX = None 2109 End 2110 2111 ; *** ENGINEERING Parameters *** 2112 KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 2113 Body = ActiveBody ModuleTag_02 2114 MaxHealth = 100.0 2115 InitialHealth = 100.0 2116 2117 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2118 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2119 ; A projectile is not disabled, but instead loses target and scatters 2120 SubdualDamageCap = 200 2121 SubdualDamageHealRate = 100000 2122 SubdualDamageHealAmount = 50 2123 End 2124 2125 ; ---- begin Projectile death behaviors 2126 Behavior = InstantDeathBehavior DeathModuleTag_01 2127 DeathTypes = NONE +DETONATED 2128 ; we detonated normally. 2129 ; no FX, just quiet destroy ourselves 2130 End 2131 Behavior = InstantDeathBehavior DeathModuleTag_02 2132 DeathTypes = NONE +LASERED 2133 ; shot down by laser. 2134 FX = FX_GenericMissileDisintegrate 2135 OCL = OCL_GenericMissileDisintegrate 2136 End 2137 Behavior = InstantDeathBehavior DeathModuleTag_03 2138 DeathTypes = ALL -LASERED -DETONATED 2139 ; shot down by nonlaser. 2140 FX = FX_GenericMissileDeath 2141 End 2142 ; ---- end Projectile death behaviors 2143 2144 Behavior = PhysicsBehavior ModuleTag_06 2145 Mass = 1 2146 End 2147 Behavior = MissileAIUpdate ModuleTag_07 2148 TryToFollowTarget = Yes 2149 FuelLifetime = 10000 2150 InitialVelocity = 75 ; in dist/sec 2151 IgnitionDelay = 30 2152 IgnitionFX = FX_NapalmMissileIgnition 2153 End 2154 Locomotor = SET_NORMAL NapalmMissileLocomotor 2155 2156 Geometry = Sphere 2157 GeometryIsSmall = Yes 2158 GeometryMajorRadius = 1.0 2159 2160 End 2161 2162 ;------------------------------------------------------------------------------ 2163 Object ChinaJetMIGNapalmStriker 2164 2165 ; *** ART Parameters *** 2166 Draw = W3DModelDraw ModuleTag_01 2167 2168 DefaultConditionState 2169 Model = NVMig 2170 WeaponLaunchBone = PRIMARY WeaponA 2171 ParticleSysBone = Exhaust01 JetExhaust 2172 ;ParticleSysBone = Exhaust02 JetExhaust 2173 HideSubObject = BurnerFX01 BurnerFX02 2174 End 2175 ConditionState = REALLYDAMAGED 2176 Model = NVMig_d 2177 End 2178 AliasConditionState = RUBBLE 2179 2180 OkToChangeModelColor = Yes 2181 End 2182 2183 ; ***DESIGN parameters *** 2184 DisplayName = OBJECT:MIG 2185 EditorSorting = SYSTEM 2186 Side = China 2187 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2188 VisionRange = 300.0 2189 ShroudClearingRange = 300 2190 Prerequisites 2191 Object = ChinaAirfield 2192 End 2193 WeaponSet 2194 Conditions = None 2195 Weapon = PRIMARY NapalmMissileWeapon 2196 End 2197 WeaponSet 2198 Conditions = PLAYER_UPGRADE 2199 Weapon = PRIMARY BlackNapalmMissileWeapon 2200 End 2201 ArmorSet 2202 Conditions = None 2203 Armor = AirplaneArmor 2204 DamageFX = None 2205 End 2206 CommandSet = ChinaJetMIGCommandSet 2207 2208 ; *** AUDIO Parameters *** 2209 SoundAmbient = F15MoveLoop 2210 SoundAmbientRubble = NoSound 2211 2212 ; *** ENGINEERING Parameters *** 2213 RadarPriority = UNIT 2214 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE AIRCRAFT IGNORED_IN_GUI EMP_HARDENED 2215 2216 Body = ActiveBody ModuleTag_02 2217 MaxHealth = 200.0 2218 InitialHealth = 200.0 2219 End 2220 2221 Behavior = SpecialPowerCompletionDie ModuleTag_03 2222 SpecialPowerTemplate = SuperweaponNapalmStrike 2223 End 2224 2225 Behavior = JetSlowDeathBehavior ModuleTag_04 2226 DestructionDelay = 99999999; destruction will happen when we 2227 RollRate = 0.2 2228 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 2229 PitchRate = 0.0 2230 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 2231 FXInitialDeath = FX_JetDeathInitial 2232 OCLInitialDeath = OCL_MIGDeathInitial 2233 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 2234 FXSecondary = FX_JetDeathSecondary 2235 OCLSecondary = OCL_MIGDeathSecondary 2236 FXHitGround = FX_JetDeathHitGround 2237 OCLHitGround = OCL_MIGDeathHitGround 2238 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 2239 FXFinalBlowUp = FX_JetDeathFinalBlowUp 2240 OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp 2241 End 2242 2243 Behavior = DeliverPayloadAIUpdate ModuleTag_06 2244 DoorDelay = 0 2245 End 2246 Locomotor = SET_NORMAL MIGLocomotor 2247 2248 Behavior = WeaponSetUpgrade ModuleTag_07 2249 TriggeredBy = Upgrade_ChinaBlackNapalm 2250 End 2251 2252 Behavior = TransportContain ModuleTag_08 2253 Slots = 100 ; hey, it's a BIG transport 2254 ScatterNearbyOnExit = No 2255 OrientLikeContainerOnExit = Yes 2256 KeepContainerVelocityOnExit = Yes 2257 ExitPitchRate = 30 2258 ExitBone = WeaponA 2259 AllowInsideKindOf = PROJECTILE 2260 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 2261 NumberOfExitPaths = 0 2262 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 2263 End 2264 2265 Behavior = PhysicsBehavior ModuleTag_09 2266 Mass = 500.0 2267 End 2268 2269 Behavior = FlammableUpdate ModuleTag_21 2270 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2271 AflameDamageAmount = 3 ; taking this much damage... 2272 AflameDamageDelay = 500 ; this often. 2273 End 2274 2275 2276 Geometry = Cylinder 2277 GeometryIsSmall = Yes 2278 GeometryMajorRadius = 7.0 2279 GeometryMinorRadius = 7.0 2280 GeometryHeight = 7.0 2281 2282 Shadow = SHADOW_VOLUME 2283 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2284 2285 End 2286 2287 2288 2289 2290 ;------------------------------------------------------------------------------ 2291 Object TNTStickyBomb ;Created by Chinese Tank Hunters 2292 2293 ;No drawable because it's invisible 2294 ; *** ART Parameters *** 2295 2296 ; ***DESIGN parameters *** 2297 Side = China 2298 EditorSorting = SYSTEM 2299 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2300 VisionRange = 75.0 ;Allow the stickybomb to show itself to user? 2301 ShroudClearingRange = 75 2302 ArmorSet 2303 Conditions = None 2304 Armor = InvulnerableAllArmor 2305 End 2306 2307 ; *** AUDIO Parameters *** 2308 UnitSpecificSounds 2309 UnitBombPing = BombTickTimed 2310 End 2311 2312 ; *** ENGINEERING Parameters *** 2313 RadarPriority = NOT_ON_RADAR 2314 KindOf = PROJECTILE MINE NO_COLLIDE 2315 2316 Behavior = PhysicsBehavior ModuleTag_01 2317 Mass = 5 2318 End 2319 2320 ;This determines how long the bomb lives before it explodes (via SlowDeathBehavior) 2321 Behavior = LifetimeUpdate ModuleTag_02 2322 MinLifetime = 10000 ; min lifetime in msec 2323 MaxLifetime = 10000 ; max lifetime in msec 2324 End 2325 2326 Behavior = StickyBombUpdate ModuleTag_03 2327 ; nothing 2328 End 2329 2330 Behavior = SlowDeathBehavior ModuleTag_04 2331 DestructionDelay = 1 2332 FX = INITIAL WeaponFX_TNTStickyBombDetonation 2333 Weapon = FINAL TNTDetonationWeapon 2334 End 2335 2336 Body = HighlanderBody ModuleTag_NewBody 2337 MaxHealth = 1.0 2338 InitialHealth = 1.0 2339 End 2340 2341 Geometry = CYLINDER 2342 GeometryMajorRadius = 8.0 2343 GeometryHeight = 8.0 2344 GeometryIsSmall = Yes 2345 2346 End 2347 2348 ;------------------------------------------------------------------------------ 2349 Object BoobyTrap ; created by upgraded rebels 2350 2351 ;No drawable because it's invisible 2352 ; *** ART Parameters *** 2353 2354 ; ***DESIGN parameters *** 2355 Side = GLA 2356 EditorSorting = SYSTEM 2357 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2358 VisionRange = 25.0 ;Allow the stickybomb to show itself to user? 2359 ShroudClearingRange = 25 2360 ArmorSet 2361 Conditions = None 2362 Armor = InvulnerableAllArmor 2363 End 2364 2365 ; *** AUDIO Parameters *** 2366 UnitSpecificSounds 2367 StickyBombCreated = BoobyTrapInstall 2368 End 2369 2370 ; *** ENGINEERING Parameters *** 2371 RadarPriority = NOT_ON_RADAR 2372 KindOf = BOOBY_TRAP NO_COLLIDE MINE 2373 2374 Body = HighlanderBody ModuleTag_01 2375 MaxHealth = 1.0 2376 InitialHealth = 1.0 2377 End 2378 2379 Behavior = PhysicsBehavior ModuleTag_02 2380 Mass = 5 2381 End 2382 2383 Behavior = StickyBombUpdate ModuleTag_03 2384 GeometryBasedDamageWeapon = BoobyTrapDetonationWeapon ; We add our bounding circle to the radius of this weapon, and damage people ourselves 2385 GeometryBasedDamageFX = FX_BoobyTrapExplosion ; And we modify our effect too 2386 End 2387 2388 Behavior = StealthUpdate ModuleTag_04 2389 StealthDelay = 0 ; msec 2390 StealthForbiddenConditions = NONE 2391 FriendlyOpacityMin = 50.0% 2392 InnateStealth = Yes 2393 End 2394 2395 Geometry = CYLINDER 2396 GeometryMajorRadius = 8.0 2397 GeometryHeight = 8.0 2398 GeometryIsSmall = Yes 2399 2400 End 2401 2402 ;------------------------------------------------------------------------------ 2403 Object RemoteC4Charge ;Created by ColonelBurton 2404 2405 ;No drawable because it's invisible 2406 ; *** ART Parameters *** 2407 2408 ; ***DESIGN parameters *** 2409 Side = America 2410 EditorSorting = SYSTEM 2411 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2412 VisionRange = 75.0 ;Allow the stickybomb to show itself to user? 2413 ShroudClearingRange = 75 2414 ArmorSet 2415 Conditions = None 2416 Armor = InvulnerableAllArmor 2417 End 2418 2419 ; *** AUDIO Parameters *** 2420 UnitSpecificSounds 2421 UnitBombPing = BombTickRemote 2422 StickyBombCreated = ColonelBurtonSetDemoCharge 2423 End 2424 2425 ; *** ENGINEERING Parameters *** 2426 RadarPriority = NOT_ON_RADAR 2427 KindOf = PROJECTILE MINE NO_COLLIDE 2428 2429 ;Body = ActiveBody ModuleTag_02 2430 ; MaxHealth = 1.0 2431 ; InitialHealth = 1.0 2432 ;End 2433 2434 Body = HighlanderBody ModuleTag_NewBody 2435 MaxHealth = 1.0 2436 InitialHealth = 1.0 2437 End 2438 2439 Behavior = StealthUpdate ModuleTag_03 2440 StealthDelay = 0 ; msec 2441 StealthForbiddenConditions = NONE 2442 FriendlyOpacityMin = 50.0% 2443 InnateStealth = Yes 2444 End 2445 2446 Behavior = StickyBombUpdate ModuleTag_04 2447 ;Keeps it attached properly to the intended target should it move. 2448 End 2449 2450 2451 Behavior = SlowDeathBehavior ModuleTag_05 2452 DestructionDelay = 1 2453 FX = INITIAL WeaponFX_TNTStickyBombDetonation 2454 Weapon = FINAL BurtonC4ChargeWeapon 2455 End 2456 2457 Geometry = CYLINDER 2458 GeometryMajorRadius = 8.0 2459 GeometryHeight = 8.0 2460 GeometryIsSmall = Yes 2461 2462 End 2463 2464 ;------------------------------------------------------------------------------ 2465 Object TimedC4Charge ;Created by Colonel Burton 2466 2467 ;No drawable because it's invisible 2468 ; *** ART Parameters *** 2469 2470 ; ***DESIGN parameters *** 2471 Side = America 2472 EditorSorting = SYSTEM 2473 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2474 VisionRange = 75.0 ;Allow the stickybomb to show itself to user? 2475 ShroudClearingRange = 75 2476 ArmorSet 2477 Conditions = None 2478 Armor = InvulnerableAllArmor 2479 End 2480 2481 ; *** AUDIO Parameters *** 2482 UnitSpecificSounds 2483 UnitBombPing = BombTickTimed 2484 StickyBombCreated = ColonelBurtonSetDemoCharge 2485 End 2486 2487 ; *** ENGINEERING Parameters *** 2488 RadarPriority = NOT_ON_RADAR 2489 KindOf = PROJECTILE MINE NO_COLLIDE 2490 2491 ;Body = ActiveBody ModuleTag_02 2492 ; MaxHealth = 1.0 2493 ; InitialHealth = 1.0 2494 ;End 2495 Body = HighlanderBody ModuleTag_NewBody 2496 MaxHealth = 1.0 2497 InitialHealth = 1.0 2498 End 2499 2500 Behavior = StealthUpdate ModuleTag_03 2501 StealthDelay = 0 ; msec 2502 StealthForbiddenConditions = NONE 2503 FriendlyOpacityMin = 50.0% 2504 InnateStealth = Yes 2505 End 2506 2507 ;This determines how long the bomb lives before it explodes (via SlowDeathBehavior) 2508 Behavior = LifetimeUpdate ModuleTag_04 2509 MinLifetime = 20000 ; min lifetime in msec 2510 MaxLifetime = 20000 ; max lifetime in msec 2511 End 2512 2513 Behavior = StickyBombUpdate ModuleTag_05 2514 ;Keeps it attached properly to the intended target should it move. 2515 End 2516 2517 Behavior = SlowDeathBehavior ModuleTag_06 2518 DestructionDelay = 1 2519 FX = INITIAL WeaponFX_TNTStickyBombDetonation 2520 Weapon = FINAL BurtonC4ChargeWeapon 2521 End 2522 2523 Geometry = CYLINDER 2524 GeometryMajorRadius = 8.0 2525 GeometryHeight = 8.0 2526 GeometryIsSmall = Yes 2527 2528 End 2529 2530 ;------------------------------------------------------------------------------ 2531 Object DemoTrapDetonationObject ;The explodes-next-frame object when demo trap is triggered. 2532 2533 ; ***DESIGN parameters *** 2534 Side = GLA 2535 EditorSorting = SYSTEM 2536 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2537 VisionRange = 0.0 ;Allow the stickybomb to show itself to user? 2538 2539 ; *** AUDIO Parameters *** 2540 2541 ; *** ENGINEERING Parameters *** 2542 RadarPriority = NOT_ON_RADAR 2543 KindOf = PROJECTILE 2544 2545 Behavior = PhysicsBehavior ModuleTag_01 2546 Mass = 5 2547 End 2548 2549 ;This determines how long the bomb lives before it explodes (via SlowDeathBehavior) 2550 Behavior = LifetimeUpdate ModuleTag_02 2551 MinLifetime = 1 ; min lifetime in msec 2552 MaxLifetime = 1 ; max lifetime in msec 2553 End 2554 2555 Behavior = SlowDeathBehavior ModuleTag_03 2556 DestructionDelay = 1 2557 FX = INITIAL WeaponFX_DemoTrapDetonation 2558 Weapon = FINAL DemoTrapDetonationWeapon 2559 End 2560 End 2561 2562 2563 2564 2565 2566 ;------------------------------------------------------------------------------ 2567 Object StingerMissile 2568 2569 ; *** ART Parameters *** 2570 Draw = W3DModelDraw ModuleTag_01 2571 OkToChangeModelColor = Yes 2572 DefaultConditionState 2573 Model = UVRockBug_m 2574 End 2575 ConditionState = JAMMED 2576 ParticleSysBone = None SparksMedium 2577 End 2578 End 2579 2580 ; ***DESIGN parameters *** 2581 DisplayName = OBJECT:StingerMissile 2582 EditorSorting = SYSTEM 2583 VisionRange = 0.0 2584 ArmorSet 2585 Conditions = None 2586 Armor = ProjectileArmor 2587 DamageFX = None 2588 End 2589 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 2590 2591 ; *** ENGINEERING Parameters *** 2592 KindOf = PROJECTILE SMALL_MISSILE 2593 Body = ActiveBody ModuleTag_02 2594 MaxHealth = 100.0 2595 InitialHealth = 100.0 2596 2597 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2598 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2599 ; A projectile is not disabled, but instead loses target and scatters 2600 SubdualDamageCap = 200 2601 SubdualDamageHealRate = 100000 2602 SubdualDamageHealAmount = 50 2603 End 2604 2605 ; ---- begin Projectile death behaviors 2606 Behavior = InstantDeathBehavior DeathModuleTag_01 2607 DeathTypes = NONE +DETONATED 2608 ; we detonated normally. 2609 ; no FX, just quiet destroy ourselves 2610 End 2611 Behavior = InstantDeathBehavior DeathModuleTag_02 2612 DeathTypes = NONE +LASERED 2613 ; shot down by laser. 2614 FX = FX_GenericMissileDisintegrate 2615 OCL = OCL_GenericMissileDisintegrate 2616 End 2617 Behavior = InstantDeathBehavior DeathModuleTag_03 2618 DeathTypes = ALL -LASERED -DETONATED 2619 ; shot down by nonlaser. 2620 FX = FX_GenericMissileDeath 2621 End 2622 ; ---- end Projectile death behaviors 2623 2624 Behavior = PhysicsBehavior ModuleTag_06 2625 Mass = 1 2626 End 2627 Behavior = MissileAIUpdate ModuleTag_07 2628 TryToFollowTarget = Yes 2629 FuelLifetime = 5000 2630 InitialVelocity = 200 ; in dist/sec 2631 IgnitionDelay = 0 2632 DistanceToTravelBeforeTurning = 5 2633 IgnitionFX = None 2634 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. 2635 End 2636 2637 Behavior = WeaponBonusUpgrade Upgrade_01 2638 TriggeredBy = Upgrade_GLAAPRockets 2639 End 2640 2641 Locomotor = SET_NORMAL StingerMissileLocomotor 2642 2643 Geometry = Sphere 2644 GeometryIsSmall = Yes 2645 GeometryMajorRadius = 2.0 2646 2647 End 2648 2649 2650 ;------------------------------------------------------------------------------ 2651 Object ComancheAntiTankMissile 2652 2653 ; *** ART Parameters *** 2654 Draw = W3DModelDraw ModuleTag_01 2655 OkToChangeModelColor = Yes 2656 DefaultConditionState 2657 ; @todo -- need real art here 2658 Model = UVRockBug_m 2659 End 2660 ConditionState = JAMMED 2661 ParticleSysBone = None SparksMedium 2662 End 2663 End 2664 2665 ; ***DESIGN parameters *** 2666 DisplayName = OBJECT:Prop 2667 EditorSorting = SYSTEM 2668 VisionRange = 0.0 2669 ArmorSet 2670 Conditions = None 2671 Armor = ProjectileArmor 2672 DamageFX = None 2673 End 2674 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 2675 2676 ; *** ENGINEERING Parameters *** 2677 KindOf = PROJECTILE SMALL_MISSILE 2678 Body = ActiveBody ModuleTag_02 2679 MaxHealth = 100.0 2680 InitialHealth = 100.0 2681 2682 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2683 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2684 ; A projectile is not disabled, but instead loses target and scatters 2685 SubdualDamageCap = 200 2686 SubdualDamageHealRate = 100000 2687 SubdualDamageHealAmount = 50 2688 End 2689 2690 ; ---- begin Projectile death behaviors 2691 Behavior = InstantDeathBehavior DeathModuleTag_01 2692 DeathTypes = NONE +DETONATED 2693 ; we detonated normally. 2694 ; no FX, just quiet destroy ourselves 2695 End 2696 Behavior = InstantDeathBehavior DeathModuleTag_02 2697 DeathTypes = NONE +LASERED 2698 ; shot down by laser. 2699 FX = FX_GenericMissileDisintegrate 2700 OCL = OCL_GenericMissileDisintegrate 2701 End 2702 Behavior = InstantDeathBehavior DeathModuleTag_03 2703 DeathTypes = ALL -LASERED -DETONATED 2704 ; shot down by nonlaser. 2705 FX = FX_GenericMissileDeath 2706 End 2707 ; ---- end Projectile death behaviors 2708 2709 Behavior = PhysicsBehavior ModuleTag_06 2710 Mass = 1 2711 End 2712 Behavior = MissileAIUpdate ModuleTag_07 2713 TryToFollowTarget = Yes 2714 FuelLifetime = 1000 2715 InitialVelocity = 150 ; in dist/sec 2716 IgnitionDelay = 0 2717 DistanceToTravelBeforeTurning = 10 2718 IgnitionFX = FX_BuggyMissileIgnition 2719 End 2720 Locomotor = SET_NORMAL ComancheAntiTankMissileLocomotor 2721 2722 Geometry = Sphere 2723 GeometryIsSmall = Yes 2724 GeometryMajorRadius = 2.0 2725 2726 End 2727 2728 ;------------------------------------------------------------------------------ 2729 Object ComancheRocketPodRocket 2730 2731 ; *** ART Parameters *** 2732 Draw = W3DModelDraw ModuleTag_01 2733 OkToChangeModelColor = Yes 2734 DefaultConditionState 2735 ; @todo -- need real art here 2736 Model = UVRockBug_m 2737 End 2738 ConditionState = JAMMED 2739 ParticleSysBone = None SparksMedium 2740 End 2741 End 2742 2743 ; ***DESIGN parameters *** 2744 DisplayName = OBJECT:Prop 2745 EditorSorting = SYSTEM 2746 VisionRange = 0.0 2747 ArmorSet 2748 Conditions = None 2749 Armor = ProjectileArmor 2750 DamageFX = None 2751 End 2752 2753 ; *** ENGINEERING Parameters *** 2754 KindOf = PROJECTILE SMALL_MISSILE 2755 Body = ActiveBody ModuleTag_02 2756 MaxHealth = 100.0 2757 InitialHealth = 100.0 2758 2759 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2760 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2761 ; A projectile is not disabled, but instead loses target and scatters 2762 SubdualDamageCap = 200 2763 SubdualDamageHealRate = 100000 2764 SubdualDamageHealAmount = 50 2765 End 2766 2767 ; ---- begin Projectile death behaviors 2768 Behavior = InstantDeathBehavior DeathModuleTag_01 2769 DeathTypes = NONE +DETONATED 2770 ; we detonated normally. 2771 ; no FX, just quiet destroy ourselves 2772 End 2773 Behavior = InstantDeathBehavior DeathModuleTag_02 2774 DeathTypes = NONE +LASERED 2775 ; shot down by laser. 2776 FX = FX_GenericMissileDisintegrate 2777 OCL = OCL_GenericMissileDisintegrate 2778 End 2779 Behavior = InstantDeathBehavior DeathModuleTag_03 2780 DeathTypes = ALL -LASERED -DETONATED 2781 ; shot down by nonlaser. 2782 FX = FX_GenericMissileDeath 2783 End 2784 ; ---- end Projectile death behaviors 2785 2786 Behavior = PhysicsBehavior ModuleTag_06 2787 Mass = 1 2788 End 2789 Behavior = MissileAIUpdate ModuleTag_07 2790 TryToFollowTarget = No 2791 FuelLifetime = 1000 2792 InitialVelocity = 150 ; in dist/sec 2793 IgnitionDelay = 0 2794 DistanceToTravelBeforeTurning = 10 2795 IgnitionFX = FX_BuggyMissileIgnition 2796 End 2797 Locomotor = SET_NORMAL ComancheRocketPodLocomotor 2798 Geometry = Sphere 2799 GeometryIsSmall = Yes 2800 GeometryMajorRadius = 2.0 2801 2802 End 2803 2804 ;------------------------------------------------------------------------------ 2805 Object RocketBuggyMissile 2806 2807 ; *** ART Parameters *** 2808 Draw = W3DModelDraw ModuleTag_01 2809 OkToChangeModelColor = Yes 2810 DefaultConditionState 2811 Model = UVRockBug_m 2812 End 2813 ConditionState = JAMMED 2814 ParticleSysBone = None SparksMedium 2815 End 2816 End 2817 2818 ; ***DESIGN parameters *** 2819 EditorSorting = SYSTEM 2820 VisionRange = 0.0 2821 ArmorSet 2822 Conditions = None 2823 Armor = ProjectileArmor 2824 DamageFX = None 2825 End 2826 2827 ; *** ENGINEERING Parameters *** 2828 KindOf = PROJECTILE SMALL_MISSILE 2829 Body = ActiveBody ModuleTag_02 2830 MaxHealth = 100.0 2831 InitialHealth = 100.0 2832 2833 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2834 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2835 ; A projectile is not disabled, but instead loses target and scatters 2836 SubdualDamageCap = 200 2837 SubdualDamageHealRate = 100000 2838 SubdualDamageHealAmount = 50 2839 End 2840 2841 2842 ; ---- begin Projectile death behaviors 2843 Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 2844 DeathWeapon = ToxinShellWeapon 2845 StartsActive = No ; turned on by upgrade 2846 TriggeredBy = RocketBuggyToxinUpgrade 2847 ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma 2848 End 2849 2850 Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 2851 DeathWeapon = ToxinShellWeaponUpgraded 2852 StartsActive = No ; turned on by upgrade 2853 TriggeredBy = Upgrade_GLAAnthraxBeta RocketBuggyToxinUpgrade 2854 RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is 2855 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma 2856 End 2857 2858 Behavior = FireWeaponWhenDeadBehavior ModuleTag99 2859 DeathWeapon = Chem_ToxinShellWeaponGamma 2860 StartsActive = No 2861 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma RocketBuggyToxinUpgrade 2862 RequiresAllTriggers = Yes; 2863 End; 2864 2865 Behavior = InstantDeathBehavior DeathModuleTag_01 2866 DeathTypes = NONE +DETONATED 2867 ; we detonated normally. 2868 ; no FX, just quiet destroy ourselves 2869 End 2870 Behavior = InstantDeathBehavior DeathModuleTag_02 2871 DeathTypes = NONE +LASERED 2872 ; shot down by laser. 2873 FX = FX_GenericMissileDisintegrate 2874 OCL = OCL_GenericMissileDisintegrate 2875 End 2876 Behavior = InstantDeathBehavior DeathModuleTag_03 2877 DeathTypes = ALL -LASERED -DETONATED 2878 ; shot down by nonlaser. 2879 FX = FX_GenericMissileDeath 2880 End 2881 2882 2883 ; ---- end Projectile death behaviors 2884 2885 Behavior = PhysicsBehavior ModuleTag_06 2886 Mass = 1 2887 End 2888 Behavior = MissileAIUpdate ModuleTag_07 2889 TryToFollowTarget = Yes 2890 FuelLifetime = 1800 2891 InitialVelocity = 150 ; in dist/sec 2892 IgnitionDelay = 0 2893 DistanceToTravelBeforeTurning = 3 2894 IgnitionFX = FX_BuggyMissileIgnition 2895 DistanceScatterWhenJammed = 100 2896 End 2897 Locomotor = SET_NORMAL RocketBuggyMissileLocomotor 2898 2899 Behavior = WeaponBonusUpgrade ModuleTag_08 2900 TriggeredBy = Upgrade_GLAAPRockets 2901 End 2902 2903 Geometry = Sphere 2904 GeometryIsSmall = Yes 2905 GeometryMajorRadius = 2.0 2906 2907 End 2908 2909 ;------------------------------------------------------------------------------ 2910 Object SCUDMissile 2911 2912 ; *** ART Parameters *** 2913 Draw = W3DModelDraw ModuleTag_01 2914 OkToChangeModelColor = Yes 2915 DefaultConditionState 2916 Model = UVScudLchr_M 2917 End 2918 ConditionState = REALLYDAMAGED 2919 Model = UVScudLchr_DM 2920 End 2921 ConditionState = JAMMED 2922 ParticleSysBone = None SparksMedium 2923 End 2924 ConditionState = REALLYDAMAGED JAMMED 2925 Model = UVScudLchr_DM 2926 ParticleSysBone = None SparksMedium 2927 End 2928 End 2929 2930 ; ***DESIGN parameters *** 2931 DisplayName = OBJECT:SCUDMissile 2932 EditorSorting = SYSTEM 2933 VisionRange = 0.0 2934 ArmorSet 2935 Conditions = None 2936 ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting 2937 ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have 2938 ;*AntiBallisticMissile = Yes set in the Weapon.ini. 2939 Armor = BallisticMissileArmor 2940 DamageFX = None 2941 End 2942 2943 ; *** ENGINEERING Parameters *** 2944 KindOf = PROJECTILE BALLISTIC_MISSILE 2945 Body = ActiveBody ModuleTag_02 2946 MaxHealth = 100.0 2947 InitialHealth = 100.0 2948 2949 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 2950 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 2951 ; A projectile is not disabled, but instead loses target and scatters 2952 SubdualDamageCap = 200 2953 SubdualDamageHealRate = 100000 2954 SubdualDamageHealAmount = 50 2955 End 2956 2957 ; ---- begin Projectile death behaviors 2958 Behavior = InstantDeathBehavior DeathModuleTag_01 2959 DeathTypes = NONE +DETONATED 2960 ; we detonated normally. 2961 ; no FX, just quiet destroy ourselves 2962 End 2963 Behavior = InstantDeathBehavior DeathModuleTag_02 2964 DeathTypes = NONE +LASERED 2965 ; shot down by laser. 2966 FX = FX_GenericMissileDisintegrate 2967 OCL = OCL_GenericMissileDisintegrate 2968 End 2969 Behavior = InstantDeathBehavior DeathModuleTag_03 2970 DeathTypes = ALL -LASERED -DETONATED 2971 ; shot down by nonlaser. 2972 FX = FX_GenericMissileDeath 2973 End 2974 ; ---- end Projectile death behaviors 2975 2976 Behavior = PhysicsBehavior ModuleTag_06 2977 Mass = 1 2978 End 2979 Behavior = MissileAIUpdate ModuleTag_07 2980 TryToFollowTarget = No 2981 FuelLifetime = 5000 2982 IgnitionDelay = 0 2983 ; IgnitionFX = FX_ScudStormIgnition ;NOT WORKING 2984 InitialVelocity = 50 ; in dist/sec 2985 DistanceToTravelBeforeTurning = 200 2986 DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. 2987 End 2988 Locomotor = SET_NORMAL SCUDMissileLocomotor 2989 2990 Behavior = WeaponBonusUpgrade ModuleTag_08 2991 TriggeredBy = Upgrade_GLAAPRockets 2992 End 2993 2994 Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake 2995 GeometryMajorRadius = 4.0 2996 GeometryHeight = 4.0 2997 GeometryIsSmall = Yes 2998 2999 Shadow = SHADOW_DECAL 3000 End 3001 3002 ObjectReskin SCUDMissilePlusOne SCUDMissile 3003 Draw = W3DModelDraw ModuleTag_01 3004 OkToChangeModelColor = Yes 3005 DefaultConditionState 3006 Model = UVScudLchr_B 3007 End 3008 ConditionState = JAMMED 3009 ParticleSysBone = None SparksMedium 3010 End 3011 End 3012 3013 End 3014 3015 ObjectReskin SCUDMissilePlusTwo SCUDMissile 3016 Draw = W3DModelDraw ModuleTag_01 3017 OkToChangeModelColor = Yes 3018 DefaultConditionState 3019 Model = UVScudLchr_C 3020 End 3021 ConditionState = JAMMED 3022 ParticleSysBone = None SparksMedium 3023 End 3024 End 3025 3026 End 3027 3028 ;------------------------------------------------------------------------------ 3029 Object TomahawkMissile 3030 3031 ; *** ART Parameters *** 3032 Draw = W3DModelDraw ModuleTag_01 3033 OkToChangeModelColor = Yes 3034 DefaultConditionState 3035 Model = AVTomahawk_M 3036 End 3037 ConditionState = JAMMED 3038 ParticleSysBone = None SparksMedium 3039 End 3040 End 3041 3042 ; ***DESIGN parameters *** 3043 DisplayName = OBJECT:TomahawkMissile 3044 EditorSorting = SYSTEM 3045 VisionRange = 0.0 3046 ArmorSet 3047 Conditions = None 3048 ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting 3049 ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have 3050 ;*AntiBallisticMissile = Yes set in the Weapon.ini. 3051 Armor = BallisticMissileArmor 3052 DamageFX = None 3053 End 3054 3055 ; *** ENGINEERING Parameters *** 3056 KindOf = PROJECTILE BALLISTIC_MISSILE 3057 Body = ActiveBody ModuleTag_02 3058 MaxHealth = 200.0 3059 InitialHealth = 100.0 3060 3061 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3062 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3063 ; A projectile is not disabled, but instead loses target and scatters 3064 SubdualDamageCap = 400 3065 SubdualDamageHealRate = 100000 3066 SubdualDamageHealAmount = 50 3067 End 3068 3069 ; ---- begin Projectile death behaviors 3070 Behavior = InstantDeathBehavior DeathModuleTag_01 3071 DeathTypes = NONE +DETONATED 3072 ; we detonated normally. 3073 FX = WeaponFX_TomahawkMissileDetonation 3074 End 3075 Behavior = InstantDeathBehavior DeathModuleTag_02 3076 DeathTypes = NONE +LASERED 3077 ; shot down by laser. 3078 FX = FX_GenericMissileDisintegrate 3079 OCL = OCL_GenericMissileDisintegrate 3080 End 3081 Behavior = InstantDeathBehavior DeathModuleTag_03 3082 DeathTypes = ALL -LASERED -DETONATED 3083 ; shot down by nonlaser. 3084 FX = FX_GenericMissileDeath 3085 End 3086 ; ---- end Projectile death behaviors 3087 3088 Behavior = PhysicsBehavior ModuleTag_06 3089 Mass = 1 3090 End 3091 Behavior = MissileAIUpdate ModuleTag_07 3092 TryToFollowTarget = Yes 3093 FuelLifetime = 4000 3094 IgnitionDelay = 0 3095 IgnitionFX = FX_TomahawkIgnition 3096 InitialVelocity = 50 ; in dist/sec 3097 DistanceToTravelBeforeTurning = 80 3098 DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight. 3099 ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D 3100 ; heart, being over the target counts as "there", so we'll give up and just go straight. 3101 3102 DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba. 3103 End 3104 Locomotor = SET_NORMAL TomahawkMissileLocomotor 3105 3106 Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake 3107 GeometryMajorRadius = 8.0 3108 GeometryHeight = 4.0 3109 GeometryIsSmall = Yes 3110 3111 Shadow = SHADOW_DECAL 3112 End 3113 3114 ;------------------------------------------------------------------------------ 3115 Object StrategyCenterArtilleryShell 3116 3117 ; *** ART Parameters *** 3118 Draw = W3DModelDraw ModuleTag_01 3119 OkToChangeModelColor = Yes 3120 ConditionState = NONE 3121 Model = NVNUKECN_B 3122 3123 End 3124 End 3125 3126 ; ***DESIGN parameters *** 3127 DisplayName = OBJECT:Missile 3128 EditorSorting = SYSTEM 3129 VisionRange = 0.0 3130 ArmorSet 3131 Conditions = None 3132 Armor = ProjectileArmor 3133 DamageFX = None 3134 End 3135 3136 3137 ; *** ENGINEERING Parameters *** 3138 KindOf = PROJECTILE 3139 Body = ActiveBody ModuleTag_02 3140 MaxHealth = 100.0 3141 InitialHealth = 100.0 3142 End 3143 3144 ; ---- begin Projectile death behaviors 3145 Behavior = InstantDeathBehavior DeathModuleTag_01 3146 DeathTypes = NONE +DETONATED 3147 ; we detonated normally. 3148 ; no FX, just quiet destroy ourselves 3149 End 3150 Behavior = InstantDeathBehavior DeathModuleTag_02 3151 DeathTypes = NONE +LASERED 3152 ; shot down by laser. 3153 FX = FX_GenericMissileDisintegrate 3154 OCL = OCL_GenericMissileDisintegrate 3155 End 3156 Behavior = InstantDeathBehavior DeathModuleTag_03 3157 DeathTypes = ALL -LASERED -DETONATED 3158 ; shot down by nonlaser. 3159 FX = FX_GenericMissileDeath 3160 End 3161 ; ---- end Projectile death behaviors 3162 3163 Behavior = PhysicsBehavior ModuleTag_04 3164 Mass = 1 3165 End 3166 Behavior = MissileAIUpdate ModuleTag_05 3167 TryToFollowTarget = No 3168 FuelLifetime = 4000 3169 IgnitionDelay = 0 3170 IgnitionFX = FX_BuggyMissileIgnition 3171 InitialVelocity = 20 ; in dist/sec 3172 DistanceToTravelBeforeTurning = 40 3173 DistanceToTargetBeforeDiving = 50 ; When I hit this close to target, I ignore PreferredHeight. 3174 ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D 3175 ; heart, being over the target counts as "there", so we'll give up and just go straight. 3176 End 3177 Locomotor = SET_NORMAL NuclearCannonShellLocomotor 3178 3179 Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake 3180 GeometryMajorRadius = 4.0 3181 GeometryHeight = 4.0 3182 GeometryIsSmall = Yes 3183 3184 Shadow = SHADOW_DECAL 3185 End 3186 3187 ;------------------------------------------------------------------------------ 3188 Object MissileDefenderMissile 3189 3190 ; *** ART Parameters *** 3191 Draw = W3DModelDraw ModuleTag_01 3192 OkToChangeModelColor = Yes 3193 DefaultConditionState 3194 Model = ExMsslTm 3195 End 3196 ConditionState = JAMMED 3197 ParticleSysBone = None SparksMedium 3198 End 3199 End 3200 3201 ; ***DESIGN parameters *** 3202 DisplayName = OBJECT:RangerTeamMissile 3203 EditorSorting = SYSTEM 3204 VisionRange = 0.0 3205 ArmorSet 3206 Conditions = None 3207 Armor = ProjectileArmor 3208 DamageFX = None 3209 End 3210 3211 ; *** ENGINEERING Parameters *** 3212 KindOf = PROJECTILE SMALL_MISSILE 3213 Body = ActiveBody ModuleTag_02 3214 MaxHealth = 100.0 3215 InitialHealth = 100.0 3216 3217 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3218 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3219 ; A projectile is not disabled, but instead loses target and scatters 3220 SubdualDamageCap = 200 3221 SubdualDamageHealRate = 100000 3222 SubdualDamageHealAmount = 50 3223 End 3224 3225 ; ---- begin Projectile death behaviors 3226 Behavior = InstantDeathBehavior DeathModuleTag_01 3227 DeathTypes = NONE +DETONATED 3228 ; we detonated normally. 3229 ; no FX, just quiet destroy ourselves 3230 End 3231 Behavior = InstantDeathBehavior DeathModuleTag_02 3232 DeathTypes = NONE +LASERED 3233 ; shot down by laser. 3234 FX = FX_GenericMissileDisintegrate 3235 OCL = OCL_GenericMissileDisintegrate 3236 End 3237 Behavior = InstantDeathBehavior DeathModuleTag_03 3238 DeathTypes = ALL -LASERED -DETONATED 3239 ; shot down by nonlaser. 3240 FX = FX_GenericMissileDeath 3241 End 3242 ; ---- end Projectile death behaviors 3243 3244 Behavior = PhysicsBehavior ModuleTag_06 3245 Mass = 1 3246 End 3247 Behavior = MissileAIUpdate ModuleTag_07 3248 TryToFollowTarget = Yes;;;;;;;;;No 3249 FuelLifetime = 3000 3250 InitialVelocity = 150 ; in dist/sec 3251 IgnitionDelay = 0 3252 DistanceToTravelBeforeTurning = 3 3253 IgnitionFX = FX_BuggyMissileIgnition 3254 End 3255 Locomotor = SET_NORMAL MissileDefenderMissileLocomotor 3256 Geometry = Sphere 3257 GeometryIsSmall = Yes 3258 GeometryMajorRadius = 2.0 3259 3260 End 3261 3262 ;------------------------------------------------------------------------------ 3263 Object TunnelDefenderMissile 3264 3265 ; *** ART Parameters *** 3266 Draw = W3DModelDraw ModuleTag_01 3267 OkToChangeModelColor = Yes 3268 DefaultConditionState 3269 Model = EXStinger01 3270 End 3271 ConditionState = JAMMED 3272 ParticleSysBone = None SparksMedium 3273 End 3274 End 3275 3276 ; ***DESIGN parameters *** 3277 EditorSorting = SYSTEM 3278 VisionRange = 0.0 3279 ArmorSet 3280 Conditions = None 3281 Armor = ProjectileArmor 3282 DamageFX = None 3283 End 3284 3285 ; *** ENGINEERING Parameters *** 3286 KindOf = PROJECTILE SMALL_MISSILE 3287 Body = ActiveBody ModuleTag_02 3288 MaxHealth = 100.0 3289 InitialHealth = 100.0 3290 3291 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3292 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3293 ; A projectile is not disabled, but instead loses target and scatters 3294 SubdualDamageCap = 200 3295 SubdualDamageHealRate = 100000 3296 SubdualDamageHealAmount = 50 3297 End 3298 3299 ; ---- begin Projectile death behaviors 3300 Behavior = InstantDeathBehavior DeathModuleTag_01 3301 DeathTypes = NONE +DETONATED 3302 ; we detonated normally. 3303 ; no FX, just quiet destroy ourselves 3304 End 3305 Behavior = InstantDeathBehavior DeathModuleTag_02 3306 DeathTypes = NONE +LASERED 3307 ; shot down by laser. 3308 FX = FX_GenericMissileDisintegrate 3309 OCL = OCL_GenericMissileDisintegrate 3310 End 3311 Behavior = InstantDeathBehavior DeathModuleTag_03 3312 DeathTypes = ALL -LASERED -DETONATED 3313 ; shot down by nonlaser. 3314 FX = FX_GenericMissileDeath 3315 End 3316 ; ---- end Projectile death behaviors 3317 3318 Behavior = WeaponBonusUpgrade ModuleTag_08 3319 TriggeredBy = Upgrade_GLAAPRockets 3320 End 3321 3322 Behavior = PhysicsBehavior ModuleTag_06 3323 Mass = 1 3324 End 3325 Behavior = MissileAIUpdate ModuleTag_07 3326 TryToFollowTarget = Yes;;;;;;;;;;No 3327 FuelLifetime = 1250 3328 InitialVelocity = 150 ; in dist/sec 3329 IgnitionDelay = 0 3330 DistanceToTravelBeforeTurning = 20 3331 IgnitionFX = FX_BuggyMissileIgnition 3332 End 3333 Locomotor = SET_NORMAL TunnelDefenderMissileLocomotor 3334 3335 Geometry = Sphere 3336 GeometryIsSmall = Yes 3337 GeometryMajorRadius = 2.0 3338 3339 End 3340 3341 ;------------------------------------------------------------------------------ 3342 Object TechnicalRPGMissile 3343 3344 ; *** ART Parameters *** 3345 Draw = W3DModelDraw ModuleTag_01 3346 OkToChangeModelColor = Yes 3347 DefaultConditionState 3348 Model = EXStinger01 3349 End 3350 End 3351 3352 ; ***DESIGN parameters *** 3353 EditorSorting = SYSTEM 3354 VisionRange = 0.0 3355 ArmorSet 3356 Conditions = None 3357 Armor = ProjectileArmor 3358 DamageFX = None 3359 End 3360 3361 ; *** ENGINEERING Parameters *** 3362 KindOf = PROJECTILE SMALL_MISSILE 3363 Body = ActiveBody ModuleTag_02 3364 MaxHealth = 100.0 3365 InitialHealth = 100.0 3366 3367 SubdualDamageCap = 200 3368 SubdualDamageHealRate = 100000 3369 SubdualDamageHealAmount = 50 3370 End 3371 3372 ; ---- begin Projectile death behaviors 3373 Behavior = InstantDeathBehavior DeathModuleTag_01 3374 DeathTypes = NONE +DETONATED 3375 ; we detonated normally. 3376 ; no FX, just quiet destroy ourselves 3377 End 3378 Behavior = InstantDeathBehavior DeathModuleTag_02 3379 DeathTypes = NONE +LASERED 3380 ; shot down by laser. 3381 FX = FX_GenericMissileDisintegrate 3382 OCL = OCL_GenericMissileDisintegrate 3383 End 3384 Behavior = InstantDeathBehavior DeathModuleTag_03 3385 DeathTypes = ALL -LASERED -DETONATED 3386 ; shot down by nonlaser. 3387 FX = FX_GenericMissileDeath 3388 End 3389 ; ---- end Projectile death behaviors 3390 3391 Behavior = PhysicsBehavior ModuleTag_06 3392 Mass = 1 3393 End 3394 Behavior = MissileAIUpdate ModuleTag_07 3395 TryToFollowTarget = Yes 3396 FuelLifetime = 1000 3397 InitialVelocity = 150 ; in dist/sec 3398 IgnitionDelay = 0 3399 DistanceToTravelBeforeTurning = 20 3400 IgnitionFX = FX_BuggyMissileIgnition 3401 End 3402 Locomotor = SET_NORMAL TechnicalRPGMissileLocomotor 3403 3404 Geometry = Sphere 3405 GeometryIsSmall = Yes 3406 GeometryMajorRadius = 2.0 3407 3408 End 3409 3410 ;------------------------------------------------------------------------------ 3411 Object TankHunterMissile 3412 3413 ; *** ART Parameters *** 3414 Draw = W3DModelDraw ModuleTag_01 3415 OkToChangeModelColor = Yes 3416 DefaultConditionState 3417 Model = EXStinger01 3418 End 3419 ConditionState = JAMMED 3420 ParticleSysBone = None SparksMedium 3421 End 3422 End 3423 3424 ; ***DESIGN parameters *** 3425 EditorSorting = SYSTEM 3426 VisionRange = 0.0 3427 ArmorSet 3428 Conditions = None 3429 Armor = ProjectileArmor 3430 DamageFX = None 3431 End 3432 3433 ; *** ENGINEERING Parameters *** 3434 KindOf = PROJECTILE SMALL_MISSILE 3435 Body = ActiveBody ModuleTag_02 3436 MaxHealth = 100.0 3437 InitialHealth = 100.0 3438 3439 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 3440 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 3441 ; A projectile is not disabled, but instead loses target and scatters 3442 SubdualDamageCap = 200 3443 SubdualDamageHealRate = 100000 3444 SubdualDamageHealAmount = 50 3445 End 3446 3447 ; ---- begin Projectile death behaviors 3448 Behavior = InstantDeathBehavior DeathModuleTag_01 3449 DeathTypes = NONE +DETONATED 3450 ; we detonated normally. 3451 ; no FX, just quiet destroy ourselves 3452 End 3453 Behavior = InstantDeathBehavior DeathModuleTag_02 3454 DeathTypes = NONE +LASERED 3455 ; shot down by laser. 3456 FX = FX_GenericMissileDisintegrate 3457 OCL = OCL_GenericMissileDisintegrate 3458 End 3459 Behavior = InstantDeathBehavior DeathModuleTag_03 3460 DeathTypes = ALL -LASERED -DETONATED 3461 ; shot down by nonlaser. 3462 FX = FX_GenericMissileDeath 3463 End 3464 ; ---- end Projectile death behaviors 3465 3466 Behavior = PhysicsBehavior ModuleTag_06 3467 Mass = 1 3468 End 3469 Behavior = MissileAIUpdate ModuleTag_07 3470 TryToFollowTarget = Yes;;;;;;;;;;;;No 3471 FuelLifetime = 1250 3472 InitialVelocity = 150 ; in dist/sec 3473 IgnitionDelay = 0 3474 DistanceToTravelBeforeTurning = 20 3475 IgnitionFX = FX_BuggyMissileIgnition 3476 End 3477 Locomotor = SET_NORMAL TankHunterMissileLocomotor 3478 3479 Geometry = Sphere 3480 GeometryIsSmall = Yes 3481 GeometryMajorRadius = 2.0 3482 3483 End 3484 3485 3486 3487 3488 3489 ;------------------------------------------------------------------------------ 3490 Object ToxinTruckStreamProjectile 3491 3492 ; Explanation - Particles can't do damage, so this is a fast shooting low 3493 ; damage invisible missile launcher with a toxin trail for exhaust 3494 3495 ; *** ART Parameters *** 3496 Draw = W3DModelDraw ModuleTag_01 3497 DefaultConditionState 3498 Model = NONE 3499 End 3500 End 3501 ; Must have a draw module to be allowed to draw detonation FX 3502 3503 ; ***DESIGN parameters *** 3504 EditorSorting = SYSTEM 3505 VisionRange = 0.0 3506 ArmorSet 3507 Conditions = None 3508 Armor = ProjectileArmor 3509 DamageFX = None 3510 End 3511 3512 ; *** ENGINEERING Parameters *** 3513 KindOf = PROJECTILE 3514 Body = ActiveBody ModuleTag_02 3515 MaxHealth = 100.0 3516 InitialHealth = 100.0 3517 End 3518 3519 Behavior = DestroyDie ModuleTag_03 3520 ;nothing 3521 End 3522 3523 Behavior = PhysicsBehavior ModuleTag_04 3524 Mass = 1 3525 AllowCollideForce = No ; toxins collide, but never apply forces when they do so 3526 End 3527 3528 Behavior = MissileAIUpdate ModuleTag_05 3529 TryToFollowTarget = No 3530 FuelLifetime = 500 3531 InitialVelocity = 120 ; in dist/sec 3532 IgnitionDelay = 0 3533 DistanceToTravelBeforeTurning = 2 3534 GarrisonHitKillRequiredKindOf = INFANTRY 3535 GarrisonHitKillForbiddenKindOf = NONE 3536 GarrisonHitKillCount = 2 3537 GarrisonHitKillFX = FX_ToxinStreamGarrisonBuildingHit 3538 End 3539 3540 Locomotor = SET_NORMAL ToxinTruckStreamLocomotor 3541 3542 Behavior = BoneFXUpdate ModuleTag_06 3543 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:ToxinTrail01 ; Covers gap at beginning of line 3544 End 3545 3546 Behavior = BoneFXDamage ModuleTag_07 3547 ;nothing 3548 End 3549 3550 Geometry = Sphere 3551 GeometryIsSmall = Yes 3552 GeometryMajorRadius = 2.0 3553 3554 End 3555 3556 ;------------------------------------------------------------------------------ 3557 Object ToxinTruckStreamProjectileUpgraded 3558 3559 ; Explanation - Particles can't do damage, so this is a fast shooting low 3560 ; damage invisible missile launcher with a toxin trail for exhaust 3561 3562 ; *** ART Parameters *** 3563 Draw = W3DModelDraw ModuleTag_01 3564 DefaultConditionState 3565 Model = NONE 3566 End 3567 End 3568 ; Must have a draw module to be allowed to draw detonation FX 3569 3570 ; ***DESIGN parameters *** 3571 EditorSorting = SYSTEM 3572 VisionRange = 0.0 3573 ArmorSet 3574 Conditions = None 3575 Armor = ProjectileArmor 3576 DamageFX = None 3577 End 3578 3579 ; *** ENGINEERING Parameters *** 3580 KindOf = PROJECTILE 3581 Body = ActiveBody ModuleTag_02 3582 MaxHealth = 100.0 3583 InitialHealth = 100.0 3584 End 3585 3586 Behavior = DestroyDie ModuleTag_03 3587 ;nothing 3588 End 3589 3590 Behavior = PhysicsBehavior ModuleTag_04 3591 Mass = 1 3592 AllowCollideForce = No ; flames collide, but never apply forces when they do so 3593 End 3594 3595 Behavior = MissileAIUpdate ModuleTag_05 3596 TryToFollowTarget = No 3597 FuelLifetime = 500 3598 InitialVelocity = 120 ; in dist/sec 3599 IgnitionDelay = 0 3600 DistanceToTravelBeforeTurning = 2 3601 GarrisonHitKillRequiredKindOf = INFANTRY 3602 GarrisonHitKillForbiddenKindOf = NONE 3603 GarrisonHitKillCount = 2 3604 GarrisonHitKillFX = FX_ToxinStreamUpgradedGarrisonBuildingHit 3605 End 3606 Locomotor = SET_NORMAL ToxinTruckStreamLocomotor 3607 3608 Behavior = BoneFXUpdate ModuleTag_06 3609 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:AnthraxTrail01 ; Covers gap at beginning of line 3610 End 3611 3612 Behavior = BoneFXDamage ModuleTag_07 3613 ;nothing 3614 End 3615 3616 Geometry = Sphere 3617 GeometryIsSmall = Yes 3618 GeometryMajorRadius = 2.0 3619 3620 End 3621 3622 ;------------------------------------------------------------------------------ 3623 Object ToxinTruckProjectileStream 3624 3625 ; *** ART Parameters *** 3626 Draw = W3DProjectileStreamDraw ModuleTag_01 3627 Texture = EXToxinStream.tga 3628 Width = 1.5 3629 TileFactor = 2.0 ; put the texture on the line segment this many times 3630 ScrollRate = 6.0; scroll the texture offset this fast 3631 MaxSegments = 14 ; only play the first X if there are a ton of them. 0 means play all 3632 End 3633 3634 ; *** ENGINEERING Parameters *** 3635 KindOf = INERT 3636 Behavior = ProjectileStreamUpdate ModuleTag_02 3637 ;nothing 3638 End 3639 3640 End 3641 3642 3643 ;------------------------------------------------------------------------------ 3644 Object ToxinTruckProjectileStreamUpgraded 3645 3646 ; *** ART Parameters *** 3647 Draw = W3DProjectileStreamDraw ModuleTag_01 3648 Texture = EXAnthraxStream.tga 3649 Width = 1.5 3650 TileFactor = 2.0 ; put the texture on the line segment this many times 3651 ScrollRate = 6.0; scroll the texture offset this fast 3652 MaxSegments = 14 ; only play the first X if there are a ton of them. 0 means play all 3653 End 3654 3655 ; *** ENGINEERING Parameters *** 3656 KindOf = INERT 3657 Behavior = ProjectileStreamUpdate ModuleTag_02 3658 ;nothing 3659 End 3660 3661 End 3662 3663 ;------------------------------------------------------------------------------ 3664 Object ToxinTruckSprayProjectile 3665 3666 ; Explanation - Particles can't do damage, so this is a fast shooting low 3667 ; damage invisible missile launcher with a flame trail for exhaust 3668 3669 ; *** ART Parameters *** 3670 Draw = W3DModelDraw ModuleTag_01 3671 DefaultConditionState 3672 Model = NONE 3673 End 3674 End 3675 ; Must have a draw module to be allowed to draw detonation FX 3676 3677 ; ***DESIGN parameters *** 3678 EditorSorting = SYSTEM 3679 VisionRange = 0.0 3680 ArmorSet 3681 Conditions = None 3682 Armor = ProjectileArmor 3683 DamageFX = None 3684 End 3685 3686 ; *** ENGINEERING Parameters *** 3687 KindOf = PROJECTILE 3688 Body = ActiveBody ModuleTag_02 3689 MaxHealth = 100.0 3690 InitialHealth = 100.0 3691 End 3692 3693 Behavior = DestroyDie ModuleTag_03 3694 ;nothing 3695 End 3696 3697 Behavior = PhysicsBehavior ModuleTag_04 3698 Mass = 50 3699 AllowCollideForce = No ; flames collide, but never apply forces when they do so 3700 End 3701 3702 Behavior = MissileAIUpdate ModuleTag_05 3703 TryToFollowTarget = No 3704 FuelLifetime = 1 3705 InitialVelocity = 1 ; in dist/sec 3706 IgnitionDelay = 0 3707 DistanceToTravelBeforeTurning = 0 3708 DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. 3709 3710 End 3711 3712 Locomotor = SET_NORMAL ToxinTruckDribbleLocomotor 3713 3714 Geometry = Sphere 3715 GeometryIsSmall = Yes 3716 GeometryMajorRadius = 2.0 3717 3718 End 3719 3720 ;------------------------------------------------------------------------------ 3721 Object CleanupHazardProjectileStream 3722 3723 ; *** ART Parameters *** 3724 Draw = W3DProjectileStreamDraw ModuleTag_01 3725 Texture = EXCleanupStream.tga 3726 Width = 1.5 3727 TileFactor = 2.0 ; put the texture on the line segment this many times 3728 ScrollRate = 6.0; scroll the texture offset this fast 3729 MaxSegments = 14 ; only play the first X if there are a ton of them. 0 means play all 3730 End 3731 3732 ; *** ENGINEERING Parameters *** 3733 KindOf = INERT 3734 Behavior = ProjectileStreamUpdate ModuleTag_02 3735 ;nothing 3736 End 3737 3738 End 3739 3740 ;------------------------------------------------------------------------------ 3741 Object CleanupStreamProjectile 3742 3743 ; Explanation - Particles can't do damage, so this is a fast shooting low 3744 ; damage invisible missile launcher with a flame trail for exhaust 3745 3746 ; *** ART Parameters *** 3747 Draw = W3DModelDraw ModuleTag_01 3748 DefaultConditionState 3749 Model = NONE 3750 End 3751 End 3752 ; Must have a draw module to be allowed to draw detonation FX 3753 3754 ; ***DESIGN parameters *** 3755 EditorSorting = SYSTEM 3756 VisionRange = 0.0 3757 ArmorSet 3758 Conditions = None 3759 Armor = ProjectileArmor 3760 DamageFX = None 3761 End 3762 3763 ; *** ENGINEERING Parameters *** 3764 KindOf = PROJECTILE 3765 Body = ActiveBody ModuleTag_02 3766 MaxHealth = 100.0 3767 InitialHealth = 100.0 3768 End 3769 3770 Behavior = DestroyDie ModuleTag_03 3771 ;nothing 3772 End 3773 3774 Behavior = PhysicsBehavior ModuleTag_04 3775 Mass = 1 3776 AllowCollideForce = No ; flames collide, but never apply forces when they do so 3777 End 3778 3779 Behavior = MissileAIUpdate ModuleTag_05 3780 TryToFollowTarget = No 3781 FuelLifetime = 600 3782 InitialVelocity = 120 ; in dist/sec 3783 IgnitionDelay = 0 3784 DistanceToTravelBeforeTurning = 2 3785 End 3786 3787 Locomotor = SET_NORMAL ToxinTruckStreamLocomotor 3788 3789 Behavior = BoneFXUpdate ModuleTag_06 3790 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:CleanupTrail01 ; Covers gap at beginning of line 3791 End 3792 3793 Behavior = BoneFXDamage ModuleTag_07 3794 ;nothing 3795 End 3796 3797 Geometry = Sphere 3798 GeometryIsSmall = Yes 3799 GeometryMajorRadius = 2.0 3800 3801 End 3802 3803 ;------------------------------------------------------------------------------ 3804 Object BioHazardCleanupStreamProjectile 3805 3806 ; Explanation - Particles can't do damage, so this is a fast shooting low 3807 ; damage invisible missile launcher with a flame trail for exhaust 3808 3809 ; *** ART Parameters *** 3810 Draw = W3DModelDraw ModuleTag_01 3811 DefaultConditionState 3812 Model = NONE 3813 End 3814 End 3815 ; Must have a draw module to be allowed to draw detonation FX 3816 3817 ; ***DESIGN parameters *** 3818 EditorSorting = SYSTEM 3819 VisionRange = 0.0 3820 ArmorSet 3821 Conditions = None 3822 Armor = ProjectileArmor 3823 DamageFX = None 3824 End 3825 3826 ; *** ENGINEERING Parameters *** 3827 KindOf = PROJECTILE 3828 Body = ActiveBody ModuleTag_02 3829 MaxHealth = 100.0 3830 InitialHealth = 100.0 3831 End 3832 3833 Behavior = DestroyDie ModuleTag_03 3834 ;nothing 3835 End 3836 3837 Behavior = PhysicsBehavior ModuleTag_04 3838 Mass = 1 3839 AllowCollideForce = No ; flames collide, but never apply forces when they do so 3840 End 3841 3842 Behavior = MissileAIUpdate ModuleTag_05 3843 TryToFollowTarget = No 3844 FuelLifetime = 500 3845 InitialVelocity = 120 ; in dist/sec 3846 IgnitionDelay = 0 3847 DistanceToTravelBeforeTurning = 2 3848 ;GarrisonHitKillRequiredKindOf = INFANTRY 3849 ;GarrisonHitKillForbiddenKindOf = NONE 3850 ;GarrisonHitKillCount = 2 3851 ;GarrisonHitKillFX = FX_ToxinStreamGarrisonBuildingHit 3852 End 3853 3854 Locomotor = SET_NORMAL FasterToxinTruckStreamLocomotor 3855 3856 3857 Behavior = BoneFXUpdate ModuleTag_06 3858 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:CleanupTrail01 ; Covers gap at beginning of line 3859 End 3860 3861 Behavior = BoneFXDamage ModuleTag_07 3862 ;nothing 3863 End 3864 3865 Geometry = Sphere 3866 GeometryIsSmall = Yes 3867 GeometryMajorRadius = 2.0 3868 End 3869 3870 3871 3872 3873 ;------------------------------------------------------------------------------ 3874 Object DragonTankFlameProjectile 3875 3876 ; Explanation - Particles can't do damage, so this is a fast shooting low 3877 ; damage invisible missile launcher with a flame trail for exhaust 3878 3879 ; *** ART Parameters *** 3880 Draw = W3DModelDraw ModuleTag_01 3881 OkToChangeModelColor = Yes 3882 ConditionState = NONE 3883 Model = NULL 3884 End 3885 End 3886 ; Must have a draw module to be allowed to draw detonation FX 3887 3888 ; ***DESIGN parameters *** 3889 EditorSorting = SYSTEM 3890 VisionRange = 0.0 3891 ArmorSet 3892 Conditions = None 3893 Armor = ProjectileArmor 3894 DamageFX = None 3895 End 3896 3897 ; *** ENGINEERING Parameters *** 3898 KindOf = PROJECTILE 3899 Body = ActiveBody ModuleTag_02 3900 MaxHealth = 100.0 3901 InitialHealth = 100.0 3902 End 3903 3904 Behavior = DestroyDie ModuleTag_03 3905 ;nothing 3906 End 3907 3908 Behavior = PhysicsBehavior ModuleTag_04 3909 Mass = 1 3910 AllowCollideForce = No ; flames collide, but never apply forces when they do so 3911 End 3912 Behavior = MissileAIUpdate ModuleTag_05 3913 TryToFollowTarget = No 3914 FuelLifetime = 350 3915 DetonateOnNoFuel = Yes 3916 InitialVelocity = 120 ; in dist/sec 3917 IgnitionDelay = 0 3918 DistanceToTravelBeforeTurning = 2 3919 GarrisonHitKillRequiredKindOf = INFANTRY 3920 GarrisonHitKillForbiddenKindOf = NONE 3921 GarrisonHitKillCount = 2 3922 GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit 3923 DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. 3924 3925 End 3926 Locomotor = SET_NORMAL DragonTankFlameLocomotor 3927 3928 Behavior = BoneFXUpdate ModuleTag_06 3929 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail01 ; Covers gap at beginning of line 3930 PristineParticleSystem2 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail02 3931 PristineParticleSystem3 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail03 3932 PristineParticleSystem4 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail04 3933 PristineParticleSystem5 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail06 3934 3935 PristineParticleSystem6 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerSmoke01 3936 End 3937 3938 Behavior = BoneFXDamage ModuleTag_07 3939 ;nothing 3940 End 3941 3942 Geometry = Sphere 3943 GeometryIsSmall = Yes 3944 GeometryMajorRadius = 2.0 3945 3946 End 3947 3948 ;------------------------------------------------------------------------------ 3949 Object FlamethrowerProjectileStream 3950 3951 ; *** ART Parameters *** 3952 Draw = W3DProjectileStreamDraw ModuleTag_01 3953 Texture = EXfthrowerStream.tga 3954 Width = 1.5 3955 TileFactor = 3.0 ; put the texture on the line segment this many times 3956 ScrollRate = 2.0; scroll the texture offset this fast 3957 MaxSegments = 4 ; only play the first X if there are a ton of them. 0 means play all 3958 End 3959 3960 ; *** ENGINEERING Parameters *** 3961 KindOf = INERT 3962 Behavior = ProjectileStreamUpdate ModuleTag_02 3963 ;nothing 3964 End 3965 3966 End 3967 3968 ;------------------------------------------------------------------------------ 3969 Object DragonTankFlameProjectileUpgraded 3970 3971 ; Explanation - Particles can't do damage, so this is a fast shooting low 3972 ; damage invisible missile launcher with a flame trail for exhaust 3973 3974 ; *** ART Parameters *** 3975 Draw = W3DModelDraw ModuleTag_01 3976 OkToChangeModelColor = Yes 3977 ConditionState = NONE 3978 Model = NULL 3979 End 3980 End 3981 ; Must have a draw module to be allowed to draw detonation FX 3982 3983 ; ***DESIGN parameters *** 3984 EditorSorting = SYSTEM 3985 VisionRange = 0.0 3986 ArmorSet 3987 Conditions = None 3988 Armor = ProjectileArmor 3989 DamageFX = None 3990 End 3991 3992 ; *** ENGINEERING Parameters *** 3993 KindOf = PROJECTILE 3994 Body = ActiveBody ModuleTag_02 3995 MaxHealth = 100.0 3996 InitialHealth = 100.0 3997 End 3998 3999 Behavior = DestroyDie ModuleTag_03 4000 ;nothing 4001 End 4002 4003 Behavior = PhysicsBehavior ModuleTag_04 4004 Mass = 1 4005 AllowCollideForce = No ; flames collide, but never apply forces when they do so 4006 End 4007 Behavior = MissileAIUpdate ModuleTag_05 4008 TryToFollowTarget = No 4009 FuelLifetime = 350 4010 DetonateOnNoFuel = Yes 4011 InitialVelocity = 120 ; in dist/sec 4012 IgnitionDelay = 0 4013 DistanceToTravelBeforeTurning = 2 4014 GarrisonHitKillRequiredKindOf = INFANTRY 4015 GarrisonHitKillForbiddenKindOf = NONE 4016 GarrisonHitKillCount = 2 4017 GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit 4018 DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. 4019 4020 End 4021 Locomotor = SET_NORMAL DragonTankFlameLocomotor 4022 4023 Behavior = BoneFXUpdate ModuleTag_06 4024 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail01Upgraded ; Covers gap at beginning of line 4025 PristineParticleSystem2 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail02Upgraded 4026 PristineParticleSystem3 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail03Upgraded 4027 PristineParticleSystem4 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail04Upgraded 4028 PristineParticleSystem5 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail06Upgraded 4029 4030 PristineParticleSystem6 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerSmoke01 4031 End 4032 4033 Behavior = BoneFXDamage ModuleTag_07 4034 ;nothing 4035 End 4036 4037 Geometry = Sphere 4038 GeometryIsSmall = Yes 4039 GeometryMajorRadius = 2.0 4040 4041 End 4042 4043 ;------------------------------------------------------------------------------ 4044 Object FlamethrowerProjectileStreamUpgraded 4045 4046 ; *** ART Parameters *** 4047 Draw = W3DProjectileStreamDraw ModuleTag_01 4048 Texture = EXfthrowerStreamUpgraded.tga 4049 Width = 1.5 4050 TileFactor = 3.0 ; put the texture on the line segment this many times 4051 ScrollRate = 2.0; scroll the texture offset this fast 4052 MaxSegments = 4 ; only play the first X if there are a ton of them. 0 means play all 4053 End 4054 4055 ; *** ENGINEERING Parameters *** 4056 KindOf = INERT 4057 Behavior = ProjectileStreamUpdate ModuleTag_02 4058 ;nothing 4059 End 4060 4061 End 4062 4063 ;------------------------------------------------------------------------------ 4064 Object PointDefenseLaserBeam 4065 ; *** ART Parameters *** 4066 Draw = W3DLaserDraw ModuleTag_01 4067 Texture = EXLaser4.tga 4068 NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 4069 4070 InnerBeamWidth = 0.005 ;The total width of beam 4071 InnerColor = R:255 G:0 B:180 A:120 ;The inside color of the laser (hot) 4072 4073 OuterBeamWidth = 10 ;The total width of beam 4074 OuterColor = R:100 G:0 B:100 A:100 ;The outside color of the laser (cool) 4075 4076 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 4077 ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) 4078 Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 4079 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio 4080 TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 4081 4082 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 4083 ;FadeLifetime = 250 ;Laser will fade and delete. 4084 ;@todo -- add shot ability functionality (instead of instant point A to B) 4085 End 4086 4087 KindOf = IMMOBILE 4088 ClientUpdate = LaserUpdate ModuleTag_02 4089 MuzzleParticleSystem = PaladinPointDefenseLaserFlare 4090 End 4091 4092 ;Used as a weapon, this is essentially a fast pulse laser. Adjusting 4093 ;the lifetime values will determine how long it renders. The damage 4094 ;is applied immediately, so lifetime doesn't matter. 4095 Behavior = LifetimeUpdate ModuleTag_03 4096 MinLifetime = 95 ; min lifetime in msec 4097 MaxLifetime = 95 ; max lifetime in msec 4098 End 4099 End 4100 4101 4102 ;------------------------------------------------------------------------------ 4103 Object LaserBeam 4104 ; *** ART Parameters *** 4105 Draw = W3DLaserDraw ModuleTag_01 4106 Texture = EXLaser.tga 4107 NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 4108 4109 InnerBeamWidth = 0.4 ;The total width of beam 4110 InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) 4111 4112 OuterBeamWidth = 1.2 ;The total width of beam 4113 OuterColor = R:255 G:0 B:0 A:150 ;The outside color of the laser (cool) 4114 4115 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 4116 ;FadeLifetime = 0 ;Laser will fade and delete. 4117 4118 ;@todo -- add shot ability functionality (instead of instant point A to B) 4119 End 4120 4121 KindOf = IMMOBILE 4122 ClientUpdate = LaserUpdate ModuleTag_02 4123 MuzzleParticleSystem = GenericLaserFlare 4124 TargetParticleSystem = GenericLaserFlare 4125 End 4126 End 4127 4128 ;------------------------------------------------------------------------------ 4129 Object ParticleUplinkCannon_MediumConnectorLaser 4130 ; *** ART Parameters *** 4131 Draw = W3DLaserDraw ModuleTag_01 4132 Texture = EXLaser.tga 4133 NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 4134 4135 InnerBeamWidth = 0.4 ;The total width of beam 4136 InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) 4137 4138 OuterBeamWidth = 1.2 ;The total width of beam 4139 OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool) 4140 4141 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 4142 ;FadeLifetime = 0 ;Laser will fade and delete. 4143 4144 ;@todo -- add shot ability functionality (instead of instant point A to B) 4145 End 4146 4147 KindOf = IMMOBILE 4148 4149 ClientUpdate = LaserUpdate ModuleTag_02 4150 ;MuzzleParticleSystem = None 4151 ;TargetParticleSystem = None 4152 End 4153 End 4154 4155 ;------------------------------------------------------------------------------ 4156 Object ParticleUplinkCannon_IntenseConnectorLaser 4157 ; *** ART Parameters *** 4158 Draw = W3DLaserDraw ModuleTag_01 4159 Texture = EXLaser.tga 4160 NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 4161 4162 InnerBeamWidth = 0.6 ;The total width of beam 4163 InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) 4164 4165 OuterBeamWidth = 2.0 ;The total width of beam 4166 OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool) 4167 4168 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 4169 ;FadeLifetime = 0 ;Laser will fade and delete. 4170 4171 ;@todo -- add shot ability functionality (instead of instant point A to B) 4172 End 4173 4174 KindOf = IMMOBILE 4175 4176 ClientUpdate = LaserUpdate ModuleTag_02 4177 ;MuzzleParticleSystem = None 4178 ;TargetParticleSystem = None 4179 End 4180 End 4181 4182 ;------------------------------------------------------------------------------ 4183 Object ParticleUplinkCannon_OrbitalLaser 4184 ; *** ART Parameters *** 4185 Draw = W3DLaserDraw ModuleTag_01 4186 Texture = EXNoise02.tga 4187 NumBeams = 12 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 4188 4189 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 4190 ScrollRate = -1.75 ;Scrolls the texture offset this fast -- towards(-) away(+) 4191 TilingScalar = 0.15 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 4192 4193 InnerBeamWidth = 0.6 ;The total width of beam 4194 InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) 4195 4196 OuterBeamWidth = 26.0 ;The total width of beam 4197 OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool) 4198 4199 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 4200 ;FadeLifetime = 0 ;Laser will fade and delete. 4201 4202 ;@todo -- add shot ability functionality (instead of instant point A to B) 4203 End 4204 4205 ; *** DESIGN Parameters *** 4206 VisionRange = 100 4207 ShroudClearingRange = 120 4208 4209 ; *** ENGINEERING Parameters *** 4210 KindOf = IMMOBILE 4211 4212 ClientUpdate = LaserUpdate ModuleTag_02 4213 ;MuzzleParticleSystem = None 4214 ;TargetParticleSystem = None 4215 End 4216 End 4217 4218 ;------------------------------------------------------------------------------ 4219 Object SupW_ParticleUplinkCannon_MediumConnectorLaser 4220 ; *** ART Parameters *** 4221 Draw = W3DLaserDraw ModuleTag_01 4222 Texture = EXLaser.tga 4223 NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 4224 4225 InnerBeamWidth = 0.4 ;The total width of beam 4226 InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) 4227 4228 OuterBeamWidth = 1.2 ;The total width of beam 4229 OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) 4230 4231 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 4232 ;FadeLifetime = 0 ;Laser will fade and delete. 4233 4234 ;@todo -- add shot ability functionality (instead of instant point A to B) 4235 End 4236 4237 KindOf = IMMOBILE 4238 4239 ClientUpdate = LaserUpdate ModuleTag_02 4240 ;MuzzleParticleSystem = None 4241 ;TargetParticleSystem = None 4242 End 4243 End 4244 4245 ;------------------------------------------------------------------------------ 4246 Object SupW_ParticleUplinkCannon_IntenseConnectorLaser 4247 ; *** ART Parameters *** 4248 Draw = W3DLaserDraw ModuleTag_01 4249 Texture = EXLaser.tga 4250 NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 4251 4252 InnerBeamWidth = 0.6 ;The total width of beam 4253 InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) 4254 4255 OuterBeamWidth = 2.0 ;The total width of beam 4256 OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) 4257 4258 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 4259 ;FadeLifetime = 0 ;Laser will fade and delete. 4260 4261 ;@todo -- add shot ability functionality (instead of instant point A to B) 4262 End 4263 4264 KindOf = IMMOBILE 4265 4266 ClientUpdate = LaserUpdate ModuleTag_02 4267 ;MuzzleParticleSystem = None 4268 ;TargetParticleSystem = None 4269 End 4270 End 4271 4272 ;------------------------------------------------------------------------------ 4273 Object SupW_ParticleUplinkCannon_OrbitalLaser 4274 ; *** ART Parameters *** 4275 Draw = W3DLaserDraw ModuleTag_01 4276 Texture = EXNoise02.tga 4277 NumBeams = 12 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. 4278 4279 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 4280 ScrollRate = -1.75 ;Scrolls the texture offset this fast -- towards(-) away(+) 4281 TilingScalar = 0.15 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 4282 4283 InnerBeamWidth = 0.6 ;The total width of beam 4284 InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) 4285 4286 OuterBeamWidth = 26.0 ;The total width of beam 4287 OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) 4288 4289 ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. 4290 ;FadeLifetime = 0 ;Laser will fade and delete. 4291 4292 ;@todo -- add shot ability functionality (instead of instant point A to B) 4293 End 4294 4295 ; *** DESIGN Parameters *** 4296 VisionRange = 100 4297 ShroudClearingRange = 120 4298 4299 ; *** ENGINEERING Parameters *** 4300 KindOf = IMMOBILE 4301 4302 ClientUpdate = LaserUpdate ModuleTag_02 4303 ;MuzzleParticleSystem = None 4304 ;TargetParticleSystem = None 4305 End 4306 End 4307 4308 ;------------------------------------------------------------------------------ 4309 Object BinaryDataStream 4310 ; *** ART Parameters *** 4311 Draw = W3DLaserDraw ModuleTag_01 4312 Texture = EXBinaryStream32.tga 4313 NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 4314 InnerBeamWidth = 4 ;The total width of beam 4315 InnerColor = R:0 G:255 B:0 A:180 ;The inside color of the laser (hot) 4316 Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. 4317 ScrollRate = -0.25 ;Scrolls the texture offset this fast -- towards(-) away(+) 4318 Segments = 20 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 4319 ArcHeight = 30.0 ;The height of the arc 4320 SegmentOverlapRatio = 0.0000 ;This value overlaps(+) or separates(-) the segments by ratio 4321 TilingScalar = 0.25 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) 4322 End 4323 4324 KindOf = IMMOBILE 4325 ClientUpdate = LaserUpdate ModuleTag_02 4326 ;nothing 4327 End 4328 End 4329 4330 4331 4332 4333 ;------------------------------------------------------------------------------ 4334 Object ScorpionMissile 4335 4336 ; *** ART Parameters *** 4337 Draw = W3DModelDraw ModuleTag_01 4338 OkToChangeModelColor = Yes 4339 DefaultConditionState 4340 Model = UVScorpion_m 4341 End 4342 ConditionState = JAMMED 4343 ParticleSysBone = None SparksMedium 4344 End 4345 End 4346 4347 ; ***DESIGN parameters *** 4348 DisplayName = OBJECT:Missile 4349 EditorSorting = SYSTEM 4350 VisionRange = 0.0 4351 ArmorSet 4352 Conditions = None 4353 Armor = ProjectileArmor 4354 DamageFX = None 4355 End 4356 4357 ; *** ENGINEERING Parameters *** 4358 KindOf = PROJECTILE SMALL_MISSILE 4359 Body = ActiveBody ModuleTag_02 4360 MaxHealth = 100.0 4361 InitialHealth = 100.0 4362 4363 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. 4364 ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. 4365 ; A projectile is not disabled, but instead loses target and scatters 4366 SubdualDamageCap = 200 4367 SubdualDamageHealRate = 100000 4368 SubdualDamageHealAmount = 50 4369 End 4370 4371 ; ---- begin Projectile death behaviors 4372 Behavior = InstantDeathBehavior DeathModuleTag_01 4373 DeathTypes = NONE +DETONATED 4374 ; we detonated normally. 4375 ; no FX, just quiet destroy ourselves 4376 End 4377 Behavior = InstantDeathBehavior DeathModuleTag_02 4378 DeathTypes = NONE +LASERED 4379 ; shot down by laser. 4380 FX = FX_GenericMissileDisintegrate 4381 OCL = OCL_GenericMissileDisintegrate 4382 End 4383 Behavior = InstantDeathBehavior DeathModuleTag_03 4384 DeathTypes = ALL -LASERED -DETONATED 4385 ; shot down by nonlaser. 4386 FX = FX_GenericMissileDeath 4387 End 4388 4389 Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 4390 DeathWeapon = ToxinShellWeapon 4391 StartsActive = No ; turned on by upgrade 4392 TriggeredBy = Upgrade_GLAToxinShells 4393 ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma 4394 End 4395 4396 Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 4397 DeathWeapon = ToxinShellWeaponUpgraded 4398 StartsActive = No ; turned on by upgrade 4399 TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_GLAToxinShells 4400 RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is 4401 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma 4402 End 4403 4404 Behavior = FireWeaponWhenDeadBehavior ModuleTag99 4405 DeathWeapon = Chem_ToxinShellWeaponGamma 4406 StartsActive = No 4407 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells 4408 RequiresAllTriggers = Yes; 4409 End; 4410 4411 ; ---- end Projectile death behaviors 4412 4413 Behavior = PhysicsBehavior ModuleTag_06 4414 Mass = 1 4415 End 4416 Behavior = MissileAIUpdate ModuleTag_07 4417 TryToFollowTarget = Yes 4418 FuelLifetime = 4000 4419 InitialVelocity = 150 ; in dist/sec 4420 IgnitionDelay = 0 4421 DistanceToTravelBeforeTurning = 30 4422 IgnitionFX = FX_JetMissileIgnition 4423 End 4424 Locomotor = SET_NORMAL ScorpionMissileLocomotor 4425 4426 4427 Behavior = WeaponBonusUpgrade ModuleTag_08 4428 TriggeredBy = Upgrade_GLAAPRockets 4429 End 4430 4431 Geometry = Sphere 4432 GeometryIsSmall = Yes 4433 GeometryMajorRadius = 1.0 4434 4435 4436 End 4437 4438 ;------------------------------------------------------------------------------ 4439 Object RangerFlashBangGrenade 4440 4441 ; *** ART Parameters *** 4442 Draw = W3DModelDraw ModuleTag_01 4443 OkToChangeModelColor = Yes 4444 ConditionState = NONE 4445 Model = NVMBuggy_m 4446 End 4447 End 4448 4449 ; ***DESIGN parameters *** 4450 DisplayName = OBJECT:FlashBangGrenade 4451 EditorSorting = SYSTEM 4452 ArmorSet 4453 Armor = ProjectileArmor 4454 End 4455 VisionRange = 0.0 4456 4457 ; *** ENGINEERING Parameters *** 4458 KindOf = PROJECTILE 4459 Body = ActiveBody ModuleTag_02 4460 MaxHealth = 100.0 4461 InitialHealth = 100.0 4462 End 4463 4464 Behavior = DestroyDie ModuleTag_03 4465 ;nothing 4466 End 4467 4468 Behavior = PhysicsBehavior ModuleTag_04 4469 Mass = 1 4470 End 4471 4472 Behavior = DumbProjectileBehavior ModuleTag_05 4473 ; To tweak a Bezier path, please see GS 4474 FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain 4475 SecondHeight = 150 4476 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed 4477 SecondPercentIndent = 70% 4478 GarrisonHitKillRequiredKindOf = INFANTRY 4479 GarrisonHitKillForbiddenKindOf = NONE 4480 GarrisonHitKillCount = 10 ; ensure that a single grenade clears out all garrisoned buildings. 4481 GarrisonHitKillFX = FX_FlashBangGarrisonBuildingHit 4482 FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 4483 End 4484 4485 Geometry = Sphere 4486 GeometryIsSmall = Yes 4487 GeometryMajorRadius = 1.0 4488 4489 End 4490 4491 ;------------------------------------------------------------------------------ 4492 Object ScorpionTankShell 4493 4494 ; *** ART Parameters *** 4495 Draw = W3DModelDraw ModuleTag_01 4496 ConditionState = NONE 4497 Model = AVTankShel 4498 End 4499 End 4500 4501 ; ***DESIGN parameters *** 4502 DisplayName = OBJECT:TankShell 4503 EditorSorting = SYSTEM 4504 ArmorSet 4505 Armor = ProjectileArmor 4506 End 4507 VisionRange = 0.0 4508 4509 ; *** ENGINEERING Parameters *** 4510 KindOf = PROJECTILE 4511 Body = ActiveBody ModuleTag_02 4512 MaxHealth = 100.0 4513 InitialHealth = 100.0 4514 End 4515 4516 Behavior = DestroyDie ModuleTag_03 4517 ;nothing 4518 End 4519 4520 Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 4521 DeathWeapon = ToxinShellWeapon 4522 StartsActive = No ; turned on by upgrade 4523 TriggeredBy = Upgrade_GLAToxinShells 4524 ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma 4525 End 4526 4527 Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 4528 DeathWeapon = ToxinShellWeaponUpgraded 4529 StartsActive = No ; turned on by upgrade 4530 TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_GLAToxinShells 4531 RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is 4532 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma 4533 End 4534 4535 Behavior = FireWeaponWhenDeadBehavior ModuleTag99 4536 DeathWeapon = Chem_ToxinShellWeaponGamma 4537 StartsActive = No 4538 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells 4539 RequiresAllTriggers = Yes; 4540 End; 4541 4542 Behavior = DumbProjectileBehavior ModuleTag_06 4543 DetonateCallsKill = Yes 4544 ; To tweak a Bezier path, please see GS 4545 FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain 4546 SecondHeight = 10 4547 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed 4548 SecondPercentIndent = 90% 4549 FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 4550 End 4551 4552 Behavior = PhysicsBehavior ModuleTag_07 4553 Mass = 0.01 ; can't be zero, but we want it tiny so that it travels nearly straight 4554 End 4555 4556 ; The Toxin explosions don't want to double up on particles, so only play this effect if we don't have Toxin 4557 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 4558 DeathWeapon = ScorpionTankGunFXWeapon 4559 StartsActive = Yes 4560 ConflictsWith = Upgrade_GLAToxinShells 4561 End 4562 4563 Geometry = Sphere 4564 GeometryIsSmall = Yes 4565 GeometryMajorRadius = 1.0 4566 4567 End 4568 4569 ;------------------------------------------------------------------------------ 4570 Object MarauderTankShell 4571 4572 ; *** ART Parameters *** 4573 Draw = W3DModelDraw ModuleTag_01 4574 ConditionState = NONE 4575 Model = AVTankShel 4576 End 4577 End 4578 4579 ; ***DESIGN parameters *** 4580 DisplayName = OBJECT:TankShell 4581 EditorSorting = SYSTEM 4582 ArmorSet 4583 Armor = ProjectileArmor 4584 End 4585 VisionRange = 0.0 4586 4587 ; *** ENGINEERING Parameters *** 4588 KindOf = PROJECTILE 4589 Body = ActiveBody ModuleTag_02 4590 MaxHealth = 100.0 4591 InitialHealth = 100.0 4592 End 4593 4594 Behavior = DestroyDie ModuleTag_03 4595 ;nothing 4596 End 4597 4598 4599 Behavior = FireWeaponWhenDeadBehavior ModuleTag99 4600 DeathWeapon = Chem_ToxinShellWeaponGamma 4601 StartsActive = No 4602 TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells 4603 RequiresAllTriggers = Yes; 4604 End; 4605 4606 Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 4607 DeathWeapon = ToxinShellWeaponUpgraded 4608 StartsActive = No ; turned on by upgrade 4609 TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_GLAToxinShells 4610 RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is 4611 ConflictsWith = Chem_Upgrade_GLAAnthraxGamma 4612 End 4613 4614 Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 4615 DeathWeapon = ToxinShellWeapon 4616 StartsActive = No ; turned on by upgrade 4617 TriggeredBy = Upgrade_GLAToxinShells 4618 ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma 4619 End 4620 4621 Behavior = DumbProjectileBehavior ModuleTag_06 4622 DetonateCallsKill = Yes 4623 ; To tweak a Bezier path, please see GS 4624 FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain 4625 SecondHeight = 10 4626 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed 4627 SecondPercentIndent = 90% 4628 FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 4629 End 4630 4631 Behavior = PhysicsBehavior ModuleTag_07 4632 Mass = 0.01 ; can't be zero, but we want it tiny so that it travels nearly straight 4633 End 4634 4635 Geometry = Sphere 4636 GeometryIsSmall = Yes 4637 GeometryMajorRadius = 1.0 4638 4639 End 4640 4641 ;------------------------------------------------------------------------------ 4642 Object GenericTankShell 4643 4644 ; *** ART Parameters *** 4645 Draw = W3DModelDraw ModuleTag_01 4646 ConditionState = NONE 4647 Model = AVTankShel 4648 End 4649 End 4650 4651 ; ***DESIGN parameters *** 4652 DisplayName = OBJECT:TankShell 4653 EditorSorting = SYSTEM 4654 ArmorSet 4655 Armor = ProjectileArmor 4656 End 4657 VisionRange = 0.0 4658 4659 ; *** ENGINEERING Parameters *** 4660 KindOf = PROJECTILE 4661 Body = ActiveBody ModuleTag_02 4662 MaxHealth = 100.0 4663 InitialHealth = 100.0 4664 End 4665 4666 Behavior = DestroyDie ModuleTag_03 4667 ;nothing 4668 End 4669 4670 Behavior = DumbProjectileBehavior ModuleTag_04 4671 ; To tweak a Bezier path, please see GS 4672 FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain 4673 SecondHeight = 10 4674 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed 4675 SecondPercentIndent = 90% 4676 FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 4677 End 4678 4679 Behavior = PhysicsBehavior ModuleTag_05 4680 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... 4681 End 4682 4683 Geometry = Sphere 4684 GeometryIsSmall = Yes 4685 GeometryMajorRadius = 1.0 4686 4687 End 4688 4689 ;------------------------------------------------------------------------------ 4690 Object BattleMasterTankShell 4691 4692 ; *** ART Parameters *** 4693 Draw = W3DModelDraw ModuleTag_01 4694 ConditionState = NONE 4695 Model = AVTankShel 4696 End 4697 End 4698 4699 ; ***DESIGN parameters *** 4700 DisplayName = OBJECT:TankShell 4701 EditorSorting = SYSTEM 4702 ArmorSet 4703 Armor = ProjectileArmor 4704 End 4705 VisionRange = 0.0 4706 4707 ; *** ENGINEERING Parameters *** 4708 KindOf = PROJECTILE 4709 Body = ActiveBody ModuleTag_02 4710 MaxHealth = 100.0 4711 InitialHealth = 100.0 4712 End 4713 4714 Behavior = DestroyDie ModuleTag_03 4715 ;nothing 4716 End 4717 4718 Behavior = DumbProjectileBehavior ModuleTag_04 4719 ; To tweak a Bezier path, please see GS 4720 FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain 4721 SecondHeight = 10 4722 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed 4723 SecondPercentIndent = 90% 4724 FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 4725 End 4726 4727 Behavior = PhysicsBehavior ModuleTag_05 4728 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... 4729 End 4730 4731 Behavior = WeaponBonusUpgrade ModuleTag_06 4732 TriggeredBy = Upgrade_ChinaUraniumShells 4733 End 4734 4735 Geometry = Sphere 4736 GeometryIsSmall = Yes 4737 GeometryMajorRadius = 1.0 4738 4739 End 4740 4741 ;------------------------------------------------------------------------------ 4742 Object OverlordTankShell 4743 4744 ; *** ART Parameters *** 4745 Draw = W3DModelDraw ModuleTag_01 4746 ConditionState = NONE 4747 Model = AVTankShel 4748 End 4749 End 4750 4751 ; ***DESIGN parameters *** 4752 DisplayName = OBJECT:TankShell 4753 EditorSorting = SYSTEM 4754 ArmorSet 4755 Armor = ProjectileArmor 4756 End 4757 VisionRange = 0.0 4758 4759 ; *** ENGINEERING Parameters *** 4760 KindOf = PROJECTILE 4761 Body = ActiveBody ModuleTag_02 4762 MaxHealth = 100.0 4763 InitialHealth = 100.0 4764 End 4765 4766 Behavior = DestroyDie ModuleTag_03 4767 ;nothing 4768 End 4769 4770 Behavior = DumbProjectileBehavior ModuleTag_04 4771 ; To tweak a Bezier path, please see GS 4772 FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain 4773 SecondHeight = 10 4774 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed 4775 SecondPercentIndent = 90% 4776 FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 4777 End 4778 4779 Behavior = PhysicsBehavior ModuleTag_05 4780 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... 4781 End 4782 4783 Behavior = WeaponBonusUpgrade ModuleTag_06 4784 TriggeredBy = Upgrade_ChinaUraniumShells 4785 End 4786 4787 Geometry = Sphere 4788 GeometryIsSmall = Yes 4789 GeometryMajorRadius = 1.0 4790 4791 End 4792 4793 4794 4795 4796 ;------------------------------------------------------------------------------ 4797 Object NukeCannonShell 4798 4799 ; *** ART Parameters *** 4800 Draw = W3DModelDraw ModuleTag_01 4801 ConditionState = NONE 4802 Model = AVTankShel 4803 End 4804 End 4805 4806 ; ***DESIGN parameters *** 4807 DisplayName = OBJECT:TankShell 4808 EditorSorting = SYSTEM 4809 ArmorSet 4810 Armor = ProjectileArmor 4811 End 4812 VisionRange = 0.0 4813 4814 4815 ; *** AUDIO Parameters *** 4816 SoundAmbient = NukeCannonIncomingWhistle 4817 4818 ; *** ENGINEERING Parameters *** 4819 KindOf = PROJECTILE 4820 Body = ActiveBody ModuleTag_02 4821 MaxHealth = 100.0 4822 InitialHealth = 100.0 4823 End 4824 4825 Behavior = DestroyDie ModuleTag_03 4826 ;nothing 4827 End 4828 4829 Behavior = DumbProjectileBehavior ModuleTag_04 4830 ; To tweak a Bezier path, please see GS 4831 FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain 4832 SecondHeight = 150 4833 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed 4834 SecondPercentIndent = 70% 4835 FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 4836 End 4837 4838 Behavior = PhysicsBehavior ModuleTag_05 4839 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... 4840 End 4841 4842 Geometry = Sphere 4843 GeometryIsSmall = Yes 4844 GeometryMajorRadius = 1.0 4845 4846 End 4847 4848 ;------------------------------------------------------------------------------ 4849 Object NeutronCannonShell 4850 4851 ; *** ART Parameters *** 4852 Draw = W3DModelDraw ModuleTag_01 4853 ConditionState = NONE 4854 Model = AVTankShel 4855 End 4856 End 4857 4858 ; ***DESIGN parameters *** 4859 DisplayName = OBJECT:TankShell 4860 EditorSorting = SYSTEM 4861 ArmorSet 4862 Armor = ProjectileArmor 4863 End 4864 VisionRange = 0.0 4865 4866 4867 ; *** AUDIO Parameters *** 4868 SoundAmbient = NukeCannonIncomingWhistle 4869 4870 ; *** ENGINEERING Parameters *** 4871 KindOf = PROJECTILE 4872 Body = ActiveBody ModuleTag_02 4873 MaxHealth = 100.0 4874 InitialHealth = 100.0 4875 End 4876 4877 Behavior = DestroyDie ModuleTag_03 4878 ;nothing 4879 End 4880 4881 Behavior = DumbProjectileBehavior ModuleTag_04 4882 ; To tweak a Bezier path, please see GS 4883 FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain 4884 SecondHeight = 150 4885 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed 4886 SecondPercentIndent = 70% 4887 FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 4888 DetonateCallsKill = Yes 4889 End 4890 4891 Behavior = PhysicsBehavior ModuleTag_05 4892 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... 4893 End 4894 4895 Behavior = NeutronBlastBehavior ModuleTag_06 4896 BlastRadius = 70 4897 AffectAirborne = No 4898 End 4899 4900 Geometry = Sphere 4901 GeometryIsSmall = Yes 4902 GeometryMajorRadius = 1.0 4903 4904 End 4905 4906 ;------------------------------------------------------------------------------ 4907 Object InfernoTankShell 4908 4909 ; *** ART Parameters *** 4910 Draw = W3DModelDraw ModuleTag_01 4911 ConditionState = NONE 4912 Model = AVTankShel 4913 ParticleSysBone = None InfernoTrail 4914 End 4915 End 4916 4917 ; *** AUDIO Parameters *** 4918 SoundAmbient = InfernoCannonIncomingWhistle 4919 4920 ; ***DESIGN parameters *** 4921 DisplayName = OBJECT:TankShell 4922 EditorSorting = SYSTEM 4923 ArmorSet 4924 Armor = ProjectileArmor 4925 End 4926 VisionRange = 0.0 4927 4928 ; *** ENGINEERING Parameters *** 4929 KindOf = PROJECTILE 4930 Body = ActiveBody ModuleTag_02 4931 MaxHealth = 100.0 4932 InitialHealth = 100.0 4933 End 4934 4935 Behavior = DestroyDie ModuleTag_03 4936 ;nothing 4937 End 4938 4939 Behavior = DumbProjectileBehavior ModuleTag_09 4940 DetonateCallsKill = Yes 4941 ; To tweak a Bezier path, please see GS 4942 FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain 4943 SecondHeight = 150 4944 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed 4945 SecondPercentIndent = 90% 4946 FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 4947 End 4948 4949 Behavior = PhysicsBehavior ModuleTag_05 4950 Mass = 10 4951 End 4952 4953 Behavior = HeightDieUpdate ModuleTag_06 4954 TargetHeight = 1.0 4955 TargetHeightIncludesStructures = Yes 4956 OnlyWhenMovingDown = Yes 4957 InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad 4958 End 4959 4960 Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 4961 DeathWeapon = SmallFireFieldCreationWeapon 4962 StartsActive = Yes 4963 End 4964 4965 Geometry = Sphere 4966 GeometryIsSmall = Yes 4967 GeometryMajorRadius = 1.0 4968 4969 End 4970 4971 4972 ;------------------------------------------------------------------------------ 4973 Object InfernoTankShellUpgraded 4974 4975 ; *** ART Parameters *** 4976 Draw = W3DModelDraw ModuleTag_01 4977 ConditionState = NONE 4978 Model = AVTankShel 4979 ParticleSysBone = None InfernoTrailUpgraded 4980 End 4981 End 4982 4983 ; *** AUDIO Parameters *** 4984 SoundAmbient = InfernoCannonIncomingWhistle 4985 4986 ; ***DESIGN parameters *** 4987 DisplayName = OBJECT:TankShell 4988 EditorSorting = SYSTEM 4989 ArmorSet 4990 Armor = ProjectileArmor 4991 End 4992 VisionRange = 0.0 4993 4994 ; *** ENGINEERING Parameters *** 4995 KindOf = PROJECTILE 4996 Body = ActiveBody ModuleTag_02 4997 MaxHealth = 100.0 4998 InitialHealth = 100.0 4999 End 5000 5001 Behavior = DestroyDie ModuleTag_03 5002 ;nothing 5003 End 5004 5005 Behavior = DumbProjectileBehavior ModuleTag_09 5006 DetonateCallsKill = Yes 5007 ; To tweak a Bezier path, please see GS 5008 FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain 5009 SecondHeight = 150 5010 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed 5011 SecondPercentIndent = 90% 5012 FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 5013 End 5014 5015 Behavior = PhysicsBehavior ModuleTag_05 5016 Mass = 10 5017 End 5018 5019 Behavior = HeightDieUpdate ModuleTag_06 5020 TargetHeight = 1.0 5021 TargetHeightIncludesStructures = Yes 5022 OnlyWhenMovingDown = Yes 5023 InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad 5024 End 5025 5026 Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 5027 DeathWeapon = SmallFireFieldUpgradedCreationWeapon 5028 StartsActive = Yes 5029 End 5030 5031 5032 Geometry = Sphere 5033 GeometryIsSmall = Yes 5034 GeometryMajorRadius = 1.0 5035 5036 End 5037 5038 5039 5040 ;------------------------------------------------------------------------------ 5041 Object GLAAngryMobRockProjectileObject 5042 5043 ; *** ART Parameters *** 5044 5045 Draw = W3DModelDraw ModuleTag_01 5046 ConditionState = NONE 5047 Model = Mob_Rock 5048 End 5049 End 5050 5051 ; ***DESIGN parameters *** 5052 DisplayName = OBJECT:GLARock 5053 EditorSorting = SYSTEM 5054 ArmorSet 5055 Armor = ProjectileArmor 5056 End 5057 VisionRange = 0.0 5058 5059 ; *** ENGINEERING Parameters *** 5060 KindOf = PROJECTILE 5061 Body = ActiveBody ModuleTag_02 5062 MaxHealth = 100.0 5063 InitialHealth = 100.0 5064 End 5065 5066 Behavior = DestroyDie ModuleTag_03 5067 ;nothing 5068 End 5069 5070 Behavior = DumbProjectileBehavior ModuleTag_04 5071 TumbleRandomly = Yes ; not implemented, alas 5072 DetonateCallsKill = Yes 5073 ; To tweak a Bezier path, please see GS 5074 FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain 5075 SecondHeight = 10 5076 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed 5077 SecondPercentIndent = 90% 5078 FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 5079 End 5080 5081 Behavior = PhysicsBehavior ModuleTag_05;lorenzen sez, please keep this, it allows tumbling 5082 Mass = 0.1 ; about the weight of a rock 5083 End 5084 5085 Geometry = Sphere 5086 GeometryIsSmall = Yes 5087 GeometryMajorRadius = 1.0 5088 5089 End 5090 5091 5092 ;------------------------------------------------------------------------------ 5093 Object GLAAngryMobMolotovCocktailProjectileObject 5094 5095 ; *** ART Parameters *** 5096 Draw = W3DModelDraw ModuleTag_01 5097 ConditionState = NONE 5098 Model = Mob_Botl 5099 ParticleSysBone = BONE_FX MolotovBurningRag 5100 End 5101 End 5102 5103 ; ***DESIGN parameters *** 5104 DisplayName = OBJECT:GLARock 5105 EditorSorting = SYSTEM 5106 ArmorSet 5107 Armor = ProjectileArmor 5108 End 5109 VisionRange = 0.0 5110 5111 ; *** ENGINEERING Parameters *** 5112 KindOf = PROJECTILE 5113 Body = ActiveBody ModuleTag_02 5114 MaxHealth = 100.0 5115 InitialHealth = 100.0 5116 End 5117 5118 5119 Behavior = DumbProjectileBehavior ModuleTag_03 5120 TumbleRandomly = Yes ; not implemented, alas 5121 DetonateCallsKill = Yes 5122 ; To tweak a Bezier path, please see GS 5123 FirstHeight = 30 //TALL ARC LOOK GOOD 5124 SecondHeight = 30 //TALL ARC LOOK GOOD 5125 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed 5126 SecondPercentIndent = 90% 5127 FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 5128 End 5129 5130 Behavior = PhysicsBehavior ModuleTag_04;lorenzen sez, please keep this, it allows tumbling 5131 Mass = 0.1 ; about the weight of a rock 5132 End 5133 5134 ; Behavior = FireWeaponWhenDeadBehavior 5135 ; DeathWeapon = GLAAngryMobMolotovCocktailPersistentFlameWeapon 5136 ; StartsActive = Yes 5137 ; End 5138 5139 Behavior = DestroyDie ModuleTag_05 5140 ;nothing 5141 End 5142 5143 5144 Geometry = Sphere 5145 GeometryIsSmall = Yes 5146 GeometryMajorRadius = 1.0 5147 5148 End 5149 5150 5151 5152 ;------------------------------------------------------------------------------ 5153 Object ChinaArtilleryBarrageShell 5154 5155 ; *** ART Parameters *** 5156 Draw = W3DModelDraw ModuleTag_01 5157 OkToChangeModelColor = Yes 5158 ConditionState = NONE 5159 Model = AVTankShel 5160 ParticleSysBone = NONE ArtilleryBarrageTrail 5161 ParticleSysBone = NONE ArtilleryBarrageTrailRing 5162 End 5163 End 5164 5165 ; ***DESIGN parameters *** 5166 DisplayName = OBJECT:Missile 5167 Side = China 5168 EditorSorting = SYSTEM 5169 TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) 5170 VisionRange = 0.0 5171 ArmorSet 5172 Conditions = None 5173 Armor = ProjectileArmor 5174 DamageFX = None 5175 End 5176 5177 5178 ; *** AUDIO Parameters *** 5179 SoundAmbient = ArtilleryBarrageIncomingWhistle 5180 5181 5182 ; *** ENGINEERING Parameters *** 5183 KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE ;SMALL_MISSILE 5184 Body = ActiveBody ModuleTag_02 5185 MaxHealth = 100.0 5186 InitialHealth = 100.0 5187 End 5188 5189 ; ---- begin Projectile death behaviors 5190 Behavior = InstantDeathBehavior DeathModuleTag_01 5191 DeathTypes = NONE +DETONATED 5192 ; we detonated normally. No effect, since it is in weapon. Don't want to double. 5193 ; FX = FX_ArtilleryBarrage 5194 End 5195 Behavior = InstantDeathBehavior DeathModuleTag_02 5196 DeathTypes = NONE +LASERED 5197 ; shot down by laser. 5198 FX = FX_GenericMissileDisintegrate 5199 OCL = OCL_GenericMissileDisintegrate 5200 End 5201 Behavior = InstantDeathBehavior DeathModuleTag_03 5202 DeathTypes = ALL -LASERED -DETONATED 5203 ; shot down by nonlaser. 5204 FX = FX_GenericMissileDeath 5205 End 5206 ; ---- end Projectile death behaviors 5207 5208 ; Besides being the wrong weapon, the weapon is fired from the DeliverPayload listing in OCL.ini 5209 ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 5210 ; DeathWeapon = A10ThunderboltMissileWeapon 5211 ; StartsActive = Yes 5212 ; End 5213 5214 Behavior = PhysicsBehavior ModuleTag_08 5215 Mass = 1 5216 End 5217 Behavior = MissileAIUpdate ModuleTag_09 5218 TryToFollowTarget = Yes 5219 FuelLifetime = 10000 5220 InitialVelocity = 30 ; in dist/sec 5221 IgnitionDelay = 0 5222 End 5223 ; It's a missile, it needs to hit so it can +DETONATED 5224 ; Behavior = HeightDieUpdate ModuleTag_10 5225 ; TargetHeight = 1.0 5226 ; TargetHeightIncludesStructures = No 5227 ; End 5228 Locomotor = SET_NORMAL A10ThunderboltMissileLocomotor 5229 5230 Geometry = Sphere 5231 GeometryIsSmall = Yes 5232 GeometryMajorRadius = 1.0 5233 5234 Behavior = SpecialPowerCompletionDie ModuleTag_11 5235 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike 5236 End 5237 5238 5239 End 5240 5241 5242 5243 5244 5245 ;-------------------------------------------------------------------------------------------------------- 5246 ;------------------------------------------------------------------------------ 5247 Object NapalmBomb 5248 5249 ; *** ART Parameters *** 5250 Draw = W3DModelDraw ModuleTag_01 5251 OkToChangeModelColor = Yes 5252 DefaultConditionState 5253 Model = AVBomber_B 5254 End 5255 End 5256 5257 ; ***DESIGN parameters *** 5258 DisplayName = OBJECT:Missile 5259 EditorSorting = SYSTEM 5260 VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to* 5261 TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon 5262 ArmorSet 5263 Conditions = None 5264 Armor = ProjectileArmor 5265 DamageFX = None 5266 End 5267 5268 ; *** ENGINEERING Parameters *** 5269 KindOf = PRELOAD NO_COLLIDE UNATTACKABLE; 5270 Body = ActiveBody ModuleTag_02 5271 MaxHealth = 100.0 5272 InitialHealth = 100.0 5273 End 5274 5275 ; ---- begin Projectile death behaviors 5276 Behavior = InstantDeathBehavior DeathModuleTag_01 5277 DeathTypes = NONE +DETONATED 5278 ; we detonated normally. 5279 ; no FX, just quiet destroy ourselves 5280 End 5281 Behavior = InstantDeathBehavior DeathModuleTag_02 5282 DeathTypes = NONE +LASERED 5283 ; shot down by laser. 5284 FX = FX_GenericMissileDisintegrate 5285 OCL = OCL_GenericMissileDisintegrate 5286 End 5287 Behavior = InstantDeathBehavior DeathModuleTag_03 5288 DeathTypes = ALL -LASERED -DETONATED 5289 ; shot down by nonlaser. 5290 FX = FX_GenericMissileDeath 5291 End 5292 ; ---- end Projectile death behaviors 5293 5294 Behavior = PhysicsBehavior ModuleTag_06 5295 Mass = 75.0 5296 AerodynamicFriction = 0.1 ; this is now friction-per-sec 5297 ForwardFriction = 0.1 ; this is now friction-per-sec 5298 CenterOfMassOffset = 0.13 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 5299 End 5300 5301 ; Commenting out module 9 since this method can't take Black napalm 5302 ; Behavior = CreateObjectDie ModuleTag_09 5303 ; DeathTypes = ALL 5304 ; CreationList = OCL_NapalmBombDetonation 5305 ; End 5306 5307 Behavior = HeightDieUpdate ModuleTag_10 5308 TargetHeight = 1.0 5309 TargetHeightIncludesStructures = No 5310 End 5311 5312 Behavior = FireWeaponWhenDeadBehavior ModuleTag_11 5313 DeathWeapon = NapalmBombWeapon 5314 StartsActive = Yes 5315 ConflictsWith = Upgrade_ChinaBlackNapalm 5316 End 5317 5318 Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 5319 DeathWeapon = BlackNapalmBombWeapon 5320 StartsActive = No 5321 TriggeredBy = Upgrade_ChinaBlackNapalm 5322 End 5323 5324 Geometry = Sphere 5325 GeometryIsSmall = Yes 5326 GeometryMajorRadius = 1.0 5327 Scale = 0.7 5328 5329 End 5330 5331 ;--------------------------------------------------------------------------------------- 5332 Object LeafletContainer 5333 5334 ; ***ART parameters *** 5335 5336 ; ***DESIGN parameters *** 5337 DisplayName = OBJECT:DaisyCutterBomb 5338 EditorSorting = SYSTEM 5339 TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) 5340 VisionRange = 300.0 5341 ShroudClearingRange = 0 5342 ArmorSet 5343 Conditions = None 5344 Armor = ProjectileArmor 5345 DamageFX = None 5346 End 5347 5348 ; *** AUDIO Parameters *** 5349 SoundFallingFromPlane = LeafletDrop 5350 5351 ; *** ENGINEERING Parameters *** 5352 KindOf = PROJECTILE 5353 Body = ActiveBody ModuleTag_02 5354 MaxHealth = 100.0 5355 InitialHealth = 100.0 5356 End 5357 5358 Behavior = DestroyDie ModuleTag_05 5359 ;nothing 5360 End 5361 5362 5363 5364 5365 5366 Behavior = AIUpdateInterface ModuleTag_06 5367 End 5368 Locomotor = SET_NORMAL None 5369 Behavior = PhysicsBehavior ModuleTag_07 5370 Mass = 75.0 5371 AerodynamicFriction = 1 ; this is now friction-per-sec 5372 ForwardFriction = 22 ; this is now friction-per-sec 5373 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 5374 End 5375 Behavior = HeightDieUpdate ModuleTag_08 5376 TargetHeight = 5.0 5377 TargetHeightIncludesStructures = No 5378 End 5379 5380 Behavior = SpecialPowerCompletionDie ModuleTag_09 5381 SpecialPowerTemplate = SuperweaponLeafletDrop 5382 End 5383 5384 Behavior = LeafletDropBehavior ModuleTag_11 5385 DisabledDuration = 20000 5386 Delay = 2500 5387 AffectRadius = 110.0 5388 LeafletFXParticleSystem = LeafletParticles1 5389 End 5390 5391 Geometry = Sphere 5392 GeometryIsSmall = No 5393 GeometryMajorRadius = 30.0 5394 5395 End 5396 5397 5398 5399 5400 5401 5402 5403 5404 5405 5406 5407 5408 5409 5410 5411 5412 ;------------------------------------------------------------------------------ 5413 Object CruiseMissile 5414 5415 ; *** ART Parameters *** 5416 Draw = W3DModelDraw ModuleTag_01 5417 OkToChangeModelColor = Yes 5418 ConditionState = NONE 5419 Model = NBNRocket 5420 End 5421 ConditionState = DAMAGED REALLYDAMAGED RUBBLE 5422 Model = NONE 5423 End 5424 5425 End 5426 5427 ; ***DESIGN parameters *** 5428 DisplayName = OBJECT:CruiseMissile 5429 KindOf = UNATTACKABLE 5430 EditorSorting = SYSTEM 5431 VisionRange = 300.0 5432 ShroudClearingRange = 0 5433 TransportSlotCount = 10 5434 ArmorSet 5435 Conditions = None 5436 Armor = ProjectileArmor 5437 DamageFX = None 5438 End 5439 5440 ; *** AUDIO Parameters *** 5441 ; SoundFallingFromPlane = DaisyCutterWeapon 5442 5443 ; *** ENGINEERING Parameters *** 5444 Body = ActiveBody ModuleTag_02 5445 MaxHealth = 99999999.0 5446 InitialHealth = 99999999.0 5447 End 5448 5449 Behavior = NeutronMissileUpdate ModuleTag_03 5450 DistanceToTravelBeforeTurning = 200 ; goes straight up a long ways first 5451 MaxTurnRate = 7200 ; huge, since it turns off-camera 5452 ForwardDamping = 0.1 5453 RelativeSpeed = 2.0 5454 LaunchFX = FX_NeutronMissileLaunch 5455 IgnitionFX = FX_NeutronMissileIgnition 5456 TargetFromDirectlyAbove = 10 ; aim for an intermed spot directly above the target, so we come straight down onto it 5457 SpecialAccelFactor = 1 5458 SpecialSpeedTime = 1500 5459 SpecialSpeedHeight = 160 5460 SpecialJitterDistance = 0.4 5461 DeliveryDecalRadius = 210 5462 DeliveryDecal 5463 Texture = SCCNuclearMissile_China 5464 Style = SHADOW_ALPHA_DECAL 5465 OpacityMin = 25% 5466 OpacityMax = 50% 5467 OpacityThrobTime = 500 5468 Color = R:0 G:0 B:255 A:255 5469 OnlyVisibleToOwningPlayer = Yes 5470 End 5471 End 5472 5473 Behavior = HeightDieUpdate ModuleTag_04 5474 TargetHeight = 10.0 5475 TargetHeightIncludesStructures = No 5476 OnlyWhenMovingDown = Yes 5477 SnapToGroundOnDeath = Yes 5478 InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad 5479 End 5480 5481 Behavior = SpecialPowerCompletionDie ModuleTag_05 5482 SpecialPowerTemplate = SupW_CruiseMissile 5483 End 5484 5485 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 5486 ; DeathWeapon = ScudStormDamageWeapon 5487 DeathWeapon = MOABDetonationWeapon 5488 StartsActive = Yes ; turned on by upgrade 5489 End 5490 5491 ; Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 5492 ; DestructionDelay = 1001 5493 ; ScorchMarkSize = 320 5494 ; FXList = FX_Nuke 5495 ; 5496 ; Blast1Enabled = Yes 5497 ; Blast1Delay = 80 ;in milliseconds 5498 ; Blast1ScorchDelay = 100 ;in milliseconds 5499 ; Blast1InnerRadius = 60.0 ;objects inside this get the full damage 5500 ; Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage 5501 ; Blast1MaxDamage = 0.0 ;damage within inner radius of blast 5502 ; Blast1MinDamage = 0.0 ;always do at least this much damage to objects 5503 ; Blast1ToppleSpeed = 0.5 ;higher #'s topple faster 5504 ; Blast1PushForce = 10.0 ;higher #'s push more 5505 ; 5506 ; Blast2Enabled = Yes 5507 ; Blast2Delay = 160 ;in milliseconds 5508 ; Blast2ScorchDelay = 180 ;in milliseconds 5509 ; Blast2InnerRadius = 90.0 ;objects inside this get the full damage 5510 ; Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage 5511 ; Blast2MaxDamage = 0.0 ;damage within inner radius of blast 5512 ; Blast2MinDamage = 0.0 ;always do at least this much damage to objects 5513 ; Blast2ToppleSpeed = 0.45 ;higher #'s topple faster 5514 ; Blast2PushForce = 8.0 ;higher #'s push more 5515 ; 5516 ; Blast3Enabled = Yes 5517 ; Blast3Delay = 220 ;in milliseconds 5518 ; Blast3ScorchDelay = 260 ;in milliseconds 5519 ; Blast3InnerRadius = 120.0 ;objects inside this get the full damage 5520 ; Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage 5521 ; Blast3MaxDamage = 0.0 ;damage within inner radius of blast 5522 ; Blast3MinDamage = 0.0 ;always do at least this much damage to objects 5523 ; Blast3ToppleSpeed = 0.42 ;higher #'s topple faster 5524 ; Blast3PushForce = 6.0 ;higher #'s push more;;; 5525 5526 ; Blast4Enabled = Yes 5527 ; Blast4Delay = 350 ;in milliseconds 5528 ; Blast4ScorchDelay = 340 ;in milliseconds 5529 ; Blast4InnerRadius = 150.0 ;objects inside this get the full damage 5530 ; Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage 5531 ; Blast4MaxDamage = 0.0 ;damage within inner radius of blast 5532 ; Blast4MinDamage = 0.0 ;always do at least this much damage to objects 5533 ; Blast4ToppleSpeed = 0.40 ;higher #'s topple faster 5534 ; Blast4PushForce = 6.0 ;higher #'s push more;; 5535 5536 ; Blast5Enabled = Yes 5537 ; Blast5Delay = 500 ;in milliseconds 5538 ; Blast5ScorchDelay = 420 ;in milliseconds 5539 ; Blast5InnerRadius = 180.0 ;objects inside this get the full damage 5540 ; Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage 5541 ; Blast5MaxDamage = 0.0 ;damage within inner radius of blast 5542 ; Blast5MinDamage = 0.0 ;always do at least this much damage to objects 5543 ; Blast5ToppleSpeed = 0.38 ;higher #'s topple faster 5544 ; Blast5PushForce = 6.0 ;higher #'s push more 5545 ; 5546 ; Blast6Enabled = Yes 5547 ; Blast6Delay = 680 ;in milliseconds 5548 ; Blast6ScorchDelay = 500 ;in milliseconds 5549 ; Blast6InnerRadius = 60.0 ;objects inside this get the full damage 5550 ; Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage 5551 ; Blast6MaxDamage = 1500.0 ;damage within inner radius of blast 5552 ; Blast6MinDamage = 150.0 ;always do at least this much damage to objects 5553 ; Blast6ToppleSpeed = 0.35 ;higher #'s topple faster 5554 ; Blast6PushForce = 4.0 ;higher #'s push more;;; 5555 5556 ; Blast7Enabled = No 5557 ; Blast7Delay = 999999 ;in milliseconds, don't do the damage wave 5558 ; Blast7ScorchDelay = 620 ;in milliseconds 5559 ; Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage;; 5560 5561 ; Blast8Enabled = No 5562 ; Blast8Delay = 999999 ;in milliseconds, don't do the damage wave 5563 ; Blast8ScorchDelay = 700 ;in milliseconds 5564 ; Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage; 5565 5566 ; Blast9Enabled = No 5567 ; Blast9Delay = 999999 ;in milliseconds, don't do the damage wave 5568 ; Blast9ScorchDelay = 800 ;in milliseconds 5569 ; Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage 5570 ; 5571 ; OCL = MIDPOINT OCL_NukeRadiationField 5572 ; End 5573 5574 Geometry = CYLINDER 5575 GeometryIsSmall = Yes 5576 GeometryMajorRadius = 7.0 5577 GeometryHeight = 60.0 5578 5579 End 5580 5581 5582 5583 5584 5585 5586 5587 5588 5589 5590 5591 5592 5593 5594 5595 5596 5597 5598 ;------------------------------------------------------------------------------ 5599 Object SupW_AuroraFuelAirBomb 5600 5601 ; *** ART Parameters *** 5602 Draw = W3DModelDraw ModuleTag_01 5603 DefaultConditionState 5604 Model = EXCarptBmb 5605 End 5606 End 5607 5608 ; ***DESIGN parameters *** 5609 DisplayName = OBJECT:FuelAirBomb 5610 EditorSorting = SYSTEM 5611 TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) 5612 VisionRange = 300.0 5613 ShroudClearingRange = 0 5614 ArmorSet 5615 Conditions = None 5616 Armor = ProjectileArmor 5617 DamageFX = None 5618 End 5619 5620 ; *** AUDIO Parameters *** 5621 5622 ; *** ENGINEERING Parameters *** 5623 KindOf = PROJECTILE 5624 Body = ActiveBody ModuleTag_02 5625 MaxHealth = 100.0 5626 InitialHealth = 100.0 5627 End 5628 5629 ; Behavior = CreateObjectDie ModuleTag_03 5630 ; CreationList = SupW_OCL_FuelAirBomb 5631 ; End 5632 Behavior = FXListDie ModuleTag_04 5633 ;DeathFX = FX_DaisyCutterExplode 5634 DeathFX = AirF_FX_AuroraBombExplode 5635 End 5636 5637 5638 Behavior = PhysicsBehavior ModuleTag_05 5639 Mass = 75.0 5640 AerodynamicFriction = 1 ; this is now friction-per-sec 5641 ForwardFriction = 33 ; this is now friction-per-sec 5642 CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 5643 End 5644 Behavior = MissileAIUpdate ModuleTag_06 5645 TryToFollowTarget = No 5646 FuelLifetime = 0 5647 IgnitionDelay = 0 5648 InitialVelocity = 0 ; in dist/sec 5649 DistanceToTravelBeforeTurning = 0 5650 DistanceToTargetBeforeDiving = 0 5651 End 5652 Behavior = HeightDieUpdate ModuleTag_07 5653 TargetHeight = 15.0 5654 TargetHeightIncludesStructures = Yes 5655 End 5656 Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. 5657 Geometry = Sphere 5658 GeometryIsSmall = Yes 5659 GeometryMajorRadius = 12.0 5660 5661 End 5662 5663 ;------------------------------------------------------------------------------ 5664 Object SupW_AuroraFuelAirGas 5665 5666 ; *** ART Parameters *** 5667 ; *** DESIGN Parameters *** 5668 5669 ; *** ENGINEERING Parameters *** 5670 KindOf = IMMOBILE 5671 Body = ActiveBody ModuleTag_01 5672 MaxHealth = 1.0 5673 InitialHealth = 1.0 5674 End 5675 5676 Behavior = PhysicsBehavior ModuleTag_02 5677 Mass = 150.0 5678 AerodynamicFriction = 7 ; this is now friction-per-sec 5679 ForwardFriction = 200 ; this is now friction-per-sec 5680 End 5681 Behavior = HeightDieUpdate ModuleTag_03 5682 TargetHeight = 15.0 5683 TargetHeightIncludesStructures = Yes 5684 DestroyAttachedParticlesAtHeight = 16.0 ; Hack, todo remove this 5685 End 5686 Behavior = SlowDeathBehavior ModuleTag_04 5687 DestructionDelay = 1000 5688 DestructionDelayVariance = 100 5689 FX = INITIAL AirF_FX_AuroraBombIgnite 5690 FX = FINAL FX_DaisyCutterFinalExplosion 5691 Weapon = MIDPOINT DaisyCutterFlameWeapon ; Just a spot of flame to light trees on fire 5692 Weapon = FINAL SupW_FuelBombDetonationWeapon 5693 End 5694 5695 End 5696 5697 5698 5699 ; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini 5700 ;------------------------------------------------------------------------------ 5701 Object PatriotMissileEMP 5702 5703 ; *** ART Parameters *** 5704 Draw = W3DModelDraw ModuleTag_01 5705 OkToChangeModelColor = Yes 5706 DefaultConditionState 5707 Model = AVRaptor_M 5708 End 5709 ConditionState = JAMMED 5710 ParticleSysBone = None SparksMedium 5711 End 5712 End 5713 5714 ; ***DESIGN parameters *** 5715 DisplayName = OBJECT:PatriotMissile 5716 EditorSorting = SYSTEM 5717 VisionRange = 300.0 5718 ShroudClearingRange = 0 5719 5720 ArmorSet 5721 Conditions = None 5722 Armor = ProjectileArmor 5723 DamageFX = None 5724 End 5725 5726 ; *** ENGINEERING Parameters *** 5727 KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 5728 Body = ActiveBody ModuleTag_02 5729 MaxHealth = 100.0 5730 InitialHealth = 100.0 5731 5732 SubdualDamageCap = 200 5733 SubdualDamageHealRate = 100000 5734 SubdualDamageHealAmount = 50 5735 End 5736 5737 5738 5739 ;---- begin Projectile death behaviors 5740 Behavior = InstantDeathBehavior DeathModuleTag_01 5741 DeathTypes = NONE +DETONATED 5742 ; we detonated normally. 5743 ; no FX, just quiet destroy ourselves 5744 FX = FINAL WeaponFX_EMPRocketDetonation 5745 End 5746 Behavior = InstantDeathBehavior DeathModuleTag_02 5747 DeathTypes = NONE +LASERED 5748 ; shot down by laser. 5749 FX = FX_GenericMissileDisintegrate 5750 OCL = OCL_GenericMissileDisintegrate 5751 End 5752 Behavior = InstantDeathBehavior DeathModuleTag_03 5753 DeathTypes = ALL -LASERED -DETONATED 5754 ; shot down by nonlaser. 5755 ; FX = FX_GenericMissileDeath 5756 FX = FINAL WeaponFX_EMPRocketDetonation 5757 End 5758 ; ---- end Projectile death behaviors 5759 5760 Behavior = PhysicsBehavior ModuleTag_04 5761 Mass = 1 5762 End 5763 Behavior = MissileAIUpdate ModuleTag_05 5764 TryToFollowTarget = Yes 5765 FuelLifetime = 10000 5766 InitialVelocity = 50 ; in dist/sec 5767 IgnitionDelay = 0 5768 DistanceToTravelBeforeTurning = 5 5769 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. 5770 End 5771 Locomotor = SET_NORMAL PatriotMissileLocomotor 5772 5773 5774 ; Behavior = CreateObjectDie ModuleTag_07 5775 ; CreationList = SupW_OCL_FuelAirBomb 5776 ; CreationList = SupW_OCL_PatriotEMPEffectSpheroid 5777 ; End 5778 5779 Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 5780 ; DeathWeapon = SupW_PatriotMissileAssistWeapon 5781 DeathWeapon = ScudStormDamageWeapon 5782 ; DeathWeapon = MOABDetonationWeapon 5783 ; StartsActive = Yes ; turned on by upgrade 5784 End 5785 5786 ; Behavior = SlowDeathBehavior ModuleTag_10 5787 ; DestructionDelay = 0 5788 ; DestructionDelayVariance = 0 5789 ; FX = FINAL WeaponFX_EMPRocketDetonation 5790 ; End 5791 5792 Geometry = Sphere 5793 GeometryIsSmall = Yes 5794 GeometryMajorRadius = 2.0 5795 5796 End 5797 5798 5799 5800 Object PatriotMissileEMPHelper 5801 5802 ; *** ART Parameters *** 5803 ; ***DESIGN parameters *** 5804 ; *** ENGINEERING Parameters *** 5805 KindOf = PROJECTILE 5806 Body = ActiveBody ModuleTag_01 5807 MaxHealth = 100.0 5808 InitialHealth = 100.0 5809 End 5810 5811 5812 Behavior = AIUpdateInterface ModuleTag_02 5813 End 5814 Behavior = PhysicsBehavior ModuleTag_03 5815 Mass = 1.0 5816 AerodynamicFriction = 1 ; this is now friction-per-sec 5817 ForwardFriction = 22 ; this is now friction-per-sec 5818 CenterOfMassOffset = 0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 5819 End 5820 Behavior = HeightDieUpdate ModuleTag_04 5821 TargetHeight = 5.0 5822 TargetHeightIncludesStructures = No 5823 End 5824 Locomotor = SET_NORMAL None 5825 5826 Behavior = EMPUpdate ModuleTag_05 5827 DisabledDuration = 5000 5828 Lifetime = 500 5829 StartFadeTime = 300 5830 StartScale = 0.01 5831 TargetScaleMin = 6.00 5832 TargetScaleMax = 7.00 5833 StartColor = R:0 G:255 B:255 5834 EndColor = R:0 G:128 B:128 5835 EffectRadius = 10 5836 DisableFXParticleSystem = EMPSparks 5837 End 5838 5839 5840 Geometry = Sphere 5841 GeometryIsSmall = Yes 5842 GeometryMajorRadius = 2.0 5843 End 5844 5845 5846 ;-------------------------------------------------------------------------------------------------------- 5847 ;------------------------------------------------------------------------------ 5848 Object NukeBomb 5849 5850 ; *** ART Parameters *** 5851 Draw = W3DModelDraw ModuleTag_01 5852 OkToChangeModelColor = Yes 5853 DefaultConditionState 5854 Model = AVBomber_B 5855 End 5856 End 5857 5858 ; ***DESIGN parameters *** 5859 DisplayName = OBJECT:Missile 5860 EditorSorting = SYSTEM 5861 VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to* 5862 TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon 5863 ArmorSet 5864 Conditions = None 5865 Armor = ProjectileArmor 5866 DamageFX = None 5867 End 5868 5869 ; *** ENGINEERING Parameters *** 5870 KindOf = PRELOAD NO_COLLIDE UNATTACKABLE; 5871 Body = ActiveBody ModuleTag_02 5872 MaxHealth = 100.0 5873 InitialHealth = 100.0 5874 End 5875 5876 5877 Behavior = PhysicsBehavior ModuleTag_06 5878 Mass = 75.0 5879 AerodynamicFriction = 0.1 ; this is now friction-per-sec 5880 ForwardFriction = 0.1 ; this is now friction-per-sec 5881 CenterOfMassOffset = 0.13 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back 5882 End 5883 5884 Behavior = HeightDieUpdate ModuleTag_10 5885 TargetHeight = 10.0 5886 TargetHeightIncludesStructures = No 5887 End 5888 5889 5890 5891 ; **********************************HERE IT IS, TODD 5892 Behavior = FireWeaponWhenDeadBehavior ModuleTag998 5893 DeathWeapon = HelixNukeBombDetonationWeaponWithAnEvenLongerName 5894 DeathTypes = ALL 5895 StartsActive = Yes 5896 End; 5897 Behavior = InstantDeathBehavior ModuleTag_Death02 5898 DeathTypes = ALL 5899 End 5900 5901 ; **********************************HERE IT IS, TODD 5902 5903 5904 Geometry = Sphere 5905 GeometryIsSmall = Yes 5906 GeometryMajorRadius = 1.0 5907 Scale = 0.7 5908 5909 End 5910 5911 5912 5913 ;------------------------------------------------------------------------------ 5914 Object USSBenderGunShell 5915 5916 ; *** ART Parameters *** 5917 Draw = W3DModelDraw ModuleTag_01 5918 ConditionState = NONE 5919 Model = AVTankShel 5920 End 5921 End 5922 5923 ; ***DESIGN parameters *** 5924 DisplayName = OBJECT:TankShell 5925 EditorSorting = SYSTEM 5926 ArmorSet 5927 Armor = ProjectileArmor 5928 End 5929 VisionRange = 0.0 5930 5931 ; *** ENGINEERING Parameters *** 5932 KindOf = PROJECTILE 5933 Body = ActiveBody ModuleTag_02 5934 MaxHealth = 100.0 5935 InitialHealth = 100.0 5936 End 5937 5938 Behavior = DestroyDie ModuleTag_03 5939 ;nothing 5940 End 5941 5942 Behavior = DumbProjectileBehavior ModuleTag_04 5943 ; To tweak a Bezier path, please see GS 5944 FirstHeight = 110 ; Height of Bezier control points above highest intervening terrain 5945 SecondHeight = 110 5946 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed 5947 SecondPercentIndent = 90% 5948 FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 5949 End 5950 5951 Behavior = PhysicsBehavior ModuleTag_05 5952 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... 5953 End 5954 5955 Geometry = Sphere 5956 GeometryIsSmall = Yes 5957 GeometryMajorRadius = 1.0 5958 5959 Scale = 1.2 ;Scaling 5960 5961 End 5962 5963 ;------------------------------------------------------------------------------ 5964 Object ScorpionMissile2 5965 5966 ; *** ART Parameters *** 5967 Draw = W3DModelDraw ModuleTag_01 5968 OkToChangeModelColor = Yes 5969 ConditionState = NONE 5970 Model = UVScorpion_m 5971 End 5972 End 5973 5974 ; ***DESIGN parameters *** 5975 DisplayName = OBJECT:Missile 5976 EditorSorting = SYSTEM 5977 VisionRange = 0.0 5978 ArmorSet 5979 Conditions = None 5980 Armor = ProjectileArmor 5981 DamageFX = None 5982 End 5983 5984 ; *** ENGINEERING Parameters *** 5985 KindOf = PROJECTILE SMALL_MISSILE 5986 Body = ActiveBody ModuleTag_02 5987 MaxHealth = 100.0 5988 InitialHealth = 100.0 5989 End 5990 5991 ; ---- begin Projectile death behaviors 5992 Behavior = InstantDeathBehavior DeathModuleTag_01 5993 DeathTypes = NONE +DETONATED 5994 ; we detonated normally. 5995 ; no FX, just quiet destroy ourselves 5996 End 5997 Behavior = InstantDeathBehavior DeathModuleTag_02 5998 DeathTypes = NONE +LASERED 5999 ; shot down by laser. 6000 FX = FX_GenericMissileDisintegrate 6001 OCL = OCL_GenericMissileDisintegrate 6002 End 6003 Behavior = InstantDeathBehavior DeathModuleTag_03 6004 DeathTypes = ALL -LASERED -DETONATED 6005 ; shot down by nonlaser. 6006 FX = FX_GenericMissileDeath 6007 End 6008 ; ---- end Projectile death behaviors 6009 6010 Behavior = PhysicsBehavior ModuleTag_07 6011 Mass = 1 6012 End 6013 Behavior = MissileAIUpdate ModuleTag_08 6014 TryToFollowTarget = Yes 6015 FuelLifetime = 10000 6016 InitialVelocity = 75 ; in dist/sec 6017 IgnitionDelay = 30 6018 IgnitionFX = FX_JetMissileIgnition 6019 End 6020 Locomotor = SET_NORMAL ScorpionMissileLocomotor2 6021 6022 6023 Behavior = WeaponBonusUpgrade ModuleTag_08 6024 TriggeredBy = Upgrade_GLAAPRockets 6025 End 6026 6027 Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18 6028 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding 6029 TriggeredBy = Upgrade_InfantryCaptureBuilding 6030 End 6031 6032 Geometry = Sphere 6033 GeometryIsSmall = Yes 6034 GeometryMajorRadius = 1.0 6035 6036 6037 6038 End 6039 6040 6041 Object ChinaSMine 6042 ; *** ART Parameters *** 6043 Draw = W3DModelDraw ModuleTag_01 6044 ConditionState = NONE 6045 Model = AVRaptor_M 6046 End 6047 End 6048 ; ***DESIGN parameters *** 6049 DisplayName = OBJECT:Missile 6050 EditorSorting = SYSTEM 6051 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 6052 VisionRange = 0 6053 ArmorSet 6054 Conditions = None 6055 Armor = ProjectileArmor 6056 DamageFX = None 6057 End 6058 ; *** ENGINEERING Parameters *** 6059 KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 6060 Body = ActiveBody ModuleTag_02 6061 MaxHealth = 100.0 6062 InitialHealth = 100.0 6063 End 6064 Behavior = DestroyDie ModuleTag_03 6065 ;nothing 6066 End 6067 Behavior = DumbProjectileBehavior ModuleTag_04 6068 DetonateCallsKill = Yes 6069 FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain 6070 SecondHeight = 150 6071 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed 6072 SecondPercentIndent = 90% 6073 FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. 6074 End 6075 Behavior = PhysicsBehavior ModuleTag_05 6076 Mass = 1.0 6077 End 6078 Behavior = HeightDieUpdate ModuleTag_06 6079 TargetHeight = 1.0 6080 TargetHeightIncludesStructures = No 6081 OnlyWhenMovingDown = Yes 6082 InitialDelay = 1000 6083 End 6084 6085 Behavior = GenerateMinefieldBehavior ModuleTag_07 6086 MineName = ChinaClusterMine 6087 DistanceAroundObject = 0 6088 GenerateOnlyOnDeath = Yes 6089 SmartBorder = No 6090 SmartBorderSkipInterior = No 6091 AlwaysCircular = Yes 6092 GenerationFX = WeaponFX_ClusterMineImpact 6093 End 6094 6095 Behavior = InstantDeathBehavior DeathModuleTag_09 6096 DeathTypes = NONE +DETONATED 6097 End 6098 Geometry = Sphere 6099 GeometryIsSmall = Yes 6100 GeometryMajorRadius = 1.0 6101 End 6102 6103 6104 Object ToxinPlaneDropObj 6105 6106 Draw = W3DModelDraw ModuleTag_01 6107 DefaultConditionState 6108 Model = EXHideBomb 6109 End 6110 End 6111 6112 Scale =0.6 6113 6114 Draw = W3DModelDraw ModuleTag_12 6115 DefaultConditionState 6116 Model = PMparacht_SKNc 6117 End 6118 End 6119 6120 ; ***DESIGN parameters *** 6121 DisplayName = OBJECT:Missile 6122 EditorSorting = SYSTEM 6123 VisionRange = 200 ;default value, you can override this in code 6124 TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon 6125 6126 SoundFallingFromPlane = DaisyCutterWeapon 6127 6128 ArmorSet 6129 Conditions = None 6130 Armor = ProjectileArmor 6131 DamageFX = None 6132 End 6133 6134 ; *** ENGINEERING Parameters *** 6135 KindOf = PRELOAD PROJECTILE 6136 6137 Body = ActiveBody ModuleTag_02 6138 MaxHealth = 100.0 6139 InitialHealth = 100.0 6140 End 6141 6142 Behavior = MissileAIUpdate ModuleTag_03 6143 TryToFollowTarget = No ;Yes 6144 FuelLifetime = 3000 6145 InitialVelocity = 0 ; in dist/sec 6146 GarrisonHitKillRequiredKindOf = INFANTRY 6147 GarrisonHitKillForbiddenKindOf = NONE 6148 GarrisonHitKillCount = 2 6149 End 6150 6151 Locomotor = SET_NORMAL ToxinDropLocomotor 6152 6153 Behavior = PhysicsBehavior ModuleTag_04 6154 Mass = 50.0 6155 End 6156 6157 Shadow = SHADOW_VOLUME 6158 Geometry = CYLINDER 6159 GeometryMajorRadius = 3.0 6160 GeometryHeight = 6 6161 GeometryIsSmall = Yes 6162 6163 End 6164 ;------------------------------------------------------------------------------ 6165 Object RaptorJetMissile2 6166 6167 ; *** ART Parameters *** 6168 Draw = W3DModelDraw ModuleTag_01 6169 OkToChangeModelColor = Yes 6170 DefaultConditionState 6171 Model = AVRaptor_M 6172 End 6173 End 6174 6175 ; ***DESIGN parameters *** 6176 DisplayName = OBJECT:Missile 6177 EditorSorting = SYSTEM 6178 VisionRange = 0.0 6179 6180 ; *** ENGINEERING Parameters *** 6181 KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 6182 Body = ActiveBody ModuleTag_02 6183 MaxHealth = 100.0 6184 InitialHealth = 100.0 6185 End 6186 6187 ; ---- begin Projectile death behaviors 6188 Behavior = InstantDeathBehavior DeathModuleTag_01 6189 DeathTypes = NONE +DETONATED 6190 ; we detonated normally. 6191 ; no FX, just quiet destroy ourselves 6192 End 6193 Behavior = InstantDeathBehavior DeathModuleTag_02 6194 DeathTypes = NONE +LASERED 6195 ; shot down by laser. 6196 FX = FX_GenericMissileDisintegrate 6197 OCL = OCL_GenericMissileDisintegrate 6198 End 6199 Behavior = InstantDeathBehavior DeathModuleTag_03 6200 DeathTypes = ALL -LASERED -DETONATED 6201 ; shot down by nonlaser. 6202 FX = FX_GenericMissileDeath 6203 End 6204 ; ---- end Projectile death behaviors 6205 6206 Behavior = PhysicsBehavior ModuleTag_07 6207 Mass = 1 6208 End 6209 Behavior = MissileAIUpdate ModuleTag_08 6210 TryToFollowTarget = Yes 6211 FuelLifetime = 10000 6212 InitialVelocity = 75 ; in dist/sec 6213 IgnitionDelay = 30 6214 IgnitionFX = FX_JetMissileIgnition 6215 End 6216 Locomotor = SET_NORMAL ScorpionMissileLocomotor2 6217 6218 Geometry = Sphere 6219 GeometryIsSmall = Yes 6220 GeometryMajorRadius = 1.0 6221 6222 End 6223 6224 6225 Object SAMMissile 6226 6227 ; *** ART Parameters *** 6228 Draw = W3DModelDraw ModuleTag_01 6229 OkToChangeModelColor = Yes 6230 ConditionState = NONE 6231 Model = NBSAM_M 6232 End 6233 End 6234 6235 ; ***DESIGN parameters *** 6236 DisplayName = OBJECT:PatriotMissile 6237 EditorSorting = VEHICLE 6238 VisionRange = 300.0 6239 ShroudClearingRange = 0 6240 6241 ; *** ENGINEERING Parameters *** 6242 KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE 6243 Body = ActiveBody ModuleTag_02 6244 MaxHealth = 100.0 6245 InitialHealth = 100.0 6246 End 6247 6248 ; ---- begin Projectile death behaviors 6249 Behavior = InstantDeathBehavior DeathModuleTag_01 6250 DeathTypes = NONE +DETONATED 6251 ; we detonated normally. 6252 ; no FX, just quiet destroy ourselves 6253 End 6254 Behavior = InstantDeathBehavior DeathModuleTag_02 6255 DeathTypes = NONE +LASERED 6256 ; shot down by laser. 6257 FX = FX_GenericMissileDisintegrate 6258 OCL = OCL_GenericMissileDisintegrate 6259 End 6260 Behavior = InstantDeathBehavior DeathModuleTag_03 6261 DeathTypes = ALL -LASERED -DETONATED 6262 ; shot down by nonlaser. 6263 FX = FX_GenericMissileDeath 6264 End 6265 ; ---- end Projectile death behaviors 6266 6267 Behavior = PhysicsBehavior ModuleTag_04 6268 Mass = 1 6269 End 6270 Behavior = MissileAIUpdate ModuleTag_05 6271 TryToFollowTarget = Yes 6272 FuelLifetime = 10000 6273 InitialVelocity = 50 ; in dist/sec 6274 IgnitionDelay = 0 6275 DistanceToTravelBeforeTurning = 5 6276 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. 6277 End 6278 Locomotor = SET_NORMAL PatriotMissileLocomotor 6279 Geometry = Sphere 6280 GeometryIsSmall = Yes 6281 GeometryMajorRadius = 2.0 6282 6283 End
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