;------------------------------------------------------------------------------ Object MOAB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = PMMoab End End ; ***DESIGN parameters *** DisplayName = OBJECT:DaisyCutterBomb EditorSorting = SYSTEM TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;;;;;;; Behavior = CreateObjectDie ModuleTag_03 ; Lorenzen Killed 5/31 ;;;;;;; CreationList = OCL_MOABExplode ;;;;;;; End ;;;;;;; Behavior = CreateObjectDie ModuleTag_10 ;;;;;;; CreationList = OCL_MOABEffectSpheroid ;;;;;;; End ;Duplicate effect, exists in FireFX for WeaponFX_MOAB_Blast ;Behavior = FXListDie ModuleTag_04 ; DeathFX = WeaponFX_MOAB_Blast ;End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 5.0 ;;; changed from previous, 50 TargetHeightIncludesStructures = Yes End Behavior = SpecialPowerCompletionDie ModuleTag_09 SpecialPowerTemplate = SuperweaponMOAB End Behavior = FireWeaponWhenDeadBehavior ModuleTag_10 DeathWeapon = MOABDetonationWeapon StartsActive = Yes End Behavior = SmartBombTargetHomingUpdate ModuleTag_11 CourseCorrectionScalar = 0.99 ; 1=no homing, 0=snapto; 0.99=smooth, 0.95=too-fast End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object MOABGas ; *** ART Parameters *** ; Draw = W3DModelDraw ;; ConditionState = NONE ; Model = PMDumpst04 ; End ; End ; *** DESIGN Parameters *** ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 AerodynamicFriction = 7 ; this is now friction-per-sec ForwardFriction = 200 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 40.0 TargetHeightIncludesStructures = Yes DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this End Behavior = SlowDeathBehavior ModuleTag_04 DestructionDelay = 1000 DestructionDelayVariance = 100 FX = INITIAL FX_MOABIgnite FX = FINAL FX_MOABFinalExplosion Weapon = MIDPOINT MOABFlameWeapon ; Just a spot of flame to light trees on fire Weapon = FINAL MOABDetonationWeapon End End ;------------------------------------------------------------------------------ ;This beam destroys incoming missles ;------------------------------------------------------------------------------ Object AvengerPointDefenseLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ;The total width of beam InnerColor = R:255 G:180 B:100 A:120 ;The inside color of the laser (hot) OuterBeamWidth = 10 ;The total width of beam OuterColor = R:100 G:100 B:100 A:60 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 250 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE INERT ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = PaladinPointDefenseLaserFlare TargetParticleSystem = AvengerDestroySmoke End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 95 ; min lifetime in msec MaxLifetime = 95 ; max lifetime in msec End Behavior = DestroyDie ModuleTag_04 ;nothing End End ;------------------------------------------------------------------------------ ;This beam destroys enemy aircraft ;------------------------------------------------------------------------------ Object AvengerLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ;The total width of beam InnerColor = R:100 G:0 B:0 A:100 ;The inside color of the laser (hot) OuterBeamWidth = 15 ;The total width of beam OuterColor = R:100 G:0 B:0 A:0 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE INERT Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 ClientUpdate = LaserUpdate ModuleTag_07 MuzzleParticleSystem = PaladinPointDefenseLaserFlare TargetParticleSystem = AvengerStarburst PunchThroughScalar = 1.3 ; If our target dies, we get this much bigger so it looks like we punched through End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 205 ; min lifetime in msec MaxLifetime = 205 ; max lifetime in msec End End ;------------------------------------------------------------------------------ ;This beam targets troops and passes the info to other weapon systems ;------------------------------------------------------------------------------ Object AvengerTargetingLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 5 ;The total width of beam InnerColor = R:50 G:50 B:255 A:50 ;The inside color of the laser (hot) OuterBeamWidth = 1 ;The total width of beam OuterColor = R:255 G:0 B:126 A:150 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE INERT ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = GenericBlueLaserFlare TargetParticleSystem = GenericBlueLaserFlare End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 210 ; min lifetime in msec MaxLifetime = 210 ; max lifetime in msec End Behavior = DestroyDie ModuleTag_04 ;nothing End End ;------------------------------------------------------------------------------ Object MicrowaveDisableStream ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXSineWave.tga Tile = Yes TilingScalar = .5 ScrollRate = -10 ;Scrolls the texture offset this fast -- towards(-) away(+) NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 InnerBeamWidth = 8 ;The total width of beam InnerColor = R:100 G:200 B:100 A:50 ;The inside color of the laser (hot) OuterBeamWidth = 5.0 ;The total width of beam OuterColor = R:96 G:255 B:96 A:5 ;The outside color of the laser (cool) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = GenericGreenLaserFlare TargetParticleSystem = HackFlare End Behavior = DeletionUpdate ModuleTag_03 MinLifetime = 126 ; min lifetime in msec MaxLifetime = 126 ; max lifetime in msec End End ;-------------------------------------------------------------------------------------------------------------- Object ECMDisableStream ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 1 ;The total width of beam InnerColor = R:5 G:25 B:5 A:100 ;The inside color of the laser (hot) OuterBeamWidth = 50 ;The total width of beam OuterColor = R:10 G:100 B:10 A:75 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = 35 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 1 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = 0.05 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = GenericGreenLaserFlare TargetParticleSystem = GenericGreenLaserFlare End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 210 ; min lifetime in msec MaxLifetime = 640 ; max lifetime in msec End Behavior = DestroyDie ModuleTag_04 ;nothing End End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object ChinaCarpetBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarpetBomb Side = America EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = ChinaCarpetBombWeapon StartsActive = Yes End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponChinaCarpetBomb End Behavior = FXListDie ModuleTag_08 DeathFX = FX_CarpetBomb End Behavior = DestroyDie ModuleTag_09 ;nothing End End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object SpectreHowitzerShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVSpectreShell1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 1.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. FX = FX_NukeGLA End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_09 Mass = 1 End Behavior = DumbProjectileBehavior ModuleTag_10 End ; Locomotor = SET_NORMAL SpectreHowitzerShellLocomotor Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 4.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Scale = 0.6 ;Scaling Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ Object HumveeMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVRockBug_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No FuelLifetime = 1000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 3 IgnitionFX = FX_HumveeMissileIgnition End Locomotor = SET_NORMAL RocketBuggyMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini ;------------------------------------------------------------------------------ Object PatriotMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVRaptor_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:PatriotMissile EditorSorting = VEHICLE VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 50 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 5 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL PatriotMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object A10ThunderboltMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVWarthog_M ParticleSysBone = NONE MissileExhaust End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile Side = America EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors ; The weapon is in OCL.ini. This makes it do double damage secretly. ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 ; DeathWeapon = A10ThunderboltMissileWeapon ; StartsActive = Yes ; End Behavior = PhysicsBehavior ModuleTag_08 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_09 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 30 ; in dist/sec IgnitionDelay = 0 IgnitionFX = FX_A10ThunderboltMissileIgnition End ; It's a missile, it needs to hit so it can +DETONATED ; Behavior = HeightDieUpdate ModuleTag_10 ; TargetHeight = 1.0 ; TargetHeightIncludesStructures = No ; End Locomotor = SET_NORMAL A10ThunderboltMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Behavior = SpecialPowerCompletionDie ModuleTag_11 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike End ; Geometry = Sphere ; GeometryIsSmall = Yes ;GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object RaptorJetMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVRaptor_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_07 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 75 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition End Locomotor = SET_NORMAL RaptorJetMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object StealthJetMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVStealth_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = BunkerBusterBehavior ModuleTag_04 UpgradeRequired = Upgrade_AmericaBunkerBusters DetonationFX = FX_BunkerBusterExplosion ; the big detonation kaboom at the bottom CrashThroughBunkerFX = WeaponFX_BunkerBusterIntialImpact ; the crash bang crunch FX on the way through the bunker ceiling CrashThroughBunkerFXFrequency = 571 ; msec... how often to play the crash bang crunch FX on the way through the bunker ceiling SeismicEffectRadius = 200 SeismicEffectMagnitude = 5 ShockwaveWeaponTemplate = BunkerBusterShockwaveWeaponSmall OccupantDamageWeaponTemplate = BunkerBusterAntiTunnelGarrisonWeaponWithABigName End Behavior = PhysicsBehavior ModuleTag_07 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 75 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition DetonateCallsKill = Yes KillSelfDelay = 2000 ;two seconds of crash bang crunch before we actually detonate End Locomotor = SET_NORMAL StealthJetMissileLocomotor ; Behavior = HeightDieUpdate ModuleTag_09 ; TargetHeight = -20.0 ; TargetHeightIncludesStructures = Yes ; End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object CarpetBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarpetBomb Side = America EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = CarpetBombWeapon StartsActive = Yes End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponCarpetBomb End Behavior = FXListDie ModuleTag_08 DeathFX = FX_CarpetBomb End Behavior = DestroyDie ModuleTag_09 ;nothing End End ;------------------------------------------------------------------------------ Object AuroraBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** Side = America EditorSorting = SYSTEM ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End VisionRange = 0.0 ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 75.0 AerodynamicFriction = 2 ; this is now friction-per-sec ForwardFriction = 2 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor, ; but there's a good reason: the Aurora moves so freakin' fast that it's really ; hard to (1) find a reliable drop location, and (2) actually get it close enough to ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle) ; navigation on the way down. This works pretty well and actually looks much better ; than you might think. (srj) Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 InitialVelocity = 0 ; in dist/sec DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0 End Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ ; this is the "standard" mine used for building upgrades Object ChinaStandardMine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState! ; fix someday! (srj) ConditionState = NONE Model = EXAMineGroup ParticleSysBone = Mine01 MineFX ParticleSysBone = Mine02 MineFX ParticleSysBone = Mine03 MineFX ParticleSysBone = Mine04 MineFX ParticleSysBone = Mine05 MineFX ParticleSysBone = Mine06 MineFX ParticleSysBone = Mine07 MineFX ParticleSysBone = Mine08 MineFX End ConditionState = RUBBLE Model = None End End ; ***DESIGN parameters *** DisplayName = OBJECT:StructureMine EditorSorting = MISC_MAN_MADE KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON ArmorSet Conditions = None Armor = MineArmor DamageFX = None End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 0.0% FriendlyOpacityMax = 0.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = No End ; this is a misleading name, since it's really single-Mine Behavior... Behavior = MinefieldBehavior ModuleTag_04 DetonationWeapon = StructureMineWeapon ; what happens when we detonate DetonatedBy = ENEMIES NEUTRAL ; we no longer want the "scoot" behavior. it looks funky with current art. (srj) ;ScootFromStartingPointTime = 500 RepeatDetonateMoveThresh = 5.0 NumVirtualMines = 8 Regenerates = Yes ; Standard mines DO regenerate. StopsRegenAfterCreatorDies = Yes DegenPercentPerSecondAfterCreatorDies = 3.33% ; take about 30 seconds to die. End ; Standard mines DO heal. Behavior = AutoHealBehavior ModuleTag_05 StartsActive = Yes HealingAmount = 2 HealingDelay = 5000 ; msec StartHealingDelay = 15000 ; wait this long after we are damaged to start healing End Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ; this is the "EMP" mine used for building upgrades Object ChinaEMPMine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState! ; fix someday! (srj) ConditionState = NONE Model = EXAMineGroup ParticleSysBone = Mine01 MineFXPurple ParticleSysBone = Mine02 MineFXPurple ParticleSysBone = Mine03 MineFXPurple ParticleSysBone = Mine04 MineFXPurple ParticleSysBone = Mine05 MineFXPurple ParticleSysBone = Mine06 MineFXPurple ParticleSysBone = Mine07 MineFXPurple ParticleSysBone = Mine08 MineFXPurple End ConditionState = RUBBLE Model = None End End ; ***DESIGN parameters *** DisplayName = OBJECT:StructureEMPMine EditorSorting = MISC_MAN_MADE KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON ArmorSet Conditions = None Armor = MineArmor DamageFX = None End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 0.0% FriendlyOpacityMax = 0.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = No End ;this is a misleading name, since it's really single-Mine Behavior... Behavior = MinefieldBehavior ModuleTag_04 ;DetonationWeapon = StructureUpgradeEMPMineWeapon ; what happens when we detonate DetonationWeapon = NeutronMineWeapon DetonatedBy = ENEMIES NEUTRAL RepeatDetonateMoveThresh = 5.0 NumVirtualMines = 8 Regenerates = Yes ; Standard mines DO regenerate. StopsRegenAfterCreatorDies = Yes DegenPercentPerSecondAfterCreatorDies = 3.33% ; take about 30 seconds to die. ;CreationList = OCL_EMPMineEffectSpheroid End ; Standard mines DO heal. Behavior = AutoHealBehavior ModuleTag_05 StartsActive = Yes HealingAmount = 2 HealingDelay = 5000 ; msec StartHealingDelay = 15000 ; wait this long after we are damaged to start healing End Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 1.0 GeometryIsSmall = No End Object NeutronBlastObject ; *** ART Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:NeutronMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 TransportSlotCount = 10 ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 100.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = No SnapToGroundOnDeath = Yes InitialDelay = 0 ; Can't explode in the first second so we don't explode on the pad End Behavior = NeutronBlastBehavior ModuleTag_06 BlastRadius = 20 AffectAirborne = No AffectAllies = No End ; Behavior = FXListDie ModuleTag_07 ; DeathFX = Neutron_WeaponFX_Mine ; OrientToObject = Yes ; End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object ChinaClusterMine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; NOTE: ParticleSysBone doesn't work correctly with DefaultConditionState! ; fix someday! (srj) ConditionState = NONE Model = EXAMineGroup ParticleSysBone = Mine01 MineFX ParticleSysBone = Mine02 MineFX ParticleSysBone = Mine03 MineFX ParticleSysBone = Mine04 MineFX ParticleSysBone = Mine05 MineFX ParticleSysBone = Mine06 MineFX ParticleSysBone = Mine07 MineFX ParticleSysBone = Mine08 MineFX End ConditionState = RUBBLE Model = None End End ; ***DESIGN parameters *** DisplayName = OBJECT:ClusterMine EditorSorting = MISC_MAN_MADE KindOf = STICK_TO_TERRAIN_SLOPE IMMOBILE MINE NO_HEAL_ICON ArmorSet Conditions = None Armor = MineArmor DamageFX = None End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 0.0% FriendlyOpacityMax = 0.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = No End ; this is a misleading name, since it's really single-Mine Behavior... Behavior = MinefieldBehavior ModuleTag_04 DetonationWeapon = ClusterMineWeapon ; what happens when we detonate DetonatedBy = ENEMIES NEUTRAL ScootFromStartingPointTime = 1000 RepeatDetonateMoveThresh = 5.0 NumVirtualMines = 8 Regenerates = No ; Cluster mines do not regenerate. End Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object ClusterMinesBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXAMine_A End End ; ***DESIGN parameters *** DisplayName = OBJECT:ClusterMinesBomb Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; alas, this DOES need ai... Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = GenerateMinefieldBehavior ModuleTag_05 MineName = ChinaClusterMine DistanceAroundObject = 80 GenerateOnlyOnDeath = Yes SmartBorder = Yes SmartBorderSkipInterior = No AlwaysCircular = Yes GenerationFX = WeaponFX_ClusterMineImpact End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 60.0 TargetHeightIncludesStructures = No End Behavior = DestroyDie ModuleTag_07 ;nothing End Geometry = SPHERE ;Collision geometry GeometryMajorRadius = 1.0 ;Collision major radius GeometryMinorRadius = 1.0 ;Collision minor radius GeometryHeight = 1.0 ;Height for geometry GeometryIsSmall = Yes ;Is small geometry End ;------------------------------------------------------------------------------ Object EMPPulseBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXAMine_A End End ; ***DESIGN parameters *** DisplayName = OBJECT:EMPPulseBomb Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; alas, this DOES need ai... Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_05 TargetHeight = 15.0 TargetHeightIncludesStructures = No End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_EMPPulseEffectSpheroids End Behavior = FXListDie ModuleTag_07 DeathFX = WeaponFX_EMPPulseImpact OrientToObject = No End Behavior = DestroyDie ModuleTag_08 ;nothing End Geometry = SPHERE ;Collision geometry GeometryMajorRadius = 1.0 ;Collision major radius GeometryMinorRadius = 1.0 ;Collision minor radius GeometryHeight = 1.0 ;Height for geometry GeometryIsSmall = Yes ;Is small geometry End ;------------------------------------------------------------------------------ Object BlackMarketNuke ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:BlackMarketNuke Side = GLA EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = BlackMarketNukeWeapon StartsActive = Yes End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponBlackMarketNuke End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_09 DeathFX = FX_NukeGLA OrientToObject = No End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object AnthraxBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:AnthraxBomb Side = GLA EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = AnthraxBombWeapon StartsActive = Yes End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 40.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponAnthraxBomb End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_09 DeathFX = FX_AnthraxBomb End ; Geometry = Sphere ; GeometryIsSmall = Yes ;GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object DaisyCutterBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:DaisyCutterBomb EditorSorting = SYSTEM TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = CreateObjectDie ModuleTag_03 CreationList = OCL_DaisyCutterExplode End Behavior = FXListDie ModuleTag_04 DeathFX = FX_DaisyCutterExplode End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 50.0 TargetHeightIncludesStructures = Yes End Behavior = SpecialPowerCompletionDie ModuleTag_09 SpecialPowerTemplate = SuperweaponDaisyCutter End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object DaisyCutterGas ; *** ART Parameters *** ; Draw = W3DModelDraw ;; ConditionState = NONE ; Model = PMDumpst04 ; End ; End ; *** DESIGN Parameters *** ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 AerodynamicFriction = 7 ; this is now friction-per-sec ForwardFriction = 200 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 40.0 TargetHeightIncludesStructures = Yes DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this End Behavior = SlowDeathBehavior ModuleTag_04 DestructionDelay = 1000 DestructionDelayVariance = 100 FX = INITIAL FX_DaisyCutterIgnite FX = FINAL FX_DaisyCutterFinalExplosion Weapon = MIDPOINT DaisyCutterFlameWeapon ; Just a spot of flame to light trees on fire Weapon = FINAL DaisyCutterDetonationWeapon End End ;------------------------------------------------------------------------------ Object NeutronMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NBNRocket End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End ; ***DESIGN parameters *** DisplayName = OBJECT:NeutronMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 TransportSlotCount = 10 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End Behavior = NeutronMissileUpdate ModuleTag_03 DistanceToTravelBeforeTurning = 300 ; goes straight up a long ways first MaxTurnRate = 7200 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition TargetFromDirectlyAbove = 500 ; aim for an intermed spot directly above the target, so we come straight down onto it SpecialAccelFactor = 1 SpecialSpeedTime = 1500 SpecialSpeedHeight = 160 SpecialJitterDistance = 0.4 DeliveryDecalRadius = 210 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:255 G:0 B:0 A:255 OnlyVisibleToOwningPlayer = Yes End End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 100.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = SpecialPowerCompletionDie ModuleTag_05 SpecialPowerTemplate = SuperweaponNeutronMissile End Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 DestructionDelay = 3501 ScorchMarkSize = 320 FXList = FX_Nuke Blast1Enabled = Yes Blast1Delay = 580 ;in milliseconds Blast1ScorchDelay = 100 ;in milliseconds Blast1InnerRadius = 60.0 ;objects inside this get the full damage Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage Blast1MaxDamage = 0.0 ;damage within inner radius of blast Blast1MinDamage = 0.0 ;always do at least this much damage to objects Blast1ToppleSpeed = 0.5 ;higher #'s topple faster Blast1PushForce = 10.0 ;higher #'s push more Blast2Enabled = Yes Blast2Delay = 660 ;in milliseconds Blast2ScorchDelay = 180 ;in milliseconds Blast2InnerRadius = 90.0 ;objects inside this get the full damage Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage Blast2MaxDamage = 0.0 ;damage within inner radius of blast Blast2MinDamage = 0.0 ;always do at least this much damage to objects Blast2ToppleSpeed = 0.45 ;higher #'s topple faster Blast2PushForce = 8.0 ;higher #'s push more Blast3Enabled = Yes Blast3Delay = 720 ;in milliseconds Blast3ScorchDelay = 260 ;in milliseconds Blast3InnerRadius = 120.0 ;objects inside this get the full damage Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage Blast3MaxDamage = 0.0 ;damage within inner radius of blast Blast3MinDamage = 0.0 ;always do at least this much damage to objects Blast3ToppleSpeed = 0.42 ;higher #'s topple faster Blast3PushForce = 6.0 ;higher #'s push more Blast4Enabled = Yes Blast4Delay = 850 ;in milliseconds Blast4ScorchDelay = 340 ;in milliseconds Blast4InnerRadius = 150.0 ;objects inside this get the full damage Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage Blast4MaxDamage = 0.0 ;damage within inner radius of blast Blast4MinDamage = 0.0 ;always do at least this much damage to objects Blast4ToppleSpeed = 0.40 ;higher #'s topple faster Blast4PushForce = 6.0 ;higher #'s push more Blast5Enabled = Yes Blast5Delay = 1000 ;in milliseconds Blast5ScorchDelay = 420 ;in milliseconds Blast5InnerRadius = 180.0 ;objects inside this get the full damage Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage Blast5MaxDamage = 0.0 ;damage within inner radius of blast Blast5MinDamage = 0.0 ;always do at least this much damage to objects Blast5ToppleSpeed = 0.38 ;higher #'s topple faster Blast5PushForce = 6.0 ;higher #'s push more Blast6Enabled = Yes Blast6Delay = 1180 ;in milliseconds Blast6ScorchDelay = 500 ;in milliseconds Blast6InnerRadius = 60.0 ;objects inside this get the full damage Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ;damage within inner radius of blast Blast6MinDamage = 300.0 ;always do at least this much damage to objects Blast6ToppleSpeed = 0.35 ;higher #'s topple faster Blast6PushForce = 4.0 ;higher #'s push more Blast7Enabled = Yes Blast7Delay = 999999 ;in milliseconds, don't do the damage wave Blast7ScorchDelay = 620 ;in milliseconds Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage Blast8Enabled = Yes Blast8Delay = 999999 ;in milliseconds, don't do the damage wave Blast8ScorchDelay = 700 ;in milliseconds Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage Blast9Enabled = Yes Blast9Delay = 999999 ;in milliseconds, don't do the damage wave Blast9ScorchDelay = 800 ;in milliseconds Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage OCL = MIDPOINT OCL_NukeRadiationField End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 60.0 End ;------------------------------------------------------------------------------ Object CargoTruckNuke ; ***DESIGN parameters *** DisplayName = OBJECT:NeutronMissile EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_01 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End ;The lifetime delays the explosion with enough time to play an audio cue. ;NOTE: The lifetime update is set in the ObjectCreationList that creates ; this object!!! Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 3000 ; min lifetime in msec MaxLifetime = 3000 ; max lifetime in msec End Behavior = NeutronMissileSlowDeathBehavior ModuleTag_03 DestructionDelay = 3501 ScorchMarkSize = 320 FXList = FX_Nuke Blast1Enabled = Yes Blast1Delay = 580 ;in milliseconds Blast1ScorchDelay = 100 ;in milliseconds Blast1InnerRadius = 60.0 ;objects inside this get the full damage Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage Blast1MaxDamage = 0.0 ;damage within inner radius of blast Blast1MinDamage = 0.0 ;always do at least this much damage to objects Blast1ToppleSpeed = 0.5 ;higher #'s topple faster Blast1PushForce = 10.0 ;higher #'s push more Blast2Enabled = Yes Blast2Delay = 660 ;in milliseconds Blast2ScorchDelay = 180 ;in milliseconds Blast2InnerRadius = 90.0 ;objects inside this get the full damage Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage Blast2MaxDamage = 0.0 ;damage within inner radius of blast Blast2MinDamage = 0.0 ;always do at least this much damage to objects Blast2ToppleSpeed = 0.45 ;higher #'s topple faster Blast2PushForce = 8.0 ;higher #'s push more Blast3Enabled = Yes Blast3Delay = 720 ;in milliseconds Blast3ScorchDelay = 260 ;in milliseconds Blast3InnerRadius = 120.0 ;objects inside this get the full damage Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage Blast3MaxDamage = 0.0 ;damage within inner radius of blast Blast3MinDamage = 0.0 ;always do at least this much damage to objects Blast3ToppleSpeed = 0.42 ;higher #'s topple faster Blast3PushForce = 6.0 ;higher #'s push more Blast4Enabled = Yes Blast4Delay = 850 ;in milliseconds Blast4ScorchDelay = 340 ;in milliseconds Blast4InnerRadius = 150.0 ;objects inside this get the full damage Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage Blast4MaxDamage = 0.0 ;damage within inner radius of blast Blast4MinDamage = 0.0 ;always do at least this much damage to objects Blast4ToppleSpeed = 0.40 ;higher #'s topple faster Blast4PushForce = 6.0 ;higher #'s push more Blast5Enabled = Yes Blast5Delay = 1000 ;in milliseconds Blast5ScorchDelay = 420 ;in milliseconds Blast5InnerRadius = 180.0 ;objects inside this get the full damage Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage Blast5MaxDamage = 0.0 ;damage within inner radius of blast Blast5MinDamage = 0.0 ;always do at least this much damage to objects Blast5ToppleSpeed = 0.38 ;higher #'s topple faster Blast5PushForce = 6.0 ;higher #'s push more Blast6Enabled = Yes Blast6Delay = 1180 ;in milliseconds Blast6ScorchDelay = 500 ;in milliseconds Blast6InnerRadius = 60.0 ;objects inside this get the full damage Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage Blast6MaxDamage = 3500.0 ;damage within inner radius of blast Blast6MinDamage = 200.0 ;always do at least this much damage to objects Blast6ToppleSpeed = 0.35 ;higher #'s topple faster Blast6PushForce = 4.0 ;higher #'s push more Blast7Enabled = Yes Blast7Delay = 999999 ;in milliseconds, don't do the damage wave Blast7ScorchDelay = 620 ;in milliseconds Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage Blast8Enabled = Yes Blast8Delay = 999999 ;in milliseconds, don't do the damage wave Blast8ScorchDelay = 700 ;in milliseconds Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage Blast9Enabled = Yes Blast9Delay = 999999 ;in milliseconds, don't do the damage wave Blast9ScorchDelay = 800 ;in milliseconds Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 60.0 End ;------------------------------------------------------------------------------ Object ScudStormMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UBScudStrm_M End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End ; ***DESIGN parameters *** KindOf = PROJECTILE ;BALLISTIC_MISSILE EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 TransportSlotCount = 10 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 10000.0 InitialHealth = 10000.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 500.0 End Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = No FuelLifetime = 0 ; zero is infinite InitialVelocity = 0 ; in dist/sec IgnitionFX = FX_ScudStormIgnition DistanceToTravelBeforeTurning = 500 DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDStormMissileLocomotor Behavior = HeightDieUpdate ModuleTag_05 TargetHeight = 15.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = DestroyDie ModuleTag_06 ;nothing End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponScudStorm End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = ScudStormDamageWeapon StartsActive = Yes ConflictsWith = Upgrade_GLAAnthraxBeta End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 DeathWeapon = ScudStormDamageWeaponUpgraded StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAAnthraxBeta End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 30.0 End ;------------------------------------------------------------------------------ Object NapalmMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVRaptor_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to* TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 75 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_NapalmMissileIgnition End Locomotor = SET_NORMAL NapalmMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object ChinaJetMIGNapalmStriker ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NVMig WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = Exhaust01 JetExhaust ;ParticleSysBone = Exhaust02 JetExhaust HideSubObject = BurnerFX01 BurnerFX02 End ConditionState = REALLYDAMAGED Model = NVMig_d End AliasConditionState = RUBBLE OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:MIG EditorSorting = SYSTEM Side = China TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300 Prerequisites Object = ChinaAirfield End WeaponSet Conditions = None Weapon = PRIMARY NapalmMissileWeapon End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY BlackNapalmMissileWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End CommandSet = ChinaJetMIGCommandSet ; *** AUDIO Parameters *** SoundAmbient = F15MoveLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE AIRCRAFT IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = SpecialPowerCompletionDie ModuleTag_03 SpecialPowerTemplate = SuperweaponNapalmStrike End Behavior = JetSlowDeathBehavior ModuleTag_04 DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial OCLInitialDeath = OCL_MIGDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_MIGDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_MIGDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp End Behavior = DeliverPayloadAIUpdate ModuleTag_06 DoorDelay = 0 End Locomotor = SET_NORMAL MIGLocomotor Behavior = WeaponSetUpgrade ModuleTag_07 TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = TransportContain ModuleTag_08 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA AllowInsideKindOf = PROJECTILE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = PhysicsBehavior ModuleTag_09 Mass = 500.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object TNTStickyBomb ;Created by Chinese Tank Hunters ;No drawable because it's invisible ; *** ART Parameters *** ; ***DESIGN parameters *** Side = China EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ;Allow the stickybomb to show itself to user? ShroudClearingRange = 75 ArmorSet Conditions = None Armor = InvulnerableAllArmor End ; *** AUDIO Parameters *** UnitSpecificSounds UnitBombPing = BombTickTimed End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = PROJECTILE MINE NO_COLLIDE Behavior = PhysicsBehavior ModuleTag_01 Mass = 5 End ;This determines how long the bomb lives before it explodes (via SlowDeathBehavior) Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 10000 ; min lifetime in msec MaxLifetime = 10000 ; max lifetime in msec End Behavior = StickyBombUpdate ModuleTag_03 ; nothing End Behavior = SlowDeathBehavior ModuleTag_04 DestructionDelay = 1 FX = INITIAL WeaponFX_TNTStickyBombDetonation Weapon = FINAL TNTDetonationWeapon End Body = HighlanderBody ModuleTag_NewBody MaxHealth = 1.0 InitialHealth = 1.0 End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 8.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object BoobyTrap ; created by upgraded rebels ;No drawable because it's invisible ; *** ART Parameters *** ; ***DESIGN parameters *** Side = GLA EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 25.0 ;Allow the stickybomb to show itself to user? ShroudClearingRange = 25 ArmorSet Conditions = None Armor = InvulnerableAllArmor End ; *** AUDIO Parameters *** UnitSpecificSounds StickyBombCreated = BoobyTrapInstall End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = BOOBY_TRAP NO_COLLIDE MINE Body = HighlanderBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_02 Mass = 5 End Behavior = StickyBombUpdate ModuleTag_03 GeometryBasedDamageWeapon = BoobyTrapDetonationWeapon ; We add our bounding circle to the radius of this weapon, and damage people ourselves GeometryBasedDamageFX = FX_BoobyTrapExplosion ; And we modify our effect too End Behavior = StealthUpdate ModuleTag_04 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 50.0% InnateStealth = Yes End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 8.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object RemoteC4Charge ;Created by ColonelBurton ;No drawable because it's invisible ; *** ART Parameters *** ; ***DESIGN parameters *** Side = America EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ;Allow the stickybomb to show itself to user? ShroudClearingRange = 75 ArmorSet Conditions = None Armor = InvulnerableAllArmor End ; *** AUDIO Parameters *** UnitSpecificSounds UnitBombPing = BombTickRemote StickyBombCreated = ColonelBurtonSetDemoCharge End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = PROJECTILE MINE NO_COLLIDE ;Body = ActiveBody ModuleTag_02 ; MaxHealth = 1.0 ; InitialHealth = 1.0 ;End Body = HighlanderBody ModuleTag_NewBody MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 50.0% InnateStealth = Yes End Behavior = StickyBombUpdate ModuleTag_04 ;Keeps it attached properly to the intended target should it move. End Behavior = SlowDeathBehavior ModuleTag_05 DestructionDelay = 1 FX = INITIAL WeaponFX_TNTStickyBombDetonation Weapon = FINAL BurtonC4ChargeWeapon End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 8.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object TimedC4Charge ;Created by Colonel Burton ;No drawable because it's invisible ; *** ART Parameters *** ; ***DESIGN parameters *** Side = America EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 75.0 ;Allow the stickybomb to show itself to user? ShroudClearingRange = 75 ArmorSet Conditions = None Armor = InvulnerableAllArmor End ; *** AUDIO Parameters *** UnitSpecificSounds UnitBombPing = BombTickTimed StickyBombCreated = ColonelBurtonSetDemoCharge End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = PROJECTILE MINE NO_COLLIDE ;Body = ActiveBody ModuleTag_02 ; MaxHealth = 1.0 ; InitialHealth = 1.0 ;End Body = HighlanderBody ModuleTag_NewBody MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 50.0% InnateStealth = Yes End ;This determines how long the bomb lives before it explodes (via SlowDeathBehavior) Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 20000 ; min lifetime in msec MaxLifetime = 20000 ; max lifetime in msec End Behavior = StickyBombUpdate ModuleTag_05 ;Keeps it attached properly to the intended target should it move. End Behavior = SlowDeathBehavior ModuleTag_06 DestructionDelay = 1 FX = INITIAL WeaponFX_TNTStickyBombDetonation Weapon = FINAL BurtonC4ChargeWeapon End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 8.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object DemoTrapDetonationObject ;The explodes-next-frame object when demo trap is triggered. ; ***DESIGN parameters *** Side = GLA EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ;Allow the stickybomb to show itself to user? ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = PROJECTILE Behavior = PhysicsBehavior ModuleTag_01 Mass = 5 End ;This determines how long the bomb lives before it explodes (via SlowDeathBehavior) Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 1 ; min lifetime in msec MaxLifetime = 1 ; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_03 DestructionDelay = 1 FX = INITIAL WeaponFX_DemoTrapDetonation Weapon = FINAL DemoTrapDetonationWeapon End End ;------------------------------------------------------------------------------ Object StingerMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVRockBug_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:StingerMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 5000 InitialVelocity = 200 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 5 IgnitionFX = None DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. End Behavior = WeaponBonusUpgrade Upgrade_01 TriggeredBy = Upgrade_GLAAPRockets End Locomotor = SET_NORMAL StingerMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ComancheAntiTankMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState ; @todo -- need real art here Model = UVRockBug_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 1000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 10 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL ComancheAntiTankMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ComancheRocketPodRocket ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState ; @todo -- need real art here Model = UVRockBug_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No FuelLifetime = 1000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 10 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL ComancheRocketPodLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object RocketBuggyMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVRockBug_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = ToxinShellWeapon StartsActive = No ; turned on by upgrade TriggeredBy = RocketBuggyToxinUpgrade ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = ToxinShellWeaponUpgraded StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAAnthraxBeta RocketBuggyToxinUpgrade RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag99 DeathWeapon = Chem_ToxinShellWeaponGamma StartsActive = No TriggeredBy = Chem_Upgrade_GLAAnthraxGamma RocketBuggyToxinUpgrade RequiresAllTriggers = Yes; End; Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 1800 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 3 IgnitionFX = FX_BuggyMissileIgnition DistanceScatterWhenJammed = 100 End Locomotor = SET_NORMAL RocketBuggyMissileLocomotor Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPRockets End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object SCUDMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVScudLchr_M End ConditionState = REALLYDAMAGED Model = UVScudLchr_DM End ConditionState = JAMMED ParticleSysBone = None SparksMedium End ConditionState = REALLYDAMAGED JAMMED Model = UVScudLchr_DM ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:SCUDMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have ;*AntiBallisticMissile = Yes set in the Weapon.ini. Armor = BallisticMissileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE BALLISTIC_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = No FuelLifetime = 5000 IgnitionDelay = 0 ; IgnitionFX = FX_ScudStormIgnition ;NOT WORKING InitialVelocity = 50 ; in dist/sec DistanceToTravelBeforeTurning = 200 DistanceToTargetBeforeDiving = 200 ; When I hit this close to target, I ignore PreferredHeight. End Locomotor = SET_NORMAL SCUDMissileLocomotor Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPRockets End Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 4.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL End ObjectReskin SCUDMissilePlusOne SCUDMissile Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVScudLchr_B End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End End ObjectReskin SCUDMissilePlusTwo SCUDMissile Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVScudLchr_C End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End End ;------------------------------------------------------------------------------ Object TomahawkMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVTomahawk_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:TomahawkMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None ;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting ;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have ;*AntiBallisticMissile = Yes set in the Weapon.ini. Armor = BallisticMissileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE BALLISTIC_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 400 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. FX = WeaponFX_TomahawkMissileDetonation End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 4000 IgnitionDelay = 0 IgnitionFX = FX_TomahawkIgnition InitialVelocity = 50 ; in dist/sec DistanceToTravelBeforeTurning = 80 DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba. End Locomotor = SET_NORMAL TomahawkMissileLocomotor Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 8.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ Object StrategyCenterArtilleryShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVNUKECN_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 4000 IgnitionDelay = 0 IgnitionFX = FX_BuggyMissileIgnition InitialVelocity = 20 ; in dist/sec DistanceToTravelBeforeTurning = 40 DistanceToTargetBeforeDiving = 50 ; When I hit this close to target, I ignore PreferredHeight. ; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D ; heart, being over the target counts as "there", so we'll give up and just go straight. End Locomotor = SET_NORMAL NuclearCannonShellLocomotor Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake GeometryMajorRadius = 4.0 GeometryHeight = 4.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL End ;------------------------------------------------------------------------------ Object MissileDefenderMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = ExMsslTm End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:RangerTeamMissile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes;;;;;;;;;No FuelLifetime = 3000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 3 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL MissileDefenderMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object TunnelDefenderMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXStinger01 End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPRockets End Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes;;;;;;;;;;No FuelLifetime = 1250 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 20 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TunnelDefenderMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object TechnicalRPGMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXStinger01 End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 1000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 20 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TechnicalRPGMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object TankHunterMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXStinger01 End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes;;;;;;;;;;;;No FuelLifetime = 1250 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 20 IgnitionFX = FX_BuggyMissileIgnition End Locomotor = SET_NORMAL TankHunterMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ToxinTruckStreamProjectile ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a toxin trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; toxins collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 500 InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_ToxinStreamGarrisonBuildingHit End Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:ToxinTrail01 ; Covers gap at beginning of line End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ToxinTruckStreamProjectileUpgraded ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a toxin trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 500 InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_ToxinStreamUpgradedGarrisonBuildingHit End Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:AnthraxTrail01 ; Covers gap at beginning of line End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object ToxinTruckProjectileStream ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXToxinStream.tga Width = 1.5 TileFactor = 2.0 ; put the texture on the line segment this many times ScrollRate = 6.0; scroll the texture offset this fast MaxSegments = 14 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object ToxinTruckProjectileStreamUpgraded ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXAnthraxStream.tga Width = 1.5 TileFactor = 2.0 ; put the texture on the line segment this many times ScrollRate = 6.0; scroll the texture offset this fast MaxSegments = 14 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object ToxinTruckSprayProjectile ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a flame trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 50 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 1 InitialVelocity = 1 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 0 DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL ToxinTruckDribbleLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object CleanupHazardProjectileStream ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXCleanupStream.tga Width = 1.5 TileFactor = 2.0 ; put the texture on the line segment this many times ScrollRate = 6.0; scroll the texture offset this fast MaxSegments = 14 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object CleanupStreamProjectile ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a flame trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 600 InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 End Locomotor = SET_NORMAL ToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:CleanupTrail01 ; Covers gap at beginning of line End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object BioHazardCleanupStreamProjectile ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a flame trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = NONE End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 500 InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 ;GarrisonHitKillRequiredKindOf = INFANTRY ;GarrisonHitKillForbiddenKindOf = NONE ;GarrisonHitKillCount = 2 ;GarrisonHitKillFX = FX_ToxinStreamGarrisonBuildingHit End Locomotor = SET_NORMAL FasterToxinTruckStreamLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:CleanupTrail01 ; Covers gap at beginning of line End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object DragonTankFlameProjectile ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a flame trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NULL End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 350 DetonateOnNoFuel = Yes InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL DragonTankFlameLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail01 ; Covers gap at beginning of line PristineParticleSystem2 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail02 PristineParticleSystem3 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail03 PristineParticleSystem4 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail04 PristineParticleSystem5 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail06 PristineParticleSystem6 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerSmoke01 End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object FlamethrowerProjectileStream ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXfthrowerStream.tga Width = 1.5 TileFactor = 3.0 ; put the texture on the line segment this many times ScrollRate = 2.0; scroll the texture offset this fast MaxSegments = 4 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object DragonTankFlameProjectileUpgraded ; Explanation - Particles can't do damage, so this is a fast shooting low ; damage invisible missile launcher with a flame trail for exhaust ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NULL End End ; Must have a draw module to be allowed to draw detonation FX ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 AllowCollideForce = No ; flames collide, but never apply forces when they do so End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = No FuelLifetime = 350 DetonateOnNoFuel = Yes InitialVelocity = 120 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 2 GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL DragonTankFlameLocomotor Behavior = BoneFXUpdate ModuleTag_06 PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail01Upgraded ; Covers gap at beginning of line PristineParticleSystem2 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail02Upgraded PristineParticleSystem3 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail03Upgraded PristineParticleSystem4 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail04Upgraded PristineParticleSystem5 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail06Upgraded PristineParticleSystem6 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerSmoke01 End Behavior = BoneFXDamage ModuleTag_07 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;------------------------------------------------------------------------------ Object FlamethrowerProjectileStreamUpgraded ; *** ART Parameters *** Draw = W3DProjectileStreamDraw ModuleTag_01 Texture = EXfthrowerStreamUpgraded.tga Width = 1.5 TileFactor = 3.0 ; put the texture on the line segment this many times ScrollRate = 2.0; scroll the texture offset this fast MaxSegments = 4 ; only play the first X if there are a ton of them. 0 means play all End ; *** ENGINEERING Parameters *** KindOf = INERT Behavior = ProjectileStreamUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object PointDefenseLaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser4.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.005 ;The total width of beam InnerColor = R:255 G:0 B:180 A:120 ;The inside color of the laser (hot) OuterBeamWidth = 10 ;The total width of beam OuterColor = R:100 G:0 B:100 A:100 ;The outside color of the laser (cool) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 250 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = PaladinPointDefenseLaserFlare End ;Used as a weapon, this is essentially a fast pulse laser. Adjusting ;the lifetime values will determine how long it renders. The damage ;is applied immediately, so lifetime doesn't matter. Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 95 ; min lifetime in msec MaxLifetime = 95 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object LaserBeam ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 3 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.4 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 1.2 ;The total width of beam OuterColor = R:255 G:0 B:0 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 MuzzleParticleSystem = GenericLaserFlare TargetParticleSystem = GenericLaserFlare End End ;------------------------------------------------------------------------------ Object ParticleUplinkCannon_MediumConnectorLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.4 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 1.2 ;The total width of beam OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object ParticleUplinkCannon_IntenseConnectorLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.6 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 2.0 ;The total width of beam OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object ParticleUplinkCannon_OrbitalLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXNoise02.tga NumBeams = 12 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -1.75 ;Scrolls the texture offset this fast -- towards(-) away(+) TilingScalar = 0.15 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) InnerBeamWidth = 0.6 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 26.0 ;The total width of beam OuterColor = R:0 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End ; *** DESIGN Parameters *** VisionRange = 100 ShroudClearingRange = 120 ; *** ENGINEERING Parameters *** KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object SupW_ParticleUplinkCannon_MediumConnectorLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 4 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.4 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 1.2 ;The total width of beam OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object SupW_ParticleUplinkCannon_IntenseConnectorLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXLaser.tga NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. InnerBeamWidth = 0.6 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 2.0 ;The total width of beam OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object SupW_ParticleUplinkCannon_OrbitalLaser ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXNoise02.tga NumBeams = 12 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -1.75 ;Scrolls the texture offset this fast -- towards(-) away(+) TilingScalar = 0.15 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) InnerBeamWidth = 0.6 ;The total width of beam InnerColor = R:255 G:255 B:255 A:250 ;The inside color of the laser (hot) OuterBeamWidth = 26.0 ;The total width of beam OuterColor = R:255 G:0 B:255 A:150 ;The outside color of the laser (cool) ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms. ;FadeLifetime = 0 ;Laser will fade and delete. ;@todo -- add shot ability functionality (instead of instant point A to B) End ; *** DESIGN Parameters *** VisionRange = 100 ShroudClearingRange = 120 ; *** ENGINEERING Parameters *** KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;MuzzleParticleSystem = None ;TargetParticleSystem = None End End ;------------------------------------------------------------------------------ Object BinaryDataStream ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXBinaryStream32.tga NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 InnerBeamWidth = 4 ;The total width of beam InnerColor = R:0 G:255 B:0 A:180 ;The inside color of the laser (hot) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -0.25 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 20 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 ArcHeight = 30.0 ;The height of the arc SegmentOverlapRatio = 0.0000 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = 0.25 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;nothing End End ;------------------------------------------------------------------------------ Object ScorpionMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UVScorpion_m End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = ToxinShellWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAToxinShells ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = ToxinShellWeaponUpgraded StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_GLAToxinShells RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag99 DeathWeapon = Chem_ToxinShellWeaponGamma StartsActive = No TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells RequiresAllTriggers = Yes; End; ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_07 TryToFollowTarget = Yes FuelLifetime = 4000 InitialVelocity = 150 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 30 IgnitionFX = FX_JetMissileIgnition End Locomotor = SET_NORMAL ScorpionMissileLocomotor Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPRockets End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object RangerFlashBangGrenade ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVMBuggy_m End End ; ***DESIGN parameters *** DisplayName = OBJECT:FlashBangGrenade EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 End Behavior = DumbProjectileBehavior ModuleTag_05 ; To tweak a Bezier path, please see GS FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 10 ; ensure that a single grenade clears out all garrisoned buildings. GarrisonHitKillFX = FX_FlashBangGarrisonBuildingHit FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object ScorpionTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = ToxinShellWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAToxinShells ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = ToxinShellWeaponUpgraded StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_GLAToxinShells RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag99 DeathWeapon = Chem_ToxinShellWeaponGamma StartsActive = No TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells RequiresAllTriggers = Yes; End; Behavior = DumbProjectileBehavior ModuleTag_06 DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_07 Mass = 0.01 ; can't be zero, but we want it tiny so that it travels nearly straight End ; The Toxin explosions don't want to double up on particles, so only play this effect if we don't have Toxin Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = ScorpionTankGunFXWeapon StartsActive = Yes ConflictsWith = Upgrade_GLAToxinShells End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object MarauderTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = FireWeaponWhenDeadBehavior ModuleTag99 DeathWeapon = Chem_ToxinShellWeaponGamma StartsActive = No TriggeredBy = Chem_Upgrade_GLAAnthraxGamma Upgrade_GLAToxinShells RequiresAllTriggers = Yes; End; Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = ToxinShellWeaponUpgraded StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAAnthraxBeta Upgrade_GLAToxinShells RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is ConflictsWith = Chem_Upgrade_GLAAnthraxGamma End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = ToxinShellWeapon StartsActive = No ; turned on by upgrade TriggeredBy = Upgrade_GLAToxinShells ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma End Behavior = DumbProjectileBehavior ModuleTag_06 DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_07 Mass = 0.01 ; can't be zero, but we want it tiny so that it travels nearly straight End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object GenericTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object BattleMasterTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Behavior = WeaponBonusUpgrade ModuleTag_06 TriggeredBy = Upgrade_ChinaUraniumShells End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object OverlordTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Behavior = WeaponBonusUpgrade ModuleTag_06 TriggeredBy = Upgrade_ChinaUraniumShells End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object NukeCannonShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** AUDIO Parameters *** SoundAmbient = NukeCannonIncomingWhistle ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object NeutronCannonShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** AUDIO Parameters *** SoundAmbient = NukeCannonIncomingWhistle ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. DetonateCallsKill = Yes End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Behavior = NeutronBlastBehavior ModuleTag_06 BlastRadius = 70 AffectAirborne = No End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object InfernoTankShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel ParticleSysBone = None InfernoTrail End End ; *** AUDIO Parameters *** SoundAmbient = InfernoCannonIncomingWhistle ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_09 DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 10 End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 DeathWeapon = SmallFireFieldCreationWeapon StartsActive = Yes End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object InfernoTankShellUpgraded ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel ParticleSysBone = None InfernoTrailUpgraded End End ; *** AUDIO Parameters *** SoundAmbient = InfernoCannonIncomingWhistle ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_09 DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 10 End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = Yes OnlyWhenMovingDown = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = FireWeaponWhenDeadBehavior ModuleTag_08 DeathWeapon = SmallFireFieldUpgradedCreationWeapon StartsActive = Yes End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object GLAAngryMobRockProjectileObject ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = Mob_Rock End End ; ***DESIGN parameters *** DisplayName = OBJECT:GLARock EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 TumbleRandomly = Yes ; not implemented, alas DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05;lorenzen sez, please keep this, it allows tumbling Mass = 0.1 ; about the weight of a rock End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object GLAAngryMobMolotovCocktailProjectileObject ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = Mob_Botl ParticleSysBone = BONE_FX MolotovBurningRag End End ; ***DESIGN parameters *** DisplayName = OBJECT:GLARock EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DumbProjectileBehavior ModuleTag_03 TumbleRandomly = Yes ; not implemented, alas DetonateCallsKill = Yes ; To tweak a Bezier path, please see GS FirstHeight = 30 //TALL ARC LOOK GOOD SecondHeight = 30 //TALL ARC LOOK GOOD FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_04;lorenzen sez, please keep this, it allows tumbling Mass = 0.1 ; about the weight of a rock End ; Behavior = FireWeaponWhenDeadBehavior ; DeathWeapon = GLAAngryMobMolotovCocktailPersistentFlameWeapon ; StartsActive = Yes ; End Behavior = DestroyDie ModuleTag_05 ;nothing End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End ;------------------------------------------------------------------------------ Object ChinaArtilleryBarrageShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVTankShel ParticleSysBone = NONE ArtilleryBarrageTrail ParticleSysBone = NONE ArtilleryBarrageTrailRing End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile Side = China EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundAmbient = ArtilleryBarrageIncomingWhistle ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE ;SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. No effect, since it is in weapon. Don't want to double. ; FX = FX_ArtilleryBarrage End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors ; Besides being the wrong weapon, the weapon is fired from the DeliverPayload listing in OCL.ini ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 ; DeathWeapon = A10ThunderboltMissileWeapon ; StartsActive = Yes ; End Behavior = PhysicsBehavior ModuleTag_08 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_09 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 30 ; in dist/sec IgnitionDelay = 0 End ; It's a missile, it needs to hit so it can +DETONATED ; Behavior = HeightDieUpdate ModuleTag_10 ; TargetHeight = 1.0 ; TargetHeightIncludesStructures = No ; End Locomotor = SET_NORMAL A10ThunderboltMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Behavior = SpecialPowerCompletionDie ModuleTag_11 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike End End ;-------------------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------ Object NapalmBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to* TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD NO_COLLIDE UNATTACKABLE; Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_06 Mass = 75.0 AerodynamicFriction = 0.1 ; this is now friction-per-sec ForwardFriction = 0.1 ; this is now friction-per-sec CenterOfMassOffset = 0.13 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End ; Commenting out module 9 since this method can't take Black napalm ; Behavior = CreateObjectDie ModuleTag_09 ; DeathTypes = ALL ; CreationList = OCL_NapalmBombDetonation ; End Behavior = HeightDieUpdate ModuleTag_10 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = FireWeaponWhenDeadBehavior ModuleTag_11 DeathWeapon = NapalmBombWeapon StartsActive = Yes ConflictsWith = Upgrade_ChinaBlackNapalm End Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 DeathWeapon = BlackNapalmBombWeapon StartsActive = No TriggeredBy = Upgrade_ChinaBlackNapalm End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Scale = 0.7 End ;--------------------------------------------------------------------------------------- Object LeafletContainer ; ***ART parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:DaisyCutterBomb EditorSorting = SYSTEM TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = LeafletDrop ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 22 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 5.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_09 SpecialPowerTemplate = SuperweaponLeafletDrop End Behavior = LeafletDropBehavior ModuleTag_11 DisabledDuration = 20000 Delay = 2500 AffectRadius = 110.0 LeafletFXParticleSystem = LeafletParticles1 End Geometry = Sphere GeometryIsSmall = No GeometryMajorRadius = 30.0 End ;------------------------------------------------------------------------------ Object CruiseMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NBNRocket End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End ; ***DESIGN parameters *** DisplayName = OBJECT:CruiseMissile KindOf = UNATTACKABLE EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 TransportSlotCount = 10 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 99999999.0 InitialHealth = 99999999.0 End Behavior = NeutronMissileUpdate ModuleTag_03 DistanceToTravelBeforeTurning = 200 ; goes straight up a long ways first MaxTurnRate = 7200 ; huge, since it turns off-camera ForwardDamping = 0.1 RelativeSpeed = 2.0 LaunchFX = FX_NeutronMissileLaunch IgnitionFX = FX_NeutronMissileIgnition TargetFromDirectlyAbove = 10 ; aim for an intermed spot directly above the target, so we come straight down onto it SpecialAccelFactor = 1 SpecialSpeedTime = 1500 SpecialSpeedHeight = 160 SpecialJitterDistance = 0.4 DeliveryDecalRadius = 210 DeliveryDecal Texture = SCCNuclearMissile_China Style = SHADOW_ALPHA_DECAL OpacityMin = 25% OpacityMax = 50% OpacityThrobTime = 500 Color = R:0 G:0 B:255 A:255 OnlyVisibleToOwningPlayer = Yes End End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 10.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes SnapToGroundOnDeath = Yes InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad End Behavior = SpecialPowerCompletionDie ModuleTag_05 SpecialPowerTemplate = SupW_CruiseMissile End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 ; DeathWeapon = ScudStormDamageWeapon DeathWeapon = MOABDetonationWeapon StartsActive = Yes ; turned on by upgrade End ; Behavior = NeutronMissileSlowDeathBehavior ModuleTag_06 ; DestructionDelay = 1001 ; ScorchMarkSize = 320 ; FXList = FX_Nuke ; ; Blast1Enabled = Yes ; Blast1Delay = 80 ;in milliseconds ; Blast1ScorchDelay = 100 ;in milliseconds ; Blast1InnerRadius = 60.0 ;objects inside this get the full damage ; Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage ; Blast1MaxDamage = 0.0 ;damage within inner radius of blast ; Blast1MinDamage = 0.0 ;always do at least this much damage to objects ; Blast1ToppleSpeed = 0.5 ;higher #'s topple faster ; Blast1PushForce = 10.0 ;higher #'s push more ; ; Blast2Enabled = Yes ; Blast2Delay = 160 ;in milliseconds ; Blast2ScorchDelay = 180 ;in milliseconds ; Blast2InnerRadius = 90.0 ;objects inside this get the full damage ; Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage ; Blast2MaxDamage = 0.0 ;damage within inner radius of blast ; Blast2MinDamage = 0.0 ;always do at least this much damage to objects ; Blast2ToppleSpeed = 0.45 ;higher #'s topple faster ; Blast2PushForce = 8.0 ;higher #'s push more ; ; Blast3Enabled = Yes ; Blast3Delay = 220 ;in milliseconds ; Blast3ScorchDelay = 260 ;in milliseconds ; Blast3InnerRadius = 120.0 ;objects inside this get the full damage ; Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage ; Blast3MaxDamage = 0.0 ;damage within inner radius of blast ; Blast3MinDamage = 0.0 ;always do at least this much damage to objects ; Blast3ToppleSpeed = 0.42 ;higher #'s topple faster ; Blast3PushForce = 6.0 ;higher #'s push more;;; ; Blast4Enabled = Yes ; Blast4Delay = 350 ;in milliseconds ; Blast4ScorchDelay = 340 ;in milliseconds ; Blast4InnerRadius = 150.0 ;objects inside this get the full damage ; Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage ; Blast4MaxDamage = 0.0 ;damage within inner radius of blast ; Blast4MinDamage = 0.0 ;always do at least this much damage to objects ; Blast4ToppleSpeed = 0.40 ;higher #'s topple faster ; Blast4PushForce = 6.0 ;higher #'s push more;; ; Blast5Enabled = Yes ; Blast5Delay = 500 ;in milliseconds ; Blast5ScorchDelay = 420 ;in milliseconds ; Blast5InnerRadius = 180.0 ;objects inside this get the full damage ; Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage ; Blast5MaxDamage = 0.0 ;damage within inner radius of blast ; Blast5MinDamage = 0.0 ;always do at least this much damage to objects ; Blast5ToppleSpeed = 0.38 ;higher #'s topple faster ; Blast5PushForce = 6.0 ;higher #'s push more ; ; Blast6Enabled = Yes ; Blast6Delay = 680 ;in milliseconds ; Blast6ScorchDelay = 500 ;in milliseconds ; Blast6InnerRadius = 60.0 ;objects inside this get the full damage ; Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage ; Blast6MaxDamage = 1500.0 ;damage within inner radius of blast ; Blast6MinDamage = 150.0 ;always do at least this much damage to objects ; Blast6ToppleSpeed = 0.35 ;higher #'s topple faster ; Blast6PushForce = 4.0 ;higher #'s push more;;; ; Blast7Enabled = No ; Blast7Delay = 999999 ;in milliseconds, don't do the damage wave ; Blast7ScorchDelay = 620 ;in milliseconds ; Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage;; ; Blast8Enabled = No ; Blast8Delay = 999999 ;in milliseconds, don't do the damage wave ; Blast8ScorchDelay = 700 ;in milliseconds ; Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage; ; Blast9Enabled = No ; Blast9Delay = 999999 ;in milliseconds, don't do the damage wave ; Blast9ScorchDelay = 800 ;in milliseconds ; Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage ; ; OCL = MIDPOINT OCL_NukeRadiationField ; End Geometry = CYLINDER GeometryIsSmall = Yes GeometryMajorRadius = 7.0 GeometryHeight = 60.0 End ;------------------------------------------------------------------------------ Object SupW_AuroraFuelAirBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** DisplayName = OBJECT:FuelAirBomb EditorSorting = SYSTEM TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; Behavior = CreateObjectDie ModuleTag_03 ; CreationList = SupW_OCL_FuelAirBomb ; End Behavior = FXListDie ModuleTag_04 ;DeathFX = FX_DaisyCutterExplode DeathFX = AirF_FX_AuroraBombExplode End Behavior = PhysicsBehavior ModuleTag_05 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = MissileAIUpdate ModuleTag_06 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 InitialVelocity = 0 ; in dist/sec DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0 End Behavior = HeightDieUpdate ModuleTag_07 TargetHeight = 15.0 TargetHeightIncludesStructures = Yes End Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right. Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object SupW_AuroraFuelAirGas ; *** ART Parameters *** ; *** DESIGN Parameters *** ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 AerodynamicFriction = 7 ; this is now friction-per-sec ForwardFriction = 200 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 15.0 TargetHeightIncludesStructures = Yes DestroyAttachedParticlesAtHeight = 16.0 ; Hack, todo remove this End Behavior = SlowDeathBehavior ModuleTag_04 DestructionDelay = 1000 DestructionDelayVariance = 100 FX = INITIAL AirF_FX_AuroraBombIgnite FX = FINAL FX_DaisyCutterFinalExplosion Weapon = MIDPOINT DaisyCutterFlameWeapon ; Just a spot of flame to light trees on fire Weapon = FINAL SupW_FuelBombDetonationWeapon End End ; Missiles used by the Patriot. This is the projectile attached to PatriotMissileWeapon in Weapon.ini ;------------------------------------------------------------------------------ Object PatriotMissileEMP ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVRaptor_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:PatriotMissile EditorSorting = SYSTEM VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End ;---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves FX = FINAL WeaponFX_EMPRocketDetonation End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. ; FX = FX_GenericMissileDeath FX = FINAL WeaponFX_EMPRocketDetonation End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 50 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 5 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL PatriotMissileLocomotor ; Behavior = CreateObjectDie ModuleTag_07 ; CreationList = SupW_OCL_FuelAirBomb ; CreationList = SupW_OCL_PatriotEMPEffectSpheroid ; End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 ; DeathWeapon = SupW_PatriotMissileAssistWeapon DeathWeapon = ScudStormDamageWeapon ; DeathWeapon = MOABDetonationWeapon ; StartsActive = Yes ; turned on by upgrade End ; Behavior = SlowDeathBehavior ModuleTag_10 ; DestructionDelay = 0 ; DestructionDelayVariance = 0 ; FX = FINAL WeaponFX_EMPRocketDetonation ; End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End Object PatriotMissileEMPHelper ; *** ART Parameters *** ; ***DESIGN parameters *** ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_01 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_02 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 1.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 22 ; this is now friction-per-sec CenterOfMassOffset = 0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 5.0 TargetHeightIncludesStructures = No End Locomotor = SET_NORMAL None Behavior = EMPUpdate ModuleTag_05 DisabledDuration = 5000 Lifetime = 500 StartFadeTime = 300 StartScale = 0.01 TargetScaleMin = 6.00 TargetScaleMax = 7.00 StartColor = R:0 G:255 B:255 EndColor = R:0 G:128 B:128 EffectRadius = 10 DisableFXParticleSystem = EMPSparks End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End ;-------------------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------ Object NukeBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBomber_B End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to* TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD NO_COLLIDE UNATTACKABLE; Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = PhysicsBehavior ModuleTag_06 Mass = 75.0 AerodynamicFriction = 0.1 ; this is now friction-per-sec ForwardFriction = 0.1 ; this is now friction-per-sec CenterOfMassOffset = 0.13 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_10 TargetHeight = 10.0 TargetHeightIncludesStructures = No End ; **********************************HERE IT IS, TODD Behavior = FireWeaponWhenDeadBehavior ModuleTag998 DeathWeapon = HelixNukeBombDetonationWeaponWithAnEvenLongerName DeathTypes = ALL StartsActive = Yes End; Behavior = InstantDeathBehavior ModuleTag_Death02 DeathTypes = ALL End ; **********************************HERE IT IS, TODD Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Scale = 0.7 End ;------------------------------------------------------------------------------ Object USSBenderGunShell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 110 ; Height of Bezier control points above highest intervening terrain SecondHeight = 110 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Scale = 1.2 ;Scaling End ;------------------------------------------------------------------------------ Object ScorpionMissile2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UVScorpion_m End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_07 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 75 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition End Locomotor = SET_NORMAL ScorpionMissileLocomotor2 Behavior = WeaponBonusUpgrade ModuleTag_08 TriggeredBy = Upgrade_GLAAPRockets End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_18 SpecialPowerTemplate = SpecialAbilityRedGuardCaptureBuilding TriggeredBy = Upgrade_InfantryCaptureBuilding End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End Object ChinaSMine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = AVRaptor_M End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 DetonateCallsKill = Yes FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain SecondHeight = 150 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 1.0 End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = No OnlyWhenMovingDown = Yes InitialDelay = 1000 End Behavior = GenerateMinefieldBehavior ModuleTag_07 MineName = ChinaClusterMine DistanceAroundObject = 0 GenerateOnlyOnDeath = Yes SmartBorder = No SmartBorderSkipInterior = No AlwaysCircular = Yes GenerationFX = WeaponFX_ClusterMineImpact End Behavior = InstantDeathBehavior DeathModuleTag_09 DeathTypes = NONE +DETONATED End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End Object ToxinPlaneDropObj Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXHideBomb End End Scale =0.6 Draw = W3DModelDraw ModuleTag_12 DefaultConditionState Model = PMparacht_SKNc End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 200 ;default value, you can override this in code TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon SoundFallingFromPlane = DaisyCutterWeapon ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = MissileAIUpdate ModuleTag_03 TryToFollowTarget = No ;Yes FuelLifetime = 3000 InitialVelocity = 0 ; in dist/sec GarrisonHitKillRequiredKindOf = INFANTRY GarrisonHitKillForbiddenKindOf = NONE GarrisonHitKillCount = 2 End Locomotor = SET_NORMAL ToxinDropLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryHeight = 6 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object RaptorJetMissile2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVRaptor_M End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_07 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 75 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition End Locomotor = SET_NORMAL ScorpionMissileLocomotor2 Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End Object SAMMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NBSAM_M End End ; ***DESIGN parameters *** DisplayName = OBJECT:PatriotMissile EditorSorting = VEHICLE VisionRange = 300.0 ShroudClearingRange = 0 ; *** ENGINEERING Parameters *** KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_04 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_05 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 50 ; in dist/sec IgnitionDelay = 0 DistanceToTravelBeforeTurning = 5 DistanceToTargetForLock = 100 ; If it gets within 100 of the target, it kills the target. End Locomotor = SET_NORMAL PatriotMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 2.0 End